ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.92 by root, Tue Dec 26 17:39:29 2006 UTC vs.
Revision 1.226 by root, Sat May 3 08:50:30 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 remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485 612
486 *(object_copy *)dst = *this; 613 *(object_copy *)this = src;
487 614
488 if (is_freed) 615 flag [FLAG_REMOVED] = true;
489 SET_FLAG (dst, FLAG_FREED);
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 616
497 /* Copy over key_values, if any. */ 617 /* Copy over key_values, if any. */
498 if (key_values) 618 if (src.key_values)
499 { 619 {
500 key_value *tail = 0; 620 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 621 key_values = 0;
504 622
505 for (i = key_values; i; i = i->next) 623 for (key_value *i = src.key_values; i; i = i->next)
506 { 624 {
507 key_value *new_link = new key_value; 625 key_value *new_link = new key_value;
508 626
509 new_link->next = 0; 627 new_link->next = 0;
510 new_link->key = i->key; 628 new_link->key = i->key;
511 new_link->value = i->value; 629 new_link->value = i->value;
512 630
513 /* Try and be clever here, too. */ 631 /* Try and be clever here, too. */
514 if (!dst->key_values) 632 if (!key_values)
515 { 633 {
516 dst->key_values = new_link; 634 key_values = new_link;
517 tail = new_link; 635 tail = new_link;
518 } 636 }
519 else 637 else
520 { 638 {
521 tail->next = new_link; 639 tail->next = new_link;
522 tail = new_link; 640 tail = new_link;
523 } 641 }
524 } 642 }
525 } 643 }
644}
645
646/*
647 * copy_to first frees everything allocated by the dst object,
648 * and then copies the contents of itself into the second
649 * object, allocating what needs to be allocated. Basically, any
650 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
651 * if the first object is freed, the pointers in the new object
652 * will point at garbage.
653 */
654void
655object::copy_to (object *dst)
656{
657 *dst = *this;
658
659 if (speed < 0)
660 dst->speed_left -= rndm ();
526 661
527 dst->set_speed (dst->speed); 662 dst->set_speed (dst->speed);
663}
664
665void
666object::instantiate ()
667{
668 if (!uuid.seq) // HACK
669 uuid = UUID::gen ();
670
671 speed_left = -0.1f;
672 /* copy the body_info to the body_used - this is only really
673 * need for monsters, but doesn't hurt to do it for everything.
674 * by doing so, when a monster is created, it has good starting
675 * values for the body_used info, so when items are created
676 * for it, they can be properly equipped.
677 */
678 for (int i = NUM_BODY_LOCATIONS; i--; )
679 slot[i].used = slot[i].info;
680
681 attachable::instantiate ();
528} 682}
529 683
530object * 684object *
531object::clone () 685object::clone ()
532{ 686{
533 object *neu = create (); 687 object *neu = create ();
534 copy_to (neu); 688 copy_to (neu);
689 neu->map = map; // not copied by copy_to
535 return neu; 690 return neu;
536} 691}
537 692
538/* 693/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 694 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 695 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 696 * be called to update the face variable, _and_ how it looks on the map.
542 */ 697 */
543
544void 698void
545update_turn_face (object *op) 699update_turn_face (object *op)
546{ 700{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 701 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 702 return;
703
549 SET_ANIMATION (op, op->direction); 704 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 705 update_object (op, UP_OBJ_FACE);
551} 706}
552 707
553/* 708/*
556 * This function needs to be called whenever the speed of an object changes. 711 * This function needs to be called whenever the speed of an object changes.
557 */ 712 */
558void 713void
559object::set_speed (float speed) 714object::set_speed (float speed)
560{ 715{
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) 716 if (flag [FLAG_FREED] && speed)
567 { 717 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 718 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 719 speed = 0;
570 } 720 }
571 721
572 this->speed = speed; 722 this->speed = speed;
573 723
574 if (arch_init) 724 if (has_active_speed ())
575 return; 725 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 726 else
593 { 727 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} 728}
648 729
649/* 730/*
650 * update_object() updates the the map. 731 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 732 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 745 * UP_OBJ_FACE: only the objects face has changed.
665 */ 746 */
666void 747void
667update_object (object *op, int action) 748update_object (object *op, int action)
668{ 749{
669 MoveType move_on, move_off, move_block, move_slow; 750 if (!op)
670
671 if (op == NULL)
672 { 751 {
673 /* this should never happen */ 752 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 753 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
675 return; 754 return;
676 } 755 }
677 756
678 if (op->env) 757 if (!op->is_on_map ())
679 { 758 {
680 /* Animation is currently handled by client, so nothing 759 /* Animation is currently handled by client, so nothing
681 * to do in this case. 760 * to do in this case.
682 */ 761 */
683 return; 762 return;
684 } 763 }
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;
691 764
692 /* make sure the object is within map boundaries */ 765 /* 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) 766 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
694 { 767 {
695 LOG (llevError, "update_object() called for object out of map!\n"); 768 LOG (llevError, "update_object() called for object out of map!\n");
699 return; 772 return;
700 } 773 }
701 774
702 mapspace &m = op->ms (); 775 mapspace &m = op->ms ();
703 776
704 if (m.flags_ & P_NEED_UPDATE) 777 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 778 /* nop */;
706 else if (action == UP_OBJ_INSERT) 779 else if (action == UP_OBJ_INSERT)
707 { 780 {
708 // this is likely overkill, TODO: revisit (schmorp) 781 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 782 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 791 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 792 * to have move_allow right now.
720 */ 793 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 794 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 795 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
723 m.flags_ = P_NEED_UPDATE; 796 m.flags_ = 0;
724 } 797 }
725 /* if the object is being removed, we can't make intelligent 798 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 799 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 800 * that is being removed.
728 */ 801 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 802 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 803 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 804 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 805 /* Nothing to do for that case */ ;
733 else 806 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 807 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 808
736 if (op->more) 809 if (op->more)
737 update_object (op->more, action); 810 update_object (op->more, action);
738} 811}
739 812
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 813object::object ()
744{ 814{
745 SET_FLAG (this, FLAG_REMOVED); 815 SET_FLAG (this, FLAG_REMOVED);
746 816
747 expmul = 1.0; 817 expmul = 1.0;
748 face = blank_face; 818 face = blank_face;
749} 819}
750 820
751object::~object () 821object::~object ()
752{ 822{
823 unlink ();
824
753 free_key_values (this); 825 free_key_values (this);
754} 826}
755 827
828static int object_count;
829
756void object::link () 830void object::link ()
757{ 831{
832 assert (!index);//D
833 uuid = UUID::gen ();
758 count = ++ob_count; 834 count = ++object_count;
759 uuid = gen_uuid ();
760 835
761 prev = 0; 836 refcnt_inc ();
762 next = object::first; 837 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 838}
769 839
770void object::unlink () 840void object::unlink ()
771{ 841{
772 if (this == object::first) 842 if (!index)
773 object::first = next; 843 return;
774 844
775 /* Remove this object from the list of used objects */ 845 objects.erase (this);
776 if (prev) prev->next = next; 846 refcnt_dec ();
777 if (next) next->prev = prev; 847}
778 848
779 prev = 0; 849void
780 next = 0; 850object::activate ()
851{
852 /* If already on active list, don't do anything */
853 if (active)
854 return;
855
856 if (has_active_speed ())
857 actives.insert (this);
858}
859
860void
861object::activate_recursive ()
862{
863 activate ();
864
865 for (object *op = inv; op; op = op->below)
866 op->activate_recursive ();
867}
868
869/* This function removes object 'op' from the list of active
870 * objects.
871 * This should only be used for style maps or other such
872 * reference maps where you don't want an object that isn't
873 * in play chewing up cpu time getting processed.
874 * The reverse of this is to call update_ob_speed, which
875 * will do the right thing based on the speed of the object.
876 */
877void
878object::deactivate ()
879{
880 /* If not on the active list, nothing needs to be done */
881 if (!active)
882 return;
883
884 actives.erase (this);
885}
886
887void
888object::deactivate_recursive ()
889{
890 for (object *op = inv; op; op = op->below)
891 op->deactivate_recursive ();
892
893 deactivate ();
894}
895
896void
897object::set_flag_inv (int flag, int value)
898{
899 for (object *op = inv; op; op = op->below)
900 {
901 op->flag [flag] = value;
902 op->set_flag_inv (flag, value);
903 }
781} 904}
782 905
783/* 906/*
784 * Remove and free all objects in the inventory of the given object. 907 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 908 * object.c ?
786 */ 909 */
787void 910void
788object::destroy_inv (bool drop_to_ground) 911object::destroy_inv (bool drop_to_ground)
789{ 912{
913 // need to check first, because the checks below might segfault
914 // as we might be on an invalid mapspace and crossfire code
915 // is too buggy to ensure that the inventory is empty.
916 // corollary: if you create arrows etc. with stuff in its inventory,
917 // cf will crash below with off-map x and y
918 if (!inv)
919 return;
920
790 /* Only if the space blocks everything do we not process - 921 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 922 * if some form of movement is allowed, let objects
792 * drop on that space. 923 * drop on that space.
793 */ 924 */
794 if (!drop_to_ground 925 if (!drop_to_ground
795 || !map 926 || !map
796 || map->in_memory != MAP_IN_MEMORY 927 || map->in_memory != MAP_ACTIVE
928 || map->nodrop
797 || map->at (x, y).move_block == MOVE_ALL) 929 || ms ().move_block == MOVE_ALL)
798 { 930 {
799 while (inv) 931 while (inv)
800 { 932 {
801 inv->destroy_inv (drop_to_ground); 933 inv->destroy_inv (false);
802 inv->destroy (); 934 inv->destroy ();
803 } 935 }
804 } 936 }
805 else 937 else
806 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
810 942
811 if (op->flag [FLAG_STARTEQUIP] 943 if (op->flag [FLAG_STARTEQUIP]
812 || op->flag [FLAG_NO_DROP] 944 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE 945 || op->type == RUNE
814 || op->type == TRAP 946 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE]) 947 || op->flag [FLAG_IS_A_TEMPLATE]
948 || op->flag [FLAG_DESTROY_ON_DEATH])
816 op->destroy (); 949 op->destroy (true);
817 else 950 else
818 { 951 map->insert (op, x, y);
819 op->remove ();
820 op->x = x;
821 op->y = y;
822 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
823 }
824 } 952 }
825 } 953 }
826} 954}
827 955
828object *object::create () 956object *object::create ()
830 object *op = new object; 958 object *op = new object;
831 op->link (); 959 op->link ();
832 return op; 960 return op;
833} 961}
834 962
963static struct freed_map : maptile
964{
965 freed_map ()
966 {
967 path = "<freed objects map>";
968 name = "/internal/freed_objects_map";
969 width = 3;
970 height = 3;
971 nodrop = 1;
972
973 alloc ();
974 in_memory = MAP_ACTIVE;
975 }
976} freed_map; // freed objects are moved here to avoid crashes
977
835void 978void
836object::do_destroy () 979object::do_destroy ()
837{ 980{
838 if (flag [FLAG_IS_LINKED]) 981 if (flag [FLAG_IS_LINKED])
839 remove_button_link (this); 982 remove_button_link (this);
840 983
841 if (flag [FLAG_FRIENDLY]) 984 if (flag [FLAG_FRIENDLY])
842 remove_friendly_object (this); 985 remove_friendly_object (this);
843 986
844 if (!flag [FLAG_REMOVED])
845 remove (); 987 remove ();
846 988
847 if (flag [FLAG_FREED]) 989 attachable::do_destroy ();
848 return;
849 990
850 set_speed (0); 991 deactivate ();
992 unlink ();
851 993
852 flag [FLAG_FREED] = 1; 994 flag [FLAG_FREED] = 1;
853 995
854 attachable::do_destroy ();
855
856 destroy_inv (true);
857 unlink ();
858
859 // hack to ensure that freed objects still have a valid map 996 // hack to ensure that freed objects still have a valid map
860 {
861 static maptile *freed_map; // freed objects are moved here to avoid crashes
862
863 if (!freed_map)
864 {
865 freed_map = new maptile;
866
867 freed_map->name = "/internal/freed_objects_map";
868 freed_map->width = 3;
869 freed_map->height = 3;
870
871 freed_map->allocate ();
872 }
873
874 map = freed_map; 997 map = &freed_map;
875 x = 1; 998 x = 1;
876 y = 1; 999 y = 1;
877 }
878
879 head = 0;
880 1000
881 if (more) 1001 if (more)
882 { 1002 {
883 more->destroy (); 1003 more->destroy ();
884 more = 0; 1004 more = 0;
885 } 1005 }
886 1006
1007 head = 0;
1008
887 // clear those pointers that likely might have circular references to us 1009 // clear those pointers that likely might cause circular references
888 owner = 0; 1010 owner = 0;
889 enemy = 0; 1011 enemy = 0;
890 attacked_by = 0; 1012 attacked_by = 0;
891 1013 current_weapon = 0;
892 // only relevant for players(?), but make sure of it anyways
893 contr = 0;
894} 1014}
895 1015
896void 1016void
897object::destroy (bool destroy_inventory) 1017object::destroy (bool destroy_inventory)
898{ 1018{
899 if (destroyed ()) 1019 if (destroyed ())
900 return; 1020 return;
901 1021
1022 if (!is_head () && !head->destroyed ())
1023 {
1024 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1025 head->destroy (destroy_inventory);
1026 return;
1027 }
1028
902 if (destroy_inventory) 1029 destroy_inv (!destroy_inventory);
903 destroy_inv (false); 1030
1031 if (is_head ())
1032 if (sound_destroy)
1033 play_sound (sound_destroy);
1034 else if (flag [FLAG_MONSTER])
1035 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
904 1036
905 attachable::destroy (); 1037 attachable::destroy ();
906}
907
908/*
909 * sub_weight() recursively (outwards) subtracts a number from the
910 * weight of an object (and what is carried by it's environment(s)).
911 */
912void
913sub_weight (object *op, signed long weight)
914{
915 while (op != NULL)
916 {
917 if (op->type == CONTAINER)
918 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
919
920 op->carrying -= weight;
921 op = op->env;
922 }
923} 1038}
924 1039
925/* op->remove (): 1040/* op->remove ():
926 * This function removes the object op from the linked list of objects 1041 * This function removes the object op from the linked list of objects
927 * which it is currently tied to. When this function is done, the 1042 * which it is currently tied to. When this function is done, the
928 * object will have no environment. If the object previously had an 1043 * object will have no environment. If the object previously had an
929 * environment, the x and y coordinates will be updated to 1044 * environment, the x and y coordinates will be updated to
930 * the previous environment. 1045 * the previous environment.
931 * Beware: This function is called from the editor as well!
932 */ 1046 */
933void 1047void
934object::remove () 1048object::do_remove ()
935{ 1049{
936 object *tmp, *last = 0; 1050 object *tmp, *last = 0;
937 object *otmp; 1051 object *otmp;
938 1052
939 if (QUERY_FLAG (this, FLAG_REMOVED)) 1053 if (flag [FLAG_REMOVED])
940 return; 1054 return;
941 1055
942 SET_FLAG (this, FLAG_REMOVED);
943 INVOKE_OBJECT (REMOVE, this); 1056 INVOKE_OBJECT (REMOVE, this);
1057
1058 flag [FLAG_REMOVED] = true;
944 1059
945 if (more) 1060 if (more)
946 more->remove (); 1061 more->remove ();
947 1062
948 /* 1063 /*
949 * In this case, the object to be removed is in someones 1064 * In this case, the object to be removed is in someones
950 * inventory. 1065 * inventory.
951 */ 1066 */
952 if (env) 1067 if (env)
953 { 1068 {
1069 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1070 if (object *pl = visible_to ())
1071 esrv_del_item (pl->contr, count);
1072 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1073
1074 adjust_weight (env, -total_weight ());
1075
1076 *(above ? &above->below : &env->inv) = below;
1077
954 if (nrof) 1078 if (below)
955 sub_weight (env, weight * nrof); 1079 below->above = above;
956 else 1080
957 sub_weight (env, weight + carrying); 1081 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do.
1084 */
1085 map = env->map;
1086 x = env->x;
1087 y = env->y;
1088 above = 0;
1089 below = 0;
1090 env = 0;
958 1091
959 /* NO_FIX_PLAYER is set when a great many changes are being 1092 /* NO_FIX_PLAYER is set when a great many changes are being
960 * made to players inventory. If set, avoiding the call 1093 * made to players inventory. If set, avoiding the call
961 * to save cpu time. 1094 * to save cpu time.
962 */ 1095 */
963 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1096 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
964 otmp->update_stats (); 1097 otmp->update_stats ();
965
966 if (above != NULL)
967 above->below = below;
968 else
969 env->inv = below;
970
971 if (below != NULL)
972 below->above = above;
973
974 /* we set up values so that it could be inserted into
975 * the map, but we don't actually do that - it is up
976 * to the caller to decide what we want to do.
977 */
978 x = env->x, y = env->y;
979 map = env->map;
980 above = 0, below = 0;
981 env = 0;
982 } 1098 }
983 else if (map) 1099 else if (map)
984 { 1100 {
985 /* Re did the following section of code - it looks like it had 1101 map->dirty = true;
986 * lots of logic for things we no longer care about 1102 mapspace &ms = this->ms ();
1103
1104 if (object *pl = ms.player ())
987 */ 1105 {
1106 if (type == PLAYER) // this == pl(!)
1107 {
1108 // leaving a spot always closes any open container on the ground
1109 if (container && !container->env)
1110 // this causes spurious floorbox updates, but it ensures
1111 // that the CLOSE event is being sent.
1112 close_container ();
1113
1114 --map->players;
1115 map->touch ();
1116 }
1117 else if (pl->container == this)
1118 {
1119 // removing a container should close it
1120 close_container ();
1121 }
1122
1123 esrv_del_item (pl->contr, count);
1124 }
988 1125
989 /* link the object above us */ 1126 /* link the object above us */
990 if (above) 1127 if (above)
991 above->below = below; 1128 above->below = below;
992 else 1129 else
993 map->at (x, y).top = below; /* we were top, set new top */ 1130 ms.top = below; /* we were top, set new top */
994 1131
995 /* Relink the object below us, if there is one */ 1132 /* Relink the object below us, if there is one */
996 if (below) 1133 if (below)
997 below->above = above; 1134 below->above = above;
998 else 1135 else
1000 /* Nothing below, which means we need to relink map object for this space 1137 /* Nothing below, which means we need to relink map object for this space
1001 * use translated coordinates in case some oddness with map tiling is 1138 * use translated coordinates in case some oddness with map tiling is
1002 * evident 1139 * evident
1003 */ 1140 */
1004 if (GET_MAP_OB (map, x, y) != this) 1141 if (GET_MAP_OB (map, x, y) != this)
1005 {
1006 char *dump = dump_object (this);
1007 LOG (llevError,
1008 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1142 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1009 free (dump);
1010 dump = dump_object (GET_MAP_OB (map, x, y));
1011 LOG (llevError, "%s\n", dump);
1012 free (dump);
1013 }
1014 1143
1015 map->at (x, y).bot = above; /* goes on above it. */ 1144 ms.bot = above; /* goes on above it. */
1016 } 1145 }
1017 1146
1018 above = 0; 1147 above = 0;
1019 below = 0; 1148 below = 0;
1020 1149
1021 if (map->in_memory == MAP_SAVING) 1150 if (map->in_memory == MAP_SAVING)
1022 return; 1151 return;
1023 1152
1024 int check_walk_off = !flag [FLAG_NO_APPLY]; 1153 int check_walk_off = !flag [FLAG_NO_APPLY];
1025 1154
1155 if (object *pl = ms.player ())
1156 {
1157 if (pl->container == this)
1158 /* If a container that the player is currently using somehow gets
1159 * removed (most likely destroyed), update the player view
1160 * appropriately.
1161 */
1162 pl->close_container ();
1163
1164 //TODO: the floorbox prev/next might need updating
1165 //esrv_del_item (pl->contr, count);
1166 //TODO: update floorbox to preserve ordering
1167 if (pl->contr->ns)
1168 pl->contr->ns->floorbox_update ();
1169 }
1170
1026 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1171 for (tmp = ms.bot; tmp; tmp = tmp->above)
1027 { 1172 {
1028 /* 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
1029 * being removed. 1174 * being removed.
1030 */ 1175 */
1031 1176
1032 if (tmp->type == PLAYER && tmp != this)
1033 {
1034 /* If a container that the player is currently using somehow gets
1035 * removed (most likely destroyed), update the player view
1036 * appropriately.
1037 */
1038 if (tmp->container == this)
1039 {
1040 flag [FLAG_APPLIED] = 0;
1041 tmp->container = 0;
1042 }
1043
1044 if (tmp->contr->ns)
1045 tmp->contr->ns->floorbox_update ();
1046 }
1047
1048 /* See if player moving off should effect something */ 1177 /* See if object moving off should effect something */
1049 if (check_walk_off 1178 if (check_walk_off
1050 && ((move_type & tmp->move_off) 1179 && ((move_type & tmp->move_off)
1051 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1180 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1052 { 1181 {
1053 move_apply (tmp, this, 0); 1182 move_apply (tmp, this, 0);
1054 1183
1055 if (destroyed ()) 1184 if (destroyed ())
1056 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 ());
1057 } 1186 }
1058 1187
1059 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1060
1061 if (tmp->above == tmp)
1062 tmp->above = 0;
1063
1064 last = tmp; 1188 last = tmp;
1065 } 1189 }
1066 1190
1067 /* 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?
1068 if (!last) 1193 if (!last)
1069 map->at (x, y).flags_ = P_NEED_UPDATE; 1194 map->at (x, y).flags_ = 0;
1070 else 1195 else
1071 update_object (last, UP_OBJ_REMOVE); 1196 update_object (last, UP_OBJ_REMOVE);
1072 1197
1073 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1198 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1074 update_all_los (map, x, y); 1199 update_all_los (map, x, y);
1087merge_ob (object *op, object *top) 1212merge_ob (object *op, object *top)
1088{ 1213{
1089 if (!op->nrof) 1214 if (!op->nrof)
1090 return 0; 1215 return 0;
1091 1216
1092 if (top) 1217 if (!top)
1093 for (top = op; top && top->above; top = top->above) 1218 for (top = op; top && top->above; top = top->above)
1094 ; 1219 ;
1095 1220
1096 for (; top; top = top->below) 1221 for (; top; top = top->below)
1097 {
1098 if (top == op)
1099 continue;
1100
1101 if (object::can_merge (op, top)) 1222 if (object::can_merge (op, top))
1102 { 1223 {
1103 top->nrof += op->nrof; 1224 top->nrof += op->nrof;
1104 1225
1105/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1226 if (object *pl = top->visible_to ())
1106 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
1107 op->destroy (); 1232 op->destroy (1);
1233
1108 return top; 1234 return top;
1109 } 1235 }
1110 }
1111 1236
1112 return 0; 1237 return 0;
1113} 1238}
1114 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
1115/* 1263/*
1116 * 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
1117 * job preparing multi-part monsters 1265 * job preparing multi-part monsters.
1118 */ 1266 */
1119object * 1267object *
1120insert_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)
1121{ 1269{
1122 object *tmp;
1123
1124 if (op->head)
1125 op = op->head;
1126
1127 for (tmp = op; tmp; tmp = tmp->more) 1270 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1128 { 1271 {
1129 tmp->x = x + tmp->arch->clone.x; 1272 tmp->x = x + tmp->arch->x;
1130 tmp->y = y + tmp->arch->clone.y; 1273 tmp->y = y + tmp->arch->y;
1131 } 1274 }
1132 1275
1133 return insert_ob_in_map (op, m, originator, flag); 1276 return insert_ob_in_map (op, m, originator, flag);
1134} 1277}
1135 1278
1154 * just 'op' otherwise 1297 * just 'op' otherwise
1155 */ 1298 */
1156object * 1299object *
1157insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1300insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1158{ 1301{
1159 object *tmp, *top, *floor = NULL; 1302 assert (!op->flag [FLAG_FREED]);
1160 sint16 x, y;
1161 1303
1162 if (QUERY_FLAG (op, FLAG_FREED)) 1304 op->remove ();
1163 {
1164 LOG (llevError, "Trying to insert freed object!\n");
1165 return NULL;
1166 }
1167
1168 if (m == NULL)
1169 {
1170 char *dump = dump_object (op);
1171 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1172 free (dump);
1173 return op;
1174 }
1175
1176 if (out_of_map (m, op->x, op->y))
1177 {
1178 char *dump = dump_object (op);
1179 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1180#ifdef MANY_CORES
1181 /* Better to catch this here, as otherwise the next use of this object
1182 * is likely to cause a crash. Better to find out where it is getting
1183 * improperly inserted.
1184 */
1185 abort ();
1186#endif
1187 free (dump);
1188 return op;
1189 }
1190
1191 if (!QUERY_FLAG (op, FLAG_REMOVED))
1192 {
1193 char *dump = dump_object (op);
1194 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1195 free (dump);
1196 return op;
1197 }
1198
1199 if (op->more)
1200 {
1201 /* The part may be on a different map. */
1202
1203 object *more = op->more;
1204
1205 /* We really need the caller to normalize coordinates - if
1206 * we set the map, that doesn't work if the location is within
1207 * a map and this is straddling an edge. So only if coordinate
1208 * is clear wrong do we normalize it.
1209 */
1210 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1211 more->map = get_map_from_coord (m, &more->x, &more->y);
1212 else if (!more->map)
1213 {
1214 /* For backwards compatibility - when not dealing with tiled maps,
1215 * more->map should always point to the parent.
1216 */
1217 more->map = m;
1218 }
1219
1220 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1221 {
1222 if (!op->head)
1223 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1224
1225 return 0;
1226 }
1227 }
1228
1229 CLEAR_FLAG (op, FLAG_REMOVED);
1230 1305
1231 /* Ideally, the caller figures this out. However, it complicates a lot 1306 /* Ideally, the caller figures this out. However, it complicates a lot
1232 * 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
1233 * need extra work 1308 * need extra work
1234 */ 1309 */
1235 op->map = get_map_from_coord (m, &op->x, &op->y); 1310 if (!xy_normalise (m, op->x, op->y))
1236 x = op->x; 1311 {
1237 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 ();
1238 1324
1239 /* this has to be done after we translate the coordinates. 1325 /* this has to be done after we translate the coordinates.
1240 */ 1326 */
1241 if (op->nrof && !(flag & INS_NO_MERGE)) 1327 if (op->nrof && !(flag & INS_NO_MERGE))
1242 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1328 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1243 if (object::can_merge (op, tmp)) 1329 if (object::can_merge (op, tmp))
1244 { 1330 {
1331 // TODO: we atcually want to update tmp, not op,
1332 // but some caller surely breaks when we return tmp
1333 // from here :/
1245 op->nrof += tmp->nrof; 1334 op->nrof += tmp->nrof;
1246 tmp->destroy (); 1335 tmp->destroy (1);
1247 } 1336 }
1248 1337
1249 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 */
1250 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1339 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1251 1340
1264 op->below = originator->below; 1353 op->below = originator->below;
1265 1354
1266 if (op->below) 1355 if (op->below)
1267 op->below->above = op; 1356 op->below->above = op;
1268 else 1357 else
1269 op->ms ().bot = op; 1358 ms.bot = op;
1270 1359
1271 /* since *below* originator, no need to update top */ 1360 /* since *below* originator, no need to update top */
1272 originator->below = op; 1361 originator->below = op;
1273 } 1362 }
1274 else 1363 else
1275 { 1364 {
1365 object *top, *floor = NULL;
1366
1367 top = ms.bot;
1368
1276 /* If there are other objects, then */ 1369 /* If there are other objects, then */
1277 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1370 if (top)
1278 { 1371 {
1279 object *last = NULL; 1372 object *last = 0;
1280 1373
1281 /* 1374 /*
1282 * 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.
1283 * We've already dealt with merging if appropriate. 1376 * We've already dealt with merging if appropriate.
1284 * 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
1288 * 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
1289 * 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
1290 * 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
1291 * that flying non pickable objects are spell objects. 1384 * that flying non pickable objects are spell objects.
1292 */ 1385 */
1293 1386 for (top = ms.bot; top; top = top->above)
1294 while (top != NULL)
1295 { 1387 {
1296 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))
1297 floor = top; 1389 floor = top;
1298 1390
1299 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))
1302 top = top->below; 1394 top = top->below;
1303 break; 1395 break;
1304 } 1396 }
1305 1397
1306 last = top; 1398 last = top;
1307 top = top->above;
1308 } 1399 }
1309 1400
1310 /* 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 */
1311 top = last; 1402 top = last;
1312 1403
1314 * looks like instead of lots of conditions here. 1405 * looks like instead of lots of conditions here.
1315 * makes things faster, and effectively the same result. 1406 * makes things faster, and effectively the same result.
1316 */ 1407 */
1317 1408
1318 /* Have object 'fall below' other objects that block view. 1409 /* Have object 'fall below' other objects that block view.
1319 * Unless those objects are exits, type 66 1410 * Unless those objects are exits.
1320 * If INS_ON_TOP is used, don't do this processing 1411 * If INS_ON_TOP is used, don't do this processing
1321 * Need to find the object that in fact blocks view, otherwise 1412 * Need to find the object that in fact blocks view, otherwise
1322 * stacking is a bit odd. 1413 * stacking is a bit odd.
1323 */ 1414 */
1324 if (!(flag & INS_ON_TOP) && 1415 if (!(flag & INS_ON_TOP)
1325 (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))
1326 { 1418 {
1327 for (last = top; last != floor; last = last->below) 1419 for (last = top; last != floor; last = last->below)
1328 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1420 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1329 break; 1421 break;
1422
1330 /* Check to see if we found the object that blocks view, 1423 /* Check to see if we found the object that blocks view,
1331 * 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
1332 * we can get inserted below this one, which requires we 1425 * we can get inserted below this one, which requires we
1333 * set top to the object below us. 1426 * set top to the object below us.
1334 */ 1427 */
1335 if (last && last->below && last != floor) 1428 if (last && last->below && last != floor)
1336 top = last->below; 1429 top = last->below;
1337 } 1430 }
1338 } /* If objects on this space */ 1431 } /* If objects on this space */
1339 1432
1340 if (flag & INS_MAP_LOAD)
1341 top = GET_MAP_TOP (op->map, op->x, op->y);
1342
1343 if (flag & INS_ABOVE_FLOOR_ONLY) 1433 if (flag & INS_ABOVE_FLOOR_ONLY)
1344 top = floor; 1434 top = floor;
1345 1435
1346 /* 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.
1347 */ 1437 */
1348 1438
1349 /* First object on this space */ 1439 /* First object on this space */
1350 if (!top) 1440 if (!top)
1351 { 1441 {
1352 op->above = GET_MAP_OB (op->map, op->x, op->y); 1442 op->above = ms.bot;
1353 1443
1354 if (op->above) 1444 if (op->above)
1355 op->above->below = op; 1445 op->above->below = op;
1356 1446
1357 op->below = NULL; 1447 op->below = 0;
1358 op->ms ().bot = op; 1448 ms.bot = op;
1359 } 1449 }
1360 else 1450 else
1361 { /* get inserted into the stack above top */ 1451 { /* get inserted into the stack above top */
1362 op->above = top->above; 1452 op->above = top->above;
1363 1453
1366 1456
1367 op->below = top; 1457 op->below = top;
1368 top->above = op; 1458 top->above = op;
1369 } 1459 }
1370 1460
1371 if (op->above == NULL) 1461 if (!op->above)
1372 op->ms ().top = op; 1462 ms.top = op;
1373 } /* else not INS_BELOW_ORIGINATOR */ 1463 } /* else not INS_BELOW_ORIGINATOR */
1374 1464
1375 if (op->type == PLAYER) 1465 if (op->type == PLAYER)
1466 {
1376 op->contr->do_los = 1; 1467 op->contr->do_los = 1;
1468 ++op->map->players;
1469 op->map->touch ();
1470 }
1377 1471
1378 /* If we have a floor, we know the player, if any, will be above 1472 op->map->dirty = true;
1379 * it, so save a few ticks and start from there. 1473
1380 */
1381 if (!(flag & INS_MAP_LOAD))
1382 if (object *pl = op->ms ().player ()) 1474 if (object *pl = ms.player ())
1475 //TODO: the floorbox prev/next might need updating
1476 //esrv_send_item (pl, op);
1477 //TODO: update floorbox to preserve ordering
1383 if (pl->contr->ns) 1478 if (pl->contr->ns)
1384 pl->contr->ns->floorbox_update (); 1479 pl->contr->ns->floorbox_update ();
1385 1480
1386 /* If this object glows, it may affect lighting conditions that are 1481 /* If this object glows, it may affect lighting conditions that are
1387 * visible to others on this map. But update_all_los is really 1482 * visible to others on this map. But update_all_los is really
1388 * an inefficient way to do this, as it means los for all players 1483 * an inefficient way to do this, as it means los for all players
1389 * on the map will get recalculated. The players could very well 1484 * on the map will get recalculated. The players could very well
1390 * be far away from this change and not affected in any way - 1485 * be far away from this change and not affected in any way -
1391 * this should get redone to only look for players within range, 1486 * this should get redone to only look for players within range,
1392 * or just updating the P_NEED_UPDATE for spaces within this area 1487 * or just updating the P_UPTODATE for spaces within this area
1393 * of effect may be sufficient. 1488 * of effect may be sufficient.
1394 */ 1489 */
1395 if (op->map->darkness && (op->glow_radius != 0)) 1490 if (op->map->darkness && (op->glow_radius != 0))
1396 update_all_los (op->map, op->x, op->y); 1491 update_all_los (op->map, op->x, op->y);
1397 1492
1408 * blocked() and wall() work properly), and these flags are updated by 1503 * blocked() and wall() work properly), and these flags are updated by
1409 * update_object(). 1504 * update_object().
1410 */ 1505 */
1411 1506
1412 /* if this is not the head or flag has been passed, don't check walk on status */ 1507 /* if this is not the head or flag has been passed, don't check walk on status */
1413 if (!(flag & INS_NO_WALK_ON) && !op->head) 1508 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1414 { 1509 {
1415 if (check_move_on (op, originator)) 1510 if (check_move_on (op, originator))
1416 return 0; 1511 return 0;
1417 1512
1418 /* If we are a multi part object, lets work our way through the check 1513 /* If we are a multi part object, lets work our way through the check
1419 * walk on's. 1514 * walk on's.
1420 */ 1515 */
1421 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1516 for (object *tmp = op->more; tmp; tmp = tmp->more)
1422 if (check_move_on (tmp, originator)) 1517 if (check_move_on (tmp, originator))
1423 return 0; 1518 return 0;
1424 } 1519 }
1425 1520
1426 return op; 1521 return op;
1431 * op is the object to insert it under: supplies x and the map. 1526 * op is the object to insert it under: supplies x and the map.
1432 */ 1527 */
1433void 1528void
1434replace_insert_ob_in_map (const char *arch_string, object *op) 1529replace_insert_ob_in_map (const char *arch_string, object *op)
1435{ 1530{
1436 object *tmp, *tmp1;
1437
1438 /* first search for itself and remove any old instances */ 1531 /* first search for itself and remove any old instances */
1439 1532
1440 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1533 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1441 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1534 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1442 tmp->destroy (); 1535 tmp->destroy (1);
1443 1536
1444 tmp1 = arch_to_object (archetype::find (arch_string)); 1537 object *tmp = arch_to_object (archetype::find (arch_string));
1445 1538
1446 tmp1->x = op->x; 1539 tmp->x = op->x;
1447 tmp1->y = op->y; 1540 tmp->y = op->y;
1541
1448 insert_ob_in_map (tmp1, op->map, op, 0); 1542 insert_ob_in_map (tmp, op->map, op, 0);
1449} 1543}
1450
1451/*
1452 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1453 * is returned contains nr objects, and the remaining parts contains
1454 * the rest (or is removed and freed if that number is 0).
1455 * On failure, NULL is returned, and the reason put into the
1456 * global static errmsg array.
1457 */
1458 1544
1459object * 1545object *
1460get_split_ob (object *orig_ob, uint32 nr) 1546object::insert_at (object *where, object *originator, int flags)
1461{ 1547{
1462 object *newob; 1548 if (where->env)
1463 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1549 return where->env->insert (this);
1464 1550 else
1465 if (orig_ob->nrof < nr) 1551 return where->map->insert (this, where->x, where->y, originator, flags);
1466 {
1467 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1468 return NULL;
1469 }
1470
1471 newob = object_create_clone (orig_ob);
1472
1473 if ((orig_ob->nrof -= nr) < 1)
1474 orig_ob->destroy (1);
1475 else if (!is_removed)
1476 {
1477 if (orig_ob->env != NULL)
1478 sub_weight (orig_ob->env, orig_ob->weight * nr);
1479 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1480 {
1481 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1482 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1483 return NULL;
1484 }
1485 }
1486
1487 newob->nrof = nr;
1488
1489 return newob;
1490} 1552}
1491 1553
1492/* 1554/*
1493 * decrease_ob_nr(object, number) decreases a specified number from 1555 * decrease(object, number) decreases a specified number from
1494 * the amount of an object. If the amount reaches 0, the object 1556 * the amount of an object. If the amount reaches 0, the object
1495 * is subsequently removed and freed. 1557 * is subsequently removed and freed.
1496 * 1558 *
1497 * Return value: 'op' if something is left, NULL if the amount reached 0 1559 * Return value: 'op' if something is left, NULL if the amount reached 0
1498 */ 1560 */
1561bool
1562object::decrease (sint32 nr)
1563{
1564 if (!nr)
1565 return true;
1499 1566
1567 nr = min (nr, nrof);
1568
1569 nrof -= nr;
1570
1571 if (nrof)
1572 {
1573 adjust_weight (env, -weight * nr); // carrying == 0
1574
1575 if (object *pl = visible_to ())
1576 esrv_update_item (UPD_NROF, pl, this);
1577
1578 return true;
1579 }
1580 else
1581 {
1582 destroy (1);
1583 return false;
1584 }
1585}
1586
1587/*
1588 * split(ob,nr) splits up ob into two parts. The part which
1589 * is returned contains nr objects, and the remaining parts contains
1590 * the rest (or is removed and returned if that number is 0).
1591 * On failure, NULL is returned.
1592 */
1500object * 1593object *
1501decrease_ob_nr (object *op, uint32 i) 1594object::split (sint32 nr)
1502{ 1595{
1503 object *tmp; 1596 int have = number_of ();
1504 1597
1505 if (i == 0) /* objects with op->nrof require this check */ 1598 if (have < nr)
1506 return op; 1599 return 0;
1507 1600 else if (have == nr)
1508 if (i > op->nrof)
1509 i = op->nrof;
1510
1511 if (QUERY_FLAG (op, FLAG_REMOVED))
1512 op->nrof -= i;
1513 else if (op->env)
1514 { 1601 {
1515 /* is this object in the players inventory, or sub container
1516 * therein?
1517 */
1518 tmp = op->in_player ();
1519 /* nope. Is this a container the player has opened?
1520 * If so, set tmp to that player.
1521 * IMO, searching through all the players will mostly
1522 * likely be quicker than following op->env to the map,
1523 * and then searching the map for a player.
1524 */
1525 if (!tmp)
1526 for_all_players (pl)
1527 if (pl->ob->container == op->env)
1528 {
1529 tmp = pl->ob;
1530 break;
1531 }
1532
1533 if (i < op->nrof)
1534 {
1535 sub_weight (op->env, op->weight * i);
1536 op->nrof -= i;
1537 if (tmp)
1538 esrv_send_item (tmp, op);
1539 }
1540 else
1541 {
1542 op->remove (); 1602 remove ();
1543 op->nrof = 0; 1603 return this;
1544 if (tmp)
1545 esrv_del_item (tmp->contr, op->count);
1546 }
1547 } 1604 }
1548 else 1605 else
1549 { 1606 {
1550 object *above = op->above; 1607 decrease (nr);
1551 1608
1552 if (i < op->nrof) 1609 object *op = object_create_clone (this);
1553 op->nrof -= i; 1610 op->nrof = nr;
1554 else
1555 {
1556 op->remove ();
1557 op->nrof = 0;
1558 }
1559
1560 /* Since we just removed op, op->above is null */
1561 for (tmp = above; tmp; tmp = tmp->above)
1562 if (tmp->type == PLAYER)
1563 {
1564 if (op->nrof)
1565 esrv_send_item (tmp, op);
1566 else
1567 esrv_del_item (tmp->contr, op->count);
1568 }
1569 }
1570
1571 if (op->nrof)
1572 return op; 1611 return op;
1573 else
1574 {
1575 op->destroy ();
1576 return 0;
1577 }
1578}
1579
1580/*
1581 * add_weight(object, weight) adds the specified weight to an object,
1582 * and also updates how much the environment(s) is/are carrying.
1583 */
1584
1585void
1586add_weight (object *op, signed long weight)
1587{
1588 while (op != NULL)
1589 {
1590 if (op->type == CONTAINER)
1591 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1592
1593 op->carrying += weight;
1594 op = op->env;
1595 } 1612 }
1596} 1613}
1597 1614
1598object * 1615object *
1599insert_ob_in_ob (object *op, object *where) 1616insert_ob_in_ob (object *op, object *where)
1604 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1605 free (dump); 1622 free (dump);
1606 return op; 1623 return op;
1607 } 1624 }
1608 1625
1609 if (where->head) 1626 if (where->head_ () != where)
1610 { 1627 {
1611 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1628 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1612 where = where->head; 1629 where = where->head;
1613 } 1630 }
1614 1631
1615 return where->insert (op); 1632 return where->insert (op);
1616} 1633}
1621 * inside the object environment. 1638 * inside the object environment.
1622 * 1639 *
1623 * The function returns now pointer to inserted item, and return value can 1640 * The function returns now pointer to inserted item, and return value can
1624 * be != op, if items are merged. -Tero 1641 * be != op, if items are merged. -Tero
1625 */ 1642 */
1626
1627object * 1643object *
1628object::insert (object *op) 1644object::insert (object *op)
1629{ 1645{
1630 object *tmp, *otmp;
1631
1632 if (!QUERY_FLAG (op, FLAG_REMOVED))
1633 op->remove ();
1634
1635 if (op->more) 1646 if (op->more)
1636 { 1647 {
1637 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1648 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1638 return op; 1649 return op;
1639 } 1650 }
1640 1651
1641 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1652 op->remove ();
1642 CLEAR_FLAG (op, FLAG_REMOVED); 1653
1654 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1655
1643 if (op->nrof) 1656 if (op->nrof)
1644 {
1645 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1657 for (object *tmp = inv; tmp; tmp = tmp->below)
1646 if (object::can_merge (tmp, op)) 1658 if (object::can_merge (tmp, op))
1647 { 1659 {
1648 /* return the original object and remove inserted object 1660 /* return the original object and remove inserted object
1649 (client needs the original object) */ 1661 (client needs the original object) */
1650 tmp->nrof += op->nrof; 1662 tmp->nrof += op->nrof;
1651 /* Weight handling gets pretty funky. Since we are adding to 1663
1652 * tmp->nrof, we need to increase the weight. 1664 if (object *pl = tmp->visible_to ())
1653 */ 1665 esrv_update_item (UPD_NROF, pl, tmp);
1666
1654 add_weight (this, op->weight * op->nrof); 1667 adjust_weight (this, op->total_weight ());
1655 SET_FLAG (op, FLAG_REMOVED); 1668
1656 op->destroy (); /* free the inserted object */ 1669 op->destroy (1);
1657 op = tmp; 1670 op = tmp;
1658 op->remove (); /* and fix old object's links */ 1671 goto inserted;
1659 CLEAR_FLAG (op, FLAG_REMOVED);
1660 break;
1661 } 1672 }
1662 1673
1663 /* I assume combined objects have no inventory 1674 op->owner = 0; // it's his/hers now. period.
1664 * We add the weight - this object could have just been removed
1665 * (if it was possible to merge). calling remove_ob will subtract
1666 * the weight, so we need to add it in again, since we actually do
1667 * the linking below
1668 */
1669 add_weight (this, op->weight * op->nrof);
1670 }
1671 else
1672 add_weight (this, (op->weight + op->carrying));
1673
1674 otmp = this->in_player ();
1675 if (otmp && otmp->contr)
1676 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1677 otmp->update_stats ();
1678
1679 op->map = 0; 1675 op->map = 0;
1680 op->env = this; 1676 op->x = 0;
1677 op->y = 0;
1678
1681 op->above = 0; 1679 op->above = 0;
1682 op->below = 0; 1680 op->below = inv;
1683 op->x = 0, op->y = 0; 1681 op->env = this;
1684 1682
1683 if (inv)
1684 inv->above = op;
1685
1686 inv = op;
1687
1688 op->flag [FLAG_REMOVED] = 0;
1689
1690 if (object *pl = op->visible_to ())
1691 esrv_send_item (pl, op);
1692
1693 adjust_weight (this, op->total_weight ());
1694
1695inserted:
1685 /* reset the light list and los of the players on the map */ 1696 /* reset the light list and los of the players on the map */
1686 if ((op->glow_radius != 0) && map) 1697 if (op->glow_radius && map && map->darkness)
1687 {
1688#ifdef DEBUG_LIGHTS
1689 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1690#endif /* DEBUG_LIGHTS */
1691 if (map->darkness)
1692 update_all_los (map, x, y); 1698 update_all_los (map, x, y);
1693 }
1694 1699
1695 /* Client has no idea of ordering so lets not bother ordering it here. 1700 // if this is a player's inventory, update stats
1696 * It sure simplifies this function... 1701 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1697 */ 1702 update_stats ();
1698 if (!inv)
1699 inv = op;
1700 else
1701 {
1702 op->below = inv;
1703 op->below->above = op;
1704 inv = op;
1705 }
1706 1703
1707 INVOKE_OBJECT (INSERT, this); 1704 INVOKE_OBJECT (INSERT, this);
1708 1705
1709 return op; 1706 return op;
1710} 1707}
1727 * 1724 *
1728 * MSW 2001-07-08: Check all objects on space, not just those below 1725 * MSW 2001-07-08: Check all objects on space, not just those below
1729 * object being inserted. insert_ob_in_map may not put new objects 1726 * object being inserted. insert_ob_in_map may not put new objects
1730 * on top. 1727 * on top.
1731 */ 1728 */
1732
1733int 1729int
1734check_move_on (object *op, object *originator) 1730check_move_on (object *op, object *originator)
1735{ 1731{
1736 object *tmp; 1732 object *tmp;
1737 maptile *m = op->map; 1733 maptile *m = op->map;
1764 1760
1765 /* The objects have to be checked from top to bottom. 1761 /* The objects have to be checked from top to bottom.
1766 * Hence, we first go to the top: 1762 * Hence, we first go to the top:
1767 */ 1763 */
1768 1764
1769 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1765 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1770 { 1766 {
1771 /* Trim the search when we find the first other spell effect 1767 /* Trim the search when we find the first other spell effect
1772 * this helps performance so that if a space has 50 spell objects, 1768 * this helps performance so that if a space has 50 spell objects,
1773 * we don't need to check all of them. 1769 * we don't need to check all of them.
1774 */ 1770 */
1792 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1788 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1793 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1789 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1794 { 1790 {
1795 1791
1796 float 1792 float
1797 diff = tmp->move_slow_penalty * FABS (op->speed); 1793 diff = tmp->move_slow_penalty * fabs (op->speed);
1798 1794
1799 if (op->type == PLAYER) 1795 if (op->type == PLAYER)
1800 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1796 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1801 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1797 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1802 diff /= 4.0; 1798 diff /= 4.0;
1832 * The first matching object is returned, or NULL if none. 1828 * The first matching object is returned, or NULL if none.
1833 */ 1829 */
1834object * 1830object *
1835present_arch (const archetype *at, maptile *m, int x, int y) 1831present_arch (const archetype *at, maptile *m, int x, int y)
1836{ 1832{
1837 if (m == NULL || out_of_map (m, x, y)) 1833 if (!m || out_of_map (m, x, y))
1838 { 1834 {
1839 LOG (llevError, "Present_arch called outside map.\n"); 1835 LOG (llevError, "Present_arch called outside map.\n");
1840 return NULL; 1836 return NULL;
1841 } 1837 }
1842 1838
1843 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1839 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1844 if (tmp->arch == at) 1840 if (tmp->arch == at)
1845 return tmp; 1841 return tmp;
1846 1842
1847 return NULL; 1843 return NULL;
1848} 1844}
1859 { 1855 {
1860 LOG (llevError, "Present called outside map.\n"); 1856 LOG (llevError, "Present called outside map.\n");
1861 return NULL; 1857 return NULL;
1862 } 1858 }
1863 1859
1864 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1860 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1865 if (tmp->type == type) 1861 if (tmp->type == type)
1866 return tmp; 1862 return tmp;
1867 1863
1868 return NULL; 1864 return NULL;
1869} 1865}
1926 * activate recursively a flag on an object inventory 1922 * activate recursively a flag on an object inventory
1927 */ 1923 */
1928void 1924void
1929flag_inv (object *op, int flag) 1925flag_inv (object *op, int flag)
1930{ 1926{
1931 if (op->inv)
1932 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1933 { 1928 {
1934 SET_FLAG (tmp, flag); 1929 SET_FLAG (tmp, flag);
1935 flag_inv (tmp, flag); 1930 flag_inv (tmp, flag);
1936 } 1931 }
1937} 1932}
1938 1933
1939/* 1934/*
1940 * deactivate recursively a flag on an object inventory 1935 * deactivate recursively a flag on an object inventory
1941 */ 1936 */
1942void 1937void
1943unflag_inv (object *op, int flag) 1938unflag_inv (object *op, int flag)
1944{ 1939{
1945 if (op->inv)
1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1940 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1947 { 1941 {
1948 CLEAR_FLAG (tmp, flag); 1942 CLEAR_FLAG (tmp, flag);
1949 unflag_inv (tmp, flag); 1943 unflag_inv (tmp, flag);
1950 } 1944 }
1951}
1952
1953/*
1954 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1955 * all it's inventory (recursively).
1956 * If checksums are used, a player will get set_cheat called for
1957 * him/her-self and all object carried by a call to this function.
1958 */
1959void
1960set_cheat (object *op)
1961{
1962 SET_FLAG (op, FLAG_WAS_WIZ);
1963 flag_inv (op, FLAG_WAS_WIZ);
1964} 1945}
1965 1946
1966/* 1947/*
1967 * find_free_spot(object, map, x, y, start, stop) will search for 1948 * find_free_spot(object, map, x, y, start, stop) will search for
1968 * a spot at the given map and coordinates which will be able to contain 1949 * a spot at the given map and coordinates which will be able to contain
1970 * to search (see the freearr_x/y[] definition). 1951 * to search (see the freearr_x/y[] definition).
1971 * It returns a random choice among the alternatives found. 1952 * It returns a random choice among the alternatives found.
1972 * start and stop are where to start relative to the free_arr array (1,9 1953 * start and stop are where to start relative to the free_arr array (1,9
1973 * does all 4 immediate directions). This returns the index into the 1954 * does all 4 immediate directions). This returns the index into the
1974 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1955 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1975 * Note - this only checks to see if there is space for the head of the
1976 * object - if it is a multispace object, this should be called for all
1977 * pieces.
1978 * Note2: This function does correctly handle tiled maps, but does not 1956 * Note: This function does correctly handle tiled maps, but does not
1979 * inform the caller. However, insert_ob_in_map will update as 1957 * inform the caller. However, insert_ob_in_map will update as
1980 * necessary, so the caller shouldn't need to do any special work. 1958 * necessary, so the caller shouldn't need to do any special work.
1981 * Note - updated to take an object instead of archetype - this is necessary 1959 * Note - updated to take an object instead of archetype - this is necessary
1982 * because arch_blocked (now ob_blocked) needs to know the movement type 1960 * because arch_blocked (now ob_blocked) needs to know the movement type
1983 * to know if the space in question will block the object. We can't use 1961 * to know if the space in question will block the object. We can't use
1985 * customized, changed states, etc. 1963 * customized, changed states, etc.
1986 */ 1964 */
1987int 1965int
1988find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1966find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1989{ 1967{
1968 int altern[SIZEOFFREE];
1990 int index = 0, flag; 1969 int index = 0, flag;
1991 int altern[SIZEOFFREE];
1992 1970
1993 for (int i = start; i < stop; i++) 1971 for (int i = start; i < stop; i++)
1994 { 1972 {
1995 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1973 mapxy pos (m, x, y); pos.move (i);
1996 if (!flag) 1974
1975 if (!pos.normalise ())
1976 continue;
1977
1978 mapspace &ms = *pos;
1979
1980 if (ms.flags () & P_IS_ALIVE)
1981 continue;
1982
1983 /* However, often
1984 * ob doesn't have any move type (when used to place exits)
1985 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1986 */
1987 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1988 {
1997 altern [index++] = i; 1989 altern [index++] = i;
1990 continue;
1991 }
1998 1992
1999 /* Basically, if we find a wall on a space, we cut down the search size. 1993 /* Basically, if we find a wall on a space, we cut down the search size.
2000 * In this way, we won't return spaces that are on another side of a wall. 1994 * In this way, we won't return spaces that are on another side of a wall.
2001 * This mostly work, but it cuts down the search size in all directions - 1995 * This mostly work, but it cuts down the search size in all directions -
2002 * if the space being examined only has a wall to the north and empty 1996 * if the space being examined only has a wall to the north and empty
2003 * spaces in all the other directions, this will reduce the search space 1997 * spaces in all the other directions, this will reduce the search space
2004 * to only the spaces immediately surrounding the target area, and 1998 * to only the spaces immediately surrounding the target area, and
2005 * won't look 2 spaces south of the target space. 1999 * won't look 2 spaces south of the target space.
2006 */ 2000 */
2007 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2001 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2002 {
2008 stop = maxfree[i]; 2003 stop = maxfree[i];
2004 continue;
2005 }
2006
2007 /* Note it is intentional that we check ob - the movement type of the
2008 * head of the object should correspond for the entire object.
2009 */
2010 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2011 continue;
2012
2013 if (ob->blocked (m, pos.x, pos.y))
2014 continue;
2015
2016 altern [index++] = i;
2009 } 2017 }
2010 2018
2011 if (!index) 2019 if (!index)
2012 return -1; 2020 return -1;
2013 2021
2014 return altern[RANDOM () % index]; 2022 return altern [rndm (index)];
2015} 2023}
2016 2024
2017/* 2025/*
2018 * find_first_free_spot(archetype, maptile, x, y) works like 2026 * find_first_free_spot(archetype, maptile, x, y) works like
2019 * find_free_spot(), but it will search max number of squares. 2027 * find_free_spot(), but it will search max number of squares.
2022 */ 2030 */
2023int 2031int
2024find_first_free_spot (const object *ob, maptile *m, int x, int y) 2032find_first_free_spot (const object *ob, maptile *m, int x, int y)
2025{ 2033{
2026 for (int i = 0; i < SIZEOFFREE; i++) 2034 for (int i = 0; i < SIZEOFFREE; i++)
2027 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2035 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2028 return i; 2036 return i;
2029 2037
2030 return -1; 2038 return -1;
2031} 2039}
2032 2040
2040{ 2048{
2041 arr += begin; 2049 arr += begin;
2042 end -= begin; 2050 end -= begin;
2043 2051
2044 while (--end) 2052 while (--end)
2045 swap (arr [end], arr [RANDOM () % (end + 1)]); 2053 swap (arr [end], arr [rndm (end + 1)]);
2046} 2054}
2047 2055
2048/* new function to make monster searching more efficient, and effective! 2056/* new function to make monster searching more efficient, and effective!
2049 * This basically returns a randomized array (in the passed pointer) of 2057 * This basically returns a randomized array (in the passed pointer) of
2050 * the spaces to find monsters. In this way, it won't always look for 2058 * the spaces to find monsters. In this way, it won't always look for
2086 object *tmp; 2094 object *tmp;
2087 maptile *mp; 2095 maptile *mp;
2088 2096
2089 MoveType blocked, move_type; 2097 MoveType blocked, move_type;
2090 2098
2091 if (exclude && exclude->head) 2099 if (exclude && exclude->head_ () != exclude)
2092 { 2100 {
2093 exclude = exclude->head; 2101 exclude = exclude->head;
2094 move_type = exclude->move_type; 2102 move_type = exclude->move_type;
2095 } 2103 }
2096 else 2104 else
2119 max = maxfree[i]; 2127 max = maxfree[i];
2120 else if (mflags & P_IS_ALIVE) 2128 else if (mflags & P_IS_ALIVE)
2121 { 2129 {
2122 for (tmp = ms.bot; tmp; tmp = tmp->above) 2130 for (tmp = ms.bot; tmp; tmp = tmp->above)
2123 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2131 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2124 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2132 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2125 break; 2133 break;
2126 2134
2127 if (tmp) 2135 if (tmp)
2128 return freedir[i]; 2136 return freedir[i];
2129 } 2137 }
2184 2192
2185 return 3; 2193 return 3;
2186} 2194}
2187 2195
2188/* 2196/*
2189 * absdir(int): Returns a number between 1 and 8, which represent
2190 * the "absolute" direction of a number (it actually takes care of
2191 * "overflow" in previous calculations of a direction).
2192 */
2193
2194int
2195absdir (int d)
2196{
2197 while (d < 1)
2198 d += 8;
2199
2200 while (d > 8)
2201 d -= 8;
2202
2203 return d;
2204}
2205
2206/*
2207 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2197 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2208 * between two directions (which are expected to be absolute (see absdir()) 2198 * between two directions (which are expected to be absolute (see absdir())
2209 */ 2199 */
2210
2211int 2200int
2212dirdiff (int dir1, int dir2) 2201dirdiff (int dir1, int dir2)
2213{ 2202{
2214 int d; 2203 int d;
2215 2204
2328 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2317 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2329 * core dumps if they do. 2318 * core dumps if they do.
2330 * 2319 *
2331 * Add a check so we can't pick up invisible objects (0.93.8) 2320 * Add a check so we can't pick up invisible objects (0.93.8)
2332 */ 2321 */
2333
2334int 2322int
2335can_pick (const object *who, const object *item) 2323can_pick (const object *who, const object *item)
2336{ 2324{
2337 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2325 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2338 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2326 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2343 * create clone from object to another 2331 * create clone from object to another
2344 */ 2332 */
2345object * 2333object *
2346object_create_clone (object *asrc) 2334object_create_clone (object *asrc)
2347{ 2335{
2348 object *dst = 0, *tmp, *src, *part, *prev, *item; 2336 object *dst = 0;
2349 2337
2350 if (!asrc) 2338 if (!asrc)
2351 return 0; 2339 return 0;
2352 2340
2353 src = asrc; 2341 object *src = asrc->head_ ();
2354 if (src->head)
2355 src = src->head;
2356 2342
2357 prev = 0; 2343 object *prev = 0;
2358 for (part = src; part; part = part->more) 2344 for (object *part = src; part; part = part->more)
2359 { 2345 {
2360 tmp = part->clone (); 2346 object *tmp = part->clone ();
2347
2361 tmp->x -= src->x; 2348 tmp->x -= src->x;
2362 tmp->y -= src->y; 2349 tmp->y -= src->y;
2363 2350
2364 if (!part->head) 2351 if (!part->head)
2365 { 2352 {
2375 prev->more = tmp; 2362 prev->more = tmp;
2376 2363
2377 prev = tmp; 2364 prev = tmp;
2378 } 2365 }
2379 2366
2380 for (item = src->inv; item; item = item->below) 2367 for (object *item = src->inv; item; item = item->below)
2381 insert_ob_in_ob (object_create_clone (item), dst); 2368 insert_ob_in_ob (object_create_clone (item), dst);
2382 2369
2383 return dst; 2370 return dst;
2384}
2385
2386/* GROS - Creates an object using a string representing its content. */
2387/* Basically, we save the content of the string to a temp file, then call */
2388/* load_object on it. I admit it is a highly inefficient way to make things, */
2389/* but it was simple to make and allows reusing the load_object function. */
2390/* Remember not to use load_object_str in a time-critical situation. */
2391/* Also remember that multiparts objects are not supported for now. */
2392object *
2393load_object_str (const char *obstr)
2394{
2395 object *op;
2396 char filename[MAX_BUF];
2397
2398 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2399
2400 FILE *tempfile = fopen (filename, "w");
2401
2402 if (tempfile == NULL)
2403 {
2404 LOG (llevError, "Error - Unable to access load object temp file\n");
2405 return NULL;
2406 }
2407
2408 fprintf (tempfile, obstr);
2409 fclose (tempfile);
2410
2411 op = object::create ();
2412
2413 object_thawer thawer (filename);
2414
2415 if (thawer)
2416 load_object (thawer, op, 0);
2417
2418 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2419 CLEAR_FLAG (op, FLAG_REMOVED);
2420
2421 return op;
2422} 2371}
2423 2372
2424/* This returns the first object in who's inventory that 2373/* This returns the first object in who's inventory that
2425 * has the same type and subtype match. 2374 * has the same type and subtype match.
2426 * returns NULL if no match. 2375 * returns NULL if no match.
2481 if (link->key == canonical_key) 2430 if (link->key == canonical_key)
2482 return link->value; 2431 return link->value;
2483 2432
2484 return 0; 2433 return 0;
2485} 2434}
2486
2487 2435
2488/* 2436/*
2489 * Updates the canonical_key in op to value. 2437 * Updates the canonical_key in op to value.
2490 * 2438 *
2491 * canonical_key is a shared string (value doesn't have to be). 2439 * canonical_key is a shared string (value doesn't have to be).
2515 /* Basically, if the archetype has this key set, 2463 /* Basically, if the archetype has this key set,
2516 * we need to store the null value so when we save 2464 * we need to store the null value so when we save
2517 * it, we save the empty value so that when we load, 2465 * it, we save the empty value so that when we load,
2518 * we get this value back again. 2466 * we get this value back again.
2519 */ 2467 */
2520 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2468 if (get_ob_key_link (op->arch, canonical_key))
2521 field->value = 0; 2469 field->value = 0;
2522 else 2470 else
2523 { 2471 {
2524 if (last) 2472 if (last)
2525 last->next = field->next; 2473 last->next = field->next;
2594 } 2542 }
2595 else 2543 else
2596 item = item->env; 2544 item = item->env;
2597} 2545}
2598 2546
2547const char *
2548object::flag_desc (char *desc, int len) const
2549{
2550 char *p = desc;
2551 bool first = true;
2552
2553 *p = 0;
2554
2555 for (int i = 0; i < NUM_FLAGS; i++)
2556 {
2557 if (len <= 10) // magic constant!
2558 {
2559 snprintf (p, len, ",...");
2560 break;
2561 }
2562
2563 if (flag [i])
2564 {
2565 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2566 len -= cnt;
2567 p += cnt;
2568 first = false;
2569 }
2570 }
2571
2572 return desc;
2573}
2574
2599// return a suitable string describing an objetc in enough detail to find it 2575// return a suitable string describing an object in enough detail to find it
2600const char * 2576const char *
2601object::debug_desc (char *info) const 2577object::debug_desc (char *info) const
2602{ 2578{
2579 char flagdesc[512];
2603 char info2[256 * 3]; 2580 char info2[256 * 4];
2604 char *p = info; 2581 char *p = info;
2605 2582
2606 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2583 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2607 count, 2584 count,
2585 uuid.c_str (),
2608 &name, 2586 &name,
2609 title ? " " : "", 2587 title ? "\",title:\"" : "",
2610 title ? (const char *)title : ""); 2588 title ? (const char *)title : "",
2589 flag_desc (flagdesc, 512), type);
2611 2590
2612 if (env) 2591 if (!flag[FLAG_REMOVED] && env)
2613 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2592 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2614 2593
2615 if (map) 2594 if (map)
2616 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2595 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2617 2596
2618 return info; 2597 return info;
2619} 2598}
2620 2599
2621const char * 2600const char *
2622object::debug_desc () const 2601object::debug_desc () const
2623{ 2602{
2624 static char info[256 * 3]; 2603 static char info[3][256 * 4];
2604 static int info_idx;
2605
2625 return debug_desc (info); 2606 return debug_desc (info [++info_idx % 3]);
2626} 2607}
2627 2608
2609struct region *
2610object::region () const
2611{
2612 return map ? map->region (x, y)
2613 : region::default_region ();
2614}
2615
2616const materialtype_t *
2617object::dominant_material () const
2618{
2619 if (materialtype_t *mt = name_to_material (materialname))
2620 return mt;
2621
2622 return name_to_material (shstr_unknown);
2623}
2624
2625void
2626object::open_container (object *new_container)
2627{
2628 if (container == new_container)
2629 return;
2630
2631 object *old_container = container;
2632
2633 if (old_container)
2634 {
2635 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2636 return;
2637
2638#if 0
2639 // remove the "Close old_container" object.
2640 if (object *closer = old_container->inv)
2641 if (closer->type == CLOSE_CON)
2642 closer->destroy ();
2643#endif
2644
2645 // make sure the container is available
2646 esrv_send_item (this, old_container);
2647
2648 old_container->flag [FLAG_APPLIED] = false;
2649 container = 0;
2650
2651 // client needs item update to make it work, client bug requires this to be separate
2652 esrv_update_item (UPD_FLAGS, this, old_container);
2653
2654 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2655 play_sound (sound_find ("chest_close"));
2656 }
2657
2658 if (new_container)
2659 {
2660 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2661 return;
2662
2663 // TODO: this does not seem to serve any purpose anymore?
2664#if 0
2665 // insert the "Close Container" object.
2666 if (archetype *closer = new_container->other_arch)
2667 {
2668 object *closer = arch_to_object (new_container->other_arch);
2669 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2670 new_container->insert (closer);
2671 }
2672#endif
2673
2674 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2675
2676 // make sure the container is available, client bug requires this to be separate
2677 esrv_send_item (this, new_container);
2678
2679 new_container->flag [FLAG_APPLIED] = true;
2680 container = new_container;
2681
2682 // client needs flag change
2683 esrv_update_item (UPD_FLAGS, this, new_container);
2684 esrv_send_inventory (this, new_container);
2685 play_sound (sound_find ("chest_open"));
2686 }
2687// else if (!old_container->env && contr && contr->ns)
2688// contr->ns->floorbox_reset ();
2689}
2690
2691object *
2692object::force_find (const shstr name)
2693{
2694 /* cycle through his inventory to look for the MARK we want to
2695 * place
2696 */
2697 for (object *tmp = inv; tmp; tmp = tmp->below)
2698 if (tmp->type == FORCE && tmp->slaying == name)
2699 return splay (tmp);
2700
2701 return 0;
2702}
2703
2704void
2705object::force_add (const shstr name, int duration)
2706{
2707 if (object *force = force_find (name))
2708 force->destroy ();
2709
2710 object *force = get_archetype (FORCE_NAME);
2711
2712 force->slaying = name;
2713 force->stats.food = 1;
2714 force->speed_left = -1.f;
2715
2716 force->set_speed (duration ? 1.f / duration : 0.f);
2717 force->flag [FLAG_IS_USED_UP] = true;
2718 force->flag [FLAG_APPLIED] = true;
2719
2720 insert (force);
2721}
2722
2723void
2724object::play_sound (faceidx sound)
2725{
2726 if (!sound)
2727 return;
2728
2729 if (flag [FLAG_REMOVED])
2730 return;
2731
2732 if (env)
2733 {
2734 if (object *pl = in_player ())
2735 pl->contr->play_sound (sound);
2736 }
2737 else
2738 map->play_sound (sound, x, y);
2739}
2740

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines