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Comparing deliantra/server/common/object.C (file contents):
Revision 1.136 by root, Thu Mar 15 14:23:02 2007 UTC vs.
Revision 1.225 by root, Fri May 2 20:28:44 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 remove ();
482 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
483 612
484 *(object_copy *)dst = *this; 613 *(object_copy *)this = src;
485 614
486 if (is_freed) 615 flag [FLAG_REMOVED] = true;
487 SET_FLAG (dst, FLAG_FREED);
488
489 if (is_removed)
490 SET_FLAG (dst, FLAG_REMOVED);
491
492 if (speed < 0)
493 dst->speed_left = speed_left - rndm ();
494 616
495 /* Copy over key_values, if any. */ 617 /* Copy over key_values, if any. */
496 if (key_values) 618 if (src.key_values)
497 { 619 {
498 key_value *tail = 0; 620 key_value *tail = 0;
499 key_value *i;
500
501 dst->key_values = 0; 621 key_values = 0;
502 622
503 for (i = key_values; i; i = i->next) 623 for (key_value *i = src.key_values; i; i = i->next)
504 { 624 {
505 key_value *new_link = new key_value; 625 key_value *new_link = new key_value;
506 626
507 new_link->next = 0; 627 new_link->next = 0;
508 new_link->key = i->key; 628 new_link->key = i->key;
509 new_link->value = i->value; 629 new_link->value = i->value;
510 630
511 /* Try and be clever here, too. */ 631 /* Try and be clever here, too. */
512 if (!dst->key_values) 632 if (!key_values)
513 { 633 {
514 dst->key_values = new_link; 634 key_values = new_link;
515 tail = new_link; 635 tail = new_link;
516 } 636 }
517 else 637 else
518 { 638 {
519 tail->next = new_link; 639 tail->next = new_link;
520 tail = new_link; 640 tail = new_link;
521 } 641 }
522 } 642 }
523 } 643 }
644}
645
646/*
647 * copy_to first frees everything allocated by the dst object,
648 * and then copies the contents of itself into the second
649 * object, allocating what needs to be allocated. Basically, any
650 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
651 * if the first object is freed, the pointers in the new object
652 * will point at garbage.
653 */
654void
655object::copy_to (object *dst)
656{
657 *dst = *this;
658
659 if (speed < 0)
660 dst->speed_left -= rndm ();
524 661
525 dst->set_speed (dst->speed); 662 dst->set_speed (dst->speed);
526} 663}
527 664
528void 665void
529object::instantiate () 666object::instantiate ()
530{ 667{
531 if (!uuid.seq) // HACK 668 if (!uuid.seq) // HACK
532 uuid = gen_uuid (); 669 uuid = UUID::gen ();
533 670
534 speed_left = -0.1f; 671 speed_left = -0.1f;
535 /* copy the body_info to the body_used - this is only really 672 /* 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. 673 * 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 674 * by doing so, when a monster is created, it has good starting
538 * values for the body_used info, so when items are created 675 * values for the body_used info, so when items are created
539 * for it, they can be properly equipped. 676 * for it, they can be properly equipped.
540 */ 677 */
541 memcpy (body_used, body_info, sizeof (body_used)); 678 for (int i = NUM_BODY_LOCATIONS; i--; )
679 slot[i].used = slot[i].info;
542 680
543 attachable::instantiate (); 681 attachable::instantiate ();
544} 682}
545 683
546object * 684object *
547object::clone () 685object::clone ()
548{ 686{
549 object *neu = create (); 687 object *neu = create ();
550 copy_to (neu); 688 copy_to (neu);
689 neu->map = map; // not copied by copy_to
551 return neu; 690 return neu;
552} 691}
553 692
554/* 693/*
555 * If an object with the IS_TURNABLE() flag needs to be turned due 694 * If an object with the IS_TURNABLE() flag needs to be turned due
606 * UP_OBJ_FACE: only the objects face has changed. 745 * UP_OBJ_FACE: only the objects face has changed.
607 */ 746 */
608void 747void
609update_object (object *op, int action) 748update_object (object *op, int action)
610{ 749{
611 if (op == NULL) 750 if (!op)
612 { 751 {
613 /* this should never happen */ 752 /* this should never happen */
614 LOG (llevDebug, "update_object() called for NULL object.\n"); 753 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
615 return; 754 return;
616 } 755 }
617 756
618 if (op->env) 757 if (!op->is_on_map ())
619 { 758 {
620 /* Animation is currently handled by client, so nothing 759 /* Animation is currently handled by client, so nothing
621 * to do in this case. 760 * to do in this case.
622 */ 761 */
623 return; 762 return;
624 } 763 }
625
626 /* If the map is saving, don't do anything as everything is
627 * going to get freed anyways.
628 */
629 if (!op->map || op->map->in_memory == MAP_SAVING)
630 return;
631 764
632 /* make sure the object is within map boundaries */ 765 /* make sure the object is within map boundaries */
633 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 766 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
634 { 767 {
635 LOG (llevError, "update_object() called for object out of map!\n"); 768 LOG (llevError, "update_object() called for object out of map!\n");
695static int object_count; 828static int object_count;
696 829
697void object::link () 830void object::link ()
698{ 831{
699 assert (!index);//D 832 assert (!index);//D
700 uuid = gen_uuid (); 833 uuid = UUID::gen ();
701 count = ++object_count; 834 count = ++object_count;
702 835
703 refcnt_inc (); 836 refcnt_inc ();
704 objects.insert (this); 837 objects.insert (this);
705} 838}
778object::destroy_inv (bool drop_to_ground) 911object::destroy_inv (bool drop_to_ground)
779{ 912{
780 // need to check first, because the checks below might segfault 913 // need to check first, because the checks below might segfault
781 // as we might be on an invalid mapspace and crossfire code 914 // as we might be on an invalid mapspace and crossfire code
782 // is too buggy to ensure that the inventory is empty. 915 // is too buggy to ensure that the inventory is empty.
783 // corollary: if you create arrows etc. with stuff in tis inventory, 916 // corollary: if you create arrows etc. with stuff in its inventory,
784 // cf will crash below with off-map x and y 917 // cf will crash below with off-map x and y
785 if (!inv) 918 if (!inv)
786 return; 919 return;
787 920
788 /* Only if the space blocks everything do we not process - 921 /* Only if the space blocks everything do we not process -
789 * if some form of movement is allowed, let objects 922 * if some form of movement is allowed, let objects
790 * drop on that space. 923 * drop on that space.
791 */ 924 */
792 if (!drop_to_ground 925 if (!drop_to_ground
793 || !map 926 || !map
794 || map->in_memory != MAP_IN_MEMORY 927 || map->in_memory != MAP_ACTIVE
795 || map->nodrop 928 || map->nodrop
796 || ms ().move_block == MOVE_ALL) 929 || ms ().move_block == MOVE_ALL)
797 { 930 {
798 while (inv) 931 while (inv)
799 { 932 {
800 inv->destroy_inv (drop_to_ground); 933 inv->destroy_inv (false);
801 inv->destroy (); 934 inv->destroy ();
802 } 935 }
803 } 936 }
804 else 937 else
805 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
811 || op->flag [FLAG_NO_DROP] 944 || op->flag [FLAG_NO_DROP]
812 || op->type == RUNE 945 || op->type == RUNE
813 || op->type == TRAP 946 || op->type == TRAP
814 || op->flag [FLAG_IS_A_TEMPLATE] 947 || op->flag [FLAG_IS_A_TEMPLATE]
815 || op->flag [FLAG_DESTROY_ON_DEATH]) 948 || op->flag [FLAG_DESTROY_ON_DEATH])
816 op->destroy (); 949 op->destroy (true);
817 else 950 else
818 map->insert (op, x, y); 951 map->insert (op, x, y);
819 } 952 }
820 } 953 }
821} 954}
825 object *op = new object; 958 object *op = new object;
826 op->link (); 959 op->link ();
827 return op; 960 return op;
828} 961}
829 962
963static struct freed_map : maptile
964{
965 freed_map ()
966 {
967 path = "<freed objects map>";
968 name = "/internal/freed_objects_map";
969 width = 3;
970 height = 3;
971 nodrop = 1;
972
973 alloc ();
974 in_memory = MAP_ACTIVE;
975 }
976} freed_map; // freed objects are moved here to avoid crashes
977
830void 978void
831object::do_destroy () 979object::do_destroy ()
832{ 980{
833 attachable::do_destroy ();
834
835 if (flag [FLAG_IS_LINKED]) 981 if (flag [FLAG_IS_LINKED])
836 remove_button_link (this); 982 remove_button_link (this);
837 983
838 if (flag [FLAG_FRIENDLY]) 984 if (flag [FLAG_FRIENDLY])
839 {
840 remove_friendly_object (this); 985 remove_friendly_object (this);
841 986
842 if (type == GOLEM
843 && owner
844 && owner->type == PLAYER
845 && owner->contr->ranges[range_golem] == this)
846 owner->contr->ranges[range_golem] = 0;
847 }
848
849 if (!flag [FLAG_REMOVED])
850 remove (); 987 remove ();
851 988
852 destroy_inv (true); 989 attachable::do_destroy ();
853 990
854 deactivate (); 991 deactivate ();
855 unlink (); 992 unlink ();
856 993
857 flag [FLAG_FREED] = 1; 994 flag [FLAG_FREED] = 1;
858 995
859 // hack to ensure that freed objects still have a valid map 996 // hack to ensure that freed objects still have a valid map
860 {
861 static maptile *freed_map; // freed objects are moved here to avoid crashes
862
863 if (!freed_map)
864 {
865 freed_map = new maptile;
866
867 freed_map->name = "/internal/freed_objects_map";
868 freed_map->width = 3;
869 freed_map->height = 3;
870
871 freed_map->alloc ();
872 freed_map->in_memory = MAP_IN_MEMORY;
873 }
874
875 map = freed_map; 997 map = &freed_map;
876 x = 1; 998 x = 1;
877 y = 1; 999 y = 1;
878 }
879
880 head = 0;
881 1000
882 if (more) 1001 if (more)
883 { 1002 {
884 more->destroy (); 1003 more->destroy ();
885 more = 0; 1004 more = 0;
886 } 1005 }
887 1006
1007 head = 0;
1008
888 // clear those pointers that likely might have circular references to us 1009 // clear those pointers that likely might cause circular references
889 owner = 0; 1010 owner = 0;
890 enemy = 0; 1011 enemy = 0;
891 attacked_by = 0; 1012 attacked_by = 0;
1013 current_weapon = 0;
892} 1014}
893 1015
894void 1016void
895object::destroy (bool destroy_inventory) 1017object::destroy (bool destroy_inventory)
896{ 1018{
897 if (destroyed ()) 1019 if (destroyed ())
898 return; 1020 return;
899 1021
1022 if (!is_head () && !head->destroyed ())
1023 {
1024 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1025 head->destroy (destroy_inventory);
1026 return;
1027 }
1028
900 if (destroy_inventory) 1029 destroy_inv (!destroy_inventory);
901 destroy_inv (false); 1030
1031 if (is_head ())
1032 if (sound_destroy)
1033 play_sound (sound_destroy);
1034 else if (flag [FLAG_MONSTER])
1035 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
902 1036
903 attachable::destroy (); 1037 attachable::destroy ();
904}
905
906/*
907 * sub_weight() recursively (outwards) subtracts a number from the
908 * weight of an object (and what is carried by it's environment(s)).
909 */
910void
911sub_weight (object *op, signed long weight)
912{
913 while (op != NULL)
914 {
915 if (op->type == CONTAINER)
916 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
917
918 op->carrying -= weight;
919 op = op->env;
920 }
921} 1038}
922 1039
923/* op->remove (): 1040/* op->remove ():
924 * This function removes the object op from the linked list of objects 1041 * This function removes the object op from the linked list of objects
925 * which it is currently tied to. When this function is done, the 1042 * which it is currently tied to. When this function is done, the
931object::do_remove () 1048object::do_remove ()
932{ 1049{
933 object *tmp, *last = 0; 1050 object *tmp, *last = 0;
934 object *otmp; 1051 object *otmp;
935 1052
936 if (QUERY_FLAG (this, FLAG_REMOVED)) 1053 if (flag [FLAG_REMOVED])
937 return; 1054 return;
938 1055
939 SET_FLAG (this, FLAG_REMOVED);
940 INVOKE_OBJECT (REMOVE, this); 1056 INVOKE_OBJECT (REMOVE, this);
1057
1058 flag [FLAG_REMOVED] = true;
941 1059
942 if (more) 1060 if (more)
943 more->remove (); 1061 more->remove ();
944 1062
945 /* 1063 /*
946 * In this case, the object to be removed is in someones 1064 * In this case, the object to be removed is in someones
947 * inventory. 1065 * inventory.
948 */ 1066 */
949 if (env) 1067 if (env)
950 { 1068 {
1069 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1070 if (object *pl = visible_to ())
1071 esrv_del_item (pl->contr, count);
1072 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1073
1074 adjust_weight (env, -total_weight ());
1075
1076 *(above ? &above->below : &env->inv) = below;
1077
951 if (nrof) 1078 if (below)
952 sub_weight (env, weight * nrof); 1079 below->above = above;
953 else 1080
954 sub_weight (env, weight + carrying); 1081 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do.
1084 */
1085 map = env->map;
1086 x = env->x;
1087 y = env->y;
1088 above = 0;
1089 below = 0;
1090 env = 0;
955 1091
956 /* NO_FIX_PLAYER is set when a great many changes are being 1092 /* NO_FIX_PLAYER is set when a great many changes are being
957 * made to players inventory. If set, avoiding the call 1093 * made to players inventory. If set, avoiding the call
958 * to save cpu time. 1094 * to save cpu time.
959 */ 1095 */
960 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1096 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
961 otmp->update_stats (); 1097 otmp->update_stats ();
962
963 if (above)
964 above->below = below;
965 else
966 env->inv = below;
967
968 if (below)
969 below->above = above;
970
971 /* we set up values so that it could be inserted into
972 * the map, but we don't actually do that - it is up
973 * to the caller to decide what we want to do.
974 */
975 x = env->x, y = env->y;
976 map = env->map;
977 above = 0, below = 0;
978 env = 0;
979 } 1098 }
980 else if (map) 1099 else if (map)
981 { 1100 {
982 if (type == PLAYER)
983 {
984 // leaving a spot always closes any open container on the ground
985 if (container && !container->env)
986 // this causes spurious floorbox updates, but it ensures
987 // that the CLOSE event is being sent.
988 close_container ();
989
990 --map->players;
991 map->touch ();
992 }
993
994 map->dirty = true; 1101 map->dirty = true;
995 mapspace &ms = this->ms (); 1102 mapspace &ms = this->ms ();
1103
1104 if (object *pl = ms.player ())
1105 {
1106 if (type == PLAYER) // this == pl(!)
1107 {
1108 // leaving a spot always closes any open container on the ground
1109 if (container && !container->env)
1110 // this causes spurious floorbox updates, but it ensures
1111 // that the CLOSE event is being sent.
1112 close_container ();
1113
1114 --map->players;
1115 map->touch ();
1116 }
1117 else if (pl->container == this)
1118 {
1119 // removing a container should close it
1120 close_container ();
1121 }
1122
1123 esrv_del_item (pl->contr, count);
1124 }
996 1125
997 /* link the object above us */ 1126 /* link the object above us */
998 if (above) 1127 if (above)
999 above->below = below; 1128 above->below = below;
1000 else 1129 else
1021 if (map->in_memory == MAP_SAVING) 1150 if (map->in_memory == MAP_SAVING)
1022 return; 1151 return;
1023 1152
1024 int check_walk_off = !flag [FLAG_NO_APPLY]; 1153 int check_walk_off = !flag [FLAG_NO_APPLY];
1025 1154
1155 if (object *pl = ms.player ())
1156 {
1157 if (pl->container == this)
1158 /* If a container that the player is currently using somehow gets
1159 * removed (most likely destroyed), update the player view
1160 * appropriately.
1161 */
1162 pl->close_container ();
1163
1164 //TODO: the floorbox prev/next might need updating
1165 esrv_del_item (pl->contr, count);
1166 }
1167
1026 for (tmp = ms.bot; tmp; tmp = tmp->above) 1168 for (tmp = ms.bot; tmp; tmp = tmp->above)
1027 { 1169 {
1028 /* No point updating the players look faces if he is the object 1170 /* No point updating the players look faces if he is the object
1029 * being removed. 1171 * being removed.
1030 */ 1172 */
1031
1032 if (tmp->type == PLAYER && tmp != this)
1033 {
1034 /* If a container that the player is currently using somehow gets
1035 * removed (most likely destroyed), update the player view
1036 * appropriately.
1037 */
1038 if (tmp->container == this)
1039 {
1040 flag [FLAG_APPLIED] = 0;
1041 tmp->container = 0;
1042 }
1043
1044 if (tmp->contr->ns)
1045 tmp->contr->ns->floorbox_update ();
1046 }
1047 1173
1048 /* See if object moving off should effect something */ 1174 /* See if object moving off should effect something */
1049 if (check_walk_off 1175 if (check_walk_off
1050 && ((move_type & tmp->move_off) 1176 && ((move_type & tmp->move_off)
1051 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1177 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1054 1180
1055 if (destroyed ()) 1181 if (destroyed ())
1056 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1182 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1057 } 1183 }
1058 1184
1059 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1060 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1061 if (tmp->above == tmp)
1062 tmp->above = 0;
1063
1064 last = tmp; 1185 last = tmp;
1065 } 1186 }
1066 1187
1067 /* last == NULL if there are no objects on this space */ 1188 /* last == NULL if there are no objects on this space */
1068 //TODO: this makes little sense, why only update the topmost object? 1189 //TODO: this makes little sense, why only update the topmost object?
1088merge_ob (object *op, object *top) 1209merge_ob (object *op, object *top)
1089{ 1210{
1090 if (!op->nrof) 1211 if (!op->nrof)
1091 return 0; 1212 return 0;
1092 1213
1093 if (top) 1214 if (!top)
1094 for (top = op; top && top->above; top = top->above) 1215 for (top = op; top && top->above; top = top->above)
1095 ; 1216 ;
1096 1217
1097 for (; top; top = top->below) 1218 for (; top; top = top->below)
1098 {
1099 if (top == op)
1100 continue;
1101
1102 if (object::can_merge (op, top)) 1219 if (object::can_merge (op, top))
1103 { 1220 {
1104 top->nrof += op->nrof; 1221 top->nrof += op->nrof;
1105 1222
1106/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1223 if (object *pl = top->visible_to ())
1107 op->weight = 0; /* Don't want any adjustements now */ 1224 esrv_update_item (UPD_NROF, pl, top);
1225
1226 op->weight = 0; // cancel the addition above
1227 op->carrying = 0; // must be 0 already
1228
1108 op->destroy (); 1229 op->destroy (1);
1230
1109 return top; 1231 return top;
1110 } 1232 }
1111 }
1112 1233
1113 return 0; 1234 return 0;
1235}
1236
1237void
1238object::expand_tail ()
1239{
1240 if (more)
1241 return;
1242
1243 object *prev = this;
1244
1245 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1246 {
1247 object *op = arch_to_object (at);
1248
1249 op->name = name;
1250 op->name_pl = name_pl;
1251 op->title = title;
1252
1253 op->head = this;
1254 prev->more = op;
1255
1256 prev = op;
1257 }
1114} 1258}
1115 1259
1116/* 1260/*
1117 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1261 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1118 * job preparing multi-part monsters. 1262 * job preparing multi-part monsters.
1120object * 1264object *
1121insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1265insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1122{ 1266{
1123 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1267 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1124 { 1268 {
1125 tmp->x = x + tmp->arch->clone.x; 1269 tmp->x = x + tmp->arch->x;
1126 tmp->y = y + tmp->arch->clone.y; 1270 tmp->y = y + tmp->arch->y;
1127 } 1271 }
1128 1272
1129 return insert_ob_in_map (op, m, originator, flag); 1273 return insert_ob_in_map (op, m, originator, flag);
1130} 1274}
1131 1275
1150 * just 'op' otherwise 1294 * just 'op' otherwise
1151 */ 1295 */
1152object * 1296object *
1153insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1297insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1154{ 1298{
1155 object *tmp, *top, *floor = NULL; 1299 assert (!op->flag [FLAG_FREED]);
1156
1157 if (QUERY_FLAG (op, FLAG_FREED))
1158 {
1159 LOG (llevError, "Trying to insert freed object!\n");
1160 return NULL;
1161 }
1162
1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1165 1300
1166 op->remove (); 1301 op->remove ();
1167
1168 if (!m)
1169 {
1170 char *dump = dump_object (op);
1171 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1172 free (dump);
1173 return op;
1174 }
1175
1176 if (out_of_map (m, op->x, op->y))
1177 {
1178 char *dump = dump_object (op);
1179 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1180#ifdef MANY_CORES
1181 /* Better to catch this here, as otherwise the next use of this object
1182 * is likely to cause a crash. Better to find out where it is getting
1183 * improperly inserted.
1184 */
1185 abort ();
1186#endif
1187 free (dump);
1188 return op;
1189 }
1190
1191 if (object *more = op->more)
1192 {
1193 if (!insert_ob_in_map (more, m, originator, flag))
1194 {
1195 if (!op->head)
1196 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1197
1198 return 0;
1199 }
1200 }
1201
1202 CLEAR_FLAG (op, FLAG_REMOVED);
1203 1302
1204 /* Ideally, the caller figures this out. However, it complicates a lot 1303 /* Ideally, the caller figures this out. However, it complicates a lot
1205 * of areas of callers (eg, anything that uses find_free_spot would now 1304 * of areas of callers (eg, anything that uses find_free_spot would now
1206 * need extra work 1305 * need extra work
1207 */ 1306 */
1208 if (!xy_normalise (m, op->x, op->y)) 1307 if (!xy_normalise (m, op->x, op->y))
1308 {
1309 op->destroy (1);
1209 return 0; 1310 return 0;
1311 }
1312
1313 if (object *more = op->more)
1314 if (!insert_ob_in_map (more, m, originator, flag))
1315 return 0;
1316
1317 CLEAR_FLAG (op, FLAG_REMOVED);
1210 1318
1211 op->map = m; 1319 op->map = m;
1212 mapspace &ms = op->ms (); 1320 mapspace &ms = op->ms ();
1213 1321
1214 /* this has to be done after we translate the coordinates. 1322 /* this has to be done after we translate the coordinates.
1215 */ 1323 */
1216 if (op->nrof && !(flag & INS_NO_MERGE)) 1324 if (op->nrof && !(flag & INS_NO_MERGE))
1217 for (tmp = ms.bot; tmp; tmp = tmp->above) 1325 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1218 if (object::can_merge (op, tmp)) 1326 if (object::can_merge (op, tmp))
1219 { 1327 {
1328 // TODO: we atcually want to update tmp, not op,
1329 // but some caller surely breaks when we return tmp
1330 // from here :/
1220 op->nrof += tmp->nrof; 1331 op->nrof += tmp->nrof;
1221 tmp->destroy (); 1332 tmp->destroy (1);
1222 } 1333 }
1223 1334
1224 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1335 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1225 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1336 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1226 1337
1246 /* since *below* originator, no need to update top */ 1357 /* since *below* originator, no need to update top */
1247 originator->below = op; 1358 originator->below = op;
1248 } 1359 }
1249 else 1360 else
1250 { 1361 {
1362 object *top, *floor = NULL;
1363
1251 top = ms.bot; 1364 top = ms.bot;
1252 1365
1253 /* If there are other objects, then */ 1366 /* If there are other objects, then */
1254 if ((!(flag & INS_MAP_LOAD)) && top) 1367 if (top)
1255 { 1368 {
1256 object *last = 0; 1369 object *last = 0;
1257 1370
1258 /* 1371 /*
1259 * If there are multiple objects on this space, we do some trickier handling. 1372 * If there are multiple objects on this space, we do some trickier handling.
1312 if (last && last->below && last != floor) 1425 if (last && last->below && last != floor)
1313 top = last->below; 1426 top = last->below;
1314 } 1427 }
1315 } /* If objects on this space */ 1428 } /* If objects on this space */
1316 1429
1317 if (flag & INS_MAP_LOAD)
1318 top = ms.top;
1319
1320 if (flag & INS_ABOVE_FLOOR_ONLY) 1430 if (flag & INS_ABOVE_FLOOR_ONLY)
1321 top = floor; 1431 top = floor;
1322 1432
1323 /* Top is the object that our object (op) is going to get inserted above. 1433 /* Top is the object that our object (op) is going to get inserted above.
1324 */ 1434 */
1356 op->map->touch (); 1466 op->map->touch ();
1357 } 1467 }
1358 1468
1359 op->map->dirty = true; 1469 op->map->dirty = true;
1360 1470
1361 /* If we have a floor, we know the player, if any, will be above
1362 * it, so save a few ticks and start from there.
1363 */
1364 if (!(flag & INS_MAP_LOAD))
1365 if (object *pl = ms.player ()) 1471 if (object *pl = ms.player ())
1366 if (pl->contr->ns) 1472 //TODO: the floorbox prev/next might need updating
1367 pl->contr->ns->floorbox_update (); 1473 esrv_send_item (pl, op);
1368 1474
1369 /* If this object glows, it may affect lighting conditions that are 1475 /* If this object glows, it may affect lighting conditions that are
1370 * visible to others on this map. But update_all_los is really 1476 * visible to others on this map. But update_all_los is really
1371 * an inefficient way to do this, as it means los for all players 1477 * an inefficient way to do this, as it means los for all players
1372 * on the map will get recalculated. The players could very well 1478 * on the map will get recalculated. The players could very well
1391 * blocked() and wall() work properly), and these flags are updated by 1497 * blocked() and wall() work properly), and these flags are updated by
1392 * update_object(). 1498 * update_object().
1393 */ 1499 */
1394 1500
1395 /* if this is not the head or flag has been passed, don't check walk on status */ 1501 /* if this is not the head or flag has been passed, don't check walk on status */
1396 if (!(flag & INS_NO_WALK_ON) && !op->head) 1502 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1397 { 1503 {
1398 if (check_move_on (op, originator)) 1504 if (check_move_on (op, originator))
1399 return 0; 1505 return 0;
1400 1506
1401 /* If we are a multi part object, lets work our way through the check 1507 /* If we are a multi part object, lets work our way through the check
1402 * walk on's. 1508 * walk on's.
1403 */ 1509 */
1404 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1510 for (object *tmp = op->more; tmp; tmp = tmp->more)
1405 if (check_move_on (tmp, originator)) 1511 if (check_move_on (tmp, originator))
1406 return 0; 1512 return 0;
1407 } 1513 }
1408 1514
1409 return op; 1515 return op;
1414 * op is the object to insert it under: supplies x and the map. 1520 * op is the object to insert it under: supplies x and the map.
1415 */ 1521 */
1416void 1522void
1417replace_insert_ob_in_map (const char *arch_string, object *op) 1523replace_insert_ob_in_map (const char *arch_string, object *op)
1418{ 1524{
1419 object *tmp, *tmp1;
1420
1421 /* first search for itself and remove any old instances */ 1525 /* first search for itself and remove any old instances */
1422 1526
1423 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1527 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1424 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1528 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1425 tmp->destroy (); 1529 tmp->destroy (1);
1426 1530
1427 tmp1 = arch_to_object (archetype::find (arch_string)); 1531 object *tmp = arch_to_object (archetype::find (arch_string));
1428 1532
1429 tmp1->x = op->x; 1533 tmp->x = op->x;
1430 tmp1->y = op->y; 1534 tmp->y = op->y;
1535
1431 insert_ob_in_map (tmp1, op->map, op, 0); 1536 insert_ob_in_map (tmp, op->map, op, 0);
1432} 1537}
1433 1538
1434// XXX: function not returning object*
1435object * 1539object *
1436object::insert_at (object *where, object *originator, int flags) 1540object::insert_at (object *where, object *originator, int flags)
1437{ 1541{
1542 if (where->env)
1543 return where->env->insert (this);
1544 else
1438 where->map->insert (this, where->x, where->y, originator, flags); 1545 return where->map->insert (this, where->x, where->y, originator, flags);
1439} 1546}
1440 1547
1441/* 1548/*
1442 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1443 * is returned contains nr objects, and the remaining parts contains
1444 * the rest (or is removed and freed if that number is 0).
1445 * On failure, NULL is returned, and the reason put into the
1446 * global static errmsg array.
1447 */
1448object *
1449get_split_ob (object *orig_ob, uint32 nr)
1450{
1451 object *newob;
1452 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1453
1454 if (orig_ob->nrof < nr)
1455 {
1456 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1457 return NULL;
1458 }
1459
1460 newob = object_create_clone (orig_ob);
1461
1462 if ((orig_ob->nrof -= nr) < 1)
1463 orig_ob->destroy (1);
1464 else if (!is_removed)
1465 {
1466 if (orig_ob->env != NULL)
1467 sub_weight (orig_ob->env, orig_ob->weight * nr);
1468 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1469 {
1470 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1471 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1472 return NULL;
1473 }
1474 }
1475
1476 newob->nrof = nr;
1477
1478 return newob;
1479}
1480
1481/*
1482 * decrease_ob_nr(object, number) decreases a specified number from 1549 * decrease(object, number) decreases a specified number from
1483 * the amount of an object. If the amount reaches 0, the object 1550 * the amount of an object. If the amount reaches 0, the object
1484 * is subsequently removed and freed. 1551 * is subsequently removed and freed.
1485 * 1552 *
1486 * Return value: 'op' if something is left, NULL if the amount reached 0 1553 * Return value: 'op' if something is left, NULL if the amount reached 0
1487 */ 1554 */
1555bool
1556object::decrease (sint32 nr)
1557{
1558 if (!nr)
1559 return true;
1488 1560
1561 nr = min (nr, nrof);
1562
1563 nrof -= nr;
1564
1565 if (nrof)
1566 {
1567 adjust_weight (env, -weight * nr); // carrying == 0
1568
1569 if (object *pl = visible_to ())
1570 esrv_update_item (UPD_NROF, pl, this);
1571
1572 return true;
1573 }
1574 else
1575 {
1576 destroy (1);
1577 return false;
1578 }
1579}
1580
1581/*
1582 * split(ob,nr) splits up ob into two parts. The part which
1583 * is returned contains nr objects, and the remaining parts contains
1584 * the rest (or is removed and returned if that number is 0).
1585 * On failure, NULL is returned.
1586 */
1489object * 1587object *
1490decrease_ob_nr (object *op, uint32 i) 1588object::split (sint32 nr)
1491{ 1589{
1492 object *tmp; 1590 int have = number_of ();
1493 1591
1494 if (i == 0) /* objects with op->nrof require this check */ 1592 if (have < nr)
1495 return op; 1593 return 0;
1496 1594 else if (have == nr)
1497 if (i > op->nrof)
1498 i = op->nrof;
1499
1500 if (QUERY_FLAG (op, FLAG_REMOVED))
1501 op->nrof -= i;
1502 else if (op->env)
1503 { 1595 {
1504 /* is this object in the players inventory, or sub container
1505 * therein?
1506 */
1507 tmp = op->in_player ();
1508 /* nope. Is this a container the player has opened?
1509 * If so, set tmp to that player.
1510 * IMO, searching through all the players will mostly
1511 * likely be quicker than following op->env to the map,
1512 * and then searching the map for a player.
1513 */
1514 if (!tmp)
1515 for_all_players (pl)
1516 if (pl->ob->container == op->env)
1517 {
1518 tmp = pl->ob;
1519 break;
1520 }
1521
1522 if (i < op->nrof)
1523 {
1524 sub_weight (op->env, op->weight * i);
1525 op->nrof -= i;
1526 if (tmp)
1527 esrv_send_item (tmp, op);
1528 }
1529 else
1530 {
1531 op->remove (); 1596 remove ();
1532 op->nrof = 0; 1597 return this;
1533 if (tmp)
1534 esrv_del_item (tmp->contr, op->count);
1535 }
1536 } 1598 }
1537 else 1599 else
1538 { 1600 {
1539 object *above = op->above; 1601 decrease (nr);
1540 1602
1541 if (i < op->nrof) 1603 object *op = object_create_clone (this);
1542 op->nrof -= i; 1604 op->nrof = nr;
1543 else
1544 {
1545 op->remove ();
1546 op->nrof = 0;
1547 }
1548
1549 /* Since we just removed op, op->above is null */
1550 for (tmp = above; tmp; tmp = tmp->above)
1551 if (tmp->type == PLAYER)
1552 {
1553 if (op->nrof)
1554 esrv_send_item (tmp, op);
1555 else
1556 esrv_del_item (tmp->contr, op->count);
1557 }
1558 }
1559
1560 if (op->nrof)
1561 return op; 1605 return op;
1562 else
1563 {
1564 op->destroy ();
1565 return 0;
1566 }
1567}
1568
1569/*
1570 * add_weight(object, weight) adds the specified weight to an object,
1571 * and also updates how much the environment(s) is/are carrying.
1572 */
1573
1574void
1575add_weight (object *op, signed long weight)
1576{
1577 while (op != NULL)
1578 {
1579 if (op->type == CONTAINER)
1580 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1581
1582 op->carrying += weight;
1583 op = op->env;
1584 } 1606 }
1585} 1607}
1586 1608
1587object * 1609object *
1588insert_ob_in_ob (object *op, object *where) 1610insert_ob_in_ob (object *op, object *where)
1593 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1615 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1594 free (dump); 1616 free (dump);
1595 return op; 1617 return op;
1596 } 1618 }
1597 1619
1598 if (where->head) 1620 if (where->head_ () != where)
1599 { 1621 {
1600 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1622 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1601 where = where->head; 1623 where = where->head;
1602 } 1624 }
1603 1625
1604 return where->insert (op); 1626 return where->insert (op);
1605} 1627}
1610 * inside the object environment. 1632 * inside the object environment.
1611 * 1633 *
1612 * The function returns now pointer to inserted item, and return value can 1634 * The function returns now pointer to inserted item, and return value can
1613 * be != op, if items are merged. -Tero 1635 * be != op, if items are merged. -Tero
1614 */ 1636 */
1615
1616object * 1637object *
1617object::insert (object *op) 1638object::insert (object *op)
1618{ 1639{
1619 object *tmp, *otmp;
1620
1621 if (!QUERY_FLAG (op, FLAG_REMOVED))
1622 op->remove ();
1623
1624 if (op->more) 1640 if (op->more)
1625 { 1641 {
1626 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1642 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1627 return op; 1643 return op;
1628 } 1644 }
1629 1645
1630 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1646 op->remove ();
1631 CLEAR_FLAG (op, FLAG_REMOVED); 1647
1648 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1649
1632 if (op->nrof) 1650 if (op->nrof)
1633 {
1634 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1651 for (object *tmp = inv; tmp; tmp = tmp->below)
1635 if (object::can_merge (tmp, op)) 1652 if (object::can_merge (tmp, op))
1636 { 1653 {
1637 /* return the original object and remove inserted object 1654 /* return the original object and remove inserted object
1638 (client needs the original object) */ 1655 (client needs the original object) */
1639 tmp->nrof += op->nrof; 1656 tmp->nrof += op->nrof;
1640 /* Weight handling gets pretty funky. Since we are adding to 1657
1641 * tmp->nrof, we need to increase the weight. 1658 if (object *pl = tmp->visible_to ())
1642 */ 1659 esrv_update_item (UPD_NROF, pl, tmp);
1660
1643 add_weight (this, op->weight * op->nrof); 1661 adjust_weight (this, op->total_weight ());
1644 SET_FLAG (op, FLAG_REMOVED); 1662
1645 op->destroy (); /* free the inserted object */ 1663 op->destroy (1);
1646 op = tmp; 1664 op = tmp;
1647 op->remove (); /* and fix old object's links */ 1665 goto inserted;
1648 CLEAR_FLAG (op, FLAG_REMOVED);
1649 break;
1650 } 1666 }
1651 1667
1652 /* I assume combined objects have no inventory 1668 op->owner = 0; // it's his/hers now. period.
1653 * We add the weight - this object could have just been removed
1654 * (if it was possible to merge). calling remove_ob will subtract
1655 * the weight, so we need to add it in again, since we actually do
1656 * the linking below
1657 */
1658 add_weight (this, op->weight * op->nrof);
1659 }
1660 else
1661 add_weight (this, (op->weight + op->carrying));
1662
1663 otmp = this->in_player ();
1664 if (otmp && otmp->contr)
1665 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1666 otmp->update_stats ();
1667
1668 op->map = 0; 1669 op->map = 0;
1669 op->env = this; 1670 op->x = 0;
1671 op->y = 0;
1672
1670 op->above = 0; 1673 op->above = 0;
1671 op->below = 0; 1674 op->below = inv;
1672 op->x = 0, op->y = 0; 1675 op->env = this;
1673 1676
1677 if (inv)
1678 inv->above = op;
1679
1680 inv = op;
1681
1682 op->flag [FLAG_REMOVED] = 0;
1683
1684 if (object *pl = op->visible_to ())
1685 esrv_send_item (pl, op);
1686
1687 adjust_weight (this, op->total_weight ());
1688
1689inserted:
1674 /* reset the light list and los of the players on the map */ 1690 /* reset the light list and los of the players on the map */
1675 if ((op->glow_radius != 0) && map) 1691 if (op->glow_radius && map && map->darkness)
1676 {
1677#ifdef DEBUG_LIGHTS
1678 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1679#endif /* DEBUG_LIGHTS */
1680 if (map->darkness)
1681 update_all_los (map, x, y); 1692 update_all_los (map, x, y);
1682 }
1683 1693
1684 /* Client has no idea of ordering so lets not bother ordering it here. 1694 // if this is a player's inventory, update stats
1685 * It sure simplifies this function... 1695 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1686 */ 1696 update_stats ();
1687 if (!inv)
1688 inv = op;
1689 else
1690 {
1691 op->below = inv;
1692 op->below->above = op;
1693 inv = op;
1694 }
1695 1697
1696 INVOKE_OBJECT (INSERT, this); 1698 INVOKE_OBJECT (INSERT, this);
1697 1699
1698 return op; 1700 return op;
1699} 1701}
1914 * activate recursively a flag on an object inventory 1916 * activate recursively a flag on an object inventory
1915 */ 1917 */
1916void 1918void
1917flag_inv (object *op, int flag) 1919flag_inv (object *op, int flag)
1918{ 1920{
1919 if (op->inv)
1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1921 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1921 { 1922 {
1922 SET_FLAG (tmp, flag); 1923 SET_FLAG (tmp, flag);
1923 flag_inv (tmp, flag); 1924 flag_inv (tmp, flag);
1924 } 1925 }
1925} 1926}
1926 1927
1927/* 1928/*
1928 * deactivate recursively a flag on an object inventory 1929 * deactivate recursively a flag on an object inventory
1929 */ 1930 */
1930void 1931void
1931unflag_inv (object *op, int flag) 1932unflag_inv (object *op, int flag)
1932{ 1933{
1933 if (op->inv)
1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1934 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1935 { 1935 {
1936 CLEAR_FLAG (tmp, flag); 1936 CLEAR_FLAG (tmp, flag);
1937 unflag_inv (tmp, flag); 1937 unflag_inv (tmp, flag);
1938 } 1938 }
1939}
1940
1941/*
1942 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1943 * all it's inventory (recursively).
1944 * If checksums are used, a player will get set_cheat called for
1945 * him/her-self and all object carried by a call to this function.
1946 */
1947void
1948set_cheat (object *op)
1949{
1950 SET_FLAG (op, FLAG_WAS_WIZ);
1951 flag_inv (op, FLAG_WAS_WIZ);
1952} 1939}
1953 1940
1954/* 1941/*
1955 * find_free_spot(object, map, x, y, start, stop) will search for 1942 * find_free_spot(object, map, x, y, start, stop) will search for
1956 * a spot at the given map and coordinates which will be able to contain 1943 * a spot at the given map and coordinates which will be able to contain
1958 * to search (see the freearr_x/y[] definition). 1945 * to search (see the freearr_x/y[] definition).
1959 * It returns a random choice among the alternatives found. 1946 * It returns a random choice among the alternatives found.
1960 * start and stop are where to start relative to the free_arr array (1,9 1947 * start and stop are where to start relative to the free_arr array (1,9
1961 * does all 4 immediate directions). This returns the index into the 1948 * does all 4 immediate directions). This returns the index into the
1962 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1949 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1963 * Note - this only checks to see if there is space for the head of the
1964 * object - if it is a multispace object, this should be called for all
1965 * pieces.
1966 * Note2: This function does correctly handle tiled maps, but does not 1950 * Note: This function does correctly handle tiled maps, but does not
1967 * inform the caller. However, insert_ob_in_map will update as 1951 * inform the caller. However, insert_ob_in_map will update as
1968 * necessary, so the caller shouldn't need to do any special work. 1952 * necessary, so the caller shouldn't need to do any special work.
1969 * Note - updated to take an object instead of archetype - this is necessary 1953 * Note - updated to take an object instead of archetype - this is necessary
1970 * because arch_blocked (now ob_blocked) needs to know the movement type 1954 * because arch_blocked (now ob_blocked) needs to know the movement type
1971 * to know if the space in question will block the object. We can't use 1955 * to know if the space in question will block the object. We can't use
1973 * customized, changed states, etc. 1957 * customized, changed states, etc.
1974 */ 1958 */
1975int 1959int
1976find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1960find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1977{ 1961{
1962 int altern[SIZEOFFREE];
1978 int index = 0, flag; 1963 int index = 0, flag;
1979 int altern[SIZEOFFREE];
1980 1964
1981 for (int i = start; i < stop; i++) 1965 for (int i = start; i < stop; i++)
1982 { 1966 {
1983 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1967 mapxy pos (m, x, y); pos.move (i);
1984 if (!flag) 1968
1969 if (!pos.normalise ())
1970 continue;
1971
1972 mapspace &ms = *pos;
1973
1974 if (ms.flags () & P_IS_ALIVE)
1975 continue;
1976
1977 /* However, often
1978 * ob doesn't have any move type (when used to place exits)
1979 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1980 */
1981 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1982 {
1985 altern [index++] = i; 1983 altern [index++] = i;
1984 continue;
1985 }
1986 1986
1987 /* Basically, if we find a wall on a space, we cut down the search size. 1987 /* Basically, if we find a wall on a space, we cut down the search size.
1988 * In this way, we won't return spaces that are on another side of a wall. 1988 * In this way, we won't return spaces that are on another side of a wall.
1989 * This mostly work, but it cuts down the search size in all directions - 1989 * This mostly work, but it cuts down the search size in all directions -
1990 * if the space being examined only has a wall to the north and empty 1990 * if the space being examined only has a wall to the north and empty
1991 * spaces in all the other directions, this will reduce the search space 1991 * spaces in all the other directions, this will reduce the search space
1992 * to only the spaces immediately surrounding the target area, and 1992 * to only the spaces immediately surrounding the target area, and
1993 * won't look 2 spaces south of the target space. 1993 * won't look 2 spaces south of the target space.
1994 */ 1994 */
1995 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1995 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1996 {
1996 stop = maxfree[i]; 1997 stop = maxfree[i];
1998 continue;
1999 }
2000
2001 /* Note it is intentional that we check ob - the movement type of the
2002 * head of the object should correspond for the entire object.
2003 */
2004 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2005 continue;
2006
2007 if (ob->blocked (m, pos.x, pos.y))
2008 continue;
2009
2010 altern [index++] = i;
1997 } 2011 }
1998 2012
1999 if (!index) 2013 if (!index)
2000 return -1; 2014 return -1;
2001 2015
2010 */ 2024 */
2011int 2025int
2012find_first_free_spot (const object *ob, maptile *m, int x, int y) 2026find_first_free_spot (const object *ob, maptile *m, int x, int y)
2013{ 2027{
2014 for (int i = 0; i < SIZEOFFREE; i++) 2028 for (int i = 0; i < SIZEOFFREE; i++)
2015 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2029 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2016 return i; 2030 return i;
2017 2031
2018 return -1; 2032 return -1;
2019} 2033}
2020 2034
2074 object *tmp; 2088 object *tmp;
2075 maptile *mp; 2089 maptile *mp;
2076 2090
2077 MoveType blocked, move_type; 2091 MoveType blocked, move_type;
2078 2092
2079 if (exclude && exclude->head) 2093 if (exclude && exclude->head_ () != exclude)
2080 { 2094 {
2081 exclude = exclude->head; 2095 exclude = exclude->head;
2082 move_type = exclude->move_type; 2096 move_type = exclude->move_type;
2083 } 2097 }
2084 else 2098 else
2107 max = maxfree[i]; 2121 max = maxfree[i];
2108 else if (mflags & P_IS_ALIVE) 2122 else if (mflags & P_IS_ALIVE)
2109 { 2123 {
2110 for (tmp = ms.bot; tmp; tmp = tmp->above) 2124 for (tmp = ms.bot; tmp; tmp = tmp->above)
2111 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2125 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2112 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2126 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2113 break; 2127 break;
2114 2128
2115 if (tmp) 2129 if (tmp)
2116 return freedir[i]; 2130 return freedir[i];
2117 } 2131 }
2297 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2311 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2298 * core dumps if they do. 2312 * core dumps if they do.
2299 * 2313 *
2300 * Add a check so we can't pick up invisible objects (0.93.8) 2314 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */ 2315 */
2302
2303int 2316int
2304can_pick (const object *who, const object *item) 2317can_pick (const object *who, const object *item)
2305{ 2318{
2306 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2319 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2307 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2320 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2312 * create clone from object to another 2325 * create clone from object to another
2313 */ 2326 */
2314object * 2327object *
2315object_create_clone (object *asrc) 2328object_create_clone (object *asrc)
2316{ 2329{
2317 object *dst = 0, *tmp, *src, *part, *prev, *item; 2330 object *dst = 0;
2318 2331
2319 if (!asrc) 2332 if (!asrc)
2320 return 0; 2333 return 0;
2321 2334
2322 src = asrc; 2335 object *src = asrc->head_ ();
2323 if (src->head)
2324 src = src->head;
2325 2336
2326 prev = 0; 2337 object *prev = 0;
2327 for (part = src; part; part = part->more) 2338 for (object *part = src; part; part = part->more)
2328 { 2339 {
2329 tmp = part->clone (); 2340 object *tmp = part->clone ();
2341
2330 tmp->x -= src->x; 2342 tmp->x -= src->x;
2331 tmp->y -= src->y; 2343 tmp->y -= src->y;
2332 2344
2333 if (!part->head) 2345 if (!part->head)
2334 { 2346 {
2344 prev->more = tmp; 2356 prev->more = tmp;
2345 2357
2346 prev = tmp; 2358 prev = tmp;
2347 } 2359 }
2348 2360
2349 for (item = src->inv; item; item = item->below) 2361 for (object *item = src->inv; item; item = item->below)
2350 insert_ob_in_ob (object_create_clone (item), dst); 2362 insert_ob_in_ob (object_create_clone (item), dst);
2351 2363
2352 return dst; 2364 return dst;
2353} 2365}
2354 2366
2445 /* Basically, if the archetype has this key set, 2457 /* Basically, if the archetype has this key set,
2446 * we need to store the null value so when we save 2458 * we need to store the null value so when we save
2447 * it, we save the empty value so that when we load, 2459 * it, we save the empty value so that when we load,
2448 * we get this value back again. 2460 * we get this value back again.
2449 */ 2461 */
2450 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2462 if (get_ob_key_link (op->arch, canonical_key))
2451 field->value = 0; 2463 field->value = 0;
2452 else 2464 else
2453 { 2465 {
2454 if (last) 2466 if (last)
2455 last->next = field->next; 2467 last->next = field->next;
2524 } 2536 }
2525 else 2537 else
2526 item = item->env; 2538 item = item->env;
2527} 2539}
2528 2540
2529
2530const char * 2541const char *
2531object::flag_desc (char *desc, int len) const 2542object::flag_desc (char *desc, int len) const
2532{ 2543{
2533 char *p = desc; 2544 char *p = desc;
2534 bool first = true; 2545 bool first = true;
2561{ 2572{
2562 char flagdesc[512]; 2573 char flagdesc[512];
2563 char info2[256 * 4]; 2574 char info2[256 * 4];
2564 char *p = info; 2575 char *p = info;
2565 2576
2566 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}",
2567 count, uuid.seq, 2578 count,
2579 uuid.c_str (),
2568 &name, 2580 &name,
2569 title ? "\",title:\"" : "", 2581 title ? "\",title:\"" : "",
2570 title ? (const char *)title : "", 2582 title ? (const char *)title : "",
2571 flag_desc (flagdesc, 512), type); 2583 flag_desc (flagdesc, 512), type);
2572 2584
2573 if (env) 2585 if (!flag[FLAG_REMOVED] && env)
2574 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2586 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2575 2587
2576 if (map) 2588 if (map)
2577 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);
2578 2590
2580} 2592}
2581 2593
2582const char * 2594const char *
2583object::debug_desc () const 2595object::debug_desc () const
2584{ 2596{
2585 static char info[256 * 4]; 2597 static char info[3][256 * 4];
2598 static int info_idx;
2599
2586 return debug_desc (info); 2600 return debug_desc (info [++info_idx % 3]);
2587}
2588
2589const char *
2590object::debug_desc2 () const
2591{
2592 static char info[256 * 4];
2593 return debug_desc (info);
2594} 2601}
2595 2602
2596struct region * 2603struct region *
2597object::region () const 2604object::region () const
2598{ 2605{
2601} 2608}
2602 2609
2603const materialtype_t * 2610const materialtype_t *
2604object::dominant_material () const 2611object::dominant_material () const
2605{ 2612{
2606 if (materialtype_t *mat = name_to_material (materialname)) 2613 if (materialtype_t *mt = name_to_material (materialname))
2607 return mat; 2614 return mt;
2608 2615
2609 // omfg this is slow, this has to be temporary :)
2610 shstr unknown ("unknown");
2611
2612 return name_to_material (unknown); 2616 return name_to_material (shstr_unknown);
2613} 2617}
2614 2618
2615void 2619void
2616object::open_container (object *new_container) 2620object::open_container (object *new_container)
2617{ 2621{
2618 if (container == new_container) 2622 if (container == new_container)
2619 return; 2623 return;
2620 2624
2621 if (object *old_container = container) 2625 object *old_container = container;
2626
2627 if (old_container)
2622 { 2628 {
2623 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2629 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2624 return; 2630 return;
2625 2631
2626#if 0 2632#if 0
2628 if (object *closer = old_container->inv) 2634 if (object *closer = old_container->inv)
2629 if (closer->type == CLOSE_CON) 2635 if (closer->type == CLOSE_CON)
2630 closer->destroy (); 2636 closer->destroy ();
2631#endif 2637#endif
2632 2638
2639 // make sure the container is available
2640 esrv_send_item (this, old_container);
2641
2633 old_container->flag [FLAG_APPLIED] = 0; 2642 old_container->flag [FLAG_APPLIED] = false;
2634 container = 0; 2643 container = 0;
2635 2644
2645 // client needs item update to make it work, client bug requires this to be separate
2636 esrv_update_item (UPD_FLAGS, this, old_container); 2646 esrv_update_item (UPD_FLAGS, this, old_container);
2647
2637 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"));
2638 } 2650 }
2639 2651
2640 if (new_container) 2652 if (new_container)
2641 { 2653 {
2642 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2654 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2653 } 2665 }
2654#endif 2666#endif
2655 2667
2656 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));
2657 2669
2670 // make sure the container is available, client bug requires this to be separate
2671 esrv_send_item (this, new_container);
2672
2658 new_container->flag [FLAG_APPLIED] = 1; 2673 new_container->flag [FLAG_APPLIED] = true;
2659 container = new_container; 2674 container = new_container;
2660 2675
2676 // client needs flag change
2661 esrv_update_item (UPD_FLAGS, this, new_container); 2677 esrv_update_item (UPD_FLAGS, this, new_container);
2662 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)
2663 } 2727 {
2728 if (object *pl = in_player ())
2729 pl->contr->play_sound (sound);
2730 }
2731 else
2732 map->play_sound (sound, x, y);
2664} 2733}
2665 2734
2666

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