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Comparing deliantra/server/common/object.C (file contents):
Revision 1.141 by root, Sun Apr 29 21:44:34 2007 UTC vs.
Revision 1.229 by root, Sat May 3 12:29:09 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> 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
42objectvec objects; 38objectvec objects;
43activevec actives; 39activevec actives;
44 40
45short 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,
46 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
47}; 46};
48short 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,
49 -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
50}; 52};
51int 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,
52 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
53}; 58};
54int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
55 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,
56 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
57}; 64};
58 65
59static void 66static void
60write_uuid (void) 67write_uuid (uval64 skip, bool sync)
61{ 68{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
63 70 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 73 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 74}
79 75
80static void 76static void
81read_uuid (void) 77read_uuid (void)
82{ 78{
83 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
84 80
85 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
86 84
87 FILE *fp; 85 FILE *fp;
88 86
89 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
90 { 88 {
91 if (errno == ENOENT) 89 if (errno == ENOENT)
92 { 90 {
93 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 92 UUID::cur.seq = 0;
95 write_uuid (); 93 write_uuid (UUID_GAP, true);
96 return; 94 return;
97 } 95 }
98 96
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 98 _exit (1);
101 } 99 }
102 100
103 int version; 101 UUID::BUF buf;
104 unsigned long long uid; 102 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 { 106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 108 _exit (1);
109 } 109 }
110 110
111 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 112
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
114 fclose (fp); 114 fclose (fp);
115} 115}
116 116
117UUID 117UUID
118gen_uuid () 118UUID::gen ()
119{ 119{
120 UUID uid; 120 UUID uid;
121 121
122 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
123 123
124 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
126 130
127 return uid; 131 return uid;
128} 132}
129 133
130void 134void
131init_uuid () 135UUID::init ()
132{ 136{
133 read_uuid (); 137 read_uuid ();
134} 138}
135 139
136/* 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. */
137static int 141static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
139{ 143{
140 key_value *wants_field;
141
142 /* 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
143 * 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
144 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
145 */ 147 */
146 148
147 /* For each field in wants, */ 149 /* For each field in wants, */
148 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)
149 { 151 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 152 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 153
171 /* 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. */
172 return TRUE; 155 return true;
173} 156}
174 157
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 159static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 161{
179 /* 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,
180 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
181 */ 164 */
182 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);
183} 167}
184 168
185/* 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
186 * they can be merged together. 170 * they can be merged together.
187 * 171 *
202 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 187 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
205 return 0; 189 return 0;
206 190
207 //TODO: this ain't working well, use nicer and correct overflow check 191 /* Do not merge objects if nrof would overflow. First part checks
208 /* 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
209 * 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
210 * used to store nrof). 194 * nrof values.
211 */ 195 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31) 196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
213 return 0; 197 return 0;
214 198
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 199 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * 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
217 * 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
218 * 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
219 * flags lose any meaning. 203 * flags lose any meaning.
220 */ 204 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 207
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 210
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 211 if (ob1->arch->name != ob2->arch->name
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 212 || ob1->name != ob2->name
230 || ob1->title != ob2->title 213 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 214 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 215 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 216 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 217 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 218 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 219 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 220 || ob1->value != ob2->value
246 || ob1->move_block != ob2->move_block 227 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 228 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 229 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 230 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 231 || ob1->move_slow != ob2->move_slow
251 || 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)))
252 return 0; 235 return 0;
253 236
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
254 /* This is really a spellbook check - really, we should 244 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 245 * not merge objects with real inventories, as splitting them
246 * is hard.
256 */ 247 */
257 if (ob1->inv || ob2->inv) 248 if (ob1->inv || ob2->inv)
258 { 249 {
259 /* if one object has inventory but the other doesn't, not equiv */ 250 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 251 return 0; /* inventories differ in length */
261 return 0;
262 252
263 /* 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
264 if (!object::can_merge (ob1->inv, ob2->inv)) 256 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 257 return 0; /* inventory objects differ */
266 258
267 /* 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
268 * if it is valid. 260 * if it is valid.
269 */ 261 */
270 } 262 }
289 if (ob1->level != ob2->level) 281 if (ob1->level != ob2->level)
290 return 0; 282 return 0;
291 break; 283 break;
292 } 284 }
293 285
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 286 if (ob1->key_values || ob2->key_values)
295 { 287 {
296 /* At least one of these has key_values. */ 288 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 289 if ((!ob1->key_values) != (!ob2->key_values))
298 /* 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))
299 return 0; 293 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 294 }
303 295
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 296 if (ob1->self || ob2->self)
306 { 297 {
307 ob1->optimise (); 298 ob1->optimise ();
308 ob2->optimise (); 299 ob2->optimise ();
309 300
310 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)
311 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 }
312 } 315 }
313 316
314 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
315 return 1; 318 return 1;
316} 319}
317 320
318void 321// find player who can see this object
319player::set_range (rangetype r) 322object *
323object::visible_to () const
320{ 324{
321 shoottype = r; 325 if (client_visible () && !flag [FLAG_REMOVED])
322} 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;
323 333
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
324/* 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/*
325 * sum_weight() is a recursive function which calculates the weight 391 * this is a recursive function which calculates the weight
326 * 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
327 * containers are carrying, and sums it up. 393 * containers are carrying, and sums it up.
328 */ 394 */
329long 395void
330sum_weight (object *op) 396object::update_weight ()
331{ 397{
332 long sum; 398 sint32 sum = 0;
333 object *inv;
334 399
335 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 400 for (object *op = inv; op; op = op->below)
336 { 401 {
337 if (inv->inv) 402 if (op->inv)
338 sum_weight (inv); 403 op->update_weight ();
339 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)
340 } 411 {
341
342 if (op->type == CONTAINER && op->stats.Str)
343 sum = (sum * (100 - op->stats.Str)) / 100;
344
345 if (op->carrying != sum)
346 op->carrying = sum; 412 carrying = sum;
347 413
348 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 }
349} 418}
350 419
351/** 420/*
352 * Return the outermost environment object for a given object. 421 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
353 */
354
355object *
356object_get_env_recursive (object *op)
357{
358 while (op->env != NULL)
359 op = op->env;
360 return op;
361}
362
363/*
364 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
365 * Some error messages.
366 * The result of the dump is stored in the static global errmsg array.
367 */ 422 */
368char * 423char *
369dump_object (object *op) 424dump_object (object *op)
370{ 425{
371 if (!op) 426 if (!op)
379/* 434/*
380 * 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
381 * multi-object 1 which is closest to the second object. 436 * multi-object 1 which is closest to the second object.
382 * If it's not a multi-object, it is returned. 437 * If it's not a multi-object, it is returned.
383 */ 438 */
384
385object * 439object *
386get_nearest_part (object *op, const object *pl) 440get_nearest_part (object *op, const object *pl)
387{ 441{
388 object *tmp, *closest; 442 object *tmp, *closest;
389 int last_dist, i; 443 int last_dist, i;
390 444
391 if (op->more == NULL) 445 if (!op->more)
392 return op; 446 return op;
447
393 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)
394 if ((i = distance (tmp, pl)) < last_dist) 451 if ((i = distance (tmp, pl)) < last_dist)
395 closest = tmp, last_dist = i; 452 closest = tmp, last_dist = i;
453
396 return closest; 454 return closest;
397} 455}
398 456
399/* 457/*
400 * 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.
401 */ 460 */
402object * 461object *
403find_object (tag_t i) 462find_object (tag_t i)
404{ 463{
405 for_all_objects (op) 464 for_all_objects (op)
425 break; 484 break;
426 485
427 return op; 486 return op;
428} 487}
429 488
430void
431free_all_object_data ()
432{
433 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
434}
435
436/* 489/*
437 * 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
438 * skill and experience objects. 491 * skill and experience objects.
492 * ACTUALLY NO! investigate! TODO
439 */ 493 */
440void 494void
441object::set_owner (object *owner) 495object::set_owner (object *owner)
442{ 496{
497 // allow objects which own objects
443 if (!owner) 498 if (owner)
444 return;
445
446 /* next line added to allow objects which own objects */
447 /* Add a check for ownercounts in here, as I got into an endless loop
448 * with the fireball owning a poison cloud which then owned the
449 * fireball. I believe that was caused by one of the objects getting
450 * freed and then another object replacing it. Since the ownercounts
451 * didn't match, this check is valid and I believe that cause is valid.
452 */
453 while (owner->owner) 499 while (owner->owner)
454 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 }
455 507
456 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;
457} 575}
458 576
459/* Zero the key_values on op, decrementing the shared-string 577/* Zero the key_values on op, decrementing the shared-string
460 * refcounts and freeing the links. 578 * refcounts and freeing the links.
461 */ 579 */
471 } 589 }
472 590
473 op->key_values = 0; 591 op->key_values = 0;
474} 592}
475 593
476object & 594/*
477object::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)
478{ 604{
479 bool is_freed = flag [FLAG_FREED]; 605 dst->remove ();
480 bool is_removed = flag [FLAG_REMOVED];
481
482 *(object_copy *)this = src; 606 *(object_copy *)dst = *this;
483
484 flag [FLAG_FREED] = is_freed;
485 flag [FLAG_REMOVED] = is_removed; 607 dst->flag [FLAG_REMOVED] = true;
486 608
487 /* Copy over key_values, if any. */ 609 /* Copy over key_values, if any. */
488 if (src.key_values) 610 if (key_values)
489 { 611 {
490 key_value *tail = 0; 612 key_value *tail = 0;
491 key_values = 0; 613 dst->key_values = 0;
492 614
493 for (key_value *i = src.key_values; i; i = i->next) 615 for (key_value *i = key_values; i; i = i->next)
494 { 616 {
495 key_value *new_link = new key_value; 617 key_value *new_link = new key_value;
496 618
497 new_link->next = 0; 619 new_link->next = 0;
498 new_link->key = i->key; 620 new_link->key = i->key;
499 new_link->value = i->value; 621 new_link->value = i->value;
500 622
501 /* Try and be clever here, too. */ 623 /* Try and be clever here, too. */
502 if (!key_values) 624 if (!dst->key_values)
503 { 625 {
504 key_values = new_link; 626 dst->key_values = new_link;
505 tail = new_link; 627 tail = new_link;
506 } 628 }
507 else 629 else
508 { 630 {
509 tail->next = new_link; 631 tail->next = new_link;
510 tail = new_link; 632 tail = new_link;
511 } 633 }
512 } 634 }
513 } 635 }
514}
515
516/*
517 * copy_to first frees everything allocated by the dst object,
518 * and then copies the contents of itself into the second
519 * object, allocating what needs to be allocated. Basically, any
520 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
521 * if the first object is freed, the pointers in the new object
522 * will point at garbage.
523 */
524void
525object::copy_to (object *dst)
526{
527 *dst = *this;
528 636
529 if (speed < 0) 637 if (speed < 0)
530 dst->speed_left = speed_left - rndm (); 638 dst->speed_left -= rndm ();
531 639
532 dst->set_speed (dst->speed); 640 dst->set_speed (dst->speed);
533} 641}
534 642
535void 643void
536object::instantiate () 644object::instantiate ()
537{ 645{
538 if (!uuid.seq) // HACK 646 if (!uuid.seq) // HACK
539 uuid = gen_uuid (); 647 uuid = UUID::gen ();
540 648
541 speed_left = -0.1f; 649 speed_left = -0.1f;
542 /* 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
543 * 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.
544 * 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
545 * values for the body_used info, so when items are created 653 * values for the body_used info, so when items are created
546 * for it, they can be properly equipped. 654 * for it, they can be properly equipped.
547 */ 655 */
548 memcpy (body_used, body_info, sizeof (body_used)); 656 for (int i = NUM_BODY_LOCATIONS; i--; )
657 slot[i].used = slot[i].info;
549 658
550 attachable::instantiate (); 659 attachable::instantiate ();
551} 660}
552 661
553object * 662object *
554object::clone () 663object::clone ()
555{ 664{
556 object *neu = create (); 665 object *neu = create ();
557 copy_to (neu); 666 copy_to (neu);
667 neu->map = map; // not copied by copy_to
558 return neu; 668 return neu;
559} 669}
560 670
561/* 671/*
562 * 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
613 * UP_OBJ_FACE: only the objects face has changed. 723 * UP_OBJ_FACE: only the objects face has changed.
614 */ 724 */
615void 725void
616update_object (object *op, int action) 726update_object (object *op, int action)
617{ 727{
618 if (op == NULL) 728 if (!op)
619 { 729 {
620 /* this should never happen */ 730 /* this should never happen */
621 LOG (llevDebug, "update_object() called for NULL object.\n"); 731 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
622 return; 732 return;
623 } 733 }
624 734
625 if (op->env) 735 if (!op->is_on_map ())
626 { 736 {
627 /* Animation is currently handled by client, so nothing 737 /* Animation is currently handled by client, so nothing
628 * to do in this case. 738 * to do in this case.
629 */ 739 */
630 return; 740 return;
631 } 741 }
632
633 /* If the map is saving, don't do anything as everything is
634 * going to get freed anyways.
635 */
636 if (!op->map || op->map->in_memory == MAP_SAVING)
637 return;
638 742
639 /* make sure the object is within map boundaries */ 743 /* make sure the object is within map boundaries */
640 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)
641 { 745 {
642 LOG (llevError, "update_object() called for object out of map!\n"); 746 LOG (llevError, "update_object() called for object out of map!\n");
702static int object_count; 806static int object_count;
703 807
704void object::link () 808void object::link ()
705{ 809{
706 assert (!index);//D 810 assert (!index);//D
707 uuid = gen_uuid (); 811 uuid = UUID::gen ();
708 count = ++object_count; 812 count = ++object_count;
709 813
710 refcnt_inc (); 814 refcnt_inc ();
711 objects.insert (this); 815 objects.insert (this);
712} 816}
785object::destroy_inv (bool drop_to_ground) 889object::destroy_inv (bool drop_to_ground)
786{ 890{
787 // need to check first, because the checks below might segfault 891 // need to check first, because the checks below might segfault
788 // as we might be on an invalid mapspace and crossfire code 892 // as we might be on an invalid mapspace and crossfire code
789 // is too buggy to ensure that the inventory is empty. 893 // is too buggy to ensure that the inventory is empty.
790 // corollary: if you create arrows etc. with stuff in tis inventory, 894 // corollary: if you create arrows etc. with stuff in its inventory,
791 // cf will crash below with off-map x and y 895 // cf will crash below with off-map x and y
792 if (!inv) 896 if (!inv)
793 return; 897 return;
794 898
795 /* Only if the space blocks everything do we not process - 899 /* Only if the space blocks everything do we not process -
796 * if some form of movement is allowed, let objects 900 * if some form of movement is allowed, let objects
797 * drop on that space. 901 * drop on that space.
798 */ 902 */
799 if (!drop_to_ground 903 if (!drop_to_ground
800 || !map 904 || !map
801 || map->in_memory != MAP_IN_MEMORY 905 || map->in_memory != MAP_ACTIVE
802 || map->nodrop 906 || map->nodrop
803 || ms ().move_block == MOVE_ALL) 907 || ms ().move_block == MOVE_ALL)
804 { 908 {
805 while (inv) 909 while (inv)
806 { 910 {
807 inv->destroy_inv (drop_to_ground); 911 inv->destroy_inv (false);
808 inv->destroy (); 912 inv->destroy ();
809 } 913 }
810 } 914 }
811 else 915 else
812 { /* Put objects in inventory onto this space */ 916 { /* Put objects in inventory onto this space */
818 || op->flag [FLAG_NO_DROP] 922 || op->flag [FLAG_NO_DROP]
819 || op->type == RUNE 923 || op->type == RUNE
820 || op->type == TRAP 924 || op->type == TRAP
821 || op->flag [FLAG_IS_A_TEMPLATE] 925 || op->flag [FLAG_IS_A_TEMPLATE]
822 || op->flag [FLAG_DESTROY_ON_DEATH]) 926 || op->flag [FLAG_DESTROY_ON_DEATH])
823 op->destroy (); 927 op->destroy (true);
824 else 928 else
825 map->insert (op, x, y); 929 map->insert (op, x, y);
826 } 930 }
827 } 931 }
828} 932}
832 object *op = new object; 936 object *op = new object;
833 op->link (); 937 op->link ();
834 return op; 938 return op;
835} 939}
836 940
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
837void 961void
838object::do_destroy () 962object::do_destroy ()
839{ 963{
840 attachable::do_destroy ();
841
842 if (flag [FLAG_IS_LINKED]) 964 if (flag [FLAG_IS_LINKED])
843 remove_button_link (this); 965 remove_button_link (this);
844 966
845 if (flag [FLAG_FRIENDLY]) 967 if (flag [FLAG_FRIENDLY])
846 remove_friendly_object (this); 968 remove_friendly_object (this);
847 969
848 if (!flag [FLAG_REMOVED])
849 remove (); 970 remove ();
850 971
851 destroy_inv (true); 972 attachable::do_destroy ();
852 973
853 deactivate (); 974 deactivate ();
854 unlink (); 975 unlink ();
855 976
856 flag [FLAG_FREED] = 1; 977 flag [FLAG_FREED] = 1;
857 978
858 // hack to ensure that freed objects still have a valid map 979 // hack to ensure that freed objects still have a valid map
859 {
860 static maptile *freed_map; // freed objects are moved here to avoid crashes
861
862 if (!freed_map)
863 {
864 freed_map = new maptile;
865
866 freed_map->name = "/internal/freed_objects_map";
867 freed_map->width = 3;
868 freed_map->height = 3;
869
870 freed_map->alloc ();
871 freed_map->in_memory = MAP_IN_MEMORY;
872 }
873
874 map = freed_map; 980 map = &freed_map;
875 x = 1; 981 x = 1;
876 y = 1; 982 y = 1;
877 }
878
879 head = 0;
880 983
881 if (more) 984 if (more)
882 { 985 {
883 more->destroy (); 986 more->destroy ();
884 more = 0; 987 more = 0;
885 } 988 }
886 989
990 head = 0;
991
887 // clear those pointers that likely might have circular references to us 992 // clear those pointers that likely might cause circular references
888 owner = 0; 993 owner = 0;
889 enemy = 0; 994 enemy = 0;
890 attacked_by = 0; 995 attacked_by = 0;
996 current_weapon = 0;
891} 997}
892 998
893void 999void
894object::destroy (bool destroy_inventory) 1000object::destroy (bool destroy_inventory)
895{ 1001{
896 if (destroyed ()) 1002 if (destroyed ())
897 return; 1003 return;
898 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
899 if (destroy_inventory) 1012 destroy_inv (!destroy_inventory);
900 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
901 1019
902 attachable::destroy (); 1020 attachable::destroy ();
903}
904
905/*
906 * sub_weight() recursively (outwards) subtracts a number from the
907 * weight of an object (and what is carried by it's environment(s)).
908 */
909void
910sub_weight (object *op, signed long weight)
911{
912 while (op != NULL)
913 {
914 if (op->type == CONTAINER)
915 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
916
917 op->carrying -= weight;
918 op = op->env;
919 }
920} 1021}
921 1022
922/* op->remove (): 1023/* op->remove ():
923 * 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
924 * 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
930object::do_remove () 1031object::do_remove ()
931{ 1032{
932 object *tmp, *last = 0; 1033 object *tmp, *last = 0;
933 object *otmp; 1034 object *otmp;
934 1035
935 if (QUERY_FLAG (this, FLAG_REMOVED)) 1036 if (flag [FLAG_REMOVED])
936 return; 1037 return;
937 1038
938 SET_FLAG (this, FLAG_REMOVED);
939 INVOKE_OBJECT (REMOVE, this); 1039 INVOKE_OBJECT (REMOVE, this);
1040
1041 flag [FLAG_REMOVED] = true;
940 1042
941 if (more) 1043 if (more)
942 more->remove (); 1044 more->remove ();
943 1045
944 /* 1046 /*
945 * In this case, the object to be removed is in someones 1047 * In this case, the object to be removed is in someones
946 * inventory. 1048 * inventory.
947 */ 1049 */
948 if (env) 1050 if (env)
949 { 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
950 if (nrof) 1061 if (below)
951 sub_weight (env, weight * nrof); 1062 below->above = above;
952 else 1063
953 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;
954 1074
955 /* 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
956 * made to players inventory. If set, avoiding the call 1076 * made to players inventory. If set, avoiding the call
957 * to save cpu time. 1077 * to save cpu time.
958 */ 1078 */
959 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))
960 otmp->update_stats (); 1080 otmp->update_stats ();
961
962 if (above)
963 above->below = below;
964 else
965 env->inv = below;
966
967 if (below)
968 below->above = above;
969
970 /* we set up values so that it could be inserted into
971 * the map, but we don't actually do that - it is up
972 * to the caller to decide what we want to do.
973 */
974 x = env->x, y = env->y;
975 map = env->map;
976 above = 0, below = 0;
977 env = 0;
978 } 1081 }
979 else if (map) 1082 else if (map)
980 { 1083 {
981 if (type == PLAYER)
982 {
983 // leaving a spot always closes any open container on the ground
984 if (container && !container->env)
985 // this causes spurious floorbox updates, but it ensures
986 // that the CLOSE event is being sent.
987 close_container ();
988
989 --map->players;
990 map->touch ();
991 }
992
993 map->dirty = true; 1084 map->dirty = true;
994 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 }
995 1108
996 /* link the object above us */ 1109 /* link the object above us */
997 if (above) 1110 if (above)
998 above->below = below; 1111 above->below = below;
999 else 1112 else
1020 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1021 return; 1134 return;
1022 1135
1023 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1024 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
1025 for (tmp = ms.bot; tmp; tmp = tmp->above) 1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1026 { 1155 {
1027 /* 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
1028 * being removed. 1157 * being removed.
1029 */ 1158 */
1030
1031 if (tmp->type == PLAYER && tmp != this)
1032 {
1033 /* If a container that the player is currently using somehow gets
1034 * removed (most likely destroyed), update the player view
1035 * appropriately.
1036 */
1037 if (tmp->container == this)
1038 {
1039 flag [FLAG_APPLIED] = 0;
1040 tmp->container = 0;
1041 }
1042
1043 if (tmp->contr->ns)
1044 tmp->contr->ns->floorbox_update ();
1045 }
1046 1159
1047 /* See if object moving off should effect something */ 1160 /* See if object moving off should effect something */
1048 if (check_walk_off 1161 if (check_walk_off
1049 && ((move_type & tmp->move_off) 1162 && ((move_type & tmp->move_off)
1050 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1053 1166
1054 if (destroyed ()) 1167 if (destroyed ())
1055 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 ());
1056 } 1169 }
1057 1170
1058 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1059 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1060 if (tmp->above == tmp)
1061 tmp->above = 0;
1062
1063 last = tmp; 1171 last = tmp;
1064 } 1172 }
1065 1173
1066 /* last == NULL if there are no objects on this space */ 1174 /* last == NULL if there are no objects on this space */
1067 //TODO: this makes little sense, why only update the topmost object? 1175 //TODO: this makes little sense, why only update the topmost object?
1087merge_ob (object *op, object *top) 1195merge_ob (object *op, object *top)
1088{ 1196{
1089 if (!op->nrof) 1197 if (!op->nrof)
1090 return 0; 1198 return 0;
1091 1199
1092 if (top) 1200 if (!top)
1093 for (top = op; top && top->above; top = top->above) 1201 for (top = op; top && top->above; top = top->above)
1094 ; 1202 ;
1095 1203
1096 for (; top; top = top->below) 1204 for (; top; top = top->below)
1097 {
1098 if (top == op)
1099 continue;
1100
1101 if (object::can_merge (op, top)) 1205 if (object::can_merge (op, top))
1102 { 1206 {
1103 top->nrof += op->nrof; 1207 top->nrof += op->nrof;
1104 1208
1105/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1209 if (object *pl = top->visible_to ())
1106 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
1107 op->destroy (); 1215 op->destroy (1);
1216
1108 return top; 1217 return top;
1109 } 1218 }
1110 }
1111 1219
1112 return 0; 1220 return 0;
1113} 1221}
1114 1222
1115void 1223void
1118 if (more) 1226 if (more)
1119 return; 1227 return;
1120 1228
1121 object *prev = this; 1229 object *prev = this;
1122 1230
1123 for (archetype *at = arch->more; at; at = at->more) 1231 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1124 { 1232 {
1125 object *op = arch_to_object (at); 1233 object *op = arch_to_object (at);
1126 1234
1127 op->name = name; 1235 op->name = name;
1128 op->name_pl = name_pl; 1236 op->name_pl = name_pl;
1142object * 1250object *
1143insert_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)
1144{ 1252{
1145 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1146 { 1254 {
1147 tmp->x = x + tmp->arch->clone.x; 1255 tmp->x = x + tmp->arch->x;
1148 tmp->y = y + tmp->arch->clone.y; 1256 tmp->y = y + tmp->arch->y;
1149 } 1257 }
1150 1258
1151 return insert_ob_in_map (op, m, originator, flag); 1259 return insert_ob_in_map (op, m, originator, flag);
1152} 1260}
1153 1261
1174object * 1282object *
1175insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1176{ 1284{
1177 assert (!op->flag [FLAG_FREED]); 1285 assert (!op->flag [FLAG_FREED]);
1178 1286
1179 object *tmp, *top, *floor = NULL;
1180
1181 op->remove (); 1287 op->remove ();
1182
1183#if 0
1184 if (!m->active != !op->active)
1185 if (m->active)
1186 op->activate_recursive ();
1187 else
1188 op->deactivate_recursive ();
1189#endif
1190
1191 if (out_of_map (m, op->x, op->y))
1192 {
1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1194#ifdef MANY_CORES
1195 /* Better to catch this here, as otherwise the next use of this object
1196 * is likely to cause a crash. Better to find out where it is getting
1197 * improperly inserted.
1198 */
1199 abort ();
1200#endif
1201 return op;
1202 }
1203
1204 if (object *more = op->more)
1205 {
1206 if (!insert_ob_in_map (more, m, originator, flag))
1207 {
1208 if (!op->head)
1209 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1210
1211 return 0;
1212 }
1213 }
1214
1215 CLEAR_FLAG (op, FLAG_REMOVED);
1216 1288
1217 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* Ideally, the caller figures this out. However, it complicates a lot
1218 * 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
1219 * need extra work 1291 * need extra work
1220 */ 1292 */
1221 if (!xy_normalise (m, op->x, op->y)) 1293 if (!xy_normalise (m, op->x, op->y))
1294 {
1295 op->destroy (1);
1222 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);
1223 1304
1224 op->map = m; 1305 op->map = m;
1225 mapspace &ms = op->ms (); 1306 mapspace &ms = op->ms ();
1226 1307
1227 /* this has to be done after we translate the coordinates. 1308 /* this has to be done after we translate the coordinates.
1228 */ 1309 */
1229 if (op->nrof && !(flag & INS_NO_MERGE)) 1310 if (op->nrof && !(flag & INS_NO_MERGE))
1230 for (tmp = ms.bot; tmp; tmp = tmp->above) 1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1231 if (object::can_merge (op, tmp)) 1312 if (object::can_merge (op, tmp))
1232 { 1313 {
1314 // TODO: we atcually want to update tmp, not op,
1315 // but some caller surely breaks when we return tmp
1316 // from here :/
1233 op->nrof += tmp->nrof; 1317 op->nrof += tmp->nrof;
1234 tmp->destroy (); 1318 tmp->destroy (1);
1235 } 1319 }
1236 1320
1237 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 */
1238 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1322 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1239 1323
1259 /* since *below* originator, no need to update top */ 1343 /* since *below* originator, no need to update top */
1260 originator->below = op; 1344 originator->below = op;
1261 } 1345 }
1262 else 1346 else
1263 { 1347 {
1348 object *top, *floor = NULL;
1349
1264 top = ms.bot; 1350 top = ms.bot;
1265 1351
1266 /* If there are other objects, then */ 1352 /* If there are other objects, then */
1267 if ((!(flag & INS_MAP_LOAD)) && top) 1353 if (top)
1268 { 1354 {
1269 object *last = 0; 1355 object *last = 0;
1270 1356
1271 /* 1357 /*
1272 * 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.
1325 if (last && last->below && last != floor) 1411 if (last && last->below && last != floor)
1326 top = last->below; 1412 top = last->below;
1327 } 1413 }
1328 } /* If objects on this space */ 1414 } /* If objects on this space */
1329 1415
1330 if (flag & INS_MAP_LOAD)
1331 top = ms.top;
1332
1333 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1334 top = floor; 1417 top = floor;
1335 1418
1336 /* 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.
1337 */ 1420 */
1369 op->map->touch (); 1452 op->map->touch ();
1370 } 1453 }
1371 1454
1372 op->map->dirty = true; 1455 op->map->dirty = true;
1373 1456
1374 /* If we have a floor, we know the player, if any, will be above
1375 * it, so save a few ticks and start from there.
1376 */
1377 if (!(flag & INS_MAP_LOAD))
1378 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
1379 if (pl->contr->ns) 1461 if (pl->contr->ns)
1380 pl->contr->ns->floorbox_update (); 1462 pl->contr->ns->floorbox_update ();
1381 1463
1382 /* If this object glows, it may affect lighting conditions that are 1464 /* If this object glows, it may affect lighting conditions that are
1383 * 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
1384 * 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
1385 * on the map will get recalculated. The players could very well 1467 * on the map will get recalculated. The players could very well
1404 * blocked() and wall() work properly), and these flags are updated by 1486 * blocked() and wall() work properly), and these flags are updated by
1405 * update_object(). 1487 * update_object().
1406 */ 1488 */
1407 1489
1408 /* 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 */
1409 if (!(flag & INS_NO_WALK_ON) && !op->head) 1491 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1410 { 1492 {
1411 if (check_move_on (op, originator)) 1493 if (check_move_on (op, originator))
1412 return 0; 1494 return 0;
1413 1495
1414 /* 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
1415 * walk on's. 1497 * walk on's.
1416 */ 1498 */
1417 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1499 for (object *tmp = op->more; tmp; tmp = tmp->more)
1418 if (check_move_on (tmp, originator)) 1500 if (check_move_on (tmp, originator))
1419 return 0; 1501 return 0;
1420 } 1502 }
1421 1503
1422 return op; 1504 return op;
1427 * 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.
1428 */ 1510 */
1429void 1511void
1430replace_insert_ob_in_map (const char *arch_string, object *op) 1512replace_insert_ob_in_map (const char *arch_string, object *op)
1431{ 1513{
1432 object *tmp, *tmp1;
1433
1434 /* first search for itself and remove any old instances */ 1514 /* first search for itself and remove any old instances */
1435 1515
1436 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1437 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1517 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1438 tmp->destroy (); 1518 tmp->destroy (1);
1439 1519
1440 tmp1 = arch_to_object (archetype::find (arch_string)); 1520 object *tmp = arch_to_object (archetype::find (arch_string));
1441 1521
1442 tmp1->x = op->x; 1522 tmp->x = op->x;
1443 tmp1->y = op->y; 1523 tmp->y = op->y;
1524
1444 insert_ob_in_map (tmp1, op->map, op, 0); 1525 insert_ob_in_map (tmp, op->map, op, 0);
1445} 1526}
1446 1527
1447object * 1528object *
1448object::insert_at (object *where, object *originator, int flags) 1529object::insert_at (object *where, object *originator, int flags)
1449{ 1530{
1531 if (where->env)
1532 return where->env->insert (this);
1533 else
1450 return where->map->insert (this, where->x, where->y, originator, flags); 1534 return where->map->insert (this, where->x, where->y, originator, flags);
1451} 1535}
1452 1536
1453/* 1537/*
1454 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1455 * is returned contains nr objects, and the remaining parts contains
1456 * the rest (or is removed and freed if that number is 0).
1457 * On failure, NULL is returned, and the reason put into the
1458 * global static errmsg array.
1459 */
1460object *
1461get_split_ob (object *orig_ob, uint32 nr)
1462{
1463 object *newob;
1464 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1465
1466 if (orig_ob->nrof < nr)
1467 {
1468 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1469 return NULL;
1470 }
1471
1472 newob = object_create_clone (orig_ob);
1473
1474 if ((orig_ob->nrof -= nr) < 1)
1475 orig_ob->destroy (1);
1476 else if (!is_removed)
1477 {
1478 if (orig_ob->env != NULL)
1479 sub_weight (orig_ob->env, orig_ob->weight * nr);
1480 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1481 {
1482 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1483 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1484 return NULL;
1485 }
1486 }
1487
1488 newob->nrof = nr;
1489
1490 return newob;
1491}
1492
1493/*
1494 * decrease_ob_nr(object, number) decreases a specified number from 1538 * decrease(object, number) decreases a specified number from
1495 * 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
1496 * is subsequently removed and freed. 1540 * is subsequently removed and freed.
1497 * 1541 *
1498 * 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
1499 */ 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 */
1500object * 1576object *
1501decrease_ob_nr (object *op, uint32 i) 1577object::split (sint32 nr)
1502{ 1578{
1503 object *tmp; 1579 int have = number_of ();
1504 1580
1505 if (i == 0) /* objects with op->nrof require this check */ 1581 if (have < nr)
1506 return op; 1582 return 0;
1507 1583 else if (have == nr)
1508 if (i > op->nrof)
1509 i = op->nrof;
1510
1511 if (QUERY_FLAG (op, FLAG_REMOVED))
1512 op->nrof -= i;
1513 else if (op->env)
1514 { 1584 {
1515 /* is this object in the players inventory, or sub container
1516 * therein?
1517 */
1518 tmp = op->in_player ();
1519 /* nope. Is this a container the player has opened?
1520 * If so, set tmp to that player.
1521 * IMO, searching through all the players will mostly
1522 * likely be quicker than following op->env to the map,
1523 * and then searching the map for a player.
1524 */
1525 if (!tmp)
1526 for_all_players (pl)
1527 if (pl->ob->container == op->env)
1528 {
1529 tmp = pl->ob;
1530 break;
1531 }
1532
1533 if (i < op->nrof)
1534 {
1535 sub_weight (op->env, op->weight * i);
1536 op->nrof -= i;
1537 if (tmp)
1538 esrv_send_item (tmp, op);
1539 }
1540 else
1541 {
1542 op->remove (); 1585 remove ();
1543 op->nrof = 0; 1586 return this;
1544 if (tmp)
1545 esrv_del_item (tmp->contr, op->count);
1546 }
1547 } 1587 }
1548 else 1588 else
1549 { 1589 {
1550 object *above = op->above; 1590 decrease (nr);
1551 1591
1552 if (i < op->nrof) 1592 object *op = object_create_clone (this);
1553 op->nrof -= i; 1593 op->nrof = nr;
1554 else
1555 {
1556 op->remove ();
1557 op->nrof = 0;
1558 }
1559
1560 /* Since we just removed op, op->above is null */
1561 for (tmp = above; tmp; tmp = tmp->above)
1562 if (tmp->type == PLAYER)
1563 {
1564 if (op->nrof)
1565 esrv_send_item (tmp, op);
1566 else
1567 esrv_del_item (tmp->contr, op->count);
1568 }
1569 }
1570
1571 if (op->nrof)
1572 return op; 1594 return op;
1573 else
1574 {
1575 op->destroy ();
1576 return 0;
1577 }
1578}
1579
1580/*
1581 * add_weight(object, weight) adds the specified weight to an object,
1582 * and also updates how much the environment(s) is/are carrying.
1583 */
1584void
1585add_weight (object *op, signed long weight)
1586{
1587 while (op != NULL)
1588 {
1589 if (op->type == CONTAINER)
1590 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1591
1592 op->carrying += weight;
1593 op = op->env;
1594 } 1595 }
1595} 1596}
1596 1597
1597object * 1598object *
1598insert_ob_in_ob (object *op, object *where) 1599insert_ob_in_ob (object *op, object *where)
1603 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);
1604 free (dump); 1605 free (dump);
1605 return op; 1606 return op;
1606 } 1607 }
1607 1608
1608 if (where->head) 1609 if (where->head_ () != where)
1609 { 1610 {
1610 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");
1611 where = where->head; 1612 where = where->head;
1612 } 1613 }
1613 1614
1614 return where->insert (op); 1615 return where->insert (op);
1615} 1616}
1623 * be != op, if items are merged. -Tero 1624 * be != op, if items are merged. -Tero
1624 */ 1625 */
1625object * 1626object *
1626object::insert (object *op) 1627object::insert (object *op)
1627{ 1628{
1628 object *tmp, *otmp;
1629
1630 if (!QUERY_FLAG (op, FLAG_REMOVED))
1631 op->remove ();
1632
1633 if (op->more) 1629 if (op->more)
1634 { 1630 {
1635 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);
1636 return op; 1632 return op;
1637 } 1633 }
1638 1634
1639 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1635 op->remove ();
1640 CLEAR_FLAG (op, FLAG_REMOVED); 1636
1637 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1638
1641 if (op->nrof) 1639 if (op->nrof)
1642 {
1643 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1640 for (object *tmp = inv; tmp; tmp = tmp->below)
1644 if (object::can_merge (tmp, op)) 1641 if (object::can_merge (tmp, op))
1645 { 1642 {
1646 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1647 (client needs the original object) */ 1644 (client needs the original object) */
1648 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1649 /* Weight handling gets pretty funky. Since we are adding to 1646
1650 * tmp->nrof, we need to increase the weight. 1647 if (object *pl = tmp->visible_to ())
1651 */ 1648 esrv_update_item (UPD_NROF, pl, tmp);
1649
1652 add_weight (this, op->weight * op->nrof); 1650 adjust_weight (this, op->total_weight ());
1653 SET_FLAG (op, FLAG_REMOVED); 1651
1654 op->destroy (); /* free the inserted object */ 1652 op->destroy (1);
1655 op = tmp; 1653 op = tmp;
1656 op->remove (); /* and fix old object's links */ 1654 goto inserted;
1657 CLEAR_FLAG (op, FLAG_REMOVED);
1658 break;
1659 } 1655 }
1660 1656
1661 /* I assume combined objects have no inventory 1657 op->owner = 0; // it's his/hers now. period.
1662 * We add the weight - this object could have just been removed
1663 * (if it was possible to merge). calling remove_ob will subtract
1664 * the weight, so we need to add it in again, since we actually do
1665 * the linking below
1666 */
1667 add_weight (this, op->weight * op->nrof);
1668 }
1669 else
1670 add_weight (this, (op->weight + op->carrying));
1671
1672 otmp = this->in_player ();
1673 if (otmp && otmp->contr)
1674 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1675 otmp->update_stats ();
1676
1677 op->map = 0; 1658 op->map = 0;
1678 op->env = this; 1659 op->x = 0;
1660 op->y = 0;
1661
1679 op->above = 0; 1662 op->above = 0;
1680 op->below = 0; 1663 op->below = inv;
1681 op->x = 0, op->y = 0; 1664 op->env = this;
1682 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:
1683 /* 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 */
1684 if ((op->glow_radius != 0) && map) 1680 if (op->glow_radius && map && map->darkness)
1685 {
1686#ifdef DEBUG_LIGHTS
1687 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1688#endif /* DEBUG_LIGHTS */
1689 if (map->darkness)
1690 update_all_los (map, x, y); 1681 update_all_los (map, x, y);
1691 }
1692 1682
1693 /* Client has no idea of ordering so lets not bother ordering it here. 1683 // if this is a player's inventory, update stats
1694 * It sure simplifies this function... 1684 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1695 */ 1685 update_stats ();
1696 if (!inv)
1697 inv = op;
1698 else
1699 {
1700 op->below = inv;
1701 op->below->above = op;
1702 inv = op;
1703 }
1704 1686
1705 INVOKE_OBJECT (INSERT, this); 1687 INVOKE_OBJECT (INSERT, this);
1706 1688
1707 return op; 1689 return op;
1708} 1690}
1923 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
1924 */ 1906 */
1925void 1907void
1926flag_inv (object *op, int flag) 1908flag_inv (object *op, int flag)
1927{ 1909{
1928 if (op->inv)
1929 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1910 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1930 { 1911 {
1931 SET_FLAG (tmp, flag); 1912 SET_FLAG (tmp, flag);
1932 flag_inv (tmp, flag); 1913 flag_inv (tmp, flag);
1933 } 1914 }
1934} 1915}
1935 1916
1936/* 1917/*
1937 * deactivate recursively a flag on an object inventory 1918 * deactivate recursively a flag on an object inventory
1938 */ 1919 */
1939void 1920void
1940unflag_inv (object *op, int flag) 1921unflag_inv (object *op, int flag)
1941{ 1922{
1942 if (op->inv)
1943 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1923 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1944 { 1924 {
1945 CLEAR_FLAG (tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
1946 unflag_inv (tmp, flag); 1926 unflag_inv (tmp, flag);
1947 } 1927 }
1948}
1949
1950/*
1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952 * all it's inventory (recursively).
1953 * If checksums are used, a player will get set_cheat called for
1954 * him/her-self and all object carried by a call to this function.
1955 */
1956void
1957set_cheat (object *op)
1958{
1959 SET_FLAG (op, FLAG_WAS_WIZ);
1960 flag_inv (op, FLAG_WAS_WIZ);
1961} 1928}
1962 1929
1963/* 1930/*
1964 * 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
1965 * 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
1967 * to search (see the freearr_x/y[] definition). 1934 * to search (see the freearr_x/y[] definition).
1968 * It returns a random choice among the alternatives found. 1935 * It returns a random choice among the alternatives found.
1969 * 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
1970 * does all 4 immediate directions). This returns the index into the 1937 * does all 4 immediate directions). This returns the index into the
1971 * 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)
1972 * Note - this only checks to see if there is space for the head of the
1973 * object - if it is a multispace object, this should be called for all
1974 * pieces.
1975 * Note2: This function does correctly handle tiled maps, but does not 1939 * Note: This function does correctly handle tiled maps, but does not
1976 * inform the caller. However, insert_ob_in_map will update as 1940 * inform the caller. However, insert_ob_in_map will update as
1977 * 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.
1978 * 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
1979 * 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
1980 * 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
1982 * customized, changed states, etc. 1946 * customized, changed states, etc.
1983 */ 1947 */
1984int 1948int
1985find_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)
1986{ 1950{
1951 int altern[SIZEOFFREE];
1987 int index = 0, flag; 1952 int index = 0, flag;
1988 int altern[SIZEOFFREE];
1989 1953
1990 for (int i = start; i < stop; i++) 1954 for (int i = start; i < stop; i++)
1991 { 1955 {
1992 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1956 mapxy pos (m, x, y); pos.move (i);
1993 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 {
1994 altern [index++] = i; 1972 altern [index++] = i;
1973 continue;
1974 }
1995 1975
1996 /* 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.
1997 * 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.
1998 * 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 -
1999 * 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
2000 * 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
2001 * to only the spaces immediately surrounding the target area, and 1981 * to only the spaces immediately surrounding the target area, and
2002 * won't look 2 spaces south of the target space. 1982 * won't look 2 spaces south of the target space.
2003 */ 1983 */
2004 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1984 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1985 {
2005 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;
2006 } 2000 }
2007 2001
2008 if (!index) 2002 if (!index)
2009 return -1; 2003 return -1;
2010 2004
2019 */ 2013 */
2020int 2014int
2021find_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)
2022{ 2016{
2023 for (int i = 0; i < SIZEOFFREE; i++) 2017 for (int i = 0; i < SIZEOFFREE; i++)
2024 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]))
2025 return i; 2019 return i;
2026 2020
2027 return -1; 2021 return -1;
2028} 2022}
2029 2023
2083 object *tmp; 2077 object *tmp;
2084 maptile *mp; 2078 maptile *mp;
2085 2079
2086 MoveType blocked, move_type; 2080 MoveType blocked, move_type;
2087 2081
2088 if (exclude && exclude->head) 2082 if (exclude && exclude->head_ () != exclude)
2089 { 2083 {
2090 exclude = exclude->head; 2084 exclude = exclude->head;
2091 move_type = exclude->move_type; 2085 move_type = exclude->move_type;
2092 } 2086 }
2093 else 2087 else
2116 max = maxfree[i]; 2110 max = maxfree[i];
2117 else if (mflags & P_IS_ALIVE) 2111 else if (mflags & P_IS_ALIVE)
2118 { 2112 {
2119 for (tmp = ms.bot; tmp; tmp = tmp->above) 2113 for (tmp = ms.bot; tmp; tmp = tmp->above)
2120 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2114 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2121 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2115 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2122 break; 2116 break;
2123 2117
2124 if (tmp) 2118 if (tmp)
2125 return freedir[i]; 2119 return freedir[i];
2126 } 2120 }
2306 * 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
2307 * core dumps if they do. 2301 * core dumps if they do.
2308 * 2302 *
2309 * 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)
2310 */ 2304 */
2311
2312int 2305int
2313can_pick (const object *who, const object *item) 2306can_pick (const object *who, const object *item)
2314{ 2307{
2315 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2308 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2316 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2309 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2321 * create clone from object to another 2314 * create clone from object to another
2322 */ 2315 */
2323object * 2316object *
2324object_create_clone (object *asrc) 2317object_create_clone (object *asrc)
2325{ 2318{
2326 object *dst = 0, *tmp, *src, *part, *prev, *item; 2319 object *dst = 0;
2327 2320
2328 if (!asrc) 2321 if (!asrc)
2329 return 0; 2322 return 0;
2330 2323
2331 src = asrc; 2324 object *src = asrc->head_ ();
2332 if (src->head)
2333 src = src->head;
2334 2325
2335 prev = 0; 2326 object *prev = 0;
2336 for (part = src; part; part = part->more) 2327 for (object *part = src; part; part = part->more)
2337 { 2328 {
2338 tmp = part->clone (); 2329 object *tmp = part->clone ();
2330
2339 tmp->x -= src->x; 2331 tmp->x -= src->x;
2340 tmp->y -= src->y; 2332 tmp->y -= src->y;
2341 2333
2342 if (!part->head) 2334 if (!part->head)
2343 { 2335 {
2353 prev->more = tmp; 2345 prev->more = tmp;
2354 2346
2355 prev = tmp; 2347 prev = tmp;
2356 } 2348 }
2357 2349
2358 for (item = src->inv; item; item = item->below) 2350 for (object *item = src->inv; item; item = item->below)
2359 insert_ob_in_ob (object_create_clone (item), dst); 2351 insert_ob_in_ob (object_create_clone (item), dst);
2360 2352
2361 return dst; 2353 return dst;
2362} 2354}
2363 2355
2373 return tmp; 2365 return tmp;
2374 2366
2375 return 0; 2367 return 0;
2376} 2368}
2377 2369
2378/* If ob has a field named key, return the link from the list, 2370const shstr &
2379 * otherwise return NULL. 2371object::kv_get (const shstr &key) const
2380 *
2381 * key must be a passed in shared string - otherwise, this won't
2382 * do the desired thing.
2383 */
2384key_value *
2385get_ob_key_link (const object *ob, const char *key)
2386{ 2372{
2387 for (key_value *link = ob->key_values; link; link = link->next) 2373 for (key_value *kv = key_values; kv; kv = kv->next)
2388 if (link->key == key) 2374 if (kv->key == key)
2389 return link;
2390
2391 return 0;
2392}
2393
2394/*
2395 * Returns the value of op has an extra_field for key, or NULL.
2396 *
2397 * The argument doesn't need to be a shared string.
2398 *
2399 * The returned string is shared.
2400 */
2401const char *
2402get_ob_key_value (const object *op, const char *const key)
2403{
2404 key_value *link;
2405 shstr_cmp canonical_key (key);
2406
2407 if (!canonical_key)
2408 {
2409 /* 1. There being a field named key on any object
2410 * implies there'd be a shared string to find.
2411 * 2. Since there isn't, no object has this field.
2412 * 3. Therefore, *this* object doesn't have this field.
2413 */
2414 return 0;
2415 }
2416
2417 /* This is copied from get_ob_key_link() above -
2418 * only 4 lines, and saves the function call overhead.
2419 */
2420 for (link = op->key_values; link; link = link->next)
2421 if (link->key == canonical_key)
2422 return link->value; 2375 return kv->value;
2423 2376
2424 return 0; 2377 return shstr_null;
2425} 2378}
2426 2379
2427/* 2380void
2428 * Updates the canonical_key in op to value. 2381object::kv_set (const shstr &key, const shstr &value)
2429 *
2430 * canonical_key is a shared string (value doesn't have to be).
2431 *
2432 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2433 * keys.
2434 *
2435 * Returns TRUE on success.
2436 */
2437int
2438set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2439{ 2382{
2440 key_value *field = NULL, *last = NULL; 2383 for (key_value *kv = key_values; kv; kv = kv->next)
2441 2384 if (kv->key == key)
2442 for (field = op->key_values; field != NULL; field = field->next)
2443 {
2444 if (field->key != canonical_key)
2445 { 2385 {
2446 last = field; 2386 kv->value = value;
2447 continue; 2387 return;
2448 } 2388 }
2449 2389
2450 if (value) 2390 key_value *kv = new key_value;
2451 field->value = value; 2391
2452 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)
2453 { 2404 {
2454 /* Basically, if the archetype has this key set, 2405 key_value *kv = *kvp;
2455 * we need to store the null value so when we save 2406 *kvp = (*kvp)->next;
2456 * it, we save the empty value so that when we load, 2407 delete kv;
2457 * we get this value back again. 2408 return;
2458 */
2459 if (get_ob_key_link (&op->arch->clone, canonical_key))
2460 field->value = 0;
2461 else
2462 {
2463 if (last)
2464 last->next = field->next;
2465 else
2466 op->key_values = field->next;
2467
2468 delete field;
2469 }
2470 } 2409 }
2471 return TRUE;
2472 }
2473 /* IF we get here, key doesn't exist */
2474
2475 /* No field, we'll have to add it. */
2476
2477 if (!add_key)
2478 return FALSE;
2479
2480 /* There isn't any good reason to store a null
2481 * value in the key/value list. If the archetype has
2482 * this key, then we should also have it, so shouldn't
2483 * be here. If user wants to store empty strings,
2484 * should pass in ""
2485 */
2486 if (value == NULL)
2487 return TRUE;
2488
2489 field = new key_value;
2490
2491 field->key = canonical_key;
2492 field->value = value;
2493 /* Usual prepend-addition. */
2494 field->next = op->key_values;
2495 op->key_values = field;
2496
2497 return TRUE;
2498}
2499
2500/*
2501 * Updates the key in op to value.
2502 *
2503 * If add_key is FALSE, this will only update existing keys,
2504 * and not add new ones.
2505 * In general, should be little reason FALSE is ever passed in for add_key
2506 *
2507 * Returns TRUE on success.
2508 */
2509int
2510set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2511{
2512 shstr key_ (key);
2513
2514 return set_ob_key_value_s (op, key_, value, add_key);
2515} 2410}
2516 2411
2517object::depth_iterator::depth_iterator (object *container) 2412object::depth_iterator::depth_iterator (object *container)
2518: iterator_base (container) 2413: iterator_base (container)
2519{ 2414{
2532 item = item->inv; 2427 item = item->inv;
2533 } 2428 }
2534 else 2429 else
2535 item = item->env; 2430 item = item->env;
2536} 2431}
2537
2538 2432
2539const char * 2433const char *
2540object::flag_desc (char *desc, int len) const 2434object::flag_desc (char *desc, int len) const
2541{ 2435{
2542 char *p = desc; 2436 char *p = desc;
2570{ 2464{
2571 char flagdesc[512]; 2465 char flagdesc[512];
2572 char info2[256 * 4]; 2466 char info2[256 * 4];
2573 char *p = info; 2467 char *p = info;
2574 2468
2575 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}",
2576 count, uuid.seq, 2470 count,
2471 uuid.c_str (),
2577 &name, 2472 &name,
2578 title ? "\",title:\"" : "", 2473 title ? "\",title:\"" : "",
2579 title ? (const char *)title : "", 2474 title ? (const char *)title : "",
2580 flag_desc (flagdesc, 512), type); 2475 flag_desc (flagdesc, 512), type);
2581 2476
2582 if (env) 2477 if (!flag[FLAG_REMOVED] && env)
2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2478 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2584 2479
2585 if (map) 2480 if (map)
2586 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);
2587 2482
2589} 2484}
2590 2485
2591const char * 2486const char *
2592object::debug_desc () const 2487object::debug_desc () const
2593{ 2488{
2594 static char info[256 * 4]; 2489 static char info[3][256 * 4];
2490 static int info_idx;
2491
2595 return debug_desc (info); 2492 return debug_desc (info [++info_idx % 3]);
2596}
2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603} 2493}
2604 2494
2605struct region * 2495struct region *
2606object::region () const 2496object::region () const
2607{ 2497{
2610} 2500}
2611 2501
2612const materialtype_t * 2502const materialtype_t *
2613object::dominant_material () const 2503object::dominant_material () const
2614{ 2504{
2615 if (materialtype_t *mat = name_to_material (materialname)) 2505 if (materialtype_t *mt = name_to_material (materialname))
2616 return mat; 2506 return mt;
2617 2507
2618 // omfg this is slow, this has to be temporary :)
2619 shstr unknown ("unknown");
2620
2621 return name_to_material (unknown); 2508 return name_to_material (shstr_unknown);
2622} 2509}
2623 2510
2624void 2511void
2625object::open_container (object *new_container) 2512object::open_container (object *new_container)
2626{ 2513{
2627 if (container == new_container) 2514 if (container == new_container)
2628 return; 2515 return;
2629 2516
2630 if (object *old_container = container) 2517 object *old_container = container;
2518
2519 if (old_container)
2631 { 2520 {
2632 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2521 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2633 return; 2522 return;
2634 2523
2635#if 0 2524#if 0
2637 if (object *closer = old_container->inv) 2526 if (object *closer = old_container->inv)
2638 if (closer->type == CLOSE_CON) 2527 if (closer->type == CLOSE_CON)
2639 closer->destroy (); 2528 closer->destroy ();
2640#endif 2529#endif
2641 2530
2531 // make sure the container is available
2532 esrv_send_item (this, old_container);
2533
2642 old_container->flag [FLAG_APPLIED] = 0; 2534 old_container->flag [FLAG_APPLIED] = false;
2643 container = 0; 2535 container = 0;
2644 2536
2537 // client needs item update to make it work, client bug requires this to be separate
2645 esrv_update_item (UPD_FLAGS, this, old_container); 2538 esrv_update_item (UPD_FLAGS, this, old_container);
2539
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2540 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2541 play_sound (sound_find ("chest_close"));
2647 } 2542 }
2648 2543
2649 if (new_container) 2544 if (new_container)
2650 { 2545 {
2651 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2546 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2662 } 2557 }
2663#endif 2558#endif
2664 2559
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2560 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2666 2561
2562 // make sure the container is available, client bug requires this to be separate
2563 esrv_send_item (this, new_container);
2564
2667 new_container->flag [FLAG_APPLIED] = 1; 2565 new_container->flag [FLAG_APPLIED] = true;
2668 container = new_container; 2566 container = new_container;
2669 2567
2568 // client needs flag change
2670 esrv_update_item (UPD_FLAGS, this, new_container); 2569 esrv_update_item (UPD_FLAGS, this, new_container);
2671 esrv_send_inventory (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)
2672 } 2619 {
2620 if (object *pl = in_player ())
2621 pl->contr->play_sound (sound);
2622 }
2623 else
2624 map->play_sound (sound, x, y);
2673} 2625}
2674 2626
2675

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