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Comparing deliantra/server/common/object.C (file contents):
Revision 1.117 by root, Thu Jan 18 16:19:34 2007 UTC vs.
Revision 1.241 by root, Wed May 7 19:19:09 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
41 37
42objectvec objects; 38objectvec objects;
43activevec actives; 39activevec actives;
44 40
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 46};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50}; 52};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 58};
54int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 64};
58 65
59static void 66static void
60write_uuid (void) 67write_uuid (uval64 skip, bool sync)
61{ 68{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
63 70 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 73 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 74}
79 75
80static void 76static void
81read_uuid (void) 77read_uuid (void)
82{ 78{
83 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
84 80
85 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
86 84
87 FILE *fp; 85 FILE *fp;
88 86
89 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
90 { 88 {
91 if (errno == ENOENT) 89 if (errno == ENOENT)
92 { 90 {
93 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 92 UUID::cur.seq = 0;
95 write_uuid (); 93 write_uuid (UUID_GAP, true);
96 return; 94 return;
97 } 95 }
98 96
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 98 _exit (1);
101 } 99 }
102 100
103 int version; 101 UUID::BUF buf;
104 unsigned long long uid; 102 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 { 106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 108 _exit (1);
109 } 109 }
110 110
111 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 112
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
114 fclose (fp); 114 fclose (fp);
115} 115}
116 116
117UUID 117UUID
118gen_uuid () 118UUID::gen ()
119{ 119{
120 UUID uid; 120 UUID uid;
121 121
122 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
123 123
124 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
126 130
127 return uid; 131 return uid;
128} 132}
129 133
130void 134void
131init_uuid () 135UUID::init ()
132{ 136{
133 read_uuid (); 137 read_uuid ();
134} 138}
135 139
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 141static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
139{ 143{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
145 */ 147 */
146 148
147 /* For each field in wants, */ 149 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 151 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 152 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 153
171 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 155 return true;
173} 156}
174 157
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 159static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 161{
179 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
181 */ 164 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
183} 167}
184 168
185/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 170 * they can be merged together.
187 * 171 *
202 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 187 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
205 return 0; 189 return 0;
206 190
207 //TODO: this ain't working well, use nicer and correct overflow check 191 /* Do not merge objects if nrof would overflow. First part checks
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 192 * for unsigned overflow (2c), second part checks whether the result
209 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * would fit into a 32 bit signed int, which is often used to hold
210 * used to store nrof). 194 * nrof values.
211 */ 195 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31) 196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
213 return 0; 197 return 0;
214 198
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 199 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 200 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 201 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 202 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 203 * flags lose any meaning.
220 */ 204 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 207
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 210
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 211 if (ob1->arch->name != ob2->arch->name
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 212 || ob1->name != ob2->name
230 || ob1->title != ob2->title 213 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 214 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 215 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 216 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 217 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 218 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 219 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 220 || ob1->value != ob2->value
246 || ob1->move_block != ob2->move_block 227 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 228 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 229 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 230 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 231 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 232 || ob1->move_slow_penalty != ob2->move_slow_penalty
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 235 return 0;
253 236
237 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED)
241 .any ())
242 return 0;
243
254 /* This is really a spellbook check - really, we should 244 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 245 * not merge objects with real inventories, as splitting them
246 * is hard.
256 */ 247 */
257 if (ob1->inv || ob2->inv) 248 if (ob1->inv || ob2->inv)
258 { 249 {
259 /* if one object has inventory but the other doesn't, not equiv */ 250 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 251 return 0; /* inventories differ in length */
261 return 0;
262 252
263 /* Now check to see if the two inventory objects could merge */ 253 if (ob1->inv->below || ob2->inv->below)
254 return 0; /* more than one object in inv */
255
264 if (!object::can_merge (ob1->inv, ob2->inv)) 256 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 257 return 0; /* inventory objects differ */
266 258
267 /* inventory ok - still need to check rest of this object to see 259 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 260 * if it is valid.
269 */ 261 */
270 } 262 }
289 if (ob1->level != ob2->level) 281 if (ob1->level != ob2->level)
290 return 0; 282 return 0;
291 break; 283 break;
292 } 284 }
293 285
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 286 if (ob1->key_values || ob2->key_values)
295 { 287 {
296 /* At least one of these has key_values. */ 288 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 289 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 290 return 0; /* One has fields, but the other one doesn't. */
291
292 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 293 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 294 }
303 295
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 296 if (ob1->self || ob2->self)
306 { 297 {
307 ob1->optimise (); 298 ob1->optimise ();
308 ob2->optimise (); 299 ob2->optimise ();
309 300
310 if (ob1->self || ob2->self) 301 if (ob1->self || ob2->self)
302 {
303 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
304 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
305
306 if (k1 != k2)
311 return 0; 307 return 0;
308
309 if (k1 == 0)
310 return 1;
311
312 if (!cfperl_can_merge (ob1, ob2))
313 return 0;
314 }
312 } 315 }
313 316
314 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
315 return 1; 318 return 1;
316} 319}
317 320
321// find player who can see this object
322object *
323object::visible_to () const
324{
325 if (client_visible () && !flag [FLAG_REMOVED])
326 {
327 // see if we are in a container of sorts
328 if (env)
329 {
330 // the player inventory itself is always visible
331 if (env->type == PLAYER)
332 return env;
333
334 // else a player could have our env open
335 object *envest = env->outer_env ();
336
337 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player.
339 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ())
341 if (pl->container == env)
342 return pl;
343 }
344 else
345 {
346 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container)
350 return pl;
351 }
352 }
353
354 return 0;
355}
356
357// adjust weight per container type ("of holding")
358static sint32
359weight_adjust_for (object *op, sint32 weight)
360{
361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight;
364}
365
318/* 366/*
367 * adjust_weight(object, weight) adds the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying.
369 */
370static void
371adjust_weight (object *op, sint32 weight)
372{
373 while (op)
374 {
375 // adjust by actual difference to account for rounding errors
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
379
380 if (!weight)
381 return;
382
383 op->carrying += weight;
384
385 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily
387 esrv_update_item (UPD_WEIGHT, pl, op);
388
389 op = op->env;
390 }
391}
392
393/*
319 * sum_weight() is a recursive function which calculates the weight 394 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 395 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 396 * containers are carrying, and sums it up.
322 */ 397 */
323long 398void
324sum_weight (object *op) 399object::update_weight ()
325{ 400{
326 long sum; 401 sint32 sum = 0;
327 object *inv;
328 402
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 403 for (object *op = inv; op; op = op->below)
330 { 404 {
331 if (inv->inv) 405 if (op->inv)
332 sum_weight (inv); 406 op->update_weight ();
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 407
408 sum += op->total_weight ();
409 }
410
411 sum = weight_adjust_for (this, sum);
412
413 if (sum != carrying)
334 } 414 {
335
336 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100;
338
339 if (op->carrying != sum)
340 op->carrying = sum; 415 carrying = sum;
341 416
342 return sum; 417 if (object *pl = visible_to ())
418 if (pl != this) // player is handled lazily
419 esrv_update_item (UPD_WEIGHT, pl, this);
420 }
343} 421}
344 422
345/** 423/*
346 * Return the outermost environment object for a given object. 424 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 425 */
348
349object *
350object_get_env_recursive (object *op)
351{
352 while (op->env != NULL)
353 op = op->env;
354 return op;
355}
356
357/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array.
361 */
362
363char * 426char *
364dump_object (object *op) 427dump_object (object *op)
365{ 428{
366 if (!op) 429 if (!op)
367 return strdup ("[NULLOBJ]"); 430 return strdup ("[NULLOBJ]");
368 431
369 object_freezer freezer; 432 object_freezer freezer;
370 save_object (freezer, op, 1); 433 op->write (freezer);
371 return freezer.as_string (); 434 return freezer.as_string ();
372} 435}
373 436
374/* 437/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 438 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 439 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 440 * If it's not a multi-object, it is returned.
378 */ 441 */
379
380object * 442object *
381get_nearest_part (object *op, const object *pl) 443get_nearest_part (object *op, const object *pl)
382{ 444{
383 object *tmp, *closest; 445 object *tmp, *closest;
384 int last_dist, i; 446 int last_dist, i;
385 447
386 if (op->more == NULL) 448 if (!op->more)
387 return op; 449 return op;
450
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 451 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
452 tmp;
453 tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist) 454 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i; 455 closest = tmp, last_dist = i;
456
391 return closest; 457 return closest;
392} 458}
393 459
394/* 460/*
395 * Returns the object which has the count-variable equal to the argument. 461 * Returns the object which has the count-variable equal to the argument.
462 * VERRRY slow.
396 */ 463 */
397object * 464object *
398find_object (tag_t i) 465find_object (tag_t i)
399{ 466{
400 for_all_objects (op) 467 for_all_objects (op)
420 break; 487 break;
421 488
422 return op; 489 return op;
423} 490}
424 491
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429}
430
431/* 492/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 493 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 494 * skill and experience objects.
495 * ACTUALLY NO! investigate! TODO
434 */ 496 */
435void 497void
436object::set_owner (object *owner) 498object::set_owner (object *owner)
437{ 499{
500 // allow objects which own objects
438 if (!owner) 501 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 502 while (owner->owner)
449 owner = owner->owner; 503 owner = owner->owner;
504
505 if (flag [FLAG_FREED])
506 {
507 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
508 return;
509 }
450 510
451 this->owner = owner; 511 this->owner = owner;
512}
513
514int
515object::slottype () const
516{
517 if (type == SKILL)
518 {
519 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
520 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
521 }
522 else
523 {
524 if (slot [body_combat].info) return slot_combat;
525 if (slot [body_range ].info) return slot_ranged;
526 }
527
528 return slot_none;
529}
530
531bool
532object::change_weapon (object *ob)
533{
534 if (current_weapon == ob)
535 return true;
536
537 if (chosen_skill)
538 chosen_skill->flag [FLAG_APPLIED] = false;
539
540 current_weapon = ob;
541 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
542
543 if (chosen_skill)
544 chosen_skill->flag [FLAG_APPLIED] = true;
545
546 update_stats ();
547
548 if (ob)
549 {
550 // now check wether any body locations became invalid, in which case
551 // we cannot apply the weapon at the moment.
552 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
553 if (slot[i].used < 0)
554 {
555 current_weapon = chosen_skill = 0;
556 update_stats ();
557
558 new_draw_info_format (NDI_UNIQUE, 0, this,
559 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. "
561 "[You need to unapply some items first.]", &ob->name);
562 return false;
563 }
564
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 }
567 else
568 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
569
570 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
571 {
572 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
573 &name, ob->debug_desc ());
574 return false;
575 }
576
577 return true;
452} 578}
453 579
454/* Zero the key_values on op, decrementing the shared-string 580/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 581 * refcounts and freeing the links.
456 */ 582 */
457static void 583static void
458free_key_values (object *op) 584free_key_values (object *op)
459{ 585{
460 for (key_value *i = op->key_values; i != 0;) 586 for (key_value *i = op->key_values; i; )
461 { 587 {
462 key_value *next = i->next; 588 key_value *next = i->next;
463 delete i; 589 delete i;
464 590
465 i = next; 591 i = next;
477 * will point at garbage. 603 * will point at garbage.
478 */ 604 */
479void 605void
480object::copy_to (object *dst) 606object::copy_to (object *dst)
481{ 607{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 608 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 609 *(object_copy *)dst = *this;
486 610 dst->flag [FLAG_REMOVED] = true;
487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 611
496 /* Copy over key_values, if any. */ 612 /* Copy over key_values, if any. */
497 if (key_values) 613 if (key_values)
498 { 614 {
499 key_value *tail = 0; 615 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 616 dst->key_values = 0;
503 617
504 for (i = key_values; i; i = i->next) 618 for (key_value *i = key_values; i; i = i->next)
505 { 619 {
506 key_value *new_link = new key_value; 620 key_value *new_link = new key_value;
507 621
508 new_link->next = 0; 622 new_link->next = 0;
509 new_link->key = i->key; 623 new_link->key = i->key;
510 new_link->value = i->value; 624 new_link->value = i->value;
511 625
512 /* Try and be clever here, too. */ 626 /* Try and be clever here, too. */
513 if (!dst->key_values) 627 if (!dst->key_values)
514 { 628 {
521 tail = new_link; 635 tail = new_link;
522 } 636 }
523 } 637 }
524 } 638 }
525 639
640 if (speed < 0)
641 dst->speed_left -= rndm ();
642
526 dst->set_speed (dst->speed); 643 dst->set_speed (dst->speed);
644}
645
646void
647object::instantiate ()
648{
649 if (!uuid.seq) // HACK
650 uuid = UUID::gen ();
651
652 speed_left = -0.1f;
653 /* copy the body_info to the body_used - this is only really
654 * need for monsters, but doesn't hurt to do it for everything.
655 * by doing so, when a monster is created, it has good starting
656 * values for the body_used info, so when items are created
657 * for it, they can be properly equipped.
658 */
659 for (int i = NUM_BODY_LOCATIONS; i--; )
660 slot[i].used = slot[i].info;
661
662 attachable::instantiate ();
527} 663}
528 664
529object * 665object *
530object::clone () 666object::clone ()
531{ 667{
532 object *neu = create (); 668 object *neu = create ();
533 copy_to (neu); 669 copy_to (neu);
670 neu->map = map; // not copied by copy_to
534 return neu; 671 return neu;
535} 672}
536 673
537/* 674/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 675 * If an object with the IS_TURNABLE() flag needs to be turned due
589 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
590 */ 727 */
591void 728void
592update_object (object *op, int action) 729update_object (object *op, int action)
593{ 730{
594 MoveType move_on, move_off, move_block, move_slow; 731 if (!op)
595
596 if (op == NULL)
597 { 732 {
598 /* this should never happen */ 733 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 735 return;
601 } 736 }
602 737
603 if (op->env) 738 if (!op->is_on_map ())
604 { 739 {
605 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
606 * to do in this case. 741 * to do in this case.
607 */ 742 */
608 return; 743 return;
609 } 744 }
610
611 /* If the map is saving, don't do anything as everything is
612 * going to get freed anyways.
613 */
614 if (!op->map || op->map->in_memory == MAP_SAVING)
615 return;
616 745
617 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 748 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
670 face = blank_face; 799 face = blank_face;
671} 800}
672 801
673object::~object () 802object::~object ()
674{ 803{
804 unlink ();
805
675 free_key_values (this); 806 free_key_values (this);
676} 807}
677 808
678static int object_count; 809static int object_count;
679 810
680void object::link () 811void object::link ()
681{ 812{
682 assert (!index);//D 813 assert (!index);//D
683 uuid = gen_uuid (); 814 uuid = UUID::gen ();
684 count = ++object_count; 815 count = ++object_count;
685 816
686 refcnt_inc (); 817 refcnt_inc ();
687 objects.insert (this); 818 objects.insert (this);
688} 819}
689 820
690void object::unlink () 821void object::unlink ()
691{ 822{
692 assert (index);//D 823 if (!index)
824 return;
825
693 objects.erase (this); 826 objects.erase (this);
694 refcnt_dec (); 827 refcnt_dec ();
695} 828}
696 829
697void 830void
759object::destroy_inv (bool drop_to_ground) 892object::destroy_inv (bool drop_to_ground)
760{ 893{
761 // need to check first, because the checks below might segfault 894 // need to check first, because the checks below might segfault
762 // as we might be on an invalid mapspace and crossfire code 895 // as we might be on an invalid mapspace and crossfire code
763 // is too buggy to ensure that the inventory is empty. 896 // is too buggy to ensure that the inventory is empty.
764 // corollary: if you create arrows etc. with stuff in tis inventory, 897 // corollary: if you create arrows etc. with stuff in its inventory,
765 // cf will crash below with off-map x and y 898 // cf will crash below with off-map x and y
766 if (!inv) 899 if (!inv)
767 return; 900 return;
768 901
769 /* Only if the space blocks everything do we not process - 902 /* Only if the space blocks everything do we not process -
770 * if some form of movement is allowed, let objects 903 * if some form of movement is allowed, let objects
771 * drop on that space. 904 * drop on that space.
772 */ 905 */
773 if (!drop_to_ground 906 if (!drop_to_ground
774 || !map 907 || !map
775 || map->in_memory != MAP_IN_MEMORY 908 || map->in_memory != MAP_ACTIVE
909 || map->no_drop
776 || ms ().move_block == MOVE_ALL) 910 || ms ().move_block == MOVE_ALL)
777 { 911 {
778 while (inv) 912 while (inv)
779 { 913 {
780 inv->destroy_inv (drop_to_ground); 914 inv->destroy_inv (false);
781 inv->destroy (); 915 inv->destroy ();
782 } 916 }
783 } 917 }
784 else 918 else
785 { /* Put objects in inventory onto this space */ 919 { /* Put objects in inventory onto this space */
791 || op->flag [FLAG_NO_DROP] 925 || op->flag [FLAG_NO_DROP]
792 || op->type == RUNE 926 || op->type == RUNE
793 || op->type == TRAP 927 || op->type == TRAP
794 || op->flag [FLAG_IS_A_TEMPLATE] 928 || op->flag [FLAG_IS_A_TEMPLATE]
795 || op->flag [FLAG_DESTROY_ON_DEATH]) 929 || op->flag [FLAG_DESTROY_ON_DEATH])
796 op->destroy (); 930 op->destroy (true);
797 else 931 else
798 map->insert (op, x, y); 932 map->insert (op, x, y);
799 } 933 }
800 } 934 }
801} 935}
805 object *op = new object; 939 object *op = new object;
806 op->link (); 940 op->link ();
807 return op; 941 return op;
808} 942}
809 943
944static struct freed_map : maptile
945{
946 freed_map ()
947 {
948 path = "<freed objects map>";
949 name = "/internal/freed_objects_map";
950 width = 3;
951 height = 3;
952 no_drop = 1;
953 no_reset = 1;
954
955 alloc ();
956 in_memory = MAP_ACTIVE;
957 }
958
959 ~freed_map ()
960 {
961 destroy ();
962 }
963} freed_map; // freed objects are moved here to avoid crashes
964
810void 965void
811object::do_destroy () 966object::do_destroy ()
812{ 967{
813 attachable::do_destroy ();
814
815 if (flag [FLAG_IS_LINKED]) 968 if (flag [FLAG_IS_LINKED])
816 remove_button_link (this); 969 remove_button_link (this);
817 970
818 if (flag [FLAG_FRIENDLY]) 971 if (flag [FLAG_FRIENDLY])
819 remove_friendly_object (this); 972 remove_friendly_object (this);
820 973
821 if (!flag [FLAG_REMOVED])
822 remove (); 974 remove ();
823 975
824 destroy_inv (true); 976 attachable::do_destroy ();
825 977
826 deactivate (); 978 deactivate ();
827 unlink (); 979 unlink ();
828 980
829 flag [FLAG_FREED] = 1; 981 flag [FLAG_FREED] = 1;
830 982
831 // hack to ensure that freed objects still have a valid map 983 // 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; 984 map = &freed_map;
848 x = 1; 985 x = 1;
849 y = 1; 986 y = 1;
850 }
851
852 head = 0;
853 987
854 if (more) 988 if (more)
855 { 989 {
856 more->destroy (); 990 more->destroy ();
857 more = 0; 991 more = 0;
858 } 992 }
859 993
994 head = 0;
995
860 // clear those pointers that likely might have circular references to us 996 // clear those pointers that likely might cause circular references
861 owner = 0; 997 owner = 0;
862 enemy = 0; 998 enemy = 0;
863 attacked_by = 0; 999 attacked_by = 0;
1000 current_weapon = 0;
864} 1001}
865 1002
866void 1003void
867object::destroy (bool destroy_inventory) 1004object::destroy (bool destroy_inventory)
868{ 1005{
869 if (destroyed ()) 1006 if (destroyed ())
870 return; 1007 return;
871 1008
1009 if (!is_head () && !head->destroyed ())
1010 {
1011 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1012 head->destroy (destroy_inventory);
1013 return;
1014 }
1015
872 if (destroy_inventory) 1016 destroy_inv (!destroy_inventory);
873 destroy_inv (false); 1017
1018 if (is_head ())
1019 if (sound_destroy)
1020 play_sound (sound_destroy);
1021 else if (flag [FLAG_MONSTER])
1022 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
874 1023
875 attachable::destroy (); 1024 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} 1025}
894 1026
895/* op->remove (): 1027/* op->remove ():
896 * This function removes the object op from the linked list of objects 1028 * This function removes the object op from the linked list of objects
897 * which it is currently tied to. When this function is done, the 1029 * which it is currently tied to. When this function is done, the
898 * object will have no environment. If the object previously had an 1030 * object will have no environment. If the object previously had an
899 * environment, the x and y coordinates will be updated to 1031 * environment, the x and y coordinates will be updated to
900 * the previous environment. 1032 * the previous environment.
901 * Beware: This function is called from the editor as well!
902 */ 1033 */
903void 1034void
904object::remove_slow () 1035object::do_remove ()
905{ 1036{
906 object *tmp, *last = 0; 1037 object *tmp, *last = 0;
907 object *otmp; 1038 object *otmp;
908 1039
909 if (QUERY_FLAG (this, FLAG_REMOVED)) 1040 if (flag [FLAG_REMOVED])
910 return; 1041 return;
911 1042
912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this); 1043 INVOKE_OBJECT (REMOVE, this);
1044
1045 flag [FLAG_REMOVED] = true;
914 1046
915 if (more) 1047 if (more)
916 more->remove (); 1048 more->remove ();
917 1049
918 /* 1050 /*
919 * In this case, the object to be removed is in someones 1051 * In this case, the object to be removed is in someones
920 * inventory. 1052 * inventory.
921 */ 1053 */
922 if (env) 1054 if (env)
923 { 1055 {
924 if (nrof) 1056 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
925 sub_weight (env, weight * nrof); 1057 if (object *pl = visible_to ())
926 else 1058 esrv_del_item (pl->contr, count);
927 sub_weight (env, weight + carrying); 1059 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1060
1061 adjust_weight (env, -total_weight ());
1062
1063 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do.
1066 */
1067 map = env->map;
1068 x = env->x;
1069 y = env->y;
1070
1071 // make sure cmov optimisation is applicable
1072 *(above ? &above->below : &env->inv) = below;
1073 *(below ? &below->above : &above ) = above; // &above is just a dummy
1074
1075 above = 0;
1076 below = 0;
1077 env = 0;
928 1078
929 /* NO_FIX_PLAYER is set when a great many changes are being 1079 /* NO_FIX_PLAYER is set when a great many changes are being
930 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
931 * to save cpu time. 1081 * to save cpu time.
932 */ 1082 */
933 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1083 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
934 otmp->update_stats (); 1084 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 } 1085 }
953 else if (map) 1086 else if (map)
954 { 1087 {
955 if (type == PLAYER)
956 {
957 --map->players;
958 map->touch ();
959 }
960
961 map->dirty = true; 1088 map->dirty = true;
962 mapspace &ms = this->ms (); 1089 mapspace &ms = this->ms ();
963 1090
1091 if (object *pl = ms.player ())
1092 {
1093 if (type == PLAYER) // this == pl(!)
1094 {
1095 // leaving a spot always closes any open container on the ground
1096 if (container && !container->env)
1097 // this causes spurious floorbox updates, but it ensures
1098 // that the CLOSE event is being sent.
1099 close_container ();
1100
1101 --map->players;
1102 map->touch ();
1103 }
1104 else if (pl->container == this)
1105 {
1106 // removing a container should close it
1107 close_container ();
1108 }
1109
1110 esrv_del_item (pl->contr, count);
1111 }
1112
964 /* link the object above us */ 1113 /* link the object above us */
965 if (above) 1114 // re-link, make sure compiler can easily use cmove
966 above->below = below; 1115 *(above ? &above->below : &ms.top) = below;
967 else 1116 *(below ? &below->above : &ms.bot) = above;
968 ms.top = below; /* we were top, set new top */
969
970 /* Relink the object below us, if there is one */
971 if (below)
972 below->above = above;
973 else
974 {
975 /* Nothing below, which means we need to relink map object for this space
976 * use translated coordinates in case some oddness with map tiling is
977 * evident
978 */
979 if (GET_MAP_OB (map, x, y) != this)
980 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
981
982 ms.bot = above; /* goes on above it. */
983 }
984 1117
985 above = 0; 1118 above = 0;
986 below = 0; 1119 below = 0;
987 1120
988 if (map->in_memory == MAP_SAVING) 1121 if (map->in_memory == MAP_SAVING)
989 return; 1122 return;
990 1123
991 int check_walk_off = !flag [FLAG_NO_APPLY]; 1124 int check_walk_off = !flag [FLAG_NO_APPLY];
1125
1126 if (object *pl = ms.player ())
1127 {
1128 if (pl->container == this)
1129 /* If a container that the player is currently using somehow gets
1130 * removed (most likely destroyed), update the player view
1131 * appropriately.
1132 */
1133 pl->close_container ();
1134
1135 //TODO: the floorbox prev/next might need updating
1136 //esrv_del_item (pl->contr, count);
1137 //TODO: update floorbox to preserve ordering
1138 if (pl->contr->ns)
1139 pl->contr->ns->floorbox_update ();
1140 }
992 1141
993 for (tmp = ms.bot; tmp; tmp = tmp->above) 1142 for (tmp = ms.bot; tmp; tmp = tmp->above)
994 { 1143 {
995 /* No point updating the players look faces if he is the object 1144 /* No point updating the players look faces if he is the object
996 * being removed. 1145 * being removed.
997 */ 1146 */
998
999 if (tmp->type == PLAYER && tmp != this)
1000 {
1001 /* If a container that the player is currently using somehow gets
1002 * removed (most likely destroyed), update the player view
1003 * appropriately.
1004 */
1005 if (tmp->container == this)
1006 {
1007 flag [FLAG_APPLIED] = 0;
1008 tmp->container = 0;
1009 }
1010
1011 if (tmp->contr->ns)
1012 tmp->contr->ns->floorbox_update ();
1013 }
1014 1147
1015 /* See if object moving off should effect something */ 1148 /* See if object moving off should effect something */
1016 if (check_walk_off 1149 if (check_walk_off
1017 && ((move_type & tmp->move_off) 1150 && ((move_type & tmp->move_off)
1018 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1021 1154
1022 if (destroyed ()) 1155 if (destroyed ())
1023 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1024 } 1157 }
1025 1158
1026 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1027 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1028 if (tmp->above == tmp)
1029 tmp->above = 0;
1030
1031 last = tmp; 1159 last = tmp;
1032 } 1160 }
1033 1161
1034 /* last == NULL if there are no objects on this space */ 1162 /* last == NULL if there are no objects on this space */
1035 //TODO: this makes little sense, why only update the topmost object? 1163 //TODO: this makes little sense, why only update the topmost object?
1055merge_ob (object *op, object *top) 1183merge_ob (object *op, object *top)
1056{ 1184{
1057 if (!op->nrof) 1185 if (!op->nrof)
1058 return 0; 1186 return 0;
1059 1187
1060 if (top) 1188 if (!top)
1061 for (top = op; top && top->above; top = top->above) 1189 for (top = op; top && top->above; top = top->above)
1062 ; 1190 ;
1063 1191
1064 for (; top; top = top->below) 1192 for (; top; top = top->below)
1065 {
1066 if (top == op)
1067 continue;
1068
1069 if (object::can_merge (op, top)) 1193 if (object::can_merge (op, top))
1070 { 1194 {
1071 top->nrof += op->nrof; 1195 top->nrof += op->nrof;
1072 1196
1073/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1197 if (object *pl = top->visible_to ())
1074 op->weight = 0; /* Don't want any adjustements now */ 1198 esrv_update_item (UPD_NROF, pl, top);
1199
1200 op->weight = 0; // cancel the addition above
1201 op->carrying = 0; // must be 0 already
1202
1075 op->destroy (); 1203 op->destroy (1);
1204
1076 return top; 1205 return top;
1077 } 1206 }
1078 }
1079 1207
1080 return 0; 1208 return 0;
1209}
1210
1211void
1212object::expand_tail ()
1213{
1214 if (more)
1215 return;
1216
1217 object *prev = this;
1218
1219 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1220 {
1221 object *op = arch_to_object (at);
1222
1223 op->name = name;
1224 op->name_pl = name_pl;
1225 op->title = title;
1226
1227 op->head = this;
1228 prev->more = op;
1229
1230 prev = op;
1231 }
1081} 1232}
1082 1233
1083/* 1234/*
1084 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1235 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1085 * job preparing multi-part monsters. 1236 * job preparing multi-part monsters.
1087object * 1238object *
1088insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1239insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1089{ 1240{
1090 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1241 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1091 { 1242 {
1092 tmp->x = x + tmp->arch->clone.x; 1243 tmp->x = x + tmp->arch->x;
1093 tmp->y = y + tmp->arch->clone.y; 1244 tmp->y = y + tmp->arch->y;
1094 } 1245 }
1095 1246
1096 return insert_ob_in_map (op, m, originator, flag); 1247 return insert_ob_in_map (op, m, originator, flag);
1097} 1248}
1098 1249
1117 * just 'op' otherwise 1268 * just 'op' otherwise
1118 */ 1269 */
1119object * 1270object *
1120insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1271insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1121{ 1272{
1122 object *tmp, *top, *floor = NULL;
1123
1124 if (QUERY_FLAG (op, FLAG_FREED))
1125 {
1126 LOG (llevError, "Trying to insert freed object!\n");
1127 return NULL;
1128 }
1129
1130 if (!QUERY_FLAG (op, FLAG_REMOVED))
1131 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1132
1133 op->remove (); 1273 op->remove ();
1134
1135 if (!m)
1136 {
1137 char *dump = dump_object (op);
1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1139 free (dump);
1140 return op;
1141 }
1142
1143 if (out_of_map (m, op->x, op->y))
1144 {
1145 char *dump = dump_object (op);
1146 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1147#ifdef MANY_CORES
1148 /* Better to catch this here, as otherwise the next use of this object
1149 * is likely to cause a crash. Better to find out where it is getting
1150 * improperly inserted.
1151 */
1152 abort ();
1153#endif
1154 free (dump);
1155 return op;
1156 }
1157
1158 if (object *more = op->more)
1159 {
1160 if (!insert_ob_in_map (more, m, originator, flag))
1161 {
1162 if (!op->head)
1163 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1164
1165 return 0;
1166 }
1167 }
1168
1169 CLEAR_FLAG (op, FLAG_REMOVED);
1170 1274
1171 /* Ideally, the caller figures this out. However, it complicates a lot 1275 /* Ideally, the caller figures this out. However, it complicates a lot
1172 * of areas of callers (eg, anything that uses find_free_spot would now 1276 * of areas of callers (eg, anything that uses find_free_spot would now
1173 * need extra work 1277 * need extra work
1174 */ 1278 */
1175 if (!xy_normalise (m, op->x, op->y)) 1279 if (!xy_normalise (m, op->x, op->y))
1280 {
1281 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1176 return 0; 1282 return 0;
1283 }
1284
1285 if (object *more = op->more)
1286 if (!insert_ob_in_map (more, m, originator, flag))
1287 return 0;
1288
1289 CLEAR_FLAG (op, FLAG_REMOVED);
1177 1290
1178 op->map = m; 1291 op->map = m;
1179 mapspace &ms = op->ms (); 1292 mapspace &ms = op->ms ();
1180 1293
1181 /* this has to be done after we translate the coordinates. 1294 /* this has to be done after we translate the coordinates.
1182 */ 1295 */
1183 if (op->nrof && !(flag & INS_NO_MERGE)) 1296 if (op->nrof && !(flag & INS_NO_MERGE))
1184 for (tmp = ms.bot; tmp; tmp = tmp->above) 1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1185 if (object::can_merge (op, tmp)) 1298 if (object::can_merge (op, tmp))
1186 { 1299 {
1300 // TODO: we actually want to update tmp, not op,
1301 // but some caller surely breaks when we return tmp
1302 // from here :/
1187 op->nrof += tmp->nrof; 1303 op->nrof += tmp->nrof;
1188 tmp->destroy (); 1304 tmp->destroy (1);
1189 } 1305 }
1190 1306
1191 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1307 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1192 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1308 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1193 1309
1200 { 1316 {
1201 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1317 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1202 abort (); 1318 abort ();
1203 } 1319 }
1204 1320
1321 if (!originator->is_on_map ())
1322 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1323 op->debug_desc (), originator->debug_desc ());
1324
1205 op->above = originator; 1325 op->above = originator;
1206 op->below = originator->below; 1326 op->below = originator->below;
1207
1208 if (op->below)
1209 op->below->above = op;
1210 else
1211 ms.bot = op;
1212
1213 /* since *below* originator, no need to update top */
1214 originator->below = op; 1327 originator->below = op;
1328
1329 *(op->below ? &op->below->above : &ms.bot) = op;
1215 } 1330 }
1216 else 1331 else
1217 { 1332 {
1218 top = ms.bot; 1333 object *floor = 0;
1334 object *top = ms.top;
1219 1335
1220 /* If there are other objects, then */ 1336 /* If there are other objects, then */
1221 if ((!(flag & INS_MAP_LOAD)) && top) 1337 if (top)
1222 { 1338 {
1223 object *last = 0;
1224
1225 /* 1339 /*
1226 * If there are multiple objects on this space, we do some trickier handling. 1340 * If there are multiple objects on this space, we do some trickier handling.
1227 * We've already dealt with merging if appropriate. 1341 * We've already dealt with merging if appropriate.
1228 * Generally, we want to put the new object on top. But if 1342 * Generally, we want to put the new object on top. But if
1229 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1343 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1232 * once we get to them. This reduces the need to traverse over all of 1346 * once we get to them. This reduces the need to traverse over all of
1233 * them when adding another one - this saves quite a bit of cpu time 1347 * them when adding another one - this saves quite a bit of cpu time
1234 * when lots of spells are cast in one area. Currently, it is presumed 1348 * when lots of spells are cast in one area. Currently, it is presumed
1235 * that flying non pickable objects are spell objects. 1349 * that flying non pickable objects are spell objects.
1236 */ 1350 */
1237 for (top = ms.bot; top; top = top->above) 1351 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1238 { 1352 {
1239 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1353 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1240 floor = top; 1354 floor = tmp;
1241 1355
1242 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1356 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1243 { 1357 {
1244 /* We insert above top, so we want this object below this */ 1358 /* We insert above top, so we want this object below this */
1245 top = top->below; 1359 top = tmp->below;
1246 break; 1360 break;
1247 } 1361 }
1248 1362
1249 last = top; 1363 top = tmp;
1250 } 1364 }
1251
1252 /* Don't want top to be NULL, so set it to the last valid object */
1253 top = last;
1254 1365
1255 /* We let update_position deal with figuring out what the space 1366 /* We let update_position deal with figuring out what the space
1256 * looks like instead of lots of conditions here. 1367 * looks like instead of lots of conditions here.
1257 * makes things faster, and effectively the same result. 1368 * makes things faster, and effectively the same result.
1258 */ 1369 */
1259 1370
1260 /* Have object 'fall below' other objects that block view. 1371 /* Have object 'fall below' other objects that block view.
1261 * Unless those objects are exits, type 66 1372 * Unless those objects are exits.
1262 * If INS_ON_TOP is used, don't do this processing 1373 * If INS_ON_TOP is used, don't do this processing
1263 * Need to find the object that in fact blocks view, otherwise 1374 * Need to find the object that in fact blocks view, otherwise
1264 * stacking is a bit odd. 1375 * stacking is a bit odd.
1265 */ 1376 */
1266 if (!(flag & INS_ON_TOP) 1377 if (!(flag & INS_ON_TOP)
1267 && ms.flags () & P_BLOCKSVIEW 1378 && ms.flags () & P_BLOCKSVIEW
1268 && (op->face && !op->face->visibility)) 1379 && (op->face && !faces [op->face].visibility))
1269 { 1380 {
1381 object *last;
1382
1270 for (last = top; last != floor; last = last->below) 1383 for (last = top; last != floor; last = last->below)
1271 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1384 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1272 break; 1385 break;
1273 1386
1274 /* Check to see if we found the object that blocks view, 1387 /* Check to see if we found the object that blocks view,
1279 if (last && last->below && last != floor) 1392 if (last && last->below && last != floor)
1280 top = last->below; 1393 top = last->below;
1281 } 1394 }
1282 } /* If objects on this space */ 1395 } /* If objects on this space */
1283 1396
1284 if (flag & INS_MAP_LOAD)
1285 top = ms.top;
1286
1287 if (flag & INS_ABOVE_FLOOR_ONLY) 1397 if (flag & INS_ABOVE_FLOOR_ONLY)
1288 top = floor; 1398 top = floor;
1289 1399
1290 /* Top is the object that our object (op) is going to get inserted above. 1400 // insert object above top, or bottom-most if top = 0
1291 */
1292
1293 /* First object on this space */
1294 if (!top) 1401 if (!top)
1295 { 1402 {
1403 op->below = 0;
1296 op->above = ms.bot; 1404 op->above = ms.bot;
1297
1298 if (op->above)
1299 op->above->below = op;
1300
1301 op->below = 0;
1302 ms.bot = op; 1405 ms.bot = op;
1406
1407 *(op->above ? &op->above->below : &ms.top) = op;
1303 } 1408 }
1304 else 1409 else
1305 { /* get inserted into the stack above top */ 1410 {
1306 op->above = top->above; 1411 op->above = top->above;
1307
1308 if (op->above)
1309 op->above->below = op; 1412 top->above = op;
1310 1413
1311 op->below = top; 1414 op->below = top;
1312 top->above = op; 1415 *(op->above ? &op->above->below : &ms.top) = op;
1313 } 1416 }
1314 1417 }
1315 if (!op->above)
1316 ms.top = op;
1317 } /* else not INS_BELOW_ORIGINATOR */
1318 1418
1319 if (op->type == PLAYER) 1419 if (op->type == PLAYER)
1320 { 1420 {
1321 op->contr->do_los = 1; 1421 op->contr->do_los = 1;
1322 ++op->map->players; 1422 ++op->map->players;
1323 op->map->touch (); 1423 op->map->touch ();
1324 } 1424 }
1325 1425
1326 op->map->dirty = true; 1426 op->map->dirty = true;
1327 1427
1328 /* If we have a floor, we know the player, if any, will be above
1329 * it, so save a few ticks and start from there.
1330 */
1331 if (!(flag & INS_MAP_LOAD))
1332 if (object *pl = ms.player ()) 1428 if (object *pl = ms.player ())
1429 //TODO: the floorbox prev/next might need updating
1430 //esrv_send_item (pl, op);
1431 //TODO: update floorbox to preserve ordering
1333 if (pl->contr->ns) 1432 if (pl->contr->ns)
1334 pl->contr->ns->floorbox_update (); 1433 pl->contr->ns->floorbox_update ();
1335 1434
1336 /* If this object glows, it may affect lighting conditions that are 1435 /* If this object glows, it may affect lighting conditions that are
1337 * visible to others on this map. But update_all_los is really 1436 * visible to others on this map. But update_all_los is really
1338 * an inefficient way to do this, as it means los for all players 1437 * an inefficient way to do this, as it means los for all players
1339 * on the map will get recalculated. The players could very well 1438 * on the map will get recalculated. The players could very well
1358 * blocked() and wall() work properly), and these flags are updated by 1457 * blocked() and wall() work properly), and these flags are updated by
1359 * update_object(). 1458 * update_object().
1360 */ 1459 */
1361 1460
1362 /* if this is not the head or flag has been passed, don't check walk on status */ 1461 /* if this is not the head or flag has been passed, don't check walk on status */
1363 if (!(flag & INS_NO_WALK_ON) && !op->head) 1462 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1364 { 1463 {
1365 if (check_move_on (op, originator)) 1464 if (check_move_on (op, originator))
1366 return 0; 1465 return 0;
1367 1466
1368 /* If we are a multi part object, lets work our way through the check 1467 /* If we are a multi part object, lets work our way through the check
1369 * walk on's. 1468 * walk on's.
1370 */ 1469 */
1371 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1470 for (object *tmp = op->more; tmp; tmp = tmp->more)
1372 if (check_move_on (tmp, originator)) 1471 if (check_move_on (tmp, originator))
1373 return 0; 1472 return 0;
1374 } 1473 }
1375 1474
1376 return op; 1475 return op;
1381 * op is the object to insert it under: supplies x and the map. 1480 * op is the object to insert it under: supplies x and the map.
1382 */ 1481 */
1383void 1482void
1384replace_insert_ob_in_map (const char *arch_string, object *op) 1483replace_insert_ob_in_map (const char *arch_string, object *op)
1385{ 1484{
1386 object *tmp, *tmp1;
1387
1388 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1389 1486
1390 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1391 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1392 tmp->destroy (); 1489 tmp->destroy (1);
1393 1490
1394 tmp1 = arch_to_object (archetype::find (arch_string)); 1491 object *tmp = arch_to_object (archetype::find (arch_string));
1395 1492
1396 tmp1->x = op->x; 1493 tmp->x = op->x;
1397 tmp1->y = op->y; 1494 tmp->y = op->y;
1495
1398 insert_ob_in_map (tmp1, op->map, op, 0); 1496 insert_ob_in_map (tmp, op->map, op, 0);
1399} 1497}
1400 1498
1401object * 1499object *
1402object::insert_at (object *where, object *originator, int flags) 1500object::insert_at (object *where, object *originator, int flags)
1403{ 1501{
1502 if (where->env)
1503 return where->env->insert (this);
1504 else
1404 where->map->insert (this, where->x, where->y, originator, flags); 1505 return where->map->insert (this, where->x, where->y, originator, flags);
1405} 1506}
1406 1507
1407/* 1508/*
1408 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1409 * is returned contains nr objects, and the remaining parts contains
1410 * the rest (or is removed and freed if that number is 0).
1411 * On failure, NULL is returned, and the reason put into the
1412 * global static errmsg array.
1413 */
1414object *
1415get_split_ob (object *orig_ob, uint32 nr)
1416{
1417 object *newob;
1418 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1419
1420 if (orig_ob->nrof < nr)
1421 {
1422 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1423 return NULL;
1424 }
1425
1426 newob = object_create_clone (orig_ob);
1427
1428 if ((orig_ob->nrof -= nr) < 1)
1429 orig_ob->destroy (1);
1430 else if (!is_removed)
1431 {
1432 if (orig_ob->env != NULL)
1433 sub_weight (orig_ob->env, orig_ob->weight * nr);
1434 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1435 {
1436 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1437 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1438 return NULL;
1439 }
1440 }
1441
1442 newob->nrof = nr;
1443
1444 return newob;
1445}
1446
1447/*
1448 * decrease_ob_nr(object, number) decreases a specified number from 1509 * decrease(object, number) decreases a specified number from
1449 * the amount of an object. If the amount reaches 0, the object 1510 * the amount of an object. If the amount reaches 0, the object
1450 * is subsequently removed and freed. 1511 * is subsequently removed and freed.
1451 * 1512 *
1452 * Return value: 'op' if something is left, NULL if the amount reached 0 1513 * Return value: 'op' if something is left, NULL if the amount reached 0
1453 */ 1514 */
1515bool
1516object::decrease (sint32 nr)
1517{
1518 if (!nr)
1519 return true;
1454 1520
1521 nr = min (nr, nrof);
1522
1523 nrof -= nr;
1524
1525 if (nrof)
1526 {
1527 adjust_weight (env, -weight * nr); // carrying == 0
1528
1529 if (object *pl = visible_to ())
1530 esrv_update_item (UPD_NROF, pl, this);
1531
1532 return true;
1533 }
1534 else
1535 {
1536 destroy (1);
1537 return false;
1538 }
1539}
1540
1541/*
1542 * split(ob,nr) splits up ob into two parts. The part which
1543 * is returned contains nr objects, and the remaining parts contains
1544 * the rest (or is removed and returned if that number is 0).
1545 * On failure, NULL is returned.
1546 */
1455object * 1547object *
1456decrease_ob_nr (object *op, uint32 i) 1548object::split (sint32 nr)
1457{ 1549{
1458 object *tmp; 1550 int have = number_of ();
1459 1551
1460 if (i == 0) /* objects with op->nrof require this check */ 1552 if (have < nr)
1461 return op; 1553 return 0;
1462 1554 else if (have == nr)
1463 if (i > op->nrof)
1464 i = op->nrof;
1465
1466 if (QUERY_FLAG (op, FLAG_REMOVED))
1467 op->nrof -= i;
1468 else if (op->env)
1469 { 1555 {
1470 /* is this object in the players inventory, or sub container
1471 * therein?
1472 */
1473 tmp = op->in_player ();
1474 /* nope. Is this a container the player has opened?
1475 * If so, set tmp to that player.
1476 * IMO, searching through all the players will mostly
1477 * likely be quicker than following op->env to the map,
1478 * and then searching the map for a player.
1479 */
1480 if (!tmp)
1481 for_all_players (pl)
1482 if (pl->ob->container == op->env)
1483 {
1484 tmp = pl->ob;
1485 break;
1486 }
1487
1488 if (i < op->nrof)
1489 {
1490 sub_weight (op->env, op->weight * i);
1491 op->nrof -= i;
1492 if (tmp)
1493 esrv_send_item (tmp, op);
1494 }
1495 else
1496 {
1497 op->remove (); 1556 remove ();
1498 op->nrof = 0; 1557 return this;
1499 if (tmp)
1500 esrv_del_item (tmp->contr, op->count);
1501 }
1502 } 1558 }
1503 else 1559 else
1504 { 1560 {
1505 object *above = op->above; 1561 decrease (nr);
1506 1562
1507 if (i < op->nrof) 1563 object *op = deep_clone ();
1508 op->nrof -= i; 1564 op->nrof = nr;
1509 else
1510 {
1511 op->remove ();
1512 op->nrof = 0;
1513 }
1514
1515 /* Since we just removed op, op->above is null */
1516 for (tmp = above; tmp; tmp = tmp->above)
1517 if (tmp->type == PLAYER)
1518 {
1519 if (op->nrof)
1520 esrv_send_item (tmp, op);
1521 else
1522 esrv_del_item (tmp->contr, op->count);
1523 }
1524 }
1525
1526 if (op->nrof)
1527 return op; 1565 return op;
1528 else
1529 {
1530 op->destroy ();
1531 return 0;
1532 }
1533}
1534
1535/*
1536 * add_weight(object, weight) adds the specified weight to an object,
1537 * and also updates how much the environment(s) is/are carrying.
1538 */
1539
1540void
1541add_weight (object *op, signed long weight)
1542{
1543 while (op != NULL)
1544 {
1545 if (op->type == CONTAINER)
1546 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1547
1548 op->carrying += weight;
1549 op = op->env;
1550 } 1566 }
1551} 1567}
1552 1568
1553object * 1569object *
1554insert_ob_in_ob (object *op, object *where) 1570insert_ob_in_ob (object *op, object *where)
1559 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1575 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1560 free (dump); 1576 free (dump);
1561 return op; 1577 return op;
1562 } 1578 }
1563 1579
1564 if (where->head) 1580 if (where->head_ () != where)
1565 { 1581 {
1566 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1582 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1567 where = where->head; 1583 where = where->head;
1568 } 1584 }
1569 1585
1570 return where->insert (op); 1586 return where->insert (op);
1571} 1587}
1576 * inside the object environment. 1592 * inside the object environment.
1577 * 1593 *
1578 * The function returns now pointer to inserted item, and return value can 1594 * The function returns now pointer to inserted item, and return value can
1579 * be != op, if items are merged. -Tero 1595 * be != op, if items are merged. -Tero
1580 */ 1596 */
1581
1582object * 1597object *
1583object::insert (object *op) 1598object::insert (object *op)
1584{ 1599{
1585 object *tmp, *otmp;
1586
1587 if (!QUERY_FLAG (op, FLAG_REMOVED))
1588 op->remove ();
1589
1590 if (op->more) 1600 if (op->more)
1591 { 1601 {
1592 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1602 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1593 return op; 1603 return op;
1594 } 1604 }
1595 1605
1596 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1606 op->remove ();
1597 CLEAR_FLAG (op, FLAG_REMOVED); 1607
1608 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1609
1598 if (op->nrof) 1610 if (op->nrof)
1599 {
1600 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1611 for (object *tmp = inv; tmp; tmp = tmp->below)
1601 if (object::can_merge (tmp, op)) 1612 if (object::can_merge (tmp, op))
1602 { 1613 {
1603 /* return the original object and remove inserted object 1614 /* return the original object and remove inserted object
1604 (client needs the original object) */ 1615 (client needs the original object) */
1605 tmp->nrof += op->nrof; 1616 tmp->nrof += op->nrof;
1606 /* Weight handling gets pretty funky. Since we are adding to 1617
1607 * tmp->nrof, we need to increase the weight. 1618 if (object *pl = tmp->visible_to ())
1608 */ 1619 esrv_update_item (UPD_NROF, pl, tmp);
1620
1609 add_weight (this, op->weight * op->nrof); 1621 adjust_weight (this, op->total_weight ());
1610 SET_FLAG (op, FLAG_REMOVED); 1622
1611 op->destroy (); /* free the inserted object */ 1623 op->destroy (1);
1612 op = tmp; 1624 op = tmp;
1613 op->remove (); /* and fix old object's links */ 1625 goto inserted;
1614 CLEAR_FLAG (op, FLAG_REMOVED);
1615 break;
1616 } 1626 }
1617 1627
1618 /* I assume combined objects have no inventory 1628 op->owner = 0; // it's his/hers now. period.
1619 * We add the weight - this object could have just been removed
1620 * (if it was possible to merge). calling remove_ob will subtract
1621 * the weight, so we need to add it in again, since we actually do
1622 * the linking below
1623 */
1624 add_weight (this, op->weight * op->nrof);
1625 }
1626 else
1627 add_weight (this, (op->weight + op->carrying));
1628
1629 otmp = this->in_player ();
1630 if (otmp && otmp->contr)
1631 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1632 otmp->update_stats ();
1633
1634 op->map = 0; 1629 op->map = 0;
1635 op->env = this; 1630 op->x = 0;
1631 op->y = 0;
1632
1636 op->above = 0; 1633 op->above = 0;
1637 op->below = 0; 1634 op->below = inv;
1638 op->x = 0, op->y = 0; 1635 op->env = this;
1639 1636
1637 if (inv)
1638 inv->above = op;
1639
1640 inv = op;
1641
1642 op->flag [FLAG_REMOVED] = 0;
1643
1644 if (object *pl = op->visible_to ())
1645 esrv_send_item (pl, op);
1646
1647 adjust_weight (this, op->total_weight ());
1648
1649inserted:
1640 /* reset the light list and los of the players on the map */ 1650 /* reset the light list and los of the players on the map */
1641 if ((op->glow_radius != 0) && map) 1651 if (op->glow_radius && map && map->darkness)
1642 {
1643#ifdef DEBUG_LIGHTS
1644 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1645#endif /* DEBUG_LIGHTS */
1646 if (map->darkness)
1647 update_all_los (map, x, y); 1652 update_all_los (map, x, y);
1648 }
1649 1653
1650 /* Client has no idea of ordering so lets not bother ordering it here. 1654 // if this is a player's inventory, update stats
1651 * It sure simplifies this function... 1655 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1652 */ 1656 update_stats ();
1653 if (!inv)
1654 inv = op;
1655 else
1656 {
1657 op->below = inv;
1658 op->below->above = op;
1659 inv = op;
1660 }
1661 1657
1662 INVOKE_OBJECT (INSERT, this); 1658 INVOKE_OBJECT (INSERT, this);
1663 1659
1664 return op; 1660 return op;
1665} 1661}
1746 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1742 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1747 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1743 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1748 { 1744 {
1749 1745
1750 float 1746 float
1751 diff = tmp->move_slow_penalty * FABS (op->speed); 1747 diff = tmp->move_slow_penalty * fabs (op->speed);
1752 1748
1753 if (op->type == PLAYER) 1749 if (op->type == PLAYER)
1754 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1750 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1755 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1751 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1756 diff /= 4.0; 1752 diff /= 4.0;
1793 LOG (llevError, "Present_arch called outside map.\n"); 1789 LOG (llevError, "Present_arch called outside map.\n");
1794 return NULL; 1790 return NULL;
1795 } 1791 }
1796 1792
1797 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1793 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1798 if (tmp->arch == at) 1794 if (tmp->arch->archname == at->archname)
1799 return tmp; 1795 return tmp;
1800 1796
1801 return NULL; 1797 return NULL;
1802} 1798}
1803 1799
1867 * The first matching object is returned, or NULL if none. 1863 * The first matching object is returned, or NULL if none.
1868 */ 1864 */
1869object * 1865object *
1870present_arch_in_ob (const archetype *at, const object *op) 1866present_arch_in_ob (const archetype *at, const object *op)
1871{ 1867{
1872 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1868 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1873 if (tmp->arch == at) 1869 if (tmp->arch->archname == at->archname)
1874 return tmp; 1870 return tmp;
1875 1871
1876 return NULL; 1872 return NULL;
1877} 1873}
1878 1874
1880 * activate recursively a flag on an object inventory 1876 * activate recursively a flag on an object inventory
1881 */ 1877 */
1882void 1878void
1883flag_inv (object *op, int flag) 1879flag_inv (object *op, int flag)
1884{ 1880{
1885 if (op->inv)
1886 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1881 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1887 { 1882 {
1888 SET_FLAG (tmp, flag); 1883 SET_FLAG (tmp, flag);
1889 flag_inv (tmp, flag); 1884 flag_inv (tmp, flag);
1890 } 1885 }
1891} 1886}
1892 1887
1893/* 1888/*
1894 * deactivate recursively a flag on an object inventory 1889 * deactivate recursively a flag on an object inventory
1895 */ 1890 */
1896void 1891void
1897unflag_inv (object *op, int flag) 1892unflag_inv (object *op, int flag)
1898{ 1893{
1899 if (op->inv)
1900 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1894 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1901 { 1895 {
1902 CLEAR_FLAG (tmp, flag); 1896 CLEAR_FLAG (tmp, flag);
1903 unflag_inv (tmp, flag); 1897 unflag_inv (tmp, flag);
1904 } 1898 }
1905}
1906
1907/*
1908 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1909 * all it's inventory (recursively).
1910 * If checksums are used, a player will get set_cheat called for
1911 * him/her-self and all object carried by a call to this function.
1912 */
1913void
1914set_cheat (object *op)
1915{
1916 SET_FLAG (op, FLAG_WAS_WIZ);
1917 flag_inv (op, FLAG_WAS_WIZ);
1918} 1899}
1919 1900
1920/* 1901/*
1921 * find_free_spot(object, map, x, y, start, stop) will search for 1902 * find_free_spot(object, map, x, y, start, stop) will search for
1922 * a spot at the given map and coordinates which will be able to contain 1903 * a spot at the given map and coordinates which will be able to contain
1924 * to search (see the freearr_x/y[] definition). 1905 * to search (see the freearr_x/y[] definition).
1925 * It returns a random choice among the alternatives found. 1906 * It returns a random choice among the alternatives found.
1926 * start and stop are where to start relative to the free_arr array (1,9 1907 * start and stop are where to start relative to the free_arr array (1,9
1927 * does all 4 immediate directions). This returns the index into the 1908 * does all 4 immediate directions). This returns the index into the
1928 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1909 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1929 * Note - this only checks to see if there is space for the head of the
1930 * object - if it is a multispace object, this should be called for all
1931 * pieces.
1932 * Note2: This function does correctly handle tiled maps, but does not 1910 * Note: This function does correctly handle tiled maps, but does not
1933 * inform the caller. However, insert_ob_in_map will update as 1911 * inform the caller. However, insert_ob_in_map will update as
1934 * necessary, so the caller shouldn't need to do any special work. 1912 * necessary, so the caller shouldn't need to do any special work.
1935 * Note - updated to take an object instead of archetype - this is necessary 1913 * Note - updated to take an object instead of archetype - this is necessary
1936 * because arch_blocked (now ob_blocked) needs to know the movement type 1914 * because arch_blocked (now ob_blocked) needs to know the movement type
1937 * to know if the space in question will block the object. We can't use 1915 * to know if the space in question will block the object. We can't use
1939 * customized, changed states, etc. 1917 * customized, changed states, etc.
1940 */ 1918 */
1941int 1919int
1942find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1920find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1943{ 1921{
1922 int altern[SIZEOFFREE];
1944 int index = 0, flag; 1923 int index = 0, flag;
1945 int altern[SIZEOFFREE];
1946 1924
1947 for (int i = start; i < stop; i++) 1925 for (int i = start; i < stop; i++)
1948 { 1926 {
1949 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1927 mapxy pos (m, x, y); pos.move (i);
1950 if (!flag) 1928
1929 if (!pos.normalise ())
1930 continue;
1931
1932 mapspace &ms = *pos;
1933
1934 if (ms.flags () & P_IS_ALIVE)
1935 continue;
1936
1937 /* However, often
1938 * ob doesn't have any move type (when used to place exits)
1939 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1940 */
1941 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1942 {
1951 altern [index++] = i; 1943 altern [index++] = i;
1944 continue;
1945 }
1952 1946
1953 /* Basically, if we find a wall on a space, we cut down the search size. 1947 /* Basically, if we find a wall on a space, we cut down the search size.
1954 * In this way, we won't return spaces that are on another side of a wall. 1948 * In this way, we won't return spaces that are on another side of a wall.
1955 * This mostly work, but it cuts down the search size in all directions - 1949 * This mostly work, but it cuts down the search size in all directions -
1956 * if the space being examined only has a wall to the north and empty 1950 * if the space being examined only has a wall to the north and empty
1957 * spaces in all the other directions, this will reduce the search space 1951 * spaces in all the other directions, this will reduce the search space
1958 * to only the spaces immediately surrounding the target area, and 1952 * to only the spaces immediately surrounding the target area, and
1959 * won't look 2 spaces south of the target space. 1953 * won't look 2 spaces south of the target space.
1960 */ 1954 */
1961 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1955 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1956 {
1962 stop = maxfree[i]; 1957 stop = maxfree[i];
1958 continue;
1959 }
1960
1961 /* Note it is intentional that we check ob - the movement type of the
1962 * head of the object should correspond for the entire object.
1963 */
1964 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1965 continue;
1966
1967 if (ob->blocked (m, pos.x, pos.y))
1968 continue;
1969
1970 altern [index++] = i;
1963 } 1971 }
1964 1972
1965 if (!index) 1973 if (!index)
1966 return -1; 1974 return -1;
1967 1975
1968 return altern[RANDOM () % index]; 1976 return altern [rndm (index)];
1969} 1977}
1970 1978
1971/* 1979/*
1972 * find_first_free_spot(archetype, maptile, x, y) works like 1980 * find_first_free_spot(archetype, maptile, x, y) works like
1973 * find_free_spot(), but it will search max number of squares. 1981 * find_free_spot(), but it will search max number of squares.
1976 */ 1984 */
1977int 1985int
1978find_first_free_spot (const object *ob, maptile *m, int x, int y) 1986find_first_free_spot (const object *ob, maptile *m, int x, int y)
1979{ 1987{
1980 for (int i = 0; i < SIZEOFFREE; i++) 1988 for (int i = 0; i < SIZEOFFREE; i++)
1981 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1989 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
1982 return i; 1990 return i;
1983 1991
1984 return -1; 1992 return -1;
1985} 1993}
1986 1994
1994{ 2002{
1995 arr += begin; 2003 arr += begin;
1996 end -= begin; 2004 end -= begin;
1997 2005
1998 while (--end) 2006 while (--end)
1999 swap (arr [end], arr [RANDOM () % (end + 1)]); 2007 swap (arr [end], arr [rndm (end + 1)]);
2000} 2008}
2001 2009
2002/* new function to make monster searching more efficient, and effective! 2010/* new function to make monster searching more efficient, and effective!
2003 * This basically returns a randomized array (in the passed pointer) of 2011 * This basically returns a randomized array (in the passed pointer) of
2004 * the spaces to find monsters. In this way, it won't always look for 2012 * the spaces to find monsters. In this way, it won't always look for
2040 object *tmp; 2048 object *tmp;
2041 maptile *mp; 2049 maptile *mp;
2042 2050
2043 MoveType blocked, move_type; 2051 MoveType blocked, move_type;
2044 2052
2045 if (exclude && exclude->head) 2053 if (exclude && exclude->head_ () != exclude)
2046 { 2054 {
2047 exclude = exclude->head; 2055 exclude = exclude->head;
2048 move_type = exclude->move_type; 2056 move_type = exclude->move_type;
2049 } 2057 }
2050 else 2058 else
2073 max = maxfree[i]; 2081 max = maxfree[i];
2074 else if (mflags & P_IS_ALIVE) 2082 else if (mflags & P_IS_ALIVE)
2075 { 2083 {
2076 for (tmp = ms.bot; tmp; tmp = tmp->above) 2084 for (tmp = ms.bot; tmp; tmp = tmp->above)
2077 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2085 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2078 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2086 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2079 break; 2087 break;
2080 2088
2081 if (tmp) 2089 if (tmp)
2082 return freedir[i]; 2090 return freedir[i];
2083 } 2091 }
2263 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2271 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2264 * core dumps if they do. 2272 * core dumps if they do.
2265 * 2273 *
2266 * Add a check so we can't pick up invisible objects (0.93.8) 2274 * Add a check so we can't pick up invisible objects (0.93.8)
2267 */ 2275 */
2268
2269int 2276int
2270can_pick (const object *who, const object *item) 2277can_pick (const object *who, const object *item)
2271{ 2278{
2272 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2279 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2273 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2280 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2276 2283
2277/* 2284/*
2278 * create clone from object to another 2285 * create clone from object to another
2279 */ 2286 */
2280object * 2287object *
2281object_create_clone (object *asrc) 2288object::deep_clone ()
2282{ 2289{
2283 object *dst = 0, *tmp, *src, *part, *prev, *item; 2290 assert (("deep_clone called on non-head object", is_head ()));
2284 2291
2285 if (!asrc) 2292 object *dst = clone ();
2286 return 0;
2287 2293
2288 src = asrc; 2294 object *prev = dst;
2289 if (src->head)
2290 src = src->head;
2291
2292 prev = 0;
2293 for (part = src; part; part = part->more) 2295 for (object *part = this->more; part; part = part->more)
2294 { 2296 {
2295 tmp = part->clone (); 2297 object *tmp = part->clone ();
2296 tmp->x -= src->x;
2297 tmp->y -= src->y;
2298
2299 if (!part->head)
2300 {
2301 dst = tmp;
2302 tmp->head = 0;
2303 }
2304 else
2305 tmp->head = dst; 2298 tmp->head = dst;
2306
2307 tmp->more = 0;
2308
2309 if (prev)
2310 prev->more = tmp; 2299 prev->more = tmp;
2311
2312 prev = tmp; 2300 prev = tmp;
2313 } 2301 }
2314 2302
2315 for (item = src->inv; item; item = item->below) 2303 for (object *item = inv; item; item = item->below)
2316 insert_ob_in_ob (object_create_clone (item), dst); 2304 insert_ob_in_ob (item->deep_clone (), dst);
2317 2305
2318 return dst; 2306 return dst;
2319}
2320
2321/* GROS - Creates an object using a string representing its content. */
2322/* Basically, we save the content of the string to a temp file, then call */
2323/* load_object on it. I admit it is a highly inefficient way to make things, */
2324/* but it was simple to make and allows reusing the load_object function. */
2325/* Remember not to use load_object_str in a time-critical situation. */
2326/* Also remember that multiparts objects are not supported for now. */
2327object *
2328load_object_str (const char *obstr)
2329{
2330 object *op;
2331 char filename[MAX_BUF];
2332
2333 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2334
2335 FILE *tempfile = fopen (filename, "w");
2336
2337 if (tempfile == NULL)
2338 {
2339 LOG (llevError, "Error - Unable to access load object temp file\n");
2340 return NULL;
2341 }
2342
2343 fprintf (tempfile, obstr);
2344 fclose (tempfile);
2345
2346 op = object::create ();
2347
2348 object_thawer thawer (filename);
2349
2350 if (thawer)
2351 load_object (thawer, op, 0);
2352
2353 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2354 CLEAR_FLAG (op, FLAG_REMOVED);
2355
2356 return op;
2357} 2307}
2358 2308
2359/* This returns the first object in who's inventory that 2309/* This returns the first object in who's inventory that
2360 * has the same type and subtype match. 2310 * has the same type and subtype match.
2361 * returns NULL if no match. 2311 * returns NULL if no match.
2368 return tmp; 2318 return tmp;
2369 2319
2370 return 0; 2320 return 0;
2371} 2321}
2372 2322
2373/* If ob has a field named key, return the link from the list, 2323const shstr &
2374 * otherwise return NULL. 2324object::kv_get (const shstr &key) const
2375 *
2376 * key must be a passed in shared string - otherwise, this won't
2377 * do the desired thing.
2378 */
2379key_value *
2380get_ob_key_link (const object *ob, const char *key)
2381{ 2325{
2382 for (key_value *link = ob->key_values; link; link = link->next) 2326 for (key_value *kv = key_values; kv; kv = kv->next)
2383 if (link->key == key) 2327 if (kv->key == key)
2384 return link;
2385
2386 return 0;
2387}
2388
2389/*
2390 * Returns the value of op has an extra_field for key, or NULL.
2391 *
2392 * The argument doesn't need to be a shared string.
2393 *
2394 * The returned string is shared.
2395 */
2396const char *
2397get_ob_key_value (const object *op, const char *const key)
2398{
2399 key_value *link;
2400 shstr_cmp canonical_key (key);
2401
2402 if (!canonical_key)
2403 {
2404 /* 1. There being a field named key on any object
2405 * implies there'd be a shared string to find.
2406 * 2. Since there isn't, no object has this field.
2407 * 3. Therefore, *this* object doesn't have this field.
2408 */
2409 return 0;
2410 }
2411
2412 /* This is copied from get_ob_key_link() above -
2413 * only 4 lines, and saves the function call overhead.
2414 */
2415 for (link = op->key_values; link; link = link->next)
2416 if (link->key == canonical_key)
2417 return link->value; 2328 return kv->value;
2418 2329
2419 return 0; 2330 return shstr_null;
2420} 2331}
2421 2332
2422 2333void
2423/* 2334object::kv_set (const shstr &key, const shstr &value)
2424 * Updates the canonical_key in op to value.
2425 *
2426 * canonical_key is a shared string (value doesn't have to be).
2427 *
2428 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2429 * keys.
2430 *
2431 * Returns TRUE on success.
2432 */
2433int
2434set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2435{ 2335{
2436 key_value *field = NULL, *last = NULL; 2336 for (key_value *kv = key_values; kv; kv = kv->next)
2437 2337 if (kv->key == key)
2438 for (field = op->key_values; field != NULL; field = field->next)
2439 {
2440 if (field->key != canonical_key)
2441 { 2338 {
2442 last = field; 2339 kv->value = value;
2443 continue; 2340 return;
2444 } 2341 }
2445 2342
2446 if (value) 2343 key_value *kv = new key_value;
2447 field->value = value; 2344
2448 else 2345 kv->next = key_values;
2346 kv->key = key;
2347 kv->value = value;
2348
2349 key_values = kv;
2350}
2351
2352void
2353object::kv_del (const shstr &key)
2354{
2355 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2356 if ((*kvp)->key == key)
2449 { 2357 {
2450 /* Basically, if the archetype has this key set, 2358 key_value *kv = *kvp;
2451 * we need to store the null value so when we save 2359 *kvp = (*kvp)->next;
2452 * it, we save the empty value so that when we load, 2360 delete kv;
2453 * we get this value back again. 2361 return;
2454 */
2455 if (get_ob_key_link (&op->arch->clone, canonical_key))
2456 field->value = 0;
2457 else
2458 {
2459 if (last)
2460 last->next = field->next;
2461 else
2462 op->key_values = field->next;
2463
2464 delete field;
2465 }
2466 } 2362 }
2467 return TRUE;
2468 }
2469 /* IF we get here, key doesn't exist */
2470
2471 /* No field, we'll have to add it. */
2472
2473 if (!add_key)
2474 return FALSE;
2475
2476 /* There isn't any good reason to store a null
2477 * value in the key/value list. If the archetype has
2478 * this key, then we should also have it, so shouldn't
2479 * be here. If user wants to store empty strings,
2480 * should pass in ""
2481 */
2482 if (value == NULL)
2483 return TRUE;
2484
2485 field = new key_value;
2486
2487 field->key = canonical_key;
2488 field->value = value;
2489 /* Usual prepend-addition. */
2490 field->next = op->key_values;
2491 op->key_values = field;
2492
2493 return TRUE;
2494}
2495
2496/*
2497 * Updates the key in op to value.
2498 *
2499 * If add_key is FALSE, this will only update existing keys,
2500 * and not add new ones.
2501 * In general, should be little reason FALSE is ever passed in for add_key
2502 *
2503 * Returns TRUE on success.
2504 */
2505int
2506set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2507{
2508 shstr key_ (key);
2509
2510 return set_ob_key_value_s (op, key_, value, add_key);
2511} 2363}
2512 2364
2513object::depth_iterator::depth_iterator (object *container) 2365object::depth_iterator::depth_iterator (object *container)
2514: iterator_base (container) 2366: iterator_base (container)
2515{ 2367{
2528 item = item->inv; 2380 item = item->inv;
2529 } 2381 }
2530 else 2382 else
2531 item = item->env; 2383 item = item->env;
2532} 2384}
2533
2534 2385
2535const char * 2386const char *
2536object::flag_desc (char *desc, int len) const 2387object::flag_desc (char *desc, int len) const
2537{ 2388{
2538 char *p = desc; 2389 char *p = desc;
2566{ 2417{
2567 char flagdesc[512]; 2418 char flagdesc[512];
2568 char info2[256 * 4]; 2419 char info2[256 * 4];
2569 char *p = info; 2420 char *p = info;
2570 2421
2571 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2422 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2572 count, uuid.seq, 2423 count,
2424 uuid.c_str (),
2573 &name, 2425 &name,
2574 title ? "\",title:\"" : "", 2426 title ? "\",title:\"" : "",
2575 title ? (const char *)title : "", 2427 title ? (const char *)title : "",
2576 flag_desc (flagdesc, 512), type); 2428 flag_desc (flagdesc, 512), type);
2577 2429
2578 if (env) 2430 if (!flag[FLAG_REMOVED] && env)
2579 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2431 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2580 2432
2581 if (map) 2433 if (map)
2582 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2434 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2583 2435
2585} 2437}
2586 2438
2587const char * 2439const char *
2588object::debug_desc () const 2440object::debug_desc () const
2589{ 2441{
2590 static char info[256 * 4]; 2442 static char info[3][256 * 4];
2443 static int info_idx;
2444
2591 return debug_desc (info); 2445 return debug_desc (info [++info_idx % 3]);
2592} 2446}
2593 2447
2594const char * 2448struct region *
2595object::debug_desc2 () const 2449object::region () const
2596{ 2450{
2597 static char info[256 * 4]; 2451 return map ? map->region (x, y)
2598 return debug_desc (info); 2452 : region::default_region ();
2599} 2453}
2600 2454
2455const materialtype_t *
2456object::dominant_material () const
2457{
2458 if (materialtype_t *mt = name_to_material (materialname))
2459 return mt;
2460
2461 return name_to_material (shstr_unknown);
2462}
2463
2464void
2465object::open_container (object *new_container)
2466{
2467 if (container == new_container)
2468 return;
2469
2470 object *old_container = container;
2471
2472 if (old_container)
2473 {
2474 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2475 return;
2476
2477#if 0
2478 // remove the "Close old_container" object.
2479 if (object *closer = old_container->inv)
2480 if (closer->type == CLOSE_CON)
2481 closer->destroy ();
2482#endif
2483
2484 // make sure the container is available
2485 esrv_send_item (this, old_container);
2486
2487 old_container->flag [FLAG_APPLIED] = false;
2488 container = 0;
2489
2490 // client needs item update to make it work, client bug requires this to be separate
2491 esrv_update_item (UPD_FLAGS, this, old_container);
2492
2493 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2494 play_sound (sound_find ("chest_close"));
2495 }
2496
2497 if (new_container)
2498 {
2499 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2500 return;
2501
2502 // TODO: this does not seem to serve any purpose anymore?
2503#if 0
2504 // insert the "Close Container" object.
2505 if (archetype *closer = new_container->other_arch)
2506 {
2507 object *closer = arch_to_object (new_container->other_arch);
2508 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2509 new_container->insert (closer);
2510 }
2511#endif
2512
2513 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2514
2515 // make sure the container is available, client bug requires this to be separate
2516 esrv_send_item (this, new_container);
2517
2518 new_container->flag [FLAG_APPLIED] = true;
2519 container = new_container;
2520
2521 // client needs flag change
2522 esrv_update_item (UPD_FLAGS, this, new_container);
2523 esrv_send_inventory (this, new_container);
2524 play_sound (sound_find ("chest_open"));
2525 }
2526// else if (!old_container->env && contr && contr->ns)
2527// contr->ns->floorbox_reset ();
2528}
2529
2530object *
2531object::force_find (const shstr name)
2532{
2533 /* cycle through his inventory to look for the MARK we want to
2534 * place
2535 */
2536 for (object *tmp = inv; tmp; tmp = tmp->below)
2537 if (tmp->type == FORCE && tmp->slaying == name)
2538 return splay (tmp);
2539
2540 return 0;
2541}
2542
2543void
2544object::force_add (const shstr name, int duration)
2545{
2546 if (object *force = force_find (name))
2547 force->destroy ();
2548
2549 object *force = get_archetype (FORCE_NAME);
2550
2551 force->slaying = name;
2552 force->stats.food = 1;
2553 force->speed_left = -1.f;
2554
2555 force->set_speed (duration ? 1.f / duration : 0.f);
2556 force->flag [FLAG_IS_USED_UP] = true;
2557 force->flag [FLAG_APPLIED] = true;
2558
2559 insert (force);
2560}
2561
2562void
2563object::play_sound (faceidx sound)
2564{
2565 if (!sound)
2566 return;
2567
2568 if (flag [FLAG_REMOVED])
2569 return;
2570
2571 if (env)
2572 {
2573 if (object *pl = in_player ())
2574 pl->contr->play_sound (sound);
2575 }
2576 else
2577 map->play_sound (sound, x, y);
2578}
2579

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