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Comparing deliantra/server/common/object.C (file contents):
Revision 1.95 by root, Wed Dec 27 05:42:08 2006 UTC vs.
Revision 1.322 by root, Sun Apr 11 00:34:05 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 (ob1->flag [FLAG_IDENTIFIED])
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 ob1->set_flag (FLAG_BEEN_APPLIED);
222 273
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (ob2->flag [FLAG_IDENTIFIED])
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 ob2->set_flag (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 }
270 329
271 /* Don't merge objects that are applied. With the new 'body' code, 330 /* Don't merge objects that are applied. With the new 'body' code,
272 * it is possible for most any character to have more than one of 331 * it is possible for most any character to have more than one of
273 * some items equipped, and we don't want those to merge. 332 * some items equipped, and we don't want those to merge.
274 */ 333 */
275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 334 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
276 return 0; 335 return 0;
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 (!ob1->flag [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;
453} 577}
454 578
455/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 580 * refcounts and freeing the links.
457 */ 581 */
458static void 582static void
459free_key_values (object *op) 583free_key_values (object *op)
460{ 584{
461 for (key_value *i = op->key_values; i != 0;) 585 for (key_value *i = op->key_values; i; )
462 { 586 {
463 key_value *next = i->next; 587 key_value *next = i->next;
464 delete i; 588 delete i;
465 589
466 i = next; 590 i = next;
478 * will point at garbage. 602 * will point at garbage.
479 */ 603 */
480void 604void
481object::copy_to (object *dst) 605object::copy_to (object *dst)
482{ 606{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 607 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 608 *(object_copy *)dst = *this;
487 609 dst->flag [FLAG_REMOVED] = true;
488 if (is_freed)
489 SET_FLAG (dst, FLAG_FREED);
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 610
497 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
498 if (key_values) 612 if (key_values)
499 { 613 {
500 key_value *tail = 0; 614 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 615 dst->key_values = 0;
504 616
505 for (i = key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
506 { 618 {
507 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
508 620
509 new_link->next = 0; 621 new_link->next = 0;
510 new_link->key = i->key; 622 new_link->key = i->key;
511 new_link->value = i->value; 623 new_link->value = i->value;
512 624
513 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
514 if (!dst->key_values) 626 if (!dst->key_values)
515 { 627 {
522 tail = new_link; 634 tail = new_link;
523 } 635 }
524 } 636 }
525 } 637 }
526 638
527 dst->set_speed (dst->speed); 639 dst->activate ();
640}
641
642void
643object::instantiate ()
644{
645 if (!uuid.seq) // HACK
646 uuid = UUID::gen ();
647
648 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
649 if (flag [FLAG_RANDOM_SPEED] && speed)
650 speed_left = - speed - rndm (); // TODO animation
651 else
652 speed_left = -1.;
653
654 /* copy the body_info to the body_used - this is only really
655 * need for monsters, but doesn't hurt to do it for everything.
656 * by doing so, when a monster is created, it has good starting
657 * values for the body_used info, so when items are created
658 * for it, they can be properly equipped.
659 */
660 for (int i = NUM_BODY_LOCATIONS; i--; )
661 slot[i].used = slot[i].info;
662
663 attachable::instantiate ();
528} 664}
529 665
530object * 666object *
531object::clone () 667object::clone ()
532{ 668{
533 object *neu = create (); 669 object *neu = create ();
534 copy_to (neu); 670 copy_to (neu);
671
672 // TODO: unclean state changes, should not be done in clone AND instantiate
673 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
674 neu->speed_left = - neu->speed - rndm (); // TODO animation
675
676 neu->map = map; // not copied by copy_to
535 return neu; 677 return neu;
536} 678}
537 679
538/* 680/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 681 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 682 * 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. 683 * be called to update the face variable, _and_ how it looks on the map.
542 */ 684 */
543
544void 685void
545update_turn_face (object *op) 686update_turn_face (object *op)
546{ 687{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 688 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
548 return; 689 return;
690
549 SET_ANIMATION (op, op->direction); 691 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 692 update_object (op, UP_OBJ_FACE);
551} 693}
552 694
553/* 695/*
556 * This function needs to be called whenever the speed of an object changes. 698 * This function needs to be called whenever the speed of an object changes.
557 */ 699 */
558void 700void
559object::set_speed (float speed) 701object::set_speed (float speed)
560{ 702{
561 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; 703 this->speed = speed;
573 704
574 if (arch_init) 705 if (has_active_speed ())
575 return; 706 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 707 else
593 { 708 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} 709}
648 710
649/* 711/*
650 * update_object() updates the the map. 712 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
665 */ 727 */
666void 728void
667update_object (object *op, int action) 729update_object (object *op, int action)
668{ 730{
669 MoveType move_on, move_off, move_block, move_slow; 731 if (!op)
670
671 if (op == NULL)
672 { 732 {
673 /* this should never happen */ 733 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
675 return; 735 return;
676 } 736 }
677 737
678 if (op->env) 738 if (!op->is_on_map ())
679 { 739 {
680 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
681 * to do in this case. 741 * to do in this case.
682 */ 742 */
683 return; 743 return;
684 } 744 }
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;
691 745
692 /* make sure the object is within map boundaries */ 746 /* 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) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
694 { 748 {
695 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
699 return; 753 return;
700 } 754 }
701 755
702 mapspace &m = op->ms (); 756 mapspace &m = op->ms ();
703 757
704 if (m.flags_ & P_NEED_UPDATE) 758 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 759 /* nop */;
706 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
707 { 761 {
762#if 0
708 // this is likely overkill, TODO: revisit (schmorp) 763 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 764 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 765 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 766 || (op->is_player () && !(m.flags_ & P_PLAYER))
712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 768 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 769 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
715 || (m.move_on | op->move_on ) != m.move_on 770 || (m.move_on | op->move_on ) != m.move_on
716 || (m.move_off | op->move_off ) != m.move_off 771 || (m.move_off | op->move_off ) != m.move_off
717 || (m.move_slow | op->move_slow) != m.move_slow 772 || (m.move_slow | op->move_slow) != m.move_slow
718 /* This isn't perfect, but I don't expect a lot of objects to 773 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 774 * have move_allow right now.
720 */ 775 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
777 m.invalidate ();
778#else
722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 779 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
723 m.flags_ = P_NEED_UPDATE; 780 m.invalidate ();
781#endif
724 } 782 }
725 /* if the object is being removed, we can't make intelligent 783 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 784 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 785 * that is being removed.
728 */ 786 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 787 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 788 m.invalidate ();
731 else if (action == UP_OBJ_FACE) 789 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 790 /* Nothing to do for that case */ ;
733 else 791 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 792 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 793
736 if (op->more) 794 if (op->more)
737 update_object (op->more, action); 795 update_object (op->more, action);
738} 796}
739 797
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 798object::object ()
744{ 799{
745 SET_FLAG (this, FLAG_REMOVED); 800 this->set_flag (FLAG_REMOVED);
746 801
747 expmul = 1.0; 802 //expmul = 1.0; declared const for the time being
748 face = blank_face; 803 face = blank_face;
804 material = MATERIAL_NULL;
749} 805}
750 806
751object::~object () 807object::~object ()
752{ 808{
809 unlink ();
810
753 free_key_values (this); 811 free_key_values (this);
754} 812}
755 813
814static int object_count;
815
756void object::link () 816void object::link ()
757{ 817{
818 assert (!index);//D
819 uuid = UUID::gen ();
758 count = ++ob_count; 820 count = ++object_count;
759 uuid = gen_uuid ();
760 821
761 prev = 0; 822 refcnt_inc ();
762 next = object::first; 823 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 824}
769 825
770void object::unlink () 826void object::unlink ()
771{ 827{
772 if (this == object::first) 828 if (!index)
773 object::first = next; 829 return;
774 830
775 /* Remove this object from the list of used objects */ 831 objects.erase (this);
776 if (prev) prev->next = next; 832 refcnt_dec ();
777 if (next) next->prev = prev; 833}
778 834
779 prev = 0; 835void
780 next = 0; 836object::activate ()
837{
838 /* If already on active list, don't do anything */
839 if (active)
840 return;
841
842 if (has_active_speed ())
843 {
844 if (flag [FLAG_FREED])
845 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
846
847 actives.insert (this);
848 }
849}
850
851void
852object::activate_recursive ()
853{
854 activate ();
855
856 for (object *op = inv; op; op = op->below)
857 op->activate_recursive ();
858}
859
860/* This function removes object 'op' from the list of active
861 * objects.
862 * This should only be used for style maps or other such
863 * reference maps where you don't want an object that isn't
864 * in play chewing up cpu time getting processed.
865 * The reverse of this is to call update_ob_speed, which
866 * will do the right thing based on the speed of the object.
867 */
868void
869object::deactivate ()
870{
871 /* If not on the active list, nothing needs to be done */
872 if (!active)
873 return;
874
875 actives.erase (this);
876}
877
878void
879object::deactivate_recursive ()
880{
881 for (object *op = inv; op; op = op->below)
882 op->deactivate_recursive ();
883
884 deactivate ();
885}
886
887void
888object::set_flag_inv (int flag, int value)
889{
890 for (object *op = inv; op; op = op->below)
891 {
892 op->flag [flag] = value;
893 op->set_flag_inv (flag, value);
894 }
781} 895}
782 896
783/* 897/*
784 * Remove and free all objects in the inventory of the given object. 898 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 899 * object.c ?
788object::destroy_inv (bool drop_to_ground) 902object::destroy_inv (bool drop_to_ground)
789{ 903{
790 // need to check first, because the checks below might segfault 904 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code 905 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty. 906 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory, 907 // corollary: if you create arrows etc. with stuff in its inventory,
794 // cf will crash below with off-map x and y 908 // cf will crash below with off-map x and y
795 if (!inv) 909 if (!inv)
796 return; 910 return;
797 911
798 /* Only if the space blocks everything do we not process - 912 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects 913 * if some form of movement is allowed, let objects
800 * drop on that space. 914 * drop on that space.
801 */ 915 */
802 if (!drop_to_ground 916 if (!drop_to_ground
803 || !map 917 || !map
804 || map->in_memory != MAP_IN_MEMORY 918 || map->in_memory != MAP_ACTIVE
919 || map->no_drop
805 || ms ().move_block == MOVE_ALL) 920 || ms ().move_block == MOVE_ALL)
806 { 921 {
807 while (inv) 922 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy (); 923 inv->destroy ();
811 }
812 } 924 }
813 else 925 else
814 { /* Put objects in inventory onto this space */ 926 { /* Put objects in inventory onto this space */
815 while (inv) 927 while (inv)
816 { 928 {
818 930
819 if (op->flag [FLAG_STARTEQUIP] 931 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 932 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 933 || op->type == RUNE
822 || op->type == TRAP 934 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 935 || op->flag [FLAG_IS_A_TEMPLATE]
936 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 937 op->destroy ();
825 else 938 else
826 map->insert (op, x, y); 939 map->insert (op, x, y);
827 } 940 }
828 } 941 }
829} 942}
830 943
944/*
945 * Remove and free all objects in the inventory of the given object.
946 * Unlike destroy_inv, this assumes the *this is destroyed as well
947 * well, so we can (and have to!) take shortcuts.
948 */
949void
950object::destroy_inv_fast ()
951{
952 while (object *op = inv)
953 {
954 // remove from object the fast way
955 op->flag [FLAG_REMOVED] = true;
956 op->env = 0;
957 if ((inv = inv->below))
958 inv->above = 0;
959
960 // then destroy
961 op->destroy ();
962 }
963}
964
831object *object::create () 965object *object::create ()
832{ 966{
833 object *op = new object; 967 object *op = new object;
834 op->link (); 968 op->link ();
835 return op; 969 return op;
836} 970}
837 971
972static struct freed_map : maptile
973{
974 freed_map ()
975 {
976 path = "<freed objects map>";
977 name = "/internal/freed_objects_map";
978 width = 3;
979 height = 3;
980 no_drop = 1;
981 no_reset = 1;
982
983 alloc ();
984 in_memory = MAP_ACTIVE;
985 }
986
987 ~freed_map ()
988 {
989 destroy ();
990 }
991} freed_map; // freed objects are moved here to avoid crashes
992
838void 993void
839object::do_destroy () 994object::do_destroy ()
840{ 995{
841 if (flag [FLAG_IS_LINKED]) 996 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 997 remove_link ();
843 998
844 if (flag [FLAG_FRIENDLY]) 999 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 1000 remove_friendly_object (this);
846 1001
847 if (!flag [FLAG_REMOVED])
848 remove (); 1002 remove ();
849 1003
850 if (flag [FLAG_FREED]) 1004 attachable::do_destroy ();
851 return;
852 1005
853 set_speed (0); 1006 deactivate ();
1007 unlink ();
854 1008
855 flag [FLAG_FREED] = 1; 1009 flag [FLAG_FREED] = 1;
856 1010
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map 1011 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->allocate ();
875 }
876
877 map = freed_map; 1012 map = &freed_map;
878 x = 1; 1013 x = 1;
879 y = 1; 1014 y = 1;
880 }
881
882 head = 0;
883 1015
884 if (more) 1016 if (more)
885 { 1017 {
886 more->destroy (); 1018 more->destroy ();
887 more = 0; 1019 more = 0;
888 } 1020 }
889 1021
1022 head = 0;
1023
890 // clear those pointers that likely might have circular references to us 1024 // clear those pointers that likely might cause circular references
891 owner = 0; 1025 owner = 0;
892 enemy = 0; 1026 enemy = 0;
893 attacked_by = 0; 1027 attacked_by = 0;
894 1028 current_weapon = 0;
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897} 1029}
898 1030
899void 1031void
900object::destroy (bool destroy_inventory) 1032object::destroy ()
901{ 1033{
902 if (destroyed ()) 1034 if (destroyed ())
903 return; 1035 return;
904 1036
905 if (destroy_inventory) 1037 if (!is_head () && !head->destroyed ())
1038 {
1039 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1040 head->destroy ();
1041 return;
1042 }
1043
906 destroy_inv (false); 1044 destroy_inv_fast ();
1045
1046 if (is_head ())
1047 if (sound_destroy)
1048 play_sound (sound_destroy);
1049 else if (flag [FLAG_MONSTER])
1050 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
907 1051
908 attachable::destroy (); 1052 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} 1053}
927 1054
928/* op->remove (): 1055/* op->remove ():
929 * This function removes the object op from the linked list of objects 1056 * This function removes the object op from the linked list of objects
930 * which it is currently tied to. When this function is done, the 1057 * which it is currently tied to. When this function is done, the
931 * object will have no environment. If the object previously had an 1058 * object will have no environment. If the object previously had an
932 * environment, the x and y coordinates will be updated to 1059 * environment, the x and y coordinates will be updated to
933 * the previous environment. 1060 * the previous environment.
934 * Beware: This function is called from the editor as well!
935 */ 1061 */
936void 1062void
937object::remove () 1063object::do_remove ()
938{ 1064{
939 object *tmp, *last = 0; 1065 if (flag [FLAG_REMOVED])
940 object *otmp;
941
942 if (QUERY_FLAG (this, FLAG_REMOVED))
943 return; 1066 return;
944 1067
945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this); 1068 INVOKE_OBJECT (REMOVE, this);
1069
1070 flag [FLAG_REMOVED] = true;
947 1071
948 if (more) 1072 if (more)
949 more->remove (); 1073 more->remove ();
950 1074
951 /* 1075 /*
952 * In this case, the object to be removed is in someones 1076 * In this case, the object to be removed is in someones
953 * inventory. 1077 * inventory.
954 */ 1078 */
955 if (env) 1079 if (env)
956 { 1080 {
957 if (nrof) 1081 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
958 sub_weight (env, weight * nrof); 1082 if (object *pl = visible_to ())
959 else 1083 esrv_del_item (pl->contr, count);
960 sub_weight (env, weight + carrying); 1084 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
961 1085
962 /* NO_FIX_PLAYER is set when a great many changes are being 1086 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 1087
969 if (above != NULL) 1088 object *pl = in_player ();
970 above->below = below;
971 else
972 env->inv = below;
973
974 if (below != NULL)
975 below->above = above;
976 1089
977 /* we set up values so that it could be inserted into 1090 /* we set up values so that it could be inserted into
978 * the map, but we don't actually do that - it is up 1091 * the map, but we don't actually do that - it is up
979 * to the caller to decide what we want to do. 1092 * to the caller to decide what we want to do.
980 */ 1093 */
981 x = env->x, y = env->y;
982 map = env->map; 1094 map = env->map;
983 above = 0, below = 0; 1095 x = env->x;
984 env = 0; 1096 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 1097
992 /* link the object above us */ 1098 // make sure cmov optimisation is applicable
993 if (above) 1099 *(above ? &above->below : &env->inv) = below;
994 above->below = below; 1100 *(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 1101
1021 above = 0; 1102 above = 0;
1022 below = 0; 1103 below = 0;
1104 env = 0;
1105
1106 if (pl && pl->is_player ())
1107 {
1108 if (expect_false (pl->contr->combat_ob == this))
1109 {
1110 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1111 pl->contr->combat_ob = 0;
1112 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1113 }
1114
1115 if (expect_false (pl->contr->ranged_ob == this))
1116 {
1117 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1118 pl->contr->ranged_ob = 0;
1119 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1120 }
1121
1122 pl->contr->queue_stats_update ();
1123
1124 if (expect_false (glow_radius) && pl->is_on_map ())
1125 update_all_los (pl->map, pl->x, pl->y);
1126 }
1127 }
1128 else if (map)
1129 {
1130 map->dirty = true;
1131 mapspace &ms = this->ms ();
1132
1133 if (object *pl = ms.player ())
1134 {
1135 if (is_player ())
1136 {
1137 if (!flag [FLAG_WIZPASS])
1138 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1139
1140 // leaving a spot always closes any open container on the ground
1141 if (container && !container->env)
1142 // this causes spurious floorbox updates, but it ensures
1143 // that the CLOSE event is being sent.
1144 close_container ();
1145
1146 --map->players;
1147 map->touch ();
1148 }
1149 else if (pl->container_ () == this)
1150 {
1151 // removing a container should close it
1152 close_container ();
1153 }
1154
1155 esrv_del_item (pl->contr, count);
1156 }
1157
1158 /* link the object above us */
1159 // re-link, make sure compiler can easily use cmove
1160 *(above ? &above->below : &ms.top) = below;
1161 *(below ? &below->above : &ms.bot) = above;
1162
1163 above = 0;
1164 below = 0;
1165
1166 ms.invalidate ();
1023 1167
1024 if (map->in_memory == MAP_SAVING) 1168 if (map->in_memory == MAP_SAVING)
1025 return; 1169 return;
1026 1170
1027 int check_walk_off = !flag [FLAG_NO_APPLY]; 1171 int check_walk_off = !flag [FLAG_NO_APPLY];
1028 1172
1029 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1173 if (object *pl = ms.player ())
1030 { 1174 {
1031 /* No point updating the players look faces if he is the object 1175 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 1176 /* If a container that the player is currently using somehow gets
1038 * removed (most likely destroyed), update the player view 1177 * removed (most likely destroyed), update the player view
1039 * appropriately. 1178 * appropriately.
1040 */ 1179 */
1041 if (tmp->container == this) 1180 pl->close_container ();
1042 {
1043 flag [FLAG_APPLIED] = 0;
1044 tmp->container = 0;
1045 }
1046 1181
1182 //TODO: the floorbox prev/next might need updating
1183 //esrv_del_item (pl->contr, count);
1184 //TODO: update floorbox to preserve ordering
1047 if (tmp->contr->ns) 1185 if (pl->contr->ns)
1048 tmp->contr->ns->floorbox_update (); 1186 pl->contr->ns->floorbox_update ();
1187 }
1188
1189 if (check_walk_off)
1190 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1191 {
1192 above = tmp->above;
1193
1194 /* No point updating the players look faces if he is the object
1195 * being removed.
1049 } 1196 */
1050 1197
1051 /* See if player moving off should effect something */ 1198 /* See if object moving off should effect something */
1052 if (check_walk_off
1053 && ((move_type & tmp->move_off) 1199 if ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1200 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1055 {
1056 move_apply (tmp, this, 0); 1201 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 } 1202 }
1061 1203
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1204 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); 1205 update_all_los (map, x, y);
1078 } 1206 }
1079} 1207}
1080 1208
1081/* 1209/*
1090merge_ob (object *op, object *top) 1218merge_ob (object *op, object *top)
1091{ 1219{
1092 if (!op->nrof) 1220 if (!op->nrof)
1093 return 0; 1221 return 0;
1094 1222
1095 if (top) 1223 if (!top)
1096 for (top = op; top && top->above; top = top->above) 1224 for (top = op; top && top->above; top = top->above)
1097 ; 1225 ;
1098 1226
1099 for (; top; top = top->below) 1227 for (; top; top = top->below)
1100 {
1101 if (top == op)
1102 continue;
1103
1104 if (object::can_merge (op, top)) 1228 if (object::can_merge (op, top))
1105 { 1229 {
1106 top->nrof += op->nrof; 1230 top->nrof += op->nrof;
1107 1231
1108/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1232 if (object *pl = top->visible_to ())
1109 op->weight = 0; /* Don't want any adjustements now */ 1233 esrv_update_item (UPD_NROF, pl, top);
1234
1235 op->weight = 0; // cancel the addition above
1236 op->carrying = 0; // must be 0 already
1237
1110 op->destroy (); 1238 op->destroy ();
1239
1111 return top; 1240 return top;
1112 } 1241 }
1113 }
1114 1242
1115 return 0; 1243 return 0;
1116} 1244}
1117 1245
1246void
1247object::expand_tail ()
1248{
1249 if (more)
1250 return;
1251
1252 object *prev = this;
1253
1254 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1255 {
1256 object *op = at->instance ();
1257
1258 op->name = name;
1259 op->name_pl = name_pl;
1260 op->title = title;
1261
1262 op->head = this;
1263 prev->more = op;
1264
1265 prev = op;
1266 }
1267}
1268
1118/* 1269/*
1119 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1270 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1120 * job preparing multi-part monsters 1271 * job preparing multi-part monsters.
1121 */ 1272 */
1122object * 1273object *
1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1274insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1124{ 1275{
1276 op->remove ();
1277
1125 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1278 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1126 { 1279 {
1127 tmp->x = x + tmp->arch->clone.x; 1280 tmp->x = x + tmp->arch->x;
1128 tmp->y = y + tmp->arch->clone.y; 1281 tmp->y = y + tmp->arch->y;
1129 } 1282 }
1130 1283
1131 return insert_ob_in_map (op, m, originator, flag); 1284 return insert_ob_in_map (op, m, originator, flag);
1132} 1285}
1133 1286
1146 * Passing 0 for flag gives proper default values, so flag really only needs 1299 * Passing 0 for flag gives proper default values, so flag really only needs
1147 * to be set if special handling is needed. 1300 * to be set if special handling is needed.
1148 * 1301 *
1149 * Return value: 1302 * Return value:
1150 * new object if 'op' was merged with other object 1303 * new object if 'op' was merged with other object
1151 * NULL if 'op' was destroyed 1304 * NULL if there was an error (destroyed, blocked etc.)
1152 * just 'op' otherwise 1305 * just 'op' otherwise
1153 */ 1306 */
1154object * 1307object *
1155insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1308insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1156{ 1309{
1157 object *tmp, *top, *floor = NULL; 1310 op->remove ();
1158 sint16 x, y;
1159 1311
1160 if (QUERY_FLAG (op, FLAG_FREED)) 1312 if (m == &freed_map)//D TODO: remove soon
1161 { 1313 {//D
1162 LOG (llevError, "Trying to insert freed object!\n"); 1314 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1163 return NULL;
1164 } 1315 }//D
1165
1166 if (m == NULL)
1167 {
1168 char *dump = dump_object (op);
1169 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1170 free (dump);
1171 return op;
1172 }
1173
1174 if (out_of_map (m, op->x, op->y))
1175 {
1176 char *dump = dump_object (op);
1177 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1178#ifdef MANY_CORES
1179 /* Better to catch this here, as otherwise the next use of this object
1180 * is likely to cause a crash. Better to find out where it is getting
1181 * improperly inserted.
1182 */
1183 abort ();
1184#endif
1185 free (dump);
1186 return op;
1187 }
1188
1189 if (!QUERY_FLAG (op, FLAG_REMOVED))
1190 {
1191 char *dump = dump_object (op);
1192 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1193 free (dump);
1194 return op;
1195 }
1196
1197 if (op->more)
1198 {
1199 /* The part may be on a different map. */
1200
1201 object *more = op->more;
1202
1203 /* We really need the caller to normalize coordinates - if
1204 * we set the map, that doesn't work if the location is within
1205 * a map and this is straddling an edge. So only if coordinate
1206 * is clear wrong do we normalize it.
1207 */
1208 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1209 more->map = get_map_from_coord (m, &more->x, &more->y);
1210 else if (!more->map)
1211 {
1212 /* For backwards compatibility - when not dealing with tiled maps,
1213 * more->map should always point to the parent.
1214 */
1215 more->map = m;
1216 }
1217
1218 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1219 {
1220 if (!op->head)
1221 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1222
1223 return 0;
1224 }
1225 }
1226
1227 CLEAR_FLAG (op, FLAG_REMOVED);
1228 1316
1229 /* Ideally, the caller figures this out. However, it complicates a lot 1317 /* Ideally, the caller figures this out. However, it complicates a lot
1230 * of areas of callers (eg, anything that uses find_free_spot would now 1318 * of areas of callers (eg, anything that uses find_free_spot would now
1231 * need extra work 1319 * need extra work
1232 */ 1320 */
1233 op->map = get_map_from_coord (m, &op->x, &op->y); 1321 maptile *newmap = m;
1234 x = op->x; 1322 if (!xy_normalise (newmap, op->x, op->y))
1235 y = op->y; 1323 {
1324 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1325 return 0;
1326 }
1327
1328 if (object *more = op->more)
1329 if (!insert_ob_in_map (more, m, originator, flag))
1330 return 0;
1331
1332 op->flag [FLAG_REMOVED] = false;
1333 op->env = 0;
1334 op->map = newmap;
1335
1336 mapspace &ms = op->ms ();
1236 1337
1237 /* this has to be done after we translate the coordinates. 1338 /* this has to be done after we translate the coordinates.
1238 */ 1339 */
1239 if (op->nrof && !(flag & INS_NO_MERGE)) 1340 if (op->nrof && !(flag & INS_NO_MERGE))
1240 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1341 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1241 if (object::can_merge (op, tmp)) 1342 if (object::can_merge (op, tmp))
1242 { 1343 {
1344 // TODO: we actually want to update tmp, not op,
1345 // but some caller surely breaks when we return tmp
1346 // from here :/
1243 op->nrof += tmp->nrof; 1347 op->nrof += tmp->nrof;
1244 tmp->destroy (); 1348 tmp->destroy ();
1245 } 1349 }
1246 1350
1247 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1351 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1248 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1352 op->clr_flag (FLAG_INV_LOCKED);
1249 1353
1250 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1354 if (!op->flag [FLAG_ALIVE])
1251 CLEAR_FLAG (op, FLAG_NO_STEAL); 1355 op->clr_flag (FLAG_NO_STEAL);
1252 1356
1253 if (flag & INS_BELOW_ORIGINATOR) 1357 if (flag & INS_BELOW_ORIGINATOR)
1254 { 1358 {
1255 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1359 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1256 { 1360 {
1257 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1361 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1258 abort (); 1362 abort ();
1259 } 1363 }
1260 1364
1365 if (!originator->is_on_map ())
1366 {
1367 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1368 op->debug_desc (), originator->debug_desc ());
1369 abort ();
1370 }
1371
1261 op->above = originator; 1372 op->above = originator;
1262 op->below = originator->below; 1373 op->below = originator->below;
1263
1264 if (op->below)
1265 op->below->above = op;
1266 else
1267 op->ms ().bot = op;
1268
1269 /* since *below* originator, no need to update top */
1270 originator->below = op; 1374 originator->below = op;
1375
1376 *(op->below ? &op->below->above : &ms.bot) = op;
1271 } 1377 }
1272 else 1378 else
1273 { 1379 {
1380 object *floor = 0;
1381 object *top = ms.top;
1382
1274 /* If there are other objects, then */ 1383 /* If there are other objects, then */
1275 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1384 if (top)
1276 { 1385 {
1277 object *last = NULL;
1278
1279 /* 1386 /*
1280 * If there are multiple objects on this space, we do some trickier handling. 1387 * If there are multiple objects on this space, we do some trickier handling.
1281 * We've already dealt with merging if appropriate. 1388 * We've already dealt with merging if appropriate.
1282 * Generally, we want to put the new object on top. But if 1389 * Generally, we want to put the new object on top. But if
1283 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1390 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1286 * once we get to them. This reduces the need to traverse over all of 1393 * once we get to them. This reduces the need to traverse over all of
1287 * them when adding another one - this saves quite a bit of cpu time 1394 * them when adding another one - this saves quite a bit of cpu time
1288 * when lots of spells are cast in one area. Currently, it is presumed 1395 * when lots of spells are cast in one area. Currently, it is presumed
1289 * that flying non pickable objects are spell objects. 1396 * that flying non pickable objects are spell objects.
1290 */ 1397 */
1291 1398 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1292 while (top != NULL)
1293 { 1399 {
1294 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1400 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1295 floor = top; 1401 floor = tmp;
1296 1402
1297 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1403 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1298 { 1404 {
1299 /* We insert above top, so we want this object below this */ 1405 /* We insert above top, so we want this object below this */
1300 top = top->below; 1406 top = tmp->below;
1301 break; 1407 break;
1302 } 1408 }
1303 1409
1304 last = top;
1305 top = top->above; 1410 top = tmp;
1306 } 1411 }
1307
1308 /* Don't want top to be NULL, so set it to the last valid object */
1309 top = last;
1310 1412
1311 /* We let update_position deal with figuring out what the space 1413 /* We let update_position deal with figuring out what the space
1312 * looks like instead of lots of conditions here. 1414 * looks like instead of lots of conditions here.
1313 * makes things faster, and effectively the same result. 1415 * makes things faster, and effectively the same result.
1314 */ 1416 */
1315 1417
1316 /* Have object 'fall below' other objects that block view. 1418 /* Have object 'fall below' other objects that block view.
1317 * Unless those objects are exits, type 66 1419 * Unless those objects are exits.
1318 * If INS_ON_TOP is used, don't do this processing 1420 * If INS_ON_TOP is used, don't do this processing
1319 * Need to find the object that in fact blocks view, otherwise 1421 * Need to find the object that in fact blocks view, otherwise
1320 * stacking is a bit odd. 1422 * stacking is a bit odd.
1321 */ 1423 */
1322 if (!(flag & INS_ON_TOP) && 1424 if (!(flag & INS_ON_TOP)
1323 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1425 && ms.flags () & P_BLOCKSVIEW
1426 && (op->face && !faces [op->face].visibility))
1324 { 1427 {
1428 object *last;
1429
1325 for (last = top; last != floor; last = last->below) 1430 for (last = top; last != floor; last = last->below)
1326 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1431 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1327 break; 1432 break;
1433
1328 /* Check to see if we found the object that blocks view, 1434 /* Check to see if we found the object that blocks view,
1329 * and make sure we have a below pointer for it so that 1435 * and make sure we have a below pointer for it so that
1330 * we can get inserted below this one, which requires we 1436 * we can get inserted below this one, which requires we
1331 * set top to the object below us. 1437 * set top to the object below us.
1332 */ 1438 */
1333 if (last && last->below && last != floor) 1439 if (last && last->below && last != floor)
1334 top = last->below; 1440 top = last->below;
1335 } 1441 }
1336 } /* If objects on this space */ 1442 } /* If objects on this space */
1337 1443
1338 if (flag & INS_MAP_LOAD)
1339 top = GET_MAP_TOP (op->map, op->x, op->y);
1340
1341 if (flag & INS_ABOVE_FLOOR_ONLY) 1444 if (flag & INS_ABOVE_FLOOR_ONLY)
1342 top = floor; 1445 top = floor;
1343 1446
1344 /* Top is the object that our object (op) is going to get inserted above. 1447 // insert object above top, or bottom-most if top = 0
1345 */
1346
1347 /* First object on this space */
1348 if (!top) 1448 if (!top)
1349 { 1449 {
1350 op->above = GET_MAP_OB (op->map, op->x, op->y);
1351
1352 if (op->above)
1353 op->above->below = op;
1354
1355 op->below = NULL; 1450 op->below = 0;
1451 op->above = ms.bot;
1356 op->ms ().bot = op; 1452 ms.bot = op;
1453
1454 *(op->above ? &op->above->below : &ms.top) = op;
1357 } 1455 }
1358 else 1456 else
1359 { /* get inserted into the stack above top */ 1457 {
1360 op->above = top->above; 1458 op->above = top->above;
1361
1362 if (op->above)
1363 op->above->below = op; 1459 top->above = op;
1364 1460
1365 op->below = top; 1461 op->below = top;
1366 top->above = op; 1462 *(op->above ? &op->above->below : &ms.top) = op;
1367 } 1463 }
1464 }
1368 1465
1369 if (op->above == NULL) 1466 if (op->is_player ())
1370 op->ms ().top = op; 1467 {
1371 } /* else not INS_BELOW_ORIGINATOR */
1372
1373 if (op->type == PLAYER)
1374 op->contr->do_los = 1; 1468 op->contr->do_los = 1;
1469 ++op->map->players;
1470 op->map->touch ();
1471 }
1375 1472
1376 /* If we have a floor, we know the player, if any, will be above 1473 op->map->dirty = true;
1377 * it, so save a few ticks and start from there. 1474
1378 */
1379 if (!(flag & INS_MAP_LOAD))
1380 if (object *pl = op->ms ().player ()) 1475 if (object *pl = ms.player ())
1476 //TODO: the floorbox prev/next might need updating
1477 //esrv_send_item (pl, op);
1478 //TODO: update floorbox to preserve ordering
1381 if (pl->contr->ns) 1479 if (pl->contr->ns)
1382 pl->contr->ns->floorbox_update (); 1480 pl->contr->ns->floorbox_update ();
1383 1481
1384 /* If this object glows, it may affect lighting conditions that are 1482 /* If this object glows, it may affect lighting conditions that are
1385 * visible to others on this map. But update_all_los is really 1483 * visible to others on this map. But update_all_los is really
1386 * an inefficient way to do this, as it means los for all players 1484 * an inefficient way to do this, as it means los for all players
1387 * on the map will get recalculated. The players could very well 1485 * on the map will get recalculated. The players could very well
1388 * be far away from this change and not affected in any way - 1486 * be far away from this change and not affected in any way -
1389 * this should get redone to only look for players within range, 1487 * this should get redone to only look for players within range,
1390 * or just updating the P_NEED_UPDATE for spaces within this area 1488 * or just updating the P_UPTODATE for spaces within this area
1391 * of effect may be sufficient. 1489 * of effect may be sufficient.
1392 */ 1490 */
1393 if (op->map->darkness && (op->glow_radius != 0)) 1491 if (op->affects_los ())
1492 {
1493 op->ms ().invalidate ();
1394 update_all_los (op->map, op->x, op->y); 1494 update_all_los (op->map, op->x, op->y);
1495 }
1395 1496
1396 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1497 /* updates flags (blocked, alive, no magic, etc) for this map space */
1397 update_object (op, UP_OBJ_INSERT); 1498 update_object (op, UP_OBJ_INSERT);
1398 1499
1399 INVOKE_OBJECT (INSERT, op); 1500 INVOKE_OBJECT (INSERT, op);
1406 * blocked() and wall() work properly), and these flags are updated by 1507 * blocked() and wall() work properly), and these flags are updated by
1407 * update_object(). 1508 * update_object().
1408 */ 1509 */
1409 1510
1410 /* if this is not the head or flag has been passed, don't check walk on status */ 1511 /* if this is not the head or flag has been passed, don't check walk on status */
1411 if (!(flag & INS_NO_WALK_ON) && !op->head) 1512 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1412 { 1513 {
1413 if (check_move_on (op, originator)) 1514 if (check_move_on (op, originator))
1414 return 0; 1515 return 0;
1415 1516
1416 /* If we are a multi part object, lets work our way through the check 1517 /* If we are a multi part object, lets work our way through the check
1417 * walk on's. 1518 * walk on's.
1418 */ 1519 */
1419 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1520 for (object *tmp = op->more; tmp; tmp = tmp->more)
1420 if (check_move_on (tmp, originator)) 1521 if (check_move_on (tmp, originator))
1421 return 0; 1522 return 0;
1422 } 1523 }
1423 1524
1424 return op; 1525 return op;
1427/* this function inserts an object in the map, but if it 1528/* this function inserts an object in the map, but if it
1428 * finds an object of its own type, it'll remove that one first. 1529 * finds an object of its own type, it'll remove that one first.
1429 * op is the object to insert it under: supplies x and the map. 1530 * op is the object to insert it under: supplies x and the map.
1430 */ 1531 */
1431void 1532void
1432replace_insert_ob_in_map (const char *arch_string, object *op) 1533replace_insert_ob_in_map (shstr_tmp archname, object *op)
1433{ 1534{
1434 object *tmp, *tmp1;
1435
1436 /* first search for itself and remove any old instances */ 1535 /* first search for itself and remove any old instances */
1437 1536
1438 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1537 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1439 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1538 if (tmp->arch->archname == archname) /* same archetype */
1440 tmp->destroy (); 1539 tmp->destroy ();
1441 1540
1442 tmp1 = arch_to_object (archetype::find (arch_string)); 1541 object *tmp = archetype::find (archname)->instance ();
1443 1542
1444 tmp1->x = op->x; 1543 tmp->x = op->x;
1445 tmp1->y = op->y; 1544 tmp->y = op->y;
1545
1446 insert_ob_in_map (tmp1, op->map, op, 0); 1546 insert_ob_in_map (tmp, op->map, op, 0);
1447} 1547}
1448 1548
1449object * 1549object *
1450object::insert_at (object *where, object *originator, int flags) 1550object::insert_at (object *where, object *originator, int flags)
1451{ 1551{
1552 if (where->env)
1553 return where->env->insert (this);
1554 else
1452 where->map->insert (this, where->x, where->y, originator, flags); 1555 return where->map->insert (this, where->x, where->y, originator, flags);
1453} 1556}
1454 1557
1455/* 1558// check whether we can put this into the map, respect max_volume, max_items
1456 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1559bool
1457 * is returned contains nr objects, and the remaining parts contains 1560object::can_drop_at (maptile *m, int x, int y, object *originator)
1458 * the rest (or is removed and freed if that number is 0).
1459 * On failure, NULL is returned, and the reason put into the
1460 * global static errmsg array.
1461 */
1462object *
1463get_split_ob (object *orig_ob, uint32 nr)
1464{ 1561{
1465 object *newob; 1562 mapspace &ms = m->at (x, y);
1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1467 1563
1468 if (orig_ob->nrof < nr) 1564 int items = ms.items ();
1469 {
1470 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1471 return NULL;
1472 }
1473 1565
1474 newob = object_create_clone (orig_ob); 1566 if (!items // testing !items ensures we can drop at least one item
1567 || (items < m->max_items
1568 && ms.volume () < m->max_volume))
1569 return true;
1475 1570
1476 if ((orig_ob->nrof -= nr) < 1) 1571 if (originator && originator->is_player ())
1477 orig_ob->destroy (1); 1572 originator->contr->failmsgf (
1478 else if (!is_removed) 1573 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1479 { 1574 query_name ()
1480 if (orig_ob->env != NULL) 1575 );
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 1576
1490 newob->nrof = nr; 1577 return false;
1491
1492 return newob;
1493} 1578}
1494 1579
1495/* 1580/*
1496 * decrease_ob_nr(object, number) decreases a specified number from 1581 * decrease(object, number) decreases a specified number from
1497 * the amount of an object. If the amount reaches 0, the object 1582 * the amount of an object. If the amount reaches 0, the object
1498 * is subsequently removed and freed. 1583 * is subsequently removed and freed.
1499 * 1584 *
1500 * Return value: 'op' if something is left, NULL if the amount reached 0 1585 * Return value: 'op' if something is left, NULL if the amount reached 0
1501 */ 1586 */
1587bool
1588object::decrease (sint32 nr)
1589{
1590 if (!nr)
1591 return true;
1502 1592
1593 nr = min (nr, nrof);
1594
1595 if (nrof > nr)
1596 {
1597 nrof -= nr;
1598 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1599
1600 if (object *pl = visible_to ())
1601 esrv_update_item (UPD_NROF, pl, this);
1602
1603 return true;
1604 }
1605 else
1606 {
1607 destroy ();
1608 return false;
1609 }
1610}
1611
1612/*
1613 * split(ob,nr) splits up ob into two parts. The part which
1614 * is returned contains nr objects, and the remaining parts contains
1615 * the rest (or is removed and returned if that number is 0).
1616 * On failure, NULL is returned.
1617 */
1503object * 1618object *
1504decrease_ob_nr (object *op, uint32 i) 1619object::split (sint32 nr)
1505{ 1620{
1506 object *tmp; 1621 int have = number_of ();
1507 1622
1508 if (i == 0) /* objects with op->nrof require this check */ 1623 if (have < nr)
1509 return op; 1624 return 0;
1510 1625 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 { 1626 {
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 (); 1627 remove ();
1546 op->nrof = 0; 1628 return this;
1547 if (tmp)
1548 esrv_del_item (tmp->contr, op->count);
1549 }
1550 } 1629 }
1551 else 1630 else
1552 { 1631 {
1553 object *above = op->above; 1632 decrease (nr);
1554 1633
1555 if (i < op->nrof) 1634 object *op = deep_clone ();
1556 op->nrof -= i; 1635 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; 1636 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 } 1637 }
1599} 1638}
1600 1639
1601object * 1640object *
1602insert_ob_in_ob (object *op, object *where) 1641insert_ob_in_ob (object *op, object *where)
1607 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1646 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1608 free (dump); 1647 free (dump);
1609 return op; 1648 return op;
1610 } 1649 }
1611 1650
1612 if (where->head) 1651 if (where->head_ () != where)
1613 { 1652 {
1614 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1653 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1615 where = where->head; 1654 where = where->head;
1616 } 1655 }
1617 1656
1618 return where->insert (op); 1657 return where->insert (op);
1619} 1658}
1624 * inside the object environment. 1663 * inside the object environment.
1625 * 1664 *
1626 * The function returns now pointer to inserted item, and return value can 1665 * The function returns now pointer to inserted item, and return value can
1627 * be != op, if items are merged. -Tero 1666 * be != op, if items are merged. -Tero
1628 */ 1667 */
1629
1630object * 1668object *
1631object::insert (object *op) 1669object::insert (object *op)
1632{ 1670{
1633 object *tmp, *otmp;
1634
1635 if (!QUERY_FLAG (op, FLAG_REMOVED))
1636 op->remove ();
1637
1638 if (op->more) 1671 if (op->more)
1639 { 1672 {
1640 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1673 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1641 return op; 1674 return op;
1642 } 1675 }
1643 1676
1644 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1677 op->remove ();
1645 CLEAR_FLAG (op, FLAG_REMOVED); 1678
1679 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1680
1646 if (op->nrof) 1681 if (op->nrof)
1647 {
1648 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1682 for (object *tmp = inv; tmp; tmp = tmp->below)
1649 if (object::can_merge (tmp, op)) 1683 if (object::can_merge (tmp, op))
1650 { 1684 {
1651 /* return the original object and remove inserted object 1685 /* return the original object and remove inserted object
1652 (client needs the original object) */ 1686 (client needs the original object) */
1653 tmp->nrof += op->nrof; 1687 tmp->nrof += op->nrof;
1654 /* Weight handling gets pretty funky. Since we are adding to 1688
1655 * tmp->nrof, we need to increase the weight. 1689 if (object *pl = tmp->visible_to ())
1656 */ 1690 esrv_update_item (UPD_NROF, pl, tmp);
1691
1657 add_weight (this, op->weight * op->nrof); 1692 adjust_weight (this, op->total_weight ());
1658 SET_FLAG (op, FLAG_REMOVED); 1693
1659 op->destroy (); /* free the inserted object */ 1694 op->destroy ();
1660 op = tmp; 1695 op = tmp;
1661 op->remove (); /* and fix old object's links */ 1696 goto inserted;
1662 CLEAR_FLAG (op, FLAG_REMOVED);
1663 break;
1664 } 1697 }
1665 1698
1666 /* I assume combined objects have no inventory 1699 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; 1700 op->map = 0;
1683 op->env = this; 1701 op->x = 0;
1702 op->y = 0;
1703
1684 op->above = 0; 1704 op->above = 0;
1685 op->below = 0; 1705 op->below = inv;
1686 op->x = 0, op->y = 0; 1706 op->env = this;
1687 1707
1708 if (inv)
1709 inv->above = op;
1710
1711 inv = op;
1712
1713 op->flag [FLAG_REMOVED] = 0;
1714
1715 if (object *pl = op->visible_to ())
1716 esrv_send_item (pl, op);
1717
1718 adjust_weight (this, op->total_weight ());
1719
1720inserted:
1688 /* reset the light list and los of the players on the map */ 1721 /* reset the light list and los of the players on the map */
1689 if ((op->glow_radius != 0) && map) 1722 if (op->glow_radius && is_on_map ())
1690 { 1723 {
1691#ifdef DEBUG_LIGHTS 1724 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); 1725 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 { 1726 }
1705 op->below = inv; 1727 else if (is_player ())
1706 op->below->above = op; 1728 // if this is a player's inventory, update stats
1707 inv = op; 1729 contr->queue_stats_update ();
1708 }
1709 1730
1710 INVOKE_OBJECT (INSERT, this); 1731 INVOKE_OBJECT (INSERT, this);
1711 1732
1712 return op; 1733 return op;
1713} 1734}
1733 * on top. 1754 * on top.
1734 */ 1755 */
1735int 1756int
1736check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1737{ 1758{
1759 if (op->flag [FLAG_NO_APPLY])
1760 return 0;
1761
1738 object *tmp; 1762 object *tmp;
1739 maptile *m = op->map; 1763 maptile *m = op->map;
1740 int x = op->x, y = op->y; 1764 int x = op->x, y = op->y;
1741 1765
1742 MoveType move_on, move_slow, move_block; 1766 mapspace &ms = m->at (x, y);
1743 1767
1744 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1768 ms.update ();
1745 return 0;
1746 1769
1747 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1770 MoveType move_on = ms.move_on;
1748 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1771 MoveType move_slow = ms.move_slow;
1749 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1772 MoveType move_block = ms.move_block;
1750 1773
1751 /* if nothing on this space will slow op down or be applied, 1774 /* if nothing on this space will slow op down or be applied,
1752 * no need to do checking below. have to make sure move_type 1775 * no need to do checking below. have to make sure move_type
1753 * is set, as lots of objects don't have it set - we treat that 1776 * is set, as lots of objects don't have it set - we treat that
1754 * as walking. 1777 * as walking.
1765 return 0; 1788 return 0;
1766 1789
1767 /* The objects have to be checked from top to bottom. 1790 /* The objects have to be checked from top to bottom.
1768 * Hence, we first go to the top: 1791 * Hence, we first go to the top:
1769 */ 1792 */
1770 1793 for (object *next, *tmp = ms.top; tmp; tmp = next)
1771 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1772 {
1773 /* Trim the search when we find the first other spell effect
1774 * this helps performance so that if a space has 50 spell objects,
1775 * we don't need to check all of them.
1776 */
1777 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1778 break;
1779 } 1794 {
1795 next = tmp->below;
1780 1796
1781 for (; tmp; tmp = tmp->below)
1782 {
1783 if (tmp == op) 1797 if (tmp == op)
1784 continue; /* Can't apply yourself */ 1798 continue; /* Can't apply yourself */
1785 1799
1786 /* Check to see if one of the movement types should be slowed down. 1800 /* Check to see if one of the movement types should be slowed down.
1787 * Second check makes sure that the movement types not being slowed 1801 * Second check makes sure that the movement types not being slowed
1788 * (~slow_move) is not blocked on this space - just because the 1802 * (~slow_move) is not blocked on this space - just because the
1789 * space doesn't slow down swimming (for example), if you can't actually 1803 * space doesn't slow down swimming (for example), if you can't actually
1790 * swim on that space, can't use it to avoid the penalty. 1804 * swim on that space, can't use it to avoid the penalty.
1791 */ 1805 */
1792 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1806 if (!op->flag [FLAG_WIZPASS])
1793 { 1807 {
1794 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1795 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1796 { 1810 {
1797
1798 float
1799 diff = tmp->move_slow_penalty * FABS (op->speed); 1811 float diff = tmp->move_slow_penalty * fabs (op->speed);
1800 1812
1801 if (op->type == PLAYER) 1813 if (op->is_player ())
1802 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1814 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1803 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1815 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1804 diff /= 4.0; 1816 diff /= 4.0;
1805 1817
1806 op->speed_left -= diff; 1818 op->speed_left -= diff;
1807 } 1819 }
1808 } 1820 }
1834 * The first matching object is returned, or NULL if none. 1846 * The first matching object is returned, or NULL if none.
1835 */ 1847 */
1836object * 1848object *
1837present_arch (const archetype *at, maptile *m, int x, int y) 1849present_arch (const archetype *at, maptile *m, int x, int y)
1838{ 1850{
1839 if (m == NULL || out_of_map (m, x, y)) 1851 if (!m || out_of_map (m, x, y))
1840 { 1852 {
1841 LOG (llevError, "Present_arch called outside map.\n"); 1853 LOG (llevError, "Present_arch called outside map.\n");
1842 return NULL; 1854 return NULL;
1843 } 1855 }
1844 1856
1845 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1857 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1846 if (tmp->arch == at) 1858 if (tmp->arch->archname == at->archname)
1847 return tmp; 1859 return tmp;
1848 1860
1849 return NULL; 1861 return NULL;
1850} 1862}
1851 1863
1861 { 1873 {
1862 LOG (llevError, "Present called outside map.\n"); 1874 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 1875 return NULL;
1864 } 1876 }
1865 1877
1866 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1867 if (tmp->type == type) 1879 if (tmp->type == type)
1868 return tmp; 1880 return tmp;
1869 1881
1870 return NULL; 1882 return NULL;
1871} 1883}
1915 * The first matching object is returned, or NULL if none. 1927 * The first matching object is returned, or NULL if none.
1916 */ 1928 */
1917object * 1929object *
1918present_arch_in_ob (const archetype *at, const object *op) 1930present_arch_in_ob (const archetype *at, const object *op)
1919{ 1931{
1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1921 if (tmp->arch == at) 1933 if (tmp->arch->archname == at->archname)
1922 return tmp; 1934 return tmp;
1923 1935
1924 return NULL; 1936 return NULL;
1925} 1937}
1926 1938
1928 * activate recursively a flag on an object inventory 1940 * activate recursively a flag on an object inventory
1929 */ 1941 */
1930void 1942void
1931flag_inv (object *op, int flag) 1943flag_inv (object *op, int flag)
1932{ 1944{
1933 if (op->inv)
1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1945 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1935 { 1946 {
1936 SET_FLAG (tmp, flag); 1947 tmp->set_flag (flag);
1937 flag_inv (tmp, flag); 1948 flag_inv (tmp, flag);
1938 } 1949 }
1939} 1950}
1940 1951
1941/* 1952/*
1942 * deactivate recursively a flag on an object inventory 1953 * deactivate recursively a flag on an object inventory
1943 */ 1954 */
1944void 1955void
1945unflag_inv (object *op, int flag) 1956unflag_inv (object *op, int flag)
1946{ 1957{
1947 if (op->inv)
1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1949 { 1959 {
1950 CLEAR_FLAG (tmp, flag); 1960 tmp->clr_flag (flag);
1951 unflag_inv (tmp, flag); 1961 unflag_inv (tmp, flag);
1952 } 1962 }
1953}
1954
1955/*
1956 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1957 * all it's inventory (recursively).
1958 * If checksums are used, a player will get set_cheat called for
1959 * him/her-self and all object carried by a call to this function.
1960 */
1961void
1962set_cheat (object *op)
1963{
1964 SET_FLAG (op, FLAG_WAS_WIZ);
1965 flag_inv (op, FLAG_WAS_WIZ);
1966} 1963}
1967 1964
1968/* 1965/*
1969 * find_free_spot(object, map, x, y, start, stop) will search for 1966 * find_free_spot(object, map, x, y, start, stop) will search for
1970 * a spot at the given map and coordinates which will be able to contain 1967 * a spot at the given map and coordinates which will be able to contain
1972 * to search (see the freearr_x/y[] definition). 1969 * to search (see the freearr_x/y[] definition).
1973 * It returns a random choice among the alternatives found. 1970 * It returns a random choice among the alternatives found.
1974 * start and stop are where to start relative to the free_arr array (1,9 1971 * start and stop are where to start relative to the free_arr array (1,9
1975 * does all 4 immediate directions). This returns the index into the 1972 * does all 4 immediate directions). This returns the index into the
1976 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1973 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1977 * Note - this only checks to see if there is space for the head of the
1978 * object - if it is a multispace object, this should be called for all
1979 * pieces.
1980 * Note2: This function does correctly handle tiled maps, but does not 1974 * Note: This function does correctly handle tiled maps, but does not
1981 * inform the caller. However, insert_ob_in_map will update as 1975 * inform the caller. However, insert_ob_in_map will update as
1982 * necessary, so the caller shouldn't need to do any special work. 1976 * necessary, so the caller shouldn't need to do any special work.
1983 * Note - updated to take an object instead of archetype - this is necessary 1977 * Note - updated to take an object instead of archetype - this is necessary
1984 * because arch_blocked (now ob_blocked) needs to know the movement type 1978 * because arch_blocked (now ob_blocked) needs to know the movement type
1985 * to know if the space in question will block the object. We can't use 1979 * to know if the space in question will block the object. We can't use
1987 * customized, changed states, etc. 1981 * customized, changed states, etc.
1988 */ 1982 */
1989int 1983int
1990find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1984find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1991{ 1985{
1986 int altern[SIZEOFFREE];
1992 int index = 0, flag; 1987 int index = 0, flag;
1993 int altern[SIZEOFFREE];
1994 1988
1995 for (int i = start; i < stop; i++) 1989 for (int i = start; i < stop; i++)
1996 { 1990 {
1997 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1991 mapxy pos (m, x, y); pos.move (i);
1998 if (!flag) 1992
1993 if (!pos.normalise ())
1994 continue;
1995
1996 mapspace &ms = *pos;
1997
1998 if (ms.flags () & P_IS_ALIVE)
1999 continue;
2000
2001 /* However, often
2002 * ob doesn't have any move type (when used to place exits)
2003 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2004 */
2005 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2006 {
1999 altern [index++] = i; 2007 altern [index++] = i;
2008 continue;
2009 }
2000 2010
2001 /* Basically, if we find a wall on a space, we cut down the search size. 2011 /* Basically, if we find a wall on a space, we cut down the search size.
2002 * In this way, we won't return spaces that are on another side of a wall. 2012 * In this way, we won't return spaces that are on another side of a wall.
2003 * This mostly work, but it cuts down the search size in all directions - 2013 * This mostly work, but it cuts down the search size in all directions -
2004 * if the space being examined only has a wall to the north and empty 2014 * if the space being examined only has a wall to the north and empty
2005 * spaces in all the other directions, this will reduce the search space 2015 * spaces in all the other directions, this will reduce the search space
2006 * to only the spaces immediately surrounding the target area, and 2016 * to only the spaces immediately surrounding the target area, and
2007 * won't look 2 spaces south of the target space. 2017 * won't look 2 spaces south of the target space.
2008 */ 2018 */
2009 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2019 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2020 {
2010 stop = maxfree[i]; 2021 stop = maxfree[i];
2022 continue;
2023 }
2024
2025 /* Note it is intentional that we check ob - the movement type of the
2026 * head of the object should correspond for the entire object.
2027 */
2028 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2029 continue;
2030
2031 if (ob->blocked (pos.m, pos.x, pos.y))
2032 continue;
2033
2034 altern [index++] = i;
2011 } 2035 }
2012 2036
2013 if (!index) 2037 if (!index)
2014 return -1; 2038 return -1;
2015 2039
2016 return altern[RANDOM () % index]; 2040 return altern [rndm (index)];
2017} 2041}
2018 2042
2019/* 2043/*
2020 * find_first_free_spot(archetype, maptile, x, y) works like 2044 * find_first_free_spot(archetype, maptile, x, y) works like
2021 * find_free_spot(), but it will search max number of squares. 2045 * find_free_spot(), but it will search max number of squares.
2024 */ 2048 */
2025int 2049int
2026find_first_free_spot (const object *ob, maptile *m, int x, int y) 2050find_first_free_spot (const object *ob, maptile *m, int x, int y)
2027{ 2051{
2028 for (int i = 0; i < SIZEOFFREE; i++) 2052 for (int i = 0; i < SIZEOFFREE; i++)
2029 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2053 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2030 return i; 2054 return i;
2031 2055
2032 return -1; 2056 return -1;
2033} 2057}
2034 2058
2042{ 2066{
2043 arr += begin; 2067 arr += begin;
2044 end -= begin; 2068 end -= begin;
2045 2069
2046 while (--end) 2070 while (--end)
2047 swap (arr [end], arr [RANDOM () % (end + 1)]); 2071 swap (arr [end], arr [rndm (end + 1)]);
2048} 2072}
2049 2073
2050/* new function to make monster searching more efficient, and effective! 2074/* new function to make monster searching more efficient, and effective!
2051 * This basically returns a randomized array (in the passed pointer) of 2075 * This basically returns a randomized array (in the passed pointer) of
2052 * the spaces to find monsters. In this way, it won't always look for 2076 * the spaces to find monsters. In this way, it won't always look for
2080 * there is capable of. 2104 * there is capable of.
2081 */ 2105 */
2082int 2106int
2083find_dir (maptile *m, int x, int y, object *exclude) 2107find_dir (maptile *m, int x, int y, object *exclude)
2084{ 2108{
2085 int i, max = SIZEOFFREE, mflags; 2109 int max = SIZEOFFREE, mflags;
2086
2087 sint16 nx, ny;
2088 object *tmp;
2089 maptile *mp;
2090
2091 MoveType blocked, move_type; 2110 MoveType move_type;
2092 2111
2093 if (exclude && exclude->head) 2112 if (exclude && exclude->head_ () != exclude)
2094 { 2113 {
2095 exclude = exclude->head; 2114 exclude = exclude->head;
2096 move_type = exclude->move_type; 2115 move_type = exclude->move_type;
2097 } 2116 }
2098 else 2117 else
2099 { 2118 {
2100 /* If we don't have anything, presume it can use all movement types. */ 2119 /* If we don't have anything, presume it can use all movement types. */
2101 move_type = MOVE_ALL; 2120 move_type = MOVE_ALL;
2102 } 2121 }
2103 2122
2104 for (i = 1; i < max; i++) 2123 for (int i = 1; i < max; i++)
2105 { 2124 {
2106 mp = m; 2125 mapxy pos (m, x, y);
2107 nx = x + freearr_x[i]; 2126 pos.move (i);
2108 ny = y + freearr_y[i];
2109 2127
2110 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2128 if (!pos.normalise ())
2111
2112 if (mflags & P_OUT_OF_MAP)
2113 max = maxfree[i]; 2129 max = maxfree[i];
2114 else 2130 else
2115 { 2131 {
2116 mapspace &ms = mp->at (nx, ny); 2132 mapspace &ms = *pos;
2117 2133
2118 blocked = ms.move_block;
2119
2120 if ((move_type & blocked) == move_type) 2134 if ((move_type & ms.move_block) == move_type)
2121 max = maxfree[i]; 2135 max = maxfree [i];
2122 else if (mflags & P_IS_ALIVE) 2136 else if (ms.flags () & P_IS_ALIVE)
2123 { 2137 {
2124 for (tmp = ms.bot; tmp; tmp = tmp->above) 2138 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2125 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2126 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2127 break;
2128
2129 if (tmp)
2130 return freedir[i]; 2141 return freedir [i];
2131 } 2142 }
2132 } 2143 }
2133 } 2144 }
2134 2145
2135 return 0; 2146 return 0;
2186 2197
2187 return 3; 2198 return 3;
2188} 2199}
2189 2200
2190/* 2201/*
2191 * absdir(int): Returns a number between 1 and 8, which represent
2192 * the "absolute" direction of a number (it actually takes care of
2193 * "overflow" in previous calculations of a direction).
2194 */
2195
2196int
2197absdir (int d)
2198{
2199 while (d < 1)
2200 d += 8;
2201
2202 while (d > 8)
2203 d -= 8;
2204
2205 return d;
2206}
2207
2208/*
2209 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2202 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2210 * between two directions (which are expected to be absolute (see absdir()) 2203 * between two directions (which are expected to be absolute (see absdir())
2211 */ 2204 */
2212
2213int 2205int
2214dirdiff (int dir1, int dir2) 2206dirdiff (int dir1, int dir2)
2215{ 2207{
2216 int d; 2208 int d;
2217 2209
2229 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2230 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2231 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2232 * functions. 2224 * functions.
2233 */ 2225 */
2234int reduction_dir[SIZEOFFREE][3] = { 2226static const int reduction_dir[SIZEOFFREE][3] = {
2235 {0, 0, 0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2236 {0, 0, 0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2237 {0, 0, 0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2238 {0, 0, 0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2239 {0, 0, 0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2330 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2322 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2331 * core dumps if they do. 2323 * core dumps if they do.
2332 * 2324 *
2333 * Add a check so we can't pick up invisible objects (0.93.8) 2325 * Add a check so we can't pick up invisible objects (0.93.8)
2334 */ 2326 */
2335
2336int 2327int
2337can_pick (const object *who, const object *item) 2328can_pick (const object *who, const object *item)
2338{ 2329{
2339 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2330 return /*who->flag [FLAG_WIZ]|| */
2340 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2331 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2341 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2332 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2342} 2333}
2343 2334
2344/* 2335/*
2345 * create clone from object to another 2336 * create clone from object to another
2346 */ 2337 */
2347object * 2338object *
2348object_create_clone (object *asrc) 2339object::deep_clone ()
2349{ 2340{
2350 object *dst = 0, *tmp, *src, *part, *prev, *item; 2341 assert (("deep_clone called on non-head object", is_head ()));
2351 2342
2352 if (!asrc) 2343 object *dst = clone ();
2353 return 0;
2354 2344
2355 src = asrc; 2345 object *prev = dst;
2356 if (src->head)
2357 src = src->head;
2358
2359 prev = 0;
2360 for (part = src; part; part = part->more) 2346 for (object *part = this->more; part; part = part->more)
2361 { 2347 {
2362 tmp = part->clone (); 2348 object *tmp = part->clone ();
2363 tmp->x -= src->x;
2364 tmp->y -= src->y;
2365
2366 if (!part->head)
2367 {
2368 dst = tmp;
2369 tmp->head = 0;
2370 }
2371 else
2372 tmp->head = dst; 2349 tmp->head = dst;
2373
2374 tmp->more = 0;
2375
2376 if (prev)
2377 prev->more = tmp; 2350 prev->more = tmp;
2378
2379 prev = tmp; 2351 prev = tmp;
2380 } 2352 }
2381 2353
2382 for (item = src->inv; item; item = item->below) 2354 for (object *item = inv; item; item = item->below)
2383 insert_ob_in_ob (object_create_clone (item), dst); 2355 insert_ob_in_ob (item->deep_clone (), dst);
2384 2356
2385 return dst; 2357 return dst;
2386}
2387
2388/* GROS - Creates an object using a string representing its content. */
2389/* Basically, we save the content of the string to a temp file, then call */
2390/* load_object on it. I admit it is a highly inefficient way to make things, */
2391/* but it was simple to make and allows reusing the load_object function. */
2392/* Remember not to use load_object_str in a time-critical situation. */
2393/* Also remember that multiparts objects are not supported for now. */
2394object *
2395load_object_str (const char *obstr)
2396{
2397 object *op;
2398 char filename[MAX_BUF];
2399
2400 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2401
2402 FILE *tempfile = fopen (filename, "w");
2403
2404 if (tempfile == NULL)
2405 {
2406 LOG (llevError, "Error - Unable to access load object temp file\n");
2407 return NULL;
2408 }
2409
2410 fprintf (tempfile, obstr);
2411 fclose (tempfile);
2412
2413 op = object::create ();
2414
2415 object_thawer thawer (filename);
2416
2417 if (thawer)
2418 load_object (thawer, op, 0);
2419
2420 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2421 CLEAR_FLAG (op, FLAG_REMOVED);
2422
2423 return op;
2424} 2358}
2425 2359
2426/* This returns the first object in who's inventory that 2360/* This returns the first object in who's inventory that
2427 * has the same type and subtype match. 2361 * has the same type and subtype match.
2428 * returns NULL if no match. 2362 * returns NULL if no match.
2435 return tmp; 2369 return tmp;
2436 2370
2437 return 0; 2371 return 0;
2438} 2372}
2439 2373
2440/* If ob has a field named key, return the link from the list, 2374shstr_tmp
2441 * otherwise return NULL. 2375object::kv_get (shstr_tmp key) const
2442 *
2443 * key must be a passed in shared string - otherwise, this won't
2444 * do the desired thing.
2445 */
2446key_value *
2447get_ob_key_link (const object *ob, const char *key)
2448{ 2376{
2449 for (key_value *link = ob->key_values; link; link = link->next) 2377 for (key_value *kv = key_values; kv; kv = kv->next)
2450 if (link->key == key) 2378 if (kv->key == key)
2451 return link;
2452
2453 return 0;
2454}
2455
2456/*
2457 * Returns the value of op has an extra_field for key, or NULL.
2458 *
2459 * The argument doesn't need to be a shared string.
2460 *
2461 * The returned string is shared.
2462 */
2463const char *
2464get_ob_key_value (const object *op, const char *const key)
2465{
2466 key_value *link;
2467 shstr_cmp canonical_key (key);
2468
2469 if (!canonical_key)
2470 {
2471 /* 1. There being a field named key on any object
2472 * implies there'd be a shared string to find.
2473 * 2. Since there isn't, no object has this field.
2474 * 3. Therefore, *this* object doesn't have this field.
2475 */
2476 return 0;
2477 }
2478
2479 /* This is copied from get_ob_key_link() above -
2480 * only 4 lines, and saves the function call overhead.
2481 */
2482 for (link = op->key_values; link; link = link->next)
2483 if (link->key == canonical_key)
2484 return link->value; 2379 return kv->value;
2485 2380
2486 return 0; 2381 return shstr ();
2487} 2382}
2488 2383
2489 2384void
2490/* 2385object::kv_set (shstr_tmp key, shstr_tmp value)
2491 * Updates the canonical_key in op to value.
2492 *
2493 * canonical_key is a shared string (value doesn't have to be).
2494 *
2495 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2496 * keys.
2497 *
2498 * Returns TRUE on success.
2499 */
2500int
2501set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2502{ 2386{
2503 key_value *field = NULL, *last = NULL; 2387 for (key_value *kv = key_values; kv; kv = kv->next)
2504 2388 if (kv->key == key)
2505 for (field = op->key_values; field != NULL; field = field->next)
2506 {
2507 if (field->key != canonical_key)
2508 { 2389 {
2509 last = field; 2390 kv->value = value;
2510 continue; 2391 return;
2511 } 2392 }
2512 2393
2513 if (value) 2394 key_value *kv = new key_value;
2514 field->value = value; 2395
2515 else 2396 kv->next = key_values;
2397 kv->key = key;
2398 kv->value = value;
2399
2400 key_values = kv;
2401}
2402
2403void
2404object::kv_del (shstr_tmp key)
2405{
2406 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2407 if ((*kvp)->key == key)
2516 { 2408 {
2517 /* Basically, if the archetype has this key set, 2409 key_value *kv = *kvp;
2518 * we need to store the null value so when we save 2410 *kvp = (*kvp)->next;
2519 * it, we save the empty value so that when we load, 2411 delete kv;
2520 * we get this value back again. 2412 return;
2521 */
2522 if (get_ob_key_link (&op->arch->clone, canonical_key))
2523 field->value = 0;
2524 else
2525 {
2526 if (last)
2527 last->next = field->next;
2528 else
2529 op->key_values = field->next;
2530
2531 delete field;
2532 }
2533 } 2413 }
2534 return TRUE;
2535 }
2536 /* IF we get here, key doesn't exist */
2537
2538 /* No field, we'll have to add it. */
2539
2540 if (!add_key)
2541 return FALSE;
2542
2543 /* There isn't any good reason to store a null
2544 * value in the key/value list. If the archetype has
2545 * this key, then we should also have it, so shouldn't
2546 * be here. If user wants to store empty strings,
2547 * should pass in ""
2548 */
2549 if (value == NULL)
2550 return TRUE;
2551
2552 field = new key_value;
2553
2554 field->key = canonical_key;
2555 field->value = value;
2556 /* Usual prepend-addition. */
2557 field->next = op->key_values;
2558 op->key_values = field;
2559
2560 return TRUE;
2561}
2562
2563/*
2564 * Updates the key in op to value.
2565 *
2566 * If add_key is FALSE, this will only update existing keys,
2567 * and not add new ones.
2568 * In general, should be little reason FALSE is ever passed in for add_key
2569 *
2570 * Returns TRUE on success.
2571 */
2572int
2573set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2574{
2575 shstr key_ (key);
2576
2577 return set_ob_key_value_s (op, key_, value, add_key);
2578} 2414}
2579 2415
2580object::depth_iterator::depth_iterator (object *container) 2416object::depth_iterator::depth_iterator (object *container)
2581: iterator_base (container) 2417: iterator_base (container)
2582{ 2418{
2596 } 2432 }
2597 else 2433 else
2598 item = item->env; 2434 item = item->env;
2599} 2435}
2600 2436
2437const char *
2438object::flag_desc (char *desc, int len) const
2439{
2440 char *p = desc;
2441 bool first = true;
2442
2443 *p = 0;
2444
2445 for (int i = 0; i < NUM_FLAGS; i++)
2446 {
2447 if (len <= 10) // magic constant!
2448 {
2449 snprintf (p, len, ",...");
2450 break;
2451 }
2452
2453 if (flag [i])
2454 {
2455 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2456 len -= cnt;
2457 p += cnt;
2458 first = false;
2459 }
2460 }
2461
2462 return desc;
2463}
2464
2601// return a suitable string describing an objetc in enough detail to find it 2465// return a suitable string describing an object in enough detail to find it
2602const char * 2466const char *
2603object::debug_desc (char *info) const 2467object::debug_desc (char *info) const
2604{ 2468{
2469 char flagdesc[512];
2605 char info2[256 * 3]; 2470 char info2[256 * 4];
2606 char *p = info; 2471 char *p = info;
2607 2472
2608 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2473 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2609 count, 2474 count,
2475 uuid.c_str (),
2610 &name, 2476 &name,
2611 title ? " " : "", 2477 title ? ",title:\"" : "",
2612 title ? (const char *)title : ""); 2478 title ? (const char *)title : "",
2479 title ? "\"" : "",
2480 flag_desc (flagdesc, 512), type);
2613 2481
2614 if (env) 2482 if (!flag[FLAG_REMOVED] && env)
2615 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2483 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2616 2484
2617 if (map) 2485 if (map)
2618 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2486 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2619 2487
2620 return info; 2488 return info;
2621} 2489}
2622 2490
2623const char * 2491const char *
2624object::debug_desc () const 2492object::debug_desc () const
2625{ 2493{
2626 static char info[256 * 3]; 2494 static char info[3][256 * 4];
2495 static int info_idx;
2496
2627 return debug_desc (info); 2497 return debug_desc (info [++info_idx % 3]);
2628} 2498}
2629 2499
2500struct region *
2501object::region () const
2502{
2503 return map ? map->region (x, y)
2504 : region::default_region ();
2505}
2506
2507void
2508object::open_container (object *new_container)
2509{
2510 if (container == new_container)
2511 return;
2512
2513 object *old_container = container;
2514
2515 if (old_container)
2516 {
2517 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2518 return;
2519
2520#if 0
2521 // remove the "Close old_container" object.
2522 if (object *closer = old_container->inv)
2523 if (closer->type == CLOSE_CON)
2524 closer->destroy ();
2525#endif
2526
2527 // make sure the container is available
2528 esrv_send_item (this, old_container);
2529
2530 old_container->flag [FLAG_APPLIED] = false;
2531 container = 0;
2532
2533 // client needs item update to make it work, client bug requires this to be separate
2534 esrv_update_item (UPD_FLAGS, this, old_container);
2535
2536 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2537 play_sound (sound_find ("chest_close"));
2538 }
2539
2540 if (new_container)
2541 {
2542 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2543 return;
2544
2545 // TODO: this does not seem to serve any purpose anymore?
2546#if 0
2547 // insert the "Close Container" object.
2548 if (archetype *closer = new_container->other_arch)
2549 {
2550 object *closer = new_container->other_arch->instance ();
2551 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2552 new_container->insert (closer);
2553 }
2554#endif
2555
2556 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2557
2558 // make sure the container is available, client bug requires this to be separate
2559 esrv_send_item (this, new_container);
2560
2561 new_container->flag [FLAG_APPLIED] = true;
2562 container = new_container;
2563
2564 // client needs flag change
2565 esrv_update_item (UPD_FLAGS, this, new_container);
2566 esrv_send_inventory (this, new_container);
2567 play_sound (sound_find ("chest_open"));
2568 }
2569// else if (!old_container->env && contr && contr->ns)
2570// contr->ns->floorbox_reset ();
2571}
2572
2573object *
2574object::force_find (shstr_tmp name)
2575{
2576 /* cycle through his inventory to look for the MARK we want to
2577 * place
2578 */
2579 for (object *tmp = inv; tmp; tmp = tmp->below)
2580 if (tmp->type == FORCE && tmp->slaying == name)
2581 return splay (tmp);
2582
2583 return 0;
2584}
2585
2586//-GPL
2587
2588void
2589object::force_set_timer (int duration)
2590{
2591 this->duration = 1;
2592 this->speed_left = -1.f;
2593
2594 this->set_speed (duration ? 1.f / duration : 0.f);
2595}
2596
2597object *
2598object::force_add (shstr_tmp name, int duration)
2599{
2600 if (object *force = force_find (name))
2601 force->destroy ();
2602
2603 object *force = get_archetype (FORCE_NAME);
2604
2605 force->slaying = name;
2606 force->force_set_timer (duration);
2607 force->flag [FLAG_APPLIED] = true;
2608
2609 return insert (force);
2610}
2611
2612void
2613object::play_sound (faceidx sound) const
2614{
2615 if (!sound)
2616 return;
2617
2618 if (is_on_map ())
2619 map->play_sound (sound, x, y);
2620 else if (object *pl = in_player ())
2621 pl->contr->play_sound (sound);
2622}
2623
2624void
2625object::say_msg (const char *msg) const
2626{
2627 if (is_on_map ())
2628 map->say_msg (msg, x, y);
2629 else if (object *pl = in_player ())
2630 pl->contr->play_sound (sound);
2631}
2632
2633void
2634object::make_noise ()
2635{
2636 // we do not model noise in the map, so instead put
2637 // a temporary light into the noise source
2638 // could use the map instead, but that's less reliable for our
2639 // goal, which is to make invisibility a bit harder to exploit
2640
2641 // currently only works sensibly for players
2642 if (!is_player ())
2643 return;
2644
2645 // find old force, or create new one
2646 object *force = force_find (shstr_noise_force);
2647
2648 if (force)
2649 force->speed_left = -1.f; // patch old speed up
2650 else
2651 {
2652 force = archetype::get (shstr_noise_force);
2653
2654 force->slaying = shstr_noise_force;
2655 force->stats.food = 1;
2656 force->speed_left = -1.f;
2657
2658 force->set_speed (1.f / 4.f);
2659 force->flag [FLAG_IS_USED_UP] = true;
2660 force->flag [FLAG_APPLIED] = true;
2661
2662 insert (force);
2663 }
2664}
2665
2666void object::change_move_type (MoveType mt)
2667{
2668 if (move_type == mt)
2669 return;
2670
2671 if (is_on_map ())
2672 {
2673 // we are on the map, so handle move_on/off effects
2674 remove ();
2675 move_type = mt;
2676 map->insert (this, x, y, this);
2677 }
2678 else
2679 move_type = mt;
2680}
2681

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