ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.115 by root, Mon Jan 15 01:39:42 2007 UTC vs.
Revision 1.248 by root, Mon Jul 14 23:47:06 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->archname != ob2->arch->archname
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
240 || ob1->animation_id != ob2->animation_id 221 || ob1->animation_id != ob2->animation_id
222 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
241 || ob1->client_type != ob2->client_type 223 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 224 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore 225 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 226 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 227 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 228 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 229 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 230 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 231 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 232 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 233 || ob1->move_slow_penalty != ob2->move_slow_penalty
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 236 return 0;
253 237
238 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED)
242 .any ())
243 return 0;
244
254 /* This is really a spellbook check - really, we should 245 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 246 * not merge objects with real inventories, as splitting them
247 * is hard.
256 */ 248 */
257 if (ob1->inv || ob2->inv) 249 if (ob1->inv || ob2->inv)
258 { 250 {
259 /* if one object has inventory but the other doesn't, not equiv */ 251 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 252 return 0; /* inventories differ in length */
261 return 0;
262 253
263 /* Now check to see if the two inventory objects could merge */ 254 if (ob1->inv->below || ob2->inv->below)
255 return 0; /* more than one object in inv */
256
264 if (!object::can_merge (ob1->inv, ob2->inv)) 257 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 258 return 0; /* inventory objects differ */
266 259
267 /* inventory ok - still need to check rest of this object to see 260 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 261 * if it is valid.
269 */ 262 */
270 } 263 }
289 if (ob1->level != ob2->level) 282 if (ob1->level != ob2->level)
290 return 0; 283 return 0;
291 break; 284 break;
292 } 285 }
293 286
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 287 if (ob1->key_values || ob2->key_values)
295 { 288 {
296 /* At least one of these has key_values. */ 289 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 290 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 291 return 0; /* One has fields, but the other one doesn't. */
292
293 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 294 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 295 }
303 296
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 297 if (ob1->self || ob2->self)
306 { 298 {
307 ob1->optimise (); 299 ob1->optimise ();
308 ob2->optimise (); 300 ob2->optimise ();
309 301
310 if (ob1->self || ob2->self) 302 if (ob1->self || ob2->self)
303 {
304 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
305 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
306
307 if (k1 != k2)
311 return 0; 308 return 0;
309
310 if (k1 == 0)
311 return 1;
312
313 if (!cfperl_can_merge (ob1, ob2))
314 return 0;
315 }
312 } 316 }
313 317
314 /* Everything passes, must be OK. */ 318 /* Everything passes, must be OK. */
315 return 1; 319 return 1;
316} 320}
317 321
322// find player who can see this object
323object *
324object::visible_to () const
325{
326 if (client_visible () && !flag [FLAG_REMOVED])
327 {
328 // see if we are in a container of sorts
329 if (env)
330 {
331 // the player inventory itself is always visible
332 if (env->type == PLAYER)
333 return env;
334
335 // else a player could have our env open
336 object *envest = env->outer_env ();
337
338 // the player itself is always on a map, so we will find him here
339 // even if our inv is in a player.
340 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ())
342 if (pl->container == env)
343 return pl;
344 }
345 else
346 {
347 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ())
350 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
351 || this == pl->container)
352 return pl;
353 }
354 }
355
356 return 0;
357}
358
359// adjust weight per container type ("of holding")
360static sint32
361weight_adjust_for (object *op, sint32 weight)
362{
363 return op->type == CONTAINER
364 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
365 : weight;
366}
367
318/* 368/*
369 * adjust_weight(object, weight) adds the specified weight to an object,
370 * and also updates how much the environment(s) is/are carrying.
371 */
372static void
373adjust_weight (object *op, sint32 weight)
374{
375 while (op)
376 {
377 // adjust by actual difference to account for rounding errors
378 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
379 weight = weight_adjust_for (op, op->carrying)
380 - weight_adjust_for (op, op->carrying - weight);
381
382 if (!weight)
383 return;
384
385 op->carrying += weight;
386
387 if (object *pl = op->visible_to ())
388 if (pl != op) // player is handled lazily
389 esrv_update_item (UPD_WEIGHT, pl, op);
390
391 op = op->env;
392 }
393}
394
395/*
319 * sum_weight() is a recursive function which calculates the weight 396 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 397 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 398 * containers are carrying, and sums it up.
322 */ 399 */
323long 400void
324sum_weight (object *op) 401object::update_weight ()
325{ 402{
326 long sum; 403 sint32 sum = 0;
327 object *inv;
328 404
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 405 for (object *op = inv; op; op = op->below)
330 { 406 {
331 if (inv->inv) 407 if (op->inv)
332 sum_weight (inv); 408 op->update_weight ();
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 409
410 sum += op->total_weight ();
411 }
412
413 sum = weight_adjust_for (this, sum);
414
415 if (sum != carrying)
334 } 416 {
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; 417 carrying = sum;
341 418
342 return sum; 419 if (object *pl = visible_to ())
420 if (pl != this) // player is handled lazily
421 esrv_update_item (UPD_WEIGHT, pl, this);
422 }
343} 423}
344 424
345/** 425/*
346 * Return the outermost environment object for a given object. 426 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 427 */
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 * 428char *
364dump_object (object *op) 429dump_object (object *op)
365{ 430{
366 if (!op) 431 if (!op)
367 return strdup ("[NULLOBJ]"); 432 return strdup ("[NULLOBJ]");
368 433
369 object_freezer freezer; 434 object_freezer freezer;
370 save_object (freezer, op, 1); 435 op->write (freezer);
371 return freezer.as_string (); 436 return freezer.as_string ();
372} 437}
373 438
374/* 439/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 440 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 441 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 442 * If it's not a multi-object, it is returned.
378 */ 443 */
379
380object * 444object *
381get_nearest_part (object *op, const object *pl) 445get_nearest_part (object *op, const object *pl)
382{ 446{
383 object *tmp, *closest; 447 object *tmp, *closest;
384 int last_dist, i; 448 int last_dist, i;
385 449
386 if (op->more == NULL) 450 if (!op->more)
387 return op; 451 return op;
452
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 453 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
454 tmp;
455 tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist) 456 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i; 457 closest = tmp, last_dist = i;
458
391 return closest; 459 return closest;
392} 460}
393 461
394/* 462/*
395 * Returns the object which has the count-variable equal to the argument. 463 * Returns the object which has the count-variable equal to the argument.
464 * VERRRY slow.
396 */ 465 */
397object * 466object *
398find_object (tag_t i) 467find_object (tag_t i)
399{ 468{
400 for_all_objects (op) 469 for_all_objects (op)
411 */ 480 */
412object * 481object *
413find_object_name (const char *str) 482find_object_name (const char *str)
414{ 483{
415 shstr_cmp str_ (str); 484 shstr_cmp str_ (str);
416 object *op;
417 485
486 if (str_)
418 for_all_objects (op) 487 for_all_objects (op)
419 if (op->name == str_) 488 if (op->name == str_)
420 break; 489 return op;
421 490
422 return op; 491 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 492}
430 493
431/* 494/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 495 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 496 * skill and experience objects.
497 * ACTUALLY NO! investigate! TODO
434 */ 498 */
435void 499void
436object::set_owner (object *owner) 500object::set_owner (object *owner)
437{ 501{
502 // allow objects which own objects
438 if (!owner) 503 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 504 while (owner->owner)
449 owner = owner->owner; 505 owner = owner->owner;
506
507 if (flag [FLAG_FREED])
508 {
509 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
510 return;
511 }
450 512
451 this->owner = owner; 513 this->owner = owner;
514}
515
516int
517object::slottype () const
518{
519 if (type == SKILL)
520 {
521 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
522 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
523 }
524 else
525 {
526 if (slot [body_combat].info) return slot_combat;
527 if (slot [body_range ].info) return slot_ranged;
528 }
529
530 return slot_none;
531}
532
533bool
534object::change_weapon (object *ob)
535{
536 if (current_weapon == ob)
537 return true;
538
539 if (chosen_skill)
540 chosen_skill->flag [FLAG_APPLIED] = false;
541
542 current_weapon = ob;
543 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
544
545 if (chosen_skill)
546 chosen_skill->flag [FLAG_APPLIED] = true;
547
548 update_stats ();
549
550 if (ob)
551 {
552 // now check wether any body locations became invalid, in which case
553 // we cannot apply the weapon at the moment.
554 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
555 if (slot[i].used < 0)
556 {
557 current_weapon = chosen_skill = 0;
558 update_stats ();
559
560 new_draw_info_format (NDI_UNIQUE, 0, this,
561 "You try to balance all your items at once, "
562 "but the %s is just too much for your body. "
563 "[You need to unapply some items first.]", &ob->name);
564 return false;
565 }
566
567 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
568 }
569 else
570 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
571
572 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
573 {
574 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
575 &name, ob->debug_desc ());
576 return false;
577 }
578
579 return true;
452} 580}
453 581
454/* Zero the key_values on op, decrementing the shared-string 582/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 583 * refcounts and freeing the links.
456 */ 584 */
457static void 585static void
458free_key_values (object *op) 586free_key_values (object *op)
459{ 587{
460 for (key_value *i = op->key_values; i != 0;) 588 for (key_value *i = op->key_values; i; )
461 { 589 {
462 key_value *next = i->next; 590 key_value *next = i->next;
463 delete i; 591 delete i;
464 592
465 i = next; 593 i = next;
477 * will point at garbage. 605 * will point at garbage.
478 */ 606 */
479void 607void
480object::copy_to (object *dst) 608object::copy_to (object *dst)
481{ 609{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 610 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 611 *(object_copy *)dst = *this;
486 612 dst->flag [FLAG_REMOVED] = true;
487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 613
496 /* Copy over key_values, if any. */ 614 /* Copy over key_values, if any. */
497 if (key_values) 615 if (key_values)
498 { 616 {
499 key_value *tail = 0; 617 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 618 dst->key_values = 0;
503 619
504 for (i = key_values; i; i = i->next) 620 for (key_value *i = key_values; i; i = i->next)
505 { 621 {
506 key_value *new_link = new key_value; 622 key_value *new_link = new key_value;
507 623
508 new_link->next = 0; 624 new_link->next = 0;
509 new_link->key = i->key; 625 new_link->key = i->key;
510 new_link->value = i->value; 626 new_link->value = i->value;
511 627
512 /* Try and be clever here, too. */ 628 /* Try and be clever here, too. */
513 if (!dst->key_values) 629 if (!dst->key_values)
514 { 630 {
521 tail = new_link; 637 tail = new_link;
522 } 638 }
523 } 639 }
524 } 640 }
525 641
642 if (speed < 0)
643 dst->speed_left -= rndm ();
644
526 dst->set_speed (dst->speed); 645 dst->set_speed (dst->speed);
646}
647
648void
649object::instantiate ()
650{
651 if (!uuid.seq) // HACK
652 uuid = UUID::gen ();
653
654 speed_left = -0.1f;
655 /* copy the body_info to the body_used - this is only really
656 * need for monsters, but doesn't hurt to do it for everything.
657 * by doing so, when a monster is created, it has good starting
658 * values for the body_used info, so when items are created
659 * for it, they can be properly equipped.
660 */
661 for (int i = NUM_BODY_LOCATIONS; i--; )
662 slot[i].used = slot[i].info;
663
664 attachable::instantiate ();
527} 665}
528 666
529object * 667object *
530object::clone () 668object::clone ()
531{ 669{
532 object *neu = create (); 670 object *neu = create ();
533 copy_to (neu); 671 copy_to (neu);
672 neu->map = map; // not copied by copy_to
534 return neu; 673 return neu;
535} 674}
536 675
537/* 676/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
589 * UP_OBJ_FACE: only the objects face has changed. 728 * UP_OBJ_FACE: only the objects face has changed.
590 */ 729 */
591void 730void
592update_object (object *op, int action) 731update_object (object *op, int action)
593{ 732{
594 MoveType move_on, move_off, move_block, move_slow; 733 if (!op)
595
596 if (op == NULL)
597 { 734 {
598 /* this should never happen */ 735 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 736 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 737 return;
601 } 738 }
602 739
603 if (op->env) 740 if (!op->is_on_map ())
604 { 741 {
605 /* Animation is currently handled by client, so nothing 742 /* Animation is currently handled by client, so nothing
606 * to do in this case. 743 * to do in this case.
607 */ 744 */
608 return; 745 return;
609 } 746 }
610
611 /* If the map is saving, don't do anything as everything is
612 * going to get freed anyways.
613 */
614 if (!op->map || op->map->in_memory == MAP_SAVING)
615 return;
616 747
617 /* make sure the object is within map boundaries */ 748 /* make sure the object is within map boundaries */
618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 749 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 750 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 751 LOG (llevError, "update_object() called for object out of map!\n");
670 face = blank_face; 801 face = blank_face;
671} 802}
672 803
673object::~object () 804object::~object ()
674{ 805{
806 unlink ();
807
675 free_key_values (this); 808 free_key_values (this);
676} 809}
677 810
678static int object_count; 811static int object_count;
679 812
680void object::link () 813void object::link ()
681{ 814{
682 assert (!index);//D 815 assert (!index);//D
683 uuid = gen_uuid (); 816 uuid = UUID::gen ();
684 count = ++object_count; 817 count = ++object_count;
685 818
686 refcnt_inc (); 819 refcnt_inc ();
687 objects.insert (this); 820 objects.insert (this);
688} 821}
689 822
690void object::unlink () 823void object::unlink ()
691{ 824{
692 assert (index);//D 825 if (!index)
826 return;
827
693 objects.erase (this); 828 objects.erase (this);
694 refcnt_dec (); 829 refcnt_dec ();
695} 830}
696 831
697void 832void
759object::destroy_inv (bool drop_to_ground) 894object::destroy_inv (bool drop_to_ground)
760{ 895{
761 // need to check first, because the checks below might segfault 896 // need to check first, because the checks below might segfault
762 // as we might be on an invalid mapspace and crossfire code 897 // as we might be on an invalid mapspace and crossfire code
763 // is too buggy to ensure that the inventory is empty. 898 // is too buggy to ensure that the inventory is empty.
764 // corollary: if you create arrows etc. with stuff in tis inventory, 899 // corollary: if you create arrows etc. with stuff in its inventory,
765 // cf will crash below with off-map x and y 900 // cf will crash below with off-map x and y
766 if (!inv) 901 if (!inv)
767 return; 902 return;
768 903
769 /* Only if the space blocks everything do we not process - 904 /* Only if the space blocks everything do we not process -
770 * if some form of movement is allowed, let objects 905 * if some form of movement is allowed, let objects
771 * drop on that space. 906 * drop on that space.
772 */ 907 */
773 if (!drop_to_ground 908 if (!drop_to_ground
774 || !map 909 || !map
775 || map->in_memory != MAP_IN_MEMORY 910 || map->in_memory != MAP_ACTIVE
911 || map->no_drop
776 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
777 { 913 {
778 while (inv) 914 while (inv)
779 { 915 {
780 inv->destroy_inv (drop_to_ground); 916 inv->destroy_inv (false);
781 inv->destroy (); 917 inv->destroy ();
782 } 918 }
783 } 919 }
784 else 920 else
785 { /* Put objects in inventory onto this space */ 921 { /* Put objects in inventory onto this space */
791 || op->flag [FLAG_NO_DROP] 927 || op->flag [FLAG_NO_DROP]
792 || op->type == RUNE 928 || op->type == RUNE
793 || op->type == TRAP 929 || op->type == TRAP
794 || op->flag [FLAG_IS_A_TEMPLATE] 930 || op->flag [FLAG_IS_A_TEMPLATE]
795 || op->flag [FLAG_DESTROY_ON_DEATH]) 931 || op->flag [FLAG_DESTROY_ON_DEATH])
796 op->destroy (); 932 op->destroy (true);
797 else 933 else
798 map->insert (op, x, y); 934 map->insert (op, x, y);
799 } 935 }
800 } 936 }
801} 937}
805 object *op = new object; 941 object *op = new object;
806 op->link (); 942 op->link ();
807 return op; 943 return op;
808} 944}
809 945
946static struct freed_map : maptile
947{
948 freed_map ()
949 {
950 path = "<freed objects map>";
951 name = "/internal/freed_objects_map";
952 width = 3;
953 height = 3;
954 no_drop = 1;
955 no_reset = 1;
956
957 alloc ();
958 in_memory = MAP_ACTIVE;
959 }
960
961 ~freed_map ()
962 {
963 destroy ();
964 }
965} freed_map; // freed objects are moved here to avoid crashes
966
810void 967void
811object::do_destroy () 968object::do_destroy ()
812{ 969{
813 attachable::do_destroy ();
814
815 if (flag [FLAG_IS_LINKED]) 970 if (flag [FLAG_IS_LINKED])
816 remove_button_link (this); 971 remove_button_link (this);
817 972
818 if (flag [FLAG_FRIENDLY]) 973 if (flag [FLAG_FRIENDLY])
819 remove_friendly_object (this); 974 remove_friendly_object (this);
820 975
821 if (!flag [FLAG_REMOVED])
822 remove (); 976 remove ();
823 977
824 destroy_inv (true); 978 attachable::do_destroy ();
825 979
826 deactivate (); 980 deactivate ();
827 unlink (); 981 unlink ();
828 982
829 flag [FLAG_FREED] = 1; 983 flag [FLAG_FREED] = 1;
830 984
831 // hack to ensure that freed objects still have a valid map 985 // hack to ensure that freed objects still have a valid map
832 {
833 static maptile *freed_map; // freed objects are moved here to avoid crashes
834
835 if (!freed_map)
836 {
837 freed_map = new maptile;
838
839 freed_map->name = "/internal/freed_objects_map";
840 freed_map->width = 3;
841 freed_map->height = 3;
842
843 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY;
845 }
846
847 map = freed_map; 986 map = &freed_map;
848 x = 1; 987 x = 1;
849 y = 1; 988 y = 1;
850 }
851
852 head = 0;
853 989
854 if (more) 990 if (more)
855 { 991 {
856 more->destroy (); 992 more->destroy ();
857 more = 0; 993 more = 0;
858 } 994 }
859 995
996 head = 0;
997
860 // clear those pointers that likely might have circular references to us 998 // clear those pointers that likely might cause circular references
861 owner = 0; 999 owner = 0;
862 enemy = 0; 1000 enemy = 0;
863 attacked_by = 0; 1001 attacked_by = 0;
1002 current_weapon = 0;
864} 1003}
865 1004
866void 1005void
867object::destroy (bool destroy_inventory) 1006object::destroy (bool destroy_inventory)
868{ 1007{
869 if (destroyed ()) 1008 if (destroyed ())
870 return; 1009 return;
871 1010
1011 if (!is_head () && !head->destroyed ())
1012 {
1013 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1014 head->destroy (destroy_inventory);
1015 return;
1016 }
1017
872 if (destroy_inventory) 1018 destroy_inv (!destroy_inventory);
873 destroy_inv (false); 1019
1020 if (is_head ())
1021 if (sound_destroy)
1022 play_sound (sound_destroy);
1023 else if (flag [FLAG_MONSTER])
1024 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
874 1025
875 attachable::destroy (); 1026 attachable::destroy ();
876}
877
878/*
879 * sub_weight() recursively (outwards) subtracts a number from the
880 * weight of an object (and what is carried by it's environment(s)).
881 */
882void
883sub_weight (object *op, signed long weight)
884{
885 while (op != NULL)
886 {
887 if (op->type == CONTAINER)
888 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
889
890 op->carrying -= weight;
891 op = op->env;
892 }
893} 1027}
894 1028
895/* op->remove (): 1029/* op->remove ():
896 * This function removes the object op from the linked list of objects 1030 * This function removes the object op from the linked list of objects
897 * which it is currently tied to. When this function is done, the 1031 * which it is currently tied to. When this function is done, the
898 * object will have no environment. If the object previously had an 1032 * object will have no environment. If the object previously had an
899 * environment, the x and y coordinates will be updated to 1033 * environment, the x and y coordinates will be updated to
900 * the previous environment. 1034 * the previous environment.
901 * Beware: This function is called from the editor as well!
902 */ 1035 */
903void 1036void
904object::remove () 1037object::do_remove ()
905{ 1038{
906 object *tmp, *last = 0; 1039 object *tmp, *last = 0;
907 object *otmp; 1040 object *otmp;
908 1041
909 if (QUERY_FLAG (this, FLAG_REMOVED)) 1042 if (flag [FLAG_REMOVED])
910 return; 1043 return;
911 1044
912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this); 1045 INVOKE_OBJECT (REMOVE, this);
1046
1047 flag [FLAG_REMOVED] = true;
914 1048
915 if (more) 1049 if (more)
916 more->remove (); 1050 more->remove ();
917 1051
918 /* 1052 /*
919 * In this case, the object to be removed is in someones 1053 * In this case, the object to be removed is in someones
920 * inventory. 1054 * inventory.
921 */ 1055 */
922 if (env) 1056 if (env)
923 { 1057 {
924 if (nrof) 1058 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
925 sub_weight (env, weight * nrof); 1059 if (object *pl = visible_to ())
926 else 1060 esrv_del_item (pl->contr, count);
927 sub_weight (env, weight + carrying); 1061 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1062
1063 adjust_weight (env, -total_weight ());
1064
1065 /* we set up values so that it could be inserted into
1066 * the map, but we don't actually do that - it is up
1067 * to the caller to decide what we want to do.
1068 */
1069 map = env->map;
1070 x = env->x;
1071 y = env->y;
1072
1073 // make sure cmov optimisation is applicable
1074 *(above ? &above->below : &env->inv) = below;
1075 *(below ? &below->above : &above ) = above; // &above is just a dummy
1076
1077 above = 0;
1078 below = 0;
1079 env = 0;
928 1080
929 /* NO_FIX_PLAYER is set when a great many changes are being 1081 /* NO_FIX_PLAYER is set when a great many changes are being
930 * made to players inventory. If set, avoiding the call 1082 * made to players inventory. If set, avoiding the call
931 * to save cpu time. 1083 * to save cpu time.
932 */ 1084 */
933 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1085 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
934 otmp->update_stats (); 1086 otmp->update_stats ();
935
936 if (above)
937 above->below = below;
938 else
939 env->inv = below;
940
941 if (below)
942 below->above = above;
943
944 /* we set up values so that it could be inserted into
945 * the map, but we don't actually do that - it is up
946 * to the caller to decide what we want to do.
947 */
948 x = env->x, y = env->y;
949 map = env->map;
950 above = 0, below = 0;
951 env = 0;
952 } 1087 }
953 else if (map) 1088 else if (map)
954 { 1089 {
955 if (type == PLAYER) 1090 map->dirty = true;
1091 mapspace &ms = this->ms ();
1092
1093 if (object *pl = ms.player ())
956 { 1094 {
1095 if (type == PLAYER) // this == pl(!)
1096 {
1097 // leaving a spot always closes any open container on the ground
1098 if (container && !container->env)
1099 // this causes spurious floorbox updates, but it ensures
1100 // that the CLOSE event is being sent.
1101 close_container ();
1102
957 --map->players; 1103 --map->players;
958 map->touch (); 1104 map->touch ();
1105 }
1106 else if (pl->container == this)
1107 {
1108 // removing a container should close it
1109 close_container ();
1110 }
1111
1112 esrv_del_item (pl->contr, count);
959 } 1113 }
960 1114
961 map->dirty = true;
962
963 /* link the object above us */ 1115 /* link the object above us */
964 if (above) 1116 // re-link, make sure compiler can easily use cmove
965 above->below = below; 1117 *(above ? &above->below : &ms.top) = below;
966 else 1118 *(below ? &below->above : &ms.bot) = above;
967 map->at (x, y).top = below; /* we were top, set new top */
968
969 /* Relink the object below us, if there is one */
970 if (below)
971 below->above = above;
972 else
973 {
974 /* Nothing below, which means we need to relink map object for this space
975 * use translated coordinates in case some oddness with map tiling is
976 * evident
977 */
978 if (GET_MAP_OB (map, x, y) != this)
979 {
980 char *dump = dump_object (this);
981 LOG (llevError,
982 "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);
983 free (dump);
984 dump = dump_object (GET_MAP_OB (map, x, y));
985 LOG (llevError, "%s\n", dump);
986 free (dump);
987 }
988
989 map->at (x, y).bot = above; /* goes on above it. */
990 }
991 1119
992 above = 0; 1120 above = 0;
993 below = 0; 1121 below = 0;
994 1122
995 if (map->in_memory == MAP_SAVING) 1123 if (map->in_memory == MAP_SAVING)
996 return; 1124 return;
997 1125
998 int check_walk_off = !flag [FLAG_NO_APPLY]; 1126 int check_walk_off = !flag [FLAG_NO_APPLY];
999 1127
1128 if (object *pl = ms.player ())
1129 {
1130 if (pl->container == this)
1131 /* If a container that the player is currently using somehow gets
1132 * removed (most likely destroyed), update the player view
1133 * appropriately.
1134 */
1135 pl->close_container ();
1136
1137 //TODO: the floorbox prev/next might need updating
1138 //esrv_del_item (pl->contr, count);
1139 //TODO: update floorbox to preserve ordering
1140 if (pl->contr->ns)
1141 pl->contr->ns->floorbox_update ();
1142 }
1143
1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1144 for (tmp = ms.bot; tmp; tmp = tmp->above)
1001 { 1145 {
1002 /* No point updating the players look faces if he is the object 1146 /* No point updating the players look faces if he is the object
1003 * being removed. 1147 * being removed.
1004 */ 1148 */
1005
1006 if (tmp->type == PLAYER && tmp != this)
1007 {
1008 /* If a container that the player is currently using somehow gets
1009 * removed (most likely destroyed), update the player view
1010 * appropriately.
1011 */
1012 if (tmp->container == this)
1013 {
1014 flag [FLAG_APPLIED] = 0;
1015 tmp->container = 0;
1016 }
1017
1018 if (tmp->contr->ns)
1019 tmp->contr->ns->floorbox_update ();
1020 }
1021 1149
1022 /* See if object moving off should effect something */ 1150 /* See if object moving off should effect something */
1023 if (check_walk_off 1151 if (check_walk_off
1024 && ((move_type & tmp->move_off) 1152 && ((move_type & tmp->move_off)
1025 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1153 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1028 1156
1029 if (destroyed ()) 1157 if (destroyed ())
1030 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1158 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1031 } 1159 }
1032 1160
1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1035 if (tmp->above == tmp)
1036 tmp->above = 0;
1037
1038 last = tmp; 1161 last = tmp;
1039 } 1162 }
1040 1163
1041 /* last == NULL if there are no objects on this space */ 1164 /* last == NULL if there are no objects on this space */
1042 //TODO: this makes little sense, why only update the topmost object? 1165 //TODO: this makes little sense, why only update the topmost object?
1062merge_ob (object *op, object *top) 1185merge_ob (object *op, object *top)
1063{ 1186{
1064 if (!op->nrof) 1187 if (!op->nrof)
1065 return 0; 1188 return 0;
1066 1189
1067 if (top) 1190 if (!top)
1068 for (top = op; top && top->above; top = top->above) 1191 for (top = op; top && top->above; top = top->above)
1069 ; 1192 ;
1070 1193
1071 for (; top; top = top->below) 1194 for (; top; top = top->below)
1072 {
1073 if (top == op)
1074 continue;
1075
1076 if (object::can_merge (op, top)) 1195 if (object::can_merge (op, top))
1077 { 1196 {
1078 top->nrof += op->nrof; 1197 top->nrof += op->nrof;
1079 1198
1080/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1199 if (object *pl = top->visible_to ())
1081 op->weight = 0; /* Don't want any adjustements now */ 1200 esrv_update_item (UPD_NROF, pl, top);
1201
1202 op->weight = 0; // cancel the addition above
1203 op->carrying = 0; // must be 0 already
1204
1082 op->destroy (); 1205 op->destroy (1);
1206
1083 return top; 1207 return top;
1084 } 1208 }
1085 }
1086 1209
1087 return 0; 1210 return 0;
1088} 1211}
1089 1212
1213void
1214object::expand_tail ()
1215{
1216 if (more)
1217 return;
1218
1219 object *prev = this;
1220
1221 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1222 {
1223 object *op = arch_to_object (at);
1224
1225 op->name = name;
1226 op->name_pl = name_pl;
1227 op->title = title;
1228
1229 op->head = this;
1230 prev->more = op;
1231
1232 prev = op;
1233 }
1234}
1235
1090/* 1236/*
1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1237 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1092 * job preparing multi-part monsters 1238 * job preparing multi-part monsters.
1093 */ 1239 */
1094object * 1240object *
1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1241insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1096{ 1242{
1243 op->remove ();
1244
1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1245 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1098 { 1246 {
1099 tmp->x = x + tmp->arch->clone.x; 1247 tmp->x = x + tmp->arch->x;
1100 tmp->y = y + tmp->arch->clone.y; 1248 tmp->y = y + tmp->arch->y;
1101 } 1249 }
1102 1250
1103 return insert_ob_in_map (op, m, originator, flag); 1251 return insert_ob_in_map (op, m, originator, flag);
1104} 1252}
1105 1253
1124 * just 'op' otherwise 1272 * just 'op' otherwise
1125 */ 1273 */
1126object * 1274object *
1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1275insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1128{ 1276{
1129 object *tmp, *top, *floor = NULL; 1277 if (op->is_on_map ())
1130 sint16 x, y;
1131
1132 if (QUERY_FLAG (op, FLAG_FREED))
1133 {
1134 LOG (llevError, "Trying to insert freed object!\n");
1135 return NULL;
1136 } 1278 {
1137 1279 LOG (llevError, "insert_ob_in_map called for object already on map");
1138 if (!m)
1139 {
1140 char *dump = dump_object (op);
1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1142 free (dump);
1143 return op;
1144 }
1145
1146 if (out_of_map (m, op->x, op->y))
1147 {
1148 char *dump = dump_object (op);
1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1150#ifdef MANY_CORES
1151 /* Better to catch this here, as otherwise the next use of this object
1152 * is likely to cause a crash. Better to find out where it is getting
1153 * improperly inserted.
1154 */
1155 abort (); 1280 abort ();
1156#endif
1157 free (dump);
1158 return op;
1159 }
1160
1161 if (!QUERY_FLAG (op, FLAG_REMOVED))
1162 { 1281 }
1163 char *dump = dump_object (op);
1164 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1165 free (dump);
1166 return op;
1167 }
1168 1282
1169 if (op->more) 1283 if (op->env)
1170 {
1171 /* The part may be on a different map. */
1172
1173 object *more = op->more;
1174
1175 /* We really need the caller to normalise coordinates - if
1176 * we set the map, that doesn't work if the location is within
1177 * a map and this is straddling an edge. So only if coordinate
1178 * is clear wrong do we normalise it.
1179 */
1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1182 else if (!more->map)
1183 {
1184 /* For backwards compatibility - when not dealing with tiled maps,
1185 * more->map should always point to the parent.
1186 */
1187 more->map = m;
1188 }
1189
1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1191 {
1192 if (!op->head)
1193 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1194
1195 return 0;
1196 }
1197 } 1284 {
1285 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1286 op->remove ();
1287 }
1198 1288
1199 CLEAR_FLAG (op, FLAG_REMOVED); 1289 if (op->face && !face_info (op->face))//D TODO: remove soon
1290 {//D
1291 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1292 op->face = 1;//D
1293 }//D
1200 1294
1201 /* Ideally, the caller figures this out. However, it complicates a lot 1295 /* Ideally, the caller figures this out. However, it complicates a lot
1202 * of areas of callers (eg, anything that uses find_free_spot would now 1296 * of areas of callers (eg, anything that uses find_free_spot would now
1203 * need extra work 1297 * need extra work
1204 */ 1298 */
1205 op->map = get_map_from_coord (m, &op->x, &op->y); 1299 if (!xy_normalise (m, op->x, op->y))
1206 x = op->x; 1300 {
1207 y = op->y; 1301 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1302 return 0;
1303 }
1304
1305 if (object *more = op->more)
1306 if (!insert_ob_in_map (more, m, originator, flag))
1307 return 0;
1308
1309 CLEAR_FLAG (op, FLAG_REMOVED);
1310
1311 op->map = m;
1312 mapspace &ms = op->ms ();
1208 1313
1209 /* this has to be done after we translate the coordinates. 1314 /* this has to be done after we translate the coordinates.
1210 */ 1315 */
1211 if (op->nrof && !(flag & INS_NO_MERGE)) 1316 if (op->nrof && !(flag & INS_NO_MERGE))
1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1317 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1213 if (object::can_merge (op, tmp)) 1318 if (object::can_merge (op, tmp))
1214 { 1319 {
1320 // TODO: we actually want to update tmp, not op,
1321 // but some caller surely breaks when we return tmp
1322 // from here :/
1215 op->nrof += tmp->nrof; 1323 op->nrof += tmp->nrof;
1216 tmp->destroy (); 1324 tmp->destroy (1);
1217 } 1325 }
1218 1326
1219 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1327 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1220 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1328 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1221 1329
1228 { 1336 {
1229 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1337 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1230 abort (); 1338 abort ();
1231 } 1339 }
1232 1340
1341 if (!originator->is_on_map ())
1342 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1343 op->debug_desc (), originator->debug_desc ());
1344
1233 op->above = originator; 1345 op->above = originator;
1234 op->below = originator->below; 1346 op->below = originator->below;
1235
1236 if (op->below)
1237 op->below->above = op;
1238 else
1239 op->ms ().bot = op;
1240
1241 /* since *below* originator, no need to update top */
1242 originator->below = op; 1347 originator->below = op;
1348
1349 *(op->below ? &op->below->above : &ms.bot) = op;
1243 } 1350 }
1244 else 1351 else
1245 { 1352 {
1353 object *floor = 0;
1354 object *top = ms.top;
1355
1246 /* If there are other objects, then */ 1356 /* If there are other objects, then */
1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1357 if (top)
1248 { 1358 {
1249 object *last = 0;
1250
1251 /* 1359 /*
1252 * If there are multiple objects on this space, we do some trickier handling. 1360 * If there are multiple objects on this space, we do some trickier handling.
1253 * We've already dealt with merging if appropriate. 1361 * We've already dealt with merging if appropriate.
1254 * Generally, we want to put the new object on top. But if 1362 * Generally, we want to put the new object on top. But if
1255 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1363 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1258 * once we get to them. This reduces the need to traverse over all of 1366 * once we get to them. This reduces the need to traverse over all of
1259 * them when adding another one - this saves quite a bit of cpu time 1367 * them when adding another one - this saves quite a bit of cpu time
1260 * when lots of spells are cast in one area. Currently, it is presumed 1368 * when lots of spells are cast in one area. Currently, it is presumed
1261 * that flying non pickable objects are spell objects. 1369 * that flying non pickable objects are spell objects.
1262 */ 1370 */
1263 while (top) 1371 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1264 { 1372 {
1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1373 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1266 floor = top; 1374 floor = tmp;
1267 1375
1268 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1376 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1269 { 1377 {
1270 /* We insert above top, so we want this object below this */ 1378 /* We insert above top, so we want this object below this */
1271 top = top->below; 1379 top = tmp->below;
1272 break; 1380 break;
1273 } 1381 }
1274 1382
1275 last = top;
1276 top = top->above; 1383 top = tmp;
1277 } 1384 }
1278
1279 /* Don't want top to be NULL, so set it to the last valid object */
1280 top = last;
1281 1385
1282 /* We let update_position deal with figuring out what the space 1386 /* We let update_position deal with figuring out what the space
1283 * looks like instead of lots of conditions here. 1387 * looks like instead of lots of conditions here.
1284 * makes things faster, and effectively the same result. 1388 * makes things faster, and effectively the same result.
1285 */ 1389 */
1286 1390
1287 /* Have object 'fall below' other objects that block view. 1391 /* Have object 'fall below' other objects that block view.
1288 * Unless those objects are exits, type 66 1392 * Unless those objects are exits.
1289 * If INS_ON_TOP is used, don't do this processing 1393 * If INS_ON_TOP is used, don't do this processing
1290 * Need to find the object that in fact blocks view, otherwise 1394 * Need to find the object that in fact blocks view, otherwise
1291 * stacking is a bit odd. 1395 * stacking is a bit odd.
1292 */ 1396 */
1293 if (!(flag & INS_ON_TOP) && 1397 if (!(flag & INS_ON_TOP)
1294 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1398 && ms.flags () & P_BLOCKSVIEW
1399 && (op->face && !faces [op->face].visibility))
1295 { 1400 {
1401 object *last;
1402
1296 for (last = top; last != floor; last = last->below) 1403 for (last = top; last != floor; last = last->below)
1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1404 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1298 break; 1405 break;
1406
1299 /* Check to see if we found the object that blocks view, 1407 /* Check to see if we found the object that blocks view,
1300 * and make sure we have a below pointer for it so that 1408 * and make sure we have a below pointer for it so that
1301 * we can get inserted below this one, which requires we 1409 * we can get inserted below this one, which requires we
1302 * set top to the object below us. 1410 * set top to the object below us.
1303 */ 1411 */
1304 if (last && last->below && last != floor) 1412 if (last && last->below && last != floor)
1305 top = last->below; 1413 top = last->below;
1306 } 1414 }
1307 } /* If objects on this space */ 1415 } /* If objects on this space */
1308 1416
1309 if (flag & INS_MAP_LOAD)
1310 top = GET_MAP_TOP (op->map, op->x, op->y);
1311
1312 if (flag & INS_ABOVE_FLOOR_ONLY) 1417 if (flag & INS_ABOVE_FLOOR_ONLY)
1313 top = floor; 1418 top = floor;
1314 1419
1315 /* Top is the object that our object (op) is going to get inserted above. 1420 // insert object above top, or bottom-most if top = 0
1316 */
1317
1318 /* First object on this space */
1319 if (!top) 1421 if (!top)
1320 { 1422 {
1321 op->above = GET_MAP_OB (op->map, op->x, op->y);
1322
1323 if (op->above)
1324 op->above->below = op;
1325
1326 op->below = 0; 1423 op->below = 0;
1424 op->above = ms.bot;
1327 op->ms ().bot = op; 1425 ms.bot = op;
1426
1427 *(op->above ? &op->above->below : &ms.top) = op;
1328 } 1428 }
1329 else 1429 else
1330 { /* get inserted into the stack above top */ 1430 {
1331 op->above = top->above; 1431 op->above = top->above;
1332
1333 if (op->above)
1334 op->above->below = op; 1432 top->above = op;
1335 1433
1336 op->below = top; 1434 op->below = top;
1337 top->above = op; 1435 *(op->above ? &op->above->below : &ms.top) = op;
1338 } 1436 }
1339 1437 }
1340 if (!op->above)
1341 op->ms ().top = op;
1342 } /* else not INS_BELOW_ORIGINATOR */
1343 1438
1344 if (op->type == PLAYER) 1439 if (op->type == PLAYER)
1345 { 1440 {
1346 op->contr->do_los = 1; 1441 op->contr->do_los = 1;
1347 ++op->map->players; 1442 ++op->map->players;
1348 op->map->touch (); 1443 op->map->touch ();
1349 } 1444 }
1350 1445
1351 op->map->dirty = true; 1446 op->map->dirty = true;
1352 1447
1353 /* If we have a floor, we know the player, if any, will be above
1354 * it, so save a few ticks and start from there.
1355 */
1356 if (!(flag & INS_MAP_LOAD))
1357 if (object *pl = op->ms ().player ()) 1448 if (object *pl = ms.player ())
1449 //TODO: the floorbox prev/next might need updating
1450 //esrv_send_item (pl, op);
1451 //TODO: update floorbox to preserve ordering
1358 if (pl->contr->ns) 1452 if (pl->contr->ns)
1359 pl->contr->ns->floorbox_update (); 1453 pl->contr->ns->floorbox_update ();
1360 1454
1361 /* If this object glows, it may affect lighting conditions that are 1455 /* If this object glows, it may affect lighting conditions that are
1362 * visible to others on this map. But update_all_los is really 1456 * visible to others on this map. But update_all_los is really
1363 * an inefficient way to do this, as it means los for all players 1457 * an inefficient way to do this, as it means los for all players
1364 * on the map will get recalculated. The players could very well 1458 * on the map will get recalculated. The players could very well
1383 * blocked() and wall() work properly), and these flags are updated by 1477 * blocked() and wall() work properly), and these flags are updated by
1384 * update_object(). 1478 * update_object().
1385 */ 1479 */
1386 1480
1387 /* if this is not the head or flag has been passed, don't check walk on status */ 1481 /* if this is not the head or flag has been passed, don't check walk on status */
1388 if (!(flag & INS_NO_WALK_ON) && !op->head) 1482 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1389 { 1483 {
1390 if (check_move_on (op, originator)) 1484 if (check_move_on (op, originator))
1391 return 0; 1485 return 0;
1392 1486
1393 /* If we are a multi part object, lets work our way through the check 1487 /* If we are a multi part object, lets work our way through the check
1394 * walk on's. 1488 * walk on's.
1395 */ 1489 */
1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1490 for (object *tmp = op->more; tmp; tmp = tmp->more)
1397 if (check_move_on (tmp, originator)) 1491 if (check_move_on (tmp, originator))
1398 return 0; 1492 return 0;
1399 } 1493 }
1400 1494
1401 return op; 1495 return op;
1406 * op is the object to insert it under: supplies x and the map. 1500 * op is the object to insert it under: supplies x and the map.
1407 */ 1501 */
1408void 1502void
1409replace_insert_ob_in_map (const char *arch_string, object *op) 1503replace_insert_ob_in_map (const char *arch_string, object *op)
1410{ 1504{
1411 object *tmp, *tmp1;
1412
1413 /* first search for itself and remove any old instances */ 1505 /* first search for itself and remove any old instances */
1414 1506
1415 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1507 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1508 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1417 tmp->destroy (); 1509 tmp->destroy (1);
1418 1510
1419 tmp1 = arch_to_object (archetype::find (arch_string)); 1511 object *tmp = arch_to_object (archetype::find (arch_string));
1420 1512
1421 tmp1->x = op->x; 1513 tmp->x = op->x;
1422 tmp1->y = op->y; 1514 tmp->y = op->y;
1515
1423 insert_ob_in_map (tmp1, op->map, op, 0); 1516 insert_ob_in_map (tmp, op->map, op, 0);
1424} 1517}
1425 1518
1426object * 1519object *
1427object::insert_at (object *where, object *originator, int flags) 1520object::insert_at (object *where, object *originator, int flags)
1428{ 1521{
1522 if (where->env)
1523 return where->env->insert (this);
1524 else
1429 where->map->insert (this, where->x, where->y, originator, flags); 1525 return where->map->insert (this, where->x, where->y, originator, flags);
1430} 1526}
1431 1527
1432/* 1528/*
1433 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1434 * is returned contains nr objects, and the remaining parts contains
1435 * the rest (or is removed and freed if that number is 0).
1436 * On failure, NULL is returned, and the reason put into the
1437 * global static errmsg array.
1438 */
1439object *
1440get_split_ob (object *orig_ob, uint32 nr)
1441{
1442 object *newob;
1443 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1444
1445 if (orig_ob->nrof < nr)
1446 {
1447 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1448 return NULL;
1449 }
1450
1451 newob = object_create_clone (orig_ob);
1452
1453 if ((orig_ob->nrof -= nr) < 1)
1454 orig_ob->destroy (1);
1455 else if (!is_removed)
1456 {
1457 if (orig_ob->env != NULL)
1458 sub_weight (orig_ob->env, orig_ob->weight * nr);
1459 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1460 {
1461 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1462 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1463 return NULL;
1464 }
1465 }
1466
1467 newob->nrof = nr;
1468
1469 return newob;
1470}
1471
1472/*
1473 * decrease_ob_nr(object, number) decreases a specified number from 1529 * decrease(object, number) decreases a specified number from
1474 * the amount of an object. If the amount reaches 0, the object 1530 * the amount of an object. If the amount reaches 0, the object
1475 * is subsequently removed and freed. 1531 * is subsequently removed and freed.
1476 * 1532 *
1477 * Return value: 'op' if something is left, NULL if the amount reached 0 1533 * Return value: 'op' if something is left, NULL if the amount reached 0
1478 */ 1534 */
1535bool
1536object::decrease (sint32 nr)
1537{
1538 if (!nr)
1539 return true;
1479 1540
1541 nr = min (nr, nrof);
1542
1543 nrof -= nr;
1544
1545 if (nrof)
1546 {
1547 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1548
1549 if (object *pl = visible_to ())
1550 esrv_update_item (UPD_NROF, pl, this);
1551
1552 return true;
1553 }
1554 else
1555 {
1556 destroy (1);
1557 return false;
1558 }
1559}
1560
1561/*
1562 * split(ob,nr) splits up ob into two parts. The part which
1563 * is returned contains nr objects, and the remaining parts contains
1564 * the rest (or is removed and returned if that number is 0).
1565 * On failure, NULL is returned.
1566 */
1480object * 1567object *
1481decrease_ob_nr (object *op, uint32 i) 1568object::split (sint32 nr)
1482{ 1569{
1483 object *tmp; 1570 int have = number_of ();
1484 1571
1485 if (i == 0) /* objects with op->nrof require this check */ 1572 if (have < nr)
1486 return op; 1573 return 0;
1487 1574 else if (have == nr)
1488 if (i > op->nrof)
1489 i = op->nrof;
1490
1491 if (QUERY_FLAG (op, FLAG_REMOVED))
1492 op->nrof -= i;
1493 else if (op->env)
1494 { 1575 {
1495 /* is this object in the players inventory, or sub container
1496 * therein?
1497 */
1498 tmp = op->in_player ();
1499 /* nope. Is this a container the player has opened?
1500 * If so, set tmp to that player.
1501 * IMO, searching through all the players will mostly
1502 * likely be quicker than following op->env to the map,
1503 * and then searching the map for a player.
1504 */
1505 if (!tmp)
1506 for_all_players (pl)
1507 if (pl->ob->container == op->env)
1508 {
1509 tmp = pl->ob;
1510 break;
1511 }
1512
1513 if (i < op->nrof)
1514 {
1515 sub_weight (op->env, op->weight * i);
1516 op->nrof -= i;
1517 if (tmp)
1518 esrv_send_item (tmp, op);
1519 }
1520 else
1521 {
1522 op->remove (); 1576 remove ();
1523 op->nrof = 0; 1577 return this;
1524 if (tmp)
1525 esrv_del_item (tmp->contr, op->count);
1526 }
1527 } 1578 }
1528 else 1579 else
1529 { 1580 {
1530 object *above = op->above; 1581 decrease (nr);
1531 1582
1532 if (i < op->nrof) 1583 object *op = deep_clone ();
1533 op->nrof -= i; 1584 op->nrof = nr;
1534 else
1535 {
1536 op->remove ();
1537 op->nrof = 0;
1538 }
1539
1540 /* Since we just removed op, op->above is null */
1541 for (tmp = above; tmp; tmp = tmp->above)
1542 if (tmp->type == PLAYER)
1543 {
1544 if (op->nrof)
1545 esrv_send_item (tmp, op);
1546 else
1547 esrv_del_item (tmp->contr, op->count);
1548 }
1549 }
1550
1551 if (op->nrof)
1552 return op; 1585 return op;
1553 else
1554 {
1555 op->destroy ();
1556 return 0;
1557 }
1558}
1559
1560/*
1561 * add_weight(object, weight) adds the specified weight to an object,
1562 * and also updates how much the environment(s) is/are carrying.
1563 */
1564
1565void
1566add_weight (object *op, signed long weight)
1567{
1568 while (op != NULL)
1569 {
1570 if (op->type == CONTAINER)
1571 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1572
1573 op->carrying += weight;
1574 op = op->env;
1575 } 1586 }
1576} 1587}
1577 1588
1578object * 1589object *
1579insert_ob_in_ob (object *op, object *where) 1590insert_ob_in_ob (object *op, object *where)
1584 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1595 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1585 free (dump); 1596 free (dump);
1586 return op; 1597 return op;
1587 } 1598 }
1588 1599
1589 if (where->head) 1600 if (where->head_ () != where)
1590 { 1601 {
1591 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1602 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1592 where = where->head; 1603 where = where->head;
1593 } 1604 }
1594 1605
1595 return where->insert (op); 1606 return where->insert (op);
1596} 1607}
1601 * inside the object environment. 1612 * inside the object environment.
1602 * 1613 *
1603 * The function returns now pointer to inserted item, and return value can 1614 * The function returns now pointer to inserted item, and return value can
1604 * be != op, if items are merged. -Tero 1615 * be != op, if items are merged. -Tero
1605 */ 1616 */
1606
1607object * 1617object *
1608object::insert (object *op) 1618object::insert (object *op)
1609{ 1619{
1610 object *tmp, *otmp;
1611
1612 if (!QUERY_FLAG (op, FLAG_REMOVED))
1613 op->remove ();
1614
1615 if (op->more) 1620 if (op->more)
1616 { 1621 {
1617 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1622 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1618 return op; 1623 return op;
1619 } 1624 }
1620 1625
1621 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1626 op->remove ();
1622 CLEAR_FLAG (op, FLAG_REMOVED); 1627
1628 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1629
1623 if (op->nrof) 1630 if (op->nrof)
1624 {
1625 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1631 for (object *tmp = inv; tmp; tmp = tmp->below)
1626 if (object::can_merge (tmp, op)) 1632 if (object::can_merge (tmp, op))
1627 { 1633 {
1628 /* return the original object and remove inserted object 1634 /* return the original object and remove inserted object
1629 (client needs the original object) */ 1635 (client needs the original object) */
1630 tmp->nrof += op->nrof; 1636 tmp->nrof += op->nrof;
1631 /* Weight handling gets pretty funky. Since we are adding to 1637
1632 * tmp->nrof, we need to increase the weight. 1638 if (object *pl = tmp->visible_to ())
1633 */ 1639 esrv_update_item (UPD_NROF, pl, tmp);
1640
1634 add_weight (this, op->weight * op->nrof); 1641 adjust_weight (this, op->total_weight ());
1635 SET_FLAG (op, FLAG_REMOVED); 1642
1636 op->destroy (); /* free the inserted object */ 1643 op->destroy (1);
1637 op = tmp; 1644 op = tmp;
1638 op->remove (); /* and fix old object's links */ 1645 goto inserted;
1639 CLEAR_FLAG (op, FLAG_REMOVED);
1640 break;
1641 } 1646 }
1642 1647
1643 /* I assume combined objects have no inventory 1648 op->owner = 0; // it's his/hers now. period.
1644 * We add the weight - this object could have just been removed
1645 * (if it was possible to merge). calling remove_ob will subtract
1646 * the weight, so we need to add it in again, since we actually do
1647 * the linking below
1648 */
1649 add_weight (this, op->weight * op->nrof);
1650 }
1651 else
1652 add_weight (this, (op->weight + op->carrying));
1653
1654 otmp = this->in_player ();
1655 if (otmp && otmp->contr)
1656 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1657 otmp->update_stats ();
1658
1659 op->map = 0; 1649 op->map = 0;
1660 op->env = this; 1650 op->x = 0;
1651 op->y = 0;
1652
1661 op->above = 0; 1653 op->above = 0;
1662 op->below = 0; 1654 op->below = inv;
1663 op->x = 0, op->y = 0; 1655 op->env = this;
1664 1656
1657 if (inv)
1658 inv->above = op;
1659
1660 inv = op;
1661
1662 op->flag [FLAG_REMOVED] = 0;
1663
1664 if (object *pl = op->visible_to ())
1665 esrv_send_item (pl, op);
1666
1667 adjust_weight (this, op->total_weight ());
1668
1669inserted:
1665 /* reset the light list and los of the players on the map */ 1670 /* reset the light list and los of the players on the map */
1666 if ((op->glow_radius != 0) && map) 1671 if (op->glow_radius && map && map->darkness)
1667 {
1668#ifdef DEBUG_LIGHTS
1669 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1670#endif /* DEBUG_LIGHTS */
1671 if (map->darkness)
1672 update_all_los (map, x, y); 1672 update_all_los (map, x, y);
1673 }
1674 1673
1675 /* Client has no idea of ordering so lets not bother ordering it here. 1674 // if this is a player's inventory, update stats
1676 * It sure simplifies this function... 1675 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1677 */ 1676 update_stats ();
1678 if (!inv)
1679 inv = op;
1680 else
1681 {
1682 op->below = inv;
1683 op->below->above = op;
1684 inv = op;
1685 }
1686 1677
1687 INVOKE_OBJECT (INSERT, this); 1678 INVOKE_OBJECT (INSERT, this);
1688 1679
1689 return op; 1680 return op;
1690} 1681}
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1762 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1763 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 { 1764 {
1774 1765
1775 float 1766 float
1776 diff = tmp->move_slow_penalty * FABS (op->speed); 1767 diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1768
1778 if (op->type == PLAYER) 1769 if (op->type == PLAYER)
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1770 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1771 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0; 1772 diff /= 4.0;
1818 LOG (llevError, "Present_arch called outside map.\n"); 1809 LOG (llevError, "Present_arch called outside map.\n");
1819 return NULL; 1810 return NULL;
1820 } 1811 }
1821 1812
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1813 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1823 if (tmp->arch == at) 1814 if (tmp->arch->archname == at->archname)
1824 return tmp; 1815 return tmp;
1825 1816
1826 return NULL; 1817 return NULL;
1827} 1818}
1828 1819
1892 * The first matching object is returned, or NULL if none. 1883 * The first matching object is returned, or NULL if none.
1893 */ 1884 */
1894object * 1885object *
1895present_arch_in_ob (const archetype *at, const object *op) 1886present_arch_in_ob (const archetype *at, const object *op)
1896{ 1887{
1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1888 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1898 if (tmp->arch == at) 1889 if (tmp->arch->archname == at->archname)
1899 return tmp; 1890 return tmp;
1900 1891
1901 return NULL; 1892 return NULL;
1902} 1893}
1903 1894
1905 * activate recursively a flag on an object inventory 1896 * activate recursively a flag on an object inventory
1906 */ 1897 */
1907void 1898void
1908flag_inv (object *op, int flag) 1899flag_inv (object *op, int flag)
1909{ 1900{
1910 if (op->inv)
1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1901 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1912 { 1902 {
1913 SET_FLAG (tmp, flag); 1903 SET_FLAG (tmp, flag);
1914 flag_inv (tmp, flag); 1904 flag_inv (tmp, flag);
1915 } 1905 }
1916} 1906}
1917 1907
1918/* 1908/*
1919 * deactivate recursively a flag on an object inventory 1909 * deactivate recursively a flag on an object inventory
1920 */ 1910 */
1921void 1911void
1922unflag_inv (object *op, int flag) 1912unflag_inv (object *op, int flag)
1923{ 1913{
1924 if (op->inv)
1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1914 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1926 { 1915 {
1927 CLEAR_FLAG (tmp, flag); 1916 CLEAR_FLAG (tmp, flag);
1928 unflag_inv (tmp, flag); 1917 unflag_inv (tmp, flag);
1929 } 1918 }
1930}
1931
1932/*
1933 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1934 * all it's inventory (recursively).
1935 * If checksums are used, a player will get set_cheat called for
1936 * him/her-self and all object carried by a call to this function.
1937 */
1938void
1939set_cheat (object *op)
1940{
1941 SET_FLAG (op, FLAG_WAS_WIZ);
1942 flag_inv (op, FLAG_WAS_WIZ);
1943} 1919}
1944 1920
1945/* 1921/*
1946 * find_free_spot(object, map, x, y, start, stop) will search for 1922 * find_free_spot(object, map, x, y, start, stop) will search for
1947 * a spot at the given map and coordinates which will be able to contain 1923 * a spot at the given map and coordinates which will be able to contain
1949 * to search (see the freearr_x/y[] definition). 1925 * to search (see the freearr_x/y[] definition).
1950 * It returns a random choice among the alternatives found. 1926 * It returns a random choice among the alternatives found.
1951 * start and stop are where to start relative to the free_arr array (1,9 1927 * start and stop are where to start relative to the free_arr array (1,9
1952 * does all 4 immediate directions). This returns the index into the 1928 * does all 4 immediate directions). This returns the index into the
1953 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1929 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1954 * Note - this only checks to see if there is space for the head of the
1955 * object - if it is a multispace object, this should be called for all
1956 * pieces.
1957 * Note2: This function does correctly handle tiled maps, but does not 1930 * Note: This function does correctly handle tiled maps, but does not
1958 * inform the caller. However, insert_ob_in_map will update as 1931 * inform the caller. However, insert_ob_in_map will update as
1959 * necessary, so the caller shouldn't need to do any special work. 1932 * necessary, so the caller shouldn't need to do any special work.
1960 * Note - updated to take an object instead of archetype - this is necessary 1933 * Note - updated to take an object instead of archetype - this is necessary
1961 * because arch_blocked (now ob_blocked) needs to know the movement type 1934 * because arch_blocked (now ob_blocked) needs to know the movement type
1962 * to know if the space in question will block the object. We can't use 1935 * to know if the space in question will block the object. We can't use
1964 * customized, changed states, etc. 1937 * customized, changed states, etc.
1965 */ 1938 */
1966int 1939int
1967find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1940find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1968{ 1941{
1942 int altern[SIZEOFFREE];
1969 int index = 0, flag; 1943 int index = 0, flag;
1970 int altern[SIZEOFFREE];
1971 1944
1972 for (int i = start; i < stop; i++) 1945 for (int i = start; i < stop; i++)
1973 { 1946 {
1974 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1947 mapxy pos (m, x, y); pos.move (i);
1975 if (!flag) 1948
1949 if (!pos.normalise ())
1950 continue;
1951
1952 mapspace &ms = *pos;
1953
1954 if (ms.flags () & P_IS_ALIVE)
1955 continue;
1956
1957 /* However, often
1958 * ob doesn't have any move type (when used to place exits)
1959 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1960 */
1961 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1962 {
1976 altern [index++] = i; 1963 altern [index++] = i;
1964 continue;
1965 }
1977 1966
1978 /* Basically, if we find a wall on a space, we cut down the search size. 1967 /* Basically, if we find a wall on a space, we cut down the search size.
1979 * In this way, we won't return spaces that are on another side of a wall. 1968 * In this way, we won't return spaces that are on another side of a wall.
1980 * This mostly work, but it cuts down the search size in all directions - 1969 * This mostly work, but it cuts down the search size in all directions -
1981 * if the space being examined only has a wall to the north and empty 1970 * if the space being examined only has a wall to the north and empty
1982 * spaces in all the other directions, this will reduce the search space 1971 * spaces in all the other directions, this will reduce the search space
1983 * to only the spaces immediately surrounding the target area, and 1972 * to only the spaces immediately surrounding the target area, and
1984 * won't look 2 spaces south of the target space. 1973 * won't look 2 spaces south of the target space.
1985 */ 1974 */
1986 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1975 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1976 {
1987 stop = maxfree[i]; 1977 stop = maxfree[i];
1978 continue;
1979 }
1980
1981 /* Note it is intentional that we check ob - the movement type of the
1982 * head of the object should correspond for the entire object.
1983 */
1984 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1985 continue;
1986
1987 if (ob->blocked (m, pos.x, pos.y))
1988 continue;
1989
1990 altern [index++] = i;
1988 } 1991 }
1989 1992
1990 if (!index) 1993 if (!index)
1991 return -1; 1994 return -1;
1992 1995
1993 return altern[RANDOM () % index]; 1996 return altern [rndm (index)];
1994} 1997}
1995 1998
1996/* 1999/*
1997 * find_first_free_spot(archetype, maptile, x, y) works like 2000 * find_first_free_spot(archetype, maptile, x, y) works like
1998 * find_free_spot(), but it will search max number of squares. 2001 * find_free_spot(), but it will search max number of squares.
2001 */ 2004 */
2002int 2005int
2003find_first_free_spot (const object *ob, maptile *m, int x, int y) 2006find_first_free_spot (const object *ob, maptile *m, int x, int y)
2004{ 2007{
2005 for (int i = 0; i < SIZEOFFREE; i++) 2008 for (int i = 0; i < SIZEOFFREE; i++)
2006 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2009 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2007 return i; 2010 return i;
2008 2011
2009 return -1; 2012 return -1;
2010} 2013}
2011 2014
2019{ 2022{
2020 arr += begin; 2023 arr += begin;
2021 end -= begin; 2024 end -= begin;
2022 2025
2023 while (--end) 2026 while (--end)
2024 swap (arr [end], arr [RANDOM () % (end + 1)]); 2027 swap (arr [end], arr [rndm (end + 1)]);
2025} 2028}
2026 2029
2027/* new function to make monster searching more efficient, and effective! 2030/* new function to make monster searching more efficient, and effective!
2028 * This basically returns a randomized array (in the passed pointer) of 2031 * This basically returns a randomized array (in the passed pointer) of
2029 * the spaces to find monsters. In this way, it won't always look for 2032 * the spaces to find monsters. In this way, it won't always look for
2065 object *tmp; 2068 object *tmp;
2066 maptile *mp; 2069 maptile *mp;
2067 2070
2068 MoveType blocked, move_type; 2071 MoveType blocked, move_type;
2069 2072
2070 if (exclude && exclude->head) 2073 if (exclude && exclude->head_ () != exclude)
2071 { 2074 {
2072 exclude = exclude->head; 2075 exclude = exclude->head;
2073 move_type = exclude->move_type; 2076 move_type = exclude->move_type;
2074 } 2077 }
2075 else 2078 else
2098 max = maxfree[i]; 2101 max = maxfree[i];
2099 else if (mflags & P_IS_ALIVE) 2102 else if (mflags & P_IS_ALIVE)
2100 { 2103 {
2101 for (tmp = ms.bot; tmp; tmp = tmp->above) 2104 for (tmp = ms.bot; tmp; tmp = tmp->above)
2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2105 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2103 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2106 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2104 break; 2107 break;
2105 2108
2106 if (tmp) 2109 if (tmp)
2107 return freedir[i]; 2110 return freedir[i];
2108 } 2111 }
2288 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2291 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2289 * core dumps if they do. 2292 * core dumps if they do.
2290 * 2293 *
2291 * Add a check so we can't pick up invisible objects (0.93.8) 2294 * Add a check so we can't pick up invisible objects (0.93.8)
2292 */ 2295 */
2293
2294int 2296int
2295can_pick (const object *who, const object *item) 2297can_pick (const object *who, const object *item)
2296{ 2298{
2297 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2299 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2298 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2300 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2301 2303
2302/* 2304/*
2303 * create clone from object to another 2305 * create clone from object to another
2304 */ 2306 */
2305object * 2307object *
2306object_create_clone (object *asrc) 2308object::deep_clone ()
2307{ 2309{
2308 object *dst = 0, *tmp, *src, *part, *prev, *item; 2310 assert (("deep_clone called on non-head object", is_head ()));
2309 2311
2310 if (!asrc) 2312 object *dst = clone ();
2311 return 0;
2312 2313
2313 src = asrc; 2314 object *prev = dst;
2314 if (src->head)
2315 src = src->head;
2316
2317 prev = 0;
2318 for (part = src; part; part = part->more) 2315 for (object *part = this->more; part; part = part->more)
2319 { 2316 {
2320 tmp = part->clone (); 2317 object *tmp = part->clone ();
2321 tmp->x -= src->x;
2322 tmp->y -= src->y;
2323
2324 if (!part->head)
2325 {
2326 dst = tmp;
2327 tmp->head = 0;
2328 }
2329 else
2330 tmp->head = dst; 2318 tmp->head = dst;
2331
2332 tmp->more = 0;
2333
2334 if (prev)
2335 prev->more = tmp; 2319 prev->more = tmp;
2336
2337 prev = tmp; 2320 prev = tmp;
2338 } 2321 }
2339 2322
2340 for (item = src->inv; item; item = item->below) 2323 for (object *item = inv; item; item = item->below)
2341 insert_ob_in_ob (object_create_clone (item), dst); 2324 insert_ob_in_ob (item->deep_clone (), dst);
2342 2325
2343 return dst; 2326 return dst;
2344}
2345
2346/* GROS - Creates an object using a string representing its content. */
2347/* Basically, we save the content of the string to a temp file, then call */
2348/* load_object on it. I admit it is a highly inefficient way to make things, */
2349/* but it was simple to make and allows reusing the load_object function. */
2350/* Remember not to use load_object_str in a time-critical situation. */
2351/* Also remember that multiparts objects are not supported for now. */
2352object *
2353load_object_str (const char *obstr)
2354{
2355 object *op;
2356 char filename[MAX_BUF];
2357
2358 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2359
2360 FILE *tempfile = fopen (filename, "w");
2361
2362 if (tempfile == NULL)
2363 {
2364 LOG (llevError, "Error - Unable to access load object temp file\n");
2365 return NULL;
2366 }
2367
2368 fprintf (tempfile, obstr);
2369 fclose (tempfile);
2370
2371 op = object::create ();
2372
2373 object_thawer thawer (filename);
2374
2375 if (thawer)
2376 load_object (thawer, op, 0);
2377
2378 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2379 CLEAR_FLAG (op, FLAG_REMOVED);
2380
2381 return op;
2382} 2327}
2383 2328
2384/* This returns the first object in who's inventory that 2329/* This returns the first object in who's inventory that
2385 * has the same type and subtype match. 2330 * has the same type and subtype match.
2386 * returns NULL if no match. 2331 * returns NULL if no match.
2393 return tmp; 2338 return tmp;
2394 2339
2395 return 0; 2340 return 0;
2396} 2341}
2397 2342
2398/* If ob has a field named key, return the link from the list, 2343const shstr &
2399 * otherwise return NULL. 2344object::kv_get (const shstr &key) const
2400 *
2401 * key must be a passed in shared string - otherwise, this won't
2402 * do the desired thing.
2403 */
2404key_value *
2405get_ob_key_link (const object *ob, const char *key)
2406{ 2345{
2407 for (key_value *link = ob->key_values; link; link = link->next) 2346 for (key_value *kv = key_values; kv; kv = kv->next)
2408 if (link->key == key) 2347 if (kv->key == key)
2409 return link;
2410
2411 return 0;
2412}
2413
2414/*
2415 * Returns the value of op has an extra_field for key, or NULL.
2416 *
2417 * The argument doesn't need to be a shared string.
2418 *
2419 * The returned string is shared.
2420 */
2421const char *
2422get_ob_key_value (const object *op, const char *const key)
2423{
2424 key_value *link;
2425 shstr_cmp canonical_key (key);
2426
2427 if (!canonical_key)
2428 {
2429 /* 1. There being a field named key on any object
2430 * implies there'd be a shared string to find.
2431 * 2. Since there isn't, no object has this field.
2432 * 3. Therefore, *this* object doesn't have this field.
2433 */
2434 return 0;
2435 }
2436
2437 /* This is copied from get_ob_key_link() above -
2438 * only 4 lines, and saves the function call overhead.
2439 */
2440 for (link = op->key_values; link; link = link->next)
2441 if (link->key == canonical_key)
2442 return link->value; 2348 return kv->value;
2443 2349
2444 return 0; 2350 return shstr_null;
2445} 2351}
2446 2352
2447 2353void
2448/* 2354object::kv_set (const shstr &key, const shstr &value)
2449 * Updates the canonical_key in op to value.
2450 *
2451 * canonical_key is a shared string (value doesn't have to be).
2452 *
2453 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2454 * keys.
2455 *
2456 * Returns TRUE on success.
2457 */
2458int
2459set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2460{ 2355{
2461 key_value *field = NULL, *last = NULL; 2356 for (key_value *kv = key_values; kv; kv = kv->next)
2462 2357 if (kv->key == key)
2463 for (field = op->key_values; field != NULL; field = field->next)
2464 {
2465 if (field->key != canonical_key)
2466 { 2358 {
2467 last = field; 2359 kv->value = value;
2468 continue; 2360 return;
2469 } 2361 }
2470 2362
2471 if (value) 2363 key_value *kv = new key_value;
2472 field->value = value; 2364
2473 else 2365 kv->next = key_values;
2366 kv->key = key;
2367 kv->value = value;
2368
2369 key_values = kv;
2370}
2371
2372void
2373object::kv_del (const shstr &key)
2374{
2375 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2376 if ((*kvp)->key == key)
2474 { 2377 {
2475 /* Basically, if the archetype has this key set, 2378 key_value *kv = *kvp;
2476 * we need to store the null value so when we save 2379 *kvp = (*kvp)->next;
2477 * it, we save the empty value so that when we load, 2380 delete kv;
2478 * we get this value back again. 2381 return;
2479 */
2480 if (get_ob_key_link (&op->arch->clone, canonical_key))
2481 field->value = 0;
2482 else
2483 {
2484 if (last)
2485 last->next = field->next;
2486 else
2487 op->key_values = field->next;
2488
2489 delete field;
2490 }
2491 } 2382 }
2492 return TRUE;
2493 }
2494 /* IF we get here, key doesn't exist */
2495
2496 /* No field, we'll have to add it. */
2497
2498 if (!add_key)
2499 return FALSE;
2500
2501 /* There isn't any good reason to store a null
2502 * value in the key/value list. If the archetype has
2503 * this key, then we should also have it, so shouldn't
2504 * be here. If user wants to store empty strings,
2505 * should pass in ""
2506 */
2507 if (value == NULL)
2508 return TRUE;
2509
2510 field = new key_value;
2511
2512 field->key = canonical_key;
2513 field->value = value;
2514 /* Usual prepend-addition. */
2515 field->next = op->key_values;
2516 op->key_values = field;
2517
2518 return TRUE;
2519}
2520
2521/*
2522 * Updates the key in op to value.
2523 *
2524 * If add_key is FALSE, this will only update existing keys,
2525 * and not add new ones.
2526 * In general, should be little reason FALSE is ever passed in for add_key
2527 *
2528 * Returns TRUE on success.
2529 */
2530int
2531set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2532{
2533 shstr key_ (key);
2534
2535 return set_ob_key_value_s (op, key_, value, add_key);
2536} 2383}
2537 2384
2538object::depth_iterator::depth_iterator (object *container) 2385object::depth_iterator::depth_iterator (object *container)
2539: iterator_base (container) 2386: iterator_base (container)
2540{ 2387{
2553 item = item->inv; 2400 item = item->inv;
2554 } 2401 }
2555 else 2402 else
2556 item = item->env; 2403 item = item->env;
2557} 2404}
2558
2559 2405
2560const char * 2406const char *
2561object::flag_desc (char *desc, int len) const 2407object::flag_desc (char *desc, int len) const
2562{ 2408{
2563 char *p = desc; 2409 char *p = desc;
2591{ 2437{
2592 char flagdesc[512]; 2438 char flagdesc[512];
2593 char info2[256 * 4]; 2439 char info2[256 * 4];
2594 char *p = info; 2440 char *p = info;
2595 2441
2596 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2442 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2597 count, uuid.seq, 2443 count,
2444 uuid.c_str (),
2598 &name, 2445 &name,
2599 title ? "\",title:" : "", 2446 title ? ",title:\"" : "",
2600 title ? (const char *)title : "", 2447 title ? (const char *)title : "",
2448 title ? "\"" : "",
2601 flag_desc (flagdesc, 512), type); 2449 flag_desc (flagdesc, 512), type);
2602 2450
2603 if (env) 2451 if (!flag[FLAG_REMOVED] && env)
2604 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2452 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2605 2453
2606 if (map) 2454 if (map)
2607 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2455 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2608 2456
2610} 2458}
2611 2459
2612const char * 2460const char *
2613object::debug_desc () const 2461object::debug_desc () const
2614{ 2462{
2615 static char info[256 * 4]; 2463 static char info[3][256 * 4];
2464 static int info_idx;
2465
2616 return debug_desc (info); 2466 return debug_desc (info [++info_idx % 3]);
2617} 2467}
2618 2468
2619const char * 2469struct region *
2620object::debug_desc2 () const 2470object::region () const
2621{ 2471{
2622 static char info[256 * 4]; 2472 return map ? map->region (x, y)
2623 return debug_desc (info); 2473 : region::default_region ();
2624} 2474}
2625 2475
2476const materialtype_t *
2477object::dominant_material () const
2478{
2479 if (materialtype_t *mt = name_to_material (materialname))
2480 return mt;
2481
2482 return name_to_material (shstr_unknown);
2483}
2484
2485void
2486object::open_container (object *new_container)
2487{
2488 if (container == new_container)
2489 return;
2490
2491 object *old_container = container;
2492
2493 if (old_container)
2494 {
2495 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2496 return;
2497
2498#if 0
2499 // remove the "Close old_container" object.
2500 if (object *closer = old_container->inv)
2501 if (closer->type == CLOSE_CON)
2502 closer->destroy ();
2503#endif
2504
2505 // make sure the container is available
2506 esrv_send_item (this, old_container);
2507
2508 old_container->flag [FLAG_APPLIED] = false;
2509 container = 0;
2510
2511 // client needs item update to make it work, client bug requires this to be separate
2512 esrv_update_item (UPD_FLAGS, this, old_container);
2513
2514 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2515 play_sound (sound_find ("chest_close"));
2516 }
2517
2518 if (new_container)
2519 {
2520 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2521 return;
2522
2523 // TODO: this does not seem to serve any purpose anymore?
2524#if 0
2525 // insert the "Close Container" object.
2526 if (archetype *closer = new_container->other_arch)
2527 {
2528 object *closer = arch_to_object (new_container->other_arch);
2529 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2530 new_container->insert (closer);
2531 }
2532#endif
2533
2534 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2535
2536 // make sure the container is available, client bug requires this to be separate
2537 esrv_send_item (this, new_container);
2538
2539 new_container->flag [FLAG_APPLIED] = true;
2540 container = new_container;
2541
2542 // client needs flag change
2543 esrv_update_item (UPD_FLAGS, this, new_container);
2544 esrv_send_inventory (this, new_container);
2545 play_sound (sound_find ("chest_open"));
2546 }
2547// else if (!old_container->env && contr && contr->ns)
2548// contr->ns->floorbox_reset ();
2549}
2550
2551object *
2552object::force_find (const shstr name)
2553{
2554 /* cycle through his inventory to look for the MARK we want to
2555 * place
2556 */
2557 for (object *tmp = inv; tmp; tmp = tmp->below)
2558 if (tmp->type == FORCE && tmp->slaying == name)
2559 return splay (tmp);
2560
2561 return 0;
2562}
2563
2564void
2565object::force_add (const shstr name, int duration)
2566{
2567 if (object *force = force_find (name))
2568 force->destroy ();
2569
2570 object *force = get_archetype (FORCE_NAME);
2571
2572 force->slaying = name;
2573 force->stats.food = 1;
2574 force->speed_left = -1.f;
2575
2576 force->set_speed (duration ? 1.f / duration : 0.f);
2577 force->flag [FLAG_IS_USED_UP] = true;
2578 force->flag [FLAG_APPLIED] = true;
2579
2580 insert (force);
2581}
2582
2583void
2584object::play_sound (faceidx sound)
2585{
2586 if (!sound)
2587 return;
2588
2589 if (flag [FLAG_REMOVED])
2590 return;
2591
2592 if (env)
2593 {
2594 if (object *pl = in_player ())
2595 pl->contr->play_sound (sound);
2596 }
2597 else
2598 map->play_sound (sound, x, y);
2599}
2600

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines