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Comparing deliantra/server/common/object.C (file contents):
Revision 1.148 by root, Mon May 14 19:08:25 2007 UTC vs.
Revision 1.294 by root, Thu Nov 5 15:43:21 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify 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 2 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, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h>
34#include <sproto.h> 30#include <sproto.h>
35#include <loader.h> 31#include <loader.h>
36 32
37#include <bitset> 33#include <bitset>
38 34
39int nrofallocobjects = 0; 35UUID UUID::cur;
40static UUID uuid; 36static uint64_t seq_next_save;
41const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
42 39
43objectvec objects; 40objectvec objects;
44activevec actives; 41activevec actives;
45 42
46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43//+GPL
44
45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
48}; 50};
49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
50 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
51}; 56};
52int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 57int maxfree[SIZEOFFREE] = {
58 0,
59 9, 10, 13, 14, 17, 18, 21, 22,
60 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
53 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 61 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
54}; 62};
55int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
56 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 64 0,
65 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
57 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
58}; 68};
59 69
60static void 70static void
61write_uuid (void) 71write_uuid (uval64 skip, bool sync)
62{ 72{
63 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
64 74 CALL_ARG_SV (newSVval64 (skip));
65 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
66 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
67 77 CALL_END;
68 FILE *fp;
69
70 if (!(fp = fopen (filename2, "w")))
71 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return;
74 }
75
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77 fclose (fp);
78 rename (filename2, filename1);
79} 78}
80 79
81static void 80static void
82read_uuid (void) 81read_uuid (void)
83{ 82{
84 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
85 84
86 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
87 88
88 FILE *fp; 89 FILE *fp;
89 90
90 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
91 { 92 {
92 if (errno == ENOENT) 93 if (errno == ENOENT)
93 { 94 {
94 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0; 96 UUID::cur.seq = 0;
96 write_uuid (); 97 write_uuid (UUID_GAP, true);
97 return; 98 return;
98 } 99 }
99 100
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1); 102 _exit (1);
102 } 103 }
103 104
104 int version; 105 UUID::BUF buf;
105 unsigned long long uid; 106 buf[0] = 0;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
107 { 110 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1); 112 _exit (1);
110 } 113 }
111 114
112 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 write_uuid (); 116
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
115 fclose (fp); 118 fclose (fp);
116} 119}
117 120
118UUID 121UUID
119gen_uuid () 122UUID::gen ()
120{ 123{
121 UUID uid; 124 UUID uid;
122 125
123 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
124 127
125 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
126 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
127 134
128 return uid; 135 return uid;
129} 136}
130 137
131void 138void
132init_uuid () 139UUID::init ()
133{ 140{
134 read_uuid (); 141 read_uuid ();
135} 142}
136 143
137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 144/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
138static int 145static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 146compare_ob_value_lists_one (const object *wants, const object *has)
140{ 147{
141 key_value *wants_field;
142
143 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 148 /* n-squared behaviour (see kv_get), but I'm hoping both
144 * objects with lists are rare, and lists stay short. If not, use a 149 * objects with lists are rare, and lists stay short. If not, use a
145 * different structure or at least keep the lists sorted... 150 * different structure or at least keep the lists sorted...
146 */ 151 */
147 152
148 /* For each field in wants, */ 153 /* For each field in wants, */
149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 154 for (key_value *kv = wants->key_values; kv; kv = kv->next)
150 { 155 if (has->kv_get (kv->key) != kv->value)
151 key_value *has_field; 156 return false;
152
153 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
157 {
158 /* No field with that name. */
159 return FALSE;
160 }
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168
169 /* If we get here, we found a match. Now for the next field in wants. */
170 }
171 157
172 /* If we get here, every field in wants has a matching field in has. */ 158 /* If we get here, every field in wants has a matching field in has. */
173 return TRUE; 159 return true;
174} 160}
175 161
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 162/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 163static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 164compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 165{
180 /* However, there may be fields in has which aren't partnered in wants, 166 /* However, there may be fields in has which aren't partnered in wants,
181 * so we need to run the comparison *twice*. :( 167 * so we need to run the comparison *twice*. :(
182 */ 168 */
183 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 169 return compare_ob_value_lists_one (ob1, ob2)
170 && compare_ob_value_lists_one (ob2, ob1);
184} 171}
185 172
186/* Function examines the 2 objects given to it, and returns true if 173/* Function examines the 2 objects given to it, and returns true if
187 * they can be merged together. 174 * they can be merged together.
188 * 175 *
203 || ob1->speed != ob2->speed 190 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 191 || ob1->value != ob2->value
205 || ob1->name != ob2->name) 192 || ob1->name != ob2->name)
206 return 0; 193 return 0;
207 194
208 //TODO: this ain't working well, use nicer and correct overflow check
209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 195 /* Do not merge objects if nrof would overflow, assume nrof
210 * value could not be stored in a sint32 (which unfortunately sometimes is 196 * is always 0 .. 2**31-1 */
211 * used to store nrof). 197 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
214 return 0; 198 return 0;
215 199
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 200 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * This is to the comparison of the flags below will be OK. We 201 * This is to the comparison of the flags below will be OK. We
218 * just can't ignore the been applied or identified flags, as they 202 * just can't ignore the been applied or identified flags, as they
219 * are not equal - just if it has been identified, the been_applied 203 * are not equal - just if it has been identified, the been_applied
220 * flags lose any meaning. 204 * flags lose any meaning.
221 */ 205 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
224 208
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 209 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 210 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
227 211
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 212 if (ob1->arch->archname != ob2->arch->archname
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 213 || ob1->name != ob2->name
231 || ob1->title != ob2->title 214 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 215 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 216 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype 217 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 218 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 219 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 220 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 221 || ob1->value != ob2->value
241 || ob1->animation_id != ob2->animation_id 222 || ob1->animation_id != ob2->animation_id
223 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
242 || ob1->client_type != ob2->client_type 224 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname 225 || ob1->materialname != ob2->materialname
244 || ob1->lore != ob2->lore 226 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype 227 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type 228 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block 229 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 230 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 231 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 232 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 233 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty) 234 || ob1->move_slow_penalty != ob2->move_slow_penalty
235 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
236 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 237 return 0;
254 238
239 if ((ob1->flag ^ ob2->flag)
240 .reset (FLAG_INV_LOCKED)
241 .reset (FLAG_REMOVED)
242 .any ())
243 return 0;
244
255 /* This is really a spellbook check - really, we should 245 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 246 * not merge objects with real inventories, as splitting them
247 * is hard.
257 */ 248 */
258 if (ob1->inv || ob2->inv) 249 if (ob1->inv || ob2->inv)
259 { 250 {
260 /* if one object has inventory but the other doesn't, not equiv */ 251 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 252 return 0; /* inventories differ in length */
262 return 0;
263 253
264 /* Now check to see if the two inventory objects could merge */ 254 if (ob1->inv->below || ob2->inv->below)
255 return 0; /* more than one object in inv */
256
265 if (!object::can_merge (ob1->inv, ob2->inv)) 257 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 258 return 0; /* inventory objects differ */
267 259
268 /* inventory ok - still need to check rest of this object to see 260 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 261 * if it is valid.
270 */ 262 */
271 } 263 }
290 if (ob1->level != ob2->level) 282 if (ob1->level != ob2->level)
291 return 0; 283 return 0;
292 break; 284 break;
293 } 285 }
294 286
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 287 if (ob1->key_values || ob2->key_values)
296 { 288 {
297 /* At least one of these has key_values. */ 289 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 290 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 291 return 0; /* One has fields, but the other one doesn't. */
292
293 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 294 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 295 }
304 296
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 297 if (ob1->self || ob2->self)
307 { 298 {
308 ob1->optimise (); 299 ob1->optimise ();
309 ob2->optimise (); 300 ob2->optimise ();
310 301
311 if (ob1->self || ob2->self) 302 if (ob1->self || ob2->self)
303 {
304 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
305 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
306
307 if (k1 != k2)
312 return 0; 308 return 0;
309
310 if (k1 == 0)
311 return 1;
312
313 if (!cfperl_can_merge (ob1, ob2))
314 return 0;
315 }
313 } 316 }
314 317
315 /* Everything passes, must be OK. */ 318 /* Everything passes, must be OK. */
316 return 1; 319 return 1;
317} 320}
318 321
322// find player who can see this object
323object *
324object::visible_to () const
325{
326 if (client_visible () && !flag [FLAG_REMOVED])
327 {
328 // see if we are in a container of sorts
329 if (env)
330 {
331 // the player inventory itself is always visible
332 if (env->is_player ())
333 return env;
334
335 // else a player could have our env open
336 object *envest = env->outer_env_or_self ();
337
338 // the player itself is always on a map, so we will find him here
339 // even if our inv is in a player.
340 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ())
342 if (pl->container_ () == env)
343 return pl;
344 }
345 else
346 {
347 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ())
350 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
351 || pl->container_ () == this)
352 return pl;
353 }
354 }
355
356 return 0;
357}
358
359// adjust weight per container type ("of holding")
360static sint32
361weight_adjust_for (object *op, sint32 weight)
362{
363 return op->type == CONTAINER
364 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
365 : weight;
366}
367
319/* 368/*
369 * adjust_weight(object, weight) adds the specified weight to an object,
370 * and also updates how much the environment(s) is/are carrying.
371 */
372static void
373adjust_weight (object *op, sint32 weight)
374{
375 while (op)
376 {
377 // adjust by actual difference to account for rounding errors
378 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
379 weight = weight_adjust_for (op, op->carrying)
380 - weight_adjust_for (op, op->carrying - weight);
381
382 if (!weight)
383 return;
384
385 op->carrying += weight;
386
387 if (object *pl = op->visible_to ())
388 if (pl != op) // player is handled lazily
389 esrv_update_item (UPD_WEIGHT, pl, op);
390
391 op = op->env;
392 }
393}
394
395/*
320 * sum_weight() is a recursive function which calculates the weight 396 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 397 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 398 * containers are carrying, and sums it up.
323 */ 399 */
324long 400void
325sum_weight (object *op) 401object::update_weight ()
326{ 402{
327 long sum; 403 sint32 sum = 0;
328 object *inv;
329 404
330 for (sum = 0, inv = op->inv; inv; inv = inv->below) 405 for (object *op = inv; op; op = op->below)
331 { 406 {
332 if (inv->inv) 407 if (op->inv)
333 sum_weight (inv); 408 op->update_weight ();
334 409
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 410 sum += op->total_weight ();
411 }
412
413 sum = weight_adjust_for (this, sum);
414
415 if (sum != carrying)
336 } 416 {
337
338 if (op->type == CONTAINER && op->stats.Str)
339 sum = (sum * (100 - op->stats.Str)) / 100;
340
341 if (op->carrying != sum)
342 op->carrying = sum; 417 carrying = sum;
343 418
344 return sum; 419 if (object *pl = visible_to ())
420 if (pl != this) // player is handled lazily
421 esrv_update_item (UPD_WEIGHT, pl, this);
422 }
345} 423}
346 424
347/** 425/*
348 * Return the outermost environment object for a given object. 426 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
349 */
350
351object *
352object_get_env_recursive (object *op)
353{
354 while (op->env != NULL)
355 op = op->env;
356 return op;
357}
358
359/*
360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
361 * Some error messages.
362 * The result of the dump is stored in the static global errmsg array.
363 */ 427 */
364char * 428char *
365dump_object (object *op) 429dump_object (object *op)
366{ 430{
367 if (!op) 431 if (!op)
370 object_freezer freezer; 434 object_freezer freezer;
371 op->write (freezer); 435 op->write (freezer);
372 return freezer.as_string (); 436 return freezer.as_string ();
373} 437}
374 438
439char *
440object::as_string ()
441{
442 return dump_object (this);
443}
444
375/* 445/*
376 * get_nearest_part(multi-object, object 2) returns the part of the 446 * get_nearest_part(multi-object, object 2) returns the part of the
377 * multi-object 1 which is closest to the second object. 447 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned. 448 * If it's not a multi-object, it is returned.
379 */ 449 */
380
381object * 450object *
382get_nearest_part (object *op, const object *pl) 451get_nearest_part (object *op, const object *pl)
383{ 452{
384 object *tmp, *closest; 453 object *tmp, *closest;
385 int last_dist, i; 454 int last_dist, i;
386 455
387 if (op->more == NULL) 456 if (!op->more)
388 return op; 457 return op;
458
389 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 459 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
460 tmp;
461 tmp = tmp->more)
390 if ((i = distance (tmp, pl)) < last_dist) 462 if ((i = distance (tmp, pl)) < last_dist)
391 closest = tmp, last_dist = i; 463 closest = tmp, last_dist = i;
464
392 return closest; 465 return closest;
393} 466}
394 467
395/* 468/*
396 * Returns the object which has the count-variable equal to the argument. 469 * Returns the object which has the count-variable equal to the argument.
470 * VERRRY slow.
397 */ 471 */
398object * 472object *
399find_object (tag_t i) 473find_object (tag_t i)
400{ 474{
401 for_all_objects (op) 475 for_all_objects (op)
412 */ 486 */
413object * 487object *
414find_object_name (const char *str) 488find_object_name (const char *str)
415{ 489{
416 shstr_cmp str_ (str); 490 shstr_cmp str_ (str);
417 object *op;
418 491
492 if (str_)
419 for_all_objects (op) 493 for_all_objects (op)
420 if (op->name == str_) 494 if (op->name == str_)
421 break; 495 return op;
422 496
423 return op; 497 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 498}
431 499
432/* 500/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 501 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 502 * skill and experience objects.
503 * ACTUALLY NO! investigate! TODO
435 */ 504 */
436void 505void
437object::set_owner (object *owner) 506object::set_owner (object *owner)
438{ 507{
508 // allow objects which own objects
439 if (!owner) 509 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 510 while (owner->owner)
450 owner = owner->owner; 511 owner = owner->owner;
512
513 if (flag [FLAG_FREED])
514 {
515 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
516 return;
517 }
451 518
452 this->owner = owner; 519 this->owner = owner;
453} 520}
454 521
455int 522int
495 { 562 {
496 current_weapon = chosen_skill = 0; 563 current_weapon = chosen_skill = 0;
497 update_stats (); 564 update_stats ();
498 565
499 new_draw_info_format (NDI_UNIQUE, 0, this, 566 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance your applied items all at once, but the %s is too much. " 567 "You try to balance all your items at once, "
568 "but the %s is just too much for your body. "
501 "You need to unapply some items first.", &ob->name); 569 "[You need to unapply some items first - use the 'body' command to see "
570 "how many items you cna wera on a specific body part.]", &ob->name);
502 return false; 571 return false;
503 } 572 }
504 573
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 574 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 } 575 }
507 else 576 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); 577 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509 578
579 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
580 {
581 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
582 &name, ob->debug_desc ());
583 return false;
584 }
585
510 return true; 586 return true;
511} 587}
512 588
513/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
514 * refcounts and freeing the links. 590 * refcounts and freeing the links.
525 } 601 }
526 602
527 op->key_values = 0; 603 op->key_values = 0;
528} 604}
529 605
530object & 606/*
531object::operator =(const object &src) 607 * copy_to first frees everything allocated by the dst object,
608 * and then copies the contents of itself into the second
609 * object, allocating what needs to be allocated. Basically, any
610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
611 * if the first object is freed, the pointers in the new object
612 * will point at garbage.
613 */
614void
615object::copy_to (object *dst)
532{ 616{
533 bool is_freed = flag [FLAG_FREED]; 617 dst->remove ();
534 bool is_removed = flag [FLAG_REMOVED];
535
536 *(object_copy *)this = src; 618 *(object_copy *)dst = *this;
537
538 flag [FLAG_FREED] = is_freed;
539 flag [FLAG_REMOVED] = is_removed; 619 dst->flag [FLAG_REMOVED] = true;
540 620
541 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
542 if (src.key_values) 622 if (key_values)
543 { 623 {
544 key_value *tail = 0; 624 key_value *tail = 0;
545 key_values = 0; 625 dst->key_values = 0;
546 626
547 for (key_value *i = src.key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
548 { 628 {
549 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
550 630
551 new_link->next = 0; 631 new_link->next = 0;
552 new_link->key = i->key; 632 new_link->key = i->key;
553 new_link->value = i->value; 633 new_link->value = i->value;
554 634
555 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
556 if (!key_values) 636 if (!dst->key_values)
557 { 637 {
558 key_values = new_link; 638 dst->key_values = new_link;
559 tail = new_link; 639 tail = new_link;
560 } 640 }
561 else 641 else
562 { 642 {
563 tail->next = new_link; 643 tail->next = new_link;
564 tail = new_link; 644 tail = new_link;
565 } 645 }
566 } 646 }
567 } 647 }
568}
569
570/*
571 * copy_to first frees everything allocated by the dst object,
572 * and then copies the contents of itself into the second
573 * object, allocating what needs to be allocated. Basically, any
574 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
575 * if the first object is freed, the pointers in the new object
576 * will point at garbage.
577 */
578void
579object::copy_to (object *dst)
580{
581 *dst = *this;
582 648
583 if (speed < 0) 649 if (speed < 0)
584 dst->speed_left = speed_left - rndm (); 650 dst->speed_left -= rndm ();
585 651
586 dst->set_speed (dst->speed); 652 dst->activate ();
587} 653}
588 654
589void 655void
590object::instantiate () 656object::instantiate ()
591{ 657{
592 if (!uuid.seq) // HACK 658 if (!uuid.seq) // HACK
593 uuid = gen_uuid (); 659 uuid = UUID::gen ();
594 660
595 speed_left = -0.1f; 661 speed_left = -0.1f;
596 /* copy the body_info to the body_used - this is only really 662 /* copy the body_info to the body_used - this is only really
597 * need for monsters, but doesn't hurt to do it for everything. 663 * need for monsters, but doesn't hurt to do it for everything.
598 * by doing so, when a monster is created, it has good starting 664 * by doing so, when a monster is created, it has good starting
608object * 674object *
609object::clone () 675object::clone ()
610{ 676{
611 object *neu = create (); 677 object *neu = create ();
612 copy_to (neu); 678 copy_to (neu);
679 neu->map = map; // not copied by copy_to
613 return neu; 680 return neu;
614} 681}
615 682
616/* 683/*
617 * If an object with the IS_TURNABLE() flag needs to be turned due 684 * If an object with the IS_TURNABLE() flag needs to be turned due
668 * UP_OBJ_FACE: only the objects face has changed. 735 * UP_OBJ_FACE: only the objects face has changed.
669 */ 736 */
670void 737void
671update_object (object *op, int action) 738update_object (object *op, int action)
672{ 739{
673 if (op == NULL) 740 if (!op)
674 { 741 {
675 /* this should never happen */ 742 /* this should never happen */
676 LOG (llevDebug, "update_object() called for NULL object.\n"); 743 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
677 return; 744 return;
678 } 745 }
679 746
680 if (op->env) 747 if (!op->is_on_map ())
681 { 748 {
682 /* Animation is currently handled by client, so nothing 749 /* Animation is currently handled by client, so nothing
683 * to do in this case. 750 * to do in this case.
684 */ 751 */
685 return; 752 return;
686 } 753 }
687
688 /* If the map is saving, don't do anything as everything is
689 * going to get freed anyways.
690 */
691 if (!op->map || op->map->in_memory == MAP_SAVING)
692 return;
693 754
694 /* make sure the object is within map boundaries */ 755 /* make sure the object is within map boundaries */
695 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 756 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
696 { 757 {
697 LOG (llevError, "update_object() called for object out of map!\n"); 758 LOG (llevError, "update_object() called for object out of map!\n");
708 else if (action == UP_OBJ_INSERT) 769 else if (action == UP_OBJ_INSERT)
709 { 770 {
710 // this is likely overkill, TODO: revisit (schmorp) 771 // this is likely overkill, TODO: revisit (schmorp)
711 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 772 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
712 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 773 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
713 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 774 || (op->is_player () && !(m.flags_ & P_PLAYER))
714 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 775 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
715 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 776 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
716 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 777 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
717 || (m.move_on | op->move_on ) != m.move_on 778 || (m.move_on | op->move_on ) != m.move_on
718 || (m.move_off | op->move_off ) != m.move_off 779 || (m.move_off | op->move_off ) != m.move_off
719 || (m.move_slow | op->move_slow) != m.move_slow 780 || (m.move_slow | op->move_slow) != m.move_slow
720 /* This isn't perfect, but I don't expect a lot of objects to 781 /* This isn't perfect, but I don't expect a lot of objects to
721 * to have move_allow right now. 782 * have move_allow right now.
722 */ 783 */
723 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 784 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
724 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 785 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
725 m.flags_ = 0; 786 m.invalidate ();
726 } 787 }
727 /* if the object is being removed, we can't make intelligent 788 /* if the object is being removed, we can't make intelligent
728 * decisions, because remove_ob can't really pass the object 789 * decisions, because remove_ob can't really pass the object
729 * that is being removed. 790 * that is being removed.
730 */ 791 */
731 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 792 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
732 m.flags_ = 0; 793 m.invalidate ();
733 else if (action == UP_OBJ_FACE) 794 else if (action == UP_OBJ_FACE)
734 /* Nothing to do for that case */ ; 795 /* Nothing to do for that case */ ;
735 else 796 else
736 LOG (llevError, "update_object called with invalid action: %d\n", action); 797 LOG (llevError, "update_object called with invalid action: %d\n", action);
737 798
741 802
742object::object () 803object::object ()
743{ 804{
744 SET_FLAG (this, FLAG_REMOVED); 805 SET_FLAG (this, FLAG_REMOVED);
745 806
746 expmul = 1.0; 807 //expmul = 1.0; declared const for the time being
747 face = blank_face; 808 face = blank_face;
748} 809}
749 810
750object::~object () 811object::~object ()
751{ 812{
757static int object_count; 818static int object_count;
758 819
759void object::link () 820void object::link ()
760{ 821{
761 assert (!index);//D 822 assert (!index);//D
762 uuid = gen_uuid (); 823 uuid = UUID::gen ();
763 count = ++object_count; 824 count = ++object_count;
764 825
765 refcnt_inc (); 826 refcnt_inc ();
766 objects.insert (this); 827 objects.insert (this);
767} 828}
781 /* If already on active list, don't do anything */ 842 /* If already on active list, don't do anything */
782 if (active) 843 if (active)
783 return; 844 return;
784 845
785 if (has_active_speed ()) 846 if (has_active_speed ())
847 {
848 if (flag [FLAG_FREED])
849 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
850
786 actives.insert (this); 851 actives.insert (this);
852 }
787} 853}
788 854
789void 855void
790object::activate_recursive () 856object::activate_recursive ()
791{ 857{
840object::destroy_inv (bool drop_to_ground) 906object::destroy_inv (bool drop_to_ground)
841{ 907{
842 // need to check first, because the checks below might segfault 908 // need to check first, because the checks below might segfault
843 // as we might be on an invalid mapspace and crossfire code 909 // as we might be on an invalid mapspace and crossfire code
844 // is too buggy to ensure that the inventory is empty. 910 // is too buggy to ensure that the inventory is empty.
845 // corollary: if you create arrows etc. with stuff in tis inventory, 911 // corollary: if you create arrows etc. with stuff in its inventory,
846 // cf will crash below with off-map x and y 912 // cf will crash below with off-map x and y
847 if (!inv) 913 if (!inv)
848 return; 914 return;
849 915
850 /* Only if the space blocks everything do we not process - 916 /* Only if the space blocks everything do we not process -
851 * if some form of movement is allowed, let objects 917 * if some form of movement is allowed, let objects
852 * drop on that space. 918 * drop on that space.
853 */ 919 */
854 if (!drop_to_ground 920 if (!drop_to_ground
855 || !map 921 || !map
856 || map->in_memory != MAP_IN_MEMORY 922 || map->in_memory != MAP_ACTIVE
857 || map->nodrop 923 || map->no_drop
858 || ms ().move_block == MOVE_ALL) 924 || ms ().move_block == MOVE_ALL)
859 { 925 {
860 while (inv) 926 while (inv)
861 {
862 inv->destroy_inv (drop_to_ground);
863 inv->destroy (); 927 inv->destroy ();
864 }
865 } 928 }
866 else 929 else
867 { /* Put objects in inventory onto this space */ 930 { /* Put objects in inventory onto this space */
868 while (inv) 931 while (inv)
869 { 932 {
887 object *op = new object; 950 object *op = new object;
888 op->link (); 951 op->link ();
889 return op; 952 return op;
890} 953}
891 954
955static struct freed_map : maptile
956{
957 freed_map ()
958 {
959 path = "<freed objects map>";
960 name = "/internal/freed_objects_map";
961 width = 3;
962 height = 3;
963 no_drop = 1;
964 no_reset = 1;
965
966 alloc ();
967 in_memory = MAP_ACTIVE;
968 }
969
970 ~freed_map ()
971 {
972 destroy ();
973 }
974} freed_map; // freed objects are moved here to avoid crashes
975
892void 976void
893object::do_destroy () 977object::do_destroy ()
894{ 978{
895 attachable::do_destroy ();
896
897 if (flag [FLAG_IS_LINKED]) 979 if (flag [FLAG_IS_LINKED])
898 remove_button_link (this); 980 remove_link ();
899 981
900 if (flag [FLAG_FRIENDLY]) 982 if (flag [FLAG_FRIENDLY])
901 remove_friendly_object (this); 983 remove_friendly_object (this);
902 984
903 if (!flag [FLAG_REMOVED])
904 remove (); 985 remove ();
905 986
906 destroy_inv (true); 987 attachable::do_destroy ();
907 988
908 deactivate (); 989 deactivate ();
909 unlink (); 990 unlink ();
910 991
911 flag [FLAG_FREED] = 1; 992 flag [FLAG_FREED] = 1;
912 993
913 // hack to ensure that freed objects still have a valid map 994 // hack to ensure that freed objects still have a valid map
914 {
915 static maptile *freed_map; // freed objects are moved here to avoid crashes
916
917 if (!freed_map)
918 {
919 freed_map = new maptile;
920
921 freed_map->name = "/internal/freed_objects_map";
922 freed_map->width = 3;
923 freed_map->height = 3;
924
925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
927 }
928
929 map = freed_map; 995 map = &freed_map;
930 x = 1; 996 x = 1;
931 y = 1; 997 y = 1;
932 }
933
934 head = 0;
935 998
936 if (more) 999 if (more)
937 { 1000 {
938 more->destroy (); 1001 more->destroy ();
939 more = 0; 1002 more = 0;
940 } 1003 }
941 1004
1005 head = 0;
1006
942 // clear those pointers that likely might have circular references to us 1007 // clear those pointers that likely might cause circular references
943 owner = 0; 1008 owner = 0;
944 enemy = 0; 1009 enemy = 0;
945 attacked_by = 0; 1010 attacked_by = 0;
1011 current_weapon = 0;
946} 1012}
947 1013
948void 1014void
949object::destroy (bool destroy_inventory) 1015object::destroy ()
950{ 1016{
951 if (destroyed ()) 1017 if (destroyed ())
952 return; 1018 return;
953 1019
954 if (destroy_inventory) 1020 if (!is_head () && !head->destroyed ())
1021 {
1022 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1023 head->destroy ();
1024 return;
1025 }
1026
955 destroy_inv (false); 1027 destroy_inv (false);
1028
1029 if (is_head ())
1030 if (sound_destroy)
1031 play_sound (sound_destroy);
1032 else if (flag [FLAG_MONSTER])
1033 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
956 1034
957 attachable::destroy (); 1035 attachable::destroy ();
958}
959
960/*
961 * sub_weight() recursively (outwards) subtracts a number from the
962 * weight of an object (and what is carried by it's environment(s)).
963 */
964void
965sub_weight (object *op, signed long weight)
966{
967 while (op != NULL)
968 {
969 if (op->type == CONTAINER)
970 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
971
972 op->carrying -= weight;
973 op = op->env;
974 }
975} 1036}
976 1037
977/* op->remove (): 1038/* op->remove ():
978 * This function removes the object op from the linked list of objects 1039 * This function removes the object op from the linked list of objects
979 * which it is currently tied to. When this function is done, the 1040 * which it is currently tied to. When this function is done, the
982 * the previous environment. 1043 * the previous environment.
983 */ 1044 */
984void 1045void
985object::do_remove () 1046object::do_remove ()
986{ 1047{
987 object *tmp, *last = 0; 1048 if (flag [FLAG_REMOVED])
988 object *otmp;
989
990 if (QUERY_FLAG (this, FLAG_REMOVED))
991 return; 1049 return;
992 1050
993 SET_FLAG (this, FLAG_REMOVED);
994 INVOKE_OBJECT (REMOVE, this); 1051 INVOKE_OBJECT (REMOVE, this);
1052
1053 flag [FLAG_REMOVED] = true;
995 1054
996 if (more) 1055 if (more)
997 more->remove (); 1056 more->remove ();
998 1057
999 /* 1058 /*
1000 * In this case, the object to be removed is in someones 1059 * In this case, the object to be removed is in someones
1001 * inventory. 1060 * inventory.
1002 */ 1061 */
1003 if (env) 1062 if (env)
1004 { 1063 {
1005 if (nrof) 1064 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1006 sub_weight (env, weight * nrof); 1065 if (object *pl = visible_to ())
1007 else 1066 esrv_del_item (pl->contr, count);
1008 sub_weight (env, weight + carrying); 1067 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1068
1069 adjust_weight (env, -total_weight ());
1070
1071 object *pl = in_player ();
1072
1073 /* we set up values so that it could be inserted into
1074 * the map, but we don't actually do that - it is up
1075 * to the caller to decide what we want to do.
1076 */
1077 map = env->map;
1078 x = env->x;
1079 y = env->y;
1080
1081 // make sure cmov optimisation is applicable
1082 *(above ? &above->below : &env->inv) = below;
1083 *(below ? &below->above : &above ) = above; // &above is just a dummy
1084
1085 above = 0;
1086 below = 0;
1087 env = 0;
1009 1088
1010 /* NO_FIX_PLAYER is set when a great many changes are being 1089 /* NO_FIX_PLAYER is set when a great many changes are being
1011 * made to players inventory. If set, avoiding the call 1090 * made to players inventory. If set, avoiding the call
1012 * to save cpu time. 1091 * to save cpu time.
1013 */ 1092 */
1014 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1093 if (pl)
1094 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1095 {
1015 otmp->update_stats (); 1096 pl->update_stats ();
1016 1097
1017 if (above) 1098 if (glow_radius && pl->is_on_map ())
1018 above->below = below; 1099 update_all_los (pl->map, pl->x, pl->y);
1019 else 1100 }
1020 env->inv = below;
1021
1022 if (below)
1023 below->above = above;
1024
1025 /* we set up values so that it could be inserted into
1026 * the map, but we don't actually do that - it is up
1027 * to the caller to decide what we want to do.
1028 */
1029 x = env->x, y = env->y;
1030 map = env->map;
1031 above = 0, below = 0;
1032 env = 0;
1033 } 1101 }
1034 else if (map) 1102 else if (map)
1035 { 1103 {
1036 if (type == PLAYER)
1037 {
1038 // leaving a spot always closes any open container on the ground
1039 if (container && !container->env)
1040 // this causes spurious floorbox updates, but it ensures
1041 // that the CLOSE event is being sent.
1042 close_container ();
1043
1044 --map->players;
1045 map->touch ();
1046 }
1047
1048 map->dirty = true; 1104 map->dirty = true;
1049 mapspace &ms = this->ms (); 1105 mapspace &ms = this->ms ();
1050 1106
1107 if (object *pl = ms.player ())
1108 {
1109 if (is_player ())
1110 {
1111 if (!flag [FLAG_WIZPASS])
1112 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1113
1114 // leaving a spot always closes any open container on the ground
1115 if (container && !container->env)
1116 // this causes spurious floorbox updates, but it ensures
1117 // that the CLOSE event is being sent.
1118 close_container ();
1119
1120 --map->players;
1121 map->touch ();
1122 }
1123 else if (pl->container_ () == this)
1124 {
1125 // removing a container should close it
1126 close_container ();
1127 }
1128
1129 esrv_del_item (pl->contr, count);
1130 }
1131
1051 /* link the object above us */ 1132 /* link the object above us */
1052 if (above) 1133 // re-link, make sure compiler can easily use cmove
1053 above->below = below; 1134 *(above ? &above->below : &ms.top) = below;
1054 else 1135 *(below ? &below->above : &ms.bot) = above;
1055 ms.top = below; /* we were top, set new top */
1056
1057 /* Relink the object below us, if there is one */
1058 if (below)
1059 below->above = above;
1060 else
1061 {
1062 /* Nothing below, which means we need to relink map object for this space
1063 * use translated coordinates in case some oddness with map tiling is
1064 * evident
1065 */
1066 if (GET_MAP_OB (map, x, y) != this)
1067 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 ());
1068
1069 ms.bot = above; /* goes on above it. */
1070 }
1071 1136
1072 above = 0; 1137 above = 0;
1073 below = 0; 1138 below = 0;
1074 1139
1140 ms.invalidate ();
1141
1075 if (map->in_memory == MAP_SAVING) 1142 if (map->in_memory == MAP_SAVING)
1076 return; 1143 return;
1077 1144
1078 int check_walk_off = !flag [FLAG_NO_APPLY]; 1145 int check_walk_off = !flag [FLAG_NO_APPLY];
1079 1146
1080 for (tmp = ms.bot; tmp; tmp = tmp->above) 1147 if (object *pl = ms.player ())
1081 { 1148 {
1082 /* No point updating the players look faces if he is the object 1149 if (pl->container_ () == this)
1083 * being removed.
1084 */
1085
1086 if (tmp->type == PLAYER && tmp != this)
1087 {
1088 /* If a container that the player is currently using somehow gets 1150 /* If a container that the player is currently using somehow gets
1089 * removed (most likely destroyed), update the player view 1151 * removed (most likely destroyed), update the player view
1090 * appropriately. 1152 * appropriately.
1091 */ 1153 */
1092 if (tmp->container == this) 1154 pl->close_container ();
1093 {
1094 flag [FLAG_APPLIED] = 0;
1095 tmp->container = 0;
1096 }
1097 1155
1156 //TODO: the floorbox prev/next might need updating
1157 //esrv_del_item (pl->contr, count);
1158 //TODO: update floorbox to preserve ordering
1098 if (tmp->contr->ns) 1159 if (pl->contr->ns)
1099 tmp->contr->ns->floorbox_update (); 1160 pl->contr->ns->floorbox_update ();
1161 }
1162
1163 if (check_walk_off)
1164 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1165 {
1166 above = tmp->above;
1167
1168 /* No point updating the players look faces if he is the object
1169 * being removed.
1100 } 1170 */
1101 1171
1102 /* See if object moving off should effect something */ 1172 /* See if object moving off should effect something */
1103 if (check_walk_off
1104 && ((move_type & tmp->move_off) 1173 if ((move_type & tmp->move_off)
1105 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1174 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1106 {
1107 move_apply (tmp, this, 0); 1175 move_apply (tmp, this, 0);
1108
1109 if (destroyed ())
1110 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1111 } 1176 }
1112 1177
1113 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1178 if (affects_los ())
1114 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1115 if (tmp->above == tmp)
1116 tmp->above = 0;
1117
1118 last = tmp;
1119 }
1120
1121 /* last == NULL if there are no objects on this space */
1122 //TODO: this makes little sense, why only update the topmost object?
1123 if (!last)
1124 map->at (x, y).flags_ = 0;
1125 else
1126 update_object (last, UP_OBJ_REMOVE);
1127
1128 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1129 update_all_los (map, x, y); 1179 update_all_los (map, x, y);
1130 } 1180 }
1131} 1181}
1132 1182
1133/* 1183/*
1142merge_ob (object *op, object *top) 1192merge_ob (object *op, object *top)
1143{ 1193{
1144 if (!op->nrof) 1194 if (!op->nrof)
1145 return 0; 1195 return 0;
1146 1196
1147 if (top) 1197 if (!top)
1148 for (top = op; top && top->above; top = top->above) 1198 for (top = op; top && top->above; top = top->above)
1149 ; 1199 ;
1150 1200
1151 for (; top; top = top->below) 1201 for (; top; top = top->below)
1152 {
1153 if (top == op)
1154 continue;
1155
1156 if (object::can_merge (op, top)) 1202 if (object::can_merge (op, top))
1157 { 1203 {
1158 top->nrof += op->nrof; 1204 top->nrof += op->nrof;
1159 1205
1160/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1206 if (object *pl = top->visible_to ())
1161 op->weight = 0; /* Don't want any adjustements now */ 1207 esrv_update_item (UPD_NROF, pl, top);
1208
1209 op->weight = 0; // cancel the addition above
1210 op->carrying = 0; // must be 0 already
1211
1162 op->destroy (); 1212 op->destroy ();
1213
1163 return top; 1214 return top;
1164 } 1215 }
1165 }
1166 1216
1167 return 0; 1217 return 0;
1168} 1218}
1169 1219
1170void 1220void
1173 if (more) 1223 if (more)
1174 return; 1224 return;
1175 1225
1176 object *prev = this; 1226 object *prev = this;
1177 1227
1178 for (archetype *at = arch->more; at; at = at->more) 1228 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1179 { 1229 {
1180 object *op = arch_to_object (at); 1230 object *op = arch_to_object (at);
1181 1231
1182 op->name = name; 1232 op->name = name;
1183 op->name_pl = name_pl; 1233 op->name_pl = name_pl;
1195 * job preparing multi-part monsters. 1245 * job preparing multi-part monsters.
1196 */ 1246 */
1197object * 1247object *
1198insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1248insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1199{ 1249{
1250 op->remove ();
1251
1200 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1252 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1201 { 1253 {
1202 tmp->x = x + tmp->arch->clone.x; 1254 tmp->x = x + tmp->arch->x;
1203 tmp->y = y + tmp->arch->clone.y; 1255 tmp->y = y + tmp->arch->y;
1204 } 1256 }
1205 1257
1206 return insert_ob_in_map (op, m, originator, flag); 1258 return insert_ob_in_map (op, m, originator, flag);
1207} 1259}
1208 1260
1227 * just 'op' otherwise 1279 * just 'op' otherwise
1228 */ 1280 */
1229object * 1281object *
1230insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1282insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1231{ 1283{
1232 assert (!op->flag [FLAG_FREED]);
1233
1234 object *tmp, *top, *floor = NULL;
1235
1236 op->remove (); 1284 op->remove ();
1237 1285
1238#if 0 1286 if (m == &freed_map)//D TODO: remove soon
1239 if (!m->active != !op->active)
1240 if (m->active)
1241 op->activate_recursive ();
1242 else
1243 op->deactivate_recursive ();
1244#endif
1245
1246 if (out_of_map (m, op->x, op->y))
1247 { 1287 {//D
1248 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1288 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1249#ifdef MANY_CORES
1250 /* Better to catch this here, as otherwise the next use of this object
1251 * is likely to cause a crash. Better to find out where it is getting
1252 * improperly inserted.
1253 */
1254 abort ();
1255#endif
1256 return op;
1257 } 1289 }//D
1258
1259 if (object *more = op->more)
1260 {
1261 if (!insert_ob_in_map (more, m, originator, flag))
1262 {
1263 if (!op->head)
1264 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1265
1266 return 0;
1267 }
1268 }
1269
1270 CLEAR_FLAG (op, FLAG_REMOVED);
1271 1290
1272 /* Ideally, the caller figures this out. However, it complicates a lot 1291 /* Ideally, the caller figures this out. However, it complicates a lot
1273 * of areas of callers (eg, anything that uses find_free_spot would now 1292 * of areas of callers (eg, anything that uses find_free_spot would now
1274 * need extra work 1293 * need extra work
1275 */ 1294 */
1295 maptile *newmap = m;
1276 if (!xy_normalise (m, op->x, op->y)) 1296 if (!xy_normalise (newmap, op->x, op->y))
1297 {
1298 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1277 return 0; 1299 return 0;
1300 }
1278 1301
1302 if (object *more = op->more)
1303 if (!insert_ob_in_map (more, m, originator, flag))
1304 return 0;
1305
1306 op->flag [FLAG_REMOVED] = false;
1307 op->env = 0;
1279 op->map = m; 1308 op->map = newmap;
1309
1280 mapspace &ms = op->ms (); 1310 mapspace &ms = op->ms ();
1281 1311
1282 /* this has to be done after we translate the coordinates. 1312 /* this has to be done after we translate the coordinates.
1283 */ 1313 */
1284 if (op->nrof && !(flag & INS_NO_MERGE)) 1314 if (op->nrof && !(flag & INS_NO_MERGE))
1285 for (tmp = ms.bot; tmp; tmp = tmp->above) 1315 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1286 if (object::can_merge (op, tmp)) 1316 if (object::can_merge (op, tmp))
1287 { 1317 {
1318 // TODO: we actually want to update tmp, not op,
1319 // but some caller surely breaks when we return tmp
1320 // from here :/
1288 op->nrof += tmp->nrof; 1321 op->nrof += tmp->nrof;
1289 tmp->destroy (); 1322 tmp->destroy ();
1290 } 1323 }
1291 1324
1292 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1325 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1301 { 1334 {
1302 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1335 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1303 abort (); 1336 abort ();
1304 } 1337 }
1305 1338
1339 if (!originator->is_on_map ())
1340 {
1341 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1342 op->debug_desc (), originator->debug_desc ());
1343 abort ();
1344 }
1345
1306 op->above = originator; 1346 op->above = originator;
1307 op->below = originator->below; 1347 op->below = originator->below;
1308
1309 if (op->below)
1310 op->below->above = op;
1311 else
1312 ms.bot = op;
1313
1314 /* since *below* originator, no need to update top */
1315 originator->below = op; 1348 originator->below = op;
1349
1350 *(op->below ? &op->below->above : &ms.bot) = op;
1316 } 1351 }
1317 else 1352 else
1318 { 1353 {
1319 top = ms.bot; 1354 object *floor = 0;
1355 object *top = ms.top;
1320 1356
1321 /* If there are other objects, then */ 1357 /* If there are other objects, then */
1322 if ((!(flag & INS_MAP_LOAD)) && top) 1358 if (top)
1323 { 1359 {
1324 object *last = 0;
1325
1326 /* 1360 /*
1327 * If there are multiple objects on this space, we do some trickier handling. 1361 * If there are multiple objects on this space, we do some trickier handling.
1328 * We've already dealt with merging if appropriate. 1362 * We've already dealt with merging if appropriate.
1329 * Generally, we want to put the new object on top. But if 1363 * Generally, we want to put the new object on top. But if
1330 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1364 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1333 * once we get to them. This reduces the need to traverse over all of 1367 * once we get to them. This reduces the need to traverse over all of
1334 * them when adding another one - this saves quite a bit of cpu time 1368 * them when adding another one - this saves quite a bit of cpu time
1335 * when lots of spells are cast in one area. Currently, it is presumed 1369 * when lots of spells are cast in one area. Currently, it is presumed
1336 * that flying non pickable objects are spell objects. 1370 * that flying non pickable objects are spell objects.
1337 */ 1371 */
1338 for (top = ms.bot; top; top = top->above) 1372 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1339 { 1373 {
1340 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1374 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1341 floor = top; 1375 floor = tmp;
1342 1376
1343 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1377 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1344 { 1378 {
1345 /* We insert above top, so we want this object below this */ 1379 /* We insert above top, so we want this object below this */
1346 top = top->below; 1380 top = tmp->below;
1347 break; 1381 break;
1348 } 1382 }
1349 1383
1350 last = top; 1384 top = tmp;
1351 } 1385 }
1352
1353 /* Don't want top to be NULL, so set it to the last valid object */
1354 top = last;
1355 1386
1356 /* We let update_position deal with figuring out what the space 1387 /* We let update_position deal with figuring out what the space
1357 * looks like instead of lots of conditions here. 1388 * looks like instead of lots of conditions here.
1358 * makes things faster, and effectively the same result. 1389 * makes things faster, and effectively the same result.
1359 */ 1390 */
1366 */ 1397 */
1367 if (!(flag & INS_ON_TOP) 1398 if (!(flag & INS_ON_TOP)
1368 && ms.flags () & P_BLOCKSVIEW 1399 && ms.flags () & P_BLOCKSVIEW
1369 && (op->face && !faces [op->face].visibility)) 1400 && (op->face && !faces [op->face].visibility))
1370 { 1401 {
1402 object *last;
1403
1371 for (last = top; last != floor; last = last->below) 1404 for (last = top; last != floor; last = last->below)
1372 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1405 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1373 break; 1406 break;
1374 1407
1375 /* Check to see if we found the object that blocks view, 1408 /* Check to see if we found the object that blocks view,
1380 if (last && last->below && last != floor) 1413 if (last && last->below && last != floor)
1381 top = last->below; 1414 top = last->below;
1382 } 1415 }
1383 } /* If objects on this space */ 1416 } /* If objects on this space */
1384 1417
1385 if (flag & INS_MAP_LOAD)
1386 top = ms.top;
1387
1388 if (flag & INS_ABOVE_FLOOR_ONLY) 1418 if (flag & INS_ABOVE_FLOOR_ONLY)
1389 top = floor; 1419 top = floor;
1390 1420
1391 /* Top is the object that our object (op) is going to get inserted above. 1421 // insert object above top, or bottom-most if top = 0
1392 */
1393
1394 /* First object on this space */
1395 if (!top) 1422 if (!top)
1396 { 1423 {
1424 op->below = 0;
1397 op->above = ms.bot; 1425 op->above = ms.bot;
1398
1399 if (op->above)
1400 op->above->below = op;
1401
1402 op->below = 0;
1403 ms.bot = op; 1426 ms.bot = op;
1427
1428 *(op->above ? &op->above->below : &ms.top) = op;
1404 } 1429 }
1405 else 1430 else
1406 { /* get inserted into the stack above top */ 1431 {
1407 op->above = top->above; 1432 op->above = top->above;
1408
1409 if (op->above)
1410 op->above->below = op; 1433 top->above = op;
1411 1434
1412 op->below = top; 1435 op->below = top;
1413 top->above = op; 1436 *(op->above ? &op->above->below : &ms.top) = op;
1414 } 1437 }
1438 }
1415 1439
1416 if (!op->above) 1440 if (op->is_player ())
1417 ms.top = op;
1418 } /* else not INS_BELOW_ORIGINATOR */
1419
1420 if (op->type == PLAYER)
1421 { 1441 {
1422 op->contr->do_los = 1; 1442 op->contr->do_los = 1;
1423 ++op->map->players; 1443 ++op->map->players;
1424 op->map->touch (); 1444 op->map->touch ();
1425 } 1445 }
1426 1446
1427 op->map->dirty = true; 1447 op->map->dirty = true;
1428 1448
1429 /* If we have a floor, we know the player, if any, will be above
1430 * it, so save a few ticks and start from there.
1431 */
1432 if (!(flag & INS_MAP_LOAD))
1433 if (object *pl = ms.player ()) 1449 if (object *pl = ms.player ())
1450 //TODO: the floorbox prev/next might need updating
1451 //esrv_send_item (pl, op);
1452 //TODO: update floorbox to preserve ordering
1434 if (pl->contr->ns) 1453 if (pl->contr->ns)
1435 pl->contr->ns->floorbox_update (); 1454 pl->contr->ns->floorbox_update ();
1436 1455
1437 /* If this object glows, it may affect lighting conditions that are 1456 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1457 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1458 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1459 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way - 1460 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range, 1461 * this should get redone to only look for players within range,
1443 * or just updating the P_UPTODATE for spaces within this area 1462 * or just updating the P_UPTODATE for spaces within this area
1444 * of effect may be sufficient. 1463 * of effect may be sufficient.
1445 */ 1464 */
1446 if (op->map->darkness && (op->glow_radius != 0)) 1465 if (op->affects_los ())
1466 {
1467 op->ms ().invalidate ();
1447 update_all_los (op->map, op->x, op->y); 1468 update_all_los (op->map, op->x, op->y);
1469 }
1448 1470
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1471 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT); 1472 update_object (op, UP_OBJ_INSERT);
1451 1473
1452 INVOKE_OBJECT (INSERT, op); 1474 INVOKE_OBJECT (INSERT, op);
1459 * blocked() and wall() work properly), and these flags are updated by 1481 * blocked() and wall() work properly), and these flags are updated by
1460 * update_object(). 1482 * update_object().
1461 */ 1483 */
1462 1484
1463 /* if this is not the head or flag has been passed, don't check walk on status */ 1485 /* if this is not the head or flag has been passed, don't check walk on status */
1464 if (!(flag & INS_NO_WALK_ON) && !op->head) 1486 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1465 { 1487 {
1466 if (check_move_on (op, originator)) 1488 if (check_move_on (op, originator))
1467 return 0; 1489 return 0;
1468 1490
1469 /* If we are a multi part object, lets work our way through the check 1491 /* If we are a multi part object, lets work our way through the check
1470 * walk on's. 1492 * walk on's.
1471 */ 1493 */
1472 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1494 for (object *tmp = op->more; tmp; tmp = tmp->more)
1473 if (check_move_on (tmp, originator)) 1495 if (check_move_on (tmp, originator))
1474 return 0; 1496 return 0;
1475 } 1497 }
1476 1498
1477 return op; 1499 return op;
1480/* this function inserts an object in the map, but if it 1502/* this function inserts an object in the map, but if it
1481 * finds an object of its own type, it'll remove that one first. 1503 * finds an object of its own type, it'll remove that one first.
1482 * op is the object to insert it under: supplies x and the map. 1504 * op is the object to insert it under: supplies x and the map.
1483 */ 1505 */
1484void 1506void
1485replace_insert_ob_in_map (const char *arch_string, object *op) 1507replace_insert_ob_in_map (shstr_tmp archname, object *op)
1486{ 1508{
1487 object *tmp, *tmp1;
1488
1489 /* first search for itself and remove any old instances */ 1509 /* first search for itself and remove any old instances */
1490 1510
1491 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1511 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1492 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1512 if (tmp->arch->archname == archname) /* same archetype */
1493 tmp->destroy (); 1513 tmp->destroy ();
1494 1514
1495 tmp1 = arch_to_object (archetype::find (arch_string)); 1515 object *tmp = arch_to_object (archetype::find (archname));
1496 1516
1497 tmp1->x = op->x; 1517 tmp->x = op->x;
1498 tmp1->y = op->y; 1518 tmp->y = op->y;
1519
1499 insert_ob_in_map (tmp1, op->map, op, 0); 1520 insert_ob_in_map (tmp, op->map, op, 0);
1500} 1521}
1501 1522
1502object * 1523object *
1503object::insert_at (object *where, object *originator, int flags) 1524object::insert_at (object *where, object *originator, int flags)
1504{ 1525{
1526 if (where->env)
1527 return where->env->insert (this);
1528 else
1505 return where->map->insert (this, where->x, where->y, originator, flags); 1529 return where->map->insert (this, where->x, where->y, originator, flags);
1506} 1530}
1507 1531
1508/* 1532/*
1509 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1510 * is returned contains nr objects, and the remaining parts contains
1511 * the rest (or is removed and freed if that number is 0).
1512 * On failure, NULL is returned, and the reason put into the
1513 * global static errmsg array.
1514 */
1515object *
1516get_split_ob (object *orig_ob, uint32 nr)
1517{
1518 object *newob;
1519 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1520
1521 if (orig_ob->nrof < nr)
1522 {
1523 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1524 return NULL;
1525 }
1526
1527 newob = object_create_clone (orig_ob);
1528
1529 if ((orig_ob->nrof -= nr) < 1)
1530 orig_ob->destroy (1);
1531 else if (!is_removed)
1532 {
1533 if (orig_ob->env != NULL)
1534 sub_weight (orig_ob->env, orig_ob->weight * nr);
1535 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1536 {
1537 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1538 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1539 return NULL;
1540 }
1541 }
1542
1543 newob->nrof = nr;
1544
1545 return newob;
1546}
1547
1548/*
1549 * decrease_ob_nr(object, number) decreases a specified number from 1533 * decrease(object, number) decreases a specified number from
1550 * the amount of an object. If the amount reaches 0, the object 1534 * the amount of an object. If the amount reaches 0, the object
1551 * is subsequently removed and freed. 1535 * is subsequently removed and freed.
1552 * 1536 *
1553 * Return value: 'op' if something is left, NULL if the amount reached 0 1537 * Return value: 'op' if something is left, NULL if the amount reached 0
1554 */ 1538 */
1539bool
1540object::decrease (sint32 nr)
1541{
1542 if (!nr)
1543 return true;
1544
1545 nr = min (nr, nrof);
1546
1547 if (nrof > nr)
1548 {
1549 nrof -= nr;
1550 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1551
1552 if (object *pl = visible_to ())
1553 esrv_update_item (UPD_NROF, pl, this);
1554
1555 return true;
1556 }
1557 else
1558 {
1559 destroy ();
1560 return false;
1561 }
1562}
1563
1564/*
1565 * split(ob,nr) splits up ob into two parts. The part which
1566 * is returned contains nr objects, and the remaining parts contains
1567 * the rest (or is removed and returned if that number is 0).
1568 * On failure, NULL is returned.
1569 */
1555object * 1570object *
1556decrease_ob_nr (object *op, uint32 i) 1571object::split (sint32 nr)
1557{ 1572{
1558 object *tmp; 1573 int have = number_of ();
1559 1574
1560 if (i == 0) /* objects with op->nrof require this check */ 1575 if (have < nr)
1561 return op; 1576 return 0;
1562 1577 else if (have == nr)
1563 if (i > op->nrof)
1564 i = op->nrof;
1565
1566 if (QUERY_FLAG (op, FLAG_REMOVED))
1567 op->nrof -= i;
1568 else if (op->env)
1569 { 1578 {
1570 /* is this object in the players inventory, or sub container
1571 * therein?
1572 */
1573 tmp = op->in_player ();
1574 /* nope. Is this a container the player has opened?
1575 * If so, set tmp to that player.
1576 * IMO, searching through all the players will mostly
1577 * likely be quicker than following op->env to the map,
1578 * and then searching the map for a player.
1579 */
1580 if (!tmp)
1581 for_all_players (pl)
1582 if (pl->ob->container == op->env)
1583 {
1584 tmp = pl->ob;
1585 break;
1586 }
1587
1588 if (i < op->nrof)
1589 {
1590 sub_weight (op->env, op->weight * i);
1591 op->nrof -= i;
1592 if (tmp)
1593 esrv_send_item (tmp, op);
1594 }
1595 else
1596 {
1597 op->remove (); 1579 remove ();
1598 op->nrof = 0; 1580 return this;
1599 if (tmp)
1600 esrv_del_item (tmp->contr, op->count);
1601 }
1602 } 1581 }
1603 else 1582 else
1604 { 1583 {
1605 object *above = op->above; 1584 decrease (nr);
1606 1585
1607 if (i < op->nrof) 1586 object *op = deep_clone ();
1608 op->nrof -= i; 1587 op->nrof = nr;
1609 else
1610 {
1611 op->remove ();
1612 op->nrof = 0;
1613 }
1614
1615 /* Since we just removed op, op->above is null */
1616 for (tmp = above; tmp; tmp = tmp->above)
1617 if (tmp->type == PLAYER)
1618 {
1619 if (op->nrof)
1620 esrv_send_item (tmp, op);
1621 else
1622 esrv_del_item (tmp->contr, op->count);
1623 }
1624 }
1625
1626 if (op->nrof)
1627 return op; 1588 return op;
1628 else
1629 {
1630 op->destroy ();
1631 return 0;
1632 }
1633}
1634
1635/*
1636 * add_weight(object, weight) adds the specified weight to an object,
1637 * and also updates how much the environment(s) is/are carrying.
1638 */
1639void
1640add_weight (object *op, signed long weight)
1641{
1642 while (op != NULL)
1643 {
1644 if (op->type == CONTAINER)
1645 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1646
1647 op->carrying += weight;
1648 op = op->env;
1649 } 1589 }
1650} 1590}
1651 1591
1652object * 1592object *
1653insert_ob_in_ob (object *op, object *where) 1593insert_ob_in_ob (object *op, object *where)
1658 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1598 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1659 free (dump); 1599 free (dump);
1660 return op; 1600 return op;
1661 } 1601 }
1662 1602
1663 if (where->head) 1603 if (where->head_ () != where)
1664 { 1604 {
1665 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1605 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1666 where = where->head; 1606 where = where->head;
1667 } 1607 }
1668 1608
1669 return where->insert (op); 1609 return where->insert (op);
1670} 1610}
1678 * be != op, if items are merged. -Tero 1618 * be != op, if items are merged. -Tero
1679 */ 1619 */
1680object * 1620object *
1681object::insert (object *op) 1621object::insert (object *op)
1682{ 1622{
1683 object *tmp, *otmp;
1684
1685 if (!QUERY_FLAG (op, FLAG_REMOVED))
1686 op->remove ();
1687
1688 if (op->more) 1623 if (op->more)
1689 { 1624 {
1690 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1625 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1691 return op; 1626 return op;
1692 } 1627 }
1693 1628
1694 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1629 op->remove ();
1695 CLEAR_FLAG (op, FLAG_REMOVED); 1630
1631 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1632
1696 if (op->nrof) 1633 if (op->nrof)
1697 {
1698 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1634 for (object *tmp = inv; tmp; tmp = tmp->below)
1699 if (object::can_merge (tmp, op)) 1635 if (object::can_merge (tmp, op))
1700 { 1636 {
1701 /* return the original object and remove inserted object 1637 /* return the original object and remove inserted object
1702 (client needs the original object) */ 1638 (client needs the original object) */
1703 tmp->nrof += op->nrof; 1639 tmp->nrof += op->nrof;
1704 /* Weight handling gets pretty funky. Since we are adding to 1640
1705 * tmp->nrof, we need to increase the weight. 1641 if (object *pl = tmp->visible_to ())
1706 */ 1642 esrv_update_item (UPD_NROF, pl, tmp);
1643
1707 add_weight (this, op->weight * op->nrof); 1644 adjust_weight (this, op->total_weight ());
1708 SET_FLAG (op, FLAG_REMOVED); 1645
1709 op->destroy (); /* free the inserted object */ 1646 op->destroy ();
1710 op = tmp; 1647 op = tmp;
1711 op->remove (); /* and fix old object's links */ 1648 goto inserted;
1712 CLEAR_FLAG (op, FLAG_REMOVED);
1713 break;
1714 } 1649 }
1715 1650
1716 /* I assume combined objects have no inventory 1651 op->owner = 0; // it's his/hers now. period.
1717 * We add the weight - this object could have just been removed
1718 * (if it was possible to merge). calling remove_ob will subtract
1719 * the weight, so we need to add it in again, since we actually do
1720 * the linking below
1721 */
1722 add_weight (this, op->weight * op->nrof);
1723 }
1724 else
1725 add_weight (this, (op->weight + op->carrying));
1726
1727 otmp = this->in_player ();
1728 if (otmp && otmp->contr)
1729 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1730 otmp->update_stats ();
1731
1732 op->map = 0; 1652 op->map = 0;
1733 op->env = this; 1653 op->x = 0;
1654 op->y = 0;
1655
1734 op->above = 0; 1656 op->above = 0;
1735 op->below = 0; 1657 op->below = inv;
1736 op->x = 0, op->y = 0; 1658 op->env = this;
1737 1659
1660 if (inv)
1661 inv->above = op;
1662
1663 inv = op;
1664
1665 op->flag [FLAG_REMOVED] = 0;
1666
1667 if (object *pl = op->visible_to ())
1668 esrv_send_item (pl, op);
1669
1670 adjust_weight (this, op->total_weight ());
1671
1672inserted:
1738 /* reset the light list and los of the players on the map */ 1673 /* reset the light list and los of the players on the map */
1739 if ((op->glow_radius != 0) && map) 1674 if (op->glow_radius && is_on_map ())
1740 { 1675 {
1741#ifdef DEBUG_LIGHTS 1676 update_stats ();
1742 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1743#endif /* DEBUG_LIGHTS */
1744 if (map->darkness)
1745 update_all_los (map, x, y); 1677 update_all_los (map, x, y);
1746 }
1747
1748 /* Client has no idea of ordering so lets not bother ordering it here.
1749 * It sure simplifies this function...
1750 */
1751 if (!inv)
1752 inv = op;
1753 else
1754 { 1678 }
1755 op->below = inv; 1679 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1756 op->below->above = op; 1680 // if this is a player's inventory, update stats
1757 inv = op; 1681 update_stats ();
1758 }
1759 1682
1760 INVOKE_OBJECT (INSERT, this); 1683 INVOKE_OBJECT (INSERT, this);
1761 1684
1762 return op; 1685 return op;
1763} 1686}
1783 * on top. 1706 * on top.
1784 */ 1707 */
1785int 1708int
1786check_move_on (object *op, object *originator) 1709check_move_on (object *op, object *originator)
1787{ 1710{
1711 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1712 return 0;
1713
1788 object *tmp; 1714 object *tmp;
1789 maptile *m = op->map; 1715 maptile *m = op->map;
1790 int x = op->x, y = op->y; 1716 int x = op->x, y = op->y;
1791 1717
1792 MoveType move_on, move_slow, move_block; 1718 mapspace &ms = m->at (x, y);
1793 1719
1794 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1720 ms.update ();
1795 return 0;
1796 1721
1797 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1722 MoveType move_on = ms.move_on;
1798 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1723 MoveType move_slow = ms.move_slow;
1799 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1724 MoveType move_block = ms.move_block;
1800 1725
1801 /* if nothing on this space will slow op down or be applied, 1726 /* if nothing on this space will slow op down or be applied,
1802 * no need to do checking below. have to make sure move_type 1727 * no need to do checking below. have to make sure move_type
1803 * is set, as lots of objects don't have it set - we treat that 1728 * is set, as lots of objects don't have it set - we treat that
1804 * as walking. 1729 * as walking.
1815 return 0; 1740 return 0;
1816 1741
1817 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
1818 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
1819 */ 1744 */
1820 1745 for (object *next, *tmp = ms.top; tmp; tmp = next)
1821 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1822 {
1823 /* Trim the search when we find the first other spell effect
1824 * this helps performance so that if a space has 50 spell objects,
1825 * we don't need to check all of them.
1826 */
1827 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1828 break;
1829 } 1746 {
1747 next = tmp->below;
1830 1748
1831 for (; tmp; tmp = tmp->below)
1832 {
1833 if (tmp == op) 1749 if (tmp == op)
1834 continue; /* Can't apply yourself */ 1750 continue; /* Can't apply yourself */
1835 1751
1836 /* Check to see if one of the movement types should be slowed down. 1752 /* Check to see if one of the movement types should be slowed down.
1837 * Second check makes sure that the movement types not being slowed 1753 * Second check makes sure that the movement types not being slowed
1842 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1758 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1843 { 1759 {
1844 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1760 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1845 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1761 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1846 { 1762 {
1847
1848 float
1849 diff = tmp->move_slow_penalty * fabs (op->speed); 1763 float diff = tmp->move_slow_penalty * fabs (op->speed);
1850 1764
1851 if (op->type == PLAYER) 1765 if (op->is_player ())
1852 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1766 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1853 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1767 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1854 diff /= 4.0; 1768 diff /= 4.0;
1855 1769
1856 op->speed_left -= diff; 1770 op->speed_left -= diff;
1857 } 1771 }
1858 } 1772 }
1891 LOG (llevError, "Present_arch called outside map.\n"); 1805 LOG (llevError, "Present_arch called outside map.\n");
1892 return NULL; 1806 return NULL;
1893 } 1807 }
1894 1808
1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1809 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1896 if (tmp->arch == at) 1810 if (tmp->arch->archname == at->archname)
1897 return tmp; 1811 return tmp;
1898 1812
1899 return NULL; 1813 return NULL;
1900} 1814}
1901 1815
1965 * The first matching object is returned, or NULL if none. 1879 * The first matching object is returned, or NULL if none.
1966 */ 1880 */
1967object * 1881object *
1968present_arch_in_ob (const archetype *at, const object *op) 1882present_arch_in_ob (const archetype *at, const object *op)
1969{ 1883{
1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1971 if (tmp->arch == at) 1885 if (tmp->arch->archname == at->archname)
1972 return tmp; 1886 return tmp;
1973 1887
1974 return NULL; 1888 return NULL;
1975} 1889}
1976 1890
1978 * activate recursively a flag on an object inventory 1892 * activate recursively a flag on an object inventory
1979 */ 1893 */
1980void 1894void
1981flag_inv (object *op, int flag) 1895flag_inv (object *op, int flag)
1982{ 1896{
1983 if (op->inv)
1984 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1985 { 1898 {
1986 SET_FLAG (tmp, flag); 1899 SET_FLAG (tmp, flag);
1987 flag_inv (tmp, flag); 1900 flag_inv (tmp, flag);
1988 } 1901 }
1989} 1902}
1990 1903
1991/* 1904/*
1992 * deactivate recursively a flag on an object inventory 1905 * deactivate recursively a flag on an object inventory
1993 */ 1906 */
1994void 1907void
1995unflag_inv (object *op, int flag) 1908unflag_inv (object *op, int flag)
1996{ 1909{
1997 if (op->inv)
1998 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1910 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1999 { 1911 {
2000 CLEAR_FLAG (tmp, flag); 1912 CLEAR_FLAG (tmp, flag);
2001 unflag_inv (tmp, flag); 1913 unflag_inv (tmp, flag);
2002 } 1914 }
2003}
2004
2005/*
2006 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2007 * all it's inventory (recursively).
2008 * If checksums are used, a player will get set_cheat called for
2009 * him/her-self and all object carried by a call to this function.
2010 */
2011void
2012set_cheat (object *op)
2013{
2014 SET_FLAG (op, FLAG_WAS_WIZ);
2015 flag_inv (op, FLAG_WAS_WIZ);
2016} 1915}
2017 1916
2018/* 1917/*
2019 * find_free_spot(object, map, x, y, start, stop) will search for 1918 * find_free_spot(object, map, x, y, start, stop) will search for
2020 * a spot at the given map and coordinates which will be able to contain 1919 * a spot at the given map and coordinates which will be able to contain
2022 * to search (see the freearr_x/y[] definition). 1921 * to search (see the freearr_x/y[] definition).
2023 * It returns a random choice among the alternatives found. 1922 * It returns a random choice among the alternatives found.
2024 * start and stop are where to start relative to the free_arr array (1,9 1923 * start and stop are where to start relative to the free_arr array (1,9
2025 * does all 4 immediate directions). This returns the index into the 1924 * does all 4 immediate directions). This returns the index into the
2026 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1925 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2027 * Note - this only checks to see if there is space for the head of the
2028 * object - if it is a multispace object, this should be called for all
2029 * pieces.
2030 * Note2: This function does correctly handle tiled maps, but does not 1926 * Note: This function does correctly handle tiled maps, but does not
2031 * inform the caller. However, insert_ob_in_map will update as 1927 * inform the caller. However, insert_ob_in_map will update as
2032 * necessary, so the caller shouldn't need to do any special work. 1928 * necessary, so the caller shouldn't need to do any special work.
2033 * Note - updated to take an object instead of archetype - this is necessary 1929 * Note - updated to take an object instead of archetype - this is necessary
2034 * because arch_blocked (now ob_blocked) needs to know the movement type 1930 * because arch_blocked (now ob_blocked) needs to know the movement type
2035 * to know if the space in question will block the object. We can't use 1931 * to know if the space in question will block the object. We can't use
2037 * customized, changed states, etc. 1933 * customized, changed states, etc.
2038 */ 1934 */
2039int 1935int
2040find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1936find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2041{ 1937{
1938 int altern[SIZEOFFREE];
2042 int index = 0, flag; 1939 int index = 0, flag;
2043 int altern[SIZEOFFREE];
2044 1940
2045 for (int i = start; i < stop; i++) 1941 for (int i = start; i < stop; i++)
2046 { 1942 {
2047 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1943 mapxy pos (m, x, y); pos.move (i);
2048 if (!flag) 1944
1945 if (!pos.normalise ())
1946 continue;
1947
1948 mapspace &ms = *pos;
1949
1950 if (ms.flags () & P_IS_ALIVE)
1951 continue;
1952
1953 /* However, often
1954 * ob doesn't have any move type (when used to place exits)
1955 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1956 */
1957 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1958 {
2049 altern [index++] = i; 1959 altern [index++] = i;
1960 continue;
1961 }
2050 1962
2051 /* Basically, if we find a wall on a space, we cut down the search size. 1963 /* Basically, if we find a wall on a space, we cut down the search size.
2052 * In this way, we won't return spaces that are on another side of a wall. 1964 * In this way, we won't return spaces that are on another side of a wall.
2053 * This mostly work, but it cuts down the search size in all directions - 1965 * This mostly work, but it cuts down the search size in all directions -
2054 * if the space being examined only has a wall to the north and empty 1966 * if the space being examined only has a wall to the north and empty
2055 * spaces in all the other directions, this will reduce the search space 1967 * spaces in all the other directions, this will reduce the search space
2056 * to only the spaces immediately surrounding the target area, and 1968 * to only the spaces immediately surrounding the target area, and
2057 * won't look 2 spaces south of the target space. 1969 * won't look 2 spaces south of the target space.
2058 */ 1970 */
2059 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1971 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1972 {
2060 stop = maxfree[i]; 1973 stop = maxfree[i];
1974 continue;
1975 }
1976
1977 /* Note it is intentional that we check ob - the movement type of the
1978 * head of the object should correspond for the entire object.
1979 */
1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1981 continue;
1982
1983 if (ob->blocked (pos.m, pos.x, pos.y))
1984 continue;
1985
1986 altern [index++] = i;
2061 } 1987 }
2062 1988
2063 if (!index) 1989 if (!index)
2064 return -1; 1990 return -1;
2065 1991
2074 */ 2000 */
2075int 2001int
2076find_first_free_spot (const object *ob, maptile *m, int x, int y) 2002find_first_free_spot (const object *ob, maptile *m, int x, int y)
2077{ 2003{
2078 for (int i = 0; i < SIZEOFFREE; i++) 2004 for (int i = 0; i < SIZEOFFREE; i++)
2079 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2005 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2080 return i; 2006 return i;
2081 2007
2082 return -1; 2008 return -1;
2083} 2009}
2084 2010
2130 * there is capable of. 2056 * there is capable of.
2131 */ 2057 */
2132int 2058int
2133find_dir (maptile *m, int x, int y, object *exclude) 2059find_dir (maptile *m, int x, int y, object *exclude)
2134{ 2060{
2135 int i, max = SIZEOFFREE, mflags; 2061 int max = SIZEOFFREE, mflags;
2136
2137 sint16 nx, ny;
2138 object *tmp;
2139 maptile *mp;
2140
2141 MoveType blocked, move_type; 2062 MoveType move_type;
2142 2063
2143 if (exclude && exclude->head) 2064 if (exclude && exclude->head_ () != exclude)
2144 { 2065 {
2145 exclude = exclude->head; 2066 exclude = exclude->head;
2146 move_type = exclude->move_type; 2067 move_type = exclude->move_type;
2147 } 2068 }
2148 else 2069 else
2149 { 2070 {
2150 /* If we don't have anything, presume it can use all movement types. */ 2071 /* If we don't have anything, presume it can use all movement types. */
2151 move_type = MOVE_ALL; 2072 move_type = MOVE_ALL;
2152 } 2073 }
2153 2074
2154 for (i = 1; i < max; i++) 2075 for (int i = 1; i < max; i++)
2155 { 2076 {
2156 mp = m; 2077 mapxy pos (m, x, y);
2157 nx = x + freearr_x[i]; 2078 pos.move (i);
2158 ny = y + freearr_y[i];
2159 2079
2160 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2080 if (!pos.normalise ())
2161
2162 if (mflags & P_OUT_OF_MAP)
2163 max = maxfree[i]; 2081 max = maxfree[i];
2164 else 2082 else
2165 { 2083 {
2166 mapspace &ms = mp->at (nx, ny); 2084 mapspace &ms = *pos;
2167 2085
2168 blocked = ms.move_block;
2169
2170 if ((move_type & blocked) == move_type) 2086 if ((move_type & ms.move_block) == move_type)
2171 max = maxfree[i]; 2087 max = maxfree [i];
2172 else if (mflags & P_IS_ALIVE) 2088 else if (ms.flags () & P_IS_ALIVE)
2173 { 2089 {
2174 for (tmp = ms.bot; tmp; tmp = tmp->above) 2090 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2175 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2091 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2176 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2092 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2177 break;
2178
2179 if (tmp)
2180 return freedir[i]; 2093 return freedir [i];
2181 } 2094 }
2182 } 2095 }
2183 } 2096 }
2184 2097
2185 return 0; 2098 return 0;
2260 * This basically means that if direction is 15, then it could either go 2173 * This basically means that if direction is 15, then it could either go
2261 * direction 4, 14, or 16 to get back to where we are. 2174 * direction 4, 14, or 16 to get back to where we are.
2262 * Moved from spell_util.c to object.c with the other related direction 2175 * Moved from spell_util.c to object.c with the other related direction
2263 * functions. 2176 * functions.
2264 */ 2177 */
2265int reduction_dir[SIZEOFFREE][3] = { 2178const int reduction_dir[SIZEOFFREE][3] = {
2266 {0, 0, 0}, /* 0 */ 2179 {0, 0, 0}, /* 0 */
2267 {0, 0, 0}, /* 1 */ 2180 {0, 0, 0}, /* 1 */
2268 {0, 0, 0}, /* 2 */ 2181 {0, 0, 0}, /* 2 */
2269 {0, 0, 0}, /* 3 */ 2182 {0, 0, 0}, /* 3 */
2270 {0, 0, 0}, /* 4 */ 2183 {0, 0, 0}, /* 4 */
2361 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2274 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2362 * core dumps if they do. 2275 * core dumps if they do.
2363 * 2276 *
2364 * Add a check so we can't pick up invisible objects (0.93.8) 2277 * Add a check so we can't pick up invisible objects (0.93.8)
2365 */ 2278 */
2366
2367int 2279int
2368can_pick (const object *who, const object *item) 2280can_pick (const object *who, const object *item)
2369{ 2281{
2370 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2282 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2371 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2283 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2372 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2284 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2373} 2285}
2374 2286
2375/* 2287/*
2376 * create clone from object to another 2288 * create clone from object to another
2377 */ 2289 */
2378object * 2290object *
2379object_create_clone (object *asrc) 2291object::deep_clone ()
2380{ 2292{
2381 object *dst = 0, *tmp, *src, *part, *prev, *item; 2293 assert (("deep_clone called on non-head object", is_head ()));
2382 2294
2383 if (!asrc) 2295 object *dst = clone ();
2384 return 0;
2385 2296
2386 src = asrc; 2297 object *prev = dst;
2387 if (src->head)
2388 src = src->head;
2389
2390 prev = 0;
2391 for (part = src; part; part = part->more) 2298 for (object *part = this->more; part; part = part->more)
2392 { 2299 {
2393 tmp = part->clone (); 2300 object *tmp = part->clone ();
2394 tmp->x -= src->x;
2395 tmp->y -= src->y;
2396
2397 if (!part->head)
2398 {
2399 dst = tmp;
2400 tmp->head = 0;
2401 }
2402 else
2403 tmp->head = dst; 2301 tmp->head = dst;
2404
2405 tmp->more = 0;
2406
2407 if (prev)
2408 prev->more = tmp; 2302 prev->more = tmp;
2409
2410 prev = tmp; 2303 prev = tmp;
2411 } 2304 }
2412 2305
2413 for (item = src->inv; item; item = item->below) 2306 for (object *item = inv; item; item = item->below)
2414 insert_ob_in_ob (object_create_clone (item), dst); 2307 insert_ob_in_ob (item->deep_clone (), dst);
2415 2308
2416 return dst; 2309 return dst;
2417} 2310}
2418 2311
2419/* This returns the first object in who's inventory that 2312/* This returns the first object in who's inventory that
2428 return tmp; 2321 return tmp;
2429 2322
2430 return 0; 2323 return 0;
2431} 2324}
2432 2325
2433/* If ob has a field named key, return the link from the list, 2326shstr_tmp
2434 * otherwise return NULL. 2327object::kv_get (shstr_tmp key) const
2435 *
2436 * key must be a passed in shared string - otherwise, this won't
2437 * do the desired thing.
2438 */
2439key_value *
2440get_ob_key_link (const object *ob, const char *key)
2441{ 2328{
2442 for (key_value *link = ob->key_values; link; link = link->next) 2329 for (key_value *kv = key_values; kv; kv = kv->next)
2443 if (link->key == key) 2330 if (kv->key == key)
2444 return link;
2445
2446 return 0;
2447}
2448
2449/*
2450 * Returns the value of op has an extra_field for key, or NULL.
2451 *
2452 * The argument doesn't need to be a shared string.
2453 *
2454 * The returned string is shared.
2455 */
2456const char *
2457get_ob_key_value (const object *op, const char *const key)
2458{
2459 key_value *link;
2460 shstr_cmp canonical_key (key);
2461
2462 if (!canonical_key)
2463 {
2464 /* 1. There being a field named key on any object
2465 * implies there'd be a shared string to find.
2466 * 2. Since there isn't, no object has this field.
2467 * 3. Therefore, *this* object doesn't have this field.
2468 */
2469 return 0;
2470 }
2471
2472 /* This is copied from get_ob_key_link() above -
2473 * only 4 lines, and saves the function call overhead.
2474 */
2475 for (link = op->key_values; link; link = link->next)
2476 if (link->key == canonical_key)
2477 return link->value; 2331 return kv->value;
2478 2332
2479 return 0; 2333 return shstr ();
2480} 2334}
2481 2335
2482/* 2336void
2483 * Updates the canonical_key in op to value. 2337object::kv_set (shstr_tmp key, shstr_tmp value)
2484 *
2485 * canonical_key is a shared string (value doesn't have to be).
2486 *
2487 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2488 * keys.
2489 *
2490 * Returns TRUE on success.
2491 */
2492int
2493set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2494{ 2338{
2495 key_value *field = NULL, *last = NULL; 2339 for (key_value *kv = key_values; kv; kv = kv->next)
2496 2340 if (kv->key == key)
2497 for (field = op->key_values; field != NULL; field = field->next)
2498 {
2499 if (field->key != canonical_key)
2500 { 2341 {
2501 last = field; 2342 kv->value = value;
2502 continue; 2343 return;
2503 } 2344 }
2504 2345
2505 if (value) 2346 key_value *kv = new key_value;
2506 field->value = value; 2347
2507 else 2348 kv->next = key_values;
2349 kv->key = key;
2350 kv->value = value;
2351
2352 key_values = kv;
2353}
2354
2355void
2356object::kv_del (shstr_tmp key)
2357{
2358 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2359 if ((*kvp)->key == key)
2508 { 2360 {
2509 /* Basically, if the archetype has this key set, 2361 key_value *kv = *kvp;
2510 * we need to store the null value so when we save 2362 *kvp = (*kvp)->next;
2511 * it, we save the empty value so that when we load, 2363 delete kv;
2512 * we get this value back again. 2364 return;
2513 */
2514 if (get_ob_key_link (&op->arch->clone, canonical_key))
2515 field->value = 0;
2516 else
2517 {
2518 if (last)
2519 last->next = field->next;
2520 else
2521 op->key_values = field->next;
2522
2523 delete field;
2524 }
2525 } 2365 }
2526 return TRUE;
2527 }
2528 /* IF we get here, key doesn't exist */
2529
2530 /* No field, we'll have to add it. */
2531
2532 if (!add_key)
2533 return FALSE;
2534
2535 /* There isn't any good reason to store a null
2536 * value in the key/value list. If the archetype has
2537 * this key, then we should also have it, so shouldn't
2538 * be here. If user wants to store empty strings,
2539 * should pass in ""
2540 */
2541 if (value == NULL)
2542 return TRUE;
2543
2544 field = new key_value;
2545
2546 field->key = canonical_key;
2547 field->value = value;
2548 /* Usual prepend-addition. */
2549 field->next = op->key_values;
2550 op->key_values = field;
2551
2552 return TRUE;
2553}
2554
2555/*
2556 * Updates the key in op to value.
2557 *
2558 * If add_key is FALSE, this will only update existing keys,
2559 * and not add new ones.
2560 * In general, should be little reason FALSE is ever passed in for add_key
2561 *
2562 * Returns TRUE on success.
2563 */
2564int
2565set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2566{
2567 shstr key_ (key);
2568
2569 return set_ob_key_value_s (op, key_, value, add_key);
2570} 2366}
2571 2367
2572object::depth_iterator::depth_iterator (object *container) 2368object::depth_iterator::depth_iterator (object *container)
2573: iterator_base (container) 2369: iterator_base (container)
2574{ 2370{
2587 item = item->inv; 2383 item = item->inv;
2588 } 2384 }
2589 else 2385 else
2590 item = item->env; 2386 item = item->env;
2591} 2387}
2592
2593 2388
2594const char * 2389const char *
2595object::flag_desc (char *desc, int len) const 2390object::flag_desc (char *desc, int len) const
2596{ 2391{
2597 char *p = desc; 2392 char *p = desc;
2625{ 2420{
2626 char flagdesc[512]; 2421 char flagdesc[512];
2627 char info2[256 * 4]; 2422 char info2[256 * 4];
2628 char *p = info; 2423 char *p = info;
2629 2424
2630 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2425 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2631 count, uuid.seq, 2426 count,
2427 uuid.c_str (),
2632 &name, 2428 &name,
2633 title ? "\",title:\"" : "", 2429 title ? ",title:\"" : "",
2634 title ? (const char *)title : "", 2430 title ? (const char *)title : "",
2431 title ? "\"" : "",
2635 flag_desc (flagdesc, 512), type); 2432 flag_desc (flagdesc, 512), type);
2636 2433
2637 if (env) 2434 if (!flag[FLAG_REMOVED] && env)
2638 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2435 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2639 2436
2640 if (map) 2437 if (map)
2641 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2438 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2642 2439
2660} 2457}
2661 2458
2662const materialtype_t * 2459const materialtype_t *
2663object::dominant_material () const 2460object::dominant_material () const
2664{ 2461{
2665 if (materialtype_t *mat = name_to_material (materialname)) 2462 if (materialtype_t *mt = name_to_material (materialname))
2666 return mat; 2463 return mt;
2667 2464
2668 // omfg this is slow, this has to be temporary :)
2669 shstr unknown ("unknown");
2670
2671 return name_to_material (unknown); 2465 return name_to_material (shstr_unknown);
2672} 2466}
2673 2467
2674void 2468void
2675object::open_container (object *new_container) 2469object::open_container (object *new_container)
2676{ 2470{
2677 if (container == new_container) 2471 if (container == new_container)
2678 return; 2472 return;
2679 2473
2680 if (object *old_container = container) 2474 object *old_container = container;
2475
2476 if (old_container)
2681 { 2477 {
2682 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2478 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2683 return; 2479 return;
2684 2480
2685#if 0 2481#if 0
2687 if (object *closer = old_container->inv) 2483 if (object *closer = old_container->inv)
2688 if (closer->type == CLOSE_CON) 2484 if (closer->type == CLOSE_CON)
2689 closer->destroy (); 2485 closer->destroy ();
2690#endif 2486#endif
2691 2487
2488 // make sure the container is available
2489 esrv_send_item (this, old_container);
2490
2692 old_container->flag [FLAG_APPLIED] = 0; 2491 old_container->flag [FLAG_APPLIED] = false;
2693 container = 0; 2492 container = 0;
2694 2493
2494 // client needs item update to make it work, client bug requires this to be separate
2695 esrv_update_item (UPD_FLAGS, this, old_container); 2495 esrv_update_item (UPD_FLAGS, this, old_container);
2496
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2497 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2498 play_sound (sound_find ("chest_close"));
2697 } 2499 }
2698 2500
2699 if (new_container) 2501 if (new_container)
2700 { 2502 {
2701 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2503 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2710 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2512 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2711 new_container->insert (closer); 2513 new_container->insert (closer);
2712 } 2514 }
2713#endif 2515#endif
2714 2516
2715 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2517 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2716 2518
2519 // make sure the container is available, client bug requires this to be separate
2520 esrv_send_item (this, new_container);
2521
2717 new_container->flag [FLAG_APPLIED] = 1; 2522 new_container->flag [FLAG_APPLIED] = true;
2718 container = new_container; 2523 container = new_container;
2719 2524
2525 // client needs flag change
2720 esrv_update_item (UPD_FLAGS, this, new_container); 2526 esrv_update_item (UPD_FLAGS, this, new_container);
2721 esrv_send_inventory (this, new_container); 2527 esrv_send_inventory (this, new_container);
2528 play_sound (sound_find ("chest_open"));
2529 }
2530// else if (!old_container->env && contr && contr->ns)
2531// contr->ns->floorbox_reset ();
2532}
2533
2534object *
2535object::force_find (shstr_tmp name)
2536{
2537 /* cycle through his inventory to look for the MARK we want to
2538 * place
2539 */
2540 for (object *tmp = inv; tmp; tmp = tmp->below)
2541 if (tmp->type == FORCE && tmp->slaying == name)
2542 return splay (tmp);
2543
2544 return 0;
2545}
2546
2547//-GPL
2548
2549void
2550object::force_set_timer (int duration)
2551{
2552 this->duration = 1;
2553 this->speed_left = -1.f;
2554
2555 this->set_speed (duration ? 1.f / duration : 0.f);
2556}
2557
2558object *
2559object::force_add (shstr_tmp name, int duration)
2560{
2561 if (object *force = force_find (name))
2562 force->destroy ();
2563
2564 object *force = get_archetype (FORCE_NAME);
2565
2566 force->slaying = name;
2567 force->force_set_timer (duration);
2568 force->flag [FLAG_APPLIED] = true;
2569
2570 return insert (force);
2571}
2572
2573void
2574object::play_sound (faceidx sound) const
2575{
2576 if (!sound)
2577 return;
2578
2579 if (is_on_map ())
2580 map->play_sound (sound, x, y);
2581 else if (object *pl = in_player ())
2582 pl->contr->play_sound (sound);
2583}
2584
2585void
2586object::say_msg (const char *msg) const
2587{
2588 if (is_on_map ())
2589 map->say_msg (msg, x, y);
2590 else if (object *pl = in_player ())
2591 pl->contr->play_sound (sound);
2592}
2593
2594void
2595object::make_noise ()
2596{
2597 // we do not model noise in the map, so instead put
2598 // a temporary light into the noise source
2599 // could use the map instead, but that's less reliable for our
2600 // goal, which is to make invisibility a bit harder to exploit
2601
2602 // currently only works sensibly for players
2603 if (!is_player ())
2604 return;
2605
2606 // find old force, or create new one
2607 object *force = force_find (shstr_noise_force);
2608
2609 if (force)
2610 force->speed_left = -1.f; // patch old speed up
2611 else
2722 } 2612 {
2723} 2613 force = archetype::get (shstr_noise_force);
2724 2614
2615 force->slaying = shstr_noise_force;
2616 force->stats.food = 1;
2617 force->speed_left = -1.f;
2725 2618
2619 force->set_speed (1.f / 4.f);
2620 force->flag [FLAG_IS_USED_UP] = true;
2621 force->flag [FLAG_APPLIED] = true;
2622
2623 insert (force);
2624 }
2625}
2626

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