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Comparing deliantra/server/common/object.C (file contents):
Revision 1.110 by root, Sun Jan 7 23:12:03 2007 UTC vs.
Revision 1.239 by root, Wed May 7 13:38:16 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
41 37
42objectvec objects; 38objectvec objects;
43activevec actives; 39activevec actives;
44 40
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 46};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50}; 52};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 58};
54int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 64};
58 65
59static void 66static void
60write_uuid (void) 67write_uuid (uval64 skip, bool sync)
61{ 68{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
63 70 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 73 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 74}
79 75
80static void 76static void
81read_uuid (void) 77read_uuid (void)
82{ 78{
83 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
84 80
85 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
86 84
87 FILE *fp; 85 FILE *fp;
88 86
89 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
90 { 88 {
91 if (errno == ENOENT) 89 if (errno == ENOENT)
92 { 90 {
93 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 92 UUID::cur.seq = 0;
95 write_uuid (); 93 write_uuid (UUID_GAP, true);
96 return; 94 return;
97 } 95 }
98 96
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 98 _exit (1);
101 } 99 }
102 100
103 int version; 101 UUID::BUF buf;
104 unsigned long long uid; 102 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 { 106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 108 _exit (1);
109 } 109 }
110 110
111 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 112
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
114 fclose (fp); 114 fclose (fp);
115} 115}
116 116
117UUID 117UUID
118gen_uuid () 118UUID::gen ()
119{ 119{
120 UUID uid; 120 UUID uid;
121 121
122 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
123 123
124 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
126 130
127 return uid; 131 return uid;
128} 132}
129 133
130void 134void
131init_uuid () 135UUID::init ()
132{ 136{
133 read_uuid (); 137 read_uuid ();
134} 138}
135 139
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 141static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
139{ 143{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
145 */ 147 */
146 148
147 /* For each field in wants, */ 149 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 151 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 152 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 153
171 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 155 return true;
173} 156}
174 157
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 159static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 161{
179 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
181 */ 164 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
183} 167}
184 168
185/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 170 * they can be merged together.
187 * 171 *
202 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 187 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
205 return 0; 189 return 0;
206 190
207 //TODO: this ain't working well, use nicer and correct overflow check 191 /* Do not merge objects if nrof would overflow. First part checks
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 192 * for unsigned overflow (2c), second part checks whether the result
209 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * would fit into a 32 bit signed int, which is often used to hold
210 * used to store nrof). 194 * nrof values.
211 */ 195 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31) 196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
213 return 0; 197 return 0;
214 198
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 199 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 200 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 201 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 202 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 203 * flags lose any meaning.
220 */ 204 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 207
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 210
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 211 if (ob1->arch->name != ob2->arch->name
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 212 || ob1->name != ob2->name
230 || ob1->title != ob2->title 213 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 214 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 215 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 216 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 217 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 218 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 219 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 220 || ob1->value != ob2->value
246 || ob1->move_block != ob2->move_block 227 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 228 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 229 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 230 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 231 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 232 || ob1->move_slow_penalty != ob2->move_slow_penalty
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 235 return 0;
253 236
237 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED)
241 .any ())
242 return 0;
243
254 /* This is really a spellbook check - really, we should 244 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 245 * not merge objects with real inventories, as splitting them
246 * is hard.
256 */ 247 */
257 if (ob1->inv || ob2->inv) 248 if (ob1->inv || ob2->inv)
258 { 249 {
259 /* if one object has inventory but the other doesn't, not equiv */ 250 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 251 return 0; /* inventories differ in length */
261 return 0;
262 252
263 /* Now check to see if the two inventory objects could merge */ 253 if (ob1->inv->below || ob2->inv->below)
254 return 0; /* more than one object in inv */
255
264 if (!object::can_merge (ob1->inv, ob2->inv)) 256 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 257 return 0; /* inventory objects differ */
266 258
267 /* inventory ok - still need to check rest of this object to see 259 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 260 * if it is valid.
269 */ 261 */
270 } 262 }
289 if (ob1->level != ob2->level) 281 if (ob1->level != ob2->level)
290 return 0; 282 return 0;
291 break; 283 break;
292 } 284 }
293 285
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 286 if (ob1->key_values || ob2->key_values)
295 { 287 {
296 /* At least one of these has key_values. */ 288 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 289 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 290 return 0; /* One has fields, but the other one doesn't. */
291
292 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 293 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 294 }
303 295
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 296 if (ob1->self || ob2->self)
306 { 297 {
307 ob1->optimise (); 298 ob1->optimise ();
308 ob2->optimise (); 299 ob2->optimise ();
309 300
310 if (ob1->self || ob2->self) 301 if (ob1->self || ob2->self)
302 {
303 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
304 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
305
306 if (k1 != k2)
311 return 0; 307 return 0;
308
309 if (k1 == 0)
310 return 1;
311
312 if (!cfperl_can_merge (ob1, ob2))
313 return 0;
314 }
312 } 315 }
313 316
314 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
315 return 1; 318 return 1;
316} 319}
317 320
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
318/* 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/*
319 * sum_weight() is a recursive function which calculates the weight 394 * this is a recursive function which calculates the weight
320 * 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
321 * containers are carrying, and sums it up. 396 * containers are carrying, and sums it up.
322 */ 397 */
323long 398void
324sum_weight (object *op) 399object::update_weight ()
325{ 400{
326 long sum; 401 sint32 sum = 0;
327 object *inv;
328 402
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 403 for (object *op = inv; op; op = op->below)
330 { 404 {
331 if (inv->inv) 405 if (op->inv)
332 sum_weight (inv); 406 op->update_weight ();
333 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)
334 } 414 {
335
336 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100;
338
339 if (op->carrying != sum)
340 op->carrying = sum; 415 carrying = sum;
341 416
342 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 }
343} 421}
344 422
345/** 423/*
346 * Return the outermost environment object for a given object. 424 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 425 */
348
349object *
350object_get_env_recursive (object *op)
351{
352 while (op->env != NULL)
353 op = op->env;
354 return op;
355}
356
357/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array.
361 */
362
363char * 426char *
364dump_object (object *op) 427dump_object (object *op)
365{ 428{
366 if (!op) 429 if (!op)
367 return strdup ("[NULLOBJ]"); 430 return strdup ("[NULLOBJ]");
368 431
369 object_freezer freezer; 432 object_freezer freezer;
370 save_object (freezer, op, 1); 433 op->write (freezer);
371 return freezer.as_string (); 434 return freezer.as_string ();
372} 435}
373 436
374/* 437/*
375 * 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
376 * multi-object 1 which is closest to the second object. 439 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 440 * If it's not a multi-object, it is returned.
378 */ 441 */
379
380object * 442object *
381get_nearest_part (object *op, const object *pl) 443get_nearest_part (object *op, const object *pl)
382{ 444{
383 object *tmp, *closest; 445 object *tmp, *closest;
384 int last_dist, i; 446 int last_dist, i;
385 447
386 if (op->more == NULL) 448 if (!op->more)
387 return op; 449 return op;
450
388 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)
389 if ((i = distance (tmp, pl)) < last_dist) 454 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i; 455 closest = tmp, last_dist = i;
456
391 return closest; 457 return closest;
392} 458}
393 459
394/* 460/*
395 * 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.
396 */ 463 */
397object * 464object *
398find_object (tag_t i) 465find_object (tag_t i)
399{ 466{
400 return ((unsigned int)i) < objects.size () 467 for_all_objects (op)
401 ? objects [i] 468 if (op->count == i)
402 : 0; 469 return op;
470
471 return 0;
403} 472}
404 473
405/* 474/*
406 * 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.
407 * Used only by the patch command, but not all that useful. 476 * Used only by the patch command, but not all that useful.
418 break; 487 break;
419 488
420 return op; 489 return op;
421} 490}
422 491
423void
424free_all_object_data ()
425{
426 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
427}
428
429/* 492/*
430 * 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
431 * skill and experience objects. 494 * skill and experience objects.
495 * ACTUALLY NO! investigate! TODO
432 */ 496 */
433void 497void
434object::set_owner (object *owner) 498object::set_owner (object *owner)
435{ 499{
500 // allow objects which own objects
436 if (!owner) 501 if (owner)
437 return;
438
439 /* next line added to allow objects which own objects */
440 /* Add a check for ownercounts in here, as I got into an endless loop
441 * with the fireball owning a poison cloud which then owned the
442 * fireball. I believe that was caused by one of the objects getting
443 * freed and then another object replacing it. Since the ownercounts
444 * didn't match, this check is valid and I believe that cause is valid.
445 */
446 while (owner->owner) 502 while (owner->owner)
447 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 }
448 510
449 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;
450} 578}
451 579
452/* Zero the key_values on op, decrementing the shared-string 580/* Zero the key_values on op, decrementing the shared-string
453 * refcounts and freeing the links. 581 * refcounts and freeing the links.
454 */ 582 */
455static void 583static void
456free_key_values (object *op) 584free_key_values (object *op)
457{ 585{
458 for (key_value *i = op->key_values; i != 0;) 586 for (key_value *i = op->key_values; i; )
459 { 587 {
460 key_value *next = i->next; 588 key_value *next = i->next;
461 delete i; 589 delete i;
462 590
463 i = next; 591 i = next;
475 * will point at garbage. 603 * will point at garbage.
476 */ 604 */
477void 605void
478object::copy_to (object *dst) 606object::copy_to (object *dst)
479{ 607{
480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 608 dst->remove ();
481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
482
483 *(object_copy *)dst = *this; 609 *(object_copy *)dst = *this;
484 610 dst->flag [FLAG_REMOVED] = true;
485 if (is_freed)
486 SET_FLAG (dst, FLAG_FREED);
487
488 if (is_removed)
489 SET_FLAG (dst, FLAG_REMOVED);
490
491 if (speed < 0)
492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
493 611
494 /* Copy over key_values, if any. */ 612 /* Copy over key_values, if any. */
495 if (key_values) 613 if (key_values)
496 { 614 {
497 key_value *tail = 0; 615 key_value *tail = 0;
498 key_value *i;
499
500 dst->key_values = 0; 616 dst->key_values = 0;
501 617
502 for (i = key_values; i; i = i->next) 618 for (key_value *i = key_values; i; i = i->next)
503 { 619 {
504 key_value *new_link = new key_value; 620 key_value *new_link = new key_value;
505 621
506 new_link->next = 0; 622 new_link->next = 0;
507 new_link->key = i->key; 623 new_link->key = i->key;
508 new_link->value = i->value; 624 new_link->value = i->value;
509 625
510 /* Try and be clever here, too. */ 626 /* Try and be clever here, too. */
511 if (!dst->key_values) 627 if (!dst->key_values)
512 { 628 {
519 tail = new_link; 635 tail = new_link;
520 } 636 }
521 } 637 }
522 } 638 }
523 639
640 if (speed < 0)
641 dst->speed_left -= rndm ();
642
524 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 ();
525} 663}
526 664
527object * 665object *
528object::clone () 666object::clone ()
529{ 667{
530 object *neu = create (); 668 object *neu = create ();
531 copy_to (neu); 669 copy_to (neu);
670 neu->map = map; // not copied by copy_to
532 return neu; 671 return neu;
533} 672}
534 673
535/* 674/*
536 * 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
587 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
588 */ 727 */
589void 728void
590update_object (object *op, int action) 729update_object (object *op, int action)
591{ 730{
592 MoveType move_on, move_off, move_block, move_slow; 731 if (!op)
593
594 if (op == NULL)
595 { 732 {
596 /* this should never happen */ 733 /* this should never happen */
597 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
598 return; 735 return;
599 } 736 }
600 737
601 if (op->env) 738 if (!op->is_on_map ())
602 { 739 {
603 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
604 * to do in this case. 741 * to do in this case.
605 */ 742 */
606 return; 743 return;
607 } 744 }
608
609 /* If the map is saving, don't do anything as everything is
610 * going to get freed anyways.
611 */
612 if (!op->map || op->map->in_memory == MAP_SAVING)
613 return;
614 745
615 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
616 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)
617 { 748 {
618 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
658 789
659 if (op->more) 790 if (op->more)
660 update_object (op->more, action); 791 update_object (op->more, action);
661} 792}
662 793
663object *object::first;
664
665object::object () 794object::object ()
666{ 795{
667 SET_FLAG (this, FLAG_REMOVED); 796 SET_FLAG (this, FLAG_REMOVED);
668 797
669 expmul = 1.0; 798 expmul = 1.0;
670 face = blank_face; 799 face = blank_face;
671} 800}
672 801
673object::~object () 802object::~object ()
674{ 803{
804 unlink ();
805
675 free_key_values (this); 806 free_key_values (this);
676} 807}
677 808
809static int object_count;
810
678void object::link () 811void object::link ()
679{ 812{
680 uuid = gen_uuid (); 813 assert (!index);//D
814 uuid = UUID::gen ();
815 count = ++object_count;
681 816
682 refcnt_inc (); 817 refcnt_inc ();
683 objects.insert (this); 818 objects.insert (this);
684} 819}
685 820
686void object::unlink () 821void object::unlink ()
687{ 822{
823 if (!index)
824 return;
825
688 objects.erase (this); 826 objects.erase (this);
689 refcnt_dec (); 827 refcnt_dec ();
690} 828}
691 829
692void 830void
754object::destroy_inv (bool drop_to_ground) 892object::destroy_inv (bool drop_to_ground)
755{ 893{
756 // need to check first, because the checks below might segfault 894 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code 895 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty. 896 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory, 897 // corollary: if you create arrows etc. with stuff in its inventory,
760 // cf will crash below with off-map x and y 898 // cf will crash below with off-map x and y
761 if (!inv) 899 if (!inv)
762 return; 900 return;
763 901
764 /* Only if the space blocks everything do we not process - 902 /* Only if the space blocks everything do we not process -
765 * if some form of movement is allowed, let objects 903 * if some form of movement is allowed, let objects
766 * drop on that space. 904 * drop on that space.
767 */ 905 */
768 if (!drop_to_ground 906 if (!drop_to_ground
769 || !map 907 || !map
770 || map->in_memory != MAP_IN_MEMORY 908 || map->in_memory != MAP_ACTIVE
909 || map->no_drop
771 || ms ().move_block == MOVE_ALL) 910 || ms ().move_block == MOVE_ALL)
772 { 911 {
773 while (inv) 912 while (inv)
774 { 913 {
775 inv->destroy_inv (drop_to_ground); 914 inv->destroy_inv (false);
776 inv->destroy (); 915 inv->destroy ();
777 } 916 }
778 } 917 }
779 else 918 else
780 { /* Put objects in inventory onto this space */ 919 { /* Put objects in inventory onto this space */
786 || op->flag [FLAG_NO_DROP] 925 || op->flag [FLAG_NO_DROP]
787 || op->type == RUNE 926 || op->type == RUNE
788 || op->type == TRAP 927 || op->type == TRAP
789 || op->flag [FLAG_IS_A_TEMPLATE] 928 || op->flag [FLAG_IS_A_TEMPLATE]
790 || op->flag [FLAG_DESTROY_ON_DEATH]) 929 || op->flag [FLAG_DESTROY_ON_DEATH])
791 op->destroy (); 930 op->destroy (true);
792 else 931 else
793 map->insert (op, x, y); 932 map->insert (op, x, y);
794 } 933 }
795 } 934 }
796} 935}
800 object *op = new object; 939 object *op = new object;
801 op->link (); 940 op->link ();
802 return op; 941 return op;
803} 942}
804 943
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 no_drop = 1;
953 no_reset = 1;
954
955 alloc ();
956 in_memory = MAP_ACTIVE;
957 }
958
959 ~freed_map ()
960 {
961 destroy ();
962 }
963} freed_map; // freed objects are moved here to avoid crashes
964
805void 965void
806object::do_destroy () 966object::do_destroy ()
807{ 967{
808 if (flag [FLAG_IS_LINKED]) 968 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this); 969 remove_button_link (this);
810 970
811 if (flag [FLAG_FRIENDLY]) 971 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this); 972 remove_friendly_object (this);
813 973
814 if (!flag [FLAG_REMOVED])
815 remove (); 974 remove ();
816 975
817 if (flag [FLAG_FREED]) 976 attachable::do_destroy ();
818 return;
819 977
820 set_speed (0); 978 deactivate ();
979 unlink ();
821 980
822 flag [FLAG_FREED] = 1; 981 flag [FLAG_FREED] = 1;
823 982
824 attachable::do_destroy ();
825
826 destroy_inv (true);
827 unlink ();
828
829 // hack to ensure that freed objects still have a valid map 983 // hack to ensure that freed objects still have a valid map
830 {
831 static maptile *freed_map; // freed objects are moved here to avoid crashes
832
833 if (!freed_map)
834 {
835 freed_map = new maptile;
836
837 freed_map->name = "/internal/freed_objects_map";
838 freed_map->width = 3;
839 freed_map->height = 3;
840
841 freed_map->alloc ();
842 freed_map->in_memory = MAP_IN_MEMORY;
843 }
844
845 map = freed_map; 984 map = &freed_map;
846 x = 1; 985 x = 1;
847 y = 1; 986 y = 1;
848 }
849
850 head = 0;
851 987
852 if (more) 988 if (more)
853 { 989 {
854 more->destroy (); 990 more->destroy ();
855 more = 0; 991 more = 0;
856 } 992 }
857 993
994 head = 0;
995
858 // clear those pointers that likely might have circular references to us 996 // clear those pointers that likely might cause circular references
859 owner = 0; 997 owner = 0;
860 enemy = 0; 998 enemy = 0;
861 attacked_by = 0; 999 attacked_by = 0;
1000 current_weapon = 0;
862} 1001}
863 1002
864void 1003void
865object::destroy (bool destroy_inventory) 1004object::destroy (bool destroy_inventory)
866{ 1005{
867 if (destroyed ()) 1006 if (destroyed ())
868 return; 1007 return;
869 1008
1009 if (!is_head () && !head->destroyed ())
1010 {
1011 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1012 head->destroy (destroy_inventory);
1013 return;
1014 }
1015
870 if (destroy_inventory) 1016 destroy_inv (!destroy_inventory);
871 destroy_inv (false); 1017
1018 if (is_head ())
1019 if (sound_destroy)
1020 play_sound (sound_destroy);
1021 else if (flag [FLAG_MONSTER])
1022 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
872 1023
873 attachable::destroy (); 1024 attachable::destroy ();
874}
875
876/*
877 * sub_weight() recursively (outwards) subtracts a number from the
878 * weight of an object (and what is carried by it's environment(s)).
879 */
880void
881sub_weight (object *op, signed long weight)
882{
883 while (op != NULL)
884 {
885 if (op->type == CONTAINER)
886 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
887
888 op->carrying -= weight;
889 op = op->env;
890 }
891} 1025}
892 1026
893/* op->remove (): 1027/* op->remove ():
894 * This function removes the object op from the linked list of objects 1028 * This function removes the object op from the linked list of objects
895 * which it is currently tied to. When this function is done, the 1029 * which it is currently tied to. When this function is done, the
896 * object will have no environment. If the object previously had an 1030 * object will have no environment. If the object previously had an
897 * environment, the x and y coordinates will be updated to 1031 * environment, the x and y coordinates will be updated to
898 * the previous environment. 1032 * the previous environment.
899 * Beware: This function is called from the editor as well!
900 */ 1033 */
901void 1034void
902object::remove () 1035object::do_remove ()
903{ 1036{
904 object *tmp, *last = 0; 1037 object *tmp, *last = 0;
905 object *otmp; 1038 object *otmp;
906 1039
907 if (QUERY_FLAG (this, FLAG_REMOVED)) 1040 if (flag [FLAG_REMOVED])
908 return; 1041 return;
909 1042
910 SET_FLAG (this, FLAG_REMOVED);
911 INVOKE_OBJECT (REMOVE, this); 1043 INVOKE_OBJECT (REMOVE, this);
1044
1045 flag [FLAG_REMOVED] = true;
912 1046
913 if (more) 1047 if (more)
914 more->remove (); 1048 more->remove ();
915 1049
916 /* 1050 /*
917 * In this case, the object to be removed is in someones 1051 * In this case, the object to be removed is in someones
918 * inventory. 1052 * inventory.
919 */ 1053 */
920 if (env) 1054 if (env)
921 { 1055 {
922 if (nrof) 1056 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
923 sub_weight (env, weight * nrof); 1057 if (object *pl = visible_to ())
924 else 1058 esrv_del_item (pl->contr, count);
925 sub_weight (env, weight + carrying); 1059 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1060
1061 adjust_weight (env, -total_weight ());
1062
1063 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do.
1066 */
1067 map = env->map;
1068 x = env->x;
1069 y = env->y;
1070
1071 // make sure cmov optimisation is applicable
1072 *(above ? &above->below : &env->inv) = below;
1073 *(below ? &below->above : &above ) = above; // &above is just a dummy
1074
1075 above = 0;
1076 below = 0;
1077 env = 0;
926 1078
927 /* NO_FIX_PLAYER is set when a great many changes are being 1079 /* NO_FIX_PLAYER is set when a great many changes are being
928 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
929 * to save cpu time. 1081 * to save cpu time.
930 */ 1082 */
931 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1083 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
932 otmp->update_stats (); 1084 otmp->update_stats ();
933
934 if (above)
935 above->below = below;
936 else
937 env->inv = below;
938
939 if (below)
940 below->above = above;
941
942 /* we set up values so that it could be inserted into
943 * the map, but we don't actually do that - it is up
944 * to the caller to decide what we want to do.
945 */
946 x = env->x, y = env->y;
947 map = env->map;
948 above = 0, below = 0;
949 env = 0;
950 } 1085 }
951 else if (map) 1086 else if (map)
952 { 1087 {
953 if (type == PLAYER) 1088 map->dirty = true;
1089 mapspace &ms = this->ms ();
1090
1091 if (object *pl = ms.player ())
954 { 1092 {
1093 if (type == PLAYER) // this == pl(!)
1094 {
1095 // leaving a spot always closes any open container on the ground
1096 if (container && !container->env)
1097 // this causes spurious floorbox updates, but it ensures
1098 // that the CLOSE event is being sent.
1099 close_container ();
1100
955 --map->players; 1101 --map->players;
956 map->touch (); 1102 map->touch ();
1103 }
1104 else if (pl->container == this)
1105 {
1106 // removing a container should close it
1107 close_container ();
1108 }
1109
1110 esrv_del_item (pl->contr, count);
957 } 1111 }
958 1112
959 map->dirty = true;
960
961 /* link the object above us */ 1113 /* link the object above us */
962 if (above) 1114 // re-link, make sure compiler can easily use cmove
963 above->below = below; 1115 *(above ? &above->below : &ms.top) = below;
964 else 1116 *(below ? &below->above : &ms.bot) = above;
965 map->at (x, y).top = below; /* we were top, set new top */
966
967 /* Relink the object below us, if there is one */
968 if (below)
969 below->above = above;
970 else
971 {
972 /* Nothing below, which means we need to relink map object for this space
973 * use translated coordinates in case some oddness with map tiling is
974 * evident
975 */
976 if (GET_MAP_OB (map, x, y) != this)
977 {
978 char *dump = dump_object (this);
979 LOG (llevError,
980 "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);
981 free (dump);
982 dump = dump_object (GET_MAP_OB (map, x, y));
983 LOG (llevError, "%s\n", dump);
984 free (dump);
985 }
986
987 map->at (x, y).bot = above; /* goes on above it. */
988 }
989 1117
990 above = 0; 1118 above = 0;
991 below = 0; 1119 below = 0;
992 1120
993 if (map->in_memory == MAP_SAVING) 1121 if (map->in_memory == MAP_SAVING)
994 return; 1122 return;
995 1123
996 int check_walk_off = !flag [FLAG_NO_APPLY]; 1124 int check_walk_off = !flag [FLAG_NO_APPLY];
997 1125
1126 if (object *pl = ms.player ())
1127 {
1128 if (pl->container == this)
1129 /* If a container that the player is currently using somehow gets
1130 * removed (most likely destroyed), update the player view
1131 * appropriately.
1132 */
1133 pl->close_container ();
1134
1135 //TODO: the floorbox prev/next might need updating
1136 //esrv_del_item (pl->contr, count);
1137 //TODO: update floorbox to preserve ordering
1138 if (pl->contr->ns)
1139 pl->contr->ns->floorbox_update ();
1140 }
1141
998 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1142 for (tmp = ms.bot; tmp; tmp = tmp->above)
999 { 1143 {
1000 /* No point updating the players look faces if he is the object 1144 /* No point updating the players look faces if he is the object
1001 * being removed. 1145 * being removed.
1002 */ 1146 */
1003
1004 if (tmp->type == PLAYER && tmp != this)
1005 {
1006 /* If a container that the player is currently using somehow gets
1007 * removed (most likely destroyed), update the player view
1008 * appropriately.
1009 */
1010 if (tmp->container == this)
1011 {
1012 flag [FLAG_APPLIED] = 0;
1013 tmp->container = 0;
1014 }
1015
1016 if (tmp->contr->ns)
1017 tmp->contr->ns->floorbox_update ();
1018 }
1019 1147
1020 /* See if object moving off should effect something */ 1148 /* See if object moving off should effect something */
1021 if (check_walk_off 1149 if (check_walk_off
1022 && ((move_type & tmp->move_off) 1150 && ((move_type & tmp->move_off)
1023 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1026 1154
1027 if (destroyed ()) 1155 if (destroyed ())
1028 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1029 } 1157 }
1030 1158
1031 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1032 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1033 if (tmp->above == tmp)
1034 tmp->above = 0;
1035
1036 last = tmp; 1159 last = tmp;
1037 } 1160 }
1038 1161
1039 /* last == NULL if there are no objects on this space */ 1162 /* last == NULL if there are no objects on this space */
1040 //TODO: this makes little sense, why only update the topmost object? 1163 //TODO: this makes little sense, why only update the topmost object?
1060merge_ob (object *op, object *top) 1183merge_ob (object *op, object *top)
1061{ 1184{
1062 if (!op->nrof) 1185 if (!op->nrof)
1063 return 0; 1186 return 0;
1064 1187
1065 if (top) 1188 if (!top)
1066 for (top = op; top && top->above; top = top->above) 1189 for (top = op; top && top->above; top = top->above)
1067 ; 1190 ;
1068 1191
1069 for (; top; top = top->below) 1192 for (; top; top = top->below)
1070 {
1071 if (top == op)
1072 continue;
1073
1074 if (object::can_merge (op, top)) 1193 if (object::can_merge (op, top))
1075 { 1194 {
1076 top->nrof += op->nrof; 1195 top->nrof += op->nrof;
1077 1196
1078/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1197 if (object *pl = top->visible_to ())
1079 op->weight = 0; /* Don't want any adjustements now */ 1198 esrv_update_item (UPD_NROF, pl, top);
1199
1200 op->weight = 0; // cancel the addition above
1201 op->carrying = 0; // must be 0 already
1202
1080 op->destroy (); 1203 op->destroy (1);
1204
1081 return top; 1205 return top;
1082 } 1206 }
1083 }
1084 1207
1085 return 0; 1208 return 0;
1086} 1209}
1087 1210
1211void
1212object::expand_tail ()
1213{
1214 if (more)
1215 return;
1216
1217 object *prev = this;
1218
1219 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1220 {
1221 object *op = arch_to_object (at);
1222
1223 op->name = name;
1224 op->name_pl = name_pl;
1225 op->title = title;
1226
1227 op->head = this;
1228 prev->more = op;
1229
1230 prev = op;
1231 }
1232}
1233
1088/* 1234/*
1089 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1235 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1090 * job preparing multi-part monsters 1236 * job preparing multi-part monsters.
1091 */ 1237 */
1092object * 1238object *
1093insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1239insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1094{ 1240{
1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1241 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1096 { 1242 {
1097 tmp->x = x + tmp->arch->clone.x; 1243 tmp->x = x + tmp->arch->x;
1098 tmp->y = y + tmp->arch->clone.y; 1244 tmp->y = y + tmp->arch->y;
1099 } 1245 }
1100 1246
1101 return insert_ob_in_map (op, m, originator, flag); 1247 return insert_ob_in_map (op, m, originator, flag);
1102} 1248}
1103 1249
1122 * just 'op' otherwise 1268 * just 'op' otherwise
1123 */ 1269 */
1124object * 1270object *
1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1271insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1126{ 1272{
1127 object *tmp, *top, *floor = NULL; 1273 op->remove ();
1128 sint16 x, y;
1129
1130 if (QUERY_FLAG (op, FLAG_FREED))
1131 {
1132 LOG (llevError, "Trying to insert freed object!\n");
1133 return NULL;
1134 }
1135
1136 if (!m)
1137 {
1138 char *dump = dump_object (op);
1139 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1140 free (dump);
1141 return op;
1142 }
1143
1144 if (out_of_map (m, op->x, op->y))
1145 {
1146 char *dump = dump_object (op);
1147 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1148#ifdef MANY_CORES
1149 /* Better to catch this here, as otherwise the next use of this object
1150 * is likely to cause a crash. Better to find out where it is getting
1151 * improperly inserted.
1152 */
1153 abort ();
1154#endif
1155 free (dump);
1156 return op;
1157 }
1158
1159 if (!QUERY_FLAG (op, FLAG_REMOVED))
1160 {
1161 char *dump = dump_object (op);
1162 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1163 free (dump);
1164 return op;
1165 }
1166
1167 if (op->more)
1168 {
1169 /* The part may be on a different map. */
1170
1171 object *more = op->more;
1172
1173 /* We really need the caller to normalise coordinates - if
1174 * we set the map, that doesn't work if the location is within
1175 * a map and this is straddling an edge. So only if coordinate
1176 * is clear wrong do we normalise it.
1177 */
1178 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1179 more->map = get_map_from_coord (m, &more->x, &more->y);
1180 else if (!more->map)
1181 {
1182 /* For backwards compatibility - when not dealing with tiled maps,
1183 * more->map should always point to the parent.
1184 */
1185 more->map = m;
1186 }
1187
1188 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1189 {
1190 if (!op->head)
1191 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1192
1193 return 0;
1194 }
1195 }
1196
1197 CLEAR_FLAG (op, FLAG_REMOVED);
1198 1274
1199 /* Ideally, the caller figures this out. However, it complicates a lot 1275 /* Ideally, the caller figures this out. However, it complicates a lot
1200 * of areas of callers (eg, anything that uses find_free_spot would now 1276 * of areas of callers (eg, anything that uses find_free_spot would now
1201 * need extra work 1277 * need extra work
1202 */ 1278 */
1203 op->map = get_map_from_coord (m, &op->x, &op->y); 1279 if (!xy_normalise (m, op->x, op->y))
1204 x = op->x; 1280 {
1205 y = op->y; 1281 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1282 return 0;
1283 }
1284
1285 if (object *more = op->more)
1286 if (!insert_ob_in_map (more, m, originator, flag))
1287 return 0;
1288
1289 CLEAR_FLAG (op, FLAG_REMOVED);
1290
1291 op->map = m;
1292 mapspace &ms = op->ms ();
1206 1293
1207 /* this has to be done after we translate the coordinates. 1294 /* this has to be done after we translate the coordinates.
1208 */ 1295 */
1209 if (op->nrof && !(flag & INS_NO_MERGE)) 1296 if (op->nrof && !(flag & INS_NO_MERGE))
1210 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1211 if (object::can_merge (op, tmp)) 1298 if (object::can_merge (op, tmp))
1212 { 1299 {
1300 // TODO: we actually want to update tmp, not op,
1301 // but some caller surely breaks when we return tmp
1302 // from here :/
1213 op->nrof += tmp->nrof; 1303 op->nrof += tmp->nrof;
1214 tmp->destroy (); 1304 tmp->destroy (1);
1215 } 1305 }
1216 1306
1217 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1307 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1218 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1308 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1219 1309
1220 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1310 if (!QUERY_FLAG (op, FLAG_ALIVE))
1221 CLEAR_FLAG (op, FLAG_NO_STEAL); 1311 CLEAR_FLAG (op, FLAG_NO_STEAL);
1222 1312
1223 if (flag & INS_BELOW_ORIGINATOR) 1313 if (flag & INS_BELOW_ORIGINATOR)
1224 { 1314 {
1225 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1315 if (originator->map != op->map || originator->x != op->x || originator->y != op->y || !originator->is_on_map ())
1226 { 1316 {
1227 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1317 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1228 abort (); 1318 abort ();
1229 } 1319 }
1230 1320
1231 op->above = originator; 1321 op->above = originator;
1232 op->below = originator->below; 1322 op->below = originator->below;
1233
1234 if (op->below)
1235 op->below->above = op;
1236 else
1237 op->ms ().bot = op;
1238
1239 /* since *below* originator, no need to update top */
1240 originator->below = op; 1323 originator->below = op;
1324
1325 *(op->below ? &op->below->above : &ms.bot) = op;
1241 } 1326 }
1242 else 1327 else
1243 { 1328 {
1329 object *floor = 0;
1330 object *top = ms.top;
1331
1244 /* If there are other objects, then */ 1332 /* If there are other objects, then */
1245 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1333 if (top)
1246 { 1334 {
1247 object *last = 0;
1248
1249 /* 1335 /*
1250 * If there are multiple objects on this space, we do some trickier handling. 1336 * If there are multiple objects on this space, we do some trickier handling.
1251 * We've already dealt with merging if appropriate. 1337 * We've already dealt with merging if appropriate.
1252 * Generally, we want to put the new object on top. But if 1338 * Generally, we want to put the new object on top. But if
1253 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1339 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1256 * once we get to them. This reduces the need to traverse over all of 1342 * once we get to them. This reduces the need to traverse over all of
1257 * them when adding another one - this saves quite a bit of cpu time 1343 * them when adding another one - this saves quite a bit of cpu time
1258 * when lots of spells are cast in one area. Currently, it is presumed 1344 * when lots of spells are cast in one area. Currently, it is presumed
1259 * that flying non pickable objects are spell objects. 1345 * that flying non pickable objects are spell objects.
1260 */ 1346 */
1261 while (top) 1347 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1262 { 1348 {
1263 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1349 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1264 floor = top; 1350 floor = tmp;
1265 1351
1266 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1352 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1267 { 1353 {
1268 /* We insert above top, so we want this object below this */ 1354 /* We insert above top, so we want this object below this */
1269 top = top->below; 1355 top = tmp->below;
1270 break; 1356 break;
1271 } 1357 }
1272 1358
1273 last = top;
1274 top = top->above; 1359 top = tmp;
1275 } 1360 }
1276
1277 /* Don't want top to be NULL, so set it to the last valid object */
1278 top = last;
1279 1361
1280 /* We let update_position deal with figuring out what the space 1362 /* We let update_position deal with figuring out what the space
1281 * looks like instead of lots of conditions here. 1363 * looks like instead of lots of conditions here.
1282 * makes things faster, and effectively the same result. 1364 * makes things faster, and effectively the same result.
1283 */ 1365 */
1284 1366
1285 /* Have object 'fall below' other objects that block view. 1367 /* Have object 'fall below' other objects that block view.
1286 * Unless those objects are exits, type 66 1368 * Unless those objects are exits.
1287 * If INS_ON_TOP is used, don't do this processing 1369 * If INS_ON_TOP is used, don't do this processing
1288 * Need to find the object that in fact blocks view, otherwise 1370 * Need to find the object that in fact blocks view, otherwise
1289 * stacking is a bit odd. 1371 * stacking is a bit odd.
1290 */ 1372 */
1291 if (!(flag & INS_ON_TOP) && 1373 if (!(flag & INS_ON_TOP)
1292 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1374 && ms.flags () & P_BLOCKSVIEW
1375 && (op->face && !faces [op->face].visibility))
1293 { 1376 {
1377 object *last;
1378
1294 for (last = top; last != floor; last = last->below) 1379 for (last = top; last != floor; last = last->below)
1295 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1296 break; 1381 break;
1382
1297 /* Check to see if we found the object that blocks view, 1383 /* Check to see if we found the object that blocks view,
1298 * and make sure we have a below pointer for it so that 1384 * and make sure we have a below pointer for it so that
1299 * we can get inserted below this one, which requires we 1385 * we can get inserted below this one, which requires we
1300 * set top to the object below us. 1386 * set top to the object below us.
1301 */ 1387 */
1302 if (last && last->below && last != floor) 1388 if (last && last->below && last != floor)
1303 top = last->below; 1389 top = last->below;
1304 } 1390 }
1305 } /* If objects on this space */ 1391 } /* If objects on this space */
1306 1392
1307 if (flag & INS_MAP_LOAD)
1308 top = GET_MAP_TOP (op->map, op->x, op->y);
1309
1310 if (flag & INS_ABOVE_FLOOR_ONLY) 1393 if (flag & INS_ABOVE_FLOOR_ONLY)
1311 top = floor; 1394 top = floor;
1312 1395
1313 /* Top is the object that our object (op) is going to get inserted above. 1396 /* Top is the object that our object (op) is going to get inserted above.
1314 */ 1397 */
1315 1398
1316 /* First object on this space */ 1399 /* no top found, insert at bottom */
1317 if (!top) 1400 if (!top)
1318 { 1401 {
1319 op->above = GET_MAP_OB (op->map, op->x, op->y);
1320
1321 if (op->above)
1322 op->above->below = op;
1323
1324 op->below = 0; 1402 op->below = 0;
1403 op->above = ms.bot;
1325 op->ms ().bot = op; 1404 ms.bot = op;
1405
1406 *(op->above ? &op->above->below : &ms.top) = op;
1326 } 1407 }
1327 else 1408 else
1328 { /* get inserted into the stack above top */ 1409 { /* get inserted into the stack above top */
1329 op->above = top->above; 1410 op->above = top->above;
1330
1331 if (op->above)
1332 op->above->below = op; 1411 top->above = op;
1333 1412
1334 op->below = top; 1413 op->below = top;
1335 top->above = op; 1414 *(op->above ? &op->above->below : &ms.top) = op;
1336 } 1415 }
1337
1338 if (!op->above)
1339 op->ms ().top = op;
1340 } /* else not INS_BELOW_ORIGINATOR */ 1416 } /* else not INS_BELOW_ORIGINATOR */
1341 1417
1342 if (op->type == PLAYER) 1418 if (op->type == PLAYER)
1343 { 1419 {
1344 op->contr->do_los = 1; 1420 op->contr->do_los = 1;
1346 op->map->touch (); 1422 op->map->touch ();
1347 } 1423 }
1348 1424
1349 op->map->dirty = true; 1425 op->map->dirty = true;
1350 1426
1351 /* If we have a floor, we know the player, if any, will be above
1352 * it, so save a few ticks and start from there.
1353 */
1354 if (!(flag & INS_MAP_LOAD))
1355 if (object *pl = op->ms ().player ()) 1427 if (object *pl = ms.player ())
1428 //TODO: the floorbox prev/next might need updating
1429 //esrv_send_item (pl, op);
1430 //TODO: update floorbox to preserve ordering
1356 if (pl->contr->ns) 1431 if (pl->contr->ns)
1357 pl->contr->ns->floorbox_update (); 1432 pl->contr->ns->floorbox_update ();
1358 1433
1359 /* If this object glows, it may affect lighting conditions that are 1434 /* If this object glows, it may affect lighting conditions that are
1360 * visible to others on this map. But update_all_los is really 1435 * visible to others on this map. But update_all_los is really
1361 * an inefficient way to do this, as it means los for all players 1436 * an inefficient way to do this, as it means los for all players
1362 * on the map will get recalculated. The players could very well 1437 * on the map will get recalculated. The players could very well
1381 * blocked() and wall() work properly), and these flags are updated by 1456 * blocked() and wall() work properly), and these flags are updated by
1382 * update_object(). 1457 * update_object().
1383 */ 1458 */
1384 1459
1385 /* if this is not the head or flag has been passed, don't check walk on status */ 1460 /* if this is not the head or flag has been passed, don't check walk on status */
1386 if (!(flag & INS_NO_WALK_ON) && !op->head) 1461 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1387 { 1462 {
1388 if (check_move_on (op, originator)) 1463 if (check_move_on (op, originator))
1389 return 0; 1464 return 0;
1390 1465
1391 /* If we are a multi part object, lets work our way through the check 1466 /* If we are a multi part object, lets work our way through the check
1392 * walk on's. 1467 * walk on's.
1393 */ 1468 */
1394 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1469 for (object *tmp = op->more; tmp; tmp = tmp->more)
1395 if (check_move_on (tmp, originator)) 1470 if (check_move_on (tmp, originator))
1396 return 0; 1471 return 0;
1397 } 1472 }
1398 1473
1399 return op; 1474 return op;
1404 * op is the object to insert it under: supplies x and the map. 1479 * op is the object to insert it under: supplies x and the map.
1405 */ 1480 */
1406void 1481void
1407replace_insert_ob_in_map (const char *arch_string, object *op) 1482replace_insert_ob_in_map (const char *arch_string, object *op)
1408{ 1483{
1409 object *tmp, *tmp1;
1410
1411 /* first search for itself and remove any old instances */ 1484 /* first search for itself and remove any old instances */
1412 1485
1413 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1486 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1414 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1487 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1415 tmp->destroy (); 1488 tmp->destroy (1);
1416 1489
1417 tmp1 = arch_to_object (archetype::find (arch_string)); 1490 object *tmp = arch_to_object (archetype::find (arch_string));
1418 1491
1419 tmp1->x = op->x; 1492 tmp->x = op->x;
1420 tmp1->y = op->y; 1493 tmp->y = op->y;
1494
1421 insert_ob_in_map (tmp1, op->map, op, 0); 1495 insert_ob_in_map (tmp, op->map, op, 0);
1422} 1496}
1423 1497
1424object * 1498object *
1425object::insert_at (object *where, object *originator, int flags) 1499object::insert_at (object *where, object *originator, int flags)
1426{ 1500{
1501 if (where->env)
1502 return where->env->insert (this);
1503 else
1427 where->map->insert (this, where->x, where->y, originator, flags); 1504 return where->map->insert (this, where->x, where->y, originator, flags);
1428} 1505}
1429 1506
1430/* 1507/*
1431 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1432 * is returned contains nr objects, and the remaining parts contains
1433 * the rest (or is removed and freed if that number is 0).
1434 * On failure, NULL is returned, and the reason put into the
1435 * global static errmsg array.
1436 */
1437object *
1438get_split_ob (object *orig_ob, uint32 nr)
1439{
1440 object *newob;
1441 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1442
1443 if (orig_ob->nrof < nr)
1444 {
1445 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1446 return NULL;
1447 }
1448
1449 newob = object_create_clone (orig_ob);
1450
1451 if ((orig_ob->nrof -= nr) < 1)
1452 orig_ob->destroy (1);
1453 else if (!is_removed)
1454 {
1455 if (orig_ob->env != NULL)
1456 sub_weight (orig_ob->env, orig_ob->weight * nr);
1457 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1458 {
1459 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1460 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1461 return NULL;
1462 }
1463 }
1464
1465 newob->nrof = nr;
1466
1467 return newob;
1468}
1469
1470/*
1471 * decrease_ob_nr(object, number) decreases a specified number from 1508 * decrease(object, number) decreases a specified number from
1472 * the amount of an object. If the amount reaches 0, the object 1509 * the amount of an object. If the amount reaches 0, the object
1473 * is subsequently removed and freed. 1510 * is subsequently removed and freed.
1474 * 1511 *
1475 * Return value: 'op' if something is left, NULL if the amount reached 0 1512 * Return value: 'op' if something is left, NULL if the amount reached 0
1476 */ 1513 */
1514bool
1515object::decrease (sint32 nr)
1516{
1517 if (!nr)
1518 return true;
1477 1519
1520 nr = min (nr, nrof);
1521
1522 nrof -= nr;
1523
1524 if (nrof)
1525 {
1526 adjust_weight (env, -weight * nr); // carrying == 0
1527
1528 if (object *pl = visible_to ())
1529 esrv_update_item (UPD_NROF, pl, this);
1530
1531 return true;
1532 }
1533 else
1534 {
1535 destroy (1);
1536 return false;
1537 }
1538}
1539
1540/*
1541 * split(ob,nr) splits up ob into two parts. The part which
1542 * is returned contains nr objects, and the remaining parts contains
1543 * the rest (or is removed and returned if that number is 0).
1544 * On failure, NULL is returned.
1545 */
1478object * 1546object *
1479decrease_ob_nr (object *op, uint32 i) 1547object::split (sint32 nr)
1480{ 1548{
1481 object *tmp; 1549 int have = number_of ();
1482 1550
1483 if (i == 0) /* objects with op->nrof require this check */ 1551 if (have < nr)
1484 return op; 1552 return 0;
1485 1553 else if (have == nr)
1486 if (i > op->nrof)
1487 i = op->nrof;
1488
1489 if (QUERY_FLAG (op, FLAG_REMOVED))
1490 op->nrof -= i;
1491 else if (op->env)
1492 { 1554 {
1493 /* is this object in the players inventory, or sub container
1494 * therein?
1495 */
1496 tmp = op->in_player ();
1497 /* nope. Is this a container the player has opened?
1498 * If so, set tmp to that player.
1499 * IMO, searching through all the players will mostly
1500 * likely be quicker than following op->env to the map,
1501 * and then searching the map for a player.
1502 */
1503 if (!tmp)
1504 for_all_players (pl)
1505 if (pl->ob->container == op->env)
1506 {
1507 tmp = pl->ob;
1508 break;
1509 }
1510
1511 if (i < op->nrof)
1512 {
1513 sub_weight (op->env, op->weight * i);
1514 op->nrof -= i;
1515 if (tmp)
1516 esrv_send_item (tmp, op);
1517 }
1518 else
1519 {
1520 op->remove (); 1555 remove ();
1521 op->nrof = 0; 1556 return this;
1522 if (tmp)
1523 esrv_del_item (tmp->contr, op->count);
1524 }
1525 } 1557 }
1526 else 1558 else
1527 { 1559 {
1528 object *above = op->above; 1560 decrease (nr);
1529 1561
1530 if (i < op->nrof) 1562 object *op = deep_clone ();
1531 op->nrof -= i; 1563 op->nrof = nr;
1532 else
1533 {
1534 op->remove ();
1535 op->nrof = 0;
1536 }
1537
1538 /* Since we just removed op, op->above is null */
1539 for (tmp = above; tmp; tmp = tmp->above)
1540 if (tmp->type == PLAYER)
1541 {
1542 if (op->nrof)
1543 esrv_send_item (tmp, op);
1544 else
1545 esrv_del_item (tmp->contr, op->count);
1546 }
1547 }
1548
1549 if (op->nrof)
1550 return op; 1564 return op;
1551 else
1552 {
1553 op->destroy ();
1554 return 0;
1555 }
1556}
1557
1558/*
1559 * add_weight(object, weight) adds the specified weight to an object,
1560 * and also updates how much the environment(s) is/are carrying.
1561 */
1562
1563void
1564add_weight (object *op, signed long weight)
1565{
1566 while (op != NULL)
1567 {
1568 if (op->type == CONTAINER)
1569 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1570
1571 op->carrying += weight;
1572 op = op->env;
1573 } 1565 }
1574} 1566}
1575 1567
1576object * 1568object *
1577insert_ob_in_ob (object *op, object *where) 1569insert_ob_in_ob (object *op, object *where)
1582 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1574 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1583 free (dump); 1575 free (dump);
1584 return op; 1576 return op;
1585 } 1577 }
1586 1578
1587 if (where->head) 1579 if (where->head_ () != where)
1588 { 1580 {
1589 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1581 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1590 where = where->head; 1582 where = where->head;
1591 } 1583 }
1592 1584
1593 return where->insert (op); 1585 return where->insert (op);
1594} 1586}
1599 * inside the object environment. 1591 * inside the object environment.
1600 * 1592 *
1601 * The function returns now pointer to inserted item, and return value can 1593 * The function returns now pointer to inserted item, and return value can
1602 * be != op, if items are merged. -Tero 1594 * be != op, if items are merged. -Tero
1603 */ 1595 */
1604
1605object * 1596object *
1606object::insert (object *op) 1597object::insert (object *op)
1607{ 1598{
1608 object *tmp, *otmp;
1609
1610 if (!QUERY_FLAG (op, FLAG_REMOVED))
1611 op->remove ();
1612
1613 if (op->more) 1599 if (op->more)
1614 { 1600 {
1615 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1601 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1616 return op; 1602 return op;
1617 } 1603 }
1618 1604
1619 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1605 op->remove ();
1620 CLEAR_FLAG (op, FLAG_REMOVED); 1606
1607 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1608
1621 if (op->nrof) 1609 if (op->nrof)
1622 {
1623 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1610 for (object *tmp = inv; tmp; tmp = tmp->below)
1624 if (object::can_merge (tmp, op)) 1611 if (object::can_merge (tmp, op))
1625 { 1612 {
1626 /* return the original object and remove inserted object 1613 /* return the original object and remove inserted object
1627 (client needs the original object) */ 1614 (client needs the original object) */
1628 tmp->nrof += op->nrof; 1615 tmp->nrof += op->nrof;
1629 /* Weight handling gets pretty funky. Since we are adding to 1616
1630 * tmp->nrof, we need to increase the weight. 1617 if (object *pl = tmp->visible_to ())
1631 */ 1618 esrv_update_item (UPD_NROF, pl, tmp);
1619
1632 add_weight (this, op->weight * op->nrof); 1620 adjust_weight (this, op->total_weight ());
1633 SET_FLAG (op, FLAG_REMOVED); 1621
1634 op->destroy (); /* free the inserted object */ 1622 op->destroy (1);
1635 op = tmp; 1623 op = tmp;
1636 op->remove (); /* and fix old object's links */ 1624 goto inserted;
1637 CLEAR_FLAG (op, FLAG_REMOVED);
1638 break;
1639 } 1625 }
1640 1626
1641 /* I assume combined objects have no inventory 1627 op->owner = 0; // it's his/hers now. period.
1642 * We add the weight - this object could have just been removed
1643 * (if it was possible to merge). calling remove_ob will subtract
1644 * the weight, so we need to add it in again, since we actually do
1645 * the linking below
1646 */
1647 add_weight (this, op->weight * op->nrof);
1648 }
1649 else
1650 add_weight (this, (op->weight + op->carrying));
1651
1652 otmp = this->in_player ();
1653 if (otmp && otmp->contr)
1654 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1655 otmp->update_stats ();
1656
1657 op->map = 0; 1628 op->map = 0;
1658 op->env = this; 1629 op->x = 0;
1630 op->y = 0;
1631
1659 op->above = 0; 1632 op->above = 0;
1660 op->below = 0; 1633 op->below = inv;
1661 op->x = 0, op->y = 0; 1634 op->env = this;
1662 1635
1636 if (inv)
1637 inv->above = op;
1638
1639 inv = op;
1640
1641 op->flag [FLAG_REMOVED] = 0;
1642
1643 if (object *pl = op->visible_to ())
1644 esrv_send_item (pl, op);
1645
1646 adjust_weight (this, op->total_weight ());
1647
1648inserted:
1663 /* reset the light list and los of the players on the map */ 1649 /* reset the light list and los of the players on the map */
1664 if ((op->glow_radius != 0) && map) 1650 if (op->glow_radius && map && map->darkness)
1665 {
1666#ifdef DEBUG_LIGHTS
1667 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1668#endif /* DEBUG_LIGHTS */
1669 if (map->darkness)
1670 update_all_los (map, x, y); 1651 update_all_los (map, x, y);
1671 }
1672 1652
1673 /* Client has no idea of ordering so lets not bother ordering it here. 1653 // if this is a player's inventory, update stats
1674 * It sure simplifies this function... 1654 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1675 */ 1655 update_stats ();
1676 if (!inv)
1677 inv = op;
1678 else
1679 {
1680 op->below = inv;
1681 op->below->above = op;
1682 inv = op;
1683 }
1684 1656
1685 INVOKE_OBJECT (INSERT, this); 1657 INVOKE_OBJECT (INSERT, this);
1686 1658
1687 return op; 1659 return op;
1688} 1660}
1769 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1741 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1770 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1742 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1771 { 1743 {
1772 1744
1773 float 1745 float
1774 diff = tmp->move_slow_penalty * FABS (op->speed); 1746 diff = tmp->move_slow_penalty * fabs (op->speed);
1775 1747
1776 if (op->type == PLAYER) 1748 if (op->type == PLAYER)
1777 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1749 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1778 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1750 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1779 diff /= 4.0; 1751 diff /= 4.0;
1816 LOG (llevError, "Present_arch called outside map.\n"); 1788 LOG (llevError, "Present_arch called outside map.\n");
1817 return NULL; 1789 return NULL;
1818 } 1790 }
1819 1791
1820 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1792 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1821 if (tmp->arch == at) 1793 if (tmp->arch->archname == at->archname)
1822 return tmp; 1794 return tmp;
1823 1795
1824 return NULL; 1796 return NULL;
1825} 1797}
1826 1798
1890 * The first matching object is returned, or NULL if none. 1862 * The first matching object is returned, or NULL if none.
1891 */ 1863 */
1892object * 1864object *
1893present_arch_in_ob (const archetype *at, const object *op) 1865present_arch_in_ob (const archetype *at, const object *op)
1894{ 1866{
1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1867 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1896 if (tmp->arch == at) 1868 if (tmp->arch->archname == at->archname)
1897 return tmp; 1869 return tmp;
1898 1870
1899 return NULL; 1871 return NULL;
1900} 1872}
1901 1873
1903 * activate recursively a flag on an object inventory 1875 * activate recursively a flag on an object inventory
1904 */ 1876 */
1905void 1877void
1906flag_inv (object *op, int flag) 1878flag_inv (object *op, int flag)
1907{ 1879{
1908 if (op->inv)
1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1910 { 1881 {
1911 SET_FLAG (tmp, flag); 1882 SET_FLAG (tmp, flag);
1912 flag_inv (tmp, flag); 1883 flag_inv (tmp, flag);
1913 } 1884 }
1914} 1885}
1915 1886
1916/* 1887/*
1917 * deactivate recursively a flag on an object inventory 1888 * deactivate recursively a flag on an object inventory
1918 */ 1889 */
1919void 1890void
1920unflag_inv (object *op, int flag) 1891unflag_inv (object *op, int flag)
1921{ 1892{
1922 if (op->inv)
1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1893 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1924 { 1894 {
1925 CLEAR_FLAG (tmp, flag); 1895 CLEAR_FLAG (tmp, flag);
1926 unflag_inv (tmp, flag); 1896 unflag_inv (tmp, flag);
1927 } 1897 }
1928}
1929
1930/*
1931 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1932 * all it's inventory (recursively).
1933 * If checksums are used, a player will get set_cheat called for
1934 * him/her-self and all object carried by a call to this function.
1935 */
1936void
1937set_cheat (object *op)
1938{
1939 SET_FLAG (op, FLAG_WAS_WIZ);
1940 flag_inv (op, FLAG_WAS_WIZ);
1941} 1898}
1942 1899
1943/* 1900/*
1944 * find_free_spot(object, map, x, y, start, stop) will search for 1901 * find_free_spot(object, map, x, y, start, stop) will search for
1945 * a spot at the given map and coordinates which will be able to contain 1902 * a spot at the given map and coordinates which will be able to contain
1947 * to search (see the freearr_x/y[] definition). 1904 * to search (see the freearr_x/y[] definition).
1948 * It returns a random choice among the alternatives found. 1905 * It returns a random choice among the alternatives found.
1949 * start and stop are where to start relative to the free_arr array (1,9 1906 * start and stop are where to start relative to the free_arr array (1,9
1950 * does all 4 immediate directions). This returns the index into the 1907 * does all 4 immediate directions). This returns the index into the
1951 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1908 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1952 * Note - this only checks to see if there is space for the head of the
1953 * object - if it is a multispace object, this should be called for all
1954 * pieces.
1955 * Note2: This function does correctly handle tiled maps, but does not 1909 * Note: This function does correctly handle tiled maps, but does not
1956 * inform the caller. However, insert_ob_in_map will update as 1910 * inform the caller. However, insert_ob_in_map will update as
1957 * necessary, so the caller shouldn't need to do any special work. 1911 * necessary, so the caller shouldn't need to do any special work.
1958 * Note - updated to take an object instead of archetype - this is necessary 1912 * Note - updated to take an object instead of archetype - this is necessary
1959 * because arch_blocked (now ob_blocked) needs to know the movement type 1913 * because arch_blocked (now ob_blocked) needs to know the movement type
1960 * to know if the space in question will block the object. We can't use 1914 * to know if the space in question will block the object. We can't use
1962 * customized, changed states, etc. 1916 * customized, changed states, etc.
1963 */ 1917 */
1964int 1918int
1965find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1919find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1966{ 1920{
1921 int altern[SIZEOFFREE];
1967 int index = 0, flag; 1922 int index = 0, flag;
1968 int altern[SIZEOFFREE];
1969 1923
1970 for (int i = start; i < stop; i++) 1924 for (int i = start; i < stop; i++)
1971 { 1925 {
1972 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1926 mapxy pos (m, x, y); pos.move (i);
1973 if (!flag) 1927
1928 if (!pos.normalise ())
1929 continue;
1930
1931 mapspace &ms = *pos;
1932
1933 if (ms.flags () & P_IS_ALIVE)
1934 continue;
1935
1936 /* However, often
1937 * ob doesn't have any move type (when used to place exits)
1938 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1939 */
1940 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1941 {
1974 altern [index++] = i; 1942 altern [index++] = i;
1943 continue;
1944 }
1975 1945
1976 /* Basically, if we find a wall on a space, we cut down the search size. 1946 /* Basically, if we find a wall on a space, we cut down the search size.
1977 * In this way, we won't return spaces that are on another side of a wall. 1947 * In this way, we won't return spaces that are on another side of a wall.
1978 * This mostly work, but it cuts down the search size in all directions - 1948 * This mostly work, but it cuts down the search size in all directions -
1979 * if the space being examined only has a wall to the north and empty 1949 * if the space being examined only has a wall to the north and empty
1980 * spaces in all the other directions, this will reduce the search space 1950 * spaces in all the other directions, this will reduce the search space
1981 * to only the spaces immediately surrounding the target area, and 1951 * to only the spaces immediately surrounding the target area, and
1982 * won't look 2 spaces south of the target space. 1952 * won't look 2 spaces south of the target space.
1983 */ 1953 */
1984 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1954 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1955 {
1985 stop = maxfree[i]; 1956 stop = maxfree[i];
1957 continue;
1958 }
1959
1960 /* Note it is intentional that we check ob - the movement type of the
1961 * head of the object should correspond for the entire object.
1962 */
1963 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1964 continue;
1965
1966 if (ob->blocked (m, pos.x, pos.y))
1967 continue;
1968
1969 altern [index++] = i;
1986 } 1970 }
1987 1971
1988 if (!index) 1972 if (!index)
1989 return -1; 1973 return -1;
1990 1974
1991 return altern[RANDOM () % index]; 1975 return altern [rndm (index)];
1992} 1976}
1993 1977
1994/* 1978/*
1995 * find_first_free_spot(archetype, maptile, x, y) works like 1979 * find_first_free_spot(archetype, maptile, x, y) works like
1996 * find_free_spot(), but it will search max number of squares. 1980 * find_free_spot(), but it will search max number of squares.
1999 */ 1983 */
2000int 1984int
2001find_first_free_spot (const object *ob, maptile *m, int x, int y) 1985find_first_free_spot (const object *ob, maptile *m, int x, int y)
2002{ 1986{
2003 for (int i = 0; i < SIZEOFFREE; i++) 1987 for (int i = 0; i < SIZEOFFREE; i++)
2004 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1988 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2005 return i; 1989 return i;
2006 1990
2007 return -1; 1991 return -1;
2008} 1992}
2009 1993
2017{ 2001{
2018 arr += begin; 2002 arr += begin;
2019 end -= begin; 2003 end -= begin;
2020 2004
2021 while (--end) 2005 while (--end)
2022 swap (arr [end], arr [RANDOM () % (end + 1)]); 2006 swap (arr [end], arr [rndm (end + 1)]);
2023} 2007}
2024 2008
2025/* new function to make monster searching more efficient, and effective! 2009/* new function to make monster searching more efficient, and effective!
2026 * This basically returns a randomized array (in the passed pointer) of 2010 * This basically returns a randomized array (in the passed pointer) of
2027 * the spaces to find monsters. In this way, it won't always look for 2011 * the spaces to find monsters. In this way, it won't always look for
2063 object *tmp; 2047 object *tmp;
2064 maptile *mp; 2048 maptile *mp;
2065 2049
2066 MoveType blocked, move_type; 2050 MoveType blocked, move_type;
2067 2051
2068 if (exclude && exclude->head) 2052 if (exclude && exclude->head_ () != exclude)
2069 { 2053 {
2070 exclude = exclude->head; 2054 exclude = exclude->head;
2071 move_type = exclude->move_type; 2055 move_type = exclude->move_type;
2072 } 2056 }
2073 else 2057 else
2096 max = maxfree[i]; 2080 max = maxfree[i];
2097 else if (mflags & P_IS_ALIVE) 2081 else if (mflags & P_IS_ALIVE)
2098 { 2082 {
2099 for (tmp = ms.bot; tmp; tmp = tmp->above) 2083 for (tmp = ms.bot; tmp; tmp = tmp->above)
2100 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2084 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2101 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2085 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2102 break; 2086 break;
2103 2087
2104 if (tmp) 2088 if (tmp)
2105 return freedir[i]; 2089 return freedir[i];
2106 } 2090 }
2161 2145
2162 return 3; 2146 return 3;
2163} 2147}
2164 2148
2165/* 2149/*
2166 * absdir(int): Returns a number between 1 and 8, which represent
2167 * the "absolute" direction of a number (it actually takes care of
2168 * "overflow" in previous calculations of a direction).
2169 */
2170
2171int
2172absdir (int d)
2173{
2174 while (d < 1)
2175 d += 8;
2176
2177 while (d > 8)
2178 d -= 8;
2179
2180 return d;
2181}
2182
2183/*
2184 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2150 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2185 * between two directions (which are expected to be absolute (see absdir()) 2151 * between two directions (which are expected to be absolute (see absdir())
2186 */ 2152 */
2187
2188int 2153int
2189dirdiff (int dir1, int dir2) 2154dirdiff (int dir1, int dir2)
2190{ 2155{
2191 int d; 2156 int d;
2192 2157
2305 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2270 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2306 * core dumps if they do. 2271 * core dumps if they do.
2307 * 2272 *
2308 * Add a check so we can't pick up invisible objects (0.93.8) 2273 * Add a check so we can't pick up invisible objects (0.93.8)
2309 */ 2274 */
2310
2311int 2275int
2312can_pick (const object *who, const object *item) 2276can_pick (const object *who, const object *item)
2313{ 2277{
2314 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2278 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2315 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2279 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2318 2282
2319/* 2283/*
2320 * create clone from object to another 2284 * create clone from object to another
2321 */ 2285 */
2322object * 2286object *
2323object_create_clone (object *asrc) 2287object::deep_clone ()
2324{ 2288{
2325 object *dst = 0, *tmp, *src, *part, *prev, *item; 2289 assert (("deep_clone called on non-head object", is_head ()));
2326 2290
2327 if (!asrc) 2291 object *dst = clone ();
2328 return 0;
2329 2292
2330 src = asrc; 2293 object *prev = dst;
2331 if (src->head)
2332 src = src->head;
2333
2334 prev = 0;
2335 for (part = src; part; part = part->more) 2294 for (object *part = this->more; part; part = part->more)
2336 { 2295 {
2337 tmp = part->clone (); 2296 object *tmp = part->clone ();
2338 tmp->x -= src->x;
2339 tmp->y -= src->y;
2340
2341 if (!part->head)
2342 {
2343 dst = tmp;
2344 tmp->head = 0;
2345 }
2346 else
2347 tmp->head = dst; 2297 tmp->head = dst;
2348
2349 tmp->more = 0;
2350
2351 if (prev)
2352 prev->more = tmp; 2298 prev->more = tmp;
2353
2354 prev = tmp; 2299 prev = tmp;
2355 } 2300 }
2356 2301
2357 for (item = src->inv; item; item = item->below) 2302 for (object *item = inv; item; item = item->below)
2358 insert_ob_in_ob (object_create_clone (item), dst); 2303 insert_ob_in_ob (item->deep_clone (), dst);
2359 2304
2360 return dst; 2305 return dst;
2361}
2362
2363/* GROS - Creates an object using a string representing its content. */
2364/* Basically, we save the content of the string to a temp file, then call */
2365/* load_object on it. I admit it is a highly inefficient way to make things, */
2366/* but it was simple to make and allows reusing the load_object function. */
2367/* Remember not to use load_object_str in a time-critical situation. */
2368/* Also remember that multiparts objects are not supported for now. */
2369object *
2370load_object_str (const char *obstr)
2371{
2372 object *op;
2373 char filename[MAX_BUF];
2374
2375 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2376
2377 FILE *tempfile = fopen (filename, "w");
2378
2379 if (tempfile == NULL)
2380 {
2381 LOG (llevError, "Error - Unable to access load object temp file\n");
2382 return NULL;
2383 }
2384
2385 fprintf (tempfile, obstr);
2386 fclose (tempfile);
2387
2388 op = object::create ();
2389
2390 object_thawer thawer (filename);
2391
2392 if (thawer)
2393 load_object (thawer, op, 0);
2394
2395 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2396 CLEAR_FLAG (op, FLAG_REMOVED);
2397
2398 return op;
2399} 2306}
2400 2307
2401/* This returns the first object in who's inventory that 2308/* This returns the first object in who's inventory that
2402 * has the same type and subtype match. 2309 * has the same type and subtype match.
2403 * returns NULL if no match. 2310 * returns NULL if no match.
2410 return tmp; 2317 return tmp;
2411 2318
2412 return 0; 2319 return 0;
2413} 2320}
2414 2321
2415/* If ob has a field named key, return the link from the list, 2322const shstr &
2416 * otherwise return NULL. 2323object::kv_get (const shstr &key) const
2417 *
2418 * key must be a passed in shared string - otherwise, this won't
2419 * do the desired thing.
2420 */
2421key_value *
2422get_ob_key_link (const object *ob, const char *key)
2423{ 2324{
2424 for (key_value *link = ob->key_values; link; link = link->next) 2325 for (key_value *kv = key_values; kv; kv = kv->next)
2425 if (link->key == key) 2326 if (kv->key == key)
2426 return link;
2427
2428 return 0;
2429}
2430
2431/*
2432 * Returns the value of op has an extra_field for key, or NULL.
2433 *
2434 * The argument doesn't need to be a shared string.
2435 *
2436 * The returned string is shared.
2437 */
2438const char *
2439get_ob_key_value (const object *op, const char *const key)
2440{
2441 key_value *link;
2442 shstr_cmp canonical_key (key);
2443
2444 if (!canonical_key)
2445 {
2446 /* 1. There being a field named key on any object
2447 * implies there'd be a shared string to find.
2448 * 2. Since there isn't, no object has this field.
2449 * 3. Therefore, *this* object doesn't have this field.
2450 */
2451 return 0;
2452 }
2453
2454 /* This is copied from get_ob_key_link() above -
2455 * only 4 lines, and saves the function call overhead.
2456 */
2457 for (link = op->key_values; link; link = link->next)
2458 if (link->key == canonical_key)
2459 return link->value; 2327 return kv->value;
2460 2328
2461 return 0; 2329 return shstr_null;
2462} 2330}
2463 2331
2464 2332void
2465/* 2333object::kv_set (const shstr &key, const shstr &value)
2466 * Updates the canonical_key in op to value.
2467 *
2468 * canonical_key is a shared string (value doesn't have to be).
2469 *
2470 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2471 * keys.
2472 *
2473 * Returns TRUE on success.
2474 */
2475int
2476set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2477{ 2334{
2478 key_value *field = NULL, *last = NULL; 2335 for (key_value *kv = key_values; kv; kv = kv->next)
2479 2336 if (kv->key == key)
2480 for (field = op->key_values; field != NULL; field = field->next)
2481 {
2482 if (field->key != canonical_key)
2483 { 2337 {
2484 last = field; 2338 kv->value = value;
2485 continue; 2339 return;
2486 } 2340 }
2487 2341
2488 if (value) 2342 key_value *kv = new key_value;
2489 field->value = value; 2343
2490 else 2344 kv->next = key_values;
2345 kv->key = key;
2346 kv->value = value;
2347
2348 key_values = kv;
2349}
2350
2351void
2352object::kv_del (const shstr &key)
2353{
2354 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2355 if ((*kvp)->key == key)
2491 { 2356 {
2492 /* Basically, if the archetype has this key set, 2357 key_value *kv = *kvp;
2493 * we need to store the null value so when we save 2358 *kvp = (*kvp)->next;
2494 * it, we save the empty value so that when we load, 2359 delete kv;
2495 * we get this value back again. 2360 return;
2496 */
2497 if (get_ob_key_link (&op->arch->clone, canonical_key))
2498 field->value = 0;
2499 else
2500 {
2501 if (last)
2502 last->next = field->next;
2503 else
2504 op->key_values = field->next;
2505
2506 delete field;
2507 }
2508 } 2361 }
2509 return TRUE;
2510 }
2511 /* IF we get here, key doesn't exist */
2512
2513 /* No field, we'll have to add it. */
2514
2515 if (!add_key)
2516 return FALSE;
2517
2518 /* There isn't any good reason to store a null
2519 * value in the key/value list. If the archetype has
2520 * this key, then we should also have it, so shouldn't
2521 * be here. If user wants to store empty strings,
2522 * should pass in ""
2523 */
2524 if (value == NULL)
2525 return TRUE;
2526
2527 field = new key_value;
2528
2529 field->key = canonical_key;
2530 field->value = value;
2531 /* Usual prepend-addition. */
2532 field->next = op->key_values;
2533 op->key_values = field;
2534
2535 return TRUE;
2536}
2537
2538/*
2539 * Updates the key in op to value.
2540 *
2541 * If add_key is FALSE, this will only update existing keys,
2542 * and not add new ones.
2543 * In general, should be little reason FALSE is ever passed in for add_key
2544 *
2545 * Returns TRUE on success.
2546 */
2547int
2548set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2549{
2550 shstr key_ (key);
2551
2552 return set_ob_key_value_s (op, key_, value, add_key);
2553} 2362}
2554 2363
2555object::depth_iterator::depth_iterator (object *container) 2364object::depth_iterator::depth_iterator (object *container)
2556: iterator_base (container) 2365: iterator_base (container)
2557{ 2366{
2570 item = item->inv; 2379 item = item->inv;
2571 } 2380 }
2572 else 2381 else
2573 item = item->env; 2382 item = item->env;
2574} 2383}
2575
2576 2384
2577const char * 2385const char *
2578object::flag_desc (char *desc, int len) const 2386object::flag_desc (char *desc, int len) const
2579{ 2387{
2580 char *p = desc; 2388 char *p = desc;
2608{ 2416{
2609 char flagdesc[512]; 2417 char flagdesc[512];
2610 char info2[256 * 4]; 2418 char info2[256 * 4];
2611 char *p = info; 2419 char *p = info;
2612 2420
2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2421 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2614 count, uuid.seq, 2422 count,
2423 uuid.c_str (),
2615 &name, 2424 &name,
2616 title ? "\",title:" : "", 2425 title ? "\",title:\"" : "",
2617 title ? (const char *)title : "", 2426 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type); 2427 flag_desc (flagdesc, 512), type);
2619 2428
2620 if (env) 2429 if (!flag[FLAG_REMOVED] && env)
2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2430 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2622 2431
2623 if (map) 2432 if (map)
2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2433 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2625 2434
2627} 2436}
2628 2437
2629const char * 2438const char *
2630object::debug_desc () const 2439object::debug_desc () const
2631{ 2440{
2632 static char info[256 * 4]; 2441 static char info[3][256 * 4];
2442 static int info_idx;
2443
2633 return debug_desc (info); 2444 return debug_desc (info [++info_idx % 3]);
2634} 2445}
2635 2446
2447struct region *
2448object::region () const
2449{
2450 return map ? map->region (x, y)
2451 : region::default_region ();
2452}
2453
2454const materialtype_t *
2455object::dominant_material () const
2456{
2457 if (materialtype_t *mt = name_to_material (materialname))
2458 return mt;
2459
2460 return name_to_material (shstr_unknown);
2461}
2462
2463void
2464object::open_container (object *new_container)
2465{
2466 if (container == new_container)
2467 return;
2468
2469 object *old_container = container;
2470
2471 if (old_container)
2472 {
2473 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2474 return;
2475
2476#if 0
2477 // remove the "Close old_container" object.
2478 if (object *closer = old_container->inv)
2479 if (closer->type == CLOSE_CON)
2480 closer->destroy ();
2481#endif
2482
2483 // make sure the container is available
2484 esrv_send_item (this, old_container);
2485
2486 old_container->flag [FLAG_APPLIED] = false;
2487 container = 0;
2488
2489 // client needs item update to make it work, client bug requires this to be separate
2490 esrv_update_item (UPD_FLAGS, this, old_container);
2491
2492 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2493 play_sound (sound_find ("chest_close"));
2494 }
2495
2496 if (new_container)
2497 {
2498 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2499 return;
2500
2501 // TODO: this does not seem to serve any purpose anymore?
2502#if 0
2503 // insert the "Close Container" object.
2504 if (archetype *closer = new_container->other_arch)
2505 {
2506 object *closer = arch_to_object (new_container->other_arch);
2507 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2508 new_container->insert (closer);
2509 }
2510#endif
2511
2512 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2513
2514 // make sure the container is available, client bug requires this to be separate
2515 esrv_send_item (this, new_container);
2516
2517 new_container->flag [FLAG_APPLIED] = true;
2518 container = new_container;
2519
2520 // client needs flag change
2521 esrv_update_item (UPD_FLAGS, this, new_container);
2522 esrv_send_inventory (this, new_container);
2523 play_sound (sound_find ("chest_open"));
2524 }
2525// else if (!old_container->env && contr && contr->ns)
2526// contr->ns->floorbox_reset ();
2527}
2528
2529object *
2530object::force_find (const shstr name)
2531{
2532 /* cycle through his inventory to look for the MARK we want to
2533 * place
2534 */
2535 for (object *tmp = inv; tmp; tmp = tmp->below)
2536 if (tmp->type == FORCE && tmp->slaying == name)
2537 return splay (tmp);
2538
2539 return 0;
2540}
2541
2542void
2543object::force_add (const shstr name, int duration)
2544{
2545 if (object *force = force_find (name))
2546 force->destroy ();
2547
2548 object *force = get_archetype (FORCE_NAME);
2549
2550 force->slaying = name;
2551 force->stats.food = 1;
2552 force->speed_left = -1.f;
2553
2554 force->set_speed (duration ? 1.f / duration : 0.f);
2555 force->flag [FLAG_IS_USED_UP] = true;
2556 force->flag [FLAG_APPLIED] = true;
2557
2558 insert (force);
2559}
2560
2561void
2562object::play_sound (faceidx sound)
2563{
2564 if (!sound)
2565 return;
2566
2567 if (flag [FLAG_REMOVED])
2568 return;
2569
2570 if (env)
2571 {
2572 if (object *pl = in_player ())
2573 pl->contr->play_sound (sound);
2574 }
2575 else
2576 map->play_sound (sound, x, y);
2577}
2578

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