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Comparing deliantra/server/common/object.C (file contents):
Revision 1.159 by root, Mon Jun 4 13:04:00 2007 UTC vs.
Revision 1.238 by root, Wed May 7 11:02:50 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <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 191 /* 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 192 * for unsigned overflow (2c), second part checks whether the result
210 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * would fit into a 32 bit signed int, which is often used to hold
211 * used to store nrof). 194 * nrof values.
212 */ 195 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31) 196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
214 return 0; 197 return 0;
215 198
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 199 /* 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 200 * 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 201 * 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 202 * are not equal - just if it has been identified, the been_applied
220 * flags lose any meaning. 203 * flags lose any meaning.
221 */ 204 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
224 207
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
227 210
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 211 if (ob1->arch->name != ob2->arch->name
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 212 || ob1->name != ob2->name
231 || ob1->title != ob2->title 213 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 214 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 215 || 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 216 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 217 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 218 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 219 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 220 || ob1->value != ob2->value
247 || ob1->move_block != ob2->move_block 227 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 228 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 229 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 230 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 231 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty) 232 || ob1->move_slow_penalty != ob2->move_slow_penalty
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 235 return 0;
254 236
237 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED)
241 .any ())
242 return 0;
243
255 /* This is really a spellbook check - really, we should 244 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 245 * not merge objects with real inventories, as splitting them
246 * is hard.
257 */ 247 */
258 if (ob1->inv || ob2->inv) 248 if (ob1->inv || ob2->inv)
259 { 249 {
260 /* if one object has inventory but the other doesn't, not equiv */ 250 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 251 return 0; /* inventories differ in length */
262 return 0;
263 252
264 /* Now check to see if the two inventory objects could merge */ 253 if (ob1->inv->below || ob2->inv->below)
254 return 0; /* more than one object in inv */
255
265 if (!object::can_merge (ob1->inv, ob2->inv)) 256 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 257 return 0; /* inventory objects differ */
267 258
268 /* inventory ok - still need to check rest of this object to see 259 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 260 * if it is valid.
270 */ 261 */
271 } 262 }
290 if (ob1->level != ob2->level) 281 if (ob1->level != ob2->level)
291 return 0; 282 return 0;
292 break; 283 break;
293 } 284 }
294 285
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 286 if (ob1->key_values || ob2->key_values)
296 { 287 {
297 /* At least one of these has key_values. */ 288 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 289 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 290 return 0; /* One has fields, but the other one doesn't. */
291
292 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 293 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 294 }
304 295
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 296 if (ob1->self || ob2->self)
307 { 297 {
308 ob1->optimise (); 298 ob1->optimise ();
309 ob2->optimise (); 299 ob2->optimise ();
310 300
311 if (ob1->self || ob2->self) 301 if (ob1->self || ob2->self)
302 {
303 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
304 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
305
306 if (k1 != k2)
312 return 0; 307 return 0;
308
309 if (k1 == 0)
310 return 1;
311
312 if (!cfperl_can_merge (ob1, ob2))
313 return 0;
314 }
313 } 315 }
314 316
315 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
316 return 1; 318 return 1;
317} 319}
318 320
321// find player who can see this object
322object *
323object::visible_to () const
324{
325 if (client_visible () && !flag [FLAG_REMOVED])
326 {
327 // see if we are in a container of sorts
328 if (env)
329 {
330 // the player inventory itself is always visible
331 if (env->type == PLAYER)
332 return env;
333
334 // else a player could have our env open
335 object *envest = env->outer_env ();
336
337 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player.
339 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ())
341 if (pl->container == env)
342 return pl;
343 }
344 else
345 {
346 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container)
350 return pl;
351 }
352 }
353
354 return 0;
355}
356
357// adjust weight per container type ("of holding")
358static sint32
359weight_adjust_for (object *op, sint32 weight)
360{
361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight;
364}
365
319/* 366/*
367 * adjust_weight(object, weight) adds the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying.
369 */
370static void
371adjust_weight (object *op, sint32 weight)
372{
373 while (op)
374 {
375 // adjust by actual difference to account for rounding errors
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
379
380 if (!weight)
381 return;
382
383 op->carrying += weight;
384
385 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily
387 esrv_update_item (UPD_WEIGHT, pl, op);
388
389 op = op->env;
390 }
391}
392
393/*
320 * sum_weight() is a recursive function which calculates the weight 394 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 395 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 396 * containers are carrying, and sums it up.
323 */ 397 */
324long 398void
325sum_weight (object *op) 399object::update_weight ()
326{ 400{
327 long sum; 401 sint32 sum = 0;
328 object *inv;
329 402
330 for (sum = 0, inv = op->inv; inv; inv = inv->below) 403 for (object *op = inv; op; op = op->below)
331 { 404 {
332 if (inv->inv) 405 if (op->inv)
333 sum_weight (inv); 406 op->update_weight ();
334 407
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 408 sum += op->total_weight ();
409 }
410
411 sum = weight_adjust_for (this, sum);
412
413 if (sum != carrying)
336 } 414 {
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; 415 carrying = sum;
343 416
344 return sum; 417 if (object *pl = visible_to ())
418 if (pl != this) // player is handled lazily
419 esrv_update_item (UPD_WEIGHT, pl, this);
420 }
345} 421}
346 422
347/** 423/*
348 * Return the outermost environment object for a given object. 424 * 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 */ 425 */
364char * 426char *
365dump_object (object *op) 427dump_object (object *op)
366{ 428{
367 if (!op) 429 if (!op)
375/* 437/*
376 * get_nearest_part(multi-object, object 2) returns the part of the 438 * get_nearest_part(multi-object, object 2) returns the part of the
377 * multi-object 1 which is closest to the second object. 439 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned. 440 * If it's not a multi-object, it is returned.
379 */ 441 */
380
381object * 442object *
382get_nearest_part (object *op, const object *pl) 443get_nearest_part (object *op, const object *pl)
383{ 444{
384 object *tmp, *closest; 445 object *tmp, *closest;
385 int last_dist, i; 446 int last_dist, i;
386 447
387 if (op->more == NULL) 448 if (!op->more)
388 return op; 449 return op;
450
389 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 451 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
452 tmp;
453 tmp = tmp->more)
390 if ((i = distance (tmp, pl)) < last_dist) 454 if ((i = distance (tmp, pl)) < last_dist)
391 closest = tmp, last_dist = i; 455 closest = tmp, last_dist = i;
456
392 return closest; 457 return closest;
393} 458}
394 459
395/* 460/*
396 * Returns the object which has the count-variable equal to the argument. 461 * Returns the object which has the count-variable equal to the argument.
462 * VERRRY slow.
397 */ 463 */
398object * 464object *
399find_object (tag_t i) 465find_object (tag_t i)
400{ 466{
401 for_all_objects (op) 467 for_all_objects (op)
421 break; 487 break;
422 488
423 return op; 489 return op;
424} 490}
425 491
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 492/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 493 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 494 * skill and experience objects.
495 * ACTUALLY NO! investigate! TODO
435 */ 496 */
436void 497void
437object::set_owner (object *owner) 498object::set_owner (object *owner)
438{ 499{
500 // allow objects which own objects
439 if (!owner) 501 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) 502 while (owner->owner)
450 owner = owner->owner; 503 owner = owner->owner;
504
505 if (flag [FLAG_FREED])
506 {
507 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
508 return;
509 }
451 510
452 this->owner = owner; 511 this->owner = owner;
453} 512}
454 513
455int 514int
533 } 592 }
534 593
535 op->key_values = 0; 594 op->key_values = 0;
536} 595}
537 596
538object & 597/*
539object::operator =(const object &src) 598 * copy_to first frees everything allocated by the dst object,
599 * and then copies the contents of itself into the second
600 * object, allocating what needs to be allocated. Basically, any
601 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
602 * if the first object is freed, the pointers in the new object
603 * will point at garbage.
604 */
605void
606object::copy_to (object *dst)
540{ 607{
541 bool is_freed = flag [FLAG_FREED]; 608 dst->remove ();
542 bool is_removed = flag [FLAG_REMOVED];
543
544 *(object_copy *)this = src; 609 *(object_copy *)dst = *this;
545
546 flag [FLAG_FREED] = is_freed;
547 flag [FLAG_REMOVED] = is_removed; 610 dst->flag [FLAG_REMOVED] = true;
548 611
549 /* Copy over key_values, if any. */ 612 /* Copy over key_values, if any. */
550 if (src.key_values) 613 if (key_values)
551 { 614 {
552 key_value *tail = 0; 615 key_value *tail = 0;
553 key_values = 0; 616 dst->key_values = 0;
554 617
555 for (key_value *i = src.key_values; i; i = i->next) 618 for (key_value *i = key_values; i; i = i->next)
556 { 619 {
557 key_value *new_link = new key_value; 620 key_value *new_link = new key_value;
558 621
559 new_link->next = 0; 622 new_link->next = 0;
560 new_link->key = i->key; 623 new_link->key = i->key;
561 new_link->value = i->value; 624 new_link->value = i->value;
562 625
563 /* Try and be clever here, too. */ 626 /* Try and be clever here, too. */
564 if (!key_values) 627 if (!dst->key_values)
565 { 628 {
566 key_values = new_link; 629 dst->key_values = new_link;
567 tail = new_link; 630 tail = new_link;
568 } 631 }
569 else 632 else
570 { 633 {
571 tail->next = new_link; 634 tail->next = new_link;
572 tail = new_link; 635 tail = new_link;
573 } 636 }
574 } 637 }
575 } 638 }
576}
577
578/*
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586void
587object::copy_to (object *dst)
588{
589 *dst = *this;
590 639
591 if (speed < 0) 640 if (speed < 0)
592 dst->speed_left = speed_left - rndm (); 641 dst->speed_left -= rndm ();
593 642
594 dst->set_speed (dst->speed); 643 dst->set_speed (dst->speed);
595} 644}
596 645
597void 646void
598object::instantiate () 647object::instantiate ()
599{ 648{
600 if (!uuid.seq) // HACK 649 if (!uuid.seq) // HACK
601 uuid = gen_uuid (); 650 uuid = UUID::gen ();
602 651
603 speed_left = -0.1f; 652 speed_left = -0.1f;
604 /* copy the body_info to the body_used - this is only really 653 /* copy the body_info to the body_used - this is only really
605 * need for monsters, but doesn't hurt to do it for everything. 654 * need for monsters, but doesn't hurt to do it for everything.
606 * by doing so, when a monster is created, it has good starting 655 * by doing so, when a monster is created, it has good starting
616object * 665object *
617object::clone () 666object::clone ()
618{ 667{
619 object *neu = create (); 668 object *neu = create ();
620 copy_to (neu); 669 copy_to (neu);
670 neu->map = map; // not copied by copy_to
621 return neu; 671 return neu;
622} 672}
623 673
624/* 674/*
625 * If an object with the IS_TURNABLE() flag needs to be turned due 675 * If an object with the IS_TURNABLE() flag needs to be turned due
676 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
677 */ 727 */
678void 728void
679update_object (object *op, int action) 729update_object (object *op, int action)
680{ 730{
681 if (op == NULL) 731 if (!op)
682 { 732 {
683 /* this should never happen */ 733 /* this should never happen */
684 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
685 return; 735 return;
686 } 736 }
687 737
688 if (op->env) 738 if (!op->is_on_map ())
689 { 739 {
690 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
691 * to do in this case. 741 * to do in this case.
692 */ 742 */
693 return; 743 return;
694 } 744 }
695
696 /* If the map is saving, don't do anything as everything is
697 * going to get freed anyways.
698 */
699 if (!op->map || op->map->in_memory == MAP_SAVING)
700 return;
701 745
702 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
703 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
704 { 748 {
705 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
765static int object_count; 809static int object_count;
766 810
767void object::link () 811void object::link ()
768{ 812{
769 assert (!index);//D 813 assert (!index);//D
770 uuid = gen_uuid (); 814 uuid = UUID::gen ();
771 count = ++object_count; 815 count = ++object_count;
772 816
773 refcnt_inc (); 817 refcnt_inc ();
774 objects.insert (this); 818 objects.insert (this);
775} 819}
848object::destroy_inv (bool drop_to_ground) 892object::destroy_inv (bool drop_to_ground)
849{ 893{
850 // need to check first, because the checks below might segfault 894 // need to check first, because the checks below might segfault
851 // as we might be on an invalid mapspace and crossfire code 895 // as we might be on an invalid mapspace and crossfire code
852 // is too buggy to ensure that the inventory is empty. 896 // is too buggy to ensure that the inventory is empty.
853 // corollary: if you create arrows etc. with stuff in tis inventory, 897 // corollary: if you create arrows etc. with stuff in its inventory,
854 // cf will crash below with off-map x and y 898 // cf will crash below with off-map x and y
855 if (!inv) 899 if (!inv)
856 return; 900 return;
857 901
858 /* Only if the space blocks everything do we not process - 902 /* Only if the space blocks everything do we not process -
859 * if some form of movement is allowed, let objects 903 * if some form of movement is allowed, let objects
860 * drop on that space. 904 * drop on that space.
861 */ 905 */
862 if (!drop_to_ground 906 if (!drop_to_ground
863 || !map 907 || !map
864 || map->in_memory != MAP_IN_MEMORY 908 || map->in_memory != MAP_ACTIVE
865 || map->nodrop 909 || map->no_drop
866 || ms ().move_block == MOVE_ALL) 910 || ms ().move_block == MOVE_ALL)
867 { 911 {
868 while (inv) 912 while (inv)
869 { 913 {
870 inv->destroy_inv (drop_to_ground); 914 inv->destroy_inv (false);
871 inv->destroy (); 915 inv->destroy ();
872 } 916 }
873 } 917 }
874 else 918 else
875 { /* Put objects in inventory onto this space */ 919 { /* Put objects in inventory onto this space */
881 || op->flag [FLAG_NO_DROP] 925 || op->flag [FLAG_NO_DROP]
882 || op->type == RUNE 926 || op->type == RUNE
883 || op->type == TRAP 927 || op->type == TRAP
884 || op->flag [FLAG_IS_A_TEMPLATE] 928 || op->flag [FLAG_IS_A_TEMPLATE]
885 || op->flag [FLAG_DESTROY_ON_DEATH]) 929 || op->flag [FLAG_DESTROY_ON_DEATH])
886 op->destroy (); 930 op->destroy (true);
887 else 931 else
888 map->insert (op, x, y); 932 map->insert (op, x, y);
889 } 933 }
890 } 934 }
891} 935}
895 object *op = new object; 939 object *op = new object;
896 op->link (); 940 op->link ();
897 return op; 941 return op;
898} 942}
899 943
944static struct freed_map : maptile
945{
946 freed_map ()
947 {
948 path = "<freed objects map>";
949 name = "/internal/freed_objects_map";
950 width = 3;
951 height = 3;
952 no_drop = 1;
953 no_reset = 1;
954
955 alloc ();
956 in_memory = MAP_ACTIVE;
957 }
958
959 ~freed_map ()
960 {
961 destroy ();
962 }
963} freed_map; // freed objects are moved here to avoid crashes
964
900void 965void
901object::do_destroy () 966object::do_destroy ()
902{ 967{
903 attachable::do_destroy ();
904
905 if (flag [FLAG_IS_LINKED]) 968 if (flag [FLAG_IS_LINKED])
906 remove_button_link (this); 969 remove_button_link (this);
907 970
908 if (flag [FLAG_FRIENDLY]) 971 if (flag [FLAG_FRIENDLY])
909 remove_friendly_object (this); 972 remove_friendly_object (this);
910 973
911 if (!flag [FLAG_REMOVED])
912 remove (); 974 remove ();
913 975
914 destroy_inv (true); 976 attachable::do_destroy ();
915 977
916 deactivate (); 978 deactivate ();
917 unlink (); 979 unlink ();
918 980
919 flag [FLAG_FREED] = 1; 981 flag [FLAG_FREED] = 1;
920 982
921 // hack to ensure that freed objects still have a valid map 983 // hack to ensure that freed objects still have a valid map
922 {
923 static maptile *freed_map; // freed objects are moved here to avoid crashes
924
925 if (!freed_map)
926 {
927 freed_map = new maptile;
928
929 freed_map->name = "/internal/freed_objects_map";
930 freed_map->width = 3;
931 freed_map->height = 3;
932
933 freed_map->alloc ();
934 freed_map->in_memory = MAP_IN_MEMORY;
935 }
936
937 map = freed_map; 984 map = &freed_map;
938 x = 1; 985 x = 1;
939 y = 1; 986 y = 1;
940 }
941
942 head = 0;
943 987
944 if (more) 988 if (more)
945 { 989 {
946 more->destroy (); 990 more->destroy ();
947 more = 0; 991 more = 0;
948 } 992 }
949 993
994 head = 0;
995
950 // clear those pointers that likely might have circular references to us 996 // clear those pointers that likely might cause circular references
951 owner = 0; 997 owner = 0;
952 enemy = 0; 998 enemy = 0;
953 attacked_by = 0; 999 attacked_by = 0;
1000 current_weapon = 0;
954} 1001}
955 1002
956void 1003void
957object::destroy (bool destroy_inventory) 1004object::destroy (bool destroy_inventory)
958{ 1005{
959 if (destroyed ()) 1006 if (destroyed ())
960 return; 1007 return;
961 1008
1009 if (!is_head () && !head->destroyed ())
1010 {
1011 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1012 head->destroy (destroy_inventory);
1013 return;
1014 }
1015
962 if (destroy_inventory) 1016 destroy_inv (!destroy_inventory);
963 destroy_inv (false); 1017
1018 if (is_head ())
1019 if (sound_destroy)
1020 play_sound (sound_destroy);
1021 else if (flag [FLAG_MONSTER])
1022 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
964 1023
965 attachable::destroy (); 1024 attachable::destroy ();
966}
967
968/*
969 * sub_weight() recursively (outwards) subtracts a number from the
970 * weight of an object (and what is carried by it's environment(s)).
971 */
972void
973sub_weight (object *op, signed long weight)
974{
975 while (op != NULL)
976 {
977 if (op->type == CONTAINER)
978 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
979
980 op->carrying -= weight;
981 op = op->env;
982 }
983} 1025}
984 1026
985/* op->remove (): 1027/* op->remove ():
986 * This function removes the object op from the linked list of objects 1028 * This function removes the object op from the linked list of objects
987 * which it is currently tied to. When this function is done, the 1029 * which it is currently tied to. When this function is done, the
993object::do_remove () 1035object::do_remove ()
994{ 1036{
995 object *tmp, *last = 0; 1037 object *tmp, *last = 0;
996 object *otmp; 1038 object *otmp;
997 1039
998 if (QUERY_FLAG (this, FLAG_REMOVED)) 1040 if (flag [FLAG_REMOVED])
999 return; 1041 return;
1000 1042
1001 SET_FLAG (this, FLAG_REMOVED);
1002 INVOKE_OBJECT (REMOVE, this); 1043 INVOKE_OBJECT (REMOVE, this);
1044
1045 flag [FLAG_REMOVED] = true;
1003 1046
1004 if (more) 1047 if (more)
1005 more->remove (); 1048 more->remove ();
1006 1049
1007 /* 1050 /*
1008 * In this case, the object to be removed is in someones 1051 * In this case, the object to be removed is in someones
1009 * inventory. 1052 * inventory.
1010 */ 1053 */
1011 if (env) 1054 if (env)
1012 { 1055 {
1013 if (nrof) 1056 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1014 sub_weight (env, weight * nrof); 1057 if (object *pl = visible_to ())
1015 else 1058 esrv_del_item (pl->contr, count);
1016 sub_weight (env, weight + carrying); 1059 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1060
1061 adjust_weight (env, -total_weight ());
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;
1017 1078
1018 /* 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
1019 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
1020 * to save cpu time. 1081 * to save cpu time.
1021 */ 1082 */
1022 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1083 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1023 otmp->update_stats (); 1084 otmp->update_stats ();
1024
1025 if (above)
1026 above->below = below;
1027 else
1028 env->inv = below;
1029
1030 if (below)
1031 below->above = above;
1032
1033 /* we set up values so that it could be inserted into
1034 * the map, but we don't actually do that - it is up
1035 * to the caller to decide what we want to do.
1036 */
1037 x = env->x, y = env->y;
1038 map = env->map;
1039 above = 0, below = 0;
1040 env = 0;
1041 } 1085 }
1042 else if (map) 1086 else if (map)
1043 { 1087 {
1044 if (type == PLAYER)
1045 {
1046 // leaving a spot always closes any open container on the ground
1047 if (container && !container->env)
1048 // this causes spurious floorbox updates, but it ensures
1049 // that the CLOSE event is being sent.
1050 close_container ();
1051
1052 --map->players;
1053 map->touch ();
1054 }
1055
1056 map->dirty = true; 1088 map->dirty = true;
1057 mapspace &ms = this->ms (); 1089 mapspace &ms = this->ms ();
1058 1090
1091 if (object *pl = ms.player ())
1092 {
1093 if (type == PLAYER) // this == pl(!)
1094 {
1095 // leaving a spot always closes any open container on the ground
1096 if (container && !container->env)
1097 // this causes spurious floorbox updates, but it ensures
1098 // that the CLOSE event is being sent.
1099 close_container ();
1100
1101 --map->players;
1102 map->touch ();
1103 }
1104 else if (pl->container == this)
1105 {
1106 // removing a container should close it
1107 close_container ();
1108 }
1109
1110 esrv_del_item (pl->contr, count);
1111 }
1112
1059 /* link the object above us */ 1113 /* link the object above us */
1060 if (above) 1114 // re-link, make sure compiler can easily use cmove
1061 above->below = below; 1115 *(above ? &above->below : &ms.top) = below;
1062 else 1116 *(below ? &below->above : &ms.bot) = above;
1063 ms.top = below; /* we were top, set new top */
1064
1065 /* Relink the object below us, if there is one */
1066 if (below)
1067 below->above = above;
1068 else
1069 {
1070 /* Nothing below, which means we need to relink map object for this space
1071 * use translated coordinates in case some oddness with map tiling is
1072 * evident
1073 */
1074 if (GET_MAP_OB (map, x, y) != this)
1075 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 ());
1076
1077 ms.bot = above; /* goes on above it. */
1078 }
1079 1117
1080 above = 0; 1118 above = 0;
1081 below = 0; 1119 below = 0;
1082 1120
1083 if (map->in_memory == MAP_SAVING) 1121 if (map->in_memory == MAP_SAVING)
1084 return; 1122 return;
1085 1123
1086 int check_walk_off = !flag [FLAG_NO_APPLY]; 1124 int check_walk_off = !flag [FLAG_NO_APPLY];
1125
1126 if (object *pl = ms.player ())
1127 {
1128 if (pl->container == this)
1129 /* If a container that the player is currently using somehow gets
1130 * removed (most likely destroyed), update the player view
1131 * appropriately.
1132 */
1133 pl->close_container ();
1134
1135 //TODO: the floorbox prev/next might need updating
1136 //esrv_del_item (pl->contr, count);
1137 //TODO: update floorbox to preserve ordering
1138 if (pl->contr->ns)
1139 pl->contr->ns->floorbox_update ();
1140 }
1087 1141
1088 for (tmp = ms.bot; tmp; tmp = tmp->above) 1142 for (tmp = ms.bot; tmp; tmp = tmp->above)
1089 { 1143 {
1090 /* No point updating the players look faces if he is the object 1144 /* No point updating the players look faces if he is the object
1091 * being removed. 1145 * being removed.
1092 */ 1146 */
1093
1094 if (tmp->type == PLAYER && tmp != this)
1095 {
1096 /* If a container that the player is currently using somehow gets
1097 * removed (most likely destroyed), update the player view
1098 * appropriately.
1099 */
1100 if (tmp->container == this)
1101 {
1102 flag [FLAG_APPLIED] = 0;
1103 tmp->container = 0;
1104 }
1105
1106 if (tmp->contr->ns)
1107 tmp->contr->ns->floorbox_update ();
1108 }
1109 1147
1110 /* See if object moving off should effect something */ 1148 /* See if object moving off should effect something */
1111 if (check_walk_off 1149 if (check_walk_off
1112 && ((move_type & tmp->move_off) 1150 && ((move_type & tmp->move_off)
1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1116 1154
1117 if (destroyed ()) 1155 if (destroyed ())
1118 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1119 } 1157 }
1120 1158
1121 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1122 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1123 if (tmp->above == tmp)
1124 tmp->above = 0;
1125
1126 last = tmp; 1159 last = tmp;
1127 } 1160 }
1128 1161
1129 /* last == NULL if there are no objects on this space */ 1162 /* last == NULL if there are no objects on this space */
1130 //TODO: this makes little sense, why only update the topmost object? 1163 //TODO: this makes little sense, why only update the topmost object?
1150merge_ob (object *op, object *top) 1183merge_ob (object *op, object *top)
1151{ 1184{
1152 if (!op->nrof) 1185 if (!op->nrof)
1153 return 0; 1186 return 0;
1154 1187
1155 if (top) 1188 if (!top)
1156 for (top = op; top && top->above; top = top->above) 1189 for (top = op; top && top->above; top = top->above)
1157 ; 1190 ;
1158 1191
1159 for (; top; top = top->below) 1192 for (; top; top = top->below)
1160 {
1161 if (top == op)
1162 continue;
1163
1164 if (object::can_merge (op, top)) 1193 if (object::can_merge (op, top))
1165 { 1194 {
1166 top->nrof += op->nrof; 1195 top->nrof += op->nrof;
1167 1196
1168/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1197 if (object *pl = top->visible_to ())
1169 op->weight = 0; /* Don't want any adjustements now */ 1198 esrv_update_item (UPD_NROF, pl, top);
1199
1200 op->weight = 0; // cancel the addition above
1201 op->carrying = 0; // must be 0 already
1202
1170 op->destroy (); 1203 op->destroy (1);
1204
1171 return top; 1205 return top;
1172 } 1206 }
1173 }
1174 1207
1175 return 0; 1208 return 0;
1176} 1209}
1177 1210
1178void 1211void
1181 if (more) 1214 if (more)
1182 return; 1215 return;
1183 1216
1184 object *prev = this; 1217 object *prev = this;
1185 1218
1186 for (archetype *at = arch->more; at; at = at->more) 1219 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 { 1220 {
1188 object *op = arch_to_object (at); 1221 object *op = arch_to_object (at);
1189 1222
1190 op->name = name; 1223 op->name = name;
1191 op->name_pl = name_pl; 1224 op->name_pl = name_pl;
1235 * just 'op' otherwise 1268 * just 'op' otherwise
1236 */ 1269 */
1237object * 1270object *
1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1271insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1239{ 1272{
1240 assert (!op->flag [FLAG_FREED]);
1241
1242 object *top, *floor = NULL;
1243
1244 op->remove (); 1273 op->remove ();
1245
1246#if 0
1247 if (!m->active != !op->active)
1248 if (m->active)
1249 op->activate_recursive ();
1250 else
1251 op->deactivate_recursive ();
1252#endif
1253
1254 if (out_of_map (m, op->x, op->y))
1255 {
1256 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1257#ifdef MANY_CORES
1258 /* Better to catch this here, as otherwise the next use of this object
1259 * is likely to cause a crash. Better to find out where it is getting
1260 * improperly inserted.
1261 */
1262 abort ();
1263#endif
1264 return op;
1265 }
1266
1267 if (object *more = op->more)
1268 if (!insert_ob_in_map (more, m, originator, flag))
1269 return 0;
1270
1271 CLEAR_FLAG (op, FLAG_REMOVED);
1272 1274
1273 /* Ideally, the caller figures this out. However, it complicates a lot 1275 /* Ideally, the caller figures this out. However, it complicates a lot
1274 * of areas of callers (eg, anything that uses find_free_spot would now 1276 * of areas of callers (eg, anything that uses find_free_spot would now
1275 * need extra work 1277 * need extra work
1276 */ 1278 */
1277 if (!xy_normalise (m, op->x, op->y)) 1279 if (!xy_normalise (m, op->x, op->y))
1280 {
1281 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1278 return 0; 1282 return 0;
1283 }
1284
1285 if (object *more = op->more)
1286 if (!insert_ob_in_map (more, m, originator, flag))
1287 return 0;
1288
1289 CLEAR_FLAG (op, FLAG_REMOVED);
1279 1290
1280 op->map = m; 1291 op->map = m;
1281 mapspace &ms = op->ms (); 1292 mapspace &ms = op->ms ();
1282 1293
1283 /* this has to be done after we translate the coordinates. 1294 /* this has to be done after we translate the coordinates.
1284 */ 1295 */
1285 if (op->nrof && !(flag & INS_NO_MERGE)) 1296 if (op->nrof && !(flag & INS_NO_MERGE))
1286 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1287 if (object::can_merge (op, tmp)) 1298 if (object::can_merge (op, tmp))
1288 { 1299 {
1300 // TODO: we actually want to update tmp, not op,
1301 // but some caller surely breaks when we return tmp
1302 // from here :/
1289 op->nrof += tmp->nrof; 1303 op->nrof += tmp->nrof;
1290 tmp->destroy (); 1304 tmp->destroy (1);
1291 } 1305 }
1292 1306
1293 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1307 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1294 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1308 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1295 1309
1296 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1310 if (!QUERY_FLAG (op, FLAG_ALIVE))
1297 CLEAR_FLAG (op, FLAG_NO_STEAL); 1311 CLEAR_FLAG (op, FLAG_NO_STEAL);
1298 1312
1299 if (flag & INS_BELOW_ORIGINATOR) 1313 if (flag & INS_BELOW_ORIGINATOR)
1300 { 1314 {
1301 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1315 if (originator->map != op->map || originator->x != op->x || originator->y != op->y || !originator->is_on_map ())
1302 { 1316 {
1303 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1317 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1304 abort (); 1318 abort ();
1305 } 1319 }
1306 1320
1307 op->above = originator; 1321 op->above = originator;
1308 op->below = originator->below; 1322 op->below = originator->below;
1309
1310 if (op->below)
1311 op->below->above = op;
1312 else
1313 ms.bot = op;
1314
1315 /* since *below* originator, no need to update top */
1316 originator->below = op; 1323 originator->below = op;
1324
1325 *(op->below ? &op->below->above : &ms.bot) = op;
1317 } 1326 }
1318 else 1327 else
1319 { 1328 {
1320 top = ms.bot; 1329 object *floor = 0;
1330 object *top = ms.top;
1321 1331
1322 /* If there are other objects, then */ 1332 /* If there are other objects, then */
1323 if ((!(flag & INS_MAP_LOAD)) && top) 1333 if (top)
1324 { 1334 {
1325 object *last = 0;
1326
1327 /* 1335 /*
1328 * If there are multiple objects on this space, we do some trickier handling. 1336 * If there are multiple objects on this space, we do some trickier handling.
1329 * We've already dealt with merging if appropriate. 1337 * We've already dealt with merging if appropriate.
1330 * Generally, we want to put the new object on top. But if 1338 * Generally, we want to put the new object on top. But if
1331 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1339 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1334 * once we get to them. This reduces the need to traverse over all of 1342 * once we get to them. This reduces the need to traverse over all of
1335 * them when adding another one - this saves quite a bit of cpu time 1343 * them when adding another one - this saves quite a bit of cpu time
1336 * when lots of spells are cast in one area. Currently, it is presumed 1344 * when lots of spells are cast in one area. Currently, it is presumed
1337 * that flying non pickable objects are spell objects. 1345 * that flying non pickable objects are spell objects.
1338 */ 1346 */
1339 for (top = ms.bot; top; top = top->above) 1347 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1340 { 1348 {
1341 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1349 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1342 floor = top; 1350 floor = tmp;
1343 1351
1344 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1352 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1345 { 1353 {
1346 /* We insert above top, so we want this object below this */ 1354 /* We insert above top, so we want this object below this */
1347 top = top->below; 1355 top = tmp->below;
1348 break; 1356 break;
1349 } 1357 }
1350 1358
1351 last = top; 1359 top = tmp;
1352 } 1360 }
1353
1354 /* Don't want top to be NULL, so set it to the last valid object */
1355 top = last;
1356 1361
1357 /* We let update_position deal with figuring out what the space 1362 /* We let update_position deal with figuring out what the space
1358 * looks like instead of lots of conditions here. 1363 * looks like instead of lots of conditions here.
1359 * makes things faster, and effectively the same result. 1364 * makes things faster, and effectively the same result.
1360 */ 1365 */
1367 */ 1372 */
1368 if (!(flag & INS_ON_TOP) 1373 if (!(flag & INS_ON_TOP)
1369 && ms.flags () & P_BLOCKSVIEW 1374 && ms.flags () & P_BLOCKSVIEW
1370 && (op->face && !faces [op->face].visibility)) 1375 && (op->face && !faces [op->face].visibility))
1371 { 1376 {
1377 object *last;
1378
1372 for (last = top; last != floor; last = last->below) 1379 for (last = top; last != floor; last = last->below)
1373 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1374 break; 1381 break;
1375 1382
1376 /* Check to see if we found the object that blocks view, 1383 /* Check to see if we found the object that blocks view,
1381 if (last && last->below && last != floor) 1388 if (last && last->below && last != floor)
1382 top = last->below; 1389 top = last->below;
1383 } 1390 }
1384 } /* If objects on this space */ 1391 } /* If objects on this space */
1385 1392
1386 if (flag & INS_MAP_LOAD)
1387 top = ms.top;
1388
1389 if (flag & INS_ABOVE_FLOOR_ONLY) 1393 if (flag & INS_ABOVE_FLOOR_ONLY)
1390 top = floor; 1394 top = floor;
1391 1395
1392 /* Top is the object that our object (op) is going to get inserted above. 1396 /* Top is the object that our object (op) is going to get inserted above.
1393 */ 1397 */
1394 1398
1395 /* First object on this space */ 1399 /* no top found, insert on top */
1396 if (!top) 1400 if (!top)
1397 { 1401 {
1398 op->above = ms.bot;
1399
1400 if (op->above)
1401 op->above->below = op;
1402
1403 op->below = 0; 1402 op->above = 0;
1403 op->below = ms.top;
1404 ms.bot = op; 1404 ms.top = op;
1405
1406 *(op->below ? &op->below->above : &ms.bot) = op;
1405 } 1407 }
1406 else 1408 else
1407 { /* get inserted into the stack above top */ 1409 { /* get inserted into the stack above top */
1408 op->above = top->above; 1410 op->above = top->above;
1409
1410 if (op->above)
1411 op->above->below = op; 1411 top->above = op;
1412 1412
1413 op->below = top; 1413 op->below = top;
1414 top->above = op; 1414 *(op->above ? &op->above->below : &ms.top) = op;
1415 } 1415 }
1416
1417 if (!op->above)
1418 ms.top = op;
1419 } /* else not INS_BELOW_ORIGINATOR */ 1416 } /* else not INS_BELOW_ORIGINATOR */
1420 1417
1421 if (op->type == PLAYER) 1418 if (op->type == PLAYER)
1422 { 1419 {
1423 op->contr->do_los = 1; 1420 op->contr->do_los = 1;
1425 op->map->touch (); 1422 op->map->touch ();
1426 } 1423 }
1427 1424
1428 op->map->dirty = true; 1425 op->map->dirty = true;
1429 1426
1430 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = ms.player ()) 1427 if (object *pl = ms.player ())
1428 //TODO: the floorbox prev/next might need updating
1429 //esrv_send_item (pl, op);
1430 //TODO: update floorbox to preserve ordering
1435 if (pl->contr->ns) 1431 if (pl->contr->ns)
1436 pl->contr->ns->floorbox_update (); 1432 pl->contr->ns->floorbox_update ();
1437 1433
1438 /* If this object glows, it may affect lighting conditions that are 1434 /* If this object glows, it may affect lighting conditions that are
1439 * visible to others on this map. But update_all_los is really 1435 * visible to others on this map. But update_all_los is really
1440 * an inefficient way to do this, as it means los for all players 1436 * an inefficient way to do this, as it means los for all players
1441 * on the map will get recalculated. The players could very well 1437 * on the map will get recalculated. The players could very well
1483 * op is the object to insert it under: supplies x and the map. 1479 * op is the object to insert it under: supplies x and the map.
1484 */ 1480 */
1485void 1481void
1486replace_insert_ob_in_map (const char *arch_string, object *op) 1482replace_insert_ob_in_map (const char *arch_string, object *op)
1487{ 1483{
1488 object *tmp, *tmp1;
1489
1490 /* first search for itself and remove any old instances */ 1484 /* first search for itself and remove any old instances */
1491 1485
1492 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1486 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1493 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1487 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1494 tmp->destroy (); 1488 tmp->destroy (1);
1495 1489
1496 tmp1 = arch_to_object (archetype::find (arch_string)); 1490 object *tmp = arch_to_object (archetype::find (arch_string));
1497 1491
1498 tmp1->x = op->x; 1492 tmp->x = op->x;
1499 tmp1->y = op->y; 1493 tmp->y = op->y;
1494
1500 insert_ob_in_map (tmp1, op->map, op, 0); 1495 insert_ob_in_map (tmp, op->map, op, 0);
1501} 1496}
1502 1497
1503object * 1498object *
1504object::insert_at (object *where, object *originator, int flags) 1499object::insert_at (object *where, object *originator, int flags)
1505{ 1500{
1501 if (where->env)
1502 return where->env->insert (this);
1503 else
1506 return where->map->insert (this, where->x, where->y, originator, flags); 1504 return where->map->insert (this, where->x, where->y, originator, flags);
1507} 1505}
1508 1506
1509/* 1507/*
1510 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1511 * is returned contains nr objects, and the remaining parts contains
1512 * the rest (or is removed and freed if that number is 0).
1513 * On failure, NULL is returned, and the reason put into the
1514 * global static errmsg array.
1515 */
1516object *
1517get_split_ob (object *orig_ob, uint32 nr)
1518{
1519 object *newob;
1520 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1521
1522 if (orig_ob->nrof < nr)
1523 {
1524 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1525 return NULL;
1526 }
1527
1528 newob = object_create_clone (orig_ob);
1529
1530 if ((orig_ob->nrof -= nr) < 1)
1531 orig_ob->destroy (1);
1532 else if (!is_removed)
1533 {
1534 if (orig_ob->env != NULL)
1535 sub_weight (orig_ob->env, orig_ob->weight * nr);
1536 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1537 {
1538 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1539 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1540 return NULL;
1541 }
1542 }
1543
1544 newob->nrof = nr;
1545
1546 return newob;
1547}
1548
1549/*
1550 * decrease_ob_nr(object, number) decreases a specified number from 1508 * decrease(object, number) decreases a specified number from
1551 * the amount of an object. If the amount reaches 0, the object 1509 * the amount of an object. If the amount reaches 0, the object
1552 * is subsequently removed and freed. 1510 * is subsequently removed and freed.
1553 * 1511 *
1554 * Return value: 'op' if something is left, NULL if the amount reached 0 1512 * Return value: 'op' if something is left, NULL if the amount reached 0
1555 */ 1513 */
1514bool
1515object::decrease (sint32 nr)
1516{
1517 if (!nr)
1518 return true;
1519
1520 nr = min (nr, nrof);
1521
1522 nrof -= nr;
1523
1524 if (nrof)
1525 {
1526 adjust_weight (env, -weight * nr); // carrying == 0
1527
1528 if (object *pl = visible_to ())
1529 esrv_update_item (UPD_NROF, pl, this);
1530
1531 return true;
1532 }
1533 else
1534 {
1535 destroy (1);
1536 return false;
1537 }
1538}
1539
1540/*
1541 * split(ob,nr) splits up ob into two parts. The part which
1542 * is returned contains nr objects, and the remaining parts contains
1543 * the rest (or is removed and returned if that number is 0).
1544 * On failure, NULL is returned.
1545 */
1556object * 1546object *
1557decrease_ob_nr (object *op, uint32 i) 1547object::split (sint32 nr)
1558{ 1548{
1559 object *tmp; 1549 int have = number_of ();
1560 1550
1561 if (i == 0) /* objects with op->nrof require this check */ 1551 if (have < nr)
1562 return op; 1552 return 0;
1563 1553 else if (have == nr)
1564 if (i > op->nrof)
1565 i = op->nrof;
1566
1567 if (QUERY_FLAG (op, FLAG_REMOVED))
1568 op->nrof -= i;
1569 else if (op->env)
1570 { 1554 {
1571 /* is this object in the players inventory, or sub container
1572 * therein?
1573 */
1574 tmp = op->in_player ();
1575 /* nope. Is this a container the player has opened?
1576 * If so, set tmp to that player.
1577 * IMO, searching through all the players will mostly
1578 * likely be quicker than following op->env to the map,
1579 * and then searching the map for a player.
1580 */
1581 if (!tmp)
1582 for_all_players (pl)
1583 if (pl->ob->container == op->env)
1584 {
1585 tmp = pl->ob;
1586 break;
1587 }
1588
1589 if (i < op->nrof)
1590 {
1591 sub_weight (op->env, op->weight * i);
1592 op->nrof -= i;
1593 if (tmp)
1594 esrv_send_item (tmp, op);
1595 }
1596 else
1597 {
1598 op->remove (); 1555 remove ();
1599 op->nrof = 0; 1556 return this;
1600 if (tmp)
1601 esrv_del_item (tmp->contr, op->count);
1602 }
1603 } 1557 }
1604 else 1558 else
1605 { 1559 {
1606 object *above = op->above; 1560 decrease (nr);
1607 1561
1608 if (i < op->nrof) 1562 object *op = deep_clone ();
1609 op->nrof -= i; 1563 op->nrof = nr;
1610 else
1611 {
1612 op->remove ();
1613 op->nrof = 0;
1614 }
1615
1616 /* Since we just removed op, op->above is null */
1617 for (tmp = above; tmp; tmp = tmp->above)
1618 if (tmp->type == PLAYER)
1619 {
1620 if (op->nrof)
1621 esrv_send_item (tmp, op);
1622 else
1623 esrv_del_item (tmp->contr, op->count);
1624 }
1625 }
1626
1627 if (op->nrof)
1628 return op; 1564 return op;
1629 else
1630 {
1631 op->destroy ();
1632 return 0;
1633 }
1634}
1635
1636/*
1637 * add_weight(object, weight) adds the specified weight to an object,
1638 * and also updates how much the environment(s) is/are carrying.
1639 */
1640void
1641add_weight (object *op, signed long weight)
1642{
1643 while (op != NULL)
1644 {
1645 if (op->type == CONTAINER)
1646 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1647
1648 op->carrying += weight;
1649 op = op->env;
1650 } 1565 }
1651} 1566}
1652 1567
1653object * 1568object *
1654insert_ob_in_ob (object *op, object *where) 1569insert_ob_in_ob (object *op, object *where)
1679 * be != op, if items are merged. -Tero 1594 * be != op, if items are merged. -Tero
1680 */ 1595 */
1681object * 1596object *
1682object::insert (object *op) 1597object::insert (object *op)
1683{ 1598{
1684 object *tmp, *otmp;
1685
1686 if (!QUERY_FLAG (op, FLAG_REMOVED))
1687 op->remove ();
1688
1689 if (op->more) 1599 if (op->more)
1690 { 1600 {
1691 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1601 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1692 return op; 1602 return op;
1693 } 1603 }
1694 1604
1695 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1605 op->remove ();
1696 CLEAR_FLAG (op, FLAG_REMOVED); 1606
1607 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1608
1697 if (op->nrof) 1609 if (op->nrof)
1698 {
1699 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1610 for (object *tmp = inv; tmp; tmp = tmp->below)
1700 if (object::can_merge (tmp, op)) 1611 if (object::can_merge (tmp, op))
1701 { 1612 {
1702 /* return the original object and remove inserted object 1613 /* return the original object and remove inserted object
1703 (client needs the original object) */ 1614 (client needs the original object) */
1704 tmp->nrof += op->nrof; 1615 tmp->nrof += op->nrof;
1705 /* Weight handling gets pretty funky. Since we are adding to 1616
1706 * tmp->nrof, we need to increase the weight. 1617 if (object *pl = tmp->visible_to ())
1707 */ 1618 esrv_update_item (UPD_NROF, pl, tmp);
1619
1708 add_weight (this, op->weight * op->nrof); 1620 adjust_weight (this, op->total_weight ());
1709 SET_FLAG (op, FLAG_REMOVED); 1621
1710 op->destroy (); /* free the inserted object */ 1622 op->destroy (1);
1711 op = tmp; 1623 op = tmp;
1712 op->remove (); /* and fix old object's links */ 1624 goto inserted;
1713 CLEAR_FLAG (op, FLAG_REMOVED);
1714 break;
1715 } 1625 }
1716 1626
1717 /* I assume combined objects have no inventory 1627 op->owner = 0; // it's his/hers now. period.
1718 * We add the weight - this object could have just been removed
1719 * (if it was possible to merge). calling remove_ob will subtract
1720 * the weight, so we need to add it in again, since we actually do
1721 * the linking below
1722 */
1723 add_weight (this, op->weight * op->nrof);
1724 }
1725 else
1726 add_weight (this, (op->weight + op->carrying));
1727
1728 otmp = this->in_player ();
1729 if (otmp && otmp->contr)
1730 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1731 otmp->update_stats ();
1732
1733 op->map = 0; 1628 op->map = 0;
1734 op->env = this; 1629 op->x = 0;
1630 op->y = 0;
1631
1735 op->above = 0; 1632 op->above = 0;
1736 op->below = 0; 1633 op->below = inv;
1737 op->x = 0, op->y = 0; 1634 op->env = this;
1738 1635
1636 if (inv)
1637 inv->above = op;
1638
1639 inv = op;
1640
1641 op->flag [FLAG_REMOVED] = 0;
1642
1643 if (object *pl = op->visible_to ())
1644 esrv_send_item (pl, op);
1645
1646 adjust_weight (this, op->total_weight ());
1647
1648inserted:
1739 /* reset the light list and los of the players on the map */ 1649 /* reset the light list and los of the players on the map */
1740 if ((op->glow_radius != 0) && map) 1650 if (op->glow_radius && map && map->darkness)
1741 {
1742#ifdef DEBUG_LIGHTS
1743 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1744#endif /* DEBUG_LIGHTS */
1745 if (map->darkness)
1746 update_all_los (map, x, y); 1651 update_all_los (map, x, y);
1747 }
1748 1652
1749 /* Client has no idea of ordering so lets not bother ordering it here. 1653 // if this is a player's inventory, update stats
1750 * It sure simplifies this function... 1654 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1751 */ 1655 update_stats ();
1752 if (!inv)
1753 inv = op;
1754 else
1755 {
1756 op->below = inv;
1757 op->below->above = op;
1758 inv = op;
1759 }
1760 1656
1761 INVOKE_OBJECT (INSERT, this); 1657 INVOKE_OBJECT (INSERT, this);
1762 1658
1763 return op; 1659 return op;
1764} 1660}
1892 LOG (llevError, "Present_arch called outside map.\n"); 1788 LOG (llevError, "Present_arch called outside map.\n");
1893 return NULL; 1789 return NULL;
1894 } 1790 }
1895 1791
1896 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1792 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1897 if (tmp->arch == at) 1793 if (tmp->arch->archname == at->archname)
1898 return tmp; 1794 return tmp;
1899 1795
1900 return NULL; 1796 return NULL;
1901} 1797}
1902 1798
1966 * The first matching object is returned, or NULL if none. 1862 * The first matching object is returned, or NULL if none.
1967 */ 1863 */
1968object * 1864object *
1969present_arch_in_ob (const archetype *at, const object *op) 1865present_arch_in_ob (const archetype *at, const object *op)
1970{ 1866{
1971 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1867 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1972 if (tmp->arch == at) 1868 if (tmp->arch->archname == at->archname)
1973 return tmp; 1869 return tmp;
1974 1870
1975 return NULL; 1871 return NULL;
1976} 1872}
1977 1873
1979 * activate recursively a flag on an object inventory 1875 * activate recursively a flag on an object inventory
1980 */ 1876 */
1981void 1877void
1982flag_inv (object *op, int flag) 1878flag_inv (object *op, int flag)
1983{ 1879{
1984 if (op->inv)
1985 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1986 { 1881 {
1987 SET_FLAG (tmp, flag); 1882 SET_FLAG (tmp, flag);
1988 flag_inv (tmp, flag); 1883 flag_inv (tmp, flag);
1989 } 1884 }
1990} 1885}
1991 1886
1992/* 1887/*
1993 * deactivate recursively a flag on an object inventory 1888 * deactivate recursively a flag on an object inventory
1994 */ 1889 */
1995void 1890void
1996unflag_inv (object *op, int flag) 1891unflag_inv (object *op, int flag)
1997{ 1892{
1998 if (op->inv)
1999 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1893 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2000 { 1894 {
2001 CLEAR_FLAG (tmp, flag); 1895 CLEAR_FLAG (tmp, flag);
2002 unflag_inv (tmp, flag); 1896 unflag_inv (tmp, flag);
2003 } 1897 }
2004} 1898}
2005 1899
2006/* 1900/*
2007 * find_free_spot(object, map, x, y, start, stop) will search for 1901 * find_free_spot(object, map, x, y, start, stop) will search for
2008 * a spot at the given map and coordinates which will be able to contain 1902 * a spot at the given map and coordinates which will be able to contain
2010 * to search (see the freearr_x/y[] definition). 1904 * to search (see the freearr_x/y[] definition).
2011 * It returns a random choice among the alternatives found. 1905 * It returns a random choice among the alternatives found.
2012 * start and stop are where to start relative to the free_arr array (1,9 1906 * start and stop are where to start relative to the free_arr array (1,9
2013 * does all 4 immediate directions). This returns the index into the 1907 * does all 4 immediate directions). This returns the index into the
2014 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1908 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2015 * Note - this only checks to see if there is space for the head of the
2016 * object - if it is a multispace object, this should be called for all
2017 * pieces.
2018 * Note2: This function does correctly handle tiled maps, but does not 1909 * Note: This function does correctly handle tiled maps, but does not
2019 * inform the caller. However, insert_ob_in_map will update as 1910 * inform the caller. However, insert_ob_in_map will update as
2020 * necessary, so the caller shouldn't need to do any special work. 1911 * necessary, so the caller shouldn't need to do any special work.
2021 * Note - updated to take an object instead of archetype - this is necessary 1912 * Note - updated to take an object instead of archetype - this is necessary
2022 * because arch_blocked (now ob_blocked) needs to know the movement type 1913 * because arch_blocked (now ob_blocked) needs to know the movement type
2023 * to know if the space in question will block the object. We can't use 1914 * to know if the space in question will block the object. We can't use
2025 * customized, changed states, etc. 1916 * customized, changed states, etc.
2026 */ 1917 */
2027int 1918int
2028find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1919find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2029{ 1920{
1921 int altern[SIZEOFFREE];
2030 int index = 0, flag; 1922 int index = 0, flag;
2031 int altern[SIZEOFFREE];
2032 1923
2033 for (int i = start; i < stop; i++) 1924 for (int i = start; i < stop; i++)
2034 { 1925 {
2035 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1926 mapxy pos (m, x, y); pos.move (i);
2036 if (!flag) 1927
1928 if (!pos.normalise ())
1929 continue;
1930
1931 mapspace &ms = *pos;
1932
1933 if (ms.flags () & P_IS_ALIVE)
1934 continue;
1935
1936 /* However, often
1937 * ob doesn't have any move type (when used to place exits)
1938 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1939 */
1940 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1941 {
2037 altern [index++] = i; 1942 altern [index++] = i;
1943 continue;
1944 }
2038 1945
2039 /* Basically, if we find a wall on a space, we cut down the search size. 1946 /* Basically, if we find a wall on a space, we cut down the search size.
2040 * In this way, we won't return spaces that are on another side of a wall. 1947 * In this way, we won't return spaces that are on another side of a wall.
2041 * This mostly work, but it cuts down the search size in all directions - 1948 * This mostly work, but it cuts down the search size in all directions -
2042 * if the space being examined only has a wall to the north and empty 1949 * if the space being examined only has a wall to the north and empty
2043 * spaces in all the other directions, this will reduce the search space 1950 * spaces in all the other directions, this will reduce the search space
2044 * to only the spaces immediately surrounding the target area, and 1951 * to only the spaces immediately surrounding the target area, and
2045 * won't look 2 spaces south of the target space. 1952 * won't look 2 spaces south of the target space.
2046 */ 1953 */
2047 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1954 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1955 {
2048 stop = maxfree[i]; 1956 stop = maxfree[i];
1957 continue;
1958 }
1959
1960 /* Note it is intentional that we check ob - the movement type of the
1961 * head of the object should correspond for the entire object.
1962 */
1963 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1964 continue;
1965
1966 if (ob->blocked (m, pos.x, pos.y))
1967 continue;
1968
1969 altern [index++] = i;
2049 } 1970 }
2050 1971
2051 if (!index) 1972 if (!index)
2052 return -1; 1973 return -1;
2053 1974
2062 */ 1983 */
2063int 1984int
2064find_first_free_spot (const object *ob, maptile *m, int x, int y) 1985find_first_free_spot (const object *ob, maptile *m, int x, int y)
2065{ 1986{
2066 for (int i = 0; i < SIZEOFFREE; i++) 1987 for (int i = 0; i < SIZEOFFREE; i++)
2067 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1988 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2068 return i; 1989 return i;
2069 1990
2070 return -1; 1991 return -1;
2071} 1992}
2072 1993
2349 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2270 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2350 * core dumps if they do. 2271 * core dumps if they do.
2351 * 2272 *
2352 * Add a check so we can't pick up invisible objects (0.93.8) 2273 * Add a check so we can't pick up invisible objects (0.93.8)
2353 */ 2274 */
2354
2355int 2275int
2356can_pick (const object *who, const object *item) 2276can_pick (const object *who, const object *item)
2357{ 2277{
2358 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2278 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2359 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2279 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2362 2282
2363/* 2283/*
2364 * create clone from object to another 2284 * create clone from object to another
2365 */ 2285 */
2366object * 2286object *
2367object_create_clone (object *asrc) 2287object::deep_clone ()
2368{ 2288{
2369 object *dst = 0, *tmp, *src, *prev, *item; 2289 assert (("deep_clone called on non-head object", is_head ()));
2370 2290
2371 if (!asrc) 2291 object *dst = clone ();
2372 return 0;
2373 2292
2374 src = asrc->head_ (); 2293 object *prev = dst;
2375
2376 prev = 0;
2377 for (object *part = src; part; part = part->more) 2294 for (object *part = this->more; part; part = part->more)
2378 { 2295 {
2379 tmp = part->clone (); 2296 object *tmp = part->clone ();
2380 tmp->x -= src->x;
2381 tmp->y -= src->y;
2382
2383 if (!part->head)
2384 {
2385 dst = tmp;
2386 tmp->head = 0;
2387 }
2388 else
2389 tmp->head = dst; 2297 tmp->head = dst;
2390
2391 tmp->more = 0;
2392
2393 if (prev)
2394 prev->more = tmp; 2298 prev->more = tmp;
2395
2396 prev = tmp; 2299 prev = tmp;
2397 } 2300 }
2398 2301
2399 for (item = src->inv; item; item = item->below) 2302 for (object *item = inv; item; item = item->below)
2400 insert_ob_in_ob (object_create_clone (item), dst); 2303 insert_ob_in_ob (item->deep_clone (), dst);
2401 2304
2402 return dst; 2305 return dst;
2403} 2306}
2404 2307
2405/* This returns the first object in who's inventory that 2308/* This returns the first object in who's inventory that
2414 return tmp; 2317 return tmp;
2415 2318
2416 return 0; 2319 return 0;
2417} 2320}
2418 2321
2419/* If ob has a field named key, return the link from the list, 2322const shstr &
2420 * otherwise return NULL. 2323object::kv_get (const shstr &key) const
2421 *
2422 * key must be a passed in shared string - otherwise, this won't
2423 * do the desired thing.
2424 */
2425key_value *
2426get_ob_key_link (const object *ob, const char *key)
2427{ 2324{
2428 for (key_value *link = ob->key_values; link; link = link->next) 2325 for (key_value *kv = key_values; kv; kv = kv->next)
2429 if (link->key == key) 2326 if (kv->key == key)
2430 return link;
2431
2432 return 0;
2433}
2434
2435/*
2436 * Returns the value of op has an extra_field for key, or NULL.
2437 *
2438 * The argument doesn't need to be a shared string.
2439 *
2440 * The returned string is shared.
2441 */
2442const char *
2443get_ob_key_value (const object *op, const char *const key)
2444{
2445 key_value *link;
2446 shstr_cmp canonical_key (key);
2447
2448 if (!canonical_key)
2449 {
2450 /* 1. There being a field named key on any object
2451 * implies there'd be a shared string to find.
2452 * 2. Since there isn't, no object has this field.
2453 * 3. Therefore, *this* object doesn't have this field.
2454 */
2455 return 0;
2456 }
2457
2458 /* This is copied from get_ob_key_link() above -
2459 * only 4 lines, and saves the function call overhead.
2460 */
2461 for (link = op->key_values; link; link = link->next)
2462 if (link->key == canonical_key)
2463 return link->value; 2327 return kv->value;
2464 2328
2465 return 0; 2329 return shstr_null;
2466} 2330}
2467 2331
2468/* 2332void
2469 * Updates the canonical_key in op to value. 2333object::kv_set (const shstr &key, const shstr &value)
2470 *
2471 * canonical_key is a shared string (value doesn't have to be).
2472 *
2473 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2474 * keys.
2475 *
2476 * Returns TRUE on success.
2477 */
2478int
2479set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2480{ 2334{
2481 key_value *field = NULL, *last = NULL; 2335 for (key_value *kv = key_values; kv; kv = kv->next)
2482 2336 if (kv->key == key)
2483 for (field = op->key_values; field != NULL; field = field->next)
2484 {
2485 if (field->key != canonical_key)
2486 { 2337 {
2487 last = field; 2338 kv->value = value;
2488 continue; 2339 return;
2489 } 2340 }
2490 2341
2491 if (value) 2342 key_value *kv = new key_value;
2492 field->value = value; 2343
2493 else 2344 kv->next = key_values;
2345 kv->key = key;
2346 kv->value = value;
2347
2348 key_values = kv;
2349}
2350
2351void
2352object::kv_del (const shstr &key)
2353{
2354 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2355 if ((*kvp)->key == key)
2494 { 2356 {
2495 /* Basically, if the archetype has this key set, 2357 key_value *kv = *kvp;
2496 * we need to store the null value so when we save 2358 *kvp = (*kvp)->next;
2497 * it, we save the empty value so that when we load, 2359 delete kv;
2498 * we get this value back again. 2360 return;
2499 */
2500 if (get_ob_key_link (op->arch, canonical_key))
2501 field->value = 0;
2502 else
2503 {
2504 if (last)
2505 last->next = field->next;
2506 else
2507 op->key_values = field->next;
2508
2509 delete field;
2510 }
2511 } 2361 }
2512 return TRUE;
2513 }
2514 /* IF we get here, key doesn't exist */
2515
2516 /* No field, we'll have to add it. */
2517
2518 if (!add_key)
2519 return FALSE;
2520
2521 /* There isn't any good reason to store a null
2522 * value in the key/value list. If the archetype has
2523 * this key, then we should also have it, so shouldn't
2524 * be here. If user wants to store empty strings,
2525 * should pass in ""
2526 */
2527 if (value == NULL)
2528 return TRUE;
2529
2530 field = new key_value;
2531
2532 field->key = canonical_key;
2533 field->value = value;
2534 /* Usual prepend-addition. */
2535 field->next = op->key_values;
2536 op->key_values = field;
2537
2538 return TRUE;
2539}
2540
2541/*
2542 * Updates the key in op to value.
2543 *
2544 * If add_key is FALSE, this will only update existing keys,
2545 * and not add new ones.
2546 * In general, should be little reason FALSE is ever passed in for add_key
2547 *
2548 * Returns TRUE on success.
2549 */
2550int
2551set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2552{
2553 shstr key_ (key);
2554
2555 return set_ob_key_value_s (op, key_, value, add_key);
2556} 2362}
2557 2363
2558object::depth_iterator::depth_iterator (object *container) 2364object::depth_iterator::depth_iterator (object *container)
2559: iterator_base (container) 2365: iterator_base (container)
2560{ 2366{
2573 item = item->inv; 2379 item = item->inv;
2574 } 2380 }
2575 else 2381 else
2576 item = item->env; 2382 item = item->env;
2577} 2383}
2578
2579 2384
2580const char * 2385const char *
2581object::flag_desc (char *desc, int len) const 2386object::flag_desc (char *desc, int len) const
2582{ 2387{
2583 char *p = desc; 2388 char *p = desc;
2611{ 2416{
2612 char flagdesc[512]; 2417 char flagdesc[512];
2613 char info2[256 * 4]; 2418 char info2[256 * 4];
2614 char *p = info; 2419 char *p = info;
2615 2420
2616 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2421 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2617 count, uuid.seq, 2422 count,
2423 uuid.c_str (),
2618 &name, 2424 &name,
2619 title ? "\",title:\"" : "", 2425 title ? "\",title:\"" : "",
2620 title ? (const char *)title : "", 2426 title ? (const char *)title : "",
2621 flag_desc (flagdesc, 512), type); 2427 flag_desc (flagdesc, 512), type);
2622 2428
2623 if (env) 2429 if (!flag[FLAG_REMOVED] && env)
2624 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2430 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2625 2431
2626 if (map) 2432 if (map)
2627 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2433 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2628 2434
2646} 2452}
2647 2453
2648const materialtype_t * 2454const materialtype_t *
2649object::dominant_material () const 2455object::dominant_material () const
2650{ 2456{
2651 if (materialtype_t *mat = name_to_material (materialname)) 2457 if (materialtype_t *mt = name_to_material (materialname))
2652 return mat; 2458 return mt;
2653 2459
2654 // omfg this is slow, this has to be temporary :)
2655 shstr unknown ("unknown");
2656
2657 return name_to_material (unknown); 2460 return name_to_material (shstr_unknown);
2658} 2461}
2659 2462
2660void 2463void
2661object::open_container (object *new_container) 2464object::open_container (object *new_container)
2662{ 2465{
2663 if (container == new_container) 2466 if (container == new_container)
2664 return; 2467 return;
2665 2468
2666 if (object *old_container = container) 2469 object *old_container = container;
2470
2471 if (old_container)
2667 { 2472 {
2668 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2473 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2669 return; 2474 return;
2670 2475
2671#if 0 2476#if 0
2673 if (object *closer = old_container->inv) 2478 if (object *closer = old_container->inv)
2674 if (closer->type == CLOSE_CON) 2479 if (closer->type == CLOSE_CON)
2675 closer->destroy (); 2480 closer->destroy ();
2676#endif 2481#endif
2677 2482
2483 // make sure the container is available
2484 esrv_send_item (this, old_container);
2485
2678 old_container->flag [FLAG_APPLIED] = 0; 2486 old_container->flag [FLAG_APPLIED] = false;
2679 container = 0; 2487 container = 0;
2680 2488
2489 // client needs item update to make it work, client bug requires this to be separate
2681 esrv_update_item (UPD_FLAGS, this, old_container); 2490 esrv_update_item (UPD_FLAGS, this, old_container);
2491
2682 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2492 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2493 play_sound (sound_find ("chest_close"));
2683 } 2494 }
2684 2495
2685 if (new_container) 2496 if (new_container)
2686 { 2497 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2498 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2698 } 2509 }
2699#endif 2510#endif
2700 2511
2701 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2512 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2702 2513
2514 // make sure the container is available, client bug requires this to be separate
2515 esrv_send_item (this, new_container);
2516
2703 new_container->flag [FLAG_APPLIED] = 1; 2517 new_container->flag [FLAG_APPLIED] = true;
2704 container = new_container; 2518 container = new_container;
2705 2519
2520 // client needs flag change
2706 esrv_update_item (UPD_FLAGS, this, new_container); 2521 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container); 2522 esrv_send_inventory (this, new_container);
2523 play_sound (sound_find ("chest_open"));
2524 }
2525// else if (!old_container->env && contr && contr->ns)
2526// contr->ns->floorbox_reset ();
2527}
2528
2529object *
2530object::force_find (const shstr name)
2531{
2532 /* cycle through his inventory to look for the MARK we want to
2533 * place
2534 */
2535 for (object *tmp = inv; tmp; tmp = tmp->below)
2536 if (tmp->type == FORCE && tmp->slaying == name)
2537 return splay (tmp);
2538
2539 return 0;
2540}
2541
2542void
2543object::force_add (const shstr name, int duration)
2544{
2545 if (object *force = force_find (name))
2546 force->destroy ();
2547
2548 object *force = get_archetype (FORCE_NAME);
2549
2550 force->slaying = name;
2551 force->stats.food = 1;
2552 force->speed_left = -1.f;
2553
2554 force->set_speed (duration ? 1.f / duration : 0.f);
2555 force->flag [FLAG_IS_USED_UP] = true;
2556 force->flag [FLAG_APPLIED] = true;
2557
2558 insert (force);
2559}
2560
2561void
2562object::play_sound (faceidx sound)
2563{
2564 if (!sound)
2565 return;
2566
2567 if (flag [FLAG_REMOVED])
2568 return;
2569
2570 if (env)
2708 } 2571 {
2572 if (object *pl = in_player ())
2573 pl->contr->play_sound (sound);
2574 }
2575 else
2576 map->play_sound (sound, x, y);
2709} 2577}
2710 2578
2711

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