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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 1.311 by root, Sat Jan 16 13:41:37 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 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>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
40 38
41object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
42 41
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42//+GPL
43
44short freearr_x[SIZEOFFREE] = {
45 0,
46 0, 1, 1, 1, 0, -1, -1, -1,
47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 48 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 49};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 50short freearr_y[SIZEOFFREE] = {
51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 55};
52int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 57 0,
58 1, 2, 3, 4, 5, 6, 7, 8,
59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 61};
56 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
57static void 70static void
58write_uuid (void) 71write_uuid (uval64 skip, bool sync)
59{ 72{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
61 74 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 77 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 78}
77 79
78static void 80static void
79read_uuid (void) 81read_uuid ()
80{ 82{
81 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
82 84
83 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
84 88
85 FILE *fp; 89 FILE *fp;
86 90
87 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
88 { 92 {
89 if (errno == ENOENT) 93 if (errno == ENOENT)
90 { 94 {
91 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 96 UUID::cur.seq = 0;
93 write_uuid (); 97 write_uuid (UUID_GAP, true);
94 return; 98 return;
95 } 99 }
96 100
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 102 _exit (1);
99 } 103 }
100 104
101 int version; 105 char buf [UUID::MAX_LEN];
102 unsigned long long uid; 106 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
104 { 110 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 112 _exit (1);
107 } 113 }
108 114
109 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 116
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
112 fclose (fp); 118 fclose (fp);
113} 119}
114 120
115UUID 121UUID
116gen_uuid () 122UUID::gen ()
117{ 123{
118 UUID uid; 124 UUID uid;
119 125
120 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
121 127
122 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
124 134
125 return uid; 135 return uid;
126} 136}
127 137
128void 138void
129init_uuid () 139UUID::init ()
130{ 140{
131 read_uuid (); 141 read_uuid ();
132} 142}
133 143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
207}
208
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 210static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
137{ 212{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 213 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 214 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
143 */ 216 */
144 217
145 /* For each field in wants, */ 218 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 219 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 220 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 221 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 222
169 /* If we get here, every field in wants has a matching field in has. */ 223 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 224 return true;
171} 225}
172 226
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 228static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 230{
177 /* However, there may be fields in has which aren't partnered in wants, 231 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
179 */ 233 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 234 return compare_ob_value_lists_one (ob1, ob2)
235 && compare_ob_value_lists_one (ob2, ob1);
181} 236}
182 237
183/* Function examines the 2 objects given to it, and returns true if 238/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 239 * they can be merged together.
185 * 240 *
192 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
193 * check weight 248 * check weight
194 */ 249 */
195bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
196{ 251{
197 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
198 if (ob1 == ob2 253 if (ob1 == ob2
199 || ob1->type != ob2->type 254 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 255 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
203 return 0; 258 return 0;
204 259
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 260 /* Do not merge objects if nrof would overflow, assume nrof
207 * value could not be stored in a sint32 (which unfortunately sometimes is 261 * is always 0 .. 2**31-1 */
208 * used to store nrof). 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
209 */
210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
211 return 0; 263 return 0;
212 264
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* 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 266 * 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 267 * 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 268 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 269 * flags lose any meaning.
218 */ 270 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 273
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 276
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 277 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name 278 || ob1->name != ob2->name
228 || ob1->title != ob2->title 279 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 281 || 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 282 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value 286 || ob1->value != ob2->value
238 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
239 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
240 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
241 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
242 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
243 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
244 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty) 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 302 return 0;
251 303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
252 /* This is really a spellbook check - really, we should 310 /* This is really a spellbook check - we should in general
253 * check all objects in the inventory. 311 * not merge objects with real inventories, as splitting them
312 * is hard.
254 */ 313 */
255 if (ob1->inv || ob2->inv) 314 if (ob1->inv || ob2->inv)
256 { 315 {
257 /* if one object has inventory but the other doesn't, not equiv */ 316 if (!(ob1->inv && ob2->inv))
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 317 return 0; /* inventories differ in length */
259 return 0;
260 318
261 /* Now check to see if the two inventory objects could merge */ 319 if (ob1->inv->below || ob2->inv->below)
320 return 0; /* more than one object in inv */
321
262 if (!object::can_merge (ob1->inv, ob2->inv)) 322 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0; 323 return 0; /* inventory objects differ */
264 324
265 /* inventory ok - still need to check rest of this object to see 325 /* inventory ok - still need to check rest of this object to see
266 * if it is valid. 326 * if it is valid.
267 */ 327 */
268 } 328 }
276 336
277 /* Note sure why the following is the case - either the object has to 337 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster 338 * be animated or have a very low speed. Is this an attempted monster
279 * check? 339 * check?
280 */ 340 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 341 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0; 342 return 0;
283 343
284 switch (ob1->type) 344 switch (ob1->type)
285 { 345 {
286 case SCROLL: 346 case SCROLL:
287 if (ob1->level != ob2->level) 347 if (ob1->level != ob2->level)
288 return 0; 348 return 0;
289 break; 349 break;
290 } 350 }
291 351
292 if (ob1->key_values != NULL || ob2->key_values != NULL) 352 if (ob1->key_values || ob2->key_values)
293 { 353 {
294 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 355 if ((!ob1->key_values) != (!ob2->key_values))
296 /* One has fields, but the other one doesn't. */ 356 return 0; /* One has fields, but the other one doesn't. */
357
358 if (!compare_ob_value_lists (ob1, ob2))
297 return 0; 359 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0;
300 } 360 }
301 361
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
304 { 363 {
305 ob1->optimise (); 364 ob1->optimise ();
306 ob2->optimise (); 365 ob2->optimise ();
307 366
308 if (ob1->self || ob2->self) 367 if (ob1->self || ob2->self)
368 {
369 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
370 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
371
372 if (k1 != k2)
309 return 0; 373 return 0;
374
375 if (k1 == 0)
376 return 1;
377
378 if (!cfperl_can_merge (ob1, ob2))
379 return 0;
380 }
310 } 381 }
311 382
312 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
313 return 1; 384 return 1;
314} 385}
315 386
387// find player who can see this object
388object *
389object::visible_to () const
390{
391 if (client_visible () && !flag [FLAG_REMOVED])
392 {
393 // see if we are in a container of sorts
394 if (env)
395 {
396 // the player inventory itself is always visible
397 if (env->is_player ())
398 return env;
399
400 // else a player could have our env open
401 object *envest = env->outer_env_or_self ();
402
403 // the player itself is always on a map, so we will find him here
404 // even if our inv is in a player.
405 if (envest->is_on_map ())
406 if (object *pl = envest->ms ().player ())
407 if (pl->container_ () == env)
408 return pl;
409 }
410 else
411 {
412 // maybe there is a player standing on the same mapspace
413 // this will catch the case where "this" is a player
414 if (object *pl = ms ().player ())
415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
417 return pl;
418 }
419 }
420
421 return 0;
422}
423
424// adjust weight per container type ("of holding")
425static sint32
426weight_adjust_for (object *op, sint32 weight)
427{
428 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
430 : weight;
431}
432
316/* 433/*
434 * adjust_weight(object, weight) adds the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying.
436 */
437static void
438adjust_weight (object *op, sint32 weight)
439{
440 while (op)
441 {
442 // adjust by actual difference to account for rounding errors
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446
447 if (!weight)
448 return;
449
450 op->carrying += weight;
451
452 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op);
455
456 op = op->env;
457 }
458}
459
460/*
317 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
318 * an object is carrying. It goes through in figures out how much 462 * an object is carrying. It goes through op and figures out how much
319 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
320 */ 464 */
321long 465void
322sum_weight (object *op) 466object::update_weight ()
323{ 467{
324 long sum; 468 sint32 sum = 0;
325 object *inv;
326 469
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 470 for (object *op = inv; op; op = op->below)
328 { 471 {
329 if (inv->inv) 472 if (op->inv)
330 sum_weight (inv); 473 op->update_weight ();
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 474
475 sum += op->total_weight ();
476 }
477
478 sum = weight_adjust_for (this, sum);
479
480 if (sum != carrying)
332 } 481 {
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; 482 carrying = sum;
339 483
340 return sum; 484 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this);
487 }
341} 488}
342 489
343/** 490/*
344 * Return the outermost environment object for a given object. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
345 */ 492 */
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 * 493char *
362dump_object (object *op) 494dump_object (object *op)
363{ 495{
364 if (!op) 496 if (!op)
365 return strdup ("[NULLOBJ]"); 497 return strdup ("[NULLOBJ]");
366 498
367 object_freezer freezer; 499 object_freezer freezer;
368 save_object (freezer, op, 1); 500 op->write (freezer);
369 return freezer.as_string (); 501 return freezer.as_string ();
370} 502}
371 503
372/* 504char *
373 * get_nearest_part(multi-object, object 2) returns the part of the 505object::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{ 506{
381 object *tmp, *closest; 507 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} 508}
391 509
392/* 510/*
393 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
512 * VERRRY slow.
394 */ 513 */
395
396object * 514object *
397find_object (tag_t i) 515find_object (tag_t i)
398{ 516{
399 for (object *op = object::first; op; op = op->next) 517 for_all_objects (op)
400 if (op->count == i) 518 if (op->count == i)
401 return op; 519 return op;
402 520
403 return 0; 521 return 0;
404} 522}
405 523
406/* 524/*
407 * Returns the first object which has a name equal to the argument. 525 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 526 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 527 * Enables features like "patch <name-of-other-player> food 999"
410 */ 528 */
411
412object * 529object *
413find_object_name (const char *str) 530find_object_name (const char *str)
414{ 531{
415 shstr_cmp str_ (str); 532 shstr_cmp str_ (str);
416 object *op;
417 533
418 for (op = object::first; op != NULL; op = op->next) 534 if (str_)
535 for_all_objects (op)
419 if (op->name == str_) 536 if (op->name == str_)
420 break; 537 return op;
421 538
422 return op; 539 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 540}
430 541
431/* 542/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 543 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 544 * skill and experience objects.
545 * ACTUALLY NO! investigate! TODO
434 */ 546 */
435void 547void
436object::set_owner (object *owner) 548object::set_owner (object *owner)
437{ 549{
550 // allow objects which own objects
438 if (!owner) 551 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) 552 while (owner->owner)
449 owner = owner->owner; 553 owner = owner->owner;
554
555 if (flag [FLAG_FREED])
556 {
557 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
558 return;
559 }
450 560
451 this->owner = owner; 561 this->owner = owner;
562}
563
564int
565object::slottype () const
566{
567 if (type == SKILL)
568 {
569 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
570 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
571 }
572 else
573 {
574 if (slot [body_combat].info) return slot_combat;
575 if (slot [body_range ].info) return slot_ranged;
576 }
577
578 return slot_none;
579}
580
581bool
582object::change_weapon (object *ob)
583{
584 if (current_weapon == ob)
585 return true;
586
587 if (chosen_skill)
588 chosen_skill->flag [FLAG_APPLIED] = false;
589
590 current_weapon = ob;
591 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
592
593 if (chosen_skill)
594 chosen_skill->flag [FLAG_APPLIED] = true;
595
596 update_stats ();
597
598 if (ob)
599 {
600 // now check wether any body locations became invalid, in which case
601 // we cannot apply the weapon at the moment.
602 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
603 if (slot[i].used < 0)
604 {
605 current_weapon = chosen_skill = 0;
606 update_stats ();
607
608 new_draw_info_format (NDI_UNIQUE, 0, this,
609 "You try to balance all your items at once, "
610 "but the %s is just too much for your body. "
611 "[You need to unapply some items first - use the 'body' command to see "
612 "how many items you cna wera on a specific body part.]", &ob->name);
613 return false;
614 }
615
616 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
617 }
618 else
619 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
620
621 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
622 {
623 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
624 &name, ob->debug_desc ());
625 return false;
626 }
627
628 return true;
452} 629}
453 630
454/* Zero the key_values on op, decrementing the shared-string 631/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 632 * refcounts and freeing the links.
456 */ 633 */
457static void 634static void
458free_key_values (object *op) 635free_key_values (object *op)
459{ 636{
460 for (key_value *i = op->key_values; i != 0;) 637 for (key_value *i = op->key_values; i; )
461 { 638 {
462 key_value *next = i->next; 639 key_value *next = i->next;
463 delete i; 640 delete i;
464 641
465 i = next; 642 i = next;
477 * will point at garbage. 654 * will point at garbage.
478 */ 655 */
479void 656void
480object::copy_to (object *dst) 657object::copy_to (object *dst)
481{ 658{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 659 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 660 *(object_copy *)dst = *this;
486 661 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;
495 662
496 /* Copy over key_values, if any. */ 663 /* Copy over key_values, if any. */
497 if (key_values) 664 if (key_values)
498 { 665 {
499 key_value *tail = 0; 666 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 667 dst->key_values = 0;
503 668
504 for (i = key_values; i; i = i->next) 669 for (key_value *i = key_values; i; i = i->next)
505 { 670 {
506 key_value *new_link = new key_value; 671 key_value *new_link = new key_value;
507 672
508 new_link->next = 0; 673 new_link->next = 0;
509 new_link->key = i->key; 674 new_link->key = i->key;
510 new_link->value = i->value; 675 new_link->value = i->value;
511 676
512 /* Try and be clever here, too. */ 677 /* Try and be clever here, too. */
513 if (!dst->key_values) 678 if (!dst->key_values)
514 { 679 {
521 tail = new_link; 686 tail = new_link;
522 } 687 }
523 } 688 }
524 } 689 }
525 690
526 dst->set_speed (dst->speed); 691 dst->activate ();
692}
693
694void
695object::instantiate ()
696{
697 if (!uuid.seq) // HACK
698 uuid = UUID::gen ();
699
700 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
701 if (flag [FLAG_RANDOM_SPEED] && speed)
702 speed_left = - speed - rndm (); // TODO animation
703 else
704 speed_left = -1.;
705
706 /* copy the body_info to the body_used - this is only really
707 * need for monsters, but doesn't hurt to do it for everything.
708 * by doing so, when a monster is created, it has good starting
709 * values for the body_used info, so when items are created
710 * for it, they can be properly equipped.
711 */
712 for (int i = NUM_BODY_LOCATIONS; i--; )
713 slot[i].used = slot[i].info;
714
715 attachable::instantiate ();
527} 716}
528 717
529object * 718object *
530object::clone () 719object::clone ()
531{ 720{
532 object *neu = create (); 721 object *neu = create ();
533 copy_to (neu); 722 copy_to (neu);
723
724 // TODO: unclean state changes, should not be done in clone AND instantiate
725 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
726 neu->speed_left = - neu->speed - rndm (); // TODO animation
727
728 neu->map = map; // not copied by copy_to
534 return neu; 729 return neu;
535} 730}
536 731
537/* 732/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 733 * 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. 750 * This function needs to be called whenever the speed of an object changes.
556 */ 751 */
557void 752void
558object::set_speed (float speed) 753object::set_speed (float speed)
559{ 754{
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; 755 this->speed = speed;
567 756
568 if (FABS (speed) > MIN_ACTIVE_SPEED) 757 if (has_active_speed ())
569 { 758 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 759 else
584 { 760 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} 761}
608 762
609/* 763/*
610 * update_object() updates the the map. 764 * update_object() updates the the map.
611 * It takes into account invisible objects (and represent squares covered 765 * It takes into account invisible objects (and represent squares covered
624 * UP_OBJ_FACE: only the objects face has changed. 778 * UP_OBJ_FACE: only the objects face has changed.
625 */ 779 */
626void 780void
627update_object (object *op, int action) 781update_object (object *op, int action)
628{ 782{
629 MoveType move_on, move_off, move_block, move_slow; 783 if (!op)
630
631 if (op == NULL)
632 { 784 {
633 /* this should never happen */ 785 /* this should never happen */
634 LOG (llevDebug, "update_object() called for NULL object.\n"); 786 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
635 return; 787 return;
636 } 788 }
637 789
638 if (op->env) 790 if (!op->is_on_map ())
639 { 791 {
640 /* Animation is currently handled by client, so nothing 792 /* Animation is currently handled by client, so nothing
641 * to do in this case. 793 * to do in this case.
642 */ 794 */
643 return; 795 return;
644 } 796 }
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;
651 797
652 /* make sure the object is within map boundaries */ 798 /* 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) 799 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
654 { 800 {
655 LOG (llevError, "update_object() called for object out of map!\n"); 801 LOG (llevError, "update_object() called for object out of map!\n");
659 return; 805 return;
660 } 806 }
661 807
662 mapspace &m = op->ms (); 808 mapspace &m = op->ms ();
663 809
664 if (m.flags_ & P_NEED_UPDATE) 810 if (!(m.flags_ & P_UPTODATE))
665 /* nop */; 811 /* nop */;
666 else if (action == UP_OBJ_INSERT) 812 else if (action == UP_OBJ_INSERT)
667 { 813 {
814#if 0
668 // this is likely overkill, TODO: revisit (schmorp) 815 // this is likely overkill, TODO: revisit (schmorp)
669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 816 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
670 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 817 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
671 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 818 || (op->is_player () && !(m.flags_ & P_PLAYER))
672 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 819 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
673 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 820 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
674 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 821 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
675 || (m.move_on | op->move_on ) != m.move_on 822 || (m.move_on | op->move_on ) != m.move_on
676 || (m.move_off | op->move_off ) != m.move_off 823 || (m.move_off | op->move_off ) != m.move_off
677 || (m.move_slow | op->move_slow) != m.move_slow 824 || (m.move_slow | op->move_slow) != m.move_slow
678 /* This isn't perfect, but I don't expect a lot of objects to 825 /* This isn't perfect, but I don't expect a lot of objects to
679 * to have move_allow right now. 826 * have move_allow right now.
680 */ 827 */
681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 828 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
829 m.invalidate ();
830#else
682 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 831 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
683 m.flags_ = P_NEED_UPDATE; 832 m.invalidate ();
833#endif
684 } 834 }
685 /* if the object is being removed, we can't make intelligent 835 /* if the object is being removed, we can't make intelligent
686 * decisions, because remove_ob can't really pass the object 836 * decisions, because remove_ob can't really pass the object
687 * that is being removed. 837 * that is being removed.
688 */ 838 */
689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 839 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
690 m.flags_ = P_NEED_UPDATE; 840 m.invalidate ();
691 else if (action == UP_OBJ_FACE) 841 else if (action == UP_OBJ_FACE)
692 /* Nothing to do for that case */ ; 842 /* Nothing to do for that case */ ;
693 else 843 else
694 LOG (llevError, "update_object called with invalid action: %d\n", action); 844 LOG (llevError, "update_object called with invalid action: %d\n", action);
695 845
696 if (op->more) 846 if (op->more)
697 update_object (op->more, action); 847 update_object (op->more, action);
698} 848}
699 849
700object::vector object::objects; // not yet used
701object *object::first;
702
703object::object () 850object::object ()
704{ 851{
705 SET_FLAG (this, FLAG_REMOVED); 852 SET_FLAG (this, FLAG_REMOVED);
706 853
707 expmul = 1.0; 854 //expmul = 1.0; declared const for the time being
708 face = blank_face; 855 face = blank_face;
856 material = MATERIAL_NULL;
709} 857}
710 858
711object::~object () 859object::~object ()
712{ 860{
861 unlink ();
862
713 free_key_values (this); 863 free_key_values (this);
714} 864}
715 865
866static int object_count;
867
716void object::link () 868void object::link ()
717{ 869{
870 assert (!index);//D
871 uuid = UUID::gen ();
718 count = ++ob_count; 872 count = ++object_count;
719 uuid = gen_uuid ();
720 873
721 prev = 0; 874 refcnt_inc ();
722 next = object::first; 875 objects.insert (this);
723
724 if (object::first)
725 object::first->prev = this;
726
727 object::first = this;
728} 876}
729 877
730void object::unlink () 878void object::unlink ()
731{ 879{
732 if (this == object::first) 880 if (!index)
733 object::first = next; 881 return;
734 882
735 /* Remove this object from the list of used objects */ 883 objects.erase (this);
736 if (prev) prev->next = next; 884 refcnt_dec ();
737 if (next) next->prev = prev;
738
739 prev = 0;
740 next = 0;
741} 885}
742 886
743void 887void
888object::activate ()
889{
890 /* If already on active list, don't do anything */
891 if (active)
892 return;
893
894 if (has_active_speed ())
895 {
896 if (flag [FLAG_FREED])
897 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
898
899 actives.insert (this);
900 }
901}
902
903void
744object::activate (bool recursive) 904object::activate_recursive ()
745{ 905{
746 // uh, hack 906 activate ();
747 set_speed (speed);
748 907
749 if (recursive)
750 for (object *op = inv; op; op = op->above) 908 for (object *op = inv; op; op = op->below)
751 op->activate (1); 909 op->activate_recursive ();
752} 910}
753 911
754/* This function removes object 'op' from the list of active 912/* This function removes object 'op' from the list of active
755 * objects. 913 * objects.
756 * This should only be used for style maps or other such 914 * This should only be used for style maps or other such
758 * in play chewing up cpu time getting processed. 916 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which 917 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object. 918 * will do the right thing based on the speed of the object.
761 */ 919 */
762void 920void
763object::deactivate (bool recursive) 921object::deactivate ()
764{ 922{
765 /* If not on the active list, nothing needs to be done */ 923 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects) 924 if (!active)
767 return; 925 return;
768 926
769 if (active_prev == 0) 927 actives.erase (this);
770 { 928}
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 }
781 929
782 active_next = 0; 930void
783 active_prev = 0; 931object::deactivate_recursive ()
784 932{
785 if (recursive)
786 for (object *op = inv; op; op = op->above) 933 for (object *op = inv; op; op = op->below)
934 op->deactivate_recursive ();
935
787 op->deactivate (1); 936 deactivate ();
937}
938
939void
940object::set_flag_inv (int flag, int value)
941{
942 for (object *op = inv; op; op = op->below)
943 {
944 op->flag [flag] = value;
945 op->set_flag_inv (flag, value);
946 }
788} 947}
789 948
790/* 949/*
791 * Remove and free all objects in the inventory of the given object. 950 * Remove and free all objects in the inventory of the given object.
792 * object.c ? 951 * object.c ?
795object::destroy_inv (bool drop_to_ground) 954object::destroy_inv (bool drop_to_ground)
796{ 955{
797 // need to check first, because the checks below might segfault 956 // need to check first, because the checks below might segfault
798 // as we might be on an invalid mapspace and crossfire code 957 // as we might be on an invalid mapspace and crossfire code
799 // is too buggy to ensure that the inventory is empty. 958 // is too buggy to ensure that the inventory is empty.
800 // corollary: if you create arrows etc. with stuff in tis inventory, 959 // corollary: if you create arrows etc. with stuff in its inventory,
801 // cf will crash below with off-map x and y 960 // cf will crash below with off-map x and y
802 if (!inv) 961 if (!inv)
803 return; 962 return;
804 963
805 /* Only if the space blocks everything do we not process - 964 /* Only if the space blocks everything do we not process -
806 * if some form of movement is allowed, let objects 965 * if some form of movement is allowed, let objects
807 * drop on that space. 966 * drop on that space.
808 */ 967 */
809 if (!drop_to_ground 968 if (!drop_to_ground
810 || !map 969 || !map
811 || map->in_memory != MAP_IN_MEMORY 970 || map->in_memory != MAP_ACTIVE
971 || map->no_drop
812 || ms ().move_block == MOVE_ALL) 972 || ms ().move_block == MOVE_ALL)
813 { 973 {
814 while (inv) 974 while (inv)
815 {
816 inv->destroy_inv (drop_to_ground);
817 inv->destroy (); 975 inv->destroy ();
818 }
819 } 976 }
820 else 977 else
821 { /* Put objects in inventory onto this space */ 978 { /* Put objects in inventory onto this space */
822 while (inv) 979 while (inv)
823 { 980 {
825 982
826 if (op->flag [FLAG_STARTEQUIP] 983 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP] 984 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE 985 || op->type == RUNE
829 || op->type == TRAP 986 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE]) 987 || op->flag [FLAG_IS_A_TEMPLATE]
988 || op->flag [FLAG_DESTROY_ON_DEATH])
831 op->destroy (); 989 op->destroy ();
832 else 990 else
833 map->insert (op, x, y); 991 map->insert (op, x, y);
834 } 992 }
835 } 993 }
840 object *op = new object; 998 object *op = new object;
841 op->link (); 999 op->link ();
842 return op; 1000 return op;
843} 1001}
844 1002
1003static struct freed_map : maptile
1004{
1005 freed_map ()
1006 {
1007 path = "<freed objects map>";
1008 name = "/internal/freed_objects_map";
1009 width = 3;
1010 height = 3;
1011 no_drop = 1;
1012 no_reset = 1;
1013
1014 alloc ();
1015 in_memory = MAP_ACTIVE;
1016 }
1017
1018 ~freed_map ()
1019 {
1020 destroy ();
1021 }
1022} freed_map; // freed objects are moved here to avoid crashes
1023
845void 1024void
846object::do_destroy () 1025object::do_destroy ()
847{ 1026{
848 if (flag [FLAG_IS_LINKED]) 1027 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this); 1028 remove_link ();
850 1029
851 if (flag [FLAG_FRIENDLY]) 1030 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this); 1031 remove_friendly_object (this);
853 1032
854 if (!flag [FLAG_REMOVED])
855 remove (); 1033 remove ();
856 1034
857 if (flag [FLAG_FREED]) 1035 attachable::do_destroy ();
858 return;
859 1036
860 set_speed (0); 1037 deactivate ();
1038 unlink ();
861 1039
862 flag [FLAG_FREED] = 1; 1040 flag [FLAG_FREED] = 1;
863 1041
864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868
869 // hack to ensure that freed objects still have a valid map 1042 // 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; 1043 map = &freed_map;
885 x = 1; 1044 x = 1;
886 y = 1; 1045 y = 1;
887 }
888
889 head = 0;
890 1046
891 if (more) 1047 if (more)
892 { 1048 {
893 more->destroy (); 1049 more->destroy ();
894 more = 0; 1050 more = 0;
895 } 1051 }
896 1052
1053 head = 0;
1054
897 // clear those pointers that likely might have circular references to us 1055 // clear those pointers that likely might cause circular references
898 owner = 0; 1056 owner = 0;
899 enemy = 0; 1057 enemy = 0;
900 attacked_by = 0; 1058 attacked_by = 0;
901 1059 current_weapon = 0;
902 // only relevant for players(?), but make sure of it anyways
903 contr = 0;
904} 1060}
905 1061
906void 1062void
907object::destroy (bool destroy_inventory) 1063object::destroy ()
908{ 1064{
909 if (destroyed ()) 1065 if (destroyed ())
910 return; 1066 return;
911 1067
912 if (destroy_inventory) 1068 if (!is_head () && !head->destroyed ())
1069 {
1070 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1071 head->destroy ();
1072 return;
1073 }
1074
913 destroy_inv (false); 1075 destroy_inv (false);
1076
1077 if (is_head ())
1078 if (sound_destroy)
1079 play_sound (sound_destroy);
1080 else if (flag [FLAG_MONSTER])
1081 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
914 1082
915 attachable::destroy (); 1083 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} 1084}
934 1085
935/* op->remove (): 1086/* op->remove ():
936 * This function removes the object op from the linked list of objects 1087 * 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 1088 * which it is currently tied to. When this function is done, the
938 * object will have no environment. If the object previously had an 1089 * object will have no environment. If the object previously had an
939 * environment, the x and y coordinates will be updated to 1090 * environment, the x and y coordinates will be updated to
940 * the previous environment. 1091 * the previous environment.
941 * Beware: This function is called from the editor as well!
942 */ 1092 */
943void 1093void
944object::remove () 1094object::do_remove ()
945{ 1095{
946 object *tmp, *last = 0; 1096 if (flag [FLAG_REMOVED])
947 object *otmp;
948
949 if (QUERY_FLAG (this, FLAG_REMOVED))
950 return; 1097 return;
951 1098
952 SET_FLAG (this, FLAG_REMOVED);
953 INVOKE_OBJECT (REMOVE, this); 1099 INVOKE_OBJECT (REMOVE, this);
1100
1101 flag [FLAG_REMOVED] = true;
954 1102
955 if (more) 1103 if (more)
956 more->remove (); 1104 more->remove ();
957 1105
958 /* 1106 /*
959 * In this case, the object to be removed is in someones 1107 * In this case, the object to be removed is in someones
960 * inventory. 1108 * inventory.
961 */ 1109 */
962 if (env) 1110 if (env)
963 { 1111 {
964 if (nrof) 1112 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
965 sub_weight (env, weight * nrof); 1113 if (object *pl = visible_to ())
966 else 1114 esrv_del_item (pl->contr, count);
967 sub_weight (env, weight + carrying); 1115 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
968 1116
969 /* NO_FIX_PLAYER is set when a great many changes are being 1117 adjust_weight (env, -total_weight ());
970 * made to players inventory. If set, avoiding the call
971 * to save cpu time.
972 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats ();
975 1118
976 if (above) 1119 object *pl = in_player ();
977 above->below = below;
978 else
979 env->inv = below;
980
981 if (below)
982 below->above = above;
983 1120
984 /* we set up values so that it could be inserted into 1121 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up 1122 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do. 1123 * to the caller to decide what we want to do.
987 */ 1124 */
988 x = env->x, y = env->y;
989 map = env->map; 1125 map = env->map;
990 above = 0, below = 0; 1126 x = env->x;
991 env = 0; 1127 y = env->y;
992 }
993 else if (map)
994 {
995 if (type == PLAYER)
996 {
997 --map->players;
998 map->last_access = runtime;
999 }
1000 1128
1001 1129 // make sure cmov optimisation is applicable
1002 /* link the object above us */ 1130 *(above ? &above->below : &env->inv) = below;
1003 if (above) 1131 *(below ? &below->above : &above ) = above; // &above is just a dummy
1004 above->below = below;
1005 else
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 1132
1031 above = 0; 1133 above = 0;
1032 below = 0; 1134 below = 0;
1135 env = 0;
1136
1137 if (pl && pl->is_player ())
1138 {
1139 pl->contr->queue_stats_update ();
1140
1141 if (glow_radius && pl->is_on_map ())
1142 update_all_los (pl->map, pl->x, pl->y);
1143 }
1144 }
1145 else if (map)
1146 {
1147 map->dirty = true;
1148 mapspace &ms = this->ms ();
1149
1150 if (object *pl = ms.player ())
1151 {
1152 if (is_player ())
1153 {
1154 if (!flag [FLAG_WIZPASS])
1155 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1156
1157 // leaving a spot always closes any open container on the ground
1158 if (container && !container->env)
1159 // this causes spurious floorbox updates, but it ensures
1160 // that the CLOSE event is being sent.
1161 close_container ();
1162
1163 --map->players;
1164 map->touch ();
1165 }
1166 else if (pl->container_ () == this)
1167 {
1168 // removing a container should close it
1169 close_container ();
1170 }
1171
1172 esrv_del_item (pl->contr, count);
1173 }
1174
1175 /* link the object above us */
1176 // re-link, make sure compiler can easily use cmove
1177 *(above ? &above->below : &ms.top) = below;
1178 *(below ? &below->above : &ms.bot) = above;
1179
1180 above = 0;
1181 below = 0;
1182
1183 ms.invalidate ();
1033 1184
1034 if (map->in_memory == MAP_SAVING) 1185 if (map->in_memory == MAP_SAVING)
1035 return; 1186 return;
1036 1187
1037 int check_walk_off = !flag [FLAG_NO_APPLY]; 1188 int check_walk_off = !flag [FLAG_NO_APPLY];
1038 1189
1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1190 if (object *pl = ms.player ())
1040 { 1191 {
1041 /* No point updating the players look faces if he is the object 1192 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 1193 /* If a container that the player is currently using somehow gets
1048 * removed (most likely destroyed), update the player view 1194 * removed (most likely destroyed), update the player view
1049 * appropriately. 1195 * appropriately.
1050 */ 1196 */
1051 if (tmp->container == this) 1197 pl->close_container ();
1052 {
1053 flag [FLAG_APPLIED] = 0;
1054 tmp->container = 0;
1055 }
1056 1198
1199 //TODO: the floorbox prev/next might need updating
1200 //esrv_del_item (pl->contr, count);
1201 //TODO: update floorbox to preserve ordering
1057 if (tmp->contr->ns) 1202 if (pl->contr->ns)
1058 tmp->contr->ns->floorbox_update (); 1203 pl->contr->ns->floorbox_update ();
1204 }
1205
1206 if (check_walk_off)
1207 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1208 {
1209 above = tmp->above;
1210
1211 /* No point updating the players look faces if he is the object
1212 * being removed.
1059 } 1213 */
1060 1214
1061 /* See if object moving off should effect something */ 1215 /* See if object moving off should effect something */
1062 if (check_walk_off
1063 && ((move_type & tmp->move_off) 1216 if ((move_type & tmp->move_off)
1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1217 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1065 {
1066 move_apply (tmp, this, 0); 1218 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 } 1219 }
1071 1220
1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1221 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); 1222 update_all_los (map, x, y);
1089 } 1223 }
1090} 1224}
1091 1225
1092/* 1226/*
1101merge_ob (object *op, object *top) 1235merge_ob (object *op, object *top)
1102{ 1236{
1103 if (!op->nrof) 1237 if (!op->nrof)
1104 return 0; 1238 return 0;
1105 1239
1106 if (top) 1240 if (!top)
1107 for (top = op; top && top->above; top = top->above) 1241 for (top = op; top && top->above; top = top->above)
1108 ; 1242 ;
1109 1243
1110 for (; top; top = top->below) 1244 for (; top; top = top->below)
1111 {
1112 if (top == op)
1113 continue;
1114
1115 if (object::can_merge (op, top)) 1245 if (object::can_merge (op, top))
1116 { 1246 {
1117 top->nrof += op->nrof; 1247 top->nrof += op->nrof;
1118 1248
1119/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1249 if (object *pl = top->visible_to ())
1120 op->weight = 0; /* Don't want any adjustements now */ 1250 esrv_update_item (UPD_NROF, pl, top);
1251
1252 op->weight = 0; // cancel the addition above
1253 op->carrying = 0; // must be 0 already
1254
1121 op->destroy (); 1255 op->destroy ();
1256
1122 return top; 1257 return top;
1123 } 1258 }
1124 }
1125 1259
1126 return 0; 1260 return 0;
1127} 1261}
1128 1262
1263void
1264object::expand_tail ()
1265{
1266 if (more)
1267 return;
1268
1269 object *prev = this;
1270
1271 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1272 {
1273 object *op = at->instance ();
1274
1275 op->name = name;
1276 op->name_pl = name_pl;
1277 op->title = title;
1278
1279 op->head = this;
1280 prev->more = op;
1281
1282 prev = op;
1283 }
1284}
1285
1129/* 1286/*
1130 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1287 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1131 * job preparing multi-part monsters 1288 * job preparing multi-part monsters.
1132 */ 1289 */
1133object * 1290object *
1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1291insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1135{ 1292{
1293 op->remove ();
1294
1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1295 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1137 { 1296 {
1138 tmp->x = x + tmp->arch->clone.x; 1297 tmp->x = x + tmp->arch->x;
1139 tmp->y = y + tmp->arch->clone.y; 1298 tmp->y = y + tmp->arch->y;
1140 } 1299 }
1141 1300
1142 return insert_ob_in_map (op, m, originator, flag); 1301 return insert_ob_in_map (op, m, originator, flag);
1143} 1302}
1144 1303
1163 * just 'op' otherwise 1322 * just 'op' otherwise
1164 */ 1323 */
1165object * 1324object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1325insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1326{
1168 object *tmp, *top, *floor = NULL; 1327 op->remove ();
1169 sint16 x, y;
1170 1328
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1329 if (m == &freed_map)//D TODO: remove soon
1172 { 1330 {//D
1173 LOG (llevError, "Trying to insert freed object!\n"); 1331 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1174 return NULL;
1175 } 1332 }//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 1333
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1334 /* 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 1335 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1336 * need extra work
1243 */ 1337 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1338 maptile *newmap = m;
1245 x = op->x; 1339 if (!xy_normalise (newmap, op->x, op->y))
1246 y = op->y; 1340 {
1341 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1342 return 0;
1343 }
1344
1345 if (object *more = op->more)
1346 if (!insert_ob_in_map (more, m, originator, flag))
1347 return 0;
1348
1349 op->flag [FLAG_REMOVED] = false;
1350 op->env = 0;
1351 op->map = newmap;
1352
1353 mapspace &ms = op->ms ();
1247 1354
1248 /* this has to be done after we translate the coordinates. 1355 /* this has to be done after we translate the coordinates.
1249 */ 1356 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1357 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1358 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1359 if (object::can_merge (op, tmp))
1253 { 1360 {
1361 // TODO: we actually want to update tmp, not op,
1362 // but some caller surely breaks when we return tmp
1363 // from here :/
1254 op->nrof += tmp->nrof; 1364 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1365 tmp->destroy ();
1256 } 1366 }
1257 1367
1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1368 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1267 { 1377 {
1268 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1378 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1269 abort (); 1379 abort ();
1270 } 1380 }
1271 1381
1382 if (!originator->is_on_map ())
1383 {
1384 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1385 op->debug_desc (), originator->debug_desc ());
1386 abort ();
1387 }
1388
1272 op->above = originator; 1389 op->above = originator;
1273 op->below = originator->below; 1390 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; 1391 originator->below = op;
1392
1393 *(op->below ? &op->below->above : &ms.bot) = op;
1282 } 1394 }
1283 else 1395 else
1284 { 1396 {
1397 object *floor = 0;
1398 object *top = ms.top;
1399
1285 /* If there are other objects, then */ 1400 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1401 if (top)
1287 { 1402 {
1288 object *last = 0;
1289
1290 /* 1403 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1404 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate. 1405 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if 1406 * Generally, we want to put the new object on top. But if
1294 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1407 * 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 1410 * 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 1411 * 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 1412 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1413 * that flying non pickable objects are spell objects.
1301 */ 1414 */
1302 while (top) 1415 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1303 { 1416 {
1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1417 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1305 floor = top; 1418 floor = tmp;
1306 1419
1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1420 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1308 { 1421 {
1309 /* We insert above top, so we want this object below this */ 1422 /* We insert above top, so we want this object below this */
1310 top = top->below; 1423 top = tmp->below;
1311 break; 1424 break;
1312 } 1425 }
1313 1426
1314 last = top;
1315 top = top->above; 1427 top = tmp;
1316 } 1428 }
1317
1318 /* Don't want top to be NULL, so set it to the last valid object */
1319 top = last;
1320 1429
1321 /* We let update_position deal with figuring out what the space 1430 /* We let update_position deal with figuring out what the space
1322 * looks like instead of lots of conditions here. 1431 * looks like instead of lots of conditions here.
1323 * makes things faster, and effectively the same result. 1432 * makes things faster, and effectively the same result.
1324 */ 1433 */
1325 1434
1326 /* Have object 'fall below' other objects that block view. 1435 /* Have object 'fall below' other objects that block view.
1327 * Unless those objects are exits, type 66 1436 * Unless those objects are exits.
1328 * If INS_ON_TOP is used, don't do this processing 1437 * If INS_ON_TOP is used, don't do this processing
1329 * Need to find the object that in fact blocks view, otherwise 1438 * Need to find the object that in fact blocks view, otherwise
1330 * stacking is a bit odd. 1439 * stacking is a bit odd.
1331 */ 1440 */
1332 if (!(flag & INS_ON_TOP) && 1441 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)) 1442 && ms.flags () & P_BLOCKSVIEW
1443 && (op->face && !faces [op->face].visibility))
1334 { 1444 {
1445 object *last;
1446
1335 for (last = top; last != floor; last = last->below) 1447 for (last = top; last != floor; last = last->below)
1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1448 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1337 break; 1449 break;
1450
1338 /* Check to see if we found the object that blocks view, 1451 /* Check to see if we found the object that blocks view,
1339 * and make sure we have a below pointer for it so that 1452 * and make sure we have a below pointer for it so that
1340 * we can get inserted below this one, which requires we 1453 * we can get inserted below this one, which requires we
1341 * set top to the object below us. 1454 * set top to the object below us.
1342 */ 1455 */
1343 if (last && last->below && last != floor) 1456 if (last && last->below && last != floor)
1344 top = last->below; 1457 top = last->below;
1345 } 1458 }
1346 } /* If objects on this space */ 1459 } /* If objects on this space */
1347 1460
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) 1461 if (flag & INS_ABOVE_FLOOR_ONLY)
1352 top = floor; 1462 top = floor;
1353 1463
1354 /* Top is the object that our object (op) is going to get inserted above. 1464 // insert object above top, or bottom-most if top = 0
1355 */
1356
1357 /* First object on this space */
1358 if (!top) 1465 if (!top)
1359 { 1466 {
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; 1467 op->below = 0;
1468 op->above = ms.bot;
1366 op->ms ().bot = op; 1469 ms.bot = op;
1470
1471 *(op->above ? &op->above->below : &ms.top) = op;
1367 } 1472 }
1368 else 1473 else
1369 { /* get inserted into the stack above top */ 1474 {
1370 op->above = top->above; 1475 op->above = top->above;
1371
1372 if (op->above)
1373 op->above->below = op; 1476 top->above = op;
1374 1477
1375 op->below = top; 1478 op->below = top;
1376 top->above = op; 1479 *(op->above ? &op->above->below : &ms.top) = op;
1377 } 1480 }
1481 }
1378 1482
1379 if (!op->above) 1483 if (op->is_player ())
1380 op->ms ().top = op;
1381 } /* else not INS_BELOW_ORIGINATOR */
1382
1383 if (op->type == PLAYER)
1384 { 1484 {
1385 op->contr->do_los = 1; 1485 op->contr->do_los = 1;
1386 ++op->map->players; 1486 ++op->map->players;
1387 op->map->last_access = runtime; 1487 op->map->touch ();
1388 } 1488 }
1389 1489
1390 /* If we have a floor, we know the player, if any, will be above 1490 op->map->dirty = true;
1391 * it, so save a few ticks and start from there. 1491
1392 */
1393 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1492 if (object *pl = ms.player ())
1493 //TODO: the floorbox prev/next might need updating
1494 //esrv_send_item (pl, op);
1495 //TODO: update floorbox to preserve ordering
1395 if (pl->contr->ns) 1496 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1497 pl->contr->ns->floorbox_update ();
1397 1498
1398 /* If this object glows, it may affect lighting conditions that are 1499 /* If this object glows, it may affect lighting conditions that are
1399 * visible to others on this map. But update_all_los is really 1500 * 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 1501 * 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 1502 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1503 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1504 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1505 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1506 * of effect may be sufficient.
1406 */ 1507 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1508 if (op->affects_los ())
1509 {
1510 op->ms ().invalidate ();
1408 update_all_los (op->map, op->x, op->y); 1511 update_all_los (op->map, op->x, op->y);
1512 }
1409 1513
1410 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1514 /* updates flags (blocked, alive, no magic, etc) for this map space */
1411 update_object (op, UP_OBJ_INSERT); 1515 update_object (op, UP_OBJ_INSERT);
1412 1516
1413 INVOKE_OBJECT (INSERT, op); 1517 INVOKE_OBJECT (INSERT, op);
1420 * blocked() and wall() work properly), and these flags are updated by 1524 * blocked() and wall() work properly), and these flags are updated by
1421 * update_object(). 1525 * update_object().
1422 */ 1526 */
1423 1527
1424 /* if this is not the head or flag has been passed, don't check walk on status */ 1528 /* 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) 1529 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1426 { 1530 {
1427 if (check_move_on (op, originator)) 1531 if (check_move_on (op, originator))
1428 return 0; 1532 return 0;
1429 1533
1430 /* If we are a multi part object, lets work our way through the check 1534 /* If we are a multi part object, lets work our way through the check
1431 * walk on's. 1535 * walk on's.
1432 */ 1536 */
1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1537 for (object *tmp = op->more; tmp; tmp = tmp->more)
1434 if (check_move_on (tmp, originator)) 1538 if (check_move_on (tmp, originator))
1435 return 0; 1539 return 0;
1436 } 1540 }
1437 1541
1438 return op; 1542 return op;
1441/* this function inserts an object in the map, but if it 1545/* 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. 1546 * 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. 1547 * op is the object to insert it under: supplies x and the map.
1444 */ 1548 */
1445void 1549void
1446replace_insert_ob_in_map (const char *arch_string, object *op) 1550replace_insert_ob_in_map (shstr_tmp archname, object *op)
1447{ 1551{
1448 object *tmp, *tmp1;
1449
1450 /* first search for itself and remove any old instances */ 1552 /* first search for itself and remove any old instances */
1451 1553
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1554 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1555 if (tmp->arch->archname == archname) /* same archetype */
1454 tmp->destroy (); 1556 tmp->destroy ();
1455 1557
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1558 object *tmp = archetype::find (archname)->instance ();
1457 1559
1458 tmp1->x = op->x; 1560 tmp->x = op->x;
1459 tmp1->y = op->y; 1561 tmp->y = op->y;
1562
1460 insert_ob_in_map (tmp1, op->map, op, 0); 1563 insert_ob_in_map (tmp, op->map, op, 0);
1461} 1564}
1462 1565
1463object * 1566object *
1464object::insert_at (object *where, object *originator, int flags) 1567object::insert_at (object *where, object *originator, int flags)
1465{ 1568{
1569 if (where->env)
1570 return where->env->insert (this);
1571 else
1466 where->map->insert (this, where->x, where->y, originator, flags); 1572 return where->map->insert (this, where->x, where->y, originator, flags);
1467} 1573}
1468 1574
1469/* 1575// 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 1576bool
1471 * is returned contains nr objects, and the remaining parts contains 1577object::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{ 1578{
1479 object *newob; 1579 mapspace &ms = m->at (x, y);
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1481 1580
1482 if (orig_ob->nrof < nr) 1581 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 1582
1488 newob = object_create_clone (orig_ob); 1583 if (!items // testing !items ensures we can drop at least one item
1584 || (items < m->max_items
1585 && ms.volume () < m->max_volume))
1586 return true;
1489 1587
1490 if ((orig_ob->nrof -= nr) < 1) 1588 if (originator && originator->is_player ())
1491 orig_ob->destroy (1); 1589 originator->contr->failmsg (format (
1492 else if (!is_removed) 1590 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1493 { 1591 query_name ()
1494 if (orig_ob->env != NULL) 1592 ));
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 1593
1504 newob->nrof = nr; 1594 return false;
1505
1506 return newob;
1507} 1595}
1508 1596
1509/* 1597/*
1510 * decrease_ob_nr(object, number) decreases a specified number from 1598 * decrease(object, number) decreases a specified number from
1511 * the amount of an object. If the amount reaches 0, the object 1599 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1600 * is subsequently removed and freed.
1513 * 1601 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1602 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1603 */
1604bool
1605object::decrease (sint32 nr)
1606{
1607 if (!nr)
1608 return true;
1516 1609
1610 nr = min (nr, nrof);
1611
1612 if (nrof > nr)
1613 {
1614 nrof -= nr;
1615 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1616
1617 if (object *pl = visible_to ())
1618 esrv_update_item (UPD_NROF, pl, this);
1619
1620 return true;
1621 }
1622 else
1623 {
1624 destroy ();
1625 return false;
1626 }
1627}
1628
1629/*
1630 * split(ob,nr) splits up ob into two parts. The part which
1631 * is returned contains nr objects, and the remaining parts contains
1632 * the rest (or is removed and returned if that number is 0).
1633 * On failure, NULL is returned.
1634 */
1517object * 1635object *
1518decrease_ob_nr (object *op, uint32 i) 1636object::split (sint32 nr)
1519{ 1637{
1520 object *tmp; 1638 int have = number_of ();
1521 1639
1522 if (i == 0) /* objects with op->nrof require this check */ 1640 if (have < nr)
1523 return op; 1641 return 0;
1524 1642 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 { 1643 {
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 (); 1644 remove ();
1560 op->nrof = 0; 1645 return this;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 } 1646 }
1565 else 1647 else
1566 { 1648 {
1567 object *above = op->above; 1649 decrease (nr);
1568 1650
1569 if (i < op->nrof) 1651 object *op = deep_clone ();
1570 op->nrof -= i; 1652 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; 1653 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 } 1654 }
1613} 1655}
1614 1656
1615object * 1657object *
1616insert_ob_in_ob (object *op, object *where) 1658insert_ob_in_ob (object *op, object *where)
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1663 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump); 1664 free (dump);
1623 return op; 1665 return op;
1624 } 1666 }
1625 1667
1626 if (where->head) 1668 if (where->head_ () != where)
1627 { 1669 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1670 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head; 1671 where = where->head;
1630 } 1672 }
1631 1673
1632 return where->insert (op); 1674 return where->insert (op);
1633} 1675}
1638 * inside the object environment. 1680 * inside the object environment.
1639 * 1681 *
1640 * The function returns now pointer to inserted item, and return value can 1682 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1683 * be != op, if items are merged. -Tero
1642 */ 1684 */
1643
1644object * 1685object *
1645object::insert (object *op) 1686object::insert (object *op)
1646{ 1687{
1647 object *tmp, *otmp;
1648
1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1650 op->remove ();
1651
1652 if (op->more) 1688 if (op->more)
1653 { 1689 {
1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1690 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 return op; 1691 return op;
1656 } 1692 }
1657 1693
1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1694 op->remove ();
1659 CLEAR_FLAG (op, FLAG_REMOVED); 1695
1696 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1697
1660 if (op->nrof) 1698 if (op->nrof)
1661 {
1662 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1699 for (object *tmp = inv; tmp; tmp = tmp->below)
1663 if (object::can_merge (tmp, op)) 1700 if (object::can_merge (tmp, op))
1664 { 1701 {
1665 /* return the original object and remove inserted object 1702 /* return the original object and remove inserted object
1666 (client needs the original object) */ 1703 (client needs the original object) */
1667 tmp->nrof += op->nrof; 1704 tmp->nrof += op->nrof;
1668 /* Weight handling gets pretty funky. Since we are adding to 1705
1669 * tmp->nrof, we need to increase the weight. 1706 if (object *pl = tmp->visible_to ())
1670 */ 1707 esrv_update_item (UPD_NROF, pl, tmp);
1708
1671 add_weight (this, op->weight * op->nrof); 1709 adjust_weight (this, op->total_weight ());
1672 SET_FLAG (op, FLAG_REMOVED); 1710
1673 op->destroy (); /* free the inserted object */ 1711 op->destroy ();
1674 op = tmp; 1712 op = tmp;
1675 op->remove (); /* and fix old object's links */ 1713 goto inserted;
1676 CLEAR_FLAG (op, FLAG_REMOVED);
1677 break;
1678 } 1714 }
1679 1715
1680 /* I assume combined objects have no inventory 1716 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; 1717 op->map = 0;
1697 op->env = this; 1718 op->x = 0;
1719 op->y = 0;
1720
1698 op->above = 0; 1721 op->above = 0;
1699 op->below = 0; 1722 op->below = inv;
1700 op->x = 0, op->y = 0; 1723 op->env = this;
1701 1724
1725 if (inv)
1726 inv->above = op;
1727
1728 inv = op;
1729
1730 op->flag [FLAG_REMOVED] = 0;
1731
1732 if (object *pl = op->visible_to ())
1733 esrv_send_item (pl, op);
1734
1735 adjust_weight (this, op->total_weight ());
1736
1737inserted:
1702 /* reset the light list and los of the players on the map */ 1738 /* reset the light list and los of the players on the map */
1703 if ((op->glow_radius != 0) && map) 1739 if (op->glow_radius && is_on_map ())
1704 { 1740 {
1705#ifdef DEBUG_LIGHTS 1741 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); 1742 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 { 1743 }
1719 op->below = inv; 1744 else if (is_player ())
1720 op->below->above = op; 1745 // if this is a player's inventory, update stats
1721 inv = op; 1746 contr->queue_stats_update ();
1722 }
1723 1747
1724 INVOKE_OBJECT (INSERT, this); 1748 INVOKE_OBJECT (INSERT, this);
1725 1749
1726 return op; 1750 return op;
1727} 1751}
1747 * on top. 1771 * on top.
1748 */ 1772 */
1749int 1773int
1750check_move_on (object *op, object *originator) 1774check_move_on (object *op, object *originator)
1751{ 1775{
1776 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1777 return 0;
1778
1752 object *tmp; 1779 object *tmp;
1753 maptile *m = op->map; 1780 maptile *m = op->map;
1754 int x = op->x, y = op->y; 1781 int x = op->x, y = op->y;
1755 1782
1756 MoveType move_on, move_slow, move_block; 1783 mapspace &ms = m->at (x, y);
1757 1784
1758 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1785 ms.update ();
1759 return 0;
1760 1786
1761 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1787 MoveType move_on = ms.move_on;
1762 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1788 MoveType move_slow = ms.move_slow;
1763 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1789 MoveType move_block = ms.move_block;
1764 1790
1765 /* if nothing on this space will slow op down or be applied, 1791 /* 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 1792 * 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 1793 * is set, as lots of objects don't have it set - we treat that
1768 * as walking. 1794 * as walking.
1779 return 0; 1805 return 0;
1780 1806
1781 /* The objects have to be checked from top to bottom. 1807 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1808 * Hence, we first go to the top:
1783 */ 1809 */
1784 1810 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 } 1811 {
1812 next = tmp->below;
1794 1813
1795 for (; tmp; tmp = tmp->below)
1796 {
1797 if (tmp == op) 1814 if (tmp == op)
1798 continue; /* Can't apply yourself */ 1815 continue; /* Can't apply yourself */
1799 1816
1800 /* Check to see if one of the movement types should be slowed down. 1817 /* 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 1818 * Second check makes sure that the movement types not being slowed
1806 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1823 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1807 { 1824 {
1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1825 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)) 1826 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1810 { 1827 {
1811
1812 float
1813 diff = tmp->move_slow_penalty * FABS (op->speed); 1828 float diff = tmp->move_slow_penalty * fabs (op->speed);
1814 1829
1815 if (op->type == PLAYER) 1830 if (op->is_player ())
1816 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1831 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))) 1832 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1818 diff /= 4.0; 1833 diff /= 4.0;
1819 1834
1820 op->speed_left -= diff; 1835 op->speed_left -= diff;
1821 } 1836 }
1822 } 1837 }
1848 * The first matching object is returned, or NULL if none. 1863 * The first matching object is returned, or NULL if none.
1849 */ 1864 */
1850object * 1865object *
1851present_arch (const archetype *at, maptile *m, int x, int y) 1866present_arch (const archetype *at, maptile *m, int x, int y)
1852{ 1867{
1853 if (m == NULL || out_of_map (m, x, y)) 1868 if (!m || out_of_map (m, x, y))
1854 { 1869 {
1855 LOG (llevError, "Present_arch called outside map.\n"); 1870 LOG (llevError, "Present_arch called outside map.\n");
1856 return NULL; 1871 return NULL;
1857 } 1872 }
1858 1873
1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1874 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1860 if (tmp->arch == at) 1875 if (tmp->arch->archname == at->archname)
1861 return tmp; 1876 return tmp;
1862 1877
1863 return NULL; 1878 return NULL;
1864} 1879}
1865 1880
1875 { 1890 {
1876 LOG (llevError, "Present called outside map.\n"); 1891 LOG (llevError, "Present called outside map.\n");
1877 return NULL; 1892 return NULL;
1878 } 1893 }
1879 1894
1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1881 if (tmp->type == type) 1896 if (tmp->type == type)
1882 return tmp; 1897 return tmp;
1883 1898
1884 return NULL; 1899 return NULL;
1885} 1900}
1929 * The first matching object is returned, or NULL if none. 1944 * The first matching object is returned, or NULL if none.
1930 */ 1945 */
1931object * 1946object *
1932present_arch_in_ob (const archetype *at, const object *op) 1947present_arch_in_ob (const archetype *at, const object *op)
1933{ 1948{
1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1935 if (tmp->arch == at) 1950 if (tmp->arch->archname == at->archname)
1936 return tmp; 1951 return tmp;
1937 1952
1938 return NULL; 1953 return NULL;
1939} 1954}
1940 1955
1942 * activate recursively a flag on an object inventory 1957 * activate recursively a flag on an object inventory
1943 */ 1958 */
1944void 1959void
1945flag_inv (object *op, int flag) 1960flag_inv (object *op, int flag)
1946{ 1961{
1947 if (op->inv)
1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1949 { 1963 {
1950 SET_FLAG (tmp, flag); 1964 SET_FLAG (tmp, flag);
1951 flag_inv (tmp, flag); 1965 flag_inv (tmp, flag);
1952 } 1966 }
1953} 1967}
1954 1968
1955/* 1969/*
1956 * deactivate recursively a flag on an object inventory 1970 * deactivate recursively a flag on an object inventory
1957 */ 1971 */
1958void 1972void
1959unflag_inv (object *op, int flag) 1973unflag_inv (object *op, int flag)
1960{ 1974{
1961 if (op->inv)
1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1975 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1963 { 1976 {
1964 CLEAR_FLAG (tmp, flag); 1977 CLEAR_FLAG (tmp, flag);
1965 unflag_inv (tmp, flag); 1978 unflag_inv (tmp, flag);
1966 } 1979 }
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} 1980}
1981 1981
1982/* 1982/*
1983 * find_free_spot(object, map, x, y, start, stop) will search for 1983 * 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 1984 * a spot at the given map and coordinates which will be able to contain
1986 * to search (see the freearr_x/y[] definition). 1986 * to search (see the freearr_x/y[] definition).
1987 * It returns a random choice among the alternatives found. 1987 * 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 1988 * 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 1989 * 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) 1990 * 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 1991 * Note: This function does correctly handle tiled maps, but does not
1995 * inform the caller. However, insert_ob_in_map will update as 1992 * inform the caller. However, insert_ob_in_map will update as
1996 * necessary, so the caller shouldn't need to do any special work. 1993 * 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 1994 * 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 1995 * 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 1996 * to know if the space in question will block the object. We can't use
2001 * customized, changed states, etc. 1998 * customized, changed states, etc.
2002 */ 1999 */
2003int 2000int
2004find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2005{ 2002{
2003 int altern[SIZEOFFREE];
2006 int index = 0, flag; 2004 int index = 0, flag;
2007 int altern[SIZEOFFREE];
2008 2005
2009 for (int i = start; i < stop; i++) 2006 for (int i = start; i < stop; i++)
2010 { 2007 {
2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2008 mapxy pos (m, x, y); pos.move (i);
2012 if (!flag) 2009
2010 if (!pos.normalise ())
2011 continue;
2012
2013 mapspace &ms = *pos;
2014
2015 if (ms.flags () & P_IS_ALIVE)
2016 continue;
2017
2018 /* However, often
2019 * ob doesn't have any move type (when used to place exits)
2020 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2021 */
2022 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2023 {
2013 altern [index++] = i; 2024 altern [index++] = i;
2025 continue;
2026 }
2014 2027
2015 /* Basically, if we find a wall on a space, we cut down the search size. 2028 /* 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. 2029 * 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 - 2030 * 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 2031 * 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 2032 * spaces in all the other directions, this will reduce the search space
2020 * to only the spaces immediately surrounding the target area, and 2033 * to only the spaces immediately surrounding the target area, and
2021 * won't look 2 spaces south of the target space. 2034 * won't look 2 spaces south of the target space.
2022 */ 2035 */
2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2036 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2037 {
2024 stop = maxfree[i]; 2038 stop = maxfree[i];
2039 continue;
2040 }
2041
2042 /* Note it is intentional that we check ob - the movement type of the
2043 * head of the object should correspond for the entire object.
2044 */
2045 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2046 continue;
2047
2048 if (ob->blocked (pos.m, pos.x, pos.y))
2049 continue;
2050
2051 altern [index++] = i;
2025 } 2052 }
2026 2053
2027 if (!index) 2054 if (!index)
2028 return -1; 2055 return -1;
2029 2056
2030 return altern[RANDOM () % index]; 2057 return altern [rndm (index)];
2031} 2058}
2032 2059
2033/* 2060/*
2034 * find_first_free_spot(archetype, maptile, x, y) works like 2061 * find_first_free_spot(archetype, maptile, x, y) works like
2035 * find_free_spot(), but it will search max number of squares. 2062 * find_free_spot(), but it will search max number of squares.
2038 */ 2065 */
2039int 2066int
2040find_first_free_spot (const object *ob, maptile *m, int x, int y) 2067find_first_free_spot (const object *ob, maptile *m, int x, int y)
2041{ 2068{
2042 for (int i = 0; i < SIZEOFFREE; i++) 2069 for (int i = 0; i < SIZEOFFREE; i++)
2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2070 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2044 return i; 2071 return i;
2045 2072
2046 return -1; 2073 return -1;
2047} 2074}
2048 2075
2056{ 2083{
2057 arr += begin; 2084 arr += begin;
2058 end -= begin; 2085 end -= begin;
2059 2086
2060 while (--end) 2087 while (--end)
2061 swap (arr [end], arr [RANDOM () % (end + 1)]); 2088 swap (arr [end], arr [rndm (end + 1)]);
2062} 2089}
2063 2090
2064/* new function to make monster searching more efficient, and effective! 2091/* new function to make monster searching more efficient, and effective!
2065 * This basically returns a randomized array (in the passed pointer) of 2092 * 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 2093 * the spaces to find monsters. In this way, it won't always look for
2094 * there is capable of. 2121 * there is capable of.
2095 */ 2122 */
2096int 2123int
2097find_dir (maptile *m, int x, int y, object *exclude) 2124find_dir (maptile *m, int x, int y, object *exclude)
2098{ 2125{
2099 int i, max = SIZEOFFREE, mflags; 2126 int max = SIZEOFFREE, mflags;
2100
2101 sint16 nx, ny;
2102 object *tmp;
2103 maptile *mp;
2104
2105 MoveType blocked, move_type; 2127 MoveType move_type;
2106 2128
2107 if (exclude && exclude->head) 2129 if (exclude && exclude->head_ () != exclude)
2108 { 2130 {
2109 exclude = exclude->head; 2131 exclude = exclude->head;
2110 move_type = exclude->move_type; 2132 move_type = exclude->move_type;
2111 } 2133 }
2112 else 2134 else
2113 { 2135 {
2114 /* If we don't have anything, presume it can use all movement types. */ 2136 /* If we don't have anything, presume it can use all movement types. */
2115 move_type = MOVE_ALL; 2137 move_type = MOVE_ALL;
2116 } 2138 }
2117 2139
2118 for (i = 1; i < max; i++) 2140 for (int i = 1; i < max; i++)
2119 { 2141 {
2120 mp = m; 2142 mapxy pos (m, x, y);
2121 nx = x + freearr_x[i]; 2143 pos.move (i);
2122 ny = y + freearr_y[i];
2123 2144
2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2145 if (!pos.normalise ())
2125
2126 if (mflags & P_OUT_OF_MAP)
2127 max = maxfree[i]; 2146 max = maxfree[i];
2128 else 2147 else
2129 { 2148 {
2130 mapspace &ms = mp->at (nx, ny); 2149 mapspace &ms = *pos;
2131 2150
2132 blocked = ms.move_block;
2133
2134 if ((move_type & blocked) == move_type) 2151 if ((move_type & ms.move_block) == move_type)
2135 max = maxfree[i]; 2152 max = maxfree [i];
2136 else if (mflags & P_IS_ALIVE) 2153 else if (ms.flags () & P_IS_ALIVE)
2137 { 2154 {
2138 for (tmp = ms.bot; tmp; tmp = tmp->above) 2155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2156 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2140 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2157 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2141 break;
2142
2143 if (tmp)
2144 return freedir[i]; 2158 return freedir [i];
2145 } 2159 }
2146 } 2160 }
2147 } 2161 }
2148 2162
2149 return 0; 2163 return 0;
2200 2214
2201 return 3; 2215 return 3;
2202} 2216}
2203 2217
2204/* 2218/*
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 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2224 * between two directions (which are expected to be absolute (see absdir()) 2220 * between two directions (which are expected to be absolute (see absdir())
2225 */ 2221 */
2226
2227int 2222int
2228dirdiff (int dir1, int dir2) 2223dirdiff (int dir1, int dir2)
2229{ 2224{
2230 int d; 2225 int d;
2231 2226
2243 * This basically means that if direction is 15, then it could either go 2238 * 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. 2239 * 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 2240 * Moved from spell_util.c to object.c with the other related direction
2246 * functions. 2241 * functions.
2247 */ 2242 */
2248int reduction_dir[SIZEOFFREE][3] = { 2243static const int reduction_dir[SIZEOFFREE][3] = {
2249 {0, 0, 0}, /* 0 */ 2244 {0, 0, 0}, /* 0 */
2250 {0, 0, 0}, /* 1 */ 2245 {0, 0, 0}, /* 1 */
2251 {0, 0, 0}, /* 2 */ 2246 {0, 0, 0}, /* 2 */
2252 {0, 0, 0}, /* 3 */ 2247 {0, 0, 0}, /* 3 */
2253 {0, 0, 0}, /* 4 */ 2248 {0, 0, 0}, /* 4 */
2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2339 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345 * core dumps if they do. 2340 * core dumps if they do.
2346 * 2341 *
2347 * Add a check so we can't pick up invisible objects (0.93.8) 2342 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */ 2343 */
2349
2350int 2344int
2351can_pick (const object *who, const object *item) 2345can_pick (const object *who, const object *item)
2352{ 2346{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2347 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2348 (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)); 2349 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2356} 2350}
2357 2351
2358/* 2352/*
2359 * create clone from object to another 2353 * create clone from object to another
2360 */ 2354 */
2361object * 2355object *
2362object_create_clone (object *asrc) 2356object::deep_clone ()
2363{ 2357{
2364 object *dst = 0, *tmp, *src, *part, *prev, *item; 2358 assert (("deep_clone called on non-head object", is_head ()));
2365 2359
2366 if (!asrc) 2360 object *dst = clone ();
2367 return 0;
2368 2361
2369 src = asrc; 2362 object *prev = dst;
2370 if (src->head)
2371 src = src->head;
2372
2373 prev = 0;
2374 for (part = src; part; part = part->more) 2363 for (object *part = this->more; part; part = part->more)
2375 { 2364 {
2376 tmp = part->clone (); 2365 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; 2366 tmp->head = dst;
2387
2388 tmp->more = 0;
2389
2390 if (prev)
2391 prev->more = tmp; 2367 prev->more = tmp;
2392
2393 prev = tmp; 2368 prev = tmp;
2394 } 2369 }
2395 2370
2396 for (item = src->inv; item; item = item->below) 2371 for (object *item = inv; item; item = item->below)
2397 insert_ob_in_ob (object_create_clone (item), dst); 2372 insert_ob_in_ob (item->deep_clone (), dst);
2398 2373
2399 return dst; 2374 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} 2375}
2439 2376
2440/* This returns the first object in who's inventory that 2377/* This returns the first object in who's inventory that
2441 * has the same type and subtype match. 2378 * has the same type and subtype match.
2442 * returns NULL if no match. 2379 * returns NULL if no match.
2449 return tmp; 2386 return tmp;
2450 2387
2451 return 0; 2388 return 0;
2452} 2389}
2453 2390
2454/* If ob has a field named key, return the link from the list, 2391shstr_tmp
2455 * otherwise return NULL. 2392object::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{ 2393{
2463 for (key_value *link = ob->key_values; link; link = link->next) 2394 for (key_value *kv = key_values; kv; kv = kv->next)
2464 if (link->key == key) 2395 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; 2396 return kv->value;
2499 2397
2500 return 0; 2398 return shstr ();
2501} 2399}
2502 2400
2503 2401void
2504/* 2402object::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{ 2403{
2517 key_value *field = NULL, *last = NULL; 2404 for (key_value *kv = key_values; kv; kv = kv->next)
2518 2405 if (kv->key == key)
2519 for (field = op->key_values; field != NULL; field = field->next)
2520 {
2521 if (field->key != canonical_key)
2522 { 2406 {
2523 last = field; 2407 kv->value = value;
2524 continue; 2408 return;
2525 } 2409 }
2526 2410
2527 if (value) 2411 key_value *kv = new key_value;
2528 field->value = value; 2412
2529 else 2413 kv->next = key_values;
2414 kv->key = key;
2415 kv->value = value;
2416
2417 key_values = kv;
2418}
2419
2420void
2421object::kv_del (shstr_tmp key)
2422{
2423 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2424 if ((*kvp)->key == key)
2530 { 2425 {
2531 /* Basically, if the archetype has this key set, 2426 key_value *kv = *kvp;
2532 * we need to store the null value so when we save 2427 *kvp = (*kvp)->next;
2533 * it, we save the empty value so that when we load, 2428 delete kv;
2534 * we get this value back again. 2429 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 } 2430 }
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} 2431}
2593 2432
2594object::depth_iterator::depth_iterator (object *container) 2433object::depth_iterator::depth_iterator (object *container)
2595: iterator_base (container) 2434: iterator_base (container)
2596{ 2435{
2610 } 2449 }
2611 else 2450 else
2612 item = item->env; 2451 item = item->env;
2613} 2452}
2614 2453
2454const char *
2455object::flag_desc (char *desc, int len) const
2456{
2457 char *p = desc;
2458 bool first = true;
2459
2460 *p = 0;
2461
2462 for (int i = 0; i < NUM_FLAGS; i++)
2463 {
2464 if (len <= 10) // magic constant!
2465 {
2466 snprintf (p, len, ",...");
2467 break;
2468 }
2469
2470 if (flag [i])
2471 {
2472 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2473 len -= cnt;
2474 p += cnt;
2475 first = false;
2476 }
2477 }
2478
2479 return desc;
2480}
2481
2615// return a suitable string describing an objetc in enough detail to find it 2482// return a suitable string describing an object in enough detail to find it
2616const char * 2483const char *
2617object::debug_desc (char *info) const 2484object::debug_desc (char *info) const
2618{ 2485{
2486 char flagdesc[512];
2619 char info2[256 * 3]; 2487 char info2[256 * 4];
2620 char *p = info; 2488 char *p = info;
2621 2489
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2490 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2623 count, 2491 count,
2492 uuid.c_str (),
2624 &name, 2493 &name,
2625 title ? " " : "", 2494 title ? ",title:\"" : "",
2626 title ? (const char *)title : ""); 2495 title ? (const char *)title : "",
2496 title ? "\"" : "",
2497 flag_desc (flagdesc, 512), type);
2627 2498
2628 if (env) 2499 if (!flag[FLAG_REMOVED] && env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2500 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630 2501
2631 if (map) 2502 if (map)
2632 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2503 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2633 2504
2635} 2506}
2636 2507
2637const char * 2508const char *
2638object::debug_desc () const 2509object::debug_desc () const
2639{ 2510{
2640 static char info[256 * 3]; 2511 static char info[3][256 * 4];
2512 static int info_idx;
2513
2641 return debug_desc (info); 2514 return debug_desc (info [++info_idx % 3]);
2642} 2515}
2643 2516
2517struct region *
2518object::region () const
2519{
2520 return map ? map->region (x, y)
2521 : region::default_region ();
2522}
2523
2524void
2525object::open_container (object *new_container)
2526{
2527 if (container == new_container)
2528 return;
2529
2530 object *old_container = container;
2531
2532 if (old_container)
2533 {
2534 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2535 return;
2536
2537#if 0
2538 // remove the "Close old_container" object.
2539 if (object *closer = old_container->inv)
2540 if (closer->type == CLOSE_CON)
2541 closer->destroy ();
2542#endif
2543
2544 // make sure the container is available
2545 esrv_send_item (this, old_container);
2546
2547 old_container->flag [FLAG_APPLIED] = false;
2548 container = 0;
2549
2550 // client needs item update to make it work, client bug requires this to be separate
2551 esrv_update_item (UPD_FLAGS, this, old_container);
2552
2553 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2554 play_sound (sound_find ("chest_close"));
2555 }
2556
2557 if (new_container)
2558 {
2559 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2560 return;
2561
2562 // TODO: this does not seem to serve any purpose anymore?
2563#if 0
2564 // insert the "Close Container" object.
2565 if (archetype *closer = new_container->other_arch)
2566 {
2567 object *closer = new_container->other_arch->instance ();
2568 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2569 new_container->insert (closer);
2570 }
2571#endif
2572
2573 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2574
2575 // make sure the container is available, client bug requires this to be separate
2576 esrv_send_item (this, new_container);
2577
2578 new_container->flag [FLAG_APPLIED] = true;
2579 container = new_container;
2580
2581 // client needs flag change
2582 esrv_update_item (UPD_FLAGS, this, new_container);
2583 esrv_send_inventory (this, new_container);
2584 play_sound (sound_find ("chest_open"));
2585 }
2586// else if (!old_container->env && contr && contr->ns)
2587// contr->ns->floorbox_reset ();
2588}
2589
2590object *
2591object::force_find (shstr_tmp name)
2592{
2593 /* cycle through his inventory to look for the MARK we want to
2594 * place
2595 */
2596 for (object *tmp = inv; tmp; tmp = tmp->below)
2597 if (tmp->type == FORCE && tmp->slaying == name)
2598 return splay (tmp);
2599
2600 return 0;
2601}
2602
2603//-GPL
2604
2605void
2606object::force_set_timer (int duration)
2607{
2608 this->duration = 1;
2609 this->speed_left = -1.f;
2610
2611 this->set_speed (duration ? 1.f / duration : 0.f);
2612}
2613
2614object *
2615object::force_add (shstr_tmp name, int duration)
2616{
2617 if (object *force = force_find (name))
2618 force->destroy ();
2619
2620 object *force = get_archetype (FORCE_NAME);
2621
2622 force->slaying = name;
2623 force->force_set_timer (duration);
2624 force->flag [FLAG_APPLIED] = true;
2625
2626 return insert (force);
2627}
2628
2629void
2630object::play_sound (faceidx sound) const
2631{
2632 if (!sound)
2633 return;
2634
2635 if (is_on_map ())
2636 map->play_sound (sound, x, y);
2637 else if (object *pl = in_player ())
2638 pl->contr->play_sound (sound);
2639}
2640
2641void
2642object::say_msg (const char *msg) const
2643{
2644 if (is_on_map ())
2645 map->say_msg (msg, x, y);
2646 else if (object *pl = in_player ())
2647 pl->contr->play_sound (sound);
2648}
2649
2650void
2651object::make_noise ()
2652{
2653 // we do not model noise in the map, so instead put
2654 // a temporary light into the noise source
2655 // could use the map instead, but that's less reliable for our
2656 // goal, which is to make invisibility a bit harder to exploit
2657
2658 // currently only works sensibly for players
2659 if (!is_player ())
2660 return;
2661
2662 // find old force, or create new one
2663 object *force = force_find (shstr_noise_force);
2664
2665 if (force)
2666 force->speed_left = -1.f; // patch old speed up
2667 else
2668 {
2669 force = archetype::get (shstr_noise_force);
2670
2671 force->slaying = shstr_noise_force;
2672 force->stats.food = 1;
2673 force->speed_left = -1.f;
2674
2675 force->set_speed (1.f / 4.f);
2676 force->flag [FLAG_IS_USED_UP] = true;
2677 force->flag [FLAG_APPLIED] = true;
2678
2679 insert (force);
2680 }
2681}
2682

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