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Comparing deliantra/server/common/object.C (file contents):
Revision 1.133 by root, Fri Feb 16 19:43:40 2007 UTC vs.
Revision 1.223 by root, Wed Apr 30 08:29:31 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 */
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 */ 436 */
362char * 437char *
363dump_object (object *op) 438dump_object (object *op)
364{ 439{
365 if (!op) 440 if (!op)
373/* 448/*
374 * 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
375 * multi-object 1 which is closest to the second object. 450 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 451 * If it's not a multi-object, it is returned.
377 */ 452 */
378
379object * 453object *
380get_nearest_part (object *op, const object *pl) 454get_nearest_part (object *op, const object *pl)
381{ 455{
382 object *tmp, *closest; 456 object *tmp, *closest;
383 int last_dist, i; 457 int last_dist, i;
384 458
385 if (op->more == NULL) 459 if (!op->more)
386 return op; 460 return op;
461
387 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)
388 if ((i = distance (tmp, pl)) < last_dist) 465 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i; 466 closest = tmp, last_dist = i;
467
390 return closest; 468 return closest;
391} 469}
392 470
393/* 471/*
394 * 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.
395 */ 474 */
396object * 475object *
397find_object (tag_t i) 476find_object (tag_t i)
398{ 477{
399 for_all_objects (op) 478 for_all_objects (op)
419 break; 498 break;
420 499
421 return op; 500 return op;
422} 501}
423 502
424void
425free_all_object_data ()
426{
427 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
428}
429
430/* 503/*
431 * 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
432 * skill and experience objects. 505 * skill and experience objects.
506 * ACTUALLY NO! investigate! TODO
433 */ 507 */
434void 508void
435object::set_owner (object *owner) 509object::set_owner (object *owner)
436{ 510{
511 // allow objects which own objects
437 if (!owner) 512 if (owner)
438 return;
439
440 /* next line added to allow objects which own objects */
441 /* Add a check for ownercounts in here, as I got into an endless loop
442 * with the fireball owning a poison cloud which then owned the
443 * fireball. I believe that was caused by one of the objects getting
444 * freed and then another object replacing it. Since the ownercounts
445 * didn't match, this check is valid and I believe that cause is valid.
446 */
447 while (owner->owner) 513 while (owner->owner)
448 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 }
449 521
450 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;
451} 589}
452 590
453/* Zero the key_values on op, decrementing the shared-string 591/* Zero the key_values on op, decrementing the shared-string
454 * refcounts and freeing the links. 592 * refcounts and freeing the links.
455 */ 593 */
456static void 594static void
457free_key_values (object *op) 595free_key_values (object *op)
458{ 596{
459 for (key_value *i = op->key_values; i != 0;) 597 for (key_value *i = op->key_values; i; )
460 { 598 {
461 key_value *next = i->next; 599 key_value *next = i->next;
462 delete i; 600 delete i;
463 601
464 i = next; 602 i = next;
465 } 603 }
466 604
467 op->key_values = 0; 605 op->key_values = 0;
468} 606}
469 607
470/* 608object &
471 * copy_to first frees everything allocated by the dst object, 609object::operator =(const object &src)
472 * and then copies the contents of itself into the second
473 * object, allocating what needs to be allocated. Basically, any
474 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
475 * if the first object is freed, the pointers in the new object
476 * will point at garbage.
477 */
478void
479object::copy_to (object *dst)
480{ 610{
481 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 611 bool is_freed = flag [FLAG_FREED];
482 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 612 bool is_removed = flag [FLAG_REMOVED];
483 613
484 *(object_copy *)dst = *this; 614 *(object_copy *)this = src;
485 615
486 if (is_freed) 616 flag [FLAG_FREED] = is_freed;
487 SET_FLAG (dst, FLAG_FREED); 617 flag [FLAG_REMOVED] = is_removed;
488
489 if (is_removed)
490 SET_FLAG (dst, FLAG_REMOVED);
491
492 if (speed < 0)
493 dst->speed_left = speed_left - rndm ();
494 618
495 /* Copy over key_values, if any. */ 619 /* Copy over key_values, if any. */
496 if (key_values) 620 if (src.key_values)
497 { 621 {
498 key_value *tail = 0; 622 key_value *tail = 0;
499 key_value *i;
500
501 dst->key_values = 0; 623 key_values = 0;
502 624
503 for (i = key_values; i; i = i->next) 625 for (key_value *i = src.key_values; i; i = i->next)
504 { 626 {
505 key_value *new_link = new key_value; 627 key_value *new_link = new key_value;
506 628
507 new_link->next = 0; 629 new_link->next = 0;
508 new_link->key = i->key; 630 new_link->key = i->key;
509 new_link->value = i->value; 631 new_link->value = i->value;
510 632
511 /* Try and be clever here, too. */ 633 /* Try and be clever here, too. */
512 if (!dst->key_values) 634 if (!key_values)
513 { 635 {
514 dst->key_values = new_link; 636 key_values = new_link;
515 tail = new_link; 637 tail = new_link;
516 } 638 }
517 else 639 else
518 { 640 {
519 tail->next = new_link; 641 tail->next = new_link;
520 tail = new_link; 642 tail = new_link;
521 } 643 }
522 } 644 }
523 } 645 }
646}
647
648/*
649 * copy_to first frees everything allocated by the dst object,
650 * and then copies the contents of itself into the second
651 * object, allocating what needs to be allocated. Basically, any
652 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
653 * if the first object is freed, the pointers in the new object
654 * will point at garbage.
655 */
656void
657object::copy_to (object *dst)
658{
659 *dst = *this;
660
661 if (speed < 0)
662 dst->speed_left -= rndm ();
524 663
525 dst->set_speed (dst->speed); 664 dst->set_speed (dst->speed);
526} 665}
527 666
528void 667void
529object::instantiate () 668object::instantiate ()
530{ 669{
531 if (!uuid.seq) // HACK 670 if (!uuid.seq) // HACK
532 uuid = gen_uuid (); 671 uuid = UUID::gen ();
533 672
534 speed_left = -0.1f; 673 speed_left = -0.1f;
535 /* copy the body_info to the body_used - this is only really 674 /* copy the body_info to the body_used - this is only really
536 * need for monsters, but doesn't hurt to do it for everything. 675 * need for monsters, but doesn't hurt to do it for everything.
537 * by doing so, when a monster is created, it has good starting 676 * by doing so, when a monster is created, it has good starting
538 * values for the body_used info, so when items are created 677 * values for the body_used info, so when items are created
539 * for it, they can be properly equipped. 678 * for it, they can be properly equipped.
540 */ 679 */
541 memcpy (body_used, body_info, sizeof (body_used)); 680 for (int i = NUM_BODY_LOCATIONS; i--; )
681 slot[i].used = slot[i].info;
542 682
543 attachable::instantiate (); 683 attachable::instantiate ();
544} 684}
545 685
546object * 686object *
606 * UP_OBJ_FACE: only the objects face has changed. 746 * UP_OBJ_FACE: only the objects face has changed.
607 */ 747 */
608void 748void
609update_object (object *op, int action) 749update_object (object *op, int action)
610{ 750{
611 MoveType move_on, move_off, move_block, move_slow; 751 if (!op)
612
613 if (op == NULL)
614 { 752 {
615 /* this should never happen */ 753 /* this should never happen */
616 LOG (llevDebug, "update_object() called for NULL object.\n"); 754 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
617 return; 755 return;
618 } 756 }
619 757
620 if (op->env) 758 if (!op->is_on_map ())
621 { 759 {
622 /* Animation is currently handled by client, so nothing 760 /* Animation is currently handled by client, so nothing
623 * to do in this case. 761 * to do in this case.
624 */ 762 */
625 return; 763 return;
626 } 764 }
627
628 /* If the map is saving, don't do anything as everything is
629 * going to get freed anyways.
630 */
631 if (!op->map || op->map->in_memory == MAP_SAVING)
632 return;
633 765
634 /* make sure the object is within map boundaries */ 766 /* make sure the object is within map boundaries */
635 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 767 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
636 { 768 {
637 LOG (llevError, "update_object() called for object out of map!\n"); 769 LOG (llevError, "update_object() called for object out of map!\n");
697static int object_count; 829static int object_count;
698 830
699void object::link () 831void object::link ()
700{ 832{
701 assert (!index);//D 833 assert (!index);//D
702 uuid = gen_uuid (); 834 uuid = UUID::gen ();
703 count = ++object_count; 835 count = ++object_count;
704 836
705 refcnt_inc (); 837 refcnt_inc ();
706 objects.insert (this); 838 objects.insert (this);
707} 839}
780object::destroy_inv (bool drop_to_ground) 912object::destroy_inv (bool drop_to_ground)
781{ 913{
782 // need to check first, because the checks below might segfault 914 // need to check first, because the checks below might segfault
783 // as we might be on an invalid mapspace and crossfire code 915 // as we might be on an invalid mapspace and crossfire code
784 // is too buggy to ensure that the inventory is empty. 916 // is too buggy to ensure that the inventory is empty.
785 // corollary: if you create arrows etc. with stuff in tis inventory, 917 // corollary: if you create arrows etc. with stuff in its inventory,
786 // cf will crash below with off-map x and y 918 // cf will crash below with off-map x and y
787 if (!inv) 919 if (!inv)
788 return; 920 return;
789 921
790 /* Only if the space blocks everything do we not process - 922 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 923 * if some form of movement is allowed, let objects
792 * drop on that space. 924 * drop on that space.
793 */ 925 */
794 if (!drop_to_ground 926 if (!drop_to_ground
795 || !map 927 || !map
796 || map->in_memory != MAP_IN_MEMORY 928 || map->in_memory != MAP_ACTIVE
797 || map->nodrop 929 || map->nodrop
798 || ms ().move_block == MOVE_ALL) 930 || ms ().move_block == MOVE_ALL)
799 { 931 {
800 while (inv) 932 while (inv)
801 { 933 {
802 inv->destroy_inv (drop_to_ground); 934 inv->destroy_inv (false);
803 inv->destroy (); 935 inv->destroy ();
804 } 936 }
805 } 937 }
806 else 938 else
807 { /* Put objects in inventory onto this space */ 939 { /* Put objects in inventory onto this space */
813 || op->flag [FLAG_NO_DROP] 945 || op->flag [FLAG_NO_DROP]
814 || op->type == RUNE 946 || op->type == RUNE
815 || op->type == TRAP 947 || op->type == TRAP
816 || op->flag [FLAG_IS_A_TEMPLATE] 948 || op->flag [FLAG_IS_A_TEMPLATE]
817 || op->flag [FLAG_DESTROY_ON_DEATH]) 949 || op->flag [FLAG_DESTROY_ON_DEATH])
818 op->destroy (); 950 op->destroy (true);
819 else 951 else
820 map->insert (op, x, y); 952 map->insert (op, x, y);
821 } 953 }
822 } 954 }
823} 955}
827 object *op = new object; 959 object *op = new object;
828 op->link (); 960 op->link ();
829 return op; 961 return op;
830} 962}
831 963
964static struct freed_map : maptile
965{
966 freed_map ()
967 {
968 path = "<freed objects map>";
969 name = "/internal/freed_objects_map";
970 width = 3;
971 height = 3;
972 nodrop = 1;
973
974 alloc ();
975 in_memory = MAP_ACTIVE;
976 }
977} freed_map; // freed objects are moved here to avoid crashes
978
832void 979void
833object::do_destroy () 980object::do_destroy ()
834{ 981{
835 attachable::do_destroy ();
836
837 if (flag [FLAG_IS_LINKED]) 982 if (flag [FLAG_IS_LINKED])
838 remove_button_link (this); 983 remove_button_link (this);
839 984
840 if (flag [FLAG_FRIENDLY]) 985 if (flag [FLAG_FRIENDLY])
841 {
842 remove_friendly_object (this); 986 remove_friendly_object (this);
843 987
844 if (type == GOLEM
845 && owner
846 && owner->type == PLAYER
847 && owner->contr->ranges[range_golem] == this)
848 owner->contr->ranges[range_golem] = 0;
849 }
850
851 if (!flag [FLAG_REMOVED])
852 remove (); 988 remove ();
853 989
854 destroy_inv (true); 990 attachable::do_destroy ();
855 991
856 deactivate (); 992 deactivate ();
857 unlink (); 993 unlink ();
858 994
859 flag [FLAG_FREED] = 1; 995 flag [FLAG_FREED] = 1;
860 996
861 // hack to ensure that freed objects still have a valid map 997 // hack to ensure that freed objects still have a valid map
862 {
863 static maptile *freed_map; // freed objects are moved here to avoid crashes
864
865 if (!freed_map)
866 {
867 freed_map = new maptile;
868
869 freed_map->name = "/internal/freed_objects_map";
870 freed_map->width = 3;
871 freed_map->height = 3;
872
873 freed_map->alloc ();
874 freed_map->in_memory = MAP_IN_MEMORY;
875 }
876
877 map = freed_map; 998 map = &freed_map;
878 x = 1; 999 x = 1;
879 y = 1; 1000 y = 1;
880 }
881
882 head = 0;
883 1001
884 if (more) 1002 if (more)
885 { 1003 {
886 more->destroy (); 1004 more->destroy ();
887 more = 0; 1005 more = 0;
888 } 1006 }
889 1007
1008 head = 0;
1009
890 // clear those pointers that likely might have circular references to us 1010 // clear those pointers that likely might cause circular references
891 owner = 0; 1011 owner = 0;
892 enemy = 0; 1012 enemy = 0;
893 attacked_by = 0; 1013 attacked_by = 0;
1014 current_weapon = 0;
894} 1015}
895 1016
896void 1017void
897object::destroy (bool destroy_inventory) 1018object::destroy (bool destroy_inventory)
898{ 1019{
899 if (destroyed ()) 1020 if (destroyed ())
900 return; 1021 return;
901 1022
1023 if (!is_head () && !head->destroyed ())
1024 {
1025 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1026 head->destroy (destroy_inventory);
1027 return;
1028 }
1029
902 if (destroy_inventory) 1030 destroy_inv (!destroy_inventory);
903 destroy_inv (false); 1031
1032 if (is_head ())
1033 if (sound_destroy)
1034 play_sound (sound_destroy);
1035 else if (flag [FLAG_MONSTER])
1036 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
904 1037
905 attachable::destroy (); 1038 attachable::destroy ();
906}
907
908/*
909 * sub_weight() recursively (outwards) subtracts a number from the
910 * weight of an object (and what is carried by it's environment(s)).
911 */
912void
913sub_weight (object *op, signed long weight)
914{
915 while (op != NULL)
916 {
917 if (op->type == CONTAINER)
918 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
919
920 op->carrying -= weight;
921 op = op->env;
922 }
923} 1039}
924 1040
925/* op->remove (): 1041/* op->remove ():
926 * This function removes the object op from the linked list of objects 1042 * This function removes the object op from the linked list of objects
927 * which it is currently tied to. When this function is done, the 1043 * which it is currently tied to. When this function is done, the
933object::do_remove () 1049object::do_remove ()
934{ 1050{
935 object *tmp, *last = 0; 1051 object *tmp, *last = 0;
936 object *otmp; 1052 object *otmp;
937 1053
938 if (QUERY_FLAG (this, FLAG_REMOVED)) 1054 if (flag [FLAG_REMOVED])
939 return; 1055 return;
940 1056
941 SET_FLAG (this, FLAG_REMOVED);
942 INVOKE_OBJECT (REMOVE, this); 1057 INVOKE_OBJECT (REMOVE, this);
1058
1059 flag [FLAG_REMOVED] = true;
943 1060
944 if (more) 1061 if (more)
945 more->remove (); 1062 more->remove ();
946 1063
947 /* 1064 /*
948 * In this case, the object to be removed is in someones 1065 * In this case, the object to be removed is in someones
949 * inventory. 1066 * inventory.
950 */ 1067 */
951 if (env) 1068 if (env)
952 { 1069 {
1070 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1071 if (object *pl = visible_to ())
1072 esrv_del_item (pl->contr, count);
1073 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1074
1075 adjust_weight (env, -total_weight ());
1076
1077 *(above ? &above->below : &env->inv) = below;
1078
953 if (nrof) 1079 if (below)
954 sub_weight (env, weight * nrof); 1080 below->above = above;
955 else 1081
956 sub_weight (env, weight + carrying); 1082 /* we set up values so that it could be inserted into
1083 * the map, but we don't actually do that - it is up
1084 * to the caller to decide what we want to do.
1085 */
1086 map = env->map;
1087 x = env->x;
1088 y = env->y;
1089 above = 0;
1090 below = 0;
1091 env = 0;
957 1092
958 /* NO_FIX_PLAYER is set when a great many changes are being 1093 /* NO_FIX_PLAYER is set when a great many changes are being
959 * made to players inventory. If set, avoiding the call 1094 * made to players inventory. If set, avoiding the call
960 * to save cpu time. 1095 * to save cpu time.
961 */ 1096 */
962 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1097 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
963 otmp->update_stats (); 1098 otmp->update_stats ();
964
965 if (above)
966 above->below = below;
967 else
968 env->inv = below;
969
970 if (below)
971 below->above = above;
972
973 /* we set up values so that it could be inserted into
974 * the map, but we don't actually do that - it is up
975 * to the caller to decide what we want to do.
976 */
977 x = env->x, y = env->y;
978 map = env->map;
979 above = 0, below = 0;
980 env = 0;
981 } 1099 }
982 else if (map) 1100 else if (map)
983 { 1101 {
984 if (type == PLAYER)
985 {
986 // leaving a spot always closes any open container on the ground
987 if (container && !container->env)
988 // this causes spurious floorbox updates, but it ensures
989 // that the CLOSE event is being sent.
990 close_container ();
991
992 --map->players;
993 map->touch ();
994 }
995
996 map->dirty = true; 1102 map->dirty = true;
997 mapspace &ms = this->ms (); 1103 mapspace &ms = this->ms ();
1104
1105 if (object *pl = ms.player ())
1106 {
1107 if (type == PLAYER) // this == pl(!)
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
1115 --map->players;
1116 map->touch ();
1117 }
1118 else if (pl->container == this)
1119 {
1120 // removing a container should close it
1121 close_container ();
1122 }
1123
1124 esrv_del_item (pl->contr, count);
1125 }
998 1126
999 /* link the object above us */ 1127 /* link the object above us */
1000 if (above) 1128 if (above)
1001 above->below = below; 1129 above->below = below;
1002 else 1130 else
1023 if (map->in_memory == MAP_SAVING) 1151 if (map->in_memory == MAP_SAVING)
1024 return; 1152 return;
1025 1153
1026 int check_walk_off = !flag [FLAG_NO_APPLY]; 1154 int check_walk_off = !flag [FLAG_NO_APPLY];
1027 1155
1156 if (object *pl = ms.player ())
1157 {
1158 if (pl->container == this)
1159 /* If a container that the player is currently using somehow gets
1160 * removed (most likely destroyed), update the player view
1161 * appropriately.
1162 */
1163 pl->close_container ();
1164
1165 //TODO: the floorbox prev/next might need updating
1166 esrv_del_item (pl->contr, count);
1167 }
1168
1028 for (tmp = ms.bot; tmp; tmp = tmp->above) 1169 for (tmp = ms.bot; tmp; tmp = tmp->above)
1029 { 1170 {
1030 /* No point updating the players look faces if he is the object 1171 /* No point updating the players look faces if he is the object
1031 * being removed. 1172 * being removed.
1032 */ 1173 */
1033
1034 if (tmp->type == PLAYER && tmp != this)
1035 {
1036 /* If a container that the player is currently using somehow gets
1037 * removed (most likely destroyed), update the player view
1038 * appropriately.
1039 */
1040 if (tmp->container == this)
1041 {
1042 flag [FLAG_APPLIED] = 0;
1043 tmp->container = 0;
1044 }
1045
1046 if (tmp->contr->ns)
1047 tmp->contr->ns->floorbox_update ();
1048 }
1049 1174
1050 /* See if object moving off should effect something */ 1175 /* See if object moving off should effect something */
1051 if (check_walk_off 1176 if (check_walk_off
1052 && ((move_type & tmp->move_off) 1177 && ((move_type & tmp->move_off)
1053 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1178 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1056 1181
1057 if (destroyed ()) 1182 if (destroyed ())
1058 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1183 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1059 } 1184 }
1060 1185
1061 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1062 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1063 if (tmp->above == tmp)
1064 tmp->above = 0;
1065
1066 last = tmp; 1186 last = tmp;
1067 } 1187 }
1068 1188
1069 /* last == NULL if there are no objects on this space */ 1189 /* last == NULL if there are no objects on this space */
1070 //TODO: this makes little sense, why only update the topmost object? 1190 //TODO: this makes little sense, why only update the topmost object?
1090merge_ob (object *op, object *top) 1210merge_ob (object *op, object *top)
1091{ 1211{
1092 if (!op->nrof) 1212 if (!op->nrof)
1093 return 0; 1213 return 0;
1094 1214
1095 if (top) 1215 if (!top)
1096 for (top = op; top && top->above; top = top->above) 1216 for (top = op; top && top->above; top = top->above)
1097 ; 1217 ;
1098 1218
1099 for (; top; top = top->below) 1219 for (; top; top = top->below)
1100 {
1101 if (top == op)
1102 continue;
1103
1104 if (object::can_merge (op, top)) 1220 if (object::can_merge (op, top))
1105 { 1221 {
1106 top->nrof += op->nrof; 1222 top->nrof += op->nrof;
1107 1223
1108/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1224 if (object *pl = top->visible_to ())
1109 op->weight = 0; /* Don't want any adjustements now */ 1225 esrv_update_item (UPD_NROF, pl, top);
1226
1227 op->weight = 0; // cancel the addition above
1228 op->carrying = 0; // must be 0 already
1229
1110 op->destroy (); 1230 op->destroy (1);
1231
1111 return top; 1232 return top;
1112 } 1233 }
1113 }
1114 1234
1115 return 0; 1235 return 0;
1236}
1237
1238void
1239object::expand_tail ()
1240{
1241 if (more)
1242 return;
1243
1244 object *prev = this;
1245
1246 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1247 {
1248 object *op = arch_to_object (at);
1249
1250 op->name = name;
1251 op->name_pl = name_pl;
1252 op->title = title;
1253
1254 op->head = this;
1255 prev->more = op;
1256
1257 prev = op;
1258 }
1116} 1259}
1117 1260
1118/* 1261/*
1119 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1262 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1120 * job preparing multi-part monsters. 1263 * job preparing multi-part monsters.
1122object * 1265object *
1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1266insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1124{ 1267{
1125 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1268 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1126 { 1269 {
1127 tmp->x = x + tmp->arch->clone.x; 1270 tmp->x = x + tmp->arch->x;
1128 tmp->y = y + tmp->arch->clone.y; 1271 tmp->y = y + tmp->arch->y;
1129 } 1272 }
1130 1273
1131 return insert_ob_in_map (op, m, originator, flag); 1274 return insert_ob_in_map (op, m, originator, flag);
1132} 1275}
1133 1276
1152 * just 'op' otherwise 1295 * just 'op' otherwise
1153 */ 1296 */
1154object * 1297object *
1155insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1298insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1156{ 1299{
1157 object *tmp, *top, *floor = NULL; 1300 assert (!op->flag [FLAG_FREED]);
1158
1159 if (QUERY_FLAG (op, FLAG_FREED))
1160 {
1161 LOG (llevError, "Trying to insert freed object!\n");
1162 return NULL;
1163 }
1164
1165 if (!QUERY_FLAG (op, FLAG_REMOVED))
1166 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1167 1301
1168 op->remove (); 1302 op->remove ();
1169
1170 if (!m)
1171 {
1172 char *dump = dump_object (op);
1173 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1174 free (dump);
1175 return op;
1176 }
1177
1178 if (out_of_map (m, op->x, op->y))
1179 {
1180 char *dump = dump_object (op);
1181 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1182#ifdef MANY_CORES
1183 /* Better to catch this here, as otherwise the next use of this object
1184 * is likely to cause a crash. Better to find out where it is getting
1185 * improperly inserted.
1186 */
1187 abort ();
1188#endif
1189 free (dump);
1190 return op;
1191 }
1192
1193 if (object *more = op->more)
1194 {
1195 if (!insert_ob_in_map (more, m, originator, flag))
1196 {
1197 if (!op->head)
1198 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1199
1200 return 0;
1201 }
1202 }
1203
1204 CLEAR_FLAG (op, FLAG_REMOVED);
1205 1303
1206 /* Ideally, the caller figures this out. However, it complicates a lot 1304 /* Ideally, the caller figures this out. However, it complicates a lot
1207 * of areas of callers (eg, anything that uses find_free_spot would now 1305 * of areas of callers (eg, anything that uses find_free_spot would now
1208 * need extra work 1306 * need extra work
1209 */ 1307 */
1210 if (!xy_normalise (m, op->x, op->y)) 1308 if (!xy_normalise (m, op->x, op->y))
1309 {
1310 op->destroy (1);
1211 return 0; 1311 return 0;
1312 }
1313
1314 if (object *more = op->more)
1315 if (!insert_ob_in_map (more, m, originator, flag))
1316 return 0;
1317
1318 CLEAR_FLAG (op, FLAG_REMOVED);
1212 1319
1213 op->map = m; 1320 op->map = m;
1214 mapspace &ms = op->ms (); 1321 mapspace &ms = op->ms ();
1215 1322
1216 /* this has to be done after we translate the coordinates. 1323 /* this has to be done after we translate the coordinates.
1217 */ 1324 */
1218 if (op->nrof && !(flag & INS_NO_MERGE)) 1325 if (op->nrof && !(flag & INS_NO_MERGE))
1219 for (tmp = ms.bot; tmp; tmp = tmp->above) 1326 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1220 if (object::can_merge (op, tmp)) 1327 if (object::can_merge (op, tmp))
1221 { 1328 {
1329 // TODO: we atcually want to update tmp, not op,
1330 // but some caller surely breaks when we return tmp
1331 // from here :/
1222 op->nrof += tmp->nrof; 1332 op->nrof += tmp->nrof;
1223 tmp->destroy (); 1333 tmp->destroy (1);
1224 } 1334 }
1225 1335
1226 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1336 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1227 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1337 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1228 1338
1248 /* since *below* originator, no need to update top */ 1358 /* since *below* originator, no need to update top */
1249 originator->below = op; 1359 originator->below = op;
1250 } 1360 }
1251 else 1361 else
1252 { 1362 {
1363 object *top, *floor = NULL;
1364
1253 top = ms.bot; 1365 top = ms.bot;
1254 1366
1255 /* If there are other objects, then */ 1367 /* If there are other objects, then */
1256 if ((!(flag & INS_MAP_LOAD)) && top) 1368 if (top)
1257 { 1369 {
1258 object *last = 0; 1370 object *last = 0;
1259 1371
1260 /* 1372 /*
1261 * If there are multiple objects on this space, we do some trickier handling. 1373 * If there are multiple objects on this space, we do some trickier handling.
1291 * looks like instead of lots of conditions here. 1403 * looks like instead of lots of conditions here.
1292 * makes things faster, and effectively the same result. 1404 * makes things faster, and effectively the same result.
1293 */ 1405 */
1294 1406
1295 /* Have object 'fall below' other objects that block view. 1407 /* Have object 'fall below' other objects that block view.
1296 * Unless those objects are exits, type 66 1408 * Unless those objects are exits.
1297 * If INS_ON_TOP is used, don't do this processing 1409 * If INS_ON_TOP is used, don't do this processing
1298 * Need to find the object that in fact blocks view, otherwise 1410 * Need to find the object that in fact blocks view, otherwise
1299 * stacking is a bit odd. 1411 * stacking is a bit odd.
1300 */ 1412 */
1301 if (!(flag & INS_ON_TOP) 1413 if (!(flag & INS_ON_TOP)
1302 && ms.flags () & P_BLOCKSVIEW 1414 && ms.flags () & P_BLOCKSVIEW
1303 && (op->face && !op->face->visibility)) 1415 && (op->face && !faces [op->face].visibility))
1304 { 1416 {
1305 for (last = top; last != floor; last = last->below) 1417 for (last = top; last != floor; last = last->below)
1306 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1418 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1307 break; 1419 break;
1308 1420
1314 if (last && last->below && last != floor) 1426 if (last && last->below && last != floor)
1315 top = last->below; 1427 top = last->below;
1316 } 1428 }
1317 } /* If objects on this space */ 1429 } /* If objects on this space */
1318 1430
1319 if (flag & INS_MAP_LOAD)
1320 top = ms.top;
1321
1322 if (flag & INS_ABOVE_FLOOR_ONLY) 1431 if (flag & INS_ABOVE_FLOOR_ONLY)
1323 top = floor; 1432 top = floor;
1324 1433
1325 /* Top is the object that our object (op) is going to get inserted above. 1434 /* Top is the object that our object (op) is going to get inserted above.
1326 */ 1435 */
1358 op->map->touch (); 1467 op->map->touch ();
1359 } 1468 }
1360 1469
1361 op->map->dirty = true; 1470 op->map->dirty = true;
1362 1471
1363 /* If we have a floor, we know the player, if any, will be above
1364 * it, so save a few ticks and start from there.
1365 */
1366 if (!(flag & INS_MAP_LOAD))
1367 if (object *pl = ms.player ()) 1472 if (object *pl = ms.player ())
1368 if (pl->contr->ns) 1473 //TODO: the floorbox prev/next might need updating
1369 pl->contr->ns->floorbox_update (); 1474 esrv_send_item (pl, op);
1370 1475
1371 /* If this object glows, it may affect lighting conditions that are 1476 /* If this object glows, it may affect lighting conditions that are
1372 * visible to others on this map. But update_all_los is really 1477 * visible to others on this map. But update_all_los is really
1373 * an inefficient way to do this, as it means los for all players 1478 * an inefficient way to do this, as it means los for all players
1374 * on the map will get recalculated. The players could very well 1479 * on the map will get recalculated. The players could very well
1393 * blocked() and wall() work properly), and these flags are updated by 1498 * blocked() and wall() work properly), and these flags are updated by
1394 * update_object(). 1499 * update_object().
1395 */ 1500 */
1396 1501
1397 /* if this is not the head or flag has been passed, don't check walk on status */ 1502 /* if this is not the head or flag has been passed, don't check walk on status */
1398 if (!(flag & INS_NO_WALK_ON) && !op->head) 1503 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1399 { 1504 {
1400 if (check_move_on (op, originator)) 1505 if (check_move_on (op, originator))
1401 return 0; 1506 return 0;
1402 1507
1403 /* If we are a multi part object, lets work our way through the check 1508 /* If we are a multi part object, lets work our way through the check
1404 * walk on's. 1509 * walk on's.
1405 */ 1510 */
1406 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1511 for (object *tmp = op->more; tmp; tmp = tmp->more)
1407 if (check_move_on (tmp, originator)) 1512 if (check_move_on (tmp, originator))
1408 return 0; 1513 return 0;
1409 } 1514 }
1410 1515
1411 return op; 1516 return op;
1416 * op is the object to insert it under: supplies x and the map. 1521 * op is the object to insert it under: supplies x and the map.
1417 */ 1522 */
1418void 1523void
1419replace_insert_ob_in_map (const char *arch_string, object *op) 1524replace_insert_ob_in_map (const char *arch_string, object *op)
1420{ 1525{
1421 object *tmp, *tmp1;
1422
1423 /* first search for itself and remove any old instances */ 1526 /* first search for itself and remove any old instances */
1424 1527
1425 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1528 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1426 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1529 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1427 tmp->destroy (); 1530 tmp->destroy (1);
1428 1531
1429 tmp1 = arch_to_object (archetype::find (arch_string)); 1532 object *tmp = arch_to_object (archetype::find (arch_string));
1430 1533
1431 tmp1->x = op->x; 1534 tmp->x = op->x;
1432 tmp1->y = op->y; 1535 tmp->y = op->y;
1536
1433 insert_ob_in_map (tmp1, op->map, op, 0); 1537 insert_ob_in_map (tmp, op->map, op, 0);
1434} 1538}
1435 1539
1436object * 1540object *
1437object::insert_at (object *where, object *originator, int flags) 1541object::insert_at (object *where, object *originator, int flags)
1438{ 1542{
1543 if (where->env)
1544 return where->env->insert (this);
1545 else
1439 where->map->insert (this, where->x, where->y, originator, flags); 1546 return where->map->insert (this, where->x, where->y, originator, flags);
1440} 1547}
1441 1548
1442/* 1549/*
1443 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1444 * is returned contains nr objects, and the remaining parts contains
1445 * the rest (or is removed and freed if that number is 0).
1446 * On failure, NULL is returned, and the reason put into the
1447 * global static errmsg array.
1448 */
1449object *
1450get_split_ob (object *orig_ob, uint32 nr)
1451{
1452 object *newob;
1453 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1454
1455 if (orig_ob->nrof < nr)
1456 {
1457 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1458 return NULL;
1459 }
1460
1461 newob = object_create_clone (orig_ob);
1462
1463 if ((orig_ob->nrof -= nr) < 1)
1464 orig_ob->destroy (1);
1465 else if (!is_removed)
1466 {
1467 if (orig_ob->env != NULL)
1468 sub_weight (orig_ob->env, orig_ob->weight * nr);
1469 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1470 {
1471 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1472 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1473 return NULL;
1474 }
1475 }
1476
1477 newob->nrof = nr;
1478
1479 return newob;
1480}
1481
1482/*
1483 * decrease_ob_nr(object, number) decreases a specified number from 1550 * decrease(object, number) decreases a specified number from
1484 * the amount of an object. If the amount reaches 0, the object 1551 * the amount of an object. If the amount reaches 0, the object
1485 * is subsequently removed and freed. 1552 * is subsequently removed and freed.
1486 * 1553 *
1487 * Return value: 'op' if something is left, NULL if the amount reached 0 1554 * Return value: 'op' if something is left, NULL if the amount reached 0
1488 */ 1555 */
1556bool
1557object::decrease (sint32 nr)
1558{
1559 if (!nr)
1560 return true;
1489 1561
1562 nr = min (nr, nrof);
1563
1564 nrof -= nr;
1565
1566 if (nrof)
1567 {
1568 adjust_weight (env, -weight * nr); // carrying == 0
1569
1570 if (object *pl = visible_to ())
1571 esrv_update_item (UPD_NROF, pl, this);
1572
1573 return true;
1574 }
1575 else
1576 {
1577 destroy (1);
1578 return false;
1579 }
1580}
1581
1582/*
1583 * split(ob,nr) splits up ob into two parts. The part which
1584 * is returned contains nr objects, and the remaining parts contains
1585 * the rest (or is removed and returned if that number is 0).
1586 * On failure, NULL is returned.
1587 */
1490object * 1588object *
1491decrease_ob_nr (object *op, uint32 i) 1589object::split (sint32 nr)
1492{ 1590{
1493 object *tmp; 1591 int have = number_of ();
1494 1592
1495 if (i == 0) /* objects with op->nrof require this check */ 1593 if (have < nr)
1496 return op; 1594 return 0;
1497 1595 else if (have == nr)
1498 if (i > op->nrof)
1499 i = op->nrof;
1500
1501 if (QUERY_FLAG (op, FLAG_REMOVED))
1502 op->nrof -= i;
1503 else if (op->env)
1504 { 1596 {
1505 /* is this object in the players inventory, or sub container
1506 * therein?
1507 */
1508 tmp = op->in_player ();
1509 /* nope. Is this a container the player has opened?
1510 * If so, set tmp to that player.
1511 * IMO, searching through all the players will mostly
1512 * likely be quicker than following op->env to the map,
1513 * and then searching the map for a player.
1514 */
1515 if (!tmp)
1516 for_all_players (pl)
1517 if (pl->ob->container == op->env)
1518 {
1519 tmp = pl->ob;
1520 break;
1521 }
1522
1523 if (i < op->nrof)
1524 {
1525 sub_weight (op->env, op->weight * i);
1526 op->nrof -= i;
1527 if (tmp)
1528 esrv_send_item (tmp, op);
1529 }
1530 else
1531 {
1532 op->remove (); 1597 remove ();
1533 op->nrof = 0; 1598 return this;
1534 if (tmp)
1535 esrv_del_item (tmp->contr, op->count);
1536 }
1537 } 1599 }
1538 else 1600 else
1539 { 1601 {
1540 object *above = op->above; 1602 decrease (nr);
1541 1603
1542 if (i < op->nrof) 1604 object *op = object_create_clone (this);
1543 op->nrof -= i; 1605 op->nrof = nr;
1544 else
1545 {
1546 op->remove ();
1547 op->nrof = 0;
1548 }
1549
1550 /* Since we just removed op, op->above is null */
1551 for (tmp = above; tmp; tmp = tmp->above)
1552 if (tmp->type == PLAYER)
1553 {
1554 if (op->nrof)
1555 esrv_send_item (tmp, op);
1556 else
1557 esrv_del_item (tmp->contr, op->count);
1558 }
1559 }
1560
1561 if (op->nrof)
1562 return op; 1606 return op;
1563 else
1564 {
1565 op->destroy ();
1566 return 0;
1567 }
1568}
1569
1570/*
1571 * add_weight(object, weight) adds the specified weight to an object,
1572 * and also updates how much the environment(s) is/are carrying.
1573 */
1574
1575void
1576add_weight (object *op, signed long weight)
1577{
1578 while (op != NULL)
1579 {
1580 if (op->type == CONTAINER)
1581 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1582
1583 op->carrying += weight;
1584 op = op->env;
1585 } 1607 }
1586} 1608}
1587 1609
1588object * 1610object *
1589insert_ob_in_ob (object *op, object *where) 1611insert_ob_in_ob (object *op, object *where)
1594 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1616 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1595 free (dump); 1617 free (dump);
1596 return op; 1618 return op;
1597 } 1619 }
1598 1620
1599 if (where->head) 1621 if (where->head_ () != where)
1600 { 1622 {
1601 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1623 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1602 where = where->head; 1624 where = where->head;
1603 } 1625 }
1604 1626
1605 return where->insert (op); 1627 return where->insert (op);
1606} 1628}
1611 * inside the object environment. 1633 * inside the object environment.
1612 * 1634 *
1613 * The function returns now pointer to inserted item, and return value can 1635 * The function returns now pointer to inserted item, and return value can
1614 * be != op, if items are merged. -Tero 1636 * be != op, if items are merged. -Tero
1615 */ 1637 */
1616
1617object * 1638object *
1618object::insert (object *op) 1639object::insert (object *op)
1619{ 1640{
1620 object *tmp, *otmp;
1621
1622 if (!QUERY_FLAG (op, FLAG_REMOVED))
1623 op->remove ();
1624
1625 if (op->more) 1641 if (op->more)
1626 { 1642 {
1627 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1643 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1628 return op; 1644 return op;
1629 } 1645 }
1630 1646
1631 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1647 op->remove ();
1632 CLEAR_FLAG (op, FLAG_REMOVED); 1648
1649 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1650
1633 if (op->nrof) 1651 if (op->nrof)
1634 {
1635 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1652 for (object *tmp = inv; tmp; tmp = tmp->below)
1636 if (object::can_merge (tmp, op)) 1653 if (object::can_merge (tmp, op))
1637 { 1654 {
1638 /* return the original object and remove inserted object 1655 /* return the original object and remove inserted object
1639 (client needs the original object) */ 1656 (client needs the original object) */
1640 tmp->nrof += op->nrof; 1657 tmp->nrof += op->nrof;
1641 /* Weight handling gets pretty funky. Since we are adding to 1658
1642 * tmp->nrof, we need to increase the weight. 1659 if (object *pl = tmp->visible_to ())
1643 */ 1660 esrv_update_item (UPD_NROF, pl, tmp);
1661
1644 add_weight (this, op->weight * op->nrof); 1662 adjust_weight (this, op->total_weight ());
1645 SET_FLAG (op, FLAG_REMOVED); 1663
1646 op->destroy (); /* free the inserted object */ 1664 op->destroy (1);
1647 op = tmp; 1665 op = tmp;
1648 op->remove (); /* and fix old object's links */ 1666 goto inserted;
1649 CLEAR_FLAG (op, FLAG_REMOVED);
1650 break;
1651 } 1667 }
1652 1668
1653 /* I assume combined objects have no inventory 1669 op->owner = 0; // it's his/hers now. period.
1654 * We add the weight - this object could have just been removed
1655 * (if it was possible to merge). calling remove_ob will subtract
1656 * the weight, so we need to add it in again, since we actually do
1657 * the linking below
1658 */
1659 add_weight (this, op->weight * op->nrof);
1660 }
1661 else
1662 add_weight (this, (op->weight + op->carrying));
1663
1664 otmp = this->in_player ();
1665 if (otmp && otmp->contr)
1666 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1667 otmp->update_stats ();
1668
1669 op->map = 0; 1670 op->map = 0;
1670 op->env = this; 1671 op->x = 0;
1672 op->y = 0;
1673
1671 op->above = 0; 1674 op->above = 0;
1672 op->below = 0; 1675 op->below = inv;
1673 op->x = 0, op->y = 0; 1676 op->env = this;
1674 1677
1678 if (inv)
1679 inv->above = op;
1680
1681 inv = op;
1682
1683 op->flag [FLAG_REMOVED] = 0;
1684
1685 if (object *pl = op->visible_to ())
1686 esrv_send_item (pl, op);
1687
1688 adjust_weight (this, op->total_weight ());
1689
1690inserted:
1675 /* reset the light list and los of the players on the map */ 1691 /* reset the light list and los of the players on the map */
1676 if ((op->glow_radius != 0) && map) 1692 if (op->glow_radius && map && map->darkness)
1677 {
1678#ifdef DEBUG_LIGHTS
1679 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1680#endif /* DEBUG_LIGHTS */
1681 if (map->darkness)
1682 update_all_los (map, x, y); 1693 update_all_los (map, x, y);
1683 }
1684 1694
1685 /* Client has no idea of ordering so lets not bother ordering it here. 1695 // if this is a player's inventory, update stats
1686 * It sure simplifies this function... 1696 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1687 */ 1697 update_stats ();
1688 if (!inv)
1689 inv = op;
1690 else
1691 {
1692 op->below = inv;
1693 op->below->above = op;
1694 inv = op;
1695 }
1696 1698
1697 INVOKE_OBJECT (INSERT, this); 1699 INVOKE_OBJECT (INSERT, this);
1698 1700
1699 return op; 1701 return op;
1700} 1702}
1915 * activate recursively a flag on an object inventory 1917 * activate recursively a flag on an object inventory
1916 */ 1918 */
1917void 1919void
1918flag_inv (object *op, int flag) 1920flag_inv (object *op, int flag)
1919{ 1921{
1920 if (op->inv)
1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1922 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 { 1923 {
1923 SET_FLAG (tmp, flag); 1924 SET_FLAG (tmp, flag);
1924 flag_inv (tmp, flag); 1925 flag_inv (tmp, flag);
1925 } 1926 }
1926} 1927}
1927 1928
1928/* 1929/*
1929 * deactivate recursively a flag on an object inventory 1930 * deactivate recursively a flag on an object inventory
1930 */ 1931 */
1931void 1932void
1932unflag_inv (object *op, int flag) 1933unflag_inv (object *op, int flag)
1933{ 1934{
1934 if (op->inv)
1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1936 { 1936 {
1937 CLEAR_FLAG (tmp, flag); 1937 CLEAR_FLAG (tmp, flag);
1938 unflag_inv (tmp, flag); 1938 unflag_inv (tmp, flag);
1939 } 1939 }
1940}
1941
1942/*
1943 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1944 * all it's inventory (recursively).
1945 * If checksums are used, a player will get set_cheat called for
1946 * him/her-self and all object carried by a call to this function.
1947 */
1948void
1949set_cheat (object *op)
1950{
1951 SET_FLAG (op, FLAG_WAS_WIZ);
1952 flag_inv (op, FLAG_WAS_WIZ);
1953} 1940}
1954 1941
1955/* 1942/*
1956 * find_free_spot(object, map, x, y, start, stop) will search for 1943 * find_free_spot(object, map, x, y, start, stop) will search for
1957 * a spot at the given map and coordinates which will be able to contain 1944 * a spot at the given map and coordinates which will be able to contain
1959 * to search (see the freearr_x/y[] definition). 1946 * to search (see the freearr_x/y[] definition).
1960 * It returns a random choice among the alternatives found. 1947 * It returns a random choice among the alternatives found.
1961 * start and stop are where to start relative to the free_arr array (1,9 1948 * start and stop are where to start relative to the free_arr array (1,9
1962 * does all 4 immediate directions). This returns the index into the 1949 * does all 4 immediate directions). This returns the index into the
1963 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1950 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1964 * Note - this only checks to see if there is space for the head of the
1965 * object - if it is a multispace object, this should be called for all
1966 * pieces.
1967 * Note2: This function does correctly handle tiled maps, but does not 1951 * Note: This function does correctly handle tiled maps, but does not
1968 * inform the caller. However, insert_ob_in_map will update as 1952 * inform the caller. However, insert_ob_in_map will update as
1969 * necessary, so the caller shouldn't need to do any special work. 1953 * necessary, so the caller shouldn't need to do any special work.
1970 * Note - updated to take an object instead of archetype - this is necessary 1954 * Note - updated to take an object instead of archetype - this is necessary
1971 * because arch_blocked (now ob_blocked) needs to know the movement type 1955 * because arch_blocked (now ob_blocked) needs to know the movement type
1972 * to know if the space in question will block the object. We can't use 1956 * to know if the space in question will block the object. We can't use
1974 * customized, changed states, etc. 1958 * customized, changed states, etc.
1975 */ 1959 */
1976int 1960int
1977find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1961find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1978{ 1962{
1963 int altern[SIZEOFFREE];
1979 int index = 0, flag; 1964 int index = 0, flag;
1980 int altern[SIZEOFFREE];
1981 1965
1982 for (int i = start; i < stop; i++) 1966 for (int i = start; i < stop; i++)
1983 { 1967 {
1984 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1968 mapxy pos (m, x, y); pos.move (i);
1985 if (!flag) 1969
1970 if (!pos.normalise ())
1971 continue;
1972
1973 mapspace &ms = *pos;
1974
1975 if (ms.flags () & P_IS_ALIVE)
1976 continue;
1977
1978 /* However, often
1979 * ob doesn't have any move type (when used to place exits)
1980 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1981 */
1982 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1983 {
1986 altern [index++] = i; 1984 altern [index++] = i;
1985 continue;
1986 }
1987 1987
1988 /* Basically, if we find a wall on a space, we cut down the search size. 1988 /* Basically, if we find a wall on a space, we cut down the search size.
1989 * In this way, we won't return spaces that are on another side of a wall. 1989 * In this way, we won't return spaces that are on another side of a wall.
1990 * This mostly work, but it cuts down the search size in all directions - 1990 * This mostly work, but it cuts down the search size in all directions -
1991 * if the space being examined only has a wall to the north and empty 1991 * if the space being examined only has a wall to the north and empty
1992 * spaces in all the other directions, this will reduce the search space 1992 * spaces in all the other directions, this will reduce the search space
1993 * to only the spaces immediately surrounding the target area, and 1993 * to only the spaces immediately surrounding the target area, and
1994 * won't look 2 spaces south of the target space. 1994 * won't look 2 spaces south of the target space.
1995 */ 1995 */
1996 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1996 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1997 {
1997 stop = maxfree[i]; 1998 stop = maxfree[i];
1999 continue;
2000 }
2001
2002 /* Note it is intentional that we check ob - the movement type of the
2003 * head of the object should correspond for the entire object.
2004 */
2005 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2006 continue;
2007
2008 if (ob->blocked (m, pos.x, pos.y))
2009 continue;
2010
2011 altern [index++] = i;
1998 } 2012 }
1999 2013
2000 if (!index) 2014 if (!index)
2001 return -1; 2015 return -1;
2002 2016
2011 */ 2025 */
2012int 2026int
2013find_first_free_spot (const object *ob, maptile *m, int x, int y) 2027find_first_free_spot (const object *ob, maptile *m, int x, int y)
2014{ 2028{
2015 for (int i = 0; i < SIZEOFFREE; i++) 2029 for (int i = 0; i < SIZEOFFREE; i++)
2016 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2030 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2017 return i; 2031 return i;
2018 2032
2019 return -1; 2033 return -1;
2020} 2034}
2021 2035
2075 object *tmp; 2089 object *tmp;
2076 maptile *mp; 2090 maptile *mp;
2077 2091
2078 MoveType blocked, move_type; 2092 MoveType blocked, move_type;
2079 2093
2080 if (exclude && exclude->head) 2094 if (exclude && exclude->head_ () != exclude)
2081 { 2095 {
2082 exclude = exclude->head; 2096 exclude = exclude->head;
2083 move_type = exclude->move_type; 2097 move_type = exclude->move_type;
2084 } 2098 }
2085 else 2099 else
2108 max = maxfree[i]; 2122 max = maxfree[i];
2109 else if (mflags & P_IS_ALIVE) 2123 else if (mflags & P_IS_ALIVE)
2110 { 2124 {
2111 for (tmp = ms.bot; tmp; tmp = tmp->above) 2125 for (tmp = ms.bot; tmp; tmp = tmp->above)
2112 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2113 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2127 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2114 break; 2128 break;
2115 2129
2116 if (tmp) 2130 if (tmp)
2117 return freedir[i]; 2131 return freedir[i];
2118 } 2132 }
2298 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2312 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2299 * core dumps if they do. 2313 * core dumps if they do.
2300 * 2314 *
2301 * Add a check so we can't pick up invisible objects (0.93.8) 2315 * Add a check so we can't pick up invisible objects (0.93.8)
2302 */ 2316 */
2303
2304int 2317int
2305can_pick (const object *who, const object *item) 2318can_pick (const object *who, const object *item)
2306{ 2319{
2307 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2320 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2308 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2321 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2313 * create clone from object to another 2326 * create clone from object to another
2314 */ 2327 */
2315object * 2328object *
2316object_create_clone (object *asrc) 2329object_create_clone (object *asrc)
2317{ 2330{
2318 object *dst = 0, *tmp, *src, *part, *prev, *item; 2331 object *dst = 0, *tmp, *src, *prev, *item;
2319 2332
2320 if (!asrc) 2333 if (!asrc)
2321 return 0; 2334 return 0;
2322 2335
2323 src = asrc;
2324 if (src->head)
2325 src = src->head; 2336 src = asrc->head_ ();
2326 2337
2327 prev = 0; 2338 prev = 0;
2328 for (part = src; part; part = part->more) 2339 for (object *part = src; part; part = part->more)
2329 { 2340 {
2330 tmp = part->clone (); 2341 tmp = part->clone ();
2331 tmp->x -= src->x; 2342 tmp->x -= src->x;
2332 tmp->y -= src->y; 2343 tmp->y -= src->y;
2333 2344
2413 if (link->key == canonical_key) 2424 if (link->key == canonical_key)
2414 return link->value; 2425 return link->value;
2415 2426
2416 return 0; 2427 return 0;
2417} 2428}
2418
2419 2429
2420/* 2430/*
2421 * Updates the canonical_key in op to value. 2431 * Updates the canonical_key in op to value.
2422 * 2432 *
2423 * canonical_key is a shared string (value doesn't have to be). 2433 * canonical_key is a shared string (value doesn't have to be).
2447 /* Basically, if the archetype has this key set, 2457 /* Basically, if the archetype has this key set,
2448 * we need to store the null value so when we save 2458 * we need to store the null value so when we save
2449 * it, we save the empty value so that when we load, 2459 * it, we save the empty value so that when we load,
2450 * we get this value back again. 2460 * we get this value back again.
2451 */ 2461 */
2452 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2462 if (get_ob_key_link (op->arch, canonical_key))
2453 field->value = 0; 2463 field->value = 0;
2454 else 2464 else
2455 { 2465 {
2456 if (last) 2466 if (last)
2457 last->next = field->next; 2467 last->next = field->next;
2526 } 2536 }
2527 else 2537 else
2528 item = item->env; 2538 item = item->env;
2529} 2539}
2530 2540
2531
2532const char * 2541const char *
2533object::flag_desc (char *desc, int len) const 2542object::flag_desc (char *desc, int len) const
2534{ 2543{
2535 char *p = desc; 2544 char *p = desc;
2536 bool first = true; 2545 bool first = true;
2563{ 2572{
2564 char flagdesc[512]; 2573 char flagdesc[512];
2565 char info2[256 * 4]; 2574 char info2[256 * 4];
2566 char *p = info; 2575 char *p = info;
2567 2576
2568 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2577 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2569 count, uuid.seq, 2578 count,
2579 uuid.c_str (),
2570 &name, 2580 &name,
2571 title ? "\",title:\"" : "", 2581 title ? "\",title:\"" : "",
2572 title ? (const char *)title : "", 2582 title ? (const char *)title : "",
2573 flag_desc (flagdesc, 512), type); 2583 flag_desc (flagdesc, 512), type);
2574 2584
2575 if (env) 2585 if (!flag[FLAG_REMOVED] && env)
2576 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2586 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2577 2587
2578 if (map) 2588 if (map)
2579 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2589 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2580 2590
2582} 2592}
2583 2593
2584const char * 2594const char *
2585object::debug_desc () const 2595object::debug_desc () const
2586{ 2596{
2587 static char info[256 * 4]; 2597 static char info[3][256 * 4];
2598 static int info_idx;
2599
2588 return debug_desc (info); 2600 return debug_desc (info [++info_idx % 3]);
2589}
2590
2591const char *
2592object::debug_desc2 () const
2593{
2594 static char info[256 * 4];
2595 return debug_desc (info);
2596} 2601}
2597 2602
2598struct region * 2603struct region *
2599object::region () const 2604object::region () const
2600{ 2605{
2603} 2608}
2604 2609
2605const materialtype_t * 2610const materialtype_t *
2606object::dominant_material () const 2611object::dominant_material () const
2607{ 2612{
2608 if (materialtype_t *mat = name_to_material (materialname)) 2613 if (materialtype_t *mt = name_to_material (materialname))
2609 return mat; 2614 return mt;
2610 2615
2611 // omfg this is slow, this has to be temporary :)
2612 shstr unknown ("unknown");
2613
2614 return name_to_material (unknown); 2616 return name_to_material (shstr_unknown);
2615} 2617}
2616 2618
2617void 2619void
2618object::open_container (object *new_container) 2620object::open_container (object *new_container)
2619{ 2621{
2620 if (container == new_container) 2622 if (container == new_container)
2621 return; 2623 return;
2622 2624
2623 if (object *old_container = container) 2625 object *old_container = container;
2626
2627 if (old_container)
2624 { 2628 {
2625 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2629 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2626 return; 2630 return;
2627 2631
2628#if 0 2632#if 0
2630 if (object *closer = old_container->inv) 2634 if (object *closer = old_container->inv)
2631 if (closer->type == CLOSE_CON) 2635 if (closer->type == CLOSE_CON)
2632 closer->destroy (); 2636 closer->destroy ();
2633#endif 2637#endif
2634 2638
2639 // make sure the container is available
2640 esrv_send_item (this, old_container);
2641
2635 old_container->flag [FLAG_APPLIED] = 0; 2642 old_container->flag [FLAG_APPLIED] = false;
2636 container = 0; 2643 container = 0;
2637 2644
2645 // client needs item update to make it work, client bug requires this to be separate
2638 esrv_update_item (UPD_FLAGS, this, old_container); 2646 esrv_update_item (UPD_FLAGS, this, old_container);
2647
2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2649 play_sound (sound_find ("chest_close"));
2640 } 2650 }
2641 2651
2642 if (new_container) 2652 if (new_container)
2643 { 2653 {
2644 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2654 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2655 } 2665 }
2656#endif 2666#endif
2657 2667
2658 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2668 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2659 2669
2670 // make sure the container is available, client bug requires this to be separate
2671 esrv_send_item (this, new_container);
2672
2660 new_container->flag [FLAG_APPLIED] = 1; 2673 new_container->flag [FLAG_APPLIED] = true;
2661 container = new_container; 2674 container = new_container;
2662 2675
2676 // client needs flag change
2663 esrv_update_item (UPD_FLAGS, this, new_container); 2677 esrv_update_item (UPD_FLAGS, this, new_container);
2664 esrv_send_inventory (this, new_container); 2678 esrv_send_inventory (this, new_container);
2679 play_sound (sound_find ("chest_open"));
2680 }
2681// else if (!old_container->env && contr && contr->ns)
2682// contr->ns->floorbox_reset ();
2683}
2684
2685object *
2686object::force_find (const shstr name)
2687{
2688 /* cycle through his inventory to look for the MARK we want to
2689 * place
2690 */
2691 for (object *tmp = inv; tmp; tmp = tmp->below)
2692 if (tmp->type == FORCE && tmp->slaying == name)
2693 return splay (tmp);
2694
2695 return 0;
2696}
2697
2698void
2699object::force_add (const shstr name, int duration)
2700{
2701 if (object *force = force_find (name))
2702 force->destroy ();
2703
2704 object *force = get_archetype (FORCE_NAME);
2705
2706 force->slaying = name;
2707 force->stats.food = 1;
2708 force->speed_left = -1.f;
2709
2710 force->set_speed (duration ? 1.f / duration : 0.f);
2711 force->flag [FLAG_IS_USED_UP] = true;
2712 force->flag [FLAG_APPLIED] = true;
2713
2714 insert (force);
2715}
2716
2717void
2718object::play_sound (faceidx sound)
2719{
2720 if (!sound)
2721 return;
2722
2723 if (flag [FLAG_REMOVED])
2724 return;
2725
2726 if (env)
2665 } 2727 {
2728 if (object *pl = in_player ())
2729 pl->contr->play_sound (sound);
2730 }
2731 else
2732 map->play_sound (sound, x, y);
2666} 2733}
2667 2734
2668

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