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Comparing deliantra/server/common/object.C (file contents):
Revision 1.119 by root, Fri Jan 19 18:06:51 2007 UTC vs.
Revision 1.243 by root, Sat May 17 00:17:02 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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 // some objects are unmergable
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 192 if (!ob1->nrof || !ob2->nrof)
209 * value could not be stored in a sint32 (which unfortunately sometimes is 193 return 0;
210 * used to store nrof). 194
195 /* Do not merge objects if nrof would overflow. First part checks
196 * for unsigned overflow (2c), second part checks whether the result
197 * would fit into a 32 bit signed int, which is often used to hold
198 * nrof values.
211 */ 199 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31) 200 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
213 return 0; 201 return 0;
214 202
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 203 /* 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 204 * 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 205 * 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 206 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 207 * flags lose any meaning.
220 */ 208 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 209 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 210 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 211
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 212 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 213 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 214
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 215 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 216 || ob1->name != ob2->name
230 || ob1->title != ob2->title 217 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 218 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 219 || 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 220 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 221 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 222 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 223 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 224 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 225 || ob1->animation_id != ob2->animation_id
226 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
241 || ob1->client_type != ob2->client_type 227 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 228 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore 229 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 230 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 231 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 232 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 233 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 234 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 235 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 236 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 237 || ob1->move_slow_penalty != ob2->move_slow_penalty
238 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 240 return 0;
253 241
242 if ((ob1->flag ^ ob2->flag)
243 .reset (FLAG_INV_LOCKED)
244 .reset (FLAG_CLIENT_SENT)
245 .reset (FLAG_REMOVED)
246 .any ())
247 return 0;
248
254 /* This is really a spellbook check - really, we should 249 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 250 * not merge objects with real inventories, as splitting them
251 * is hard.
256 */ 252 */
257 if (ob1->inv || ob2->inv) 253 if (ob1->inv || ob2->inv)
258 { 254 {
259 /* if one object has inventory but the other doesn't, not equiv */ 255 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 256 return 0; /* inventories differ in length */
261 return 0;
262 257
263 /* Now check to see if the two inventory objects could merge */ 258 if (ob1->inv->below || ob2->inv->below)
259 return 0; /* more than one object in inv */
260
264 if (!object::can_merge (ob1->inv, ob2->inv)) 261 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 262 return 0; /* inventory objects differ */
266 263
267 /* inventory ok - still need to check rest of this object to see 264 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 265 * if it is valid.
269 */ 266 */
270 } 267 }
289 if (ob1->level != ob2->level) 286 if (ob1->level != ob2->level)
290 return 0; 287 return 0;
291 break; 288 break;
292 } 289 }
293 290
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 291 if (ob1->key_values || ob2->key_values)
295 { 292 {
296 /* At least one of these has key_values. */ 293 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 294 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 295 return 0; /* One has fields, but the other one doesn't. */
296
297 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 298 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 299 }
303 300
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 301 if (ob1->self || ob2->self)
306 { 302 {
307 ob1->optimise (); 303 ob1->optimise ();
308 ob2->optimise (); 304 ob2->optimise ();
309 305
310 if (ob1->self || ob2->self) 306 if (ob1->self || ob2->self)
307 {
308 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
309 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
310
311 if (k1 != k2)
311 return 0; 312 return 0;
313
314 if (k1 == 0)
315 return 1;
316
317 if (!cfperl_can_merge (ob1, ob2))
318 return 0;
319 }
312 } 320 }
313 321
314 /* Everything passes, must be OK. */ 322 /* Everything passes, must be OK. */
315 return 1; 323 return 1;
316} 324}
317 325
326// find player who can see this object
327object *
328object::visible_to () const
329{
330 if (client_visible () && !flag [FLAG_REMOVED])
331 {
332 // see if we are in a container of sorts
333 if (env)
334 {
335 // the player inventory itself is always visible
336 if (env->type == PLAYER)
337 return env;
338
339 // else a player could have our env open
340 object *envest = env->outer_env ();
341
342 // the player itself is always on a map, so we will find him here
343 // even if our inv is in a player.
344 if (envest->is_on_map ())
345 if (object *pl = envest->ms ().player ())
346 if (pl->container == env)
347 return pl;
348 }
349 else
350 {
351 // maybe there is a player standing on the same mapspace
352 // this will catch the case where "this" is a player
353 if (object *pl = ms ().player ())
354 if (!pl->container || this == pl->container)
355 return pl;
356 }
357 }
358
359 return 0;
360}
361
362// adjust weight per container type ("of holding")
363static sint32
364weight_adjust_for (object *op, sint32 weight)
365{
366 return op->type == CONTAINER
367 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
368 : weight;
369}
370
318/* 371/*
372 * adjust_weight(object, weight) adds the specified weight to an object,
373 * and also updates how much the environment(s) is/are carrying.
374 */
375static void
376adjust_weight (object *op, sint32 weight)
377{
378 while (op)
379 {
380 // adjust by actual difference to account for rounding errors
381 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
382 weight = weight_adjust_for (op, op->carrying)
383 - weight_adjust_for (op, op->carrying - weight);
384
385 if (!weight)
386 return;
387
388 op->carrying += weight;
389
390 if (object *pl = op->visible_to ())
391 if (pl != op) // player is handled lazily
392 esrv_update_item (UPD_WEIGHT, pl, op);
393
394 op = op->env;
395 }
396}
397
398/*
319 * sum_weight() is a recursive function which calculates the weight 399 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 400 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 401 * containers are carrying, and sums it up.
322 */ 402 */
323long 403void
324sum_weight (object *op) 404object::update_weight ()
325{ 405{
326 long sum; 406 sint32 sum = 0;
327 object *inv;
328 407
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 408 for (object *op = inv; op; op = op->below)
330 { 409 {
331 if (inv->inv) 410 if (op->inv)
332 sum_weight (inv); 411 op->update_weight ();
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 412
413 sum += op->total_weight ();
414 }
415
416 sum = weight_adjust_for (this, sum);
417
418 if (sum != carrying)
334 } 419 {
335
336 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100;
338
339 if (op->carrying != sum)
340 op->carrying = sum; 420 carrying = sum;
341 421
342 return sum; 422 if (object *pl = visible_to ())
423 if (pl != this) // player is handled lazily
424 esrv_update_item (UPD_WEIGHT, pl, this);
425 }
343} 426}
344 427
345/** 428/*
346 * Return the outermost environment object for a given object. 429 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 430 */
348
349object *
350object_get_env_recursive (object *op)
351{
352 while (op->env != NULL)
353 op = op->env;
354 return op;
355}
356
357/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array.
361 */
362
363char * 431char *
364dump_object (object *op) 432dump_object (object *op)
365{ 433{
366 if (!op) 434 if (!op)
367 return strdup ("[NULLOBJ]"); 435 return strdup ("[NULLOBJ]");
368 436
369 object_freezer freezer; 437 object_freezer freezer;
370 save_object (freezer, op, 1); 438 op->write (freezer);
371 return freezer.as_string (); 439 return freezer.as_string ();
372} 440}
373 441
374/* 442/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 443 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 444 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 445 * If it's not a multi-object, it is returned.
378 */ 446 */
379
380object * 447object *
381get_nearest_part (object *op, const object *pl) 448get_nearest_part (object *op, const object *pl)
382{ 449{
383 object *tmp, *closest; 450 object *tmp, *closest;
384 int last_dist, i; 451 int last_dist, i;
385 452
386 if (op->more == NULL) 453 if (!op->more)
387 return op; 454 return op;
455
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 456 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
457 tmp;
458 tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist) 459 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i; 460 closest = tmp, last_dist = i;
461
391 return closest; 462 return closest;
392} 463}
393 464
394/* 465/*
395 * Returns the object which has the count-variable equal to the argument. 466 * Returns the object which has the count-variable equal to the argument.
467 * VERRRY slow.
396 */ 468 */
397object * 469object *
398find_object (tag_t i) 470find_object (tag_t i)
399{ 471{
400 for_all_objects (op) 472 for_all_objects (op)
411 */ 483 */
412object * 484object *
413find_object_name (const char *str) 485find_object_name (const char *str)
414{ 486{
415 shstr_cmp str_ (str); 487 shstr_cmp str_ (str);
416 object *op;
417 488
489 if (str_)
418 for_all_objects (op) 490 for_all_objects (op)
419 if (op->name == str_) 491 if (op->name == str_)
420 break; 492 return op;
421 493
422 return op; 494 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 495}
430 496
431/* 497/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 498 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 499 * skill and experience objects.
500 * ACTUALLY NO! investigate! TODO
434 */ 501 */
435void 502void
436object::set_owner (object *owner) 503object::set_owner (object *owner)
437{ 504{
505 // allow objects which own objects
438 if (!owner) 506 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 507 while (owner->owner)
449 owner = owner->owner; 508 owner = owner->owner;
509
510 if (flag [FLAG_FREED])
511 {
512 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
513 return;
514 }
450 515
451 this->owner = owner; 516 this->owner = owner;
517}
518
519int
520object::slottype () const
521{
522 if (type == SKILL)
523 {
524 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
525 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
526 }
527 else
528 {
529 if (slot [body_combat].info) return slot_combat;
530 if (slot [body_range ].info) return slot_ranged;
531 }
532
533 return slot_none;
534}
535
536bool
537object::change_weapon (object *ob)
538{
539 if (current_weapon == ob)
540 return true;
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = false;
544
545 current_weapon = ob;
546 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = true;
550
551 update_stats ();
552
553 if (ob)
554 {
555 // now check wether any body locations became invalid, in which case
556 // we cannot apply the weapon at the moment.
557 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
558 if (slot[i].used < 0)
559 {
560 current_weapon = chosen_skill = 0;
561 update_stats ();
562
563 new_draw_info_format (NDI_UNIQUE, 0, this,
564 "You try to balance all your items at once, "
565 "but the %s is just too much for your body. "
566 "[You need to unapply some items first.]", &ob->name);
567 return false;
568 }
569
570 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
571 }
572 else
573 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
574
575 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
576 {
577 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
578 &name, ob->debug_desc ());
579 return false;
580 }
581
582 return true;
452} 583}
453 584
454/* Zero the key_values on op, decrementing the shared-string 585/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 586 * refcounts and freeing the links.
456 */ 587 */
457static void 588static void
458free_key_values (object *op) 589free_key_values (object *op)
459{ 590{
460 for (key_value *i = op->key_values; i != 0;) 591 for (key_value *i = op->key_values; i; )
461 { 592 {
462 key_value *next = i->next; 593 key_value *next = i->next;
463 delete i; 594 delete i;
464 595
465 i = next; 596 i = next;
477 * will point at garbage. 608 * will point at garbage.
478 */ 609 */
479void 610void
480object::copy_to (object *dst) 611object::copy_to (object *dst)
481{ 612{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 613 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 614 *(object_copy *)dst = *this;
486 615 dst->flag [FLAG_REMOVED] = true;
487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - rndm ();
495 616
496 /* Copy over key_values, if any. */ 617 /* Copy over key_values, if any. */
497 if (key_values) 618 if (key_values)
498 { 619 {
499 key_value *tail = 0; 620 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 621 dst->key_values = 0;
503 622
504 for (i = key_values; i; i = i->next) 623 for (key_value *i = key_values; i; i = i->next)
505 { 624 {
506 key_value *new_link = new key_value; 625 key_value *new_link = new key_value;
507 626
508 new_link->next = 0; 627 new_link->next = 0;
509 new_link->key = i->key; 628 new_link->key = i->key;
510 new_link->value = i->value; 629 new_link->value = i->value;
511 630
512 /* Try and be clever here, too. */ 631 /* Try and be clever here, too. */
513 if (!dst->key_values) 632 if (!dst->key_values)
514 { 633 {
521 tail = new_link; 640 tail = new_link;
522 } 641 }
523 } 642 }
524 } 643 }
525 644
645 if (speed < 0)
646 dst->speed_left -= rndm ();
647
526 dst->set_speed (dst->speed); 648 dst->set_speed (dst->speed);
649}
650
651void
652object::instantiate ()
653{
654 if (!uuid.seq) // HACK
655 uuid = UUID::gen ();
656
657 speed_left = -0.1f;
658 /* copy the body_info to the body_used - this is only really
659 * need for monsters, but doesn't hurt to do it for everything.
660 * by doing so, when a monster is created, it has good starting
661 * values for the body_used info, so when items are created
662 * for it, they can be properly equipped.
663 */
664 for (int i = NUM_BODY_LOCATIONS; i--; )
665 slot[i].used = slot[i].info;
666
667 attachable::instantiate ();
527} 668}
528 669
529object * 670object *
530object::clone () 671object::clone ()
531{ 672{
532 object *neu = create (); 673 object *neu = create ();
533 copy_to (neu); 674 copy_to (neu);
675 neu->map = map; // not copied by copy_to
534 return neu; 676 return neu;
535} 677}
536 678
537/* 679/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 680 * If an object with the IS_TURNABLE() flag needs to be turned due
589 * UP_OBJ_FACE: only the objects face has changed. 731 * UP_OBJ_FACE: only the objects face has changed.
590 */ 732 */
591void 733void
592update_object (object *op, int action) 734update_object (object *op, int action)
593{ 735{
594 MoveType move_on, move_off, move_block, move_slow; 736 if (!op)
595
596 if (op == NULL)
597 { 737 {
598 /* this should never happen */ 738 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 739 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 740 return;
601 } 741 }
602 742
603 if (op->env) 743 if (!op->is_on_map ())
604 { 744 {
605 /* Animation is currently handled by client, so nothing 745 /* Animation is currently handled by client, so nothing
606 * to do in this case. 746 * to do in this case.
607 */ 747 */
608 return; 748 return;
609 } 749 }
610
611 /* If the map is saving, don't do anything as everything is
612 * going to get freed anyways.
613 */
614 if (!op->map || op->map->in_memory == MAP_SAVING)
615 return;
616 750
617 /* make sure the object is within map boundaries */ 751 /* make sure the object is within map boundaries */
618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 752 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 753 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 754 LOG (llevError, "update_object() called for object out of map!\n");
670 face = blank_face; 804 face = blank_face;
671} 805}
672 806
673object::~object () 807object::~object ()
674{ 808{
675 if (index)
676 unlink (); 809 unlink ();
677 810
678 free_key_values (this); 811 free_key_values (this);
679} 812}
680 813
681static int object_count; 814static int object_count;
682 815
683void object::link () 816void object::link ()
684{ 817{
685 assert (!index);//D 818 assert (!index);//D
686 uuid = gen_uuid (); 819 uuid = UUID::gen ();
687 count = ++object_count; 820 count = ++object_count;
688 821
689 refcnt_inc (); 822 refcnt_inc ();
690 objects.insert (this); 823 objects.insert (this);
691} 824}
692 825
693void object::unlink () 826void object::unlink ()
694{ 827{
695 assert (index);//D 828 if (!index)
829 return;
830
696 objects.erase (this); 831 objects.erase (this);
697 refcnt_dec (); 832 refcnt_dec ();
698} 833}
699 834
700void 835void
762object::destroy_inv (bool drop_to_ground) 897object::destroy_inv (bool drop_to_ground)
763{ 898{
764 // need to check first, because the checks below might segfault 899 // need to check first, because the checks below might segfault
765 // as we might be on an invalid mapspace and crossfire code 900 // as we might be on an invalid mapspace and crossfire code
766 // is too buggy to ensure that the inventory is empty. 901 // is too buggy to ensure that the inventory is empty.
767 // corollary: if you create arrows etc. with stuff in tis inventory, 902 // corollary: if you create arrows etc. with stuff in its inventory,
768 // cf will crash below with off-map x and y 903 // cf will crash below with off-map x and y
769 if (!inv) 904 if (!inv)
770 return; 905 return;
771 906
772 /* Only if the space blocks everything do we not process - 907 /* Only if the space blocks everything do we not process -
773 * if some form of movement is allowed, let objects 908 * if some form of movement is allowed, let objects
774 * drop on that space. 909 * drop on that space.
775 */ 910 */
776 if (!drop_to_ground 911 if (!drop_to_ground
777 || !map 912 || !map
778 || map->in_memory != MAP_IN_MEMORY 913 || map->in_memory != MAP_ACTIVE
914 || map->no_drop
779 || ms ().move_block == MOVE_ALL) 915 || ms ().move_block == MOVE_ALL)
780 { 916 {
781 while (inv) 917 while (inv)
782 { 918 {
783 inv->destroy_inv (drop_to_ground); 919 inv->destroy_inv (false);
784 inv->destroy (); 920 inv->destroy ();
785 } 921 }
786 } 922 }
787 else 923 else
788 { /* Put objects in inventory onto this space */ 924 { /* Put objects in inventory onto this space */
794 || op->flag [FLAG_NO_DROP] 930 || op->flag [FLAG_NO_DROP]
795 || op->type == RUNE 931 || op->type == RUNE
796 || op->type == TRAP 932 || op->type == TRAP
797 || op->flag [FLAG_IS_A_TEMPLATE] 933 || op->flag [FLAG_IS_A_TEMPLATE]
798 || op->flag [FLAG_DESTROY_ON_DEATH]) 934 || op->flag [FLAG_DESTROY_ON_DEATH])
799 op->destroy (); 935 op->destroy (true);
800 else 936 else
801 map->insert (op, x, y); 937 map->insert (op, x, y);
802 } 938 }
803 } 939 }
804} 940}
808 object *op = new object; 944 object *op = new object;
809 op->link (); 945 op->link ();
810 return op; 946 return op;
811} 947}
812 948
949static struct freed_map : maptile
950{
951 freed_map ()
952 {
953 path = "<freed objects map>";
954 name = "/internal/freed_objects_map";
955 width = 3;
956 height = 3;
957 no_drop = 1;
958 no_reset = 1;
959
960 alloc ();
961 in_memory = MAP_ACTIVE;
962 }
963
964 ~freed_map ()
965 {
966 destroy ();
967 }
968} freed_map; // freed objects are moved here to avoid crashes
969
813void 970void
814object::do_destroy () 971object::do_destroy ()
815{ 972{
816 attachable::do_destroy ();
817
818 if (flag [FLAG_IS_LINKED]) 973 if (flag [FLAG_IS_LINKED])
819 remove_button_link (this); 974 remove_button_link (this);
820 975
821 if (flag [FLAG_FRIENDLY]) 976 if (flag [FLAG_FRIENDLY])
822 remove_friendly_object (this); 977 remove_friendly_object (this);
823 978
824 if (!flag [FLAG_REMOVED])
825 remove (); 979 remove ();
826 980
827 destroy_inv (true); 981 attachable::do_destroy ();
828 982
829 deactivate (); 983 deactivate ();
830 unlink (); 984 unlink ();
831 985
832 flag [FLAG_FREED] = 1; 986 flag [FLAG_FREED] = 1;
833 987
834 // hack to ensure that freed objects still have a valid map 988 // hack to ensure that freed objects still have a valid map
835 {
836 static maptile *freed_map; // freed objects are moved here to avoid crashes
837
838 if (!freed_map)
839 {
840 freed_map = new maptile;
841
842 freed_map->name = "/internal/freed_objects_map";
843 freed_map->width = 3;
844 freed_map->height = 3;
845
846 freed_map->alloc ();
847 freed_map->in_memory = MAP_IN_MEMORY;
848 }
849
850 map = freed_map; 989 map = &freed_map;
851 x = 1; 990 x = 1;
852 y = 1; 991 y = 1;
853 }
854
855 head = 0;
856 992
857 if (more) 993 if (more)
858 { 994 {
859 more->destroy (); 995 more->destroy ();
860 more = 0; 996 more = 0;
861 } 997 }
862 998
999 head = 0;
1000
863 // clear those pointers that likely might have circular references to us 1001 // clear those pointers that likely might cause circular references
864 owner = 0; 1002 owner = 0;
865 enemy = 0; 1003 enemy = 0;
866 attacked_by = 0; 1004 attacked_by = 0;
1005 current_weapon = 0;
867} 1006}
868 1007
869void 1008void
870object::destroy (bool destroy_inventory) 1009object::destroy (bool destroy_inventory)
871{ 1010{
872 if (destroyed ()) 1011 if (destroyed ())
873 return; 1012 return;
874 1013
1014 if (!is_head () && !head->destroyed ())
1015 {
1016 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1017 head->destroy (destroy_inventory);
1018 return;
1019 }
1020
875 if (destroy_inventory) 1021 destroy_inv (!destroy_inventory);
876 destroy_inv (false); 1022
1023 if (is_head ())
1024 if (sound_destroy)
1025 play_sound (sound_destroy);
1026 else if (flag [FLAG_MONSTER])
1027 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
877 1028
878 attachable::destroy (); 1029 attachable::destroy ();
879}
880
881/*
882 * sub_weight() recursively (outwards) subtracts a number from the
883 * weight of an object (and what is carried by it's environment(s)).
884 */
885void
886sub_weight (object *op, signed long weight)
887{
888 while (op != NULL)
889 {
890 if (op->type == CONTAINER)
891 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
892
893 op->carrying -= weight;
894 op = op->env;
895 }
896} 1030}
897 1031
898/* op->remove (): 1032/* op->remove ():
899 * This function removes the object op from the linked list of objects 1033 * This function removes the object op from the linked list of objects
900 * which it is currently tied to. When this function is done, the 1034 * which it is currently tied to. When this function is done, the
901 * object will have no environment. If the object previously had an 1035 * object will have no environment. If the object previously had an
902 * environment, the x and y coordinates will be updated to 1036 * environment, the x and y coordinates will be updated to
903 * the previous environment. 1037 * the previous environment.
904 * Beware: This function is called from the editor as well!
905 */ 1038 */
906void 1039void
907object::remove_slow () 1040object::do_remove ()
908{ 1041{
909 object *tmp, *last = 0; 1042 object *tmp, *last = 0;
910 object *otmp; 1043 object *otmp;
911 1044
912 if (QUERY_FLAG (this, FLAG_REMOVED)) 1045 if (flag [FLAG_REMOVED])
913 return; 1046 return;
914 1047
915 SET_FLAG (this, FLAG_REMOVED);
916 INVOKE_OBJECT (REMOVE, this); 1048 INVOKE_OBJECT (REMOVE, this);
1049
1050 flag [FLAG_REMOVED] = true;
917 1051
918 if (more) 1052 if (more)
919 more->remove (); 1053 more->remove ();
920 1054
921 /* 1055 /*
922 * In this case, the object to be removed is in someones 1056 * In this case, the object to be removed is in someones
923 * inventory. 1057 * inventory.
924 */ 1058 */
925 if (env) 1059 if (env)
926 { 1060 {
927 if (nrof) 1061 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
928 sub_weight (env, weight * nrof); 1062 if (object *pl = visible_to ())
929 else 1063 esrv_del_item (pl->contr, count);
930 sub_weight (env, weight + carrying); 1064 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1065
1066 adjust_weight (env, -total_weight ());
1067
1068 /* we set up values so that it could be inserted into
1069 * the map, but we don't actually do that - it is up
1070 * to the caller to decide what we want to do.
1071 */
1072 map = env->map;
1073 x = env->x;
1074 y = env->y;
1075
1076 // make sure cmov optimisation is applicable
1077 *(above ? &above->below : &env->inv) = below;
1078 *(below ? &below->above : &above ) = above; // &above is just a dummy
1079
1080 above = 0;
1081 below = 0;
1082 env = 0;
931 1083
932 /* NO_FIX_PLAYER is set when a great many changes are being 1084 /* NO_FIX_PLAYER is set when a great many changes are being
933 * made to players inventory. If set, avoiding the call 1085 * made to players inventory. If set, avoiding the call
934 * to save cpu time. 1086 * to save cpu time.
935 */ 1087 */
936 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1088 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
937 otmp->update_stats (); 1089 otmp->update_stats ();
938
939 if (above)
940 above->below = below;
941 else
942 env->inv = below;
943
944 if (below)
945 below->above = above;
946
947 /* we set up values so that it could be inserted into
948 * the map, but we don't actually do that - it is up
949 * to the caller to decide what we want to do.
950 */
951 x = env->x, y = env->y;
952 map = env->map;
953 above = 0, below = 0;
954 env = 0;
955 } 1090 }
956 else if (map) 1091 else if (map)
957 { 1092 {
958 if (type == PLAYER)
959 {
960 --map->players;
961 map->touch ();
962 }
963
964 map->dirty = true; 1093 map->dirty = true;
965 mapspace &ms = this->ms (); 1094 mapspace &ms = this->ms ();
966 1095
1096 if (object *pl = ms.player ())
1097 {
1098 if (type == PLAYER) // this == pl(!)
1099 {
1100 // leaving a spot always closes any open container on the ground
1101 if (container && !container->env)
1102 // this causes spurious floorbox updates, but it ensures
1103 // that the CLOSE event is being sent.
1104 close_container ();
1105
1106 --map->players;
1107 map->touch ();
1108 }
1109 else if (pl->container == this)
1110 {
1111 // removing a container should close it
1112 close_container ();
1113 }
1114
1115 esrv_del_item (pl->contr, count);
1116 }
1117
967 /* link the object above us */ 1118 /* link the object above us */
968 if (above) 1119 // re-link, make sure compiler can easily use cmove
969 above->below = below; 1120 *(above ? &above->below : &ms.top) = below;
970 else 1121 *(below ? &below->above : &ms.bot) = above;
971 ms.top = below; /* we were top, set new top */
972
973 /* Relink the object below us, if there is one */
974 if (below)
975 below->above = above;
976 else
977 {
978 /* Nothing below, which means we need to relink map object for this space
979 * use translated coordinates in case some oddness with map tiling is
980 * evident
981 */
982 if (GET_MAP_OB (map, x, y) != this)
983 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
984
985 ms.bot = above; /* goes on above it. */
986 }
987 1122
988 above = 0; 1123 above = 0;
989 below = 0; 1124 below = 0;
990 1125
991 if (map->in_memory == MAP_SAVING) 1126 if (map->in_memory == MAP_SAVING)
992 return; 1127 return;
993 1128
994 int check_walk_off = !flag [FLAG_NO_APPLY]; 1129 int check_walk_off = !flag [FLAG_NO_APPLY];
1130
1131 if (object *pl = ms.player ())
1132 {
1133 if (pl->container == this)
1134 /* If a container that the player is currently using somehow gets
1135 * removed (most likely destroyed), update the player view
1136 * appropriately.
1137 */
1138 pl->close_container ();
1139
1140 //TODO: the floorbox prev/next might need updating
1141 //esrv_del_item (pl->contr, count);
1142 //TODO: update floorbox to preserve ordering
1143 if (pl->contr->ns)
1144 pl->contr->ns->floorbox_update ();
1145 }
995 1146
996 for (tmp = ms.bot; tmp; tmp = tmp->above) 1147 for (tmp = ms.bot; tmp; tmp = tmp->above)
997 { 1148 {
998 /* No point updating the players look faces if he is the object 1149 /* No point updating the players look faces if he is the object
999 * being removed. 1150 * being removed.
1000 */ 1151 */
1001
1002 if (tmp->type == PLAYER && tmp != this)
1003 {
1004 /* If a container that the player is currently using somehow gets
1005 * removed (most likely destroyed), update the player view
1006 * appropriately.
1007 */
1008 if (tmp->container == this)
1009 {
1010 flag [FLAG_APPLIED] = 0;
1011 tmp->container = 0;
1012 }
1013
1014 if (tmp->contr->ns)
1015 tmp->contr->ns->floorbox_update ();
1016 }
1017 1152
1018 /* See if object moving off should effect something */ 1153 /* See if object moving off should effect something */
1019 if (check_walk_off 1154 if (check_walk_off
1020 && ((move_type & tmp->move_off) 1155 && ((move_type & tmp->move_off)
1021 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1156 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1024 1159
1025 if (destroyed ()) 1160 if (destroyed ())
1026 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1161 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1027 } 1162 }
1028 1163
1029 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1030 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1031 if (tmp->above == tmp)
1032 tmp->above = 0;
1033
1034 last = tmp; 1164 last = tmp;
1035 } 1165 }
1036 1166
1037 /* last == NULL if there are no objects on this space */ 1167 /* last == NULL if there are no objects on this space */
1038 //TODO: this makes little sense, why only update the topmost object? 1168 //TODO: this makes little sense, why only update the topmost object?
1058merge_ob (object *op, object *top) 1188merge_ob (object *op, object *top)
1059{ 1189{
1060 if (!op->nrof) 1190 if (!op->nrof)
1061 return 0; 1191 return 0;
1062 1192
1063 if (top) 1193 if (!top)
1064 for (top = op; top && top->above; top = top->above) 1194 for (top = op; top && top->above; top = top->above)
1065 ; 1195 ;
1066 1196
1067 for (; top; top = top->below) 1197 for (; top; top = top->below)
1068 {
1069 if (top == op)
1070 continue;
1071
1072 if (object::can_merge (op, top)) 1198 if (object::can_merge (op, top))
1073 { 1199 {
1074 top->nrof += op->nrof; 1200 top->nrof += op->nrof;
1075 1201
1076/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1202 if (object *pl = top->visible_to ())
1077 op->weight = 0; /* Don't want any adjustements now */ 1203 esrv_update_item (UPD_NROF, pl, top);
1204
1205 op->weight = 0; // cancel the addition above
1206 op->carrying = 0; // must be 0 already
1207
1078 op->destroy (); 1208 op->destroy (1);
1209
1079 return top; 1210 return top;
1080 } 1211 }
1081 }
1082 1212
1083 return 0; 1213 return 0;
1214}
1215
1216void
1217object::expand_tail ()
1218{
1219 if (more)
1220 return;
1221
1222 object *prev = this;
1223
1224 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1225 {
1226 object *op = arch_to_object (at);
1227
1228 op->name = name;
1229 op->name_pl = name_pl;
1230 op->title = title;
1231
1232 op->head = this;
1233 prev->more = op;
1234
1235 prev = op;
1236 }
1084} 1237}
1085 1238
1086/* 1239/*
1087 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1240 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1088 * job preparing multi-part monsters. 1241 * job preparing multi-part monsters.
1090object * 1243object *
1091insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1092{ 1245{
1093 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1246 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1094 { 1247 {
1095 tmp->x = x + tmp->arch->clone.x; 1248 tmp->x = x + tmp->arch->x;
1096 tmp->y = y + tmp->arch->clone.y; 1249 tmp->y = y + tmp->arch->y;
1097 } 1250 }
1098 1251
1099 return insert_ob_in_map (op, m, originator, flag); 1252 return insert_ob_in_map (op, m, originator, flag);
1100} 1253}
1101 1254
1120 * just 'op' otherwise 1273 * just 'op' otherwise
1121 */ 1274 */
1122object * 1275object *
1123insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1276insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1124{ 1277{
1125 object *tmp, *top, *floor = NULL;
1126
1127 if (QUERY_FLAG (op, FLAG_FREED))
1128 {
1129 LOG (llevError, "Trying to insert freed object!\n");
1130 return NULL;
1131 }
1132
1133 if (!QUERY_FLAG (op, FLAG_REMOVED))
1134 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1135
1136 op->remove (); 1278 op->remove ();
1137
1138 if (!m)
1139 {
1140 char *dump = dump_object (op);
1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1142 free (dump);
1143 return op;
1144 }
1145
1146 if (out_of_map (m, op->x, op->y))
1147 {
1148 char *dump = dump_object (op);
1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1150#ifdef MANY_CORES
1151 /* Better to catch this here, as otherwise the next use of this object
1152 * is likely to cause a crash. Better to find out where it is getting
1153 * improperly inserted.
1154 */
1155 abort ();
1156#endif
1157 free (dump);
1158 return op;
1159 }
1160
1161 if (object *more = op->more)
1162 {
1163 if (!insert_ob_in_map (more, m, originator, flag))
1164 {
1165 if (!op->head)
1166 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1167
1168 return 0;
1169 }
1170 }
1171
1172 CLEAR_FLAG (op, FLAG_REMOVED);
1173 1279
1174 /* Ideally, the caller figures this out. However, it complicates a lot 1280 /* Ideally, the caller figures this out. However, it complicates a lot
1175 * of areas of callers (eg, anything that uses find_free_spot would now 1281 * of areas of callers (eg, anything that uses find_free_spot would now
1176 * need extra work 1282 * need extra work
1177 */ 1283 */
1178 if (!xy_normalise (m, op->x, op->y)) 1284 if (!xy_normalise (m, op->x, op->y))
1285 {
1286 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1179 return 0; 1287 return 0;
1288 }
1289
1290 if (object *more = op->more)
1291 if (!insert_ob_in_map (more, m, originator, flag))
1292 return 0;
1293
1294 CLEAR_FLAG (op, FLAG_REMOVED);
1180 1295
1181 op->map = m; 1296 op->map = m;
1182 mapspace &ms = op->ms (); 1297 mapspace &ms = op->ms ();
1183 1298
1184 /* this has to be done after we translate the coordinates. 1299 /* this has to be done after we translate the coordinates.
1185 */ 1300 */
1186 if (op->nrof && !(flag & INS_NO_MERGE)) 1301 if (op->nrof && !(flag & INS_NO_MERGE))
1187 for (tmp = ms.bot; tmp; tmp = tmp->above) 1302 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1188 if (object::can_merge (op, tmp)) 1303 if (object::can_merge (op, tmp))
1189 { 1304 {
1305 // TODO: we actually want to update tmp, not op,
1306 // but some caller surely breaks when we return tmp
1307 // from here :/
1190 op->nrof += tmp->nrof; 1308 op->nrof += tmp->nrof;
1191 tmp->destroy (); 1309 tmp->destroy (1);
1192 } 1310 }
1193 1311
1194 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1312 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1195 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1313 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1196 1314
1203 { 1321 {
1204 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1322 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1205 abort (); 1323 abort ();
1206 } 1324 }
1207 1325
1326 if (!originator->is_on_map ())
1327 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1328 op->debug_desc (), originator->debug_desc ());
1329
1208 op->above = originator; 1330 op->above = originator;
1209 op->below = originator->below; 1331 op->below = originator->below;
1210
1211 if (op->below)
1212 op->below->above = op;
1213 else
1214 ms.bot = op;
1215
1216 /* since *below* originator, no need to update top */
1217 originator->below = op; 1332 originator->below = op;
1333
1334 *(op->below ? &op->below->above : &ms.bot) = op;
1218 } 1335 }
1219 else 1336 else
1220 { 1337 {
1221 top = ms.bot; 1338 object *floor = 0;
1339 object *top = ms.top;
1222 1340
1223 /* If there are other objects, then */ 1341 /* If there are other objects, then */
1224 if ((!(flag & INS_MAP_LOAD)) && top) 1342 if (top)
1225 { 1343 {
1226 object *last = 0;
1227
1228 /* 1344 /*
1229 * If there are multiple objects on this space, we do some trickier handling. 1345 * If there are multiple objects on this space, we do some trickier handling.
1230 * We've already dealt with merging if appropriate. 1346 * We've already dealt with merging if appropriate.
1231 * Generally, we want to put the new object on top. But if 1347 * Generally, we want to put the new object on top. But if
1232 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1348 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1235 * once we get to them. This reduces the need to traverse over all of 1351 * once we get to them. This reduces the need to traverse over all of
1236 * them when adding another one - this saves quite a bit of cpu time 1352 * them when adding another one - this saves quite a bit of cpu time
1237 * when lots of spells are cast in one area. Currently, it is presumed 1353 * when lots of spells are cast in one area. Currently, it is presumed
1238 * that flying non pickable objects are spell objects. 1354 * that flying non pickable objects are spell objects.
1239 */ 1355 */
1240 for (top = ms.bot; top; top = top->above) 1356 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1241 { 1357 {
1242 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1358 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1243 floor = top; 1359 floor = tmp;
1244 1360
1245 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1361 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1246 { 1362 {
1247 /* We insert above top, so we want this object below this */ 1363 /* We insert above top, so we want this object below this */
1248 top = top->below; 1364 top = tmp->below;
1249 break; 1365 break;
1250 } 1366 }
1251 1367
1252 last = top; 1368 top = tmp;
1253 } 1369 }
1254
1255 /* Don't want top to be NULL, so set it to the last valid object */
1256 top = last;
1257 1370
1258 /* We let update_position deal with figuring out what the space 1371 /* We let update_position deal with figuring out what the space
1259 * looks like instead of lots of conditions here. 1372 * looks like instead of lots of conditions here.
1260 * makes things faster, and effectively the same result. 1373 * makes things faster, and effectively the same result.
1261 */ 1374 */
1262 1375
1263 /* Have object 'fall below' other objects that block view. 1376 /* Have object 'fall below' other objects that block view.
1264 * Unless those objects are exits, type 66 1377 * Unless those objects are exits.
1265 * If INS_ON_TOP is used, don't do this processing 1378 * If INS_ON_TOP is used, don't do this processing
1266 * Need to find the object that in fact blocks view, otherwise 1379 * Need to find the object that in fact blocks view, otherwise
1267 * stacking is a bit odd. 1380 * stacking is a bit odd.
1268 */ 1381 */
1269 if (!(flag & INS_ON_TOP) 1382 if (!(flag & INS_ON_TOP)
1270 && ms.flags () & P_BLOCKSVIEW 1383 && ms.flags () & P_BLOCKSVIEW
1271 && (op->face && !op->face->visibility)) 1384 && (op->face && !faces [op->face].visibility))
1272 { 1385 {
1386 object *last;
1387
1273 for (last = top; last != floor; last = last->below) 1388 for (last = top; last != floor; last = last->below)
1274 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1389 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1275 break; 1390 break;
1276 1391
1277 /* Check to see if we found the object that blocks view, 1392 /* Check to see if we found the object that blocks view,
1282 if (last && last->below && last != floor) 1397 if (last && last->below && last != floor)
1283 top = last->below; 1398 top = last->below;
1284 } 1399 }
1285 } /* If objects on this space */ 1400 } /* If objects on this space */
1286 1401
1287 if (flag & INS_MAP_LOAD)
1288 top = ms.top;
1289
1290 if (flag & INS_ABOVE_FLOOR_ONLY) 1402 if (flag & INS_ABOVE_FLOOR_ONLY)
1291 top = floor; 1403 top = floor;
1292 1404
1293 /* Top is the object that our object (op) is going to get inserted above. 1405 // insert object above top, or bottom-most if top = 0
1294 */
1295
1296 /* First object on this space */
1297 if (!top) 1406 if (!top)
1298 { 1407 {
1408 op->below = 0;
1299 op->above = ms.bot; 1409 op->above = ms.bot;
1300
1301 if (op->above)
1302 op->above->below = op;
1303
1304 op->below = 0;
1305 ms.bot = op; 1410 ms.bot = op;
1411
1412 *(op->above ? &op->above->below : &ms.top) = op;
1306 } 1413 }
1307 else 1414 else
1308 { /* get inserted into the stack above top */ 1415 {
1309 op->above = top->above; 1416 op->above = top->above;
1310
1311 if (op->above)
1312 op->above->below = op; 1417 top->above = op;
1313 1418
1314 op->below = top; 1419 op->below = top;
1315 top->above = op; 1420 *(op->above ? &op->above->below : &ms.top) = op;
1316 } 1421 }
1317 1422 }
1318 if (!op->above)
1319 ms.top = op;
1320 } /* else not INS_BELOW_ORIGINATOR */
1321 1423
1322 if (op->type == PLAYER) 1424 if (op->type == PLAYER)
1323 { 1425 {
1324 op->contr->do_los = 1; 1426 op->contr->do_los = 1;
1325 ++op->map->players; 1427 ++op->map->players;
1326 op->map->touch (); 1428 op->map->touch ();
1327 } 1429 }
1328 1430
1329 op->map->dirty = true; 1431 op->map->dirty = true;
1330 1432
1331 /* If we have a floor, we know the player, if any, will be above
1332 * it, so save a few ticks and start from there.
1333 */
1334 if (!(flag & INS_MAP_LOAD))
1335 if (object *pl = ms.player ()) 1433 if (object *pl = ms.player ())
1434 //TODO: the floorbox prev/next might need updating
1435 //esrv_send_item (pl, op);
1436 //TODO: update floorbox to preserve ordering
1336 if (pl->contr->ns) 1437 if (pl->contr->ns)
1337 pl->contr->ns->floorbox_update (); 1438 pl->contr->ns->floorbox_update ();
1338 1439
1339 /* If this object glows, it may affect lighting conditions that are 1440 /* If this object glows, it may affect lighting conditions that are
1340 * visible to others on this map. But update_all_los is really 1441 * visible to others on this map. But update_all_los is really
1341 * an inefficient way to do this, as it means los for all players 1442 * an inefficient way to do this, as it means los for all players
1342 * on the map will get recalculated. The players could very well 1443 * on the map will get recalculated. The players could very well
1361 * blocked() and wall() work properly), and these flags are updated by 1462 * blocked() and wall() work properly), and these flags are updated by
1362 * update_object(). 1463 * update_object().
1363 */ 1464 */
1364 1465
1365 /* if this is not the head or flag has been passed, don't check walk on status */ 1466 /* if this is not the head or flag has been passed, don't check walk on status */
1366 if (!(flag & INS_NO_WALK_ON) && !op->head) 1467 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1367 { 1468 {
1368 if (check_move_on (op, originator)) 1469 if (check_move_on (op, originator))
1369 return 0; 1470 return 0;
1370 1471
1371 /* If we are a multi part object, lets work our way through the check 1472 /* If we are a multi part object, lets work our way through the check
1372 * walk on's. 1473 * walk on's.
1373 */ 1474 */
1374 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1475 for (object *tmp = op->more; tmp; tmp = tmp->more)
1375 if (check_move_on (tmp, originator)) 1476 if (check_move_on (tmp, originator))
1376 return 0; 1477 return 0;
1377 } 1478 }
1378 1479
1379 return op; 1480 return op;
1384 * op is the object to insert it under: supplies x and the map. 1485 * op is the object to insert it under: supplies x and the map.
1385 */ 1486 */
1386void 1487void
1387replace_insert_ob_in_map (const char *arch_string, object *op) 1488replace_insert_ob_in_map (const char *arch_string, object *op)
1388{ 1489{
1389 object *tmp, *tmp1;
1390
1391 /* first search for itself and remove any old instances */ 1490 /* first search for itself and remove any old instances */
1392 1491
1393 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1492 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1394 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1493 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1395 tmp->destroy (); 1494 tmp->destroy (1);
1396 1495
1397 tmp1 = arch_to_object (archetype::find (arch_string)); 1496 object *tmp = arch_to_object (archetype::find (arch_string));
1398 1497
1399 tmp1->x = op->x; 1498 tmp->x = op->x;
1400 tmp1->y = op->y; 1499 tmp->y = op->y;
1500
1401 insert_ob_in_map (tmp1, op->map, op, 0); 1501 insert_ob_in_map (tmp, op->map, op, 0);
1402} 1502}
1403 1503
1404object * 1504object *
1405object::insert_at (object *where, object *originator, int flags) 1505object::insert_at (object *where, object *originator, int flags)
1406{ 1506{
1507 if (where->env)
1508 return where->env->insert (this);
1509 else
1407 where->map->insert (this, where->x, where->y, originator, flags); 1510 return where->map->insert (this, where->x, where->y, originator, flags);
1408} 1511}
1409 1512
1410/* 1513/*
1411 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1412 * is returned contains nr objects, and the remaining parts contains
1413 * the rest (or is removed and freed if that number is 0).
1414 * On failure, NULL is returned, and the reason put into the
1415 * global static errmsg array.
1416 */
1417object *
1418get_split_ob (object *orig_ob, uint32 nr)
1419{
1420 object *newob;
1421 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1422
1423 if (orig_ob->nrof < nr)
1424 {
1425 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1426 return NULL;
1427 }
1428
1429 newob = object_create_clone (orig_ob);
1430
1431 if ((orig_ob->nrof -= nr) < 1)
1432 orig_ob->destroy (1);
1433 else if (!is_removed)
1434 {
1435 if (orig_ob->env != NULL)
1436 sub_weight (orig_ob->env, orig_ob->weight * nr);
1437 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1438 {
1439 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1440 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1441 return NULL;
1442 }
1443 }
1444
1445 newob->nrof = nr;
1446
1447 return newob;
1448}
1449
1450/*
1451 * decrease_ob_nr(object, number) decreases a specified number from 1514 * decrease(object, number) decreases a specified number from
1452 * the amount of an object. If the amount reaches 0, the object 1515 * the amount of an object. If the amount reaches 0, the object
1453 * is subsequently removed and freed. 1516 * is subsequently removed and freed.
1454 * 1517 *
1455 * Return value: 'op' if something is left, NULL if the amount reached 0 1518 * Return value: 'op' if something is left, NULL if the amount reached 0
1456 */ 1519 */
1520bool
1521object::decrease (sint32 nr)
1522{
1523 if (!nr)
1524 return true;
1457 1525
1526 nr = min (nr, nrof);
1527
1528 nrof -= nr;
1529
1530 if (nrof)
1531 {
1532 adjust_weight (env, -weight * nr); // carrying == 0
1533
1534 if (object *pl = visible_to ())
1535 esrv_update_item (UPD_NROF, pl, this);
1536
1537 return true;
1538 }
1539 else
1540 {
1541 destroy (1);
1542 return false;
1543 }
1544}
1545
1546/*
1547 * split(ob,nr) splits up ob into two parts. The part which
1548 * is returned contains nr objects, and the remaining parts contains
1549 * the rest (or is removed and returned if that number is 0).
1550 * On failure, NULL is returned.
1551 */
1458object * 1552object *
1459decrease_ob_nr (object *op, uint32 i) 1553object::split (sint32 nr)
1460{ 1554{
1461 object *tmp; 1555 int have = number_of ();
1462 1556
1463 if (i == 0) /* objects with op->nrof require this check */ 1557 if (have < nr)
1464 return op; 1558 return 0;
1465 1559 else if (have == nr)
1466 if (i > op->nrof)
1467 i = op->nrof;
1468
1469 if (QUERY_FLAG (op, FLAG_REMOVED))
1470 op->nrof -= i;
1471 else if (op->env)
1472 { 1560 {
1473 /* is this object in the players inventory, or sub container
1474 * therein?
1475 */
1476 tmp = op->in_player ();
1477 /* nope. Is this a container the player has opened?
1478 * If so, set tmp to that player.
1479 * IMO, searching through all the players will mostly
1480 * likely be quicker than following op->env to the map,
1481 * and then searching the map for a player.
1482 */
1483 if (!tmp)
1484 for_all_players (pl)
1485 if (pl->ob->container == op->env)
1486 {
1487 tmp = pl->ob;
1488 break;
1489 }
1490
1491 if (i < op->nrof)
1492 {
1493 sub_weight (op->env, op->weight * i);
1494 op->nrof -= i;
1495 if (tmp)
1496 esrv_send_item (tmp, op);
1497 }
1498 else
1499 {
1500 op->remove (); 1561 remove ();
1501 op->nrof = 0; 1562 return this;
1502 if (tmp)
1503 esrv_del_item (tmp->contr, op->count);
1504 }
1505 } 1563 }
1506 else 1564 else
1507 { 1565 {
1508 object *above = op->above; 1566 decrease (nr);
1509 1567
1510 if (i < op->nrof) 1568 object *op = deep_clone ();
1511 op->nrof -= i; 1569 op->nrof = nr;
1512 else
1513 {
1514 op->remove ();
1515 op->nrof = 0;
1516 }
1517
1518 /* Since we just removed op, op->above is null */
1519 for (tmp = above; tmp; tmp = tmp->above)
1520 if (tmp->type == PLAYER)
1521 {
1522 if (op->nrof)
1523 esrv_send_item (tmp, op);
1524 else
1525 esrv_del_item (tmp->contr, op->count);
1526 }
1527 }
1528
1529 if (op->nrof)
1530 return op; 1570 return op;
1531 else
1532 {
1533 op->destroy ();
1534 return 0;
1535 }
1536}
1537
1538/*
1539 * add_weight(object, weight) adds the specified weight to an object,
1540 * and also updates how much the environment(s) is/are carrying.
1541 */
1542
1543void
1544add_weight (object *op, signed long weight)
1545{
1546 while (op != NULL)
1547 {
1548 if (op->type == CONTAINER)
1549 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1550
1551 op->carrying += weight;
1552 op = op->env;
1553 } 1571 }
1554} 1572}
1555 1573
1556object * 1574object *
1557insert_ob_in_ob (object *op, object *where) 1575insert_ob_in_ob (object *op, object *where)
1562 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1580 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1563 free (dump); 1581 free (dump);
1564 return op; 1582 return op;
1565 } 1583 }
1566 1584
1567 if (where->head) 1585 if (where->head_ () != where)
1568 { 1586 {
1569 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1587 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1570 where = where->head; 1588 where = where->head;
1571 } 1589 }
1572 1590
1573 return where->insert (op); 1591 return where->insert (op);
1574} 1592}
1579 * inside the object environment. 1597 * inside the object environment.
1580 * 1598 *
1581 * The function returns now pointer to inserted item, and return value can 1599 * The function returns now pointer to inserted item, and return value can
1582 * be != op, if items are merged. -Tero 1600 * be != op, if items are merged. -Tero
1583 */ 1601 */
1584
1585object * 1602object *
1586object::insert (object *op) 1603object::insert (object *op)
1587{ 1604{
1588 object *tmp, *otmp;
1589
1590 if (!QUERY_FLAG (op, FLAG_REMOVED))
1591 op->remove ();
1592
1593 if (op->more) 1605 if (op->more)
1594 { 1606 {
1595 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1607 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1596 return op; 1608 return op;
1597 } 1609 }
1598 1610
1599 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1611 op->remove ();
1600 CLEAR_FLAG (op, FLAG_REMOVED); 1612
1613 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1614
1601 if (op->nrof) 1615 if (op->nrof)
1602 {
1603 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1616 for (object *tmp = inv; tmp; tmp = tmp->below)
1604 if (object::can_merge (tmp, op)) 1617 if (object::can_merge (tmp, op))
1605 { 1618 {
1606 /* return the original object and remove inserted object 1619 /* return the original object and remove inserted object
1607 (client needs the original object) */ 1620 (client needs the original object) */
1608 tmp->nrof += op->nrof; 1621 tmp->nrof += op->nrof;
1609 /* Weight handling gets pretty funky. Since we are adding to 1622
1610 * tmp->nrof, we need to increase the weight. 1623 if (object *pl = tmp->visible_to ())
1611 */ 1624 esrv_update_item (UPD_NROF, pl, tmp);
1625
1612 add_weight (this, op->weight * op->nrof); 1626 adjust_weight (this, op->total_weight ());
1613 SET_FLAG (op, FLAG_REMOVED); 1627
1614 op->destroy (); /* free the inserted object */ 1628 op->destroy (1);
1615 op = tmp; 1629 op = tmp;
1616 op->remove (); /* and fix old object's links */ 1630 goto inserted;
1617 CLEAR_FLAG (op, FLAG_REMOVED);
1618 break;
1619 } 1631 }
1620 1632
1621 /* I assume combined objects have no inventory 1633 op->owner = 0; // it's his/hers now. period.
1622 * We add the weight - this object could have just been removed
1623 * (if it was possible to merge). calling remove_ob will subtract
1624 * the weight, so we need to add it in again, since we actually do
1625 * the linking below
1626 */
1627 add_weight (this, op->weight * op->nrof);
1628 }
1629 else
1630 add_weight (this, (op->weight + op->carrying));
1631
1632 otmp = this->in_player ();
1633 if (otmp && otmp->contr)
1634 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1635 otmp->update_stats ();
1636
1637 op->map = 0; 1634 op->map = 0;
1638 op->env = this; 1635 op->x = 0;
1636 op->y = 0;
1637
1639 op->above = 0; 1638 op->above = 0;
1640 op->below = 0; 1639 op->below = inv;
1641 op->x = 0, op->y = 0; 1640 op->env = this;
1642 1641
1642 if (inv)
1643 inv->above = op;
1644
1645 inv = op;
1646
1647 op->flag [FLAG_REMOVED] = 0;
1648
1649 if (object *pl = op->visible_to ())
1650 esrv_send_item (pl, op);
1651
1652 adjust_weight (this, op->total_weight ());
1653
1654inserted:
1643 /* reset the light list and los of the players on the map */ 1655 /* reset the light list and los of the players on the map */
1644 if ((op->glow_radius != 0) && map) 1656 if (op->glow_radius && map && map->darkness)
1645 {
1646#ifdef DEBUG_LIGHTS
1647 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1648#endif /* DEBUG_LIGHTS */
1649 if (map->darkness)
1650 update_all_los (map, x, y); 1657 update_all_los (map, x, y);
1651 }
1652 1658
1653 /* Client has no idea of ordering so lets not bother ordering it here. 1659 // if this is a player's inventory, update stats
1654 * It sure simplifies this function... 1660 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1655 */ 1661 update_stats ();
1656 if (!inv)
1657 inv = op;
1658 else
1659 {
1660 op->below = inv;
1661 op->below->above = op;
1662 inv = op;
1663 }
1664 1662
1665 INVOKE_OBJECT (INSERT, this); 1663 INVOKE_OBJECT (INSERT, this);
1666 1664
1667 return op; 1665 return op;
1668} 1666}
1749 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1747 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1750 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1748 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1751 { 1749 {
1752 1750
1753 float 1751 float
1754 diff = tmp->move_slow_penalty * FABS (op->speed); 1752 diff = tmp->move_slow_penalty * fabs (op->speed);
1755 1753
1756 if (op->type == PLAYER) 1754 if (op->type == PLAYER)
1757 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1755 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1758 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1756 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1759 diff /= 4.0; 1757 diff /= 4.0;
1796 LOG (llevError, "Present_arch called outside map.\n"); 1794 LOG (llevError, "Present_arch called outside map.\n");
1797 return NULL; 1795 return NULL;
1798 } 1796 }
1799 1797
1800 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1798 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1801 if (tmp->arch == at) 1799 if (tmp->arch->archname == at->archname)
1802 return tmp; 1800 return tmp;
1803 1801
1804 return NULL; 1802 return NULL;
1805} 1803}
1806 1804
1870 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
1871 */ 1869 */
1872object * 1870object *
1873present_arch_in_ob (const archetype *at, const object *op) 1871present_arch_in_ob (const archetype *at, const object *op)
1874{ 1872{
1875 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1873 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1876 if (tmp->arch == at) 1874 if (tmp->arch->archname == at->archname)
1877 return tmp; 1875 return tmp;
1878 1876
1879 return NULL; 1877 return NULL;
1880} 1878}
1881 1879
1883 * activate recursively a flag on an object inventory 1881 * activate recursively a flag on an object inventory
1884 */ 1882 */
1885void 1883void
1886flag_inv (object *op, int flag) 1884flag_inv (object *op, int flag)
1887{ 1885{
1888 if (op->inv)
1889 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1886 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1890 { 1887 {
1891 SET_FLAG (tmp, flag); 1888 SET_FLAG (tmp, flag);
1892 flag_inv (tmp, flag); 1889 flag_inv (tmp, flag);
1893 } 1890 }
1894} 1891}
1895 1892
1896/* 1893/*
1897 * deactivate recursively a flag on an object inventory 1894 * deactivate recursively a flag on an object inventory
1898 */ 1895 */
1899void 1896void
1900unflag_inv (object *op, int flag) 1897unflag_inv (object *op, int flag)
1901{ 1898{
1902 if (op->inv)
1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1899 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1904 { 1900 {
1905 CLEAR_FLAG (tmp, flag); 1901 CLEAR_FLAG (tmp, flag);
1906 unflag_inv (tmp, flag); 1902 unflag_inv (tmp, flag);
1907 } 1903 }
1908}
1909
1910/*
1911 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1912 * all it's inventory (recursively).
1913 * If checksums are used, a player will get set_cheat called for
1914 * him/her-self and all object carried by a call to this function.
1915 */
1916void
1917set_cheat (object *op)
1918{
1919 SET_FLAG (op, FLAG_WAS_WIZ);
1920 flag_inv (op, FLAG_WAS_WIZ);
1921} 1904}
1922 1905
1923/* 1906/*
1924 * find_free_spot(object, map, x, y, start, stop) will search for 1907 * find_free_spot(object, map, x, y, start, stop) will search for
1925 * a spot at the given map and coordinates which will be able to contain 1908 * a spot at the given map and coordinates which will be able to contain
1927 * to search (see the freearr_x/y[] definition). 1910 * to search (see the freearr_x/y[] definition).
1928 * It returns a random choice among the alternatives found. 1911 * It returns a random choice among the alternatives found.
1929 * start and stop are where to start relative to the free_arr array (1,9 1912 * start and stop are where to start relative to the free_arr array (1,9
1930 * does all 4 immediate directions). This returns the index into the 1913 * does all 4 immediate directions). This returns the index into the
1931 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1914 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1932 * Note - this only checks to see if there is space for the head of the
1933 * object - if it is a multispace object, this should be called for all
1934 * pieces.
1935 * Note2: This function does correctly handle tiled maps, but does not 1915 * Note: This function does correctly handle tiled maps, but does not
1936 * inform the caller. However, insert_ob_in_map will update as 1916 * inform the caller. However, insert_ob_in_map will update as
1937 * necessary, so the caller shouldn't need to do any special work. 1917 * necessary, so the caller shouldn't need to do any special work.
1938 * Note - updated to take an object instead of archetype - this is necessary 1918 * Note - updated to take an object instead of archetype - this is necessary
1939 * because arch_blocked (now ob_blocked) needs to know the movement type 1919 * because arch_blocked (now ob_blocked) needs to know the movement type
1940 * to know if the space in question will block the object. We can't use 1920 * to know if the space in question will block the object. We can't use
1942 * customized, changed states, etc. 1922 * customized, changed states, etc.
1943 */ 1923 */
1944int 1924int
1945find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1925find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1946{ 1926{
1927 int altern[SIZEOFFREE];
1947 int index = 0, flag; 1928 int index = 0, flag;
1948 int altern[SIZEOFFREE];
1949 1929
1950 for (int i = start; i < stop; i++) 1930 for (int i = start; i < stop; i++)
1951 { 1931 {
1952 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1932 mapxy pos (m, x, y); pos.move (i);
1953 if (!flag) 1933
1934 if (!pos.normalise ())
1935 continue;
1936
1937 mapspace &ms = *pos;
1938
1939 if (ms.flags () & P_IS_ALIVE)
1940 continue;
1941
1942 /* However, often
1943 * ob doesn't have any move type (when used to place exits)
1944 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1945 */
1946 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1947 {
1954 altern [index++] = i; 1948 altern [index++] = i;
1949 continue;
1950 }
1955 1951
1956 /* Basically, if we find a wall on a space, we cut down the search size. 1952 /* Basically, if we find a wall on a space, we cut down the search size.
1957 * In this way, we won't return spaces that are on another side of a wall. 1953 * In this way, we won't return spaces that are on another side of a wall.
1958 * This mostly work, but it cuts down the search size in all directions - 1954 * This mostly work, but it cuts down the search size in all directions -
1959 * if the space being examined only has a wall to the north and empty 1955 * if the space being examined only has a wall to the north and empty
1960 * spaces in all the other directions, this will reduce the search space 1956 * spaces in all the other directions, this will reduce the search space
1961 * to only the spaces immediately surrounding the target area, and 1957 * to only the spaces immediately surrounding the target area, and
1962 * won't look 2 spaces south of the target space. 1958 * won't look 2 spaces south of the target space.
1963 */ 1959 */
1964 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1960 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1961 {
1965 stop = maxfree[i]; 1962 stop = maxfree[i];
1963 continue;
1964 }
1965
1966 /* Note it is intentional that we check ob - the movement type of the
1967 * head of the object should correspond for the entire object.
1968 */
1969 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1970 continue;
1971
1972 if (ob->blocked (m, pos.x, pos.y))
1973 continue;
1974
1975 altern [index++] = i;
1966 } 1976 }
1967 1977
1968 if (!index) 1978 if (!index)
1969 return -1; 1979 return -1;
1970 1980
1971 return altern[RANDOM () % index]; 1981 return altern [rndm (index)];
1972} 1982}
1973 1983
1974/* 1984/*
1975 * find_first_free_spot(archetype, maptile, x, y) works like 1985 * find_first_free_spot(archetype, maptile, x, y) works like
1976 * find_free_spot(), but it will search max number of squares. 1986 * find_free_spot(), but it will search max number of squares.
1979 */ 1989 */
1980int 1990int
1981find_first_free_spot (const object *ob, maptile *m, int x, int y) 1991find_first_free_spot (const object *ob, maptile *m, int x, int y)
1982{ 1992{
1983 for (int i = 0; i < SIZEOFFREE; i++) 1993 for (int i = 0; i < SIZEOFFREE; i++)
1984 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1994 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
1985 return i; 1995 return i;
1986 1996
1987 return -1; 1997 return -1;
1988} 1998}
1989 1999
1997{ 2007{
1998 arr += begin; 2008 arr += begin;
1999 end -= begin; 2009 end -= begin;
2000 2010
2001 while (--end) 2011 while (--end)
2002 swap (arr [end], arr [RANDOM () % (end + 1)]); 2012 swap (arr [end], arr [rndm (end + 1)]);
2003} 2013}
2004 2014
2005/* new function to make monster searching more efficient, and effective! 2015/* new function to make monster searching more efficient, and effective!
2006 * This basically returns a randomized array (in the passed pointer) of 2016 * This basically returns a randomized array (in the passed pointer) of
2007 * the spaces to find monsters. In this way, it won't always look for 2017 * the spaces to find monsters. In this way, it won't always look for
2043 object *tmp; 2053 object *tmp;
2044 maptile *mp; 2054 maptile *mp;
2045 2055
2046 MoveType blocked, move_type; 2056 MoveType blocked, move_type;
2047 2057
2048 if (exclude && exclude->head) 2058 if (exclude && exclude->head_ () != exclude)
2049 { 2059 {
2050 exclude = exclude->head; 2060 exclude = exclude->head;
2051 move_type = exclude->move_type; 2061 move_type = exclude->move_type;
2052 } 2062 }
2053 else 2063 else
2076 max = maxfree[i]; 2086 max = maxfree[i];
2077 else if (mflags & P_IS_ALIVE) 2087 else if (mflags & P_IS_ALIVE)
2078 { 2088 {
2079 for (tmp = ms.bot; tmp; tmp = tmp->above) 2089 for (tmp = ms.bot; tmp; tmp = tmp->above)
2080 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2090 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2081 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2091 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2082 break; 2092 break;
2083 2093
2084 if (tmp) 2094 if (tmp)
2085 return freedir[i]; 2095 return freedir[i];
2086 } 2096 }
2266 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2276 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2267 * core dumps if they do. 2277 * core dumps if they do.
2268 * 2278 *
2269 * Add a check so we can't pick up invisible objects (0.93.8) 2279 * Add a check so we can't pick up invisible objects (0.93.8)
2270 */ 2280 */
2271
2272int 2281int
2273can_pick (const object *who, const object *item) 2282can_pick (const object *who, const object *item)
2274{ 2283{
2275 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2284 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2276 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2285 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2279 2288
2280/* 2289/*
2281 * create clone from object to another 2290 * create clone from object to another
2282 */ 2291 */
2283object * 2292object *
2284object_create_clone (object *asrc) 2293object::deep_clone ()
2285{ 2294{
2286 object *dst = 0, *tmp, *src, *part, *prev, *item; 2295 assert (("deep_clone called on non-head object", is_head ()));
2287 2296
2288 if (!asrc) 2297 object *dst = clone ();
2289 return 0;
2290 2298
2291 src = asrc; 2299 object *prev = dst;
2292 if (src->head)
2293 src = src->head;
2294
2295 prev = 0;
2296 for (part = src; part; part = part->more) 2300 for (object *part = this->more; part; part = part->more)
2297 { 2301 {
2298 tmp = part->clone (); 2302 object *tmp = part->clone ();
2299 tmp->x -= src->x;
2300 tmp->y -= src->y;
2301
2302 if (!part->head)
2303 {
2304 dst = tmp;
2305 tmp->head = 0;
2306 }
2307 else
2308 tmp->head = dst; 2303 tmp->head = dst;
2309
2310 tmp->more = 0;
2311
2312 if (prev)
2313 prev->more = tmp; 2304 prev->more = tmp;
2314
2315 prev = tmp; 2305 prev = tmp;
2316 } 2306 }
2317 2307
2318 for (item = src->inv; item; item = item->below) 2308 for (object *item = inv; item; item = item->below)
2319 insert_ob_in_ob (object_create_clone (item), dst); 2309 insert_ob_in_ob (item->deep_clone (), dst);
2320 2310
2321 return dst; 2311 return dst;
2322}
2323
2324/* GROS - Creates an object using a string representing its content. */
2325/* Basically, we save the content of the string to a temp file, then call */
2326/* load_object on it. I admit it is a highly inefficient way to make things, */
2327/* but it was simple to make and allows reusing the load_object function. */
2328/* Remember not to use load_object_str in a time-critical situation. */
2329/* Also remember that multiparts objects are not supported for now. */
2330object *
2331load_object_str (const char *obstr)
2332{
2333 object *op;
2334 char filename[MAX_BUF];
2335
2336 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2337
2338 FILE *tempfile = fopen (filename, "w");
2339
2340 if (tempfile == NULL)
2341 {
2342 LOG (llevError, "Error - Unable to access load object temp file\n");
2343 return NULL;
2344 }
2345
2346 fprintf (tempfile, obstr);
2347 fclose (tempfile);
2348
2349 op = object::create ();
2350
2351 object_thawer thawer (filename);
2352
2353 if (thawer)
2354 load_object (thawer, op, 0);
2355
2356 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2357 CLEAR_FLAG (op, FLAG_REMOVED);
2358
2359 return op;
2360} 2312}
2361 2313
2362/* This returns the first object in who's inventory that 2314/* This returns the first object in who's inventory that
2363 * has the same type and subtype match. 2315 * has the same type and subtype match.
2364 * returns NULL if no match. 2316 * returns NULL if no match.
2371 return tmp; 2323 return tmp;
2372 2324
2373 return 0; 2325 return 0;
2374} 2326}
2375 2327
2376/* If ob has a field named key, return the link from the list, 2328const shstr &
2377 * otherwise return NULL. 2329object::kv_get (const shstr &key) const
2378 *
2379 * key must be a passed in shared string - otherwise, this won't
2380 * do the desired thing.
2381 */
2382key_value *
2383get_ob_key_link (const object *ob, const char *key)
2384{ 2330{
2385 for (key_value *link = ob->key_values; link; link = link->next) 2331 for (key_value *kv = key_values; kv; kv = kv->next)
2386 if (link->key == key) 2332 if (kv->key == key)
2387 return link;
2388
2389 return 0;
2390}
2391
2392/*
2393 * Returns the value of op has an extra_field for key, or NULL.
2394 *
2395 * The argument doesn't need to be a shared string.
2396 *
2397 * The returned string is shared.
2398 */
2399const char *
2400get_ob_key_value (const object *op, const char *const key)
2401{
2402 key_value *link;
2403 shstr_cmp canonical_key (key);
2404
2405 if (!canonical_key)
2406 {
2407 /* 1. There being a field named key on any object
2408 * implies there'd be a shared string to find.
2409 * 2. Since there isn't, no object has this field.
2410 * 3. Therefore, *this* object doesn't have this field.
2411 */
2412 return 0;
2413 }
2414
2415 /* This is copied from get_ob_key_link() above -
2416 * only 4 lines, and saves the function call overhead.
2417 */
2418 for (link = op->key_values; link; link = link->next)
2419 if (link->key == canonical_key)
2420 return link->value; 2333 return kv->value;
2421 2334
2422 return 0; 2335 return shstr_null;
2423} 2336}
2424 2337
2425 2338void
2426/* 2339object::kv_set (const shstr &key, const shstr &value)
2427 * Updates the canonical_key in op to value.
2428 *
2429 * canonical_key is a shared string (value doesn't have to be).
2430 *
2431 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2432 * keys.
2433 *
2434 * Returns TRUE on success.
2435 */
2436int
2437set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2438{ 2340{
2439 key_value *field = NULL, *last = NULL; 2341 for (key_value *kv = key_values; kv; kv = kv->next)
2440 2342 if (kv->key == key)
2441 for (field = op->key_values; field != NULL; field = field->next)
2442 {
2443 if (field->key != canonical_key)
2444 { 2343 {
2445 last = field; 2344 kv->value = value;
2446 continue; 2345 return;
2447 } 2346 }
2448 2347
2449 if (value) 2348 key_value *kv = new key_value;
2450 field->value = value; 2349
2451 else 2350 kv->next = key_values;
2351 kv->key = key;
2352 kv->value = value;
2353
2354 key_values = kv;
2355}
2356
2357void
2358object::kv_del (const shstr &key)
2359{
2360 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2361 if ((*kvp)->key == key)
2452 { 2362 {
2453 /* Basically, if the archetype has this key set, 2363 key_value *kv = *kvp;
2454 * we need to store the null value so when we save 2364 *kvp = (*kvp)->next;
2455 * it, we save the empty value so that when we load, 2365 delete kv;
2456 * we get this value back again. 2366 return;
2457 */
2458 if (get_ob_key_link (&op->arch->clone, canonical_key))
2459 field->value = 0;
2460 else
2461 {
2462 if (last)
2463 last->next = field->next;
2464 else
2465 op->key_values = field->next;
2466
2467 delete field;
2468 }
2469 } 2367 }
2470 return TRUE;
2471 }
2472 /* IF we get here, key doesn't exist */
2473
2474 /* No field, we'll have to add it. */
2475
2476 if (!add_key)
2477 return FALSE;
2478
2479 /* There isn't any good reason to store a null
2480 * value in the key/value list. If the archetype has
2481 * this key, then we should also have it, so shouldn't
2482 * be here. If user wants to store empty strings,
2483 * should pass in ""
2484 */
2485 if (value == NULL)
2486 return TRUE;
2487
2488 field = new key_value;
2489
2490 field->key = canonical_key;
2491 field->value = value;
2492 /* Usual prepend-addition. */
2493 field->next = op->key_values;
2494 op->key_values = field;
2495
2496 return TRUE;
2497}
2498
2499/*
2500 * Updates the key in op to value.
2501 *
2502 * If add_key is FALSE, this will only update existing keys,
2503 * and not add new ones.
2504 * In general, should be little reason FALSE is ever passed in for add_key
2505 *
2506 * Returns TRUE on success.
2507 */
2508int
2509set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2510{
2511 shstr key_ (key);
2512
2513 return set_ob_key_value_s (op, key_, value, add_key);
2514} 2368}
2515 2369
2516object::depth_iterator::depth_iterator (object *container) 2370object::depth_iterator::depth_iterator (object *container)
2517: iterator_base (container) 2371: iterator_base (container)
2518{ 2372{
2531 item = item->inv; 2385 item = item->inv;
2532 } 2386 }
2533 else 2387 else
2534 item = item->env; 2388 item = item->env;
2535} 2389}
2536
2537 2390
2538const char * 2391const char *
2539object::flag_desc (char *desc, int len) const 2392object::flag_desc (char *desc, int len) const
2540{ 2393{
2541 char *p = desc; 2394 char *p = desc;
2569{ 2422{
2570 char flagdesc[512]; 2423 char flagdesc[512];
2571 char info2[256 * 4]; 2424 char info2[256 * 4];
2572 char *p = info; 2425 char *p = info;
2573 2426
2574 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2427 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2575 count, uuid.seq, 2428 count,
2429 uuid.c_str (),
2576 &name, 2430 &name,
2577 title ? "\",title:\"" : "", 2431 title ? ",title:\"" : "",
2578 title ? (const char *)title : "", 2432 title ? (const char *)title : "",
2433 title ? "\"" : "",
2579 flag_desc (flagdesc, 512), type); 2434 flag_desc (flagdesc, 512), type);
2580 2435
2581 if (env) 2436 if (!flag[FLAG_REMOVED] && env)
2582 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2437 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2583 2438
2584 if (map) 2439 if (map)
2585 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2440 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2586 2441
2588} 2443}
2589 2444
2590const char * 2445const char *
2591object::debug_desc () const 2446object::debug_desc () const
2592{ 2447{
2593 static char info[256 * 4]; 2448 static char info[3][256 * 4];
2449 static int info_idx;
2450
2594 return debug_desc (info); 2451 return debug_desc (info [++info_idx % 3]);
2595} 2452}
2596 2453
2597const char * 2454struct region *
2598object::debug_desc2 () const 2455object::region () const
2599{ 2456{
2600 static char info[256 * 4]; 2457 return map ? map->region (x, y)
2601 return debug_desc (info); 2458 : region::default_region ();
2602} 2459}
2603 2460
2461const materialtype_t *
2462object::dominant_material () const
2463{
2464 if (materialtype_t *mt = name_to_material (materialname))
2465 return mt;
2466
2467 return name_to_material (shstr_unknown);
2468}
2469
2470void
2471object::open_container (object *new_container)
2472{
2473 if (container == new_container)
2474 return;
2475
2476 object *old_container = container;
2477
2478 if (old_container)
2479 {
2480 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2481 return;
2482
2483#if 0
2484 // remove the "Close old_container" object.
2485 if (object *closer = old_container->inv)
2486 if (closer->type == CLOSE_CON)
2487 closer->destroy ();
2488#endif
2489
2490 // make sure the container is available
2491 esrv_send_item (this, old_container);
2492
2493 old_container->flag [FLAG_APPLIED] = false;
2494 container = 0;
2495
2496 // client needs item update to make it work, client bug requires this to be separate
2497 esrv_update_item (UPD_FLAGS, this, old_container);
2498
2499 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2500 play_sound (sound_find ("chest_close"));
2501 }
2502
2503 if (new_container)
2504 {
2505 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2506 return;
2507
2508 // TODO: this does not seem to serve any purpose anymore?
2509#if 0
2510 // insert the "Close Container" object.
2511 if (archetype *closer = new_container->other_arch)
2512 {
2513 object *closer = arch_to_object (new_container->other_arch);
2514 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2515 new_container->insert (closer);
2516 }
2517#endif
2518
2519 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2520
2521 // make sure the container is available, client bug requires this to be separate
2522 esrv_send_item (this, new_container);
2523
2524 new_container->flag [FLAG_APPLIED] = true;
2525 container = new_container;
2526
2527 // client needs flag change
2528 esrv_update_item (UPD_FLAGS, this, new_container);
2529 esrv_send_inventory (this, new_container);
2530 play_sound (sound_find ("chest_open"));
2531 }
2532// else if (!old_container->env && contr && contr->ns)
2533// contr->ns->floorbox_reset ();
2534}
2535
2536object *
2537object::force_find (const shstr name)
2538{
2539 /* cycle through his inventory to look for the MARK we want to
2540 * place
2541 */
2542 for (object *tmp = inv; tmp; tmp = tmp->below)
2543 if (tmp->type == FORCE && tmp->slaying == name)
2544 return splay (tmp);
2545
2546 return 0;
2547}
2548
2549void
2550object::force_add (const shstr name, int duration)
2551{
2552 if (object *force = force_find (name))
2553 force->destroy ();
2554
2555 object *force = get_archetype (FORCE_NAME);
2556
2557 force->slaying = name;
2558 force->stats.food = 1;
2559 force->speed_left = -1.f;
2560
2561 force->set_speed (duration ? 1.f / duration : 0.f);
2562 force->flag [FLAG_IS_USED_UP] = true;
2563 force->flag [FLAG_APPLIED] = true;
2564
2565 insert (force);
2566}
2567
2568void
2569object::play_sound (faceidx sound)
2570{
2571 if (!sound)
2572 return;
2573
2574 if (flag [FLAG_REMOVED])
2575 return;
2576
2577 if (env)
2578 {
2579 if (object *pl = in_player ())
2580 pl->contr->play_sound (sound);
2581 }
2582 else
2583 map->play_sound (sound, x, y);
2584}
2585

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