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Comparing deliantra/server/common/object.C (file contents):
Revision 1.84 by root, Mon Dec 25 14:54:44 2006 UTC vs.
Revision 1.225 by root, Fri May 2 20:28:44 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <sproto.h>
33#include <loader.h> 30#include <loader.h>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
40 37
41object *active_objects; /* List of active objects that need to be processed */ 38objectvec objects;
39activevec actives;
42 40
43short 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, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 46};
46short 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, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -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 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48}; 52};
49int 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, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
50 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 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 58};
52int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
53 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, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 64};
56 65
57static void 66static void
58write_uuid (void) 67write_uuid (uval64 skip, bool sync)
59{ 68{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
61 70 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 73 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 74}
77 75
78static void 76static void
79read_uuid (void) 77read_uuid (void)
80{ 78{
81 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
82 80
83 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84 84
85 FILE *fp; 85 FILE *fp;
86 86
87 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
88 { 88 {
89 if (errno == ENOENT) 89 if (errno == ENOENT)
90 { 90 {
91 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 92 UUID::cur.seq = 0;
93 write_uuid (); 93 write_uuid (UUID_GAP, true);
94 return; 94 return;
95 } 95 }
96 96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 98 _exit (1);
99 } 99 }
100 100
101 int version; 101 UUID::BUF buf;
102 unsigned long long uid; 102 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
104 { 106 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 112
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118UUID::gen ()
117{ 119{
118 UUID uid; 120 UUID uid;
119 121
120 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
121 123
122 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
124 130
125 return uid; 131 return uid;
126} 132}
127 133
128void 134void
129init_uuid () 135UUID::init ()
130{ 136{
131 read_uuid (); 137 read_uuid ();
132} 138}
133 139
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 141static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
137{ 143{
138 key_value *wants_field; 144 key_value *wants_field;
139 145
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 147 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
143 */ 149 */
144 150
145 /* For each field in wants, */ 151 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 153 {
148 key_value *has_field; 154 key_value *has_field;
149 155
150 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
152 158
153 if (has_field == NULL) 159 if (!has_field)
154 {
155 /* No field with that name. */ 160 return 0; /* No field with that name. */
156 return FALSE;
157 }
158 161
159 /* Found the matching field. */ 162 /* Found the matching field. */
160 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165 165
166 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
167 } 167 }
168 168
169 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 170 return 1;
171} 171}
172 172
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 174static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 176{
177 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
179 */ 179 */
190 * Check nrof variable *before* calling can_merge() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
197{ 196{
198 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
199 if (ob1 == ob2 198 if (ob1 == ob2
200 || ob1->type != ob2->type 199 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed 200 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 201 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 202 || ob1->name != ob2->name)
204 return 0; 203 return 0;
205 204
206 //TODO: this ain't working well, use nicer and correct overflow check 205 /* Do not merge objects if nrof would overflow. First part checks
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 * for unsigned overflow (2c), second part checks whether the result
208 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * would fit into a 32 bit signed int, which is often used to hold
209 * used to store nrof). 208 * nrof values.
210 */ 209 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 211 return 0;
213 212
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 214 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 215 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 216 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 217 * flags lose any meaning.
219 */ 218 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 221
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 224
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 225 if (ob1->arch->name != ob2->arch->name
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 226 || ob1->name != ob2->name
229 || ob1->title != ob2->title 227 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 228 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 229 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 230 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 231 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 232 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 233 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 234 || ob1->value != ob2->value
245 || ob1->move_block != ob2->move_block 241 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 242 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 243 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 244 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 245 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 249 return 0;
252 250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
253 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
255 */ 261 */
256 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
257 { 263 {
258 /* if one object has inventory but the other doesn't, not equiv */ 264 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 265 return 0; /* inventories differ in length */
260 return 0;
261 266
262 /* Now check to see if the two inventory objects could merge */ 267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
263 if (!object::can_merge (ob1->inv, ob2->inv)) 270 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 271 return 0; /* inventory objects differ */
265 272
266 /* inventory ok - still need to check rest of this object to see 273 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 274 * if it is valid.
268 */ 275 */
269 } 276 }
277 284
278 /* Note sure why the following is the case - either the object has to 285 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 286 * be animated or have a very low speed. Is this an attempted monster
280 * check? 287 * check?
281 */ 288 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 290 return 0;
284 291
285 switch (ob1->type) 292 switch (ob1->type)
286 { 293 {
287 case SCROLL: 294 case SCROLL:
288 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
289 return 0; 296 return 0;
290 break; 297 break;
291 } 298 }
292 299
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
294 { 301 {
295 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 304 return 0; /* One has fields, but the other one doesn't. */
305
306 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 307 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 308 }
302 309
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
305 { 311 {
306 ob1->optimise (); 312 ob1->optimise ();
307 ob2->optimise (); 313 ob2->optimise ();
308 314
309 if (ob1->self || ob2->self) 315 if (ob1->self || ob2->self)
316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
310 return 0; 321 return 0;
322
323 if (k1 == 0)
324 return 1;
325
326 if (!cfperl_can_merge (ob1, ob2))
327 return 0;
328 }
311 } 329 }
312 330
313 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
314 return 1; 332 return 1;
315} 333}
316 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (client_visible () && !flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container)
364 return pl;
365 }
366 }
367
368 return 0;
369}
370
371// adjust weight per container type ("of holding")
372static sint32
373weight_adjust (object *op, sint32 weight)
374{
375 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight;
378}
379
317/* 380/*
381 * adjust_weight(object, weight) adds the specified weight to an object,
382 * and also updates how much the environment(s) is/are carrying.
383 */
384static void
385adjust_weight (object *op, sint32 weight)
386{
387 while (op)
388 {
389 weight = weight_adjust (op, weight);
390
391 if (!weight)
392 return;
393
394 op->carrying += weight;
395
396 if (object *pl = op->visible_to ())
397 if (pl != op) // player is handled lazily
398 esrv_update_item (UPD_WEIGHT, pl, op);
399
400 op = op->env;
401 }
402}
403
404/*
318 * sum_weight() is a recursive function which calculates the weight 405 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 406 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 407 * containers are carrying, and sums it up.
321 */ 408 */
322long 409void
323sum_weight (object *op) 410object::update_weight ()
324{ 411{
325 long sum; 412 sint32 sum = 0;
326 object *inv;
327 413
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 414 for (object *op = inv; op; op = op->below)
329 { 415 {
330 if (inv->inv) 416 if (op->inv)
331 sum_weight (inv); 417 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 418
419 sum += op->total_weight ();
420 }
421
422 sum = weight_adjust (this, sum);
423
424 if (sum != carrying)
333 } 425 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum)
339 op->carrying = sum; 426 carrying = sum;
340 427
341 return sum; 428 if (object *pl = visible_to ())
429 if (pl != this) // player is handled lazily
430 esrv_update_item (UPD_WEIGHT, pl, this);
431 }
342} 432}
343 433
344/** 434/*
345 * Return the outermost environment object for a given object. 435 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 436 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 437char *
363dump_object (object *op) 438dump_object (object *op)
364{ 439{
365 if (!op) 440 if (!op)
366 return strdup ("[NULLOBJ]"); 441 return strdup ("[NULLOBJ]");
367 442
368 object_freezer freezer; 443 object_freezer freezer;
369 save_object (freezer, op, 3); 444 op->write (freezer);
370 return freezer.as_string (); 445 return freezer.as_string ();
371} 446}
372 447
373/* 448/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 449 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 450 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 451 * If it's not a multi-object, it is returned.
377 */ 452 */
378
379object * 453object *
380get_nearest_part (object *op, const object *pl) 454get_nearest_part (object *op, const object *pl)
381{ 455{
382 object *tmp, *closest; 456 object *tmp, *closest;
383 int last_dist, i; 457 int last_dist, i;
384 458
385 if (op->more == NULL) 459 if (!op->more)
386 return op; 460 return op;
461
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 462 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463 tmp;
464 tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist) 465 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i; 466 closest = tmp, last_dist = i;
467
390 return closest; 468 return closest;
391} 469}
392 470
393/* 471/*
394 * Returns the object which has the count-variable equal to the argument. 472 * Returns the object which has the count-variable equal to the argument.
473 * VERRRY slow.
395 */ 474 */
396
397object * 475object *
398find_object (tag_t i) 476find_object (tag_t i)
399{ 477{
400 for (object *op = object::first; op; op = op->next) 478 for_all_objects (op)
401 if (op->count == i) 479 if (op->count == i)
402 return op; 480 return op;
403 481
404 return 0; 482 return 0;
405} 483}
406 484
407/* 485/*
408 * Returns the first object which has a name equal to the argument. 486 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 487 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 488 * Enables features like "patch <name-of-other-player> food 999"
411 */ 489 */
412
413object * 490object *
414find_object_name (const char *str) 491find_object_name (const char *str)
415{ 492{
416 shstr_cmp str_ (str); 493 shstr_cmp str_ (str);
417 object *op; 494 object *op;
418 495
419 for (op = object::first; op != NULL; op = op->next) 496 for_all_objects (op)
420 if (op->name == str_) 497 if (op->name == str_)
421 break; 498 break;
422 499
423 return op; 500 return op;
424} 501}
425 502
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 503/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 504 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 505 * skill and experience objects.
506 * ACTUALLY NO! investigate! TODO
435 */ 507 */
436void 508void
437object::set_owner (object *owner) 509object::set_owner (object *owner)
438{ 510{
511 // allow objects which own objects
439 if (!owner) 512 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) 513 while (owner->owner)
450 owner = owner->owner; 514 owner = owner->owner;
515
516 if (flag [FLAG_FREED])
517 {
518 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
519 return;
520 }
451 521
452 this->owner = owner; 522 this->owner = owner;
523}
524
525int
526object::slottype () const
527{
528 if (type == SKILL)
529 {
530 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
531 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
532 }
533 else
534 {
535 if (slot [body_combat].info) return slot_combat;
536 if (slot [body_range ].info) return slot_ranged;
537 }
538
539 return slot_none;
540}
541
542bool
543object::change_weapon (object *ob)
544{
545 if (current_weapon == ob)
546 return true;
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = false;
550
551 current_weapon = ob;
552 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
553
554 if (chosen_skill)
555 chosen_skill->flag [FLAG_APPLIED] = true;
556
557 update_stats ();
558
559 if (ob)
560 {
561 // now check wether any body locations became invalid, in which case
562 // we cannot apply the weapon at the moment.
563 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
564 if (slot[i].used < 0)
565 {
566 current_weapon = chosen_skill = 0;
567 update_stats ();
568
569 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name);
573 return false;
574 }
575
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 }
578 else
579 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
580
581 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
582 {
583 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
584 &name, ob->debug_desc ());
585 return false;
586 }
587
588 return true;
453} 589}
454 590
455/* Zero the key_values on op, decrementing the shared-string 591/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 592 * refcounts and freeing the links.
457 */ 593 */
458static void 594static void
459free_key_values (object *op) 595free_key_values (object *op)
460{ 596{
461 for (key_value *i = op->key_values; i != 0;) 597 for (key_value *i = op->key_values; i; )
462 { 598 {
463 key_value *next = i->next; 599 key_value *next = i->next;
464 delete i; 600 delete i;
465 601
466 i = next; 602 i = next;
467 } 603 }
468 604
469 op->key_values = 0; 605 op->key_values = 0;
470} 606}
471 607
472/* 608object &
473 * copy_to first frees everything allocated by the dst object, 609object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 610{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 611 remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485 612
486 *(object_copy *)dst = *this; 613 *(object_copy *)this = src;
487 614
488 if (is_freed) 615 flag [FLAG_REMOVED] = true;
489 SET_FLAG (dst, FLAG_FREED);
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 616
497 /* Copy over key_values, if any. */ 617 /* Copy over key_values, if any. */
498 if (key_values) 618 if (src.key_values)
499 { 619 {
500 key_value *tail = 0; 620 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 621 key_values = 0;
504 622
505 for (i = key_values; i; i = i->next) 623 for (key_value *i = src.key_values; i; i = i->next)
506 { 624 {
507 key_value *new_link = new key_value; 625 key_value *new_link = new key_value;
508 626
509 new_link->next = 0; 627 new_link->next = 0;
510 new_link->key = i->key; 628 new_link->key = i->key;
511 new_link->value = i->value; 629 new_link->value = i->value;
512 630
513 /* Try and be clever here, too. */ 631 /* Try and be clever here, too. */
514 if (!dst->key_values) 632 if (!key_values)
515 { 633 {
516 dst->key_values = new_link; 634 key_values = new_link;
517 tail = new_link; 635 tail = new_link;
518 } 636 }
519 else 637 else
520 { 638 {
521 tail->next = new_link; 639 tail->next = new_link;
522 tail = new_link; 640 tail = new_link;
523 } 641 }
524 } 642 }
525 } 643 }
644}
526 645
527 update_ob_speed (dst); 646/*
647 * copy_to first frees everything allocated by the dst object,
648 * and then copies the contents of itself into the second
649 * object, allocating what needs to be allocated. Basically, any
650 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
651 * if the first object is freed, the pointers in the new object
652 * will point at garbage.
653 */
654void
655object::copy_to (object *dst)
656{
657 *dst = *this;
658
659 if (speed < 0)
660 dst->speed_left -= rndm ();
661
662 dst->set_speed (dst->speed);
663}
664
665void
666object::instantiate ()
667{
668 if (!uuid.seq) // HACK
669 uuid = UUID::gen ();
670
671 speed_left = -0.1f;
672 /* copy the body_info to the body_used - this is only really
673 * need for monsters, but doesn't hurt to do it for everything.
674 * by doing so, when a monster is created, it has good starting
675 * values for the body_used info, so when items are created
676 * for it, they can be properly equipped.
677 */
678 for (int i = NUM_BODY_LOCATIONS; i--; )
679 slot[i].used = slot[i].info;
680
681 attachable::instantiate ();
528} 682}
529 683
530object * 684object *
531object::clone () 685object::clone ()
532{ 686{
533 object *neu = create (); 687 object *neu = create ();
534 copy_to (neu); 688 copy_to (neu);
689 neu->map = map; // not copied by copy_to
535 return neu; 690 return neu;
536} 691}
537 692
538/* 693/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 694 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 695 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 696 * be called to update the face variable, _and_ how it looks on the map.
542 */ 697 */
543
544void 698void
545update_turn_face (object *op) 699update_turn_face (object *op)
546{ 700{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 701 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 702 return;
703
549 SET_ANIMATION (op, op->direction); 704 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 705 update_object (op, UP_OBJ_FACE);
551} 706}
552 707
553/* 708/*
554 * Updates the speed of an object. If the speed changes from 0 to another 709 * Updates the speed of an object. If the speed changes from 0 to another
555 * value, or vice versa, then add/remove the object from the active list. 710 * value, or vice versa, then add/remove the object from the active list.
556 * This function needs to be called whenever the speed of an object changes. 711 * This function needs to be called whenever the speed of an object changes.
557 */ 712 */
558void 713void
559update_ob_speed (object *op) 714object::set_speed (float speed)
560{ 715{
561 extern int arch_init; 716 if (flag [FLAG_FREED] && speed)
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566
567 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
568 { 717 {
569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 718 LOG (llevError, "Object %s is freed but has speed.\n", &name);
570#ifdef MANY_CORES
571 abort ();
572#else
573 op->speed = 0; 719 speed = 0;
574#endif
575 }
576
577 if (arch_init)
578 return;
579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 { 720 }
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
584 return;
585 721
586 /* process_events() expects us to insert the object at the beginning 722 this->speed = speed;
587 * of the list. */
588 op->active_next = active_objects;
589 723
590 if (op->active_next != NULL) 724 if (has_active_speed ())
591 op->active_next->active_prev = op; 725 activate ();
592
593 active_objects = op;
594 }
595 else 726 else
596 { 727 deactivate ();
597 /* If not on the active list, nothing needs to be done */
598 if (!op->active_next && !op->active_prev && op != active_objects)
599 return;
600
601 if (op->active_prev == NULL)
602 {
603 active_objects = op->active_next;
604
605 if (op->active_next != NULL)
606 op->active_next->active_prev = NULL;
607 }
608 else
609 {
610 op->active_prev->active_next = op->active_next;
611
612 if (op->active_next)
613 op->active_next->active_prev = op->active_prev;
614 }
615
616 op->active_next = NULL;
617 op->active_prev = NULL;
618 }
619}
620
621/* This function removes object 'op' from the list of active
622 * objects.
623 * This should only be used for style maps or other such
624 * reference maps where you don't want an object that isn't
625 * in play chewing up cpu time getting processed.
626 * The reverse of this is to call update_ob_speed, which
627 * will do the right thing based on the speed of the object.
628 */
629void
630remove_from_active_list (object *op)
631{
632 /* If not on the active list, nothing needs to be done */
633 if (!op->active_next && !op->active_prev && op != active_objects)
634 return;
635
636 if (op->active_prev == NULL)
637 {
638 active_objects = op->active_next;
639 if (op->active_next != NULL)
640 op->active_next->active_prev = NULL;
641 }
642 else
643 {
644 op->active_prev->active_next = op->active_next;
645 if (op->active_next)
646 op->active_next->active_prev = op->active_prev;
647 }
648 op->active_next = NULL;
649 op->active_prev = NULL;
650} 728}
651 729
652/* 730/*
653 * update_object() updates the the map. 731 * update_object() updates the the map.
654 * It takes into account invisible objects (and represent squares covered 732 * It takes into account invisible objects (and represent squares covered
667 * UP_OBJ_FACE: only the objects face has changed. 745 * UP_OBJ_FACE: only the objects face has changed.
668 */ 746 */
669void 747void
670update_object (object *op, int action) 748update_object (object *op, int action)
671{ 749{
672 MoveType move_on, move_off, move_block, move_slow; 750 if (!op)
673
674 if (op == NULL)
675 { 751 {
676 /* this should never happen */ 752 /* this should never happen */
677 LOG (llevDebug, "update_object() called for NULL object.\n"); 753 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
678 return; 754 return;
679 } 755 }
680 756
681 if (op->env) 757 if (!op->is_on_map ())
682 { 758 {
683 /* Animation is currently handled by client, so nothing 759 /* Animation is currently handled by client, so nothing
684 * to do in this case. 760 * to do in this case.
685 */ 761 */
686 return; 762 return;
687 } 763 }
688
689 /* If the map is saving, don't do anything as everything is
690 * going to get freed anyways.
691 */
692 if (!op->map || op->map->in_memory == MAP_SAVING)
693 return;
694 764
695 /* make sure the object is within map boundaries */ 765 /* make sure the object is within map boundaries */
696 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 766 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
697 { 767 {
698 LOG (llevError, "update_object() called for object out of map!\n"); 768 LOG (llevError, "update_object() called for object out of map!\n");
702 return; 772 return;
703 } 773 }
704 774
705 mapspace &m = op->ms (); 775 mapspace &m = op->ms ();
706 776
707 if (m.flags_ & P_NEED_UPDATE) 777 if (!(m.flags_ & P_UPTODATE))
708 /* nop */; 778 /* nop */;
709 else if (action == UP_OBJ_INSERT) 779 else if (action == UP_OBJ_INSERT)
710 { 780 {
711 // this is likely overkill, TODO: revisit (schmorp) 781 // this is likely overkill, TODO: revisit (schmorp)
712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 782 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
721 /* This isn't perfect, but I don't expect a lot of objects to 791 /* This isn't perfect, but I don't expect a lot of objects to
722 * to have move_allow right now. 792 * to have move_allow right now.
723 */ 793 */
724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 794 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 795 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
726 m.flags_ = P_NEED_UPDATE; 796 m.flags_ = 0;
727 } 797 }
728 /* if the object is being removed, we can't make intelligent 798 /* if the object is being removed, we can't make intelligent
729 * decisions, because remove_ob can't really pass the object 799 * decisions, because remove_ob can't really pass the object
730 * that is being removed. 800 * that is being removed.
731 */ 801 */
732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 802 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
733 m.flags_ = P_NEED_UPDATE; 803 m.flags_ = 0;
734 else if (action == UP_OBJ_FACE) 804 else if (action == UP_OBJ_FACE)
735 /* Nothing to do for that case */ ; 805 /* Nothing to do for that case */ ;
736 else 806 else
737 LOG (llevError, "update_object called with invalid action: %d\n", action); 807 LOG (llevError, "update_object called with invalid action: %d\n", action);
738 808
739 if (op->more) 809 if (op->more)
740 update_object (op->more, action); 810 update_object (op->more, action);
741} 811}
742 812
743object::vector object::objects; // not yet used
744object *object::first;
745
746object::object () 813object::object ()
747{ 814{
748 SET_FLAG (this, FLAG_REMOVED); 815 SET_FLAG (this, FLAG_REMOVED);
749 816
750 expmul = 1.0; 817 expmul = 1.0;
751 face = blank_face; 818 face = blank_face;
752} 819}
753 820
754object::~object () 821object::~object ()
755{ 822{
823 unlink ();
824
756 free_key_values (this); 825 free_key_values (this);
757} 826}
758 827
828static int object_count;
829
759void object::link () 830void object::link ()
760{ 831{
832 assert (!index);//D
833 uuid = UUID::gen ();
761 count = ++ob_count; 834 count = ++object_count;
762 uuid = gen_uuid ();
763 835
764 prev = 0; 836 refcnt_inc ();
765 next = object::first; 837 objects.insert (this);
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771} 838}
772 839
773void object::unlink () 840void object::unlink ()
774{ 841{
775 if (this == object::first) 842 if (!index)
776 object::first = next;
777
778 /* Remove this object from the list of used objects */
779 if (prev) prev->next = next;
780 if (next) next->prev = prev;
781
782 prev = 0;
783 next = 0;
784}
785
786object *object::create ()
787{
788 object *op = new object;
789 op->link ();
790 return op; 843 return;
791}
792 844
793/* 845 objects.erase (this);
794 * free_object() frees everything allocated by an object, removes 846 refcnt_dec ();
795 * it from the list of used objects, and puts it on the list of 847}
796 * free objects. The IS_FREED() flag is set in the object. 848
797 * The object must have been removed by remove_ob() first for
798 * this function to succeed.
799 *
800 * If destroy_inventory is set, free inventory as well. Else drop items in
801 * inventory to the ground.
802 */
803void 849void
804object::do_destroy () 850object::activate ()
805{ 851{
806 attachable::do_destroy (); 852 /* If already on active list, don't do anything */
807 853 if (active)
808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
818 return; 854 return;
819 855
820 flag [FLAG_FREED] = 1; 856 if (has_active_speed ())
857 actives.insert (this);
858}
821 859
822 // hack to ensure that freed objects still have a valid map 860void
823 { 861object::activate_recursive ()
824 static maptile *freed_map; // freed objects are moved here to avoid crashes 862{
863 activate ();
825 864
826 if (!freed_map) 865 for (object *op = inv; op; op = op->below)
866 op->activate_recursive ();
867}
868
869/* This function removes object 'op' from the list of active
870 * objects.
871 * This should only be used for style maps or other such
872 * reference maps where you don't want an object that isn't
873 * in play chewing up cpu time getting processed.
874 * The reverse of this is to call update_ob_speed, which
875 * will do the right thing based on the speed of the object.
876 */
877void
878object::deactivate ()
879{
880 /* If not on the active list, nothing needs to be done */
881 if (!active)
882 return;
883
884 actives.erase (this);
885}
886
887void
888object::deactivate_recursive ()
889{
890 for (object *op = inv; op; op = op->below)
891 op->deactivate_recursive ();
892
893 deactivate ();
894}
895
896void
897object::set_flag_inv (int flag, int value)
898{
899 for (object *op = inv; op; op = op->below)
827 { 900 {
828 freed_map = new maptile; 901 op->flag [flag] = value;
829 902 op->set_flag_inv (flag, value);
830 freed_map->name = "/internal/freed_objects_map";
831 freed_map->width = 3;
832 freed_map->height = 3;
833
834 freed_map->allocate ();
835 } 903 }
836
837 map = freed_map;
838 x = 1;
839 y = 1;
840 }
841
842 more = 0;
843 head = 0;
844 inv = 0;
845
846 // clear those pointers that likely might have circular references to us
847 owner = 0;
848 enemy = 0;
849 attacked_by = 0;
850
851 // only relevant for players(?), but make sure of it anyways
852 contr = 0;
853
854 /* Remove object from the active list */
855 speed = 0;
856 update_ob_speed (this);
857
858 unlink ();
859} 904}
860 905
861/* 906/*
862 * Remove and free all objects in the inventory of the given object. 907 * Remove and free all objects in the inventory of the given object.
863 * object.c ? 908 * object.c ?
864 */ 909 */
865void 910void
866object::destroy_inv (bool drop_to_ground) 911object::destroy_inv (bool drop_to_ground)
867{ 912{
913 // need to check first, because the checks below might segfault
914 // as we might be on an invalid mapspace and crossfire code
915 // is too buggy to ensure that the inventory is empty.
916 // corollary: if you create arrows etc. with stuff in its inventory,
917 // cf will crash below with off-map x and y
868 if (!inv) 918 if (!inv)
869 return; 919 return;
870 920
871 /* Only if the space blocks everything do we not process - 921 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects 922 * if some form of movement is allowed, let objects
873 * drop on that space. 923 * drop on that space.
874 */ 924 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 925 if (!drop_to_ground
926 || !map
927 || map->in_memory != MAP_ACTIVE
928 || map->nodrop
929 || ms ().move_block == MOVE_ALL)
876 { 930 {
877 while (inv) 931 while (inv)
878 { 932 {
879 inv->destroy_inv (drop_to_ground); 933 inv->destroy_inv (false);
880 inv->destroy (); 934 inv->destroy ();
881 } 935 }
882 } 936 }
883 else 937 else
884 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
888 942
889 if (op->flag [FLAG_STARTEQUIP] 943 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP] 944 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE 945 || op->type == RUNE
892 || op->type == TRAP 946 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE]) 947 || op->flag [FLAG_IS_A_TEMPLATE]
948 || op->flag [FLAG_DESTROY_ON_DEATH])
894 op->destroy (); 949 op->destroy (true);
895 else 950 else
896 { 951 map->insert (op, x, y);
897 op->remove ();
898 op->x = x;
899 op->y = y;
900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
901 }
902 } 952 }
903 } 953 }
954}
955
956object *object::create ()
957{
958 object *op = new object;
959 op->link ();
960 return op;
961}
962
963static struct freed_map : maptile
964{
965 freed_map ()
966 {
967 path = "<freed objects map>";
968 name = "/internal/freed_objects_map";
969 width = 3;
970 height = 3;
971 nodrop = 1;
972
973 alloc ();
974 in_memory = MAP_ACTIVE;
975 }
976} freed_map; // freed objects are moved here to avoid crashes
977
978void
979object::do_destroy ()
980{
981 if (flag [FLAG_IS_LINKED])
982 remove_button_link (this);
983
984 if (flag [FLAG_FRIENDLY])
985 remove_friendly_object (this);
986
987 remove ();
988
989 attachable::do_destroy ();
990
991 deactivate ();
992 unlink ();
993
994 flag [FLAG_FREED] = 1;
995
996 // hack to ensure that freed objects still have a valid map
997 map = &freed_map;
998 x = 1;
999 y = 1;
1000
1001 if (more)
1002 {
1003 more->destroy ();
1004 more = 0;
1005 }
1006
1007 head = 0;
1008
1009 // clear those pointers that likely might cause circular references
1010 owner = 0;
1011 enemy = 0;
1012 attacked_by = 0;
1013 current_weapon = 0;
904} 1014}
905 1015
906void 1016void
907object::destroy (bool destroy_inventory) 1017object::destroy (bool destroy_inventory)
908{ 1018{
909 if (destroyed ()) 1019 if (destroyed ())
910 return; 1020 return;
911 1021
912 if (more) 1022 if (!is_head () && !head->destroyed ())
913 { 1023 {
914 //TODO: non-head objects must not have inventory 1024 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
915 more->destroy (destroy_inventory); 1025 head->destroy (destroy_inventory);
916 more = 0; 1026 return;
917 } 1027 }
918 1028
919 if (destroy_inventory) 1029 destroy_inv (!destroy_inventory);
920 destroy_inv (true); 1030
1031 if (is_head ())
1032 if (sound_destroy)
1033 play_sound (sound_destroy);
1034 else if (flag [FLAG_MONSTER])
1035 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
921 1036
922 attachable::destroy (); 1037 attachable::destroy ();
923}
924
925/*
926 * sub_weight() recursively (outwards) subtracts a number from the
927 * weight of an object (and what is carried by it's environment(s)).
928 */
929void
930sub_weight (object *op, signed long weight)
931{
932 while (op != NULL)
933 {
934 if (op->type == CONTAINER)
935 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
936
937 op->carrying -= weight;
938 op = op->env;
939 }
940} 1038}
941 1039
942/* op->remove (): 1040/* op->remove ():
943 * This function removes the object op from the linked list of objects 1041 * This function removes the object op from the linked list of objects
944 * which it is currently tied to. When this function is done, the 1042 * which it is currently tied to. When this function is done, the
945 * object will have no environment. If the object previously had an 1043 * object will have no environment. If the object previously had an
946 * environment, the x and y coordinates will be updated to 1044 * environment, the x and y coordinates will be updated to
947 * the previous environment. 1045 * the previous environment.
948 * Beware: This function is called from the editor as well!
949 */ 1046 */
950void 1047void
951object::remove () 1048object::do_remove ()
952{ 1049{
953 object *tmp, *last = 0; 1050 object *tmp, *last = 0;
954 object *otmp; 1051 object *otmp;
955 1052
956 if (QUERY_FLAG (this, FLAG_REMOVED)) 1053 if (flag [FLAG_REMOVED])
957 return; 1054 return;
958 1055
959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this); 1056 INVOKE_OBJECT (REMOVE, this);
1057
1058 flag [FLAG_REMOVED] = true;
961 1059
962 if (more) 1060 if (more)
963 more->remove (); 1061 more->remove ();
964 1062
965 /* 1063 /*
966 * In this case, the object to be removed is in someones 1064 * In this case, the object to be removed is in someones
967 * inventory. 1065 * inventory.
968 */ 1066 */
969 if (env) 1067 if (env)
970 { 1068 {
1069 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1070 if (object *pl = visible_to ())
1071 esrv_del_item (pl->contr, count);
1072 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1073
1074 adjust_weight (env, -total_weight ());
1075
1076 *(above ? &above->below : &env->inv) = below;
1077
971 if (nrof) 1078 if (below)
972 sub_weight (env, weight * nrof); 1079 below->above = above;
973 else 1080
974 sub_weight (env, weight + carrying); 1081 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do.
1084 */
1085 map = env->map;
1086 x = env->x;
1087 y = env->y;
1088 above = 0;
1089 below = 0;
1090 env = 0;
975 1091
976 /* NO_FIX_PLAYER is set when a great many changes are being 1092 /* NO_FIX_PLAYER is set when a great many changes are being
977 * made to players inventory. If set, avoiding the call 1093 * made to players inventory. If set, avoiding the call
978 * to save cpu time. 1094 * to save cpu time.
979 */ 1095 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1096 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
981 otmp->update_stats (); 1097 otmp->update_stats ();
982
983 if (above != NULL)
984 above->below = below;
985 else
986 env->inv = below;
987
988 if (below != NULL)
989 below->above = above;
990
991 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do.
994 */
995 x = env->x, y = env->y;
996 map = env->map;
997 above = 0, below = 0;
998 env = 0;
999 } 1098 }
1000 else if (map) 1099 else if (map)
1001 { 1100 {
1002 /* Re did the following section of code - it looks like it had 1101 map->dirty = true;
1003 * lots of logic for things we no longer care about 1102 mapspace &ms = this->ms ();
1103
1104 if (object *pl = ms.player ())
1004 */ 1105 {
1106 if (type == PLAYER) // this == pl(!)
1107 {
1108 // leaving a spot always closes any open container on the ground
1109 if (container && !container->env)
1110 // this causes spurious floorbox updates, but it ensures
1111 // that the CLOSE event is being sent.
1112 close_container ();
1113
1114 --map->players;
1115 map->touch ();
1116 }
1117 else if (pl->container == this)
1118 {
1119 // removing a container should close it
1120 close_container ();
1121 }
1122
1123 esrv_del_item (pl->contr, count);
1124 }
1005 1125
1006 /* link the object above us */ 1126 /* link the object above us */
1007 if (above) 1127 if (above)
1008 above->below = below; 1128 above->below = below;
1009 else 1129 else
1010 map->at (x, y).top = below; /* we were top, set new top */ 1130 ms.top = below; /* we were top, set new top */
1011 1131
1012 /* Relink the object below us, if there is one */ 1132 /* Relink the object below us, if there is one */
1013 if (below) 1133 if (below)
1014 below->above = above; 1134 below->above = above;
1015 else 1135 else
1017 /* Nothing below, which means we need to relink map object for this space 1137 /* Nothing below, which means we need to relink map object for this space
1018 * use translated coordinates in case some oddness with map tiling is 1138 * use translated coordinates in case some oddness with map tiling is
1019 * evident 1139 * evident
1020 */ 1140 */
1021 if (GET_MAP_OB (map, x, y) != this) 1141 if (GET_MAP_OB (map, x, y) != this)
1022 {
1023 char *dump = dump_object (this);
1024 LOG (llevError,
1025 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1142 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 ());
1026 free (dump);
1027 dump = dump_object (GET_MAP_OB (map, x, y));
1028 LOG (llevError, "%s\n", dump);
1029 free (dump);
1030 }
1031 1143
1032 map->at (x, y).bot = above; /* goes on above it. */ 1144 ms.bot = above; /* goes on above it. */
1033 } 1145 }
1034 1146
1035 above = 0; 1147 above = 0;
1036 below = 0; 1148 below = 0;
1037 1149
1038 if (map->in_memory == MAP_SAVING) 1150 if (map->in_memory == MAP_SAVING)
1039 return; 1151 return;
1040 1152
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 1153 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 1154
1155 if (object *pl = ms.player ())
1156 {
1157 if (pl->container == this)
1158 /* If a container that the player is currently using somehow gets
1159 * removed (most likely destroyed), update the player view
1160 * appropriately.
1161 */
1162 pl->close_container ();
1163
1164 //TODO: the floorbox prev/next might need updating
1165 esrv_del_item (pl->contr, count);
1166 }
1167
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1168 for (tmp = ms.bot; tmp; tmp = tmp->above)
1044 { 1169 {
1045 /* No point updating the players look faces if he is the object 1170 /* No point updating the players look faces if he is the object
1046 * being removed. 1171 * being removed.
1047 */ 1172 */
1048 1173
1049 if (tmp->type == PLAYER && tmp != this)
1050 {
1051 /* If a container that the player is currently using somehow gets
1052 * removed (most likely destroyed), update the player view
1053 * appropriately.
1054 */
1055 if (tmp->container == this)
1056 {
1057 flag [FLAG_APPLIED] = 0;
1058 tmp->container = 0;
1059 }
1060
1061 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update ();
1063 }
1064
1065 /* See if player moving off should effect something */ 1174 /* See if object moving off should effect something */
1066 if (check_walk_off 1175 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1176 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1177 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 { 1178 {
1070 move_apply (tmp, this, 0); 1179 move_apply (tmp, this, 0);
1071 1180
1072 if (destroyed ()) 1181 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1182 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 } 1183 }
1075 1184
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077
1078 if (tmp->above == tmp)
1079 tmp->above = 0;
1080
1081 last = tmp; 1185 last = tmp;
1082 } 1186 }
1083 1187
1084 /* last == NULL of there are no objects on this space */ 1188 /* last == NULL if there are no objects on this space */
1189 //TODO: this makes little sense, why only update the topmost object?
1085 if (!last) 1190 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE; 1191 map->at (x, y).flags_ = 0;
1087 else 1192 else
1088 update_object (last, UP_OBJ_REMOVE); 1193 update_object (last, UP_OBJ_REMOVE);
1089 1194
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1195 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y); 1196 update_all_los (map, x, y);
1104merge_ob (object *op, object *top) 1209merge_ob (object *op, object *top)
1105{ 1210{
1106 if (!op->nrof) 1211 if (!op->nrof)
1107 return 0; 1212 return 0;
1108 1213
1109 if (top) 1214 if (!top)
1110 for (top = op; top && top->above; top = top->above) 1215 for (top = op; top && top->above; top = top->above)
1111 ; 1216 ;
1112 1217
1113 for (; top; top = top->below) 1218 for (; top; top = top->below)
1114 {
1115 if (top == op)
1116 continue;
1117
1118 if (object::can_merge (op, top)) 1219 if (object::can_merge (op, top))
1119 { 1220 {
1120 top->nrof += op->nrof; 1221 top->nrof += op->nrof;
1121 1222
1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1223 if (object *pl = top->visible_to ())
1123 op->weight = 0; /* Don't want any adjustements now */ 1224 esrv_update_item (UPD_NROF, pl, top);
1225
1226 op->weight = 0; // cancel the addition above
1227 op->carrying = 0; // must be 0 already
1228
1124 op->destroy (); 1229 op->destroy (1);
1230
1125 return top; 1231 return top;
1126 } 1232 }
1127 }
1128 1233
1129 return 0; 1234 return 0;
1130} 1235}
1131 1236
1237void
1238object::expand_tail ()
1239{
1240 if (more)
1241 return;
1242
1243 object *prev = this;
1244
1245 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1246 {
1247 object *op = arch_to_object (at);
1248
1249 op->name = name;
1250 op->name_pl = name_pl;
1251 op->title = title;
1252
1253 op->head = this;
1254 prev->more = op;
1255
1256 prev = op;
1257 }
1258}
1259
1132/* 1260/*
1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1261 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1134 * job preparing multi-part monsters 1262 * job preparing multi-part monsters.
1135 */ 1263 */
1136object * 1264object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1265insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1266{
1139 object *tmp;
1140
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1267 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1268 {
1146 tmp->x = x + tmp->arch->clone.x; 1269 tmp->x = x + tmp->arch->x;
1147 tmp->y = y + tmp->arch->clone.y; 1270 tmp->y = y + tmp->arch->y;
1148 } 1271 }
1149 1272
1150 return insert_ob_in_map (op, m, originator, flag); 1273 return insert_ob_in_map (op, m, originator, flag);
1151} 1274}
1152 1275
1171 * just 'op' otherwise 1294 * just 'op' otherwise
1172 */ 1295 */
1173object * 1296object *
1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1297insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1175{ 1298{
1176 object *tmp, *top, *floor = NULL; 1299 assert (!op->flag [FLAG_FREED]);
1177 sint16 x, y;
1178 1300
1179 if (QUERY_FLAG (op, FLAG_FREED)) 1301 op->remove ();
1180 {
1181 LOG (llevError, "Trying to insert freed object!\n");
1182 return NULL;
1183 }
1184
1185 if (m == NULL)
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189 free (dump);
1190 return op;
1191 }
1192
1193 if (out_of_map (m, op->x, op->y))
1194 {
1195 char *dump = dump_object (op);
1196 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1197#ifdef MANY_CORES
1198 /* Better to catch this here, as otherwise the next use of this object
1199 * is likely to cause a crash. Better to find out where it is getting
1200 * improperly inserted.
1201 */
1202 abort ();
1203#endif
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (!QUERY_FLAG (op, FLAG_REMOVED))
1209 {
1210 char *dump = dump_object (op);
1211 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1212 free (dump);
1213 return op;
1214 }
1215
1216 if (op->more)
1217 {
1218 /* The part may be on a different map. */
1219
1220 object *more = op->more;
1221
1222 /* We really need the caller to normalize coordinates - if
1223 * we set the map, that doesn't work if the location is within
1224 * a map and this is straddling an edge. So only if coordinate
1225 * is clear wrong do we normalize it.
1226 */
1227 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1228 more->map = get_map_from_coord (m, &more->x, &more->y);
1229 else if (!more->map)
1230 {
1231 /* For backwards compatibility - when not dealing with tiled maps,
1232 * more->map should always point to the parent.
1233 */
1234 more->map = m;
1235 }
1236
1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1238 {
1239 if (!op->head)
1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1241
1242 return 0;
1243 }
1244 }
1245
1246 CLEAR_FLAG (op, FLAG_REMOVED);
1247 1302
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1303 /* Ideally, the caller figures this out. However, it complicates a lot
1249 * of areas of callers (eg, anything that uses find_free_spot would now 1304 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work 1305 * need extra work
1251 */ 1306 */
1252 op->map = get_map_from_coord (m, &op->x, &op->y); 1307 if (!xy_normalise (m, op->x, op->y))
1253 x = op->x; 1308 {
1254 y = op->y; 1309 op->destroy (1);
1310 return 0;
1311 }
1312
1313 if (object *more = op->more)
1314 if (!insert_ob_in_map (more, m, originator, flag))
1315 return 0;
1316
1317 CLEAR_FLAG (op, FLAG_REMOVED);
1318
1319 op->map = m;
1320 mapspace &ms = op->ms ();
1255 1321
1256 /* this has to be done after we translate the coordinates. 1322 /* this has to be done after we translate the coordinates.
1257 */ 1323 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1324 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1325 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1326 if (object::can_merge (op, tmp))
1261 { 1327 {
1328 // TODO: we atcually want to update tmp, not op,
1329 // but some caller surely breaks when we return tmp
1330 // from here :/
1262 op->nrof += tmp->nrof; 1331 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1332 tmp->destroy (1);
1264 } 1333 }
1265 1334
1266 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1335 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1267 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1336 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1268 1337
1281 op->below = originator->below; 1350 op->below = originator->below;
1282 1351
1283 if (op->below) 1352 if (op->below)
1284 op->below->above = op; 1353 op->below->above = op;
1285 else 1354 else
1286 op->ms ().bot = op; 1355 ms.bot = op;
1287 1356
1288 /* since *below* originator, no need to update top */ 1357 /* since *below* originator, no need to update top */
1289 originator->below = op; 1358 originator->below = op;
1290 } 1359 }
1291 else 1360 else
1292 { 1361 {
1362 object *top, *floor = NULL;
1363
1364 top = ms.bot;
1365
1293 /* If there are other objects, then */ 1366 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1367 if (top)
1295 { 1368 {
1296 object *last = NULL; 1369 object *last = 0;
1297 1370
1298 /* 1371 /*
1299 * If there are multiple objects on this space, we do some trickier handling. 1372 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate. 1373 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if 1374 * Generally, we want to put the new object on top. But if
1305 * once we get to them. This reduces the need to traverse over all of 1378 * once we get to them. This reduces the need to traverse over all of
1306 * them when adding another one - this saves quite a bit of cpu time 1379 * them when adding another one - this saves quite a bit of cpu time
1307 * when lots of spells are cast in one area. Currently, it is presumed 1380 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects. 1381 * that flying non pickable objects are spell objects.
1309 */ 1382 */
1310 1383 for (top = ms.bot; top; top = top->above)
1311 while (top != NULL)
1312 { 1384 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1385 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314 floor = top; 1386 floor = top;
1315 1387
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1388 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1319 top = top->below; 1391 top = top->below;
1320 break; 1392 break;
1321 } 1393 }
1322 1394
1323 last = top; 1395 last = top;
1324 top = top->above;
1325 } 1396 }
1326 1397
1327 /* Don't want top to be NULL, so set it to the last valid object */ 1398 /* Don't want top to be NULL, so set it to the last valid object */
1328 top = last; 1399 top = last;
1329 1400
1331 * looks like instead of lots of conditions here. 1402 * looks like instead of lots of conditions here.
1332 * makes things faster, and effectively the same result. 1403 * makes things faster, and effectively the same result.
1333 */ 1404 */
1334 1405
1335 /* Have object 'fall below' other objects that block view. 1406 /* Have object 'fall below' other objects that block view.
1336 * Unless those objects are exits, type 66 1407 * Unless those objects are exits.
1337 * If INS_ON_TOP is used, don't do this processing 1408 * If INS_ON_TOP is used, don't do this processing
1338 * Need to find the object that in fact blocks view, otherwise 1409 * Need to find the object that in fact blocks view, otherwise
1339 * stacking is a bit odd. 1410 * stacking is a bit odd.
1340 */ 1411 */
1341 if (!(flag & INS_ON_TOP) && 1412 if (!(flag & INS_ON_TOP)
1342 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1413 && ms.flags () & P_BLOCKSVIEW
1414 && (op->face && !faces [op->face].visibility))
1343 { 1415 {
1344 for (last = top; last != floor; last = last->below) 1416 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1417 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break; 1418 break;
1419
1347 /* Check to see if we found the object that blocks view, 1420 /* Check to see if we found the object that blocks view,
1348 * and make sure we have a below pointer for it so that 1421 * and make sure we have a below pointer for it so that
1349 * we can get inserted below this one, which requires we 1422 * we can get inserted below this one, which requires we
1350 * set top to the object below us. 1423 * set top to the object below us.
1351 */ 1424 */
1352 if (last && last->below && last != floor) 1425 if (last && last->below && last != floor)
1353 top = last->below; 1426 top = last->below;
1354 } 1427 }
1355 } /* If objects on this space */ 1428 } /* If objects on this space */
1356 1429
1357 if (flag & INS_MAP_LOAD)
1358 top = GET_MAP_TOP (op->map, op->x, op->y);
1359
1360 if (flag & INS_ABOVE_FLOOR_ONLY) 1430 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor; 1431 top = floor;
1362 1432
1363 /* Top is the object that our object (op) is going to get inserted above. 1433 /* Top is the object that our object (op) is going to get inserted above.
1364 */ 1434 */
1365 1435
1366 /* First object on this space */ 1436 /* First object on this space */
1367 if (!top) 1437 if (!top)
1368 { 1438 {
1369 op->above = GET_MAP_OB (op->map, op->x, op->y); 1439 op->above = ms.bot;
1370 1440
1371 if (op->above) 1441 if (op->above)
1372 op->above->below = op; 1442 op->above->below = op;
1373 1443
1374 op->below = NULL; 1444 op->below = 0;
1375 op->ms ().bot = op; 1445 ms.bot = op;
1376 } 1446 }
1377 else 1447 else
1378 { /* get inserted into the stack above top */ 1448 { /* get inserted into the stack above top */
1379 op->above = top->above; 1449 op->above = top->above;
1380 1450
1383 1453
1384 op->below = top; 1454 op->below = top;
1385 top->above = op; 1455 top->above = op;
1386 } 1456 }
1387 1457
1388 if (op->above == NULL) 1458 if (!op->above)
1389 op->ms ().top = op; 1459 ms.top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */ 1460 } /* else not INS_BELOW_ORIGINATOR */
1391 1461
1392 if (op->type == PLAYER) 1462 if (op->type == PLAYER)
1463 {
1393 op->contr->do_los = 1; 1464 op->contr->do_los = 1;
1465 ++op->map->players;
1466 op->map->touch ();
1467 }
1394 1468
1395 /* If we have a floor, we know the player, if any, will be above 1469 op->map->dirty = true;
1396 * it, so save a few ticks and start from there. 1470
1397 */
1398 if (!(flag & INS_MAP_LOAD))
1399 if (object *pl = op->ms ().player ()) 1471 if (object *pl = ms.player ())
1400 if (pl->contr->ns) 1472 //TODO: the floorbox prev/next might need updating
1401 pl->contr->ns->floorbox_update (); 1473 esrv_send_item (pl, op);
1402 1474
1403 /* If this object glows, it may affect lighting conditions that are 1475 /* If this object glows, it may affect lighting conditions that are
1404 * visible to others on this map. But update_all_los is really 1476 * visible to others on this map. But update_all_los is really
1405 * an inefficient way to do this, as it means los for all players 1477 * an inefficient way to do this, as it means los for all players
1406 * on the map will get recalculated. The players could very well 1478 * on the map will get recalculated. The players could very well
1407 * be far away from this change and not affected in any way - 1479 * be far away from this change and not affected in any way -
1408 * this should get redone to only look for players within range, 1480 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1481 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1482 * of effect may be sufficient.
1411 */ 1483 */
1412 if (op->map->darkness && (op->glow_radius != 0)) 1484 if (op->map->darkness && (op->glow_radius != 0))
1413 update_all_los (op->map, op->x, op->y); 1485 update_all_los (op->map, op->x, op->y);
1414 1486
1425 * blocked() and wall() work properly), and these flags are updated by 1497 * blocked() and wall() work properly), and these flags are updated by
1426 * update_object(). 1498 * update_object().
1427 */ 1499 */
1428 1500
1429 /* if this is not the head or flag has been passed, don't check walk on status */ 1501 /* if this is not the head or flag has been passed, don't check walk on status */
1430 if (!(flag & INS_NO_WALK_ON) && !op->head) 1502 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1431 { 1503 {
1432 if (check_move_on (op, originator)) 1504 if (check_move_on (op, originator))
1433 return 0; 1505 return 0;
1434 1506
1435 /* If we are a multi part object, lets work our way through the check 1507 /* If we are a multi part object, lets work our way through the check
1436 * walk on's. 1508 * walk on's.
1437 */ 1509 */
1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1510 for (object *tmp = op->more; tmp; tmp = tmp->more)
1439 if (check_move_on (tmp, originator)) 1511 if (check_move_on (tmp, originator))
1440 return 0; 1512 return 0;
1441 } 1513 }
1442 1514
1443 return op; 1515 return op;
1448 * op is the object to insert it under: supplies x and the map. 1520 * op is the object to insert it under: supplies x and the map.
1449 */ 1521 */
1450void 1522void
1451replace_insert_ob_in_map (const char *arch_string, object *op) 1523replace_insert_ob_in_map (const char *arch_string, object *op)
1452{ 1524{
1453 object *tmp, *tmp1;
1454
1455 /* first search for itself and remove any old instances */ 1525 /* first search for itself and remove any old instances */
1456 1526
1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1527 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1528 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1459 tmp->destroy (); 1529 tmp->destroy (1);
1460 1530
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1531 object *tmp = arch_to_object (archetype::find (arch_string));
1462 1532
1463 tmp1->x = op->x; 1533 tmp->x = op->x;
1464 tmp1->y = op->y; 1534 tmp->y = op->y;
1535
1465 insert_ob_in_map (tmp1, op->map, op, 0); 1536 insert_ob_in_map (tmp, op->map, op, 0);
1466} 1537}
1467
1468/*
1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1470 * is returned contains nr objects, and the remaining parts contains
1471 * the rest (or is removed and freed if that number is 0).
1472 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array.
1474 */
1475 1538
1476object * 1539object *
1477get_split_ob (object *orig_ob, uint32 nr) 1540object::insert_at (object *where, object *originator, int flags)
1478{ 1541{
1479 object *newob; 1542 if (where->env)
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1543 return where->env->insert (this);
1481 1544 else
1482 if (orig_ob->nrof < nr) 1545 return where->map->insert (this, where->x, where->y, originator, flags);
1483 {
1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1485 return NULL;
1486 }
1487
1488 newob = object_create_clone (orig_ob);
1489
1490 if ((orig_ob->nrof -= nr) < 1)
1491 orig_ob->destroy (1);
1492 else if (!is_removed)
1493 {
1494 if (orig_ob->env != NULL)
1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1497 {
1498 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1499 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1500 return NULL;
1501 }
1502 }
1503
1504 newob->nrof = nr;
1505
1506 return newob;
1507} 1546}
1508 1547
1509/* 1548/*
1510 * decrease_ob_nr(object, number) decreases a specified number from 1549 * decrease(object, number) decreases a specified number from
1511 * the amount of an object. If the amount reaches 0, the object 1550 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1551 * is subsequently removed and freed.
1513 * 1552 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1553 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1554 */
1555bool
1556object::decrease (sint32 nr)
1557{
1558 if (!nr)
1559 return true;
1516 1560
1561 nr = min (nr, nrof);
1562
1563 nrof -= nr;
1564
1565 if (nrof)
1566 {
1567 adjust_weight (env, -weight * nr); // carrying == 0
1568
1569 if (object *pl = visible_to ())
1570 esrv_update_item (UPD_NROF, pl, this);
1571
1572 return true;
1573 }
1574 else
1575 {
1576 destroy (1);
1577 return false;
1578 }
1579}
1580
1581/*
1582 * split(ob,nr) splits up ob into two parts. The part which
1583 * is returned contains nr objects, and the remaining parts contains
1584 * the rest (or is removed and returned if that number is 0).
1585 * On failure, NULL is returned.
1586 */
1517object * 1587object *
1518decrease_ob_nr (object *op, uint32 i) 1588object::split (sint32 nr)
1519{ 1589{
1520 object *tmp; 1590 int have = number_of ();
1521 1591
1522 if (i == 0) /* objects with op->nrof require this check */ 1592 if (have < nr)
1523 return op; 1593 return 0;
1524 1594 else if (have == nr)
1525 if (i > op->nrof)
1526 i = op->nrof;
1527
1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1529 op->nrof -= i;
1530 else if (op->env)
1531 { 1595 {
1532 /* is this object in the players inventory, or sub container
1533 * therein?
1534 */
1535 tmp = op->in_player ();
1536 /* nope. Is this a container the player has opened?
1537 * If so, set tmp to that player.
1538 * IMO, searching through all the players will mostly
1539 * likely be quicker than following op->env to the map,
1540 * and then searching the map for a player.
1541 */
1542 if (!tmp)
1543 for_all_players (pl)
1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1547 break;
1548 }
1549
1550 if (i < op->nrof)
1551 {
1552 sub_weight (op->env, op->weight * i);
1553 op->nrof -= i;
1554 if (tmp)
1555 esrv_send_item (tmp, op);
1556 }
1557 else
1558 {
1559 op->remove (); 1596 remove ();
1560 op->nrof = 0; 1597 return this;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 } 1598 }
1565 else 1599 else
1566 { 1600 {
1567 object *above = op->above; 1601 decrease (nr);
1568 1602
1569 if (i < op->nrof) 1603 object *op = object_create_clone (this);
1570 op->nrof -= i; 1604 op->nrof = nr;
1571 else
1572 {
1573 op->remove ();
1574 op->nrof = 0;
1575 }
1576
1577 /* Since we just removed op, op->above is null */
1578 for (tmp = above; tmp; tmp = tmp->above)
1579 if (tmp->type == PLAYER)
1580 {
1581 if (op->nrof)
1582 esrv_send_item (tmp, op);
1583 else
1584 esrv_del_item (tmp->contr, op->count);
1585 }
1586 }
1587
1588 if (op->nrof)
1589 return op; 1605 return op;
1590 else
1591 {
1592 op->destroy ();
1593 return 0;
1594 }
1595}
1596
1597/*
1598 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying.
1600 */
1601
1602void
1603add_weight (object *op, signed long weight)
1604{
1605 while (op != NULL)
1606 {
1607 if (op->type == CONTAINER)
1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1609
1610 op->carrying += weight;
1611 op = op->env;
1612 } 1606 }
1613} 1607}
1614 1608
1615object * 1609object *
1616insert_ob_in_ob (object *op, object *where) 1610insert_ob_in_ob (object *op, object *where)
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1615 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump); 1616 free (dump);
1623 return op; 1617 return op;
1624 } 1618 }
1625 1619
1626 if (where->head) 1620 if (where->head_ () != where)
1627 { 1621 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1622 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head; 1623 where = where->head;
1630 } 1624 }
1631 1625
1632 return where->insert (op); 1626 return where->insert (op);
1633} 1627}
1638 * inside the object environment. 1632 * inside the object environment.
1639 * 1633 *
1640 * The function returns now pointer to inserted item, and return value can 1634 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1635 * be != op, if items are merged. -Tero
1642 */ 1636 */
1643
1644object * 1637object *
1645object::insert (object *op) 1638object::insert (object *op)
1646{ 1639{
1647 object *tmp, *otmp;
1648
1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1650 op->remove ();
1651
1652 if (op->more) 1640 if (op->more)
1653 { 1641 {
1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1642 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 return op; 1643 return op;
1656 } 1644 }
1657 1645
1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1646 op->remove ();
1659 CLEAR_FLAG (op, FLAG_REMOVED); 1647
1648 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1649
1660 if (op->nrof) 1650 if (op->nrof)
1661 {
1662 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1651 for (object *tmp = inv; tmp; tmp = tmp->below)
1663 if (object::can_merge (tmp, op)) 1652 if (object::can_merge (tmp, op))
1664 { 1653 {
1665 /* return the original object and remove inserted object 1654 /* return the original object and remove inserted object
1666 (client needs the original object) */ 1655 (client needs the original object) */
1667 tmp->nrof += op->nrof; 1656 tmp->nrof += op->nrof;
1668 /* Weight handling gets pretty funky. Since we are adding to 1657
1669 * tmp->nrof, we need to increase the weight. 1658 if (object *pl = tmp->visible_to ())
1670 */ 1659 esrv_update_item (UPD_NROF, pl, tmp);
1660
1671 add_weight (this, op->weight * op->nrof); 1661 adjust_weight (this, op->total_weight ());
1672 SET_FLAG (op, FLAG_REMOVED); 1662
1673 op->destroy (); /* free the inserted object */ 1663 op->destroy (1);
1674 op = tmp; 1664 op = tmp;
1675 op->remove (); /* and fix old object's links */ 1665 goto inserted;
1676 CLEAR_FLAG (op, FLAG_REMOVED);
1677 break;
1678 } 1666 }
1679 1667
1680 /* I assume combined objects have no inventory 1668 op->owner = 0; // it's his/hers now. period.
1681 * We add the weight - this object could have just been removed
1682 * (if it was possible to merge). calling remove_ob will subtract
1683 * the weight, so we need to add it in again, since we actually do
1684 * the linking below
1685 */
1686 add_weight (this, op->weight * op->nrof);
1687 }
1688 else
1689 add_weight (this, (op->weight + op->carrying));
1690
1691 otmp = this->in_player ();
1692 if (otmp && otmp->contr)
1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1694 otmp->update_stats ();
1695
1696 op->map = 0; 1669 op->map = 0;
1697 op->env = this; 1670 op->x = 0;
1671 op->y = 0;
1672
1698 op->above = 0; 1673 op->above = 0;
1699 op->below = 0; 1674 op->below = inv;
1700 op->x = 0, op->y = 0; 1675 op->env = this;
1701 1676
1677 if (inv)
1678 inv->above = op;
1679
1680 inv = op;
1681
1682 op->flag [FLAG_REMOVED] = 0;
1683
1684 if (object *pl = op->visible_to ())
1685 esrv_send_item (pl, op);
1686
1687 adjust_weight (this, op->total_weight ());
1688
1689inserted:
1702 /* reset the light list and los of the players on the map */ 1690 /* reset the light list and los of the players on the map */
1703 if ((op->glow_radius != 0) && map) 1691 if (op->glow_radius && map && map->darkness)
1704 {
1705#ifdef DEBUG_LIGHTS
1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1707#endif /* DEBUG_LIGHTS */
1708 if (map->darkness)
1709 update_all_los (map, x, y); 1692 update_all_los (map, x, y);
1710 }
1711 1693
1712 /* Client has no idea of ordering so lets not bother ordering it here. 1694 // if this is a player's inventory, update stats
1713 * It sure simplifies this function... 1695 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1714 */ 1696 update_stats ();
1715 if (!inv)
1716 inv = op;
1717 else
1718 {
1719 op->below = inv;
1720 op->below->above = op;
1721 inv = op;
1722 }
1723 1697
1724 INVOKE_OBJECT (INSERT, this); 1698 INVOKE_OBJECT (INSERT, this);
1725 1699
1726 return op; 1700 return op;
1727} 1701}
1744 * 1718 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below 1719 * MSW 2001-07-08: Check all objects on space, not just those below
1746 * object being inserted. insert_ob_in_map may not put new objects 1720 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top. 1721 * on top.
1748 */ 1722 */
1749
1750int 1723int
1751check_move_on (object *op, object *originator) 1724check_move_on (object *op, object *originator)
1752{ 1725{
1753 object *tmp; 1726 object *tmp;
1754 maptile *m = op->map; 1727 maptile *m = op->map;
1781 1754
1782 /* The objects have to be checked from top to bottom. 1755 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1756 * Hence, we first go to the top:
1784 */ 1757 */
1785 1758
1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1759 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1787 { 1760 {
1788 /* Trim the search when we find the first other spell effect 1761 /* Trim the search when we find the first other spell effect
1789 * this helps performance so that if a space has 50 spell objects, 1762 * this helps performance so that if a space has 50 spell objects,
1790 * we don't need to check all of them. 1763 * we don't need to check all of them.
1791 */ 1764 */
1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1782 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1810 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1783 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1811 { 1784 {
1812 1785
1813 float 1786 float
1814 diff = tmp->move_slow_penalty * FABS (op->speed); 1787 diff = tmp->move_slow_penalty * fabs (op->speed);
1815 1788
1816 if (op->type == PLAYER) 1789 if (op->type == PLAYER)
1817 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1790 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1818 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1791 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1819 diff /= 4.0; 1792 diff /= 4.0;
1849 * The first matching object is returned, or NULL if none. 1822 * The first matching object is returned, or NULL if none.
1850 */ 1823 */
1851object * 1824object *
1852present_arch (const archetype *at, maptile *m, int x, int y) 1825present_arch (const archetype *at, maptile *m, int x, int y)
1853{ 1826{
1854 if (m == NULL || out_of_map (m, x, y)) 1827 if (!m || out_of_map (m, x, y))
1855 { 1828 {
1856 LOG (llevError, "Present_arch called outside map.\n"); 1829 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1830 return NULL;
1858 } 1831 }
1859 1832
1860 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1833 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1861 if (tmp->arch == at) 1834 if (tmp->arch == at)
1862 return tmp; 1835 return tmp;
1863 1836
1864 return NULL; 1837 return NULL;
1865} 1838}
1876 { 1849 {
1877 LOG (llevError, "Present called outside map.\n"); 1850 LOG (llevError, "Present called outside map.\n");
1878 return NULL; 1851 return NULL;
1879 } 1852 }
1880 1853
1881 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1854 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1882 if (tmp->type == type) 1855 if (tmp->type == type)
1883 return tmp; 1856 return tmp;
1884 1857
1885 return NULL; 1858 return NULL;
1886} 1859}
1943 * activate recursively a flag on an object inventory 1916 * activate recursively a flag on an object inventory
1944 */ 1917 */
1945void 1918void
1946flag_inv (object *op, int flag) 1919flag_inv (object *op, int flag)
1947{ 1920{
1948 if (op->inv)
1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1921 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1950 { 1922 {
1951 SET_FLAG (tmp, flag); 1923 SET_FLAG (tmp, flag);
1952 flag_inv (tmp, flag); 1924 flag_inv (tmp, flag);
1953 } 1925 }
1954} 1926}
1955 1927
1956/* 1928/*
1957 * deactivate recursively a flag on an object inventory 1929 * deactivate recursively a flag on an object inventory
1958 */ 1930 */
1959void 1931void
1960unflag_inv (object *op, int flag) 1932unflag_inv (object *op, int flag)
1961{ 1933{
1962 if (op->inv)
1963 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1934 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1964 { 1935 {
1965 CLEAR_FLAG (tmp, flag); 1936 CLEAR_FLAG (tmp, flag);
1966 unflag_inv (tmp, flag); 1937 unflag_inv (tmp, flag);
1967 } 1938 }
1968}
1969
1970/*
1971 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1972 * all it's inventory (recursively).
1973 * If checksums are used, a player will get set_cheat called for
1974 * him/her-self and all object carried by a call to this function.
1975 */
1976void
1977set_cheat (object *op)
1978{
1979 SET_FLAG (op, FLAG_WAS_WIZ);
1980 flag_inv (op, FLAG_WAS_WIZ);
1981} 1939}
1982 1940
1983/* 1941/*
1984 * find_free_spot(object, map, x, y, start, stop) will search for 1942 * find_free_spot(object, map, x, y, start, stop) will search for
1985 * a spot at the given map and coordinates which will be able to contain 1943 * a spot at the given map and coordinates which will be able to contain
1987 * to search (see the freearr_x/y[] definition). 1945 * to search (see the freearr_x/y[] definition).
1988 * It returns a random choice among the alternatives found. 1946 * It returns a random choice among the alternatives found.
1989 * start and stop are where to start relative to the free_arr array (1,9 1947 * start and stop are where to start relative to the free_arr array (1,9
1990 * does all 4 immediate directions). This returns the index into the 1948 * does all 4 immediate directions). This returns the index into the
1991 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1949 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1992 * Note - this only checks to see if there is space for the head of the
1993 * object - if it is a multispace object, this should be called for all
1994 * pieces.
1995 * Note2: This function does correctly handle tiled maps, but does not 1950 * Note: This function does correctly handle tiled maps, but does not
1996 * inform the caller. However, insert_ob_in_map will update as 1951 * inform the caller. However, insert_ob_in_map will update as
1997 * necessary, so the caller shouldn't need to do any special work. 1952 * necessary, so the caller shouldn't need to do any special work.
1998 * Note - updated to take an object instead of archetype - this is necessary 1953 * Note - updated to take an object instead of archetype - this is necessary
1999 * because arch_blocked (now ob_blocked) needs to know the movement type 1954 * because arch_blocked (now ob_blocked) needs to know the movement type
2000 * to know if the space in question will block the object. We can't use 1955 * to know if the space in question will block the object. We can't use
2002 * customized, changed states, etc. 1957 * customized, changed states, etc.
2003 */ 1958 */
2004int 1959int
2005find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1960find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2006{ 1961{
1962 int altern[SIZEOFFREE];
2007 int index = 0, flag; 1963 int index = 0, flag;
2008 int altern[SIZEOFFREE];
2009 1964
2010 for (int i = start; i < stop; i++) 1965 for (int i = start; i < stop; i++)
2011 { 1966 {
2012 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1967 mapxy pos (m, x, y); pos.move (i);
2013 if (!flag) 1968
1969 if (!pos.normalise ())
1970 continue;
1971
1972 mapspace &ms = *pos;
1973
1974 if (ms.flags () & P_IS_ALIVE)
1975 continue;
1976
1977 /* However, often
1978 * ob doesn't have any move type (when used to place exits)
1979 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1980 */
1981 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1982 {
2014 altern [index++] = i; 1983 altern [index++] = i;
1984 continue;
1985 }
2015 1986
2016 /* Basically, if we find a wall on a space, we cut down the search size. 1987 /* Basically, if we find a wall on a space, we cut down the search size.
2017 * In this way, we won't return spaces that are on another side of a wall. 1988 * In this way, we won't return spaces that are on another side of a wall.
2018 * This mostly work, but it cuts down the search size in all directions - 1989 * This mostly work, but it cuts down the search size in all directions -
2019 * if the space being examined only has a wall to the north and empty 1990 * if the space being examined only has a wall to the north and empty
2020 * spaces in all the other directions, this will reduce the search space 1991 * spaces in all the other directions, this will reduce the search space
2021 * to only the spaces immediately surrounding the target area, and 1992 * to only the spaces immediately surrounding the target area, and
2022 * won't look 2 spaces south of the target space. 1993 * won't look 2 spaces south of the target space.
2023 */ 1994 */
2024 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1995 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1996 {
2025 stop = maxfree[i]; 1997 stop = maxfree[i];
1998 continue;
1999 }
2000
2001 /* Note it is intentional that we check ob - the movement type of the
2002 * head of the object should correspond for the entire object.
2003 */
2004 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2005 continue;
2006
2007 if (ob->blocked (m, pos.x, pos.y))
2008 continue;
2009
2010 altern [index++] = i;
2026 } 2011 }
2027 2012
2028 if (!index) 2013 if (!index)
2029 return -1; 2014 return -1;
2030 2015
2031 return altern[RANDOM () % index]; 2016 return altern [rndm (index)];
2032} 2017}
2033 2018
2034/* 2019/*
2035 * find_first_free_spot(archetype, maptile, x, y) works like 2020 * find_first_free_spot(archetype, maptile, x, y) works like
2036 * find_free_spot(), but it will search max number of squares. 2021 * find_free_spot(), but it will search max number of squares.
2039 */ 2024 */
2040int 2025int
2041find_first_free_spot (const object *ob, maptile *m, int x, int y) 2026find_first_free_spot (const object *ob, maptile *m, int x, int y)
2042{ 2027{
2043 for (int i = 0; i < SIZEOFFREE; i++) 2028 for (int i = 0; i < SIZEOFFREE; i++)
2044 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2029 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2045 return i; 2030 return i;
2046 2031
2047 return -1; 2032 return -1;
2048} 2033}
2049 2034
2057{ 2042{
2058 arr += begin; 2043 arr += begin;
2059 end -= begin; 2044 end -= begin;
2060 2045
2061 while (--end) 2046 while (--end)
2062 swap (arr [end], arr [RANDOM () % (end + 1)]); 2047 swap (arr [end], arr [rndm (end + 1)]);
2063} 2048}
2064 2049
2065/* new function to make monster searching more efficient, and effective! 2050/* new function to make monster searching more efficient, and effective!
2066 * This basically returns a randomized array (in the passed pointer) of 2051 * This basically returns a randomized array (in the passed pointer) of
2067 * the spaces to find monsters. In this way, it won't always look for 2052 * the spaces to find monsters. In this way, it won't always look for
2103 object *tmp; 2088 object *tmp;
2104 maptile *mp; 2089 maptile *mp;
2105 2090
2106 MoveType blocked, move_type; 2091 MoveType blocked, move_type;
2107 2092
2108 if (exclude && exclude->head) 2093 if (exclude && exclude->head_ () != exclude)
2109 { 2094 {
2110 exclude = exclude->head; 2095 exclude = exclude->head;
2111 move_type = exclude->move_type; 2096 move_type = exclude->move_type;
2112 } 2097 }
2113 else 2098 else
2136 max = maxfree[i]; 2121 max = maxfree[i];
2137 else if (mflags & P_IS_ALIVE) 2122 else if (mflags & P_IS_ALIVE)
2138 { 2123 {
2139 for (tmp = ms.bot; tmp; tmp = tmp->above) 2124 for (tmp = ms.bot; tmp; tmp = tmp->above)
2140 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2125 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2141 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2126 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2142 break; 2127 break;
2143 2128
2144 if (tmp) 2129 if (tmp)
2145 return freedir[i]; 2130 return freedir[i];
2146 } 2131 }
2201 2186
2202 return 3; 2187 return 3;
2203} 2188}
2204 2189
2205/* 2190/*
2206 * absdir(int): Returns a number between 1 and 8, which represent
2207 * the "absolute" direction of a number (it actually takes care of
2208 * "overflow" in previous calculations of a direction).
2209 */
2210
2211int
2212absdir (int d)
2213{
2214 while (d < 1)
2215 d += 8;
2216
2217 while (d > 8)
2218 d -= 8;
2219
2220 return d;
2221}
2222
2223/*
2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2191 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2225 * between two directions (which are expected to be absolute (see absdir()) 2192 * between two directions (which are expected to be absolute (see absdir())
2226 */ 2193 */
2227
2228int 2194int
2229dirdiff (int dir1, int dir2) 2195dirdiff (int dir1, int dir2)
2230{ 2196{
2231 int d; 2197 int d;
2232 2198
2345 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2311 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2346 * core dumps if they do. 2312 * core dumps if they do.
2347 * 2313 *
2348 * Add a check so we can't pick up invisible objects (0.93.8) 2314 * Add a check so we can't pick up invisible objects (0.93.8)
2349 */ 2315 */
2350
2351int 2316int
2352can_pick (const object *who, const object *item) 2317can_pick (const object *who, const object *item)
2353{ 2318{
2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2319 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2320 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2360 * create clone from object to another 2325 * create clone from object to another
2361 */ 2326 */
2362object * 2327object *
2363object_create_clone (object *asrc) 2328object_create_clone (object *asrc)
2364{ 2329{
2365 object *dst = 0, *tmp, *src, *part, *prev, *item; 2330 object *dst = 0;
2366 2331
2367 if (!asrc) 2332 if (!asrc)
2368 return 0; 2333 return 0;
2369 2334
2370 src = asrc; 2335 object *src = asrc->head_ ();
2371 if (src->head)
2372 src = src->head;
2373 2336
2374 prev = 0; 2337 object *prev = 0;
2375 for (part = src; part; part = part->more) 2338 for (object *part = src; part; part = part->more)
2376 { 2339 {
2377 tmp = part->clone (); 2340 object *tmp = part->clone ();
2341
2378 tmp->x -= src->x; 2342 tmp->x -= src->x;
2379 tmp->y -= src->y; 2343 tmp->y -= src->y;
2380 2344
2381 if (!part->head) 2345 if (!part->head)
2382 { 2346 {
2392 prev->more = tmp; 2356 prev->more = tmp;
2393 2357
2394 prev = tmp; 2358 prev = tmp;
2395 } 2359 }
2396 2360
2397 for (item = src->inv; item; item = item->below) 2361 for (object *item = src->inv; item; item = item->below)
2398 insert_ob_in_ob (object_create_clone (item), dst); 2362 insert_ob_in_ob (object_create_clone (item), dst);
2399 2363
2400 return dst; 2364 return dst;
2401}
2402
2403/* GROS - Creates an object using a string representing its content. */
2404/* Basically, we save the content of the string to a temp file, then call */
2405/* load_object on it. I admit it is a highly inefficient way to make things, */
2406/* but it was simple to make and allows reusing the load_object function. */
2407/* Remember not to use load_object_str in a time-critical situation. */
2408/* Also remember that multiparts objects are not supported for now. */
2409object *
2410load_object_str (const char *obstr)
2411{
2412 object *op;
2413 char filename[MAX_BUF];
2414
2415 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2416
2417 FILE *tempfile = fopen (filename, "w");
2418
2419 if (tempfile == NULL)
2420 {
2421 LOG (llevError, "Error - Unable to access load object temp file\n");
2422 return NULL;
2423 }
2424
2425 fprintf (tempfile, obstr);
2426 fclose (tempfile);
2427
2428 op = object::create ();
2429
2430 object_thawer thawer (filename);
2431
2432 if (thawer)
2433 load_object (thawer, op, 0);
2434
2435 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2436 CLEAR_FLAG (op, FLAG_REMOVED);
2437
2438 return op;
2439} 2365}
2440 2366
2441/* This returns the first object in who's inventory that 2367/* This returns the first object in who's inventory that
2442 * has the same type and subtype match. 2368 * has the same type and subtype match.
2443 * returns NULL if no match. 2369 * returns NULL if no match.
2498 if (link->key == canonical_key) 2424 if (link->key == canonical_key)
2499 return link->value; 2425 return link->value;
2500 2426
2501 return 0; 2427 return 0;
2502} 2428}
2503
2504 2429
2505/* 2430/*
2506 * Updates the canonical_key in op to value. 2431 * Updates the canonical_key in op to value.
2507 * 2432 *
2508 * canonical_key is a shared string (value doesn't have to be). 2433 * canonical_key is a shared string (value doesn't have to be).
2532 /* Basically, if the archetype has this key set, 2457 /* Basically, if the archetype has this key set,
2533 * we need to store the null value so when we save 2458 * we need to store the null value so when we save
2534 * it, we save the empty value so that when we load, 2459 * it, we save the empty value so that when we load,
2535 * we get this value back again. 2460 * we get this value back again.
2536 */ 2461 */
2537 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2462 if (get_ob_key_link (op->arch, canonical_key))
2538 field->value = 0; 2463 field->value = 0;
2539 else 2464 else
2540 { 2465 {
2541 if (last) 2466 if (last)
2542 last->next = field->next; 2467 last->next = field->next;
2611 } 2536 }
2612 else 2537 else
2613 item = item->env; 2538 item = item->env;
2614} 2539}
2615 2540
2541const char *
2542object::flag_desc (char *desc, int len) const
2543{
2544 char *p = desc;
2545 bool first = true;
2546
2547 *p = 0;
2548
2549 for (int i = 0; i < NUM_FLAGS; i++)
2550 {
2551 if (len <= 10) // magic constant!
2552 {
2553 snprintf (p, len, ",...");
2554 break;
2555 }
2556
2557 if (flag [i])
2558 {
2559 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2560 len -= cnt;
2561 p += cnt;
2562 first = false;
2563 }
2564 }
2565
2566 return desc;
2567}
2568
2616// return a suitable string describing an objetc in enough detail to find it 2569// return a suitable string describing an object in enough detail to find it
2617const char * 2570const char *
2618object::debug_desc (char *info) const 2571object::debug_desc (char *info) const
2619{ 2572{
2573 char flagdesc[512];
2620 char info2[256 * 3]; 2574 char info2[256 * 4];
2621 char *p = info; 2575 char *p = info;
2622 2576
2623 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2577 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2624 count, 2578 count,
2579 uuid.c_str (),
2625 &name, 2580 &name,
2626 title ? " " : "", 2581 title ? "\",title:\"" : "",
2627 title ? (const char *)title : ""); 2582 title ? (const char *)title : "",
2583 flag_desc (flagdesc, 512), type);
2628 2584
2629 if (env) 2585 if (!flag[FLAG_REMOVED] && env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2586 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631 2587
2632 if (map) 2588 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2589 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634 2590
2635 return info; 2591 return info;
2636} 2592}
2637 2593
2638const char * 2594const char *
2639object::debug_desc () const 2595object::debug_desc () const
2640{ 2596{
2641 static char info[256 * 3]; 2597 static char info[3][256 * 4];
2598 static int info_idx;
2599
2642 return debug_desc (info); 2600 return debug_desc (info [++info_idx % 3]);
2643} 2601}
2644 2602
2603struct region *
2604object::region () const
2605{
2606 return map ? map->region (x, y)
2607 : region::default_region ();
2608}
2609
2610const materialtype_t *
2611object::dominant_material () const
2612{
2613 if (materialtype_t *mt = name_to_material (materialname))
2614 return mt;
2615
2616 return name_to_material (shstr_unknown);
2617}
2618
2619void
2620object::open_container (object *new_container)
2621{
2622 if (container == new_container)
2623 return;
2624
2625 object *old_container = container;
2626
2627 if (old_container)
2628 {
2629 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2630 return;
2631
2632#if 0
2633 // remove the "Close old_container" object.
2634 if (object *closer = old_container->inv)
2635 if (closer->type == CLOSE_CON)
2636 closer->destroy ();
2637#endif
2638
2639 // make sure the container is available
2640 esrv_send_item (this, old_container);
2641
2642 old_container->flag [FLAG_APPLIED] = false;
2643 container = 0;
2644
2645 // client needs item update to make it work, client bug requires this to be separate
2646 esrv_update_item (UPD_FLAGS, this, old_container);
2647
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2649 play_sound (sound_find ("chest_close"));
2650 }
2651
2652 if (new_container)
2653 {
2654 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2655 return;
2656
2657 // TODO: this does not seem to serve any purpose anymore?
2658#if 0
2659 // insert the "Close Container" object.
2660 if (archetype *closer = new_container->other_arch)
2661 {
2662 object *closer = arch_to_object (new_container->other_arch);
2663 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2664 new_container->insert (closer);
2665 }
2666#endif
2667
2668 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2669
2670 // make sure the container is available, client bug requires this to be separate
2671 esrv_send_item (this, new_container);
2672
2673 new_container->flag [FLAG_APPLIED] = true;
2674 container = new_container;
2675
2676 // client needs flag change
2677 esrv_update_item (UPD_FLAGS, this, new_container);
2678 esrv_send_inventory (this, new_container);
2679 play_sound (sound_find ("chest_open"));
2680 }
2681// else if (!old_container->env && contr && contr->ns)
2682// contr->ns->floorbox_reset ();
2683}
2684
2685object *
2686object::force_find (const shstr name)
2687{
2688 /* cycle through his inventory to look for the MARK we want to
2689 * place
2690 */
2691 for (object *tmp = inv; tmp; tmp = tmp->below)
2692 if (tmp->type == FORCE && tmp->slaying == name)
2693 return splay (tmp);
2694
2695 return 0;
2696}
2697
2698void
2699object::force_add (const shstr name, int duration)
2700{
2701 if (object *force = force_find (name))
2702 force->destroy ();
2703
2704 object *force = get_archetype (FORCE_NAME);
2705
2706 force->slaying = name;
2707 force->stats.food = 1;
2708 force->speed_left = -1.f;
2709
2710 force->set_speed (duration ? 1.f / duration : 0.f);
2711 force->flag [FLAG_IS_USED_UP] = true;
2712 force->flag [FLAG_APPLIED] = true;
2713
2714 insert (force);
2715}
2716
2717void
2718object::play_sound (faceidx sound)
2719{
2720 if (!sound)
2721 return;
2722
2723 if (flag [FLAG_REMOVED])
2724 return;
2725
2726 if (env)
2727 {
2728 if (object *pl = in_player ())
2729 pl->contr->play_sound (sound);
2730 }
2731 else
2732 map->play_sound (sound, x, y);
2733}
2734

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