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Comparing deliantra/server/common/object.C (file contents):
Revision 1.86 by root, Tue Dec 26 08:17:58 2006 UTC vs.
Revision 1.223 by root, Wed Apr 30 08:29:31 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
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, 1); 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 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 612 bool is_removed = flag [FLAG_REMOVED];
485 613
486 *(object_copy *)dst = *this; 614 *(object_copy *)this = src;
487 615
488 if (is_freed) 616 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 617 flag [FLAG_REMOVED] = is_removed;
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;
496 618
497 /* Copy over key_values, if any. */ 619 /* Copy over key_values, if any. */
498 if (key_values) 620 if (src.key_values)
499 { 621 {
500 key_value *tail = 0; 622 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 623 key_values = 0;
504 624
505 for (i = key_values; i; i = i->next) 625 for (key_value *i = src.key_values; i; i = i->next)
506 { 626 {
507 key_value *new_link = new key_value; 627 key_value *new_link = new key_value;
508 628
509 new_link->next = 0; 629 new_link->next = 0;
510 new_link->key = i->key; 630 new_link->key = i->key;
511 new_link->value = i->value; 631 new_link->value = i->value;
512 632
513 /* Try and be clever here, too. */ 633 /* Try and be clever here, too. */
514 if (!dst->key_values) 634 if (!key_values)
515 { 635 {
516 dst->key_values = new_link; 636 key_values = new_link;
517 tail = new_link; 637 tail = new_link;
518 } 638 }
519 else 639 else
520 { 640 {
521 tail->next = new_link; 641 tail->next = new_link;
522 tail = new_link; 642 tail = new_link;
523 } 643 }
524 } 644 }
525 } 645 }
646}
526 647
527 update_ob_speed (dst); 648/*
649 * copy_to first frees everything allocated by the dst object,
650 * and then copies the contents of itself into the second
651 * object, allocating what needs to be allocated. Basically, any
652 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
653 * if the first object is freed, the pointers in the new object
654 * will point at garbage.
655 */
656void
657object::copy_to (object *dst)
658{
659 *dst = *this;
660
661 if (speed < 0)
662 dst->speed_left -= rndm ();
663
664 dst->set_speed (dst->speed);
665}
666
667void
668object::instantiate ()
669{
670 if (!uuid.seq) // HACK
671 uuid = UUID::gen ();
672
673 speed_left = -0.1f;
674 /* copy the body_info to the body_used - this is only really
675 * need for monsters, but doesn't hurt to do it for everything.
676 * by doing so, when a monster is created, it has good starting
677 * values for the body_used info, so when items are created
678 * for it, they can be properly equipped.
679 */
680 for (int i = NUM_BODY_LOCATIONS; i--; )
681 slot[i].used = slot[i].info;
682
683 attachable::instantiate ();
528} 684}
529 685
530object * 686object *
531object::clone () 687object::clone ()
532{ 688{
538/* 694/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 695 * 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 696 * 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. 697 * be called to update the face variable, _and_ how it looks on the map.
542 */ 698 */
543
544void 699void
545update_turn_face (object *op) 700update_turn_face (object *op)
546{ 701{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 702 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 703 return;
704
549 SET_ANIMATION (op, op->direction); 705 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 706 update_object (op, UP_OBJ_FACE);
551} 707}
552 708
553/* 709/*
554 * Updates the speed of an object. If the speed changes from 0 to another 710 * 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. 711 * 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. 712 * This function needs to be called whenever the speed of an object changes.
557 */ 713 */
558void 714void
559update_ob_speed (object *op) 715object::set_speed (float speed)
560{ 716{
561 extern int arch_init; 717 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 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
567 { 718 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 719 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 op->speed = 0; 720 speed = 0;
570 }
571
572 if (arch_init)
573 return;
574
575 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
576 { 721 }
577 /* If already on active list, don't do anything */
578 if (op->active_next || op->active_prev || op == active_objects)
579 return;
580 722
581 /* process_events() expects us to insert the object at the beginning 723 this->speed = speed;
582 * of the list. */
583 op->active_next = active_objects;
584 724
585 if (op->active_next != NULL) 725 if (has_active_speed ())
586 op->active_next->active_prev = op; 726 activate ();
587
588 active_objects = op;
589 }
590 else 727 else
591 { 728 deactivate ();
592 /* If not on the active list, nothing needs to be done */
593 if (!op->active_next && !op->active_prev && op != active_objects)
594 return;
595
596 if (op->active_prev == NULL)
597 {
598 active_objects = op->active_next;
599
600 if (op->active_next != NULL)
601 op->active_next->active_prev = NULL;
602 }
603 else
604 {
605 op->active_prev->active_next = op->active_next;
606
607 if (op->active_next)
608 op->active_next->active_prev = op->active_prev;
609 }
610
611 op->active_next = NULL;
612 op->active_prev = NULL;
613 }
614}
615
616/* This function removes object 'op' from the list of active
617 * objects.
618 * This should only be used for style maps or other such
619 * reference maps where you don't want an object that isn't
620 * in play chewing up cpu time getting processed.
621 * The reverse of this is to call update_ob_speed, which
622 * will do the right thing based on the speed of the object.
623 */
624void
625remove_from_active_list (object *op)
626{
627 /* If not on the active list, nothing needs to be done */
628 if (!op->active_next && !op->active_prev && op != active_objects)
629 return;
630
631 if (op->active_prev == NULL)
632 {
633 active_objects = op->active_next;
634 if (op->active_next != NULL)
635 op->active_next->active_prev = NULL;
636 }
637 else
638 {
639 op->active_prev->active_next = op->active_next;
640 if (op->active_next)
641 op->active_next->active_prev = op->active_prev;
642 }
643 op->active_next = NULL;
644 op->active_prev = NULL;
645} 729}
646 730
647/* 731/*
648 * update_object() updates the the map. 732 * update_object() updates the the map.
649 * It takes into account invisible objects (and represent squares covered 733 * It takes into account invisible objects (and represent squares covered
662 * UP_OBJ_FACE: only the objects face has changed. 746 * UP_OBJ_FACE: only the objects face has changed.
663 */ 747 */
664void 748void
665update_object (object *op, int action) 749update_object (object *op, int action)
666{ 750{
667 MoveType move_on, move_off, move_block, move_slow; 751 if (!op)
668
669 if (op == NULL)
670 { 752 {
671 /* this should never happen */ 753 /* this should never happen */
672 LOG (llevDebug, "update_object() called for NULL object.\n"); 754 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
673 return; 755 return;
674 } 756 }
675 757
676 if (op->env) 758 if (!op->is_on_map ())
677 { 759 {
678 /* Animation is currently handled by client, so nothing 760 /* Animation is currently handled by client, so nothing
679 * to do in this case. 761 * to do in this case.
680 */ 762 */
681 return; 763 return;
682 } 764 }
683
684 /* If the map is saving, don't do anything as everything is
685 * going to get freed anyways.
686 */
687 if (!op->map || op->map->in_memory == MAP_SAVING)
688 return;
689 765
690 /* make sure the object is within map boundaries */ 766 /* make sure the object is within map boundaries */
691 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 767 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
692 { 768 {
693 LOG (llevError, "update_object() called for object out of map!\n"); 769 LOG (llevError, "update_object() called for object out of map!\n");
697 return; 773 return;
698 } 774 }
699 775
700 mapspace &m = op->ms (); 776 mapspace &m = op->ms ();
701 777
702 if (m.flags_ & P_NEED_UPDATE) 778 if (!(m.flags_ & P_UPTODATE))
703 /* nop */; 779 /* nop */;
704 else if (action == UP_OBJ_INSERT) 780 else if (action == UP_OBJ_INSERT)
705 { 781 {
706 // this is likely overkill, TODO: revisit (schmorp) 782 // this is likely overkill, TODO: revisit (schmorp)
707 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 783 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
716 /* This isn't perfect, but I don't expect a lot of objects to 792 /* This isn't perfect, but I don't expect a lot of objects to
717 * to have move_allow right now. 793 * to have move_allow right now.
718 */ 794 */
719 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 795 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
720 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 796 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
721 m.flags_ = P_NEED_UPDATE; 797 m.flags_ = 0;
722 } 798 }
723 /* if the object is being removed, we can't make intelligent 799 /* if the object is being removed, we can't make intelligent
724 * decisions, because remove_ob can't really pass the object 800 * decisions, because remove_ob can't really pass the object
725 * that is being removed. 801 * that is being removed.
726 */ 802 */
727 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 803 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
728 m.flags_ = P_NEED_UPDATE; 804 m.flags_ = 0;
729 else if (action == UP_OBJ_FACE) 805 else if (action == UP_OBJ_FACE)
730 /* Nothing to do for that case */ ; 806 /* Nothing to do for that case */ ;
731 else 807 else
732 LOG (llevError, "update_object called with invalid action: %d\n", action); 808 LOG (llevError, "update_object called with invalid action: %d\n", action);
733 809
734 if (op->more) 810 if (op->more)
735 update_object (op->more, action); 811 update_object (op->more, action);
736} 812}
737 813
738object::vector object::objects; // not yet used
739object *object::first;
740
741object::object () 814object::object ()
742{ 815{
743 SET_FLAG (this, FLAG_REMOVED); 816 SET_FLAG (this, FLAG_REMOVED);
744 817
745 expmul = 1.0; 818 expmul = 1.0;
746 face = blank_face; 819 face = blank_face;
747} 820}
748 821
749object::~object () 822object::~object ()
750{ 823{
824 unlink ();
825
751 free_key_values (this); 826 free_key_values (this);
752} 827}
753 828
829static int object_count;
830
754void object::link () 831void object::link ()
755{ 832{
833 assert (!index);//D
834 uuid = UUID::gen ();
756 count = ++ob_count; 835 count = ++object_count;
757 uuid = gen_uuid ();
758 836
759 prev = 0; 837 refcnt_inc ();
760 next = object::first; 838 objects.insert (this);
761
762 if (object::first)
763 object::first->prev = this;
764
765 object::first = this;
766} 839}
767 840
768void object::unlink () 841void object::unlink ()
769{ 842{
770 if (this == object::first) 843 if (!index)
771 object::first = next;
772
773 /* Remove this object from the list of used objects */
774 if (prev) prev->next = next;
775 if (next) next->prev = prev;
776
777 prev = 0;
778 next = 0;
779}
780
781object *object::create ()
782{
783 object *op = new object;
784 op->link ();
785 return op; 844 return;
786}
787 845
788/* 846 objects.erase (this);
789 * free_object() frees everything allocated by an object, removes 847 refcnt_dec ();
790 * it from the list of used objects, and puts it on the list of 848}
791 * free objects. The IS_FREED() flag is set in the object. 849
792 * The object must have been removed by remove_ob() first for
793 * this function to succeed.
794 *
795 * If destroy_inventory is set, free inventory as well. Else drop items in
796 * inventory to the ground.
797 */
798void 850void
799object::do_destroy () 851object::activate ()
800{ 852{
801 attachable::do_destroy (); 853 /* If already on active list, don't do anything */
802 854 if (active)
803 if (flag [FLAG_IS_LINKED])
804 remove_button_link (this);
805
806 if (flag [FLAG_FRIENDLY])
807 remove_friendly_object (this);
808
809 if (!flag [FLAG_REMOVED])
810 remove ();
811
812 if (flag [FLAG_FREED])
813 return; 855 return;
814 856
815 flag [FLAG_FREED] = 1; 857 if (has_active_speed ())
858 actives.insert (this);
859}
816 860
817 // hack to ensure that freed objects still have a valid map 861void
818 { 862object::activate_recursive ()
819 static maptile *freed_map; // freed objects are moved here to avoid crashes 863{
864 activate ();
820 865
821 if (!freed_map) 866 for (object *op = inv; op; op = op->below)
867 op->activate_recursive ();
868}
869
870/* This function removes object 'op' from the list of active
871 * objects.
872 * This should only be used for style maps or other such
873 * reference maps where you don't want an object that isn't
874 * in play chewing up cpu time getting processed.
875 * The reverse of this is to call update_ob_speed, which
876 * will do the right thing based on the speed of the object.
877 */
878void
879object::deactivate ()
880{
881 /* If not on the active list, nothing needs to be done */
882 if (!active)
883 return;
884
885 actives.erase (this);
886}
887
888void
889object::deactivate_recursive ()
890{
891 for (object *op = inv; op; op = op->below)
892 op->deactivate_recursive ();
893
894 deactivate ();
895}
896
897void
898object::set_flag_inv (int flag, int value)
899{
900 for (object *op = inv; op; op = op->below)
822 { 901 {
823 freed_map = new maptile; 902 op->flag [flag] = value;
824 903 op->set_flag_inv (flag, value);
825 freed_map->name = "/internal/freed_objects_map";
826 freed_map->width = 3;
827 freed_map->height = 3;
828
829 freed_map->allocate ();
830 } 904 }
831
832 map = freed_map;
833 x = 1;
834 y = 1;
835 }
836
837 more = 0;
838 head = 0;
839 inv = 0;
840
841 // clear those pointers that likely might have circular references to us
842 owner = 0;
843 enemy = 0;
844 attacked_by = 0;
845
846 // only relevant for players(?), but make sure of it anyways
847 contr = 0;
848
849 /* Remove object from the active list */
850 speed = 0;
851 update_ob_speed (this);
852
853 unlink ();
854} 905}
855 906
856/* 907/*
857 * Remove and free all objects in the inventory of the given object. 908 * Remove and free all objects in the inventory of the given object.
858 * object.c ? 909 * object.c ?
859 */ 910 */
860void 911void
861object::destroy_inv (bool drop_to_ground) 912object::destroy_inv (bool drop_to_ground)
862{ 913{
914 // need to check first, because the checks below might segfault
915 // as we might be on an invalid mapspace and crossfire code
916 // is too buggy to ensure that the inventory is empty.
917 // corollary: if you create arrows etc. with stuff in its inventory,
918 // cf will crash below with off-map x and y
863 if (!inv) 919 if (!inv)
864 return; 920 return;
865 921
866 /* Only if the space blocks everything do we not process - 922 /* Only if the space blocks everything do we not process -
867 * if some form of movement is allowed, let objects 923 * if some form of movement is allowed, let objects
868 * drop on that space. 924 * drop on that space.
869 */ 925 */
870 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 926 if (!drop_to_ground
927 || !map
928 || map->in_memory != MAP_ACTIVE
929 || map->nodrop
930 || ms ().move_block == MOVE_ALL)
871 { 931 {
872 while (inv) 932 while (inv)
873 { 933 {
874 inv->destroy_inv (drop_to_ground); 934 inv->destroy_inv (false);
875 inv->destroy (); 935 inv->destroy ();
876 } 936 }
877 } 937 }
878 else 938 else
879 { /* Put objects in inventory onto this space */ 939 { /* Put objects in inventory onto this space */
883 943
884 if (op->flag [FLAG_STARTEQUIP] 944 if (op->flag [FLAG_STARTEQUIP]
885 || op->flag [FLAG_NO_DROP] 945 || op->flag [FLAG_NO_DROP]
886 || op->type == RUNE 946 || op->type == RUNE
887 || op->type == TRAP 947 || op->type == TRAP
888 || op->flag [FLAG_IS_A_TEMPLATE]) 948 || op->flag [FLAG_IS_A_TEMPLATE]
949 || op->flag [FLAG_DESTROY_ON_DEATH])
889 op->destroy (); 950 op->destroy (true);
890 else 951 else
891 { 952 map->insert (op, x, y);
892 op->remove ();
893 op->x = x;
894 op->y = y;
895 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
896 }
897 } 953 }
898 } 954 }
955}
956
957object *object::create ()
958{
959 object *op = new object;
960 op->link ();
961 return op;
962}
963
964static struct freed_map : maptile
965{
966 freed_map ()
967 {
968 path = "<freed objects map>";
969 name = "/internal/freed_objects_map";
970 width = 3;
971 height = 3;
972 nodrop = 1;
973
974 alloc ();
975 in_memory = MAP_ACTIVE;
976 }
977} freed_map; // freed objects are moved here to avoid crashes
978
979void
980object::do_destroy ()
981{
982 if (flag [FLAG_IS_LINKED])
983 remove_button_link (this);
984
985 if (flag [FLAG_FRIENDLY])
986 remove_friendly_object (this);
987
988 remove ();
989
990 attachable::do_destroy ();
991
992 deactivate ();
993 unlink ();
994
995 flag [FLAG_FREED] = 1;
996
997 // hack to ensure that freed objects still have a valid map
998 map = &freed_map;
999 x = 1;
1000 y = 1;
1001
1002 if (more)
1003 {
1004 more->destroy ();
1005 more = 0;
1006 }
1007
1008 head = 0;
1009
1010 // clear those pointers that likely might cause circular references
1011 owner = 0;
1012 enemy = 0;
1013 attacked_by = 0;
1014 current_weapon = 0;
899} 1015}
900 1016
901void 1017void
902object::destroy (bool destroy_inventory) 1018object::destroy (bool destroy_inventory)
903{ 1019{
904 if (destroyed ()) 1020 if (destroyed ())
905 return; 1021 return;
906 1022
907 if (more) 1023 if (!is_head () && !head->destroyed ())
908 { 1024 {
909 //TODO: non-head objects must not have inventory 1025 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
910 more->destroy (destroy_inventory); 1026 head->destroy (destroy_inventory);
911 more = 0; 1027 return;
912 } 1028 }
913 1029
914 if (destroy_inventory) 1030 destroy_inv (!destroy_inventory);
915 destroy_inv (true); 1031
1032 if (is_head ())
1033 if (sound_destroy)
1034 play_sound (sound_destroy);
1035 else if (flag [FLAG_MONSTER])
1036 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
916 1037
917 attachable::destroy (); 1038 attachable::destroy ();
918}
919
920/*
921 * sub_weight() recursively (outwards) subtracts a number from the
922 * weight of an object (and what is carried by it's environment(s)).
923 */
924void
925sub_weight (object *op, signed long weight)
926{
927 while (op != NULL)
928 {
929 if (op->type == CONTAINER)
930 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
931
932 op->carrying -= weight;
933 op = op->env;
934 }
935} 1039}
936 1040
937/* op->remove (): 1041/* op->remove ():
938 * This function removes the object op from the linked list of objects 1042 * This function removes the object op from the linked list of objects
939 * which it is currently tied to. When this function is done, the 1043 * which it is currently tied to. When this function is done, the
940 * object will have no environment. If the object previously had an 1044 * object will have no environment. If the object previously had an
941 * environment, the x and y coordinates will be updated to 1045 * environment, the x and y coordinates will be updated to
942 * the previous environment. 1046 * the previous environment.
943 * Beware: This function is called from the editor as well!
944 */ 1047 */
945void 1048void
946object::remove () 1049object::do_remove ()
947{ 1050{
948 object *tmp, *last = 0; 1051 object *tmp, *last = 0;
949 object *otmp; 1052 object *otmp;
950 1053
951 if (QUERY_FLAG (this, FLAG_REMOVED)) 1054 if (flag [FLAG_REMOVED])
952 return; 1055 return;
953 1056
954 SET_FLAG (this, FLAG_REMOVED);
955 INVOKE_OBJECT (REMOVE, this); 1057 INVOKE_OBJECT (REMOVE, this);
1058
1059 flag [FLAG_REMOVED] = true;
956 1060
957 if (more) 1061 if (more)
958 more->remove (); 1062 more->remove ();
959 1063
960 /* 1064 /*
961 * In this case, the object to be removed is in someones 1065 * In this case, the object to be removed is in someones
962 * inventory. 1066 * inventory.
963 */ 1067 */
964 if (env) 1068 if (env)
965 { 1069 {
1070 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1071 if (object *pl = visible_to ())
1072 esrv_del_item (pl->contr, count);
1073 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1074
1075 adjust_weight (env, -total_weight ());
1076
1077 *(above ? &above->below : &env->inv) = below;
1078
966 if (nrof) 1079 if (below)
967 sub_weight (env, weight * nrof); 1080 below->above = above;
968 else 1081
969 sub_weight (env, weight + carrying); 1082 /* we set up values so that it could be inserted into
1083 * the map, but we don't actually do that - it is up
1084 * to the caller to decide what we want to do.
1085 */
1086 map = env->map;
1087 x = env->x;
1088 y = env->y;
1089 above = 0;
1090 below = 0;
1091 env = 0;
970 1092
971 /* NO_FIX_PLAYER is set when a great many changes are being 1093 /* NO_FIX_PLAYER is set when a great many changes are being
972 * made to players inventory. If set, avoiding the call 1094 * made to players inventory. If set, avoiding the call
973 * to save cpu time. 1095 * to save cpu time.
974 */ 1096 */
975 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1097 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
976 otmp->update_stats (); 1098 otmp->update_stats ();
977
978 if (above != NULL)
979 above->below = below;
980 else
981 env->inv = below;
982
983 if (below != NULL)
984 below->above = above;
985
986 /* we set up values so that it could be inserted into
987 * the map, but we don't actually do that - it is up
988 * to the caller to decide what we want to do.
989 */
990 x = env->x, y = env->y;
991 map = env->map;
992 above = 0, below = 0;
993 env = 0;
994 } 1099 }
995 else if (map) 1100 else if (map)
996 { 1101 {
997 /* Re did the following section of code - it looks like it had 1102 map->dirty = true;
998 * lots of logic for things we no longer care about 1103 mapspace &ms = this->ms ();
1104
1105 if (object *pl = ms.player ())
999 */ 1106 {
1107 if (type == PLAYER) // this == pl(!)
1108 {
1109 // leaving a spot always closes any open container on the ground
1110 if (container && !container->env)
1111 // this causes spurious floorbox updates, but it ensures
1112 // that the CLOSE event is being sent.
1113 close_container ();
1114
1115 --map->players;
1116 map->touch ();
1117 }
1118 else if (pl->container == this)
1119 {
1120 // removing a container should close it
1121 close_container ();
1122 }
1123
1124 esrv_del_item (pl->contr, count);
1125 }
1000 1126
1001 /* link the object above us */ 1127 /* link the object above us */
1002 if (above) 1128 if (above)
1003 above->below = below; 1129 above->below = below;
1004 else 1130 else
1005 map->at (x, y).top = below; /* we were top, set new top */ 1131 ms.top = below; /* we were top, set new top */
1006 1132
1007 /* Relink the object below us, if there is one */ 1133 /* Relink the object below us, if there is one */
1008 if (below) 1134 if (below)
1009 below->above = above; 1135 below->above = above;
1010 else 1136 else
1012 /* Nothing below, which means we need to relink map object for this space 1138 /* Nothing below, which means we need to relink map object for this space
1013 * use translated coordinates in case some oddness with map tiling is 1139 * use translated coordinates in case some oddness with map tiling is
1014 * evident 1140 * evident
1015 */ 1141 */
1016 if (GET_MAP_OB (map, x, y) != this) 1142 if (GET_MAP_OB (map, x, y) != this)
1017 {
1018 char *dump = dump_object (this);
1019 LOG (llevError,
1020 "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); 1143 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 ());
1021 free (dump);
1022 dump = dump_object (GET_MAP_OB (map, x, y));
1023 LOG (llevError, "%s\n", dump);
1024 free (dump);
1025 }
1026 1144
1027 map->at (x, y).bot = above; /* goes on above it. */ 1145 ms.bot = above; /* goes on above it. */
1028 } 1146 }
1029 1147
1030 above = 0; 1148 above = 0;
1031 below = 0; 1149 below = 0;
1032 1150
1033 if (map->in_memory == MAP_SAVING) 1151 if (map->in_memory == MAP_SAVING)
1034 return; 1152 return;
1035 1153
1036 int check_walk_off = !flag [FLAG_NO_APPLY]; 1154 int check_walk_off = !flag [FLAG_NO_APPLY];
1037 1155
1156 if (object *pl = ms.player ())
1157 {
1158 if (pl->container == this)
1159 /* If a container that the player is currently using somehow gets
1160 * removed (most likely destroyed), update the player view
1161 * appropriately.
1162 */
1163 pl->close_container ();
1164
1165 //TODO: the floorbox prev/next might need updating
1166 esrv_del_item (pl->contr, count);
1167 }
1168
1038 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1169 for (tmp = ms.bot; tmp; tmp = tmp->above)
1039 { 1170 {
1040 /* No point updating the players look faces if he is the object 1171 /* No point updating the players look faces if he is the object
1041 * being removed. 1172 * being removed.
1042 */ 1173 */
1043 1174
1044 if (tmp->type == PLAYER && tmp != this)
1045 {
1046 /* If a container that the player is currently using somehow gets
1047 * removed (most likely destroyed), update the player view
1048 * appropriately.
1049 */
1050 if (tmp->container == this)
1051 {
1052 flag [FLAG_APPLIED] = 0;
1053 tmp->container = 0;
1054 }
1055
1056 if (tmp->contr->ns)
1057 tmp->contr->ns->floorbox_update ();
1058 }
1059
1060 /* See if player moving off should effect something */ 1175 /* See if object moving off should effect something */
1061 if (check_walk_off 1176 if (check_walk_off
1062 && ((move_type & tmp->move_off) 1177 && ((move_type & tmp->move_off)
1063 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1178 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1064 { 1179 {
1065 move_apply (tmp, this, 0); 1180 move_apply (tmp, this, 0);
1066 1181
1067 if (destroyed ()) 1182 if (destroyed ())
1068 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1183 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1069 } 1184 }
1070 1185
1071 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1072
1073 if (tmp->above == tmp)
1074 tmp->above = 0;
1075
1076 last = tmp; 1186 last = tmp;
1077 } 1187 }
1078 1188
1079 /* last == NULL of there are no objects on this space */ 1189 /* last == NULL if there are no objects on this space */
1190 //TODO: this makes little sense, why only update the topmost object?
1080 if (!last) 1191 if (!last)
1081 map->at (x, y).flags_ = P_NEED_UPDATE; 1192 map->at (x, y).flags_ = 0;
1082 else 1193 else
1083 update_object (last, UP_OBJ_REMOVE); 1194 update_object (last, UP_OBJ_REMOVE);
1084 1195
1085 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1196 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1086 update_all_los (map, x, y); 1197 update_all_los (map, x, y);
1099merge_ob (object *op, object *top) 1210merge_ob (object *op, object *top)
1100{ 1211{
1101 if (!op->nrof) 1212 if (!op->nrof)
1102 return 0; 1213 return 0;
1103 1214
1104 if (top) 1215 if (!top)
1105 for (top = op; top && top->above; top = top->above) 1216 for (top = op; top && top->above; top = top->above)
1106 ; 1217 ;
1107 1218
1108 for (; top; top = top->below) 1219 for (; top; top = top->below)
1109 {
1110 if (top == op)
1111 continue;
1112
1113 if (object::can_merge (op, top)) 1220 if (object::can_merge (op, top))
1114 { 1221 {
1115 top->nrof += op->nrof; 1222 top->nrof += op->nrof;
1116 1223
1117/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1224 if (object *pl = top->visible_to ())
1118 op->weight = 0; /* Don't want any adjustements now */ 1225 esrv_update_item (UPD_NROF, pl, top);
1226
1227 op->weight = 0; // cancel the addition above
1228 op->carrying = 0; // must be 0 already
1229
1119 op->destroy (); 1230 op->destroy (1);
1231
1120 return top; 1232 return top;
1121 } 1233 }
1122 }
1123 1234
1124 return 0; 1235 return 0;
1125} 1236}
1126 1237
1238void
1239object::expand_tail ()
1240{
1241 if (more)
1242 return;
1243
1244 object *prev = this;
1245
1246 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1247 {
1248 object *op = arch_to_object (at);
1249
1250 op->name = name;
1251 op->name_pl = name_pl;
1252 op->title = title;
1253
1254 op->head = this;
1255 prev->more = op;
1256
1257 prev = op;
1258 }
1259}
1260
1127/* 1261/*
1128 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1262 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1129 * job preparing multi-part monsters 1263 * job preparing multi-part monsters.
1130 */ 1264 */
1131object * 1265object *
1132insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1266insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1133{ 1267{
1134 object *tmp;
1135
1136 if (op->head)
1137 op = op->head;
1138
1139 for (tmp = op; tmp; tmp = tmp->more) 1268 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1140 { 1269 {
1141 tmp->x = x + tmp->arch->clone.x; 1270 tmp->x = x + tmp->arch->x;
1142 tmp->y = y + tmp->arch->clone.y; 1271 tmp->y = y + tmp->arch->y;
1143 } 1272 }
1144 1273
1145 return insert_ob_in_map (op, m, originator, flag); 1274 return insert_ob_in_map (op, m, originator, flag);
1146} 1275}
1147 1276
1166 * just 'op' otherwise 1295 * just 'op' otherwise
1167 */ 1296 */
1168object * 1297object *
1169insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1298insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1170{ 1299{
1171 object *tmp, *top, *floor = NULL; 1300 assert (!op->flag [FLAG_FREED]);
1172 sint16 x, y;
1173 1301
1174 if (QUERY_FLAG (op, FLAG_FREED)) 1302 op->remove ();
1175 {
1176 LOG (llevError, "Trying to insert freed object!\n");
1177 return NULL;
1178 }
1179
1180 if (m == NULL)
1181 {
1182 char *dump = dump_object (op);
1183 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1184 free (dump);
1185 return op;
1186 }
1187
1188 if (out_of_map (m, op->x, op->y))
1189 {
1190 char *dump = dump_object (op);
1191 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1192#ifdef MANY_CORES
1193 /* Better to catch this here, as otherwise the next use of this object
1194 * is likely to cause a crash. Better to find out where it is getting
1195 * improperly inserted.
1196 */
1197 abort ();
1198#endif
1199 free (dump);
1200 return op;
1201 }
1202
1203 if (!QUERY_FLAG (op, FLAG_REMOVED))
1204 {
1205 char *dump = dump_object (op);
1206 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1207 free (dump);
1208 return op;
1209 }
1210
1211 if (op->more)
1212 {
1213 /* The part may be on a different map. */
1214
1215 object *more = op->more;
1216
1217 /* We really need the caller to normalize coordinates - if
1218 * we set the map, that doesn't work if the location is within
1219 * a map and this is straddling an edge. So only if coordinate
1220 * is clear wrong do we normalize it.
1221 */
1222 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1223 more->map = get_map_from_coord (m, &more->x, &more->y);
1224 else if (!more->map)
1225 {
1226 /* For backwards compatibility - when not dealing with tiled maps,
1227 * more->map should always point to the parent.
1228 */
1229 more->map = m;
1230 }
1231
1232 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1233 {
1234 if (!op->head)
1235 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1236
1237 return 0;
1238 }
1239 }
1240
1241 CLEAR_FLAG (op, FLAG_REMOVED);
1242 1303
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1304 /* Ideally, the caller figures this out. However, it complicates a lot
1244 * of areas of callers (eg, anything that uses find_free_spot would now 1305 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1306 * need extra work
1246 */ 1307 */
1247 op->map = get_map_from_coord (m, &op->x, &op->y); 1308 if (!xy_normalise (m, op->x, op->y))
1248 x = op->x; 1309 {
1249 y = op->y; 1310 op->destroy (1);
1311 return 0;
1312 }
1313
1314 if (object *more = op->more)
1315 if (!insert_ob_in_map (more, m, originator, flag))
1316 return 0;
1317
1318 CLEAR_FLAG (op, FLAG_REMOVED);
1319
1320 op->map = m;
1321 mapspace &ms = op->ms ();
1250 1322
1251 /* this has to be done after we translate the coordinates. 1323 /* this has to be done after we translate the coordinates.
1252 */ 1324 */
1253 if (op->nrof && !(flag & INS_NO_MERGE)) 1325 if (op->nrof && !(flag & INS_NO_MERGE))
1254 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1326 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1255 if (object::can_merge (op, tmp)) 1327 if (object::can_merge (op, tmp))
1256 { 1328 {
1329 // TODO: we atcually want to update tmp, not op,
1330 // but some caller surely breaks when we return tmp
1331 // from here :/
1257 op->nrof += tmp->nrof; 1332 op->nrof += tmp->nrof;
1258 tmp->destroy (); 1333 tmp->destroy (1);
1259 } 1334 }
1260 1335
1261 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1336 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1262 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1337 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1263 1338
1276 op->below = originator->below; 1351 op->below = originator->below;
1277 1352
1278 if (op->below) 1353 if (op->below)
1279 op->below->above = op; 1354 op->below->above = op;
1280 else 1355 else
1281 op->ms ().bot = op; 1356 ms.bot = op;
1282 1357
1283 /* since *below* originator, no need to update top */ 1358 /* since *below* originator, no need to update top */
1284 originator->below = op; 1359 originator->below = op;
1285 } 1360 }
1286 else 1361 else
1287 { 1362 {
1363 object *top, *floor = NULL;
1364
1365 top = ms.bot;
1366
1288 /* If there are other objects, then */ 1367 /* If there are other objects, then */
1289 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1368 if (top)
1290 { 1369 {
1291 object *last = NULL; 1370 object *last = 0;
1292 1371
1293 /* 1372 /*
1294 * If there are multiple objects on this space, we do some trickier handling. 1373 * If there are multiple objects on this space, we do some trickier handling.
1295 * We've already dealt with merging if appropriate. 1374 * We've already dealt with merging if appropriate.
1296 * Generally, we want to put the new object on top. But if 1375 * Generally, we want to put the new object on top. But if
1300 * once we get to them. This reduces the need to traverse over all of 1379 * once we get to them. This reduces the need to traverse over all of
1301 * them when adding another one - this saves quite a bit of cpu time 1380 * them when adding another one - this saves quite a bit of cpu time
1302 * when lots of spells are cast in one area. Currently, it is presumed 1381 * when lots of spells are cast in one area. Currently, it is presumed
1303 * that flying non pickable objects are spell objects. 1382 * that flying non pickable objects are spell objects.
1304 */ 1383 */
1305 1384 for (top = ms.bot; top; top = top->above)
1306 while (top != NULL)
1307 { 1385 {
1308 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1386 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1309 floor = top; 1387 floor = top;
1310 1388
1311 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1389 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1314 top = top->below; 1392 top = top->below;
1315 break; 1393 break;
1316 } 1394 }
1317 1395
1318 last = top; 1396 last = top;
1319 top = top->above;
1320 } 1397 }
1321 1398
1322 /* Don't want top to be NULL, so set it to the last valid object */ 1399 /* Don't want top to be NULL, so set it to the last valid object */
1323 top = last; 1400 top = last;
1324 1401
1326 * looks like instead of lots of conditions here. 1403 * looks like instead of lots of conditions here.
1327 * makes things faster, and effectively the same result. 1404 * makes things faster, and effectively the same result.
1328 */ 1405 */
1329 1406
1330 /* Have object 'fall below' other objects that block view. 1407 /* Have object 'fall below' other objects that block view.
1331 * Unless those objects are exits, type 66 1408 * Unless those objects are exits.
1332 * If INS_ON_TOP is used, don't do this processing 1409 * If INS_ON_TOP is used, don't do this processing
1333 * Need to find the object that in fact blocks view, otherwise 1410 * Need to find the object that in fact blocks view, otherwise
1334 * stacking is a bit odd. 1411 * stacking is a bit odd.
1335 */ 1412 */
1336 if (!(flag & INS_ON_TOP) && 1413 if (!(flag & INS_ON_TOP)
1337 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1414 && ms.flags () & P_BLOCKSVIEW
1415 && (op->face && !faces [op->face].visibility))
1338 { 1416 {
1339 for (last = top; last != floor; last = last->below) 1417 for (last = top; last != floor; last = last->below)
1340 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1418 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1341 break; 1419 break;
1420
1342 /* Check to see if we found the object that blocks view, 1421 /* Check to see if we found the object that blocks view,
1343 * and make sure we have a below pointer for it so that 1422 * and make sure we have a below pointer for it so that
1344 * we can get inserted below this one, which requires we 1423 * we can get inserted below this one, which requires we
1345 * set top to the object below us. 1424 * set top to the object below us.
1346 */ 1425 */
1347 if (last && last->below && last != floor) 1426 if (last && last->below && last != floor)
1348 top = last->below; 1427 top = last->below;
1349 } 1428 }
1350 } /* If objects on this space */ 1429 } /* If objects on this space */
1351 1430
1352 if (flag & INS_MAP_LOAD)
1353 top = GET_MAP_TOP (op->map, op->x, op->y);
1354
1355 if (flag & INS_ABOVE_FLOOR_ONLY) 1431 if (flag & INS_ABOVE_FLOOR_ONLY)
1356 top = floor; 1432 top = floor;
1357 1433
1358 /* Top is the object that our object (op) is going to get inserted above. 1434 /* Top is the object that our object (op) is going to get inserted above.
1359 */ 1435 */
1360 1436
1361 /* First object on this space */ 1437 /* First object on this space */
1362 if (!top) 1438 if (!top)
1363 { 1439 {
1364 op->above = GET_MAP_OB (op->map, op->x, op->y); 1440 op->above = ms.bot;
1365 1441
1366 if (op->above) 1442 if (op->above)
1367 op->above->below = op; 1443 op->above->below = op;
1368 1444
1369 op->below = NULL; 1445 op->below = 0;
1370 op->ms ().bot = op; 1446 ms.bot = op;
1371 } 1447 }
1372 else 1448 else
1373 { /* get inserted into the stack above top */ 1449 { /* get inserted into the stack above top */
1374 op->above = top->above; 1450 op->above = top->above;
1375 1451
1378 1454
1379 op->below = top; 1455 op->below = top;
1380 top->above = op; 1456 top->above = op;
1381 } 1457 }
1382 1458
1383 if (op->above == NULL) 1459 if (!op->above)
1384 op->ms ().top = op; 1460 ms.top = op;
1385 } /* else not INS_BELOW_ORIGINATOR */ 1461 } /* else not INS_BELOW_ORIGINATOR */
1386 1462
1387 if (op->type == PLAYER) 1463 if (op->type == PLAYER)
1464 {
1388 op->contr->do_los = 1; 1465 op->contr->do_los = 1;
1466 ++op->map->players;
1467 op->map->touch ();
1468 }
1389 1469
1390 /* If we have a floor, we know the player, if any, will be above 1470 op->map->dirty = true;
1391 * it, so save a few ticks and start from there. 1471
1392 */
1393 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1472 if (object *pl = ms.player ())
1395 if (pl->contr->ns) 1473 //TODO: the floorbox prev/next might need updating
1396 pl->contr->ns->floorbox_update (); 1474 esrv_send_item (pl, op);
1397 1475
1398 /* If this object glows, it may affect lighting conditions that are 1476 /* If this object glows, it may affect lighting conditions that are
1399 * visible to others on this map. But update_all_los is really 1477 * visible to others on this map. But update_all_los is really
1400 * an inefficient way to do this, as it means los for all players 1478 * an inefficient way to do this, as it means los for all players
1401 * on the map will get recalculated. The players could very well 1479 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1480 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1481 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1482 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1483 * of effect may be sufficient.
1406 */ 1484 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1485 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1486 update_all_los (op->map, op->x, op->y);
1409 1487
1420 * blocked() and wall() work properly), and these flags are updated by 1498 * blocked() and wall() work properly), and these flags are updated by
1421 * update_object(). 1499 * update_object().
1422 */ 1500 */
1423 1501
1424 /* if this is not the head or flag has been passed, don't check walk on status */ 1502 /* if this is not the head or flag has been passed, don't check walk on status */
1425 if (!(flag & INS_NO_WALK_ON) && !op->head) 1503 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1426 { 1504 {
1427 if (check_move_on (op, originator)) 1505 if (check_move_on (op, originator))
1428 return 0; 1506 return 0;
1429 1507
1430 /* If we are a multi part object, lets work our way through the check 1508 /* If we are a multi part object, lets work our way through the check
1431 * walk on's. 1509 * walk on's.
1432 */ 1510 */
1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1511 for (object *tmp = op->more; tmp; tmp = tmp->more)
1434 if (check_move_on (tmp, originator)) 1512 if (check_move_on (tmp, originator))
1435 return 0; 1513 return 0;
1436 } 1514 }
1437 1515
1438 return op; 1516 return op;
1443 * op is the object to insert it under: supplies x and the map. 1521 * op is the object to insert it under: supplies x and the map.
1444 */ 1522 */
1445void 1523void
1446replace_insert_ob_in_map (const char *arch_string, object *op) 1524replace_insert_ob_in_map (const char *arch_string, object *op)
1447{ 1525{
1448 object *tmp, *tmp1;
1449
1450 /* first search for itself and remove any old instances */ 1526 /* first search for itself and remove any old instances */
1451 1527
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1528 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1529 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1454 tmp->destroy (); 1530 tmp->destroy (1);
1455 1531
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1532 object *tmp = arch_to_object (archetype::find (arch_string));
1457 1533
1458 tmp1->x = op->x; 1534 tmp->x = op->x;
1459 tmp1->y = op->y; 1535 tmp->y = op->y;
1536
1460 insert_ob_in_map (tmp1, op->map, op, 0); 1537 insert_ob_in_map (tmp, op->map, op, 0);
1461} 1538}
1462
1463/*
1464 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1465 * is returned contains nr objects, and the remaining parts contains
1466 * the rest (or is removed and freed if that number is 0).
1467 * On failure, NULL is returned, and the reason put into the
1468 * global static errmsg array.
1469 */
1470 1539
1471object * 1540object *
1472get_split_ob (object *orig_ob, uint32 nr) 1541object::insert_at (object *where, object *originator, int flags)
1473{ 1542{
1474 object *newob; 1543 if (where->env)
1475 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1544 return where->env->insert (this);
1476 1545 else
1477 if (orig_ob->nrof < nr) 1546 return where->map->insert (this, where->x, where->y, originator, flags);
1478 {
1479 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1480 return NULL;
1481 }
1482
1483 newob = object_create_clone (orig_ob);
1484
1485 if ((orig_ob->nrof -= nr) < 1)
1486 orig_ob->destroy (1);
1487 else if (!is_removed)
1488 {
1489 if (orig_ob->env != NULL)
1490 sub_weight (orig_ob->env, orig_ob->weight * nr);
1491 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1492 {
1493 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1494 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1495 return NULL;
1496 }
1497 }
1498
1499 newob->nrof = nr;
1500
1501 return newob;
1502} 1547}
1503 1548
1504/* 1549/*
1505 * decrease_ob_nr(object, number) decreases a specified number from 1550 * decrease(object, number) decreases a specified number from
1506 * the amount of an object. If the amount reaches 0, the object 1551 * the amount of an object. If the amount reaches 0, the object
1507 * is subsequently removed and freed. 1552 * is subsequently removed and freed.
1508 * 1553 *
1509 * Return value: 'op' if something is left, NULL if the amount reached 0 1554 * Return value: 'op' if something is left, NULL if the amount reached 0
1510 */ 1555 */
1556bool
1557object::decrease (sint32 nr)
1558{
1559 if (!nr)
1560 return true;
1511 1561
1562 nr = min (nr, nrof);
1563
1564 nrof -= nr;
1565
1566 if (nrof)
1567 {
1568 adjust_weight (env, -weight * nr); // carrying == 0
1569
1570 if (object *pl = visible_to ())
1571 esrv_update_item (UPD_NROF, pl, this);
1572
1573 return true;
1574 }
1575 else
1576 {
1577 destroy (1);
1578 return false;
1579 }
1580}
1581
1582/*
1583 * split(ob,nr) splits up ob into two parts. The part which
1584 * is returned contains nr objects, and the remaining parts contains
1585 * the rest (or is removed and returned if that number is 0).
1586 * On failure, NULL is returned.
1587 */
1512object * 1588object *
1513decrease_ob_nr (object *op, uint32 i) 1589object::split (sint32 nr)
1514{ 1590{
1515 object *tmp; 1591 int have = number_of ();
1516 1592
1517 if (i == 0) /* objects with op->nrof require this check */ 1593 if (have < nr)
1518 return op; 1594 return 0;
1519 1595 else if (have == nr)
1520 if (i > op->nrof)
1521 i = op->nrof;
1522
1523 if (QUERY_FLAG (op, FLAG_REMOVED))
1524 op->nrof -= i;
1525 else if (op->env)
1526 { 1596 {
1527 /* is this object in the players inventory, or sub container
1528 * therein?
1529 */
1530 tmp = op->in_player ();
1531 /* nope. Is this a container the player has opened?
1532 * If so, set tmp to that player.
1533 * IMO, searching through all the players will mostly
1534 * likely be quicker than following op->env to the map,
1535 * and then searching the map for a player.
1536 */
1537 if (!tmp)
1538 for_all_players (pl)
1539 if (pl->ob->container == op->env)
1540 {
1541 tmp = pl->ob;
1542 break;
1543 }
1544
1545 if (i < op->nrof)
1546 {
1547 sub_weight (op->env, op->weight * i);
1548 op->nrof -= i;
1549 if (tmp)
1550 esrv_send_item (tmp, op);
1551 }
1552 else
1553 {
1554 op->remove (); 1597 remove ();
1555 op->nrof = 0; 1598 return this;
1556 if (tmp)
1557 esrv_del_item (tmp->contr, op->count);
1558 }
1559 } 1599 }
1560 else 1600 else
1561 { 1601 {
1562 object *above = op->above; 1602 decrease (nr);
1563 1603
1564 if (i < op->nrof) 1604 object *op = object_create_clone (this);
1565 op->nrof -= i; 1605 op->nrof = nr;
1566 else
1567 {
1568 op->remove ();
1569 op->nrof = 0;
1570 }
1571
1572 /* Since we just removed op, op->above is null */
1573 for (tmp = above; tmp; tmp = tmp->above)
1574 if (tmp->type == PLAYER)
1575 {
1576 if (op->nrof)
1577 esrv_send_item (tmp, op);
1578 else
1579 esrv_del_item (tmp->contr, op->count);
1580 }
1581 }
1582
1583 if (op->nrof)
1584 return op; 1606 return op;
1585 else
1586 {
1587 op->destroy ();
1588 return 0;
1589 }
1590}
1591
1592/*
1593 * add_weight(object, weight) adds the specified weight to an object,
1594 * and also updates how much the environment(s) is/are carrying.
1595 */
1596
1597void
1598add_weight (object *op, signed long weight)
1599{
1600 while (op != NULL)
1601 {
1602 if (op->type == CONTAINER)
1603 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1604
1605 op->carrying += weight;
1606 op = op->env;
1607 } 1607 }
1608} 1608}
1609 1609
1610object * 1610object *
1611insert_ob_in_ob (object *op, object *where) 1611insert_ob_in_ob (object *op, object *where)
1616 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1616 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1617 free (dump); 1617 free (dump);
1618 return op; 1618 return op;
1619 } 1619 }
1620 1620
1621 if (where->head) 1621 if (where->head_ () != where)
1622 { 1622 {
1623 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1623 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1624 where = where->head; 1624 where = where->head;
1625 } 1625 }
1626 1626
1627 return where->insert (op); 1627 return where->insert (op);
1628} 1628}
1633 * inside the object environment. 1633 * inside the object environment.
1634 * 1634 *
1635 * The function returns now pointer to inserted item, and return value can 1635 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1636 * be != op, if items are merged. -Tero
1637 */ 1637 */
1638
1639object * 1638object *
1640object::insert (object *op) 1639object::insert (object *op)
1641{ 1640{
1642 object *tmp, *otmp;
1643
1644 if (!QUERY_FLAG (op, FLAG_REMOVED))
1645 op->remove ();
1646
1647 if (op->more) 1641 if (op->more)
1648 { 1642 {
1649 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1643 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1650 return op; 1644 return op;
1651 } 1645 }
1652 1646
1653 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1647 op->remove ();
1654 CLEAR_FLAG (op, FLAG_REMOVED); 1648
1649 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1650
1655 if (op->nrof) 1651 if (op->nrof)
1656 {
1657 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1652 for (object *tmp = inv; tmp; tmp = tmp->below)
1658 if (object::can_merge (tmp, op)) 1653 if (object::can_merge (tmp, op))
1659 { 1654 {
1660 /* return the original object and remove inserted object 1655 /* return the original object and remove inserted object
1661 (client needs the original object) */ 1656 (client needs the original object) */
1662 tmp->nrof += op->nrof; 1657 tmp->nrof += op->nrof;
1663 /* Weight handling gets pretty funky. Since we are adding to 1658
1664 * tmp->nrof, we need to increase the weight. 1659 if (object *pl = tmp->visible_to ())
1665 */ 1660 esrv_update_item (UPD_NROF, pl, tmp);
1661
1666 add_weight (this, op->weight * op->nrof); 1662 adjust_weight (this, op->total_weight ());
1667 SET_FLAG (op, FLAG_REMOVED); 1663
1668 op->destroy (); /* free the inserted object */ 1664 op->destroy (1);
1669 op = tmp; 1665 op = tmp;
1670 op->remove (); /* and fix old object's links */ 1666 goto inserted;
1671 CLEAR_FLAG (op, FLAG_REMOVED);
1672 break;
1673 } 1667 }
1674 1668
1675 /* I assume combined objects have no inventory 1669 op->owner = 0; // it's his/hers now. period.
1676 * We add the weight - this object could have just been removed
1677 * (if it was possible to merge). calling remove_ob will subtract
1678 * the weight, so we need to add it in again, since we actually do
1679 * the linking below
1680 */
1681 add_weight (this, op->weight * op->nrof);
1682 }
1683 else
1684 add_weight (this, (op->weight + op->carrying));
1685
1686 otmp = this->in_player ();
1687 if (otmp && otmp->contr)
1688 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1689 otmp->update_stats ();
1690
1691 op->map = 0; 1670 op->map = 0;
1692 op->env = this; 1671 op->x = 0;
1672 op->y = 0;
1673
1693 op->above = 0; 1674 op->above = 0;
1694 op->below = 0; 1675 op->below = inv;
1695 op->x = 0, op->y = 0; 1676 op->env = this;
1696 1677
1678 if (inv)
1679 inv->above = op;
1680
1681 inv = op;
1682
1683 op->flag [FLAG_REMOVED] = 0;
1684
1685 if (object *pl = op->visible_to ())
1686 esrv_send_item (pl, op);
1687
1688 adjust_weight (this, op->total_weight ());
1689
1690inserted:
1697 /* reset the light list and los of the players on the map */ 1691 /* reset the light list and los of the players on the map */
1698 if ((op->glow_radius != 0) && map) 1692 if (op->glow_radius && map && map->darkness)
1699 {
1700#ifdef DEBUG_LIGHTS
1701 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1702#endif /* DEBUG_LIGHTS */
1703 if (map->darkness)
1704 update_all_los (map, x, y); 1693 update_all_los (map, x, y);
1705 }
1706 1694
1707 /* Client has no idea of ordering so lets not bother ordering it here. 1695 // if this is a player's inventory, update stats
1708 * It sure simplifies this function... 1696 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1709 */ 1697 update_stats ();
1710 if (!inv)
1711 inv = op;
1712 else
1713 {
1714 op->below = inv;
1715 op->below->above = op;
1716 inv = op;
1717 }
1718 1698
1719 INVOKE_OBJECT (INSERT, this); 1699 INVOKE_OBJECT (INSERT, this);
1720 1700
1721 return op; 1701 return op;
1722} 1702}
1739 * 1719 *
1740 * MSW 2001-07-08: Check all objects on space, not just those below 1720 * MSW 2001-07-08: Check all objects on space, not just those below
1741 * object being inserted. insert_ob_in_map may not put new objects 1721 * object being inserted. insert_ob_in_map may not put new objects
1742 * on top. 1722 * on top.
1743 */ 1723 */
1744
1745int 1724int
1746check_move_on (object *op, object *originator) 1725check_move_on (object *op, object *originator)
1747{ 1726{
1748 object *tmp; 1727 object *tmp;
1749 maptile *m = op->map; 1728 maptile *m = op->map;
1776 1755
1777 /* The objects have to be checked from top to bottom. 1756 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1757 * Hence, we first go to the top:
1779 */ 1758 */
1780 1759
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1760 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1782 { 1761 {
1783 /* Trim the search when we find the first other spell effect 1762 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1763 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1764 * we don't need to check all of them.
1786 */ 1765 */
1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1783 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1784 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 { 1785 {
1807 1786
1808 float 1787 float
1809 diff = tmp->move_slow_penalty * FABS (op->speed); 1788 diff = tmp->move_slow_penalty * fabs (op->speed);
1810 1789
1811 if (op->type == PLAYER) 1790 if (op->type == PLAYER)
1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1791 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1813 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1792 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1814 diff /= 4.0; 1793 diff /= 4.0;
1844 * The first matching object is returned, or NULL if none. 1823 * The first matching object is returned, or NULL if none.
1845 */ 1824 */
1846object * 1825object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1826present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1827{
1849 if (m == NULL || out_of_map (m, x, y)) 1828 if (!m || out_of_map (m, x, y))
1850 { 1829 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1830 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1831 return NULL;
1853 } 1832 }
1854 1833
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1834 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 if (tmp->arch == at) 1835 if (tmp->arch == at)
1857 return tmp; 1836 return tmp;
1858 1837
1859 return NULL; 1838 return NULL;
1860} 1839}
1871 { 1850 {
1872 LOG (llevError, "Present called outside map.\n"); 1851 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1852 return NULL;
1874 } 1853 }
1875 1854
1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1855 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1856 if (tmp->type == type)
1878 return tmp; 1857 return tmp;
1879 1858
1880 return NULL; 1859 return NULL;
1881} 1860}
1938 * activate recursively a flag on an object inventory 1917 * activate recursively a flag on an object inventory
1939 */ 1918 */
1940void 1919void
1941flag_inv (object *op, int flag) 1920flag_inv (object *op, int flag)
1942{ 1921{
1943 if (op->inv)
1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1922 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1945 { 1923 {
1946 SET_FLAG (tmp, flag); 1924 SET_FLAG (tmp, flag);
1947 flag_inv (tmp, flag); 1925 flag_inv (tmp, flag);
1948 } 1926 }
1949} 1927}
1950 1928
1951/* 1929/*
1952 * deactivate recursively a flag on an object inventory 1930 * deactivate recursively a flag on an object inventory
1953 */ 1931 */
1954void 1932void
1955unflag_inv (object *op, int flag) 1933unflag_inv (object *op, int flag)
1956{ 1934{
1957 if (op->inv)
1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 { 1936 {
1960 CLEAR_FLAG (tmp, flag); 1937 CLEAR_FLAG (tmp, flag);
1961 unflag_inv (tmp, flag); 1938 unflag_inv (tmp, flag);
1962 } 1939 }
1963}
1964
1965/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function.
1970 */
1971void
1972set_cheat (object *op)
1973{
1974 SET_FLAG (op, FLAG_WAS_WIZ);
1975 flag_inv (op, FLAG_WAS_WIZ);
1976} 1940}
1977 1941
1978/* 1942/*
1979 * find_free_spot(object, map, x, y, start, stop) will search for 1943 * find_free_spot(object, map, x, y, start, stop) will search for
1980 * a spot at the given map and coordinates which will be able to contain 1944 * a spot at the given map and coordinates which will be able to contain
1982 * to search (see the freearr_x/y[] definition). 1946 * to search (see the freearr_x/y[] definition).
1983 * It returns a random choice among the alternatives found. 1947 * It returns a random choice among the alternatives found.
1984 * start and stop are where to start relative to the free_arr array (1,9 1948 * start and stop are where to start relative to the free_arr array (1,9
1985 * does all 4 immediate directions). This returns the index into the 1949 * does all 4 immediate directions). This returns the index into the
1986 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1950 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1987 * Note - this only checks to see if there is space for the head of the
1988 * object - if it is a multispace object, this should be called for all
1989 * pieces.
1990 * Note2: This function does correctly handle tiled maps, but does not 1951 * Note: This function does correctly handle tiled maps, but does not
1991 * inform the caller. However, insert_ob_in_map will update as 1952 * inform the caller. However, insert_ob_in_map will update as
1992 * necessary, so the caller shouldn't need to do any special work. 1953 * necessary, so the caller shouldn't need to do any special work.
1993 * Note - updated to take an object instead of archetype - this is necessary 1954 * Note - updated to take an object instead of archetype - this is necessary
1994 * because arch_blocked (now ob_blocked) needs to know the movement type 1955 * because arch_blocked (now ob_blocked) needs to know the movement type
1995 * to know if the space in question will block the object. We can't use 1956 * to know if the space in question will block the object. We can't use
1997 * customized, changed states, etc. 1958 * customized, changed states, etc.
1998 */ 1959 */
1999int 1960int
2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1961find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2001{ 1962{
1963 int altern[SIZEOFFREE];
2002 int index = 0, flag; 1964 int index = 0, flag;
2003 int altern[SIZEOFFREE];
2004 1965
2005 for (int i = start; i < stop; i++) 1966 for (int i = start; i < stop; i++)
2006 { 1967 {
2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1968 mapxy pos (m, x, y); pos.move (i);
2008 if (!flag) 1969
1970 if (!pos.normalise ())
1971 continue;
1972
1973 mapspace &ms = *pos;
1974
1975 if (ms.flags () & P_IS_ALIVE)
1976 continue;
1977
1978 /* However, often
1979 * ob doesn't have any move type (when used to place exits)
1980 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1981 */
1982 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1983 {
2009 altern [index++] = i; 1984 altern [index++] = i;
1985 continue;
1986 }
2010 1987
2011 /* Basically, if we find a wall on a space, we cut down the search size. 1988 /* Basically, if we find a wall on a space, we cut down the search size.
2012 * In this way, we won't return spaces that are on another side of a wall. 1989 * In this way, we won't return spaces that are on another side of a wall.
2013 * This mostly work, but it cuts down the search size in all directions - 1990 * This mostly work, but it cuts down the search size in all directions -
2014 * if the space being examined only has a wall to the north and empty 1991 * if the space being examined only has a wall to the north and empty
2015 * spaces in all the other directions, this will reduce the search space 1992 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and 1993 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 1994 * won't look 2 spaces south of the target space.
2018 */ 1995 */
2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1996 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1997 {
2020 stop = maxfree[i]; 1998 stop = maxfree[i];
1999 continue;
2000 }
2001
2002 /* Note it is intentional that we check ob - the movement type of the
2003 * head of the object should correspond for the entire object.
2004 */
2005 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2006 continue;
2007
2008 if (ob->blocked (m, pos.x, pos.y))
2009 continue;
2010
2011 altern [index++] = i;
2021 } 2012 }
2022 2013
2023 if (!index) 2014 if (!index)
2024 return -1; 2015 return -1;
2025 2016
2026 return altern[RANDOM () % index]; 2017 return altern [rndm (index)];
2027} 2018}
2028 2019
2029/* 2020/*
2030 * find_first_free_spot(archetype, maptile, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
2031 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2034 */ 2025 */
2035int 2026int
2036find_first_free_spot (const object *ob, maptile *m, int x, int y) 2027find_first_free_spot (const object *ob, maptile *m, int x, int y)
2037{ 2028{
2038 for (int i = 0; i < SIZEOFFREE; i++) 2029 for (int i = 0; i < SIZEOFFREE; i++)
2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2030 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2040 return i; 2031 return i;
2041 2032
2042 return -1; 2033 return -1;
2043} 2034}
2044 2035
2052{ 2043{
2053 arr += begin; 2044 arr += begin;
2054 end -= begin; 2045 end -= begin;
2055 2046
2056 while (--end) 2047 while (--end)
2057 swap (arr [end], arr [RANDOM () % (end + 1)]); 2048 swap (arr [end], arr [rndm (end + 1)]);
2058} 2049}
2059 2050
2060/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2052 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2053 * the spaces to find monsters. In this way, it won't always look for
2098 object *tmp; 2089 object *tmp;
2099 maptile *mp; 2090 maptile *mp;
2100 2091
2101 MoveType blocked, move_type; 2092 MoveType blocked, move_type;
2102 2093
2103 if (exclude && exclude->head) 2094 if (exclude && exclude->head_ () != exclude)
2104 { 2095 {
2105 exclude = exclude->head; 2096 exclude = exclude->head;
2106 move_type = exclude->move_type; 2097 move_type = exclude->move_type;
2107 } 2098 }
2108 else 2099 else
2131 max = maxfree[i]; 2122 max = maxfree[i];
2132 else if (mflags & P_IS_ALIVE) 2123 else if (mflags & P_IS_ALIVE)
2133 { 2124 {
2134 for (tmp = ms.bot; tmp; tmp = tmp->above) 2125 for (tmp = ms.bot; tmp; tmp = tmp->above)
2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2136 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2127 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2137 break; 2128 break;
2138 2129
2139 if (tmp) 2130 if (tmp)
2140 return freedir[i]; 2131 return freedir[i];
2141 } 2132 }
2196 2187
2197 return 3; 2188 return 3;
2198} 2189}
2199 2190
2200/* 2191/*
2201 * absdir(int): Returns a number between 1 and 8, which represent
2202 * the "absolute" direction of a number (it actually takes care of
2203 * "overflow" in previous calculations of a direction).
2204 */
2205
2206int
2207absdir (int d)
2208{
2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2215 return d;
2216}
2217
2218/*
2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2192 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir()) 2193 * between two directions (which are expected to be absolute (see absdir())
2221 */ 2194 */
2222
2223int 2195int
2224dirdiff (int dir1, int dir2) 2196dirdiff (int dir1, int dir2)
2225{ 2197{
2226 int d; 2198 int d;
2227 2199
2340 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2312 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2341 * core dumps if they do. 2313 * core dumps if they do.
2342 * 2314 *
2343 * Add a check so we can't pick up invisible objects (0.93.8) 2315 * Add a check so we can't pick up invisible objects (0.93.8)
2344 */ 2316 */
2345
2346int 2317int
2347can_pick (const object *who, const object *item) 2318can_pick (const object *who, const object *item)
2348{ 2319{
2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2320 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2321 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2355 * create clone from object to another 2326 * create clone from object to another
2356 */ 2327 */
2357object * 2328object *
2358object_create_clone (object *asrc) 2329object_create_clone (object *asrc)
2359{ 2330{
2360 object *dst = 0, *tmp, *src, *part, *prev, *item; 2331 object *dst = 0, *tmp, *src, *prev, *item;
2361 2332
2362 if (!asrc) 2333 if (!asrc)
2363 return 0; 2334 return 0;
2364 2335
2365 src = asrc;
2366 if (src->head)
2367 src = src->head; 2336 src = asrc->head_ ();
2368 2337
2369 prev = 0; 2338 prev = 0;
2370 for (part = src; part; part = part->more) 2339 for (object *part = src; part; part = part->more)
2371 { 2340 {
2372 tmp = part->clone (); 2341 tmp = part->clone ();
2373 tmp->x -= src->x; 2342 tmp->x -= src->x;
2374 tmp->y -= src->y; 2343 tmp->y -= src->y;
2375 2344
2393 insert_ob_in_ob (object_create_clone (item), dst); 2362 insert_ob_in_ob (object_create_clone (item), dst);
2394 2363
2395 return dst; 2364 return dst;
2396} 2365}
2397 2366
2398/* GROS - Creates an object using a string representing its content. */
2399/* Basically, we save the content of the string to a temp file, then call */
2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2401/* but it was simple to make and allows reusing the load_object function. */
2402/* Remember not to use load_object_str in a time-critical situation. */
2403/* Also remember that multiparts objects are not supported for now. */
2404object *
2405load_object_str (const char *obstr)
2406{
2407 object *op;
2408 char filename[MAX_BUF];
2409
2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2411
2412 FILE *tempfile = fopen (filename, "w");
2413
2414 if (tempfile == NULL)
2415 {
2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2417 return NULL;
2418 }
2419
2420 fprintf (tempfile, obstr);
2421 fclose (tempfile);
2422
2423 op = object::create ();
2424
2425 object_thawer thawer (filename);
2426
2427 if (thawer)
2428 load_object (thawer, op, 0);
2429
2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2431 CLEAR_FLAG (op, FLAG_REMOVED);
2432
2433 return op;
2434}
2435
2436/* This returns the first object in who's inventory that 2367/* This returns the first object in who's inventory that
2437 * has the same type and subtype match. 2368 * has the same type and subtype match.
2438 * returns NULL if no match. 2369 * returns NULL if no match.
2439 */ 2370 */
2440object * 2371object *
2493 if (link->key == canonical_key) 2424 if (link->key == canonical_key)
2494 return link->value; 2425 return link->value;
2495 2426
2496 return 0; 2427 return 0;
2497} 2428}
2498
2499 2429
2500/* 2430/*
2501 * Updates the canonical_key in op to value. 2431 * Updates the canonical_key in op to value.
2502 * 2432 *
2503 * 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).
2527 /* Basically, if the archetype has this key set, 2457 /* Basically, if the archetype has this key set,
2528 * we need to store the null value so when we save 2458 * we need to store the null value so when we save
2529 * it, we save the empty value so that when we load, 2459 * it, we save the empty value so that when we load,
2530 * we get this value back again. 2460 * we get this value back again.
2531 */ 2461 */
2532 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2462 if (get_ob_key_link (op->arch, canonical_key))
2533 field->value = 0; 2463 field->value = 0;
2534 else 2464 else
2535 { 2465 {
2536 if (last) 2466 if (last)
2537 last->next = field->next; 2467 last->next = field->next;
2606 } 2536 }
2607 else 2537 else
2608 item = item->env; 2538 item = item->env;
2609} 2539}
2610 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
2611// 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
2612const char * 2570const char *
2613object::debug_desc (char *info) const 2571object::debug_desc (char *info) const
2614{ 2572{
2573 char flagdesc[512];
2615 char info2[256 * 3]; 2574 char info2[256 * 4];
2616 char *p = info; 2575 char *p = info;
2617 2576
2618 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}",
2619 count, 2578 count,
2579 uuid.c_str (),
2620 &name, 2580 &name,
2621 title ? " " : "", 2581 title ? "\",title:\"" : "",
2622 title ? (const char *)title : ""); 2582 title ? (const char *)title : "",
2583 flag_desc (flagdesc, 512), type);
2623 2584
2624 if (env) 2585 if (!flag[FLAG_REMOVED] && env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2586 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626 2587
2627 if (map) 2588 if (map)
2628 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);
2629 2590
2630 return info; 2591 return info;
2631} 2592}
2632 2593
2633const char * 2594const char *
2634object::debug_desc () const 2595object::debug_desc () const
2635{ 2596{
2636 static char info[256 * 3]; 2597 static char info[3][256 * 4];
2598 static int info_idx;
2599
2637 return debug_desc (info); 2600 return debug_desc (info [++info_idx % 3]);
2638} 2601}
2639 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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