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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 1.221 by root, Thu Apr 24 12:06:01 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 (client_visible () && !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 if (!pl->container || this == pl->container)
364 return pl;
365 }
366 }
367
368 return 0;
369}
370
371// adjust weight per container type ("of holding")
372static sint32
373weight_adjust (object *op, sint32 weight)
374{
375 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight;
378}
379
317/* 380/*
381 * adjust_weight(object, weight) adds the specified weight to an object,
382 * and also updates how much the environment(s) is/are carrying.
383 */
384static void
385adjust_weight (object *op, sint32 weight)
386{
387 while (op)
388 {
389 weight = weight_adjust (op, weight);
390
391 if (!weight)
392 return;
393
394 op->carrying += weight;
395
396 if (object *pl = op->visible_to ())
397 if (pl != op) // player is handled lazily
398 esrv_update_item (UPD_WEIGHT, pl, op);
399
400 op = op->env;
401 }
402}
403
404/*
318 * sum_weight() is a recursive function which calculates the weight 405 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 406 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 407 * containers are carrying, and sums it up.
321 */ 408 */
322long 409void
323sum_weight (object *op) 410object::update_weight ()
324{ 411{
325 long sum; 412 sint32 sum = 0;
326 object *inv;
327 413
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 414 for (object *op = inv; op; op = op->below)
329 { 415 {
330 if (inv->inv) 416 if (op->inv)
331 sum_weight (inv); 417 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 418
419 sum += op->total_weight ();
420 }
421
422 sum = weight_adjust (this, sum);
423
424 if (sum != carrying)
333 } 425 {
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; 426 carrying = sum;
340 427
341 return sum; 428 if (object *pl = visible_to ())
429 if (pl != this) // player is handled lazily
430 esrv_update_item (UPD_WEIGHT, pl, this);
431 }
342} 432}
343 433
344/** 434/*
345 * Return the outermost environment object for a given object. 435 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 436 */
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 * 437char *
363dump_object (object *op) 438dump_object (object *op)
364{ 439{
365 if (!op) 440 if (!op)
366 return strdup ("[NULLOBJ]"); 441 return strdup ("[NULLOBJ]");
367 442
368 object_freezer freezer; 443 object_freezer freezer;
369 save_object (freezer, op, 3); 444 op->write (freezer);
370 return freezer.as_string (); 445 return freezer.as_string ();
371} 446}
372 447
373/* 448/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 449 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 450 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 451 * If it's not a multi-object, it is returned.
377 */ 452 */
378
379object * 453object *
380get_nearest_part (object *op, const object *pl) 454get_nearest_part (object *op, const object *pl)
381{ 455{
382 object *tmp, *closest; 456 object *tmp, *closest;
383 int last_dist, i; 457 int last_dist, i;
384 458
385 if (op->more == NULL) 459 if (!op->more)
386 return op; 460 return op;
461
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 462 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463 tmp;
464 tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist) 465 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i; 466 closest = tmp, last_dist = i;
467
390 return closest; 468 return closest;
391} 469}
392 470
393/* 471/*
394 * Returns the object which has the count-variable equal to the argument. 472 * Returns the object which has the count-variable equal to the argument.
473 * VERRRY slow.
395 */ 474 */
396
397object * 475object *
398find_object (tag_t i) 476find_object (tag_t i)
399{ 477{
400 for (object *op = object::first; op; op = op->next) 478 for_all_objects (op)
401 if (op->count == i) 479 if (op->count == i)
402 return op; 480 return op;
403 481
404 return 0; 482 return 0;
405} 483}
406 484
407/* 485/*
408 * Returns the first object which has a name equal to the argument. 486 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 487 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 488 * Enables features like "patch <name-of-other-player> food 999"
411 */ 489 */
412
413object * 490object *
414find_object_name (const char *str) 491find_object_name (const char *str)
415{ 492{
416 shstr_cmp str_ (str); 493 shstr_cmp str_ (str);
417 object *op; 494 object *op;
418 495
419 for (op = object::first; op != NULL; op = op->next) 496 for_all_objects (op)
420 if (op->name == str_) 497 if (op->name == str_)
421 break; 498 break;
422 499
423 return op; 500 return op;
424} 501}
425 502
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 503/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 504 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 505 * skill and experience objects.
506 * ACTUALLY NO! investigate! TODO
435 */ 507 */
436void 508void
437object::set_owner (object *owner) 509object::set_owner (object *owner)
438{ 510{
511 // allow objects which own objects
439 if (!owner) 512 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) 513 while (owner->owner)
450 owner = owner->owner; 514 owner = owner->owner;
515
516 if (flag [FLAG_FREED])
517 {
518 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
519 return;
520 }
451 521
452 this->owner = owner; 522 this->owner = owner;
523}
524
525int
526object::slottype () const
527{
528 if (type == SKILL)
529 {
530 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
531 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
532 }
533 else
534 {
535 if (slot [body_combat].info) return slot_combat;
536 if (slot [body_range ].info) return slot_ranged;
537 }
538
539 return slot_none;
540}
541
542bool
543object::change_weapon (object *ob)
544{
545 if (current_weapon == ob)
546 return true;
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = false;
550
551 current_weapon = ob;
552 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
553
554 if (chosen_skill)
555 chosen_skill->flag [FLAG_APPLIED] = true;
556
557 update_stats ();
558
559 if (ob)
560 {
561 // now check wether any body locations became invalid, in which case
562 // we cannot apply the weapon at the moment.
563 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
564 if (slot[i].used < 0)
565 {
566 current_weapon = chosen_skill = 0;
567 update_stats ();
568
569 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name);
573 return false;
574 }
575
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 }
578 else
579 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
580
581 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
582 {
583 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
584 &name, ob->debug_desc ());
585 return false;
586 }
587
588 return true;
453} 589}
454 590
455/* Zero the key_values on op, decrementing the shared-string 591/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 592 * refcounts and freeing the links.
457 */ 593 */
458static void 594static void
459free_key_values (object *op) 595free_key_values (object *op)
460{ 596{
461 for (key_value *i = op->key_values; i != 0;) 597 for (key_value *i = op->key_values; i; )
462 { 598 {
463 key_value *next = i->next; 599 key_value *next = i->next;
464 delete i; 600 delete i;
465 601
466 i = next; 602 i = next;
467 } 603 }
468 604
469 op->key_values = 0; 605 op->key_values = 0;
470} 606}
471 607
472/* 608object &
473 * copy_to first frees everything allocated by the dst object, 609object::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{ 610{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 611 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 612 bool is_removed = flag [FLAG_REMOVED];
485 613
486 *(object_copy *)dst = *this; 614 *(object_copy *)this = src;
487 615
488 if (is_freed) 616 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 617 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;
496 618
497 /* Copy over key_values, if any. */ 619 /* Copy over key_values, if any. */
498 if (key_values) 620 if (src.key_values)
499 { 621 {
500 key_value *tail = 0; 622 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 623 key_values = 0;
504 624
505 for (i = key_values; i; i = i->next) 625 for (key_value *i = src.key_values; i; i = i->next)
506 { 626 {
507 key_value *new_link = new key_value; 627 key_value *new_link = new key_value;
508 628
509 new_link->next = 0; 629 new_link->next = 0;
510 new_link->key = i->key; 630 new_link->key = i->key;
511 new_link->value = i->value; 631 new_link->value = i->value;
512 632
513 /* Try and be clever here, too. */ 633 /* Try and be clever here, too. */
514 if (!dst->key_values) 634 if (!key_values)
515 { 635 {
516 dst->key_values = new_link; 636 key_values = new_link;
517 tail = new_link; 637 tail = new_link;
518 } 638 }
519 else 639 else
520 { 640 {
521 tail->next = new_link; 641 tail->next = new_link;
522 tail = new_link; 642 tail = new_link;
523 } 643 }
524 } 644 }
525 } 645 }
646}
526 647
527 update_ob_speed (dst); 648/*
649 * copy_to first frees everything allocated by the dst object,
650 * and then copies the contents of itself into the second
651 * object, allocating what needs to be allocated. Basically, any
652 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
653 * if the first object is freed, the pointers in the new object
654 * will point at garbage.
655 */
656void
657object::copy_to (object *dst)
658{
659 *dst = *this;
660
661 if (speed < 0)
662 dst->speed_left -= rndm ();
663
664 dst->set_speed (dst->speed);
665}
666
667void
668object::instantiate ()
669{
670 if (!uuid.seq) // HACK
671 uuid = UUID::gen ();
672
673 speed_left = -0.1f;
674 /* copy the body_info to the body_used - this is only really
675 * need for monsters, but doesn't hurt to do it for everything.
676 * by doing so, when a monster is created, it has good starting
677 * values for the body_used info, so when items are created
678 * for it, they can be properly equipped.
679 */
680 for (int i = NUM_BODY_LOCATIONS; i--; )
681 slot[i].used = slot[i].info;
682
683 attachable::instantiate ();
528} 684}
529 685
530object * 686object *
531object::clone () 687object::clone ()
532{ 688{
538/* 694/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 695 * 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 696 * 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. 697 * be called to update the face variable, _and_ how it looks on the map.
542 */ 698 */
543
544void 699void
545update_turn_face (object *op) 700update_turn_face (object *op)
546{ 701{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 702 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 703 return;
704
549 SET_ANIMATION (op, op->direction); 705 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 706 update_object (op, UP_OBJ_FACE);
551} 707}
552 708
553/* 709/*
554 * Updates the speed of an object. If the speed changes from 0 to another 710 * 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. 711 * 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. 712 * This function needs to be called whenever the speed of an object changes.
557 */ 713 */
558void 714void
559update_ob_speed (object *op) 715object::set_speed (float speed)
560{ 716{
561 extern int arch_init; 717 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 { 718 {
569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 719 LOG (llevError, "Object %s is freed but has speed.\n", &name);
570#ifdef MANY_CORES
571 abort ();
572#else
573 op->speed = 0; 720 speed = 0;
574#endif
575 }
576
577 if (arch_init)
578 return;
579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 { 721 }
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
584 return;
585 722
586 /* process_events() expects us to insert the object at the beginning 723 this->speed = speed;
587 * of the list. */
588 op->active_next = active_objects;
589 724
590 if (op->active_next != NULL) 725 if (has_active_speed ())
591 op->active_next->active_prev = op; 726 activate ();
592
593 active_objects = op;
594 }
595 else 727 else
596 { 728 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} 729}
651 730
652/* 731/*
653 * update_object() updates the the map. 732 * update_object() updates the the map.
654 * It takes into account invisible objects (and represent squares covered 733 * It takes into account invisible objects (and represent squares covered
667 * UP_OBJ_FACE: only the objects face has changed. 746 * UP_OBJ_FACE: only the objects face has changed.
668 */ 747 */
669void 748void
670update_object (object *op, int action) 749update_object (object *op, int action)
671{ 750{
672 MoveType move_on, move_off, move_block, move_slow;
673
674 if (op == NULL) 751 if (op == NULL)
675 { 752 {
676 /* this should never happen */ 753 /* this should never happen */
677 LOG (llevDebug, "update_object() called for NULL object.\n"); 754 LOG (llevDebug, "update_object() called for NULL object.\n");
678 return; 755 return;
702 return; 779 return;
703 } 780 }
704 781
705 mapspace &m = op->ms (); 782 mapspace &m = op->ms ();
706 783
707 if (m.flags_ & P_NEED_UPDATE) 784 if (!(m.flags_ & P_UPTODATE))
708 /* nop */; 785 /* nop */;
709 else if (action == UP_OBJ_INSERT) 786 else if (action == UP_OBJ_INSERT)
710 { 787 {
711 // this is likely overkill, TODO: revisit (schmorp) 788 // this is likely overkill, TODO: revisit (schmorp)
712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 789 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 798 /* This isn't perfect, but I don't expect a lot of objects to
722 * to have move_allow right now. 799 * to have move_allow right now.
723 */ 800 */
724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 801 || ((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) 802 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
726 m.flags_ = P_NEED_UPDATE; 803 m.flags_ = 0;
727 } 804 }
728 /* if the object is being removed, we can't make intelligent 805 /* if the object is being removed, we can't make intelligent
729 * decisions, because remove_ob can't really pass the object 806 * decisions, because remove_ob can't really pass the object
730 * that is being removed. 807 * that is being removed.
731 */ 808 */
732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 809 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
733 m.flags_ = P_NEED_UPDATE; 810 m.flags_ = 0;
734 else if (action == UP_OBJ_FACE) 811 else if (action == UP_OBJ_FACE)
735 /* Nothing to do for that case */ ; 812 /* Nothing to do for that case */ ;
736 else 813 else
737 LOG (llevError, "update_object called with invalid action: %d\n", action); 814 LOG (llevError, "update_object called with invalid action: %d\n", action);
738 815
739 if (op->more) 816 if (op->more)
740 update_object (op->more, action); 817 update_object (op->more, action);
741} 818}
742 819
743object::vector object::objects; // not yet used
744object *object::first;
745
746object::object () 820object::object ()
747{ 821{
748 SET_FLAG (this, FLAG_REMOVED); 822 SET_FLAG (this, FLAG_REMOVED);
749 823
750 expmul = 1.0; 824 expmul = 1.0;
751 face = blank_face; 825 face = blank_face;
752} 826}
753 827
754object::~object () 828object::~object ()
755{ 829{
830 unlink ();
831
756 free_key_values (this); 832 free_key_values (this);
757} 833}
758 834
835static int object_count;
836
759void object::link () 837void object::link ()
760{ 838{
839 assert (!index);//D
840 uuid = UUID::gen ();
761 count = ++ob_count; 841 count = ++object_count;
762 uuid = gen_uuid ();
763 842
764 prev = 0; 843 refcnt_inc ();
765 next = object::first; 844 objects.insert (this);
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771} 845}
772 846
773void object::unlink () 847void object::unlink ()
774{ 848{
775 if (this == object::first) 849 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; 850 return;
791}
792 851
793/* 852 objects.erase (this);
794 * free_object() frees everything allocated by an object, removes 853 refcnt_dec ();
795 * it from the list of used objects, and puts it on the list of 854}
796 * free objects. The IS_FREED() flag is set in the object. 855
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 856void
804object::do_destroy () 857object::activate ()
805{ 858{
806 attachable::do_destroy (); 859 /* If already on active list, don't do anything */
807 860 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; 861 return;
819 862
820 flag [FLAG_FREED] = 1; 863 if (has_active_speed ())
864 actives.insert (this);
865}
821 866
822 // hack to ensure that freed objects still have a valid map 867void
823 { 868object::activate_recursive ()
824 static maptile *freed_map; // freed objects are moved here to avoid crashes 869{
870 activate ();
825 871
826 if (!freed_map) 872 for (object *op = inv; op; op = op->below)
873 op->activate_recursive ();
874}
875
876/* This function removes object 'op' from the list of active
877 * objects.
878 * This should only be used for style maps or other such
879 * reference maps where you don't want an object that isn't
880 * in play chewing up cpu time getting processed.
881 * The reverse of this is to call update_ob_speed, which
882 * will do the right thing based on the speed of the object.
883 */
884void
885object::deactivate ()
886{
887 /* If not on the active list, nothing needs to be done */
888 if (!active)
889 return;
890
891 actives.erase (this);
892}
893
894void
895object::deactivate_recursive ()
896{
897 for (object *op = inv; op; op = op->below)
898 op->deactivate_recursive ();
899
900 deactivate ();
901}
902
903void
904object::set_flag_inv (int flag, int value)
905{
906 for (object *op = inv; op; op = op->below)
827 { 907 {
828 freed_map = new maptile; 908 op->flag [flag] = value;
829 909 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 } 910 }
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} 911}
860 912
861/* 913/*
862 * Remove and free all objects in the inventory of the given object. 914 * Remove and free all objects in the inventory of the given object.
863 * object.c ? 915 * object.c ?
864 */ 916 */
865void 917void
866object::destroy_inv (bool drop_to_ground) 918object::destroy_inv (bool drop_to_ground)
867{ 919{
920 // need to check first, because the checks below might segfault
921 // as we might be on an invalid mapspace and crossfire code
922 // is too buggy to ensure that the inventory is empty.
923 // corollary: if you create arrows etc. with stuff in its inventory,
924 // cf will crash below with off-map x and y
868 if (!inv) 925 if (!inv)
869 return; 926 return;
870 927
871 /* Only if the space blocks everything do we not process - 928 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects 929 * if some form of movement is allowed, let objects
873 * drop on that space. 930 * drop on that space.
874 */ 931 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 932 if (!drop_to_ground
933 || !map
934 || map->in_memory != MAP_ACTIVE
935 || map->nodrop
936 || ms ().move_block == MOVE_ALL)
876 { 937 {
877 while (inv) 938 while (inv)
878 { 939 {
879 inv->destroy_inv (drop_to_ground); 940 inv->destroy_inv (false);
880 inv->destroy (); 941 inv->destroy ();
881 } 942 }
882 } 943 }
883 else 944 else
884 { /* Put objects in inventory onto this space */ 945 { /* Put objects in inventory onto this space */
888 949
889 if (op->flag [FLAG_STARTEQUIP] 950 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP] 951 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE 952 || op->type == RUNE
892 || op->type == TRAP 953 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE]) 954 || op->flag [FLAG_IS_A_TEMPLATE]
955 || op->flag [FLAG_DESTROY_ON_DEATH])
894 op->destroy (); 956 op->destroy (true);
895 else 957 else
896 { 958 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 } 959 }
903 } 960 }
961}
962
963object *object::create ()
964{
965 object *op = new object;
966 op->link ();
967 return op;
968}
969
970void
971object::do_destroy ()
972{
973 if (flag [FLAG_IS_LINKED])
974 remove_button_link (this);
975
976 if (flag [FLAG_FRIENDLY])
977 remove_friendly_object (this);
978
979 remove ();
980
981 attachable::do_destroy ();
982
983 deactivate ();
984 unlink ();
985
986 flag [FLAG_FREED] = 1;
987
988 // hack to ensure that freed objects still have a valid map
989 {
990 static maptile *freed_map; // freed objects are moved here to avoid crashes
991
992 if (!freed_map)
993 {
994 freed_map = new maptile;
995
996 freed_map->path = "<freed objects map>";
997 freed_map->name = "/internal/freed_objects_map";
998 freed_map->width = 3;
999 freed_map->height = 3;
1000 freed_map->nodrop = 1;
1001
1002 freed_map->alloc ();
1003 freed_map->in_memory = MAP_ACTIVE;
1004 }
1005
1006 map = freed_map;
1007 x = 1;
1008 y = 1;
1009 }
1010
1011 if (more)
1012 {
1013 more->destroy ();
1014 more = 0;
1015 }
1016
1017 head = 0;
1018
1019 // clear those pointers that likely might cause circular references
1020 owner = 0;
1021 enemy = 0;
1022 attacked_by = 0;
1023 current_weapon = 0;
904} 1024}
905 1025
906void 1026void
907object::destroy (bool destroy_inventory) 1027object::destroy (bool destroy_inventory)
908{ 1028{
909 if (destroyed ()) 1029 if (destroyed ())
910 return; 1030 return;
911 1031
912 if (more) 1032 if (!is_head () && !head->destroyed ())
913 { 1033 {
914 //TODO: non-head objects must not have inventory 1034 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
915 more->destroy (destroy_inventory); 1035 head->destroy (destroy_inventory);
916 more = 0;
917 } 1036 }
918 1037
919 if (destroy_inventory) 1038 destroy_inv (!destroy_inventory);
920 destroy_inv (true); 1039
1040 if (is_head ())
1041 if (sound_destroy)
1042 play_sound (sound_destroy);
1043 else if (flag [FLAG_MONSTER])
1044 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
921 1045
922 attachable::destroy (); 1046 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} 1047}
941 1048
942/* op->remove (): 1049/* op->remove ():
943 * This function removes the object op from the linked list of objects 1050 * 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 1051 * which it is currently tied to. When this function is done, the
945 * object will have no environment. If the object previously had an 1052 * object will have no environment. If the object previously had an
946 * environment, the x and y coordinates will be updated to 1053 * environment, the x and y coordinates will be updated to
947 * the previous environment. 1054 * the previous environment.
948 * Beware: This function is called from the editor as well!
949 */ 1055 */
950void 1056void
951object::remove () 1057object::do_remove ()
952{ 1058{
953 object *tmp, *last = 0; 1059 object *tmp, *last = 0;
954 object *otmp; 1060 object *otmp;
955 1061
956 if (QUERY_FLAG (this, FLAG_REMOVED)) 1062 if (flag [FLAG_REMOVED])
957 return; 1063 return;
958 1064
959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this); 1065 INVOKE_OBJECT (REMOVE, this);
1066
1067 flag [FLAG_REMOVED] = true;
961 1068
962 if (more) 1069 if (more)
963 more->remove (); 1070 more->remove ();
964 1071
965 /* 1072 /*
966 * In this case, the object to be removed is in someones 1073 * In this case, the object to be removed is in someones
967 * inventory. 1074 * inventory.
968 */ 1075 */
969 if (env) 1076 if (env)
970 { 1077 {
1078 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1079 if (object *pl = visible_to ())
1080 esrv_del_item (pl->contr, count);
1081 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1082
1083 adjust_weight (env, -total_weight ());
1084
1085 *(above ? &above->below : &env->inv) = below;
1086
971 if (nrof) 1087 if (below)
972 sub_weight (env, weight * nrof); 1088 below->above = above;
973 else 1089
974 sub_weight (env, weight + carrying); 1090 /* we set up values so that it could be inserted into
1091 * the map, but we don't actually do that - it is up
1092 * to the caller to decide what we want to do.
1093 */
1094 map = env->map;
1095 x = env->x;
1096 y = env->y;
1097 above = 0;
1098 below = 0;
1099 env = 0;
975 1100
976 /* NO_FIX_PLAYER is set when a great many changes are being 1101 /* NO_FIX_PLAYER is set when a great many changes are being
977 * made to players inventory. If set, avoiding the call 1102 * made to players inventory. If set, avoiding the call
978 * to save cpu time. 1103 * to save cpu time.
979 */ 1104 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1105 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
981 otmp->update_stats (); 1106 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 } 1107 }
1000 else if (map) 1108 else if (map)
1001 { 1109 {
1002 /* Re did the following section of code - it looks like it had 1110 map->dirty = true;
1003 * lots of logic for things we no longer care about 1111 mapspace &ms = this->ms ();
1112
1113 if (object *pl = ms.player ())
1004 */ 1114 {
1115 if (type == PLAYER) // this == pl(!)
1116 {
1117 // leaving a spot always closes any open container on the ground
1118 if (container && !container->env)
1119 // this causes spurious floorbox updates, but it ensures
1120 // that the CLOSE event is being sent.
1121 close_container ();
1122
1123 --map->players;
1124 map->touch ();
1125 }
1126 else if (pl->container == this)
1127 {
1128 // removing a container should close it
1129 close_container ();
1130 }
1131
1132 esrv_del_item (pl->contr, count);
1133 }
1005 1134
1006 /* link the object above us */ 1135 /* link the object above us */
1007 if (above) 1136 if (above)
1008 above->below = below; 1137 above->below = below;
1009 else 1138 else
1010 map->at (x, y).top = below; /* we were top, set new top */ 1139 ms.top = below; /* we were top, set new top */
1011 1140
1012 /* Relink the object below us, if there is one */ 1141 /* Relink the object below us, if there is one */
1013 if (below) 1142 if (below)
1014 below->above = above; 1143 below->above = above;
1015 else 1144 else
1017 /* Nothing below, which means we need to relink map object for this space 1146 /* 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 1147 * use translated coordinates in case some oddness with map tiling is
1019 * evident 1148 * evident
1020 */ 1149 */
1021 if (GET_MAP_OB (map, x, y) != this) 1150 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); 1151 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 1152
1032 map->at (x, y).bottom = above; /* goes on above it. */ 1153 ms.bot = above; /* goes on above it. */
1033 } 1154 }
1034 1155
1035 above = 0; 1156 above = 0;
1036 below = 0; 1157 below = 0;
1037 1158
1038 if (map->in_memory == MAP_SAVING) 1159 if (map->in_memory == MAP_SAVING)
1039 return; 1160 return;
1040 1161
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 1162 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 1163
1164 if (object *pl = ms.player ())
1165 {
1166 if (pl->container == this)
1167 /* If a container that the player is currently using somehow gets
1168 * removed (most likely destroyed), update the player view
1169 * appropriately.
1170 */
1171 pl->close_container ();
1172
1173 //TODO: the floorbox prev/next might need updating
1174 esrv_del_item (pl->contr, count);
1175 }
1176
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1177 for (tmp = ms.bot; tmp; tmp = tmp->above)
1044 { 1178 {
1045 /* No point updating the players look faces if he is the object 1179 /* No point updating the players look faces if he is the object
1046 * being removed. 1180 * being removed.
1047 */ 1181 */
1048 1182
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 */ 1183 /* See if object moving off should effect something */
1066 if (check_walk_off 1184 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1185 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1186 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 { 1187 {
1070 move_apply (tmp, this, 0); 1188 move_apply (tmp, this, 0);
1071 1189
1072 if (destroyed ()) 1190 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1191 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 } 1192 }
1075 1193
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; 1194 last = tmp;
1082 } 1195 }
1083 1196
1084 /* last == NULL of there are no objects on this space */ 1197 /* last == NULL if there are no objects on this space */
1198 //TODO: this makes little sense, why only update the topmost object?
1085 if (!last) 1199 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE; 1200 map->at (x, y).flags_ = 0;
1087 else 1201 else
1088 update_object (last, UP_OBJ_REMOVE); 1202 update_object (last, UP_OBJ_REMOVE);
1089 1203
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1204 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y); 1205 update_all_los (map, x, y);
1104merge_ob (object *op, object *top) 1218merge_ob (object *op, object *top)
1105{ 1219{
1106 if (!op->nrof) 1220 if (!op->nrof)
1107 return 0; 1221 return 0;
1108 1222
1109 if (top) 1223 if (!top)
1110 for (top = op; top && top->above; top = top->above) 1224 for (top = op; top && top->above; top = top->above)
1111 ; 1225 ;
1112 1226
1113 for (; top; top = top->below) 1227 for (; top; top = top->below)
1114 {
1115 if (top == op)
1116 continue;
1117
1118 if (object::can_merge (op, top)) 1228 if (object::can_merge (op, top))
1119 { 1229 {
1120 top->nrof += op->nrof; 1230 top->nrof += op->nrof;
1121 1231
1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1232 if (object *pl = top->visible_to ())
1123 op->weight = 0; /* Don't want any adjustements now */ 1233 esrv_update_item (UPD_NROF, pl, top);
1234
1235 op->weight = 0; // cancel the addition above
1236 op->carrying = 0; // must be 0 already
1237
1124 op->destroy (); 1238 op->destroy (1);
1239
1125 return top; 1240 return top;
1126 } 1241 }
1127 }
1128 1242
1129 return 0; 1243 return 0;
1130} 1244}
1131 1245
1246void
1247object::expand_tail ()
1248{
1249 if (more)
1250 return;
1251
1252 object *prev = this;
1253
1254 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1255 {
1256 object *op = arch_to_object (at);
1257
1258 op->name = name;
1259 op->name_pl = name_pl;
1260 op->title = title;
1261
1262 op->head = this;
1263 prev->more = op;
1264
1265 prev = op;
1266 }
1267}
1268
1132/* 1269/*
1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1270 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1134 * job preparing multi-part monsters 1271 * job preparing multi-part monsters.
1135 */ 1272 */
1136object * 1273object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1274insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1275{
1139 object *tmp;
1140
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1276 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1277 {
1146 tmp->x = x + tmp->arch->clone.x; 1278 tmp->x = x + tmp->arch->x;
1147 tmp->y = y + tmp->arch->clone.y; 1279 tmp->y = y + tmp->arch->y;
1148 } 1280 }
1149 1281
1150 return insert_ob_in_map (op, m, originator, flag); 1282 return insert_ob_in_map (op, m, originator, flag);
1151} 1283}
1152 1284
1171 * just 'op' otherwise 1303 * just 'op' otherwise
1172 */ 1304 */
1173object * 1305object *
1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1306insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1175{ 1307{
1176 object *tmp, *top, *floor = NULL; 1308 assert (!op->flag [FLAG_FREED]);
1177 sint16 x, y;
1178 1309
1179 if (QUERY_FLAG (op, FLAG_FREED)) 1310 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 1311
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1312 /* 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 1313 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work 1314 * need extra work
1251 */ 1315 */
1252 op->map = get_map_from_coord (m, &op->x, &op->y); 1316 if (!xy_normalise (m, op->x, op->y))
1253 x = op->x; 1317 {
1254 y = op->y; 1318 op->destroy (1);
1319 return 0;
1320 }
1321
1322 if (object *more = op->more)
1323 if (!insert_ob_in_map (more, m, originator, flag))
1324 return 0;
1325
1326 CLEAR_FLAG (op, FLAG_REMOVED);
1327
1328 op->map = m;
1329 mapspace &ms = op->ms ();
1255 1330
1256 /* this has to be done after we translate the coordinates. 1331 /* this has to be done after we translate the coordinates.
1257 */ 1332 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1333 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1334 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1335 if (object::can_merge (op, tmp))
1261 { 1336 {
1337 // TODO: we atcually want to update tmp, not op,
1338 // but some caller surely breaks when we return tmp
1339 // from here :/
1262 op->nrof += tmp->nrof; 1340 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1341 tmp->destroy (1);
1264 } 1342 }
1265 1343
1266 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1344 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1267 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1345 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1268 1346
1281 op->below = originator->below; 1359 op->below = originator->below;
1282 1360
1283 if (op->below) 1361 if (op->below)
1284 op->below->above = op; 1362 op->below->above = op;
1285 else 1363 else
1286 op->ms ().bottom = op; 1364 ms.bot = op;
1287 1365
1288 /* since *below* originator, no need to update top */ 1366 /* since *below* originator, no need to update top */
1289 originator->below = op; 1367 originator->below = op;
1290 } 1368 }
1291 else 1369 else
1292 { 1370 {
1371 object *top, *floor = NULL;
1372
1373 top = ms.bot;
1374
1293 /* If there are other objects, then */ 1375 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1376 if (top)
1295 { 1377 {
1296 object *last = NULL; 1378 object *last = 0;
1297 1379
1298 /* 1380 /*
1299 * If there are multiple objects on this space, we do some trickier handling. 1381 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate. 1382 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if 1383 * 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 1387 * 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 1388 * 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 1389 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects. 1390 * that flying non pickable objects are spell objects.
1309 */ 1391 */
1310 1392 for (top = ms.bot; top; top = top->above)
1311 while (top != NULL)
1312 { 1393 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1394 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314 floor = top; 1395 floor = top;
1315 1396
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1397 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; 1400 top = top->below;
1320 break; 1401 break;
1321 } 1402 }
1322 1403
1323 last = top; 1404 last = top;
1324 top = top->above;
1325 } 1405 }
1326 1406
1327 /* Don't want top to be NULL, so set it to the last valid object */ 1407 /* Don't want top to be NULL, so set it to the last valid object */
1328 top = last; 1408 top = last;
1329 1409
1331 * looks like instead of lots of conditions here. 1411 * looks like instead of lots of conditions here.
1332 * makes things faster, and effectively the same result. 1412 * makes things faster, and effectively the same result.
1333 */ 1413 */
1334 1414
1335 /* Have object 'fall below' other objects that block view. 1415 /* Have object 'fall below' other objects that block view.
1336 * Unless those objects are exits, type 66 1416 * Unless those objects are exits.
1337 * If INS_ON_TOP is used, don't do this processing 1417 * If INS_ON_TOP is used, don't do this processing
1338 * Need to find the object that in fact blocks view, otherwise 1418 * Need to find the object that in fact blocks view, otherwise
1339 * stacking is a bit odd. 1419 * stacking is a bit odd.
1340 */ 1420 */
1341 if (!(flag & INS_ON_TOP) && 1421 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)) 1422 && ms.flags () & P_BLOCKSVIEW
1423 && (op->face && !faces [op->face].visibility))
1343 { 1424 {
1344 for (last = top; last != floor; last = last->below) 1425 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1426 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break; 1427 break;
1428
1347 /* Check to see if we found the object that blocks view, 1429 /* Check to see if we found the object that blocks view,
1348 * and make sure we have a below pointer for it so that 1430 * and make sure we have a below pointer for it so that
1349 * we can get inserted below this one, which requires we 1431 * we can get inserted below this one, which requires we
1350 * set top to the object below us. 1432 * set top to the object below us.
1351 */ 1433 */
1352 if (last && last->below && last != floor) 1434 if (last && last->below && last != floor)
1353 top = last->below; 1435 top = last->below;
1354 } 1436 }
1355 } /* If objects on this space */ 1437 } /* If objects on this space */
1356 1438
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) 1439 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor; 1440 top = floor;
1362 1441
1363 /* Top is the object that our object (op) is going to get inserted above. 1442 /* Top is the object that our object (op) is going to get inserted above.
1364 */ 1443 */
1365 1444
1366 /* First object on this space */ 1445 /* First object on this space */
1367 if (!top) 1446 if (!top)
1368 { 1447 {
1369 op->above = GET_MAP_OB (op->map, op->x, op->y); 1448 op->above = ms.bot;
1370 1449
1371 if (op->above) 1450 if (op->above)
1372 op->above->below = op; 1451 op->above->below = op;
1373 1452
1374 op->below = NULL; 1453 op->below = 0;
1375 op->ms ().bottom = op; 1454 ms.bot = op;
1376 } 1455 }
1377 else 1456 else
1378 { /* get inserted into the stack above top */ 1457 { /* get inserted into the stack above top */
1379 op->above = top->above; 1458 op->above = top->above;
1380 1459
1383 1462
1384 op->below = top; 1463 op->below = top;
1385 top->above = op; 1464 top->above = op;
1386 } 1465 }
1387 1466
1388 if (op->above == NULL) 1467 if (!op->above)
1389 op->ms ().top = op; 1468 ms.top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */ 1469 } /* else not INS_BELOW_ORIGINATOR */
1391 1470
1392 if (op->type == PLAYER) 1471 if (op->type == PLAYER)
1472 {
1393 op->contr->do_los = 1; 1473 op->contr->do_los = 1;
1474 ++op->map->players;
1475 op->map->touch ();
1476 }
1394 1477
1395 /* If we have a floor, we know the player, if any, will be above 1478 op->map->dirty = true;
1396 * it, so save a few ticks and start from there. 1479
1397 */
1398 if (!(flag & INS_MAP_LOAD))
1399 if (object *pl = op->ms ().player ()) 1480 if (object *pl = ms.player ())
1400 if (pl->contr->ns) 1481 //TODO: the floorbox prev/next might need updating
1401 pl->contr->ns->floorbox_update (); 1482 esrv_send_item (pl, op);
1402 1483
1403 /* If this object glows, it may affect lighting conditions that are 1484 /* If this object glows, it may affect lighting conditions that are
1404 * visible to others on this map. But update_all_los is really 1485 * 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 1486 * 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 1487 * on the map will get recalculated. The players could very well
1407 * be far away from this change and not affected in any way - 1488 * be far away from this change and not affected in any way -
1408 * this should get redone to only look for players within range, 1489 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1490 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1491 * of effect may be sufficient.
1411 */ 1492 */
1412 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1493 if (op->map->darkness && (op->glow_radius != 0))
1413 update_all_los (op->map, op->x, op->y); 1494 update_all_los (op->map, op->x, op->y);
1414 1495
1415 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1496 /* updates flags (blocked, alive, no magic, etc) for this map space */
1416 update_object (op, UP_OBJ_INSERT); 1497 update_object (op, UP_OBJ_INSERT);
1417 1498
1425 * blocked() and wall() work properly), and these flags are updated by 1506 * blocked() and wall() work properly), and these flags are updated by
1426 * update_object(). 1507 * update_object().
1427 */ 1508 */
1428 1509
1429 /* if this is not the head or flag has been passed, don't check walk on status */ 1510 /* 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) 1511 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1431 { 1512 {
1432 if (check_move_on (op, originator)) 1513 if (check_move_on (op, originator))
1433 return 0; 1514 return 0;
1434 1515
1435 /* If we are a multi part object, lets work our way through the check 1516 /* If we are a multi part object, lets work our way through the check
1436 * walk on's. 1517 * walk on's.
1437 */ 1518 */
1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1519 for (object *tmp = op->more; tmp; tmp = tmp->more)
1439 if (check_move_on (tmp, originator)) 1520 if (check_move_on (tmp, originator))
1440 return 0; 1521 return 0;
1441 } 1522 }
1442 1523
1443 return op; 1524 return op;
1448 * op is the object to insert it under: supplies x and the map. 1529 * op is the object to insert it under: supplies x and the map.
1449 */ 1530 */
1450void 1531void
1451replace_insert_ob_in_map (const char *arch_string, object *op) 1532replace_insert_ob_in_map (const char *arch_string, object *op)
1452{ 1533{
1453 object *tmp, *tmp1;
1454
1455 /* first search for itself and remove any old instances */ 1534 /* first search for itself and remove any old instances */
1456 1535
1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1536 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1537 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1459 tmp->destroy (); 1538 tmp->destroy (1);
1460 1539
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1540 object *tmp = arch_to_object (archetype::find (arch_string));
1462 1541
1463 tmp1->x = op->x; 1542 tmp->x = op->x;
1464 tmp1->y = op->y; 1543 tmp->y = op->y;
1544
1465 insert_ob_in_map (tmp1, op->map, op, 0); 1545 insert_ob_in_map (tmp, op->map, op, 0);
1466} 1546}
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 1547
1476object * 1548object *
1477get_split_ob (object *orig_ob, uint32 nr) 1549object::insert_at (object *where, object *originator, int flags)
1478{ 1550{
1479 object *newob; 1551 if (where->env)
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1552 return where->env->insert (this);
1481 1553 else
1482 if (orig_ob->nrof < nr) 1554 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} 1555}
1508 1556
1509/* 1557/*
1510 * decrease_ob_nr(object, number) decreases a specified number from 1558 * decrease(object, number) decreases a specified number from
1511 * the amount of an object. If the amount reaches 0, the object 1559 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1560 * is subsequently removed and freed.
1513 * 1561 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1562 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1563 */
1564bool
1565object::decrease (sint32 nr)
1566{
1567 if (!nr)
1568 return true;
1516 1569
1570 nr = min (nr, nrof);
1571
1572 nrof -= nr;
1573
1574 if (nrof)
1575 {
1576 adjust_weight (env, -weight * nr); // carrying == 0
1577
1578 if (object *pl = visible_to ())
1579 esrv_update_item (UPD_NROF, pl, this);
1580
1581 return true;
1582 }
1583 else
1584 {
1585 destroy (1);
1586 return false;
1587 }
1588}
1589
1590/*
1591 * split(ob,nr) splits up ob into two parts. The part which
1592 * is returned contains nr objects, and the remaining parts contains
1593 * the rest (or is removed and returned if that number is 0).
1594 * On failure, NULL is returned.
1595 */
1517object * 1596object *
1518decrease_ob_nr (object *op, uint32 i) 1597object::split (sint32 nr)
1519{ 1598{
1520 object *tmp; 1599 int have = number_of ();
1521 1600
1522 if (i == 0) /* objects with op->nrof require this check */ 1601 if (have < nr)
1523 return op; 1602 return 0;
1524 1603 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 { 1604 {
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 (); 1605 remove ();
1560 op->nrof = 0; 1606 return this;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 } 1607 }
1565 else 1608 else
1566 { 1609 {
1567 object *above = op->above; 1610 decrease (nr);
1568 1611
1569 if (i < op->nrof) 1612 object *op = object_create_clone (this);
1570 op->nrof -= i; 1613 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; 1614 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 } 1615 }
1613} 1616}
1614 1617
1615object * 1618object *
1616insert_ob_in_ob (object *op, object *where) 1619insert_ob_in_ob (object *op, object *where)
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1624 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump); 1625 free (dump);
1623 return op; 1626 return op;
1624 } 1627 }
1625 1628
1626 if (where->head) 1629 if (where->head_ () != where)
1627 { 1630 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1631 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head; 1632 where = where->head;
1630 } 1633 }
1631 1634
1632 return where->insert (op); 1635 return where->insert (op);
1633} 1636}
1638 * inside the object environment. 1641 * inside the object environment.
1639 * 1642 *
1640 * The function returns now pointer to inserted item, and return value can 1643 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1644 * be != op, if items are merged. -Tero
1642 */ 1645 */
1643
1644object * 1646object *
1645object::insert (object *op) 1647object::insert (object *op)
1646{ 1648{
1647 object *tmp, *otmp;
1648
1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1650 op->remove ();
1651
1652 if (op->more) 1649 if (op->more)
1653 { 1650 {
1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 return op; 1652 return op;
1656 } 1653 }
1657 1654
1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1655 op->remove ();
1659 CLEAR_FLAG (op, FLAG_REMOVED); 1656
1657 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1658
1660 if (op->nrof) 1659 if (op->nrof)
1661 {
1662 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1660 for (object *tmp = inv; tmp; tmp = tmp->below)
1663 if (object::can_merge (tmp, op)) 1661 if (object::can_merge (tmp, op))
1664 { 1662 {
1665 /* return the original object and remove inserted object 1663 /* return the original object and remove inserted object
1666 (client needs the original object) */ 1664 (client needs the original object) */
1667 tmp->nrof += op->nrof; 1665 tmp->nrof += op->nrof;
1668 /* Weight handling gets pretty funky. Since we are adding to 1666
1669 * tmp->nrof, we need to increase the weight. 1667 if (object *pl = tmp->visible_to ())
1670 */ 1668 esrv_update_item (UPD_NROF, pl, tmp);
1669
1671 add_weight (this, op->weight * op->nrof); 1670 adjust_weight (this, op->total_weight ());
1672 SET_FLAG (op, FLAG_REMOVED); 1671
1673 op->destroy (); /* free the inserted object */ 1672 op->destroy (1);
1674 op = tmp; 1673 op = tmp;
1675 op->remove (); /* and fix old object's links */ 1674 goto inserted;
1676 CLEAR_FLAG (op, FLAG_REMOVED);
1677 break;
1678 } 1675 }
1679 1676
1680 /* I assume combined objects have no inventory 1677 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; 1678 op->map = 0;
1697 op->env = this; 1679 op->x = 0;
1680 op->y = 0;
1681
1698 op->above = 0; 1682 op->above = 0;
1699 op->below = 0; 1683 op->below = inv;
1700 op->x = 0, op->y = 0; 1684 op->env = this;
1701 1685
1686 if (inv)
1687 inv->above = op;
1688
1689 inv = op;
1690
1691 op->flag [FLAG_REMOVED] = 0;
1692
1693 if (object *pl = op->visible_to ())
1694 esrv_send_item (pl, op);
1695
1696 adjust_weight (this, op->total_weight ());
1697
1698inserted:
1702 /* reset the light list and los of the players on the map */ 1699 /* reset the light list and los of the players on the map */
1703 if ((op->glow_radius != 0) && map) 1700 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); 1701 update_all_los (map, x, y);
1710 }
1711 1702
1712 /* Client has no idea of ordering so lets not bother ordering it here. 1703 // if this is a player's inventory, update stats
1713 * It sure simplifies this function... 1704 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1714 */ 1705 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 1706
1724 INVOKE_OBJECT (INSERT, this); 1707 INVOKE_OBJECT (INSERT, this);
1725 1708
1726 return op; 1709 return op;
1727} 1710}
1744 * 1727 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below 1728 * 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 1729 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top. 1730 * on top.
1748 */ 1731 */
1749
1750int 1732int
1751check_move_on (object *op, object *originator) 1733check_move_on (object *op, object *originator)
1752{ 1734{
1753 object *tmp; 1735 object *tmp;
1754 maptile *m = op->map; 1736 maptile *m = op->map;
1781 1763
1782 /* The objects have to be checked from top to bottom. 1764 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1765 * Hence, we first go to the top:
1784 */ 1766 */
1785 1767
1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1768 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1787 { 1769 {
1788 /* Trim the search when we find the first other spell effect 1770 /* Trim the search when we find the first other spell effect
1789 * this helps performance so that if a space has 50 spell objects, 1771 * this helps performance so that if a space has 50 spell objects,
1790 * we don't need to check all of them. 1772 * we don't need to check all of them.
1791 */ 1773 */
1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1791 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)) 1792 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1811 { 1793 {
1812 1794
1813 float 1795 float
1814 diff = tmp->move_slow_penalty * FABS (op->speed); 1796 diff = tmp->move_slow_penalty * fabs (op->speed);
1815 1797
1816 if (op->type == PLAYER) 1798 if (op->type == PLAYER)
1817 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1799 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))) 1800 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1819 diff /= 4.0; 1801 diff /= 4.0;
1846/* 1828/*
1847 * present_arch(arch, map, x, y) searches for any objects with 1829 * present_arch(arch, map, x, y) searches for any objects with
1848 * a matching archetype at the given map and coordinates. 1830 * a matching archetype at the given map and coordinates.
1849 * The first matching object is returned, or NULL if none. 1831 * The first matching object is returned, or NULL if none.
1850 */ 1832 */
1851
1852object * 1833object *
1853present_arch (const archetype *at, maptile *m, int x, int y) 1834present_arch (const archetype *at, maptile *m, int x, int y)
1854{ 1835{
1855 object *
1856 tmp;
1857
1858 if (m == NULL || out_of_map (m, x, y)) 1836 if (!m || out_of_map (m, x, y))
1859 { 1837 {
1860 LOG (llevError, "Present_arch called outside map.\n"); 1838 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 1839 return NULL;
1862 } 1840 }
1863 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1841
1842 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1864 if (tmp->arch == at) 1843 if (tmp->arch == at)
1865 return tmp; 1844 return tmp;
1845
1866 return NULL; 1846 return NULL;
1867} 1847}
1868 1848
1869/* 1849/*
1870 * present(type, map, x, y) searches for any objects with 1850 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 1851 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 1852 * The first matching object is returned, or NULL if none.
1873 */ 1853 */
1874
1875object * 1854object *
1876present (unsigned char type, maptile *m, int x, int y) 1855present (unsigned char type, maptile *m, int x, int y)
1877{ 1856{
1878 object *
1879 tmp;
1880
1881 if (out_of_map (m, x, y)) 1857 if (out_of_map (m, x, y))
1882 { 1858 {
1883 LOG (llevError, "Present called outside map.\n"); 1859 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 1860 return NULL;
1885 } 1861 }
1886 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1862
1863 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1887 if (tmp->type == type) 1864 if (tmp->type == type)
1888 return tmp; 1865 return tmp;
1866
1889 return NULL; 1867 return NULL;
1890} 1868}
1891 1869
1892/* 1870/*
1893 * present_in_ob(type, object) searches for any objects with 1871 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 1872 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 1873 * The first matching object is returned, or NULL if none.
1896 */ 1874 */
1897
1898object * 1875object *
1899present_in_ob (unsigned char type, const object *op) 1876present_in_ob (unsigned char type, const object *op)
1900{ 1877{
1901 object *
1902 tmp;
1903
1904 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1878 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1905 if (tmp->type == type) 1879 if (tmp->type == type)
1906 return tmp; 1880 return tmp;
1881
1907 return NULL; 1882 return NULL;
1908} 1883}
1909 1884
1910/* 1885/*
1911 * present_in_ob (type, str, object) searches for any objects with 1886 * present_in_ob (type, str, object) searches for any objects with
1922 * to be unique. 1897 * to be unique.
1923 */ 1898 */
1924object * 1899object *
1925present_in_ob_by_name (int type, const char *str, const object *op) 1900present_in_ob_by_name (int type, const char *str, const object *op)
1926{ 1901{
1927 object *tmp;
1928
1929 for (tmp = op->inv; tmp; tmp = tmp->below) 1902 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1903 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1931 return tmp; 1904 return tmp;
1932 1905
1933 return 0; 1906 return 0;
1934} 1907}
1952 * activate recursively a flag on an object inventory 1925 * activate recursively a flag on an object inventory
1953 */ 1926 */
1954void 1927void
1955flag_inv (object *op, int flag) 1928flag_inv (object *op, int flag)
1956{ 1929{
1957 if (op->inv)
1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1930 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 { 1931 {
1960 SET_FLAG (tmp, flag); 1932 SET_FLAG (tmp, flag);
1961 flag_inv (tmp, flag); 1933 flag_inv (tmp, flag);
1962 } 1934 }
1963} 1935}
1964 1936
1965/* 1937/*
1966 * deactivate recursively a flag on an object inventory 1938 * deactivate recursively a flag on an object inventory
1967 */ 1939 */
1968void 1940void
1969unflag_inv (object *op, int flag) 1941unflag_inv (object *op, int flag)
1970{ 1942{
1971 if (op->inv)
1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1943 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1973 { 1944 {
1974 CLEAR_FLAG (tmp, flag); 1945 CLEAR_FLAG (tmp, flag);
1975 unflag_inv (tmp, flag); 1946 unflag_inv (tmp, flag);
1976 } 1947 }
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} 1948}
1991 1949
1992/* 1950/*
1993 * find_free_spot(object, map, x, y, start, stop) will search for 1951 * 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 1952 * a spot at the given map and coordinates which will be able to contain
1996 * to search (see the freearr_x/y[] definition). 1954 * to search (see the freearr_x/y[] definition).
1997 * It returns a random choice among the alternatives found. 1955 * 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 1956 * 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 1957 * 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) 1958 * 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 1959 * Note: This function does correctly handle tiled maps, but does not
2005 * inform the caller. However, insert_ob_in_map will update as 1960 * inform the caller. However, insert_ob_in_map will update as
2006 * necessary, so the caller shouldn't need to do any special work. 1961 * 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 1962 * 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 1963 * 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 1964 * to know if the space in question will block the object. We can't use
2011 * customized, changed states, etc. 1966 * customized, changed states, etc.
2012 */ 1967 */
2013int 1968int
2014find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1969find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2015{ 1970{
1971 int altern[SIZEOFFREE];
2016 int index = 0, flag; 1972 int index = 0, flag;
2017 int altern[SIZEOFFREE];
2018 1973
2019 for (int i = start; i < stop; i++) 1974 for (int i = start; i < stop; i++)
2020 { 1975 {
2021 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1976 mapxy pos (m, x, y); pos.move (i);
2022 if (!flag) 1977
1978 if (!pos.normalise ())
1979 continue;
1980
1981 mapspace &ms = *pos;
1982
1983 if (ms.flags () & P_IS_ALIVE)
1984 continue;
1985
1986 /* However, often
1987 * ob doesn't have any move type (when used to place exits)
1988 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1989 */
1990 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1991 {
2023 altern [index++] = i; 1992 altern [index++] = i;
1993 continue;
1994 }
2024 1995
2025 /* Basically, if we find a wall on a space, we cut down the search size. 1996 /* 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. 1997 * 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 - 1998 * 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 1999 * 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 2000 * spaces in all the other directions, this will reduce the search space
2030 * to only the spaces immediately surrounding the target area, and 2001 * to only the spaces immediately surrounding the target area, and
2031 * won't look 2 spaces south of the target space. 2002 * won't look 2 spaces south of the target space.
2032 */ 2003 */
2033 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2004 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2005 {
2034 stop = maxfree[i]; 2006 stop = maxfree[i];
2007 continue;
2008 }
2009
2010 /* Note it is intentional that we check ob - the movement type of the
2011 * head of the object should correspond for the entire object.
2012 */
2013 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2014 continue;
2015
2016 if (ob->blocked (m, pos.x, pos.y))
2017 continue;
2018
2019 altern [index++] = i;
2035 } 2020 }
2036 2021
2037 if (!index) 2022 if (!index)
2038 return -1; 2023 return -1;
2039 2024
2040 return altern[RANDOM () % index]; 2025 return altern [rndm (index)];
2041} 2026}
2042 2027
2043/* 2028/*
2044 * find_first_free_spot(archetype, maptile, x, y) works like 2029 * find_first_free_spot(archetype, maptile, x, y) works like
2045 * find_free_spot(), but it will search max number of squares. 2030 * find_free_spot(), but it will search max number of squares.
2048 */ 2033 */
2049int 2034int
2050find_first_free_spot (const object *ob, maptile *m, int x, int y) 2035find_first_free_spot (const object *ob, maptile *m, int x, int y)
2051{ 2036{
2052 for (int i = 0; i < SIZEOFFREE; i++) 2037 for (int i = 0; i < SIZEOFFREE; i++)
2053 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2038 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2054 return i; 2039 return i;
2055 2040
2056 return -1; 2041 return -1;
2057} 2042}
2058 2043
2066{ 2051{
2067 arr += begin; 2052 arr += begin;
2068 end -= begin; 2053 end -= begin;
2069 2054
2070 while (--end) 2055 while (--end)
2071 swap (arr [end], arr [RANDOM () % (end + 1)]); 2056 swap (arr [end], arr [rndm (end + 1)]);
2072} 2057}
2073 2058
2074/* new function to make monster searching more efficient, and effective! 2059/* new function to make monster searching more efficient, and effective!
2075 * This basically returns a randomized array (in the passed pointer) of 2060 * 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 2061 * the spaces to find monsters. In this way, it won't always look for
2112 object *tmp; 2097 object *tmp;
2113 maptile *mp; 2098 maptile *mp;
2114 2099
2115 MoveType blocked, move_type; 2100 MoveType blocked, move_type;
2116 2101
2117 if (exclude && exclude->head) 2102 if (exclude && exclude->head_ () != exclude)
2118 { 2103 {
2119 exclude = exclude->head; 2104 exclude = exclude->head;
2120 move_type = exclude->move_type; 2105 move_type = exclude->move_type;
2121 } 2106 }
2122 else 2107 else
2143 2128
2144 if ((move_type & blocked) == move_type) 2129 if ((move_type & blocked) == move_type)
2145 max = maxfree[i]; 2130 max = maxfree[i];
2146 else if (mflags & P_IS_ALIVE) 2131 else if (mflags & P_IS_ALIVE)
2147 { 2132 {
2148 for (tmp = ms.bottom; tmp; tmp = tmp->above) 2133 for (tmp = ms.bot; tmp; tmp = tmp->above)
2149 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2134 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2150 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2135 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2151 break; 2136 break;
2152 2137
2153 if (tmp) 2138 if (tmp)
2154 return freedir[i]; 2139 return freedir[i];
2155 } 2140 }
2210 2195
2211 return 3; 2196 return 3;
2212} 2197}
2213 2198
2214/* 2199/*
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 2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2234 * between two directions (which are expected to be absolute (see absdir()) 2201 * between two directions (which are expected to be absolute (see absdir())
2235 */ 2202 */
2236
2237int 2203int
2238dirdiff (int dir1, int dir2) 2204dirdiff (int dir1, int dir2)
2239{ 2205{
2240 int d; 2206 int d;
2241 2207
2354 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2320 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2355 * core dumps if they do. 2321 * core dumps if they do.
2356 * 2322 *
2357 * Add a check so we can't pick up invisible objects (0.93.8) 2323 * Add a check so we can't pick up invisible objects (0.93.8)
2358 */ 2324 */
2359
2360int 2325int
2361can_pick (const object *who, const object *item) 2326can_pick (const object *who, const object *item)
2362{ 2327{
2363 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2328 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2364 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2329 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2369 * create clone from object to another 2334 * create clone from object to another
2370 */ 2335 */
2371object * 2336object *
2372object_create_clone (object *asrc) 2337object_create_clone (object *asrc)
2373{ 2338{
2374 object *dst = 0, *tmp, *src, *part, *prev, *item; 2339 object *dst = 0, *tmp, *src, *prev, *item;
2375 2340
2376 if (!asrc) 2341 if (!asrc)
2377 return 0; 2342 return 0;
2378 2343
2379 src = asrc;
2380 if (src->head)
2381 src = src->head; 2344 src = asrc->head_ ();
2382 2345
2383 prev = 0; 2346 prev = 0;
2384 for (part = src; part; part = part->more) 2347 for (object *part = src; part; part = part->more)
2385 { 2348 {
2386 tmp = part->clone (); 2349 tmp = part->clone ();
2387 tmp->x -= src->x; 2350 tmp->x -= src->x;
2388 tmp->y -= src->y; 2351 tmp->y -= src->y;
2389 2352
2407 insert_ob_in_ob (object_create_clone (item), dst); 2370 insert_ob_in_ob (object_create_clone (item), dst);
2408 2371
2409 return dst; 2372 return dst;
2410} 2373}
2411 2374
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 2375/* This returns the first object in who's inventory that
2451 * has the same type and subtype match. 2376 * has the same type and subtype match.
2452 * returns NULL if no match. 2377 * returns NULL if no match.
2453 */ 2378 */
2454object * 2379object *
2507 if (link->key == canonical_key) 2432 if (link->key == canonical_key)
2508 return link->value; 2433 return link->value;
2509 2434
2510 return 0; 2435 return 0;
2511} 2436}
2512
2513 2437
2514/* 2438/*
2515 * Updates the canonical_key in op to value. 2439 * Updates the canonical_key in op to value.
2516 * 2440 *
2517 * canonical_key is a shared string (value doesn't have to be). 2441 * canonical_key is a shared string (value doesn't have to be).
2541 /* Basically, if the archetype has this key set, 2465 /* Basically, if the archetype has this key set,
2542 * we need to store the null value so when we save 2466 * we need to store the null value so when we save
2543 * it, we save the empty value so that when we load, 2467 * it, we save the empty value so that when we load,
2544 * we get this value back again. 2468 * we get this value back again.
2545 */ 2469 */
2546 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2470 if (get_ob_key_link (op->arch, canonical_key))
2547 field->value = 0; 2471 field->value = 0;
2548 else 2472 else
2549 { 2473 {
2550 if (last) 2474 if (last)
2551 last->next = field->next; 2475 last->next = field->next;
2620 } 2544 }
2621 else 2545 else
2622 item = item->env; 2546 item = item->env;
2623} 2547}
2624 2548
2549const char *
2550object::flag_desc (char *desc, int len) const
2551{
2552 char *p = desc;
2553 bool first = true;
2554
2555 *p = 0;
2556
2557 for (int i = 0; i < NUM_FLAGS; i++)
2558 {
2559 if (len <= 10) // magic constant!
2560 {
2561 snprintf (p, len, ",...");
2562 break;
2563 }
2564
2565 if (flag [i])
2566 {
2567 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2568 len -= cnt;
2569 p += cnt;
2570 first = false;
2571 }
2572 }
2573
2574 return desc;
2575}
2576
2625// return a suitable string describing an objetc in enough detail to find it 2577// return a suitable string describing an object in enough detail to find it
2626const char * 2578const char *
2627object::debug_desc (char *info) const 2579object::debug_desc (char *info) const
2628{ 2580{
2581 char flagdesc[512];
2629 char info2[256 * 3]; 2582 char info2[256 * 4];
2630 char *p = info; 2583 char *p = info;
2631 2584
2632 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2585 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2633 count, 2586 count,
2587 uuid.c_str (),
2634 &name, 2588 &name,
2635 title ? " " : "", 2589 title ? "\",title:\"" : "",
2636 title ? (const char *)title : ""); 2590 title ? (const char *)title : "",
2591 flag_desc (flagdesc, 512), type);
2637 2592
2638 if (env) 2593 if (!flag[FLAG_REMOVED] && env)
2639 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2594 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2640 2595
2641 if (map) 2596 if (map)
2642 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2597 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2643 2598
2644 return info; 2599 return info;
2645} 2600}
2646 2601
2647const char * 2602const char *
2648object::debug_desc () const 2603object::debug_desc () const
2649{ 2604{
2650 static char info[256 * 3]; 2605 static char info[3][256 * 4];
2606 static int info_idx;
2607
2651 return debug_desc (info); 2608 return debug_desc (info [++info_idx % 3]);
2652} 2609}
2653 2610
2611struct region *
2612object::region () const
2613{
2614 return map ? map->region (x, y)
2615 : region::default_region ();
2616}
2617
2618const materialtype_t *
2619object::dominant_material () const
2620{
2621 if (materialtype_t *mt = name_to_material (materialname))
2622 return mt;
2623
2624 return name_to_material (shstr_unknown);
2625}
2626
2627void
2628object::open_container (object *new_container)
2629{
2630 if (container == new_container)
2631 return;
2632
2633 object *old_container = container;
2634
2635 if (old_container)
2636 {
2637 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2638 return;
2639
2640#if 0
2641 // remove the "Close old_container" object.
2642 if (object *closer = old_container->inv)
2643 if (closer->type == CLOSE_CON)
2644 closer->destroy ();
2645#endif
2646
2647 // make sure the container is available
2648 esrv_send_item (this, old_container);
2649
2650 old_container->flag [FLAG_APPLIED] = false;
2651 container = 0;
2652
2653 // client needs item update to make it work, client bug requires this to be separate
2654 esrv_update_item (UPD_FLAGS, this, old_container);
2655
2656 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2657 play_sound (sound_find ("chest_close"));
2658 }
2659
2660 if (new_container)
2661 {
2662 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2663 return;
2664
2665 // TODO: this does not seem to serve any purpose anymore?
2666#if 0
2667 // insert the "Close Container" object.
2668 if (archetype *closer = new_container->other_arch)
2669 {
2670 object *closer = arch_to_object (new_container->other_arch);
2671 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2672 new_container->insert (closer);
2673 }
2674#endif
2675
2676 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2677
2678 // make sure the container is available, client bug requires this to be separate
2679 esrv_send_item (this, new_container);
2680
2681 new_container->flag [FLAG_APPLIED] = true;
2682 container = new_container;
2683
2684 // client needs flag change
2685 esrv_update_item (UPD_FLAGS, this, new_container);
2686 esrv_send_inventory (this, new_container);
2687 play_sound (sound_find ("chest_open"));
2688 }
2689// else if (!old_container->env && contr && contr->ns)
2690// contr->ns->floorbox_reset ();
2691}
2692
2693object *
2694object::force_find (const shstr name)
2695{
2696 /* cycle through his inventory to look for the MARK we want to
2697 * place
2698 */
2699 for (object *tmp = inv; tmp; tmp = tmp->below)
2700 if (tmp->type == FORCE && tmp->slaying == name)
2701 return splay (tmp);
2702
2703 return 0;
2704}
2705
2706void
2707object::force_add (const shstr name, int duration)
2708{
2709 if (object *force = force_find (name))
2710 force->destroy ();
2711
2712 object *force = get_archetype (FORCE_NAME);
2713
2714 force->slaying = name;
2715 force->stats.food = 1;
2716 force->speed_left = -1.f;
2717
2718 force->set_speed (duration ? 1.f / duration : 0.f);
2719 force->flag [FLAG_IS_USED_UP] = true;
2720 force->flag [FLAG_APPLIED] = true;
2721
2722 insert (force);
2723}
2724
2725void
2726object::play_sound (faceidx sound)
2727{
2728 if (!sound)
2729 return;
2730
2731 if (flag [FLAG_REMOVED])
2732 return;
2733
2734 if (env)
2735 {
2736 if (object *pl = in_player ())
2737 pl->contr->play_sound (sound);
2738 }
2739 else
2740 map->play_sound (sound, x, y);
2741}
2742

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