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Comparing deliantra/server/common/object.C (file contents):
Revision 1.118 by root, Thu Jan 18 19:42:09 2007 UTC vs.
Revision 1.290 by sf-marcmagus, Sun Oct 11 05:43:35 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.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
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 ();
434}
435
436char *
437object::as_string ()
438{
439 return dump_object (this);
372} 440}
373 441
374/* 442/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 443 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 444 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 445 * If it's not a multi-object, it is returned.
378 */ 446 */
379
380object * 447object *
381get_nearest_part (object *op, const object *pl) 448get_nearest_part (object *op, const object *pl)
382{ 449{
383 object *tmp, *closest; 450 object *tmp, *closest;
384 int last_dist, i; 451 int last_dist, i;
385 452
386 if (op->more == NULL) 453 if (!op->more)
387 return op; 454 return op;
455
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 456 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
457 tmp;
458 tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist) 459 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i; 460 closest = tmp, last_dist = i;
461
391 return closest; 462 return closest;
392} 463}
393 464
394/* 465/*
395 * Returns the object which has the count-variable equal to the argument. 466 * Returns the object which has the count-variable equal to the argument.
467 * VERRRY slow.
396 */ 468 */
397object * 469object *
398find_object (tag_t i) 470find_object (tag_t i)
399{ 471{
400 for_all_objects (op) 472 for_all_objects (op)
411 */ 483 */
412object * 484object *
413find_object_name (const char *str) 485find_object_name (const char *str)
414{ 486{
415 shstr_cmp str_ (str); 487 shstr_cmp str_ (str);
416 object *op;
417 488
489 if (str_)
418 for_all_objects (op) 490 for_all_objects (op)
419 if (op->name == str_) 491 if (op->name == str_)
420 break; 492 return op;
421 493
422 return op; 494 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 495}
430 496
431/* 497/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 498 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 499 * skill and experience objects.
500 * ACTUALLY NO! investigate! TODO
434 */ 501 */
435void 502void
436object::set_owner (object *owner) 503object::set_owner (object *owner)
437{ 504{
505 // allow objects which own objects
438 if (!owner) 506 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) 507 while (owner->owner)
449 owner = owner->owner; 508 owner = owner->owner;
509
510 if (flag [FLAG_FREED])
511 {
512 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
513 return;
514 }
450 515
451 this->owner = owner; 516 this->owner = owner;
517}
518
519int
520object::slottype () const
521{
522 if (type == SKILL)
523 {
524 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
525 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
526 }
527 else
528 {
529 if (slot [body_combat].info) return slot_combat;
530 if (slot [body_range ].info) return slot_ranged;
531 }
532
533 return slot_none;
534}
535
536bool
537object::change_weapon (object *ob)
538{
539 if (current_weapon == ob)
540 return true;
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = false;
544
545 current_weapon = ob;
546 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = true;
550
551 update_stats ();
552
553 if (ob)
554 {
555 // now check wether any body locations became invalid, in which case
556 // we cannot apply the weapon at the moment.
557 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
558 if (slot[i].used < 0)
559 {
560 current_weapon = chosen_skill = 0;
561 update_stats ();
562
563 new_draw_info_format (NDI_UNIQUE, 0, this,
564 "You try to balance all your items at once, "
565 "but the %s is just too much for your body. "
566 "[You need to unapply some items first - use the 'body' command to see "
567 "how many items you cna wera on a specific body part.]", &ob->name);
568 return false;
569 }
570
571 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
572 }
573 else
574 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
575
576 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
577 {
578 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
579 &name, ob->debug_desc ());
580 return false;
581 }
582
583 return true;
452} 584}
453 585
454/* Zero the key_values on op, decrementing the shared-string 586/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 587 * refcounts and freeing the links.
456 */ 588 */
457static void 589static void
458free_key_values (object *op) 590free_key_values (object *op)
459{ 591{
460 for (key_value *i = op->key_values; i != 0;) 592 for (key_value *i = op->key_values; i; )
461 { 593 {
462 key_value *next = i->next; 594 key_value *next = i->next;
463 delete i; 595 delete i;
464 596
465 i = next; 597 i = next;
477 * will point at garbage. 609 * will point at garbage.
478 */ 610 */
479void 611void
480object::copy_to (object *dst) 612object::copy_to (object *dst)
481{ 613{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 614 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 615 *(object_copy *)dst = *this;
486 616 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 - rndm ();
495 617
496 /* Copy over key_values, if any. */ 618 /* Copy over key_values, if any. */
497 if (key_values) 619 if (key_values)
498 { 620 {
499 key_value *tail = 0; 621 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 622 dst->key_values = 0;
503 623
504 for (i = key_values; i; i = i->next) 624 for (key_value *i = key_values; i; i = i->next)
505 { 625 {
506 key_value *new_link = new key_value; 626 key_value *new_link = new key_value;
507 627
508 new_link->next = 0; 628 new_link->next = 0;
509 new_link->key = i->key; 629 new_link->key = i->key;
510 new_link->value = i->value; 630 new_link->value = i->value;
511 631
512 /* Try and be clever here, too. */ 632 /* Try and be clever here, too. */
513 if (!dst->key_values) 633 if (!dst->key_values)
514 { 634 {
521 tail = new_link; 641 tail = new_link;
522 } 642 }
523 } 643 }
524 } 644 }
525 645
526 dst->set_speed (dst->speed); 646 if (speed < 0)
647 dst->speed_left -= rndm ();
648
649 dst->activate ();
650}
651
652void
653object::instantiate ()
654{
655 if (!uuid.seq) // HACK
656 uuid = UUID::gen ();
657
658 speed_left = -0.1f;
659 /* copy the body_info to the body_used - this is only really
660 * need for monsters, but doesn't hurt to do it for everything.
661 * by doing so, when a monster is created, it has good starting
662 * values for the body_used info, so when items are created
663 * for it, they can be properly equipped.
664 */
665 for (int i = NUM_BODY_LOCATIONS; i--; )
666 slot[i].used = slot[i].info;
667
668 attachable::instantiate ();
527} 669}
528 670
529object * 671object *
530object::clone () 672object::clone ()
531{ 673{
532 object *neu = create (); 674 object *neu = create ();
533 copy_to (neu); 675 copy_to (neu);
676 neu->map = map; // not copied by copy_to
534 return neu; 677 return neu;
535} 678}
536 679
537/* 680/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 681 * If an object with the IS_TURNABLE() flag needs to be turned due
589 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
590 */ 733 */
591void 734void
592update_object (object *op, int action) 735update_object (object *op, int action)
593{ 736{
594 MoveType move_on, move_off, move_block, move_slow; 737 if (!op)
595
596 if (op == NULL)
597 { 738 {
598 /* this should never happen */ 739 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 740 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 741 return;
601 } 742 }
602 743
603 if (op->env) 744 if (!op->is_on_map ())
604 { 745 {
605 /* Animation is currently handled by client, so nothing 746 /* Animation is currently handled by client, so nothing
606 * to do in this case. 747 * to do in this case.
607 */ 748 */
608 return; 749 return;
609 } 750 }
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;
616 751
617 /* make sure the object is within map boundaries */ 752 /* 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) 753 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 754 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 755 LOG (llevError, "update_object() called for object out of map!\n");
631 else if (action == UP_OBJ_INSERT) 766 else if (action == UP_OBJ_INSERT)
632 { 767 {
633 // this is likely overkill, TODO: revisit (schmorp) 768 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 769 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 770 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 771 || (op->is_player () && !(m.flags_ & P_PLAYER))
637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 772 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 773 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 774 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on 775 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off 776 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow 777 || (m.move_slow | op->move_slow) != m.move_slow
643 /* This isn't perfect, but I don't expect a lot of objects to 778 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 779 * have move_allow right now.
645 */ 780 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 781 || ((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) 782 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 m.flags_ = 0; 783 m.invalidate ();
649 } 784 }
650 /* if the object is being removed, we can't make intelligent 785 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 786 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 787 * that is being removed.
653 */ 788 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 789 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = 0; 790 m.invalidate ();
656 else if (action == UP_OBJ_FACE) 791 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 792 /* Nothing to do for that case */ ;
658 else 793 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 794 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 795
664 799
665object::object () 800object::object ()
666{ 801{
667 SET_FLAG (this, FLAG_REMOVED); 802 SET_FLAG (this, FLAG_REMOVED);
668 803
669 expmul = 1.0; 804 //expmul = 1.0; declared const for the time being
670 face = blank_face; 805 face = blank_face;
671} 806}
672 807
673object::~object () 808object::~object ()
674{ 809{
810 unlink ();
811
675 free_key_values (this); 812 free_key_values (this);
676} 813}
677 814
678static int object_count; 815static int object_count;
679 816
680void object::link () 817void object::link ()
681{ 818{
682 assert (!index);//D 819 assert (!index);//D
683 uuid = gen_uuid (); 820 uuid = UUID::gen ();
684 count = ++object_count; 821 count = ++object_count;
685 822
686 refcnt_inc (); 823 refcnt_inc ();
687 objects.insert (this); 824 objects.insert (this);
688} 825}
689 826
690void object::unlink () 827void object::unlink ()
691{ 828{
692 assert (index);//D 829 if (!index)
830 return;
831
693 objects.erase (this); 832 objects.erase (this);
694 refcnt_dec (); 833 refcnt_dec ();
695} 834}
696 835
697void 836void
700 /* If already on active list, don't do anything */ 839 /* If already on active list, don't do anything */
701 if (active) 840 if (active)
702 return; 841 return;
703 842
704 if (has_active_speed ()) 843 if (has_active_speed ())
844 {
845 if (flag [FLAG_FREED])
846 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
847
705 actives.insert (this); 848 actives.insert (this);
849 }
706} 850}
707 851
708void 852void
709object::activate_recursive () 853object::activate_recursive ()
710{ 854{
759object::destroy_inv (bool drop_to_ground) 903object::destroy_inv (bool drop_to_ground)
760{ 904{
761 // need to check first, because the checks below might segfault 905 // need to check first, because the checks below might segfault
762 // as we might be on an invalid mapspace and crossfire code 906 // as we might be on an invalid mapspace and crossfire code
763 // is too buggy to ensure that the inventory is empty. 907 // is too buggy to ensure that the inventory is empty.
764 // corollary: if you create arrows etc. with stuff in tis inventory, 908 // corollary: if you create arrows etc. with stuff in its inventory,
765 // cf will crash below with off-map x and y 909 // cf will crash below with off-map x and y
766 if (!inv) 910 if (!inv)
767 return; 911 return;
768 912
769 /* Only if the space blocks everything do we not process - 913 /* Only if the space blocks everything do we not process -
770 * if some form of movement is allowed, let objects 914 * if some form of movement is allowed, let objects
771 * drop on that space. 915 * drop on that space.
772 */ 916 */
773 if (!drop_to_ground 917 if (!drop_to_ground
774 || !map 918 || !map
775 || map->in_memory != MAP_IN_MEMORY 919 || map->in_memory != MAP_ACTIVE
920 || map->no_drop
776 || ms ().move_block == MOVE_ALL) 921 || ms ().move_block == MOVE_ALL)
777 { 922 {
778 while (inv) 923 while (inv)
779 {
780 inv->destroy_inv (drop_to_ground);
781 inv->destroy (); 924 inv->destroy ();
782 }
783 } 925 }
784 else 926 else
785 { /* Put objects in inventory onto this space */ 927 { /* Put objects in inventory onto this space */
786 while (inv) 928 while (inv)
787 { 929 {
805 object *op = new object; 947 object *op = new object;
806 op->link (); 948 op->link ();
807 return op; 949 return op;
808} 950}
809 951
952static struct freed_map : maptile
953{
954 freed_map ()
955 {
956 path = "<freed objects map>";
957 name = "/internal/freed_objects_map";
958 width = 3;
959 height = 3;
960 no_drop = 1;
961 no_reset = 1;
962
963 alloc ();
964 in_memory = MAP_ACTIVE;
965 }
966
967 ~freed_map ()
968 {
969 destroy ();
970 }
971} freed_map; // freed objects are moved here to avoid crashes
972
810void 973void
811object::do_destroy () 974object::do_destroy ()
812{ 975{
813 attachable::do_destroy ();
814
815 if (flag [FLAG_IS_LINKED]) 976 if (flag [FLAG_IS_LINKED])
816 remove_button_link (this); 977 remove_link ();
817 978
818 if (flag [FLAG_FRIENDLY]) 979 if (flag [FLAG_FRIENDLY])
819 remove_friendly_object (this); 980 remove_friendly_object (this);
820 981
821 if (!flag [FLAG_REMOVED])
822 remove (); 982 remove ();
823 983
824 destroy_inv (true); 984 attachable::do_destroy ();
825 985
826 deactivate (); 986 deactivate ();
827 unlink (); 987 unlink ();
828 988
829 flag [FLAG_FREED] = 1; 989 flag [FLAG_FREED] = 1;
830 990
831 // hack to ensure that freed objects still have a valid map 991 // hack to ensure that freed objects still have a valid map
832 {
833 static maptile *freed_map; // freed objects are moved here to avoid crashes
834
835 if (!freed_map)
836 {
837 freed_map = new maptile;
838
839 freed_map->name = "/internal/freed_objects_map";
840 freed_map->width = 3;
841 freed_map->height = 3;
842
843 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY;
845 }
846
847 map = freed_map; 992 map = &freed_map;
848 x = 1; 993 x = 1;
849 y = 1; 994 y = 1;
850 }
851
852 head = 0;
853 995
854 if (more) 996 if (more)
855 { 997 {
856 more->destroy (); 998 more->destroy ();
857 more = 0; 999 more = 0;
858 } 1000 }
859 1001
1002 head = 0;
1003
860 // clear those pointers that likely might have circular references to us 1004 // clear those pointers that likely might cause circular references
861 owner = 0; 1005 owner = 0;
862 enemy = 0; 1006 enemy = 0;
863 attacked_by = 0; 1007 attacked_by = 0;
1008 current_weapon = 0;
864} 1009}
865 1010
866void 1011void
867object::destroy (bool destroy_inventory) 1012object::destroy ()
868{ 1013{
869 if (destroyed ()) 1014 if (destroyed ())
870 return; 1015 return;
871 1016
872 if (destroy_inventory) 1017 if (!is_head () && !head->destroyed ())
1018 {
1019 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1020 head->destroy ();
1021 return;
1022 }
1023
873 destroy_inv (false); 1024 destroy_inv (false);
1025
1026 if (is_head ())
1027 if (sound_destroy)
1028 play_sound (sound_destroy);
1029 else if (flag [FLAG_MONSTER])
1030 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
874 1031
875 attachable::destroy (); 1032 attachable::destroy ();
876}
877
878/*
879 * sub_weight() recursively (outwards) subtracts a number from the
880 * weight of an object (and what is carried by it's environment(s)).
881 */
882void
883sub_weight (object *op, signed long weight)
884{
885 while (op != NULL)
886 {
887 if (op->type == CONTAINER)
888 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
889
890 op->carrying -= weight;
891 op = op->env;
892 }
893} 1033}
894 1034
895/* op->remove (): 1035/* op->remove ():
896 * This function removes the object op from the linked list of objects 1036 * This function removes the object op from the linked list of objects
897 * which it is currently tied to. When this function is done, the 1037 * which it is currently tied to. When this function is done, the
898 * object will have no environment. If the object previously had an 1038 * object will have no environment. If the object previously had an
899 * environment, the x and y coordinates will be updated to 1039 * environment, the x and y coordinates will be updated to
900 * the previous environment. 1040 * the previous environment.
901 * Beware: This function is called from the editor as well!
902 */ 1041 */
903void 1042void
904object::remove_slow () 1043object::do_remove ()
905{ 1044{
906 object *tmp, *last = 0; 1045 object *tmp, *last = 0;
907 object *otmp; 1046 object *otmp;
908 1047
909 if (QUERY_FLAG (this, FLAG_REMOVED)) 1048 if (flag [FLAG_REMOVED])
910 return; 1049 return;
911 1050
912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this); 1051 INVOKE_OBJECT (REMOVE, this);
1052
1053 flag [FLAG_REMOVED] = true;
914 1054
915 if (more) 1055 if (more)
916 more->remove (); 1056 more->remove ();
917 1057
918 /* 1058 /*
919 * In this case, the object to be removed is in someones 1059 * In this case, the object to be removed is in someones
920 * inventory. 1060 * inventory.
921 */ 1061 */
922 if (env) 1062 if (env)
923 { 1063 {
924 if (nrof) 1064 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
925 sub_weight (env, weight * nrof); 1065 if (object *pl = visible_to ())
926 else 1066 esrv_del_item (pl->contr, count);
927 sub_weight (env, weight + carrying); 1067 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1068
1069 adjust_weight (env, -total_weight ());
1070
1071 object *pl = in_player ();
1072
1073 /* we set up values so that it could be inserted into
1074 * the map, but we don't actually do that - it is up
1075 * to the caller to decide what we want to do.
1076 */
1077 map = env->map;
1078 x = env->x;
1079 y = env->y;
1080
1081 // make sure cmov optimisation is applicable
1082 *(above ? &above->below : &env->inv) = below;
1083 *(below ? &below->above : &above ) = above; // &above is just a dummy
1084
1085 above = 0;
1086 below = 0;
1087 env = 0;
928 1088
929 /* NO_FIX_PLAYER is set when a great many changes are being 1089 /* NO_FIX_PLAYER is set when a great many changes are being
930 * made to players inventory. If set, avoiding the call 1090 * made to players inventory. If set, avoiding the call
931 * to save cpu time. 1091 * to save cpu time.
932 */ 1092 */
933 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1093 if (pl)
1094 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1095 {
934 otmp->update_stats (); 1096 pl->update_stats ();
935 1097
936 if (above) 1098 if (glow_radius && pl->is_on_map ())
937 above->below = below; 1099 update_all_los (pl->map, pl->x, pl->y);
938 else 1100 }
939 env->inv = below;
940
941 if (below)
942 below->above = above;
943
944 /* we set up values so that it could be inserted into
945 * the map, but we don't actually do that - it is up
946 * to the caller to decide what we want to do.
947 */
948 x = env->x, y = env->y;
949 map = env->map;
950 above = 0, below = 0;
951 env = 0;
952 } 1101 }
953 else if (map) 1102 else if (map)
954 { 1103 {
955 if (type == PLAYER)
956 {
957 --map->players;
958 map->touch ();
959 }
960
961 map->dirty = true; 1104 map->dirty = true;
962 mapspace &ms = this->ms (); 1105 mapspace &ms = this->ms ();
963 1106
1107 if (object *pl = ms.player ())
1108 {
1109 if (is_player ())
1110 {
1111 if (!flag [FLAG_WIZPASS])
1112 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1113
1114 // leaving a spot always closes any open container on the ground
1115 if (container && !container->env)
1116 // this causes spurious floorbox updates, but it ensures
1117 // that the CLOSE event is being sent.
1118 close_container ();
1119
1120 --map->players;
1121 map->touch ();
1122 }
1123 else if (pl->container == this)
1124 {
1125 // removing a container should close it
1126 close_container ();
1127 }
1128
1129 esrv_del_item (pl->contr, count);
1130 }
1131
964 /* link the object above us */ 1132 /* link the object above us */
965 if (above) 1133 // re-link, make sure compiler can easily use cmove
966 above->below = below; 1134 *(above ? &above->below : &ms.top) = below;
967 else 1135 *(below ? &below->above : &ms.bot) = above;
968 ms.top = below; /* we were top, set new top */
969
970 /* Relink the object below us, if there is one */
971 if (below)
972 below->above = above;
973 else
974 {
975 /* Nothing below, which means we need to relink map object for this space
976 * use translated coordinates in case some oddness with map tiling is
977 * evident
978 */
979 if (GET_MAP_OB (map, x, y) != this)
980 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
981
982 ms.bot = above; /* goes on above it. */
983 }
984 1136
985 above = 0; 1137 above = 0;
986 below = 0; 1138 below = 0;
987 1139
1140 ms.invalidate ();
1141
988 if (map->in_memory == MAP_SAVING) 1142 if (map->in_memory == MAP_SAVING)
989 return; 1143 return;
990 1144
991 int check_walk_off = !flag [FLAG_NO_APPLY]; 1145 int check_walk_off = !flag [FLAG_NO_APPLY];
1146
1147 if (object *pl = ms.player ())
1148 {
1149 if (pl->container == this)
1150 /* If a container that the player is currently using somehow gets
1151 * removed (most likely destroyed), update the player view
1152 * appropriately.
1153 */
1154 pl->close_container ();
1155
1156 //TODO: the floorbox prev/next might need updating
1157 //esrv_del_item (pl->contr, count);
1158 //TODO: update floorbox to preserve ordering
1159 if (pl->contr->ns)
1160 pl->contr->ns->floorbox_update ();
1161 }
992 1162
993 for (tmp = ms.bot; tmp; tmp = tmp->above) 1163 for (tmp = ms.bot; tmp; tmp = tmp->above)
994 { 1164 {
995 /* No point updating the players look faces if he is the object 1165 /* No point updating the players look faces if he is the object
996 * being removed. 1166 * being removed.
997 */ 1167 */
998
999 if (tmp->type == PLAYER && tmp != this)
1000 {
1001 /* If a container that the player is currently using somehow gets
1002 * removed (most likely destroyed), update the player view
1003 * appropriately.
1004 */
1005 if (tmp->container == this)
1006 {
1007 flag [FLAG_APPLIED] = 0;
1008 tmp->container = 0;
1009 }
1010
1011 if (tmp->contr->ns)
1012 tmp->contr->ns->floorbox_update ();
1013 }
1014 1168
1015 /* See if object moving off should effect something */ 1169 /* See if object moving off should effect something */
1016 if (check_walk_off 1170 if (check_walk_off
1017 && ((move_type & tmp->move_off) 1171 && ((move_type & tmp->move_off)
1018 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1172 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1021 1175
1022 if (destroyed ()) 1176 if (destroyed ())
1023 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1177 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1024 } 1178 }
1025 1179
1026 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1027 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1028 if (tmp->above == tmp)
1029 tmp->above = 0;
1030
1031 last = tmp; 1180 last = tmp;
1032 } 1181 }
1033 1182
1034 /* last == NULL if there are no objects on this space */ 1183 if (affects_los ())
1035 //TODO: this makes little sense, why only update the topmost object?
1036 if (!last)
1037 map->at (x, y).flags_ = 0;
1038 else
1039 update_object (last, UP_OBJ_REMOVE);
1040
1041 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1042 update_all_los (map, x, y); 1184 update_all_los (map, x, y);
1043 } 1185 }
1044} 1186}
1045 1187
1046/* 1188/*
1055merge_ob (object *op, object *top) 1197merge_ob (object *op, object *top)
1056{ 1198{
1057 if (!op->nrof) 1199 if (!op->nrof)
1058 return 0; 1200 return 0;
1059 1201
1060 if (top) 1202 if (!top)
1061 for (top = op; top && top->above; top = top->above) 1203 for (top = op; top && top->above; top = top->above)
1062 ; 1204 ;
1063 1205
1064 for (; top; top = top->below) 1206 for (; top; top = top->below)
1065 {
1066 if (top == op)
1067 continue;
1068
1069 if (object::can_merge (op, top)) 1207 if (object::can_merge (op, top))
1070 { 1208 {
1071 top->nrof += op->nrof; 1209 top->nrof += op->nrof;
1072 1210
1073/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1211 if (object *pl = top->visible_to ())
1074 op->weight = 0; /* Don't want any adjustements now */ 1212 esrv_update_item (UPD_NROF, pl, top);
1213
1214 op->weight = 0; // cancel the addition above
1215 op->carrying = 0; // must be 0 already
1216
1075 op->destroy (); 1217 op->destroy ();
1218
1076 return top; 1219 return top;
1077 } 1220 }
1078 }
1079 1221
1080 return 0; 1222 return 0;
1223}
1224
1225void
1226object::expand_tail ()
1227{
1228 if (more)
1229 return;
1230
1231 object *prev = this;
1232
1233 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1234 {
1235 object *op = arch_to_object (at);
1236
1237 op->name = name;
1238 op->name_pl = name_pl;
1239 op->title = title;
1240
1241 op->head = this;
1242 prev->more = op;
1243
1244 prev = op;
1245 }
1081} 1246}
1082 1247
1083/* 1248/*
1084 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1249 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1085 * job preparing multi-part monsters. 1250 * job preparing multi-part monsters.
1086 */ 1251 */
1087object * 1252object *
1088insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1253insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1089{ 1254{
1255 op->remove ();
1256
1090 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1257 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1091 { 1258 {
1092 tmp->x = x + tmp->arch->clone.x; 1259 tmp->x = x + tmp->arch->x;
1093 tmp->y = y + tmp->arch->clone.y; 1260 tmp->y = y + tmp->arch->y;
1094 } 1261 }
1095 1262
1096 return insert_ob_in_map (op, m, originator, flag); 1263 return insert_ob_in_map (op, m, originator, flag);
1097} 1264}
1098 1265
1117 * just 'op' otherwise 1284 * just 'op' otherwise
1118 */ 1285 */
1119object * 1286object *
1120insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1121{ 1288{
1122 object *tmp, *top, *floor = NULL;
1123
1124 if (QUERY_FLAG (op, FLAG_FREED))
1125 {
1126 LOG (llevError, "Trying to insert freed object!\n");
1127 return NULL;
1128 }
1129
1130 if (!QUERY_FLAG (op, FLAG_REMOVED))
1131 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1132
1133 op->remove (); 1289 op->remove ();
1134 1290
1135 if (!m) 1291 if (m == &freed_map)//D TODO: remove soon
1136 { 1292 {//D
1137 char *dump = dump_object (op); 1293 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1139 free (dump);
1140 return op;
1141 } 1294 }//D
1142
1143 if (out_of_map (m, op->x, op->y))
1144 {
1145 char *dump = dump_object (op);
1146 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1147#ifdef MANY_CORES
1148 /* Better to catch this here, as otherwise the next use of this object
1149 * is likely to cause a crash. Better to find out where it is getting
1150 * improperly inserted.
1151 */
1152 abort ();
1153#endif
1154 free (dump);
1155 return op;
1156 }
1157
1158 if (object *more = op->more)
1159 {
1160 if (!insert_ob_in_map (more, m, originator, flag))
1161 {
1162 if (!op->head)
1163 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1164
1165 return 0;
1166 }
1167 }
1168
1169 CLEAR_FLAG (op, FLAG_REMOVED);
1170 1295
1171 /* Ideally, the caller figures this out. However, it complicates a lot 1296 /* Ideally, the caller figures this out. However, it complicates a lot
1172 * of areas of callers (eg, anything that uses find_free_spot would now 1297 * of areas of callers (eg, anything that uses find_free_spot would now
1173 * need extra work 1298 * need extra work
1174 */ 1299 */
1300 maptile *newmap = m;
1175 if (!xy_normalise (m, op->x, op->y)) 1301 if (!xy_normalise (newmap, op->x, op->y))
1302 {
1303 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1176 return 0; 1304 return 0;
1305 }
1177 1306
1307 if (object *more = op->more)
1308 if (!insert_ob_in_map (more, m, originator, flag))
1309 return 0;
1310
1311 op->flag [FLAG_REMOVED] = false;
1312 op->env = 0;
1178 op->map = m; 1313 op->map = newmap;
1314
1179 mapspace &ms = op->ms (); 1315 mapspace &ms = op->ms ();
1180 1316
1181 /* this has to be done after we translate the coordinates. 1317 /* this has to be done after we translate the coordinates.
1182 */ 1318 */
1183 if (op->nrof && !(flag & INS_NO_MERGE)) 1319 if (op->nrof && !(flag & INS_NO_MERGE))
1184 for (tmp = ms.bot; tmp; tmp = tmp->above) 1320 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1185 if (object::can_merge (op, tmp)) 1321 if (object::can_merge (op, tmp))
1186 { 1322 {
1323 // TODO: we actually want to update tmp, not op,
1324 // but some caller surely breaks when we return tmp
1325 // from here :/
1187 op->nrof += tmp->nrof; 1326 op->nrof += tmp->nrof;
1188 tmp->destroy (); 1327 tmp->destroy ();
1189 } 1328 }
1190 1329
1191 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1330 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1200 { 1339 {
1201 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1340 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1202 abort (); 1341 abort ();
1203 } 1342 }
1204 1343
1344 if (!originator->is_on_map ())
1345 {
1346 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1347 op->debug_desc (), originator->debug_desc ());
1348 abort ();
1349 }
1350
1205 op->above = originator; 1351 op->above = originator;
1206 op->below = originator->below; 1352 op->below = originator->below;
1207
1208 if (op->below)
1209 op->below->above = op;
1210 else
1211 ms.bot = op;
1212
1213 /* since *below* originator, no need to update top */
1214 originator->below = op; 1353 originator->below = op;
1354
1355 *(op->below ? &op->below->above : &ms.bot) = op;
1215 } 1356 }
1216 else 1357 else
1217 { 1358 {
1218 top = ms.bot; 1359 object *floor = 0;
1360 object *top = ms.top;
1219 1361
1220 /* If there are other objects, then */ 1362 /* If there are other objects, then */
1221 if ((!(flag & INS_MAP_LOAD)) && top) 1363 if (top)
1222 { 1364 {
1223 object *last = 0;
1224
1225 /* 1365 /*
1226 * If there are multiple objects on this space, we do some trickier handling. 1366 * If there are multiple objects on this space, we do some trickier handling.
1227 * We've already dealt with merging if appropriate. 1367 * We've already dealt with merging if appropriate.
1228 * Generally, we want to put the new object on top. But if 1368 * Generally, we want to put the new object on top. But if
1229 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1369 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1232 * once we get to them. This reduces the need to traverse over all of 1372 * once we get to them. This reduces the need to traverse over all of
1233 * them when adding another one - this saves quite a bit of cpu time 1373 * them when adding another one - this saves quite a bit of cpu time
1234 * when lots of spells are cast in one area. Currently, it is presumed 1374 * when lots of spells are cast in one area. Currently, it is presumed
1235 * that flying non pickable objects are spell objects. 1375 * that flying non pickable objects are spell objects.
1236 */ 1376 */
1237 for (top = ms.bot; top; top = top->above) 1377 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1238 { 1378 {
1239 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1379 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1240 floor = top; 1380 floor = tmp;
1241 1381
1242 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1382 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1243 { 1383 {
1244 /* We insert above top, so we want this object below this */ 1384 /* We insert above top, so we want this object below this */
1245 top = top->below; 1385 top = tmp->below;
1246 break; 1386 break;
1247 } 1387 }
1248 1388
1249 last = top; 1389 top = tmp;
1250 } 1390 }
1251
1252 /* Don't want top to be NULL, so set it to the last valid object */
1253 top = last;
1254 1391
1255 /* We let update_position deal with figuring out what the space 1392 /* We let update_position deal with figuring out what the space
1256 * looks like instead of lots of conditions here. 1393 * looks like instead of lots of conditions here.
1257 * makes things faster, and effectively the same result. 1394 * makes things faster, and effectively the same result.
1258 */ 1395 */
1259 1396
1260 /* Have object 'fall below' other objects that block view. 1397 /* Have object 'fall below' other objects that block view.
1261 * Unless those objects are exits, type 66 1398 * Unless those objects are exits.
1262 * If INS_ON_TOP is used, don't do this processing 1399 * If INS_ON_TOP is used, don't do this processing
1263 * Need to find the object that in fact blocks view, otherwise 1400 * Need to find the object that in fact blocks view, otherwise
1264 * stacking is a bit odd. 1401 * stacking is a bit odd.
1265 */ 1402 */
1266 if (!(flag & INS_ON_TOP) 1403 if (!(flag & INS_ON_TOP)
1267 && ms.flags () & P_BLOCKSVIEW 1404 && ms.flags () & P_BLOCKSVIEW
1268 && (op->face && !op->face->visibility)) 1405 && (op->face && !faces [op->face].visibility))
1269 { 1406 {
1407 object *last;
1408
1270 for (last = top; last != floor; last = last->below) 1409 for (last = top; last != floor; last = last->below)
1271 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1410 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1272 break; 1411 break;
1273 1412
1274 /* Check to see if we found the object that blocks view, 1413 /* Check to see if we found the object that blocks view,
1279 if (last && last->below && last != floor) 1418 if (last && last->below && last != floor)
1280 top = last->below; 1419 top = last->below;
1281 } 1420 }
1282 } /* If objects on this space */ 1421 } /* If objects on this space */
1283 1422
1284 if (flag & INS_MAP_LOAD)
1285 top = ms.top;
1286
1287 if (flag & INS_ABOVE_FLOOR_ONLY) 1423 if (flag & INS_ABOVE_FLOOR_ONLY)
1288 top = floor; 1424 top = floor;
1289 1425
1290 /* Top is the object that our object (op) is going to get inserted above. 1426 // insert object above top, or bottom-most if top = 0
1291 */
1292
1293 /* First object on this space */
1294 if (!top) 1427 if (!top)
1295 { 1428 {
1429 op->below = 0;
1296 op->above = ms.bot; 1430 op->above = ms.bot;
1297
1298 if (op->above)
1299 op->above->below = op;
1300
1301 op->below = 0;
1302 ms.bot = op; 1431 ms.bot = op;
1432
1433 *(op->above ? &op->above->below : &ms.top) = op;
1303 } 1434 }
1304 else 1435 else
1305 { /* get inserted into the stack above top */ 1436 {
1306 op->above = top->above; 1437 op->above = top->above;
1307
1308 if (op->above)
1309 op->above->below = op; 1438 top->above = op;
1310 1439
1311 op->below = top; 1440 op->below = top;
1312 top->above = op; 1441 *(op->above ? &op->above->below : &ms.top) = op;
1313 } 1442 }
1443 }
1314 1444
1315 if (!op->above) 1445 if (op->is_player ())
1316 ms.top = op;
1317 } /* else not INS_BELOW_ORIGINATOR */
1318
1319 if (op->type == PLAYER)
1320 { 1446 {
1321 op->contr->do_los = 1; 1447 op->contr->do_los = 1;
1322 ++op->map->players; 1448 ++op->map->players;
1323 op->map->touch (); 1449 op->map->touch ();
1324 } 1450 }
1325 1451
1326 op->map->dirty = true; 1452 op->map->dirty = true;
1327 1453
1328 /* If we have a floor, we know the player, if any, will be above
1329 * it, so save a few ticks and start from there.
1330 */
1331 if (!(flag & INS_MAP_LOAD))
1332 if (object *pl = ms.player ()) 1454 if (object *pl = ms.player ())
1455 //TODO: the floorbox prev/next might need updating
1456 //esrv_send_item (pl, op);
1457 //TODO: update floorbox to preserve ordering
1333 if (pl->contr->ns) 1458 if (pl->contr->ns)
1334 pl->contr->ns->floorbox_update (); 1459 pl->contr->ns->floorbox_update ();
1335 1460
1336 /* If this object glows, it may affect lighting conditions that are 1461 /* If this object glows, it may affect lighting conditions that are
1337 * visible to others on this map. But update_all_los is really 1462 * visible to others on this map. But update_all_los is really
1338 * an inefficient way to do this, as it means los for all players 1463 * an inefficient way to do this, as it means los for all players
1339 * on the map will get recalculated. The players could very well 1464 * on the map will get recalculated. The players could very well
1340 * be far away from this change and not affected in any way - 1465 * be far away from this change and not affected in any way -
1341 * this should get redone to only look for players within range, 1466 * this should get redone to only look for players within range,
1342 * or just updating the P_UPTODATE for spaces within this area 1467 * or just updating the P_UPTODATE for spaces within this area
1343 * of effect may be sufficient. 1468 * of effect may be sufficient.
1344 */ 1469 */
1345 if (op->map->darkness && (op->glow_radius != 0)) 1470 if (op->affects_los ())
1471 {
1472 op->ms ().invalidate ();
1346 update_all_los (op->map, op->x, op->y); 1473 update_all_los (op->map, op->x, op->y);
1474 }
1347 1475
1348 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1476 /* updates flags (blocked, alive, no magic, etc) for this map space */
1349 update_object (op, UP_OBJ_INSERT); 1477 update_object (op, UP_OBJ_INSERT);
1350 1478
1351 INVOKE_OBJECT (INSERT, op); 1479 INVOKE_OBJECT (INSERT, op);
1358 * blocked() and wall() work properly), and these flags are updated by 1486 * blocked() and wall() work properly), and these flags are updated by
1359 * update_object(). 1487 * update_object().
1360 */ 1488 */
1361 1489
1362 /* if this is not the head or flag has been passed, don't check walk on status */ 1490 /* if this is not the head or flag has been passed, don't check walk on status */
1363 if (!(flag & INS_NO_WALK_ON) && !op->head) 1491 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1364 { 1492 {
1365 if (check_move_on (op, originator)) 1493 if (check_move_on (op, originator))
1366 return 0; 1494 return 0;
1367 1495
1368 /* If we are a multi part object, lets work our way through the check 1496 /* If we are a multi part object, lets work our way through the check
1369 * walk on's. 1497 * walk on's.
1370 */ 1498 */
1371 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1499 for (object *tmp = op->more; tmp; tmp = tmp->more)
1372 if (check_move_on (tmp, originator)) 1500 if (check_move_on (tmp, originator))
1373 return 0; 1501 return 0;
1374 } 1502 }
1375 1503
1376 return op; 1504 return op;
1379/* this function inserts an object in the map, but if it 1507/* this function inserts an object in the map, but if it
1380 * finds an object of its own type, it'll remove that one first. 1508 * finds an object of its own type, it'll remove that one first.
1381 * op is the object to insert it under: supplies x and the map. 1509 * op is the object to insert it under: supplies x and the map.
1382 */ 1510 */
1383void 1511void
1384replace_insert_ob_in_map (const char *arch_string, object *op) 1512replace_insert_ob_in_map (shstr_tmp archname, object *op)
1385{ 1513{
1386 object *tmp, *tmp1;
1387
1388 /* first search for itself and remove any old instances */ 1514 /* first search for itself and remove any old instances */
1389 1515
1390 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1391 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1517 if (tmp->arch->archname == archname) /* same archetype */
1392 tmp->destroy (); 1518 tmp->destroy ();
1393 1519
1394 tmp1 = arch_to_object (archetype::find (arch_string)); 1520 object *tmp = arch_to_object (archetype::find (archname));
1395 1521
1396 tmp1->x = op->x; 1522 tmp->x = op->x;
1397 tmp1->y = op->y; 1523 tmp->y = op->y;
1524
1398 insert_ob_in_map (tmp1, op->map, op, 0); 1525 insert_ob_in_map (tmp, op->map, op, 0);
1399} 1526}
1400 1527
1401object * 1528object *
1402object::insert_at (object *where, object *originator, int flags) 1529object::insert_at (object *where, object *originator, int flags)
1403{ 1530{
1531 if (where->env)
1532 return where->env->insert (this);
1533 else
1404 where->map->insert (this, where->x, where->y, originator, flags); 1534 return where->map->insert (this, where->x, where->y, originator, flags);
1405} 1535}
1406 1536
1407/* 1537/*
1408 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1409 * is returned contains nr objects, and the remaining parts contains
1410 * the rest (or is removed and freed if that number is 0).
1411 * On failure, NULL is returned, and the reason put into the
1412 * global static errmsg array.
1413 */
1414object *
1415get_split_ob (object *orig_ob, uint32 nr)
1416{
1417 object *newob;
1418 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1419
1420 if (orig_ob->nrof < nr)
1421 {
1422 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1423 return NULL;
1424 }
1425
1426 newob = object_create_clone (orig_ob);
1427
1428 if ((orig_ob->nrof -= nr) < 1)
1429 orig_ob->destroy (1);
1430 else if (!is_removed)
1431 {
1432 if (orig_ob->env != NULL)
1433 sub_weight (orig_ob->env, orig_ob->weight * nr);
1434 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1435 {
1436 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1437 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1438 return NULL;
1439 }
1440 }
1441
1442 newob->nrof = nr;
1443
1444 return newob;
1445}
1446
1447/*
1448 * decrease_ob_nr(object, number) decreases a specified number from 1538 * decrease(object, number) decreases a specified number from
1449 * the amount of an object. If the amount reaches 0, the object 1539 * the amount of an object. If the amount reaches 0, the object
1450 * is subsequently removed and freed. 1540 * is subsequently removed and freed.
1451 * 1541 *
1452 * Return value: 'op' if something is left, NULL if the amount reached 0 1542 * Return value: 'op' if something is left, NULL if the amount reached 0
1453 */ 1543 */
1544bool
1545object::decrease (sint32 nr)
1546{
1547 if (!nr)
1548 return true;
1454 1549
1550 nr = min (nr, nrof);
1551
1552 if (nrof > nr)
1553 {
1554 nrof -= nr;
1555 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1556
1557 if (object *pl = visible_to ())
1558 esrv_update_item (UPD_NROF, pl, this);
1559
1560 return true;
1561 }
1562 else
1563 {
1564 destroy ();
1565 return false;
1566 }
1567}
1568
1569/*
1570 * split(ob,nr) splits up ob into two parts. The part which
1571 * is returned contains nr objects, and the remaining parts contains
1572 * the rest (or is removed and returned if that number is 0).
1573 * On failure, NULL is returned.
1574 */
1455object * 1575object *
1456decrease_ob_nr (object *op, uint32 i) 1576object::split (sint32 nr)
1457{ 1577{
1458 object *tmp; 1578 int have = number_of ();
1459 1579
1460 if (i == 0) /* objects with op->nrof require this check */ 1580 if (have < nr)
1461 return op; 1581 return 0;
1462 1582 else if (have == nr)
1463 if (i > op->nrof)
1464 i = op->nrof;
1465
1466 if (QUERY_FLAG (op, FLAG_REMOVED))
1467 op->nrof -= i;
1468 else if (op->env)
1469 { 1583 {
1470 /* is this object in the players inventory, or sub container
1471 * therein?
1472 */
1473 tmp = op->in_player ();
1474 /* nope. Is this a container the player has opened?
1475 * If so, set tmp to that player.
1476 * IMO, searching through all the players will mostly
1477 * likely be quicker than following op->env to the map,
1478 * and then searching the map for a player.
1479 */
1480 if (!tmp)
1481 for_all_players (pl)
1482 if (pl->ob->container == op->env)
1483 {
1484 tmp = pl->ob;
1485 break;
1486 }
1487
1488 if (i < op->nrof)
1489 {
1490 sub_weight (op->env, op->weight * i);
1491 op->nrof -= i;
1492 if (tmp)
1493 esrv_send_item (tmp, op);
1494 }
1495 else
1496 {
1497 op->remove (); 1584 remove ();
1498 op->nrof = 0; 1585 return this;
1499 if (tmp)
1500 esrv_del_item (tmp->contr, op->count);
1501 }
1502 } 1586 }
1503 else 1587 else
1504 { 1588 {
1505 object *above = op->above; 1589 decrease (nr);
1506 1590
1507 if (i < op->nrof) 1591 object *op = deep_clone ();
1508 op->nrof -= i; 1592 op->nrof = nr;
1509 else
1510 {
1511 op->remove ();
1512 op->nrof = 0;
1513 }
1514
1515 /* Since we just removed op, op->above is null */
1516 for (tmp = above; tmp; tmp = tmp->above)
1517 if (tmp->type == PLAYER)
1518 {
1519 if (op->nrof)
1520 esrv_send_item (tmp, op);
1521 else
1522 esrv_del_item (tmp->contr, op->count);
1523 }
1524 }
1525
1526 if (op->nrof)
1527 return op; 1593 return op;
1528 else
1529 {
1530 op->destroy ();
1531 return 0;
1532 }
1533}
1534
1535/*
1536 * add_weight(object, weight) adds the specified weight to an object,
1537 * and also updates how much the environment(s) is/are carrying.
1538 */
1539
1540void
1541add_weight (object *op, signed long weight)
1542{
1543 while (op != NULL)
1544 {
1545 if (op->type == CONTAINER)
1546 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1547
1548 op->carrying += weight;
1549 op = op->env;
1550 } 1594 }
1551} 1595}
1552 1596
1553object * 1597object *
1554insert_ob_in_ob (object *op, object *where) 1598insert_ob_in_ob (object *op, object *where)
1559 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1603 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1560 free (dump); 1604 free (dump);
1561 return op; 1605 return op;
1562 } 1606 }
1563 1607
1564 if (where->head) 1608 if (where->head_ () != where)
1565 { 1609 {
1566 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1610 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1567 where = where->head; 1611 where = where->head;
1568 } 1612 }
1569 1613
1570 return where->insert (op); 1614 return where->insert (op);
1571} 1615}
1576 * inside the object environment. 1620 * inside the object environment.
1577 * 1621 *
1578 * The function returns now pointer to inserted item, and return value can 1622 * The function returns now pointer to inserted item, and return value can
1579 * be != op, if items are merged. -Tero 1623 * be != op, if items are merged. -Tero
1580 */ 1624 */
1581
1582object * 1625object *
1583object::insert (object *op) 1626object::insert (object *op)
1584{ 1627{
1585 object *tmp, *otmp;
1586
1587 if (!QUERY_FLAG (op, FLAG_REMOVED))
1588 op->remove ();
1589
1590 if (op->more) 1628 if (op->more)
1591 { 1629 {
1592 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1630 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1593 return op; 1631 return op;
1594 } 1632 }
1595 1633
1596 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1634 op->remove ();
1597 CLEAR_FLAG (op, FLAG_REMOVED); 1635
1636 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1637
1598 if (op->nrof) 1638 if (op->nrof)
1599 {
1600 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1639 for (object *tmp = inv; tmp; tmp = tmp->below)
1601 if (object::can_merge (tmp, op)) 1640 if (object::can_merge (tmp, op))
1602 { 1641 {
1603 /* return the original object and remove inserted object 1642 /* return the original object and remove inserted object
1604 (client needs the original object) */ 1643 (client needs the original object) */
1605 tmp->nrof += op->nrof; 1644 tmp->nrof += op->nrof;
1606 /* Weight handling gets pretty funky. Since we are adding to 1645
1607 * tmp->nrof, we need to increase the weight. 1646 if (object *pl = tmp->visible_to ())
1608 */ 1647 esrv_update_item (UPD_NROF, pl, tmp);
1648
1609 add_weight (this, op->weight * op->nrof); 1649 adjust_weight (this, op->total_weight ());
1610 SET_FLAG (op, FLAG_REMOVED); 1650
1611 op->destroy (); /* free the inserted object */ 1651 op->destroy ();
1612 op = tmp; 1652 op = tmp;
1613 op->remove (); /* and fix old object's links */ 1653 goto inserted;
1614 CLEAR_FLAG (op, FLAG_REMOVED);
1615 break;
1616 } 1654 }
1617 1655
1618 /* I assume combined objects have no inventory 1656 op->owner = 0; // it's his/hers now. period.
1619 * We add the weight - this object could have just been removed
1620 * (if it was possible to merge). calling remove_ob will subtract
1621 * the weight, so we need to add it in again, since we actually do
1622 * the linking below
1623 */
1624 add_weight (this, op->weight * op->nrof);
1625 }
1626 else
1627 add_weight (this, (op->weight + op->carrying));
1628
1629 otmp = this->in_player ();
1630 if (otmp && otmp->contr)
1631 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1632 otmp->update_stats ();
1633
1634 op->map = 0; 1657 op->map = 0;
1635 op->env = this; 1658 op->x = 0;
1659 op->y = 0;
1660
1636 op->above = 0; 1661 op->above = 0;
1637 op->below = 0; 1662 op->below = inv;
1638 op->x = 0, op->y = 0; 1663 op->env = this;
1639 1664
1665 if (inv)
1666 inv->above = op;
1667
1668 inv = op;
1669
1670 op->flag [FLAG_REMOVED] = 0;
1671
1672 if (object *pl = op->visible_to ())
1673 esrv_send_item (pl, op);
1674
1675 adjust_weight (this, op->total_weight ());
1676
1677inserted:
1640 /* reset the light list and los of the players on the map */ 1678 /* reset the light list and los of the players on the map */
1641 if ((op->glow_radius != 0) && map) 1679 if (op->glow_radius && is_on_map ())
1642 { 1680 {
1643#ifdef DEBUG_LIGHTS 1681 update_stats ();
1644 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1645#endif /* DEBUG_LIGHTS */
1646 if (map->darkness)
1647 update_all_los (map, x, y); 1682 update_all_los (map, x, y);
1648 }
1649
1650 /* Client has no idea of ordering so lets not bother ordering it here.
1651 * It sure simplifies this function...
1652 */
1653 if (!inv)
1654 inv = op;
1655 else
1656 { 1683 }
1657 op->below = inv; 1684 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1658 op->below->above = op; 1685 // if this is a player's inventory, update stats
1659 inv = op; 1686 update_stats ();
1660 }
1661 1687
1662 INVOKE_OBJECT (INSERT, this); 1688 INVOKE_OBJECT (INSERT, this);
1663 1689
1664 return op; 1690 return op;
1665} 1691}
1685 * on top. 1711 * on top.
1686 */ 1712 */
1687int 1713int
1688check_move_on (object *op, object *originator) 1714check_move_on (object *op, object *originator)
1689{ 1715{
1716 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1717 return 0;
1718
1690 object *tmp; 1719 object *tmp;
1691 maptile *m = op->map; 1720 maptile *m = op->map;
1692 int x = op->x, y = op->y; 1721 int x = op->x, y = op->y;
1693 1722
1694 MoveType move_on, move_slow, move_block; 1723 mapspace &ms = m->at (x, y);
1695 1724
1696 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1725 ms.update ();
1697 return 0;
1698 1726
1699 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1727 MoveType move_on = ms.move_on;
1700 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1728 MoveType move_slow = ms.move_slow;
1701 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1729 MoveType move_block = ms.move_block;
1702 1730
1703 /* if nothing on this space will slow op down or be applied, 1731 /* if nothing on this space will slow op down or be applied,
1704 * no need to do checking below. have to make sure move_type 1732 * no need to do checking below. have to make sure move_type
1705 * is set, as lots of objects don't have it set - we treat that 1733 * is set, as lots of objects don't have it set - we treat that
1706 * as walking. 1734 * as walking.
1717 return 0; 1745 return 0;
1718 1746
1719 /* The objects have to be checked from top to bottom. 1747 /* The objects have to be checked from top to bottom.
1720 * Hence, we first go to the top: 1748 * Hence, we first go to the top:
1721 */ 1749 */
1722 1750 for (object *next, *tmp = ms.top; tmp; tmp = next)
1723 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1724 {
1725 /* Trim the search when we find the first other spell effect
1726 * this helps performance so that if a space has 50 spell objects,
1727 * we don't need to check all of them.
1728 */
1729 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1730 break;
1731 } 1751 {
1752 next = tmp->below;
1732 1753
1733 for (; tmp; tmp = tmp->below)
1734 {
1735 if (tmp == op) 1754 if (tmp == op)
1736 continue; /* Can't apply yourself */ 1755 continue; /* Can't apply yourself */
1737 1756
1738 /* Check to see if one of the movement types should be slowed down. 1757 /* Check to see if one of the movement types should be slowed down.
1739 * Second check makes sure that the movement types not being slowed 1758 * Second check makes sure that the movement types not being slowed
1744 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1763 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1745 { 1764 {
1746 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1747 ((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))
1748 { 1767 {
1749
1750 float
1751 diff = tmp->move_slow_penalty * FABS (op->speed); 1768 float diff = tmp->move_slow_penalty * fabs (op->speed);
1752 1769
1753 if (op->type == PLAYER) 1770 if (op->is_player ())
1754 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1771 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1755 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1772 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1756 diff /= 4.0; 1773 diff /= 4.0;
1757 1774
1758 op->speed_left -= diff; 1775 op->speed_left -= diff;
1759 } 1776 }
1760 } 1777 }
1793 LOG (llevError, "Present_arch called outside map.\n"); 1810 LOG (llevError, "Present_arch called outside map.\n");
1794 return NULL; 1811 return NULL;
1795 } 1812 }
1796 1813
1797 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1814 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1798 if (tmp->arch == at) 1815 if (tmp->arch->archname == at->archname)
1799 return tmp; 1816 return tmp;
1800 1817
1801 return NULL; 1818 return NULL;
1802} 1819}
1803 1820
1867 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
1868 */ 1885 */
1869object * 1886object *
1870present_arch_in_ob (const archetype *at, const object *op) 1887present_arch_in_ob (const archetype *at, const object *op)
1871{ 1888{
1872 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1873 if (tmp->arch == at) 1890 if (tmp->arch->archname == at->archname)
1874 return tmp; 1891 return tmp;
1875 1892
1876 return NULL; 1893 return NULL;
1877} 1894}
1878 1895
1880 * activate recursively a flag on an object inventory 1897 * activate recursively a flag on an object inventory
1881 */ 1898 */
1882void 1899void
1883flag_inv (object *op, int flag) 1900flag_inv (object *op, int flag)
1884{ 1901{
1885 if (op->inv)
1886 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1902 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1887 { 1903 {
1888 SET_FLAG (tmp, flag); 1904 SET_FLAG (tmp, flag);
1889 flag_inv (tmp, flag); 1905 flag_inv (tmp, flag);
1890 } 1906 }
1891} 1907}
1892 1908
1893/* 1909/*
1894 * deactivate recursively a flag on an object inventory 1910 * deactivate recursively a flag on an object inventory
1895 */ 1911 */
1896void 1912void
1897unflag_inv (object *op, int flag) 1913unflag_inv (object *op, int flag)
1898{ 1914{
1899 if (op->inv)
1900 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1901 { 1916 {
1902 CLEAR_FLAG (tmp, flag); 1917 CLEAR_FLAG (tmp, flag);
1903 unflag_inv (tmp, flag); 1918 unflag_inv (tmp, flag);
1904 } 1919 }
1905}
1906
1907/*
1908 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1909 * all it's inventory (recursively).
1910 * If checksums are used, a player will get set_cheat called for
1911 * him/her-self and all object carried by a call to this function.
1912 */
1913void
1914set_cheat (object *op)
1915{
1916 SET_FLAG (op, FLAG_WAS_WIZ);
1917 flag_inv (op, FLAG_WAS_WIZ);
1918} 1920}
1919 1921
1920/* 1922/*
1921 * find_free_spot(object, map, x, y, start, stop) will search for 1923 * find_free_spot(object, map, x, y, start, stop) will search for
1922 * a spot at the given map and coordinates which will be able to contain 1924 * a spot at the given map and coordinates which will be able to contain
1924 * to search (see the freearr_x/y[] definition). 1926 * to search (see the freearr_x/y[] definition).
1925 * It returns a random choice among the alternatives found. 1927 * It returns a random choice among the alternatives found.
1926 * start and stop are where to start relative to the free_arr array (1,9 1928 * start and stop are where to start relative to the free_arr array (1,9
1927 * does all 4 immediate directions). This returns the index into the 1929 * does all 4 immediate directions). This returns the index into the
1928 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1930 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1929 * Note - this only checks to see if there is space for the head of the
1930 * object - if it is a multispace object, this should be called for all
1931 * pieces.
1932 * Note2: This function does correctly handle tiled maps, but does not 1931 * Note: This function does correctly handle tiled maps, but does not
1933 * inform the caller. However, insert_ob_in_map will update as 1932 * inform the caller. However, insert_ob_in_map will update as
1934 * necessary, so the caller shouldn't need to do any special work. 1933 * necessary, so the caller shouldn't need to do any special work.
1935 * Note - updated to take an object instead of archetype - this is necessary 1934 * Note - updated to take an object instead of archetype - this is necessary
1936 * because arch_blocked (now ob_blocked) needs to know the movement type 1935 * because arch_blocked (now ob_blocked) needs to know the movement type
1937 * to know if the space in question will block the object. We can't use 1936 * to know if the space in question will block the object. We can't use
1939 * customized, changed states, etc. 1938 * customized, changed states, etc.
1940 */ 1939 */
1941int 1940int
1942find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1941find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1943{ 1942{
1943 int altern[SIZEOFFREE];
1944 int index = 0, flag; 1944 int index = 0, flag;
1945 int altern[SIZEOFFREE];
1946 1945
1947 for (int i = start; i < stop; i++) 1946 for (int i = start; i < stop; i++)
1948 { 1947 {
1949 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1948 mapxy pos (m, x, y); pos.move (i);
1950 if (!flag) 1949
1950 if (!pos.normalise ())
1951 continue;
1952
1953 mapspace &ms = *pos;
1954
1955 if (ms.flags () & P_IS_ALIVE)
1956 continue;
1957
1958 /* However, often
1959 * ob doesn't have any move type (when used to place exits)
1960 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1961 */
1962 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1963 {
1951 altern [index++] = i; 1964 altern [index++] = i;
1965 continue;
1966 }
1952 1967
1953 /* Basically, if we find a wall on a space, we cut down the search size. 1968 /* Basically, if we find a wall on a space, we cut down the search size.
1954 * In this way, we won't return spaces that are on another side of a wall. 1969 * In this way, we won't return spaces that are on another side of a wall.
1955 * This mostly work, but it cuts down the search size in all directions - 1970 * This mostly work, but it cuts down the search size in all directions -
1956 * if the space being examined only has a wall to the north and empty 1971 * if the space being examined only has a wall to the north and empty
1957 * spaces in all the other directions, this will reduce the search space 1972 * spaces in all the other directions, this will reduce the search space
1958 * to only the spaces immediately surrounding the target area, and 1973 * to only the spaces immediately surrounding the target area, and
1959 * won't look 2 spaces south of the target space. 1974 * won't look 2 spaces south of the target space.
1960 */ 1975 */
1961 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1976 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1977 {
1962 stop = maxfree[i]; 1978 stop = maxfree[i];
1979 continue;
1980 }
1981
1982 /* Note it is intentional that we check ob - the movement type of the
1983 * head of the object should correspond for the entire object.
1984 */
1985 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1986 continue;
1987
1988 if (ob->blocked (pos.m, pos.x, pos.y))
1989 continue;
1990
1991 altern [index++] = i;
1963 } 1992 }
1964 1993
1965 if (!index) 1994 if (!index)
1966 return -1; 1995 return -1;
1967 1996
1968 return altern[RANDOM () % index]; 1997 return altern [rndm (index)];
1969} 1998}
1970 1999
1971/* 2000/*
1972 * find_first_free_spot(archetype, maptile, x, y) works like 2001 * find_first_free_spot(archetype, maptile, x, y) works like
1973 * find_free_spot(), but it will search max number of squares. 2002 * find_free_spot(), but it will search max number of squares.
1976 */ 2005 */
1977int 2006int
1978find_first_free_spot (const object *ob, maptile *m, int x, int y) 2007find_first_free_spot (const object *ob, maptile *m, int x, int y)
1979{ 2008{
1980 for (int i = 0; i < SIZEOFFREE; i++) 2009 for (int i = 0; i < SIZEOFFREE; i++)
1981 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2010 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
1982 return i; 2011 return i;
1983 2012
1984 return -1; 2013 return -1;
1985} 2014}
1986 2015
1994{ 2023{
1995 arr += begin; 2024 arr += begin;
1996 end -= begin; 2025 end -= begin;
1997 2026
1998 while (--end) 2027 while (--end)
1999 swap (arr [end], arr [RANDOM () % (end + 1)]); 2028 swap (arr [end], arr [rndm (end + 1)]);
2000} 2029}
2001 2030
2002/* new function to make monster searching more efficient, and effective! 2031/* new function to make monster searching more efficient, and effective!
2003 * This basically returns a randomized array (in the passed pointer) of 2032 * This basically returns a randomized array (in the passed pointer) of
2004 * the spaces to find monsters. In this way, it won't always look for 2033 * the spaces to find monsters. In this way, it won't always look for
2032 * there is capable of. 2061 * there is capable of.
2033 */ 2062 */
2034int 2063int
2035find_dir (maptile *m, int x, int y, object *exclude) 2064find_dir (maptile *m, int x, int y, object *exclude)
2036{ 2065{
2037 int i, max = SIZEOFFREE, mflags; 2066 int max = SIZEOFFREE, mflags;
2038
2039 sint16 nx, ny;
2040 object *tmp;
2041 maptile *mp;
2042
2043 MoveType blocked, move_type; 2067 MoveType move_type;
2044 2068
2045 if (exclude && exclude->head) 2069 if (exclude && exclude->head_ () != exclude)
2046 { 2070 {
2047 exclude = exclude->head; 2071 exclude = exclude->head;
2048 move_type = exclude->move_type; 2072 move_type = exclude->move_type;
2049 } 2073 }
2050 else 2074 else
2051 { 2075 {
2052 /* If we don't have anything, presume it can use all movement types. */ 2076 /* If we don't have anything, presume it can use all movement types. */
2053 move_type = MOVE_ALL; 2077 move_type = MOVE_ALL;
2054 } 2078 }
2055 2079
2056 for (i = 1; i < max; i++) 2080 for (int i = 1; i < max; i++)
2057 { 2081 {
2058 mp = m; 2082 mapxy pos (m, x, y);
2059 nx = x + freearr_x[i]; 2083 pos.move (i);
2060 ny = y + freearr_y[i];
2061 2084
2062 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 if (!pos.normalise ())
2063
2064 if (mflags & P_OUT_OF_MAP)
2065 max = maxfree[i]; 2086 max = maxfree[i];
2066 else 2087 else
2067 { 2088 {
2068 mapspace &ms = mp->at (nx, ny); 2089 mapspace &ms = *pos;
2069 2090
2070 blocked = ms.move_block;
2071
2072 if ((move_type & blocked) == move_type) 2091 if ((move_type & ms.move_block) == move_type)
2073 max = maxfree[i]; 2092 max = maxfree [i];
2074 else if (mflags & P_IS_ALIVE) 2093 else if (ms.flags () & P_IS_ALIVE)
2075 { 2094 {
2076 for (tmp = ms.bot; tmp; tmp = tmp->above) 2095 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2077 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2096 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2078 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2097 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2079 break;
2080
2081 if (tmp)
2082 return freedir[i]; 2098 return freedir [i];
2083 } 2099 }
2084 } 2100 }
2085 } 2101 }
2086 2102
2087 return 0; 2103 return 0;
2162 * This basically means that if direction is 15, then it could either go 2178 * This basically means that if direction is 15, then it could either go
2163 * direction 4, 14, or 16 to get back to where we are. 2179 * direction 4, 14, or 16 to get back to where we are.
2164 * Moved from spell_util.c to object.c with the other related direction 2180 * Moved from spell_util.c to object.c with the other related direction
2165 * functions. 2181 * functions.
2166 */ 2182 */
2167int reduction_dir[SIZEOFFREE][3] = { 2183const int reduction_dir[SIZEOFFREE][3] = {
2168 {0, 0, 0}, /* 0 */ 2184 {0, 0, 0}, /* 0 */
2169 {0, 0, 0}, /* 1 */ 2185 {0, 0, 0}, /* 1 */
2170 {0, 0, 0}, /* 2 */ 2186 {0, 0, 0}, /* 2 */
2171 {0, 0, 0}, /* 3 */ 2187 {0, 0, 0}, /* 3 */
2172 {0, 0, 0}, /* 4 */ 2188 {0, 0, 0}, /* 4 */
2263 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2279 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2264 * core dumps if they do. 2280 * core dumps if they do.
2265 * 2281 *
2266 * Add a check so we can't pick up invisible objects (0.93.8) 2282 * Add a check so we can't pick up invisible objects (0.93.8)
2267 */ 2283 */
2268
2269int 2284int
2270can_pick (const object *who, const object *item) 2285can_pick (const object *who, const object *item)
2271{ 2286{
2272 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2273 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2274 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2289 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2275} 2290}
2276 2291
2277/* 2292/*
2278 * create clone from object to another 2293 * create clone from object to another
2279 */ 2294 */
2280object * 2295object *
2281object_create_clone (object *asrc) 2296object::deep_clone ()
2282{ 2297{
2283 object *dst = 0, *tmp, *src, *part, *prev, *item; 2298 assert (("deep_clone called on non-head object", is_head ()));
2284 2299
2285 if (!asrc) 2300 object *dst = clone ();
2286 return 0;
2287 2301
2288 src = asrc; 2302 object *prev = dst;
2289 if (src->head)
2290 src = src->head;
2291
2292 prev = 0;
2293 for (part = src; part; part = part->more) 2303 for (object *part = this->more; part; part = part->more)
2294 { 2304 {
2295 tmp = part->clone (); 2305 object *tmp = part->clone ();
2296 tmp->x -= src->x;
2297 tmp->y -= src->y;
2298
2299 if (!part->head)
2300 {
2301 dst = tmp;
2302 tmp->head = 0;
2303 }
2304 else
2305 tmp->head = dst; 2306 tmp->head = dst;
2306
2307 tmp->more = 0;
2308
2309 if (prev)
2310 prev->more = tmp; 2307 prev->more = tmp;
2311
2312 prev = tmp; 2308 prev = tmp;
2313 } 2309 }
2314 2310
2315 for (item = src->inv; item; item = item->below) 2311 for (object *item = inv; item; item = item->below)
2316 insert_ob_in_ob (object_create_clone (item), dst); 2312 insert_ob_in_ob (item->deep_clone (), dst);
2317 2313
2318 return dst; 2314 return dst;
2319}
2320
2321/* GROS - Creates an object using a string representing its content. */
2322/* Basically, we save the content of the string to a temp file, then call */
2323/* load_object on it. I admit it is a highly inefficient way to make things, */
2324/* but it was simple to make and allows reusing the load_object function. */
2325/* Remember not to use load_object_str in a time-critical situation. */
2326/* Also remember that multiparts objects are not supported for now. */
2327object *
2328load_object_str (const char *obstr)
2329{
2330 object *op;
2331 char filename[MAX_BUF];
2332
2333 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2334
2335 FILE *tempfile = fopen (filename, "w");
2336
2337 if (tempfile == NULL)
2338 {
2339 LOG (llevError, "Error - Unable to access load object temp file\n");
2340 return NULL;
2341 }
2342
2343 fprintf (tempfile, obstr);
2344 fclose (tempfile);
2345
2346 op = object::create ();
2347
2348 object_thawer thawer (filename);
2349
2350 if (thawer)
2351 load_object (thawer, op, 0);
2352
2353 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2354 CLEAR_FLAG (op, FLAG_REMOVED);
2355
2356 return op;
2357} 2315}
2358 2316
2359/* This returns the first object in who's inventory that 2317/* This returns the first object in who's inventory that
2360 * has the same type and subtype match. 2318 * has the same type and subtype match.
2361 * returns NULL if no match. 2319 * returns NULL if no match.
2368 return tmp; 2326 return tmp;
2369 2327
2370 return 0; 2328 return 0;
2371} 2329}
2372 2330
2373/* If ob has a field named key, return the link from the list, 2331shstr_tmp
2374 * otherwise return NULL. 2332object::kv_get (shstr_tmp key) const
2375 *
2376 * key must be a passed in shared string - otherwise, this won't
2377 * do the desired thing.
2378 */
2379key_value *
2380get_ob_key_link (const object *ob, const char *key)
2381{ 2333{
2382 for (key_value *link = ob->key_values; link; link = link->next) 2334 for (key_value *kv = key_values; kv; kv = kv->next)
2383 if (link->key == key) 2335 if (kv->key == key)
2384 return link;
2385
2386 return 0;
2387}
2388
2389/*
2390 * Returns the value of op has an extra_field for key, or NULL.
2391 *
2392 * The argument doesn't need to be a shared string.
2393 *
2394 * The returned string is shared.
2395 */
2396const char *
2397get_ob_key_value (const object *op, const char *const key)
2398{
2399 key_value *link;
2400 shstr_cmp canonical_key (key);
2401
2402 if (!canonical_key)
2403 {
2404 /* 1. There being a field named key on any object
2405 * implies there'd be a shared string to find.
2406 * 2. Since there isn't, no object has this field.
2407 * 3. Therefore, *this* object doesn't have this field.
2408 */
2409 return 0;
2410 }
2411
2412 /* This is copied from get_ob_key_link() above -
2413 * only 4 lines, and saves the function call overhead.
2414 */
2415 for (link = op->key_values; link; link = link->next)
2416 if (link->key == canonical_key)
2417 return link->value; 2336 return kv->value;
2418 2337
2419 return 0; 2338 return shstr ();
2420} 2339}
2421 2340
2422 2341void
2423/* 2342object::kv_set (shstr_tmp key, shstr_tmp value)
2424 * Updates the canonical_key in op to value.
2425 *
2426 * canonical_key is a shared string (value doesn't have to be).
2427 *
2428 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2429 * keys.
2430 *
2431 * Returns TRUE on success.
2432 */
2433int
2434set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2435{ 2343{
2436 key_value *field = NULL, *last = NULL; 2344 for (key_value *kv = key_values; kv; kv = kv->next)
2437 2345 if (kv->key == key)
2438 for (field = op->key_values; field != NULL; field = field->next)
2439 {
2440 if (field->key != canonical_key)
2441 { 2346 {
2442 last = field; 2347 kv->value = value;
2443 continue; 2348 return;
2444 } 2349 }
2445 2350
2446 if (value) 2351 key_value *kv = new key_value;
2447 field->value = value; 2352
2448 else 2353 kv->next = key_values;
2354 kv->key = key;
2355 kv->value = value;
2356
2357 key_values = kv;
2358}
2359
2360void
2361object::kv_del (shstr_tmp key)
2362{
2363 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2364 if ((*kvp)->key == key)
2449 { 2365 {
2450 /* Basically, if the archetype has this key set, 2366 key_value *kv = *kvp;
2451 * we need to store the null value so when we save 2367 *kvp = (*kvp)->next;
2452 * it, we save the empty value so that when we load, 2368 delete kv;
2453 * we get this value back again. 2369 return;
2454 */
2455 if (get_ob_key_link (&op->arch->clone, canonical_key))
2456 field->value = 0;
2457 else
2458 {
2459 if (last)
2460 last->next = field->next;
2461 else
2462 op->key_values = field->next;
2463
2464 delete field;
2465 }
2466 } 2370 }
2467 return TRUE;
2468 }
2469 /* IF we get here, key doesn't exist */
2470
2471 /* No field, we'll have to add it. */
2472
2473 if (!add_key)
2474 return FALSE;
2475
2476 /* There isn't any good reason to store a null
2477 * value in the key/value list. If the archetype has
2478 * this key, then we should also have it, so shouldn't
2479 * be here. If user wants to store empty strings,
2480 * should pass in ""
2481 */
2482 if (value == NULL)
2483 return TRUE;
2484
2485 field = new key_value;
2486
2487 field->key = canonical_key;
2488 field->value = value;
2489 /* Usual prepend-addition. */
2490 field->next = op->key_values;
2491 op->key_values = field;
2492
2493 return TRUE;
2494}
2495
2496/*
2497 * Updates the key in op to value.
2498 *
2499 * If add_key is FALSE, this will only update existing keys,
2500 * and not add new ones.
2501 * In general, should be little reason FALSE is ever passed in for add_key
2502 *
2503 * Returns TRUE on success.
2504 */
2505int
2506set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2507{
2508 shstr key_ (key);
2509
2510 return set_ob_key_value_s (op, key_, value, add_key);
2511} 2371}
2512 2372
2513object::depth_iterator::depth_iterator (object *container) 2373object::depth_iterator::depth_iterator (object *container)
2514: iterator_base (container) 2374: iterator_base (container)
2515{ 2375{
2528 item = item->inv; 2388 item = item->inv;
2529 } 2389 }
2530 else 2390 else
2531 item = item->env; 2391 item = item->env;
2532} 2392}
2533
2534 2393
2535const char * 2394const char *
2536object::flag_desc (char *desc, int len) const 2395object::flag_desc (char *desc, int len) const
2537{ 2396{
2538 char *p = desc; 2397 char *p = desc;
2566{ 2425{
2567 char flagdesc[512]; 2426 char flagdesc[512];
2568 char info2[256 * 4]; 2427 char info2[256 * 4];
2569 char *p = info; 2428 char *p = info;
2570 2429
2571 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2430 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2572 count, uuid.seq, 2431 count,
2432 uuid.c_str (),
2573 &name, 2433 &name,
2574 title ? "\",title:\"" : "", 2434 title ? ",title:\"" : "",
2575 title ? (const char *)title : "", 2435 title ? (const char *)title : "",
2436 title ? "\"" : "",
2576 flag_desc (flagdesc, 512), type); 2437 flag_desc (flagdesc, 512), type);
2577 2438
2578 if (env) 2439 if (!flag[FLAG_REMOVED] && env)
2579 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2440 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2580 2441
2581 if (map) 2442 if (map)
2582 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2443 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2583 2444
2585} 2446}
2586 2447
2587const char * 2448const char *
2588object::debug_desc () const 2449object::debug_desc () const
2589{ 2450{
2590 static char info[256 * 4]; 2451 static char info[3][256 * 4];
2452 static int info_idx;
2453
2591 return debug_desc (info); 2454 return debug_desc (info [++info_idx % 3]);
2592} 2455}
2593 2456
2594const char * 2457struct region *
2595object::debug_desc2 () const 2458object::region () const
2596{ 2459{
2597 static char info[256 * 4]; 2460 return map ? map->region (x, y)
2598 return debug_desc (info); 2461 : region::default_region ();
2599} 2462}
2600 2463
2464const materialtype_t *
2465object::dominant_material () const
2466{
2467 if (materialtype_t *mt = name_to_material (materialname))
2468 return mt;
2469
2470 return name_to_material (shstr_unknown);
2471}
2472
2473void
2474object::open_container (object *new_container)
2475{
2476 if (container == new_container)
2477 return;
2478
2479 object *old_container = container;
2480
2481 if (old_container)
2482 {
2483 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2484 return;
2485
2486#if 0
2487 // remove the "Close old_container" object.
2488 if (object *closer = old_container->inv)
2489 if (closer->type == CLOSE_CON)
2490 closer->destroy ();
2491#endif
2492
2493 // make sure the container is available
2494 esrv_send_item (this, old_container);
2495
2496 old_container->flag [FLAG_APPLIED] = false;
2497 container = 0;
2498
2499 // client needs item update to make it work, client bug requires this to be separate
2500 esrv_update_item (UPD_FLAGS, this, old_container);
2501
2502 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2503 play_sound (sound_find ("chest_close"));
2504 }
2505
2506 if (new_container)
2507 {
2508 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2509 return;
2510
2511 // TODO: this does not seem to serve any purpose anymore?
2512#if 0
2513 // insert the "Close Container" object.
2514 if (archetype *closer = new_container->other_arch)
2515 {
2516 object *closer = arch_to_object (new_container->other_arch);
2517 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2518 new_container->insert (closer);
2519 }
2520#endif
2521
2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2523
2524 // make sure the container is available, client bug requires this to be separate
2525 esrv_send_item (this, new_container);
2526
2527 new_container->flag [FLAG_APPLIED] = true;
2528 container = new_container;
2529
2530 // client needs flag change
2531 esrv_update_item (UPD_FLAGS, this, new_container);
2532 esrv_send_inventory (this, new_container);
2533 play_sound (sound_find ("chest_open"));
2534 }
2535// else if (!old_container->env && contr && contr->ns)
2536// contr->ns->floorbox_reset ();
2537}
2538
2539object *
2540object::force_find (shstr_tmp name)
2541{
2542 /* cycle through his inventory to look for the MARK we want to
2543 * place
2544 */
2545 for (object *tmp = inv; tmp; tmp = tmp->below)
2546 if (tmp->type == FORCE && tmp->slaying == name)
2547 return splay (tmp);
2548
2549 return 0;
2550}
2551
2552void
2553object::force_set_timer (int duration)
2554{
2555 this->duration = 1;
2556 this->speed_left = -1.f;
2557
2558 this->set_speed (duration ? 1.f / duration : 0.f);
2559}
2560
2561object *
2562object::force_add (shstr_tmp name, int duration)
2563{
2564 if (object *force = force_find (name))
2565 force->destroy ();
2566
2567 object *force = get_archetype (FORCE_NAME);
2568
2569 force->slaying = name;
2570
2571 force->force_set_timer (duration);
2572
2573 force->flag [FLAG_APPLIED] = true;
2574
2575 return insert (force);
2576}
2577
2578void
2579object::play_sound (faceidx sound) const
2580{
2581 if (!sound)
2582 return;
2583
2584 if (is_on_map ())
2585 map->play_sound (sound, x, y);
2586 else if (object *pl = in_player ())
2587 pl->contr->play_sound (sound);
2588}
2589
2590void
2591object::say_msg (const char *msg) const
2592{
2593 if (is_on_map ())
2594 map->say_msg (msg, x, y);
2595 else if (object *pl = in_player ())
2596 pl->contr->play_sound (sound);
2597}
2598
2599void
2600object::make_noise ()
2601{
2602 // we do not model noise in the map, so instead put
2603 // a temporary light into the noise source
2604 // could use the map instead, but that's less reliable for our
2605 // goal, which is to make invisibility a bit harder to exploit
2606
2607 // currently only works sensibly for players
2608 if (!is_player ())
2609 return;
2610
2611 // find old force, or create new one
2612 object *force = force_find (shstr_noise_force);
2613
2614 if (force)
2615 force->speed_left = -1.f; // patch old speed up
2616 else
2617 {
2618 force = archetype::get (shstr_noise_force);
2619
2620 force->slaying = shstr_noise_force;
2621 force->stats.food = 1;
2622 force->speed_left = -1.f;
2623
2624 force->set_speed (1.f / 4.f);
2625 force->flag [FLAG_IS_USED_UP] = true;
2626 force->flag [FLAG_APPLIED] = true;
2627
2628 insert (force);
2629 }
2630}
2631

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