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

Comparing deliantra/server/common/object.C (file contents):
Revision 1.128 by root, Mon Feb 5 01:24:45 2007 UTC vs.
Revision 1.219 by root, Wed Apr 23 21:09:10 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 (!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 return pl;
364 }
365 }
366
367 return 0;
368}
369
370// adjust weight per container type ("of holding")
371static sint32
372weight_adjust (object *op, sint32 weight)
373{
374 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376 : weight;
377}
378
318/* 379/*
380 * adjust_weight(object, weight) adds the specified weight to an object,
381 * and also updates how much the environment(s) is/are carrying.
382 */
383static void
384adjust_weight (object *op, sint32 weight)
385{
386 while (op)
387 {
388 weight = weight_adjust (op, weight);
389
390 if (!weight)
391 return;
392
393 op->carrying += weight;
394
395 if (object *pl = op->visible_to ())
396 if (pl != op) // player is handled lazily
397 esrv_update_item (UPD_WEIGHT, pl, op);
398
399 op = op->env;
400 }
401}
402
403/*
319 * sum_weight() is a recursive function which calculates the weight 404 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 405 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 406 * containers are carrying, and sums it up.
322 */ 407 */
323long 408void
324sum_weight (object *op) 409object::update_weight ()
325{ 410{
326 long sum; 411 sint32 sum = 0;
327 object *inv;
328 412
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 413 for (object *op = inv; op; op = op->below)
330 { 414 {
331 if (inv->inv) 415 if (op->inv)
332 sum_weight (inv); 416 op->update_weight ();
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 417
418 sum += op->total_weight ();
419 }
420
421 sum = weight_adjust (this, sum);
422
423 if (sum != carrying)
334 } 424 {
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; 425 carrying = sum;
341 426
342 return sum; 427 if (object *pl = visible_to ())
428 if (pl != this) // player is handled lazily
429 esrv_update_item (UPD_WEIGHT, pl, this);
430 }
343} 431}
344 432
345/** 433/*
346 * Return the outermost environment object for a given object. 434 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 435 */
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 * 436char *
364dump_object (object *op) 437dump_object (object *op)
365{ 438{
366 if (!op) 439 if (!op)
367 return strdup ("[NULLOBJ]"); 440 return strdup ("[NULLOBJ]");
368 441
369 object_freezer freezer; 442 object_freezer freezer;
370 save_object (freezer, op, 1); 443 op->write (freezer);
371 return freezer.as_string (); 444 return freezer.as_string ();
372} 445}
373 446
374/* 447/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 448 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 449 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 450 * If it's not a multi-object, it is returned.
378 */ 451 */
379
380object * 452object *
381get_nearest_part (object *op, const object *pl) 453get_nearest_part (object *op, const object *pl)
382{ 454{
383 object *tmp, *closest; 455 object *tmp, *closest;
384 int last_dist, i; 456 int last_dist, i;
385 457
386 if (op->more == NULL) 458 if (!op->more)
387 return op; 459 return op;
460
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 461 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
462 tmp;
463 tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist) 464 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i; 465 closest = tmp, last_dist = i;
466
391 return closest; 467 return closest;
392} 468}
393 469
394/* 470/*
395 * Returns the object which has the count-variable equal to the argument. 471 * Returns the object which has the count-variable equal to the argument.
472 * VERRRY slow.
396 */ 473 */
397object * 474object *
398find_object (tag_t i) 475find_object (tag_t i)
399{ 476{
400 for_all_objects (op) 477 for_all_objects (op)
420 break; 497 break;
421 498
422 return op; 499 return op;
423} 500}
424 501
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429}
430
431/* 502/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 503 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 504 * skill and experience objects.
505 * ACTUALLY NO! investigate! TODO
434 */ 506 */
435void 507void
436object::set_owner (object *owner) 508object::set_owner (object *owner)
437{ 509{
510 // allow objects which own objects
438 if (!owner) 511 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) 512 while (owner->owner)
449 owner = owner->owner; 513 owner = owner->owner;
514
515 if (flag [FLAG_FREED])
516 {
517 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
518 return;
519 }
450 520
451 this->owner = owner; 521 this->owner = owner;
522}
523
524int
525object::slottype () const
526{
527 if (type == SKILL)
528 {
529 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
530 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
531 }
532 else
533 {
534 if (slot [body_combat].info) return slot_combat;
535 if (slot [body_range ].info) return slot_ranged;
536 }
537
538 return slot_none;
539}
540
541bool
542object::change_weapon (object *ob)
543{
544 if (current_weapon == ob)
545 return true;
546
547 if (chosen_skill)
548 chosen_skill->flag [FLAG_APPLIED] = false;
549
550 current_weapon = ob;
551 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
552
553 if (chosen_skill)
554 chosen_skill->flag [FLAG_APPLIED] = true;
555
556 update_stats ();
557
558 if (ob)
559 {
560 // now check wether any body locations became invalid, in which case
561 // we cannot apply the weapon at the moment.
562 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
563 if (slot[i].used < 0)
564 {
565 current_weapon = chosen_skill = 0;
566 update_stats ();
567
568 new_draw_info_format (NDI_UNIQUE, 0, this,
569 "You try to balance all your items at once, "
570 "but the %s is just too much for your body. "
571 "[You need to unapply some items first.]", &ob->name);
572 return false;
573 }
574
575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
576 }
577 else
578 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
579
580 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
581 {
582 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
583 &name, ob->debug_desc ());
584 return false;
585 }
586
587 return true;
452} 588}
453 589
454/* Zero the key_values on op, decrementing the shared-string 590/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 591 * refcounts and freeing the links.
456 */ 592 */
457static void 593static void
458free_key_values (object *op) 594free_key_values (object *op)
459{ 595{
460 for (key_value *i = op->key_values; i != 0;) 596 for (key_value *i = op->key_values; i; )
461 { 597 {
462 key_value *next = i->next; 598 key_value *next = i->next;
463 delete i; 599 delete i;
464 600
465 i = next; 601 i = next;
466 } 602 }
467 603
468 op->key_values = 0; 604 op->key_values = 0;
469} 605}
470 606
471/* 607object &
472 * copy_to first frees everything allocated by the dst object, 608object::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{ 609{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 610 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 611 bool is_removed = flag [FLAG_REMOVED];
484 612
485 *(object_copy *)dst = *this; 613 *(object_copy *)this = src;
486 614
487 if (is_freed) 615 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 616 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - rndm ();
495 617
496 /* Copy over key_values, if any. */ 618 /* Copy over key_values, if any. */
497 if (key_values) 619 if (src.key_values)
498 { 620 {
499 key_value *tail = 0; 621 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 622 key_values = 0;
503 623
504 for (i = key_values; i; i = i->next) 624 for (key_value *i = src.key_values; i; i = i->next)
505 { 625 {
506 key_value *new_link = new key_value; 626 key_value *new_link = new key_value;
507 627
508 new_link->next = 0; 628 new_link->next = 0;
509 new_link->key = i->key; 629 new_link->key = i->key;
510 new_link->value = i->value; 630 new_link->value = i->value;
511 631
512 /* Try and be clever here, too. */ 632 /* Try and be clever here, too. */
513 if (!dst->key_values) 633 if (!key_values)
514 { 634 {
515 dst->key_values = new_link; 635 key_values = new_link;
516 tail = new_link; 636 tail = new_link;
517 } 637 }
518 else 638 else
519 { 639 {
520 tail->next = new_link; 640 tail->next = new_link;
521 tail = new_link; 641 tail = new_link;
522 } 642 }
523 } 643 }
524 } 644 }
645}
646
647/*
648 * copy_to first frees everything allocated by the dst object,
649 * and then copies the contents of itself into the second
650 * object, allocating what needs to be allocated. Basically, any
651 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
652 * if the first object is freed, the pointers in the new object
653 * will point at garbage.
654 */
655void
656object::copy_to (object *dst)
657{
658 *dst = *this;
659
660 if (speed < 0)
661 dst->speed_left -= rndm ();
525 662
526 dst->set_speed (dst->speed); 663 dst->set_speed (dst->speed);
664}
665
666void
667object::instantiate ()
668{
669 if (!uuid.seq) // HACK
670 uuid = UUID::gen ();
671
672 speed_left = -0.1f;
673 /* copy the body_info to the body_used - this is only really
674 * need for monsters, but doesn't hurt to do it for everything.
675 * by doing so, when a monster is created, it has good starting
676 * values for the body_used info, so when items are created
677 * for it, they can be properly equipped.
678 */
679 for (int i = NUM_BODY_LOCATIONS; i--; )
680 slot[i].used = slot[i].info;
681
682 attachable::instantiate ();
527} 683}
528 684
529object * 685object *
530object::clone () 686object::clone ()
531{ 687{
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;
595
596 if (op == NULL) 750 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 (llevDebug, "update_object() called for NULL object.\n");
600 return; 754 return;
680static int object_count; 834static int object_count;
681 835
682void object::link () 836void object::link ()
683{ 837{
684 assert (!index);//D 838 assert (!index);//D
685 uuid = gen_uuid (); 839 uuid = UUID::gen ();
686 count = ++object_count; 840 count = ++object_count;
687 841
688 refcnt_inc (); 842 refcnt_inc ();
689 objects.insert (this); 843 objects.insert (this);
690} 844}
763object::destroy_inv (bool drop_to_ground) 917object::destroy_inv (bool drop_to_ground)
764{ 918{
765 // need to check first, because the checks below might segfault 919 // need to check first, because the checks below might segfault
766 // as we might be on an invalid mapspace and crossfire code 920 // as we might be on an invalid mapspace and crossfire code
767 // is too buggy to ensure that the inventory is empty. 921 // is too buggy to ensure that the inventory is empty.
768 // corollary: if you create arrows etc. with stuff in tis inventory, 922 // corollary: if you create arrows etc. with stuff in its inventory,
769 // cf will crash below with off-map x and y 923 // cf will crash below with off-map x and y
770 if (!inv) 924 if (!inv)
771 return; 925 return;
772 926
773 /* Only if the space blocks everything do we not process - 927 /* Only if the space blocks everything do we not process -
774 * if some form of movement is allowed, let objects 928 * if some form of movement is allowed, let objects
775 * drop on that space. 929 * drop on that space.
776 */ 930 */
777 if (!drop_to_ground 931 if (!drop_to_ground
778 || !map 932 || !map
779 || map->in_memory != MAP_IN_MEMORY 933 || map->in_memory != MAP_ACTIVE
780 || map->nodrop 934 || map->nodrop
781 || ms ().move_block == MOVE_ALL) 935 || ms ().move_block == MOVE_ALL)
782 { 936 {
783 while (inv) 937 while (inv)
784 { 938 {
785 inv->destroy_inv (drop_to_ground); 939 inv->destroy_inv (false);
786 inv->destroy (); 940 inv->destroy ();
787 } 941 }
788 } 942 }
789 else 943 else
790 { /* Put objects in inventory onto this space */ 944 { /* Put objects in inventory onto this space */
796 || op->flag [FLAG_NO_DROP] 950 || op->flag [FLAG_NO_DROP]
797 || op->type == RUNE 951 || op->type == RUNE
798 || op->type == TRAP 952 || op->type == TRAP
799 || op->flag [FLAG_IS_A_TEMPLATE] 953 || op->flag [FLAG_IS_A_TEMPLATE]
800 || op->flag [FLAG_DESTROY_ON_DEATH]) 954 || op->flag [FLAG_DESTROY_ON_DEATH])
801 op->destroy (); 955 op->destroy (true);
802 else 956 else
803 map->insert (op, x, y); 957 map->insert (op, x, y);
804 } 958 }
805 } 959 }
806} 960}
813} 967}
814 968
815void 969void
816object::do_destroy () 970object::do_destroy ()
817{ 971{
818 attachable::do_destroy ();
819
820 if (flag [FLAG_IS_LINKED]) 972 if (flag [FLAG_IS_LINKED])
821 remove_button_link (this); 973 remove_button_link (this);
822 974
823 if (flag [FLAG_FRIENDLY]) 975 if (flag [FLAG_FRIENDLY])
824 {
825 remove_friendly_object (this); 976 remove_friendly_object (this);
826 977
827 if (type == GOLEM
828 && owner
829 && owner->type == PLAYER
830 && owner->contr->ranges[range_golem] == this)
831 owner->contr->ranges[range_golem] = 0;
832 }
833
834 if (!flag [FLAG_REMOVED])
835 remove (); 978 remove ();
836 979
837 destroy_inv (true); 980 attachable::do_destroy ();
838 981
839 deactivate (); 982 deactivate ();
840 unlink (); 983 unlink ();
841 984
842 flag [FLAG_FREED] = 1; 985 flag [FLAG_FREED] = 1;
847 990
848 if (!freed_map) 991 if (!freed_map)
849 { 992 {
850 freed_map = new maptile; 993 freed_map = new maptile;
851 994
995 freed_map->path = "<freed objects map>";
852 freed_map->name = "/internal/freed_objects_map"; 996 freed_map->name = "/internal/freed_objects_map";
853 freed_map->width = 3; 997 freed_map->width = 3;
854 freed_map->height = 3; 998 freed_map->height = 3;
999 freed_map->nodrop = 1;
855 1000
856 freed_map->alloc (); 1001 freed_map->alloc ();
857 freed_map->in_memory = MAP_IN_MEMORY; 1002 freed_map->in_memory = MAP_ACTIVE;
858 } 1003 }
859 1004
860 map = freed_map; 1005 map = freed_map;
861 x = 1; 1006 x = 1;
862 y = 1; 1007 y = 1;
863 } 1008 }
864 1009
865 head = 0;
866
867 if (more) 1010 if (more)
868 { 1011 {
869 more->destroy (); 1012 more->destroy ();
870 more = 0; 1013 more = 0;
871 } 1014 }
872 1015
1016 head = 0;
1017
873 // clear those pointers that likely might have circular references to us 1018 // clear those pointers that likely might cause circular references
874 owner = 0; 1019 owner = 0;
875 enemy = 0; 1020 enemy = 0;
876 attacked_by = 0; 1021 attacked_by = 0;
1022 current_weapon = 0;
877} 1023}
878 1024
879void 1025void
880object::destroy (bool destroy_inventory) 1026object::destroy (bool destroy_inventory)
881{ 1027{
882 if (destroyed ()) 1028 if (destroyed ())
883 return; 1029 return;
884 1030
1031 if (!is_head () && !head->destroyed ())
1032 {
1033 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1034 head->destroy (destroy_inventory);
1035 }
1036
885 if (destroy_inventory) 1037 destroy_inv (!destroy_inventory);
886 destroy_inv (false); 1038
1039 if (is_head ())
1040 if (sound_destroy)
1041 play_sound (sound_destroy);
1042 else if (flag [FLAG_MONSTER])
1043 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
887 1044
888 attachable::destroy (); 1045 attachable::destroy ();
889}
890
891/*
892 * sub_weight() recursively (outwards) subtracts a number from the
893 * weight of an object (and what is carried by it's environment(s)).
894 */
895void
896sub_weight (object *op, signed long weight)
897{
898 while (op != NULL)
899 {
900 if (op->type == CONTAINER)
901 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
902
903 op->carrying -= weight;
904 op = op->env;
905 }
906} 1046}
907 1047
908/* op->remove (): 1048/* op->remove ():
909 * This function removes the object op from the linked list of objects 1049 * This function removes the object op from the linked list of objects
910 * which it is currently tied to. When this function is done, the 1050 * which it is currently tied to. When this function is done, the
916object::do_remove () 1056object::do_remove ()
917{ 1057{
918 object *tmp, *last = 0; 1058 object *tmp, *last = 0;
919 object *otmp; 1059 object *otmp;
920 1060
921 if (QUERY_FLAG (this, FLAG_REMOVED)) 1061 if (flag [FLAG_REMOVED])
922 return; 1062 return;
923 1063
924 SET_FLAG (this, FLAG_REMOVED);
925 INVOKE_OBJECT (REMOVE, this); 1064 INVOKE_OBJECT (REMOVE, this);
1065
1066 if (object *pl = visible_to ())
1067 esrv_del_item (pl->contr, count);
1068
1069 flag [FLAG_REMOVED] = true;
926 1070
927 if (more) 1071 if (more)
928 more->remove (); 1072 more->remove ();
929 1073
930 /* 1074 /*
931 * In this case, the object to be removed is in someones 1075 * In this case, the object to be removed is in someones
932 * inventory. 1076 * inventory.
933 */ 1077 */
934 if (env) 1078 if (env)
935 { 1079 {
1080 adjust_weight (env, -total_weight ());
1081
1082 *(above ? &above->below : &env->inv) = below;
1083
936 if (nrof) 1084 if (below)
937 sub_weight (env, weight * nrof); 1085 below->above = above;
938 else 1086
939 sub_weight (env, weight + carrying); 1087 /* we set up values so that it could be inserted into
1088 * the map, but we don't actually do that - it is up
1089 * to the caller to decide what we want to do.
1090 */
1091 map = env->map;
1092 x = env->x;
1093 y = env->y;
1094 above = 0;
1095 below = 0;
1096 env = 0;
940 1097
941 /* NO_FIX_PLAYER is set when a great many changes are being 1098 /* NO_FIX_PLAYER is set when a great many changes are being
942 * made to players inventory. If set, avoiding the call 1099 * made to players inventory. If set, avoiding the call
943 * to save cpu time. 1100 * to save cpu time.
944 */ 1101 */
945 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1102 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
946 otmp->update_stats (); 1103 otmp->update_stats ();
947
948 if (above)
949 above->below = below;
950 else
951 env->inv = below;
952
953 if (below)
954 below->above = above;
955
956 /* we set up values so that it could be inserted into
957 * the map, but we don't actually do that - it is up
958 * to the caller to decide what we want to do.
959 */
960 x = env->x, y = env->y;
961 map = env->map;
962 above = 0, below = 0;
963 env = 0;
964 } 1104 }
965 else if (map) 1105 else if (map)
966 { 1106 {
967 if (type == PLAYER) 1107 if (type == PLAYER)
968 { 1108 {
1109 // leaving a spot always closes any open container on the ground
1110 if (container && !container->env)
1111 // this causes spurious floorbox updates, but it ensures
1112 // that the CLOSE event is being sent.
1113 close_container ();
1114
969 --map->players; 1115 --map->players;
970 map->touch (); 1116 map->touch ();
971 } 1117 }
972 1118
973 map->dirty = true; 1119 map->dirty = true;
1000 if (map->in_memory == MAP_SAVING) 1146 if (map->in_memory == MAP_SAVING)
1001 return; 1147 return;
1002 1148
1003 int check_walk_off = !flag [FLAG_NO_APPLY]; 1149 int check_walk_off = !flag [FLAG_NO_APPLY];
1004 1150
1151 if (object *pl = ms.player ())
1152 {
1153 if (pl->container == this)
1154 /* If a container that the player is currently using somehow gets
1155 * removed (most likely destroyed), update the player view
1156 * appropriately.
1157 */
1158 pl->close_container ();
1159
1160 //TODO: the floorbox prev/next might need updating
1161 esrv_del_item (pl->contr, count);
1162 }
1163
1005 for (tmp = ms.bot; tmp; tmp = tmp->above) 1164 for (tmp = ms.bot; tmp; tmp = tmp->above)
1006 { 1165 {
1007 /* No point updating the players look faces if he is the object 1166 /* No point updating the players look faces if he is the object
1008 * being removed. 1167 * being removed.
1009 */ 1168 */
1010
1011 if (tmp->type == PLAYER && tmp != this)
1012 {
1013 /* If a container that the player is currently using somehow gets
1014 * removed (most likely destroyed), update the player view
1015 * appropriately.
1016 */
1017 if (tmp->container == this)
1018 {
1019 flag [FLAG_APPLIED] = 0;
1020 tmp->container = 0;
1021 }
1022
1023 if (tmp->contr->ns)
1024 tmp->contr->ns->floorbox_update ();
1025 }
1026 1169
1027 /* See if object moving off should effect something */ 1170 /* See if object moving off should effect something */
1028 if (check_walk_off 1171 if (check_walk_off
1029 && ((move_type & tmp->move_off) 1172 && ((move_type & tmp->move_off)
1030 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1173 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1033 1176
1034 if (destroyed ()) 1177 if (destroyed ())
1035 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1178 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1036 } 1179 }
1037 1180
1038 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1039 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1040 if (tmp->above == tmp)
1041 tmp->above = 0;
1042
1043 last = tmp; 1181 last = tmp;
1044 } 1182 }
1045 1183
1046 /* last == NULL if there are no objects on this space */ 1184 /* last == NULL if there are no objects on this space */
1047 //TODO: this makes little sense, why only update the topmost object? 1185 //TODO: this makes little sense, why only update the topmost object?
1067merge_ob (object *op, object *top) 1205merge_ob (object *op, object *top)
1068{ 1206{
1069 if (!op->nrof) 1207 if (!op->nrof)
1070 return 0; 1208 return 0;
1071 1209
1072 if (top) 1210 if (!top)
1073 for (top = op; top && top->above; top = top->above) 1211 for (top = op; top && top->above; top = top->above)
1074 ; 1212 ;
1075 1213
1076 for (; top; top = top->below) 1214 for (; top; top = top->below)
1077 {
1078 if (top == op)
1079 continue;
1080
1081 if (object::can_merge (op, top)) 1215 if (object::can_merge (op, top))
1082 { 1216 {
1083 top->nrof += op->nrof; 1217 top->nrof += op->nrof;
1084 1218
1085/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1219 if (object *pl = top->visible_to ())
1086 op->weight = 0; /* Don't want any adjustements now */ 1220 esrv_update_item (UPD_NROF, pl, top);
1221
1222 op->weight = 0; // cancel the addition above
1223 op->carrying = 0; // must be 0 already
1224
1087 op->destroy (); 1225 op->destroy (1);
1226
1088 return top; 1227 return top;
1089 } 1228 }
1090 }
1091 1229
1092 return 0; 1230 return 0;
1231}
1232
1233void
1234object::expand_tail ()
1235{
1236 if (more)
1237 return;
1238
1239 object *prev = this;
1240
1241 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1242 {
1243 object *op = arch_to_object (at);
1244
1245 op->name = name;
1246 op->name_pl = name_pl;
1247 op->title = title;
1248
1249 op->head = this;
1250 prev->more = op;
1251
1252 prev = op;
1253 }
1093} 1254}
1094 1255
1095/* 1256/*
1096 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1257 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1097 * job preparing multi-part monsters. 1258 * job preparing multi-part monsters.
1099object * 1260object *
1100insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1261insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1101{ 1262{
1102 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1263 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1103 { 1264 {
1104 tmp->x = x + tmp->arch->clone.x; 1265 tmp->x = x + tmp->arch->x;
1105 tmp->y = y + tmp->arch->clone.y; 1266 tmp->y = y + tmp->arch->y;
1106 } 1267 }
1107 1268
1108 return insert_ob_in_map (op, m, originator, flag); 1269 return insert_ob_in_map (op, m, originator, flag);
1109} 1270}
1110 1271
1129 * just 'op' otherwise 1290 * just 'op' otherwise
1130 */ 1291 */
1131object * 1292object *
1132insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1293insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1133{ 1294{
1134 object *tmp, *top, *floor = NULL; 1295 assert (!op->flag [FLAG_FREED]);
1135
1136 if (QUERY_FLAG (op, FLAG_FREED))
1137 {
1138 LOG (llevError, "Trying to insert freed object!\n");
1139 return NULL;
1140 }
1141
1142 if (!QUERY_FLAG (op, FLAG_REMOVED))
1143 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1144 1296
1145 op->remove (); 1297 op->remove ();
1146
1147 if (!m)
1148 {
1149 char *dump = dump_object (op);
1150 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1151 free (dump);
1152 return op;
1153 }
1154
1155 if (out_of_map (m, op->x, op->y))
1156 {
1157 char *dump = dump_object (op);
1158 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1159#ifdef MANY_CORES
1160 /* Better to catch this here, as otherwise the next use of this object
1161 * is likely to cause a crash. Better to find out where it is getting
1162 * improperly inserted.
1163 */
1164 abort ();
1165#endif
1166 free (dump);
1167 return op;
1168 }
1169
1170 if (object *more = op->more)
1171 {
1172 if (!insert_ob_in_map (more, m, originator, flag))
1173 {
1174 if (!op->head)
1175 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1176
1177 return 0;
1178 }
1179 }
1180
1181 CLEAR_FLAG (op, FLAG_REMOVED);
1182 1298
1183 /* Ideally, the caller figures this out. However, it complicates a lot 1299 /* Ideally, the caller figures this out. However, it complicates a lot
1184 * of areas of callers (eg, anything that uses find_free_spot would now 1300 * of areas of callers (eg, anything that uses find_free_spot would now
1185 * need extra work 1301 * need extra work
1186 */ 1302 */
1187 if (!xy_normalise (m, op->x, op->y)) 1303 if (!xy_normalise (m, op->x, op->y))
1304 {
1305 op->destroy (1);
1188 return 0; 1306 return 0;
1307 }
1308
1309 if (object *more = op->more)
1310 if (!insert_ob_in_map (more, m, originator, flag))
1311 return 0;
1312
1313 CLEAR_FLAG (op, FLAG_REMOVED);
1189 1314
1190 op->map = m; 1315 op->map = m;
1191 mapspace &ms = op->ms (); 1316 mapspace &ms = op->ms ();
1192 1317
1193 /* this has to be done after we translate the coordinates. 1318 /* this has to be done after we translate the coordinates.
1194 */ 1319 */
1195 if (op->nrof && !(flag & INS_NO_MERGE)) 1320 if (op->nrof && !(flag & INS_NO_MERGE))
1196 for (tmp = ms.bot; tmp; tmp = tmp->above) 1321 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1197 if (object::can_merge (op, tmp)) 1322 if (object::can_merge (op, tmp))
1198 { 1323 {
1324 // TODO: we atcually want to update tmp, not op,
1325 // but some caller surely breaks when we return tmp
1326 // from here :/
1199 op->nrof += tmp->nrof; 1327 op->nrof += tmp->nrof;
1200 tmp->destroy (); 1328 tmp->destroy (1);
1201 } 1329 }
1202 1330
1203 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1331 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1204 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1332 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1205 1333
1225 /* since *below* originator, no need to update top */ 1353 /* since *below* originator, no need to update top */
1226 originator->below = op; 1354 originator->below = op;
1227 } 1355 }
1228 else 1356 else
1229 { 1357 {
1358 object *top, *floor = NULL;
1359
1230 top = ms.bot; 1360 top = ms.bot;
1231 1361
1232 /* If there are other objects, then */ 1362 /* If there are other objects, then */
1233 if ((!(flag & INS_MAP_LOAD)) && top) 1363 if (top)
1234 { 1364 {
1235 object *last = 0; 1365 object *last = 0;
1236 1366
1237 /* 1367 /*
1238 * If there are multiple objects on this space, we do some trickier handling. 1368 * If there are multiple objects on this space, we do some trickier handling.
1268 * looks like instead of lots of conditions here. 1398 * looks like instead of lots of conditions here.
1269 * makes things faster, and effectively the same result. 1399 * makes things faster, and effectively the same result.
1270 */ 1400 */
1271 1401
1272 /* Have object 'fall below' other objects that block view. 1402 /* Have object 'fall below' other objects that block view.
1273 * Unless those objects are exits, type 66 1403 * Unless those objects are exits.
1274 * If INS_ON_TOP is used, don't do this processing 1404 * If INS_ON_TOP is used, don't do this processing
1275 * Need to find the object that in fact blocks view, otherwise 1405 * Need to find the object that in fact blocks view, otherwise
1276 * stacking is a bit odd. 1406 * stacking is a bit odd.
1277 */ 1407 */
1278 if (!(flag & INS_ON_TOP) 1408 if (!(flag & INS_ON_TOP)
1279 && ms.flags () & P_BLOCKSVIEW 1409 && ms.flags () & P_BLOCKSVIEW
1280 && (op->face && !op->face->visibility)) 1410 && (op->face && !faces [op->face].visibility))
1281 { 1411 {
1282 for (last = top; last != floor; last = last->below) 1412 for (last = top; last != floor; last = last->below)
1283 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1413 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1284 break; 1414 break;
1285 1415
1291 if (last && last->below && last != floor) 1421 if (last && last->below && last != floor)
1292 top = last->below; 1422 top = last->below;
1293 } 1423 }
1294 } /* If objects on this space */ 1424 } /* If objects on this space */
1295 1425
1296 if (flag & INS_MAP_LOAD)
1297 top = ms.top;
1298
1299 if (flag & INS_ABOVE_FLOOR_ONLY) 1426 if (flag & INS_ABOVE_FLOOR_ONLY)
1300 top = floor; 1427 top = floor;
1301 1428
1302 /* Top is the object that our object (op) is going to get inserted above. 1429 /* Top is the object that our object (op) is going to get inserted above.
1303 */ 1430 */
1335 op->map->touch (); 1462 op->map->touch ();
1336 } 1463 }
1337 1464
1338 op->map->dirty = true; 1465 op->map->dirty = true;
1339 1466
1340 /* If we have a floor, we know the player, if any, will be above
1341 * it, so save a few ticks and start from there.
1342 */
1343 if (!(flag & INS_MAP_LOAD))
1344 if (object *pl = ms.player ()) 1467 if (object *pl = ms.player ())
1345 if (pl->contr->ns) 1468 //TODO: the floorbox prev/next might need updating
1346 pl->contr->ns->floorbox_update (); 1469 esrv_send_item (pl, op);
1347 1470
1348 /* If this object glows, it may affect lighting conditions that are 1471 /* If this object glows, it may affect lighting conditions that are
1349 * visible to others on this map. But update_all_los is really 1472 * visible to others on this map. But update_all_los is really
1350 * an inefficient way to do this, as it means los for all players 1473 * an inefficient way to do this, as it means los for all players
1351 * on the map will get recalculated. The players could very well 1474 * on the map will get recalculated. The players could very well
1370 * blocked() and wall() work properly), and these flags are updated by 1493 * blocked() and wall() work properly), and these flags are updated by
1371 * update_object(). 1494 * update_object().
1372 */ 1495 */
1373 1496
1374 /* if this is not the head or flag has been passed, don't check walk on status */ 1497 /* if this is not the head or flag has been passed, don't check walk on status */
1375 if (!(flag & INS_NO_WALK_ON) && !op->head) 1498 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1376 { 1499 {
1377 if (check_move_on (op, originator)) 1500 if (check_move_on (op, originator))
1378 return 0; 1501 return 0;
1379 1502
1380 /* If we are a multi part object, lets work our way through the check 1503 /* If we are a multi part object, lets work our way through the check
1381 * walk on's. 1504 * walk on's.
1382 */ 1505 */
1383 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1506 for (object *tmp = op->more; tmp; tmp = tmp->more)
1384 if (check_move_on (tmp, originator)) 1507 if (check_move_on (tmp, originator))
1385 return 0; 1508 return 0;
1386 } 1509 }
1387 1510
1388 return op; 1511 return op;
1393 * op is the object to insert it under: supplies x and the map. 1516 * op is the object to insert it under: supplies x and the map.
1394 */ 1517 */
1395void 1518void
1396replace_insert_ob_in_map (const char *arch_string, object *op) 1519replace_insert_ob_in_map (const char *arch_string, object *op)
1397{ 1520{
1398 object *tmp, *tmp1;
1399
1400 /* first search for itself and remove any old instances */ 1521 /* first search for itself and remove any old instances */
1401 1522
1402 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1523 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1403 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1524 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1404 tmp->destroy (); 1525 tmp->destroy (1);
1405 1526
1406 tmp1 = arch_to_object (archetype::find (arch_string)); 1527 object *tmp = arch_to_object (archetype::find (arch_string));
1407 1528
1408 tmp1->x = op->x; 1529 tmp->x = op->x;
1409 tmp1->y = op->y; 1530 tmp->y = op->y;
1531
1410 insert_ob_in_map (tmp1, op->map, op, 0); 1532 insert_ob_in_map (tmp, op->map, op, 0);
1411} 1533}
1412 1534
1413object * 1535object *
1414object::insert_at (object *where, object *originator, int flags) 1536object::insert_at (object *where, object *originator, int flags)
1415{ 1537{
1538 if (where->env)
1539 return where->env->insert (this);
1540 else
1416 where->map->insert (this, where->x, where->y, originator, flags); 1541 return where->map->insert (this, where->x, where->y, originator, flags);
1417} 1542}
1418 1543
1419/* 1544/*
1420 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1421 * is returned contains nr objects, and the remaining parts contains
1422 * the rest (or is removed and freed if that number is 0).
1423 * On failure, NULL is returned, and the reason put into the
1424 * global static errmsg array.
1425 */
1426object *
1427get_split_ob (object *orig_ob, uint32 nr)
1428{
1429 object *newob;
1430 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1431
1432 if (orig_ob->nrof < nr)
1433 {
1434 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1435 return NULL;
1436 }
1437
1438 newob = object_create_clone (orig_ob);
1439
1440 if ((orig_ob->nrof -= nr) < 1)
1441 orig_ob->destroy (1);
1442 else if (!is_removed)
1443 {
1444 if (orig_ob->env != NULL)
1445 sub_weight (orig_ob->env, orig_ob->weight * nr);
1446 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1447 {
1448 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1449 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1450 return NULL;
1451 }
1452 }
1453
1454 newob->nrof = nr;
1455
1456 return newob;
1457}
1458
1459/*
1460 * decrease_ob_nr(object, number) decreases a specified number from 1545 * decrease(object, number) decreases a specified number from
1461 * the amount of an object. If the amount reaches 0, the object 1546 * the amount of an object. If the amount reaches 0, the object
1462 * is subsequently removed and freed. 1547 * is subsequently removed and freed.
1463 * 1548 *
1464 * Return value: 'op' if something is left, NULL if the amount reached 0 1549 * Return value: 'op' if something is left, NULL if the amount reached 0
1465 */ 1550 */
1551bool
1552object::decrease (sint32 nr)
1553{
1554 if (!nr)
1555 return true;
1466 1556
1557 nr = min (nr, nrof);
1558
1559 nrof -= nr;
1560
1561 if (nrof)
1562 {
1563 adjust_weight (env, -weight * nr); // carrying == 0
1564
1565 if (object *pl = visible_to ())
1566 esrv_update_item (UPD_NROF, pl, this);
1567
1568 return true;
1569 }
1570 else
1571 {
1572 destroy (1);
1573 return false;
1574 }
1575}
1576
1577/*
1578 * split(ob,nr) splits up ob into two parts. The part which
1579 * is returned contains nr objects, and the remaining parts contains
1580 * the rest (or is removed and returned if that number is 0).
1581 * On failure, NULL is returned.
1582 */
1467object * 1583object *
1468decrease_ob_nr (object *op, uint32 i) 1584object::split (sint32 nr)
1469{ 1585{
1470 object *tmp; 1586 int have = number_of ();
1471 1587
1472 if (i == 0) /* objects with op->nrof require this check */ 1588 if (have < nr)
1473 return op; 1589 return 0;
1474 1590 else if (have == nr)
1475 if (i > op->nrof)
1476 i = op->nrof;
1477
1478 if (QUERY_FLAG (op, FLAG_REMOVED))
1479 op->nrof -= i;
1480 else if (op->env)
1481 { 1591 {
1482 /* is this object in the players inventory, or sub container
1483 * therein?
1484 */
1485 tmp = op->in_player ();
1486 /* nope. Is this a container the player has opened?
1487 * If so, set tmp to that player.
1488 * IMO, searching through all the players will mostly
1489 * likely be quicker than following op->env to the map,
1490 * and then searching the map for a player.
1491 */
1492 if (!tmp)
1493 for_all_players (pl)
1494 if (pl->ob->container == op->env)
1495 {
1496 tmp = pl->ob;
1497 break;
1498 }
1499
1500 if (i < op->nrof)
1501 {
1502 sub_weight (op->env, op->weight * i);
1503 op->nrof -= i;
1504 if (tmp)
1505 esrv_send_item (tmp, op);
1506 }
1507 else
1508 {
1509 op->remove (); 1592 remove ();
1510 op->nrof = 0; 1593 return this;
1511 if (tmp)
1512 esrv_del_item (tmp->contr, op->count);
1513 }
1514 } 1594 }
1515 else 1595 else
1516 { 1596 {
1517 object *above = op->above; 1597 decrease (nr);
1518 1598
1519 if (i < op->nrof) 1599 object *op = object_create_clone (this);
1520 op->nrof -= i; 1600 op->nrof = nr;
1521 else
1522 {
1523 op->remove ();
1524 op->nrof = 0;
1525 }
1526
1527 /* Since we just removed op, op->above is null */
1528 for (tmp = above; tmp; tmp = tmp->above)
1529 if (tmp->type == PLAYER)
1530 {
1531 if (op->nrof)
1532 esrv_send_item (tmp, op);
1533 else
1534 esrv_del_item (tmp->contr, op->count);
1535 }
1536 }
1537
1538 if (op->nrof)
1539 return op; 1601 return op;
1540 else
1541 {
1542 op->destroy ();
1543 return 0;
1544 }
1545}
1546
1547/*
1548 * add_weight(object, weight) adds the specified weight to an object,
1549 * and also updates how much the environment(s) is/are carrying.
1550 */
1551
1552void
1553add_weight (object *op, signed long weight)
1554{
1555 while (op != NULL)
1556 {
1557 if (op->type == CONTAINER)
1558 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1559
1560 op->carrying += weight;
1561 op = op->env;
1562 } 1602 }
1563} 1603}
1564 1604
1565object * 1605object *
1566insert_ob_in_ob (object *op, object *where) 1606insert_ob_in_ob (object *op, object *where)
1571 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1611 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1572 free (dump); 1612 free (dump);
1573 return op; 1613 return op;
1574 } 1614 }
1575 1615
1576 if (where->head) 1616 if (where->head_ () != where)
1577 { 1617 {
1578 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1618 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1579 where = where->head; 1619 where = where->head;
1580 } 1620 }
1581 1621
1582 return where->insert (op); 1622 return where->insert (op);
1583} 1623}
1588 * inside the object environment. 1628 * inside the object environment.
1589 * 1629 *
1590 * The function returns now pointer to inserted item, and return value can 1630 * The function returns now pointer to inserted item, and return value can
1591 * be != op, if items are merged. -Tero 1631 * be != op, if items are merged. -Tero
1592 */ 1632 */
1593
1594object * 1633object *
1595object::insert (object *op) 1634object::insert (object *op)
1596{ 1635{
1597 object *tmp, *otmp;
1598
1599 if (!QUERY_FLAG (op, FLAG_REMOVED))
1600 op->remove ();
1601
1602 if (op->more) 1636 if (op->more)
1603 { 1637 {
1604 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1638 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1605 return op; 1639 return op;
1606 } 1640 }
1607 1641
1608 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1642 op->remove ();
1609 CLEAR_FLAG (op, FLAG_REMOVED); 1643
1644 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1645
1610 if (op->nrof) 1646 if (op->nrof)
1611 {
1612 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1647 for (object *tmp = inv; tmp; tmp = tmp->below)
1613 if (object::can_merge (tmp, op)) 1648 if (object::can_merge (tmp, op))
1614 { 1649 {
1615 /* return the original object and remove inserted object 1650 /* return the original object and remove inserted object
1616 (client needs the original object) */ 1651 (client needs the original object) */
1617 tmp->nrof += op->nrof; 1652 tmp->nrof += op->nrof;
1618 /* Weight handling gets pretty funky. Since we are adding to 1653
1619 * tmp->nrof, we need to increase the weight. 1654 if (object *pl = tmp->visible_to ())
1620 */ 1655 esrv_update_item (UPD_NROF, pl, tmp);
1656
1621 add_weight (this, op->weight * op->nrof); 1657 adjust_weight (this, op->total_weight ());
1622 SET_FLAG (op, FLAG_REMOVED); 1658
1623 op->destroy (); /* free the inserted object */ 1659 op->destroy (1);
1624 op = tmp; 1660 op = tmp;
1625 op->remove (); /* and fix old object's links */ 1661 goto inserted;
1626 CLEAR_FLAG (op, FLAG_REMOVED);
1627 break;
1628 } 1662 }
1629 1663
1630 /* I assume combined objects have no inventory 1664 op->owner = 0; // it's his/hers now. period.
1631 * We add the weight - this object could have just been removed
1632 * (if it was possible to merge). calling remove_ob will subtract
1633 * the weight, so we need to add it in again, since we actually do
1634 * the linking below
1635 */
1636 add_weight (this, op->weight * op->nrof);
1637 }
1638 else
1639 add_weight (this, (op->weight + op->carrying));
1640
1641 otmp = this->in_player ();
1642 if (otmp && otmp->contr)
1643 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1644 otmp->update_stats ();
1645
1646 op->map = 0; 1665 op->map = 0;
1647 op->env = this; 1666 op->x = 0;
1667 op->y = 0;
1668
1648 op->above = 0; 1669 op->above = 0;
1649 op->below = 0; 1670 op->below = inv;
1650 op->x = 0, op->y = 0; 1671 op->env = this;
1651 1672
1673 if (inv)
1674 inv->above = op;
1675
1676 inv = op;
1677
1678 op->flag [FLAG_REMOVED] = 0;
1679
1680 if (object *pl = op->visible_to ())
1681 esrv_send_item (pl, op);
1682
1683 adjust_weight (this, op->total_weight ());
1684
1685inserted:
1652 /* reset the light list and los of the players on the map */ 1686 /* reset the light list and los of the players on the map */
1653 if ((op->glow_radius != 0) && map) 1687 if (op->glow_radius && map && map->darkness)
1654 {
1655#ifdef DEBUG_LIGHTS
1656 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1657#endif /* DEBUG_LIGHTS */
1658 if (map->darkness)
1659 update_all_los (map, x, y); 1688 update_all_los (map, x, y);
1660 }
1661 1689
1662 /* Client has no idea of ordering so lets not bother ordering it here. 1690 // if this is a player's inventory, update stats
1663 * It sure simplifies this function... 1691 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1664 */ 1692 update_stats ();
1665 if (!inv)
1666 inv = op;
1667 else
1668 {
1669 op->below = inv;
1670 op->below->above = op;
1671 inv = op;
1672 }
1673 1693
1674 INVOKE_OBJECT (INSERT, this); 1694 INVOKE_OBJECT (INSERT, this);
1675 1695
1676 return op; 1696 return op;
1677} 1697}
1892 * activate recursively a flag on an object inventory 1912 * activate recursively a flag on an object inventory
1893 */ 1913 */
1894void 1914void
1895flag_inv (object *op, int flag) 1915flag_inv (object *op, int flag)
1896{ 1916{
1897 if (op->inv)
1898 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1899 { 1918 {
1900 SET_FLAG (tmp, flag); 1919 SET_FLAG (tmp, flag);
1901 flag_inv (tmp, flag); 1920 flag_inv (tmp, flag);
1902 } 1921 }
1903} 1922}
1904 1923
1905/* 1924/*
1906 * deactivate recursively a flag on an object inventory 1925 * deactivate recursively a flag on an object inventory
1907 */ 1926 */
1908void 1927void
1909unflag_inv (object *op, int flag) 1928unflag_inv (object *op, int flag)
1910{ 1929{
1911 if (op->inv)
1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1930 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1913 { 1931 {
1914 CLEAR_FLAG (tmp, flag); 1932 CLEAR_FLAG (tmp, flag);
1915 unflag_inv (tmp, flag); 1933 unflag_inv (tmp, flag);
1916 } 1934 }
1917}
1918
1919/*
1920 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1921 * all it's inventory (recursively).
1922 * If checksums are used, a player will get set_cheat called for
1923 * him/her-self and all object carried by a call to this function.
1924 */
1925void
1926set_cheat (object *op)
1927{
1928 SET_FLAG (op, FLAG_WAS_WIZ);
1929 flag_inv (op, FLAG_WAS_WIZ);
1930} 1935}
1931 1936
1932/* 1937/*
1933 * find_free_spot(object, map, x, y, start, stop) will search for 1938 * find_free_spot(object, map, x, y, start, stop) will search for
1934 * a spot at the given map and coordinates which will be able to contain 1939 * a spot at the given map and coordinates which will be able to contain
1936 * to search (see the freearr_x/y[] definition). 1941 * to search (see the freearr_x/y[] definition).
1937 * It returns a random choice among the alternatives found. 1942 * It returns a random choice among the alternatives found.
1938 * start and stop are where to start relative to the free_arr array (1,9 1943 * start and stop are where to start relative to the free_arr array (1,9
1939 * does all 4 immediate directions). This returns the index into the 1944 * does all 4 immediate directions). This returns the index into the
1940 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1945 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1941 * Note - this only checks to see if there is space for the head of the
1942 * object - if it is a multispace object, this should be called for all
1943 * pieces.
1944 * Note2: This function does correctly handle tiled maps, but does not 1946 * Note: This function does correctly handle tiled maps, but does not
1945 * inform the caller. However, insert_ob_in_map will update as 1947 * inform the caller. However, insert_ob_in_map will update as
1946 * necessary, so the caller shouldn't need to do any special work. 1948 * necessary, so the caller shouldn't need to do any special work.
1947 * Note - updated to take an object instead of archetype - this is necessary 1949 * Note - updated to take an object instead of archetype - this is necessary
1948 * because arch_blocked (now ob_blocked) needs to know the movement type 1950 * because arch_blocked (now ob_blocked) needs to know the movement type
1949 * to know if the space in question will block the object. We can't use 1951 * to know if the space in question will block the object. We can't use
1951 * customized, changed states, etc. 1953 * customized, changed states, etc.
1952 */ 1954 */
1953int 1955int
1954find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1956find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1955{ 1957{
1958 int altern[SIZEOFFREE];
1956 int index = 0, flag; 1959 int index = 0, flag;
1957 int altern[SIZEOFFREE];
1958 1960
1959 for (int i = start; i < stop; i++) 1961 for (int i = start; i < stop; i++)
1960 { 1962 {
1961 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1963 mapxy pos (m, x, y); pos.move (i);
1962 if (!flag) 1964
1965 if (!pos.normalise ())
1966 continue;
1967
1968 mapspace &ms = *pos;
1969
1970 if (ms.flags () & P_IS_ALIVE)
1971 continue;
1972
1973 /* However, often
1974 * ob doesn't have any move type (when used to place exits)
1975 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1976 */
1977 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1978 {
1963 altern [index++] = i; 1979 altern [index++] = i;
1980 continue;
1981 }
1964 1982
1965 /* Basically, if we find a wall on a space, we cut down the search size. 1983 /* Basically, if we find a wall on a space, we cut down the search size.
1966 * In this way, we won't return spaces that are on another side of a wall. 1984 * In this way, we won't return spaces that are on another side of a wall.
1967 * This mostly work, but it cuts down the search size in all directions - 1985 * This mostly work, but it cuts down the search size in all directions -
1968 * if the space being examined only has a wall to the north and empty 1986 * if the space being examined only has a wall to the north and empty
1969 * spaces in all the other directions, this will reduce the search space 1987 * spaces in all the other directions, this will reduce the search space
1970 * to only the spaces immediately surrounding the target area, and 1988 * to only the spaces immediately surrounding the target area, and
1971 * won't look 2 spaces south of the target space. 1989 * won't look 2 spaces south of the target space.
1972 */ 1990 */
1973 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1991 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1992 {
1974 stop = maxfree[i]; 1993 stop = maxfree[i];
1994 continue;
1995 }
1996
1997 /* Note it is intentional that we check ob - the movement type of the
1998 * head of the object should correspond for the entire object.
1999 */
2000 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2001 continue;
2002
2003 if (ob->blocked (m, pos.x, pos.y))
2004 continue;
2005
2006 altern [index++] = i;
1975 } 2007 }
1976 2008
1977 if (!index) 2009 if (!index)
1978 return -1; 2010 return -1;
1979 2011
1988 */ 2020 */
1989int 2021int
1990find_first_free_spot (const object *ob, maptile *m, int x, int y) 2022find_first_free_spot (const object *ob, maptile *m, int x, int y)
1991{ 2023{
1992 for (int i = 0; i < SIZEOFFREE; i++) 2024 for (int i = 0; i < SIZEOFFREE; i++)
1993 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2025 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
1994 return i; 2026 return i;
1995 2027
1996 return -1; 2028 return -1;
1997} 2029}
1998 2030
2052 object *tmp; 2084 object *tmp;
2053 maptile *mp; 2085 maptile *mp;
2054 2086
2055 MoveType blocked, move_type; 2087 MoveType blocked, move_type;
2056 2088
2057 if (exclude && exclude->head) 2089 if (exclude && exclude->head_ () != exclude)
2058 { 2090 {
2059 exclude = exclude->head; 2091 exclude = exclude->head;
2060 move_type = exclude->move_type; 2092 move_type = exclude->move_type;
2061 } 2093 }
2062 else 2094 else
2085 max = maxfree[i]; 2117 max = maxfree[i];
2086 else if (mflags & P_IS_ALIVE) 2118 else if (mflags & P_IS_ALIVE)
2087 { 2119 {
2088 for (tmp = ms.bot; tmp; tmp = tmp->above) 2120 for (tmp = ms.bot; tmp; tmp = tmp->above)
2089 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2121 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2090 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2122 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2091 break; 2123 break;
2092 2124
2093 if (tmp) 2125 if (tmp)
2094 return freedir[i]; 2126 return freedir[i];
2095 } 2127 }
2275 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2307 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2276 * core dumps if they do. 2308 * core dumps if they do.
2277 * 2309 *
2278 * Add a check so we can't pick up invisible objects (0.93.8) 2310 * Add a check so we can't pick up invisible objects (0.93.8)
2279 */ 2311 */
2280
2281int 2312int
2282can_pick (const object *who, const object *item) 2313can_pick (const object *who, const object *item)
2283{ 2314{
2284 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2315 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2285 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2316 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2290 * create clone from object to another 2321 * create clone from object to another
2291 */ 2322 */
2292object * 2323object *
2293object_create_clone (object *asrc) 2324object_create_clone (object *asrc)
2294{ 2325{
2295 object *dst = 0, *tmp, *src, *part, *prev, *item; 2326 object *dst = 0, *tmp, *src, *prev, *item;
2296 2327
2297 if (!asrc) 2328 if (!asrc)
2298 return 0; 2329 return 0;
2299 2330
2300 src = asrc;
2301 if (src->head)
2302 src = src->head; 2331 src = asrc->head_ ();
2303 2332
2304 prev = 0; 2333 prev = 0;
2305 for (part = src; part; part = part->more) 2334 for (object *part = src; part; part = part->more)
2306 { 2335 {
2307 tmp = part->clone (); 2336 tmp = part->clone ();
2308 tmp->x -= src->x; 2337 tmp->x -= src->x;
2309 tmp->y -= src->y; 2338 tmp->y -= src->y;
2310 2339
2328 insert_ob_in_ob (object_create_clone (item), dst); 2357 insert_ob_in_ob (object_create_clone (item), dst);
2329 2358
2330 return dst; 2359 return dst;
2331} 2360}
2332 2361
2333/* GROS - Creates an object using a string representing its content. */
2334/* Basically, we save the content of the string to a temp file, then call */
2335/* load_object on it. I admit it is a highly inefficient way to make things, */
2336/* but it was simple to make and allows reusing the load_object function. */
2337/* Remember not to use load_object_str in a time-critical situation. */
2338/* Also remember that multiparts objects are not supported for now. */
2339object *
2340load_object_str (const char *obstr)
2341{
2342 object *op;
2343 char filename[MAX_BUF];
2344
2345 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2346
2347 FILE *tempfile = fopen (filename, "w");
2348
2349 if (tempfile == NULL)
2350 {
2351 LOG (llevError, "Error - Unable to access load object temp file\n");
2352 return NULL;
2353 }
2354
2355 fprintf (tempfile, obstr);
2356 fclose (tempfile);
2357
2358 op = object::create ();
2359
2360 object_thawer thawer (filename);
2361
2362 if (thawer)
2363 load_object (thawer, op, 0);
2364
2365 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2366 CLEAR_FLAG (op, FLAG_REMOVED);
2367
2368 return op;
2369}
2370
2371/* This returns the first object in who's inventory that 2362/* This returns the first object in who's inventory that
2372 * has the same type and subtype match. 2363 * has the same type and subtype match.
2373 * returns NULL if no match. 2364 * returns NULL if no match.
2374 */ 2365 */
2375object * 2366object *
2428 if (link->key == canonical_key) 2419 if (link->key == canonical_key)
2429 return link->value; 2420 return link->value;
2430 2421
2431 return 0; 2422 return 0;
2432} 2423}
2433
2434 2424
2435/* 2425/*
2436 * Updates the canonical_key in op to value. 2426 * Updates the canonical_key in op to value.
2437 * 2427 *
2438 * canonical_key is a shared string (value doesn't have to be). 2428 * canonical_key is a shared string (value doesn't have to be).
2462 /* Basically, if the archetype has this key set, 2452 /* Basically, if the archetype has this key set,
2463 * we need to store the null value so when we save 2453 * we need to store the null value so when we save
2464 * it, we save the empty value so that when we load, 2454 * it, we save the empty value so that when we load,
2465 * we get this value back again. 2455 * we get this value back again.
2466 */ 2456 */
2467 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2457 if (get_ob_key_link (op->arch, canonical_key))
2468 field->value = 0; 2458 field->value = 0;
2469 else 2459 else
2470 { 2460 {
2471 if (last) 2461 if (last)
2472 last->next = field->next; 2462 last->next = field->next;
2541 } 2531 }
2542 else 2532 else
2543 item = item->env; 2533 item = item->env;
2544} 2534}
2545 2535
2546
2547const char * 2536const char *
2548object::flag_desc (char *desc, int len) const 2537object::flag_desc (char *desc, int len) const
2549{ 2538{
2550 char *p = desc; 2539 char *p = desc;
2551 bool first = true; 2540 bool first = true;
2578{ 2567{
2579 char flagdesc[512]; 2568 char flagdesc[512];
2580 char info2[256 * 4]; 2569 char info2[256 * 4];
2581 char *p = info; 2570 char *p = info;
2582 2571
2583 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2572 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2584 count, uuid.seq, 2573 count,
2574 uuid.c_str (),
2585 &name, 2575 &name,
2586 title ? "\",title:\"" : "", 2576 title ? "\",title:\"" : "",
2587 title ? (const char *)title : "", 2577 title ? (const char *)title : "",
2588 flag_desc (flagdesc, 512), type); 2578 flag_desc (flagdesc, 512), type);
2589 2579
2590 if (env) 2580 if (!flag[FLAG_REMOVED] && env)
2591 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2581 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2592 2582
2593 if (map) 2583 if (map)
2594 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2584 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2595 2585
2597} 2587}
2598 2588
2599const char * 2589const char *
2600object::debug_desc () const 2590object::debug_desc () const
2601{ 2591{
2602 static char info[256 * 4]; 2592 static char info[3][256 * 4];
2593 static int info_idx;
2594
2603 return debug_desc (info); 2595 return debug_desc (info [++info_idx % 3]);
2604}
2605
2606const char *
2607object::debug_desc2 () const
2608{
2609 static char info[256 * 4];
2610 return debug_desc (info);
2611} 2596}
2612 2597
2613struct region * 2598struct region *
2614object::region () const 2599object::region () const
2615{ 2600{
2616 return map ? map->region (x, y) 2601 return map ? map->region (x, y)
2617 : region::default_region (); 2602 : region::default_region ();
2618} 2603}
2619 2604
2605const materialtype_t *
2606object::dominant_material () const
2607{
2608 if (materialtype_t *mt = name_to_material (materialname))
2609 return mt;
2610
2611 return name_to_material (shstr_unknown);
2612}
2613
2614void
2615object::open_container (object *new_container)
2616{
2617 if (container == new_container)
2618 return;
2619
2620 if (object *old_container = container)
2621 {
2622 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2623 return;
2624
2625#if 0
2626 // remove the "Close old_container" object.
2627 if (object *closer = old_container->inv)
2628 if (closer->type == CLOSE_CON)
2629 closer->destroy ();
2630#endif
2631
2632 old_container->flag [FLAG_APPLIED] = false;
2633 container = 0;
2634
2635 esrv_update_item (UPD_FLAGS, this, old_container);
2636 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2637 play_sound (sound_find ("chest_close"));
2638 }
2639
2640 if (new_container)
2641 {
2642 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2643 return;
2644
2645 // TODO: this does not seem to serve any purpose anymore?
2646#if 0
2647 // insert the "Close Container" object.
2648 if (archetype *closer = new_container->other_arch)
2649 {
2650 object *closer = arch_to_object (new_container->other_arch);
2651 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2652 new_container->insert (closer);
2653 }
2654#endif
2655
2656 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2657
2658 new_container->flag [FLAG_APPLIED] = true;
2659 container = new_container;
2660
2661 esrv_update_item (UPD_FLAGS, this, new_container);
2662 esrv_send_inventory (this, new_container);
2663 play_sound (sound_find ("chest_open"));
2664 }
2665}
2666
2667object *
2668object::force_find (const shstr name)
2669{
2670 /* cycle through his inventory to look for the MARK we want to
2671 * place
2672 */
2673 for (object *tmp = inv; tmp; tmp = tmp->below)
2674 if (tmp->type == FORCE && tmp->slaying == name)
2675 return splay (tmp);
2676
2677 return 0;
2678}
2679
2680void
2681object::force_add (const shstr name, int duration)
2682{
2683 if (object *force = force_find (name))
2684 force->destroy ();
2685
2686 object *force = get_archetype (FORCE_NAME);
2687
2688 force->slaying = name;
2689 force->stats.food = 1;
2690 force->speed_left = -1.f;
2691
2692 force->set_speed (duration ? 1.f / duration : 0.f);
2693 force->flag [FLAG_IS_USED_UP] = true;
2694 force->flag [FLAG_APPLIED] = true;
2695
2696 insert (force);
2697}
2698
2699void
2700object::play_sound (faceidx sound)
2701{
2702 if (!sound)
2703 return;
2704
2705 if (flag [FLAG_REMOVED])
2706 return;
2707
2708 if (env)
2709 {
2710 if (object *pl = in_player ())
2711 pl->contr->play_sound (sound);
2712 }
2713 else
2714 map->play_sound (sound, x, y);
2715}
2716

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines