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Comparing deliantra/server/common/object.C (file contents):
Revision 1.146 by root, Fri May 11 21:07:13 2007 UTC vs.
Revision 1.230 by root, Sun May 4 08:25:32 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
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>
34#include <sproto.h> 29#include <sproto.h>
35#include <loader.h> 30#include <loader.h>
36 31
37#include <bitset> 32#include <bitset>
38 33
39int nrofallocobjects = 0; 34UUID UUID::cur;
40static UUID uuid; 35static uint64_t seq_next_save;
41const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
42 37
43objectvec objects; 38objectvec objects;
44activevec actives; 39activevec actives;
45 40
46short 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,
47 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
48}; 46};
49short 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,
50 -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
51}; 52};
52int 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,
53 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
54}; 58};
55int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
56 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,
57 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
58}; 64};
59 65
60static void 66static void
61write_uuid (void) 67write_uuid (uval64 skip, bool sync)
62{ 68{
63 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
64 70 CALL_ARG_SV (newSVval64 (skip));
65 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
66 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
67 73 CALL_END;
68 FILE *fp;
69
70 if (!(fp = fopen (filename2, "w")))
71 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return;
74 }
75
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77 fclose (fp);
78 rename (filename2, filename1);
79} 74}
80 75
81static void 76static void
82read_uuid (void) 77read_uuid (void)
83{ 78{
84 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
85 80
86 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
87 84
88 FILE *fp; 85 FILE *fp;
89 86
90 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
91 { 88 {
92 if (errno == ENOENT) 89 if (errno == ENOENT)
93 { 90 {
94 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0; 92 UUID::cur.seq = 0;
96 write_uuid (); 93 write_uuid (UUID_GAP, true);
97 return; 94 return;
98 } 95 }
99 96
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1); 98 _exit (1);
102 } 99 }
103 100
104 int version; 101 UUID::BUF buf;
105 unsigned long long uid; 102 buf[0] = 0;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
107 { 106 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1); 108 _exit (1);
110 } 109 }
111 110
112 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 write_uuid (); 112
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
115 fclose (fp); 114 fclose (fp);
116} 115}
117 116
118UUID 117UUID
119gen_uuid () 118UUID::gen ()
120{ 119{
121 UUID uid; 120 UUID uid;
122 121
123 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
124 123
125 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
126 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
127 130
128 return uid; 131 return uid;
129} 132}
130 133
131void 134void
132init_uuid () 135UUID::init ()
133{ 136{
134 read_uuid (); 137 read_uuid ();
135} 138}
136 139
137/* 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. */
138static int 141static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
140{ 143{
141 key_value *wants_field;
142
143 /* 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
144 * 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
145 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
146 */ 147 */
147 148
148 /* For each field in wants, */ 149 /* For each field in wants, */
149 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)
150 { 151 if (has->kv_get (kv->key) != kv->value)
151 key_value *has_field; 152 return false;
152
153 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
157 {
158 /* No field with that name. */
159 return FALSE;
160 }
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168
169 /* If we get here, we found a match. Now for the next field in wants. */
170 }
171 153
172 /* 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. */
173 return TRUE; 155 return true;
174} 156}
175 157
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 159static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 161{
180 /* 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,
181 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
182 */ 164 */
183 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);
184} 167}
185 168
186/* 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
187 * they can be merged together. 170 * they can be merged together.
188 * 171 *
203 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 187 || ob1->value != ob2->value
205 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
206 return 0; 189 return 0;
207 190
208 //TODO: this ain't working well, use nicer and correct overflow check 191 /* Do not merge objects if nrof would overflow. First part checks
209 /* 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
210 * 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
211 * used to store nrof). 194 * nrof values.
212 */ 195 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31) 196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
214 return 0; 197 return 0;
215 198
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 199 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * 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
218 * 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
219 * 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
220 * flags lose any meaning. 203 * flags lose any meaning.
221 */ 204 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
224 207
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
227 210
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 211 if (ob1->arch->name != ob2->arch->name
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 212 || ob1->name != ob2->name
231 || ob1->title != ob2->title 213 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 214 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 215 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype 216 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 217 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 218 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 219 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 220 || ob1->value != ob2->value
247 || ob1->move_block != ob2->move_block 227 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 228 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 229 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 230 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 231 || ob1->move_slow != ob2->move_slow
252 || 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)))
253 return 0; 235 return 0;
254 236
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
255 /* This is really a spellbook check - really, we should 244 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 245 * not merge objects with real inventories, as splitting them
246 * is hard.
257 */ 247 */
258 if (ob1->inv || ob2->inv) 248 if (ob1->inv || ob2->inv)
259 { 249 {
260 /* if one object has inventory but the other doesn't, not equiv */ 250 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 251 return 0; /* inventories differ in length */
262 return 0;
263 252
264 /* 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
265 if (!object::can_merge (ob1->inv, ob2->inv)) 256 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 257 return 0; /* inventory objects differ */
267 258
268 /* 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
269 * if it is valid. 260 * if it is valid.
270 */ 261 */
271 } 262 }
290 if (ob1->level != ob2->level) 281 if (ob1->level != ob2->level)
291 return 0; 282 return 0;
292 break; 283 break;
293 } 284 }
294 285
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 286 if (ob1->key_values || ob2->key_values)
296 { 287 {
297 /* At least one of these has key_values. */ 288 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 289 if ((!ob1->key_values) != (!ob2->key_values))
299 /* 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))
300 return 0; 293 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 294 }
304 295
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 296 if (ob1->self || ob2->self)
307 { 297 {
308 ob1->optimise (); 298 ob1->optimise ();
309 ob2->optimise (); 299 ob2->optimise ();
310 300
311 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)
312 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 }
313 } 315 }
314 316
315 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
316 return 1; 318 return 1;
317} 319}
318 320
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
319/* 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/*
320 * sum_weight() is a recursive function which calculates the weight 391 * this is a recursive function which calculates the weight
321 * 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
322 * containers are carrying, and sums it up. 393 * containers are carrying, and sums it up.
323 */ 394 */
324long 395void
325sum_weight (object *op) 396object::update_weight ()
326{ 397{
327 long sum; 398 sint32 sum = 0;
328 object *inv;
329 399
330 for (sum = 0, inv = op->inv; inv; inv = inv->below) 400 for (object *op = inv; op; op = op->below)
331 { 401 {
332 if (inv->inv) 402 if (op->inv)
333 sum_weight (inv); 403 op->update_weight ();
334 404
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 405 sum += op->total_weight ();
406 }
407
408 sum = weight_adjust (this, sum);
409
410 if (sum != carrying)
336 } 411 {
337
338 if (op->type == CONTAINER && op->stats.Str)
339 sum = (sum * (100 - op->stats.Str)) / 100;
340
341 if (op->carrying != sum)
342 op->carrying = sum; 412 carrying = sum;
343 413
344 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 }
345} 418}
346 419
347/** 420/*
348 * Return the outermost environment object for a given object. 421 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
349 */
350
351object *
352object_get_env_recursive (object *op)
353{
354 while (op->env != NULL)
355 op = op->env;
356 return op;
357}
358
359/*
360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
361 * Some error messages.
362 * The result of the dump is stored in the static global errmsg array.
363 */ 422 */
364char * 423char *
365dump_object (object *op) 424dump_object (object *op)
366{ 425{
367 if (!op) 426 if (!op)
375/* 434/*
376 * 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
377 * multi-object 1 which is closest to the second object. 436 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned. 437 * If it's not a multi-object, it is returned.
379 */ 438 */
380
381object * 439object *
382get_nearest_part (object *op, const object *pl) 440get_nearest_part (object *op, const object *pl)
383{ 441{
384 object *tmp, *closest; 442 object *tmp, *closest;
385 int last_dist, i; 443 int last_dist, i;
386 444
387 if (op->more == NULL) 445 if (!op->more)
388 return op; 446 return op;
447
389 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)
390 if ((i = distance (tmp, pl)) < last_dist) 451 if ((i = distance (tmp, pl)) < last_dist)
391 closest = tmp, last_dist = i; 452 closest = tmp, last_dist = i;
453
392 return closest; 454 return closest;
393} 455}
394 456
395/* 457/*
396 * 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.
397 */ 460 */
398object * 461object *
399find_object (tag_t i) 462find_object (tag_t i)
400{ 463{
401 for_all_objects (op) 464 for_all_objects (op)
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;
453} 509}
454 510
455void 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
456object::set_weapon (object *ob) 529object::change_weapon (object *ob)
457{ 530{
458 if (current_weapon == ob) 531 if (current_weapon == ob)
459 return; 532 return true;
460
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462 533
463 if (chosen_skill) 534 if (chosen_skill)
464 chosen_skill->flag [FLAG_APPLIED] = false; 535 chosen_skill->flag [FLAG_APPLIED] = false;
465 536
466 current_weapon = ob; 537 current_weapon = ob;
467 chosen_skill = ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill); 538 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
468 539
469 if (chosen_skill) 540 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = true; 541 chosen_skill->flag [FLAG_APPLIED] = true;
471 542
472 update_stats (); 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;
473} 575}
474 576
475/* Zero the key_values on op, decrementing the shared-string 577/* Zero the key_values on op, decrementing the shared-string
476 * refcounts and freeing the links. 578 * refcounts and freeing the links.
477 */ 579 */
487 } 589 }
488 590
489 op->key_values = 0; 591 op->key_values = 0;
490} 592}
491 593
492object & 594/*
493object::operator =(const object &src) 595 * copy_to first frees everything allocated by the dst object,
596 * and then copies the contents of itself into the second
597 * object, allocating what needs to be allocated. Basically, any
598 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
599 * if the first object is freed, the pointers in the new object
600 * will point at garbage.
601 */
602void
603object::copy_to (object *dst)
494{ 604{
495 bool is_freed = flag [FLAG_FREED]; 605 dst->remove ();
496 bool is_removed = flag [FLAG_REMOVED];
497
498 *(object_copy *)this = src; 606 *(object_copy *)dst = *this;
499
500 flag [FLAG_FREED] = is_freed;
501 flag [FLAG_REMOVED] = is_removed; 607 dst->flag [FLAG_REMOVED] = true;
502 608
503 /* Copy over key_values, if any. */ 609 /* Copy over key_values, if any. */
504 if (src.key_values) 610 if (key_values)
505 { 611 {
506 key_value *tail = 0; 612 key_value *tail = 0;
507 key_values = 0; 613 dst->key_values = 0;
508 614
509 for (key_value *i = src.key_values; i; i = i->next) 615 for (key_value *i = key_values; i; i = i->next)
510 { 616 {
511 key_value *new_link = new key_value; 617 key_value *new_link = new key_value;
512 618
513 new_link->next = 0; 619 new_link->next = 0;
514 new_link->key = i->key; 620 new_link->key = i->key;
515 new_link->value = i->value; 621 new_link->value = i->value;
516 622
517 /* Try and be clever here, too. */ 623 /* Try and be clever here, too. */
518 if (!key_values) 624 if (!dst->key_values)
519 { 625 {
520 key_values = new_link; 626 dst->key_values = new_link;
521 tail = new_link; 627 tail = new_link;
522 } 628 }
523 else 629 else
524 { 630 {
525 tail->next = new_link; 631 tail->next = new_link;
526 tail = new_link; 632 tail = new_link;
527 } 633 }
528 } 634 }
529 } 635 }
530}
531
532/*
533 * copy_to first frees everything allocated by the dst object,
534 * and then copies the contents of itself into the second
535 * object, allocating what needs to be allocated. Basically, any
536 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
537 * if the first object is freed, the pointers in the new object
538 * will point at garbage.
539 */
540void
541object::copy_to (object *dst)
542{
543 *dst = *this;
544 636
545 if (speed < 0) 637 if (speed < 0)
546 dst->speed_left = speed_left - rndm (); 638 dst->speed_left -= rndm ();
547 639
548 dst->set_speed (dst->speed); 640 dst->set_speed (dst->speed);
549} 641}
550 642
551void 643void
552object::instantiate () 644object::instantiate ()
553{ 645{
554 if (!uuid.seq) // HACK 646 if (!uuid.seq) // HACK
555 uuid = gen_uuid (); 647 uuid = UUID::gen ();
556 648
557 speed_left = -0.1f; 649 speed_left = -0.1f;
558 /* copy the body_info to the body_used - this is only really 650 /* copy the body_info to the body_used - this is only really
559 * need for monsters, but doesn't hurt to do it for everything. 651 * need for monsters, but doesn't hurt to do it for everything.
560 * by doing so, when a monster is created, it has good starting 652 * by doing so, when a monster is created, it has good starting
570object * 662object *
571object::clone () 663object::clone ()
572{ 664{
573 object *neu = create (); 665 object *neu = create ();
574 copy_to (neu); 666 copy_to (neu);
667 neu->map = map; // not copied by copy_to
575 return neu; 668 return neu;
576} 669}
577 670
578/* 671/*
579 * 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
630 * UP_OBJ_FACE: only the objects face has changed. 723 * UP_OBJ_FACE: only the objects face has changed.
631 */ 724 */
632void 725void
633update_object (object *op, int action) 726update_object (object *op, int action)
634{ 727{
635 if (op == NULL) 728 if (!op)
636 { 729 {
637 /* this should never happen */ 730 /* this should never happen */
638 LOG (llevDebug, "update_object() called for NULL object.\n"); 731 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
639 return; 732 return;
640 } 733 }
641 734
642 if (op->env) 735 if (!op->is_on_map ())
643 { 736 {
644 /* Animation is currently handled by client, so nothing 737 /* Animation is currently handled by client, so nothing
645 * to do in this case. 738 * to do in this case.
646 */ 739 */
647 return; 740 return;
648 } 741 }
649
650 /* If the map is saving, don't do anything as everything is
651 * going to get freed anyways.
652 */
653 if (!op->map || op->map->in_memory == MAP_SAVING)
654 return;
655 742
656 /* make sure the object is within map boundaries */ 743 /* make sure the object is within map boundaries */
657 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)
658 { 745 {
659 LOG (llevError, "update_object() called for object out of map!\n"); 746 LOG (llevError, "update_object() called for object out of map!\n");
719static int object_count; 806static int object_count;
720 807
721void object::link () 808void object::link ()
722{ 809{
723 assert (!index);//D 810 assert (!index);//D
724 uuid = gen_uuid (); 811 uuid = UUID::gen ();
725 count = ++object_count; 812 count = ++object_count;
726 813
727 refcnt_inc (); 814 refcnt_inc ();
728 objects.insert (this); 815 objects.insert (this);
729} 816}
802object::destroy_inv (bool drop_to_ground) 889object::destroy_inv (bool drop_to_ground)
803{ 890{
804 // need to check first, because the checks below might segfault 891 // need to check first, because the checks below might segfault
805 // as we might be on an invalid mapspace and crossfire code 892 // as we might be on an invalid mapspace and crossfire code
806 // is too buggy to ensure that the inventory is empty. 893 // is too buggy to ensure that the inventory is empty.
807 // corollary: if you create arrows etc. with stuff in tis inventory, 894 // corollary: if you create arrows etc. with stuff in its inventory,
808 // cf will crash below with off-map x and y 895 // cf will crash below with off-map x and y
809 if (!inv) 896 if (!inv)
810 return; 897 return;
811 898
812 /* Only if the space blocks everything do we not process - 899 /* Only if the space blocks everything do we not process -
813 * if some form of movement is allowed, let objects 900 * if some form of movement is allowed, let objects
814 * drop on that space. 901 * drop on that space.
815 */ 902 */
816 if (!drop_to_ground 903 if (!drop_to_ground
817 || !map 904 || !map
818 || map->in_memory != MAP_IN_MEMORY 905 || map->in_memory != MAP_ACTIVE
819 || map->nodrop 906 || map->nodrop
820 || ms ().move_block == MOVE_ALL) 907 || ms ().move_block == MOVE_ALL)
821 { 908 {
822 while (inv) 909 while (inv)
823 { 910 {
824 inv->destroy_inv (drop_to_ground); 911 inv->destroy_inv (false);
825 inv->destroy (); 912 inv->destroy ();
826 } 913 }
827 } 914 }
828 else 915 else
829 { /* Put objects in inventory onto this space */ 916 { /* Put objects in inventory onto this space */
835 || op->flag [FLAG_NO_DROP] 922 || op->flag [FLAG_NO_DROP]
836 || op->type == RUNE 923 || op->type == RUNE
837 || op->type == TRAP 924 || op->type == TRAP
838 || op->flag [FLAG_IS_A_TEMPLATE] 925 || op->flag [FLAG_IS_A_TEMPLATE]
839 || op->flag [FLAG_DESTROY_ON_DEATH]) 926 || op->flag [FLAG_DESTROY_ON_DEATH])
840 op->destroy (); 927 op->destroy (true);
841 else 928 else
842 map->insert (op, x, y); 929 map->insert (op, x, y);
843 } 930 }
844 } 931 }
845} 932}
849 object *op = new object; 936 object *op = new object;
850 op->link (); 937 op->link ();
851 return op; 938 return op;
852} 939}
853 940
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
854void 961void
855object::do_destroy () 962object::do_destroy ()
856{ 963{
857 attachable::do_destroy ();
858
859 if (flag [FLAG_IS_LINKED]) 964 if (flag [FLAG_IS_LINKED])
860 remove_button_link (this); 965 remove_button_link (this);
861 966
862 if (flag [FLAG_FRIENDLY]) 967 if (flag [FLAG_FRIENDLY])
863 remove_friendly_object (this); 968 remove_friendly_object (this);
864 969
865 if (!flag [FLAG_REMOVED])
866 remove (); 970 remove ();
867 971
868 destroy_inv (true); 972 attachable::do_destroy ();
869 973
870 deactivate (); 974 deactivate ();
871 unlink (); 975 unlink ();
872 976
873 flag [FLAG_FREED] = 1; 977 flag [FLAG_FREED] = 1;
874 978
875 // hack to ensure that freed objects still have a valid map 979 // hack to ensure that freed objects still have a valid map
876 {
877 static maptile *freed_map; // freed objects are moved here to avoid crashes
878
879 if (!freed_map)
880 {
881 freed_map = new maptile;
882
883 freed_map->name = "/internal/freed_objects_map";
884 freed_map->width = 3;
885 freed_map->height = 3;
886
887 freed_map->alloc ();
888 freed_map->in_memory = MAP_IN_MEMORY;
889 }
890
891 map = freed_map; 980 map = &freed_map;
892 x = 1; 981 x = 1;
893 y = 1; 982 y = 1;
894 }
895
896 head = 0;
897 983
898 if (more) 984 if (more)
899 { 985 {
900 more->destroy (); 986 more->destroy ();
901 more = 0; 987 more = 0;
902 } 988 }
903 989
990 head = 0;
991
904 // clear those pointers that likely might have circular references to us 992 // clear those pointers that likely might cause circular references
905 owner = 0; 993 owner = 0;
906 enemy = 0; 994 enemy = 0;
907 attacked_by = 0; 995 attacked_by = 0;
996 current_weapon = 0;
908} 997}
909 998
910void 999void
911object::destroy (bool destroy_inventory) 1000object::destroy (bool destroy_inventory)
912{ 1001{
913 if (destroyed ()) 1002 if (destroyed ())
914 return; 1003 return;
915 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
916 if (destroy_inventory) 1012 destroy_inv (!destroy_inventory);
917 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
918 1019
919 attachable::destroy (); 1020 attachable::destroy ();
920}
921
922/*
923 * sub_weight() recursively (outwards) subtracts a number from the
924 * weight of an object (and what is carried by it's environment(s)).
925 */
926void
927sub_weight (object *op, signed long weight)
928{
929 while (op != NULL)
930 {
931 if (op->type == CONTAINER)
932 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
933
934 op->carrying -= weight;
935 op = op->env;
936 }
937} 1021}
938 1022
939/* op->remove (): 1023/* op->remove ():
940 * 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
941 * 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
947object::do_remove () 1031object::do_remove ()
948{ 1032{
949 object *tmp, *last = 0; 1033 object *tmp, *last = 0;
950 object *otmp; 1034 object *otmp;
951 1035
952 if (QUERY_FLAG (this, FLAG_REMOVED)) 1036 if (flag [FLAG_REMOVED])
953 return; 1037 return;
954 1038
955 SET_FLAG (this, FLAG_REMOVED);
956 INVOKE_OBJECT (REMOVE, this); 1039 INVOKE_OBJECT (REMOVE, this);
1040
1041 flag [FLAG_REMOVED] = true;
957 1042
958 if (more) 1043 if (more)
959 more->remove (); 1044 more->remove ();
960 1045
961 /* 1046 /*
962 * In this case, the object to be removed is in someones 1047 * In this case, the object to be removed is in someones
963 * inventory. 1048 * inventory.
964 */ 1049 */
965 if (env) 1050 if (env)
966 { 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
967 if (nrof) 1061 if (below)
968 sub_weight (env, weight * nrof); 1062 below->above = above;
969 else 1063
970 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;
971 1074
972 /* 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
973 * made to players inventory. If set, avoiding the call 1076 * made to players inventory. If set, avoiding the call
974 * to save cpu time. 1077 * to save cpu time.
975 */ 1078 */
976 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))
977 otmp->update_stats (); 1080 otmp->update_stats ();
978
979 if (above)
980 above->below = below;
981 else
982 env->inv = below;
983
984 if (below)
985 below->above = above;
986
987 /* we set up values so that it could be inserted into
988 * the map, but we don't actually do that - it is up
989 * to the caller to decide what we want to do.
990 */
991 x = env->x, y = env->y;
992 map = env->map;
993 above = 0, below = 0;
994 env = 0;
995 } 1081 }
996 else if (map) 1082 else if (map)
997 { 1083 {
998 if (type == PLAYER)
999 {
1000 // leaving a spot always closes any open container on the ground
1001 if (container && !container->env)
1002 // this causes spurious floorbox updates, but it ensures
1003 // that the CLOSE event is being sent.
1004 close_container ();
1005
1006 --map->players;
1007 map->touch ();
1008 }
1009
1010 map->dirty = true; 1084 map->dirty = true;
1011 mapspace &ms = this->ms (); 1085 mapspace &ms = this->ms ();
1086
1087 if (object *pl = ms.player ())
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
1097 --map->players;
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);
1107 }
1012 1108
1013 /* link the object above us */ 1109 /* link the object above us */
1014 if (above) 1110 if (above)
1015 above->below = below; 1111 above->below = below;
1016 else 1112 else
1037 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1038 return; 1134 return;
1039 1135
1040 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1041 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
1042 for (tmp = ms.bot; tmp; tmp = tmp->above) 1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1043 { 1155 {
1044 /* 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
1045 * being removed. 1157 * being removed.
1046 */ 1158 */
1047
1048 if (tmp->type == PLAYER && tmp != this)
1049 {
1050 /* If a container that the player is currently using somehow gets
1051 * removed (most likely destroyed), update the player view
1052 * appropriately.
1053 */
1054 if (tmp->container == this)
1055 {
1056 flag [FLAG_APPLIED] = 0;
1057 tmp->container = 0;
1058 }
1059
1060 if (tmp->contr->ns)
1061 tmp->contr->ns->floorbox_update ();
1062 }
1063 1159
1064 /* See if object moving off should effect something */ 1160 /* See if object moving off should effect something */
1065 if (check_walk_off 1161 if (check_walk_off
1066 && ((move_type & tmp->move_off) 1162 && ((move_type & tmp->move_off)
1067 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1070 1166
1071 if (destroyed ()) 1167 if (destroyed ())
1072 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 ());
1073 } 1169 }
1074 1170
1075 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1076 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1077 if (tmp->above == tmp)
1078 tmp->above = 0;
1079
1080 last = tmp; 1171 last = tmp;
1081 } 1172 }
1082 1173
1083 /* last == NULL if there are no objects on this space */ 1174 /* last == NULL if there are no objects on this space */
1084 //TODO: this makes little sense, why only update the topmost object? 1175 //TODO: this makes little sense, why only update the topmost object?
1104merge_ob (object *op, object *top) 1195merge_ob (object *op, object *top)
1105{ 1196{
1106 if (!op->nrof) 1197 if (!op->nrof)
1107 return 0; 1198 return 0;
1108 1199
1109 if (top) 1200 if (!top)
1110 for (top = op; top && top->above; top = top->above) 1201 for (top = op; top && top->above; top = top->above)
1111 ; 1202 ;
1112 1203
1113 for (; top; top = top->below) 1204 for (; top; top = top->below)
1114 {
1115 if (top == op)
1116 continue;
1117
1118 if (object::can_merge (op, top)) 1205 if (object::can_merge (op, top))
1119 { 1206 {
1120 top->nrof += op->nrof; 1207 top->nrof += op->nrof;
1121 1208
1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1209 if (object *pl = top->visible_to ())
1123 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
1124 op->destroy (); 1215 op->destroy (1);
1216
1125 return top; 1217 return top;
1126 } 1218 }
1127 }
1128 1219
1129 return 0; 1220 return 0;
1130} 1221}
1131 1222
1132void 1223void
1135 if (more) 1226 if (more)
1136 return; 1227 return;
1137 1228
1138 object *prev = this; 1229 object *prev = this;
1139 1230
1140 for (archetype *at = arch->more; at; at = at->more) 1231 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1141 { 1232 {
1142 object *op = arch_to_object (at); 1233 object *op = arch_to_object (at);
1143 1234
1144 op->name = name; 1235 op->name = name;
1145 op->name_pl = name_pl; 1236 op->name_pl = name_pl;
1159object * 1250object *
1160insert_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)
1161{ 1252{
1162 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1163 { 1254 {
1164 tmp->x = x + tmp->arch->clone.x; 1255 tmp->x = x + tmp->arch->x;
1165 tmp->y = y + tmp->arch->clone.y; 1256 tmp->y = y + tmp->arch->y;
1166 } 1257 }
1167 1258
1168 return insert_ob_in_map (op, m, originator, flag); 1259 return insert_ob_in_map (op, m, originator, flag);
1169} 1260}
1170 1261
1191object * 1282object *
1192insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1193{ 1284{
1194 assert (!op->flag [FLAG_FREED]); 1285 assert (!op->flag [FLAG_FREED]);
1195 1286
1196 object *tmp, *top, *floor = NULL;
1197
1198 op->remove (); 1287 op->remove ();
1199
1200#if 0
1201 if (!m->active != !op->active)
1202 if (m->active)
1203 op->activate_recursive ();
1204 else
1205 op->deactivate_recursive ();
1206#endif
1207
1208 if (out_of_map (m, op->x, op->y))
1209 {
1210 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1211#ifdef MANY_CORES
1212 /* Better to catch this here, as otherwise the next use of this object
1213 * is likely to cause a crash. Better to find out where it is getting
1214 * improperly inserted.
1215 */
1216 abort ();
1217#endif
1218 return op;
1219 }
1220
1221 if (object *more = op->more)
1222 {
1223 if (!insert_ob_in_map (more, m, originator, flag))
1224 {
1225 if (!op->head)
1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227
1228 return 0;
1229 }
1230 }
1231
1232 CLEAR_FLAG (op, FLAG_REMOVED);
1233 1288
1234 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* Ideally, the caller figures this out. However, it complicates a lot
1235 * 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
1236 * need extra work 1291 * need extra work
1237 */ 1292 */
1238 if (!xy_normalise (m, op->x, op->y)) 1293 if (!xy_normalise (m, op->x, op->y))
1294 {
1295 op->destroy (1);
1239 return 0; 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);
1240 1304
1241 op->map = m; 1305 op->map = m;
1242 mapspace &ms = op->ms (); 1306 mapspace &ms = op->ms ();
1243 1307
1244 /* this has to be done after we translate the coordinates. 1308 /* this has to be done after we translate the coordinates.
1245 */ 1309 */
1246 if (op->nrof && !(flag & INS_NO_MERGE)) 1310 if (op->nrof && !(flag & INS_NO_MERGE))
1247 for (tmp = ms.bot; tmp; tmp = tmp->above) 1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1248 if (object::can_merge (op, tmp)) 1312 if (object::can_merge (op, tmp))
1249 { 1313 {
1314 // TODO: we atcually want to update tmp, not op,
1315 // but some caller surely breaks when we return tmp
1316 // from here :/
1250 op->nrof += tmp->nrof; 1317 op->nrof += tmp->nrof;
1251 tmp->destroy (); 1318 tmp->destroy (1);
1252 } 1319 }
1253 1320
1254 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 */
1255 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1322 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1256 1323
1276 /* since *below* originator, no need to update top */ 1343 /* since *below* originator, no need to update top */
1277 originator->below = op; 1344 originator->below = op;
1278 } 1345 }
1279 else 1346 else
1280 { 1347 {
1348 object *top, *floor = NULL;
1349
1281 top = ms.bot; 1350 top = ms.bot;
1282 1351
1283 /* If there are other objects, then */ 1352 /* If there are other objects, then */
1284 if ((!(flag & INS_MAP_LOAD)) && top) 1353 if (top)
1285 { 1354 {
1286 object *last = 0; 1355 object *last = 0;
1287 1356
1288 /* 1357 /*
1289 * 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.
1342 if (last && last->below && last != floor) 1411 if (last && last->below && last != floor)
1343 top = last->below; 1412 top = last->below;
1344 } 1413 }
1345 } /* If objects on this space */ 1414 } /* If objects on this space */
1346 1415
1347 if (flag & INS_MAP_LOAD)
1348 top = ms.top;
1349
1350 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1351 top = floor; 1417 top = floor;
1352 1418
1353 /* 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.
1354 */ 1420 */
1386 op->map->touch (); 1452 op->map->touch ();
1387 } 1453 }
1388 1454
1389 op->map->dirty = true; 1455 op->map->dirty = true;
1390 1456
1391 /* If we have a floor, we know the player, if any, will be above
1392 * it, so save a few ticks and start from there.
1393 */
1394 if (!(flag & INS_MAP_LOAD))
1395 if (object *pl = 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
1396 if (pl->contr->ns) 1461 if (pl->contr->ns)
1397 pl->contr->ns->floorbox_update (); 1462 pl->contr->ns->floorbox_update ();
1398 1463
1399 /* If this object glows, it may affect lighting conditions that are 1464 /* If this object glows, it may affect lighting conditions that are
1400 * 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
1401 * 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
1402 * on the map will get recalculated. The players could very well 1467 * on the map will get recalculated. The players could very well
1421 * blocked() and wall() work properly), and these flags are updated by 1486 * blocked() and wall() work properly), and these flags are updated by
1422 * update_object(). 1487 * update_object().
1423 */ 1488 */
1424 1489
1425 /* 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 */
1426 if (!(flag & INS_NO_WALK_ON) && !op->head) 1491 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1427 { 1492 {
1428 if (check_move_on (op, originator)) 1493 if (check_move_on (op, originator))
1429 return 0; 1494 return 0;
1430 1495
1431 /* 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
1432 * walk on's. 1497 * walk on's.
1433 */ 1498 */
1434 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1499 for (object *tmp = op->more; tmp; tmp = tmp->more)
1435 if (check_move_on (tmp, originator)) 1500 if (check_move_on (tmp, originator))
1436 return 0; 1501 return 0;
1437 } 1502 }
1438 1503
1439 return op; 1504 return op;
1444 * 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.
1445 */ 1510 */
1446void 1511void
1447replace_insert_ob_in_map (const char *arch_string, object *op) 1512replace_insert_ob_in_map (const char *arch_string, object *op)
1448{ 1513{
1449 object *tmp, *tmp1;
1450
1451 /* first search for itself and remove any old instances */ 1514 /* first search for itself and remove any old instances */
1452 1515
1453 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1454 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1517 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1455 tmp->destroy (); 1518 tmp->destroy (1);
1456 1519
1457 tmp1 = arch_to_object (archetype::find (arch_string)); 1520 object *tmp = arch_to_object (archetype::find (arch_string));
1458 1521
1459 tmp1->x = op->x; 1522 tmp->x = op->x;
1460 tmp1->y = op->y; 1523 tmp->y = op->y;
1524
1461 insert_ob_in_map (tmp1, op->map, op, 0); 1525 insert_ob_in_map (tmp, op->map, op, 0);
1462} 1526}
1463 1527
1464object * 1528object *
1465object::insert_at (object *where, object *originator, int flags) 1529object::insert_at (object *where, object *originator, int flags)
1466{ 1530{
1531 if (where->env)
1532 return where->env->insert (this);
1533 else
1467 return where->map->insert (this, where->x, where->y, originator, flags); 1534 return where->map->insert (this, where->x, where->y, originator, flags);
1468} 1535}
1469 1536
1470/* 1537/*
1471 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1472 * is returned contains nr objects, and the remaining parts contains
1473 * the rest (or is removed and freed if that number is 0).
1474 * On failure, NULL is returned, and the reason put into the
1475 * global static errmsg array.
1476 */
1477object *
1478get_split_ob (object *orig_ob, uint32 nr)
1479{
1480 object *newob;
1481 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1482
1483 if (orig_ob->nrof < nr)
1484 {
1485 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1486 return NULL;
1487 }
1488
1489 newob = object_create_clone (orig_ob);
1490
1491 if ((orig_ob->nrof -= nr) < 1)
1492 orig_ob->destroy (1);
1493 else if (!is_removed)
1494 {
1495 if (orig_ob->env != NULL)
1496 sub_weight (orig_ob->env, orig_ob->weight * nr);
1497 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1498 {
1499 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1500 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1501 return NULL;
1502 }
1503 }
1504
1505 newob->nrof = nr;
1506
1507 return newob;
1508}
1509
1510/*
1511 * decrease_ob_nr(object, number) decreases a specified number from 1538 * decrease(object, number) decreases a specified number from
1512 * 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
1513 * is subsequently removed and freed. 1540 * is subsequently removed and freed.
1514 * 1541 *
1515 * 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
1516 */ 1543 */
1544bool
1545object::decrease (sint32 nr)
1546{
1547 if (!nr)
1548 return true;
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 */
1517object * 1576object *
1518decrease_ob_nr (object *op, uint32 i) 1577object::split (sint32 nr)
1519{ 1578{
1520 object *tmp; 1579 int have = number_of ();
1521 1580
1522 if (i == 0) /* objects with op->nrof require this check */ 1581 if (have < nr)
1523 return op; 1582 return 0;
1524 1583 else if (have == nr)
1525 if (i > op->nrof)
1526 i = op->nrof;
1527
1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1529 op->nrof -= i;
1530 else if (op->env)
1531 { 1584 {
1532 /* is this object in the players inventory, or sub container
1533 * therein?
1534 */
1535 tmp = op->in_player ();
1536 /* nope. Is this a container the player has opened?
1537 * If so, set tmp to that player.
1538 * IMO, searching through all the players will mostly
1539 * likely be quicker than following op->env to the map,
1540 * and then searching the map for a player.
1541 */
1542 if (!tmp)
1543 for_all_players (pl)
1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1547 break;
1548 }
1549
1550 if (i < op->nrof)
1551 {
1552 sub_weight (op->env, op->weight * i);
1553 op->nrof -= i;
1554 if (tmp)
1555 esrv_send_item (tmp, op);
1556 }
1557 else
1558 {
1559 op->remove (); 1585 remove ();
1560 op->nrof = 0; 1586 return this;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 } 1587 }
1565 else 1588 else
1566 { 1589 {
1567 object *above = op->above; 1590 decrease (nr);
1568 1591
1569 if (i < op->nrof) 1592 object *op = deep_clone ();
1570 op->nrof -= i; 1593 op->nrof = nr;
1571 else
1572 {
1573 op->remove ();
1574 op->nrof = 0;
1575 }
1576
1577 /* Since we just removed op, op->above is null */
1578 for (tmp = above; tmp; tmp = tmp->above)
1579 if (tmp->type == PLAYER)
1580 {
1581 if (op->nrof)
1582 esrv_send_item (tmp, op);
1583 else
1584 esrv_del_item (tmp->contr, op->count);
1585 }
1586 }
1587
1588 if (op->nrof)
1589 return op; 1594 return op;
1590 else
1591 {
1592 op->destroy ();
1593 return 0;
1594 }
1595}
1596
1597/*
1598 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying.
1600 */
1601void
1602add_weight (object *op, signed long weight)
1603{
1604 while (op != NULL)
1605 {
1606 if (op->type == CONTAINER)
1607 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1608
1609 op->carrying += weight;
1610 op = op->env;
1611 } 1595 }
1612} 1596}
1613 1597
1614object * 1598object *
1615insert_ob_in_ob (object *op, object *where) 1599insert_ob_in_ob (object *op, object *where)
1620 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);
1621 free (dump); 1605 free (dump);
1622 return op; 1606 return op;
1623 } 1607 }
1624 1608
1625 if (where->head) 1609 if (where->head_ () != where)
1626 { 1610 {
1627 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");
1628 where = where->head; 1612 where = where->head;
1629 } 1613 }
1630 1614
1631 return where->insert (op); 1615 return where->insert (op);
1632} 1616}
1640 * be != op, if items are merged. -Tero 1624 * be != op, if items are merged. -Tero
1641 */ 1625 */
1642object * 1626object *
1643object::insert (object *op) 1627object::insert (object *op)
1644{ 1628{
1645 object *tmp, *otmp;
1646
1647 if (!QUERY_FLAG (op, FLAG_REMOVED))
1648 op->remove ();
1649
1650 if (op->more) 1629 if (op->more)
1651 { 1630 {
1652 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);
1653 return op; 1632 return op;
1654 } 1633 }
1655 1634
1656 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1635 op->remove ();
1657 CLEAR_FLAG (op, FLAG_REMOVED); 1636
1637 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1638
1658 if (op->nrof) 1639 if (op->nrof)
1659 {
1660 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1640 for (object *tmp = inv; tmp; tmp = tmp->below)
1661 if (object::can_merge (tmp, op)) 1641 if (object::can_merge (tmp, op))
1662 { 1642 {
1663 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1664 (client needs the original object) */ 1644 (client needs the original object) */
1665 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1666 /* Weight handling gets pretty funky. Since we are adding to 1646
1667 * tmp->nrof, we need to increase the weight. 1647 if (object *pl = tmp->visible_to ())
1668 */ 1648 esrv_update_item (UPD_NROF, pl, tmp);
1649
1669 add_weight (this, op->weight * op->nrof); 1650 adjust_weight (this, op->total_weight ());
1670 SET_FLAG (op, FLAG_REMOVED); 1651
1671 op->destroy (); /* free the inserted object */ 1652 op->destroy (1);
1672 op = tmp; 1653 op = tmp;
1673 op->remove (); /* and fix old object's links */ 1654 goto inserted;
1674 CLEAR_FLAG (op, FLAG_REMOVED);
1675 break;
1676 } 1655 }
1677 1656
1678 /* I assume combined objects have no inventory 1657 op->owner = 0; // it's his/hers now. period.
1679 * We add the weight - this object could have just been removed
1680 * (if it was possible to merge). calling remove_ob will subtract
1681 * the weight, so we need to add it in again, since we actually do
1682 * the linking below
1683 */
1684 add_weight (this, op->weight * op->nrof);
1685 }
1686 else
1687 add_weight (this, (op->weight + op->carrying));
1688
1689 otmp = this->in_player ();
1690 if (otmp && otmp->contr)
1691 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1692 otmp->update_stats ();
1693
1694 op->map = 0; 1658 op->map = 0;
1695 op->env = this; 1659 op->x = 0;
1660 op->y = 0;
1661
1696 op->above = 0; 1662 op->above = 0;
1697 op->below = 0; 1663 op->below = inv;
1698 op->x = 0, op->y = 0; 1664 op->env = this;
1699 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:
1700 /* 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 */
1701 if ((op->glow_radius != 0) && map) 1680 if (op->glow_radius && map && map->darkness)
1702 {
1703#ifdef DEBUG_LIGHTS
1704 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1705#endif /* DEBUG_LIGHTS */
1706 if (map->darkness)
1707 update_all_los (map, x, y); 1681 update_all_los (map, x, y);
1708 }
1709 1682
1710 /* Client has no idea of ordering so lets not bother ordering it here. 1683 // if this is a player's inventory, update stats
1711 * It sure simplifies this function... 1684 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1712 */ 1685 update_stats ();
1713 if (!inv)
1714 inv = op;
1715 else
1716 {
1717 op->below = inv;
1718 op->below->above = op;
1719 inv = op;
1720 }
1721 1686
1722 INVOKE_OBJECT (INSERT, this); 1687 INVOKE_OBJECT (INSERT, this);
1723 1688
1724 return op; 1689 return op;
1725} 1690}
1940 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
1941 */ 1906 */
1942void 1907void
1943flag_inv (object *op, int flag) 1908flag_inv (object *op, int flag)
1944{ 1909{
1945 if (op->inv)
1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1910 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1947 { 1911 {
1948 SET_FLAG (tmp, flag); 1912 SET_FLAG (tmp, flag);
1949 flag_inv (tmp, flag); 1913 flag_inv (tmp, flag);
1950 } 1914 }
1951} 1915}
1952 1916
1953/* 1917/*
1954 * deactivate recursively a flag on an object inventory 1918 * deactivate recursively a flag on an object inventory
1955 */ 1919 */
1956void 1920void
1957unflag_inv (object *op, int flag) 1921unflag_inv (object *op, int flag)
1958{ 1922{
1959 if (op->inv)
1960 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1923 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1961 { 1924 {
1962 CLEAR_FLAG (tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
1963 unflag_inv (tmp, flag); 1926 unflag_inv (tmp, flag);
1964 } 1927 }
1965}
1966
1967/*
1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1969 * all it's inventory (recursively).
1970 * If checksums are used, a player will get set_cheat called for
1971 * him/her-self and all object carried by a call to this function.
1972 */
1973void
1974set_cheat (object *op)
1975{
1976 SET_FLAG (op, FLAG_WAS_WIZ);
1977 flag_inv (op, FLAG_WAS_WIZ);
1978} 1928}
1979 1929
1980/* 1930/*
1981 * 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
1982 * 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
1984 * to search (see the freearr_x/y[] definition). 1934 * to search (see the freearr_x/y[] definition).
1985 * It returns a random choice among the alternatives found. 1935 * It returns a random choice among the alternatives found.
1986 * 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
1987 * does all 4 immediate directions). This returns the index into the 1937 * does all 4 immediate directions). This returns the index into the
1988 * 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)
1989 * Note - this only checks to see if there is space for the head of the
1990 * object - if it is a multispace object, this should be called for all
1991 * pieces.
1992 * Note2: This function does correctly handle tiled maps, but does not 1939 * Note: This function does correctly handle tiled maps, but does not
1993 * inform the caller. However, insert_ob_in_map will update as 1940 * inform the caller. However, insert_ob_in_map will update as
1994 * 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.
1995 * 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
1996 * 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
1997 * 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
1999 * customized, changed states, etc. 1946 * customized, changed states, etc.
2000 */ 1947 */
2001int 1948int
2002find_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)
2003{ 1950{
1951 int altern[SIZEOFFREE];
2004 int index = 0, flag; 1952 int index = 0, flag;
2005 int altern[SIZEOFFREE];
2006 1953
2007 for (int i = start; i < stop; i++) 1954 for (int i = start; i < stop; i++)
2008 { 1955 {
2009 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1956 mapxy pos (m, x, y); pos.move (i);
2010 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 {
2011 altern [index++] = i; 1972 altern [index++] = i;
1973 continue;
1974 }
2012 1975
2013 /* 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.
2014 * 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.
2015 * 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 -
2016 * 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
2017 * 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
2018 * to only the spaces immediately surrounding the target area, and 1981 * to only the spaces immediately surrounding the target area, and
2019 * won't look 2 spaces south of the target space. 1982 * won't look 2 spaces south of the target space.
2020 */ 1983 */
2021 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1984 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1985 {
2022 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;
2023 } 2000 }
2024 2001
2025 if (!index) 2002 if (!index)
2026 return -1; 2003 return -1;
2027 2004
2036 */ 2013 */
2037int 2014int
2038find_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)
2039{ 2016{
2040 for (int i = 0; i < SIZEOFFREE; i++) 2017 for (int i = 0; i < SIZEOFFREE; i++)
2041 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]))
2042 return i; 2019 return i;
2043 2020
2044 return -1; 2021 return -1;
2045} 2022}
2046 2023
2100 object *tmp; 2077 object *tmp;
2101 maptile *mp; 2078 maptile *mp;
2102 2079
2103 MoveType blocked, move_type; 2080 MoveType blocked, move_type;
2104 2081
2105 if (exclude && exclude->head) 2082 if (exclude && exclude->head_ () != exclude)
2106 { 2083 {
2107 exclude = exclude->head; 2084 exclude = exclude->head;
2108 move_type = exclude->move_type; 2085 move_type = exclude->move_type;
2109 } 2086 }
2110 else 2087 else
2133 max = maxfree[i]; 2110 max = maxfree[i];
2134 else if (mflags & P_IS_ALIVE) 2111 else if (mflags & P_IS_ALIVE)
2135 { 2112 {
2136 for (tmp = ms.bot; tmp; tmp = tmp->above) 2113 for (tmp = ms.bot; tmp; tmp = tmp->above)
2137 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2114 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2138 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2115 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2139 break; 2116 break;
2140 2117
2141 if (tmp) 2118 if (tmp)
2142 return freedir[i]; 2119 return freedir[i];
2143 } 2120 }
2323 * 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
2324 * core dumps if they do. 2301 * core dumps if they do.
2325 * 2302 *
2326 * 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)
2327 */ 2304 */
2328
2329int 2305int
2330can_pick (const object *who, const object *item) 2306can_pick (const object *who, const object *item)
2331{ 2307{
2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2308 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2309 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2336 2312
2337/* 2313/*
2338 * create clone from object to another 2314 * create clone from object to another
2339 */ 2315 */
2340object * 2316object *
2341object_create_clone (object *asrc) 2317object::deep_clone ()
2342{ 2318{
2343 object *dst = 0, *tmp, *src, *part, *prev, *item; 2319 assert (("deep_clone called on non-head object", is_head ()));
2344 2320
2345 if (!asrc) 2321 object *dst = clone ();
2346 return 0;
2347 2322
2348 src = asrc; 2323 object *prev = dst;
2349 if (src->head)
2350 src = src->head;
2351
2352 prev = 0;
2353 for (part = src; part; part = part->more) 2324 for (object *part = this->more; part; part = part->more)
2354 { 2325 {
2355 tmp = part->clone (); 2326 object *tmp = part->clone ();
2356 tmp->x -= src->x;
2357 tmp->y -= src->y;
2358
2359 if (!part->head)
2360 {
2361 dst = tmp;
2362 tmp->head = 0;
2363 }
2364 else
2365 tmp->head = dst; 2327 tmp->head = dst;
2366
2367 tmp->more = 0;
2368
2369 if (prev)
2370 prev->more = tmp; 2328 prev->more = tmp;
2371
2372 prev = tmp; 2329 prev = tmp;
2373 } 2330 }
2374 2331
2375 for (item = src->inv; item; item = item->below) 2332 for (object *item = inv; item; item = item->below)
2376 insert_ob_in_ob (object_create_clone (item), dst); 2333 insert_ob_in_ob (item->deep_clone (), dst);
2377 2334
2378 return dst; 2335 return dst;
2379} 2336}
2380 2337
2381/* This returns the first object in who's inventory that 2338/* This returns the first object in who's inventory that
2390 return tmp; 2347 return tmp;
2391 2348
2392 return 0; 2349 return 0;
2393} 2350}
2394 2351
2395/* If ob has a field named key, return the link from the list, 2352const shstr &
2396 * otherwise return NULL. 2353object::kv_get (const shstr &key) const
2397 *
2398 * key must be a passed in shared string - otherwise, this won't
2399 * do the desired thing.
2400 */
2401key_value *
2402get_ob_key_link (const object *ob, const char *key)
2403{ 2354{
2404 for (key_value *link = ob->key_values; link; link = link->next) 2355 for (key_value *kv = key_values; kv; kv = kv->next)
2405 if (link->key == key) 2356 if (kv->key == key)
2406 return link;
2407
2408 return 0;
2409}
2410
2411/*
2412 * Returns the value of op has an extra_field for key, or NULL.
2413 *
2414 * The argument doesn't need to be a shared string.
2415 *
2416 * The returned string is shared.
2417 */
2418const char *
2419get_ob_key_value (const object *op, const char *const key)
2420{
2421 key_value *link;
2422 shstr_cmp canonical_key (key);
2423
2424 if (!canonical_key)
2425 {
2426 /* 1. There being a field named key on any object
2427 * implies there'd be a shared string to find.
2428 * 2. Since there isn't, no object has this field.
2429 * 3. Therefore, *this* object doesn't have this field.
2430 */
2431 return 0;
2432 }
2433
2434 /* This is copied from get_ob_key_link() above -
2435 * only 4 lines, and saves the function call overhead.
2436 */
2437 for (link = op->key_values; link; link = link->next)
2438 if (link->key == canonical_key)
2439 return link->value; 2357 return kv->value;
2440 2358
2441 return 0; 2359 return shstr_null;
2442} 2360}
2443 2361
2444/* 2362void
2445 * Updates the canonical_key in op to value. 2363object::kv_set (const shstr &key, const shstr &value)
2446 *
2447 * canonical_key is a shared string (value doesn't have to be).
2448 *
2449 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2450 * keys.
2451 *
2452 * Returns TRUE on success.
2453 */
2454int
2455set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2456{ 2364{
2457 key_value *field = NULL, *last = NULL; 2365 for (key_value *kv = key_values; kv; kv = kv->next)
2458 2366 if (kv->key == key)
2459 for (field = op->key_values; field != NULL; field = field->next)
2460 {
2461 if (field->key != canonical_key)
2462 { 2367 {
2463 last = field; 2368 kv->value = value;
2464 continue; 2369 return;
2465 } 2370 }
2466 2371
2467 if (value) 2372 key_value *kv = new key_value;
2468 field->value = value; 2373
2469 else 2374 kv->next = key_values;
2375 kv->key = key;
2376 kv->value = value;
2377
2378 key_values = kv;
2379}
2380
2381void
2382object::kv_del (const shstr &key)
2383{
2384 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2385 if ((*kvp)->key == key)
2470 { 2386 {
2471 /* Basically, if the archetype has this key set, 2387 key_value *kv = *kvp;
2472 * we need to store the null value so when we save 2388 *kvp = (*kvp)->next;
2473 * it, we save the empty value so that when we load, 2389 delete kv;
2474 * we get this value back again. 2390 return;
2475 */
2476 if (get_ob_key_link (&op->arch->clone, canonical_key))
2477 field->value = 0;
2478 else
2479 {
2480 if (last)
2481 last->next = field->next;
2482 else
2483 op->key_values = field->next;
2484
2485 delete field;
2486 }
2487 } 2391 }
2488 return TRUE;
2489 }
2490 /* IF we get here, key doesn't exist */
2491
2492 /* No field, we'll have to add it. */
2493
2494 if (!add_key)
2495 return FALSE;
2496
2497 /* There isn't any good reason to store a null
2498 * value in the key/value list. If the archetype has
2499 * this key, then we should also have it, so shouldn't
2500 * be here. If user wants to store empty strings,
2501 * should pass in ""
2502 */
2503 if (value == NULL)
2504 return TRUE;
2505
2506 field = new key_value;
2507
2508 field->key = canonical_key;
2509 field->value = value;
2510 /* Usual prepend-addition. */
2511 field->next = op->key_values;
2512 op->key_values = field;
2513
2514 return TRUE;
2515}
2516
2517/*
2518 * Updates the key in op to value.
2519 *
2520 * If add_key is FALSE, this will only update existing keys,
2521 * and not add new ones.
2522 * In general, should be little reason FALSE is ever passed in for add_key
2523 *
2524 * Returns TRUE on success.
2525 */
2526int
2527set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2528{
2529 shstr key_ (key);
2530
2531 return set_ob_key_value_s (op, key_, value, add_key);
2532} 2392}
2533 2393
2534object::depth_iterator::depth_iterator (object *container) 2394object::depth_iterator::depth_iterator (object *container)
2535: iterator_base (container) 2395: iterator_base (container)
2536{ 2396{
2549 item = item->inv; 2409 item = item->inv;
2550 } 2410 }
2551 else 2411 else
2552 item = item->env; 2412 item = item->env;
2553} 2413}
2554
2555 2414
2556const char * 2415const char *
2557object::flag_desc (char *desc, int len) const 2416object::flag_desc (char *desc, int len) const
2558{ 2417{
2559 char *p = desc; 2418 char *p = desc;
2587{ 2446{
2588 char flagdesc[512]; 2447 char flagdesc[512];
2589 char info2[256 * 4]; 2448 char info2[256 * 4];
2590 char *p = info; 2449 char *p = info;
2591 2450
2592 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2451 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2593 count, uuid.seq, 2452 count,
2453 uuid.c_str (),
2594 &name, 2454 &name,
2595 title ? "\",title:\"" : "", 2455 title ? "\",title:\"" : "",
2596 title ? (const char *)title : "", 2456 title ? (const char *)title : "",
2597 flag_desc (flagdesc, 512), type); 2457 flag_desc (flagdesc, 512), type);
2598 2458
2599 if (env) 2459 if (!flag[FLAG_REMOVED] && env)
2600 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2460 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2601 2461
2602 if (map) 2462 if (map)
2603 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2463 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2604 2464
2622} 2482}
2623 2483
2624const materialtype_t * 2484const materialtype_t *
2625object::dominant_material () const 2485object::dominant_material () const
2626{ 2486{
2627 if (materialtype_t *mat = name_to_material (materialname)) 2487 if (materialtype_t *mt = name_to_material (materialname))
2628 return mat; 2488 return mt;
2629 2489
2630 // omfg this is slow, this has to be temporary :)
2631 shstr unknown ("unknown");
2632
2633 return name_to_material (unknown); 2490 return name_to_material (shstr_unknown);
2634} 2491}
2635 2492
2636void 2493void
2637object::open_container (object *new_container) 2494object::open_container (object *new_container)
2638{ 2495{
2639 if (container == new_container) 2496 if (container == new_container)
2640 return; 2497 return;
2641 2498
2642 if (object *old_container = container) 2499 object *old_container = container;
2500
2501 if (old_container)
2643 { 2502 {
2644 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2503 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2645 return; 2504 return;
2646 2505
2647#if 0 2506#if 0
2649 if (object *closer = old_container->inv) 2508 if (object *closer = old_container->inv)
2650 if (closer->type == CLOSE_CON) 2509 if (closer->type == CLOSE_CON)
2651 closer->destroy (); 2510 closer->destroy ();
2652#endif 2511#endif
2653 2512
2513 // make sure the container is available
2514 esrv_send_item (this, old_container);
2515
2654 old_container->flag [FLAG_APPLIED] = 0; 2516 old_container->flag [FLAG_APPLIED] = false;
2655 container = 0; 2517 container = 0;
2656 2518
2519 // client needs item update to make it work, client bug requires this to be separate
2657 esrv_update_item (UPD_FLAGS, this, old_container); 2520 esrv_update_item (UPD_FLAGS, this, old_container);
2521
2658 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2523 play_sound (sound_find ("chest_close"));
2659 } 2524 }
2660 2525
2661 if (new_container) 2526 if (new_container)
2662 { 2527 {
2663 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2528 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2674 } 2539 }
2675#endif 2540#endif
2676 2541
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2542 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2678 2543
2544 // make sure the container is available, client bug requires this to be separate
2545 esrv_send_item (this, new_container);
2546
2679 new_container->flag [FLAG_APPLIED] = 1; 2547 new_container->flag [FLAG_APPLIED] = true;
2680 container = new_container; 2548 container = new_container;
2681 2549
2550 // client needs flag change
2682 esrv_update_item (UPD_FLAGS, this, new_container); 2551 esrv_update_item (UPD_FLAGS, this, new_container);
2683 esrv_send_inventory (this, new_container); 2552 esrv_send_inventory (this, new_container);
2553 play_sound (sound_find ("chest_open"));
2554 }
2555// else if (!old_container->env && contr && contr->ns)
2556// contr->ns->floorbox_reset ();
2557}
2558
2559object *
2560object::force_find (const shstr name)
2561{
2562 /* cycle through his inventory to look for the MARK we want to
2563 * place
2564 */
2565 for (object *tmp = inv; tmp; tmp = tmp->below)
2566 if (tmp->type == FORCE && tmp->slaying == name)
2567 return splay (tmp);
2568
2569 return 0;
2570}
2571
2572void
2573object::force_add (const shstr name, int duration)
2574{
2575 if (object *force = force_find (name))
2576 force->destroy ();
2577
2578 object *force = get_archetype (FORCE_NAME);
2579
2580 force->slaying = name;
2581 force->stats.food = 1;
2582 force->speed_left = -1.f;
2583
2584 force->set_speed (duration ? 1.f / duration : 0.f);
2585 force->flag [FLAG_IS_USED_UP] = true;
2586 force->flag [FLAG_APPLIED] = true;
2587
2588 insert (force);
2589}
2590
2591void
2592object::play_sound (faceidx sound)
2593{
2594 if (!sound)
2595 return;
2596
2597 if (flag [FLAG_REMOVED])
2598 return;
2599
2600 if (env)
2684 } 2601 {
2602 if (object *pl = in_player ())
2603 pl->contr->play_sound (sound);
2604 }
2605 else
2606 map->play_sound (sound, x, y);
2685} 2607}
2686 2608
2687

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