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Comparing deliantra/server/common/object.C (file contents):
Revision 1.138 by root, Sat Apr 21 16:56:29 2007 UTC vs.
Revision 1.226 by root, Sat May 3 08:50:30 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
41 37
42objectvec objects; 38objectvec objects;
43activevec actives; 39activevec actives;
44 40
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 46};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50}; 52};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 58};
54int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 64};
58 65
59static void 66static void
60write_uuid (void) 67write_uuid (uval64 skip, bool sync)
61{ 68{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
63 70 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 73 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 74}
79 75
80static void 76static void
81read_uuid (void) 77read_uuid (void)
82{ 78{
83 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
84 80
85 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
86 84
87 FILE *fp; 85 FILE *fp;
88 86
89 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
90 { 88 {
91 if (errno == ENOENT) 89 if (errno == ENOENT)
92 { 90 {
93 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 92 UUID::cur.seq = 0;
95 write_uuid (); 93 write_uuid (UUID_GAP, true);
96 return; 94 return;
97 } 95 }
98 96
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 98 _exit (1);
101 } 99 }
102 100
103 int version; 101 UUID::BUF buf;
104 unsigned long long uid; 102 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 { 106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 108 _exit (1);
109 } 109 }
110 110
111 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 112
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
114 fclose (fp); 114 fclose (fp);
115} 115}
116 116
117UUID 117UUID
118gen_uuid () 118UUID::gen ()
119{ 119{
120 UUID uid; 120 UUID uid;
121 121
122 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
123 123
124 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
126 130
127 return uid; 131 return uid;
128} 132}
129 133
130void 134void
131init_uuid () 135UUID::init ()
132{ 136{
133 read_uuid (); 137 read_uuid ();
134} 138}
135 139
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 141static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
139{ 143{
140 key_value *wants_field; 144 key_value *wants_field;
141 145
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
150 key_value *has_field; 154 key_value *has_field;
151 155
152 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
154 158
155 if (has_field == NULL) 159 if (!has_field)
156 {
157 /* No field with that name. */ 160 return 0; /* No field with that name. */
158 return FALSE;
159 }
160 161
161 /* Found the matching field. */ 162 /* Found the matching field. */
162 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167 165
168 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
169 } 167 }
170 168
171 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 170 return 1;
173} 171}
174 172
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 174static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 176{
179 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
181 */ 179 */
202 || ob1->speed != ob2->speed 200 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 201 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 202 || ob1->name != ob2->name)
205 return 0; 203 return 0;
206 204
207 //TODO: this ain't working well, use nicer and correct overflow check 205 /* Do not merge objects if nrof would overflow. First part checks
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 * for unsigned overflow (2c), second part checks whether the result
209 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * would fit into a 32 bit signed int, which is often used to hold
210 * used to store nrof). 208 * nrof values.
211 */ 209 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
213 return 0; 211 return 0;
214 212
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 214 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 215 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 216 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 217 * flags lose any meaning.
220 */ 218 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 221
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 224
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 225 if (ob1->arch->name != ob2->arch->name
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 226 || ob1->name != ob2->name
230 || ob1->title != ob2->title 227 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 228 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 229 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 230 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 231 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 232 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 233 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 234 || ob1->value != ob2->value
246 || ob1->move_block != ob2->move_block 241 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 242 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 243 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 244 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 245 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 249 return 0;
253 250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
254 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
256 */ 261 */
257 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
258 { 263 {
259 /* if one object has inventory but the other doesn't, not equiv */ 264 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 265 return 0; /* inventories differ in length */
261 return 0;
262 266
263 /* Now check to see if the two inventory objects could merge */ 267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
264 if (!object::can_merge (ob1->inv, ob2->inv)) 270 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 271 return 0; /* inventory objects differ */
266 272
267 /* inventory ok - still need to check rest of this object to see 273 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 274 * if it is valid.
269 */ 275 */
270 } 276 }
289 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
290 return 0; 296 return 0;
291 break; 297 break;
292 } 298 }
293 299
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
295 { 301 {
296 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 304 return 0; /* One has fields, but the other one doesn't. */
305
306 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 307 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 308 }
303 309
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
306 { 311 {
307 ob1->optimise (); 312 ob1->optimise ();
308 ob2->optimise (); 313 ob2->optimise ();
309 314
310 if (ob1->self || ob2->self) 315 if (ob1->self || ob2->self)
316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
311 return 0; 321 return 0;
322
323 if (k1 == 0)
324 return 1;
325
326 if (!cfperl_can_merge (ob1, ob2))
327 return 0;
328 }
312 } 329 }
313 330
314 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
315 return 1; 332 return 1;
316} 333}
317 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (client_visible () && !flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container)
364 return pl;
365 }
366 }
367
368 return 0;
369}
370
371// adjust weight per container type ("of holding")
372static sint32
373weight_adjust (object *op, sint32 weight)
374{
375 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight;
378}
379
318/* 380/*
381 * adjust_weight(object, weight) adds the specified weight to an object,
382 * and also updates how much the environment(s) is/are carrying.
383 */
384static void
385adjust_weight (object *op, sint32 weight)
386{
387 while (op)
388 {
389 weight = weight_adjust (op, weight);
390
391 if (!weight)
392 return;
393
394 op->carrying += weight;
395
396 if (object *pl = op->visible_to ())
397 if (pl != op) // player is handled lazily
398 esrv_update_item (UPD_WEIGHT, pl, op);
399
400 op = op->env;
401 }
402}
403
404/*
319 * sum_weight() is a recursive function which calculates the weight 405 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 406 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 407 * containers are carrying, and sums it up.
322 */ 408 */
323long 409void
324sum_weight (object *op) 410object::update_weight ()
325{ 411{
326 long sum; 412 sint32 sum = 0;
327 object *inv;
328 413
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 414 for (object *op = inv; op; op = op->below)
330 { 415 {
331 if (inv->inv) 416 if (op->inv)
332 sum_weight (inv); 417 op->update_weight ();
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 418
419 sum += op->total_weight ();
420 }
421
422 sum = weight_adjust (this, sum);
423
424 if (sum != carrying)
334 } 425 {
335
336 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100;
338
339 if (op->carrying != sum)
340 op->carrying = sum; 426 carrying = sum;
341 427
342 return sum; 428 if (object *pl = visible_to ())
429 if (pl != this) // player is handled lazily
430 esrv_update_item (UPD_WEIGHT, pl, this);
431 }
343} 432}
344 433
345/** 434/*
346 * Return the outermost environment object for a given object. 435 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */
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 */
468} 606}
469 607
470object & 608object &
471object::operator =(const object &src) 609object::operator =(const object &src)
472{ 610{
473 bool is_freed = flag [FLAG_FREED]; 611 remove ();
474 bool is_removed = flag [FLAG_REMOVED];
475 612
476 *(object_copy *)this = src; 613 *(object_copy *)this = src;
477 614
478 flag [FLAG_FREED] = is_freed;
479 flag [FLAG_REMOVED] = is_removed; 615 flag [FLAG_REMOVED] = true;
480 616
481 /* Copy over key_values, if any. */ 617 /* Copy over key_values, if any. */
482 if (src.key_values) 618 if (src.key_values)
483 { 619 {
484 key_value *tail = 0; 620 key_value *tail = 0;
519object::copy_to (object *dst) 655object::copy_to (object *dst)
520{ 656{
521 *dst = *this; 657 *dst = *this;
522 658
523 if (speed < 0) 659 if (speed < 0)
524 dst->speed_left = speed_left - rndm (); 660 dst->speed_left -= rndm ();
525 661
526 dst->set_speed (dst->speed); 662 dst->set_speed (dst->speed);
527} 663}
528 664
529void 665void
530object::instantiate () 666object::instantiate ()
531{ 667{
532 if (!uuid.seq) // HACK 668 if (!uuid.seq) // HACK
533 uuid = gen_uuid (); 669 uuid = UUID::gen ();
534 670
535 speed_left = -0.1f; 671 speed_left = -0.1f;
536 /* 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
537 * 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.
538 * 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
539 * values for the body_used info, so when items are created 675 * values for the body_used info, so when items are created
540 * for it, they can be properly equipped. 676 * for it, they can be properly equipped.
541 */ 677 */
542 memcpy (body_used, body_info, sizeof (body_used)); 678 for (int i = NUM_BODY_LOCATIONS; i--; )
679 slot[i].used = slot[i].info;
543 680
544 attachable::instantiate (); 681 attachable::instantiate ();
545} 682}
546 683
547object * 684object *
548object::clone () 685object::clone ()
549{ 686{
550 object *neu = create (); 687 object *neu = create ();
551 copy_to (neu); 688 copy_to (neu);
689 neu->map = map; // not copied by copy_to
552 return neu; 690 return neu;
553} 691}
554 692
555/* 693/*
556 * 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
607 * UP_OBJ_FACE: only the objects face has changed. 745 * UP_OBJ_FACE: only the objects face has changed.
608 */ 746 */
609void 747void
610update_object (object *op, int action) 748update_object (object *op, int action)
611{ 749{
612 if (op == NULL) 750 if (!op)
613 { 751 {
614 /* this should never happen */ 752 /* this should never happen */
615 LOG (llevDebug, "update_object() called for NULL object.\n"); 753 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
616 return; 754 return;
617 } 755 }
618 756
619 if (op->env) 757 if (!op->is_on_map ())
620 { 758 {
621 /* Animation is currently handled by client, so nothing 759 /* Animation is currently handled by client, so nothing
622 * to do in this case. 760 * to do in this case.
623 */ 761 */
624 return; 762 return;
625 } 763 }
626
627 /* If the map is saving, don't do anything as everything is
628 * going to get freed anyways.
629 */
630 if (!op->map || op->map->in_memory == MAP_SAVING)
631 return;
632 764
633 /* make sure the object is within map boundaries */ 765 /* make sure the object is within map boundaries */
634 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)
635 { 767 {
636 LOG (llevError, "update_object() called for object out of map!\n"); 768 LOG (llevError, "update_object() called for object out of map!\n");
696static int object_count; 828static int object_count;
697 829
698void object::link () 830void object::link ()
699{ 831{
700 assert (!index);//D 832 assert (!index);//D
701 uuid = gen_uuid (); 833 uuid = UUID::gen ();
702 count = ++object_count; 834 count = ++object_count;
703 835
704 refcnt_inc (); 836 refcnt_inc ();
705 objects.insert (this); 837 objects.insert (this);
706} 838}
779object::destroy_inv (bool drop_to_ground) 911object::destroy_inv (bool drop_to_ground)
780{ 912{
781 // need to check first, because the checks below might segfault 913 // need to check first, because the checks below might segfault
782 // as we might be on an invalid mapspace and crossfire code 914 // as we might be on an invalid mapspace and crossfire code
783 // is too buggy to ensure that the inventory is empty. 915 // is too buggy to ensure that the inventory is empty.
784 // corollary: if you create arrows etc. with stuff in tis inventory, 916 // corollary: if you create arrows etc. with stuff in its inventory,
785 // cf will crash below with off-map x and y 917 // cf will crash below with off-map x and y
786 if (!inv) 918 if (!inv)
787 return; 919 return;
788 920
789 /* Only if the space blocks everything do we not process - 921 /* Only if the space blocks everything do we not process -
790 * if some form of movement is allowed, let objects 922 * if some form of movement is allowed, let objects
791 * drop on that space. 923 * drop on that space.
792 */ 924 */
793 if (!drop_to_ground 925 if (!drop_to_ground
794 || !map 926 || !map
795 || map->in_memory != MAP_IN_MEMORY 927 || map->in_memory != MAP_ACTIVE
796 || map->nodrop 928 || map->nodrop
797 || ms ().move_block == MOVE_ALL) 929 || ms ().move_block == MOVE_ALL)
798 { 930 {
799 while (inv) 931 while (inv)
800 { 932 {
801 inv->destroy_inv (drop_to_ground); 933 inv->destroy_inv (false);
802 inv->destroy (); 934 inv->destroy ();
803 } 935 }
804 } 936 }
805 else 937 else
806 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
812 || op->flag [FLAG_NO_DROP] 944 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE 945 || op->type == RUNE
814 || op->type == TRAP 946 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE] 947 || op->flag [FLAG_IS_A_TEMPLATE]
816 || op->flag [FLAG_DESTROY_ON_DEATH]) 948 || op->flag [FLAG_DESTROY_ON_DEATH])
817 op->destroy (); 949 op->destroy (true);
818 else 950 else
819 map->insert (op, x, y); 951 map->insert (op, x, y);
820 } 952 }
821 } 953 }
822} 954}
826 object *op = new object; 958 object *op = new object;
827 op->link (); 959 op->link ();
828 return op; 960 return op;
829} 961}
830 962
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
831void 978void
832object::do_destroy () 979object::do_destroy ()
833{ 980{
834 attachable::do_destroy ();
835
836 if (flag [FLAG_IS_LINKED]) 981 if (flag [FLAG_IS_LINKED])
837 remove_button_link (this); 982 remove_button_link (this);
838 983
839 if (flag [FLAG_FRIENDLY]) 984 if (flag [FLAG_FRIENDLY])
840 {
841 remove_friendly_object (this); 985 remove_friendly_object (this);
842 986
843 if (type == GOLEM
844 && owner
845 && owner->type == PLAYER
846 && owner->contr->ranges[range_golem] == this)
847 owner->contr->ranges[range_golem] = 0;
848 }
849
850 if (!flag [FLAG_REMOVED])
851 remove (); 987 remove ();
852 988
853 destroy_inv (true); 989 attachable::do_destroy ();
854 990
855 deactivate (); 991 deactivate ();
856 unlink (); 992 unlink ();
857 993
858 flag [FLAG_FREED] = 1; 994 flag [FLAG_FREED] = 1;
859 995
860 // hack to ensure that freed objects still have a valid map 996 // hack to ensure that freed objects still have a valid map
861 {
862 static maptile *freed_map; // freed objects are moved here to avoid crashes
863
864 if (!freed_map)
865 {
866 freed_map = new maptile;
867
868 freed_map->name = "/internal/freed_objects_map";
869 freed_map->width = 3;
870 freed_map->height = 3;
871
872 freed_map->alloc ();
873 freed_map->in_memory = MAP_IN_MEMORY;
874 }
875
876 map = freed_map; 997 map = &freed_map;
877 x = 1; 998 x = 1;
878 y = 1; 999 y = 1;
879 }
880
881 head = 0;
882 1000
883 if (more) 1001 if (more)
884 { 1002 {
885 more->destroy (); 1003 more->destroy ();
886 more = 0; 1004 more = 0;
887 } 1005 }
888 1006
1007 head = 0;
1008
889 // clear those pointers that likely might have circular references to us 1009 // clear those pointers that likely might cause circular references
890 owner = 0; 1010 owner = 0;
891 enemy = 0; 1011 enemy = 0;
892 attacked_by = 0; 1012 attacked_by = 0;
1013 current_weapon = 0;
893} 1014}
894 1015
895void 1016void
896object::destroy (bool destroy_inventory) 1017object::destroy (bool destroy_inventory)
897{ 1018{
898 if (destroyed ()) 1019 if (destroyed ())
899 return; 1020 return;
900 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
901 if (destroy_inventory) 1029 destroy_inv (!destroy_inventory);
902 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
903 1036
904 attachable::destroy (); 1037 attachable::destroy ();
905}
906
907/*
908 * sub_weight() recursively (outwards) subtracts a number from the
909 * weight of an object (and what is carried by it's environment(s)).
910 */
911void
912sub_weight (object *op, signed long weight)
913{
914 while (op != NULL)
915 {
916 if (op->type == CONTAINER)
917 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
918
919 op->carrying -= weight;
920 op = op->env;
921 }
922} 1038}
923 1039
924/* op->remove (): 1040/* op->remove ():
925 * 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
926 * 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
932object::do_remove () 1048object::do_remove ()
933{ 1049{
934 object *tmp, *last = 0; 1050 object *tmp, *last = 0;
935 object *otmp; 1051 object *otmp;
936 1052
937 if (QUERY_FLAG (this, FLAG_REMOVED)) 1053 if (flag [FLAG_REMOVED])
938 return; 1054 return;
939 1055
940 SET_FLAG (this, FLAG_REMOVED);
941 INVOKE_OBJECT (REMOVE, this); 1056 INVOKE_OBJECT (REMOVE, this);
1057
1058 flag [FLAG_REMOVED] = true;
942 1059
943 if (more) 1060 if (more)
944 more->remove (); 1061 more->remove ();
945 1062
946 /* 1063 /*
947 * In this case, the object to be removed is in someones 1064 * In this case, the object to be removed is in someones
948 * inventory. 1065 * inventory.
949 */ 1066 */
950 if (env) 1067 if (env)
951 { 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
952 if (nrof) 1078 if (below)
953 sub_weight (env, weight * nrof); 1079 below->above = above;
954 else 1080
955 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;
956 1091
957 /* 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
958 * made to players inventory. If set, avoiding the call 1093 * made to players inventory. If set, avoiding the call
959 * to save cpu time. 1094 * to save cpu time.
960 */ 1095 */
961 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))
962 otmp->update_stats (); 1097 otmp->update_stats ();
963
964 if (above)
965 above->below = below;
966 else
967 env->inv = below;
968
969 if (below)
970 below->above = above;
971
972 /* we set up values so that it could be inserted into
973 * the map, but we don't actually do that - it is up
974 * to the caller to decide what we want to do.
975 */
976 x = env->x, y = env->y;
977 map = env->map;
978 above = 0, below = 0;
979 env = 0;
980 } 1098 }
981 else if (map) 1099 else if (map)
982 { 1100 {
983 if (type == PLAYER)
984 {
985 // leaving a spot always closes any open container on the ground
986 if (container && !container->env)
987 // this causes spurious floorbox updates, but it ensures
988 // that the CLOSE event is being sent.
989 close_container ();
990
991 --map->players;
992 map->touch ();
993 }
994
995 map->dirty = true; 1101 map->dirty = true;
996 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 }
997 1125
998 /* link the object above us */ 1126 /* link the object above us */
999 if (above) 1127 if (above)
1000 above->below = below; 1128 above->below = below;
1001 else 1129 else
1022 if (map->in_memory == MAP_SAVING) 1150 if (map->in_memory == MAP_SAVING)
1023 return; 1151 return;
1024 1152
1025 int check_walk_off = !flag [FLAG_NO_APPLY]; 1153 int check_walk_off = !flag [FLAG_NO_APPLY];
1026 1154
1155 if (object *pl = ms.player ())
1156 {
1157 if (pl->container == this)
1158 /* If a container that the player is currently using somehow gets
1159 * removed (most likely destroyed), update the player view
1160 * appropriately.
1161 */
1162 pl->close_container ();
1163
1164 //TODO: the floorbox prev/next might need updating
1165 //esrv_del_item (pl->contr, count);
1166 //TODO: update floorbox to preserve ordering
1167 if (pl->contr->ns)
1168 pl->contr->ns->floorbox_update ();
1169 }
1170
1027 for (tmp = ms.bot; tmp; tmp = tmp->above) 1171 for (tmp = ms.bot; tmp; tmp = tmp->above)
1028 { 1172 {
1029 /* No point updating the players look faces if he is the object 1173 /* No point updating the players look faces if he is the object
1030 * being removed. 1174 * being removed.
1031 */ 1175 */
1032
1033 if (tmp->type == PLAYER && tmp != this)
1034 {
1035 /* If a container that the player is currently using somehow gets
1036 * removed (most likely destroyed), update the player view
1037 * appropriately.
1038 */
1039 if (tmp->container == this)
1040 {
1041 flag [FLAG_APPLIED] = 0;
1042 tmp->container = 0;
1043 }
1044
1045 if (tmp->contr->ns)
1046 tmp->contr->ns->floorbox_update ();
1047 }
1048 1176
1049 /* See if object moving off should effect something */ 1177 /* See if object moving off should effect something */
1050 if (check_walk_off 1178 if (check_walk_off
1051 && ((move_type & tmp->move_off) 1179 && ((move_type & tmp->move_off)
1052 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1180 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 1183
1056 if (destroyed ()) 1184 if (destroyed ())
1057 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1185 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1058 } 1186 }
1059 1187
1060 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1061 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1062 if (tmp->above == tmp)
1063 tmp->above = 0;
1064
1065 last = tmp; 1188 last = tmp;
1066 } 1189 }
1067 1190
1068 /* last == NULL if there are no objects on this space */ 1191 /* last == NULL if there are no objects on this space */
1069 //TODO: this makes little sense, why only update the topmost object? 1192 //TODO: this makes little sense, why only update the topmost object?
1089merge_ob (object *op, object *top) 1212merge_ob (object *op, object *top)
1090{ 1213{
1091 if (!op->nrof) 1214 if (!op->nrof)
1092 return 0; 1215 return 0;
1093 1216
1094 if (top) 1217 if (!top)
1095 for (top = op; top && top->above; top = top->above) 1218 for (top = op; top && top->above; top = top->above)
1096 ; 1219 ;
1097 1220
1098 for (; top; top = top->below) 1221 for (; top; top = top->below)
1099 {
1100 if (top == op)
1101 continue;
1102
1103 if (object::can_merge (op, top)) 1222 if (object::can_merge (op, top))
1104 { 1223 {
1105 top->nrof += op->nrof; 1224 top->nrof += op->nrof;
1106 1225
1107/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1226 if (object *pl = top->visible_to ())
1108 op->weight = 0; /* Don't want any adjustements now */ 1227 esrv_update_item (UPD_NROF, pl, top);
1228
1229 op->weight = 0; // cancel the addition above
1230 op->carrying = 0; // must be 0 already
1231
1109 op->destroy (); 1232 op->destroy (1);
1233
1110 return top; 1234 return top;
1111 } 1235 }
1112 }
1113 1236
1114 return 0; 1237 return 0;
1115} 1238}
1116 1239
1117void 1240void
1120 if (more) 1243 if (more)
1121 return; 1244 return;
1122 1245
1123 object *prev = this; 1246 object *prev = this;
1124 1247
1125 for (archetype *at = arch->more; at; at = at->more) 1248 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1126 { 1249 {
1127 object *op = arch_to_object (at); 1250 object *op = arch_to_object (at);
1128 1251
1129 op->name = name; 1252 op->name = name;
1130 op->name_pl = name_pl; 1253 op->name_pl = name_pl;
1144object * 1267object *
1145insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1268insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1146{ 1269{
1147 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1270 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1148 { 1271 {
1149 tmp->x = x + tmp->arch->clone.x; 1272 tmp->x = x + tmp->arch->x;
1150 tmp->y = y + tmp->arch->clone.y; 1273 tmp->y = y + tmp->arch->y;
1151 } 1274 }
1152 1275
1153 return insert_ob_in_map (op, m, originator, flag); 1276 return insert_ob_in_map (op, m, originator, flag);
1154} 1277}
1155 1278
1176object * 1299object *
1177insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1300insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1178{ 1301{
1179 assert (!op->flag [FLAG_FREED]); 1302 assert (!op->flag [FLAG_FREED]);
1180 1303
1181 object *tmp, *top, *floor = NULL;
1182
1183 op->remove (); 1304 op->remove ();
1184
1185 if (!m->active != !op->active)
1186 if (m->active)
1187 op->activate_recursive ();
1188 else
1189 op->deactivate_recursive ();
1190
1191 if (out_of_map (m, op->x, op->y))
1192 {
1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1194#ifdef MANY_CORES
1195 /* Better to catch this here, as otherwise the next use of this object
1196 * is likely to cause a crash. Better to find out where it is getting
1197 * improperly inserted.
1198 */
1199 abort ();
1200#endif
1201 return op;
1202 }
1203
1204 if (object *more = op->more)
1205 {
1206 if (!insert_ob_in_map (more, m, originator, flag))
1207 {
1208 if (!op->head)
1209 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1210
1211 return 0;
1212 }
1213 }
1214
1215 CLEAR_FLAG (op, FLAG_REMOVED);
1216 1305
1217 /* Ideally, the caller figures this out. However, it complicates a lot 1306 /* Ideally, the caller figures this out. However, it complicates a lot
1218 * of areas of callers (eg, anything that uses find_free_spot would now 1307 * of areas of callers (eg, anything that uses find_free_spot would now
1219 * need extra work 1308 * need extra work
1220 */ 1309 */
1221 if (!xy_normalise (m, op->x, op->y)) 1310 if (!xy_normalise (m, op->x, op->y))
1311 {
1312 op->destroy (1);
1222 return 0; 1313 return 0;
1314 }
1315
1316 if (object *more = op->more)
1317 if (!insert_ob_in_map (more, m, originator, flag))
1318 return 0;
1319
1320 CLEAR_FLAG (op, FLAG_REMOVED);
1223 1321
1224 op->map = m; 1322 op->map = m;
1225 mapspace &ms = op->ms (); 1323 mapspace &ms = op->ms ();
1226 1324
1227 /* this has to be done after we translate the coordinates. 1325 /* this has to be done after we translate the coordinates.
1228 */ 1326 */
1229 if (op->nrof && !(flag & INS_NO_MERGE)) 1327 if (op->nrof && !(flag & INS_NO_MERGE))
1230 for (tmp = ms.bot; tmp; tmp = tmp->above) 1328 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1231 if (object::can_merge (op, tmp)) 1329 if (object::can_merge (op, tmp))
1232 { 1330 {
1331 // TODO: we atcually want to update tmp, not op,
1332 // but some caller surely breaks when we return tmp
1333 // from here :/
1233 op->nrof += tmp->nrof; 1334 op->nrof += tmp->nrof;
1234 tmp->destroy (); 1335 tmp->destroy (1);
1235 } 1336 }
1236 1337
1237 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1338 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1238 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1339 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1239 1340
1259 /* since *below* originator, no need to update top */ 1360 /* since *below* originator, no need to update top */
1260 originator->below = op; 1361 originator->below = op;
1261 } 1362 }
1262 else 1363 else
1263 { 1364 {
1365 object *top, *floor = NULL;
1366
1264 top = ms.bot; 1367 top = ms.bot;
1265 1368
1266 /* If there are other objects, then */ 1369 /* If there are other objects, then */
1267 if ((!(flag & INS_MAP_LOAD)) && top) 1370 if (top)
1268 { 1371 {
1269 object *last = 0; 1372 object *last = 0;
1270 1373
1271 /* 1374 /*
1272 * If there are multiple objects on this space, we do some trickier handling. 1375 * If there are multiple objects on this space, we do some trickier handling.
1325 if (last && last->below && last != floor) 1428 if (last && last->below && last != floor)
1326 top = last->below; 1429 top = last->below;
1327 } 1430 }
1328 } /* If objects on this space */ 1431 } /* If objects on this space */
1329 1432
1330 if (flag & INS_MAP_LOAD)
1331 top = ms.top;
1332
1333 if (flag & INS_ABOVE_FLOOR_ONLY) 1433 if (flag & INS_ABOVE_FLOOR_ONLY)
1334 top = floor; 1434 top = floor;
1335 1435
1336 /* Top is the object that our object (op) is going to get inserted above. 1436 /* Top is the object that our object (op) is going to get inserted above.
1337 */ 1437 */
1369 op->map->touch (); 1469 op->map->touch ();
1370 } 1470 }
1371 1471
1372 op->map->dirty = true; 1472 op->map->dirty = true;
1373 1473
1374 /* If we have a floor, we know the player, if any, will be above
1375 * it, so save a few ticks and start from there.
1376 */
1377 if (!(flag & INS_MAP_LOAD))
1378 if (object *pl = ms.player ()) 1474 if (object *pl = ms.player ())
1475 //TODO: the floorbox prev/next might need updating
1476 //esrv_send_item (pl, op);
1477 //TODO: update floorbox to preserve ordering
1379 if (pl->contr->ns) 1478 if (pl->contr->ns)
1380 pl->contr->ns->floorbox_update (); 1479 pl->contr->ns->floorbox_update ();
1381 1480
1382 /* If this object glows, it may affect lighting conditions that are 1481 /* If this object glows, it may affect lighting conditions that are
1383 * visible to others on this map. But update_all_los is really 1482 * visible to others on this map. But update_all_los is really
1384 * an inefficient way to do this, as it means los for all players 1483 * an inefficient way to do this, as it means los for all players
1385 * on the map will get recalculated. The players could very well 1484 * on the map will get recalculated. The players could very well
1404 * blocked() and wall() work properly), and these flags are updated by 1503 * blocked() and wall() work properly), and these flags are updated by
1405 * update_object(). 1504 * update_object().
1406 */ 1505 */
1407 1506
1408 /* if this is not the head or flag has been passed, don't check walk on status */ 1507 /* if this is not the head or flag has been passed, don't check walk on status */
1409 if (!(flag & INS_NO_WALK_ON) && !op->head) 1508 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1410 { 1509 {
1411 if (check_move_on (op, originator)) 1510 if (check_move_on (op, originator))
1412 return 0; 1511 return 0;
1413 1512
1414 /* If we are a multi part object, lets work our way through the check 1513 /* If we are a multi part object, lets work our way through the check
1415 * walk on's. 1514 * walk on's.
1416 */ 1515 */
1417 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1516 for (object *tmp = op->more; tmp; tmp = tmp->more)
1418 if (check_move_on (tmp, originator)) 1517 if (check_move_on (tmp, originator))
1419 return 0; 1518 return 0;
1420 } 1519 }
1421 1520
1422 return op; 1521 return op;
1427 * op is the object to insert it under: supplies x and the map. 1526 * op is the object to insert it under: supplies x and the map.
1428 */ 1527 */
1429void 1528void
1430replace_insert_ob_in_map (const char *arch_string, object *op) 1529replace_insert_ob_in_map (const char *arch_string, object *op)
1431{ 1530{
1432 object *tmp, *tmp1;
1433
1434 /* first search for itself and remove any old instances */ 1531 /* first search for itself and remove any old instances */
1435 1532
1436 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1533 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1437 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1534 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1438 tmp->destroy (); 1535 tmp->destroy (1);
1439 1536
1440 tmp1 = arch_to_object (archetype::find (arch_string)); 1537 object *tmp = arch_to_object (archetype::find (arch_string));
1441 1538
1442 tmp1->x = op->x; 1539 tmp->x = op->x;
1443 tmp1->y = op->y; 1540 tmp->y = op->y;
1541
1444 insert_ob_in_map (tmp1, op->map, op, 0); 1542 insert_ob_in_map (tmp, op->map, op, 0);
1445} 1543}
1446 1544
1447object * 1545object *
1448object::insert_at (object *where, object *originator, int flags) 1546object::insert_at (object *where, object *originator, int flags)
1449{ 1547{
1548 if (where->env)
1549 return where->env->insert (this);
1550 else
1450 return where->map->insert (this, where->x, where->y, originator, flags); 1551 return where->map->insert (this, where->x, where->y, originator, flags);
1451} 1552}
1452 1553
1453/* 1554/*
1454 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1455 * is returned contains nr objects, and the remaining parts contains
1456 * the rest (or is removed and freed if that number is 0).
1457 * On failure, NULL is returned, and the reason put into the
1458 * global static errmsg array.
1459 */
1460object *
1461get_split_ob (object *orig_ob, uint32 nr)
1462{
1463 object *newob;
1464 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1465
1466 if (orig_ob->nrof < nr)
1467 {
1468 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1469 return NULL;
1470 }
1471
1472 newob = object_create_clone (orig_ob);
1473
1474 if ((orig_ob->nrof -= nr) < 1)
1475 orig_ob->destroy (1);
1476 else if (!is_removed)
1477 {
1478 if (orig_ob->env != NULL)
1479 sub_weight (orig_ob->env, orig_ob->weight * nr);
1480 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1481 {
1482 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1483 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1484 return NULL;
1485 }
1486 }
1487
1488 newob->nrof = nr;
1489
1490 return newob;
1491}
1492
1493/*
1494 * decrease_ob_nr(object, number) decreases a specified number from 1555 * decrease(object, number) decreases a specified number from
1495 * the amount of an object. If the amount reaches 0, the object 1556 * the amount of an object. If the amount reaches 0, the object
1496 * is subsequently removed and freed. 1557 * is subsequently removed and freed.
1497 * 1558 *
1498 * Return value: 'op' if something is left, NULL if the amount reached 0 1559 * Return value: 'op' if something is left, NULL if the amount reached 0
1499 */ 1560 */
1561bool
1562object::decrease (sint32 nr)
1563{
1564 if (!nr)
1565 return true;
1566
1567 nr = min (nr, nrof);
1568
1569 nrof -= nr;
1570
1571 if (nrof)
1572 {
1573 adjust_weight (env, -weight * nr); // carrying == 0
1574
1575 if (object *pl = visible_to ())
1576 esrv_update_item (UPD_NROF, pl, this);
1577
1578 return true;
1579 }
1580 else
1581 {
1582 destroy (1);
1583 return false;
1584 }
1585}
1586
1587/*
1588 * split(ob,nr) splits up ob into two parts. The part which
1589 * is returned contains nr objects, and the remaining parts contains
1590 * the rest (or is removed and returned if that number is 0).
1591 * On failure, NULL is returned.
1592 */
1500object * 1593object *
1501decrease_ob_nr (object *op, uint32 i) 1594object::split (sint32 nr)
1502{ 1595{
1503 object *tmp; 1596 int have = number_of ();
1504 1597
1505 if (i == 0) /* objects with op->nrof require this check */ 1598 if (have < nr)
1506 return op; 1599 return 0;
1507 1600 else if (have == nr)
1508 if (i > op->nrof)
1509 i = op->nrof;
1510
1511 if (QUERY_FLAG (op, FLAG_REMOVED))
1512 op->nrof -= i;
1513 else if (op->env)
1514 { 1601 {
1515 /* is this object in the players inventory, or sub container
1516 * therein?
1517 */
1518 tmp = op->in_player ();
1519 /* nope. Is this a container the player has opened?
1520 * If so, set tmp to that player.
1521 * IMO, searching through all the players will mostly
1522 * likely be quicker than following op->env to the map,
1523 * and then searching the map for a player.
1524 */
1525 if (!tmp)
1526 for_all_players (pl)
1527 if (pl->ob->container == op->env)
1528 {
1529 tmp = pl->ob;
1530 break;
1531 }
1532
1533 if (i < op->nrof)
1534 {
1535 sub_weight (op->env, op->weight * i);
1536 op->nrof -= i;
1537 if (tmp)
1538 esrv_send_item (tmp, op);
1539 }
1540 else
1541 {
1542 op->remove (); 1602 remove ();
1543 op->nrof = 0; 1603 return this;
1544 if (tmp)
1545 esrv_del_item (tmp->contr, op->count);
1546 }
1547 } 1604 }
1548 else 1605 else
1549 { 1606 {
1550 object *above = op->above; 1607 decrease (nr);
1551 1608
1552 if (i < op->nrof) 1609 object *op = object_create_clone (this);
1553 op->nrof -= i; 1610 op->nrof = nr;
1554 else
1555 {
1556 op->remove ();
1557 op->nrof = 0;
1558 }
1559
1560 /* Since we just removed op, op->above is null */
1561 for (tmp = above; tmp; tmp = tmp->above)
1562 if (tmp->type == PLAYER)
1563 {
1564 if (op->nrof)
1565 esrv_send_item (tmp, op);
1566 else
1567 esrv_del_item (tmp->contr, op->count);
1568 }
1569 }
1570
1571 if (op->nrof)
1572 return op; 1611 return op;
1573 else
1574 {
1575 op->destroy ();
1576 return 0;
1577 }
1578}
1579
1580/*
1581 * add_weight(object, weight) adds the specified weight to an object,
1582 * and also updates how much the environment(s) is/are carrying.
1583 */
1584void
1585add_weight (object *op, signed long weight)
1586{
1587 while (op != NULL)
1588 {
1589 if (op->type == CONTAINER)
1590 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1591
1592 op->carrying += weight;
1593 op = op->env;
1594 } 1612 }
1595} 1613}
1596 1614
1597object * 1615object *
1598insert_ob_in_ob (object *op, object *where) 1616insert_ob_in_ob (object *op, object *where)
1603 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1604 free (dump); 1622 free (dump);
1605 return op; 1623 return op;
1606 } 1624 }
1607 1625
1608 if (where->head) 1626 if (where->head_ () != where)
1609 { 1627 {
1610 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1628 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1611 where = where->head; 1629 where = where->head;
1612 } 1630 }
1613 1631
1614 return where->insert (op); 1632 return where->insert (op);
1615} 1633}
1623 * be != op, if items are merged. -Tero 1641 * be != op, if items are merged. -Tero
1624 */ 1642 */
1625object * 1643object *
1626object::insert (object *op) 1644object::insert (object *op)
1627{ 1645{
1628 object *tmp, *otmp;
1629
1630 if (!QUERY_FLAG (op, FLAG_REMOVED))
1631 op->remove ();
1632
1633 if (op->more) 1646 if (op->more)
1634 { 1647 {
1635 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1648 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1636 return op; 1649 return op;
1637 } 1650 }
1638 1651
1639 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1652 op->remove ();
1640 CLEAR_FLAG (op, FLAG_REMOVED); 1653
1654 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1655
1641 if (op->nrof) 1656 if (op->nrof)
1642 {
1643 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1657 for (object *tmp = inv; tmp; tmp = tmp->below)
1644 if (object::can_merge (tmp, op)) 1658 if (object::can_merge (tmp, op))
1645 { 1659 {
1646 /* return the original object and remove inserted object 1660 /* return the original object and remove inserted object
1647 (client needs the original object) */ 1661 (client needs the original object) */
1648 tmp->nrof += op->nrof; 1662 tmp->nrof += op->nrof;
1649 /* Weight handling gets pretty funky. Since we are adding to 1663
1650 * tmp->nrof, we need to increase the weight. 1664 if (object *pl = tmp->visible_to ())
1651 */ 1665 esrv_update_item (UPD_NROF, pl, tmp);
1666
1652 add_weight (this, op->weight * op->nrof); 1667 adjust_weight (this, op->total_weight ());
1653 SET_FLAG (op, FLAG_REMOVED); 1668
1654 op->destroy (); /* free the inserted object */ 1669 op->destroy (1);
1655 op = tmp; 1670 op = tmp;
1656 op->remove (); /* and fix old object's links */ 1671 goto inserted;
1657 CLEAR_FLAG (op, FLAG_REMOVED);
1658 break;
1659 } 1672 }
1660 1673
1661 /* I assume combined objects have no inventory 1674 op->owner = 0; // it's his/hers now. period.
1662 * We add the weight - this object could have just been removed
1663 * (if it was possible to merge). calling remove_ob will subtract
1664 * the weight, so we need to add it in again, since we actually do
1665 * the linking below
1666 */
1667 add_weight (this, op->weight * op->nrof);
1668 }
1669 else
1670 add_weight (this, (op->weight + op->carrying));
1671
1672 otmp = this->in_player ();
1673 if (otmp && otmp->contr)
1674 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1675 otmp->update_stats ();
1676
1677 op->map = 0; 1675 op->map = 0;
1678 op->env = this; 1676 op->x = 0;
1677 op->y = 0;
1678
1679 op->above = 0; 1679 op->above = 0;
1680 op->below = 0; 1680 op->below = inv;
1681 op->x = 0, op->y = 0; 1681 op->env = this;
1682 1682
1683 if (inv)
1684 inv->above = op;
1685
1686 inv = op;
1687
1688 op->flag [FLAG_REMOVED] = 0;
1689
1690 if (object *pl = op->visible_to ())
1691 esrv_send_item (pl, op);
1692
1693 adjust_weight (this, op->total_weight ());
1694
1695inserted:
1683 /* reset the light list and los of the players on the map */ 1696 /* reset the light list and los of the players on the map */
1684 if ((op->glow_radius != 0) && map) 1697 if (op->glow_radius && map && map->darkness)
1685 {
1686#ifdef DEBUG_LIGHTS
1687 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1688#endif /* DEBUG_LIGHTS */
1689 if (map->darkness)
1690 update_all_los (map, x, y); 1698 update_all_los (map, x, y);
1691 }
1692 1699
1693 /* Client has no idea of ordering so lets not bother ordering it here. 1700 // if this is a player's inventory, update stats
1694 * It sure simplifies this function... 1701 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1695 */ 1702 update_stats ();
1696 if (!inv)
1697 inv = op;
1698 else
1699 {
1700 op->below = inv;
1701 op->below->above = op;
1702 inv = op;
1703 }
1704 1703
1705 INVOKE_OBJECT (INSERT, this); 1704 INVOKE_OBJECT (INSERT, this);
1706 1705
1707 return op; 1706 return op;
1708} 1707}
1923 * activate recursively a flag on an object inventory 1922 * activate recursively a flag on an object inventory
1924 */ 1923 */
1925void 1924void
1926flag_inv (object *op, int flag) 1925flag_inv (object *op, int flag)
1927{ 1926{
1928 if (op->inv)
1929 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1930 { 1928 {
1931 SET_FLAG (tmp, flag); 1929 SET_FLAG (tmp, flag);
1932 flag_inv (tmp, flag); 1930 flag_inv (tmp, flag);
1933 } 1931 }
1934} 1932}
1935 1933
1936/* 1934/*
1937 * deactivate recursively a flag on an object inventory 1935 * deactivate recursively a flag on an object inventory
1938 */ 1936 */
1939void 1937void
1940unflag_inv (object *op, int flag) 1938unflag_inv (object *op, int flag)
1941{ 1939{
1942 if (op->inv)
1943 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1940 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1944 { 1941 {
1945 CLEAR_FLAG (tmp, flag); 1942 CLEAR_FLAG (tmp, flag);
1946 unflag_inv (tmp, flag); 1943 unflag_inv (tmp, flag);
1947 } 1944 }
1948}
1949
1950/*
1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952 * all it's inventory (recursively).
1953 * If checksums are used, a player will get set_cheat called for
1954 * him/her-self and all object carried by a call to this function.
1955 */
1956void
1957set_cheat (object *op)
1958{
1959 SET_FLAG (op, FLAG_WAS_WIZ);
1960 flag_inv (op, FLAG_WAS_WIZ);
1961} 1945}
1962 1946
1963/* 1947/*
1964 * find_free_spot(object, map, x, y, start, stop) will search for 1948 * find_free_spot(object, map, x, y, start, stop) will search for
1965 * a spot at the given map and coordinates which will be able to contain 1949 * a spot at the given map and coordinates which will be able to contain
1967 * to search (see the freearr_x/y[] definition). 1951 * to search (see the freearr_x/y[] definition).
1968 * It returns a random choice among the alternatives found. 1952 * It returns a random choice among the alternatives found.
1969 * start and stop are where to start relative to the free_arr array (1,9 1953 * start and stop are where to start relative to the free_arr array (1,9
1970 * does all 4 immediate directions). This returns the index into the 1954 * does all 4 immediate directions). This returns the index into the
1971 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1955 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1972 * Note - this only checks to see if there is space for the head of the
1973 * object - if it is a multispace object, this should be called for all
1974 * pieces.
1975 * Note2: This function does correctly handle tiled maps, but does not 1956 * Note: This function does correctly handle tiled maps, but does not
1976 * inform the caller. However, insert_ob_in_map will update as 1957 * inform the caller. However, insert_ob_in_map will update as
1977 * necessary, so the caller shouldn't need to do any special work. 1958 * necessary, so the caller shouldn't need to do any special work.
1978 * Note - updated to take an object instead of archetype - this is necessary 1959 * Note - updated to take an object instead of archetype - this is necessary
1979 * because arch_blocked (now ob_blocked) needs to know the movement type 1960 * because arch_blocked (now ob_blocked) needs to know the movement type
1980 * to know if the space in question will block the object. We can't use 1961 * to know if the space in question will block the object. We can't use
1982 * customized, changed states, etc. 1963 * customized, changed states, etc.
1983 */ 1964 */
1984int 1965int
1985find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1966find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1986{ 1967{
1968 int altern[SIZEOFFREE];
1987 int index = 0, flag; 1969 int index = 0, flag;
1988 int altern[SIZEOFFREE];
1989 1970
1990 for (int i = start; i < stop; i++) 1971 for (int i = start; i < stop; i++)
1991 { 1972 {
1992 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1973 mapxy pos (m, x, y); pos.move (i);
1993 if (!flag) 1974
1975 if (!pos.normalise ())
1976 continue;
1977
1978 mapspace &ms = *pos;
1979
1980 if (ms.flags () & P_IS_ALIVE)
1981 continue;
1982
1983 /* However, often
1984 * ob doesn't have any move type (when used to place exits)
1985 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1986 */
1987 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1988 {
1994 altern [index++] = i; 1989 altern [index++] = i;
1990 continue;
1991 }
1995 1992
1996 /* Basically, if we find a wall on a space, we cut down the search size. 1993 /* Basically, if we find a wall on a space, we cut down the search size.
1997 * In this way, we won't return spaces that are on another side of a wall. 1994 * In this way, we won't return spaces that are on another side of a wall.
1998 * This mostly work, but it cuts down the search size in all directions - 1995 * This mostly work, but it cuts down the search size in all directions -
1999 * if the space being examined only has a wall to the north and empty 1996 * if the space being examined only has a wall to the north and empty
2000 * spaces in all the other directions, this will reduce the search space 1997 * spaces in all the other directions, this will reduce the search space
2001 * to only the spaces immediately surrounding the target area, and 1998 * to only the spaces immediately surrounding the target area, and
2002 * won't look 2 spaces south of the target space. 1999 * won't look 2 spaces south of the target space.
2003 */ 2000 */
2004 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2001 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2002 {
2005 stop = maxfree[i]; 2003 stop = maxfree[i];
2004 continue;
2005 }
2006
2007 /* Note it is intentional that we check ob - the movement type of the
2008 * head of the object should correspond for the entire object.
2009 */
2010 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2011 continue;
2012
2013 if (ob->blocked (m, pos.x, pos.y))
2014 continue;
2015
2016 altern [index++] = i;
2006 } 2017 }
2007 2018
2008 if (!index) 2019 if (!index)
2009 return -1; 2020 return -1;
2010 2021
2019 */ 2030 */
2020int 2031int
2021find_first_free_spot (const object *ob, maptile *m, int x, int y) 2032find_first_free_spot (const object *ob, maptile *m, int x, int y)
2022{ 2033{
2023 for (int i = 0; i < SIZEOFFREE; i++) 2034 for (int i = 0; i < SIZEOFFREE; i++)
2024 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2035 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2025 return i; 2036 return i;
2026 2037
2027 return -1; 2038 return -1;
2028} 2039}
2029 2040
2083 object *tmp; 2094 object *tmp;
2084 maptile *mp; 2095 maptile *mp;
2085 2096
2086 MoveType blocked, move_type; 2097 MoveType blocked, move_type;
2087 2098
2088 if (exclude && exclude->head) 2099 if (exclude && exclude->head_ () != exclude)
2089 { 2100 {
2090 exclude = exclude->head; 2101 exclude = exclude->head;
2091 move_type = exclude->move_type; 2102 move_type = exclude->move_type;
2092 } 2103 }
2093 else 2104 else
2116 max = maxfree[i]; 2127 max = maxfree[i];
2117 else if (mflags & P_IS_ALIVE) 2128 else if (mflags & P_IS_ALIVE)
2118 { 2129 {
2119 for (tmp = ms.bot; tmp; tmp = tmp->above) 2130 for (tmp = ms.bot; tmp; tmp = tmp->above)
2120 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2131 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2121 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2132 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2122 break; 2133 break;
2123 2134
2124 if (tmp) 2135 if (tmp)
2125 return freedir[i]; 2136 return freedir[i];
2126 } 2137 }
2306 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2317 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2307 * core dumps if they do. 2318 * core dumps if they do.
2308 * 2319 *
2309 * Add a check so we can't pick up invisible objects (0.93.8) 2320 * Add a check so we can't pick up invisible objects (0.93.8)
2310 */ 2321 */
2311
2312int 2322int
2313can_pick (const object *who, const object *item) 2323can_pick (const object *who, const object *item)
2314{ 2324{
2315 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2325 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2316 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2326 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2321 * create clone from object to another 2331 * create clone from object to another
2322 */ 2332 */
2323object * 2333object *
2324object_create_clone (object *asrc) 2334object_create_clone (object *asrc)
2325{ 2335{
2326 object *dst = 0, *tmp, *src, *part, *prev, *item; 2336 object *dst = 0;
2327 2337
2328 if (!asrc) 2338 if (!asrc)
2329 return 0; 2339 return 0;
2330 2340
2331 src = asrc; 2341 object *src = asrc->head_ ();
2332 if (src->head)
2333 src = src->head;
2334 2342
2335 prev = 0; 2343 object *prev = 0;
2336 for (part = src; part; part = part->more) 2344 for (object *part = src; part; part = part->more)
2337 { 2345 {
2338 tmp = part->clone (); 2346 object *tmp = part->clone ();
2347
2339 tmp->x -= src->x; 2348 tmp->x -= src->x;
2340 tmp->y -= src->y; 2349 tmp->y -= src->y;
2341 2350
2342 if (!part->head) 2351 if (!part->head)
2343 { 2352 {
2353 prev->more = tmp; 2362 prev->more = tmp;
2354 2363
2355 prev = tmp; 2364 prev = tmp;
2356 } 2365 }
2357 2366
2358 for (item = src->inv; item; item = item->below) 2367 for (object *item = src->inv; item; item = item->below)
2359 insert_ob_in_ob (object_create_clone (item), dst); 2368 insert_ob_in_ob (object_create_clone (item), dst);
2360 2369
2361 return dst; 2370 return dst;
2362} 2371}
2363 2372
2454 /* Basically, if the archetype has this key set, 2463 /* Basically, if the archetype has this key set,
2455 * we need to store the null value so when we save 2464 * we need to store the null value so when we save
2456 * it, we save the empty value so that when we load, 2465 * it, we save the empty value so that when we load,
2457 * we get this value back again. 2466 * we get this value back again.
2458 */ 2467 */
2459 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2468 if (get_ob_key_link (op->arch, canonical_key))
2460 field->value = 0; 2469 field->value = 0;
2461 else 2470 else
2462 { 2471 {
2463 if (last) 2472 if (last)
2464 last->next = field->next; 2473 last->next = field->next;
2533 } 2542 }
2534 else 2543 else
2535 item = item->env; 2544 item = item->env;
2536} 2545}
2537 2546
2538
2539const char * 2547const char *
2540object::flag_desc (char *desc, int len) const 2548object::flag_desc (char *desc, int len) const
2541{ 2549{
2542 char *p = desc; 2550 char *p = desc;
2543 bool first = true; 2551 bool first = true;
2570{ 2578{
2571 char flagdesc[512]; 2579 char flagdesc[512];
2572 char info2[256 * 4]; 2580 char info2[256 * 4];
2573 char *p = info; 2581 char *p = info;
2574 2582
2575 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2583 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2576 count, uuid.seq, 2584 count,
2585 uuid.c_str (),
2577 &name, 2586 &name,
2578 title ? "\",title:\"" : "", 2587 title ? "\",title:\"" : "",
2579 title ? (const char *)title : "", 2588 title ? (const char *)title : "",
2580 flag_desc (flagdesc, 512), type); 2589 flag_desc (flagdesc, 512), type);
2581 2590
2582 if (env) 2591 if (!flag[FLAG_REMOVED] && env)
2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2592 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2584 2593
2585 if (map) 2594 if (map)
2586 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2595 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2587 2596
2589} 2598}
2590 2599
2591const char * 2600const char *
2592object::debug_desc () const 2601object::debug_desc () const
2593{ 2602{
2594 static char info[256 * 4]; 2603 static char info[3][256 * 4];
2604 static int info_idx;
2605
2595 return debug_desc (info); 2606 return debug_desc (info [++info_idx % 3]);
2596}
2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603} 2607}
2604 2608
2605struct region * 2609struct region *
2606object::region () const 2610object::region () const
2607{ 2611{
2610} 2614}
2611 2615
2612const materialtype_t * 2616const materialtype_t *
2613object::dominant_material () const 2617object::dominant_material () const
2614{ 2618{
2615 if (materialtype_t *mat = name_to_material (materialname)) 2619 if (materialtype_t *mt = name_to_material (materialname))
2616 return mat; 2620 return mt;
2617 2621
2618 // omfg this is slow, this has to be temporary :)
2619 shstr unknown ("unknown");
2620
2621 return name_to_material (unknown); 2622 return name_to_material (shstr_unknown);
2622} 2623}
2623 2624
2624void 2625void
2625object::open_container (object *new_container) 2626object::open_container (object *new_container)
2626{ 2627{
2627 if (container == new_container) 2628 if (container == new_container)
2628 return; 2629 return;
2629 2630
2630 if (object *old_container = container) 2631 object *old_container = container;
2632
2633 if (old_container)
2631 { 2634 {
2632 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2635 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2633 return; 2636 return;
2634 2637
2635#if 0 2638#if 0
2637 if (object *closer = old_container->inv) 2640 if (object *closer = old_container->inv)
2638 if (closer->type == CLOSE_CON) 2641 if (closer->type == CLOSE_CON)
2639 closer->destroy (); 2642 closer->destroy ();
2640#endif 2643#endif
2641 2644
2645 // make sure the container is available
2646 esrv_send_item (this, old_container);
2647
2642 old_container->flag [FLAG_APPLIED] = 0; 2648 old_container->flag [FLAG_APPLIED] = false;
2643 container = 0; 2649 container = 0;
2644 2650
2651 // client needs item update to make it work, client bug requires this to be separate
2645 esrv_update_item (UPD_FLAGS, this, old_container); 2652 esrv_update_item (UPD_FLAGS, this, old_container);
2653
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2654 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2655 play_sound (sound_find ("chest_close"));
2647 } 2656 }
2648 2657
2649 if (new_container) 2658 if (new_container)
2650 { 2659 {
2651 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2660 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2662 } 2671 }
2663#endif 2672#endif
2664 2673
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2674 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2666 2675
2676 // make sure the container is available, client bug requires this to be separate
2677 esrv_send_item (this, new_container);
2678
2667 new_container->flag [FLAG_APPLIED] = 1; 2679 new_container->flag [FLAG_APPLIED] = true;
2668 container = new_container; 2680 container = new_container;
2669 2681
2682 // client needs flag change
2670 esrv_update_item (UPD_FLAGS, this, new_container); 2683 esrv_update_item (UPD_FLAGS, this, new_container);
2671 esrv_send_inventory (this, new_container); 2684 esrv_send_inventory (this, new_container);
2685 play_sound (sound_find ("chest_open"));
2686 }
2687// else if (!old_container->env && contr && contr->ns)
2688// contr->ns->floorbox_reset ();
2689}
2690
2691object *
2692object::force_find (const shstr name)
2693{
2694 /* cycle through his inventory to look for the MARK we want to
2695 * place
2696 */
2697 for (object *tmp = inv; tmp; tmp = tmp->below)
2698 if (tmp->type == FORCE && tmp->slaying == name)
2699 return splay (tmp);
2700
2701 return 0;
2702}
2703
2704void
2705object::force_add (const shstr name, int duration)
2706{
2707 if (object *force = force_find (name))
2708 force->destroy ();
2709
2710 object *force = get_archetype (FORCE_NAME);
2711
2712 force->slaying = name;
2713 force->stats.food = 1;
2714 force->speed_left = -1.f;
2715
2716 force->set_speed (duration ? 1.f / duration : 0.f);
2717 force->flag [FLAG_IS_USED_UP] = true;
2718 force->flag [FLAG_APPLIED] = true;
2719
2720 insert (force);
2721}
2722
2723void
2724object::play_sound (faceidx sound)
2725{
2726 if (!sound)
2727 return;
2728
2729 if (flag [FLAG_REMOVED])
2730 return;
2731
2732 if (env)
2672 } 2733 {
2734 if (object *pl = in_player ())
2735 pl->contr->play_sound (sound);
2736 }
2737 else
2738 map->play_sound (sound, x, y);
2673} 2739}
2674 2740
2675

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