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Comparing deliantra/server/common/object.C (file contents):
Revision 1.96 by root, Sat Dec 30 10:16:10 2006 UTC vs.
Revision 1.301 by root, Mon Nov 9 18:47:56 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify 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> 31#include <loader.h>
34 32
35#include <bitset> 33#include <bitset>
36 34
37int nrofallocobjects = 0; 35UUID UUID::cur;
38static UUID uuid; 36static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
40 39
41object *active_objects; /* List of active objects that need to be processed */ 40objectvec objects;
41activevec actives;
42 42
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, 43//+GPL
44
45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 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 49 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}; 50};
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, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -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 55 -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}; 56};
52int freedir[SIZEOFFREE] = { 57int 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, 58 0,
59 1, 2, 3, 4, 5, 6, 7, 8,
60 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 61 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}; 62};
56 63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
69};
70
57static void 71static void
58write_uuid (void) 72write_uuid (uval64 skip, bool sync)
59{ 73{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 74 CALL_BEGIN (2);
61 75 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 76 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 77 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 78 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} 79}
77 80
78static void 81static void
79read_uuid (void) 82read_uuid (void)
80{ 83{
81 char filename[MAX_BUF]; 84 char filename[MAX_BUF];
82 85
83 sprintf (filename, "%s/uuid", settings.localdir); 86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 seq_next_save = 0;
84 89
85 FILE *fp; 90 FILE *fp;
86 91
87 if (!(fp = fopen (filename, "r"))) 92 if (!(fp = fopen (filename, "r")))
88 { 93 {
89 if (errno == ENOENT) 94 if (errno == ENOENT)
90 { 95 {
91 LOG (llevInfo, "RESET uid to 1\n"); 96 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 97 UUID::cur.seq = 0;
93 write_uuid (); 98 write_uuid (UUID_GAP, true);
94 return; 99 return;
95 } 100 }
96 101
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 103 _exit (1);
99 } 104 }
100 105
101 int version; 106 char buf [UUID::MAX_LEN];
102 unsigned long long uid; 107 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 108 fgets (buf, sizeof (buf), fp);
109
110 if (!UUID::cur.parse (buf))
104 { 111 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 112 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 113 _exit (1);
107 } 114 }
108 115
109 uuid.seq = uid; 116 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 117
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 118 write_uuid (UUID_GAP, true);
112 fclose (fp); 119 fclose (fp);
113} 120}
114 121
115UUID 122UUID
116gen_uuid () 123UUID::gen ()
117{ 124{
118 UUID uid; 125 UUID uid;
119 126
120 uid.seq = ++uuid.seq; 127 uid.seq = ++cur.seq;
121 128
122 if (!(uuid.seq & (UUID_SKIP - 1))) 129 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 130 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false);
133 }
134
124 135
125 return uid; 136 return uid;
126} 137}
127 138
128void 139void
129init_uuid () 140UUID::init ()
130{ 141{
131 read_uuid (); 142 read_uuid ();
132} 143}
133 144
145bool
146UUID::parse (const char *s)
147{
148 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
149 return false;
150
151 seq = 0;
152
153 while (*s != '>')
154 {
155 if (*s < '0')
156 return false;
157
158 // this gives nice branchless code with gcc
159 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
160 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
161
162 seq = (seq << 4) | digit;
163
164 ++s;
165 }
166
167 return true;
168}
169
170char *
171UUID::append (char *buf) const
172{
173 *buf++ = '<';
174 *buf++ = '1';
175 *buf++ = '.';
176
177 uint64_t seq = this->seq;
178 const int bits = 64;
179 char nz = 0;
180 static const char tohex [] = "0123456789abcdef";
181
182 // assert (len >= 3 + bits / 4 + 1 + 1);
183 for (int i = bits / 4; --i; )
184 {
185 uint8_t digit = seq >> (bits - 4);
186
187 *buf = tohex [digit];
188 nz |= digit;
189 buf += nz ? 1 : 0;
190 seq <<= 4;
191 }
192
193 // last digit is special - always emit
194 uint8_t digit = seq >> (bits - 4);
195 *buf++ = tohex [digit];
196
197 *buf++ = '>';
198
199 return buf;
200}
201
202char *
203UUID::c_str () const
204{
205 static char buf [MAX_LEN];
206 *append (buf) = 0;
207 return buf;
208}
209
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 210/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 211static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 212compare_ob_value_lists_one (const object *wants, const object *has)
137{ 213{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 214 /* 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 215 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 216 * different structure or at least keep the lists sorted...
143 */ 217 */
144 218
145 /* For each field in wants, */ 219 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 220 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 221 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 222 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 }
168 223
169 /* If we get here, every field in wants has a matching field in has. */ 224 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 225 return true;
171} 226}
172 227
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 228/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 229static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 230compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 231{
177 /* However, there may be fields in has which aren't partnered in wants, 232 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 233 * so we need to run the comparison *twice*. :(
179 */ 234 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 235 return compare_ob_value_lists_one (ob1, ob2)
236 && compare_ob_value_lists_one (ob2, ob1);
181} 237}
182 238
183/* Function examines the 2 objects given to it, and returns true if 239/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 240 * they can be merged together.
185 * 241 *
195bool object::can_merge_slow (object *ob1, object *ob2) 251bool object::can_merge_slow (object *ob1, object *ob2)
196{ 252{
197 /* A couple quicksanity checks */ 253 /* A couple quicksanity checks */
198 if (ob1 == ob2 254 if (ob1 == ob2
199 || ob1->type != ob2->type 255 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed 256 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
201 || ob1->value != ob2->value 257 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 258 || ob1->name != ob2->name)
203 return 0; 259 return 0;
204 260
205 //TODO: this ain't working well, use nicer and correct overflow check
206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 261 /* Do not merge objects if nrof would overflow, assume nrof
207 * value could not be stored in a sint32 (which unfortunately sometimes is 262 * is always 0 .. 2**31-1 */
208 * used to store nrof). 263 if (ob1->nrof > 0x7fffffff - ob2->nrof)
209 */
210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
211 return 0; 264 return 0;
212 265
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 266 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 267 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 268 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied 269 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 270 * flags lose any meaning.
218 */ 271 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 272 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 273 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 274
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 275 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 276 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 277
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 278 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name 279 || ob1->name != ob2->name
228 || ob1->title != ob2->title 280 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 281 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 282 || ob1->weight != ob2->weight
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233 || ob1->attacktype != ob2->attacktype 283 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic 284 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying 285 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill 286 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value 287 || ob1->value != ob2->value
238 || ob1->animation_id != ob2->animation_id 288 || ob1->animation_id != ob2->animation_id
289 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
239 || ob1->client_type != ob2->client_type 290 || ob1->client_type != ob2->client_type
240 || ob1->materialname != ob2->materialname 291 || ob1->materialname != ob2->materialname
241 || ob1->lore != ob2->lore 292 || ob1->lore != ob2->lore
242 || ob1->subtype != ob2->subtype 293 || ob1->subtype != ob2->subtype
243 || ob1->move_type != ob2->move_type 294 || ob1->move_type != ob2->move_type
244 || ob1->move_block != ob2->move_block 295 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow 296 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on 297 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off 298 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow 299 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty) 300 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
301 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
302 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 303 return 0;
251 304
305 if ((ob1->flag ^ ob2->flag)
306 .reset (FLAG_INV_LOCKED)
307 .reset (FLAG_REMOVED)
308 .any ())
309 return 0;
310
252 /* This is really a spellbook check - really, we should 311 /* This is really a spellbook check - we should in general
253 * check all objects in the inventory. 312 * not merge objects with real inventories, as splitting them
313 * is hard.
254 */ 314 */
255 if (ob1->inv || ob2->inv) 315 if (ob1->inv || ob2->inv)
256 { 316 {
257 /* if one object has inventory but the other doesn't, not equiv */ 317 if (!(ob1->inv && ob2->inv))
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 318 return 0; /* inventories differ in length */
259 return 0;
260 319
261 /* Now check to see if the two inventory objects could merge */ 320 if (ob1->inv->below || ob2->inv->below)
321 return 0; /* more than one object in inv */
322
262 if (!object::can_merge (ob1->inv, ob2->inv)) 323 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0; 324 return 0; /* inventory objects differ */
264 325
265 /* inventory ok - still need to check rest of this object to see 326 /* inventory ok - still need to check rest of this object to see
266 * if it is valid. 327 * if it is valid.
267 */ 328 */
268 } 329 }
276 337
277 /* Note sure why the following is the case - either the object has to 338 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster 339 * be animated or have a very low speed. Is this an attempted monster
279 * check? 340 * check?
280 */ 341 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 342 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0; 343 return 0;
283 344
284 switch (ob1->type) 345 switch (ob1->type)
285 { 346 {
286 case SCROLL: 347 case SCROLL:
287 if (ob1->level != ob2->level) 348 if (ob1->level != ob2->level)
288 return 0; 349 return 0;
289 break; 350 break;
290 } 351 }
291 352
292 if (ob1->key_values != NULL || ob2->key_values != NULL) 353 if (ob1->key_values || ob2->key_values)
293 { 354 {
294 /* At least one of these has key_values. */ 355 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 356 if ((!ob1->key_values) != (!ob2->key_values))
296 /* One has fields, but the other one doesn't. */ 357 return 0; /* One has fields, but the other one doesn't. */
358
359 if (!compare_ob_value_lists (ob1, ob2))
297 return 0; 360 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0;
300 } 361 }
301 362
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self) 363 if (ob1->self || ob2->self)
304 { 364 {
305 ob1->optimise (); 365 ob1->optimise ();
306 ob2->optimise (); 366 ob2->optimise ();
307 367
308 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
369 {
370 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
371 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
372
373 if (k1 != k2)
309 return 0; 374 return 0;
375
376 if (k1 == 0)
377 return 1;
378
379 if (!cfperl_can_merge (ob1, ob2))
380 return 0;
381 }
310 } 382 }
311 383
312 /* Everything passes, must be OK. */ 384 /* Everything passes, must be OK. */
313 return 1; 385 return 1;
314} 386}
315 387
388// find player who can see this object
389object *
390object::visible_to () const
391{
392 if (client_visible () && !flag [FLAG_REMOVED])
393 {
394 // see if we are in a container of sorts
395 if (env)
396 {
397 // the player inventory itself is always visible
398 if (env->is_player ())
399 return env;
400
401 // else a player could have our env open
402 object *envest = env->outer_env_or_self ();
403
404 // the player itself is always on a map, so we will find him here
405 // even if our inv is in a player.
406 if (envest->is_on_map ())
407 if (object *pl = envest->ms ().player ())
408 if (pl->container_ () == env)
409 return pl;
410 }
411 else
412 {
413 // maybe there is a player standing on the same mapspace
414 // this will catch the case where "this" is a player
415 if (object *pl = ms ().player ())
416 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
417 || pl->container_ () == this)
418 return pl;
419 }
420 }
421
422 return 0;
423}
424
425// adjust weight per container type ("of holding")
426static sint32
427weight_adjust_for (object *op, sint32 weight)
428{
429 return op->type == CONTAINER
430 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
431 : weight;
432}
433
316/* 434/*
435 * adjust_weight(object, weight) adds the specified weight to an object,
436 * and also updates how much the environment(s) is/are carrying.
437 */
438static void
439adjust_weight (object *op, sint32 weight)
440{
441 while (op)
442 {
443 // adjust by actual difference to account for rounding errors
444 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
445 weight = weight_adjust_for (op, op->carrying)
446 - weight_adjust_for (op, op->carrying - weight);
447
448 if (!weight)
449 return;
450
451 op->carrying += weight;
452
453 if (object *pl = op->visible_to ())
454 if (pl != op) // player is handled lazily
455 esrv_update_item (UPD_WEIGHT, pl, op);
456
457 op = op->env;
458 }
459}
460
461/*
317 * sum_weight() is a recursive function which calculates the weight 462 * this is a recursive function which calculates the weight
318 * an object is carrying. It goes through in figures out how much 463 * an object is carrying. It goes through op and figures out how much
319 * containers are carrying, and sums it up. 464 * containers are carrying, and sums it up.
320 */ 465 */
321long 466void
322sum_weight (object *op) 467object::update_weight ()
323{ 468{
324 long sum; 469 sint32 sum = 0;
325 object *inv;
326 470
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 471 for (object *op = inv; op; op = op->below)
328 { 472 {
329 if (inv->inv) 473 if (op->inv)
330 sum_weight (inv); 474 op->update_weight ();
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 475
476 sum += op->total_weight ();
477 }
478
479 sum = weight_adjust_for (this, sum);
480
481 if (sum != carrying)
332 } 482 {
333
334 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100;
336
337 if (op->carrying != sum)
338 op->carrying = sum; 483 carrying = sum;
339 484
340 return sum; 485 if (object *pl = visible_to ())
486 if (pl != this) // player is handled lazily
487 esrv_update_item (UPD_WEIGHT, pl, this);
488 }
341} 489}
342 490
343/** 491/*
344 * Return the outermost environment object for a given object. 492 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
345 */ 493 */
346
347object *
348object_get_env_recursive (object *op)
349{
350 while (op->env != NULL)
351 op = op->env;
352 return op;
353}
354
355/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array.
359 */
360
361char * 494char *
362dump_object (object *op) 495dump_object (object *op)
363{ 496{
364 if (!op) 497 if (!op)
365 return strdup ("[NULLOBJ]"); 498 return strdup ("[NULLOBJ]");
366 499
367 object_freezer freezer; 500 object_freezer freezer;
368 save_object (freezer, op, 1); 501 op->write (freezer);
369 return freezer.as_string (); 502 return freezer.as_string ();
370} 503}
371 504
372/* 505char *
373 * get_nearest_part(multi-object, object 2) returns the part of the 506object::as_string ()
374 * multi-object 1 which is closest to the second object.
375 * If it's not a multi-object, it is returned.
376 */
377
378object *
379get_nearest_part (object *op, const object *pl)
380{ 507{
381 object *tmp, *closest; 508 return dump_object (this);
382 int last_dist, i;
383
384 if (op->more == NULL)
385 return op;
386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
387 if ((i = distance (tmp, pl)) < last_dist)
388 closest = tmp, last_dist = i;
389 return closest;
390} 509}
391 510
392/* 511/*
393 * Returns the object which has the count-variable equal to the argument. 512 * Returns the object which has the count-variable equal to the argument.
513 * VERRRY slow.
394 */ 514 */
395
396object * 515object *
397find_object (tag_t i) 516find_object (tag_t i)
398{ 517{
399 for (object *op = object::first; op; op = op->next) 518 for_all_objects (op)
400 if (op->count == i) 519 if (op->count == i)
401 return op; 520 return op;
402 521
403 return 0; 522 return 0;
404} 523}
405 524
406/* 525/*
407 * Returns the first object which has a name equal to the argument. 526 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 527 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 528 * Enables features like "patch <name-of-other-player> food 999"
410 */ 529 */
411
412object * 530object *
413find_object_name (const char *str) 531find_object_name (const char *str)
414{ 532{
415 shstr_cmp str_ (str); 533 shstr_cmp str_ (str);
416 object *op;
417 534
418 for (op = object::first; op != NULL; op = op->next) 535 if (str_)
536 for_all_objects (op)
419 if (op->name == str_) 537 if (op->name == str_)
420 break; 538 return op;
421 539
422 return op; 540 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 541}
430 542
431/* 543/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 544 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 545 * skill and experience objects.
546 * ACTUALLY NO! investigate! TODO
434 */ 547 */
435void 548void
436object::set_owner (object *owner) 549object::set_owner (object *owner)
437{ 550{
551 // allow objects which own objects
438 if (!owner) 552 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 553 while (owner->owner)
449 owner = owner->owner; 554 owner = owner->owner;
555
556 if (flag [FLAG_FREED])
557 {
558 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
559 return;
560 }
450 561
451 this->owner = owner; 562 this->owner = owner;
563}
564
565int
566object::slottype () const
567{
568 if (type == SKILL)
569 {
570 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
571 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
572 }
573 else
574 {
575 if (slot [body_combat].info) return slot_combat;
576 if (slot [body_range ].info) return slot_ranged;
577 }
578
579 return slot_none;
580}
581
582bool
583object::change_weapon (object *ob)
584{
585 if (current_weapon == ob)
586 return true;
587
588 if (chosen_skill)
589 chosen_skill->flag [FLAG_APPLIED] = false;
590
591 current_weapon = ob;
592 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
593
594 if (chosen_skill)
595 chosen_skill->flag [FLAG_APPLIED] = true;
596
597 update_stats ();
598
599 if (ob)
600 {
601 // now check wether any body locations became invalid, in which case
602 // we cannot apply the weapon at the moment.
603 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
604 if (slot[i].used < 0)
605 {
606 current_weapon = chosen_skill = 0;
607 update_stats ();
608
609 new_draw_info_format (NDI_UNIQUE, 0, this,
610 "You try to balance all your items at once, "
611 "but the %s is just too much for your body. "
612 "[You need to unapply some items first - use the 'body' command to see "
613 "how many items you cna wera on a specific body part.]", &ob->name);
614 return false;
615 }
616
617 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
618 }
619 else
620 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
621
622 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
623 {
624 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
625 &name, ob->debug_desc ());
626 return false;
627 }
628
629 return true;
452} 630}
453 631
454/* Zero the key_values on op, decrementing the shared-string 632/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 633 * refcounts and freeing the links.
456 */ 634 */
457static void 635static void
458free_key_values (object *op) 636free_key_values (object *op)
459{ 637{
460 for (key_value *i = op->key_values; i != 0;) 638 for (key_value *i = op->key_values; i; )
461 { 639 {
462 key_value *next = i->next; 640 key_value *next = i->next;
463 delete i; 641 delete i;
464 642
465 i = next; 643 i = next;
477 * will point at garbage. 655 * will point at garbage.
478 */ 656 */
479void 657void
480object::copy_to (object *dst) 658object::copy_to (object *dst)
481{ 659{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 660 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 661 *(object_copy *)dst = *this;
486 662 dst->flag [FLAG_REMOVED] = true;
487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 663
496 /* Copy over key_values, if any. */ 664 /* Copy over key_values, if any. */
497 if (key_values) 665 if (key_values)
498 { 666 {
499 key_value *tail = 0; 667 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 668 dst->key_values = 0;
503 669
504 for (i = key_values; i; i = i->next) 670 for (key_value *i = key_values; i; i = i->next)
505 { 671 {
506 key_value *new_link = new key_value; 672 key_value *new_link = new key_value;
507 673
508 new_link->next = 0; 674 new_link->next = 0;
509 new_link->key = i->key; 675 new_link->key = i->key;
510 new_link->value = i->value; 676 new_link->value = i->value;
511 677
512 /* Try and be clever here, too. */ 678 /* Try and be clever here, too. */
513 if (!dst->key_values) 679 if (!dst->key_values)
514 { 680 {
521 tail = new_link; 687 tail = new_link;
522 } 688 }
523 } 689 }
524 } 690 }
525 691
526 dst->set_speed (dst->speed); 692 if (speed < 0)
693 dst->speed_left -= rndm ();
694
695 dst->activate ();
696}
697
698void
699object::instantiate ()
700{
701 if (!uuid.seq) // HACK
702 uuid = UUID::gen ();
703
704 speed_left = -0.1f;
705 /* copy the body_info to the body_used - this is only really
706 * need for monsters, but doesn't hurt to do it for everything.
707 * by doing so, when a monster is created, it has good starting
708 * values for the body_used info, so when items are created
709 * for it, they can be properly equipped.
710 */
711 for (int i = NUM_BODY_LOCATIONS; i--; )
712 slot[i].used = slot[i].info;
713
714 attachable::instantiate ();
527} 715}
528 716
529object * 717object *
530object::clone () 718object::clone ()
531{ 719{
532 object *neu = create (); 720 object *neu = create ();
533 copy_to (neu); 721 copy_to (neu);
722 neu->map = map; // not copied by copy_to
534 return neu; 723 return neu;
535} 724}
536 725
537/* 726/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 727 * If an object with the IS_TURNABLE() flag needs to be turned due
555 * This function needs to be called whenever the speed of an object changes. 744 * This function needs to be called whenever the speed of an object changes.
556 */ 745 */
557void 746void
558object::set_speed (float speed) 747object::set_speed (float speed)
559{ 748{
560 if (flag [FLAG_FREED] && speed)
561 {
562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
563 speed = 0;
564 }
565
566 this->speed = speed; 749 this->speed = speed;
567 750
568 if (FABS (speed) > MIN_ACTIVE_SPEED) 751 if (has_active_speed ())
569 { 752 activate ();
570 /* If already on active list, don't do anything */
571 if (active_next || active_prev || this == active_objects)
572 return;
573
574 /* process_events() expects us to insert the object at the beginning
575 * of the list. */
576 active_next = active_objects;
577
578 if (active_next)
579 active_next->active_prev = this;
580
581 active_objects = this;
582 }
583 else 753 else
584 { 754 deactivate ();
585 /* If not on the active list, nothing needs to be done */
586 if (!active_next && !active_prev && this != active_objects)
587 return;
588
589 if (!active_prev)
590 {
591 active_objects = active_next;
592
593 if (active_next)
594 active_next->active_prev = 0;
595 }
596 else
597 {
598 active_prev->active_next = active_next;
599
600 if (active_next)
601 active_next->active_prev = active_prev;
602 }
603
604 active_next = 0;
605 active_prev = 0;
606 }
607} 755}
608 756
609/* 757/*
610 * update_object() updates the the map. 758 * update_object() updates the the map.
611 * It takes into account invisible objects (and represent squares covered 759 * It takes into account invisible objects (and represent squares covered
624 * UP_OBJ_FACE: only the objects face has changed. 772 * UP_OBJ_FACE: only the objects face has changed.
625 */ 773 */
626void 774void
627update_object (object *op, int action) 775update_object (object *op, int action)
628{ 776{
629 MoveType move_on, move_off, move_block, move_slow; 777 if (!op)
630
631 if (op == NULL)
632 { 778 {
633 /* this should never happen */ 779 /* this should never happen */
634 LOG (llevDebug, "update_object() called for NULL object.\n"); 780 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
635 return; 781 return;
636 } 782 }
637 783
638 if (op->env) 784 if (!op->is_on_map ())
639 { 785 {
640 /* Animation is currently handled by client, so nothing 786 /* Animation is currently handled by client, so nothing
641 * to do in this case. 787 * to do in this case.
642 */ 788 */
643 return; 789 return;
644 } 790 }
645
646 /* If the map is saving, don't do anything as everything is
647 * going to get freed anyways.
648 */
649 if (!op->map || op->map->in_memory == MAP_SAVING)
650 return;
651 791
652 /* make sure the object is within map boundaries */ 792 /* make sure the object is within map boundaries */
653 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 793 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
654 { 794 {
655 LOG (llevError, "update_object() called for object out of map!\n"); 795 LOG (llevError, "update_object() called for object out of map!\n");
659 return; 799 return;
660 } 800 }
661 801
662 mapspace &m = op->ms (); 802 mapspace &m = op->ms ();
663 803
664 if (m.flags_ & P_NEED_UPDATE) 804 if (!(m.flags_ & P_UPTODATE))
665 /* nop */; 805 /* nop */;
666 else if (action == UP_OBJ_INSERT) 806 else if (action == UP_OBJ_INSERT)
667 { 807 {
808#if 0
668 // this is likely overkill, TODO: revisit (schmorp) 809 // this is likely overkill, TODO: revisit (schmorp)
669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 810 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
670 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 811 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
671 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 812 || (op->is_player () && !(m.flags_ & P_PLAYER))
672 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 813 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
673 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 814 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
674 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 815 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
675 || (m.move_on | op->move_on ) != m.move_on 816 || (m.move_on | op->move_on ) != m.move_on
676 || (m.move_off | op->move_off ) != m.move_off 817 || (m.move_off | op->move_off ) != m.move_off
677 || (m.move_slow | op->move_slow) != m.move_slow 818 || (m.move_slow | op->move_slow) != m.move_slow
678 /* This isn't perfect, but I don't expect a lot of objects to 819 /* This isn't perfect, but I don't expect a lot of objects to
679 * to have move_allow right now. 820 * have move_allow right now.
680 */ 821 */
681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 822 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
823 m.invalidate ();
824#else
682 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 825 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
683 m.flags_ = P_NEED_UPDATE; 826 m.invalidate ();
827#endif
684 } 828 }
685 /* if the object is being removed, we can't make intelligent 829 /* if the object is being removed, we can't make intelligent
686 * decisions, because remove_ob can't really pass the object 830 * decisions, because remove_ob can't really pass the object
687 * that is being removed. 831 * that is being removed.
688 */ 832 */
689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 833 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
690 m.flags_ = P_NEED_UPDATE; 834 m.invalidate ();
691 else if (action == UP_OBJ_FACE) 835 else if (action == UP_OBJ_FACE)
692 /* Nothing to do for that case */ ; 836 /* Nothing to do for that case */ ;
693 else 837 else
694 LOG (llevError, "update_object called with invalid action: %d\n", action); 838 LOG (llevError, "update_object called with invalid action: %d\n", action);
695 839
696 if (op->more) 840 if (op->more)
697 update_object (op->more, action); 841 update_object (op->more, action);
698} 842}
699 843
700object::vector object::objects; // not yet used
701object *object::first;
702
703object::object () 844object::object ()
704{ 845{
705 SET_FLAG (this, FLAG_REMOVED); 846 SET_FLAG (this, FLAG_REMOVED);
706 847
707 expmul = 1.0; 848 //expmul = 1.0; declared const for the time being
708 face = blank_face; 849 face = blank_face;
709} 850}
710 851
711object::~object () 852object::~object ()
712{ 853{
854 unlink ();
855
713 free_key_values (this); 856 free_key_values (this);
714} 857}
715 858
859static int object_count;
860
716void object::link () 861void object::link ()
717{ 862{
863 assert (!index);//D
864 uuid = UUID::gen ();
718 count = ++ob_count; 865 count = ++object_count;
719 uuid = gen_uuid ();
720 866
721 prev = 0; 867 refcnt_inc ();
722 next = object::first; 868 objects.insert (this);
723
724 if (object::first)
725 object::first->prev = this;
726
727 object::first = this;
728} 869}
729 870
730void object::unlink () 871void object::unlink ()
731{ 872{
732 if (this == object::first) 873 if (!index)
733 object::first = next; 874 return;
734 875
735 /* Remove this object from the list of used objects */ 876 objects.erase (this);
736 if (prev) prev->next = next; 877 refcnt_dec ();
737 if (next) next->prev = prev;
738
739 prev = 0;
740 next = 0;
741} 878}
742 879
743void 880void
881object::activate ()
882{
883 /* If already on active list, don't do anything */
884 if (active)
885 return;
886
887 if (has_active_speed ())
888 {
889 if (flag [FLAG_FREED])
890 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
891
892 actives.insert (this);
893 }
894}
895
896void
744object::activate (bool recursive) 897object::activate_recursive ()
745{ 898{
746 // uh, hack 899 activate ();
747 set_speed (speed);
748 900
749 if (recursive)
750 for (object *op = inv; op; op = op->above) 901 for (object *op = inv; op; op = op->below)
751 op->activate (1); 902 op->activate_recursive ();
752} 903}
753 904
754/* This function removes object 'op' from the list of active 905/* This function removes object 'op' from the list of active
755 * objects. 906 * objects.
756 * This should only be used for style maps or other such 907 * This should only be used for style maps or other such
758 * in play chewing up cpu time getting processed. 909 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which 910 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object. 911 * will do the right thing based on the speed of the object.
761 */ 912 */
762void 913void
763object::deactivate (bool recursive) 914object::deactivate ()
764{ 915{
765 /* If not on the active list, nothing needs to be done */ 916 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects) 917 if (!active)
767 return; 918 return;
768 919
769 if (active_prev == 0) 920 actives.erase (this);
770 { 921}
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
781 922
782 active_next = 0; 923void
783 active_prev = 0; 924object::deactivate_recursive ()
784 925{
785 if (recursive)
786 for (object *op = inv; op; op = op->above) 926 for (object *op = inv; op; op = op->below)
927 op->deactivate_recursive ();
928
787 op->deactivate (1); 929 deactivate ();
930}
931
932void
933object::set_flag_inv (int flag, int value)
934{
935 for (object *op = inv; op; op = op->below)
936 {
937 op->flag [flag] = value;
938 op->set_flag_inv (flag, value);
939 }
788} 940}
789 941
790/* 942/*
791 * Remove and free all objects in the inventory of the given object. 943 * Remove and free all objects in the inventory of the given object.
792 * object.c ? 944 * object.c ?
795object::destroy_inv (bool drop_to_ground) 947object::destroy_inv (bool drop_to_ground)
796{ 948{
797 // need to check first, because the checks below might segfault 949 // need to check first, because the checks below might segfault
798 // as we might be on an invalid mapspace and crossfire code 950 // as we might be on an invalid mapspace and crossfire code
799 // is too buggy to ensure that the inventory is empty. 951 // is too buggy to ensure that the inventory is empty.
800 // corollary: if you create arrows etc. with stuff in tis inventory, 952 // corollary: if you create arrows etc. with stuff in its inventory,
801 // cf will crash below with off-map x and y 953 // cf will crash below with off-map x and y
802 if (!inv) 954 if (!inv)
803 return; 955 return;
804 956
805 /* Only if the space blocks everything do we not process - 957 /* Only if the space blocks everything do we not process -
806 * if some form of movement is allowed, let objects 958 * if some form of movement is allowed, let objects
807 * drop on that space. 959 * drop on that space.
808 */ 960 */
809 if (!drop_to_ground 961 if (!drop_to_ground
810 || !map 962 || !map
811 || map->in_memory != MAP_IN_MEMORY 963 || map->in_memory != MAP_ACTIVE
964 || map->no_drop
812 || ms ().move_block == MOVE_ALL) 965 || ms ().move_block == MOVE_ALL)
813 { 966 {
814 while (inv) 967 while (inv)
815 {
816 inv->destroy_inv (drop_to_ground);
817 inv->destroy (); 968 inv->destroy ();
818 }
819 } 969 }
820 else 970 else
821 { /* Put objects in inventory onto this space */ 971 { /* Put objects in inventory onto this space */
822 while (inv) 972 while (inv)
823 { 973 {
825 975
826 if (op->flag [FLAG_STARTEQUIP] 976 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP] 977 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE 978 || op->type == RUNE
829 || op->type == TRAP 979 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE]) 980 || op->flag [FLAG_IS_A_TEMPLATE]
981 || op->flag [FLAG_DESTROY_ON_DEATH])
831 op->destroy (); 982 op->destroy ();
832 else 983 else
833 map->insert (op, x, y); 984 map->insert (op, x, y);
834 } 985 }
835 } 986 }
840 object *op = new object; 991 object *op = new object;
841 op->link (); 992 op->link ();
842 return op; 993 return op;
843} 994}
844 995
996static struct freed_map : maptile
997{
998 freed_map ()
999 {
1000 path = "<freed objects map>";
1001 name = "/internal/freed_objects_map";
1002 width = 3;
1003 height = 3;
1004 no_drop = 1;
1005 no_reset = 1;
1006
1007 alloc ();
1008 in_memory = MAP_ACTIVE;
1009 }
1010
1011 ~freed_map ()
1012 {
1013 destroy ();
1014 }
1015} freed_map; // freed objects are moved here to avoid crashes
1016
845void 1017void
846object::do_destroy () 1018object::do_destroy ()
847{ 1019{
848 if (flag [FLAG_IS_LINKED]) 1020 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this); 1021 remove_link ();
850 1022
851 if (flag [FLAG_FRIENDLY]) 1023 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this); 1024 remove_friendly_object (this);
853 1025
854 if (!flag [FLAG_REMOVED])
855 remove (); 1026 remove ();
856 1027
857 if (flag [FLAG_FREED]) 1028 attachable::do_destroy ();
858 return;
859 1029
860 set_speed (0); 1030 deactivate ();
1031 unlink ();
861 1032
862 flag [FLAG_FREED] = 1; 1033 flag [FLAG_FREED] = 1;
863 1034
864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868
869 // hack to ensure that freed objects still have a valid map 1035 // hack to ensure that freed objects still have a valid map
870 {
871 static maptile *freed_map; // freed objects are moved here to avoid crashes
872
873 if (!freed_map)
874 {
875 freed_map = new maptile;
876
877 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3;
879 freed_map->height = 3;
880
881 freed_map->alloc ();
882 }
883
884 map = freed_map; 1036 map = &freed_map;
885 x = 1; 1037 x = 1;
886 y = 1; 1038 y = 1;
887 }
888
889 head = 0;
890 1039
891 if (more) 1040 if (more)
892 { 1041 {
893 more->destroy (); 1042 more->destroy ();
894 more = 0; 1043 more = 0;
895 } 1044 }
896 1045
1046 head = 0;
1047
897 // clear those pointers that likely might have circular references to us 1048 // clear those pointers that likely might cause circular references
898 owner = 0; 1049 owner = 0;
899 enemy = 0; 1050 enemy = 0;
900 attacked_by = 0; 1051 attacked_by = 0;
901 1052 current_weapon = 0;
902 // only relevant for players(?), but make sure of it anyways
903 contr = 0;
904} 1053}
905 1054
906void 1055void
907object::destroy (bool destroy_inventory) 1056object::destroy ()
908{ 1057{
909 if (destroyed ()) 1058 if (destroyed ())
910 return; 1059 return;
911 1060
912 if (destroy_inventory) 1061 if (!is_head () && !head->destroyed ())
1062 {
1063 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1064 head->destroy ();
1065 return;
1066 }
1067
913 destroy_inv (false); 1068 destroy_inv (false);
1069
1070 if (is_head ())
1071 if (sound_destroy)
1072 play_sound (sound_destroy);
1073 else if (flag [FLAG_MONSTER])
1074 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
914 1075
915 attachable::destroy (); 1076 attachable::destroy ();
916}
917
918/*
919 * sub_weight() recursively (outwards) subtracts a number from the
920 * weight of an object (and what is carried by it's environment(s)).
921 */
922void
923sub_weight (object *op, signed long weight)
924{
925 while (op != NULL)
926 {
927 if (op->type == CONTAINER)
928 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
929
930 op->carrying -= weight;
931 op = op->env;
932 }
933} 1077}
934 1078
935/* op->remove (): 1079/* op->remove ():
936 * This function removes the object op from the linked list of objects 1080 * This function removes the object op from the linked list of objects
937 * which it is currently tied to. When this function is done, the 1081 * which it is currently tied to. When this function is done, the
938 * object will have no environment. If the object previously had an 1082 * object will have no environment. If the object previously had an
939 * environment, the x and y coordinates will be updated to 1083 * environment, the x and y coordinates will be updated to
940 * the previous environment. 1084 * the previous environment.
941 * Beware: This function is called from the editor as well!
942 */ 1085 */
943void 1086void
944object::remove () 1087object::do_remove ()
945{ 1088{
946 object *tmp, *last = 0; 1089 if (flag [FLAG_REMOVED])
947 object *otmp;
948
949 if (QUERY_FLAG (this, FLAG_REMOVED))
950 return; 1090 return;
951 1091
952 SET_FLAG (this, FLAG_REMOVED);
953 INVOKE_OBJECT (REMOVE, this); 1092 INVOKE_OBJECT (REMOVE, this);
1093
1094 flag [FLAG_REMOVED] = true;
954 1095
955 if (more) 1096 if (more)
956 more->remove (); 1097 more->remove ();
957 1098
958 /* 1099 /*
959 * In this case, the object to be removed is in someones 1100 * In this case, the object to be removed is in someones
960 * inventory. 1101 * inventory.
961 */ 1102 */
962 if (env) 1103 if (env)
963 { 1104 {
964 if (nrof) 1105 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
965 sub_weight (env, weight * nrof); 1106 if (object *pl = visible_to ())
966 else 1107 esrv_del_item (pl->contr, count);
967 sub_weight (env, weight + carrying); 1108 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1109
1110 adjust_weight (env, -total_weight ());
1111
1112 object *pl = in_player ();
1113
1114 /* we set up values so that it could be inserted into
1115 * the map, but we don't actually do that - it is up
1116 * to the caller to decide what we want to do.
1117 */
1118 map = env->map;
1119 x = env->x;
1120 y = env->y;
1121
1122 // make sure cmov optimisation is applicable
1123 *(above ? &above->below : &env->inv) = below;
1124 *(below ? &below->above : &above ) = above; // &above is just a dummy
1125
1126 above = 0;
1127 below = 0;
1128 env = 0;
968 1129
969 /* NO_FIX_PLAYER is set when a great many changes are being 1130 /* NO_FIX_PLAYER is set when a great many changes are being
970 * made to players inventory. If set, avoiding the call 1131 * made to players inventory. If set, avoiding the call
971 * to save cpu time. 1132 * to save cpu time.
972 */ 1133 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1134 if (pl)
1135 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1136 {
974 otmp->update_stats (); 1137 pl->update_stats ();
975 1138
976 if (above) 1139 if (glow_radius && pl->is_on_map ())
977 above->below = below; 1140 update_all_los (pl->map, pl->x, pl->y);
978 else 1141 }
979 env->inv = below;
980
981 if (below)
982 below->above = above;
983
984 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do.
987 */
988 x = env->x, y = env->y;
989 map = env->map;
990 above = 0, below = 0;
991 env = 0;
992 } 1142 }
993 else if (map) 1143 else if (map)
994 { 1144 {
995 if (type == PLAYER) 1145 map->dirty = true;
1146 mapspace &ms = this->ms ();
1147
1148 if (object *pl = ms.player ())
996 { 1149 {
1150 if (is_player ())
1151 {
1152 if (!flag [FLAG_WIZPASS])
1153 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1154
1155 // leaving a spot always closes any open container on the ground
1156 if (container && !container->env)
1157 // this causes spurious floorbox updates, but it ensures
1158 // that the CLOSE event is being sent.
1159 close_container ();
1160
997 --map->players; 1161 --map->players;
998 map->last_access = runtime; 1162 map->touch ();
1163 }
1164 else if (pl->container_ () == this)
1165 {
1166 // removing a container should close it
1167 close_container ();
1168 }
1169
1170 esrv_del_item (pl->contr, count);
999 } 1171 }
1000 1172
1001
1002 /* link the object above us */ 1173 /* link the object above us */
1003 if (above) 1174 // re-link, make sure compiler can easily use cmove
1004 above->below = below; 1175 *(above ? &above->below : &ms.top) = below;
1005 else 1176 *(below ? &below->above : &ms.bot) = above;
1006 map->at (x, y).top = below; /* we were top, set new top */
1007
1008 /* Relink the object below us, if there is one */
1009 if (below)
1010 below->above = above;
1011 else
1012 {
1013 /* Nothing below, which means we need to relink map object for this space
1014 * use translated coordinates in case some oddness with map tiling is
1015 * evident
1016 */
1017 if (GET_MAP_OB (map, x, y) != this)
1018 {
1019 char *dump = dump_object (this);
1020 LOG (llevError,
1021 "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);
1022 free (dump);
1023 dump = dump_object (GET_MAP_OB (map, x, y));
1024 LOG (llevError, "%s\n", dump);
1025 free (dump);
1026 }
1027
1028 map->at (x, y).bot = above; /* goes on above it. */
1029 }
1030 1177
1031 above = 0; 1178 above = 0;
1032 below = 0; 1179 below = 0;
1033 1180
1181 ms.invalidate ();
1182
1034 if (map->in_memory == MAP_SAVING) 1183 if (map->in_memory == MAP_SAVING)
1035 return; 1184 return;
1036 1185
1037 int check_walk_off = !flag [FLAG_NO_APPLY]; 1186 int check_walk_off = !flag [FLAG_NO_APPLY];
1038 1187
1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1188 if (object *pl = ms.player ())
1040 { 1189 {
1041 /* No point updating the players look faces if he is the object 1190 if (pl->container_ () == this)
1042 * being removed.
1043 */
1044
1045 if (tmp->type == PLAYER && tmp != this)
1046 {
1047 /* If a container that the player is currently using somehow gets 1191 /* If a container that the player is currently using somehow gets
1048 * removed (most likely destroyed), update the player view 1192 * removed (most likely destroyed), update the player view
1049 * appropriately. 1193 * appropriately.
1050 */ 1194 */
1051 if (tmp->container == this) 1195 pl->close_container ();
1052 {
1053 flag [FLAG_APPLIED] = 0;
1054 tmp->container = 0;
1055 }
1056 1196
1197 //TODO: the floorbox prev/next might need updating
1198 //esrv_del_item (pl->contr, count);
1199 //TODO: update floorbox to preserve ordering
1057 if (tmp->contr->ns) 1200 if (pl->contr->ns)
1058 tmp->contr->ns->floorbox_update (); 1201 pl->contr->ns->floorbox_update ();
1202 }
1203
1204 if (check_walk_off)
1205 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1206 {
1207 above = tmp->above;
1208
1209 /* No point updating the players look faces if he is the object
1210 * being removed.
1059 } 1211 */
1060 1212
1061 /* See if object moving off should effect something */ 1213 /* See if object moving off should effect something */
1062 if (check_walk_off
1063 && ((move_type & tmp->move_off) 1214 if ((move_type & tmp->move_off)
1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1215 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1065 {
1066 move_apply (tmp, this, 0); 1216 move_apply (tmp, this, 0);
1067
1068 if (destroyed ())
1069 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1070 } 1217 }
1071 1218
1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1219 if (affects_los ())
1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1074 if (tmp->above == tmp)
1075 tmp->above = 0;
1076
1077 last = tmp;
1078 }
1079
1080 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object?
1082 if (!last)
1083 map->at (x, y).flags_ = P_NEED_UPDATE;
1084 else
1085 update_object (last, UP_OBJ_REMOVE);
1086
1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1088 update_all_los (map, x, y); 1220 update_all_los (map, x, y);
1089 } 1221 }
1090} 1222}
1091 1223
1092/* 1224/*
1101merge_ob (object *op, object *top) 1233merge_ob (object *op, object *top)
1102{ 1234{
1103 if (!op->nrof) 1235 if (!op->nrof)
1104 return 0; 1236 return 0;
1105 1237
1106 if (top) 1238 if (!top)
1107 for (top = op; top && top->above; top = top->above) 1239 for (top = op; top && top->above; top = top->above)
1108 ; 1240 ;
1109 1241
1110 for (; top; top = top->below) 1242 for (; top; top = top->below)
1111 {
1112 if (top == op)
1113 continue;
1114
1115 if (object::can_merge (op, top)) 1243 if (object::can_merge (op, top))
1116 { 1244 {
1117 top->nrof += op->nrof; 1245 top->nrof += op->nrof;
1118 1246
1119/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1247 if (object *pl = top->visible_to ())
1120 op->weight = 0; /* Don't want any adjustements now */ 1248 esrv_update_item (UPD_NROF, pl, top);
1249
1250 op->weight = 0; // cancel the addition above
1251 op->carrying = 0; // must be 0 already
1252
1121 op->destroy (); 1253 op->destroy ();
1254
1122 return top; 1255 return top;
1123 } 1256 }
1124 }
1125 1257
1126 return 0; 1258 return 0;
1127} 1259}
1128 1260
1261void
1262object::expand_tail ()
1263{
1264 if (more)
1265 return;
1266
1267 object *prev = this;
1268
1269 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1270 {
1271 object *op = arch_to_object (at);
1272
1273 op->name = name;
1274 op->name_pl = name_pl;
1275 op->title = title;
1276
1277 op->head = this;
1278 prev->more = op;
1279
1280 prev = op;
1281 }
1282}
1283
1129/* 1284/*
1130 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1285 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1131 * job preparing multi-part monsters 1286 * job preparing multi-part monsters.
1132 */ 1287 */
1133object * 1288object *
1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1289insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1135{ 1290{
1291 op->remove ();
1292
1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1293 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1137 { 1294 {
1138 tmp->x = x + tmp->arch->clone.x; 1295 tmp->x = x + tmp->arch->x;
1139 tmp->y = y + tmp->arch->clone.y; 1296 tmp->y = y + tmp->arch->y;
1140 } 1297 }
1141 1298
1142 return insert_ob_in_map (op, m, originator, flag); 1299 return insert_ob_in_map (op, m, originator, flag);
1143} 1300}
1144 1301
1163 * just 'op' otherwise 1320 * just 'op' otherwise
1164 */ 1321 */
1165object * 1322object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1323insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1324{
1168 object *tmp, *top, *floor = NULL; 1325 op->remove ();
1169 sint16 x, y;
1170 1326
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1327 if (m == &freed_map)//D TODO: remove soon
1172 { 1328 {//D
1173 LOG (llevError, "Trying to insert freed object!\n"); 1329 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1174 return NULL;
1175 } 1330 }//D
1176
1177 if (!m)
1178 {
1179 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1182 return op;
1183 }
1184
1185 if (out_of_map (m, op->x, op->y))
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1189#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted.
1193 */
1194 abort ();
1195#endif
1196 free (dump);
1197 return op;
1198 }
1199
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more;
1213
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1231 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1234 return 0;
1235 }
1236 }
1237
1238 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1331
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1332 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now 1333 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1334 * need extra work
1243 */ 1335 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1336 maptile *newmap = m;
1245 x = op->x; 1337 if (!xy_normalise (newmap, op->x, op->y))
1246 y = op->y; 1338 {
1339 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1340 return 0;
1341 }
1342
1343 if (object *more = op->more)
1344 if (!insert_ob_in_map (more, m, originator, flag))
1345 return 0;
1346
1347 op->flag [FLAG_REMOVED] = false;
1348 op->env = 0;
1349 op->map = newmap;
1350
1351 mapspace &ms = op->ms ();
1247 1352
1248 /* this has to be done after we translate the coordinates. 1353 /* this has to be done after we translate the coordinates.
1249 */ 1354 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1355 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1356 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1357 if (object::can_merge (op, tmp))
1253 { 1358 {
1359 // TODO: we actually want to update tmp, not op,
1360 // but some caller surely breaks when we return tmp
1361 // from here :/
1254 op->nrof += tmp->nrof; 1362 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1363 tmp->destroy ();
1256 } 1364 }
1257 1365
1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1366 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1267 { 1375 {
1268 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1376 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1269 abort (); 1377 abort ();
1270 } 1378 }
1271 1379
1380 if (!originator->is_on_map ())
1381 {
1382 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1383 op->debug_desc (), originator->debug_desc ());
1384 abort ();
1385 }
1386
1272 op->above = originator; 1387 op->above = originator;
1273 op->below = originator->below; 1388 op->below = originator->below;
1274
1275 if (op->below)
1276 op->below->above = op;
1277 else
1278 op->ms ().bot = op;
1279
1280 /* since *below* originator, no need to update top */
1281 originator->below = op; 1389 originator->below = op;
1390
1391 *(op->below ? &op->below->above : &ms.bot) = op;
1282 } 1392 }
1283 else 1393 else
1284 { 1394 {
1395 object *floor = 0;
1396 object *top = ms.top;
1397
1285 /* If there are other objects, then */ 1398 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1399 if (top)
1287 { 1400 {
1288 object *last = 0;
1289
1290 /* 1401 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1402 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate. 1403 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if 1404 * Generally, we want to put the new object on top. But if
1294 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1405 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1297 * once we get to them. This reduces the need to traverse over all of 1408 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1409 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1410 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1411 * that flying non pickable objects are spell objects.
1301 */ 1412 */
1302 while (top) 1413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1303 { 1414 {
1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1415 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1305 floor = top; 1416 floor = tmp;
1306 1417
1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1418 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1308 { 1419 {
1309 /* We insert above top, so we want this object below this */ 1420 /* We insert above top, so we want this object below this */
1310 top = top->below; 1421 top = tmp->below;
1311 break; 1422 break;
1312 } 1423 }
1313 1424
1314 last = top;
1315 top = top->above; 1425 top = tmp;
1316 } 1426 }
1317
1318 /* Don't want top to be NULL, so set it to the last valid object */
1319 top = last;
1320 1427
1321 /* We let update_position deal with figuring out what the space 1428 /* We let update_position deal with figuring out what the space
1322 * looks like instead of lots of conditions here. 1429 * looks like instead of lots of conditions here.
1323 * makes things faster, and effectively the same result. 1430 * makes things faster, and effectively the same result.
1324 */ 1431 */
1325 1432
1326 /* Have object 'fall below' other objects that block view. 1433 /* Have object 'fall below' other objects that block view.
1327 * Unless those objects are exits, type 66 1434 * Unless those objects are exits.
1328 * If INS_ON_TOP is used, don't do this processing 1435 * If INS_ON_TOP is used, don't do this processing
1329 * Need to find the object that in fact blocks view, otherwise 1436 * Need to find the object that in fact blocks view, otherwise
1330 * stacking is a bit odd. 1437 * stacking is a bit odd.
1331 */ 1438 */
1332 if (!(flag & INS_ON_TOP) && 1439 if (!(flag & INS_ON_TOP)
1333 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1440 && ms.flags () & P_BLOCKSVIEW
1441 && (op->face && !faces [op->face].visibility))
1334 { 1442 {
1443 object *last;
1444
1335 for (last = top; last != floor; last = last->below) 1445 for (last = top; last != floor; last = last->below)
1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1446 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1337 break; 1447 break;
1448
1338 /* Check to see if we found the object that blocks view, 1449 /* Check to see if we found the object that blocks view,
1339 * and make sure we have a below pointer for it so that 1450 * and make sure we have a below pointer for it so that
1340 * we can get inserted below this one, which requires we 1451 * we can get inserted below this one, which requires we
1341 * set top to the object below us. 1452 * set top to the object below us.
1342 */ 1453 */
1343 if (last && last->below && last != floor) 1454 if (last && last->below && last != floor)
1344 top = last->below; 1455 top = last->below;
1345 } 1456 }
1346 } /* If objects on this space */ 1457 } /* If objects on this space */
1347 1458
1348 if (flag & INS_MAP_LOAD)
1349 top = GET_MAP_TOP (op->map, op->x, op->y);
1350
1351 if (flag & INS_ABOVE_FLOOR_ONLY) 1459 if (flag & INS_ABOVE_FLOOR_ONLY)
1352 top = floor; 1460 top = floor;
1353 1461
1354 /* Top is the object that our object (op) is going to get inserted above. 1462 // insert object above top, or bottom-most if top = 0
1355 */
1356
1357 /* First object on this space */
1358 if (!top) 1463 if (!top)
1359 { 1464 {
1360 op->above = GET_MAP_OB (op->map, op->x, op->y);
1361
1362 if (op->above)
1363 op->above->below = op;
1364
1365 op->below = 0; 1465 op->below = 0;
1466 op->above = ms.bot;
1366 op->ms ().bot = op; 1467 ms.bot = op;
1468
1469 *(op->above ? &op->above->below : &ms.top) = op;
1367 } 1470 }
1368 else 1471 else
1369 { /* get inserted into the stack above top */ 1472 {
1370 op->above = top->above; 1473 op->above = top->above;
1371
1372 if (op->above)
1373 op->above->below = op; 1474 top->above = op;
1374 1475
1375 op->below = top; 1476 op->below = top;
1376 top->above = op; 1477 *(op->above ? &op->above->below : &ms.top) = op;
1377 } 1478 }
1479 }
1378 1480
1379 if (!op->above) 1481 if (op->is_player ())
1380 op->ms ().top = op;
1381 } /* else not INS_BELOW_ORIGINATOR */
1382
1383 if (op->type == PLAYER)
1384 { 1482 {
1385 op->contr->do_los = 1; 1483 op->contr->do_los = 1;
1386 ++op->map->players; 1484 ++op->map->players;
1387 op->map->last_access = runtime; 1485 op->map->touch ();
1388 } 1486 }
1389 1487
1390 /* If we have a floor, we know the player, if any, will be above 1488 op->map->dirty = true;
1391 * it, so save a few ticks and start from there. 1489
1392 */
1393 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1490 if (object *pl = ms.player ())
1491 //TODO: the floorbox prev/next might need updating
1492 //esrv_send_item (pl, op);
1493 //TODO: update floorbox to preserve ordering
1395 if (pl->contr->ns) 1494 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1495 pl->contr->ns->floorbox_update ();
1397 1496
1398 /* If this object glows, it may affect lighting conditions that are 1497 /* If this object glows, it may affect lighting conditions that are
1399 * visible to others on this map. But update_all_los is really 1498 * visible to others on this map. But update_all_los is really
1400 * an inefficient way to do this, as it means los for all players 1499 * an inefficient way to do this, as it means los for all players
1401 * on the map will get recalculated. The players could very well 1500 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1501 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1502 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1503 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1504 * of effect may be sufficient.
1406 */ 1505 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1506 if (op->affects_los ())
1507 {
1508 op->ms ().invalidate ();
1408 update_all_los (op->map, op->x, op->y); 1509 update_all_los (op->map, op->x, op->y);
1510 }
1409 1511
1410 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1512 /* updates flags (blocked, alive, no magic, etc) for this map space */
1411 update_object (op, UP_OBJ_INSERT); 1513 update_object (op, UP_OBJ_INSERT);
1412 1514
1413 INVOKE_OBJECT (INSERT, op); 1515 INVOKE_OBJECT (INSERT, op);
1420 * blocked() and wall() work properly), and these flags are updated by 1522 * blocked() and wall() work properly), and these flags are updated by
1421 * update_object(). 1523 * update_object().
1422 */ 1524 */
1423 1525
1424 /* if this is not the head or flag has been passed, don't check walk on status */ 1526 /* if this is not the head or flag has been passed, don't check walk on status */
1425 if (!(flag & INS_NO_WALK_ON) && !op->head) 1527 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1426 { 1528 {
1427 if (check_move_on (op, originator)) 1529 if (check_move_on (op, originator))
1428 return 0; 1530 return 0;
1429 1531
1430 /* If we are a multi part object, lets work our way through the check 1532 /* If we are a multi part object, lets work our way through the check
1431 * walk on's. 1533 * walk on's.
1432 */ 1534 */
1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1535 for (object *tmp = op->more; tmp; tmp = tmp->more)
1434 if (check_move_on (tmp, originator)) 1536 if (check_move_on (tmp, originator))
1435 return 0; 1537 return 0;
1436 } 1538 }
1437 1539
1438 return op; 1540 return op;
1441/* this function inserts an object in the map, but if it 1543/* this function inserts an object in the map, but if it
1442 * finds an object of its own type, it'll remove that one first. 1544 * finds an object of its own type, it'll remove that one first.
1443 * op is the object to insert it under: supplies x and the map. 1545 * op is the object to insert it under: supplies x and the map.
1444 */ 1546 */
1445void 1547void
1446replace_insert_ob_in_map (const char *arch_string, object *op) 1548replace_insert_ob_in_map (shstr_tmp archname, object *op)
1447{ 1549{
1448 object *tmp, *tmp1;
1449
1450 /* first search for itself and remove any old instances */ 1550 /* first search for itself and remove any old instances */
1451 1551
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1552 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1553 if (tmp->arch->archname == archname) /* same archetype */
1454 tmp->destroy (); 1554 tmp->destroy ();
1455 1555
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1556 object *tmp = arch_to_object (archetype::find (archname));
1457 1557
1458 tmp1->x = op->x; 1558 tmp->x = op->x;
1459 tmp1->y = op->y; 1559 tmp->y = op->y;
1560
1460 insert_ob_in_map (tmp1, op->map, op, 0); 1561 insert_ob_in_map (tmp, op->map, op, 0);
1461} 1562}
1462 1563
1463object * 1564object *
1464object::insert_at (object *where, object *originator, int flags) 1565object::insert_at (object *where, object *originator, int flags)
1465{ 1566{
1567 if (where->env)
1568 return where->env->insert (this);
1569 else
1466 where->map->insert (this, where->x, where->y, originator, flags); 1570 return where->map->insert (this, where->x, where->y, originator, flags);
1467} 1571}
1468 1572
1469/* 1573// check whether we can put this into the map, respect max_volume, max_items
1470 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1574bool
1471 * is returned contains nr objects, and the remaining parts contains 1575object::can_drop_at (maptile *m, int x, int y, object *originator)
1472 * the rest (or is removed and freed if that number is 0).
1473 * On failure, NULL is returned, and the reason put into the
1474 * global static errmsg array.
1475 */
1476object *
1477get_split_ob (object *orig_ob, uint32 nr)
1478{ 1576{
1479 object *newob; 1577 mapspace &ms = m->at (x, y);
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1481 1578
1482 if (orig_ob->nrof < nr) 1579 int items = ms.items ();
1483 {
1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1485 return NULL;
1486 }
1487 1580
1488 newob = object_create_clone (orig_ob); 1581 if (!items // testing !items ensures we can drop at least one item
1582 || (items < m->max_items
1583 && ms.volume () < m->max_volume))
1584 return true;
1489 1585
1490 if ((orig_ob->nrof -= nr) < 1) 1586 if (originator && originator->is_player ())
1491 orig_ob->destroy (1); 1587 originator->contr->failmsg (format (
1492 else if (!is_removed) 1588 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1493 { 1589 query_name ()
1494 if (orig_ob->env != NULL) 1590 ));
1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1497 {
1498 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1499 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1500 return NULL;
1501 }
1502 }
1503 1591
1504 newob->nrof = nr; 1592 return false;
1505
1506 return newob;
1507} 1593}
1508 1594
1509/* 1595/*
1510 * decrease_ob_nr(object, number) decreases a specified number from 1596 * decrease(object, number) decreases a specified number from
1511 * the amount of an object. If the amount reaches 0, the object 1597 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1598 * is subsequently removed and freed.
1513 * 1599 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1600 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1601 */
1602bool
1603object::decrease (sint32 nr)
1604{
1605 if (!nr)
1606 return true;
1516 1607
1608 nr = min (nr, nrof);
1609
1610 if (nrof > nr)
1611 {
1612 nrof -= nr;
1613 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1614
1615 if (object *pl = visible_to ())
1616 esrv_update_item (UPD_NROF, pl, this);
1617
1618 return true;
1619 }
1620 else
1621 {
1622 destroy ();
1623 return false;
1624 }
1625}
1626
1627/*
1628 * split(ob,nr) splits up ob into two parts. The part which
1629 * is returned contains nr objects, and the remaining parts contains
1630 * the rest (or is removed and returned if that number is 0).
1631 * On failure, NULL is returned.
1632 */
1517object * 1633object *
1518decrease_ob_nr (object *op, uint32 i) 1634object::split (sint32 nr)
1519{ 1635{
1520 object *tmp; 1636 int have = number_of ();
1521 1637
1522 if (i == 0) /* objects with op->nrof require this check */ 1638 if (have < nr)
1523 return op; 1639 return 0;
1524 1640 else if (have == nr)
1525 if (i > op->nrof)
1526 i = op->nrof;
1527
1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1529 op->nrof -= i;
1530 else if (op->env)
1531 { 1641 {
1532 /* is this object in the players inventory, or sub container
1533 * therein?
1534 */
1535 tmp = op->in_player ();
1536 /* nope. Is this a container the player has opened?
1537 * If so, set tmp to that player.
1538 * IMO, searching through all the players will mostly
1539 * likely be quicker than following op->env to the map,
1540 * and then searching the map for a player.
1541 */
1542 if (!tmp)
1543 for_all_players (pl)
1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1547 break;
1548 }
1549
1550 if (i < op->nrof)
1551 {
1552 sub_weight (op->env, op->weight * i);
1553 op->nrof -= i;
1554 if (tmp)
1555 esrv_send_item (tmp, op);
1556 }
1557 else
1558 {
1559 op->remove (); 1642 remove ();
1560 op->nrof = 0; 1643 return this;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 } 1644 }
1565 else 1645 else
1566 { 1646 {
1567 object *above = op->above; 1647 decrease (nr);
1568 1648
1569 if (i < op->nrof) 1649 object *op = deep_clone ();
1570 op->nrof -= i; 1650 op->nrof = nr;
1571 else
1572 {
1573 op->remove ();
1574 op->nrof = 0;
1575 }
1576
1577 /* Since we just removed op, op->above is null */
1578 for (tmp = above; tmp; tmp = tmp->above)
1579 if (tmp->type == PLAYER)
1580 {
1581 if (op->nrof)
1582 esrv_send_item (tmp, op);
1583 else
1584 esrv_del_item (tmp->contr, op->count);
1585 }
1586 }
1587
1588 if (op->nrof)
1589 return op; 1651 return op;
1590 else
1591 {
1592 op->destroy ();
1593 return 0;
1594 }
1595}
1596
1597/*
1598 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying.
1600 */
1601
1602void
1603add_weight (object *op, signed long weight)
1604{
1605 while (op != NULL)
1606 {
1607 if (op->type == CONTAINER)
1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1609
1610 op->carrying += weight;
1611 op = op->env;
1612 } 1652 }
1613} 1653}
1614 1654
1615object * 1655object *
1616insert_ob_in_ob (object *op, object *where) 1656insert_ob_in_ob (object *op, object *where)
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1661 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump); 1662 free (dump);
1623 return op; 1663 return op;
1624 } 1664 }
1625 1665
1626 if (where->head) 1666 if (where->head_ () != where)
1627 { 1667 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1668 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head; 1669 where = where->head;
1630 } 1670 }
1631 1671
1632 return where->insert (op); 1672 return where->insert (op);
1633} 1673}
1638 * inside the object environment. 1678 * inside the object environment.
1639 * 1679 *
1640 * The function returns now pointer to inserted item, and return value can 1680 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1681 * be != op, if items are merged. -Tero
1642 */ 1682 */
1643
1644object * 1683object *
1645object::insert (object *op) 1684object::insert (object *op)
1646{ 1685{
1647 object *tmp, *otmp;
1648
1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1650 op->remove ();
1651
1652 if (op->more) 1686 if (op->more)
1653 { 1687 {
1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1688 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 return op; 1689 return op;
1656 } 1690 }
1657 1691
1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1692 op->remove ();
1659 CLEAR_FLAG (op, FLAG_REMOVED); 1693
1694 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1695
1660 if (op->nrof) 1696 if (op->nrof)
1661 {
1662 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1697 for (object *tmp = inv; tmp; tmp = tmp->below)
1663 if (object::can_merge (tmp, op)) 1698 if (object::can_merge (tmp, op))
1664 { 1699 {
1665 /* return the original object and remove inserted object 1700 /* return the original object and remove inserted object
1666 (client needs the original object) */ 1701 (client needs the original object) */
1667 tmp->nrof += op->nrof; 1702 tmp->nrof += op->nrof;
1668 /* Weight handling gets pretty funky. Since we are adding to 1703
1669 * tmp->nrof, we need to increase the weight. 1704 if (object *pl = tmp->visible_to ())
1670 */ 1705 esrv_update_item (UPD_NROF, pl, tmp);
1706
1671 add_weight (this, op->weight * op->nrof); 1707 adjust_weight (this, op->total_weight ());
1672 SET_FLAG (op, FLAG_REMOVED); 1708
1673 op->destroy (); /* free the inserted object */ 1709 op->destroy ();
1674 op = tmp; 1710 op = tmp;
1675 op->remove (); /* and fix old object's links */ 1711 goto inserted;
1676 CLEAR_FLAG (op, FLAG_REMOVED);
1677 break;
1678 } 1712 }
1679 1713
1680 /* I assume combined objects have no inventory 1714 op->owner = 0; // it's his/hers now. period.
1681 * We add the weight - this object could have just been removed
1682 * (if it was possible to merge). calling remove_ob will subtract
1683 * the weight, so we need to add it in again, since we actually do
1684 * the linking below
1685 */
1686 add_weight (this, op->weight * op->nrof);
1687 }
1688 else
1689 add_weight (this, (op->weight + op->carrying));
1690
1691 otmp = this->in_player ();
1692 if (otmp && otmp->contr)
1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1694 otmp->update_stats ();
1695
1696 op->map = 0; 1715 op->map = 0;
1697 op->env = this; 1716 op->x = 0;
1717 op->y = 0;
1718
1698 op->above = 0; 1719 op->above = 0;
1699 op->below = 0; 1720 op->below = inv;
1700 op->x = 0, op->y = 0; 1721 op->env = this;
1701 1722
1723 if (inv)
1724 inv->above = op;
1725
1726 inv = op;
1727
1728 op->flag [FLAG_REMOVED] = 0;
1729
1730 if (object *pl = op->visible_to ())
1731 esrv_send_item (pl, op);
1732
1733 adjust_weight (this, op->total_weight ());
1734
1735inserted:
1702 /* reset the light list and los of the players on the map */ 1736 /* reset the light list and los of the players on the map */
1703 if ((op->glow_radius != 0) && map) 1737 if (op->glow_radius && is_on_map ())
1704 { 1738 {
1705#ifdef DEBUG_LIGHTS 1739 update_stats ();
1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1707#endif /* DEBUG_LIGHTS */
1708 if (map->darkness)
1709 update_all_los (map, x, y); 1740 update_all_los (map, x, y);
1710 }
1711
1712 /* Client has no idea of ordering so lets not bother ordering it here.
1713 * It sure simplifies this function...
1714 */
1715 if (!inv)
1716 inv = op;
1717 else
1718 { 1741 }
1719 op->below = inv; 1742 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1720 op->below->above = op; 1743 // if this is a player's inventory, update stats
1721 inv = op; 1744 update_stats ();
1722 }
1723 1745
1724 INVOKE_OBJECT (INSERT, this); 1746 INVOKE_OBJECT (INSERT, this);
1725 1747
1726 return op; 1748 return op;
1727} 1749}
1747 * on top. 1769 * on top.
1748 */ 1770 */
1749int 1771int
1750check_move_on (object *op, object *originator) 1772check_move_on (object *op, object *originator)
1751{ 1773{
1774 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1775 return 0;
1776
1752 object *tmp; 1777 object *tmp;
1753 maptile *m = op->map; 1778 maptile *m = op->map;
1754 int x = op->x, y = op->y; 1779 int x = op->x, y = op->y;
1755 1780
1756 MoveType move_on, move_slow, move_block; 1781 mapspace &ms = m->at (x, y);
1757 1782
1758 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1783 ms.update ();
1759 return 0;
1760 1784
1761 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1785 MoveType move_on = ms.move_on;
1762 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1786 MoveType move_slow = ms.move_slow;
1763 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1787 MoveType move_block = ms.move_block;
1764 1788
1765 /* if nothing on this space will slow op down or be applied, 1789 /* if nothing on this space will slow op down or be applied,
1766 * no need to do checking below. have to make sure move_type 1790 * no need to do checking below. have to make sure move_type
1767 * is set, as lots of objects don't have it set - we treat that 1791 * is set, as lots of objects don't have it set - we treat that
1768 * as walking. 1792 * as walking.
1779 return 0; 1803 return 0;
1780 1804
1781 /* The objects have to be checked from top to bottom. 1805 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1806 * Hence, we first go to the top:
1783 */ 1807 */
1784 1808 for (object *next, *tmp = ms.top; tmp; tmp = next)
1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1786 {
1787 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them.
1790 */
1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1792 break;
1793 } 1809 {
1810 next = tmp->below;
1794 1811
1795 for (; tmp; tmp = tmp->below)
1796 {
1797 if (tmp == op) 1812 if (tmp == op)
1798 continue; /* Can't apply yourself */ 1813 continue; /* Can't apply yourself */
1799 1814
1800 /* Check to see if one of the movement types should be slowed down. 1815 /* Check to see if one of the movement types should be slowed down.
1801 * Second check makes sure that the movement types not being slowed 1816 * Second check makes sure that the movement types not being slowed
1806 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1821 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1807 { 1822 {
1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1823 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1824 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1810 { 1825 {
1811
1812 float
1813 diff = tmp->move_slow_penalty * FABS (op->speed); 1826 float diff = tmp->move_slow_penalty * fabs (op->speed);
1814 1827
1815 if (op->type == PLAYER) 1828 if (op->is_player ())
1816 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1829 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1817 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1830 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1818 diff /= 4.0; 1831 diff /= 4.0;
1819 1832
1820 op->speed_left -= diff; 1833 op->speed_left -= diff;
1821 } 1834 }
1822 } 1835 }
1848 * The first matching object is returned, or NULL if none. 1861 * The first matching object is returned, or NULL if none.
1849 */ 1862 */
1850object * 1863object *
1851present_arch (const archetype *at, maptile *m, int x, int y) 1864present_arch (const archetype *at, maptile *m, int x, int y)
1852{ 1865{
1853 if (m == NULL || out_of_map (m, x, y)) 1866 if (!m || out_of_map (m, x, y))
1854 { 1867 {
1855 LOG (llevError, "Present_arch called outside map.\n"); 1868 LOG (llevError, "Present_arch called outside map.\n");
1856 return NULL; 1869 return NULL;
1857 } 1870 }
1858 1871
1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1872 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1860 if (tmp->arch == at) 1873 if (tmp->arch->archname == at->archname)
1861 return tmp; 1874 return tmp;
1862 1875
1863 return NULL; 1876 return NULL;
1864} 1877}
1865 1878
1875 { 1888 {
1876 LOG (llevError, "Present called outside map.\n"); 1889 LOG (llevError, "Present called outside map.\n");
1877 return NULL; 1890 return NULL;
1878 } 1891 }
1879 1892
1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1893 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1881 if (tmp->type == type) 1894 if (tmp->type == type)
1882 return tmp; 1895 return tmp;
1883 1896
1884 return NULL; 1897 return NULL;
1885} 1898}
1929 * The first matching object is returned, or NULL if none. 1942 * The first matching object is returned, or NULL if none.
1930 */ 1943 */
1931object * 1944object *
1932present_arch_in_ob (const archetype *at, const object *op) 1945present_arch_in_ob (const archetype *at, const object *op)
1933{ 1946{
1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1947 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1935 if (tmp->arch == at) 1948 if (tmp->arch->archname == at->archname)
1936 return tmp; 1949 return tmp;
1937 1950
1938 return NULL; 1951 return NULL;
1939} 1952}
1940 1953
1942 * activate recursively a flag on an object inventory 1955 * activate recursively a flag on an object inventory
1943 */ 1956 */
1944void 1957void
1945flag_inv (object *op, int flag) 1958flag_inv (object *op, int flag)
1946{ 1959{
1947 if (op->inv)
1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1949 { 1961 {
1950 SET_FLAG (tmp, flag); 1962 SET_FLAG (tmp, flag);
1951 flag_inv (tmp, flag); 1963 flag_inv (tmp, flag);
1952 } 1964 }
1953} 1965}
1954 1966
1955/* 1967/*
1956 * deactivate recursively a flag on an object inventory 1968 * deactivate recursively a flag on an object inventory
1957 */ 1969 */
1958void 1970void
1959unflag_inv (object *op, int flag) 1971unflag_inv (object *op, int flag)
1960{ 1972{
1961 if (op->inv)
1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1973 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1963 { 1974 {
1964 CLEAR_FLAG (tmp, flag); 1975 CLEAR_FLAG (tmp, flag);
1965 unflag_inv (tmp, flag); 1976 unflag_inv (tmp, flag);
1966 } 1977 }
1967}
1968
1969/*
1970 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1971 * all it's inventory (recursively).
1972 * If checksums are used, a player will get set_cheat called for
1973 * him/her-self and all object carried by a call to this function.
1974 */
1975void
1976set_cheat (object *op)
1977{
1978 SET_FLAG (op, FLAG_WAS_WIZ);
1979 flag_inv (op, FLAG_WAS_WIZ);
1980} 1978}
1981 1979
1982/* 1980/*
1983 * find_free_spot(object, map, x, y, start, stop) will search for 1981 * find_free_spot(object, map, x, y, start, stop) will search for
1984 * a spot at the given map and coordinates which will be able to contain 1982 * a spot at the given map and coordinates which will be able to contain
1986 * to search (see the freearr_x/y[] definition). 1984 * to search (see the freearr_x/y[] definition).
1987 * It returns a random choice among the alternatives found. 1985 * It returns a random choice among the alternatives found.
1988 * start and stop are where to start relative to the free_arr array (1,9 1986 * start and stop are where to start relative to the free_arr array (1,9
1989 * does all 4 immediate directions). This returns the index into the 1987 * does all 4 immediate directions). This returns the index into the
1990 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1988 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1991 * Note - this only checks to see if there is space for the head of the
1992 * object - if it is a multispace object, this should be called for all
1993 * pieces.
1994 * Note2: This function does correctly handle tiled maps, but does not 1989 * Note: This function does correctly handle tiled maps, but does not
1995 * inform the caller. However, insert_ob_in_map will update as 1990 * inform the caller. However, insert_ob_in_map will update as
1996 * necessary, so the caller shouldn't need to do any special work. 1991 * necessary, so the caller shouldn't need to do any special work.
1997 * Note - updated to take an object instead of archetype - this is necessary 1992 * Note - updated to take an object instead of archetype - this is necessary
1998 * because arch_blocked (now ob_blocked) needs to know the movement type 1993 * because arch_blocked (now ob_blocked) needs to know the movement type
1999 * to know if the space in question will block the object. We can't use 1994 * to know if the space in question will block the object. We can't use
2001 * customized, changed states, etc. 1996 * customized, changed states, etc.
2002 */ 1997 */
2003int 1998int
2004find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1999find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2005{ 2000{
2001 int altern[SIZEOFFREE];
2006 int index = 0, flag; 2002 int index = 0, flag;
2007 int altern[SIZEOFFREE];
2008 2003
2009 for (int i = start; i < stop; i++) 2004 for (int i = start; i < stop; i++)
2010 { 2005 {
2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2006 mapxy pos (m, x, y); pos.move (i);
2012 if (!flag) 2007
2008 if (!pos.normalise ())
2009 continue;
2010
2011 mapspace &ms = *pos;
2012
2013 if (ms.flags () & P_IS_ALIVE)
2014 continue;
2015
2016 /* However, often
2017 * ob doesn't have any move type (when used to place exits)
2018 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2019 */
2020 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2021 {
2013 altern [index++] = i; 2022 altern [index++] = i;
2023 continue;
2024 }
2014 2025
2015 /* Basically, if we find a wall on a space, we cut down the search size. 2026 /* Basically, if we find a wall on a space, we cut down the search size.
2016 * In this way, we won't return spaces that are on another side of a wall. 2027 * In this way, we won't return spaces that are on another side of a wall.
2017 * This mostly work, but it cuts down the search size in all directions - 2028 * This mostly work, but it cuts down the search size in all directions -
2018 * if the space being examined only has a wall to the north and empty 2029 * if the space being examined only has a wall to the north and empty
2019 * spaces in all the other directions, this will reduce the search space 2030 * spaces in all the other directions, this will reduce the search space
2020 * to only the spaces immediately surrounding the target area, and 2031 * to only the spaces immediately surrounding the target area, and
2021 * won't look 2 spaces south of the target space. 2032 * won't look 2 spaces south of the target space.
2022 */ 2033 */
2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2034 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2035 {
2024 stop = maxfree[i]; 2036 stop = maxfree[i];
2037 continue;
2038 }
2039
2040 /* Note it is intentional that we check ob - the movement type of the
2041 * head of the object should correspond for the entire object.
2042 */
2043 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2044 continue;
2045
2046 if (ob->blocked (pos.m, pos.x, pos.y))
2047 continue;
2048
2049 altern [index++] = i;
2025 } 2050 }
2026 2051
2027 if (!index) 2052 if (!index)
2028 return -1; 2053 return -1;
2029 2054
2030 return altern[RANDOM () % index]; 2055 return altern [rndm (index)];
2031} 2056}
2032 2057
2033/* 2058/*
2034 * find_first_free_spot(archetype, maptile, x, y) works like 2059 * find_first_free_spot(archetype, maptile, x, y) works like
2035 * find_free_spot(), but it will search max number of squares. 2060 * find_free_spot(), but it will search max number of squares.
2038 */ 2063 */
2039int 2064int
2040find_first_free_spot (const object *ob, maptile *m, int x, int y) 2065find_first_free_spot (const object *ob, maptile *m, int x, int y)
2041{ 2066{
2042 for (int i = 0; i < SIZEOFFREE; i++) 2067 for (int i = 0; i < SIZEOFFREE; i++)
2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2068 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2044 return i; 2069 return i;
2045 2070
2046 return -1; 2071 return -1;
2047} 2072}
2048 2073
2056{ 2081{
2057 arr += begin; 2082 arr += begin;
2058 end -= begin; 2083 end -= begin;
2059 2084
2060 while (--end) 2085 while (--end)
2061 swap (arr [end], arr [RANDOM () % (end + 1)]); 2086 swap (arr [end], arr [rndm (end + 1)]);
2062} 2087}
2063 2088
2064/* new function to make monster searching more efficient, and effective! 2089/* new function to make monster searching more efficient, and effective!
2065 * This basically returns a randomized array (in the passed pointer) of 2090 * This basically returns a randomized array (in the passed pointer) of
2066 * the spaces to find monsters. In this way, it won't always look for 2091 * the spaces to find monsters. In this way, it won't always look for
2094 * there is capable of. 2119 * there is capable of.
2095 */ 2120 */
2096int 2121int
2097find_dir (maptile *m, int x, int y, object *exclude) 2122find_dir (maptile *m, int x, int y, object *exclude)
2098{ 2123{
2099 int i, max = SIZEOFFREE, mflags; 2124 int max = SIZEOFFREE, mflags;
2100
2101 sint16 nx, ny;
2102 object *tmp;
2103 maptile *mp;
2104
2105 MoveType blocked, move_type; 2125 MoveType move_type;
2106 2126
2107 if (exclude && exclude->head) 2127 if (exclude && exclude->head_ () != exclude)
2108 { 2128 {
2109 exclude = exclude->head; 2129 exclude = exclude->head;
2110 move_type = exclude->move_type; 2130 move_type = exclude->move_type;
2111 } 2131 }
2112 else 2132 else
2113 { 2133 {
2114 /* If we don't have anything, presume it can use all movement types. */ 2134 /* If we don't have anything, presume it can use all movement types. */
2115 move_type = MOVE_ALL; 2135 move_type = MOVE_ALL;
2116 } 2136 }
2117 2137
2118 for (i = 1; i < max; i++) 2138 for (int i = 1; i < max; i++)
2119 { 2139 {
2120 mp = m; 2140 mapxy pos (m, x, y);
2121 nx = x + freearr_x[i]; 2141 pos.move (i);
2122 ny = y + freearr_y[i];
2123 2142
2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2143 if (!pos.normalise ())
2125
2126 if (mflags & P_OUT_OF_MAP)
2127 max = maxfree[i]; 2144 max = maxfree[i];
2128 else 2145 else
2129 { 2146 {
2130 mapspace &ms = mp->at (nx, ny); 2147 mapspace &ms = *pos;
2131 2148
2132 blocked = ms.move_block;
2133
2134 if ((move_type & blocked) == move_type) 2149 if ((move_type & ms.move_block) == move_type)
2135 max = maxfree[i]; 2150 max = maxfree [i];
2136 else if (mflags & P_IS_ALIVE) 2151 else if (ms.flags () & P_IS_ALIVE)
2137 { 2152 {
2138 for (tmp = ms.bot; tmp; tmp = tmp->above) 2153 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2154 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2140 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2141 break;
2142
2143 if (tmp)
2144 return freedir[i]; 2156 return freedir [i];
2145 } 2157 }
2146 } 2158 }
2147 } 2159 }
2148 2160
2149 return 0; 2161 return 0;
2200 2212
2201 return 3; 2213 return 3;
2202} 2214}
2203 2215
2204/* 2216/*
2205 * absdir(int): Returns a number between 1 and 8, which represent
2206 * the "absolute" direction of a number (it actually takes care of
2207 * "overflow" in previous calculations of a direction).
2208 */
2209
2210int
2211absdir (int d)
2212{
2213 while (d < 1)
2214 d += 8;
2215
2216 while (d > 8)
2217 d -= 8;
2218
2219 return d;
2220}
2221
2222/*
2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2217 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2224 * between two directions (which are expected to be absolute (see absdir()) 2218 * between two directions (which are expected to be absolute (see absdir())
2225 */ 2219 */
2226
2227int 2220int
2228dirdiff (int dir1, int dir2) 2221dirdiff (int dir1, int dir2)
2229{ 2222{
2230 int d; 2223 int d;
2231 2224
2243 * This basically means that if direction is 15, then it could either go 2236 * This basically means that if direction is 15, then it could either go
2244 * direction 4, 14, or 16 to get back to where we are. 2237 * direction 4, 14, or 16 to get back to where we are.
2245 * Moved from spell_util.c to object.c with the other related direction 2238 * Moved from spell_util.c to object.c with the other related direction
2246 * functions. 2239 * functions.
2247 */ 2240 */
2248int reduction_dir[SIZEOFFREE][3] = { 2241static const int reduction_dir[SIZEOFFREE][3] = {
2249 {0, 0, 0}, /* 0 */ 2242 {0, 0, 0}, /* 0 */
2250 {0, 0, 0}, /* 1 */ 2243 {0, 0, 0}, /* 1 */
2251 {0, 0, 0}, /* 2 */ 2244 {0, 0, 0}, /* 2 */
2252 {0, 0, 0}, /* 3 */ 2245 {0, 0, 0}, /* 3 */
2253 {0, 0, 0}, /* 4 */ 2246 {0, 0, 0}, /* 4 */
2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2337 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345 * core dumps if they do. 2338 * core dumps if they do.
2346 * 2339 *
2347 * Add a check so we can't pick up invisible objects (0.93.8) 2340 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */ 2341 */
2349
2350int 2342int
2351can_pick (const object *who, const object *item) 2343can_pick (const object *who, const object *item)
2352{ 2344{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2345 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2346 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2347 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2356} 2348}
2357 2349
2358/* 2350/*
2359 * create clone from object to another 2351 * create clone from object to another
2360 */ 2352 */
2361object * 2353object *
2362object_create_clone (object *asrc) 2354object::deep_clone ()
2363{ 2355{
2364 object *dst = 0, *tmp, *src, *part, *prev, *item; 2356 assert (("deep_clone called on non-head object", is_head ()));
2365 2357
2366 if (!asrc) 2358 object *dst = clone ();
2367 return 0;
2368 2359
2369 src = asrc; 2360 object *prev = dst;
2370 if (src->head)
2371 src = src->head;
2372
2373 prev = 0;
2374 for (part = src; part; part = part->more) 2361 for (object *part = this->more; part; part = part->more)
2375 { 2362 {
2376 tmp = part->clone (); 2363 object *tmp = part->clone ();
2377 tmp->x -= src->x;
2378 tmp->y -= src->y;
2379
2380 if (!part->head)
2381 {
2382 dst = tmp;
2383 tmp->head = 0;
2384 }
2385 else
2386 tmp->head = dst; 2364 tmp->head = dst;
2387
2388 tmp->more = 0;
2389
2390 if (prev)
2391 prev->more = tmp; 2365 prev->more = tmp;
2392
2393 prev = tmp; 2366 prev = tmp;
2394 } 2367 }
2395 2368
2396 for (item = src->inv; item; item = item->below) 2369 for (object *item = inv; item; item = item->below)
2397 insert_ob_in_ob (object_create_clone (item), dst); 2370 insert_ob_in_ob (item->deep_clone (), dst);
2398 2371
2399 return dst; 2372 return dst;
2400}
2401
2402/* GROS - Creates an object using a string representing its content. */
2403/* Basically, we save the content of the string to a temp file, then call */
2404/* load_object on it. I admit it is a highly inefficient way to make things, */
2405/* but it was simple to make and allows reusing the load_object function. */
2406/* Remember not to use load_object_str in a time-critical situation. */
2407/* Also remember that multiparts objects are not supported for now. */
2408object *
2409load_object_str (const char *obstr)
2410{
2411 object *op;
2412 char filename[MAX_BUF];
2413
2414 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2415
2416 FILE *tempfile = fopen (filename, "w");
2417
2418 if (tempfile == NULL)
2419 {
2420 LOG (llevError, "Error - Unable to access load object temp file\n");
2421 return NULL;
2422 }
2423
2424 fprintf (tempfile, obstr);
2425 fclose (tempfile);
2426
2427 op = object::create ();
2428
2429 object_thawer thawer (filename);
2430
2431 if (thawer)
2432 load_object (thawer, op, 0);
2433
2434 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2435 CLEAR_FLAG (op, FLAG_REMOVED);
2436
2437 return op;
2438} 2373}
2439 2374
2440/* This returns the first object in who's inventory that 2375/* This returns the first object in who's inventory that
2441 * has the same type and subtype match. 2376 * has the same type and subtype match.
2442 * returns NULL if no match. 2377 * returns NULL if no match.
2449 return tmp; 2384 return tmp;
2450 2385
2451 return 0; 2386 return 0;
2452} 2387}
2453 2388
2454/* If ob has a field named key, return the link from the list, 2389shstr_tmp
2455 * otherwise return NULL. 2390object::kv_get (shstr_tmp key) const
2456 *
2457 * key must be a passed in shared string - otherwise, this won't
2458 * do the desired thing.
2459 */
2460key_value *
2461get_ob_key_link (const object *ob, const char *key)
2462{ 2391{
2463 for (key_value *link = ob->key_values; link; link = link->next) 2392 for (key_value *kv = key_values; kv; kv = kv->next)
2464 if (link->key == key) 2393 if (kv->key == key)
2465 return link;
2466
2467 return 0;
2468}
2469
2470/*
2471 * Returns the value of op has an extra_field for key, or NULL.
2472 *
2473 * The argument doesn't need to be a shared string.
2474 *
2475 * The returned string is shared.
2476 */
2477const char *
2478get_ob_key_value (const object *op, const char *const key)
2479{
2480 key_value *link;
2481 shstr_cmp canonical_key (key);
2482
2483 if (!canonical_key)
2484 {
2485 /* 1. There being a field named key on any object
2486 * implies there'd be a shared string to find.
2487 * 2. Since there isn't, no object has this field.
2488 * 3. Therefore, *this* object doesn't have this field.
2489 */
2490 return 0;
2491 }
2492
2493 /* This is copied from get_ob_key_link() above -
2494 * only 4 lines, and saves the function call overhead.
2495 */
2496 for (link = op->key_values; link; link = link->next)
2497 if (link->key == canonical_key)
2498 return link->value; 2394 return kv->value;
2499 2395
2500 return 0; 2396 return shstr ();
2501} 2397}
2502 2398
2503 2399void
2504/* 2400object::kv_set (shstr_tmp key, shstr_tmp value)
2505 * Updates the canonical_key in op to value.
2506 *
2507 * canonical_key is a shared string (value doesn't have to be).
2508 *
2509 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2510 * keys.
2511 *
2512 * Returns TRUE on success.
2513 */
2514int
2515set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2516{ 2401{
2517 key_value *field = NULL, *last = NULL; 2402 for (key_value *kv = key_values; kv; kv = kv->next)
2518 2403 if (kv->key == key)
2519 for (field = op->key_values; field != NULL; field = field->next)
2520 {
2521 if (field->key != canonical_key)
2522 { 2404 {
2523 last = field; 2405 kv->value = value;
2524 continue; 2406 return;
2525 } 2407 }
2526 2408
2527 if (value) 2409 key_value *kv = new key_value;
2528 field->value = value; 2410
2529 else 2411 kv->next = key_values;
2412 kv->key = key;
2413 kv->value = value;
2414
2415 key_values = kv;
2416}
2417
2418void
2419object::kv_del (shstr_tmp key)
2420{
2421 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2422 if ((*kvp)->key == key)
2530 { 2423 {
2531 /* Basically, if the archetype has this key set, 2424 key_value *kv = *kvp;
2532 * we need to store the null value so when we save 2425 *kvp = (*kvp)->next;
2533 * it, we save the empty value so that when we load, 2426 delete kv;
2534 * we get this value back again. 2427 return;
2535 */
2536 if (get_ob_key_link (&op->arch->clone, canonical_key))
2537 field->value = 0;
2538 else
2539 {
2540 if (last)
2541 last->next = field->next;
2542 else
2543 op->key_values = field->next;
2544
2545 delete field;
2546 }
2547 } 2428 }
2548 return TRUE;
2549 }
2550 /* IF we get here, key doesn't exist */
2551
2552 /* No field, we'll have to add it. */
2553
2554 if (!add_key)
2555 return FALSE;
2556
2557 /* There isn't any good reason to store a null
2558 * value in the key/value list. If the archetype has
2559 * this key, then we should also have it, so shouldn't
2560 * be here. If user wants to store empty strings,
2561 * should pass in ""
2562 */
2563 if (value == NULL)
2564 return TRUE;
2565
2566 field = new key_value;
2567
2568 field->key = canonical_key;
2569 field->value = value;
2570 /* Usual prepend-addition. */
2571 field->next = op->key_values;
2572 op->key_values = field;
2573
2574 return TRUE;
2575}
2576
2577/*
2578 * Updates the key in op to value.
2579 *
2580 * If add_key is FALSE, this will only update existing keys,
2581 * and not add new ones.
2582 * In general, should be little reason FALSE is ever passed in for add_key
2583 *
2584 * Returns TRUE on success.
2585 */
2586int
2587set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2588{
2589 shstr key_ (key);
2590
2591 return set_ob_key_value_s (op, key_, value, add_key);
2592} 2429}
2593 2430
2594object::depth_iterator::depth_iterator (object *container) 2431object::depth_iterator::depth_iterator (object *container)
2595: iterator_base (container) 2432: iterator_base (container)
2596{ 2433{
2610 } 2447 }
2611 else 2448 else
2612 item = item->env; 2449 item = item->env;
2613} 2450}
2614 2451
2452const char *
2453object::flag_desc (char *desc, int len) const
2454{
2455 char *p = desc;
2456 bool first = true;
2457
2458 *p = 0;
2459
2460 for (int i = 0; i < NUM_FLAGS; i++)
2461 {
2462 if (len <= 10) // magic constant!
2463 {
2464 snprintf (p, len, ",...");
2465 break;
2466 }
2467
2468 if (flag [i])
2469 {
2470 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2471 len -= cnt;
2472 p += cnt;
2473 first = false;
2474 }
2475 }
2476
2477 return desc;
2478}
2479
2615// return a suitable string describing an objetc in enough detail to find it 2480// return a suitable string describing an object in enough detail to find it
2616const char * 2481const char *
2617object::debug_desc (char *info) const 2482object::debug_desc (char *info) const
2618{ 2483{
2484 char flagdesc[512];
2619 char info2[256 * 3]; 2485 char info2[256 * 4];
2620 char *p = info; 2486 char *p = info;
2621 2487
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2488 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2623 count, 2489 count,
2490 uuid.c_str (),
2624 &name, 2491 &name,
2625 title ? " " : "", 2492 title ? ",title:\"" : "",
2626 title ? (const char *)title : ""); 2493 title ? (const char *)title : "",
2494 title ? "\"" : "",
2495 flag_desc (flagdesc, 512), type);
2627 2496
2628 if (env) 2497 if (!flag[FLAG_REMOVED] && env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2498 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630 2499
2631 if (map) 2500 if (map)
2632 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2501 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2633 2502
2635} 2504}
2636 2505
2637const char * 2506const char *
2638object::debug_desc () const 2507object::debug_desc () const
2639{ 2508{
2640 static char info[256 * 3]; 2509 static char info[3][256 * 4];
2510 static int info_idx;
2511
2641 return debug_desc (info); 2512 return debug_desc (info [++info_idx % 3]);
2642} 2513}
2643 2514
2515struct region *
2516object::region () const
2517{
2518 return map ? map->region (x, y)
2519 : region::default_region ();
2520}
2521
2522const materialtype_t *
2523object::dominant_material () const
2524{
2525 if (materialtype_t *mt = name_to_material (materialname))
2526 return mt;
2527
2528 return name_to_material (shstr_unknown);
2529}
2530
2531void
2532object::open_container (object *new_container)
2533{
2534 if (container == new_container)
2535 return;
2536
2537 object *old_container = container;
2538
2539 if (old_container)
2540 {
2541 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2542 return;
2543
2544#if 0
2545 // remove the "Close old_container" object.
2546 if (object *closer = old_container->inv)
2547 if (closer->type == CLOSE_CON)
2548 closer->destroy ();
2549#endif
2550
2551 // make sure the container is available
2552 esrv_send_item (this, old_container);
2553
2554 old_container->flag [FLAG_APPLIED] = false;
2555 container = 0;
2556
2557 // client needs item update to make it work, client bug requires this to be separate
2558 esrv_update_item (UPD_FLAGS, this, old_container);
2559
2560 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2561 play_sound (sound_find ("chest_close"));
2562 }
2563
2564 if (new_container)
2565 {
2566 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2567 return;
2568
2569 // TODO: this does not seem to serve any purpose anymore?
2570#if 0
2571 // insert the "Close Container" object.
2572 if (archetype *closer = new_container->other_arch)
2573 {
2574 object *closer = arch_to_object (new_container->other_arch);
2575 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2576 new_container->insert (closer);
2577 }
2578#endif
2579
2580 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2581
2582 // make sure the container is available, client bug requires this to be separate
2583 esrv_send_item (this, new_container);
2584
2585 new_container->flag [FLAG_APPLIED] = true;
2586 container = new_container;
2587
2588 // client needs flag change
2589 esrv_update_item (UPD_FLAGS, this, new_container);
2590 esrv_send_inventory (this, new_container);
2591 play_sound (sound_find ("chest_open"));
2592 }
2593// else if (!old_container->env && contr && contr->ns)
2594// contr->ns->floorbox_reset ();
2595}
2596
2597object *
2598object::force_find (shstr_tmp name)
2599{
2600 /* cycle through his inventory to look for the MARK we want to
2601 * place
2602 */
2603 for (object *tmp = inv; tmp; tmp = tmp->below)
2604 if (tmp->type == FORCE && tmp->slaying == name)
2605 return splay (tmp);
2606
2607 return 0;
2608}
2609
2610//-GPL
2611
2612void
2613object::force_set_timer (int duration)
2614{
2615 this->duration = 1;
2616 this->speed_left = -1.f;
2617
2618 this->set_speed (duration ? 1.f / duration : 0.f);
2619}
2620
2621object *
2622object::force_add (shstr_tmp name, int duration)
2623{
2624 if (object *force = force_find (name))
2625 force->destroy ();
2626
2627 object *force = get_archetype (FORCE_NAME);
2628
2629 force->slaying = name;
2630 force->force_set_timer (duration);
2631 force->flag [FLAG_APPLIED] = true;
2632
2633 return insert (force);
2634}
2635
2636void
2637object::play_sound (faceidx sound) const
2638{
2639 if (!sound)
2640 return;
2641
2642 if (is_on_map ())
2643 map->play_sound (sound, x, y);
2644 else if (object *pl = in_player ())
2645 pl->contr->play_sound (sound);
2646}
2647
2648void
2649object::say_msg (const char *msg) const
2650{
2651 if (is_on_map ())
2652 map->say_msg (msg, x, y);
2653 else if (object *pl = in_player ())
2654 pl->contr->play_sound (sound);
2655}
2656
2657void
2658object::make_noise ()
2659{
2660 // we do not model noise in the map, so instead put
2661 // a temporary light into the noise source
2662 // could use the map instead, but that's less reliable for our
2663 // goal, which is to make invisibility a bit harder to exploit
2664
2665 // currently only works sensibly for players
2666 if (!is_player ())
2667 return;
2668
2669 // find old force, or create new one
2670 object *force = force_find (shstr_noise_force);
2671
2672 if (force)
2673 force->speed_left = -1.f; // patch old speed up
2674 else
2675 {
2676 force = archetype::get (shstr_noise_force);
2677
2678 force->slaying = shstr_noise_force;
2679 force->stats.food = 1;
2680 force->speed_left = -1.f;
2681
2682 force->set_speed (1.f / 4.f);
2683 force->flag [FLAG_IS_USED_UP] = true;
2684 force->flag [FLAG_APPLIED] = true;
2685
2686 insert (force);
2687 }
2688}
2689

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