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Comparing deliantra/server/common/object.C (file contents):
Revision 1.118 by root, Thu Jan 18 19:42:09 2007 UTC vs.
Revision 1.226 by root, Sat May 3 08:50:30 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; 144 key_value *wants_field;
141 145
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
150 key_value *has_field; 154 key_value *has_field;
151 155
152 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
154 158
155 if (has_field == NULL) 159 if (!has_field)
156 {
157 /* No field with that name. */ 160 return 0; /* No field with that name. */
158 return FALSE;
159 }
160 161
161 /* Found the matching field. */ 162 /* Found the matching field. */
162 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167 165
168 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
169 } 167 }
170 168
171 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 170 return 1;
173} 171}
174 172
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 174static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 176{
179 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
181 */ 179 */
202 || ob1->speed != ob2->speed 200 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 201 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 202 || ob1->name != ob2->name)
205 return 0; 203 return 0;
206 204
207 //TODO: this ain't working well, use nicer and correct overflow check 205 /* 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 206 * for unsigned overflow (2c), second part checks whether the result
209 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * would fit into a 32 bit signed int, which is often used to hold
210 * used to store nrof). 208 * nrof values.
211 */ 209 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
213 return 0; 211 return 0;
214 212
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* 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 214 * 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 215 * 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 216 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 217 * flags lose any meaning.
220 */ 218 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 221
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 224
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 225 if (ob1->arch->name != ob2->arch->name
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 226 || ob1->name != ob2->name
230 || ob1->title != ob2->title 227 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 228 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 229 || 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 230 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 231 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 232 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 233 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 234 || ob1->value != ob2->value
246 || ob1->move_block != ob2->move_block 241 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 242 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 243 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 244 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 245 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 249 return 0;
253 250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
254 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
256 */ 261 */
257 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
258 { 263 {
259 /* if one object has inventory but the other doesn't, not equiv */ 264 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 265 return 0; /* inventories differ in length */
261 return 0;
262 266
263 /* Now check to see if the two inventory objects could merge */ 267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
264 if (!object::can_merge (ob1->inv, ob2->inv)) 270 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 271 return 0; /* inventory objects differ */
266 272
267 /* inventory ok - still need to check rest of this object to see 273 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 274 * if it is valid.
269 */ 275 */
270 } 276 }
289 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
290 return 0; 296 return 0;
291 break; 297 break;
292 } 298 }
293 299
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
295 { 301 {
296 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 304 return 0; /* One has fields, but the other one doesn't. */
305
306 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 307 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 308 }
303 309
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
306 { 311 {
307 ob1->optimise (); 312 ob1->optimise ();
308 ob2->optimise (); 313 ob2->optimise ();
309 314
310 if (ob1->self || ob2->self) 315 if (ob1->self || ob2->self)
316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
311 return 0; 321 return 0;
322
323 if (k1 == 0)
324 return 1;
325
326 if (!cfperl_can_merge (ob1, ob2))
327 return 0;
328 }
312 } 329 }
313 330
314 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
315 return 1; 332 return 1;
316} 333}
317 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (client_visible () && !flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container)
364 return pl;
365 }
366 }
367
368 return 0;
369}
370
371// adjust weight per container type ("of holding")
372static sint32
373weight_adjust (object *op, sint32 weight)
374{
375 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight;
378}
379
318/* 380/*
381 * adjust_weight(object, weight) adds the specified weight to an object,
382 * and also updates how much the environment(s) is/are carrying.
383 */
384static void
385adjust_weight (object *op, sint32 weight)
386{
387 while (op)
388 {
389 weight = weight_adjust (op, weight);
390
391 if (!weight)
392 return;
393
394 op->carrying += weight;
395
396 if (object *pl = op->visible_to ())
397 if (pl != op) // player is handled lazily
398 esrv_update_item (UPD_WEIGHT, pl, op);
399
400 op = op->env;
401 }
402}
403
404/*
319 * sum_weight() is a recursive function which calculates the weight 405 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 406 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 407 * containers are carrying, and sums it up.
322 */ 408 */
323long 409void
324sum_weight (object *op) 410object::update_weight ()
325{ 411{
326 long sum; 412 sint32 sum = 0;
327 object *inv;
328 413
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 414 for (object *op = inv; op; op = op->below)
330 { 415 {
331 if (inv->inv) 416 if (op->inv)
332 sum_weight (inv); 417 op->update_weight ();
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 418
419 sum += op->total_weight ();
420 }
421
422 sum = weight_adjust (this, sum);
423
424 if (sum != carrying)
334 } 425 {
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; 426 carrying = sum;
341 427
342 return sum; 428 if (object *pl = visible_to ())
429 if (pl != this) // player is handled lazily
430 esrv_update_item (UPD_WEIGHT, pl, this);
431 }
343} 432}
344 433
345/** 434/*
346 * Return the outermost environment object for a given object. 435 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 436 */
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 * 437char *
364dump_object (object *op) 438dump_object (object *op)
365{ 439{
366 if (!op) 440 if (!op)
367 return strdup ("[NULLOBJ]"); 441 return strdup ("[NULLOBJ]");
368 442
369 object_freezer freezer; 443 object_freezer freezer;
370 save_object (freezer, op, 1); 444 op->write (freezer);
371 return freezer.as_string (); 445 return freezer.as_string ();
372} 446}
373 447
374/* 448/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 449 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 450 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 451 * If it's not a multi-object, it is returned.
378 */ 452 */
379
380object * 453object *
381get_nearest_part (object *op, const object *pl) 454get_nearest_part (object *op, const object *pl)
382{ 455{
383 object *tmp, *closest; 456 object *tmp, *closest;
384 int last_dist, i; 457 int last_dist, i;
385 458
386 if (op->more == NULL) 459 if (!op->more)
387 return op; 460 return op;
461
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 462 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463 tmp;
464 tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist) 465 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i; 466 closest = tmp, last_dist = i;
467
391 return closest; 468 return closest;
392} 469}
393 470
394/* 471/*
395 * Returns the object which has the count-variable equal to the argument. 472 * Returns the object which has the count-variable equal to the argument.
473 * VERRRY slow.
396 */ 474 */
397object * 475object *
398find_object (tag_t i) 476find_object (tag_t i)
399{ 477{
400 for_all_objects (op) 478 for_all_objects (op)
420 break; 498 break;
421 499
422 return op; 500 return op;
423} 501}
424 502
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429}
430
431/* 503/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 504 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 505 * skill and experience objects.
506 * ACTUALLY NO! investigate! TODO
434 */ 507 */
435void 508void
436object::set_owner (object *owner) 509object::set_owner (object *owner)
437{ 510{
511 // allow objects which own objects
438 if (!owner) 512 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) 513 while (owner->owner)
449 owner = owner->owner; 514 owner = owner->owner;
515
516 if (flag [FLAG_FREED])
517 {
518 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
519 return;
520 }
450 521
451 this->owner = owner; 522 this->owner = owner;
523}
524
525int
526object::slottype () const
527{
528 if (type == SKILL)
529 {
530 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
531 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
532 }
533 else
534 {
535 if (slot [body_combat].info) return slot_combat;
536 if (slot [body_range ].info) return slot_ranged;
537 }
538
539 return slot_none;
540}
541
542bool
543object::change_weapon (object *ob)
544{
545 if (current_weapon == ob)
546 return true;
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = false;
550
551 current_weapon = ob;
552 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
553
554 if (chosen_skill)
555 chosen_skill->flag [FLAG_APPLIED] = true;
556
557 update_stats ();
558
559 if (ob)
560 {
561 // now check wether any body locations became invalid, in which case
562 // we cannot apply the weapon at the moment.
563 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
564 if (slot[i].used < 0)
565 {
566 current_weapon = chosen_skill = 0;
567 update_stats ();
568
569 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name);
573 return false;
574 }
575
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 }
578 else
579 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
580
581 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
582 {
583 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
584 &name, ob->debug_desc ());
585 return false;
586 }
587
588 return true;
452} 589}
453 590
454/* Zero the key_values on op, decrementing the shared-string 591/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 592 * refcounts and freeing the links.
456 */ 593 */
457static void 594static void
458free_key_values (object *op) 595free_key_values (object *op)
459{ 596{
460 for (key_value *i = op->key_values; i != 0;) 597 for (key_value *i = op->key_values; i; )
461 { 598 {
462 key_value *next = i->next; 599 key_value *next = i->next;
463 delete i; 600 delete i;
464 601
465 i = next; 602 i = next;
466 } 603 }
467 604
468 op->key_values = 0; 605 op->key_values = 0;
469} 606}
470 607
471/* 608object &
472 * copy_to first frees everything allocated by the dst object, 609object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 610{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 611 remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484 612
485 *(object_copy *)dst = *this; 613 *(object_copy *)this = src;
486 614
487 if (is_freed) 615 flag [FLAG_REMOVED] = true;
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - rndm ();
495 616
496 /* Copy over key_values, if any. */ 617 /* Copy over key_values, if any. */
497 if (key_values) 618 if (src.key_values)
498 { 619 {
499 key_value *tail = 0; 620 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 621 key_values = 0;
503 622
504 for (i = key_values; i; i = i->next) 623 for (key_value *i = src.key_values; i; i = i->next)
505 { 624 {
506 key_value *new_link = new key_value; 625 key_value *new_link = new key_value;
507 626
508 new_link->next = 0; 627 new_link->next = 0;
509 new_link->key = i->key; 628 new_link->key = i->key;
510 new_link->value = i->value; 629 new_link->value = i->value;
511 630
512 /* Try and be clever here, too. */ 631 /* Try and be clever here, too. */
513 if (!dst->key_values) 632 if (!key_values)
514 { 633 {
515 dst->key_values = new_link; 634 key_values = new_link;
516 tail = new_link; 635 tail = new_link;
517 } 636 }
518 else 637 else
519 { 638 {
520 tail->next = new_link; 639 tail->next = new_link;
521 tail = new_link; 640 tail = new_link;
522 } 641 }
523 } 642 }
524 } 643 }
644}
645
646/*
647 * copy_to first frees everything allocated by the dst object,
648 * and then copies the contents of itself into the second
649 * object, allocating what needs to be allocated. Basically, any
650 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
651 * if the first object is freed, the pointers in the new object
652 * will point at garbage.
653 */
654void
655object::copy_to (object *dst)
656{
657 *dst = *this;
658
659 if (speed < 0)
660 dst->speed_left -= rndm ();
525 661
526 dst->set_speed (dst->speed); 662 dst->set_speed (dst->speed);
663}
664
665void
666object::instantiate ()
667{
668 if (!uuid.seq) // HACK
669 uuid = UUID::gen ();
670
671 speed_left = -0.1f;
672 /* copy the body_info to the body_used - this is only really
673 * need for monsters, but doesn't hurt to do it for everything.
674 * by doing so, when a monster is created, it has good starting
675 * values for the body_used info, so when items are created
676 * for it, they can be properly equipped.
677 */
678 for (int i = NUM_BODY_LOCATIONS; i--; )
679 slot[i].used = slot[i].info;
680
681 attachable::instantiate ();
527} 682}
528 683
529object * 684object *
530object::clone () 685object::clone ()
531{ 686{
532 object *neu = create (); 687 object *neu = create ();
533 copy_to (neu); 688 copy_to (neu);
689 neu->map = map; // not copied by copy_to
534 return neu; 690 return neu;
535} 691}
536 692
537/* 693/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 694 * If an object with the IS_TURNABLE() flag needs to be turned due
589 * UP_OBJ_FACE: only the objects face has changed. 745 * UP_OBJ_FACE: only the objects face has changed.
590 */ 746 */
591void 747void
592update_object (object *op, int action) 748update_object (object *op, int action)
593{ 749{
594 MoveType move_on, move_off, move_block, move_slow; 750 if (!op)
595
596 if (op == NULL)
597 { 751 {
598 /* this should never happen */ 752 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 753 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 754 return;
601 } 755 }
602 756
603 if (op->env) 757 if (!op->is_on_map ())
604 { 758 {
605 /* Animation is currently handled by client, so nothing 759 /* Animation is currently handled by client, so nothing
606 * to do in this case. 760 * to do in this case.
607 */ 761 */
608 return; 762 return;
609 } 763 }
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;
616 764
617 /* make sure the object is within map boundaries */ 765 /* 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) 766 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 767 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 768 LOG (llevError, "update_object() called for object out of map!\n");
670 face = blank_face; 818 face = blank_face;
671} 819}
672 820
673object::~object () 821object::~object ()
674{ 822{
823 unlink ();
824
675 free_key_values (this); 825 free_key_values (this);
676} 826}
677 827
678static int object_count; 828static int object_count;
679 829
680void object::link () 830void object::link ()
681{ 831{
682 assert (!index);//D 832 assert (!index);//D
683 uuid = gen_uuid (); 833 uuid = UUID::gen ();
684 count = ++object_count; 834 count = ++object_count;
685 835
686 refcnt_inc (); 836 refcnt_inc ();
687 objects.insert (this); 837 objects.insert (this);
688} 838}
689 839
690void object::unlink () 840void object::unlink ()
691{ 841{
692 assert (index);//D 842 if (!index)
843 return;
844
693 objects.erase (this); 845 objects.erase (this);
694 refcnt_dec (); 846 refcnt_dec ();
695} 847}
696 848
697void 849void
759object::destroy_inv (bool drop_to_ground) 911object::destroy_inv (bool drop_to_ground)
760{ 912{
761 // need to check first, because the checks below might segfault 913 // need to check first, because the checks below might segfault
762 // as we might be on an invalid mapspace and crossfire code 914 // as we might be on an invalid mapspace and crossfire code
763 // is too buggy to ensure that the inventory is empty. 915 // is too buggy to ensure that the inventory is empty.
764 // corollary: if you create arrows etc. with stuff in tis inventory, 916 // corollary: if you create arrows etc. with stuff in its inventory,
765 // cf will crash below with off-map x and y 917 // cf will crash below with off-map x and y
766 if (!inv) 918 if (!inv)
767 return; 919 return;
768 920
769 /* Only if the space blocks everything do we not process - 921 /* Only if the space blocks everything do we not process -
770 * if some form of movement is allowed, let objects 922 * if some form of movement is allowed, let objects
771 * drop on that space. 923 * drop on that space.
772 */ 924 */
773 if (!drop_to_ground 925 if (!drop_to_ground
774 || !map 926 || !map
775 || map->in_memory != MAP_IN_MEMORY 927 || map->in_memory != MAP_ACTIVE
928 || map->nodrop
776 || ms ().move_block == MOVE_ALL) 929 || ms ().move_block == MOVE_ALL)
777 { 930 {
778 while (inv) 931 while (inv)
779 { 932 {
780 inv->destroy_inv (drop_to_ground); 933 inv->destroy_inv (false);
781 inv->destroy (); 934 inv->destroy ();
782 } 935 }
783 } 936 }
784 else 937 else
785 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
791 || op->flag [FLAG_NO_DROP] 944 || op->flag [FLAG_NO_DROP]
792 || op->type == RUNE 945 || op->type == RUNE
793 || op->type == TRAP 946 || op->type == TRAP
794 || op->flag [FLAG_IS_A_TEMPLATE] 947 || op->flag [FLAG_IS_A_TEMPLATE]
795 || op->flag [FLAG_DESTROY_ON_DEATH]) 948 || op->flag [FLAG_DESTROY_ON_DEATH])
796 op->destroy (); 949 op->destroy (true);
797 else 950 else
798 map->insert (op, x, y); 951 map->insert (op, x, y);
799 } 952 }
800 } 953 }
801} 954}
805 object *op = new object; 958 object *op = new object;
806 op->link (); 959 op->link ();
807 return op; 960 return op;
808} 961}
809 962
963static struct freed_map : maptile
964{
965 freed_map ()
966 {
967 path = "<freed objects map>";
968 name = "/internal/freed_objects_map";
969 width = 3;
970 height = 3;
971 nodrop = 1;
972
973 alloc ();
974 in_memory = MAP_ACTIVE;
975 }
976} freed_map; // freed objects are moved here to avoid crashes
977
810void 978void
811object::do_destroy () 979object::do_destroy ()
812{ 980{
813 attachable::do_destroy ();
814
815 if (flag [FLAG_IS_LINKED]) 981 if (flag [FLAG_IS_LINKED])
816 remove_button_link (this); 982 remove_button_link (this);
817 983
818 if (flag [FLAG_FRIENDLY]) 984 if (flag [FLAG_FRIENDLY])
819 remove_friendly_object (this); 985 remove_friendly_object (this);
820 986
821 if (!flag [FLAG_REMOVED])
822 remove (); 987 remove ();
823 988
824 destroy_inv (true); 989 attachable::do_destroy ();
825 990
826 deactivate (); 991 deactivate ();
827 unlink (); 992 unlink ();
828 993
829 flag [FLAG_FREED] = 1; 994 flag [FLAG_FREED] = 1;
830 995
831 // hack to ensure that freed objects still have a valid map 996 // 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; 997 map = &freed_map;
848 x = 1; 998 x = 1;
849 y = 1; 999 y = 1;
850 }
851
852 head = 0;
853 1000
854 if (more) 1001 if (more)
855 { 1002 {
856 more->destroy (); 1003 more->destroy ();
857 more = 0; 1004 more = 0;
858 } 1005 }
859 1006
1007 head = 0;
1008
860 // clear those pointers that likely might have circular references to us 1009 // clear those pointers that likely might cause circular references
861 owner = 0; 1010 owner = 0;
862 enemy = 0; 1011 enemy = 0;
863 attacked_by = 0; 1012 attacked_by = 0;
1013 current_weapon = 0;
864} 1014}
865 1015
866void 1016void
867object::destroy (bool destroy_inventory) 1017object::destroy (bool destroy_inventory)
868{ 1018{
869 if (destroyed ()) 1019 if (destroyed ())
870 return; 1020 return;
871 1021
1022 if (!is_head () && !head->destroyed ())
1023 {
1024 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1025 head->destroy (destroy_inventory);
1026 return;
1027 }
1028
872 if (destroy_inventory) 1029 destroy_inv (!destroy_inventory);
873 destroy_inv (false); 1030
1031 if (is_head ())
1032 if (sound_destroy)
1033 play_sound (sound_destroy);
1034 else if (flag [FLAG_MONSTER])
1035 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
874 1036
875 attachable::destroy (); 1037 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} 1038}
894 1039
895/* op->remove (): 1040/* op->remove ():
896 * This function removes the object op from the linked list of objects 1041 * 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 1042 * which it is currently tied to. When this function is done, the
898 * object will have no environment. If the object previously had an 1043 * object will have no environment. If the object previously had an
899 * environment, the x and y coordinates will be updated to 1044 * environment, the x and y coordinates will be updated to
900 * the previous environment. 1045 * the previous environment.
901 * Beware: This function is called from the editor as well!
902 */ 1046 */
903void 1047void
904object::remove_slow () 1048object::do_remove ()
905{ 1049{
906 object *tmp, *last = 0; 1050 object *tmp, *last = 0;
907 object *otmp; 1051 object *otmp;
908 1052
909 if (QUERY_FLAG (this, FLAG_REMOVED)) 1053 if (flag [FLAG_REMOVED])
910 return; 1054 return;
911 1055
912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this); 1056 INVOKE_OBJECT (REMOVE, this);
1057
1058 flag [FLAG_REMOVED] = true;
914 1059
915 if (more) 1060 if (more)
916 more->remove (); 1061 more->remove ();
917 1062
918 /* 1063 /*
919 * In this case, the object to be removed is in someones 1064 * In this case, the object to be removed is in someones
920 * inventory. 1065 * inventory.
921 */ 1066 */
922 if (env) 1067 if (env)
923 { 1068 {
1069 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1070 if (object *pl = visible_to ())
1071 esrv_del_item (pl->contr, count);
1072 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1073
1074 adjust_weight (env, -total_weight ());
1075
1076 *(above ? &above->below : &env->inv) = below;
1077
924 if (nrof) 1078 if (below)
925 sub_weight (env, weight * nrof); 1079 below->above = above;
926 else 1080
927 sub_weight (env, weight + carrying); 1081 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do.
1084 */
1085 map = env->map;
1086 x = env->x;
1087 y = env->y;
1088 above = 0;
1089 below = 0;
1090 env = 0;
928 1091
929 /* NO_FIX_PLAYER is set when a great many changes are being 1092 /* NO_FIX_PLAYER is set when a great many changes are being
930 * made to players inventory. If set, avoiding the call 1093 * made to players inventory. If set, avoiding the call
931 * to save cpu time. 1094 * to save cpu time.
932 */ 1095 */
933 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1096 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
934 otmp->update_stats (); 1097 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 } 1098 }
953 else if (map) 1099 else if (map)
954 { 1100 {
955 if (type == PLAYER)
956 {
957 --map->players;
958 map->touch ();
959 }
960
961 map->dirty = true; 1101 map->dirty = true;
962 mapspace &ms = this->ms (); 1102 mapspace &ms = this->ms ();
1103
1104 if (object *pl = ms.player ())
1105 {
1106 if (type == PLAYER) // this == pl(!)
1107 {
1108 // leaving a spot always closes any open container on the ground
1109 if (container && !container->env)
1110 // this causes spurious floorbox updates, but it ensures
1111 // that the CLOSE event is being sent.
1112 close_container ();
1113
1114 --map->players;
1115 map->touch ();
1116 }
1117 else if (pl->container == this)
1118 {
1119 // removing a container should close it
1120 close_container ();
1121 }
1122
1123 esrv_del_item (pl->contr, count);
1124 }
963 1125
964 /* link the object above us */ 1126 /* link the object above us */
965 if (above) 1127 if (above)
966 above->below = below; 1128 above->below = below;
967 else 1129 else
988 if (map->in_memory == MAP_SAVING) 1150 if (map->in_memory == MAP_SAVING)
989 return; 1151 return;
990 1152
991 int check_walk_off = !flag [FLAG_NO_APPLY]; 1153 int check_walk_off = !flag [FLAG_NO_APPLY];
992 1154
1155 if (object *pl = ms.player ())
1156 {
1157 if (pl->container == this)
1158 /* If a container that the player is currently using somehow gets
1159 * removed (most likely destroyed), update the player view
1160 * appropriately.
1161 */
1162 pl->close_container ();
1163
1164 //TODO: the floorbox prev/next might need updating
1165 //esrv_del_item (pl->contr, count);
1166 //TODO: update floorbox to preserve ordering
1167 if (pl->contr->ns)
1168 pl->contr->ns->floorbox_update ();
1169 }
1170
993 for (tmp = ms.bot; tmp; tmp = tmp->above) 1171 for (tmp = ms.bot; tmp; tmp = tmp->above)
994 { 1172 {
995 /* No point updating the players look faces if he is the object 1173 /* No point updating the players look faces if he is the object
996 * being removed. 1174 * being removed.
997 */ 1175 */
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 1176
1015 /* See if object moving off should effect something */ 1177 /* See if object moving off should effect something */
1016 if (check_walk_off 1178 if (check_walk_off
1017 && ((move_type & tmp->move_off) 1179 && ((move_type & tmp->move_off)
1018 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1180 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1021 1183
1022 if (destroyed ()) 1184 if (destroyed ())
1023 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1185 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1024 } 1186 }
1025 1187
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; 1188 last = tmp;
1032 } 1189 }
1033 1190
1034 /* last == NULL if there are no objects on this space */ 1191 /* last == NULL if there are no objects on this space */
1035 //TODO: this makes little sense, why only update the topmost object? 1192 //TODO: this makes little sense, why only update the topmost object?
1055merge_ob (object *op, object *top) 1212merge_ob (object *op, object *top)
1056{ 1213{
1057 if (!op->nrof) 1214 if (!op->nrof)
1058 return 0; 1215 return 0;
1059 1216
1060 if (top) 1217 if (!top)
1061 for (top = op; top && top->above; top = top->above) 1218 for (top = op; top && top->above; top = top->above)
1062 ; 1219 ;
1063 1220
1064 for (; top; top = top->below) 1221 for (; top; top = top->below)
1065 {
1066 if (top == op)
1067 continue;
1068
1069 if (object::can_merge (op, top)) 1222 if (object::can_merge (op, top))
1070 { 1223 {
1071 top->nrof += op->nrof; 1224 top->nrof += op->nrof;
1072 1225
1073/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1226 if (object *pl = top->visible_to ())
1074 op->weight = 0; /* Don't want any adjustements now */ 1227 esrv_update_item (UPD_NROF, pl, top);
1228
1229 op->weight = 0; // cancel the addition above
1230 op->carrying = 0; // must be 0 already
1231
1075 op->destroy (); 1232 op->destroy (1);
1233
1076 return top; 1234 return top;
1077 } 1235 }
1078 }
1079 1236
1080 return 0; 1237 return 0;
1238}
1239
1240void
1241object::expand_tail ()
1242{
1243 if (more)
1244 return;
1245
1246 object *prev = this;
1247
1248 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1249 {
1250 object *op = arch_to_object (at);
1251
1252 op->name = name;
1253 op->name_pl = name_pl;
1254 op->title = title;
1255
1256 op->head = this;
1257 prev->more = op;
1258
1259 prev = op;
1260 }
1081} 1261}
1082 1262
1083/* 1263/*
1084 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1264 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1085 * job preparing multi-part monsters. 1265 * job preparing multi-part monsters.
1087object * 1267object *
1088insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1268insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1089{ 1269{
1090 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1270 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1091 { 1271 {
1092 tmp->x = x + tmp->arch->clone.x; 1272 tmp->x = x + tmp->arch->x;
1093 tmp->y = y + tmp->arch->clone.y; 1273 tmp->y = y + tmp->arch->y;
1094 } 1274 }
1095 1275
1096 return insert_ob_in_map (op, m, originator, flag); 1276 return insert_ob_in_map (op, m, originator, flag);
1097} 1277}
1098 1278
1117 * just 'op' otherwise 1297 * just 'op' otherwise
1118 */ 1298 */
1119object * 1299object *
1120insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1300insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1121{ 1301{
1122 object *tmp, *top, *floor = NULL; 1302 assert (!op->flag [FLAG_FREED]);
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 1303
1133 op->remove (); 1304 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 1305
1171 /* Ideally, the caller figures this out. However, it complicates a lot 1306 /* 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 1307 * of areas of callers (eg, anything that uses find_free_spot would now
1173 * need extra work 1308 * need extra work
1174 */ 1309 */
1175 if (!xy_normalise (m, op->x, op->y)) 1310 if (!xy_normalise (m, op->x, op->y))
1311 {
1312 op->destroy (1);
1176 return 0; 1313 return 0;
1314 }
1315
1316 if (object *more = op->more)
1317 if (!insert_ob_in_map (more, m, originator, flag))
1318 return 0;
1319
1320 CLEAR_FLAG (op, FLAG_REMOVED);
1177 1321
1178 op->map = m; 1322 op->map = m;
1179 mapspace &ms = op->ms (); 1323 mapspace &ms = op->ms ();
1180 1324
1181 /* this has to be done after we translate the coordinates. 1325 /* this has to be done after we translate the coordinates.
1182 */ 1326 */
1183 if (op->nrof && !(flag & INS_NO_MERGE)) 1327 if (op->nrof && !(flag & INS_NO_MERGE))
1184 for (tmp = ms.bot; tmp; tmp = tmp->above) 1328 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1185 if (object::can_merge (op, tmp)) 1329 if (object::can_merge (op, tmp))
1186 { 1330 {
1331 // TODO: we atcually want to update tmp, not op,
1332 // but some caller surely breaks when we return tmp
1333 // from here :/
1187 op->nrof += tmp->nrof; 1334 op->nrof += tmp->nrof;
1188 tmp->destroy (); 1335 tmp->destroy (1);
1189 } 1336 }
1190 1337
1191 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1338 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1192 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1339 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1193 1340
1213 /* since *below* originator, no need to update top */ 1360 /* since *below* originator, no need to update top */
1214 originator->below = op; 1361 originator->below = op;
1215 } 1362 }
1216 else 1363 else
1217 { 1364 {
1365 object *top, *floor = NULL;
1366
1218 top = ms.bot; 1367 top = ms.bot;
1219 1368
1220 /* If there are other objects, then */ 1369 /* If there are other objects, then */
1221 if ((!(flag & INS_MAP_LOAD)) && top) 1370 if (top)
1222 { 1371 {
1223 object *last = 0; 1372 object *last = 0;
1224 1373
1225 /* 1374 /*
1226 * If there are multiple objects on this space, we do some trickier handling. 1375 * If there are multiple objects on this space, we do some trickier handling.
1256 * looks like instead of lots of conditions here. 1405 * looks like instead of lots of conditions here.
1257 * makes things faster, and effectively the same result. 1406 * makes things faster, and effectively the same result.
1258 */ 1407 */
1259 1408
1260 /* Have object 'fall below' other objects that block view. 1409 /* Have object 'fall below' other objects that block view.
1261 * Unless those objects are exits, type 66 1410 * Unless those objects are exits.
1262 * If INS_ON_TOP is used, don't do this processing 1411 * If INS_ON_TOP is used, don't do this processing
1263 * Need to find the object that in fact blocks view, otherwise 1412 * Need to find the object that in fact blocks view, otherwise
1264 * stacking is a bit odd. 1413 * stacking is a bit odd.
1265 */ 1414 */
1266 if (!(flag & INS_ON_TOP) 1415 if (!(flag & INS_ON_TOP)
1267 && ms.flags () & P_BLOCKSVIEW 1416 && ms.flags () & P_BLOCKSVIEW
1268 && (op->face && !op->face->visibility)) 1417 && (op->face && !faces [op->face].visibility))
1269 { 1418 {
1270 for (last = top; last != floor; last = last->below) 1419 for (last = top; last != floor; last = last->below)
1271 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1420 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1272 break; 1421 break;
1273 1422
1279 if (last && last->below && last != floor) 1428 if (last && last->below && last != floor)
1280 top = last->below; 1429 top = last->below;
1281 } 1430 }
1282 } /* If objects on this space */ 1431 } /* If objects on this space */
1283 1432
1284 if (flag & INS_MAP_LOAD)
1285 top = ms.top;
1286
1287 if (flag & INS_ABOVE_FLOOR_ONLY) 1433 if (flag & INS_ABOVE_FLOOR_ONLY)
1288 top = floor; 1434 top = floor;
1289 1435
1290 /* Top is the object that our object (op) is going to get inserted above. 1436 /* Top is the object that our object (op) is going to get inserted above.
1291 */ 1437 */
1323 op->map->touch (); 1469 op->map->touch ();
1324 } 1470 }
1325 1471
1326 op->map->dirty = true; 1472 op->map->dirty = true;
1327 1473
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 ()) 1474 if (object *pl = ms.player ())
1475 //TODO: the floorbox prev/next might need updating
1476 //esrv_send_item (pl, op);
1477 //TODO: update floorbox to preserve ordering
1333 if (pl->contr->ns) 1478 if (pl->contr->ns)
1334 pl->contr->ns->floorbox_update (); 1479 pl->contr->ns->floorbox_update ();
1335 1480
1336 /* If this object glows, it may affect lighting conditions that are 1481 /* If this object glows, it may affect lighting conditions that are
1337 * visible to others on this map. But update_all_los is really 1482 * 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 1483 * 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 1484 * on the map will get recalculated. The players could very well
1358 * blocked() and wall() work properly), and these flags are updated by 1503 * blocked() and wall() work properly), and these flags are updated by
1359 * update_object(). 1504 * update_object().
1360 */ 1505 */
1361 1506
1362 /* if this is not the head or flag has been passed, don't check walk on status */ 1507 /* 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) 1508 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1364 { 1509 {
1365 if (check_move_on (op, originator)) 1510 if (check_move_on (op, originator))
1366 return 0; 1511 return 0;
1367 1512
1368 /* If we are a multi part object, lets work our way through the check 1513 /* If we are a multi part object, lets work our way through the check
1369 * walk on's. 1514 * walk on's.
1370 */ 1515 */
1371 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1516 for (object *tmp = op->more; tmp; tmp = tmp->more)
1372 if (check_move_on (tmp, originator)) 1517 if (check_move_on (tmp, originator))
1373 return 0; 1518 return 0;
1374 } 1519 }
1375 1520
1376 return op; 1521 return op;
1381 * op is the object to insert it under: supplies x and the map. 1526 * op is the object to insert it under: supplies x and the map.
1382 */ 1527 */
1383void 1528void
1384replace_insert_ob_in_map (const char *arch_string, object *op) 1529replace_insert_ob_in_map (const char *arch_string, object *op)
1385{ 1530{
1386 object *tmp, *tmp1;
1387
1388 /* first search for itself and remove any old instances */ 1531 /* first search for itself and remove any old instances */
1389 1532
1390 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1533 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1391 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1534 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1392 tmp->destroy (); 1535 tmp->destroy (1);
1393 1536
1394 tmp1 = arch_to_object (archetype::find (arch_string)); 1537 object *tmp = arch_to_object (archetype::find (arch_string));
1395 1538
1396 tmp1->x = op->x; 1539 tmp->x = op->x;
1397 tmp1->y = op->y; 1540 tmp->y = op->y;
1541
1398 insert_ob_in_map (tmp1, op->map, op, 0); 1542 insert_ob_in_map (tmp, op->map, op, 0);
1399} 1543}
1400 1544
1401object * 1545object *
1402object::insert_at (object *where, object *originator, int flags) 1546object::insert_at (object *where, object *originator, int flags)
1403{ 1547{
1548 if (where->env)
1549 return where->env->insert (this);
1550 else
1404 where->map->insert (this, where->x, where->y, originator, flags); 1551 return where->map->insert (this, where->x, where->y, originator, flags);
1405} 1552}
1406 1553
1407/* 1554/*
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 1555 * decrease(object, number) decreases a specified number from
1449 * the amount of an object. If the amount reaches 0, the object 1556 * the amount of an object. If the amount reaches 0, the object
1450 * is subsequently removed and freed. 1557 * is subsequently removed and freed.
1451 * 1558 *
1452 * Return value: 'op' if something is left, NULL if the amount reached 0 1559 * Return value: 'op' if something is left, NULL if the amount reached 0
1453 */ 1560 */
1561bool
1562object::decrease (sint32 nr)
1563{
1564 if (!nr)
1565 return true;
1454 1566
1567 nr = min (nr, nrof);
1568
1569 nrof -= nr;
1570
1571 if (nrof)
1572 {
1573 adjust_weight (env, -weight * nr); // carrying == 0
1574
1575 if (object *pl = visible_to ())
1576 esrv_update_item (UPD_NROF, pl, this);
1577
1578 return true;
1579 }
1580 else
1581 {
1582 destroy (1);
1583 return false;
1584 }
1585}
1586
1587/*
1588 * split(ob,nr) splits up ob into two parts. The part which
1589 * is returned contains nr objects, and the remaining parts contains
1590 * the rest (or is removed and returned if that number is 0).
1591 * On failure, NULL is returned.
1592 */
1455object * 1593object *
1456decrease_ob_nr (object *op, uint32 i) 1594object::split (sint32 nr)
1457{ 1595{
1458 object *tmp; 1596 int have = number_of ();
1459 1597
1460 if (i == 0) /* objects with op->nrof require this check */ 1598 if (have < nr)
1461 return op; 1599 return 0;
1462 1600 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 { 1601 {
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 (); 1602 remove ();
1498 op->nrof = 0; 1603 return this;
1499 if (tmp)
1500 esrv_del_item (tmp->contr, op->count);
1501 }
1502 } 1604 }
1503 else 1605 else
1504 { 1606 {
1505 object *above = op->above; 1607 decrease (nr);
1506 1608
1507 if (i < op->nrof) 1609 object *op = object_create_clone (this);
1508 op->nrof -= i; 1610 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; 1611 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 } 1612 }
1551} 1613}
1552 1614
1553object * 1615object *
1554insert_ob_in_ob (object *op, object *where) 1616insert_ob_in_ob (object *op, object *where)
1559 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1560 free (dump); 1622 free (dump);
1561 return op; 1623 return op;
1562 } 1624 }
1563 1625
1564 if (where->head) 1626 if (where->head_ () != where)
1565 { 1627 {
1566 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1628 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1567 where = where->head; 1629 where = where->head;
1568 } 1630 }
1569 1631
1570 return where->insert (op); 1632 return where->insert (op);
1571} 1633}
1576 * inside the object environment. 1638 * inside the object environment.
1577 * 1639 *
1578 * The function returns now pointer to inserted item, and return value can 1640 * The function returns now pointer to inserted item, and return value can
1579 * be != op, if items are merged. -Tero 1641 * be != op, if items are merged. -Tero
1580 */ 1642 */
1581
1582object * 1643object *
1583object::insert (object *op) 1644object::insert (object *op)
1584{ 1645{
1585 object *tmp, *otmp;
1586
1587 if (!QUERY_FLAG (op, FLAG_REMOVED))
1588 op->remove ();
1589
1590 if (op->more) 1646 if (op->more)
1591 { 1647 {
1592 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1648 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1593 return op; 1649 return op;
1594 } 1650 }
1595 1651
1596 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1652 op->remove ();
1597 CLEAR_FLAG (op, FLAG_REMOVED); 1653
1654 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1655
1598 if (op->nrof) 1656 if (op->nrof)
1599 {
1600 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1657 for (object *tmp = inv; tmp; tmp = tmp->below)
1601 if (object::can_merge (tmp, op)) 1658 if (object::can_merge (tmp, op))
1602 { 1659 {
1603 /* return the original object and remove inserted object 1660 /* return the original object and remove inserted object
1604 (client needs the original object) */ 1661 (client needs the original object) */
1605 tmp->nrof += op->nrof; 1662 tmp->nrof += op->nrof;
1606 /* Weight handling gets pretty funky. Since we are adding to 1663
1607 * tmp->nrof, we need to increase the weight. 1664 if (object *pl = tmp->visible_to ())
1608 */ 1665 esrv_update_item (UPD_NROF, pl, tmp);
1666
1609 add_weight (this, op->weight * op->nrof); 1667 adjust_weight (this, op->total_weight ());
1610 SET_FLAG (op, FLAG_REMOVED); 1668
1611 op->destroy (); /* free the inserted object */ 1669 op->destroy (1);
1612 op = tmp; 1670 op = tmp;
1613 op->remove (); /* and fix old object's links */ 1671 goto inserted;
1614 CLEAR_FLAG (op, FLAG_REMOVED);
1615 break;
1616 } 1672 }
1617 1673
1618 /* I assume combined objects have no inventory 1674 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; 1675 op->map = 0;
1635 op->env = this; 1676 op->x = 0;
1677 op->y = 0;
1678
1636 op->above = 0; 1679 op->above = 0;
1637 op->below = 0; 1680 op->below = inv;
1638 op->x = 0, op->y = 0; 1681 op->env = this;
1639 1682
1683 if (inv)
1684 inv->above = op;
1685
1686 inv = op;
1687
1688 op->flag [FLAG_REMOVED] = 0;
1689
1690 if (object *pl = op->visible_to ())
1691 esrv_send_item (pl, op);
1692
1693 adjust_weight (this, op->total_weight ());
1694
1695inserted:
1640 /* reset the light list and los of the players on the map */ 1696 /* reset the light list and los of the players on the map */
1641 if ((op->glow_radius != 0) && map) 1697 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); 1698 update_all_los (map, x, y);
1648 }
1649 1699
1650 /* Client has no idea of ordering so lets not bother ordering it here. 1700 // if this is a player's inventory, update stats
1651 * It sure simplifies this function... 1701 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1652 */ 1702 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 1703
1662 INVOKE_OBJECT (INSERT, this); 1704 INVOKE_OBJECT (INSERT, this);
1663 1705
1664 return op; 1706 return op;
1665} 1707}
1746 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1788 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)) 1789 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1748 { 1790 {
1749 1791
1750 float 1792 float
1751 diff = tmp->move_slow_penalty * FABS (op->speed); 1793 diff = tmp->move_slow_penalty * fabs (op->speed);
1752 1794
1753 if (op->type == PLAYER) 1795 if (op->type == PLAYER)
1754 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1796 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))) 1797 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1756 diff /= 4.0; 1798 diff /= 4.0;
1880 * activate recursively a flag on an object inventory 1922 * activate recursively a flag on an object inventory
1881 */ 1923 */
1882void 1924void
1883flag_inv (object *op, int flag) 1925flag_inv (object *op, int flag)
1884{ 1926{
1885 if (op->inv)
1886 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1887 { 1928 {
1888 SET_FLAG (tmp, flag); 1929 SET_FLAG (tmp, flag);
1889 flag_inv (tmp, flag); 1930 flag_inv (tmp, flag);
1890 } 1931 }
1891} 1932}
1892 1933
1893/* 1934/*
1894 * deactivate recursively a flag on an object inventory 1935 * deactivate recursively a flag on an object inventory
1895 */ 1936 */
1896void 1937void
1897unflag_inv (object *op, int flag) 1938unflag_inv (object *op, int flag)
1898{ 1939{
1899 if (op->inv)
1900 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1940 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1901 { 1941 {
1902 CLEAR_FLAG (tmp, flag); 1942 CLEAR_FLAG (tmp, flag);
1903 unflag_inv (tmp, flag); 1943 unflag_inv (tmp, flag);
1904 } 1944 }
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} 1945}
1919 1946
1920/* 1947/*
1921 * find_free_spot(object, map, x, y, start, stop) will search for 1948 * 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 1949 * a spot at the given map and coordinates which will be able to contain
1924 * to search (see the freearr_x/y[] definition). 1951 * to search (see the freearr_x/y[] definition).
1925 * It returns a random choice among the alternatives found. 1952 * 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 1953 * 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 1954 * 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) 1955 * 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 1956 * Note: This function does correctly handle tiled maps, but does not
1933 * inform the caller. However, insert_ob_in_map will update as 1957 * inform the caller. However, insert_ob_in_map will update as
1934 * necessary, so the caller shouldn't need to do any special work. 1958 * 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 1959 * 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 1960 * 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 1961 * to know if the space in question will block the object. We can't use
1939 * customized, changed states, etc. 1963 * customized, changed states, etc.
1940 */ 1964 */
1941int 1965int
1942find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1966find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1943{ 1967{
1968 int altern[SIZEOFFREE];
1944 int index = 0, flag; 1969 int index = 0, flag;
1945 int altern[SIZEOFFREE];
1946 1970
1947 for (int i = start; i < stop; i++) 1971 for (int i = start; i < stop; i++)
1948 { 1972 {
1949 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1973 mapxy pos (m, x, y); pos.move (i);
1950 if (!flag) 1974
1975 if (!pos.normalise ())
1976 continue;
1977
1978 mapspace &ms = *pos;
1979
1980 if (ms.flags () & P_IS_ALIVE)
1981 continue;
1982
1983 /* However, often
1984 * ob doesn't have any move type (when used to place exits)
1985 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1986 */
1987 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1988 {
1951 altern [index++] = i; 1989 altern [index++] = i;
1990 continue;
1991 }
1952 1992
1953 /* Basically, if we find a wall on a space, we cut down the search size. 1993 /* 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. 1994 * 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 - 1995 * 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 1996 * 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 1997 * spaces in all the other directions, this will reduce the search space
1958 * to only the spaces immediately surrounding the target area, and 1998 * to only the spaces immediately surrounding the target area, and
1959 * won't look 2 spaces south of the target space. 1999 * won't look 2 spaces south of the target space.
1960 */ 2000 */
1961 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2001 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2002 {
1962 stop = maxfree[i]; 2003 stop = maxfree[i];
2004 continue;
2005 }
2006
2007 /* Note it is intentional that we check ob - the movement type of the
2008 * head of the object should correspond for the entire object.
2009 */
2010 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2011 continue;
2012
2013 if (ob->blocked (m, pos.x, pos.y))
2014 continue;
2015
2016 altern [index++] = i;
1963 } 2017 }
1964 2018
1965 if (!index) 2019 if (!index)
1966 return -1; 2020 return -1;
1967 2021
1968 return altern[RANDOM () % index]; 2022 return altern [rndm (index)];
1969} 2023}
1970 2024
1971/* 2025/*
1972 * find_first_free_spot(archetype, maptile, x, y) works like 2026 * find_first_free_spot(archetype, maptile, x, y) works like
1973 * find_free_spot(), but it will search max number of squares. 2027 * find_free_spot(), but it will search max number of squares.
1976 */ 2030 */
1977int 2031int
1978find_first_free_spot (const object *ob, maptile *m, int x, int y) 2032find_first_free_spot (const object *ob, maptile *m, int x, int y)
1979{ 2033{
1980 for (int i = 0; i < SIZEOFFREE; i++) 2034 for (int i = 0; i < SIZEOFFREE; i++)
1981 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2035 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
1982 return i; 2036 return i;
1983 2037
1984 return -1; 2038 return -1;
1985} 2039}
1986 2040
1994{ 2048{
1995 arr += begin; 2049 arr += begin;
1996 end -= begin; 2050 end -= begin;
1997 2051
1998 while (--end) 2052 while (--end)
1999 swap (arr [end], arr [RANDOM () % (end + 1)]); 2053 swap (arr [end], arr [rndm (end + 1)]);
2000} 2054}
2001 2055
2002/* new function to make monster searching more efficient, and effective! 2056/* new function to make monster searching more efficient, and effective!
2003 * This basically returns a randomized array (in the passed pointer) of 2057 * 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 2058 * the spaces to find monsters. In this way, it won't always look for
2040 object *tmp; 2094 object *tmp;
2041 maptile *mp; 2095 maptile *mp;
2042 2096
2043 MoveType blocked, move_type; 2097 MoveType blocked, move_type;
2044 2098
2045 if (exclude && exclude->head) 2099 if (exclude && exclude->head_ () != exclude)
2046 { 2100 {
2047 exclude = exclude->head; 2101 exclude = exclude->head;
2048 move_type = exclude->move_type; 2102 move_type = exclude->move_type;
2049 } 2103 }
2050 else 2104 else
2073 max = maxfree[i]; 2127 max = maxfree[i];
2074 else if (mflags & P_IS_ALIVE) 2128 else if (mflags & P_IS_ALIVE)
2075 { 2129 {
2076 for (tmp = ms.bot; tmp; tmp = tmp->above) 2130 for (tmp = ms.bot; tmp; tmp = tmp->above)
2077 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2131 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2078 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2132 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2079 break; 2133 break;
2080 2134
2081 if (tmp) 2135 if (tmp)
2082 return freedir[i]; 2136 return freedir[i];
2083 } 2137 }
2263 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2317 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2264 * core dumps if they do. 2318 * core dumps if they do.
2265 * 2319 *
2266 * Add a check so we can't pick up invisible objects (0.93.8) 2320 * Add a check so we can't pick up invisible objects (0.93.8)
2267 */ 2321 */
2268
2269int 2322int
2270can_pick (const object *who, const object *item) 2323can_pick (const object *who, const object *item)
2271{ 2324{
2272 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2325 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2273 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2326 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2278 * create clone from object to another 2331 * create clone from object to another
2279 */ 2332 */
2280object * 2333object *
2281object_create_clone (object *asrc) 2334object_create_clone (object *asrc)
2282{ 2335{
2283 object *dst = 0, *tmp, *src, *part, *prev, *item; 2336 object *dst = 0;
2284 2337
2285 if (!asrc) 2338 if (!asrc)
2286 return 0; 2339 return 0;
2287 2340
2288 src = asrc; 2341 object *src = asrc->head_ ();
2289 if (src->head)
2290 src = src->head;
2291 2342
2292 prev = 0; 2343 object *prev = 0;
2293 for (part = src; part; part = part->more) 2344 for (object *part = src; part; part = part->more)
2294 { 2345 {
2295 tmp = part->clone (); 2346 object *tmp = part->clone ();
2347
2296 tmp->x -= src->x; 2348 tmp->x -= src->x;
2297 tmp->y -= src->y; 2349 tmp->y -= src->y;
2298 2350
2299 if (!part->head) 2351 if (!part->head)
2300 { 2352 {
2310 prev->more = tmp; 2362 prev->more = tmp;
2311 2363
2312 prev = tmp; 2364 prev = tmp;
2313 } 2365 }
2314 2366
2315 for (item = src->inv; item; item = item->below) 2367 for (object *item = src->inv; item; item = item->below)
2316 insert_ob_in_ob (object_create_clone (item), dst); 2368 insert_ob_in_ob (object_create_clone (item), dst);
2317 2369
2318 return dst; 2370 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} 2371}
2358 2372
2359/* This returns the first object in who's inventory that 2373/* This returns the first object in who's inventory that
2360 * has the same type and subtype match. 2374 * has the same type and subtype match.
2361 * returns NULL if no match. 2375 * returns NULL if no match.
2416 if (link->key == canonical_key) 2430 if (link->key == canonical_key)
2417 return link->value; 2431 return link->value;
2418 2432
2419 return 0; 2433 return 0;
2420} 2434}
2421
2422 2435
2423/* 2436/*
2424 * Updates the canonical_key in op to value. 2437 * Updates the canonical_key in op to value.
2425 * 2438 *
2426 * canonical_key is a shared string (value doesn't have to be). 2439 * canonical_key is a shared string (value doesn't have to be).
2450 /* Basically, if the archetype has this key set, 2463 /* Basically, if the archetype has this key set,
2451 * we need to store the null value so when we save 2464 * we need to store the null value so when we save
2452 * it, we save the empty value so that when we load, 2465 * it, we save the empty value so that when we load,
2453 * we get this value back again. 2466 * we get this value back again.
2454 */ 2467 */
2455 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2468 if (get_ob_key_link (op->arch, canonical_key))
2456 field->value = 0; 2469 field->value = 0;
2457 else 2470 else
2458 { 2471 {
2459 if (last) 2472 if (last)
2460 last->next = field->next; 2473 last->next = field->next;
2529 } 2542 }
2530 else 2543 else
2531 item = item->env; 2544 item = item->env;
2532} 2545}
2533 2546
2534
2535const char * 2547const char *
2536object::flag_desc (char *desc, int len) const 2548object::flag_desc (char *desc, int len) const
2537{ 2549{
2538 char *p = desc; 2550 char *p = desc;
2539 bool first = true; 2551 bool first = true;
2566{ 2578{
2567 char flagdesc[512]; 2579 char flagdesc[512];
2568 char info2[256 * 4]; 2580 char info2[256 * 4];
2569 char *p = info; 2581 char *p = info;
2570 2582
2571 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2583 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2572 count, uuid.seq, 2584 count,
2585 uuid.c_str (),
2573 &name, 2586 &name,
2574 title ? "\",title:\"" : "", 2587 title ? "\",title:\"" : "",
2575 title ? (const char *)title : "", 2588 title ? (const char *)title : "",
2576 flag_desc (flagdesc, 512), type); 2589 flag_desc (flagdesc, 512), type);
2577 2590
2578 if (env) 2591 if (!flag[FLAG_REMOVED] && env)
2579 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2592 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2580 2593
2581 if (map) 2594 if (map)
2582 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2595 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2583 2596
2585} 2598}
2586 2599
2587const char * 2600const char *
2588object::debug_desc () const 2601object::debug_desc () const
2589{ 2602{
2590 static char info[256 * 4]; 2603 static char info[3][256 * 4];
2604 static int info_idx;
2605
2591 return debug_desc (info); 2606 return debug_desc (info [++info_idx % 3]);
2592} 2607}
2593 2608
2594const char * 2609struct region *
2595object::debug_desc2 () const 2610object::region () const
2596{ 2611{
2597 static char info[256 * 4]; 2612 return map ? map->region (x, y)
2598 return debug_desc (info); 2613 : region::default_region ();
2599} 2614}
2600 2615
2616const materialtype_t *
2617object::dominant_material () const
2618{
2619 if (materialtype_t *mt = name_to_material (materialname))
2620 return mt;
2621
2622 return name_to_material (shstr_unknown);
2623}
2624
2625void
2626object::open_container (object *new_container)
2627{
2628 if (container == new_container)
2629 return;
2630
2631 object *old_container = container;
2632
2633 if (old_container)
2634 {
2635 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2636 return;
2637
2638#if 0
2639 // remove the "Close old_container" object.
2640 if (object *closer = old_container->inv)
2641 if (closer->type == CLOSE_CON)
2642 closer->destroy ();
2643#endif
2644
2645 // make sure the container is available
2646 esrv_send_item (this, old_container);
2647
2648 old_container->flag [FLAG_APPLIED] = false;
2649 container = 0;
2650
2651 // client needs item update to make it work, client bug requires this to be separate
2652 esrv_update_item (UPD_FLAGS, this, old_container);
2653
2654 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2655 play_sound (sound_find ("chest_close"));
2656 }
2657
2658 if (new_container)
2659 {
2660 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2661 return;
2662
2663 // TODO: this does not seem to serve any purpose anymore?
2664#if 0
2665 // insert the "Close Container" object.
2666 if (archetype *closer = new_container->other_arch)
2667 {
2668 object *closer = arch_to_object (new_container->other_arch);
2669 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2670 new_container->insert (closer);
2671 }
2672#endif
2673
2674 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2675
2676 // make sure the container is available, client bug requires this to be separate
2677 esrv_send_item (this, new_container);
2678
2679 new_container->flag [FLAG_APPLIED] = true;
2680 container = new_container;
2681
2682 // client needs flag change
2683 esrv_update_item (UPD_FLAGS, this, new_container);
2684 esrv_send_inventory (this, new_container);
2685 play_sound (sound_find ("chest_open"));
2686 }
2687// else if (!old_container->env && contr && contr->ns)
2688// contr->ns->floorbox_reset ();
2689}
2690
2691object *
2692object::force_find (const shstr name)
2693{
2694 /* cycle through his inventory to look for the MARK we want to
2695 * place
2696 */
2697 for (object *tmp = inv; tmp; tmp = tmp->below)
2698 if (tmp->type == FORCE && tmp->slaying == name)
2699 return splay (tmp);
2700
2701 return 0;
2702}
2703
2704void
2705object::force_add (const shstr name, int duration)
2706{
2707 if (object *force = force_find (name))
2708 force->destroy ();
2709
2710 object *force = get_archetype (FORCE_NAME);
2711
2712 force->slaying = name;
2713 force->stats.food = 1;
2714 force->speed_left = -1.f;
2715
2716 force->set_speed (duration ? 1.f / duration : 0.f);
2717 force->flag [FLAG_IS_USED_UP] = true;
2718 force->flag [FLAG_APPLIED] = true;
2719
2720 insert (force);
2721}
2722
2723void
2724object::play_sound (faceidx sound)
2725{
2726 if (!sound)
2727 return;
2728
2729 if (flag [FLAG_REMOVED])
2730 return;
2731
2732 if (env)
2733 {
2734 if (object *pl = in_player ())
2735 pl->contr->play_sound (sound);
2736 }
2737 else
2738 map->play_sound (sound, x, y);
2739}
2740

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