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Comparing deliantra/server/common/object.C (file contents):
Revision 1.149 by root, Mon May 14 19:56:45 2007 UTC vs.
Revision 1.265 by root, Tue Dec 23 00:39:48 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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>
34#include <sproto.h> 29#include <sproto.h>
35#include <loader.h> 30#include <loader.h>
36 31
37#include <bitset> 32#include <bitset>
38 33
39int nrofallocobjects = 0; 34UUID UUID::cur;
40static UUID uuid; 35static uint64_t seq_next_save;
41const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
42 37
43objectvec objects; 38objectvec objects;
44activevec actives; 39activevec actives;
45 40
46short 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,
47 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
48}; 46};
49short 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,
50 -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
51}; 52};
52int 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,
53 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
54}; 58};
55int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
56 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,
57 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
58}; 64};
59 65
60static void 66static void
61write_uuid (void) 67write_uuid (uval64 skip, bool sync)
62{ 68{
63 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
64 70 CALL_ARG_SV (newSVval64 (skip));
65 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
66 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
67 73 CALL_END;
68 FILE *fp;
69
70 if (!(fp = fopen (filename2, "w")))
71 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return;
74 }
75
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77 fclose (fp);
78 rename (filename2, filename1);
79} 74}
80 75
81static void 76static void
82read_uuid (void) 77read_uuid (void)
83{ 78{
84 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
85 80
86 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
87 84
88 FILE *fp; 85 FILE *fp;
89 86
90 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
91 { 88 {
92 if (errno == ENOENT) 89 if (errno == ENOENT)
93 { 90 {
94 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0; 92 UUID::cur.seq = 0;
96 write_uuid (); 93 write_uuid (UUID_GAP, true);
97 return; 94 return;
98 } 95 }
99 96
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1); 98 _exit (1);
102 } 99 }
103 100
104 int version; 101 UUID::BUF buf;
105 unsigned long long uid; 102 buf[0] = 0;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
107 { 106 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1); 108 _exit (1);
110 } 109 }
111 110
112 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 write_uuid (); 112
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
115 fclose (fp); 114 fclose (fp);
116} 115}
117 116
118UUID 117UUID
119gen_uuid () 118UUID::gen ()
120{ 119{
121 UUID uid; 120 UUID uid;
122 121
123 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
124 123
125 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
126 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
127 130
128 return uid; 131 return uid;
129} 132}
130 133
131void 134void
132init_uuid () 135UUID::init ()
133{ 136{
134 read_uuid (); 137 read_uuid ();
135} 138}
136 139
137/* 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. */
138static int 141static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
140{ 143{
141 key_value *wants_field;
142
143 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
144 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
145 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
146 */ 147 */
147 148
148 /* For each field in wants, */ 149 /* For each field in wants, */
149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
150 { 151 if (has->kv_get (kv->key) != kv->value)
151 key_value *has_field; 152 return false;
152
153 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
157 {
158 /* No field with that name. */
159 return FALSE;
160 }
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168
169 /* If we get here, we found a match. Now for the next field in wants. */
170 }
171 153
172 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
173 return TRUE; 155 return true;
174} 156}
175 157
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 159static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 161{
180 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
181 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
182 */ 164 */
183 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
184} 167}
185 168
186/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
187 * they can be merged together. 170 * they can be merged together.
188 * 171 *
203 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 187 || ob1->value != ob2->value
205 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
206 return 0; 189 return 0;
207 190
208 //TODO: this ain't working well, use nicer and correct overflow check
209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 191 /* Do not merge objects if nrof would overflow, assume nrof
210 * value could not be stored in a sint32 (which unfortunately sometimes is 192 * is always 0 .. 2**31-1 */
211 * used to store nrof). 193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
214 return 0; 194 return 0;
215 195
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 196 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * This is to the comparison of the flags below will be OK. We 197 * This is to the comparison of the flags below will be OK. We
218 * just can't ignore the been applied or identified flags, as they 198 * just can't ignore the been applied or identified flags, as they
219 * are not equal - just if it has been identified, the been_applied 199 * are not equal - just if it has been identified, the been_applied
220 * flags lose any meaning. 200 * flags lose any meaning.
221 */ 201 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 202 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
224 204
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
227 207
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 208 if (ob1->arch->archname != ob2->arch->archname
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 209 || ob1->name != ob2->name
231 || ob1->title != ob2->title 210 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 211 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 212 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype 213 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 214 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 215 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 216 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 217 || ob1->value != ob2->value
241 || ob1->animation_id != ob2->animation_id 218 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
242 || ob1->client_type != ob2->client_type 220 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname 221 || ob1->materialname != ob2->materialname
244 || ob1->lore != ob2->lore 222 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype 223 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type 224 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block 225 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 226 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 227 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 228 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 229 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty) 230 || ob1->move_slow_penalty != ob2->move_slow_penalty
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 233 return 0;
254 234
235 if ((ob1->flag ^ ob2->flag)
236 .reset (FLAG_INV_LOCKED)
237 .reset (FLAG_REMOVED)
238 .any ())
239 return 0;
240
255 /* This is really a spellbook check - really, we should 241 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 242 * not merge objects with real inventories, as splitting them
243 * is hard.
257 */ 244 */
258 if (ob1->inv || ob2->inv) 245 if (ob1->inv || ob2->inv)
259 { 246 {
260 /* if one object has inventory but the other doesn't, not equiv */ 247 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 248 return 0; /* inventories differ in length */
262 return 0;
263 249
264 /* Now check to see if the two inventory objects could merge */ 250 if (ob1->inv->below || ob2->inv->below)
251 return 0; /* more than one object in inv */
252
265 if (!object::can_merge (ob1->inv, ob2->inv)) 253 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 254 return 0; /* inventory objects differ */
267 255
268 /* inventory ok - still need to check rest of this object to see 256 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 257 * if it is valid.
270 */ 258 */
271 } 259 }
290 if (ob1->level != ob2->level) 278 if (ob1->level != ob2->level)
291 return 0; 279 return 0;
292 break; 280 break;
293 } 281 }
294 282
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 283 if (ob1->key_values || ob2->key_values)
296 { 284 {
297 /* At least one of these has key_values. */ 285 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 286 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 287 return 0; /* One has fields, but the other one doesn't. */
288
289 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 290 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 291 }
304 292
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 293 if (ob1->self || ob2->self)
307 { 294 {
308 ob1->optimise (); 295 ob1->optimise ();
309 ob2->optimise (); 296 ob2->optimise ();
310 297
311 if (ob1->self || ob2->self) 298 if (ob1->self || ob2->self)
299 {
300 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
301 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
302
303 if (k1 != k2)
312 return 0; 304 return 0;
305
306 if (k1 == 0)
307 return 1;
308
309 if (!cfperl_can_merge (ob1, ob2))
310 return 0;
311 }
313 } 312 }
314 313
315 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
316 return 1; 315 return 1;
317} 316}
318 317
318// find player who can see this object
319object *
320object::visible_to () const
321{
322 if (client_visible () && !flag [FLAG_REMOVED])
323 {
324 // see if we are in a container of sorts
325 if (env)
326 {
327 // the player inventory itself is always visible
328 if (env->type == PLAYER)
329 return env;
330
331 // else a player could have our env open
332 object *envest = env->outer_env ();
333
334 // the player itself is always on a map, so we will find him here
335 // even if our inv is in a player.
336 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ())
338 if (pl->container == env)
339 return pl;
340 }
341 else
342 {
343 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
347 || this == pl->container)
348 return pl;
349 }
350 }
351
352 return 0;
353}
354
355// adjust weight per container type ("of holding")
356static sint32
357weight_adjust_for (object *op, sint32 weight)
358{
359 return op->type == CONTAINER
360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
361 : weight;
362}
363
319/* 364/*
365 * adjust_weight(object, weight) adds the specified weight to an object,
366 * and also updates how much the environment(s) is/are carrying.
367 */
368static void
369adjust_weight (object *op, sint32 weight)
370{
371 while (op)
372 {
373 // adjust by actual difference to account for rounding errors
374 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust_for (op, op->carrying)
376 - weight_adjust_for (op, op->carrying - weight);
377
378 if (!weight)
379 return;
380
381 op->carrying += weight;
382
383 if (object *pl = op->visible_to ())
384 if (pl != op) // player is handled lazily
385 esrv_update_item (UPD_WEIGHT, pl, op);
386
387 op = op->env;
388 }
389}
390
391/*
320 * sum_weight() is a recursive function which calculates the weight 392 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 393 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 394 * containers are carrying, and sums it up.
323 */ 395 */
324long 396void
325sum_weight (object *op) 397object::update_weight ()
326{ 398{
327 long sum; 399 sint32 sum = 0;
328 object *inv;
329 400
330 for (sum = 0, inv = op->inv; inv; inv = inv->below) 401 for (object *op = inv; op; op = op->below)
331 { 402 {
332 if (inv->inv) 403 if (op->inv)
333 sum_weight (inv); 404 op->update_weight ();
334 405
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 406 sum += op->total_weight ();
407 }
408
409 sum = weight_adjust_for (this, sum);
410
411 if (sum != carrying)
336 } 412 {
337
338 if (op->type == CONTAINER && op->stats.Str)
339 sum = (sum * (100 - op->stats.Str)) / 100;
340
341 if (op->carrying != sum)
342 op->carrying = sum; 413 carrying = sum;
343 414
344 return sum; 415 if (object *pl = visible_to ())
416 if (pl != this) // player is handled lazily
417 esrv_update_item (UPD_WEIGHT, pl, this);
418 }
345} 419}
346 420
347/** 421/*
348 * Return the outermost environment object for a given object. 422 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
349 */
350
351object *
352object_get_env_recursive (object *op)
353{
354 while (op->env != NULL)
355 op = op->env;
356 return op;
357}
358
359/*
360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
361 * Some error messages.
362 * The result of the dump is stored in the static global errmsg array.
363 */ 423 */
364char * 424char *
365dump_object (object *op) 425dump_object (object *op)
366{ 426{
367 if (!op) 427 if (!op)
375/* 435/*
376 * get_nearest_part(multi-object, object 2) returns the part of the 436 * get_nearest_part(multi-object, object 2) returns the part of the
377 * multi-object 1 which is closest to the second object. 437 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned. 438 * If it's not a multi-object, it is returned.
379 */ 439 */
380
381object * 440object *
382get_nearest_part (object *op, const object *pl) 441get_nearest_part (object *op, const object *pl)
383{ 442{
384 object *tmp, *closest; 443 object *tmp, *closest;
385 int last_dist, i; 444 int last_dist, i;
386 445
387 if (op->more == NULL) 446 if (!op->more)
388 return op; 447 return op;
448
389 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 449 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
450 tmp;
451 tmp = tmp->more)
390 if ((i = distance (tmp, pl)) < last_dist) 452 if ((i = distance (tmp, pl)) < last_dist)
391 closest = tmp, last_dist = i; 453 closest = tmp, last_dist = i;
454
392 return closest; 455 return closest;
393} 456}
394 457
395/* 458/*
396 * Returns the object which has the count-variable equal to the argument. 459 * Returns the object which has the count-variable equal to the argument.
460 * VERRRY slow.
397 */ 461 */
398object * 462object *
399find_object (tag_t i) 463find_object (tag_t i)
400{ 464{
401 for_all_objects (op) 465 for_all_objects (op)
412 */ 476 */
413object * 477object *
414find_object_name (const char *str) 478find_object_name (const char *str)
415{ 479{
416 shstr_cmp str_ (str); 480 shstr_cmp str_ (str);
417 object *op;
418 481
482 if (str_)
419 for_all_objects (op) 483 for_all_objects (op)
420 if (op->name == str_) 484 if (op->name == str_)
421 break; 485 return op;
422 486
423 return op; 487 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 488}
431 489
432/* 490/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 491 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 492 * skill and experience objects.
493 * ACTUALLY NO! investigate! TODO
435 */ 494 */
436void 495void
437object::set_owner (object *owner) 496object::set_owner (object *owner)
438{ 497{
498 // allow objects which own objects
439 if (!owner) 499 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 500 while (owner->owner)
450 owner = owner->owner; 501 owner = owner->owner;
502
503 if (flag [FLAG_FREED])
504 {
505 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
506 return;
507 }
451 508
452 this->owner = owner; 509 this->owner = owner;
453} 510}
454 511
455int 512int
473object::change_weapon (object *ob) 530object::change_weapon (object *ob)
474{ 531{
475 if (current_weapon == ob) 532 if (current_weapon == ob)
476 return true; 533 return true;
477 534
535 if (chosen_skill)
536 chosen_skill->flag [FLAG_APPLIED] = false;
537
478 current_weapon = ob; 538 current_weapon = ob;
479 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill); 539 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
540
541 if (chosen_skill)
542 chosen_skill->flag [FLAG_APPLIED] = true;
480 543
481 update_stats (); 544 update_stats ();
482 545
483 if (ob) 546 if (ob)
484 { 547 {
489 { 552 {
490 current_weapon = chosen_skill = 0; 553 current_weapon = chosen_skill = 0;
491 update_stats (); 554 update_stats ();
492 555
493 new_draw_info_format (NDI_UNIQUE, 0, this, 556 new_draw_info_format (NDI_UNIQUE, 0, this,
494 "You try to balance your applied items all at once, but the %s is too much. " 557 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. "
495 "You need to unapply some items first.", &ob->name); 559 "[You need to unapply some items first.]", &ob->name);
496 return false; 560 return false;
497 } 561 }
498 562
499 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 563 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
500 } 564 }
501 else 565 else
502 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); 566 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
503 567
568 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
569 {
570 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
571 &name, ob->debug_desc ());
572 return false;
573 }
574
504 return true; 575 return true;
505} 576}
506 577
507/* Zero the key_values on op, decrementing the shared-string 578/* Zero the key_values on op, decrementing the shared-string
508 * refcounts and freeing the links. 579 * refcounts and freeing the links.
519 } 590 }
520 591
521 op->key_values = 0; 592 op->key_values = 0;
522} 593}
523 594
524object & 595/*
525object::operator =(const object &src) 596 * copy_to first frees everything allocated by the dst object,
597 * and then copies the contents of itself into the second
598 * object, allocating what needs to be allocated. Basically, any
599 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
600 * if the first object is freed, the pointers in the new object
601 * will point at garbage.
602 */
603void
604object::copy_to (object *dst)
526{ 605{
527 bool is_freed = flag [FLAG_FREED]; 606 dst->remove ();
528 bool is_removed = flag [FLAG_REMOVED];
529
530 *(object_copy *)this = src; 607 *(object_copy *)dst = *this;
531
532 flag [FLAG_FREED] = is_freed;
533 flag [FLAG_REMOVED] = is_removed; 608 dst->flag [FLAG_REMOVED] = true;
534 609
535 /* Copy over key_values, if any. */ 610 /* Copy over key_values, if any. */
536 if (src.key_values) 611 if (key_values)
537 { 612 {
538 key_value *tail = 0; 613 key_value *tail = 0;
539 key_values = 0; 614 dst->key_values = 0;
540 615
541 for (key_value *i = src.key_values; i; i = i->next) 616 for (key_value *i = key_values; i; i = i->next)
542 { 617 {
543 key_value *new_link = new key_value; 618 key_value *new_link = new key_value;
544 619
545 new_link->next = 0; 620 new_link->next = 0;
546 new_link->key = i->key; 621 new_link->key = i->key;
547 new_link->value = i->value; 622 new_link->value = i->value;
548 623
549 /* Try and be clever here, too. */ 624 /* Try and be clever here, too. */
550 if (!key_values) 625 if (!dst->key_values)
551 { 626 {
552 key_values = new_link; 627 dst->key_values = new_link;
553 tail = new_link; 628 tail = new_link;
554 } 629 }
555 else 630 else
556 { 631 {
557 tail->next = new_link; 632 tail->next = new_link;
558 tail = new_link; 633 tail = new_link;
559 } 634 }
560 } 635 }
561 } 636 }
562}
563
564/*
565 * copy_to first frees everything allocated by the dst object,
566 * and then copies the contents of itself into the second
567 * object, allocating what needs to be allocated. Basically, any
568 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
569 * if the first object is freed, the pointers in the new object
570 * will point at garbage.
571 */
572void
573object::copy_to (object *dst)
574{
575 *dst = *this;
576 637
577 if (speed < 0) 638 if (speed < 0)
578 dst->speed_left = speed_left - rndm (); 639 dst->speed_left -= rndm ();
579 640
580 dst->set_speed (dst->speed); 641 dst->activate ();
581} 642}
582 643
583void 644void
584object::instantiate () 645object::instantiate ()
585{ 646{
586 if (!uuid.seq) // HACK 647 if (!uuid.seq) // HACK
587 uuid = gen_uuid (); 648 uuid = UUID::gen ();
588 649
589 speed_left = -0.1f; 650 speed_left = -0.1f;
590 /* copy the body_info to the body_used - this is only really 651 /* copy the body_info to the body_used - this is only really
591 * need for monsters, but doesn't hurt to do it for everything. 652 * need for monsters, but doesn't hurt to do it for everything.
592 * by doing so, when a monster is created, it has good starting 653 * by doing so, when a monster is created, it has good starting
602object * 663object *
603object::clone () 664object::clone ()
604{ 665{
605 object *neu = create (); 666 object *neu = create ();
606 copy_to (neu); 667 copy_to (neu);
668 neu->map = map; // not copied by copy_to
607 return neu; 669 return neu;
608} 670}
609 671
610/* 672/*
611 * If an object with the IS_TURNABLE() flag needs to be turned due 673 * If an object with the IS_TURNABLE() flag needs to be turned due
662 * UP_OBJ_FACE: only the objects face has changed. 724 * UP_OBJ_FACE: only the objects face has changed.
663 */ 725 */
664void 726void
665update_object (object *op, int action) 727update_object (object *op, int action)
666{ 728{
667 if (op == NULL) 729 if (!op)
668 { 730 {
669 /* this should never happen */ 731 /* this should never happen */
670 LOG (llevDebug, "update_object() called for NULL object.\n"); 732 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
671 return; 733 return;
672 } 734 }
673 735
674 if (op->env) 736 if (!op->is_on_map ())
675 { 737 {
676 /* Animation is currently handled by client, so nothing 738 /* Animation is currently handled by client, so nothing
677 * to do in this case. 739 * to do in this case.
678 */ 740 */
679 return; 741 return;
680 } 742 }
681
682 /* If the map is saving, don't do anything as everything is
683 * going to get freed anyways.
684 */
685 if (!op->map || op->map->in_memory == MAP_SAVING)
686 return;
687 743
688 /* make sure the object is within map boundaries */ 744 /* make sure the object is within map boundaries */
689 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 745 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
690 { 746 {
691 LOG (llevError, "update_object() called for object out of map!\n"); 747 LOG (llevError, "update_object() called for object out of map!\n");
710 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
711 || (m.move_on | op->move_on ) != m.move_on 767 || (m.move_on | op->move_on ) != m.move_on
712 || (m.move_off | op->move_off ) != m.move_off 768 || (m.move_off | op->move_off ) != m.move_off
713 || (m.move_slow | op->move_slow) != m.move_slow 769 || (m.move_slow | op->move_slow) != m.move_slow
714 /* This isn't perfect, but I don't expect a lot of objects to 770 /* This isn't perfect, but I don't expect a lot of objects to
715 * to have move_allow right now. 771 * have move_allow right now.
716 */ 772 */
717 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
718 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
719 m.flags_ = 0; 775 m.invalidate ();
720 } 776 }
721 /* if the object is being removed, we can't make intelligent 777 /* if the object is being removed, we can't make intelligent
722 * decisions, because remove_ob can't really pass the object 778 * decisions, because remove_ob can't really pass the object
723 * that is being removed. 779 * that is being removed.
724 */ 780 */
725 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
726 m.flags_ = 0; 782 m.invalidate ();
727 else if (action == UP_OBJ_FACE) 783 else if (action == UP_OBJ_FACE)
728 /* Nothing to do for that case */ ; 784 /* Nothing to do for that case */ ;
729 else 785 else
730 LOG (llevError, "update_object called with invalid action: %d\n", action); 786 LOG (llevError, "update_object called with invalid action: %d\n", action);
731 787
751static int object_count; 807static int object_count;
752 808
753void object::link () 809void object::link ()
754{ 810{
755 assert (!index);//D 811 assert (!index);//D
756 uuid = gen_uuid (); 812 uuid = UUID::gen ();
757 count = ++object_count; 813 count = ++object_count;
758 814
759 refcnt_inc (); 815 refcnt_inc ();
760 objects.insert (this); 816 objects.insert (this);
761} 817}
773object::activate () 829object::activate ()
774{ 830{
775 /* If already on active list, don't do anything */ 831 /* If already on active list, don't do anything */
776 if (active) 832 if (active)
777 return; 833 return;
834
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
778 837
779 if (has_active_speed ()) 838 if (has_active_speed ())
780 actives.insert (this); 839 actives.insert (this);
781} 840}
782 841
834object::destroy_inv (bool drop_to_ground) 893object::destroy_inv (bool drop_to_ground)
835{ 894{
836 // need to check first, because the checks below might segfault 895 // need to check first, because the checks below might segfault
837 // as we might be on an invalid mapspace and crossfire code 896 // as we might be on an invalid mapspace and crossfire code
838 // is too buggy to ensure that the inventory is empty. 897 // is too buggy to ensure that the inventory is empty.
839 // corollary: if you create arrows etc. with stuff in tis inventory, 898 // corollary: if you create arrows etc. with stuff in its inventory,
840 // cf will crash below with off-map x and y 899 // cf will crash below with off-map x and y
841 if (!inv) 900 if (!inv)
842 return; 901 return;
843 902
844 /* Only if the space blocks everything do we not process - 903 /* Only if the space blocks everything do we not process -
845 * if some form of movement is allowed, let objects 904 * if some form of movement is allowed, let objects
846 * drop on that space. 905 * drop on that space.
847 */ 906 */
848 if (!drop_to_ground 907 if (!drop_to_ground
849 || !map 908 || !map
850 || map->in_memory != MAP_IN_MEMORY 909 || map->in_memory != MAP_ACTIVE
851 || map->nodrop 910 || map->no_drop
852 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
853 { 912 {
854 while (inv) 913 while (inv)
855 {
856 inv->destroy_inv (drop_to_ground);
857 inv->destroy (); 914 inv->destroy ();
858 }
859 } 915 }
860 else 916 else
861 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
862 while (inv) 918 while (inv)
863 { 919 {
881 object *op = new object; 937 object *op = new object;
882 op->link (); 938 op->link ();
883 return op; 939 return op;
884} 940}
885 941
942static struct freed_map : maptile
943{
944 freed_map ()
945 {
946 path = "<freed objects map>";
947 name = "/internal/freed_objects_map";
948 width = 3;
949 height = 3;
950 no_drop = 1;
951 no_reset = 1;
952
953 alloc ();
954 in_memory = MAP_ACTIVE;
955 }
956
957 ~freed_map ()
958 {
959 destroy ();
960 }
961} freed_map; // freed objects are moved here to avoid crashes
962
886void 963void
887object::do_destroy () 964object::do_destroy ()
888{ 965{
889 attachable::do_destroy ();
890
891 if (flag [FLAG_IS_LINKED]) 966 if (flag [FLAG_IS_LINKED])
892 remove_button_link (this); 967 remove_button_link (this);
893 968
894 if (flag [FLAG_FRIENDLY]) 969 if (flag [FLAG_FRIENDLY])
895 remove_friendly_object (this); 970 remove_friendly_object (this);
896 971
897 if (!flag [FLAG_REMOVED])
898 remove (); 972 remove ();
899 973
900 destroy_inv (true); 974 attachable::do_destroy ();
901 975
902 deactivate (); 976 deactivate ();
903 unlink (); 977 unlink ();
904 978
905 flag [FLAG_FREED] = 1; 979 flag [FLAG_FREED] = 1;
906 980
907 // hack to ensure that freed objects still have a valid map 981 // hack to ensure that freed objects still have a valid map
908 {
909 static maptile *freed_map; // freed objects are moved here to avoid crashes
910
911 if (!freed_map)
912 {
913 freed_map = new maptile;
914
915 freed_map->name = "/internal/freed_objects_map";
916 freed_map->width = 3;
917 freed_map->height = 3;
918
919 freed_map->alloc ();
920 freed_map->in_memory = MAP_IN_MEMORY;
921 }
922
923 map = freed_map; 982 map = &freed_map;
924 x = 1; 983 x = 1;
925 y = 1; 984 y = 1;
926 }
927
928 head = 0;
929 985
930 if (more) 986 if (more)
931 { 987 {
932 more->destroy (); 988 more->destroy ();
933 more = 0; 989 more = 0;
934 } 990 }
935 991
992 head = 0;
993
936 // clear those pointers that likely might have circular references to us 994 // clear those pointers that likely might cause circular references
937 owner = 0; 995 owner = 0;
938 enemy = 0; 996 enemy = 0;
939 attacked_by = 0; 997 attacked_by = 0;
998 current_weapon = 0;
940} 999}
941 1000
942void 1001void
943object::destroy (bool destroy_inventory) 1002object::destroy ()
944{ 1003{
945 if (destroyed ()) 1004 if (destroyed ())
946 return; 1005 return;
947 1006
948 if (destroy_inventory) 1007 if (!is_head () && !head->destroyed ())
1008 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy ();
1011 return;
1012 }
1013
949 destroy_inv (false); 1014 destroy_inv (false);
1015
1016 if (is_head ())
1017 if (sound_destroy)
1018 play_sound (sound_destroy);
1019 else if (flag [FLAG_MONSTER])
1020 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
950 1021
951 attachable::destroy (); 1022 attachable::destroy ();
952}
953
954/*
955 * sub_weight() recursively (outwards) subtracts a number from the
956 * weight of an object (and what is carried by it's environment(s)).
957 */
958void
959sub_weight (object *op, signed long weight)
960{
961 while (op != NULL)
962 {
963 if (op->type == CONTAINER)
964 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
965
966 op->carrying -= weight;
967 op = op->env;
968 }
969} 1023}
970 1024
971/* op->remove (): 1025/* op->remove ():
972 * This function removes the object op from the linked list of objects 1026 * This function removes the object op from the linked list of objects
973 * which it is currently tied to. When this function is done, the 1027 * which it is currently tied to. When this function is done, the
979object::do_remove () 1033object::do_remove ()
980{ 1034{
981 object *tmp, *last = 0; 1035 object *tmp, *last = 0;
982 object *otmp; 1036 object *otmp;
983 1037
984 if (QUERY_FLAG (this, FLAG_REMOVED)) 1038 if (flag [FLAG_REMOVED])
985 return; 1039 return;
986 1040
987 SET_FLAG (this, FLAG_REMOVED);
988 INVOKE_OBJECT (REMOVE, this); 1041 INVOKE_OBJECT (REMOVE, this);
1042
1043 flag [FLAG_REMOVED] = true;
989 1044
990 if (more) 1045 if (more)
991 more->remove (); 1046 more->remove ();
992 1047
993 /* 1048 /*
994 * In this case, the object to be removed is in someones 1049 * In this case, the object to be removed is in someones
995 * inventory. 1050 * inventory.
996 */ 1051 */
997 if (env) 1052 if (env)
998 { 1053 {
999 if (nrof) 1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1000 sub_weight (env, weight * nrof); 1055 if (object *pl = visible_to ())
1001 else 1056 esrv_del_item (pl->contr, count);
1002 sub_weight (env, weight + carrying); 1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058
1059 adjust_weight (env, -total_weight ());
1060
1061 object *pl = in_player ();
1062
1063 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do.
1066 */
1067 map = env->map;
1068 x = env->x;
1069 y = env->y;
1070
1071 // make sure cmov optimisation is applicable
1072 *(above ? &above->below : &env->inv) = below;
1073 *(below ? &below->above : &above ) = above; // &above is just a dummy
1074
1075 above = 0;
1076 below = 0;
1077 env = 0;
1003 1078
1004 /* NO_FIX_PLAYER is set when a great many changes are being 1079 /* NO_FIX_PLAYER is set when a great many changes are being
1005 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
1006 * to save cpu time. 1081 * to save cpu time.
1007 */ 1082 */
1083 if (pl)
1008 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl->contr && !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER))
1085 {
1009 otmp->update_stats (); 1086 pl->update_stats ();
1010 1087
1011 if (above) 1088 if (affects_los () && pl->is_on_map () && pl->map->darkness)
1012 above->below = below; 1089 update_all_los (pl->map, pl->x, pl->y);
1013 else 1090 }
1014 env->inv = below;
1015
1016 if (below)
1017 below->above = above;
1018
1019 /* we set up values so that it could be inserted into
1020 * the map, but we don't actually do that - it is up
1021 * to the caller to decide what we want to do.
1022 */
1023 x = env->x, y = env->y;
1024 map = env->map;
1025 above = 0, below = 0;
1026 env = 0;
1027 } 1091 }
1028 else if (map) 1092 else if (map)
1029 { 1093 {
1030 if (type == PLAYER)
1031 {
1032 // leaving a spot always closes any open container on the ground
1033 if (container && !container->env)
1034 // this causes spurious floorbox updates, but it ensures
1035 // that the CLOSE event is being sent.
1036 close_container ();
1037
1038 --map->players;
1039 map->touch ();
1040 }
1041
1042 map->dirty = true; 1094 map->dirty = true;
1043 mapspace &ms = this->ms (); 1095 mapspace &ms = this->ms ();
1044 1096
1097 if (object *pl = ms.player ())
1098 {
1099 if (type == PLAYER) // this == pl(!)
1100 {
1101 // leaving a spot always closes any open container on the ground
1102 if (container && !container->env)
1103 // this causes spurious floorbox updates, but it ensures
1104 // that the CLOSE event is being sent.
1105 close_container ();
1106
1107 --map->players;
1108 map->touch ();
1109 }
1110 else if (pl->container == this)
1111 {
1112 // removing a container should close it
1113 close_container ();
1114 }
1115
1116 esrv_del_item (pl->contr, count);
1117 }
1118
1045 /* link the object above us */ 1119 /* link the object above us */
1046 if (above) 1120 // re-link, make sure compiler can easily use cmove
1047 above->below = below; 1121 *(above ? &above->below : &ms.top) = below;
1048 else 1122 *(below ? &below->above : &ms.bot) = above;
1049 ms.top = below; /* we were top, set new top */
1050
1051 /* Relink the object below us, if there is one */
1052 if (below)
1053 below->above = above;
1054 else
1055 {
1056 /* Nothing below, which means we need to relink map object for this space
1057 * use translated coordinates in case some oddness with map tiling is
1058 * evident
1059 */
1060 if (GET_MAP_OB (map, x, y) != this)
1061 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1062
1063 ms.bot = above; /* goes on above it. */
1064 }
1065 1123
1066 above = 0; 1124 above = 0;
1067 below = 0; 1125 below = 0;
1068 1126
1127 ms.invalidate ();
1128
1069 if (map->in_memory == MAP_SAVING) 1129 if (map->in_memory == MAP_SAVING)
1070 return; 1130 return;
1071 1131
1072 int check_walk_off = !flag [FLAG_NO_APPLY]; 1132 int check_walk_off = !flag [FLAG_NO_APPLY];
1133
1134 if (object *pl = ms.player ())
1135 {
1136 if (pl->container == this)
1137 /* If a container that the player is currently using somehow gets
1138 * removed (most likely destroyed), update the player view
1139 * appropriately.
1140 */
1141 pl->close_container ();
1142
1143 //TODO: the floorbox prev/next might need updating
1144 //esrv_del_item (pl->contr, count);
1145 //TODO: update floorbox to preserve ordering
1146 if (pl->contr->ns)
1147 pl->contr->ns->floorbox_update ();
1148 }
1073 1149
1074 for (tmp = ms.bot; tmp; tmp = tmp->above) 1150 for (tmp = ms.bot; tmp; tmp = tmp->above)
1075 { 1151 {
1076 /* No point updating the players look faces if he is the object 1152 /* No point updating the players look faces if he is the object
1077 * being removed. 1153 * being removed.
1078 */ 1154 */
1079
1080 if (tmp->type == PLAYER && tmp != this)
1081 {
1082 /* If a container that the player is currently using somehow gets
1083 * removed (most likely destroyed), update the player view
1084 * appropriately.
1085 */
1086 if (tmp->container == this)
1087 {
1088 flag [FLAG_APPLIED] = 0;
1089 tmp->container = 0;
1090 }
1091
1092 if (tmp->contr->ns)
1093 tmp->contr->ns->floorbox_update ();
1094 }
1095 1155
1096 /* See if object moving off should effect something */ 1156 /* See if object moving off should effect something */
1097 if (check_walk_off 1157 if (check_walk_off
1098 && ((move_type & tmp->move_off) 1158 && ((move_type & tmp->move_off)
1099 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1159 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1102 1162
1103 if (destroyed ()) 1163 if (destroyed ())
1104 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1164 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1105 } 1165 }
1106 1166
1107 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1108 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1109 if (tmp->above == tmp)
1110 tmp->above = 0;
1111
1112 last = tmp; 1167 last = tmp;
1113 } 1168 }
1114 1169
1115 /* last == NULL if there are no objects on this space */ 1170 if (map->darkness && affects_los ())
1116 //TODO: this makes little sense, why only update the topmost object?
1117 if (!last)
1118 map->at (x, y).flags_ = 0;
1119 else
1120 update_object (last, UP_OBJ_REMOVE);
1121
1122 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1123 update_all_los (map, x, y); 1171 update_all_los (map, x, y);
1124 } 1172 }
1125} 1173}
1126 1174
1127/* 1175/*
1136merge_ob (object *op, object *top) 1184merge_ob (object *op, object *top)
1137{ 1185{
1138 if (!op->nrof) 1186 if (!op->nrof)
1139 return 0; 1187 return 0;
1140 1188
1141 if (top) 1189 if (!top)
1142 for (top = op; top && top->above; top = top->above) 1190 for (top = op; top && top->above; top = top->above)
1143 ; 1191 ;
1144 1192
1145 for (; top; top = top->below) 1193 for (; top; top = top->below)
1146 {
1147 if (top == op)
1148 continue;
1149
1150 if (object::can_merge (op, top)) 1194 if (object::can_merge (op, top))
1151 { 1195 {
1152 top->nrof += op->nrof; 1196 top->nrof += op->nrof;
1153 1197
1154/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1198 if (object *pl = top->visible_to ())
1155 op->weight = 0; /* Don't want any adjustements now */ 1199 esrv_update_item (UPD_NROF, pl, top);
1200
1201 op->weight = 0; // cancel the addition above
1202 op->carrying = 0; // must be 0 already
1203
1156 op->destroy (); 1204 op->destroy ();
1205
1157 return top; 1206 return top;
1158 } 1207 }
1159 }
1160 1208
1161 return 0; 1209 return 0;
1162} 1210}
1163 1211
1164void 1212void
1167 if (more) 1215 if (more)
1168 return; 1216 return;
1169 1217
1170 object *prev = this; 1218 object *prev = this;
1171 1219
1172 for (archetype *at = arch->more; at; at = at->more) 1220 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1173 { 1221 {
1174 object *op = arch_to_object (at); 1222 object *op = arch_to_object (at);
1175 1223
1176 op->name = name; 1224 op->name = name;
1177 op->name_pl = name_pl; 1225 op->name_pl = name_pl;
1189 * job preparing multi-part monsters. 1237 * job preparing multi-part monsters.
1190 */ 1238 */
1191object * 1239object *
1192insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1240insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1193{ 1241{
1242 op->remove ();
1243
1194 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1244 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1195 { 1245 {
1196 tmp->x = x + tmp->arch->clone.x; 1246 tmp->x = x + tmp->arch->x;
1197 tmp->y = y + tmp->arch->clone.y; 1247 tmp->y = y + tmp->arch->y;
1198 } 1248 }
1199 1249
1200 return insert_ob_in_map (op, m, originator, flag); 1250 return insert_ob_in_map (op, m, originator, flag);
1201} 1251}
1202 1252
1221 * just 'op' otherwise 1271 * just 'op' otherwise
1222 */ 1272 */
1223object * 1273object *
1224insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1225{ 1275{
1226 assert (!op->flag [FLAG_FREED]);
1227
1228 object *tmp, *top, *floor = NULL;
1229
1230 op->remove (); 1276 op->remove ();
1231 1277
1232#if 0 1278 if (m == &freed_map)//D TODO: remove soon
1233 if (!m->active != !op->active)
1234 if (m->active)
1235 op->activate_recursive ();
1236 else
1237 op->deactivate_recursive ();
1238#endif
1239
1240 if (out_of_map (m, op->x, op->y))
1241 { 1279 {//D
1242 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1280 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1243#ifdef MANY_CORES
1244 /* Better to catch this here, as otherwise the next use of this object
1245 * is likely to cause a crash. Better to find out where it is getting
1246 * improperly inserted.
1247 */
1248 abort ();
1249#endif
1250 return op;
1251 } 1281 }//D
1252
1253 if (object *more = op->more)
1254 {
1255 if (!insert_ob_in_map (more, m, originator, flag))
1256 {
1257 if (!op->head)
1258 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1259
1260 return 0;
1261 }
1262 }
1263
1264 CLEAR_FLAG (op, FLAG_REMOVED);
1265 1282
1266 /* Ideally, the caller figures this out. However, it complicates a lot 1283 /* Ideally, the caller figures this out. However, it complicates a lot
1267 * of areas of callers (eg, anything that uses find_free_spot would now 1284 * of areas of callers (eg, anything that uses find_free_spot would now
1268 * need extra work 1285 * need extra work
1269 */ 1286 */
1270 if (!xy_normalise (m, op->x, op->y)) 1287 if (!xy_normalise (m, op->x, op->y))
1288 {
1289 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1271 return 0; 1290 return 0;
1291 }
1292
1293 if (object *more = op->more)
1294 if (!insert_ob_in_map (more, m, originator, flag))
1295 return 0;
1296
1297 CLEAR_FLAG (op, FLAG_REMOVED);
1272 1298
1273 op->map = m; 1299 op->map = m;
1274 mapspace &ms = op->ms (); 1300 mapspace &ms = op->ms ();
1275 1301
1276 /* this has to be done after we translate the coordinates. 1302 /* this has to be done after we translate the coordinates.
1277 */ 1303 */
1278 if (op->nrof && !(flag & INS_NO_MERGE)) 1304 if (op->nrof && !(flag & INS_NO_MERGE))
1279 for (tmp = ms.bot; tmp; tmp = tmp->above) 1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1280 if (object::can_merge (op, tmp)) 1306 if (object::can_merge (op, tmp))
1281 { 1307 {
1308 // TODO: we actually want to update tmp, not op,
1309 // but some caller surely breaks when we return tmp
1310 // from here :/
1282 op->nrof += tmp->nrof; 1311 op->nrof += tmp->nrof;
1283 tmp->destroy (); 1312 tmp->destroy ();
1284 } 1313 }
1285 1314
1286 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1295 { 1324 {
1296 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1297 abort (); 1326 abort ();
1298 } 1327 }
1299 1328
1329 if (!originator->is_on_map ())
1330 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1331 op->debug_desc (), originator->debug_desc ());
1332
1300 op->above = originator; 1333 op->above = originator;
1301 op->below = originator->below; 1334 op->below = originator->below;
1302
1303 if (op->below)
1304 op->below->above = op;
1305 else
1306 ms.bot = op;
1307
1308 /* since *below* originator, no need to update top */
1309 originator->below = op; 1335 originator->below = op;
1336
1337 *(op->below ? &op->below->above : &ms.bot) = op;
1310 } 1338 }
1311 else 1339 else
1312 { 1340 {
1313 top = ms.bot; 1341 object *floor = 0;
1342 object *top = ms.top;
1314 1343
1315 /* If there are other objects, then */ 1344 /* If there are other objects, then */
1316 if ((!(flag & INS_MAP_LOAD)) && top) 1345 if (top)
1317 { 1346 {
1318 object *last = 0;
1319
1320 /* 1347 /*
1321 * If there are multiple objects on this space, we do some trickier handling. 1348 * If there are multiple objects on this space, we do some trickier handling.
1322 * We've already dealt with merging if appropriate. 1349 * We've already dealt with merging if appropriate.
1323 * Generally, we want to put the new object on top. But if 1350 * Generally, we want to put the new object on top. But if
1324 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1327 * once we get to them. This reduces the need to traverse over all of 1354 * once we get to them. This reduces the need to traverse over all of
1328 * them when adding another one - this saves quite a bit of cpu time 1355 * them when adding another one - this saves quite a bit of cpu time
1329 * when lots of spells are cast in one area. Currently, it is presumed 1356 * when lots of spells are cast in one area. Currently, it is presumed
1330 * that flying non pickable objects are spell objects. 1357 * that flying non pickable objects are spell objects.
1331 */ 1358 */
1332 for (top = ms.bot; top; top = top->above) 1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1333 { 1360 {
1334 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1361 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1335 floor = top; 1362 floor = tmp;
1336 1363
1337 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1364 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1338 { 1365 {
1339 /* We insert above top, so we want this object below this */ 1366 /* We insert above top, so we want this object below this */
1340 top = top->below; 1367 top = tmp->below;
1341 break; 1368 break;
1342 } 1369 }
1343 1370
1344 last = top; 1371 top = tmp;
1345 } 1372 }
1346
1347 /* Don't want top to be NULL, so set it to the last valid object */
1348 top = last;
1349 1373
1350 /* We let update_position deal with figuring out what the space 1374 /* We let update_position deal with figuring out what the space
1351 * looks like instead of lots of conditions here. 1375 * looks like instead of lots of conditions here.
1352 * makes things faster, and effectively the same result. 1376 * makes things faster, and effectively the same result.
1353 */ 1377 */
1360 */ 1384 */
1361 if (!(flag & INS_ON_TOP) 1385 if (!(flag & INS_ON_TOP)
1362 && ms.flags () & P_BLOCKSVIEW 1386 && ms.flags () & P_BLOCKSVIEW
1363 && (op->face && !faces [op->face].visibility)) 1387 && (op->face && !faces [op->face].visibility))
1364 { 1388 {
1389 object *last;
1390
1365 for (last = top; last != floor; last = last->below) 1391 for (last = top; last != floor; last = last->below)
1366 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1392 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1367 break; 1393 break;
1368 1394
1369 /* Check to see if we found the object that blocks view, 1395 /* Check to see if we found the object that blocks view,
1374 if (last && last->below && last != floor) 1400 if (last && last->below && last != floor)
1375 top = last->below; 1401 top = last->below;
1376 } 1402 }
1377 } /* If objects on this space */ 1403 } /* If objects on this space */
1378 1404
1379 if (flag & INS_MAP_LOAD)
1380 top = ms.top;
1381
1382 if (flag & INS_ABOVE_FLOOR_ONLY) 1405 if (flag & INS_ABOVE_FLOOR_ONLY)
1383 top = floor; 1406 top = floor;
1384 1407
1385 /* Top is the object that our object (op) is going to get inserted above. 1408 // insert object above top, or bottom-most if top = 0
1386 */
1387
1388 /* First object on this space */
1389 if (!top) 1409 if (!top)
1390 { 1410 {
1411 op->below = 0;
1391 op->above = ms.bot; 1412 op->above = ms.bot;
1392
1393 if (op->above)
1394 op->above->below = op;
1395
1396 op->below = 0;
1397 ms.bot = op; 1413 ms.bot = op;
1414
1415 *(op->above ? &op->above->below : &ms.top) = op;
1398 } 1416 }
1399 else 1417 else
1400 { /* get inserted into the stack above top */ 1418 {
1401 op->above = top->above; 1419 op->above = top->above;
1402
1403 if (op->above)
1404 op->above->below = op; 1420 top->above = op;
1405 1421
1406 op->below = top; 1422 op->below = top;
1407 top->above = op; 1423 *(op->above ? &op->above->below : &ms.top) = op;
1408 } 1424 }
1409 1425 }
1410 if (!op->above)
1411 ms.top = op;
1412 } /* else not INS_BELOW_ORIGINATOR */
1413 1426
1414 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1415 { 1428 {
1416 op->contr->do_los = 1; 1429 op->contr->do_los = 1;
1417 ++op->map->players; 1430 ++op->map->players;
1418 op->map->touch (); 1431 op->map->touch ();
1419 } 1432 }
1420 1433
1421 op->map->dirty = true; 1434 op->map->dirty = true;
1422 1435
1423 /* If we have a floor, we know the player, if any, will be above
1424 * it, so save a few ticks and start from there.
1425 */
1426 if (!(flag & INS_MAP_LOAD))
1427 if (object *pl = ms.player ()) 1436 if (object *pl = ms.player ())
1437 //TODO: the floorbox prev/next might need updating
1438 //esrv_send_item (pl, op);
1439 //TODO: update floorbox to preserve ordering
1428 if (pl->contr->ns) 1440 if (pl->contr->ns)
1429 pl->contr->ns->floorbox_update (); 1441 pl->contr->ns->floorbox_update ();
1430 1442
1431 /* If this object glows, it may affect lighting conditions that are 1443 /* If this object glows, it may affect lighting conditions that are
1432 * visible to others on this map. But update_all_los is really 1444 * visible to others on this map. But update_all_los is really
1433 * an inefficient way to do this, as it means los for all players 1445 * an inefficient way to do this, as it means los for all players
1434 * on the map will get recalculated. The players could very well 1446 * on the map will get recalculated. The players could very well
1435 * be far away from this change and not affected in any way - 1447 * be far away from this change and not affected in any way -
1436 * this should get redone to only look for players within range, 1448 * this should get redone to only look for players within range,
1437 * or just updating the P_UPTODATE for spaces within this area 1449 * or just updating the P_UPTODATE for spaces within this area
1438 * of effect may be sufficient. 1450 * of effect may be sufficient.
1439 */ 1451 */
1440 if (op->map->darkness && (op->glow_radius != 0)) 1452 if (op->affects_los () && op->map->darkness)
1453 {
1454 op->ms ().invalidate ();
1441 update_all_los (op->map, op->x, op->y); 1455 update_all_los (op->map, op->x, op->y);
1456 }
1442 1457
1443 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1458 /* updates flags (blocked, alive, no magic, etc) for this map space */
1444 update_object (op, UP_OBJ_INSERT); 1459 update_object (op, UP_OBJ_INSERT);
1445 1460
1446 INVOKE_OBJECT (INSERT, op); 1461 INVOKE_OBJECT (INSERT, op);
1453 * blocked() and wall() work properly), and these flags are updated by 1468 * blocked() and wall() work properly), and these flags are updated by
1454 * update_object(). 1469 * update_object().
1455 */ 1470 */
1456 1471
1457 /* if this is not the head or flag has been passed, don't check walk on status */ 1472 /* if this is not the head or flag has been passed, don't check walk on status */
1458 if (!(flag & INS_NO_WALK_ON) && !op->head) 1473 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1459 { 1474 {
1460 if (check_move_on (op, originator)) 1475 if (check_move_on (op, originator))
1461 return 0; 1476 return 0;
1462 1477
1463 /* If we are a multi part object, lets work our way through the check 1478 /* If we are a multi part object, lets work our way through the check
1464 * walk on's. 1479 * walk on's.
1465 */ 1480 */
1466 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1481 for (object *tmp = op->more; tmp; tmp = tmp->more)
1467 if (check_move_on (tmp, originator)) 1482 if (check_move_on (tmp, originator))
1468 return 0; 1483 return 0;
1469 } 1484 }
1470 1485
1471 return op; 1486 return op;
1476 * op is the object to insert it under: supplies x and the map. 1491 * op is the object to insert it under: supplies x and the map.
1477 */ 1492 */
1478void 1493void
1479replace_insert_ob_in_map (const char *arch_string, object *op) 1494replace_insert_ob_in_map (const char *arch_string, object *op)
1480{ 1495{
1481 object *tmp, *tmp1;
1482
1483 /* first search for itself and remove any old instances */ 1496 /* first search for itself and remove any old instances */
1484 1497
1485 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1486 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1487 tmp->destroy (); 1500 tmp->destroy ();
1488 1501
1489 tmp1 = arch_to_object (archetype::find (arch_string)); 1502 object *tmp = arch_to_object (archetype::find (arch_string));
1490 1503
1491 tmp1->x = op->x; 1504 tmp->x = op->x;
1492 tmp1->y = op->y; 1505 tmp->y = op->y;
1506
1493 insert_ob_in_map (tmp1, op->map, op, 0); 1507 insert_ob_in_map (tmp, op->map, op, 0);
1494} 1508}
1495 1509
1496object * 1510object *
1497object::insert_at (object *where, object *originator, int flags) 1511object::insert_at (object *where, object *originator, int flags)
1498{ 1512{
1513 if (where->env)
1514 return where->env->insert (this);
1515 else
1499 return where->map->insert (this, where->x, where->y, originator, flags); 1516 return where->map->insert (this, where->x, where->y, originator, flags);
1500} 1517}
1501 1518
1502/* 1519/*
1503 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1504 * is returned contains nr objects, and the remaining parts contains
1505 * the rest (or is removed and freed if that number is 0).
1506 * On failure, NULL is returned, and the reason put into the
1507 * global static errmsg array.
1508 */
1509object *
1510get_split_ob (object *orig_ob, uint32 nr)
1511{
1512 object *newob;
1513 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1514
1515 if (orig_ob->nrof < nr)
1516 {
1517 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1518 return NULL;
1519 }
1520
1521 newob = object_create_clone (orig_ob);
1522
1523 if ((orig_ob->nrof -= nr) < 1)
1524 orig_ob->destroy (1);
1525 else if (!is_removed)
1526 {
1527 if (orig_ob->env != NULL)
1528 sub_weight (orig_ob->env, orig_ob->weight * nr);
1529 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1530 {
1531 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1532 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1533 return NULL;
1534 }
1535 }
1536
1537 newob->nrof = nr;
1538
1539 return newob;
1540}
1541
1542/*
1543 * decrease_ob_nr(object, number) decreases a specified number from 1520 * decrease(object, number) decreases a specified number from
1544 * the amount of an object. If the amount reaches 0, the object 1521 * the amount of an object. If the amount reaches 0, the object
1545 * is subsequently removed and freed. 1522 * is subsequently removed and freed.
1546 * 1523 *
1547 * Return value: 'op' if something is left, NULL if the amount reached 0 1524 * Return value: 'op' if something is left, NULL if the amount reached 0
1548 */ 1525 */
1526bool
1527object::decrease (sint32 nr)
1528{
1529 if (!nr)
1530 return true;
1531
1532 nr = min (nr, nrof);
1533
1534 if (nrof > nr)
1535 {
1536 nrof -= nr;
1537 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1538
1539 if (object *pl = visible_to ())
1540 esrv_update_item (UPD_NROF, pl, this);
1541
1542 return true;
1543 }
1544 else
1545 {
1546 destroy ();
1547 return false;
1548 }
1549}
1550
1551/*
1552 * split(ob,nr) splits up ob into two parts. The part which
1553 * is returned contains nr objects, and the remaining parts contains
1554 * the rest (or is removed and returned if that number is 0).
1555 * On failure, NULL is returned.
1556 */
1549object * 1557object *
1550decrease_ob_nr (object *op, uint32 i) 1558object::split (sint32 nr)
1551{ 1559{
1552 object *tmp; 1560 int have = number_of ();
1553 1561
1554 if (i == 0) /* objects with op->nrof require this check */ 1562 if (have < nr)
1555 return op; 1563 return 0;
1556 1564 else if (have == nr)
1557 if (i > op->nrof)
1558 i = op->nrof;
1559
1560 if (QUERY_FLAG (op, FLAG_REMOVED))
1561 op->nrof -= i;
1562 else if (op->env)
1563 { 1565 {
1564 /* is this object in the players inventory, or sub container
1565 * therein?
1566 */
1567 tmp = op->in_player ();
1568 /* nope. Is this a container the player has opened?
1569 * If so, set tmp to that player.
1570 * IMO, searching through all the players will mostly
1571 * likely be quicker than following op->env to the map,
1572 * and then searching the map for a player.
1573 */
1574 if (!tmp)
1575 for_all_players (pl)
1576 if (pl->ob->container == op->env)
1577 {
1578 tmp = pl->ob;
1579 break;
1580 }
1581
1582 if (i < op->nrof)
1583 {
1584 sub_weight (op->env, op->weight * i);
1585 op->nrof -= i;
1586 if (tmp)
1587 esrv_send_item (tmp, op);
1588 }
1589 else
1590 {
1591 op->remove (); 1566 remove ();
1592 op->nrof = 0; 1567 return this;
1593 if (tmp)
1594 esrv_del_item (tmp->contr, op->count);
1595 }
1596 } 1568 }
1597 else 1569 else
1598 { 1570 {
1599 object *above = op->above; 1571 decrease (nr);
1600 1572
1601 if (i < op->nrof) 1573 object *op = deep_clone ();
1602 op->nrof -= i; 1574 op->nrof = nr;
1603 else
1604 {
1605 op->remove ();
1606 op->nrof = 0;
1607 }
1608
1609 /* Since we just removed op, op->above is null */
1610 for (tmp = above; tmp; tmp = tmp->above)
1611 if (tmp->type == PLAYER)
1612 {
1613 if (op->nrof)
1614 esrv_send_item (tmp, op);
1615 else
1616 esrv_del_item (tmp->contr, op->count);
1617 }
1618 }
1619
1620 if (op->nrof)
1621 return op; 1575 return op;
1622 else
1623 {
1624 op->destroy ();
1625 return 0;
1626 }
1627}
1628
1629/*
1630 * add_weight(object, weight) adds the specified weight to an object,
1631 * and also updates how much the environment(s) is/are carrying.
1632 */
1633void
1634add_weight (object *op, signed long weight)
1635{
1636 while (op != NULL)
1637 {
1638 if (op->type == CONTAINER)
1639 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1640
1641 op->carrying += weight;
1642 op = op->env;
1643 } 1576 }
1644} 1577}
1645 1578
1646object * 1579object *
1647insert_ob_in_ob (object *op, object *where) 1580insert_ob_in_ob (object *op, object *where)
1652 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1585 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1653 free (dump); 1586 free (dump);
1654 return op; 1587 return op;
1655 } 1588 }
1656 1589
1657 if (where->head) 1590 if (where->head_ () != where)
1658 { 1591 {
1659 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1592 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1660 where = where->head; 1593 where = where->head;
1661 } 1594 }
1662 1595
1663 return where->insert (op); 1596 return where->insert (op);
1664} 1597}
1672 * be != op, if items are merged. -Tero 1605 * be != op, if items are merged. -Tero
1673 */ 1606 */
1674object * 1607object *
1675object::insert (object *op) 1608object::insert (object *op)
1676{ 1609{
1677 object *tmp, *otmp;
1678
1679 if (!QUERY_FLAG (op, FLAG_REMOVED))
1680 op->remove ();
1681
1682 if (op->more) 1610 if (op->more)
1683 { 1611 {
1684 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1612 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1685 return op; 1613 return op;
1686 } 1614 }
1687 1615
1688 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1616 op->remove ();
1689 CLEAR_FLAG (op, FLAG_REMOVED); 1617
1618 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1619
1690 if (op->nrof) 1620 if (op->nrof)
1691 {
1692 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1621 for (object *tmp = inv; tmp; tmp = tmp->below)
1693 if (object::can_merge (tmp, op)) 1622 if (object::can_merge (tmp, op))
1694 { 1623 {
1695 /* return the original object and remove inserted object 1624 /* return the original object and remove inserted object
1696 (client needs the original object) */ 1625 (client needs the original object) */
1697 tmp->nrof += op->nrof; 1626 tmp->nrof += op->nrof;
1698 /* Weight handling gets pretty funky. Since we are adding to 1627
1699 * tmp->nrof, we need to increase the weight. 1628 if (object *pl = tmp->visible_to ())
1700 */ 1629 esrv_update_item (UPD_NROF, pl, tmp);
1630
1701 add_weight (this, op->weight * op->nrof); 1631 adjust_weight (this, op->total_weight ());
1702 SET_FLAG (op, FLAG_REMOVED); 1632
1703 op->destroy (); /* free the inserted object */ 1633 op->destroy ();
1704 op = tmp; 1634 op = tmp;
1705 op->remove (); /* and fix old object's links */ 1635 goto inserted;
1706 CLEAR_FLAG (op, FLAG_REMOVED);
1707 break;
1708 } 1636 }
1709 1637
1710 /* I assume combined objects have no inventory 1638 op->owner = 0; // it's his/hers now. period.
1711 * We add the weight - this object could have just been removed
1712 * (if it was possible to merge). calling remove_ob will subtract
1713 * the weight, so we need to add it in again, since we actually do
1714 * the linking below
1715 */
1716 add_weight (this, op->weight * op->nrof);
1717 }
1718 else
1719 add_weight (this, (op->weight + op->carrying));
1720
1721 otmp = this->in_player ();
1722 if (otmp && otmp->contr)
1723 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1724 otmp->update_stats ();
1725
1726 op->map = 0; 1639 op->map = 0;
1727 op->env = this; 1640 op->x = 0;
1641 op->y = 0;
1642
1728 op->above = 0; 1643 op->above = 0;
1729 op->below = 0; 1644 op->below = inv;
1730 op->x = 0, op->y = 0; 1645 op->env = this;
1731 1646
1647 if (inv)
1648 inv->above = op;
1649
1650 inv = op;
1651
1652 op->flag [FLAG_REMOVED] = 0;
1653
1654 if (object *pl = op->visible_to ())
1655 esrv_send_item (pl, op);
1656
1657 adjust_weight (this, op->total_weight ());
1658
1659inserted:
1732 /* reset the light list and los of the players on the map */ 1660 /* reset the light list and los of the players on the map */
1733 if ((op->glow_radius != 0) && map) 1661 if (op->glow_radius && is_on_map () && map->darkness)
1734 { 1662 {
1735#ifdef DEBUG_LIGHTS 1663 update_stats ();
1736 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1737#endif /* DEBUG_LIGHTS */
1738 if (map->darkness)
1739 update_all_los (map, x, y); 1664 update_all_los (map, x, y);
1740 }
1741
1742 /* Client has no idea of ordering so lets not bother ordering it here.
1743 * It sure simplifies this function...
1744 */
1745 if (!inv)
1746 inv = op;
1747 else
1748 { 1665 }
1749 op->below = inv; 1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1750 op->below->above = op; 1667 // if this is a player's inventory, update stats
1751 inv = op; 1668 update_stats ();
1752 }
1753 1669
1754 INVOKE_OBJECT (INSERT, this); 1670 INVOKE_OBJECT (INSERT, this);
1755 1671
1756 return op; 1672 return op;
1757} 1673}
1885 LOG (llevError, "Present_arch called outside map.\n"); 1801 LOG (llevError, "Present_arch called outside map.\n");
1886 return NULL; 1802 return NULL;
1887 } 1803 }
1888 1804
1889 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1805 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1890 if (tmp->arch == at) 1806 if (tmp->arch->archname == at->archname)
1891 return tmp; 1807 return tmp;
1892 1808
1893 return NULL; 1809 return NULL;
1894} 1810}
1895 1811
1959 * The first matching object is returned, or NULL if none. 1875 * The first matching object is returned, or NULL if none.
1960 */ 1876 */
1961object * 1877object *
1962present_arch_in_ob (const archetype *at, const object *op) 1878present_arch_in_ob (const archetype *at, const object *op)
1963{ 1879{
1964 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 if (tmp->arch == at) 1881 if (tmp->arch->archname == at->archname)
1966 return tmp; 1882 return tmp;
1967 1883
1968 return NULL; 1884 return NULL;
1969} 1885}
1970 1886
1972 * activate recursively a flag on an object inventory 1888 * activate recursively a flag on an object inventory
1973 */ 1889 */
1974void 1890void
1975flag_inv (object *op, int flag) 1891flag_inv (object *op, int flag)
1976{ 1892{
1977 if (op->inv)
1978 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1893 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1979 { 1894 {
1980 SET_FLAG (tmp, flag); 1895 SET_FLAG (tmp, flag);
1981 flag_inv (tmp, flag); 1896 flag_inv (tmp, flag);
1982 } 1897 }
1983} 1898}
1984 1899
1985/* 1900/*
1986 * deactivate recursively a flag on an object inventory 1901 * deactivate recursively a flag on an object inventory
1987 */ 1902 */
1988void 1903void
1989unflag_inv (object *op, int flag) 1904unflag_inv (object *op, int flag)
1990{ 1905{
1991 if (op->inv)
1992 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1993 { 1907 {
1994 CLEAR_FLAG (tmp, flag); 1908 CLEAR_FLAG (tmp, flag);
1995 unflag_inv (tmp, flag); 1909 unflag_inv (tmp, flag);
1996 } 1910 }
1997}
1998
1999/*
2000 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2001 * all it's inventory (recursively).
2002 * If checksums are used, a player will get set_cheat called for
2003 * him/her-self and all object carried by a call to this function.
2004 */
2005void
2006set_cheat (object *op)
2007{
2008 SET_FLAG (op, FLAG_WAS_WIZ);
2009 flag_inv (op, FLAG_WAS_WIZ);
2010} 1911}
2011 1912
2012/* 1913/*
2013 * find_free_spot(object, map, x, y, start, stop) will search for 1914 * find_free_spot(object, map, x, y, start, stop) will search for
2014 * a spot at the given map and coordinates which will be able to contain 1915 * a spot at the given map and coordinates which will be able to contain
2016 * to search (see the freearr_x/y[] definition). 1917 * to search (see the freearr_x/y[] definition).
2017 * It returns a random choice among the alternatives found. 1918 * It returns a random choice among the alternatives found.
2018 * start and stop are where to start relative to the free_arr array (1,9 1919 * start and stop are where to start relative to the free_arr array (1,9
2019 * does all 4 immediate directions). This returns the index into the 1920 * does all 4 immediate directions). This returns the index into the
2020 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1921 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2021 * Note - this only checks to see if there is space for the head of the
2022 * object - if it is a multispace object, this should be called for all
2023 * pieces.
2024 * Note2: This function does correctly handle tiled maps, but does not 1922 * Note: This function does correctly handle tiled maps, but does not
2025 * inform the caller. However, insert_ob_in_map will update as 1923 * inform the caller. However, insert_ob_in_map will update as
2026 * necessary, so the caller shouldn't need to do any special work. 1924 * necessary, so the caller shouldn't need to do any special work.
2027 * Note - updated to take an object instead of archetype - this is necessary 1925 * Note - updated to take an object instead of archetype - this is necessary
2028 * because arch_blocked (now ob_blocked) needs to know the movement type 1926 * because arch_blocked (now ob_blocked) needs to know the movement type
2029 * to know if the space in question will block the object. We can't use 1927 * to know if the space in question will block the object. We can't use
2031 * customized, changed states, etc. 1929 * customized, changed states, etc.
2032 */ 1930 */
2033int 1931int
2034find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1932find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2035{ 1933{
1934 int altern[SIZEOFFREE];
2036 int index = 0, flag; 1935 int index = 0, flag;
2037 int altern[SIZEOFFREE];
2038 1936
2039 for (int i = start; i < stop; i++) 1937 for (int i = start; i < stop; i++)
2040 { 1938 {
2041 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1939 mapxy pos (m, x, y); pos.move (i);
2042 if (!flag) 1940
1941 if (!pos.normalise ())
1942 continue;
1943
1944 mapspace &ms = *pos;
1945
1946 if (ms.flags () & P_IS_ALIVE)
1947 continue;
1948
1949 /* However, often
1950 * ob doesn't have any move type (when used to place exits)
1951 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1952 */
1953 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1954 {
2043 altern [index++] = i; 1955 altern [index++] = i;
1956 continue;
1957 }
2044 1958
2045 /* Basically, if we find a wall on a space, we cut down the search size. 1959 /* Basically, if we find a wall on a space, we cut down the search size.
2046 * In this way, we won't return spaces that are on another side of a wall. 1960 * In this way, we won't return spaces that are on another side of a wall.
2047 * This mostly work, but it cuts down the search size in all directions - 1961 * This mostly work, but it cuts down the search size in all directions -
2048 * if the space being examined only has a wall to the north and empty 1962 * if the space being examined only has a wall to the north and empty
2049 * spaces in all the other directions, this will reduce the search space 1963 * spaces in all the other directions, this will reduce the search space
2050 * to only the spaces immediately surrounding the target area, and 1964 * to only the spaces immediately surrounding the target area, and
2051 * won't look 2 spaces south of the target space. 1965 * won't look 2 spaces south of the target space.
2052 */ 1966 */
2053 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1967 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1968 {
2054 stop = maxfree[i]; 1969 stop = maxfree[i];
1970 continue;
1971 }
1972
1973 /* Note it is intentional that we check ob - the movement type of the
1974 * head of the object should correspond for the entire object.
1975 */
1976 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1977 continue;
1978
1979 if (ob->blocked (pos.m, pos.x, pos.y))
1980 continue;
1981
1982 altern [index++] = i;
2055 } 1983 }
2056 1984
2057 if (!index) 1985 if (!index)
2058 return -1; 1986 return -1;
2059 1987
2068 */ 1996 */
2069int 1997int
2070find_first_free_spot (const object *ob, maptile *m, int x, int y) 1998find_first_free_spot (const object *ob, maptile *m, int x, int y)
2071{ 1999{
2072 for (int i = 0; i < SIZEOFFREE; i++) 2000 for (int i = 0; i < SIZEOFFREE; i++)
2073 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2001 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2074 return i; 2002 return i;
2075 2003
2076 return -1; 2004 return -1;
2077} 2005}
2078 2006
2132 object *tmp; 2060 object *tmp;
2133 maptile *mp; 2061 maptile *mp;
2134 2062
2135 MoveType blocked, move_type; 2063 MoveType blocked, move_type;
2136 2064
2137 if (exclude && exclude->head) 2065 if (exclude && exclude->head_ () != exclude)
2138 { 2066 {
2139 exclude = exclude->head; 2067 exclude = exclude->head;
2140 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2141 } 2069 }
2142 else 2070 else
2165 max = maxfree[i]; 2093 max = maxfree[i];
2166 else if (mflags & P_IS_ALIVE) 2094 else if (mflags & P_IS_ALIVE)
2167 { 2095 {
2168 for (tmp = ms.bot; tmp; tmp = tmp->above) 2096 for (tmp = ms.bot; tmp; tmp = tmp->above)
2169 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2170 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2171 break; 2099 break;
2172 2100
2173 if (tmp) 2101 if (tmp)
2174 return freedir[i]; 2102 return freedir[i];
2175 } 2103 }
2355 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2283 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2356 * core dumps if they do. 2284 * core dumps if they do.
2357 * 2285 *
2358 * Add a check so we can't pick up invisible objects (0.93.8) 2286 * Add a check so we can't pick up invisible objects (0.93.8)
2359 */ 2287 */
2360
2361int 2288int
2362can_pick (const object *who, const object *item) 2289can_pick (const object *who, const object *item)
2363{ 2290{
2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2291 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2292 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2368 2295
2369/* 2296/*
2370 * create clone from object to another 2297 * create clone from object to another
2371 */ 2298 */
2372object * 2299object *
2373object_create_clone (object *asrc) 2300object::deep_clone ()
2374{ 2301{
2375 object *dst = 0, *tmp, *src, *part, *prev, *item; 2302 assert (("deep_clone called on non-head object", is_head ()));
2376 2303
2377 if (!asrc) 2304 object *dst = clone ();
2378 return 0;
2379 2305
2380 src = asrc; 2306 object *prev = dst;
2381 if (src->head)
2382 src = src->head;
2383
2384 prev = 0;
2385 for (part = src; part; part = part->more) 2307 for (object *part = this->more; part; part = part->more)
2386 { 2308 {
2387 tmp = part->clone (); 2309 object *tmp = part->clone ();
2388 tmp->x -= src->x;
2389 tmp->y -= src->y;
2390
2391 if (!part->head)
2392 {
2393 dst = tmp;
2394 tmp->head = 0;
2395 }
2396 else
2397 tmp->head = dst; 2310 tmp->head = dst;
2398
2399 tmp->more = 0;
2400
2401 if (prev)
2402 prev->more = tmp; 2311 prev->more = tmp;
2403
2404 prev = tmp; 2312 prev = tmp;
2405 } 2313 }
2406 2314
2407 for (item = src->inv; item; item = item->below) 2315 for (object *item = inv; item; item = item->below)
2408 insert_ob_in_ob (object_create_clone (item), dst); 2316 insert_ob_in_ob (item->deep_clone (), dst);
2409 2317
2410 return dst; 2318 return dst;
2411} 2319}
2412 2320
2413/* This returns the first object in who's inventory that 2321/* This returns the first object in who's inventory that
2422 return tmp; 2330 return tmp;
2423 2331
2424 return 0; 2332 return 0;
2425} 2333}
2426 2334
2427/* If ob has a field named key, return the link from the list, 2335const shstr &
2428 * otherwise return NULL. 2336object::kv_get (const shstr &key) const
2429 *
2430 * key must be a passed in shared string - otherwise, this won't
2431 * do the desired thing.
2432 */
2433key_value *
2434get_ob_key_link (const object *ob, const char *key)
2435{ 2337{
2436 for (key_value *link = ob->key_values; link; link = link->next) 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2437 if (link->key == key) 2339 if (kv->key == key)
2438 return link;
2439
2440 return 0;
2441}
2442
2443/*
2444 * Returns the value of op has an extra_field for key, or NULL.
2445 *
2446 * The argument doesn't need to be a shared string.
2447 *
2448 * The returned string is shared.
2449 */
2450const char *
2451get_ob_key_value (const object *op, const char *const key)
2452{
2453 key_value *link;
2454 shstr_cmp canonical_key (key);
2455
2456 if (!canonical_key)
2457 {
2458 /* 1. There being a field named key on any object
2459 * implies there'd be a shared string to find.
2460 * 2. Since there isn't, no object has this field.
2461 * 3. Therefore, *this* object doesn't have this field.
2462 */
2463 return 0;
2464 }
2465
2466 /* This is copied from get_ob_key_link() above -
2467 * only 4 lines, and saves the function call overhead.
2468 */
2469 for (link = op->key_values; link; link = link->next)
2470 if (link->key == canonical_key)
2471 return link->value; 2340 return kv->value;
2472 2341
2473 return 0; 2342 return shstr_null;
2474} 2343}
2475 2344
2476/* 2345void
2477 * Updates the canonical_key in op to value. 2346object::kv_set (const shstr &key, const shstr &value)
2478 *
2479 * canonical_key is a shared string (value doesn't have to be).
2480 *
2481 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2482 * keys.
2483 *
2484 * Returns TRUE on success.
2485 */
2486int
2487set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2488{ 2347{
2489 key_value *field = NULL, *last = NULL; 2348 for (key_value *kv = key_values; kv; kv = kv->next)
2490 2349 if (kv->key == key)
2491 for (field = op->key_values; field != NULL; field = field->next)
2492 {
2493 if (field->key != canonical_key)
2494 { 2350 {
2495 last = field; 2351 kv->value = value;
2496 continue; 2352 return;
2497 } 2353 }
2498 2354
2499 if (value) 2355 key_value *kv = new key_value;
2500 field->value = value; 2356
2501 else 2357 kv->next = key_values;
2358 kv->key = key;
2359 kv->value = value;
2360
2361 key_values = kv;
2362}
2363
2364void
2365object::kv_del (const shstr &key)
2366{
2367 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2368 if ((*kvp)->key == key)
2502 { 2369 {
2503 /* Basically, if the archetype has this key set, 2370 key_value *kv = *kvp;
2504 * we need to store the null value so when we save 2371 *kvp = (*kvp)->next;
2505 * it, we save the empty value so that when we load, 2372 delete kv;
2506 * we get this value back again. 2373 return;
2507 */
2508 if (get_ob_key_link (&op->arch->clone, canonical_key))
2509 field->value = 0;
2510 else
2511 {
2512 if (last)
2513 last->next = field->next;
2514 else
2515 op->key_values = field->next;
2516
2517 delete field;
2518 }
2519 } 2374 }
2520 return TRUE;
2521 }
2522 /* IF we get here, key doesn't exist */
2523
2524 /* No field, we'll have to add it. */
2525
2526 if (!add_key)
2527 return FALSE;
2528
2529 /* There isn't any good reason to store a null
2530 * value in the key/value list. If the archetype has
2531 * this key, then we should also have it, so shouldn't
2532 * be here. If user wants to store empty strings,
2533 * should pass in ""
2534 */
2535 if (value == NULL)
2536 return TRUE;
2537
2538 field = new key_value;
2539
2540 field->key = canonical_key;
2541 field->value = value;
2542 /* Usual prepend-addition. */
2543 field->next = op->key_values;
2544 op->key_values = field;
2545
2546 return TRUE;
2547}
2548
2549/*
2550 * Updates the key in op to value.
2551 *
2552 * If add_key is FALSE, this will only update existing keys,
2553 * and not add new ones.
2554 * In general, should be little reason FALSE is ever passed in for add_key
2555 *
2556 * Returns TRUE on success.
2557 */
2558int
2559set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2560{
2561 shstr key_ (key);
2562
2563 return set_ob_key_value_s (op, key_, value, add_key);
2564} 2375}
2565 2376
2566object::depth_iterator::depth_iterator (object *container) 2377object::depth_iterator::depth_iterator (object *container)
2567: iterator_base (container) 2378: iterator_base (container)
2568{ 2379{
2581 item = item->inv; 2392 item = item->inv;
2582 } 2393 }
2583 else 2394 else
2584 item = item->env; 2395 item = item->env;
2585} 2396}
2586
2587 2397
2588const char * 2398const char *
2589object::flag_desc (char *desc, int len) const 2399object::flag_desc (char *desc, int len) const
2590{ 2400{
2591 char *p = desc; 2401 char *p = desc;
2619{ 2429{
2620 char flagdesc[512]; 2430 char flagdesc[512];
2621 char info2[256 * 4]; 2431 char info2[256 * 4];
2622 char *p = info; 2432 char *p = info;
2623 2433
2624 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2434 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2625 count, uuid.seq, 2435 count,
2436 uuid.c_str (),
2626 &name, 2437 &name,
2627 title ? "\",title:\"" : "", 2438 title ? ",title:\"" : "",
2628 title ? (const char *)title : "", 2439 title ? (const char *)title : "",
2440 title ? "\"" : "",
2629 flag_desc (flagdesc, 512), type); 2441 flag_desc (flagdesc, 512), type);
2630 2442
2631 if (env) 2443 if (!flag[FLAG_REMOVED] && env)
2632 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2444 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2633 2445
2634 if (map) 2446 if (map)
2635 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2447 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2636 2448
2654} 2466}
2655 2467
2656const materialtype_t * 2468const materialtype_t *
2657object::dominant_material () const 2469object::dominant_material () const
2658{ 2470{
2659 if (materialtype_t *mat = name_to_material (materialname)) 2471 if (materialtype_t *mt = name_to_material (materialname))
2660 return mat; 2472 return mt;
2661 2473
2662 // omfg this is slow, this has to be temporary :)
2663 shstr unknown ("unknown");
2664
2665 return name_to_material (unknown); 2474 return name_to_material (shstr_unknown);
2666} 2475}
2667 2476
2668void 2477void
2669object::open_container (object *new_container) 2478object::open_container (object *new_container)
2670{ 2479{
2671 if (container == new_container) 2480 if (container == new_container)
2672 return; 2481 return;
2673 2482
2674 if (object *old_container = container) 2483 object *old_container = container;
2484
2485 if (old_container)
2675 { 2486 {
2676 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2487 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2677 return; 2488 return;
2678 2489
2679#if 0 2490#if 0
2681 if (object *closer = old_container->inv) 2492 if (object *closer = old_container->inv)
2682 if (closer->type == CLOSE_CON) 2493 if (closer->type == CLOSE_CON)
2683 closer->destroy (); 2494 closer->destroy ();
2684#endif 2495#endif
2685 2496
2497 // make sure the container is available
2498 esrv_send_item (this, old_container);
2499
2686 old_container->flag [FLAG_APPLIED] = 0; 2500 old_container->flag [FLAG_APPLIED] = false;
2687 container = 0; 2501 container = 0;
2688 2502
2503 // client needs item update to make it work, client bug requires this to be separate
2689 esrv_update_item (UPD_FLAGS, this, old_container); 2504 esrv_update_item (UPD_FLAGS, this, old_container);
2505
2690 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2506 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2507 play_sound (sound_find ("chest_close"));
2691 } 2508 }
2692 2509
2693 if (new_container) 2510 if (new_container)
2694 { 2511 {
2695 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2512 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2706 } 2523 }
2707#endif 2524#endif
2708 2525
2709 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2526 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2710 2527
2528 // make sure the container is available, client bug requires this to be separate
2529 esrv_send_item (this, new_container);
2530
2711 new_container->flag [FLAG_APPLIED] = 1; 2531 new_container->flag [FLAG_APPLIED] = true;
2712 container = new_container; 2532 container = new_container;
2713 2533
2534 // client needs flag change
2714 esrv_update_item (UPD_FLAGS, this, new_container); 2535 esrv_update_item (UPD_FLAGS, this, new_container);
2715 esrv_send_inventory (this, new_container); 2536 esrv_send_inventory (this, new_container);
2537 play_sound (sound_find ("chest_open"));
2538 }
2539// else if (!old_container->env && contr && contr->ns)
2540// contr->ns->floorbox_reset ();
2541}
2542
2543object *
2544object::force_find (const shstr name)
2545{
2546 /* cycle through his inventory to look for the MARK we want to
2547 * place
2548 */
2549 for (object *tmp = inv; tmp; tmp = tmp->below)
2550 if (tmp->type == FORCE && tmp->slaying == name)
2551 return splay (tmp);
2552
2553 return 0;
2554}
2555
2556object *
2557object::force_add (const shstr name, int duration)
2558{
2559 if (object *force = force_find (name))
2560 force->destroy ();
2561
2562 object *force = get_archetype (FORCE_NAME);
2563
2564 force->slaying = name;
2565 force->stats.food = 1;
2566 force->speed_left = -1.f;
2567
2568 force->set_speed (duration ? 1.f / duration : 0.f);
2569 force->flag [FLAG_IS_USED_UP] = true;
2570 force->flag [FLAG_APPLIED] = true;
2571
2572 return insert (force);
2573}
2574
2575void
2576object::play_sound (faceidx sound)
2577{
2578 if (!sound)
2579 return;
2580
2581 if (flag [FLAG_REMOVED])
2582 return;
2583
2584 if (env)
2716 } 2585 {
2586 if (object *pl = in_player ())
2587 pl->contr->play_sound (sound);
2588 }
2589 else
2590 map->play_sound (sound, x, y);
2717} 2591}
2718 2592
2593void
2594object::make_noise ()
2595{
2596 // we do not model noise in the map, so instead put
2597 // a temporary light into the noise source
2598 // could use the map instead, but that's less reliable for our
2599 // goal, which is to make invisibility a bit harder to exploit
2719 2600
2601 // find old force, or create new one
2602 object *force = force_find (shstr_noise_force);
2603
2604 if (force)
2605 force->speed = 1.f / 4; // patch old speed up
2606 else
2607 {
2608 force = get_archetype (shstr_noise_force);
2609
2610 force->slaying = name;
2611 force->stats.food = 1;
2612 force->speed_left = -1.f;
2613
2614 force->set_speed (1.f / 4);
2615 force->flag [FLAG_IS_USED_UP] = true;
2616 force->flag [FLAG_APPLIED] = true;
2617
2618 insert (force);
2619 }
2620}
2621

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