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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 1.312 by elmex, Sat Mar 20 00:42:08 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;
520
521 return 0;
522}
523
524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
402 535
403 return 0; 536 return 0;
404} 537}
405 538
406/* 539/*
407 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
410 */ 543 */
411
412object * 544object *
413find_object_name (const char *str) 545find_object_name (const char *str)
414{ 546{
415 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
416 object *op;
417 548
418 for (op = object::first; op != NULL; op = op->next) 549 if (str_)
550 for_all_objects (op)
419 if (op->name == str_) 551 if (op->name == str_)
420 break; 552 return op;
421 553
422 return op; 554 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 555}
430 556
431/* 557/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 558 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 559 * skill and experience objects.
560 * ACTUALLY NO! investigate! TODO
434 */ 561 */
435void 562void
436object::set_owner (object *owner) 563object::set_owner (object *owner)
437{ 564{
565 // allow objects which own objects
438 if (!owner) 566 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) 567 while (owner->owner)
449 owner = owner->owner; 568 owner = owner->owner;
569
570 if (flag [FLAG_FREED])
571 {
572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
573 return;
574 }
450 575
451 this->owner = owner; 576 this->owner = owner;
577}
578
579int
580object::slottype () const
581{
582 if (type == SKILL)
583 {
584 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
585 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
586 }
587 else
588 {
589 if (slot [body_combat].info) return slot_combat;
590 if (slot [body_range ].info) return slot_ranged;
591 }
592
593 return slot_none;
594}
595
596bool
597object::change_weapon (object *ob)
598{
599 if (current_weapon == ob)
600 return true;
601
602 if (chosen_skill)
603 chosen_skill->flag [FLAG_APPLIED] = false;
604
605 current_weapon = ob;
606 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
607
608 if (chosen_skill)
609 chosen_skill->flag [FLAG_APPLIED] = true;
610
611 update_stats ();
612
613 if (ob)
614 {
615 // now check wether any body locations became invalid, in which case
616 // we cannot apply the weapon at the moment.
617 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
618 if (slot[i].used < 0)
619 {
620 current_weapon = chosen_skill = 0;
621 update_stats ();
622
623 new_draw_info_format (NDI_UNIQUE, 0, this,
624 "You try to balance all your items at once, "
625 "but the %s is just too much for your body. "
626 "[You need to unapply some items first - use the 'body' command to see "
627 "how many items you cna wera on a specific body part.]", &ob->name);
628 return false;
629 }
630
631 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
632 }
633 else
634 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
635
636 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
637 {
638 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
639 &name, ob->debug_desc ());
640 return false;
641 }
642
643 return true;
452} 644}
453 645
454/* Zero the key_values on op, decrementing the shared-string 646/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 647 * refcounts and freeing the links.
456 */ 648 */
457static void 649static void
458free_key_values (object *op) 650free_key_values (object *op)
459{ 651{
460 for (key_value *i = op->key_values; i != 0;) 652 for (key_value *i = op->key_values; i; )
461 { 653 {
462 key_value *next = i->next; 654 key_value *next = i->next;
463 delete i; 655 delete i;
464 656
465 i = next; 657 i = next;
477 * will point at garbage. 669 * will point at garbage.
478 */ 670 */
479void 671void
480object::copy_to (object *dst) 672object::copy_to (object *dst)
481{ 673{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 674 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 675 *(object_copy *)dst = *this;
486 676 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;
495 677
496 /* Copy over key_values, if any. */ 678 /* Copy over key_values, if any. */
497 if (key_values) 679 if (key_values)
498 { 680 {
499 key_value *tail = 0; 681 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 682 dst->key_values = 0;
503 683
504 for (i = key_values; i; i = i->next) 684 for (key_value *i = key_values; i; i = i->next)
505 { 685 {
506 key_value *new_link = new key_value; 686 key_value *new_link = new key_value;
507 687
508 new_link->next = 0; 688 new_link->next = 0;
509 new_link->key = i->key; 689 new_link->key = i->key;
510 new_link->value = i->value; 690 new_link->value = i->value;
511 691
512 /* Try and be clever here, too. */ 692 /* Try and be clever here, too. */
513 if (!dst->key_values) 693 if (!dst->key_values)
514 { 694 {
521 tail = new_link; 701 tail = new_link;
522 } 702 }
523 } 703 }
524 } 704 }
525 705
526 dst->set_speed (dst->speed); 706 dst->activate ();
707}
708
709void
710object::instantiate ()
711{
712 if (!uuid.seq) // HACK
713 uuid = UUID::gen ();
714
715 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
716 if (flag [FLAG_RANDOM_SPEED] && speed)
717 speed_left = - speed - rndm (); // TODO animation
718 else
719 speed_left = -1.;
720
721 /* copy the body_info to the body_used - this is only really
722 * need for monsters, but doesn't hurt to do it for everything.
723 * by doing so, when a monster is created, it has good starting
724 * values for the body_used info, so when items are created
725 * for it, they can be properly equipped.
726 */
727 for (int i = NUM_BODY_LOCATIONS; i--; )
728 slot[i].used = slot[i].info;
729
730 attachable::instantiate ();
527} 731}
528 732
529object * 733object *
530object::clone () 734object::clone ()
531{ 735{
532 object *neu = create (); 736 object *neu = create ();
533 copy_to (neu); 737 copy_to (neu);
738
739 // TODO: unclean state changes, should not be done in clone AND instantiate
740 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
741 neu->speed_left = - neu->speed - rndm (); // TODO animation
742
743 neu->map = map; // not copied by copy_to
534 return neu; 744 return neu;
535} 745}
536 746
537/* 747/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 748 * If an object with the IS_TURNABLE() flag needs to be turned due
555 * This function needs to be called whenever the speed of an object changes. 765 * This function needs to be called whenever the speed of an object changes.
556 */ 766 */
557void 767void
558object::set_speed (float speed) 768object::set_speed (float speed)
559{ 769{
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; 770 this->speed = speed;
567 771
568 if (FABS (speed) > MIN_ACTIVE_SPEED) 772 if (has_active_speed ())
569 { 773 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 774 else
584 { 775 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} 776}
608 777
609/* 778/*
610 * update_object() updates the the map. 779 * update_object() updates the the map.
611 * It takes into account invisible objects (and represent squares covered 780 * It takes into account invisible objects (and represent squares covered
624 * UP_OBJ_FACE: only the objects face has changed. 793 * UP_OBJ_FACE: only the objects face has changed.
625 */ 794 */
626void 795void
627update_object (object *op, int action) 796update_object (object *op, int action)
628{ 797{
629 MoveType move_on, move_off, move_block, move_slow; 798 if (!op)
630
631 if (op == NULL)
632 { 799 {
633 /* this should never happen */ 800 /* this should never happen */
634 LOG (llevDebug, "update_object() called for NULL object.\n"); 801 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
635 return; 802 return;
636 } 803 }
637 804
638 if (op->env) 805 if (!op->is_on_map ())
639 { 806 {
640 /* Animation is currently handled by client, so nothing 807 /* Animation is currently handled by client, so nothing
641 * to do in this case. 808 * to do in this case.
642 */ 809 */
643 return; 810 return;
644 } 811 }
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;
651 812
652 /* make sure the object is within map boundaries */ 813 /* 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) 814 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
654 { 815 {
655 LOG (llevError, "update_object() called for object out of map!\n"); 816 LOG (llevError, "update_object() called for object out of map!\n");
659 return; 820 return;
660 } 821 }
661 822
662 mapspace &m = op->ms (); 823 mapspace &m = op->ms ();
663 824
664 if (m.flags_ & P_NEED_UPDATE) 825 if (!(m.flags_ & P_UPTODATE))
665 /* nop */; 826 /* nop */;
666 else if (action == UP_OBJ_INSERT) 827 else if (action == UP_OBJ_INSERT)
667 { 828 {
829#if 0
668 // this is likely overkill, TODO: revisit (schmorp) 830 // this is likely overkill, TODO: revisit (schmorp)
669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 831 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
670 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 832 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
671 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 833 || (op->is_player () && !(m.flags_ & P_PLAYER))
672 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 834 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
673 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 835 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
674 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 836 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
675 || (m.move_on | op->move_on ) != m.move_on 837 || (m.move_on | op->move_on ) != m.move_on
676 || (m.move_off | op->move_off ) != m.move_off 838 || (m.move_off | op->move_off ) != m.move_off
677 || (m.move_slow | op->move_slow) != m.move_slow 839 || (m.move_slow | op->move_slow) != m.move_slow
678 /* This isn't perfect, but I don't expect a lot of objects to 840 /* This isn't perfect, but I don't expect a lot of objects to
679 * to have move_allow right now. 841 * have move_allow right now.
680 */ 842 */
681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 843 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
844 m.invalidate ();
845#else
682 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 846 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
683 m.flags_ = P_NEED_UPDATE; 847 m.invalidate ();
848#endif
684 } 849 }
685 /* if the object is being removed, we can't make intelligent 850 /* if the object is being removed, we can't make intelligent
686 * decisions, because remove_ob can't really pass the object 851 * decisions, because remove_ob can't really pass the object
687 * that is being removed. 852 * that is being removed.
688 */ 853 */
689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 854 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
690 m.flags_ = P_NEED_UPDATE; 855 m.invalidate ();
691 else if (action == UP_OBJ_FACE) 856 else if (action == UP_OBJ_FACE)
692 /* Nothing to do for that case */ ; 857 /* Nothing to do for that case */ ;
693 else 858 else
694 LOG (llevError, "update_object called with invalid action: %d\n", action); 859 LOG (llevError, "update_object called with invalid action: %d\n", action);
695 860
696 if (op->more) 861 if (op->more)
697 update_object (op->more, action); 862 update_object (op->more, action);
698} 863}
699 864
700object::vector object::objects; // not yet used
701object *object::first;
702
703object::object () 865object::object ()
704{ 866{
705 SET_FLAG (this, FLAG_REMOVED); 867 SET_FLAG (this, FLAG_REMOVED);
706 868
707 expmul = 1.0; 869 //expmul = 1.0; declared const for the time being
708 face = blank_face; 870 face = blank_face;
871 material = MATERIAL_NULL;
709} 872}
710 873
711object::~object () 874object::~object ()
712{ 875{
876 unlink ();
877
713 free_key_values (this); 878 free_key_values (this);
714} 879}
715 880
881static int object_count;
882
716void object::link () 883void object::link ()
717{ 884{
885 assert (!index);//D
886 uuid = UUID::gen ();
718 count = ++ob_count; 887 count = ++object_count;
719 uuid = gen_uuid ();
720 888
721 prev = 0; 889 refcnt_inc ();
722 next = object::first; 890 objects.insert (this);
723
724 if (object::first)
725 object::first->prev = this;
726
727 object::first = this;
728} 891}
729 892
730void object::unlink () 893void object::unlink ()
731{ 894{
732 if (this == object::first) 895 if (!index)
733 object::first = next; 896 return;
734 897
735 /* Remove this object from the list of used objects */ 898 objects.erase (this);
736 if (prev) prev->next = next; 899 refcnt_dec ();
737 if (next) next->prev = prev;
738
739 prev = 0;
740 next = 0;
741} 900}
742 901
743void 902void
903object::activate ()
904{
905 /* If already on active list, don't do anything */
906 if (active)
907 return;
908
909 if (has_active_speed ())
910 {
911 if (flag [FLAG_FREED])
912 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
913
914 actives.insert (this);
915 }
916}
917
918void
744object::activate (bool recursive) 919object::activate_recursive ()
745{ 920{
746 // uh, hack 921 activate ();
747 set_speed (speed);
748 922
749 if (recursive)
750 for (object *op = inv; op; op = op->above) 923 for (object *op = inv; op; op = op->below)
751 op->activate (1); 924 op->activate_recursive ();
752} 925}
753 926
754/* This function removes object 'op' from the list of active 927/* This function removes object 'op' from the list of active
755 * objects. 928 * objects.
756 * This should only be used for style maps or other such 929 * This should only be used for style maps or other such
758 * in play chewing up cpu time getting processed. 931 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which 932 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object. 933 * will do the right thing based on the speed of the object.
761 */ 934 */
762void 935void
763object::deactivate (bool recursive) 936object::deactivate ()
764{ 937{
765 /* If not on the active list, nothing needs to be done */ 938 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects) 939 if (!active)
767 return; 940 return;
768 941
769 if (active_prev == 0) 942 actives.erase (this);
770 { 943}
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 }
781 944
782 active_next = 0; 945void
783 active_prev = 0; 946object::deactivate_recursive ()
784 947{
785 if (recursive)
786 for (object *op = inv; op; op = op->above) 948 for (object *op = inv; op; op = op->below)
949 op->deactivate_recursive ();
950
787 op->deactivate (1); 951 deactivate ();
952}
953
954void
955object::set_flag_inv (int flag, int value)
956{
957 for (object *op = inv; op; op = op->below)
958 {
959 op->flag [flag] = value;
960 op->set_flag_inv (flag, value);
961 }
788} 962}
789 963
790/* 964/*
791 * Remove and free all objects in the inventory of the given object. 965 * Remove and free all objects in the inventory of the given object.
792 * object.c ? 966 * object.c ?
795object::destroy_inv (bool drop_to_ground) 969object::destroy_inv (bool drop_to_ground)
796{ 970{
797 // need to check first, because the checks below might segfault 971 // need to check first, because the checks below might segfault
798 // as we might be on an invalid mapspace and crossfire code 972 // as we might be on an invalid mapspace and crossfire code
799 // is too buggy to ensure that the inventory is empty. 973 // is too buggy to ensure that the inventory is empty.
800 // corollary: if you create arrows etc. with stuff in tis inventory, 974 // corollary: if you create arrows etc. with stuff in its inventory,
801 // cf will crash below with off-map x and y 975 // cf will crash below with off-map x and y
802 if (!inv) 976 if (!inv)
803 return; 977 return;
804 978
805 /* Only if the space blocks everything do we not process - 979 /* Only if the space blocks everything do we not process -
806 * if some form of movement is allowed, let objects 980 * if some form of movement is allowed, let objects
807 * drop on that space. 981 * drop on that space.
808 */ 982 */
809 if (!drop_to_ground 983 if (!drop_to_ground
810 || !map 984 || !map
811 || map->in_memory != MAP_IN_MEMORY 985 || map->in_memory != MAP_ACTIVE
986 || map->no_drop
812 || ms ().move_block == MOVE_ALL) 987 || ms ().move_block == MOVE_ALL)
813 { 988 {
814 while (inv) 989 while (inv)
815 {
816 inv->destroy_inv (drop_to_ground);
817 inv->destroy (); 990 inv->destroy ();
818 }
819 } 991 }
820 else 992 else
821 { /* Put objects in inventory onto this space */ 993 { /* Put objects in inventory onto this space */
822 while (inv) 994 while (inv)
823 { 995 {
825 997
826 if (op->flag [FLAG_STARTEQUIP] 998 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP] 999 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE 1000 || op->type == RUNE
829 || op->type == TRAP 1001 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE]) 1002 || op->flag [FLAG_IS_A_TEMPLATE]
1003 || op->flag [FLAG_DESTROY_ON_DEATH])
831 op->destroy (); 1004 op->destroy ();
832 else 1005 else
833 map->insert (op, x, y); 1006 map->insert (op, x, y);
834 } 1007 }
835 } 1008 }
840 object *op = new object; 1013 object *op = new object;
841 op->link (); 1014 op->link ();
842 return op; 1015 return op;
843} 1016}
844 1017
1018static struct freed_map : maptile
1019{
1020 freed_map ()
1021 {
1022 path = "<freed objects map>";
1023 name = "/internal/freed_objects_map";
1024 width = 3;
1025 height = 3;
1026 no_drop = 1;
1027 no_reset = 1;
1028
1029 alloc ();
1030 in_memory = MAP_ACTIVE;
1031 }
1032
1033 ~freed_map ()
1034 {
1035 destroy ();
1036 }
1037} freed_map; // freed objects are moved here to avoid crashes
1038
845void 1039void
846object::do_destroy () 1040object::do_destroy ()
847{ 1041{
848 if (flag [FLAG_IS_LINKED]) 1042 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this); 1043 remove_link ();
850 1044
851 if (flag [FLAG_FRIENDLY]) 1045 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this); 1046 remove_friendly_object (this);
853 1047
854 if (!flag [FLAG_REMOVED])
855 remove (); 1048 remove ();
856 1049
857 if (flag [FLAG_FREED]) 1050 attachable::do_destroy ();
858 return;
859 1051
860 set_speed (0); 1052 deactivate ();
1053 unlink ();
861 1054
862 flag [FLAG_FREED] = 1; 1055 flag [FLAG_FREED] = 1;
863 1056
864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868
869 // hack to ensure that freed objects still have a valid map 1057 // 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; 1058 map = &freed_map;
885 x = 1; 1059 x = 1;
886 y = 1; 1060 y = 1;
887 }
888
889 head = 0;
890 1061
891 if (more) 1062 if (more)
892 { 1063 {
893 more->destroy (); 1064 more->destroy ();
894 more = 0; 1065 more = 0;
895 } 1066 }
896 1067
1068 head = 0;
1069
897 // clear those pointers that likely might have circular references to us 1070 // clear those pointers that likely might cause circular references
898 owner = 0; 1071 owner = 0;
899 enemy = 0; 1072 enemy = 0;
900 attacked_by = 0; 1073 attacked_by = 0;
901 1074 current_weapon = 0;
902 // only relevant for players(?), but make sure of it anyways
903 contr = 0;
904} 1075}
905 1076
906void 1077void
907object::destroy (bool destroy_inventory) 1078object::destroy ()
908{ 1079{
909 if (destroyed ()) 1080 if (destroyed ())
910 return; 1081 return;
911 1082
912 if (destroy_inventory) 1083 if (!is_head () && !head->destroyed ())
1084 {
1085 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1086 head->destroy ();
1087 return;
1088 }
1089
913 destroy_inv (false); 1090 destroy_inv (false);
1091
1092 if (is_head ())
1093 if (sound_destroy)
1094 play_sound (sound_destroy);
1095 else if (flag [FLAG_MONSTER])
1096 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
914 1097
915 attachable::destroy (); 1098 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} 1099}
934 1100
935/* op->remove (): 1101/* op->remove ():
936 * This function removes the object op from the linked list of objects 1102 * This function removes the object op from the linked list of objects
937 * which it is currently tied to. When this function is done, the 1103 * which it is currently tied to. When this function is done, the
938 * object will have no environment. If the object previously had an 1104 * object will have no environment. If the object previously had an
939 * environment, the x and y coordinates will be updated to 1105 * environment, the x and y coordinates will be updated to
940 * the previous environment. 1106 * the previous environment.
941 * Beware: This function is called from the editor as well!
942 */ 1107 */
943void 1108void
944object::remove () 1109object::do_remove ()
945{ 1110{
946 object *tmp, *last = 0; 1111 if (flag [FLAG_REMOVED])
947 object *otmp;
948
949 if (QUERY_FLAG (this, FLAG_REMOVED))
950 return; 1112 return;
951 1113
952 SET_FLAG (this, FLAG_REMOVED);
953 INVOKE_OBJECT (REMOVE, this); 1114 INVOKE_OBJECT (REMOVE, this);
1115
1116 flag [FLAG_REMOVED] = true;
954 1117
955 if (more) 1118 if (more)
956 more->remove (); 1119 more->remove ();
957 1120
958 /* 1121 /*
959 * In this case, the object to be removed is in someones 1122 * In this case, the object to be removed is in someones
960 * inventory. 1123 * inventory.
961 */ 1124 */
962 if (env) 1125 if (env)
963 { 1126 {
964 if (nrof) 1127 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
965 sub_weight (env, weight * nrof); 1128 if (object *pl = visible_to ())
966 else 1129 esrv_del_item (pl->contr, count);
967 sub_weight (env, weight + carrying); 1130 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
968 1131
969 /* NO_FIX_PLAYER is set when a great many changes are being 1132 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 1133
976 if (above) 1134 object *pl = in_player ();
977 above->below = below;
978 else
979 env->inv = below;
980
981 if (below)
982 below->above = above;
983 1135
984 /* we set up values so that it could be inserted into 1136 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up 1137 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do. 1138 * to the caller to decide what we want to do.
987 */ 1139 */
988 x = env->x, y = env->y;
989 map = env->map; 1140 map = env->map;
990 above = 0, below = 0; 1141 x = env->x;
991 env = 0; 1142 y = env->y;
992 }
993 else if (map)
994 {
995 if (type == PLAYER)
996 {
997 --map->players;
998 map->last_access = runtime;
999 }
1000 1143
1001 1144 // make sure cmov optimisation is applicable
1002 /* link the object above us */ 1145 *(above ? &above->below : &env->inv) = below;
1003 if (above) 1146 *(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 1147
1031 above = 0; 1148 above = 0;
1032 below = 0; 1149 below = 0;
1150 env = 0;
1151
1152 if (pl && pl->is_player ())
1153 {
1154 pl->contr->queue_stats_update ();
1155
1156 if (glow_radius && pl->is_on_map ())
1157 update_all_los (pl->map, pl->x, pl->y);
1158 }
1159 }
1160 else if (map)
1161 {
1162 map->dirty = true;
1163 mapspace &ms = this->ms ();
1164
1165 if (object *pl = ms.player ())
1166 {
1167 if (is_player ())
1168 {
1169 if (!flag [FLAG_WIZPASS])
1170 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1171
1172 // leaving a spot always closes any open container on the ground
1173 if (container && !container->env)
1174 // this causes spurious floorbox updates, but it ensures
1175 // that the CLOSE event is being sent.
1176 close_container ();
1177
1178 --map->players;
1179 map->touch ();
1180 }
1181 else if (pl->container_ () == this)
1182 {
1183 // removing a container should close it
1184 close_container ();
1185 }
1186
1187 esrv_del_item (pl->contr, count);
1188 }
1189
1190 /* link the object above us */
1191 // re-link, make sure compiler can easily use cmove
1192 *(above ? &above->below : &ms.top) = below;
1193 *(below ? &below->above : &ms.bot) = above;
1194
1195 above = 0;
1196 below = 0;
1197
1198 ms.invalidate ();
1033 1199
1034 if (map->in_memory == MAP_SAVING) 1200 if (map->in_memory == MAP_SAVING)
1035 return; 1201 return;
1036 1202
1037 int check_walk_off = !flag [FLAG_NO_APPLY]; 1203 int check_walk_off = !flag [FLAG_NO_APPLY];
1038 1204
1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1205 if (object *pl = ms.player ())
1040 { 1206 {
1041 /* No point updating the players look faces if he is the object 1207 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 1208 /* If a container that the player is currently using somehow gets
1048 * removed (most likely destroyed), update the player view 1209 * removed (most likely destroyed), update the player view
1049 * appropriately. 1210 * appropriately.
1050 */ 1211 */
1051 if (tmp->container == this) 1212 pl->close_container ();
1052 {
1053 flag [FLAG_APPLIED] = 0;
1054 tmp->container = 0;
1055 }
1056 1213
1214 //TODO: the floorbox prev/next might need updating
1215 //esrv_del_item (pl->contr, count);
1216 //TODO: update floorbox to preserve ordering
1057 if (tmp->contr->ns) 1217 if (pl->contr->ns)
1058 tmp->contr->ns->floorbox_update (); 1218 pl->contr->ns->floorbox_update ();
1219 }
1220
1221 if (check_walk_off)
1222 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1223 {
1224 above = tmp->above;
1225
1226 /* No point updating the players look faces if he is the object
1227 * being removed.
1059 } 1228 */
1060 1229
1061 /* See if object moving off should effect something */ 1230 /* See if object moving off should effect something */
1062 if (check_walk_off
1063 && ((move_type & tmp->move_off) 1231 if ((move_type & tmp->move_off)
1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1232 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1065 {
1066 move_apply (tmp, this, 0); 1233 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 } 1234 }
1071 1235
1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1236 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); 1237 update_all_los (map, x, y);
1089 } 1238 }
1090} 1239}
1091 1240
1092/* 1241/*
1101merge_ob (object *op, object *top) 1250merge_ob (object *op, object *top)
1102{ 1251{
1103 if (!op->nrof) 1252 if (!op->nrof)
1104 return 0; 1253 return 0;
1105 1254
1106 if (top) 1255 if (!top)
1107 for (top = op; top && top->above; top = top->above) 1256 for (top = op; top && top->above; top = top->above)
1108 ; 1257 ;
1109 1258
1110 for (; top; top = top->below) 1259 for (; top; top = top->below)
1111 {
1112 if (top == op)
1113 continue;
1114
1115 if (object::can_merge (op, top)) 1260 if (object::can_merge (op, top))
1116 { 1261 {
1117 top->nrof += op->nrof; 1262 top->nrof += op->nrof;
1118 1263
1119/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1264 if (object *pl = top->visible_to ())
1120 op->weight = 0; /* Don't want any adjustements now */ 1265 esrv_update_item (UPD_NROF, pl, top);
1266
1267 op->weight = 0; // cancel the addition above
1268 op->carrying = 0; // must be 0 already
1269
1121 op->destroy (); 1270 op->destroy ();
1271
1122 return top; 1272 return top;
1123 } 1273 }
1124 }
1125 1274
1126 return 0; 1275 return 0;
1127} 1276}
1128 1277
1278void
1279object::expand_tail ()
1280{
1281 if (more)
1282 return;
1283
1284 object *prev = this;
1285
1286 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1287 {
1288 object *op = at->instance ();
1289
1290 op->name = name;
1291 op->name_pl = name_pl;
1292 op->title = title;
1293
1294 op->head = this;
1295 prev->more = op;
1296
1297 prev = op;
1298 }
1299}
1300
1129/* 1301/*
1130 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1302 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1131 * job preparing multi-part monsters 1303 * job preparing multi-part monsters.
1132 */ 1304 */
1133object * 1305object *
1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1306insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1135{ 1307{
1308 op->remove ();
1309
1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1310 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1137 { 1311 {
1138 tmp->x = x + tmp->arch->clone.x; 1312 tmp->x = x + tmp->arch->x;
1139 tmp->y = y + tmp->arch->clone.y; 1313 tmp->y = y + tmp->arch->y;
1140 } 1314 }
1141 1315
1142 return insert_ob_in_map (op, m, originator, flag); 1316 return insert_ob_in_map (op, m, originator, flag);
1143} 1317}
1144 1318
1163 * just 'op' otherwise 1337 * just 'op' otherwise
1164 */ 1338 */
1165object * 1339object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1340insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1341{
1168 object *tmp, *top, *floor = NULL; 1342 op->remove ();
1169 sint16 x, y;
1170 1343
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1344 if (m == &freed_map)//D TODO: remove soon
1172 { 1345 {//D
1173 LOG (llevError, "Trying to insert freed object!\n"); 1346 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1174 return NULL;
1175 } 1347 }//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 1348
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1349 /* 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 1350 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1351 * need extra work
1243 */ 1352 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1353 maptile *newmap = m;
1245 x = op->x; 1354 if (!xy_normalise (newmap, op->x, op->y))
1246 y = op->y; 1355 {
1356 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1357 return 0;
1358 }
1359
1360 if (object *more = op->more)
1361 if (!insert_ob_in_map (more, m, originator, flag))
1362 return 0;
1363
1364 op->flag [FLAG_REMOVED] = false;
1365 op->env = 0;
1366 op->map = newmap;
1367
1368 mapspace &ms = op->ms ();
1247 1369
1248 /* this has to be done after we translate the coordinates. 1370 /* this has to be done after we translate the coordinates.
1249 */ 1371 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1372 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1373 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1374 if (object::can_merge (op, tmp))
1253 { 1375 {
1376 // TODO: we actually want to update tmp, not op,
1377 // but some caller surely breaks when we return tmp
1378 // from here :/
1254 op->nrof += tmp->nrof; 1379 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1380 tmp->destroy ();
1256 } 1381 }
1257 1382
1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1267 { 1392 {
1268 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1393 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1269 abort (); 1394 abort ();
1270 } 1395 }
1271 1396
1397 if (!originator->is_on_map ())
1398 {
1399 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1400 op->debug_desc (), originator->debug_desc ());
1401 abort ();
1402 }
1403
1272 op->above = originator; 1404 op->above = originator;
1273 op->below = originator->below; 1405 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; 1406 originator->below = op;
1407
1408 *(op->below ? &op->below->above : &ms.bot) = op;
1282 } 1409 }
1283 else 1410 else
1284 { 1411 {
1412 object *floor = 0;
1413 object *top = ms.top;
1414
1285 /* If there are other objects, then */ 1415 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1416 if (top)
1287 { 1417 {
1288 object *last = 0;
1289
1290 /* 1418 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1419 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate. 1420 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if 1421 * Generally, we want to put the new object on top. But if
1294 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1422 * 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 1425 * 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 1426 * 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 1427 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1428 * that flying non pickable objects are spell objects.
1301 */ 1429 */
1302 while (top) 1430 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1303 { 1431 {
1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1432 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1305 floor = top; 1433 floor = tmp;
1306 1434
1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1435 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1308 { 1436 {
1309 /* We insert above top, so we want this object below this */ 1437 /* We insert above top, so we want this object below this */
1310 top = top->below; 1438 top = tmp->below;
1311 break; 1439 break;
1312 } 1440 }
1313 1441
1314 last = top;
1315 top = top->above; 1442 top = tmp;
1316 } 1443 }
1317
1318 /* Don't want top to be NULL, so set it to the last valid object */
1319 top = last;
1320 1444
1321 /* We let update_position deal with figuring out what the space 1445 /* We let update_position deal with figuring out what the space
1322 * looks like instead of lots of conditions here. 1446 * looks like instead of lots of conditions here.
1323 * makes things faster, and effectively the same result. 1447 * makes things faster, and effectively the same result.
1324 */ 1448 */
1325 1449
1326 /* Have object 'fall below' other objects that block view. 1450 /* Have object 'fall below' other objects that block view.
1327 * Unless those objects are exits, type 66 1451 * Unless those objects are exits.
1328 * If INS_ON_TOP is used, don't do this processing 1452 * If INS_ON_TOP is used, don't do this processing
1329 * Need to find the object that in fact blocks view, otherwise 1453 * Need to find the object that in fact blocks view, otherwise
1330 * stacking is a bit odd. 1454 * stacking is a bit odd.
1331 */ 1455 */
1332 if (!(flag & INS_ON_TOP) && 1456 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)) 1457 && ms.flags () & P_BLOCKSVIEW
1458 && (op->face && !faces [op->face].visibility))
1334 { 1459 {
1460 object *last;
1461
1335 for (last = top; last != floor; last = last->below) 1462 for (last = top; last != floor; last = last->below)
1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1463 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1337 break; 1464 break;
1465
1338 /* Check to see if we found the object that blocks view, 1466 /* Check to see if we found the object that blocks view,
1339 * and make sure we have a below pointer for it so that 1467 * and make sure we have a below pointer for it so that
1340 * we can get inserted below this one, which requires we 1468 * we can get inserted below this one, which requires we
1341 * set top to the object below us. 1469 * set top to the object below us.
1342 */ 1470 */
1343 if (last && last->below && last != floor) 1471 if (last && last->below && last != floor)
1344 top = last->below; 1472 top = last->below;
1345 } 1473 }
1346 } /* If objects on this space */ 1474 } /* If objects on this space */
1347 1475
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) 1476 if (flag & INS_ABOVE_FLOOR_ONLY)
1352 top = floor; 1477 top = floor;
1353 1478
1354 /* Top is the object that our object (op) is going to get inserted above. 1479 // insert object above top, or bottom-most if top = 0
1355 */
1356
1357 /* First object on this space */
1358 if (!top) 1480 if (!top)
1359 { 1481 {
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; 1482 op->below = 0;
1483 op->above = ms.bot;
1366 op->ms ().bot = op; 1484 ms.bot = op;
1485
1486 *(op->above ? &op->above->below : &ms.top) = op;
1367 } 1487 }
1368 else 1488 else
1369 { /* get inserted into the stack above top */ 1489 {
1370 op->above = top->above; 1490 op->above = top->above;
1371
1372 if (op->above)
1373 op->above->below = op; 1491 top->above = op;
1374 1492
1375 op->below = top; 1493 op->below = top;
1376 top->above = op; 1494 *(op->above ? &op->above->below : &ms.top) = op;
1377 } 1495 }
1496 }
1378 1497
1379 if (!op->above) 1498 if (op->is_player ())
1380 op->ms ().top = op;
1381 } /* else not INS_BELOW_ORIGINATOR */
1382
1383 if (op->type == PLAYER)
1384 { 1499 {
1385 op->contr->do_los = 1; 1500 op->contr->do_los = 1;
1386 ++op->map->players; 1501 ++op->map->players;
1387 op->map->last_access = runtime; 1502 op->map->touch ();
1388 } 1503 }
1389 1504
1390 /* If we have a floor, we know the player, if any, will be above 1505 op->map->dirty = true;
1391 * it, so save a few ticks and start from there. 1506
1392 */
1393 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1507 if (object *pl = ms.player ())
1508 //TODO: the floorbox prev/next might need updating
1509 //esrv_send_item (pl, op);
1510 //TODO: update floorbox to preserve ordering
1395 if (pl->contr->ns) 1511 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1512 pl->contr->ns->floorbox_update ();
1397 1513
1398 /* If this object glows, it may affect lighting conditions that are 1514 /* If this object glows, it may affect lighting conditions that are
1399 * visible to others on this map. But update_all_los is really 1515 * visible to others on this map. But update_all_los is really
1400 * an inefficient way to do this, as it means los for all players 1516 * an inefficient way to do this, as it means los for all players
1401 * on the map will get recalculated. The players could very well 1517 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1518 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1519 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1520 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1521 * of effect may be sufficient.
1406 */ 1522 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1523 if (op->affects_los ())
1524 {
1525 op->ms ().invalidate ();
1408 update_all_los (op->map, op->x, op->y); 1526 update_all_los (op->map, op->x, op->y);
1527 }
1409 1528
1410 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1529 /* updates flags (blocked, alive, no magic, etc) for this map space */
1411 update_object (op, UP_OBJ_INSERT); 1530 update_object (op, UP_OBJ_INSERT);
1412 1531
1413 INVOKE_OBJECT (INSERT, op); 1532 INVOKE_OBJECT (INSERT, op);
1420 * blocked() and wall() work properly), and these flags are updated by 1539 * blocked() and wall() work properly), and these flags are updated by
1421 * update_object(). 1540 * update_object().
1422 */ 1541 */
1423 1542
1424 /* if this is not the head or flag has been passed, don't check walk on status */ 1543 /* if this is not the head or flag has been passed, don't check walk on status */
1425 if (!(flag & INS_NO_WALK_ON) && !op->head) 1544 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1426 { 1545 {
1427 if (check_move_on (op, originator)) 1546 if (check_move_on (op, originator))
1428 return 0; 1547 return 0;
1429 1548
1430 /* If we are a multi part object, lets work our way through the check 1549 /* If we are a multi part object, lets work our way through the check
1431 * walk on's. 1550 * walk on's.
1432 */ 1551 */
1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1552 for (object *tmp = op->more; tmp; tmp = tmp->more)
1434 if (check_move_on (tmp, originator)) 1553 if (check_move_on (tmp, originator))
1435 return 0; 1554 return 0;
1436 } 1555 }
1437 1556
1438 return op; 1557 return op;
1441/* this function inserts an object in the map, but if it 1560/* 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. 1561 * 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. 1562 * op is the object to insert it under: supplies x and the map.
1444 */ 1563 */
1445void 1564void
1446replace_insert_ob_in_map (const char *arch_string, object *op) 1565replace_insert_ob_in_map (shstr_tmp archname, object *op)
1447{ 1566{
1448 object *tmp, *tmp1;
1449
1450 /* first search for itself and remove any old instances */ 1567 /* first search for itself and remove any old instances */
1451 1568
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1569 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1570 if (tmp->arch->archname == archname) /* same archetype */
1454 tmp->destroy (); 1571 tmp->destroy ();
1455 1572
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1573 object *tmp = archetype::find (archname)->instance ();
1457 1574
1458 tmp1->x = op->x; 1575 tmp->x = op->x;
1459 tmp1->y = op->y; 1576 tmp->y = op->y;
1577
1460 insert_ob_in_map (tmp1, op->map, op, 0); 1578 insert_ob_in_map (tmp, op->map, op, 0);
1461} 1579}
1462 1580
1463object * 1581object *
1464object::insert_at (object *where, object *originator, int flags) 1582object::insert_at (object *where, object *originator, int flags)
1465{ 1583{
1584 if (where->env)
1585 return where->env->insert (this);
1586 else
1466 where->map->insert (this, where->x, where->y, originator, flags); 1587 return where->map->insert (this, where->x, where->y, originator, flags);
1467} 1588}
1468 1589
1469/* 1590// 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 1591bool
1471 * is returned contains nr objects, and the remaining parts contains 1592object::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{ 1593{
1479 object *newob; 1594 mapspace &ms = m->at (x, y);
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1481 1595
1482 if (orig_ob->nrof < nr) 1596 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 1597
1488 newob = object_create_clone (orig_ob); 1598 if (!items // testing !items ensures we can drop at least one item
1599 || (items < m->max_items
1600 && ms.volume () < m->max_volume))
1601 return true;
1489 1602
1490 if ((orig_ob->nrof -= nr) < 1) 1603 if (originator && originator->is_player ())
1491 orig_ob->destroy (1); 1604 originator->contr->failmsg (format (
1492 else if (!is_removed) 1605 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1493 { 1606 query_name ()
1494 if (orig_ob->env != NULL) 1607 ));
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 1608
1504 newob->nrof = nr; 1609 return false;
1505
1506 return newob;
1507} 1610}
1508 1611
1509/* 1612/*
1510 * decrease_ob_nr(object, number) decreases a specified number from 1613 * decrease(object, number) decreases a specified number from
1511 * the amount of an object. If the amount reaches 0, the object 1614 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1615 * is subsequently removed and freed.
1513 * 1616 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1617 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1618 */
1619bool
1620object::decrease (sint32 nr)
1621{
1622 if (!nr)
1623 return true;
1516 1624
1625 nr = min (nr, nrof);
1626
1627 if (nrof > nr)
1628 {
1629 nrof -= nr;
1630 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1631
1632 if (object *pl = visible_to ())
1633 esrv_update_item (UPD_NROF, pl, this);
1634
1635 return true;
1636 }
1637 else
1638 {
1639 destroy ();
1640 return false;
1641 }
1642}
1643
1644/*
1645 * split(ob,nr) splits up ob into two parts. The part which
1646 * is returned contains nr objects, and the remaining parts contains
1647 * the rest (or is removed and returned if that number is 0).
1648 * On failure, NULL is returned.
1649 */
1517object * 1650object *
1518decrease_ob_nr (object *op, uint32 i) 1651object::split (sint32 nr)
1519{ 1652{
1520 object *tmp; 1653 int have = number_of ();
1521 1654
1522 if (i == 0) /* objects with op->nrof require this check */ 1655 if (have < nr)
1523 return op; 1656 return 0;
1524 1657 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 { 1658 {
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 (); 1659 remove ();
1560 op->nrof = 0; 1660 return this;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 } 1661 }
1565 else 1662 else
1566 { 1663 {
1567 object *above = op->above; 1664 decrease (nr);
1568 1665
1569 if (i < op->nrof) 1666 object *op = deep_clone ();
1570 op->nrof -= i; 1667 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; 1668 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 } 1669 }
1613} 1670}
1614 1671
1615object * 1672object *
1616insert_ob_in_ob (object *op, object *where) 1673insert_ob_in_ob (object *op, object *where)
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1678 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump); 1679 free (dump);
1623 return op; 1680 return op;
1624 } 1681 }
1625 1682
1626 if (where->head) 1683 if (where->head_ () != where)
1627 { 1684 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1685 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head; 1686 where = where->head;
1630 } 1687 }
1631 1688
1632 return where->insert (op); 1689 return where->insert (op);
1633} 1690}
1638 * inside the object environment. 1695 * inside the object environment.
1639 * 1696 *
1640 * The function returns now pointer to inserted item, and return value can 1697 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1698 * be != op, if items are merged. -Tero
1642 */ 1699 */
1643
1644object * 1700object *
1645object::insert (object *op) 1701object::insert (object *op)
1646{ 1702{
1647 object *tmp, *otmp;
1648
1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1650 op->remove ();
1651
1652 if (op->more) 1703 if (op->more)
1653 { 1704 {
1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1705 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 return op; 1706 return op;
1656 } 1707 }
1657 1708
1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1709 op->remove ();
1659 CLEAR_FLAG (op, FLAG_REMOVED); 1710
1711 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1712
1660 if (op->nrof) 1713 if (op->nrof)
1661 {
1662 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1714 for (object *tmp = inv; tmp; tmp = tmp->below)
1663 if (object::can_merge (tmp, op)) 1715 if (object::can_merge (tmp, op))
1664 { 1716 {
1665 /* return the original object and remove inserted object 1717 /* return the original object and remove inserted object
1666 (client needs the original object) */ 1718 (client needs the original object) */
1667 tmp->nrof += op->nrof; 1719 tmp->nrof += op->nrof;
1668 /* Weight handling gets pretty funky. Since we are adding to 1720
1669 * tmp->nrof, we need to increase the weight. 1721 if (object *pl = tmp->visible_to ())
1670 */ 1722 esrv_update_item (UPD_NROF, pl, tmp);
1723
1671 add_weight (this, op->weight * op->nrof); 1724 adjust_weight (this, op->total_weight ());
1672 SET_FLAG (op, FLAG_REMOVED); 1725
1673 op->destroy (); /* free the inserted object */ 1726 op->destroy ();
1674 op = tmp; 1727 op = tmp;
1675 op->remove (); /* and fix old object's links */ 1728 goto inserted;
1676 CLEAR_FLAG (op, FLAG_REMOVED);
1677 break;
1678 } 1729 }
1679 1730
1680 /* I assume combined objects have no inventory 1731 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; 1732 op->map = 0;
1697 op->env = this; 1733 op->x = 0;
1734 op->y = 0;
1735
1698 op->above = 0; 1736 op->above = 0;
1699 op->below = 0; 1737 op->below = inv;
1700 op->x = 0, op->y = 0; 1738 op->env = this;
1701 1739
1740 if (inv)
1741 inv->above = op;
1742
1743 inv = op;
1744
1745 op->flag [FLAG_REMOVED] = 0;
1746
1747 if (object *pl = op->visible_to ())
1748 esrv_send_item (pl, op);
1749
1750 adjust_weight (this, op->total_weight ());
1751
1752inserted:
1702 /* reset the light list and los of the players on the map */ 1753 /* reset the light list and los of the players on the map */
1703 if ((op->glow_radius != 0) && map) 1754 if (op->glow_radius && is_on_map ())
1704 { 1755 {
1705#ifdef DEBUG_LIGHTS 1756 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); 1757 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 { 1758 }
1719 op->below = inv; 1759 else if (is_player ())
1720 op->below->above = op; 1760 // if this is a player's inventory, update stats
1721 inv = op; 1761 contr->queue_stats_update ();
1722 }
1723 1762
1724 INVOKE_OBJECT (INSERT, this); 1763 INVOKE_OBJECT (INSERT, this);
1725 1764
1726 return op; 1765 return op;
1727} 1766}
1747 * on top. 1786 * on top.
1748 */ 1787 */
1749int 1788int
1750check_move_on (object *op, object *originator) 1789check_move_on (object *op, object *originator)
1751{ 1790{
1791 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1792 return 0;
1793
1752 object *tmp; 1794 object *tmp;
1753 maptile *m = op->map; 1795 maptile *m = op->map;
1754 int x = op->x, y = op->y; 1796 int x = op->x, y = op->y;
1755 1797
1756 MoveType move_on, move_slow, move_block; 1798 mapspace &ms = m->at (x, y);
1757 1799
1758 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1800 ms.update ();
1759 return 0;
1760 1801
1761 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1802 MoveType move_on = ms.move_on;
1762 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1803 MoveType move_slow = ms.move_slow;
1763 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1804 MoveType move_block = ms.move_block;
1764 1805
1765 /* if nothing on this space will slow op down or be applied, 1806 /* if nothing on this space will slow op down or be applied,
1766 * no need to do checking below. have to make sure move_type 1807 * no need to do checking below. have to make sure move_type
1767 * is set, as lots of objects don't have it set - we treat that 1808 * is set, as lots of objects don't have it set - we treat that
1768 * as walking. 1809 * as walking.
1779 return 0; 1820 return 0;
1780 1821
1781 /* The objects have to be checked from top to bottom. 1822 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1823 * Hence, we first go to the top:
1783 */ 1824 */
1784 1825 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 } 1826 {
1827 next = tmp->below;
1794 1828
1795 for (; tmp; tmp = tmp->below)
1796 {
1797 if (tmp == op) 1829 if (tmp == op)
1798 continue; /* Can't apply yourself */ 1830 continue; /* Can't apply yourself */
1799 1831
1800 /* Check to see if one of the movement types should be slowed down. 1832 /* Check to see if one of the movement types should be slowed down.
1801 * Second check makes sure that the movement types not being slowed 1833 * Second check makes sure that the movement types not being slowed
1806 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1838 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1807 { 1839 {
1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1840 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)) 1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1810 { 1842 {
1811
1812 float
1813 diff = tmp->move_slow_penalty * FABS (op->speed); 1843 float diff = tmp->move_slow_penalty * fabs (op->speed);
1814 1844
1815 if (op->type == PLAYER) 1845 if (op->is_player ())
1816 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1846 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1817 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1847 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1818 diff /= 4.0; 1848 diff /= 4.0;
1819 1849
1820 op->speed_left -= diff; 1850 op->speed_left -= diff;
1821 } 1851 }
1822 } 1852 }
1848 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1849 */ 1879 */
1850object * 1880object *
1851present_arch (const archetype *at, maptile *m, int x, int y) 1881present_arch (const archetype *at, maptile *m, int x, int y)
1852{ 1882{
1853 if (m == NULL || out_of_map (m, x, y)) 1883 if (!m || out_of_map (m, x, y))
1854 { 1884 {
1855 LOG (llevError, "Present_arch called outside map.\n"); 1885 LOG (llevError, "Present_arch called outside map.\n");
1856 return NULL; 1886 return NULL;
1857 } 1887 }
1858 1888
1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1889 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1860 if (tmp->arch == at) 1890 if (tmp->arch->archname == at->archname)
1861 return tmp; 1891 return tmp;
1862 1892
1863 return NULL; 1893 return NULL;
1864} 1894}
1865 1895
1875 { 1905 {
1876 LOG (llevError, "Present called outside map.\n"); 1906 LOG (llevError, "Present called outside map.\n");
1877 return NULL; 1907 return NULL;
1878 } 1908 }
1879 1909
1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1910 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1881 if (tmp->type == type) 1911 if (tmp->type == type)
1882 return tmp; 1912 return tmp;
1883 1913
1884 return NULL; 1914 return NULL;
1885} 1915}
1929 * The first matching object is returned, or NULL if none. 1959 * The first matching object is returned, or NULL if none.
1930 */ 1960 */
1931object * 1961object *
1932present_arch_in_ob (const archetype *at, const object *op) 1962present_arch_in_ob (const archetype *at, const object *op)
1933{ 1963{
1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1935 if (tmp->arch == at) 1965 if (tmp->arch->archname == at->archname)
1936 return tmp; 1966 return tmp;
1937 1967
1938 return NULL; 1968 return NULL;
1939} 1969}
1940 1970
1942 * activate recursively a flag on an object inventory 1972 * activate recursively a flag on an object inventory
1943 */ 1973 */
1944void 1974void
1945flag_inv (object *op, int flag) 1975flag_inv (object *op, int flag)
1946{ 1976{
1947 if (op->inv)
1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1949 { 1978 {
1950 SET_FLAG (tmp, flag); 1979 SET_FLAG (tmp, flag);
1951 flag_inv (tmp, flag); 1980 flag_inv (tmp, flag);
1952 } 1981 }
1953} 1982}
1954 1983
1955/* 1984/*
1956 * deactivate recursively a flag on an object inventory 1985 * deactivate recursively a flag on an object inventory
1957 */ 1986 */
1958void 1987void
1959unflag_inv (object *op, int flag) 1988unflag_inv (object *op, int flag)
1960{ 1989{
1961 if (op->inv)
1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1990 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1963 { 1991 {
1964 CLEAR_FLAG (tmp, flag); 1992 CLEAR_FLAG (tmp, flag);
1965 unflag_inv (tmp, flag); 1993 unflag_inv (tmp, flag);
1966 } 1994 }
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} 1995}
1981 1996
1982/* 1997/*
1983 * find_free_spot(object, map, x, y, start, stop) will search for 1998 * find_free_spot(object, map, x, y, start, stop) will search for
1984 * a spot at the given map and coordinates which will be able to contain 1999 * a spot at the given map and coordinates which will be able to contain
1986 * to search (see the freearr_x/y[] definition). 2001 * to search (see the freearr_x/y[] definition).
1987 * It returns a random choice among the alternatives found. 2002 * 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 2003 * 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 2004 * 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) 2005 * 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 2006 * Note: This function does correctly handle tiled maps, but does not
1995 * inform the caller. However, insert_ob_in_map will update as 2007 * inform the caller. However, insert_ob_in_map will update as
1996 * necessary, so the caller shouldn't need to do any special work. 2008 * necessary, so the caller shouldn't need to do any special work.
1997 * Note - updated to take an object instead of archetype - this is necessary 2009 * Note - updated to take an object instead of archetype - this is necessary
1998 * because arch_blocked (now ob_blocked) needs to know the movement type 2010 * because arch_blocked (now ob_blocked) needs to know the movement type
1999 * to know if the space in question will block the object. We can't use 2011 * to know if the space in question will block the object. We can't use
2001 * customized, changed states, etc. 2013 * customized, changed states, etc.
2002 */ 2014 */
2003int 2015int
2004find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2005{ 2017{
2018 int altern[SIZEOFFREE];
2006 int index = 0, flag; 2019 int index = 0, flag;
2007 int altern[SIZEOFFREE];
2008 2020
2009 for (int i = start; i < stop; i++) 2021 for (int i = start; i < stop; i++)
2010 { 2022 {
2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2023 mapxy pos (m, x, y); pos.move (i);
2012 if (!flag) 2024
2025 if (!pos.normalise ())
2026 continue;
2027
2028 mapspace &ms = *pos;
2029
2030 if (ms.flags () & P_IS_ALIVE)
2031 continue;
2032
2033 /* However, often
2034 * ob doesn't have any move type (when used to place exits)
2035 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2036 */
2037 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2038 {
2013 altern [index++] = i; 2039 altern [index++] = i;
2040 continue;
2041 }
2014 2042
2015 /* Basically, if we find a wall on a space, we cut down the search size. 2043 /* Basically, if we find a wall on a space, we cut down the search size.
2016 * In this way, we won't return spaces that are on another side of a wall. 2044 * In this way, we won't return spaces that are on another side of a wall.
2017 * This mostly work, but it cuts down the search size in all directions - 2045 * This mostly work, but it cuts down the search size in all directions -
2018 * if the space being examined only has a wall to the north and empty 2046 * if the space being examined only has a wall to the north and empty
2019 * spaces in all the other directions, this will reduce the search space 2047 * spaces in all the other directions, this will reduce the search space
2020 * to only the spaces immediately surrounding the target area, and 2048 * to only the spaces immediately surrounding the target area, and
2021 * won't look 2 spaces south of the target space. 2049 * won't look 2 spaces south of the target space.
2022 */ 2050 */
2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2051 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2052 {
2024 stop = maxfree[i]; 2053 stop = maxfree[i];
2054 continue;
2055 }
2056
2057 /* Note it is intentional that we check ob - the movement type of the
2058 * head of the object should correspond for the entire object.
2059 */
2060 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2061 continue;
2062
2063 if (ob->blocked (pos.m, pos.x, pos.y))
2064 continue;
2065
2066 altern [index++] = i;
2025 } 2067 }
2026 2068
2027 if (!index) 2069 if (!index)
2028 return -1; 2070 return -1;
2029 2071
2030 return altern[RANDOM () % index]; 2072 return altern [rndm (index)];
2031} 2073}
2032 2074
2033/* 2075/*
2034 * find_first_free_spot(archetype, maptile, x, y) works like 2076 * find_first_free_spot(archetype, maptile, x, y) works like
2035 * find_free_spot(), but it will search max number of squares. 2077 * find_free_spot(), but it will search max number of squares.
2038 */ 2080 */
2039int 2081int
2040find_first_free_spot (const object *ob, maptile *m, int x, int y) 2082find_first_free_spot (const object *ob, maptile *m, int x, int y)
2041{ 2083{
2042 for (int i = 0; i < SIZEOFFREE; i++) 2084 for (int i = 0; i < SIZEOFFREE; i++)
2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2085 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2044 return i; 2086 return i;
2045 2087
2046 return -1; 2088 return -1;
2047} 2089}
2048 2090
2056{ 2098{
2057 arr += begin; 2099 arr += begin;
2058 end -= begin; 2100 end -= begin;
2059 2101
2060 while (--end) 2102 while (--end)
2061 swap (arr [end], arr [RANDOM () % (end + 1)]); 2103 swap (arr [end], arr [rndm (end + 1)]);
2062} 2104}
2063 2105
2064/* new function to make monster searching more efficient, and effective! 2106/* new function to make monster searching more efficient, and effective!
2065 * This basically returns a randomized array (in the passed pointer) of 2107 * 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 2108 * the spaces to find monsters. In this way, it won't always look for
2094 * there is capable of. 2136 * there is capable of.
2095 */ 2137 */
2096int 2138int
2097find_dir (maptile *m, int x, int y, object *exclude) 2139find_dir (maptile *m, int x, int y, object *exclude)
2098{ 2140{
2099 int i, max = SIZEOFFREE, mflags; 2141 int max = SIZEOFFREE, mflags;
2100
2101 sint16 nx, ny;
2102 object *tmp;
2103 maptile *mp;
2104
2105 MoveType blocked, move_type; 2142 MoveType move_type;
2106 2143
2107 if (exclude && exclude->head) 2144 if (exclude && exclude->head_ () != exclude)
2108 { 2145 {
2109 exclude = exclude->head; 2146 exclude = exclude->head;
2110 move_type = exclude->move_type; 2147 move_type = exclude->move_type;
2111 } 2148 }
2112 else 2149 else
2113 { 2150 {
2114 /* If we don't have anything, presume it can use all movement types. */ 2151 /* If we don't have anything, presume it can use all movement types. */
2115 move_type = MOVE_ALL; 2152 move_type = MOVE_ALL;
2116 } 2153 }
2117 2154
2118 for (i = 1; i < max; i++) 2155 for (int i = 1; i < max; i++)
2119 { 2156 {
2120 mp = m; 2157 mapxy pos (m, x, y);
2121 nx = x + freearr_x[i]; 2158 pos.move (i);
2122 ny = y + freearr_y[i];
2123 2159
2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2160 if (!pos.normalise ())
2125
2126 if (mflags & P_OUT_OF_MAP)
2127 max = maxfree[i]; 2161 max = maxfree[i];
2128 else 2162 else
2129 { 2163 {
2130 mapspace &ms = mp->at (nx, ny); 2164 mapspace &ms = *pos;
2131 2165
2132 blocked = ms.move_block;
2133
2134 if ((move_type & blocked) == move_type) 2166 if ((move_type & ms.move_block) == move_type)
2135 max = maxfree[i]; 2167 max = maxfree [i];
2136 else if (mflags & P_IS_ALIVE) 2168 else if (ms.flags () & P_IS_ALIVE)
2137 { 2169 {
2138 for (tmp = ms.bot; tmp; tmp = tmp->above) 2170 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2171 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2140 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2172 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2141 break;
2142
2143 if (tmp)
2144 return freedir[i]; 2173 return freedir [i];
2145 } 2174 }
2146 } 2175 }
2147 } 2176 }
2148 2177
2149 return 0; 2178 return 0;
2200 2229
2201 return 3; 2230 return 3;
2202} 2231}
2203 2232
2204/* 2233/*
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 2234 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2224 * between two directions (which are expected to be absolute (see absdir()) 2235 * between two directions (which are expected to be absolute (see absdir())
2225 */ 2236 */
2226
2227int 2237int
2228dirdiff (int dir1, int dir2) 2238dirdiff (int dir1, int dir2)
2229{ 2239{
2230 int d; 2240 int d;
2231 2241
2243 * This basically means that if direction is 15, then it could either go 2253 * This basically means that if direction is 15, then it could either go
2244 * direction 4, 14, or 16 to get back to where we are. 2254 * direction 4, 14, or 16 to get back to where we are.
2245 * Moved from spell_util.c to object.c with the other related direction 2255 * Moved from spell_util.c to object.c with the other related direction
2246 * functions. 2256 * functions.
2247 */ 2257 */
2248int reduction_dir[SIZEOFFREE][3] = { 2258static const int reduction_dir[SIZEOFFREE][3] = {
2249 {0, 0, 0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2250 {0, 0, 0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2251 {0, 0, 0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2252 {0, 0, 0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2253 {0, 0, 0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2354 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345 * core dumps if they do. 2355 * core dumps if they do.
2346 * 2356 *
2347 * Add a check so we can't pick up invisible objects (0.93.8) 2357 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */ 2358 */
2349
2350int 2359int
2351can_pick (const object *who, const object *item) 2360can_pick (const object *who, const object *item)
2352{ 2361{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2363 (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)); 2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2356} 2365}
2357 2366
2358/* 2367/*
2359 * create clone from object to another 2368 * create clone from object to another
2360 */ 2369 */
2361object * 2370object *
2362object_create_clone (object *asrc) 2371object::deep_clone ()
2363{ 2372{
2364 object *dst = 0, *tmp, *src, *part, *prev, *item; 2373 assert (("deep_clone called on non-head object", is_head ()));
2365 2374
2366 if (!asrc) 2375 object *dst = clone ();
2367 return 0;
2368 2376
2369 src = asrc; 2377 object *prev = dst;
2370 if (src->head)
2371 src = src->head;
2372
2373 prev = 0;
2374 for (part = src; part; part = part->more) 2378 for (object *part = this->more; part; part = part->more)
2375 { 2379 {
2376 tmp = part->clone (); 2380 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; 2381 tmp->head = dst;
2387
2388 tmp->more = 0;
2389
2390 if (prev)
2391 prev->more = tmp; 2382 prev->more = tmp;
2392
2393 prev = tmp; 2383 prev = tmp;
2394 } 2384 }
2395 2385
2396 for (item = src->inv; item; item = item->below) 2386 for (object *item = inv; item; item = item->below)
2397 insert_ob_in_ob (object_create_clone (item), dst); 2387 insert_ob_in_ob (item->deep_clone (), dst);
2398 2388
2399 return dst; 2389 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} 2390}
2439 2391
2440/* This returns the first object in who's inventory that 2392/* This returns the first object in who's inventory that
2441 * has the same type and subtype match. 2393 * has the same type and subtype match.
2442 * returns NULL if no match. 2394 * returns NULL if no match.
2449 return tmp; 2401 return tmp;
2450 2402
2451 return 0; 2403 return 0;
2452} 2404}
2453 2405
2454/* If ob has a field named key, return the link from the list, 2406shstr_tmp
2455 * otherwise return NULL. 2407object::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{ 2408{
2463 for (key_value *link = ob->key_values; link; link = link->next) 2409 for (key_value *kv = key_values; kv; kv = kv->next)
2464 if (link->key == key) 2410 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; 2411 return kv->value;
2499 2412
2500 return 0; 2413 return shstr ();
2501} 2414}
2502 2415
2503 2416void
2504/* 2417object::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{ 2418{
2517 key_value *field = NULL, *last = NULL; 2419 for (key_value *kv = key_values; kv; kv = kv->next)
2518 2420 if (kv->key == key)
2519 for (field = op->key_values; field != NULL; field = field->next)
2520 {
2521 if (field->key != canonical_key)
2522 { 2421 {
2523 last = field; 2422 kv->value = value;
2524 continue; 2423 return;
2525 } 2424 }
2526 2425
2527 if (value) 2426 key_value *kv = new key_value;
2528 field->value = value; 2427
2529 else 2428 kv->next = key_values;
2429 kv->key = key;
2430 kv->value = value;
2431
2432 key_values = kv;
2433}
2434
2435void
2436object::kv_del (shstr_tmp key)
2437{
2438 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2439 if ((*kvp)->key == key)
2530 { 2440 {
2531 /* Basically, if the archetype has this key set, 2441 key_value *kv = *kvp;
2532 * we need to store the null value so when we save 2442 *kvp = (*kvp)->next;
2533 * it, we save the empty value so that when we load, 2443 delete kv;
2534 * we get this value back again. 2444 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 } 2445 }
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} 2446}
2593 2447
2594object::depth_iterator::depth_iterator (object *container) 2448object::depth_iterator::depth_iterator (object *container)
2595: iterator_base (container) 2449: iterator_base (container)
2596{ 2450{
2610 } 2464 }
2611 else 2465 else
2612 item = item->env; 2466 item = item->env;
2613} 2467}
2614 2468
2469const char *
2470object::flag_desc (char *desc, int len) const
2471{
2472 char *p = desc;
2473 bool first = true;
2474
2475 *p = 0;
2476
2477 for (int i = 0; i < NUM_FLAGS; i++)
2478 {
2479 if (len <= 10) // magic constant!
2480 {
2481 snprintf (p, len, ",...");
2482 break;
2483 }
2484
2485 if (flag [i])
2486 {
2487 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2488 len -= cnt;
2489 p += cnt;
2490 first = false;
2491 }
2492 }
2493
2494 return desc;
2495}
2496
2615// return a suitable string describing an objetc in enough detail to find it 2497// return a suitable string describing an object in enough detail to find it
2616const char * 2498const char *
2617object::debug_desc (char *info) const 2499object::debug_desc (char *info) const
2618{ 2500{
2501 char flagdesc[512];
2619 char info2[256 * 3]; 2502 char info2[256 * 4];
2620 char *p = info; 2503 char *p = info;
2621 2504
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2505 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2623 count, 2506 count,
2507 uuid.c_str (),
2624 &name, 2508 &name,
2625 title ? " " : "", 2509 title ? ",title:\"" : "",
2626 title ? (const char *)title : ""); 2510 title ? (const char *)title : "",
2511 title ? "\"" : "",
2512 flag_desc (flagdesc, 512), type);
2627 2513
2628 if (env) 2514 if (!flag[FLAG_REMOVED] && env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2515 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630 2516
2631 if (map) 2517 if (map)
2632 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2518 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2633 2519
2635} 2521}
2636 2522
2637const char * 2523const char *
2638object::debug_desc () const 2524object::debug_desc () const
2639{ 2525{
2640 static char info[256 * 3]; 2526 static char info[3][256 * 4];
2527 static int info_idx;
2528
2641 return debug_desc (info); 2529 return debug_desc (info [++info_idx % 3]);
2642} 2530}
2643 2531
2532struct region *
2533object::region () const
2534{
2535 return map ? map->region (x, y)
2536 : region::default_region ();
2537}
2538
2539void
2540object::open_container (object *new_container)
2541{
2542 if (container == new_container)
2543 return;
2544
2545 object *old_container = container;
2546
2547 if (old_container)
2548 {
2549 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2550 return;
2551
2552#if 0
2553 // remove the "Close old_container" object.
2554 if (object *closer = old_container->inv)
2555 if (closer->type == CLOSE_CON)
2556 closer->destroy ();
2557#endif
2558
2559 // make sure the container is available
2560 esrv_send_item (this, old_container);
2561
2562 old_container->flag [FLAG_APPLIED] = false;
2563 container = 0;
2564
2565 // client needs item update to make it work, client bug requires this to be separate
2566 esrv_update_item (UPD_FLAGS, this, old_container);
2567
2568 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2569 play_sound (sound_find ("chest_close"));
2570 }
2571
2572 if (new_container)
2573 {
2574 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2575 return;
2576
2577 // TODO: this does not seem to serve any purpose anymore?
2578#if 0
2579 // insert the "Close Container" object.
2580 if (archetype *closer = new_container->other_arch)
2581 {
2582 object *closer = new_container->other_arch->instance ();
2583 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2584 new_container->insert (closer);
2585 }
2586#endif
2587
2588 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2589
2590 // make sure the container is available, client bug requires this to be separate
2591 esrv_send_item (this, new_container);
2592
2593 new_container->flag [FLAG_APPLIED] = true;
2594 container = new_container;
2595
2596 // client needs flag change
2597 esrv_update_item (UPD_FLAGS, this, new_container);
2598 esrv_send_inventory (this, new_container);
2599 play_sound (sound_find ("chest_open"));
2600 }
2601// else if (!old_container->env && contr && contr->ns)
2602// contr->ns->floorbox_reset ();
2603}
2604
2605object *
2606object::force_find (shstr_tmp name)
2607{
2608 /* cycle through his inventory to look for the MARK we want to
2609 * place
2610 */
2611 for (object *tmp = inv; tmp; tmp = tmp->below)
2612 if (tmp->type == FORCE && tmp->slaying == name)
2613 return splay (tmp);
2614
2615 return 0;
2616}
2617
2618//-GPL
2619
2620void
2621object::force_set_timer (int duration)
2622{
2623 this->duration = 1;
2624 this->speed_left = -1.f;
2625
2626 this->set_speed (duration ? 1.f / duration : 0.f);
2627}
2628
2629object *
2630object::force_add (shstr_tmp name, int duration)
2631{
2632 if (object *force = force_find (name))
2633 force->destroy ();
2634
2635 object *force = get_archetype (FORCE_NAME);
2636
2637 force->slaying = name;
2638 force->force_set_timer (duration);
2639 force->flag [FLAG_APPLIED] = true;
2640
2641 return insert (force);
2642}
2643
2644void
2645object::play_sound (faceidx sound) const
2646{
2647 if (!sound)
2648 return;
2649
2650 if (is_on_map ())
2651 map->play_sound (sound, x, y);
2652 else if (object *pl = in_player ())
2653 pl->contr->play_sound (sound);
2654}
2655
2656void
2657object::say_msg (const char *msg) const
2658{
2659 if (is_on_map ())
2660 map->say_msg (msg, x, y);
2661 else if (object *pl = in_player ())
2662 pl->contr->play_sound (sound);
2663}
2664
2665void
2666object::make_noise ()
2667{
2668 // we do not model noise in the map, so instead put
2669 // a temporary light into the noise source
2670 // could use the map instead, but that's less reliable for our
2671 // goal, which is to make invisibility a bit harder to exploit
2672
2673 // currently only works sensibly for players
2674 if (!is_player ())
2675 return;
2676
2677 // find old force, or create new one
2678 object *force = force_find (shstr_noise_force);
2679
2680 if (force)
2681 force->speed_left = -1.f; // patch old speed up
2682 else
2683 {
2684 force = archetype::get (shstr_noise_force);
2685
2686 force->slaying = shstr_noise_force;
2687 force->stats.food = 1;
2688 force->speed_left = -1.f;
2689
2690 force->set_speed (1.f / 4.f);
2691 force->flag [FLAG_IS_USED_UP] = true;
2692 force->flag [FLAG_APPLIED] = true;
2693
2694 insert (force);
2695 }
2696}
2697

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