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Comparing deliantra/server/common/object.C (file contents):
Revision 1.116 by pippijn, Mon Jan 15 21:06:18 2007 UTC vs.
Revision 1.265 by root, Tue Dec 23 00:39:48 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
41 37
42objectvec objects; 38objectvec objects;
43activevec actives; 39activevec actives;
44 40
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 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,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
47}; 46};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 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,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 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
50}; 52};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 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,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 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
53}; 58};
54int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 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,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 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
57}; 64};
58 65
59static void 66static void
60write_uuid (void) 67write_uuid (uval64 skip, bool sync)
61{ 68{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
63 70 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 73 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 74}
79 75
80static void 76static void
81read_uuid (void) 77read_uuid (void)
82{ 78{
83 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
84 80
85 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
86 84
87 FILE *fp; 85 FILE *fp;
88 86
89 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
90 { 88 {
91 if (errno == ENOENT) 89 if (errno == ENOENT)
92 { 90 {
93 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 92 UUID::cur.seq = 0;
95 write_uuid (); 93 write_uuid (UUID_GAP, true);
96 return; 94 return;
97 } 95 }
98 96
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 98 _exit (1);
101 } 99 }
102 100
103 int version; 101 UUID::BUF buf;
104 unsigned long long uid; 102 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 { 106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 108 _exit (1);
109 } 109 }
110 110
111 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 112
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
114 fclose (fp); 114 fclose (fp);
115} 115}
116 116
117UUID 117UUID
118gen_uuid () 118UUID::gen ()
119{ 119{
120 UUID uid; 120 UUID uid;
121 121
122 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
123 123
124 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
126 130
127 return uid; 131 return uid;
128} 132}
129 133
130void 134void
131init_uuid () 135UUID::init ()
132{ 136{
133 read_uuid (); 137 read_uuid ();
134} 138}
135 139
136/* 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. */
137static int 141static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
139{ 143{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
145 */ 147 */
146 148
147 /* For each field in wants, */ 149 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 151 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 152 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 153
171 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 155 return true;
173} 156}
174 157
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 159static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 161{
179 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
181 */ 164 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
183} 167}
184 168
185/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 170 * they can be merged together.
187 * 171 *
202 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 187 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
205 return 0; 189 return 0;
206 190
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 191 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 192 * is always 0 .. 2**31-1 */
210 * used to store nrof). 193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 194 return 0;
214 195
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 196 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 197 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 198 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 199 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 200 * flags lose any meaning.
220 */ 201 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 202 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 204
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 207
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 208 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 209 || ob1->name != ob2->name
230 || ob1->title != ob2->title 210 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 211 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 212 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 213 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 214 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 215 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 216 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 217 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 218 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
241 || ob1->client_type != ob2->client_type 220 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 221 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore 222 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 223 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 224 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 225 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 226 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 227 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 228 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 229 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 230 || ob1->move_slow_penalty != ob2->move_slow_penalty
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 233 return 0;
253 234
235 if ((ob1->flag ^ ob2->flag)
236 .reset (FLAG_INV_LOCKED)
237 .reset (FLAG_REMOVED)
238 .any ())
239 return 0;
240
254 /* This is really a spellbook check - really, we should 241 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 242 * not merge objects with real inventories, as splitting them
243 * is hard.
256 */ 244 */
257 if (ob1->inv || ob2->inv) 245 if (ob1->inv || ob2->inv)
258 { 246 {
259 /* if one object has inventory but the other doesn't, not equiv */ 247 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 248 return 0; /* inventories differ in length */
261 return 0;
262 249
263 /* Now check to see if the two inventory objects could merge */ 250 if (ob1->inv->below || ob2->inv->below)
251 return 0; /* more than one object in inv */
252
264 if (!object::can_merge (ob1->inv, ob2->inv)) 253 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 254 return 0; /* inventory objects differ */
266 255
267 /* inventory ok - still need to check rest of this object to see 256 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 257 * if it is valid.
269 */ 258 */
270 } 259 }
289 if (ob1->level != ob2->level) 278 if (ob1->level != ob2->level)
290 return 0; 279 return 0;
291 break; 280 break;
292 } 281 }
293 282
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 283 if (ob1->key_values || ob2->key_values)
295 { 284 {
296 /* At least one of these has key_values. */ 285 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 286 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 287 return 0; /* One has fields, but the other one doesn't. */
288
289 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 290 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 291 }
303 292
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 293 if (ob1->self || ob2->self)
306 { 294 {
307 ob1->optimise (); 295 ob1->optimise ();
308 ob2->optimise (); 296 ob2->optimise ();
309 297
310 if (ob1->self || ob2->self) 298 if (ob1->self || ob2->self)
299 {
300 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
301 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
302
303 if (k1 != k2)
311 return 0; 304 return 0;
305
306 if (k1 == 0)
307 return 1;
308
309 if (!cfperl_can_merge (ob1, ob2))
310 return 0;
311 }
312 } 312 }
313 313
314 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
315 return 1; 315 return 1;
316} 316}
317 317
318// find player who can see this object
319object *
320object::visible_to () const
321{
322 if (client_visible () && !flag [FLAG_REMOVED])
323 {
324 // see if we are in a container of sorts
325 if (env)
326 {
327 // the player inventory itself is always visible
328 if (env->type == PLAYER)
329 return env;
330
331 // else a player could have our env open
332 object *envest = env->outer_env ();
333
334 // the player itself is always on a map, so we will find him here
335 // even if our inv is in a player.
336 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ())
338 if (pl->container == env)
339 return pl;
340 }
341 else
342 {
343 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
347 || this == pl->container)
348 return pl;
349 }
350 }
351
352 return 0;
353}
354
355// adjust weight per container type ("of holding")
356static sint32
357weight_adjust_for (object *op, sint32 weight)
358{
359 return op->type == CONTAINER
360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
361 : weight;
362}
363
318/* 364/*
365 * adjust_weight(object, weight) adds the specified weight to an object,
366 * and also updates how much the environment(s) is/are carrying.
367 */
368static void
369adjust_weight (object *op, sint32 weight)
370{
371 while (op)
372 {
373 // adjust by actual difference to account for rounding errors
374 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust_for (op, op->carrying)
376 - weight_adjust_for (op, op->carrying - weight);
377
378 if (!weight)
379 return;
380
381 op->carrying += weight;
382
383 if (object *pl = op->visible_to ())
384 if (pl != op) // player is handled lazily
385 esrv_update_item (UPD_WEIGHT, pl, op);
386
387 op = op->env;
388 }
389}
390
391/*
319 * sum_weight() is a recursive function which calculates the weight 392 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 393 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 394 * containers are carrying, and sums it up.
322 */ 395 */
323long 396void
324sum_weight (object *op) 397object::update_weight ()
325{ 398{
326 long sum; 399 sint32 sum = 0;
327 object *inv;
328 400
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 401 for (object *op = inv; op; op = op->below)
330 { 402 {
331 if (inv->inv) 403 if (op->inv)
332 sum_weight (inv); 404 op->update_weight ();
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 405
406 sum += op->total_weight ();
407 }
408
409 sum = weight_adjust_for (this, sum);
410
411 if (sum != carrying)
334 } 412 {
335
336 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100;
338
339 if (op->carrying != sum)
340 op->carrying = sum; 413 carrying = sum;
341 414
342 return sum; 415 if (object *pl = visible_to ())
416 if (pl != this) // player is handled lazily
417 esrv_update_item (UPD_WEIGHT, pl, this);
418 }
343} 419}
344 420
345/** 421/*
346 * Return the outermost environment object for a given object. 422 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 423 */
348
349object *
350object_get_env_recursive (object *op)
351{
352 while (op->env != NULL)
353 op = op->env;
354 return op;
355}
356
357/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array.
361 */
362
363char * 424char *
364dump_object (object *op) 425dump_object (object *op)
365{ 426{
366 if (!op) 427 if (!op)
367 return strdup ("[NULLOBJ]"); 428 return strdup ("[NULLOBJ]");
368 429
369 object_freezer freezer; 430 object_freezer freezer;
370 save_object (freezer, op, 1); 431 op->write (freezer);
371 return freezer.as_string (); 432 return freezer.as_string ();
372} 433}
373 434
374/* 435/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 436 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 437 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 438 * If it's not a multi-object, it is returned.
378 */ 439 */
379
380object * 440object *
381get_nearest_part (object *op, const object *pl) 441get_nearest_part (object *op, const object *pl)
382{ 442{
383 object *tmp, *closest; 443 object *tmp, *closest;
384 int last_dist, i; 444 int last_dist, i;
385 445
386 if (op->more == NULL) 446 if (!op->more)
387 return op; 447 return op;
448
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 449 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
450 tmp;
451 tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist) 452 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i; 453 closest = tmp, last_dist = i;
454
391 return closest; 455 return closest;
392} 456}
393 457
394/* 458/*
395 * Returns the object which has the count-variable equal to the argument. 459 * Returns the object which has the count-variable equal to the argument.
460 * VERRRY slow.
396 */ 461 */
397object * 462object *
398find_object (tag_t i) 463find_object (tag_t i)
399{ 464{
400 for_all_objects (op) 465 for_all_objects (op)
411 */ 476 */
412object * 477object *
413find_object_name (const char *str) 478find_object_name (const char *str)
414{ 479{
415 shstr_cmp str_ (str); 480 shstr_cmp str_ (str);
416 object *op;
417 481
482 if (str_)
418 for_all_objects (op) 483 for_all_objects (op)
419 if (op->name == str_) 484 if (op->name == str_)
420 break; 485 return op;
421 486
422 return op; 487 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 488}
430 489
431/* 490/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 491 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 492 * skill and experience objects.
493 * ACTUALLY NO! investigate! TODO
434 */ 494 */
435void 495void
436object::set_owner (object *owner) 496object::set_owner (object *owner)
437{ 497{
498 // allow objects which own objects
438 if (!owner) 499 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 500 while (owner->owner)
449 owner = owner->owner; 501 owner = owner->owner;
502
503 if (flag [FLAG_FREED])
504 {
505 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
506 return;
507 }
450 508
451 this->owner = owner; 509 this->owner = owner;
510}
511
512int
513object::slottype () const
514{
515 if (type == SKILL)
516 {
517 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
518 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
519 }
520 else
521 {
522 if (slot [body_combat].info) return slot_combat;
523 if (slot [body_range ].info) return slot_ranged;
524 }
525
526 return slot_none;
527}
528
529bool
530object::change_weapon (object *ob)
531{
532 if (current_weapon == ob)
533 return true;
534
535 if (chosen_skill)
536 chosen_skill->flag [FLAG_APPLIED] = false;
537
538 current_weapon = ob;
539 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
540
541 if (chosen_skill)
542 chosen_skill->flag [FLAG_APPLIED] = true;
543
544 update_stats ();
545
546 if (ob)
547 {
548 // now check wether any body locations became invalid, in which case
549 // we cannot apply the weapon at the moment.
550 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
551 if (slot[i].used < 0)
552 {
553 current_weapon = chosen_skill = 0;
554 update_stats ();
555
556 new_draw_info_format (NDI_UNIQUE, 0, this,
557 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. "
559 "[You need to unapply some items first.]", &ob->name);
560 return false;
561 }
562
563 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
564 }
565 else
566 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
567
568 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
569 {
570 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
571 &name, ob->debug_desc ());
572 return false;
573 }
574
575 return true;
452} 576}
453 577
454/* Zero the key_values on op, decrementing the shared-string 578/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 579 * refcounts and freeing the links.
456 */ 580 */
457static void 581static void
458free_key_values (object *op) 582free_key_values (object *op)
459{ 583{
460 for (key_value *i = op->key_values; i != 0;) 584 for (key_value *i = op->key_values; i; )
461 { 585 {
462 key_value *next = i->next; 586 key_value *next = i->next;
463 delete i; 587 delete i;
464 588
465 i = next; 589 i = next;
477 * will point at garbage. 601 * will point at garbage.
478 */ 602 */
479void 603void
480object::copy_to (object *dst) 604object::copy_to (object *dst)
481{ 605{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 606 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 607 *(object_copy *)dst = *this;
486 608 dst->flag [FLAG_REMOVED] = true;
487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 609
496 /* Copy over key_values, if any. */ 610 /* Copy over key_values, if any. */
497 if (key_values) 611 if (key_values)
498 { 612 {
499 key_value *tail = 0; 613 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 614 dst->key_values = 0;
503 615
504 for (i = key_values; i; i = i->next) 616 for (key_value *i = key_values; i; i = i->next)
505 { 617 {
506 key_value *new_link = new key_value; 618 key_value *new_link = new key_value;
507 619
508 new_link->next = 0; 620 new_link->next = 0;
509 new_link->key = i->key; 621 new_link->key = i->key;
510 new_link->value = i->value; 622 new_link->value = i->value;
511 623
512 /* Try and be clever here, too. */ 624 /* Try and be clever here, too. */
513 if (!dst->key_values) 625 if (!dst->key_values)
514 { 626 {
521 tail = new_link; 633 tail = new_link;
522 } 634 }
523 } 635 }
524 } 636 }
525 637
526 dst->set_speed (dst->speed); 638 if (speed < 0)
639 dst->speed_left -= rndm ();
640
641 dst->activate ();
642}
643
644void
645object::instantiate ()
646{
647 if (!uuid.seq) // HACK
648 uuid = UUID::gen ();
649
650 speed_left = -0.1f;
651 /* copy the body_info to the body_used - this is only really
652 * need for monsters, but doesn't hurt to do it for everything.
653 * by doing so, when a monster is created, it has good starting
654 * values for the body_used info, so when items are created
655 * for it, they can be properly equipped.
656 */
657 for (int i = NUM_BODY_LOCATIONS; i--; )
658 slot[i].used = slot[i].info;
659
660 attachable::instantiate ();
527} 661}
528 662
529object * 663object *
530object::clone () 664object::clone ()
531{ 665{
532 object *neu = create (); 666 object *neu = create ();
533 copy_to (neu); 667 copy_to (neu);
668 neu->map = map; // not copied by copy_to
534 return neu; 669 return neu;
535} 670}
536 671
537/* 672/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 673 * If an object with the IS_TURNABLE() flag needs to be turned due
589 * UP_OBJ_FACE: only the objects face has changed. 724 * UP_OBJ_FACE: only the objects face has changed.
590 */ 725 */
591void 726void
592update_object (object *op, int action) 727update_object (object *op, int action)
593{ 728{
594 MoveType move_on, move_off, move_block, move_slow; 729 if (!op)
595
596 if (op == NULL)
597 { 730 {
598 /* this should never happen */ 731 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 732 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 733 return;
601 } 734 }
602 735
603 if (op->env) 736 if (!op->is_on_map ())
604 { 737 {
605 /* Animation is currently handled by client, so nothing 738 /* Animation is currently handled by client, so nothing
606 * to do in this case. 739 * to do in this case.
607 */ 740 */
608 return; 741 return;
609 } 742 }
610
611 /* If the map is saving, don't do anything as everything is
612 * going to get freed anyways.
613 */
614 if (!op->map || op->map->in_memory == MAP_SAVING)
615 return;
616 743
617 /* make sure the object is within map boundaries */ 744 /* make sure the object is within map boundaries */
618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 745 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 746 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 747 LOG (llevError, "update_object() called for object out of map!\n");
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on 767 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off 768 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow 769 || (m.move_slow | op->move_slow) != m.move_slow
643 /* This isn't perfect, but I don't expect a lot of objects to 770 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 771 * have move_allow right now.
645 */ 772 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 m.flags_ = 0; 775 m.invalidate ();
649 } 776 }
650 /* if the object is being removed, we can't make intelligent 777 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 778 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 779 * that is being removed.
653 */ 780 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = 0; 782 m.invalidate ();
656 else if (action == UP_OBJ_FACE) 783 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 784 /* Nothing to do for that case */ ;
658 else 785 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 786 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 787
670 face = blank_face; 797 face = blank_face;
671} 798}
672 799
673object::~object () 800object::~object ()
674{ 801{
802 unlink ();
803
675 free_key_values (this); 804 free_key_values (this);
676} 805}
677 806
678static int object_count; 807static int object_count;
679 808
680void object::link () 809void object::link ()
681{ 810{
682 assert (!index);//D 811 assert (!index);//D
683 uuid = gen_uuid (); 812 uuid = UUID::gen ();
684 count = ++object_count; 813 count = ++object_count;
685 814
686 refcnt_inc (); 815 refcnt_inc ();
687 objects.insert (this); 816 objects.insert (this);
688} 817}
689 818
690void object::unlink () 819void object::unlink ()
691{ 820{
692 assert (index);//D 821 if (!index)
822 return;
823
693 objects.erase (this); 824 objects.erase (this);
694 refcnt_dec (); 825 refcnt_dec ();
695} 826}
696 827
697void 828void
698object::activate () 829object::activate ()
699{ 830{
700 /* If already on active list, don't do anything */ 831 /* If already on active list, don't do anything */
701 if (active) 832 if (active)
702 return; 833 return;
834
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
703 837
704 if (has_active_speed ()) 838 if (has_active_speed ())
705 actives.insert (this); 839 actives.insert (this);
706} 840}
707 841
759object::destroy_inv (bool drop_to_ground) 893object::destroy_inv (bool drop_to_ground)
760{ 894{
761 // need to check first, because the checks below might segfault 895 // need to check first, because the checks below might segfault
762 // as we might be on an invalid mapspace and crossfire code 896 // as we might be on an invalid mapspace and crossfire code
763 // is too buggy to ensure that the inventory is empty. 897 // is too buggy to ensure that the inventory is empty.
764 // corollary: if you create arrows etc. with stuff in tis inventory, 898 // corollary: if you create arrows etc. with stuff in its inventory,
765 // cf will crash below with off-map x and y 899 // cf will crash below with off-map x and y
766 if (!inv) 900 if (!inv)
767 return; 901 return;
768 902
769 /* Only if the space blocks everything do we not process - 903 /* Only if the space blocks everything do we not process -
770 * if some form of movement is allowed, let objects 904 * if some form of movement is allowed, let objects
771 * drop on that space. 905 * drop on that space.
772 */ 906 */
773 if (!drop_to_ground 907 if (!drop_to_ground
774 || !map 908 || !map
775 || map->in_memory != MAP_IN_MEMORY 909 || map->in_memory != MAP_ACTIVE
910 || map->no_drop
776 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
777 { 912 {
778 while (inv) 913 while (inv)
779 {
780 inv->destroy_inv (drop_to_ground);
781 inv->destroy (); 914 inv->destroy ();
782 }
783 } 915 }
784 else 916 else
785 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
786 while (inv) 918 while (inv)
787 { 919 {
805 object *op = new object; 937 object *op = new object;
806 op->link (); 938 op->link ();
807 return op; 939 return op;
808} 940}
809 941
942static struct freed_map : maptile
943{
944 freed_map ()
945 {
946 path = "<freed objects map>";
947 name = "/internal/freed_objects_map";
948 width = 3;
949 height = 3;
950 no_drop = 1;
951 no_reset = 1;
952
953 alloc ();
954 in_memory = MAP_ACTIVE;
955 }
956
957 ~freed_map ()
958 {
959 destroy ();
960 }
961} freed_map; // freed objects are moved here to avoid crashes
962
810void 963void
811object::do_destroy () 964object::do_destroy ()
812{ 965{
813 attachable::do_destroy ();
814
815 if (flag [FLAG_IS_LINKED]) 966 if (flag [FLAG_IS_LINKED])
816 remove_button_link (this); 967 remove_button_link (this);
817 968
818 if (flag [FLAG_FRIENDLY]) 969 if (flag [FLAG_FRIENDLY])
819 remove_friendly_object (this); 970 remove_friendly_object (this);
820 971
821 if (!flag [FLAG_REMOVED])
822 remove (); 972 remove ();
823 973
824 destroy_inv (true); 974 attachable::do_destroy ();
825 975
826 deactivate (); 976 deactivate ();
827 unlink (); 977 unlink ();
828 978
829 flag [FLAG_FREED] = 1; 979 flag [FLAG_FREED] = 1;
830 980
831 // hack to ensure that freed objects still have a valid map 981 // hack to ensure that freed objects still have a valid map
832 {
833 static maptile *freed_map; // freed objects are moved here to avoid crashes
834
835 if (!freed_map)
836 {
837 freed_map = new maptile;
838
839 freed_map->name = "/internal/freed_objects_map";
840 freed_map->width = 3;
841 freed_map->height = 3;
842
843 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY;
845 }
846
847 map = freed_map; 982 map = &freed_map;
848 x = 1; 983 x = 1;
849 y = 1; 984 y = 1;
850 }
851
852 head = 0;
853 985
854 if (more) 986 if (more)
855 { 987 {
856 more->destroy (); 988 more->destroy ();
857 more = 0; 989 more = 0;
858 } 990 }
859 991
992 head = 0;
993
860 // clear those pointers that likely might have circular references to us 994 // clear those pointers that likely might cause circular references
861 owner = 0; 995 owner = 0;
862 enemy = 0; 996 enemy = 0;
863 attacked_by = 0; 997 attacked_by = 0;
998 current_weapon = 0;
864} 999}
865 1000
866void 1001void
867object::destroy (bool destroy_inventory) 1002object::destroy ()
868{ 1003{
869 if (destroyed ()) 1004 if (destroyed ())
870 return; 1005 return;
871 1006
872 if (destroy_inventory) 1007 if (!is_head () && !head->destroyed ())
1008 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy ();
1011 return;
1012 }
1013
873 destroy_inv (false); 1014 destroy_inv (false);
1015
1016 if (is_head ())
1017 if (sound_destroy)
1018 play_sound (sound_destroy);
1019 else if (flag [FLAG_MONSTER])
1020 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
874 1021
875 attachable::destroy (); 1022 attachable::destroy ();
876}
877
878/*
879 * sub_weight() recursively (outwards) subtracts a number from the
880 * weight of an object (and what is carried by it's environment(s)).
881 */
882void
883sub_weight (object *op, signed long weight)
884{
885 while (op != NULL)
886 {
887 if (op->type == CONTAINER)
888 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
889
890 op->carrying -= weight;
891 op = op->env;
892 }
893} 1023}
894 1024
895/* op->remove (): 1025/* op->remove ():
896 * This function removes the object op from the linked list of objects 1026 * This function removes the object op from the linked list of objects
897 * which it is currently tied to. When this function is done, the 1027 * which it is currently tied to. When this function is done, the
898 * object will have no environment. If the object previously had an 1028 * object will have no environment. If the object previously had an
899 * environment, the x and y coordinates will be updated to 1029 * environment, the x and y coordinates will be updated to
900 * the previous environment. 1030 * the previous environment.
901 * Beware: This function is called from the editor as well!
902 */ 1031 */
903void 1032void
904object::remove () 1033object::do_remove ()
905{ 1034{
906 object *tmp, *last = 0; 1035 object *tmp, *last = 0;
907 object *otmp; 1036 object *otmp;
908 1037
909 if (QUERY_FLAG (this, FLAG_REMOVED)) 1038 if (flag [FLAG_REMOVED])
910 return; 1039 return;
911 1040
912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this); 1041 INVOKE_OBJECT (REMOVE, this);
1042
1043 flag [FLAG_REMOVED] = true;
914 1044
915 if (more) 1045 if (more)
916 more->remove (); 1046 more->remove ();
917 1047
918 /* 1048 /*
919 * In this case, the object to be removed is in someones 1049 * In this case, the object to be removed is in someones
920 * inventory. 1050 * inventory.
921 */ 1051 */
922 if (env) 1052 if (env)
923 { 1053 {
924 if (nrof) 1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
925 sub_weight (env, weight * nrof); 1055 if (object *pl = visible_to ())
926 else 1056 esrv_del_item (pl->contr, count);
927 sub_weight (env, weight + carrying); 1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058
1059 adjust_weight (env, -total_weight ());
1060
1061 object *pl = in_player ();
1062
1063 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do.
1066 */
1067 map = env->map;
1068 x = env->x;
1069 y = env->y;
1070
1071 // make sure cmov optimisation is applicable
1072 *(above ? &above->below : &env->inv) = below;
1073 *(below ? &below->above : &above ) = above; // &above is just a dummy
1074
1075 above = 0;
1076 below = 0;
1077 env = 0;
928 1078
929 /* NO_FIX_PLAYER is set when a great many changes are being 1079 /* NO_FIX_PLAYER is set when a great many changes are being
930 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
931 * to save cpu time. 1081 * to save cpu time.
932 */ 1082 */
1083 if (pl)
933 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl->contr && !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER))
1085 {
934 otmp->update_stats (); 1086 pl->update_stats ();
935 1087
936 if (above) 1088 if (affects_los () && pl->is_on_map () && pl->map->darkness)
937 above->below = below; 1089 update_all_los (pl->map, pl->x, pl->y);
938 else 1090 }
939 env->inv = below;
940
941 if (below)
942 below->above = above;
943
944 /* we set up values so that it could be inserted into
945 * the map, but we don't actually do that - it is up
946 * to the caller to decide what we want to do.
947 */
948 x = env->x, y = env->y;
949 map = env->map;
950 above = 0, below = 0;
951 env = 0;
952 } 1091 }
953 else if (map) 1092 else if (map)
954 { 1093 {
955 if (type == PLAYER) 1094 map->dirty = true;
1095 mapspace &ms = this->ms ();
1096
1097 if (object *pl = ms.player ())
956 { 1098 {
1099 if (type == PLAYER) // this == pl(!)
1100 {
1101 // leaving a spot always closes any open container on the ground
1102 if (container && !container->env)
1103 // this causes spurious floorbox updates, but it ensures
1104 // that the CLOSE event is being sent.
1105 close_container ();
1106
957 --map->players; 1107 --map->players;
958 map->touch (); 1108 map->touch ();
1109 }
1110 else if (pl->container == this)
1111 {
1112 // removing a container should close it
1113 close_container ();
1114 }
1115
1116 esrv_del_item (pl->contr, count);
959 } 1117 }
960 1118
961 map->dirty = true;
962
963 /* link the object above us */ 1119 /* link the object above us */
964 if (above) 1120 // re-link, make sure compiler can easily use cmove
965 above->below = below; 1121 *(above ? &above->below : &ms.top) = below;
966 else 1122 *(below ? &below->above : &ms.bot) = above;
967 map->at (x, y).top = below; /* we were top, set new top */
968
969 /* Relink the object below us, if there is one */
970 if (below)
971 below->above = above;
972 else
973 {
974 /* Nothing below, which means we need to relink map object for this space
975 * use translated coordinates in case some oddness with map tiling is
976 * evident
977 */
978 if (GET_MAP_OB (map, x, y) != this)
979 {
980 char *dump = dump_object (this);
981 LOG (llevError,
982 "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);
983 free (dump);
984 dump = dump_object (GET_MAP_OB (map, x, y));
985 LOG (llevError, "%s\n", dump);
986 free (dump);
987 }
988
989 map->at (x, y).bot = above; /* goes on above it. */
990 }
991 1123
992 above = 0; 1124 above = 0;
993 below = 0; 1125 below = 0;
994 1126
1127 ms.invalidate ();
1128
995 if (map->in_memory == MAP_SAVING) 1129 if (map->in_memory == MAP_SAVING)
996 return; 1130 return;
997 1131
998 int check_walk_off = !flag [FLAG_NO_APPLY]; 1132 int check_walk_off = !flag [FLAG_NO_APPLY];
999 1133
1134 if (object *pl = ms.player ())
1135 {
1136 if (pl->container == this)
1137 /* If a container that the player is currently using somehow gets
1138 * removed (most likely destroyed), update the player view
1139 * appropriately.
1140 */
1141 pl->close_container ();
1142
1143 //TODO: the floorbox prev/next might need updating
1144 //esrv_del_item (pl->contr, count);
1145 //TODO: update floorbox to preserve ordering
1146 if (pl->contr->ns)
1147 pl->contr->ns->floorbox_update ();
1148 }
1149
1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1150 for (tmp = ms.bot; tmp; tmp = tmp->above)
1001 { 1151 {
1002 /* No point updating the players look faces if he is the object 1152 /* No point updating the players look faces if he is the object
1003 * being removed. 1153 * being removed.
1004 */ 1154 */
1005
1006 if (tmp->type == PLAYER && tmp != this)
1007 {
1008 /* If a container that the player is currently using somehow gets
1009 * removed (most likely destroyed), update the player view
1010 * appropriately.
1011 */
1012 if (tmp->container == this)
1013 {
1014 flag [FLAG_APPLIED] = 0;
1015 tmp->container = 0;
1016 }
1017
1018 if (tmp->contr->ns)
1019 tmp->contr->ns->floorbox_update ();
1020 }
1021 1155
1022 /* See if object moving off should effect something */ 1156 /* See if object moving off should effect something */
1023 if (check_walk_off 1157 if (check_walk_off
1024 && ((move_type & tmp->move_off) 1158 && ((move_type & tmp->move_off)
1025 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1159 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1028 1162
1029 if (destroyed ()) 1163 if (destroyed ())
1030 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1164 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1031 } 1165 }
1032 1166
1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1035 if (tmp->above == tmp)
1036 tmp->above = 0;
1037
1038 last = tmp; 1167 last = tmp;
1039 } 1168 }
1040 1169
1041 /* last == NULL if there are no objects on this space */ 1170 if (map->darkness && affects_los ())
1042 //TODO: this makes little sense, why only update the topmost object?
1043 if (!last)
1044 map->at (x, y).flags_ = 0;
1045 else
1046 update_object (last, UP_OBJ_REMOVE);
1047
1048 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1049 update_all_los (map, x, y); 1171 update_all_los (map, x, y);
1050 } 1172 }
1051} 1173}
1052 1174
1053/* 1175/*
1062merge_ob (object *op, object *top) 1184merge_ob (object *op, object *top)
1063{ 1185{
1064 if (!op->nrof) 1186 if (!op->nrof)
1065 return 0; 1187 return 0;
1066 1188
1067 if (top) 1189 if (!top)
1068 for (top = op; top && top->above; top = top->above) 1190 for (top = op; top && top->above; top = top->above)
1069 ; 1191 ;
1070 1192
1071 for (; top; top = top->below) 1193 for (; top; top = top->below)
1072 {
1073 if (top == op)
1074 continue;
1075
1076 if (object::can_merge (op, top)) 1194 if (object::can_merge (op, top))
1077 { 1195 {
1078 top->nrof += op->nrof; 1196 top->nrof += op->nrof;
1079 1197
1080/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1198 if (object *pl = top->visible_to ())
1081 op->weight = 0; /* Don't want any adjustements now */ 1199 esrv_update_item (UPD_NROF, pl, top);
1200
1201 op->weight = 0; // cancel the addition above
1202 op->carrying = 0; // must be 0 already
1203
1082 op->destroy (); 1204 op->destroy ();
1205
1083 return top; 1206 return top;
1084 } 1207 }
1085 }
1086 1208
1087 return 0; 1209 return 0;
1088} 1210}
1089 1211
1212void
1213object::expand_tail ()
1214{
1215 if (more)
1216 return;
1217
1218 object *prev = this;
1219
1220 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1221 {
1222 object *op = arch_to_object (at);
1223
1224 op->name = name;
1225 op->name_pl = name_pl;
1226 op->title = title;
1227
1228 op->head = this;
1229 prev->more = op;
1230
1231 prev = op;
1232 }
1233}
1234
1090/* 1235/*
1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1236 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1092 * job preparing multi-part monsters 1237 * job preparing multi-part monsters.
1093 */ 1238 */
1094object * 1239object *
1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1240insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1096{ 1241{
1242 op->remove ();
1243
1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1244 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1098 { 1245 {
1099 tmp->x = x + tmp->arch->clone.x; 1246 tmp->x = x + tmp->arch->x;
1100 tmp->y = y + tmp->arch->clone.y; 1247 tmp->y = y + tmp->arch->y;
1101 } 1248 }
1102 1249
1103 return insert_ob_in_map (op, m, originator, flag); 1250 return insert_ob_in_map (op, m, originator, flag);
1104} 1251}
1105 1252
1124 * just 'op' otherwise 1271 * just 'op' otherwise
1125 */ 1272 */
1126object * 1273object *
1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1128{ 1275{
1129 object *tmp, *top, *floor = NULL; 1276 op->remove ();
1130 sint16 x, y;
1131 1277
1132 if (QUERY_FLAG (op, FLAG_FREED)) 1278 if (m == &freed_map)//D TODO: remove soon
1133 { 1279 {//D
1134 LOG (llevError, "Trying to insert freed object!\n"); 1280 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1135 return NULL;
1136 } 1281 }//D
1137
1138 if (!m)
1139 {
1140 char *dump = dump_object (op);
1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1142 free (dump);
1143 return op;
1144 }
1145
1146 if (out_of_map (m, op->x, op->y))
1147 {
1148 char *dump = dump_object (op);
1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1150#ifdef MANY_CORES
1151 /* Better to catch this here, as otherwise the next use of this object
1152 * is likely to cause a crash. Better to find out where it is getting
1153 * improperly inserted.
1154 */
1155 abort ();
1156#endif
1157 free (dump);
1158 return op;
1159 }
1160
1161 if (!QUERY_FLAG (op, FLAG_REMOVED))
1162 {
1163 char *dump = dump_object (op);
1164 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1165 free (dump);
1166 return op;
1167 }
1168
1169 if (op->more)
1170 {
1171 /* The part may be on a different map. */
1172
1173 object *more = op->more;
1174
1175 /* We really need the caller to normalise coordinates - if
1176 * we set the map, that doesn't work if the location is within
1177 * a map and this is straddling an edge. So only if coordinate
1178 * is clear wrong do we normalise it.
1179 */
1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1182 else if (!more->map)
1183 {
1184 /* For backwards compatibility - when not dealing with tiled maps,
1185 * more->map should always point to the parent.
1186 */
1187 more->map = m;
1188 }
1189
1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1191 {
1192 if (!op->head)
1193 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1194
1195 return 0;
1196 }
1197 }
1198
1199 CLEAR_FLAG (op, FLAG_REMOVED);
1200 1282
1201 /* Ideally, the caller figures this out. However, it complicates a lot 1283 /* Ideally, the caller figures this out. However, it complicates a lot
1202 * of areas of callers (eg, anything that uses find_free_spot would now 1284 * of areas of callers (eg, anything that uses find_free_spot would now
1203 * need extra work 1285 * need extra work
1204 */ 1286 */
1205 op->map = get_map_from_coord (m, &op->x, &op->y); 1287 if (!xy_normalise (m, op->x, op->y))
1206 x = op->x; 1288 {
1207 y = op->y; 1289 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1290 return 0;
1291 }
1292
1293 if (object *more = op->more)
1294 if (!insert_ob_in_map (more, m, originator, flag))
1295 return 0;
1296
1297 CLEAR_FLAG (op, FLAG_REMOVED);
1298
1299 op->map = m;
1300 mapspace &ms = op->ms ();
1208 1301
1209 /* this has to be done after we translate the coordinates. 1302 /* this has to be done after we translate the coordinates.
1210 */ 1303 */
1211 if (op->nrof && !(flag & INS_NO_MERGE)) 1304 if (op->nrof && !(flag & INS_NO_MERGE))
1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1213 if (object::can_merge (op, tmp)) 1306 if (object::can_merge (op, tmp))
1214 { 1307 {
1308 // TODO: we actually want to update tmp, not op,
1309 // but some caller surely breaks when we return tmp
1310 // from here :/
1215 op->nrof += tmp->nrof; 1311 op->nrof += tmp->nrof;
1216 tmp->destroy (); 1312 tmp->destroy ();
1217 } 1313 }
1218 1314
1219 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1228 { 1324 {
1229 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1230 abort (); 1326 abort ();
1231 } 1327 }
1232 1328
1329 if (!originator->is_on_map ())
1330 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1331 op->debug_desc (), originator->debug_desc ());
1332
1233 op->above = originator; 1333 op->above = originator;
1234 op->below = originator->below; 1334 op->below = originator->below;
1235
1236 if (op->below)
1237 op->below->above = op;
1238 else
1239 op->ms ().bot = op;
1240
1241 /* since *below* originator, no need to update top */
1242 originator->below = op; 1335 originator->below = op;
1336
1337 *(op->below ? &op->below->above : &ms.bot) = op;
1243 } 1338 }
1244 else 1339 else
1245 { 1340 {
1341 object *floor = 0;
1342 object *top = ms.top;
1343
1246 /* If there are other objects, then */ 1344 /* If there are other objects, then */
1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1345 if (top)
1248 { 1346 {
1249 object *last = 0;
1250
1251 /* 1347 /*
1252 * If there are multiple objects on this space, we do some trickier handling. 1348 * If there are multiple objects on this space, we do some trickier handling.
1253 * We've already dealt with merging if appropriate. 1349 * We've already dealt with merging if appropriate.
1254 * Generally, we want to put the new object on top. But if 1350 * Generally, we want to put the new object on top. But if
1255 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1258 * once we get to them. This reduces the need to traverse over all of 1354 * once we get to them. This reduces the need to traverse over all of
1259 * them when adding another one - this saves quite a bit of cpu time 1355 * them when adding another one - this saves quite a bit of cpu time
1260 * when lots of spells are cast in one area. Currently, it is presumed 1356 * when lots of spells are cast in one area. Currently, it is presumed
1261 * that flying non pickable objects are spell objects. 1357 * that flying non pickable objects are spell objects.
1262 */ 1358 */
1263 while (top) 1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1264 { 1360 {
1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1361 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1266 floor = top; 1362 floor = tmp;
1267 1363
1268 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1364 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1269 { 1365 {
1270 /* We insert above top, so we want this object below this */ 1366 /* We insert above top, so we want this object below this */
1271 top = top->below; 1367 top = tmp->below;
1272 break; 1368 break;
1273 } 1369 }
1274 1370
1275 last = top;
1276 top = top->above; 1371 top = tmp;
1277 } 1372 }
1278
1279 /* Don't want top to be NULL, so set it to the last valid object */
1280 top = last;
1281 1373
1282 /* We let update_position deal with figuring out what the space 1374 /* We let update_position deal with figuring out what the space
1283 * looks like instead of lots of conditions here. 1375 * looks like instead of lots of conditions here.
1284 * makes things faster, and effectively the same result. 1376 * makes things faster, and effectively the same result.
1285 */ 1377 */
1286 1378
1287 /* Have object 'fall below' other objects that block view. 1379 /* Have object 'fall below' other objects that block view.
1288 * Unless those objects are exits, type 66 1380 * Unless those objects are exits.
1289 * If INS_ON_TOP is used, don't do this processing 1381 * If INS_ON_TOP is used, don't do this processing
1290 * Need to find the object that in fact blocks view, otherwise 1382 * Need to find the object that in fact blocks view, otherwise
1291 * stacking is a bit odd. 1383 * stacking is a bit odd.
1292 */ 1384 */
1293 if (!(flag & INS_ON_TOP) && 1385 if (!(flag & INS_ON_TOP)
1294 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1386 && ms.flags () & P_BLOCKSVIEW
1387 && (op->face && !faces [op->face].visibility))
1295 { 1388 {
1389 object *last;
1390
1296 for (last = top; last != floor; last = last->below) 1391 for (last = top; last != floor; last = last->below)
1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1392 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1298 break; 1393 break;
1394
1299 /* Check to see if we found the object that blocks view, 1395 /* Check to see if we found the object that blocks view,
1300 * and make sure we have a below pointer for it so that 1396 * and make sure we have a below pointer for it so that
1301 * we can get inserted below this one, which requires we 1397 * we can get inserted below this one, which requires we
1302 * set top to the object below us. 1398 * set top to the object below us.
1303 */ 1399 */
1304 if (last && last->below && last != floor) 1400 if (last && last->below && last != floor)
1305 top = last->below; 1401 top = last->below;
1306 } 1402 }
1307 } /* If objects on this space */ 1403 } /* If objects on this space */
1308 1404
1309 if (flag & INS_MAP_LOAD)
1310 top = GET_MAP_TOP (op->map, op->x, op->y);
1311
1312 if (flag & INS_ABOVE_FLOOR_ONLY) 1405 if (flag & INS_ABOVE_FLOOR_ONLY)
1313 top = floor; 1406 top = floor;
1314 1407
1315 /* Top is the object that our object (op) is going to get inserted above. 1408 // insert object above top, or bottom-most if top = 0
1316 */
1317
1318 /* First object on this space */
1319 if (!top) 1409 if (!top)
1320 { 1410 {
1321 op->above = GET_MAP_OB (op->map, op->x, op->y);
1322
1323 if (op->above)
1324 op->above->below = op;
1325
1326 op->below = 0; 1411 op->below = 0;
1412 op->above = ms.bot;
1327 op->ms ().bot = op; 1413 ms.bot = op;
1414
1415 *(op->above ? &op->above->below : &ms.top) = op;
1328 } 1416 }
1329 else 1417 else
1330 { /* get inserted into the stack above top */ 1418 {
1331 op->above = top->above; 1419 op->above = top->above;
1332
1333 if (op->above)
1334 op->above->below = op; 1420 top->above = op;
1335 1421
1336 op->below = top; 1422 op->below = top;
1337 top->above = op; 1423 *(op->above ? &op->above->below : &ms.top) = op;
1338 } 1424 }
1339 1425 }
1340 if (!op->above)
1341 op->ms ().top = op;
1342 } /* else not INS_BELOW_ORIGINATOR */
1343 1426
1344 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1345 { 1428 {
1346 op->contr->do_los = 1; 1429 op->contr->do_los = 1;
1347 ++op->map->players; 1430 ++op->map->players;
1348 op->map->touch (); 1431 op->map->touch ();
1349 } 1432 }
1350 1433
1351 op->map->dirty = true; 1434 op->map->dirty = true;
1352 1435
1353 /* If we have a floor, we know the player, if any, will be above
1354 * it, so save a few ticks and start from there.
1355 */
1356 if (!(flag & INS_MAP_LOAD))
1357 if (object *pl = op->ms ().player ()) 1436 if (object *pl = ms.player ())
1437 //TODO: the floorbox prev/next might need updating
1438 //esrv_send_item (pl, op);
1439 //TODO: update floorbox to preserve ordering
1358 if (pl->contr->ns) 1440 if (pl->contr->ns)
1359 pl->contr->ns->floorbox_update (); 1441 pl->contr->ns->floorbox_update ();
1360 1442
1361 /* If this object glows, it may affect lighting conditions that are 1443 /* If this object glows, it may affect lighting conditions that are
1362 * visible to others on this map. But update_all_los is really 1444 * visible to others on this map. But update_all_los is really
1363 * an inefficient way to do this, as it means los for all players 1445 * an inefficient way to do this, as it means los for all players
1364 * on the map will get recalculated. The players could very well 1446 * on the map will get recalculated. The players could very well
1365 * be far away from this change and not affected in any way - 1447 * be far away from this change and not affected in any way -
1366 * this should get redone to only look for players within range, 1448 * this should get redone to only look for players within range,
1367 * or just updating the P_UPTODATE for spaces within this area 1449 * or just updating the P_UPTODATE for spaces within this area
1368 * of effect may be sufficient. 1450 * of effect may be sufficient.
1369 */ 1451 */
1370 if (op->map->darkness && (op->glow_radius != 0)) 1452 if (op->affects_los () && op->map->darkness)
1453 {
1454 op->ms ().invalidate ();
1371 update_all_los (op->map, op->x, op->y); 1455 update_all_los (op->map, op->x, op->y);
1456 }
1372 1457
1373 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1458 /* updates flags (blocked, alive, no magic, etc) for this map space */
1374 update_object (op, UP_OBJ_INSERT); 1459 update_object (op, UP_OBJ_INSERT);
1375 1460
1376 INVOKE_OBJECT (INSERT, op); 1461 INVOKE_OBJECT (INSERT, op);
1383 * blocked() and wall() work properly), and these flags are updated by 1468 * blocked() and wall() work properly), and these flags are updated by
1384 * update_object(). 1469 * update_object().
1385 */ 1470 */
1386 1471
1387 /* if this is not the head or flag has been passed, don't check walk on status */ 1472 /* if this is not the head or flag has been passed, don't check walk on status */
1388 if (!(flag & INS_NO_WALK_ON) && !op->head) 1473 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1389 { 1474 {
1390 if (check_move_on (op, originator)) 1475 if (check_move_on (op, originator))
1391 return 0; 1476 return 0;
1392 1477
1393 /* If we are a multi part object, lets work our way through the check 1478 /* If we are a multi part object, lets work our way through the check
1394 * walk on's. 1479 * walk on's.
1395 */ 1480 */
1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1481 for (object *tmp = op->more; tmp; tmp = tmp->more)
1397 if (check_move_on (tmp, originator)) 1482 if (check_move_on (tmp, originator))
1398 return 0; 1483 return 0;
1399 } 1484 }
1400 1485
1401 return op; 1486 return op;
1406 * op is the object to insert it under: supplies x and the map. 1491 * op is the object to insert it under: supplies x and the map.
1407 */ 1492 */
1408void 1493void
1409replace_insert_ob_in_map (const char *arch_string, object *op) 1494replace_insert_ob_in_map (const char *arch_string, object *op)
1410{ 1495{
1411 object *tmp, *tmp1;
1412
1413 /* first search for itself and remove any old instances */ 1496 /* first search for itself and remove any old instances */
1414 1497
1415 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1417 tmp->destroy (); 1500 tmp->destroy ();
1418 1501
1419 tmp1 = arch_to_object (archetype::find (arch_string)); 1502 object *tmp = arch_to_object (archetype::find (arch_string));
1420 1503
1421 tmp1->x = op->x; 1504 tmp->x = op->x;
1422 tmp1->y = op->y; 1505 tmp->y = op->y;
1506
1423 insert_ob_in_map (tmp1, op->map, op, 0); 1507 insert_ob_in_map (tmp, op->map, op, 0);
1424} 1508}
1425 1509
1426object * 1510object *
1427object::insert_at (object *where, object *originator, int flags) 1511object::insert_at (object *where, object *originator, int flags)
1428{ 1512{
1513 if (where->env)
1514 return where->env->insert (this);
1515 else
1429 where->map->insert (this, where->x, where->y, originator, flags); 1516 return where->map->insert (this, where->x, where->y, originator, flags);
1430} 1517}
1431 1518
1432/* 1519/*
1433 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1434 * is returned contains nr objects, and the remaining parts contains
1435 * the rest (or is removed and freed if that number is 0).
1436 * On failure, NULL is returned, and the reason put into the
1437 * global static errmsg array.
1438 */
1439object *
1440get_split_ob (object *orig_ob, uint32 nr)
1441{
1442 object *newob;
1443 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1444
1445 if (orig_ob->nrof < nr)
1446 {
1447 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1448 return NULL;
1449 }
1450
1451 newob = object_create_clone (orig_ob);
1452
1453 if ((orig_ob->nrof -= nr) < 1)
1454 orig_ob->destroy (1);
1455 else if (!is_removed)
1456 {
1457 if (orig_ob->env != NULL)
1458 sub_weight (orig_ob->env, orig_ob->weight * nr);
1459 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1460 {
1461 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1462 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1463 return NULL;
1464 }
1465 }
1466
1467 newob->nrof = nr;
1468
1469 return newob;
1470}
1471
1472/*
1473 * decrease_ob_nr(object, number) decreases a specified number from 1520 * decrease(object, number) decreases a specified number from
1474 * the amount of an object. If the amount reaches 0, the object 1521 * the amount of an object. If the amount reaches 0, the object
1475 * is subsequently removed and freed. 1522 * is subsequently removed and freed.
1476 * 1523 *
1477 * Return value: 'op' if something is left, NULL if the amount reached 0 1524 * Return value: 'op' if something is left, NULL if the amount reached 0
1478 */ 1525 */
1526bool
1527object::decrease (sint32 nr)
1528{
1529 if (!nr)
1530 return true;
1479 1531
1532 nr = min (nr, nrof);
1533
1534 if (nrof > nr)
1535 {
1536 nrof -= nr;
1537 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1538
1539 if (object *pl = visible_to ())
1540 esrv_update_item (UPD_NROF, pl, this);
1541
1542 return true;
1543 }
1544 else
1545 {
1546 destroy ();
1547 return false;
1548 }
1549}
1550
1551/*
1552 * split(ob,nr) splits up ob into two parts. The part which
1553 * is returned contains nr objects, and the remaining parts contains
1554 * the rest (or is removed and returned if that number is 0).
1555 * On failure, NULL is returned.
1556 */
1480object * 1557object *
1481decrease_ob_nr (object *op, uint32 i) 1558object::split (sint32 nr)
1482{ 1559{
1483 object *tmp; 1560 int have = number_of ();
1484 1561
1485 if (i == 0) /* objects with op->nrof require this check */ 1562 if (have < nr)
1486 return op; 1563 return 0;
1487 1564 else if (have == nr)
1488 if (i > op->nrof)
1489 i = op->nrof;
1490
1491 if (QUERY_FLAG (op, FLAG_REMOVED))
1492 op->nrof -= i;
1493 else if (op->env)
1494 { 1565 {
1495 /* is this object in the players inventory, or sub container
1496 * therein?
1497 */
1498 tmp = op->in_player ();
1499 /* nope. Is this a container the player has opened?
1500 * If so, set tmp to that player.
1501 * IMO, searching through all the players will mostly
1502 * likely be quicker than following op->env to the map,
1503 * and then searching the map for a player.
1504 */
1505 if (!tmp)
1506 for_all_players (pl)
1507 if (pl->ob->container == op->env)
1508 {
1509 tmp = pl->ob;
1510 break;
1511 }
1512
1513 if (i < op->nrof)
1514 {
1515 sub_weight (op->env, op->weight * i);
1516 op->nrof -= i;
1517 if (tmp)
1518 esrv_send_item (tmp, op);
1519 }
1520 else
1521 {
1522 op->remove (); 1566 remove ();
1523 op->nrof = 0; 1567 return this;
1524 if (tmp)
1525 esrv_del_item (tmp->contr, op->count);
1526 }
1527 } 1568 }
1528 else 1569 else
1529 { 1570 {
1530 object *above = op->above; 1571 decrease (nr);
1531 1572
1532 if (i < op->nrof) 1573 object *op = deep_clone ();
1533 op->nrof -= i; 1574 op->nrof = nr;
1534 else
1535 {
1536 op->remove ();
1537 op->nrof = 0;
1538 }
1539
1540 /* Since we just removed op, op->above is null */
1541 for (tmp = above; tmp; tmp = tmp->above)
1542 if (tmp->type == PLAYER)
1543 {
1544 if (op->nrof)
1545 esrv_send_item (tmp, op);
1546 else
1547 esrv_del_item (tmp->contr, op->count);
1548 }
1549 }
1550
1551 if (op->nrof)
1552 return op; 1575 return op;
1553 else
1554 {
1555 op->destroy ();
1556 return 0;
1557 }
1558}
1559
1560/*
1561 * add_weight(object, weight) adds the specified weight to an object,
1562 * and also updates how much the environment(s) is/are carrying.
1563 */
1564
1565void
1566add_weight (object *op, signed long weight)
1567{
1568 while (op != NULL)
1569 {
1570 if (op->type == CONTAINER)
1571 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1572
1573 op->carrying += weight;
1574 op = op->env;
1575 } 1576 }
1576} 1577}
1577 1578
1578object * 1579object *
1579insert_ob_in_ob (object *op, object *where) 1580insert_ob_in_ob (object *op, object *where)
1584 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1585 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1585 free (dump); 1586 free (dump);
1586 return op; 1587 return op;
1587 } 1588 }
1588 1589
1589 if (where->head) 1590 if (where->head_ () != where)
1590 { 1591 {
1591 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1592 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1592 where = where->head; 1593 where = where->head;
1593 } 1594 }
1594 1595
1595 return where->insert (op); 1596 return where->insert (op);
1596} 1597}
1601 * inside the object environment. 1602 * inside the object environment.
1602 * 1603 *
1603 * The function returns now pointer to inserted item, and return value can 1604 * The function returns now pointer to inserted item, and return value can
1604 * be != op, if items are merged. -Tero 1605 * be != op, if items are merged. -Tero
1605 */ 1606 */
1606
1607object * 1607object *
1608object::insert (object *op) 1608object::insert (object *op)
1609{ 1609{
1610 object *tmp, *otmp;
1611
1612 if (!QUERY_FLAG (op, FLAG_REMOVED))
1613 op->remove ();
1614
1615 if (op->more) 1610 if (op->more)
1616 { 1611 {
1617 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1612 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1618 return op; 1613 return op;
1619 } 1614 }
1620 1615
1621 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1616 op->remove ();
1622 CLEAR_FLAG (op, FLAG_REMOVED); 1617
1618 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1619
1623 if (op->nrof) 1620 if (op->nrof)
1624 {
1625 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1621 for (object *tmp = inv; tmp; tmp = tmp->below)
1626 if (object::can_merge (tmp, op)) 1622 if (object::can_merge (tmp, op))
1627 { 1623 {
1628 /* return the original object and remove inserted object 1624 /* return the original object and remove inserted object
1629 (client needs the original object) */ 1625 (client needs the original object) */
1630 tmp->nrof += op->nrof; 1626 tmp->nrof += op->nrof;
1631 /* Weight handling gets pretty funky. Since we are adding to 1627
1632 * tmp->nrof, we need to increase the weight. 1628 if (object *pl = tmp->visible_to ())
1633 */ 1629 esrv_update_item (UPD_NROF, pl, tmp);
1630
1634 add_weight (this, op->weight * op->nrof); 1631 adjust_weight (this, op->total_weight ());
1635 SET_FLAG (op, FLAG_REMOVED); 1632
1636 op->destroy (); /* free the inserted object */ 1633 op->destroy ();
1637 op = tmp; 1634 op = tmp;
1638 op->remove (); /* and fix old object's links */ 1635 goto inserted;
1639 CLEAR_FLAG (op, FLAG_REMOVED);
1640 break;
1641 } 1636 }
1642 1637
1643 /* I assume combined objects have no inventory 1638 op->owner = 0; // it's his/hers now. period.
1644 * We add the weight - this object could have just been removed
1645 * (if it was possible to merge). calling remove_ob will subtract
1646 * the weight, so we need to add it in again, since we actually do
1647 * the linking below
1648 */
1649 add_weight (this, op->weight * op->nrof);
1650 }
1651 else
1652 add_weight (this, (op->weight + op->carrying));
1653
1654 otmp = this->in_player ();
1655 if (otmp && otmp->contr)
1656 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1657 otmp->update_stats ();
1658
1659 op->map = 0; 1639 op->map = 0;
1660 op->env = this; 1640 op->x = 0;
1641 op->y = 0;
1642
1661 op->above = 0; 1643 op->above = 0;
1662 op->below = 0; 1644 op->below = inv;
1663 op->x = 0, op->y = 0; 1645 op->env = this;
1664 1646
1647 if (inv)
1648 inv->above = op;
1649
1650 inv = op;
1651
1652 op->flag [FLAG_REMOVED] = 0;
1653
1654 if (object *pl = op->visible_to ())
1655 esrv_send_item (pl, op);
1656
1657 adjust_weight (this, op->total_weight ());
1658
1659inserted:
1665 /* reset the light list and los of the players on the map */ 1660 /* reset the light list and los of the players on the map */
1666 if ((op->glow_radius != 0) && map) 1661 if (op->glow_radius && is_on_map () && map->darkness)
1667 { 1662 {
1668#ifdef DEBUG_LIGHTS 1663 update_stats ();
1669 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1670#endif /* DEBUG_LIGHTS */
1671 if (map->darkness)
1672 update_all_los (map, x, y); 1664 update_all_los (map, x, y);
1673 }
1674
1675 /* Client has no idea of ordering so lets not bother ordering it here.
1676 * It sure simplifies this function...
1677 */
1678 if (!inv)
1679 inv = op;
1680 else
1681 { 1665 }
1682 op->below = inv; 1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1683 op->below->above = op; 1667 // if this is a player's inventory, update stats
1684 inv = op; 1668 update_stats ();
1685 }
1686 1669
1687 INVOKE_OBJECT (INSERT, this); 1670 INVOKE_OBJECT (INSERT, this);
1688 1671
1689 return op; 1672 return op;
1690} 1673}
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1754 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1755 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 { 1756 {
1774 1757
1775 float 1758 float
1776 diff = tmp->move_slow_penalty * FABS (op->speed); 1759 diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1760
1778 if (op->type == PLAYER) 1761 if (op->type == PLAYER)
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1762 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1763 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0; 1764 diff /= 4.0;
1818 LOG (llevError, "Present_arch called outside map.\n"); 1801 LOG (llevError, "Present_arch called outside map.\n");
1819 return NULL; 1802 return NULL;
1820 } 1803 }
1821 1804
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1805 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1823 if (tmp->arch == at) 1806 if (tmp->arch->archname == at->archname)
1824 return tmp; 1807 return tmp;
1825 1808
1826 return NULL; 1809 return NULL;
1827} 1810}
1828 1811
1892 * The first matching object is returned, or NULL if none. 1875 * The first matching object is returned, or NULL if none.
1893 */ 1876 */
1894object * 1877object *
1895present_arch_in_ob (const archetype *at, const object *op) 1878present_arch_in_ob (const archetype *at, const object *op)
1896{ 1879{
1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1898 if (tmp->arch == at) 1881 if (tmp->arch->archname == at->archname)
1899 return tmp; 1882 return tmp;
1900 1883
1901 return NULL; 1884 return NULL;
1902} 1885}
1903 1886
1905 * activate recursively a flag on an object inventory 1888 * activate recursively a flag on an object inventory
1906 */ 1889 */
1907void 1890void
1908flag_inv (object *op, int flag) 1891flag_inv (object *op, int flag)
1909{ 1892{
1910 if (op->inv)
1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1893 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1912 { 1894 {
1913 SET_FLAG (tmp, flag); 1895 SET_FLAG (tmp, flag);
1914 flag_inv (tmp, flag); 1896 flag_inv (tmp, flag);
1915 } 1897 }
1916} 1898}
1917 1899
1918/* 1900/*
1919 * deactivate recursively a flag on an object inventory 1901 * deactivate recursively a flag on an object inventory
1920 */ 1902 */
1921void 1903void
1922unflag_inv (object *op, int flag) 1904unflag_inv (object *op, int flag)
1923{ 1905{
1924 if (op->inv)
1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1926 { 1907 {
1927 CLEAR_FLAG (tmp, flag); 1908 CLEAR_FLAG (tmp, flag);
1928 unflag_inv (tmp, flag); 1909 unflag_inv (tmp, flag);
1929 } 1910 }
1930}
1931
1932/*
1933 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1934 * all it's inventory (recursively).
1935 * If checksums are used, a player will get set_cheat called for
1936 * him/her-self and all object carried by a call to this function.
1937 */
1938void
1939set_cheat (object *op)
1940{
1941 SET_FLAG (op, FLAG_WAS_WIZ);
1942 flag_inv (op, FLAG_WAS_WIZ);
1943} 1911}
1944 1912
1945/* 1913/*
1946 * find_free_spot(object, map, x, y, start, stop) will search for 1914 * find_free_spot(object, map, x, y, start, stop) will search for
1947 * a spot at the given map and coordinates which will be able to contain 1915 * a spot at the given map and coordinates which will be able to contain
1949 * to search (see the freearr_x/y[] definition). 1917 * to search (see the freearr_x/y[] definition).
1950 * It returns a random choice among the alternatives found. 1918 * It returns a random choice among the alternatives found.
1951 * start and stop are where to start relative to the free_arr array (1,9 1919 * start and stop are where to start relative to the free_arr array (1,9
1952 * does all 4 immediate directions). This returns the index into the 1920 * does all 4 immediate directions). This returns the index into the
1953 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1921 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1954 * Note - this only checks to see if there is space for the head of the
1955 * object - if it is a multispace object, this should be called for all
1956 * pieces.
1957 * Note2: This function does correctly handle tiled maps, but does not 1922 * Note: This function does correctly handle tiled maps, but does not
1958 * inform the caller. However, insert_ob_in_map will update as 1923 * inform the caller. However, insert_ob_in_map will update as
1959 * necessary, so the caller shouldn't need to do any special work. 1924 * necessary, so the caller shouldn't need to do any special work.
1960 * Note - updated to take an object instead of archetype - this is necessary 1925 * Note - updated to take an object instead of archetype - this is necessary
1961 * because arch_blocked (now ob_blocked) needs to know the movement type 1926 * because arch_blocked (now ob_blocked) needs to know the movement type
1962 * to know if the space in question will block the object. We can't use 1927 * to know if the space in question will block the object. We can't use
1964 * customized, changed states, etc. 1929 * customized, changed states, etc.
1965 */ 1930 */
1966int 1931int
1967find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1932find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1968{ 1933{
1934 int altern[SIZEOFFREE];
1969 int index = 0, flag; 1935 int index = 0, flag;
1970 int altern[SIZEOFFREE];
1971 1936
1972 for (int i = start; i < stop; i++) 1937 for (int i = start; i < stop; i++)
1973 { 1938 {
1974 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1939 mapxy pos (m, x, y); pos.move (i);
1975 if (!flag) 1940
1941 if (!pos.normalise ())
1942 continue;
1943
1944 mapspace &ms = *pos;
1945
1946 if (ms.flags () & P_IS_ALIVE)
1947 continue;
1948
1949 /* However, often
1950 * ob doesn't have any move type (when used to place exits)
1951 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1952 */
1953 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1954 {
1976 altern [index++] = i; 1955 altern [index++] = i;
1956 continue;
1957 }
1977 1958
1978 /* Basically, if we find a wall on a space, we cut down the search size. 1959 /* Basically, if we find a wall on a space, we cut down the search size.
1979 * In this way, we won't return spaces that are on another side of a wall. 1960 * In this way, we won't return spaces that are on another side of a wall.
1980 * This mostly work, but it cuts down the search size in all directions - 1961 * This mostly work, but it cuts down the search size in all directions -
1981 * if the space being examined only has a wall to the north and empty 1962 * if the space being examined only has a wall to the north and empty
1982 * spaces in all the other directions, this will reduce the search space 1963 * spaces in all the other directions, this will reduce the search space
1983 * to only the spaces immediately surrounding the target area, and 1964 * to only the spaces immediately surrounding the target area, and
1984 * won't look 2 spaces south of the target space. 1965 * won't look 2 spaces south of the target space.
1985 */ 1966 */
1986 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1967 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1968 {
1987 stop = maxfree[i]; 1969 stop = maxfree[i];
1970 continue;
1971 }
1972
1973 /* Note it is intentional that we check ob - the movement type of the
1974 * head of the object should correspond for the entire object.
1975 */
1976 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1977 continue;
1978
1979 if (ob->blocked (pos.m, pos.x, pos.y))
1980 continue;
1981
1982 altern [index++] = i;
1988 } 1983 }
1989 1984
1990 if (!index) 1985 if (!index)
1991 return -1; 1986 return -1;
1992 1987
1993 return altern[RANDOM () % index]; 1988 return altern [rndm (index)];
1994} 1989}
1995 1990
1996/* 1991/*
1997 * find_first_free_spot(archetype, maptile, x, y) works like 1992 * find_first_free_spot(archetype, maptile, x, y) works like
1998 * find_free_spot(), but it will search max number of squares. 1993 * find_free_spot(), but it will search max number of squares.
2001 */ 1996 */
2002int 1997int
2003find_first_free_spot (const object *ob, maptile *m, int x, int y) 1998find_first_free_spot (const object *ob, maptile *m, int x, int y)
2004{ 1999{
2005 for (int i = 0; i < SIZEOFFREE; i++) 2000 for (int i = 0; i < SIZEOFFREE; i++)
2006 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2001 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2007 return i; 2002 return i;
2008 2003
2009 return -1; 2004 return -1;
2010} 2005}
2011 2006
2019{ 2014{
2020 arr += begin; 2015 arr += begin;
2021 end -= begin; 2016 end -= begin;
2022 2017
2023 while (--end) 2018 while (--end)
2024 swap (arr [end], arr [RANDOM () % (end + 1)]); 2019 swap (arr [end], arr [rndm (end + 1)]);
2025} 2020}
2026 2021
2027/* new function to make monster searching more efficient, and effective! 2022/* new function to make monster searching more efficient, and effective!
2028 * This basically returns a randomized array (in the passed pointer) of 2023 * This basically returns a randomized array (in the passed pointer) of
2029 * the spaces to find monsters. In this way, it won't always look for 2024 * the spaces to find monsters. In this way, it won't always look for
2065 object *tmp; 2060 object *tmp;
2066 maptile *mp; 2061 maptile *mp;
2067 2062
2068 MoveType blocked, move_type; 2063 MoveType blocked, move_type;
2069 2064
2070 if (exclude && exclude->head) 2065 if (exclude && exclude->head_ () != exclude)
2071 { 2066 {
2072 exclude = exclude->head; 2067 exclude = exclude->head;
2073 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2074 } 2069 }
2075 else 2070 else
2098 max = maxfree[i]; 2093 max = maxfree[i];
2099 else if (mflags & P_IS_ALIVE) 2094 else if (mflags & P_IS_ALIVE)
2100 { 2095 {
2101 for (tmp = ms.bot; tmp; tmp = tmp->above) 2096 for (tmp = ms.bot; tmp; tmp = tmp->above)
2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2103 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2104 break; 2099 break;
2105 2100
2106 if (tmp) 2101 if (tmp)
2107 return freedir[i]; 2102 return freedir[i];
2108 } 2103 }
2288 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2283 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2289 * core dumps if they do. 2284 * core dumps if they do.
2290 * 2285 *
2291 * Add a check so we can't pick up invisible objects (0.93.8) 2286 * Add a check so we can't pick up invisible objects (0.93.8)
2292 */ 2287 */
2293
2294int 2288int
2295can_pick (const object *who, const object *item) 2289can_pick (const object *who, const object *item)
2296{ 2290{
2297 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2291 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2298 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2292 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2301 2295
2302/* 2296/*
2303 * create clone from object to another 2297 * create clone from object to another
2304 */ 2298 */
2305object * 2299object *
2306object_create_clone (object *asrc) 2300object::deep_clone ()
2307{ 2301{
2308 object *dst = 0, *tmp, *src, *part, *prev, *item; 2302 assert (("deep_clone called on non-head object", is_head ()));
2309 2303
2310 if (!asrc) 2304 object *dst = clone ();
2311 return 0;
2312 2305
2313 src = asrc; 2306 object *prev = dst;
2314 if (src->head)
2315 src = src->head;
2316
2317 prev = 0;
2318 for (part = src; part; part = part->more) 2307 for (object *part = this->more; part; part = part->more)
2319 { 2308 {
2320 tmp = part->clone (); 2309 object *tmp = part->clone ();
2321 tmp->x -= src->x;
2322 tmp->y -= src->y;
2323
2324 if (!part->head)
2325 {
2326 dst = tmp;
2327 tmp->head = 0;
2328 }
2329 else
2330 tmp->head = dst; 2310 tmp->head = dst;
2331
2332 tmp->more = 0;
2333
2334 if (prev)
2335 prev->more = tmp; 2311 prev->more = tmp;
2336
2337 prev = tmp; 2312 prev = tmp;
2338 } 2313 }
2339 2314
2340 for (item = src->inv; item; item = item->below) 2315 for (object *item = inv; item; item = item->below)
2341 insert_ob_in_ob (object_create_clone (item), dst); 2316 insert_ob_in_ob (item->deep_clone (), dst);
2342 2317
2343 return dst; 2318 return dst;
2344}
2345
2346/* GROS - Creates an object using a string representing its content. */
2347/* Basically, we save the content of the string to a temp file, then call */
2348/* load_object on it. I admit it is a highly inefficient way to make things, */
2349/* but it was simple to make and allows reusing the load_object function. */
2350/* Remember not to use load_object_str in a time-critical situation. */
2351/* Also remember that multiparts objects are not supported for now. */
2352object *
2353load_object_str (const char *obstr)
2354{
2355 object *op;
2356 char filename[MAX_BUF];
2357
2358 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2359
2360 FILE *tempfile = fopen (filename, "w");
2361
2362 if (tempfile == NULL)
2363 {
2364 LOG (llevError, "Error - Unable to access load object temp file\n");
2365 return NULL;
2366 }
2367
2368 fprintf (tempfile, obstr);
2369 fclose (tempfile);
2370
2371 op = object::create ();
2372
2373 object_thawer thawer (filename);
2374
2375 if (thawer)
2376 load_object (thawer, op, 0);
2377
2378 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2379 CLEAR_FLAG (op, FLAG_REMOVED);
2380
2381 return op;
2382} 2319}
2383 2320
2384/* This returns the first object in who's inventory that 2321/* This returns the first object in who's inventory that
2385 * has the same type and subtype match. 2322 * has the same type and subtype match.
2386 * returns NULL if no match. 2323 * returns NULL if no match.
2393 return tmp; 2330 return tmp;
2394 2331
2395 return 0; 2332 return 0;
2396} 2333}
2397 2334
2398/* If ob has a field named key, return the link from the list, 2335const shstr &
2399 * otherwise return NULL. 2336object::kv_get (const shstr &key) const
2400 *
2401 * key must be a passed in shared string - otherwise, this won't
2402 * do the desired thing.
2403 */
2404key_value *
2405get_ob_key_link (const object *ob, const char *key)
2406{ 2337{
2407 for (key_value *link = ob->key_values; link; link = link->next) 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2408 if (link->key == key) 2339 if (kv->key == key)
2409 return link;
2410
2411 return 0;
2412}
2413
2414/*
2415 * Returns the value of op has an extra_field for key, or NULL.
2416 *
2417 * The argument doesn't need to be a shared string.
2418 *
2419 * The returned string is shared.
2420 */
2421const char *
2422get_ob_key_value (const object *op, const char *const key)
2423{
2424 key_value *link;
2425 shstr_cmp canonical_key (key);
2426
2427 if (!canonical_key)
2428 {
2429 /* 1. There being a field named key on any object
2430 * implies there'd be a shared string to find.
2431 * 2. Since there isn't, no object has this field.
2432 * 3. Therefore, *this* object doesn't have this field.
2433 */
2434 return 0;
2435 }
2436
2437 /* This is copied from get_ob_key_link() above -
2438 * only 4 lines, and saves the function call overhead.
2439 */
2440 for (link = op->key_values; link; link = link->next)
2441 if (link->key == canonical_key)
2442 return link->value; 2340 return kv->value;
2443 2341
2444 return 0; 2342 return shstr_null;
2445} 2343}
2446 2344
2447 2345void
2448/* 2346object::kv_set (const shstr &key, const shstr &value)
2449 * Updates the canonical_key in op to value.
2450 *
2451 * canonical_key is a shared string (value doesn't have to be).
2452 *
2453 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2454 * keys.
2455 *
2456 * Returns TRUE on success.
2457 */
2458int
2459set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2460{ 2347{
2461 key_value *field = NULL, *last = NULL; 2348 for (key_value *kv = key_values; kv; kv = kv->next)
2462 2349 if (kv->key == key)
2463 for (field = op->key_values; field != NULL; field = field->next)
2464 {
2465 if (field->key != canonical_key)
2466 { 2350 {
2467 last = field; 2351 kv->value = value;
2468 continue; 2352 return;
2469 } 2353 }
2470 2354
2471 if (value) 2355 key_value *kv = new key_value;
2472 field->value = value; 2356
2473 else 2357 kv->next = key_values;
2358 kv->key = key;
2359 kv->value = value;
2360
2361 key_values = kv;
2362}
2363
2364void
2365object::kv_del (const shstr &key)
2366{
2367 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2368 if ((*kvp)->key == key)
2474 { 2369 {
2475 /* Basically, if the archetype has this key set, 2370 key_value *kv = *kvp;
2476 * we need to store the null value so when we save 2371 *kvp = (*kvp)->next;
2477 * it, we save the empty value so that when we load, 2372 delete kv;
2478 * we get this value back again. 2373 return;
2479 */
2480 if (get_ob_key_link (&op->arch->clone, canonical_key))
2481 field->value = 0;
2482 else
2483 {
2484 if (last)
2485 last->next = field->next;
2486 else
2487 op->key_values = field->next;
2488
2489 delete field;
2490 }
2491 } 2374 }
2492 return TRUE;
2493 }
2494 /* IF we get here, key doesn't exist */
2495
2496 /* No field, we'll have to add it. */
2497
2498 if (!add_key)
2499 return FALSE;
2500
2501 /* There isn't any good reason to store a null
2502 * value in the key/value list. If the archetype has
2503 * this key, then we should also have it, so shouldn't
2504 * be here. If user wants to store empty strings,
2505 * should pass in ""
2506 */
2507 if (value == NULL)
2508 return TRUE;
2509
2510 field = new key_value;
2511
2512 field->key = canonical_key;
2513 field->value = value;
2514 /* Usual prepend-addition. */
2515 field->next = op->key_values;
2516 op->key_values = field;
2517
2518 return TRUE;
2519}
2520
2521/*
2522 * Updates the key in op to value.
2523 *
2524 * If add_key is FALSE, this will only update existing keys,
2525 * and not add new ones.
2526 * In general, should be little reason FALSE is ever passed in for add_key
2527 *
2528 * Returns TRUE on success.
2529 */
2530int
2531set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2532{
2533 shstr key_ (key);
2534
2535 return set_ob_key_value_s (op, key_, value, add_key);
2536} 2375}
2537 2376
2538object::depth_iterator::depth_iterator (object *container) 2377object::depth_iterator::depth_iterator (object *container)
2539: iterator_base (container) 2378: iterator_base (container)
2540{ 2379{
2553 item = item->inv; 2392 item = item->inv;
2554 } 2393 }
2555 else 2394 else
2556 item = item->env; 2395 item = item->env;
2557} 2396}
2558
2559 2397
2560const char * 2398const char *
2561object::flag_desc (char *desc, int len) const 2399object::flag_desc (char *desc, int len) const
2562{ 2400{
2563 char *p = desc; 2401 char *p = desc;
2591{ 2429{
2592 char flagdesc[512]; 2430 char flagdesc[512];
2593 char info2[256 * 4]; 2431 char info2[256 * 4];
2594 char *p = info; 2432 char *p = info;
2595 2433
2596 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2434 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2597 count, uuid.seq, 2435 count,
2436 uuid.c_str (),
2598 &name, 2437 &name,
2599 title ? "\",title:" : "", 2438 title ? ",title:\"" : "",
2600 title ? (const char *)title : "", 2439 title ? (const char *)title : "",
2440 title ? "\"" : "",
2601 flag_desc (flagdesc, 512), type); 2441 flag_desc (flagdesc, 512), type);
2602 2442
2603 if (env) 2443 if (!flag[FLAG_REMOVED] && env)
2604 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2444 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2605 2445
2606 if (map) 2446 if (map)
2607 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2447 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2608 2448
2610} 2450}
2611 2451
2612const char * 2452const char *
2613object::debug_desc () const 2453object::debug_desc () const
2614{ 2454{
2615 static char info[256 * 4]; 2455 static char info[3][256 * 4];
2456 static int info_idx;
2457
2616 return debug_desc (info); 2458 return debug_desc (info [++info_idx % 3]);
2617} 2459}
2618 2460
2619const char * 2461struct region *
2620object::debug_desc2 () const 2462object::region () const
2621{ 2463{
2622 static char info[256 * 4]; 2464 return map ? map->region (x, y)
2623 return debug_desc (info); 2465 : region::default_region ();
2624} 2466}
2625 2467
2468const materialtype_t *
2469object::dominant_material () const
2470{
2471 if (materialtype_t *mt = name_to_material (materialname))
2472 return mt;
2473
2474 return name_to_material (shstr_unknown);
2475}
2476
2477void
2478object::open_container (object *new_container)
2479{
2480 if (container == new_container)
2481 return;
2482
2483 object *old_container = container;
2484
2485 if (old_container)
2486 {
2487 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2488 return;
2489
2490#if 0
2491 // remove the "Close old_container" object.
2492 if (object *closer = old_container->inv)
2493 if (closer->type == CLOSE_CON)
2494 closer->destroy ();
2495#endif
2496
2497 // make sure the container is available
2498 esrv_send_item (this, old_container);
2499
2500 old_container->flag [FLAG_APPLIED] = false;
2501 container = 0;
2502
2503 // client needs item update to make it work, client bug requires this to be separate
2504 esrv_update_item (UPD_FLAGS, this, old_container);
2505
2506 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2507 play_sound (sound_find ("chest_close"));
2508 }
2509
2510 if (new_container)
2511 {
2512 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2513 return;
2514
2515 // TODO: this does not seem to serve any purpose anymore?
2516#if 0
2517 // insert the "Close Container" object.
2518 if (archetype *closer = new_container->other_arch)
2519 {
2520 object *closer = arch_to_object (new_container->other_arch);
2521 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2522 new_container->insert (closer);
2523 }
2524#endif
2525
2526 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2527
2528 // make sure the container is available, client bug requires this to be separate
2529 esrv_send_item (this, new_container);
2530
2531 new_container->flag [FLAG_APPLIED] = true;
2532 container = new_container;
2533
2534 // client needs flag change
2535 esrv_update_item (UPD_FLAGS, this, new_container);
2536 esrv_send_inventory (this, new_container);
2537 play_sound (sound_find ("chest_open"));
2538 }
2539// else if (!old_container->env && contr && contr->ns)
2540// contr->ns->floorbox_reset ();
2541}
2542
2543object *
2544object::force_find (const shstr name)
2545{
2546 /* cycle through his inventory to look for the MARK we want to
2547 * place
2548 */
2549 for (object *tmp = inv; tmp; tmp = tmp->below)
2550 if (tmp->type == FORCE && tmp->slaying == name)
2551 return splay (tmp);
2552
2553 return 0;
2554}
2555
2556object *
2557object::force_add (const shstr name, int duration)
2558{
2559 if (object *force = force_find (name))
2560 force->destroy ();
2561
2562 object *force = get_archetype (FORCE_NAME);
2563
2564 force->slaying = name;
2565 force->stats.food = 1;
2566 force->speed_left = -1.f;
2567
2568 force->set_speed (duration ? 1.f / duration : 0.f);
2569 force->flag [FLAG_IS_USED_UP] = true;
2570 force->flag [FLAG_APPLIED] = true;
2571
2572 return insert (force);
2573}
2574
2575void
2576object::play_sound (faceidx sound)
2577{
2578 if (!sound)
2579 return;
2580
2581 if (flag [FLAG_REMOVED])
2582 return;
2583
2584 if (env)
2585 {
2586 if (object *pl = in_player ())
2587 pl->contr->play_sound (sound);
2588 }
2589 else
2590 map->play_sound (sound, x, y);
2591}
2592
2593void
2594object::make_noise ()
2595{
2596 // we do not model noise in the map, so instead put
2597 // a temporary light into the noise source
2598 // could use the map instead, but that's less reliable for our
2599 // goal, which is to make invisibility a bit harder to exploit
2600
2601 // find old force, or create new one
2602 object *force = force_find (shstr_noise_force);
2603
2604 if (force)
2605 force->speed = 1.f / 4; // patch old speed up
2606 else
2607 {
2608 force = get_archetype (shstr_noise_force);
2609
2610 force->slaying = name;
2611 force->stats.food = 1;
2612 force->speed_left = -1.f;
2613
2614 force->set_speed (1.f / 4);
2615 force->flag [FLAG_IS_USED_UP] = true;
2616 force->flag [FLAG_APPLIED] = true;
2617
2618 insert (force);
2619 }
2620}
2621

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