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

Comparing deliantra/server/common/object.C (file contents):
Revision 1.83 by root, Mon Dec 25 14:43:22 2006 UTC vs.
Revision 1.286 by root, Wed Sep 2 16:54:20 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <sproto.h>
33#include <loader.h> 30#include <loader.h>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
40 38
41object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
42 41
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42short freearr_x[SIZEOFFREE] = {
43 0,
44 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = {
49 0,
50 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48}; 53};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 59};
52int freedir[SIZEOFFREE] = { 60int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 61 0,
62 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 65};
56 66
57static void 67static void
58write_uuid (void) 68write_uuid (uval64 skip, bool sync)
59{ 69{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 70 CALL_BEGIN (2);
61 71 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 72 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 73 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 74 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 75}
77 76
78static void 77static void
79read_uuid (void) 78read_uuid (void)
80{ 79{
81 char filename[MAX_BUF]; 80 char filename[MAX_BUF];
82 81
83 sprintf (filename, "%s/uuid", settings.localdir); 82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
84 85
85 FILE *fp; 86 FILE *fp;
86 87
87 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
88 { 89 {
89 if (errno == ENOENT) 90 if (errno == ENOENT)
90 { 91 {
91 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 93 UUID::cur.seq = 0;
93 write_uuid (); 94 write_uuid (UUID_GAP, true);
94 return; 95 return;
95 } 96 }
96 97
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 99 _exit (1);
99 } 100 }
100 101
101 int version; 102 UUID::BUF buf;
102 unsigned long long uid; 103 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
104 { 107 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 109 _exit (1);
107 } 110 }
108 111
109 uuid.seq = uid; 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 113
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 114 write_uuid (UUID_GAP, true);
112 fclose (fp); 115 fclose (fp);
113} 116}
114 117
115UUID 118UUID
116gen_uuid () 119UUID::gen ()
117{ 120{
118 UUID uid; 121 UUID uid;
119 122
120 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
121 124
122 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
124 131
125 return uid; 132 return uid;
126} 133}
127 134
128void 135void
129init_uuid () 136UUID::init ()
130{ 137{
131 read_uuid (); 138 read_uuid ();
132} 139}
133 140
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 142static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
137{ 144{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 146 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
143 */ 148 */
144 149
145 /* For each field in wants, */ 150 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 152 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 153 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 154
169 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 156 return true;
171} 157}
172 158
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 160static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 162{
177 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
179 */ 165 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
181} 168}
182 169
183/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 171 * they can be merged together.
185 * 172 *
190 * Check nrof variable *before* calling can_merge() 177 * Check nrof variable *before* calling can_merge()
191 * 178 *
192 * Improvements made with merge: Better checking on potion, and also 179 * Improvements made with merge: Better checking on potion, and also
193 * check weight 180 * check weight
194 */ 181 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 182bool object::can_merge_slow (object *ob1, object *ob2)
197{ 183{
198 /* A couple quicksanity checks */ 184 /* A couple quicksanity checks */
199 if (ob1 == ob2 185 if (ob1 == ob2
200 || ob1->type != ob2->type 186 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 188 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
204 return 0; 190 return 0;
205 191
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 192 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * is always 0 .. 2**31-1 */
209 * used to store nrof). 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 195 return 0;
213 196
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 200 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 201 * flags lose any meaning.
219 */ 202 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 205
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 208
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 209 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 210 || ob1->name != ob2->name
229 || ob1->title != ob2->title 211 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 218 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
240 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 226 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 227 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 228 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 229 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 230 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 231 || ob1->move_slow_penalty != ob2->move_slow_penalty
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 234 return 0;
252 235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
253 /* This is really a spellbook check - really, we should 242 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 243 * not merge objects with real inventories, as splitting them
244 * is hard.
255 */ 245 */
256 if (ob1->inv || ob2->inv) 246 if (ob1->inv || ob2->inv)
257 { 247 {
258 /* if one object has inventory but the other doesn't, not equiv */ 248 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 249 return 0; /* inventories differ in length */
260 return 0;
261 250
262 /* Now check to see if the two inventory objects could merge */ 251 if (ob1->inv->below || ob2->inv->below)
252 return 0; /* more than one object in inv */
253
263 if (!object::can_merge (ob1->inv, ob2->inv)) 254 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 255 return 0; /* inventory objects differ */
265 256
266 /* inventory ok - still need to check rest of this object to see 257 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 258 * if it is valid.
268 */ 259 */
269 } 260 }
277 268
278 /* Note sure why the following is the case - either the object has to 269 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 270 * be animated or have a very low speed. Is this an attempted monster
280 * check? 271 * check?
281 */ 272 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 273 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 274 return 0;
284 275
285 switch (ob1->type) 276 switch (ob1->type)
286 { 277 {
287 case SCROLL: 278 case SCROLL:
288 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
289 return 0; 280 return 0;
290 break; 281 break;
291 } 282 }
292 283
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
294 { 285 {
295 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 288 return 0; /* One has fields, but the other one doesn't. */
289
290 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 291 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 292 }
302 293
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
305 { 295 {
306 ob1->optimise (); 296 ob1->optimise ();
307 ob2->optimise (); 297 ob2->optimise ();
308 298
309 if (ob1->self || ob2->self) 299 if (ob1->self || ob2->self)
300 {
301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
303
304 if (k1 != k2)
310 return 0; 305 return 0;
306
307 if (k1 == 0)
308 return 1;
309
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0;
312 }
311 } 313 }
312 314
313 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
314 return 1; 316 return 1;
315} 317}
316 318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->is_player ())
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env_or_self ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
356// adjust weight per container type ("of holding")
357static sint32
358weight_adjust_for (object *op, sint32 weight)
359{
360 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
362 : weight;
363}
364
317/* 365/*
366 * adjust_weight(object, weight) adds the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying.
368 */
369static void
370adjust_weight (object *op, sint32 weight)
371{
372 while (op)
373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
381
382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
388 op = op->env;
389 }
390}
391
392/*
318 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 394 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
321 */ 396 */
322long 397void
323sum_weight (object *op) 398object::update_weight ()
324{ 399{
325 long sum; 400 sint32 sum = 0;
326 object *inv;
327 401
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
329 { 403 {
330 if (inv->inv) 404 if (op->inv)
331 sum_weight (inv); 405 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 406
407 sum += op->total_weight ();
408 }
409
410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
333 } 413 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum)
339 op->carrying = sum; 414 carrying = sum;
340 415
341 return sum; 416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this);
419 }
342} 420}
343 421
344/** 422/*
345 * Return the outermost environment object for a given object. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 424 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 425char *
363dump_object (object *op) 426dump_object (object *op)
364{ 427{
365 if (!op) 428 if (!op)
366 return strdup ("[NULLOBJ]"); 429 return strdup ("[NULLOBJ]");
367 430
368 object_freezer freezer; 431 object_freezer freezer;
369 save_object (freezer, op, 3); 432 op->write (freezer);
370 return freezer.as_string (); 433 return freezer.as_string ();
371} 434}
372 435
373/* 436/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 437 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 438 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 439 * If it's not a multi-object, it is returned.
377 */ 440 */
378
379object * 441object *
380get_nearest_part (object *op, const object *pl) 442get_nearest_part (object *op, const object *pl)
381{ 443{
382 object *tmp, *closest; 444 object *tmp, *closest;
383 int last_dist, i; 445 int last_dist, i;
384 446
385 if (op->more == NULL) 447 if (!op->more)
386 return op; 448 return op;
449
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist) 453 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i; 454 closest = tmp, last_dist = i;
455
390 return closest; 456 return closest;
391} 457}
392 458
393/* 459/*
394 * Returns the object which has the count-variable equal to the argument. 460 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow.
395 */ 462 */
396
397object * 463object *
398find_object (tag_t i) 464find_object (tag_t i)
399{ 465{
400 for (object *op = object::first; op; op = op->next) 466 for_all_objects (op)
401 if (op->count == i) 467 if (op->count == i)
402 return op; 468 return op;
403 469
404 return 0; 470 return 0;
405} 471}
406 472
407/* 473/*
408 * Returns the first object which has a name equal to the argument. 474 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 475 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 476 * Enables features like "patch <name-of-other-player> food 999"
411 */ 477 */
412
413object * 478object *
414find_object_name (const char *str) 479find_object_name (const char *str)
415{ 480{
416 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
417 object *op;
418 482
419 for (op = object::first; op != NULL; op = op->next) 483 if (str_)
484 for_all_objects (op)
420 if (op->name == str_) 485 if (op->name == str_)
421 break; 486 return op;
422 487
423 return op; 488 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 489}
431 490
432/* 491/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 493 * skill and experience objects.
494 * ACTUALLY NO! investigate! TODO
435 */ 495 */
436void 496void
437object::set_owner (object *owner) 497object::set_owner (object *owner)
438{ 498{
499 // allow objects which own objects
439 if (!owner) 500 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) 501 while (owner->owner)
450 owner = owner->owner; 502 owner = owner->owner;
503
504 if (flag [FLAG_FREED])
505 {
506 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
507 return;
508 }
451 509
452 this->owner = owner; 510 this->owner = owner;
511}
512
513int
514object::slottype () const
515{
516 if (type == SKILL)
517 {
518 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
519 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
520 }
521 else
522 {
523 if (slot [body_combat].info) return slot_combat;
524 if (slot [body_range ].info) return slot_ranged;
525 }
526
527 return slot_none;
528}
529
530bool
531object::change_weapon (object *ob)
532{
533 if (current_weapon == ob)
534 return true;
535
536 if (chosen_skill)
537 chosen_skill->flag [FLAG_APPLIED] = false;
538
539 current_weapon = ob;
540 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = true;
544
545 update_stats ();
546
547 if (ob)
548 {
549 // now check wether any body locations became invalid, in which case
550 // we cannot apply the weapon at the moment.
551 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
552 if (slot[i].used < 0)
553 {
554 current_weapon = chosen_skill = 0;
555 update_stats ();
556
557 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name);
561 return false;
562 }
563
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 }
566 else
567 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
568
569 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
570 {
571 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
572 &name, ob->debug_desc ());
573 return false;
574 }
575
576 return true;
453} 577}
454 578
455/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 580 * refcounts and freeing the links.
457 */ 581 */
458static void 582static void
459free_key_values (object *op) 583free_key_values (object *op)
460{ 584{
461 for (key_value *i = op->key_values; i != 0;) 585 for (key_value *i = op->key_values; i; )
462 { 586 {
463 key_value *next = i->next; 587 key_value *next = i->next;
464 delete i; 588 delete i;
465 589
466 i = next; 590 i = next;
478 * will point at garbage. 602 * will point at garbage.
479 */ 603 */
480void 604void
481object::copy_to (object *dst) 605object::copy_to (object *dst)
482{ 606{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 607 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 608 *(object_copy *)dst = *this;
487 609 dst->flag [FLAG_REMOVED] = true;
488 if (is_freed)
489 SET_FLAG (dst, FLAG_FREED);
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 610
497 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
498 if (key_values) 612 if (key_values)
499 { 613 {
500 key_value *tail = 0; 614 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 615 dst->key_values = 0;
504 616
505 for (i = key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
506 { 618 {
507 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
508 620
509 new_link->next = 0; 621 new_link->next = 0;
510 new_link->key = i->key; 622 new_link->key = i->key;
511 new_link->value = i->value; 623 new_link->value = i->value;
512 624
513 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
514 if (!dst->key_values) 626 if (!dst->key_values)
515 { 627 {
522 tail = new_link; 634 tail = new_link;
523 } 635 }
524 } 636 }
525 } 637 }
526 638
527 update_ob_speed (dst); 639 if (speed < 0)
640 dst->speed_left -= rndm ();
641
642 dst->activate ();
643}
644
645void
646object::instantiate ()
647{
648 if (!uuid.seq) // HACK
649 uuid = UUID::gen ();
650
651 speed_left = -0.1f;
652 /* copy the body_info to the body_used - this is only really
653 * need for monsters, but doesn't hurt to do it for everything.
654 * by doing so, when a monster is created, it has good starting
655 * values for the body_used info, so when items are created
656 * for it, they can be properly equipped.
657 */
658 for (int i = NUM_BODY_LOCATIONS; i--; )
659 slot[i].used = slot[i].info;
660
661 attachable::instantiate ();
528} 662}
529 663
530object * 664object *
531object::clone () 665object::clone ()
532{ 666{
533 object *neu = create (); 667 object *neu = create ();
534 copy_to (neu); 668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
535 return neu; 670 return neu;
536} 671}
537 672
538/* 673/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 674 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 675 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 676 * be called to update the face variable, _and_ how it looks on the map.
542 */ 677 */
543
544void 678void
545update_turn_face (object *op) 679update_turn_face (object *op)
546{ 680{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 681 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 682 return;
683
549 SET_ANIMATION (op, op->direction); 684 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 685 update_object (op, UP_OBJ_FACE);
551} 686}
552 687
553/* 688/*
554 * Updates the speed of an object. If the speed changes from 0 to another 689 * Updates the speed of an object. If the speed changes from 0 to another
555 * value, or vice versa, then add/remove the object from the active list. 690 * value, or vice versa, then add/remove the object from the active list.
556 * This function needs to be called whenever the speed of an object changes. 691 * This function needs to be called whenever the speed of an object changes.
557 */ 692 */
558void 693void
559update_ob_speed (object *op) 694object::set_speed (float speed)
560{ 695{
561 extern int arch_init; 696 if (flag [FLAG_FREED] && speed)
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566
567 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
568 { 697 {
569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 698 LOG (llevError, "Object %s is freed but has speed.\n", &name);
570#ifdef MANY_CORES
571 abort ();
572#else
573 op->speed = 0; 699 speed = 0;
574#endif
575 }
576
577 if (arch_init)
578 return;
579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 { 700 }
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
584 return;
585 701
586 /* process_events() expects us to insert the object at the beginning 702 this->speed = speed;
587 * of the list. */
588 op->active_next = active_objects;
589 703
590 if (op->active_next != NULL) 704 if (has_active_speed ())
591 op->active_next->active_prev = op; 705 activate ();
592
593 active_objects = op;
594 }
595 else 706 else
596 { 707 deactivate ();
597 /* If not on the active list, nothing needs to be done */
598 if (!op->active_next && !op->active_prev && op != active_objects)
599 return;
600
601 if (op->active_prev == NULL)
602 {
603 active_objects = op->active_next;
604
605 if (op->active_next != NULL)
606 op->active_next->active_prev = NULL;
607 }
608 else
609 {
610 op->active_prev->active_next = op->active_next;
611
612 if (op->active_next)
613 op->active_next->active_prev = op->active_prev;
614 }
615
616 op->active_next = NULL;
617 op->active_prev = NULL;
618 }
619}
620
621/* This function removes object 'op' from the list of active
622 * objects.
623 * This should only be used for style maps or other such
624 * reference maps where you don't want an object that isn't
625 * in play chewing up cpu time getting processed.
626 * The reverse of this is to call update_ob_speed, which
627 * will do the right thing based on the speed of the object.
628 */
629void
630remove_from_active_list (object *op)
631{
632 /* If not on the active list, nothing needs to be done */
633 if (!op->active_next && !op->active_prev && op != active_objects)
634 return;
635
636 if (op->active_prev == NULL)
637 {
638 active_objects = op->active_next;
639 if (op->active_next != NULL)
640 op->active_next->active_prev = NULL;
641 }
642 else
643 {
644 op->active_prev->active_next = op->active_next;
645 if (op->active_next)
646 op->active_next->active_prev = op->active_prev;
647 }
648 op->active_next = NULL;
649 op->active_prev = NULL;
650} 708}
651 709
652/* 710/*
653 * update_object() updates the the map. 711 * update_object() updates the the map.
654 * It takes into account invisible objects (and represent squares covered 712 * It takes into account invisible objects (and represent squares covered
667 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
668 */ 726 */
669void 727void
670update_object (object *op, int action) 728update_object (object *op, int action)
671{ 729{
672 MoveType move_on, move_off, move_block, move_slow; 730 if (!op)
673
674 if (op == NULL)
675 { 731 {
676 /* this should never happen */ 732 /* this should never happen */
677 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
678 return; 734 return;
679 } 735 }
680 736
681 if (op->env) 737 if (!op->is_on_map ())
682 { 738 {
683 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
684 * to do in this case. 740 * to do in this case.
685 */ 741 */
686 return; 742 return;
687 } 743 }
688
689 /* If the map is saving, don't do anything as everything is
690 * going to get freed anyways.
691 */
692 if (!op->map || op->map->in_memory == MAP_SAVING)
693 return;
694 744
695 /* make sure the object is within map boundaries */ 745 /* make sure the object is within map boundaries */
696 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
697 { 747 {
698 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
702 return; 752 return;
703 } 753 }
704 754
705 mapspace &m = op->ms (); 755 mapspace &m = op->ms ();
706 756
707 if (m.flags_ & P_NEED_UPDATE) 757 if (!(m.flags_ & P_UPTODATE))
708 /* nop */; 758 /* nop */;
709 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
710 { 760 {
711 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
713 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
714 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
715 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
716 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
717 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
718 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
719 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
720 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
721 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
722 * to have move_allow right now. 772 * have move_allow right now.
723 */ 773 */
724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
726 m.flags_ = P_NEED_UPDATE; 776 m.invalidate ();
727 } 777 }
728 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
729 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
730 * that is being removed. 780 * that is being removed.
731 */ 781 */
732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
733 m.flags_ = P_NEED_UPDATE; 783 m.invalidate ();
734 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
735 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
736 else 786 else
737 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
738 788
739 if (op->more) 789 if (op->more)
740 update_object (op->more, action); 790 update_object (op->more, action);
741} 791}
742 792
743object::vector object::objects; // not yet used
744object *object::first;
745
746object::object () 793object::object ()
747{ 794{
748 SET_FLAG (this, FLAG_REMOVED); 795 SET_FLAG (this, FLAG_REMOVED);
749 796
750 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
751 face = blank_face; 798 face = blank_face;
752} 799}
753 800
754object::~object () 801object::~object ()
755{ 802{
803 unlink ();
804
756 free_key_values (this); 805 free_key_values (this);
757} 806}
758 807
808static int object_count;
809
759void object::link () 810void object::link ()
760{ 811{
812 assert (!index);//D
813 uuid = UUID::gen ();
761 count = ++ob_count; 814 count = ++object_count;
762 uuid = gen_uuid ();
763 815
764 prev = 0; 816 refcnt_inc ();
765 next = object::first; 817 objects.insert (this);
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771} 818}
772 819
773void object::unlink () 820void object::unlink ()
774{ 821{
775 if (this == object::first) 822 if (!index)
776 object::first = next;
777
778 /* Remove this object from the list of used objects */
779 if (prev) prev->next = next;
780 if (next) next->prev = prev;
781
782 prev = 0;
783 next = 0;
784}
785
786object *object::create ()
787{
788 object *op = new object;
789 op->link ();
790 return op;
791}
792
793/*
794 * free_object() frees everything allocated by an object, removes
795 * it from the list of used objects, and puts it on the list of
796 * free objects. The IS_FREED() flag is set in the object.
797 * The object must have been removed by remove_ob() first for
798 * this function to succeed.
799 *
800 * If destroy_inventory is set, free inventory as well. Else drop items in
801 * inventory to the ground.
802 */
803void
804object::do_destroy ()
805{
806 attachable::do_destroy ();
807
808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
818 return; 823 return;
819 824
820 flag [FLAG_FREED] = 1; 825 objects.erase (this);
826 refcnt_dec ();
827}
821 828
822 // hack to ensure that freed objects still have a valid map 829void
823 { 830object::activate ()
824 static maptile *freed_map; // freed objects are moved here to avoid crashes 831{
832 /* If already on active list, don't do anything */
833 if (active)
834 return;
825 835
826 if (!freed_map) 836 if (has_active_speed ())
827 { 837 {
828 freed_map = new maptile; 838 if (flag [FLAG_FREED])
839 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
829 840
830 freed_map->name = "/internal/freed_objects_map"; 841 actives.insert (this);
831 freed_map->width = 3;
832 freed_map->height = 3;
833
834 freed_map->allocate ();
835 } 842 }
843}
836 844
837 map = freed_map; 845void
838 x = 1; 846object::activate_recursive ()
839 y = 1; 847{
848 activate ();
849
850 for (object *op = inv; op; op = op->below)
851 op->activate_recursive ();
852}
853
854/* This function removes object 'op' from the list of active
855 * objects.
856 * This should only be used for style maps or other such
857 * reference maps where you don't want an object that isn't
858 * in play chewing up cpu time getting processed.
859 * The reverse of this is to call update_ob_speed, which
860 * will do the right thing based on the speed of the object.
861 */
862void
863object::deactivate ()
864{
865 /* If not on the active list, nothing needs to be done */
866 if (!active)
867 return;
868
869 actives.erase (this);
870}
871
872void
873object::deactivate_recursive ()
874{
875 for (object *op = inv; op; op = op->below)
876 op->deactivate_recursive ();
877
878 deactivate ();
879}
880
881void
882object::set_flag_inv (int flag, int value)
883{
884 for (object *op = inv; op; op = op->below)
885 {
886 op->flag [flag] = value;
887 op->set_flag_inv (flag, value);
840 } 888 }
841
842 more = 0;
843 head = 0;
844 inv = 0;
845
846 // clear those pointers that likely might have circular references to us
847 owner = 0;
848 enemy = 0;
849 attacked_by = 0;
850
851 // only relevant for players(?), but make sure of it anyways
852 contr = 0;
853
854 /* Remove object from the active list */
855 speed = 0;
856 update_ob_speed (this);
857
858 unlink ();
859} 889}
860 890
861/* 891/*
862 * Remove and free all objects in the inventory of the given object. 892 * Remove and free all objects in the inventory of the given object.
863 * object.c ? 893 * object.c ?
864 */ 894 */
865void 895void
866object::destroy_inv (bool drop_to_ground) 896object::destroy_inv (bool drop_to_ground)
867{ 897{
898 // need to check first, because the checks below might segfault
899 // as we might be on an invalid mapspace and crossfire code
900 // is too buggy to ensure that the inventory is empty.
901 // corollary: if you create arrows etc. with stuff in its inventory,
902 // cf will crash below with off-map x and y
868 if (!inv) 903 if (!inv)
869 return; 904 return;
870 905
871 /* Only if the space blocks everything do we not process - 906 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects 907 * if some form of movement is allowed, let objects
873 * drop on that space. 908 * drop on that space.
874 */ 909 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 910 if (!drop_to_ground
911 || !map
912 || map->in_memory != MAP_ACTIVE
913 || map->no_drop
914 || ms ().move_block == MOVE_ALL)
876 { 915 {
877 while (inv) 916 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy (); 917 inv->destroy ();
881 }
882 } 918 }
883 else 919 else
884 { /* Put objects in inventory onto this space */ 920 { /* Put objects in inventory onto this space */
885 while (inv) 921 while (inv)
886 { 922 {
888 924
889 if (op->flag [FLAG_STARTEQUIP] 925 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP] 926 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE 927 || op->type == RUNE
892 || op->type == TRAP 928 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE]) 929 || op->flag [FLAG_IS_A_TEMPLATE]
930 || op->flag [FLAG_DESTROY_ON_DEATH])
894 op->destroy (); 931 op->destroy ();
895 else 932 else
896 { 933 map->insert (op, x, y);
897 op->remove ();
898 op->x = x;
899 op->y = y;
900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
901 }
902 } 934 }
903 } 935 }
904} 936}
905 937
938object *object::create ()
939{
940 object *op = new object;
941 op->link ();
942 return op;
943}
944
945static struct freed_map : maptile
946{
947 freed_map ()
948 {
949 path = "<freed objects map>";
950 name = "/internal/freed_objects_map";
951 width = 3;
952 height = 3;
953 no_drop = 1;
954 no_reset = 1;
955
956 alloc ();
957 in_memory = MAP_ACTIVE;
958 }
959
960 ~freed_map ()
961 {
962 destroy ();
963 }
964} freed_map; // freed objects are moved here to avoid crashes
965
906void 966void
907object::destroy (bool destroy_inventory) 967object::do_destroy ()
968{
969 if (flag [FLAG_IS_LINKED])
970 remove_link ();
971
972 if (flag [FLAG_FRIENDLY])
973 remove_friendly_object (this);
974
975 remove ();
976
977 attachable::do_destroy ();
978
979 deactivate ();
980 unlink ();
981
982 flag [FLAG_FREED] = 1;
983
984 // hack to ensure that freed objects still have a valid map
985 map = &freed_map;
986 x = 1;
987 y = 1;
988
989 if (more)
990 {
991 more->destroy ();
992 more = 0;
993 }
994
995 head = 0;
996
997 // clear those pointers that likely might cause circular references
998 owner = 0;
999 enemy = 0;
1000 attacked_by = 0;
1001 current_weapon = 0;
1002}
1003
1004void
1005object::destroy ()
908{ 1006{
909 if (destroyed ()) 1007 if (destroyed ())
910 return; 1008 return;
911 1009
912 if (more) 1010 if (!is_head () && !head->destroyed ())
913 {
914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 } 1011 {
1012 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1013 head->destroy ();
1014 return;
1015 }
918 1016
919 if (destroy_inventory)
920 destroy_inv (true); 1017 destroy_inv (false);
1018
1019 if (is_head ())
1020 if (sound_destroy)
1021 play_sound (sound_destroy);
1022 else if (flag [FLAG_MONSTER])
1023 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
921 1024
922 attachable::destroy (); 1025 attachable::destroy ();
923}
924
925/*
926 * sub_weight() recursively (outwards) subtracts a number from the
927 * weight of an object (and what is carried by it's environment(s)).
928 */
929void
930sub_weight (object *op, signed long weight)
931{
932 while (op != NULL)
933 {
934 if (op->type == CONTAINER)
935 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
936
937 op->carrying -= weight;
938 op = op->env;
939 }
940} 1026}
941 1027
942/* op->remove (): 1028/* op->remove ():
943 * This function removes the object op from the linked list of objects 1029 * This function removes the object op from the linked list of objects
944 * which it is currently tied to. When this function is done, the 1030 * which it is currently tied to. When this function is done, the
945 * object will have no environment. If the object previously had an 1031 * object will have no environment. If the object previously had an
946 * environment, the x and y coordinates will be updated to 1032 * environment, the x and y coordinates will be updated to
947 * the previous environment. 1033 * the previous environment.
948 * Beware: This function is called from the editor as well!
949 */ 1034 */
950void 1035void
951object::remove () 1036object::do_remove ()
952{ 1037{
953 object *tmp, *last = 0; 1038 object *tmp, *last = 0;
954 object *otmp; 1039 object *otmp;
955 1040
956 if (QUERY_FLAG (this, FLAG_REMOVED)) 1041 if (flag [FLAG_REMOVED])
957 return; 1042 return;
958 1043
959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this); 1044 INVOKE_OBJECT (REMOVE, this);
1045
1046 flag [FLAG_REMOVED] = true;
961 1047
962 if (more) 1048 if (more)
963 more->remove (); 1049 more->remove ();
964 1050
965 /* 1051 /*
966 * In this case, the object to be removed is in someones 1052 * In this case, the object to be removed is in someones
967 * inventory. 1053 * inventory.
968 */ 1054 */
969 if (env) 1055 if (env)
970 { 1056 {
971 if (nrof) 1057 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
972 sub_weight (env, weight * nrof); 1058 if (object *pl = visible_to ())
973 else 1059 esrv_del_item (pl->contr, count);
974 sub_weight (env, weight + carrying); 1060 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1061
1062 adjust_weight (env, -total_weight ());
1063
1064 object *pl = in_player ();
1065
1066 /* we set up values so that it could be inserted into
1067 * the map, but we don't actually do that - it is up
1068 * to the caller to decide what we want to do.
1069 */
1070 map = env->map;
1071 x = env->x;
1072 y = env->y;
1073
1074 // make sure cmov optimisation is applicable
1075 *(above ? &above->below : &env->inv) = below;
1076 *(below ? &below->above : &above ) = above; // &above is just a dummy
1077
1078 above = 0;
1079 below = 0;
1080 env = 0;
975 1081
976 /* NO_FIX_PLAYER is set when a great many changes are being 1082 /* NO_FIX_PLAYER is set when a great many changes are being
977 * made to players inventory. If set, avoiding the call 1083 * made to players inventory. If set, avoiding the call
978 * to save cpu time. 1084 * to save cpu time.
979 */ 1085 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1086 if (pl)
1087 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1088 {
981 otmp->update_stats (); 1089 pl->update_stats ();
982 1090
983 if (above != NULL) 1091 if (glow_radius && pl->is_on_map ())
984 above->below = below; 1092 update_all_los (pl->map, pl->x, pl->y);
985 else 1093 }
986 env->inv = below;
987
988 if (below != NULL)
989 below->above = above;
990
991 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do.
994 */
995 x = env->x, y = env->y;
996 map = env->map;
997 above = 0, below = 0;
998 env = 0;
999 } 1094 }
1000 else if (map) 1095 else if (map)
1001 { 1096 {
1002 /* Re did the following section of code - it looks like it had 1097 map->dirty = true;
1003 * lots of logic for things we no longer care about 1098 mapspace &ms = this->ms ();
1099
1100 if (object *pl = ms.player ())
1004 */ 1101 {
1102 if (is_player ())
1103 {
1104 if (!flag [FLAG_WIZPASS])
1105 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1106
1107 // leaving a spot always closes any open container on the ground
1108 if (container && !container->env)
1109 // this causes spurious floorbox updates, but it ensures
1110 // that the CLOSE event is being sent.
1111 close_container ();
1112
1113 --map->players;
1114 map->touch ();
1115 }
1116 else if (pl->container == this)
1117 {
1118 // removing a container should close it
1119 close_container ();
1120 }
1121
1122 esrv_del_item (pl->contr, count);
1123 }
1005 1124
1006 /* link the object above us */ 1125 /* link the object above us */
1007 if (above) 1126 // re-link, make sure compiler can easily use cmove
1008 above->below = below; 1127 *(above ? &above->below : &ms.top) = below;
1009 else 1128 *(below ? &below->above : &ms.bot) = above;
1010 map->at (x, y).top = below; /* we were top, set new top */
1011
1012 /* Relink the object below us, if there is one */
1013 if (below)
1014 below->above = above;
1015 else
1016 {
1017 /* Nothing below, which means we need to relink map object for this space
1018 * use translated coordinates in case some oddness with map tiling is
1019 * evident
1020 */
1021 if (GET_MAP_OB (map, x, y) != this)
1022 {
1023 char *dump = dump_object (this);
1024 LOG (llevError,
1025 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1026 free (dump);
1027 dump = dump_object (GET_MAP_OB (map, x, y));
1028 LOG (llevError, "%s\n", dump);
1029 free (dump);
1030 }
1031
1032 map->at (x, y).bottom = above; /* goes on above it. */
1033 }
1034 1129
1035 above = 0; 1130 above = 0;
1036 below = 0; 1131 below = 0;
1037 1132
1133 ms.invalidate ();
1134
1038 if (map->in_memory == MAP_SAVING) 1135 if (map->in_memory == MAP_SAVING)
1039 return; 1136 return;
1040 1137
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 1138 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 1139
1140 if (object *pl = ms.player ())
1141 {
1142 if (pl->container == this)
1143 /* If a container that the player is currently using somehow gets
1144 * removed (most likely destroyed), update the player view
1145 * appropriately.
1146 */
1147 pl->close_container ();
1148
1149 //TODO: the floorbox prev/next might need updating
1150 //esrv_del_item (pl->contr, count);
1151 //TODO: update floorbox to preserve ordering
1152 if (pl->contr->ns)
1153 pl->contr->ns->floorbox_update ();
1154 }
1155
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1156 for (tmp = ms.bot; tmp; tmp = tmp->above)
1044 { 1157 {
1045 /* No point updating the players look faces if he is the object 1158 /* No point updating the players look faces if he is the object
1046 * being removed. 1159 * being removed.
1047 */ 1160 */
1048 1161
1049 if (tmp->type == PLAYER && tmp != this)
1050 {
1051 /* If a container that the player is currently using somehow gets
1052 * removed (most likely destroyed), update the player view
1053 * appropriately.
1054 */
1055 if (tmp->container == this)
1056 {
1057 flag [FLAG_APPLIED] = 0;
1058 tmp->container = 0;
1059 }
1060
1061 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update ();
1063 }
1064
1065 /* See if player moving off should effect something */ 1162 /* See if object moving off should effect something */
1066 if (check_walk_off 1163 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1164 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1165 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 { 1166 {
1070 move_apply (tmp, this, 0); 1167 move_apply (tmp, this, 0);
1071 1168
1072 if (destroyed ()) 1169 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1170 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 } 1171 }
1075 1172
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077
1078 if (tmp->above == tmp)
1079 tmp->above = 0;
1080
1081 last = tmp; 1173 last = tmp;
1082 } 1174 }
1083 1175
1084 /* last == NULL of there are no objects on this space */ 1176 if (affects_los ())
1085 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE;
1087 else
1088 update_object (last, UP_OBJ_REMOVE);
1089
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y); 1177 update_all_los (map, x, y);
1092 } 1178 }
1093} 1179}
1094 1180
1095/* 1181/*
1104merge_ob (object *op, object *top) 1190merge_ob (object *op, object *top)
1105{ 1191{
1106 if (!op->nrof) 1192 if (!op->nrof)
1107 return 0; 1193 return 0;
1108 1194
1109 if (top) 1195 if (!top)
1110 for (top = op; top && top->above; top = top->above) 1196 for (top = op; top && top->above; top = top->above)
1111 ; 1197 ;
1112 1198
1113 for (; top; top = top->below) 1199 for (; top; top = top->below)
1114 {
1115 if (top == op)
1116 continue;
1117
1118 if (object::can_merge (op, top)) 1200 if (object::can_merge (op, top))
1119 { 1201 {
1120 top->nrof += op->nrof; 1202 top->nrof += op->nrof;
1121 1203
1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1204 if (object *pl = top->visible_to ())
1123 op->weight = 0; /* Don't want any adjustements now */ 1205 esrv_update_item (UPD_NROF, pl, top);
1206
1207 op->weight = 0; // cancel the addition above
1208 op->carrying = 0; // must be 0 already
1209
1124 op->destroy (); 1210 op->destroy ();
1211
1125 return top; 1212 return top;
1126 } 1213 }
1127 }
1128 1214
1129 return 0; 1215 return 0;
1130} 1216}
1131 1217
1218void
1219object::expand_tail ()
1220{
1221 if (more)
1222 return;
1223
1224 object *prev = this;
1225
1226 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1227 {
1228 object *op = arch_to_object (at);
1229
1230 op->name = name;
1231 op->name_pl = name_pl;
1232 op->title = title;
1233
1234 op->head = this;
1235 prev->more = op;
1236
1237 prev = op;
1238 }
1239}
1240
1132/* 1241/*
1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1242 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1134 * job preparing multi-part monsters 1243 * job preparing multi-part monsters.
1135 */ 1244 */
1136object * 1245object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1246insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1247{
1139 object *tmp; 1248 op->remove ();
1140 1249
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1250 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1251 {
1146 tmp->x = x + tmp->arch->clone.x; 1252 tmp->x = x + tmp->arch->x;
1147 tmp->y = y + tmp->arch->clone.y; 1253 tmp->y = y + tmp->arch->y;
1148 } 1254 }
1149 1255
1150 return insert_ob_in_map (op, m, originator, flag); 1256 return insert_ob_in_map (op, m, originator, flag);
1151} 1257}
1152 1258
1171 * just 'op' otherwise 1277 * just 'op' otherwise
1172 */ 1278 */
1173object * 1279object *
1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1280insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1175{ 1281{
1176 object *tmp, *top, *floor = NULL; 1282 op->remove ();
1177 sint16 x, y;
1178 1283
1179 if (QUERY_FLAG (op, FLAG_FREED)) 1284 if (m == &freed_map)//D TODO: remove soon
1180 { 1285 {//D
1181 LOG (llevError, "Trying to insert freed object!\n"); 1286 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1182 return NULL;
1183 } 1287 }//D
1184
1185 if (m == NULL)
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189 free (dump);
1190 return op;
1191 }
1192
1193 if (out_of_map (m, op->x, op->y))
1194 {
1195 char *dump = dump_object (op);
1196 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1197#ifdef MANY_CORES
1198 /* Better to catch this here, as otherwise the next use of this object
1199 * is likely to cause a crash. Better to find out where it is getting
1200 * improperly inserted.
1201 */
1202 abort ();
1203#endif
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (!QUERY_FLAG (op, FLAG_REMOVED))
1209 {
1210 char *dump = dump_object (op);
1211 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1212 free (dump);
1213 return op;
1214 }
1215
1216 if (op->more)
1217 {
1218 /* The part may be on a different map. */
1219
1220 object *more = op->more;
1221
1222 /* We really need the caller to normalize coordinates - if
1223 * we set the map, that doesn't work if the location is within
1224 * a map and this is straddling an edge. So only if coordinate
1225 * is clear wrong do we normalize it.
1226 */
1227 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1228 more->map = get_map_from_coord (m, &more->x, &more->y);
1229 else if (!more->map)
1230 {
1231 /* For backwards compatibility - when not dealing with tiled maps,
1232 * more->map should always point to the parent.
1233 */
1234 more->map = m;
1235 }
1236
1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1238 {
1239 if (!op->head)
1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1241
1242 return 0;
1243 }
1244 }
1245
1246 CLEAR_FLAG (op, FLAG_REMOVED);
1247 1288
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* Ideally, the caller figures this out. However, it complicates a lot
1249 * of areas of callers (eg, anything that uses find_free_spot would now 1290 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work 1291 * need extra work
1251 */ 1292 */
1252 op->map = get_map_from_coord (m, &op->x, &op->y); 1293 maptile *newmap = m;
1253 x = op->x; 1294 if (!xy_normalise (newmap, op->x, op->y))
1254 y = op->y; 1295 {
1296 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1297 return 0;
1298 }
1299
1300 if (object *more = op->more)
1301 if (!insert_ob_in_map (more, m, originator, flag))
1302 return 0;
1303
1304 op->flag [FLAG_REMOVED] = false;
1305 op->env = 0;
1306 op->map = newmap;
1307
1308 mapspace &ms = op->ms ();
1255 1309
1256 /* this has to be done after we translate the coordinates. 1310 /* this has to be done after we translate the coordinates.
1257 */ 1311 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1312 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1313 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1314 if (object::can_merge (op, tmp))
1261 { 1315 {
1316 // TODO: we actually want to update tmp, not op,
1317 // but some caller surely breaks when we return tmp
1318 // from here :/
1262 op->nrof += tmp->nrof; 1319 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1320 tmp->destroy ();
1264 } 1321 }
1265 1322
1266 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1275 { 1332 {
1276 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1277 abort (); 1334 abort ();
1278 } 1335 }
1279 1336
1337 if (!originator->is_on_map ())
1338 {
1339 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1340 op->debug_desc (), originator->debug_desc ());
1341 abort ();
1342 }
1343
1280 op->above = originator; 1344 op->above = originator;
1281 op->below = originator->below; 1345 op->below = originator->below;
1282
1283 if (op->below)
1284 op->below->above = op;
1285 else
1286 op->ms ().bottom = op;
1287
1288 /* since *below* originator, no need to update top */
1289 originator->below = op; 1346 originator->below = op;
1347
1348 *(op->below ? &op->below->above : &ms.bot) = op;
1290 } 1349 }
1291 else 1350 else
1292 { 1351 {
1352 object *floor = 0;
1353 object *top = ms.top;
1354
1293 /* If there are other objects, then */ 1355 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1356 if (top)
1295 { 1357 {
1296 object *last = NULL;
1297
1298 /* 1358 /*
1299 * If there are multiple objects on this space, we do some trickier handling. 1359 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate. 1360 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if 1361 * Generally, we want to put the new object on top. But if
1302 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1362 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1305 * once we get to them. This reduces the need to traverse over all of 1365 * once we get to them. This reduces the need to traverse over all of
1306 * them when adding another one - this saves quite a bit of cpu time 1366 * them when adding another one - this saves quite a bit of cpu time
1307 * when lots of spells are cast in one area. Currently, it is presumed 1367 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects. 1368 * that flying non pickable objects are spell objects.
1309 */ 1369 */
1310 1370 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1311 while (top != NULL)
1312 { 1371 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1372 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1314 floor = top; 1373 floor = tmp;
1315 1374
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1375 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1317 { 1376 {
1318 /* We insert above top, so we want this object below this */ 1377 /* We insert above top, so we want this object below this */
1319 top = top->below; 1378 top = tmp->below;
1320 break; 1379 break;
1321 } 1380 }
1322 1381
1323 last = top;
1324 top = top->above; 1382 top = tmp;
1325 } 1383 }
1326
1327 /* Don't want top to be NULL, so set it to the last valid object */
1328 top = last;
1329 1384
1330 /* We let update_position deal with figuring out what the space 1385 /* We let update_position deal with figuring out what the space
1331 * looks like instead of lots of conditions here. 1386 * looks like instead of lots of conditions here.
1332 * makes things faster, and effectively the same result. 1387 * makes things faster, and effectively the same result.
1333 */ 1388 */
1334 1389
1335 /* Have object 'fall below' other objects that block view. 1390 /* Have object 'fall below' other objects that block view.
1336 * Unless those objects are exits, type 66 1391 * Unless those objects are exits.
1337 * If INS_ON_TOP is used, don't do this processing 1392 * If INS_ON_TOP is used, don't do this processing
1338 * Need to find the object that in fact blocks view, otherwise 1393 * Need to find the object that in fact blocks view, otherwise
1339 * stacking is a bit odd. 1394 * stacking is a bit odd.
1340 */ 1395 */
1341 if (!(flag & INS_ON_TOP) && 1396 if (!(flag & INS_ON_TOP)
1342 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1397 && ms.flags () & P_BLOCKSVIEW
1398 && (op->face && !faces [op->face].visibility))
1343 { 1399 {
1400 object *last;
1401
1344 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break; 1404 break;
1405
1347 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1348 * and make sure we have a below pointer for it so that 1407 * and make sure we have a below pointer for it so that
1349 * we can get inserted below this one, which requires we 1408 * we can get inserted below this one, which requires we
1350 * set top to the object below us. 1409 * set top to the object below us.
1351 */ 1410 */
1352 if (last && last->below && last != floor) 1411 if (last && last->below && last != floor)
1353 top = last->below; 1412 top = last->below;
1354 } 1413 }
1355 } /* If objects on this space */ 1414 } /* If objects on this space */
1356 1415
1357 if (flag & INS_MAP_LOAD)
1358 top = GET_MAP_TOP (op->map, op->x, op->y);
1359
1360 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor; 1417 top = floor;
1362 1418
1363 /* Top is the object that our object (op) is going to get inserted above. 1419 // insert object above top, or bottom-most if top = 0
1364 */
1365
1366 /* First object on this space */
1367 if (!top) 1420 if (!top)
1368 { 1421 {
1369 op->above = GET_MAP_OB (op->map, op->x, op->y);
1370
1371 if (op->above)
1372 op->above->below = op;
1373
1374 op->below = NULL; 1422 op->below = 0;
1423 op->above = ms.bot;
1375 op->ms ().bottom = op; 1424 ms.bot = op;
1425
1426 *(op->above ? &op->above->below : &ms.top) = op;
1376 } 1427 }
1377 else 1428 else
1378 { /* get inserted into the stack above top */ 1429 {
1379 op->above = top->above; 1430 op->above = top->above;
1380
1381 if (op->above)
1382 op->above->below = op; 1431 top->above = op;
1383 1432
1384 op->below = top; 1433 op->below = top;
1385 top->above = op; 1434 *(op->above ? &op->above->below : &ms.top) = op;
1386 } 1435 }
1436 }
1387 1437
1388 if (op->above == NULL) 1438 if (op->is_player ())
1389 op->ms ().top = op; 1439 {
1390 } /* else not INS_BELOW_ORIGINATOR */
1391
1392 if (op->type == PLAYER)
1393 op->contr->do_los = 1; 1440 op->contr->do_los = 1;
1441 ++op->map->players;
1442 op->map->touch ();
1443 }
1394 1444
1395 /* If we have a floor, we know the player, if any, will be above 1445 op->map->dirty = true;
1396 * it, so save a few ticks and start from there. 1446
1397 */
1398 if (!(flag & INS_MAP_LOAD))
1399 if (object *pl = op->ms ().player ()) 1447 if (object *pl = ms.player ())
1448 //TODO: the floorbox prev/next might need updating
1449 //esrv_send_item (pl, op);
1450 //TODO: update floorbox to preserve ordering
1400 if (pl->contr->ns) 1451 if (pl->contr->ns)
1401 pl->contr->ns->floorbox_update (); 1452 pl->contr->ns->floorbox_update ();
1402 1453
1403 /* If this object glows, it may affect lighting conditions that are 1454 /* If this object glows, it may affect lighting conditions that are
1404 * visible to others on this map. But update_all_los is really 1455 * visible to others on this map. But update_all_los is really
1405 * an inefficient way to do this, as it means los for all players 1456 * an inefficient way to do this, as it means los for all players
1406 * on the map will get recalculated. The players could very well 1457 * on the map will get recalculated. The players could very well
1407 * be far away from this change and not affected in any way - 1458 * be far away from this change and not affected in any way -
1408 * this should get redone to only look for players within range, 1459 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1460 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1461 * of effect may be sufficient.
1411 */ 1462 */
1412 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1463 if (op->affects_los ())
1464 {
1465 op->ms ().invalidate ();
1413 update_all_los (op->map, op->x, op->y); 1466 update_all_los (op->map, op->x, op->y);
1467 }
1414 1468
1415 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1469 /* updates flags (blocked, alive, no magic, etc) for this map space */
1416 update_object (op, UP_OBJ_INSERT); 1470 update_object (op, UP_OBJ_INSERT);
1417 1471
1418 INVOKE_OBJECT (INSERT, op); 1472 INVOKE_OBJECT (INSERT, op);
1425 * blocked() and wall() work properly), and these flags are updated by 1479 * blocked() and wall() work properly), and these flags are updated by
1426 * update_object(). 1480 * update_object().
1427 */ 1481 */
1428 1482
1429 /* if this is not the head or flag has been passed, don't check walk on status */ 1483 /* if this is not the head or flag has been passed, don't check walk on status */
1430 if (!(flag & INS_NO_WALK_ON) && !op->head) 1484 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1431 { 1485 {
1432 if (check_move_on (op, originator)) 1486 if (check_move_on (op, originator))
1433 return 0; 1487 return 0;
1434 1488
1435 /* If we are a multi part object, lets work our way through the check 1489 /* If we are a multi part object, lets work our way through the check
1436 * walk on's. 1490 * walk on's.
1437 */ 1491 */
1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1492 for (object *tmp = op->more; tmp; tmp = tmp->more)
1439 if (check_move_on (tmp, originator)) 1493 if (check_move_on (tmp, originator))
1440 return 0; 1494 return 0;
1441 } 1495 }
1442 1496
1443 return op; 1497 return op;
1446/* this function inserts an object in the map, but if it 1500/* this function inserts an object in the map, but if it
1447 * finds an object of its own type, it'll remove that one first. 1501 * finds an object of its own type, it'll remove that one first.
1448 * op is the object to insert it under: supplies x and the map. 1502 * op is the object to insert it under: supplies x and the map.
1449 */ 1503 */
1450void 1504void
1451replace_insert_ob_in_map (const char *arch_string, object *op) 1505replace_insert_ob_in_map (shstr_tmp archname, object *op)
1452{ 1506{
1453 object *tmp, *tmp1;
1454
1455 /* first search for itself and remove any old instances */ 1507 /* first search for itself and remove any old instances */
1456 1508
1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1509 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1510 if (tmp->arch->archname == archname) /* same archetype */
1459 tmp->destroy (); 1511 tmp->destroy ();
1460 1512
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1513 object *tmp = arch_to_object (archetype::find (archname));
1462 1514
1463 tmp1->x = op->x; 1515 tmp->x = op->x;
1464 tmp1->y = op->y; 1516 tmp->y = op->y;
1517
1465 insert_ob_in_map (tmp1, op->map, op, 0); 1518 insert_ob_in_map (tmp, op->map, op, 0);
1466} 1519}
1467
1468/*
1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1470 * is returned contains nr objects, and the remaining parts contains
1471 * the rest (or is removed and freed if that number is 0).
1472 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array.
1474 */
1475 1520
1476object * 1521object *
1477get_split_ob (object *orig_ob, uint32 nr) 1522object::insert_at (object *where, object *originator, int flags)
1478{ 1523{
1479 object *newob; 1524 if (where->env)
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1525 return where->env->insert (this);
1481 1526 else
1482 if (orig_ob->nrof < nr) 1527 return where->map->insert (this, where->x, where->y, originator, flags);
1483 {
1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1485 return NULL;
1486 }
1487
1488 newob = object_create_clone (orig_ob);
1489
1490 if ((orig_ob->nrof -= nr) < 1)
1491 orig_ob->destroy (1);
1492 else if (!is_removed)
1493 {
1494 if (orig_ob->env != NULL)
1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1497 {
1498 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1499 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1500 return NULL;
1501 }
1502 }
1503
1504 newob->nrof = nr;
1505
1506 return newob;
1507} 1528}
1508 1529
1509/* 1530/*
1510 * decrease_ob_nr(object, number) decreases a specified number from 1531 * decrease(object, number) decreases a specified number from
1511 * the amount of an object. If the amount reaches 0, the object 1532 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1533 * is subsequently removed and freed.
1513 * 1534 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1535 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1536 */
1537bool
1538object::decrease (sint32 nr)
1539{
1540 if (!nr)
1541 return true;
1516 1542
1543 nr = min (nr, nrof);
1544
1545 if (nrof > nr)
1546 {
1547 nrof -= nr;
1548 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1549
1550 if (object *pl = visible_to ())
1551 esrv_update_item (UPD_NROF, pl, this);
1552
1553 return true;
1554 }
1555 else
1556 {
1557 destroy ();
1558 return false;
1559 }
1560}
1561
1562/*
1563 * split(ob,nr) splits up ob into two parts. The part which
1564 * is returned contains nr objects, and the remaining parts contains
1565 * the rest (or is removed and returned if that number is 0).
1566 * On failure, NULL is returned.
1567 */
1517object * 1568object *
1518decrease_ob_nr (object *op, uint32 i) 1569object::split (sint32 nr)
1519{ 1570{
1520 object *tmp; 1571 int have = number_of ();
1521 1572
1522 if (i == 0) /* objects with op->nrof require this check */ 1573 if (have < nr)
1523 return op; 1574 return 0;
1524 1575 else if (have == nr)
1525 if (i > op->nrof)
1526 i = op->nrof;
1527
1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1529 op->nrof -= i;
1530 else if (op->env)
1531 { 1576 {
1532 /* is this object in the players inventory, or sub container
1533 * therein?
1534 */
1535 tmp = op->in_player ();
1536 /* nope. Is this a container the player has opened?
1537 * If so, set tmp to that player.
1538 * IMO, searching through all the players will mostly
1539 * likely be quicker than following op->env to the map,
1540 * and then searching the map for a player.
1541 */
1542 if (!tmp)
1543 for_all_players (pl)
1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1547 break;
1548 }
1549
1550 if (i < op->nrof)
1551 {
1552 sub_weight (op->env, op->weight * i);
1553 op->nrof -= i;
1554 if (tmp)
1555 esrv_send_item (tmp, op);
1556 }
1557 else
1558 {
1559 op->remove (); 1577 remove ();
1560 op->nrof = 0; 1578 return this;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 } 1579 }
1565 else 1580 else
1566 { 1581 {
1567 object *above = op->above; 1582 decrease (nr);
1568 1583
1569 if (i < op->nrof) 1584 object *op = deep_clone ();
1570 op->nrof -= i; 1585 op->nrof = nr;
1571 else
1572 {
1573 op->remove ();
1574 op->nrof = 0;
1575 }
1576
1577 /* Since we just removed op, op->above is null */
1578 for (tmp = above; tmp; tmp = tmp->above)
1579 if (tmp->type == PLAYER)
1580 {
1581 if (op->nrof)
1582 esrv_send_item (tmp, op);
1583 else
1584 esrv_del_item (tmp->contr, op->count);
1585 }
1586 }
1587
1588 if (op->nrof)
1589 return op; 1586 return op;
1590 else
1591 {
1592 op->destroy ();
1593 return 0;
1594 }
1595}
1596
1597/*
1598 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying.
1600 */
1601
1602void
1603add_weight (object *op, signed long weight)
1604{
1605 while (op != NULL)
1606 {
1607 if (op->type == CONTAINER)
1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1609
1610 op->carrying += weight;
1611 op = op->env;
1612 } 1587 }
1613} 1588}
1614 1589
1615object * 1590object *
1616insert_ob_in_ob (object *op, object *where) 1591insert_ob_in_ob (object *op, object *where)
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1596 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump); 1597 free (dump);
1623 return op; 1598 return op;
1624 } 1599 }
1625 1600
1626 if (where->head) 1601 if (where->head_ () != where)
1627 { 1602 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1603 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head; 1604 where = where->head;
1630 } 1605 }
1631 1606
1632 return where->insert (op); 1607 return where->insert (op);
1633} 1608}
1638 * inside the object environment. 1613 * inside the object environment.
1639 * 1614 *
1640 * The function returns now pointer to inserted item, and return value can 1615 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1616 * be != op, if items are merged. -Tero
1642 */ 1617 */
1643
1644object * 1618object *
1645object::insert (object *op) 1619object::insert (object *op)
1646{ 1620{
1647 object *tmp, *otmp;
1648
1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1650 op->remove ();
1651
1652 if (op->more) 1621 if (op->more)
1653 { 1622 {
1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1623 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 return op; 1624 return op;
1656 } 1625 }
1657 1626
1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1627 op->remove ();
1659 CLEAR_FLAG (op, FLAG_REMOVED); 1628
1629 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1630
1660 if (op->nrof) 1631 if (op->nrof)
1661 {
1662 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1632 for (object *tmp = inv; tmp; tmp = tmp->below)
1663 if (object::can_merge (tmp, op)) 1633 if (object::can_merge (tmp, op))
1664 { 1634 {
1665 /* return the original object and remove inserted object 1635 /* return the original object and remove inserted object
1666 (client needs the original object) */ 1636 (client needs the original object) */
1667 tmp->nrof += op->nrof; 1637 tmp->nrof += op->nrof;
1668 /* Weight handling gets pretty funky. Since we are adding to 1638
1669 * tmp->nrof, we need to increase the weight. 1639 if (object *pl = tmp->visible_to ())
1670 */ 1640 esrv_update_item (UPD_NROF, pl, tmp);
1641
1671 add_weight (this, op->weight * op->nrof); 1642 adjust_weight (this, op->total_weight ());
1672 SET_FLAG (op, FLAG_REMOVED); 1643
1673 op->destroy (); /* free the inserted object */ 1644 op->destroy ();
1674 op = tmp; 1645 op = tmp;
1675 op->remove (); /* and fix old object's links */ 1646 goto inserted;
1676 CLEAR_FLAG (op, FLAG_REMOVED);
1677 break;
1678 } 1647 }
1679 1648
1680 /* I assume combined objects have no inventory 1649 op->owner = 0; // it's his/hers now. period.
1681 * We add the weight - this object could have just been removed
1682 * (if it was possible to merge). calling remove_ob will subtract
1683 * the weight, so we need to add it in again, since we actually do
1684 * the linking below
1685 */
1686 add_weight (this, op->weight * op->nrof);
1687 }
1688 else
1689 add_weight (this, (op->weight + op->carrying));
1690
1691 otmp = this->in_player ();
1692 if (otmp && otmp->contr)
1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1694 otmp->update_stats ();
1695
1696 op->map = 0; 1650 op->map = 0;
1697 op->env = this; 1651 op->x = 0;
1652 op->y = 0;
1653
1698 op->above = 0; 1654 op->above = 0;
1699 op->below = 0; 1655 op->below = inv;
1700 op->x = 0, op->y = 0; 1656 op->env = this;
1701 1657
1658 if (inv)
1659 inv->above = op;
1660
1661 inv = op;
1662
1663 op->flag [FLAG_REMOVED] = 0;
1664
1665 if (object *pl = op->visible_to ())
1666 esrv_send_item (pl, op);
1667
1668 adjust_weight (this, op->total_weight ());
1669
1670inserted:
1702 /* reset the light list and los of the players on the map */ 1671 /* reset the light list and los of the players on the map */
1703 if ((op->glow_radius != 0) && map) 1672 if (op->glow_radius && is_on_map ())
1704 { 1673 {
1705#ifdef DEBUG_LIGHTS 1674 update_stats ();
1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1707#endif /* DEBUG_LIGHTS */
1708 if (MAP_DARKNESS (map))
1709 update_all_los (map, x, y); 1675 update_all_los (map, x, y);
1710 }
1711
1712 /* Client has no idea of ordering so lets not bother ordering it here.
1713 * It sure simplifies this function...
1714 */
1715 if (!inv)
1716 inv = op;
1717 else
1718 { 1676 }
1719 op->below = inv; 1677 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1720 op->below->above = op; 1678 // if this is a player's inventory, update stats
1721 inv = op; 1679 update_stats ();
1722 }
1723 1680
1724 INVOKE_OBJECT (INSERT, this); 1681 INVOKE_OBJECT (INSERT, this);
1725 1682
1726 return op; 1683 return op;
1727} 1684}
1744 * 1701 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below 1702 * MSW 2001-07-08: Check all objects on space, not just those below
1746 * object being inserted. insert_ob_in_map may not put new objects 1703 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top. 1704 * on top.
1748 */ 1705 */
1749
1750int 1706int
1751check_move_on (object *op, object *originator) 1707check_move_on (object *op, object *originator)
1752{ 1708{
1753 object *tmp; 1709 object *tmp;
1754 maptile *m = op->map; 1710 maptile *m = op->map;
1781 1737
1782 /* The objects have to be checked from top to bottom. 1738 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1739 * Hence, we first go to the top:
1784 */ 1740 */
1785 1741
1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1742 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1787 { 1743 {
1788 /* Trim the search when we find the first other spell effect 1744 /* Trim the search when we find the first other spell effect
1789 * this helps performance so that if a space has 50 spell objects, 1745 * this helps performance so that if a space has 50 spell objects,
1790 * we don't need to check all of them. 1746 * we don't need to check all of them.
1791 */ 1747 */
1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1810 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1766 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1811 { 1767 {
1812 1768
1813 float 1769 float
1814 diff = tmp->move_slow_penalty * FABS (op->speed); 1770 diff = tmp->move_slow_penalty * fabs (op->speed);
1815 1771
1816 if (op->type == PLAYER) 1772 if (op->is_player ())
1817 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1773 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1818 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1774 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1819 diff /= 4.0; 1775 diff /= 4.0;
1820 1776
1821 op->speed_left -= diff; 1777 op->speed_left -= diff;
1846/* 1802/*
1847 * present_arch(arch, map, x, y) searches for any objects with 1803 * present_arch(arch, map, x, y) searches for any objects with
1848 * a matching archetype at the given map and coordinates. 1804 * a matching archetype at the given map and coordinates.
1849 * The first matching object is returned, or NULL if none. 1805 * The first matching object is returned, or NULL if none.
1850 */ 1806 */
1851
1852object * 1807object *
1853present_arch (const archetype *at, maptile *m, int x, int y) 1808present_arch (const archetype *at, maptile *m, int x, int y)
1854{ 1809{
1855 object *
1856 tmp;
1857
1858 if (m == NULL || out_of_map (m, x, y)) 1810 if (!m || out_of_map (m, x, y))
1859 { 1811 {
1860 LOG (llevError, "Present_arch called outside map.\n"); 1812 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 1813 return NULL;
1862 } 1814 }
1863 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1815
1864 if (tmp->arch == at) 1816 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1817 if (tmp->arch->archname == at->archname)
1865 return tmp; 1818 return tmp;
1819
1866 return NULL; 1820 return NULL;
1867} 1821}
1868 1822
1869/* 1823/*
1870 * present(type, map, x, y) searches for any objects with 1824 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 1825 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 1826 * The first matching object is returned, or NULL if none.
1873 */ 1827 */
1874
1875object * 1828object *
1876present (unsigned char type, maptile *m, int x, int y) 1829present (unsigned char type, maptile *m, int x, int y)
1877{ 1830{
1878 object *
1879 tmp;
1880
1881 if (out_of_map (m, x, y)) 1831 if (out_of_map (m, x, y))
1882 { 1832 {
1883 LOG (llevError, "Present called outside map.\n"); 1833 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 1834 return NULL;
1885 } 1835 }
1886 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1836
1837 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1887 if (tmp->type == type) 1838 if (tmp->type == type)
1888 return tmp; 1839 return tmp;
1840
1889 return NULL; 1841 return NULL;
1890} 1842}
1891 1843
1892/* 1844/*
1893 * present_in_ob(type, object) searches for any objects with 1845 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 1846 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
1896 */ 1848 */
1897
1898object * 1849object *
1899present_in_ob (unsigned char type, const object *op) 1850present_in_ob (unsigned char type, const object *op)
1900{ 1851{
1901 object *
1902 tmp;
1903
1904 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1852 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1905 if (tmp->type == type) 1853 if (tmp->type == type)
1906 return tmp; 1854 return tmp;
1855
1907 return NULL; 1856 return NULL;
1908} 1857}
1909 1858
1910/* 1859/*
1911 * present_in_ob (type, str, object) searches for any objects with 1860 * present_in_ob (type, str, object) searches for any objects with
1922 * to be unique. 1871 * to be unique.
1923 */ 1872 */
1924object * 1873object *
1925present_in_ob_by_name (int type, const char *str, const object *op) 1874present_in_ob_by_name (int type, const char *str, const object *op)
1926{ 1875{
1927 object *tmp;
1928
1929 for (tmp = op->inv; tmp; tmp = tmp->below) 1876 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1877 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1931 return tmp; 1878 return tmp;
1932 1879
1933 return 0; 1880 return 0;
1934} 1881}
1939 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
1940 */ 1887 */
1941object * 1888object *
1942present_arch_in_ob (const archetype *at, const object *op) 1889present_arch_in_ob (const archetype *at, const object *op)
1943{ 1890{
1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1945 if (tmp->arch == at) 1892 if (tmp->arch->archname == at->archname)
1946 return tmp; 1893 return tmp;
1947 1894
1948 return NULL; 1895 return NULL;
1949} 1896}
1950 1897
1952 * activate recursively a flag on an object inventory 1899 * activate recursively a flag on an object inventory
1953 */ 1900 */
1954void 1901void
1955flag_inv (object *op, int flag) 1902flag_inv (object *op, int flag)
1956{ 1903{
1957 if (op->inv)
1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1904 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 { 1905 {
1960 SET_FLAG (tmp, flag); 1906 SET_FLAG (tmp, flag);
1961 flag_inv (tmp, flag); 1907 flag_inv (tmp, flag);
1962 } 1908 }
1963} 1909}
1964 1910
1965/* 1911/*
1966 * deactivate recursively a flag on an object inventory 1912 * deactivate recursively a flag on an object inventory
1967 */ 1913 */
1968void 1914void
1969unflag_inv (object *op, int flag) 1915unflag_inv (object *op, int flag)
1970{ 1916{
1971 if (op->inv)
1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1973 { 1918 {
1974 CLEAR_FLAG (tmp, flag); 1919 CLEAR_FLAG (tmp, flag);
1975 unflag_inv (tmp, flag); 1920 unflag_inv (tmp, flag);
1976 } 1921 }
1977}
1978
1979/*
1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1981 * all it's inventory (recursively).
1982 * If checksums are used, a player will get set_cheat called for
1983 * him/her-self and all object carried by a call to this function.
1984 */
1985void
1986set_cheat (object *op)
1987{
1988 SET_FLAG (op, FLAG_WAS_WIZ);
1989 flag_inv (op, FLAG_WAS_WIZ);
1990} 1922}
1991 1923
1992/* 1924/*
1993 * find_free_spot(object, map, x, y, start, stop) will search for 1925 * find_free_spot(object, map, x, y, start, stop) will search for
1994 * a spot at the given map and coordinates which will be able to contain 1926 * a spot at the given map and coordinates which will be able to contain
1996 * to search (see the freearr_x/y[] definition). 1928 * to search (see the freearr_x/y[] definition).
1997 * It returns a random choice among the alternatives found. 1929 * It returns a random choice among the alternatives found.
1998 * start and stop are where to start relative to the free_arr array (1,9 1930 * start and stop are where to start relative to the free_arr array (1,9
1999 * does all 4 immediate directions). This returns the index into the 1931 * does all 4 immediate directions). This returns the index into the
2000 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1932 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2001 * Note - this only checks to see if there is space for the head of the
2002 * object - if it is a multispace object, this should be called for all
2003 * pieces.
2004 * Note2: This function does correctly handle tiled maps, but does not 1933 * Note: This function does correctly handle tiled maps, but does not
2005 * inform the caller. However, insert_ob_in_map will update as 1934 * inform the caller. However, insert_ob_in_map will update as
2006 * necessary, so the caller shouldn't need to do any special work. 1935 * necessary, so the caller shouldn't need to do any special work.
2007 * Note - updated to take an object instead of archetype - this is necessary 1936 * Note - updated to take an object instead of archetype - this is necessary
2008 * because arch_blocked (now ob_blocked) needs to know the movement type 1937 * because arch_blocked (now ob_blocked) needs to know the movement type
2009 * to know if the space in question will block the object. We can't use 1938 * to know if the space in question will block the object. We can't use
2011 * customized, changed states, etc. 1940 * customized, changed states, etc.
2012 */ 1941 */
2013int 1942int
2014find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1943find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2015{ 1944{
1945 int altern[SIZEOFFREE];
2016 int index = 0, flag; 1946 int index = 0, flag;
2017 int altern[SIZEOFFREE];
2018 1947
2019 for (int i = start; i < stop; i++) 1948 for (int i = start; i < stop; i++)
2020 { 1949 {
2021 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1950 mapxy pos (m, x, y); pos.move (i);
2022 if (!flag) 1951
1952 if (!pos.normalise ())
1953 continue;
1954
1955 mapspace &ms = *pos;
1956
1957 if (ms.flags () & P_IS_ALIVE)
1958 continue;
1959
1960 /* However, often
1961 * ob doesn't have any move type (when used to place exits)
1962 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1963 */
1964 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1965 {
2023 altern [index++] = i; 1966 altern [index++] = i;
1967 continue;
1968 }
2024 1969
2025 /* Basically, if we find a wall on a space, we cut down the search size. 1970 /* Basically, if we find a wall on a space, we cut down the search size.
2026 * In this way, we won't return spaces that are on another side of a wall. 1971 * In this way, we won't return spaces that are on another side of a wall.
2027 * This mostly work, but it cuts down the search size in all directions - 1972 * This mostly work, but it cuts down the search size in all directions -
2028 * if the space being examined only has a wall to the north and empty 1973 * if the space being examined only has a wall to the north and empty
2029 * spaces in all the other directions, this will reduce the search space 1974 * spaces in all the other directions, this will reduce the search space
2030 * to only the spaces immediately surrounding the target area, and 1975 * to only the spaces immediately surrounding the target area, and
2031 * won't look 2 spaces south of the target space. 1976 * won't look 2 spaces south of the target space.
2032 */ 1977 */
2033 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1978 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1979 {
2034 stop = maxfree[i]; 1980 stop = maxfree[i];
1981 continue;
1982 }
1983
1984 /* Note it is intentional that we check ob - the movement type of the
1985 * head of the object should correspond for the entire object.
1986 */
1987 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1988 continue;
1989
1990 if (ob->blocked (pos.m, pos.x, pos.y))
1991 continue;
1992
1993 altern [index++] = i;
2035 } 1994 }
2036 1995
2037 if (!index) 1996 if (!index)
2038 return -1; 1997 return -1;
2039 1998
2040 return altern[RANDOM () % index]; 1999 return altern [rndm (index)];
2041} 2000}
2042 2001
2043/* 2002/*
2044 * find_first_free_spot(archetype, maptile, x, y) works like 2003 * find_first_free_spot(archetype, maptile, x, y) works like
2045 * find_free_spot(), but it will search max number of squares. 2004 * find_free_spot(), but it will search max number of squares.
2048 */ 2007 */
2049int 2008int
2050find_first_free_spot (const object *ob, maptile *m, int x, int y) 2009find_first_free_spot (const object *ob, maptile *m, int x, int y)
2051{ 2010{
2052 for (int i = 0; i < SIZEOFFREE; i++) 2011 for (int i = 0; i < SIZEOFFREE; i++)
2053 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2012 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2054 return i; 2013 return i;
2055 2014
2056 return -1; 2015 return -1;
2057} 2016}
2058 2017
2066{ 2025{
2067 arr += begin; 2026 arr += begin;
2068 end -= begin; 2027 end -= begin;
2069 2028
2070 while (--end) 2029 while (--end)
2071 swap (arr [end], arr [RANDOM () % (end + 1)]); 2030 swap (arr [end], arr [rndm (end + 1)]);
2072} 2031}
2073 2032
2074/* new function to make monster searching more efficient, and effective! 2033/* new function to make monster searching more efficient, and effective!
2075 * This basically returns a randomized array (in the passed pointer) of 2034 * This basically returns a randomized array (in the passed pointer) of
2076 * the spaces to find monsters. In this way, it won't always look for 2035 * the spaces to find monsters. In this way, it won't always look for
2104 * there is capable of. 2063 * there is capable of.
2105 */ 2064 */
2106int 2065int
2107find_dir (maptile *m, int x, int y, object *exclude) 2066find_dir (maptile *m, int x, int y, object *exclude)
2108{ 2067{
2109 int i, max = SIZEOFFREE, mflags; 2068 int max = SIZEOFFREE, mflags;
2110
2111 sint16 nx, ny;
2112 object *tmp;
2113 maptile *mp;
2114
2115 MoveType blocked, move_type; 2069 MoveType move_type;
2116 2070
2117 if (exclude && exclude->head) 2071 if (exclude && exclude->head_ () != exclude)
2118 { 2072 {
2119 exclude = exclude->head; 2073 exclude = exclude->head;
2120 move_type = exclude->move_type; 2074 move_type = exclude->move_type;
2121 } 2075 }
2122 else 2076 else
2123 { 2077 {
2124 /* If we don't have anything, presume it can use all movement types. */ 2078 /* If we don't have anything, presume it can use all movement types. */
2125 move_type = MOVE_ALL; 2079 move_type = MOVE_ALL;
2126 } 2080 }
2127 2081
2128 for (i = 1; i < max; i++) 2082 for (int i = 1; i < max; i++)
2129 { 2083 {
2130 mp = m; 2084 mapxy pos (m, x, y);
2131 nx = x + freearr_x[i]; 2085 pos.move (i);
2132 ny = y + freearr_y[i];
2133 2086
2134 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2087 if (!pos.normalise ())
2135
2136 if (mflags & P_OUT_OF_MAP)
2137 max = maxfree[i]; 2088 max = maxfree[i];
2138 else 2089 else
2139 { 2090 {
2140 mapspace &ms = mp->at (nx, ny); 2091 mapspace &ms = *pos;
2141 2092
2142 blocked = ms.move_block;
2143
2144 if ((move_type & blocked) == move_type) 2093 if ((move_type & ms.move_block) == move_type)
2145 max = maxfree[i]; 2094 max = maxfree [i];
2146 else if (mflags & P_IS_ALIVE) 2095 else if (ms.flags () & P_IS_ALIVE)
2147 { 2096 {
2148 for (tmp = ms.bottom; tmp; tmp = tmp->above) 2097 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2149 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2098 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2150 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2099 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2151 break;
2152
2153 if (tmp)
2154 return freedir[i]; 2100 return freedir [i];
2155 } 2101 }
2156 } 2102 }
2157 } 2103 }
2158 2104
2159 return 0; 2105 return 0;
2210 2156
2211 return 3; 2157 return 3;
2212} 2158}
2213 2159
2214/* 2160/*
2215 * absdir(int): Returns a number between 1 and 8, which represent
2216 * the "absolute" direction of a number (it actually takes care of
2217 * "overflow" in previous calculations of a direction).
2218 */
2219
2220int
2221absdir (int d)
2222{
2223 while (d < 1)
2224 d += 8;
2225
2226 while (d > 8)
2227 d -= 8;
2228
2229 return d;
2230}
2231
2232/*
2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2161 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2234 * between two directions (which are expected to be absolute (see absdir()) 2162 * between two directions (which are expected to be absolute (see absdir())
2235 */ 2163 */
2236
2237int 2164int
2238dirdiff (int dir1, int dir2) 2165dirdiff (int dir1, int dir2)
2239{ 2166{
2240 int d; 2167 int d;
2241 2168
2253 * This basically means that if direction is 15, then it could either go 2180 * This basically means that if direction is 15, then it could either go
2254 * direction 4, 14, or 16 to get back to where we are. 2181 * direction 4, 14, or 16 to get back to where we are.
2255 * Moved from spell_util.c to object.c with the other related direction 2182 * Moved from spell_util.c to object.c with the other related direction
2256 * functions. 2183 * functions.
2257 */ 2184 */
2258int reduction_dir[SIZEOFFREE][3] = { 2185const int reduction_dir[SIZEOFFREE][3] = {
2259 {0, 0, 0}, /* 0 */ 2186 {0, 0, 0}, /* 0 */
2260 {0, 0, 0}, /* 1 */ 2187 {0, 0, 0}, /* 1 */
2261 {0, 0, 0}, /* 2 */ 2188 {0, 0, 0}, /* 2 */
2262 {0, 0, 0}, /* 3 */ 2189 {0, 0, 0}, /* 3 */
2263 {0, 0, 0}, /* 4 */ 2190 {0, 0, 0}, /* 4 */
2354 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2281 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2355 * core dumps if they do. 2282 * core dumps if they do.
2356 * 2283 *
2357 * Add a check so we can't pick up invisible objects (0.93.8) 2284 * Add a check so we can't pick up invisible objects (0.93.8)
2358 */ 2285 */
2359
2360int 2286int
2361can_pick (const object *who, const object *item) 2287can_pick (const object *who, const object *item)
2362{ 2288{
2363 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2289 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2364 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2290 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2365 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2291 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2366} 2292}
2367 2293
2368/* 2294/*
2369 * create clone from object to another 2295 * create clone from object to another
2370 */ 2296 */
2371object * 2297object *
2372object_create_clone (object *asrc) 2298object::deep_clone ()
2373{ 2299{
2374 object *dst = 0, *tmp, *src, *part, *prev, *item; 2300 assert (("deep_clone called on non-head object", is_head ()));
2375 2301
2376 if (!asrc) 2302 object *dst = clone ();
2377 return 0;
2378 2303
2379 src = asrc; 2304 object *prev = dst;
2380 if (src->head)
2381 src = src->head;
2382
2383 prev = 0;
2384 for (part = src; part; part = part->more) 2305 for (object *part = this->more; part; part = part->more)
2385 { 2306 {
2386 tmp = part->clone (); 2307 object *tmp = part->clone ();
2387 tmp->x -= src->x;
2388 tmp->y -= src->y;
2389
2390 if (!part->head)
2391 {
2392 dst = tmp;
2393 tmp->head = 0;
2394 }
2395 else
2396 tmp->head = dst; 2308 tmp->head = dst;
2397
2398 tmp->more = 0;
2399
2400 if (prev)
2401 prev->more = tmp; 2309 prev->more = tmp;
2402
2403 prev = tmp; 2310 prev = tmp;
2404 } 2311 }
2405 2312
2406 for (item = src->inv; item; item = item->below) 2313 for (object *item = inv; item; item = item->below)
2407 insert_ob_in_ob (object_create_clone (item), dst); 2314 insert_ob_in_ob (item->deep_clone (), dst);
2408 2315
2409 return dst; 2316 return dst;
2410}
2411
2412/* GROS - Creates an object using a string representing its content. */
2413/* Basically, we save the content of the string to a temp file, then call */
2414/* load_object on it. I admit it is a highly inefficient way to make things, */
2415/* but it was simple to make and allows reusing the load_object function. */
2416/* Remember not to use load_object_str in a time-critical situation. */
2417/* Also remember that multiparts objects are not supported for now. */
2418object *
2419load_object_str (const char *obstr)
2420{
2421 object *op;
2422 char filename[MAX_BUF];
2423
2424 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2425
2426 FILE *tempfile = fopen (filename, "w");
2427
2428 if (tempfile == NULL)
2429 {
2430 LOG (llevError, "Error - Unable to access load object temp file\n");
2431 return NULL;
2432 }
2433
2434 fprintf (tempfile, obstr);
2435 fclose (tempfile);
2436
2437 op = object::create ();
2438
2439 object_thawer thawer (filename);
2440
2441 if (thawer)
2442 load_object (thawer, op, 0);
2443
2444 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2445 CLEAR_FLAG (op, FLAG_REMOVED);
2446
2447 return op;
2448} 2317}
2449 2318
2450/* This returns the first object in who's inventory that 2319/* This returns the first object in who's inventory that
2451 * has the same type and subtype match. 2320 * has the same type and subtype match.
2452 * returns NULL if no match. 2321 * returns NULL if no match.
2459 return tmp; 2328 return tmp;
2460 2329
2461 return 0; 2330 return 0;
2462} 2331}
2463 2332
2464/* If ob has a field named key, return the link from the list, 2333shstr_tmp
2465 * otherwise return NULL. 2334object::kv_get (shstr_tmp key) const
2466 *
2467 * key must be a passed in shared string - otherwise, this won't
2468 * do the desired thing.
2469 */
2470key_value *
2471get_ob_key_link (const object *ob, const char *key)
2472{ 2335{
2473 for (key_value *link = ob->key_values; link; link = link->next) 2336 for (key_value *kv = key_values; kv; kv = kv->next)
2474 if (link->key == key) 2337 if (kv->key == key)
2475 return link;
2476
2477 return 0;
2478}
2479
2480/*
2481 * Returns the value of op has an extra_field for key, or NULL.
2482 *
2483 * The argument doesn't need to be a shared string.
2484 *
2485 * The returned string is shared.
2486 */
2487const char *
2488get_ob_key_value (const object *op, const char *const key)
2489{
2490 key_value *link;
2491 shstr_cmp canonical_key (key);
2492
2493 if (!canonical_key)
2494 {
2495 /* 1. There being a field named key on any object
2496 * implies there'd be a shared string to find.
2497 * 2. Since there isn't, no object has this field.
2498 * 3. Therefore, *this* object doesn't have this field.
2499 */
2500 return 0;
2501 }
2502
2503 /* This is copied from get_ob_key_link() above -
2504 * only 4 lines, and saves the function call overhead.
2505 */
2506 for (link = op->key_values; link; link = link->next)
2507 if (link->key == canonical_key)
2508 return link->value; 2338 return kv->value;
2509 2339
2510 return 0; 2340 return shstr ();
2511} 2341}
2512 2342
2513 2343void
2514/* 2344object::kv_set (shstr_tmp key, shstr_tmp value)
2515 * Updates the canonical_key in op to value.
2516 *
2517 * canonical_key is a shared string (value doesn't have to be).
2518 *
2519 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2520 * keys.
2521 *
2522 * Returns TRUE on success.
2523 */
2524int
2525set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2526{ 2345{
2527 key_value *field = NULL, *last = NULL; 2346 for (key_value *kv = key_values; kv; kv = kv->next)
2528 2347 if (kv->key == key)
2529 for (field = op->key_values; field != NULL; field = field->next)
2530 {
2531 if (field->key != canonical_key)
2532 { 2348 {
2533 last = field; 2349 kv->value = value;
2534 continue; 2350 return;
2535 } 2351 }
2536 2352
2537 if (value) 2353 key_value *kv = new key_value;
2538 field->value = value; 2354
2539 else 2355 kv->next = key_values;
2356 kv->key = key;
2357 kv->value = value;
2358
2359 key_values = kv;
2360}
2361
2362void
2363object::kv_del (shstr_tmp key)
2364{
2365 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2366 if ((*kvp)->key == key)
2540 { 2367 {
2541 /* Basically, if the archetype has this key set, 2368 key_value *kv = *kvp;
2542 * we need to store the null value so when we save 2369 *kvp = (*kvp)->next;
2543 * it, we save the empty value so that when we load, 2370 delete kv;
2544 * we get this value back again. 2371 return;
2545 */
2546 if (get_ob_key_link (&op->arch->clone, canonical_key))
2547 field->value = 0;
2548 else
2549 {
2550 if (last)
2551 last->next = field->next;
2552 else
2553 op->key_values = field->next;
2554
2555 delete field;
2556 }
2557 } 2372 }
2558 return TRUE;
2559 }
2560 /* IF we get here, key doesn't exist */
2561
2562 /* No field, we'll have to add it. */
2563
2564 if (!add_key)
2565 return FALSE;
2566
2567 /* There isn't any good reason to store a null
2568 * value in the key/value list. If the archetype has
2569 * this key, then we should also have it, so shouldn't
2570 * be here. If user wants to store empty strings,
2571 * should pass in ""
2572 */
2573 if (value == NULL)
2574 return TRUE;
2575
2576 field = new key_value;
2577
2578 field->key = canonical_key;
2579 field->value = value;
2580 /* Usual prepend-addition. */
2581 field->next = op->key_values;
2582 op->key_values = field;
2583
2584 return TRUE;
2585}
2586
2587/*
2588 * Updates the key in op to value.
2589 *
2590 * If add_key is FALSE, this will only update existing keys,
2591 * and not add new ones.
2592 * In general, should be little reason FALSE is ever passed in for add_key
2593 *
2594 * Returns TRUE on success.
2595 */
2596int
2597set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2598{
2599 shstr key_ (key);
2600
2601 return set_ob_key_value_s (op, key_, value, add_key);
2602} 2373}
2603 2374
2604object::depth_iterator::depth_iterator (object *container) 2375object::depth_iterator::depth_iterator (object *container)
2605: iterator_base (container) 2376: iterator_base (container)
2606{ 2377{
2620 } 2391 }
2621 else 2392 else
2622 item = item->env; 2393 item = item->env;
2623} 2394}
2624 2395
2396const char *
2397object::flag_desc (char *desc, int len) const
2398{
2399 char *p = desc;
2400 bool first = true;
2401
2402 *p = 0;
2403
2404 for (int i = 0; i < NUM_FLAGS; i++)
2405 {
2406 if (len <= 10) // magic constant!
2407 {
2408 snprintf (p, len, ",...");
2409 break;
2410 }
2411
2412 if (flag [i])
2413 {
2414 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2415 len -= cnt;
2416 p += cnt;
2417 first = false;
2418 }
2419 }
2420
2421 return desc;
2422}
2423
2625// return a suitable string describing an objetc in enough detail to find it 2424// return a suitable string describing an object in enough detail to find it
2626const char * 2425const char *
2627object::debug_desc (char *info) const 2426object::debug_desc (char *info) const
2628{ 2427{
2428 char flagdesc[512];
2629 char info2[256 * 3]; 2429 char info2[256 * 4];
2630 char *p = info; 2430 char *p = info;
2631 2431
2632 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2432 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2633 count, 2433 count,
2434 uuid.c_str (),
2634 &name, 2435 &name,
2635 title ? " " : "", 2436 title ? ",title:\"" : "",
2636 title ? (const char *)title : ""); 2437 title ? (const char *)title : "",
2438 title ? "\"" : "",
2439 flag_desc (flagdesc, 512), type);
2637 2440
2638 if (env) 2441 if (!flag[FLAG_REMOVED] && env)
2639 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2442 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2640 2443
2641 if (map) 2444 if (map)
2642 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2445 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2643 2446
2644 return info; 2447 return info;
2645} 2448}
2646 2449
2647const char * 2450const char *
2648object::debug_desc () const 2451object::debug_desc () const
2649{ 2452{
2650 static char info[256 * 3]; 2453 static char info[3][256 * 4];
2454 static int info_idx;
2455
2651 return debug_desc (info); 2456 return debug_desc (info [++info_idx % 3]);
2652} 2457}
2653 2458
2459struct region *
2460object::region () const
2461{
2462 return map ? map->region (x, y)
2463 : region::default_region ();
2464}
2465
2466const materialtype_t *
2467object::dominant_material () const
2468{
2469 if (materialtype_t *mt = name_to_material (materialname))
2470 return mt;
2471
2472 return name_to_material (shstr_unknown);
2473}
2474
2475void
2476object::open_container (object *new_container)
2477{
2478 if (container == new_container)
2479 return;
2480
2481 object *old_container = container;
2482
2483 if (old_container)
2484 {
2485 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2486 return;
2487
2488#if 0
2489 // remove the "Close old_container" object.
2490 if (object *closer = old_container->inv)
2491 if (closer->type == CLOSE_CON)
2492 closer->destroy ();
2493#endif
2494
2495 // make sure the container is available
2496 esrv_send_item (this, old_container);
2497
2498 old_container->flag [FLAG_APPLIED] = false;
2499 container = 0;
2500
2501 // client needs item update to make it work, client bug requires this to be separate
2502 esrv_update_item (UPD_FLAGS, this, old_container);
2503
2504 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2505 play_sound (sound_find ("chest_close"));
2506 }
2507
2508 if (new_container)
2509 {
2510 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2511 return;
2512
2513 // TODO: this does not seem to serve any purpose anymore?
2514#if 0
2515 // insert the "Close Container" object.
2516 if (archetype *closer = new_container->other_arch)
2517 {
2518 object *closer = arch_to_object (new_container->other_arch);
2519 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2520 new_container->insert (closer);
2521 }
2522#endif
2523
2524 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2525
2526 // make sure the container is available, client bug requires this to be separate
2527 esrv_send_item (this, new_container);
2528
2529 new_container->flag [FLAG_APPLIED] = true;
2530 container = new_container;
2531
2532 // client needs flag change
2533 esrv_update_item (UPD_FLAGS, this, new_container);
2534 esrv_send_inventory (this, new_container);
2535 play_sound (sound_find ("chest_open"));
2536 }
2537// else if (!old_container->env && contr && contr->ns)
2538// contr->ns->floorbox_reset ();
2539}
2540
2541object *
2542object::force_find (shstr_tmp name)
2543{
2544 /* cycle through his inventory to look for the MARK we want to
2545 * place
2546 */
2547 for (object *tmp = inv; tmp; tmp = tmp->below)
2548 if (tmp->type == FORCE && tmp->slaying == name)
2549 return splay (tmp);
2550
2551 return 0;
2552}
2553
2554object *
2555object::force_add (shstr_tmp name, int duration)
2556{
2557 if (object *force = force_find (name))
2558 force->destroy ();
2559
2560 object *force = get_archetype (FORCE_NAME);
2561
2562 force->slaying = name;
2563 force->stats.food = 1;
2564 force->speed_left = -1.f;
2565
2566 force->set_speed (duration ? 1.f / duration : 0.f);
2567 force->flag [FLAG_IS_USED_UP] = true;
2568 force->flag [FLAG_APPLIED] = true;
2569
2570 return insert (force);
2571}
2572
2573void
2574object::play_sound (faceidx sound) const
2575{
2576 if (!sound)
2577 return;
2578
2579 if (is_on_map ())
2580 map->play_sound (sound, x, y);
2581 else if (object *pl = in_player ())
2582 pl->contr->play_sound (sound);
2583}
2584
2585void
2586object::say_msg (const char *msg) const
2587{
2588 if (is_on_map ())
2589 map->say_msg (msg, x, y);
2590 else if (object *pl = in_player ())
2591 pl->contr->play_sound (sound);
2592}
2593
2594void
2595object::make_noise ()
2596{
2597 // we do not model noise in the map, so instead put
2598 // a temporary light into the noise source
2599 // could use the map instead, but that's less reliable for our
2600 // goal, which is to make invisibility a bit harder to exploit
2601
2602 // currently only works sensibly for players
2603 if (!is_player ())
2604 return;
2605
2606 // find old force, or create new one
2607 object *force = force_find (shstr_noise_force);
2608
2609 if (force)
2610 force->speed_left = -1.f; // patch old speed up
2611 else
2612 {
2613 force = archetype::get (shstr_noise_force);
2614
2615 force->slaying = shstr_noise_force;
2616 force->stats.food = 1;
2617 force->speed_left = -1.f;
2618
2619 force->set_speed (1.f / 4.f);
2620 force->flag [FLAG_IS_USED_UP] = true;
2621 force->flag [FLAG_APPLIED] = true;
2622
2623 insert (force);
2624 }
2625}
2626

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines