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Comparing deliantra/server/common/object.C (file contents):
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.229 by root, Sat May 3 12:29:09 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
41 37
42object *active_objects; /* List of active objects that need to be processed */ 38objectvec objects;
39activevec actives;
43 40
44short 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,
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 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46}; 46};
47short 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,
48 -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
49}; 52};
50int 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,
51 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
52}; 58};
53int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
54 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,
55 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
56}; 64};
57 65
58static void 66static void
59write_uuid (void) 67write_uuid (uval64 skip, bool sync)
60{ 68{
61 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
62 70 CALL_ARG_SV (newSVval64 (skip));
63 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
64 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
65 73 CALL_END;
66 FILE *fp;
67
68 if (!(fp = fopen (filename2, "w")))
69 {
70 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
71 return;
72 }
73
74 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
75 fclose (fp);
76 rename (filename2, filename1);
77} 74}
78 75
79static void 76static void
80read_uuid (void) 77read_uuid (void)
81{ 78{
82 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
83 80
84 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
85 84
86 FILE *fp; 85 FILE *fp;
87 86
88 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
89 { 88 {
90 if (errno == ENOENT) 89 if (errno == ENOENT)
91 { 90 {
92 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
93 uuid.seq = 0; 92 UUID::cur.seq = 0;
94 write_uuid (); 93 write_uuid (UUID_GAP, true);
95 return; 94 return;
96 } 95 }
97 96
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 98 _exit (1);
100 } 99 }
101 100
102 int version; 101 UUID::BUF buf;
103 unsigned long long uid; 102 buf[0] = 0;
104 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
105 { 106 {
106 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
107 _exit (1); 108 _exit (1);
108 } 109 }
109 110
110 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
111 write_uuid (); 112
112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
113 fclose (fp); 114 fclose (fp);
114} 115}
115 116
116UUID 117UUID
117gen_uuid () 118UUID::gen ()
118{ 119{
119 UUID uid; 120 UUID uid;
120 121
121 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
122 123
123 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
124 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
125 130
126 return uid; 131 return uid;
127} 132}
128 133
129void 134void
130init_uuid () 135UUID::init ()
131{ 136{
132 read_uuid (); 137 read_uuid ();
133} 138}
134 139
135/* 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. */
136static int 141static bool
137compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
138{ 143{
139 key_value *wants_field;
140
141 /* 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
142 * 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
143 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
144 */ 147 */
145 148
146 /* For each field in wants, */ 149 /* For each field in wants, */
147 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)
148 { 151 if (has->kv_get (kv->key) != kv->value)
149 key_value *has_field; 152 return false;
150
151 /* Look for a field in has with the same key. */
152 has_field = get_ob_key_link (has, wants_field->key);
153
154 if (has_field == NULL)
155 {
156 /* No field with that name. */
157 return FALSE;
158 }
159
160 /* Found the matching field. */
161 if (has_field->value != wants_field->value)
162 {
163 /* Values don't match, so this half of the comparison is false. */
164 return FALSE;
165 }
166
167 /* If we get here, we found a match. Now for the next field in wants. */
168 }
169 153
170 /* 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. */
171 return TRUE; 155 return true;
172} 156}
173 157
174/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
175static int 159static bool
176compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
177{ 161{
178 /* 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,
179 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
180 */ 164 */
181 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);
182} 167}
183 168
184/* 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
185 * they can be merged together. 170 * they can be merged together.
186 * 171 *
201 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 187 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
204 return 0; 189 return 0;
205 190
206 //TODO: this ain't working well, use nicer and correct overflow check 191 /* Do not merge objects if nrof would overflow. First part checks
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 192 * for unsigned overflow (2c), second part checks whether the result
208 * 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
209 * used to store nrof). 194 * nrof values.
210 */ 195 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31) 196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 197 return 0;
213 198
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 199 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 200 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 201 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 202 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 203 * flags lose any meaning.
219 */ 204 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 207
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 210
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 211 if (ob1->arch->name != ob2->arch->name
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 212 || ob1->name != ob2->name
229 || ob1->title != ob2->title 213 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 214 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 215 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 216 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 217 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 218 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 219 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 220 || ob1->value != ob2->value
245 || ob1->move_block != ob2->move_block 227 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 228 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 229 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 230 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 231 || ob1->move_slow != ob2->move_slow
250 || 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)))
251 return 0; 235 return 0;
252 236
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
253 /* This is really a spellbook check - really, we should 244 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 245 * not merge objects with real inventories, as splitting them
246 * is hard.
255 */ 247 */
256 if (ob1->inv || ob2->inv) 248 if (ob1->inv || ob2->inv)
257 { 249 {
258 /* if one object has inventory but the other doesn't, not equiv */ 250 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 251 return 0; /* inventories differ in length */
260 return 0;
261 252
262 /* 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
263 if (!object::can_merge (ob1->inv, ob2->inv)) 256 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 257 return 0; /* inventory objects differ */
265 258
266 /* 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
267 * if it is valid. 260 * if it is valid.
268 */ 261 */
269 } 262 }
288 if (ob1->level != ob2->level) 281 if (ob1->level != ob2->level)
289 return 0; 282 return 0;
290 break; 283 break;
291 } 284 }
292 285
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 286 if (ob1->key_values || ob2->key_values)
294 { 287 {
295 /* At least one of these has key_values. */ 288 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 289 if ((!ob1->key_values) != (!ob2->key_values))
297 /* 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))
298 return 0; 293 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 294 }
302 295
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 296 if (ob1->self || ob2->self)
305 { 297 {
306 ob1->optimise (); 298 ob1->optimise ();
307 ob2->optimise (); 299 ob2->optimise ();
308 300
309 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)
310 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 }
311 } 315 }
312 316
313 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
314 return 1; 318 return 1;
315} 319}
316 320
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 (object *op, sint32 weight)
360{
361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight;
364}
365
317/* 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 weight = weight_adjust (op, weight);
376
377 if (!weight)
378 return;
379
380 op->carrying += weight;
381
382 if (object *pl = op->visible_to ())
383 if (pl != op) // player is handled lazily
384 esrv_update_item (UPD_WEIGHT, pl, op);
385
386 op = op->env;
387 }
388}
389
390/*
318 * sum_weight() is a recursive function which calculates the weight 391 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 392 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 393 * containers are carrying, and sums it up.
321 */ 394 */
322long 395void
323sum_weight (object *op) 396object::update_weight ()
324{ 397{
325 long sum; 398 sint32 sum = 0;
326 object *inv;
327 399
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 400 for (object *op = inv; op; op = op->below)
329 { 401 {
330 if (inv->inv) 402 if (op->inv)
331 sum_weight (inv); 403 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 404
405 sum += op->total_weight ();
406 }
407
408 sum = weight_adjust (this, sum);
409
410 if (sum != carrying)
333 } 411 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum)
339 op->carrying = sum; 412 carrying = sum;
340 413
341 return sum; 414 if (object *pl = visible_to ())
415 if (pl != this) // player is handled lazily
416 esrv_update_item (UPD_WEIGHT, pl, this);
417 }
342} 418}
343 419
344/** 420/*
345 * Return the outermost environment object for a given object. 421 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 422 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 423char *
363dump_object (object *op) 424dump_object (object *op)
364{ 425{
365 if (!op) 426 if (!op)
366 return strdup ("[NULLOBJ]"); 427 return strdup ("[NULLOBJ]");
367 428
368 object_freezer freezer; 429 object_freezer freezer;
369 save_object (freezer, op, 1); 430 op->write (freezer);
370 return freezer.as_string (); 431 return freezer.as_string ();
371} 432}
372 433
373/* 434/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 435 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 436 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 437 * If it's not a multi-object, it is returned.
377 */ 438 */
378
379object * 439object *
380get_nearest_part (object *op, const object *pl) 440get_nearest_part (object *op, const object *pl)
381{ 441{
382 object *tmp, *closest; 442 object *tmp, *closest;
383 int last_dist, i; 443 int last_dist, i;
384 444
385 if (op->more == NULL) 445 if (!op->more)
386 return op; 446 return op;
447
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 448 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
449 tmp;
450 tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist) 451 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i; 452 closest = tmp, last_dist = i;
453
390 return closest; 454 return closest;
391} 455}
392 456
393/* 457/*
394 * Returns the object which has the count-variable equal to the argument. 458 * Returns the object which has the count-variable equal to the argument.
459 * VERRRY slow.
395 */ 460 */
396
397object * 461object *
398find_object (tag_t i) 462find_object (tag_t i)
399{ 463{
400 for (object *op = object::first; op; op = op->next) 464 for_all_objects (op)
401 if (op->count == i) 465 if (op->count == i)
402 return op; 466 return op;
403 467
404 return 0; 468 return 0;
405} 469}
406 470
407/* 471/*
408 * Returns the first object which has a name equal to the argument. 472 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 473 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 474 * Enables features like "patch <name-of-other-player> food 999"
411 */ 475 */
412
413object * 476object *
414find_object_name (const char *str) 477find_object_name (const char *str)
415{ 478{
416 shstr_cmp str_ (str); 479 shstr_cmp str_ (str);
417 object *op; 480 object *op;
418 481
419 for (op = object::first; op != NULL; op = op->next) 482 for_all_objects (op)
420 if (op->name == str_) 483 if (op->name == str_)
421 break; 484 break;
422 485
423 return op; 486 return op;
424} 487}
425 488
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 489/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 490 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 491 * skill and experience objects.
492 * ACTUALLY NO! investigate! TODO
435 */ 493 */
436void 494void
437object::set_owner (object *owner) 495object::set_owner (object *owner)
438{ 496{
497 // allow objects which own objects
439 if (!owner) 498 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 499 while (owner->owner)
450 owner = owner->owner; 500 owner = owner->owner;
501
502 if (flag [FLAG_FREED])
503 {
504 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
505 return;
506 }
451 507
452 this->owner = owner; 508 this->owner = owner;
509}
510
511int
512object::slottype () const
513{
514 if (type == SKILL)
515 {
516 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
517 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
518 }
519 else
520 {
521 if (slot [body_combat].info) return slot_combat;
522 if (slot [body_range ].info) return slot_ranged;
523 }
524
525 return slot_none;
526}
527
528bool
529object::change_weapon (object *ob)
530{
531 if (current_weapon == ob)
532 return true;
533
534 if (chosen_skill)
535 chosen_skill->flag [FLAG_APPLIED] = false;
536
537 current_weapon = ob;
538 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
539
540 if (chosen_skill)
541 chosen_skill->flag [FLAG_APPLIED] = true;
542
543 update_stats ();
544
545 if (ob)
546 {
547 // now check wether any body locations became invalid, in which case
548 // we cannot apply the weapon at the moment.
549 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
550 if (slot[i].used < 0)
551 {
552 current_weapon = chosen_skill = 0;
553 update_stats ();
554
555 new_draw_info_format (NDI_UNIQUE, 0, this,
556 "You try to balance all your items at once, "
557 "but the %s is just too much for your body. "
558 "[You need to unapply some items first.]", &ob->name);
559 return false;
560 }
561
562 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
563 }
564 else
565 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
566
567 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
568 {
569 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
570 &name, ob->debug_desc ());
571 return false;
572 }
573
574 return true;
453} 575}
454 576
455/* Zero the key_values on op, decrementing the shared-string 577/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 578 * refcounts and freeing the links.
457 */ 579 */
458static void 580static void
459free_key_values (object *op) 581free_key_values (object *op)
460{ 582{
461 for (key_value *i = op->key_values; i != 0;) 583 for (key_value *i = op->key_values; i; )
462 { 584 {
463 key_value *next = i->next; 585 key_value *next = i->next;
464 delete i; 586 delete i;
465 587
466 i = next; 588 i = next;
478 * will point at garbage. 600 * will point at garbage.
479 */ 601 */
480void 602void
481object::copy_to (object *dst) 603object::copy_to (object *dst)
482{ 604{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 605 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 606 *(object_copy *)dst = *this;
487 607 dst->flag [FLAG_REMOVED] = true;
488 if (is_freed)
489 SET_FLAG (dst, FLAG_FREED);
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 608
497 /* Copy over key_values, if any. */ 609 /* Copy over key_values, if any. */
498 if (key_values) 610 if (key_values)
499 { 611 {
500 key_value *tail = 0; 612 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 613 dst->key_values = 0;
504 614
505 for (i = key_values; i; i = i->next) 615 for (key_value *i = key_values; i; i = i->next)
506 { 616 {
507 key_value *new_link = new key_value; 617 key_value *new_link = new key_value;
508 618
509 new_link->next = 0; 619 new_link->next = 0;
510 new_link->key = i->key; 620 new_link->key = i->key;
511 new_link->value = i->value; 621 new_link->value = i->value;
512 622
513 /* Try and be clever here, too. */ 623 /* Try and be clever here, too. */
514 if (!dst->key_values) 624 if (!dst->key_values)
515 { 625 {
522 tail = new_link; 632 tail = new_link;
523 } 633 }
524 } 634 }
525 } 635 }
526 636
637 if (speed < 0)
638 dst->speed_left -= rndm ();
639
527 dst->set_speed (dst->speed); 640 dst->set_speed (dst->speed);
641}
642
643void
644object::instantiate ()
645{
646 if (!uuid.seq) // HACK
647 uuid = UUID::gen ();
648
649 speed_left = -0.1f;
650 /* copy the body_info to the body_used - this is only really
651 * need for monsters, but doesn't hurt to do it for everything.
652 * by doing so, when a monster is created, it has good starting
653 * values for the body_used info, so when items are created
654 * for it, they can be properly equipped.
655 */
656 for (int i = NUM_BODY_LOCATIONS; i--; )
657 slot[i].used = slot[i].info;
658
659 attachable::instantiate ();
528} 660}
529 661
530object * 662object *
531object::clone () 663object::clone ()
532{ 664{
533 object *neu = create (); 665 object *neu = create ();
534 copy_to (neu); 666 copy_to (neu);
667 neu->map = map; // not copied by copy_to
535 return neu; 668 return neu;
536} 669}
537 670
538/* 671/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 672 * If an object with the IS_TURNABLE() flag needs to be turned due
590 * UP_OBJ_FACE: only the objects face has changed. 723 * UP_OBJ_FACE: only the objects face has changed.
591 */ 724 */
592void 725void
593update_object (object *op, int action) 726update_object (object *op, int action)
594{ 727{
595 MoveType move_on, move_off, move_block, move_slow; 728 if (!op)
596
597 if (op == NULL)
598 { 729 {
599 /* this should never happen */ 730 /* this should never happen */
600 LOG (llevDebug, "update_object() called for NULL object.\n"); 731 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
601 return; 732 return;
602 } 733 }
603 734
604 if (op->env) 735 if (!op->is_on_map ())
605 { 736 {
606 /* Animation is currently handled by client, so nothing 737 /* Animation is currently handled by client, so nothing
607 * to do in this case. 738 * to do in this case.
608 */ 739 */
609 return; 740 return;
610 } 741 }
611
612 /* If the map is saving, don't do anything as everything is
613 * going to get freed anyways.
614 */
615 if (!op->map || op->map->in_memory == MAP_SAVING)
616 return;
617 742
618 /* make sure the object is within map boundaries */ 743 /* make sure the object is within map boundaries */
619 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 744 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
620 { 745 {
621 LOG (llevError, "update_object() called for object out of map!\n"); 746 LOG (llevError, "update_object() called for object out of map!\n");
661 786
662 if (op->more) 787 if (op->more)
663 update_object (op->more, action); 788 update_object (op->more, action);
664} 789}
665 790
666object *object::first;
667
668object::object () 791object::object ()
669{ 792{
670 SET_FLAG (this, FLAG_REMOVED); 793 SET_FLAG (this, FLAG_REMOVED);
671 794
672 expmul = 1.0; 795 expmul = 1.0;
673 face = blank_face; 796 face = blank_face;
674} 797}
675 798
676object::~object () 799object::~object ()
677{ 800{
801 unlink ();
802
678 free_key_values (this); 803 free_key_values (this);
679} 804}
680 805
806static int object_count;
807
681void object::link () 808void object::link ()
682{ 809{
810 assert (!index);//D
811 uuid = UUID::gen ();
683 count = ++ob_count; 812 count = ++object_count;
684 uuid = gen_uuid ();
685 813
686 prev = 0; 814 refcnt_inc ();
687 next = object::first; 815 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 816}
694 817
695void object::unlink () 818void object::unlink ()
696{ 819{
697 if (this == object::first) 820 if (!index)
698 object::first = next; 821 return;
699 822
700 /* Remove this object from the list of used objects */ 823 objects.erase (this);
701 if (prev) prev->next = next; 824 refcnt_dec ();
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706}
707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712} 825}
713 826
714void 827void
715object::activate () 828object::activate ()
716{ 829{
717 /* If already on active list, don't do anything */ 830 /* If already on active list, don't do anything */
718 if (active ()) 831 if (active)
719 return; 832 return;
720 833
721 if (has_active_speed ()) 834 if (has_active_speed ())
722 { 835 actives.insert (this);
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
726
727 if (active_next)
728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
732} 836}
733 837
734void 838void
735object::activate_recursive () 839object::activate_recursive ()
736{ 840{
750 */ 854 */
751void 855void
752object::deactivate () 856object::deactivate ()
753{ 857{
754 /* If not on the active list, nothing needs to be done */ 858 /* If not on the active list, nothing needs to be done */
755 if (!active ()) 859 if (!active)
756 return; 860 return;
757 861
758 if (active_prev == 0) 862 actives.erase (this);
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773} 863}
774 864
775void 865void
776object::deactivate_recursive () 866object::deactivate_recursive ()
777{ 867{
799object::destroy_inv (bool drop_to_ground) 889object::destroy_inv (bool drop_to_ground)
800{ 890{
801 // need to check first, because the checks below might segfault 891 // need to check first, because the checks below might segfault
802 // as we might be on an invalid mapspace and crossfire code 892 // as we might be on an invalid mapspace and crossfire code
803 // is too buggy to ensure that the inventory is empty. 893 // is too buggy to ensure that the inventory is empty.
804 // corollary: if you create arrows etc. with stuff in tis inventory, 894 // corollary: if you create arrows etc. with stuff in its inventory,
805 // cf will crash below with off-map x and y 895 // cf will crash below with off-map x and y
806 if (!inv) 896 if (!inv)
807 return; 897 return;
808 898
809 /* Only if the space blocks everything do we not process - 899 /* Only if the space blocks everything do we not process -
810 * if some form of movement is allowed, let objects 900 * if some form of movement is allowed, let objects
811 * drop on that space. 901 * drop on that space.
812 */ 902 */
813 if (!drop_to_ground 903 if (!drop_to_ground
814 || !map 904 || !map
815 || map->in_memory != MAP_IN_MEMORY 905 || map->in_memory != MAP_ACTIVE
906 || map->nodrop
816 || ms ().move_block == MOVE_ALL) 907 || ms ().move_block == MOVE_ALL)
817 { 908 {
818 while (inv) 909 while (inv)
819 { 910 {
820 inv->destroy_inv (drop_to_ground); 911 inv->destroy_inv (false);
821 inv->destroy (); 912 inv->destroy ();
822 } 913 }
823 } 914 }
824 else 915 else
825 { /* Put objects in inventory onto this space */ 916 { /* Put objects in inventory onto this space */
829 920
830 if (op->flag [FLAG_STARTEQUIP] 921 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP] 922 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE 923 || op->type == RUNE
833 || op->type == TRAP 924 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE]) 925 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH])
835 op->destroy (); 927 op->destroy (true);
836 else 928 else
837 map->insert (op, x, y); 929 map->insert (op, x, y);
838 } 930 }
839 } 931 }
840} 932}
844 object *op = new object; 936 object *op = new object;
845 op->link (); 937 op->link ();
846 return op; 938 return op;
847} 939}
848 940
941static struct freed_map : maptile
942{
943 freed_map ()
944 {
945 path = "<freed objects map>";
946 name = "/internal/freed_objects_map";
947 width = 3;
948 height = 3;
949 nodrop = 1;
950
951 alloc ();
952 in_memory = MAP_ACTIVE;
953 }
954
955 ~freed_map ()
956 {
957 destroy ();
958 }
959} freed_map; // freed objects are moved here to avoid crashes
960
849void 961void
850object::do_destroy () 962object::do_destroy ()
851{ 963{
852 if (flag [FLAG_IS_LINKED]) 964 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this); 965 remove_button_link (this);
854 966
855 if (flag [FLAG_FRIENDLY]) 967 if (flag [FLAG_FRIENDLY])
856 remove_friendly_object (this); 968 remove_friendly_object (this);
857 969
858 if (!flag [FLAG_REMOVED])
859 remove (); 970 remove ();
860 971
861 if (flag [FLAG_FREED]) 972 attachable::do_destroy ();
862 return;
863 973
864 set_speed (0); 974 deactivate ();
975 unlink ();
865 976
866 flag [FLAG_FREED] = 1; 977 flag [FLAG_FREED] = 1;
867 978
868 attachable::do_destroy ();
869
870 destroy_inv (true);
871 unlink ();
872
873 // hack to ensure that freed objects still have a valid map 979 // hack to ensure that freed objects still have a valid map
874 {
875 static maptile *freed_map; // freed objects are moved here to avoid crashes
876
877 if (!freed_map)
878 {
879 freed_map = new maptile;
880
881 freed_map->name = "/internal/freed_objects_map";
882 freed_map->width = 3;
883 freed_map->height = 3;
884
885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
887 }
888
889 map = freed_map; 980 map = &freed_map;
890 x = 1; 981 x = 1;
891 y = 1; 982 y = 1;
892 }
893
894 head = 0;
895 983
896 if (more) 984 if (more)
897 { 985 {
898 more->destroy (); 986 more->destroy ();
899 more = 0; 987 more = 0;
900 } 988 }
901 989
990 head = 0;
991
902 // clear those pointers that likely might have circular references to us 992 // clear those pointers that likely might cause circular references
903 owner = 0; 993 owner = 0;
904 enemy = 0; 994 enemy = 0;
905 attacked_by = 0; 995 attacked_by = 0;
906 996 current_weapon = 0;
907 // only relevant for players(?), but make sure of it anyways
908 contr = 0;
909} 997}
910 998
911void 999void
912object::destroy (bool destroy_inventory) 1000object::destroy (bool destroy_inventory)
913{ 1001{
914 if (destroyed ()) 1002 if (destroyed ())
915 return; 1003 return;
916 1004
1005 if (!is_head () && !head->destroyed ())
1006 {
1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1008 head->destroy (destroy_inventory);
1009 return;
1010 }
1011
917 if (destroy_inventory) 1012 destroy_inv (!destroy_inventory);
918 destroy_inv (false); 1013
1014 if (is_head ())
1015 if (sound_destroy)
1016 play_sound (sound_destroy);
1017 else if (flag [FLAG_MONSTER])
1018 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
919 1019
920 attachable::destroy (); 1020 attachable::destroy ();
921}
922
923/*
924 * sub_weight() recursively (outwards) subtracts a number from the
925 * weight of an object (and what is carried by it's environment(s)).
926 */
927void
928sub_weight (object *op, signed long weight)
929{
930 while (op != NULL)
931 {
932 if (op->type == CONTAINER)
933 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
934
935 op->carrying -= weight;
936 op = op->env;
937 }
938} 1021}
939 1022
940/* op->remove (): 1023/* op->remove ():
941 * This function removes the object op from the linked list of objects 1024 * This function removes the object op from the linked list of objects
942 * which it is currently tied to. When this function is done, the 1025 * which it is currently tied to. When this function is done, the
943 * object will have no environment. If the object previously had an 1026 * object will have no environment. If the object previously had an
944 * environment, the x and y coordinates will be updated to 1027 * environment, the x and y coordinates will be updated to
945 * the previous environment. 1028 * the previous environment.
946 * Beware: This function is called from the editor as well!
947 */ 1029 */
948void 1030void
949object::remove () 1031object::do_remove ()
950{ 1032{
951 object *tmp, *last = 0; 1033 object *tmp, *last = 0;
952 object *otmp; 1034 object *otmp;
953 1035
954 if (QUERY_FLAG (this, FLAG_REMOVED)) 1036 if (flag [FLAG_REMOVED])
955 return; 1037 return;
956 1038
957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this); 1039 INVOKE_OBJECT (REMOVE, this);
1040
1041 flag [FLAG_REMOVED] = true;
959 1042
960 if (more) 1043 if (more)
961 more->remove (); 1044 more->remove ();
962 1045
963 /* 1046 /*
964 * In this case, the object to be removed is in someones 1047 * In this case, the object to be removed is in someones
965 * inventory. 1048 * inventory.
966 */ 1049 */
967 if (env) 1050 if (env)
968 { 1051 {
1052 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1053 if (object *pl = visible_to ())
1054 esrv_del_item (pl->contr, count);
1055 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1056
1057 adjust_weight (env, -total_weight ());
1058
1059 *(above ? &above->below : &env->inv) = below;
1060
969 if (nrof) 1061 if (below)
970 sub_weight (env, weight * nrof); 1062 below->above = above;
971 else 1063
972 sub_weight (env, weight + carrying); 1064 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do.
1067 */
1068 map = env->map;
1069 x = env->x;
1070 y = env->y;
1071 above = 0;
1072 below = 0;
1073 env = 0;
973 1074
974 /* NO_FIX_PLAYER is set when a great many changes are being 1075 /* NO_FIX_PLAYER is set when a great many changes are being
975 * made to players inventory. If set, avoiding the call 1076 * made to players inventory. If set, avoiding the call
976 * to save cpu time. 1077 * to save cpu time.
977 */ 1078 */
978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1079 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
979 otmp->update_stats (); 1080 otmp->update_stats ();
980
981 if (above)
982 above->below = below;
983 else
984 env->inv = below;
985
986 if (below)
987 below->above = above;
988
989 /* we set up values so that it could be inserted into
990 * the map, but we don't actually do that - it is up
991 * to the caller to decide what we want to do.
992 */
993 x = env->x, y = env->y;
994 map = env->map;
995 above = 0, below = 0;
996 env = 0;
997 } 1081 }
998 else if (map) 1082 else if (map)
999 { 1083 {
1000 if (type == PLAYER) 1084 map->dirty = true;
1085 mapspace &ms = this->ms ();
1086
1087 if (object *pl = ms.player ())
1001 { 1088 {
1089 if (type == PLAYER) // this == pl(!)
1090 {
1091 // leaving a spot always closes any open container on the ground
1092 if (container && !container->env)
1093 // this causes spurious floorbox updates, but it ensures
1094 // that the CLOSE event is being sent.
1095 close_container ();
1096
1002 --map->players; 1097 --map->players;
1003 map->touch (); 1098 map->touch ();
1099 }
1100 else if (pl->container == this)
1101 {
1102 // removing a container should close it
1103 close_container ();
1104 }
1105
1106 esrv_del_item (pl->contr, count);
1004 } 1107 }
1005
1006 map->dirty = true;
1007 1108
1008 /* link the object above us */ 1109 /* link the object above us */
1009 if (above) 1110 if (above)
1010 above->below = below; 1111 above->below = below;
1011 else 1112 else
1012 map->at (x, y).top = below; /* we were top, set new top */ 1113 ms.top = below; /* we were top, set new top */
1013 1114
1014 /* Relink the object below us, if there is one */ 1115 /* Relink the object below us, if there is one */
1015 if (below) 1116 if (below)
1016 below->above = above; 1117 below->above = above;
1017 else 1118 else
1019 /* Nothing below, which means we need to relink map object for this space 1120 /* Nothing below, which means we need to relink map object for this space
1020 * use translated coordinates in case some oddness with map tiling is 1121 * use translated coordinates in case some oddness with map tiling is
1021 * evident 1122 * evident
1022 */ 1123 */
1023 if (GET_MAP_OB (map, x, y) != this) 1124 if (GET_MAP_OB (map, x, y) != this)
1024 {
1025 char *dump = dump_object (this);
1026 LOG (llevError,
1027 "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); 1125 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1028 free (dump);
1029 dump = dump_object (GET_MAP_OB (map, x, y));
1030 LOG (llevError, "%s\n", dump);
1031 free (dump);
1032 }
1033 1126
1034 map->at (x, y).bot = above; /* goes on above it. */ 1127 ms.bot = above; /* goes on above it. */
1035 } 1128 }
1036 1129
1037 above = 0; 1130 above = 0;
1038 below = 0; 1131 below = 0;
1039 1132
1040 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1041 return; 1134 return;
1042 1135
1043 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1044 1137
1138 if (object *pl = ms.player ())
1139 {
1140 if (pl->container == this)
1141 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view
1143 * appropriately.
1144 */
1145 pl->close_container ();
1146
1147 //TODO: the floorbox prev/next might need updating
1148 //esrv_del_item (pl->contr, count);
1149 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update ();
1152 }
1153
1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1046 { 1155 {
1047 /* No point updating the players look faces if he is the object 1156 /* No point updating the players look faces if he is the object
1048 * being removed. 1157 * being removed.
1049 */ 1158 */
1050
1051 if (tmp->type == PLAYER && tmp != this)
1052 {
1053 /* If a container that the player is currently using somehow gets
1054 * removed (most likely destroyed), update the player view
1055 * appropriately.
1056 */
1057 if (tmp->container == this)
1058 {
1059 flag [FLAG_APPLIED] = 0;
1060 tmp->container = 0;
1061 }
1062
1063 if (tmp->contr->ns)
1064 tmp->contr->ns->floorbox_update ();
1065 }
1066 1159
1067 /* See if object moving off should effect something */ 1160 /* See if object moving off should effect something */
1068 if (check_walk_off 1161 if (check_walk_off
1069 && ((move_type & tmp->move_off) 1162 && ((move_type & tmp->move_off)
1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1073 1166
1074 if (destroyed ()) 1167 if (destroyed ())
1075 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1076 } 1169 }
1077 1170
1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1080 if (tmp->above == tmp)
1081 tmp->above = 0;
1082
1083 last = tmp; 1171 last = tmp;
1084 } 1172 }
1085 1173
1086 /* last == NULL if there are no objects on this space */ 1174 /* last == NULL if there are no objects on this space */
1087 //TODO: this makes little sense, why only update the topmost object? 1175 //TODO: this makes little sense, why only update the topmost object?
1107merge_ob (object *op, object *top) 1195merge_ob (object *op, object *top)
1108{ 1196{
1109 if (!op->nrof) 1197 if (!op->nrof)
1110 return 0; 1198 return 0;
1111 1199
1112 if (top) 1200 if (!top)
1113 for (top = op; top && top->above; top = top->above) 1201 for (top = op; top && top->above; top = top->above)
1114 ; 1202 ;
1115 1203
1116 for (; top; top = top->below) 1204 for (; top; top = top->below)
1117 {
1118 if (top == op)
1119 continue;
1120
1121 if (object::can_merge (op, top)) 1205 if (object::can_merge (op, top))
1122 { 1206 {
1123 top->nrof += op->nrof; 1207 top->nrof += op->nrof;
1124 1208
1125/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1209 if (object *pl = top->visible_to ())
1126 op->weight = 0; /* Don't want any adjustements now */ 1210 esrv_update_item (UPD_NROF, pl, top);
1211
1212 op->weight = 0; // cancel the addition above
1213 op->carrying = 0; // must be 0 already
1214
1127 op->destroy (); 1215 op->destroy (1);
1216
1128 return top; 1217 return top;
1129 } 1218 }
1130 }
1131 1219
1132 return 0; 1220 return 0;
1133} 1221}
1134 1222
1223void
1224object::expand_tail ()
1225{
1226 if (more)
1227 return;
1228
1229 object *prev = this;
1230
1231 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1232 {
1233 object *op = arch_to_object (at);
1234
1235 op->name = name;
1236 op->name_pl = name_pl;
1237 op->title = title;
1238
1239 op->head = this;
1240 prev->more = op;
1241
1242 prev = op;
1243 }
1244}
1245
1135/* 1246/*
1136 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1247 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1137 * job preparing multi-part monsters 1248 * job preparing multi-part monsters.
1138 */ 1249 */
1139object * 1250object *
1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1251insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1141{ 1252{
1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1143 { 1254 {
1144 tmp->x = x + tmp->arch->clone.x; 1255 tmp->x = x + tmp->arch->x;
1145 tmp->y = y + tmp->arch->clone.y; 1256 tmp->y = y + tmp->arch->y;
1146 } 1257 }
1147 1258
1148 return insert_ob_in_map (op, m, originator, flag); 1259 return insert_ob_in_map (op, m, originator, flag);
1149} 1260}
1150 1261
1169 * just 'op' otherwise 1280 * just 'op' otherwise
1170 */ 1281 */
1171object * 1282object *
1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1173{ 1284{
1174 object *tmp, *top, *floor = NULL; 1285 assert (!op->flag [FLAG_FREED]);
1175 sint16 x, y;
1176 1286
1177 if (QUERY_FLAG (op, FLAG_FREED)) 1287 op->remove ();
1178 {
1179 LOG (llevError, "Trying to insert freed object!\n");
1180 return NULL;
1181 }
1182
1183 if (!m)
1184 {
1185 char *dump = dump_object (op);
1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1187 free (dump);
1188 return op;
1189 }
1190
1191 if (out_of_map (m, op->x, op->y))
1192 {
1193 char *dump = dump_object (op);
1194 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1195#ifdef MANY_CORES
1196 /* Better to catch this here, as otherwise the next use of this object
1197 * is likely to cause a crash. Better to find out where it is getting
1198 * improperly inserted.
1199 */
1200 abort ();
1201#endif
1202 free (dump);
1203 return op;
1204 }
1205
1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1207 {
1208 char *dump = dump_object (op);
1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1210 free (dump);
1211 return op;
1212 }
1213
1214 if (op->more)
1215 {
1216 /* The part may be on a different map. */
1217
1218 object *more = op->more;
1219
1220 /* We really need the caller to normalise coordinates - if
1221 * we set the map, that doesn't work if the location is within
1222 * a map and this is straddling an edge. So only if coordinate
1223 * is clear wrong do we normalise it.
1224 */
1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1227 else if (!more->map)
1228 {
1229 /* For backwards compatibility - when not dealing with tiled maps,
1230 * more->map should always point to the parent.
1231 */
1232 more->map = m;
1233 }
1234
1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1236 {
1237 if (!op->head)
1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1239
1240 return 0;
1241 }
1242 }
1243
1244 CLEAR_FLAG (op, FLAG_REMOVED);
1245 1288
1246 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* Ideally, the caller figures this out. However, it complicates a lot
1247 * of areas of callers (eg, anything that uses find_free_spot would now 1290 * of areas of callers (eg, anything that uses find_free_spot would now
1248 * need extra work 1291 * need extra work
1249 */ 1292 */
1250 op->map = get_map_from_coord (m, &op->x, &op->y); 1293 if (!xy_normalise (m, op->x, op->y))
1251 x = op->x; 1294 {
1252 y = op->y; 1295 op->destroy (1);
1296 return 0;
1297 }
1298
1299 if (object *more = op->more)
1300 if (!insert_ob_in_map (more, m, originator, flag))
1301 return 0;
1302
1303 CLEAR_FLAG (op, FLAG_REMOVED);
1304
1305 op->map = m;
1306 mapspace &ms = op->ms ();
1253 1307
1254 /* this has to be done after we translate the coordinates. 1308 /* this has to be done after we translate the coordinates.
1255 */ 1309 */
1256 if (op->nrof && !(flag & INS_NO_MERGE)) 1310 if (op->nrof && !(flag & INS_NO_MERGE))
1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1258 if (object::can_merge (op, tmp)) 1312 if (object::can_merge (op, tmp))
1259 { 1313 {
1314 // TODO: we atcually want to update tmp, not op,
1315 // but some caller surely breaks when we return tmp
1316 // from here :/
1260 op->nrof += tmp->nrof; 1317 op->nrof += tmp->nrof;
1261 tmp->destroy (); 1318 tmp->destroy (1);
1262 } 1319 }
1263 1320
1264 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1265 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1322 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1266 1323
1279 op->below = originator->below; 1336 op->below = originator->below;
1280 1337
1281 if (op->below) 1338 if (op->below)
1282 op->below->above = op; 1339 op->below->above = op;
1283 else 1340 else
1284 op->ms ().bot = op; 1341 ms.bot = op;
1285 1342
1286 /* since *below* originator, no need to update top */ 1343 /* since *below* originator, no need to update top */
1287 originator->below = op; 1344 originator->below = op;
1288 } 1345 }
1289 else 1346 else
1290 { 1347 {
1348 object *top, *floor = NULL;
1349
1350 top = ms.bot;
1351
1291 /* If there are other objects, then */ 1352 /* If there are other objects, then */
1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1353 if (top)
1293 { 1354 {
1294 object *last = 0; 1355 object *last = 0;
1295 1356
1296 /* 1357 /*
1297 * If there are multiple objects on this space, we do some trickier handling. 1358 * If there are multiple objects on this space, we do some trickier handling.
1303 * once we get to them. This reduces the need to traverse over all of 1364 * once we get to them. This reduces the need to traverse over all of
1304 * them when adding another one - this saves quite a bit of cpu time 1365 * them when adding another one - this saves quite a bit of cpu time
1305 * when lots of spells are cast in one area. Currently, it is presumed 1366 * when lots of spells are cast in one area. Currently, it is presumed
1306 * that flying non pickable objects are spell objects. 1367 * that flying non pickable objects are spell objects.
1307 */ 1368 */
1308 while (top) 1369 for (top = ms.bot; top; top = top->above)
1309 { 1370 {
1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1371 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1311 floor = top; 1372 floor = top;
1312 1373
1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1374 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1316 top = top->below; 1377 top = top->below;
1317 break; 1378 break;
1318 } 1379 }
1319 1380
1320 last = top; 1381 last = top;
1321 top = top->above;
1322 } 1382 }
1323 1383
1324 /* Don't want top to be NULL, so set it to the last valid object */ 1384 /* Don't want top to be NULL, so set it to the last valid object */
1325 top = last; 1385 top = last;
1326 1386
1328 * looks like instead of lots of conditions here. 1388 * looks like instead of lots of conditions here.
1329 * makes things faster, and effectively the same result. 1389 * makes things faster, and effectively the same result.
1330 */ 1390 */
1331 1391
1332 /* Have object 'fall below' other objects that block view. 1392 /* Have object 'fall below' other objects that block view.
1333 * Unless those objects are exits, type 66 1393 * Unless those objects are exits.
1334 * If INS_ON_TOP is used, don't do this processing 1394 * If INS_ON_TOP is used, don't do this processing
1335 * Need to find the object that in fact blocks view, otherwise 1395 * Need to find the object that in fact blocks view, otherwise
1336 * stacking is a bit odd. 1396 * stacking is a bit odd.
1337 */ 1397 */
1338 if (!(flag & INS_ON_TOP) && 1398 if (!(flag & INS_ON_TOP)
1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1399 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility))
1340 { 1401 {
1341 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1343 break; 1404 break;
1405
1344 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1345 * and make sure we have a below pointer for it so that 1407 * and make sure we have a below pointer for it so that
1346 * we can get inserted below this one, which requires we 1408 * we can get inserted below this one, which requires we
1347 * set top to the object below us. 1409 * set top to the object below us.
1348 */ 1410 */
1349 if (last && last->below && last != floor) 1411 if (last && last->below && last != floor)
1350 top = last->below; 1412 top = last->below;
1351 } 1413 }
1352 } /* If objects on this space */ 1414 } /* If objects on this space */
1353 1415
1354 if (flag & INS_MAP_LOAD)
1355 top = GET_MAP_TOP (op->map, op->x, op->y);
1356
1357 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1358 top = floor; 1417 top = floor;
1359 1418
1360 /* Top is the object that our object (op) is going to get inserted above. 1419 /* Top is the object that our object (op) is going to get inserted above.
1361 */ 1420 */
1362 1421
1363 /* First object on this space */ 1422 /* First object on this space */
1364 if (!top) 1423 if (!top)
1365 { 1424 {
1366 op->above = GET_MAP_OB (op->map, op->x, op->y); 1425 op->above = ms.bot;
1367 1426
1368 if (op->above) 1427 if (op->above)
1369 op->above->below = op; 1428 op->above->below = op;
1370 1429
1371 op->below = 0; 1430 op->below = 0;
1372 op->ms ().bot = op; 1431 ms.bot = op;
1373 } 1432 }
1374 else 1433 else
1375 { /* get inserted into the stack above top */ 1434 { /* get inserted into the stack above top */
1376 op->above = top->above; 1435 op->above = top->above;
1377 1436
1381 op->below = top; 1440 op->below = top;
1382 top->above = op; 1441 top->above = op;
1383 } 1442 }
1384 1443
1385 if (!op->above) 1444 if (!op->above)
1386 op->ms ().top = op; 1445 ms.top = op;
1387 } /* else not INS_BELOW_ORIGINATOR */ 1446 } /* else not INS_BELOW_ORIGINATOR */
1388 1447
1389 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1390 { 1449 {
1391 op->contr->do_los = 1; 1450 op->contr->do_los = 1;
1393 op->map->touch (); 1452 op->map->touch ();
1394 } 1453 }
1395 1454
1396 op->map->dirty = true; 1455 op->map->dirty = true;
1397 1456
1398 /* If we have a floor, we know the player, if any, will be above
1399 * it, so save a few ticks and start from there.
1400 */
1401 if (!(flag & INS_MAP_LOAD))
1402 if (object *pl = op->ms ().player ()) 1457 if (object *pl = ms.player ())
1458 //TODO: the floorbox prev/next might need updating
1459 //esrv_send_item (pl, op);
1460 //TODO: update floorbox to preserve ordering
1403 if (pl->contr->ns) 1461 if (pl->contr->ns)
1404 pl->contr->ns->floorbox_update (); 1462 pl->contr->ns->floorbox_update ();
1405 1463
1406 /* If this object glows, it may affect lighting conditions that are 1464 /* If this object glows, it may affect lighting conditions that are
1407 * visible to others on this map. But update_all_los is really 1465 * visible to others on this map. But update_all_los is really
1408 * an inefficient way to do this, as it means los for all players 1466 * an inefficient way to do this, as it means los for all players
1409 * on the map will get recalculated. The players could very well 1467 * on the map will get recalculated. The players could very well
1428 * blocked() and wall() work properly), and these flags are updated by 1486 * blocked() and wall() work properly), and these flags are updated by
1429 * update_object(). 1487 * update_object().
1430 */ 1488 */
1431 1489
1432 /* if this is not the head or flag has been passed, don't check walk on status */ 1490 /* if this is not the head or flag has been passed, don't check walk on status */
1433 if (!(flag & INS_NO_WALK_ON) && !op->head) 1491 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1434 { 1492 {
1435 if (check_move_on (op, originator)) 1493 if (check_move_on (op, originator))
1436 return 0; 1494 return 0;
1437 1495
1438 /* If we are a multi part object, lets work our way through the check 1496 /* If we are a multi part object, lets work our way through the check
1439 * walk on's. 1497 * walk on's.
1440 */ 1498 */
1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1499 for (object *tmp = op->more; tmp; tmp = tmp->more)
1442 if (check_move_on (tmp, originator)) 1500 if (check_move_on (tmp, originator))
1443 return 0; 1501 return 0;
1444 } 1502 }
1445 1503
1446 return op; 1504 return op;
1451 * op is the object to insert it under: supplies x and the map. 1509 * op is the object to insert it under: supplies x and the map.
1452 */ 1510 */
1453void 1511void
1454replace_insert_ob_in_map (const char *arch_string, object *op) 1512replace_insert_ob_in_map (const char *arch_string, object *op)
1455{ 1513{
1456 object *tmp, *tmp1;
1457
1458 /* first search for itself and remove any old instances */ 1514 /* first search for itself and remove any old instances */
1459 1515
1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1517 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1462 tmp->destroy (); 1518 tmp->destroy (1);
1463 1519
1464 tmp1 = arch_to_object (archetype::find (arch_string)); 1520 object *tmp = arch_to_object (archetype::find (arch_string));
1465 1521
1466 tmp1->x = op->x; 1522 tmp->x = op->x;
1467 tmp1->y = op->y; 1523 tmp->y = op->y;
1524
1468 insert_ob_in_map (tmp1, op->map, op, 0); 1525 insert_ob_in_map (tmp, op->map, op, 0);
1469} 1526}
1470 1527
1471object * 1528object *
1472object::insert_at (object *where, object *originator, int flags) 1529object::insert_at (object *where, object *originator, int flags)
1473{ 1530{
1531 if (where->env)
1532 return where->env->insert (this);
1533 else
1474 where->map->insert (this, where->x, where->y, originator, flags); 1534 return where->map->insert (this, where->x, where->y, originator, flags);
1475} 1535}
1476 1536
1477/* 1537/*
1478 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1479 * is returned contains nr objects, and the remaining parts contains
1480 * the rest (or is removed and freed if that number is 0).
1481 * On failure, NULL is returned, and the reason put into the
1482 * global static errmsg array.
1483 */
1484object *
1485get_split_ob (object *orig_ob, uint32 nr)
1486{
1487 object *newob;
1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1489
1490 if (orig_ob->nrof < nr)
1491 {
1492 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1493 return NULL;
1494 }
1495
1496 newob = object_create_clone (orig_ob);
1497
1498 if ((orig_ob->nrof -= nr) < 1)
1499 orig_ob->destroy (1);
1500 else if (!is_removed)
1501 {
1502 if (orig_ob->env != NULL)
1503 sub_weight (orig_ob->env, orig_ob->weight * nr);
1504 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1505 {
1506 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1507 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1508 return NULL;
1509 }
1510 }
1511
1512 newob->nrof = nr;
1513
1514 return newob;
1515}
1516
1517/*
1518 * decrease_ob_nr(object, number) decreases a specified number from 1538 * decrease(object, number) decreases a specified number from
1519 * the amount of an object. If the amount reaches 0, the object 1539 * the amount of an object. If the amount reaches 0, the object
1520 * is subsequently removed and freed. 1540 * is subsequently removed and freed.
1521 * 1541 *
1522 * Return value: 'op' if something is left, NULL if the amount reached 0 1542 * Return value: 'op' if something is left, NULL if the amount reached 0
1523 */ 1543 */
1544bool
1545object::decrease (sint32 nr)
1546{
1547 if (!nr)
1548 return true;
1524 1549
1550 nr = min (nr, nrof);
1551
1552 nrof -= nr;
1553
1554 if (nrof)
1555 {
1556 adjust_weight (env, -weight * nr); // carrying == 0
1557
1558 if (object *pl = visible_to ())
1559 esrv_update_item (UPD_NROF, pl, this);
1560
1561 return true;
1562 }
1563 else
1564 {
1565 destroy (1);
1566 return false;
1567 }
1568}
1569
1570/*
1571 * split(ob,nr) splits up ob into two parts. The part which
1572 * is returned contains nr objects, and the remaining parts contains
1573 * the rest (or is removed and returned if that number is 0).
1574 * On failure, NULL is returned.
1575 */
1525object * 1576object *
1526decrease_ob_nr (object *op, uint32 i) 1577object::split (sint32 nr)
1527{ 1578{
1528 object *tmp; 1579 int have = number_of ();
1529 1580
1530 if (i == 0) /* objects with op->nrof require this check */ 1581 if (have < nr)
1531 return op; 1582 return 0;
1532 1583 else if (have == nr)
1533 if (i > op->nrof)
1534 i = op->nrof;
1535
1536 if (QUERY_FLAG (op, FLAG_REMOVED))
1537 op->nrof -= i;
1538 else if (op->env)
1539 { 1584 {
1540 /* is this object in the players inventory, or sub container
1541 * therein?
1542 */
1543 tmp = op->in_player ();
1544 /* nope. Is this a container the player has opened?
1545 * If so, set tmp to that player.
1546 * IMO, searching through all the players will mostly
1547 * likely be quicker than following op->env to the map,
1548 * and then searching the map for a player.
1549 */
1550 if (!tmp)
1551 for_all_players (pl)
1552 if (pl->ob->container == op->env)
1553 {
1554 tmp = pl->ob;
1555 break;
1556 }
1557
1558 if (i < op->nrof)
1559 {
1560 sub_weight (op->env, op->weight * i);
1561 op->nrof -= i;
1562 if (tmp)
1563 esrv_send_item (tmp, op);
1564 }
1565 else
1566 {
1567 op->remove (); 1585 remove ();
1568 op->nrof = 0; 1586 return this;
1569 if (tmp)
1570 esrv_del_item (tmp->contr, op->count);
1571 }
1572 } 1587 }
1573 else 1588 else
1574 { 1589 {
1575 object *above = op->above; 1590 decrease (nr);
1576 1591
1577 if (i < op->nrof) 1592 object *op = object_create_clone (this);
1578 op->nrof -= i; 1593 op->nrof = nr;
1579 else
1580 {
1581 op->remove ();
1582 op->nrof = 0;
1583 }
1584
1585 /* Since we just removed op, op->above is null */
1586 for (tmp = above; tmp; tmp = tmp->above)
1587 if (tmp->type == PLAYER)
1588 {
1589 if (op->nrof)
1590 esrv_send_item (tmp, op);
1591 else
1592 esrv_del_item (tmp->contr, op->count);
1593 }
1594 }
1595
1596 if (op->nrof)
1597 return op; 1594 return op;
1598 else
1599 {
1600 op->destroy ();
1601 return 0;
1602 }
1603}
1604
1605/*
1606 * add_weight(object, weight) adds the specified weight to an object,
1607 * and also updates how much the environment(s) is/are carrying.
1608 */
1609
1610void
1611add_weight (object *op, signed long weight)
1612{
1613 while (op != NULL)
1614 {
1615 if (op->type == CONTAINER)
1616 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1617
1618 op->carrying += weight;
1619 op = op->env;
1620 } 1595 }
1621} 1596}
1622 1597
1623object * 1598object *
1624insert_ob_in_ob (object *op, object *where) 1599insert_ob_in_ob (object *op, object *where)
1629 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1604 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1630 free (dump); 1605 free (dump);
1631 return op; 1606 return op;
1632 } 1607 }
1633 1608
1634 if (where->head) 1609 if (where->head_ () != where)
1635 { 1610 {
1636 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1611 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1637 where = where->head; 1612 where = where->head;
1638 } 1613 }
1639 1614
1640 return where->insert (op); 1615 return where->insert (op);
1641} 1616}
1646 * inside the object environment. 1621 * inside the object environment.
1647 * 1622 *
1648 * The function returns now pointer to inserted item, and return value can 1623 * The function returns now pointer to inserted item, and return value can
1649 * be != op, if items are merged. -Tero 1624 * be != op, if items are merged. -Tero
1650 */ 1625 */
1651
1652object * 1626object *
1653object::insert (object *op) 1627object::insert (object *op)
1654{ 1628{
1655 object *tmp, *otmp;
1656
1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1658 op->remove ();
1659
1660 if (op->more) 1629 if (op->more)
1661 { 1630 {
1662 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1631 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1663 return op; 1632 return op;
1664 } 1633 }
1665 1634
1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1635 op->remove ();
1667 CLEAR_FLAG (op, FLAG_REMOVED); 1636
1637 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1638
1668 if (op->nrof) 1639 if (op->nrof)
1669 {
1670 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1640 for (object *tmp = inv; tmp; tmp = tmp->below)
1671 if (object::can_merge (tmp, op)) 1641 if (object::can_merge (tmp, op))
1672 { 1642 {
1673 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1674 (client needs the original object) */ 1644 (client needs the original object) */
1675 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1676 /* Weight handling gets pretty funky. Since we are adding to 1646
1677 * tmp->nrof, we need to increase the weight. 1647 if (object *pl = tmp->visible_to ())
1678 */ 1648 esrv_update_item (UPD_NROF, pl, tmp);
1649
1679 add_weight (this, op->weight * op->nrof); 1650 adjust_weight (this, op->total_weight ());
1680 SET_FLAG (op, FLAG_REMOVED); 1651
1681 op->destroy (); /* free the inserted object */ 1652 op->destroy (1);
1682 op = tmp; 1653 op = tmp;
1683 op->remove (); /* and fix old object's links */ 1654 goto inserted;
1684 CLEAR_FLAG (op, FLAG_REMOVED);
1685 break;
1686 } 1655 }
1687 1656
1688 /* I assume combined objects have no inventory 1657 op->owner = 0; // it's his/hers now. period.
1689 * We add the weight - this object could have just been removed
1690 * (if it was possible to merge). calling remove_ob will subtract
1691 * the weight, so we need to add it in again, since we actually do
1692 * the linking below
1693 */
1694 add_weight (this, op->weight * op->nrof);
1695 }
1696 else
1697 add_weight (this, (op->weight + op->carrying));
1698
1699 otmp = this->in_player ();
1700 if (otmp && otmp->contr)
1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1702 otmp->update_stats ();
1703
1704 op->map = 0; 1658 op->map = 0;
1705 op->env = this; 1659 op->x = 0;
1660 op->y = 0;
1661
1706 op->above = 0; 1662 op->above = 0;
1707 op->below = 0; 1663 op->below = inv;
1708 op->x = 0, op->y = 0; 1664 op->env = this;
1709 1665
1666 if (inv)
1667 inv->above = op;
1668
1669 inv = op;
1670
1671 op->flag [FLAG_REMOVED] = 0;
1672
1673 if (object *pl = op->visible_to ())
1674 esrv_send_item (pl, op);
1675
1676 adjust_weight (this, op->total_weight ());
1677
1678inserted:
1710 /* reset the light list and los of the players on the map */ 1679 /* reset the light list and los of the players on the map */
1711 if ((op->glow_radius != 0) && map) 1680 if (op->glow_radius && map && map->darkness)
1712 {
1713#ifdef DEBUG_LIGHTS
1714 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1715#endif /* DEBUG_LIGHTS */
1716 if (map->darkness)
1717 update_all_los (map, x, y); 1681 update_all_los (map, x, y);
1718 }
1719 1682
1720 /* Client has no idea of ordering so lets not bother ordering it here. 1683 // if this is a player's inventory, update stats
1721 * It sure simplifies this function... 1684 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1722 */ 1685 update_stats ();
1723 if (!inv)
1724 inv = op;
1725 else
1726 {
1727 op->below = inv;
1728 op->below->above = op;
1729 inv = op;
1730 }
1731 1686
1732 INVOKE_OBJECT (INSERT, this); 1687 INVOKE_OBJECT (INSERT, this);
1733 1688
1734 return op; 1689 return op;
1735} 1690}
1816 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1817 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1818 { 1773 {
1819 1774
1820 float 1775 float
1821 diff = tmp->move_slow_penalty * FABS (op->speed); 1776 diff = tmp->move_slow_penalty * fabs (op->speed);
1822 1777
1823 if (op->type == PLAYER) 1778 if (op->type == PLAYER)
1824 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1825 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1826 diff /= 4.0; 1781 diff /= 4.0;
1950 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
1951 */ 1906 */
1952void 1907void
1953flag_inv (object *op, int flag) 1908flag_inv (object *op, int flag)
1954{ 1909{
1955 if (op->inv)
1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1910 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1957 { 1911 {
1958 SET_FLAG (tmp, flag); 1912 SET_FLAG (tmp, flag);
1959 flag_inv (tmp, flag); 1913 flag_inv (tmp, flag);
1960 } 1914 }
1961} 1915}
1962 1916
1963/* 1917/*
1964 * deactivate recursively a flag on an object inventory 1918 * deactivate recursively a flag on an object inventory
1965 */ 1919 */
1966void 1920void
1967unflag_inv (object *op, int flag) 1921unflag_inv (object *op, int flag)
1968{ 1922{
1969 if (op->inv)
1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1923 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1971 { 1924 {
1972 CLEAR_FLAG (tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
1973 unflag_inv (tmp, flag); 1926 unflag_inv (tmp, flag);
1974 } 1927 }
1975}
1976
1977/*
1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1979 * all it's inventory (recursively).
1980 * If checksums are used, a player will get set_cheat called for
1981 * him/her-self and all object carried by a call to this function.
1982 */
1983void
1984set_cheat (object *op)
1985{
1986 SET_FLAG (op, FLAG_WAS_WIZ);
1987 flag_inv (op, FLAG_WAS_WIZ);
1988} 1928}
1989 1929
1990/* 1930/*
1991 * find_free_spot(object, map, x, y, start, stop) will search for 1931 * find_free_spot(object, map, x, y, start, stop) will search for
1992 * a spot at the given map and coordinates which will be able to contain 1932 * a spot at the given map and coordinates which will be able to contain
1994 * to search (see the freearr_x/y[] definition). 1934 * to search (see the freearr_x/y[] definition).
1995 * It returns a random choice among the alternatives found. 1935 * It returns a random choice among the alternatives found.
1996 * start and stop are where to start relative to the free_arr array (1,9 1936 * start and stop are where to start relative to the free_arr array (1,9
1997 * does all 4 immediate directions). This returns the index into the 1937 * does all 4 immediate directions). This returns the index into the
1998 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1938 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1999 * Note - this only checks to see if there is space for the head of the
2000 * object - if it is a multispace object, this should be called for all
2001 * pieces.
2002 * Note2: This function does correctly handle tiled maps, but does not 1939 * Note: This function does correctly handle tiled maps, but does not
2003 * inform the caller. However, insert_ob_in_map will update as 1940 * inform the caller. However, insert_ob_in_map will update as
2004 * necessary, so the caller shouldn't need to do any special work. 1941 * necessary, so the caller shouldn't need to do any special work.
2005 * Note - updated to take an object instead of archetype - this is necessary 1942 * Note - updated to take an object instead of archetype - this is necessary
2006 * because arch_blocked (now ob_blocked) needs to know the movement type 1943 * because arch_blocked (now ob_blocked) needs to know the movement type
2007 * to know if the space in question will block the object. We can't use 1944 * to know if the space in question will block the object. We can't use
2009 * customized, changed states, etc. 1946 * customized, changed states, etc.
2010 */ 1947 */
2011int 1948int
2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1949find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2013{ 1950{
1951 int altern[SIZEOFFREE];
2014 int index = 0, flag; 1952 int index = 0, flag;
2015 int altern[SIZEOFFREE];
2016 1953
2017 for (int i = start; i < stop; i++) 1954 for (int i = start; i < stop; i++)
2018 { 1955 {
2019 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1956 mapxy pos (m, x, y); pos.move (i);
2020 if (!flag) 1957
1958 if (!pos.normalise ())
1959 continue;
1960
1961 mapspace &ms = *pos;
1962
1963 if (ms.flags () & P_IS_ALIVE)
1964 continue;
1965
1966 /* However, often
1967 * ob doesn't have any move type (when used to place exits)
1968 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1969 */
1970 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1971 {
2021 altern [index++] = i; 1972 altern [index++] = i;
1973 continue;
1974 }
2022 1975
2023 /* Basically, if we find a wall on a space, we cut down the search size. 1976 /* Basically, if we find a wall on a space, we cut down the search size.
2024 * In this way, we won't return spaces that are on another side of a wall. 1977 * In this way, we won't return spaces that are on another side of a wall.
2025 * This mostly work, but it cuts down the search size in all directions - 1978 * This mostly work, but it cuts down the search size in all directions -
2026 * if the space being examined only has a wall to the north and empty 1979 * if the space being examined only has a wall to the north and empty
2027 * spaces in all the other directions, this will reduce the search space 1980 * spaces in all the other directions, this will reduce the search space
2028 * to only the spaces immediately surrounding the target area, and 1981 * to only the spaces immediately surrounding the target area, and
2029 * won't look 2 spaces south of the target space. 1982 * won't look 2 spaces south of the target space.
2030 */ 1983 */
2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1984 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1985 {
2032 stop = maxfree[i]; 1986 stop = maxfree[i];
1987 continue;
1988 }
1989
1990 /* Note it is intentional that we check ob - the movement type of the
1991 * head of the object should correspond for the entire object.
1992 */
1993 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1994 continue;
1995
1996 if (ob->blocked (m, pos.x, pos.y))
1997 continue;
1998
1999 altern [index++] = i;
2033 } 2000 }
2034 2001
2035 if (!index) 2002 if (!index)
2036 return -1; 2003 return -1;
2037 2004
2038 return altern[RANDOM () % index]; 2005 return altern [rndm (index)];
2039} 2006}
2040 2007
2041/* 2008/*
2042 * find_first_free_spot(archetype, maptile, x, y) works like 2009 * find_first_free_spot(archetype, maptile, x, y) works like
2043 * find_free_spot(), but it will search max number of squares. 2010 * find_free_spot(), but it will search max number of squares.
2046 */ 2013 */
2047int 2014int
2048find_first_free_spot (const object *ob, maptile *m, int x, int y) 2015find_first_free_spot (const object *ob, maptile *m, int x, int y)
2049{ 2016{
2050 for (int i = 0; i < SIZEOFFREE; i++) 2017 for (int i = 0; i < SIZEOFFREE; i++)
2051 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2018 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2052 return i; 2019 return i;
2053 2020
2054 return -1; 2021 return -1;
2055} 2022}
2056 2023
2064{ 2031{
2065 arr += begin; 2032 arr += begin;
2066 end -= begin; 2033 end -= begin;
2067 2034
2068 while (--end) 2035 while (--end)
2069 swap (arr [end], arr [RANDOM () % (end + 1)]); 2036 swap (arr [end], arr [rndm (end + 1)]);
2070} 2037}
2071 2038
2072/* new function to make monster searching more efficient, and effective! 2039/* new function to make monster searching more efficient, and effective!
2073 * This basically returns a randomized array (in the passed pointer) of 2040 * This basically returns a randomized array (in the passed pointer) of
2074 * the spaces to find monsters. In this way, it won't always look for 2041 * the spaces to find monsters. In this way, it won't always look for
2110 object *tmp; 2077 object *tmp;
2111 maptile *mp; 2078 maptile *mp;
2112 2079
2113 MoveType blocked, move_type; 2080 MoveType blocked, move_type;
2114 2081
2115 if (exclude && exclude->head) 2082 if (exclude && exclude->head_ () != exclude)
2116 { 2083 {
2117 exclude = exclude->head; 2084 exclude = exclude->head;
2118 move_type = exclude->move_type; 2085 move_type = exclude->move_type;
2119 } 2086 }
2120 else 2087 else
2143 max = maxfree[i]; 2110 max = maxfree[i];
2144 else if (mflags & P_IS_ALIVE) 2111 else if (mflags & P_IS_ALIVE)
2145 { 2112 {
2146 for (tmp = ms.bot; tmp; tmp = tmp->above) 2113 for (tmp = ms.bot; tmp; tmp = tmp->above)
2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2114 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2148 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2115 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2149 break; 2116 break;
2150 2117
2151 if (tmp) 2118 if (tmp)
2152 return freedir[i]; 2119 return freedir[i];
2153 } 2120 }
2208 2175
2209 return 3; 2176 return 3;
2210} 2177}
2211 2178
2212/* 2179/*
2213 * absdir(int): Returns a number between 1 and 8, which represent
2214 * the "absolute" direction of a number (it actually takes care of
2215 * "overflow" in previous calculations of a direction).
2216 */
2217
2218int
2219absdir (int d)
2220{
2221 while (d < 1)
2222 d += 8;
2223
2224 while (d > 8)
2225 d -= 8;
2226
2227 return d;
2228}
2229
2230/*
2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2180 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2232 * between two directions (which are expected to be absolute (see absdir()) 2181 * between two directions (which are expected to be absolute (see absdir())
2233 */ 2182 */
2234
2235int 2183int
2236dirdiff (int dir1, int dir2) 2184dirdiff (int dir1, int dir2)
2237{ 2185{
2238 int d; 2186 int d;
2239 2187
2352 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2300 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2353 * core dumps if they do. 2301 * core dumps if they do.
2354 * 2302 *
2355 * Add a check so we can't pick up invisible objects (0.93.8) 2303 * Add a check so we can't pick up invisible objects (0.93.8)
2356 */ 2304 */
2357
2358int 2305int
2359can_pick (const object *who, const object *item) 2306can_pick (const object *who, const object *item)
2360{ 2307{
2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2308 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2309 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2367 * create clone from object to another 2314 * create clone from object to another
2368 */ 2315 */
2369object * 2316object *
2370object_create_clone (object *asrc) 2317object_create_clone (object *asrc)
2371{ 2318{
2372 object *dst = 0, *tmp, *src, *part, *prev, *item; 2319 object *dst = 0;
2373 2320
2374 if (!asrc) 2321 if (!asrc)
2375 return 0; 2322 return 0;
2376 2323
2377 src = asrc; 2324 object *src = asrc->head_ ();
2378 if (src->head)
2379 src = src->head;
2380 2325
2381 prev = 0; 2326 object *prev = 0;
2382 for (part = src; part; part = part->more) 2327 for (object *part = src; part; part = part->more)
2383 { 2328 {
2384 tmp = part->clone (); 2329 object *tmp = part->clone ();
2330
2385 tmp->x -= src->x; 2331 tmp->x -= src->x;
2386 tmp->y -= src->y; 2332 tmp->y -= src->y;
2387 2333
2388 if (!part->head) 2334 if (!part->head)
2389 { 2335 {
2399 prev->more = tmp; 2345 prev->more = tmp;
2400 2346
2401 prev = tmp; 2347 prev = tmp;
2402 } 2348 }
2403 2349
2404 for (item = src->inv; item; item = item->below) 2350 for (object *item = src->inv; item; item = item->below)
2405 insert_ob_in_ob (object_create_clone (item), dst); 2351 insert_ob_in_ob (object_create_clone (item), dst);
2406 2352
2407 return dst; 2353 return dst;
2408}
2409
2410/* GROS - Creates an object using a string representing its content. */
2411/* Basically, we save the content of the string to a temp file, then call */
2412/* load_object on it. I admit it is a highly inefficient way to make things, */
2413/* but it was simple to make and allows reusing the load_object function. */
2414/* Remember not to use load_object_str in a time-critical situation. */
2415/* Also remember that multiparts objects are not supported for now. */
2416object *
2417load_object_str (const char *obstr)
2418{
2419 object *op;
2420 char filename[MAX_BUF];
2421
2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2423
2424 FILE *tempfile = fopen (filename, "w");
2425
2426 if (tempfile == NULL)
2427 {
2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2429 return NULL;
2430 }
2431
2432 fprintf (tempfile, obstr);
2433 fclose (tempfile);
2434
2435 op = object::create ();
2436
2437 object_thawer thawer (filename);
2438
2439 if (thawer)
2440 load_object (thawer, op, 0);
2441
2442 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2443 CLEAR_FLAG (op, FLAG_REMOVED);
2444
2445 return op;
2446} 2354}
2447 2355
2448/* This returns the first object in who's inventory that 2356/* This returns the first object in who's inventory that
2449 * has the same type and subtype match. 2357 * has the same type and subtype match.
2450 * returns NULL if no match. 2358 * returns NULL if no match.
2457 return tmp; 2365 return tmp;
2458 2366
2459 return 0; 2367 return 0;
2460} 2368}
2461 2369
2462/* If ob has a field named key, return the link from the list, 2370const shstr &
2463 * otherwise return NULL. 2371object::kv_get (const shstr &key) const
2464 *
2465 * key must be a passed in shared string - otherwise, this won't
2466 * do the desired thing.
2467 */
2468key_value *
2469get_ob_key_link (const object *ob, const char *key)
2470{ 2372{
2471 for (key_value *link = ob->key_values; link; link = link->next) 2373 for (key_value *kv = key_values; kv; kv = kv->next)
2472 if (link->key == key) 2374 if (kv->key == key)
2473 return link;
2474
2475 return 0;
2476}
2477
2478/*
2479 * Returns the value of op has an extra_field for key, or NULL.
2480 *
2481 * The argument doesn't need to be a shared string.
2482 *
2483 * The returned string is shared.
2484 */
2485const char *
2486get_ob_key_value (const object *op, const char *const key)
2487{
2488 key_value *link;
2489 shstr_cmp canonical_key (key);
2490
2491 if (!canonical_key)
2492 {
2493 /* 1. There being a field named key on any object
2494 * implies there'd be a shared string to find.
2495 * 2. Since there isn't, no object has this field.
2496 * 3. Therefore, *this* object doesn't have this field.
2497 */
2498 return 0;
2499 }
2500
2501 /* This is copied from get_ob_key_link() above -
2502 * only 4 lines, and saves the function call overhead.
2503 */
2504 for (link = op->key_values; link; link = link->next)
2505 if (link->key == canonical_key)
2506 return link->value; 2375 return kv->value;
2507 2376
2508 return 0; 2377 return shstr_null;
2509} 2378}
2510 2379
2511 2380void
2512/* 2381object::kv_set (const shstr &key, const shstr &value)
2513 * Updates the canonical_key in op to value.
2514 *
2515 * canonical_key is a shared string (value doesn't have to be).
2516 *
2517 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2518 * keys.
2519 *
2520 * Returns TRUE on success.
2521 */
2522int
2523set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2524{ 2382{
2525 key_value *field = NULL, *last = NULL; 2383 for (key_value *kv = key_values; kv; kv = kv->next)
2526 2384 if (kv->key == key)
2527 for (field = op->key_values; field != NULL; field = field->next)
2528 {
2529 if (field->key != canonical_key)
2530 { 2385 {
2531 last = field; 2386 kv->value = value;
2532 continue; 2387 return;
2533 } 2388 }
2534 2389
2535 if (value) 2390 key_value *kv = new key_value;
2536 field->value = value; 2391
2537 else 2392 kv->next = key_values;
2393 kv->key = key;
2394 kv->value = value;
2395
2396 key_values = kv;
2397}
2398
2399void
2400object::kv_del (const shstr &key)
2401{
2402 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2403 if ((*kvp)->key == key)
2538 { 2404 {
2539 /* Basically, if the archetype has this key set, 2405 key_value *kv = *kvp;
2540 * we need to store the null value so when we save 2406 *kvp = (*kvp)->next;
2541 * it, we save the empty value so that when we load, 2407 delete kv;
2542 * we get this value back again. 2408 return;
2543 */
2544 if (get_ob_key_link (&op->arch->clone, canonical_key))
2545 field->value = 0;
2546 else
2547 {
2548 if (last)
2549 last->next = field->next;
2550 else
2551 op->key_values = field->next;
2552
2553 delete field;
2554 }
2555 } 2409 }
2556 return TRUE;
2557 }
2558 /* IF we get here, key doesn't exist */
2559
2560 /* No field, we'll have to add it. */
2561
2562 if (!add_key)
2563 return FALSE;
2564
2565 /* There isn't any good reason to store a null
2566 * value in the key/value list. If the archetype has
2567 * this key, then we should also have it, so shouldn't
2568 * be here. If user wants to store empty strings,
2569 * should pass in ""
2570 */
2571 if (value == NULL)
2572 return TRUE;
2573
2574 field = new key_value;
2575
2576 field->key = canonical_key;
2577 field->value = value;
2578 /* Usual prepend-addition. */
2579 field->next = op->key_values;
2580 op->key_values = field;
2581
2582 return TRUE;
2583}
2584
2585/*
2586 * Updates the key in op to value.
2587 *
2588 * If add_key is FALSE, this will only update existing keys,
2589 * and not add new ones.
2590 * In general, should be little reason FALSE is ever passed in for add_key
2591 *
2592 * Returns TRUE on success.
2593 */
2594int
2595set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2596{
2597 shstr key_ (key);
2598
2599 return set_ob_key_value_s (op, key_, value, add_key);
2600} 2410}
2601 2411
2602object::depth_iterator::depth_iterator (object *container) 2412object::depth_iterator::depth_iterator (object *container)
2603: iterator_base (container) 2413: iterator_base (container)
2604{ 2414{
2617 item = item->inv; 2427 item = item->inv;
2618 } 2428 }
2619 else 2429 else
2620 item = item->env; 2430 item = item->env;
2621} 2431}
2622
2623 2432
2624const char * 2433const char *
2625object::flag_desc (char *desc, int len) const 2434object::flag_desc (char *desc, int len) const
2626{ 2435{
2627 char *p = desc; 2436 char *p = desc;
2655{ 2464{
2656 char flagdesc[512]; 2465 char flagdesc[512];
2657 char info2[256 * 4]; 2466 char info2[256 * 4];
2658 char *p = info; 2467 char *p = info;
2659 2468
2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2469 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2661 count, uuid.seq, 2470 count,
2471 uuid.c_str (),
2662 &name, 2472 &name,
2663 title ? "\",title:" : "", 2473 title ? "\",title:\"" : "",
2664 title ? (const char *)title : "", 2474 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type); 2475 flag_desc (flagdesc, 512), type);
2666 2476
2667 if (env) 2477 if (!flag[FLAG_REMOVED] && env)
2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2478 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2669 2479
2670 if (map) 2480 if (map)
2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2481 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2672 2482
2674} 2484}
2675 2485
2676const char * 2486const char *
2677object::debug_desc () const 2487object::debug_desc () const
2678{ 2488{
2679 static char info[256 * 4]; 2489 static char info[3][256 * 4];
2490 static int info_idx;
2491
2680 return debug_desc (info); 2492 return debug_desc (info [++info_idx % 3]);
2681} 2493}
2682 2494
2495struct region *
2496object::region () const
2497{
2498 return map ? map->region (x, y)
2499 : region::default_region ();
2500}
2501
2502const materialtype_t *
2503object::dominant_material () const
2504{
2505 if (materialtype_t *mt = name_to_material (materialname))
2506 return mt;
2507
2508 return name_to_material (shstr_unknown);
2509}
2510
2511void
2512object::open_container (object *new_container)
2513{
2514 if (container == new_container)
2515 return;
2516
2517 object *old_container = container;
2518
2519 if (old_container)
2520 {
2521 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2522 return;
2523
2524#if 0
2525 // remove the "Close old_container" object.
2526 if (object *closer = old_container->inv)
2527 if (closer->type == CLOSE_CON)
2528 closer->destroy ();
2529#endif
2530
2531 // make sure the container is available
2532 esrv_send_item (this, old_container);
2533
2534 old_container->flag [FLAG_APPLIED] = false;
2535 container = 0;
2536
2537 // client needs item update to make it work, client bug requires this to be separate
2538 esrv_update_item (UPD_FLAGS, this, old_container);
2539
2540 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2541 play_sound (sound_find ("chest_close"));
2542 }
2543
2544 if (new_container)
2545 {
2546 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2547 return;
2548
2549 // TODO: this does not seem to serve any purpose anymore?
2550#if 0
2551 // insert the "Close Container" object.
2552 if (archetype *closer = new_container->other_arch)
2553 {
2554 object *closer = arch_to_object (new_container->other_arch);
2555 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2556 new_container->insert (closer);
2557 }
2558#endif
2559
2560 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2561
2562 // make sure the container is available, client bug requires this to be separate
2563 esrv_send_item (this, new_container);
2564
2565 new_container->flag [FLAG_APPLIED] = true;
2566 container = new_container;
2567
2568 // client needs flag change
2569 esrv_update_item (UPD_FLAGS, this, new_container);
2570 esrv_send_inventory (this, new_container);
2571 play_sound (sound_find ("chest_open"));
2572 }
2573// else if (!old_container->env && contr && contr->ns)
2574// contr->ns->floorbox_reset ();
2575}
2576
2577object *
2578object::force_find (const shstr name)
2579{
2580 /* cycle through his inventory to look for the MARK we want to
2581 * place
2582 */
2583 for (object *tmp = inv; tmp; tmp = tmp->below)
2584 if (tmp->type == FORCE && tmp->slaying == name)
2585 return splay (tmp);
2586
2587 return 0;
2588}
2589
2590void
2591object::force_add (const shstr name, int duration)
2592{
2593 if (object *force = force_find (name))
2594 force->destroy ();
2595
2596 object *force = get_archetype (FORCE_NAME);
2597
2598 force->slaying = name;
2599 force->stats.food = 1;
2600 force->speed_left = -1.f;
2601
2602 force->set_speed (duration ? 1.f / duration : 0.f);
2603 force->flag [FLAG_IS_USED_UP] = true;
2604 force->flag [FLAG_APPLIED] = true;
2605
2606 insert (force);
2607}
2608
2609void
2610object::play_sound (faceidx sound)
2611{
2612 if (!sound)
2613 return;
2614
2615 if (flag [FLAG_REMOVED])
2616 return;
2617
2618 if (env)
2619 {
2620 if (object *pl = in_player ())
2621 pl->contr->play_sound (sound);
2622 }
2623 else
2624 map->play_sound (sound, x, y);
2625}
2626

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