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Comparing deliantra/server/common/object.C (file contents):
Revision 1.89 by root, Tue Dec 26 09:52:40 2006 UTC vs.
Revision 1.222 by root, Wed Apr 30 05:06:36 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}
647
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 ();
526 663
527 dst->set_speed (dst->speed); 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/*
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
559object::set_speed (float speed) 715object::set_speed (float speed)
560{ 716{
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (flag [FLAG_FREED] && speed) 717 if (flag [FLAG_FREED] && speed)
567 { 718 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 719 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 720 speed = 0;
570 } 721 }
571 722
572 this->speed = speed; 723 this->speed = speed;
573 724
574 if (arch_init) 725 if (has_active_speed ())
575 return; 726 activate ();
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
583 /* process_events() expects us to insert the object at the beginning
584 * of the list. */
585 active_next = active_objects;
586
587 if (active_next)
588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else 727 else
593 { 728 deactivate ();
594 /* If not on the active list, nothing needs to be done */
595 if (!active_next && !active_prev && this != active_objects)
596 return;
597
598 if (!active_prev)
599 {
600 active_objects = active_next;
601
602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
610 active_next->active_prev = active_prev;
611 }
612
613 active_next = 0;
614 active_prev = 0;
615 }
616}
617
618/* This function removes object 'op' from the list of active
619 * objects.
620 * This should only be used for style maps or other such
621 * reference maps where you don't want an object that isn't
622 * in play chewing up cpu time getting processed.
623 * The reverse of this is to call update_ob_speed, which
624 * will do the right thing based on the speed of the object.
625 */
626void
627remove_from_active_list (object *op)
628{
629 /* If not on the active list, nothing needs to be done */
630 if (!op->active_next && !op->active_prev && op != active_objects)
631 return;
632
633 if (op->active_prev == NULL)
634 {
635 active_objects = op->active_next;
636 if (op->active_next != NULL)
637 op->active_next->active_prev = NULL;
638 }
639 else
640 {
641 op->active_prev->active_next = op->active_next;
642 if (op->active_next)
643 op->active_next->active_prev = op->active_prev;
644 }
645 op->active_next = NULL;
646 op->active_prev = NULL;
647} 729}
648 730
649/* 731/*
650 * update_object() updates the the map. 732 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 733 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 746 * UP_OBJ_FACE: only the objects face has changed.
665 */ 747 */
666void 748void
667update_object (object *op, int action) 749update_object (object *op, int action)
668{ 750{
669 MoveType move_on, move_off, move_block, move_slow; 751 if (!op)
670
671 if (op == NULL)
672 { 752 {
673 /* this should never happen */ 753 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 754 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
675 return; 755 return;
676 } 756 }
677 757
678 if (op->env) 758 if (!op->is_on_map ())
679 { 759 {
680 /* Animation is currently handled by client, so nothing 760 /* Animation is currently handled by client, so nothing
681 * to do in this case. 761 * to do in this case.
682 */ 762 */
683 return; 763 return;
684 } 764 }
685
686 /* If the map is saving, don't do anything as everything is
687 * going to get freed anyways.
688 */
689 if (!op->map || op->map->in_memory == MAP_SAVING)
690 return;
691 765
692 /* make sure the object is within map boundaries */ 766 /* make sure the object is within map boundaries */
693 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)
694 { 768 {
695 LOG (llevError, "update_object() called for object out of map!\n"); 769 LOG (llevError, "update_object() called for object out of map!\n");
699 return; 773 return;
700 } 774 }
701 775
702 mapspace &m = op->ms (); 776 mapspace &m = op->ms ();
703 777
704 if (m.flags_ & P_NEED_UPDATE) 778 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 779 /* nop */;
706 else if (action == UP_OBJ_INSERT) 780 else if (action == UP_OBJ_INSERT)
707 { 781 {
708 // this is likely overkill, TODO: revisit (schmorp) 782 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 783 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
718 /* 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
719 * to have move_allow right now. 793 * to have move_allow right now.
720 */ 794 */
721 || ((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
722 || 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)
723 m.flags_ = P_NEED_UPDATE; 797 m.flags_ = 0;
724 } 798 }
725 /* if the object is being removed, we can't make intelligent 799 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 800 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 801 * that is being removed.
728 */ 802 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 803 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 804 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 805 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 806 /* Nothing to do for that case */ ;
733 else 807 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 808 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 809
736 if (op->more) 810 if (op->more)
737 update_object (op->more, action); 811 update_object (op->more, action);
738} 812}
739 813
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 814object::object ()
744{ 815{
745 SET_FLAG (this, FLAG_REMOVED); 816 SET_FLAG (this, FLAG_REMOVED);
746 817
747 expmul = 1.0; 818 expmul = 1.0;
748 face = blank_face; 819 face = blank_face;
749} 820}
750 821
751object::~object () 822object::~object ()
752{ 823{
824 unlink ();
825
753 free_key_values (this); 826 free_key_values (this);
754} 827}
755 828
829static int object_count;
830
756void object::link () 831void object::link ()
757{ 832{
833 assert (!index);//D
834 uuid = UUID::gen ();
758 count = ++ob_count; 835 count = ++object_count;
759 uuid = gen_uuid ();
760 836
761 prev = 0; 837 refcnt_inc ();
762 next = object::first; 838 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 839}
769 840
770void object::unlink () 841void object::unlink ()
771{ 842{
772 if (this == object::first) 843 if (!index)
773 object::first = next; 844 return;
774 845
775 /* Remove this object from the list of used objects */ 846 objects.erase (this);
776 if (prev) prev->next = next; 847 refcnt_dec ();
777 if (next) next->prev = prev; 848}
778 849
779 prev = 0; 850void
780 next = 0; 851object::activate ()
852{
853 /* If already on active list, don't do anything */
854 if (active)
855 return;
856
857 if (has_active_speed ())
858 actives.insert (this);
859}
860
861void
862object::activate_recursive ()
863{
864 activate ();
865
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)
901 {
902 op->flag [flag] = value;
903 op->set_flag_inv (flag, value);
904 }
781} 905}
782 906
783/* 907/*
784 * 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.
785 * object.c ? 909 * object.c ?
786 */ 910 */
787void 911void
788object::destroy_inv (bool drop_to_ground) 912object::destroy_inv (bool drop_to_ground)
789{ 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
919 if (!inv)
920 return;
921
790 /* Only if the space blocks everything do we not process - 922 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 923 * if some form of movement is allowed, let objects
792 * drop on that space. 924 * drop on that space.
793 */ 925 */
794 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)
795 { 931 {
796 while (inv) 932 while (inv)
933 {
934 inv->destroy_inv (false);
797 inv->destroy (); 935 inv->destroy ();
936 }
798 } 937 }
799 else 938 else
800 { /* Put objects in inventory onto this space */ 939 { /* Put objects in inventory onto this space */
801 while (inv) 940 while (inv)
802 { 941 {
804 943
805 if (op->flag [FLAG_STARTEQUIP] 944 if (op->flag [FLAG_STARTEQUIP]
806 || op->flag [FLAG_NO_DROP] 945 || op->flag [FLAG_NO_DROP]
807 || op->type == RUNE 946 || op->type == RUNE
808 || op->type == TRAP 947 || op->type == TRAP
809 || op->flag [FLAG_IS_A_TEMPLATE]) 948 || op->flag [FLAG_IS_A_TEMPLATE]
949 || op->flag [FLAG_DESTROY_ON_DEATH])
810 op->destroy (); 950 op->destroy (true);
811 else 951 else
812 { 952 map->insert (op, x, y);
813 op->remove ();
814 op->x = x;
815 op->y = y;
816 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
817 }
818 } 953 }
819 } 954 }
820} 955}
821 956
822object *object::create () 957object *object::create ()
827} 962}
828 963
829void 964void
830object::do_destroy () 965object::do_destroy ()
831{ 966{
832 attachable::do_destroy ();
833
834 if (flag [FLAG_IS_LINKED]) 967 if (flag [FLAG_IS_LINKED])
835 remove_button_link (this); 968 remove_button_link (this);
836 969
837 if (flag [FLAG_FRIENDLY]) 970 if (flag [FLAG_FRIENDLY])
838 remove_friendly_object (this); 971 remove_friendly_object (this);
839 972
840 if (!flag [FLAG_REMOVED])
841 remove (); 973 remove ();
842 974
843 if (flag [FLAG_FREED]) 975 attachable::do_destroy ();
844 return; 976
977 deactivate ();
978 unlink ();
845 979
846 flag [FLAG_FREED] = 1; 980 flag [FLAG_FREED] = 1;
847
848 destroy_inv (true);
849 set_speed (0);
850 unlink ();
851 981
852 // hack to ensure that freed objects still have a valid map 982 // hack to ensure that freed objects still have a valid map
853 { 983 {
854 static maptile *freed_map; // freed objects are moved here to avoid crashes 984 static maptile *freed_map; // freed objects are moved here to avoid crashes
855 985
856 if (!freed_map) 986 if (!freed_map)
857 { 987 {
858 freed_map = new maptile; 988 freed_map = new maptile;
859 989
990 freed_map->path = "<freed objects map>";
860 freed_map->name = "/internal/freed_objects_map"; 991 freed_map->name = "/internal/freed_objects_map";
861 freed_map->width = 3; 992 freed_map->width = 3;
862 freed_map->height = 3; 993 freed_map->height = 3;
994 freed_map->nodrop = 1;
863 995
864 freed_map->allocate (); 996 freed_map->alloc ();
997 freed_map->in_memory = MAP_ACTIVE;
865 } 998 }
866 999
867 map = freed_map; 1000 map = freed_map;
868 x = 1; 1001 x = 1;
869 y = 1; 1002 y = 1;
870 } 1003 }
871 1004
872 head = 0;
873
874 if (more) 1005 if (more)
875 { 1006 {
876 more->destroy (); 1007 more->destroy ();
877 more = 0; 1008 more = 0;
878 } 1009 }
879 1010
1011 head = 0;
1012
880 // clear those pointers that likely might have circular references to us 1013 // clear those pointers that likely might cause circular references
881 owner = 0; 1014 owner = 0;
882 enemy = 0; 1015 enemy = 0;
883 attacked_by = 0; 1016 attacked_by = 0;
884 1017 current_weapon = 0;
885 // only relevant for players(?), but make sure of it anyways
886 contr = 0;
887} 1018}
888 1019
889void 1020void
890object::destroy (bool destroy_inventory) 1021object::destroy (bool destroy_inventory)
891{ 1022{
892 if (destroyed ()) 1023 if (destroyed ())
893 return; 1024 return;
894 1025
1026 if (!is_head () && !head->destroyed ())
1027 {
1028 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1029 head->destroy (destroy_inventory);
1030 }
1031
895 if (destroy_inventory) 1032 destroy_inv (!destroy_inventory);
896 destroy_inv (false); 1033
1034 if (is_head ())
1035 if (sound_destroy)
1036 play_sound (sound_destroy);
1037 else if (flag [FLAG_MONSTER])
1038 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
897 1039
898 attachable::destroy (); 1040 attachable::destroy ();
899}
900
901/*
902 * sub_weight() recursively (outwards) subtracts a number from the
903 * weight of an object (and what is carried by it's environment(s)).
904 */
905void
906sub_weight (object *op, signed long weight)
907{
908 while (op != NULL)
909 {
910 if (op->type == CONTAINER)
911 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
912
913 op->carrying -= weight;
914 op = op->env;
915 }
916} 1041}
917 1042
918/* op->remove (): 1043/* op->remove ():
919 * This function removes the object op from the linked list of objects 1044 * This function removes the object op from the linked list of objects
920 * which it is currently tied to. When this function is done, the 1045 * which it is currently tied to. When this function is done, the
921 * object will have no environment. If the object previously had an 1046 * object will have no environment. If the object previously had an
922 * environment, the x and y coordinates will be updated to 1047 * environment, the x and y coordinates will be updated to
923 * the previous environment. 1048 * the previous environment.
924 * Beware: This function is called from the editor as well!
925 */ 1049 */
926void 1050void
927object::remove () 1051object::do_remove ()
928{ 1052{
929 object *tmp, *last = 0; 1053 object *tmp, *last = 0;
930 object *otmp; 1054 object *otmp;
931 1055
932 if (QUERY_FLAG (this, FLAG_REMOVED)) 1056 if (flag [FLAG_REMOVED])
933 return; 1057 return;
934 1058
935 SET_FLAG (this, FLAG_REMOVED);
936 INVOKE_OBJECT (REMOVE, this); 1059 INVOKE_OBJECT (REMOVE, this);
1060
1061 flag [FLAG_REMOVED] = true;
937 1062
938 if (more) 1063 if (more)
939 more->remove (); 1064 more->remove ();
940 1065
941 /* 1066 /*
942 * In this case, the object to be removed is in someones 1067 * In this case, the object to be removed is in someones
943 * inventory. 1068 * inventory.
944 */ 1069 */
945 if (env) 1070 if (env)
946 { 1071 {
1072 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1073 if (object *pl = visible_to ())
1074 esrv_del_item (pl->contr, count);
1075 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1076
1077 adjust_weight (env, -total_weight ());
1078
1079 *(above ? &above->below : &env->inv) = below;
1080
947 if (nrof) 1081 if (below)
948 sub_weight (env, weight * nrof); 1082 below->above = above;
949 else 1083
950 sub_weight (env, weight + carrying); 1084 /* we set up values so that it could be inserted into
1085 * the map, but we don't actually do that - it is up
1086 * to the caller to decide what we want to do.
1087 */
1088 map = env->map;
1089 x = env->x;
1090 y = env->y;
1091 above = 0;
1092 below = 0;
1093 env = 0;
951 1094
952 /* NO_FIX_PLAYER is set when a great many changes are being 1095 /* NO_FIX_PLAYER is set when a great many changes are being
953 * made to players inventory. If set, avoiding the call 1096 * made to players inventory. If set, avoiding the call
954 * to save cpu time. 1097 * to save cpu time.
955 */ 1098 */
956 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1099 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
957 otmp->update_stats (); 1100 otmp->update_stats ();
958
959 if (above != NULL)
960 above->below = below;
961 else
962 env->inv = below;
963
964 if (below != NULL)
965 below->above = above;
966
967 /* we set up values so that it could be inserted into
968 * the map, but we don't actually do that - it is up
969 * to the caller to decide what we want to do.
970 */
971 x = env->x, y = env->y;
972 map = env->map;
973 above = 0, below = 0;
974 env = 0;
975 } 1101 }
976 else if (map) 1102 else if (map)
977 { 1103 {
978 /* Re did the following section of code - it looks like it had 1104 map->dirty = true;
979 * lots of logic for things we no longer care about 1105 mapspace &ms = this->ms ();
1106
1107 if (object *pl = ms.player ())
980 */ 1108 {
1109 if (type == PLAYER) // this == pl(!)
1110 {
1111 // leaving a spot always closes any open container on the ground
1112 if (container && !container->env)
1113 // this causes spurious floorbox updates, but it ensures
1114 // that the CLOSE event is being sent.
1115 close_container ();
1116
1117 --map->players;
1118 map->touch ();
1119 }
1120 else if (pl->container == this)
1121 {
1122 // removing a container should close it
1123 close_container ();
1124 }
1125
1126 esrv_del_item (pl->contr, count);
1127 }
981 1128
982 /* link the object above us */ 1129 /* link the object above us */
983 if (above) 1130 if (above)
984 above->below = below; 1131 above->below = below;
985 else 1132 else
986 map->at (x, y).top = below; /* we were top, set new top */ 1133 ms.top = below; /* we were top, set new top */
987 1134
988 /* Relink the object below us, if there is one */ 1135 /* Relink the object below us, if there is one */
989 if (below) 1136 if (below)
990 below->above = above; 1137 below->above = above;
991 else 1138 else
993 /* Nothing below, which means we need to relink map object for this space 1140 /* Nothing below, which means we need to relink map object for this space
994 * use translated coordinates in case some oddness with map tiling is 1141 * use translated coordinates in case some oddness with map tiling is
995 * evident 1142 * evident
996 */ 1143 */
997 if (GET_MAP_OB (map, x, y) != this) 1144 if (GET_MAP_OB (map, x, y) != this)
998 {
999 char *dump = dump_object (this);
1000 LOG (llevError,
1001 "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); 1145 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 ());
1002 free (dump);
1003 dump = dump_object (GET_MAP_OB (map, x, y));
1004 LOG (llevError, "%s\n", dump);
1005 free (dump);
1006 }
1007 1146
1008 map->at (x, y).bot = above; /* goes on above it. */ 1147 ms.bot = above; /* goes on above it. */
1009 } 1148 }
1010 1149
1011 above = 0; 1150 above = 0;
1012 below = 0; 1151 below = 0;
1013 1152
1014 if (map->in_memory == MAP_SAVING) 1153 if (map->in_memory == MAP_SAVING)
1015 return; 1154 return;
1016 1155
1017 int check_walk_off = !flag [FLAG_NO_APPLY]; 1156 int check_walk_off = !flag [FLAG_NO_APPLY];
1018 1157
1158 if (object *pl = ms.player ())
1159 {
1160 if (pl->container == this)
1161 /* If a container that the player is currently using somehow gets
1162 * removed (most likely destroyed), update the player view
1163 * appropriately.
1164 */
1165 pl->close_container ();
1166
1167 //TODO: the floorbox prev/next might need updating
1168 esrv_del_item (pl->contr, count);
1169 }
1170
1019 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1171 for (tmp = ms.bot; tmp; tmp = tmp->above)
1020 { 1172 {
1021 /* No point updating the players look faces if he is the object 1173 /* No point updating the players look faces if he is the object
1022 * being removed. 1174 * being removed.
1023 */ 1175 */
1024 1176
1025 if (tmp->type == PLAYER && tmp != this)
1026 {
1027 /* If a container that the player is currently using somehow gets
1028 * removed (most likely destroyed), update the player view
1029 * appropriately.
1030 */
1031 if (tmp->container == this)
1032 {
1033 flag [FLAG_APPLIED] = 0;
1034 tmp->container = 0;
1035 }
1036
1037 if (tmp->contr->ns)
1038 tmp->contr->ns->floorbox_update ();
1039 }
1040
1041 /* See if player moving off should effect something */ 1177 /* See if object moving off should effect something */
1042 if (check_walk_off 1178 if (check_walk_off
1043 && ((move_type & tmp->move_off) 1179 && ((move_type & tmp->move_off)
1044 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1180 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1045 { 1181 {
1046 move_apply (tmp, this, 0); 1182 move_apply (tmp, this, 0);
1047 1183
1048 if (destroyed ()) 1184 if (destroyed ())
1049 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1185 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1050 } 1186 }
1051 1187
1052 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1053
1054 if (tmp->above == tmp)
1055 tmp->above = 0;
1056
1057 last = tmp; 1188 last = tmp;
1058 } 1189 }
1059 1190
1060 /* last == NULL of there are no objects on this space */ 1191 /* last == NULL if there are no objects on this space */
1192 //TODO: this makes little sense, why only update the topmost object?
1061 if (!last) 1193 if (!last)
1062 map->at (x, y).flags_ = P_NEED_UPDATE; 1194 map->at (x, y).flags_ = 0;
1063 else 1195 else
1064 update_object (last, UP_OBJ_REMOVE); 1196 update_object (last, UP_OBJ_REMOVE);
1065 1197
1066 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1198 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1067 update_all_los (map, x, y); 1199 update_all_los (map, x, y);
1080merge_ob (object *op, object *top) 1212merge_ob (object *op, object *top)
1081{ 1213{
1082 if (!op->nrof) 1214 if (!op->nrof)
1083 return 0; 1215 return 0;
1084 1216
1085 if (top) 1217 if (!top)
1086 for (top = op; top && top->above; top = top->above) 1218 for (top = op; top && top->above; top = top->above)
1087 ; 1219 ;
1088 1220
1089 for (; top; top = top->below) 1221 for (; top; top = top->below)
1090 {
1091 if (top == op)
1092 continue;
1093
1094 if (object::can_merge (op, top)) 1222 if (object::can_merge (op, top))
1095 { 1223 {
1096 top->nrof += op->nrof; 1224 top->nrof += op->nrof;
1097 1225
1098/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1226 if (object *pl = top->visible_to ())
1099 op->weight = 0; /* Don't want any adjustements now */ 1227 esrv_update_item (UPD_NROF, pl, top);
1228
1229 op->weight = 0; // cancel the addition above
1230 op->carrying = 0; // must be 0 already
1231
1100 op->destroy (); 1232 op->destroy (1);
1233
1101 return top; 1234 return top;
1102 } 1235 }
1103 }
1104 1236
1105 return 0; 1237 return 0;
1106} 1238}
1107 1239
1240void
1241object::expand_tail ()
1242{
1243 if (more)
1244 return;
1245
1246 object *prev = this;
1247
1248 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1249 {
1250 object *op = arch_to_object (at);
1251
1252 op->name = name;
1253 op->name_pl = name_pl;
1254 op->title = title;
1255
1256 op->head = this;
1257 prev->more = op;
1258
1259 prev = op;
1260 }
1261}
1262
1108/* 1263/*
1109 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1264 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1110 * job preparing multi-part monsters 1265 * job preparing multi-part monsters.
1111 */ 1266 */
1112object * 1267object *
1113insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1268insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1114{ 1269{
1115 object *tmp;
1116
1117 if (op->head)
1118 op = op->head;
1119
1120 for (tmp = op; tmp; tmp = tmp->more) 1270 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1121 { 1271 {
1122 tmp->x = x + tmp->arch->clone.x; 1272 tmp->x = x + tmp->arch->x;
1123 tmp->y = y + tmp->arch->clone.y; 1273 tmp->y = y + tmp->arch->y;
1124 } 1274 }
1125 1275
1126 return insert_ob_in_map (op, m, originator, flag); 1276 return insert_ob_in_map (op, m, originator, flag);
1127} 1277}
1128 1278
1147 * just 'op' otherwise 1297 * just 'op' otherwise
1148 */ 1298 */
1149object * 1299object *
1150insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1300insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1151{ 1301{
1152 object *tmp, *top, *floor = NULL; 1302 assert (!op->flag [FLAG_FREED]);
1153 sint16 x, y;
1154 1303
1155 if (QUERY_FLAG (op, FLAG_FREED)) 1304 op->remove ();
1156 {
1157 LOG (llevError, "Trying to insert freed object!\n");
1158 return NULL;
1159 }
1160
1161 if (m == NULL)
1162 {
1163 char *dump = dump_object (op);
1164 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1165 free (dump);
1166 return op;
1167 }
1168
1169 if (out_of_map (m, op->x, op->y))
1170 {
1171 char *dump = dump_object (op);
1172 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1173#ifdef MANY_CORES
1174 /* Better to catch this here, as otherwise the next use of this object
1175 * is likely to cause a crash. Better to find out where it is getting
1176 * improperly inserted.
1177 */
1178 abort ();
1179#endif
1180 free (dump);
1181 return op;
1182 }
1183
1184 if (!QUERY_FLAG (op, FLAG_REMOVED))
1185 {
1186 char *dump = dump_object (op);
1187 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1188 free (dump);
1189 return op;
1190 }
1191
1192 if (op->more)
1193 {
1194 /* The part may be on a different map. */
1195
1196 object *more = op->more;
1197
1198 /* We really need the caller to normalize coordinates - if
1199 * we set the map, that doesn't work if the location is within
1200 * a map and this is straddling an edge. So only if coordinate
1201 * is clear wrong do we normalize it.
1202 */
1203 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1204 more->map = get_map_from_coord (m, &more->x, &more->y);
1205 else if (!more->map)
1206 {
1207 /* For backwards compatibility - when not dealing with tiled maps,
1208 * more->map should always point to the parent.
1209 */
1210 more->map = m;
1211 }
1212
1213 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1214 {
1215 if (!op->head)
1216 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1217
1218 return 0;
1219 }
1220 }
1221
1222 CLEAR_FLAG (op, FLAG_REMOVED);
1223 1305
1224 /* Ideally, the caller figures this out. However, it complicates a lot 1306 /* Ideally, the caller figures this out. However, it complicates a lot
1225 * of areas of callers (eg, anything that uses find_free_spot would now 1307 * of areas of callers (eg, anything that uses find_free_spot would now
1226 * need extra work 1308 * need extra work
1227 */ 1309 */
1228 op->map = get_map_from_coord (m, &op->x, &op->y); 1310 if (!xy_normalise (m, op->x, op->y))
1229 x = op->x; 1311 {
1230 y = op->y; 1312 op->destroy (1);
1313 return 0;
1314 }
1315
1316 if (object *more = op->more)
1317 if (!insert_ob_in_map (more, m, originator, flag))
1318 return 0;
1319
1320 CLEAR_FLAG (op, FLAG_REMOVED);
1321
1322 op->map = m;
1323 mapspace &ms = op->ms ();
1231 1324
1232 /* this has to be done after we translate the coordinates. 1325 /* this has to be done after we translate the coordinates.
1233 */ 1326 */
1234 if (op->nrof && !(flag & INS_NO_MERGE)) 1327 if (op->nrof && !(flag & INS_NO_MERGE))
1235 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1328 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1236 if (object::can_merge (op, tmp)) 1329 if (object::can_merge (op, tmp))
1237 { 1330 {
1331 // TODO: we atcually want to update tmp, not op,
1332 // but some caller surely breaks when we return tmp
1333 // from here :/
1238 op->nrof += tmp->nrof; 1334 op->nrof += tmp->nrof;
1239 tmp->destroy (); 1335 tmp->destroy (1);
1240 } 1336 }
1241 1337
1242 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1338 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1243 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1339 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1244 1340
1257 op->below = originator->below; 1353 op->below = originator->below;
1258 1354
1259 if (op->below) 1355 if (op->below)
1260 op->below->above = op; 1356 op->below->above = op;
1261 else 1357 else
1262 op->ms ().bot = op; 1358 ms.bot = op;
1263 1359
1264 /* since *below* originator, no need to update top */ 1360 /* since *below* originator, no need to update top */
1265 originator->below = op; 1361 originator->below = op;
1266 } 1362 }
1267 else 1363 else
1268 { 1364 {
1365 object *top, *floor = NULL;
1366
1367 top = ms.bot;
1368
1269 /* If there are other objects, then */ 1369 /* If there are other objects, then */
1270 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1370 if (top)
1271 { 1371 {
1272 object *last = NULL; 1372 object *last = 0;
1273 1373
1274 /* 1374 /*
1275 * If there are multiple objects on this space, we do some trickier handling. 1375 * If there are multiple objects on this space, we do some trickier handling.
1276 * We've already dealt with merging if appropriate. 1376 * We've already dealt with merging if appropriate.
1277 * Generally, we want to put the new object on top. But if 1377 * Generally, we want to put the new object on top. But if
1281 * once we get to them. This reduces the need to traverse over all of 1381 * once we get to them. This reduces the need to traverse over all of
1282 * them when adding another one - this saves quite a bit of cpu time 1382 * them when adding another one - this saves quite a bit of cpu time
1283 * when lots of spells are cast in one area. Currently, it is presumed 1383 * when lots of spells are cast in one area. Currently, it is presumed
1284 * that flying non pickable objects are spell objects. 1384 * that flying non pickable objects are spell objects.
1285 */ 1385 */
1286 1386 for (top = ms.bot; top; top = top->above)
1287 while (top != NULL)
1288 { 1387 {
1289 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1388 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1290 floor = top; 1389 floor = top;
1291 1390
1292 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1391 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1295 top = top->below; 1394 top = top->below;
1296 break; 1395 break;
1297 } 1396 }
1298 1397
1299 last = top; 1398 last = top;
1300 top = top->above;
1301 } 1399 }
1302 1400
1303 /* Don't want top to be NULL, so set it to the last valid object */ 1401 /* Don't want top to be NULL, so set it to the last valid object */
1304 top = last; 1402 top = last;
1305 1403
1307 * looks like instead of lots of conditions here. 1405 * looks like instead of lots of conditions here.
1308 * makes things faster, and effectively the same result. 1406 * makes things faster, and effectively the same result.
1309 */ 1407 */
1310 1408
1311 /* Have object 'fall below' other objects that block view. 1409 /* Have object 'fall below' other objects that block view.
1312 * Unless those objects are exits, type 66 1410 * Unless those objects are exits.
1313 * If INS_ON_TOP is used, don't do this processing 1411 * If INS_ON_TOP is used, don't do this processing
1314 * Need to find the object that in fact blocks view, otherwise 1412 * Need to find the object that in fact blocks view, otherwise
1315 * stacking is a bit odd. 1413 * stacking is a bit odd.
1316 */ 1414 */
1317 if (!(flag & INS_ON_TOP) && 1415 if (!(flag & INS_ON_TOP)
1318 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1416 && ms.flags () & P_BLOCKSVIEW
1417 && (op->face && !faces [op->face].visibility))
1319 { 1418 {
1320 for (last = top; last != floor; last = last->below) 1419 for (last = top; last != floor; last = last->below)
1321 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1420 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1322 break; 1421 break;
1422
1323 /* Check to see if we found the object that blocks view, 1423 /* Check to see if we found the object that blocks view,
1324 * and make sure we have a below pointer for it so that 1424 * and make sure we have a below pointer for it so that
1325 * we can get inserted below this one, which requires we 1425 * we can get inserted below this one, which requires we
1326 * set top to the object below us. 1426 * set top to the object below us.
1327 */ 1427 */
1328 if (last && last->below && last != floor) 1428 if (last && last->below && last != floor)
1329 top = last->below; 1429 top = last->below;
1330 } 1430 }
1331 } /* If objects on this space */ 1431 } /* If objects on this space */
1332 1432
1333 if (flag & INS_MAP_LOAD)
1334 top = GET_MAP_TOP (op->map, op->x, op->y);
1335
1336 if (flag & INS_ABOVE_FLOOR_ONLY) 1433 if (flag & INS_ABOVE_FLOOR_ONLY)
1337 top = floor; 1434 top = floor;
1338 1435
1339 /* Top is the object that our object (op) is going to get inserted above. 1436 /* Top is the object that our object (op) is going to get inserted above.
1340 */ 1437 */
1341 1438
1342 /* First object on this space */ 1439 /* First object on this space */
1343 if (!top) 1440 if (!top)
1344 { 1441 {
1345 op->above = GET_MAP_OB (op->map, op->x, op->y); 1442 op->above = ms.bot;
1346 1443
1347 if (op->above) 1444 if (op->above)
1348 op->above->below = op; 1445 op->above->below = op;
1349 1446
1350 op->below = NULL; 1447 op->below = 0;
1351 op->ms ().bot = op; 1448 ms.bot = op;
1352 } 1449 }
1353 else 1450 else
1354 { /* get inserted into the stack above top */ 1451 { /* get inserted into the stack above top */
1355 op->above = top->above; 1452 op->above = top->above;
1356 1453
1359 1456
1360 op->below = top; 1457 op->below = top;
1361 top->above = op; 1458 top->above = op;
1362 } 1459 }
1363 1460
1364 if (op->above == NULL) 1461 if (!op->above)
1365 op->ms ().top = op; 1462 ms.top = op;
1366 } /* else not INS_BELOW_ORIGINATOR */ 1463 } /* else not INS_BELOW_ORIGINATOR */
1367 1464
1368 if (op->type == PLAYER) 1465 if (op->type == PLAYER)
1466 {
1369 op->contr->do_los = 1; 1467 op->contr->do_los = 1;
1468 ++op->map->players;
1469 op->map->touch ();
1470 }
1370 1471
1371 /* If we have a floor, we know the player, if any, will be above 1472 op->map->dirty = true;
1372 * it, so save a few ticks and start from there. 1473
1373 */
1374 if (!(flag & INS_MAP_LOAD))
1375 if (object *pl = op->ms ().player ()) 1474 if (object *pl = ms.player ())
1376 if (pl->contr->ns) 1475 //TODO: the floorbox prev/next might need updating
1377 pl->contr->ns->floorbox_update (); 1476 esrv_send_item (pl, op);
1378 1477
1379 /* If this object glows, it may affect lighting conditions that are 1478 /* If this object glows, it may affect lighting conditions that are
1380 * visible to others on this map. But update_all_los is really 1479 * visible to others on this map. But update_all_los is really
1381 * an inefficient way to do this, as it means los for all players 1480 * an inefficient way to do this, as it means los for all players
1382 * on the map will get recalculated. The players could very well 1481 * on the map will get recalculated. The players could very well
1383 * be far away from this change and not affected in any way - 1482 * be far away from this change and not affected in any way -
1384 * this should get redone to only look for players within range, 1483 * this should get redone to only look for players within range,
1385 * or just updating the P_NEED_UPDATE for spaces within this area 1484 * or just updating the P_UPTODATE for spaces within this area
1386 * of effect may be sufficient. 1485 * of effect may be sufficient.
1387 */ 1486 */
1388 if (op->map->darkness && (op->glow_radius != 0)) 1487 if (op->map->darkness && (op->glow_radius != 0))
1389 update_all_los (op->map, op->x, op->y); 1488 update_all_los (op->map, op->x, op->y);
1390 1489
1401 * blocked() and wall() work properly), and these flags are updated by 1500 * blocked() and wall() work properly), and these flags are updated by
1402 * update_object(). 1501 * update_object().
1403 */ 1502 */
1404 1503
1405 /* if this is not the head or flag has been passed, don't check walk on status */ 1504 /* if this is not the head or flag has been passed, don't check walk on status */
1406 if (!(flag & INS_NO_WALK_ON) && !op->head) 1505 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1407 { 1506 {
1408 if (check_move_on (op, originator)) 1507 if (check_move_on (op, originator))
1409 return 0; 1508 return 0;
1410 1509
1411 /* If we are a multi part object, lets work our way through the check 1510 /* If we are a multi part object, lets work our way through the check
1412 * walk on's. 1511 * walk on's.
1413 */ 1512 */
1414 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1513 for (object *tmp = op->more; tmp; tmp = tmp->more)
1415 if (check_move_on (tmp, originator)) 1514 if (check_move_on (tmp, originator))
1416 return 0; 1515 return 0;
1417 } 1516 }
1418 1517
1419 return op; 1518 return op;
1424 * op is the object to insert it under: supplies x and the map. 1523 * op is the object to insert it under: supplies x and the map.
1425 */ 1524 */
1426void 1525void
1427replace_insert_ob_in_map (const char *arch_string, object *op) 1526replace_insert_ob_in_map (const char *arch_string, object *op)
1428{ 1527{
1429 object *tmp, *tmp1;
1430
1431 /* first search for itself and remove any old instances */ 1528 /* first search for itself and remove any old instances */
1432 1529
1433 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1530 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1434 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1531 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1435 tmp->destroy (); 1532 tmp->destroy (1);
1436 1533
1437 tmp1 = arch_to_object (archetype::find (arch_string)); 1534 object *tmp = arch_to_object (archetype::find (arch_string));
1438 1535
1439 tmp1->x = op->x; 1536 tmp->x = op->x;
1440 tmp1->y = op->y; 1537 tmp->y = op->y;
1538
1441 insert_ob_in_map (tmp1, op->map, op, 0); 1539 insert_ob_in_map (tmp, op->map, op, 0);
1442} 1540}
1443
1444/*
1445 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1446 * is returned contains nr objects, and the remaining parts contains
1447 * the rest (or is removed and freed if that number is 0).
1448 * On failure, NULL is returned, and the reason put into the
1449 * global static errmsg array.
1450 */
1451 1541
1452object * 1542object *
1453get_split_ob (object *orig_ob, uint32 nr) 1543object::insert_at (object *where, object *originator, int flags)
1454{ 1544{
1455 object *newob; 1545 if (where->env)
1456 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1546 return where->env->insert (this);
1457 1547 else
1458 if (orig_ob->nrof < nr) 1548 return where->map->insert (this, where->x, where->y, originator, flags);
1459 {
1460 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1461 return NULL;
1462 }
1463
1464 newob = object_create_clone (orig_ob);
1465
1466 if ((orig_ob->nrof -= nr) < 1)
1467 orig_ob->destroy (1);
1468 else if (!is_removed)
1469 {
1470 if (orig_ob->env != NULL)
1471 sub_weight (orig_ob->env, orig_ob->weight * nr);
1472 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1473 {
1474 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1475 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1476 return NULL;
1477 }
1478 }
1479
1480 newob->nrof = nr;
1481
1482 return newob;
1483} 1549}
1484 1550
1485/* 1551/*
1486 * decrease_ob_nr(object, number) decreases a specified number from 1552 * decrease(object, number) decreases a specified number from
1487 * the amount of an object. If the amount reaches 0, the object 1553 * the amount of an object. If the amount reaches 0, the object
1488 * is subsequently removed and freed. 1554 * is subsequently removed and freed.
1489 * 1555 *
1490 * Return value: 'op' if something is left, NULL if the amount reached 0 1556 * Return value: 'op' if something is left, NULL if the amount reached 0
1491 */ 1557 */
1558bool
1559object::decrease (sint32 nr)
1560{
1561 if (!nr)
1562 return true;
1492 1563
1564 nr = min (nr, nrof);
1565
1566 nrof -= nr;
1567
1568 if (nrof)
1569 {
1570 adjust_weight (env, -weight * nr); // carrying == 0
1571
1572 if (object *pl = visible_to ())
1573 esrv_update_item (UPD_NROF, pl, this);
1574
1575 return true;
1576 }
1577 else
1578 {
1579 destroy (1);
1580 return false;
1581 }
1582}
1583
1584/*
1585 * split(ob,nr) splits up ob into two parts. The part which
1586 * is returned contains nr objects, and the remaining parts contains
1587 * the rest (or is removed and returned if that number is 0).
1588 * On failure, NULL is returned.
1589 */
1493object * 1590object *
1494decrease_ob_nr (object *op, uint32 i) 1591object::split (sint32 nr)
1495{ 1592{
1496 object *tmp; 1593 int have = number_of ();
1497 1594
1498 if (i == 0) /* objects with op->nrof require this check */ 1595 if (have < nr)
1499 return op; 1596 return 0;
1500 1597 else if (have == nr)
1501 if (i > op->nrof)
1502 i = op->nrof;
1503
1504 if (QUERY_FLAG (op, FLAG_REMOVED))
1505 op->nrof -= i;
1506 else if (op->env)
1507 { 1598 {
1508 /* is this object in the players inventory, or sub container
1509 * therein?
1510 */
1511 tmp = op->in_player ();
1512 /* nope. Is this a container the player has opened?
1513 * If so, set tmp to that player.
1514 * IMO, searching through all the players will mostly
1515 * likely be quicker than following op->env to the map,
1516 * and then searching the map for a player.
1517 */
1518 if (!tmp)
1519 for_all_players (pl)
1520 if (pl->ob->container == op->env)
1521 {
1522 tmp = pl->ob;
1523 break;
1524 }
1525
1526 if (i < op->nrof)
1527 {
1528 sub_weight (op->env, op->weight * i);
1529 op->nrof -= i;
1530 if (tmp)
1531 esrv_send_item (tmp, op);
1532 }
1533 else
1534 {
1535 op->remove (); 1599 remove ();
1536 op->nrof = 0; 1600 return this;
1537 if (tmp)
1538 esrv_del_item (tmp->contr, op->count);
1539 }
1540 } 1601 }
1541 else 1602 else
1542 { 1603 {
1543 object *above = op->above; 1604 decrease (nr);
1544 1605
1545 if (i < op->nrof) 1606 object *op = object_create_clone (this);
1546 op->nrof -= i; 1607 op->nrof = nr;
1547 else
1548 {
1549 op->remove ();
1550 op->nrof = 0;
1551 }
1552
1553 /* Since we just removed op, op->above is null */
1554 for (tmp = above; tmp; tmp = tmp->above)
1555 if (tmp->type == PLAYER)
1556 {
1557 if (op->nrof)
1558 esrv_send_item (tmp, op);
1559 else
1560 esrv_del_item (tmp->contr, op->count);
1561 }
1562 }
1563
1564 if (op->nrof)
1565 return op; 1608 return op;
1566 else
1567 {
1568 op->destroy ();
1569 return 0;
1570 }
1571}
1572
1573/*
1574 * add_weight(object, weight) adds the specified weight to an object,
1575 * and also updates how much the environment(s) is/are carrying.
1576 */
1577
1578void
1579add_weight (object *op, signed long weight)
1580{
1581 while (op != NULL)
1582 {
1583 if (op->type == CONTAINER)
1584 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1585
1586 op->carrying += weight;
1587 op = op->env;
1588 } 1609 }
1589} 1610}
1590 1611
1591object * 1612object *
1592insert_ob_in_ob (object *op, object *where) 1613insert_ob_in_ob (object *op, object *where)
1597 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1598 free (dump); 1619 free (dump);
1599 return op; 1620 return op;
1600 } 1621 }
1601 1622
1602 if (where->head) 1623 if (where->head_ () != where)
1603 { 1624 {
1604 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1625 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1605 where = where->head; 1626 where = where->head;
1606 } 1627 }
1607 1628
1608 return where->insert (op); 1629 return where->insert (op);
1609} 1630}
1614 * inside the object environment. 1635 * inside the object environment.
1615 * 1636 *
1616 * The function returns now pointer to inserted item, and return value can 1637 * The function returns now pointer to inserted item, and return value can
1617 * be != op, if items are merged. -Tero 1638 * be != op, if items are merged. -Tero
1618 */ 1639 */
1619
1620object * 1640object *
1621object::insert (object *op) 1641object::insert (object *op)
1622{ 1642{
1623 object *tmp, *otmp;
1624
1625 if (!QUERY_FLAG (op, FLAG_REMOVED))
1626 op->remove ();
1627
1628 if (op->more) 1643 if (op->more)
1629 { 1644 {
1630 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1645 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1631 return op; 1646 return op;
1632 } 1647 }
1633 1648
1634 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1649 op->remove ();
1635 CLEAR_FLAG (op, FLAG_REMOVED); 1650
1651 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1652
1636 if (op->nrof) 1653 if (op->nrof)
1637 {
1638 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1654 for (object *tmp = inv; tmp; tmp = tmp->below)
1639 if (object::can_merge (tmp, op)) 1655 if (object::can_merge (tmp, op))
1640 { 1656 {
1641 /* return the original object and remove inserted object 1657 /* return the original object and remove inserted object
1642 (client needs the original object) */ 1658 (client needs the original object) */
1643 tmp->nrof += op->nrof; 1659 tmp->nrof += op->nrof;
1644 /* Weight handling gets pretty funky. Since we are adding to 1660
1645 * tmp->nrof, we need to increase the weight. 1661 if (object *pl = tmp->visible_to ())
1646 */ 1662 esrv_update_item (UPD_NROF, pl, tmp);
1663
1647 add_weight (this, op->weight * op->nrof); 1664 adjust_weight (this, op->total_weight ());
1648 SET_FLAG (op, FLAG_REMOVED); 1665
1649 op->destroy (); /* free the inserted object */ 1666 op->destroy (1);
1650 op = tmp; 1667 op = tmp;
1651 op->remove (); /* and fix old object's links */ 1668 goto inserted;
1652 CLEAR_FLAG (op, FLAG_REMOVED);
1653 break;
1654 } 1669 }
1655 1670
1656 /* I assume combined objects have no inventory 1671 op->owner = 0; // it's his/hers now. period.
1657 * We add the weight - this object could have just been removed
1658 * (if it was possible to merge). calling remove_ob will subtract
1659 * the weight, so we need to add it in again, since we actually do
1660 * the linking below
1661 */
1662 add_weight (this, op->weight * op->nrof);
1663 }
1664 else
1665 add_weight (this, (op->weight + op->carrying));
1666
1667 otmp = this->in_player ();
1668 if (otmp && otmp->contr)
1669 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1670 otmp->update_stats ();
1671
1672 op->map = 0; 1672 op->map = 0;
1673 op->env = this; 1673 op->x = 0;
1674 op->y = 0;
1675
1674 op->above = 0; 1676 op->above = 0;
1675 op->below = 0; 1677 op->below = inv;
1676 op->x = 0, op->y = 0; 1678 op->env = this;
1677 1679
1680 if (inv)
1681 inv->above = op;
1682
1683 inv = op;
1684
1685 op->flag [FLAG_REMOVED] = 0;
1686
1687 if (object *pl = op->visible_to ())
1688 esrv_send_item (pl, op);
1689
1690 adjust_weight (this, op->total_weight ());
1691
1692inserted:
1678 /* reset the light list and los of the players on the map */ 1693 /* reset the light list and los of the players on the map */
1679 if ((op->glow_radius != 0) && map) 1694 if (op->glow_radius && map && map->darkness)
1680 {
1681#ifdef DEBUG_LIGHTS
1682 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1683#endif /* DEBUG_LIGHTS */
1684 if (map->darkness)
1685 update_all_los (map, x, y); 1695 update_all_los (map, x, y);
1686 }
1687 1696
1688 /* Client has no idea of ordering so lets not bother ordering it here. 1697 // if this is a player's inventory, update stats
1689 * It sure simplifies this function... 1698 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1690 */ 1699 update_stats ();
1691 if (!inv)
1692 inv = op;
1693 else
1694 {
1695 op->below = inv;
1696 op->below->above = op;
1697 inv = op;
1698 }
1699 1700
1700 INVOKE_OBJECT (INSERT, this); 1701 INVOKE_OBJECT (INSERT, this);
1701 1702
1702 return op; 1703 return op;
1703} 1704}
1720 * 1721 *
1721 * MSW 2001-07-08: Check all objects on space, not just those below 1722 * MSW 2001-07-08: Check all objects on space, not just those below
1722 * object being inserted. insert_ob_in_map may not put new objects 1723 * object being inserted. insert_ob_in_map may not put new objects
1723 * on top. 1724 * on top.
1724 */ 1725 */
1725
1726int 1726int
1727check_move_on (object *op, object *originator) 1727check_move_on (object *op, object *originator)
1728{ 1728{
1729 object *tmp; 1729 object *tmp;
1730 maptile *m = op->map; 1730 maptile *m = op->map;
1757 1757
1758 /* The objects have to be checked from top to bottom. 1758 /* The objects have to be checked from top to bottom.
1759 * Hence, we first go to the top: 1759 * Hence, we first go to the top:
1760 */ 1760 */
1761 1761
1762 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1762 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1763 { 1763 {
1764 /* Trim the search when we find the first other spell effect 1764 /* Trim the search when we find the first other spell effect
1765 * this helps performance so that if a space has 50 spell objects, 1765 * this helps performance so that if a space has 50 spell objects,
1766 * we don't need to check all of them. 1766 * we don't need to check all of them.
1767 */ 1767 */
1785 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1785 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1786 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1786 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1787 { 1787 {
1788 1788
1789 float 1789 float
1790 diff = tmp->move_slow_penalty * FABS (op->speed); 1790 diff = tmp->move_slow_penalty * fabs (op->speed);
1791 1791
1792 if (op->type == PLAYER) 1792 if (op->type == PLAYER)
1793 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1793 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1794 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1794 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1795 diff /= 4.0; 1795 diff /= 4.0;
1825 * The first matching object is returned, or NULL if none. 1825 * The first matching object is returned, or NULL if none.
1826 */ 1826 */
1827object * 1827object *
1828present_arch (const archetype *at, maptile *m, int x, int y) 1828present_arch (const archetype *at, maptile *m, int x, int y)
1829{ 1829{
1830 if (m == NULL || out_of_map (m, x, y)) 1830 if (!m || out_of_map (m, x, y))
1831 { 1831 {
1832 LOG (llevError, "Present_arch called outside map.\n"); 1832 LOG (llevError, "Present_arch called outside map.\n");
1833 return NULL; 1833 return NULL;
1834 } 1834 }
1835 1835
1836 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1836 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1837 if (tmp->arch == at) 1837 if (tmp->arch == at)
1838 return tmp; 1838 return tmp;
1839 1839
1840 return NULL; 1840 return NULL;
1841} 1841}
1852 { 1852 {
1853 LOG (llevError, "Present called outside map.\n"); 1853 LOG (llevError, "Present called outside map.\n");
1854 return NULL; 1854 return NULL;
1855 } 1855 }
1856 1856
1857 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1857 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1858 if (tmp->type == type) 1858 if (tmp->type == type)
1859 return tmp; 1859 return tmp;
1860 1860
1861 return NULL; 1861 return NULL;
1862} 1862}
1919 * activate recursively a flag on an object inventory 1919 * activate recursively a flag on an object inventory
1920 */ 1920 */
1921void 1921void
1922flag_inv (object *op, int flag) 1922flag_inv (object *op, int flag)
1923{ 1923{
1924 if (op->inv)
1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1924 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1926 { 1925 {
1927 SET_FLAG (tmp, flag); 1926 SET_FLAG (tmp, flag);
1928 flag_inv (tmp, flag); 1927 flag_inv (tmp, flag);
1929 } 1928 }
1930} 1929}
1931 1930
1932/* 1931/*
1933 * deactivate recursively a flag on an object inventory 1932 * deactivate recursively a flag on an object inventory
1934 */ 1933 */
1935void 1934void
1936unflag_inv (object *op, int flag) 1935unflag_inv (object *op, int flag)
1937{ 1936{
1938 if (op->inv)
1939 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1937 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1940 { 1938 {
1941 CLEAR_FLAG (tmp, flag); 1939 CLEAR_FLAG (tmp, flag);
1942 unflag_inv (tmp, flag); 1940 unflag_inv (tmp, flag);
1943 } 1941 }
1944}
1945
1946/*
1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1948 * all it's inventory (recursively).
1949 * If checksums are used, a player will get set_cheat called for
1950 * him/her-self and all object carried by a call to this function.
1951 */
1952void
1953set_cheat (object *op)
1954{
1955 SET_FLAG (op, FLAG_WAS_WIZ);
1956 flag_inv (op, FLAG_WAS_WIZ);
1957} 1942}
1958 1943
1959/* 1944/*
1960 * find_free_spot(object, map, x, y, start, stop) will search for 1945 * find_free_spot(object, map, x, y, start, stop) will search for
1961 * a spot at the given map and coordinates which will be able to contain 1946 * a spot at the given map and coordinates which will be able to contain
1963 * to search (see the freearr_x/y[] definition). 1948 * to search (see the freearr_x/y[] definition).
1964 * It returns a random choice among the alternatives found. 1949 * It returns a random choice among the alternatives found.
1965 * start and stop are where to start relative to the free_arr array (1,9 1950 * start and stop are where to start relative to the free_arr array (1,9
1966 * does all 4 immediate directions). This returns the index into the 1951 * does all 4 immediate directions). This returns the index into the
1967 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1952 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1968 * Note - this only checks to see if there is space for the head of the
1969 * object - if it is a multispace object, this should be called for all
1970 * pieces.
1971 * Note2: This function does correctly handle tiled maps, but does not 1953 * Note: This function does correctly handle tiled maps, but does not
1972 * inform the caller. However, insert_ob_in_map will update as 1954 * inform the caller. However, insert_ob_in_map will update as
1973 * necessary, so the caller shouldn't need to do any special work. 1955 * necessary, so the caller shouldn't need to do any special work.
1974 * Note - updated to take an object instead of archetype - this is necessary 1956 * Note - updated to take an object instead of archetype - this is necessary
1975 * because arch_blocked (now ob_blocked) needs to know the movement type 1957 * because arch_blocked (now ob_blocked) needs to know the movement type
1976 * to know if the space in question will block the object. We can't use 1958 * to know if the space in question will block the object. We can't use
1978 * customized, changed states, etc. 1960 * customized, changed states, etc.
1979 */ 1961 */
1980int 1962int
1981find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1963find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1982{ 1964{
1965 int altern[SIZEOFFREE];
1983 int index = 0, flag; 1966 int index = 0, flag;
1984 int altern[SIZEOFFREE];
1985 1967
1986 for (int i = start; i < stop; i++) 1968 for (int i = start; i < stop; i++)
1987 { 1969 {
1988 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1970 mapxy pos (m, x, y); pos.move (i);
1989 if (!flag) 1971
1972 if (!pos.normalise ())
1973 continue;
1974
1975 mapspace &ms = *pos;
1976
1977 if (ms.flags () & P_IS_ALIVE)
1978 continue;
1979
1980 /* However, often
1981 * ob doesn't have any move type (when used to place exits)
1982 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1983 */
1984 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1985 {
1990 altern [index++] = i; 1986 altern [index++] = i;
1987 continue;
1988 }
1991 1989
1992 /* Basically, if we find a wall on a space, we cut down the search size. 1990 /* Basically, if we find a wall on a space, we cut down the search size.
1993 * In this way, we won't return spaces that are on another side of a wall. 1991 * In this way, we won't return spaces that are on another side of a wall.
1994 * This mostly work, but it cuts down the search size in all directions - 1992 * This mostly work, but it cuts down the search size in all directions -
1995 * if the space being examined only has a wall to the north and empty 1993 * if the space being examined only has a wall to the north and empty
1996 * spaces in all the other directions, this will reduce the search space 1994 * spaces in all the other directions, this will reduce the search space
1997 * to only the spaces immediately surrounding the target area, and 1995 * to only the spaces immediately surrounding the target area, and
1998 * won't look 2 spaces south of the target space. 1996 * won't look 2 spaces south of the target space.
1999 */ 1997 */
2000 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1998 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1999 {
2001 stop = maxfree[i]; 2000 stop = maxfree[i];
2001 continue;
2002 }
2003
2004 /* Note it is intentional that we check ob - the movement type of the
2005 * head of the object should correspond for the entire object.
2006 */
2007 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2008 continue;
2009
2010 if (ob->blocked (m, pos.x, pos.y))
2011 continue;
2012
2013 altern [index++] = i;
2002 } 2014 }
2003 2015
2004 if (!index) 2016 if (!index)
2005 return -1; 2017 return -1;
2006 2018
2007 return altern[RANDOM () % index]; 2019 return altern [rndm (index)];
2008} 2020}
2009 2021
2010/* 2022/*
2011 * find_first_free_spot(archetype, maptile, x, y) works like 2023 * find_first_free_spot(archetype, maptile, x, y) works like
2012 * find_free_spot(), but it will search max number of squares. 2024 * find_free_spot(), but it will search max number of squares.
2015 */ 2027 */
2016int 2028int
2017find_first_free_spot (const object *ob, maptile *m, int x, int y) 2029find_first_free_spot (const object *ob, maptile *m, int x, int y)
2018{ 2030{
2019 for (int i = 0; i < SIZEOFFREE; i++) 2031 for (int i = 0; i < SIZEOFFREE; i++)
2020 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2032 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2021 return i; 2033 return i;
2022 2034
2023 return -1; 2035 return -1;
2024} 2036}
2025 2037
2033{ 2045{
2034 arr += begin; 2046 arr += begin;
2035 end -= begin; 2047 end -= begin;
2036 2048
2037 while (--end) 2049 while (--end)
2038 swap (arr [end], arr [RANDOM () % (end + 1)]); 2050 swap (arr [end], arr [rndm (end + 1)]);
2039} 2051}
2040 2052
2041/* new function to make monster searching more efficient, and effective! 2053/* new function to make monster searching more efficient, and effective!
2042 * This basically returns a randomized array (in the passed pointer) of 2054 * This basically returns a randomized array (in the passed pointer) of
2043 * the spaces to find monsters. In this way, it won't always look for 2055 * the spaces to find monsters. In this way, it won't always look for
2079 object *tmp; 2091 object *tmp;
2080 maptile *mp; 2092 maptile *mp;
2081 2093
2082 MoveType blocked, move_type; 2094 MoveType blocked, move_type;
2083 2095
2084 if (exclude && exclude->head) 2096 if (exclude && exclude->head_ () != exclude)
2085 { 2097 {
2086 exclude = exclude->head; 2098 exclude = exclude->head;
2087 move_type = exclude->move_type; 2099 move_type = exclude->move_type;
2088 } 2100 }
2089 else 2101 else
2112 max = maxfree[i]; 2124 max = maxfree[i];
2113 else if (mflags & P_IS_ALIVE) 2125 else if (mflags & P_IS_ALIVE)
2114 { 2126 {
2115 for (tmp = ms.bot; tmp; tmp = tmp->above) 2127 for (tmp = ms.bot; tmp; tmp = tmp->above)
2116 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2128 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2117 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2129 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2118 break; 2130 break;
2119 2131
2120 if (tmp) 2132 if (tmp)
2121 return freedir[i]; 2133 return freedir[i];
2122 } 2134 }
2177 2189
2178 return 3; 2190 return 3;
2179} 2191}
2180 2192
2181/* 2193/*
2182 * absdir(int): Returns a number between 1 and 8, which represent
2183 * the "absolute" direction of a number (it actually takes care of
2184 * "overflow" in previous calculations of a direction).
2185 */
2186
2187int
2188absdir (int d)
2189{
2190 while (d < 1)
2191 d += 8;
2192
2193 while (d > 8)
2194 d -= 8;
2195
2196 return d;
2197}
2198
2199/*
2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2194 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2201 * between two directions (which are expected to be absolute (see absdir()) 2195 * between two directions (which are expected to be absolute (see absdir())
2202 */ 2196 */
2203
2204int 2197int
2205dirdiff (int dir1, int dir2) 2198dirdiff (int dir1, int dir2)
2206{ 2199{
2207 int d; 2200 int d;
2208 2201
2321 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2314 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2322 * core dumps if they do. 2315 * core dumps if they do.
2323 * 2316 *
2324 * Add a check so we can't pick up invisible objects (0.93.8) 2317 * Add a check so we can't pick up invisible objects (0.93.8)
2325 */ 2318 */
2326
2327int 2319int
2328can_pick (const object *who, const object *item) 2320can_pick (const object *who, const object *item)
2329{ 2321{
2330 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2322 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2331 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2323 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2336 * create clone from object to another 2328 * create clone from object to another
2337 */ 2329 */
2338object * 2330object *
2339object_create_clone (object *asrc) 2331object_create_clone (object *asrc)
2340{ 2332{
2341 object *dst = 0, *tmp, *src, *part, *prev, *item; 2333 object *dst = 0, *tmp, *src, *prev, *item;
2342 2334
2343 if (!asrc) 2335 if (!asrc)
2344 return 0; 2336 return 0;
2345 2337
2346 src = asrc;
2347 if (src->head)
2348 src = src->head; 2338 src = asrc->head_ ();
2349 2339
2350 prev = 0; 2340 prev = 0;
2351 for (part = src; part; part = part->more) 2341 for (object *part = src; part; part = part->more)
2352 { 2342 {
2353 tmp = part->clone (); 2343 tmp = part->clone ();
2354 tmp->x -= src->x; 2344 tmp->x -= src->x;
2355 tmp->y -= src->y; 2345 tmp->y -= src->y;
2356 2346
2374 insert_ob_in_ob (object_create_clone (item), dst); 2364 insert_ob_in_ob (object_create_clone (item), dst);
2375 2365
2376 return dst; 2366 return dst;
2377} 2367}
2378 2368
2379/* GROS - Creates an object using a string representing its content. */
2380/* Basically, we save the content of the string to a temp file, then call */
2381/* load_object on it. I admit it is a highly inefficient way to make things, */
2382/* but it was simple to make and allows reusing the load_object function. */
2383/* Remember not to use load_object_str in a time-critical situation. */
2384/* Also remember that multiparts objects are not supported for now. */
2385object *
2386load_object_str (const char *obstr)
2387{
2388 object *op;
2389 char filename[MAX_BUF];
2390
2391 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2392
2393 FILE *tempfile = fopen (filename, "w");
2394
2395 if (tempfile == NULL)
2396 {
2397 LOG (llevError, "Error - Unable to access load object temp file\n");
2398 return NULL;
2399 }
2400
2401 fprintf (tempfile, obstr);
2402 fclose (tempfile);
2403
2404 op = object::create ();
2405
2406 object_thawer thawer (filename);
2407
2408 if (thawer)
2409 load_object (thawer, op, 0);
2410
2411 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2412 CLEAR_FLAG (op, FLAG_REMOVED);
2413
2414 return op;
2415}
2416
2417/* This returns the first object in who's inventory that 2369/* This returns the first object in who's inventory that
2418 * has the same type and subtype match. 2370 * has the same type and subtype match.
2419 * returns NULL if no match. 2371 * returns NULL if no match.
2420 */ 2372 */
2421object * 2373object *
2474 if (link->key == canonical_key) 2426 if (link->key == canonical_key)
2475 return link->value; 2427 return link->value;
2476 2428
2477 return 0; 2429 return 0;
2478} 2430}
2479
2480 2431
2481/* 2432/*
2482 * Updates the canonical_key in op to value. 2433 * Updates the canonical_key in op to value.
2483 * 2434 *
2484 * canonical_key is a shared string (value doesn't have to be). 2435 * canonical_key is a shared string (value doesn't have to be).
2508 /* Basically, if the archetype has this key set, 2459 /* Basically, if the archetype has this key set,
2509 * we need to store the null value so when we save 2460 * we need to store the null value so when we save
2510 * it, we save the empty value so that when we load, 2461 * it, we save the empty value so that when we load,
2511 * we get this value back again. 2462 * we get this value back again.
2512 */ 2463 */
2513 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2464 if (get_ob_key_link (op->arch, canonical_key))
2514 field->value = 0; 2465 field->value = 0;
2515 else 2466 else
2516 { 2467 {
2517 if (last) 2468 if (last)
2518 last->next = field->next; 2469 last->next = field->next;
2587 } 2538 }
2588 else 2539 else
2589 item = item->env; 2540 item = item->env;
2590} 2541}
2591 2542
2543const char *
2544object::flag_desc (char *desc, int len) const
2545{
2546 char *p = desc;
2547 bool first = true;
2548
2549 *p = 0;
2550
2551 for (int i = 0; i < NUM_FLAGS; i++)
2552 {
2553 if (len <= 10) // magic constant!
2554 {
2555 snprintf (p, len, ",...");
2556 break;
2557 }
2558
2559 if (flag [i])
2560 {
2561 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2562 len -= cnt;
2563 p += cnt;
2564 first = false;
2565 }
2566 }
2567
2568 return desc;
2569}
2570
2592// return a suitable string describing an objetc in enough detail to find it 2571// return a suitable string describing an object in enough detail to find it
2593const char * 2572const char *
2594object::debug_desc (char *info) const 2573object::debug_desc (char *info) const
2595{ 2574{
2575 char flagdesc[512];
2596 char info2[256 * 3]; 2576 char info2[256 * 4];
2597 char *p = info; 2577 char *p = info;
2598 2578
2599 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2579 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2600 count, 2580 count,
2581 uuid.c_str (),
2601 &name, 2582 &name,
2602 title ? " " : "", 2583 title ? "\",title:\"" : "",
2603 title ? (const char *)title : ""); 2584 title ? (const char *)title : "",
2585 flag_desc (flagdesc, 512), type);
2604 2586
2605 if (env) 2587 if (!flag[FLAG_REMOVED] && env)
2606 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2588 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2607 2589
2608 if (map) 2590 if (map)
2609 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2591 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2610 2592
2611 return info; 2593 return info;
2612} 2594}
2613 2595
2614const char * 2596const char *
2615object::debug_desc () const 2597object::debug_desc () const
2616{ 2598{
2617 static char info[256 * 3]; 2599 static char info[3][256 * 4];
2600 static int info_idx;
2601
2618 return debug_desc (info); 2602 return debug_desc (info [++info_idx % 3]);
2619} 2603}
2620 2604
2605struct region *
2606object::region () const
2607{
2608 return map ? map->region (x, y)
2609 : region::default_region ();
2610}
2611
2612const materialtype_t *
2613object::dominant_material () const
2614{
2615 if (materialtype_t *mt = name_to_material (materialname))
2616 return mt;
2617
2618 return name_to_material (shstr_unknown);
2619}
2620
2621void
2622object::open_container (object *new_container)
2623{
2624 if (container == new_container)
2625 return;
2626
2627 object *old_container = container;
2628
2629 if (old_container)
2630 {
2631 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2632 return;
2633
2634#if 0
2635 // remove the "Close old_container" object.
2636 if (object *closer = old_container->inv)
2637 if (closer->type == CLOSE_CON)
2638 closer->destroy ();
2639#endif
2640
2641 // make sure the container is available
2642 esrv_send_item (this, old_container);
2643
2644 old_container->flag [FLAG_APPLIED] = false;
2645 container = 0;
2646
2647 // client needs item update to make it work, client bug requires this to be separate
2648 esrv_update_item (UPD_FLAGS, this, old_container);
2649
2650 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2651 play_sound (sound_find ("chest_close"));
2652 }
2653
2654 if (new_container)
2655 {
2656 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2657 return;
2658
2659 // TODO: this does not seem to serve any purpose anymore?
2660#if 0
2661 // insert the "Close Container" object.
2662 if (archetype *closer = new_container->other_arch)
2663 {
2664 object *closer = arch_to_object (new_container->other_arch);
2665 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2666 new_container->insert (closer);
2667 }
2668#endif
2669
2670 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2671
2672 // make sure the container is available, client bug requires this to be separate
2673 esrv_send_item (this, new_container);
2674
2675 new_container->flag [FLAG_APPLIED] = true;
2676 container = new_container;
2677
2678 // client needs flag change
2679 esrv_update_item (UPD_FLAGS, this, new_container);
2680 esrv_send_inventory (this, new_container);
2681 play_sound (sound_find ("chest_open"));
2682 }
2683// else if (!old_container->env && contr && contr->ns)
2684// contr->ns->floorbox_reset ();
2685}
2686
2687object *
2688object::force_find (const shstr name)
2689{
2690 /* cycle through his inventory to look for the MARK we want to
2691 * place
2692 */
2693 for (object *tmp = inv; tmp; tmp = tmp->below)
2694 if (tmp->type == FORCE && tmp->slaying == name)
2695 return splay (tmp);
2696
2697 return 0;
2698}
2699
2700void
2701object::force_add (const shstr name, int duration)
2702{
2703 if (object *force = force_find (name))
2704 force->destroy ();
2705
2706 object *force = get_archetype (FORCE_NAME);
2707
2708 force->slaying = name;
2709 force->stats.food = 1;
2710 force->speed_left = -1.f;
2711
2712 force->set_speed (duration ? 1.f / duration : 0.f);
2713 force->flag [FLAG_IS_USED_UP] = true;
2714 force->flag [FLAG_APPLIED] = true;
2715
2716 insert (force);
2717}
2718
2719void
2720object::play_sound (faceidx sound)
2721{
2722 if (!sound)
2723 return;
2724
2725 if (flag [FLAG_REMOVED])
2726 return;
2727
2728 if (env)
2729 {
2730 if (object *pl = in_player ())
2731 pl->contr->play_sound (sound);
2732 }
2733 else
2734 map->play_sound (sound, x, y);
2735}
2736

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