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Comparing deliantra/server/common/object.C (file contents):
Revision 1.172 by root, Wed Aug 1 20:44:11 2007 UTC vs.
Revision 1.287 by root, Sat Oct 3 20:11:12 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h>
33#include <sproto.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. */
299 return 0; 289
300 else if (!compare_ob_value_lists (ob1, ob2)) 290 if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 291 return 0;
302 } 292 }
303 293
304 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
305 { 295 {
306 ob1->optimise (); 296 ob1->optimise ();
307 ob2->optimise (); 297 ob2->optimise ();
308 298
309 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)
305 return 0;
306
307 if (k1 == 0)
308 return 1;
309
310 if (!cfperl_can_merge (ob1, ob2)) 310 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 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_or_self ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
356// adjust weight per container type ("of holding")
357static sint32
358weight_adjust_for (object *op, sint32 weight)
359{
360 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
362 : weight;
363}
364
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; 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 ();
333 406
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 407 sum += op->total_weight ();
408 }
409
410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
335 } 413 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum)
341 op->carrying = sum; 414 carrying = sum;
342 415
343 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 }
344} 420}
345 421
346/** 422/*
347 * Return the outermost environment object for a given object. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
360 * Some error messages.
361 * The result of the dump is stored in the static global errmsg array.
362 */ 424 */
363char * 425char *
364dump_object (object *op) 426dump_object (object *op)
365{ 427{
366 if (!op) 428 if (!op)
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;
452} 511}
453 512
454int 513int
532 } 591 }
533 592
534 op->key_values = 0; 593 op->key_values = 0;
535} 594}
536 595
537object & 596/*
538object::operator =(const object &src) 597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
539{ 606{
540 bool is_freed = flag [FLAG_FREED]; 607 dst->remove ();
541 bool is_removed = flag [FLAG_REMOVED];
542
543 *(object_copy *)this = src; 608 *(object_copy *)dst = *this;
544
545 flag [FLAG_FREED] = is_freed;
546 flag [FLAG_REMOVED] = is_removed; 609 dst->flag [FLAG_REMOVED] = true;
547 610
548 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
549 if (src.key_values) 612 if (key_values)
550 { 613 {
551 key_value *tail = 0; 614 key_value *tail = 0;
552 key_values = 0; 615 dst->key_values = 0;
553 616
554 for (key_value *i = src.key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
555 { 618 {
556 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
557 620
558 new_link->next = 0; 621 new_link->next = 0;
559 new_link->key = i->key; 622 new_link->key = i->key;
560 new_link->value = i->value; 623 new_link->value = i->value;
561 624
562 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
563 if (!key_values) 626 if (!dst->key_values)
564 { 627 {
565 key_values = new_link; 628 dst->key_values = new_link;
566 tail = new_link; 629 tail = new_link;
567 } 630 }
568 else 631 else
569 { 632 {
570 tail->next = new_link; 633 tail->next = new_link;
571 tail = new_link; 634 tail = new_link;
572 } 635 }
573 } 636 }
574 } 637 }
575}
576
577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589 638
590 if (speed < 0) 639 if (speed < 0)
591 dst->speed_left = speed_left - rndm (); 640 dst->speed_left -= rndm ();
592 641
593 dst->set_speed (dst->speed); 642 dst->activate ();
594} 643}
595 644
596void 645void
597object::instantiate () 646object::instantiate ()
598{ 647{
599 if (!uuid.seq) // HACK 648 if (!uuid.seq) // HACK
600 uuid = gen_uuid (); 649 uuid = UUID::gen ();
601 650
602 speed_left = -0.1f; 651 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really 652 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything. 653 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting 654 * by doing so, when a monster is created, it has good starting
615object * 664object *
616object::clone () 665object::clone ()
617{ 666{
618 object *neu = create (); 667 object *neu = create ();
619 copy_to (neu); 668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
620 return neu; 670 return neu;
621} 671}
622 672
623/* 673/*
624 * 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
675 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
676 */ 726 */
677void 727void
678update_object (object *op, int action) 728update_object (object *op, int action)
679{ 729{
680 if (op == NULL) 730 if (!op)
681 { 731 {
682 /* this should never happen */ 732 /* this should never happen */
683 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
684 return; 734 return;
685 } 735 }
686 736
687 if (op->env) 737 if (!op->is_on_map ())
688 { 738 {
689 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
690 * to do in this case. 740 * to do in this case.
691 */ 741 */
692 return; 742 return;
693 } 743 }
694
695 /* If the map is saving, don't do anything as everything is
696 * going to get freed anyways.
697 */
698 if (!op->map || op->map->in_memory == MAP_SAVING)
699 return;
700 744
701 /* make sure the object is within map boundaries */ 745 /* make sure the object is within map boundaries */
702 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)
703 { 747 {
704 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
715 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
716 { 760 {
717 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
724 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
725 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
726 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
727 /* 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
728 * to have move_allow right now. 772 * have move_allow right now.
729 */ 773 */
730 || ((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
731 || 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)
732 m.flags_ = 0; 776 m.invalidate ();
733 } 777 }
734 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
735 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
736 * that is being removed. 780 * that is being removed.
737 */ 781 */
738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
739 m.flags_ = 0; 783 m.invalidate ();
740 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
741 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
742 else 786 else
743 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
744 788
748 792
749object::object () 793object::object ()
750{ 794{
751 SET_FLAG (this, FLAG_REMOVED); 795 SET_FLAG (this, FLAG_REMOVED);
752 796
753 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
754 face = blank_face; 798 face = blank_face;
755} 799}
756 800
757object::~object () 801object::~object ()
758{ 802{
764static int object_count; 808static int object_count;
765 809
766void object::link () 810void object::link ()
767{ 811{
768 assert (!index);//D 812 assert (!index);//D
769 uuid = gen_uuid (); 813 uuid = UUID::gen ();
770 count = ++object_count; 814 count = ++object_count;
771 815
772 refcnt_inc (); 816 refcnt_inc ();
773 objects.insert (this); 817 objects.insert (this);
774} 818}
788 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
789 if (active) 833 if (active)
790 return; 834 return;
791 835
792 if (has_active_speed ()) 836 if (has_active_speed ())
837 {
838 if (flag [FLAG_FREED])
839 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
840
793 actives.insert (this); 841 actives.insert (this);
842 }
794} 843}
795 844
796void 845void
797object::activate_recursive () 846object::activate_recursive ()
798{ 847{
847object::destroy_inv (bool drop_to_ground) 896object::destroy_inv (bool drop_to_ground)
848{ 897{
849 // need to check first, because the checks below might segfault 898 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code 899 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty. 900 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory, 901 // corollary: if you create arrows etc. with stuff in its inventory,
853 // cf will crash below with off-map x and y 902 // cf will crash below with off-map x and y
854 if (!inv) 903 if (!inv)
855 return; 904 return;
856 905
857 /* Only if the space blocks everything do we not process - 906 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects 907 * if some form of movement is allowed, let objects
859 * drop on that space. 908 * drop on that space.
860 */ 909 */
861 if (!drop_to_ground 910 if (!drop_to_ground
862 || !map 911 || !map
863 || map->in_memory != MAP_IN_MEMORY 912 || map->in_memory != MAP_ACTIVE
864 || map->nodrop 913 || map->no_drop
865 || ms ().move_block == MOVE_ALL) 914 || ms ().move_block == MOVE_ALL)
866 { 915 {
867 while (inv) 916 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy (); 917 inv->destroy ();
871 }
872 } 918 }
873 else 919 else
874 { /* Put objects in inventory onto this space */ 920 { /* Put objects in inventory onto this space */
875 while (inv) 921 while (inv)
876 { 922 {
894 object *op = new object; 940 object *op = new object;
895 op->link (); 941 op->link ();
896 return op; 942 return op;
897} 943}
898 944
945static struct freed_map : maptile
946{
947 freed_map ()
948 {
949 path = "<freed objects map>";
950 name = "/internal/freed_objects_map";
951 width = 3;
952 height = 3;
953 no_drop = 1;
954 no_reset = 1;
955
956 alloc ();
957 in_memory = MAP_ACTIVE;
958 }
959
960 ~freed_map ()
961 {
962 destroy ();
963 }
964} freed_map; // freed objects are moved here to avoid crashes
965
899void 966void
900object::do_destroy () 967object::do_destroy ()
901{ 968{
902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED]) 969 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this); 970 remove_link ();
906 971
907 if (flag [FLAG_FRIENDLY]) 972 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this); 973 remove_friendly_object (this);
909 974
910 if (!flag [FLAG_REMOVED])
911 remove (); 975 remove ();
912 976
913 destroy_inv (true); 977 attachable::do_destroy ();
914 978
915 deactivate (); 979 deactivate ();
916 unlink (); 980 unlink ();
917 981
918 flag [FLAG_FREED] = 1; 982 flag [FLAG_FREED] = 1;
919 983
920 // hack to ensure that freed objects still have a valid map 984 // hack to ensure that freed objects still have a valid map
921 {
922 static maptile *freed_map; // freed objects are moved here to avoid crashes
923
924 if (!freed_map)
925 {
926 freed_map = new maptile;
927
928 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3;
930 freed_map->height = 3;
931
932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
934 }
935
936 map = freed_map; 985 map = &freed_map;
937 x = 1; 986 x = 1;
938 y = 1; 987 y = 1;
939 }
940 988
941 if (more) 989 if (more)
942 { 990 {
943 more->destroy (); 991 more->destroy ();
944 more = 0; 992 more = 0;
952 attacked_by = 0; 1000 attacked_by = 0;
953 current_weapon = 0; 1001 current_weapon = 0;
954} 1002}
955 1003
956void 1004void
957object::destroy (bool destroy_inventory) 1005object::destroy ()
958{ 1006{
959 if (destroyed ()) 1007 if (destroyed ())
960 return; 1008 return;
961 1009
962 if (destroy_inventory) 1010 if (!is_head () && !head->destroyed ())
1011 {
1012 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1013 head->destroy ();
1014 return;
1015 }
1016
963 destroy_inv (false); 1017 destroy_inv (false);
964 1018
1019 if (is_head ())
965 if (sound_destroy) 1020 if (sound_destroy)
966 play_sound (sound_destroy); 1021 play_sound (sound_destroy);
967 else if (flag [FLAG_MONSTER]) 1022 else if (flag [FLAG_MONSTER])
968 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1023 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
969 1024
970 attachable::destroy (); 1025 attachable::destroy ();
971}
972
973/*
974 * sub_weight() recursively (outwards) subtracts a number from the
975 * weight of an object (and what is carried by it's environment(s)).
976 */
977void
978sub_weight (object *op, signed long weight)
979{
980 while (op != NULL)
981 {
982 if (op->type == CONTAINER)
983 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
984
985 op->carrying -= weight;
986 op = op->env;
987 }
988} 1026}
989 1027
990/* op->remove (): 1028/* op->remove ():
991 * This function removes the object op from the linked list of objects 1029 * This function removes the object op from the linked list of objects
992 * which it is currently tied to. When this function is done, the 1030 * which it is currently tied to. When this function is done, the
998object::do_remove () 1036object::do_remove ()
999{ 1037{
1000 object *tmp, *last = 0; 1038 object *tmp, *last = 0;
1001 object *otmp; 1039 object *otmp;
1002 1040
1003 if (QUERY_FLAG (this, FLAG_REMOVED)) 1041 if (flag [FLAG_REMOVED])
1004 return; 1042 return;
1005 1043
1006 SET_FLAG (this, FLAG_REMOVED);
1007 INVOKE_OBJECT (REMOVE, this); 1044 INVOKE_OBJECT (REMOVE, this);
1045
1046 flag [FLAG_REMOVED] = true;
1008 1047
1009 if (more) 1048 if (more)
1010 more->remove (); 1049 more->remove ();
1011 1050
1012 /* 1051 /*
1013 * In this case, the object to be removed is in someones 1052 * In this case, the object to be removed is in someones
1014 * inventory. 1053 * inventory.
1015 */ 1054 */
1016 if (env) 1055 if (env)
1017 { 1056 {
1018 if (nrof) 1057 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1019 sub_weight (env, weight * nrof); 1058 if (object *pl = visible_to ())
1020 else 1059 esrv_del_item (pl->contr, count);
1021 sub_weight (env, weight + carrying); 1060 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1061
1062 adjust_weight (env, -total_weight ());
1063
1064 object *pl = in_player ();
1065
1066 /* we set up values so that it could be inserted into
1067 * the map, but we don't actually do that - it is up
1068 * to the caller to decide what we want to do.
1069 */
1070 map = env->map;
1071 x = env->x;
1072 y = env->y;
1073
1074 // make sure cmov optimisation is applicable
1075 *(above ? &above->below : &env->inv) = below;
1076 *(below ? &below->above : &above ) = above; // &above is just a dummy
1077
1078 above = 0;
1079 below = 0;
1080 env = 0;
1022 1081
1023 /* NO_FIX_PLAYER is set when a great many changes are being 1082 /* NO_FIX_PLAYER is set when a great many changes are being
1024 * made to players inventory. If set, avoiding the call 1083 * made to players inventory. If set, avoiding the call
1025 * to save cpu time. 1084 * to save cpu time.
1026 */ 1085 */
1027 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1086 if (pl)
1087 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1088 {
1028 otmp->update_stats (); 1089 pl->update_stats ();
1029 1090
1030 if (above) 1091 if (glow_radius && pl->is_on_map ())
1031 above->below = below; 1092 update_all_los (pl->map, pl->x, pl->y);
1032 else 1093 }
1033 env->inv = below;
1034
1035 if (below)
1036 below->above = above;
1037
1038 /* we set up values so that it could be inserted into
1039 * the map, but we don't actually do that - it is up
1040 * to the caller to decide what we want to do.
1041 */
1042 x = env->x, y = env->y;
1043 map = env->map;
1044 above = 0, below = 0;
1045 env = 0;
1046 } 1094 }
1047 else if (map) 1095 else if (map)
1048 { 1096 {
1049 if (type == PLAYER)
1050 {
1051 // leaving a spot always closes any open container on the ground
1052 if (container && !container->env)
1053 // this causes spurious floorbox updates, but it ensures
1054 // that the CLOSE event is being sent.
1055 close_container ();
1056
1057 --map->players;
1058 map->touch ();
1059 }
1060
1061 map->dirty = true; 1097 map->dirty = true;
1062 mapspace &ms = this->ms (); 1098 mapspace &ms = this->ms ();
1063 1099
1100 if (object *pl = ms.player ())
1101 {
1102 if (is_player ())
1103 {
1104 if (!flag [FLAG_WIZPASS])
1105 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1106
1107 // leaving a spot always closes any open container on the ground
1108 if (container && !container->env)
1109 // this causes spurious floorbox updates, but it ensures
1110 // that the CLOSE event is being sent.
1111 close_container ();
1112
1113 --map->players;
1114 map->touch ();
1115 }
1116 else if (pl->container == this)
1117 {
1118 // removing a container should close it
1119 close_container ();
1120 }
1121
1122 esrv_del_item (pl->contr, count);
1123 }
1124
1064 /* link the object above us */ 1125 /* link the object above us */
1065 if (above) 1126 // re-link, make sure compiler can easily use cmove
1066 above->below = below; 1127 *(above ? &above->below : &ms.top) = below;
1067 else 1128 *(below ? &below->above : &ms.bot) = above;
1068 ms.top = below; /* we were top, set new top */
1069
1070 /* Relink the object below us, if there is one */
1071 if (below)
1072 below->above = above;
1073 else
1074 {
1075 /* Nothing below, which means we need to relink map object for this space
1076 * use translated coordinates in case some oddness with map tiling is
1077 * evident
1078 */
1079 if (GET_MAP_OB (map, x, y) != this)
1080 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 ());
1081
1082 ms.bot = above; /* goes on above it. */
1083 }
1084 1129
1085 above = 0; 1130 above = 0;
1086 below = 0; 1131 below = 0;
1087 1132
1133 ms.invalidate ();
1134
1088 if (map->in_memory == MAP_SAVING) 1135 if (map->in_memory == MAP_SAVING)
1089 return; 1136 return;
1090 1137
1091 int check_walk_off = !flag [FLAG_NO_APPLY]; 1138 int check_walk_off = !flag [FLAG_NO_APPLY];
1139
1140 if (object *pl = ms.player ())
1141 {
1142 if (pl->container == this)
1143 /* If a container that the player is currently using somehow gets
1144 * removed (most likely destroyed), update the player view
1145 * appropriately.
1146 */
1147 pl->close_container ();
1148
1149 //TODO: the floorbox prev/next might need updating
1150 //esrv_del_item (pl->contr, count);
1151 //TODO: update floorbox to preserve ordering
1152 if (pl->contr->ns)
1153 pl->contr->ns->floorbox_update ();
1154 }
1092 1155
1093 for (tmp = ms.bot; tmp; tmp = tmp->above) 1156 for (tmp = ms.bot; tmp; tmp = tmp->above)
1094 { 1157 {
1095 /* No point updating the players look faces if he is the object 1158 /* No point updating the players look faces if he is the object
1096 * being removed. 1159 * being removed.
1097 */ 1160 */
1098
1099 if (tmp->type == PLAYER && tmp != this)
1100 {
1101 /* If a container that the player is currently using somehow gets
1102 * removed (most likely destroyed), update the player view
1103 * appropriately.
1104 */
1105 if (tmp->container == this)
1106 {
1107 flag [FLAG_APPLIED] = 0;
1108 tmp->container = 0;
1109 }
1110
1111 if (tmp->contr->ns)
1112 tmp->contr->ns->floorbox_update ();
1113 }
1114 1161
1115 /* See if object moving off should effect something */ 1162 /* See if object moving off should effect something */
1116 if (check_walk_off 1163 if (check_walk_off
1117 && ((move_type & tmp->move_off) 1164 && ((move_type & tmp->move_off)
1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1165 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1124 } 1171 }
1125 1172
1126 last = tmp; 1173 last = tmp;
1127 } 1174 }
1128 1175
1129 /* last == NULL if there are no objects on this space */ 1176 if (affects_los ())
1130 //TODO: this makes little sense, why only update the topmost object?
1131 if (!last)
1132 map->at (x, y).flags_ = 0;
1133 else
1134 update_object (last, UP_OBJ_REMOVE);
1135
1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1137 update_all_los (map, x, y); 1177 update_all_los (map, x, y);
1138 } 1178 }
1139} 1179}
1140 1180
1141/* 1181/*
1150merge_ob (object *op, object *top) 1190merge_ob (object *op, object *top)
1151{ 1191{
1152 if (!op->nrof) 1192 if (!op->nrof)
1153 return 0; 1193 return 0;
1154 1194
1155 if (top) 1195 if (!top)
1156 for (top = op; top && top->above; top = top->above) 1196 for (top = op; top && top->above; top = top->above)
1157 ; 1197 ;
1158 1198
1159 for (; top; top = top->below) 1199 for (; top; top = top->below)
1160 {
1161 if (top == op)
1162 continue;
1163
1164 if (object::can_merge (op, top)) 1200 if (object::can_merge (op, top))
1165 { 1201 {
1166 top->nrof += op->nrof; 1202 top->nrof += op->nrof;
1167 1203
1168/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1204 if (object *pl = top->visible_to ())
1169 op->weight = 0; /* Don't want any adjustements now */ 1205 esrv_update_item (UPD_NROF, pl, top);
1206
1207 op->weight = 0; // cancel the addition above
1208 op->carrying = 0; // must be 0 already
1209
1170 op->destroy (); 1210 op->destroy ();
1211
1171 return top; 1212 return top;
1172 } 1213 }
1173 }
1174 1214
1175 return 0; 1215 return 0;
1176} 1216}
1177 1217
1178void 1218void
1203 * job preparing multi-part monsters. 1243 * job preparing multi-part monsters.
1204 */ 1244 */
1205object * 1245object *
1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1246insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1207{ 1247{
1248 op->remove ();
1249
1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1250 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1209 { 1251 {
1210 tmp->x = x + tmp->arch->x; 1252 tmp->x = x + tmp->arch->x;
1211 tmp->y = y + tmp->arch->y; 1253 tmp->y = y + tmp->arch->y;
1212 } 1254 }
1235 * just 'op' otherwise 1277 * just 'op' otherwise
1236 */ 1278 */
1237object * 1279object *
1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1280insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1239{ 1281{
1240 assert (!op->flag [FLAG_FREED]);
1241
1242 object *top, *floor = NULL;
1243
1244 op->remove (); 1282 op->remove ();
1245 1283
1246#if 0 1284 if (m == &freed_map)//D TODO: remove soon
1247 if (!m->active != !op->active)
1248 if (m->active)
1249 op->activate_recursive ();
1250 else
1251 op->deactivate_recursive ();
1252#endif
1253
1254 if (out_of_map (m, op->x, op->y))
1255 { 1285 {//D
1256 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1286 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1257#ifdef MANY_CORES
1258 /* Better to catch this here, as otherwise the next use of this object
1259 * is likely to cause a crash. Better to find out where it is getting
1260 * improperly inserted.
1261 */
1262 abort ();
1263#endif
1264 return op;
1265 } 1287 }//D
1266
1267 if (object *more = op->more)
1268 if (!insert_ob_in_map (more, m, originator, flag))
1269 return 0;
1270
1271 CLEAR_FLAG (op, FLAG_REMOVED);
1272 1288
1273 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* Ideally, the caller figures this out. However, it complicates a lot
1274 * of areas of callers (eg, anything that uses find_free_spot would now 1290 * of areas of callers (eg, anything that uses find_free_spot would now
1275 * need extra work 1291 * need extra work
1276 */ 1292 */
1293 maptile *newmap = m;
1277 if (!xy_normalise (m, op->x, op->y)) 1294 if (!xy_normalise (newmap, op->x, op->y))
1295 {
1296 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1278 return 0; 1297 return 0;
1298 }
1279 1299
1300 if (object *more = op->more)
1301 if (!insert_ob_in_map (more, m, originator, flag))
1302 return 0;
1303
1304 op->flag [FLAG_REMOVED] = false;
1305 op->env = 0;
1280 op->map = m; 1306 op->map = newmap;
1307
1281 mapspace &ms = op->ms (); 1308 mapspace &ms = op->ms ();
1282 1309
1283 /* this has to be done after we translate the coordinates. 1310 /* this has to be done after we translate the coordinates.
1284 */ 1311 */
1285 if (op->nrof && !(flag & INS_NO_MERGE)) 1312 if (op->nrof && !(flag & INS_NO_MERGE))
1286 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1313 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1287 if (object::can_merge (op, tmp)) 1314 if (object::can_merge (op, tmp))
1288 { 1315 {
1316 // TODO: we actually want to update tmp, not op,
1317 // but some caller surely breaks when we return tmp
1318 // from here :/
1289 op->nrof += tmp->nrof; 1319 op->nrof += tmp->nrof;
1290 tmp->destroy (); 1320 tmp->destroy ();
1291 } 1321 }
1292 1322
1293 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1302 { 1332 {
1303 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1304 abort (); 1334 abort ();
1305 } 1335 }
1306 1336
1337 if (!originator->is_on_map ())
1338 {
1339 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1340 op->debug_desc (), originator->debug_desc ());
1341 abort ();
1342 }
1343
1307 op->above = originator; 1344 op->above = originator;
1308 op->below = originator->below; 1345 op->below = originator->below;
1309
1310 if (op->below)
1311 op->below->above = op;
1312 else
1313 ms.bot = op;
1314
1315 /* since *below* originator, no need to update top */
1316 originator->below = op; 1346 originator->below = op;
1347
1348 *(op->below ? &op->below->above : &ms.bot) = op;
1317 } 1349 }
1318 else 1350 else
1319 { 1351 {
1320 top = ms.bot; 1352 object *floor = 0;
1353 object *top = ms.top;
1321 1354
1322 /* If there are other objects, then */ 1355 /* If there are other objects, then */
1323 if ((!(flag & INS_MAP_LOAD)) && top) 1356 if (top)
1324 { 1357 {
1325 object *last = 0;
1326
1327 /* 1358 /*
1328 * If there are multiple objects on this space, we do some trickier handling. 1359 * If there are multiple objects on this space, we do some trickier handling.
1329 * We've already dealt with merging if appropriate. 1360 * We've already dealt with merging if appropriate.
1330 * Generally, we want to put the new object on top. But if 1361 * Generally, we want to put the new object on top. But if
1331 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1362 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1334 * once we get to them. This reduces the need to traverse over all of 1365 * once we get to them. This reduces the need to traverse over all of
1335 * them when adding another one - this saves quite a bit of cpu time 1366 * them when adding another one - this saves quite a bit of cpu time
1336 * when lots of spells are cast in one area. Currently, it is presumed 1367 * when lots of spells are cast in one area. Currently, it is presumed
1337 * that flying non pickable objects are spell objects. 1368 * that flying non pickable objects are spell objects.
1338 */ 1369 */
1339 for (top = ms.bot; top; top = top->above) 1370 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1340 { 1371 {
1341 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1372 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1342 floor = top; 1373 floor = tmp;
1343 1374
1344 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1375 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1345 { 1376 {
1346 /* We insert above top, so we want this object below this */ 1377 /* We insert above top, so we want this object below this */
1347 top = top->below; 1378 top = tmp->below;
1348 break; 1379 break;
1349 } 1380 }
1350 1381
1351 last = top; 1382 top = tmp;
1352 } 1383 }
1353
1354 /* Don't want top to be NULL, so set it to the last valid object */
1355 top = last;
1356 1384
1357 /* We let update_position deal with figuring out what the space 1385 /* We let update_position deal with figuring out what the space
1358 * looks like instead of lots of conditions here. 1386 * looks like instead of lots of conditions here.
1359 * makes things faster, and effectively the same result. 1387 * makes things faster, and effectively the same result.
1360 */ 1388 */
1367 */ 1395 */
1368 if (!(flag & INS_ON_TOP) 1396 if (!(flag & INS_ON_TOP)
1369 && ms.flags () & P_BLOCKSVIEW 1397 && ms.flags () & P_BLOCKSVIEW
1370 && (op->face && !faces [op->face].visibility)) 1398 && (op->face && !faces [op->face].visibility))
1371 { 1399 {
1400 object *last;
1401
1372 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1373 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1374 break; 1404 break;
1375 1405
1376 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1380 */ 1410 */
1381 if (last && last->below && last != floor) 1411 if (last && last->below && last != floor)
1382 top = last->below; 1412 top = last->below;
1383 } 1413 }
1384 } /* If objects on this space */ 1414 } /* If objects on this space */
1385 if (flag & INS_MAP_LOAD)
1386 top = ms.top;
1387 1415
1388 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1389 top = floor; 1417 top = floor;
1390 1418
1391 /* Top is the object that our object (op) is going to get inserted above. 1419 // insert object above top, or bottom-most if top = 0
1392 */
1393
1394 /* First object on this space */
1395 if (!top) 1420 if (!top)
1396 { 1421 {
1422 op->below = 0;
1397 op->above = ms.bot; 1423 op->above = ms.bot;
1398
1399 if (op->above)
1400 op->above->below = op;
1401
1402 op->below = 0;
1403 ms.bot = op; 1424 ms.bot = op;
1425
1426 *(op->above ? &op->above->below : &ms.top) = op;
1404 } 1427 }
1405 else 1428 else
1406 { /* get inserted into the stack above top */ 1429 {
1407 op->above = top->above; 1430 op->above = top->above;
1408
1409 if (op->above)
1410 op->above->below = op; 1431 top->above = op;
1411 1432
1412 op->below = top; 1433 op->below = top;
1413 top->above = op; 1434 *(op->above ? &op->above->below : &ms.top) = op;
1414 } 1435 }
1436 }
1415 1437
1416 if (!op->above) 1438 if (op->is_player ())
1417 ms.top = op;
1418 } /* else not INS_BELOW_ORIGINATOR */
1419
1420 if (op->type == PLAYER)
1421 { 1439 {
1422 op->contr->do_los = 1; 1440 op->contr->do_los = 1;
1423 ++op->map->players; 1441 ++op->map->players;
1424 op->map->touch (); 1442 op->map->touch ();
1425 } 1443 }
1426 1444
1427 op->map->dirty = true; 1445 op->map->dirty = true;
1428 1446
1429 /* If we have a floor, we know the player, if any, will be above
1430 * it, so save a few ticks and start from there.
1431 */
1432 if (!(flag & INS_MAP_LOAD))
1433 if (object *pl = ms.player ()) 1447 if (object *pl = ms.player ())
1448 //TODO: the floorbox prev/next might need updating
1449 //esrv_send_item (pl, op);
1450 //TODO: update floorbox to preserve ordering
1434 if (pl->contr->ns) 1451 if (pl->contr->ns)
1435 pl->contr->ns->floorbox_update (); 1452 pl->contr->ns->floorbox_update ();
1436 1453
1437 /* If this object glows, it may affect lighting conditions that are 1454 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1455 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1456 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1457 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way - 1458 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range, 1459 * this should get redone to only look for players within range,
1443 * or just updating the P_UPTODATE for spaces within this area 1460 * or just updating the P_UPTODATE for spaces within this area
1444 * of effect may be sufficient. 1461 * of effect may be sufficient.
1445 */ 1462 */
1446 if (op->map->darkness && (op->glow_radius != 0)) 1463 if (op->affects_los ())
1464 {
1465 op->ms ().invalidate ();
1447 update_all_los (op->map, op->x, op->y); 1466 update_all_los (op->map, op->x, op->y);
1467 }
1448 1468
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1469 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT); 1470 update_object (op, UP_OBJ_INSERT);
1451 1471
1452 INVOKE_OBJECT (INSERT, op); 1472 INVOKE_OBJECT (INSERT, op);
1459 * blocked() and wall() work properly), and these flags are updated by 1479 * blocked() and wall() work properly), and these flags are updated by
1460 * update_object(). 1480 * update_object().
1461 */ 1481 */
1462 1482
1463 /* if this is not the head or flag has been passed, don't check walk on status */ 1483 /* if this is not the head or flag has been passed, don't check walk on status */
1464 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1484 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1465 { 1485 {
1466 if (check_move_on (op, originator)) 1486 if (check_move_on (op, originator))
1467 return 0; 1487 return 0;
1468 1488
1469 /* If we are a multi part object, lets work our way through the check 1489 /* If we are a multi part object, lets work our way through the check
1480/* this function inserts an object in the map, but if it 1500/* this function inserts an object in the map, but if it
1481 * finds an object of its own type, it'll remove that one first. 1501 * finds an object of its own type, it'll remove that one first.
1482 * op is the object to insert it under: supplies x and the map. 1502 * op is the object to insert it under: supplies x and the map.
1483 */ 1503 */
1484void 1504void
1485replace_insert_ob_in_map (const char *arch_string, object *op) 1505replace_insert_ob_in_map (shstr_tmp archname, object *op)
1486{ 1506{
1487 object *tmp, *tmp1;
1488
1489 /* first search for itself and remove any old instances */ 1507 /* first search for itself and remove any old instances */
1490 1508
1491 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1509 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1492 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1510 if (tmp->arch->archname == archname) /* same archetype */
1493 tmp->destroy (); 1511 tmp->destroy ();
1494 1512
1495 tmp1 = arch_to_object (archetype::find (arch_string)); 1513 object *tmp = arch_to_object (archetype::find (archname));
1496 1514
1497 tmp1->x = op->x; 1515 tmp->x = op->x;
1498 tmp1->y = op->y; 1516 tmp->y = op->y;
1517
1499 insert_ob_in_map (tmp1, op->map, op, 0); 1518 insert_ob_in_map (tmp, op->map, op, 0);
1500} 1519}
1501 1520
1502object * 1521object *
1503object::insert_at (object *where, object *originator, int flags) 1522object::insert_at (object *where, object *originator, int flags)
1504{ 1523{
1524 if (where->env)
1525 return where->env->insert (this);
1526 else
1505 return where->map->insert (this, where->x, where->y, originator, flags); 1527 return where->map->insert (this, where->x, where->y, originator, flags);
1506} 1528}
1507 1529
1508/* 1530/*
1509 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1510 * is returned contains nr objects, and the remaining parts contains
1511 * the rest (or is removed and freed if that number is 0).
1512 * On failure, NULL is returned, and the reason put into the
1513 * global static errmsg array.
1514 */
1515object *
1516get_split_ob (object *orig_ob, uint32 nr)
1517{
1518 object *newob;
1519 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1520
1521 if (orig_ob->nrof < nr)
1522 {
1523 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1524 return NULL;
1525 }
1526
1527 newob = object_create_clone (orig_ob);
1528
1529 if ((orig_ob->nrof -= nr) < 1)
1530 orig_ob->destroy (1);
1531 else if (!is_removed)
1532 {
1533 if (orig_ob->env != NULL)
1534 sub_weight (orig_ob->env, orig_ob->weight * nr);
1535 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1536 {
1537 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1538 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1539 return NULL;
1540 }
1541 }
1542
1543 newob->nrof = nr;
1544
1545 return newob;
1546}
1547
1548/*
1549 * decrease_ob_nr(object, number) decreases a specified number from 1531 * decrease(object, number) decreases a specified number from
1550 * the amount of an object. If the amount reaches 0, the object 1532 * the amount of an object. If the amount reaches 0, the object
1551 * is subsequently removed and freed. 1533 * is subsequently removed and freed.
1552 * 1534 *
1553 * Return value: 'op' if something is left, NULL if the amount reached 0 1535 * Return value: 'op' if something is left, NULL if the amount reached 0
1554 */ 1536 */
1537bool
1538object::decrease (sint32 nr)
1539{
1540 if (!nr)
1541 return true;
1542
1543 nr = min (nr, nrof);
1544
1545 if (nrof > nr)
1546 {
1547 nrof -= nr;
1548 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1549
1550 if (object *pl = visible_to ())
1551 esrv_update_item (UPD_NROF, pl, this);
1552
1553 return true;
1554 }
1555 else
1556 {
1557 destroy ();
1558 return false;
1559 }
1560}
1561
1562/*
1563 * split(ob,nr) splits up ob into two parts. The part which
1564 * is returned contains nr objects, and the remaining parts contains
1565 * the rest (or is removed and returned if that number is 0).
1566 * On failure, NULL is returned.
1567 */
1555object * 1568object *
1556decrease_ob_nr (object *op, uint32 i) 1569object::split (sint32 nr)
1557{ 1570{
1558 object *tmp; 1571 int have = number_of ();
1559 1572
1560 if (i == 0) /* objects with op->nrof require this check */ 1573 if (have < nr)
1561 return op; 1574 return 0;
1562 1575 else if (have == nr)
1563 if (i > op->nrof)
1564 i = op->nrof;
1565
1566 if (QUERY_FLAG (op, FLAG_REMOVED))
1567 op->nrof -= i;
1568 else if (op->env)
1569 { 1576 {
1570 /* is this object in the players inventory, or sub container
1571 * therein?
1572 */
1573 tmp = op->in_player ();
1574 /* nope. Is this a container the player has opened?
1575 * If so, set tmp to that player.
1576 * IMO, searching through all the players will mostly
1577 * likely be quicker than following op->env to the map,
1578 * and then searching the map for a player.
1579 */
1580 if (!tmp)
1581 for_all_players (pl)
1582 if (pl->ob->container == op->env)
1583 {
1584 tmp = pl->ob;
1585 break;
1586 }
1587
1588 if (i < op->nrof)
1589 {
1590 sub_weight (op->env, op->weight * i);
1591 op->nrof -= i;
1592 if (tmp)
1593 esrv_send_item (tmp, op);
1594 }
1595 else
1596 {
1597 op->remove (); 1577 remove ();
1598 op->nrof = 0; 1578 return this;
1599 if (tmp)
1600 esrv_del_item (tmp->contr, op->count);
1601 }
1602 } 1579 }
1603 else 1580 else
1604 { 1581 {
1605 object *above = op->above; 1582 decrease (nr);
1606 1583
1607 if (i < op->nrof) 1584 object *op = deep_clone ();
1608 op->nrof -= i; 1585 op->nrof = nr;
1609 else
1610 {
1611 op->remove ();
1612 op->nrof = 0;
1613 }
1614
1615 /* Since we just removed op, op->above is null */
1616 for (tmp = above; tmp; tmp = tmp->above)
1617 if (tmp->type == PLAYER)
1618 {
1619 if (op->nrof)
1620 esrv_send_item (tmp, op);
1621 else
1622 esrv_del_item (tmp->contr, op->count);
1623 }
1624 }
1625
1626 if (op->nrof)
1627 return op; 1586 return op;
1628 else
1629 {
1630 op->destroy ();
1631 return 0;
1632 }
1633}
1634
1635/*
1636 * add_weight(object, weight) adds the specified weight to an object,
1637 * and also updates how much the environment(s) is/are carrying.
1638 */
1639void
1640add_weight (object *op, signed long weight)
1641{
1642 while (op != NULL)
1643 {
1644 if (op->type == CONTAINER)
1645 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1646
1647 op->carrying += weight;
1648 op = op->env;
1649 } 1587 }
1650} 1588}
1651 1589
1652object * 1590object *
1653insert_ob_in_ob (object *op, object *where) 1591insert_ob_in_ob (object *op, object *where)
1678 * be != op, if items are merged. -Tero 1616 * be != op, if items are merged. -Tero
1679 */ 1617 */
1680object * 1618object *
1681object::insert (object *op) 1619object::insert (object *op)
1682{ 1620{
1683 object *tmp, *otmp;
1684
1685 if (!QUERY_FLAG (op, FLAG_REMOVED))
1686 op->remove ();
1687
1688 if (op->more) 1621 if (op->more)
1689 { 1622 {
1690 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1623 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1691 return op; 1624 return op;
1692 } 1625 }
1693 1626
1694 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1627 op->remove ();
1695 CLEAR_FLAG (op, FLAG_REMOVED); 1628
1629 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1630
1696 if (op->nrof) 1631 if (op->nrof)
1697 {
1698 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1632 for (object *tmp = inv; tmp; tmp = tmp->below)
1699 if (object::can_merge (tmp, op)) 1633 if (object::can_merge (tmp, op))
1700 { 1634 {
1701 /* return the original object and remove inserted object 1635 /* return the original object and remove inserted object
1702 (client needs the original object) */ 1636 (client needs the original object) */
1703 tmp->nrof += op->nrof; 1637 tmp->nrof += op->nrof;
1704 /* Weight handling gets pretty funky. Since we are adding to 1638
1705 * tmp->nrof, we need to increase the weight. 1639 if (object *pl = tmp->visible_to ())
1706 */ 1640 esrv_update_item (UPD_NROF, pl, tmp);
1641
1707 add_weight (this, op->weight * op->nrof); 1642 adjust_weight (this, op->total_weight ());
1708 SET_FLAG (op, FLAG_REMOVED); 1643
1709 op->destroy (); /* free the inserted object */ 1644 op->destroy ();
1710 op = tmp; 1645 op = tmp;
1711 op->remove (); /* and fix old object's links */ 1646 goto inserted;
1712 CLEAR_FLAG (op, FLAG_REMOVED);
1713 break;
1714 } 1647 }
1715 1648
1716 /* I assume combined objects have no inventory 1649 op->owner = 0; // it's his/hers now. period.
1717 * We add the weight - this object could have just been removed
1718 * (if it was possible to merge). calling remove_ob will subtract
1719 * the weight, so we need to add it in again, since we actually do
1720 * the linking below
1721 */
1722 add_weight (this, op->weight * op->nrof);
1723 }
1724 else
1725 add_weight (this, (op->weight + op->carrying));
1726
1727 otmp = this->in_player ();
1728 if (otmp && otmp->contr)
1729 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1730 otmp->update_stats ();
1731
1732 op->map = 0; 1650 op->map = 0;
1733 op->env = this; 1651 op->x = 0;
1652 op->y = 0;
1653
1734 op->above = 0; 1654 op->above = 0;
1735 op->below = 0; 1655 op->below = inv;
1736 op->x = 0, op->y = 0; 1656 op->env = this;
1737 1657
1658 if (inv)
1659 inv->above = op;
1660
1661 inv = op;
1662
1663 op->flag [FLAG_REMOVED] = 0;
1664
1665 if (object *pl = op->visible_to ())
1666 esrv_send_item (pl, op);
1667
1668 adjust_weight (this, op->total_weight ());
1669
1670inserted:
1738 /* reset the light list and los of the players on the map */ 1671 /* reset the light list and los of the players on the map */
1739 if ((op->glow_radius != 0) && map) 1672 if (op->glow_radius && is_on_map ())
1740 { 1673 {
1741#ifdef DEBUG_LIGHTS 1674 update_stats ();
1742 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1743#endif /* DEBUG_LIGHTS */
1744 if (map->darkness)
1745 update_all_los (map, x, y); 1675 update_all_los (map, x, y);
1746 }
1747
1748 /* Client has no idea of ordering so lets not bother ordering it here.
1749 * It sure simplifies this function...
1750 */
1751 if (!inv)
1752 inv = op;
1753 else
1754 { 1676 }
1755 op->below = inv; 1677 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1756 op->below->above = op; 1678 // if this is a player's inventory, update stats
1757 inv = op; 1679 update_stats ();
1758 }
1759 1680
1760 INVOKE_OBJECT (INSERT, this); 1681 INVOKE_OBJECT (INSERT, this);
1761 1682
1762 return op; 1683 return op;
1763} 1684}
1783 * on top. 1704 * on top.
1784 */ 1705 */
1785int 1706int
1786check_move_on (object *op, object *originator) 1707check_move_on (object *op, object *originator)
1787{ 1708{
1709 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1710 return 0;
1711
1788 object *tmp; 1712 object *tmp;
1789 maptile *m = op->map; 1713 maptile *m = op->map;
1790 int x = op->x, y = op->y; 1714 int x = op->x, y = op->y;
1791 1715
1792 MoveType move_on, move_slow, move_block; 1716 mapspace &ms = m->at (x, y);
1793 1717
1794 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1718 ms.update ();
1795 return 0;
1796 1719
1797 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1720 MoveType move_on = ms.move_on;
1798 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1721 MoveType move_slow = ms.move_slow;
1799 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1722 MoveType move_block = ms.move_block;
1800 1723
1801 /* if nothing on this space will slow op down or be applied, 1724 /* if nothing on this space will slow op down or be applied,
1802 * no need to do checking below. have to make sure move_type 1725 * no need to do checking below. have to make sure move_type
1803 * is set, as lots of objects don't have it set - we treat that 1726 * is set, as lots of objects don't have it set - we treat that
1804 * as walking. 1727 * as walking.
1815 return 0; 1738 return 0;
1816 1739
1817 /* The objects have to be checked from top to bottom. 1740 /* The objects have to be checked from top to bottom.
1818 * Hence, we first go to the top: 1741 * Hence, we first go to the top:
1819 */ 1742 */
1820 1743 for (object *next, *tmp = ms.top; tmp; tmp = next)
1821 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1822 {
1823 /* Trim the search when we find the first other spell effect
1824 * this helps performance so that if a space has 50 spell objects,
1825 * we don't need to check all of them.
1826 */
1827 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1828 break;
1829 } 1744 {
1745 next = tmp->below;
1830 1746
1831 for (; tmp; tmp = tmp->below)
1832 {
1833 if (tmp == op) 1747 if (tmp == op)
1834 continue; /* Can't apply yourself */ 1748 continue; /* Can't apply yourself */
1835 1749
1836 /* Check to see if one of the movement types should be slowed down. 1750 /* Check to see if one of the movement types should be slowed down.
1837 * Second check makes sure that the movement types not being slowed 1751 * Second check makes sure that the movement types not being slowed
1842 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1756 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1843 { 1757 {
1844 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1845 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1846 { 1760 {
1847
1848 float
1849 diff = tmp->move_slow_penalty * fabs (op->speed); 1761 float diff = tmp->move_slow_penalty * fabs (op->speed);
1850 1762
1851 if (op->type == PLAYER) 1763 if (op->is_player ())
1852 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1764 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1853 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1765 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1854 diff /= 4.0; 1766 diff /= 4.0;
1855 1767
1856 op->speed_left -= diff; 1768 op->speed_left -= diff;
1857 } 1769 }
1858 } 1770 }
1891 LOG (llevError, "Present_arch called outside map.\n"); 1803 LOG (llevError, "Present_arch called outside map.\n");
1892 return NULL; 1804 return NULL;
1893 } 1805 }
1894 1806
1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1807 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1896 if (tmp->arch == at) 1808 if (tmp->arch->archname == at->archname)
1897 return tmp; 1809 return tmp;
1898 1810
1899 return NULL; 1811 return NULL;
1900} 1812}
1901 1813
1965 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1966 */ 1878 */
1967object * 1879object *
1968present_arch_in_ob (const archetype *at, const object *op) 1880present_arch_in_ob (const archetype *at, const object *op)
1969{ 1881{
1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1971 if (tmp->arch == at) 1883 if (tmp->arch->archname == at->archname)
1972 return tmp; 1884 return tmp;
1973 1885
1974 return NULL; 1886 return NULL;
1975} 1887}
1976 1888
1978 * activate recursively a flag on an object inventory 1890 * activate recursively a flag on an object inventory
1979 */ 1891 */
1980void 1892void
1981flag_inv (object *op, int flag) 1893flag_inv (object *op, int flag)
1982{ 1894{
1983 if (op->inv)
1984 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1985 { 1896 {
1986 SET_FLAG (tmp, flag); 1897 SET_FLAG (tmp, flag);
1987 flag_inv (tmp, flag); 1898 flag_inv (tmp, flag);
1988 } 1899 }
1989} 1900}
1990 1901
1991/* 1902/*
1992 * deactivate recursively a flag on an object inventory 1903 * deactivate recursively a flag on an object inventory
1993 */ 1904 */
1994void 1905void
1995unflag_inv (object *op, int flag) 1906unflag_inv (object *op, int flag)
1996{ 1907{
1997 if (op->inv)
1998 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1908 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1999 { 1909 {
2000 CLEAR_FLAG (tmp, flag); 1910 CLEAR_FLAG (tmp, flag);
2001 unflag_inv (tmp, flag); 1911 unflag_inv (tmp, flag);
2002 } 1912 }
2003} 1913}
2004 1914
2005/* 1915/*
2006 * find_free_spot(object, map, x, y, start, stop) will search for 1916 * find_free_spot(object, map, x, y, start, stop) will search for
2007 * a spot at the given map and coordinates which will be able to contain 1917 * a spot at the given map and coordinates which will be able to contain
2009 * to search (see the freearr_x/y[] definition). 1919 * to search (see the freearr_x/y[] definition).
2010 * It returns a random choice among the alternatives found. 1920 * It returns a random choice among the alternatives found.
2011 * start and stop are where to start relative to the free_arr array (1,9 1921 * start and stop are where to start relative to the free_arr array (1,9
2012 * does all 4 immediate directions). This returns the index into the 1922 * does all 4 immediate directions). This returns the index into the
2013 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1923 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2014 * Note - this only checks to see if there is space for the head of the
2015 * object - if it is a multispace object, this should be called for all
2016 * pieces.
2017 * Note2: This function does correctly handle tiled maps, but does not 1924 * Note: This function does correctly handle tiled maps, but does not
2018 * inform the caller. However, insert_ob_in_map will update as 1925 * inform the caller. However, insert_ob_in_map will update as
2019 * necessary, so the caller shouldn't need to do any special work. 1926 * necessary, so the caller shouldn't need to do any special work.
2020 * Note - updated to take an object instead of archetype - this is necessary 1927 * Note - updated to take an object instead of archetype - this is necessary
2021 * because arch_blocked (now ob_blocked) needs to know the movement type 1928 * because arch_blocked (now ob_blocked) needs to know the movement type
2022 * to know if the space in question will block the object. We can't use 1929 * to know if the space in question will block the object. We can't use
2024 * customized, changed states, etc. 1931 * customized, changed states, etc.
2025 */ 1932 */
2026int 1933int
2027find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1934find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2028{ 1935{
1936 int altern[SIZEOFFREE];
2029 int index = 0, flag; 1937 int index = 0, flag;
2030 int altern[SIZEOFFREE];
2031 1938
2032 for (int i = start; i < stop; i++) 1939 for (int i = start; i < stop; i++)
2033 { 1940 {
2034 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1941 mapxy pos (m, x, y); pos.move (i);
2035 if (!flag) 1942
1943 if (!pos.normalise ())
1944 continue;
1945
1946 mapspace &ms = *pos;
1947
1948 if (ms.flags () & P_IS_ALIVE)
1949 continue;
1950
1951 /* However, often
1952 * ob doesn't have any move type (when used to place exits)
1953 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1954 */
1955 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1956 {
2036 altern [index++] = i; 1957 altern [index++] = i;
1958 continue;
1959 }
2037 1960
2038 /* Basically, if we find a wall on a space, we cut down the search size. 1961 /* Basically, if we find a wall on a space, we cut down the search size.
2039 * In this way, we won't return spaces that are on another side of a wall. 1962 * In this way, we won't return spaces that are on another side of a wall.
2040 * This mostly work, but it cuts down the search size in all directions - 1963 * This mostly work, but it cuts down the search size in all directions -
2041 * if the space being examined only has a wall to the north and empty 1964 * if the space being examined only has a wall to the north and empty
2042 * spaces in all the other directions, this will reduce the search space 1965 * spaces in all the other directions, this will reduce the search space
2043 * to only the spaces immediately surrounding the target area, and 1966 * to only the spaces immediately surrounding the target area, and
2044 * won't look 2 spaces south of the target space. 1967 * won't look 2 spaces south of the target space.
2045 */ 1968 */
2046 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1969 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1970 {
2047 stop = maxfree[i]; 1971 stop = maxfree[i];
1972 continue;
1973 }
1974
1975 /* Note it is intentional that we check ob - the movement type of the
1976 * head of the object should correspond for the entire object.
1977 */
1978 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1979 continue;
1980
1981 if (ob->blocked (pos.m, pos.x, pos.y))
1982 continue;
1983
1984 altern [index++] = i;
2048 } 1985 }
2049 1986
2050 if (!index) 1987 if (!index)
2051 return -1; 1988 return -1;
2052 1989
2061 */ 1998 */
2062int 1999int
2063find_first_free_spot (const object *ob, maptile *m, int x, int y) 2000find_first_free_spot (const object *ob, maptile *m, int x, int y)
2064{ 2001{
2065 for (int i = 0; i < SIZEOFFREE; i++) 2002 for (int i = 0; i < SIZEOFFREE; i++)
2066 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2003 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2067 return i; 2004 return i;
2068 2005
2069 return -1; 2006 return -1;
2070} 2007}
2071 2008
2117 * there is capable of. 2054 * there is capable of.
2118 */ 2055 */
2119int 2056int
2120find_dir (maptile *m, int x, int y, object *exclude) 2057find_dir (maptile *m, int x, int y, object *exclude)
2121{ 2058{
2122 int i, max = SIZEOFFREE, mflags; 2059 int max = SIZEOFFREE, mflags;
2123
2124 sint16 nx, ny;
2125 object *tmp;
2126 maptile *mp;
2127
2128 MoveType blocked, move_type; 2060 MoveType move_type;
2129 2061
2130 if (exclude && exclude->head_ () != exclude) 2062 if (exclude && exclude->head_ () != exclude)
2131 { 2063 {
2132 exclude = exclude->head; 2064 exclude = exclude->head;
2133 move_type = exclude->move_type; 2065 move_type = exclude->move_type;
2136 { 2068 {
2137 /* If we don't have anything, presume it can use all movement types. */ 2069 /* If we don't have anything, presume it can use all movement types. */
2138 move_type = MOVE_ALL; 2070 move_type = MOVE_ALL;
2139 } 2071 }
2140 2072
2141 for (i = 1; i < max; i++) 2073 for (int i = 1; i < max; i++)
2142 { 2074 {
2143 mp = m; 2075 mapxy pos (m, x, y);
2144 nx = x + freearr_x[i]; 2076 pos.move (i);
2145 ny = y + freearr_y[i];
2146 2077
2147 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2078 if (!pos.normalise ())
2148
2149 if (mflags & P_OUT_OF_MAP)
2150 max = maxfree[i]; 2079 max = maxfree[i];
2151 else 2080 else
2152 { 2081 {
2153 mapspace &ms = mp->at (nx, ny); 2082 mapspace &ms = *pos;
2154 2083
2155 blocked = ms.move_block;
2156
2157 if ((move_type & blocked) == move_type) 2084 if ((move_type & ms.move_block) == move_type)
2158 max = maxfree[i]; 2085 max = maxfree [i];
2159 else if (mflags & P_IS_ALIVE) 2086 else if (ms.flags () & P_IS_ALIVE)
2160 { 2087 {
2161 for (tmp = ms.bot; tmp; tmp = tmp->above) 2088 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2162 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2089 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2163 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2090 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2164 break;
2165
2166 if (tmp)
2167 return freedir[i]; 2091 return freedir [i];
2168 } 2092 }
2169 } 2093 }
2170 } 2094 }
2171 2095
2172 return 0; 2096 return 0;
2247 * This basically means that if direction is 15, then it could either go 2171 * This basically means that if direction is 15, then it could either go
2248 * direction 4, 14, or 16 to get back to where we are. 2172 * direction 4, 14, or 16 to get back to where we are.
2249 * Moved from spell_util.c to object.c with the other related direction 2173 * Moved from spell_util.c to object.c with the other related direction
2250 * functions. 2174 * functions.
2251 */ 2175 */
2252int reduction_dir[SIZEOFFREE][3] = { 2176const int reduction_dir[SIZEOFFREE][3] = {
2253 {0, 0, 0}, /* 0 */ 2177 {0, 0, 0}, /* 0 */
2254 {0, 0, 0}, /* 1 */ 2178 {0, 0, 0}, /* 1 */
2255 {0, 0, 0}, /* 2 */ 2179 {0, 0, 0}, /* 2 */
2256 {0, 0, 0}, /* 3 */ 2180 {0, 0, 0}, /* 3 */
2257 {0, 0, 0}, /* 4 */ 2181 {0, 0, 0}, /* 4 */
2348 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2272 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2349 * core dumps if they do. 2273 * core dumps if they do.
2350 * 2274 *
2351 * Add a check so we can't pick up invisible objects (0.93.8) 2275 * Add a check so we can't pick up invisible objects (0.93.8)
2352 */ 2276 */
2353
2354int 2277int
2355can_pick (const object *who, const object *item) 2278can_pick (const object *who, const object *item)
2356{ 2279{
2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2280 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2281 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2359 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2282 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2360} 2283}
2361 2284
2362/* 2285/*
2363 * create clone from object to another 2286 * create clone from object to another
2364 */ 2287 */
2365object * 2288object *
2366object_create_clone (object *asrc) 2289object::deep_clone ()
2367{ 2290{
2368 object *dst = 0, *tmp, *src, *prev, *item; 2291 assert (("deep_clone called on non-head object", is_head ()));
2369 2292
2370 if (!asrc) 2293 object *dst = clone ();
2371 return 0;
2372 2294
2373 src = asrc->head_ (); 2295 object *prev = dst;
2374
2375 prev = 0;
2376 for (object *part = src; part; part = part->more) 2296 for (object *part = this->more; part; part = part->more)
2377 { 2297 {
2378 tmp = part->clone (); 2298 object *tmp = part->clone ();
2379 tmp->x -= src->x;
2380 tmp->y -= src->y;
2381
2382 if (!part->head)
2383 {
2384 dst = tmp;
2385 tmp->head = 0;
2386 }
2387 else
2388 tmp->head = dst; 2299 tmp->head = dst;
2389
2390 tmp->more = 0;
2391
2392 if (prev)
2393 prev->more = tmp; 2300 prev->more = tmp;
2394
2395 prev = tmp; 2301 prev = tmp;
2396 } 2302 }
2397 2303
2398 for (item = src->inv; item; item = item->below) 2304 for (object *item = inv; item; item = item->below)
2399 insert_ob_in_ob (object_create_clone (item), dst); 2305 insert_ob_in_ob (item->deep_clone (), dst);
2400 2306
2401 return dst; 2307 return dst;
2402} 2308}
2403 2309
2404/* This returns the first object in who's inventory that 2310/* This returns the first object in who's inventory that
2413 return tmp; 2319 return tmp;
2414 2320
2415 return 0; 2321 return 0;
2416} 2322}
2417 2323
2418/* If ob has a field named key, return the link from the list, 2324shstr_tmp
2419 * otherwise return NULL. 2325object::kv_get (shstr_tmp key) const
2420 *
2421 * key must be a passed in shared string - otherwise, this won't
2422 * do the desired thing.
2423 */
2424key_value *
2425get_ob_key_link (const object *ob, const char *key)
2426{ 2326{
2427 for (key_value *link = ob->key_values; link; link = link->next) 2327 for (key_value *kv = key_values; kv; kv = kv->next)
2428 if (link->key == key) 2328 if (kv->key == key)
2429 return link;
2430
2431 return 0;
2432}
2433
2434/*
2435 * Returns the value of op has an extra_field for key, or NULL.
2436 *
2437 * The argument doesn't need to be a shared string.
2438 *
2439 * The returned string is shared.
2440 */
2441const char *
2442get_ob_key_value (const object *op, const char *const key)
2443{
2444 key_value *link;
2445 shstr_cmp canonical_key (key);
2446
2447 if (!canonical_key)
2448 {
2449 /* 1. There being a field named key on any object
2450 * implies there'd be a shared string to find.
2451 * 2. Since there isn't, no object has this field.
2452 * 3. Therefore, *this* object doesn't have this field.
2453 */
2454 return 0;
2455 }
2456
2457 /* This is copied from get_ob_key_link() above -
2458 * only 4 lines, and saves the function call overhead.
2459 */
2460 for (link = op->key_values; link; link = link->next)
2461 if (link->key == canonical_key)
2462 return link->value; 2329 return kv->value;
2463 2330
2464 return 0; 2331 return shstr ();
2465} 2332}
2466 2333
2467/* 2334void
2468 * Updates the canonical_key in op to value. 2335object::kv_set (shstr_tmp key, shstr_tmp value)
2469 *
2470 * canonical_key is a shared string (value doesn't have to be).
2471 *
2472 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2473 * keys.
2474 *
2475 * Returns TRUE on success.
2476 */
2477int
2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2479{ 2336{
2480 key_value *field = NULL, *last = NULL; 2337 for (key_value *kv = key_values; kv; kv = kv->next)
2481 2338 if (kv->key == key)
2482 for (field = op->key_values; field != NULL; field = field->next)
2483 {
2484 if (field->key != canonical_key)
2485 { 2339 {
2486 last = field; 2340 kv->value = value;
2487 continue; 2341 return;
2488 } 2342 }
2489 2343
2490 if (value) 2344 key_value *kv = new key_value;
2491 field->value = value; 2345
2492 else 2346 kv->next = key_values;
2347 kv->key = key;
2348 kv->value = value;
2349
2350 key_values = kv;
2351}
2352
2353void
2354object::kv_del (shstr_tmp key)
2355{
2356 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2357 if ((*kvp)->key == key)
2493 { 2358 {
2494 /* Basically, if the archetype has this key set, 2359 key_value *kv = *kvp;
2495 * we need to store the null value so when we save 2360 *kvp = (*kvp)->next;
2496 * it, we save the empty value so that when we load, 2361 delete kv;
2497 * we get this value back again. 2362 return;
2498 */
2499 if (get_ob_key_link (op->arch, canonical_key))
2500 field->value = 0;
2501 else
2502 {
2503 if (last)
2504 last->next = field->next;
2505 else
2506 op->key_values = field->next;
2507
2508 delete field;
2509 }
2510 } 2363 }
2511 return TRUE;
2512 }
2513 /* IF we get here, key doesn't exist */
2514
2515 /* No field, we'll have to add it. */
2516
2517 if (!add_key)
2518 return FALSE;
2519
2520 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings,
2524 * should pass in ""
2525 */
2526 if (value == NULL)
2527 return TRUE;
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE;
2538}
2539
2540/*
2541 * Updates the key in op to value.
2542 *
2543 * If add_key is FALSE, this will only update existing keys,
2544 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key
2546 *
2547 * Returns TRUE on success.
2548 */
2549int
2550set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2551{
2552 shstr key_ (key);
2553
2554 return set_ob_key_value_s (op, key_, value, add_key);
2555} 2364}
2556 2365
2557object::depth_iterator::depth_iterator (object *container) 2366object::depth_iterator::depth_iterator (object *container)
2558: iterator_base (container) 2367: iterator_base (container)
2559{ 2368{
2609{ 2418{
2610 char flagdesc[512]; 2419 char flagdesc[512];
2611 char info2[256 * 4]; 2420 char info2[256 * 4];
2612 char *p = info; 2421 char *p = info;
2613 2422
2614 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2423 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2615 count, uuid.seq, 2424 count,
2425 uuid.c_str (),
2616 &name, 2426 &name,
2617 title ? "\",title:\"" : "", 2427 title ? ",title:\"" : "",
2618 title ? (const char *)title : "", 2428 title ? (const char *)title : "",
2429 title ? "\"" : "",
2619 flag_desc (flagdesc, 512), type); 2430 flag_desc (flagdesc, 512), type);
2620 2431
2621 if (env) 2432 if (!flag[FLAG_REMOVED] && env)
2622 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2433 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2623 2434
2624 if (map) 2435 if (map)
2625 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2436 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2626 2437
2656object::open_container (object *new_container) 2467object::open_container (object *new_container)
2657{ 2468{
2658 if (container == new_container) 2469 if (container == new_container)
2659 return; 2470 return;
2660 2471
2661 if (object *old_container = container) 2472 object *old_container = container;
2473
2474 if (old_container)
2662 { 2475 {
2663 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2476 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2664 return; 2477 return;
2665 2478
2666#if 0 2479#if 0
2668 if (object *closer = old_container->inv) 2481 if (object *closer = old_container->inv)
2669 if (closer->type == CLOSE_CON) 2482 if (closer->type == CLOSE_CON)
2670 closer->destroy (); 2483 closer->destroy ();
2671#endif 2484#endif
2672 2485
2486 // make sure the container is available
2487 esrv_send_item (this, old_container);
2488
2673 old_container->flag [FLAG_APPLIED] = 0; 2489 old_container->flag [FLAG_APPLIED] = false;
2674 container = 0; 2490 container = 0;
2675 2491
2492 // client needs item update to make it work, client bug requires this to be separate
2676 esrv_update_item (UPD_FLAGS, this, old_container); 2493 esrv_update_item (UPD_FLAGS, this, old_container);
2494
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2495 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2496 play_sound (sound_find ("chest_close"));
2678 } 2497 }
2679 2498
2680 if (new_container) 2499 if (new_container)
2681 { 2500 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2501 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2691 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2510 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2692 new_container->insert (closer); 2511 new_container->insert (closer);
2693 } 2512 }
2694#endif 2513#endif
2695 2514
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2515 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2697 2516
2517 // make sure the container is available, client bug requires this to be separate
2518 esrv_send_item (this, new_container);
2519
2698 new_container->flag [FLAG_APPLIED] = 1; 2520 new_container->flag [FLAG_APPLIED] = true;
2699 container = new_container; 2521 container = new_container;
2700 2522
2523 // client needs flag change
2701 esrv_update_item (UPD_FLAGS, this, new_container); 2524 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container); 2525 esrv_send_inventory (this, new_container);
2526 play_sound (sound_find ("chest_open"));
2703 } 2527 }
2528// else if (!old_container->env && contr && contr->ns)
2529// contr->ns->floorbox_reset ();
2704} 2530}
2705 2531
2706object * 2532object *
2707object::force_find (const shstr name) 2533object::force_find (shstr_tmp name)
2708{ 2534{
2709 /* cycle through his inventory to look for the MARK we want to 2535 /* cycle through his inventory to look for the MARK we want to
2710 * place 2536 * place
2711 */ 2537 */
2712 for (object *tmp = inv; tmp; tmp = tmp->below) 2538 for (object *tmp = inv; tmp; tmp = tmp->below)
2714 return splay (tmp); 2540 return splay (tmp);
2715 2541
2716 return 0; 2542 return 0;
2717} 2543}
2718 2544
2719void 2545object *
2720object::force_add (const shstr name, int duration) 2546object::force_add (shstr_tmp name, int duration)
2721{ 2547{
2722 if (object *force = force_find (name)) 2548 if (object *force = force_find (name))
2723 force->destroy (); 2549 force->destroy ();
2724 2550
2725 object *force = get_archetype (FORCE_NAME); 2551 object *force = get_archetype (FORCE_NAME);
2730 2556
2731 force->set_speed (duration ? 1.f / duration : 0.f); 2557 force->set_speed (duration ? 1.f / duration : 0.f);
2732 force->flag [FLAG_IS_USED_UP] = true; 2558 force->flag [FLAG_IS_USED_UP] = true;
2733 force->flag [FLAG_APPLIED] = true; 2559 force->flag [FLAG_APPLIED] = true;
2734 2560
2561 return insert (force);
2562}
2563
2564void
2565object::play_sound (faceidx sound) const
2566{
2567 if (!sound)
2568 return;
2569
2570 if (is_on_map ())
2571 map->play_sound (sound, x, y);
2572 else if (object *pl = in_player ())
2573 pl->contr->play_sound (sound);
2574}
2575
2576void
2577object::say_msg (const char *msg) const
2578{
2579 if (is_on_map ())
2580 map->say_msg (msg, x, y);
2581 else if (object *pl = in_player ())
2582 pl->contr->play_sound (sound);
2583}
2584
2585void
2586object::make_noise ()
2587{
2588 // we do not model noise in the map, so instead put
2589 // a temporary light into the noise source
2590 // could use the map instead, but that's less reliable for our
2591 // goal, which is to make invisibility a bit harder to exploit
2592
2593 // currently only works sensibly for players
2594 if (!is_player ())
2595 return;
2596
2597 // find old force, or create new one
2598 object *force = force_find (shstr_noise_force);
2599
2600 if (force)
2601 force->speed_left = -1.f; // patch old speed up
2602 else
2603 {
2604 force = archetype::get (shstr_noise_force);
2605
2606 force->slaying = shstr_noise_force;
2607 force->stats.food = 1;
2608 force->speed_left = -1.f;
2609
2610 force->set_speed (1.f / 4.f);
2611 force->flag [FLAG_IS_USED_UP] = true;
2612 force->flag [FLAG_APPLIED] = true;
2613
2735 insert (force); 2614 insert (force);
2615 }
2736} 2616}
2737 2617

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