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Comparing deliantra/server/common/object.C (file contents):
Revision 1.154 by root, Thu May 17 21:11:42 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>
34#include <sproto.h> 29#include <sproto.h>
35#include <loader.h> 30#include <loader.h>
36 31
37#include <bitset> 32#include <bitset>
38 33
39int nrofallocobjects = 0; 34UUID UUID::cur;
40static UUID uuid; 35static uint64_t seq_next_save;
41const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
42 38
43objectvec objects; 39objectvec objects;
44activevec actives; 40activevec actives;
45 41
46short 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,
47 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
48}; 47};
49short 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,
50 -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
51}; 53};
52int 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,
53 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
54}; 59};
55int freedir[SIZEOFFREE] = { 60int freedir[SIZEOFFREE] = {
56 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,
57 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
58}; 65};
59 66
60static void 67static void
61write_uuid (void) 68write_uuid (uval64 skip, bool sync)
62{ 69{
63 char filename1[MAX_BUF], filename2[MAX_BUF]; 70 CALL_BEGIN (2);
64 71 CALL_ARG_SV (newSVval64 (skip));
65 sprintf (filename1, "%s/uuid", settings.localdir); 72 CALL_ARG_SV (boolSV (sync));
66 sprintf (filename2, "%s/uuid~", settings.localdir); 73 CALL_CALL ("cf::write_uuid", G_DISCARD);
67 74 CALL_END;
68 FILE *fp;
69
70 if (!(fp = fopen (filename2, "w")))
71 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return;
74 }
75
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77 fclose (fp);
78 rename (filename2, filename1);
79} 75}
80 76
81static void 77static void
82read_uuid (void) 78read_uuid (void)
83{ 79{
84 char filename[MAX_BUF]; 80 char filename[MAX_BUF];
85 81
86 sprintf (filename, "%s/uuid", settings.localdir); 82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
87 85
88 FILE *fp; 86 FILE *fp;
89 87
90 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
91 { 89 {
92 if (errno == ENOENT) 90 if (errno == ENOENT)
93 { 91 {
94 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0; 93 UUID::cur.seq = 0;
96 write_uuid (); 94 write_uuid (UUID_GAP, true);
97 return; 95 return;
98 } 96 }
99 97
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1); 99 _exit (1);
102 } 100 }
103 101
104 int version; 102 UUID::BUF buf;
105 unsigned long long uid; 103 buf[0] = 0;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
107 { 107 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1); 109 _exit (1);
110 } 110 }
111 111
112 uuid.seq = uid; 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 write_uuid (); 113
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 114 write_uuid (UUID_GAP, true);
115 fclose (fp); 115 fclose (fp);
116} 116}
117 117
118UUID 118UUID
119gen_uuid () 119UUID::gen ()
120{ 120{
121 UUID uid; 121 UUID uid;
122 122
123 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
124 124
125 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (cur.seq >= seq_next_save))
126 write_uuid (); 126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
127 131
128 return uid; 132 return uid;
129} 133}
130 134
131void 135void
132init_uuid () 136UUID::init ()
133{ 137{
134 read_uuid (); 138 read_uuid ();
135} 139}
136 140
137/* 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. */
138static int 142static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
140{ 144{
141 key_value *wants_field;
142
143 /* 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
144 * 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
145 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
146 */ 148 */
147 149
148 /* For each field in wants, */ 150 /* For each field in wants, */
149 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)
150 { 152 if (has->kv_get (kv->key) != kv->value)
151 key_value *has_field; 153 return false;
152
153 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
157 {
158 /* No field with that name. */
159 return FALSE;
160 }
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168
169 /* If we get here, we found a match. Now for the next field in wants. */
170 }
171 154
172 /* 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. */
173 return TRUE; 156 return true;
174} 157}
175 158
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 160static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 162{
180 /* 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,
181 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
182 */ 165 */
183 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);
184} 168}
185 169
186/* 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
187 * they can be merged together. 171 * they can be merged together.
188 * 172 *
203 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 188 || ob1->value != ob2->value
205 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
206 return 0; 190 return 0;
207 191
208 //TODO: this ain't working well, use nicer and correct overflow check
209 /* 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
210 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * is always 0 .. 2**31-1 */
211 * used to store nrof). 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
214 return 0; 195 return 0;
215 196
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * 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
218 * 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
219 * 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
220 * flags lose any meaning. 201 * flags lose any meaning.
221 */ 202 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
224 205
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
227 208
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 209 if (ob1->arch->archname != ob2->arch->archname
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 210 || ob1->name != ob2->name
231 || ob1->title != ob2->title 211 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 218 || ob1->value != ob2->value
241 || 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
242 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
244 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block 226 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 227 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 228 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 229 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 230 || ob1->move_slow != ob2->move_slow
252 || 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)))
253 return 0; 234 return 0;
254 235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
255 /* This is really a spellbook check - really, we should 242 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 243 * not merge objects with real inventories, as splitting them
244 * is hard.
257 */ 245 */
258 if (ob1->inv || ob2->inv) 246 if (ob1->inv || ob2->inv)
259 { 247 {
260 /* if one object has inventory but the other doesn't, not equiv */ 248 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 249 return 0; /* inventories differ in length */
262 return 0;
263 250
264 /* 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
265 if (!object::can_merge (ob1->inv, ob2->inv)) 254 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 255 return 0; /* inventory objects differ */
267 256
268 /* inventory ok - still need to check rest of this object to see 257 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 258 * if it is valid.
270 */ 259 */
271 } 260 }
290 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
291 return 0; 280 return 0;
292 break; 281 break;
293 } 282 }
294 283
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
296 { 285 {
297 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 288 return 0; /* One has fields, but the other one doesn't. */
289
290 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 291 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 292 }
304 293
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
307 { 295 {
308 ob1->optimise (); 296 ob1->optimise ();
309 ob2->optimise (); 297 ob2->optimise ();
310 298
311 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)
312 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 }
313 } 313 }
314 314
315 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
316 return 1; 316 return 1;
317} 317}
318 318
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
319/* 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/*
320 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
321 * 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
322 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
323 */ 396 */
324long 397void
325sum_weight (object *op) 398object::update_weight ()
326{ 399{
327 long sum; 400 sint32 sum = 0;
328 object *inv;
329 401
330 for (sum = 0, inv = op->inv; inv; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
331 { 403 {
332 if (inv->inv) 404 if (op->inv)
333 sum_weight (inv); 405 op->update_weight ();
334 406
335 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)
336 } 413 {
337
338 if (op->type == CONTAINER && op->stats.Str)
339 sum = (sum * (100 - op->stats.Str)) / 100;
340
341 if (op->carrying != sum)
342 op->carrying = sum; 414 carrying = sum;
343 415
344 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 }
345} 420}
346 421
347/** 422/*
348 * Return the outermost environment object for a given object. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
349 */
350
351object *
352object_get_env_recursive (object *op)
353{
354 while (op->env != NULL)
355 op = op->env;
356 return op;
357}
358
359/*
360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
361 * Some error messages.
362 * The result of the dump is stored in the static global errmsg array.
363 */ 424 */
364char * 425char *
365dump_object (object *op) 426dump_object (object *op)
366{ 427{
367 if (!op) 428 if (!op)
370 object_freezer freezer; 431 object_freezer freezer;
371 op->write (freezer); 432 op->write (freezer);
372 return freezer.as_string (); 433 return freezer.as_string ();
373} 434}
374 435
436char *
437object::as_string ()
438{
439 return dump_object (this);
440}
441
375/* 442/*
376 * 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
377 * multi-object 1 which is closest to the second object. 444 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned. 445 * If it's not a multi-object, it is returned.
379 */ 446 */
380
381object * 447object *
382get_nearest_part (object *op, const object *pl) 448get_nearest_part (object *op, const object *pl)
383{ 449{
384 object *tmp, *closest; 450 object *tmp, *closest;
385 int last_dist, i; 451 int last_dist, i;
386 452
387 if (op->more == NULL) 453 if (!op->more)
388 return op; 454 return op;
455
389 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)
390 if ((i = distance (tmp, pl)) < last_dist) 459 if ((i = distance (tmp, pl)) < last_dist)
391 closest = tmp, last_dist = i; 460 closest = tmp, last_dist = i;
461
392 return closest; 462 return closest;
393} 463}
394 464
395/* 465/*
396 * 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.
397 */ 468 */
398object * 469object *
399find_object (tag_t i) 470find_object (tag_t i)
400{ 471{
401 for_all_objects (op) 472 for_all_objects (op)
412 */ 483 */
413object * 484object *
414find_object_name (const char *str) 485find_object_name (const char *str)
415{ 486{
416 shstr_cmp str_ (str); 487 shstr_cmp str_ (str);
417 object *op;
418 488
489 if (str_)
419 for_all_objects (op) 490 for_all_objects (op)
420 if (op->name == str_) 491 if (op->name == str_)
421 break; 492 return op;
422 493
423 return op; 494 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 495}
431 496
432/* 497/*
433 * 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
434 * skill and experience objects. 499 * skill and experience objects.
500 * ACTUALLY NO! investigate! TODO
435 */ 501 */
436void 502void
437object::set_owner (object *owner) 503object::set_owner (object *owner)
438{ 504{
505 // allow objects which own objects
439 if (!owner) 506 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 507 while (owner->owner)
450 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 }
451 515
452 this->owner = owner; 516 this->owner = owner;
453} 517}
454 518
455int 519int
495 { 559 {
496 current_weapon = chosen_skill = 0; 560 current_weapon = chosen_skill = 0;
497 update_stats (); 561 update_stats ();
498 562
499 new_draw_info_format (NDI_UNIQUE, 0, this, 563 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance your applied items all at once, but the %s is too much. " 564 "You try to balance all your items at once, "
565 "but the %s is just too much for your body. "
501 "You need to unapply some items first.", &ob->name); 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);
502 return false; 568 return false;
503 } 569 }
504 570
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 571 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 } 572 }
532 } 598 }
533 599
534 op->key_values = 0; 600 op->key_values = 0;
535} 601}
536 602
537object & 603/*
538object::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)
539{ 613{
540 bool is_freed = flag [FLAG_FREED]; 614 dst->remove ();
541 bool is_removed = flag [FLAG_REMOVED];
542
543 *(object_copy *)this = src; 615 *(object_copy *)dst = *this;
544
545 flag [FLAG_FREED] = is_freed;
546 flag [FLAG_REMOVED] = is_removed; 616 dst->flag [FLAG_REMOVED] = true;
547 617
548 /* Copy over key_values, if any. */ 618 /* Copy over key_values, if any. */
549 if (src.key_values) 619 if (key_values)
550 { 620 {
551 key_value *tail = 0; 621 key_value *tail = 0;
552 key_values = 0; 622 dst->key_values = 0;
553 623
554 for (key_value *i = src.key_values; i; i = i->next) 624 for (key_value *i = key_values; i; i = i->next)
555 { 625 {
556 key_value *new_link = new key_value; 626 key_value *new_link = new key_value;
557 627
558 new_link->next = 0; 628 new_link->next = 0;
559 new_link->key = i->key; 629 new_link->key = i->key;
560 new_link->value = i->value; 630 new_link->value = i->value;
561 631
562 /* Try and be clever here, too. */ 632 /* Try and be clever here, too. */
563 if (!key_values) 633 if (!dst->key_values)
564 { 634 {
565 key_values = new_link; 635 dst->key_values = new_link;
566 tail = new_link; 636 tail = new_link;
567 } 637 }
568 else 638 else
569 { 639 {
570 tail->next = new_link; 640 tail->next = new_link;
571 tail = new_link; 641 tail = new_link;
572 } 642 }
573 } 643 }
574 } 644 }
575}
576
577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589 645
590 if (speed < 0) 646 if (speed < 0)
591 dst->speed_left = speed_left - rndm (); 647 dst->speed_left -= rndm ();
592 648
593 dst->set_speed (dst->speed); 649 dst->activate ();
594} 650}
595 651
596void 652void
597object::instantiate () 653object::instantiate ()
598{ 654{
599 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
600 uuid = gen_uuid (); 656 uuid = UUID::gen ();
601 657
602 speed_left = -0.1f; 658 speed_left = -0.1f;
603 /* 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
604 * 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.
605 * 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
615object * 671object *
616object::clone () 672object::clone ()
617{ 673{
618 object *neu = create (); 674 object *neu = create ();
619 copy_to (neu); 675 copy_to (neu);
676 neu->map = map; // not copied by copy_to
620 return neu; 677 return neu;
621} 678}
622 679
623/* 680/*
624 * 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
675 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
676 */ 733 */
677void 734void
678update_object (object *op, int action) 735update_object (object *op, int action)
679{ 736{
680 if (op == NULL) 737 if (!op)
681 { 738 {
682 /* this should never happen */ 739 /* this should never happen */
683 LOG (llevDebug, "update_object() called for NULL object.\n"); 740 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
684 return; 741 return;
685 } 742 }
686 743
687 if (op->env) 744 if (!op->is_on_map ())
688 { 745 {
689 /* Animation is currently handled by client, so nothing 746 /* Animation is currently handled by client, so nothing
690 * to do in this case. 747 * to do in this case.
691 */ 748 */
692 return; 749 return;
693 } 750 }
694
695 /* If the map is saving, don't do anything as everything is
696 * going to get freed anyways.
697 */
698 if (!op->map || op->map->in_memory == MAP_SAVING)
699 return;
700 751
701 /* make sure the object is within map boundaries */ 752 /* make sure the object is within map boundaries */
702 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)
703 { 754 {
704 LOG (llevError, "update_object() called for object out of map!\n"); 755 LOG (llevError, "update_object() called for object out of map!\n");
715 else if (action == UP_OBJ_INSERT) 766 else if (action == UP_OBJ_INSERT)
716 { 767 {
717 // this is likely overkill, TODO: revisit (schmorp) 768 // this is likely overkill, TODO: revisit (schmorp)
718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 769 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 770 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 771 || (op->is_player () && !(m.flags_ & P_PLAYER))
721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 772 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 773 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 774 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
724 || (m.move_on | op->move_on ) != m.move_on 775 || (m.move_on | op->move_on ) != m.move_on
725 || (m.move_off | op->move_off ) != m.move_off 776 || (m.move_off | op->move_off ) != m.move_off
726 || (m.move_slow | op->move_slow) != m.move_slow 777 || (m.move_slow | op->move_slow) != m.move_slow
727 /* 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
728 * to have move_allow right now. 779 * have move_allow right now.
729 */ 780 */
730 || ((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
731 || 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)
732 m.flags_ = 0; 783 m.invalidate ();
733 } 784 }
734 /* if the object is being removed, we can't make intelligent 785 /* if the object is being removed, we can't make intelligent
735 * decisions, because remove_ob can't really pass the object 786 * decisions, because remove_ob can't really pass the object
736 * that is being removed. 787 * that is being removed.
737 */ 788 */
738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 789 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
739 m.flags_ = 0; 790 m.invalidate ();
740 else if (action == UP_OBJ_FACE) 791 else if (action == UP_OBJ_FACE)
741 /* Nothing to do for that case */ ; 792 /* Nothing to do for that case */ ;
742 else 793 else
743 LOG (llevError, "update_object called with invalid action: %d\n", action); 794 LOG (llevError, "update_object called with invalid action: %d\n", action);
744 795
748 799
749object::object () 800object::object ()
750{ 801{
751 SET_FLAG (this, FLAG_REMOVED); 802 SET_FLAG (this, FLAG_REMOVED);
752 803
753 expmul = 1.0; 804 //expmul = 1.0; declared const for the time being
754 face = blank_face; 805 face = blank_face;
755} 806}
756 807
757object::~object () 808object::~object ()
758{ 809{
764static int object_count; 815static int object_count;
765 816
766void object::link () 817void object::link ()
767{ 818{
768 assert (!index);//D 819 assert (!index);//D
769 uuid = gen_uuid (); 820 uuid = UUID::gen ();
770 count = ++object_count; 821 count = ++object_count;
771 822
772 refcnt_inc (); 823 refcnt_inc ();
773 objects.insert (this); 824 objects.insert (this);
774} 825}
788 /* If already on active list, don't do anything */ 839 /* If already on active list, don't do anything */
789 if (active) 840 if (active)
790 return; 841 return;
791 842
792 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
793 actives.insert (this); 848 actives.insert (this);
849 }
794} 850}
795 851
796void 852void
797object::activate_recursive () 853object::activate_recursive ()
798{ 854{
847object::destroy_inv (bool drop_to_ground) 903object::destroy_inv (bool drop_to_ground)
848{ 904{
849 // need to check first, because the checks below might segfault 905 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code 906 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty. 907 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory, 908 // corollary: if you create arrows etc. with stuff in its inventory,
853 // cf will crash below with off-map x and y 909 // cf will crash below with off-map x and y
854 if (!inv) 910 if (!inv)
855 return; 911 return;
856 912
857 /* Only if the space blocks everything do we not process - 913 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects 914 * if some form of movement is allowed, let objects
859 * drop on that space. 915 * drop on that space.
860 */ 916 */
861 if (!drop_to_ground 917 if (!drop_to_ground
862 || !map 918 || !map
863 || map->in_memory != MAP_IN_MEMORY 919 || map->in_memory != MAP_ACTIVE
864 || map->nodrop 920 || map->no_drop
865 || ms ().move_block == MOVE_ALL) 921 || ms ().move_block == MOVE_ALL)
866 { 922 {
867 while (inv) 923 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy (); 924 inv->destroy ();
871 }
872 } 925 }
873 else 926 else
874 { /* Put objects in inventory onto this space */ 927 { /* Put objects in inventory onto this space */
875 while (inv) 928 while (inv)
876 { 929 {
894 object *op = new object; 947 object *op = new object;
895 op->link (); 948 op->link ();
896 return op; 949 return op;
897} 950}
898 951
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
899void 973void
900object::do_destroy () 974object::do_destroy ()
901{ 975{
902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED]) 976 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this); 977 remove_link ();
906 978
907 if (flag [FLAG_FRIENDLY]) 979 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this); 980 remove_friendly_object (this);
909 981
910 if (!flag [FLAG_REMOVED])
911 remove (); 982 remove ();
912 983
913 destroy_inv (true); 984 attachable::do_destroy ();
914 985
915 deactivate (); 986 deactivate ();
916 unlink (); 987 unlink ();
917 988
918 flag [FLAG_FREED] = 1; 989 flag [FLAG_FREED] = 1;
919 990
920 // hack to ensure that freed objects still have a valid map 991 // hack to ensure that freed objects still have a valid map
921 {
922 static maptile *freed_map; // freed objects are moved here to avoid crashes
923
924 if (!freed_map)
925 {
926 freed_map = new maptile;
927
928 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3;
930 freed_map->height = 3;
931
932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
934 }
935
936 map = freed_map; 992 map = &freed_map;
937 x = 1; 993 x = 1;
938 y = 1; 994 y = 1;
939 }
940
941 head = 0;
942 995
943 if (more) 996 if (more)
944 { 997 {
945 more->destroy (); 998 more->destroy ();
946 more = 0; 999 more = 0;
947 } 1000 }
948 1001
1002 head = 0;
1003
949 // clear those pointers that likely might have circular references to us 1004 // clear those pointers that likely might cause circular references
950 owner = 0; 1005 owner = 0;
951 enemy = 0; 1006 enemy = 0;
952 attacked_by = 0; 1007 attacked_by = 0;
1008 current_weapon = 0;
953} 1009}
954 1010
955void 1011void
956object::destroy (bool destroy_inventory) 1012object::destroy ()
957{ 1013{
958 if (destroyed ()) 1014 if (destroyed ())
959 return; 1015 return;
960 1016
961 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
962 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
963 1031
964 attachable::destroy (); 1032 attachable::destroy ();
965}
966
967/*
968 * sub_weight() recursively (outwards) subtracts a number from the
969 * weight of an object (and what is carried by it's environment(s)).
970 */
971void
972sub_weight (object *op, signed long weight)
973{
974 while (op != NULL)
975 {
976 if (op->type == CONTAINER)
977 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
978
979 op->carrying -= weight;
980 op = op->env;
981 }
982} 1033}
983 1034
984/* op->remove (): 1035/* op->remove ():
985 * 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
986 * 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
992object::do_remove () 1043object::do_remove ()
993{ 1044{
994 object *tmp, *last = 0; 1045 object *tmp, *last = 0;
995 object *otmp; 1046 object *otmp;
996 1047
997 if (QUERY_FLAG (this, FLAG_REMOVED)) 1048 if (flag [FLAG_REMOVED])
998 return; 1049 return;
999 1050
1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this); 1051 INVOKE_OBJECT (REMOVE, this);
1052
1053 flag [FLAG_REMOVED] = true;
1002 1054
1003 if (more) 1055 if (more)
1004 more->remove (); 1056 more->remove ();
1005 1057
1006 /* 1058 /*
1007 * In this case, the object to be removed is in someones 1059 * In this case, the object to be removed is in someones
1008 * inventory. 1060 * inventory.
1009 */ 1061 */
1010 if (env) 1062 if (env)
1011 { 1063 {
1012 if (nrof) 1064 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1013 sub_weight (env, weight * nrof); 1065 if (object *pl = visible_to ())
1014 else 1066 esrv_del_item (pl->contr, count);
1015 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;
1016 1088
1017 /* 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
1018 * made to players inventory. If set, avoiding the call 1090 * made to players inventory. If set, avoiding the call
1019 * to save cpu time. 1091 * to save cpu time.
1020 */ 1092 */
1021 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 {
1022 otmp->update_stats (); 1096 pl->update_stats ();
1023 1097
1024 if (above) 1098 if (glow_radius && pl->is_on_map ())
1025 above->below = below; 1099 update_all_los (pl->map, pl->x, pl->y);
1026 else 1100 }
1027 env->inv = below;
1028
1029 if (below)
1030 below->above = above;
1031
1032 /* we set up values so that it could be inserted into
1033 * the map, but we don't actually do that - it is up
1034 * to the caller to decide what we want to do.
1035 */
1036 x = env->x, y = env->y;
1037 map = env->map;
1038 above = 0, below = 0;
1039 env = 0;
1040 } 1101 }
1041 else if (map) 1102 else if (map)
1042 { 1103 {
1043 if (type == PLAYER)
1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
1051 --map->players;
1052 map->touch ();
1053 }
1054
1055 map->dirty = true; 1104 map->dirty = true;
1056 mapspace &ms = this->ms (); 1105 mapspace &ms = this->ms ();
1057 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
1058 /* link the object above us */ 1132 /* link the object above us */
1059 if (above) 1133 // re-link, make sure compiler can easily use cmove
1060 above->below = below; 1134 *(above ? &above->below : &ms.top) = below;
1061 else 1135 *(below ? &below->above : &ms.bot) = above;
1062 ms.top = below; /* we were top, set new top */
1063
1064 /* Relink the object below us, if there is one */
1065 if (below)
1066 below->above = above;
1067 else
1068 {
1069 /* Nothing below, which means we need to relink map object for this space
1070 * use translated coordinates in case some oddness with map tiling is
1071 * evident
1072 */
1073 if (GET_MAP_OB (map, x, y) != this)
1074 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 ());
1075
1076 ms.bot = above; /* goes on above it. */
1077 }
1078 1136
1079 above = 0; 1137 above = 0;
1080 below = 0; 1138 below = 0;
1081 1139
1140 ms.invalidate ();
1141
1082 if (map->in_memory == MAP_SAVING) 1142 if (map->in_memory == MAP_SAVING)
1083 return; 1143 return;
1084 1144
1085 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 }
1086 1162
1087 for (tmp = ms.bot; tmp; tmp = tmp->above) 1163 for (tmp = ms.bot; tmp; tmp = tmp->above)
1088 { 1164 {
1089 /* 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
1090 * being removed. 1166 * being removed.
1091 */ 1167 */
1092
1093 if (tmp->type == PLAYER && tmp != this)
1094 {
1095 /* If a container that the player is currently using somehow gets
1096 * removed (most likely destroyed), update the player view
1097 * appropriately.
1098 */
1099 if (tmp->container == this)
1100 {
1101 flag [FLAG_APPLIED] = 0;
1102 tmp->container = 0;
1103 }
1104
1105 if (tmp->contr->ns)
1106 tmp->contr->ns->floorbox_update ();
1107 }
1108 1168
1109 /* See if object moving off should effect something */ 1169 /* See if object moving off should effect something */
1110 if (check_walk_off 1170 if (check_walk_off
1111 && ((move_type & tmp->move_off) 1171 && ((move_type & tmp->move_off)
1112 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1172 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1115 1175
1116 if (destroyed ()) 1176 if (destroyed ())
1117 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 ());
1118 } 1178 }
1119 1179
1120 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1121 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1122 if (tmp->above == tmp)
1123 tmp->above = 0;
1124
1125 last = tmp; 1180 last = tmp;
1126 } 1181 }
1127 1182
1128 /* last == NULL if there are no objects on this space */ 1183 if (affects_los ())
1129 //TODO: this makes little sense, why only update the topmost object?
1130 if (!last)
1131 map->at (x, y).flags_ = 0;
1132 else
1133 update_object (last, UP_OBJ_REMOVE);
1134
1135 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1136 update_all_los (map, x, y); 1184 update_all_los (map, x, y);
1137 } 1185 }
1138} 1186}
1139 1187
1140/* 1188/*
1149merge_ob (object *op, object *top) 1197merge_ob (object *op, object *top)
1150{ 1198{
1151 if (!op->nrof) 1199 if (!op->nrof)
1152 return 0; 1200 return 0;
1153 1201
1154 if (top) 1202 if (!top)
1155 for (top = op; top && top->above; top = top->above) 1203 for (top = op; top && top->above; top = top->above)
1156 ; 1204 ;
1157 1205
1158 for (; top; top = top->below) 1206 for (; top; top = top->below)
1159 {
1160 if (top == op)
1161 continue;
1162
1163 if (object::can_merge (op, top)) 1207 if (object::can_merge (op, top))
1164 { 1208 {
1165 top->nrof += op->nrof; 1209 top->nrof += op->nrof;
1166 1210
1167/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1211 if (object *pl = top->visible_to ())
1168 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
1169 op->destroy (); 1217 op->destroy ();
1218
1170 return top; 1219 return top;
1171 } 1220 }
1172 }
1173 1221
1174 return 0; 1222 return 0;
1175} 1223}
1176 1224
1177void 1225void
1180 if (more) 1228 if (more)
1181 return; 1229 return;
1182 1230
1183 object *prev = this; 1231 object *prev = this;
1184 1232
1185 for (archetype *at = arch->more; at; at = at->more) 1233 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1186 { 1234 {
1187 object *op = arch_to_object (at); 1235 object *op = arch_to_object (at);
1188 1236
1189 op->name = name; 1237 op->name = name;
1190 op->name_pl = name_pl; 1238 op->name_pl = name_pl;
1202 * job preparing multi-part monsters. 1250 * job preparing multi-part monsters.
1203 */ 1251 */
1204object * 1252object *
1205insert_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)
1206{ 1254{
1255 op->remove ();
1256
1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1257 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1208 { 1258 {
1209 tmp->x = x + tmp->arch->clone.x; 1259 tmp->x = x + tmp->arch->x;
1210 tmp->y = y + tmp->arch->clone.y; 1260 tmp->y = y + tmp->arch->y;
1211 } 1261 }
1212 1262
1213 return insert_ob_in_map (op, m, originator, flag); 1263 return insert_ob_in_map (op, m, originator, flag);
1214} 1264}
1215 1265
1234 * just 'op' otherwise 1284 * just 'op' otherwise
1235 */ 1285 */
1236object * 1286object *
1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1238{ 1288{
1239 assert (!op->flag [FLAG_FREED]);
1240
1241 object *tmp, *top, *floor = NULL;
1242
1243 op->remove (); 1289 op->remove ();
1244 1290
1245#if 0 1291 if (m == &freed_map)//D TODO: remove soon
1246 if (!m->active != !op->active)
1247 if (m->active)
1248 op->activate_recursive ();
1249 else
1250 op->deactivate_recursive ();
1251#endif
1252
1253 if (out_of_map (m, op->x, op->y))
1254 { 1292 {//D
1255 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
1256#ifdef MANY_CORES
1257 /* Better to catch this here, as otherwise the next use of this object
1258 * is likely to cause a crash. Better to find out where it is getting
1259 * improperly inserted.
1260 */
1261 abort ();
1262#endif
1263 return op;
1264 } 1294 }//D
1265
1266 if (object *more = op->more)
1267 {
1268 if (!insert_ob_in_map (more, m, originator, flag))
1269 {
1270 if (!op->head)
1271 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1272
1273 return 0;
1274 }
1275 }
1276
1277 CLEAR_FLAG (op, FLAG_REMOVED);
1278 1295
1279 /* Ideally, the caller figures this out. However, it complicates a lot 1296 /* Ideally, the caller figures this out. However, it complicates a lot
1280 * 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
1281 * need extra work 1298 * need extra work
1282 */ 1299 */
1300 maptile *newmap = m;
1283 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
1284 return 0; 1304 return 0;
1305 }
1285 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;
1286 op->map = m; 1313 op->map = newmap;
1314
1287 mapspace &ms = op->ms (); 1315 mapspace &ms = op->ms ();
1288 1316
1289 /* this has to be done after we translate the coordinates. 1317 /* this has to be done after we translate the coordinates.
1290 */ 1318 */
1291 if (op->nrof && !(flag & INS_NO_MERGE)) 1319 if (op->nrof && !(flag & INS_NO_MERGE))
1292 for (tmp = ms.bot; tmp; tmp = tmp->above) 1320 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1293 if (object::can_merge (op, tmp)) 1321 if (object::can_merge (op, tmp))
1294 { 1322 {
1323 // TODO: we actually want to update tmp, not op,
1324 // but some caller surely breaks when we return tmp
1325 // from here :/
1295 op->nrof += tmp->nrof; 1326 op->nrof += tmp->nrof;
1296 tmp->destroy (); 1327 tmp->destroy ();
1297 } 1328 }
1298 1329
1299 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 */
1308 { 1339 {
1309 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");
1310 abort (); 1341 abort ();
1311 } 1342 }
1312 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
1313 op->above = originator; 1351 op->above = originator;
1314 op->below = originator->below; 1352 op->below = originator->below;
1315
1316 if (op->below)
1317 op->below->above = op;
1318 else
1319 ms.bot = op;
1320
1321 /* since *below* originator, no need to update top */
1322 originator->below = op; 1353 originator->below = op;
1354
1355 *(op->below ? &op->below->above : &ms.bot) = op;
1323 } 1356 }
1324 else 1357 else
1325 { 1358 {
1326 top = ms.bot; 1359 object *floor = 0;
1360 object *top = ms.top;
1327 1361
1328 /* If there are other objects, then */ 1362 /* If there are other objects, then */
1329 if ((!(flag & INS_MAP_LOAD)) && top) 1363 if (top)
1330 { 1364 {
1331 object *last = 0;
1332
1333 /* 1365 /*
1334 * 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.
1335 * We've already dealt with merging if appropriate. 1367 * We've already dealt with merging if appropriate.
1336 * 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
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1369 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1340 * 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
1341 * 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
1342 * 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
1343 * that flying non pickable objects are spell objects. 1375 * that flying non pickable objects are spell objects.
1344 */ 1376 */
1345 for (top = ms.bot; top; top = top->above) 1377 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1346 { 1378 {
1347 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))
1348 floor = top; 1380 floor = tmp;
1349 1381
1350 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))
1351 { 1383 {
1352 /* We insert above top, so we want this object below this */ 1384 /* We insert above top, so we want this object below this */
1353 top = top->below; 1385 top = tmp->below;
1354 break; 1386 break;
1355 } 1387 }
1356 1388
1357 last = top; 1389 top = tmp;
1358 } 1390 }
1359
1360 /* Don't want top to be NULL, so set it to the last valid object */
1361 top = last;
1362 1391
1363 /* We let update_position deal with figuring out what the space 1392 /* We let update_position deal with figuring out what the space
1364 * looks like instead of lots of conditions here. 1393 * looks like instead of lots of conditions here.
1365 * makes things faster, and effectively the same result. 1394 * makes things faster, and effectively the same result.
1366 */ 1395 */
1373 */ 1402 */
1374 if (!(flag & INS_ON_TOP) 1403 if (!(flag & INS_ON_TOP)
1375 && ms.flags () & P_BLOCKSVIEW 1404 && ms.flags () & P_BLOCKSVIEW
1376 && (op->face && !faces [op->face].visibility)) 1405 && (op->face && !faces [op->face].visibility))
1377 { 1406 {
1407 object *last;
1408
1378 for (last = top; last != floor; last = last->below) 1409 for (last = top; last != floor; last = last->below)
1379 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1410 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1380 break; 1411 break;
1381 1412
1382 /* Check to see if we found the object that blocks view, 1413 /* Check to see if we found the object that blocks view,
1387 if (last && last->below && last != floor) 1418 if (last && last->below && last != floor)
1388 top = last->below; 1419 top = last->below;
1389 } 1420 }
1390 } /* If objects on this space */ 1421 } /* If objects on this space */
1391 1422
1392 if (flag & INS_MAP_LOAD)
1393 top = ms.top;
1394
1395 if (flag & INS_ABOVE_FLOOR_ONLY) 1423 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor; 1424 top = floor;
1397 1425
1398 /* 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
1399 */
1400
1401 /* First object on this space */
1402 if (!top) 1427 if (!top)
1403 { 1428 {
1429 op->below = 0;
1404 op->above = ms.bot; 1430 op->above = ms.bot;
1405
1406 if (op->above)
1407 op->above->below = op;
1408
1409 op->below = 0;
1410 ms.bot = op; 1431 ms.bot = op;
1432
1433 *(op->above ? &op->above->below : &ms.top) = op;
1411 } 1434 }
1412 else 1435 else
1413 { /* get inserted into the stack above top */ 1436 {
1414 op->above = top->above; 1437 op->above = top->above;
1415
1416 if (op->above)
1417 op->above->below = op; 1438 top->above = op;
1418 1439
1419 op->below = top; 1440 op->below = top;
1420 top->above = op; 1441 *(op->above ? &op->above->below : &ms.top) = op;
1421 } 1442 }
1443 }
1422 1444
1423 if (!op->above) 1445 if (op->is_player ())
1424 ms.top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */
1426
1427 if (op->type == PLAYER)
1428 { 1446 {
1429 op->contr->do_los = 1; 1447 op->contr->do_los = 1;
1430 ++op->map->players; 1448 ++op->map->players;
1431 op->map->touch (); 1449 op->map->touch ();
1432 } 1450 }
1433 1451
1434 op->map->dirty = true; 1452 op->map->dirty = true;
1435 1453
1436 /* If we have a floor, we know the player, if any, will be above
1437 * it, so save a few ticks and start from there.
1438 */
1439 if (!(flag & INS_MAP_LOAD))
1440 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
1441 if (pl->contr->ns) 1458 if (pl->contr->ns)
1442 pl->contr->ns->floorbox_update (); 1459 pl->contr->ns->floorbox_update ();
1443 1460
1444 /* If this object glows, it may affect lighting conditions that are 1461 /* If this object glows, it may affect lighting conditions that are
1445 * 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
1446 * 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
1447 * on the map will get recalculated. The players could very well 1464 * on the map will get recalculated. The players could very well
1448 * 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 -
1449 * this should get redone to only look for players within range, 1466 * this should get redone to only look for players within range,
1450 * or just updating the P_UPTODATE for spaces within this area 1467 * or just updating the P_UPTODATE for spaces within this area
1451 * of effect may be sufficient. 1468 * of effect may be sufficient.
1452 */ 1469 */
1453 if (op->map->darkness && (op->glow_radius != 0)) 1470 if (op->affects_los ())
1471 {
1472 op->ms ().invalidate ();
1454 update_all_los (op->map, op->x, op->y); 1473 update_all_los (op->map, op->x, op->y);
1474 }
1455 1475
1456 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1476 /* updates flags (blocked, alive, no magic, etc) for this map space */
1457 update_object (op, UP_OBJ_INSERT); 1477 update_object (op, UP_OBJ_INSERT);
1458 1478
1459 INVOKE_OBJECT (INSERT, op); 1479 INVOKE_OBJECT (INSERT, op);
1466 * blocked() and wall() work properly), and these flags are updated by 1486 * blocked() and wall() work properly), and these flags are updated by
1467 * update_object(). 1487 * update_object().
1468 */ 1488 */
1469 1489
1470 /* 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 */
1471 if (!(flag & INS_NO_WALK_ON) && !op->head) 1491 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1472 { 1492 {
1473 if (check_move_on (op, originator)) 1493 if (check_move_on (op, originator))
1474 return 0; 1494 return 0;
1475 1495
1476 /* 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
1477 * walk on's. 1497 * walk on's.
1478 */ 1498 */
1479 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1499 for (object *tmp = op->more; tmp; tmp = tmp->more)
1480 if (check_move_on (tmp, originator)) 1500 if (check_move_on (tmp, originator))
1481 return 0; 1501 return 0;
1482 } 1502 }
1483 1503
1484 return op; 1504 return op;
1487/* this function inserts an object in the map, but if it 1507/* this function inserts an object in the map, but if it
1488 * 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.
1489 * 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.
1490 */ 1510 */
1491void 1511void
1492replace_insert_ob_in_map (const char *arch_string, object *op) 1512replace_insert_ob_in_map (shstr_tmp archname, object *op)
1493{ 1513{
1494 object *tmp, *tmp1;
1495
1496 /* first search for itself and remove any old instances */ 1514 /* first search for itself and remove any old instances */
1497 1515
1498 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1499 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1517 if (tmp->arch->archname == archname) /* same archetype */
1500 tmp->destroy (); 1518 tmp->destroy ();
1501 1519
1502 tmp1 = arch_to_object (archetype::find (arch_string)); 1520 object *tmp = arch_to_object (archetype::find (archname));
1503 1521
1504 tmp1->x = op->x; 1522 tmp->x = op->x;
1505 tmp1->y = op->y; 1523 tmp->y = op->y;
1524
1506 insert_ob_in_map (tmp1, op->map, op, 0); 1525 insert_ob_in_map (tmp, op->map, op, 0);
1507} 1526}
1508 1527
1509object * 1528object *
1510object::insert_at (object *where, object *originator, int flags) 1529object::insert_at (object *where, object *originator, int flags)
1511{ 1530{
1531 if (where->env)
1532 return where->env->insert (this);
1533 else
1512 return where->map->insert (this, where->x, where->y, originator, flags); 1534 return where->map->insert (this, where->x, where->y, originator, flags);
1513} 1535}
1514 1536
1515/* 1537/*
1516 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1517 * is returned contains nr objects, and the remaining parts contains
1518 * the rest (or is removed and freed if that number is 0).
1519 * On failure, NULL is returned, and the reason put into the
1520 * global static errmsg array.
1521 */
1522object *
1523get_split_ob (object *orig_ob, uint32 nr)
1524{
1525 object *newob;
1526 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1527
1528 if (orig_ob->nrof < nr)
1529 {
1530 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1531 return NULL;
1532 }
1533
1534 newob = object_create_clone (orig_ob);
1535
1536 if ((orig_ob->nrof -= nr) < 1)
1537 orig_ob->destroy (1);
1538 else if (!is_removed)
1539 {
1540 if (orig_ob->env != NULL)
1541 sub_weight (orig_ob->env, orig_ob->weight * nr);
1542 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1543 {
1544 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1545 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1546 return NULL;
1547 }
1548 }
1549
1550 newob->nrof = nr;
1551
1552 return newob;
1553}
1554
1555/*
1556 * decrease_ob_nr(object, number) decreases a specified number from 1538 * decrease(object, number) decreases a specified number from
1557 * 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
1558 * is subsequently removed and freed. 1540 * is subsequently removed and freed.
1559 * 1541 *
1560 * 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
1561 */ 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 */
1562object * 1575object *
1563decrease_ob_nr (object *op, uint32 i) 1576object::split (sint32 nr)
1564{ 1577{
1565 object *tmp; 1578 int have = number_of ();
1566 1579
1567 if (i == 0) /* objects with op->nrof require this check */ 1580 if (have < nr)
1568 return op; 1581 return 0;
1569 1582 else if (have == nr)
1570 if (i > op->nrof)
1571 i = op->nrof;
1572
1573 if (QUERY_FLAG (op, FLAG_REMOVED))
1574 op->nrof -= i;
1575 else if (op->env)
1576 { 1583 {
1577 /* is this object in the players inventory, or sub container
1578 * therein?
1579 */
1580 tmp = op->in_player ();
1581 /* nope. Is this a container the player has opened?
1582 * If so, set tmp to that player.
1583 * IMO, searching through all the players will mostly
1584 * likely be quicker than following op->env to the map,
1585 * and then searching the map for a player.
1586 */
1587 if (!tmp)
1588 for_all_players (pl)
1589 if (pl->ob->container == op->env)
1590 {
1591 tmp = pl->ob;
1592 break;
1593 }
1594
1595 if (i < op->nrof)
1596 {
1597 sub_weight (op->env, op->weight * i);
1598 op->nrof -= i;
1599 if (tmp)
1600 esrv_send_item (tmp, op);
1601 }
1602 else
1603 {
1604 op->remove (); 1584 remove ();
1605 op->nrof = 0; 1585 return this;
1606 if (tmp)
1607 esrv_del_item (tmp->contr, op->count);
1608 }
1609 } 1586 }
1610 else 1587 else
1611 { 1588 {
1612 object *above = op->above; 1589 decrease (nr);
1613 1590
1614 if (i < op->nrof) 1591 object *op = deep_clone ();
1615 op->nrof -= i; 1592 op->nrof = nr;
1616 else
1617 {
1618 op->remove ();
1619 op->nrof = 0;
1620 }
1621
1622 /* Since we just removed op, op->above is null */
1623 for (tmp = above; tmp; tmp = tmp->above)
1624 if (tmp->type == PLAYER)
1625 {
1626 if (op->nrof)
1627 esrv_send_item (tmp, op);
1628 else
1629 esrv_del_item (tmp->contr, op->count);
1630 }
1631 }
1632
1633 if (op->nrof)
1634 return op; 1593 return op;
1635 else
1636 {
1637 op->destroy ();
1638 return 0;
1639 }
1640}
1641
1642/*
1643 * add_weight(object, weight) adds the specified weight to an object,
1644 * and also updates how much the environment(s) is/are carrying.
1645 */
1646void
1647add_weight (object *op, signed long weight)
1648{
1649 while (op != NULL)
1650 {
1651 if (op->type == CONTAINER)
1652 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1653
1654 op->carrying += weight;
1655 op = op->env;
1656 } 1594 }
1657} 1595}
1658 1596
1659object * 1597object *
1660insert_ob_in_ob (object *op, object *where) 1598insert_ob_in_ob (object *op, object *where)
1685 * be != op, if items are merged. -Tero 1623 * be != op, if items are merged. -Tero
1686 */ 1624 */
1687object * 1625object *
1688object::insert (object *op) 1626object::insert (object *op)
1689{ 1627{
1690 object *tmp, *otmp;
1691
1692 if (!QUERY_FLAG (op, FLAG_REMOVED))
1693 op->remove ();
1694
1695 if (op->more) 1628 if (op->more)
1696 { 1629 {
1697 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);
1698 return op; 1631 return op;
1699 } 1632 }
1700 1633
1701 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1634 op->remove ();
1702 CLEAR_FLAG (op, FLAG_REMOVED); 1635
1636 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1637
1703 if (op->nrof) 1638 if (op->nrof)
1704 {
1705 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1639 for (object *tmp = inv; tmp; tmp = tmp->below)
1706 if (object::can_merge (tmp, op)) 1640 if (object::can_merge (tmp, op))
1707 { 1641 {
1708 /* return the original object and remove inserted object 1642 /* return the original object and remove inserted object
1709 (client needs the original object) */ 1643 (client needs the original object) */
1710 tmp->nrof += op->nrof; 1644 tmp->nrof += op->nrof;
1711 /* Weight handling gets pretty funky. Since we are adding to 1645
1712 * tmp->nrof, we need to increase the weight. 1646 if (object *pl = tmp->visible_to ())
1713 */ 1647 esrv_update_item (UPD_NROF, pl, tmp);
1648
1714 add_weight (this, op->weight * op->nrof); 1649 adjust_weight (this, op->total_weight ());
1715 SET_FLAG (op, FLAG_REMOVED); 1650
1716 op->destroy (); /* free the inserted object */ 1651 op->destroy ();
1717 op = tmp; 1652 op = tmp;
1718 op->remove (); /* and fix old object's links */ 1653 goto inserted;
1719 CLEAR_FLAG (op, FLAG_REMOVED);
1720 break;
1721 } 1654 }
1722 1655
1723 /* I assume combined objects have no inventory 1656 op->owner = 0; // it's his/hers now. period.
1724 * We add the weight - this object could have just been removed
1725 * (if it was possible to merge). calling remove_ob will subtract
1726 * the weight, so we need to add it in again, since we actually do
1727 * the linking below
1728 */
1729 add_weight (this, op->weight * op->nrof);
1730 }
1731 else
1732 add_weight (this, (op->weight + op->carrying));
1733
1734 otmp = this->in_player ();
1735 if (otmp && otmp->contr)
1736 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1737 otmp->update_stats ();
1738
1739 op->map = 0; 1657 op->map = 0;
1740 op->env = this; 1658 op->x = 0;
1659 op->y = 0;
1660
1741 op->above = 0; 1661 op->above = 0;
1742 op->below = 0; 1662 op->below = inv;
1743 op->x = 0, op->y = 0; 1663 op->env = this;
1744 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:
1745 /* 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 */
1746 if ((op->glow_radius != 0) && map) 1679 if (op->glow_radius && is_on_map ())
1747 { 1680 {
1748#ifdef DEBUG_LIGHTS 1681 update_stats ();
1749 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1750#endif /* DEBUG_LIGHTS */
1751 if (map->darkness)
1752 update_all_los (map, x, y); 1682 update_all_los (map, x, y);
1753 }
1754
1755 /* Client has no idea of ordering so lets not bother ordering it here.
1756 * It sure simplifies this function...
1757 */
1758 if (!inv)
1759 inv = op;
1760 else
1761 { 1683 }
1762 op->below = inv; 1684 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1763 op->below->above = op; 1685 // if this is a player's inventory, update stats
1764 inv = op; 1686 update_stats ();
1765 }
1766 1687
1767 INVOKE_OBJECT (INSERT, this); 1688 INVOKE_OBJECT (INSERT, this);
1768 1689
1769 return op; 1690 return op;
1770} 1691}
1790 * on top. 1711 * on top.
1791 */ 1712 */
1792int 1713int
1793check_move_on (object *op, object *originator) 1714check_move_on (object *op, object *originator)
1794{ 1715{
1716 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1717 return 0;
1718
1795 object *tmp; 1719 object *tmp;
1796 maptile *m = op->map; 1720 maptile *m = op->map;
1797 int x = op->x, y = op->y; 1721 int x = op->x, y = op->y;
1798 1722
1799 MoveType move_on, move_slow, move_block; 1723 mapspace &ms = m->at (x, y);
1800 1724
1801 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1725 ms.update ();
1802 return 0;
1803 1726
1804 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1727 MoveType move_on = ms.move_on;
1805 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1728 MoveType move_slow = ms.move_slow;
1806 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1729 MoveType move_block = ms.move_block;
1807 1730
1808 /* 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,
1809 * 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
1810 * 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
1811 * as walking. 1734 * as walking.
1822 return 0; 1745 return 0;
1823 1746
1824 /* The objects have to be checked from top to bottom. 1747 /* The objects have to be checked from top to bottom.
1825 * Hence, we first go to the top: 1748 * Hence, we first go to the top:
1826 */ 1749 */
1827 1750 for (object *next, *tmp = ms.top; tmp; tmp = next)
1828 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1829 {
1830 /* Trim the search when we find the first other spell effect
1831 * this helps performance so that if a space has 50 spell objects,
1832 * we don't need to check all of them.
1833 */
1834 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1835 break;
1836 } 1751 {
1752 next = tmp->below;
1837 1753
1838 for (; tmp; tmp = tmp->below)
1839 {
1840 if (tmp == op) 1754 if (tmp == op)
1841 continue; /* Can't apply yourself */ 1755 continue; /* Can't apply yourself */
1842 1756
1843 /* 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.
1844 * Second check makes sure that the movement types not being slowed 1758 * Second check makes sure that the movement types not being slowed
1849 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1763 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1850 { 1764 {
1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1852 ((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))
1853 { 1767 {
1854
1855 float
1856 diff = tmp->move_slow_penalty * fabs (op->speed); 1768 float diff = tmp->move_slow_penalty * fabs (op->speed);
1857 1769
1858 if (op->type == PLAYER) 1770 if (op->is_player ())
1859 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)) ||
1860 (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)))
1861 diff /= 4.0; 1773 diff /= 4.0;
1862 1774
1863 op->speed_left -= diff; 1775 op->speed_left -= diff;
1864 } 1776 }
1865 } 1777 }
1898 LOG (llevError, "Present_arch called outside map.\n"); 1810 LOG (llevError, "Present_arch called outside map.\n");
1899 return NULL; 1811 return NULL;
1900 } 1812 }
1901 1813
1902 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)
1903 if (tmp->arch == at) 1815 if (tmp->arch->archname == at->archname)
1904 return tmp; 1816 return tmp;
1905 1817
1906 return NULL; 1818 return NULL;
1907} 1819}
1908 1820
1972 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
1973 */ 1885 */
1974object * 1886object *
1975present_arch_in_ob (const archetype *at, const object *op) 1887present_arch_in_ob (const archetype *at, const object *op)
1976{ 1888{
1977 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1978 if (tmp->arch == at) 1890 if (tmp->arch->archname == at->archname)
1979 return tmp; 1891 return tmp;
1980 1892
1981 return NULL; 1893 return NULL;
1982} 1894}
1983 1895
1985 * activate recursively a flag on an object inventory 1897 * activate recursively a flag on an object inventory
1986 */ 1898 */
1987void 1899void
1988flag_inv (object *op, int flag) 1900flag_inv (object *op, int flag)
1989{ 1901{
1990 if (op->inv)
1991 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1902 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1992 { 1903 {
1993 SET_FLAG (tmp, flag); 1904 SET_FLAG (tmp, flag);
1994 flag_inv (tmp, flag); 1905 flag_inv (tmp, flag);
1995 } 1906 }
1996} 1907}
1997 1908
1998/* 1909/*
1999 * deactivate recursively a flag on an object inventory 1910 * deactivate recursively a flag on an object inventory
2000 */ 1911 */
2001void 1912void
2002unflag_inv (object *op, int flag) 1913unflag_inv (object *op, int flag)
2003{ 1914{
2004 if (op->inv)
2005 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2006 { 1916 {
2007 CLEAR_FLAG (tmp, flag); 1917 CLEAR_FLAG (tmp, flag);
2008 unflag_inv (tmp, flag); 1918 unflag_inv (tmp, flag);
2009 } 1919 }
2010} 1920}
2011 1921
2012/* 1922/*
2013 * 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
2014 * 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
2016 * to search (see the freearr_x/y[] definition). 1926 * to search (see the freearr_x/y[] definition).
2017 * It returns a random choice among the alternatives found. 1927 * It returns a random choice among the alternatives found.
2018 * 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
2019 * does all 4 immediate directions). This returns the index into the 1929 * does all 4 immediate directions). This returns the index into the
2020 * 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)
2021 * Note - this only checks to see if there is space for the head of the
2022 * object - if it is a multispace object, this should be called for all
2023 * pieces.
2024 * Note2: This function does correctly handle tiled maps, but does not 1931 * Note: This function does correctly handle tiled maps, but does not
2025 * inform the caller. However, insert_ob_in_map will update as 1932 * inform the caller. However, insert_ob_in_map will update as
2026 * 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.
2027 * 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
2028 * 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
2029 * 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
2031 * customized, changed states, etc. 1938 * customized, changed states, etc.
2032 */ 1939 */
2033int 1940int
2034find_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)
2035{ 1942{
1943 int altern[SIZEOFFREE];
2036 int index = 0, flag; 1944 int index = 0, flag;
2037 int altern[SIZEOFFREE];
2038 1945
2039 for (int i = start; i < stop; i++) 1946 for (int i = start; i < stop; i++)
2040 { 1947 {
2041 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1948 mapxy pos (m, x, y); pos.move (i);
2042 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 {
2043 altern [index++] = i; 1964 altern [index++] = i;
1965 continue;
1966 }
2044 1967
2045 /* 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.
2046 * 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.
2047 * 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 -
2048 * 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
2049 * 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
2050 * to only the spaces immediately surrounding the target area, and 1973 * to only the spaces immediately surrounding the target area, and
2051 * won't look 2 spaces south of the target space. 1974 * won't look 2 spaces south of the target space.
2052 */ 1975 */
2053 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1976 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1977 {
2054 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;
2055 } 1992 }
2056 1993
2057 if (!index) 1994 if (!index)
2058 return -1; 1995 return -1;
2059 1996
2068 */ 2005 */
2069int 2006int
2070find_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)
2071{ 2008{
2072 for (int i = 0; i < SIZEOFFREE; i++) 2009 for (int i = 0; i < SIZEOFFREE; i++)
2073 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]))
2074 return i; 2011 return i;
2075 2012
2076 return -1; 2013 return -1;
2077} 2014}
2078 2015
2124 * there is capable of. 2061 * there is capable of.
2125 */ 2062 */
2126int 2063int
2127find_dir (maptile *m, int x, int y, object *exclude) 2064find_dir (maptile *m, int x, int y, object *exclude)
2128{ 2065{
2129 int i, max = SIZEOFFREE, mflags; 2066 int max = SIZEOFFREE, mflags;
2130
2131 sint16 nx, ny;
2132 object *tmp;
2133 maptile *mp;
2134
2135 MoveType blocked, move_type; 2067 MoveType move_type;
2136 2068
2137 if (exclude && exclude->head) 2069 if (exclude && exclude->head_ () != exclude)
2138 { 2070 {
2139 exclude = exclude->head; 2071 exclude = exclude->head;
2140 move_type = exclude->move_type; 2072 move_type = exclude->move_type;
2141 } 2073 }
2142 else 2074 else
2143 { 2075 {
2144 /* 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. */
2145 move_type = MOVE_ALL; 2077 move_type = MOVE_ALL;
2146 } 2078 }
2147 2079
2148 for (i = 1; i < max; i++) 2080 for (int i = 1; i < max; i++)
2149 { 2081 {
2150 mp = m; 2082 mapxy pos (m, x, y);
2151 nx = x + freearr_x[i]; 2083 pos.move (i);
2152 ny = y + freearr_y[i];
2153 2084
2154 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 if (!pos.normalise ())
2155
2156 if (mflags & P_OUT_OF_MAP)
2157 max = maxfree[i]; 2086 max = maxfree[i];
2158 else 2087 else
2159 { 2088 {
2160 mapspace &ms = mp->at (nx, ny); 2089 mapspace &ms = *pos;
2161 2090
2162 blocked = ms.move_block;
2163
2164 if ((move_type & blocked) == move_type) 2091 if ((move_type & ms.move_block) == move_type)
2165 max = maxfree[i]; 2092 max = maxfree [i];
2166 else if (mflags & P_IS_ALIVE) 2093 else if (ms.flags () & P_IS_ALIVE)
2167 { 2094 {
2168 for (tmp = ms.bot; tmp; tmp = tmp->above) 2095 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2169 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2096 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2170 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2097 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2171 break;
2172
2173 if (tmp)
2174 return freedir[i]; 2098 return freedir [i];
2175 } 2099 }
2176 } 2100 }
2177 } 2101 }
2178 2102
2179 return 0; 2103 return 0;
2254 * 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
2255 * 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.
2256 * 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
2257 * functions. 2181 * functions.
2258 */ 2182 */
2259int reduction_dir[SIZEOFFREE][3] = { 2183const int reduction_dir[SIZEOFFREE][3] = {
2260 {0, 0, 0}, /* 0 */ 2184 {0, 0, 0}, /* 0 */
2261 {0, 0, 0}, /* 1 */ 2185 {0, 0, 0}, /* 1 */
2262 {0, 0, 0}, /* 2 */ 2186 {0, 0, 0}, /* 2 */
2263 {0, 0, 0}, /* 3 */ 2187 {0, 0, 0}, /* 3 */
2264 {0, 0, 0}, /* 4 */ 2188 {0, 0, 0}, /* 4 */
2355 * 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
2356 * core dumps if they do. 2280 * core dumps if they do.
2357 * 2281 *
2358 * 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)
2359 */ 2283 */
2360
2361int 2284int
2362can_pick (const object *who, const object *item) 2285can_pick (const object *who, const object *item)
2363{ 2286{
2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2366 !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));
2367} 2290}
2368 2291
2369/* 2292/*
2370 * create clone from object to another 2293 * create clone from object to another
2371 */ 2294 */
2372object * 2295object *
2373object_create_clone (object *asrc) 2296object::deep_clone ()
2374{ 2297{
2375 object *dst = 0, *tmp, *src, *part, *prev, *item; 2298 assert (("deep_clone called on non-head object", is_head ()));
2376 2299
2377 if (!asrc) 2300 object *dst = clone ();
2378 return 0;
2379 2301
2380 src = asrc; 2302 object *prev = dst;
2381 if (src->head)
2382 src = src->head;
2383
2384 prev = 0;
2385 for (part = src; part; part = part->more) 2303 for (object *part = this->more; part; part = part->more)
2386 { 2304 {
2387 tmp = part->clone (); 2305 object *tmp = part->clone ();
2388 tmp->x -= src->x;
2389 tmp->y -= src->y;
2390
2391 if (!part->head)
2392 {
2393 dst = tmp;
2394 tmp->head = 0;
2395 }
2396 else
2397 tmp->head = dst; 2306 tmp->head = dst;
2398
2399 tmp->more = 0;
2400
2401 if (prev)
2402 prev->more = tmp; 2307 prev->more = tmp;
2403
2404 prev = tmp; 2308 prev = tmp;
2405 } 2309 }
2406 2310
2407 for (item = src->inv; item; item = item->below) 2311 for (object *item = inv; item; item = item->below)
2408 insert_ob_in_ob (object_create_clone (item), dst); 2312 insert_ob_in_ob (item->deep_clone (), dst);
2409 2313
2410 return dst; 2314 return dst;
2411} 2315}
2412 2316
2413/* This returns the first object in who's inventory that 2317/* This returns the first object in who's inventory that
2422 return tmp; 2326 return tmp;
2423 2327
2424 return 0; 2328 return 0;
2425} 2329}
2426 2330
2427/* If ob has a field named key, return the link from the list, 2331shstr_tmp
2428 * otherwise return NULL. 2332object::kv_get (shstr_tmp key) const
2429 *
2430 * key must be a passed in shared string - otherwise, this won't
2431 * do the desired thing.
2432 */
2433key_value *
2434get_ob_key_link (const object *ob, const char *key)
2435{ 2333{
2436 for (key_value *link = ob->key_values; link; link = link->next) 2334 for (key_value *kv = key_values; kv; kv = kv->next)
2437 if (link->key == key) 2335 if (kv->key == key)
2438 return link;
2439
2440 return 0;
2441}
2442
2443/*
2444 * Returns the value of op has an extra_field for key, or NULL.
2445 *
2446 * The argument doesn't need to be a shared string.
2447 *
2448 * The returned string is shared.
2449 */
2450const char *
2451get_ob_key_value (const object *op, const char *const key)
2452{
2453 key_value *link;
2454 shstr_cmp canonical_key (key);
2455
2456 if (!canonical_key)
2457 {
2458 /* 1. There being a field named key on any object
2459 * implies there'd be a shared string to find.
2460 * 2. Since there isn't, no object has this field.
2461 * 3. Therefore, *this* object doesn't have this field.
2462 */
2463 return 0;
2464 }
2465
2466 /* This is copied from get_ob_key_link() above -
2467 * only 4 lines, and saves the function call overhead.
2468 */
2469 for (link = op->key_values; link; link = link->next)
2470 if (link->key == canonical_key)
2471 return link->value; 2336 return kv->value;
2472 2337
2473 return 0; 2338 return shstr ();
2474} 2339}
2475 2340
2476/* 2341void
2477 * Updates the canonical_key in op to value. 2342object::kv_set (shstr_tmp key, shstr_tmp value)
2478 *
2479 * canonical_key is a shared string (value doesn't have to be).
2480 *
2481 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2482 * keys.
2483 *
2484 * Returns TRUE on success.
2485 */
2486int
2487set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2488{ 2343{
2489 key_value *field = NULL, *last = NULL; 2344 for (key_value *kv = key_values; kv; kv = kv->next)
2490 2345 if (kv->key == key)
2491 for (field = op->key_values; field != NULL; field = field->next)
2492 {
2493 if (field->key != canonical_key)
2494 { 2346 {
2495 last = field; 2347 kv->value = value;
2496 continue; 2348 return;
2497 } 2349 }
2498 2350
2499 if (value) 2351 key_value *kv = new key_value;
2500 field->value = value; 2352
2501 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)
2502 { 2365 {
2503 /* Basically, if the archetype has this key set, 2366 key_value *kv = *kvp;
2504 * we need to store the null value so when we save 2367 *kvp = (*kvp)->next;
2505 * it, we save the empty value so that when we load, 2368 delete kv;
2506 * we get this value back again. 2369 return;
2507 */
2508 if (get_ob_key_link (&op->arch->clone, canonical_key))
2509 field->value = 0;
2510 else
2511 {
2512 if (last)
2513 last->next = field->next;
2514 else
2515 op->key_values = field->next;
2516
2517 delete field;
2518 }
2519 } 2370 }
2520 return TRUE;
2521 }
2522 /* IF we get here, key doesn't exist */
2523
2524 /* No field, we'll have to add it. */
2525
2526 if (!add_key)
2527 return FALSE;
2528
2529 /* There isn't any good reason to store a null
2530 * value in the key/value list. If the archetype has
2531 * this key, then we should also have it, so shouldn't
2532 * be here. If user wants to store empty strings,
2533 * should pass in ""
2534 */
2535 if (value == NULL)
2536 return TRUE;
2537
2538 field = new key_value;
2539
2540 field->key = canonical_key;
2541 field->value = value;
2542 /* Usual prepend-addition. */
2543 field->next = op->key_values;
2544 op->key_values = field;
2545
2546 return TRUE;
2547}
2548
2549/*
2550 * Updates the key in op to value.
2551 *
2552 * If add_key is FALSE, this will only update existing keys,
2553 * and not add new ones.
2554 * In general, should be little reason FALSE is ever passed in for add_key
2555 *
2556 * Returns TRUE on success.
2557 */
2558int
2559set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2560{
2561 shstr key_ (key);
2562
2563 return set_ob_key_value_s (op, key_, value, add_key);
2564} 2371}
2565 2372
2566object::depth_iterator::depth_iterator (object *container) 2373object::depth_iterator::depth_iterator (object *container)
2567: iterator_base (container) 2374: iterator_base (container)
2568{ 2375{
2581 item = item->inv; 2388 item = item->inv;
2582 } 2389 }
2583 else 2390 else
2584 item = item->env; 2391 item = item->env;
2585} 2392}
2586
2587 2393
2588const char * 2394const char *
2589object::flag_desc (char *desc, int len) const 2395object::flag_desc (char *desc, int len) const
2590{ 2396{
2591 char *p = desc; 2397 char *p = desc;
2619{ 2425{
2620 char flagdesc[512]; 2426 char flagdesc[512];
2621 char info2[256 * 4]; 2427 char info2[256 * 4];
2622 char *p = info; 2428 char *p = info;
2623 2429
2624 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}",
2625 count, uuid.seq, 2431 count,
2432 uuid.c_str (),
2626 &name, 2433 &name,
2627 title ? "\",title:\"" : "", 2434 title ? ",title:\"" : "",
2628 title ? (const char *)title : "", 2435 title ? (const char *)title : "",
2436 title ? "\"" : "",
2629 flag_desc (flagdesc, 512), type); 2437 flag_desc (flagdesc, 512), type);
2630 2438
2631 if (env) 2439 if (!flag[FLAG_REMOVED] && env)
2632 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2440 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2633 2441
2634 if (map) 2442 if (map)
2635 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);
2636 2444
2654} 2462}
2655 2463
2656const materialtype_t * 2464const materialtype_t *
2657object::dominant_material () const 2465object::dominant_material () const
2658{ 2466{
2659 if (materialtype_t *mat = name_to_material (materialname)) 2467 if (materialtype_t *mt = name_to_material (materialname))
2660 return mat; 2468 return mt;
2661 2469
2662 // omfg this is slow, this has to be temporary :)
2663 shstr unknown ("unknown");
2664
2665 return name_to_material (unknown); 2470 return name_to_material (shstr_unknown);
2666} 2471}
2667 2472
2668void 2473void
2669object::open_container (object *new_container) 2474object::open_container (object *new_container)
2670{ 2475{
2671 if (container == new_container) 2476 if (container == new_container)
2672 return; 2477 return;
2673 2478
2674 if (object *old_container = container) 2479 object *old_container = container;
2480
2481 if (old_container)
2675 { 2482 {
2676 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2483 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2677 return; 2484 return;
2678 2485
2679#if 0 2486#if 0
2681 if (object *closer = old_container->inv) 2488 if (object *closer = old_container->inv)
2682 if (closer->type == CLOSE_CON) 2489 if (closer->type == CLOSE_CON)
2683 closer->destroy (); 2490 closer->destroy ();
2684#endif 2491#endif
2685 2492
2493 // make sure the container is available
2494 esrv_send_item (this, old_container);
2495
2686 old_container->flag [FLAG_APPLIED] = 0; 2496 old_container->flag [FLAG_APPLIED] = false;
2687 container = 0; 2497 container = 0;
2688 2498
2499 // client needs item update to make it work, client bug requires this to be separate
2689 esrv_update_item (UPD_FLAGS, this, old_container); 2500 esrv_update_item (UPD_FLAGS, this, old_container);
2501
2690 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"));
2691 } 2504 }
2692 2505
2693 if (new_container) 2506 if (new_container)
2694 { 2507 {
2695 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2508 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2704 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2517 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2705 new_container->insert (closer); 2518 new_container->insert (closer);
2706 } 2519 }
2707#endif 2520#endif
2708 2521
2709 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 ());
2710 2523
2524 // make sure the container is available, client bug requires this to be separate
2525 esrv_send_item (this, new_container);
2526
2711 new_container->flag [FLAG_APPLIED] = 1; 2527 new_container->flag [FLAG_APPLIED] = true;
2712 container = new_container; 2528 container = new_container;
2713 2529
2530 // client needs flag change
2714 esrv_update_item (UPD_FLAGS, this, new_container); 2531 esrv_update_item (UPD_FLAGS, this, new_container);
2715 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
2716 } 2617 {
2717} 2618 force = archetype::get (shstr_noise_force);
2718 2619
2620 force->slaying = shstr_noise_force;
2621 force->stats.food = 1;
2622 force->speed_left = -1.f;
2719 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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