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Comparing deliantra/server/common/object.C (file contents):
Revision 1.143 by root, Tue May 1 05:48:20 2007 UTC vs.
Revision 1.290 by sf-marcmagus, Sun Oct 11 05:43:35 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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; 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 ();
333 406
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 407 sum += op->total_weight ();
408 }
409
410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
335 } 413 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum)
341 op->carrying = sum; 414 carrying = sum;
342 415
343 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 }
344} 420}
345 421
346/** 422/*
347 * Return the outermost environment object for a given object. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
360 * Some error messages.
361 * The result of the dump is stored in the static global errmsg array.
362 */ 424 */
363char * 425char *
364dump_object (object *op) 426dump_object (object *op)
365{ 427{
366 if (!op) 428 if (!op)
369 object_freezer freezer; 431 object_freezer freezer;
370 op->write (freezer); 432 op->write (freezer);
371 return freezer.as_string (); 433 return freezer.as_string ();
372} 434}
373 435
436char *
437object::as_string ()
438{
439 return dump_object (this);
440}
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 */
466 } 598 }
467 599
468 op->key_values = 0; 600 op->key_values = 0;
469} 601}
470 602
471object & 603/*
472object::operator =(const object &src) 604 * copy_to first frees everything allocated by the dst object,
605 * and then copies the contents of itself into the second
606 * object, allocating what needs to be allocated. Basically, any
607 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
608 * if the first object is freed, the pointers in the new object
609 * will point at garbage.
610 */
611void
612object::copy_to (object *dst)
473{ 613{
474 bool is_freed = flag [FLAG_FREED]; 614 dst->remove ();
475 bool is_removed = flag [FLAG_REMOVED];
476
477 *(object_copy *)this = src; 615 *(object_copy *)dst = *this;
478
479 flag [FLAG_FREED] = is_freed;
480 flag [FLAG_REMOVED] = is_removed; 616 dst->flag [FLAG_REMOVED] = true;
481 617
482 /* Copy over key_values, if any. */ 618 /* Copy over key_values, if any. */
483 if (src.key_values) 619 if (key_values)
484 { 620 {
485 key_value *tail = 0; 621 key_value *tail = 0;
486 key_values = 0; 622 dst->key_values = 0;
487 623
488 for (key_value *i = src.key_values; i; i = i->next) 624 for (key_value *i = key_values; i; i = i->next)
489 { 625 {
490 key_value *new_link = new key_value; 626 key_value *new_link = new key_value;
491 627
492 new_link->next = 0; 628 new_link->next = 0;
493 new_link->key = i->key; 629 new_link->key = i->key;
494 new_link->value = i->value; 630 new_link->value = i->value;
495 631
496 /* Try and be clever here, too. */ 632 /* Try and be clever here, too. */
497 if (!key_values) 633 if (!dst->key_values)
498 { 634 {
499 key_values = new_link; 635 dst->key_values = new_link;
500 tail = new_link; 636 tail = new_link;
501 } 637 }
502 else 638 else
503 { 639 {
504 tail->next = new_link; 640 tail->next = new_link;
505 tail = new_link; 641 tail = new_link;
506 } 642 }
507 } 643 }
508 } 644 }
509}
510
511/*
512 * copy_to first frees everything allocated by the dst object,
513 * and then copies the contents of itself into the second
514 * object, allocating what needs to be allocated. Basically, any
515 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
516 * if the first object is freed, the pointers in the new object
517 * will point at garbage.
518 */
519void
520object::copy_to (object *dst)
521{
522 *dst = *this;
523 645
524 if (speed < 0) 646 if (speed < 0)
525 dst->speed_left = speed_left - rndm (); 647 dst->speed_left -= rndm ();
526 648
527 dst->set_speed (dst->speed); 649 dst->activate ();
528} 650}
529 651
530void 652void
531object::instantiate () 653object::instantiate ()
532{ 654{
533 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
534 uuid = gen_uuid (); 656 uuid = UUID::gen ();
535 657
536 speed_left = -0.1f; 658 speed_left = -0.1f;
537 /* copy the body_info to the body_used - this is only really 659 /* copy the body_info to the body_used - this is only really
538 * need for monsters, but doesn't hurt to do it for everything. 660 * need for monsters, but doesn't hurt to do it for everything.
539 * by doing so, when a monster is created, it has good starting 661 * by doing so, when a monster is created, it has good starting
540 * values for the body_used info, so when items are created 662 * values for the body_used info, so when items are created
541 * for it, they can be properly equipped. 663 * for it, they can be properly equipped.
542 */ 664 */
543 memcpy (body_used, body_info, sizeof (body_used)); 665 for (int i = NUM_BODY_LOCATIONS; i--; )
666 slot[i].used = slot[i].info;
544 667
545 attachable::instantiate (); 668 attachable::instantiate ();
546} 669}
547 670
548object * 671object *
549object::clone () 672object::clone ()
550{ 673{
551 object *neu = create (); 674 object *neu = create ();
552 copy_to (neu); 675 copy_to (neu);
676 neu->map = map; // not copied by copy_to
553 return neu; 677 return neu;
554} 678}
555 679
556/* 680/*
557 * 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
608 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
609 */ 733 */
610void 734void
611update_object (object *op, int action) 735update_object (object *op, int action)
612{ 736{
613 if (op == NULL) 737 if (!op)
614 { 738 {
615 /* this should never happen */ 739 /* this should never happen */
616 LOG (llevDebug, "update_object() called for NULL object.\n"); 740 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
617 return; 741 return;
618 } 742 }
619 743
620 if (op->env) 744 if (!op->is_on_map ())
621 { 745 {
622 /* Animation is currently handled by client, so nothing 746 /* Animation is currently handled by client, so nothing
623 * to do in this case. 747 * to do in this case.
624 */ 748 */
625 return; 749 return;
626 } 750 }
627
628 /* If the map is saving, don't do anything as everything is
629 * going to get freed anyways.
630 */
631 if (!op->map || op->map->in_memory == MAP_SAVING)
632 return;
633 751
634 /* make sure the object is within map boundaries */ 752 /* make sure the object is within map boundaries */
635 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)
636 { 754 {
637 LOG (llevError, "update_object() called for object out of map!\n"); 755 LOG (llevError, "update_object() called for object out of map!\n");
648 else if (action == UP_OBJ_INSERT) 766 else if (action == UP_OBJ_INSERT)
649 { 767 {
650 // this is likely overkill, TODO: revisit (schmorp) 768 // this is likely overkill, TODO: revisit (schmorp)
651 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 769 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
652 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 770 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
653 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 771 || (op->is_player () && !(m.flags_ & P_PLAYER))
654 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 772 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
655 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 773 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
656 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 774 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
657 || (m.move_on | op->move_on ) != m.move_on 775 || (m.move_on | op->move_on ) != m.move_on
658 || (m.move_off | op->move_off ) != m.move_off 776 || (m.move_off | op->move_off ) != m.move_off
659 || (m.move_slow | op->move_slow) != m.move_slow 777 || (m.move_slow | op->move_slow) != m.move_slow
660 /* 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
661 * to have move_allow right now. 779 * have move_allow right now.
662 */ 780 */
663 || ((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
664 || 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)
665 m.flags_ = 0; 783 m.invalidate ();
666 } 784 }
667 /* if the object is being removed, we can't make intelligent 785 /* if the object is being removed, we can't make intelligent
668 * decisions, because remove_ob can't really pass the object 786 * decisions, because remove_ob can't really pass the object
669 * that is being removed. 787 * that is being removed.
670 */ 788 */
671 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 789 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
672 m.flags_ = 0; 790 m.invalidate ();
673 else if (action == UP_OBJ_FACE) 791 else if (action == UP_OBJ_FACE)
674 /* Nothing to do for that case */ ; 792 /* Nothing to do for that case */ ;
675 else 793 else
676 LOG (llevError, "update_object called with invalid action: %d\n", action); 794 LOG (llevError, "update_object called with invalid action: %d\n", action);
677 795
681 799
682object::object () 800object::object ()
683{ 801{
684 SET_FLAG (this, FLAG_REMOVED); 802 SET_FLAG (this, FLAG_REMOVED);
685 803
686 expmul = 1.0; 804 //expmul = 1.0; declared const for the time being
687 face = blank_face; 805 face = blank_face;
688} 806}
689 807
690object::~object () 808object::~object ()
691{ 809{
697static int object_count; 815static int object_count;
698 816
699void object::link () 817void object::link ()
700{ 818{
701 assert (!index);//D 819 assert (!index);//D
702 uuid = gen_uuid (); 820 uuid = UUID::gen ();
703 count = ++object_count; 821 count = ++object_count;
704 822
705 refcnt_inc (); 823 refcnt_inc ();
706 objects.insert (this); 824 objects.insert (this);
707} 825}
721 /* If already on active list, don't do anything */ 839 /* If already on active list, don't do anything */
722 if (active) 840 if (active)
723 return; 841 return;
724 842
725 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
726 actives.insert (this); 848 actives.insert (this);
849 }
727} 850}
728 851
729void 852void
730object::activate_recursive () 853object::activate_recursive ()
731{ 854{
780object::destroy_inv (bool drop_to_ground) 903object::destroy_inv (bool drop_to_ground)
781{ 904{
782 // need to check first, because the checks below might segfault 905 // need to check first, because the checks below might segfault
783 // as we might be on an invalid mapspace and crossfire code 906 // as we might be on an invalid mapspace and crossfire code
784 // is too buggy to ensure that the inventory is empty. 907 // is too buggy to ensure that the inventory is empty.
785 // corollary: if you create arrows etc. with stuff in tis inventory, 908 // corollary: if you create arrows etc. with stuff in its inventory,
786 // cf will crash below with off-map x and y 909 // cf will crash below with off-map x and y
787 if (!inv) 910 if (!inv)
788 return; 911 return;
789 912
790 /* Only if the space blocks everything do we not process - 913 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 914 * if some form of movement is allowed, let objects
792 * drop on that space. 915 * drop on that space.
793 */ 916 */
794 if (!drop_to_ground 917 if (!drop_to_ground
795 || !map 918 || !map
796 || map->in_memory != MAP_IN_MEMORY 919 || map->in_memory != MAP_ACTIVE
797 || map->nodrop 920 || map->no_drop
798 || ms ().move_block == MOVE_ALL) 921 || ms ().move_block == MOVE_ALL)
799 { 922 {
800 while (inv) 923 while (inv)
801 {
802 inv->destroy_inv (drop_to_ground);
803 inv->destroy (); 924 inv->destroy ();
804 }
805 } 925 }
806 else 926 else
807 { /* Put objects in inventory onto this space */ 927 { /* Put objects in inventory onto this space */
808 while (inv) 928 while (inv)
809 { 929 {
827 object *op = new object; 947 object *op = new object;
828 op->link (); 948 op->link ();
829 return op; 949 return op;
830} 950}
831 951
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
832void 973void
833object::do_destroy () 974object::do_destroy ()
834{ 975{
835 attachable::do_destroy ();
836
837 if (flag [FLAG_IS_LINKED]) 976 if (flag [FLAG_IS_LINKED])
838 remove_button_link (this); 977 remove_link ();
839 978
840 if (flag [FLAG_FRIENDLY]) 979 if (flag [FLAG_FRIENDLY])
841 remove_friendly_object (this); 980 remove_friendly_object (this);
842 981
843 if (!flag [FLAG_REMOVED])
844 remove (); 982 remove ();
845 983
846 destroy_inv (true); 984 attachable::do_destroy ();
847 985
848 deactivate (); 986 deactivate ();
849 unlink (); 987 unlink ();
850 988
851 flag [FLAG_FREED] = 1; 989 flag [FLAG_FREED] = 1;
852 990
853 // hack to ensure that freed objects still have a valid map 991 // hack to ensure that freed objects still have a valid map
854 {
855 static maptile *freed_map; // freed objects are moved here to avoid crashes
856
857 if (!freed_map)
858 {
859 freed_map = new maptile;
860
861 freed_map->name = "/internal/freed_objects_map";
862 freed_map->width = 3;
863 freed_map->height = 3;
864
865 freed_map->alloc ();
866 freed_map->in_memory = MAP_IN_MEMORY;
867 }
868
869 map = freed_map; 992 map = &freed_map;
870 x = 1; 993 x = 1;
871 y = 1; 994 y = 1;
872 }
873
874 head = 0;
875 995
876 if (more) 996 if (more)
877 { 997 {
878 more->destroy (); 998 more->destroy ();
879 more = 0; 999 more = 0;
880 } 1000 }
881 1001
1002 head = 0;
1003
882 // clear those pointers that likely might have circular references to us 1004 // clear those pointers that likely might cause circular references
883 owner = 0; 1005 owner = 0;
884 enemy = 0; 1006 enemy = 0;
885 attacked_by = 0; 1007 attacked_by = 0;
1008 current_weapon = 0;
886} 1009}
887 1010
888void 1011void
889object::destroy (bool destroy_inventory) 1012object::destroy ()
890{ 1013{
891 if (destroyed ()) 1014 if (destroyed ())
892 return; 1015 return;
893 1016
894 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
895 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
896 1031
897 attachable::destroy (); 1032 attachable::destroy ();
898}
899
900/*
901 * sub_weight() recursively (outwards) subtracts a number from the
902 * weight of an object (and what is carried by it's environment(s)).
903 */
904void
905sub_weight (object *op, signed long weight)
906{
907 while (op != NULL)
908 {
909 if (op->type == CONTAINER)
910 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
911
912 op->carrying -= weight;
913 op = op->env;
914 }
915} 1033}
916 1034
917/* op->remove (): 1035/* op->remove ():
918 * 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
919 * 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
925object::do_remove () 1043object::do_remove ()
926{ 1044{
927 object *tmp, *last = 0; 1045 object *tmp, *last = 0;
928 object *otmp; 1046 object *otmp;
929 1047
930 if (QUERY_FLAG (this, FLAG_REMOVED)) 1048 if (flag [FLAG_REMOVED])
931 return; 1049 return;
932 1050
933 SET_FLAG (this, FLAG_REMOVED);
934 INVOKE_OBJECT (REMOVE, this); 1051 INVOKE_OBJECT (REMOVE, this);
1052
1053 flag [FLAG_REMOVED] = true;
935 1054
936 if (more) 1055 if (more)
937 more->remove (); 1056 more->remove ();
938 1057
939 /* 1058 /*
940 * In this case, the object to be removed is in someones 1059 * In this case, the object to be removed is in someones
941 * inventory. 1060 * inventory.
942 */ 1061 */
943 if (env) 1062 if (env)
944 { 1063 {
945 if (nrof) 1064 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
946 sub_weight (env, weight * nrof); 1065 if (object *pl = visible_to ())
947 else 1066 esrv_del_item (pl->contr, count);
948 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;
949 1088
950 /* 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
951 * made to players inventory. If set, avoiding the call 1090 * made to players inventory. If set, avoiding the call
952 * to save cpu time. 1091 * to save cpu time.
953 */ 1092 */
954 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 {
955 otmp->update_stats (); 1096 pl->update_stats ();
956 1097
957 if (above) 1098 if (glow_radius && pl->is_on_map ())
958 above->below = below; 1099 update_all_los (pl->map, pl->x, pl->y);
959 else 1100 }
960 env->inv = below;
961
962 if (below)
963 below->above = above;
964
965 /* we set up values so that it could be inserted into
966 * the map, but we don't actually do that - it is up
967 * to the caller to decide what we want to do.
968 */
969 x = env->x, y = env->y;
970 map = env->map;
971 above = 0, below = 0;
972 env = 0;
973 } 1101 }
974 else if (map) 1102 else if (map)
975 { 1103 {
976 if (type == PLAYER)
977 {
978 // leaving a spot always closes any open container on the ground
979 if (container && !container->env)
980 // this causes spurious floorbox updates, but it ensures
981 // that the CLOSE event is being sent.
982 close_container ();
983
984 --map->players;
985 map->touch ();
986 }
987
988 map->dirty = true; 1104 map->dirty = true;
989 mapspace &ms = this->ms (); 1105 mapspace &ms = this->ms ();
990 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
991 /* link the object above us */ 1132 /* link the object above us */
992 if (above) 1133 // re-link, make sure compiler can easily use cmove
993 above->below = below; 1134 *(above ? &above->below : &ms.top) = below;
994 else 1135 *(below ? &below->above : &ms.bot) = above;
995 ms.top = below; /* we were top, set new top */
996
997 /* Relink the object below us, if there is one */
998 if (below)
999 below->above = above;
1000 else
1001 {
1002 /* Nothing below, which means we need to relink map object for this space
1003 * use translated coordinates in case some oddness with map tiling is
1004 * evident
1005 */
1006 if (GET_MAP_OB (map, x, y) != this)
1007 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 ());
1008
1009 ms.bot = above; /* goes on above it. */
1010 }
1011 1136
1012 above = 0; 1137 above = 0;
1013 below = 0; 1138 below = 0;
1014 1139
1140 ms.invalidate ();
1141
1015 if (map->in_memory == MAP_SAVING) 1142 if (map->in_memory == MAP_SAVING)
1016 return; 1143 return;
1017 1144
1018 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 }
1019 1162
1020 for (tmp = ms.bot; tmp; tmp = tmp->above) 1163 for (tmp = ms.bot; tmp; tmp = tmp->above)
1021 { 1164 {
1022 /* 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
1023 * being removed. 1166 * being removed.
1024 */ 1167 */
1025
1026 if (tmp->type == PLAYER && tmp != this)
1027 {
1028 /* If a container that the player is currently using somehow gets
1029 * removed (most likely destroyed), update the player view
1030 * appropriately.
1031 */
1032 if (tmp->container == this)
1033 {
1034 flag [FLAG_APPLIED] = 0;
1035 tmp->container = 0;
1036 }
1037
1038 if (tmp->contr->ns)
1039 tmp->contr->ns->floorbox_update ();
1040 }
1041 1168
1042 /* See if object moving off should effect something */ 1169 /* See if object moving off should effect something */
1043 if (check_walk_off 1170 if (check_walk_off
1044 && ((move_type & tmp->move_off) 1171 && ((move_type & tmp->move_off)
1045 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1172 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1048 1175
1049 if (destroyed ()) 1176 if (destroyed ())
1050 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 ());
1051 } 1178 }
1052 1179
1053 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1054 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1055 if (tmp->above == tmp)
1056 tmp->above = 0;
1057
1058 last = tmp; 1180 last = tmp;
1059 } 1181 }
1060 1182
1061 /* last == NULL if there are no objects on this space */ 1183 if (affects_los ())
1062 //TODO: this makes little sense, why only update the topmost object?
1063 if (!last)
1064 map->at (x, y).flags_ = 0;
1065 else
1066 update_object (last, UP_OBJ_REMOVE);
1067
1068 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1069 update_all_los (map, x, y); 1184 update_all_los (map, x, y);
1070 } 1185 }
1071} 1186}
1072 1187
1073/* 1188/*
1082merge_ob (object *op, object *top) 1197merge_ob (object *op, object *top)
1083{ 1198{
1084 if (!op->nrof) 1199 if (!op->nrof)
1085 return 0; 1200 return 0;
1086 1201
1087 if (top) 1202 if (!top)
1088 for (top = op; top && top->above; top = top->above) 1203 for (top = op; top && top->above; top = top->above)
1089 ; 1204 ;
1090 1205
1091 for (; top; top = top->below) 1206 for (; top; top = top->below)
1092 {
1093 if (top == op)
1094 continue;
1095
1096 if (object::can_merge (op, top)) 1207 if (object::can_merge (op, top))
1097 { 1208 {
1098 top->nrof += op->nrof; 1209 top->nrof += op->nrof;
1099 1210
1100/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1211 if (object *pl = top->visible_to ())
1101 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
1102 op->destroy (); 1217 op->destroy ();
1218
1103 return top; 1219 return top;
1104 } 1220 }
1105 }
1106 1221
1107 return 0; 1222 return 0;
1108} 1223}
1109 1224
1110void 1225void
1113 if (more) 1228 if (more)
1114 return; 1229 return;
1115 1230
1116 object *prev = this; 1231 object *prev = this;
1117 1232
1118 for (archetype *at = arch->more; at; at = at->more) 1233 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1119 { 1234 {
1120 object *op = arch_to_object (at); 1235 object *op = arch_to_object (at);
1121 1236
1122 op->name = name; 1237 op->name = name;
1123 op->name_pl = name_pl; 1238 op->name_pl = name_pl;
1135 * job preparing multi-part monsters. 1250 * job preparing multi-part monsters.
1136 */ 1251 */
1137object * 1252object *
1138insert_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)
1139{ 1254{
1255 op->remove ();
1256
1140 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1257 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1141 { 1258 {
1142 tmp->x = x + tmp->arch->clone.x; 1259 tmp->x = x + tmp->arch->x;
1143 tmp->y = y + tmp->arch->clone.y; 1260 tmp->y = y + tmp->arch->y;
1144 } 1261 }
1145 1262
1146 return insert_ob_in_map (op, m, originator, flag); 1263 return insert_ob_in_map (op, m, originator, flag);
1147} 1264}
1148 1265
1167 * just 'op' otherwise 1284 * just 'op' otherwise
1168 */ 1285 */
1169object * 1286object *
1170insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1171{ 1288{
1172 assert (!op->flag [FLAG_FREED]);
1173
1174 object *tmp, *top, *floor = NULL;
1175
1176 op->remove (); 1289 op->remove ();
1177 1290
1178#if 0 1291 if (m == &freed_map)//D TODO: remove soon
1179 if (!m->active != !op->active)
1180 if (m->active)
1181 op->activate_recursive ();
1182 else
1183 op->deactivate_recursive ();
1184#endif
1185
1186 if (out_of_map (m, op->x, op->y))
1187 { 1292 {//D
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1293 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1189#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted.
1193 */
1194 abort ();
1195#endif
1196 return op;
1197 } 1294 }//D
1198
1199 if (object *more = op->more)
1200 {
1201 if (!insert_ob_in_map (more, m, originator, flag))
1202 {
1203 if (!op->head)
1204 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1205
1206 return 0;
1207 }
1208 }
1209
1210 CLEAR_FLAG (op, FLAG_REMOVED);
1211 1295
1212 /* Ideally, the caller figures this out. However, it complicates a lot 1296 /* Ideally, the caller figures this out. However, it complicates a lot
1213 * 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
1214 * need extra work 1298 * need extra work
1215 */ 1299 */
1300 maptile *newmap = m;
1216 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
1217 return 0; 1304 return 0;
1305 }
1218 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;
1219 op->map = m; 1313 op->map = newmap;
1314
1220 mapspace &ms = op->ms (); 1315 mapspace &ms = op->ms ();
1221 1316
1222 /* this has to be done after we translate the coordinates. 1317 /* this has to be done after we translate the coordinates.
1223 */ 1318 */
1224 if (op->nrof && !(flag & INS_NO_MERGE)) 1319 if (op->nrof && !(flag & INS_NO_MERGE))
1225 for (tmp = ms.bot; tmp; tmp = tmp->above) 1320 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1226 if (object::can_merge (op, tmp)) 1321 if (object::can_merge (op, tmp))
1227 { 1322 {
1323 // TODO: we actually want to update tmp, not op,
1324 // but some caller surely breaks when we return tmp
1325 // from here :/
1228 op->nrof += tmp->nrof; 1326 op->nrof += tmp->nrof;
1229 tmp->destroy (); 1327 tmp->destroy ();
1230 } 1328 }
1231 1329
1232 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 */
1241 { 1339 {
1242 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");
1243 abort (); 1341 abort ();
1244 } 1342 }
1245 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
1246 op->above = originator; 1351 op->above = originator;
1247 op->below = originator->below; 1352 op->below = originator->below;
1248
1249 if (op->below)
1250 op->below->above = op;
1251 else
1252 ms.bot = op;
1253
1254 /* since *below* originator, no need to update top */
1255 originator->below = op; 1353 originator->below = op;
1354
1355 *(op->below ? &op->below->above : &ms.bot) = op;
1256 } 1356 }
1257 else 1357 else
1258 { 1358 {
1259 top = ms.bot; 1359 object *floor = 0;
1360 object *top = ms.top;
1260 1361
1261 /* If there are other objects, then */ 1362 /* If there are other objects, then */
1262 if ((!(flag & INS_MAP_LOAD)) && top) 1363 if (top)
1263 { 1364 {
1264 object *last = 0;
1265
1266 /* 1365 /*
1267 * 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.
1268 * We've already dealt with merging if appropriate. 1367 * We've already dealt with merging if appropriate.
1269 * 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
1270 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1369 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1273 * 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
1274 * 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
1275 * 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
1276 * that flying non pickable objects are spell objects. 1375 * that flying non pickable objects are spell objects.
1277 */ 1376 */
1278 for (top = ms.bot; top; top = top->above) 1377 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1279 { 1378 {
1280 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))
1281 floor = top; 1380 floor = tmp;
1282 1381
1283 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))
1284 { 1383 {
1285 /* We insert above top, so we want this object below this */ 1384 /* We insert above top, so we want this object below this */
1286 top = top->below; 1385 top = tmp->below;
1287 break; 1386 break;
1288 } 1387 }
1289 1388
1290 last = top; 1389 top = tmp;
1291 } 1390 }
1292
1293 /* Don't want top to be NULL, so set it to the last valid object */
1294 top = last;
1295 1391
1296 /* We let update_position deal with figuring out what the space 1392 /* We let update_position deal with figuring out what the space
1297 * looks like instead of lots of conditions here. 1393 * looks like instead of lots of conditions here.
1298 * makes things faster, and effectively the same result. 1394 * makes things faster, and effectively the same result.
1299 */ 1395 */
1306 */ 1402 */
1307 if (!(flag & INS_ON_TOP) 1403 if (!(flag & INS_ON_TOP)
1308 && ms.flags () & P_BLOCKSVIEW 1404 && ms.flags () & P_BLOCKSVIEW
1309 && (op->face && !faces [op->face].visibility)) 1405 && (op->face && !faces [op->face].visibility))
1310 { 1406 {
1407 object *last;
1408
1311 for (last = top; last != floor; last = last->below) 1409 for (last = top; last != floor; last = last->below)
1312 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1410 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1313 break; 1411 break;
1314 1412
1315 /* Check to see if we found the object that blocks view, 1413 /* Check to see if we found the object that blocks view,
1320 if (last && last->below && last != floor) 1418 if (last && last->below && last != floor)
1321 top = last->below; 1419 top = last->below;
1322 } 1420 }
1323 } /* If objects on this space */ 1421 } /* If objects on this space */
1324 1422
1325 if (flag & INS_MAP_LOAD)
1326 top = ms.top;
1327
1328 if (flag & INS_ABOVE_FLOOR_ONLY) 1423 if (flag & INS_ABOVE_FLOOR_ONLY)
1329 top = floor; 1424 top = floor;
1330 1425
1331 /* 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
1332 */
1333
1334 /* First object on this space */
1335 if (!top) 1427 if (!top)
1336 { 1428 {
1429 op->below = 0;
1337 op->above = ms.bot; 1430 op->above = ms.bot;
1338
1339 if (op->above)
1340 op->above->below = op;
1341
1342 op->below = 0;
1343 ms.bot = op; 1431 ms.bot = op;
1432
1433 *(op->above ? &op->above->below : &ms.top) = op;
1344 } 1434 }
1345 else 1435 else
1346 { /* get inserted into the stack above top */ 1436 {
1347 op->above = top->above; 1437 op->above = top->above;
1348
1349 if (op->above)
1350 op->above->below = op; 1438 top->above = op;
1351 1439
1352 op->below = top; 1440 op->below = top;
1353 top->above = op; 1441 *(op->above ? &op->above->below : &ms.top) = op;
1354 } 1442 }
1443 }
1355 1444
1356 if (!op->above) 1445 if (op->is_player ())
1357 ms.top = op;
1358 } /* else not INS_BELOW_ORIGINATOR */
1359
1360 if (op->type == PLAYER)
1361 { 1446 {
1362 op->contr->do_los = 1; 1447 op->contr->do_los = 1;
1363 ++op->map->players; 1448 ++op->map->players;
1364 op->map->touch (); 1449 op->map->touch ();
1365 } 1450 }
1366 1451
1367 op->map->dirty = true; 1452 op->map->dirty = true;
1368 1453
1369 /* If we have a floor, we know the player, if any, will be above
1370 * it, so save a few ticks and start from there.
1371 */
1372 if (!(flag & INS_MAP_LOAD))
1373 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
1374 if (pl->contr->ns) 1458 if (pl->contr->ns)
1375 pl->contr->ns->floorbox_update (); 1459 pl->contr->ns->floorbox_update ();
1376 1460
1377 /* If this object glows, it may affect lighting conditions that are 1461 /* If this object glows, it may affect lighting conditions that are
1378 * 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
1379 * 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
1380 * on the map will get recalculated. The players could very well 1464 * on the map will get recalculated. The players could very well
1381 * 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 -
1382 * this should get redone to only look for players within range, 1466 * this should get redone to only look for players within range,
1383 * or just updating the P_UPTODATE for spaces within this area 1467 * or just updating the P_UPTODATE for spaces within this area
1384 * of effect may be sufficient. 1468 * of effect may be sufficient.
1385 */ 1469 */
1386 if (op->map->darkness && (op->glow_radius != 0)) 1470 if (op->affects_los ())
1471 {
1472 op->ms ().invalidate ();
1387 update_all_los (op->map, op->x, op->y); 1473 update_all_los (op->map, op->x, op->y);
1474 }
1388 1475
1389 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1476 /* updates flags (blocked, alive, no magic, etc) for this map space */
1390 update_object (op, UP_OBJ_INSERT); 1477 update_object (op, UP_OBJ_INSERT);
1391 1478
1392 INVOKE_OBJECT (INSERT, op); 1479 INVOKE_OBJECT (INSERT, op);
1399 * blocked() and wall() work properly), and these flags are updated by 1486 * blocked() and wall() work properly), and these flags are updated by
1400 * update_object(). 1487 * update_object().
1401 */ 1488 */
1402 1489
1403 /* 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 */
1404 if (!(flag & INS_NO_WALK_ON) && !op->head) 1491 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1405 { 1492 {
1406 if (check_move_on (op, originator)) 1493 if (check_move_on (op, originator))
1407 return 0; 1494 return 0;
1408 1495
1409 /* 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
1410 * walk on's. 1497 * walk on's.
1411 */ 1498 */
1412 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1499 for (object *tmp = op->more; tmp; tmp = tmp->more)
1413 if (check_move_on (tmp, originator)) 1500 if (check_move_on (tmp, originator))
1414 return 0; 1501 return 0;
1415 } 1502 }
1416 1503
1417 return op; 1504 return op;
1420/* this function inserts an object in the map, but if it 1507/* this function inserts an object in the map, but if it
1421 * 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.
1422 * 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.
1423 */ 1510 */
1424void 1511void
1425replace_insert_ob_in_map (const char *arch_string, object *op) 1512replace_insert_ob_in_map (shstr_tmp archname, object *op)
1426{ 1513{
1427 object *tmp, *tmp1;
1428
1429 /* first search for itself and remove any old instances */ 1514 /* first search for itself and remove any old instances */
1430 1515
1431 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1432 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1517 if (tmp->arch->archname == archname) /* same archetype */
1433 tmp->destroy (); 1518 tmp->destroy ();
1434 1519
1435 tmp1 = arch_to_object (archetype::find (arch_string)); 1520 object *tmp = arch_to_object (archetype::find (archname));
1436 1521
1437 tmp1->x = op->x; 1522 tmp->x = op->x;
1438 tmp1->y = op->y; 1523 tmp->y = op->y;
1524
1439 insert_ob_in_map (tmp1, op->map, op, 0); 1525 insert_ob_in_map (tmp, op->map, op, 0);
1440} 1526}
1441 1527
1442object * 1528object *
1443object::insert_at (object *where, object *originator, int flags) 1529object::insert_at (object *where, object *originator, int flags)
1444{ 1530{
1531 if (where->env)
1532 return where->env->insert (this);
1533 else
1445 return where->map->insert (this, where->x, where->y, originator, flags); 1534 return where->map->insert (this, where->x, where->y, originator, flags);
1446} 1535}
1447 1536
1448/* 1537/*
1449 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1450 * is returned contains nr objects, and the remaining parts contains
1451 * the rest (or is removed and freed if that number is 0).
1452 * On failure, NULL is returned, and the reason put into the
1453 * global static errmsg array.
1454 */
1455object *
1456get_split_ob (object *orig_ob, uint32 nr)
1457{
1458 object *newob;
1459 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1460
1461 if (orig_ob->nrof < nr)
1462 {
1463 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1464 return NULL;
1465 }
1466
1467 newob = object_create_clone (orig_ob);
1468
1469 if ((orig_ob->nrof -= nr) < 1)
1470 orig_ob->destroy (1);
1471 else if (!is_removed)
1472 {
1473 if (orig_ob->env != NULL)
1474 sub_weight (orig_ob->env, orig_ob->weight * nr);
1475 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1476 {
1477 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1478 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1479 return NULL;
1480 }
1481 }
1482
1483 newob->nrof = nr;
1484
1485 return newob;
1486}
1487
1488/*
1489 * decrease_ob_nr(object, number) decreases a specified number from 1538 * decrease(object, number) decreases a specified number from
1490 * 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
1491 * is subsequently removed and freed. 1540 * is subsequently removed and freed.
1492 * 1541 *
1493 * 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
1494 */ 1543 */
1544bool
1545object::decrease (sint32 nr)
1546{
1547 if (!nr)
1548 return true;
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 */
1495object * 1575object *
1496decrease_ob_nr (object *op, uint32 i) 1576object::split (sint32 nr)
1497{ 1577{
1498 object *tmp; 1578 int have = number_of ();
1499 1579
1500 if (i == 0) /* objects with op->nrof require this check */ 1580 if (have < nr)
1501 return op; 1581 return 0;
1502 1582 else if (have == nr)
1503 if (i > op->nrof)
1504 i = op->nrof;
1505
1506 if (QUERY_FLAG (op, FLAG_REMOVED))
1507 op->nrof -= i;
1508 else if (op->env)
1509 { 1583 {
1510 /* is this object in the players inventory, or sub container
1511 * therein?
1512 */
1513 tmp = op->in_player ();
1514 /* nope. Is this a container the player has opened?
1515 * If so, set tmp to that player.
1516 * IMO, searching through all the players will mostly
1517 * likely be quicker than following op->env to the map,
1518 * and then searching the map for a player.
1519 */
1520 if (!tmp)
1521 for_all_players (pl)
1522 if (pl->ob->container == op->env)
1523 {
1524 tmp = pl->ob;
1525 break;
1526 }
1527
1528 if (i < op->nrof)
1529 {
1530 sub_weight (op->env, op->weight * i);
1531 op->nrof -= i;
1532 if (tmp)
1533 esrv_send_item (tmp, op);
1534 }
1535 else
1536 {
1537 op->remove (); 1584 remove ();
1538 op->nrof = 0; 1585 return this;
1539 if (tmp)
1540 esrv_del_item (tmp->contr, op->count);
1541 }
1542 } 1586 }
1543 else 1587 else
1544 { 1588 {
1545 object *above = op->above; 1589 decrease (nr);
1546 1590
1547 if (i < op->nrof) 1591 object *op = deep_clone ();
1548 op->nrof -= i; 1592 op->nrof = nr;
1549 else
1550 {
1551 op->remove ();
1552 op->nrof = 0;
1553 }
1554
1555 /* Since we just removed op, op->above is null */
1556 for (tmp = above; tmp; tmp = tmp->above)
1557 if (tmp->type == PLAYER)
1558 {
1559 if (op->nrof)
1560 esrv_send_item (tmp, op);
1561 else
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 }
1565
1566 if (op->nrof)
1567 return op; 1593 return op;
1568 else
1569 {
1570 op->destroy ();
1571 return 0;
1572 }
1573}
1574
1575/*
1576 * add_weight(object, weight) adds the specified weight to an object,
1577 * and also updates how much the environment(s) is/are carrying.
1578 */
1579void
1580add_weight (object *op, signed long weight)
1581{
1582 while (op != NULL)
1583 {
1584 if (op->type == CONTAINER)
1585 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1586
1587 op->carrying += weight;
1588 op = op->env;
1589 } 1594 }
1590} 1595}
1591 1596
1592object * 1597object *
1593insert_ob_in_ob (object *op, object *where) 1598insert_ob_in_ob (object *op, object *where)
1598 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);
1599 free (dump); 1604 free (dump);
1600 return op; 1605 return op;
1601 } 1606 }
1602 1607
1603 if (where->head) 1608 if (where->head_ () != where)
1604 { 1609 {
1605 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");
1606 where = where->head; 1611 where = where->head;
1607 } 1612 }
1608 1613
1609 return where->insert (op); 1614 return where->insert (op);
1610} 1615}
1618 * be != op, if items are merged. -Tero 1623 * be != op, if items are merged. -Tero
1619 */ 1624 */
1620object * 1625object *
1621object::insert (object *op) 1626object::insert (object *op)
1622{ 1627{
1623 object *tmp, *otmp;
1624
1625 if (!QUERY_FLAG (op, FLAG_REMOVED))
1626 op->remove ();
1627
1628 if (op->more) 1628 if (op->more)
1629 { 1629 {
1630 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);
1631 return op; 1631 return op;
1632 } 1632 }
1633 1633
1634 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1634 op->remove ();
1635 CLEAR_FLAG (op, FLAG_REMOVED); 1635
1636 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1637
1636 if (op->nrof) 1638 if (op->nrof)
1637 {
1638 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1639 for (object *tmp = inv; tmp; tmp = tmp->below)
1639 if (object::can_merge (tmp, op)) 1640 if (object::can_merge (tmp, op))
1640 { 1641 {
1641 /* return the original object and remove inserted object 1642 /* return the original object and remove inserted object
1642 (client needs the original object) */ 1643 (client needs the original object) */
1643 tmp->nrof += op->nrof; 1644 tmp->nrof += op->nrof;
1644 /* Weight handling gets pretty funky. Since we are adding to 1645
1645 * tmp->nrof, we need to increase the weight. 1646 if (object *pl = tmp->visible_to ())
1646 */ 1647 esrv_update_item (UPD_NROF, pl, tmp);
1648
1647 add_weight (this, op->weight * op->nrof); 1649 adjust_weight (this, op->total_weight ());
1648 SET_FLAG (op, FLAG_REMOVED); 1650
1649 op->destroy (); /* free the inserted object */ 1651 op->destroy ();
1650 op = tmp; 1652 op = tmp;
1651 op->remove (); /* and fix old object's links */ 1653 goto inserted;
1652 CLEAR_FLAG (op, FLAG_REMOVED);
1653 break;
1654 } 1654 }
1655 1655
1656 /* I assume combined objects have no inventory 1656 op->owner = 0; // it's his/hers now. period.
1657 * We add the weight - this object could have just been removed
1658 * (if it was possible to merge). calling remove_ob will subtract
1659 * the weight, so we need to add it in again, since we actually do
1660 * the linking below
1661 */
1662 add_weight (this, op->weight * op->nrof);
1663 }
1664 else
1665 add_weight (this, (op->weight + op->carrying));
1666
1667 otmp = this->in_player ();
1668 if (otmp && otmp->contr)
1669 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1670 otmp->update_stats ();
1671
1672 op->map = 0; 1657 op->map = 0;
1673 op->env = this; 1658 op->x = 0;
1659 op->y = 0;
1660
1674 op->above = 0; 1661 op->above = 0;
1675 op->below = 0; 1662 op->below = inv;
1676 op->x = 0, op->y = 0; 1663 op->env = this;
1677 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:
1678 /* 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 */
1679 if ((op->glow_radius != 0) && map) 1679 if (op->glow_radius && is_on_map ())
1680 { 1680 {
1681#ifdef DEBUG_LIGHTS 1681 update_stats ();
1682 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1683#endif /* DEBUG_LIGHTS */
1684 if (map->darkness)
1685 update_all_los (map, x, y); 1682 update_all_los (map, x, y);
1686 }
1687
1688 /* Client has no idea of ordering so lets not bother ordering it here.
1689 * It sure simplifies this function...
1690 */
1691 if (!inv)
1692 inv = op;
1693 else
1694 { 1683 }
1695 op->below = inv; 1684 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1696 op->below->above = op; 1685 // if this is a player's inventory, update stats
1697 inv = op; 1686 update_stats ();
1698 }
1699 1687
1700 INVOKE_OBJECT (INSERT, this); 1688 INVOKE_OBJECT (INSERT, this);
1701 1689
1702 return op; 1690 return op;
1703} 1691}
1723 * on top. 1711 * on top.
1724 */ 1712 */
1725int 1713int
1726check_move_on (object *op, object *originator) 1714check_move_on (object *op, object *originator)
1727{ 1715{
1716 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1717 return 0;
1718
1728 object *tmp; 1719 object *tmp;
1729 maptile *m = op->map; 1720 maptile *m = op->map;
1730 int x = op->x, y = op->y; 1721 int x = op->x, y = op->y;
1731 1722
1732 MoveType move_on, move_slow, move_block; 1723 mapspace &ms = m->at (x, y);
1733 1724
1734 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1725 ms.update ();
1735 return 0;
1736 1726
1737 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1727 MoveType move_on = ms.move_on;
1738 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1728 MoveType move_slow = ms.move_slow;
1739 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1729 MoveType move_block = ms.move_block;
1740 1730
1741 /* 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,
1742 * 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
1743 * 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
1744 * as walking. 1734 * as walking.
1755 return 0; 1745 return 0;
1756 1746
1757 /* The objects have to be checked from top to bottom. 1747 /* The objects have to be checked from top to bottom.
1758 * Hence, we first go to the top: 1748 * Hence, we first go to the top:
1759 */ 1749 */
1760 1750 for (object *next, *tmp = ms.top; tmp; tmp = next)
1761 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1762 {
1763 /* Trim the search when we find the first other spell effect
1764 * this helps performance so that if a space has 50 spell objects,
1765 * we don't need to check all of them.
1766 */
1767 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1768 break;
1769 } 1751 {
1752 next = tmp->below;
1770 1753
1771 for (; tmp; tmp = tmp->below)
1772 {
1773 if (tmp == op) 1754 if (tmp == op)
1774 continue; /* Can't apply yourself */ 1755 continue; /* Can't apply yourself */
1775 1756
1776 /* 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.
1777 * Second check makes sure that the movement types not being slowed 1758 * Second check makes sure that the movement types not being slowed
1782 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1763 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1783 { 1764 {
1784 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1785 ((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))
1786 { 1767 {
1787
1788 float
1789 diff = tmp->move_slow_penalty * fabs (op->speed); 1768 float diff = tmp->move_slow_penalty * fabs (op->speed);
1790 1769
1791 if (op->type == PLAYER) 1770 if (op->is_player ())
1792 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)) ||
1793 (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)))
1794 diff /= 4.0; 1773 diff /= 4.0;
1795 1774
1796 op->speed_left -= diff; 1775 op->speed_left -= diff;
1797 } 1776 }
1798 } 1777 }
1831 LOG (llevError, "Present_arch called outside map.\n"); 1810 LOG (llevError, "Present_arch called outside map.\n");
1832 return NULL; 1811 return NULL;
1833 } 1812 }
1834 1813
1835 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)
1836 if (tmp->arch == at) 1815 if (tmp->arch->archname == at->archname)
1837 return tmp; 1816 return tmp;
1838 1817
1839 return NULL; 1818 return NULL;
1840} 1819}
1841 1820
1905 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
1906 */ 1885 */
1907object * 1886object *
1908present_arch_in_ob (const archetype *at, const object *op) 1887present_arch_in_ob (const archetype *at, const object *op)
1909{ 1888{
1910 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1911 if (tmp->arch == at) 1890 if (tmp->arch->archname == at->archname)
1912 return tmp; 1891 return tmp;
1913 1892
1914 return NULL; 1893 return NULL;
1915} 1894}
1916 1895
1918 * activate recursively a flag on an object inventory 1897 * activate recursively a flag on an object inventory
1919 */ 1898 */
1920void 1899void
1921flag_inv (object *op, int flag) 1900flag_inv (object *op, int flag)
1922{ 1901{
1923 if (op->inv)
1924 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1902 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1925 { 1903 {
1926 SET_FLAG (tmp, flag); 1904 SET_FLAG (tmp, flag);
1927 flag_inv (tmp, flag); 1905 flag_inv (tmp, flag);
1928 } 1906 }
1929} 1907}
1930 1908
1931/* 1909/*
1932 * deactivate recursively a flag on an object inventory 1910 * deactivate recursively a flag on an object inventory
1933 */ 1911 */
1934void 1912void
1935unflag_inv (object *op, int flag) 1913unflag_inv (object *op, int flag)
1936{ 1914{
1937 if (op->inv)
1938 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1939 { 1916 {
1940 CLEAR_FLAG (tmp, flag); 1917 CLEAR_FLAG (tmp, flag);
1941 unflag_inv (tmp, flag); 1918 unflag_inv (tmp, flag);
1942 } 1919 }
1943}
1944
1945/*
1946 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1947 * all it's inventory (recursively).
1948 * If checksums are used, a player will get set_cheat called for
1949 * him/her-self and all object carried by a call to this function.
1950 */
1951void
1952set_cheat (object *op)
1953{
1954 SET_FLAG (op, FLAG_WAS_WIZ);
1955 flag_inv (op, FLAG_WAS_WIZ);
1956} 1920}
1957 1921
1958/* 1922/*
1959 * 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
1960 * 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
1962 * to search (see the freearr_x/y[] definition). 1926 * to search (see the freearr_x/y[] definition).
1963 * It returns a random choice among the alternatives found. 1927 * It returns a random choice among the alternatives found.
1964 * 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
1965 * does all 4 immediate directions). This returns the index into the 1929 * does all 4 immediate directions). This returns the index into the
1966 * 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)
1967 * Note - this only checks to see if there is space for the head of the
1968 * object - if it is a multispace object, this should be called for all
1969 * pieces.
1970 * Note2: This function does correctly handle tiled maps, but does not 1931 * Note: This function does correctly handle tiled maps, but does not
1971 * inform the caller. However, insert_ob_in_map will update as 1932 * inform the caller. However, insert_ob_in_map will update as
1972 * 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.
1973 * 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
1974 * 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
1975 * 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
1977 * customized, changed states, etc. 1938 * customized, changed states, etc.
1978 */ 1939 */
1979int 1940int
1980find_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)
1981{ 1942{
1943 int altern[SIZEOFFREE];
1982 int index = 0, flag; 1944 int index = 0, flag;
1983 int altern[SIZEOFFREE];
1984 1945
1985 for (int i = start; i < stop; i++) 1946 for (int i = start; i < stop; i++)
1986 { 1947 {
1987 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1948 mapxy pos (m, x, y); pos.move (i);
1988 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 {
1989 altern [index++] = i; 1964 altern [index++] = i;
1965 continue;
1966 }
1990 1967
1991 /* 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.
1992 * 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.
1993 * 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 -
1994 * 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
1995 * 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
1996 * to only the spaces immediately surrounding the target area, and 1973 * to only the spaces immediately surrounding the target area, and
1997 * won't look 2 spaces south of the target space. 1974 * won't look 2 spaces south of the target space.
1998 */ 1975 */
1999 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1976 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1977 {
2000 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;
2001 } 1992 }
2002 1993
2003 if (!index) 1994 if (!index)
2004 return -1; 1995 return -1;
2005 1996
2014 */ 2005 */
2015int 2006int
2016find_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)
2017{ 2008{
2018 for (int i = 0; i < SIZEOFFREE; i++) 2009 for (int i = 0; i < SIZEOFFREE; i++)
2019 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]))
2020 return i; 2011 return i;
2021 2012
2022 return -1; 2013 return -1;
2023} 2014}
2024 2015
2070 * there is capable of. 2061 * there is capable of.
2071 */ 2062 */
2072int 2063int
2073find_dir (maptile *m, int x, int y, object *exclude) 2064find_dir (maptile *m, int x, int y, object *exclude)
2074{ 2065{
2075 int i, max = SIZEOFFREE, mflags; 2066 int max = SIZEOFFREE, mflags;
2076
2077 sint16 nx, ny;
2078 object *tmp;
2079 maptile *mp;
2080
2081 MoveType blocked, move_type; 2067 MoveType move_type;
2082 2068
2083 if (exclude && exclude->head) 2069 if (exclude && exclude->head_ () != exclude)
2084 { 2070 {
2085 exclude = exclude->head; 2071 exclude = exclude->head;
2086 move_type = exclude->move_type; 2072 move_type = exclude->move_type;
2087 } 2073 }
2088 else 2074 else
2089 { 2075 {
2090 /* 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. */
2091 move_type = MOVE_ALL; 2077 move_type = MOVE_ALL;
2092 } 2078 }
2093 2079
2094 for (i = 1; i < max; i++) 2080 for (int i = 1; i < max; i++)
2095 { 2081 {
2096 mp = m; 2082 mapxy pos (m, x, y);
2097 nx = x + freearr_x[i]; 2083 pos.move (i);
2098 ny = y + freearr_y[i];
2099 2084
2100 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 if (!pos.normalise ())
2101
2102 if (mflags & P_OUT_OF_MAP)
2103 max = maxfree[i]; 2086 max = maxfree[i];
2104 else 2087 else
2105 { 2088 {
2106 mapspace &ms = mp->at (nx, ny); 2089 mapspace &ms = *pos;
2107 2090
2108 blocked = ms.move_block;
2109
2110 if ((move_type & blocked) == move_type) 2091 if ((move_type & ms.move_block) == move_type)
2111 max = maxfree[i]; 2092 max = maxfree [i];
2112 else if (mflags & P_IS_ALIVE) 2093 else if (ms.flags () & P_IS_ALIVE)
2113 { 2094 {
2114 for (tmp = ms.bot; tmp; tmp = tmp->above) 2095 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2115 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2096 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2116 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2097 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2117 break;
2118
2119 if (tmp)
2120 return freedir[i]; 2098 return freedir [i];
2121 } 2099 }
2122 } 2100 }
2123 } 2101 }
2124 2102
2125 return 0; 2103 return 0;
2200 * 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
2201 * 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.
2202 * 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
2203 * functions. 2181 * functions.
2204 */ 2182 */
2205int reduction_dir[SIZEOFFREE][3] = { 2183const int reduction_dir[SIZEOFFREE][3] = {
2206 {0, 0, 0}, /* 0 */ 2184 {0, 0, 0}, /* 0 */
2207 {0, 0, 0}, /* 1 */ 2185 {0, 0, 0}, /* 1 */
2208 {0, 0, 0}, /* 2 */ 2186 {0, 0, 0}, /* 2 */
2209 {0, 0, 0}, /* 3 */ 2187 {0, 0, 0}, /* 3 */
2210 {0, 0, 0}, /* 4 */ 2188 {0, 0, 0}, /* 4 */
2301 * 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
2302 * core dumps if they do. 2280 * core dumps if they do.
2303 * 2281 *
2304 * 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)
2305 */ 2283 */
2306
2307int 2284int
2308can_pick (const object *who, const object *item) 2285can_pick (const object *who, const object *item)
2309{ 2286{
2310 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2311 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2312 !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));
2313} 2290}
2314 2291
2315/* 2292/*
2316 * create clone from object to another 2293 * create clone from object to another
2317 */ 2294 */
2318object * 2295object *
2319object_create_clone (object *asrc) 2296object::deep_clone ()
2320{ 2297{
2321 object *dst = 0, *tmp, *src, *part, *prev, *item; 2298 assert (("deep_clone called on non-head object", is_head ()));
2322 2299
2323 if (!asrc) 2300 object *dst = clone ();
2324 return 0;
2325 2301
2326 src = asrc; 2302 object *prev = dst;
2327 if (src->head)
2328 src = src->head;
2329
2330 prev = 0;
2331 for (part = src; part; part = part->more) 2303 for (object *part = this->more; part; part = part->more)
2332 { 2304 {
2333 tmp = part->clone (); 2305 object *tmp = part->clone ();
2334 tmp->x -= src->x;
2335 tmp->y -= src->y;
2336
2337 if (!part->head)
2338 {
2339 dst = tmp;
2340 tmp->head = 0;
2341 }
2342 else
2343 tmp->head = dst; 2306 tmp->head = dst;
2344
2345 tmp->more = 0;
2346
2347 if (prev)
2348 prev->more = tmp; 2307 prev->more = tmp;
2349
2350 prev = tmp; 2308 prev = tmp;
2351 } 2309 }
2352 2310
2353 for (item = src->inv; item; item = item->below) 2311 for (object *item = inv; item; item = item->below)
2354 insert_ob_in_ob (object_create_clone (item), dst); 2312 insert_ob_in_ob (item->deep_clone (), dst);
2355 2313
2356 return dst; 2314 return dst;
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
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 * Updates the canonical_key in op to value. 2342object::kv_set (shstr_tmp key, shstr_tmp value)
2424 *
2425 * canonical_key is a shared string (value doesn't have to be).
2426 *
2427 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2428 * keys.
2429 *
2430 * Returns TRUE on success.
2431 */
2432int
2433set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2434{ 2343{
2435 key_value *field = NULL, *last = NULL; 2344 for (key_value *kv = key_values; kv; kv = kv->next)
2436 2345 if (kv->key == key)
2437 for (field = op->key_values; field != NULL; field = field->next)
2438 {
2439 if (field->key != canonical_key)
2440 { 2346 {
2441 last = field; 2347 kv->value = value;
2442 continue; 2348 return;
2443 } 2349 }
2444 2350
2445 if (value) 2351 key_value *kv = new key_value;
2446 field->value = value; 2352
2447 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)
2448 { 2365 {
2449 /* Basically, if the archetype has this key set, 2366 key_value *kv = *kvp;
2450 * we need to store the null value so when we save 2367 *kvp = (*kvp)->next;
2451 * it, we save the empty value so that when we load, 2368 delete kv;
2452 * we get this value back again. 2369 return;
2453 */
2454 if (get_ob_key_link (&op->arch->clone, canonical_key))
2455 field->value = 0;
2456 else
2457 {
2458 if (last)
2459 last->next = field->next;
2460 else
2461 op->key_values = field->next;
2462
2463 delete field;
2464 }
2465 } 2370 }
2466 return TRUE;
2467 }
2468 /* IF we get here, key doesn't exist */
2469
2470 /* No field, we'll have to add it. */
2471
2472 if (!add_key)
2473 return FALSE;
2474
2475 /* There isn't any good reason to store a null
2476 * value in the key/value list. If the archetype has
2477 * this key, then we should also have it, so shouldn't
2478 * be here. If user wants to store empty strings,
2479 * should pass in ""
2480 */
2481 if (value == NULL)
2482 return TRUE;
2483
2484 field = new key_value;
2485
2486 field->key = canonical_key;
2487 field->value = value;
2488 /* Usual prepend-addition. */
2489 field->next = op->key_values;
2490 op->key_values = field;
2491
2492 return TRUE;
2493}
2494
2495/*
2496 * Updates the key in op to value.
2497 *
2498 * If add_key is FALSE, this will only update existing keys,
2499 * and not add new ones.
2500 * In general, should be little reason FALSE is ever passed in for add_key
2501 *
2502 * Returns TRUE on success.
2503 */
2504int
2505set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2506{
2507 shstr key_ (key);
2508
2509 return set_ob_key_value_s (op, key_, value, add_key);
2510} 2371}
2511 2372
2512object::depth_iterator::depth_iterator (object *container) 2373object::depth_iterator::depth_iterator (object *container)
2513: iterator_base (container) 2374: iterator_base (container)
2514{ 2375{
2527 item = item->inv; 2388 item = item->inv;
2528 } 2389 }
2529 else 2390 else
2530 item = item->env; 2391 item = item->env;
2531} 2392}
2532
2533 2393
2534const char * 2394const char *
2535object::flag_desc (char *desc, int len) const 2395object::flag_desc (char *desc, int len) const
2536{ 2396{
2537 char *p = desc; 2397 char *p = desc;
2565{ 2425{
2566 char flagdesc[512]; 2426 char flagdesc[512];
2567 char info2[256 * 4]; 2427 char info2[256 * 4];
2568 char *p = info; 2428 char *p = info;
2569 2429
2570 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}",
2571 count, uuid.seq, 2431 count,
2432 uuid.c_str (),
2572 &name, 2433 &name,
2573 title ? "\",title:\"" : "", 2434 title ? ",title:\"" : "",
2574 title ? (const char *)title : "", 2435 title ? (const char *)title : "",
2436 title ? "\"" : "",
2575 flag_desc (flagdesc, 512), type); 2437 flag_desc (flagdesc, 512), type);
2576 2438
2577 if (env) 2439 if (!flag[FLAG_REMOVED] && env)
2578 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2440 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2579 2441
2580 if (map) 2442 if (map)
2581 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);
2582 2444
2600} 2462}
2601 2463
2602const materialtype_t * 2464const materialtype_t *
2603object::dominant_material () const 2465object::dominant_material () const
2604{ 2466{
2605 if (materialtype_t *mat = name_to_material (materialname)) 2467 if (materialtype_t *mt = name_to_material (materialname))
2606 return mat; 2468 return mt;
2607 2469
2608 // omfg this is slow, this has to be temporary :)
2609 shstr unknown ("unknown");
2610
2611 return name_to_material (unknown); 2470 return name_to_material (shstr_unknown);
2612} 2471}
2613 2472
2614void 2473void
2615object::open_container (object *new_container) 2474object::open_container (object *new_container)
2616{ 2475{
2617 if (container == new_container) 2476 if (container == new_container)
2618 return; 2477 return;
2619 2478
2620 if (object *old_container = container) 2479 object *old_container = container;
2480
2481 if (old_container)
2621 { 2482 {
2622 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2483 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2623 return; 2484 return;
2624 2485
2625#if 0 2486#if 0
2627 if (object *closer = old_container->inv) 2488 if (object *closer = old_container->inv)
2628 if (closer->type == CLOSE_CON) 2489 if (closer->type == CLOSE_CON)
2629 closer->destroy (); 2490 closer->destroy ();
2630#endif 2491#endif
2631 2492
2493 // make sure the container is available
2494 esrv_send_item (this, old_container);
2495
2632 old_container->flag [FLAG_APPLIED] = 0; 2496 old_container->flag [FLAG_APPLIED] = false;
2633 container = 0; 2497 container = 0;
2634 2498
2499 // client needs item update to make it work, client bug requires this to be separate
2635 esrv_update_item (UPD_FLAGS, this, old_container); 2500 esrv_update_item (UPD_FLAGS, this, old_container);
2501
2636 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2502 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2503 play_sound (sound_find ("chest_close"));
2637 } 2504 }
2638 2505
2639 if (new_container) 2506 if (new_container)
2640 { 2507 {
2641 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2508 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2650 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2517 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2651 new_container->insert (closer); 2518 new_container->insert (closer);
2652 } 2519 }
2653#endif 2520#endif
2654 2521
2655 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2656 2523
2524 // make sure the container is available, client bug requires this to be separate
2525 esrv_send_item (this, new_container);
2526
2657 new_container->flag [FLAG_APPLIED] = 1; 2527 new_container->flag [FLAG_APPLIED] = true;
2658 container = new_container; 2528 container = new_container;
2659 2529
2530 // client needs flag change
2660 esrv_update_item (UPD_FLAGS, this, new_container); 2531 esrv_update_item (UPD_FLAGS, this, new_container);
2661 esrv_send_inventory (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
2662 } 2617 {
2663} 2618 force = archetype::get (shstr_noise_force);
2664 2619
2620 force->slaying = shstr_noise_force;
2621 force->stats.food = 1;
2622 force->speed_left = -1.f;
2665 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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