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Comparing deliantra/server/common/object.C (file contents):
Revision 1.83 by root, Mon Dec 25 14:43:22 2006 UTC vs.
Revision 1.217 by root, Wed Apr 23 07:13:23 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <sproto.h>
33#include <loader.h> 30#include <loader.h>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
40 37
41object *active_objects; /* List of active objects that need to be processed */ 38objectvec objects;
39activevec actives;
42 40
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 46};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48}; 52};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 58};
52int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 64};
56 65
57static void 66static void
58write_uuid (void) 67write_uuid (uval64 skip, bool sync)
59{ 68{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
61 70 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 73 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 74}
77 75
78static void 76static void
79read_uuid (void) 77read_uuid (void)
80{ 78{
81 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
82 80
83 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84 84
85 FILE *fp; 85 FILE *fp;
86 86
87 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
88 { 88 {
89 if (errno == ENOENT) 89 if (errno == ENOENT)
90 { 90 {
91 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 92 UUID::cur.seq = 0;
93 write_uuid (); 93 write_uuid (UUID_GAP, true);
94 return; 94 return;
95 } 95 }
96 96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 98 _exit (1);
99 } 99 }
100 100
101 int version; 101 UUID::BUF buf;
102 unsigned long long uid; 102 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
104 { 106 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 112
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118UUID::gen ()
117{ 119{
118 UUID uid; 120 UUID uid;
119 121
120 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
121 123
122 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
124 130
125 return uid; 131 return uid;
126} 132}
127 133
128void 134void
129init_uuid () 135UUID::init ()
130{ 136{
131 read_uuid (); 137 read_uuid ();
132} 138}
133 139
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 141static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
137{ 143{
138 key_value *wants_field; 144 key_value *wants_field;
139 145
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 147 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
143 */ 149 */
144 150
145 /* For each field in wants, */ 151 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 153 {
148 key_value *has_field; 154 key_value *has_field;
149 155
150 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
152 158
153 if (has_field == NULL) 159 if (!has_field)
154 {
155 /* No field with that name. */ 160 return 0; /* No field with that name. */
156 return FALSE;
157 }
158 161
159 /* Found the matching field. */ 162 /* Found the matching field. */
160 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165 165
166 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
167 } 167 }
168 168
169 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 170 return 1;
171} 171}
172 172
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 174static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 176{
177 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
179 */ 179 */
190 * Check nrof variable *before* calling can_merge() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
197{ 196{
198 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
199 if (ob1 == ob2 198 if (ob1 == ob2
200 || ob1->type != ob2->type 199 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed 200 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 201 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 202 || ob1->name != ob2->name)
204 return 0; 203 return 0;
205 204
206 //TODO: this ain't working well, use nicer and correct overflow check 205 /* Do not merge objects if nrof would overflow. First part checks
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 * for unsigned overflow (2c), second part checks whether the result
208 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * would fit into a 32 bit signed int, which is often used to hold
209 * used to store nrof). 208 * nrof values.
210 */ 209 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 211 return 0;
213 212
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 214 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 215 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 216 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 217 * flags lose any meaning.
219 */ 218 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 221
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 224
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 225 if (ob1->arch->name != ob2->arch->name
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 226 || ob1->name != ob2->name
229 || ob1->title != ob2->title 227 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 228 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 229 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 230 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 231 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 232 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 233 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 234 || ob1->value != ob2->value
245 || ob1->move_block != ob2->move_block 241 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 242 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 243 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 244 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 245 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 249 return 0;
252 250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
253 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
255 */ 261 */
256 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
257 { 263 {
258 /* if one object has inventory but the other doesn't, not equiv */ 264 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 265 return 0; /* inventories differ in length */
260 return 0;
261 266
262 /* Now check to see if the two inventory objects could merge */ 267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
263 if (!object::can_merge (ob1->inv, ob2->inv)) 270 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 271 return 0; /* inventory objects differ */
265 272
266 /* inventory ok - still need to check rest of this object to see 273 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 274 * if it is valid.
268 */ 275 */
269 } 276 }
277 284
278 /* Note sure why the following is the case - either the object has to 285 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 286 * be animated or have a very low speed. Is this an attempted monster
280 * check? 287 * check?
281 */ 288 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 290 return 0;
284 291
285 switch (ob1->type) 292 switch (ob1->type)
286 { 293 {
287 case SCROLL: 294 case SCROLL:
288 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
289 return 0; 296 return 0;
290 break; 297 break;
291 } 298 }
292 299
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
294 { 301 {
295 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 304 return 0; /* One has fields, but the other one doesn't. */
305
306 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 307 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 308 }
302 309
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
305 { 311 {
306 ob1->optimise (); 312 ob1->optimise ();
307 ob2->optimise (); 313 ob2->optimise ();
308 314
309 if (ob1->self || ob2->self) 315 if (ob1->self || ob2->self)
316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
310 return 0; 321 return 0;
322
323 if (k1 == 0)
324 return 1;
325
326 if (!cfperl_can_merge (ob1, ob2))
327 return 0;
328 }
311 } 329 }
312 330
313 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
314 return 1; 332 return 1;
315} 333}
316 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (!flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 return pl;
364 }
365 }
366
367 return 0;
368}
369
370// adjust weight per container type ("of holding")
371static sint32
372weight_adjust (object *op, sint32 weight)
373{
374 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376 : weight;
377}
378
317/* 379/*
380 * adjust_weight(object, weight) adds the specified weight to an object,
381 * and also updates how much the environment(s) is/are carrying.
382 */
383static void
384adjust_weight (object *op, sint32 weight)
385{
386 while (op)
387 {
388 weight = weight_adjust (op, weight);
389
390 if (!weight)
391 return;
392
393 op->carrying += weight;
394
395 if (object *pl = op->visible_to ())
396 if (pl != op) // player is handled lazily
397 esrv_update_item (UPD_WEIGHT, pl, op);
398
399 op = op->env;
400 }
401}
402
403/*
318 * sum_weight() is a recursive function which calculates the weight 404 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 405 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 406 * containers are carrying, and sums it up.
321 */ 407 */
322long 408void
323sum_weight (object *op) 409object::update_weight ()
324{ 410{
325 long sum; 411 sint32 sum = 0;
326 object *inv;
327 412
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 413 for (object *op = inv; op; op = op->below)
329 { 414 {
330 if (inv->inv) 415 if (op->inv)
331 sum_weight (inv); 416 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 417
418 sum += op->total_weight ();
419 }
420
421 sum = weight_adjust (this, sum);
422
423 if (sum != carrying)
333 } 424 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum)
339 op->carrying = sum; 425 carrying = sum;
340 426
341 return sum; 427 if (object *pl = visible_to ())
428 if (pl != this) // player is handled lazily
429 esrv_update_item (UPD_WEIGHT, pl, this);
430 }
342} 431}
343 432
344/** 433/*
345 * Return the outermost environment object for a given object. 434 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 435 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 436char *
363dump_object (object *op) 437dump_object (object *op)
364{ 438{
365 if (!op) 439 if (!op)
366 return strdup ("[NULLOBJ]"); 440 return strdup ("[NULLOBJ]");
367 441
368 object_freezer freezer; 442 object_freezer freezer;
369 save_object (freezer, op, 3); 443 op->write (freezer);
370 return freezer.as_string (); 444 return freezer.as_string ();
371} 445}
372 446
373/* 447/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 448 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 449 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 450 * If it's not a multi-object, it is returned.
377 */ 451 */
378
379object * 452object *
380get_nearest_part (object *op, const object *pl) 453get_nearest_part (object *op, const object *pl)
381{ 454{
382 object *tmp, *closest; 455 object *tmp, *closest;
383 int last_dist, i; 456 int last_dist, i;
384 457
385 if (op->more == NULL) 458 if (!op->more)
386 return op; 459 return op;
460
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 461 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
462 tmp;
463 tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist) 464 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i; 465 closest = tmp, last_dist = i;
466
390 return closest; 467 return closest;
391} 468}
392 469
393/* 470/*
394 * Returns the object which has the count-variable equal to the argument. 471 * Returns the object which has the count-variable equal to the argument.
472 * VERRRY slow.
395 */ 473 */
396
397object * 474object *
398find_object (tag_t i) 475find_object (tag_t i)
399{ 476{
400 for (object *op = object::first; op; op = op->next) 477 for_all_objects (op)
401 if (op->count == i) 478 if (op->count == i)
402 return op; 479 return op;
403 480
404 return 0; 481 return 0;
405} 482}
406 483
407/* 484/*
408 * Returns the first object which has a name equal to the argument. 485 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 486 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 487 * Enables features like "patch <name-of-other-player> food 999"
411 */ 488 */
412
413object * 489object *
414find_object_name (const char *str) 490find_object_name (const char *str)
415{ 491{
416 shstr_cmp str_ (str); 492 shstr_cmp str_ (str);
417 object *op; 493 object *op;
418 494
419 for (op = object::first; op != NULL; op = op->next) 495 for_all_objects (op)
420 if (op->name == str_) 496 if (op->name == str_)
421 break; 497 break;
422 498
423 return op; 499 return op;
424} 500}
425 501
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 502/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 503 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 504 * skill and experience objects.
505 * ACTUALLY NO! investigate! TODO
435 */ 506 */
436void 507void
437object::set_owner (object *owner) 508object::set_owner (object *owner)
438{ 509{
510 // allow objects which own objects
439 if (!owner) 511 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 512 while (owner->owner)
450 owner = owner->owner; 513 owner = owner->owner;
514
515 if (flag [FLAG_FREED])
516 {
517 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
518 return;
519 }
451 520
452 this->owner = owner; 521 this->owner = owner;
522}
523
524int
525object::slottype () const
526{
527 if (type == SKILL)
528 {
529 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
530 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
531 }
532 else
533 {
534 if (slot [body_combat].info) return slot_combat;
535 if (slot [body_range ].info) return slot_ranged;
536 }
537
538 return slot_none;
539}
540
541bool
542object::change_weapon (object *ob)
543{
544 if (current_weapon == ob)
545 return true;
546
547 if (chosen_skill)
548 chosen_skill->flag [FLAG_APPLIED] = false;
549
550 current_weapon = ob;
551 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
552
553 if (chosen_skill)
554 chosen_skill->flag [FLAG_APPLIED] = true;
555
556 update_stats ();
557
558 if (ob)
559 {
560 // now check wether any body locations became invalid, in which case
561 // we cannot apply the weapon at the moment.
562 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
563 if (slot[i].used < 0)
564 {
565 current_weapon = chosen_skill = 0;
566 update_stats ();
567
568 new_draw_info_format (NDI_UNIQUE, 0, this,
569 "You try to balance all your items at once, "
570 "but the %s is just too much for your body. "
571 "[You need to unapply some items first.]", &ob->name);
572 return false;
573 }
574
575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
576 }
577 else
578 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
579
580 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
581 {
582 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
583 &name, ob->debug_desc ());
584 return false;
585 }
586
587 return true;
453} 588}
454 589
455/* Zero the key_values on op, decrementing the shared-string 590/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 591 * refcounts and freeing the links.
457 */ 592 */
458static void 593static void
459free_key_values (object *op) 594free_key_values (object *op)
460{ 595{
461 for (key_value *i = op->key_values; i != 0;) 596 for (key_value *i = op->key_values; i; )
462 { 597 {
463 key_value *next = i->next; 598 key_value *next = i->next;
464 delete i; 599 delete i;
465 600
466 i = next; 601 i = next;
467 } 602 }
468 603
469 op->key_values = 0; 604 op->key_values = 0;
470} 605}
471 606
472/* 607object &
473 * copy_to first frees everything allocated by the dst object, 608object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 609{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 610 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 611 bool is_removed = flag [FLAG_REMOVED];
485 612
486 *(object_copy *)dst = *this; 613 *(object_copy *)this = src;
487 614
488 if (is_freed) 615 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 616 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 617
497 /* Copy over key_values, if any. */ 618 /* Copy over key_values, if any. */
498 if (key_values) 619 if (src.key_values)
499 { 620 {
500 key_value *tail = 0; 621 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 622 key_values = 0;
504 623
505 for (i = key_values; i; i = i->next) 624 for (key_value *i = src.key_values; i; i = i->next)
506 { 625 {
507 key_value *new_link = new key_value; 626 key_value *new_link = new key_value;
508 627
509 new_link->next = 0; 628 new_link->next = 0;
510 new_link->key = i->key; 629 new_link->key = i->key;
511 new_link->value = i->value; 630 new_link->value = i->value;
512 631
513 /* Try and be clever here, too. */ 632 /* Try and be clever here, too. */
514 if (!dst->key_values) 633 if (!key_values)
515 { 634 {
516 dst->key_values = new_link; 635 key_values = new_link;
517 tail = new_link; 636 tail = new_link;
518 } 637 }
519 else 638 else
520 { 639 {
521 tail->next = new_link; 640 tail->next = new_link;
522 tail = new_link; 641 tail = new_link;
523 } 642 }
524 } 643 }
525 } 644 }
645}
526 646
527 update_ob_speed (dst); 647/*
648 * copy_to first frees everything allocated by the dst object,
649 * and then copies the contents of itself into the second
650 * object, allocating what needs to be allocated. Basically, any
651 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
652 * if the first object is freed, the pointers in the new object
653 * will point at garbage.
654 */
655void
656object::copy_to (object *dst)
657{
658 *dst = *this;
659
660 if (speed < 0)
661 dst->speed_left -= rndm ();
662
663 dst->set_speed (dst->speed);
664}
665
666void
667object::instantiate ()
668{
669 if (!uuid.seq) // HACK
670 uuid = UUID::gen ();
671
672 speed_left = -0.1f;
673 /* copy the body_info to the body_used - this is only really
674 * need for monsters, but doesn't hurt to do it for everything.
675 * by doing so, when a monster is created, it has good starting
676 * values for the body_used info, so when items are created
677 * for it, they can be properly equipped.
678 */
679 for (int i = NUM_BODY_LOCATIONS; i--; )
680 slot[i].used = slot[i].info;
681
682 attachable::instantiate ();
528} 683}
529 684
530object * 685object *
531object::clone () 686object::clone ()
532{ 687{
538/* 693/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 694 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 695 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 696 * be called to update the face variable, _and_ how it looks on the map.
542 */ 697 */
543
544void 698void
545update_turn_face (object *op) 699update_turn_face (object *op)
546{ 700{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 701 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 702 return;
703
549 SET_ANIMATION (op, op->direction); 704 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 705 update_object (op, UP_OBJ_FACE);
551} 706}
552 707
553/* 708/*
554 * Updates the speed of an object. If the speed changes from 0 to another 709 * Updates the speed of an object. If the speed changes from 0 to another
555 * value, or vice versa, then add/remove the object from the active list. 710 * value, or vice versa, then add/remove the object from the active list.
556 * This function needs to be called whenever the speed of an object changes. 711 * This function needs to be called whenever the speed of an object changes.
557 */ 712 */
558void 713void
559update_ob_speed (object *op) 714object::set_speed (float speed)
560{ 715{
561 extern int arch_init; 716 if (flag [FLAG_FREED] && speed)
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566
567 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
568 { 717 {
569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 718 LOG (llevError, "Object %s is freed but has speed.\n", &name);
570#ifdef MANY_CORES
571 abort ();
572#else
573 op->speed = 0; 719 speed = 0;
574#endif
575 }
576
577 if (arch_init)
578 return;
579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 { 720 }
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
584 return;
585 721
586 /* process_events() expects us to insert the object at the beginning 722 this->speed = speed;
587 * of the list. */
588 op->active_next = active_objects;
589 723
590 if (op->active_next != NULL) 724 if (has_active_speed ())
591 op->active_next->active_prev = op; 725 activate ();
592
593 active_objects = op;
594 }
595 else 726 else
596 { 727 deactivate ();
597 /* If not on the active list, nothing needs to be done */
598 if (!op->active_next && !op->active_prev && op != active_objects)
599 return;
600
601 if (op->active_prev == NULL)
602 {
603 active_objects = op->active_next;
604
605 if (op->active_next != NULL)
606 op->active_next->active_prev = NULL;
607 }
608 else
609 {
610 op->active_prev->active_next = op->active_next;
611
612 if (op->active_next)
613 op->active_next->active_prev = op->active_prev;
614 }
615
616 op->active_next = NULL;
617 op->active_prev = NULL;
618 }
619}
620
621/* This function removes object 'op' from the list of active
622 * objects.
623 * This should only be used for style maps or other such
624 * reference maps where you don't want an object that isn't
625 * in play chewing up cpu time getting processed.
626 * The reverse of this is to call update_ob_speed, which
627 * will do the right thing based on the speed of the object.
628 */
629void
630remove_from_active_list (object *op)
631{
632 /* If not on the active list, nothing needs to be done */
633 if (!op->active_next && !op->active_prev && op != active_objects)
634 return;
635
636 if (op->active_prev == NULL)
637 {
638 active_objects = op->active_next;
639 if (op->active_next != NULL)
640 op->active_next->active_prev = NULL;
641 }
642 else
643 {
644 op->active_prev->active_next = op->active_next;
645 if (op->active_next)
646 op->active_next->active_prev = op->active_prev;
647 }
648 op->active_next = NULL;
649 op->active_prev = NULL;
650} 728}
651 729
652/* 730/*
653 * update_object() updates the the map. 731 * update_object() updates the the map.
654 * It takes into account invisible objects (and represent squares covered 732 * It takes into account invisible objects (and represent squares covered
667 * UP_OBJ_FACE: only the objects face has changed. 745 * UP_OBJ_FACE: only the objects face has changed.
668 */ 746 */
669void 747void
670update_object (object *op, int action) 748update_object (object *op, int action)
671{ 749{
672 MoveType move_on, move_off, move_block, move_slow;
673
674 if (op == NULL) 750 if (op == NULL)
675 { 751 {
676 /* this should never happen */ 752 /* this should never happen */
677 LOG (llevDebug, "update_object() called for NULL object.\n"); 753 LOG (llevDebug, "update_object() called for NULL object.\n");
678 return; 754 return;
702 return; 778 return;
703 } 779 }
704 780
705 mapspace &m = op->ms (); 781 mapspace &m = op->ms ();
706 782
707 if (m.flags_ & P_NEED_UPDATE) 783 if (!(m.flags_ & P_UPTODATE))
708 /* nop */; 784 /* nop */;
709 else if (action == UP_OBJ_INSERT) 785 else if (action == UP_OBJ_INSERT)
710 { 786 {
711 // this is likely overkill, TODO: revisit (schmorp) 787 // this is likely overkill, TODO: revisit (schmorp)
712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 788 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
721 /* This isn't perfect, but I don't expect a lot of objects to 797 /* This isn't perfect, but I don't expect a lot of objects to
722 * to have move_allow right now. 798 * to have move_allow right now.
723 */ 799 */
724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 800 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 801 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
726 m.flags_ = P_NEED_UPDATE; 802 m.flags_ = 0;
727 } 803 }
728 /* if the object is being removed, we can't make intelligent 804 /* if the object is being removed, we can't make intelligent
729 * decisions, because remove_ob can't really pass the object 805 * decisions, because remove_ob can't really pass the object
730 * that is being removed. 806 * that is being removed.
731 */ 807 */
732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 808 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
733 m.flags_ = P_NEED_UPDATE; 809 m.flags_ = 0;
734 else if (action == UP_OBJ_FACE) 810 else if (action == UP_OBJ_FACE)
735 /* Nothing to do for that case */ ; 811 /* Nothing to do for that case */ ;
736 else 812 else
737 LOG (llevError, "update_object called with invalid action: %d\n", action); 813 LOG (llevError, "update_object called with invalid action: %d\n", action);
738 814
739 if (op->more) 815 if (op->more)
740 update_object (op->more, action); 816 update_object (op->more, action);
741} 817}
742 818
743object::vector object::objects; // not yet used
744object *object::first;
745
746object::object () 819object::object ()
747{ 820{
748 SET_FLAG (this, FLAG_REMOVED); 821 SET_FLAG (this, FLAG_REMOVED);
749 822
750 expmul = 1.0; 823 expmul = 1.0;
751 face = blank_face; 824 face = blank_face;
752} 825}
753 826
754object::~object () 827object::~object ()
755{ 828{
829 unlink ();
830
756 free_key_values (this); 831 free_key_values (this);
757} 832}
758 833
834static int object_count;
835
759void object::link () 836void object::link ()
760{ 837{
838 assert (!index);//D
839 uuid = UUID::gen ();
761 count = ++ob_count; 840 count = ++object_count;
762 uuid = gen_uuid ();
763 841
764 prev = 0; 842 refcnt_inc ();
765 next = object::first; 843 objects.insert (this);
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771} 844}
772 845
773void object::unlink () 846void object::unlink ()
774{ 847{
775 if (this == object::first) 848 if (!index)
776 object::first = next;
777
778 /* Remove this object from the list of used objects */
779 if (prev) prev->next = next;
780 if (next) next->prev = prev;
781
782 prev = 0;
783 next = 0;
784}
785
786object *object::create ()
787{
788 object *op = new object;
789 op->link ();
790 return op; 849 return;
791}
792 850
793/* 851 objects.erase (this);
794 * free_object() frees everything allocated by an object, removes 852 refcnt_dec ();
795 * it from the list of used objects, and puts it on the list of 853}
796 * free objects. The IS_FREED() flag is set in the object. 854
797 * The object must have been removed by remove_ob() first for
798 * this function to succeed.
799 *
800 * If destroy_inventory is set, free inventory as well. Else drop items in
801 * inventory to the ground.
802 */
803void 855void
804object::do_destroy () 856object::activate ()
805{ 857{
806 attachable::do_destroy (); 858 /* If already on active list, don't do anything */
807 859 if (active)
808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
818 return; 860 return;
819 861
820 flag [FLAG_FREED] = 1; 862 if (has_active_speed ())
863 actives.insert (this);
864}
821 865
822 // hack to ensure that freed objects still have a valid map 866void
823 { 867object::activate_recursive ()
824 static maptile *freed_map; // freed objects are moved here to avoid crashes 868{
869 activate ();
825 870
826 if (!freed_map) 871 for (object *op = inv; op; op = op->below)
872 op->activate_recursive ();
873}
874
875/* This function removes object 'op' from the list of active
876 * objects.
877 * This should only be used for style maps or other such
878 * reference maps where you don't want an object that isn't
879 * in play chewing up cpu time getting processed.
880 * The reverse of this is to call update_ob_speed, which
881 * will do the right thing based on the speed of the object.
882 */
883void
884object::deactivate ()
885{
886 /* If not on the active list, nothing needs to be done */
887 if (!active)
888 return;
889
890 actives.erase (this);
891}
892
893void
894object::deactivate_recursive ()
895{
896 for (object *op = inv; op; op = op->below)
897 op->deactivate_recursive ();
898
899 deactivate ();
900}
901
902void
903object::set_flag_inv (int flag, int value)
904{
905 for (object *op = inv; op; op = op->below)
827 { 906 {
828 freed_map = new maptile; 907 op->flag [flag] = value;
829 908 op->set_flag_inv (flag, value);
830 freed_map->name = "/internal/freed_objects_map";
831 freed_map->width = 3;
832 freed_map->height = 3;
833
834 freed_map->allocate ();
835 } 909 }
836
837 map = freed_map;
838 x = 1;
839 y = 1;
840 }
841
842 more = 0;
843 head = 0;
844 inv = 0;
845
846 // clear those pointers that likely might have circular references to us
847 owner = 0;
848 enemy = 0;
849 attacked_by = 0;
850
851 // only relevant for players(?), but make sure of it anyways
852 contr = 0;
853
854 /* Remove object from the active list */
855 speed = 0;
856 update_ob_speed (this);
857
858 unlink ();
859} 910}
860 911
861/* 912/*
862 * Remove and free all objects in the inventory of the given object. 913 * Remove and free all objects in the inventory of the given object.
863 * object.c ? 914 * object.c ?
864 */ 915 */
865void 916void
866object::destroy_inv (bool drop_to_ground) 917object::destroy_inv (bool drop_to_ground)
867{ 918{
919 // need to check first, because the checks below might segfault
920 // as we might be on an invalid mapspace and crossfire code
921 // is too buggy to ensure that the inventory is empty.
922 // corollary: if you create arrows etc. with stuff in its inventory,
923 // cf will crash below with off-map x and y
868 if (!inv) 924 if (!inv)
869 return; 925 return;
870 926
871 /* Only if the space blocks everything do we not process - 927 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects 928 * if some form of movement is allowed, let objects
873 * drop on that space. 929 * drop on that space.
874 */ 930 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 931 if (!drop_to_ground
932 || !map
933 || map->in_memory != MAP_ACTIVE
934 || map->nodrop
935 || ms ().move_block == MOVE_ALL)
876 { 936 {
877 while (inv) 937 while (inv)
878 { 938 {
879 inv->destroy_inv (drop_to_ground); 939 inv->destroy_inv (false);
880 inv->destroy (); 940 inv->destroy ();
881 } 941 }
882 } 942 }
883 else 943 else
884 { /* Put objects in inventory onto this space */ 944 { /* Put objects in inventory onto this space */
888 948
889 if (op->flag [FLAG_STARTEQUIP] 949 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP] 950 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE 951 || op->type == RUNE
892 || op->type == TRAP 952 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE]) 953 || op->flag [FLAG_IS_A_TEMPLATE]
954 || op->flag [FLAG_DESTROY_ON_DEATH])
894 op->destroy (); 955 op->destroy (true);
895 else 956 else
896 { 957 map->insert (op, x, y);
897 op->remove ();
898 op->x = x;
899 op->y = y;
900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
901 }
902 } 958 }
903 } 959 }
960}
961
962object *object::create ()
963{
964 object *op = new object;
965 op->link ();
966 return op;
967}
968
969void
970object::do_destroy ()
971{
972 if (flag [FLAG_IS_LINKED])
973 remove_button_link (this);
974
975 if (flag [FLAG_FRIENDLY])
976 remove_friendly_object (this);
977
978 remove ();
979
980 attachable::do_destroy ();
981
982 deactivate ();
983 unlink ();
984
985 flag [FLAG_FREED] = 1;
986
987 // hack to ensure that freed objects still have a valid map
988 {
989 static maptile *freed_map; // freed objects are moved here to avoid crashes
990
991 if (!freed_map)
992 {
993 freed_map = new maptile;
994
995 freed_map->path = "<freed objects map>";
996 freed_map->name = "/internal/freed_objects_map";
997 freed_map->width = 3;
998 freed_map->height = 3;
999 freed_map->nodrop = 1;
1000
1001 freed_map->alloc ();
1002 freed_map->in_memory = MAP_ACTIVE;
1003 }
1004
1005 map = freed_map;
1006 x = 1;
1007 y = 1;
1008 }
1009
1010 if (more)
1011 {
1012 more->destroy ();
1013 more = 0;
1014 }
1015
1016 head = 0;
1017
1018 // clear those pointers that likely might cause circular references
1019 owner = 0;
1020 enemy = 0;
1021 attacked_by = 0;
1022 current_weapon = 0;
904} 1023}
905 1024
906void 1025void
907object::destroy (bool destroy_inventory) 1026object::destroy (bool destroy_inventory)
908{ 1027{
909 if (destroyed ()) 1028 if (destroyed ())
910 return; 1029 return;
911 1030
912 if (more)
913 {
914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory); 1031 destroy_inv (!destroy_inventory);
916 more = 0;
917 }
918 1032
919 if (destroy_inventory) 1033 if (is_head ())
920 destroy_inv (true); 1034 if (sound_destroy)
1035 play_sound (sound_destroy);
1036 else if (flag [FLAG_MONSTER])
1037 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
921 1038
922 attachable::destroy (); 1039 attachable::destroy ();
923}
924
925/*
926 * sub_weight() recursively (outwards) subtracts a number from the
927 * weight of an object (and what is carried by it's environment(s)).
928 */
929void
930sub_weight (object *op, signed long weight)
931{
932 while (op != NULL)
933 {
934 if (op->type == CONTAINER)
935 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
936
937 op->carrying -= weight;
938 op = op->env;
939 }
940} 1040}
941 1041
942/* op->remove (): 1042/* op->remove ():
943 * This function removes the object op from the linked list of objects 1043 * This function removes the object op from the linked list of objects
944 * which it is currently tied to. When this function is done, the 1044 * which it is currently tied to. When this function is done, the
945 * object will have no environment. If the object previously had an 1045 * object will have no environment. If the object previously had an
946 * environment, the x and y coordinates will be updated to 1046 * environment, the x and y coordinates will be updated to
947 * the previous environment. 1047 * the previous environment.
948 * Beware: This function is called from the editor as well!
949 */ 1048 */
950void 1049void
951object::remove () 1050object::do_remove ()
952{ 1051{
953 object *tmp, *last = 0; 1052 object *tmp, *last = 0;
954 object *otmp; 1053 object *otmp;
955 1054
956 if (QUERY_FLAG (this, FLAG_REMOVED)) 1055 if (flag [FLAG_REMOVED])
957 return; 1056 return;
958 1057
959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this); 1058 INVOKE_OBJECT (REMOVE, this);
1059
1060 if (object *pl = visible_to ())
1061 esrv_del_item (pl->contr, count);
1062
1063 flag [FLAG_REMOVED] = true;
961 1064
962 if (more) 1065 if (more)
963 more->remove (); 1066 more->remove ();
964 1067
965 /* 1068 /*
966 * In this case, the object to be removed is in someones 1069 * In this case, the object to be removed is in someones
967 * inventory. 1070 * inventory.
968 */ 1071 */
969 if (env) 1072 if (env)
970 { 1073 {
1074 adjust_weight (env, -total_weight ());
1075
1076 *(above ? &above->below : &env->inv) = below;
1077
971 if (nrof) 1078 if (below)
972 sub_weight (env, weight * nrof); 1079 below->above = above;
973 else 1080
974 sub_weight (env, weight + carrying); 1081 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do.
1084 */
1085 map = env->map;
1086 x = env->x;
1087 y = env->y;
1088 above = 0;
1089 below = 0;
1090 env = 0;
975 1091
976 /* NO_FIX_PLAYER is set when a great many changes are being 1092 /* NO_FIX_PLAYER is set when a great many changes are being
977 * made to players inventory. If set, avoiding the call 1093 * made to players inventory. If set, avoiding the call
978 * to save cpu time. 1094 * to save cpu time.
979 */ 1095 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1096 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
981 otmp->update_stats (); 1097 otmp->update_stats ();
982
983 if (above != NULL)
984 above->below = below;
985 else
986 env->inv = below;
987
988 if (below != NULL)
989 below->above = above;
990
991 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do.
994 */
995 x = env->x, y = env->y;
996 map = env->map;
997 above = 0, below = 0;
998 env = 0;
999 } 1098 }
1000 else if (map) 1099 else if (map)
1001 { 1100 {
1002 /* Re did the following section of code - it looks like it had 1101 if (type == PLAYER)
1003 * lots of logic for things we no longer care about
1004 */ 1102 {
1103 // leaving a spot always closes any open container on the ground
1104 if (container && !container->env)
1105 // this causes spurious floorbox updates, but it ensures
1106 // that the CLOSE event is being sent.
1107 close_container ();
1108
1109 --map->players;
1110 map->touch ();
1111 }
1112
1113 map->dirty = true;
1114 mapspace &ms = this->ms ();
1005 1115
1006 /* link the object above us */ 1116 /* link the object above us */
1007 if (above) 1117 if (above)
1008 above->below = below; 1118 above->below = below;
1009 else 1119 else
1010 map->at (x, y).top = below; /* we were top, set new top */ 1120 ms.top = below; /* we were top, set new top */
1011 1121
1012 /* Relink the object below us, if there is one */ 1122 /* Relink the object below us, if there is one */
1013 if (below) 1123 if (below)
1014 below->above = above; 1124 below->above = above;
1015 else 1125 else
1017 /* Nothing below, which means we need to relink map object for this space 1127 /* Nothing below, which means we need to relink map object for this space
1018 * use translated coordinates in case some oddness with map tiling is 1128 * use translated coordinates in case some oddness with map tiling is
1019 * evident 1129 * evident
1020 */ 1130 */
1021 if (GET_MAP_OB (map, x, y) != this) 1131 if (GET_MAP_OB (map, x, y) != this)
1022 {
1023 char *dump = dump_object (this);
1024 LOG (llevError,
1025 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1132 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 ());
1026 free (dump);
1027 dump = dump_object (GET_MAP_OB (map, x, y));
1028 LOG (llevError, "%s\n", dump);
1029 free (dump);
1030 }
1031 1133
1032 map->at (x, y).bottom = above; /* goes on above it. */ 1134 ms.bot = above; /* goes on above it. */
1033 } 1135 }
1034 1136
1035 above = 0; 1137 above = 0;
1036 below = 0; 1138 below = 0;
1037 1139
1038 if (map->in_memory == MAP_SAVING) 1140 if (map->in_memory == MAP_SAVING)
1039 return; 1141 return;
1040 1142
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 1143 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 1144
1145 if (object *pl = ms.player ())
1146 {
1147 if (pl->container == this)
1148 /* If a container that the player is currently using somehow gets
1149 * removed (most likely destroyed), update the player view
1150 * appropriately.
1151 */
1152 pl->close_container ();
1153
1154 esrv_del_item (pl, count);
1155 }
1156
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1157 for (tmp = ms.bot; tmp; tmp = tmp->above)
1044 { 1158 {
1045 /* No point updating the players look faces if he is the object 1159 /* No point updating the players look faces if he is the object
1046 * being removed. 1160 * being removed.
1047 */ 1161 */
1048 1162
1049 if (tmp->type == PLAYER && tmp != this)
1050 {
1051 /* If a container that the player is currently using somehow gets
1052 * removed (most likely destroyed), update the player view
1053 * appropriately.
1054 */
1055 if (tmp->container == this)
1056 {
1057 flag [FLAG_APPLIED] = 0;
1058 tmp->container = 0;
1059 }
1060
1061 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update ();
1063 }
1064
1065 /* See if player moving off should effect something */ 1163 /* See if object moving off should effect something */
1066 if (check_walk_off 1164 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1165 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1166 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 { 1167 {
1070 move_apply (tmp, this, 0); 1168 move_apply (tmp, this, 0);
1071 1169
1072 if (destroyed ()) 1170 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1171 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 } 1172 }
1075 1173
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077
1078 if (tmp->above == tmp)
1079 tmp->above = 0;
1080
1081 last = tmp; 1174 last = tmp;
1082 } 1175 }
1083 1176
1084 /* last == NULL of there are no objects on this space */ 1177 /* last == NULL if there are no objects on this space */
1178 //TODO: this makes little sense, why only update the topmost object?
1085 if (!last) 1179 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE; 1180 map->at (x, y).flags_ = 0;
1087 else 1181 else
1088 update_object (last, UP_OBJ_REMOVE); 1182 update_object (last, UP_OBJ_REMOVE);
1089 1183
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1184 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y); 1185 update_all_los (map, x, y);
1104merge_ob (object *op, object *top) 1198merge_ob (object *op, object *top)
1105{ 1199{
1106 if (!op->nrof) 1200 if (!op->nrof)
1107 return 0; 1201 return 0;
1108 1202
1109 if (top) 1203 if (!top)
1110 for (top = op; top && top->above; top = top->above) 1204 for (top = op; top && top->above; top = top->above)
1111 ; 1205 ;
1112 1206
1113 for (; top; top = top->below) 1207 for (; top; top = top->below)
1114 {
1115 if (top == op)
1116 continue;
1117
1118 if (object::can_merge (op, top)) 1208 if (object::can_merge (op, top))
1119 { 1209 {
1120 top->nrof += op->nrof; 1210 top->nrof += op->nrof;
1121 1211
1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1212 if (object *pl = top->visible_to ())
1123 op->weight = 0; /* Don't want any adjustements now */ 1213 esrv_update_item (UPD_NROF, pl, top);
1214
1215 op->weight = 0; // cancel the addition above
1216 op->carrying = 0; // must be 0 already
1217
1124 op->destroy (); 1218 op->destroy (1);
1219
1125 return top; 1220 return top;
1126 } 1221 }
1127 }
1128 1222
1129 return 0; 1223 return 0;
1130} 1224}
1131 1225
1226void
1227object::expand_tail ()
1228{
1229 if (more)
1230 return;
1231
1232 object *prev = this;
1233
1234 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1235 {
1236 object *op = arch_to_object (at);
1237
1238 op->name = name;
1239 op->name_pl = name_pl;
1240 op->title = title;
1241
1242 op->head = this;
1243 prev->more = op;
1244
1245 prev = op;
1246 }
1247}
1248
1132/* 1249/*
1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1250 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1134 * job preparing multi-part monsters 1251 * job preparing multi-part monsters.
1135 */ 1252 */
1136object * 1253object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1254insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1255{
1139 object *tmp;
1140
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1256 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1257 {
1146 tmp->x = x + tmp->arch->clone.x; 1258 tmp->x = x + tmp->arch->x;
1147 tmp->y = y + tmp->arch->clone.y; 1259 tmp->y = y + tmp->arch->y;
1148 } 1260 }
1149 1261
1150 return insert_ob_in_map (op, m, originator, flag); 1262 return insert_ob_in_map (op, m, originator, flag);
1151} 1263}
1152 1264
1171 * just 'op' otherwise 1283 * just 'op' otherwise
1172 */ 1284 */
1173object * 1285object *
1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1175{ 1287{
1288 assert (!op->flag [FLAG_FREED]);
1289
1176 object *tmp, *top, *floor = NULL; 1290 object *top, *floor = NULL;
1177 sint16 x, y;
1178 1291
1179 if (QUERY_FLAG (op, FLAG_FREED)) 1292 op->remove ();
1180 {
1181 LOG (llevError, "Trying to insert freed object!\n");
1182 return NULL;
1183 }
1184
1185 if (m == NULL)
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189 free (dump);
1190 return op;
1191 }
1192
1193 if (out_of_map (m, op->x, op->y))
1194 {
1195 char *dump = dump_object (op);
1196 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1197#ifdef MANY_CORES
1198 /* Better to catch this here, as otherwise the next use of this object
1199 * is likely to cause a crash. Better to find out where it is getting
1200 * improperly inserted.
1201 */
1202 abort ();
1203#endif
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (!QUERY_FLAG (op, FLAG_REMOVED))
1209 {
1210 char *dump = dump_object (op);
1211 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1212 free (dump);
1213 return op;
1214 }
1215
1216 if (op->more)
1217 {
1218 /* The part may be on a different map. */
1219
1220 object *more = op->more;
1221
1222 /* We really need the caller to normalize coordinates - if
1223 * we set the map, that doesn't work if the location is within
1224 * a map and this is straddling an edge. So only if coordinate
1225 * is clear wrong do we normalize it.
1226 */
1227 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1228 more->map = get_map_from_coord (m, &more->x, &more->y);
1229 else if (!more->map)
1230 {
1231 /* For backwards compatibility - when not dealing with tiled maps,
1232 * more->map should always point to the parent.
1233 */
1234 more->map = m;
1235 }
1236
1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1238 {
1239 if (!op->head)
1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1241
1242 return 0;
1243 }
1244 }
1245
1246 CLEAR_FLAG (op, FLAG_REMOVED);
1247 1293
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1294 /* Ideally, the caller figures this out. However, it complicates a lot
1249 * of areas of callers (eg, anything that uses find_free_spot would now 1295 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work 1296 * need extra work
1251 */ 1297 */
1252 op->map = get_map_from_coord (m, &op->x, &op->y); 1298 if (!xy_normalise (m, op->x, op->y))
1253 x = op->x; 1299 {
1254 y = op->y; 1300 op->destroy (1);
1301 return 0;
1302 }
1303
1304 if (object *more = op->more)
1305 if (!insert_ob_in_map (more, m, originator, flag))
1306 return 0;
1307
1308 CLEAR_FLAG (op, FLAG_REMOVED);
1309
1310 op->map = m;
1311 mapspace &ms = op->ms ();
1255 1312
1256 /* this has to be done after we translate the coordinates. 1313 /* this has to be done after we translate the coordinates.
1257 */ 1314 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1315 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1316 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1317 if (object::can_merge (op, tmp))
1261 { 1318 {
1262 op->nrof += tmp->nrof; 1319 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1320 tmp->destroy (1);
1264 } 1321 }
1265 1322
1266 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1267 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1324 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1268 1325
1281 op->below = originator->below; 1338 op->below = originator->below;
1282 1339
1283 if (op->below) 1340 if (op->below)
1284 op->below->above = op; 1341 op->below->above = op;
1285 else 1342 else
1286 op->ms ().bottom = op; 1343 ms.bot = op;
1287 1344
1288 /* since *below* originator, no need to update top */ 1345 /* since *below* originator, no need to update top */
1289 originator->below = op; 1346 originator->below = op;
1290 } 1347 }
1291 else 1348 else
1292 { 1349 {
1350 top = ms.bot;
1351
1293 /* If there are other objects, then */ 1352 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1353 if (top)
1295 { 1354 {
1296 object *last = NULL; 1355 object *last = 0;
1297 1356
1298 /* 1357 /*
1299 * If there are multiple objects on this space, we do some trickier handling. 1358 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate. 1359 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if 1360 * Generally, we want to put the new object on top. But if
1305 * once we get to them. This reduces the need to traverse over all of 1364 * once we get to them. This reduces the need to traverse over all of
1306 * them when adding another one - this saves quite a bit of cpu time 1365 * them when adding another one - this saves quite a bit of cpu time
1307 * when lots of spells are cast in one area. Currently, it is presumed 1366 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects. 1367 * that flying non pickable objects are spell objects.
1309 */ 1368 */
1310 1369 for (top = ms.bot; top; top = top->above)
1311 while (top != NULL)
1312 { 1370 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1371 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314 floor = top; 1372 floor = top;
1315 1373
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1374 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1319 top = top->below; 1377 top = top->below;
1320 break; 1378 break;
1321 } 1379 }
1322 1380
1323 last = top; 1381 last = top;
1324 top = top->above;
1325 } 1382 }
1326 1383
1327 /* Don't want top to be NULL, so set it to the last valid object */ 1384 /* Don't want top to be NULL, so set it to the last valid object */
1328 top = last; 1385 top = last;
1329 1386
1331 * looks like instead of lots of conditions here. 1388 * looks like instead of lots of conditions here.
1332 * makes things faster, and effectively the same result. 1389 * makes things faster, and effectively the same result.
1333 */ 1390 */
1334 1391
1335 /* Have object 'fall below' other objects that block view. 1392 /* Have object 'fall below' other objects that block view.
1336 * Unless those objects are exits, type 66 1393 * Unless those objects are exits.
1337 * If INS_ON_TOP is used, don't do this processing 1394 * If INS_ON_TOP is used, don't do this processing
1338 * Need to find the object that in fact blocks view, otherwise 1395 * Need to find the object that in fact blocks view, otherwise
1339 * stacking is a bit odd. 1396 * stacking is a bit odd.
1340 */ 1397 */
1341 if (!(flag & INS_ON_TOP) && 1398 if (!(flag & INS_ON_TOP)
1342 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1399 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility))
1343 { 1401 {
1344 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break; 1404 break;
1405
1347 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1348 * and make sure we have a below pointer for it so that 1407 * and make sure we have a below pointer for it so that
1349 * we can get inserted below this one, which requires we 1408 * we can get inserted below this one, which requires we
1350 * set top to the object below us. 1409 * set top to the object below us.
1351 */ 1410 */
1352 if (last && last->below && last != floor) 1411 if (last && last->below && last != floor)
1353 top = last->below; 1412 top = last->below;
1354 } 1413 }
1355 } /* If objects on this space */ 1414 } /* If objects on this space */
1356 1415
1357 if (flag & INS_MAP_LOAD)
1358 top = GET_MAP_TOP (op->map, op->x, op->y);
1359
1360 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor; 1417 top = floor;
1362 1418
1363 /* Top is the object that our object (op) is going to get inserted above. 1419 /* Top is the object that our object (op) is going to get inserted above.
1364 */ 1420 */
1365 1421
1366 /* First object on this space */ 1422 /* First object on this space */
1367 if (!top) 1423 if (!top)
1368 { 1424 {
1369 op->above = GET_MAP_OB (op->map, op->x, op->y); 1425 op->above = ms.bot;
1370 1426
1371 if (op->above) 1427 if (op->above)
1372 op->above->below = op; 1428 op->above->below = op;
1373 1429
1374 op->below = NULL; 1430 op->below = 0;
1375 op->ms ().bottom = op; 1431 ms.bot = op;
1376 } 1432 }
1377 else 1433 else
1378 { /* get inserted into the stack above top */ 1434 { /* get inserted into the stack above top */
1379 op->above = top->above; 1435 op->above = top->above;
1380 1436
1383 1439
1384 op->below = top; 1440 op->below = top;
1385 top->above = op; 1441 top->above = op;
1386 } 1442 }
1387 1443
1388 if (op->above == NULL) 1444 if (!op->above)
1389 op->ms ().top = op; 1445 ms.top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */ 1446 } /* else not INS_BELOW_ORIGINATOR */
1391 1447
1392 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1449 {
1393 op->contr->do_los = 1; 1450 op->contr->do_los = 1;
1451 ++op->map->players;
1452 op->map->touch ();
1453 }
1394 1454
1395 /* If we have a floor, we know the player, if any, will be above 1455 op->map->dirty = true;
1396 * it, so save a few ticks and start from there. 1456
1397 */
1398 if (!(flag & INS_MAP_LOAD))
1399 if (object *pl = op->ms ().player ()) 1457 if (object *pl = ms.player ())
1400 if (pl->contr->ns) 1458 esrv_send_item (pl, op);
1401 pl->contr->ns->floorbox_update ();
1402 1459
1403 /* If this object glows, it may affect lighting conditions that are 1460 /* If this object glows, it may affect lighting conditions that are
1404 * visible to others on this map. But update_all_los is really 1461 * visible to others on this map. But update_all_los is really
1405 * an inefficient way to do this, as it means los for all players 1462 * an inefficient way to do this, as it means los for all players
1406 * on the map will get recalculated. The players could very well 1463 * on the map will get recalculated. The players could very well
1407 * be far away from this change and not affected in any way - 1464 * be far away from this change and not affected in any way -
1408 * this should get redone to only look for players within range, 1465 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1466 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1467 * of effect may be sufficient.
1411 */ 1468 */
1412 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1469 if (op->map->darkness && (op->glow_radius != 0))
1413 update_all_los (op->map, op->x, op->y); 1470 update_all_los (op->map, op->x, op->y);
1414 1471
1415 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1472 /* updates flags (blocked, alive, no magic, etc) for this map space */
1416 update_object (op, UP_OBJ_INSERT); 1473 update_object (op, UP_OBJ_INSERT);
1417 1474
1425 * blocked() and wall() work properly), and these flags are updated by 1482 * blocked() and wall() work properly), and these flags are updated by
1426 * update_object(). 1483 * update_object().
1427 */ 1484 */
1428 1485
1429 /* if this is not the head or flag has been passed, don't check walk on status */ 1486 /* if this is not the head or flag has been passed, don't check walk on status */
1430 if (!(flag & INS_NO_WALK_ON) && !op->head) 1487 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1431 { 1488 {
1432 if (check_move_on (op, originator)) 1489 if (check_move_on (op, originator))
1433 return 0; 1490 return 0;
1434 1491
1435 /* If we are a multi part object, lets work our way through the check 1492 /* If we are a multi part object, lets work our way through the check
1436 * walk on's. 1493 * walk on's.
1437 */ 1494 */
1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1495 for (object *tmp = op->more; tmp; tmp = tmp->more)
1439 if (check_move_on (tmp, originator)) 1496 if (check_move_on (tmp, originator))
1440 return 0; 1497 return 0;
1441 } 1498 }
1442 1499
1443 return op; 1500 return op;
1448 * op is the object to insert it under: supplies x and the map. 1505 * op is the object to insert it under: supplies x and the map.
1449 */ 1506 */
1450void 1507void
1451replace_insert_ob_in_map (const char *arch_string, object *op) 1508replace_insert_ob_in_map (const char *arch_string, object *op)
1452{ 1509{
1453 object *tmp, *tmp1;
1454
1455 /* first search for itself and remove any old instances */ 1510 /* first search for itself and remove any old instances */
1456 1511
1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1512 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1513 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1459 tmp->destroy (); 1514 tmp->destroy (1);
1460 1515
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1516 object *tmp = arch_to_object (archetype::find (arch_string));
1462 1517
1463 tmp1->x = op->x; 1518 tmp->x = op->x;
1464 tmp1->y = op->y; 1519 tmp->y = op->y;
1520
1465 insert_ob_in_map (tmp1, op->map, op, 0); 1521 insert_ob_in_map (tmp, op->map, op, 0);
1466} 1522}
1467
1468/*
1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1470 * is returned contains nr objects, and the remaining parts contains
1471 * the rest (or is removed and freed if that number is 0).
1472 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array.
1474 */
1475 1523
1476object * 1524object *
1477get_split_ob (object *orig_ob, uint32 nr) 1525object::insert_at (object *where, object *originator, int flags)
1478{ 1526{
1479 object *newob; 1527 if (where->env)
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1528 return where->env->insert (this);
1481 1529 else
1482 if (orig_ob->nrof < nr) 1530 return where->map->insert (this, where->x, where->y, originator, flags);
1483 {
1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1485 return NULL;
1486 }
1487
1488 newob = object_create_clone (orig_ob);
1489
1490 if ((orig_ob->nrof -= nr) < 1)
1491 orig_ob->destroy (1);
1492 else if (!is_removed)
1493 {
1494 if (orig_ob->env != NULL)
1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1497 {
1498 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1499 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1500 return NULL;
1501 }
1502 }
1503
1504 newob->nrof = nr;
1505
1506 return newob;
1507} 1531}
1508 1532
1509/* 1533/*
1510 * decrease_ob_nr(object, number) decreases a specified number from 1534 * decrease(object, number) decreases a specified number from
1511 * the amount of an object. If the amount reaches 0, the object 1535 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1536 * is subsequently removed and freed.
1513 * 1537 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1538 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1539 */
1540bool
1541object::decrease (sint32 nr)
1542{
1543 if (!nr)
1544 return true;
1516 1545
1546 nr = min (nr, nrof);
1547
1548 nrof -= nr;
1549
1550 if (nrof)
1551 {
1552 adjust_weight (env, -weight * nr); // carrying == 0
1553
1554 if (object *pl = visible_to ())
1555 esrv_update_item (UPD_NROF, pl, this);
1556
1557 return true;
1558 }
1559 else
1560 {
1561 destroy (1);
1562 return false;
1563 }
1564}
1565
1566/*
1567 * split(ob,nr) splits up ob into two parts. The part which
1568 * is returned contains nr objects, and the remaining parts contains
1569 * the rest (or is removed and returned if that number is 0).
1570 * On failure, NULL is returned.
1571 */
1517object * 1572object *
1518decrease_ob_nr (object *op, uint32 i) 1573object::split (sint32 nr)
1519{ 1574{
1520 object *tmp; 1575 int have = number_of ();
1521 1576
1522 if (i == 0) /* objects with op->nrof require this check */ 1577 if (have < nr)
1523 return op; 1578 return 0;
1524 1579 else if (have == nr)
1525 if (i > op->nrof)
1526 i = op->nrof;
1527
1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1529 op->nrof -= i;
1530 else if (op->env)
1531 { 1580 {
1532 /* is this object in the players inventory, or sub container
1533 * therein?
1534 */
1535 tmp = op->in_player ();
1536 /* nope. Is this a container the player has opened?
1537 * If so, set tmp to that player.
1538 * IMO, searching through all the players will mostly
1539 * likely be quicker than following op->env to the map,
1540 * and then searching the map for a player.
1541 */
1542 if (!tmp)
1543 for_all_players (pl)
1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1547 break;
1548 }
1549
1550 if (i < op->nrof)
1551 {
1552 sub_weight (op->env, op->weight * i);
1553 op->nrof -= i;
1554 if (tmp)
1555 esrv_send_item (tmp, op);
1556 }
1557 else
1558 {
1559 op->remove (); 1581 remove ();
1560 op->nrof = 0; 1582 return this;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 } 1583 }
1565 else 1584 else
1566 { 1585 {
1567 object *above = op->above; 1586 decrease (nr);
1568 1587
1569 if (i < op->nrof) 1588 object *op = object_create_clone (this);
1570 op->nrof -= i; 1589 op->nrof = nr;
1571 else
1572 {
1573 op->remove ();
1574 op->nrof = 0;
1575 }
1576
1577 /* Since we just removed op, op->above is null */
1578 for (tmp = above; tmp; tmp = tmp->above)
1579 if (tmp->type == PLAYER)
1580 {
1581 if (op->nrof)
1582 esrv_send_item (tmp, op);
1583 else
1584 esrv_del_item (tmp->contr, op->count);
1585 }
1586 }
1587
1588 if (op->nrof)
1589 return op; 1590 return op;
1590 else
1591 {
1592 op->destroy ();
1593 return 0;
1594 }
1595}
1596
1597/*
1598 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying.
1600 */
1601
1602void
1603add_weight (object *op, signed long weight)
1604{
1605 while (op != NULL)
1606 {
1607 if (op->type == CONTAINER)
1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1609
1610 op->carrying += weight;
1611 op = op->env;
1612 } 1591 }
1613} 1592}
1614 1593
1615object * 1594object *
1616insert_ob_in_ob (object *op, object *where) 1595insert_ob_in_ob (object *op, object *where)
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1600 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump); 1601 free (dump);
1623 return op; 1602 return op;
1624 } 1603 }
1625 1604
1626 if (where->head) 1605 if (where->head_ () != where)
1627 { 1606 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1607 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head; 1608 where = where->head;
1630 } 1609 }
1631 1610
1632 return where->insert (op); 1611 return where->insert (op);
1633} 1612}
1638 * inside the object environment. 1617 * inside the object environment.
1639 * 1618 *
1640 * The function returns now pointer to inserted item, and return value can 1619 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1620 * be != op, if items are merged. -Tero
1642 */ 1621 */
1643
1644object * 1622object *
1645object::insert (object *op) 1623object::insert (object *op)
1646{ 1624{
1647 object *tmp, *otmp;
1648
1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1650 op->remove ();
1651
1652 if (op->more) 1625 if (op->more)
1653 { 1626 {
1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1627 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 return op; 1628 return op;
1656 } 1629 }
1657 1630
1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1631 op->remove ();
1659 CLEAR_FLAG (op, FLAG_REMOVED); 1632
1633 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1634
1660 if (op->nrof) 1635 if (op->nrof)
1661 {
1662 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1636 for (object *tmp = inv; tmp; tmp = tmp->below)
1663 if (object::can_merge (tmp, op)) 1637 if (object::can_merge (tmp, op))
1664 { 1638 {
1665 /* return the original object and remove inserted object 1639 /* return the original object and remove inserted object
1666 (client needs the original object) */ 1640 (client needs the original object) */
1667 tmp->nrof += op->nrof; 1641 tmp->nrof += op->nrof;
1668 /* Weight handling gets pretty funky. Since we are adding to 1642
1669 * tmp->nrof, we need to increase the weight. 1643 if (object *pl = tmp->visible_to ())
1670 */ 1644 esrv_update_item (UPD_NROF, pl, tmp);
1645
1671 add_weight (this, op->weight * op->nrof); 1646 adjust_weight (this, op->total_weight ());
1672 SET_FLAG (op, FLAG_REMOVED); 1647
1673 op->destroy (); /* free the inserted object */ 1648 op->destroy (1);
1674 op = tmp; 1649 op = tmp;
1675 op->remove (); /* and fix old object's links */ 1650 goto inserted;
1676 CLEAR_FLAG (op, FLAG_REMOVED);
1677 break;
1678 } 1651 }
1679 1652
1680 /* I assume combined objects have no inventory 1653 op->owner = 0; // it's his/hers now. period.
1681 * We add the weight - this object could have just been removed
1682 * (if it was possible to merge). calling remove_ob will subtract
1683 * the weight, so we need to add it in again, since we actually do
1684 * the linking below
1685 */
1686 add_weight (this, op->weight * op->nrof);
1687 }
1688 else
1689 add_weight (this, (op->weight + op->carrying));
1690
1691 otmp = this->in_player ();
1692 if (otmp && otmp->contr)
1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1694 otmp->update_stats ();
1695
1696 op->map = 0; 1654 op->map = 0;
1697 op->env = this; 1655 op->x = 0;
1656 op->y = 0;
1657
1698 op->above = 0; 1658 op->above = 0;
1699 op->below = 0; 1659 op->below = inv;
1700 op->x = 0, op->y = 0; 1660 op->env = this;
1701 1661
1662 if (inv)
1663 inv->above = op;
1664
1665 inv = op;
1666
1667 op->flag [FLAG_REMOVED] = 0;
1668
1669 if (object *pl = op->visible_to ())
1670 esrv_send_item (pl, op);
1671
1672 adjust_weight (this, op->total_weight ());
1673
1674inserted:
1702 /* reset the light list and los of the players on the map */ 1675 /* reset the light list and los of the players on the map */
1703 if ((op->glow_radius != 0) && map) 1676 if (op->glow_radius && map && map->darkness)
1704 {
1705#ifdef DEBUG_LIGHTS
1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1707#endif /* DEBUG_LIGHTS */
1708 if (MAP_DARKNESS (map))
1709 update_all_los (map, x, y); 1677 update_all_los (map, x, y);
1710 }
1711 1678
1712 /* Client has no idea of ordering so lets not bother ordering it here. 1679 // if this is a player's inventory, update stats
1713 * It sure simplifies this function... 1680 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1714 */ 1681 update_stats ();
1715 if (!inv)
1716 inv = op;
1717 else
1718 {
1719 op->below = inv;
1720 op->below->above = op;
1721 inv = op;
1722 }
1723 1682
1724 INVOKE_OBJECT (INSERT, this); 1683 INVOKE_OBJECT (INSERT, this);
1725 1684
1726 return op; 1685 return op;
1727} 1686}
1744 * 1703 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below 1704 * MSW 2001-07-08: Check all objects on space, not just those below
1746 * object being inserted. insert_ob_in_map may not put new objects 1705 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top. 1706 * on top.
1748 */ 1707 */
1749
1750int 1708int
1751check_move_on (object *op, object *originator) 1709check_move_on (object *op, object *originator)
1752{ 1710{
1753 object *tmp; 1711 object *tmp;
1754 maptile *m = op->map; 1712 maptile *m = op->map;
1781 1739
1782 /* The objects have to be checked from top to bottom. 1740 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1741 * Hence, we first go to the top:
1784 */ 1742 */
1785 1743
1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1744 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1787 { 1745 {
1788 /* Trim the search when we find the first other spell effect 1746 /* Trim the search when we find the first other spell effect
1789 * this helps performance so that if a space has 50 spell objects, 1747 * this helps performance so that if a space has 50 spell objects,
1790 * we don't need to check all of them. 1748 * we don't need to check all of them.
1791 */ 1749 */
1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1767 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1810 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1768 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1811 { 1769 {
1812 1770
1813 float 1771 float
1814 diff = tmp->move_slow_penalty * FABS (op->speed); 1772 diff = tmp->move_slow_penalty * fabs (op->speed);
1815 1773
1816 if (op->type == PLAYER) 1774 if (op->type == PLAYER)
1817 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1775 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1818 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1776 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1819 diff /= 4.0; 1777 diff /= 4.0;
1846/* 1804/*
1847 * present_arch(arch, map, x, y) searches for any objects with 1805 * present_arch(arch, map, x, y) searches for any objects with
1848 * a matching archetype at the given map and coordinates. 1806 * a matching archetype at the given map and coordinates.
1849 * The first matching object is returned, or NULL if none. 1807 * The first matching object is returned, or NULL if none.
1850 */ 1808 */
1851
1852object * 1809object *
1853present_arch (const archetype *at, maptile *m, int x, int y) 1810present_arch (const archetype *at, maptile *m, int x, int y)
1854{ 1811{
1855 object *
1856 tmp;
1857
1858 if (m == NULL || out_of_map (m, x, y)) 1812 if (!m || out_of_map (m, x, y))
1859 { 1813 {
1860 LOG (llevError, "Present_arch called outside map.\n"); 1814 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 1815 return NULL;
1862 } 1816 }
1863 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1817
1818 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1864 if (tmp->arch == at) 1819 if (tmp->arch == at)
1865 return tmp; 1820 return tmp;
1821
1866 return NULL; 1822 return NULL;
1867} 1823}
1868 1824
1869/* 1825/*
1870 * present(type, map, x, y) searches for any objects with 1826 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 1827 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 1828 * The first matching object is returned, or NULL if none.
1873 */ 1829 */
1874
1875object * 1830object *
1876present (unsigned char type, maptile *m, int x, int y) 1831present (unsigned char type, maptile *m, int x, int y)
1877{ 1832{
1878 object *
1879 tmp;
1880
1881 if (out_of_map (m, x, y)) 1833 if (out_of_map (m, x, y))
1882 { 1834 {
1883 LOG (llevError, "Present called outside map.\n"); 1835 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 1836 return NULL;
1885 } 1837 }
1886 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1838
1839 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1887 if (tmp->type == type) 1840 if (tmp->type == type)
1888 return tmp; 1841 return tmp;
1842
1889 return NULL; 1843 return NULL;
1890} 1844}
1891 1845
1892/* 1846/*
1893 * present_in_ob(type, object) searches for any objects with 1847 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 1848 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 1849 * The first matching object is returned, or NULL if none.
1896 */ 1850 */
1897
1898object * 1851object *
1899present_in_ob (unsigned char type, const object *op) 1852present_in_ob (unsigned char type, const object *op)
1900{ 1853{
1901 object *
1902 tmp;
1903
1904 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1854 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1905 if (tmp->type == type) 1855 if (tmp->type == type)
1906 return tmp; 1856 return tmp;
1857
1907 return NULL; 1858 return NULL;
1908} 1859}
1909 1860
1910/* 1861/*
1911 * present_in_ob (type, str, object) searches for any objects with 1862 * present_in_ob (type, str, object) searches for any objects with
1922 * to be unique. 1873 * to be unique.
1923 */ 1874 */
1924object * 1875object *
1925present_in_ob_by_name (int type, const char *str, const object *op) 1876present_in_ob_by_name (int type, const char *str, const object *op)
1926{ 1877{
1927 object *tmp;
1928
1929 for (tmp = op->inv; tmp; tmp = tmp->below) 1878 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1879 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1931 return tmp; 1880 return tmp;
1932 1881
1933 return 0; 1882 return 0;
1934} 1883}
1952 * activate recursively a flag on an object inventory 1901 * activate recursively a flag on an object inventory
1953 */ 1902 */
1954void 1903void
1955flag_inv (object *op, int flag) 1904flag_inv (object *op, int flag)
1956{ 1905{
1957 if (op->inv)
1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 { 1907 {
1960 SET_FLAG (tmp, flag); 1908 SET_FLAG (tmp, flag);
1961 flag_inv (tmp, flag); 1909 flag_inv (tmp, flag);
1962 } 1910 }
1963} 1911}
1964 1912
1965/* 1913/*
1966 * deactivate recursively a flag on an object inventory 1914 * deactivate recursively a flag on an object inventory
1967 */ 1915 */
1968void 1916void
1969unflag_inv (object *op, int flag) 1917unflag_inv (object *op, int flag)
1970{ 1918{
1971 if (op->inv)
1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1919 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1973 { 1920 {
1974 CLEAR_FLAG (tmp, flag); 1921 CLEAR_FLAG (tmp, flag);
1975 unflag_inv (tmp, flag); 1922 unflag_inv (tmp, flag);
1976 } 1923 }
1977}
1978
1979/*
1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1981 * all it's inventory (recursively).
1982 * If checksums are used, a player will get set_cheat called for
1983 * him/her-self and all object carried by a call to this function.
1984 */
1985void
1986set_cheat (object *op)
1987{
1988 SET_FLAG (op, FLAG_WAS_WIZ);
1989 flag_inv (op, FLAG_WAS_WIZ);
1990} 1924}
1991 1925
1992/* 1926/*
1993 * find_free_spot(object, map, x, y, start, stop) will search for 1927 * find_free_spot(object, map, x, y, start, stop) will search for
1994 * a spot at the given map and coordinates which will be able to contain 1928 * a spot at the given map and coordinates which will be able to contain
1996 * to search (see the freearr_x/y[] definition). 1930 * to search (see the freearr_x/y[] definition).
1997 * It returns a random choice among the alternatives found. 1931 * It returns a random choice among the alternatives found.
1998 * start and stop are where to start relative to the free_arr array (1,9 1932 * start and stop are where to start relative to the free_arr array (1,9
1999 * does all 4 immediate directions). This returns the index into the 1933 * does all 4 immediate directions). This returns the index into the
2000 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1934 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2001 * Note - this only checks to see if there is space for the head of the
2002 * object - if it is a multispace object, this should be called for all
2003 * pieces.
2004 * Note2: This function does correctly handle tiled maps, but does not 1935 * Note: This function does correctly handle tiled maps, but does not
2005 * inform the caller. However, insert_ob_in_map will update as 1936 * inform the caller. However, insert_ob_in_map will update as
2006 * necessary, so the caller shouldn't need to do any special work. 1937 * necessary, so the caller shouldn't need to do any special work.
2007 * Note - updated to take an object instead of archetype - this is necessary 1938 * Note - updated to take an object instead of archetype - this is necessary
2008 * because arch_blocked (now ob_blocked) needs to know the movement type 1939 * because arch_blocked (now ob_blocked) needs to know the movement type
2009 * to know if the space in question will block the object. We can't use 1940 * to know if the space in question will block the object. We can't use
2011 * customized, changed states, etc. 1942 * customized, changed states, etc.
2012 */ 1943 */
2013int 1944int
2014find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1945find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2015{ 1946{
1947 int altern[SIZEOFFREE];
2016 int index = 0, flag; 1948 int index = 0, flag;
2017 int altern[SIZEOFFREE];
2018 1949
2019 for (int i = start; i < stop; i++) 1950 for (int i = start; i < stop; i++)
2020 { 1951 {
2021 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1952 mapxy pos (m, x, y); pos.move (i);
2022 if (!flag) 1953
1954 if (!pos.normalise ())
1955 continue;
1956
1957 mapspace &ms = *pos;
1958
1959 if (ms.flags () & P_IS_ALIVE)
1960 continue;
1961
1962 /* However, often
1963 * ob doesn't have any move type (when used to place exits)
1964 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1965 */
1966 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1967 {
2023 altern [index++] = i; 1968 altern [index++] = i;
1969 continue;
1970 }
2024 1971
2025 /* Basically, if we find a wall on a space, we cut down the search size. 1972 /* Basically, if we find a wall on a space, we cut down the search size.
2026 * In this way, we won't return spaces that are on another side of a wall. 1973 * In this way, we won't return spaces that are on another side of a wall.
2027 * This mostly work, but it cuts down the search size in all directions - 1974 * This mostly work, but it cuts down the search size in all directions -
2028 * if the space being examined only has a wall to the north and empty 1975 * if the space being examined only has a wall to the north and empty
2029 * spaces in all the other directions, this will reduce the search space 1976 * spaces in all the other directions, this will reduce the search space
2030 * to only the spaces immediately surrounding the target area, and 1977 * to only the spaces immediately surrounding the target area, and
2031 * won't look 2 spaces south of the target space. 1978 * won't look 2 spaces south of the target space.
2032 */ 1979 */
2033 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1980 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1981 {
2034 stop = maxfree[i]; 1982 stop = maxfree[i];
1983 continue;
1984 }
1985
1986 /* Note it is intentional that we check ob - the movement type of the
1987 * head of the object should correspond for the entire object.
1988 */
1989 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1990 continue;
1991
1992 if (ob->blocked (m, pos.x, pos.y))
1993 continue;
1994
1995 altern [index++] = i;
2035 } 1996 }
2036 1997
2037 if (!index) 1998 if (!index)
2038 return -1; 1999 return -1;
2039 2000
2040 return altern[RANDOM () % index]; 2001 return altern [rndm (index)];
2041} 2002}
2042 2003
2043/* 2004/*
2044 * find_first_free_spot(archetype, maptile, x, y) works like 2005 * find_first_free_spot(archetype, maptile, x, y) works like
2045 * find_free_spot(), but it will search max number of squares. 2006 * find_free_spot(), but it will search max number of squares.
2048 */ 2009 */
2049int 2010int
2050find_first_free_spot (const object *ob, maptile *m, int x, int y) 2011find_first_free_spot (const object *ob, maptile *m, int x, int y)
2051{ 2012{
2052 for (int i = 0; i < SIZEOFFREE; i++) 2013 for (int i = 0; i < SIZEOFFREE; i++)
2053 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2014 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2054 return i; 2015 return i;
2055 2016
2056 return -1; 2017 return -1;
2057} 2018}
2058 2019
2066{ 2027{
2067 arr += begin; 2028 arr += begin;
2068 end -= begin; 2029 end -= begin;
2069 2030
2070 while (--end) 2031 while (--end)
2071 swap (arr [end], arr [RANDOM () % (end + 1)]); 2032 swap (arr [end], arr [rndm (end + 1)]);
2072} 2033}
2073 2034
2074/* new function to make monster searching more efficient, and effective! 2035/* new function to make monster searching more efficient, and effective!
2075 * This basically returns a randomized array (in the passed pointer) of 2036 * This basically returns a randomized array (in the passed pointer) of
2076 * the spaces to find monsters. In this way, it won't always look for 2037 * the spaces to find monsters. In this way, it won't always look for
2112 object *tmp; 2073 object *tmp;
2113 maptile *mp; 2074 maptile *mp;
2114 2075
2115 MoveType blocked, move_type; 2076 MoveType blocked, move_type;
2116 2077
2117 if (exclude && exclude->head) 2078 if (exclude && exclude->head_ () != exclude)
2118 { 2079 {
2119 exclude = exclude->head; 2080 exclude = exclude->head;
2120 move_type = exclude->move_type; 2081 move_type = exclude->move_type;
2121 } 2082 }
2122 else 2083 else
2143 2104
2144 if ((move_type & blocked) == move_type) 2105 if ((move_type & blocked) == move_type)
2145 max = maxfree[i]; 2106 max = maxfree[i];
2146 else if (mflags & P_IS_ALIVE) 2107 else if (mflags & P_IS_ALIVE)
2147 { 2108 {
2148 for (tmp = ms.bottom; tmp; tmp = tmp->above) 2109 for (tmp = ms.bot; tmp; tmp = tmp->above)
2149 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2110 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2150 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2111 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2151 break; 2112 break;
2152 2113
2153 if (tmp) 2114 if (tmp)
2154 return freedir[i]; 2115 return freedir[i];
2155 } 2116 }
2210 2171
2211 return 3; 2172 return 3;
2212} 2173}
2213 2174
2214/* 2175/*
2215 * absdir(int): Returns a number between 1 and 8, which represent
2216 * the "absolute" direction of a number (it actually takes care of
2217 * "overflow" in previous calculations of a direction).
2218 */
2219
2220int
2221absdir (int d)
2222{
2223 while (d < 1)
2224 d += 8;
2225
2226 while (d > 8)
2227 d -= 8;
2228
2229 return d;
2230}
2231
2232/*
2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2176 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2234 * between two directions (which are expected to be absolute (see absdir()) 2177 * between two directions (which are expected to be absolute (see absdir())
2235 */ 2178 */
2236
2237int 2179int
2238dirdiff (int dir1, int dir2) 2180dirdiff (int dir1, int dir2)
2239{ 2181{
2240 int d; 2182 int d;
2241 2183
2354 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2296 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2355 * core dumps if they do. 2297 * core dumps if they do.
2356 * 2298 *
2357 * Add a check so we can't pick up invisible objects (0.93.8) 2299 * Add a check so we can't pick up invisible objects (0.93.8)
2358 */ 2300 */
2359
2360int 2301int
2361can_pick (const object *who, const object *item) 2302can_pick (const object *who, const object *item)
2362{ 2303{
2363 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2304 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2364 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2305 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2369 * create clone from object to another 2310 * create clone from object to another
2370 */ 2311 */
2371object * 2312object *
2372object_create_clone (object *asrc) 2313object_create_clone (object *asrc)
2373{ 2314{
2374 object *dst = 0, *tmp, *src, *part, *prev, *item; 2315 object *dst = 0, *tmp, *src, *prev, *item;
2375 2316
2376 if (!asrc) 2317 if (!asrc)
2377 return 0; 2318 return 0;
2378 2319
2379 src = asrc;
2380 if (src->head)
2381 src = src->head; 2320 src = asrc->head_ ();
2382 2321
2383 prev = 0; 2322 prev = 0;
2384 for (part = src; part; part = part->more) 2323 for (object *part = src; part; part = part->more)
2385 { 2324 {
2386 tmp = part->clone (); 2325 tmp = part->clone ();
2387 tmp->x -= src->x; 2326 tmp->x -= src->x;
2388 tmp->y -= src->y; 2327 tmp->y -= src->y;
2389 2328
2407 insert_ob_in_ob (object_create_clone (item), dst); 2346 insert_ob_in_ob (object_create_clone (item), dst);
2408 2347
2409 return dst; 2348 return dst;
2410} 2349}
2411 2350
2412/* GROS - Creates an object using a string representing its content. */
2413/* Basically, we save the content of the string to a temp file, then call */
2414/* load_object on it. I admit it is a highly inefficient way to make things, */
2415/* but it was simple to make and allows reusing the load_object function. */
2416/* Remember not to use load_object_str in a time-critical situation. */
2417/* Also remember that multiparts objects are not supported for now. */
2418object *
2419load_object_str (const char *obstr)
2420{
2421 object *op;
2422 char filename[MAX_BUF];
2423
2424 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2425
2426 FILE *tempfile = fopen (filename, "w");
2427
2428 if (tempfile == NULL)
2429 {
2430 LOG (llevError, "Error - Unable to access load object temp file\n");
2431 return NULL;
2432 }
2433
2434 fprintf (tempfile, obstr);
2435 fclose (tempfile);
2436
2437 op = object::create ();
2438
2439 object_thawer thawer (filename);
2440
2441 if (thawer)
2442 load_object (thawer, op, 0);
2443
2444 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2445 CLEAR_FLAG (op, FLAG_REMOVED);
2446
2447 return op;
2448}
2449
2450/* This returns the first object in who's inventory that 2351/* This returns the first object in who's inventory that
2451 * has the same type and subtype match. 2352 * has the same type and subtype match.
2452 * returns NULL if no match. 2353 * returns NULL if no match.
2453 */ 2354 */
2454object * 2355object *
2507 if (link->key == canonical_key) 2408 if (link->key == canonical_key)
2508 return link->value; 2409 return link->value;
2509 2410
2510 return 0; 2411 return 0;
2511} 2412}
2512
2513 2413
2514/* 2414/*
2515 * Updates the canonical_key in op to value. 2415 * Updates the canonical_key in op to value.
2516 * 2416 *
2517 * canonical_key is a shared string (value doesn't have to be). 2417 * canonical_key is a shared string (value doesn't have to be).
2541 /* Basically, if the archetype has this key set, 2441 /* Basically, if the archetype has this key set,
2542 * we need to store the null value so when we save 2442 * we need to store the null value so when we save
2543 * it, we save the empty value so that when we load, 2443 * it, we save the empty value so that when we load,
2544 * we get this value back again. 2444 * we get this value back again.
2545 */ 2445 */
2546 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2446 if (get_ob_key_link (op->arch, canonical_key))
2547 field->value = 0; 2447 field->value = 0;
2548 else 2448 else
2549 { 2449 {
2550 if (last) 2450 if (last)
2551 last->next = field->next; 2451 last->next = field->next;
2620 } 2520 }
2621 else 2521 else
2622 item = item->env; 2522 item = item->env;
2623} 2523}
2624 2524
2525const char *
2526object::flag_desc (char *desc, int len) const
2527{
2528 char *p = desc;
2529 bool first = true;
2530
2531 *p = 0;
2532
2533 for (int i = 0; i < NUM_FLAGS; i++)
2534 {
2535 if (len <= 10) // magic constant!
2536 {
2537 snprintf (p, len, ",...");
2538 break;
2539 }
2540
2541 if (flag [i])
2542 {
2543 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2544 len -= cnt;
2545 p += cnt;
2546 first = false;
2547 }
2548 }
2549
2550 return desc;
2551}
2552
2625// return a suitable string describing an objetc in enough detail to find it 2553// return a suitable string describing an object in enough detail to find it
2626const char * 2554const char *
2627object::debug_desc (char *info) const 2555object::debug_desc (char *info) const
2628{ 2556{
2557 char flagdesc[512];
2629 char info2[256 * 3]; 2558 char info2[256 * 4];
2630 char *p = info; 2559 char *p = info;
2631 2560
2632 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2561 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2633 count, 2562 count,
2563 uuid.c_str (),
2634 &name, 2564 &name,
2635 title ? " " : "", 2565 title ? "\",title:\"" : "",
2636 title ? (const char *)title : ""); 2566 title ? (const char *)title : "",
2567 flag_desc (flagdesc, 512), type);
2637 2568
2638 if (env) 2569 if (!flag[FLAG_REMOVED] && env)
2639 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2570 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2640 2571
2641 if (map) 2572 if (map)
2642 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2573 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2643 2574
2644 return info; 2575 return info;
2645} 2576}
2646 2577
2647const char * 2578const char *
2648object::debug_desc () const 2579object::debug_desc () const
2649{ 2580{
2650 static char info[256 * 3]; 2581 static char info[3][256 * 4];
2582 static int info_idx;
2583
2651 return debug_desc (info); 2584 return debug_desc (info [++info_idx % 3]);
2652} 2585}
2653 2586
2587struct region *
2588object::region () const
2589{
2590 return map ? map->region (x, y)
2591 : region::default_region ();
2592}
2593
2594const materialtype_t *
2595object::dominant_material () const
2596{
2597 if (materialtype_t *mt = name_to_material (materialname))
2598 return mt;
2599
2600 return name_to_material (shstr_unknown);
2601}
2602
2603void
2604object::open_container (object *new_container)
2605{
2606 if (container == new_container)
2607 return;
2608
2609 if (object *old_container = container)
2610 {
2611 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2612 return;
2613
2614#if 0
2615 // remove the "Close old_container" object.
2616 if (object *closer = old_container->inv)
2617 if (closer->type == CLOSE_CON)
2618 closer->destroy ();
2619#endif
2620
2621 old_container->flag [FLAG_APPLIED] = false;
2622 container = 0;
2623
2624 esrv_update_item (UPD_FLAGS, this, old_container);
2625 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2626 play_sound (sound_find ("chest_close"));
2627 }
2628
2629 if (new_container)
2630 {
2631 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2632 return;
2633
2634 // TODO: this does not seem to serve any purpose anymore?
2635#if 0
2636 // insert the "Close Container" object.
2637 if (archetype *closer = new_container->other_arch)
2638 {
2639 object *closer = arch_to_object (new_container->other_arch);
2640 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2641 new_container->insert (closer);
2642 }
2643#endif
2644
2645 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2646
2647 new_container->flag [FLAG_APPLIED] = true;
2648 container = new_container;
2649
2650 esrv_update_item (UPD_FLAGS, this, new_container);
2651 esrv_send_inventory (this, new_container);
2652 play_sound (sound_find ("chest_open"));
2653 }
2654}
2655
2656object *
2657object::force_find (const shstr name)
2658{
2659 /* cycle through his inventory to look for the MARK we want to
2660 * place
2661 */
2662 for (object *tmp = inv; tmp; tmp = tmp->below)
2663 if (tmp->type == FORCE && tmp->slaying == name)
2664 return splay (tmp);
2665
2666 return 0;
2667}
2668
2669void
2670object::force_add (const shstr name, int duration)
2671{
2672 if (object *force = force_find (name))
2673 force->destroy ();
2674
2675 object *force = get_archetype (FORCE_NAME);
2676
2677 force->slaying = name;
2678 force->stats.food = 1;
2679 force->speed_left = -1.f;
2680
2681 force->set_speed (duration ? 1.f / duration : 0.f);
2682 force->flag [FLAG_IS_USED_UP] = true;
2683 force->flag [FLAG_APPLIED] = true;
2684
2685 insert (force);
2686}
2687
2688void
2689object::play_sound (faceidx sound)
2690{
2691 if (!sound)
2692 return;
2693
2694 if (flag [FLAG_REMOVED])
2695 return;
2696
2697 if (env)
2698 {
2699 if (object *pl = in_player ())
2700 pl->contr->play_sound (sound);
2701 }
2702 else
2703 map->play_sound (sound, x, y);
2704}
2705

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