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Comparing deliantra/server/common/object.C (file contents):
Revision 1.127 by elmex, Mon Jan 29 21:04:32 2007 UTC vs.
Revision 1.274 by root, Sun Dec 28 03:58:36 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) 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, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License 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 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <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> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
44 41
45short 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,
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 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
47}; 47};
48short 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,
49 -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
50}; 53};
51int 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,
52 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
53}; 59};
54int freedir[SIZEOFFREE] = { 60int freedir[SIZEOFFREE] = {
55 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,
56 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
57}; 65};
58 66
59static void 67static void
60write_uuid (void) 68write_uuid (uval64 skip, bool sync)
61{ 69{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 70 CALL_BEGIN (2);
63 71 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 72 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 73 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 74 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 75}
79 76
80static void 77static void
81read_uuid (void) 78read_uuid (void)
82{ 79{
83 char filename[MAX_BUF]; 80 char filename[MAX_BUF];
84 81
85 sprintf (filename, "%s/uuid", settings.localdir); 82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
86 85
87 FILE *fp; 86 FILE *fp;
88 87
89 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
90 { 89 {
91 if (errno == ENOENT) 90 if (errno == ENOENT)
92 { 91 {
93 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 93 UUID::cur.seq = 0;
95 write_uuid (); 94 write_uuid (UUID_GAP, true);
96 return; 95 return;
97 } 96 }
98 97
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 99 _exit (1);
101 } 100 }
102 101
103 int version; 102 UUID::BUF buf;
104 unsigned long long uid; 103 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
106 { 107 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 109 _exit (1);
109 } 110 }
110 111
111 uuid.seq = uid; 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 113
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 114 write_uuid (UUID_GAP, true);
114 fclose (fp); 115 fclose (fp);
115} 116}
116 117
117UUID 118UUID
118gen_uuid () 119UUID::gen ()
119{ 120{
120 UUID uid; 121 UUID uid;
121 122
122 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
123 124
124 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
126 131
127 return uid; 132 return uid;
128} 133}
129 134
130void 135void
131init_uuid () 136UUID::init ()
132{ 137{
133 read_uuid (); 138 read_uuid ();
134} 139}
135 140
136/* 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. */
137static int 142static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
139{ 144{
140 key_value *wants_field;
141
142 /* 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
143 * 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
144 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
145 */ 148 */
146 149
147 /* For each field in wants, */ 150 /* For each field in wants, */
148 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)
149 { 152 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 153 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 154
171 /* 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. */
172 return TRUE; 156 return true;
173} 157}
174 158
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 160static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 162{
179 /* 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,
180 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
181 */ 165 */
182 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);
183} 168}
184 169
185/* 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
186 * they can be merged together. 171 * they can be merged together.
187 * 172 *
202 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 188 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
205 return 0; 190 return 0;
206 191
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* 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
209 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * is always 0 .. 2**31-1 */
210 * used to store nrof). 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 195 return 0;
214 196
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * 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
217 * 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
218 * 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
219 * flags lose any meaning. 201 * flags lose any meaning.
220 */ 202 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 205
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 208
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 209 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 210 || ob1->name != ob2->name
230 || ob1->title != ob2->title 211 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 218 || ob1->value != ob2->value
240 || 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
241 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 226 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 227 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 228 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 229 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 230 || ob1->move_slow != ob2->move_slow
251 || 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)))
252 return 0; 234 return 0;
253 235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
254 /* This is really a spellbook check - really, we should 242 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 243 * not merge objects with real inventories, as splitting them
244 * is hard.
256 */ 245 */
257 if (ob1->inv || ob2->inv) 246 if (ob1->inv || ob2->inv)
258 { 247 {
259 /* if one object has inventory but the other doesn't, not equiv */ 248 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 249 return 0; /* inventories differ in length */
261 return 0;
262 250
263 /* 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
264 if (!object::can_merge (ob1->inv, ob2->inv)) 254 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 255 return 0; /* inventory objects differ */
266 256
267 /* 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
268 * if it is valid. 258 * if it is valid.
269 */ 259 */
270 } 260 }
289 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
290 return 0; 280 return 0;
291 break; 281 break;
292 } 282 }
293 283
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
295 { 285 {
296 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
298 /* 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))
299 return 0; 291 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 292 }
303 293
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
306 { 295 {
307 ob1->optimise (); 296 ob1->optimise ();
308 ob2->optimise (); 297 ob2->optimise ();
309 298
310 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)
311 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 }
312 } 313 }
313 314
314 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
315 return 1; 316 return 1;
316} 317}
317 318
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 ();
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
318/* 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/*
319 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
320 * 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
321 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
322 */ 396 */
323long 397void
324sum_weight (object *op) 398object::update_weight ()
325{ 399{
326 long sum; 400 sint32 sum = 0;
327 object *inv;
328 401
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
330 { 403 {
331 if (inv->inv) 404 if (op->inv)
332 sum_weight (inv); 405 op->update_weight ();
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 406
407 sum += op->total_weight ();
408 }
409
410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
334 } 413 {
335
336 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100;
338
339 if (op->carrying != sum)
340 op->carrying = sum; 414 carrying = sum;
341 415
342 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 }
343} 420}
344 421
345/** 422/*
346 * Return the outermost environment object for a given object. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 424 */
348
349object *
350object_get_env_recursive (object *op)
351{
352 while (op->env != NULL)
353 op = op->env;
354 return op;
355}
356
357/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array.
361 */
362
363char * 425char *
364dump_object (object *op) 426dump_object (object *op)
365{ 427{
366 if (!op) 428 if (!op)
367 return strdup ("[NULLOBJ]"); 429 return strdup ("[NULLOBJ]");
368 430
369 object_freezer freezer; 431 object_freezer freezer;
370 save_object (freezer, op, 1); 432 op->write (freezer);
371 return freezer.as_string (); 433 return freezer.as_string ();
372} 434}
373 435
374/* 436/*
375 * 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
376 * multi-object 1 which is closest to the second object. 438 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 439 * If it's not a multi-object, it is returned.
378 */ 440 */
379
380object * 441object *
381get_nearest_part (object *op, const object *pl) 442get_nearest_part (object *op, const object *pl)
382{ 443{
383 object *tmp, *closest; 444 object *tmp, *closest;
384 int last_dist, i; 445 int last_dist, i;
385 446
386 if (op->more == NULL) 447 if (!op->more)
387 return op; 448 return op;
449
388 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)
389 if ((i = distance (tmp, pl)) < last_dist) 453 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i; 454 closest = tmp, last_dist = i;
455
391 return closest; 456 return closest;
392} 457}
393 458
394/* 459/*
395 * 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.
396 */ 462 */
397object * 463object *
398find_object (tag_t i) 464find_object (tag_t i)
399{ 465{
400 for_all_objects (op) 466 for_all_objects (op)
411 */ 477 */
412object * 478object *
413find_object_name (const char *str) 479find_object_name (const char *str)
414{ 480{
415 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
416 object *op;
417 482
483 if (str_)
418 for_all_objects (op) 484 for_all_objects (op)
419 if (op->name == str_) 485 if (op->name == str_)
420 break; 486 return op;
421 487
422 return op; 488 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 489}
430 490
431/* 491/*
432 * 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
433 * skill and experience objects. 493 * skill and experience objects.
494 * ACTUALLY NO! investigate! TODO
434 */ 495 */
435void 496void
436object::set_owner (object *owner) 497object::set_owner (object *owner)
437{ 498{
499 // allow objects which own objects
438 if (!owner) 500 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 501 while (owner->owner)
449 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 }
450 509
451 this->owner = owner; 510 this->owner = owner;
511}
512
513int
514object::slottype () const
515{
516 if (type == SKILL)
517 {
518 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
519 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
520 }
521 else
522 {
523 if (slot [body_combat].info) return slot_combat;
524 if (slot [body_range ].info) return slot_ranged;
525 }
526
527 return slot_none;
528}
529
530bool
531object::change_weapon (object *ob)
532{
533 if (current_weapon == ob)
534 return true;
535
536 if (chosen_skill)
537 chosen_skill->flag [FLAG_APPLIED] = false;
538
539 current_weapon = ob;
540 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = true;
544
545 update_stats ();
546
547 if (ob)
548 {
549 // now check wether any body locations became invalid, in which case
550 // we cannot apply the weapon at the moment.
551 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
552 if (slot[i].used < 0)
553 {
554 current_weapon = chosen_skill = 0;
555 update_stats ();
556
557 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name);
561 return false;
562 }
563
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 }
566 else
567 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
568
569 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
570 {
571 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
572 &name, ob->debug_desc ());
573 return false;
574 }
575
576 return true;
452} 577}
453 578
454/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 580 * refcounts and freeing the links.
456 */ 581 */
457static void 582static void
458free_key_values (object *op) 583free_key_values (object *op)
459{ 584{
460 for (key_value *i = op->key_values; i != 0;) 585 for (key_value *i = op->key_values; i; )
461 { 586 {
462 key_value *next = i->next; 587 key_value *next = i->next;
463 delete i; 588 delete i;
464 589
465 i = next; 590 i = next;
477 * will point at garbage. 602 * will point at garbage.
478 */ 603 */
479void 604void
480object::copy_to (object *dst) 605object::copy_to (object *dst)
481{ 606{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 607 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 608 *(object_copy *)dst = *this;
486 609 dst->flag [FLAG_REMOVED] = true;
487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - rndm ();
495 610
496 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
497 if (key_values) 612 if (key_values)
498 { 613 {
499 key_value *tail = 0; 614 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 615 dst->key_values = 0;
503 616
504 for (i = key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
505 { 618 {
506 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
507 620
508 new_link->next = 0; 621 new_link->next = 0;
509 new_link->key = i->key; 622 new_link->key = i->key;
510 new_link->value = i->value; 623 new_link->value = i->value;
511 624
512 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
513 if (!dst->key_values) 626 if (!dst->key_values)
514 { 627 {
521 tail = new_link; 634 tail = new_link;
522 } 635 }
523 } 636 }
524 } 637 }
525 638
526 dst->set_speed (dst->speed); 639 if (speed < 0)
640 dst->speed_left -= rndm ();
641
642 dst->activate ();
643}
644
645void
646object::instantiate ()
647{
648 if (!uuid.seq) // HACK
649 uuid = UUID::gen ();
650
651 speed_left = -0.1f;
652 /* copy the body_info to the body_used - this is only really
653 * need for monsters, but doesn't hurt to do it for everything.
654 * by doing so, when a monster is created, it has good starting
655 * values for the body_used info, so when items are created
656 * for it, they can be properly equipped.
657 */
658 for (int i = NUM_BODY_LOCATIONS; i--; )
659 slot[i].used = slot[i].info;
660
661 attachable::instantiate ();
527} 662}
528 663
529object * 664object *
530object::clone () 665object::clone ()
531{ 666{
532 object *neu = create (); 667 object *neu = create ();
533 copy_to (neu); 668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
534 return neu; 670 return neu;
535} 671}
536 672
537/* 673/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 674 * If an object with the IS_TURNABLE() flag needs to be turned due
589 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
590 */ 726 */
591void 727void
592update_object (object *op, int action) 728update_object (object *op, int action)
593{ 729{
594 MoveType move_on, move_off, move_block, move_slow; 730 if (!op)
595
596 if (op == NULL)
597 { 731 {
598 /* this should never happen */ 732 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 734 return;
601 } 735 }
602 736
603 if (op->env) 737 if (!op->is_on_map ())
604 { 738 {
605 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
606 * to do in this case. 740 * to do in this case.
607 */ 741 */
608 return; 742 return;
609 } 743 }
610
611 /* If the map is saving, don't do anything as everything is
612 * going to get freed anyways.
613 */
614 if (!op->map || op->map->in_memory == MAP_SAVING)
615 return;
616 744
617 /* make sure the object is within map boundaries */ 745 /* make sure the object is within map boundaries */
618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 747 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
631 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
632 { 760 {
633 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
643 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 772 * have move_allow right now.
645 */ 773 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 m.flags_ = 0; 776 m.invalidate ();
649 } 777 }
650 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 780 * that is being removed.
653 */ 781 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = 0; 783 m.invalidate ();
656 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
658 else 786 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 788
680static int object_count; 808static int object_count;
681 809
682void object::link () 810void object::link ()
683{ 811{
684 assert (!index);//D 812 assert (!index);//D
685 uuid = gen_uuid (); 813 uuid = UUID::gen ();
686 count = ++object_count; 814 count = ++object_count;
687 815
688 refcnt_inc (); 816 refcnt_inc ();
689 objects.insert (this); 817 objects.insert (this);
690} 818}
702object::activate () 830object::activate ()
703{ 831{
704 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
705 if (active) 833 if (active)
706 return; 834 return;
835
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
707 838
708 if (has_active_speed ()) 839 if (has_active_speed ())
709 actives.insert (this); 840 actives.insert (this);
710} 841}
711 842
763object::destroy_inv (bool drop_to_ground) 894object::destroy_inv (bool drop_to_ground)
764{ 895{
765 // need to check first, because the checks below might segfault 896 // need to check first, because the checks below might segfault
766 // as we might be on an invalid mapspace and crossfire code 897 // as we might be on an invalid mapspace and crossfire code
767 // is too buggy to ensure that the inventory is empty. 898 // is too buggy to ensure that the inventory is empty.
768 // corollary: if you create arrows etc. with stuff in tis inventory, 899 // corollary: if you create arrows etc. with stuff in its inventory,
769 // cf will crash below with off-map x and y 900 // cf will crash below with off-map x and y
770 if (!inv) 901 if (!inv)
771 return; 902 return;
772 903
773 /* Only if the space blocks everything do we not process - 904 /* Only if the space blocks everything do we not process -
774 * if some form of movement is allowed, let objects 905 * if some form of movement is allowed, let objects
775 * drop on that space. 906 * drop on that space.
776 */ 907 */
777 if (!drop_to_ground 908 if (!drop_to_ground
778 || !map 909 || !map
779 || map->in_memory != MAP_IN_MEMORY 910 || map->in_memory != MAP_ACTIVE
780 || map->nodrop 911 || map->no_drop
781 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
782 { 913 {
783 while (inv) 914 while (inv)
784 {
785 inv->destroy_inv (drop_to_ground);
786 inv->destroy (); 915 inv->destroy ();
787 }
788 } 916 }
789 else 917 else
790 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
791 while (inv) 919 while (inv)
792 { 920 {
810 object *op = new object; 938 object *op = new object;
811 op->link (); 939 op->link ();
812 return op; 940 return op;
813} 941}
814 942
943static struct freed_map : maptile
944{
945 freed_map ()
946 {
947 path = "<freed objects map>";
948 name = "/internal/freed_objects_map";
949 width = 3;
950 height = 3;
951 no_drop = 1;
952 no_reset = 1;
953
954 alloc ();
955 in_memory = MAP_ACTIVE;
956 }
957
958 ~freed_map ()
959 {
960 destroy ();
961 }
962} freed_map; // freed objects are moved here to avoid crashes
963
815void 964void
816object::do_destroy () 965object::do_destroy ()
817{ 966{
818 attachable::do_destroy ();
819
820 if (flag [FLAG_IS_LINKED]) 967 if (flag [FLAG_IS_LINKED])
821 remove_button_link (this); 968 remove_button_link (this);
822 969
823 if (flag [FLAG_FRIENDLY]) 970 if (flag [FLAG_FRIENDLY])
824 {
825 remove_friendly_object (this); 971 remove_friendly_object (this);
826 972
827 if (type == GOLEM
828 && owner
829 && owner->type == PLAYER
830 && owner->contr->ranges[range_golem] == this)
831 owner->contr->ranges[range_golem] = 0;
832 }
833
834 if (!flag [FLAG_REMOVED])
835 remove (); 973 remove ();
836 974
837 destroy_inv (true); 975 attachable::do_destroy ();
838 976
839 deactivate (); 977 deactivate ();
840 unlink (); 978 unlink ();
841 979
842 flag [FLAG_FREED] = 1; 980 flag [FLAG_FREED] = 1;
843 981
844 // hack to ensure that freed objects still have a valid map 982 // hack to ensure that freed objects still have a valid map
845 {
846 static maptile *freed_map; // freed objects are moved here to avoid crashes
847
848 if (!freed_map)
849 {
850 freed_map = new maptile;
851
852 freed_map->name = "/internal/freed_objects_map";
853 freed_map->width = 3;
854 freed_map->height = 3;
855
856 freed_map->alloc ();
857 freed_map->in_memory = MAP_IN_MEMORY;
858 }
859
860 map = freed_map; 983 map = &freed_map;
861 x = 1; 984 x = 1;
862 y = 1; 985 y = 1;
863 }
864
865 head = 0;
866 986
867 if (more) 987 if (more)
868 { 988 {
869 more->destroy (); 989 more->destroy ();
870 more = 0; 990 more = 0;
871 } 991 }
872 992
993 head = 0;
994
873 // clear those pointers that likely might have circular references to us 995 // clear those pointers that likely might cause circular references
874 owner = 0; 996 owner = 0;
875 enemy = 0; 997 enemy = 0;
876 attacked_by = 0; 998 attacked_by = 0;
999 current_weapon = 0;
877} 1000}
878 1001
879void 1002void
880object::destroy (bool destroy_inventory) 1003object::destroy ()
881{ 1004{
882 if (destroyed ()) 1005 if (destroyed ())
883 return; 1006 return;
884 1007
885 if (destroy_inventory) 1008 if (!is_head () && !head->destroyed ())
1009 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy ();
1012 return;
1013 }
1014
886 destroy_inv (false); 1015 destroy_inv (false);
1016
1017 if (is_head ())
1018 if (sound_destroy)
1019 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER])
1021 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
887 1022
888 attachable::destroy (); 1023 attachable::destroy ();
889}
890
891/*
892 * sub_weight() recursively (outwards) subtracts a number from the
893 * weight of an object (and what is carried by it's environment(s)).
894 */
895void
896sub_weight (object *op, signed long weight)
897{
898 while (op != NULL)
899 {
900 if (op->type == CONTAINER)
901 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
902
903 op->carrying -= weight;
904 op = op->env;
905 }
906} 1024}
907 1025
908/* op->remove (): 1026/* op->remove ():
909 * This function removes the object op from the linked list of objects 1027 * This function removes the object op from the linked list of objects
910 * which it is currently tied to. When this function is done, the 1028 * which it is currently tied to. When this function is done, the
911 * object will have no environment. If the object previously had an 1029 * object will have no environment. If the object previously had an
912 * environment, the x and y coordinates will be updated to 1030 * environment, the x and y coordinates will be updated to
913 * the previous environment. 1031 * the previous environment.
914 */ 1032 */
915void 1033void
916object::remove_slow () 1034object::do_remove ()
917{ 1035{
918 object *tmp, *last = 0; 1036 object *tmp, *last = 0;
919 object *otmp; 1037 object *otmp;
920 1038
921 if (QUERY_FLAG (this, FLAG_REMOVED)) 1039 if (flag [FLAG_REMOVED])
922 return; 1040 return;
923 1041
924 SET_FLAG (this, FLAG_REMOVED);
925 INVOKE_OBJECT (REMOVE, this); 1042 INVOKE_OBJECT (REMOVE, this);
1043
1044 flag [FLAG_REMOVED] = true;
926 1045
927 if (more) 1046 if (more)
928 more->remove (); 1047 more->remove ();
929 1048
930 /* 1049 /*
931 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
932 * inventory. 1051 * inventory.
933 */ 1052 */
934 if (env) 1053 if (env)
935 { 1054 {
936 if (nrof) 1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
937 sub_weight (env, weight * nrof); 1056 if (object *pl = visible_to ())
938 else 1057 esrv_del_item (pl->contr, count);
939 sub_weight (env, weight + carrying); 1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059
1060 adjust_weight (env, -total_weight ());
1061
1062 object *pl = in_player ();
1063
1064 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do.
1067 */
1068 map = env->map;
1069 x = env->x;
1070 y = env->y;
1071
1072 // make sure cmov optimisation is applicable
1073 *(above ? &above->below : &env->inv) = below;
1074 *(below ? &below->above : &above ) = above; // &above is just a dummy
1075
1076 above = 0;
1077 below = 0;
1078 env = 0;
940 1079
941 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
942 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
943 * to save cpu time. 1082 * to save cpu time.
944 */ 1083 */
945 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl)
1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 {
946 otmp->update_stats (); 1087 pl->update_stats ();
947 1088
948 if (above) 1089 if (glow_radius && pl->is_on_map ())
949 above->below = below; 1090 update_all_los (pl->map, pl->x, pl->y);
950 else 1091 }
951 env->inv = below;
952
953 if (below)
954 below->above = above;
955
956 /* we set up values so that it could be inserted into
957 * the map, but we don't actually do that - it is up
958 * to the caller to decide what we want to do.
959 */
960 x = env->x, y = env->y;
961 map = env->map;
962 above = 0, below = 0;
963 env = 0;
964 } 1092 }
965 else if (map) 1093 else if (map)
966 { 1094 {
967 if (type == PLAYER)
968 {
969 --map->players;
970 map->touch ();
971 }
972
973 map->dirty = true; 1095 map->dirty = true;
974 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
975 1097
1098 if (object *pl = ms.player ())
1099 {
1100 if (is_player ())
1101 {
1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1105 // leaving a spot always closes any open container on the ground
1106 if (container && !container->env)
1107 // this causes spurious floorbox updates, but it ensures
1108 // that the CLOSE event is being sent.
1109 close_container ();
1110
1111 --map->players;
1112 map->touch ();
1113 }
1114 else if (pl->container == this)
1115 {
1116 // removing a container should close it
1117 close_container ();
1118 }
1119
1120 esrv_del_item (pl->contr, count);
1121 }
1122
976 /* link the object above us */ 1123 /* link the object above us */
977 if (above) 1124 // re-link, make sure compiler can easily use cmove
978 above->below = below; 1125 *(above ? &above->below : &ms.top) = below;
979 else 1126 *(below ? &below->above : &ms.bot) = above;
980 ms.top = below; /* we were top, set new top */
981
982 /* Relink the object below us, if there is one */
983 if (below)
984 below->above = above;
985 else
986 {
987 /* Nothing below, which means we need to relink map object for this space
988 * use translated coordinates in case some oddness with map tiling is
989 * evident
990 */
991 if (GET_MAP_OB (map, x, y) != this)
992 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 ());
993
994 ms.bot = above; /* goes on above it. */
995 }
996 1127
997 above = 0; 1128 above = 0;
998 below = 0; 1129 below = 0;
999 1130
1131 ms.invalidate ();
1132
1000 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1001 return; 1134 return;
1002 1135
1003 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1137
1138 if (object *pl = ms.player ())
1139 {
1140 if (pl->container == this)
1141 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view
1143 * appropriately.
1144 */
1145 pl->close_container ();
1146
1147 //TODO: the floorbox prev/next might need updating
1148 //esrv_del_item (pl->contr, count);
1149 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update ();
1152 }
1004 1153
1005 for (tmp = ms.bot; tmp; tmp = tmp->above) 1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1006 { 1155 {
1007 /* No point updating the players look faces if he is the object 1156 /* No point updating the players look faces if he is the object
1008 * being removed. 1157 * being removed.
1009 */ 1158 */
1010
1011 if (tmp->type == PLAYER && tmp != this)
1012 {
1013 /* If a container that the player is currently using somehow gets
1014 * removed (most likely destroyed), update the player view
1015 * appropriately.
1016 */
1017 if (tmp->container == this)
1018 {
1019 flag [FLAG_APPLIED] = 0;
1020 tmp->container = 0;
1021 }
1022
1023 if (tmp->contr->ns)
1024 tmp->contr->ns->floorbox_update ();
1025 }
1026 1159
1027 /* See if object moving off should effect something */ 1160 /* See if object moving off should effect something */
1028 if (check_walk_off 1161 if (check_walk_off
1029 && ((move_type & tmp->move_off) 1162 && ((move_type & tmp->move_off)
1030 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1033 1166
1034 if (destroyed ()) 1167 if (destroyed ())
1035 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1036 } 1169 }
1037 1170
1038 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1039 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1040 if (tmp->above == tmp)
1041 tmp->above = 0;
1042
1043 last = tmp; 1171 last = tmp;
1044 } 1172 }
1045 1173
1046 /* last == NULL if there are no objects on this space */ 1174 if (affects_los ())
1047 //TODO: this makes little sense, why only update the topmost object?
1048 if (!last)
1049 map->at (x, y).flags_ = 0;
1050 else
1051 update_object (last, UP_OBJ_REMOVE);
1052
1053 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1054 update_all_los (map, x, y); 1175 update_all_los (map, x, y);
1055 } 1176 }
1056} 1177}
1057 1178
1058/* 1179/*
1067merge_ob (object *op, object *top) 1188merge_ob (object *op, object *top)
1068{ 1189{
1069 if (!op->nrof) 1190 if (!op->nrof)
1070 return 0; 1191 return 0;
1071 1192
1072 if (top) 1193 if (!top)
1073 for (top = op; top && top->above; top = top->above) 1194 for (top = op; top && top->above; top = top->above)
1074 ; 1195 ;
1075 1196
1076 for (; top; top = top->below) 1197 for (; top; top = top->below)
1077 {
1078 if (top == op)
1079 continue;
1080
1081 if (object::can_merge (op, top)) 1198 if (object::can_merge (op, top))
1082 { 1199 {
1083 top->nrof += op->nrof; 1200 top->nrof += op->nrof;
1084 1201
1085/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1202 if (object *pl = top->visible_to ())
1086 op->weight = 0; /* Don't want any adjustements now */ 1203 esrv_update_item (UPD_NROF, pl, top);
1204
1205 op->weight = 0; // cancel the addition above
1206 op->carrying = 0; // must be 0 already
1207
1087 op->destroy (); 1208 op->destroy ();
1209
1088 return top; 1210 return top;
1089 } 1211 }
1090 }
1091 1212
1092 return 0; 1213 return 0;
1214}
1215
1216void
1217object::expand_tail ()
1218{
1219 if (more)
1220 return;
1221
1222 object *prev = this;
1223
1224 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1225 {
1226 object *op = arch_to_object (at);
1227
1228 op->name = name;
1229 op->name_pl = name_pl;
1230 op->title = title;
1231
1232 op->head = this;
1233 prev->more = op;
1234
1235 prev = op;
1236 }
1093} 1237}
1094 1238
1095/* 1239/*
1096 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1240 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1097 * job preparing multi-part monsters. 1241 * job preparing multi-part monsters.
1098 */ 1242 */
1099object * 1243object *
1100insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1101{ 1245{
1246 op->remove ();
1247
1102 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1103 { 1249 {
1104 tmp->x = x + tmp->arch->clone.x; 1250 tmp->x = x + tmp->arch->x;
1105 tmp->y = y + tmp->arch->clone.y; 1251 tmp->y = y + tmp->arch->y;
1106 } 1252 }
1107 1253
1108 return insert_ob_in_map (op, m, originator, flag); 1254 return insert_ob_in_map (op, m, originator, flag);
1109} 1255}
1110 1256
1129 * just 'op' otherwise 1275 * just 'op' otherwise
1130 */ 1276 */
1131object * 1277object *
1132insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1133{ 1279{
1134 object *tmp, *top, *floor = NULL;
1135
1136 if (QUERY_FLAG (op, FLAG_FREED))
1137 {
1138 LOG (llevError, "Trying to insert freed object!\n");
1139 return NULL;
1140 }
1141
1142 if (!QUERY_FLAG (op, FLAG_REMOVED))
1143 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1144
1145 op->remove (); 1280 op->remove ();
1146 1281
1147 if (!m) 1282 if (m == &freed_map)//D TODO: remove soon
1148 { 1283 {//D
1149 char *dump = dump_object (op); 1284 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1150 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1151 free (dump);
1152 return op;
1153 } 1285 }//D
1154
1155 if (out_of_map (m, op->x, op->y))
1156 {
1157 char *dump = dump_object (op);
1158 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1159#ifdef MANY_CORES
1160 /* Better to catch this here, as otherwise the next use of this object
1161 * is likely to cause a crash. Better to find out where it is getting
1162 * improperly inserted.
1163 */
1164 abort ();
1165#endif
1166 free (dump);
1167 return op;
1168 }
1169
1170 if (object *more = op->more)
1171 {
1172 if (!insert_ob_in_map (more, m, originator, flag))
1173 {
1174 if (!op->head)
1175 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1176
1177 return 0;
1178 }
1179 }
1180
1181 CLEAR_FLAG (op, FLAG_REMOVED);
1182 1286
1183 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1184 * of areas of callers (eg, anything that uses find_free_spot would now 1288 * of areas of callers (eg, anything that uses find_free_spot would now
1185 * need extra work 1289 * need extra work
1186 */ 1290 */
1291 maptile *newmap = m;
1187 if (!xy_normalise (m, op->x, op->y)) 1292 if (!xy_normalise (newmap, op->x, op->y))
1293 {
1294 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1188 return 0; 1295 return 0;
1296 }
1189 1297
1298 if (object *more = op->more)
1299 if (!insert_ob_in_map (more, m, originator, flag))
1300 return 0;
1301
1302 CLEAR_FLAG (op, FLAG_REMOVED);
1303
1190 op->map = m; 1304 op->map = newmap;
1191 mapspace &ms = op->ms (); 1305 mapspace &ms = op->ms ();
1192 1306
1193 /* this has to be done after we translate the coordinates. 1307 /* this has to be done after we translate the coordinates.
1194 */ 1308 */
1195 if (op->nrof && !(flag & INS_NO_MERGE)) 1309 if (op->nrof && !(flag & INS_NO_MERGE))
1196 for (tmp = ms.bot; tmp; tmp = tmp->above) 1310 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1197 if (object::can_merge (op, tmp)) 1311 if (object::can_merge (op, tmp))
1198 { 1312 {
1313 // TODO: we actually want to update tmp, not op,
1314 // but some caller surely breaks when we return tmp
1315 // from here :/
1199 op->nrof += tmp->nrof; 1316 op->nrof += tmp->nrof;
1200 tmp->destroy (); 1317 tmp->destroy ();
1201 } 1318 }
1202 1319
1203 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1320 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1212 { 1329 {
1213 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1330 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1214 abort (); 1331 abort ();
1215 } 1332 }
1216 1333
1334 if (!originator->is_on_map ())
1335 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1336 op->debug_desc (), originator->debug_desc ());
1337
1217 op->above = originator; 1338 op->above = originator;
1218 op->below = originator->below; 1339 op->below = originator->below;
1219
1220 if (op->below)
1221 op->below->above = op;
1222 else
1223 ms.bot = op;
1224
1225 /* since *below* originator, no need to update top */
1226 originator->below = op; 1340 originator->below = op;
1341
1342 *(op->below ? &op->below->above : &ms.bot) = op;
1227 } 1343 }
1228 else 1344 else
1229 { 1345 {
1230 top = ms.bot; 1346 object *floor = 0;
1347 object *top = ms.top;
1231 1348
1232 /* If there are other objects, then */ 1349 /* If there are other objects, then */
1233 if ((!(flag & INS_MAP_LOAD)) && top) 1350 if (top)
1234 { 1351 {
1235 object *last = 0;
1236
1237 /* 1352 /*
1238 * If there are multiple objects on this space, we do some trickier handling. 1353 * If there are multiple objects on this space, we do some trickier handling.
1239 * We've already dealt with merging if appropriate. 1354 * We've already dealt with merging if appropriate.
1240 * Generally, we want to put the new object on top. But if 1355 * Generally, we want to put the new object on top. But if
1241 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1356 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1244 * once we get to them. This reduces the need to traverse over all of 1359 * once we get to them. This reduces the need to traverse over all of
1245 * them when adding another one - this saves quite a bit of cpu time 1360 * them when adding another one - this saves quite a bit of cpu time
1246 * when lots of spells are cast in one area. Currently, it is presumed 1361 * when lots of spells are cast in one area. Currently, it is presumed
1247 * that flying non pickable objects are spell objects. 1362 * that flying non pickable objects are spell objects.
1248 */ 1363 */
1249 for (top = ms.bot; top; top = top->above) 1364 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1250 { 1365 {
1251 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1366 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1252 floor = top; 1367 floor = tmp;
1253 1368
1254 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1369 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1255 { 1370 {
1256 /* We insert above top, so we want this object below this */ 1371 /* We insert above top, so we want this object below this */
1257 top = top->below; 1372 top = tmp->below;
1258 break; 1373 break;
1259 } 1374 }
1260 1375
1261 last = top; 1376 top = tmp;
1262 } 1377 }
1263
1264 /* Don't want top to be NULL, so set it to the last valid object */
1265 top = last;
1266 1378
1267 /* We let update_position deal with figuring out what the space 1379 /* We let update_position deal with figuring out what the space
1268 * looks like instead of lots of conditions here. 1380 * looks like instead of lots of conditions here.
1269 * makes things faster, and effectively the same result. 1381 * makes things faster, and effectively the same result.
1270 */ 1382 */
1271 1383
1272 /* Have object 'fall below' other objects that block view. 1384 /* Have object 'fall below' other objects that block view.
1273 * Unless those objects are exits, type 66 1385 * Unless those objects are exits.
1274 * If INS_ON_TOP is used, don't do this processing 1386 * If INS_ON_TOP is used, don't do this processing
1275 * Need to find the object that in fact blocks view, otherwise 1387 * Need to find the object that in fact blocks view, otherwise
1276 * stacking is a bit odd. 1388 * stacking is a bit odd.
1277 */ 1389 */
1278 if (!(flag & INS_ON_TOP) 1390 if (!(flag & INS_ON_TOP)
1279 && ms.flags () & P_BLOCKSVIEW 1391 && ms.flags () & P_BLOCKSVIEW
1280 && (op->face && !op->face->visibility)) 1392 && (op->face && !faces [op->face].visibility))
1281 { 1393 {
1394 object *last;
1395
1282 for (last = top; last != floor; last = last->below) 1396 for (last = top; last != floor; last = last->below)
1283 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1397 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1284 break; 1398 break;
1285 1399
1286 /* Check to see if we found the object that blocks view, 1400 /* Check to see if we found the object that blocks view,
1291 if (last && last->below && last != floor) 1405 if (last && last->below && last != floor)
1292 top = last->below; 1406 top = last->below;
1293 } 1407 }
1294 } /* If objects on this space */ 1408 } /* If objects on this space */
1295 1409
1296 if (flag & INS_MAP_LOAD)
1297 top = ms.top;
1298
1299 if (flag & INS_ABOVE_FLOOR_ONLY) 1410 if (flag & INS_ABOVE_FLOOR_ONLY)
1300 top = floor; 1411 top = floor;
1301 1412
1302 /* Top is the object that our object (op) is going to get inserted above. 1413 // insert object above top, or bottom-most if top = 0
1303 */
1304
1305 /* First object on this space */
1306 if (!top) 1414 if (!top)
1307 { 1415 {
1416 op->below = 0;
1308 op->above = ms.bot; 1417 op->above = ms.bot;
1309
1310 if (op->above)
1311 op->above->below = op;
1312
1313 op->below = 0;
1314 ms.bot = op; 1418 ms.bot = op;
1419
1420 *(op->above ? &op->above->below : &ms.top) = op;
1315 } 1421 }
1316 else 1422 else
1317 { /* get inserted into the stack above top */ 1423 {
1318 op->above = top->above; 1424 op->above = top->above;
1319
1320 if (op->above)
1321 op->above->below = op; 1425 top->above = op;
1322 1426
1323 op->below = top; 1427 op->below = top;
1324 top->above = op; 1428 *(op->above ? &op->above->below : &ms.top) = op;
1325 } 1429 }
1430 }
1326 1431
1327 if (!op->above) 1432 if (op->is_player ())
1328 ms.top = op;
1329 } /* else not INS_BELOW_ORIGINATOR */
1330
1331 if (op->type == PLAYER)
1332 { 1433 {
1333 op->contr->do_los = 1; 1434 op->contr->do_los = 1;
1334 ++op->map->players; 1435 ++op->map->players;
1335 op->map->touch (); 1436 op->map->touch ();
1336 } 1437 }
1337 1438
1338 op->map->dirty = true; 1439 op->map->dirty = true;
1339 1440
1340 /* If we have a floor, we know the player, if any, will be above
1341 * it, so save a few ticks and start from there.
1342 */
1343 if (!(flag & INS_MAP_LOAD))
1344 if (object *pl = ms.player ()) 1441 if (object *pl = ms.player ())
1442 //TODO: the floorbox prev/next might need updating
1443 //esrv_send_item (pl, op);
1444 //TODO: update floorbox to preserve ordering
1345 if (pl->contr->ns) 1445 if (pl->contr->ns)
1346 pl->contr->ns->floorbox_update (); 1446 pl->contr->ns->floorbox_update ();
1347 1447
1348 /* If this object glows, it may affect lighting conditions that are 1448 /* If this object glows, it may affect lighting conditions that are
1349 * visible to others on this map. But update_all_los is really 1449 * visible to others on this map. But update_all_los is really
1350 * an inefficient way to do this, as it means los for all players 1450 * an inefficient way to do this, as it means los for all players
1351 * on the map will get recalculated. The players could very well 1451 * on the map will get recalculated. The players could very well
1352 * be far away from this change and not affected in any way - 1452 * be far away from this change and not affected in any way -
1353 * this should get redone to only look for players within range, 1453 * this should get redone to only look for players within range,
1354 * or just updating the P_UPTODATE for spaces within this area 1454 * or just updating the P_UPTODATE for spaces within this area
1355 * of effect may be sufficient. 1455 * of effect may be sufficient.
1356 */ 1456 */
1357 if (op->map->darkness && (op->glow_radius != 0)) 1457 if (op->affects_los ())
1458 {
1459 op->ms ().invalidate ();
1358 update_all_los (op->map, op->x, op->y); 1460 update_all_los (op->map, op->x, op->y);
1461 }
1359 1462
1360 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1463 /* updates flags (blocked, alive, no magic, etc) for this map space */
1361 update_object (op, UP_OBJ_INSERT); 1464 update_object (op, UP_OBJ_INSERT);
1362 1465
1363 INVOKE_OBJECT (INSERT, op); 1466 INVOKE_OBJECT (INSERT, op);
1370 * blocked() and wall() work properly), and these flags are updated by 1473 * blocked() and wall() work properly), and these flags are updated by
1371 * update_object(). 1474 * update_object().
1372 */ 1475 */
1373 1476
1374 /* if this is not the head or flag has been passed, don't check walk on status */ 1477 /* if this is not the head or flag has been passed, don't check walk on status */
1375 if (!(flag & INS_NO_WALK_ON) && !op->head) 1478 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1376 { 1479 {
1377 if (check_move_on (op, originator)) 1480 if (check_move_on (op, originator))
1378 return 0; 1481 return 0;
1379 1482
1380 /* If we are a multi part object, lets work our way through the check 1483 /* If we are a multi part object, lets work our way through the check
1381 * walk on's. 1484 * walk on's.
1382 */ 1485 */
1383 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1486 for (object *tmp = op->more; tmp; tmp = tmp->more)
1384 if (check_move_on (tmp, originator)) 1487 if (check_move_on (tmp, originator))
1385 return 0; 1488 return 0;
1386 } 1489 }
1387 1490
1388 return op; 1491 return op;
1393 * op is the object to insert it under: supplies x and the map. 1496 * op is the object to insert it under: supplies x and the map.
1394 */ 1497 */
1395void 1498void
1396replace_insert_ob_in_map (const char *arch_string, object *op) 1499replace_insert_ob_in_map (const char *arch_string, object *op)
1397{ 1500{
1398 object *tmp, *tmp1;
1399
1400 /* first search for itself and remove any old instances */ 1501 /* first search for itself and remove any old instances */
1401 1502
1402 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1403 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1404 tmp->destroy (); 1505 tmp->destroy ();
1405 1506
1406 tmp1 = arch_to_object (archetype::find (arch_string)); 1507 object *tmp = arch_to_object (archetype::find (arch_string));
1407 1508
1408 tmp1->x = op->x; 1509 tmp->x = op->x;
1409 tmp1->y = op->y; 1510 tmp->y = op->y;
1511
1410 insert_ob_in_map (tmp1, op->map, op, 0); 1512 insert_ob_in_map (tmp, op->map, op, 0);
1411} 1513}
1412 1514
1413object * 1515object *
1414object::insert_at (object *where, object *originator, int flags) 1516object::insert_at (object *where, object *originator, int flags)
1415{ 1517{
1518 if (where->env)
1519 return where->env->insert (this);
1520 else
1416 where->map->insert (this, where->x, where->y, originator, flags); 1521 return where->map->insert (this, where->x, where->y, originator, flags);
1417} 1522}
1418 1523
1419/* 1524/*
1420 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1421 * is returned contains nr objects, and the remaining parts contains
1422 * the rest (or is removed and freed if that number is 0).
1423 * On failure, NULL is returned, and the reason put into the
1424 * global static errmsg array.
1425 */
1426object *
1427get_split_ob (object *orig_ob, uint32 nr)
1428{
1429 object *newob;
1430 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1431
1432 if (orig_ob->nrof < nr)
1433 {
1434 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1435 return NULL;
1436 }
1437
1438 newob = object_create_clone (orig_ob);
1439
1440 if ((orig_ob->nrof -= nr) < 1)
1441 orig_ob->destroy (1);
1442 else if (!is_removed)
1443 {
1444 if (orig_ob->env != NULL)
1445 sub_weight (orig_ob->env, orig_ob->weight * nr);
1446 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1447 {
1448 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1449 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1450 return NULL;
1451 }
1452 }
1453
1454 newob->nrof = nr;
1455
1456 return newob;
1457}
1458
1459/*
1460 * decrease_ob_nr(object, number) decreases a specified number from 1525 * decrease(object, number) decreases a specified number from
1461 * the amount of an object. If the amount reaches 0, the object 1526 * the amount of an object. If the amount reaches 0, the object
1462 * is subsequently removed and freed. 1527 * is subsequently removed and freed.
1463 * 1528 *
1464 * Return value: 'op' if something is left, NULL if the amount reached 0 1529 * Return value: 'op' if something is left, NULL if the amount reached 0
1465 */ 1530 */
1531bool
1532object::decrease (sint32 nr)
1533{
1534 if (!nr)
1535 return true;
1466 1536
1537 nr = min (nr, nrof);
1538
1539 if (nrof > nr)
1540 {
1541 nrof -= nr;
1542 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1543
1544 if (object *pl = visible_to ())
1545 esrv_update_item (UPD_NROF, pl, this);
1546
1547 return true;
1548 }
1549 else
1550 {
1551 destroy ();
1552 return false;
1553 }
1554}
1555
1556/*
1557 * split(ob,nr) splits up ob into two parts. The part which
1558 * is returned contains nr objects, and the remaining parts contains
1559 * the rest (or is removed and returned if that number is 0).
1560 * On failure, NULL is returned.
1561 */
1467object * 1562object *
1468decrease_ob_nr (object *op, uint32 i) 1563object::split (sint32 nr)
1469{ 1564{
1470 object *tmp; 1565 int have = number_of ();
1471 1566
1472 if (i == 0) /* objects with op->nrof require this check */ 1567 if (have < nr)
1473 return op; 1568 return 0;
1474 1569 else if (have == nr)
1475 if (i > op->nrof)
1476 i = op->nrof;
1477
1478 if (QUERY_FLAG (op, FLAG_REMOVED))
1479 op->nrof -= i;
1480 else if (op->env)
1481 { 1570 {
1482 /* is this object in the players inventory, or sub container
1483 * therein?
1484 */
1485 tmp = op->in_player ();
1486 /* nope. Is this a container the player has opened?
1487 * If so, set tmp to that player.
1488 * IMO, searching through all the players will mostly
1489 * likely be quicker than following op->env to the map,
1490 * and then searching the map for a player.
1491 */
1492 if (!tmp)
1493 for_all_players (pl)
1494 if (pl->ob->container == op->env)
1495 {
1496 tmp = pl->ob;
1497 break;
1498 }
1499
1500 if (i < op->nrof)
1501 {
1502 sub_weight (op->env, op->weight * i);
1503 op->nrof -= i;
1504 if (tmp)
1505 esrv_send_item (tmp, op);
1506 }
1507 else
1508 {
1509 op->remove (); 1571 remove ();
1510 op->nrof = 0; 1572 return this;
1511 if (tmp)
1512 esrv_del_item (tmp->contr, op->count);
1513 }
1514 } 1573 }
1515 else 1574 else
1516 { 1575 {
1517 object *above = op->above; 1576 decrease (nr);
1518 1577
1519 if (i < op->nrof) 1578 object *op = deep_clone ();
1520 op->nrof -= i; 1579 op->nrof = nr;
1521 else
1522 {
1523 op->remove ();
1524 op->nrof = 0;
1525 }
1526
1527 /* Since we just removed op, op->above is null */
1528 for (tmp = above; tmp; tmp = tmp->above)
1529 if (tmp->type == PLAYER)
1530 {
1531 if (op->nrof)
1532 esrv_send_item (tmp, op);
1533 else
1534 esrv_del_item (tmp->contr, op->count);
1535 }
1536 }
1537
1538 if (op->nrof)
1539 return op; 1580 return op;
1540 else
1541 {
1542 op->destroy ();
1543 return 0;
1544 }
1545}
1546
1547/*
1548 * add_weight(object, weight) adds the specified weight to an object,
1549 * and also updates how much the environment(s) is/are carrying.
1550 */
1551
1552void
1553add_weight (object *op, signed long weight)
1554{
1555 while (op != NULL)
1556 {
1557 if (op->type == CONTAINER)
1558 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1559
1560 op->carrying += weight;
1561 op = op->env;
1562 } 1581 }
1563} 1582}
1564 1583
1565object * 1584object *
1566insert_ob_in_ob (object *op, object *where) 1585insert_ob_in_ob (object *op, object *where)
1571 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1590 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1572 free (dump); 1591 free (dump);
1573 return op; 1592 return op;
1574 } 1593 }
1575 1594
1576 if (where->head) 1595 if (where->head_ () != where)
1577 { 1596 {
1578 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1597 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1579 where = where->head; 1598 where = where->head;
1580 } 1599 }
1581 1600
1582 return where->insert (op); 1601 return where->insert (op);
1583} 1602}
1588 * inside the object environment. 1607 * inside the object environment.
1589 * 1608 *
1590 * The function returns now pointer to inserted item, and return value can 1609 * The function returns now pointer to inserted item, and return value can
1591 * be != op, if items are merged. -Tero 1610 * be != op, if items are merged. -Tero
1592 */ 1611 */
1593
1594object * 1612object *
1595object::insert (object *op) 1613object::insert (object *op)
1596{ 1614{
1597 object *tmp, *otmp;
1598
1599 if (!QUERY_FLAG (op, FLAG_REMOVED))
1600 op->remove ();
1601
1602 if (op->more) 1615 if (op->more)
1603 { 1616 {
1604 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1617 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1605 return op; 1618 return op;
1606 } 1619 }
1607 1620
1608 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1621 op->remove ();
1609 CLEAR_FLAG (op, FLAG_REMOVED); 1622
1623 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1624
1610 if (op->nrof) 1625 if (op->nrof)
1611 {
1612 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1626 for (object *tmp = inv; tmp; tmp = tmp->below)
1613 if (object::can_merge (tmp, op)) 1627 if (object::can_merge (tmp, op))
1614 { 1628 {
1615 /* return the original object and remove inserted object 1629 /* return the original object and remove inserted object
1616 (client needs the original object) */ 1630 (client needs the original object) */
1617 tmp->nrof += op->nrof; 1631 tmp->nrof += op->nrof;
1618 /* Weight handling gets pretty funky. Since we are adding to 1632
1619 * tmp->nrof, we need to increase the weight. 1633 if (object *pl = tmp->visible_to ())
1620 */ 1634 esrv_update_item (UPD_NROF, pl, tmp);
1635
1621 add_weight (this, op->weight * op->nrof); 1636 adjust_weight (this, op->total_weight ());
1622 SET_FLAG (op, FLAG_REMOVED); 1637
1623 op->destroy (); /* free the inserted object */ 1638 op->destroy ();
1624 op = tmp; 1639 op = tmp;
1625 op->remove (); /* and fix old object's links */ 1640 goto inserted;
1626 CLEAR_FLAG (op, FLAG_REMOVED);
1627 break;
1628 } 1641 }
1629 1642
1630 /* I assume combined objects have no inventory 1643 op->owner = 0; // it's his/hers now. period.
1631 * We add the weight - this object could have just been removed
1632 * (if it was possible to merge). calling remove_ob will subtract
1633 * the weight, so we need to add it in again, since we actually do
1634 * the linking below
1635 */
1636 add_weight (this, op->weight * op->nrof);
1637 }
1638 else
1639 add_weight (this, (op->weight + op->carrying));
1640
1641 otmp = this->in_player ();
1642 if (otmp && otmp->contr)
1643 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1644 otmp->update_stats ();
1645
1646 op->map = 0; 1644 op->map = 0;
1647 op->env = this; 1645 op->x = 0;
1646 op->y = 0;
1647
1648 op->above = 0; 1648 op->above = 0;
1649 op->below = 0; 1649 op->below = inv;
1650 op->x = 0, op->y = 0; 1650 op->env = this;
1651 1651
1652 if (inv)
1653 inv->above = op;
1654
1655 inv = op;
1656
1657 op->flag [FLAG_REMOVED] = 0;
1658
1659 if (object *pl = op->visible_to ())
1660 esrv_send_item (pl, op);
1661
1662 adjust_weight (this, op->total_weight ());
1663
1664inserted:
1652 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1653 if ((op->glow_radius != 0) && map) 1666 if (op->glow_radius && is_on_map ())
1654 { 1667 {
1655#ifdef DEBUG_LIGHTS 1668 update_stats ();
1656 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1657#endif /* DEBUG_LIGHTS */
1658 if (map->darkness)
1659 update_all_los (map, x, y); 1669 update_all_los (map, x, y);
1660 }
1661
1662 /* Client has no idea of ordering so lets not bother ordering it here.
1663 * It sure simplifies this function...
1664 */
1665 if (!inv)
1666 inv = op;
1667 else
1668 { 1670 }
1669 op->below = inv; 1671 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1670 op->below->above = op; 1672 // if this is a player's inventory, update stats
1671 inv = op; 1673 update_stats ();
1672 }
1673 1674
1674 INVOKE_OBJECT (INSERT, this); 1675 INVOKE_OBJECT (INSERT, this);
1675 1676
1676 return op; 1677 return op;
1677} 1678}
1760 { 1761 {
1761 1762
1762 float 1763 float
1763 diff = tmp->move_slow_penalty * fabs (op->speed); 1764 diff = tmp->move_slow_penalty * fabs (op->speed);
1764 1765
1765 if (op->type == PLAYER) 1766 if (op->is_player ())
1766 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1767 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1767 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1768 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1768 diff /= 4.0; 1769 diff /= 4.0;
1769 1770
1770 op->speed_left -= diff; 1771 op->speed_left -= diff;
1805 LOG (llevError, "Present_arch called outside map.\n"); 1806 LOG (llevError, "Present_arch called outside map.\n");
1806 return NULL; 1807 return NULL;
1807 } 1808 }
1808 1809
1809 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1810 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1810 if (tmp->arch == at) 1811 if (tmp->arch->archname == at->archname)
1811 return tmp; 1812 return tmp;
1812 1813
1813 return NULL; 1814 return NULL;
1814} 1815}
1815 1816
1879 * The first matching object is returned, or NULL if none. 1880 * The first matching object is returned, or NULL if none.
1880 */ 1881 */
1881object * 1882object *
1882present_arch_in_ob (const archetype *at, const object *op) 1883present_arch_in_ob (const archetype *at, const object *op)
1883{ 1884{
1884 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1885 if (tmp->arch == at) 1886 if (tmp->arch->archname == at->archname)
1886 return tmp; 1887 return tmp;
1887 1888
1888 return NULL; 1889 return NULL;
1889} 1890}
1890 1891
1892 * activate recursively a flag on an object inventory 1893 * activate recursively a flag on an object inventory
1893 */ 1894 */
1894void 1895void
1895flag_inv (object *op, int flag) 1896flag_inv (object *op, int flag)
1896{ 1897{
1897 if (op->inv)
1898 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1898 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1899 { 1899 {
1900 SET_FLAG (tmp, flag); 1900 SET_FLAG (tmp, flag);
1901 flag_inv (tmp, flag); 1901 flag_inv (tmp, flag);
1902 } 1902 }
1903} 1903}
1904 1904
1905/* 1905/*
1906 * deactivate recursively a flag on an object inventory 1906 * deactivate recursively a flag on an object inventory
1907 */ 1907 */
1908void 1908void
1909unflag_inv (object *op, int flag) 1909unflag_inv (object *op, int flag)
1910{ 1910{
1911 if (op->inv)
1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1913 { 1912 {
1914 CLEAR_FLAG (tmp, flag); 1913 CLEAR_FLAG (tmp, flag);
1915 unflag_inv (tmp, flag); 1914 unflag_inv (tmp, flag);
1916 } 1915 }
1917}
1918
1919/*
1920 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1921 * all it's inventory (recursively).
1922 * If checksums are used, a player will get set_cheat called for
1923 * him/her-self and all object carried by a call to this function.
1924 */
1925void
1926set_cheat (object *op)
1927{
1928 SET_FLAG (op, FLAG_WAS_WIZ);
1929 flag_inv (op, FLAG_WAS_WIZ);
1930} 1916}
1931 1917
1932/* 1918/*
1933 * find_free_spot(object, map, x, y, start, stop) will search for 1919 * find_free_spot(object, map, x, y, start, stop) will search for
1934 * a spot at the given map and coordinates which will be able to contain 1920 * a spot at the given map and coordinates which will be able to contain
1936 * to search (see the freearr_x/y[] definition). 1922 * to search (see the freearr_x/y[] definition).
1937 * It returns a random choice among the alternatives found. 1923 * It returns a random choice among the alternatives found.
1938 * start and stop are where to start relative to the free_arr array (1,9 1924 * start and stop are where to start relative to the free_arr array (1,9
1939 * does all 4 immediate directions). This returns the index into the 1925 * does all 4 immediate directions). This returns the index into the
1940 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1926 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1941 * Note - this only checks to see if there is space for the head of the
1942 * object - if it is a multispace object, this should be called for all
1943 * pieces.
1944 * Note2: This function does correctly handle tiled maps, but does not 1927 * Note: This function does correctly handle tiled maps, but does not
1945 * inform the caller. However, insert_ob_in_map will update as 1928 * inform the caller. However, insert_ob_in_map will update as
1946 * necessary, so the caller shouldn't need to do any special work. 1929 * necessary, so the caller shouldn't need to do any special work.
1947 * Note - updated to take an object instead of archetype - this is necessary 1930 * Note - updated to take an object instead of archetype - this is necessary
1948 * because arch_blocked (now ob_blocked) needs to know the movement type 1931 * because arch_blocked (now ob_blocked) needs to know the movement type
1949 * to know if the space in question will block the object. We can't use 1932 * to know if the space in question will block the object. We can't use
1951 * customized, changed states, etc. 1934 * customized, changed states, etc.
1952 */ 1935 */
1953int 1936int
1954find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1937find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1955{ 1938{
1939 int altern[SIZEOFFREE];
1956 int index = 0, flag; 1940 int index = 0, flag;
1957 int altern[SIZEOFFREE];
1958 1941
1959 for (int i = start; i < stop; i++) 1942 for (int i = start; i < stop; i++)
1960 { 1943 {
1961 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1944 mapxy pos (m, x, y); pos.move (i);
1962 if (!flag) 1945
1946 if (!pos.normalise ())
1947 continue;
1948
1949 mapspace &ms = *pos;
1950
1951 if (ms.flags () & P_IS_ALIVE)
1952 continue;
1953
1954 /* However, often
1955 * ob doesn't have any move type (when used to place exits)
1956 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1957 */
1958 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1959 {
1963 altern [index++] = i; 1960 altern [index++] = i;
1961 continue;
1962 }
1964 1963
1965 /* Basically, if we find a wall on a space, we cut down the search size. 1964 /* Basically, if we find a wall on a space, we cut down the search size.
1966 * In this way, we won't return spaces that are on another side of a wall. 1965 * In this way, we won't return spaces that are on another side of a wall.
1967 * This mostly work, but it cuts down the search size in all directions - 1966 * This mostly work, but it cuts down the search size in all directions -
1968 * if the space being examined only has a wall to the north and empty 1967 * if the space being examined only has a wall to the north and empty
1969 * spaces in all the other directions, this will reduce the search space 1968 * spaces in all the other directions, this will reduce the search space
1970 * to only the spaces immediately surrounding the target area, and 1969 * to only the spaces immediately surrounding the target area, and
1971 * won't look 2 spaces south of the target space. 1970 * won't look 2 spaces south of the target space.
1972 */ 1971 */
1973 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1972 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1973 {
1974 stop = maxfree[i]; 1974 stop = maxfree[i];
1975 continue;
1976 }
1977
1978 /* Note it is intentional that we check ob - the movement type of the
1979 * head of the object should correspond for the entire object.
1980 */
1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1982 continue;
1983
1984 if (ob->blocked (pos.m, pos.x, pos.y))
1985 continue;
1986
1987 altern [index++] = i;
1975 } 1988 }
1976 1989
1977 if (!index) 1990 if (!index)
1978 return -1; 1991 return -1;
1979 1992
1988 */ 2001 */
1989int 2002int
1990find_first_free_spot (const object *ob, maptile *m, int x, int y) 2003find_first_free_spot (const object *ob, maptile *m, int x, int y)
1991{ 2004{
1992 for (int i = 0; i < SIZEOFFREE; i++) 2005 for (int i = 0; i < SIZEOFFREE; i++)
1993 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2006 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
1994 return i; 2007 return i;
1995 2008
1996 return -1; 2009 return -1;
1997} 2010}
1998 2011
2052 object *tmp; 2065 object *tmp;
2053 maptile *mp; 2066 maptile *mp;
2054 2067
2055 MoveType blocked, move_type; 2068 MoveType blocked, move_type;
2056 2069
2057 if (exclude && exclude->head) 2070 if (exclude && exclude->head_ () != exclude)
2058 { 2071 {
2059 exclude = exclude->head; 2072 exclude = exclude->head;
2060 move_type = exclude->move_type; 2073 move_type = exclude->move_type;
2061 } 2074 }
2062 else 2075 else
2084 if ((move_type & blocked) == move_type) 2097 if ((move_type & blocked) == move_type)
2085 max = maxfree[i]; 2098 max = maxfree[i];
2086 else if (mflags & P_IS_ALIVE) 2099 else if (mflags & P_IS_ALIVE)
2087 { 2100 {
2088 for (tmp = ms.bot; tmp; tmp = tmp->above) 2101 for (tmp = ms.bot; tmp; tmp = tmp->above)
2089 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2102 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2090 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2103 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2091 break; 2104 break;
2092 2105
2093 if (tmp) 2106 if (tmp)
2094 return freedir[i]; 2107 return freedir[i];
2095 } 2108 }
2275 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2288 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2276 * core dumps if they do. 2289 * core dumps if they do.
2277 * 2290 *
2278 * Add a check so we can't pick up invisible objects (0.93.8) 2291 * Add a check so we can't pick up invisible objects (0.93.8)
2279 */ 2292 */
2280
2281int 2293int
2282can_pick (const object *who, const object *item) 2294can_pick (const object *who, const object *item)
2283{ 2295{
2284 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2296 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2285 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2297 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2286 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2298 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2287} 2299}
2288 2300
2289/* 2301/*
2290 * create clone from object to another 2302 * create clone from object to another
2291 */ 2303 */
2292object * 2304object *
2293object_create_clone (object *asrc) 2305object::deep_clone ()
2294{ 2306{
2295 object *dst = 0, *tmp, *src, *part, *prev, *item; 2307 assert (("deep_clone called on non-head object", is_head ()));
2296 2308
2297 if (!asrc) 2309 object *dst = clone ();
2298 return 0;
2299 2310
2300 src = asrc; 2311 object *prev = dst;
2301 if (src->head)
2302 src = src->head;
2303
2304 prev = 0;
2305 for (part = src; part; part = part->more) 2312 for (object *part = this->more; part; part = part->more)
2306 { 2313 {
2307 tmp = part->clone (); 2314 object *tmp = part->clone ();
2308 tmp->x -= src->x;
2309 tmp->y -= src->y;
2310
2311 if (!part->head)
2312 {
2313 dst = tmp;
2314 tmp->head = 0;
2315 }
2316 else
2317 tmp->head = dst; 2315 tmp->head = dst;
2318
2319 tmp->more = 0;
2320
2321 if (prev)
2322 prev->more = tmp; 2316 prev->more = tmp;
2323
2324 prev = tmp; 2317 prev = tmp;
2325 } 2318 }
2326 2319
2327 for (item = src->inv; item; item = item->below) 2320 for (object *item = inv; item; item = item->below)
2328 insert_ob_in_ob (object_create_clone (item), dst); 2321 insert_ob_in_ob (item->deep_clone (), dst);
2329 2322
2330 return dst; 2323 return dst;
2331}
2332
2333/* GROS - Creates an object using a string representing its content. */
2334/* Basically, we save the content of the string to a temp file, then call */
2335/* load_object on it. I admit it is a highly inefficient way to make things, */
2336/* but it was simple to make and allows reusing the load_object function. */
2337/* Remember not to use load_object_str in a time-critical situation. */
2338/* Also remember that multiparts objects are not supported for now. */
2339object *
2340load_object_str (const char *obstr)
2341{
2342 object *op;
2343 char filename[MAX_BUF];
2344
2345 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2346
2347 FILE *tempfile = fopen (filename, "w");
2348
2349 if (tempfile == NULL)
2350 {
2351 LOG (llevError, "Error - Unable to access load object temp file\n");
2352 return NULL;
2353 }
2354
2355 fprintf (tempfile, obstr);
2356 fclose (tempfile);
2357
2358 op = object::create ();
2359
2360 object_thawer thawer (filename);
2361
2362 if (thawer)
2363 load_object (thawer, op, 0);
2364
2365 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2366 CLEAR_FLAG (op, FLAG_REMOVED);
2367
2368 return op;
2369} 2324}
2370 2325
2371/* This returns the first object in who's inventory that 2326/* This returns the first object in who's inventory that
2372 * has the same type and subtype match. 2327 * has the same type and subtype match.
2373 * returns NULL if no match. 2328 * returns NULL if no match.
2380 return tmp; 2335 return tmp;
2381 2336
2382 return 0; 2337 return 0;
2383} 2338}
2384 2339
2385/* If ob has a field named key, return the link from the list, 2340const shstr &
2386 * otherwise return NULL. 2341object::kv_get (const shstr &key) const
2387 *
2388 * key must be a passed in shared string - otherwise, this won't
2389 * do the desired thing.
2390 */
2391key_value *
2392get_ob_key_link (const object *ob, const char *key)
2393{ 2342{
2394 for (key_value *link = ob->key_values; link; link = link->next) 2343 for (key_value *kv = key_values; kv; kv = kv->next)
2395 if (link->key == key) 2344 if (kv->key == key)
2396 return link;
2397
2398 return 0;
2399}
2400
2401/*
2402 * Returns the value of op has an extra_field for key, or NULL.
2403 *
2404 * The argument doesn't need to be a shared string.
2405 *
2406 * The returned string is shared.
2407 */
2408const char *
2409get_ob_key_value (const object *op, const char *const key)
2410{
2411 key_value *link;
2412 shstr_cmp canonical_key (key);
2413
2414 if (!canonical_key)
2415 {
2416 /* 1. There being a field named key on any object
2417 * implies there'd be a shared string to find.
2418 * 2. Since there isn't, no object has this field.
2419 * 3. Therefore, *this* object doesn't have this field.
2420 */
2421 return 0;
2422 }
2423
2424 /* This is copied from get_ob_key_link() above -
2425 * only 4 lines, and saves the function call overhead.
2426 */
2427 for (link = op->key_values; link; link = link->next)
2428 if (link->key == canonical_key)
2429 return link->value; 2345 return kv->value;
2430 2346
2431 return 0; 2347 return shstr_null;
2432} 2348}
2433 2349
2434 2350void
2435/* 2351object::kv_set (const shstr &key, const shstr &value)
2436 * Updates the canonical_key in op to value.
2437 *
2438 * canonical_key is a shared string (value doesn't have to be).
2439 *
2440 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2441 * keys.
2442 *
2443 * Returns TRUE on success.
2444 */
2445int
2446set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2447{ 2352{
2448 key_value *field = NULL, *last = NULL; 2353 for (key_value *kv = key_values; kv; kv = kv->next)
2449 2354 if (kv->key == key)
2450 for (field = op->key_values; field != NULL; field = field->next)
2451 {
2452 if (field->key != canonical_key)
2453 { 2355 {
2454 last = field; 2356 kv->value = value;
2455 continue; 2357 return;
2456 } 2358 }
2457 2359
2458 if (value) 2360 key_value *kv = new key_value;
2459 field->value = value; 2361
2460 else 2362 kv->next = key_values;
2363 kv->key = key;
2364 kv->value = value;
2365
2366 key_values = kv;
2367}
2368
2369void
2370object::kv_del (const shstr &key)
2371{
2372 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2373 if ((*kvp)->key == key)
2461 { 2374 {
2462 /* Basically, if the archetype has this key set, 2375 key_value *kv = *kvp;
2463 * we need to store the null value so when we save 2376 *kvp = (*kvp)->next;
2464 * it, we save the empty value so that when we load, 2377 delete kv;
2465 * we get this value back again. 2378 return;
2466 */
2467 if (get_ob_key_link (&op->arch->clone, canonical_key))
2468 field->value = 0;
2469 else
2470 {
2471 if (last)
2472 last->next = field->next;
2473 else
2474 op->key_values = field->next;
2475
2476 delete field;
2477 }
2478 } 2379 }
2479 return TRUE;
2480 }
2481 /* IF we get here, key doesn't exist */
2482
2483 /* No field, we'll have to add it. */
2484
2485 if (!add_key)
2486 return FALSE;
2487
2488 /* There isn't any good reason to store a null
2489 * value in the key/value list. If the archetype has
2490 * this key, then we should also have it, so shouldn't
2491 * be here. If user wants to store empty strings,
2492 * should pass in ""
2493 */
2494 if (value == NULL)
2495 return TRUE;
2496
2497 field = new key_value;
2498
2499 field->key = canonical_key;
2500 field->value = value;
2501 /* Usual prepend-addition. */
2502 field->next = op->key_values;
2503 op->key_values = field;
2504
2505 return TRUE;
2506}
2507
2508/*
2509 * Updates the key in op to value.
2510 *
2511 * If add_key is FALSE, this will only update existing keys,
2512 * and not add new ones.
2513 * In general, should be little reason FALSE is ever passed in for add_key
2514 *
2515 * Returns TRUE on success.
2516 */
2517int
2518set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2519{
2520 shstr key_ (key);
2521
2522 return set_ob_key_value_s (op, key_, value, add_key);
2523} 2380}
2524 2381
2525object::depth_iterator::depth_iterator (object *container) 2382object::depth_iterator::depth_iterator (object *container)
2526: iterator_base (container) 2383: iterator_base (container)
2527{ 2384{
2540 item = item->inv; 2397 item = item->inv;
2541 } 2398 }
2542 else 2399 else
2543 item = item->env; 2400 item = item->env;
2544} 2401}
2545
2546 2402
2547const char * 2403const char *
2548object::flag_desc (char *desc, int len) const 2404object::flag_desc (char *desc, int len) const
2549{ 2405{
2550 char *p = desc; 2406 char *p = desc;
2578{ 2434{
2579 char flagdesc[512]; 2435 char flagdesc[512];
2580 char info2[256 * 4]; 2436 char info2[256 * 4];
2581 char *p = info; 2437 char *p = info;
2582 2438
2583 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2439 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2584 count, uuid.seq, 2440 count,
2441 uuid.c_str (),
2585 &name, 2442 &name,
2586 title ? "\",title:\"" : "", 2443 title ? ",title:\"" : "",
2587 title ? (const char *)title : "", 2444 title ? (const char *)title : "",
2445 title ? "\"" : "",
2588 flag_desc (flagdesc, 512), type); 2446 flag_desc (flagdesc, 512), type);
2589 2447
2590 if (env) 2448 if (!flag[FLAG_REMOVED] && env)
2591 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2449 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2592 2450
2593 if (map) 2451 if (map)
2594 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2452 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2595 2453
2597} 2455}
2598 2456
2599const char * 2457const char *
2600object::debug_desc () const 2458object::debug_desc () const
2601{ 2459{
2602 static char info[256 * 4]; 2460 static char info[3][256 * 4];
2461 static int info_idx;
2462
2603 return debug_desc (info); 2463 return debug_desc (info [++info_idx % 3]);
2604}
2605
2606const char *
2607object::debug_desc2 () const
2608{
2609 static char info[256 * 4];
2610 return debug_desc (info);
2611} 2464}
2612 2465
2613struct region * 2466struct region *
2614object::region () const 2467object::region () const
2615{ 2468{
2616 return map ? map->region (x, y) 2469 return map ? map->region (x, y)
2617 : region::default_region (); 2470 : region::default_region ();
2618} 2471}
2619 2472
2473const materialtype_t *
2474object::dominant_material () const
2475{
2476 if (materialtype_t *mt = name_to_material (materialname))
2477 return mt;
2478
2479 return name_to_material (shstr_unknown);
2480}
2481
2482void
2483object::open_container (object *new_container)
2484{
2485 if (container == new_container)
2486 return;
2487
2488 object *old_container = container;
2489
2490 if (old_container)
2491 {
2492 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2493 return;
2494
2495#if 0
2496 // remove the "Close old_container" object.
2497 if (object *closer = old_container->inv)
2498 if (closer->type == CLOSE_CON)
2499 closer->destroy ();
2500#endif
2501
2502 // make sure the container is available
2503 esrv_send_item (this, old_container);
2504
2505 old_container->flag [FLAG_APPLIED] = false;
2506 container = 0;
2507
2508 // client needs item update to make it work, client bug requires this to be separate
2509 esrv_update_item (UPD_FLAGS, this, old_container);
2510
2511 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2512 play_sound (sound_find ("chest_close"));
2513 }
2514
2515 if (new_container)
2516 {
2517 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2518 return;
2519
2520 // TODO: this does not seem to serve any purpose anymore?
2521#if 0
2522 // insert the "Close Container" object.
2523 if (archetype *closer = new_container->other_arch)
2524 {
2525 object *closer = arch_to_object (new_container->other_arch);
2526 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2527 new_container->insert (closer);
2528 }
2529#endif
2530
2531 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2532
2533 // make sure the container is available, client bug requires this to be separate
2534 esrv_send_item (this, new_container);
2535
2536 new_container->flag [FLAG_APPLIED] = true;
2537 container = new_container;
2538
2539 // client needs flag change
2540 esrv_update_item (UPD_FLAGS, this, new_container);
2541 esrv_send_inventory (this, new_container);
2542 play_sound (sound_find ("chest_open"));
2543 }
2544// else if (!old_container->env && contr && contr->ns)
2545// contr->ns->floorbox_reset ();
2546}
2547
2548object *
2549object::force_find (const shstr name)
2550{
2551 /* cycle through his inventory to look for the MARK we want to
2552 * place
2553 */
2554 for (object *tmp = inv; tmp; tmp = tmp->below)
2555 if (tmp->type == FORCE && tmp->slaying == name)
2556 return splay (tmp);
2557
2558 return 0;
2559}
2560
2561object *
2562object::force_add (const shstr name, int duration)
2563{
2564 if (object *force = force_find (name))
2565 force->destroy ();
2566
2567 object *force = get_archetype (FORCE_NAME);
2568
2569 force->slaying = name;
2570 force->stats.food = 1;
2571 force->speed_left = -1.f;
2572
2573 force->set_speed (duration ? 1.f / duration : 0.f);
2574 force->flag [FLAG_IS_USED_UP] = true;
2575 force->flag [FLAG_APPLIED] = true;
2576
2577 return insert (force);
2578}
2579
2580void
2581object::play_sound (faceidx sound)
2582{
2583 if (!sound)
2584 return;
2585
2586 if (flag [FLAG_REMOVED])
2587 return;
2588
2589 if (env)
2590 {
2591 if (object *pl = in_player ())
2592 pl->contr->play_sound (sound);
2593 }
2594 else
2595 map->play_sound (sound, x, y);
2596}
2597
2598void
2599object::make_noise ()
2600{
2601 // we do not model noise in the map, so instead put
2602 // a temporary light into the noise source
2603 // could use the map instead, but that's less reliable for our
2604 // goal, which is to make invisibility a bit harder to exploit
2605
2606 // currently only works sensibly for players
2607 if (!is_player ())
2608 return;
2609
2610 // find old force, or create new one
2611 object *force = force_find (shstr_noise_force);
2612
2613 if (force)
2614 force->speed_left = -1.f; // patch old speed up
2615 else
2616 {
2617 force = archetype::get (shstr_noise_force);
2618
2619 force->slaying = shstr_noise_force;
2620 force->stats.food = 1;
2621 force->speed_left = -1.f;
2622
2623 force->set_speed (1.f / 4.f);
2624 force->flag [FLAG_IS_USED_UP] = true;
2625 force->flag [FLAG_APPLIED] = true;
2626
2627 insert (force);
2628 }
2629}
2630

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