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Comparing deliantra/server/common/object.C (file contents):
Revision 1.149 by root, Mon May 14 19:56:45 2007 UTC vs.
Revision 1.326 by root, Thu Apr 15 00:56:40 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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>
34#include <sproto.h> 30#include <sproto.h>
35#include <loader.h>
36 31
37#include <bitset> 32#include <bitset>
38 33
39int nrofallocobjects = 0; 34UUID UUID::cur;
40static UUID uuid; 35static uint64_t seq_next_save;
41const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
42 38
43objectvec objects; 39objectvec objects;
44activevec actives; 40activevec actives;
45 41
46short 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, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 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}; 55};
49short 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, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
50 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
51};
52int 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,
53 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
54}; 61};
55int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
56 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, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
57 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
58}; 67};
59 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
60static void 76static void
61write_uuid (void) 77write_uuid (uval64 skip, bool sync)
62{ 78{
63 char filename1[MAX_BUF], filename2[MAX_BUF]; 79 CALL_BEGIN (2);
64 80 CALL_ARG_SV (newSVval64 (skip));
65 sprintf (filename1, "%s/uuid", settings.localdir); 81 CALL_ARG_SV (boolSV (sync));
66 sprintf (filename2, "%s/uuid~", settings.localdir); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
67 83 CALL_END;
68 FILE *fp;
69
70 if (!(fp = fopen (filename2, "w")))
71 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return;
74 }
75
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77 fclose (fp);
78 rename (filename2, filename1);
79} 84}
80 85
81static void 86static void
82read_uuid (void) 87read_uuid ()
83{ 88{
84 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
85 90
86 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
87 94
88 FILE *fp; 95 FILE *fp;
89 96
90 if (!(fp = fopen (filename, "r"))) 97 if (!(fp = fopen (filename, "r")))
91 { 98 {
92 if (errno == ENOENT) 99 if (errno == ENOENT)
93 { 100 {
94 LOG (llevInfo, "RESET uid to 1\n"); 101 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0; 102 UUID::cur.seq = 0;
96 write_uuid (); 103 write_uuid (UUID_GAP, true);
97 return; 104 return;
98 } 105 }
99 106
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1); 108 _exit (1);
102 } 109 }
103 110
104 int version; 111 char buf [UUID::MAX_LEN];
105 unsigned long long uid; 112 buf[0] = 0;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
107 { 116 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1); 118 _exit (1);
110 } 119 }
111 120
112 uuid.seq = uid; 121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 write_uuid (); 122
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 123 write_uuid (UUID_GAP, true);
115 fclose (fp); 124 fclose (fp);
116} 125}
117 126
118UUID 127UUID
119gen_uuid () 128UUID::gen ()
120{ 129{
121 UUID uid; 130 UUID uid;
122 131
123 uid.seq = ++uuid.seq; 132 uid.seq = ++cur.seq;
124 133
125 if (!(uuid.seq & (UUID_SKIP - 1))) 134 if (expect_false (cur.seq >= seq_next_save))
126 write_uuid (); 135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
127 140
128 return uid; 141 return uid;
129} 142}
130 143
131void 144void
132init_uuid () 145UUID::init ()
133{ 146{
134 read_uuid (); 147 read_uuid ();
135} 148}
136 149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
213}
214
137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
138static int 216static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
140{ 218{
141 key_value *wants_field;
142
143 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
144 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
145 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
146 */ 222 */
147 223
148 /* For each field in wants, */ 224 /* For each field in wants, */
149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
150 { 226 if (has->kv_get (kv->key) != kv->value)
151 key_value *has_field; 227 return false;
152
153 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
157 {
158 /* No field with that name. */
159 return FALSE;
160 }
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168
169 /* If we get here, we found a match. Now for the next field in wants. */
170 }
171 228
172 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
173 return TRUE; 230 return true;
174} 231}
175 232
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 234static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 236{
180 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
181 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
182 */ 239 */
183 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
184} 242}
185 243
186/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
187 * they can be merged together. 245 * they can be merged together.
188 * 246 *
195 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
196 * check weight 254 * check weight
197 */ 255 */
198bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
199{ 257{
200 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
201 if (ob1 == ob2 259 if (ob1 == ob2
202 || ob1->type != ob2->type 260 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 261 || ob1->value != ob2->value
205 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
206 return 0; 264 return 0;
207 265
208 //TODO: this ain't working well, use nicer and correct overflow check
209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 266 /* Do not merge objects if nrof would overflow, assume nrof
210 * value could not be stored in a sint32 (which unfortunately sometimes is 267 * is always 0 .. 2**31-1 */
211 * used to store nrof). 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
214 return 0; 269 return 0;
215 270
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
218 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
219 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
220 * flags lose any meaning. 275 * flags lose any meaning.
221 */ 276 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
224 279
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
227 282
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 283 if (ob1->arch->archname != ob2->arch->archname
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 284 || ob1->name != ob2->name
231 || ob1->title != ob2->title 285 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 292 || ob1->value != ob2->value
241 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
242 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
244 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty) 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 308 return 0;
254 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
255 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
257 */ 319 */
258 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
259 { 321 {
260 /* if one object has inventory but the other doesn't, not equiv */ 322 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 323 return 0; /* inventories differ in length */
262 return 0;
263 324
264 /* Now check to see if the two inventory objects could merge */ 325 if (ob1->inv->below || ob2->inv->below)
326 return 0; /* more than one object in inv */
327
265 if (!object::can_merge (ob1->inv, ob2->inv)) 328 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 329 return 0; /* inventory objects differ */
267 330
268 /* inventory ok - still need to check rest of this object to see 331 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 332 * if it is valid.
270 */ 333 */
271 } 334 }
272 335
273 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
274 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
275 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
276 */ 339 */
277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
278 return 0; 341 return 0;
279 342
280 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
282 * check? 345 * check?
283 */ 346 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
285 return 0; 348 return 0;
286 349
287 switch (ob1->type) 350 switch (ob1->type)
288 { 351 {
289 case SCROLL: 352 case SCROLL:
290 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
291 return 0; 354 return 0;
292 break; 355 break;
293 } 356 }
294 357
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
296 { 359 {
297 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
363
364 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 365 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 366 }
304 367
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
307 { 369 {
308 ob1->optimise (); 370 ob1->optimise ();
309 ob2->optimise (); 371 ob2->optimise ();
310 372
311 if (ob1->self || ob2->self) 373 if (ob1->self || ob2->self)
374 {
375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
377
378 if (k1 != k2)
312 return 0; 379 return 0;
380
381 if (k1 == 0)
382 return 1;
383
384 if (!cfperl_can_merge (ob1, ob2))
385 return 0;
386 }
313 } 387 }
314 388
315 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
316 return 1; 390 return 1;
317} 391}
318 392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
430// adjust weight per container type ("of holding")
431static sint32
432weight_adjust_for (object *op, sint32 weight)
433{
434 return op->type == CONTAINER
435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
436 : weight;
437}
438
319/* 439/*
440 * adjust_weight(object, weight) adds the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying.
442 */
443static void
444adjust_weight (object *op, sint32 weight)
445{
446 while (op)
447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
450 weight = weight_adjust_for (op, op->carrying)
451 - weight_adjust_for (op, op->carrying - weight);
452
453 if (!weight)
454 return;
455
456 op->carrying += weight;
457
458 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op);
461
462 op = op->env;
463 }
464}
465
466/*
320 * sum_weight() is a recursive function which calculates the weight 467 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 468 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 469 * containers are carrying, and sums it up.
323 */ 470 */
324long 471void
325sum_weight (object *op) 472object::update_weight ()
326{ 473{
327 long sum; 474 sint32 sum = 0;
328 object *inv;
329 475
330 for (sum = 0, inv = op->inv; inv; inv = inv->below) 476 for (object *op = inv; op; op = op->below)
331 { 477 {
332 if (inv->inv) 478 if (op->inv)
333 sum_weight (inv); 479 op->update_weight ();
334 480
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 481 sum += op->total_weight ();
482 }
483
484 sum = weight_adjust_for (this, sum);
485
486 if (sum != carrying)
336 } 487 {
337
338 if (op->type == CONTAINER && op->stats.Str)
339 sum = (sum * (100 - op->stats.Str)) / 100;
340
341 if (op->carrying != sum) 488 if (carrying != sum)//D
489 LOG (llevDebug, "updating weight got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
342 op->carrying = sum; 492 carrying = sum;
343 493
344 return sum; 494 if (object *pl = visible_to ())
495 if (pl != this) // player is handled lazily
496 esrv_update_item (UPD_WEIGHT, pl, this);
497 }
345} 498}
346 499
347/** 500/*
348 * Return the outermost environment object for a given object. 501 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
349 */
350
351object *
352object_get_env_recursive (object *op)
353{
354 while (op->env != NULL)
355 op = op->env;
356 return op;
357}
358
359/*
360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
361 * Some error messages.
362 * The result of the dump is stored in the static global errmsg array.
363 */ 502 */
364char * 503char *
365dump_object (object *op) 504dump_object (object *op)
366{ 505{
367 if (!op) 506 if (!op)
370 object_freezer freezer; 509 object_freezer freezer;
371 op->write (freezer); 510 op->write (freezer);
372 return freezer.as_string (); 511 return freezer.as_string ();
373} 512}
374 513
375/* 514char *
376 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
377 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned.
379 */
380
381object *
382get_nearest_part (object *op, const object *pl)
383{ 516{
384 object *tmp, *closest; 517 return dump_object (this);
385 int last_dist, i;
386
387 if (op->more == NULL)
388 return op;
389 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
390 if ((i = distance (tmp, pl)) < last_dist)
391 closest = tmp, last_dist = i;
392 return closest;
393} 518}
394 519
395/* 520/*
396 * Returns the object which has the count-variable equal to the argument. 521 * Returns the object which has the count-variable equal to the argument.
522 * VERRRY slow.
397 */ 523 */
398object * 524object *
399find_object (tag_t i) 525find_object (tag_t i)
400{ 526{
401 for_all_objects (op) 527 for_all_objects (op)
404 530
405 return 0; 531 return 0;
406} 532}
407 533
408/* 534/*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539object *
540find_object_uuid (UUID i)
541{
542 for_all_objects (op)
543 if (op->uuid == i)
544 return op;
545
546 return 0;
547}
548
549/*
409 * Returns the first object which has a name equal to the argument. 550 * Returns the first object which has a name equal to the argument.
410 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
411 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
412 */ 553 */
413object * 554object *
414find_object_name (const char *str) 555find_object_name (const char *str)
415{ 556{
416 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
417 object *op;
418 558
559 if (str_)
419 for_all_objects (op) 560 for_all_objects (op)
420 if (op->name == str_) 561 if (op->name == str_)
421 break; 562 return op;
422 563
423 return op; 564 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 565}
431 566
432/* 567/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 568 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 569 * skill and experience objects.
570 * ACTUALLY NO! investigate! TODO
435 */ 571 */
436void 572void
437object::set_owner (object *owner) 573object::set_owner (object *owner)
438{ 574{
575 // allow objects which own objects
439 if (!owner) 576 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) 577 while (owner->owner)
450 owner = owner->owner; 578 owner = owner->owner;
579
580 if (flag [FLAG_FREED])
581 {
582 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
583 return;
584 }
451 585
452 this->owner = owner; 586 this->owner = owner;
453}
454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 current_weapon = ob;
479 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
480
481 update_stats ();
482
483 if (ob)
484 {
485 // now check wether any body locations became invalid, in which case
486 // we cannot apply the weapon at the moment.
487 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
488 if (slot[i].used < 0)
489 {
490 current_weapon = chosen_skill = 0;
491 update_stats ();
492
493 new_draw_info_format (NDI_UNIQUE, 0, this,
494 "You try to balance your applied items all at once, but the %s is too much. "
495 "You need to unapply some items first.", &ob->name);
496 return false;
497 }
498
499 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
500 }
501 else
502 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
503
504 return true;
505} 587}
506 588
507/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
508 * refcounts and freeing the links. 590 * refcounts and freeing the links.
509 */ 591 */
519 } 601 }
520 602
521 op->key_values = 0; 603 op->key_values = 0;
522} 604}
523 605
524object & 606/*
525object::operator =(const object &src) 607 * copy_to first frees everything allocated by the dst object,
608 * and then copies the contents of itself into the second
609 * object, allocating what needs to be allocated. Basically, any
610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
611 * if the first object is freed, the pointers in the new object
612 * will point at garbage.
613 */
614void
615object::copy_to (object *dst)
526{ 616{
527 bool is_freed = flag [FLAG_FREED]; 617 dst->remove ();
528 bool is_removed = flag [FLAG_REMOVED];
529
530 *(object_copy *)this = src; 618 *(object_copy *)dst = *this;
531
532 flag [FLAG_FREED] = is_freed;
533 flag [FLAG_REMOVED] = is_removed; 619 dst->flag [FLAG_REMOVED] = true;
534 620
535 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
536 if (src.key_values) 622 if (key_values)
537 { 623 {
538 key_value *tail = 0; 624 key_value *tail = 0;
539 key_values = 0; 625 dst->key_values = 0;
540 626
541 for (key_value *i = src.key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
542 { 628 {
543 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
544 630
545 new_link->next = 0; 631 new_link->next = 0;
546 new_link->key = i->key; 632 new_link->key = i->key;
547 new_link->value = i->value; 633 new_link->value = i->value;
548 634
549 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
550 if (!key_values) 636 if (!dst->key_values)
551 { 637 {
552 key_values = new_link; 638 dst->key_values = new_link;
553 tail = new_link; 639 tail = new_link;
554 } 640 }
555 else 641 else
556 { 642 {
557 tail->next = new_link; 643 tail->next = new_link;
558 tail = new_link; 644 tail = new_link;
559 } 645 }
560 } 646 }
561 } 647 }
562}
563 648
564/* 649 dst->activate ();
565 * copy_to first frees everything allocated by the dst object,
566 * and then copies the contents of itself into the second
567 * object, allocating what needs to be allocated. Basically, any
568 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
569 * if the first object is freed, the pointers in the new object
570 * will point at garbage.
571 */
572void
573object::copy_to (object *dst)
574{
575 *dst = *this;
576
577 if (speed < 0)
578 dst->speed_left = speed_left - rndm ();
579
580 dst->set_speed (dst->speed);
581} 650}
582 651
583void 652void
584object::instantiate () 653object::instantiate ()
585{ 654{
586 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
587 uuid = gen_uuid (); 656 uuid = UUID::gen ();
588 657
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation
661 else
589 speed_left = -0.1f; 662 speed_left = -1.;
663
590 /* copy the body_info to the body_used - this is only really 664 /* copy the body_info to the body_used - this is only really
591 * need for monsters, but doesn't hurt to do it for everything. 665 * need for monsters, but doesn't hurt to do it for everything.
592 * by doing so, when a monster is created, it has good starting 666 * by doing so, when a monster is created, it has good starting
593 * values for the body_used info, so when items are created 667 * values for the body_used info, so when items are created
594 * for it, they can be properly equipped. 668 * for it, they can be properly equipped.
602object * 676object *
603object::clone () 677object::clone ()
604{ 678{
605 object *neu = create (); 679 object *neu = create ();
606 copy_to (neu); 680 copy_to (neu);
681
682 // TODO: unclean state changes, should not be done in clone AND instantiate
683 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
684 neu->speed_left = - neu->speed - rndm (); // TODO animation
685
686 neu->map = map; // not copied by copy_to
607 return neu; 687 return neu;
608} 688}
609 689
610/* 690/*
611 * If an object with the IS_TURNABLE() flag needs to be turned due 691 * If an object with the IS_TURNABLE() flag needs to be turned due
613 * be called to update the face variable, _and_ how it looks on the map. 693 * be called to update the face variable, _and_ how it looks on the map.
614 */ 694 */
615void 695void
616update_turn_face (object *op) 696update_turn_face (object *op)
617{ 697{
618 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
619 return; 699 return;
620 700
621 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
622 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
623} 703}
628 * This function needs to be called whenever the speed of an object changes. 708 * This function needs to be called whenever the speed of an object changes.
629 */ 709 */
630void 710void
631object::set_speed (float speed) 711object::set_speed (float speed)
632{ 712{
633 if (flag [FLAG_FREED] && speed)
634 {
635 LOG (llevError, "Object %s is freed but has speed.\n", &name);
636 speed = 0;
637 }
638
639 this->speed = speed; 713 this->speed = speed;
640 714
641 if (has_active_speed ()) 715 if (has_active_speed ())
642 activate (); 716 activate ();
643 else 717 else
662 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
663 */ 737 */
664void 738void
665update_object (object *op, int action) 739update_object (object *op, int action)
666{ 740{
667 if (op == NULL) 741 if (!op)
668 { 742 {
669 /* this should never happen */ 743 /* this should never happen */
670 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
671 return; 745 return;
672 } 746 }
673 747
674 if (op->env) 748 if (!op->is_on_map ())
675 { 749 {
676 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
677 * to do in this case. 751 * to do in this case.
678 */ 752 */
679 return; 753 return;
680 } 754 }
681
682 /* If the map is saving, don't do anything as everything is
683 * going to get freed anyways.
684 */
685 if (!op->map || op->map->in_memory == MAP_SAVING)
686 return;
687 755
688 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
689 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 757 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
690 { 758 {
691 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
699 767
700 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
701 /* nop */; 769 /* nop */;
702 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
703 { 771 {
772#if 0
704 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
705 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
706 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
707 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
708 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
709 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
710 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
711 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
712 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
713 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
714 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
715 * to have move_allow right now. 784 * have move_allow right now.
716 */ 785 */
717 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
787 m.invalidate ();
788#else
718 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 789 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
719 m.flags_ = 0; 790 m.invalidate ();
791#endif
720 } 792 }
721 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
722 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
723 * that is being removed. 795 * that is being removed.
724 */ 796 */
725 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
726 m.flags_ = 0; 798 m.invalidate ();
727 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
728 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
729 else 801 else
730 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
731 803
733 update_object (op->more, action); 805 update_object (op->more, action);
734} 806}
735 807
736object::object () 808object::object ()
737{ 809{
738 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
739 811
740 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
741 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
742} 815}
743 816
744object::~object () 817object::~object ()
745{ 818{
746 unlink (); 819 unlink ();
747 820
748 free_key_values (this); 821 free_key_values (this);
749} 822}
750 823
751static int object_count;
752
753void object::link () 824void object::link ()
754{ 825{
755 assert (!index);//D 826 assert (!index);//D
756 uuid = gen_uuid (); 827 uuid = UUID::gen ();
757 count = ++object_count;
758 828
759 refcnt_inc (); 829 refcnt_inc ();
760 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
761} 834}
762 835
763void object::unlink () 836void object::unlink ()
764{ 837{
765 if (!index) 838 if (!index)
766 return; 839 return;
840
841 ++destroy_count;
767 842
768 objects.erase (this); 843 objects.erase (this);
769 refcnt_dec (); 844 refcnt_dec ();
770} 845}
771 846
775 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
776 if (active) 851 if (active)
777 return; 852 return;
778 853
779 if (has_active_speed ()) 854 if (has_active_speed ())
855 {
856 if (flag [FLAG_FREED])
857 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
858
780 actives.insert (this); 859 actives.insert (this);
860 }
781} 861}
782 862
783void 863void
784object::activate_recursive () 864object::activate_recursive ()
785{ 865{
834object::destroy_inv (bool drop_to_ground) 914object::destroy_inv (bool drop_to_ground)
835{ 915{
836 // need to check first, because the checks below might segfault 916 // need to check first, because the checks below might segfault
837 // as we might be on an invalid mapspace and crossfire code 917 // as we might be on an invalid mapspace and crossfire code
838 // is too buggy to ensure that the inventory is empty. 918 // is too buggy to ensure that the inventory is empty.
839 // corollary: if you create arrows etc. with stuff in tis inventory, 919 // corollary: if you create arrows etc. with stuff in its inventory,
840 // cf will crash below with off-map x and y 920 // cf will crash below with off-map x and y
841 if (!inv) 921 if (!inv)
842 return; 922 return;
843 923
844 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
845 * if some form of movement is allowed, let objects 925 * if some form of movement is allowed, let objects
846 * drop on that space. 926 * drop on that space.
847 */ 927 */
848 if (!drop_to_ground 928 if (!drop_to_ground
849 || !map 929 || !map
850 || map->in_memory != MAP_IN_MEMORY 930 || map->in_memory != MAP_ACTIVE
851 || map->nodrop 931 || map->no_drop
852 || ms ().move_block == MOVE_ALL) 932 || ms ().move_block == MOVE_ALL)
853 { 933 {
854 while (inv) 934 while (inv)
855 {
856 inv->destroy_inv (drop_to_ground);
857 inv->destroy (); 935 inv->destroy ();
858 }
859 } 936 }
860 else 937 else
861 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
862 while (inv) 939 while (inv)
863 { 940 {
874 map->insert (op, x, y); 951 map->insert (op, x, y);
875 } 952 }
876 } 953 }
877} 954}
878 955
956/*
957 * Remove and free all objects in the inventory of the given object.
958 * Unlike destroy_inv, this assumes the *this is destroyed as well
959 * well, so we can (and have to!) take shortcuts.
960 */
961void
962object::destroy_inv_fast ()
963{
964 while (object *op = inv)
965 {
966 // remove from object the fast way
967 op->flag [FLAG_REMOVED] = true;
968 op->env = 0;
969 if ((inv = inv->below))
970 inv->above = 0;
971
972 // then destroy
973 op->destroy ();
974 }
975}
976
977void
978object::freelist_free (int count)
979{
980 while (count-- && freelist)
981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
984
985 sfree ((char *)freelist, sizeof (object));
986
987 freelist = next;
988 --free_count;
989 }
990}
991
992object *
879object *object::create () 993object::create ()
880{ 994{
881 object *op = new object; 995 object *op;
996
997 if (freelist)
998 {
999 freelist_item li = *freelist;
1000 memset (freelist, 0, sizeof (object));
1001
1002 op = new (freelist) object;
1003 op->count = li.count;
1004
1005 freelist = li.next;
1006 --free_count;
1007 }
1008 else
1009 {
1010 void *ni = salloc0<char> (sizeof (object));
1011
1012 op = new(ni) object;
1013
1014 op->count = ++object_count;
1015 }
1016
882 op->link (); 1017 op->link ();
1018
883 return op; 1019 return op;
884} 1020}
885 1021
886void 1022void
1023object::do_delete ()
1024{
1025 uint32_t count = this->count;
1026
1027 this->~object ();
1028
1029 freelist_item *li = (freelist_item *)this;
1030 li->next = freelist;
1031 li->count = count;
1032
1033 freelist = li;
1034 ++free_count;
1035}
1036
1037static struct freed_map : maptile
1038{
1039 freed_map ()
1040 {
1041 path = "<freed objects map>";
1042 name = "/internal/freed_objects_map";
1043 width = 3;
1044 height = 3;
1045 no_drop = 1;
1046 no_reset = 1;
1047
1048 alloc ();
1049 in_memory = MAP_ACTIVE;
1050 }
1051
1052 ~freed_map ()
1053 {
1054 destroy ();
1055 }
1056} freed_map; // freed objects are moved here to avoid crashes
1057
1058void
887object::do_destroy () 1059object::do_destroy ()
888{ 1060{
889 attachable::do_destroy ();
890
891 if (flag [FLAG_IS_LINKED]) 1061 if (flag [FLAG_IS_LINKED])
892 remove_button_link (this); 1062 remove_link ();
893 1063
894 if (flag [FLAG_FRIENDLY]) 1064 if (flag [FLAG_FRIENDLY])
895 remove_friendly_object (this); 1065 remove_friendly_object (this);
896 1066
897 if (!flag [FLAG_REMOVED])
898 remove (); 1067 remove ();
899 1068
900 destroy_inv (true); 1069 attachable::do_destroy ();
901 1070
902 deactivate (); 1071 deactivate ();
903 unlink (); 1072 unlink ();
904 1073
905 flag [FLAG_FREED] = 1; 1074 flag [FLAG_FREED] = 1;
906 1075
907 // hack to ensure that freed objects still have a valid map 1076 // hack to ensure that freed objects still have a valid map
908 {
909 static maptile *freed_map; // freed objects are moved here to avoid crashes
910
911 if (!freed_map)
912 {
913 freed_map = new maptile;
914
915 freed_map->name = "/internal/freed_objects_map";
916 freed_map->width = 3;
917 freed_map->height = 3;
918
919 freed_map->alloc ();
920 freed_map->in_memory = MAP_IN_MEMORY;
921 }
922
923 map = freed_map; 1077 map = &freed_map;
924 x = 1; 1078 x = 1;
925 y = 1; 1079 y = 1;
926 }
927
928 head = 0;
929 1080
930 if (more) 1081 if (more)
931 { 1082 {
932 more->destroy (); 1083 more->destroy ();
933 more = 0; 1084 more = 0;
934 } 1085 }
935 1086
1087 head = 0;
1088
936 // clear those pointers that likely might have circular references to us 1089 // clear those pointers that likely might cause circular references
937 owner = 0; 1090 owner = 0;
938 enemy = 0; 1091 enemy = 0;
939 attacked_by = 0; 1092 attacked_by = 0;
1093 current_weapon = 0;
940} 1094}
941 1095
942void 1096void
943object::destroy (bool destroy_inventory) 1097object::destroy ()
944{ 1098{
945 if (destroyed ()) 1099 if (destroyed ())
946 return; 1100 return;
947 1101
948 if (destroy_inventory) 1102 if (!is_head () && !head->destroyed ())
1103 {
1104 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1105 head->destroy ();
1106 return;
1107 }
1108
949 destroy_inv (false); 1109 destroy_inv_fast ();
1110
1111 if (is_head ())
1112 if (sound_destroy)
1113 play_sound (sound_destroy);
1114 else if (flag [FLAG_MONSTER])
1115 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
950 1116
951 attachable::destroy (); 1117 attachable::destroy ();
952}
953
954/*
955 * sub_weight() recursively (outwards) subtracts a number from the
956 * weight of an object (and what is carried by it's environment(s)).
957 */
958void
959sub_weight (object *op, signed long weight)
960{
961 while (op != NULL)
962 {
963 if (op->type == CONTAINER)
964 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
965
966 op->carrying -= weight;
967 op = op->env;
968 }
969} 1118}
970 1119
971/* op->remove (): 1120/* op->remove ():
972 * This function removes the object op from the linked list of objects 1121 * This function removes the object op from the linked list of objects
973 * which it is currently tied to. When this function is done, the 1122 * which it is currently tied to. When this function is done, the
976 * the previous environment. 1125 * the previous environment.
977 */ 1126 */
978void 1127void
979object::do_remove () 1128object::do_remove ()
980{ 1129{
981 object *tmp, *last = 0; 1130 if (flag [FLAG_REMOVED])
982 object *otmp;
983
984 if (QUERY_FLAG (this, FLAG_REMOVED))
985 return; 1131 return;
986 1132
987 SET_FLAG (this, FLAG_REMOVED);
988 INVOKE_OBJECT (REMOVE, this); 1133 INVOKE_OBJECT (REMOVE, this);
1134
1135 flag [FLAG_REMOVED] = true;
989 1136
990 if (more) 1137 if (more)
991 more->remove (); 1138 more->remove ();
992 1139
993 /* 1140 /*
994 * In this case, the object to be removed is in someones 1141 * In this case, the object to be removed is in someones
995 * inventory. 1142 * inventory.
996 */ 1143 */
997 if (env) 1144 if (env)
998 { 1145 {
999 if (nrof) 1146 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1000 sub_weight (env, weight * nrof); 1147 if (object *pl = visible_to ())
1001 else 1148 esrv_del_item (pl->contr, count);
1002 sub_weight (env, weight + carrying); 1149 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1003 1150
1004 /* NO_FIX_PLAYER is set when a great many changes are being 1151 adjust_weight (env, -total_weight ());
1005 * made to players inventory. If set, avoiding the call
1006 * to save cpu time.
1007 */
1008 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1009 otmp->update_stats ();
1010 1152
1011 if (above) 1153 object *pl = in_player ();
1012 above->below = below;
1013 else
1014 env->inv = below;
1015
1016 if (below)
1017 below->above = above;
1018 1154
1019 /* we set up values so that it could be inserted into 1155 /* we set up values so that it could be inserted into
1020 * the map, but we don't actually do that - it is up 1156 * the map, but we don't actually do that - it is up
1021 * to the caller to decide what we want to do. 1157 * to the caller to decide what we want to do.
1022 */ 1158 */
1023 x = env->x, y = env->y;
1024 map = env->map; 1159 map = env->map;
1025 above = 0, below = 0; 1160 x = env->x;
1161 y = env->y;
1162
1163 // make sure cmov optimisation is applicable
1164 *(above ? &above->below : &env->inv) = below;
1165 *(below ? &below->above : &above ) = above; // &above is just a dummy
1166
1167 above = 0;
1168 below = 0;
1026 env = 0; 1169 env = 0;
1170
1171 if (pl && pl->is_player ())
1172 {
1173 if (expect_false (pl->contr->combat_ob == this))
1174 {
1175 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1176 pl->contr->combat_ob = 0;
1177 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1178 }
1179
1180 if (expect_false (pl->contr->ranged_ob == this))
1181 {
1182 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1183 pl->contr->ranged_ob = 0;
1184 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1185 }
1186
1187 pl->contr->queue_stats_update ();
1188
1189 if (expect_false (glow_radius) && pl->is_on_map ())
1190 update_all_los (pl->map, pl->x, pl->y);
1191 }
1027 } 1192 }
1028 else if (map) 1193 else if (map)
1029 { 1194 {
1030 if (type == PLAYER)
1031 {
1032 // leaving a spot always closes any open container on the ground
1033 if (container && !container->env)
1034 // this causes spurious floorbox updates, but it ensures
1035 // that the CLOSE event is being sent.
1036 close_container ();
1037
1038 --map->players;
1039 map->touch ();
1040 }
1041
1042 map->dirty = true; 1195 map->dirty = true;
1043 mapspace &ms = this->ms (); 1196 mapspace &ms = this->ms ();
1044 1197
1198 if (object *pl = ms.player ())
1199 {
1200 if (is_player ())
1201 {
1202 if (!flag [FLAG_WIZPASS])
1203 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1204
1205 // leaving a spot always closes any open container on the ground
1206 if (container && !container->env)
1207 // this causes spurious floorbox updates, but it ensures
1208 // that the CLOSE event is being sent.
1209 close_container ();
1210
1211 --map->players;
1212 map->touch ();
1213 }
1214 else if (pl->container_ () == this)
1215 {
1216 // removing a container should close it
1217 close_container ();
1218 }
1219 else
1220 esrv_del_item (pl->contr, count);
1221 }
1222
1045 /* link the object above us */ 1223 /* link the object above us */
1046 if (above) 1224 // re-link, make sure compiler can easily use cmove
1047 above->below = below; 1225 *(above ? &above->below : &ms.top) = below;
1048 else 1226 *(below ? &below->above : &ms.bot) = above;
1049 ms.top = below; /* we were top, set new top */
1050
1051 /* Relink the object below us, if there is one */
1052 if (below)
1053 below->above = above;
1054 else
1055 {
1056 /* Nothing below, which means we need to relink map object for this space
1057 * use translated coordinates in case some oddness with map tiling is
1058 * evident
1059 */
1060 if (GET_MAP_OB (map, x, y) != this)
1061 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1062
1063 ms.bot = above; /* goes on above it. */
1064 }
1065 1227
1066 above = 0; 1228 above = 0;
1067 below = 0; 1229 below = 0;
1068 1230
1231 ms.invalidate ();
1232
1069 if (map->in_memory == MAP_SAVING) 1233 if (map->in_memory == MAP_SAVING)
1070 return; 1234 return;
1071 1235
1072 int check_walk_off = !flag [FLAG_NO_APPLY]; 1236 int check_walk_off = !flag [FLAG_NO_APPLY];
1073 1237
1074 for (tmp = ms.bot; tmp; tmp = tmp->above) 1238 if (object *pl = ms.player ())
1075 { 1239 {
1076 /* No point updating the players look faces if he is the object 1240 if (pl->container_ () == this)
1077 * being removed.
1078 */
1079
1080 if (tmp->type == PLAYER && tmp != this)
1081 {
1082 /* If a container that the player is currently using somehow gets 1241 /* If a container that the player is currently using somehow gets
1083 * removed (most likely destroyed), update the player view 1242 * removed (most likely destroyed), update the player view
1084 * appropriately. 1243 * appropriately.
1085 */ 1244 */
1086 if (tmp->container == this) 1245 pl->close_container ();
1087 {
1088 flag [FLAG_APPLIED] = 0;
1089 tmp->container = 0;
1090 }
1091 1246
1247 //TODO: the floorbox prev/next might need updating
1248 //esrv_del_item (pl->contr, count);
1249 //TODO: update floorbox to preserve ordering
1092 if (tmp->contr->ns) 1250 if (pl->contr->ns)
1093 tmp->contr->ns->floorbox_update (); 1251 pl->contr->ns->floorbox_update ();
1252 }
1253
1254 if (check_walk_off)
1255 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1256 {
1257 above = tmp->above;
1258
1259 /* No point updating the players look faces if he is the object
1260 * being removed.
1094 } 1261 */
1095 1262
1096 /* See if object moving off should effect something */ 1263 /* See if object moving off should effect something */
1097 if (check_walk_off
1098 && ((move_type & tmp->move_off) 1264 if ((move_type & tmp->move_off)
1099 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1265 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1100 {
1101 move_apply (tmp, this, 0); 1266 move_apply (tmp, this, 0);
1102
1103 if (destroyed ())
1104 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1105 } 1267 }
1106 1268
1107 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1269 if (affects_los ())
1108 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1109 if (tmp->above == tmp)
1110 tmp->above = 0;
1111
1112 last = tmp;
1113 }
1114
1115 /* last == NULL if there are no objects on this space */
1116 //TODO: this makes little sense, why only update the topmost object?
1117 if (!last)
1118 map->at (x, y).flags_ = 0;
1119 else
1120 update_object (last, UP_OBJ_REMOVE);
1121
1122 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1123 update_all_los (map, x, y); 1270 update_all_los (map, x, y);
1124 } 1271 }
1125} 1272}
1126 1273
1127/* 1274/*
1136merge_ob (object *op, object *top) 1283merge_ob (object *op, object *top)
1137{ 1284{
1138 if (!op->nrof) 1285 if (!op->nrof)
1139 return 0; 1286 return 0;
1140 1287
1141 if (top) 1288 if (!top)
1142 for (top = op; top && top->above; top = top->above) 1289 for (top = op; top && top->above; top = top->above)
1143 ; 1290 ;
1144 1291
1145 for (; top; top = top->below) 1292 for (; top; top = top->below)
1146 {
1147 if (top == op)
1148 continue;
1149
1150 if (object::can_merge (op, top)) 1293 if (object::can_merge (op, top))
1151 { 1294 {
1152 top->nrof += op->nrof; 1295 top->nrof += op->nrof;
1153 1296
1154/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1297 if (object *pl = top->visible_to ())
1155 op->weight = 0; /* Don't want any adjustements now */ 1298 esrv_update_item (UPD_NROF, pl, top);
1299
1300 op->weight = 0; // cancel the addition above
1301 op->carrying = 0; // must be 0 already
1302
1156 op->destroy (); 1303 op->destroy ();
1304
1157 return top; 1305 return top;
1158 } 1306 }
1159 }
1160 1307
1161 return 0; 1308 return 0;
1162} 1309}
1163 1310
1164void 1311void
1167 if (more) 1314 if (more)
1168 return; 1315 return;
1169 1316
1170 object *prev = this; 1317 object *prev = this;
1171 1318
1172 for (archetype *at = arch->more; at; at = at->more) 1319 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1173 { 1320 {
1174 object *op = arch_to_object (at); 1321 object *op = at->instance ();
1175 1322
1176 op->name = name; 1323 op->name = name;
1177 op->name_pl = name_pl; 1324 op->name_pl = name_pl;
1178 op->title = title; 1325 op->title = title;
1179 1326
1189 * job preparing multi-part monsters. 1336 * job preparing multi-part monsters.
1190 */ 1337 */
1191object * 1338object *
1192insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1339insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1193{ 1340{
1341 op->remove ();
1342
1194 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1343 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1195 { 1344 {
1196 tmp->x = x + tmp->arch->clone.x; 1345 tmp->x = x + tmp->arch->x;
1197 tmp->y = y + tmp->arch->clone.y; 1346 tmp->y = y + tmp->arch->y;
1198 } 1347 }
1199 1348
1200 return insert_ob_in_map (op, m, originator, flag); 1349 return insert_ob_in_map (op, m, originator, flag);
1201} 1350}
1202 1351
1215 * Passing 0 for flag gives proper default values, so flag really only needs 1364 * Passing 0 for flag gives proper default values, so flag really only needs
1216 * to be set if special handling is needed. 1365 * to be set if special handling is needed.
1217 * 1366 *
1218 * Return value: 1367 * Return value:
1219 * new object if 'op' was merged with other object 1368 * new object if 'op' was merged with other object
1220 * NULL if 'op' was destroyed 1369 * NULL if there was an error (destroyed, blocked etc.)
1221 * just 'op' otherwise 1370 * just 'op' otherwise
1222 */ 1371 */
1223object * 1372object *
1224insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1373insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1225{ 1374{
1226 assert (!op->flag [FLAG_FREED]);
1227
1228 object *tmp, *top, *floor = NULL;
1229
1230 op->remove (); 1375 op->remove ();
1231 1376
1232#if 0 1377 if (m == &freed_map)//D TODO: remove soon
1233 if (!m->active != !op->active)
1234 if (m->active)
1235 op->activate_recursive ();
1236 else
1237 op->deactivate_recursive ();
1238#endif
1239
1240 if (out_of_map (m, op->x, op->y))
1241 { 1378 {//D
1242 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1379 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1243#ifdef MANY_CORES
1244 /* Better to catch this here, as otherwise the next use of this object
1245 * is likely to cause a crash. Better to find out where it is getting
1246 * improperly inserted.
1247 */
1248 abort ();
1249#endif
1250 return op;
1251 } 1380 }//D
1252
1253 if (object *more = op->more)
1254 {
1255 if (!insert_ob_in_map (more, m, originator, flag))
1256 {
1257 if (!op->head)
1258 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1259
1260 return 0;
1261 }
1262 }
1263
1264 CLEAR_FLAG (op, FLAG_REMOVED);
1265 1381
1266 /* Ideally, the caller figures this out. However, it complicates a lot 1382 /* Ideally, the caller figures this out. However, it complicates a lot
1267 * of areas of callers (eg, anything that uses find_free_spot would now 1383 * of areas of callers (eg, anything that uses find_free_spot would now
1268 * need extra work 1384 * need extra work
1269 */ 1385 */
1386 maptile *newmap = m;
1270 if (!xy_normalise (m, op->x, op->y)) 1387 if (!xy_normalise (newmap, op->x, op->y))
1388 {
1389 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1271 return 0; 1390 return 0;
1391 }
1272 1392
1393 if (object *more = op->more)
1394 if (!insert_ob_in_map (more, m, originator, flag))
1395 return 0;
1396
1397 op->flag [FLAG_REMOVED] = false;
1398 op->env = 0;
1273 op->map = m; 1399 op->map = newmap;
1400
1274 mapspace &ms = op->ms (); 1401 mapspace &ms = op->ms ();
1275 1402
1276 /* this has to be done after we translate the coordinates. 1403 /* this has to be done after we translate the coordinates.
1277 */ 1404 */
1278 if (op->nrof && !(flag & INS_NO_MERGE)) 1405 if (op->nrof && !(flag & INS_NO_MERGE))
1279 for (tmp = ms.bot; tmp; tmp = tmp->above) 1406 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1280 if (object::can_merge (op, tmp)) 1407 if (object::can_merge (op, tmp))
1281 { 1408 {
1409 // TODO: we actually want to update tmp, not op,
1410 // but some caller surely breaks when we return tmp
1411 // from here :/
1282 op->nrof += tmp->nrof; 1412 op->nrof += tmp->nrof;
1283 tmp->destroy (); 1413 tmp->destroy ();
1284 } 1414 }
1285 1415
1286 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1416 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1287 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1417 op->clr_flag (FLAG_INV_LOCKED);
1288 1418
1289 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1419 if (!op->flag [FLAG_ALIVE])
1290 CLEAR_FLAG (op, FLAG_NO_STEAL); 1420 op->clr_flag (FLAG_NO_STEAL);
1291 1421
1292 if (flag & INS_BELOW_ORIGINATOR) 1422 if (flag & INS_BELOW_ORIGINATOR)
1293 { 1423 {
1294 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1424 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1295 { 1425 {
1296 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1426 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1297 abort (); 1427 abort ();
1298 } 1428 }
1299 1429
1430 if (!originator->is_on_map ())
1431 {
1432 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1433 op->debug_desc (), originator->debug_desc ());
1434 abort ();
1435 }
1436
1300 op->above = originator; 1437 op->above = originator;
1301 op->below = originator->below; 1438 op->below = originator->below;
1302
1303 if (op->below)
1304 op->below->above = op;
1305 else
1306 ms.bot = op;
1307
1308 /* since *below* originator, no need to update top */
1309 originator->below = op; 1439 originator->below = op;
1440
1441 *(op->below ? &op->below->above : &ms.bot) = op;
1310 } 1442 }
1311 else 1443 else
1312 { 1444 {
1313 top = ms.bot; 1445 object *floor = 0;
1446 object *top = ms.top;
1314 1447
1315 /* If there are other objects, then */ 1448 /* If there are other objects, then */
1316 if ((!(flag & INS_MAP_LOAD)) && top) 1449 if (top)
1317 { 1450 {
1318 object *last = 0;
1319
1320 /* 1451 /*
1321 * If there are multiple objects on this space, we do some trickier handling. 1452 * If there are multiple objects on this space, we do some trickier handling.
1322 * We've already dealt with merging if appropriate. 1453 * We've already dealt with merging if appropriate.
1323 * Generally, we want to put the new object on top. But if 1454 * Generally, we want to put the new object on top. But if
1324 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1455 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1327 * once we get to them. This reduces the need to traverse over all of 1458 * once we get to them. This reduces the need to traverse over all of
1328 * them when adding another one - this saves quite a bit of cpu time 1459 * them when adding another one - this saves quite a bit of cpu time
1329 * when lots of spells are cast in one area. Currently, it is presumed 1460 * when lots of spells are cast in one area. Currently, it is presumed
1330 * that flying non pickable objects are spell objects. 1461 * that flying non pickable objects are spell objects.
1331 */ 1462 */
1332 for (top = ms.bot; top; top = top->above) 1463 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1333 { 1464 {
1334 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1465 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1335 floor = top; 1466 floor = tmp;
1336 1467
1337 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1468 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1338 { 1469 {
1339 /* We insert above top, so we want this object below this */ 1470 /* We insert above top, so we want this object below this */
1340 top = top->below; 1471 top = tmp->below;
1341 break; 1472 break;
1342 } 1473 }
1343 1474
1344 last = top; 1475 top = tmp;
1345 } 1476 }
1346
1347 /* Don't want top to be NULL, so set it to the last valid object */
1348 top = last;
1349 1477
1350 /* We let update_position deal with figuring out what the space 1478 /* We let update_position deal with figuring out what the space
1351 * looks like instead of lots of conditions here. 1479 * looks like instead of lots of conditions here.
1352 * makes things faster, and effectively the same result. 1480 * makes things faster, and effectively the same result.
1353 */ 1481 */
1360 */ 1488 */
1361 if (!(flag & INS_ON_TOP) 1489 if (!(flag & INS_ON_TOP)
1362 && ms.flags () & P_BLOCKSVIEW 1490 && ms.flags () & P_BLOCKSVIEW
1363 && (op->face && !faces [op->face].visibility)) 1491 && (op->face && !faces [op->face].visibility))
1364 { 1492 {
1493 object *last;
1494
1365 for (last = top; last != floor; last = last->below) 1495 for (last = top; last != floor; last = last->below)
1366 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1496 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1367 break; 1497 break;
1368 1498
1369 /* Check to see if we found the object that blocks view, 1499 /* Check to see if we found the object that blocks view,
1370 * and make sure we have a below pointer for it so that 1500 * and make sure we have a below pointer for it so that
1371 * we can get inserted below this one, which requires we 1501 * we can get inserted below this one, which requires we
1374 if (last && last->below && last != floor) 1504 if (last && last->below && last != floor)
1375 top = last->below; 1505 top = last->below;
1376 } 1506 }
1377 } /* If objects on this space */ 1507 } /* If objects on this space */
1378 1508
1379 if (flag & INS_MAP_LOAD)
1380 top = ms.top;
1381
1382 if (flag & INS_ABOVE_FLOOR_ONLY) 1509 if (flag & INS_ABOVE_FLOOR_ONLY)
1383 top = floor; 1510 top = floor;
1384 1511
1385 /* Top is the object that our object (op) is going to get inserted above. 1512 // insert object above top, or bottom-most if top = 0
1386 */
1387
1388 /* First object on this space */
1389 if (!top) 1513 if (!top)
1390 { 1514 {
1515 op->below = 0;
1391 op->above = ms.bot; 1516 op->above = ms.bot;
1392
1393 if (op->above)
1394 op->above->below = op;
1395
1396 op->below = 0;
1397 ms.bot = op; 1517 ms.bot = op;
1518
1519 *(op->above ? &op->above->below : &ms.top) = op;
1398 } 1520 }
1399 else 1521 else
1400 { /* get inserted into the stack above top */ 1522 {
1401 op->above = top->above; 1523 op->above = top->above;
1402
1403 if (op->above)
1404 op->above->below = op; 1524 top->above = op;
1405 1525
1406 op->below = top; 1526 op->below = top;
1407 top->above = op; 1527 *(op->above ? &op->above->below : &ms.top) = op;
1408 } 1528 }
1529 }
1409 1530
1410 if (!op->above) 1531 if (op->is_player ())
1411 ms.top = op;
1412 } /* else not INS_BELOW_ORIGINATOR */
1413
1414 if (op->type == PLAYER)
1415 { 1532 {
1416 op->contr->do_los = 1; 1533 op->contr->do_los = 1;
1417 ++op->map->players; 1534 ++op->map->players;
1418 op->map->touch (); 1535 op->map->touch ();
1419 } 1536 }
1420 1537
1421 op->map->dirty = true; 1538 op->map->dirty = true;
1422 1539
1423 /* If we have a floor, we know the player, if any, will be above
1424 * it, so save a few ticks and start from there.
1425 */
1426 if (!(flag & INS_MAP_LOAD))
1427 if (object *pl = ms.player ()) 1540 if (object *pl = ms.player ())
1541 //TODO: the floorbox prev/next might need updating
1542 //esrv_send_item (pl, op);
1543 //TODO: update floorbox to preserve ordering
1428 if (pl->contr->ns) 1544 if (pl->contr->ns)
1429 pl->contr->ns->floorbox_update (); 1545 pl->contr->ns->floorbox_update ();
1430 1546
1431 /* If this object glows, it may affect lighting conditions that are 1547 /* If this object glows, it may affect lighting conditions that are
1432 * visible to others on this map. But update_all_los is really 1548 * visible to others on this map. But update_all_los is really
1433 * an inefficient way to do this, as it means los for all players 1549 * an inefficient way to do this, as it means los for all players
1434 * on the map will get recalculated. The players could very well 1550 * on the map will get recalculated. The players could very well
1435 * be far away from this change and not affected in any way - 1551 * be far away from this change and not affected in any way -
1436 * this should get redone to only look for players within range, 1552 * this should get redone to only look for players within range,
1437 * or just updating the P_UPTODATE for spaces within this area 1553 * or just updating the P_UPTODATE for spaces within this area
1438 * of effect may be sufficient. 1554 * of effect may be sufficient.
1439 */ 1555 */
1440 if (op->map->darkness && (op->glow_radius != 0)) 1556 if (op->affects_los ())
1557 {
1558 op->ms ().invalidate ();
1441 update_all_los (op->map, op->x, op->y); 1559 update_all_los (op->map, op->x, op->y);
1560 }
1442 1561
1443 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1562 /* updates flags (blocked, alive, no magic, etc) for this map space */
1444 update_object (op, UP_OBJ_INSERT); 1563 update_object (op, UP_OBJ_INSERT);
1445 1564
1446 INVOKE_OBJECT (INSERT, op); 1565 INVOKE_OBJECT (INSERT, op);
1453 * blocked() and wall() work properly), and these flags are updated by 1572 * blocked() and wall() work properly), and these flags are updated by
1454 * update_object(). 1573 * update_object().
1455 */ 1574 */
1456 1575
1457 /* if this is not the head or flag has been passed, don't check walk on status */ 1576 /* if this is not the head or flag has been passed, don't check walk on status */
1458 if (!(flag & INS_NO_WALK_ON) && !op->head) 1577 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1459 { 1578 {
1460 if (check_move_on (op, originator)) 1579 if (check_move_on (op, originator))
1461 return 0; 1580 return 0;
1462 1581
1463 /* If we are a multi part object, lets work our way through the check 1582 /* If we are a multi part object, lets work our way through the check
1464 * walk on's. 1583 * walk on's.
1465 */ 1584 */
1466 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1585 for (object *tmp = op->more; tmp; tmp = tmp->more)
1467 if (check_move_on (tmp, originator)) 1586 if (check_move_on (tmp, originator))
1468 return 0; 1587 return 0;
1469 } 1588 }
1470 1589
1471 return op; 1590 return op;
1474/* this function inserts an object in the map, but if it 1593/* this function inserts an object in the map, but if it
1475 * finds an object of its own type, it'll remove that one first. 1594 * finds an object of its own type, it'll remove that one first.
1476 * op is the object to insert it under: supplies x and the map. 1595 * op is the object to insert it under: supplies x and the map.
1477 */ 1596 */
1478void 1597void
1479replace_insert_ob_in_map (const char *arch_string, object *op) 1598replace_insert_ob_in_map (shstr_tmp archname, object *op)
1480{ 1599{
1481 object *tmp, *tmp1;
1482
1483 /* first search for itself and remove any old instances */ 1600 /* first search for itself and remove any old instances */
1484 1601
1485 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1602 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1486 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1603 if (tmp->arch->archname == archname) /* same archetype */
1487 tmp->destroy (); 1604 tmp->destroy ();
1488 1605
1489 tmp1 = arch_to_object (archetype::find (arch_string)); 1606 object *tmp = archetype::find (archname)->instance ();
1490 1607
1491 tmp1->x = op->x; 1608 tmp->x = op->x;
1492 tmp1->y = op->y; 1609 tmp->y = op->y;
1610
1493 insert_ob_in_map (tmp1, op->map, op, 0); 1611 insert_ob_in_map (tmp, op->map, op, 0);
1494} 1612}
1495 1613
1496object * 1614object *
1497object::insert_at (object *where, object *originator, int flags) 1615object::insert_at (object *where, object *originator, int flags)
1498{ 1616{
1617 if (where->env)
1618 return where->env->insert (this);
1619 else
1499 return where->map->insert (this, where->x, where->y, originator, flags); 1620 return where->map->insert (this, where->x, where->y, originator, flags);
1500} 1621}
1501 1622
1502/* 1623// check whether we can put this into the map, respect max_volume, max_items
1503 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1624bool
1504 * is returned contains nr objects, and the remaining parts contains 1625object::can_drop_at (maptile *m, int x, int y, object *originator)
1505 * the rest (or is removed and freed if that number is 0).
1506 * On failure, NULL is returned, and the reason put into the
1507 * global static errmsg array.
1508 */
1509object *
1510get_split_ob (object *orig_ob, uint32 nr)
1511{ 1626{
1512 object *newob; 1627 mapspace &ms = m->at (x, y);
1513 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1514 1628
1515 if (orig_ob->nrof < nr) 1629 int items = ms.items ();
1516 {
1517 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1518 return NULL;
1519 }
1520 1630
1521 newob = object_create_clone (orig_ob); 1631 if (!items // testing !items ensures we can drop at least one item
1632 || (items < m->max_items
1633 && ms.volume () < m->max_volume))
1634 return true;
1522 1635
1523 if ((orig_ob->nrof -= nr) < 1) 1636 if (originator && originator->is_player ())
1524 orig_ob->destroy (1); 1637 originator->contr->failmsgf (
1525 else if (!is_removed) 1638 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1526 { 1639 query_name ()
1527 if (orig_ob->env != NULL) 1640 );
1528 sub_weight (orig_ob->env, orig_ob->weight * nr);
1529 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1530 {
1531 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1532 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1533 return NULL;
1534 }
1535 }
1536 1641
1537 newob->nrof = nr; 1642 return false;
1538
1539 return newob;
1540} 1643}
1541 1644
1542/* 1645/*
1543 * decrease_ob_nr(object, number) decreases a specified number from 1646 * decrease(object, number) decreases a specified number from
1544 * the amount of an object. If the amount reaches 0, the object 1647 * the amount of an object. If the amount reaches 0, the object
1545 * is subsequently removed and freed. 1648 * is subsequently removed and freed.
1546 * 1649 *
1547 * Return value: 'op' if something is left, NULL if the amount reached 0 1650 * Return value: 'op' if something is left, NULL if the amount reached 0
1548 */ 1651 */
1652bool
1653object::decrease (sint32 nr)
1654{
1655 if (!nr)
1656 return true;
1657
1658 nr = min (nr, nrof);
1659
1660 if (nrof > nr)
1661 {
1662 nrof -= nr;
1663 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1664
1665 if (object *pl = visible_to ())
1666 esrv_update_item (UPD_NROF, pl, this);
1667
1668 return true;
1669 }
1670 else
1671 {
1672 destroy ();
1673 return false;
1674 }
1675}
1676
1677/*
1678 * split(ob,nr) splits up ob into two parts. The part which
1679 * is returned contains nr objects, and the remaining parts contains
1680 * the rest (or is removed and returned if that number is 0).
1681 * On failure, NULL is returned.
1682 */
1549object * 1683object *
1550decrease_ob_nr (object *op, uint32 i) 1684object::split (sint32 nr)
1551{ 1685{
1552 object *tmp; 1686 int have = number_of ();
1553 1687
1554 if (i == 0) /* objects with op->nrof require this check */ 1688 if (have < nr)
1555 return op; 1689 return 0;
1556 1690 else if (have == nr)
1557 if (i > op->nrof)
1558 i = op->nrof;
1559
1560 if (QUERY_FLAG (op, FLAG_REMOVED))
1561 op->nrof -= i;
1562 else if (op->env)
1563 { 1691 {
1564 /* is this object in the players inventory, or sub container
1565 * therein?
1566 */
1567 tmp = op->in_player ();
1568 /* nope. Is this a container the player has opened?
1569 * If so, set tmp to that player.
1570 * IMO, searching through all the players will mostly
1571 * likely be quicker than following op->env to the map,
1572 * and then searching the map for a player.
1573 */
1574 if (!tmp)
1575 for_all_players (pl)
1576 if (pl->ob->container == op->env)
1577 {
1578 tmp = pl->ob;
1579 break;
1580 }
1581
1582 if (i < op->nrof)
1583 {
1584 sub_weight (op->env, op->weight * i);
1585 op->nrof -= i;
1586 if (tmp)
1587 esrv_send_item (tmp, op);
1588 }
1589 else
1590 {
1591 op->remove (); 1692 remove ();
1592 op->nrof = 0; 1693 return this;
1593 if (tmp)
1594 esrv_del_item (tmp->contr, op->count);
1595 }
1596 } 1694 }
1597 else 1695 else
1598 { 1696 {
1599 object *above = op->above; 1697 decrease (nr);
1600 1698
1601 if (i < op->nrof) 1699 object *op = deep_clone ();
1602 op->nrof -= i; 1700 op->nrof = nr;
1603 else
1604 {
1605 op->remove ();
1606 op->nrof = 0;
1607 }
1608
1609 /* Since we just removed op, op->above is null */
1610 for (tmp = above; tmp; tmp = tmp->above)
1611 if (tmp->type == PLAYER)
1612 {
1613 if (op->nrof)
1614 esrv_send_item (tmp, op);
1615 else
1616 esrv_del_item (tmp->contr, op->count);
1617 }
1618 }
1619
1620 if (op->nrof)
1621 return op; 1701 return op;
1622 else
1623 {
1624 op->destroy ();
1625 return 0;
1626 }
1627}
1628
1629/*
1630 * add_weight(object, weight) adds the specified weight to an object,
1631 * and also updates how much the environment(s) is/are carrying.
1632 */
1633void
1634add_weight (object *op, signed long weight)
1635{
1636 while (op != NULL)
1637 {
1638 if (op->type == CONTAINER)
1639 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1640
1641 op->carrying += weight;
1642 op = op->env;
1643 } 1702 }
1644} 1703}
1645 1704
1646object * 1705object *
1647insert_ob_in_ob (object *op, object *where) 1706insert_ob_in_ob (object *op, object *where)
1652 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1711 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1653 free (dump); 1712 free (dump);
1654 return op; 1713 return op;
1655 } 1714 }
1656 1715
1657 if (where->head) 1716 if (where->head_ () != where)
1658 { 1717 {
1659 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1718 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1660 where = where->head; 1719 where = where->head;
1661 } 1720 }
1662 1721
1663 return where->insert (op); 1722 return where->insert (op);
1664} 1723}
1672 * be != op, if items are merged. -Tero 1731 * be != op, if items are merged. -Tero
1673 */ 1732 */
1674object * 1733object *
1675object::insert (object *op) 1734object::insert (object *op)
1676{ 1735{
1677 object *tmp, *otmp;
1678
1679 if (!QUERY_FLAG (op, FLAG_REMOVED))
1680 op->remove ();
1681
1682 if (op->more) 1736 if (op->more)
1683 { 1737 {
1684 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1738 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1685 return op; 1739 return op;
1686 } 1740 }
1687 1741
1688 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1742 op->remove ();
1689 CLEAR_FLAG (op, FLAG_REMOVED); 1743
1744 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1745
1690 if (op->nrof) 1746 if (op->nrof)
1691 {
1692 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1747 for (object *tmp = inv; tmp; tmp = tmp->below)
1693 if (object::can_merge (tmp, op)) 1748 if (object::can_merge (tmp, op))
1694 { 1749 {
1695 /* return the original object and remove inserted object 1750 /* return the original object and remove inserted object
1696 (client needs the original object) */ 1751 (client needs the original object) */
1697 tmp->nrof += op->nrof; 1752 tmp->nrof += op->nrof;
1698 /* Weight handling gets pretty funky. Since we are adding to 1753
1699 * tmp->nrof, we need to increase the weight. 1754 if (object *pl = tmp->visible_to ())
1700 */ 1755 esrv_update_item (UPD_NROF, pl, tmp);
1756
1701 add_weight (this, op->weight * op->nrof); 1757 adjust_weight (this, op->total_weight ());
1702 SET_FLAG (op, FLAG_REMOVED); 1758
1703 op->destroy (); /* free the inserted object */ 1759 op->destroy ();
1704 op = tmp; 1760 op = tmp;
1705 op->remove (); /* and fix old object's links */ 1761 goto inserted;
1706 CLEAR_FLAG (op, FLAG_REMOVED);
1707 break;
1708 } 1762 }
1709 1763
1710 /* I assume combined objects have no inventory 1764 op->owner = 0; // it's his/hers now. period.
1711 * We add the weight - this object could have just been removed
1712 * (if it was possible to merge). calling remove_ob will subtract
1713 * the weight, so we need to add it in again, since we actually do
1714 * the linking below
1715 */
1716 add_weight (this, op->weight * op->nrof);
1717 }
1718 else
1719 add_weight (this, (op->weight + op->carrying));
1720
1721 otmp = this->in_player ();
1722 if (otmp && otmp->contr)
1723 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1724 otmp->update_stats ();
1725
1726 op->map = 0; 1765 op->map = 0;
1727 op->env = this; 1766 op->x = 0;
1767 op->y = 0;
1768
1728 op->above = 0; 1769 op->above = 0;
1729 op->below = 0; 1770 op->below = inv;
1730 op->x = 0, op->y = 0; 1771 op->env = this;
1731 1772
1773 if (inv)
1774 inv->above = op;
1775
1776 inv = op;
1777
1778 op->flag [FLAG_REMOVED] = 0;
1779
1780 if (object *pl = op->visible_to ())
1781 esrv_send_item (pl, op);
1782
1783 adjust_weight (this, op->total_weight ());
1784
1785inserted:
1732 /* reset the light list and los of the players on the map */ 1786 /* reset the light list and los of the players on the map */
1733 if ((op->glow_radius != 0) && map) 1787 if (op->glow_radius && is_on_map ())
1734 { 1788 {
1735#ifdef DEBUG_LIGHTS 1789 update_stats ();
1736 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1737#endif /* DEBUG_LIGHTS */
1738 if (map->darkness)
1739 update_all_los (map, x, y); 1790 update_all_los (map, x, y);
1740 }
1741
1742 /* Client has no idea of ordering so lets not bother ordering it here.
1743 * It sure simplifies this function...
1744 */
1745 if (!inv)
1746 inv = op;
1747 else
1748 { 1791 }
1749 op->below = inv; 1792 else if (is_player ())
1750 op->below->above = op; 1793 // if this is a player's inventory, update stats
1751 inv = op; 1794 contr->queue_stats_update ();
1752 }
1753 1795
1754 INVOKE_OBJECT (INSERT, this); 1796 INVOKE_OBJECT (INSERT, this);
1755 1797
1756 return op; 1798 return op;
1757} 1799}
1777 * on top. 1819 * on top.
1778 */ 1820 */
1779int 1821int
1780check_move_on (object *op, object *originator) 1822check_move_on (object *op, object *originator)
1781{ 1823{
1824 if (op->flag [FLAG_NO_APPLY])
1825 return 0;
1826
1782 object *tmp; 1827 object *tmp;
1783 maptile *m = op->map; 1828 maptile *m = op->map;
1784 int x = op->x, y = op->y; 1829 int x = op->x, y = op->y;
1785 1830
1786 MoveType move_on, move_slow, move_block; 1831 mapspace &ms = m->at (x, y);
1787 1832
1788 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1833 ms.update ();
1789 return 0;
1790 1834
1791 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1835 MoveType move_on = ms.move_on;
1792 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1836 MoveType move_slow = ms.move_slow;
1793 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1837 MoveType move_block = ms.move_block;
1794 1838
1795 /* if nothing on this space will slow op down or be applied, 1839 /* if nothing on this space will slow op down or be applied,
1796 * no need to do checking below. have to make sure move_type 1840 * no need to do checking below. have to make sure move_type
1797 * is set, as lots of objects don't have it set - we treat that 1841 * is set, as lots of objects don't have it set - we treat that
1798 * as walking. 1842 * as walking.
1809 return 0; 1853 return 0;
1810 1854
1811 /* The objects have to be checked from top to bottom. 1855 /* The objects have to be checked from top to bottom.
1812 * Hence, we first go to the top: 1856 * Hence, we first go to the top:
1813 */ 1857 */
1814 1858 for (object *next, *tmp = ms.top; tmp; tmp = next)
1815 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1816 {
1817 /* Trim the search when we find the first other spell effect
1818 * this helps performance so that if a space has 50 spell objects,
1819 * we don't need to check all of them.
1820 */
1821 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1822 break;
1823 } 1859 {
1860 next = tmp->below;
1824 1861
1825 for (; tmp; tmp = tmp->below)
1826 {
1827 if (tmp == op) 1862 if (tmp == op)
1828 continue; /* Can't apply yourself */ 1863 continue; /* Can't apply yourself */
1829 1864
1830 /* Check to see if one of the movement types should be slowed down. 1865 /* Check to see if one of the movement types should be slowed down.
1831 * Second check makes sure that the movement types not being slowed 1866 * Second check makes sure that the movement types not being slowed
1832 * (~slow_move) is not blocked on this space - just because the 1867 * (~slow_move) is not blocked on this space - just because the
1833 * space doesn't slow down swimming (for example), if you can't actually 1868 * space doesn't slow down swimming (for example), if you can't actually
1834 * swim on that space, can't use it to avoid the penalty. 1869 * swim on that space, can't use it to avoid the penalty.
1835 */ 1870 */
1836 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1871 if (!op->flag [FLAG_WIZPASS])
1837 { 1872 {
1838 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1873 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1839 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1874 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1840 { 1875 {
1841
1842 float
1843 diff = tmp->move_slow_penalty * fabs (op->speed); 1876 float diff = tmp->move_slow_penalty * fabs (op->speed);
1844 1877
1845 if (op->type == PLAYER) 1878 if (op->is_player ())
1846 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1879 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1847 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1880 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1848 diff /= 4.0; 1881 diff /= 4.0;
1849 1882
1850 op->speed_left -= diff; 1883 op->speed_left -= diff;
1851 } 1884 }
1852 } 1885 }
1885 LOG (llevError, "Present_arch called outside map.\n"); 1918 LOG (llevError, "Present_arch called outside map.\n");
1886 return NULL; 1919 return NULL;
1887 } 1920 }
1888 1921
1889 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1922 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1890 if (tmp->arch == at) 1923 if (tmp->arch->archname == at->archname)
1891 return tmp; 1924 return tmp;
1892 1925
1893 return NULL; 1926 return NULL;
1894} 1927}
1895 1928
1959 * The first matching object is returned, or NULL if none. 1992 * The first matching object is returned, or NULL if none.
1960 */ 1993 */
1961object * 1994object *
1962present_arch_in_ob (const archetype *at, const object *op) 1995present_arch_in_ob (const archetype *at, const object *op)
1963{ 1996{
1964 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1997 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 if (tmp->arch == at) 1998 if (tmp->arch->archname == at->archname)
1966 return tmp; 1999 return tmp;
1967 2000
1968 return NULL; 2001 return NULL;
1969} 2002}
1970 2003
1972 * activate recursively a flag on an object inventory 2005 * activate recursively a flag on an object inventory
1973 */ 2006 */
1974void 2007void
1975flag_inv (object *op, int flag) 2008flag_inv (object *op, int flag)
1976{ 2009{
1977 if (op->inv)
1978 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2010 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1979 { 2011 {
1980 SET_FLAG (tmp, flag); 2012 tmp->set_flag (flag);
1981 flag_inv (tmp, flag); 2013 flag_inv (tmp, flag);
1982 } 2014 }
1983} 2015}
1984 2016
1985/* 2017/*
1986 * deactivate recursively a flag on an object inventory 2018 * deactivate recursively a flag on an object inventory
1987 */ 2019 */
1988void 2020void
1989unflag_inv (object *op, int flag) 2021unflag_inv (object *op, int flag)
1990{ 2022{
1991 if (op->inv)
1992 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2023 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1993 { 2024 {
1994 CLEAR_FLAG (tmp, flag); 2025 tmp->clr_flag (flag);
1995 unflag_inv (tmp, flag); 2026 unflag_inv (tmp, flag);
1996 } 2027 }
1997}
1998
1999/*
2000 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2001 * all it's inventory (recursively).
2002 * If checksums are used, a player will get set_cheat called for
2003 * him/her-self and all object carried by a call to this function.
2004 */
2005void
2006set_cheat (object *op)
2007{
2008 SET_FLAG (op, FLAG_WAS_WIZ);
2009 flag_inv (op, FLAG_WAS_WIZ);
2010} 2028}
2011 2029
2012/* 2030/*
2013 * find_free_spot(object, map, x, y, start, stop) will search for 2031 * find_free_spot(object, map, x, y, start, stop) will search for
2014 * a spot at the given map and coordinates which will be able to contain 2032 * a spot at the given map and coordinates which will be able to contain
2016 * to search (see the freearr_x/y[] definition). 2034 * to search (see the freearr_x/y[] definition).
2017 * It returns a random choice among the alternatives found. 2035 * It returns a random choice among the alternatives found.
2018 * start and stop are where to start relative to the free_arr array (1,9 2036 * start and stop are where to start relative to the free_arr array (1,9
2019 * does all 4 immediate directions). This returns the index into the 2037 * does all 4 immediate directions). This returns the index into the
2020 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2038 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2021 * Note - this only checks to see if there is space for the head of the
2022 * object - if it is a multispace object, this should be called for all
2023 * pieces.
2024 * Note2: This function does correctly handle tiled maps, but does not 2039 * Note: This function does correctly handle tiled maps, but does not
2025 * inform the caller. However, insert_ob_in_map will update as 2040 * inform the caller. However, insert_ob_in_map will update as
2026 * necessary, so the caller shouldn't need to do any special work. 2041 * necessary, so the caller shouldn't need to do any special work.
2027 * Note - updated to take an object instead of archetype - this is necessary 2042 * Note - updated to take an object instead of archetype - this is necessary
2028 * because arch_blocked (now ob_blocked) needs to know the movement type 2043 * because arch_blocked (now ob_blocked) needs to know the movement type
2029 * to know if the space in question will block the object. We can't use 2044 * to know if the space in question will block the object. We can't use
2031 * customized, changed states, etc. 2046 * customized, changed states, etc.
2032 */ 2047 */
2033int 2048int
2034find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2049find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2035{ 2050{
2051 int altern[SIZEOFFREE];
2036 int index = 0, flag; 2052 int index = 0, flag;
2037 int altern[SIZEOFFREE];
2038 2053
2039 for (int i = start; i < stop; i++) 2054 for (int i = start; i < stop; i++)
2040 { 2055 {
2041 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2056 mapxy pos (m, x, y); pos.move (i);
2042 if (!flag) 2057
2058 if (!pos.normalise ())
2059 continue;
2060
2061 mapspace &ms = *pos;
2062
2063 if (ms.flags () & P_IS_ALIVE)
2064 continue;
2065
2066 /* However, often
2067 * ob doesn't have any move type (when used to place exits)
2068 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2069 */
2070 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2071 {
2043 altern [index++] = i; 2072 altern [index++] = i;
2073 continue;
2074 }
2044 2075
2045 /* Basically, if we find a wall on a space, we cut down the search size. 2076 /* Basically, if we find a wall on a space, we cut down the search size.
2046 * In this way, we won't return spaces that are on another side of a wall. 2077 * In this way, we won't return spaces that are on another side of a wall.
2047 * This mostly work, but it cuts down the search size in all directions - 2078 * This mostly work, but it cuts down the search size in all directions -
2048 * if the space being examined only has a wall to the north and empty 2079 * if the space being examined only has a wall to the north and empty
2049 * spaces in all the other directions, this will reduce the search space 2080 * spaces in all the other directions, this will reduce the search space
2050 * to only the spaces immediately surrounding the target area, and 2081 * to only the spaces immediately surrounding the target area, and
2051 * won't look 2 spaces south of the target space. 2082 * won't look 2 spaces south of the target space.
2052 */ 2083 */
2053 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2084 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2085 {
2054 stop = maxfree[i]; 2086 stop = maxfree[i];
2087 continue;
2088 }
2089
2090 /* Note it is intentional that we check ob - the movement type of the
2091 * head of the object should correspond for the entire object.
2092 */
2093 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2094 continue;
2095
2096 if (ob->blocked (pos.m, pos.x, pos.y))
2097 continue;
2098
2099 altern [index++] = i;
2055 } 2100 }
2056 2101
2057 if (!index) 2102 if (!index)
2058 return -1; 2103 return -1;
2059 2104
2068 */ 2113 */
2069int 2114int
2070find_first_free_spot (const object *ob, maptile *m, int x, int y) 2115find_first_free_spot (const object *ob, maptile *m, int x, int y)
2071{ 2116{
2072 for (int i = 0; i < SIZEOFFREE; i++) 2117 for (int i = 0; i < SIZEOFFREE; i++)
2073 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2118 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2074 return i; 2119 return i;
2075 2120
2076 return -1; 2121 return -1;
2077} 2122}
2078 2123
2124 * there is capable of. 2169 * there is capable of.
2125 */ 2170 */
2126int 2171int
2127find_dir (maptile *m, int x, int y, object *exclude) 2172find_dir (maptile *m, int x, int y, object *exclude)
2128{ 2173{
2129 int i, max = SIZEOFFREE, mflags; 2174 int max = SIZEOFFREE, mflags;
2130
2131 sint16 nx, ny;
2132 object *tmp;
2133 maptile *mp;
2134
2135 MoveType blocked, move_type; 2175 MoveType move_type;
2136 2176
2137 if (exclude && exclude->head) 2177 if (exclude && exclude->head_ () != exclude)
2138 { 2178 {
2139 exclude = exclude->head; 2179 exclude = exclude->head;
2140 move_type = exclude->move_type; 2180 move_type = exclude->move_type;
2141 } 2181 }
2142 else 2182 else
2143 { 2183 {
2144 /* If we don't have anything, presume it can use all movement types. */ 2184 /* If we don't have anything, presume it can use all movement types. */
2145 move_type = MOVE_ALL; 2185 move_type = MOVE_ALL;
2146 } 2186 }
2147 2187
2148 for (i = 1; i < max; i++) 2188 for (int i = 1; i < max; i++)
2149 { 2189 {
2150 mp = m; 2190 mapxy pos (m, x, y);
2151 nx = x + freearr_x[i]; 2191 pos.move (i);
2152 ny = y + freearr_y[i];
2153 2192
2154 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2193 if (!pos.normalise ())
2155
2156 if (mflags & P_OUT_OF_MAP)
2157 max = maxfree[i]; 2194 max = maxfree[i];
2158 else 2195 else
2159 { 2196 {
2160 mapspace &ms = mp->at (nx, ny); 2197 mapspace &ms = *pos;
2161 2198
2162 blocked = ms.move_block;
2163
2164 if ((move_type & blocked) == move_type) 2199 if ((move_type & ms.move_block) == move_type)
2165 max = maxfree[i]; 2200 max = maxfree [i];
2166 else if (mflags & P_IS_ALIVE) 2201 else if (ms.flags () & P_IS_ALIVE)
2167 { 2202 {
2168 for (tmp = ms.bot; tmp; tmp = tmp->above) 2203 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2169 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2204 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2170 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2205 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2171 break;
2172
2173 if (tmp)
2174 return freedir[i]; 2206 return freedir [i];
2175 } 2207 }
2176 } 2208 }
2177 } 2209 }
2178 2210
2179 return 0; 2211 return 0;
2254 * This basically means that if direction is 15, then it could either go 2286 * This basically means that if direction is 15, then it could either go
2255 * direction 4, 14, or 16 to get back to where we are. 2287 * direction 4, 14, or 16 to get back to where we are.
2256 * Moved from spell_util.c to object.c with the other related direction 2288 * Moved from spell_util.c to object.c with the other related direction
2257 * functions. 2289 * functions.
2258 */ 2290 */
2259int reduction_dir[SIZEOFFREE][3] = { 2291static const int reduction_dir[SIZEOFFREE][3] = {
2260 {0, 0, 0}, /* 0 */ 2292 {0, 0, 0}, /* 0 */
2261 {0, 0, 0}, /* 1 */ 2293 {0, 0, 0}, /* 1 */
2262 {0, 0, 0}, /* 2 */ 2294 {0, 0, 0}, /* 2 */
2263 {0, 0, 0}, /* 3 */ 2295 {0, 0, 0}, /* 3 */
2264 {0, 0, 0}, /* 4 */ 2296 {0, 0, 0}, /* 4 */
2355 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2387 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2356 * core dumps if they do. 2388 * core dumps if they do.
2357 * 2389 *
2358 * Add a check so we can't pick up invisible objects (0.93.8) 2390 * Add a check so we can't pick up invisible objects (0.93.8)
2359 */ 2391 */
2360
2361int 2392int
2362can_pick (const object *who, const object *item) 2393can_pick (const object *who, const object *item)
2363{ 2394{
2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2395 return /*who->flag [FLAG_WIZ]|| */
2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2396 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2366 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2397 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2367} 2398}
2368 2399
2369/* 2400/*
2370 * create clone from object to another 2401 * create clone from object to another
2371 */ 2402 */
2372object * 2403object *
2373object_create_clone (object *asrc) 2404object::deep_clone ()
2374{ 2405{
2375 object *dst = 0, *tmp, *src, *part, *prev, *item; 2406 assert (("deep_clone called on non-head object", is_head ()));
2376 2407
2377 if (!asrc) 2408 object *dst = clone ();
2378 return 0;
2379 2409
2380 src = asrc; 2410 object *prev = dst;
2381 if (src->head)
2382 src = src->head;
2383
2384 prev = 0;
2385 for (part = src; part; part = part->more) 2411 for (object *part = this->more; part; part = part->more)
2386 { 2412 {
2387 tmp = part->clone (); 2413 object *tmp = part->clone ();
2388 tmp->x -= src->x;
2389 tmp->y -= src->y;
2390
2391 if (!part->head)
2392 {
2393 dst = tmp;
2394 tmp->head = 0;
2395 }
2396 else
2397 tmp->head = dst; 2414 tmp->head = dst;
2398
2399 tmp->more = 0;
2400
2401 if (prev)
2402 prev->more = tmp; 2415 prev->more = tmp;
2403
2404 prev = tmp; 2416 prev = tmp;
2405 } 2417 }
2406 2418
2407 for (item = src->inv; item; item = item->below) 2419 for (object *item = inv; item; item = item->below)
2408 insert_ob_in_ob (object_create_clone (item), dst); 2420 insert_ob_in_ob (item->deep_clone (), dst);
2409 2421
2410 return dst; 2422 return dst;
2411} 2423}
2412 2424
2413/* This returns the first object in who's inventory that 2425/* This returns the first object in who's inventory that
2422 return tmp; 2434 return tmp;
2423 2435
2424 return 0; 2436 return 0;
2425} 2437}
2426 2438
2427/* If ob has a field named key, return the link from the list, 2439shstr_tmp
2428 * otherwise return NULL. 2440object::kv_get (shstr_tmp key) const
2429 *
2430 * key must be a passed in shared string - otherwise, this won't
2431 * do the desired thing.
2432 */
2433key_value *
2434get_ob_key_link (const object *ob, const char *key)
2435{ 2441{
2436 for (key_value *link = ob->key_values; link; link = link->next) 2442 for (key_value *kv = key_values; kv; kv = kv->next)
2437 if (link->key == key) 2443 if (kv->key == key)
2438 return link;
2439
2440 return 0;
2441}
2442
2443/*
2444 * Returns the value of op has an extra_field for key, or NULL.
2445 *
2446 * The argument doesn't need to be a shared string.
2447 *
2448 * The returned string is shared.
2449 */
2450const char *
2451get_ob_key_value (const object *op, const char *const key)
2452{
2453 key_value *link;
2454 shstr_cmp canonical_key (key);
2455
2456 if (!canonical_key)
2457 {
2458 /* 1. There being a field named key on any object
2459 * implies there'd be a shared string to find.
2460 * 2. Since there isn't, no object has this field.
2461 * 3. Therefore, *this* object doesn't have this field.
2462 */
2463 return 0;
2464 }
2465
2466 /* This is copied from get_ob_key_link() above -
2467 * only 4 lines, and saves the function call overhead.
2468 */
2469 for (link = op->key_values; link; link = link->next)
2470 if (link->key == canonical_key)
2471 return link->value; 2444 return kv->value;
2472 2445
2473 return 0; 2446 return shstr ();
2474} 2447}
2475 2448
2476/* 2449void
2477 * Updates the canonical_key in op to value. 2450object::kv_set (shstr_tmp key, shstr_tmp value)
2478 *
2479 * canonical_key is a shared string (value doesn't have to be).
2480 *
2481 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2482 * keys.
2483 *
2484 * Returns TRUE on success.
2485 */
2486int
2487set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2488{ 2451{
2489 key_value *field = NULL, *last = NULL; 2452 for (key_value *kv = key_values; kv; kv = kv->next)
2490 2453 if (kv->key == key)
2491 for (field = op->key_values; field != NULL; field = field->next)
2492 {
2493 if (field->key != canonical_key)
2494 { 2454 {
2495 last = field; 2455 kv->value = value;
2496 continue; 2456 return;
2497 } 2457 }
2498 2458
2499 if (value) 2459 key_value *kv = new key_value;
2500 field->value = value; 2460
2501 else 2461 kv->next = key_values;
2462 kv->key = key;
2463 kv->value = value;
2464
2465 key_values = kv;
2466}
2467
2468void
2469object::kv_del (shstr_tmp key)
2470{
2471 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2472 if ((*kvp)->key == key)
2502 { 2473 {
2503 /* Basically, if the archetype has this key set, 2474 key_value *kv = *kvp;
2504 * we need to store the null value so when we save 2475 *kvp = (*kvp)->next;
2505 * it, we save the empty value so that when we load, 2476 delete kv;
2506 * we get this value back again. 2477 return;
2507 */
2508 if (get_ob_key_link (&op->arch->clone, canonical_key))
2509 field->value = 0;
2510 else
2511 {
2512 if (last)
2513 last->next = field->next;
2514 else
2515 op->key_values = field->next;
2516
2517 delete field;
2518 }
2519 } 2478 }
2520 return TRUE;
2521 }
2522 /* IF we get here, key doesn't exist */
2523
2524 /* No field, we'll have to add it. */
2525
2526 if (!add_key)
2527 return FALSE;
2528
2529 /* There isn't any good reason to store a null
2530 * value in the key/value list. If the archetype has
2531 * this key, then we should also have it, so shouldn't
2532 * be here. If user wants to store empty strings,
2533 * should pass in ""
2534 */
2535 if (value == NULL)
2536 return TRUE;
2537
2538 field = new key_value;
2539
2540 field->key = canonical_key;
2541 field->value = value;
2542 /* Usual prepend-addition. */
2543 field->next = op->key_values;
2544 op->key_values = field;
2545
2546 return TRUE;
2547}
2548
2549/*
2550 * Updates the key in op to value.
2551 *
2552 * If add_key is FALSE, this will only update existing keys,
2553 * and not add new ones.
2554 * In general, should be little reason FALSE is ever passed in for add_key
2555 *
2556 * Returns TRUE on success.
2557 */
2558int
2559set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2560{
2561 shstr key_ (key);
2562
2563 return set_ob_key_value_s (op, key_, value, add_key);
2564} 2479}
2565 2480
2566object::depth_iterator::depth_iterator (object *container) 2481object::depth_iterator::depth_iterator (object *container)
2567: iterator_base (container) 2482: iterator_base (container)
2568{ 2483{
2581 item = item->inv; 2496 item = item->inv;
2582 } 2497 }
2583 else 2498 else
2584 item = item->env; 2499 item = item->env;
2585} 2500}
2586
2587 2501
2588const char * 2502const char *
2589object::flag_desc (char *desc, int len) const 2503object::flag_desc (char *desc, int len) const
2590{ 2504{
2591 char *p = desc; 2505 char *p = desc;
2619{ 2533{
2620 char flagdesc[512]; 2534 char flagdesc[512];
2621 char info2[256 * 4]; 2535 char info2[256 * 4];
2622 char *p = info; 2536 char *p = info;
2623 2537
2624 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2538 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2625 count, uuid.seq, 2539 count,
2540 uuid.c_str (),
2626 &name, 2541 &name,
2627 title ? "\",title:\"" : "", 2542 title ? ",title:\"" : "",
2628 title ? (const char *)title : "", 2543 title ? (const char *)title : "",
2544 title ? "\"" : "",
2629 flag_desc (flagdesc, 512), type); 2545 flag_desc (flagdesc, 512), type);
2630 2546
2631 if (env) 2547 if (!flag[FLAG_REMOVED] && env)
2632 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2548 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2633 2549
2634 if (map) 2550 if (map)
2635 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2551 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2636 2552
2651{ 2567{
2652 return map ? map->region (x, y) 2568 return map ? map->region (x, y)
2653 : region::default_region (); 2569 : region::default_region ();
2654} 2570}
2655 2571
2656const materialtype_t *
2657object::dominant_material () const
2658{
2659 if (materialtype_t *mat = name_to_material (materialname))
2660 return mat;
2661
2662 // omfg this is slow, this has to be temporary :)
2663 shstr unknown ("unknown");
2664
2665 return name_to_material (unknown);
2666}
2667
2668void 2572void
2669object::open_container (object *new_container) 2573object::open_container (object *new_container)
2670{ 2574{
2671 if (container == new_container) 2575 if (container == new_container)
2672 return; 2576 return;
2673 2577
2674 if (object *old_container = container) 2578 object *old_container = container;
2579
2580 if (old_container)
2675 { 2581 {
2676 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2582 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2677 return; 2583 return;
2678 2584
2679#if 0 2585#if 0
2681 if (object *closer = old_container->inv) 2587 if (object *closer = old_container->inv)
2682 if (closer->type == CLOSE_CON) 2588 if (closer->type == CLOSE_CON)
2683 closer->destroy (); 2589 closer->destroy ();
2684#endif 2590#endif
2685 2591
2592 // make sure the container is available
2593 esrv_send_item (this, old_container);
2594
2686 old_container->flag [FLAG_APPLIED] = 0; 2595 old_container->flag [FLAG_APPLIED] = false;
2687 container = 0; 2596 container = 0;
2688 2597
2598 // client needs item update to make it work, client bug requires this to be separate
2689 esrv_update_item (UPD_FLAGS, this, old_container); 2599 esrv_update_item (UPD_FLAGS, this, old_container);
2600
2690 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2601 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2602 play_sound (sound_find ("chest_close"));
2691 } 2603 }
2692 2604
2693 if (new_container) 2605 if (new_container)
2694 { 2606 {
2695 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2607 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2698 // TODO: this does not seem to serve any purpose anymore? 2610 // TODO: this does not seem to serve any purpose anymore?
2699#if 0 2611#if 0
2700 // insert the "Close Container" object. 2612 // insert the "Close Container" object.
2701 if (archetype *closer = new_container->other_arch) 2613 if (archetype *closer = new_container->other_arch)
2702 { 2614 {
2703 object *closer = arch_to_object (new_container->other_arch); 2615 object *closer = new_container->other_arch->instance ();
2704 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2616 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2705 new_container->insert (closer); 2617 new_container->insert (closer);
2706 } 2618 }
2707#endif 2619#endif
2708 2620
2709 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2621 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2710 2622
2623 // make sure the container is available, client bug requires this to be separate
2624 esrv_send_item (this, new_container);
2625
2711 new_container->flag [FLAG_APPLIED] = 1; 2626 new_container->flag [FLAG_APPLIED] = true;
2712 container = new_container; 2627 container = new_container;
2713 2628
2629 // client needs flag change
2714 esrv_update_item (UPD_FLAGS, this, new_container); 2630 esrv_update_item (UPD_FLAGS, this, new_container);
2715 esrv_send_inventory (this, new_container); 2631 esrv_send_inventory (this, new_container);
2632 play_sound (sound_find ("chest_open"));
2633 }
2634// else if (!old_container->env && contr && contr->ns)
2635// contr->ns->floorbox_reset ();
2636}
2637
2638object *
2639object::force_find (shstr_tmp name)
2640{
2641 /* cycle through his inventory to look for the MARK we want to
2642 * place
2643 */
2644 for (object *tmp = inv; tmp; tmp = tmp->below)
2645 if (tmp->type == FORCE && tmp->slaying == name)
2646 return splay (tmp);
2647
2648 return 0;
2649}
2650
2651//-GPL
2652
2653void
2654object::force_set_timer (int duration)
2655{
2656 this->duration = 1;
2657 this->speed_left = -1.f;
2658
2659 this->set_speed (duration ? 1.f / duration : 0.f);
2660}
2661
2662object *
2663object::force_add (shstr_tmp name, int duration)
2664{
2665 if (object *force = force_find (name))
2666 force->destroy ();
2667
2668 object *force = get_archetype (FORCE_NAME);
2669
2670 force->slaying = name;
2671 force->force_set_timer (duration);
2672 force->flag [FLAG_APPLIED] = true;
2673
2674 return insert (force);
2675}
2676
2677void
2678object::play_sound (faceidx sound) const
2679{
2680 if (!sound)
2681 return;
2682
2683 if (is_on_map ())
2684 map->play_sound (sound, x, y);
2685 else if (object *pl = in_player ())
2686 pl->contr->play_sound (sound);
2687}
2688
2689void
2690object::say_msg (const char *msg) const
2691{
2692 if (is_on_map ())
2693 map->say_msg (msg, x, y);
2694 else if (object *pl = in_player ())
2695 pl->contr->play_sound (sound);
2696}
2697
2698void
2699object::make_noise ()
2700{
2701 // we do not model noise in the map, so instead put
2702 // a temporary light into the noise source
2703 // could use the map instead, but that's less reliable for our
2704 // goal, which is to make invisibility a bit harder to exploit
2705
2706 // currently only works sensibly for players
2707 if (!is_player ())
2708 return;
2709
2710 // find old force, or create new one
2711 object *force = force_find (shstr_noise_force);
2712
2713 if (force)
2714 force->speed_left = -1.f; // patch old speed up
2715 else
2716 } 2716 {
2717} 2717 force = archetype::get (shstr_noise_force);
2718 2718
2719 force->slaying = shstr_noise_force;
2720 force->stats.food = 1;
2721 force->speed_left = -1.f;
2719 2722
2723 force->set_speed (1.f / 4.f);
2724 force->flag [FLAG_IS_USED_UP] = true;
2725 force->flag [FLAG_APPLIED] = true;
2726
2727 insert (force);
2728 }
2729}
2730
2731void object::change_move_type (MoveType mt)
2732{
2733 if (move_type == mt)
2734 return;
2735
2736 if (is_on_map ())
2737 {
2738 // we are on the map, so handle move_on/off effects
2739 remove ();
2740 move_type = mt;
2741 map->insert (this, x, y, this);
2742 }
2743 else
2744 move_type = mt;
2745}
2746
2747/* object should be a player.
2748 * we return the object the player has marked with the 'mark' command
2749 * below. If no match is found (or object has changed), we return
2750 * NULL. We leave it up to the calling function to print messages if
2751 * nothing is found.
2752 */
2753object *
2754object::mark () const
2755{
2756 if (contr && contr->mark && contr->mark->env == this)
2757 return contr->mark;
2758 else
2759 return 0;
2760}
2761

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