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Comparing deliantra/server/common/object.C (file contents):
Revision 1.96 by root, Sat Dec 30 10:16:10 2006 UTC vs.
Revision 1.239 by root, Wed May 7 13:38:16 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;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
143 */ 147 */
144 148
145 /* For each field in wants, */ 149 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 151 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 152 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 153
169 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 155 return true;
171} 156}
172 157
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 159static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 161{
177 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
179 */ 164 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
181} 167}
182 168
183/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 170 * they can be merged together.
185 * 171 *
200 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 187 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
203 return 0; 189 return 0;
204 190
205 //TODO: this ain't working well, use nicer and correct overflow check 191 /* Do not merge objects if nrof would overflow. First part checks
206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 192 * for unsigned overflow (2c), second part checks whether the result
207 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * would fit into a 32 bit signed int, which is often used to hold
208 * used to store nrof). 194 * nrof values.
209 */ 195 */
210 if (ob1->nrof + ob2->nrof >= 1UL << 31) 196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 197 return 0;
212 198
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 199 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 200 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 201 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied 202 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 203 * flags lose any meaning.
218 */ 204 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 207
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 210
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 211 if (ob1->arch->name != ob2->arch->name
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name 212 || ob1->name != ob2->name
228 || ob1->title != ob2->title 213 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 214 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 215 || ob1->weight != ob2->weight
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233 || ob1->attacktype != ob2->attacktype 216 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic 217 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying 218 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill 219 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value 220 || ob1->value != ob2->value
244 || ob1->move_block != ob2->move_block 227 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow 228 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on 229 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off 230 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow 231 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty) 232 || ob1->move_slow_penalty != ob2->move_slow_penalty
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 235 return 0;
251 236
237 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED)
241 .any ())
242 return 0;
243
252 /* This is really a spellbook check - really, we should 244 /* This is really a spellbook check - we should in general
253 * check all objects in the inventory. 245 * not merge objects with real inventories, as splitting them
246 * is hard.
254 */ 247 */
255 if (ob1->inv || ob2->inv) 248 if (ob1->inv || ob2->inv)
256 { 249 {
257 /* if one object has inventory but the other doesn't, not equiv */ 250 if (!(ob1->inv && ob2->inv))
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 251 return 0; /* inventories differ in length */
259 return 0;
260 252
261 /* Now check to see if the two inventory objects could merge */ 253 if (ob1->inv->below || ob2->inv->below)
254 return 0; /* more than one object in inv */
255
262 if (!object::can_merge (ob1->inv, ob2->inv)) 256 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0; 257 return 0; /* inventory objects differ */
264 258
265 /* inventory ok - still need to check rest of this object to see 259 /* inventory ok - still need to check rest of this object to see
266 * if it is valid. 260 * if it is valid.
267 */ 261 */
268 } 262 }
276 270
277 /* Note sure why the following is the case - either the object has to 271 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster 272 * be animated or have a very low speed. Is this an attempted monster
279 * check? 273 * check?
280 */ 274 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 275 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0; 276 return 0;
283 277
284 switch (ob1->type) 278 switch (ob1->type)
285 { 279 {
286 case SCROLL: 280 case SCROLL:
287 if (ob1->level != ob2->level) 281 if (ob1->level != ob2->level)
288 return 0; 282 return 0;
289 break; 283 break;
290 } 284 }
291 285
292 if (ob1->key_values != NULL || ob2->key_values != NULL) 286 if (ob1->key_values || ob2->key_values)
293 { 287 {
294 /* At least one of these has key_values. */ 288 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 289 if ((!ob1->key_values) != (!ob2->key_values))
296 /* One has fields, but the other one doesn't. */ 290 return 0; /* One has fields, but the other one doesn't. */
291
292 if (!compare_ob_value_lists (ob1, ob2))
297 return 0; 293 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0;
300 } 294 }
301 295
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self) 296 if (ob1->self || ob2->self)
304 { 297 {
305 ob1->optimise (); 298 ob1->optimise ();
306 ob2->optimise (); 299 ob2->optimise ();
307 300
308 if (ob1->self || ob2->self) 301 if (ob1->self || ob2->self)
302 {
303 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
304 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
305
306 if (k1 != k2)
309 return 0; 307 return 0;
308
309 if (k1 == 0)
310 return 1;
311
312 if (!cfperl_can_merge (ob1, ob2))
313 return 0;
314 }
310 } 315 }
311 316
312 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
313 return 1; 318 return 1;
314} 319}
315 320
321// find player who can see this object
322object *
323object::visible_to () const
324{
325 if (client_visible () && !flag [FLAG_REMOVED])
326 {
327 // see if we are in a container of sorts
328 if (env)
329 {
330 // the player inventory itself is always visible
331 if (env->type == PLAYER)
332 return env;
333
334 // else a player could have our env open
335 object *envest = env->outer_env ();
336
337 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player.
339 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ())
341 if (pl->container == env)
342 return pl;
343 }
344 else
345 {
346 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container)
350 return pl;
351 }
352 }
353
354 return 0;
355}
356
357// adjust weight per container type ("of holding")
358static sint32
359weight_adjust_for (object *op, sint32 weight)
360{
361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight;
364}
365
316/* 366/*
367 * adjust_weight(object, weight) adds the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying.
369 */
370static void
371adjust_weight (object *op, sint32 weight)
372{
373 while (op)
374 {
375 // adjust by actual difference to account for rounding errors
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
379
380 if (!weight)
381 return;
382
383 op->carrying += weight;
384
385 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily
387 esrv_update_item (UPD_WEIGHT, pl, op);
388
389 op = op->env;
390 }
391}
392
393/*
317 * sum_weight() is a recursive function which calculates the weight 394 * this is a recursive function which calculates the weight
318 * an object is carrying. It goes through in figures out how much 395 * an object is carrying. It goes through op and figures out how much
319 * containers are carrying, and sums it up. 396 * containers are carrying, and sums it up.
320 */ 397 */
321long 398void
322sum_weight (object *op) 399object::update_weight ()
323{ 400{
324 long sum; 401 sint32 sum = 0;
325 object *inv;
326 402
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 403 for (object *op = inv; op; op = op->below)
328 { 404 {
329 if (inv->inv) 405 if (op->inv)
330 sum_weight (inv); 406 op->update_weight ();
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 407
408 sum += op->total_weight ();
409 }
410
411 sum = weight_adjust_for (this, sum);
412
413 if (sum != carrying)
332 } 414 {
333
334 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100;
336
337 if (op->carrying != sum)
338 op->carrying = sum; 415 carrying = sum;
339 416
340 return sum; 417 if (object *pl = visible_to ())
418 if (pl != this) // player is handled lazily
419 esrv_update_item (UPD_WEIGHT, pl, this);
420 }
341} 421}
342 422
343/** 423/*
344 * Return the outermost environment object for a given object. 424 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
345 */ 425 */
346
347object *
348object_get_env_recursive (object *op)
349{
350 while (op->env != NULL)
351 op = op->env;
352 return op;
353}
354
355/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array.
359 */
360
361char * 426char *
362dump_object (object *op) 427dump_object (object *op)
363{ 428{
364 if (!op) 429 if (!op)
365 return strdup ("[NULLOBJ]"); 430 return strdup ("[NULLOBJ]");
366 431
367 object_freezer freezer; 432 object_freezer freezer;
368 save_object (freezer, op, 1); 433 op->write (freezer);
369 return freezer.as_string (); 434 return freezer.as_string ();
370} 435}
371 436
372/* 437/*
373 * get_nearest_part(multi-object, object 2) returns the part of the 438 * get_nearest_part(multi-object, object 2) returns the part of the
374 * multi-object 1 which is closest to the second object. 439 * multi-object 1 which is closest to the second object.
375 * If it's not a multi-object, it is returned. 440 * If it's not a multi-object, it is returned.
376 */ 441 */
377
378object * 442object *
379get_nearest_part (object *op, const object *pl) 443get_nearest_part (object *op, const object *pl)
380{ 444{
381 object *tmp, *closest; 445 object *tmp, *closest;
382 int last_dist, i; 446 int last_dist, i;
383 447
384 if (op->more == NULL) 448 if (!op->more)
385 return op; 449 return op;
450
386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 451 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
452 tmp;
453 tmp = tmp->more)
387 if ((i = distance (tmp, pl)) < last_dist) 454 if ((i = distance (tmp, pl)) < last_dist)
388 closest = tmp, last_dist = i; 455 closest = tmp, last_dist = i;
456
389 return closest; 457 return closest;
390} 458}
391 459
392/* 460/*
393 * Returns the object which has the count-variable equal to the argument. 461 * Returns the object which has the count-variable equal to the argument.
462 * VERRRY slow.
394 */ 463 */
395
396object * 464object *
397find_object (tag_t i) 465find_object (tag_t i)
398{ 466{
399 for (object *op = object::first; op; op = op->next) 467 for_all_objects (op)
400 if (op->count == i) 468 if (op->count == i)
401 return op; 469 return op;
402 470
403 return 0; 471 return 0;
404} 472}
405 473
406/* 474/*
407 * Returns the first object which has a name equal to the argument. 475 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 476 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 477 * Enables features like "patch <name-of-other-player> food 999"
410 */ 478 */
411
412object * 479object *
413find_object_name (const char *str) 480find_object_name (const char *str)
414{ 481{
415 shstr_cmp str_ (str); 482 shstr_cmp str_ (str);
416 object *op; 483 object *op;
417 484
418 for (op = object::first; op != NULL; op = op->next) 485 for_all_objects (op)
419 if (op->name == str_) 486 if (op->name == str_)
420 break; 487 break;
421 488
422 return op; 489 return op;
423} 490}
424 491
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429}
430
431/* 492/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 493 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 494 * skill and experience objects.
495 * ACTUALLY NO! investigate! TODO
434 */ 496 */
435void 497void
436object::set_owner (object *owner) 498object::set_owner (object *owner)
437{ 499{
500 // allow objects which own objects
438 if (!owner) 501 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 502 while (owner->owner)
449 owner = owner->owner; 503 owner = owner->owner;
504
505 if (flag [FLAG_FREED])
506 {
507 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
508 return;
509 }
450 510
451 this->owner = owner; 511 this->owner = owner;
512}
513
514int
515object::slottype () const
516{
517 if (type == SKILL)
518 {
519 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
520 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
521 }
522 else
523 {
524 if (slot [body_combat].info) return slot_combat;
525 if (slot [body_range ].info) return slot_ranged;
526 }
527
528 return slot_none;
529}
530
531bool
532object::change_weapon (object *ob)
533{
534 if (current_weapon == ob)
535 return true;
536
537 if (chosen_skill)
538 chosen_skill->flag [FLAG_APPLIED] = false;
539
540 current_weapon = ob;
541 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
542
543 if (chosen_skill)
544 chosen_skill->flag [FLAG_APPLIED] = true;
545
546 update_stats ();
547
548 if (ob)
549 {
550 // now check wether any body locations became invalid, in which case
551 // we cannot apply the weapon at the moment.
552 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
553 if (slot[i].used < 0)
554 {
555 current_weapon = chosen_skill = 0;
556 update_stats ();
557
558 new_draw_info_format (NDI_UNIQUE, 0, this,
559 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. "
561 "[You need to unapply some items first.]", &ob->name);
562 return false;
563 }
564
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 }
567 else
568 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
569
570 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
571 {
572 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
573 &name, ob->debug_desc ());
574 return false;
575 }
576
577 return true;
452} 578}
453 579
454/* Zero the key_values on op, decrementing the shared-string 580/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 581 * refcounts and freeing the links.
456 */ 582 */
457static void 583static void
458free_key_values (object *op) 584free_key_values (object *op)
459{ 585{
460 for (key_value *i = op->key_values; i != 0;) 586 for (key_value *i = op->key_values; i; )
461 { 587 {
462 key_value *next = i->next; 588 key_value *next = i->next;
463 delete i; 589 delete i;
464 590
465 i = next; 591 i = next;
477 * will point at garbage. 603 * will point at garbage.
478 */ 604 */
479void 605void
480object::copy_to (object *dst) 606object::copy_to (object *dst)
481{ 607{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 608 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 609 *(object_copy *)dst = *this;
486 610 dst->flag [FLAG_REMOVED] = true;
487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 611
496 /* Copy over key_values, if any. */ 612 /* Copy over key_values, if any. */
497 if (key_values) 613 if (key_values)
498 { 614 {
499 key_value *tail = 0; 615 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 616 dst->key_values = 0;
503 617
504 for (i = key_values; i; i = i->next) 618 for (key_value *i = key_values; i; i = i->next)
505 { 619 {
506 key_value *new_link = new key_value; 620 key_value *new_link = new key_value;
507 621
508 new_link->next = 0; 622 new_link->next = 0;
509 new_link->key = i->key; 623 new_link->key = i->key;
510 new_link->value = i->value; 624 new_link->value = i->value;
511 625
512 /* Try and be clever here, too. */ 626 /* Try and be clever here, too. */
513 if (!dst->key_values) 627 if (!dst->key_values)
514 { 628 {
521 tail = new_link; 635 tail = new_link;
522 } 636 }
523 } 637 }
524 } 638 }
525 639
640 if (speed < 0)
641 dst->speed_left -= rndm ();
642
526 dst->set_speed (dst->speed); 643 dst->set_speed (dst->speed);
644}
645
646void
647object::instantiate ()
648{
649 if (!uuid.seq) // HACK
650 uuid = UUID::gen ();
651
652 speed_left = -0.1f;
653 /* copy the body_info to the body_used - this is only really
654 * need for monsters, but doesn't hurt to do it for everything.
655 * by doing so, when a monster is created, it has good starting
656 * values for the body_used info, so when items are created
657 * for it, they can be properly equipped.
658 */
659 for (int i = NUM_BODY_LOCATIONS; i--; )
660 slot[i].used = slot[i].info;
661
662 attachable::instantiate ();
527} 663}
528 664
529object * 665object *
530object::clone () 666object::clone ()
531{ 667{
532 object *neu = create (); 668 object *neu = create ();
533 copy_to (neu); 669 copy_to (neu);
670 neu->map = map; // not copied by copy_to
534 return neu; 671 return neu;
535} 672}
536 673
537/* 674/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 675 * If an object with the IS_TURNABLE() flag needs to be turned due
563 speed = 0; 700 speed = 0;
564 } 701 }
565 702
566 this->speed = speed; 703 this->speed = speed;
567 704
568 if (FABS (speed) > MIN_ACTIVE_SPEED) 705 if (has_active_speed ())
569 { 706 activate ();
570 /* If already on active list, don't do anything */
571 if (active_next || active_prev || this == active_objects)
572 return;
573
574 /* process_events() expects us to insert the object at the beginning
575 * of the list. */
576 active_next = active_objects;
577
578 if (active_next)
579 active_next->active_prev = this;
580
581 active_objects = this;
582 }
583 else 707 else
584 { 708 deactivate ();
585 /* If not on the active list, nothing needs to be done */
586 if (!active_next && !active_prev && this != active_objects)
587 return;
588
589 if (!active_prev)
590 {
591 active_objects = active_next;
592
593 if (active_next)
594 active_next->active_prev = 0;
595 }
596 else
597 {
598 active_prev->active_next = active_next;
599
600 if (active_next)
601 active_next->active_prev = active_prev;
602 }
603
604 active_next = 0;
605 active_prev = 0;
606 }
607} 709}
608 710
609/* 711/*
610 * update_object() updates the the map. 712 * update_object() updates the the map.
611 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
624 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
625 */ 727 */
626void 728void
627update_object (object *op, int action) 729update_object (object *op, int action)
628{ 730{
629 MoveType move_on, move_off, move_block, move_slow; 731 if (!op)
630
631 if (op == NULL)
632 { 732 {
633 /* this should never happen */ 733 /* this should never happen */
634 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
635 return; 735 return;
636 } 736 }
637 737
638 if (op->env) 738 if (!op->is_on_map ())
639 { 739 {
640 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
641 * to do in this case. 741 * to do in this case.
642 */ 742 */
643 return; 743 return;
644 } 744 }
645
646 /* If the map is saving, don't do anything as everything is
647 * going to get freed anyways.
648 */
649 if (!op->map || op->map->in_memory == MAP_SAVING)
650 return;
651 745
652 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
653 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
654 { 748 {
655 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
659 return; 753 return;
660 } 754 }
661 755
662 mapspace &m = op->ms (); 756 mapspace &m = op->ms ();
663 757
664 if (m.flags_ & P_NEED_UPDATE) 758 if (!(m.flags_ & P_UPTODATE))
665 /* nop */; 759 /* nop */;
666 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
667 { 761 {
668 // this is likely overkill, TODO: revisit (schmorp) 762 // this is likely overkill, TODO: revisit (schmorp)
669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
678 /* This isn't perfect, but I don't expect a lot of objects to 772 /* This isn't perfect, but I don't expect a lot of objects to
679 * to have move_allow right now. 773 * to have move_allow right now.
680 */ 774 */
681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
682 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
683 m.flags_ = P_NEED_UPDATE; 777 m.flags_ = 0;
684 } 778 }
685 /* if the object is being removed, we can't make intelligent 779 /* if the object is being removed, we can't make intelligent
686 * decisions, because remove_ob can't really pass the object 780 * decisions, because remove_ob can't really pass the object
687 * that is being removed. 781 * that is being removed.
688 */ 782 */
689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
690 m.flags_ = P_NEED_UPDATE; 784 m.flags_ = 0;
691 else if (action == UP_OBJ_FACE) 785 else if (action == UP_OBJ_FACE)
692 /* Nothing to do for that case */ ; 786 /* Nothing to do for that case */ ;
693 else 787 else
694 LOG (llevError, "update_object called with invalid action: %d\n", action); 788 LOG (llevError, "update_object called with invalid action: %d\n", action);
695 789
696 if (op->more) 790 if (op->more)
697 update_object (op->more, action); 791 update_object (op->more, action);
698} 792}
699 793
700object::vector object::objects; // not yet used
701object *object::first;
702
703object::object () 794object::object ()
704{ 795{
705 SET_FLAG (this, FLAG_REMOVED); 796 SET_FLAG (this, FLAG_REMOVED);
706 797
707 expmul = 1.0; 798 expmul = 1.0;
708 face = blank_face; 799 face = blank_face;
709} 800}
710 801
711object::~object () 802object::~object ()
712{ 803{
804 unlink ();
805
713 free_key_values (this); 806 free_key_values (this);
714} 807}
715 808
809static int object_count;
810
716void object::link () 811void object::link ()
717{ 812{
813 assert (!index);//D
814 uuid = UUID::gen ();
718 count = ++ob_count; 815 count = ++object_count;
719 uuid = gen_uuid ();
720 816
721 prev = 0; 817 refcnt_inc ();
722 next = object::first; 818 objects.insert (this);
723
724 if (object::first)
725 object::first->prev = this;
726
727 object::first = this;
728} 819}
729 820
730void object::unlink () 821void object::unlink ()
731{ 822{
732 if (this == object::first) 823 if (!index)
733 object::first = next; 824 return;
734 825
735 /* Remove this object from the list of used objects */ 826 objects.erase (this);
736 if (prev) prev->next = next; 827 refcnt_dec ();
737 if (next) next->prev = prev;
738
739 prev = 0;
740 next = 0;
741} 828}
742 829
743void 830void
831object::activate ()
832{
833 /* If already on active list, don't do anything */
834 if (active)
835 return;
836
837 if (has_active_speed ())
838 actives.insert (this);
839}
840
841void
744object::activate (bool recursive) 842object::activate_recursive ()
745{ 843{
746 // uh, hack 844 activate ();
747 set_speed (speed);
748 845
749 if (recursive)
750 for (object *op = inv; op; op = op->above) 846 for (object *op = inv; op; op = op->below)
751 op->activate (1); 847 op->activate_recursive ();
752} 848}
753 849
754/* This function removes object 'op' from the list of active 850/* This function removes object 'op' from the list of active
755 * objects. 851 * objects.
756 * This should only be used for style maps or other such 852 * This should only be used for style maps or other such
758 * in play chewing up cpu time getting processed. 854 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which 855 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object. 856 * will do the right thing based on the speed of the object.
761 */ 857 */
762void 858void
763object::deactivate (bool recursive) 859object::deactivate ()
764{ 860{
765 /* If not on the active list, nothing needs to be done */ 861 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects) 862 if (!active)
767 return; 863 return;
768 864
769 if (active_prev == 0) 865 actives.erase (this);
770 { 866}
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
781 867
782 active_next = 0; 868void
783 active_prev = 0; 869object::deactivate_recursive ()
784 870{
785 if (recursive)
786 for (object *op = inv; op; op = op->above) 871 for (object *op = inv; op; op = op->below)
872 op->deactivate_recursive ();
873
787 op->deactivate (1); 874 deactivate ();
875}
876
877void
878object::set_flag_inv (int flag, int value)
879{
880 for (object *op = inv; op; op = op->below)
881 {
882 op->flag [flag] = value;
883 op->set_flag_inv (flag, value);
884 }
788} 885}
789 886
790/* 887/*
791 * Remove and free all objects in the inventory of the given object. 888 * Remove and free all objects in the inventory of the given object.
792 * object.c ? 889 * object.c ?
795object::destroy_inv (bool drop_to_ground) 892object::destroy_inv (bool drop_to_ground)
796{ 893{
797 // need to check first, because the checks below might segfault 894 // need to check first, because the checks below might segfault
798 // as we might be on an invalid mapspace and crossfire code 895 // as we might be on an invalid mapspace and crossfire code
799 // is too buggy to ensure that the inventory is empty. 896 // is too buggy to ensure that the inventory is empty.
800 // corollary: if you create arrows etc. with stuff in tis inventory, 897 // corollary: if you create arrows etc. with stuff in its inventory,
801 // cf will crash below with off-map x and y 898 // cf will crash below with off-map x and y
802 if (!inv) 899 if (!inv)
803 return; 900 return;
804 901
805 /* Only if the space blocks everything do we not process - 902 /* Only if the space blocks everything do we not process -
806 * if some form of movement is allowed, let objects 903 * if some form of movement is allowed, let objects
807 * drop on that space. 904 * drop on that space.
808 */ 905 */
809 if (!drop_to_ground 906 if (!drop_to_ground
810 || !map 907 || !map
811 || map->in_memory != MAP_IN_MEMORY 908 || map->in_memory != MAP_ACTIVE
909 || map->no_drop
812 || ms ().move_block == MOVE_ALL) 910 || ms ().move_block == MOVE_ALL)
813 { 911 {
814 while (inv) 912 while (inv)
815 { 913 {
816 inv->destroy_inv (drop_to_ground); 914 inv->destroy_inv (false);
817 inv->destroy (); 915 inv->destroy ();
818 } 916 }
819 } 917 }
820 else 918 else
821 { /* Put objects in inventory onto this space */ 919 { /* Put objects in inventory onto this space */
825 923
826 if (op->flag [FLAG_STARTEQUIP] 924 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP] 925 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE 926 || op->type == RUNE
829 || op->type == TRAP 927 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE]) 928 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH])
831 op->destroy (); 930 op->destroy (true);
832 else 931 else
833 map->insert (op, x, y); 932 map->insert (op, x, y);
834 } 933 }
835 } 934 }
836} 935}
840 object *op = new object; 939 object *op = new object;
841 op->link (); 940 op->link ();
842 return op; 941 return op;
843} 942}
844 943
944static struct freed_map : maptile
945{
946 freed_map ()
947 {
948 path = "<freed objects map>";
949 name = "/internal/freed_objects_map";
950 width = 3;
951 height = 3;
952 no_drop = 1;
953 no_reset = 1;
954
955 alloc ();
956 in_memory = MAP_ACTIVE;
957 }
958
959 ~freed_map ()
960 {
961 destroy ();
962 }
963} freed_map; // freed objects are moved here to avoid crashes
964
845void 965void
846object::do_destroy () 966object::do_destroy ()
847{ 967{
848 if (flag [FLAG_IS_LINKED]) 968 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this); 969 remove_button_link (this);
850 970
851 if (flag [FLAG_FRIENDLY]) 971 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this); 972 remove_friendly_object (this);
853 973
854 if (!flag [FLAG_REMOVED])
855 remove (); 974 remove ();
856 975
857 if (flag [FLAG_FREED]) 976 attachable::do_destroy ();
858 return;
859 977
860 set_speed (0); 978 deactivate ();
979 unlink ();
861 980
862 flag [FLAG_FREED] = 1; 981 flag [FLAG_FREED] = 1;
863 982
864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868
869 // hack to ensure that freed objects still have a valid map 983 // hack to ensure that freed objects still have a valid map
870 {
871 static maptile *freed_map; // freed objects are moved here to avoid crashes
872
873 if (!freed_map)
874 {
875 freed_map = new maptile;
876
877 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3;
879 freed_map->height = 3;
880
881 freed_map->alloc ();
882 }
883
884 map = freed_map; 984 map = &freed_map;
885 x = 1; 985 x = 1;
886 y = 1; 986 y = 1;
887 }
888
889 head = 0;
890 987
891 if (more) 988 if (more)
892 { 989 {
893 more->destroy (); 990 more->destroy ();
894 more = 0; 991 more = 0;
895 } 992 }
896 993
994 head = 0;
995
897 // clear those pointers that likely might have circular references to us 996 // clear those pointers that likely might cause circular references
898 owner = 0; 997 owner = 0;
899 enemy = 0; 998 enemy = 0;
900 attacked_by = 0; 999 attacked_by = 0;
901 1000 current_weapon = 0;
902 // only relevant for players(?), but make sure of it anyways
903 contr = 0;
904} 1001}
905 1002
906void 1003void
907object::destroy (bool destroy_inventory) 1004object::destroy (bool destroy_inventory)
908{ 1005{
909 if (destroyed ()) 1006 if (destroyed ())
910 return; 1007 return;
911 1008
1009 if (!is_head () && !head->destroyed ())
1010 {
1011 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1012 head->destroy (destroy_inventory);
1013 return;
1014 }
1015
912 if (destroy_inventory) 1016 destroy_inv (!destroy_inventory);
913 destroy_inv (false); 1017
1018 if (is_head ())
1019 if (sound_destroy)
1020 play_sound (sound_destroy);
1021 else if (flag [FLAG_MONSTER])
1022 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
914 1023
915 attachable::destroy (); 1024 attachable::destroy ();
916}
917
918/*
919 * sub_weight() recursively (outwards) subtracts a number from the
920 * weight of an object (and what is carried by it's environment(s)).
921 */
922void
923sub_weight (object *op, signed long weight)
924{
925 while (op != NULL)
926 {
927 if (op->type == CONTAINER)
928 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
929
930 op->carrying -= weight;
931 op = op->env;
932 }
933} 1025}
934 1026
935/* op->remove (): 1027/* op->remove ():
936 * This function removes the object op from the linked list of objects 1028 * This function removes the object op from the linked list of objects
937 * which it is currently tied to. When this function is done, the 1029 * which it is currently tied to. When this function is done, the
938 * object will have no environment. If the object previously had an 1030 * object will have no environment. If the object previously had an
939 * environment, the x and y coordinates will be updated to 1031 * environment, the x and y coordinates will be updated to
940 * the previous environment. 1032 * the previous environment.
941 * Beware: This function is called from the editor as well!
942 */ 1033 */
943void 1034void
944object::remove () 1035object::do_remove ()
945{ 1036{
946 object *tmp, *last = 0; 1037 object *tmp, *last = 0;
947 object *otmp; 1038 object *otmp;
948 1039
949 if (QUERY_FLAG (this, FLAG_REMOVED)) 1040 if (flag [FLAG_REMOVED])
950 return; 1041 return;
951 1042
952 SET_FLAG (this, FLAG_REMOVED);
953 INVOKE_OBJECT (REMOVE, this); 1043 INVOKE_OBJECT (REMOVE, this);
1044
1045 flag [FLAG_REMOVED] = true;
954 1046
955 if (more) 1047 if (more)
956 more->remove (); 1048 more->remove ();
957 1049
958 /* 1050 /*
959 * In this case, the object to be removed is in someones 1051 * In this case, the object to be removed is in someones
960 * inventory. 1052 * inventory.
961 */ 1053 */
962 if (env) 1054 if (env)
963 { 1055 {
964 if (nrof) 1056 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
965 sub_weight (env, weight * nrof); 1057 if (object *pl = visible_to ())
966 else 1058 esrv_del_item (pl->contr, count);
967 sub_weight (env, weight + carrying); 1059 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1060
1061 adjust_weight (env, -total_weight ());
1062
1063 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do.
1066 */
1067 map = env->map;
1068 x = env->x;
1069 y = env->y;
1070
1071 // make sure cmov optimisation is applicable
1072 *(above ? &above->below : &env->inv) = below;
1073 *(below ? &below->above : &above ) = above; // &above is just a dummy
1074
1075 above = 0;
1076 below = 0;
1077 env = 0;
968 1078
969 /* NO_FIX_PLAYER is set when a great many changes are being 1079 /* NO_FIX_PLAYER is set when a great many changes are being
970 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
971 * to save cpu time. 1081 * to save cpu time.
972 */ 1082 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1083 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats (); 1084 otmp->update_stats ();
975
976 if (above)
977 above->below = below;
978 else
979 env->inv = below;
980
981 if (below)
982 below->above = above;
983
984 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do.
987 */
988 x = env->x, y = env->y;
989 map = env->map;
990 above = 0, below = 0;
991 env = 0;
992 } 1085 }
993 else if (map) 1086 else if (map)
994 { 1087 {
995 if (type == PLAYER) 1088 map->dirty = true;
1089 mapspace &ms = this->ms ();
1090
1091 if (object *pl = ms.player ())
996 { 1092 {
1093 if (type == PLAYER) // this == pl(!)
1094 {
1095 // leaving a spot always closes any open container on the ground
1096 if (container && !container->env)
1097 // this causes spurious floorbox updates, but it ensures
1098 // that the CLOSE event is being sent.
1099 close_container ();
1100
997 --map->players; 1101 --map->players;
998 map->last_access = runtime; 1102 map->touch ();
1103 }
1104 else if (pl->container == this)
1105 {
1106 // removing a container should close it
1107 close_container ();
1108 }
1109
1110 esrv_del_item (pl->contr, count);
999 } 1111 }
1000 1112
1001
1002 /* link the object above us */ 1113 /* link the object above us */
1003 if (above) 1114 // re-link, make sure compiler can easily use cmove
1004 above->below = below; 1115 *(above ? &above->below : &ms.top) = below;
1005 else 1116 *(below ? &below->above : &ms.bot) = above;
1006 map->at (x, y).top = below; /* we were top, set new top */
1007
1008 /* Relink the object below us, if there is one */
1009 if (below)
1010 below->above = above;
1011 else
1012 {
1013 /* Nothing below, which means we need to relink map object for this space
1014 * use translated coordinates in case some oddness with map tiling is
1015 * evident
1016 */
1017 if (GET_MAP_OB (map, x, y) != this)
1018 {
1019 char *dump = dump_object (this);
1020 LOG (llevError,
1021 "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);
1022 free (dump);
1023 dump = dump_object (GET_MAP_OB (map, x, y));
1024 LOG (llevError, "%s\n", dump);
1025 free (dump);
1026 }
1027
1028 map->at (x, y).bot = above; /* goes on above it. */
1029 }
1030 1117
1031 above = 0; 1118 above = 0;
1032 below = 0; 1119 below = 0;
1033 1120
1034 if (map->in_memory == MAP_SAVING) 1121 if (map->in_memory == MAP_SAVING)
1035 return; 1122 return;
1036 1123
1037 int check_walk_off = !flag [FLAG_NO_APPLY]; 1124 int check_walk_off = !flag [FLAG_NO_APPLY];
1038 1125
1126 if (object *pl = ms.player ())
1127 {
1128 if (pl->container == this)
1129 /* If a container that the player is currently using somehow gets
1130 * removed (most likely destroyed), update the player view
1131 * appropriately.
1132 */
1133 pl->close_container ();
1134
1135 //TODO: the floorbox prev/next might need updating
1136 //esrv_del_item (pl->contr, count);
1137 //TODO: update floorbox to preserve ordering
1138 if (pl->contr->ns)
1139 pl->contr->ns->floorbox_update ();
1140 }
1141
1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1142 for (tmp = ms.bot; tmp; tmp = tmp->above)
1040 { 1143 {
1041 /* No point updating the players look faces if he is the object 1144 /* No point updating the players look faces if he is the object
1042 * being removed. 1145 * being removed.
1043 */ 1146 */
1044
1045 if (tmp->type == PLAYER && tmp != this)
1046 {
1047 /* If a container that the player is currently using somehow gets
1048 * removed (most likely destroyed), update the player view
1049 * appropriately.
1050 */
1051 if (tmp->container == this)
1052 {
1053 flag [FLAG_APPLIED] = 0;
1054 tmp->container = 0;
1055 }
1056
1057 if (tmp->contr->ns)
1058 tmp->contr->ns->floorbox_update ();
1059 }
1060 1147
1061 /* See if object moving off should effect something */ 1148 /* See if object moving off should effect something */
1062 if (check_walk_off 1149 if (check_walk_off
1063 && ((move_type & tmp->move_off) 1150 && ((move_type & tmp->move_off)
1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1067 1154
1068 if (destroyed ()) 1155 if (destroyed ())
1069 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1070 } 1157 }
1071 1158
1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1074 if (tmp->above == tmp)
1075 tmp->above = 0;
1076
1077 last = tmp; 1159 last = tmp;
1078 } 1160 }
1079 1161
1080 /* last == NULL if there are no objects on this space */ 1162 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object? 1163 //TODO: this makes little sense, why only update the topmost object?
1082 if (!last) 1164 if (!last)
1083 map->at (x, y).flags_ = P_NEED_UPDATE; 1165 map->at (x, y).flags_ = 0;
1084 else 1166 else
1085 update_object (last, UP_OBJ_REMOVE); 1167 update_object (last, UP_OBJ_REMOVE);
1086 1168
1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1169 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1088 update_all_los (map, x, y); 1170 update_all_los (map, x, y);
1101merge_ob (object *op, object *top) 1183merge_ob (object *op, object *top)
1102{ 1184{
1103 if (!op->nrof) 1185 if (!op->nrof)
1104 return 0; 1186 return 0;
1105 1187
1106 if (top) 1188 if (!top)
1107 for (top = op; top && top->above; top = top->above) 1189 for (top = op; top && top->above; top = top->above)
1108 ; 1190 ;
1109 1191
1110 for (; top; top = top->below) 1192 for (; top; top = top->below)
1111 {
1112 if (top == op)
1113 continue;
1114
1115 if (object::can_merge (op, top)) 1193 if (object::can_merge (op, top))
1116 { 1194 {
1117 top->nrof += op->nrof; 1195 top->nrof += op->nrof;
1118 1196
1119/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1197 if (object *pl = top->visible_to ())
1120 op->weight = 0; /* Don't want any adjustements now */ 1198 esrv_update_item (UPD_NROF, pl, top);
1199
1200 op->weight = 0; // cancel the addition above
1201 op->carrying = 0; // must be 0 already
1202
1121 op->destroy (); 1203 op->destroy (1);
1204
1122 return top; 1205 return top;
1123 } 1206 }
1124 }
1125 1207
1126 return 0; 1208 return 0;
1127} 1209}
1128 1210
1211void
1212object::expand_tail ()
1213{
1214 if (more)
1215 return;
1216
1217 object *prev = this;
1218
1219 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1220 {
1221 object *op = arch_to_object (at);
1222
1223 op->name = name;
1224 op->name_pl = name_pl;
1225 op->title = title;
1226
1227 op->head = this;
1228 prev->more = op;
1229
1230 prev = op;
1231 }
1232}
1233
1129/* 1234/*
1130 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1235 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1131 * job preparing multi-part monsters 1236 * job preparing multi-part monsters.
1132 */ 1237 */
1133object * 1238object *
1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1239insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1135{ 1240{
1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1241 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1137 { 1242 {
1138 tmp->x = x + tmp->arch->clone.x; 1243 tmp->x = x + tmp->arch->x;
1139 tmp->y = y + tmp->arch->clone.y; 1244 tmp->y = y + tmp->arch->y;
1140 } 1245 }
1141 1246
1142 return insert_ob_in_map (op, m, originator, flag); 1247 return insert_ob_in_map (op, m, originator, flag);
1143} 1248}
1144 1249
1163 * just 'op' otherwise 1268 * just 'op' otherwise
1164 */ 1269 */
1165object * 1270object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1271insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1272{
1168 object *tmp, *top, *floor = NULL; 1273 op->remove ();
1169 sint16 x, y;
1170
1171 if (QUERY_FLAG (op, FLAG_FREED))
1172 {
1173 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL;
1175 }
1176
1177 if (!m)
1178 {
1179 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1182 return op;
1183 }
1184
1185 if (out_of_map (m, op->x, op->y))
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1189#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted.
1193 */
1194 abort ();
1195#endif
1196 free (dump);
1197 return op;
1198 }
1199
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more;
1213
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1231 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1234 return 0;
1235 }
1236 }
1237
1238 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1274
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1275 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now 1276 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1277 * need extra work
1243 */ 1278 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1279 if (!xy_normalise (m, op->x, op->y))
1245 x = op->x; 1280 {
1246 y = op->y; 1281 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1282 return 0;
1283 }
1284
1285 if (object *more = op->more)
1286 if (!insert_ob_in_map (more, m, originator, flag))
1287 return 0;
1288
1289 CLEAR_FLAG (op, FLAG_REMOVED);
1290
1291 op->map = m;
1292 mapspace &ms = op->ms ();
1247 1293
1248 /* this has to be done after we translate the coordinates. 1294 /* this has to be done after we translate the coordinates.
1249 */ 1295 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1296 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1298 if (object::can_merge (op, tmp))
1253 { 1299 {
1300 // TODO: we actually want to update tmp, not op,
1301 // but some caller surely breaks when we return tmp
1302 // from here :/
1254 op->nrof += tmp->nrof; 1303 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1304 tmp->destroy (1);
1256 } 1305 }
1257 1306
1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1307 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1259 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1308 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1260 1309
1261 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1310 if (!QUERY_FLAG (op, FLAG_ALIVE))
1262 CLEAR_FLAG (op, FLAG_NO_STEAL); 1311 CLEAR_FLAG (op, FLAG_NO_STEAL);
1263 1312
1264 if (flag & INS_BELOW_ORIGINATOR) 1313 if (flag & INS_BELOW_ORIGINATOR)
1265 { 1314 {
1266 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1315 if (originator->map != op->map || originator->x != op->x || originator->y != op->y || !originator->is_on_map ())
1267 { 1316 {
1268 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1317 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1269 abort (); 1318 abort ();
1270 } 1319 }
1271 1320
1272 op->above = originator; 1321 op->above = originator;
1273 op->below = originator->below; 1322 op->below = originator->below;
1274
1275 if (op->below)
1276 op->below->above = op;
1277 else
1278 op->ms ().bot = op;
1279
1280 /* since *below* originator, no need to update top */
1281 originator->below = op; 1323 originator->below = op;
1324
1325 *(op->below ? &op->below->above : &ms.bot) = op;
1282 } 1326 }
1283 else 1327 else
1284 { 1328 {
1329 object *floor = 0;
1330 object *top = ms.top;
1331
1285 /* If there are other objects, then */ 1332 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1333 if (top)
1287 { 1334 {
1288 object *last = 0;
1289
1290 /* 1335 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1336 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate. 1337 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if 1338 * Generally, we want to put the new object on top. But if
1294 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1339 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1297 * once we get to them. This reduces the need to traverse over all of 1342 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1343 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1344 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1345 * that flying non pickable objects are spell objects.
1301 */ 1346 */
1302 while (top) 1347 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1303 { 1348 {
1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1349 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1305 floor = top; 1350 floor = tmp;
1306 1351
1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1352 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1308 { 1353 {
1309 /* We insert above top, so we want this object below this */ 1354 /* We insert above top, so we want this object below this */
1310 top = top->below; 1355 top = tmp->below;
1311 break; 1356 break;
1312 } 1357 }
1313 1358
1314 last = top;
1315 top = top->above; 1359 top = tmp;
1316 } 1360 }
1317
1318 /* Don't want top to be NULL, so set it to the last valid object */
1319 top = last;
1320 1361
1321 /* We let update_position deal with figuring out what the space 1362 /* We let update_position deal with figuring out what the space
1322 * looks like instead of lots of conditions here. 1363 * looks like instead of lots of conditions here.
1323 * makes things faster, and effectively the same result. 1364 * makes things faster, and effectively the same result.
1324 */ 1365 */
1325 1366
1326 /* Have object 'fall below' other objects that block view. 1367 /* Have object 'fall below' other objects that block view.
1327 * Unless those objects are exits, type 66 1368 * Unless those objects are exits.
1328 * If INS_ON_TOP is used, don't do this processing 1369 * If INS_ON_TOP is used, don't do this processing
1329 * Need to find the object that in fact blocks view, otherwise 1370 * Need to find the object that in fact blocks view, otherwise
1330 * stacking is a bit odd. 1371 * stacking is a bit odd.
1331 */ 1372 */
1332 if (!(flag & INS_ON_TOP) && 1373 if (!(flag & INS_ON_TOP)
1333 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1374 && ms.flags () & P_BLOCKSVIEW
1375 && (op->face && !faces [op->face].visibility))
1334 { 1376 {
1377 object *last;
1378
1335 for (last = top; last != floor; last = last->below) 1379 for (last = top; last != floor; last = last->below)
1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1337 break; 1381 break;
1382
1338 /* Check to see if we found the object that blocks view, 1383 /* Check to see if we found the object that blocks view,
1339 * and make sure we have a below pointer for it so that 1384 * and make sure we have a below pointer for it so that
1340 * we can get inserted below this one, which requires we 1385 * we can get inserted below this one, which requires we
1341 * set top to the object below us. 1386 * set top to the object below us.
1342 */ 1387 */
1343 if (last && last->below && last != floor) 1388 if (last && last->below && last != floor)
1344 top = last->below; 1389 top = last->below;
1345 } 1390 }
1346 } /* If objects on this space */ 1391 } /* If objects on this space */
1347 1392
1348 if (flag & INS_MAP_LOAD)
1349 top = GET_MAP_TOP (op->map, op->x, op->y);
1350
1351 if (flag & INS_ABOVE_FLOOR_ONLY) 1393 if (flag & INS_ABOVE_FLOOR_ONLY)
1352 top = floor; 1394 top = floor;
1353 1395
1354 /* Top is the object that our object (op) is going to get inserted above. 1396 /* Top is the object that our object (op) is going to get inserted above.
1355 */ 1397 */
1356 1398
1357 /* First object on this space */ 1399 /* no top found, insert at bottom */
1358 if (!top) 1400 if (!top)
1359 { 1401 {
1360 op->above = GET_MAP_OB (op->map, op->x, op->y);
1361
1362 if (op->above)
1363 op->above->below = op;
1364
1365 op->below = 0; 1402 op->below = 0;
1403 op->above = ms.bot;
1366 op->ms ().bot = op; 1404 ms.bot = op;
1405
1406 *(op->above ? &op->above->below : &ms.top) = op;
1367 } 1407 }
1368 else 1408 else
1369 { /* get inserted into the stack above top */ 1409 { /* get inserted into the stack above top */
1370 op->above = top->above; 1410 op->above = top->above;
1371
1372 if (op->above)
1373 op->above->below = op; 1411 top->above = op;
1374 1412
1375 op->below = top; 1413 op->below = top;
1376 top->above = op; 1414 *(op->above ? &op->above->below : &ms.top) = op;
1377 } 1415 }
1378
1379 if (!op->above)
1380 op->ms ().top = op;
1381 } /* else not INS_BELOW_ORIGINATOR */ 1416 } /* else not INS_BELOW_ORIGINATOR */
1382 1417
1383 if (op->type == PLAYER) 1418 if (op->type == PLAYER)
1384 { 1419 {
1385 op->contr->do_los = 1; 1420 op->contr->do_los = 1;
1386 ++op->map->players; 1421 ++op->map->players;
1387 op->map->last_access = runtime; 1422 op->map->touch ();
1388 } 1423 }
1389 1424
1390 /* If we have a floor, we know the player, if any, will be above 1425 op->map->dirty = true;
1391 * it, so save a few ticks and start from there. 1426
1392 */
1393 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1427 if (object *pl = ms.player ())
1428 //TODO: the floorbox prev/next might need updating
1429 //esrv_send_item (pl, op);
1430 //TODO: update floorbox to preserve ordering
1395 if (pl->contr->ns) 1431 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1432 pl->contr->ns->floorbox_update ();
1397 1433
1398 /* If this object glows, it may affect lighting conditions that are 1434 /* If this object glows, it may affect lighting conditions that are
1399 * visible to others on this map. But update_all_los is really 1435 * visible to others on this map. But update_all_los is really
1400 * an inefficient way to do this, as it means los for all players 1436 * an inefficient way to do this, as it means los for all players
1401 * on the map will get recalculated. The players could very well 1437 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1438 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1439 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1440 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1441 * of effect may be sufficient.
1406 */ 1442 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1443 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1444 update_all_los (op->map, op->x, op->y);
1409 1445
1420 * blocked() and wall() work properly), and these flags are updated by 1456 * blocked() and wall() work properly), and these flags are updated by
1421 * update_object(). 1457 * update_object().
1422 */ 1458 */
1423 1459
1424 /* if this is not the head or flag has been passed, don't check walk on status */ 1460 /* if this is not the head or flag has been passed, don't check walk on status */
1425 if (!(flag & INS_NO_WALK_ON) && !op->head) 1461 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1426 { 1462 {
1427 if (check_move_on (op, originator)) 1463 if (check_move_on (op, originator))
1428 return 0; 1464 return 0;
1429 1465
1430 /* If we are a multi part object, lets work our way through the check 1466 /* If we are a multi part object, lets work our way through the check
1431 * walk on's. 1467 * walk on's.
1432 */ 1468 */
1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1469 for (object *tmp = op->more; tmp; tmp = tmp->more)
1434 if (check_move_on (tmp, originator)) 1470 if (check_move_on (tmp, originator))
1435 return 0; 1471 return 0;
1436 } 1472 }
1437 1473
1438 return op; 1474 return op;
1443 * op is the object to insert it under: supplies x and the map. 1479 * op is the object to insert it under: supplies x and the map.
1444 */ 1480 */
1445void 1481void
1446replace_insert_ob_in_map (const char *arch_string, object *op) 1482replace_insert_ob_in_map (const char *arch_string, object *op)
1447{ 1483{
1448 object *tmp, *tmp1;
1449
1450 /* first search for itself and remove any old instances */ 1484 /* first search for itself and remove any old instances */
1451 1485
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1486 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1487 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1454 tmp->destroy (); 1488 tmp->destroy (1);
1455 1489
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1490 object *tmp = arch_to_object (archetype::find (arch_string));
1457 1491
1458 tmp1->x = op->x; 1492 tmp->x = op->x;
1459 tmp1->y = op->y; 1493 tmp->y = op->y;
1494
1460 insert_ob_in_map (tmp1, op->map, op, 0); 1495 insert_ob_in_map (tmp, op->map, op, 0);
1461} 1496}
1462 1497
1463object * 1498object *
1464object::insert_at (object *where, object *originator, int flags) 1499object::insert_at (object *where, object *originator, int flags)
1465{ 1500{
1501 if (where->env)
1502 return where->env->insert (this);
1503 else
1466 where->map->insert (this, where->x, where->y, originator, flags); 1504 return where->map->insert (this, where->x, where->y, originator, flags);
1467} 1505}
1468 1506
1469/* 1507/*
1470 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1471 * is returned contains nr objects, and the remaining parts contains
1472 * the rest (or is removed and freed if that number is 0).
1473 * On failure, NULL is returned, and the reason put into the
1474 * global static errmsg array.
1475 */
1476object *
1477get_split_ob (object *orig_ob, uint32 nr)
1478{
1479 object *newob;
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1481
1482 if (orig_ob->nrof < nr)
1483 {
1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1485 return NULL;
1486 }
1487
1488 newob = object_create_clone (orig_ob);
1489
1490 if ((orig_ob->nrof -= nr) < 1)
1491 orig_ob->destroy (1);
1492 else if (!is_removed)
1493 {
1494 if (orig_ob->env != NULL)
1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1497 {
1498 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1499 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1500 return NULL;
1501 }
1502 }
1503
1504 newob->nrof = nr;
1505
1506 return newob;
1507}
1508
1509/*
1510 * decrease_ob_nr(object, number) decreases a specified number from 1508 * decrease(object, number) decreases a specified number from
1511 * the amount of an object. If the amount reaches 0, the object 1509 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1510 * is subsequently removed and freed.
1513 * 1511 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1512 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1513 */
1514bool
1515object::decrease (sint32 nr)
1516{
1517 if (!nr)
1518 return true;
1516 1519
1520 nr = min (nr, nrof);
1521
1522 nrof -= nr;
1523
1524 if (nrof)
1525 {
1526 adjust_weight (env, -weight * nr); // carrying == 0
1527
1528 if (object *pl = visible_to ())
1529 esrv_update_item (UPD_NROF, pl, this);
1530
1531 return true;
1532 }
1533 else
1534 {
1535 destroy (1);
1536 return false;
1537 }
1538}
1539
1540/*
1541 * split(ob,nr) splits up ob into two parts. The part which
1542 * is returned contains nr objects, and the remaining parts contains
1543 * the rest (or is removed and returned if that number is 0).
1544 * On failure, NULL is returned.
1545 */
1517object * 1546object *
1518decrease_ob_nr (object *op, uint32 i) 1547object::split (sint32 nr)
1519{ 1548{
1520 object *tmp; 1549 int have = number_of ();
1521 1550
1522 if (i == 0) /* objects with op->nrof require this check */ 1551 if (have < nr)
1523 return op; 1552 return 0;
1524 1553 else if (have == nr)
1525 if (i > op->nrof)
1526 i = op->nrof;
1527
1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1529 op->nrof -= i;
1530 else if (op->env)
1531 { 1554 {
1532 /* is this object in the players inventory, or sub container
1533 * therein?
1534 */
1535 tmp = op->in_player ();
1536 /* nope. Is this a container the player has opened?
1537 * If so, set tmp to that player.
1538 * IMO, searching through all the players will mostly
1539 * likely be quicker than following op->env to the map,
1540 * and then searching the map for a player.
1541 */
1542 if (!tmp)
1543 for_all_players (pl)
1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1547 break;
1548 }
1549
1550 if (i < op->nrof)
1551 {
1552 sub_weight (op->env, op->weight * i);
1553 op->nrof -= i;
1554 if (tmp)
1555 esrv_send_item (tmp, op);
1556 }
1557 else
1558 {
1559 op->remove (); 1555 remove ();
1560 op->nrof = 0; 1556 return this;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 } 1557 }
1565 else 1558 else
1566 { 1559 {
1567 object *above = op->above; 1560 decrease (nr);
1568 1561
1569 if (i < op->nrof) 1562 object *op = deep_clone ();
1570 op->nrof -= i; 1563 op->nrof = nr;
1571 else
1572 {
1573 op->remove ();
1574 op->nrof = 0;
1575 }
1576
1577 /* Since we just removed op, op->above is null */
1578 for (tmp = above; tmp; tmp = tmp->above)
1579 if (tmp->type == PLAYER)
1580 {
1581 if (op->nrof)
1582 esrv_send_item (tmp, op);
1583 else
1584 esrv_del_item (tmp->contr, op->count);
1585 }
1586 }
1587
1588 if (op->nrof)
1589 return op; 1564 return op;
1590 else
1591 {
1592 op->destroy ();
1593 return 0;
1594 }
1595}
1596
1597/*
1598 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying.
1600 */
1601
1602void
1603add_weight (object *op, signed long weight)
1604{
1605 while (op != NULL)
1606 {
1607 if (op->type == CONTAINER)
1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1609
1610 op->carrying += weight;
1611 op = op->env;
1612 } 1565 }
1613} 1566}
1614 1567
1615object * 1568object *
1616insert_ob_in_ob (object *op, object *where) 1569insert_ob_in_ob (object *op, object *where)
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1574 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump); 1575 free (dump);
1623 return op; 1576 return op;
1624 } 1577 }
1625 1578
1626 if (where->head) 1579 if (where->head_ () != where)
1627 { 1580 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1581 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head; 1582 where = where->head;
1630 } 1583 }
1631 1584
1632 return where->insert (op); 1585 return where->insert (op);
1633} 1586}
1638 * inside the object environment. 1591 * inside the object environment.
1639 * 1592 *
1640 * The function returns now pointer to inserted item, and return value can 1593 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1594 * be != op, if items are merged. -Tero
1642 */ 1595 */
1643
1644object * 1596object *
1645object::insert (object *op) 1597object::insert (object *op)
1646{ 1598{
1647 object *tmp, *otmp;
1648
1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1650 op->remove ();
1651
1652 if (op->more) 1599 if (op->more)
1653 { 1600 {
1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1601 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 return op; 1602 return op;
1656 } 1603 }
1657 1604
1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1605 op->remove ();
1659 CLEAR_FLAG (op, FLAG_REMOVED); 1606
1607 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1608
1660 if (op->nrof) 1609 if (op->nrof)
1661 {
1662 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1610 for (object *tmp = inv; tmp; tmp = tmp->below)
1663 if (object::can_merge (tmp, op)) 1611 if (object::can_merge (tmp, op))
1664 { 1612 {
1665 /* return the original object and remove inserted object 1613 /* return the original object and remove inserted object
1666 (client needs the original object) */ 1614 (client needs the original object) */
1667 tmp->nrof += op->nrof; 1615 tmp->nrof += op->nrof;
1668 /* Weight handling gets pretty funky. Since we are adding to 1616
1669 * tmp->nrof, we need to increase the weight. 1617 if (object *pl = tmp->visible_to ())
1670 */ 1618 esrv_update_item (UPD_NROF, pl, tmp);
1619
1671 add_weight (this, op->weight * op->nrof); 1620 adjust_weight (this, op->total_weight ());
1672 SET_FLAG (op, FLAG_REMOVED); 1621
1673 op->destroy (); /* free the inserted object */ 1622 op->destroy (1);
1674 op = tmp; 1623 op = tmp;
1675 op->remove (); /* and fix old object's links */ 1624 goto inserted;
1676 CLEAR_FLAG (op, FLAG_REMOVED);
1677 break;
1678 } 1625 }
1679 1626
1680 /* I assume combined objects have no inventory 1627 op->owner = 0; // it's his/hers now. period.
1681 * We add the weight - this object could have just been removed
1682 * (if it was possible to merge). calling remove_ob will subtract
1683 * the weight, so we need to add it in again, since we actually do
1684 * the linking below
1685 */
1686 add_weight (this, op->weight * op->nrof);
1687 }
1688 else
1689 add_weight (this, (op->weight + op->carrying));
1690
1691 otmp = this->in_player ();
1692 if (otmp && otmp->contr)
1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1694 otmp->update_stats ();
1695
1696 op->map = 0; 1628 op->map = 0;
1697 op->env = this; 1629 op->x = 0;
1630 op->y = 0;
1631
1698 op->above = 0; 1632 op->above = 0;
1699 op->below = 0; 1633 op->below = inv;
1700 op->x = 0, op->y = 0; 1634 op->env = this;
1701 1635
1636 if (inv)
1637 inv->above = op;
1638
1639 inv = op;
1640
1641 op->flag [FLAG_REMOVED] = 0;
1642
1643 if (object *pl = op->visible_to ())
1644 esrv_send_item (pl, op);
1645
1646 adjust_weight (this, op->total_weight ());
1647
1648inserted:
1702 /* reset the light list and los of the players on the map */ 1649 /* reset the light list and los of the players on the map */
1703 if ((op->glow_radius != 0) && map) 1650 if (op->glow_radius && map && map->darkness)
1704 {
1705#ifdef DEBUG_LIGHTS
1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1707#endif /* DEBUG_LIGHTS */
1708 if (map->darkness)
1709 update_all_los (map, x, y); 1651 update_all_los (map, x, y);
1710 }
1711 1652
1712 /* Client has no idea of ordering so lets not bother ordering it here. 1653 // if this is a player's inventory, update stats
1713 * It sure simplifies this function... 1654 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1714 */ 1655 update_stats ();
1715 if (!inv)
1716 inv = op;
1717 else
1718 {
1719 op->below = inv;
1720 op->below->above = op;
1721 inv = op;
1722 }
1723 1656
1724 INVOKE_OBJECT (INSERT, this); 1657 INVOKE_OBJECT (INSERT, this);
1725 1658
1726 return op; 1659 return op;
1727} 1660}
1780 1713
1781 /* The objects have to be checked from top to bottom. 1714 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1715 * Hence, we first go to the top:
1783 */ 1716 */
1784 1717
1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1718 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1786 { 1719 {
1787 /* Trim the search when we find the first other spell effect 1720 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1721 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1722 * we don't need to check all of them.
1790 */ 1723 */
1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1741 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1742 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1810 { 1743 {
1811 1744
1812 float 1745 float
1813 diff = tmp->move_slow_penalty * FABS (op->speed); 1746 diff = tmp->move_slow_penalty * fabs (op->speed);
1814 1747
1815 if (op->type == PLAYER) 1748 if (op->type == PLAYER)
1816 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1749 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1817 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1750 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1818 diff /= 4.0; 1751 diff /= 4.0;
1848 * The first matching object is returned, or NULL if none. 1781 * The first matching object is returned, or NULL if none.
1849 */ 1782 */
1850object * 1783object *
1851present_arch (const archetype *at, maptile *m, int x, int y) 1784present_arch (const archetype *at, maptile *m, int x, int y)
1852{ 1785{
1853 if (m == NULL || out_of_map (m, x, y)) 1786 if (!m || out_of_map (m, x, y))
1854 { 1787 {
1855 LOG (llevError, "Present_arch called outside map.\n"); 1788 LOG (llevError, "Present_arch called outside map.\n");
1856 return NULL; 1789 return NULL;
1857 } 1790 }
1858 1791
1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1792 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1860 if (tmp->arch == at) 1793 if (tmp->arch->archname == at->archname)
1861 return tmp; 1794 return tmp;
1862 1795
1863 return NULL; 1796 return NULL;
1864} 1797}
1865 1798
1875 { 1808 {
1876 LOG (llevError, "Present called outside map.\n"); 1809 LOG (llevError, "Present called outside map.\n");
1877 return NULL; 1810 return NULL;
1878 } 1811 }
1879 1812
1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1813 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1881 if (tmp->type == type) 1814 if (tmp->type == type)
1882 return tmp; 1815 return tmp;
1883 1816
1884 return NULL; 1817 return NULL;
1885} 1818}
1929 * The first matching object is returned, or NULL if none. 1862 * The first matching object is returned, or NULL if none.
1930 */ 1863 */
1931object * 1864object *
1932present_arch_in_ob (const archetype *at, const object *op) 1865present_arch_in_ob (const archetype *at, const object *op)
1933{ 1866{
1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1867 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1935 if (tmp->arch == at) 1868 if (tmp->arch->archname == at->archname)
1936 return tmp; 1869 return tmp;
1937 1870
1938 return NULL; 1871 return NULL;
1939} 1872}
1940 1873
1942 * activate recursively a flag on an object inventory 1875 * activate recursively a flag on an object inventory
1943 */ 1876 */
1944void 1877void
1945flag_inv (object *op, int flag) 1878flag_inv (object *op, int flag)
1946{ 1879{
1947 if (op->inv)
1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1949 { 1881 {
1950 SET_FLAG (tmp, flag); 1882 SET_FLAG (tmp, flag);
1951 flag_inv (tmp, flag); 1883 flag_inv (tmp, flag);
1952 } 1884 }
1953} 1885}
1954 1886
1955/* 1887/*
1956 * deactivate recursively a flag on an object inventory 1888 * deactivate recursively a flag on an object inventory
1957 */ 1889 */
1958void 1890void
1959unflag_inv (object *op, int flag) 1891unflag_inv (object *op, int flag)
1960{ 1892{
1961 if (op->inv)
1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1893 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1963 { 1894 {
1964 CLEAR_FLAG (tmp, flag); 1895 CLEAR_FLAG (tmp, flag);
1965 unflag_inv (tmp, flag); 1896 unflag_inv (tmp, flag);
1966 } 1897 }
1967}
1968
1969/*
1970 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1971 * all it's inventory (recursively).
1972 * If checksums are used, a player will get set_cheat called for
1973 * him/her-self and all object carried by a call to this function.
1974 */
1975void
1976set_cheat (object *op)
1977{
1978 SET_FLAG (op, FLAG_WAS_WIZ);
1979 flag_inv (op, FLAG_WAS_WIZ);
1980} 1898}
1981 1899
1982/* 1900/*
1983 * find_free_spot(object, map, x, y, start, stop) will search for 1901 * find_free_spot(object, map, x, y, start, stop) will search for
1984 * a spot at the given map and coordinates which will be able to contain 1902 * a spot at the given map and coordinates which will be able to contain
1986 * to search (see the freearr_x/y[] definition). 1904 * to search (see the freearr_x/y[] definition).
1987 * It returns a random choice among the alternatives found. 1905 * It returns a random choice among the alternatives found.
1988 * start and stop are where to start relative to the free_arr array (1,9 1906 * start and stop are where to start relative to the free_arr array (1,9
1989 * does all 4 immediate directions). This returns the index into the 1907 * does all 4 immediate directions). This returns the index into the
1990 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1908 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1991 * Note - this only checks to see if there is space for the head of the
1992 * object - if it is a multispace object, this should be called for all
1993 * pieces.
1994 * Note2: This function does correctly handle tiled maps, but does not 1909 * Note: This function does correctly handle tiled maps, but does not
1995 * inform the caller. However, insert_ob_in_map will update as 1910 * inform the caller. However, insert_ob_in_map will update as
1996 * necessary, so the caller shouldn't need to do any special work. 1911 * necessary, so the caller shouldn't need to do any special work.
1997 * Note - updated to take an object instead of archetype - this is necessary 1912 * Note - updated to take an object instead of archetype - this is necessary
1998 * because arch_blocked (now ob_blocked) needs to know the movement type 1913 * because arch_blocked (now ob_blocked) needs to know the movement type
1999 * to know if the space in question will block the object. We can't use 1914 * to know if the space in question will block the object. We can't use
2001 * customized, changed states, etc. 1916 * customized, changed states, etc.
2002 */ 1917 */
2003int 1918int
2004find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1919find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2005{ 1920{
1921 int altern[SIZEOFFREE];
2006 int index = 0, flag; 1922 int index = 0, flag;
2007 int altern[SIZEOFFREE];
2008 1923
2009 for (int i = start; i < stop; i++) 1924 for (int i = start; i < stop; i++)
2010 { 1925 {
2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1926 mapxy pos (m, x, y); pos.move (i);
2012 if (!flag) 1927
1928 if (!pos.normalise ())
1929 continue;
1930
1931 mapspace &ms = *pos;
1932
1933 if (ms.flags () & P_IS_ALIVE)
1934 continue;
1935
1936 /* However, often
1937 * ob doesn't have any move type (when used to place exits)
1938 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1939 */
1940 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1941 {
2013 altern [index++] = i; 1942 altern [index++] = i;
1943 continue;
1944 }
2014 1945
2015 /* Basically, if we find a wall on a space, we cut down the search size. 1946 /* Basically, if we find a wall on a space, we cut down the search size.
2016 * In this way, we won't return spaces that are on another side of a wall. 1947 * In this way, we won't return spaces that are on another side of a wall.
2017 * This mostly work, but it cuts down the search size in all directions - 1948 * This mostly work, but it cuts down the search size in all directions -
2018 * if the space being examined only has a wall to the north and empty 1949 * if the space being examined only has a wall to the north and empty
2019 * spaces in all the other directions, this will reduce the search space 1950 * spaces in all the other directions, this will reduce the search space
2020 * to only the spaces immediately surrounding the target area, and 1951 * to only the spaces immediately surrounding the target area, and
2021 * won't look 2 spaces south of the target space. 1952 * won't look 2 spaces south of the target space.
2022 */ 1953 */
2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1954 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1955 {
2024 stop = maxfree[i]; 1956 stop = maxfree[i];
1957 continue;
1958 }
1959
1960 /* Note it is intentional that we check ob - the movement type of the
1961 * head of the object should correspond for the entire object.
1962 */
1963 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1964 continue;
1965
1966 if (ob->blocked (m, pos.x, pos.y))
1967 continue;
1968
1969 altern [index++] = i;
2025 } 1970 }
2026 1971
2027 if (!index) 1972 if (!index)
2028 return -1; 1973 return -1;
2029 1974
2030 return altern[RANDOM () % index]; 1975 return altern [rndm (index)];
2031} 1976}
2032 1977
2033/* 1978/*
2034 * find_first_free_spot(archetype, maptile, x, y) works like 1979 * find_first_free_spot(archetype, maptile, x, y) works like
2035 * find_free_spot(), but it will search max number of squares. 1980 * find_free_spot(), but it will search max number of squares.
2038 */ 1983 */
2039int 1984int
2040find_first_free_spot (const object *ob, maptile *m, int x, int y) 1985find_first_free_spot (const object *ob, maptile *m, int x, int y)
2041{ 1986{
2042 for (int i = 0; i < SIZEOFFREE; i++) 1987 for (int i = 0; i < SIZEOFFREE; i++)
2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1988 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2044 return i; 1989 return i;
2045 1990
2046 return -1; 1991 return -1;
2047} 1992}
2048 1993
2056{ 2001{
2057 arr += begin; 2002 arr += begin;
2058 end -= begin; 2003 end -= begin;
2059 2004
2060 while (--end) 2005 while (--end)
2061 swap (arr [end], arr [RANDOM () % (end + 1)]); 2006 swap (arr [end], arr [rndm (end + 1)]);
2062} 2007}
2063 2008
2064/* new function to make monster searching more efficient, and effective! 2009/* new function to make monster searching more efficient, and effective!
2065 * This basically returns a randomized array (in the passed pointer) of 2010 * This basically returns a randomized array (in the passed pointer) of
2066 * the spaces to find monsters. In this way, it won't always look for 2011 * the spaces to find monsters. In this way, it won't always look for
2102 object *tmp; 2047 object *tmp;
2103 maptile *mp; 2048 maptile *mp;
2104 2049
2105 MoveType blocked, move_type; 2050 MoveType blocked, move_type;
2106 2051
2107 if (exclude && exclude->head) 2052 if (exclude && exclude->head_ () != exclude)
2108 { 2053 {
2109 exclude = exclude->head; 2054 exclude = exclude->head;
2110 move_type = exclude->move_type; 2055 move_type = exclude->move_type;
2111 } 2056 }
2112 else 2057 else
2135 max = maxfree[i]; 2080 max = maxfree[i];
2136 else if (mflags & P_IS_ALIVE) 2081 else if (mflags & P_IS_ALIVE)
2137 { 2082 {
2138 for (tmp = ms.bot; tmp; tmp = tmp->above) 2083 for (tmp = ms.bot; tmp; tmp = tmp->above)
2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2084 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2140 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2085 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2141 break; 2086 break;
2142 2087
2143 if (tmp) 2088 if (tmp)
2144 return freedir[i]; 2089 return freedir[i];
2145 } 2090 }
2200 2145
2201 return 3; 2146 return 3;
2202} 2147}
2203 2148
2204/* 2149/*
2205 * absdir(int): Returns a number between 1 and 8, which represent
2206 * the "absolute" direction of a number (it actually takes care of
2207 * "overflow" in previous calculations of a direction).
2208 */
2209
2210int
2211absdir (int d)
2212{
2213 while (d < 1)
2214 d += 8;
2215
2216 while (d > 8)
2217 d -= 8;
2218
2219 return d;
2220}
2221
2222/*
2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2150 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2224 * between two directions (which are expected to be absolute (see absdir()) 2151 * between two directions (which are expected to be absolute (see absdir())
2225 */ 2152 */
2226
2227int 2153int
2228dirdiff (int dir1, int dir2) 2154dirdiff (int dir1, int dir2)
2229{ 2155{
2230 int d; 2156 int d;
2231 2157
2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2270 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345 * core dumps if they do. 2271 * core dumps if they do.
2346 * 2272 *
2347 * Add a check so we can't pick up invisible objects (0.93.8) 2273 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */ 2274 */
2349
2350int 2275int
2351can_pick (const object *who, const object *item) 2276can_pick (const object *who, const object *item)
2352{ 2277{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2278 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2279 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2357 2282
2358/* 2283/*
2359 * create clone from object to another 2284 * create clone from object to another
2360 */ 2285 */
2361object * 2286object *
2362object_create_clone (object *asrc) 2287object::deep_clone ()
2363{ 2288{
2364 object *dst = 0, *tmp, *src, *part, *prev, *item; 2289 assert (("deep_clone called on non-head object", is_head ()));
2365 2290
2366 if (!asrc) 2291 object *dst = clone ();
2367 return 0;
2368 2292
2369 src = asrc; 2293 object *prev = dst;
2370 if (src->head)
2371 src = src->head;
2372
2373 prev = 0;
2374 for (part = src; part; part = part->more) 2294 for (object *part = this->more; part; part = part->more)
2375 { 2295 {
2376 tmp = part->clone (); 2296 object *tmp = part->clone ();
2377 tmp->x -= src->x;
2378 tmp->y -= src->y;
2379
2380 if (!part->head)
2381 {
2382 dst = tmp;
2383 tmp->head = 0;
2384 }
2385 else
2386 tmp->head = dst; 2297 tmp->head = dst;
2387
2388 tmp->more = 0;
2389
2390 if (prev)
2391 prev->more = tmp; 2298 prev->more = tmp;
2392
2393 prev = tmp; 2299 prev = tmp;
2394 } 2300 }
2395 2301
2396 for (item = src->inv; item; item = item->below) 2302 for (object *item = inv; item; item = item->below)
2397 insert_ob_in_ob (object_create_clone (item), dst); 2303 insert_ob_in_ob (item->deep_clone (), dst);
2398 2304
2399 return dst; 2305 return dst;
2400}
2401
2402/* GROS - Creates an object using a string representing its content. */
2403/* Basically, we save the content of the string to a temp file, then call */
2404/* load_object on it. I admit it is a highly inefficient way to make things, */
2405/* but it was simple to make and allows reusing the load_object function. */
2406/* Remember not to use load_object_str in a time-critical situation. */
2407/* Also remember that multiparts objects are not supported for now. */
2408object *
2409load_object_str (const char *obstr)
2410{
2411 object *op;
2412 char filename[MAX_BUF];
2413
2414 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2415
2416 FILE *tempfile = fopen (filename, "w");
2417
2418 if (tempfile == NULL)
2419 {
2420 LOG (llevError, "Error - Unable to access load object temp file\n");
2421 return NULL;
2422 }
2423
2424 fprintf (tempfile, obstr);
2425 fclose (tempfile);
2426
2427 op = object::create ();
2428
2429 object_thawer thawer (filename);
2430
2431 if (thawer)
2432 load_object (thawer, op, 0);
2433
2434 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2435 CLEAR_FLAG (op, FLAG_REMOVED);
2436
2437 return op;
2438} 2306}
2439 2307
2440/* This returns the first object in who's inventory that 2308/* This returns the first object in who's inventory that
2441 * has the same type and subtype match. 2309 * has the same type and subtype match.
2442 * returns NULL if no match. 2310 * returns NULL if no match.
2449 return tmp; 2317 return tmp;
2450 2318
2451 return 0; 2319 return 0;
2452} 2320}
2453 2321
2454/* If ob has a field named key, return the link from the list, 2322const shstr &
2455 * otherwise return NULL. 2323object::kv_get (const shstr &key) const
2456 *
2457 * key must be a passed in shared string - otherwise, this won't
2458 * do the desired thing.
2459 */
2460key_value *
2461get_ob_key_link (const object *ob, const char *key)
2462{ 2324{
2463 for (key_value *link = ob->key_values; link; link = link->next) 2325 for (key_value *kv = key_values; kv; kv = kv->next)
2464 if (link->key == key) 2326 if (kv->key == key)
2465 return link;
2466
2467 return 0;
2468}
2469
2470/*
2471 * Returns the value of op has an extra_field for key, or NULL.
2472 *
2473 * The argument doesn't need to be a shared string.
2474 *
2475 * The returned string is shared.
2476 */
2477const char *
2478get_ob_key_value (const object *op, const char *const key)
2479{
2480 key_value *link;
2481 shstr_cmp canonical_key (key);
2482
2483 if (!canonical_key)
2484 {
2485 /* 1. There being a field named key on any object
2486 * implies there'd be a shared string to find.
2487 * 2. Since there isn't, no object has this field.
2488 * 3. Therefore, *this* object doesn't have this field.
2489 */
2490 return 0;
2491 }
2492
2493 /* This is copied from get_ob_key_link() above -
2494 * only 4 lines, and saves the function call overhead.
2495 */
2496 for (link = op->key_values; link; link = link->next)
2497 if (link->key == canonical_key)
2498 return link->value; 2327 return kv->value;
2499 2328
2500 return 0; 2329 return shstr_null;
2501} 2330}
2502 2331
2503 2332void
2504/* 2333object::kv_set (const shstr &key, const shstr &value)
2505 * Updates the canonical_key in op to value.
2506 *
2507 * canonical_key is a shared string (value doesn't have to be).
2508 *
2509 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2510 * keys.
2511 *
2512 * Returns TRUE on success.
2513 */
2514int
2515set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2516{ 2334{
2517 key_value *field = NULL, *last = NULL; 2335 for (key_value *kv = key_values; kv; kv = kv->next)
2518 2336 if (kv->key == key)
2519 for (field = op->key_values; field != NULL; field = field->next)
2520 {
2521 if (field->key != canonical_key)
2522 { 2337 {
2523 last = field; 2338 kv->value = value;
2524 continue; 2339 return;
2525 } 2340 }
2526 2341
2527 if (value) 2342 key_value *kv = new key_value;
2528 field->value = value; 2343
2529 else 2344 kv->next = key_values;
2345 kv->key = key;
2346 kv->value = value;
2347
2348 key_values = kv;
2349}
2350
2351void
2352object::kv_del (const shstr &key)
2353{
2354 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2355 if ((*kvp)->key == key)
2530 { 2356 {
2531 /* Basically, if the archetype has this key set, 2357 key_value *kv = *kvp;
2532 * we need to store the null value so when we save 2358 *kvp = (*kvp)->next;
2533 * it, we save the empty value so that when we load, 2359 delete kv;
2534 * we get this value back again. 2360 return;
2535 */
2536 if (get_ob_key_link (&op->arch->clone, canonical_key))
2537 field->value = 0;
2538 else
2539 {
2540 if (last)
2541 last->next = field->next;
2542 else
2543 op->key_values = field->next;
2544
2545 delete field;
2546 }
2547 } 2361 }
2548 return TRUE;
2549 }
2550 /* IF we get here, key doesn't exist */
2551
2552 /* No field, we'll have to add it. */
2553
2554 if (!add_key)
2555 return FALSE;
2556
2557 /* There isn't any good reason to store a null
2558 * value in the key/value list. If the archetype has
2559 * this key, then we should also have it, so shouldn't
2560 * be here. If user wants to store empty strings,
2561 * should pass in ""
2562 */
2563 if (value == NULL)
2564 return TRUE;
2565
2566 field = new key_value;
2567
2568 field->key = canonical_key;
2569 field->value = value;
2570 /* Usual prepend-addition. */
2571 field->next = op->key_values;
2572 op->key_values = field;
2573
2574 return TRUE;
2575}
2576
2577/*
2578 * Updates the key in op to value.
2579 *
2580 * If add_key is FALSE, this will only update existing keys,
2581 * and not add new ones.
2582 * In general, should be little reason FALSE is ever passed in for add_key
2583 *
2584 * Returns TRUE on success.
2585 */
2586int
2587set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2588{
2589 shstr key_ (key);
2590
2591 return set_ob_key_value_s (op, key_, value, add_key);
2592} 2362}
2593 2363
2594object::depth_iterator::depth_iterator (object *container) 2364object::depth_iterator::depth_iterator (object *container)
2595: iterator_base (container) 2365: iterator_base (container)
2596{ 2366{
2610 } 2380 }
2611 else 2381 else
2612 item = item->env; 2382 item = item->env;
2613} 2383}
2614 2384
2385const char *
2386object::flag_desc (char *desc, int len) const
2387{
2388 char *p = desc;
2389 bool first = true;
2390
2391 *p = 0;
2392
2393 for (int i = 0; i < NUM_FLAGS; i++)
2394 {
2395 if (len <= 10) // magic constant!
2396 {
2397 snprintf (p, len, ",...");
2398 break;
2399 }
2400
2401 if (flag [i])
2402 {
2403 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2404 len -= cnt;
2405 p += cnt;
2406 first = false;
2407 }
2408 }
2409
2410 return desc;
2411}
2412
2615// return a suitable string describing an objetc in enough detail to find it 2413// return a suitable string describing an object in enough detail to find it
2616const char * 2414const char *
2617object::debug_desc (char *info) const 2415object::debug_desc (char *info) const
2618{ 2416{
2417 char flagdesc[512];
2619 char info2[256 * 3]; 2418 char info2[256 * 4];
2620 char *p = info; 2419 char *p = info;
2621 2420
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2421 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2623 count, 2422 count,
2423 uuid.c_str (),
2624 &name, 2424 &name,
2625 title ? " " : "", 2425 title ? "\",title:\"" : "",
2626 title ? (const char *)title : ""); 2426 title ? (const char *)title : "",
2427 flag_desc (flagdesc, 512), type);
2627 2428
2628 if (env) 2429 if (!flag[FLAG_REMOVED] && env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2430 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630 2431
2631 if (map) 2432 if (map)
2632 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2433 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2633 2434
2635} 2436}
2636 2437
2637const char * 2438const char *
2638object::debug_desc () const 2439object::debug_desc () const
2639{ 2440{
2640 static char info[256 * 3]; 2441 static char info[3][256 * 4];
2442 static int info_idx;
2443
2641 return debug_desc (info); 2444 return debug_desc (info [++info_idx % 3]);
2642} 2445}
2643 2446
2447struct region *
2448object::region () const
2449{
2450 return map ? map->region (x, y)
2451 : region::default_region ();
2452}
2453
2454const materialtype_t *
2455object::dominant_material () const
2456{
2457 if (materialtype_t *mt = name_to_material (materialname))
2458 return mt;
2459
2460 return name_to_material (shstr_unknown);
2461}
2462
2463void
2464object::open_container (object *new_container)
2465{
2466 if (container == new_container)
2467 return;
2468
2469 object *old_container = container;
2470
2471 if (old_container)
2472 {
2473 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2474 return;
2475
2476#if 0
2477 // remove the "Close old_container" object.
2478 if (object *closer = old_container->inv)
2479 if (closer->type == CLOSE_CON)
2480 closer->destroy ();
2481#endif
2482
2483 // make sure the container is available
2484 esrv_send_item (this, old_container);
2485
2486 old_container->flag [FLAG_APPLIED] = false;
2487 container = 0;
2488
2489 // client needs item update to make it work, client bug requires this to be separate
2490 esrv_update_item (UPD_FLAGS, this, old_container);
2491
2492 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2493 play_sound (sound_find ("chest_close"));
2494 }
2495
2496 if (new_container)
2497 {
2498 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2499 return;
2500
2501 // TODO: this does not seem to serve any purpose anymore?
2502#if 0
2503 // insert the "Close Container" object.
2504 if (archetype *closer = new_container->other_arch)
2505 {
2506 object *closer = arch_to_object (new_container->other_arch);
2507 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2508 new_container->insert (closer);
2509 }
2510#endif
2511
2512 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2513
2514 // make sure the container is available, client bug requires this to be separate
2515 esrv_send_item (this, new_container);
2516
2517 new_container->flag [FLAG_APPLIED] = true;
2518 container = new_container;
2519
2520 // client needs flag change
2521 esrv_update_item (UPD_FLAGS, this, new_container);
2522 esrv_send_inventory (this, new_container);
2523 play_sound (sound_find ("chest_open"));
2524 }
2525// else if (!old_container->env && contr && contr->ns)
2526// contr->ns->floorbox_reset ();
2527}
2528
2529object *
2530object::force_find (const shstr name)
2531{
2532 /* cycle through his inventory to look for the MARK we want to
2533 * place
2534 */
2535 for (object *tmp = inv; tmp; tmp = tmp->below)
2536 if (tmp->type == FORCE && tmp->slaying == name)
2537 return splay (tmp);
2538
2539 return 0;
2540}
2541
2542void
2543object::force_add (const shstr name, int duration)
2544{
2545 if (object *force = force_find (name))
2546 force->destroy ();
2547
2548 object *force = get_archetype (FORCE_NAME);
2549
2550 force->slaying = name;
2551 force->stats.food = 1;
2552 force->speed_left = -1.f;
2553
2554 force->set_speed (duration ? 1.f / duration : 0.f);
2555 force->flag [FLAG_IS_USED_UP] = true;
2556 force->flag [FLAG_APPLIED] = true;
2557
2558 insert (force);
2559}
2560
2561void
2562object::play_sound (faceidx sound)
2563{
2564 if (!sound)
2565 return;
2566
2567 if (flag [FLAG_REMOVED])
2568 return;
2569
2570 if (env)
2571 {
2572 if (object *pl = in_player ())
2573 pl->contr->play_sound (sound);
2574 }
2575 else
2576 map->play_sound (sound, x, y);
2577}
2578

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