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Comparing deliantra/server/common/object.C (file contents):
Revision 1.162 by root, Sat Jun 16 00:12:20 2007 UTC vs.
Revision 1.288 by root, Sat Oct 3 22:36:08 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h>
34#include <sproto.h> 29#include <sproto.h>
35#include <loader.h> 30#include <loader.h>
36 31
37#include <bitset> 32#include <bitset>
38 33
39int nrofallocobjects = 0; 34UUID UUID::cur;
40static UUID uuid; 35static uint64_t seq_next_save;
41const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
42 38
43objectvec objects; 39objectvec objects;
44activevec actives; 40activevec actives;
45 41
46short 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, 42short freearr_x[SIZEOFFREE] = {
43 0,
44 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 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}; 47};
49short 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, 48short freearr_y[SIZEOFFREE] = {
49 0,
50 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
50 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
51}; 53};
52int 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, 54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
53 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 58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
54}; 59};
55int freedir[SIZEOFFREE] = { 60int freedir[SIZEOFFREE] = {
56 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, 61 0,
62 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
57 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
58}; 65};
59 66
60static void 67static void
61write_uuid (void) 68write_uuid (uval64 skip, bool sync)
62{ 69{
63 char filename1[MAX_BUF], filename2[MAX_BUF]; 70 CALL_BEGIN (2);
64 71 CALL_ARG_SV (newSVval64 (skip));
65 sprintf (filename1, "%s/uuid", settings.localdir); 72 CALL_ARG_SV (boolSV (sync));
66 sprintf (filename2, "%s/uuid~", settings.localdir); 73 CALL_CALL ("cf::write_uuid", G_DISCARD);
67 74 CALL_END;
68 FILE *fp;
69
70 if (!(fp = fopen (filename2, "w")))
71 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return;
74 }
75
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77 fclose (fp);
78 rename (filename2, filename1);
79} 75}
80 76
81static void 77static void
82read_uuid (void) 78read_uuid (void)
83{ 79{
84 char filename[MAX_BUF]; 80 char filename[MAX_BUF];
85 81
86 sprintf (filename, "%s/uuid", settings.localdir); 82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
87 85
88 FILE *fp; 86 FILE *fp;
89 87
90 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
91 { 89 {
92 if (errno == ENOENT) 90 if (errno == ENOENT)
93 { 91 {
94 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0; 93 UUID::cur.seq = 0;
96 write_uuid (); 94 write_uuid (UUID_GAP, true);
97 return; 95 return;
98 } 96 }
99 97
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1); 99 _exit (1);
102 } 100 }
103 101
104 int version; 102 UUID::BUF buf;
105 unsigned long long uid; 103 buf[0] = 0;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
107 { 107 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1); 109 _exit (1);
110 } 110 }
111 111
112 uuid.seq = uid; 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 write_uuid (); 113
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 114 write_uuid (UUID_GAP, true);
115 fclose (fp); 115 fclose (fp);
116} 116}
117 117
118UUID 118UUID
119gen_uuid () 119UUID::gen ()
120{ 120{
121 UUID uid; 121 UUID uid;
122 122
123 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
124 124
125 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (cur.seq >= seq_next_save))
126 write_uuid (); 126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
127 131
128 return uid; 132 return uid;
129} 133}
130 134
131void 135void
132init_uuid () 136UUID::init ()
133{ 137{
134 read_uuid (); 138 read_uuid ();
135} 139}
136 140
137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
138static int 142static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
140{ 144{
141 key_value *wants_field;
142
143 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* n-squared behaviour (see kv_get), but I'm hoping both
144 * objects with lists are rare, and lists stay short. If not, use a 146 * objects with lists are rare, and lists stay short. If not, use a
145 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
146 */ 148 */
147 149
148 /* For each field in wants, */ 150 /* For each field in wants, */
149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
150 { 152 if (has->kv_get (kv->key) != kv->value)
151 key_value *has_field; 153 return false;
152
153 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
157 {
158 /* No field with that name. */
159 return FALSE;
160 }
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168
169 /* If we get here, we found a match. Now for the next field in wants. */
170 }
171 154
172 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
173 return TRUE; 156 return true;
174} 157}
175 158
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 160static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 162{
180 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
181 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
182 */ 165 */
183 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
184} 168}
185 169
186/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
187 * they can be merged together. 171 * they can be merged together.
188 * 172 *
203 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 188 || ob1->value != ob2->value
205 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
206 return 0; 190 return 0;
207 191
208 //TODO: this ain't working well, use nicer and correct overflow check
209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 192 /* Do not merge objects if nrof would overflow, assume nrof
210 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * is always 0 .. 2**31-1 */
211 * used to store nrof). 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
214 return 0; 195 return 0;
215 196
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
218 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
219 * are not equal - just if it has been identified, the been_applied 200 * are not equal - just if it has been identified, the been_applied
220 * flags lose any meaning. 201 * flags lose any meaning.
221 */ 202 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
224 205
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
227 208
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 209 if (ob1->arch->archname != ob2->arch->archname
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 210 || ob1->name != ob2->name
231 || ob1->title != ob2->title 211 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 218 || ob1->value != ob2->value
241 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
242 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
244 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block 226 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 227 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 228 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 229 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 230 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty) 231 || ob1->move_slow_penalty != ob2->move_slow_penalty
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 234 return 0;
254 235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
255 /* This is really a spellbook check - really, we should 242 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 243 * not merge objects with real inventories, as splitting them
244 * is hard.
257 */ 245 */
258 if (ob1->inv || ob2->inv) 246 if (ob1->inv || ob2->inv)
259 { 247 {
260 /* if one object has inventory but the other doesn't, not equiv */ 248 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 249 return 0; /* inventories differ in length */
262 return 0;
263 250
264 /* Now check to see if the two inventory objects could merge */ 251 if (ob1->inv->below || ob2->inv->below)
252 return 0; /* more than one object in inv */
253
265 if (!object::can_merge (ob1->inv, ob2->inv)) 254 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 255 return 0; /* inventory objects differ */
267 256
268 /* inventory ok - still need to check rest of this object to see 257 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 258 * if it is valid.
270 */ 259 */
271 } 260 }
290 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
291 return 0; 280 return 0;
292 break; 281 break;
293 } 282 }
294 283
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
296 { 285 {
297 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 288 return 0; /* One has fields, but the other one doesn't. */
289
290 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 291 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 292 }
304 293
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
307 { 295 {
308 ob1->optimise (); 296 ob1->optimise ();
309 ob2->optimise (); 297 ob2->optimise ();
310 298
311 if (ob1->self || ob2->self) 299 if (ob1->self || ob2->self)
300 {
301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
303
304 if (k1 != k2)
312 return 0; 305 return 0;
306
307 if (k1 == 0)
308 return 1;
309
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0;
312 }
313 } 313 }
314 314
315 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
316 return 1; 316 return 1;
317} 317}
318 318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->is_player ())
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env_or_self ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
356// adjust weight per container type ("of holding")
357static sint32
358weight_adjust_for (object *op, sint32 weight)
359{
360 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
362 : weight;
363}
364
319/* 365/*
366 * adjust_weight(object, weight) adds the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying.
368 */
369static void
370adjust_weight (object *op, sint32 weight)
371{
372 while (op)
373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
381
382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
388 op = op->env;
389 }
390}
391
392/*
320 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 394 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
323 */ 396 */
324long 397void
325sum_weight (object *op) 398object::update_weight ()
326{ 399{
327 long sum; 400 sint32 sum = 0;
328 object *inv;
329 401
330 for (sum = 0, inv = op->inv; inv; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
331 { 403 {
332 if (inv->inv) 404 if (op->inv)
333 sum_weight (inv); 405 op->update_weight ();
334 406
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 407 sum += op->total_weight ();
408 }
409
410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
336 } 413 {
337
338 if (op->type == CONTAINER && op->stats.Str)
339 sum = (sum * (100 - op->stats.Str)) / 100;
340
341 if (op->carrying != sum)
342 op->carrying = sum; 414 carrying = sum;
343 415
344 return sum; 416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this);
419 }
345} 420}
346 421
347/** 422/*
348 * Return the outermost environment object for a given object. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
349 */
350
351object *
352object_get_env_recursive (object *op)
353{
354 while (op->env != NULL)
355 op = op->env;
356 return op;
357}
358
359/*
360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
361 * Some error messages.
362 * The result of the dump is stored in the static global errmsg array.
363 */ 424 */
364char * 425char *
365dump_object (object *op) 426dump_object (object *op)
366{ 427{
367 if (!op) 428 if (!op)
375/* 436/*
376 * get_nearest_part(multi-object, object 2) returns the part of the 437 * get_nearest_part(multi-object, object 2) returns the part of the
377 * multi-object 1 which is closest to the second object. 438 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned. 439 * If it's not a multi-object, it is returned.
379 */ 440 */
380
381object * 441object *
382get_nearest_part (object *op, const object *pl) 442get_nearest_part (object *op, const object *pl)
383{ 443{
384 object *tmp, *closest; 444 object *tmp, *closest;
385 int last_dist, i; 445 int last_dist, i;
386 446
387 if (op->more == NULL) 447 if (!op->more)
388 return op; 448 return op;
449
389 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
390 if ((i = distance (tmp, pl)) < last_dist) 453 if ((i = distance (tmp, pl)) < last_dist)
391 closest = tmp, last_dist = i; 454 closest = tmp, last_dist = i;
455
392 return closest; 456 return closest;
393} 457}
394 458
395/* 459/*
396 * Returns the object which has the count-variable equal to the argument. 460 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow.
397 */ 462 */
398object * 463object *
399find_object (tag_t i) 464find_object (tag_t i)
400{ 465{
401 for_all_objects (op) 466 for_all_objects (op)
412 */ 477 */
413object * 478object *
414find_object_name (const char *str) 479find_object_name (const char *str)
415{ 480{
416 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
417 object *op;
418 482
483 if (str_)
419 for_all_objects (op) 484 for_all_objects (op)
420 if (op->name == str_) 485 if (op->name == str_)
421 break; 486 return op;
422 487
423 return op; 488 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 489}
431 490
432/* 491/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 493 * skill and experience objects.
494 * ACTUALLY NO! investigate! TODO
435 */ 495 */
436void 496void
437object::set_owner (object *owner) 497object::set_owner (object *owner)
438{ 498{
499 // allow objects which own objects
439 if (!owner) 500 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 501 while (owner->owner)
450 owner = owner->owner; 502 owner = owner->owner;
503
504 if (flag [FLAG_FREED])
505 {
506 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
507 return;
508 }
451 509
452 this->owner = owner; 510 this->owner = owner;
453} 511}
454 512
455int 513int
497 update_stats (); 555 update_stats ();
498 556
499 new_draw_info_format (NDI_UNIQUE, 0, this, 557 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance all your items at once, " 558 "You try to balance all your items at once, "
501 "but the %s is just too much for your body. " 559 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name); 560 "[You need to unapply some items first - use the 'body' command to see "
561 "how many items you cna wera on a specific body part.]", &ob->name);
503 return false; 562 return false;
504 } 563 }
505 564
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 } 566 }
533 } 592 }
534 593
535 op->key_values = 0; 594 op->key_values = 0;
536} 595}
537 596
538object & 597/*
539object::operator =(const object &src) 598 * copy_to first frees everything allocated by the dst object,
599 * and then copies the contents of itself into the second
600 * object, allocating what needs to be allocated. Basically, any
601 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
602 * if the first object is freed, the pointers in the new object
603 * will point at garbage.
604 */
605void
606object::copy_to (object *dst)
540{ 607{
541 bool is_freed = flag [FLAG_FREED]; 608 dst->remove ();
542 bool is_removed = flag [FLAG_REMOVED];
543
544 *(object_copy *)this = src; 609 *(object_copy *)dst = *this;
545
546 flag [FLAG_FREED] = is_freed;
547 flag [FLAG_REMOVED] = is_removed; 610 dst->flag [FLAG_REMOVED] = true;
548 611
549 /* Copy over key_values, if any. */ 612 /* Copy over key_values, if any. */
550 if (src.key_values) 613 if (key_values)
551 { 614 {
552 key_value *tail = 0; 615 key_value *tail = 0;
553 key_values = 0; 616 dst->key_values = 0;
554 617
555 for (key_value *i = src.key_values; i; i = i->next) 618 for (key_value *i = key_values; i; i = i->next)
556 { 619 {
557 key_value *new_link = new key_value; 620 key_value *new_link = new key_value;
558 621
559 new_link->next = 0; 622 new_link->next = 0;
560 new_link->key = i->key; 623 new_link->key = i->key;
561 new_link->value = i->value; 624 new_link->value = i->value;
562 625
563 /* Try and be clever here, too. */ 626 /* Try and be clever here, too. */
564 if (!key_values) 627 if (!dst->key_values)
565 { 628 {
566 key_values = new_link; 629 dst->key_values = new_link;
567 tail = new_link; 630 tail = new_link;
568 } 631 }
569 else 632 else
570 { 633 {
571 tail->next = new_link; 634 tail->next = new_link;
572 tail = new_link; 635 tail = new_link;
573 } 636 }
574 } 637 }
575 } 638 }
576}
577
578/*
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586void
587object::copy_to (object *dst)
588{
589 *dst = *this;
590 639
591 if (speed < 0) 640 if (speed < 0)
592 dst->speed_left = speed_left - rndm (); 641 dst->speed_left -= rndm ();
593 642
594 dst->set_speed (dst->speed); 643 dst->activate ();
595} 644}
596 645
597void 646void
598object::instantiate () 647object::instantiate ()
599{ 648{
600 if (!uuid.seq) // HACK 649 if (!uuid.seq) // HACK
601 uuid = gen_uuid (); 650 uuid = UUID::gen ();
602 651
603 speed_left = -0.1f; 652 speed_left = -0.1f;
604 /* copy the body_info to the body_used - this is only really 653 /* copy the body_info to the body_used - this is only really
605 * need for monsters, but doesn't hurt to do it for everything. 654 * need for monsters, but doesn't hurt to do it for everything.
606 * by doing so, when a monster is created, it has good starting 655 * by doing so, when a monster is created, it has good starting
616object * 665object *
617object::clone () 666object::clone ()
618{ 667{
619 object *neu = create (); 668 object *neu = create ();
620 copy_to (neu); 669 copy_to (neu);
670 neu->map = map; // not copied by copy_to
621 return neu; 671 return neu;
622} 672}
623 673
624/* 674/*
625 * If an object with the IS_TURNABLE() flag needs to be turned due 675 * If an object with the IS_TURNABLE() flag needs to be turned due
676 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
677 */ 727 */
678void 728void
679update_object (object *op, int action) 729update_object (object *op, int action)
680{ 730{
681 if (op == NULL) 731 if (!op)
682 { 732 {
683 /* this should never happen */ 733 /* this should never happen */
684 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
685 return; 735 return;
686 } 736 }
687 737
688 if (op->env) 738 if (!op->is_on_map ())
689 { 739 {
690 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
691 * to do in this case. 741 * to do in this case.
692 */ 742 */
693 return; 743 return;
694 } 744 }
695
696 /* If the map is saving, don't do anything as everything is
697 * going to get freed anyways.
698 */
699 if (!op->map || op->map->in_memory == MAP_SAVING)
700 return;
701 745
702 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
703 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
704 { 748 {
705 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
716 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
717 { 761 {
718 // this is likely overkill, TODO: revisit (schmorp) 762 // this is likely overkill, TODO: revisit (schmorp)
719 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
720 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
721 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 765 || (op->is_player () && !(m.flags_ & P_PLAYER))
722 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
723 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
724 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
725 || (m.move_on | op->move_on ) != m.move_on 769 || (m.move_on | op->move_on ) != m.move_on
726 || (m.move_off | op->move_off ) != m.move_off 770 || (m.move_off | op->move_off ) != m.move_off
727 || (m.move_slow | op->move_slow) != m.move_slow 771 || (m.move_slow | op->move_slow) != m.move_slow
728 /* This isn't perfect, but I don't expect a lot of objects to 772 /* This isn't perfect, but I don't expect a lot of objects to
729 * to have move_allow right now. 773 * have move_allow right now.
730 */ 774 */
731 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
732 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
733 m.flags_ = 0; 777 m.invalidate ();
734 } 778 }
735 /* if the object is being removed, we can't make intelligent 779 /* if the object is being removed, we can't make intelligent
736 * decisions, because remove_ob can't really pass the object 780 * decisions, because remove_ob can't really pass the object
737 * that is being removed. 781 * that is being removed.
738 */ 782 */
739 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
740 m.flags_ = 0; 784 m.invalidate ();
741 else if (action == UP_OBJ_FACE) 785 else if (action == UP_OBJ_FACE)
742 /* Nothing to do for that case */ ; 786 /* Nothing to do for that case */ ;
743 else 787 else
744 LOG (llevError, "update_object called with invalid action: %d\n", action); 788 LOG (llevError, "update_object called with invalid action: %d\n", action);
745 789
749 793
750object::object () 794object::object ()
751{ 795{
752 SET_FLAG (this, FLAG_REMOVED); 796 SET_FLAG (this, FLAG_REMOVED);
753 797
754 expmul = 1.0; 798 //expmul = 1.0; declared const for the time being
755 face = blank_face; 799 face = blank_face;
756} 800}
757 801
758object::~object () 802object::~object ()
759{ 803{
765static int object_count; 809static int object_count;
766 810
767void object::link () 811void object::link ()
768{ 812{
769 assert (!index);//D 813 assert (!index);//D
770 uuid = gen_uuid (); 814 uuid = UUID::gen ();
771 count = ++object_count; 815 count = ++object_count;
772 816
773 refcnt_inc (); 817 refcnt_inc ();
774 objects.insert (this); 818 objects.insert (this);
775} 819}
789 /* If already on active list, don't do anything */ 833 /* If already on active list, don't do anything */
790 if (active) 834 if (active)
791 return; 835 return;
792 836
793 if (has_active_speed ()) 837 if (has_active_speed ())
838 {
839 if (flag [FLAG_FREED])
840 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
841
794 actives.insert (this); 842 actives.insert (this);
843 }
795} 844}
796 845
797void 846void
798object::activate_recursive () 847object::activate_recursive ()
799{ 848{
848object::destroy_inv (bool drop_to_ground) 897object::destroy_inv (bool drop_to_ground)
849{ 898{
850 // need to check first, because the checks below might segfault 899 // need to check first, because the checks below might segfault
851 // as we might be on an invalid mapspace and crossfire code 900 // as we might be on an invalid mapspace and crossfire code
852 // is too buggy to ensure that the inventory is empty. 901 // is too buggy to ensure that the inventory is empty.
853 // corollary: if you create arrows etc. with stuff in tis inventory, 902 // corollary: if you create arrows etc. with stuff in its inventory,
854 // cf will crash below with off-map x and y 903 // cf will crash below with off-map x and y
855 if (!inv) 904 if (!inv)
856 return; 905 return;
857 906
858 /* Only if the space blocks everything do we not process - 907 /* Only if the space blocks everything do we not process -
859 * if some form of movement is allowed, let objects 908 * if some form of movement is allowed, let objects
860 * drop on that space. 909 * drop on that space.
861 */ 910 */
862 if (!drop_to_ground 911 if (!drop_to_ground
863 || !map 912 || !map
864 || map->in_memory != MAP_IN_MEMORY 913 || map->in_memory != MAP_ACTIVE
865 || map->nodrop 914 || map->no_drop
866 || ms ().move_block == MOVE_ALL) 915 || ms ().move_block == MOVE_ALL)
867 { 916 {
868 while (inv) 917 while (inv)
869 {
870 inv->destroy_inv (drop_to_ground);
871 inv->destroy (); 918 inv->destroy ();
872 }
873 } 919 }
874 else 920 else
875 { /* Put objects in inventory onto this space */ 921 { /* Put objects in inventory onto this space */
876 while (inv) 922 while (inv)
877 { 923 {
895 object *op = new object; 941 object *op = new object;
896 op->link (); 942 op->link ();
897 return op; 943 return op;
898} 944}
899 945
946static struct freed_map : maptile
947{
948 freed_map ()
949 {
950 path = "<freed objects map>";
951 name = "/internal/freed_objects_map";
952 width = 3;
953 height = 3;
954 no_drop = 1;
955 no_reset = 1;
956
957 alloc ();
958 in_memory = MAP_ACTIVE;
959 }
960
961 ~freed_map ()
962 {
963 destroy ();
964 }
965} freed_map; // freed objects are moved here to avoid crashes
966
900void 967void
901object::do_destroy () 968object::do_destroy ()
902{ 969{
903 attachable::do_destroy ();
904
905 if (flag [FLAG_IS_LINKED]) 970 if (flag [FLAG_IS_LINKED])
906 remove_button_link (this); 971 remove_link ();
907 972
908 if (flag [FLAG_FRIENDLY]) 973 if (flag [FLAG_FRIENDLY])
909 remove_friendly_object (this); 974 remove_friendly_object (this);
910 975
911 if (!flag [FLAG_REMOVED])
912 remove (); 976 remove ();
913 977
914 destroy_inv (true); 978 attachable::do_destroy ();
915 979
916 deactivate (); 980 deactivate ();
917 unlink (); 981 unlink ();
918 982
919 flag [FLAG_FREED] = 1; 983 flag [FLAG_FREED] = 1;
920 984
921 // hack to ensure that freed objects still have a valid map 985 // hack to ensure that freed objects still have a valid map
922 {
923 static maptile *freed_map; // freed objects are moved here to avoid crashes
924
925 if (!freed_map)
926 {
927 freed_map = new maptile;
928
929 freed_map->name = "/internal/freed_objects_map";
930 freed_map->width = 3;
931 freed_map->height = 3;
932
933 freed_map->alloc ();
934 freed_map->in_memory = MAP_IN_MEMORY;
935 }
936
937 map = freed_map; 986 map = &freed_map;
938 x = 1; 987 x = 1;
939 y = 1; 988 y = 1;
940 }
941 989
942 if (more) 990 if (more)
943 { 991 {
944 more->destroy (); 992 more->destroy ();
945 more = 0; 993 more = 0;
953 attacked_by = 0; 1001 attacked_by = 0;
954 current_weapon = 0; 1002 current_weapon = 0;
955} 1003}
956 1004
957void 1005void
958object::destroy (bool destroy_inventory) 1006object::destroy ()
959{ 1007{
960 if (destroyed ()) 1008 if (destroyed ())
961 return; 1009 return;
962 1010
963 if (destroy_inventory) 1011 if (!is_head () && !head->destroyed ())
1012 {
1013 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1014 head->destroy ();
1015 return;
1016 }
1017
964 destroy_inv (false); 1018 destroy_inv (false);
1019
1020 if (is_head ())
1021 if (sound_destroy)
1022 play_sound (sound_destroy);
1023 else if (flag [FLAG_MONSTER])
1024 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
965 1025
966 attachable::destroy (); 1026 attachable::destroy ();
967}
968
969/*
970 * sub_weight() recursively (outwards) subtracts a number from the
971 * weight of an object (and what is carried by it's environment(s)).
972 */
973void
974sub_weight (object *op, signed long weight)
975{
976 while (op != NULL)
977 {
978 if (op->type == CONTAINER)
979 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
980
981 op->carrying -= weight;
982 op = op->env;
983 }
984} 1027}
985 1028
986/* op->remove (): 1029/* op->remove ():
987 * This function removes the object op from the linked list of objects 1030 * This function removes the object op from the linked list of objects
988 * which it is currently tied to. When this function is done, the 1031 * which it is currently tied to. When this function is done, the
994object::do_remove () 1037object::do_remove ()
995{ 1038{
996 object *tmp, *last = 0; 1039 object *tmp, *last = 0;
997 object *otmp; 1040 object *otmp;
998 1041
999 if (QUERY_FLAG (this, FLAG_REMOVED)) 1042 if (flag [FLAG_REMOVED])
1000 return; 1043 return;
1001 1044
1002 SET_FLAG (this, FLAG_REMOVED);
1003 INVOKE_OBJECT (REMOVE, this); 1045 INVOKE_OBJECT (REMOVE, this);
1046
1047 flag [FLAG_REMOVED] = true;
1004 1048
1005 if (more) 1049 if (more)
1006 more->remove (); 1050 more->remove ();
1007 1051
1008 /* 1052 /*
1009 * In this case, the object to be removed is in someones 1053 * In this case, the object to be removed is in someones
1010 * inventory. 1054 * inventory.
1011 */ 1055 */
1012 if (env) 1056 if (env)
1013 { 1057 {
1014 if (nrof) 1058 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1015 sub_weight (env, weight * nrof); 1059 if (object *pl = visible_to ())
1016 else 1060 esrv_del_item (pl->contr, count);
1017 sub_weight (env, weight + carrying); 1061 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1062
1063 adjust_weight (env, -total_weight ());
1064
1065 object *pl = in_player ();
1066
1067 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do.
1070 */
1071 map = env->map;
1072 x = env->x;
1073 y = env->y;
1074
1075 // make sure cmov optimisation is applicable
1076 *(above ? &above->below : &env->inv) = below;
1077 *(below ? &below->above : &above ) = above; // &above is just a dummy
1078
1079 above = 0;
1080 below = 0;
1081 env = 0;
1018 1082
1019 /* NO_FIX_PLAYER is set when a great many changes are being 1083 /* NO_FIX_PLAYER is set when a great many changes are being
1020 * made to players inventory. If set, avoiding the call 1084 * made to players inventory. If set, avoiding the call
1021 * to save cpu time. 1085 * to save cpu time.
1022 */ 1086 */
1023 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1087 if (pl)
1088 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1089 {
1024 otmp->update_stats (); 1090 pl->update_stats ();
1025 1091
1026 if (above) 1092 if (glow_radius && pl->is_on_map ())
1027 above->below = below; 1093 update_all_los (pl->map, pl->x, pl->y);
1028 else 1094 }
1029 env->inv = below;
1030
1031 if (below)
1032 below->above = above;
1033
1034 /* we set up values so that it could be inserted into
1035 * the map, but we don't actually do that - it is up
1036 * to the caller to decide what we want to do.
1037 */
1038 x = env->x, y = env->y;
1039 map = env->map;
1040 above = 0, below = 0;
1041 env = 0;
1042 } 1095 }
1043 else if (map) 1096 else if (map)
1044 { 1097 {
1045 if (type == PLAYER)
1046 {
1047 // leaving a spot always closes any open container on the ground
1048 if (container && !container->env)
1049 // this causes spurious floorbox updates, but it ensures
1050 // that the CLOSE event is being sent.
1051 close_container ();
1052
1053 --map->players;
1054 map->touch ();
1055 }
1056
1057 map->dirty = true; 1098 map->dirty = true;
1058 mapspace &ms = this->ms (); 1099 mapspace &ms = this->ms ();
1059 1100
1101 if (object *pl = ms.player ())
1102 {
1103 if (is_player ())
1104 {
1105 if (!flag [FLAG_WIZPASS])
1106 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1107
1108 // leaving a spot always closes any open container on the ground
1109 if (container && !container->env)
1110 // this causes spurious floorbox updates, but it ensures
1111 // that the CLOSE event is being sent.
1112 close_container ();
1113
1114 --map->players;
1115 map->touch ();
1116 }
1117 else if (pl->container == this)
1118 {
1119 // removing a container should close it
1120 close_container ();
1121 }
1122
1123 esrv_del_item (pl->contr, count);
1124 }
1125
1060 /* link the object above us */ 1126 /* link the object above us */
1061 if (above) 1127 // re-link, make sure compiler can easily use cmove
1062 above->below = below; 1128 *(above ? &above->below : &ms.top) = below;
1063 else 1129 *(below ? &below->above : &ms.bot) = above;
1064 ms.top = below; /* we were top, set new top */
1065
1066 /* Relink the object below us, if there is one */
1067 if (below)
1068 below->above = above;
1069 else
1070 {
1071 /* Nothing below, which means we need to relink map object for this space
1072 * use translated coordinates in case some oddness with map tiling is
1073 * evident
1074 */
1075 if (GET_MAP_OB (map, x, y) != this)
1076 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1077
1078 ms.bot = above; /* goes on above it. */
1079 }
1080 1130
1081 above = 0; 1131 above = 0;
1082 below = 0; 1132 below = 0;
1083 1133
1134 ms.invalidate ();
1135
1084 if (map->in_memory == MAP_SAVING) 1136 if (map->in_memory == MAP_SAVING)
1085 return; 1137 return;
1086 1138
1087 int check_walk_off = !flag [FLAG_NO_APPLY]; 1139 int check_walk_off = !flag [FLAG_NO_APPLY];
1140
1141 if (object *pl = ms.player ())
1142 {
1143 if (pl->container == this)
1144 /* If a container that the player is currently using somehow gets
1145 * removed (most likely destroyed), update the player view
1146 * appropriately.
1147 */
1148 pl->close_container ();
1149
1150 //TODO: the floorbox prev/next might need updating
1151 //esrv_del_item (pl->contr, count);
1152 //TODO: update floorbox to preserve ordering
1153 if (pl->contr->ns)
1154 pl->contr->ns->floorbox_update ();
1155 }
1088 1156
1089 for (tmp = ms.bot; tmp; tmp = tmp->above) 1157 for (tmp = ms.bot; tmp; tmp = tmp->above)
1090 { 1158 {
1091 /* No point updating the players look faces if he is the object 1159 /* No point updating the players look faces if he is the object
1092 * being removed. 1160 * being removed.
1093 */ 1161 */
1094
1095 if (tmp->type == PLAYER && tmp != this)
1096 {
1097 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view
1099 * appropriately.
1100 */
1101 if (tmp->container == this)
1102 {
1103 flag [FLAG_APPLIED] = 0;
1104 tmp->container = 0;
1105 }
1106
1107 if (tmp->contr->ns)
1108 tmp->contr->ns->floorbox_update ();
1109 }
1110 1162
1111 /* See if object moving off should effect something */ 1163 /* See if object moving off should effect something */
1112 if (check_walk_off 1164 if (check_walk_off
1113 && ((move_type & tmp->move_off) 1165 && ((move_type & tmp->move_off)
1114 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1166 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1120 } 1172 }
1121 1173
1122 last = tmp; 1174 last = tmp;
1123 } 1175 }
1124 1176
1125 /* last == NULL if there are no objects on this space */ 1177 if (affects_los ())
1126 //TODO: this makes little sense, why only update the topmost object?
1127 if (!last)
1128 map->at (x, y).flags_ = 0;
1129 else
1130 update_object (last, UP_OBJ_REMOVE);
1131
1132 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1133 update_all_los (map, x, y); 1178 update_all_los (map, x, y);
1134 } 1179 }
1135} 1180}
1136 1181
1137/* 1182/*
1146merge_ob (object *op, object *top) 1191merge_ob (object *op, object *top)
1147{ 1192{
1148 if (!op->nrof) 1193 if (!op->nrof)
1149 return 0; 1194 return 0;
1150 1195
1151 if (top) 1196 if (!top)
1152 for (top = op; top && top->above; top = top->above) 1197 for (top = op; top && top->above; top = top->above)
1153 ; 1198 ;
1154 1199
1155 for (; top; top = top->below) 1200 for (; top; top = top->below)
1156 {
1157 if (top == op)
1158 continue;
1159
1160 if (object::can_merge (op, top)) 1201 if (object::can_merge (op, top))
1161 { 1202 {
1162 top->nrof += op->nrof; 1203 top->nrof += op->nrof;
1163 1204
1164/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1205 if (object *pl = top->visible_to ())
1165 op->weight = 0; /* Don't want any adjustements now */ 1206 esrv_update_item (UPD_NROF, pl, top);
1207
1208 op->weight = 0; // cancel the addition above
1209 op->carrying = 0; // must be 0 already
1210
1166 op->destroy (); 1211 op->destroy ();
1212
1167 return top; 1213 return top;
1168 } 1214 }
1169 }
1170 1215
1171 return 0; 1216 return 0;
1172} 1217}
1173 1218
1174void 1219void
1199 * job preparing multi-part monsters. 1244 * job preparing multi-part monsters.
1200 */ 1245 */
1201object * 1246object *
1202insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1247insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1203{ 1248{
1249 op->remove ();
1250
1204 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1251 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1205 { 1252 {
1206 tmp->x = x + tmp->arch->x; 1253 tmp->x = x + tmp->arch->x;
1207 tmp->y = y + tmp->arch->y; 1254 tmp->y = y + tmp->arch->y;
1208 } 1255 }
1231 * just 'op' otherwise 1278 * just 'op' otherwise
1232 */ 1279 */
1233object * 1280object *
1234insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1281insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1235{ 1282{
1236 assert (!op->flag [FLAG_FREED]);
1237
1238 object *top, *floor = NULL;
1239
1240 op->remove (); 1283 op->remove ();
1241 1284
1242#if 0 1285 if (m == &freed_map)//D TODO: remove soon
1243 if (!m->active != !op->active)
1244 if (m->active)
1245 op->activate_recursive ();
1246 else
1247 op->deactivate_recursive ();
1248#endif
1249
1250 if (out_of_map (m, op->x, op->y))
1251 { 1286 {//D
1252 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1287 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1253#ifdef MANY_CORES
1254 /* Better to catch this here, as otherwise the next use of this object
1255 * is likely to cause a crash. Better to find out where it is getting
1256 * improperly inserted.
1257 */
1258 abort ();
1259#endif
1260 return op;
1261 } 1288 }//D
1262
1263 if (object *more = op->more)
1264 if (!insert_ob_in_map (more, m, originator, flag))
1265 return 0;
1266
1267 CLEAR_FLAG (op, FLAG_REMOVED);
1268 1289
1269 /* Ideally, the caller figures this out. However, it complicates a lot 1290 /* Ideally, the caller figures this out. However, it complicates a lot
1270 * of areas of callers (eg, anything that uses find_free_spot would now 1291 * of areas of callers (eg, anything that uses find_free_spot would now
1271 * need extra work 1292 * need extra work
1272 */ 1293 */
1294 maptile *newmap = m;
1273 if (!xy_normalise (m, op->x, op->y)) 1295 if (!xy_normalise (newmap, op->x, op->y))
1296 {
1297 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1274 return 0; 1298 return 0;
1299 }
1275 1300
1301 if (object *more = op->more)
1302 if (!insert_ob_in_map (more, m, originator, flag))
1303 return 0;
1304
1305 op->flag [FLAG_REMOVED] = false;
1306 op->env = 0;
1276 op->map = m; 1307 op->map = newmap;
1308
1277 mapspace &ms = op->ms (); 1309 mapspace &ms = op->ms ();
1278 1310
1279 /* this has to be done after we translate the coordinates. 1311 /* this has to be done after we translate the coordinates.
1280 */ 1312 */
1281 if (op->nrof && !(flag & INS_NO_MERGE)) 1313 if (op->nrof && !(flag & INS_NO_MERGE))
1282 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1314 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1283 if (object::can_merge (op, tmp)) 1315 if (object::can_merge (op, tmp))
1284 { 1316 {
1317 // TODO: we actually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp
1319 // from here :/
1285 op->nrof += tmp->nrof; 1320 op->nrof += tmp->nrof;
1286 tmp->destroy (); 1321 tmp->destroy ();
1287 } 1322 }
1288 1323
1289 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1298 { 1333 {
1299 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1300 abort (); 1335 abort ();
1301 } 1336 }
1302 1337
1338 if (!originator->is_on_map ())
1339 {
1340 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1341 op->debug_desc (), originator->debug_desc ());
1342 abort ();
1343 }
1344
1303 op->above = originator; 1345 op->above = originator;
1304 op->below = originator->below; 1346 op->below = originator->below;
1305
1306 if (op->below)
1307 op->below->above = op;
1308 else
1309 ms.bot = op;
1310
1311 /* since *below* originator, no need to update top */
1312 originator->below = op; 1347 originator->below = op;
1348
1349 *(op->below ? &op->below->above : &ms.bot) = op;
1313 } 1350 }
1314 else 1351 else
1315 { 1352 {
1316 top = ms.bot; 1353 object *floor = 0;
1354 object *top = ms.top;
1317 1355
1318 /* If there are other objects, then */ 1356 /* If there are other objects, then */
1319 if ((!(flag & INS_MAP_LOAD)) && top) 1357 if (top)
1320 { 1358 {
1321 object *last = 0;
1322
1323 /* 1359 /*
1324 * If there are multiple objects on this space, we do some trickier handling. 1360 * If there are multiple objects on this space, we do some trickier handling.
1325 * We've already dealt with merging if appropriate. 1361 * We've already dealt with merging if appropriate.
1326 * Generally, we want to put the new object on top. But if 1362 * Generally, we want to put the new object on top. But if
1327 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1363 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1330 * once we get to them. This reduces the need to traverse over all of 1366 * once we get to them. This reduces the need to traverse over all of
1331 * them when adding another one - this saves quite a bit of cpu time 1367 * them when adding another one - this saves quite a bit of cpu time
1332 * when lots of spells are cast in one area. Currently, it is presumed 1368 * when lots of spells are cast in one area. Currently, it is presumed
1333 * that flying non pickable objects are spell objects. 1369 * that flying non pickable objects are spell objects.
1334 */ 1370 */
1335 for (top = ms.bot; top; top = top->above) 1371 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1336 { 1372 {
1337 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1373 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1338 floor = top; 1374 floor = tmp;
1339 1375
1340 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1376 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1341 { 1377 {
1342 /* We insert above top, so we want this object below this */ 1378 /* We insert above top, so we want this object below this */
1343 top = top->below; 1379 top = tmp->below;
1344 break; 1380 break;
1345 } 1381 }
1346 1382
1347 last = top; 1383 top = tmp;
1348 } 1384 }
1349
1350 /* Don't want top to be NULL, so set it to the last valid object */
1351 top = last;
1352 1385
1353 /* We let update_position deal with figuring out what the space 1386 /* We let update_position deal with figuring out what the space
1354 * looks like instead of lots of conditions here. 1387 * looks like instead of lots of conditions here.
1355 * makes things faster, and effectively the same result. 1388 * makes things faster, and effectively the same result.
1356 */ 1389 */
1363 */ 1396 */
1364 if (!(flag & INS_ON_TOP) 1397 if (!(flag & INS_ON_TOP)
1365 && ms.flags () & P_BLOCKSVIEW 1398 && ms.flags () & P_BLOCKSVIEW
1366 && (op->face && !faces [op->face].visibility)) 1399 && (op->face && !faces [op->face].visibility))
1367 { 1400 {
1401 object *last;
1402
1368 for (last = top; last != floor; last = last->below) 1403 for (last = top; last != floor; last = last->below)
1369 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1404 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1370 break; 1405 break;
1371 1406
1372 /* Check to see if we found the object that blocks view, 1407 /* Check to see if we found the object that blocks view,
1377 if (last && last->below && last != floor) 1412 if (last && last->below && last != floor)
1378 top = last->below; 1413 top = last->below;
1379 } 1414 }
1380 } /* If objects on this space */ 1415 } /* If objects on this space */
1381 1416
1382 if (flag & INS_MAP_LOAD)
1383 top = ms.top;
1384
1385 if (flag & INS_ABOVE_FLOOR_ONLY) 1417 if (flag & INS_ABOVE_FLOOR_ONLY)
1386 top = floor; 1418 top = floor;
1387 1419
1388 /* Top is the object that our object (op) is going to get inserted above. 1420 // insert object above top, or bottom-most if top = 0
1389 */
1390
1391 /* First object on this space */
1392 if (!top) 1421 if (!top)
1393 { 1422 {
1423 op->below = 0;
1394 op->above = ms.bot; 1424 op->above = ms.bot;
1395
1396 if (op->above)
1397 op->above->below = op;
1398
1399 op->below = 0;
1400 ms.bot = op; 1425 ms.bot = op;
1426
1427 *(op->above ? &op->above->below : &ms.top) = op;
1401 } 1428 }
1402 else 1429 else
1403 { /* get inserted into the stack above top */ 1430 {
1404 op->above = top->above; 1431 op->above = top->above;
1405
1406 if (op->above)
1407 op->above->below = op; 1432 top->above = op;
1408 1433
1409 op->below = top; 1434 op->below = top;
1410 top->above = op; 1435 *(op->above ? &op->above->below : &ms.top) = op;
1411 } 1436 }
1437 }
1412 1438
1413 if (!op->above) 1439 if (op->is_player ())
1414 ms.top = op;
1415 } /* else not INS_BELOW_ORIGINATOR */
1416
1417 if (op->type == PLAYER)
1418 { 1440 {
1419 op->contr->do_los = 1; 1441 op->contr->do_los = 1;
1420 ++op->map->players; 1442 ++op->map->players;
1421 op->map->touch (); 1443 op->map->touch ();
1422 } 1444 }
1423 1445
1424 op->map->dirty = true; 1446 op->map->dirty = true;
1425 1447
1426 /* If we have a floor, we know the player, if any, will be above
1427 * it, so save a few ticks and start from there.
1428 */
1429 if (!(flag & INS_MAP_LOAD))
1430 if (object *pl = ms.player ()) 1448 if (object *pl = ms.player ())
1449 //TODO: the floorbox prev/next might need updating
1450 //esrv_send_item (pl, op);
1451 //TODO: update floorbox to preserve ordering
1431 if (pl->contr->ns) 1452 if (pl->contr->ns)
1432 pl->contr->ns->floorbox_update (); 1453 pl->contr->ns->floorbox_update ();
1433 1454
1434 /* If this object glows, it may affect lighting conditions that are 1455 /* If this object glows, it may affect lighting conditions that are
1435 * visible to others on this map. But update_all_los is really 1456 * visible to others on this map. But update_all_los is really
1436 * an inefficient way to do this, as it means los for all players 1457 * an inefficient way to do this, as it means los for all players
1437 * on the map will get recalculated. The players could very well 1458 * on the map will get recalculated. The players could very well
1438 * be far away from this change and not affected in any way - 1459 * be far away from this change and not affected in any way -
1439 * this should get redone to only look for players within range, 1460 * this should get redone to only look for players within range,
1440 * or just updating the P_UPTODATE for spaces within this area 1461 * or just updating the P_UPTODATE for spaces within this area
1441 * of effect may be sufficient. 1462 * of effect may be sufficient.
1442 */ 1463 */
1443 if (op->map->darkness && (op->glow_radius != 0)) 1464 if (op->affects_los ())
1465 {
1466 op->ms ().invalidate ();
1444 update_all_los (op->map, op->x, op->y); 1467 update_all_los (op->map, op->x, op->y);
1468 }
1445 1469
1446 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1470 /* updates flags (blocked, alive, no magic, etc) for this map space */
1447 update_object (op, UP_OBJ_INSERT); 1471 update_object (op, UP_OBJ_INSERT);
1448 1472
1449 INVOKE_OBJECT (INSERT, op); 1473 INVOKE_OBJECT (INSERT, op);
1456 * blocked() and wall() work properly), and these flags are updated by 1480 * blocked() and wall() work properly), and these flags are updated by
1457 * update_object(). 1481 * update_object().
1458 */ 1482 */
1459 1483
1460 /* if this is not the head or flag has been passed, don't check walk on status */ 1484 /* if this is not the head or flag has been passed, don't check walk on status */
1461 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1485 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1462 { 1486 {
1463 if (check_move_on (op, originator)) 1487 if (check_move_on (op, originator))
1464 return 0; 1488 return 0;
1465 1489
1466 /* If we are a multi part object, lets work our way through the check 1490 /* If we are a multi part object, lets work our way through the check
1477/* this function inserts an object in the map, but if it 1501/* this function inserts an object in the map, but if it
1478 * finds an object of its own type, it'll remove that one first. 1502 * finds an object of its own type, it'll remove that one first.
1479 * op is the object to insert it under: supplies x and the map. 1503 * op is the object to insert it under: supplies x and the map.
1480 */ 1504 */
1481void 1505void
1482replace_insert_ob_in_map (const char *arch_string, object *op) 1506replace_insert_ob_in_map (shstr_tmp archname, object *op)
1483{ 1507{
1484 object *tmp, *tmp1;
1485
1486 /* first search for itself and remove any old instances */ 1508 /* first search for itself and remove any old instances */
1487 1509
1488 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1510 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1489 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1511 if (tmp->arch->archname == archname) /* same archetype */
1490 tmp->destroy (); 1512 tmp->destroy ();
1491 1513
1492 tmp1 = arch_to_object (archetype::find (arch_string)); 1514 object *tmp = arch_to_object (archetype::find (archname));
1493 1515
1494 tmp1->x = op->x; 1516 tmp->x = op->x;
1495 tmp1->y = op->y; 1517 tmp->y = op->y;
1518
1496 insert_ob_in_map (tmp1, op->map, op, 0); 1519 insert_ob_in_map (tmp, op->map, op, 0);
1497} 1520}
1498 1521
1499object * 1522object *
1500object::insert_at (object *where, object *originator, int flags) 1523object::insert_at (object *where, object *originator, int flags)
1501{ 1524{
1525 if (where->env)
1526 return where->env->insert (this);
1527 else
1502 return where->map->insert (this, where->x, where->y, originator, flags); 1528 return where->map->insert (this, where->x, where->y, originator, flags);
1503} 1529}
1504 1530
1505/* 1531/*
1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1507 * is returned contains nr objects, and the remaining parts contains
1508 * the rest (or is removed and freed if that number is 0).
1509 * On failure, NULL is returned, and the reason put into the
1510 * global static errmsg array.
1511 */
1512object *
1513get_split_ob (object *orig_ob, uint32 nr)
1514{
1515 object *newob;
1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1517
1518 if (orig_ob->nrof < nr)
1519 {
1520 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1521 return NULL;
1522 }
1523
1524 newob = object_create_clone (orig_ob);
1525
1526 if ((orig_ob->nrof -= nr) < 1)
1527 orig_ob->destroy (1);
1528 else if (!is_removed)
1529 {
1530 if (orig_ob->env != NULL)
1531 sub_weight (orig_ob->env, orig_ob->weight * nr);
1532 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1533 {
1534 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1535 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1536 return NULL;
1537 }
1538 }
1539
1540 newob->nrof = nr;
1541
1542 return newob;
1543}
1544
1545/*
1546 * decrease_ob_nr(object, number) decreases a specified number from 1532 * decrease(object, number) decreases a specified number from
1547 * the amount of an object. If the amount reaches 0, the object 1533 * the amount of an object. If the amount reaches 0, the object
1548 * is subsequently removed and freed. 1534 * is subsequently removed and freed.
1549 * 1535 *
1550 * Return value: 'op' if something is left, NULL if the amount reached 0 1536 * Return value: 'op' if something is left, NULL if the amount reached 0
1551 */ 1537 */
1538bool
1539object::decrease (sint32 nr)
1540{
1541 if (!nr)
1542 return true;
1543
1544 nr = min (nr, nrof);
1545
1546 if (nrof > nr)
1547 {
1548 nrof -= nr;
1549 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1550
1551 if (object *pl = visible_to ())
1552 esrv_update_item (UPD_NROF, pl, this);
1553
1554 return true;
1555 }
1556 else
1557 {
1558 destroy ();
1559 return false;
1560 }
1561}
1562
1563/*
1564 * split(ob,nr) splits up ob into two parts. The part which
1565 * is returned contains nr objects, and the remaining parts contains
1566 * the rest (or is removed and returned if that number is 0).
1567 * On failure, NULL is returned.
1568 */
1552object * 1569object *
1553decrease_ob_nr (object *op, uint32 i) 1570object::split (sint32 nr)
1554{ 1571{
1555 object *tmp; 1572 int have = number_of ();
1556 1573
1557 if (i == 0) /* objects with op->nrof require this check */ 1574 if (have < nr)
1558 return op; 1575 return 0;
1559 1576 else if (have == nr)
1560 if (i > op->nrof)
1561 i = op->nrof;
1562
1563 if (QUERY_FLAG (op, FLAG_REMOVED))
1564 op->nrof -= i;
1565 else if (op->env)
1566 { 1577 {
1567 /* is this object in the players inventory, or sub container
1568 * therein?
1569 */
1570 tmp = op->in_player ();
1571 /* nope. Is this a container the player has opened?
1572 * If so, set tmp to that player.
1573 * IMO, searching through all the players will mostly
1574 * likely be quicker than following op->env to the map,
1575 * and then searching the map for a player.
1576 */
1577 if (!tmp)
1578 for_all_players (pl)
1579 if (pl->ob->container == op->env)
1580 {
1581 tmp = pl->ob;
1582 break;
1583 }
1584
1585 if (i < op->nrof)
1586 {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp)
1590 esrv_send_item (tmp, op);
1591 }
1592 else
1593 {
1594 op->remove (); 1578 remove ();
1595 op->nrof = 0; 1579 return this;
1596 if (tmp)
1597 esrv_del_item (tmp->contr, op->count);
1598 }
1599 } 1580 }
1600 else 1581 else
1601 { 1582 {
1602 object *above = op->above; 1583 decrease (nr);
1603 1584
1604 if (i < op->nrof) 1585 object *op = deep_clone ();
1605 op->nrof -= i; 1586 op->nrof = nr;
1606 else
1607 {
1608 op->remove ();
1609 op->nrof = 0;
1610 }
1611
1612 /* Since we just removed op, op->above is null */
1613 for (tmp = above; tmp; tmp = tmp->above)
1614 if (tmp->type == PLAYER)
1615 {
1616 if (op->nrof)
1617 esrv_send_item (tmp, op);
1618 else
1619 esrv_del_item (tmp->contr, op->count);
1620 }
1621 }
1622
1623 if (op->nrof)
1624 return op; 1587 return op;
1625 else
1626 {
1627 op->destroy ();
1628 return 0;
1629 }
1630}
1631
1632/*
1633 * add_weight(object, weight) adds the specified weight to an object,
1634 * and also updates how much the environment(s) is/are carrying.
1635 */
1636void
1637add_weight (object *op, signed long weight)
1638{
1639 while (op != NULL)
1640 {
1641 if (op->type == CONTAINER)
1642 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1643
1644 op->carrying += weight;
1645 op = op->env;
1646 } 1588 }
1647} 1589}
1648 1590
1649object * 1591object *
1650insert_ob_in_ob (object *op, object *where) 1592insert_ob_in_ob (object *op, object *where)
1675 * be != op, if items are merged. -Tero 1617 * be != op, if items are merged. -Tero
1676 */ 1618 */
1677object * 1619object *
1678object::insert (object *op) 1620object::insert (object *op)
1679{ 1621{
1680 object *tmp, *otmp;
1681
1682 if (!QUERY_FLAG (op, FLAG_REMOVED))
1683 op->remove ();
1684
1685 if (op->more) 1622 if (op->more)
1686 { 1623 {
1687 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1624 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1688 return op; 1625 return op;
1689 } 1626 }
1690 1627
1691 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1628 op->remove ();
1692 CLEAR_FLAG (op, FLAG_REMOVED); 1629
1630 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1631
1693 if (op->nrof) 1632 if (op->nrof)
1694 {
1695 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1633 for (object *tmp = inv; tmp; tmp = tmp->below)
1696 if (object::can_merge (tmp, op)) 1634 if (object::can_merge (tmp, op))
1697 { 1635 {
1698 /* return the original object and remove inserted object 1636 /* return the original object and remove inserted object
1699 (client needs the original object) */ 1637 (client needs the original object) */
1700 tmp->nrof += op->nrof; 1638 tmp->nrof += op->nrof;
1701 /* Weight handling gets pretty funky. Since we are adding to 1639
1702 * tmp->nrof, we need to increase the weight. 1640 if (object *pl = tmp->visible_to ())
1703 */ 1641 esrv_update_item (UPD_NROF, pl, tmp);
1642
1704 add_weight (this, op->weight * op->nrof); 1643 adjust_weight (this, op->total_weight ());
1705 SET_FLAG (op, FLAG_REMOVED); 1644
1706 op->destroy (); /* free the inserted object */ 1645 op->destroy ();
1707 op = tmp; 1646 op = tmp;
1708 op->remove (); /* and fix old object's links */ 1647 goto inserted;
1709 CLEAR_FLAG (op, FLAG_REMOVED);
1710 break;
1711 } 1648 }
1712 1649
1713 /* I assume combined objects have no inventory 1650 op->owner = 0; // it's his/hers now. period.
1714 * We add the weight - this object could have just been removed
1715 * (if it was possible to merge). calling remove_ob will subtract
1716 * the weight, so we need to add it in again, since we actually do
1717 * the linking below
1718 */
1719 add_weight (this, op->weight * op->nrof);
1720 }
1721 else
1722 add_weight (this, (op->weight + op->carrying));
1723
1724 otmp = this->in_player ();
1725 if (otmp && otmp->contr)
1726 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1727 otmp->update_stats ();
1728
1729 op->map = 0; 1651 op->map = 0;
1730 op->env = this; 1652 op->x = 0;
1653 op->y = 0;
1654
1731 op->above = 0; 1655 op->above = 0;
1732 op->below = 0; 1656 op->below = inv;
1733 op->x = 0, op->y = 0; 1657 op->env = this;
1734 1658
1659 if (inv)
1660 inv->above = op;
1661
1662 inv = op;
1663
1664 op->flag [FLAG_REMOVED] = 0;
1665
1666 if (object *pl = op->visible_to ())
1667 esrv_send_item (pl, op);
1668
1669 adjust_weight (this, op->total_weight ());
1670
1671inserted:
1735 /* reset the light list and los of the players on the map */ 1672 /* reset the light list and los of the players on the map */
1736 if ((op->glow_radius != 0) && map) 1673 if (op->glow_radius && is_on_map ())
1737 { 1674 {
1738#ifdef DEBUG_LIGHTS 1675 update_stats ();
1739 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1740#endif /* DEBUG_LIGHTS */
1741 if (map->darkness)
1742 update_all_los (map, x, y); 1676 update_all_los (map, x, y);
1743 }
1744
1745 /* Client has no idea of ordering so lets not bother ordering it here.
1746 * It sure simplifies this function...
1747 */
1748 if (!inv)
1749 inv = op;
1750 else
1751 { 1677 }
1752 op->below = inv; 1678 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1753 op->below->above = op; 1679 // if this is a player's inventory, update stats
1754 inv = op; 1680 update_stats ();
1755 }
1756 1681
1757 INVOKE_OBJECT (INSERT, this); 1682 INVOKE_OBJECT (INSERT, this);
1758 1683
1759 return op; 1684 return op;
1760} 1685}
1780 * on top. 1705 * on top.
1781 */ 1706 */
1782int 1707int
1783check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
1784{ 1709{
1710 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1711 return 0;
1712
1785 object *tmp; 1713 object *tmp;
1786 maptile *m = op->map; 1714 maptile *m = op->map;
1787 int x = op->x, y = op->y; 1715 int x = op->x, y = op->y;
1788 1716
1789 MoveType move_on, move_slow, move_block; 1717 mapspace &ms = m->at (x, y);
1790 1718
1791 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1719 ms.update ();
1792 return 0;
1793 1720
1794 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1721 MoveType move_on = ms.move_on;
1795 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1722 MoveType move_slow = ms.move_slow;
1796 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1723 MoveType move_block = ms.move_block;
1797 1724
1798 /* if nothing on this space will slow op down or be applied, 1725 /* if nothing on this space will slow op down or be applied,
1799 * no need to do checking below. have to make sure move_type 1726 * no need to do checking below. have to make sure move_type
1800 * is set, as lots of objects don't have it set - we treat that 1727 * is set, as lots of objects don't have it set - we treat that
1801 * as walking. 1728 * as walking.
1812 return 0; 1739 return 0;
1813 1740
1814 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1815 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1816 */ 1743 */
1817 1744 for (object *next, *tmp = ms.top; tmp; tmp = next)
1818 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1819 {
1820 /* Trim the search when we find the first other spell effect
1821 * this helps performance so that if a space has 50 spell objects,
1822 * we don't need to check all of them.
1823 */
1824 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1825 break;
1826 } 1745 {
1746 next = tmp->below;
1827 1747
1828 for (; tmp; tmp = tmp->below)
1829 {
1830 if (tmp == op) 1748 if (tmp == op)
1831 continue; /* Can't apply yourself */ 1749 continue; /* Can't apply yourself */
1832 1750
1833 /* Check to see if one of the movement types should be slowed down. 1751 /* Check to see if one of the movement types should be slowed down.
1834 * Second check makes sure that the movement types not being slowed 1752 * Second check makes sure that the movement types not being slowed
1839 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1757 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1840 { 1758 {
1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1759 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1760 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1843 { 1761 {
1844
1845 float
1846 diff = tmp->move_slow_penalty * fabs (op->speed); 1762 float diff = tmp->move_slow_penalty * fabs (op->speed);
1847 1763
1848 if (op->type == PLAYER) 1764 if (op->is_player ())
1849 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1765 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1850 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1766 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1851 diff /= 4.0; 1767 diff /= 4.0;
1852 1768
1853 op->speed_left -= diff; 1769 op->speed_left -= diff;
1854 } 1770 }
1855 } 1771 }
1888 LOG (llevError, "Present_arch called outside map.\n"); 1804 LOG (llevError, "Present_arch called outside map.\n");
1889 return NULL; 1805 return NULL;
1890 } 1806 }
1891 1807
1892 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1808 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1893 if (tmp->arch == at) 1809 if (tmp->arch->archname == at->archname)
1894 return tmp; 1810 return tmp;
1895 1811
1896 return NULL; 1812 return NULL;
1897} 1813}
1898 1814
1962 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1963 */ 1879 */
1964object * 1880object *
1965present_arch_in_ob (const archetype *at, const object *op) 1881present_arch_in_ob (const archetype *at, const object *op)
1966{ 1882{
1967 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1883 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1968 if (tmp->arch == at) 1884 if (tmp->arch->archname == at->archname)
1969 return tmp; 1885 return tmp;
1970 1886
1971 return NULL; 1887 return NULL;
1972} 1888}
1973 1889
1975 * activate recursively a flag on an object inventory 1891 * activate recursively a flag on an object inventory
1976 */ 1892 */
1977void 1893void
1978flag_inv (object *op, int flag) 1894flag_inv (object *op, int flag)
1979{ 1895{
1980 if (op->inv)
1981 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1896 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1982 { 1897 {
1983 SET_FLAG (tmp, flag); 1898 SET_FLAG (tmp, flag);
1984 flag_inv (tmp, flag); 1899 flag_inv (tmp, flag);
1985 } 1900 }
1986} 1901}
1987 1902
1988/* 1903/*
1989 * deactivate recursively a flag on an object inventory 1904 * deactivate recursively a flag on an object inventory
1990 */ 1905 */
1991void 1906void
1992unflag_inv (object *op, int flag) 1907unflag_inv (object *op, int flag)
1993{ 1908{
1994 if (op->inv)
1995 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1996 { 1910 {
1997 CLEAR_FLAG (tmp, flag); 1911 CLEAR_FLAG (tmp, flag);
1998 unflag_inv (tmp, flag); 1912 unflag_inv (tmp, flag);
1999 } 1913 }
2000} 1914}
2001 1915
2002/* 1916/*
2003 * find_free_spot(object, map, x, y, start, stop) will search for 1917 * find_free_spot(object, map, x, y, start, stop) will search for
2004 * a spot at the given map and coordinates which will be able to contain 1918 * a spot at the given map and coordinates which will be able to contain
2006 * to search (see the freearr_x/y[] definition). 1920 * to search (see the freearr_x/y[] definition).
2007 * It returns a random choice among the alternatives found. 1921 * It returns a random choice among the alternatives found.
2008 * start and stop are where to start relative to the free_arr array (1,9 1922 * start and stop are where to start relative to the free_arr array (1,9
2009 * does all 4 immediate directions). This returns the index into the 1923 * does all 4 immediate directions). This returns the index into the
2010 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1924 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2011 * Note - this only checks to see if there is space for the head of the
2012 * object - if it is a multispace object, this should be called for all
2013 * pieces.
2014 * Note2: This function does correctly handle tiled maps, but does not 1925 * Note: This function does correctly handle tiled maps, but does not
2015 * inform the caller. However, insert_ob_in_map will update as 1926 * inform the caller. However, insert_ob_in_map will update as
2016 * necessary, so the caller shouldn't need to do any special work. 1927 * necessary, so the caller shouldn't need to do any special work.
2017 * Note - updated to take an object instead of archetype - this is necessary 1928 * Note - updated to take an object instead of archetype - this is necessary
2018 * because arch_blocked (now ob_blocked) needs to know the movement type 1929 * because arch_blocked (now ob_blocked) needs to know the movement type
2019 * to know if the space in question will block the object. We can't use 1930 * to know if the space in question will block the object. We can't use
2021 * customized, changed states, etc. 1932 * customized, changed states, etc.
2022 */ 1933 */
2023int 1934int
2024find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1935find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2025{ 1936{
1937 int altern[SIZEOFFREE];
2026 int index = 0, flag; 1938 int index = 0, flag;
2027 int altern[SIZEOFFREE];
2028 1939
2029 for (int i = start; i < stop; i++) 1940 for (int i = start; i < stop; i++)
2030 { 1941 {
2031 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1942 mapxy pos (m, x, y); pos.move (i);
2032 if (!flag) 1943
1944 if (!pos.normalise ())
1945 continue;
1946
1947 mapspace &ms = *pos;
1948
1949 if (ms.flags () & P_IS_ALIVE)
1950 continue;
1951
1952 /* However, often
1953 * ob doesn't have any move type (when used to place exits)
1954 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1955 */
1956 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1957 {
2033 altern [index++] = i; 1958 altern [index++] = i;
1959 continue;
1960 }
2034 1961
2035 /* Basically, if we find a wall on a space, we cut down the search size. 1962 /* Basically, if we find a wall on a space, we cut down the search size.
2036 * In this way, we won't return spaces that are on another side of a wall. 1963 * In this way, we won't return spaces that are on another side of a wall.
2037 * This mostly work, but it cuts down the search size in all directions - 1964 * This mostly work, but it cuts down the search size in all directions -
2038 * if the space being examined only has a wall to the north and empty 1965 * if the space being examined only has a wall to the north and empty
2039 * spaces in all the other directions, this will reduce the search space 1966 * spaces in all the other directions, this will reduce the search space
2040 * to only the spaces immediately surrounding the target area, and 1967 * to only the spaces immediately surrounding the target area, and
2041 * won't look 2 spaces south of the target space. 1968 * won't look 2 spaces south of the target space.
2042 */ 1969 */
2043 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1970 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1971 {
2044 stop = maxfree[i]; 1972 stop = maxfree[i];
1973 continue;
1974 }
1975
1976 /* Note it is intentional that we check ob - the movement type of the
1977 * head of the object should correspond for the entire object.
1978 */
1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1980 continue;
1981
1982 if (ob->blocked (pos.m, pos.x, pos.y))
1983 continue;
1984
1985 altern [index++] = i;
2045 } 1986 }
2046 1987
2047 if (!index) 1988 if (!index)
2048 return -1; 1989 return -1;
2049 1990
2058 */ 1999 */
2059int 2000int
2060find_first_free_spot (const object *ob, maptile *m, int x, int y) 2001find_first_free_spot (const object *ob, maptile *m, int x, int y)
2061{ 2002{
2062 for (int i = 0; i < SIZEOFFREE; i++) 2003 for (int i = 0; i < SIZEOFFREE; i++)
2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2004 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2064 return i; 2005 return i;
2065 2006
2066 return -1; 2007 return -1;
2067} 2008}
2068 2009
2114 * there is capable of. 2055 * there is capable of.
2115 */ 2056 */
2116int 2057int
2117find_dir (maptile *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2118{ 2059{
2119 int i, max = SIZEOFFREE, mflags; 2060 int max = SIZEOFFREE, mflags;
2120
2121 sint16 nx, ny;
2122 object *tmp;
2123 maptile *mp;
2124
2125 MoveType blocked, move_type; 2061 MoveType move_type;
2126 2062
2127 if (exclude && exclude->head_ () != exclude) 2063 if (exclude && exclude->head_ () != exclude)
2128 { 2064 {
2129 exclude = exclude->head; 2065 exclude = exclude->head;
2130 move_type = exclude->move_type; 2066 move_type = exclude->move_type;
2133 { 2069 {
2134 /* If we don't have anything, presume it can use all movement types. */ 2070 /* If we don't have anything, presume it can use all movement types. */
2135 move_type = MOVE_ALL; 2071 move_type = MOVE_ALL;
2136 } 2072 }
2137 2073
2138 for (i = 1; i < max; i++) 2074 for (int i = 1; i < max; i++)
2139 { 2075 {
2140 mp = m; 2076 mapxy pos (m, x, y);
2141 nx = x + freearr_x[i]; 2077 pos.move (i);
2142 ny = y + freearr_y[i];
2143 2078
2144 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2079 if (!pos.normalise ())
2145
2146 if (mflags & P_OUT_OF_MAP)
2147 max = maxfree[i]; 2080 max = maxfree[i];
2148 else 2081 else
2149 { 2082 {
2150 mapspace &ms = mp->at (nx, ny); 2083 mapspace &ms = *pos;
2151 2084
2152 blocked = ms.move_block;
2153
2154 if ((move_type & blocked) == move_type) 2085 if ((move_type & ms.move_block) == move_type)
2155 max = maxfree[i]; 2086 max = maxfree [i];
2156 else if (mflags & P_IS_ALIVE) 2087 else if (ms.flags () & P_IS_ALIVE)
2157 { 2088 {
2158 for (tmp = ms.bot; tmp; tmp = tmp->above) 2089 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2159 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2090 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2160 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2091 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2161 break;
2162
2163 if (tmp)
2164 return freedir[i]; 2092 return freedir [i];
2165 } 2093 }
2166 } 2094 }
2167 } 2095 }
2168 2096
2169 return 0; 2097 return 0;
2244 * This basically means that if direction is 15, then it could either go 2172 * This basically means that if direction is 15, then it could either go
2245 * direction 4, 14, or 16 to get back to where we are. 2173 * direction 4, 14, or 16 to get back to where we are.
2246 * Moved from spell_util.c to object.c with the other related direction 2174 * Moved from spell_util.c to object.c with the other related direction
2247 * functions. 2175 * functions.
2248 */ 2176 */
2249int reduction_dir[SIZEOFFREE][3] = { 2177const int reduction_dir[SIZEOFFREE][3] = {
2250 {0, 0, 0}, /* 0 */ 2178 {0, 0, 0}, /* 0 */
2251 {0, 0, 0}, /* 1 */ 2179 {0, 0, 0}, /* 1 */
2252 {0, 0, 0}, /* 2 */ 2180 {0, 0, 0}, /* 2 */
2253 {0, 0, 0}, /* 3 */ 2181 {0, 0, 0}, /* 3 */
2254 {0, 0, 0}, /* 4 */ 2182 {0, 0, 0}, /* 4 */
2345 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2273 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2346 * core dumps if they do. 2274 * core dumps if they do.
2347 * 2275 *
2348 * Add a check so we can't pick up invisible objects (0.93.8) 2276 * Add a check so we can't pick up invisible objects (0.93.8)
2349 */ 2277 */
2350
2351int 2278int
2352can_pick (const object *who, const object *item) 2279can_pick (const object *who, const object *item)
2353{ 2280{
2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2281 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2282 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2356 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2283 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2357} 2284}
2358 2285
2359/* 2286/*
2360 * create clone from object to another 2287 * create clone from object to another
2361 */ 2288 */
2362object * 2289object *
2363object_create_clone (object *asrc) 2290object::deep_clone ()
2364{ 2291{
2365 object *dst = 0, *tmp, *src, *prev, *item; 2292 assert (("deep_clone called on non-head object", is_head ()));
2366 2293
2367 if (!asrc) 2294 object *dst = clone ();
2368 return 0;
2369 2295
2370 src = asrc->head_ (); 2296 object *prev = dst;
2371
2372 prev = 0;
2373 for (object *part = src; part; part = part->more) 2297 for (object *part = this->more; part; part = part->more)
2374 { 2298 {
2375 tmp = part->clone (); 2299 object *tmp = part->clone ();
2376 tmp->x -= src->x;
2377 tmp->y -= src->y;
2378
2379 if (!part->head)
2380 {
2381 dst = tmp;
2382 tmp->head = 0;
2383 }
2384 else
2385 tmp->head = dst; 2300 tmp->head = dst;
2386
2387 tmp->more = 0;
2388
2389 if (prev)
2390 prev->more = tmp; 2301 prev->more = tmp;
2391
2392 prev = tmp; 2302 prev = tmp;
2393 } 2303 }
2394 2304
2395 for (item = src->inv; item; item = item->below) 2305 for (object *item = inv; item; item = item->below)
2396 insert_ob_in_ob (object_create_clone (item), dst); 2306 insert_ob_in_ob (item->deep_clone (), dst);
2397 2307
2398 return dst; 2308 return dst;
2399} 2309}
2400 2310
2401/* This returns the first object in who's inventory that 2311/* This returns the first object in who's inventory that
2410 return tmp; 2320 return tmp;
2411 2321
2412 return 0; 2322 return 0;
2413} 2323}
2414 2324
2415/* If ob has a field named key, return the link from the list, 2325shstr_tmp
2416 * otherwise return NULL. 2326object::kv_get (shstr_tmp key) const
2417 *
2418 * key must be a passed in shared string - otherwise, this won't
2419 * do the desired thing.
2420 */
2421key_value *
2422get_ob_key_link (const object *ob, const char *key)
2423{ 2327{
2424 for (key_value *link = ob->key_values; link; link = link->next) 2328 for (key_value *kv = key_values; kv; kv = kv->next)
2425 if (link->key == key) 2329 if (kv->key == key)
2426 return link;
2427
2428 return 0;
2429}
2430
2431/*
2432 * Returns the value of op has an extra_field for key, or NULL.
2433 *
2434 * The argument doesn't need to be a shared string.
2435 *
2436 * The returned string is shared.
2437 */
2438const char *
2439get_ob_key_value (const object *op, const char *const key)
2440{
2441 key_value *link;
2442 shstr_cmp canonical_key (key);
2443
2444 if (!canonical_key)
2445 {
2446 /* 1. There being a field named key on any object
2447 * implies there'd be a shared string to find.
2448 * 2. Since there isn't, no object has this field.
2449 * 3. Therefore, *this* object doesn't have this field.
2450 */
2451 return 0;
2452 }
2453
2454 /* This is copied from get_ob_key_link() above -
2455 * only 4 lines, and saves the function call overhead.
2456 */
2457 for (link = op->key_values; link; link = link->next)
2458 if (link->key == canonical_key)
2459 return link->value; 2330 return kv->value;
2460 2331
2461 return 0; 2332 return shstr ();
2462} 2333}
2463 2334
2464/* 2335void
2465 * Updates the canonical_key in op to value. 2336object::kv_set (shstr_tmp key, shstr_tmp value)
2466 *
2467 * canonical_key is a shared string (value doesn't have to be).
2468 *
2469 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2470 * keys.
2471 *
2472 * Returns TRUE on success.
2473 */
2474int
2475set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2476{ 2337{
2477 key_value *field = NULL, *last = NULL; 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2478 2339 if (kv->key == key)
2479 for (field = op->key_values; field != NULL; field = field->next)
2480 {
2481 if (field->key != canonical_key)
2482 { 2340 {
2483 last = field; 2341 kv->value = value;
2484 continue; 2342 return;
2485 } 2343 }
2486 2344
2487 if (value) 2345 key_value *kv = new key_value;
2488 field->value = value; 2346
2489 else 2347 kv->next = key_values;
2348 kv->key = key;
2349 kv->value = value;
2350
2351 key_values = kv;
2352}
2353
2354void
2355object::kv_del (shstr_tmp key)
2356{
2357 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2358 if ((*kvp)->key == key)
2490 { 2359 {
2491 /* Basically, if the archetype has this key set, 2360 key_value *kv = *kvp;
2492 * we need to store the null value so when we save 2361 *kvp = (*kvp)->next;
2493 * it, we save the empty value so that when we load, 2362 delete kv;
2494 * we get this value back again. 2363 return;
2495 */
2496 if (get_ob_key_link (op->arch, canonical_key))
2497 field->value = 0;
2498 else
2499 {
2500 if (last)
2501 last->next = field->next;
2502 else
2503 op->key_values = field->next;
2504
2505 delete field;
2506 }
2507 } 2364 }
2508 return TRUE;
2509 }
2510 /* IF we get here, key doesn't exist */
2511
2512 /* No field, we'll have to add it. */
2513
2514 if (!add_key)
2515 return FALSE;
2516
2517 /* There isn't any good reason to store a null
2518 * value in the key/value list. If the archetype has
2519 * this key, then we should also have it, so shouldn't
2520 * be here. If user wants to store empty strings,
2521 * should pass in ""
2522 */
2523 if (value == NULL)
2524 return TRUE;
2525
2526 field = new key_value;
2527
2528 field->key = canonical_key;
2529 field->value = value;
2530 /* Usual prepend-addition. */
2531 field->next = op->key_values;
2532 op->key_values = field;
2533
2534 return TRUE;
2535}
2536
2537/*
2538 * Updates the key in op to value.
2539 *
2540 * If add_key is FALSE, this will only update existing keys,
2541 * and not add new ones.
2542 * In general, should be little reason FALSE is ever passed in for add_key
2543 *
2544 * Returns TRUE on success.
2545 */
2546int
2547set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2548{
2549 shstr key_ (key);
2550
2551 return set_ob_key_value_s (op, key_, value, add_key);
2552} 2365}
2553 2366
2554object::depth_iterator::depth_iterator (object *container) 2367object::depth_iterator::depth_iterator (object *container)
2555: iterator_base (container) 2368: iterator_base (container)
2556{ 2369{
2606{ 2419{
2607 char flagdesc[512]; 2420 char flagdesc[512];
2608 char info2[256 * 4]; 2421 char info2[256 * 4];
2609 char *p = info; 2422 char *p = info;
2610 2423
2611 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2424 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2612 count, uuid.seq, 2425 count,
2426 uuid.c_str (),
2613 &name, 2427 &name,
2614 title ? "\",title:\"" : "", 2428 title ? ",title:\"" : "",
2615 title ? (const char *)title : "", 2429 title ? (const char *)title : "",
2430 title ? "\"" : "",
2616 flag_desc (flagdesc, 512), type); 2431 flag_desc (flagdesc, 512), type);
2617 2432
2618 if (env) 2433 if (!flag[FLAG_REMOVED] && env)
2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2434 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2620 2435
2621 if (map) 2436 if (map)
2622 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2437 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2623 2438
2641} 2456}
2642 2457
2643const materialtype_t * 2458const materialtype_t *
2644object::dominant_material () const 2459object::dominant_material () const
2645{ 2460{
2646 if (materialtype_t *mat = name_to_material (materialname)) 2461 if (materialtype_t *mt = name_to_material (materialname))
2647 return mat; 2462 return mt;
2648 2463
2649 // omfg this is slow, this has to be temporary :)
2650 shstr unknown ("unknown");
2651
2652 return name_to_material (unknown); 2464 return name_to_material (shstr_unknown);
2653} 2465}
2654 2466
2655void 2467void
2656object::open_container (object *new_container) 2468object::open_container (object *new_container)
2657{ 2469{
2658 if (container == new_container) 2470 if (container == new_container)
2659 return; 2471 return;
2660 2472
2661 if (object *old_container = container) 2473 object *old_container = container;
2474
2475 if (old_container)
2662 { 2476 {
2663 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2477 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2664 return; 2478 return;
2665 2479
2666#if 0 2480#if 0
2668 if (object *closer = old_container->inv) 2482 if (object *closer = old_container->inv)
2669 if (closer->type == CLOSE_CON) 2483 if (closer->type == CLOSE_CON)
2670 closer->destroy (); 2484 closer->destroy ();
2671#endif 2485#endif
2672 2486
2487 // make sure the container is available
2488 esrv_send_item (this, old_container);
2489
2673 old_container->flag [FLAG_APPLIED] = 0; 2490 old_container->flag [FLAG_APPLIED] = false;
2674 container = 0; 2491 container = 0;
2675 2492
2493 // client needs item update to make it work, client bug requires this to be separate
2676 esrv_update_item (UPD_FLAGS, this, old_container); 2494 esrv_update_item (UPD_FLAGS, this, old_container);
2495
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2496 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2497 play_sound (sound_find ("chest_close"));
2678 } 2498 }
2679 2499
2680 if (new_container) 2500 if (new_container)
2681 { 2501 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2502 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2691 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2511 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2692 new_container->insert (closer); 2512 new_container->insert (closer);
2693 } 2513 }
2694#endif 2514#endif
2695 2515
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2516 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2697 2517
2518 // make sure the container is available, client bug requires this to be separate
2519 esrv_send_item (this, new_container);
2520
2698 new_container->flag [FLAG_APPLIED] = 1; 2521 new_container->flag [FLAG_APPLIED] = true;
2699 container = new_container; 2522 container = new_container;
2700 2523
2524 // client needs flag change
2701 esrv_update_item (UPD_FLAGS, this, new_container); 2525 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container); 2526 esrv_send_inventory (this, new_container);
2527 play_sound (sound_find ("chest_open"));
2528 }
2529// else if (!old_container->env && contr && contr->ns)
2530// contr->ns->floorbox_reset ();
2531}
2532
2533object *
2534object::force_find (shstr_tmp name)
2535{
2536 /* cycle through his inventory to look for the MARK we want to
2537 * place
2538 */
2539 for (object *tmp = inv; tmp; tmp = tmp->below)
2540 if (tmp->type == FORCE && tmp->slaying == name)
2541 return splay (tmp);
2542
2543 return 0;
2544}
2545
2546object *
2547object::force_add (shstr_tmp name, int duration)
2548{
2549 if (object *force = force_find (name))
2550 force->destroy ();
2551
2552 object *force = get_archetype (FORCE_NAME);
2553
2554 force->slaying = name;
2555 force->stats.food = 1;
2556 force->speed_left = -1.f;
2557
2558 force->set_speed (duration ? 1.f / duration : 0.f);
2559 force->flag [FLAG_IS_USED_UP] = true;
2560 force->flag [FLAG_APPLIED] = true;
2561
2562 return insert (force);
2563}
2564
2565void
2566object::play_sound (faceidx sound) const
2567{
2568 if (!sound)
2569 return;
2570
2571 if (is_on_map ())
2572 map->play_sound (sound, x, y);
2573 else if (object *pl = in_player ())
2574 pl->contr->play_sound (sound);
2575}
2576
2577void
2578object::say_msg (const char *msg) const
2579{
2580 if (is_on_map ())
2581 map->say_msg (msg, x, y);
2582 else if (object *pl = in_player ())
2583 pl->contr->play_sound (sound);
2584}
2585
2586void
2587object::make_noise ()
2588{
2589 // we do not model noise in the map, so instead put
2590 // a temporary light into the noise source
2591 // could use the map instead, but that's less reliable for our
2592 // goal, which is to make invisibility a bit harder to exploit
2593
2594 // currently only works sensibly for players
2595 if (!is_player ())
2596 return;
2597
2598 // find old force, or create new one
2599 object *force = force_find (shstr_noise_force);
2600
2601 if (force)
2602 force->speed_left = -1.f; // patch old speed up
2603 else
2703 } 2604 {
2704} 2605 force = archetype::get (shstr_noise_force);
2705 2606
2607 force->slaying = shstr_noise_force;
2608 force->stats.food = 1;
2609 force->speed_left = -1.f;
2706 2610
2611 force->set_speed (1.f / 4.f);
2612 force->flag [FLAG_IS_USED_UP] = true;
2613 force->flag [FLAG_APPLIED] = true;
2614
2615 insert (force);
2616 }
2617}
2618

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