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Comparing deliantra/server/common/object.C (file contents):
Revision 1.151 by root, Wed May 16 11:10:01 2007 UTC vs.
Revision 1.218 by root, Wed Apr 23 07:25:54 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; 144 key_value *wants_field;
142 145
143 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
151 key_value *has_field; 154 key_value *has_field;
152 155
153 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
155 158
156 if (has_field == NULL) 159 if (!has_field)
157 {
158 /* No field with that name. */ 160 return 0; /* No field with that name. */
159 return FALSE;
160 }
161 161
162 /* Found the matching field. */ 162 /* Found the matching field. */
163 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168 165
169 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
170 } 167 }
171 168
172 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
173 return TRUE; 170 return 1;
174} 171}
175 172
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 174static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 176{
180 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
181 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
182 */ 179 */
203 || ob1->speed != ob2->speed 200 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 201 || ob1->value != ob2->value
205 || ob1->name != ob2->name) 202 || ob1->name != ob2->name)
206 return 0; 203 return 0;
207 204
208 //TODO: this ain't working well, use nicer and correct overflow check 205 /* Do not merge objects if nrof would overflow. First part checks
209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 * for unsigned overflow (2c), second part checks whether the result
210 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * would fit into a 32 bit signed int, which is often used to hold
211 * used to store nrof). 208 * nrof values.
212 */ 209 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
214 return 0; 211 return 0;
215 212
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* 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 214 * 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 215 * 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 216 * are not equal - just if it has been identified, the been_applied
220 * flags lose any meaning. 217 * flags lose any meaning.
221 */ 218 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
224 221
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
227 224
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 225 if (ob1->arch->name != ob2->arch->name
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 226 || ob1->name != ob2->name
231 || ob1->title != ob2->title 227 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 228 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 229 || 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 230 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 231 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 232 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 233 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 234 || ob1->value != ob2->value
247 || ob1->move_block != ob2->move_block 241 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 242 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 243 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 244 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 245 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty) 246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 249 return 0;
254 250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
255 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
257 */ 261 */
258 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
259 { 263 {
260 /* if one object has inventory but the other doesn't, not equiv */ 264 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 265 return 0; /* inventories differ in length */
262 return 0;
263 266
264 /* Now check to see if the two inventory objects could merge */ 267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
265 if (!object::can_merge (ob1->inv, ob2->inv)) 270 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 271 return 0; /* inventory objects differ */
267 272
268 /* inventory ok - still need to check rest of this object to see 273 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 274 * if it is valid.
270 */ 275 */
271 } 276 }
290 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
291 return 0; 296 return 0;
292 break; 297 break;
293 } 298 }
294 299
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
296 { 301 {
297 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 304 return 0; /* One has fields, but the other one doesn't. */
305
306 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 307 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 308 }
304 309
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
307 { 311 {
308 ob1->optimise (); 312 ob1->optimise ();
309 ob2->optimise (); 313 ob2->optimise ();
310 314
311 if (ob1->self || ob2->self) 315 if (ob1->self || ob2->self)
316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
312 return 0; 321 return 0;
322
323 if (k1 == 0)
324 return 1;
325
326 if (!cfperl_can_merge (ob1, ob2))
327 return 0;
328 }
313 } 329 }
314 330
315 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
316 return 1; 332 return 1;
317} 333}
318 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (!flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 return pl;
364 }
365 }
366
367 return 0;
368}
369
370// adjust weight per container type ("of holding")
371static sint32
372weight_adjust (object *op, sint32 weight)
373{
374 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376 : weight;
377}
378
319/* 379/*
380 * adjust_weight(object, weight) adds the specified weight to an object,
381 * and also updates how much the environment(s) is/are carrying.
382 */
383static void
384adjust_weight (object *op, sint32 weight)
385{
386 while (op)
387 {
388 weight = weight_adjust (op, weight);
389
390 if (!weight)
391 return;
392
393 op->carrying += weight;
394
395 if (object *pl = op->visible_to ())
396 if (pl != op) // player is handled lazily
397 esrv_update_item (UPD_WEIGHT, pl, op);
398
399 op = op->env;
400 }
401}
402
403/*
320 * sum_weight() is a recursive function which calculates the weight 404 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 405 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 406 * containers are carrying, and sums it up.
323 */ 407 */
324long 408void
325sum_weight (object *op) 409object::update_weight ()
326{ 410{
327 long sum; 411 sint32 sum = 0;
328 object *inv;
329 412
330 for (sum = 0, inv = op->inv; inv; inv = inv->below) 413 for (object *op = inv; op; op = op->below)
331 { 414 {
332 if (inv->inv) 415 if (op->inv)
333 sum_weight (inv); 416 op->update_weight ();
334 417
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 418 sum += op->total_weight ();
419 }
420
421 sum = weight_adjust (this, sum);
422
423 if (sum != carrying)
336 } 424 {
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; 425 carrying = sum;
343 426
344 return sum; 427 if (object *pl = visible_to ())
428 if (pl != this) // player is handled lazily
429 esrv_update_item (UPD_WEIGHT, pl, this);
430 }
345} 431}
346 432
347/** 433/*
348 * Return the outermost environment object for a given object. 434 * 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 */ 435 */
364char * 436char *
365dump_object (object *op) 437dump_object (object *op)
366{ 438{
367 if (!op) 439 if (!op)
375/* 447/*
376 * get_nearest_part(multi-object, object 2) returns the part of the 448 * get_nearest_part(multi-object, object 2) returns the part of the
377 * multi-object 1 which is closest to the second object. 449 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned. 450 * If it's not a multi-object, it is returned.
379 */ 451 */
380
381object * 452object *
382get_nearest_part (object *op, const object *pl) 453get_nearest_part (object *op, const object *pl)
383{ 454{
384 object *tmp, *closest; 455 object *tmp, *closest;
385 int last_dist, i; 456 int last_dist, i;
386 457
387 if (op->more == NULL) 458 if (!op->more)
388 return op; 459 return op;
460
389 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 461 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
462 tmp;
463 tmp = tmp->more)
390 if ((i = distance (tmp, pl)) < last_dist) 464 if ((i = distance (tmp, pl)) < last_dist)
391 closest = tmp, last_dist = i; 465 closest = tmp, last_dist = i;
466
392 return closest; 467 return closest;
393} 468}
394 469
395/* 470/*
396 * Returns the object which has the count-variable equal to the argument. 471 * Returns the object which has the count-variable equal to the argument.
472 * VERRRY slow.
397 */ 473 */
398object * 474object *
399find_object (tag_t i) 475find_object (tag_t i)
400{ 476{
401 for_all_objects (op) 477 for_all_objects (op)
421 break; 497 break;
422 498
423 return op; 499 return op;
424} 500}
425 501
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 502/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 503 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 504 * skill and experience objects.
505 * ACTUALLY NO! investigate! TODO
435 */ 506 */
436void 507void
437object::set_owner (object *owner) 508object::set_owner (object *owner)
438{ 509{
510 // allow objects which own objects
439 if (!owner) 511 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) 512 while (owner->owner)
450 owner = owner->owner; 513 owner = owner->owner;
514
515 if (flag [FLAG_FREED])
516 {
517 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
518 return;
519 }
451 520
452 this->owner = owner; 521 this->owner = owner;
453} 522}
454 523
455int 524int
495 { 564 {
496 current_weapon = chosen_skill = 0; 565 current_weapon = chosen_skill = 0;
497 update_stats (); 566 update_stats ();
498 567
499 new_draw_info_format (NDI_UNIQUE, 0, this, 568 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance your applied items all at once, but the %s is too much. " 569 "You try to balance all your items at once, "
570 "but the %s is just too much for your body. "
501 "You need to unapply some items first.", &ob->name); 571 "[You need to unapply some items first.]", &ob->name);
502 return false; 572 return false;
503 } 573 }
504 574
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 } 576 }
586object::copy_to (object *dst) 656object::copy_to (object *dst)
587{ 657{
588 *dst = *this; 658 *dst = *this;
589 659
590 if (speed < 0) 660 if (speed < 0)
591 dst->speed_left = speed_left - rndm (); 661 dst->speed_left -= rndm ();
592 662
593 dst->set_speed (dst->speed); 663 dst->set_speed (dst->speed);
594} 664}
595 665
596void 666void
597object::instantiate () 667object::instantiate ()
598{ 668{
599 if (!uuid.seq) // HACK 669 if (!uuid.seq) // HACK
600 uuid = gen_uuid (); 670 uuid = UUID::gen ();
601 671
602 speed_left = -0.1f; 672 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really 673 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything. 674 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting 675 * by doing so, when a monster is created, it has good starting
764static int object_count; 834static int object_count;
765 835
766void object::link () 836void object::link ()
767{ 837{
768 assert (!index);//D 838 assert (!index);//D
769 uuid = gen_uuid (); 839 uuid = UUID::gen ();
770 count = ++object_count; 840 count = ++object_count;
771 841
772 refcnt_inc (); 842 refcnt_inc ();
773 objects.insert (this); 843 objects.insert (this);
774} 844}
847object::destroy_inv (bool drop_to_ground) 917object::destroy_inv (bool drop_to_ground)
848{ 918{
849 // need to check first, because the checks below might segfault 919 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code 920 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty. 921 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory, 922 // corollary: if you create arrows etc. with stuff in its inventory,
853 // cf will crash below with off-map x and y 923 // cf will crash below with off-map x and y
854 if (!inv) 924 if (!inv)
855 return; 925 return;
856 926
857 /* Only if the space blocks everything do we not process - 927 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects 928 * if some form of movement is allowed, let objects
859 * drop on that space. 929 * drop on that space.
860 */ 930 */
861 if (!drop_to_ground 931 if (!drop_to_ground
862 || !map 932 || !map
863 || map->in_memory != MAP_IN_MEMORY 933 || map->in_memory != MAP_ACTIVE
864 || map->nodrop 934 || map->nodrop
865 || ms ().move_block == MOVE_ALL) 935 || ms ().move_block == MOVE_ALL)
866 { 936 {
867 while (inv) 937 while (inv)
868 { 938 {
869 inv->destroy_inv (drop_to_ground); 939 inv->destroy_inv (false);
870 inv->destroy (); 940 inv->destroy ();
871 } 941 }
872 } 942 }
873 else 943 else
874 { /* Put objects in inventory onto this space */ 944 { /* Put objects in inventory onto this space */
880 || op->flag [FLAG_NO_DROP] 950 || op->flag [FLAG_NO_DROP]
881 || op->type == RUNE 951 || op->type == RUNE
882 || op->type == TRAP 952 || op->type == TRAP
883 || op->flag [FLAG_IS_A_TEMPLATE] 953 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH]) 954 || op->flag [FLAG_DESTROY_ON_DEATH])
885 op->destroy (); 955 op->destroy (true);
886 else 956 else
887 map->insert (op, x, y); 957 map->insert (op, x, y);
888 } 958 }
889 } 959 }
890} 960}
897} 967}
898 968
899void 969void
900object::do_destroy () 970object::do_destroy ()
901{ 971{
902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED]) 972 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this); 973 remove_button_link (this);
906 974
907 if (flag [FLAG_FRIENDLY]) 975 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this); 976 remove_friendly_object (this);
909 977
910 if (!flag [FLAG_REMOVED])
911 remove (); 978 remove ();
912 979
913 destroy_inv (true); 980 attachable::do_destroy ();
914 981
915 deactivate (); 982 deactivate ();
916 unlink (); 983 unlink ();
917 984
918 flag [FLAG_FREED] = 1; 985 flag [FLAG_FREED] = 1;
923 990
924 if (!freed_map) 991 if (!freed_map)
925 { 992 {
926 freed_map = new maptile; 993 freed_map = new maptile;
927 994
995 freed_map->path = "<freed objects map>";
928 freed_map->name = "/internal/freed_objects_map"; 996 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3; 997 freed_map->width = 3;
930 freed_map->height = 3; 998 freed_map->height = 3;
999 freed_map->nodrop = 1;
931 1000
932 freed_map->alloc (); 1001 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY; 1002 freed_map->in_memory = MAP_ACTIVE;
934 } 1003 }
935 1004
936 map = freed_map; 1005 map = freed_map;
937 x = 1; 1006 x = 1;
938 y = 1; 1007 y = 1;
939 } 1008 }
940 1009
941 head = 0;
942
943 if (more) 1010 if (more)
944 { 1011 {
945 more->destroy (); 1012 more->destroy ();
946 more = 0; 1013 more = 0;
947 } 1014 }
948 1015
1016 head = 0;
1017
949 // clear those pointers that likely might have circular references to us 1018 // clear those pointers that likely might cause circular references
950 owner = 0; 1019 owner = 0;
951 enemy = 0; 1020 enemy = 0;
952 attacked_by = 0; 1021 attacked_by = 0;
1022 current_weapon = 0;
953} 1023}
954 1024
955void 1025void
956object::destroy (bool destroy_inventory) 1026object::destroy (bool destroy_inventory)
957{ 1027{
958 if (destroyed ()) 1028 if (destroyed ())
959 return; 1029 return;
960 1030
961 if (destroy_inventory) 1031 destroy_inv (!destroy_inventory);
962 destroy_inv (false); 1032
1033 if (is_head ())
1034 if (sound_destroy)
1035 play_sound (sound_destroy);
1036 else if (flag [FLAG_MONSTER])
1037 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
963 1038
964 attachable::destroy (); 1039 attachable::destroy ();
965}
966
967/*
968 * sub_weight() recursively (outwards) subtracts a number from the
969 * weight of an object (and what is carried by it's environment(s)).
970 */
971void
972sub_weight (object *op, signed long weight)
973{
974 while (op != NULL)
975 {
976 if (op->type == CONTAINER)
977 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
978
979 op->carrying -= weight;
980 op = op->env;
981 }
982} 1040}
983 1041
984/* op->remove (): 1042/* op->remove ():
985 * This function removes the object op from the linked list of objects 1043 * This function removes the object op from the linked list of objects
986 * which it is currently tied to. When this function is done, the 1044 * which it is currently tied to. When this function is done, the
992object::do_remove () 1050object::do_remove ()
993{ 1051{
994 object *tmp, *last = 0; 1052 object *tmp, *last = 0;
995 object *otmp; 1053 object *otmp;
996 1054
997 if (QUERY_FLAG (this, FLAG_REMOVED)) 1055 if (flag [FLAG_REMOVED])
998 return; 1056 return;
999 1057
1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this); 1058 INVOKE_OBJECT (REMOVE, this);
1059
1060 if (object *pl = visible_to ())
1061 esrv_del_item (pl->contr, count);
1062
1063 flag [FLAG_REMOVED] = true;
1002 1064
1003 if (more) 1065 if (more)
1004 more->remove (); 1066 more->remove ();
1005 1067
1006 /* 1068 /*
1007 * In this case, the object to be removed is in someones 1069 * In this case, the object to be removed is in someones
1008 * inventory. 1070 * inventory.
1009 */ 1071 */
1010 if (env) 1072 if (env)
1011 { 1073 {
1074 adjust_weight (env, -total_weight ());
1075
1076 *(above ? &above->below : &env->inv) = below;
1077
1012 if (nrof) 1078 if (below)
1013 sub_weight (env, weight * nrof); 1079 below->above = above;
1014 else 1080
1015 sub_weight (env, weight + carrying); 1081 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do.
1084 */
1085 map = env->map;
1086 x = env->x;
1087 y = env->y;
1088 above = 0;
1089 below = 0;
1090 env = 0;
1016 1091
1017 /* NO_FIX_PLAYER is set when a great many changes are being 1092 /* NO_FIX_PLAYER is set when a great many changes are being
1018 * made to players inventory. If set, avoiding the call 1093 * made to players inventory. If set, avoiding the call
1019 * to save cpu time. 1094 * to save cpu time.
1020 */ 1095 */
1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1096 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1022 otmp->update_stats (); 1097 otmp->update_stats ();
1023
1024 if (above)
1025 above->below = below;
1026 else
1027 env->inv = below;
1028
1029 if (below)
1030 below->above = above;
1031
1032 /* we set up values so that it could be inserted into
1033 * the map, but we don't actually do that - it is up
1034 * to the caller to decide what we want to do.
1035 */
1036 x = env->x, y = env->y;
1037 map = env->map;
1038 above = 0, below = 0;
1039 env = 0;
1040 } 1098 }
1041 else if (map) 1099 else if (map)
1042 { 1100 {
1043 if (type == PLAYER) 1101 if (type == PLAYER)
1044 { 1102 {
1082 if (map->in_memory == MAP_SAVING) 1140 if (map->in_memory == MAP_SAVING)
1083 return; 1141 return;
1084 1142
1085 int check_walk_off = !flag [FLAG_NO_APPLY]; 1143 int check_walk_off = !flag [FLAG_NO_APPLY];
1086 1144
1145 if (object *pl = ms.player ())
1146 {
1147 if (pl->container == this)
1148 /* If a container that the player is currently using somehow gets
1149 * removed (most likely destroyed), update the player view
1150 * appropriately.
1151 */
1152 pl->close_container ();
1153
1154 //TODO: the floorbox prev/next might need updating
1155 esrv_del_item (pl->contr, count);
1156 }
1157
1087 for (tmp = ms.bot; tmp; tmp = tmp->above) 1158 for (tmp = ms.bot; tmp; tmp = tmp->above)
1088 { 1159 {
1089 /* No point updating the players look faces if he is the object 1160 /* No point updating the players look faces if he is the object
1090 * being removed. 1161 * being removed.
1091 */ 1162 */
1092
1093 if (tmp->type == PLAYER && tmp != this)
1094 {
1095 /* If a container that the player is currently using somehow gets
1096 * removed (most likely destroyed), update the player view
1097 * appropriately.
1098 */
1099 if (tmp->container == this)
1100 {
1101 flag [FLAG_APPLIED] = 0;
1102 tmp->container = 0;
1103 }
1104
1105 if (tmp->contr->ns)
1106 tmp->contr->ns->floorbox_update ();
1107 }
1108 1163
1109 /* See if object moving off should effect something */ 1164 /* See if object moving off should effect something */
1110 if (check_walk_off 1165 if (check_walk_off
1111 && ((move_type & tmp->move_off) 1166 && ((move_type & tmp->move_off)
1112 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1167 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1115 1170
1116 if (destroyed ()) 1171 if (destroyed ())
1117 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1172 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1118 } 1173 }
1119 1174
1120 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1121 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1122 if (tmp->above == tmp)
1123 tmp->above = 0;
1124
1125 last = tmp; 1175 last = tmp;
1126 } 1176 }
1127 1177
1128 /* last == NULL if there are no objects on this space */ 1178 /* last == NULL if there are no objects on this space */
1129 //TODO: this makes little sense, why only update the topmost object? 1179 //TODO: this makes little sense, why only update the topmost object?
1149merge_ob (object *op, object *top) 1199merge_ob (object *op, object *top)
1150{ 1200{
1151 if (!op->nrof) 1201 if (!op->nrof)
1152 return 0; 1202 return 0;
1153 1203
1154 if (top) 1204 if (!top)
1155 for (top = op; top && top->above; top = top->above) 1205 for (top = op; top && top->above; top = top->above)
1156 ; 1206 ;
1157 1207
1158 for (; top; top = top->below) 1208 for (; top; top = top->below)
1159 {
1160 if (top == op)
1161 continue;
1162
1163 if (object::can_merge (op, top)) 1209 if (object::can_merge (op, top))
1164 { 1210 {
1165 top->nrof += op->nrof; 1211 top->nrof += op->nrof;
1166 1212
1167/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1213 if (object *pl = top->visible_to ())
1168 op->weight = 0; /* Don't want any adjustements now */ 1214 esrv_update_item (UPD_NROF, pl, top);
1215
1216 op->weight = 0; // cancel the addition above
1217 op->carrying = 0; // must be 0 already
1218
1169 op->destroy (); 1219 op->destroy (1);
1220
1170 return top; 1221 return top;
1171 } 1222 }
1172 }
1173 1223
1174 return 0; 1224 return 0;
1175} 1225}
1176 1226
1177void 1227void
1180 if (more) 1230 if (more)
1181 return; 1231 return;
1182 1232
1183 object *prev = this; 1233 object *prev = this;
1184 1234
1185 for (archetype *at = arch->more; at; at = at->more) 1235 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1186 { 1236 {
1187 object *op = arch_to_object (at); 1237 object *op = arch_to_object (at);
1188 1238
1189 op->name = name; 1239 op->name = name;
1190 op->name_pl = name_pl; 1240 op->name_pl = name_pl;
1204object * 1254object *
1205insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1255insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1206{ 1256{
1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1257 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1208 { 1258 {
1209 tmp->x = x + tmp->arch->clone.x; 1259 tmp->x = x + tmp->arch->x;
1210 tmp->y = y + tmp->arch->clone.y; 1260 tmp->y = y + tmp->arch->y;
1211 } 1261 }
1212 1262
1213 return insert_ob_in_map (op, m, originator, flag); 1263 return insert_ob_in_map (op, m, originator, flag);
1214} 1264}
1215 1265
1236object * 1286object *
1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1238{ 1288{
1239 assert (!op->flag [FLAG_FREED]); 1289 assert (!op->flag [FLAG_FREED]);
1240 1290
1241 object *tmp, *top, *floor = NULL;
1242
1243 op->remove (); 1291 op->remove ();
1244
1245#if 0
1246 if (!m->active != !op->active)
1247 if (m->active)
1248 op->activate_recursive ();
1249 else
1250 op->deactivate_recursive ();
1251#endif
1252
1253 if (out_of_map (m, op->x, op->y))
1254 {
1255 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1256#ifdef MANY_CORES
1257 /* Better to catch this here, as otherwise the next use of this object
1258 * is likely to cause a crash. Better to find out where it is getting
1259 * improperly inserted.
1260 */
1261 abort ();
1262#endif
1263 return op;
1264 }
1265
1266 if (object *more = op->more)
1267 {
1268 if (!insert_ob_in_map (more, m, originator, flag))
1269 {
1270 if (!op->head)
1271 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1272
1273 return 0;
1274 }
1275 }
1276
1277 CLEAR_FLAG (op, FLAG_REMOVED);
1278 1292
1279 /* Ideally, the caller figures this out. However, it complicates a lot 1293 /* Ideally, the caller figures this out. However, it complicates a lot
1280 * of areas of callers (eg, anything that uses find_free_spot would now 1294 * of areas of callers (eg, anything that uses find_free_spot would now
1281 * need extra work 1295 * need extra work
1282 */ 1296 */
1283 if (!xy_normalise (m, op->x, op->y)) 1297 if (!xy_normalise (m, op->x, op->y))
1298 {
1299 op->destroy (1);
1284 return 0; 1300 return 0;
1301 }
1302
1303 if (object *more = op->more)
1304 if (!insert_ob_in_map (more, m, originator, flag))
1305 return 0;
1306
1307 CLEAR_FLAG (op, FLAG_REMOVED);
1285 1308
1286 op->map = m; 1309 op->map = m;
1287 mapspace &ms = op->ms (); 1310 mapspace &ms = op->ms ();
1288 1311
1289 /* this has to be done after we translate the coordinates. 1312 /* this has to be done after we translate the coordinates.
1290 */ 1313 */
1291 if (op->nrof && !(flag & INS_NO_MERGE)) 1314 if (op->nrof && !(flag & INS_NO_MERGE))
1292 for (tmp = ms.bot; tmp; tmp = tmp->above) 1315 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1293 if (object::can_merge (op, tmp)) 1316 if (object::can_merge (op, tmp))
1294 { 1317 {
1318 // TODO: we atcually want to update tmp, not op,
1319 // but some caller surely breaks when we return tmp
1320 // from here :/
1295 op->nrof += tmp->nrof; 1321 op->nrof += tmp->nrof;
1296 tmp->destroy (); 1322 tmp->destroy (1);
1297 } 1323 }
1298 1324
1299 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1325 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1300 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1326 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1301 1327
1321 /* since *below* originator, no need to update top */ 1347 /* since *below* originator, no need to update top */
1322 originator->below = op; 1348 originator->below = op;
1323 } 1349 }
1324 else 1350 else
1325 { 1351 {
1352 object *top, *floor = NULL;
1353
1326 top = ms.bot; 1354 top = ms.bot;
1327 1355
1328 /* If there are other objects, then */ 1356 /* If there are other objects, then */
1329 if ((!(flag & INS_MAP_LOAD)) && top) 1357 if (top)
1330 { 1358 {
1331 object *last = 0; 1359 object *last = 0;
1332 1360
1333 /* 1361 /*
1334 * If there are multiple objects on this space, we do some trickier handling. 1362 * If there are multiple objects on this space, we do some trickier handling.
1387 if (last && last->below && last != floor) 1415 if (last && last->below && last != floor)
1388 top = last->below; 1416 top = last->below;
1389 } 1417 }
1390 } /* If objects on this space */ 1418 } /* If objects on this space */
1391 1419
1392 if (flag & INS_MAP_LOAD)
1393 top = ms.top;
1394
1395 if (flag & INS_ABOVE_FLOOR_ONLY) 1420 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor; 1421 top = floor;
1397 1422
1398 /* Top is the object that our object (op) is going to get inserted above. 1423 /* Top is the object that our object (op) is going to get inserted above.
1399 */ 1424 */
1431 op->map->touch (); 1456 op->map->touch ();
1432 } 1457 }
1433 1458
1434 op->map->dirty = true; 1459 op->map->dirty = true;
1435 1460
1436 /* If we have a floor, we know the player, if any, will be above
1437 * it, so save a few ticks and start from there.
1438 */
1439 if (!(flag & INS_MAP_LOAD))
1440 if (object *pl = ms.player ()) 1461 if (object *pl = ms.player ())
1441 if (pl->contr->ns) 1462 //TODO: the floorbox prev/next might need updating
1442 pl->contr->ns->floorbox_update (); 1463 esrv_send_item (pl, op);
1443 1464
1444 /* If this object glows, it may affect lighting conditions that are 1465 /* If this object glows, it may affect lighting conditions that are
1445 * visible to others on this map. But update_all_los is really 1466 * visible to others on this map. But update_all_los is really
1446 * an inefficient way to do this, as it means los for all players 1467 * an inefficient way to do this, as it means los for all players
1447 * on the map will get recalculated. The players could very well 1468 * on the map will get recalculated. The players could very well
1466 * blocked() and wall() work properly), and these flags are updated by 1487 * blocked() and wall() work properly), and these flags are updated by
1467 * update_object(). 1488 * update_object().
1468 */ 1489 */
1469 1490
1470 /* if this is not the head or flag has been passed, don't check walk on status */ 1491 /* if this is not the head or flag has been passed, don't check walk on status */
1471 if (!(flag & INS_NO_WALK_ON) && !op->head) 1492 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1472 { 1493 {
1473 if (check_move_on (op, originator)) 1494 if (check_move_on (op, originator))
1474 return 0; 1495 return 0;
1475 1496
1476 /* If we are a multi part object, lets work our way through the check 1497 /* If we are a multi part object, lets work our way through the check
1477 * walk on's. 1498 * walk on's.
1478 */ 1499 */
1479 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1500 for (object *tmp = op->more; tmp; tmp = tmp->more)
1480 if (check_move_on (tmp, originator)) 1501 if (check_move_on (tmp, originator))
1481 return 0; 1502 return 0;
1482 } 1503 }
1483 1504
1484 return op; 1505 return op;
1489 * op is the object to insert it under: supplies x and the map. 1510 * op is the object to insert it under: supplies x and the map.
1490 */ 1511 */
1491void 1512void
1492replace_insert_ob_in_map (const char *arch_string, object *op) 1513replace_insert_ob_in_map (const char *arch_string, object *op)
1493{ 1514{
1494 object *tmp, *tmp1;
1495
1496 /* first search for itself and remove any old instances */ 1515 /* first search for itself and remove any old instances */
1497 1516
1498 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1517 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1499 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1518 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1500 tmp->destroy (); 1519 tmp->destroy (1);
1501 1520
1502 tmp1 = arch_to_object (archetype::find (arch_string)); 1521 object *tmp = arch_to_object (archetype::find (arch_string));
1503 1522
1504 tmp1->x = op->x; 1523 tmp->x = op->x;
1505 tmp1->y = op->y; 1524 tmp->y = op->y;
1525
1506 insert_ob_in_map (tmp1, op->map, op, 0); 1526 insert_ob_in_map (tmp, op->map, op, 0);
1507} 1527}
1508 1528
1509object * 1529object *
1510object::insert_at (object *where, object *originator, int flags) 1530object::insert_at (object *where, object *originator, int flags)
1511{ 1531{
1532 if (where->env)
1533 return where->env->insert (this);
1534 else
1512 return where->map->insert (this, where->x, where->y, originator, flags); 1535 return where->map->insert (this, where->x, where->y, originator, flags);
1513} 1536}
1514 1537
1515/* 1538/*
1516 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1517 * is returned contains nr objects, and the remaining parts contains
1518 * the rest (or is removed and freed if that number is 0).
1519 * On failure, NULL is returned, and the reason put into the
1520 * global static errmsg array.
1521 */
1522object *
1523get_split_ob (object *orig_ob, uint32 nr)
1524{
1525 object *newob;
1526 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1527
1528 if (orig_ob->nrof < nr)
1529 {
1530 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1531 return NULL;
1532 }
1533
1534 newob = object_create_clone (orig_ob);
1535
1536 if ((orig_ob->nrof -= nr) < 1)
1537 orig_ob->destroy (1);
1538 else if (!is_removed)
1539 {
1540 if (orig_ob->env != NULL)
1541 sub_weight (orig_ob->env, orig_ob->weight * nr);
1542 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1543 {
1544 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1545 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1546 return NULL;
1547 }
1548 }
1549
1550 newob->nrof = nr;
1551
1552 return newob;
1553}
1554
1555/*
1556 * decrease_ob_nr(object, number) decreases a specified number from 1539 * decrease(object, number) decreases a specified number from
1557 * the amount of an object. If the amount reaches 0, the object 1540 * the amount of an object. If the amount reaches 0, the object
1558 * is subsequently removed and freed. 1541 * is subsequently removed and freed.
1559 * 1542 *
1560 * Return value: 'op' if something is left, NULL if the amount reached 0 1543 * Return value: 'op' if something is left, NULL if the amount reached 0
1561 */ 1544 */
1545bool
1546object::decrease (sint32 nr)
1547{
1548 if (!nr)
1549 return true;
1550
1551 nr = min (nr, nrof);
1552
1553 nrof -= nr;
1554
1555 if (nrof)
1556 {
1557 adjust_weight (env, -weight * nr); // carrying == 0
1558
1559 if (object *pl = visible_to ())
1560 esrv_update_item (UPD_NROF, pl, this);
1561
1562 return true;
1563 }
1564 else
1565 {
1566 destroy (1);
1567 return false;
1568 }
1569}
1570
1571/*
1572 * split(ob,nr) splits up ob into two parts. The part which
1573 * is returned contains nr objects, and the remaining parts contains
1574 * the rest (or is removed and returned if that number is 0).
1575 * On failure, NULL is returned.
1576 */
1562object * 1577object *
1563decrease_ob_nr (object *op, uint32 i) 1578object::split (sint32 nr)
1564{ 1579{
1565 object *tmp; 1580 int have = number_of ();
1566 1581
1567 if (i == 0) /* objects with op->nrof require this check */ 1582 if (have < nr)
1568 return op; 1583 return 0;
1569 1584 else if (have == nr)
1570 if (i > op->nrof)
1571 i = op->nrof;
1572
1573 if (QUERY_FLAG (op, FLAG_REMOVED))
1574 op->nrof -= i;
1575 else if (op->env)
1576 { 1585 {
1577 /* is this object in the players inventory, or sub container
1578 * therein?
1579 */
1580 tmp = op->in_player ();
1581 /* nope. Is this a container the player has opened?
1582 * If so, set tmp to that player.
1583 * IMO, searching through all the players will mostly
1584 * likely be quicker than following op->env to the map,
1585 * and then searching the map for a player.
1586 */
1587 if (!tmp)
1588 for_all_players (pl)
1589 if (pl->ob->container == op->env)
1590 {
1591 tmp = pl->ob;
1592 break;
1593 }
1594
1595 if (i < op->nrof)
1596 {
1597 sub_weight (op->env, op->weight * i);
1598 op->nrof -= i;
1599 if (tmp)
1600 esrv_send_item (tmp, op);
1601 }
1602 else
1603 {
1604 op->remove (); 1586 remove ();
1605 op->nrof = 0; 1587 return this;
1606 if (tmp)
1607 esrv_del_item (tmp->contr, op->count);
1608 }
1609 } 1588 }
1610 else 1589 else
1611 { 1590 {
1612 object *above = op->above; 1591 decrease (nr);
1613 1592
1614 if (i < op->nrof) 1593 object *op = object_create_clone (this);
1615 op->nrof -= i; 1594 op->nrof = nr;
1616 else
1617 {
1618 op->remove ();
1619 op->nrof = 0;
1620 }
1621
1622 /* Since we just removed op, op->above is null */
1623 for (tmp = above; tmp; tmp = tmp->above)
1624 if (tmp->type == PLAYER)
1625 {
1626 if (op->nrof)
1627 esrv_send_item (tmp, op);
1628 else
1629 esrv_del_item (tmp->contr, op->count);
1630 }
1631 }
1632
1633 if (op->nrof)
1634 return op; 1595 return op;
1635 else
1636 {
1637 op->destroy ();
1638 return 0;
1639 }
1640}
1641
1642/*
1643 * add_weight(object, weight) adds the specified weight to an object,
1644 * and also updates how much the environment(s) is/are carrying.
1645 */
1646void
1647add_weight (object *op, signed long weight)
1648{
1649 while (op != NULL)
1650 {
1651 if (op->type == CONTAINER)
1652 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1653
1654 op->carrying += weight;
1655 op = op->env;
1656 } 1596 }
1657} 1597}
1658 1598
1659object * 1599object *
1660insert_ob_in_ob (object *op, object *where) 1600insert_ob_in_ob (object *op, object *where)
1665 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1605 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1666 free (dump); 1606 free (dump);
1667 return op; 1607 return op;
1668 } 1608 }
1669 1609
1670 if (where->head) 1610 if (where->head_ () != where)
1671 { 1611 {
1672 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1612 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1673 where = where->head; 1613 where = where->head;
1674 } 1614 }
1675 1615
1676 return where->insert (op); 1616 return where->insert (op);
1677} 1617}
1685 * be != op, if items are merged. -Tero 1625 * be != op, if items are merged. -Tero
1686 */ 1626 */
1687object * 1627object *
1688object::insert (object *op) 1628object::insert (object *op)
1689{ 1629{
1690 object *tmp, *otmp;
1691
1692 if (!QUERY_FLAG (op, FLAG_REMOVED))
1693 op->remove ();
1694
1695 if (op->more) 1630 if (op->more)
1696 { 1631 {
1697 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1632 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1698 return op; 1633 return op;
1699 } 1634 }
1700 1635
1701 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1636 op->remove ();
1702 CLEAR_FLAG (op, FLAG_REMOVED); 1637
1638 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1639
1703 if (op->nrof) 1640 if (op->nrof)
1704 {
1705 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1641 for (object *tmp = inv; tmp; tmp = tmp->below)
1706 if (object::can_merge (tmp, op)) 1642 if (object::can_merge (tmp, op))
1707 { 1643 {
1708 /* return the original object and remove inserted object 1644 /* return the original object and remove inserted object
1709 (client needs the original object) */ 1645 (client needs the original object) */
1710 tmp->nrof += op->nrof; 1646 tmp->nrof += op->nrof;
1711 /* Weight handling gets pretty funky. Since we are adding to 1647
1712 * tmp->nrof, we need to increase the weight. 1648 if (object *pl = tmp->visible_to ())
1713 */ 1649 esrv_update_item (UPD_NROF, pl, tmp);
1650
1714 add_weight (this, op->weight * op->nrof); 1651 adjust_weight (this, op->total_weight ());
1715 SET_FLAG (op, FLAG_REMOVED); 1652
1716 op->destroy (); /* free the inserted object */ 1653 op->destroy (1);
1717 op = tmp; 1654 op = tmp;
1718 op->remove (); /* and fix old object's links */ 1655 goto inserted;
1719 CLEAR_FLAG (op, FLAG_REMOVED);
1720 break;
1721 } 1656 }
1722 1657
1723 /* I assume combined objects have no inventory 1658 op->owner = 0; // it's his/hers now. period.
1724 * We add the weight - this object could have just been removed
1725 * (if it was possible to merge). calling remove_ob will subtract
1726 * the weight, so we need to add it in again, since we actually do
1727 * the linking below
1728 */
1729 add_weight (this, op->weight * op->nrof);
1730 }
1731 else
1732 add_weight (this, (op->weight + op->carrying));
1733
1734 otmp = this->in_player ();
1735 if (otmp && otmp->contr)
1736 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1737 otmp->update_stats ();
1738
1739 op->map = 0; 1659 op->map = 0;
1740 op->env = this; 1660 op->x = 0;
1661 op->y = 0;
1662
1741 op->above = 0; 1663 op->above = 0;
1742 op->below = 0; 1664 op->below = inv;
1743 op->x = 0, op->y = 0; 1665 op->env = this;
1744 1666
1667 if (inv)
1668 inv->above = op;
1669
1670 inv = op;
1671
1672 op->flag [FLAG_REMOVED] = 0;
1673
1674 if (object *pl = op->visible_to ())
1675 esrv_send_item (pl, op);
1676
1677 adjust_weight (this, op->total_weight ());
1678
1679inserted:
1745 /* reset the light list and los of the players on the map */ 1680 /* reset the light list and los of the players on the map */
1746 if ((op->glow_radius != 0) && map) 1681 if (op->glow_radius && map && map->darkness)
1747 {
1748#ifdef DEBUG_LIGHTS
1749 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1750#endif /* DEBUG_LIGHTS */
1751 if (map->darkness)
1752 update_all_los (map, x, y); 1682 update_all_los (map, x, y);
1753 }
1754 1683
1755 /* Client has no idea of ordering so lets not bother ordering it here. 1684 // if this is a player's inventory, update stats
1756 * It sure simplifies this function... 1685 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1757 */ 1686 update_stats ();
1758 if (!inv)
1759 inv = op;
1760 else
1761 {
1762 op->below = inv;
1763 op->below->above = op;
1764 inv = op;
1765 }
1766 1687
1767 INVOKE_OBJECT (INSERT, this); 1688 INVOKE_OBJECT (INSERT, this);
1768 1689
1769 return op; 1690 return op;
1770} 1691}
1985 * activate recursively a flag on an object inventory 1906 * activate recursively a flag on an object inventory
1986 */ 1907 */
1987void 1908void
1988flag_inv (object *op, int flag) 1909flag_inv (object *op, int flag)
1989{ 1910{
1990 if (op->inv)
1991 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1992 { 1912 {
1993 SET_FLAG (tmp, flag); 1913 SET_FLAG (tmp, flag);
1994 flag_inv (tmp, flag); 1914 flag_inv (tmp, flag);
1995 } 1915 }
1996} 1916}
1997 1917
1998/* 1918/*
1999 * deactivate recursively a flag on an object inventory 1919 * deactivate recursively a flag on an object inventory
2000 */ 1920 */
2001void 1921void
2002unflag_inv (object *op, int flag) 1922unflag_inv (object *op, int flag)
2003{ 1923{
2004 if (op->inv)
2005 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1924 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2006 { 1925 {
2007 CLEAR_FLAG (tmp, flag); 1926 CLEAR_FLAG (tmp, flag);
2008 unflag_inv (tmp, flag); 1927 unflag_inv (tmp, flag);
2009 } 1928 }
2010}
2011
2012/*
2013 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2014 * all it's inventory (recursively).
2015 * If checksums are used, a player will get set_cheat called for
2016 * him/her-self and all object carried by a call to this function.
2017 */
2018void
2019set_cheat (object *op)
2020{
2021 SET_FLAG (op, FLAG_WAS_WIZ);
2022 flag_inv (op, FLAG_WAS_WIZ);
2023} 1929}
2024 1930
2025/* 1931/*
2026 * find_free_spot(object, map, x, y, start, stop) will search for 1932 * find_free_spot(object, map, x, y, start, stop) will search for
2027 * a spot at the given map and coordinates which will be able to contain 1933 * a spot at the given map and coordinates which will be able to contain
2029 * to search (see the freearr_x/y[] definition). 1935 * to search (see the freearr_x/y[] definition).
2030 * It returns a random choice among the alternatives found. 1936 * It returns a random choice among the alternatives found.
2031 * start and stop are where to start relative to the free_arr array (1,9 1937 * start and stop are where to start relative to the free_arr array (1,9
2032 * does all 4 immediate directions). This returns the index into the 1938 * does all 4 immediate directions). This returns the index into the
2033 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1939 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2034 * Note - this only checks to see if there is space for the head of the
2035 * object - if it is a multispace object, this should be called for all
2036 * pieces.
2037 * Note2: This function does correctly handle tiled maps, but does not 1940 * Note: This function does correctly handle tiled maps, but does not
2038 * inform the caller. However, insert_ob_in_map will update as 1941 * inform the caller. However, insert_ob_in_map will update as
2039 * necessary, so the caller shouldn't need to do any special work. 1942 * necessary, so the caller shouldn't need to do any special work.
2040 * Note - updated to take an object instead of archetype - this is necessary 1943 * Note - updated to take an object instead of archetype - this is necessary
2041 * because arch_blocked (now ob_blocked) needs to know the movement type 1944 * because arch_blocked (now ob_blocked) needs to know the movement type
2042 * to know if the space in question will block the object. We can't use 1945 * to know if the space in question will block the object. We can't use
2044 * customized, changed states, etc. 1947 * customized, changed states, etc.
2045 */ 1948 */
2046int 1949int
2047find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1950find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2048{ 1951{
1952 int altern[SIZEOFFREE];
2049 int index = 0, flag; 1953 int index = 0, flag;
2050 int altern[SIZEOFFREE];
2051 1954
2052 for (int i = start; i < stop; i++) 1955 for (int i = start; i < stop; i++)
2053 { 1956 {
2054 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1957 mapxy pos (m, x, y); pos.move (i);
2055 if (!flag) 1958
1959 if (!pos.normalise ())
1960 continue;
1961
1962 mapspace &ms = *pos;
1963
1964 if (ms.flags () & P_IS_ALIVE)
1965 continue;
1966
1967 /* However, often
1968 * ob doesn't have any move type (when used to place exits)
1969 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1970 */
1971 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1972 {
2056 altern [index++] = i; 1973 altern [index++] = i;
1974 continue;
1975 }
2057 1976
2058 /* Basically, if we find a wall on a space, we cut down the search size. 1977 /* Basically, if we find a wall on a space, we cut down the search size.
2059 * In this way, we won't return spaces that are on another side of a wall. 1978 * In this way, we won't return spaces that are on another side of a wall.
2060 * This mostly work, but it cuts down the search size in all directions - 1979 * This mostly work, but it cuts down the search size in all directions -
2061 * if the space being examined only has a wall to the north and empty 1980 * if the space being examined only has a wall to the north and empty
2062 * spaces in all the other directions, this will reduce the search space 1981 * spaces in all the other directions, this will reduce the search space
2063 * to only the spaces immediately surrounding the target area, and 1982 * to only the spaces immediately surrounding the target area, and
2064 * won't look 2 spaces south of the target space. 1983 * won't look 2 spaces south of the target space.
2065 */ 1984 */
2066 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1985 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1986 {
2067 stop = maxfree[i]; 1987 stop = maxfree[i];
1988 continue;
1989 }
1990
1991 /* Note it is intentional that we check ob - the movement type of the
1992 * head of the object should correspond for the entire object.
1993 */
1994 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1995 continue;
1996
1997 if (ob->blocked (m, pos.x, pos.y))
1998 continue;
1999
2000 altern [index++] = i;
2068 } 2001 }
2069 2002
2070 if (!index) 2003 if (!index)
2071 return -1; 2004 return -1;
2072 2005
2081 */ 2014 */
2082int 2015int
2083find_first_free_spot (const object *ob, maptile *m, int x, int y) 2016find_first_free_spot (const object *ob, maptile *m, int x, int y)
2084{ 2017{
2085 for (int i = 0; i < SIZEOFFREE; i++) 2018 for (int i = 0; i < SIZEOFFREE; i++)
2086 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2019 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2087 return i; 2020 return i;
2088 2021
2089 return -1; 2022 return -1;
2090} 2023}
2091 2024
2145 object *tmp; 2078 object *tmp;
2146 maptile *mp; 2079 maptile *mp;
2147 2080
2148 MoveType blocked, move_type; 2081 MoveType blocked, move_type;
2149 2082
2150 if (exclude && exclude->head) 2083 if (exclude && exclude->head_ () != exclude)
2151 { 2084 {
2152 exclude = exclude->head; 2085 exclude = exclude->head;
2153 move_type = exclude->move_type; 2086 move_type = exclude->move_type;
2154 } 2087 }
2155 else 2088 else
2178 max = maxfree[i]; 2111 max = maxfree[i];
2179 else if (mflags & P_IS_ALIVE) 2112 else if (mflags & P_IS_ALIVE)
2180 { 2113 {
2181 for (tmp = ms.bot; tmp; tmp = tmp->above) 2114 for (tmp = ms.bot; tmp; tmp = tmp->above)
2182 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2115 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2183 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2116 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2184 break; 2117 break;
2185 2118
2186 if (tmp) 2119 if (tmp)
2187 return freedir[i]; 2120 return freedir[i];
2188 } 2121 }
2368 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2301 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2369 * core dumps if they do. 2302 * core dumps if they do.
2370 * 2303 *
2371 * Add a check so we can't pick up invisible objects (0.93.8) 2304 * Add a check so we can't pick up invisible objects (0.93.8)
2372 */ 2305 */
2373
2374int 2306int
2375can_pick (const object *who, const object *item) 2307can_pick (const object *who, const object *item)
2376{ 2308{
2377 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2309 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2378 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2310 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2383 * create clone from object to another 2315 * create clone from object to another
2384 */ 2316 */
2385object * 2317object *
2386object_create_clone (object *asrc) 2318object_create_clone (object *asrc)
2387{ 2319{
2388 object *dst = 0, *tmp, *src, *part, *prev, *item; 2320 object *dst = 0, *tmp, *src, *prev, *item;
2389 2321
2390 if (!asrc) 2322 if (!asrc)
2391 return 0; 2323 return 0;
2392 2324
2393 src = asrc;
2394 if (src->head)
2395 src = src->head; 2325 src = asrc->head_ ();
2396 2326
2397 prev = 0; 2327 prev = 0;
2398 for (part = src; part; part = part->more) 2328 for (object *part = src; part; part = part->more)
2399 { 2329 {
2400 tmp = part->clone (); 2330 tmp = part->clone ();
2401 tmp->x -= src->x; 2331 tmp->x -= src->x;
2402 tmp->y -= src->y; 2332 tmp->y -= src->y;
2403 2333
2516 /* Basically, if the archetype has this key set, 2446 /* Basically, if the archetype has this key set,
2517 * we need to store the null value so when we save 2447 * we need to store the null value so when we save
2518 * it, we save the empty value so that when we load, 2448 * it, we save the empty value so that when we load,
2519 * we get this value back again. 2449 * we get this value back again.
2520 */ 2450 */
2521 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2451 if (get_ob_key_link (op->arch, canonical_key))
2522 field->value = 0; 2452 field->value = 0;
2523 else 2453 else
2524 { 2454 {
2525 if (last) 2455 if (last)
2526 last->next = field->next; 2456 last->next = field->next;
2595 } 2525 }
2596 else 2526 else
2597 item = item->env; 2527 item = item->env;
2598} 2528}
2599 2529
2600
2601const char * 2530const char *
2602object::flag_desc (char *desc, int len) const 2531object::flag_desc (char *desc, int len) const
2603{ 2532{
2604 char *p = desc; 2533 char *p = desc;
2605 bool first = true; 2534 bool first = true;
2632{ 2561{
2633 char flagdesc[512]; 2562 char flagdesc[512];
2634 char info2[256 * 4]; 2563 char info2[256 * 4];
2635 char *p = info; 2564 char *p = info;
2636 2565
2637 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2566 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2638 count, uuid.seq, 2567 count,
2568 uuid.c_str (),
2639 &name, 2569 &name,
2640 title ? "\",title:\"" : "", 2570 title ? "\",title:\"" : "",
2641 title ? (const char *)title : "", 2571 title ? (const char *)title : "",
2642 flag_desc (flagdesc, 512), type); 2572 flag_desc (flagdesc, 512), type);
2643 2573
2644 if (env) 2574 if (!flag[FLAG_REMOVED] && env)
2645 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2575 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2646 2576
2647 if (map) 2577 if (map)
2648 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2578 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2649 2579
2667} 2597}
2668 2598
2669const materialtype_t * 2599const materialtype_t *
2670object::dominant_material () const 2600object::dominant_material () const
2671{ 2601{
2672 if (materialtype_t *mat = name_to_material (materialname)) 2602 if (materialtype_t *mt = name_to_material (materialname))
2673 return mat; 2603 return mt;
2674 2604
2675 // omfg this is slow, this has to be temporary :)
2676 shstr unknown ("unknown");
2677
2678 return name_to_material (unknown); 2605 return name_to_material (shstr_unknown);
2679} 2606}
2680 2607
2681void 2608void
2682object::open_container (object *new_container) 2609object::open_container (object *new_container)
2683{ 2610{
2694 if (object *closer = old_container->inv) 2621 if (object *closer = old_container->inv)
2695 if (closer->type == CLOSE_CON) 2622 if (closer->type == CLOSE_CON)
2696 closer->destroy (); 2623 closer->destroy ();
2697#endif 2624#endif
2698 2625
2699 old_container->flag [FLAG_APPLIED] = 0; 2626 old_container->flag [FLAG_APPLIED] = false;
2700 container = 0; 2627 container = 0;
2701 2628
2702 esrv_update_item (UPD_FLAGS, this, old_container); 2629 esrv_update_item (UPD_FLAGS, this, old_container);
2703 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2630 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2631 play_sound (sound_find ("chest_close"));
2704 } 2632 }
2705 2633
2706 if (new_container) 2634 if (new_container)
2707 { 2635 {
2708 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2636 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2719 } 2647 }
2720#endif 2648#endif
2721 2649
2722 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2650 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2723 2651
2724 new_container->flag [FLAG_APPLIED] = 1; 2652 new_container->flag [FLAG_APPLIED] = true;
2725 container = new_container; 2653 container = new_container;
2726 2654
2727 esrv_update_item (UPD_FLAGS, this, new_container); 2655 esrv_update_item (UPD_FLAGS, this, new_container);
2728 esrv_send_inventory (this, new_container); 2656 esrv_send_inventory (this, new_container);
2657 play_sound (sound_find ("chest_open"));
2658 }
2659}
2660
2661object *
2662object::force_find (const shstr name)
2663{
2664 /* cycle through his inventory to look for the MARK we want to
2665 * place
2666 */
2667 for (object *tmp = inv; tmp; tmp = tmp->below)
2668 if (tmp->type == FORCE && tmp->slaying == name)
2669 return splay (tmp);
2670
2671 return 0;
2672}
2673
2674void
2675object::force_add (const shstr name, int duration)
2676{
2677 if (object *force = force_find (name))
2678 force->destroy ();
2679
2680 object *force = get_archetype (FORCE_NAME);
2681
2682 force->slaying = name;
2683 force->stats.food = 1;
2684 force->speed_left = -1.f;
2685
2686 force->set_speed (duration ? 1.f / duration : 0.f);
2687 force->flag [FLAG_IS_USED_UP] = true;
2688 force->flag [FLAG_APPLIED] = true;
2689
2690 insert (force);
2691}
2692
2693void
2694object::play_sound (faceidx sound)
2695{
2696 if (!sound)
2697 return;
2698
2699 if (flag [FLAG_REMOVED])
2700 return;
2701
2702 if (env)
2729 } 2703 {
2704 if (object *pl = in_player ())
2705 pl->contr->play_sound (sound);
2706 }
2707 else
2708 map->play_sound (sound, x, y);
2730} 2709}
2731 2710
2732

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