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Comparing deliantra/server/common/object.C (file contents):
Revision 1.201 by root, Tue Jan 22 16:22:45 2008 UTC vs.
Revision 1.274 by root, Sun Dec 28 03:58:36 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
44 41
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42short freearr_x[SIZEOFFREE] = {
43 0,
44 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 47};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = {
49 0,
50 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50}; 53};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 59};
54int freedir[SIZEOFFREE] = { 60int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 61 0,
62 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 65};
58 66
59static void 67static void
60write_uuid (void) 68write_uuid (uval64 skip, bool sync)
61{ 69{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 70 CALL_BEGIN (2);
63 71 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 72 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 73 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 74 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 75}
79 76
80static void 77static void
81read_uuid (void) 78read_uuid (void)
82{ 79{
83 char filename[MAX_BUF]; 80 char filename[MAX_BUF];
84 81
85 sprintf (filename, "%s/uuid", settings.localdir); 82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
86 85
87 FILE *fp; 86 FILE *fp;
88 87
89 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
90 { 89 {
91 if (errno == ENOENT) 90 if (errno == ENOENT)
92 { 91 {
93 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 93 UUID::cur.seq = 0;
95 write_uuid (); 94 write_uuid (UUID_GAP, true);
96 return; 95 return;
97 } 96 }
98 97
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 99 _exit (1);
101 } 100 }
102 101
103 int version; 102 UUID::BUF buf;
104 unsigned long long uid; 103 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
106 { 107 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 109 _exit (1);
109 } 110 }
110 111
111 uuid.seq = uid; 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 113
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 114 write_uuid (UUID_GAP, true);
114 fclose (fp); 115 fclose (fp);
115} 116}
116 117
117UUID 118UUID
118gen_uuid () 119UUID::gen ()
119{ 120{
120 UUID uid; 121 UUID uid;
121 122
122 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
123 124
124 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
126 131
127 return uid; 132 return uid;
128} 133}
129 134
130void 135void
131init_uuid () 136UUID::init ()
132{ 137{
133 read_uuid (); 138 read_uuid ();
134} 139}
135 140
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 142static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
139{ 144{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 146 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
145 */ 148 */
146 149
147 /* For each field in wants, */ 150 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 152 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 153 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 154
171 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 156 return true;
173} 157}
174 158
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 160static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 162{
179 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
181 */ 165 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
183} 168}
184 169
185/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 171 * they can be merged together.
187 * 172 *
202 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 188 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
205 return 0; 190 return 0;
206 191
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 192 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * is always 0 .. 2**31-1 */
210 * used to store nrof). 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 195 return 0;
214 196
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 200 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 201 * flags lose any meaning.
220 */ 202 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 205
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 208
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 209 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 210 || ob1->name != ob2->name
230 || ob1->title != ob2->title 211 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 218 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
241 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 226 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 227 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 228 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 229 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 230 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 231 || ob1->move_slow_penalty != ob2->move_slow_penalty
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 234 return 0;
253 235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
254 /* This is really a spellbook check - really, we should 242 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 243 * not merge objects with real inventories, as splitting them
244 * is hard.
256 */ 245 */
257 if (ob1->inv || ob2->inv) 246 if (ob1->inv || ob2->inv)
258 { 247 {
259 if (!(ob1->inv && ob2->inv)) 248 if (!(ob1->inv && ob2->inv))
260 return 0; /* inventories differ in length */ 249 return 0; /* inventories differ in length */
261 250
262 if (ob1->inv->below || ob2->inv->below) 251 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */ 252 return 0; /* more than one object in inv */
264 253
265 if (!object::can_merge (ob1->inv, ob2->inv)) 254 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; /* inventory objexts differ */ 255 return 0; /* inventory objects differ */
267 256
268 /* inventory ok - still need to check rest of this object to see 257 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 258 * if it is valid.
270 */ 259 */
271 } 260 }
290 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
291 return 0; 280 return 0;
292 break; 281 break;
293 } 282 }
294 283
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
296 { 285 {
297 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 288 return 0; /* One has fields, but the other one doesn't. */
300 return 0; 289
301 else if (!compare_ob_value_lists (ob1, ob2)) 290 if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 291 return 0;
303 } 292 }
304 293
305 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
306 { 295 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314 303
315 if (k1 != k2) 304 if (k1 != k2)
316 return 0; 305 return 0;
306
317 else if (k1 == 0) 307 if (k1 == 0)
318 return 1; 308 return 1;
309
319 else if (!cfperl_can_merge (ob1, ob2)) 310 if (!cfperl_can_merge (ob1, ob2))
320 return 0; 311 return 0;
321 } 312 }
322 } 313 }
323 314
324 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
325 return 1; 316 return 1;
326} 317}
327 318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->is_player ())
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
356// adjust weight per container type ("of holding")
357static sint32
358weight_adjust_for (object *op, sint32 weight)
359{
360 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
362 : weight;
363}
364
328/* 365/*
366 * adjust_weight(object, weight) adds the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying.
368 */
369static void
370adjust_weight (object *op, sint32 weight)
371{
372 while (op)
373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
381
382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
388 op = op->env;
389 }
390}
391
392/*
329 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
330 * an object is carrying. It goes through in figures out how much 394 * an object is carrying. It goes through op and figures out how much
331 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
332 */ 396 */
333long 397void
334sum_weight (object *op) 398object::update_weight ()
335{ 399{
336 long sum; 400 sint32 sum = 0;
337 object *inv;
338 401
339 for (sum = 0, inv = op->inv; inv; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
340 { 403 {
341 if (inv->inv) 404 if (op->inv)
342 sum_weight (inv); 405 op->update_weight ();
343 406
344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 407 sum += op->total_weight ();
408 }
409
410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
345 } 413 {
346
347 if (op->type == CONTAINER && op->stats.Str)
348 sum = (sum * (100 - op->stats.Str)) / 100;
349
350 if (op->carrying != sum)
351 op->carrying = sum; 414 carrying = sum;
352 415
353 return sum; 416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this);
419 }
354} 420}
355 421
356/** 422/*
357 * Return the outermost environment object for a given object. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
358 */
359
360object *
361object_get_env_recursive (object *op)
362{
363 while (op->env != NULL)
364 op = op->env;
365 return op;
366}
367
368/*
369 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
370 * Some error messages.
371 * The result of the dump is stored in the static global errmsg array.
372 */ 424 */
373char * 425char *
374dump_object (object *op) 426dump_object (object *op)
375{ 427{
376 if (!op) 428 if (!op)
390get_nearest_part (object *op, const object *pl) 442get_nearest_part (object *op, const object *pl)
391{ 443{
392 object *tmp, *closest; 444 object *tmp, *closest;
393 int last_dist, i; 445 int last_dist, i;
394 446
395 if (op->more == NULL) 447 if (!op->more)
396 return op; 448 return op;
449
397 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
398 if ((i = distance (tmp, pl)) < last_dist) 453 if ((i = distance (tmp, pl)) < last_dist)
399 closest = tmp, last_dist = i; 454 closest = tmp, last_dist = i;
455
400 return closest; 456 return closest;
401} 457}
402 458
403/* 459/*
404 * Returns the object which has the count-variable equal to the argument. 460 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow.
405 */ 462 */
406object * 463object *
407find_object (tag_t i) 464find_object (tag_t i)
408{ 465{
409 for_all_objects (op) 466 for_all_objects (op)
420 */ 477 */
421object * 478object *
422find_object_name (const char *str) 479find_object_name (const char *str)
423{ 480{
424 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
425 object *op;
426 482
483 if (str_)
427 for_all_objects (op) 484 for_all_objects (op)
428 if (op->name == str_) 485 if (op->name == str_)
429 break; 486 return op;
430 487
431 return op; 488 return 0;
432}
433
434void
435free_all_object_data ()
436{
437 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
438} 489}
439 490
440/* 491/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 493 * skill and experience objects.
540 } 591 }
541 592
542 op->key_values = 0; 593 op->key_values = 0;
543} 594}
544 595
545object & 596/*
546object::operator =(const object &src) 597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
547{ 606{
548 bool is_freed = flag [FLAG_FREED]; 607 dst->remove ();
549 bool is_removed = flag [FLAG_REMOVED];
550
551 *(object_copy *)this = src; 608 *(object_copy *)dst = *this;
552
553 flag [FLAG_FREED] = is_freed;
554 flag [FLAG_REMOVED] = is_removed; 609 dst->flag [FLAG_REMOVED] = true;
555 610
556 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
557 if (src.key_values) 612 if (key_values)
558 { 613 {
559 key_value *tail = 0; 614 key_value *tail = 0;
560 key_values = 0; 615 dst->key_values = 0;
561 616
562 for (key_value *i = src.key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
563 { 618 {
564 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
565 620
566 new_link->next = 0; 621 new_link->next = 0;
567 new_link->key = i->key; 622 new_link->key = i->key;
568 new_link->value = i->value; 623 new_link->value = i->value;
569 624
570 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
571 if (!key_values) 626 if (!dst->key_values)
572 { 627 {
573 key_values = new_link; 628 dst->key_values = new_link;
574 tail = new_link; 629 tail = new_link;
575 } 630 }
576 else 631 else
577 { 632 {
578 tail->next = new_link; 633 tail->next = new_link;
579 tail = new_link; 634 tail = new_link;
580 } 635 }
581 } 636 }
582 } 637 }
583}
584
585/*
586 * copy_to first frees everything allocated by the dst object,
587 * and then copies the contents of itself into the second
588 * object, allocating what needs to be allocated. Basically, any
589 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
590 * if the first object is freed, the pointers in the new object
591 * will point at garbage.
592 */
593void
594object::copy_to (object *dst)
595{
596 *dst = *this;
597 638
598 if (speed < 0) 639 if (speed < 0)
599 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
600 641
601 dst->set_speed (dst->speed); 642 dst->activate ();
602} 643}
603 644
604void 645void
605object::instantiate () 646object::instantiate ()
606{ 647{
607 if (!uuid.seq) // HACK 648 if (!uuid.seq) // HACK
608 uuid = gen_uuid (); 649 uuid = UUID::gen ();
609 650
610 speed_left = -0.1f; 651 speed_left = -0.1f;
611 /* copy the body_info to the body_used - this is only really 652 /* copy the body_info to the body_used - this is only really
612 * need for monsters, but doesn't hurt to do it for everything. 653 * need for monsters, but doesn't hurt to do it for everything.
613 * by doing so, when a monster is created, it has good starting 654 * by doing so, when a monster is created, it has good starting
623object * 664object *
624object::clone () 665object::clone ()
625{ 666{
626 object *neu = create (); 667 object *neu = create ();
627 copy_to (neu); 668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
628 return neu; 670 return neu;
629} 671}
630 672
631/* 673/*
632 * If an object with the IS_TURNABLE() flag needs to be turned due 674 * If an object with the IS_TURNABLE() flag needs to be turned due
683 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
684 */ 726 */
685void 727void
686update_object (object *op, int action) 728update_object (object *op, int action)
687{ 729{
688 if (op == NULL) 730 if (!op)
689 { 731 {
690 /* this should never happen */ 732 /* this should never happen */
691 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
692 return; 734 return;
693 } 735 }
694 736
695 if (op->env) 737 if (!op->is_on_map ())
696 { 738 {
697 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
698 * to do in this case. 740 * to do in this case.
699 */ 741 */
700 return; 742 return;
701 } 743 }
702
703 /* If the map is saving, don't do anything as everything is
704 * going to get freed anyways.
705 */
706 if (!op->map || op->map->in_memory == MAP_SAVING)
707 return;
708 744
709 /* make sure the object is within map boundaries */ 745 /* make sure the object is within map boundaries */
710 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
711 { 747 {
712 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
723 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
724 { 760 {
725 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
726 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
727 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
728 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
729 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
730 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
731 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
732 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
733 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
734 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
735 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
736 * to have move_allow right now. 772 * have move_allow right now.
737 */ 773 */
738 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
739 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
740 m.flags_ = 0; 776 m.invalidate ();
741 } 777 }
742 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
743 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
744 * that is being removed. 780 * that is being removed.
745 */ 781 */
746 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
747 m.flags_ = 0; 783 m.invalidate ();
748 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
749 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
750 else 786 else
751 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
752 788
772static int object_count; 808static int object_count;
773 809
774void object::link () 810void object::link ()
775{ 811{
776 assert (!index);//D 812 assert (!index);//D
777 uuid = gen_uuid (); 813 uuid = UUID::gen ();
778 count = ++object_count; 814 count = ++object_count;
779 815
780 refcnt_inc (); 816 refcnt_inc ();
781 objects.insert (this); 817 objects.insert (this);
782} 818}
794object::activate () 830object::activate ()
795{ 831{
796 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
797 if (active) 833 if (active)
798 return; 834 return;
835
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
799 838
800 if (has_active_speed ()) 839 if (has_active_speed ())
801 actives.insert (this); 840 actives.insert (this);
802} 841}
803 842
855object::destroy_inv (bool drop_to_ground) 894object::destroy_inv (bool drop_to_ground)
856{ 895{
857 // need to check first, because the checks below might segfault 896 // need to check first, because the checks below might segfault
858 // as we might be on an invalid mapspace and crossfire code 897 // as we might be on an invalid mapspace and crossfire code
859 // is too buggy to ensure that the inventory is empty. 898 // is too buggy to ensure that the inventory is empty.
860 // corollary: if you create arrows etc. with stuff in tis inventory, 899 // corollary: if you create arrows etc. with stuff in its inventory,
861 // cf will crash below with off-map x and y 900 // cf will crash below with off-map x and y
862 if (!inv) 901 if (!inv)
863 return; 902 return;
864 903
865 /* Only if the space blocks everything do we not process - 904 /* Only if the space blocks everything do we not process -
866 * if some form of movement is allowed, let objects 905 * if some form of movement is allowed, let objects
867 * drop on that space. 906 * drop on that space.
868 */ 907 */
869 if (!drop_to_ground 908 if (!drop_to_ground
870 || !map 909 || !map
871 || map->in_memory != MAP_IN_MEMORY 910 || map->in_memory != MAP_ACTIVE
872 || map->nodrop 911 || map->no_drop
873 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
874 { 913 {
875 while (inv) 914 while (inv)
876 {
877 inv->destroy_inv (drop_to_ground);
878 inv->destroy (); 915 inv->destroy ();
879 }
880 } 916 }
881 else 917 else
882 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
883 while (inv) 919 while (inv)
884 { 920 {
902 object *op = new object; 938 object *op = new object;
903 op->link (); 939 op->link ();
904 return op; 940 return op;
905} 941}
906 942
943static struct freed_map : maptile
944{
945 freed_map ()
946 {
947 path = "<freed objects map>";
948 name = "/internal/freed_objects_map";
949 width = 3;
950 height = 3;
951 no_drop = 1;
952 no_reset = 1;
953
954 alloc ();
955 in_memory = MAP_ACTIVE;
956 }
957
958 ~freed_map ()
959 {
960 destroy ();
961 }
962} freed_map; // freed objects are moved here to avoid crashes
963
907void 964void
908object::do_destroy () 965object::do_destroy ()
909{ 966{
910 attachable::do_destroy ();
911
912 if (flag [FLAG_IS_LINKED]) 967 if (flag [FLAG_IS_LINKED])
913 remove_button_link (this); 968 remove_button_link (this);
914 969
915 if (flag [FLAG_FRIENDLY]) 970 if (flag [FLAG_FRIENDLY])
916 remove_friendly_object (this); 971 remove_friendly_object (this);
917 972
918 if (!flag [FLAG_REMOVED])
919 remove (); 973 remove ();
920 974
921 destroy_inv (true); 975 attachable::do_destroy ();
922 976
923 deactivate (); 977 deactivate ();
924 unlink (); 978 unlink ();
925 979
926 flag [FLAG_FREED] = 1; 980 flag [FLAG_FREED] = 1;
927 981
928 // hack to ensure that freed objects still have a valid map 982 // hack to ensure that freed objects still have a valid map
929 {
930 static maptile *freed_map; // freed objects are moved here to avoid crashes
931
932 if (!freed_map)
933 {
934 freed_map = new maptile;
935
936 freed_map->path = "<freed objects map>";
937 freed_map->name = "/internal/freed_objects_map";
938 freed_map->width = 3;
939 freed_map->height = 3;
940 freed_map->nodrop = 1;
941
942 freed_map->alloc ();
943 freed_map->in_memory = MAP_IN_MEMORY;
944 }
945
946 map = freed_map; 983 map = &freed_map;
947 x = 1; 984 x = 1;
948 y = 1; 985 y = 1;
949 }
950 986
951 if (more) 987 if (more)
952 { 988 {
953 more->destroy (); 989 more->destroy ();
954 more = 0; 990 more = 0;
962 attacked_by = 0; 998 attacked_by = 0;
963 current_weapon = 0; 999 current_weapon = 0;
964} 1000}
965 1001
966void 1002void
967object::destroy (bool destroy_inventory) 1003object::destroy ()
968{ 1004{
969 if (destroyed ()) 1005 if (destroyed ())
970 return; 1006 return;
971 1007
972 if (destroy_inventory) 1008 if (!is_head () && !head->destroyed ())
1009 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy ();
1012 return;
1013 }
1014
973 destroy_inv (false); 1015 destroy_inv (false);
974 1016
975 if (is_head ()) 1017 if (is_head ())
976 if (sound_destroy) 1018 if (sound_destroy)
977 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
978 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
979 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1021 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
980 1022
981 attachable::destroy (); 1023 attachable::destroy ();
982}
983
984/*
985 * sub_weight() recursively (outwards) subtracts a number from the
986 * weight of an object (and what is carried by it's environment(s)).
987 */
988void
989sub_weight (object *op, signed long weight)
990{
991 while (op != NULL)
992 {
993 if (op->type == CONTAINER)
994 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
995
996 op->carrying -= weight;
997 op = op->env;
998 }
999} 1024}
1000 1025
1001/* op->remove (): 1026/* op->remove ():
1002 * This function removes the object op from the linked list of objects 1027 * This function removes the object op from the linked list of objects
1003 * which it is currently tied to. When this function is done, the 1028 * which it is currently tied to. When this function is done, the
1009object::do_remove () 1034object::do_remove ()
1010{ 1035{
1011 object *tmp, *last = 0; 1036 object *tmp, *last = 0;
1012 object *otmp; 1037 object *otmp;
1013 1038
1014 if (QUERY_FLAG (this, FLAG_REMOVED)) 1039 if (flag [FLAG_REMOVED])
1015 return; 1040 return;
1016 1041
1017 SET_FLAG (this, FLAG_REMOVED);
1018 INVOKE_OBJECT (REMOVE, this); 1042 INVOKE_OBJECT (REMOVE, this);
1043
1044 flag [FLAG_REMOVED] = true;
1019 1045
1020 if (more) 1046 if (more)
1021 more->remove (); 1047 more->remove ();
1022 1048
1023 /* 1049 /*
1024 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1025 * inventory. 1051 * inventory.
1026 */ 1052 */
1027 if (env) 1053 if (env)
1028 { 1054 {
1029 if (nrof) 1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1030 sub_weight (env, weight * nrof); 1056 if (object *pl = visible_to ())
1031 else 1057 esrv_del_item (pl->contr, count);
1032 sub_weight (env, weight + carrying); 1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059
1060 adjust_weight (env, -total_weight ());
1061
1062 object *pl = in_player ();
1063
1064 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do.
1067 */
1068 map = env->map;
1069 x = env->x;
1070 y = env->y;
1071
1072 // make sure cmov optimisation is applicable
1073 *(above ? &above->below : &env->inv) = below;
1074 *(below ? &below->above : &above ) = above; // &above is just a dummy
1075
1076 above = 0;
1077 below = 0;
1078 env = 0;
1033 1079
1034 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
1035 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1036 * to save cpu time. 1082 * to save cpu time.
1037 */ 1083 */
1038 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl)
1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 {
1039 otmp->update_stats (); 1087 pl->update_stats ();
1040 1088
1041 if (above) 1089 if (glow_radius && pl->is_on_map ())
1042 above->below = below; 1090 update_all_los (pl->map, pl->x, pl->y);
1043 else 1091 }
1044 env->inv = below;
1045
1046 if (below)
1047 below->above = above;
1048
1049 /* we set up values so that it could be inserted into
1050 * the map, but we don't actually do that - it is up
1051 * to the caller to decide what we want to do.
1052 */
1053 x = env->x, y = env->y;
1054 map = env->map;
1055 above = 0, below = 0;
1056 env = 0;
1057 } 1092 }
1058 else if (map) 1093 else if (map)
1059 { 1094 {
1060 if (type == PLAYER)
1061 {
1062 // leaving a spot always closes any open container on the ground
1063 if (container && !container->env)
1064 // this causes spurious floorbox updates, but it ensures
1065 // that the CLOSE event is being sent.
1066 close_container ();
1067
1068 --map->players;
1069 map->touch ();
1070 }
1071
1072 map->dirty = true; 1095 map->dirty = true;
1073 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1074 1097
1098 if (object *pl = ms.player ())
1099 {
1100 if (is_player ())
1101 {
1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1105 // leaving a spot always closes any open container on the ground
1106 if (container && !container->env)
1107 // this causes spurious floorbox updates, but it ensures
1108 // that the CLOSE event is being sent.
1109 close_container ();
1110
1111 --map->players;
1112 map->touch ();
1113 }
1114 else if (pl->container == this)
1115 {
1116 // removing a container should close it
1117 close_container ();
1118 }
1119
1120 esrv_del_item (pl->contr, count);
1121 }
1122
1075 /* link the object above us */ 1123 /* link the object above us */
1076 if (above) 1124 // re-link, make sure compiler can easily use cmove
1077 above->below = below; 1125 *(above ? &above->below : &ms.top) = below;
1078 else 1126 *(below ? &below->above : &ms.bot) = above;
1079 ms.top = below; /* we were top, set new top */
1080
1081 /* Relink the object below us, if there is one */
1082 if (below)
1083 below->above = above;
1084 else
1085 {
1086 /* Nothing below, which means we need to relink map object for this space
1087 * use translated coordinates in case some oddness with map tiling is
1088 * evident
1089 */
1090 if (GET_MAP_OB (map, x, y) != this)
1091 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1092
1093 ms.bot = above; /* goes on above it. */
1094 }
1095 1127
1096 above = 0; 1128 above = 0;
1097 below = 0; 1129 below = 0;
1130
1131 ms.invalidate ();
1098 1132
1099 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1100 return; 1134 return;
1101 1135
1102 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1108 * removed (most likely destroyed), update the player view 1142 * removed (most likely destroyed), update the player view
1109 * appropriately. 1143 * appropriately.
1110 */ 1144 */
1111 pl->close_container (); 1145 pl->close_container ();
1112 1146
1147 //TODO: the floorbox prev/next might need updating
1148 //esrv_del_item (pl->contr, count);
1149 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns)
1113 pl->contr->ns->floorbox_update (); 1151 pl->contr->ns->floorbox_update ();
1114 } 1152 }
1115 1153
1116 for (tmp = ms.bot; tmp; tmp = tmp->above) 1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1117 { 1155 {
1118 /* No point updating the players look faces if he is the object 1156 /* No point updating the players look faces if he is the object
1131 } 1169 }
1132 1170
1133 last = tmp; 1171 last = tmp;
1134 } 1172 }
1135 1173
1136 /* last == NULL if there are no objects on this space */ 1174 if (affects_los ())
1137 //TODO: this makes little sense, why only update the topmost object?
1138 if (!last)
1139 map->at (x, y).flags_ = 0;
1140 else
1141 update_object (last, UP_OBJ_REMOVE);
1142
1143 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1144 update_all_los (map, x, y); 1175 update_all_los (map, x, y);
1145 } 1176 }
1146} 1177}
1147 1178
1148/* 1179/*
1162 if (!top) 1193 if (!top)
1163 for (top = op; top && top->above; top = top->above) 1194 for (top = op; top && top->above; top = top->above)
1164 ; 1195 ;
1165 1196
1166 for (; top; top = top->below) 1197 for (; top; top = top->below)
1167 {
1168 if (top == op)
1169 continue;
1170
1171 if (object::can_merge (op, top)) 1198 if (object::can_merge (op, top))
1172 { 1199 {
1173 top->nrof += op->nrof; 1200 top->nrof += op->nrof;
1174 1201
1175/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1202 if (object *pl = top->visible_to ())
1176 op->weight = 0; /* Don't want any adjustements now */ 1203 esrv_update_item (UPD_NROF, pl, top);
1204
1205 op->weight = 0; // cancel the addition above
1206 op->carrying = 0; // must be 0 already
1207
1177 op->destroy (); 1208 op->destroy ();
1209
1178 return top; 1210 return top;
1179 } 1211 }
1180 }
1181 1212
1182 return 0; 1213 return 0;
1183} 1214}
1184 1215
1185void 1216void
1210 * job preparing multi-part monsters. 1241 * job preparing multi-part monsters.
1211 */ 1242 */
1212object * 1243object *
1213insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1214{ 1245{
1246 op->remove ();
1247
1215 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1216 { 1249 {
1217 tmp->x = x + tmp->arch->x; 1250 tmp->x = x + tmp->arch->x;
1218 tmp->y = y + tmp->arch->y; 1251 tmp->y = y + tmp->arch->y;
1219 } 1252 }
1242 * just 'op' otherwise 1275 * just 'op' otherwise
1243 */ 1276 */
1244object * 1277object *
1245insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1246{ 1279{
1247 assert (!op->flag [FLAG_FREED]);
1248
1249 object *top, *floor = NULL;
1250
1251 op->remove (); 1280 op->remove ();
1281
1282 if (m == &freed_map)//D TODO: remove soon
1283 {//D
1284 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1285 }//D
1252 1286
1253 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1254 * of areas of callers (eg, anything that uses find_free_spot would now 1288 * of areas of callers (eg, anything that uses find_free_spot would now
1255 * need extra work 1289 * need extra work
1256 */ 1290 */
1291 maptile *newmap = m;
1257 if (!xy_normalise (m, op->x, op->y)) 1292 if (!xy_normalise (newmap, op->x, op->y))
1258 { 1293 {
1259 op->destroy (); 1294 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1260 return 0; 1295 return 0;
1261 } 1296 }
1262 1297
1263 if (object *more = op->more) 1298 if (object *more = op->more)
1264 if (!insert_ob_in_map (more, m, originator, flag)) 1299 if (!insert_ob_in_map (more, m, originator, flag))
1265 return 0; 1300 return 0;
1266 1301
1267 CLEAR_FLAG (op, FLAG_REMOVED); 1302 CLEAR_FLAG (op, FLAG_REMOVED);
1268 1303
1269 op->map = m; 1304 op->map = newmap;
1270 mapspace &ms = op->ms (); 1305 mapspace &ms = op->ms ();
1271 1306
1272 /* this has to be done after we translate the coordinates. 1307 /* this has to be done after we translate the coordinates.
1273 */ 1308 */
1274 if (op->nrof && !(flag & INS_NO_MERGE)) 1309 if (op->nrof && !(flag & INS_NO_MERGE))
1275 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1310 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1276 if (object::can_merge (op, tmp)) 1311 if (object::can_merge (op, tmp))
1277 { 1312 {
1313 // TODO: we actually want to update tmp, not op,
1314 // but some caller surely breaks when we return tmp
1315 // from here :/
1278 op->nrof += tmp->nrof; 1316 op->nrof += tmp->nrof;
1279 tmp->destroy (); 1317 tmp->destroy ();
1280 } 1318 }
1281 1319
1282 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1320 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1291 { 1329 {
1292 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1330 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1293 abort (); 1331 abort ();
1294 } 1332 }
1295 1333
1334 if (!originator->is_on_map ())
1335 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1336 op->debug_desc (), originator->debug_desc ());
1337
1296 op->above = originator; 1338 op->above = originator;
1297 op->below = originator->below; 1339 op->below = originator->below;
1298
1299 if (op->below)
1300 op->below->above = op;
1301 else
1302 ms.bot = op;
1303
1304 /* since *below* originator, no need to update top */
1305 originator->below = op; 1340 originator->below = op;
1341
1342 *(op->below ? &op->below->above : &ms.bot) = op;
1306 } 1343 }
1307 else 1344 else
1308 { 1345 {
1309 top = ms.bot; 1346 object *floor = 0;
1347 object *top = ms.top;
1310 1348
1311 /* If there are other objects, then */ 1349 /* If there are other objects, then */
1312 if (top) 1350 if (top)
1313 { 1351 {
1314 object *last = 0;
1315
1316 /* 1352 /*
1317 * If there are multiple objects on this space, we do some trickier handling. 1353 * If there are multiple objects on this space, we do some trickier handling.
1318 * We've already dealt with merging if appropriate. 1354 * We've already dealt with merging if appropriate.
1319 * Generally, we want to put the new object on top. But if 1355 * Generally, we want to put the new object on top. But if
1320 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1356 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1323 * once we get to them. This reduces the need to traverse over all of 1359 * once we get to them. This reduces the need to traverse over all of
1324 * them when adding another one - this saves quite a bit of cpu time 1360 * them when adding another one - this saves quite a bit of cpu time
1325 * when lots of spells are cast in one area. Currently, it is presumed 1361 * when lots of spells are cast in one area. Currently, it is presumed
1326 * that flying non pickable objects are spell objects. 1362 * that flying non pickable objects are spell objects.
1327 */ 1363 */
1328 for (top = ms.bot; top; top = top->above) 1364 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1329 { 1365 {
1330 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1366 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1331 floor = top; 1367 floor = tmp;
1332 1368
1333 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1369 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1334 { 1370 {
1335 /* We insert above top, so we want this object below this */ 1371 /* We insert above top, so we want this object below this */
1336 top = top->below; 1372 top = tmp->below;
1337 break; 1373 break;
1338 } 1374 }
1339 1375
1340 last = top; 1376 top = tmp;
1341 } 1377 }
1342
1343 /* Don't want top to be NULL, so set it to the last valid object */
1344 top = last;
1345 1378
1346 /* We let update_position deal with figuring out what the space 1379 /* We let update_position deal with figuring out what the space
1347 * looks like instead of lots of conditions here. 1380 * looks like instead of lots of conditions here.
1348 * makes things faster, and effectively the same result. 1381 * makes things faster, and effectively the same result.
1349 */ 1382 */
1356 */ 1389 */
1357 if (!(flag & INS_ON_TOP) 1390 if (!(flag & INS_ON_TOP)
1358 && ms.flags () & P_BLOCKSVIEW 1391 && ms.flags () & P_BLOCKSVIEW
1359 && (op->face && !faces [op->face].visibility)) 1392 && (op->face && !faces [op->face].visibility))
1360 { 1393 {
1394 object *last;
1395
1361 for (last = top; last != floor; last = last->below) 1396 for (last = top; last != floor; last = last->below)
1362 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1397 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1363 break; 1398 break;
1364 1399
1365 /* Check to see if we found the object that blocks view, 1400 /* Check to see if we found the object that blocks view,
1373 } /* If objects on this space */ 1408 } /* If objects on this space */
1374 1409
1375 if (flag & INS_ABOVE_FLOOR_ONLY) 1410 if (flag & INS_ABOVE_FLOOR_ONLY)
1376 top = floor; 1411 top = floor;
1377 1412
1378 /* Top is the object that our object (op) is going to get inserted above. 1413 // insert object above top, or bottom-most if top = 0
1379 */
1380
1381 /* First object on this space */
1382 if (!top) 1414 if (!top)
1383 { 1415 {
1416 op->below = 0;
1384 op->above = ms.bot; 1417 op->above = ms.bot;
1385
1386 if (op->above)
1387 op->above->below = op;
1388
1389 op->below = 0;
1390 ms.bot = op; 1418 ms.bot = op;
1419
1420 *(op->above ? &op->above->below : &ms.top) = op;
1391 } 1421 }
1392 else 1422 else
1393 { /* get inserted into the stack above top */ 1423 {
1394 op->above = top->above; 1424 op->above = top->above;
1395
1396 if (op->above)
1397 op->above->below = op; 1425 top->above = op;
1398 1426
1399 op->below = top; 1427 op->below = top;
1400 top->above = op; 1428 *(op->above ? &op->above->below : &ms.top) = op;
1401 } 1429 }
1430 }
1402 1431
1403 if (!op->above) 1432 if (op->is_player ())
1404 ms.top = op;
1405 } /* else not INS_BELOW_ORIGINATOR */
1406
1407 if (op->type == PLAYER)
1408 { 1433 {
1409 op->contr->do_los = 1; 1434 op->contr->do_los = 1;
1410 ++op->map->players; 1435 ++op->map->players;
1411 op->map->touch (); 1436 op->map->touch ();
1412 } 1437 }
1413 1438
1414 op->map->dirty = true; 1439 op->map->dirty = true;
1415 1440
1416 if (object *pl = ms.player ()) 1441 if (object *pl = ms.player ())
1442 //TODO: the floorbox prev/next might need updating
1443 //esrv_send_item (pl, op);
1444 //TODO: update floorbox to preserve ordering
1445 if (pl->contr->ns)
1417 pl->contr->ns->floorbox_update (); 1446 pl->contr->ns->floorbox_update ();
1418 1447
1419 /* If this object glows, it may affect lighting conditions that are 1448 /* If this object glows, it may affect lighting conditions that are
1420 * visible to others on this map. But update_all_los is really 1449 * visible to others on this map. But update_all_los is really
1421 * an inefficient way to do this, as it means los for all players 1450 * an inefficient way to do this, as it means los for all players
1422 * on the map will get recalculated. The players could very well 1451 * on the map will get recalculated. The players could very well
1423 * be far away from this change and not affected in any way - 1452 * be far away from this change and not affected in any way -
1424 * this should get redone to only look for players within range, 1453 * this should get redone to only look for players within range,
1425 * or just updating the P_UPTODATE for spaces within this area 1454 * or just updating the P_UPTODATE for spaces within this area
1426 * of effect may be sufficient. 1455 * of effect may be sufficient.
1427 */ 1456 */
1428 if (op->map->darkness && (op->glow_radius != 0)) 1457 if (op->affects_los ())
1458 {
1459 op->ms ().invalidate ();
1429 update_all_los (op->map, op->x, op->y); 1460 update_all_los (op->map, op->x, op->y);
1461 }
1430 1462
1431 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1463 /* updates flags (blocked, alive, no magic, etc) for this map space */
1432 update_object (op, UP_OBJ_INSERT); 1464 update_object (op, UP_OBJ_INSERT);
1433 1465
1434 INVOKE_OBJECT (INSERT, op); 1466 INVOKE_OBJECT (INSERT, op);
1464 * op is the object to insert it under: supplies x and the map. 1496 * op is the object to insert it under: supplies x and the map.
1465 */ 1497 */
1466void 1498void
1467replace_insert_ob_in_map (const char *arch_string, object *op) 1499replace_insert_ob_in_map (const char *arch_string, object *op)
1468{ 1500{
1469 object *tmp, *tmp1;
1470
1471 /* first search for itself and remove any old instances */ 1501 /* first search for itself and remove any old instances */
1472 1502
1473 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1474 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1475 tmp->destroy (); 1505 tmp->destroy ();
1476 1506
1477 tmp1 = arch_to_object (archetype::find (arch_string)); 1507 object *tmp = arch_to_object (archetype::find (arch_string));
1478 1508
1479 tmp1->x = op->x; 1509 tmp->x = op->x;
1480 tmp1->y = op->y; 1510 tmp->y = op->y;
1511
1481 insert_ob_in_map (tmp1, op->map, op, 0); 1512 insert_ob_in_map (tmp, op->map, op, 0);
1482} 1513}
1483 1514
1484object * 1515object *
1485object::insert_at (object *where, object *originator, int flags) 1516object::insert_at (object *where, object *originator, int flags)
1486{ 1517{
1518 if (where->env)
1519 return where->env->insert (this);
1520 else
1487 return where->map->insert (this, where->x, where->y, originator, flags); 1521 return where->map->insert (this, where->x, where->y, originator, flags);
1488} 1522}
1489 1523
1490/* 1524/*
1491 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1492 * is returned contains nr objects, and the remaining parts contains
1493 * the rest (or is removed and freed if that number is 0).
1494 * On failure, NULL is returned, and the reason put into the
1495 * global static errmsg array.
1496 */
1497object *
1498get_split_ob (object *orig_ob, uint32 nr)
1499{
1500 object *newob;
1501 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1502
1503 if (orig_ob->nrof < nr)
1504 {
1505 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1506 return NULL;
1507 }
1508
1509 newob = object_create_clone (orig_ob);
1510
1511 if ((orig_ob->nrof -= nr) < 1)
1512 orig_ob->destroy (1);
1513 else if (!is_removed)
1514 {
1515 if (orig_ob->env != NULL)
1516 sub_weight (orig_ob->env, orig_ob->weight * nr);
1517 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1518 {
1519 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1520 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1521 return NULL;
1522 }
1523 }
1524
1525 newob->nrof = nr;
1526
1527 return newob;
1528}
1529
1530/*
1531 * decrease_ob_nr(object, number) decreases a specified number from 1525 * decrease(object, number) decreases a specified number from
1532 * the amount of an object. If the amount reaches 0, the object 1526 * the amount of an object. If the amount reaches 0, the object
1533 * is subsequently removed and freed. 1527 * is subsequently removed and freed.
1534 * 1528 *
1535 * Return value: 'op' if something is left, NULL if the amount reached 0 1529 * Return value: 'op' if something is left, NULL if the amount reached 0
1536 */ 1530 */
1531bool
1532object::decrease (sint32 nr)
1533{
1534 if (!nr)
1535 return true;
1536
1537 nr = min (nr, nrof);
1538
1539 if (nrof > nr)
1540 {
1541 nrof -= nr;
1542 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1543
1544 if (object *pl = visible_to ())
1545 esrv_update_item (UPD_NROF, pl, this);
1546
1547 return true;
1548 }
1549 else
1550 {
1551 destroy ();
1552 return false;
1553 }
1554}
1555
1556/*
1557 * split(ob,nr) splits up ob into two parts. The part which
1558 * is returned contains nr objects, and the remaining parts contains
1559 * the rest (or is removed and returned if that number is 0).
1560 * On failure, NULL is returned.
1561 */
1537object * 1562object *
1538decrease_ob_nr (object *op, uint32 i) 1563object::split (sint32 nr)
1539{ 1564{
1540 object *tmp; 1565 int have = number_of ();
1541 1566
1542 if (i == 0) /* objects with op->nrof require this check */ 1567 if (have < nr)
1543 return op; 1568 return 0;
1544 1569 else if (have == nr)
1545 if (i > op->nrof)
1546 i = op->nrof;
1547
1548 if (QUERY_FLAG (op, FLAG_REMOVED))
1549 op->nrof -= i;
1550 else if (op->env)
1551 { 1570 {
1552 /* is this object in the players inventory, or sub container
1553 * therein?
1554 */
1555 tmp = op->in_player ();
1556 /* nope. Is this a container the player has opened?
1557 * If so, set tmp to that player.
1558 * IMO, searching through all the players will mostly
1559 * likely be quicker than following op->env to the map,
1560 * and then searching the map for a player.
1561 */
1562 if (!tmp)
1563 for_all_players (pl)
1564 if (pl->ob->container == op->env)
1565 {
1566 tmp = pl->ob;
1567 break;
1568 }
1569
1570 if (i < op->nrof)
1571 {
1572 sub_weight (op->env, op->weight * i);
1573 op->nrof -= i;
1574 if (tmp)
1575 esrv_send_item (tmp, op);
1576 }
1577 else
1578 {
1579 op->remove (); 1571 remove ();
1580 op->nrof = 0; 1572 return this;
1581 if (tmp)
1582 esrv_del_item (tmp->contr, op->count);
1583 }
1584 } 1573 }
1585 else 1574 else
1586 { 1575 {
1587 object *above = op->above; 1576 decrease (nr);
1588 1577
1589 if (i < op->nrof) 1578 object *op = deep_clone ();
1590 op->nrof -= i; 1579 op->nrof = nr;
1591 else
1592 {
1593 op->remove ();
1594 op->nrof = 0;
1595 }
1596
1597 /* Since we just removed op, op->above is null */
1598 for (tmp = above; tmp; tmp = tmp->above)
1599 if (tmp->type == PLAYER)
1600 {
1601 if (op->nrof)
1602 esrv_send_item (tmp, op);
1603 else
1604 esrv_del_item (tmp->contr, op->count);
1605 }
1606 }
1607
1608 if (op->nrof)
1609 return op; 1580 return op;
1610 else
1611 {
1612 op->destroy ();
1613 return 0;
1614 }
1615}
1616
1617/*
1618 * add_weight(object, weight) adds the specified weight to an object,
1619 * and also updates how much the environment(s) is/are carrying.
1620 */
1621void
1622add_weight (object *op, signed long weight)
1623{
1624 while (op != NULL)
1625 {
1626 if (op->type == CONTAINER)
1627 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1628
1629 op->carrying += weight;
1630 op = op->env;
1631 } 1581 }
1632} 1582}
1633 1583
1634object * 1584object *
1635insert_ob_in_ob (object *op, object *where) 1585insert_ob_in_ob (object *op, object *where)
1660 * be != op, if items are merged. -Tero 1610 * be != op, if items are merged. -Tero
1661 */ 1611 */
1662object * 1612object *
1663object::insert (object *op) 1613object::insert (object *op)
1664{ 1614{
1665 if (!QUERY_FLAG (op, FLAG_REMOVED))
1666 op->remove ();
1667
1668 if (op->more) 1615 if (op->more)
1669 { 1616 {
1670 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1617 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1671 return op; 1618 return op;
1672 } 1619 }
1673 1620
1674 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1621 op->remove ();
1675 CLEAR_FLAG (op, FLAG_REMOVED); 1622
1623 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1676 1624
1677 if (op->nrof) 1625 if (op->nrof)
1678 {
1679 for (object *tmp = inv; tmp; tmp = tmp->below) 1626 for (object *tmp = inv; tmp; tmp = tmp->below)
1680 if (object::can_merge (tmp, op)) 1627 if (object::can_merge (tmp, op))
1681 { 1628 {
1682 /* return the original object and remove inserted object 1629 /* return the original object and remove inserted object
1683 (client needs the original object) */ 1630 (client needs the original object) */
1684 tmp->nrof += op->nrof; 1631 tmp->nrof += op->nrof;
1685 /* Weight handling gets pretty funky. Since we are adding to 1632
1686 * tmp->nrof, we need to increase the weight. 1633 if (object *pl = tmp->visible_to ())
1687 */ 1634 esrv_update_item (UPD_NROF, pl, tmp);
1635
1688 add_weight (this, op->weight * op->nrof); 1636 adjust_weight (this, op->total_weight ());
1689 SET_FLAG (op, FLAG_REMOVED); 1637
1690 op->destroy (); /* free the inserted object */ 1638 op->destroy ();
1691 op = tmp; 1639 op = tmp;
1692 op->remove (); /* and fix old object's links */ 1640 goto inserted;
1693 CLEAR_FLAG (op, FLAG_REMOVED);
1694 break;
1695 } 1641 }
1696 1642
1697 /* I assume combined objects have no inventory
1698 * We add the weight - this object could have just been removed
1699 * (if it was possible to merge). calling remove_ob will subtract
1700 * the weight, so we need to add it in again, since we actually do
1701 * the linking below
1702 */
1703 add_weight (this, op->weight * op->nrof);
1704 }
1705 else
1706 add_weight (this, (op->weight + op->carrying));
1707
1708 if (object *otmp = this->in_player ())
1709 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1710 otmp->update_stats ();
1711
1712 op->owner = 0; // its his/hers now. period. 1643 op->owner = 0; // it's his/hers now. period.
1713 op->map = 0; 1644 op->map = 0;
1645 op->x = 0;
1646 op->y = 0;
1647
1648 op->above = 0;
1649 op->below = inv;
1714 op->env = this; 1650 op->env = this;
1715 op->above = 0;
1716 op->below = 0;
1717 op->x = op->y = 0;
1718 1651
1652 if (inv)
1653 inv->above = op;
1654
1655 inv = op;
1656
1657 op->flag [FLAG_REMOVED] = 0;
1658
1659 if (object *pl = op->visible_to ())
1660 esrv_send_item (pl, op);
1661
1662 adjust_weight (this, op->total_weight ());
1663
1664inserted:
1719 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1720 if (op->glow_radius && map) 1666 if (op->glow_radius && is_on_map ())
1721 { 1667 {
1722#ifdef DEBUG_LIGHTS 1668 update_stats ();
1723 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1724#endif /* DEBUG_LIGHTS */
1725 if (map->darkness)
1726 update_all_los (map, x, y); 1669 update_all_los (map, x, y);
1727 }
1728
1729 /* Client has no idea of ordering so lets not bother ordering it here.
1730 * It sure simplifies this function...
1731 */
1732 if (!inv)
1733 inv = op;
1734 else
1735 { 1670 }
1736 op->below = inv; 1671 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1737 op->below->above = op; 1672 // if this is a player's inventory, update stats
1738 inv = op; 1673 update_stats ();
1739 }
1740 1674
1741 INVOKE_OBJECT (INSERT, this); 1675 INVOKE_OBJECT (INSERT, this);
1742 1676
1743 return op; 1677 return op;
1744} 1678}
1827 { 1761 {
1828 1762
1829 float 1763 float
1830 diff = tmp->move_slow_penalty * fabs (op->speed); 1764 diff = tmp->move_slow_penalty * fabs (op->speed);
1831 1765
1832 if (op->type == PLAYER) 1766 if (op->is_player ())
1833 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1767 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1834 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1768 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1835 diff /= 4.0; 1769 diff /= 4.0;
1836 1770
1837 op->speed_left -= diff; 1771 op->speed_left -= diff;
1872 LOG (llevError, "Present_arch called outside map.\n"); 1806 LOG (llevError, "Present_arch called outside map.\n");
1873 return NULL; 1807 return NULL;
1874 } 1808 }
1875 1809
1876 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1810 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->arch == at) 1811 if (tmp->arch->archname == at->archname)
1878 return tmp; 1812 return tmp;
1879 1813
1880 return NULL; 1814 return NULL;
1881} 1815}
1882 1816
1946 * The first matching object is returned, or NULL if none. 1880 * The first matching object is returned, or NULL if none.
1947 */ 1881 */
1948object * 1882object *
1949present_arch_in_ob (const archetype *at, const object *op) 1883present_arch_in_ob (const archetype *at, const object *op)
1950{ 1884{
1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1952 if (tmp->arch == at) 1886 if (tmp->arch->archname == at->archname)
1953 return tmp; 1887 return tmp;
1954 1888
1955 return NULL; 1889 return NULL;
1956} 1890}
1957 1891
2045 * head of the object should correspond for the entire object. 1979 * head of the object should correspond for the entire object.
2046 */ 1980 */
2047 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2048 continue; 1982 continue;
2049 1983
2050 if (ob->blocked (m, pos.x, pos.y)) 1984 if (ob->blocked (pos.m, pos.x, pos.y))
2051 continue; 1985 continue;
2052 1986
2053 altern [index++] = i; 1987 altern [index++] = i;
2054 } 1988 }
2055 1989
2163 if ((move_type & blocked) == move_type) 2097 if ((move_type & blocked) == move_type)
2164 max = maxfree[i]; 2098 max = maxfree[i];
2165 else if (mflags & P_IS_ALIVE) 2099 else if (mflags & P_IS_ALIVE)
2166 { 2100 {
2167 for (tmp = ms.bot; tmp; tmp = tmp->above) 2101 for (tmp = ms.bot; tmp; tmp = tmp->above)
2168 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2102 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2169 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2103 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2170 break; 2104 break;
2171 2105
2172 if (tmp) 2106 if (tmp)
2173 return freedir[i]; 2107 return freedir[i];
2359int 2293int
2360can_pick (const object *who, const object *item) 2294can_pick (const object *who, const object *item)
2361{ 2295{
2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2296 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2297 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2298 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2365} 2299}
2366 2300
2367/* 2301/*
2368 * create clone from object to another 2302 * create clone from object to another
2369 */ 2303 */
2370object * 2304object *
2371object_create_clone (object *asrc) 2305object::deep_clone ()
2372{ 2306{
2373 object *dst = 0, *tmp, *src, *prev, *item; 2307 assert (("deep_clone called on non-head object", is_head ()));
2374 2308
2375 if (!asrc) 2309 object *dst = clone ();
2376 return 0;
2377 2310
2378 src = asrc->head_ (); 2311 object *prev = dst;
2379
2380 prev = 0;
2381 for (object *part = src; part; part = part->more) 2312 for (object *part = this->more; part; part = part->more)
2382 { 2313 {
2383 tmp = part->clone (); 2314 object *tmp = part->clone ();
2384 tmp->x -= src->x;
2385 tmp->y -= src->y;
2386
2387 if (!part->head)
2388 {
2389 dst = tmp;
2390 tmp->head = 0;
2391 }
2392 else
2393 tmp->head = dst; 2315 tmp->head = dst;
2394
2395 tmp->more = 0;
2396
2397 if (prev)
2398 prev->more = tmp; 2316 prev->more = tmp;
2399
2400 prev = tmp; 2317 prev = tmp;
2401 } 2318 }
2402 2319
2403 for (item = src->inv; item; item = item->below) 2320 for (object *item = inv; item; item = item->below)
2404 insert_ob_in_ob (object_create_clone (item), dst); 2321 insert_ob_in_ob (item->deep_clone (), dst);
2405 2322
2406 return dst; 2323 return dst;
2407} 2324}
2408 2325
2409/* This returns the first object in who's inventory that 2326/* This returns the first object in who's inventory that
2418 return tmp; 2335 return tmp;
2419 2336
2420 return 0; 2337 return 0;
2421} 2338}
2422 2339
2423/* If ob has a field named key, return the link from the list, 2340const shstr &
2424 * otherwise return NULL. 2341object::kv_get (const shstr &key) const
2425 *
2426 * key must be a passed in shared string - otherwise, this won't
2427 * do the desired thing.
2428 */
2429key_value *
2430get_ob_key_link (const object *ob, const char *key)
2431{ 2342{
2432 for (key_value *link = ob->key_values; link; link = link->next) 2343 for (key_value *kv = key_values; kv; kv = kv->next)
2433 if (link->key == key) 2344 if (kv->key == key)
2434 return link;
2435
2436 return 0;
2437}
2438
2439/*
2440 * Returns the value of op has an extra_field for key, or NULL.
2441 *
2442 * The argument doesn't need to be a shared string.
2443 *
2444 * The returned string is shared.
2445 */
2446const char *
2447get_ob_key_value (const object *op, const char *const key)
2448{
2449 key_value *link;
2450 shstr_cmp canonical_key (key);
2451
2452 if (!canonical_key)
2453 {
2454 /* 1. There being a field named key on any object
2455 * implies there'd be a shared string to find.
2456 * 2. Since there isn't, no object has this field.
2457 * 3. Therefore, *this* object doesn't have this field.
2458 */
2459 return 0;
2460 }
2461
2462 /* This is copied from get_ob_key_link() above -
2463 * only 4 lines, and saves the function call overhead.
2464 */
2465 for (link = op->key_values; link; link = link->next)
2466 if (link->key == canonical_key)
2467 return link->value; 2345 return kv->value;
2468 2346
2469 return 0; 2347 return shstr_null;
2470} 2348}
2471 2349
2472/* 2350void
2473 * Updates the canonical_key in op to value. 2351object::kv_set (const shstr &key, const shstr &value)
2474 *
2475 * canonical_key is a shared string (value doesn't have to be).
2476 *
2477 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2478 * keys.
2479 *
2480 * Returns TRUE on success.
2481 */
2482int
2483set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2484{ 2352{
2485 key_value *field = NULL, *last = NULL; 2353 for (key_value *kv = key_values; kv; kv = kv->next)
2486 2354 if (kv->key == key)
2487 for (field = op->key_values; field != NULL; field = field->next)
2488 {
2489 if (field->key != canonical_key)
2490 { 2355 {
2491 last = field; 2356 kv->value = value;
2492 continue; 2357 return;
2493 } 2358 }
2494 2359
2495 if (value) 2360 key_value *kv = new key_value;
2496 field->value = value; 2361
2497 else 2362 kv->next = key_values;
2363 kv->key = key;
2364 kv->value = value;
2365
2366 key_values = kv;
2367}
2368
2369void
2370object::kv_del (const shstr &key)
2371{
2372 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2373 if ((*kvp)->key == key)
2498 { 2374 {
2499 /* Basically, if the archetype has this key set, 2375 key_value *kv = *kvp;
2500 * we need to store the null value so when we save 2376 *kvp = (*kvp)->next;
2501 * it, we save the empty value so that when we load, 2377 delete kv;
2502 * we get this value back again. 2378 return;
2503 */
2504 if (get_ob_key_link (op->arch, canonical_key))
2505 field->value = 0;
2506 else
2507 {
2508 if (last)
2509 last->next = field->next;
2510 else
2511 op->key_values = field->next;
2512
2513 delete field;
2514 }
2515 } 2379 }
2516 return TRUE;
2517 }
2518 /* IF we get here, key doesn't exist */
2519
2520 /* No field, we'll have to add it. */
2521
2522 if (!add_key)
2523 return FALSE;
2524
2525 /* There isn't any good reason to store a null
2526 * value in the key/value list. If the archetype has
2527 * this key, then we should also have it, so shouldn't
2528 * be here. If user wants to store empty strings,
2529 * should pass in ""
2530 */
2531 if (value == NULL)
2532 return TRUE;
2533
2534 field = new key_value;
2535
2536 field->key = canonical_key;
2537 field->value = value;
2538 /* Usual prepend-addition. */
2539 field->next = op->key_values;
2540 op->key_values = field;
2541
2542 return TRUE;
2543}
2544
2545/*
2546 * Updates the key in op to value.
2547 *
2548 * If add_key is FALSE, this will only update existing keys,
2549 * and not add new ones.
2550 * In general, should be little reason FALSE is ever passed in for add_key
2551 *
2552 * Returns TRUE on success.
2553 */
2554int
2555set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2556{
2557 shstr key_ (key);
2558
2559 return set_ob_key_value_s (op, key_, value, add_key);
2560} 2380}
2561 2381
2562object::depth_iterator::depth_iterator (object *container) 2382object::depth_iterator::depth_iterator (object *container)
2563: iterator_base (container) 2383: iterator_base (container)
2564{ 2384{
2614{ 2434{
2615 char flagdesc[512]; 2435 char flagdesc[512];
2616 char info2[256 * 4]; 2436 char info2[256 * 4];
2617 char *p = info; 2437 char *p = info;
2618 2438
2619 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2439 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2620 count, uuid.seq, 2440 count,
2441 uuid.c_str (),
2621 &name, 2442 &name,
2622 title ? "\",title:\"" : "", 2443 title ? ",title:\"" : "",
2623 title ? (const char *)title : "", 2444 title ? (const char *)title : "",
2445 title ? "\"" : "",
2624 flag_desc (flagdesc, 512), type); 2446 flag_desc (flagdesc, 512), type);
2625 2447
2626 if (!this->flag[FLAG_REMOVED] && env) 2448 if (!flag[FLAG_REMOVED] && env)
2627 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2449 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2628 2450
2629 if (map) 2451 if (map)
2630 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2452 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2631 2453
2661object::open_container (object *new_container) 2483object::open_container (object *new_container)
2662{ 2484{
2663 if (container == new_container) 2485 if (container == new_container)
2664 return; 2486 return;
2665 2487
2666 if (object *old_container = container) 2488 object *old_container = container;
2489
2490 if (old_container)
2667 { 2491 {
2668 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2492 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2669 return; 2493 return;
2670 2494
2671#if 0 2495#if 0
2673 if (object *closer = old_container->inv) 2497 if (object *closer = old_container->inv)
2674 if (closer->type == CLOSE_CON) 2498 if (closer->type == CLOSE_CON)
2675 closer->destroy (); 2499 closer->destroy ();
2676#endif 2500#endif
2677 2501
2502 // make sure the container is available
2503 esrv_send_item (this, old_container);
2504
2678 old_container->flag [FLAG_APPLIED] = 0; 2505 old_container->flag [FLAG_APPLIED] = false;
2679 container = 0; 2506 container = 0;
2680 2507
2508 // client needs item update to make it work, client bug requires this to be separate
2681 esrv_update_item (UPD_FLAGS, this, old_container); 2509 esrv_update_item (UPD_FLAGS, this, old_container);
2510
2682 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2511 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2683 play_sound (sound_find ("chest_close")); 2512 play_sound (sound_find ("chest_close"));
2684 } 2513 }
2685 2514
2686 if (new_container) 2515 if (new_container)
2699 } 2528 }
2700#endif 2529#endif
2701 2530
2702 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2531 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2703 2532
2533 // make sure the container is available, client bug requires this to be separate
2534 esrv_send_item (this, new_container);
2535
2704 new_container->flag [FLAG_APPLIED] = 1; 2536 new_container->flag [FLAG_APPLIED] = true;
2705 container = new_container; 2537 container = new_container;
2706 2538
2539 // client needs flag change
2707 esrv_update_item (UPD_FLAGS, this, new_container); 2540 esrv_update_item (UPD_FLAGS, this, new_container);
2708 esrv_send_inventory (this, new_container); 2541 esrv_send_inventory (this, new_container);
2709 play_sound (sound_find ("chest_open")); 2542 play_sound (sound_find ("chest_open"));
2710 } 2543 }
2544// else if (!old_container->env && contr && contr->ns)
2545// contr->ns->floorbox_reset ();
2711} 2546}
2712 2547
2713object * 2548object *
2714object::force_find (const shstr name) 2549object::force_find (const shstr name)
2715{ 2550{
2721 return splay (tmp); 2556 return splay (tmp);
2722 2557
2723 return 0; 2558 return 0;
2724} 2559}
2725 2560
2726void 2561object *
2727object::force_add (const shstr name, int duration) 2562object::force_add (const shstr name, int duration)
2728{ 2563{
2729 if (object *force = force_find (name)) 2564 if (object *force = force_find (name))
2730 force->destroy (); 2565 force->destroy ();
2731 2566
2737 2572
2738 force->set_speed (duration ? 1.f / duration : 0.f); 2573 force->set_speed (duration ? 1.f / duration : 0.f);
2739 force->flag [FLAG_IS_USED_UP] = true; 2574 force->flag [FLAG_IS_USED_UP] = true;
2740 force->flag [FLAG_APPLIED] = true; 2575 force->flag [FLAG_APPLIED] = true;
2741 2576
2742 insert (force); 2577 return insert (force);
2743} 2578}
2744 2579
2745void 2580void
2746object::play_sound (faceidx sound) const 2581object::play_sound (faceidx sound)
2747{ 2582{
2748 if (!sound) 2583 if (!sound)
2749 return; 2584 return;
2750 2585
2751 if (flag [FLAG_REMOVED]) 2586 if (flag [FLAG_REMOVED])
2758 } 2593 }
2759 else 2594 else
2760 map->play_sound (sound, x, y); 2595 map->play_sound (sound, x, y);
2761} 2596}
2762 2597
2598void
2599object::make_noise ()
2600{
2601 // we do not model noise in the map, so instead put
2602 // a temporary light into the noise source
2603 // could use the map instead, but that's less reliable for our
2604 // goal, which is to make invisibility a bit harder to exploit
2605
2606 // currently only works sensibly for players
2607 if (!is_player ())
2608 return;
2609
2610 // find old force, or create new one
2611 object *force = force_find (shstr_noise_force);
2612
2613 if (force)
2614 force->speed_left = -1.f; // patch old speed up
2615 else
2616 {
2617 force = archetype::get (shstr_noise_force);
2618
2619 force->slaying = shstr_noise_force;
2620 force->stats.food = 1;
2621 force->speed_left = -1.f;
2622
2623 force->set_speed (1.f / 4.f);
2624 force->flag [FLAG_IS_USED_UP] = true;
2625 force->flag [FLAG_APPLIED] = true;
2626
2627 insert (force);
2628 }
2629}
2630

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