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Comparing deliantra/server/common/object.C (file contents):
Revision 1.112 by root, Mon Jan 8 14:11:04 2007 UTC vs.
Revision 1.286 by root, Wed Sep 2 16:54:20 2009 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 (©) 2005,2006,2007,2008,2009 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. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
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;
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 one object has inventory but the other doesn't, not equiv */ 248 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 249 return 0; /* inventories differ in length */
261 return 0;
262 250
263 /* Now check to see if the two inventory objects could merge */ 251 if (ob1->inv->below || ob2->inv->below)
252 return 0; /* more than one object in inv */
253
264 if (!object::can_merge (ob1->inv, ob2->inv)) 254 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 255 return 0; /* inventory objects differ */
266 256
267 /* 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
268 * if it is valid. 258 * if it is valid.
269 */ 259 */
270 } 260 }
289 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
290 return 0; 280 return 0;
291 break; 281 break;
292 } 282 }
293 283
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
295 { 285 {
296 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 288 return 0; /* One has fields, but the other one doesn't. */
289
290 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 291 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 292 }
303 293
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
306 { 295 {
307 ob1->optimise (); 296 ob1->optimise ();
308 ob2->optimise (); 297 ob2->optimise ();
309 298
310 if (ob1->self || ob2->self) 299 if (ob1->self || ob2->self)
300 {
301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
303
304 if (k1 != k2)
311 return 0; 305 return 0;
306
307 if (k1 == 0)
308 return 1;
309
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0;
312 }
312 } 313 }
313 314
314 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
315 return 1; 316 return 1;
316} 317}
317 318
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_or_self ();
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
318/* 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/*
319 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
320 * 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
321 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
322 */ 396 */
323long 397void
324sum_weight (object *op) 398object::update_weight ()
325{ 399{
326 long sum; 400 sint32 sum = 0;
327 object *inv;
328 401
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
330 { 403 {
331 if (inv->inv) 404 if (op->inv)
332 sum_weight (inv); 405 op->update_weight ();
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 406
407 sum += op->total_weight ();
408 }
409
410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
334 } 413 {
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; 414 carrying = sum;
341 415
342 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 }
343} 420}
344 421
345/** 422/*
346 * Return the outermost environment object for a given object. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 424 */
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 * 425char *
364dump_object (object *op) 426dump_object (object *op)
365{ 427{
366 if (!op) 428 if (!op)
367 return strdup ("[NULLOBJ]"); 429 return strdup ("[NULLOBJ]");
368 430
369 object_freezer freezer; 431 object_freezer freezer;
370 save_object (freezer, op, 1); 432 op->write (freezer);
371 return freezer.as_string (); 433 return freezer.as_string ();
372} 434}
373 435
374/* 436/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 437 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 438 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 439 * If it's not a multi-object, it is returned.
378 */ 440 */
379
380object * 441object *
381get_nearest_part (object *op, const object *pl) 442get_nearest_part (object *op, const object *pl)
382{ 443{
383 object *tmp, *closest; 444 object *tmp, *closest;
384 int last_dist, i; 445 int last_dist, i;
385 446
386 if (op->more == NULL) 447 if (!op->more)
387 return op; 448 return op;
449
388 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)
389 if ((i = distance (tmp, pl)) < last_dist) 453 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i; 454 closest = tmp, last_dist = i;
455
391 return closest; 456 return closest;
392} 457}
393 458
394/* 459/*
395 * 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.
396 */ 462 */
397object * 463object *
398find_object (tag_t i) 464find_object (tag_t i)
399{ 465{
400 for_all_objects (op) 466 for_all_objects (op)
411 */ 477 */
412object * 478object *
413find_object_name (const char *str) 479find_object_name (const char *str)
414{ 480{
415 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
416 object *op;
417 482
483 if (str_)
418 for_all_objects (op) 484 for_all_objects (op)
419 if (op->name == str_) 485 if (op->name == str_)
420 break; 486 return op;
421 487
422 return op; 488 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 489}
430 490
431/* 491/*
432 * 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
433 * skill and experience objects. 493 * skill and experience objects.
494 * ACTUALLY NO! investigate! TODO
434 */ 495 */
435void 496void
436object::set_owner (object *owner) 497object::set_owner (object *owner)
437{ 498{
499 // allow objects which own objects
438 if (!owner) 500 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) 501 while (owner->owner)
449 owner = owner->owner; 502 owner = owner->owner;
503
504 if (flag [FLAG_FREED])
505 {
506 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
507 return;
508 }
450 509
451 this->owner = owner; 510 this->owner = owner;
511}
512
513int
514object::slottype () const
515{
516 if (type == SKILL)
517 {
518 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
519 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
520 }
521 else
522 {
523 if (slot [body_combat].info) return slot_combat;
524 if (slot [body_range ].info) return slot_ranged;
525 }
526
527 return slot_none;
528}
529
530bool
531object::change_weapon (object *ob)
532{
533 if (current_weapon == ob)
534 return true;
535
536 if (chosen_skill)
537 chosen_skill->flag [FLAG_APPLIED] = false;
538
539 current_weapon = ob;
540 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = true;
544
545 update_stats ();
546
547 if (ob)
548 {
549 // now check wether any body locations became invalid, in which case
550 // we cannot apply the weapon at the moment.
551 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
552 if (slot[i].used < 0)
553 {
554 current_weapon = chosen_skill = 0;
555 update_stats ();
556
557 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name);
561 return false;
562 }
563
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 }
566 else
567 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
568
569 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
570 {
571 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
572 &name, ob->debug_desc ());
573 return false;
574 }
575
576 return true;
452} 577}
453 578
454/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 580 * refcounts and freeing the links.
456 */ 581 */
457static void 582static void
458free_key_values (object *op) 583free_key_values (object *op)
459{ 584{
460 for (key_value *i = op->key_values; i != 0;) 585 for (key_value *i = op->key_values; i; )
461 { 586 {
462 key_value *next = i->next; 587 key_value *next = i->next;
463 delete i; 588 delete i;
464 589
465 i = next; 590 i = next;
477 * will point at garbage. 602 * will point at garbage.
478 */ 603 */
479void 604void
480object::copy_to (object *dst) 605object::copy_to (object *dst)
481{ 606{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 607 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 608 *(object_copy *)dst = *this;
486 609 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;
495 610
496 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
497 if (key_values) 612 if (key_values)
498 { 613 {
499 key_value *tail = 0; 614 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 615 dst->key_values = 0;
503 616
504 for (i = key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
505 { 618 {
506 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
507 620
508 new_link->next = 0; 621 new_link->next = 0;
509 new_link->key = i->key; 622 new_link->key = i->key;
510 new_link->value = i->value; 623 new_link->value = i->value;
511 624
512 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
513 if (!dst->key_values) 626 if (!dst->key_values)
514 { 627 {
521 tail = new_link; 634 tail = new_link;
522 } 635 }
523 } 636 }
524 } 637 }
525 638
526 dst->set_speed (dst->speed); 639 if (speed < 0)
640 dst->speed_left -= rndm ();
641
642 dst->activate ();
643}
644
645void
646object::instantiate ()
647{
648 if (!uuid.seq) // HACK
649 uuid = UUID::gen ();
650
651 speed_left = -0.1f;
652 /* copy the body_info to the body_used - this is only really
653 * need for monsters, but doesn't hurt to do it for everything.
654 * by doing so, when a monster is created, it has good starting
655 * values for the body_used info, so when items are created
656 * for it, they can be properly equipped.
657 */
658 for (int i = NUM_BODY_LOCATIONS; i--; )
659 slot[i].used = slot[i].info;
660
661 attachable::instantiate ();
527} 662}
528 663
529object * 664object *
530object::clone () 665object::clone ()
531{ 666{
532 object *neu = create (); 667 object *neu = create ();
533 copy_to (neu); 668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
534 return neu; 670 return neu;
535} 671}
536 672
537/* 673/*
538 * 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
589 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
590 */ 726 */
591void 727void
592update_object (object *op, int action) 728update_object (object *op, int action)
593{ 729{
594 MoveType move_on, move_off, move_block, move_slow; 730 if (!op)
595
596 if (op == NULL)
597 { 731 {
598 /* this should never happen */ 732 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 734 return;
601 } 735 }
602 736
603 if (op->env) 737 if (!op->is_on_map ())
604 { 738 {
605 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
606 * to do in this case. 740 * to do in this case.
607 */ 741 */
608 return; 742 return;
609 } 743 }
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;
616 744
617 /* make sure the object is within map boundaries */ 745 /* 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) 746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 747 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
631 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
632 { 760 {
633 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
643 /* 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
644 * to have move_allow right now. 772 * have move_allow right now.
645 */ 773 */
646 || ((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
647 || 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)
648 m.flags_ = 0; 776 m.invalidate ();
649 } 777 }
650 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 780 * that is being removed.
653 */ 781 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = 0; 783 m.invalidate ();
656 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
658 else 786 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 788
661 if (op->more) 789 if (op->more)
662 update_object (op->more, action); 790 update_object (op->more, action);
663} 791}
664 792
665object *object::first;
666
667object::object () 793object::object ()
668{ 794{
669 SET_FLAG (this, FLAG_REMOVED); 795 SET_FLAG (this, FLAG_REMOVED);
670 796
671 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
672 face = blank_face; 798 face = blank_face;
673} 799}
674 800
675object::~object () 801object::~object ()
676{ 802{
803 unlink ();
804
677 free_key_values (this); 805 free_key_values (this);
678} 806}
679 807
680static int object_count; 808static int object_count;
681 809
682void object::link () 810void object::link ()
683{ 811{
684 assert (!index);//D 812 assert (!index);//D
685 uuid = gen_uuid (); 813 uuid = UUID::gen ();
686 count = ++object_count; 814 count = ++object_count;
687 815
688 refcnt_inc (); 816 refcnt_inc ();
689 objects.insert (this); 817 objects.insert (this);
690} 818}
691 819
692void object::unlink () 820void object::unlink ()
693{ 821{
694 assert (index);//D 822 if (!index)
823 return;
824
695 objects.erase (this); 825 objects.erase (this);
696 refcnt_dec (); 826 refcnt_dec ();
697} 827}
698 828
699void 829void
702 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
703 if (active) 833 if (active)
704 return; 834 return;
705 835
706 if (has_active_speed ()) 836 if (has_active_speed ())
837 {
838 if (flag [FLAG_FREED])
839 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
840
707 actives.insert (this); 841 actives.insert (this);
842 }
708} 843}
709 844
710void 845void
711object::activate_recursive () 846object::activate_recursive ()
712{ 847{
761object::destroy_inv (bool drop_to_ground) 896object::destroy_inv (bool drop_to_ground)
762{ 897{
763 // need to check first, because the checks below might segfault 898 // need to check first, because the checks below might segfault
764 // as we might be on an invalid mapspace and crossfire code 899 // as we might be on an invalid mapspace and crossfire code
765 // is too buggy to ensure that the inventory is empty. 900 // is too buggy to ensure that the inventory is empty.
766 // corollary: if you create arrows etc. with stuff in tis inventory, 901 // corollary: if you create arrows etc. with stuff in its inventory,
767 // cf will crash below with off-map x and y 902 // cf will crash below with off-map x and y
768 if (!inv) 903 if (!inv)
769 return; 904 return;
770 905
771 /* Only if the space blocks everything do we not process - 906 /* Only if the space blocks everything do we not process -
772 * if some form of movement is allowed, let objects 907 * if some form of movement is allowed, let objects
773 * drop on that space. 908 * drop on that space.
774 */ 909 */
775 if (!drop_to_ground 910 if (!drop_to_ground
776 || !map 911 || !map
777 || map->in_memory != MAP_IN_MEMORY 912 || map->in_memory != MAP_ACTIVE
913 || map->no_drop
778 || ms ().move_block == MOVE_ALL) 914 || ms ().move_block == MOVE_ALL)
779 { 915 {
780 while (inv) 916 while (inv)
781 {
782 inv->destroy_inv (drop_to_ground);
783 inv->destroy (); 917 inv->destroy ();
784 }
785 } 918 }
786 else 919 else
787 { /* Put objects in inventory onto this space */ 920 { /* Put objects in inventory onto this space */
788 while (inv) 921 while (inv)
789 { 922 {
807 object *op = new object; 940 object *op = new object;
808 op->link (); 941 op->link ();
809 return op; 942 return op;
810} 943}
811 944
945static struct freed_map : maptile
946{
947 freed_map ()
948 {
949 path = "<freed objects map>";
950 name = "/internal/freed_objects_map";
951 width = 3;
952 height = 3;
953 no_drop = 1;
954 no_reset = 1;
955
956 alloc ();
957 in_memory = MAP_ACTIVE;
958 }
959
960 ~freed_map ()
961 {
962 destroy ();
963 }
964} freed_map; // freed objects are moved here to avoid crashes
965
812void 966void
813object::do_destroy () 967object::do_destroy ()
814{ 968{
815 attachable::do_destroy ();
816
817 if (flag [FLAG_IS_LINKED]) 969 if (flag [FLAG_IS_LINKED])
818 remove_button_link (this); 970 remove_link ();
819 971
820 if (flag [FLAG_FRIENDLY]) 972 if (flag [FLAG_FRIENDLY])
821 remove_friendly_object (this); 973 remove_friendly_object (this);
822 974
823 if (!flag [FLAG_REMOVED])
824 remove (); 975 remove ();
825 976
826 destroy_inv (true); 977 attachable::do_destroy ();
827 978
828 deactivate (); 979 deactivate ();
829 unlink (); 980 unlink ();
830 981
831 flag [FLAG_FREED] = 1; 982 flag [FLAG_FREED] = 1;
832 983
833 // hack to ensure that freed objects still have a valid map 984 // hack to ensure that freed objects still have a valid map
834 {
835 static maptile *freed_map; // freed objects are moved here to avoid crashes
836
837 if (!freed_map)
838 {
839 freed_map = new maptile;
840
841 freed_map->name = "/internal/freed_objects_map";
842 freed_map->width = 3;
843 freed_map->height = 3;
844
845 freed_map->alloc ();
846 freed_map->in_memory = MAP_IN_MEMORY;
847 }
848
849 map = freed_map; 985 map = &freed_map;
850 x = 1; 986 x = 1;
851 y = 1; 987 y = 1;
852 }
853
854 head = 0;
855 988
856 if (more) 989 if (more)
857 { 990 {
858 more->destroy (); 991 more->destroy ();
859 more = 0; 992 more = 0;
860 } 993 }
861 994
995 head = 0;
996
862 // clear those pointers that likely might have circular references to us 997 // clear those pointers that likely might cause circular references
863 owner = 0; 998 owner = 0;
864 enemy = 0; 999 enemy = 0;
865 attacked_by = 0; 1000 attacked_by = 0;
1001 current_weapon = 0;
866} 1002}
867 1003
868void 1004void
869object::destroy (bool destroy_inventory) 1005object::destroy ()
870{ 1006{
871 if (destroyed ()) 1007 if (destroyed ())
872 return; 1008 return;
873 1009
874 if (destroy_inventory) 1010 if (!is_head () && !head->destroyed ())
1011 {
1012 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1013 head->destroy ();
1014 return;
1015 }
1016
875 destroy_inv (false); 1017 destroy_inv (false);
1018
1019 if (is_head ())
1020 if (sound_destroy)
1021 play_sound (sound_destroy);
1022 else if (flag [FLAG_MONSTER])
1023 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
876 1024
877 attachable::destroy (); 1025 attachable::destroy ();
878}
879
880/*
881 * sub_weight() recursively (outwards) subtracts a number from the
882 * weight of an object (and what is carried by it's environment(s)).
883 */
884void
885sub_weight (object *op, signed long weight)
886{
887 while (op != NULL)
888 {
889 if (op->type == CONTAINER)
890 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
891
892 op->carrying -= weight;
893 op = op->env;
894 }
895} 1026}
896 1027
897/* op->remove (): 1028/* op->remove ():
898 * This function removes the object op from the linked list of objects 1029 * This function removes the object op from the linked list of objects
899 * which it is currently tied to. When this function is done, the 1030 * which it is currently tied to. When this function is done, the
900 * object will have no environment. If the object previously had an 1031 * object will have no environment. If the object previously had an
901 * environment, the x and y coordinates will be updated to 1032 * environment, the x and y coordinates will be updated to
902 * the previous environment. 1033 * the previous environment.
903 * Beware: This function is called from the editor as well!
904 */ 1034 */
905void 1035void
906object::remove () 1036object::do_remove ()
907{ 1037{
908 object *tmp, *last = 0; 1038 object *tmp, *last = 0;
909 object *otmp; 1039 object *otmp;
910 1040
911 if (QUERY_FLAG (this, FLAG_REMOVED)) 1041 if (flag [FLAG_REMOVED])
912 return; 1042 return;
913 1043
914 SET_FLAG (this, FLAG_REMOVED);
915 INVOKE_OBJECT (REMOVE, this); 1044 INVOKE_OBJECT (REMOVE, this);
1045
1046 flag [FLAG_REMOVED] = true;
916 1047
917 if (more) 1048 if (more)
918 more->remove (); 1049 more->remove ();
919 1050
920 /* 1051 /*
921 * In this case, the object to be removed is in someones 1052 * In this case, the object to be removed is in someones
922 * inventory. 1053 * inventory.
923 */ 1054 */
924 if (env) 1055 if (env)
925 { 1056 {
926 if (nrof) 1057 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
927 sub_weight (env, weight * nrof); 1058 if (object *pl = visible_to ())
928 else 1059 esrv_del_item (pl->contr, count);
929 sub_weight (env, weight + carrying); 1060 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1061
1062 adjust_weight (env, -total_weight ());
1063
1064 object *pl = in_player ();
1065
1066 /* we set up values so that it could be inserted into
1067 * the map, but we don't actually do that - it is up
1068 * to the caller to decide what we want to do.
1069 */
1070 map = env->map;
1071 x = env->x;
1072 y = env->y;
1073
1074 // make sure cmov optimisation is applicable
1075 *(above ? &above->below : &env->inv) = below;
1076 *(below ? &below->above : &above ) = above; // &above is just a dummy
1077
1078 above = 0;
1079 below = 0;
1080 env = 0;
930 1081
931 /* NO_FIX_PLAYER is set when a great many changes are being 1082 /* NO_FIX_PLAYER is set when a great many changes are being
932 * made to players inventory. If set, avoiding the call 1083 * made to players inventory. If set, avoiding the call
933 * to save cpu time. 1084 * to save cpu time.
934 */ 1085 */
935 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1086 if (pl)
1087 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1088 {
936 otmp->update_stats (); 1089 pl->update_stats ();
937 1090
938 if (above) 1091 if (glow_radius && pl->is_on_map ())
939 above->below = below; 1092 update_all_los (pl->map, pl->x, pl->y);
940 else 1093 }
941 env->inv = below;
942
943 if (below)
944 below->above = above;
945
946 /* we set up values so that it could be inserted into
947 * the map, but we don't actually do that - it is up
948 * to the caller to decide what we want to do.
949 */
950 x = env->x, y = env->y;
951 map = env->map;
952 above = 0, below = 0;
953 env = 0;
954 } 1094 }
955 else if (map) 1095 else if (map)
956 { 1096 {
957 if (type == PLAYER) 1097 map->dirty = true;
1098 mapspace &ms = this->ms ();
1099
1100 if (object *pl = ms.player ())
958 { 1101 {
1102 if (is_player ())
1103 {
1104 if (!flag [FLAG_WIZPASS])
1105 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1106
1107 // leaving a spot always closes any open container on the ground
1108 if (container && !container->env)
1109 // this causes spurious floorbox updates, but it ensures
1110 // that the CLOSE event is being sent.
1111 close_container ();
1112
959 --map->players; 1113 --map->players;
960 map->touch (); 1114 map->touch ();
1115 }
1116 else if (pl->container == this)
1117 {
1118 // removing a container should close it
1119 close_container ();
1120 }
1121
1122 esrv_del_item (pl->contr, count);
961 } 1123 }
962 1124
963 map->dirty = true;
964
965 /* link the object above us */ 1125 /* link the object above us */
966 if (above) 1126 // re-link, make sure compiler can easily use cmove
967 above->below = below; 1127 *(above ? &above->below : &ms.top) = below;
968 else 1128 *(below ? &below->above : &ms.bot) = above;
969 map->at (x, y).top = below; /* we were top, set new top */
970
971 /* Relink the object below us, if there is one */
972 if (below)
973 below->above = above;
974 else
975 {
976 /* Nothing below, which means we need to relink map object for this space
977 * use translated coordinates in case some oddness with map tiling is
978 * evident
979 */
980 if (GET_MAP_OB (map, x, y) != this)
981 {
982 char *dump = dump_object (this);
983 LOG (llevError,
984 "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);
985 free (dump);
986 dump = dump_object (GET_MAP_OB (map, x, y));
987 LOG (llevError, "%s\n", dump);
988 free (dump);
989 }
990
991 map->at (x, y).bot = above; /* goes on above it. */
992 }
993 1129
994 above = 0; 1130 above = 0;
995 below = 0; 1131 below = 0;
996 1132
1133 ms.invalidate ();
1134
997 if (map->in_memory == MAP_SAVING) 1135 if (map->in_memory == MAP_SAVING)
998 return; 1136 return;
999 1137
1000 int check_walk_off = !flag [FLAG_NO_APPLY]; 1138 int check_walk_off = !flag [FLAG_NO_APPLY];
1001 1139
1140 if (object *pl = ms.player ())
1141 {
1142 if (pl->container == this)
1143 /* If a container that the player is currently using somehow gets
1144 * removed (most likely destroyed), update the player view
1145 * appropriately.
1146 */
1147 pl->close_container ();
1148
1149 //TODO: the floorbox prev/next might need updating
1150 //esrv_del_item (pl->contr, count);
1151 //TODO: update floorbox to preserve ordering
1152 if (pl->contr->ns)
1153 pl->contr->ns->floorbox_update ();
1154 }
1155
1002 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1156 for (tmp = ms.bot; tmp; tmp = tmp->above)
1003 { 1157 {
1004 /* No point updating the players look faces if he is the object 1158 /* No point updating the players look faces if he is the object
1005 * being removed. 1159 * being removed.
1006 */ 1160 */
1007
1008 if (tmp->type == PLAYER && tmp != this)
1009 {
1010 /* If a container that the player is currently using somehow gets
1011 * removed (most likely destroyed), update the player view
1012 * appropriately.
1013 */
1014 if (tmp->container == this)
1015 {
1016 flag [FLAG_APPLIED] = 0;
1017 tmp->container = 0;
1018 }
1019
1020 if (tmp->contr->ns)
1021 tmp->contr->ns->floorbox_update ();
1022 }
1023 1161
1024 /* See if object moving off should effect something */ 1162 /* See if object moving off should effect something */
1025 if (check_walk_off 1163 if (check_walk_off
1026 && ((move_type & tmp->move_off) 1164 && ((move_type & tmp->move_off)
1027 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1165 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1030 1168
1031 if (destroyed ()) 1169 if (destroyed ())
1032 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1170 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1033 } 1171 }
1034 1172
1035 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1036 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1037 if (tmp->above == tmp)
1038 tmp->above = 0;
1039
1040 last = tmp; 1173 last = tmp;
1041 } 1174 }
1042 1175
1043 /* last == NULL if there are no objects on this space */ 1176 if (affects_los ())
1044 //TODO: this makes little sense, why only update the topmost object?
1045 if (!last)
1046 map->at (x, y).flags_ = 0;
1047 else
1048 update_object (last, UP_OBJ_REMOVE);
1049
1050 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1051 update_all_los (map, x, y); 1177 update_all_los (map, x, y);
1052 } 1178 }
1053} 1179}
1054 1180
1055/* 1181/*
1064merge_ob (object *op, object *top) 1190merge_ob (object *op, object *top)
1065{ 1191{
1066 if (!op->nrof) 1192 if (!op->nrof)
1067 return 0; 1193 return 0;
1068 1194
1069 if (top) 1195 if (!top)
1070 for (top = op; top && top->above; top = top->above) 1196 for (top = op; top && top->above; top = top->above)
1071 ; 1197 ;
1072 1198
1073 for (; top; top = top->below) 1199 for (; top; top = top->below)
1074 {
1075 if (top == op)
1076 continue;
1077
1078 if (object::can_merge (op, top)) 1200 if (object::can_merge (op, top))
1079 { 1201 {
1080 top->nrof += op->nrof; 1202 top->nrof += op->nrof;
1081 1203
1082/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1204 if (object *pl = top->visible_to ())
1083 op->weight = 0; /* Don't want any adjustements now */ 1205 esrv_update_item (UPD_NROF, pl, top);
1206
1207 op->weight = 0; // cancel the addition above
1208 op->carrying = 0; // must be 0 already
1209
1084 op->destroy (); 1210 op->destroy ();
1211
1085 return top; 1212 return top;
1086 } 1213 }
1087 }
1088 1214
1089 return 0; 1215 return 0;
1090} 1216}
1091 1217
1218void
1219object::expand_tail ()
1220{
1221 if (more)
1222 return;
1223
1224 object *prev = this;
1225
1226 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1227 {
1228 object *op = arch_to_object (at);
1229
1230 op->name = name;
1231 op->name_pl = name_pl;
1232 op->title = title;
1233
1234 op->head = this;
1235 prev->more = op;
1236
1237 prev = op;
1238 }
1239}
1240
1092/* 1241/*
1093 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1242 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1094 * job preparing multi-part monsters 1243 * job preparing multi-part monsters.
1095 */ 1244 */
1096object * 1245object *
1097insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1246insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1098{ 1247{
1248 op->remove ();
1249
1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1250 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1100 { 1251 {
1101 tmp->x = x + tmp->arch->clone.x; 1252 tmp->x = x + tmp->arch->x;
1102 tmp->y = y + tmp->arch->clone.y; 1253 tmp->y = y + tmp->arch->y;
1103 } 1254 }
1104 1255
1105 return insert_ob_in_map (op, m, originator, flag); 1256 return insert_ob_in_map (op, m, originator, flag);
1106} 1257}
1107 1258
1126 * just 'op' otherwise 1277 * just 'op' otherwise
1127 */ 1278 */
1128object * 1279object *
1129insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1280insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1130{ 1281{
1131 object *tmp, *top, *floor = NULL; 1282 op->remove ();
1132 sint16 x, y;
1133 1283
1134 if (QUERY_FLAG (op, FLAG_FREED)) 1284 if (m == &freed_map)//D TODO: remove soon
1135 { 1285 {//D
1136 LOG (llevError, "Trying to insert freed object!\n"); 1286 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1137 return NULL;
1138 } 1287 }//D
1139
1140 if (!m)
1141 {
1142 char *dump = dump_object (op);
1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1144 free (dump);
1145 return op;
1146 }
1147
1148 if (out_of_map (m, op->x, op->y))
1149 {
1150 char *dump = dump_object (op);
1151 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1152#ifdef MANY_CORES
1153 /* Better to catch this here, as otherwise the next use of this object
1154 * is likely to cause a crash. Better to find out where it is getting
1155 * improperly inserted.
1156 */
1157 abort ();
1158#endif
1159 free (dump);
1160 return op;
1161 }
1162
1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 {
1165 char *dump = dump_object (op);
1166 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1167 free (dump);
1168 return op;
1169 }
1170
1171 if (op->more)
1172 {
1173 /* The part may be on a different map. */
1174
1175 object *more = op->more;
1176
1177 /* We really need the caller to normalise coordinates - if
1178 * we set the map, that doesn't work if the location is within
1179 * a map and this is straddling an edge. So only if coordinate
1180 * is clear wrong do we normalise it.
1181 */
1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1184 else if (!more->map)
1185 {
1186 /* For backwards compatibility - when not dealing with tiled maps,
1187 * more->map should always point to the parent.
1188 */
1189 more->map = m;
1190 }
1191
1192 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1193 {
1194 if (!op->head)
1195 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1196
1197 return 0;
1198 }
1199 }
1200
1201 CLEAR_FLAG (op, FLAG_REMOVED);
1202 1288
1203 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* Ideally, the caller figures this out. However, it complicates a lot
1204 * of areas of callers (eg, anything that uses find_free_spot would now 1290 * of areas of callers (eg, anything that uses find_free_spot would now
1205 * need extra work 1291 * need extra work
1206 */ 1292 */
1207 op->map = get_map_from_coord (m, &op->x, &op->y); 1293 maptile *newmap = m;
1208 x = op->x; 1294 if (!xy_normalise (newmap, op->x, op->y))
1209 y = op->y; 1295 {
1296 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1297 return 0;
1298 }
1299
1300 if (object *more = op->more)
1301 if (!insert_ob_in_map (more, m, originator, flag))
1302 return 0;
1303
1304 op->flag [FLAG_REMOVED] = false;
1305 op->env = 0;
1306 op->map = newmap;
1307
1308 mapspace &ms = op->ms ();
1210 1309
1211 /* this has to be done after we translate the coordinates. 1310 /* this has to be done after we translate the coordinates.
1212 */ 1311 */
1213 if (op->nrof && !(flag & INS_NO_MERGE)) 1312 if (op->nrof && !(flag & INS_NO_MERGE))
1214 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1313 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1215 if (object::can_merge (op, tmp)) 1314 if (object::can_merge (op, tmp))
1216 { 1315 {
1316 // TODO: we actually want to update tmp, not op,
1317 // but some caller surely breaks when we return tmp
1318 // from here :/
1217 op->nrof += tmp->nrof; 1319 op->nrof += tmp->nrof;
1218 tmp->destroy (); 1320 tmp->destroy ();
1219 } 1321 }
1220 1322
1221 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1230 { 1332 {
1231 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1232 abort (); 1334 abort ();
1233 } 1335 }
1234 1336
1337 if (!originator->is_on_map ())
1338 {
1339 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1340 op->debug_desc (), originator->debug_desc ());
1341 abort ();
1342 }
1343
1235 op->above = originator; 1344 op->above = originator;
1236 op->below = originator->below; 1345 op->below = originator->below;
1237
1238 if (op->below)
1239 op->below->above = op;
1240 else
1241 op->ms ().bot = op;
1242
1243 /* since *below* originator, no need to update top */
1244 originator->below = op; 1346 originator->below = op;
1347
1348 *(op->below ? &op->below->above : &ms.bot) = op;
1245 } 1349 }
1246 else 1350 else
1247 { 1351 {
1352 object *floor = 0;
1353 object *top = ms.top;
1354
1248 /* If there are other objects, then */ 1355 /* If there are other objects, then */
1249 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1356 if (top)
1250 { 1357 {
1251 object *last = 0;
1252
1253 /* 1358 /*
1254 * If there are multiple objects on this space, we do some trickier handling. 1359 * If there are multiple objects on this space, we do some trickier handling.
1255 * We've already dealt with merging if appropriate. 1360 * We've already dealt with merging if appropriate.
1256 * Generally, we want to put the new object on top. But if 1361 * Generally, we want to put the new object on top. But if
1257 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1362 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1260 * once we get to them. This reduces the need to traverse over all of 1365 * once we get to them. This reduces the need to traverse over all of
1261 * them when adding another one - this saves quite a bit of cpu time 1366 * them when adding another one - this saves quite a bit of cpu time
1262 * when lots of spells are cast in one area. Currently, it is presumed 1367 * when lots of spells are cast in one area. Currently, it is presumed
1263 * that flying non pickable objects are spell objects. 1368 * that flying non pickable objects are spell objects.
1264 */ 1369 */
1265 while (top) 1370 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1266 { 1371 {
1267 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1372 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1268 floor = top; 1373 floor = tmp;
1269 1374
1270 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1375 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1271 { 1376 {
1272 /* We insert above top, so we want this object below this */ 1377 /* We insert above top, so we want this object below this */
1273 top = top->below; 1378 top = tmp->below;
1274 break; 1379 break;
1275 } 1380 }
1276 1381
1277 last = top;
1278 top = top->above; 1382 top = tmp;
1279 } 1383 }
1280
1281 /* Don't want top to be NULL, so set it to the last valid object */
1282 top = last;
1283 1384
1284 /* We let update_position deal with figuring out what the space 1385 /* We let update_position deal with figuring out what the space
1285 * looks like instead of lots of conditions here. 1386 * looks like instead of lots of conditions here.
1286 * makes things faster, and effectively the same result. 1387 * makes things faster, and effectively the same result.
1287 */ 1388 */
1288 1389
1289 /* Have object 'fall below' other objects that block view. 1390 /* Have object 'fall below' other objects that block view.
1290 * Unless those objects are exits, type 66 1391 * Unless those objects are exits.
1291 * If INS_ON_TOP is used, don't do this processing 1392 * If INS_ON_TOP is used, don't do this processing
1292 * Need to find the object that in fact blocks view, otherwise 1393 * Need to find the object that in fact blocks view, otherwise
1293 * stacking is a bit odd. 1394 * stacking is a bit odd.
1294 */ 1395 */
1295 if (!(flag & INS_ON_TOP) && 1396 if (!(flag & INS_ON_TOP)
1296 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1397 && ms.flags () & P_BLOCKSVIEW
1398 && (op->face && !faces [op->face].visibility))
1297 { 1399 {
1400 object *last;
1401
1298 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1299 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1300 break; 1404 break;
1405
1301 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1302 * and make sure we have a below pointer for it so that 1407 * and make sure we have a below pointer for it so that
1303 * we can get inserted below this one, which requires we 1408 * we can get inserted below this one, which requires we
1304 * set top to the object below us. 1409 * set top to the object below us.
1305 */ 1410 */
1306 if (last && last->below && last != floor) 1411 if (last && last->below && last != floor)
1307 top = last->below; 1412 top = last->below;
1308 } 1413 }
1309 } /* If objects on this space */ 1414 } /* If objects on this space */
1310 1415
1311 if (flag & INS_MAP_LOAD)
1312 top = GET_MAP_TOP (op->map, op->x, op->y);
1313
1314 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1315 top = floor; 1417 top = floor;
1316 1418
1317 /* Top is the object that our object (op) is going to get inserted above. 1419 // insert object above top, or bottom-most if top = 0
1318 */
1319
1320 /* First object on this space */
1321 if (!top) 1420 if (!top)
1322 { 1421 {
1323 op->above = GET_MAP_OB (op->map, op->x, op->y);
1324
1325 if (op->above)
1326 op->above->below = op;
1327
1328 op->below = 0; 1422 op->below = 0;
1423 op->above = ms.bot;
1329 op->ms ().bot = op; 1424 ms.bot = op;
1425
1426 *(op->above ? &op->above->below : &ms.top) = op;
1330 } 1427 }
1331 else 1428 else
1332 { /* get inserted into the stack above top */ 1429 {
1333 op->above = top->above; 1430 op->above = top->above;
1334
1335 if (op->above)
1336 op->above->below = op; 1431 top->above = op;
1337 1432
1338 op->below = top; 1433 op->below = top;
1339 top->above = op; 1434 *(op->above ? &op->above->below : &ms.top) = op;
1340 } 1435 }
1436 }
1341 1437
1342 if (!op->above) 1438 if (op->is_player ())
1343 op->ms ().top = op;
1344 } /* else not INS_BELOW_ORIGINATOR */
1345
1346 if (op->type == PLAYER)
1347 { 1439 {
1348 op->contr->do_los = 1; 1440 op->contr->do_los = 1;
1349 ++op->map->players; 1441 ++op->map->players;
1350 op->map->touch (); 1442 op->map->touch ();
1351 } 1443 }
1352 1444
1353 op->map->dirty = true; 1445 op->map->dirty = true;
1354 1446
1355 /* If we have a floor, we know the player, if any, will be above
1356 * it, so save a few ticks and start from there.
1357 */
1358 if (!(flag & INS_MAP_LOAD))
1359 if (object *pl = op->ms ().player ()) 1447 if (object *pl = ms.player ())
1448 //TODO: the floorbox prev/next might need updating
1449 //esrv_send_item (pl, op);
1450 //TODO: update floorbox to preserve ordering
1360 if (pl->contr->ns) 1451 if (pl->contr->ns)
1361 pl->contr->ns->floorbox_update (); 1452 pl->contr->ns->floorbox_update ();
1362 1453
1363 /* If this object glows, it may affect lighting conditions that are 1454 /* If this object glows, it may affect lighting conditions that are
1364 * visible to others on this map. But update_all_los is really 1455 * visible to others on this map. But update_all_los is really
1365 * an inefficient way to do this, as it means los for all players 1456 * an inefficient way to do this, as it means los for all players
1366 * on the map will get recalculated. The players could very well 1457 * on the map will get recalculated. The players could very well
1367 * be far away from this change and not affected in any way - 1458 * be far away from this change and not affected in any way -
1368 * this should get redone to only look for players within range, 1459 * this should get redone to only look for players within range,
1369 * or just updating the P_UPTODATE for spaces within this area 1460 * or just updating the P_UPTODATE for spaces within this area
1370 * of effect may be sufficient. 1461 * of effect may be sufficient.
1371 */ 1462 */
1372 if (op->map->darkness && (op->glow_radius != 0)) 1463 if (op->affects_los ())
1464 {
1465 op->ms ().invalidate ();
1373 update_all_los (op->map, op->x, op->y); 1466 update_all_los (op->map, op->x, op->y);
1467 }
1374 1468
1375 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1469 /* updates flags (blocked, alive, no magic, etc) for this map space */
1376 update_object (op, UP_OBJ_INSERT); 1470 update_object (op, UP_OBJ_INSERT);
1377 1471
1378 INVOKE_OBJECT (INSERT, op); 1472 INVOKE_OBJECT (INSERT, op);
1385 * blocked() and wall() work properly), and these flags are updated by 1479 * blocked() and wall() work properly), and these flags are updated by
1386 * update_object(). 1480 * update_object().
1387 */ 1481 */
1388 1482
1389 /* if this is not the head or flag has been passed, don't check walk on status */ 1483 /* if this is not the head or flag has been passed, don't check walk on status */
1390 if (!(flag & INS_NO_WALK_ON) && !op->head) 1484 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1391 { 1485 {
1392 if (check_move_on (op, originator)) 1486 if (check_move_on (op, originator))
1393 return 0; 1487 return 0;
1394 1488
1395 /* If we are a multi part object, lets work our way through the check 1489 /* If we are a multi part object, lets work our way through the check
1396 * walk on's. 1490 * walk on's.
1397 */ 1491 */
1398 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1492 for (object *tmp = op->more; tmp; tmp = tmp->more)
1399 if (check_move_on (tmp, originator)) 1493 if (check_move_on (tmp, originator))
1400 return 0; 1494 return 0;
1401 } 1495 }
1402 1496
1403 return op; 1497 return op;
1406/* this function inserts an object in the map, but if it 1500/* this function inserts an object in the map, but if it
1407 * finds an object of its own type, it'll remove that one first. 1501 * finds an object of its own type, it'll remove that one first.
1408 * op is the object to insert it under: supplies x and the map. 1502 * op is the object to insert it under: supplies x and the map.
1409 */ 1503 */
1410void 1504void
1411replace_insert_ob_in_map (const char *arch_string, object *op) 1505replace_insert_ob_in_map (shstr_tmp archname, object *op)
1412{ 1506{
1413 object *tmp, *tmp1;
1414
1415 /* first search for itself and remove any old instances */ 1507 /* first search for itself and remove any old instances */
1416 1508
1417 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1509 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1418 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1510 if (tmp->arch->archname == archname) /* same archetype */
1419 tmp->destroy (); 1511 tmp->destroy ();
1420 1512
1421 tmp1 = arch_to_object (archetype::find (arch_string)); 1513 object *tmp = arch_to_object (archetype::find (archname));
1422 1514
1423 tmp1->x = op->x; 1515 tmp->x = op->x;
1424 tmp1->y = op->y; 1516 tmp->y = op->y;
1517
1425 insert_ob_in_map (tmp1, op->map, op, 0); 1518 insert_ob_in_map (tmp, op->map, op, 0);
1426} 1519}
1427 1520
1428object * 1521object *
1429object::insert_at (object *where, object *originator, int flags) 1522object::insert_at (object *where, object *originator, int flags)
1430{ 1523{
1524 if (where->env)
1525 return where->env->insert (this);
1526 else
1431 where->map->insert (this, where->x, where->y, originator, flags); 1527 return where->map->insert (this, where->x, where->y, originator, flags);
1432} 1528}
1433 1529
1434/* 1530/*
1435 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1436 * is returned contains nr objects, and the remaining parts contains
1437 * the rest (or is removed and freed if that number is 0).
1438 * On failure, NULL is returned, and the reason put into the
1439 * global static errmsg array.
1440 */
1441object *
1442get_split_ob (object *orig_ob, uint32 nr)
1443{
1444 object *newob;
1445 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1446
1447 if (orig_ob->nrof < nr)
1448 {
1449 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1450 return NULL;
1451 }
1452
1453 newob = object_create_clone (orig_ob);
1454
1455 if ((orig_ob->nrof -= nr) < 1)
1456 orig_ob->destroy (1);
1457 else if (!is_removed)
1458 {
1459 if (orig_ob->env != NULL)
1460 sub_weight (orig_ob->env, orig_ob->weight * nr);
1461 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1462 {
1463 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1464 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1465 return NULL;
1466 }
1467 }
1468
1469 newob->nrof = nr;
1470
1471 return newob;
1472}
1473
1474/*
1475 * decrease_ob_nr(object, number) decreases a specified number from 1531 * decrease(object, number) decreases a specified number from
1476 * the amount of an object. If the amount reaches 0, the object 1532 * the amount of an object. If the amount reaches 0, the object
1477 * is subsequently removed and freed. 1533 * is subsequently removed and freed.
1478 * 1534 *
1479 * Return value: 'op' if something is left, NULL if the amount reached 0 1535 * Return value: 'op' if something is left, NULL if the amount reached 0
1480 */ 1536 */
1537bool
1538object::decrease (sint32 nr)
1539{
1540 if (!nr)
1541 return true;
1481 1542
1543 nr = min (nr, nrof);
1544
1545 if (nrof > nr)
1546 {
1547 nrof -= nr;
1548 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1549
1550 if (object *pl = visible_to ())
1551 esrv_update_item (UPD_NROF, pl, this);
1552
1553 return true;
1554 }
1555 else
1556 {
1557 destroy ();
1558 return false;
1559 }
1560}
1561
1562/*
1563 * split(ob,nr) splits up ob into two parts. The part which
1564 * is returned contains nr objects, and the remaining parts contains
1565 * the rest (or is removed and returned if that number is 0).
1566 * On failure, NULL is returned.
1567 */
1482object * 1568object *
1483decrease_ob_nr (object *op, uint32 i) 1569object::split (sint32 nr)
1484{ 1570{
1485 object *tmp; 1571 int have = number_of ();
1486 1572
1487 if (i == 0) /* objects with op->nrof require this check */ 1573 if (have < nr)
1488 return op; 1574 return 0;
1489 1575 else if (have == nr)
1490 if (i > op->nrof)
1491 i = op->nrof;
1492
1493 if (QUERY_FLAG (op, FLAG_REMOVED))
1494 op->nrof -= i;
1495 else if (op->env)
1496 { 1576 {
1497 /* is this object in the players inventory, or sub container
1498 * therein?
1499 */
1500 tmp = op->in_player ();
1501 /* nope. Is this a container the player has opened?
1502 * If so, set tmp to that player.
1503 * IMO, searching through all the players will mostly
1504 * likely be quicker than following op->env to the map,
1505 * and then searching the map for a player.
1506 */
1507 if (!tmp)
1508 for_all_players (pl)
1509 if (pl->ob->container == op->env)
1510 {
1511 tmp = pl->ob;
1512 break;
1513 }
1514
1515 if (i < op->nrof)
1516 {
1517 sub_weight (op->env, op->weight * i);
1518 op->nrof -= i;
1519 if (tmp)
1520 esrv_send_item (tmp, op);
1521 }
1522 else
1523 {
1524 op->remove (); 1577 remove ();
1525 op->nrof = 0; 1578 return this;
1526 if (tmp)
1527 esrv_del_item (tmp->contr, op->count);
1528 }
1529 } 1579 }
1530 else 1580 else
1531 { 1581 {
1532 object *above = op->above; 1582 decrease (nr);
1533 1583
1534 if (i < op->nrof) 1584 object *op = deep_clone ();
1535 op->nrof -= i; 1585 op->nrof = nr;
1536 else
1537 {
1538 op->remove ();
1539 op->nrof = 0;
1540 }
1541
1542 /* Since we just removed op, op->above is null */
1543 for (tmp = above; tmp; tmp = tmp->above)
1544 if (tmp->type == PLAYER)
1545 {
1546 if (op->nrof)
1547 esrv_send_item (tmp, op);
1548 else
1549 esrv_del_item (tmp->contr, op->count);
1550 }
1551 }
1552
1553 if (op->nrof)
1554 return op; 1586 return op;
1555 else
1556 {
1557 op->destroy ();
1558 return 0;
1559 }
1560}
1561
1562/*
1563 * add_weight(object, weight) adds the specified weight to an object,
1564 * and also updates how much the environment(s) is/are carrying.
1565 */
1566
1567void
1568add_weight (object *op, signed long weight)
1569{
1570 while (op != NULL)
1571 {
1572 if (op->type == CONTAINER)
1573 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1574
1575 op->carrying += weight;
1576 op = op->env;
1577 } 1587 }
1578} 1588}
1579 1589
1580object * 1590object *
1581insert_ob_in_ob (object *op, object *where) 1591insert_ob_in_ob (object *op, object *where)
1586 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1596 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1587 free (dump); 1597 free (dump);
1588 return op; 1598 return op;
1589 } 1599 }
1590 1600
1591 if (where->head) 1601 if (where->head_ () != where)
1592 { 1602 {
1593 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1603 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1594 where = where->head; 1604 where = where->head;
1595 } 1605 }
1596 1606
1597 return where->insert (op); 1607 return where->insert (op);
1598} 1608}
1603 * inside the object environment. 1613 * inside the object environment.
1604 * 1614 *
1605 * The function returns now pointer to inserted item, and return value can 1615 * The function returns now pointer to inserted item, and return value can
1606 * be != op, if items are merged. -Tero 1616 * be != op, if items are merged. -Tero
1607 */ 1617 */
1608
1609object * 1618object *
1610object::insert (object *op) 1619object::insert (object *op)
1611{ 1620{
1612 object *tmp, *otmp;
1613
1614 if (!QUERY_FLAG (op, FLAG_REMOVED))
1615 op->remove ();
1616
1617 if (op->more) 1621 if (op->more)
1618 { 1622 {
1619 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1623 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1620 return op; 1624 return op;
1621 } 1625 }
1622 1626
1623 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1627 op->remove ();
1624 CLEAR_FLAG (op, FLAG_REMOVED); 1628
1629 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1630
1625 if (op->nrof) 1631 if (op->nrof)
1626 {
1627 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1632 for (object *tmp = inv; tmp; tmp = tmp->below)
1628 if (object::can_merge (tmp, op)) 1633 if (object::can_merge (tmp, op))
1629 { 1634 {
1630 /* return the original object and remove inserted object 1635 /* return the original object and remove inserted object
1631 (client needs the original object) */ 1636 (client needs the original object) */
1632 tmp->nrof += op->nrof; 1637 tmp->nrof += op->nrof;
1633 /* Weight handling gets pretty funky. Since we are adding to 1638
1634 * tmp->nrof, we need to increase the weight. 1639 if (object *pl = tmp->visible_to ())
1635 */ 1640 esrv_update_item (UPD_NROF, pl, tmp);
1641
1636 add_weight (this, op->weight * op->nrof); 1642 adjust_weight (this, op->total_weight ());
1637 SET_FLAG (op, FLAG_REMOVED); 1643
1638 op->destroy (); /* free the inserted object */ 1644 op->destroy ();
1639 op = tmp; 1645 op = tmp;
1640 op->remove (); /* and fix old object's links */ 1646 goto inserted;
1641 CLEAR_FLAG (op, FLAG_REMOVED);
1642 break;
1643 } 1647 }
1644 1648
1645 /* I assume combined objects have no inventory 1649 op->owner = 0; // it's his/hers now. period.
1646 * We add the weight - this object could have just been removed
1647 * (if it was possible to merge). calling remove_ob will subtract
1648 * the weight, so we need to add it in again, since we actually do
1649 * the linking below
1650 */
1651 add_weight (this, op->weight * op->nrof);
1652 }
1653 else
1654 add_weight (this, (op->weight + op->carrying));
1655
1656 otmp = this->in_player ();
1657 if (otmp && otmp->contr)
1658 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1659 otmp->update_stats ();
1660
1661 op->map = 0; 1650 op->map = 0;
1662 op->env = this; 1651 op->x = 0;
1652 op->y = 0;
1653
1663 op->above = 0; 1654 op->above = 0;
1664 op->below = 0; 1655 op->below = inv;
1665 op->x = 0, op->y = 0; 1656 op->env = this;
1666 1657
1658 if (inv)
1659 inv->above = op;
1660
1661 inv = op;
1662
1663 op->flag [FLAG_REMOVED] = 0;
1664
1665 if (object *pl = op->visible_to ())
1666 esrv_send_item (pl, op);
1667
1668 adjust_weight (this, op->total_weight ());
1669
1670inserted:
1667 /* reset the light list and los of the players on the map */ 1671 /* reset the light list and los of the players on the map */
1668 if ((op->glow_radius != 0) && map) 1672 if (op->glow_radius && is_on_map ())
1669 { 1673 {
1670#ifdef DEBUG_LIGHTS 1674 update_stats ();
1671 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1672#endif /* DEBUG_LIGHTS */
1673 if (map->darkness)
1674 update_all_los (map, x, y); 1675 update_all_los (map, x, y);
1675 }
1676
1677 /* Client has no idea of ordering so lets not bother ordering it here.
1678 * It sure simplifies this function...
1679 */
1680 if (!inv)
1681 inv = op;
1682 else
1683 { 1676 }
1684 op->below = inv; 1677 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1685 op->below->above = op; 1678 // if this is a player's inventory, update stats
1686 inv = op; 1679 update_stats ();
1687 }
1688 1680
1689 INVOKE_OBJECT (INSERT, this); 1681 INVOKE_OBJECT (INSERT, this);
1690 1682
1691 return op; 1683 return op;
1692} 1684}
1773 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1774 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1766 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1775 { 1767 {
1776 1768
1777 float 1769 float
1778 diff = tmp->move_slow_penalty * FABS (op->speed); 1770 diff = tmp->move_slow_penalty * fabs (op->speed);
1779 1771
1780 if (op->type == PLAYER) 1772 if (op->is_player ())
1781 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1773 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1782 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1774 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1783 diff /= 4.0; 1775 diff /= 4.0;
1784 1776
1785 op->speed_left -= diff; 1777 op->speed_left -= diff;
1820 LOG (llevError, "Present_arch called outside map.\n"); 1812 LOG (llevError, "Present_arch called outside map.\n");
1821 return NULL; 1813 return NULL;
1822 } 1814 }
1823 1815
1824 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1816 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1825 if (tmp->arch == at) 1817 if (tmp->arch->archname == at->archname)
1826 return tmp; 1818 return tmp;
1827 1819
1828 return NULL; 1820 return NULL;
1829} 1821}
1830 1822
1894 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
1895 */ 1887 */
1896object * 1888object *
1897present_arch_in_ob (const archetype *at, const object *op) 1889present_arch_in_ob (const archetype *at, const object *op)
1898{ 1890{
1899 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1900 if (tmp->arch == at) 1892 if (tmp->arch->archname == at->archname)
1901 return tmp; 1893 return tmp;
1902 1894
1903 return NULL; 1895 return NULL;
1904} 1896}
1905 1897
1907 * activate recursively a flag on an object inventory 1899 * activate recursively a flag on an object inventory
1908 */ 1900 */
1909void 1901void
1910flag_inv (object *op, int flag) 1902flag_inv (object *op, int flag)
1911{ 1903{
1912 if (op->inv)
1913 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1904 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1914 { 1905 {
1915 SET_FLAG (tmp, flag); 1906 SET_FLAG (tmp, flag);
1916 flag_inv (tmp, flag); 1907 flag_inv (tmp, flag);
1917 } 1908 }
1918} 1909}
1919 1910
1920/* 1911/*
1921 * deactivate recursively a flag on an object inventory 1912 * deactivate recursively a flag on an object inventory
1922 */ 1913 */
1923void 1914void
1924unflag_inv (object *op, int flag) 1915unflag_inv (object *op, int flag)
1925{ 1916{
1926 if (op->inv)
1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1928 { 1918 {
1929 CLEAR_FLAG (tmp, flag); 1919 CLEAR_FLAG (tmp, flag);
1930 unflag_inv (tmp, flag); 1920 unflag_inv (tmp, flag);
1931 } 1921 }
1932}
1933
1934/*
1935 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1936 * all it's inventory (recursively).
1937 * If checksums are used, a player will get set_cheat called for
1938 * him/her-self and all object carried by a call to this function.
1939 */
1940void
1941set_cheat (object *op)
1942{
1943 SET_FLAG (op, FLAG_WAS_WIZ);
1944 flag_inv (op, FLAG_WAS_WIZ);
1945} 1922}
1946 1923
1947/* 1924/*
1948 * find_free_spot(object, map, x, y, start, stop) will search for 1925 * find_free_spot(object, map, x, y, start, stop) will search for
1949 * a spot at the given map and coordinates which will be able to contain 1926 * a spot at the given map and coordinates which will be able to contain
1951 * to search (see the freearr_x/y[] definition). 1928 * to search (see the freearr_x/y[] definition).
1952 * It returns a random choice among the alternatives found. 1929 * It returns a random choice among the alternatives found.
1953 * start and stop are where to start relative to the free_arr array (1,9 1930 * start and stop are where to start relative to the free_arr array (1,9
1954 * does all 4 immediate directions). This returns the index into the 1931 * does all 4 immediate directions). This returns the index into the
1955 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1932 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1956 * Note - this only checks to see if there is space for the head of the
1957 * object - if it is a multispace object, this should be called for all
1958 * pieces.
1959 * Note2: This function does correctly handle tiled maps, but does not 1933 * Note: This function does correctly handle tiled maps, but does not
1960 * inform the caller. However, insert_ob_in_map will update as 1934 * inform the caller. However, insert_ob_in_map will update as
1961 * necessary, so the caller shouldn't need to do any special work. 1935 * necessary, so the caller shouldn't need to do any special work.
1962 * Note - updated to take an object instead of archetype - this is necessary 1936 * Note - updated to take an object instead of archetype - this is necessary
1963 * because arch_blocked (now ob_blocked) needs to know the movement type 1937 * because arch_blocked (now ob_blocked) needs to know the movement type
1964 * to know if the space in question will block the object. We can't use 1938 * to know if the space in question will block the object. We can't use
1966 * customized, changed states, etc. 1940 * customized, changed states, etc.
1967 */ 1941 */
1968int 1942int
1969find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1943find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1970{ 1944{
1945 int altern[SIZEOFFREE];
1971 int index = 0, flag; 1946 int index = 0, flag;
1972 int altern[SIZEOFFREE];
1973 1947
1974 for (int i = start; i < stop; i++) 1948 for (int i = start; i < stop; i++)
1975 { 1949 {
1976 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1950 mapxy pos (m, x, y); pos.move (i);
1977 if (!flag) 1951
1952 if (!pos.normalise ())
1953 continue;
1954
1955 mapspace &ms = *pos;
1956
1957 if (ms.flags () & P_IS_ALIVE)
1958 continue;
1959
1960 /* However, often
1961 * ob doesn't have any move type (when used to place exits)
1962 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1963 */
1964 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1965 {
1978 altern [index++] = i; 1966 altern [index++] = i;
1967 continue;
1968 }
1979 1969
1980 /* Basically, if we find a wall on a space, we cut down the search size. 1970 /* Basically, if we find a wall on a space, we cut down the search size.
1981 * In this way, we won't return spaces that are on another side of a wall. 1971 * In this way, we won't return spaces that are on another side of a wall.
1982 * This mostly work, but it cuts down the search size in all directions - 1972 * This mostly work, but it cuts down the search size in all directions -
1983 * if the space being examined only has a wall to the north and empty 1973 * if the space being examined only has a wall to the north and empty
1984 * spaces in all the other directions, this will reduce the search space 1974 * spaces in all the other directions, this will reduce the search space
1985 * to only the spaces immediately surrounding the target area, and 1975 * to only the spaces immediately surrounding the target area, and
1986 * won't look 2 spaces south of the target space. 1976 * won't look 2 spaces south of the target space.
1987 */ 1977 */
1988 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1978 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1979 {
1989 stop = maxfree[i]; 1980 stop = maxfree[i];
1981 continue;
1982 }
1983
1984 /* Note it is intentional that we check ob - the movement type of the
1985 * head of the object should correspond for the entire object.
1986 */
1987 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1988 continue;
1989
1990 if (ob->blocked (pos.m, pos.x, pos.y))
1991 continue;
1992
1993 altern [index++] = i;
1990 } 1994 }
1991 1995
1992 if (!index) 1996 if (!index)
1993 return -1; 1997 return -1;
1994 1998
1995 return altern[RANDOM () % index]; 1999 return altern [rndm (index)];
1996} 2000}
1997 2001
1998/* 2002/*
1999 * find_first_free_spot(archetype, maptile, x, y) works like 2003 * find_first_free_spot(archetype, maptile, x, y) works like
2000 * find_free_spot(), but it will search max number of squares. 2004 * find_free_spot(), but it will search max number of squares.
2003 */ 2007 */
2004int 2008int
2005find_first_free_spot (const object *ob, maptile *m, int x, int y) 2009find_first_free_spot (const object *ob, maptile *m, int x, int y)
2006{ 2010{
2007 for (int i = 0; i < SIZEOFFREE; i++) 2011 for (int i = 0; i < SIZEOFFREE; i++)
2008 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2012 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2009 return i; 2013 return i;
2010 2014
2011 return -1; 2015 return -1;
2012} 2016}
2013 2017
2021{ 2025{
2022 arr += begin; 2026 arr += begin;
2023 end -= begin; 2027 end -= begin;
2024 2028
2025 while (--end) 2029 while (--end)
2026 swap (arr [end], arr [RANDOM () % (end + 1)]); 2030 swap (arr [end], arr [rndm (end + 1)]);
2027} 2031}
2028 2032
2029/* new function to make monster searching more efficient, and effective! 2033/* new function to make monster searching more efficient, and effective!
2030 * This basically returns a randomized array (in the passed pointer) of 2034 * This basically returns a randomized array (in the passed pointer) of
2031 * the spaces to find monsters. In this way, it won't always look for 2035 * the spaces to find monsters. In this way, it won't always look for
2059 * there is capable of. 2063 * there is capable of.
2060 */ 2064 */
2061int 2065int
2062find_dir (maptile *m, int x, int y, object *exclude) 2066find_dir (maptile *m, int x, int y, object *exclude)
2063{ 2067{
2064 int i, max = SIZEOFFREE, mflags; 2068 int max = SIZEOFFREE, mflags;
2065
2066 sint16 nx, ny;
2067 object *tmp;
2068 maptile *mp;
2069
2070 MoveType blocked, move_type; 2069 MoveType move_type;
2071 2070
2072 if (exclude && exclude->head) 2071 if (exclude && exclude->head_ () != exclude)
2073 { 2072 {
2074 exclude = exclude->head; 2073 exclude = exclude->head;
2075 move_type = exclude->move_type; 2074 move_type = exclude->move_type;
2076 } 2075 }
2077 else 2076 else
2078 { 2077 {
2079 /* If we don't have anything, presume it can use all movement types. */ 2078 /* If we don't have anything, presume it can use all movement types. */
2080 move_type = MOVE_ALL; 2079 move_type = MOVE_ALL;
2081 } 2080 }
2082 2081
2083 for (i = 1; i < max; i++) 2082 for (int i = 1; i < max; i++)
2084 { 2083 {
2085 mp = m; 2084 mapxy pos (m, x, y);
2086 nx = x + freearr_x[i]; 2085 pos.move (i);
2087 ny = y + freearr_y[i];
2088 2086
2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2087 if (!pos.normalise ())
2090
2091 if (mflags & P_OUT_OF_MAP)
2092 max = maxfree[i]; 2088 max = maxfree[i];
2093 else 2089 else
2094 { 2090 {
2095 mapspace &ms = mp->at (nx, ny); 2091 mapspace &ms = *pos;
2096 2092
2097 blocked = ms.move_block;
2098
2099 if ((move_type & blocked) == move_type) 2093 if ((move_type & ms.move_block) == move_type)
2100 max = maxfree[i]; 2094 max = maxfree [i];
2101 else if (mflags & P_IS_ALIVE) 2095 else if (ms.flags () & P_IS_ALIVE)
2102 { 2096 {
2103 for (tmp = ms.bot; tmp; tmp = tmp->above) 2097 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2098 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2105 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2099 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2106 break;
2107
2108 if (tmp)
2109 return freedir[i]; 2100 return freedir [i];
2110 } 2101 }
2111 } 2102 }
2112 } 2103 }
2113 2104
2114 return 0; 2105 return 0;
2165 2156
2166 return 3; 2157 return 3;
2167} 2158}
2168 2159
2169/* 2160/*
2170 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction).
2173 */
2174
2175int
2176absdir (int d)
2177{
2178 while (d < 1)
2179 d += 8;
2180
2181 while (d > 8)
2182 d -= 8;
2183
2184 return d;
2185}
2186
2187/*
2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2161 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2189 * between two directions (which are expected to be absolute (see absdir()) 2162 * between two directions (which are expected to be absolute (see absdir())
2190 */ 2163 */
2191
2192int 2164int
2193dirdiff (int dir1, int dir2) 2165dirdiff (int dir1, int dir2)
2194{ 2166{
2195 int d; 2167 int d;
2196 2168
2208 * This basically means that if direction is 15, then it could either go 2180 * This basically means that if direction is 15, then it could either go
2209 * direction 4, 14, or 16 to get back to where we are. 2181 * direction 4, 14, or 16 to get back to where we are.
2210 * Moved from spell_util.c to object.c with the other related direction 2182 * Moved from spell_util.c to object.c with the other related direction
2211 * functions. 2183 * functions.
2212 */ 2184 */
2213int reduction_dir[SIZEOFFREE][3] = { 2185const int reduction_dir[SIZEOFFREE][3] = {
2214 {0, 0, 0}, /* 0 */ 2186 {0, 0, 0}, /* 0 */
2215 {0, 0, 0}, /* 1 */ 2187 {0, 0, 0}, /* 1 */
2216 {0, 0, 0}, /* 2 */ 2188 {0, 0, 0}, /* 2 */
2217 {0, 0, 0}, /* 3 */ 2189 {0, 0, 0}, /* 3 */
2218 {0, 0, 0}, /* 4 */ 2190 {0, 0, 0}, /* 4 */
2309 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2281 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2310 * core dumps if they do. 2282 * core dumps if they do.
2311 * 2283 *
2312 * Add a check so we can't pick up invisible objects (0.93.8) 2284 * Add a check so we can't pick up invisible objects (0.93.8)
2313 */ 2285 */
2314
2315int 2286int
2316can_pick (const object *who, const object *item) 2287can_pick (const object *who, const object *item)
2317{ 2288{
2318 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2289 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2319 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2290 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2320 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2291 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2321} 2292}
2322 2293
2323/* 2294/*
2324 * create clone from object to another 2295 * create clone from object to another
2325 */ 2296 */
2326object * 2297object *
2327object_create_clone (object *asrc) 2298object::deep_clone ()
2328{ 2299{
2329 object *dst = 0, *tmp, *src, *part, *prev, *item; 2300 assert (("deep_clone called on non-head object", is_head ()));
2330 2301
2331 if (!asrc) 2302 object *dst = clone ();
2332 return 0;
2333 2303
2334 src = asrc; 2304 object *prev = dst;
2335 if (src->head)
2336 src = src->head;
2337
2338 prev = 0;
2339 for (part = src; part; part = part->more) 2305 for (object *part = this->more; part; part = part->more)
2340 { 2306 {
2341 tmp = part->clone (); 2307 object *tmp = part->clone ();
2342 tmp->x -= src->x;
2343 tmp->y -= src->y;
2344
2345 if (!part->head)
2346 {
2347 dst = tmp;
2348 tmp->head = 0;
2349 }
2350 else
2351 tmp->head = dst; 2308 tmp->head = dst;
2352
2353 tmp->more = 0;
2354
2355 if (prev)
2356 prev->more = tmp; 2309 prev->more = tmp;
2357
2358 prev = tmp; 2310 prev = tmp;
2359 } 2311 }
2360 2312
2361 for (item = src->inv; item; item = item->below) 2313 for (object *item = inv; item; item = item->below)
2362 insert_ob_in_ob (object_create_clone (item), dst); 2314 insert_ob_in_ob (item->deep_clone (), dst);
2363 2315
2364 return dst; 2316 return dst;
2365}
2366
2367/* GROS - Creates an object using a string representing its content. */
2368/* Basically, we save the content of the string to a temp file, then call */
2369/* load_object on it. I admit it is a highly inefficient way to make things, */
2370/* but it was simple to make and allows reusing the load_object function. */
2371/* Remember not to use load_object_str in a time-critical situation. */
2372/* Also remember that multiparts objects are not supported for now. */
2373object *
2374load_object_str (const char *obstr)
2375{
2376 object *op;
2377 char filename[MAX_BUF];
2378
2379 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2380
2381 FILE *tempfile = fopen (filename, "w");
2382
2383 if (tempfile == NULL)
2384 {
2385 LOG (llevError, "Error - Unable to access load object temp file\n");
2386 return NULL;
2387 }
2388
2389 fprintf (tempfile, obstr);
2390 fclose (tempfile);
2391
2392 op = object::create ();
2393
2394 object_thawer thawer (filename);
2395
2396 if (thawer)
2397 load_object (thawer, op, 0);
2398
2399 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2400 CLEAR_FLAG (op, FLAG_REMOVED);
2401
2402 return op;
2403} 2317}
2404 2318
2405/* This returns the first object in who's inventory that 2319/* This returns the first object in who's inventory that
2406 * has the same type and subtype match. 2320 * has the same type and subtype match.
2407 * returns NULL if no match. 2321 * returns NULL if no match.
2414 return tmp; 2328 return tmp;
2415 2329
2416 return 0; 2330 return 0;
2417} 2331}
2418 2332
2419/* If ob has a field named key, return the link from the list, 2333shstr_tmp
2420 * otherwise return NULL. 2334object::kv_get (shstr_tmp key) const
2421 *
2422 * key must be a passed in shared string - otherwise, this won't
2423 * do the desired thing.
2424 */
2425key_value *
2426get_ob_key_link (const object *ob, const char *key)
2427{ 2335{
2428 for (key_value *link = ob->key_values; link; link = link->next) 2336 for (key_value *kv = key_values; kv; kv = kv->next)
2429 if (link->key == key) 2337 if (kv->key == key)
2430 return link;
2431
2432 return 0;
2433}
2434
2435/*
2436 * Returns the value of op has an extra_field for key, or NULL.
2437 *
2438 * The argument doesn't need to be a shared string.
2439 *
2440 * The returned string is shared.
2441 */
2442const char *
2443get_ob_key_value (const object *op, const char *const key)
2444{
2445 key_value *link;
2446 shstr_cmp canonical_key (key);
2447
2448 if (!canonical_key)
2449 {
2450 /* 1. There being a field named key on any object
2451 * implies there'd be a shared string to find.
2452 * 2. Since there isn't, no object has this field.
2453 * 3. Therefore, *this* object doesn't have this field.
2454 */
2455 return 0;
2456 }
2457
2458 /* This is copied from get_ob_key_link() above -
2459 * only 4 lines, and saves the function call overhead.
2460 */
2461 for (link = op->key_values; link; link = link->next)
2462 if (link->key == canonical_key)
2463 return link->value; 2338 return kv->value;
2464 2339
2465 return 0; 2340 return shstr ();
2466} 2341}
2467 2342
2468 2343void
2469/* 2344object::kv_set (shstr_tmp key, shstr_tmp value)
2470 * Updates the canonical_key in op to value.
2471 *
2472 * canonical_key is a shared string (value doesn't have to be).
2473 *
2474 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2475 * keys.
2476 *
2477 * Returns TRUE on success.
2478 */
2479int
2480set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2481{ 2345{
2482 key_value *field = NULL, *last = NULL; 2346 for (key_value *kv = key_values; kv; kv = kv->next)
2483 2347 if (kv->key == key)
2484 for (field = op->key_values; field != NULL; field = field->next)
2485 {
2486 if (field->key != canonical_key)
2487 { 2348 {
2488 last = field; 2349 kv->value = value;
2489 continue; 2350 return;
2490 } 2351 }
2491 2352
2492 if (value) 2353 key_value *kv = new key_value;
2493 field->value = value; 2354
2494 else 2355 kv->next = key_values;
2356 kv->key = key;
2357 kv->value = value;
2358
2359 key_values = kv;
2360}
2361
2362void
2363object::kv_del (shstr_tmp key)
2364{
2365 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2366 if ((*kvp)->key == key)
2495 { 2367 {
2496 /* Basically, if the archetype has this key set, 2368 key_value *kv = *kvp;
2497 * we need to store the null value so when we save 2369 *kvp = (*kvp)->next;
2498 * it, we save the empty value so that when we load, 2370 delete kv;
2499 * we get this value back again. 2371 return;
2500 */
2501 if (get_ob_key_link (&op->arch->clone, canonical_key))
2502 field->value = 0;
2503 else
2504 {
2505 if (last)
2506 last->next = field->next;
2507 else
2508 op->key_values = field->next;
2509
2510 delete field;
2511 }
2512 } 2372 }
2513 return TRUE;
2514 }
2515 /* IF we get here, key doesn't exist */
2516
2517 /* No field, we'll have to add it. */
2518
2519 if (!add_key)
2520 return FALSE;
2521
2522 /* There isn't any good reason to store a null
2523 * value in the key/value list. If the archetype has
2524 * this key, then we should also have it, so shouldn't
2525 * be here. If user wants to store empty strings,
2526 * should pass in ""
2527 */
2528 if (value == NULL)
2529 return TRUE;
2530
2531 field = new key_value;
2532
2533 field->key = canonical_key;
2534 field->value = value;
2535 /* Usual prepend-addition. */
2536 field->next = op->key_values;
2537 op->key_values = field;
2538
2539 return TRUE;
2540}
2541
2542/*
2543 * Updates the key in op to value.
2544 *
2545 * If add_key is FALSE, this will only update existing keys,
2546 * and not add new ones.
2547 * In general, should be little reason FALSE is ever passed in for add_key
2548 *
2549 * Returns TRUE on success.
2550 */
2551int
2552set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2553{
2554 shstr key_ (key);
2555
2556 return set_ob_key_value_s (op, key_, value, add_key);
2557} 2373}
2558 2374
2559object::depth_iterator::depth_iterator (object *container) 2375object::depth_iterator::depth_iterator (object *container)
2560: iterator_base (container) 2376: iterator_base (container)
2561{ 2377{
2574 item = item->inv; 2390 item = item->inv;
2575 } 2391 }
2576 else 2392 else
2577 item = item->env; 2393 item = item->env;
2578} 2394}
2579
2580 2395
2581const char * 2396const char *
2582object::flag_desc (char *desc, int len) const 2397object::flag_desc (char *desc, int len) const
2583{ 2398{
2584 char *p = desc; 2399 char *p = desc;
2612{ 2427{
2613 char flagdesc[512]; 2428 char flagdesc[512];
2614 char info2[256 * 4]; 2429 char info2[256 * 4];
2615 char *p = info; 2430 char *p = info;
2616 2431
2617 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2432 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2618 count, uuid.seq, 2433 count,
2434 uuid.c_str (),
2619 &name, 2435 &name,
2620 title ? "\",title:" : "", 2436 title ? ",title:\"" : "",
2621 title ? (const char *)title : "", 2437 title ? (const char *)title : "",
2438 title ? "\"" : "",
2622 flag_desc (flagdesc, 512), type); 2439 flag_desc (flagdesc, 512), type);
2623 2440
2624 if (env) 2441 if (!flag[FLAG_REMOVED] && env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2442 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626 2443
2627 if (map) 2444 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2445 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2629 2446
2631} 2448}
2632 2449
2633const char * 2450const char *
2634object::debug_desc () const 2451object::debug_desc () const
2635{ 2452{
2636 static char info[256 * 4]; 2453 static char info[3][256 * 4];
2454 static int info_idx;
2455
2637 return debug_desc (info); 2456 return debug_desc (info [++info_idx % 3]);
2638} 2457}
2639 2458
2459struct region *
2460object::region () const
2461{
2462 return map ? map->region (x, y)
2463 : region::default_region ();
2464}
2465
2466const materialtype_t *
2467object::dominant_material () const
2468{
2469 if (materialtype_t *mt = name_to_material (materialname))
2470 return mt;
2471
2472 return name_to_material (shstr_unknown);
2473}
2474
2475void
2476object::open_container (object *new_container)
2477{
2478 if (container == new_container)
2479 return;
2480
2481 object *old_container = container;
2482
2483 if (old_container)
2484 {
2485 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2486 return;
2487
2488#if 0
2489 // remove the "Close old_container" object.
2490 if (object *closer = old_container->inv)
2491 if (closer->type == CLOSE_CON)
2492 closer->destroy ();
2493#endif
2494
2495 // make sure the container is available
2496 esrv_send_item (this, old_container);
2497
2498 old_container->flag [FLAG_APPLIED] = false;
2499 container = 0;
2500
2501 // client needs item update to make it work, client bug requires this to be separate
2502 esrv_update_item (UPD_FLAGS, this, old_container);
2503
2504 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2505 play_sound (sound_find ("chest_close"));
2506 }
2507
2508 if (new_container)
2509 {
2510 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2511 return;
2512
2513 // TODO: this does not seem to serve any purpose anymore?
2514#if 0
2515 // insert the "Close Container" object.
2516 if (archetype *closer = new_container->other_arch)
2517 {
2518 object *closer = arch_to_object (new_container->other_arch);
2519 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2520 new_container->insert (closer);
2521 }
2522#endif
2523
2524 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2525
2526 // make sure the container is available, client bug requires this to be separate
2527 esrv_send_item (this, new_container);
2528
2529 new_container->flag [FLAG_APPLIED] = true;
2530 container = new_container;
2531
2532 // client needs flag change
2533 esrv_update_item (UPD_FLAGS, this, new_container);
2534 esrv_send_inventory (this, new_container);
2535 play_sound (sound_find ("chest_open"));
2536 }
2537// else if (!old_container->env && contr && contr->ns)
2538// contr->ns->floorbox_reset ();
2539}
2540
2541object *
2542object::force_find (shstr_tmp name)
2543{
2544 /* cycle through his inventory to look for the MARK we want to
2545 * place
2546 */
2547 for (object *tmp = inv; tmp; tmp = tmp->below)
2548 if (tmp->type == FORCE && tmp->slaying == name)
2549 return splay (tmp);
2550
2551 return 0;
2552}
2553
2554object *
2555object::force_add (shstr_tmp name, int duration)
2556{
2557 if (object *force = force_find (name))
2558 force->destroy ();
2559
2560 object *force = get_archetype (FORCE_NAME);
2561
2562 force->slaying = name;
2563 force->stats.food = 1;
2564 force->speed_left = -1.f;
2565
2566 force->set_speed (duration ? 1.f / duration : 0.f);
2567 force->flag [FLAG_IS_USED_UP] = true;
2568 force->flag [FLAG_APPLIED] = true;
2569
2570 return insert (force);
2571}
2572
2573void
2574object::play_sound (faceidx sound) const
2575{
2576 if (!sound)
2577 return;
2578
2579 if (is_on_map ())
2580 map->play_sound (sound, x, y);
2581 else if (object *pl = in_player ())
2582 pl->contr->play_sound (sound);
2583}
2584
2585void
2586object::say_msg (const char *msg) const
2587{
2588 if (is_on_map ())
2589 map->say_msg (msg, x, y);
2590 else if (object *pl = in_player ())
2591 pl->contr->play_sound (sound);
2592}
2593
2594void
2595object::make_noise ()
2596{
2597 // we do not model noise in the map, so instead put
2598 // a temporary light into the noise source
2599 // could use the map instead, but that's less reliable for our
2600 // goal, which is to make invisibility a bit harder to exploit
2601
2602 // currently only works sensibly for players
2603 if (!is_player ())
2604 return;
2605
2606 // find old force, or create new one
2607 object *force = force_find (shstr_noise_force);
2608
2609 if (force)
2610 force->speed_left = -1.f; // patch old speed up
2611 else
2612 {
2613 force = archetype::get (shstr_noise_force);
2614
2615 force->slaying = shstr_noise_force;
2616 force->stats.food = 1;
2617 force->speed_left = -1.f;
2618
2619 force->set_speed (1.f / 4.f);
2620 force->flag [FLAG_IS_USED_UP] = true;
2621 force->flag [FLAG_APPLIED] = true;
2622
2623 insert (force);
2624 }
2625}
2626

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