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Comparing deliantra/server/common/object.C (file contents):
Revision 1.180 by root, Wed Aug 15 04:59:46 2007 UTC vs.
Revision 1.294 by root, Thu Nov 5 15:43:21 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 30#include <sproto.h>
34#include <loader.h> 31#include <loader.h>
35 32
36#include <bitset> 33#include <bitset>
37 34
38int nrofallocobjects = 0; 35UUID UUID::cur;
39static UUID uuid; 36static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
41 39
42objectvec objects; 40objectvec objects;
43activevec actives; 41activevec actives;
44 42
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, 43//+GPL
44
45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 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 49 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}; 50};
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, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -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 55 -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}; 56};
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, 57int maxfree[SIZEOFFREE] = {
58 0,
59 9, 10, 13, 14, 17, 18, 21, 22,
60 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 61 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}; 62};
54int freedir[SIZEOFFREE] = { 63int 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, 64 0,
65 1, 2, 3, 4, 5, 6, 7, 8,
66 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 67 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}; 68};
58 69
59static void 70static void
60write_uuid (void) 71write_uuid (uval64 skip, bool sync)
61{ 72{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
63 74 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 77 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} 78}
79 79
80static void 80static void
81read_uuid (void) 81read_uuid (void)
82{ 82{
83 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
84 84
85 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
86 88
87 FILE *fp; 89 FILE *fp;
88 90
89 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
90 { 92 {
91 if (errno == ENOENT) 93 if (errno == ENOENT)
92 { 94 {
93 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 96 UUID::cur.seq = 0;
95 write_uuid (); 97 write_uuid (UUID_GAP, true);
96 return; 98 return;
97 } 99 }
98 100
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 102 _exit (1);
101 } 103 }
102 104
103 int version; 105 UUID::BUF buf;
104 unsigned long long uid; 106 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
106 { 110 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 112 _exit (1);
109 } 113 }
110 114
111 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 116
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
114 fclose (fp); 118 fclose (fp);
115} 119}
116 120
117UUID 121UUID
118gen_uuid () 122UUID::gen ()
119{ 123{
120 UUID uid; 124 UUID uid;
121 125
122 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
123 127
124 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
126 134
127 return uid; 135 return uid;
128} 136}
129 137
130void 138void
131init_uuid () 139UUID::init ()
132{ 140{
133 read_uuid (); 141 read_uuid ();
134} 142}
135 143
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 144/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 145static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 146compare_ob_value_lists_one (const object *wants, const object *has)
139{ 147{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 148 /* 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 149 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 150 * different structure or at least keep the lists sorted...
145 */ 151 */
146 152
147 /* For each field in wants, */ 153 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 154 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 155 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 156 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 }
170 157
171 /* If we get here, every field in wants has a matching field in has. */ 158 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 159 return true;
173} 160}
174 161
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 162/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 163static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 164compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 165{
179 /* However, there may be fields in has which aren't partnered in wants, 166 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 167 * so we need to run the comparison *twice*. :(
181 */ 168 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 169 return compare_ob_value_lists_one (ob1, ob2)
170 && compare_ob_value_lists_one (ob2, ob1);
183} 171}
184 172
185/* Function examines the 2 objects given to it, and returns true if 173/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 174 * they can be merged together.
187 * 175 *
202 || ob1->speed != ob2->speed 190 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 191 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 192 || ob1->name != ob2->name)
205 return 0; 193 return 0;
206 194
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 195 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 196 * is always 0 .. 2**31-1 */
210 * used to store nrof). 197 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 198 return 0;
214 199
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 200 /* 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 201 * 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 202 * 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 203 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 204 * flags lose any meaning.
220 */ 205 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 208
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 209 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 210 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 211
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 212 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 213 || ob1->name != ob2->name
230 || ob1->title != ob2->title 214 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 215 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 216 || 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 217 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 218 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 219 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 220 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 221 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 222 || ob1->animation_id != ob2->animation_id
223 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
241 || ob1->client_type != ob2->client_type 224 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 225 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore 226 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 227 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 228 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 229 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 230 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 231 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 232 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 233 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 234 || ob1->move_slow_penalty != ob2->move_slow_penalty
235 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
236 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 237 return 0;
253 238
239 if ((ob1->flag ^ ob2->flag)
240 .reset (FLAG_INV_LOCKED)
241 .reset (FLAG_REMOVED)
242 .any ())
243 return 0;
244
254 /* This is really a spellbook check - really, we should 245 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 246 * not merge objects with real inventories, as splitting them
247 * is hard.
256 */ 248 */
257 if (ob1->inv || ob2->inv) 249 if (ob1->inv || ob2->inv)
258 { 250 {
259 /* if one object has inventory but the other doesn't, not equiv */ 251 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 252 return 0; /* inventories differ in length */
261 return 0;
262 253
263 /* Now check to see if the two inventory objects could merge */ 254 if (ob1->inv->below || ob2->inv->below)
255 return 0; /* more than one object in inv */
256
264 if (!object::can_merge (ob1->inv, ob2->inv)) 257 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 258 return 0; /* inventory objects differ */
266 259
267 /* inventory ok - still need to check rest of this object to see 260 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 261 * if it is valid.
269 */ 262 */
270 } 263 }
289 if (ob1->level != ob2->level) 282 if (ob1->level != ob2->level)
290 return 0; 283 return 0;
291 break; 284 break;
292 } 285 }
293 286
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 287 if (ob1->key_values || ob2->key_values)
295 { 288 {
296 /* At least one of these has key_values. */ 289 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 290 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 291 return 0; /* One has fields, but the other one doesn't. */
299 return 0; 292
300 else if (!compare_ob_value_lists (ob1, ob2)) 293 if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 294 return 0;
302 } 295 }
303 296
304 if (ob1->self || ob2->self) 297 if (ob1->self || ob2->self)
305 { 298 {
306 ob1->optimise (); 299 ob1->optimise ();
307 ob2->optimise (); 300 ob2->optimise ();
308 301
309 if (ob1->self || ob2->self) 302 if (ob1->self || ob2->self)
303 {
304 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
305 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
306
307 if (k1 != k2)
308 return 0;
309
310 if (k1 == 0)
311 return 1;
312
310 if (!cfperl_can_merge (ob1, ob2)) 313 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 314 return 0;
315 }
312 } 316 }
313 317
314 /* Everything passes, must be OK. */ 318 /* Everything passes, must be OK. */
315 return 1; 319 return 1;
316} 320}
317 321
322// find player who can see this object
323object *
324object::visible_to () const
325{
326 if (client_visible () && !flag [FLAG_REMOVED])
327 {
328 // see if we are in a container of sorts
329 if (env)
330 {
331 // the player inventory itself is always visible
332 if (env->is_player ())
333 return env;
334
335 // else a player could have our env open
336 object *envest = env->outer_env_or_self ();
337
338 // the player itself is always on a map, so we will find him here
339 // even if our inv is in a player.
340 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ())
342 if (pl->container_ () == env)
343 return pl;
344 }
345 else
346 {
347 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ())
350 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
351 || pl->container_ () == this)
352 return pl;
353 }
354 }
355
356 return 0;
357}
358
359// adjust weight per container type ("of holding")
360static sint32
361weight_adjust_for (object *op, sint32 weight)
362{
363 return op->type == CONTAINER
364 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
365 : weight;
366}
367
318/* 368/*
369 * adjust_weight(object, weight) adds the specified weight to an object,
370 * and also updates how much the environment(s) is/are carrying.
371 */
372static void
373adjust_weight (object *op, sint32 weight)
374{
375 while (op)
376 {
377 // adjust by actual difference to account for rounding errors
378 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
379 weight = weight_adjust_for (op, op->carrying)
380 - weight_adjust_for (op, op->carrying - weight);
381
382 if (!weight)
383 return;
384
385 op->carrying += weight;
386
387 if (object *pl = op->visible_to ())
388 if (pl != op) // player is handled lazily
389 esrv_update_item (UPD_WEIGHT, pl, op);
390
391 op = op->env;
392 }
393}
394
395/*
319 * sum_weight() is a recursive function which calculates the weight 396 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 397 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 398 * containers are carrying, and sums it up.
322 */ 399 */
323long 400void
324sum_weight (object *op) 401object::update_weight ()
325{ 402{
326 long sum; 403 sint32 sum = 0;
327 object *inv;
328 404
329 for (sum = 0, inv = op->inv; inv; inv = inv->below) 405 for (object *op = inv; op; op = op->below)
330 { 406 {
331 if (inv->inv) 407 if (op->inv)
332 sum_weight (inv); 408 op->update_weight ();
333 409
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 410 sum += op->total_weight ();
411 }
412
413 sum = weight_adjust_for (this, sum);
414
415 if (sum != carrying)
335 } 416 {
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; 417 carrying = sum;
342 418
343 return sum; 419 if (object *pl = visible_to ())
420 if (pl != this) // player is handled lazily
421 esrv_update_item (UPD_WEIGHT, pl, this);
422 }
344} 423}
345 424
346/** 425/*
347 * Return the outermost environment object for a given object. 426 * 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 */ 427 */
363char * 428char *
364dump_object (object *op) 429dump_object (object *op)
365{ 430{
366 if (!op) 431 if (!op)
369 object_freezer freezer; 434 object_freezer freezer;
370 op->write (freezer); 435 op->write (freezer);
371 return freezer.as_string (); 436 return freezer.as_string ();
372} 437}
373 438
439char *
440object::as_string ()
441{
442 return dump_object (this);
443}
444
374/* 445/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 446 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 447 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 448 * If it's not a multi-object, it is returned.
378 */ 449 */
379
380object * 450object *
381get_nearest_part (object *op, const object *pl) 451get_nearest_part (object *op, const object *pl)
382{ 452{
383 object *tmp, *closest; 453 object *tmp, *closest;
384 int last_dist, i; 454 int last_dist, i;
385 455
386 if (op->more == NULL) 456 if (!op->more)
387 return op; 457 return op;
458
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 459 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
460 tmp;
461 tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist) 462 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i; 463 closest = tmp, last_dist = i;
464
391 return closest; 465 return closest;
392} 466}
393 467
394/* 468/*
395 * Returns the object which has the count-variable equal to the argument. 469 * Returns the object which has the count-variable equal to the argument.
470 * VERRRY slow.
396 */ 471 */
397object * 472object *
398find_object (tag_t i) 473find_object (tag_t i)
399{ 474{
400 for_all_objects (op) 475 for_all_objects (op)
411 */ 486 */
412object * 487object *
413find_object_name (const char *str) 488find_object_name (const char *str)
414{ 489{
415 shstr_cmp str_ (str); 490 shstr_cmp str_ (str);
416 object *op;
417 491
492 if (str_)
418 for_all_objects (op) 493 for_all_objects (op)
419 if (op->name == str_) 494 if (op->name == str_)
420 break; 495 return op;
421 496
422 return op; 497 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 498}
430 499
431/* 500/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 501 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 502 * skill and experience objects.
503 * ACTUALLY NO! investigate! TODO
434 */ 504 */
435void 505void
436object::set_owner (object *owner) 506object::set_owner (object *owner)
437{ 507{
508 // allow objects which own objects
438 if (!owner) 509 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) 510 while (owner->owner)
449 owner = owner->owner; 511 owner = owner->owner;
512
513 if (flag [FLAG_FREED])
514 {
515 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
516 return;
517 }
450 518
451 this->owner = owner; 519 this->owner = owner;
452} 520}
453 521
454int 522int
496 update_stats (); 564 update_stats ();
497 565
498 new_draw_info_format (NDI_UNIQUE, 0, this, 566 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, " 567 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. " 568 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name); 569 "[You need to unapply some items first - use the 'body' command to see "
570 "how many items you cna wera on a specific body part.]", &ob->name);
502 return false; 571 return false;
503 } 572 }
504 573
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 574 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 } 575 }
532 } 601 }
533 602
534 op->key_values = 0; 603 op->key_values = 0;
535} 604}
536 605
537object & 606/*
538object::operator =(const object &src) 607 * copy_to first frees everything allocated by the dst object,
608 * and then copies the contents of itself into the second
609 * object, allocating what needs to be allocated. Basically, any
610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
611 * if the first object is freed, the pointers in the new object
612 * will point at garbage.
613 */
614void
615object::copy_to (object *dst)
539{ 616{
540 bool is_freed = flag [FLAG_FREED]; 617 dst->remove ();
541 bool is_removed = flag [FLAG_REMOVED];
542
543 *(object_copy *)this = src; 618 *(object_copy *)dst = *this;
544
545 flag [FLAG_FREED] = is_freed;
546 flag [FLAG_REMOVED] = is_removed; 619 dst->flag [FLAG_REMOVED] = true;
547 620
548 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
549 if (src.key_values) 622 if (key_values)
550 { 623 {
551 key_value *tail = 0; 624 key_value *tail = 0;
552 key_values = 0; 625 dst->key_values = 0;
553 626
554 for (key_value *i = src.key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
555 { 628 {
556 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
557 630
558 new_link->next = 0; 631 new_link->next = 0;
559 new_link->key = i->key; 632 new_link->key = i->key;
560 new_link->value = i->value; 633 new_link->value = i->value;
561 634
562 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
563 if (!key_values) 636 if (!dst->key_values)
564 { 637 {
565 key_values = new_link; 638 dst->key_values = new_link;
566 tail = new_link; 639 tail = new_link;
567 } 640 }
568 else 641 else
569 { 642 {
570 tail->next = new_link; 643 tail->next = new_link;
571 tail = new_link; 644 tail = new_link;
572 } 645 }
573 } 646 }
574 } 647 }
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;
589 648
590 if (speed < 0) 649 if (speed < 0)
591 dst->speed_left = speed_left - rndm (); 650 dst->speed_left -= rndm ();
592 651
593 dst->set_speed (dst->speed); 652 dst->activate ();
594} 653}
595 654
596void 655void
597object::instantiate () 656object::instantiate ()
598{ 657{
599 if (!uuid.seq) // HACK 658 if (!uuid.seq) // HACK
600 uuid = gen_uuid (); 659 uuid = UUID::gen ();
601 660
602 speed_left = -0.1f; 661 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really 662 /* 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. 663 * 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 664 * by doing so, when a monster is created, it has good starting
615object * 674object *
616object::clone () 675object::clone ()
617{ 676{
618 object *neu = create (); 677 object *neu = create ();
619 copy_to (neu); 678 copy_to (neu);
679 neu->map = map; // not copied by copy_to
620 return neu; 680 return neu;
621} 681}
622 682
623/* 683/*
624 * If an object with the IS_TURNABLE() flag needs to be turned due 684 * If an object with the IS_TURNABLE() flag needs to be turned due
675 * UP_OBJ_FACE: only the objects face has changed. 735 * UP_OBJ_FACE: only the objects face has changed.
676 */ 736 */
677void 737void
678update_object (object *op, int action) 738update_object (object *op, int action)
679{ 739{
680 if (op == NULL) 740 if (!op)
681 { 741 {
682 /* this should never happen */ 742 /* this should never happen */
683 LOG (llevDebug, "update_object() called for NULL object.\n"); 743 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
684 return; 744 return;
685 } 745 }
686 746
687 if (op->env) 747 if (!op->is_on_map ())
688 { 748 {
689 /* Animation is currently handled by client, so nothing 749 /* Animation is currently handled by client, so nothing
690 * to do in this case. 750 * to do in this case.
691 */ 751 */
692 return; 752 return;
693 } 753 }
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;
700 754
701 /* make sure the object is within map boundaries */ 755 /* 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) 756 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
703 { 757 {
704 LOG (llevError, "update_object() called for object out of map!\n"); 758 LOG (llevError, "update_object() called for object out of map!\n");
715 else if (action == UP_OBJ_INSERT) 769 else if (action == UP_OBJ_INSERT)
716 { 770 {
717 // this is likely overkill, TODO: revisit (schmorp) 771 // this is likely overkill, TODO: revisit (schmorp)
718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 772 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 773 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 774 || (op->is_player () && !(m.flags_ & P_PLAYER))
721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 775 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 776 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 777 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
724 || (m.move_on | op->move_on ) != m.move_on 778 || (m.move_on | op->move_on ) != m.move_on
725 || (m.move_off | op->move_off ) != m.move_off 779 || (m.move_off | op->move_off ) != m.move_off
726 || (m.move_slow | op->move_slow) != m.move_slow 780 || (m.move_slow | op->move_slow) != m.move_slow
727 /* This isn't perfect, but I don't expect a lot of objects to 781 /* This isn't perfect, but I don't expect a lot of objects to
728 * to have move_allow right now. 782 * have move_allow right now.
729 */ 783 */
730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 784 || ((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) 785 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
732 m.flags_ = 0; 786 m.invalidate ();
733 } 787 }
734 /* if the object is being removed, we can't make intelligent 788 /* if the object is being removed, we can't make intelligent
735 * decisions, because remove_ob can't really pass the object 789 * decisions, because remove_ob can't really pass the object
736 * that is being removed. 790 * that is being removed.
737 */ 791 */
738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 792 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
739 m.flags_ = 0; 793 m.invalidate ();
740 else if (action == UP_OBJ_FACE) 794 else if (action == UP_OBJ_FACE)
741 /* Nothing to do for that case */ ; 795 /* Nothing to do for that case */ ;
742 else 796 else
743 LOG (llevError, "update_object called with invalid action: %d\n", action); 797 LOG (llevError, "update_object called with invalid action: %d\n", action);
744 798
748 802
749object::object () 803object::object ()
750{ 804{
751 SET_FLAG (this, FLAG_REMOVED); 805 SET_FLAG (this, FLAG_REMOVED);
752 806
753 expmul = 1.0; 807 //expmul = 1.0; declared const for the time being
754 face = blank_face; 808 face = blank_face;
755} 809}
756 810
757object::~object () 811object::~object ()
758{ 812{
764static int object_count; 818static int object_count;
765 819
766void object::link () 820void object::link ()
767{ 821{
768 assert (!index);//D 822 assert (!index);//D
769 uuid = gen_uuid (); 823 uuid = UUID::gen ();
770 count = ++object_count; 824 count = ++object_count;
771 825
772 refcnt_inc (); 826 refcnt_inc ();
773 objects.insert (this); 827 objects.insert (this);
774} 828}
788 /* If already on active list, don't do anything */ 842 /* If already on active list, don't do anything */
789 if (active) 843 if (active)
790 return; 844 return;
791 845
792 if (has_active_speed ()) 846 if (has_active_speed ())
847 {
848 if (flag [FLAG_FREED])
849 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
850
793 actives.insert (this); 851 actives.insert (this);
852 }
794} 853}
795 854
796void 855void
797object::activate_recursive () 856object::activate_recursive ()
798{ 857{
847object::destroy_inv (bool drop_to_ground) 906object::destroy_inv (bool drop_to_ground)
848{ 907{
849 // need to check first, because the checks below might segfault 908 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code 909 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty. 910 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory, 911 // corollary: if you create arrows etc. with stuff in its inventory,
853 // cf will crash below with off-map x and y 912 // cf will crash below with off-map x and y
854 if (!inv) 913 if (!inv)
855 return; 914 return;
856 915
857 /* Only if the space blocks everything do we not process - 916 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects 917 * if some form of movement is allowed, let objects
859 * drop on that space. 918 * drop on that space.
860 */ 919 */
861 if (!drop_to_ground 920 if (!drop_to_ground
862 || !map 921 || !map
863 || map->in_memory != MAP_IN_MEMORY 922 || map->in_memory != MAP_ACTIVE
864 || map->nodrop 923 || map->no_drop
865 || ms ().move_block == MOVE_ALL) 924 || ms ().move_block == MOVE_ALL)
866 { 925 {
867 while (inv) 926 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy (); 927 inv->destroy ();
871 }
872 } 928 }
873 else 929 else
874 { /* Put objects in inventory onto this space */ 930 { /* Put objects in inventory onto this space */
875 while (inv) 931 while (inv)
876 { 932 {
894 object *op = new object; 950 object *op = new object;
895 op->link (); 951 op->link ();
896 return op; 952 return op;
897} 953}
898 954
955static struct freed_map : maptile
956{
957 freed_map ()
958 {
959 path = "<freed objects map>";
960 name = "/internal/freed_objects_map";
961 width = 3;
962 height = 3;
963 no_drop = 1;
964 no_reset = 1;
965
966 alloc ();
967 in_memory = MAP_ACTIVE;
968 }
969
970 ~freed_map ()
971 {
972 destroy ();
973 }
974} freed_map; // freed objects are moved here to avoid crashes
975
899void 976void
900object::do_destroy () 977object::do_destroy ()
901{ 978{
902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED]) 979 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this); 980 remove_link ();
906 981
907 if (flag [FLAG_FRIENDLY]) 982 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this); 983 remove_friendly_object (this);
909 984
910 if (!flag [FLAG_REMOVED])
911 remove (); 985 remove ();
912 986
913 destroy_inv (true); 987 attachable::do_destroy ();
914 988
915 deactivate (); 989 deactivate ();
916 unlink (); 990 unlink ();
917 991
918 flag [FLAG_FREED] = 1; 992 flag [FLAG_FREED] = 1;
919 993
920 // hack to ensure that freed objects still have a valid map 994 // 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; 995 map = &freed_map;
937 x = 1; 996 x = 1;
938 y = 1; 997 y = 1;
939 }
940 998
941 if (more) 999 if (more)
942 { 1000 {
943 more->destroy (); 1001 more->destroy ();
944 more = 0; 1002 more = 0;
952 attacked_by = 0; 1010 attacked_by = 0;
953 current_weapon = 0; 1011 current_weapon = 0;
954} 1012}
955 1013
956void 1014void
957object::destroy (bool destroy_inventory) 1015object::destroy ()
958{ 1016{
959 if (destroyed ()) 1017 if (destroyed ())
960 return; 1018 return;
961 1019
962 if (destroy_inventory) 1020 if (!is_head () && !head->destroyed ())
1021 {
1022 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1023 head->destroy ();
1024 return;
1025 }
1026
963 destroy_inv (false); 1027 destroy_inv (false);
964 1028
965 if (is_head ()) 1029 if (is_head ())
966 if (sound_destroy) 1030 if (sound_destroy)
967 play_sound (sound_destroy); 1031 play_sound (sound_destroy);
968 else if (flag [FLAG_MONSTER]) 1032 else if (flag [FLAG_MONSTER])
969 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1033 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
970 1034
971 attachable::destroy (); 1035 attachable::destroy ();
972}
973
974/*
975 * sub_weight() recursively (outwards) subtracts a number from the
976 * weight of an object (and what is carried by it's environment(s)).
977 */
978void
979sub_weight (object *op, signed long weight)
980{
981 while (op != NULL)
982 {
983 if (op->type == CONTAINER)
984 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
985
986 op->carrying -= weight;
987 op = op->env;
988 }
989} 1036}
990 1037
991/* op->remove (): 1038/* op->remove ():
992 * This function removes the object op from the linked list of objects 1039 * This function removes the object op from the linked list of objects
993 * which it is currently tied to. When this function is done, the 1040 * which it is currently tied to. When this function is done, the
996 * the previous environment. 1043 * the previous environment.
997 */ 1044 */
998void 1045void
999object::do_remove () 1046object::do_remove ()
1000{ 1047{
1001 object *tmp, *last = 0; 1048 if (flag [FLAG_REMOVED])
1002 object *otmp;
1003
1004 if (QUERY_FLAG (this, FLAG_REMOVED))
1005 return; 1049 return;
1006 1050
1007 SET_FLAG (this, FLAG_REMOVED);
1008 INVOKE_OBJECT (REMOVE, this); 1051 INVOKE_OBJECT (REMOVE, this);
1052
1053 flag [FLAG_REMOVED] = true;
1009 1054
1010 if (more) 1055 if (more)
1011 more->remove (); 1056 more->remove ();
1012 1057
1013 /* 1058 /*
1014 * In this case, the object to be removed is in someones 1059 * In this case, the object to be removed is in someones
1015 * inventory. 1060 * inventory.
1016 */ 1061 */
1017 if (env) 1062 if (env)
1018 { 1063 {
1019 if (nrof) 1064 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1020 sub_weight (env, weight * nrof); 1065 if (object *pl = visible_to ())
1021 else 1066 esrv_del_item (pl->contr, count);
1022 sub_weight (env, weight + carrying); 1067 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1068
1069 adjust_weight (env, -total_weight ());
1070
1071 object *pl = in_player ();
1072
1073 /* we set up values so that it could be inserted into
1074 * the map, but we don't actually do that - it is up
1075 * to the caller to decide what we want to do.
1076 */
1077 map = env->map;
1078 x = env->x;
1079 y = env->y;
1080
1081 // make sure cmov optimisation is applicable
1082 *(above ? &above->below : &env->inv) = below;
1083 *(below ? &below->above : &above ) = above; // &above is just a dummy
1084
1085 above = 0;
1086 below = 0;
1087 env = 0;
1023 1088
1024 /* NO_FIX_PLAYER is set when a great many changes are being 1089 /* NO_FIX_PLAYER is set when a great many changes are being
1025 * made to players inventory. If set, avoiding the call 1090 * made to players inventory. If set, avoiding the call
1026 * to save cpu time. 1091 * to save cpu time.
1027 */ 1092 */
1028 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1093 if (pl)
1094 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1095 {
1029 otmp->update_stats (); 1096 pl->update_stats ();
1030 1097
1031 if (above) 1098 if (glow_radius && pl->is_on_map ())
1032 above->below = below; 1099 update_all_los (pl->map, pl->x, pl->y);
1033 else 1100 }
1034 env->inv = below;
1035
1036 if (below)
1037 below->above = above;
1038
1039 /* we set up values so that it could be inserted into
1040 * the map, but we don't actually do that - it is up
1041 * to the caller to decide what we want to do.
1042 */
1043 x = env->x, y = env->y;
1044 map = env->map;
1045 above = 0, below = 0;
1046 env = 0;
1047 } 1101 }
1048 else if (map) 1102 else if (map)
1049 { 1103 {
1050 if (type == PLAYER)
1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true; 1104 map->dirty = true;
1063 mapspace &ms = this->ms (); 1105 mapspace &ms = this->ms ();
1064 1106
1107 if (object *pl = ms.player ())
1108 {
1109 if (is_player ())
1110 {
1111 if (!flag [FLAG_WIZPASS])
1112 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1113
1114 // leaving a spot always closes any open container on the ground
1115 if (container && !container->env)
1116 // this causes spurious floorbox updates, but it ensures
1117 // that the CLOSE event is being sent.
1118 close_container ();
1119
1120 --map->players;
1121 map->touch ();
1122 }
1123 else if (pl->container_ () == this)
1124 {
1125 // removing a container should close it
1126 close_container ();
1127 }
1128
1129 esrv_del_item (pl->contr, count);
1130 }
1131
1065 /* link the object above us */ 1132 /* link the object above us */
1066 if (above) 1133 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1134 *(above ? &above->below : &ms.top) = below;
1068 else 1135 *(below ? &below->above : &ms.bot) = above;
1069 ms.top = below; /* we were top, set new top */
1070
1071 /* Relink the object below us, if there is one */
1072 if (below)
1073 below->above = above;
1074 else
1075 {
1076 /* Nothing below, which means we need to relink map object for this space
1077 * use translated coordinates in case some oddness with map tiling is
1078 * evident
1079 */
1080 if (GET_MAP_OB (map, x, y) != this)
1081 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 ());
1082
1083 ms.bot = above; /* goes on above it. */
1084 }
1085 1136
1086 above = 0; 1137 above = 0;
1087 below = 0; 1138 below = 0;
1088 1139
1140 ms.invalidate ();
1141
1089 if (map->in_memory == MAP_SAVING) 1142 if (map->in_memory == MAP_SAVING)
1090 return; 1143 return;
1091 1144
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1145 int check_walk_off = !flag [FLAG_NO_APPLY];
1093 1146
1094 if (object *pl = ms.player ()) 1147 if (object *pl = ms.player ())
1095 { 1148 {
1096 if (pl->container == this) 1149 if (pl->container_ () == this)
1097 /* If a container that the player is currently using somehow gets 1150 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view 1151 * removed (most likely destroyed), update the player view
1099 * appropriately. 1152 * appropriately.
1100 */ 1153 */
1101 pl->close_container (); 1154 pl->close_container ();
1102 1155
1156 //TODO: the floorbox prev/next might need updating
1157 //esrv_del_item (pl->contr, count);
1158 //TODO: update floorbox to preserve ordering
1159 if (pl->contr->ns)
1103 pl->contr->ns->floorbox_update (); 1160 pl->contr->ns->floorbox_update ();
1104 } 1161 }
1105 1162
1163 if (check_walk_off)
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1164 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1107 { 1165 {
1166 above = tmp->above;
1167
1108 /* No point updating the players look faces if he is the object 1168 /* No point updating the players look faces if he is the object
1109 * being removed. 1169 * being removed.
1110 */ 1170 */
1111 1171
1112 /* See if object moving off should effect something */ 1172 /* See if object moving off should effect something */
1113 if (check_walk_off
1114 && ((move_type & tmp->move_off) 1173 if ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1174 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1116 {
1117 move_apply (tmp, this, 0); 1175 move_apply (tmp, this, 0);
1118
1119 if (destroyed ())
1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1121 } 1176 }
1122 1177
1123 last = tmp; 1178 if (affects_los ())
1124 }
1125
1126 /* last == NULL if there are no objects on this space */
1127 //TODO: this makes little sense, why only update the topmost object?
1128 if (!last)
1129 map->at (x, y).flags_ = 0;
1130 else
1131 update_object (last, UP_OBJ_REMOVE);
1132
1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1134 update_all_los (map, x, y); 1179 update_all_los (map, x, y);
1135 } 1180 }
1136} 1181}
1137 1182
1138/* 1183/*
1147merge_ob (object *op, object *top) 1192merge_ob (object *op, object *top)
1148{ 1193{
1149 if (!op->nrof) 1194 if (!op->nrof)
1150 return 0; 1195 return 0;
1151 1196
1152 if (top) 1197 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1198 for (top = op; top && top->above; top = top->above)
1154 ; 1199 ;
1155 1200
1156 for (; top; top = top->below) 1201 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1202 if (object::can_merge (op, top))
1162 { 1203 {
1163 top->nrof += op->nrof; 1204 top->nrof += op->nrof;
1164 1205
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1206 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1207 esrv_update_item (UPD_NROF, pl, top);
1208
1209 op->weight = 0; // cancel the addition above
1210 op->carrying = 0; // must be 0 already
1211
1167 op->destroy (); 1212 op->destroy ();
1213
1168 return top; 1214 return top;
1169 } 1215 }
1170 }
1171 1216
1172 return 0; 1217 return 0;
1173} 1218}
1174 1219
1175void 1220void
1200 * job preparing multi-part monsters. 1245 * job preparing multi-part monsters.
1201 */ 1246 */
1202object * 1247object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1248insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1249{
1250 op->remove ();
1251
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1252 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1253 {
1207 tmp->x = x + tmp->arch->x; 1254 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1255 tmp->y = y + tmp->arch->y;
1209 } 1256 }
1232 * just 'op' otherwise 1279 * just 'op' otherwise
1233 */ 1280 */
1234object * 1281object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1282insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1283{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 op->remove (); 1284 op->remove ();
1242 1285
1243 if (out_of_map (m, op->x, op->y)) 1286 if (m == &freed_map)//D TODO: remove soon
1244 { 1287 {//D
1245 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1288 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1246#ifdef MANY_CORES
1247 /* Better to catch this here, as otherwise the next use of this object
1248 * is likely to cause a crash. Better to find out where it is getting
1249 * improperly inserted.
1250 */
1251 abort ();
1252#endif
1253 return op;
1254 } 1289 }//D
1255
1256 if (object *more = op->more)
1257 if (!insert_ob_in_map (more, m, originator, flag))
1258 return 0;
1259
1260 CLEAR_FLAG (op, FLAG_REMOVED);
1261 1290
1262 /* Ideally, the caller figures this out. However, it complicates a lot 1291 /* Ideally, the caller figures this out. However, it complicates a lot
1263 * of areas of callers (eg, anything that uses find_free_spot would now 1292 * of areas of callers (eg, anything that uses find_free_spot would now
1264 * need extra work 1293 * need extra work
1265 */ 1294 */
1295 maptile *newmap = m;
1266 if (!xy_normalise (m, op->x, op->y)) 1296 if (!xy_normalise (newmap, op->x, op->y))
1297 {
1298 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1267 return 0; 1299 return 0;
1300 }
1268 1301
1302 if (object *more = op->more)
1303 if (!insert_ob_in_map (more, m, originator, flag))
1304 return 0;
1305
1306 op->flag [FLAG_REMOVED] = false;
1307 op->env = 0;
1269 op->map = m; 1308 op->map = newmap;
1309
1270 mapspace &ms = op->ms (); 1310 mapspace &ms = op->ms ();
1271 1311
1272 /* this has to be done after we translate the coordinates. 1312 /* this has to be done after we translate the coordinates.
1273 */ 1313 */
1274 if (op->nrof && !(flag & INS_NO_MERGE)) 1314 if (op->nrof && !(flag & INS_NO_MERGE))
1275 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1315 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1276 if (object::can_merge (op, tmp)) 1316 if (object::can_merge (op, tmp))
1277 { 1317 {
1318 // TODO: we actually want to update tmp, not op,
1319 // but some caller surely breaks when we return tmp
1320 // from here :/
1278 op->nrof += tmp->nrof; 1321 op->nrof += tmp->nrof;
1279 tmp->destroy (); 1322 tmp->destroy ();
1280 } 1323 }
1281 1324
1282 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1325 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1291 { 1334 {
1292 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1335 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1293 abort (); 1336 abort ();
1294 } 1337 }
1295 1338
1339 if (!originator->is_on_map ())
1340 {
1341 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1342 op->debug_desc (), originator->debug_desc ());
1343 abort ();
1344 }
1345
1296 op->above = originator; 1346 op->above = originator;
1297 op->below = originator->below; 1347 op->below = originator->below;
1298
1299 if (op->below)
1300 op->below->above = op;
1301 else
1302 ms.bot = op;
1303
1304 /* since *below* originator, no need to update top */
1305 originator->below = op; 1348 originator->below = op;
1349
1350 *(op->below ? &op->below->above : &ms.bot) = op;
1306 } 1351 }
1307 else 1352 else
1308 { 1353 {
1309 top = ms.bot; 1354 object *floor = 0;
1355 object *top = ms.top;
1310 1356
1311 /* If there are other objects, then */ 1357 /* If there are other objects, then */
1312 if ((!(flag & INS_MAP_LOAD)) && top) 1358 if (top)
1313 { 1359 {
1314 object *last = 0;
1315
1316 /* 1360 /*
1317 * If there are multiple objects on this space, we do some trickier handling. 1361 * If there are multiple objects on this space, we do some trickier handling.
1318 * We've already dealt with merging if appropriate. 1362 * We've already dealt with merging if appropriate.
1319 * Generally, we want to put the new object on top. But if 1363 * Generally, we want to put the new object on top. But if
1320 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1364 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1323 * once we get to them. This reduces the need to traverse over all of 1367 * once we get to them. This reduces the need to traverse over all of
1324 * them when adding another one - this saves quite a bit of cpu time 1368 * them when adding another one - this saves quite a bit of cpu time
1325 * when lots of spells are cast in one area. Currently, it is presumed 1369 * when lots of spells are cast in one area. Currently, it is presumed
1326 * that flying non pickable objects are spell objects. 1370 * that flying non pickable objects are spell objects.
1327 */ 1371 */
1328 for (top = ms.bot; top; top = top->above) 1372 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1329 { 1373 {
1330 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1374 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1331 floor = top; 1375 floor = tmp;
1332 1376
1333 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1377 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1334 { 1378 {
1335 /* We insert above top, so we want this object below this */ 1379 /* We insert above top, so we want this object below this */
1336 top = top->below; 1380 top = tmp->below;
1337 break; 1381 break;
1338 } 1382 }
1339 1383
1340 last = top; 1384 top = tmp;
1341 } 1385 }
1342
1343 /* Don't want top to be NULL, so set it to the last valid object */
1344 top = last;
1345 1386
1346 /* We let update_position deal with figuring out what the space 1387 /* We let update_position deal with figuring out what the space
1347 * looks like instead of lots of conditions here. 1388 * looks like instead of lots of conditions here.
1348 * makes things faster, and effectively the same result. 1389 * makes things faster, and effectively the same result.
1349 */ 1390 */
1356 */ 1397 */
1357 if (!(flag & INS_ON_TOP) 1398 if (!(flag & INS_ON_TOP)
1358 && ms.flags () & P_BLOCKSVIEW 1399 && ms.flags () & P_BLOCKSVIEW
1359 && (op->face && !faces [op->face].visibility)) 1400 && (op->face && !faces [op->face].visibility))
1360 { 1401 {
1402 object *last;
1403
1361 for (last = top; last != floor; last = last->below) 1404 for (last = top; last != floor; last = last->below)
1362 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1405 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1363 break; 1406 break;
1364 1407
1365 /* Check to see if we found the object that blocks view, 1408 /* Check to see if we found the object that blocks view,
1369 */ 1412 */
1370 if (last && last->below && last != floor) 1413 if (last && last->below && last != floor)
1371 top = last->below; 1414 top = last->below;
1372 } 1415 }
1373 } /* If objects on this space */ 1416 } /* If objects on this space */
1374 if (flag & INS_MAP_LOAD)
1375 top = ms.top;
1376 1417
1377 if (flag & INS_ABOVE_FLOOR_ONLY) 1418 if (flag & INS_ABOVE_FLOOR_ONLY)
1378 top = floor; 1419 top = floor;
1379 1420
1380 /* Top is the object that our object (op) is going to get inserted above. 1421 // insert object above top, or bottom-most if top = 0
1381 */
1382
1383 /* First object on this space */
1384 if (!top) 1422 if (!top)
1385 { 1423 {
1424 op->below = 0;
1386 op->above = ms.bot; 1425 op->above = ms.bot;
1387
1388 if (op->above)
1389 op->above->below = op;
1390
1391 op->below = 0;
1392 ms.bot = op; 1426 ms.bot = op;
1427
1428 *(op->above ? &op->above->below : &ms.top) = op;
1393 } 1429 }
1394 else 1430 else
1395 { /* get inserted into the stack above top */ 1431 {
1396 op->above = top->above; 1432 op->above = top->above;
1397
1398 if (op->above)
1399 op->above->below = op; 1433 top->above = op;
1400 1434
1401 op->below = top; 1435 op->below = top;
1402 top->above = op; 1436 *(op->above ? &op->above->below : &ms.top) = op;
1403 } 1437 }
1438 }
1404 1439
1405 if (!op->above) 1440 if (op->is_player ())
1406 ms.top = op;
1407 } /* else not INS_BELOW_ORIGINATOR */
1408
1409 if (op->type == PLAYER)
1410 { 1441 {
1411 op->contr->do_los = 1; 1442 op->contr->do_los = 1;
1412 ++op->map->players; 1443 ++op->map->players;
1413 op->map->touch (); 1444 op->map->touch ();
1414 } 1445 }
1415 1446
1416 op->map->dirty = true; 1447 op->map->dirty = true;
1417 1448
1418 if (!(flag & INS_MAP_LOAD))
1419 if (object *pl = ms.player ()) 1449 if (object *pl = ms.player ())
1450 //TODO: the floorbox prev/next might need updating
1451 //esrv_send_item (pl, op);
1452 //TODO: update floorbox to preserve ordering
1453 if (pl->contr->ns)
1420 pl->contr->ns->floorbox_update (); 1454 pl->contr->ns->floorbox_update ();
1421 1455
1422 /* If this object glows, it may affect lighting conditions that are 1456 /* If this object glows, it may affect lighting conditions that are
1423 * visible to others on this map. But update_all_los is really 1457 * visible to others on this map. But update_all_los is really
1424 * an inefficient way to do this, as it means los for all players 1458 * an inefficient way to do this, as it means los for all players
1426 * be far away from this change and not affected in any way - 1460 * be far away from this change and not affected in any way -
1427 * this should get redone to only look for players within range, 1461 * this should get redone to only look for players within range,
1428 * or just updating the P_UPTODATE for spaces within this area 1462 * or just updating the P_UPTODATE for spaces within this area
1429 * of effect may be sufficient. 1463 * of effect may be sufficient.
1430 */ 1464 */
1431 if (op->map->darkness && (op->glow_radius != 0)) 1465 if (op->affects_los ())
1466 {
1467 op->ms ().invalidate ();
1432 update_all_los (op->map, op->x, op->y); 1468 update_all_los (op->map, op->x, op->y);
1469 }
1433 1470
1434 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1471 /* updates flags (blocked, alive, no magic, etc) for this map space */
1435 update_object (op, UP_OBJ_INSERT); 1472 update_object (op, UP_OBJ_INSERT);
1436 1473
1437 INVOKE_OBJECT (INSERT, op); 1474 INVOKE_OBJECT (INSERT, op);
1444 * blocked() and wall() work properly), and these flags are updated by 1481 * blocked() and wall() work properly), and these flags are updated by
1445 * update_object(). 1482 * update_object().
1446 */ 1483 */
1447 1484
1448 /* if this is not the head or flag has been passed, don't check walk on status */ 1485 /* if this is not the head or flag has been passed, don't check walk on status */
1449 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1486 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1450 { 1487 {
1451 if (check_move_on (op, originator)) 1488 if (check_move_on (op, originator))
1452 return 0; 1489 return 0;
1453 1490
1454 /* If we are a multi part object, lets work our way through the check 1491 /* If we are a multi part object, lets work our way through the check
1465/* this function inserts an object in the map, but if it 1502/* this function inserts an object in the map, but if it
1466 * finds an object of its own type, it'll remove that one first. 1503 * finds an object of its own type, it'll remove that one first.
1467 * op is the object to insert it under: supplies x and the map. 1504 * op is the object to insert it under: supplies x and the map.
1468 */ 1505 */
1469void 1506void
1470replace_insert_ob_in_map (const char *arch_string, object *op) 1507replace_insert_ob_in_map (shstr_tmp archname, object *op)
1471{ 1508{
1472 object *tmp, *tmp1;
1473
1474 /* first search for itself and remove any old instances */ 1509 /* first search for itself and remove any old instances */
1475 1510
1476 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1511 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1477 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1512 if (tmp->arch->archname == archname) /* same archetype */
1478 tmp->destroy (); 1513 tmp->destroy ();
1479 1514
1480 tmp1 = arch_to_object (archetype::find (arch_string)); 1515 object *tmp = arch_to_object (archetype::find (archname));
1481 1516
1482 tmp1->x = op->x; 1517 tmp->x = op->x;
1483 tmp1->y = op->y; 1518 tmp->y = op->y;
1519
1484 insert_ob_in_map (tmp1, op->map, op, 0); 1520 insert_ob_in_map (tmp, op->map, op, 0);
1485} 1521}
1486 1522
1487object * 1523object *
1488object::insert_at (object *where, object *originator, int flags) 1524object::insert_at (object *where, object *originator, int flags)
1489{ 1525{
1526 if (where->env)
1527 return where->env->insert (this);
1528 else
1490 return where->map->insert (this, where->x, where->y, originator, flags); 1529 return where->map->insert (this, where->x, where->y, originator, flags);
1491} 1530}
1492 1531
1493/* 1532/*
1494 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1495 * is returned contains nr objects, and the remaining parts contains
1496 * the rest (or is removed and freed if that number is 0).
1497 * On failure, NULL is returned, and the reason put into the
1498 * global static errmsg array.
1499 */
1500object *
1501get_split_ob (object *orig_ob, uint32 nr)
1502{
1503 object *newob;
1504 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1505
1506 if (orig_ob->nrof < nr)
1507 {
1508 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1509 return NULL;
1510 }
1511
1512 newob = object_create_clone (orig_ob);
1513
1514 if ((orig_ob->nrof -= nr) < 1)
1515 orig_ob->destroy (1);
1516 else if (!is_removed)
1517 {
1518 if (orig_ob->env != NULL)
1519 sub_weight (orig_ob->env, orig_ob->weight * nr);
1520 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1521 {
1522 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1523 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1524 return NULL;
1525 }
1526 }
1527
1528 newob->nrof = nr;
1529
1530 return newob;
1531}
1532
1533/*
1534 * decrease_ob_nr(object, number) decreases a specified number from 1533 * decrease(object, number) decreases a specified number from
1535 * the amount of an object. If the amount reaches 0, the object 1534 * the amount of an object. If the amount reaches 0, the object
1536 * is subsequently removed and freed. 1535 * is subsequently removed and freed.
1537 * 1536 *
1538 * Return value: 'op' if something is left, NULL if the amount reached 0 1537 * Return value: 'op' if something is left, NULL if the amount reached 0
1539 */ 1538 */
1539bool
1540object::decrease (sint32 nr)
1541{
1542 if (!nr)
1543 return true;
1544
1545 nr = min (nr, nrof);
1546
1547 if (nrof > nr)
1548 {
1549 nrof -= nr;
1550 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1551
1552 if (object *pl = visible_to ())
1553 esrv_update_item (UPD_NROF, pl, this);
1554
1555 return true;
1556 }
1557 else
1558 {
1559 destroy ();
1560 return false;
1561 }
1562}
1563
1564/*
1565 * split(ob,nr) splits up ob into two parts. The part which
1566 * is returned contains nr objects, and the remaining parts contains
1567 * the rest (or is removed and returned if that number is 0).
1568 * On failure, NULL is returned.
1569 */
1540object * 1570object *
1541decrease_ob_nr (object *op, uint32 i) 1571object::split (sint32 nr)
1542{ 1572{
1543 object *tmp; 1573 int have = number_of ();
1544 1574
1545 if (i == 0) /* objects with op->nrof require this check */ 1575 if (have < nr)
1546 return op; 1576 return 0;
1547 1577 else if (have == nr)
1548 if (i > op->nrof)
1549 i = op->nrof;
1550
1551 if (QUERY_FLAG (op, FLAG_REMOVED))
1552 op->nrof -= i;
1553 else if (op->env)
1554 { 1578 {
1555 /* is this object in the players inventory, or sub container
1556 * therein?
1557 */
1558 tmp = op->in_player ();
1559 /* nope. Is this a container the player has opened?
1560 * If so, set tmp to that player.
1561 * IMO, searching through all the players will mostly
1562 * likely be quicker than following op->env to the map,
1563 * and then searching the map for a player.
1564 */
1565 if (!tmp)
1566 for_all_players (pl)
1567 if (pl->ob->container == op->env)
1568 {
1569 tmp = pl->ob;
1570 break;
1571 }
1572
1573 if (i < op->nrof)
1574 {
1575 sub_weight (op->env, op->weight * i);
1576 op->nrof -= i;
1577 if (tmp)
1578 esrv_send_item (tmp, op);
1579 }
1580 else
1581 {
1582 op->remove (); 1579 remove ();
1583 op->nrof = 0; 1580 return this;
1584 if (tmp)
1585 esrv_del_item (tmp->contr, op->count);
1586 }
1587 } 1581 }
1588 else 1582 else
1589 { 1583 {
1590 object *above = op->above; 1584 decrease (nr);
1591 1585
1592 if (i < op->nrof) 1586 object *op = deep_clone ();
1593 op->nrof -= i; 1587 op->nrof = nr;
1594 else
1595 {
1596 op->remove ();
1597 op->nrof = 0;
1598 }
1599
1600 /* Since we just removed op, op->above is null */
1601 for (tmp = above; tmp; tmp = tmp->above)
1602 if (tmp->type == PLAYER)
1603 {
1604 if (op->nrof)
1605 esrv_send_item (tmp, op);
1606 else
1607 esrv_del_item (tmp->contr, op->count);
1608 }
1609 }
1610
1611 if (op->nrof)
1612 return op; 1588 return op;
1613 else
1614 {
1615 op->destroy ();
1616 return 0;
1617 }
1618}
1619
1620/*
1621 * add_weight(object, weight) adds the specified weight to an object,
1622 * and also updates how much the environment(s) is/are carrying.
1623 */
1624void
1625add_weight (object *op, signed long weight)
1626{
1627 while (op != NULL)
1628 {
1629 if (op->type == CONTAINER)
1630 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1631
1632 op->carrying += weight;
1633 op = op->env;
1634 } 1589 }
1635} 1590}
1636 1591
1637object * 1592object *
1638insert_ob_in_ob (object *op, object *where) 1593insert_ob_in_ob (object *op, object *where)
1663 * be != op, if items are merged. -Tero 1618 * be != op, if items are merged. -Tero
1664 */ 1619 */
1665object * 1620object *
1666object::insert (object *op) 1621object::insert (object *op)
1667{ 1622{
1668 object *tmp, *otmp;
1669
1670 if (!QUERY_FLAG (op, FLAG_REMOVED))
1671 op->remove ();
1672
1673 if (op->more) 1623 if (op->more)
1674 { 1624 {
1675 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1625 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1676 return op; 1626 return op;
1677 } 1627 }
1678 1628
1679 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1629 op->remove ();
1680 CLEAR_FLAG (op, FLAG_REMOVED); 1630
1631 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1632
1681 if (op->nrof) 1633 if (op->nrof)
1682 {
1683 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1634 for (object *tmp = inv; tmp; tmp = tmp->below)
1684 if (object::can_merge (tmp, op)) 1635 if (object::can_merge (tmp, op))
1685 { 1636 {
1686 /* return the original object and remove inserted object 1637 /* return the original object and remove inserted object
1687 (client needs the original object) */ 1638 (client needs the original object) */
1688 tmp->nrof += op->nrof; 1639 tmp->nrof += op->nrof;
1689 /* Weight handling gets pretty funky. Since we are adding to 1640
1690 * tmp->nrof, we need to increase the weight. 1641 if (object *pl = tmp->visible_to ())
1691 */ 1642 esrv_update_item (UPD_NROF, pl, tmp);
1643
1692 add_weight (this, op->weight * op->nrof); 1644 adjust_weight (this, op->total_weight ());
1693 SET_FLAG (op, FLAG_REMOVED); 1645
1694 op->destroy (); /* free the inserted object */ 1646 op->destroy ();
1695 op = tmp; 1647 op = tmp;
1696 op->remove (); /* and fix old object's links */ 1648 goto inserted;
1697 CLEAR_FLAG (op, FLAG_REMOVED);
1698 break;
1699 } 1649 }
1700 1650
1701 /* I assume combined objects have no inventory 1651 op->owner = 0; // it's his/hers now. period.
1702 * We add the weight - this object could have just been removed
1703 * (if it was possible to merge). calling remove_ob will subtract
1704 * the weight, so we need to add it in again, since we actually do
1705 * the linking below
1706 */
1707 add_weight (this, op->weight * op->nrof);
1708 }
1709 else
1710 add_weight (this, (op->weight + op->carrying));
1711
1712 otmp = this->in_player ();
1713 if (otmp && otmp->contr)
1714 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1715 otmp->update_stats ();
1716
1717 op->map = 0; 1652 op->map = 0;
1718 op->env = this; 1653 op->x = 0;
1654 op->y = 0;
1655
1719 op->above = 0; 1656 op->above = 0;
1720 op->below = 0; 1657 op->below = inv;
1721 op->x = 0, op->y = 0; 1658 op->env = this;
1722 1659
1660 if (inv)
1661 inv->above = op;
1662
1663 inv = op;
1664
1665 op->flag [FLAG_REMOVED] = 0;
1666
1667 if (object *pl = op->visible_to ())
1668 esrv_send_item (pl, op);
1669
1670 adjust_weight (this, op->total_weight ());
1671
1672inserted:
1723 /* reset the light list and los of the players on the map */ 1673 /* reset the light list and los of the players on the map */
1724 if ((op->glow_radius != 0) && map) 1674 if (op->glow_radius && is_on_map ())
1725 { 1675 {
1726#ifdef DEBUG_LIGHTS 1676 update_stats ();
1727 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1728#endif /* DEBUG_LIGHTS */
1729 if (map->darkness)
1730 update_all_los (map, x, y); 1677 update_all_los (map, x, y);
1731 }
1732
1733 /* Client has no idea of ordering so lets not bother ordering it here.
1734 * It sure simplifies this function...
1735 */
1736 if (!inv)
1737 inv = op;
1738 else
1739 { 1678 }
1740 op->below = inv; 1679 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1741 op->below->above = op; 1680 // if this is a player's inventory, update stats
1742 inv = op; 1681 update_stats ();
1743 }
1744 1682
1745 INVOKE_OBJECT (INSERT, this); 1683 INVOKE_OBJECT (INSERT, this);
1746 1684
1747 return op; 1685 return op;
1748} 1686}
1768 * on top. 1706 * on top.
1769 */ 1707 */
1770int 1708int
1771check_move_on (object *op, object *originator) 1709check_move_on (object *op, object *originator)
1772{ 1710{
1711 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1712 return 0;
1713
1773 object *tmp; 1714 object *tmp;
1774 maptile *m = op->map; 1715 maptile *m = op->map;
1775 int x = op->x, y = op->y; 1716 int x = op->x, y = op->y;
1776 1717
1777 MoveType move_on, move_slow, move_block; 1718 mapspace &ms = m->at (x, y);
1778 1719
1779 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1720 ms.update ();
1780 return 0;
1781 1721
1782 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1722 MoveType move_on = ms.move_on;
1783 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1723 MoveType move_slow = ms.move_slow;
1784 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1724 MoveType move_block = ms.move_block;
1785 1725
1786 /* if nothing on this space will slow op down or be applied, 1726 /* if nothing on this space will slow op down or be applied,
1787 * no need to do checking below. have to make sure move_type 1727 * no need to do checking below. have to make sure move_type
1788 * is set, as lots of objects don't have it set - we treat that 1728 * is set, as lots of objects don't have it set - we treat that
1789 * as walking. 1729 * as walking.
1800 return 0; 1740 return 0;
1801 1741
1802 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
1803 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
1804 */ 1744 */
1805 1745 for (object *next, *tmp = ms.top; tmp; tmp = next)
1806 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1807 {
1808 /* Trim the search when we find the first other spell effect
1809 * this helps performance so that if a space has 50 spell objects,
1810 * we don't need to check all of them.
1811 */
1812 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1813 break;
1814 } 1746 {
1747 next = tmp->below;
1815 1748
1816 for (; tmp; tmp = tmp->below)
1817 {
1818 if (tmp == op) 1749 if (tmp == op)
1819 continue; /* Can't apply yourself */ 1750 continue; /* Can't apply yourself */
1820 1751
1821 /* Check to see if one of the movement types should be slowed down. 1752 /* Check to see if one of the movement types should be slowed down.
1822 * Second check makes sure that the movement types not being slowed 1753 * Second check makes sure that the movement types not being slowed
1827 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1758 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1828 { 1759 {
1829 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1760 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1830 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1761 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1831 { 1762 {
1832
1833 float
1834 diff = tmp->move_slow_penalty * fabs (op->speed); 1763 float diff = tmp->move_slow_penalty * fabs (op->speed);
1835 1764
1836 if (op->type == PLAYER) 1765 if (op->is_player ())
1837 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1766 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1838 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1767 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1839 diff /= 4.0; 1768 diff /= 4.0;
1840 1769
1841 op->speed_left -= diff; 1770 op->speed_left -= diff;
1842 } 1771 }
1843 } 1772 }
1876 LOG (llevError, "Present_arch called outside map.\n"); 1805 LOG (llevError, "Present_arch called outside map.\n");
1877 return NULL; 1806 return NULL;
1878 } 1807 }
1879 1808
1880 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1809 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1881 if (tmp->arch == at) 1810 if (tmp->arch->archname == at->archname)
1882 return tmp; 1811 return tmp;
1883 1812
1884 return NULL; 1813 return NULL;
1885} 1814}
1886 1815
1950 * The first matching object is returned, or NULL if none. 1879 * The first matching object is returned, or NULL if none.
1951 */ 1880 */
1952object * 1881object *
1953present_arch_in_ob (const archetype *at, const object *op) 1882present_arch_in_ob (const archetype *at, const object *op)
1954{ 1883{
1955 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1956 if (tmp->arch == at) 1885 if (tmp->arch->archname == at->archname)
1957 return tmp; 1886 return tmp;
1958 1887
1959 return NULL; 1888 return NULL;
1960} 1889}
1961 1890
1963 * activate recursively a flag on an object inventory 1892 * activate recursively a flag on an object inventory
1964 */ 1893 */
1965void 1894void
1966flag_inv (object *op, int flag) 1895flag_inv (object *op, int flag)
1967{ 1896{
1968 if (op->inv)
1969 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1970 { 1898 {
1971 SET_FLAG (tmp, flag); 1899 SET_FLAG (tmp, flag);
1972 flag_inv (tmp, flag); 1900 flag_inv (tmp, flag);
1973 } 1901 }
1974} 1902}
1975 1903
1976/* 1904/*
1977 * deactivate recursively a flag on an object inventory 1905 * deactivate recursively a flag on an object inventory
1978 */ 1906 */
1979void 1907void
1980unflag_inv (object *op, int flag) 1908unflag_inv (object *op, int flag)
1981{ 1909{
1982 if (op->inv)
1983 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1910 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1984 { 1911 {
1985 CLEAR_FLAG (tmp, flag); 1912 CLEAR_FLAG (tmp, flag);
1986 unflag_inv (tmp, flag); 1913 unflag_inv (tmp, flag);
1987 } 1914 }
1988} 1915}
1989 1916
1990/* 1917/*
1991 * find_free_spot(object, map, x, y, start, stop) will search for 1918 * find_free_spot(object, map, x, y, start, stop) will search for
1992 * a spot at the given map and coordinates which will be able to contain 1919 * a spot at the given map and coordinates which will be able to contain
1994 * to search (see the freearr_x/y[] definition). 1921 * to search (see the freearr_x/y[] definition).
1995 * It returns a random choice among the alternatives found. 1922 * It returns a random choice among the alternatives found.
1996 * start and stop are where to start relative to the free_arr array (1,9 1923 * start and stop are where to start relative to the free_arr array (1,9
1997 * does all 4 immediate directions). This returns the index into the 1924 * does all 4 immediate directions). This returns the index into the
1998 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1925 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1999 * Note - this only checks to see if there is space for the head of the
2000 * object - if it is a multispace object, this should be called for all
2001 * pieces.
2002 * Note2: This function does correctly handle tiled maps, but does not 1926 * Note: This function does correctly handle tiled maps, but does not
2003 * inform the caller. However, insert_ob_in_map will update as 1927 * inform the caller. However, insert_ob_in_map will update as
2004 * necessary, so the caller shouldn't need to do any special work. 1928 * necessary, so the caller shouldn't need to do any special work.
2005 * Note - updated to take an object instead of archetype - this is necessary 1929 * Note - updated to take an object instead of archetype - this is necessary
2006 * because arch_blocked (now ob_blocked) needs to know the movement type 1930 * because arch_blocked (now ob_blocked) needs to know the movement type
2007 * to know if the space in question will block the object. We can't use 1931 * to know if the space in question will block the object. We can't use
2009 * customized, changed states, etc. 1933 * customized, changed states, etc.
2010 */ 1934 */
2011int 1935int
2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1936find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2013{ 1937{
1938 int altern[SIZEOFFREE];
2014 int index = 0, flag; 1939 int index = 0, flag;
2015 int altern[SIZEOFFREE];
2016 1940
2017 for (int i = start; i < stop; i++) 1941 for (int i = start; i < stop; i++)
2018 { 1942 {
2019 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1943 mapxy pos (m, x, y); pos.move (i);
2020 if (!flag) 1944
1945 if (!pos.normalise ())
1946 continue;
1947
1948 mapspace &ms = *pos;
1949
1950 if (ms.flags () & P_IS_ALIVE)
1951 continue;
1952
1953 /* However, often
1954 * ob doesn't have any move type (when used to place exits)
1955 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1956 */
1957 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1958 {
2021 altern [index++] = i; 1959 altern [index++] = i;
1960 continue;
1961 }
2022 1962
2023 /* Basically, if we find a wall on a space, we cut down the search size. 1963 /* Basically, if we find a wall on a space, we cut down the search size.
2024 * In this way, we won't return spaces that are on another side of a wall. 1964 * In this way, we won't return spaces that are on another side of a wall.
2025 * This mostly work, but it cuts down the search size in all directions - 1965 * This mostly work, but it cuts down the search size in all directions -
2026 * if the space being examined only has a wall to the north and empty 1966 * if the space being examined only has a wall to the north and empty
2027 * spaces in all the other directions, this will reduce the search space 1967 * spaces in all the other directions, this will reduce the search space
2028 * to only the spaces immediately surrounding the target area, and 1968 * to only the spaces immediately surrounding the target area, and
2029 * won't look 2 spaces south of the target space. 1969 * won't look 2 spaces south of the target space.
2030 */ 1970 */
2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1971 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1972 {
2032 stop = maxfree[i]; 1973 stop = maxfree[i];
1974 continue;
1975 }
1976
1977 /* Note it is intentional that we check ob - the movement type of the
1978 * head of the object should correspond for the entire object.
1979 */
1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1981 continue;
1982
1983 if (ob->blocked (pos.m, pos.x, pos.y))
1984 continue;
1985
1986 altern [index++] = i;
2033 } 1987 }
2034 1988
2035 if (!index) 1989 if (!index)
2036 return -1; 1990 return -1;
2037 1991
2046 */ 2000 */
2047int 2001int
2048find_first_free_spot (const object *ob, maptile *m, int x, int y) 2002find_first_free_spot (const object *ob, maptile *m, int x, int y)
2049{ 2003{
2050 for (int i = 0; i < SIZEOFFREE; i++) 2004 for (int i = 0; i < SIZEOFFREE; i++)
2051 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2005 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2052 return i; 2006 return i;
2053 2007
2054 return -1; 2008 return -1;
2055} 2009}
2056 2010
2102 * there is capable of. 2056 * there is capable of.
2103 */ 2057 */
2104int 2058int
2105find_dir (maptile *m, int x, int y, object *exclude) 2059find_dir (maptile *m, int x, int y, object *exclude)
2106{ 2060{
2107 int i, max = SIZEOFFREE, mflags; 2061 int max = SIZEOFFREE, mflags;
2108
2109 sint16 nx, ny;
2110 object *tmp;
2111 maptile *mp;
2112
2113 MoveType blocked, move_type; 2062 MoveType move_type;
2114 2063
2115 if (exclude && exclude->head_ () != exclude) 2064 if (exclude && exclude->head_ () != exclude)
2116 { 2065 {
2117 exclude = exclude->head; 2066 exclude = exclude->head;
2118 move_type = exclude->move_type; 2067 move_type = exclude->move_type;
2121 { 2070 {
2122 /* If we don't have anything, presume it can use all movement types. */ 2071 /* If we don't have anything, presume it can use all movement types. */
2123 move_type = MOVE_ALL; 2072 move_type = MOVE_ALL;
2124 } 2073 }
2125 2074
2126 for (i = 1; i < max; i++) 2075 for (int i = 1; i < max; i++)
2127 { 2076 {
2128 mp = m; 2077 mapxy pos (m, x, y);
2129 nx = x + freearr_x[i]; 2078 pos.move (i);
2130 ny = y + freearr_y[i];
2131 2079
2132 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2080 if (!pos.normalise ())
2133
2134 if (mflags & P_OUT_OF_MAP)
2135 max = maxfree[i]; 2081 max = maxfree[i];
2136 else 2082 else
2137 { 2083 {
2138 mapspace &ms = mp->at (nx, ny); 2084 mapspace &ms = *pos;
2139 2085
2140 blocked = ms.move_block;
2141
2142 if ((move_type & blocked) == move_type) 2086 if ((move_type & ms.move_block) == move_type)
2143 max = maxfree[i]; 2087 max = maxfree [i];
2144 else if (mflags & P_IS_ALIVE) 2088 else if (ms.flags () & P_IS_ALIVE)
2145 { 2089 {
2146 for (tmp = ms.bot; tmp; tmp = tmp->above) 2090 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2091 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2148 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2092 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2149 break;
2150
2151 if (tmp)
2152 return freedir[i]; 2093 return freedir [i];
2153 } 2094 }
2154 } 2095 }
2155 } 2096 }
2156 2097
2157 return 0; 2098 return 0;
2232 * This basically means that if direction is 15, then it could either go 2173 * This basically means that if direction is 15, then it could either go
2233 * direction 4, 14, or 16 to get back to where we are. 2174 * direction 4, 14, or 16 to get back to where we are.
2234 * Moved from spell_util.c to object.c with the other related direction 2175 * Moved from spell_util.c to object.c with the other related direction
2235 * functions. 2176 * functions.
2236 */ 2177 */
2237int reduction_dir[SIZEOFFREE][3] = { 2178const int reduction_dir[SIZEOFFREE][3] = {
2238 {0, 0, 0}, /* 0 */ 2179 {0, 0, 0}, /* 0 */
2239 {0, 0, 0}, /* 1 */ 2180 {0, 0, 0}, /* 1 */
2240 {0, 0, 0}, /* 2 */ 2181 {0, 0, 0}, /* 2 */
2241 {0, 0, 0}, /* 3 */ 2182 {0, 0, 0}, /* 3 */
2242 {0, 0, 0}, /* 4 */ 2183 {0, 0, 0}, /* 4 */
2338int 2279int
2339can_pick (const object *who, const object *item) 2280can_pick (const object *who, const object *item)
2340{ 2281{
2341 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2282 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2342 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2283 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2343 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2284 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2344} 2285}
2345 2286
2346/* 2287/*
2347 * create clone from object to another 2288 * create clone from object to another
2348 */ 2289 */
2349object * 2290object *
2350object_create_clone (object *asrc) 2291object::deep_clone ()
2351{ 2292{
2352 object *dst = 0, *tmp, *src, *prev, *item; 2293 assert (("deep_clone called on non-head object", is_head ()));
2353 2294
2354 if (!asrc) 2295 object *dst = clone ();
2355 return 0;
2356 2296
2357 src = asrc->head_ (); 2297 object *prev = dst;
2358
2359 prev = 0;
2360 for (object *part = src; part; part = part->more) 2298 for (object *part = this->more; part; part = part->more)
2361 { 2299 {
2362 tmp = part->clone (); 2300 object *tmp = part->clone ();
2363 tmp->x -= src->x;
2364 tmp->y -= src->y;
2365
2366 if (!part->head)
2367 {
2368 dst = tmp;
2369 tmp->head = 0;
2370 }
2371 else
2372 tmp->head = dst; 2301 tmp->head = dst;
2373
2374 tmp->more = 0;
2375
2376 if (prev)
2377 prev->more = tmp; 2302 prev->more = tmp;
2378
2379 prev = tmp; 2303 prev = tmp;
2380 } 2304 }
2381 2305
2382 for (item = src->inv; item; item = item->below) 2306 for (object *item = inv; item; item = item->below)
2383 insert_ob_in_ob (object_create_clone (item), dst); 2307 insert_ob_in_ob (item->deep_clone (), dst);
2384 2308
2385 return dst; 2309 return dst;
2386} 2310}
2387 2311
2388/* This returns the first object in who's inventory that 2312/* This returns the first object in who's inventory that
2397 return tmp; 2321 return tmp;
2398 2322
2399 return 0; 2323 return 0;
2400} 2324}
2401 2325
2402/* If ob has a field named key, return the link from the list, 2326shstr_tmp
2403 * otherwise return NULL. 2327object::kv_get (shstr_tmp key) const
2404 *
2405 * key must be a passed in shared string - otherwise, this won't
2406 * do the desired thing.
2407 */
2408key_value *
2409get_ob_key_link (const object *ob, const char *key)
2410{ 2328{
2411 for (key_value *link = ob->key_values; link; link = link->next) 2329 for (key_value *kv = key_values; kv; kv = kv->next)
2412 if (link->key == key) 2330 if (kv->key == key)
2413 return link;
2414
2415 return 0;
2416}
2417
2418/*
2419 * Returns the value of op has an extra_field for key, or NULL.
2420 *
2421 * The argument doesn't need to be a shared string.
2422 *
2423 * The returned string is shared.
2424 */
2425const char *
2426get_ob_key_value (const object *op, const char *const key)
2427{
2428 key_value *link;
2429 shstr_cmp canonical_key (key);
2430
2431 if (!canonical_key)
2432 {
2433 /* 1. There being a field named key on any object
2434 * implies there'd be a shared string to find.
2435 * 2. Since there isn't, no object has this field.
2436 * 3. Therefore, *this* object doesn't have this field.
2437 */
2438 return 0;
2439 }
2440
2441 /* This is copied from get_ob_key_link() above -
2442 * only 4 lines, and saves the function call overhead.
2443 */
2444 for (link = op->key_values; link; link = link->next)
2445 if (link->key == canonical_key)
2446 return link->value; 2331 return kv->value;
2447 2332
2448 return 0; 2333 return shstr ();
2449} 2334}
2450 2335
2451/* 2336void
2452 * Updates the canonical_key in op to value. 2337object::kv_set (shstr_tmp key, shstr_tmp value)
2453 *
2454 * canonical_key is a shared string (value doesn't have to be).
2455 *
2456 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2457 * keys.
2458 *
2459 * Returns TRUE on success.
2460 */
2461int
2462set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2463{ 2338{
2464 key_value *field = NULL, *last = NULL; 2339 for (key_value *kv = key_values; kv; kv = kv->next)
2465 2340 if (kv->key == key)
2466 for (field = op->key_values; field != NULL; field = field->next)
2467 {
2468 if (field->key != canonical_key)
2469 { 2341 {
2470 last = field; 2342 kv->value = value;
2471 continue; 2343 return;
2472 } 2344 }
2473 2345
2474 if (value) 2346 key_value *kv = new key_value;
2475 field->value = value; 2347
2476 else 2348 kv->next = key_values;
2349 kv->key = key;
2350 kv->value = value;
2351
2352 key_values = kv;
2353}
2354
2355void
2356object::kv_del (shstr_tmp key)
2357{
2358 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2359 if ((*kvp)->key == key)
2477 { 2360 {
2478 /* Basically, if the archetype has this key set, 2361 key_value *kv = *kvp;
2479 * we need to store the null value so when we save 2362 *kvp = (*kvp)->next;
2480 * it, we save the empty value so that when we load, 2363 delete kv;
2481 * we get this value back again. 2364 return;
2482 */
2483 if (get_ob_key_link (op->arch, canonical_key))
2484 field->value = 0;
2485 else
2486 {
2487 if (last)
2488 last->next = field->next;
2489 else
2490 op->key_values = field->next;
2491
2492 delete field;
2493 }
2494 } 2365 }
2495 return TRUE;
2496 }
2497 /* IF we get here, key doesn't exist */
2498
2499 /* No field, we'll have to add it. */
2500
2501 if (!add_key)
2502 return FALSE;
2503
2504 /* There isn't any good reason to store a null
2505 * value in the key/value list. If the archetype has
2506 * this key, then we should also have it, so shouldn't
2507 * be here. If user wants to store empty strings,
2508 * should pass in ""
2509 */
2510 if (value == NULL)
2511 return TRUE;
2512
2513 field = new key_value;
2514
2515 field->key = canonical_key;
2516 field->value = value;
2517 /* Usual prepend-addition. */
2518 field->next = op->key_values;
2519 op->key_values = field;
2520
2521 return TRUE;
2522}
2523
2524/*
2525 * Updates the key in op to value.
2526 *
2527 * If add_key is FALSE, this will only update existing keys,
2528 * and not add new ones.
2529 * In general, should be little reason FALSE is ever passed in for add_key
2530 *
2531 * Returns TRUE on success.
2532 */
2533int
2534set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2535{
2536 shstr key_ (key);
2537
2538 return set_ob_key_value_s (op, key_, value, add_key);
2539} 2366}
2540 2367
2541object::depth_iterator::depth_iterator (object *container) 2368object::depth_iterator::depth_iterator (object *container)
2542: iterator_base (container) 2369: iterator_base (container)
2543{ 2370{
2593{ 2420{
2594 char flagdesc[512]; 2421 char flagdesc[512];
2595 char info2[256 * 4]; 2422 char info2[256 * 4];
2596 char *p = info; 2423 char *p = info;
2597 2424
2598 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2425 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2599 count, uuid.seq, 2426 count,
2427 uuid.c_str (),
2600 &name, 2428 &name,
2601 title ? "\",title:\"" : "", 2429 title ? ",title:\"" : "",
2602 title ? (const char *)title : "", 2430 title ? (const char *)title : "",
2431 title ? "\"" : "",
2603 flag_desc (flagdesc, 512), type); 2432 flag_desc (flagdesc, 512), type);
2604 2433
2605 if (env) 2434 if (!flag[FLAG_REMOVED] && env)
2606 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2435 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2607 2436
2608 if (map) 2437 if (map)
2609 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2438 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2610 2439
2640object::open_container (object *new_container) 2469object::open_container (object *new_container)
2641{ 2470{
2642 if (container == new_container) 2471 if (container == new_container)
2643 return; 2472 return;
2644 2473
2645 if (object *old_container = container) 2474 object *old_container = container;
2475
2476 if (old_container)
2646 { 2477 {
2647 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2478 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2648 return; 2479 return;
2649 2480
2650#if 0 2481#if 0
2652 if (object *closer = old_container->inv) 2483 if (object *closer = old_container->inv)
2653 if (closer->type == CLOSE_CON) 2484 if (closer->type == CLOSE_CON)
2654 closer->destroy (); 2485 closer->destroy ();
2655#endif 2486#endif
2656 2487
2488 // make sure the container is available
2489 esrv_send_item (this, old_container);
2490
2657 old_container->flag [FLAG_APPLIED] = 0; 2491 old_container->flag [FLAG_APPLIED] = false;
2658 container = 0; 2492 container = 0;
2659 2493
2494 // client needs item update to make it work, client bug requires this to be separate
2660 esrv_update_item (UPD_FLAGS, this, old_container); 2495 esrv_update_item (UPD_FLAGS, this, old_container);
2496
2661 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2497 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2662 play_sound (sound_find ("chest_close")); 2498 play_sound (sound_find ("chest_close"));
2663 } 2499 }
2664 2500
2665 if (new_container) 2501 if (new_container)
2666 { 2502 {
2676 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2512 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2677 new_container->insert (closer); 2513 new_container->insert (closer);
2678 } 2514 }
2679#endif 2515#endif
2680 2516
2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2517 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2682 2518
2519 // make sure the container is available, client bug requires this to be separate
2520 esrv_send_item (this, new_container);
2521
2683 new_container->flag [FLAG_APPLIED] = 1; 2522 new_container->flag [FLAG_APPLIED] = true;
2684 container = new_container; 2523 container = new_container;
2685 2524
2525 // client needs flag change
2686 esrv_update_item (UPD_FLAGS, this, new_container); 2526 esrv_update_item (UPD_FLAGS, this, new_container);
2687 esrv_send_inventory (this, new_container); 2527 esrv_send_inventory (this, new_container);
2688 play_sound (sound_find ("chest_open")); 2528 play_sound (sound_find ("chest_open"));
2689 } 2529 }
2530// else if (!old_container->env && contr && contr->ns)
2531// contr->ns->floorbox_reset ();
2690} 2532}
2691 2533
2692object * 2534object *
2693object::force_find (const shstr name) 2535object::force_find (shstr_tmp name)
2694{ 2536{
2695 /* cycle through his inventory to look for the MARK we want to 2537 /* cycle through his inventory to look for the MARK we want to
2696 * place 2538 * place
2697 */ 2539 */
2698 for (object *tmp = inv; tmp; tmp = tmp->below) 2540 for (object *tmp = inv; tmp; tmp = tmp->below)
2700 return splay (tmp); 2542 return splay (tmp);
2701 2543
2702 return 0; 2544 return 0;
2703} 2545}
2704 2546
2547//-GPL
2548
2705void 2549void
2550object::force_set_timer (int duration)
2551{
2552 this->duration = 1;
2553 this->speed_left = -1.f;
2554
2555 this->set_speed (duration ? 1.f / duration : 0.f);
2556}
2557
2558object *
2706object::force_add (const shstr name, int duration) 2559object::force_add (shstr_tmp name, int duration)
2707{ 2560{
2708 if (object *force = force_find (name)) 2561 if (object *force = force_find (name))
2709 force->destroy (); 2562 force->destroy ();
2710 2563
2711 object *force = get_archetype (FORCE_NAME); 2564 object *force = get_archetype (FORCE_NAME);
2712 2565
2713 force->slaying = name; 2566 force->slaying = name;
2714 force->stats.food = 1; 2567 force->force_set_timer (duration);
2715 force->speed_left = -1.f;
2716
2717 force->set_speed (duration ? 1.f / duration : 0.f);
2718 force->flag [FLAG_IS_USED_UP] = true;
2719 force->flag [FLAG_APPLIED] = true; 2568 force->flag [FLAG_APPLIED] = true;
2720 2569
2721 insert (force); 2570 return insert (force);
2722} 2571}
2723 2572
2724void 2573void
2725object::play_sound (faceidx sound) const 2574object::play_sound (faceidx sound) const
2726{ 2575{
2727 if (!sound) 2576 if (!sound)
2728 return; 2577 return;
2729 2578
2730 if (flag [FLAG_REMOVED]) 2579 if (is_on_map ())
2580 map->play_sound (sound, x, y);
2581 else if (object *pl = in_player ())
2582 pl->contr->play_sound (sound);
2583}
2584
2585void
2586object::say_msg (const char *msg) const
2587{
2588 if (is_on_map ())
2589 map->say_msg (msg, x, y);
2590 else if (object *pl = in_player ())
2591 pl->contr->play_sound (sound);
2592}
2593
2594void
2595object::make_noise ()
2596{
2597 // we do not model noise in the map, so instead put
2598 // a temporary light into the noise source
2599 // could use the map instead, but that's less reliable for our
2600 // goal, which is to make invisibility a bit harder to exploit
2601
2602 // currently only works sensibly for players
2603 if (!is_player ())
2731 return; 2604 return;
2732 2605
2733 if (env) 2606 // find old force, or create new one
2734 { 2607 object *force = force_find (shstr_noise_force);
2735 if (object *pl = in_player ()) 2608
2736 pl->contr->play_sound (sound); 2609 if (force)
2737 } 2610 force->speed_left = -1.f; // patch old speed up
2738 else 2611 else
2739 map->play_sound (sound, x, y); 2612 {
2740} 2613 force = archetype::get (shstr_noise_force);
2741 2614
2615 force->slaying = shstr_noise_force;
2616 force->stats.food = 1;
2617 force->speed_left = -1.f;
2618
2619 force->set_speed (1.f / 4.f);
2620 force->flag [FLAG_IS_USED_UP] = true;
2621 force->flag [FLAG_APPLIED] = true;
2622
2623 insert (force);
2624 }
2625}
2626

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