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Comparing deliantra/server/common/object.C (file contents):
Revision 1.163 by root, Sun Jul 1 05:00:17 2007 UTC vs.
Revision 1.291 by root, Mon Oct 12 14:00:57 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 30#include <sproto.h>
34#include <loader.h> 31#include <loader.h>
35 32
36#include <bitset> 33#include <bitset>
37 34
38int nrofallocobjects = 0; 35UUID UUID::cur;
39static UUID uuid; 36static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
41 39
42objectvec objects; 40objectvec objects;
43activevec actives; 41activevec actives;
44 42
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = {
44 0,
45 0, 1, 1, 1, 0, -1, -1, -1,
46 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
47}; 48};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 49short freearr_y[SIZEOFFREE] = {
50 0,
51 -1, -1, 0, 1, 1, 1, 0, -1,
52 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 53 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50}; 54};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 55int maxfree[SIZEOFFREE] = {
56 0,
57 9, 10, 13, 14, 17, 18, 21, 22,
58 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 59 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 60};
54int freedir[SIZEOFFREE] = { 61int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 62 0,
63 1, 2, 3, 4, 5, 6, 7, 8,
64 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 65 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 66};
58 67
59static void 68static void
60write_uuid (void) 69write_uuid (uval64 skip, bool sync)
61{ 70{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 71 CALL_BEGIN (2);
63 72 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 73 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 74 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 75 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 76}
79 77
80static void 78static void
81read_uuid (void) 79read_uuid (void)
82{ 80{
83 char filename[MAX_BUF]; 81 char filename[MAX_BUF];
84 82
85 sprintf (filename, "%s/uuid", settings.localdir); 83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 seq_next_save = 0;
86 86
87 FILE *fp; 87 FILE *fp;
88 88
89 if (!(fp = fopen (filename, "r"))) 89 if (!(fp = fopen (filename, "r")))
90 { 90 {
91 if (errno == ENOENT) 91 if (errno == ENOENT)
92 { 92 {
93 LOG (llevInfo, "RESET uid to 1\n"); 93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 94 UUID::cur.seq = 0;
95 write_uuid (); 95 write_uuid (UUID_GAP, true);
96 return; 96 return;
97 } 97 }
98 98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 100 _exit (1);
101 } 101 }
102 102
103 int version; 103 UUID::BUF buf;
104 unsigned long long uid; 104 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 105 fgets (buf, sizeof (buf), fp);
106
107 if (!UUID::cur.parse (buf))
106 { 108 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 109 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 110 _exit (1);
109 } 111 }
110 112
111 uuid.seq = uid; 113 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 114
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 115 write_uuid (UUID_GAP, true);
114 fclose (fp); 116 fclose (fp);
115} 117}
116 118
117UUID 119UUID
118gen_uuid () 120UUID::gen ()
119{ 121{
120 UUID uid; 122 UUID uid;
121 123
122 uid.seq = ++uuid.seq; 124 uid.seq = ++cur.seq;
123 125
124 if (!(uuid.seq & (UUID_SKIP - 1))) 126 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 127 {
128 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
129 write_uuid (UUID_GAP, false);
130 }
131
126 132
127 return uid; 133 return uid;
128} 134}
129 135
130void 136void
131init_uuid () 137UUID::init ()
132{ 138{
133 read_uuid (); 139 read_uuid ();
134} 140}
135 141
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 142/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 143static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 144compare_ob_value_lists_one (const object *wants, const object *has)
139{ 145{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 147 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
145 */ 149 */
146 150
147 /* For each field in wants, */ 151 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 152 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 153 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 154 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 155
171 /* If we get here, every field in wants has a matching field in has. */ 156 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 157 return true;
173} 158}
174 159
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 160/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 161static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 162compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 163{
179 /* However, there may be fields in has which aren't partnered in wants, 164 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 165 * so we need to run the comparison *twice*. :(
181 */ 166 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 167 return compare_ob_value_lists_one (ob1, ob2)
168 && compare_ob_value_lists_one (ob2, ob1);
183} 169}
184 170
185/* Function examines the 2 objects given to it, and returns true if 171/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 172 * they can be merged together.
187 * 173 *
202 || ob1->speed != ob2->speed 188 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 189 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 190 || ob1->name != ob2->name)
205 return 0; 191 return 0;
206 192
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 193 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 194 * is always 0 .. 2**31-1 */
210 * used to store nrof). 195 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 196 return 0;
214 197
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 198 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 199 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 200 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 201 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 202 * flags lose any meaning.
220 */ 203 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 204 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 205 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 206
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 207 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 208 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 209
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 210 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 211 || ob1->name != ob2->name
230 || ob1->title != ob2->title 212 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 213 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 214 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 215 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 216 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 217 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 218 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 219 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 220 || ob1->animation_id != ob2->animation_id
221 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
241 || ob1->client_type != ob2->client_type 222 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 223 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore 224 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 225 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 226 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 227 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 228 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 229 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 230 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 231 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 232 || ob1->move_slow_penalty != ob2->move_slow_penalty
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 235 return 0;
253 236
237 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_REMOVED)
240 .any ())
241 return 0;
242
254 /* This is really a spellbook check - really, we should 243 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 244 * not merge objects with real inventories, as splitting them
245 * is hard.
256 */ 246 */
257 if (ob1->inv || ob2->inv) 247 if (ob1->inv || ob2->inv)
258 { 248 {
259 /* if one object has inventory but the other doesn't, not equiv */ 249 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 250 return 0; /* inventories differ in length */
261 return 0;
262 251
263 /* Now check to see if the two inventory objects could merge */ 252 if (ob1->inv->below || ob2->inv->below)
253 return 0; /* more than one object in inv */
254
264 if (!object::can_merge (ob1->inv, ob2->inv)) 255 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 256 return 0; /* inventory objects differ */
266 257
267 /* inventory ok - still need to check rest of this object to see 258 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 259 * if it is valid.
269 */ 260 */
270 } 261 }
289 if (ob1->level != ob2->level) 280 if (ob1->level != ob2->level)
290 return 0; 281 return 0;
291 break; 282 break;
292 } 283 }
293 284
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 285 if (ob1->key_values || ob2->key_values)
295 { 286 {
296 /* At least one of these has key_values. */ 287 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 288 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 289 return 0; /* One has fields, but the other one doesn't. */
290
291 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 292 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 293 }
303 294
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 295 if (ob1->self || ob2->self)
306 { 296 {
307 ob1->optimise (); 297 ob1->optimise ();
308 ob2->optimise (); 298 ob2->optimise ();
309 299
310 if (ob1->self || ob2->self) 300 if (ob1->self || ob2->self)
301 {
302 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
303 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
304
305 if (k1 != k2)
311 return 0; 306 return 0;
307
308 if (k1 == 0)
309 return 1;
310
311 if (!cfperl_can_merge (ob1, ob2))
312 return 0;
313 }
312 } 314 }
313 315
314 /* Everything passes, must be OK. */ 316 /* Everything passes, must be OK. */
315 return 1; 317 return 1;
316} 318}
317 319
320// find player who can see this object
321object *
322object::visible_to () const
323{
324 if (client_visible () && !flag [FLAG_REMOVED])
325 {
326 // see if we are in a container of sorts
327 if (env)
328 {
329 // the player inventory itself is always visible
330 if (env->is_player ())
331 return env;
332
333 // else a player could have our env open
334 object *envest = env->outer_env_or_self ();
335
336 // the player itself is always on a map, so we will find him here
337 // even if our inv is in a player.
338 if (envest->is_on_map ())
339 if (object *pl = envest->ms ().player ())
340 if (pl->container == env)
341 return pl;
342 }
343 else
344 {
345 // maybe there is a player standing on the same mapspace
346 // this will catch the case where "this" is a player
347 if (object *pl = ms ().player ())
348 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
349 || this == pl->container)
350 return pl;
351 }
352 }
353
354 return 0;
355}
356
357// adjust weight per container type ("of holding")
358static sint32
359weight_adjust_for (object *op, sint32 weight)
360{
361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight;
364}
365
318/* 366/*
367 * adjust_weight(object, weight) adds the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying.
369 */
370static void
371adjust_weight (object *op, sint32 weight)
372{
373 while (op)
374 {
375 // adjust by actual difference to account for rounding errors
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
379
380 if (!weight)
381 return;
382
383 op->carrying += weight;
384
385 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily
387 esrv_update_item (UPD_WEIGHT, pl, op);
388
389 op = op->env;
390 }
391}
392
393/*
319 * sum_weight() is a recursive function which calculates the weight 394 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 395 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 396 * containers are carrying, and sums it up.
322 */ 397 */
323long 398void
324sum_weight (object *op) 399object::update_weight ()
325{ 400{
326 long sum; 401 sint32 sum = 0;
327 object *inv;
328 402
329 for (sum = 0, inv = op->inv; inv; inv = inv->below) 403 for (object *op = inv; op; op = op->below)
330 { 404 {
331 if (inv->inv) 405 if (op->inv)
332 sum_weight (inv); 406 op->update_weight ();
333 407
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 408 sum += op->total_weight ();
409 }
410
411 sum = weight_adjust_for (this, sum);
412
413 if (sum != carrying)
335 } 414 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum)
341 op->carrying = sum; 415 carrying = sum;
342 416
343 return sum; 417 if (object *pl = visible_to ())
418 if (pl != this) // player is handled lazily
419 esrv_update_item (UPD_WEIGHT, pl, this);
420 }
344} 421}
345 422
346/** 423/*
347 * Return the outermost environment object for a given object. 424 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
360 * Some error messages.
361 * The result of the dump is stored in the static global errmsg array.
362 */ 425 */
363char * 426char *
364dump_object (object *op) 427dump_object (object *op)
365{ 428{
366 if (!op) 429 if (!op)
369 object_freezer freezer; 432 object_freezer freezer;
370 op->write (freezer); 433 op->write (freezer);
371 return freezer.as_string (); 434 return freezer.as_string ();
372} 435}
373 436
437char *
438object::as_string ()
439{
440 return dump_object (this);
441}
442
374/* 443/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 444 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 445 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 446 * If it's not a multi-object, it is returned.
378 */ 447 */
379
380object * 448object *
381get_nearest_part (object *op, const object *pl) 449get_nearest_part (object *op, const object *pl)
382{ 450{
383 object *tmp, *closest; 451 object *tmp, *closest;
384 int last_dist, i; 452 int last_dist, i;
385 453
386 if (op->more == NULL) 454 if (!op->more)
387 return op; 455 return op;
456
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 457 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
458 tmp;
459 tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist) 460 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i; 461 closest = tmp, last_dist = i;
462
391 return closest; 463 return closest;
392} 464}
393 465
394/* 466/*
395 * Returns the object which has the count-variable equal to the argument. 467 * Returns the object which has the count-variable equal to the argument.
468 * VERRRY slow.
396 */ 469 */
397object * 470object *
398find_object (tag_t i) 471find_object (tag_t i)
399{ 472{
400 for_all_objects (op) 473 for_all_objects (op)
411 */ 484 */
412object * 485object *
413find_object_name (const char *str) 486find_object_name (const char *str)
414{ 487{
415 shstr_cmp str_ (str); 488 shstr_cmp str_ (str);
416 object *op;
417 489
490 if (str_)
418 for_all_objects (op) 491 for_all_objects (op)
419 if (op->name == str_) 492 if (op->name == str_)
420 break; 493 return op;
421 494
422 return op; 495 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 496}
430 497
431/* 498/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 499 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 500 * skill and experience objects.
501 * ACTUALLY NO! investigate! TODO
434 */ 502 */
435void 503void
436object::set_owner (object *owner) 504object::set_owner (object *owner)
437{ 505{
506 // allow objects which own objects
438 if (!owner) 507 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 508 while (owner->owner)
449 owner = owner->owner; 509 owner = owner->owner;
510
511 if (flag [FLAG_FREED])
512 {
513 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
514 return;
515 }
450 516
451 this->owner = owner; 517 this->owner = owner;
452} 518}
453 519
454int 520int
496 update_stats (); 562 update_stats ();
497 563
498 new_draw_info_format (NDI_UNIQUE, 0, this, 564 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, " 565 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. " 566 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name); 567 "[You need to unapply some items first - use the 'body' command to see "
568 "how many items you cna wera on a specific body part.]", &ob->name);
502 return false; 569 return false;
503 } 570 }
504 571
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 572 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 } 573 }
532 } 599 }
533 600
534 op->key_values = 0; 601 op->key_values = 0;
535} 602}
536 603
537object & 604/*
538object::operator =(const object &src) 605 * copy_to first frees everything allocated by the dst object,
606 * and then copies the contents of itself into the second
607 * object, allocating what needs to be allocated. Basically, any
608 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
609 * if the first object is freed, the pointers in the new object
610 * will point at garbage.
611 */
612void
613object::copy_to (object *dst)
539{ 614{
540 bool is_freed = flag [FLAG_FREED]; 615 dst->remove ();
541 bool is_removed = flag [FLAG_REMOVED];
542
543 *(object_copy *)this = src; 616 *(object_copy *)dst = *this;
544
545 flag [FLAG_FREED] = is_freed;
546 flag [FLAG_REMOVED] = is_removed; 617 dst->flag [FLAG_REMOVED] = true;
547 618
548 /* Copy over key_values, if any. */ 619 /* Copy over key_values, if any. */
549 if (src.key_values) 620 if (key_values)
550 { 621 {
551 key_value *tail = 0; 622 key_value *tail = 0;
552 key_values = 0; 623 dst->key_values = 0;
553 624
554 for (key_value *i = src.key_values; i; i = i->next) 625 for (key_value *i = key_values; i; i = i->next)
555 { 626 {
556 key_value *new_link = new key_value; 627 key_value *new_link = new key_value;
557 628
558 new_link->next = 0; 629 new_link->next = 0;
559 new_link->key = i->key; 630 new_link->key = i->key;
560 new_link->value = i->value; 631 new_link->value = i->value;
561 632
562 /* Try and be clever here, too. */ 633 /* Try and be clever here, too. */
563 if (!key_values) 634 if (!dst->key_values)
564 { 635 {
565 key_values = new_link; 636 dst->key_values = new_link;
566 tail = new_link; 637 tail = new_link;
567 } 638 }
568 else 639 else
569 { 640 {
570 tail->next = new_link; 641 tail->next = new_link;
571 tail = new_link; 642 tail = new_link;
572 } 643 }
573 } 644 }
574 } 645 }
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;
589 646
590 if (speed < 0) 647 if (speed < 0)
591 dst->speed_left = speed_left - rndm (); 648 dst->speed_left -= rndm ();
592 649
593 dst->set_speed (dst->speed); 650 dst->activate ();
594} 651}
595 652
596void 653void
597object::instantiate () 654object::instantiate ()
598{ 655{
599 if (!uuid.seq) // HACK 656 if (!uuid.seq) // HACK
600 uuid = gen_uuid (); 657 uuid = UUID::gen ();
601 658
602 speed_left = -0.1f; 659 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really 660 /* 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. 661 * 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 662 * by doing so, when a monster is created, it has good starting
615object * 672object *
616object::clone () 673object::clone ()
617{ 674{
618 object *neu = create (); 675 object *neu = create ();
619 copy_to (neu); 676 copy_to (neu);
677 neu->map = map; // not copied by copy_to
620 return neu; 678 return neu;
621} 679}
622 680
623/* 681/*
624 * If an object with the IS_TURNABLE() flag needs to be turned due 682 * If an object with the IS_TURNABLE() flag needs to be turned due
675 * UP_OBJ_FACE: only the objects face has changed. 733 * UP_OBJ_FACE: only the objects face has changed.
676 */ 734 */
677void 735void
678update_object (object *op, int action) 736update_object (object *op, int action)
679{ 737{
680 if (op == NULL) 738 if (!op)
681 { 739 {
682 /* this should never happen */ 740 /* this should never happen */
683 LOG (llevDebug, "update_object() called for NULL object.\n"); 741 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
684 return; 742 return;
685 } 743 }
686 744
687 if (op->env) 745 if (!op->is_on_map ())
688 { 746 {
689 /* Animation is currently handled by client, so nothing 747 /* Animation is currently handled by client, so nothing
690 * to do in this case. 748 * to do in this case.
691 */ 749 */
692 return; 750 return;
693 } 751 }
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;
700 752
701 /* make sure the object is within map boundaries */ 753 /* 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) 754 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
703 { 755 {
704 LOG (llevError, "update_object() called for object out of map!\n"); 756 LOG (llevError, "update_object() called for object out of map!\n");
715 else if (action == UP_OBJ_INSERT) 767 else if (action == UP_OBJ_INSERT)
716 { 768 {
717 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
724 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
725 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
726 || (m.move_slow | op->move_slow) != m.move_slow 778 || (m.move_slow | op->move_slow) != m.move_slow
727 /* This isn't perfect, but I don't expect a lot of objects to 779 /* This isn't perfect, but I don't expect a lot of objects to
728 * to have move_allow right now. 780 * have move_allow right now.
729 */ 781 */
730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 782 || ((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) 783 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
732 m.flags_ = 0; 784 m.invalidate ();
733 } 785 }
734 /* if the object is being removed, we can't make intelligent 786 /* if the object is being removed, we can't make intelligent
735 * decisions, because remove_ob can't really pass the object 787 * decisions, because remove_ob can't really pass the object
736 * that is being removed. 788 * that is being removed.
737 */ 789 */
738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 790 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
739 m.flags_ = 0; 791 m.invalidate ();
740 else if (action == UP_OBJ_FACE) 792 else if (action == UP_OBJ_FACE)
741 /* Nothing to do for that case */ ; 793 /* Nothing to do for that case */ ;
742 else 794 else
743 LOG (llevError, "update_object called with invalid action: %d\n", action); 795 LOG (llevError, "update_object called with invalid action: %d\n", action);
744 796
748 800
749object::object () 801object::object ()
750{ 802{
751 SET_FLAG (this, FLAG_REMOVED); 803 SET_FLAG (this, FLAG_REMOVED);
752 804
753 expmul = 1.0; 805 //expmul = 1.0; declared const for the time being
754 face = blank_face; 806 face = blank_face;
755} 807}
756 808
757object::~object () 809object::~object ()
758{ 810{
764static int object_count; 816static int object_count;
765 817
766void object::link () 818void object::link ()
767{ 819{
768 assert (!index);//D 820 assert (!index);//D
769 uuid = gen_uuid (); 821 uuid = UUID::gen ();
770 count = ++object_count; 822 count = ++object_count;
771 823
772 refcnt_inc (); 824 refcnt_inc ();
773 objects.insert (this); 825 objects.insert (this);
774} 826}
788 /* If already on active list, don't do anything */ 840 /* If already on active list, don't do anything */
789 if (active) 841 if (active)
790 return; 842 return;
791 843
792 if (has_active_speed ()) 844 if (has_active_speed ())
845 {
846 if (flag [FLAG_FREED])
847 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
848
793 actives.insert (this); 849 actives.insert (this);
850 }
794} 851}
795 852
796void 853void
797object::activate_recursive () 854object::activate_recursive ()
798{ 855{
847object::destroy_inv (bool drop_to_ground) 904object::destroy_inv (bool drop_to_ground)
848{ 905{
849 // need to check first, because the checks below might segfault 906 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code 907 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty. 908 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory, 909 // corollary: if you create arrows etc. with stuff in its inventory,
853 // cf will crash below with off-map x and y 910 // cf will crash below with off-map x and y
854 if (!inv) 911 if (!inv)
855 return; 912 return;
856 913
857 /* Only if the space blocks everything do we not process - 914 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects 915 * if some form of movement is allowed, let objects
859 * drop on that space. 916 * drop on that space.
860 */ 917 */
861 if (!drop_to_ground 918 if (!drop_to_ground
862 || !map 919 || !map
863 || map->in_memory != MAP_IN_MEMORY 920 || map->in_memory != MAP_ACTIVE
864 || map->nodrop 921 || map->no_drop
865 || ms ().move_block == MOVE_ALL) 922 || ms ().move_block == MOVE_ALL)
866 { 923 {
867 while (inv) 924 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy (); 925 inv->destroy ();
871 }
872 } 926 }
873 else 927 else
874 { /* Put objects in inventory onto this space */ 928 { /* Put objects in inventory onto this space */
875 while (inv) 929 while (inv)
876 { 930 {
894 object *op = new object; 948 object *op = new object;
895 op->link (); 949 op->link ();
896 return op; 950 return op;
897} 951}
898 952
953static struct freed_map : maptile
954{
955 freed_map ()
956 {
957 path = "<freed objects map>";
958 name = "/internal/freed_objects_map";
959 width = 3;
960 height = 3;
961 no_drop = 1;
962 no_reset = 1;
963
964 alloc ();
965 in_memory = MAP_ACTIVE;
966 }
967
968 ~freed_map ()
969 {
970 destroy ();
971 }
972} freed_map; // freed objects are moved here to avoid crashes
973
899void 974void
900object::do_destroy () 975object::do_destroy ()
901{ 976{
902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED]) 977 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this); 978 remove_link ();
906 979
907 if (flag [FLAG_FRIENDLY]) 980 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this); 981 remove_friendly_object (this);
909 982
910 if (!flag [FLAG_REMOVED])
911 remove (); 983 remove ();
912 984
913 destroy_inv (true); 985 attachable::do_destroy ();
914 986
915 deactivate (); 987 deactivate ();
916 unlink (); 988 unlink ();
917 989
918 flag [FLAG_FREED] = 1; 990 flag [FLAG_FREED] = 1;
919 991
920 // hack to ensure that freed objects still have a valid map 992 // 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; 993 map = &freed_map;
937 x = 1; 994 x = 1;
938 y = 1; 995 y = 1;
939 }
940 996
941 if (more) 997 if (more)
942 { 998 {
943 more->destroy (); 999 more->destroy ();
944 more = 0; 1000 more = 0;
952 attacked_by = 0; 1008 attacked_by = 0;
953 current_weapon = 0; 1009 current_weapon = 0;
954} 1010}
955 1011
956void 1012void
957object::destroy (bool destroy_inventory) 1013object::destroy ()
958{ 1014{
959 if (destroyed ()) 1015 if (destroyed ())
960 return; 1016 return;
961 1017
962 if (destroy_inventory) 1018 if (!is_head () && !head->destroyed ())
1019 {
1020 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1021 head->destroy ();
1022 return;
1023 }
1024
963 destroy_inv (false); 1025 destroy_inv (false);
1026
1027 if (is_head ())
1028 if (sound_destroy)
1029 play_sound (sound_destroy);
1030 else if (flag [FLAG_MONSTER])
1031 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
964 1032
965 attachable::destroy (); 1033 attachable::destroy ();
966}
967
968/*
969 * sub_weight() recursively (outwards) subtracts a number from the
970 * weight of an object (and what is carried by it's environment(s)).
971 */
972void
973sub_weight (object *op, signed long weight)
974{
975 while (op != NULL)
976 {
977 if (op->type == CONTAINER)
978 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
979
980 op->carrying -= weight;
981 op = op->env;
982 }
983} 1034}
984 1035
985/* op->remove (): 1036/* op->remove ():
986 * This function removes the object op from the linked list of objects 1037 * This function removes the object op from the linked list of objects
987 * which it is currently tied to. When this function is done, the 1038 * which it is currently tied to. When this function is done, the
993object::do_remove () 1044object::do_remove ()
994{ 1045{
995 object *tmp, *last = 0; 1046 object *tmp, *last = 0;
996 object *otmp; 1047 object *otmp;
997 1048
998 if (QUERY_FLAG (this, FLAG_REMOVED)) 1049 if (flag [FLAG_REMOVED])
999 return; 1050 return;
1000 1051
1001 SET_FLAG (this, FLAG_REMOVED);
1002 INVOKE_OBJECT (REMOVE, this); 1052 INVOKE_OBJECT (REMOVE, this);
1053
1054 flag [FLAG_REMOVED] = true;
1003 1055
1004 if (more) 1056 if (more)
1005 more->remove (); 1057 more->remove ();
1006 1058
1007 /* 1059 /*
1008 * In this case, the object to be removed is in someones 1060 * In this case, the object to be removed is in someones
1009 * inventory. 1061 * inventory.
1010 */ 1062 */
1011 if (env) 1063 if (env)
1012 { 1064 {
1013 if (nrof) 1065 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1014 sub_weight (env, weight * nrof); 1066 if (object *pl = visible_to ())
1015 else 1067 esrv_del_item (pl->contr, count);
1016 sub_weight (env, weight + carrying); 1068 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1069
1070 adjust_weight (env, -total_weight ());
1071
1072 object *pl = in_player ();
1073
1074 /* we set up values so that it could be inserted into
1075 * the map, but we don't actually do that - it is up
1076 * to the caller to decide what we want to do.
1077 */
1078 map = env->map;
1079 x = env->x;
1080 y = env->y;
1081
1082 // make sure cmov optimisation is applicable
1083 *(above ? &above->below : &env->inv) = below;
1084 *(below ? &below->above : &above ) = above; // &above is just a dummy
1085
1086 above = 0;
1087 below = 0;
1088 env = 0;
1017 1089
1018 /* NO_FIX_PLAYER is set when a great many changes are being 1090 /* NO_FIX_PLAYER is set when a great many changes are being
1019 * made to players inventory. If set, avoiding the call 1091 * made to players inventory. If set, avoiding the call
1020 * to save cpu time. 1092 * to save cpu time.
1021 */ 1093 */
1022 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1094 if (pl)
1095 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1096 {
1023 otmp->update_stats (); 1097 pl->update_stats ();
1024 1098
1025 if (above) 1099 if (glow_radius && pl->is_on_map ())
1026 above->below = below; 1100 update_all_los (pl->map, pl->x, pl->y);
1027 else 1101 }
1028 env->inv = below;
1029
1030 if (below)
1031 below->above = above;
1032
1033 /* we set up values so that it could be inserted into
1034 * the map, but we don't actually do that - it is up
1035 * to the caller to decide what we want to do.
1036 */
1037 x = env->x, y = env->y;
1038 map = env->map;
1039 above = 0, below = 0;
1040 env = 0;
1041 } 1102 }
1042 else if (map) 1103 else if (map)
1043 { 1104 {
1044 if (type == PLAYER)
1045 {
1046 // leaving a spot always closes any open container on the ground
1047 if (container && !container->env)
1048 // this causes spurious floorbox updates, but it ensures
1049 // that the CLOSE event is being sent.
1050 close_container ();
1051
1052 --map->players;
1053 map->touch ();
1054 }
1055
1056 map->dirty = true; 1105 map->dirty = true;
1057 mapspace &ms = this->ms (); 1106 mapspace &ms = this->ms ();
1058 1107
1108 if (object *pl = ms.player ())
1109 {
1110 if (is_player ())
1111 {
1112 if (!flag [FLAG_WIZPASS])
1113 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1114
1115 // leaving a spot always closes any open container on the ground
1116 if (container && !container->env)
1117 // this causes spurious floorbox updates, but it ensures
1118 // that the CLOSE event is being sent.
1119 close_container ();
1120
1121 --map->players;
1122 map->touch ();
1123 }
1124 else if (pl->container == this)
1125 {
1126 // removing a container should close it
1127 close_container ();
1128 }
1129
1130 esrv_del_item (pl->contr, count);
1131 }
1132
1059 /* link the object above us */ 1133 /* link the object above us */
1060 if (above) 1134 // re-link, make sure compiler can easily use cmove
1061 above->below = below; 1135 *(above ? &above->below : &ms.top) = below;
1062 else 1136 *(below ? &below->above : &ms.bot) = above;
1063 ms.top = below; /* we were top, set new top */
1064
1065 /* Relink the object below us, if there is one */
1066 if (below)
1067 below->above = above;
1068 else
1069 {
1070 /* Nothing below, which means we need to relink map object for this space
1071 * use translated coordinates in case some oddness with map tiling is
1072 * evident
1073 */
1074 if (GET_MAP_OB (map, x, y) != this)
1075 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 ());
1076
1077 ms.bot = above; /* goes on above it. */
1078 }
1079 1137
1080 above = 0; 1138 above = 0;
1081 below = 0; 1139 below = 0;
1082 1140
1141 ms.invalidate ();
1142
1083 if (map->in_memory == MAP_SAVING) 1143 if (map->in_memory == MAP_SAVING)
1084 return; 1144 return;
1085 1145
1086 int check_walk_off = !flag [FLAG_NO_APPLY]; 1146 int check_walk_off = !flag [FLAG_NO_APPLY];
1147
1148 if (object *pl = ms.player ())
1149 {
1150 if (pl->container == this)
1151 /* If a container that the player is currently using somehow gets
1152 * removed (most likely destroyed), update the player view
1153 * appropriately.
1154 */
1155 pl->close_container ();
1156
1157 //TODO: the floorbox prev/next might need updating
1158 //esrv_del_item (pl->contr, count);
1159 //TODO: update floorbox to preserve ordering
1160 if (pl->contr->ns)
1161 pl->contr->ns->floorbox_update ();
1162 }
1087 1163
1088 for (tmp = ms.bot; tmp; tmp = tmp->above) 1164 for (tmp = ms.bot; tmp; tmp = tmp->above)
1089 { 1165 {
1090 /* No point updating the players look faces if he is the object 1166 /* No point updating the players look faces if he is the object
1091 * being removed. 1167 * being removed.
1092 */ 1168 */
1093
1094 if (tmp->type == PLAYER && tmp != this)
1095 {
1096 /* If a container that the player is currently using somehow gets
1097 * removed (most likely destroyed), update the player view
1098 * appropriately.
1099 */
1100 if (tmp->container == this)
1101 {
1102 flag [FLAG_APPLIED] = 0;
1103 tmp->container = 0;
1104 }
1105
1106 if (tmp->contr->ns)
1107 tmp->contr->ns->floorbox_update ();
1108 }
1109 1169
1110 /* See if object moving off should effect something */ 1170 /* See if object moving off should effect something */
1111 if (check_walk_off 1171 if (check_walk_off
1112 && ((move_type & tmp->move_off) 1172 && ((move_type & tmp->move_off)
1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1173 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1119 } 1179 }
1120 1180
1121 last = tmp; 1181 last = tmp;
1122 } 1182 }
1123 1183
1124 /* last == NULL if there are no objects on this space */ 1184 if (affects_los ())
1125 //TODO: this makes little sense, why only update the topmost object?
1126 if (!last)
1127 map->at (x, y).flags_ = 0;
1128 else
1129 update_object (last, UP_OBJ_REMOVE);
1130
1131 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1132 update_all_los (map, x, y); 1185 update_all_los (map, x, y);
1133 } 1186 }
1134} 1187}
1135 1188
1136/* 1189/*
1145merge_ob (object *op, object *top) 1198merge_ob (object *op, object *top)
1146{ 1199{
1147 if (!op->nrof) 1200 if (!op->nrof)
1148 return 0; 1201 return 0;
1149 1202
1150 if (top) 1203 if (!top)
1151 for (top = op; top && top->above; top = top->above) 1204 for (top = op; top && top->above; top = top->above)
1152 ; 1205 ;
1153 1206
1154 for (; top; top = top->below) 1207 for (; top; top = top->below)
1155 {
1156 if (top == op)
1157 continue;
1158
1159 if (object::can_merge (op, top)) 1208 if (object::can_merge (op, top))
1160 { 1209 {
1161 top->nrof += op->nrof; 1210 top->nrof += op->nrof;
1162 1211
1163/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1212 if (object *pl = top->visible_to ())
1164 op->weight = 0; /* Don't want any adjustements now */ 1213 esrv_update_item (UPD_NROF, pl, top);
1214
1215 op->weight = 0; // cancel the addition above
1216 op->carrying = 0; // must be 0 already
1217
1165 op->destroy (); 1218 op->destroy ();
1219
1166 return top; 1220 return top;
1167 } 1221 }
1168 }
1169 1222
1170 return 0; 1223 return 0;
1171} 1224}
1172 1225
1173void 1226void
1198 * job preparing multi-part monsters. 1251 * job preparing multi-part monsters.
1199 */ 1252 */
1200object * 1253object *
1201insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1254insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1202{ 1255{
1256 op->remove ();
1257
1203 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1258 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1204 { 1259 {
1205 tmp->x = x + tmp->arch->x; 1260 tmp->x = x + tmp->arch->x;
1206 tmp->y = y + tmp->arch->y; 1261 tmp->y = y + tmp->arch->y;
1207 } 1262 }
1230 * just 'op' otherwise 1285 * just 'op' otherwise
1231 */ 1286 */
1232object * 1287object *
1233insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1288insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1234{ 1289{
1235 assert (!op->flag [FLAG_FREED]);
1236
1237 object *top, *floor = NULL;
1238
1239 op->remove (); 1290 op->remove ();
1240 1291
1241#if 0 1292 if (m == &freed_map)//D TODO: remove soon
1242 if (!m->active != !op->active)
1243 if (m->active)
1244 op->activate_recursive ();
1245 else
1246 op->deactivate_recursive ();
1247#endif
1248
1249 if (out_of_map (m, op->x, op->y))
1250 { 1293 {//D
1251 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1294 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1252#ifdef MANY_CORES
1253 /* Better to catch this here, as otherwise the next use of this object
1254 * is likely to cause a crash. Better to find out where it is getting
1255 * improperly inserted.
1256 */
1257 abort ();
1258#endif
1259 return op;
1260 } 1295 }//D
1261
1262 if (object *more = op->more)
1263 if (!insert_ob_in_map (more, m, originator, flag))
1264 return 0;
1265
1266 CLEAR_FLAG (op, FLAG_REMOVED);
1267 1296
1268 /* Ideally, the caller figures this out. However, it complicates a lot 1297 /* Ideally, the caller figures this out. However, it complicates a lot
1269 * of areas of callers (eg, anything that uses find_free_spot would now 1298 * of areas of callers (eg, anything that uses find_free_spot would now
1270 * need extra work 1299 * need extra work
1271 */ 1300 */
1301 maptile *newmap = m;
1272 if (!xy_normalise (m, op->x, op->y)) 1302 if (!xy_normalise (newmap, op->x, op->y))
1303 {
1304 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1273 return 0; 1305 return 0;
1306 }
1274 1307
1308 if (object *more = op->more)
1309 if (!insert_ob_in_map (more, m, originator, flag))
1310 return 0;
1311
1312 op->flag [FLAG_REMOVED] = false;
1313 op->env = 0;
1275 op->map = m; 1314 op->map = newmap;
1315
1276 mapspace &ms = op->ms (); 1316 mapspace &ms = op->ms ();
1277 1317
1278 /* this has to be done after we translate the coordinates. 1318 /* this has to be done after we translate the coordinates.
1279 */ 1319 */
1280 if (op->nrof && !(flag & INS_NO_MERGE)) 1320 if (op->nrof && !(flag & INS_NO_MERGE))
1281 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1321 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1282 if (object::can_merge (op, tmp)) 1322 if (object::can_merge (op, tmp))
1283 { 1323 {
1324 // TODO: we actually want to update tmp, not op,
1325 // but some caller surely breaks when we return tmp
1326 // from here :/
1284 op->nrof += tmp->nrof; 1327 op->nrof += tmp->nrof;
1285 tmp->destroy (); 1328 tmp->destroy ();
1286 } 1329 }
1287 1330
1288 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1331 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1297 { 1340 {
1298 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1341 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1299 abort (); 1342 abort ();
1300 } 1343 }
1301 1344
1345 if (!originator->is_on_map ())
1346 {
1347 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1348 op->debug_desc (), originator->debug_desc ());
1349 abort ();
1350 }
1351
1302 op->above = originator; 1352 op->above = originator;
1303 op->below = originator->below; 1353 op->below = originator->below;
1304
1305 if (op->below)
1306 op->below->above = op;
1307 else
1308 ms.bot = op;
1309
1310 /* since *below* originator, no need to update top */
1311 originator->below = op; 1354 originator->below = op;
1355
1356 *(op->below ? &op->below->above : &ms.bot) = op;
1312 } 1357 }
1313 else 1358 else
1314 { 1359 {
1315 top = ms.bot; 1360 object *floor = 0;
1361 object *top = ms.top;
1316 1362
1317 /* If there are other objects, then */ 1363 /* If there are other objects, then */
1318 if ((!(flag & INS_MAP_LOAD)) && top) 1364 if (top)
1319 { 1365 {
1320 object *last = 0;
1321
1322 /* 1366 /*
1323 * If there are multiple objects on this space, we do some trickier handling. 1367 * If there are multiple objects on this space, we do some trickier handling.
1324 * We've already dealt with merging if appropriate. 1368 * We've already dealt with merging if appropriate.
1325 * Generally, we want to put the new object on top. But if 1369 * Generally, we want to put the new object on top. But if
1326 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1370 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1329 * once we get to them. This reduces the need to traverse over all of 1373 * once we get to them. This reduces the need to traverse over all of
1330 * them when adding another one - this saves quite a bit of cpu time 1374 * them when adding another one - this saves quite a bit of cpu time
1331 * when lots of spells are cast in one area. Currently, it is presumed 1375 * when lots of spells are cast in one area. Currently, it is presumed
1332 * that flying non pickable objects are spell objects. 1376 * that flying non pickable objects are spell objects.
1333 */ 1377 */
1334 for (top = ms.bot; top; top = top->above) 1378 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1335 { 1379 {
1336 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1380 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1337 floor = top; 1381 floor = tmp;
1338 1382
1339 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1383 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1340 { 1384 {
1341 /* We insert above top, so we want this object below this */ 1385 /* We insert above top, so we want this object below this */
1342 top = top->below; 1386 top = tmp->below;
1343 break; 1387 break;
1344 } 1388 }
1345 1389
1346 last = top; 1390 top = tmp;
1347 } 1391 }
1348
1349 /* Don't want top to be NULL, so set it to the last valid object */
1350 top = last;
1351 1392
1352 /* We let update_position deal with figuring out what the space 1393 /* We let update_position deal with figuring out what the space
1353 * looks like instead of lots of conditions here. 1394 * looks like instead of lots of conditions here.
1354 * makes things faster, and effectively the same result. 1395 * makes things faster, and effectively the same result.
1355 */ 1396 */
1362 */ 1403 */
1363 if (!(flag & INS_ON_TOP) 1404 if (!(flag & INS_ON_TOP)
1364 && ms.flags () & P_BLOCKSVIEW 1405 && ms.flags () & P_BLOCKSVIEW
1365 && (op->face && !faces [op->face].visibility)) 1406 && (op->face && !faces [op->face].visibility))
1366 { 1407 {
1408 object *last;
1409
1367 for (last = top; last != floor; last = last->below) 1410 for (last = top; last != floor; last = last->below)
1368 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1411 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1369 break; 1412 break;
1370 1413
1371 /* Check to see if we found the object that blocks view, 1414 /* Check to see if we found the object that blocks view,
1376 if (last && last->below && last != floor) 1419 if (last && last->below && last != floor)
1377 top = last->below; 1420 top = last->below;
1378 } 1421 }
1379 } /* If objects on this space */ 1422 } /* If objects on this space */
1380 1423
1381 if (flag & INS_MAP_LOAD)
1382 top = ms.top;
1383
1384 if (flag & INS_ABOVE_FLOOR_ONLY) 1424 if (flag & INS_ABOVE_FLOOR_ONLY)
1385 top = floor; 1425 top = floor;
1386 1426
1387 /* Top is the object that our object (op) is going to get inserted above. 1427 // insert object above top, or bottom-most if top = 0
1388 */
1389
1390 /* First object on this space */
1391 if (!top) 1428 if (!top)
1392 { 1429 {
1430 op->below = 0;
1393 op->above = ms.bot; 1431 op->above = ms.bot;
1394
1395 if (op->above)
1396 op->above->below = op;
1397
1398 op->below = 0;
1399 ms.bot = op; 1432 ms.bot = op;
1433
1434 *(op->above ? &op->above->below : &ms.top) = op;
1400 } 1435 }
1401 else 1436 else
1402 { /* get inserted into the stack above top */ 1437 {
1403 op->above = top->above; 1438 op->above = top->above;
1404
1405 if (op->above)
1406 op->above->below = op; 1439 top->above = op;
1407 1440
1408 op->below = top; 1441 op->below = top;
1409 top->above = op; 1442 *(op->above ? &op->above->below : &ms.top) = op;
1410 } 1443 }
1444 }
1411 1445
1412 if (!op->above) 1446 if (op->is_player ())
1413 ms.top = op;
1414 } /* else not INS_BELOW_ORIGINATOR */
1415
1416 if (op->type == PLAYER)
1417 { 1447 {
1418 op->contr->do_los = 1; 1448 op->contr->do_los = 1;
1419 ++op->map->players; 1449 ++op->map->players;
1420 op->map->touch (); 1450 op->map->touch ();
1421 } 1451 }
1422 1452
1423 op->map->dirty = true; 1453 op->map->dirty = true;
1424 1454
1425 /* If we have a floor, we know the player, if any, will be above
1426 * it, so save a few ticks and start from there.
1427 */
1428 if (!(flag & INS_MAP_LOAD))
1429 if (object *pl = ms.player ()) 1455 if (object *pl = ms.player ())
1456 //TODO: the floorbox prev/next might need updating
1457 //esrv_send_item (pl, op);
1458 //TODO: update floorbox to preserve ordering
1430 if (pl->contr->ns) 1459 if (pl->contr->ns)
1431 pl->contr->ns->floorbox_update (); 1460 pl->contr->ns->floorbox_update ();
1432 1461
1433 /* If this object glows, it may affect lighting conditions that are 1462 /* If this object glows, it may affect lighting conditions that are
1434 * visible to others on this map. But update_all_los is really 1463 * visible to others on this map. But update_all_los is really
1435 * an inefficient way to do this, as it means los for all players 1464 * an inefficient way to do this, as it means los for all players
1436 * on the map will get recalculated. The players could very well 1465 * on the map will get recalculated. The players could very well
1437 * be far away from this change and not affected in any way - 1466 * be far away from this change and not affected in any way -
1438 * this should get redone to only look for players within range, 1467 * this should get redone to only look for players within range,
1439 * or just updating the P_UPTODATE for spaces within this area 1468 * or just updating the P_UPTODATE for spaces within this area
1440 * of effect may be sufficient. 1469 * of effect may be sufficient.
1441 */ 1470 */
1442 if (op->map->darkness && (op->glow_radius != 0)) 1471 if (op->affects_los ())
1472 {
1473 op->ms ().invalidate ();
1443 update_all_los (op->map, op->x, op->y); 1474 update_all_los (op->map, op->x, op->y);
1475 }
1444 1476
1445 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1477 /* updates flags (blocked, alive, no magic, etc) for this map space */
1446 update_object (op, UP_OBJ_INSERT); 1478 update_object (op, UP_OBJ_INSERT);
1447 1479
1448 INVOKE_OBJECT (INSERT, op); 1480 INVOKE_OBJECT (INSERT, op);
1455 * blocked() and wall() work properly), and these flags are updated by 1487 * blocked() and wall() work properly), and these flags are updated by
1456 * update_object(). 1488 * update_object().
1457 */ 1489 */
1458 1490
1459 /* if this is not the head or flag has been passed, don't check walk on status */ 1491 /* if this is not the head or flag has been passed, don't check walk on status */
1460 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1492 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1461 { 1493 {
1462 if (check_move_on (op, originator)) 1494 if (check_move_on (op, originator))
1463 return 0; 1495 return 0;
1464 1496
1465 /* If we are a multi part object, lets work our way through the check 1497 /* If we are a multi part object, lets work our way through the check
1476/* this function inserts an object in the map, but if it 1508/* this function inserts an object in the map, but if it
1477 * finds an object of its own type, it'll remove that one first. 1509 * finds an object of its own type, it'll remove that one first.
1478 * op is the object to insert it under: supplies x and the map. 1510 * op is the object to insert it under: supplies x and the map.
1479 */ 1511 */
1480void 1512void
1481replace_insert_ob_in_map (const char *arch_string, object *op) 1513replace_insert_ob_in_map (shstr_tmp archname, object *op)
1482{ 1514{
1483 object *tmp, *tmp1;
1484
1485 /* first search for itself and remove any old instances */ 1515 /* first search for itself and remove any old instances */
1486 1516
1487 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1517 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1518 if (tmp->arch->archname == archname) /* same archetype */
1489 tmp->destroy (); 1519 tmp->destroy ();
1490 1520
1491 tmp1 = arch_to_object (archetype::find (arch_string)); 1521 object *tmp = arch_to_object (archetype::find (archname));
1492 1522
1493 tmp1->x = op->x; 1523 tmp->x = op->x;
1494 tmp1->y = op->y; 1524 tmp->y = op->y;
1525
1495 insert_ob_in_map (tmp1, op->map, op, 0); 1526 insert_ob_in_map (tmp, op->map, op, 0);
1496} 1527}
1497 1528
1498object * 1529object *
1499object::insert_at (object *where, object *originator, int flags) 1530object::insert_at (object *where, object *originator, int flags)
1500{ 1531{
1532 if (where->env)
1533 return where->env->insert (this);
1534 else
1501 return where->map->insert (this, where->x, where->y, originator, flags); 1535 return where->map->insert (this, where->x, where->y, originator, flags);
1502} 1536}
1503 1537
1504/* 1538/*
1505 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1506 * is returned contains nr objects, and the remaining parts contains
1507 * the rest (or is removed and freed if that number is 0).
1508 * On failure, NULL is returned, and the reason put into the
1509 * global static errmsg array.
1510 */
1511object *
1512get_split_ob (object *orig_ob, uint32 nr)
1513{
1514 object *newob;
1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1516
1517 if (orig_ob->nrof < nr)
1518 {
1519 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1520 return NULL;
1521 }
1522
1523 newob = object_create_clone (orig_ob);
1524
1525 if ((orig_ob->nrof -= nr) < 1)
1526 orig_ob->destroy (1);
1527 else if (!is_removed)
1528 {
1529 if (orig_ob->env != NULL)
1530 sub_weight (orig_ob->env, orig_ob->weight * nr);
1531 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1532 {
1533 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1534 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1535 return NULL;
1536 }
1537 }
1538
1539 newob->nrof = nr;
1540
1541 return newob;
1542}
1543
1544/*
1545 * decrease_ob_nr(object, number) decreases a specified number from 1539 * decrease(object, number) decreases a specified number from
1546 * the amount of an object. If the amount reaches 0, the object 1540 * the amount of an object. If the amount reaches 0, the object
1547 * is subsequently removed and freed. 1541 * is subsequently removed and freed.
1548 * 1542 *
1549 * Return value: 'op' if something is left, NULL if the amount reached 0 1543 * Return value: 'op' if something is left, NULL if the amount reached 0
1550 */ 1544 */
1545bool
1546object::decrease (sint32 nr)
1547{
1548 if (!nr)
1549 return true;
1550
1551 nr = min (nr, nrof);
1552
1553 if (nrof > nr)
1554 {
1555 nrof -= nr;
1556 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1557
1558 if (object *pl = visible_to ())
1559 esrv_update_item (UPD_NROF, pl, this);
1560
1561 return true;
1562 }
1563 else
1564 {
1565 destroy ();
1566 return false;
1567 }
1568}
1569
1570/*
1571 * split(ob,nr) splits up ob into two parts. The part which
1572 * is returned contains nr objects, and the remaining parts contains
1573 * the rest (or is removed and returned if that number is 0).
1574 * On failure, NULL is returned.
1575 */
1551object * 1576object *
1552decrease_ob_nr (object *op, uint32 i) 1577object::split (sint32 nr)
1553{ 1578{
1554 object *tmp; 1579 int have = number_of ();
1555 1580
1556 if (i == 0) /* objects with op->nrof require this check */ 1581 if (have < nr)
1557 return op; 1582 return 0;
1558 1583 else if (have == nr)
1559 if (i > op->nrof)
1560 i = op->nrof;
1561
1562 if (QUERY_FLAG (op, FLAG_REMOVED))
1563 op->nrof -= i;
1564 else if (op->env)
1565 { 1584 {
1566 /* is this object in the players inventory, or sub container
1567 * therein?
1568 */
1569 tmp = op->in_player ();
1570 /* nope. Is this a container the player has opened?
1571 * If so, set tmp to that player.
1572 * IMO, searching through all the players will mostly
1573 * likely be quicker than following op->env to the map,
1574 * and then searching the map for a player.
1575 */
1576 if (!tmp)
1577 for_all_players (pl)
1578 if (pl->ob->container == op->env)
1579 {
1580 tmp = pl->ob;
1581 break;
1582 }
1583
1584 if (i < op->nrof)
1585 {
1586 sub_weight (op->env, op->weight * i);
1587 op->nrof -= i;
1588 if (tmp)
1589 esrv_send_item (tmp, op);
1590 }
1591 else
1592 {
1593 op->remove (); 1585 remove ();
1594 op->nrof = 0; 1586 return this;
1595 if (tmp)
1596 esrv_del_item (tmp->contr, op->count);
1597 }
1598 } 1587 }
1599 else 1588 else
1600 { 1589 {
1601 object *above = op->above; 1590 decrease (nr);
1602 1591
1603 if (i < op->nrof) 1592 object *op = deep_clone ();
1604 op->nrof -= i; 1593 op->nrof = nr;
1605 else
1606 {
1607 op->remove ();
1608 op->nrof = 0;
1609 }
1610
1611 /* Since we just removed op, op->above is null */
1612 for (tmp = above; tmp; tmp = tmp->above)
1613 if (tmp->type == PLAYER)
1614 {
1615 if (op->nrof)
1616 esrv_send_item (tmp, op);
1617 else
1618 esrv_del_item (tmp->contr, op->count);
1619 }
1620 }
1621
1622 if (op->nrof)
1623 return op; 1594 return op;
1624 else
1625 {
1626 op->destroy ();
1627 return 0;
1628 }
1629}
1630
1631/*
1632 * add_weight(object, weight) adds the specified weight to an object,
1633 * and also updates how much the environment(s) is/are carrying.
1634 */
1635void
1636add_weight (object *op, signed long weight)
1637{
1638 while (op != NULL)
1639 {
1640 if (op->type == CONTAINER)
1641 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1642
1643 op->carrying += weight;
1644 op = op->env;
1645 } 1595 }
1646} 1596}
1647 1597
1648object * 1598object *
1649insert_ob_in_ob (object *op, object *where) 1599insert_ob_in_ob (object *op, object *where)
1674 * be != op, if items are merged. -Tero 1624 * be != op, if items are merged. -Tero
1675 */ 1625 */
1676object * 1626object *
1677object::insert (object *op) 1627object::insert (object *op)
1678{ 1628{
1679 object *tmp, *otmp;
1680
1681 if (!QUERY_FLAG (op, FLAG_REMOVED))
1682 op->remove ();
1683
1684 if (op->more) 1629 if (op->more)
1685 { 1630 {
1686 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1631 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1687 return op; 1632 return op;
1688 } 1633 }
1689 1634
1690 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1635 op->remove ();
1691 CLEAR_FLAG (op, FLAG_REMOVED); 1636
1637 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1638
1692 if (op->nrof) 1639 if (op->nrof)
1693 {
1694 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1640 for (object *tmp = inv; tmp; tmp = tmp->below)
1695 if (object::can_merge (tmp, op)) 1641 if (object::can_merge (tmp, op))
1696 { 1642 {
1697 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1698 (client needs the original object) */ 1644 (client needs the original object) */
1699 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1700 /* Weight handling gets pretty funky. Since we are adding to 1646
1701 * tmp->nrof, we need to increase the weight. 1647 if (object *pl = tmp->visible_to ())
1702 */ 1648 esrv_update_item (UPD_NROF, pl, tmp);
1649
1703 add_weight (this, op->weight * op->nrof); 1650 adjust_weight (this, op->total_weight ());
1704 SET_FLAG (op, FLAG_REMOVED); 1651
1705 op->destroy (); /* free the inserted object */ 1652 op->destroy ();
1706 op = tmp; 1653 op = tmp;
1707 op->remove (); /* and fix old object's links */ 1654 goto inserted;
1708 CLEAR_FLAG (op, FLAG_REMOVED);
1709 break;
1710 } 1655 }
1711 1656
1712 /* I assume combined objects have no inventory 1657 op->owner = 0; // it's his/hers now. period.
1713 * We add the weight - this object could have just been removed
1714 * (if it was possible to merge). calling remove_ob will subtract
1715 * the weight, so we need to add it in again, since we actually do
1716 * the linking below
1717 */
1718 add_weight (this, op->weight * op->nrof);
1719 }
1720 else
1721 add_weight (this, (op->weight + op->carrying));
1722
1723 otmp = this->in_player ();
1724 if (otmp && otmp->contr)
1725 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1726 otmp->update_stats ();
1727
1728 op->map = 0; 1658 op->map = 0;
1729 op->env = this; 1659 op->x = 0;
1660 op->y = 0;
1661
1730 op->above = 0; 1662 op->above = 0;
1731 op->below = 0; 1663 op->below = inv;
1732 op->x = 0, op->y = 0; 1664 op->env = this;
1733 1665
1666 if (inv)
1667 inv->above = op;
1668
1669 inv = op;
1670
1671 op->flag [FLAG_REMOVED] = 0;
1672
1673 if (object *pl = op->visible_to ())
1674 esrv_send_item (pl, op);
1675
1676 adjust_weight (this, op->total_weight ());
1677
1678inserted:
1734 /* reset the light list and los of the players on the map */ 1679 /* reset the light list and los of the players on the map */
1735 if ((op->glow_radius != 0) && map) 1680 if (op->glow_radius && is_on_map ())
1736 { 1681 {
1737#ifdef DEBUG_LIGHTS 1682 update_stats ();
1738 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1739#endif /* DEBUG_LIGHTS */
1740 if (map->darkness)
1741 update_all_los (map, x, y); 1683 update_all_los (map, x, y);
1742 }
1743
1744 /* Client has no idea of ordering so lets not bother ordering it here.
1745 * It sure simplifies this function...
1746 */
1747 if (!inv)
1748 inv = op;
1749 else
1750 { 1684 }
1751 op->below = inv; 1685 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1752 op->below->above = op; 1686 // if this is a player's inventory, update stats
1753 inv = op; 1687 update_stats ();
1754 }
1755 1688
1756 INVOKE_OBJECT (INSERT, this); 1689 INVOKE_OBJECT (INSERT, this);
1757 1690
1758 return op; 1691 return op;
1759} 1692}
1779 * on top. 1712 * on top.
1780 */ 1713 */
1781int 1714int
1782check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1783{ 1716{
1717 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1718 return 0;
1719
1784 object *tmp; 1720 object *tmp;
1785 maptile *m = op->map; 1721 maptile *m = op->map;
1786 int x = op->x, y = op->y; 1722 int x = op->x, y = op->y;
1787 1723
1788 MoveType move_on, move_slow, move_block; 1724 mapspace &ms = m->at (x, y);
1789 1725
1790 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1726 ms.update ();
1791 return 0;
1792 1727
1793 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1728 MoveType move_on = ms.move_on;
1794 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1729 MoveType move_slow = ms.move_slow;
1795 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1730 MoveType move_block = ms.move_block;
1796 1731
1797 /* if nothing on this space will slow op down or be applied, 1732 /* if nothing on this space will slow op down or be applied,
1798 * no need to do checking below. have to make sure move_type 1733 * no need to do checking below. have to make sure move_type
1799 * is set, as lots of objects don't have it set - we treat that 1734 * is set, as lots of objects don't have it set - we treat that
1800 * as walking. 1735 * as walking.
1811 return 0; 1746 return 0;
1812 1747
1813 /* The objects have to be checked from top to bottom. 1748 /* The objects have to be checked from top to bottom.
1814 * Hence, we first go to the top: 1749 * Hence, we first go to the top:
1815 */ 1750 */
1816 1751 for (object *next, *tmp = ms.top; tmp; tmp = next)
1817 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1818 {
1819 /* Trim the search when we find the first other spell effect
1820 * this helps performance so that if a space has 50 spell objects,
1821 * we don't need to check all of them.
1822 */
1823 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1824 break;
1825 } 1752 {
1753 next = tmp->below;
1826 1754
1827 for (; tmp; tmp = tmp->below)
1828 {
1829 if (tmp == op) 1755 if (tmp == op)
1830 continue; /* Can't apply yourself */ 1756 continue; /* Can't apply yourself */
1831 1757
1832 /* Check to see if one of the movement types should be slowed down. 1758 /* Check to see if one of the movement types should be slowed down.
1833 * Second check makes sure that the movement types not being slowed 1759 * Second check makes sure that the movement types not being slowed
1838 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1764 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1839 { 1765 {
1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1842 { 1768 {
1843
1844 float
1845 diff = tmp->move_slow_penalty * fabs (op->speed); 1769 float diff = tmp->move_slow_penalty * fabs (op->speed);
1846 1770
1847 if (op->type == PLAYER) 1771 if (op->is_player ())
1848 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1772 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1849 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1773 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1850 diff /= 4.0; 1774 diff /= 4.0;
1851 1775
1852 op->speed_left -= diff; 1776 op->speed_left -= diff;
1853 } 1777 }
1854 } 1778 }
1887 LOG (llevError, "Present_arch called outside map.\n"); 1811 LOG (llevError, "Present_arch called outside map.\n");
1888 return NULL; 1812 return NULL;
1889 } 1813 }
1890 1814
1891 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1815 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1892 if (tmp->arch == at) 1816 if (tmp->arch->archname == at->archname)
1893 return tmp; 1817 return tmp;
1894 1818
1895 return NULL; 1819 return NULL;
1896} 1820}
1897 1821
1961 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
1962 */ 1886 */
1963object * 1887object *
1964present_arch_in_ob (const archetype *at, const object *op) 1888present_arch_in_ob (const archetype *at, const object *op)
1965{ 1889{
1966 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1890 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1967 if (tmp->arch == at) 1891 if (tmp->arch->archname == at->archname)
1968 return tmp; 1892 return tmp;
1969 1893
1970 return NULL; 1894 return NULL;
1971} 1895}
1972 1896
1974 * activate recursively a flag on an object inventory 1898 * activate recursively a flag on an object inventory
1975 */ 1899 */
1976void 1900void
1977flag_inv (object *op, int flag) 1901flag_inv (object *op, int flag)
1978{ 1902{
1979 if (op->inv)
1980 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1981 { 1904 {
1982 SET_FLAG (tmp, flag); 1905 SET_FLAG (tmp, flag);
1983 flag_inv (tmp, flag); 1906 flag_inv (tmp, flag);
1984 } 1907 }
1985} 1908}
1986 1909
1987/* 1910/*
1988 * deactivate recursively a flag on an object inventory 1911 * deactivate recursively a flag on an object inventory
1989 */ 1912 */
1990void 1913void
1991unflag_inv (object *op, int flag) 1914unflag_inv (object *op, int flag)
1992{ 1915{
1993 if (op->inv)
1994 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1916 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1995 { 1917 {
1996 CLEAR_FLAG (tmp, flag); 1918 CLEAR_FLAG (tmp, flag);
1997 unflag_inv (tmp, flag); 1919 unflag_inv (tmp, flag);
1998 } 1920 }
1999} 1921}
2000 1922
2001/* 1923/*
2002 * find_free_spot(object, map, x, y, start, stop) will search for 1924 * find_free_spot(object, map, x, y, start, stop) will search for
2003 * a spot at the given map and coordinates which will be able to contain 1925 * a spot at the given map and coordinates which will be able to contain
2005 * to search (see the freearr_x/y[] definition). 1927 * to search (see the freearr_x/y[] definition).
2006 * It returns a random choice among the alternatives found. 1928 * It returns a random choice among the alternatives found.
2007 * start and stop are where to start relative to the free_arr array (1,9 1929 * start and stop are where to start relative to the free_arr array (1,9
2008 * does all 4 immediate directions). This returns the index into the 1930 * does all 4 immediate directions). This returns the index into the
2009 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1931 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2010 * Note - this only checks to see if there is space for the head of the
2011 * object - if it is a multispace object, this should be called for all
2012 * pieces.
2013 * Note2: This function does correctly handle tiled maps, but does not 1932 * Note: This function does correctly handle tiled maps, but does not
2014 * inform the caller. However, insert_ob_in_map will update as 1933 * inform the caller. However, insert_ob_in_map will update as
2015 * necessary, so the caller shouldn't need to do any special work. 1934 * necessary, so the caller shouldn't need to do any special work.
2016 * Note - updated to take an object instead of archetype - this is necessary 1935 * Note - updated to take an object instead of archetype - this is necessary
2017 * because arch_blocked (now ob_blocked) needs to know the movement type 1936 * because arch_blocked (now ob_blocked) needs to know the movement type
2018 * to know if the space in question will block the object. We can't use 1937 * to know if the space in question will block the object. We can't use
2020 * customized, changed states, etc. 1939 * customized, changed states, etc.
2021 */ 1940 */
2022int 1941int
2023find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1942find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2024{ 1943{
1944 int altern[SIZEOFFREE];
2025 int index = 0, flag; 1945 int index = 0, flag;
2026 int altern[SIZEOFFREE];
2027 1946
2028 for (int i = start; i < stop; i++) 1947 for (int i = start; i < stop; i++)
2029 { 1948 {
2030 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1949 mapxy pos (m, x, y); pos.move (i);
2031 if (!flag) 1950
1951 if (!pos.normalise ())
1952 continue;
1953
1954 mapspace &ms = *pos;
1955
1956 if (ms.flags () & P_IS_ALIVE)
1957 continue;
1958
1959 /* However, often
1960 * ob doesn't have any move type (when used to place exits)
1961 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1962 */
1963 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1964 {
2032 altern [index++] = i; 1965 altern [index++] = i;
1966 continue;
1967 }
2033 1968
2034 /* Basically, if we find a wall on a space, we cut down the search size. 1969 /* Basically, if we find a wall on a space, we cut down the search size.
2035 * In this way, we won't return spaces that are on another side of a wall. 1970 * In this way, we won't return spaces that are on another side of a wall.
2036 * This mostly work, but it cuts down the search size in all directions - 1971 * This mostly work, but it cuts down the search size in all directions -
2037 * if the space being examined only has a wall to the north and empty 1972 * if the space being examined only has a wall to the north and empty
2038 * spaces in all the other directions, this will reduce the search space 1973 * spaces in all the other directions, this will reduce the search space
2039 * to only the spaces immediately surrounding the target area, and 1974 * to only the spaces immediately surrounding the target area, and
2040 * won't look 2 spaces south of the target space. 1975 * won't look 2 spaces south of the target space.
2041 */ 1976 */
2042 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1977 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1978 {
2043 stop = maxfree[i]; 1979 stop = maxfree[i];
1980 continue;
1981 }
1982
1983 /* Note it is intentional that we check ob - the movement type of the
1984 * head of the object should correspond for the entire object.
1985 */
1986 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1987 continue;
1988
1989 if (ob->blocked (pos.m, pos.x, pos.y))
1990 continue;
1991
1992 altern [index++] = i;
2044 } 1993 }
2045 1994
2046 if (!index) 1995 if (!index)
2047 return -1; 1996 return -1;
2048 1997
2057 */ 2006 */
2058int 2007int
2059find_first_free_spot (const object *ob, maptile *m, int x, int y) 2008find_first_free_spot (const object *ob, maptile *m, int x, int y)
2060{ 2009{
2061 for (int i = 0; i < SIZEOFFREE; i++) 2010 for (int i = 0; i < SIZEOFFREE; i++)
2062 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2011 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2063 return i; 2012 return i;
2064 2013
2065 return -1; 2014 return -1;
2066} 2015}
2067 2016
2113 * there is capable of. 2062 * there is capable of.
2114 */ 2063 */
2115int 2064int
2116find_dir (maptile *m, int x, int y, object *exclude) 2065find_dir (maptile *m, int x, int y, object *exclude)
2117{ 2066{
2118 int i, max = SIZEOFFREE, mflags; 2067 int max = SIZEOFFREE, mflags;
2119
2120 sint16 nx, ny;
2121 object *tmp;
2122 maptile *mp;
2123
2124 MoveType blocked, move_type; 2068 MoveType move_type;
2125 2069
2126 if (exclude && exclude->head_ () != exclude) 2070 if (exclude && exclude->head_ () != exclude)
2127 { 2071 {
2128 exclude = exclude->head; 2072 exclude = exclude->head;
2129 move_type = exclude->move_type; 2073 move_type = exclude->move_type;
2132 { 2076 {
2133 /* If we don't have anything, presume it can use all movement types. */ 2077 /* If we don't have anything, presume it can use all movement types. */
2134 move_type = MOVE_ALL; 2078 move_type = MOVE_ALL;
2135 } 2079 }
2136 2080
2137 for (i = 1; i < max; i++) 2081 for (int i = 1; i < max; i++)
2138 { 2082 {
2139 mp = m; 2083 mapxy pos (m, x, y);
2140 nx = x + freearr_x[i]; 2084 pos.move (i);
2141 ny = y + freearr_y[i];
2142 2085
2143 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2086 if (!pos.normalise ())
2144
2145 if (mflags & P_OUT_OF_MAP)
2146 max = maxfree[i]; 2087 max = maxfree[i];
2147 else 2088 else
2148 { 2089 {
2149 mapspace &ms = mp->at (nx, ny); 2090 mapspace &ms = *pos;
2150 2091
2151 blocked = ms.move_block;
2152
2153 if ((move_type & blocked) == move_type) 2092 if ((move_type & ms.move_block) == move_type)
2154 max = maxfree[i]; 2093 max = maxfree [i];
2155 else if (mflags & P_IS_ALIVE) 2094 else if (ms.flags () & P_IS_ALIVE)
2156 { 2095 {
2157 for (tmp = ms.bot; tmp; tmp = tmp->above) 2096 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2159 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2160 break;
2161
2162 if (tmp)
2163 return freedir[i]; 2099 return freedir [i];
2164 } 2100 }
2165 } 2101 }
2166 } 2102 }
2167 2103
2168 return 0; 2104 return 0;
2243 * This basically means that if direction is 15, then it could either go 2179 * This basically means that if direction is 15, then it could either go
2244 * direction 4, 14, or 16 to get back to where we are. 2180 * direction 4, 14, or 16 to get back to where we are.
2245 * Moved from spell_util.c to object.c with the other related direction 2181 * Moved from spell_util.c to object.c with the other related direction
2246 * functions. 2182 * functions.
2247 */ 2183 */
2248int reduction_dir[SIZEOFFREE][3] = { 2184const int reduction_dir[SIZEOFFREE][3] = {
2249 {0, 0, 0}, /* 0 */ 2185 {0, 0, 0}, /* 0 */
2250 {0, 0, 0}, /* 1 */ 2186 {0, 0, 0}, /* 1 */
2251 {0, 0, 0}, /* 2 */ 2187 {0, 0, 0}, /* 2 */
2252 {0, 0, 0}, /* 3 */ 2188 {0, 0, 0}, /* 3 */
2253 {0, 0, 0}, /* 4 */ 2189 {0, 0, 0}, /* 4 */
2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2280 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345 * core dumps if they do. 2281 * core dumps if they do.
2346 * 2282 *
2347 * Add a check so we can't pick up invisible objects (0.93.8) 2283 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */ 2284 */
2349
2350int 2285int
2351can_pick (const object *who, const object *item) 2286can_pick (const object *who, const object *item)
2352{ 2287{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2288 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2289 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2290 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2356} 2291}
2357 2292
2358/* 2293/*
2359 * create clone from object to another 2294 * create clone from object to another
2360 */ 2295 */
2361object * 2296object *
2362object_create_clone (object *asrc) 2297object::deep_clone ()
2363{ 2298{
2364 object *dst = 0, *tmp, *src, *prev, *item; 2299 assert (("deep_clone called on non-head object", is_head ()));
2365 2300
2366 if (!asrc) 2301 object *dst = clone ();
2367 return 0;
2368 2302
2369 src = asrc->head_ (); 2303 object *prev = dst;
2370
2371 prev = 0;
2372 for (object *part = src; part; part = part->more) 2304 for (object *part = this->more; part; part = part->more)
2373 { 2305 {
2374 tmp = part->clone (); 2306 object *tmp = part->clone ();
2375 tmp->x -= src->x;
2376 tmp->y -= src->y;
2377
2378 if (!part->head)
2379 {
2380 dst = tmp;
2381 tmp->head = 0;
2382 }
2383 else
2384 tmp->head = dst; 2307 tmp->head = dst;
2385
2386 tmp->more = 0;
2387
2388 if (prev)
2389 prev->more = tmp; 2308 prev->more = tmp;
2390
2391 prev = tmp; 2309 prev = tmp;
2392 } 2310 }
2393 2311
2394 for (item = src->inv; item; item = item->below) 2312 for (object *item = inv; item; item = item->below)
2395 insert_ob_in_ob (object_create_clone (item), dst); 2313 insert_ob_in_ob (item->deep_clone (), dst);
2396 2314
2397 return dst; 2315 return dst;
2398} 2316}
2399 2317
2400/* This returns the first object in who's inventory that 2318/* This returns the first object in who's inventory that
2409 return tmp; 2327 return tmp;
2410 2328
2411 return 0; 2329 return 0;
2412} 2330}
2413 2331
2414/* If ob has a field named key, return the link from the list, 2332shstr_tmp
2415 * otherwise return NULL. 2333object::kv_get (shstr_tmp key) const
2416 *
2417 * key must be a passed in shared string - otherwise, this won't
2418 * do the desired thing.
2419 */
2420key_value *
2421get_ob_key_link (const object *ob, const char *key)
2422{ 2334{
2423 for (key_value *link = ob->key_values; link; link = link->next) 2335 for (key_value *kv = key_values; kv; kv = kv->next)
2424 if (link->key == key) 2336 if (kv->key == key)
2425 return link;
2426
2427 return 0;
2428}
2429
2430/*
2431 * Returns the value of op has an extra_field for key, or NULL.
2432 *
2433 * The argument doesn't need to be a shared string.
2434 *
2435 * The returned string is shared.
2436 */
2437const char *
2438get_ob_key_value (const object *op, const char *const key)
2439{
2440 key_value *link;
2441 shstr_cmp canonical_key (key);
2442
2443 if (!canonical_key)
2444 {
2445 /* 1. There being a field named key on any object
2446 * implies there'd be a shared string to find.
2447 * 2. Since there isn't, no object has this field.
2448 * 3. Therefore, *this* object doesn't have this field.
2449 */
2450 return 0;
2451 }
2452
2453 /* This is copied from get_ob_key_link() above -
2454 * only 4 lines, and saves the function call overhead.
2455 */
2456 for (link = op->key_values; link; link = link->next)
2457 if (link->key == canonical_key)
2458 return link->value; 2337 return kv->value;
2459 2338
2460 return 0; 2339 return shstr ();
2461} 2340}
2462 2341
2463/* 2342void
2464 * Updates the canonical_key in op to value. 2343object::kv_set (shstr_tmp key, shstr_tmp value)
2465 *
2466 * canonical_key is a shared string (value doesn't have to be).
2467 *
2468 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2469 * keys.
2470 *
2471 * Returns TRUE on success.
2472 */
2473int
2474set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2475{ 2344{
2476 key_value *field = NULL, *last = NULL; 2345 for (key_value *kv = key_values; kv; kv = kv->next)
2477 2346 if (kv->key == key)
2478 for (field = op->key_values; field != NULL; field = field->next)
2479 {
2480 if (field->key != canonical_key)
2481 { 2347 {
2482 last = field; 2348 kv->value = value;
2483 continue; 2349 return;
2484 } 2350 }
2485 2351
2486 if (value) 2352 key_value *kv = new key_value;
2487 field->value = value; 2353
2488 else 2354 kv->next = key_values;
2355 kv->key = key;
2356 kv->value = value;
2357
2358 key_values = kv;
2359}
2360
2361void
2362object::kv_del (shstr_tmp key)
2363{
2364 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2365 if ((*kvp)->key == key)
2489 { 2366 {
2490 /* Basically, if the archetype has this key set, 2367 key_value *kv = *kvp;
2491 * we need to store the null value so when we save 2368 *kvp = (*kvp)->next;
2492 * it, we save the empty value so that when we load, 2369 delete kv;
2493 * we get this value back again. 2370 return;
2494 */
2495 if (get_ob_key_link (op->arch, canonical_key))
2496 field->value = 0;
2497 else
2498 {
2499 if (last)
2500 last->next = field->next;
2501 else
2502 op->key_values = field->next;
2503
2504 delete field;
2505 }
2506 } 2371 }
2507 return TRUE;
2508 }
2509 /* IF we get here, key doesn't exist */
2510
2511 /* No field, we'll have to add it. */
2512
2513 if (!add_key)
2514 return FALSE;
2515
2516 /* There isn't any good reason to store a null
2517 * value in the key/value list. If the archetype has
2518 * this key, then we should also have it, so shouldn't
2519 * be here. If user wants to store empty strings,
2520 * should pass in ""
2521 */
2522 if (value == NULL)
2523 return TRUE;
2524
2525 field = new key_value;
2526
2527 field->key = canonical_key;
2528 field->value = value;
2529 /* Usual prepend-addition. */
2530 field->next = op->key_values;
2531 op->key_values = field;
2532
2533 return TRUE;
2534}
2535
2536/*
2537 * Updates the key in op to value.
2538 *
2539 * If add_key is FALSE, this will only update existing keys,
2540 * and not add new ones.
2541 * In general, should be little reason FALSE is ever passed in for add_key
2542 *
2543 * Returns TRUE on success.
2544 */
2545int
2546set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2547{
2548 shstr key_ (key);
2549
2550 return set_ob_key_value_s (op, key_, value, add_key);
2551} 2372}
2552 2373
2553object::depth_iterator::depth_iterator (object *container) 2374object::depth_iterator::depth_iterator (object *container)
2554: iterator_base (container) 2375: iterator_base (container)
2555{ 2376{
2605{ 2426{
2606 char flagdesc[512]; 2427 char flagdesc[512];
2607 char info2[256 * 4]; 2428 char info2[256 * 4];
2608 char *p = info; 2429 char *p = info;
2609 2430
2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2431 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2611 count, uuid.seq, 2432 count,
2433 uuid.c_str (),
2612 &name, 2434 &name,
2613 title ? "\",title:\"" : "", 2435 title ? ",title:\"" : "",
2614 title ? (const char *)title : "", 2436 title ? (const char *)title : "",
2437 title ? "\"" : "",
2615 flag_desc (flagdesc, 512), type); 2438 flag_desc (flagdesc, 512), type);
2616 2439
2617 if (env) 2440 if (!flag[FLAG_REMOVED] && env)
2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2441 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2619 2442
2620 if (map) 2443 if (map)
2621 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2444 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2622 2445
2640} 2463}
2641 2464
2642const materialtype_t * 2465const materialtype_t *
2643object::dominant_material () const 2466object::dominant_material () const
2644{ 2467{
2645 if (materialtype_t *mat = name_to_material (materialname)) 2468 if (materialtype_t *mt = name_to_material (materialname))
2646 return mat; 2469 return mt;
2647 2470
2648 // omfg this is slow, this has to be temporary :)
2649 shstr unknown ("unknown");
2650
2651 return name_to_material (unknown); 2471 return name_to_material (shstr_unknown);
2652} 2472}
2653 2473
2654void 2474void
2655object::open_container (object *new_container) 2475object::open_container (object *new_container)
2656{ 2476{
2657 if (container == new_container) 2477 if (container == new_container)
2658 return; 2478 return;
2659 2479
2660 if (object *old_container = container) 2480 object *old_container = container;
2481
2482 if (old_container)
2661 { 2483 {
2662 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2484 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2663 return; 2485 return;
2664 2486
2665#if 0 2487#if 0
2667 if (object *closer = old_container->inv) 2489 if (object *closer = old_container->inv)
2668 if (closer->type == CLOSE_CON) 2490 if (closer->type == CLOSE_CON)
2669 closer->destroy (); 2491 closer->destroy ();
2670#endif 2492#endif
2671 2493
2494 // make sure the container is available
2495 esrv_send_item (this, old_container);
2496
2672 old_container->flag [FLAG_APPLIED] = 0; 2497 old_container->flag [FLAG_APPLIED] = false;
2673 container = 0; 2498 container = 0;
2674 2499
2500 // client needs item update to make it work, client bug requires this to be separate
2675 esrv_update_item (UPD_FLAGS, this, old_container); 2501 esrv_update_item (UPD_FLAGS, this, old_container);
2502
2676 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2503 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2504 play_sound (sound_find ("chest_close"));
2677 } 2505 }
2678 2506
2679 if (new_container) 2507 if (new_container)
2680 { 2508 {
2681 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2509 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2690 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2518 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2691 new_container->insert (closer); 2519 new_container->insert (closer);
2692 } 2520 }
2693#endif 2521#endif
2694 2522
2695 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2523 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2696 2524
2525 // make sure the container is available, client bug requires this to be separate
2526 esrv_send_item (this, new_container);
2527
2697 new_container->flag [FLAG_APPLIED] = 1; 2528 new_container->flag [FLAG_APPLIED] = true;
2698 container = new_container; 2529 container = new_container;
2699 2530
2531 // client needs flag change
2700 esrv_update_item (UPD_FLAGS, this, new_container); 2532 esrv_update_item (UPD_FLAGS, this, new_container);
2701 esrv_send_inventory (this, new_container); 2533 esrv_send_inventory (this, new_container);
2534 play_sound (sound_find ("chest_open"));
2535 }
2536// else if (!old_container->env && contr && contr->ns)
2537// contr->ns->floorbox_reset ();
2538}
2539
2540object *
2541object::force_find (shstr_tmp name)
2542{
2543 /* cycle through his inventory to look for the MARK we want to
2544 * place
2545 */
2546 for (object *tmp = inv; tmp; tmp = tmp->below)
2547 if (tmp->type == FORCE && tmp->slaying == name)
2548 return splay (tmp);
2549
2550 return 0;
2551}
2552
2553void
2554object::force_set_timer (int duration)
2555{
2556 this->duration = 1;
2557 this->speed_left = -1.f;
2558
2559 this->set_speed (duration ? 1.f / duration : 0.f);
2560}
2561
2562object *
2563object::force_add (shstr_tmp name, int duration)
2564{
2565 if (object *force = force_find (name))
2566 force->destroy ();
2567
2568 object *force = get_archetype (FORCE_NAME);
2569
2570 force->slaying = name;
2571
2572 force->force_set_timer (duration);
2573
2574 force->flag [FLAG_APPLIED] = true;
2575
2576 return insert (force);
2577}
2578
2579void
2580object::play_sound (faceidx sound) const
2581{
2582 if (!sound)
2583 return;
2584
2585 if (is_on_map ())
2586 map->play_sound (sound, x, y);
2587 else if (object *pl = in_player ())
2588 pl->contr->play_sound (sound);
2589}
2590
2591void
2592object::say_msg (const char *msg) const
2593{
2594 if (is_on_map ())
2595 map->say_msg (msg, x, y);
2596 else if (object *pl = in_player ())
2597 pl->contr->play_sound (sound);
2598}
2599
2600void
2601object::make_noise ()
2602{
2603 // we do not model noise in the map, so instead put
2604 // a temporary light into the noise source
2605 // could use the map instead, but that's less reliable for our
2606 // goal, which is to make invisibility a bit harder to exploit
2607
2608 // currently only works sensibly for players
2609 if (!is_player ())
2610 return;
2611
2612 // find old force, or create new one
2613 object *force = force_find (shstr_noise_force);
2614
2615 if (force)
2616 force->speed_left = -1.f; // patch old speed up
2617 else
2702 } 2618 {
2703} 2619 force = archetype::get (shstr_noise_force);
2704 2620
2621 force->slaying = shstr_noise_force;
2622 force->stats.food = 1;
2623 force->speed_left = -1.f;
2705 2624
2625 force->set_speed (1.f / 4.f);
2626 force->flag [FLAG_IS_USED_UP] = true;
2627 force->flag [FLAG_APPLIED] = true;
2628
2629 insert (force);
2630 }
2631}
2632

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