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Comparing deliantra/server/common/object.C (file contents):
Revision 1.87 by root, Tue Dec 26 08:54:59 2006 UTC vs.
Revision 1.315 by root, Fri Mar 26 21:43:43 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
40 38
41object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
42 41
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42//+GPL
43
44short freearr_x[SIZEOFFREE] = {
45 0,
46 0, 1, 1, 1, 0, -1, -1, -1,
47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 48 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 49};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 50short freearr_y[SIZEOFFREE] = {
51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 55};
52int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 57 0,
58 1, 2, 3, 4, 5, 6, 7, 8,
59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 61};
56 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
57static void 70static void
58write_uuid (void) 71write_uuid (uval64 skip, bool sync)
59{ 72{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
61 74 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 77 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 78}
77 79
78static void 80static void
79read_uuid (void) 81read_uuid ()
80{ 82{
81 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
82 84
83 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
84 88
85 FILE *fp; 89 FILE *fp;
86 90
87 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
88 { 92 {
89 if (errno == ENOENT) 93 if (errno == ENOENT)
90 { 94 {
91 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 96 UUID::cur.seq = 0;
93 write_uuid (); 97 write_uuid (UUID_GAP, true);
94 return; 98 return;
95 } 99 }
96 100
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 102 _exit (1);
99 } 103 }
100 104
101 int version; 105 char buf [UUID::MAX_LEN];
102 unsigned long long uid; 106 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
104 { 110 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 112 _exit (1);
107 } 113 }
108 114
109 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 116
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
112 fclose (fp); 118 fclose (fp);
113} 119}
114 120
115UUID 121UUID
116gen_uuid () 122UUID::gen ()
117{ 123{
118 UUID uid; 124 UUID uid;
119 125
120 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
121 127
122 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
124 134
125 return uid; 135 return uid;
126} 136}
127 137
128void 138void
129init_uuid () 139UUID::init ()
130{ 140{
131 read_uuid (); 141 read_uuid ();
132} 142}
133 143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
207}
208
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 210static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
137{ 212{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 213 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 214 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
143 */ 216 */
144 217
145 /* For each field in wants, */ 218 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 219 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 220 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 221 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 222
169 /* If we get here, every field in wants has a matching field in has. */ 223 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 224 return true;
171} 225}
172 226
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 228static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 230{
177 /* However, there may be fields in has which aren't partnered in wants, 231 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
179 */ 233 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 234 return compare_ob_value_lists_one (ob1, ob2)
235 && compare_ob_value_lists_one (ob2, ob1);
181} 236}
182 237
183/* Function examines the 2 objects given to it, and returns true if 238/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 239 * they can be merged together.
185 * 240 *
190 * Check nrof variable *before* calling can_merge() 245 * Check nrof variable *before* calling can_merge()
191 * 246 *
192 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
193 * check weight 248 * check weight
194 */ 249 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
197{ 251{
198 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
199 if (ob1 == ob2 253 if (ob1 == ob2
200 || ob1->type != ob2->type 254 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 255 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
204 return 0; 258 return 0;
205 259
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 260 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 261 * is always 0 .. 2**31-1 */
209 * used to store nrof). 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 263 return 0;
213 264
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 268 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 269 * flags lose any meaning.
219 */ 270 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 273
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 276
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 277 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 278 || ob1->name != ob2->name
229 || ob1->title != ob2->title 279 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 286 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
240 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
242 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 302 return 0;
252 303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
253 /* This is really a spellbook check - really, we should 310 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 311 * not merge objects with real inventories, as splitting them
312 * is hard.
255 */ 313 */
256 if (ob1->inv || ob2->inv) 314 if (ob1->inv || ob2->inv)
257 { 315 {
258 /* if one object has inventory but the other doesn't, not equiv */ 316 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 317 return 0; /* inventories differ in length */
260 return 0;
261 318
262 /* Now check to see if the two inventory objects could merge */ 319 if (ob1->inv->below || ob2->inv->below)
320 return 0; /* more than one object in inv */
321
263 if (!object::can_merge (ob1->inv, ob2->inv)) 322 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 323 return 0; /* inventory objects differ */
265 324
266 /* inventory ok - still need to check rest of this object to see 325 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 326 * if it is valid.
268 */ 327 */
269 } 328 }
277 336
278 /* Note sure why the following is the case - either the object has to 337 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 338 * be animated or have a very low speed. Is this an attempted monster
280 * check? 339 * check?
281 */ 340 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 341 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 342 return 0;
284 343
285 switch (ob1->type) 344 switch (ob1->type)
286 { 345 {
287 case SCROLL: 346 case SCROLL:
288 if (ob1->level != ob2->level) 347 if (ob1->level != ob2->level)
289 return 0; 348 return 0;
290 break; 349 break;
291 } 350 }
292 351
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 352 if (ob1->key_values || ob2->key_values)
294 { 353 {
295 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 355 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 356 return 0; /* One has fields, but the other one doesn't. */
357
358 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 359 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 360 }
302 361
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
305 { 363 {
306 ob1->optimise (); 364 ob1->optimise ();
307 ob2->optimise (); 365 ob2->optimise ();
308 366
309 if (ob1->self || ob2->self) 367 if (ob1->self || ob2->self)
368 {
369 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
370 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
371
372 if (k1 != k2)
310 return 0; 373 return 0;
374
375 if (k1 == 0)
376 return 1;
377
378 if (!cfperl_can_merge (ob1, ob2))
379 return 0;
380 }
311 } 381 }
312 382
313 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
314 return 1; 384 return 1;
315} 385}
316 386
387// find player who can see this object
388object *
389object::visible_to () const
390{
391 if (client_visible () && !flag [FLAG_REMOVED])
392 {
393 // see if we are in a container of sorts
394 if (env)
395 {
396 // the player inventory itself is always visible
397 if (env->is_player ())
398 return env;
399
400 // else a player could have our env open
401 object *envest = env->outer_env_or_self ();
402
403 // the player itself is always on a map, so we will find him here
404 // even if our inv is in a player.
405 if (envest->is_on_map ())
406 if (object *pl = envest->ms ().player ())
407 if (pl->container_ () == env)
408 return pl;
409 }
410 else
411 {
412 // maybe there is a player standing on the same mapspace
413 // this will catch the case where "this" is a player
414 if (object *pl = ms ().player ())
415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
417 return pl;
418 }
419 }
420
421 return 0;
422}
423
424// adjust weight per container type ("of holding")
425static sint32
426weight_adjust_for (object *op, sint32 weight)
427{
428 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
430 : weight;
431}
432
317/* 433/*
434 * adjust_weight(object, weight) adds the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying.
436 */
437static void
438adjust_weight (object *op, sint32 weight)
439{
440 while (op)
441 {
442 // adjust by actual difference to account for rounding errors
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446
447 if (!weight)
448 return;
449
450 op->carrying += weight;
451
452 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op);
455
456 op = op->env;
457 }
458}
459
460/*
318 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 462 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
321 */ 464 */
322long 465void
323sum_weight (object *op) 466object::update_weight ()
324{ 467{
325 long sum; 468 sint32 sum = 0;
326 object *inv;
327 469
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 470 for (object *op = inv; op; op = op->below)
329 { 471 {
330 if (inv->inv) 472 if (op->inv)
331 sum_weight (inv); 473 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 474
475 sum += op->total_weight ();
476 }
477
478 sum = weight_adjust_for (this, sum);
479
480 if (sum != carrying)
333 } 481 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum)
339 op->carrying = sum; 482 carrying = sum;
340 483
341 return sum; 484 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this);
487 }
342} 488}
343 489
344/** 490/*
345 * Return the outermost environment object for a given object. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 492 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 493char *
363dump_object (object *op) 494dump_object (object *op)
364{ 495{
365 if (!op) 496 if (!op)
366 return strdup ("[NULLOBJ]"); 497 return strdup ("[NULLOBJ]");
367 498
368 object_freezer freezer; 499 object_freezer freezer;
369 save_object (freezer, op, 1); 500 op->write (freezer);
370 return freezer.as_string (); 501 return freezer.as_string ();
371} 502}
372 503
373/* 504char *
374 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
375 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned.
377 */
378
379object *
380get_nearest_part (object *op, const object *pl)
381{ 506{
382 object *tmp, *closest; 507 return dump_object (this);
383 int last_dist, i;
384
385 if (op->more == NULL)
386 return op;
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i;
390 return closest;
391} 508}
392 509
393/* 510/*
394 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
512 * VERRRY slow.
395 */ 513 */
396
397object * 514object *
398find_object (tag_t i) 515find_object (tag_t i)
399{ 516{
400 for (object *op = object::first; op; op = op->next) 517 for_all_objects (op)
401 if (op->count == i) 518 if (op->count == i)
402 return op; 519 return op;
520
521 return 0;
522}
523
524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
403 535
404 return 0; 536 return 0;
405} 537}
406 538
407/* 539/*
408 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
411 */ 543 */
412
413object * 544object *
414find_object_name (const char *str) 545find_object_name (const char *str)
415{ 546{
416 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
417 object *op;
418 548
419 for (op = object::first; op != NULL; op = op->next) 549 if (str_)
550 for_all_objects (op)
420 if (op->name == str_) 551 if (op->name == str_)
421 break; 552 return op;
422 553
423 return op; 554 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 555}
431 556
432/* 557/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 558 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 559 * skill and experience objects.
560 * ACTUALLY NO! investigate! TODO
435 */ 561 */
436void 562void
437object::set_owner (object *owner) 563object::set_owner (object *owner)
438{ 564{
565 // allow objects which own objects
439 if (!owner) 566 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 567 while (owner->owner)
450 owner = owner->owner; 568 owner = owner->owner;
569
570 if (flag [FLAG_FREED])
571 {
572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
573 return;
574 }
451 575
452 this->owner = owner; 576 this->owner = owner;
577}
578
579int
580object::slottype () const
581{
582 if (type == SKILL)
583 {
584 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
585 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
586 }
587 else
588 {
589 if (slot [body_combat].info) return slot_combat;
590 if (slot [body_range ].info) return slot_ranged;
591 }
592
593 return slot_none;
594}
595
596bool
597object::change_weapon (object *ob)
598{
599 if (current_weapon == ob)
600 return true;
601
602 if (chosen_skill)
603 chosen_skill->flag [FLAG_APPLIED] = false;
604
605 current_weapon = ob;
606 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
607
608 if (chosen_skill)
609 chosen_skill->flag [FLAG_APPLIED] = true;
610
611 update_stats ();
612
613 if (ob)
614 {
615 // now check wether any body locations became invalid, in which case
616 // we cannot apply the weapon at the moment.
617 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
618 if (slot[i].used < 0)
619 {
620 current_weapon = chosen_skill = 0;
621 update_stats ();
622
623 new_draw_info_format (NDI_UNIQUE, 0, this,
624 "You try to balance all your items at once, "
625 "but the %s is just too much for your body. "
626 "[You need to unapply some items first - use the 'body' command to see "
627 "how many items you can wear on a specific body part.]", &ob->name);
628 return false;
629 }
630
631 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
632 }
633 else
634 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
635
636 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
637 {
638 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
639 &name, ob->debug_desc ());
640 return false;
641 }
642
643 return true;
453} 644}
454 645
455/* Zero the key_values on op, decrementing the shared-string 646/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 647 * refcounts and freeing the links.
457 */ 648 */
458static void 649static void
459free_key_values (object *op) 650free_key_values (object *op)
460{ 651{
461 for (key_value *i = op->key_values; i != 0;) 652 for (key_value *i = op->key_values; i; )
462 { 653 {
463 key_value *next = i->next; 654 key_value *next = i->next;
464 delete i; 655 delete i;
465 656
466 i = next; 657 i = next;
478 * will point at garbage. 669 * will point at garbage.
479 */ 670 */
480void 671void
481object::copy_to (object *dst) 672object::copy_to (object *dst)
482{ 673{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 674 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 675 *(object_copy *)dst = *this;
487 676 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;
496 677
497 /* Copy over key_values, if any. */ 678 /* Copy over key_values, if any. */
498 if (key_values) 679 if (key_values)
499 { 680 {
500 key_value *tail = 0; 681 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 682 dst->key_values = 0;
504 683
505 for (i = key_values; i; i = i->next) 684 for (key_value *i = key_values; i; i = i->next)
506 { 685 {
507 key_value *new_link = new key_value; 686 key_value *new_link = new key_value;
508 687
509 new_link->next = 0; 688 new_link->next = 0;
510 new_link->key = i->key; 689 new_link->key = i->key;
511 new_link->value = i->value; 690 new_link->value = i->value;
512 691
513 /* Try and be clever here, too. */ 692 /* Try and be clever here, too. */
514 if (!dst->key_values) 693 if (!dst->key_values)
515 { 694 {
522 tail = new_link; 701 tail = new_link;
523 } 702 }
524 } 703 }
525 } 704 }
526 705
527 dst->set_speed (dst->speed); 706 dst->activate ();
707}
708
709void
710object::instantiate ()
711{
712 if (!uuid.seq) // HACK
713 uuid = UUID::gen ();
714
715 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
716 if (flag [FLAG_RANDOM_SPEED] && speed)
717 speed_left = - speed - rndm (); // TODO animation
718 else
719 speed_left = -1.;
720
721 /* copy the body_info to the body_used - this is only really
722 * need for monsters, but doesn't hurt to do it for everything.
723 * by doing so, when a monster is created, it has good starting
724 * values for the body_used info, so when items are created
725 * for it, they can be properly equipped.
726 */
727 for (int i = NUM_BODY_LOCATIONS; i--; )
728 slot[i].used = slot[i].info;
729
730 attachable::instantiate ();
528} 731}
529 732
530object * 733object *
531object::clone () 734object::clone ()
532{ 735{
533 object *neu = create (); 736 object *neu = create ();
534 copy_to (neu); 737 copy_to (neu);
738
739 // TODO: unclean state changes, should not be done in clone AND instantiate
740 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
741 neu->speed_left = - neu->speed - rndm (); // TODO animation
742
743 neu->map = map; // not copied by copy_to
535 return neu; 744 return neu;
536} 745}
537 746
538/* 747/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 748 * 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 749 * 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. 750 * be called to update the face variable, _and_ how it looks on the map.
542 */ 751 */
543
544void 752void
545update_turn_face (object *op) 753update_turn_face (object *op)
546{ 754{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 755 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 756 return;
757
549 SET_ANIMATION (op, op->direction); 758 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 759 update_object (op, UP_OBJ_FACE);
551} 760}
552 761
553/* 762/*
556 * This function needs to be called whenever the speed of an object changes. 765 * This function needs to be called whenever the speed of an object changes.
557 */ 766 */
558void 767void
559object::set_speed (float speed) 768object::set_speed (float speed)
560{ 769{
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (flag [FLAG_FREED] && speed)
567 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0;
570 }
571
572 this->speed = speed; 770 this->speed = speed;
573 771
574 if (arch_init) 772 if (has_active_speed ())
575 return; 773 activate ();
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
583 /* process_events() expects us to insert the object at the beginning
584 * of the list. */
585 active_next = active_objects;
586
587 if (active_next)
588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else 774 else
593 { 775 deactivate ();
594 /* If not on the active list, nothing needs to be done */
595 if (!active_next && !active_prev && this != active_objects)
596 return;
597
598 if (!active_prev)
599 {
600 active_objects = active_next;
601
602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
610 active_next->active_prev = active_prev;
611 }
612
613 active_next = 0;
614 active_prev = 0;
615 }
616}
617
618/* This function removes object 'op' from the list of active
619 * objects.
620 * This should only be used for style maps or other such
621 * reference maps where you don't want an object that isn't
622 * in play chewing up cpu time getting processed.
623 * The reverse of this is to call update_ob_speed, which
624 * will do the right thing based on the speed of the object.
625 */
626void
627remove_from_active_list (object *op)
628{
629 /* If not on the active list, nothing needs to be done */
630 if (!op->active_next && !op->active_prev && op != active_objects)
631 return;
632
633 if (op->active_prev == NULL)
634 {
635 active_objects = op->active_next;
636 if (op->active_next != NULL)
637 op->active_next->active_prev = NULL;
638 }
639 else
640 {
641 op->active_prev->active_next = op->active_next;
642 if (op->active_next)
643 op->active_next->active_prev = op->active_prev;
644 }
645 op->active_next = NULL;
646 op->active_prev = NULL;
647} 776}
648 777
649/* 778/*
650 * update_object() updates the the map. 779 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 780 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 793 * UP_OBJ_FACE: only the objects face has changed.
665 */ 794 */
666void 795void
667update_object (object *op, int action) 796update_object (object *op, int action)
668{ 797{
669 MoveType move_on, move_off, move_block, move_slow; 798 if (!op)
670
671 if (op == NULL)
672 { 799 {
673 /* this should never happen */ 800 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 801 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
675 return; 802 return;
676 } 803 }
677 804
678 if (op->env) 805 if (!op->is_on_map ())
679 { 806 {
680 /* Animation is currently handled by client, so nothing 807 /* Animation is currently handled by client, so nothing
681 * to do in this case. 808 * to do in this case.
682 */ 809 */
683 return; 810 return;
684 } 811 }
685
686 /* If the map is saving, don't do anything as everything is
687 * going to get freed anyways.
688 */
689 if (!op->map || op->map->in_memory == MAP_SAVING)
690 return;
691 812
692 /* make sure the object is within map boundaries */ 813 /* make sure the object is within map boundaries */
693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 814 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
694 { 815 {
695 LOG (llevError, "update_object() called for object out of map!\n"); 816 LOG (llevError, "update_object() called for object out of map!\n");
699 return; 820 return;
700 } 821 }
701 822
702 mapspace &m = op->ms (); 823 mapspace &m = op->ms ();
703 824
704 if (m.flags_ & P_NEED_UPDATE) 825 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 826 /* nop */;
706 else if (action == UP_OBJ_INSERT) 827 else if (action == UP_OBJ_INSERT)
707 { 828 {
829#if 0
708 // this is likely overkill, TODO: revisit (schmorp) 830 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 831 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 832 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 833 || (op->is_player () && !(m.flags_ & P_PLAYER))
712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 834 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 835 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 836 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
715 || (m.move_on | op->move_on ) != m.move_on 837 || (m.move_on | op->move_on ) != m.move_on
716 || (m.move_off | op->move_off ) != m.move_off 838 || (m.move_off | op->move_off ) != m.move_off
717 || (m.move_slow | op->move_slow) != m.move_slow 839 || (m.move_slow | op->move_slow) != m.move_slow
718 /* This isn't perfect, but I don't expect a lot of objects to 840 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 841 * have move_allow right now.
720 */ 842 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 843 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
844 m.invalidate ();
845#else
722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 846 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
723 m.flags_ = P_NEED_UPDATE; 847 m.invalidate ();
848#endif
724 } 849 }
725 /* if the object is being removed, we can't make intelligent 850 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 851 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 852 * that is being removed.
728 */ 853 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 854 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 855 m.invalidate ();
731 else if (action == UP_OBJ_FACE) 856 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 857 /* Nothing to do for that case */ ;
733 else 858 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 859 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 860
736 if (op->more) 861 if (op->more)
737 update_object (op->more, action); 862 update_object (op->more, action);
738} 863}
739 864
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 865object::object ()
744{ 866{
745 SET_FLAG (this, FLAG_REMOVED); 867 SET_FLAG (this, FLAG_REMOVED);
746 868
747 expmul = 1.0; 869 //expmul = 1.0; declared const for the time being
748 face = blank_face; 870 face = blank_face;
871 material = MATERIAL_NULL;
749} 872}
750 873
751object::~object () 874object::~object ()
752{ 875{
876 unlink ();
877
753 free_key_values (this); 878 free_key_values (this);
754} 879}
755 880
881static int object_count;
882
756void object::link () 883void object::link ()
757{ 884{
885 assert (!index);//D
886 uuid = UUID::gen ();
758 count = ++ob_count; 887 count = ++object_count;
759 uuid = gen_uuid ();
760 888
761 prev = 0; 889 refcnt_inc ();
762 next = object::first; 890 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 891}
769 892
770void object::unlink () 893void object::unlink ()
771{ 894{
772 if (this == object::first) 895 if (!index)
773 object::first = next;
774
775 /* Remove this object from the list of used objects */
776 if (prev) prev->next = next;
777 if (next) next->prev = prev;
778
779 prev = 0;
780 next = 0;
781}
782
783object *object::create ()
784{
785 object *op = new object;
786 op->link ();
787 return op;
788}
789
790void
791object::do_destroy ()
792{
793 attachable::do_destroy ();
794
795 if (flag [FLAG_IS_LINKED])
796 remove_button_link (this);
797
798 if (flag [FLAG_FRIENDLY])
799 remove_friendly_object (this);
800
801 if (!flag [FLAG_REMOVED])
802 remove ();
803
804 if (flag [FLAG_FREED])
805 return; 896 return;
806 897
807 flag [FLAG_FREED] = 1; 898 objects.erase (this);
899 refcnt_dec ();
900}
808 901
809 // hack to ensure that freed objects still have a valid map 902void
810 { 903object::activate ()
811 static maptile *freed_map; // freed objects are moved here to avoid crashes 904{
905 /* If already on active list, don't do anything */
906 if (active)
907 return;
812 908
813 if (!freed_map) 909 if (has_active_speed ())
814 { 910 {
815 freed_map = new maptile; 911 if (flag [FLAG_FREED])
912 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
816 913
817 freed_map->name = "/internal/freed_objects_map"; 914 actives.insert (this);
818 freed_map->width = 3;
819 freed_map->height = 3;
820
821 freed_map->allocate ();
822 } 915 }
916}
823 917
824 map = freed_map; 918void
825 x = 1; 919object::activate_recursive ()
826 y = 1; 920{
921 activate ();
922
923 for (object *op = inv; op; op = op->below)
924 op->activate_recursive ();
925}
926
927/* This function removes object 'op' from the list of active
928 * objects.
929 * This should only be used for style maps or other such
930 * reference maps where you don't want an object that isn't
931 * in play chewing up cpu time getting processed.
932 * The reverse of this is to call update_ob_speed, which
933 * will do the right thing based on the speed of the object.
934 */
935void
936object::deactivate ()
937{
938 /* If not on the active list, nothing needs to be done */
939 if (!active)
940 return;
941
942 actives.erase (this);
943}
944
945void
946object::deactivate_recursive ()
947{
948 for (object *op = inv; op; op = op->below)
949 op->deactivate_recursive ();
950
951 deactivate ();
952}
953
954void
955object::set_flag_inv (int flag, int value)
956{
957 for (object *op = inv; op; op = op->below)
958 {
959 op->flag [flag] = value;
960 op->set_flag_inv (flag, value);
827 } 961 }
828
829 more = 0;
830 head = 0;
831 inv = 0;
832
833 // clear those pointers that likely might have circular references to us
834 owner = 0;
835 enemy = 0;
836 attacked_by = 0;
837
838 // only relevant for players(?), but make sure of it anyways
839 contr = 0;
840
841 /* Remove object from the active list */
842 set_speed (0);
843
844 unlink ();
845} 962}
846 963
847/* 964/*
848 * Remove and free all objects in the inventory of the given object. 965 * Remove and free all objects in the inventory of the given object.
849 * object.c ? 966 * object.c ?
850 */ 967 */
851void 968void
852object::destroy_inv (bool drop_to_ground) 969object::destroy_inv (bool drop_to_ground)
853{ 970{
971 // need to check first, because the checks below might segfault
972 // as we might be on an invalid mapspace and crossfire code
973 // is too buggy to ensure that the inventory is empty.
974 // corollary: if you create arrows etc. with stuff in its inventory,
975 // cf will crash below with off-map x and y
854 if (!inv) 976 if (!inv)
855 return; 977 return;
856 978
857 /* Only if the space blocks everything do we not process - 979 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects 980 * if some form of movement is allowed, let objects
859 * drop on that space. 981 * drop on that space.
860 */ 982 */
861 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 983 if (!drop_to_ground
984 || !map
985 || map->in_memory != MAP_ACTIVE
986 || map->no_drop
987 || ms ().move_block == MOVE_ALL)
862 { 988 {
863 while (inv) 989 while (inv)
864 {
865 inv->destroy_inv (drop_to_ground);
866 inv->destroy (); 990 inv->destroy ();
867 }
868 } 991 }
869 else 992 else
870 { /* Put objects in inventory onto this space */ 993 { /* Put objects in inventory onto this space */
871 while (inv) 994 while (inv)
872 { 995 {
874 997
875 if (op->flag [FLAG_STARTEQUIP] 998 if (op->flag [FLAG_STARTEQUIP]
876 || op->flag [FLAG_NO_DROP] 999 || op->flag [FLAG_NO_DROP]
877 || op->type == RUNE 1000 || op->type == RUNE
878 || op->type == TRAP 1001 || op->type == TRAP
879 || op->flag [FLAG_IS_A_TEMPLATE]) 1002 || op->flag [FLAG_IS_A_TEMPLATE]
1003 || op->flag [FLAG_DESTROY_ON_DEATH])
880 op->destroy (); 1004 op->destroy ();
881 else 1005 else
882 { 1006 map->insert (op, x, y);
883 op->remove ();
884 op->x = x;
885 op->y = y;
886 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
887 }
888 } 1007 }
889 } 1008 }
890} 1009}
891 1010
1011object *object::create ()
1012{
1013 object *op = new object;
1014 op->link ();
1015 return op;
1016}
1017
1018static struct freed_map : maptile
1019{
1020 freed_map ()
1021 {
1022 path = "<freed objects map>";
1023 name = "/internal/freed_objects_map";
1024 width = 3;
1025 height = 3;
1026 no_drop = 1;
1027 no_reset = 1;
1028
1029 alloc ();
1030 in_memory = MAP_ACTIVE;
1031 }
1032
1033 ~freed_map ()
1034 {
1035 destroy ();
1036 }
1037} freed_map; // freed objects are moved here to avoid crashes
1038
892void 1039void
893object::destroy (bool destroy_inventory) 1040object::do_destroy ()
1041{
1042 if (flag [FLAG_IS_LINKED])
1043 remove_link ();
1044
1045 if (flag [FLAG_FRIENDLY])
1046 remove_friendly_object (this);
1047
1048 remove ();
1049
1050 attachable::do_destroy ();
1051
1052 deactivate ();
1053 unlink ();
1054
1055 flag [FLAG_FREED] = 1;
1056
1057 // hack to ensure that freed objects still have a valid map
1058 map = &freed_map;
1059 x = 1;
1060 y = 1;
1061
1062 if (more)
1063 {
1064 more->destroy ();
1065 more = 0;
1066 }
1067
1068 head = 0;
1069
1070 // clear those pointers that likely might cause circular references
1071 owner = 0;
1072 enemy = 0;
1073 attacked_by = 0;
1074 current_weapon = 0;
1075}
1076
1077void
1078object::destroy ()
894{ 1079{
895 if (destroyed ()) 1080 if (destroyed ())
896 return; 1081 return;
897 1082
898 if (more) 1083 if (!is_head () && !head->destroyed ())
899 {
900 //TODO: non-head objects must not have inventory
901 more->destroy (destroy_inventory);
902 more = 0;
903 } 1084 {
1085 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1086 head->destroy ();
1087 return;
1088 }
904 1089
905 if (destroy_inventory)
906 destroy_inv (true); 1090 destroy_inv (false);
1091
1092 if (is_head ())
1093 if (sound_destroy)
1094 play_sound (sound_destroy);
1095 else if (flag [FLAG_MONSTER])
1096 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
907 1097
908 attachable::destroy (); 1098 attachable::destroy ();
909}
910
911/*
912 * sub_weight() recursively (outwards) subtracts a number from the
913 * weight of an object (and what is carried by it's environment(s)).
914 */
915void
916sub_weight (object *op, signed long weight)
917{
918 while (op != NULL)
919 {
920 if (op->type == CONTAINER)
921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
922
923 op->carrying -= weight;
924 op = op->env;
925 }
926} 1099}
927 1100
928/* op->remove (): 1101/* op->remove ():
929 * This function removes the object op from the linked list of objects 1102 * This function removes the object op from the linked list of objects
930 * which it is currently tied to. When this function is done, the 1103 * which it is currently tied to. When this function is done, the
931 * object will have no environment. If the object previously had an 1104 * object will have no environment. If the object previously had an
932 * environment, the x and y coordinates will be updated to 1105 * environment, the x and y coordinates will be updated to
933 * the previous environment. 1106 * the previous environment.
934 * Beware: This function is called from the editor as well!
935 */ 1107 */
936void 1108void
937object::remove () 1109object::do_remove ()
938{ 1110{
939 object *tmp, *last = 0; 1111 if (flag [FLAG_REMOVED])
940 object *otmp;
941
942 if (QUERY_FLAG (this, FLAG_REMOVED))
943 return; 1112 return;
944 1113
945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this); 1114 INVOKE_OBJECT (REMOVE, this);
1115
1116 flag [FLAG_REMOVED] = true;
947 1117
948 if (more) 1118 if (more)
949 more->remove (); 1119 more->remove ();
950 1120
951 /* 1121 /*
952 * In this case, the object to be removed is in someones 1122 * In this case, the object to be removed is in someones
953 * inventory. 1123 * inventory.
954 */ 1124 */
955 if (env) 1125 if (env)
956 { 1126 {
957 if (nrof) 1127 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
958 sub_weight (env, weight * nrof); 1128 if (object *pl = visible_to ())
959 else 1129 esrv_del_item (pl->contr, count);
960 sub_weight (env, weight + carrying); 1130 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
961 1131
962 /* NO_FIX_PLAYER is set when a great many changes are being 1132 adjust_weight (env, -total_weight ());
963 * made to players inventory. If set, avoiding the call
964 * to save cpu time.
965 */
966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
967 otmp->update_stats ();
968 1133
969 if (above != NULL) 1134 object *pl = in_player ();
970 above->below = below;
971 else
972 env->inv = below;
973
974 if (below != NULL)
975 below->above = above;
976 1135
977 /* we set up values so that it could be inserted into 1136 /* we set up values so that it could be inserted into
978 * the map, but we don't actually do that - it is up 1137 * the map, but we don't actually do that - it is up
979 * to the caller to decide what we want to do. 1138 * to the caller to decide what we want to do.
980 */ 1139 */
981 x = env->x, y = env->y;
982 map = env->map; 1140 map = env->map;
983 above = 0, below = 0; 1141 x = env->x;
984 env = 0; 1142 y = env->y;
985 }
986 else if (map)
987 {
988 /* Re did the following section of code - it looks like it had
989 * lots of logic for things we no longer care about
990 */
991 1143
992 /* link the object above us */ 1144 // make sure cmov optimisation is applicable
993 if (above) 1145 *(above ? &above->below : &env->inv) = below;
994 above->below = below; 1146 *(below ? &below->above : &above ) = above; // &above is just a dummy
995 else
996 map->at (x, y).top = below; /* we were top, set new top */
997
998 /* Relink the object below us, if there is one */
999 if (below)
1000 below->above = above;
1001 else
1002 {
1003 /* Nothing below, which means we need to relink map object for this space
1004 * use translated coordinates in case some oddness with map tiling is
1005 * evident
1006 */
1007 if (GET_MAP_OB (map, x, y) != this)
1008 {
1009 char *dump = dump_object (this);
1010 LOG (llevError,
1011 "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);
1012 free (dump);
1013 dump = dump_object (GET_MAP_OB (map, x, y));
1014 LOG (llevError, "%s\n", dump);
1015 free (dump);
1016 }
1017
1018 map->at (x, y).bot = above; /* goes on above it. */
1019 }
1020 1147
1021 above = 0; 1148 above = 0;
1022 below = 0; 1149 below = 0;
1150 env = 0;
1151
1152 if (pl && pl->is_player ())
1153 {
1154 pl->contr->queue_stats_update ();
1155
1156 if (glow_radius && pl->is_on_map ())
1157 update_all_los (pl->map, pl->x, pl->y);
1158 }
1159 }
1160 else if (map)
1161 {
1162 map->dirty = true;
1163 mapspace &ms = this->ms ();
1164
1165 if (object *pl = ms.player ())
1166 {
1167 if (is_player ())
1168 {
1169 if (!flag [FLAG_WIZPASS])
1170 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1171
1172 // leaving a spot always closes any open container on the ground
1173 if (container && !container->env)
1174 // this causes spurious floorbox updates, but it ensures
1175 // that the CLOSE event is being sent.
1176 close_container ();
1177
1178 --map->players;
1179 map->touch ();
1180 }
1181 else if (pl->container_ () == this)
1182 {
1183 // removing a container should close it
1184 close_container ();
1185 }
1186
1187 esrv_del_item (pl->contr, count);
1188 }
1189
1190 /* link the object above us */
1191 // re-link, make sure compiler can easily use cmove
1192 *(above ? &above->below : &ms.top) = below;
1193 *(below ? &below->above : &ms.bot) = above;
1194
1195 above = 0;
1196 below = 0;
1197
1198 ms.invalidate ();
1023 1199
1024 if (map->in_memory == MAP_SAVING) 1200 if (map->in_memory == MAP_SAVING)
1025 return; 1201 return;
1026 1202
1027 int check_walk_off = !flag [FLAG_NO_APPLY]; 1203 int check_walk_off = !flag [FLAG_NO_APPLY];
1028 1204
1029 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1205 if (object *pl = ms.player ())
1030 { 1206 {
1031 /* No point updating the players look faces if he is the object 1207 if (pl->container_ () == this)
1032 * being removed.
1033 */
1034
1035 if (tmp->type == PLAYER && tmp != this)
1036 {
1037 /* If a container that the player is currently using somehow gets 1208 /* If a container that the player is currently using somehow gets
1038 * removed (most likely destroyed), update the player view 1209 * removed (most likely destroyed), update the player view
1039 * appropriately. 1210 * appropriately.
1040 */ 1211 */
1041 if (tmp->container == this) 1212 pl->close_container ();
1042 {
1043 flag [FLAG_APPLIED] = 0;
1044 tmp->container = 0;
1045 }
1046 1213
1214 //TODO: the floorbox prev/next might need updating
1215 //esrv_del_item (pl->contr, count);
1216 //TODO: update floorbox to preserve ordering
1047 if (tmp->contr->ns) 1217 if (pl->contr->ns)
1048 tmp->contr->ns->floorbox_update (); 1218 pl->contr->ns->floorbox_update ();
1219 }
1220
1221 if (check_walk_off)
1222 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1223 {
1224 above = tmp->above;
1225
1226 /* No point updating the players look faces if he is the object
1227 * being removed.
1049 } 1228 */
1050 1229
1051 /* See if player moving off should effect something */ 1230 /* See if object moving off should effect something */
1052 if (check_walk_off
1053 && ((move_type & tmp->move_off) 1231 if ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1232 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1055 {
1056 move_apply (tmp, this, 0); 1233 move_apply (tmp, this, 0);
1057
1058 if (destroyed ())
1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1060 } 1234 }
1061 1235
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1236 if (affects_los ())
1063
1064 if (tmp->above == tmp)
1065 tmp->above = 0;
1066
1067 last = tmp;
1068 }
1069
1070 /* last == NULL of there are no objects on this space */
1071 if (!last)
1072 map->at (x, y).flags_ = P_NEED_UPDATE;
1073 else
1074 update_object (last, UP_OBJ_REMOVE);
1075
1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1077 update_all_los (map, x, y); 1237 update_all_los (map, x, y);
1078 } 1238 }
1079} 1239}
1080 1240
1081/* 1241/*
1090merge_ob (object *op, object *top) 1250merge_ob (object *op, object *top)
1091{ 1251{
1092 if (!op->nrof) 1252 if (!op->nrof)
1093 return 0; 1253 return 0;
1094 1254
1095 if (top) 1255 if (!top)
1096 for (top = op; top && top->above; top = top->above) 1256 for (top = op; top && top->above; top = top->above)
1097 ; 1257 ;
1098 1258
1099 for (; top; top = top->below) 1259 for (; top; top = top->below)
1100 {
1101 if (top == op)
1102 continue;
1103
1104 if (object::can_merge (op, top)) 1260 if (object::can_merge (op, top))
1105 { 1261 {
1106 top->nrof += op->nrof; 1262 top->nrof += op->nrof;
1107 1263
1108/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1264 if (object *pl = top->visible_to ())
1109 op->weight = 0; /* Don't want any adjustements now */ 1265 esrv_update_item (UPD_NROF, pl, top);
1266
1267 op->weight = 0; // cancel the addition above
1268 op->carrying = 0; // must be 0 already
1269
1110 op->destroy (); 1270 op->destroy ();
1271
1111 return top; 1272 return top;
1112 } 1273 }
1113 }
1114 1274
1115 return 0; 1275 return 0;
1116} 1276}
1117 1277
1278void
1279object::expand_tail ()
1280{
1281 if (more)
1282 return;
1283
1284 object *prev = this;
1285
1286 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1287 {
1288 object *op = at->instance ();
1289
1290 op->name = name;
1291 op->name_pl = name_pl;
1292 op->title = title;
1293
1294 op->head = this;
1295 prev->more = op;
1296
1297 prev = op;
1298 }
1299}
1300
1118/* 1301/*
1119 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1302 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1120 * job preparing multi-part monsters 1303 * job preparing multi-part monsters.
1121 */ 1304 */
1122object * 1305object *
1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1306insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1124{ 1307{
1125 object *tmp; 1308 op->remove ();
1126 1309
1127 if (op->head)
1128 op = op->head;
1129
1130 for (tmp = op; tmp; tmp = tmp->more) 1310 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1131 { 1311 {
1132 tmp->x = x + tmp->arch->clone.x; 1312 tmp->x = x + tmp->arch->x;
1133 tmp->y = y + tmp->arch->clone.y; 1313 tmp->y = y + tmp->arch->y;
1134 } 1314 }
1135 1315
1136 return insert_ob_in_map (op, m, originator, flag); 1316 return insert_ob_in_map (op, m, originator, flag);
1137} 1317}
1138 1318
1151 * Passing 0 for flag gives proper default values, so flag really only needs 1331 * Passing 0 for flag gives proper default values, so flag really only needs
1152 * to be set if special handling is needed. 1332 * to be set if special handling is needed.
1153 * 1333 *
1154 * Return value: 1334 * Return value:
1155 * new object if 'op' was merged with other object 1335 * new object if 'op' was merged with other object
1156 * NULL if 'op' was destroyed 1336 * NULL if there was an error (destroyed, blocked etc.)
1157 * just 'op' otherwise 1337 * just 'op' otherwise
1158 */ 1338 */
1159object * 1339object *
1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1340insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1161{ 1341{
1162 object *tmp, *top, *floor = NULL; 1342 op->remove ();
1163 sint16 x, y;
1164 1343
1165 if (QUERY_FLAG (op, FLAG_FREED)) 1344 if (m == &freed_map)//D TODO: remove soon
1166 { 1345 {//D
1167 LOG (llevError, "Trying to insert freed object!\n"); 1346 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1168 return NULL;
1169 } 1347 }//D
1170
1171 if (m == NULL)
1172 {
1173 char *dump = dump_object (op);
1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump);
1176 return op;
1177 }
1178
1179 if (out_of_map (m, op->x, op->y))
1180 {
1181 char *dump = dump_object (op);
1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1183#ifdef MANY_CORES
1184 /* Better to catch this here, as otherwise the next use of this object
1185 * is likely to cause a crash. Better to find out where it is getting
1186 * improperly inserted.
1187 */
1188 abort ();
1189#endif
1190 free (dump);
1191 return op;
1192 }
1193
1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1195 {
1196 char *dump = dump_object (op);
1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1199 return op;
1200 }
1201
1202 if (op->more)
1203 {
1204 /* The part may be on a different map. */
1205
1206 object *more = op->more;
1207
1208 /* We really need the caller to normalize coordinates - if
1209 * we set the map, that doesn't work if the location is within
1210 * a map and this is straddling an edge. So only if coordinate
1211 * is clear wrong do we normalize it.
1212 */
1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1215 else if (!more->map)
1216 {
1217 /* For backwards compatibility - when not dealing with tiled maps,
1218 * more->map should always point to the parent.
1219 */
1220 more->map = m;
1221 }
1222
1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1224 {
1225 if (!op->head)
1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227
1228 return 0;
1229 }
1230 }
1231
1232 CLEAR_FLAG (op, FLAG_REMOVED);
1233 1348
1234 /* Ideally, the caller figures this out. However, it complicates a lot 1349 /* Ideally, the caller figures this out. However, it complicates a lot
1235 * of areas of callers (eg, anything that uses find_free_spot would now 1350 * of areas of callers (eg, anything that uses find_free_spot would now
1236 * need extra work 1351 * need extra work
1237 */ 1352 */
1238 op->map = get_map_from_coord (m, &op->x, &op->y); 1353 maptile *newmap = m;
1239 x = op->x; 1354 if (!xy_normalise (newmap, op->x, op->y))
1240 y = op->y; 1355 {
1356 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1357 return 0;
1358 }
1359
1360 if (object *more = op->more)
1361 if (!insert_ob_in_map (more, m, originator, flag))
1362 return 0;
1363
1364 op->flag [FLAG_REMOVED] = false;
1365 op->env = 0;
1366 op->map = newmap;
1367
1368 mapspace &ms = op->ms ();
1241 1369
1242 /* this has to be done after we translate the coordinates. 1370 /* this has to be done after we translate the coordinates.
1243 */ 1371 */
1244 if (op->nrof && !(flag & INS_NO_MERGE)) 1372 if (op->nrof && !(flag & INS_NO_MERGE))
1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1373 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1246 if (object::can_merge (op, tmp)) 1374 if (object::can_merge (op, tmp))
1247 { 1375 {
1376 // TODO: we actually want to update tmp, not op,
1377 // but some caller surely breaks when we return tmp
1378 // from here :/
1248 op->nrof += tmp->nrof; 1379 op->nrof += tmp->nrof;
1249 tmp->destroy (); 1380 tmp->destroy ();
1250 } 1381 }
1251 1382
1252 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1261 { 1392 {
1262 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1393 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1263 abort (); 1394 abort ();
1264 } 1395 }
1265 1396
1397 if (!originator->is_on_map ())
1398 {
1399 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1400 op->debug_desc (), originator->debug_desc ());
1401 abort ();
1402 }
1403
1266 op->above = originator; 1404 op->above = originator;
1267 op->below = originator->below; 1405 op->below = originator->below;
1268
1269 if (op->below)
1270 op->below->above = op;
1271 else
1272 op->ms ().bot = op;
1273
1274 /* since *below* originator, no need to update top */
1275 originator->below = op; 1406 originator->below = op;
1407
1408 *(op->below ? &op->below->above : &ms.bot) = op;
1276 } 1409 }
1277 else 1410 else
1278 { 1411 {
1412 object *floor = 0;
1413 object *top = ms.top;
1414
1279 /* If there are other objects, then */ 1415 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1416 if (top)
1281 { 1417 {
1282 object *last = NULL;
1283
1284 /* 1418 /*
1285 * If there are multiple objects on this space, we do some trickier handling. 1419 * If there are multiple objects on this space, we do some trickier handling.
1286 * We've already dealt with merging if appropriate. 1420 * We've already dealt with merging if appropriate.
1287 * Generally, we want to put the new object on top. But if 1421 * Generally, we want to put the new object on top. But if
1288 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1422 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1291 * once we get to them. This reduces the need to traverse over all of 1425 * once we get to them. This reduces the need to traverse over all of
1292 * them when adding another one - this saves quite a bit of cpu time 1426 * them when adding another one - this saves quite a bit of cpu time
1293 * when lots of spells are cast in one area. Currently, it is presumed 1427 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects. 1428 * that flying non pickable objects are spell objects.
1295 */ 1429 */
1296 1430 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1297 while (top != NULL)
1298 { 1431 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1432 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1300 floor = top; 1433 floor = tmp;
1301 1434
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1435 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1303 { 1436 {
1304 /* We insert above top, so we want this object below this */ 1437 /* We insert above top, so we want this object below this */
1305 top = top->below; 1438 top = tmp->below;
1306 break; 1439 break;
1307 } 1440 }
1308 1441
1309 last = top;
1310 top = top->above; 1442 top = tmp;
1311 } 1443 }
1312
1313 /* Don't want top to be NULL, so set it to the last valid object */
1314 top = last;
1315 1444
1316 /* We let update_position deal with figuring out what the space 1445 /* We let update_position deal with figuring out what the space
1317 * looks like instead of lots of conditions here. 1446 * looks like instead of lots of conditions here.
1318 * makes things faster, and effectively the same result. 1447 * makes things faster, and effectively the same result.
1319 */ 1448 */
1320 1449
1321 /* Have object 'fall below' other objects that block view. 1450 /* Have object 'fall below' other objects that block view.
1322 * Unless those objects are exits, type 66 1451 * Unless those objects are exits.
1323 * If INS_ON_TOP is used, don't do this processing 1452 * If INS_ON_TOP is used, don't do this processing
1324 * Need to find the object that in fact blocks view, otherwise 1453 * Need to find the object that in fact blocks view, otherwise
1325 * stacking is a bit odd. 1454 * stacking is a bit odd.
1326 */ 1455 */
1327 if (!(flag & INS_ON_TOP) && 1456 if (!(flag & INS_ON_TOP)
1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1457 && ms.flags () & P_BLOCKSVIEW
1458 && (op->face && !faces [op->face].visibility))
1329 { 1459 {
1460 object *last;
1461
1330 for (last = top; last != floor; last = last->below) 1462 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1463 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break; 1464 break;
1465
1333 /* Check to see if we found the object that blocks view, 1466 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that 1467 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we 1468 * we can get inserted below this one, which requires we
1336 * set top to the object below us. 1469 * set top to the object below us.
1337 */ 1470 */
1338 if (last && last->below && last != floor) 1471 if (last && last->below && last != floor)
1339 top = last->below; 1472 top = last->below;
1340 } 1473 }
1341 } /* If objects on this space */ 1474 } /* If objects on this space */
1342 1475
1343 if (flag & INS_MAP_LOAD)
1344 top = GET_MAP_TOP (op->map, op->x, op->y);
1345
1346 if (flag & INS_ABOVE_FLOOR_ONLY) 1476 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor; 1477 top = floor;
1348 1478
1349 /* Top is the object that our object (op) is going to get inserted above. 1479 // insert object above top, or bottom-most if top = 0
1350 */
1351
1352 /* First object on this space */
1353 if (!top) 1480 if (!top)
1354 { 1481 {
1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1356
1357 if (op->above)
1358 op->above->below = op;
1359
1360 op->below = NULL; 1482 op->below = 0;
1483 op->above = ms.bot;
1361 op->ms ().bot = op; 1484 ms.bot = op;
1485
1486 *(op->above ? &op->above->below : &ms.top) = op;
1362 } 1487 }
1363 else 1488 else
1364 { /* get inserted into the stack above top */ 1489 {
1365 op->above = top->above; 1490 op->above = top->above;
1366
1367 if (op->above)
1368 op->above->below = op; 1491 top->above = op;
1369 1492
1370 op->below = top; 1493 op->below = top;
1371 top->above = op; 1494 *(op->above ? &op->above->below : &ms.top) = op;
1372 } 1495 }
1496 }
1373 1497
1374 if (op->above == NULL) 1498 if (op->is_player ())
1375 op->ms ().top = op; 1499 {
1376 } /* else not INS_BELOW_ORIGINATOR */
1377
1378 if (op->type == PLAYER)
1379 op->contr->do_los = 1; 1500 op->contr->do_los = 1;
1501 ++op->map->players;
1502 op->map->touch ();
1503 }
1380 1504
1381 /* If we have a floor, we know the player, if any, will be above 1505 op->map->dirty = true;
1382 * it, so save a few ticks and start from there. 1506
1383 */
1384 if (!(flag & INS_MAP_LOAD))
1385 if (object *pl = op->ms ().player ()) 1507 if (object *pl = ms.player ())
1508 //TODO: the floorbox prev/next might need updating
1509 //esrv_send_item (pl, op);
1510 //TODO: update floorbox to preserve ordering
1386 if (pl->contr->ns) 1511 if (pl->contr->ns)
1387 pl->contr->ns->floorbox_update (); 1512 pl->contr->ns->floorbox_update ();
1388 1513
1389 /* If this object glows, it may affect lighting conditions that are 1514 /* If this object glows, it may affect lighting conditions that are
1390 * visible to others on this map. But update_all_los is really 1515 * visible to others on this map. But update_all_los is really
1391 * an inefficient way to do this, as it means los for all players 1516 * an inefficient way to do this, as it means los for all players
1392 * on the map will get recalculated. The players could very well 1517 * on the map will get recalculated. The players could very well
1393 * be far away from this change and not affected in any way - 1518 * be far away from this change and not affected in any way -
1394 * this should get redone to only look for players within range, 1519 * this should get redone to only look for players within range,
1395 * or just updating the P_NEED_UPDATE for spaces within this area 1520 * or just updating the P_UPTODATE for spaces within this area
1396 * of effect may be sufficient. 1521 * of effect may be sufficient.
1397 */ 1522 */
1398 if (op->map->darkness && (op->glow_radius != 0)) 1523 if (op->affects_los ())
1524 {
1525 op->ms ().invalidate ();
1399 update_all_los (op->map, op->x, op->y); 1526 update_all_los (op->map, op->x, op->y);
1527 }
1400 1528
1401 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1529 /* updates flags (blocked, alive, no magic, etc) for this map space */
1402 update_object (op, UP_OBJ_INSERT); 1530 update_object (op, UP_OBJ_INSERT);
1403 1531
1404 INVOKE_OBJECT (INSERT, op); 1532 INVOKE_OBJECT (INSERT, op);
1411 * blocked() and wall() work properly), and these flags are updated by 1539 * blocked() and wall() work properly), and these flags are updated by
1412 * update_object(). 1540 * update_object().
1413 */ 1541 */
1414 1542
1415 /* if this is not the head or flag has been passed, don't check walk on status */ 1543 /* if this is not the head or flag has been passed, don't check walk on status */
1416 if (!(flag & INS_NO_WALK_ON) && !op->head) 1544 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1417 { 1545 {
1418 if (check_move_on (op, originator)) 1546 if (check_move_on (op, originator))
1419 return 0; 1547 return 0;
1420 1548
1421 /* If we are a multi part object, lets work our way through the check 1549 /* If we are a multi part object, lets work our way through the check
1422 * walk on's. 1550 * walk on's.
1423 */ 1551 */
1424 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1552 for (object *tmp = op->more; tmp; tmp = tmp->more)
1425 if (check_move_on (tmp, originator)) 1553 if (check_move_on (tmp, originator))
1426 return 0; 1554 return 0;
1427 } 1555 }
1428 1556
1429 return op; 1557 return op;
1432/* this function inserts an object in the map, but if it 1560/* this function inserts an object in the map, but if it
1433 * finds an object of its own type, it'll remove that one first. 1561 * finds an object of its own type, it'll remove that one first.
1434 * op is the object to insert it under: supplies x and the map. 1562 * op is the object to insert it under: supplies x and the map.
1435 */ 1563 */
1436void 1564void
1437replace_insert_ob_in_map (const char *arch_string, object *op) 1565replace_insert_ob_in_map (shstr_tmp archname, object *op)
1438{ 1566{
1439 object *tmp, *tmp1;
1440
1441 /* first search for itself and remove any old instances */ 1567 /* first search for itself and remove any old instances */
1442 1568
1443 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1569 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1570 if (tmp->arch->archname == archname) /* same archetype */
1445 tmp->destroy (); 1571 tmp->destroy ();
1446 1572
1447 tmp1 = arch_to_object (archetype::find (arch_string)); 1573 object *tmp = archetype::find (archname)->instance ();
1448 1574
1449 tmp1->x = op->x; 1575 tmp->x = op->x;
1450 tmp1->y = op->y; 1576 tmp->y = op->y;
1577
1451 insert_ob_in_map (tmp1, op->map, op, 0); 1578 insert_ob_in_map (tmp, op->map, op, 0);
1452} 1579}
1453
1454/*
1455 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1456 * is returned contains nr objects, and the remaining parts contains
1457 * the rest (or is removed and freed if that number is 0).
1458 * On failure, NULL is returned, and the reason put into the
1459 * global static errmsg array.
1460 */
1461 1580
1462object * 1581object *
1463get_split_ob (object *orig_ob, uint32 nr) 1582object::insert_at (object *where, object *originator, int flags)
1464{ 1583{
1465 object *newob; 1584 if (where->env)
1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1585 return where->env->insert (this);
1467 1586 else
1468 if (orig_ob->nrof < nr) 1587 return where->map->insert (this, where->x, where->y, originator, flags);
1469 {
1470 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1471 return NULL;
1472 }
1473
1474 newob = object_create_clone (orig_ob);
1475
1476 if ((orig_ob->nrof -= nr) < 1)
1477 orig_ob->destroy (1);
1478 else if (!is_removed)
1479 {
1480 if (orig_ob->env != NULL)
1481 sub_weight (orig_ob->env, orig_ob->weight * nr);
1482 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1483 {
1484 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1485 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1486 return NULL;
1487 }
1488 }
1489
1490 newob->nrof = nr;
1491
1492 return newob;
1493} 1588}
1494 1589
1590// check whether we can put this into the map, respect max_volume, max_items
1591bool
1592object::can_drop_at (maptile *m, int x, int y, object *originator)
1593{
1594 mapspace &ms = m->at (x, y);
1595
1596 int items = ms.items ();
1597
1598 if (!items // testing !items ensures we can drop at least one item
1599 || (items < m->max_items
1600 && ms.volume () < m->max_volume))
1601 return true;
1602
1603 if (originator && originator->is_player ())
1604 originator->contr->failmsg (format (
1605 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1606 query_name ()
1607 ));
1608
1609 return false;
1610}
1611
1495/* 1612/*
1496 * decrease_ob_nr(object, number) decreases a specified number from 1613 * decrease(object, number) decreases a specified number from
1497 * the amount of an object. If the amount reaches 0, the object 1614 * the amount of an object. If the amount reaches 0, the object
1498 * is subsequently removed and freed. 1615 * is subsequently removed and freed.
1499 * 1616 *
1500 * Return value: 'op' if something is left, NULL if the amount reached 0 1617 * Return value: 'op' if something is left, NULL if the amount reached 0
1501 */ 1618 */
1619bool
1620object::decrease (sint32 nr)
1621{
1622 if (!nr)
1623 return true;
1502 1624
1625 nr = min (nr, nrof);
1626
1627 if (nrof > nr)
1628 {
1629 nrof -= nr;
1630 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1631
1632 if (object *pl = visible_to ())
1633 esrv_update_item (UPD_NROF, pl, this);
1634
1635 return true;
1636 }
1637 else
1638 {
1639 destroy ();
1640 return false;
1641 }
1642}
1643
1644/*
1645 * split(ob,nr) splits up ob into two parts. The part which
1646 * is returned contains nr objects, and the remaining parts contains
1647 * the rest (or is removed and returned if that number is 0).
1648 * On failure, NULL is returned.
1649 */
1503object * 1650object *
1504decrease_ob_nr (object *op, uint32 i) 1651object::split (sint32 nr)
1505{ 1652{
1506 object *tmp; 1653 int have = number_of ();
1507 1654
1508 if (i == 0) /* objects with op->nrof require this check */ 1655 if (have < nr)
1509 return op; 1656 return 0;
1510 1657 else if (have == nr)
1511 if (i > op->nrof)
1512 i = op->nrof;
1513
1514 if (QUERY_FLAG (op, FLAG_REMOVED))
1515 op->nrof -= i;
1516 else if (op->env)
1517 { 1658 {
1518 /* is this object in the players inventory, or sub container
1519 * therein?
1520 */
1521 tmp = op->in_player ();
1522 /* nope. Is this a container the player has opened?
1523 * If so, set tmp to that player.
1524 * IMO, searching through all the players will mostly
1525 * likely be quicker than following op->env to the map,
1526 * and then searching the map for a player.
1527 */
1528 if (!tmp)
1529 for_all_players (pl)
1530 if (pl->ob->container == op->env)
1531 {
1532 tmp = pl->ob;
1533 break;
1534 }
1535
1536 if (i < op->nrof)
1537 {
1538 sub_weight (op->env, op->weight * i);
1539 op->nrof -= i;
1540 if (tmp)
1541 esrv_send_item (tmp, op);
1542 }
1543 else
1544 {
1545 op->remove (); 1659 remove ();
1546 op->nrof = 0; 1660 return this;
1547 if (tmp)
1548 esrv_del_item (tmp->contr, op->count);
1549 }
1550 } 1661 }
1551 else 1662 else
1552 { 1663 {
1553 object *above = op->above; 1664 decrease (nr);
1554 1665
1555 if (i < op->nrof) 1666 object *op = deep_clone ();
1556 op->nrof -= i; 1667 op->nrof = nr;
1557 else
1558 {
1559 op->remove ();
1560 op->nrof = 0;
1561 }
1562
1563 /* Since we just removed op, op->above is null */
1564 for (tmp = above; tmp; tmp = tmp->above)
1565 if (tmp->type == PLAYER)
1566 {
1567 if (op->nrof)
1568 esrv_send_item (tmp, op);
1569 else
1570 esrv_del_item (tmp->contr, op->count);
1571 }
1572 }
1573
1574 if (op->nrof)
1575 return op; 1668 return op;
1576 else
1577 {
1578 op->destroy ();
1579 return 0;
1580 }
1581}
1582
1583/*
1584 * add_weight(object, weight) adds the specified weight to an object,
1585 * and also updates how much the environment(s) is/are carrying.
1586 */
1587
1588void
1589add_weight (object *op, signed long weight)
1590{
1591 while (op != NULL)
1592 {
1593 if (op->type == CONTAINER)
1594 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1595
1596 op->carrying += weight;
1597 op = op->env;
1598 } 1669 }
1599} 1670}
1600 1671
1601object * 1672object *
1602insert_ob_in_ob (object *op, object *where) 1673insert_ob_in_ob (object *op, object *where)
1607 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1678 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1608 free (dump); 1679 free (dump);
1609 return op; 1680 return op;
1610 } 1681 }
1611 1682
1612 if (where->head) 1683 if (where->head_ () != where)
1613 { 1684 {
1614 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1685 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1615 where = where->head; 1686 where = where->head;
1616 } 1687 }
1617 1688
1618 return where->insert (op); 1689 return where->insert (op);
1619} 1690}
1624 * inside the object environment. 1695 * inside the object environment.
1625 * 1696 *
1626 * The function returns now pointer to inserted item, and return value can 1697 * The function returns now pointer to inserted item, and return value can
1627 * be != op, if items are merged. -Tero 1698 * be != op, if items are merged. -Tero
1628 */ 1699 */
1629
1630object * 1700object *
1631object::insert (object *op) 1701object::insert (object *op)
1632{ 1702{
1633 object *tmp, *otmp;
1634
1635 if (!QUERY_FLAG (op, FLAG_REMOVED))
1636 op->remove ();
1637
1638 if (op->more) 1703 if (op->more)
1639 { 1704 {
1640 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1705 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1641 return op; 1706 return op;
1642 } 1707 }
1643 1708
1644 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1709 op->remove ();
1645 CLEAR_FLAG (op, FLAG_REMOVED); 1710
1711 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1712
1646 if (op->nrof) 1713 if (op->nrof)
1647 {
1648 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1714 for (object *tmp = inv; tmp; tmp = tmp->below)
1649 if (object::can_merge (tmp, op)) 1715 if (object::can_merge (tmp, op))
1650 { 1716 {
1651 /* return the original object and remove inserted object 1717 /* return the original object and remove inserted object
1652 (client needs the original object) */ 1718 (client needs the original object) */
1653 tmp->nrof += op->nrof; 1719 tmp->nrof += op->nrof;
1654 /* Weight handling gets pretty funky. Since we are adding to 1720
1655 * tmp->nrof, we need to increase the weight. 1721 if (object *pl = tmp->visible_to ())
1656 */ 1722 esrv_update_item (UPD_NROF, pl, tmp);
1723
1657 add_weight (this, op->weight * op->nrof); 1724 adjust_weight (this, op->total_weight ());
1658 SET_FLAG (op, FLAG_REMOVED); 1725
1659 op->destroy (); /* free the inserted object */ 1726 op->destroy ();
1660 op = tmp; 1727 op = tmp;
1661 op->remove (); /* and fix old object's links */ 1728 goto inserted;
1662 CLEAR_FLAG (op, FLAG_REMOVED);
1663 break;
1664 } 1729 }
1665 1730
1666 /* I assume combined objects have no inventory 1731 op->owner = 0; // it's his/hers now. period.
1667 * We add the weight - this object could have just been removed
1668 * (if it was possible to merge). calling remove_ob will subtract
1669 * the weight, so we need to add it in again, since we actually do
1670 * the linking below
1671 */
1672 add_weight (this, op->weight * op->nrof);
1673 }
1674 else
1675 add_weight (this, (op->weight + op->carrying));
1676
1677 otmp = this->in_player ();
1678 if (otmp && otmp->contr)
1679 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1680 otmp->update_stats ();
1681
1682 op->map = 0; 1732 op->map = 0;
1683 op->env = this; 1733 op->x = 0;
1734 op->y = 0;
1735
1684 op->above = 0; 1736 op->above = 0;
1685 op->below = 0; 1737 op->below = inv;
1686 op->x = 0, op->y = 0; 1738 op->env = this;
1687 1739
1740 if (inv)
1741 inv->above = op;
1742
1743 inv = op;
1744
1745 op->flag [FLAG_REMOVED] = 0;
1746
1747 if (object *pl = op->visible_to ())
1748 esrv_send_item (pl, op);
1749
1750 adjust_weight (this, op->total_weight ());
1751
1752inserted:
1688 /* reset the light list and los of the players on the map */ 1753 /* reset the light list and los of the players on the map */
1689 if ((op->glow_radius != 0) && map) 1754 if (op->glow_radius && is_on_map ())
1690 { 1755 {
1691#ifdef DEBUG_LIGHTS 1756 update_stats ();
1692 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1693#endif /* DEBUG_LIGHTS */
1694 if (map->darkness)
1695 update_all_los (map, x, y); 1757 update_all_los (map, x, y);
1696 }
1697
1698 /* Client has no idea of ordering so lets not bother ordering it here.
1699 * It sure simplifies this function...
1700 */
1701 if (!inv)
1702 inv = op;
1703 else
1704 { 1758 }
1705 op->below = inv; 1759 else if (is_player ())
1706 op->below->above = op; 1760 // if this is a player's inventory, update stats
1707 inv = op; 1761 contr->queue_stats_update ();
1708 }
1709 1762
1710 INVOKE_OBJECT (INSERT, this); 1763 INVOKE_OBJECT (INSERT, this);
1711 1764
1712 return op; 1765 return op;
1713} 1766}
1730 * 1783 *
1731 * MSW 2001-07-08: Check all objects on space, not just those below 1784 * MSW 2001-07-08: Check all objects on space, not just those below
1732 * object being inserted. insert_ob_in_map may not put new objects 1785 * object being inserted. insert_ob_in_map may not put new objects
1733 * on top. 1786 * on top.
1734 */ 1787 */
1735
1736int 1788int
1737check_move_on (object *op, object *originator) 1789check_move_on (object *op, object *originator)
1738{ 1790{
1791 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1792 return 0;
1793
1739 object *tmp; 1794 object *tmp;
1740 maptile *m = op->map; 1795 maptile *m = op->map;
1741 int x = op->x, y = op->y; 1796 int x = op->x, y = op->y;
1742 1797
1743 MoveType move_on, move_slow, move_block; 1798 mapspace &ms = m->at (x, y);
1744 1799
1745 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1800 ms.update ();
1746 return 0;
1747 1801
1748 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1802 MoveType move_on = ms.move_on;
1749 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1803 MoveType move_slow = ms.move_slow;
1750 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1804 MoveType move_block = ms.move_block;
1751 1805
1752 /* if nothing on this space will slow op down or be applied, 1806 /* if nothing on this space will slow op down or be applied,
1753 * no need to do checking below. have to make sure move_type 1807 * no need to do checking below. have to make sure move_type
1754 * is set, as lots of objects don't have it set - we treat that 1808 * is set, as lots of objects don't have it set - we treat that
1755 * as walking. 1809 * as walking.
1766 return 0; 1820 return 0;
1767 1821
1768 /* The objects have to be checked from top to bottom. 1822 /* The objects have to be checked from top to bottom.
1769 * Hence, we first go to the top: 1823 * Hence, we first go to the top:
1770 */ 1824 */
1771 1825 for (object *next, *tmp = ms.top; tmp; tmp = next)
1772 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1773 {
1774 /* Trim the search when we find the first other spell effect
1775 * this helps performance so that if a space has 50 spell objects,
1776 * we don't need to check all of them.
1777 */
1778 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1779 break;
1780 } 1826 {
1827 next = tmp->below;
1781 1828
1782 for (; tmp; tmp = tmp->below)
1783 {
1784 if (tmp == op) 1829 if (tmp == op)
1785 continue; /* Can't apply yourself */ 1830 continue; /* Can't apply yourself */
1786 1831
1787 /* Check to see if one of the movement types should be slowed down. 1832 /* Check to see if one of the movement types should be slowed down.
1788 * Second check makes sure that the movement types not being slowed 1833 * Second check makes sure that the movement types not being slowed
1793 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1838 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1794 { 1839 {
1795 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1796 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1797 { 1842 {
1798
1799 float
1800 diff = tmp->move_slow_penalty * FABS (op->speed); 1843 float diff = tmp->move_slow_penalty * fabs (op->speed);
1801 1844
1802 if (op->type == PLAYER) 1845 if (op->is_player ())
1803 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1846 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1804 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1847 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1805 diff /= 4.0; 1848 diff /= 4.0;
1806 1849
1807 op->speed_left -= diff; 1850 op->speed_left -= diff;
1808 } 1851 }
1809 } 1852 }
1835 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1836 */ 1879 */
1837object * 1880object *
1838present_arch (const archetype *at, maptile *m, int x, int y) 1881present_arch (const archetype *at, maptile *m, int x, int y)
1839{ 1882{
1840 if (m == NULL || out_of_map (m, x, y)) 1883 if (!m || out_of_map (m, x, y))
1841 { 1884 {
1842 LOG (llevError, "Present_arch called outside map.\n"); 1885 LOG (llevError, "Present_arch called outside map.\n");
1843 return NULL; 1886 return NULL;
1844 } 1887 }
1845 1888
1846 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1889 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1847 if (tmp->arch == at) 1890 if (tmp->arch->archname == at->archname)
1848 return tmp; 1891 return tmp;
1849 1892
1850 return NULL; 1893 return NULL;
1851} 1894}
1852 1895
1862 { 1905 {
1863 LOG (llevError, "Present called outside map.\n"); 1906 LOG (llevError, "Present called outside map.\n");
1864 return NULL; 1907 return NULL;
1865 } 1908 }
1866 1909
1867 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1910 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1868 if (tmp->type == type) 1911 if (tmp->type == type)
1869 return tmp; 1912 return tmp;
1870 1913
1871 return NULL; 1914 return NULL;
1872} 1915}
1916 * The first matching object is returned, or NULL if none. 1959 * The first matching object is returned, or NULL if none.
1917 */ 1960 */
1918object * 1961object *
1919present_arch_in_ob (const archetype *at, const object *op) 1962present_arch_in_ob (const archetype *at, const object *op)
1920{ 1963{
1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 if (tmp->arch == at) 1965 if (tmp->arch->archname == at->archname)
1923 return tmp; 1966 return tmp;
1924 1967
1925 return NULL; 1968 return NULL;
1926} 1969}
1927 1970
1929 * activate recursively a flag on an object inventory 1972 * activate recursively a flag on an object inventory
1930 */ 1973 */
1931void 1974void
1932flag_inv (object *op, int flag) 1975flag_inv (object *op, int flag)
1933{ 1976{
1934 if (op->inv)
1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1936 { 1978 {
1937 SET_FLAG (tmp, flag); 1979 SET_FLAG (tmp, flag);
1938 flag_inv (tmp, flag); 1980 flag_inv (tmp, flag);
1939 } 1981 }
1940} 1982}
1941 1983
1942/* 1984/*
1943 * deactivate recursively a flag on an object inventory 1985 * deactivate recursively a flag on an object inventory
1944 */ 1986 */
1945void 1987void
1946unflag_inv (object *op, int flag) 1988unflag_inv (object *op, int flag)
1947{ 1989{
1948 if (op->inv)
1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1990 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1950 { 1991 {
1951 CLEAR_FLAG (tmp, flag); 1992 CLEAR_FLAG (tmp, flag);
1952 unflag_inv (tmp, flag); 1993 unflag_inv (tmp, flag);
1953 } 1994 }
1954}
1955
1956/*
1957 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1958 * all it's inventory (recursively).
1959 * If checksums are used, a player will get set_cheat called for
1960 * him/her-self and all object carried by a call to this function.
1961 */
1962void
1963set_cheat (object *op)
1964{
1965 SET_FLAG (op, FLAG_WAS_WIZ);
1966 flag_inv (op, FLAG_WAS_WIZ);
1967} 1995}
1968 1996
1969/* 1997/*
1970 * find_free_spot(object, map, x, y, start, stop) will search for 1998 * find_free_spot(object, map, x, y, start, stop) will search for
1971 * a spot at the given map and coordinates which will be able to contain 1999 * a spot at the given map and coordinates which will be able to contain
1973 * to search (see the freearr_x/y[] definition). 2001 * to search (see the freearr_x/y[] definition).
1974 * It returns a random choice among the alternatives found. 2002 * It returns a random choice among the alternatives found.
1975 * start and stop are where to start relative to the free_arr array (1,9 2003 * start and stop are where to start relative to the free_arr array (1,9
1976 * does all 4 immediate directions). This returns the index into the 2004 * does all 4 immediate directions). This returns the index into the
1977 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2005 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1978 * Note - this only checks to see if there is space for the head of the
1979 * object - if it is a multispace object, this should be called for all
1980 * pieces.
1981 * Note2: This function does correctly handle tiled maps, but does not 2006 * Note: This function does correctly handle tiled maps, but does not
1982 * inform the caller. However, insert_ob_in_map will update as 2007 * inform the caller. However, insert_ob_in_map will update as
1983 * necessary, so the caller shouldn't need to do any special work. 2008 * necessary, so the caller shouldn't need to do any special work.
1984 * Note - updated to take an object instead of archetype - this is necessary 2009 * Note - updated to take an object instead of archetype - this is necessary
1985 * because arch_blocked (now ob_blocked) needs to know the movement type 2010 * because arch_blocked (now ob_blocked) needs to know the movement type
1986 * to know if the space in question will block the object. We can't use 2011 * to know if the space in question will block the object. We can't use
1988 * customized, changed states, etc. 2013 * customized, changed states, etc.
1989 */ 2014 */
1990int 2015int
1991find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1992{ 2017{
2018 int altern[SIZEOFFREE];
1993 int index = 0, flag; 2019 int index = 0, flag;
1994 int altern[SIZEOFFREE];
1995 2020
1996 for (int i = start; i < stop; i++) 2021 for (int i = start; i < stop; i++)
1997 { 2022 {
1998 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2023 mapxy pos (m, x, y); pos.move (i);
1999 if (!flag) 2024
2025 if (!pos.normalise ())
2026 continue;
2027
2028 mapspace &ms = *pos;
2029
2030 if (ms.flags () & P_IS_ALIVE)
2031 continue;
2032
2033 /* However, often
2034 * ob doesn't have any move type (when used to place exits)
2035 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2036 */
2037 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2038 {
2000 altern [index++] = i; 2039 altern [index++] = i;
2040 continue;
2041 }
2001 2042
2002 /* Basically, if we find a wall on a space, we cut down the search size. 2043 /* Basically, if we find a wall on a space, we cut down the search size.
2003 * In this way, we won't return spaces that are on another side of a wall. 2044 * In this way, we won't return spaces that are on another side of a wall.
2004 * This mostly work, but it cuts down the search size in all directions - 2045 * This mostly work, but it cuts down the search size in all directions -
2005 * if the space being examined only has a wall to the north and empty 2046 * if the space being examined only has a wall to the north and empty
2006 * spaces in all the other directions, this will reduce the search space 2047 * spaces in all the other directions, this will reduce the search space
2007 * to only the spaces immediately surrounding the target area, and 2048 * to only the spaces immediately surrounding the target area, and
2008 * won't look 2 spaces south of the target space. 2049 * won't look 2 spaces south of the target space.
2009 */ 2050 */
2010 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2051 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2052 {
2011 stop = maxfree[i]; 2053 stop = maxfree[i];
2054 continue;
2055 }
2056
2057 /* Note it is intentional that we check ob - the movement type of the
2058 * head of the object should correspond for the entire object.
2059 */
2060 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2061 continue;
2062
2063 if (ob->blocked (pos.m, pos.x, pos.y))
2064 continue;
2065
2066 altern [index++] = i;
2012 } 2067 }
2013 2068
2014 if (!index) 2069 if (!index)
2015 return -1; 2070 return -1;
2016 2071
2017 return altern[RANDOM () % index]; 2072 return altern [rndm (index)];
2018} 2073}
2019 2074
2020/* 2075/*
2021 * find_first_free_spot(archetype, maptile, x, y) works like 2076 * find_first_free_spot(archetype, maptile, x, y) works like
2022 * find_free_spot(), but it will search max number of squares. 2077 * find_free_spot(), but it will search max number of squares.
2025 */ 2080 */
2026int 2081int
2027find_first_free_spot (const object *ob, maptile *m, int x, int y) 2082find_first_free_spot (const object *ob, maptile *m, int x, int y)
2028{ 2083{
2029 for (int i = 0; i < SIZEOFFREE; i++) 2084 for (int i = 0; i < SIZEOFFREE; i++)
2030 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2085 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2031 return i; 2086 return i;
2032 2087
2033 return -1; 2088 return -1;
2034} 2089}
2035 2090
2043{ 2098{
2044 arr += begin; 2099 arr += begin;
2045 end -= begin; 2100 end -= begin;
2046 2101
2047 while (--end) 2102 while (--end)
2048 swap (arr [end], arr [RANDOM () % (end + 1)]); 2103 swap (arr [end], arr [rndm (end + 1)]);
2049} 2104}
2050 2105
2051/* new function to make monster searching more efficient, and effective! 2106/* new function to make monster searching more efficient, and effective!
2052 * This basically returns a randomized array (in the passed pointer) of 2107 * This basically returns a randomized array (in the passed pointer) of
2053 * the spaces to find monsters. In this way, it won't always look for 2108 * the spaces to find monsters. In this way, it won't always look for
2081 * there is capable of. 2136 * there is capable of.
2082 */ 2137 */
2083int 2138int
2084find_dir (maptile *m, int x, int y, object *exclude) 2139find_dir (maptile *m, int x, int y, object *exclude)
2085{ 2140{
2086 int i, max = SIZEOFFREE, mflags; 2141 int max = SIZEOFFREE, mflags;
2087
2088 sint16 nx, ny;
2089 object *tmp;
2090 maptile *mp;
2091
2092 MoveType blocked, move_type; 2142 MoveType move_type;
2093 2143
2094 if (exclude && exclude->head) 2144 if (exclude && exclude->head_ () != exclude)
2095 { 2145 {
2096 exclude = exclude->head; 2146 exclude = exclude->head;
2097 move_type = exclude->move_type; 2147 move_type = exclude->move_type;
2098 } 2148 }
2099 else 2149 else
2100 { 2150 {
2101 /* If we don't have anything, presume it can use all movement types. */ 2151 /* If we don't have anything, presume it can use all movement types. */
2102 move_type = MOVE_ALL; 2152 move_type = MOVE_ALL;
2103 } 2153 }
2104 2154
2105 for (i = 1; i < max; i++) 2155 for (int i = 1; i < max; i++)
2106 { 2156 {
2107 mp = m; 2157 mapxy pos (m, x, y);
2108 nx = x + freearr_x[i]; 2158 pos.move (i);
2109 ny = y + freearr_y[i];
2110 2159
2111 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2160 if (!pos.normalise ())
2112
2113 if (mflags & P_OUT_OF_MAP)
2114 max = maxfree[i]; 2161 max = maxfree[i];
2115 else 2162 else
2116 { 2163 {
2117 mapspace &ms = mp->at (nx, ny); 2164 mapspace &ms = *pos;
2118 2165
2119 blocked = ms.move_block;
2120
2121 if ((move_type & blocked) == move_type) 2166 if ((move_type & ms.move_block) == move_type)
2122 max = maxfree[i]; 2167 max = maxfree [i];
2123 else if (mflags & P_IS_ALIVE) 2168 else if (ms.flags () & P_IS_ALIVE)
2124 { 2169 {
2125 for (tmp = ms.bot; tmp; tmp = tmp->above) 2170 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2171 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2127 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2172 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2128 break;
2129
2130 if (tmp)
2131 return freedir[i]; 2173 return freedir [i];
2132 } 2174 }
2133 } 2175 }
2134 } 2176 }
2135 2177
2136 return 0; 2178 return 0;
2187 2229
2188 return 3; 2230 return 3;
2189} 2231}
2190 2232
2191/* 2233/*
2192 * absdir(int): Returns a number between 1 and 8, which represent
2193 * the "absolute" direction of a number (it actually takes care of
2194 * "overflow" in previous calculations of a direction).
2195 */
2196
2197int
2198absdir (int d)
2199{
2200 while (d < 1)
2201 d += 8;
2202
2203 while (d > 8)
2204 d -= 8;
2205
2206 return d;
2207}
2208
2209/*
2210 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2234 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2211 * between two directions (which are expected to be absolute (see absdir()) 2235 * between two directions (which are expected to be absolute (see absdir())
2212 */ 2236 */
2213
2214int 2237int
2215dirdiff (int dir1, int dir2) 2238dirdiff (int dir1, int dir2)
2216{ 2239{
2217 int d; 2240 int d;
2218 2241
2230 * This basically means that if direction is 15, then it could either go 2253 * This basically means that if direction is 15, then it could either go
2231 * direction 4, 14, or 16 to get back to where we are. 2254 * direction 4, 14, or 16 to get back to where we are.
2232 * Moved from spell_util.c to object.c with the other related direction 2255 * Moved from spell_util.c to object.c with the other related direction
2233 * functions. 2256 * functions.
2234 */ 2257 */
2235int reduction_dir[SIZEOFFREE][3] = { 2258static const int reduction_dir[SIZEOFFREE][3] = {
2236 {0, 0, 0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2237 {0, 0, 0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2238 {0, 0, 0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2239 {0, 0, 0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2240 {0, 0, 0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2331 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2354 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2332 * core dumps if they do. 2355 * core dumps if they do.
2333 * 2356 *
2334 * Add a check so we can't pick up invisible objects (0.93.8) 2357 * Add a check so we can't pick up invisible objects (0.93.8)
2335 */ 2358 */
2336
2337int 2359int
2338can_pick (const object *who, const object *item) 2360can_pick (const object *who, const object *item)
2339{ 2361{
2340 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2341 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2342 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2343} 2365}
2344 2366
2345/* 2367/*
2346 * create clone from object to another 2368 * create clone from object to another
2347 */ 2369 */
2348object * 2370object *
2349object_create_clone (object *asrc) 2371object::deep_clone ()
2350{ 2372{
2351 object *dst = 0, *tmp, *src, *part, *prev, *item; 2373 assert (("deep_clone called on non-head object", is_head ()));
2352 2374
2353 if (!asrc) 2375 object *dst = clone ();
2354 return 0;
2355 2376
2356 src = asrc; 2377 object *prev = dst;
2357 if (src->head)
2358 src = src->head;
2359
2360 prev = 0;
2361 for (part = src; part; part = part->more) 2378 for (object *part = this->more; part; part = part->more)
2362 { 2379 {
2363 tmp = part->clone (); 2380 object *tmp = part->clone ();
2364 tmp->x -= src->x;
2365 tmp->y -= src->y;
2366
2367 if (!part->head)
2368 {
2369 dst = tmp;
2370 tmp->head = 0;
2371 }
2372 else
2373 tmp->head = dst; 2381 tmp->head = dst;
2374
2375 tmp->more = 0;
2376
2377 if (prev)
2378 prev->more = tmp; 2382 prev->more = tmp;
2379
2380 prev = tmp; 2383 prev = tmp;
2381 } 2384 }
2382 2385
2383 for (item = src->inv; item; item = item->below) 2386 for (object *item = inv; item; item = item->below)
2384 insert_ob_in_ob (object_create_clone (item), dst); 2387 insert_ob_in_ob (item->deep_clone (), dst);
2385 2388
2386 return dst; 2389 return dst;
2387}
2388
2389/* GROS - Creates an object using a string representing its content. */
2390/* Basically, we save the content of the string to a temp file, then call */
2391/* load_object on it. I admit it is a highly inefficient way to make things, */
2392/* but it was simple to make and allows reusing the load_object function. */
2393/* Remember not to use load_object_str in a time-critical situation. */
2394/* Also remember that multiparts objects are not supported for now. */
2395object *
2396load_object_str (const char *obstr)
2397{
2398 object *op;
2399 char filename[MAX_BUF];
2400
2401 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2402
2403 FILE *tempfile = fopen (filename, "w");
2404
2405 if (tempfile == NULL)
2406 {
2407 LOG (llevError, "Error - Unable to access load object temp file\n");
2408 return NULL;
2409 }
2410
2411 fprintf (tempfile, obstr);
2412 fclose (tempfile);
2413
2414 op = object::create ();
2415
2416 object_thawer thawer (filename);
2417
2418 if (thawer)
2419 load_object (thawer, op, 0);
2420
2421 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2422 CLEAR_FLAG (op, FLAG_REMOVED);
2423
2424 return op;
2425} 2390}
2426 2391
2427/* This returns the first object in who's inventory that 2392/* This returns the first object in who's inventory that
2428 * has the same type and subtype match. 2393 * has the same type and subtype match.
2429 * returns NULL if no match. 2394 * returns NULL if no match.
2436 return tmp; 2401 return tmp;
2437 2402
2438 return 0; 2403 return 0;
2439} 2404}
2440 2405
2441/* If ob has a field named key, return the link from the list, 2406shstr_tmp
2442 * otherwise return NULL. 2407object::kv_get (shstr_tmp key) const
2443 *
2444 * key must be a passed in shared string - otherwise, this won't
2445 * do the desired thing.
2446 */
2447key_value *
2448get_ob_key_link (const object *ob, const char *key)
2449{ 2408{
2450 for (key_value *link = ob->key_values; link; link = link->next) 2409 for (key_value *kv = key_values; kv; kv = kv->next)
2451 if (link->key == key) 2410 if (kv->key == key)
2452 return link;
2453
2454 return 0;
2455}
2456
2457/*
2458 * Returns the value of op has an extra_field for key, or NULL.
2459 *
2460 * The argument doesn't need to be a shared string.
2461 *
2462 * The returned string is shared.
2463 */
2464const char *
2465get_ob_key_value (const object *op, const char *const key)
2466{
2467 key_value *link;
2468 shstr_cmp canonical_key (key);
2469
2470 if (!canonical_key)
2471 {
2472 /* 1. There being a field named key on any object
2473 * implies there'd be a shared string to find.
2474 * 2. Since there isn't, no object has this field.
2475 * 3. Therefore, *this* object doesn't have this field.
2476 */
2477 return 0;
2478 }
2479
2480 /* This is copied from get_ob_key_link() above -
2481 * only 4 lines, and saves the function call overhead.
2482 */
2483 for (link = op->key_values; link; link = link->next)
2484 if (link->key == canonical_key)
2485 return link->value; 2411 return kv->value;
2486 2412
2487 return 0; 2413 return shstr ();
2488} 2414}
2489 2415
2490 2416void
2491/* 2417object::kv_set (shstr_tmp key, shstr_tmp value)
2492 * Updates the canonical_key in op to value.
2493 *
2494 * canonical_key is a shared string (value doesn't have to be).
2495 *
2496 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2497 * keys.
2498 *
2499 * Returns TRUE on success.
2500 */
2501int
2502set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2503{ 2418{
2504 key_value *field = NULL, *last = NULL; 2419 for (key_value *kv = key_values; kv; kv = kv->next)
2505 2420 if (kv->key == key)
2506 for (field = op->key_values; field != NULL; field = field->next)
2507 {
2508 if (field->key != canonical_key)
2509 { 2421 {
2510 last = field; 2422 kv->value = value;
2511 continue; 2423 return;
2512 } 2424 }
2513 2425
2514 if (value) 2426 key_value *kv = new key_value;
2515 field->value = value; 2427
2516 else 2428 kv->next = key_values;
2429 kv->key = key;
2430 kv->value = value;
2431
2432 key_values = kv;
2433}
2434
2435void
2436object::kv_del (shstr_tmp key)
2437{
2438 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2439 if ((*kvp)->key == key)
2517 { 2440 {
2518 /* Basically, if the archetype has this key set, 2441 key_value *kv = *kvp;
2519 * we need to store the null value so when we save 2442 *kvp = (*kvp)->next;
2520 * it, we save the empty value so that when we load, 2443 delete kv;
2521 * we get this value back again. 2444 return;
2522 */
2523 if (get_ob_key_link (&op->arch->clone, canonical_key))
2524 field->value = 0;
2525 else
2526 {
2527 if (last)
2528 last->next = field->next;
2529 else
2530 op->key_values = field->next;
2531
2532 delete field;
2533 }
2534 } 2445 }
2535 return TRUE;
2536 }
2537 /* IF we get here, key doesn't exist */
2538
2539 /* No field, we'll have to add it. */
2540
2541 if (!add_key)
2542 return FALSE;
2543
2544 /* There isn't any good reason to store a null
2545 * value in the key/value list. If the archetype has
2546 * this key, then we should also have it, so shouldn't
2547 * be here. If user wants to store empty strings,
2548 * should pass in ""
2549 */
2550 if (value == NULL)
2551 return TRUE;
2552
2553 field = new key_value;
2554
2555 field->key = canonical_key;
2556 field->value = value;
2557 /* Usual prepend-addition. */
2558 field->next = op->key_values;
2559 op->key_values = field;
2560
2561 return TRUE;
2562}
2563
2564/*
2565 * Updates the key in op to value.
2566 *
2567 * If add_key is FALSE, this will only update existing keys,
2568 * and not add new ones.
2569 * In general, should be little reason FALSE is ever passed in for add_key
2570 *
2571 * Returns TRUE on success.
2572 */
2573int
2574set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2575{
2576 shstr key_ (key);
2577
2578 return set_ob_key_value_s (op, key_, value, add_key);
2579} 2446}
2580 2447
2581object::depth_iterator::depth_iterator (object *container) 2448object::depth_iterator::depth_iterator (object *container)
2582: iterator_base (container) 2449: iterator_base (container)
2583{ 2450{
2597 } 2464 }
2598 else 2465 else
2599 item = item->env; 2466 item = item->env;
2600} 2467}
2601 2468
2469const char *
2470object::flag_desc (char *desc, int len) const
2471{
2472 char *p = desc;
2473 bool first = true;
2474
2475 *p = 0;
2476
2477 for (int i = 0; i < NUM_FLAGS; i++)
2478 {
2479 if (len <= 10) // magic constant!
2480 {
2481 snprintf (p, len, ",...");
2482 break;
2483 }
2484
2485 if (flag [i])
2486 {
2487 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2488 len -= cnt;
2489 p += cnt;
2490 first = false;
2491 }
2492 }
2493
2494 return desc;
2495}
2496
2602// return a suitable string describing an objetc in enough detail to find it 2497// return a suitable string describing an object in enough detail to find it
2603const char * 2498const char *
2604object::debug_desc (char *info) const 2499object::debug_desc (char *info) const
2605{ 2500{
2501 char flagdesc[512];
2606 char info2[256 * 3]; 2502 char info2[256 * 4];
2607 char *p = info; 2503 char *p = info;
2608 2504
2609 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2505 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2610 count, 2506 count,
2507 uuid.c_str (),
2611 &name, 2508 &name,
2612 title ? " " : "", 2509 title ? ",title:\"" : "",
2613 title ? (const char *)title : ""); 2510 title ? (const char *)title : "",
2511 title ? "\"" : "",
2512 flag_desc (flagdesc, 512), type);
2614 2513
2615 if (env) 2514 if (!flag[FLAG_REMOVED] && env)
2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2515 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2617 2516
2618 if (map) 2517 if (map)
2619 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2518 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2620 2519
2621 return info; 2520 return info;
2622} 2521}
2623 2522
2624const char * 2523const char *
2625object::debug_desc () const 2524object::debug_desc () const
2626{ 2525{
2627 static char info[256 * 3]; 2526 static char info[3][256 * 4];
2527 static int info_idx;
2528
2628 return debug_desc (info); 2529 return debug_desc (info [++info_idx % 3]);
2629} 2530}
2630 2531
2532struct region *
2533object::region () const
2534{
2535 return map ? map->region (x, y)
2536 : region::default_region ();
2537}
2538
2539void
2540object::open_container (object *new_container)
2541{
2542 if (container == new_container)
2543 return;
2544
2545 object *old_container = container;
2546
2547 if (old_container)
2548 {
2549 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2550 return;
2551
2552#if 0
2553 // remove the "Close old_container" object.
2554 if (object *closer = old_container->inv)
2555 if (closer->type == CLOSE_CON)
2556 closer->destroy ();
2557#endif
2558
2559 // make sure the container is available
2560 esrv_send_item (this, old_container);
2561
2562 old_container->flag [FLAG_APPLIED] = false;
2563 container = 0;
2564
2565 // client needs item update to make it work, client bug requires this to be separate
2566 esrv_update_item (UPD_FLAGS, this, old_container);
2567
2568 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2569 play_sound (sound_find ("chest_close"));
2570 }
2571
2572 if (new_container)
2573 {
2574 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2575 return;
2576
2577 // TODO: this does not seem to serve any purpose anymore?
2578#if 0
2579 // insert the "Close Container" object.
2580 if (archetype *closer = new_container->other_arch)
2581 {
2582 object *closer = new_container->other_arch->instance ();
2583 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2584 new_container->insert (closer);
2585 }
2586#endif
2587
2588 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2589
2590 // make sure the container is available, client bug requires this to be separate
2591 esrv_send_item (this, new_container);
2592
2593 new_container->flag [FLAG_APPLIED] = true;
2594 container = new_container;
2595
2596 // client needs flag change
2597 esrv_update_item (UPD_FLAGS, this, new_container);
2598 esrv_send_inventory (this, new_container);
2599 play_sound (sound_find ("chest_open"));
2600 }
2601// else if (!old_container->env && contr && contr->ns)
2602// contr->ns->floorbox_reset ();
2603}
2604
2605object *
2606object::force_find (shstr_tmp name)
2607{
2608 /* cycle through his inventory to look for the MARK we want to
2609 * place
2610 */
2611 for (object *tmp = inv; tmp; tmp = tmp->below)
2612 if (tmp->type == FORCE && tmp->slaying == name)
2613 return splay (tmp);
2614
2615 return 0;
2616}
2617
2618//-GPL
2619
2620void
2621object::force_set_timer (int duration)
2622{
2623 this->duration = 1;
2624 this->speed_left = -1.f;
2625
2626 this->set_speed (duration ? 1.f / duration : 0.f);
2627}
2628
2629object *
2630object::force_add (shstr_tmp name, int duration)
2631{
2632 if (object *force = force_find (name))
2633 force->destroy ();
2634
2635 object *force = get_archetype (FORCE_NAME);
2636
2637 force->slaying = name;
2638 force->force_set_timer (duration);
2639 force->flag [FLAG_APPLIED] = true;
2640
2641 return insert (force);
2642}
2643
2644void
2645object::play_sound (faceidx sound) const
2646{
2647 if (!sound)
2648 return;
2649
2650 if (is_on_map ())
2651 map->play_sound (sound, x, y);
2652 else if (object *pl = in_player ())
2653 pl->contr->play_sound (sound);
2654}
2655
2656void
2657object::say_msg (const char *msg) const
2658{
2659 if (is_on_map ())
2660 map->say_msg (msg, x, y);
2661 else if (object *pl = in_player ())
2662 pl->contr->play_sound (sound);
2663}
2664
2665void
2666object::make_noise ()
2667{
2668 // we do not model noise in the map, so instead put
2669 // a temporary light into the noise source
2670 // could use the map instead, but that's less reliable for our
2671 // goal, which is to make invisibility a bit harder to exploit
2672
2673 // currently only works sensibly for players
2674 if (!is_player ())
2675 return;
2676
2677 // find old force, or create new one
2678 object *force = force_find (shstr_noise_force);
2679
2680 if (force)
2681 force->speed_left = -1.f; // patch old speed up
2682 else
2683 {
2684 force = archetype::get (shstr_noise_force);
2685
2686 force->slaying = shstr_noise_force;
2687 force->stats.food = 1;
2688 force->speed_left = -1.f;
2689
2690 force->set_speed (1.f / 4.f);
2691 force->flag [FLAG_IS_USED_UP] = true;
2692 force->flag [FLAG_APPLIED] = true;
2693
2694 insert (force);
2695 }
2696}
2697
2698void object::change_move_type (MoveType mt)
2699{
2700 if (move_type == mt)
2701 return;
2702
2703 if (is_on_map ())
2704 {
2705 // we are on the map, so handle move_on/off effects
2706 remove ();
2707 move_type = mt;
2708 map->insert (this, x, y, this);
2709 }
2710 else
2711 move_type = mt;
2712}
2713

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