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Comparing deliantra/server/common/object.C (file contents):
Revision 1.104 by root, Tue Jan 2 21:13:21 2007 UTC vs.
Revision 1.236 by root, Tue May 6 20:08:37 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <sproto.h>
33#include <loader.h> 30#include <loader.h>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
40 37
41object *active_objects; /* List of active objects that need to be processed */ 38objectvec objects;
39activevec actives;
42 40
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 46};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48}; 52};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 58};
52int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 64};
56 65
57static void 66static void
58write_uuid (void) 67write_uuid (uval64 skip, bool sync)
59{ 68{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
61 70 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 73 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 74}
77 75
78static void 76static void
79read_uuid (void) 77read_uuid (void)
80{ 78{
81 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
82 80
83 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84 84
85 FILE *fp; 85 FILE *fp;
86 86
87 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
88 { 88 {
89 if (errno == ENOENT) 89 if (errno == ENOENT)
90 { 90 {
91 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 92 UUID::cur.seq = 0;
93 write_uuid (); 93 write_uuid (UUID_GAP, true);
94 return; 94 return;
95 } 95 }
96 96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 98 _exit (1);
99 } 99 }
100 100
101 int version; 101 UUID::BUF buf;
102 unsigned long long uid; 102 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
104 { 106 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 112
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118UUID::gen ()
117{ 119{
118 UUID uid; 120 UUID uid;
119 121
120 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
121 123
122 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
124 130
125 return uid; 131 return uid;
126} 132}
127 133
128void 134void
129init_uuid () 135UUID::init ()
130{ 136{
131 read_uuid (); 137 read_uuid ();
132} 138}
133 139
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 141static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
137{ 143{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
143 */ 147 */
144 148
145 /* For each field in wants, */ 149 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 151 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 152 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 153
169 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 155 return true;
171} 156}
172 157
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 159static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 161{
177 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
179 */ 164 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
181} 167}
182 168
183/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 170 * they can be merged together.
185 * 171 *
200 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 187 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
203 return 0; 189 return 0;
204 190
205 //TODO: this ain't working well, use nicer and correct overflow check 191 /* Do not merge objects if nrof would overflow. First part checks
206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 192 * for unsigned overflow (2c), second part checks whether the result
207 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * would fit into a 32 bit signed int, which is often used to hold
208 * used to store nrof). 194 * nrof values.
209 */ 195 */
210 if (ob1->nrof + ob2->nrof >= 1UL << 31) 196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 197 return 0;
212 198
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 199 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 200 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 201 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied 202 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 203 * flags lose any meaning.
218 */ 204 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 207
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 210
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 211 if (ob1->arch->name != ob2->arch->name
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name 212 || ob1->name != ob2->name
228 || ob1->title != ob2->title 213 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 214 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 215 || ob1->weight != ob2->weight
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233 || ob1->attacktype != ob2->attacktype 216 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic 217 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying 218 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill 219 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value 220 || ob1->value != ob2->value
244 || ob1->move_block != ob2->move_block 227 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow 228 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on 229 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off 230 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow 231 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty) 232 || ob1->move_slow_penalty != ob2->move_slow_penalty
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 235 return 0;
251 236
237 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED)
241 .any ())
242 return 0;
243
252 /* This is really a spellbook check - really, we should 244 /* This is really a spellbook check - we should in general
253 * check all objects in the inventory. 245 * not merge objects with real inventories, as splitting them
246 * is hard.
254 */ 247 */
255 if (ob1->inv || ob2->inv) 248 if (ob1->inv || ob2->inv)
256 { 249 {
257 /* if one object has inventory but the other doesn't, not equiv */ 250 if (!(ob1->inv && ob2->inv))
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 251 return 0; /* inventories differ in length */
259 return 0;
260 252
261 /* Now check to see if the two inventory objects could merge */ 253 if (ob1->inv->below || ob2->inv->below)
254 return 0; /* more than one object in inv */
255
262 if (!object::can_merge (ob1->inv, ob2->inv)) 256 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0; 257 return 0; /* inventory objects differ */
264 258
265 /* inventory ok - still need to check rest of this object to see 259 /* inventory ok - still need to check rest of this object to see
266 * if it is valid. 260 * if it is valid.
267 */ 261 */
268 } 262 }
287 if (ob1->level != ob2->level) 281 if (ob1->level != ob2->level)
288 return 0; 282 return 0;
289 break; 283 break;
290 } 284 }
291 285
292 if (ob1->key_values != NULL || ob2->key_values != NULL) 286 if (ob1->key_values || ob2->key_values)
293 { 287 {
294 /* At least one of these has key_values. */ 288 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 289 if ((!ob1->key_values) != (!ob2->key_values))
296 /* One has fields, but the other one doesn't. */ 290 return 0; /* One has fields, but the other one doesn't. */
291
292 if (!compare_ob_value_lists (ob1, ob2))
297 return 0; 293 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0;
300 } 294 }
301 295
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self) 296 if (ob1->self || ob2->self)
304 { 297 {
305 ob1->optimise (); 298 ob1->optimise ();
306 ob2->optimise (); 299 ob2->optimise ();
307 300
308 if (ob1->self || ob2->self) 301 if (ob1->self || ob2->self)
302 {
303 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
304 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
305
306 if (k1 != k2)
309 return 0; 307 return 0;
308
309 if (k1 == 0)
310 return 1;
311
312 if (!cfperl_can_merge (ob1, ob2))
313 return 0;
314 }
310 } 315 }
311 316
312 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
313 return 1; 318 return 1;
314} 319}
315 320
321// find player who can see this object
322object *
323object::visible_to () const
324{
325 if (client_visible () && !flag [FLAG_REMOVED])
326 {
327 // see if we are in a container of sorts
328 if (env)
329 {
330 // the player inventory itself is always visible
331 if (env->type == PLAYER)
332 return env;
333
334 // else a player could have our env open
335 object *envest = env->outer_env ();
336
337 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player.
339 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ())
341 if (pl->container == env)
342 return pl;
343 }
344 else
345 {
346 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container)
350 return pl;
351 }
352 }
353
354 return 0;
355}
356
357// adjust weight per container type ("of holding")
358static sint32
359weight_adjust_for (object *op, sint32 weight)
360{
361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight;
364}
365
316/* 366/*
367 * adjust_weight(object, weight) adds the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying.
369 */
370static void
371adjust_weight (object *op, sint32 weight)
372{
373 while (op)
374 {
375 // adjust by actual difference to account for rounding errors
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
379
380 if (!weight)
381 return;
382
383 op->carrying += weight;
384
385 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily
387 esrv_update_item (UPD_WEIGHT, pl, op);
388
389 op = op->env;
390 }
391}
392
393/*
317 * sum_weight() is a recursive function which calculates the weight 394 * this is a recursive function which calculates the weight
318 * an object is carrying. It goes through in figures out how much 395 * an object is carrying. It goes through op and figures out how much
319 * containers are carrying, and sums it up. 396 * containers are carrying, and sums it up.
320 */ 397 */
321long 398void
322sum_weight (object *op) 399object::update_weight ()
323{ 400{
324 long sum; 401 sint32 sum = 0;
325 object *inv;
326 402
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 403 for (object *op = inv; op; op = op->below)
328 { 404 {
329 if (inv->inv) 405 if (op->inv)
330 sum_weight (inv); 406 op->update_weight ();
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 407
408 sum += op->total_weight ();
409 }
410
411 sum = weight_adjust_for (this, sum);
412
413 if (sum != carrying)
332 } 414 {
333
334 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100;
336
337 if (op->carrying != sum)
338 op->carrying = sum; 415 carrying = sum;
339 416
340 return sum; 417 if (object *pl = visible_to ())
418 if (pl != this) // player is handled lazily
419 esrv_update_item (UPD_WEIGHT, pl, this);
420 }
341} 421}
342 422
343/** 423/*
344 * Return the outermost environment object for a given object. 424 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
345 */ 425 */
346
347object *
348object_get_env_recursive (object *op)
349{
350 while (op->env != NULL)
351 op = op->env;
352 return op;
353}
354
355/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array.
359 */
360
361char * 426char *
362dump_object (object *op) 427dump_object (object *op)
363{ 428{
364 if (!op) 429 if (!op)
365 return strdup ("[NULLOBJ]"); 430 return strdup ("[NULLOBJ]");
366 431
367 object_freezer freezer; 432 object_freezer freezer;
368 save_object (freezer, op, 1); 433 op->write (freezer);
369 return freezer.as_string (); 434 return freezer.as_string ();
370} 435}
371 436
372/* 437/*
373 * get_nearest_part(multi-object, object 2) returns the part of the 438 * get_nearest_part(multi-object, object 2) returns the part of the
374 * multi-object 1 which is closest to the second object. 439 * multi-object 1 which is closest to the second object.
375 * If it's not a multi-object, it is returned. 440 * If it's not a multi-object, it is returned.
376 */ 441 */
377
378object * 442object *
379get_nearest_part (object *op, const object *pl) 443get_nearest_part (object *op, const object *pl)
380{ 444{
381 object *tmp, *closest; 445 object *tmp, *closest;
382 int last_dist, i; 446 int last_dist, i;
383 447
384 if (op->more == NULL) 448 if (!op->more)
385 return op; 449 return op;
450
386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 451 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
452 tmp;
453 tmp = tmp->more)
387 if ((i = distance (tmp, pl)) < last_dist) 454 if ((i = distance (tmp, pl)) < last_dist)
388 closest = tmp, last_dist = i; 455 closest = tmp, last_dist = i;
456
389 return closest; 457 return closest;
390} 458}
391 459
392/* 460/*
393 * Returns the object which has the count-variable equal to the argument. 461 * Returns the object which has the count-variable equal to the argument.
462 * VERRRY slow.
394 */ 463 */
395
396object * 464object *
397find_object (tag_t i) 465find_object (tag_t i)
398{ 466{
399 for (object *op = object::first; op; op = op->next) 467 for_all_objects (op)
400 if (op->count == i) 468 if (op->count == i)
401 return op; 469 return op;
402 470
403 return 0; 471 return 0;
404} 472}
405 473
406/* 474/*
407 * Returns the first object which has a name equal to the argument. 475 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 476 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 477 * Enables features like "patch <name-of-other-player> food 999"
410 */ 478 */
411
412object * 479object *
413find_object_name (const char *str) 480find_object_name (const char *str)
414{ 481{
415 shstr_cmp str_ (str); 482 shstr_cmp str_ (str);
416 object *op; 483 object *op;
417 484
418 for (op = object::first; op != NULL; op = op->next) 485 for_all_objects (op)
419 if (op->name == str_) 486 if (op->name == str_)
420 break; 487 break;
421 488
422 return op; 489 return op;
423} 490}
424 491
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429}
430
431/* 492/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 493 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 494 * skill and experience objects.
495 * ACTUALLY NO! investigate! TODO
434 */ 496 */
435void 497void
436object::set_owner (object *owner) 498object::set_owner (object *owner)
437{ 499{
500 // allow objects which own objects
438 if (!owner) 501 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 502 while (owner->owner)
449 owner = owner->owner; 503 owner = owner->owner;
504
505 if (flag [FLAG_FREED])
506 {
507 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
508 return;
509 }
450 510
451 this->owner = owner; 511 this->owner = owner;
512}
513
514int
515object::slottype () const
516{
517 if (type == SKILL)
518 {
519 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
520 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
521 }
522 else
523 {
524 if (slot [body_combat].info) return slot_combat;
525 if (slot [body_range ].info) return slot_ranged;
526 }
527
528 return slot_none;
529}
530
531bool
532object::change_weapon (object *ob)
533{
534 if (current_weapon == ob)
535 return true;
536
537 if (chosen_skill)
538 chosen_skill->flag [FLAG_APPLIED] = false;
539
540 current_weapon = ob;
541 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
542
543 if (chosen_skill)
544 chosen_skill->flag [FLAG_APPLIED] = true;
545
546 update_stats ();
547
548 if (ob)
549 {
550 // now check wether any body locations became invalid, in which case
551 // we cannot apply the weapon at the moment.
552 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
553 if (slot[i].used < 0)
554 {
555 current_weapon = chosen_skill = 0;
556 update_stats ();
557
558 new_draw_info_format (NDI_UNIQUE, 0, this,
559 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. "
561 "[You need to unapply some items first.]", &ob->name);
562 return false;
563 }
564
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 }
567 else
568 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
569
570 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
571 {
572 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
573 &name, ob->debug_desc ());
574 return false;
575 }
576
577 return true;
452} 578}
453 579
454/* Zero the key_values on op, decrementing the shared-string 580/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 581 * refcounts and freeing the links.
456 */ 582 */
457static void 583static void
458free_key_values (object *op) 584free_key_values (object *op)
459{ 585{
460 for (key_value *i = op->key_values; i != 0;) 586 for (key_value *i = op->key_values; i; )
461 { 587 {
462 key_value *next = i->next; 588 key_value *next = i->next;
463 delete i; 589 delete i;
464 590
465 i = next; 591 i = next;
477 * will point at garbage. 603 * will point at garbage.
478 */ 604 */
479void 605void
480object::copy_to (object *dst) 606object::copy_to (object *dst)
481{ 607{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 608 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 609 *(object_copy *)dst = *this;
486 610 dst->flag [FLAG_REMOVED] = true;
487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 611
496 /* Copy over key_values, if any. */ 612 /* Copy over key_values, if any. */
497 if (key_values) 613 if (key_values)
498 { 614 {
499 key_value *tail = 0; 615 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 616 dst->key_values = 0;
503 617
504 for (i = key_values; i; i = i->next) 618 for (key_value *i = key_values; i; i = i->next)
505 { 619 {
506 key_value *new_link = new key_value; 620 key_value *new_link = new key_value;
507 621
508 new_link->next = 0; 622 new_link->next = 0;
509 new_link->key = i->key; 623 new_link->key = i->key;
510 new_link->value = i->value; 624 new_link->value = i->value;
511 625
512 /* Try and be clever here, too. */ 626 /* Try and be clever here, too. */
513 if (!dst->key_values) 627 if (!dst->key_values)
514 { 628 {
521 tail = new_link; 635 tail = new_link;
522 } 636 }
523 } 637 }
524 } 638 }
525 639
640 if (speed < 0)
641 dst->speed_left -= rndm ();
642
526 dst->set_speed (dst->speed); 643 dst->set_speed (dst->speed);
644}
645
646void
647object::instantiate ()
648{
649 if (!uuid.seq) // HACK
650 uuid = UUID::gen ();
651
652 speed_left = -0.1f;
653 /* copy the body_info to the body_used - this is only really
654 * need for monsters, but doesn't hurt to do it for everything.
655 * by doing so, when a monster is created, it has good starting
656 * values for the body_used info, so when items are created
657 * for it, they can be properly equipped.
658 */
659 for (int i = NUM_BODY_LOCATIONS; i--; )
660 slot[i].used = slot[i].info;
661
662 attachable::instantiate ();
527} 663}
528 664
529object * 665object *
530object::clone () 666object::clone ()
531{ 667{
532 object *neu = create (); 668 object *neu = create ();
533 copy_to (neu); 669 copy_to (neu);
670 neu->map = map; // not copied by copy_to
534 return neu; 671 return neu;
535} 672}
536 673
537/* 674/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 675 * If an object with the IS_TURNABLE() flag needs to be turned due
589 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
590 */ 727 */
591void 728void
592update_object (object *op, int action) 729update_object (object *op, int action)
593{ 730{
594 MoveType move_on, move_off, move_block, move_slow; 731 if (!op)
595
596 if (op == NULL)
597 { 732 {
598 /* this should never happen */ 733 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 735 return;
601 } 736 }
602 737
603 if (op->env) 738 if (!op->is_on_map ())
604 { 739 {
605 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
606 * to do in this case. 741 * to do in this case.
607 */ 742 */
608 return; 743 return;
609 } 744 }
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;
616 745
617 /* make sure the object is within map boundaries */ 746 /* 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) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 748 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
660 789
661 if (op->more) 790 if (op->more)
662 update_object (op->more, action); 791 update_object (op->more, action);
663} 792}
664 793
665object *object::first;
666
667object::object () 794object::object ()
668{ 795{
669 SET_FLAG (this, FLAG_REMOVED); 796 SET_FLAG (this, FLAG_REMOVED);
670 797
671 expmul = 1.0; 798 expmul = 1.0;
672 face = blank_face; 799 face = blank_face;
673} 800}
674 801
675object::~object () 802object::~object ()
676{ 803{
804 unlink ();
805
677 free_key_values (this); 806 free_key_values (this);
678} 807}
679 808
809static int object_count;
810
680void object::link () 811void object::link ()
681{ 812{
813 assert (!index);//D
814 uuid = UUID::gen ();
682 count = ++ob_count; 815 count = ++object_count;
683 uuid = gen_uuid ();
684 816
685 prev = 0; 817 refcnt_inc ();
686 next = object::first; 818 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 819}
693 820
694void object::unlink () 821void object::unlink ()
695{ 822{
696 if (this == object::first) 823 if (!index)
697 object::first = next; 824 return;
698 825
699 /* Remove this object from the list of used objects */ 826 objects.erase (this);
700 if (prev) prev->next = next; 827 refcnt_dec ();
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711} 828}
712 829
713void 830void
714object::activate () 831object::activate ()
715{ 832{
716 /* If already on active list, don't do anything */ 833 /* If already on active list, don't do anything */
717 if (active ()) 834 if (active)
718 return; 835 return;
719 836
720 if (has_active_speed ()) 837 if (has_active_speed ())
721 { 838 actives.insert (this);
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731} 839}
732 840
733void 841void
734object::activate_recursive () 842object::activate_recursive ()
735{ 843{
749 */ 857 */
750void 858void
751object::deactivate () 859object::deactivate ()
752{ 860{
753 /* If not on the active list, nothing needs to be done */ 861 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 862 if (!active)
755 return; 863 return;
756 864
757 if (active_prev == 0) 865 actives.erase (this);
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772} 866}
773 867
774void 868void
775object::deactivate_recursive () 869object::deactivate_recursive ()
776{ 870{
777 for (object *op = inv; op; op = op->below) 871 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive (); 872 op->deactivate_recursive ();
779 873
780 deactivate (); 874 deactivate ();
875}
876
877void
878object::set_flag_inv (int flag, int value)
879{
880 for (object *op = inv; op; op = op->below)
881 {
882 op->flag [flag] = value;
883 op->set_flag_inv (flag, value);
884 }
781} 885}
782 886
783/* 887/*
784 * Remove and free all objects in the inventory of the given object. 888 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 889 * object.c ?
788object::destroy_inv (bool drop_to_ground) 892object::destroy_inv (bool drop_to_ground)
789{ 893{
790 // need to check first, because the checks below might segfault 894 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code 895 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty. 896 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory, 897 // corollary: if you create arrows etc. with stuff in its inventory,
794 // cf will crash below with off-map x and y 898 // cf will crash below with off-map x and y
795 if (!inv) 899 if (!inv)
796 return; 900 return;
797 901
798 /* Only if the space blocks everything do we not process - 902 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects 903 * if some form of movement is allowed, let objects
800 * drop on that space. 904 * drop on that space.
801 */ 905 */
802 if (!drop_to_ground 906 if (!drop_to_ground
803 || !map 907 || !map
804 || map->in_memory != MAP_IN_MEMORY 908 || map->in_memory != MAP_ACTIVE
909 || map->nodrop
805 || ms ().move_block == MOVE_ALL) 910 || ms ().move_block == MOVE_ALL)
806 { 911 {
807 while (inv) 912 while (inv)
808 { 913 {
809 inv->destroy_inv (drop_to_ground); 914 inv->destroy_inv (false);
810 inv->destroy (); 915 inv->destroy ();
811 } 916 }
812 } 917 }
813 else 918 else
814 { /* Put objects in inventory onto this space */ 919 { /* Put objects in inventory onto this space */
818 923
819 if (op->flag [FLAG_STARTEQUIP] 924 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 925 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 926 || op->type == RUNE
822 || op->type == TRAP 927 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 928 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 930 op->destroy (true);
825 else 931 else
826 map->insert (op, x, y); 932 map->insert (op, x, y);
827 } 933 }
828 } 934 }
829} 935}
833 object *op = new object; 939 object *op = new object;
834 op->link (); 940 op->link ();
835 return op; 941 return op;
836} 942}
837 943
944static struct freed_map : maptile
945{
946 freed_map ()
947 {
948 path = "<freed objects map>";
949 name = "/internal/freed_objects_map";
950 width = 3;
951 height = 3;
952 nodrop = 1;
953
954 alloc ();
955 in_memory = MAP_ACTIVE;
956 }
957
958 ~freed_map ()
959 {
960 destroy ();
961 }
962} freed_map; // freed objects are moved here to avoid crashes
963
838void 964void
839object::do_destroy () 965object::do_destroy ()
840{ 966{
841 if (flag [FLAG_IS_LINKED]) 967 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 968 remove_button_link (this);
843 969
844 if (flag [FLAG_FRIENDLY]) 970 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 971 remove_friendly_object (this);
846 972
847 if (!flag [FLAG_REMOVED])
848 remove (); 973 remove ();
849 974
850 if (flag [FLAG_FREED]) 975 attachable::do_destroy ();
851 return;
852 976
853 set_speed (0); 977 deactivate ();
978 unlink ();
854 979
855 flag [FLAG_FREED] = 1; 980 flag [FLAG_FREED] = 1;
856 981
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map 982 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 freed_map->in_memory = MAP_IN_MEMORY;
876 }
877
878 map = freed_map; 983 map = &freed_map;
879 x = 1; 984 x = 1;
880 y = 1; 985 y = 1;
881 }
882
883 head = 0;
884 986
885 if (more) 987 if (more)
886 { 988 {
887 more->destroy (); 989 more->destroy ();
888 more = 0; 990 more = 0;
889 } 991 }
890 992
993 head = 0;
994
891 // clear those pointers that likely might have circular references to us 995 // clear those pointers that likely might cause circular references
892 owner = 0; 996 owner = 0;
893 enemy = 0; 997 enemy = 0;
894 attacked_by = 0; 998 attacked_by = 0;
895 999 current_weapon = 0;
896 // only relevant for players(?), but make sure of it anyways
897 contr = 0;
898} 1000}
899 1001
900void 1002void
901object::destroy (bool destroy_inventory) 1003object::destroy (bool destroy_inventory)
902{ 1004{
903 if (destroyed ()) 1005 if (destroyed ())
904 return; 1006 return;
905 1007
1008 if (!is_head () && !head->destroyed ())
1009 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory);
1012 return;
1013 }
1014
906 if (destroy_inventory) 1015 destroy_inv (!destroy_inventory);
907 destroy_inv (false); 1016
1017 if (is_head ())
1018 if (sound_destroy)
1019 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER])
1021 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
908 1022
909 attachable::destroy (); 1023 attachable::destroy ();
910}
911
912/*
913 * sub_weight() recursively (outwards) subtracts a number from the
914 * weight of an object (and what is carried by it's environment(s)).
915 */
916void
917sub_weight (object *op, signed long weight)
918{
919 while (op != NULL)
920 {
921 if (op->type == CONTAINER)
922 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
923
924 op->carrying -= weight;
925 op = op->env;
926 }
927} 1024}
928 1025
929/* op->remove (): 1026/* op->remove ():
930 * This function removes the object op from the linked list of objects 1027 * This function removes the object op from the linked list of objects
931 * which it is currently tied to. When this function is done, the 1028 * which it is currently tied to. When this function is done, the
932 * object will have no environment. If the object previously had an 1029 * object will have no environment. If the object previously had an
933 * environment, the x and y coordinates will be updated to 1030 * environment, the x and y coordinates will be updated to
934 * the previous environment. 1031 * the previous environment.
935 * Beware: This function is called from the editor as well!
936 */ 1032 */
937void 1033void
938object::remove () 1034object::do_remove ()
939{ 1035{
940 object *tmp, *last = 0; 1036 object *tmp, *last = 0;
941 object *otmp; 1037 object *otmp;
942 1038
943 if (QUERY_FLAG (this, FLAG_REMOVED)) 1039 if (flag [FLAG_REMOVED])
944 return; 1040 return;
945 1041
946 SET_FLAG (this, FLAG_REMOVED);
947 INVOKE_OBJECT (REMOVE, this); 1042 INVOKE_OBJECT (REMOVE, this);
1043
1044 flag [FLAG_REMOVED] = true;
948 1045
949 if (more) 1046 if (more)
950 more->remove (); 1047 more->remove ();
951 1048
952 /* 1049 /*
953 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
954 * inventory. 1051 * inventory.
955 */ 1052 */
956 if (env) 1053 if (env)
957 { 1054 {
958 if (nrof) 1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
959 sub_weight (env, weight * nrof); 1056 if (object *pl = visible_to ())
960 else 1057 esrv_del_item (pl->contr, count);
961 sub_weight (env, weight + carrying); 1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059
1060 adjust_weight (env, -total_weight ());
1061
1062 // make sure cmov optimisation is applicable
1063 *(above ? &above->below : &env->inv) = below;
1064 *(below ? &below->above : &above ) = above; // &above is just a dummy
1065
1066 above = 0;
1067 below = 0;
1068 env = 0;
1069
1070 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do.
1073 */
1074 map = env->map;
1075 x = env->x;
1076 y = env->y;
962 1077
963 /* NO_FIX_PLAYER is set when a great many changes are being 1078 /* NO_FIX_PLAYER is set when a great many changes are being
964 * made to players inventory. If set, avoiding the call 1079 * made to players inventory. If set, avoiding the call
965 * to save cpu time. 1080 * to save cpu time.
966 */ 1081 */
967 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
968 otmp->update_stats (); 1083 otmp->update_stats ();
969
970 if (above)
971 above->below = below;
972 else
973 env->inv = below;
974
975 if (below)
976 below->above = above;
977
978 /* we set up values so that it could be inserted into
979 * the map, but we don't actually do that - it is up
980 * to the caller to decide what we want to do.
981 */
982 x = env->x, y = env->y;
983 map = env->map;
984 above = 0, below = 0;
985 env = 0;
986 } 1084 }
987 else if (map) 1085 else if (map)
988 { 1086 {
989 if (type == PLAYER) 1087 map->dirty = true;
1088 mapspace &ms = this->ms ();
1089
1090 if (object *pl = ms.player ())
990 { 1091 {
1092 if (type == PLAYER) // this == pl(!)
1093 {
1094 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent.
1098 close_container ();
1099
991 --map->players; 1100 --map->players;
992 map->touch (); 1101 map->touch ();
1102 }
1103 else if (pl->container == this)
1104 {
1105 // removing a container should close it
1106 close_container ();
1107 }
1108
1109 esrv_del_item (pl->contr, count);
993 } 1110 }
994 1111
995 map->dirty = true;
996
997 /* link the object above us */ 1112 /* link the object above us */
998 if (above) 1113 // re-link, make sure compiler can easily use cmove
999 above->below = below; 1114 *(above ? &above->below : &ms.top) = below;
1000 else 1115 *(below ? &below->above : &ms.bot) = above;
1001 map->at (x, y).top = below; /* we were top, set new top */
1002
1003 /* Relink the object below us, if there is one */
1004 if (below)
1005 below->above = above;
1006 else
1007 {
1008 /* Nothing below, which means we need to relink map object for this space
1009 * use translated coordinates in case some oddness with map tiling is
1010 * evident
1011 */
1012 if (GET_MAP_OB (map, x, y) != this)
1013 {
1014 char *dump = dump_object (this);
1015 LOG (llevError,
1016 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1017 free (dump);
1018 dump = dump_object (GET_MAP_OB (map, x, y));
1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1021 }
1022
1023 map->at (x, y).bot = above; /* goes on above it. */
1024 }
1025 1116
1026 above = 0; 1117 above = 0;
1027 below = 0; 1118 below = 0;
1028 1119
1029 if (map->in_memory == MAP_SAVING) 1120 if (map->in_memory == MAP_SAVING)
1030 return; 1121 return;
1031 1122
1032 int check_walk_off = !flag [FLAG_NO_APPLY]; 1123 int check_walk_off = !flag [FLAG_NO_APPLY];
1033 1124
1125 if (object *pl = ms.player ())
1126 {
1127 if (pl->container == this)
1128 /* If a container that the player is currently using somehow gets
1129 * removed (most likely destroyed), update the player view
1130 * appropriately.
1131 */
1132 pl->close_container ();
1133
1134 //TODO: the floorbox prev/next might need updating
1135 //esrv_del_item (pl->contr, count);
1136 //TODO: update floorbox to preserve ordering
1137 if (pl->contr->ns)
1138 pl->contr->ns->floorbox_update ();
1139 }
1140
1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1141 for (tmp = ms.bot; tmp; tmp = tmp->above)
1035 { 1142 {
1036 /* No point updating the players look faces if he is the object 1143 /* No point updating the players look faces if he is the object
1037 * being removed. 1144 * being removed.
1038 */ 1145 */
1039
1040 if (tmp->type == PLAYER && tmp != this)
1041 {
1042 /* If a container that the player is currently using somehow gets
1043 * removed (most likely destroyed), update the player view
1044 * appropriately.
1045 */
1046 if (tmp->container == this)
1047 {
1048 flag [FLAG_APPLIED] = 0;
1049 tmp->container = 0;
1050 }
1051
1052 if (tmp->contr->ns)
1053 tmp->contr->ns->floorbox_update ();
1054 }
1055 1146
1056 /* See if object moving off should effect something */ 1147 /* See if object moving off should effect something */
1057 if (check_walk_off 1148 if (check_walk_off
1058 && ((move_type & tmp->move_off) 1149 && ((move_type & tmp->move_off)
1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1150 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1062 1153
1063 if (destroyed ()) 1154 if (destroyed ())
1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1155 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1065 } 1156 }
1066 1157
1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1069 if (tmp->above == tmp)
1070 tmp->above = 0;
1071
1072 last = tmp; 1158 last = tmp;
1073 } 1159 }
1074 1160
1075 /* last == NULL if there are no objects on this space */ 1161 /* last == NULL if there are no objects on this space */
1076 //TODO: this makes little sense, why only update the topmost object? 1162 //TODO: this makes little sense, why only update the topmost object?
1096merge_ob (object *op, object *top) 1182merge_ob (object *op, object *top)
1097{ 1183{
1098 if (!op->nrof) 1184 if (!op->nrof)
1099 return 0; 1185 return 0;
1100 1186
1101 if (top) 1187 if (!top)
1102 for (top = op; top && top->above; top = top->above) 1188 for (top = op; top && top->above; top = top->above)
1103 ; 1189 ;
1104 1190
1105 for (; top; top = top->below) 1191 for (; top; top = top->below)
1106 {
1107 if (top == op)
1108 continue;
1109
1110 if (object::can_merge (op, top)) 1192 if (object::can_merge (op, top))
1111 { 1193 {
1112 top->nrof += op->nrof; 1194 top->nrof += op->nrof;
1113 1195
1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1196 if (object *pl = top->visible_to ())
1115 op->weight = 0; /* Don't want any adjustements now */ 1197 esrv_update_item (UPD_NROF, pl, top);
1198
1199 op->weight = 0; // cancel the addition above
1200 op->carrying = 0; // must be 0 already
1201
1116 op->destroy (); 1202 op->destroy (1);
1203
1117 return top; 1204 return top;
1118 } 1205 }
1119 }
1120 1206
1121 return 0; 1207 return 0;
1122} 1208}
1123 1209
1210void
1211object::expand_tail ()
1212{
1213 if (more)
1214 return;
1215
1216 object *prev = this;
1217
1218 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1219 {
1220 object *op = arch_to_object (at);
1221
1222 op->name = name;
1223 op->name_pl = name_pl;
1224 op->title = title;
1225
1226 op->head = this;
1227 prev->more = op;
1228
1229 prev = op;
1230 }
1231}
1232
1124/* 1233/*
1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1234 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1126 * job preparing multi-part monsters 1235 * job preparing multi-part monsters.
1127 */ 1236 */
1128object * 1237object *
1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1238insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1130{ 1239{
1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1240 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1132 { 1241 {
1133 tmp->x = x + tmp->arch->clone.x; 1242 tmp->x = x + tmp->arch->x;
1134 tmp->y = y + tmp->arch->clone.y; 1243 tmp->y = y + tmp->arch->y;
1135 } 1244 }
1136 1245
1137 return insert_ob_in_map (op, m, originator, flag); 1246 return insert_ob_in_map (op, m, originator, flag);
1138} 1247}
1139 1248
1158 * just 'op' otherwise 1267 * just 'op' otherwise
1159 */ 1268 */
1160object * 1269object *
1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1270insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1162{ 1271{
1163 object *tmp, *top, *floor = NULL; 1272 assert (!op->flag [FLAG_FREED]);
1164 sint16 x, y;
1165 1273
1166 if (QUERY_FLAG (op, FLAG_FREED)) 1274 op->remove ();
1167 {
1168 LOG (llevError, "Trying to insert freed object!\n");
1169 return NULL;
1170 }
1171
1172 if (!m)
1173 {
1174 char *dump = dump_object (op);
1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1176 free (dump);
1177 return op;
1178 }
1179
1180 if (out_of_map (m, op->x, op->y))
1181 {
1182 char *dump = dump_object (op);
1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1184#ifdef MANY_CORES
1185 /* Better to catch this here, as otherwise the next use of this object
1186 * is likely to cause a crash. Better to find out where it is getting
1187 * improperly inserted.
1188 */
1189 abort ();
1190#endif
1191 free (dump);
1192 return op;
1193 }
1194
1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1196 {
1197 char *dump = dump_object (op);
1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1200 return op;
1201 }
1202
1203 if (op->more)
1204 {
1205 /* The part may be on a different map. */
1206
1207 object *more = op->more;
1208
1209 /* We really need the caller to normalize coordinates - if
1210 * we set the map, that doesn't work if the location is within
1211 * a map and this is straddling an edge. So only if coordinate
1212 * is clear wrong do we normalize it.
1213 */
1214 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1216 else if (!more->map)
1217 {
1218 /* For backwards compatibility - when not dealing with tiled maps,
1219 * more->map should always point to the parent.
1220 */
1221 more->map = m;
1222 }
1223
1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1225 {
1226 if (!op->head)
1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1228
1229 return 0;
1230 }
1231 }
1232
1233 CLEAR_FLAG (op, FLAG_REMOVED);
1234 1275
1235 /* Ideally, the caller figures this out. However, it complicates a lot 1276 /* Ideally, the caller figures this out. However, it complicates a lot
1236 * of areas of callers (eg, anything that uses find_free_spot would now 1277 * of areas of callers (eg, anything that uses find_free_spot would now
1237 * need extra work 1278 * need extra work
1238 */ 1279 */
1239 op->map = get_map_from_coord (m, &op->x, &op->y); 1280 if (!xy_normalise (m, op->x, op->y))
1240 x = op->x; 1281 {
1241 y = op->y; 1282 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1283 return 0;
1284 }
1285
1286 if (object *more = op->more)
1287 if (!insert_ob_in_map (more, m, originator, flag))
1288 return 0;
1289
1290 CLEAR_FLAG (op, FLAG_REMOVED);
1291
1292 op->map = m;
1293 mapspace &ms = op->ms ();
1242 1294
1243 /* this has to be done after we translate the coordinates. 1295 /* this has to be done after we translate the coordinates.
1244 */ 1296 */
1245 if (op->nrof && !(flag & INS_NO_MERGE)) 1297 if (op->nrof && !(flag & INS_NO_MERGE))
1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1298 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1247 if (object::can_merge (op, tmp)) 1299 if (object::can_merge (op, tmp))
1248 { 1300 {
1301 // TODO: we atcually want to update tmp, not op,
1302 // but some caller surely breaks when we return tmp
1303 // from here :/
1249 op->nrof += tmp->nrof; 1304 op->nrof += tmp->nrof;
1250 tmp->destroy (); 1305 tmp->destroy (1);
1251 } 1306 }
1252 1307
1253 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1308 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1254 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1309 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1255 1310
1268 op->below = originator->below; 1323 op->below = originator->below;
1269 1324
1270 if (op->below) 1325 if (op->below)
1271 op->below->above = op; 1326 op->below->above = op;
1272 else 1327 else
1273 op->ms ().bot = op; 1328 ms.bot = op;
1274 1329
1275 /* since *below* originator, no need to update top */ 1330 /* since *below* originator, no need to update top */
1276 originator->below = op; 1331 originator->below = op;
1277 } 1332 }
1278 else 1333 else
1279 { 1334 {
1335 object *top, *floor = NULL;
1336
1337 top = ms.bot;
1338
1280 /* If there are other objects, then */ 1339 /* If there are other objects, then */
1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1340 if (top)
1282 { 1341 {
1283 object *last = 0; 1342 object *last = 0;
1284 1343
1285 /* 1344 /*
1286 * 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.
1292 * 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
1293 * 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
1294 * 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
1295 * that flying non pickable objects are spell objects. 1354 * that flying non pickable objects are spell objects.
1296 */ 1355 */
1297 while (top) 1356 for (top = ms.bot; top; top = top->above)
1298 { 1357 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1358 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300 floor = top; 1359 floor = top;
1301 1360
1302 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 (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1305 top = top->below; 1364 top = top->below;
1306 break; 1365 break;
1307 } 1366 }
1308 1367
1309 last = top; 1368 last = top;
1310 top = top->above;
1311 } 1369 }
1312 1370
1313 /* Don't want top to be NULL, so set it to the last valid object */ 1371 /* Don't want top to be NULL, so set it to the last valid object */
1314 top = last; 1372 top = last;
1315 1373
1317 * looks like instead of lots of conditions here. 1375 * looks like instead of lots of conditions here.
1318 * makes things faster, and effectively the same result. 1376 * makes things faster, and effectively the same result.
1319 */ 1377 */
1320 1378
1321 /* Have object 'fall below' other objects that block view. 1379 /* Have object 'fall below' other objects that block view.
1322 * Unless those objects are exits, type 66 1380 * Unless those objects are exits.
1323 * If INS_ON_TOP is used, don't do this processing 1381 * If INS_ON_TOP is used, don't do this processing
1324 * Need to find the object that in fact blocks view, otherwise 1382 * Need to find the object that in fact blocks view, otherwise
1325 * stacking is a bit odd. 1383 * stacking is a bit odd.
1326 */ 1384 */
1327 if (!(flag & INS_ON_TOP) && 1385 if (!(flag & INS_ON_TOP)
1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1386 && ms.flags () & P_BLOCKSVIEW
1387 && (op->face && !faces [op->face].visibility))
1329 { 1388 {
1330 for (last = top; last != floor; last = last->below) 1389 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1390 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break; 1391 break;
1392
1333 /* Check to see if we found the object that blocks view, 1393 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that 1394 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we 1395 * we can get inserted below this one, which requires we
1336 * set top to the object below us. 1396 * set top to the object below us.
1337 */ 1397 */
1338 if (last && last->below && last != floor) 1398 if (last && last->below && last != floor)
1339 top = last->below; 1399 top = last->below;
1340 } 1400 }
1341 } /* If objects on this space */ 1401 } /* If objects on this space */
1342 1402
1343 if (flag & INS_MAP_LOAD)
1344 top = GET_MAP_TOP (op->map, op->x, op->y);
1345
1346 if (flag & INS_ABOVE_FLOOR_ONLY) 1403 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor; 1404 top = floor;
1348 1405
1349 /* Top is the object that our object (op) is going to get inserted above. 1406 /* Top is the object that our object (op) is going to get inserted above.
1350 */ 1407 */
1351 1408
1352 /* First object on this space */ 1409 /* First object on this space */
1353 if (!top) 1410 if (!top)
1354 { 1411 {
1355 op->above = GET_MAP_OB (op->map, op->x, op->y); 1412 op->above = ms.bot;
1356 1413
1357 if (op->above) 1414 if (op->above)
1358 op->above->below = op; 1415 op->above->below = op;
1359 1416
1360 op->below = 0; 1417 op->below = 0;
1361 op->ms ().bot = op; 1418 ms.bot = op;
1362 } 1419 }
1363 else 1420 else
1364 { /* get inserted into the stack above top */ 1421 { /* get inserted into the stack above top */
1365 op->above = top->above; 1422 op->above = top->above;
1366 1423
1370 op->below = top; 1427 op->below = top;
1371 top->above = op; 1428 top->above = op;
1372 } 1429 }
1373 1430
1374 if (!op->above) 1431 if (!op->above)
1375 op->ms ().top = op; 1432 ms.top = op;
1376 } /* else not INS_BELOW_ORIGINATOR */ 1433 } /* else not INS_BELOW_ORIGINATOR */
1377 1434
1378 if (op->type == PLAYER) 1435 if (op->type == PLAYER)
1379 { 1436 {
1380 op->contr->do_los = 1; 1437 op->contr->do_los = 1;
1382 op->map->touch (); 1439 op->map->touch ();
1383 } 1440 }
1384 1441
1385 op->map->dirty = true; 1442 op->map->dirty = true;
1386 1443
1387 /* If we have a floor, we know the player, if any, will be above
1388 * it, so save a few ticks and start from there.
1389 */
1390 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1444 if (object *pl = ms.player ())
1445 //TODO: the floorbox prev/next might need updating
1446 //esrv_send_item (pl, op);
1447 //TODO: update floorbox to preserve ordering
1392 if (pl->contr->ns) 1448 if (pl->contr->ns)
1393 pl->contr->ns->floorbox_update (); 1449 pl->contr->ns->floorbox_update ();
1394 1450
1395 /* If this object glows, it may affect lighting conditions that are 1451 /* If this object glows, it may affect lighting conditions that are
1396 * visible to others on this map. But update_all_los is really 1452 * visible to others on this map. But update_all_los is really
1397 * an inefficient way to do this, as it means los for all players 1453 * an inefficient way to do this, as it means los for all players
1398 * on the map will get recalculated. The players could very well 1454 * on the map will get recalculated. The players could very well
1417 * blocked() and wall() work properly), and these flags are updated by 1473 * blocked() and wall() work properly), and these flags are updated by
1418 * update_object(). 1474 * update_object().
1419 */ 1475 */
1420 1476
1421 /* if this is not the head or flag has been passed, don't check walk on status */ 1477 /* if this is not the head or flag has been passed, don't check walk on status */
1422 if (!(flag & INS_NO_WALK_ON) && !op->head) 1478 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1423 { 1479 {
1424 if (check_move_on (op, originator)) 1480 if (check_move_on (op, originator))
1425 return 0; 1481 return 0;
1426 1482
1427 /* If we are a multi part object, lets work our way through the check 1483 /* If we are a multi part object, lets work our way through the check
1428 * walk on's. 1484 * walk on's.
1429 */ 1485 */
1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1486 for (object *tmp = op->more; tmp; tmp = tmp->more)
1431 if (check_move_on (tmp, originator)) 1487 if (check_move_on (tmp, originator))
1432 return 0; 1488 return 0;
1433 } 1489 }
1434 1490
1435 return op; 1491 return op;
1440 * op is the object to insert it under: supplies x and the map. 1496 * op is the object to insert it under: supplies x and the map.
1441 */ 1497 */
1442void 1498void
1443replace_insert_ob_in_map (const char *arch_string, object *op) 1499replace_insert_ob_in_map (const char *arch_string, object *op)
1444{ 1500{
1445 object *tmp, *tmp1;
1446
1447 /* first search for itself and remove any old instances */ 1501 /* first search for itself and remove any old instances */
1448 1502
1449 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1451 tmp->destroy (); 1505 tmp->destroy (1);
1452 1506
1453 tmp1 = arch_to_object (archetype::find (arch_string)); 1507 object *tmp = arch_to_object (archetype::find (arch_string));
1454 1508
1455 tmp1->x = op->x; 1509 tmp->x = op->x;
1456 tmp1->y = op->y; 1510 tmp->y = op->y;
1511
1457 insert_ob_in_map (tmp1, op->map, op, 0); 1512 insert_ob_in_map (tmp, op->map, op, 0);
1458} 1513}
1459 1514
1460object * 1515object *
1461object::insert_at (object *where, object *originator, int flags) 1516object::insert_at (object *where, object *originator, int flags)
1462{ 1517{
1518 if (where->env)
1519 return where->env->insert (this);
1520 else
1463 where->map->insert (this, where->x, where->y, originator, flags); 1521 return where->map->insert (this, where->x, where->y, originator, flags);
1464} 1522}
1465 1523
1466/* 1524/*
1467 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1468 * is returned contains nr objects, and the remaining parts contains
1469 * the rest (or is removed and freed if that number is 0).
1470 * On failure, NULL is returned, and the reason put into the
1471 * global static errmsg array.
1472 */
1473object *
1474get_split_ob (object *orig_ob, uint32 nr)
1475{
1476 object *newob;
1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1478
1479 if (orig_ob->nrof < nr)
1480 {
1481 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1482 return NULL;
1483 }
1484
1485 newob = object_create_clone (orig_ob);
1486
1487 if ((orig_ob->nrof -= nr) < 1)
1488 orig_ob->destroy (1);
1489 else if (!is_removed)
1490 {
1491 if (orig_ob->env != NULL)
1492 sub_weight (orig_ob->env, orig_ob->weight * nr);
1493 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1494 {
1495 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1496 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1497 return NULL;
1498 }
1499 }
1500
1501 newob->nrof = nr;
1502
1503 return newob;
1504}
1505
1506/*
1507 * decrease_ob_nr(object, number) decreases a specified number from 1525 * decrease(object, number) decreases a specified number from
1508 * the amount of an object. If the amount reaches 0, the object 1526 * the amount of an object. If the amount reaches 0, the object
1509 * is subsequently removed and freed. 1527 * is subsequently removed and freed.
1510 * 1528 *
1511 * Return value: 'op' if something is left, NULL if the amount reached 0 1529 * Return value: 'op' if something is left, NULL if the amount reached 0
1512 */ 1530 */
1531bool
1532object::decrease (sint32 nr)
1533{
1534 if (!nr)
1535 return true;
1513 1536
1537 nr = min (nr, nrof);
1538
1539 nrof -= nr;
1540
1541 if (nrof)
1542 {
1543 adjust_weight (env, -weight * nr); // carrying == 0
1544
1545 if (object *pl = visible_to ())
1546 esrv_update_item (UPD_NROF, pl, this);
1547
1548 return true;
1549 }
1550 else
1551 {
1552 destroy (1);
1553 return false;
1554 }
1555}
1556
1557/*
1558 * split(ob,nr) splits up ob into two parts. The part which
1559 * is returned contains nr objects, and the remaining parts contains
1560 * the rest (or is removed and returned if that number is 0).
1561 * On failure, NULL is returned.
1562 */
1514object * 1563object *
1515decrease_ob_nr (object *op, uint32 i) 1564object::split (sint32 nr)
1516{ 1565{
1517 object *tmp; 1566 int have = number_of ();
1518 1567
1519 if (i == 0) /* objects with op->nrof require this check */ 1568 if (have < nr)
1520 return op; 1569 return 0;
1521 1570 else if (have == nr)
1522 if (i > op->nrof)
1523 i = op->nrof;
1524
1525 if (QUERY_FLAG (op, FLAG_REMOVED))
1526 op->nrof -= i;
1527 else if (op->env)
1528 { 1571 {
1529 /* is this object in the players inventory, or sub container
1530 * therein?
1531 */
1532 tmp = op->in_player ();
1533 /* nope. Is this a container the player has opened?
1534 * If so, set tmp to that player.
1535 * IMO, searching through all the players will mostly
1536 * likely be quicker than following op->env to the map,
1537 * and then searching the map for a player.
1538 */
1539 if (!tmp)
1540 for_all_players (pl)
1541 if (pl->ob->container == op->env)
1542 {
1543 tmp = pl->ob;
1544 break;
1545 }
1546
1547 if (i < op->nrof)
1548 {
1549 sub_weight (op->env, op->weight * i);
1550 op->nrof -= i;
1551 if (tmp)
1552 esrv_send_item (tmp, op);
1553 }
1554 else
1555 {
1556 op->remove (); 1572 remove ();
1557 op->nrof = 0; 1573 return this;
1558 if (tmp)
1559 esrv_del_item (tmp->contr, op->count);
1560 }
1561 } 1574 }
1562 else 1575 else
1563 { 1576 {
1564 object *above = op->above; 1577 decrease (nr);
1565 1578
1566 if (i < op->nrof) 1579 object *op = deep_clone ();
1567 op->nrof -= i; 1580 op->nrof = nr;
1568 else
1569 {
1570 op->remove ();
1571 op->nrof = 0;
1572 }
1573
1574 /* Since we just removed op, op->above is null */
1575 for (tmp = above; tmp; tmp = tmp->above)
1576 if (tmp->type == PLAYER)
1577 {
1578 if (op->nrof)
1579 esrv_send_item (tmp, op);
1580 else
1581 esrv_del_item (tmp->contr, op->count);
1582 }
1583 }
1584
1585 if (op->nrof)
1586 return op; 1581 return op;
1587 else
1588 {
1589 op->destroy ();
1590 return 0;
1591 }
1592}
1593
1594/*
1595 * add_weight(object, weight) adds the specified weight to an object,
1596 * and also updates how much the environment(s) is/are carrying.
1597 */
1598
1599void
1600add_weight (object *op, signed long weight)
1601{
1602 while (op != NULL)
1603 {
1604 if (op->type == CONTAINER)
1605 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1606
1607 op->carrying += weight;
1608 op = op->env;
1609 } 1582 }
1610} 1583}
1611 1584
1612object * 1585object *
1613insert_ob_in_ob (object *op, object *where) 1586insert_ob_in_ob (object *op, object *where)
1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1591 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619 free (dump); 1592 free (dump);
1620 return op; 1593 return op;
1621 } 1594 }
1622 1595
1623 if (where->head) 1596 if (where->head_ () != where)
1624 { 1597 {
1625 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1598 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 where = where->head; 1599 where = where->head;
1627 } 1600 }
1628 1601
1629 return where->insert (op); 1602 return where->insert (op);
1630} 1603}
1635 * inside the object environment. 1608 * inside the object environment.
1636 * 1609 *
1637 * The function returns now pointer to inserted item, and return value can 1610 * The function returns now pointer to inserted item, and return value can
1638 * be != op, if items are merged. -Tero 1611 * be != op, if items are merged. -Tero
1639 */ 1612 */
1640
1641object * 1613object *
1642object::insert (object *op) 1614object::insert (object *op)
1643{ 1615{
1644 object *tmp, *otmp;
1645
1646 if (!QUERY_FLAG (op, FLAG_REMOVED))
1647 op->remove ();
1648
1649 if (op->more) 1616 if (op->more)
1650 { 1617 {
1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1618 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1652 return op; 1619 return op;
1653 } 1620 }
1654 1621
1655 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1622 op->remove ();
1656 CLEAR_FLAG (op, FLAG_REMOVED); 1623
1624 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1625
1657 if (op->nrof) 1626 if (op->nrof)
1658 {
1659 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1627 for (object *tmp = inv; tmp; tmp = tmp->below)
1660 if (object::can_merge (tmp, op)) 1628 if (object::can_merge (tmp, op))
1661 { 1629 {
1662 /* return the original object and remove inserted object 1630 /* return the original object and remove inserted object
1663 (client needs the original object) */ 1631 (client needs the original object) */
1664 tmp->nrof += op->nrof; 1632 tmp->nrof += op->nrof;
1665 /* Weight handling gets pretty funky. Since we are adding to 1633
1666 * tmp->nrof, we need to increase the weight. 1634 if (object *pl = tmp->visible_to ())
1667 */ 1635 esrv_update_item (UPD_NROF, pl, tmp);
1636
1668 add_weight (this, op->weight * op->nrof); 1637 adjust_weight (this, op->total_weight ());
1669 SET_FLAG (op, FLAG_REMOVED); 1638
1670 op->destroy (); /* free the inserted object */ 1639 op->destroy (1);
1671 op = tmp; 1640 op = tmp;
1672 op->remove (); /* and fix old object's links */ 1641 goto inserted;
1673 CLEAR_FLAG (op, FLAG_REMOVED);
1674 break;
1675 } 1642 }
1676 1643
1677 /* I assume combined objects have no inventory 1644 op->owner = 0; // it's his/hers now. period.
1678 * We add the weight - this object could have just been removed
1679 * (if it was possible to merge). calling remove_ob will subtract
1680 * the weight, so we need to add it in again, since we actually do
1681 * the linking below
1682 */
1683 add_weight (this, op->weight * op->nrof);
1684 }
1685 else
1686 add_weight (this, (op->weight + op->carrying));
1687
1688 otmp = this->in_player ();
1689 if (otmp && otmp->contr)
1690 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1691 otmp->update_stats ();
1692
1693 op->map = 0; 1645 op->map = 0;
1694 op->env = this; 1646 op->x = 0;
1647 op->y = 0;
1648
1695 op->above = 0; 1649 op->above = 0;
1696 op->below = 0; 1650 op->below = inv;
1697 op->x = 0, op->y = 0; 1651 op->env = this;
1698 1652
1653 if (inv)
1654 inv->above = op;
1655
1656 inv = op;
1657
1658 op->flag [FLAG_REMOVED] = 0;
1659
1660 if (object *pl = op->visible_to ())
1661 esrv_send_item (pl, op);
1662
1663 adjust_weight (this, op->total_weight ());
1664
1665inserted:
1699 /* reset the light list and los of the players on the map */ 1666 /* reset the light list and los of the players on the map */
1700 if ((op->glow_radius != 0) && map) 1667 if (op->glow_radius && map && map->darkness)
1701 {
1702#ifdef DEBUG_LIGHTS
1703 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1704#endif /* DEBUG_LIGHTS */
1705 if (map->darkness)
1706 update_all_los (map, x, y); 1668 update_all_los (map, x, y);
1707 }
1708 1669
1709 /* Client has no idea of ordering so lets not bother ordering it here. 1670 // if this is a player's inventory, update stats
1710 * It sure simplifies this function... 1671 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1711 */ 1672 update_stats ();
1712 if (!inv)
1713 inv = op;
1714 else
1715 {
1716 op->below = inv;
1717 op->below->above = op;
1718 inv = op;
1719 }
1720 1673
1721 INVOKE_OBJECT (INSERT, this); 1674 INVOKE_OBJECT (INSERT, this);
1722 1675
1723 return op; 1676 return op;
1724} 1677}
1805 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1806 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1807 { 1760 {
1808 1761
1809 float 1762 float
1810 diff = tmp->move_slow_penalty * FABS (op->speed); 1763 diff = tmp->move_slow_penalty * fabs (op->speed);
1811 1764
1812 if (op->type == PLAYER) 1765 if (op->type == PLAYER)
1813 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1766 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1814 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1767 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1815 diff /= 4.0; 1768 diff /= 4.0;
1852 LOG (llevError, "Present_arch called outside map.\n"); 1805 LOG (llevError, "Present_arch called outside map.\n");
1853 return NULL; 1806 return NULL;
1854 } 1807 }
1855 1808
1856 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1809 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1857 if (tmp->arch == at) 1810 if (tmp->arch->archname == at->archname)
1858 return tmp; 1811 return tmp;
1859 1812
1860 return NULL; 1813 return NULL;
1861} 1814}
1862 1815
1926 * The first matching object is returned, or NULL if none. 1879 * The first matching object is returned, or NULL if none.
1927 */ 1880 */
1928object * 1881object *
1929present_arch_in_ob (const archetype *at, const object *op) 1882present_arch_in_ob (const archetype *at, const object *op)
1930{ 1883{
1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1932 if (tmp->arch == at) 1885 if (tmp->arch->archname == at->archname)
1933 return tmp; 1886 return tmp;
1934 1887
1935 return NULL; 1888 return NULL;
1936} 1889}
1937 1890
1939 * activate recursively a flag on an object inventory 1892 * activate recursively a flag on an object inventory
1940 */ 1893 */
1941void 1894void
1942flag_inv (object *op, int flag) 1895flag_inv (object *op, int flag)
1943{ 1896{
1944 if (op->inv)
1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1946 { 1898 {
1947 SET_FLAG (tmp, flag); 1899 SET_FLAG (tmp, flag);
1948 flag_inv (tmp, flag); 1900 flag_inv (tmp, flag);
1949 } 1901 }
1950} 1902}
1951 1903
1952/* 1904/*
1953 * deactivate recursively a flag on an object inventory 1905 * deactivate recursively a flag on an object inventory
1954 */ 1906 */
1955void 1907void
1956unflag_inv (object *op, int flag) 1908unflag_inv (object *op, int flag)
1957{ 1909{
1958 if (op->inv)
1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1910 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1960 { 1911 {
1961 CLEAR_FLAG (tmp, flag); 1912 CLEAR_FLAG (tmp, flag);
1962 unflag_inv (tmp, flag); 1913 unflag_inv (tmp, flag);
1963 } 1914 }
1964}
1965
1966/*
1967 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1968 * all it's inventory (recursively).
1969 * If checksums are used, a player will get set_cheat called for
1970 * him/her-self and all object carried by a call to this function.
1971 */
1972void
1973set_cheat (object *op)
1974{
1975 SET_FLAG (op, FLAG_WAS_WIZ);
1976 flag_inv (op, FLAG_WAS_WIZ);
1977} 1915}
1978 1916
1979/* 1917/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 1918 * find_free_spot(object, map, x, y, start, stop) will search for
1981 * a spot at the given map and coordinates which will be able to contain 1919 * a spot at the given map and coordinates which will be able to contain
1983 * to search (see the freearr_x/y[] definition). 1921 * to search (see the freearr_x/y[] definition).
1984 * It returns a random choice among the alternatives found. 1922 * It returns a random choice among the alternatives found.
1985 * start and stop are where to start relative to the free_arr array (1,9 1923 * start and stop are where to start relative to the free_arr array (1,9
1986 * does all 4 immediate directions). This returns the index into the 1924 * does all 4 immediate directions). This returns the index into the
1987 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1925 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1988 * Note - this only checks to see if there is space for the head of the
1989 * object - if it is a multispace object, this should be called for all
1990 * pieces.
1991 * Note2: This function does correctly handle tiled maps, but does not 1926 * Note: This function does correctly handle tiled maps, but does not
1992 * inform the caller. However, insert_ob_in_map will update as 1927 * inform the caller. However, insert_ob_in_map will update as
1993 * necessary, so the caller shouldn't need to do any special work. 1928 * necessary, so the caller shouldn't need to do any special work.
1994 * Note - updated to take an object instead of archetype - this is necessary 1929 * Note - updated to take an object instead of archetype - this is necessary
1995 * because arch_blocked (now ob_blocked) needs to know the movement type 1930 * because arch_blocked (now ob_blocked) needs to know the movement type
1996 * to know if the space in question will block the object. We can't use 1931 * to know if the space in question will block the object. We can't use
1998 * customized, changed states, etc. 1933 * customized, changed states, etc.
1999 */ 1934 */
2000int 1935int
2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1936find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2002{ 1937{
1938 int altern[SIZEOFFREE];
2003 int index = 0, flag; 1939 int index = 0, flag;
2004 int altern[SIZEOFFREE];
2005 1940
2006 for (int i = start; i < stop; i++) 1941 for (int i = start; i < stop; i++)
2007 { 1942 {
2008 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1943 mapxy pos (m, x, y); pos.move (i);
2009 if (!flag) 1944
1945 if (!pos.normalise ())
1946 continue;
1947
1948 mapspace &ms = *pos;
1949
1950 if (ms.flags () & P_IS_ALIVE)
1951 continue;
1952
1953 /* However, often
1954 * ob doesn't have any move type (when used to place exits)
1955 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1956 */
1957 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1958 {
2010 altern [index++] = i; 1959 altern [index++] = i;
1960 continue;
1961 }
2011 1962
2012 /* Basically, if we find a wall on a space, we cut down the search size. 1963 /* Basically, if we find a wall on a space, we cut down the search size.
2013 * In this way, we won't return spaces that are on another side of a wall. 1964 * In this way, we won't return spaces that are on another side of a wall.
2014 * This mostly work, but it cuts down the search size in all directions - 1965 * This mostly work, but it cuts down the search size in all directions -
2015 * if the space being examined only has a wall to the north and empty 1966 * if the space being examined only has a wall to the north and empty
2016 * spaces in all the other directions, this will reduce the search space 1967 * spaces in all the other directions, this will reduce the search space
2017 * to only the spaces immediately surrounding the target area, and 1968 * to only the spaces immediately surrounding the target area, and
2018 * won't look 2 spaces south of the target space. 1969 * won't look 2 spaces south of the target space.
2019 */ 1970 */
2020 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1971 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1972 {
2021 stop = maxfree[i]; 1973 stop = maxfree[i];
1974 continue;
1975 }
1976
1977 /* Note it is intentional that we check ob - the movement type of the
1978 * head of the object should correspond for the entire object.
1979 */
1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1981 continue;
1982
1983 if (ob->blocked (m, pos.x, pos.y))
1984 continue;
1985
1986 altern [index++] = i;
2022 } 1987 }
2023 1988
2024 if (!index) 1989 if (!index)
2025 return -1; 1990 return -1;
2026 1991
2027 return altern[RANDOM () % index]; 1992 return altern [rndm (index)];
2028} 1993}
2029 1994
2030/* 1995/*
2031 * find_first_free_spot(archetype, maptile, x, y) works like 1996 * find_first_free_spot(archetype, maptile, x, y) works like
2032 * find_free_spot(), but it will search max number of squares. 1997 * find_free_spot(), but it will search max number of squares.
2035 */ 2000 */
2036int 2001int
2037find_first_free_spot (const object *ob, maptile *m, int x, int y) 2002find_first_free_spot (const object *ob, maptile *m, int x, int y)
2038{ 2003{
2039 for (int i = 0; i < SIZEOFFREE; i++) 2004 for (int i = 0; i < SIZEOFFREE; i++)
2040 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2005 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2041 return i; 2006 return i;
2042 2007
2043 return -1; 2008 return -1;
2044} 2009}
2045 2010
2053{ 2018{
2054 arr += begin; 2019 arr += begin;
2055 end -= begin; 2020 end -= begin;
2056 2021
2057 while (--end) 2022 while (--end)
2058 swap (arr [end], arr [RANDOM () % (end + 1)]); 2023 swap (arr [end], arr [rndm (end + 1)]);
2059} 2024}
2060 2025
2061/* new function to make monster searching more efficient, and effective! 2026/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2027 * This basically returns a randomized array (in the passed pointer) of
2063 * the spaces to find monsters. In this way, it won't always look for 2028 * the spaces to find monsters. In this way, it won't always look for
2099 object *tmp; 2064 object *tmp;
2100 maptile *mp; 2065 maptile *mp;
2101 2066
2102 MoveType blocked, move_type; 2067 MoveType blocked, move_type;
2103 2068
2104 if (exclude && exclude->head) 2069 if (exclude && exclude->head_ () != exclude)
2105 { 2070 {
2106 exclude = exclude->head; 2071 exclude = exclude->head;
2107 move_type = exclude->move_type; 2072 move_type = exclude->move_type;
2108 } 2073 }
2109 else 2074 else
2132 max = maxfree[i]; 2097 max = maxfree[i];
2133 else if (mflags & P_IS_ALIVE) 2098 else if (mflags & P_IS_ALIVE)
2134 { 2099 {
2135 for (tmp = ms.bot; tmp; tmp = tmp->above) 2100 for (tmp = ms.bot; tmp; tmp = tmp->above)
2136 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2101 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2137 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2102 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2138 break; 2103 break;
2139 2104
2140 if (tmp) 2105 if (tmp)
2141 return freedir[i]; 2106 return freedir[i];
2142 } 2107 }
2197 2162
2198 return 3; 2163 return 3;
2199} 2164}
2200 2165
2201/* 2166/*
2202 * absdir(int): Returns a number between 1 and 8, which represent
2203 * the "absolute" direction of a number (it actually takes care of
2204 * "overflow" in previous calculations of a direction).
2205 */
2206
2207int
2208absdir (int d)
2209{
2210 while (d < 1)
2211 d += 8;
2212
2213 while (d > 8)
2214 d -= 8;
2215
2216 return d;
2217}
2218
2219/*
2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2167 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2221 * between two directions (which are expected to be absolute (see absdir()) 2168 * between two directions (which are expected to be absolute (see absdir())
2222 */ 2169 */
2223
2224int 2170int
2225dirdiff (int dir1, int dir2) 2171dirdiff (int dir1, int dir2)
2226{ 2172{
2227 int d; 2173 int d;
2228 2174
2341 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2287 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2342 * core dumps if they do. 2288 * core dumps if they do.
2343 * 2289 *
2344 * Add a check so we can't pick up invisible objects (0.93.8) 2290 * Add a check so we can't pick up invisible objects (0.93.8)
2345 */ 2291 */
2346
2347int 2292int
2348can_pick (const object *who, const object *item) 2293can_pick (const object *who, const object *item)
2349{ 2294{
2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2295 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2351 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2296 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2354 2299
2355/* 2300/*
2356 * create clone from object to another 2301 * create clone from object to another
2357 */ 2302 */
2358object * 2303object *
2359object_create_clone (object *asrc) 2304object::deep_clone ()
2360{ 2305{
2361 object *dst = 0, *tmp, *src, *part, *prev, *item; 2306 assert (("deep_clone called on non-head object", is_head ()));
2362 2307
2363 if (!asrc) 2308 object *dst = clone ();
2364 return 0;
2365 2309
2366 src = asrc; 2310 object *prev = dst;
2367 if (src->head)
2368 src = src->head;
2369
2370 prev = 0;
2371 for (part = src; part; part = part->more) 2311 for (object *part = this->more; part; part = part->more)
2372 { 2312 {
2373 tmp = part->clone (); 2313 object *tmp = part->clone ();
2374 tmp->x -= src->x;
2375 tmp->y -= src->y;
2376
2377 if (!part->head)
2378 {
2379 dst = tmp;
2380 tmp->head = 0;
2381 }
2382 else
2383 tmp->head = dst; 2314 tmp->head = dst;
2384
2385 tmp->more = 0;
2386
2387 if (prev)
2388 prev->more = tmp; 2315 prev->more = tmp;
2389
2390 prev = tmp; 2316 prev = tmp;
2391 } 2317 }
2392 2318
2393 for (item = src->inv; item; item = item->below) 2319 for (object *item = inv; item; item = item->below)
2394 insert_ob_in_ob (object_create_clone (item), dst); 2320 insert_ob_in_ob (item->deep_clone (), dst);
2395 2321
2396 return dst; 2322 return dst;
2397}
2398
2399/* GROS - Creates an object using a string representing its content. */
2400/* Basically, we save the content of the string to a temp file, then call */
2401/* load_object on it. I admit it is a highly inefficient way to make things, */
2402/* but it was simple to make and allows reusing the load_object function. */
2403/* Remember not to use load_object_str in a time-critical situation. */
2404/* Also remember that multiparts objects are not supported for now. */
2405object *
2406load_object_str (const char *obstr)
2407{
2408 object *op;
2409 char filename[MAX_BUF];
2410
2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2412
2413 FILE *tempfile = fopen (filename, "w");
2414
2415 if (tempfile == NULL)
2416 {
2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2418 return NULL;
2419 }
2420
2421 fprintf (tempfile, obstr);
2422 fclose (tempfile);
2423
2424 op = object::create ();
2425
2426 object_thawer thawer (filename);
2427
2428 if (thawer)
2429 load_object (thawer, op, 0);
2430
2431 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2432 CLEAR_FLAG (op, FLAG_REMOVED);
2433
2434 return op;
2435} 2323}
2436 2324
2437/* This returns the first object in who's inventory that 2325/* This returns the first object in who's inventory that
2438 * has the same type and subtype match. 2326 * has the same type and subtype match.
2439 * returns NULL if no match. 2327 * returns NULL if no match.
2446 return tmp; 2334 return tmp;
2447 2335
2448 return 0; 2336 return 0;
2449} 2337}
2450 2338
2451/* If ob has a field named key, return the link from the list, 2339const shstr &
2452 * otherwise return NULL. 2340object::kv_get (const shstr &key) const
2453 *
2454 * key must be a passed in shared string - otherwise, this won't
2455 * do the desired thing.
2456 */
2457key_value *
2458get_ob_key_link (const object *ob, const char *key)
2459{ 2341{
2460 for (key_value *link = ob->key_values; link; link = link->next) 2342 for (key_value *kv = key_values; kv; kv = kv->next)
2461 if (link->key == key) 2343 if (kv->key == key)
2462 return link;
2463
2464 return 0;
2465}
2466
2467/*
2468 * Returns the value of op has an extra_field for key, or NULL.
2469 *
2470 * The argument doesn't need to be a shared string.
2471 *
2472 * The returned string is shared.
2473 */
2474const char *
2475get_ob_key_value (const object *op, const char *const key)
2476{
2477 key_value *link;
2478 shstr_cmp canonical_key (key);
2479
2480 if (!canonical_key)
2481 {
2482 /* 1. There being a field named key on any object
2483 * implies there'd be a shared string to find.
2484 * 2. Since there isn't, no object has this field.
2485 * 3. Therefore, *this* object doesn't have this field.
2486 */
2487 return 0;
2488 }
2489
2490 /* This is copied from get_ob_key_link() above -
2491 * only 4 lines, and saves the function call overhead.
2492 */
2493 for (link = op->key_values; link; link = link->next)
2494 if (link->key == canonical_key)
2495 return link->value; 2344 return kv->value;
2496 2345
2497 return 0; 2346 return shstr_null;
2498} 2347}
2499 2348
2500 2349void
2501/* 2350object::kv_set (const shstr &key, const shstr &value)
2502 * Updates the canonical_key in op to value.
2503 *
2504 * canonical_key is a shared string (value doesn't have to be).
2505 *
2506 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2507 * keys.
2508 *
2509 * Returns TRUE on success.
2510 */
2511int
2512set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2513{ 2351{
2514 key_value *field = NULL, *last = NULL; 2352 for (key_value *kv = key_values; kv; kv = kv->next)
2515 2353 if (kv->key == key)
2516 for (field = op->key_values; field != NULL; field = field->next)
2517 {
2518 if (field->key != canonical_key)
2519 { 2354 {
2520 last = field; 2355 kv->value = value;
2521 continue; 2356 return;
2522 } 2357 }
2523 2358
2524 if (value) 2359 key_value *kv = new key_value;
2525 field->value = value; 2360
2526 else 2361 kv->next = key_values;
2362 kv->key = key;
2363 kv->value = value;
2364
2365 key_values = kv;
2366}
2367
2368void
2369object::kv_del (const shstr &key)
2370{
2371 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2372 if ((*kvp)->key == key)
2527 { 2373 {
2528 /* Basically, if the archetype has this key set, 2374 key_value *kv = *kvp;
2529 * we need to store the null value so when we save 2375 *kvp = (*kvp)->next;
2530 * it, we save the empty value so that when we load, 2376 delete kv;
2531 * we get this value back again. 2377 return;
2532 */
2533 if (get_ob_key_link (&op->arch->clone, canonical_key))
2534 field->value = 0;
2535 else
2536 {
2537 if (last)
2538 last->next = field->next;
2539 else
2540 op->key_values = field->next;
2541
2542 delete field;
2543 }
2544 } 2378 }
2545 return TRUE;
2546 }
2547 /* IF we get here, key doesn't exist */
2548
2549 /* No field, we'll have to add it. */
2550
2551 if (!add_key)
2552 return FALSE;
2553
2554 /* There isn't any good reason to store a null
2555 * value in the key/value list. If the archetype has
2556 * this key, then we should also have it, so shouldn't
2557 * be here. If user wants to store empty strings,
2558 * should pass in ""
2559 */
2560 if (value == NULL)
2561 return TRUE;
2562
2563 field = new key_value;
2564
2565 field->key = canonical_key;
2566 field->value = value;
2567 /* Usual prepend-addition. */
2568 field->next = op->key_values;
2569 op->key_values = field;
2570
2571 return TRUE;
2572}
2573
2574/*
2575 * Updates the key in op to value.
2576 *
2577 * If add_key is FALSE, this will only update existing keys,
2578 * and not add new ones.
2579 * In general, should be little reason FALSE is ever passed in for add_key
2580 *
2581 * Returns TRUE on success.
2582 */
2583int
2584set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2585{
2586 shstr key_ (key);
2587
2588 return set_ob_key_value_s (op, key_, value, add_key);
2589} 2379}
2590 2380
2591object::depth_iterator::depth_iterator (object *container) 2381object::depth_iterator::depth_iterator (object *container)
2592: iterator_base (container) 2382: iterator_base (container)
2593{ 2383{
2606 item = item->inv; 2396 item = item->inv;
2607 } 2397 }
2608 else 2398 else
2609 item = item->env; 2399 item = item->env;
2610} 2400}
2611
2612 2401
2613const char * 2402const char *
2614object::flag_desc (char *desc, int len) const 2403object::flag_desc (char *desc, int len) const
2615{ 2404{
2616 char *p = desc; 2405 char *p = desc;
2644{ 2433{
2645 char flagdesc[512]; 2434 char flagdesc[512];
2646 char info2[256 * 4]; 2435 char info2[256 * 4];
2647 char *p = info; 2436 char *p = info;
2648 2437
2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2438 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2650 count, uuid.seq, 2439 count,
2440 uuid.c_str (),
2651 &name, 2441 &name,
2652 title ? "\",title:" : "", 2442 title ? "\",title:\"" : "",
2653 title ? (const char *)title : "", 2443 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type); 2444 flag_desc (flagdesc, 512), type);
2655 2445
2656 if (env) 2446 if (!flag[FLAG_REMOVED] && env)
2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2447 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2658 2448
2659 if (map) 2449 if (map)
2660 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2450 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2661 2451
2663} 2453}
2664 2454
2665const char * 2455const char *
2666object::debug_desc () const 2456object::debug_desc () const
2667{ 2457{
2668 static char info[256 * 4]; 2458 static char info[3][256 * 4];
2459 static int info_idx;
2460
2669 return debug_desc (info); 2461 return debug_desc (info [++info_idx % 3]);
2670} 2462}
2671 2463
2464struct region *
2465object::region () const
2466{
2467 return map ? map->region (x, y)
2468 : region::default_region ();
2469}
2470
2471const materialtype_t *
2472object::dominant_material () const
2473{
2474 if (materialtype_t *mt = name_to_material (materialname))
2475 return mt;
2476
2477 return name_to_material (shstr_unknown);
2478}
2479
2480void
2481object::open_container (object *new_container)
2482{
2483 if (container == new_container)
2484 return;
2485
2486 object *old_container = container;
2487
2488 if (old_container)
2489 {
2490 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2491 return;
2492
2493#if 0
2494 // remove the "Close old_container" object.
2495 if (object *closer = old_container->inv)
2496 if (closer->type == CLOSE_CON)
2497 closer->destroy ();
2498#endif
2499
2500 // make sure the container is available
2501 esrv_send_item (this, old_container);
2502
2503 old_container->flag [FLAG_APPLIED] = false;
2504 container = 0;
2505
2506 // client needs item update to make it work, client bug requires this to be separate
2507 esrv_update_item (UPD_FLAGS, this, old_container);
2508
2509 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2510 play_sound (sound_find ("chest_close"));
2511 }
2512
2513 if (new_container)
2514 {
2515 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2516 return;
2517
2518 // TODO: this does not seem to serve any purpose anymore?
2519#if 0
2520 // insert the "Close Container" object.
2521 if (archetype *closer = new_container->other_arch)
2522 {
2523 object *closer = arch_to_object (new_container->other_arch);
2524 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2525 new_container->insert (closer);
2526 }
2527#endif
2528
2529 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2530
2531 // make sure the container is available, client bug requires this to be separate
2532 esrv_send_item (this, new_container);
2533
2534 new_container->flag [FLAG_APPLIED] = true;
2535 container = new_container;
2536
2537 // client needs flag change
2538 esrv_update_item (UPD_FLAGS, this, new_container);
2539 esrv_send_inventory (this, new_container);
2540 play_sound (sound_find ("chest_open"));
2541 }
2542// else if (!old_container->env && contr && contr->ns)
2543// contr->ns->floorbox_reset ();
2544}
2545
2546object *
2547object::force_find (const shstr name)
2548{
2549 /* cycle through his inventory to look for the MARK we want to
2550 * place
2551 */
2552 for (object *tmp = inv; tmp; tmp = tmp->below)
2553 if (tmp->type == FORCE && tmp->slaying == name)
2554 return splay (tmp);
2555
2556 return 0;
2557}
2558
2559void
2560object::force_add (const shstr name, int duration)
2561{
2562 if (object *force = force_find (name))
2563 force->destroy ();
2564
2565 object *force = get_archetype (FORCE_NAME);
2566
2567 force->slaying = name;
2568 force->stats.food = 1;
2569 force->speed_left = -1.f;
2570
2571 force->set_speed (duration ? 1.f / duration : 0.f);
2572 force->flag [FLAG_IS_USED_UP] = true;
2573 force->flag [FLAG_APPLIED] = true;
2574
2575 insert (force);
2576}
2577
2578void
2579object::play_sound (faceidx sound)
2580{
2581 if (!sound)
2582 return;
2583
2584 if (flag [FLAG_REMOVED])
2585 return;
2586
2587 if (env)
2588 {
2589 if (object *pl = in_player ())
2590 pl->contr->play_sound (sound);
2591 }
2592 else
2593 map->play_sound (sound, x, y);
2594}
2595

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