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Comparing deliantra/server/common/object.C (file contents):
Revision 1.169 by root, Wed Aug 1 01:07:42 2007 UTC vs.
Revision 1.286 by root, Wed Sep 2 16:54:20 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 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 (©) 2005,2006,2007,2008,2009 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 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * 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>
22 */ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
44 41
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42short freearr_x[SIZEOFFREE] = {
43 0,
44 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 47};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = {
49 0,
50 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50}; 53};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 59};
54int freedir[SIZEOFFREE] = { 60int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 61 0,
62 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 65};
58 66
59static void 67static void
60write_uuid (void) 68write_uuid (uval64 skip, bool sync)
61{ 69{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 70 CALL_BEGIN (2);
63 71 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 72 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 73 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 74 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 75}
79 76
80static void 77static void
81read_uuid (void) 78read_uuid (void)
82{ 79{
83 char filename[MAX_BUF]; 80 char filename[MAX_BUF];
84 81
85 sprintf (filename, "%s/uuid", settings.localdir); 82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
86 85
87 FILE *fp; 86 FILE *fp;
88 87
89 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
90 { 89 {
91 if (errno == ENOENT) 90 if (errno == ENOENT)
92 { 91 {
93 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 93 UUID::cur.seq = 0;
95 write_uuid (); 94 write_uuid (UUID_GAP, true);
96 return; 95 return;
97 } 96 }
98 97
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 99 _exit (1);
101 } 100 }
102 101
103 int version; 102 UUID::BUF buf;
104 unsigned long long uid; 103 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
106 { 107 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 109 _exit (1);
109 } 110 }
110 111
111 uuid.seq = uid; 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 113
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 114 write_uuid (UUID_GAP, true);
114 fclose (fp); 115 fclose (fp);
115} 116}
116 117
117UUID 118UUID
118gen_uuid () 119UUID::gen ()
119{ 120{
120 UUID uid; 121 UUID uid;
121 122
122 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
123 124
124 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
126 131
127 return uid; 132 return uid;
128} 133}
129 134
130void 135void
131init_uuid () 136UUID::init ()
132{ 137{
133 read_uuid (); 138 read_uuid ();
134} 139}
135 140
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 142static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
139{ 144{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 146 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
145 */ 148 */
146 149
147 /* For each field in wants, */ 150 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 152 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 153 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 154
171 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 156 return true;
173} 157}
174 158
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 160static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 162{
179 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
181 */ 165 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
183} 168}
184 169
185/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 171 * they can be merged together.
187 * 172 *
202 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 188 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
205 return 0; 190 return 0;
206 191
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 192 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * is always 0 .. 2**31-1 */
210 * used to store nrof). 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 195 return 0;
214 196
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 200 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 201 * flags lose any meaning.
220 */ 202 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 205
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 208
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 209 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 210 || ob1->name != ob2->name
230 || ob1->title != ob2->title 211 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 218 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
241 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 226 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 227 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 228 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 229 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 230 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 231 || ob1->move_slow_penalty != ob2->move_slow_penalty
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 234 return 0;
253 235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
254 /* This is really a spellbook check - really, we should 242 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 243 * not merge objects with real inventories, as splitting them
244 * is hard.
256 */ 245 */
257 if (ob1->inv || ob2->inv) 246 if (ob1->inv || ob2->inv)
258 { 247 {
259 /* if one object has inventory but the other doesn't, not equiv */ 248 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 249 return 0; /* inventories differ in length */
261 return 0;
262 250
263 /* Now check to see if the two inventory objects could merge */ 251 if (ob1->inv->below || ob2->inv->below)
252 return 0; /* more than one object in inv */
253
264 if (!object::can_merge (ob1->inv, ob2->inv)) 254 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 255 return 0; /* inventory objects differ */
266 256
267 /* inventory ok - still need to check rest of this object to see 257 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 258 * if it is valid.
269 */ 259 */
270 } 260 }
289 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
290 return 0; 280 return 0;
291 break; 281 break;
292 } 282 }
293 283
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
295 { 285 {
296 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 288 return 0; /* One has fields, but the other one doesn't. */
299 return 0; 289
300 else if (!compare_ob_value_lists (ob1, ob2)) 290 if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 291 return 0;
302 } 292 }
303 293
304 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
305 { 295 {
306 ob1->optimise (); 296 ob1->optimise ();
307 ob2->optimise (); 297 ob2->optimise ();
308 298
309 if (ob1->self || ob2->self) 299 if (ob1->self || ob2->self)
300 {
301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
303
304 if (k1 != k2)
305 return 0;
306
307 if (k1 == 0)
308 return 1;
309
310 if (!cfperl_can_merge (ob1, ob2)) 310 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 311 return 0;
312 }
312 } 313 }
313 314
314 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
315 return 1; 316 return 1;
316} 317}
317 318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->is_player ())
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env_or_self ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
356// adjust weight per container type ("of holding")
357static sint32
358weight_adjust_for (object *op, sint32 weight)
359{
360 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
362 : weight;
363}
364
318/* 365/*
366 * adjust_weight(object, weight) adds the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying.
368 */
369static void
370adjust_weight (object *op, sint32 weight)
371{
372 while (op)
373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
381
382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
388 op = op->env;
389 }
390}
391
392/*
319 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 394 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
322 */ 396 */
323long 397void
324sum_weight (object *op) 398object::update_weight ()
325{ 399{
326 long sum; 400 sint32 sum = 0;
327 object *inv;
328 401
329 for (sum = 0, inv = op->inv; inv; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
330 { 403 {
331 if (inv->inv) 404 if (op->inv)
332 sum_weight (inv); 405 op->update_weight ();
333 406
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 407 sum += op->total_weight ();
408 }
409
410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
335 } 413 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum)
341 op->carrying = sum; 414 carrying = sum;
342 415
343 return sum; 416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this);
419 }
344} 420}
345 421
346/** 422/*
347 * Return the outermost environment object for a given object. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
360 * Some error messages.
361 * The result of the dump is stored in the static global errmsg array.
362 */ 424 */
363char * 425char *
364dump_object (object *op) 426dump_object (object *op)
365{ 427{
366 if (!op) 428 if (!op)
374/* 436/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 437 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 438 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 439 * If it's not a multi-object, it is returned.
378 */ 440 */
379
380object * 441object *
381get_nearest_part (object *op, const object *pl) 442get_nearest_part (object *op, const object *pl)
382{ 443{
383 object *tmp, *closest; 444 object *tmp, *closest;
384 int last_dist, i; 445 int last_dist, i;
385 446
386 if (op->more == NULL) 447 if (!op->more)
387 return op; 448 return op;
449
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist) 453 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i; 454 closest = tmp, last_dist = i;
455
391 return closest; 456 return closest;
392} 457}
393 458
394/* 459/*
395 * Returns the object which has the count-variable equal to the argument. 460 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow.
396 */ 462 */
397object * 463object *
398find_object (tag_t i) 464find_object (tag_t i)
399{ 465{
400 for_all_objects (op) 466 for_all_objects (op)
411 */ 477 */
412object * 478object *
413find_object_name (const char *str) 479find_object_name (const char *str)
414{ 480{
415 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
416 object *op;
417 482
483 if (str_)
418 for_all_objects (op) 484 for_all_objects (op)
419 if (op->name == str_) 485 if (op->name == str_)
420 break; 486 return op;
421 487
422 return op; 488 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 489}
430 490
431/* 491/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 493 * skill and experience objects.
494 * ACTUALLY NO! investigate! TODO
434 */ 495 */
435void 496void
436object::set_owner (object *owner) 497object::set_owner (object *owner)
437{ 498{
499 // allow objects which own objects
438 if (!owner) 500 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 501 while (owner->owner)
449 owner = owner->owner; 502 owner = owner->owner;
503
504 if (flag [FLAG_FREED])
505 {
506 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
507 return;
508 }
450 509
451 this->owner = owner; 510 this->owner = owner;
452} 511}
453 512
454int 513int
532 } 591 }
533 592
534 op->key_values = 0; 593 op->key_values = 0;
535} 594}
536 595
537object & 596/*
538object::operator =(const object &src) 597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
539{ 606{
540 bool is_freed = flag [FLAG_FREED]; 607 dst->remove ();
541 bool is_removed = flag [FLAG_REMOVED];
542
543 *(object_copy *)this = src; 608 *(object_copy *)dst = *this;
544
545 flag [FLAG_FREED] = is_freed;
546 flag [FLAG_REMOVED] = is_removed; 609 dst->flag [FLAG_REMOVED] = true;
547 610
548 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
549 if (src.key_values) 612 if (key_values)
550 { 613 {
551 key_value *tail = 0; 614 key_value *tail = 0;
552 key_values = 0; 615 dst->key_values = 0;
553 616
554 for (key_value *i = src.key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
555 { 618 {
556 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
557 620
558 new_link->next = 0; 621 new_link->next = 0;
559 new_link->key = i->key; 622 new_link->key = i->key;
560 new_link->value = i->value; 623 new_link->value = i->value;
561 624
562 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
563 if (!key_values) 626 if (!dst->key_values)
564 { 627 {
565 key_values = new_link; 628 dst->key_values = new_link;
566 tail = new_link; 629 tail = new_link;
567 } 630 }
568 else 631 else
569 { 632 {
570 tail->next = new_link; 633 tail->next = new_link;
571 tail = new_link; 634 tail = new_link;
572 } 635 }
573 } 636 }
574 } 637 }
575}
576
577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589 638
590 if (speed < 0) 639 if (speed < 0)
591 dst->speed_left = speed_left - rndm (); 640 dst->speed_left -= rndm ();
592 641
593 dst->set_speed (dst->speed); 642 dst->activate ();
594} 643}
595 644
596void 645void
597object::instantiate () 646object::instantiate ()
598{ 647{
599 if (!uuid.seq) // HACK 648 if (!uuid.seq) // HACK
600 uuid = gen_uuid (); 649 uuid = UUID::gen ();
601 650
602 speed_left = -0.1f; 651 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really 652 /* 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. 653 * 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 654 * by doing so, when a monster is created, it has good starting
615object * 664object *
616object::clone () 665object::clone ()
617{ 666{
618 object *neu = create (); 667 object *neu = create ();
619 copy_to (neu); 668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
620 return neu; 670 return neu;
621} 671}
622 672
623/* 673/*
624 * If an object with the IS_TURNABLE() flag needs to be turned due 674 * If an object with the IS_TURNABLE() flag needs to be turned due
675 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
676 */ 726 */
677void 727void
678update_object (object *op, int action) 728update_object (object *op, int action)
679{ 729{
680 if (op == NULL) 730 if (!op)
681 { 731 {
682 /* this should never happen */ 732 /* this should never happen */
683 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
684 return; 734 return;
685 } 735 }
686 736
687 if (op->env) 737 if (!op->is_on_map ())
688 { 738 {
689 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
690 * to do in this case. 740 * to do in this case.
691 */ 741 */
692 return; 742 return;
693 } 743 }
694
695 /* If the map is saving, don't do anything as everything is
696 * going to get freed anyways.
697 */
698 if (!op->map || op->map->in_memory == MAP_SAVING)
699 return;
700 744
701 /* make sure the object is within map boundaries */ 745 /* make sure the object is within map boundaries */
702 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
703 { 747 {
704 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
715 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
716 { 760 {
717 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
724 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
725 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
726 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
727 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
728 * to have move_allow right now. 772 * have move_allow right now.
729 */ 773 */
730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
732 m.flags_ = 0; 776 m.invalidate ();
733 } 777 }
734 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
735 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
736 * that is being removed. 780 * that is being removed.
737 */ 781 */
738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
739 m.flags_ = 0; 783 m.invalidate ();
740 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
741 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
742 else 786 else
743 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
744 788
748 792
749object::object () 793object::object ()
750{ 794{
751 SET_FLAG (this, FLAG_REMOVED); 795 SET_FLAG (this, FLAG_REMOVED);
752 796
753 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
754 face = blank_face; 798 face = blank_face;
755} 799}
756 800
757object::~object () 801object::~object ()
758{ 802{
764static int object_count; 808static int object_count;
765 809
766void object::link () 810void object::link ()
767{ 811{
768 assert (!index);//D 812 assert (!index);//D
769 uuid = gen_uuid (); 813 uuid = UUID::gen ();
770 count = ++object_count; 814 count = ++object_count;
771 815
772 refcnt_inc (); 816 refcnt_inc ();
773 objects.insert (this); 817 objects.insert (this);
774} 818}
788 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
789 if (active) 833 if (active)
790 return; 834 return;
791 835
792 if (has_active_speed ()) 836 if (has_active_speed ())
837 {
838 if (flag [FLAG_FREED])
839 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
840
793 actives.insert (this); 841 actives.insert (this);
842 }
794} 843}
795 844
796void 845void
797object::activate_recursive () 846object::activate_recursive ()
798{ 847{
847object::destroy_inv (bool drop_to_ground) 896object::destroy_inv (bool drop_to_ground)
848{ 897{
849 // need to check first, because the checks below might segfault 898 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code 899 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty. 900 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory, 901 // corollary: if you create arrows etc. with stuff in its inventory,
853 // cf will crash below with off-map x and y 902 // cf will crash below with off-map x and y
854 if (!inv) 903 if (!inv)
855 return; 904 return;
856 905
857 /* Only if the space blocks everything do we not process - 906 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects 907 * if some form of movement is allowed, let objects
859 * drop on that space. 908 * drop on that space.
860 */ 909 */
861 if (!drop_to_ground 910 if (!drop_to_ground
862 || !map 911 || !map
863 || map->in_memory != MAP_IN_MEMORY 912 || map->in_memory != MAP_ACTIVE
864 || map->nodrop 913 || map->no_drop
865 || ms ().move_block == MOVE_ALL) 914 || ms ().move_block == MOVE_ALL)
866 { 915 {
867 while (inv) 916 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy (); 917 inv->destroy ();
871 }
872 } 918 }
873 else 919 else
874 { /* Put objects in inventory onto this space */ 920 { /* Put objects in inventory onto this space */
875 while (inv) 921 while (inv)
876 { 922 {
894 object *op = new object; 940 object *op = new object;
895 op->link (); 941 op->link ();
896 return op; 942 return op;
897} 943}
898 944
945static struct freed_map : maptile
946{
947 freed_map ()
948 {
949 path = "<freed objects map>";
950 name = "/internal/freed_objects_map";
951 width = 3;
952 height = 3;
953 no_drop = 1;
954 no_reset = 1;
955
956 alloc ();
957 in_memory = MAP_ACTIVE;
958 }
959
960 ~freed_map ()
961 {
962 destroy ();
963 }
964} freed_map; // freed objects are moved here to avoid crashes
965
899void 966void
900object::do_destroy () 967object::do_destroy ()
901{ 968{
902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED]) 969 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this); 970 remove_link ();
906 971
907 if (flag [FLAG_FRIENDLY]) 972 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this); 973 remove_friendly_object (this);
909 974
910 if (!flag [FLAG_REMOVED])
911 remove (); 975 remove ();
912 976
913 destroy_inv (true); 977 attachable::do_destroy ();
914 978
915 deactivate (); 979 deactivate ();
916 unlink (); 980 unlink ();
917 981
918 flag [FLAG_FREED] = 1; 982 flag [FLAG_FREED] = 1;
919 983
920 // hack to ensure that freed objects still have a valid map 984 // hack to ensure that freed objects still have a valid map
921 {
922 static maptile *freed_map; // freed objects are moved here to avoid crashes
923
924 if (!freed_map)
925 {
926 freed_map = new maptile;
927
928 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3;
930 freed_map->height = 3;
931
932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
934 }
935
936 map = freed_map; 985 map = &freed_map;
937 x = 1; 986 x = 1;
938 y = 1; 987 y = 1;
939 }
940 988
941 if (more) 989 if (more)
942 { 990 {
943 more->destroy (); 991 more->destroy ();
944 more = 0; 992 more = 0;
952 attacked_by = 0; 1000 attacked_by = 0;
953 current_weapon = 0; 1001 current_weapon = 0;
954} 1002}
955 1003
956void 1004void
957object::destroy (bool destroy_inventory) 1005object::destroy ()
958{ 1006{
959 if (destroyed ()) 1007 if (destroyed ())
960 return; 1008 return;
961 1009
962 if (destroy_inventory) 1010 if (!is_head () && !head->destroyed ())
1011 {
1012 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1013 head->destroy ();
1014 return;
1015 }
1016
963 destroy_inv (false); 1017 destroy_inv (false);
964 1018
1019 if (is_head ())
1020 if (sound_destroy)
965 play_sound (sound_die); 1021 play_sound (sound_destroy);
1022 else if (flag [FLAG_MONSTER])
1023 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
966 1024
967 attachable::destroy (); 1025 attachable::destroy ();
968}
969
970/*
971 * sub_weight() recursively (outwards) subtracts a number from the
972 * weight of an object (and what is carried by it's environment(s)).
973 */
974void
975sub_weight (object *op, signed long weight)
976{
977 while (op != NULL)
978 {
979 if (op->type == CONTAINER)
980 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
981
982 op->carrying -= weight;
983 op = op->env;
984 }
985} 1026}
986 1027
987/* op->remove (): 1028/* op->remove ():
988 * This function removes the object op from the linked list of objects 1029 * This function removes the object op from the linked list of objects
989 * which it is currently tied to. When this function is done, the 1030 * which it is currently tied to. When this function is done, the
995object::do_remove () 1036object::do_remove ()
996{ 1037{
997 object *tmp, *last = 0; 1038 object *tmp, *last = 0;
998 object *otmp; 1039 object *otmp;
999 1040
1000 if (QUERY_FLAG (this, FLAG_REMOVED)) 1041 if (flag [FLAG_REMOVED])
1001 return; 1042 return;
1002 1043
1003 SET_FLAG (this, FLAG_REMOVED);
1004 INVOKE_OBJECT (REMOVE, this); 1044 INVOKE_OBJECT (REMOVE, this);
1045
1046 flag [FLAG_REMOVED] = true;
1005 1047
1006 if (more) 1048 if (more)
1007 more->remove (); 1049 more->remove ();
1008 1050
1009 /* 1051 /*
1010 * In this case, the object to be removed is in someones 1052 * In this case, the object to be removed is in someones
1011 * inventory. 1053 * inventory.
1012 */ 1054 */
1013 if (env) 1055 if (env)
1014 { 1056 {
1015 if (nrof) 1057 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1016 sub_weight (env, weight * nrof); 1058 if (object *pl = visible_to ())
1017 else 1059 esrv_del_item (pl->contr, count);
1018 sub_weight (env, weight + carrying); 1060 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1061
1062 adjust_weight (env, -total_weight ());
1063
1064 object *pl = in_player ();
1065
1066 /* we set up values so that it could be inserted into
1067 * the map, but we don't actually do that - it is up
1068 * to the caller to decide what we want to do.
1069 */
1070 map = env->map;
1071 x = env->x;
1072 y = env->y;
1073
1074 // make sure cmov optimisation is applicable
1075 *(above ? &above->below : &env->inv) = below;
1076 *(below ? &below->above : &above ) = above; // &above is just a dummy
1077
1078 above = 0;
1079 below = 0;
1080 env = 0;
1019 1081
1020 /* NO_FIX_PLAYER is set when a great many changes are being 1082 /* NO_FIX_PLAYER is set when a great many changes are being
1021 * made to players inventory. If set, avoiding the call 1083 * made to players inventory. If set, avoiding the call
1022 * to save cpu time. 1084 * to save cpu time.
1023 */ 1085 */
1024 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1086 if (pl)
1087 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1088 {
1025 otmp->update_stats (); 1089 pl->update_stats ();
1026 1090
1027 if (above) 1091 if (glow_radius && pl->is_on_map ())
1028 above->below = below; 1092 update_all_los (pl->map, pl->x, pl->y);
1029 else 1093 }
1030 env->inv = below;
1031
1032 if (below)
1033 below->above = above;
1034
1035 /* we set up values so that it could be inserted into
1036 * the map, but we don't actually do that - it is up
1037 * to the caller to decide what we want to do.
1038 */
1039 x = env->x, y = env->y;
1040 map = env->map;
1041 above = 0, below = 0;
1042 env = 0;
1043 } 1094 }
1044 else if (map) 1095 else if (map)
1045 { 1096 {
1046 if (type == PLAYER)
1047 {
1048 // leaving a spot always closes any open container on the ground
1049 if (container && !container->env)
1050 // this causes spurious floorbox updates, but it ensures
1051 // that the CLOSE event is being sent.
1052 close_container ();
1053
1054 --map->players;
1055 map->touch ();
1056 }
1057
1058 map->dirty = true; 1097 map->dirty = true;
1059 mapspace &ms = this->ms (); 1098 mapspace &ms = this->ms ();
1060 1099
1100 if (object *pl = ms.player ())
1101 {
1102 if (is_player ())
1103 {
1104 if (!flag [FLAG_WIZPASS])
1105 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1106
1107 // leaving a spot always closes any open container on the ground
1108 if (container && !container->env)
1109 // this causes spurious floorbox updates, but it ensures
1110 // that the CLOSE event is being sent.
1111 close_container ();
1112
1113 --map->players;
1114 map->touch ();
1115 }
1116 else if (pl->container == this)
1117 {
1118 // removing a container should close it
1119 close_container ();
1120 }
1121
1122 esrv_del_item (pl->contr, count);
1123 }
1124
1061 /* link the object above us */ 1125 /* link the object above us */
1062 if (above) 1126 // re-link, make sure compiler can easily use cmove
1063 above->below = below; 1127 *(above ? &above->below : &ms.top) = below;
1064 else 1128 *(below ? &below->above : &ms.bot) = above;
1065 ms.top = below; /* we were top, set new top */
1066
1067 /* Relink the object below us, if there is one */
1068 if (below)
1069 below->above = above;
1070 else
1071 {
1072 /* Nothing below, which means we need to relink map object for this space
1073 * use translated coordinates in case some oddness with map tiling is
1074 * evident
1075 */
1076 if (GET_MAP_OB (map, x, y) != this)
1077 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 ());
1078
1079 ms.bot = above; /* goes on above it. */
1080 }
1081 1129
1082 above = 0; 1130 above = 0;
1083 below = 0; 1131 below = 0;
1084 1132
1133 ms.invalidate ();
1134
1085 if (map->in_memory == MAP_SAVING) 1135 if (map->in_memory == MAP_SAVING)
1086 return; 1136 return;
1087 1137
1088 int check_walk_off = !flag [FLAG_NO_APPLY]; 1138 int check_walk_off = !flag [FLAG_NO_APPLY];
1139
1140 if (object *pl = ms.player ())
1141 {
1142 if (pl->container == this)
1143 /* If a container that the player is currently using somehow gets
1144 * removed (most likely destroyed), update the player view
1145 * appropriately.
1146 */
1147 pl->close_container ();
1148
1149 //TODO: the floorbox prev/next might need updating
1150 //esrv_del_item (pl->contr, count);
1151 //TODO: update floorbox to preserve ordering
1152 if (pl->contr->ns)
1153 pl->contr->ns->floorbox_update ();
1154 }
1089 1155
1090 for (tmp = ms.bot; tmp; tmp = tmp->above) 1156 for (tmp = ms.bot; tmp; tmp = tmp->above)
1091 { 1157 {
1092 /* No point updating the players look faces if he is the object 1158 /* No point updating the players look faces if he is the object
1093 * being removed. 1159 * being removed.
1094 */ 1160 */
1095
1096 if (tmp->type == PLAYER && tmp != this)
1097 {
1098 /* If a container that the player is currently using somehow gets
1099 * removed (most likely destroyed), update the player view
1100 * appropriately.
1101 */
1102 if (tmp->container == this)
1103 {
1104 flag [FLAG_APPLIED] = 0;
1105 tmp->container = 0;
1106 }
1107
1108 if (tmp->contr->ns)
1109 tmp->contr->ns->floorbox_update ();
1110 }
1111 1161
1112 /* See if object moving off should effect something */ 1162 /* See if object moving off should effect something */
1113 if (check_walk_off 1163 if (check_walk_off
1114 && ((move_type & tmp->move_off) 1164 && ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1165 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1121 } 1171 }
1122 1172
1123 last = tmp; 1173 last = tmp;
1124 } 1174 }
1125 1175
1126 /* last == NULL if there are no objects on this space */ 1176 if (affects_los ())
1127 //TODO: this makes little sense, why only update the topmost object?
1128 if (!last)
1129 map->at (x, y).flags_ = 0;
1130 else
1131 update_object (last, UP_OBJ_REMOVE);
1132
1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1134 update_all_los (map, x, y); 1177 update_all_los (map, x, y);
1135 } 1178 }
1136} 1179}
1137 1180
1138/* 1181/*
1147merge_ob (object *op, object *top) 1190merge_ob (object *op, object *top)
1148{ 1191{
1149 if (!op->nrof) 1192 if (!op->nrof)
1150 return 0; 1193 return 0;
1151 1194
1152 if (top) 1195 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1196 for (top = op; top && top->above; top = top->above)
1154 ; 1197 ;
1155 1198
1156 for (; top; top = top->below) 1199 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1200 if (object::can_merge (op, top))
1162 { 1201 {
1163 top->nrof += op->nrof; 1202 top->nrof += op->nrof;
1164 1203
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1204 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1205 esrv_update_item (UPD_NROF, pl, top);
1206
1207 op->weight = 0; // cancel the addition above
1208 op->carrying = 0; // must be 0 already
1209
1167 op->destroy (); 1210 op->destroy ();
1211
1168 return top; 1212 return top;
1169 } 1213 }
1170 }
1171 1214
1172 return 0; 1215 return 0;
1173} 1216}
1174 1217
1175void 1218void
1200 * job preparing multi-part monsters. 1243 * job preparing multi-part monsters.
1201 */ 1244 */
1202object * 1245object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1246insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1247{
1248 op->remove ();
1249
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1250 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1251 {
1207 tmp->x = x + tmp->arch->x; 1252 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1253 tmp->y = y + tmp->arch->y;
1209 } 1254 }
1232 * just 'op' otherwise 1277 * just 'op' otherwise
1233 */ 1278 */
1234object * 1279object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1280insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1281{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 op->remove (); 1282 op->remove ();
1242 1283
1243#if 0 1284 if (m == &freed_map)//D TODO: remove soon
1244 if (!m->active != !op->active)
1245 if (m->active)
1246 op->activate_recursive ();
1247 else
1248 op->deactivate_recursive ();
1249#endif
1250
1251 if (out_of_map (m, op->x, op->y))
1252 { 1285 {//D
1253 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1286 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1254#ifdef MANY_CORES
1255 /* Better to catch this here, as otherwise the next use of this object
1256 * is likely to cause a crash. Better to find out where it is getting
1257 * improperly inserted.
1258 */
1259 abort ();
1260#endif
1261 return op;
1262 } 1287 }//D
1263
1264 if (object *more = op->more)
1265 if (!insert_ob_in_map (more, m, originator, flag))
1266 return 0;
1267
1268 CLEAR_FLAG (op, FLAG_REMOVED);
1269 1288
1270 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* Ideally, the caller figures this out. However, it complicates a lot
1271 * of areas of callers (eg, anything that uses find_free_spot would now 1290 * of areas of callers (eg, anything that uses find_free_spot would now
1272 * need extra work 1291 * need extra work
1273 */ 1292 */
1293 maptile *newmap = m;
1274 if (!xy_normalise (m, op->x, op->y)) 1294 if (!xy_normalise (newmap, op->x, op->y))
1295 {
1296 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1275 return 0; 1297 return 0;
1298 }
1276 1299
1300 if (object *more = op->more)
1301 if (!insert_ob_in_map (more, m, originator, flag))
1302 return 0;
1303
1304 op->flag [FLAG_REMOVED] = false;
1305 op->env = 0;
1277 op->map = m; 1306 op->map = newmap;
1307
1278 mapspace &ms = op->ms (); 1308 mapspace &ms = op->ms ();
1279 1309
1280 /* this has to be done after we translate the coordinates. 1310 /* this has to be done after we translate the coordinates.
1281 */ 1311 */
1282 if (op->nrof && !(flag & INS_NO_MERGE)) 1312 if (op->nrof && !(flag & INS_NO_MERGE))
1283 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1313 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1284 if (object::can_merge (op, tmp)) 1314 if (object::can_merge (op, tmp))
1285 { 1315 {
1316 // TODO: we actually want to update tmp, not op,
1317 // but some caller surely breaks when we return tmp
1318 // from here :/
1286 op->nrof += tmp->nrof; 1319 op->nrof += tmp->nrof;
1287 tmp->destroy (); 1320 tmp->destroy ();
1288 } 1321 }
1289 1322
1290 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1299 { 1332 {
1300 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1301 abort (); 1334 abort ();
1302 } 1335 }
1303 1336
1337 if (!originator->is_on_map ())
1338 {
1339 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1340 op->debug_desc (), originator->debug_desc ());
1341 abort ();
1342 }
1343
1304 op->above = originator; 1344 op->above = originator;
1305 op->below = originator->below; 1345 op->below = originator->below;
1306
1307 if (op->below)
1308 op->below->above = op;
1309 else
1310 ms.bot = op;
1311
1312 /* since *below* originator, no need to update top */
1313 originator->below = op; 1346 originator->below = op;
1347
1348 *(op->below ? &op->below->above : &ms.bot) = op;
1314 } 1349 }
1315 else 1350 else
1316 { 1351 {
1317 top = ms.bot; 1352 object *floor = 0;
1353 object *top = ms.top;
1318 1354
1319 /* If there are other objects, then */ 1355 /* If there are other objects, then */
1320 if ((!(flag & INS_MAP_LOAD)) && top) 1356 if (top)
1321 { 1357 {
1322 object *last = 0;
1323
1324 /* 1358 /*
1325 * If there are multiple objects on this space, we do some trickier handling. 1359 * If there are multiple objects on this space, we do some trickier handling.
1326 * We've already dealt with merging if appropriate. 1360 * We've already dealt with merging if appropriate.
1327 * Generally, we want to put the new object on top. But if 1361 * Generally, we want to put the new object on top. But if
1328 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1362 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1331 * once we get to them. This reduces the need to traverse over all of 1365 * once we get to them. This reduces the need to traverse over all of
1332 * them when adding another one - this saves quite a bit of cpu time 1366 * them when adding another one - this saves quite a bit of cpu time
1333 * when lots of spells are cast in one area. Currently, it is presumed 1367 * when lots of spells are cast in one area. Currently, it is presumed
1334 * that flying non pickable objects are spell objects. 1368 * that flying non pickable objects are spell objects.
1335 */ 1369 */
1336 for (top = ms.bot; top; top = top->above) 1370 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1337 { 1371 {
1338 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1372 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1339 floor = top; 1373 floor = tmp;
1340 1374
1341 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1375 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1342 { 1376 {
1343 /* We insert above top, so we want this object below this */ 1377 /* We insert above top, so we want this object below this */
1344 top = top->below; 1378 top = tmp->below;
1345 break; 1379 break;
1346 } 1380 }
1347 1381
1348 last = top; 1382 top = tmp;
1349 } 1383 }
1350
1351 /* Don't want top to be NULL, so set it to the last valid object */
1352 top = last;
1353 1384
1354 /* We let update_position deal with figuring out what the space 1385 /* We let update_position deal with figuring out what the space
1355 * looks like instead of lots of conditions here. 1386 * looks like instead of lots of conditions here.
1356 * makes things faster, and effectively the same result. 1387 * makes things faster, and effectively the same result.
1357 */ 1388 */
1364 */ 1395 */
1365 if (!(flag & INS_ON_TOP) 1396 if (!(flag & INS_ON_TOP)
1366 && ms.flags () & P_BLOCKSVIEW 1397 && ms.flags () & P_BLOCKSVIEW
1367 && (op->face && !faces [op->face].visibility)) 1398 && (op->face && !faces [op->face].visibility))
1368 { 1399 {
1400 object *last;
1401
1369 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1370 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1371 break; 1404 break;
1372 1405
1373 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1377 */ 1410 */
1378 if (last && last->below && last != floor) 1411 if (last && last->below && last != floor)
1379 top = last->below; 1412 top = last->below;
1380 } 1413 }
1381 } /* If objects on this space */ 1414 } /* If objects on this space */
1382 if (flag & INS_MAP_LOAD)
1383 top = ms.top;
1384 1415
1385 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1386 top = floor; 1417 top = floor;
1387 1418
1388 /* Top is the object that our object (op) is going to get inserted above. 1419 // insert object above top, or bottom-most if top = 0
1389 */
1390
1391 /* First object on this space */
1392 if (!top) 1420 if (!top)
1393 { 1421 {
1422 op->below = 0;
1394 op->above = ms.bot; 1423 op->above = ms.bot;
1395
1396 if (op->above)
1397 op->above->below = op;
1398
1399 op->below = 0;
1400 ms.bot = op; 1424 ms.bot = op;
1425
1426 *(op->above ? &op->above->below : &ms.top) = op;
1401 } 1427 }
1402 else 1428 else
1403 { /* get inserted into the stack above top */ 1429 {
1404 op->above = top->above; 1430 op->above = top->above;
1405
1406 if (op->above)
1407 op->above->below = op; 1431 top->above = op;
1408 1432
1409 op->below = top; 1433 op->below = top;
1410 top->above = op; 1434 *(op->above ? &op->above->below : &ms.top) = op;
1411 } 1435 }
1436 }
1412 1437
1413 if (!op->above) 1438 if (op->is_player ())
1414 ms.top = op;
1415 } /* else not INS_BELOW_ORIGINATOR */
1416
1417 if (op->type == PLAYER)
1418 { 1439 {
1419 op->contr->do_los = 1; 1440 op->contr->do_los = 1;
1420 ++op->map->players; 1441 ++op->map->players;
1421 op->map->touch (); 1442 op->map->touch ();
1422 } 1443 }
1423 1444
1424 op->map->dirty = true; 1445 op->map->dirty = true;
1425 1446
1426 /* If we have a floor, we know the player, if any, will be above
1427 * it, so save a few ticks and start from there.
1428 */
1429 if (!(flag & INS_MAP_LOAD))
1430 if (object *pl = ms.player ()) 1447 if (object *pl = ms.player ())
1448 //TODO: the floorbox prev/next might need updating
1449 //esrv_send_item (pl, op);
1450 //TODO: update floorbox to preserve ordering
1431 if (pl->contr->ns) 1451 if (pl->contr->ns)
1432 pl->contr->ns->floorbox_update (); 1452 pl->contr->ns->floorbox_update ();
1433 1453
1434 /* If this object glows, it may affect lighting conditions that are 1454 /* If this object glows, it may affect lighting conditions that are
1435 * visible to others on this map. But update_all_los is really 1455 * visible to others on this map. But update_all_los is really
1436 * an inefficient way to do this, as it means los for all players 1456 * an inefficient way to do this, as it means los for all players
1437 * on the map will get recalculated. The players could very well 1457 * on the map will get recalculated. The players could very well
1438 * be far away from this change and not affected in any way - 1458 * be far away from this change and not affected in any way -
1439 * this should get redone to only look for players within range, 1459 * this should get redone to only look for players within range,
1440 * or just updating the P_UPTODATE for spaces within this area 1460 * or just updating the P_UPTODATE for spaces within this area
1441 * of effect may be sufficient. 1461 * of effect may be sufficient.
1442 */ 1462 */
1443 if (op->map->darkness && (op->glow_radius != 0)) 1463 if (op->affects_los ())
1464 {
1465 op->ms ().invalidate ();
1444 update_all_los (op->map, op->x, op->y); 1466 update_all_los (op->map, op->x, op->y);
1467 }
1445 1468
1446 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1469 /* updates flags (blocked, alive, no magic, etc) for this map space */
1447 update_object (op, UP_OBJ_INSERT); 1470 update_object (op, UP_OBJ_INSERT);
1448 1471
1449 INVOKE_OBJECT (INSERT, op); 1472 INVOKE_OBJECT (INSERT, op);
1477/* this function inserts an object in the map, but if it 1500/* this function inserts an object in the map, but if it
1478 * finds an object of its own type, it'll remove that one first. 1501 * finds an object of its own type, it'll remove that one first.
1479 * op is the object to insert it under: supplies x and the map. 1502 * op is the object to insert it under: supplies x and the map.
1480 */ 1503 */
1481void 1504void
1482replace_insert_ob_in_map (const char *arch_string, object *op) 1505replace_insert_ob_in_map (shstr_tmp archname, object *op)
1483{ 1506{
1484 object *tmp, *tmp1;
1485
1486 /* first search for itself and remove any old instances */ 1507 /* first search for itself and remove any old instances */
1487 1508
1488 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1509 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1489 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1510 if (tmp->arch->archname == archname) /* same archetype */
1490 tmp->destroy (); 1511 tmp->destroy ();
1491 1512
1492 tmp1 = arch_to_object (archetype::find (arch_string)); 1513 object *tmp = arch_to_object (archetype::find (archname));
1493 1514
1494 tmp1->x = op->x; 1515 tmp->x = op->x;
1495 tmp1->y = op->y; 1516 tmp->y = op->y;
1517
1496 insert_ob_in_map (tmp1, op->map, op, 0); 1518 insert_ob_in_map (tmp, op->map, op, 0);
1497} 1519}
1498 1520
1499object * 1521object *
1500object::insert_at (object *where, object *originator, int flags) 1522object::insert_at (object *where, object *originator, int flags)
1501{ 1523{
1524 if (where->env)
1525 return where->env->insert (this);
1526 else
1502 return where->map->insert (this, where->x, where->y, originator, flags); 1527 return where->map->insert (this, where->x, where->y, originator, flags);
1503} 1528}
1504 1529
1505/* 1530/*
1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1507 * is returned contains nr objects, and the remaining parts contains
1508 * the rest (or is removed and freed if that number is 0).
1509 * On failure, NULL is returned, and the reason put into the
1510 * global static errmsg array.
1511 */
1512object *
1513get_split_ob (object *orig_ob, uint32 nr)
1514{
1515 object *newob;
1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1517
1518 if (orig_ob->nrof < nr)
1519 {
1520 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1521 return NULL;
1522 }
1523
1524 newob = object_create_clone (orig_ob);
1525
1526 if ((orig_ob->nrof -= nr) < 1)
1527 orig_ob->destroy (1);
1528 else if (!is_removed)
1529 {
1530 if (orig_ob->env != NULL)
1531 sub_weight (orig_ob->env, orig_ob->weight * nr);
1532 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1533 {
1534 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1535 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1536 return NULL;
1537 }
1538 }
1539
1540 newob->nrof = nr;
1541
1542 return newob;
1543}
1544
1545/*
1546 * decrease_ob_nr(object, number) decreases a specified number from 1531 * decrease(object, number) decreases a specified number from
1547 * the amount of an object. If the amount reaches 0, the object 1532 * the amount of an object. If the amount reaches 0, the object
1548 * is subsequently removed and freed. 1533 * is subsequently removed and freed.
1549 * 1534 *
1550 * Return value: 'op' if something is left, NULL if the amount reached 0 1535 * Return value: 'op' if something is left, NULL if the amount reached 0
1551 */ 1536 */
1537bool
1538object::decrease (sint32 nr)
1539{
1540 if (!nr)
1541 return true;
1542
1543 nr = min (nr, nrof);
1544
1545 if (nrof > nr)
1546 {
1547 nrof -= nr;
1548 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1549
1550 if (object *pl = visible_to ())
1551 esrv_update_item (UPD_NROF, pl, this);
1552
1553 return true;
1554 }
1555 else
1556 {
1557 destroy ();
1558 return false;
1559 }
1560}
1561
1562/*
1563 * split(ob,nr) splits up ob into two parts. The part which
1564 * is returned contains nr objects, and the remaining parts contains
1565 * the rest (or is removed and returned if that number is 0).
1566 * On failure, NULL is returned.
1567 */
1552object * 1568object *
1553decrease_ob_nr (object *op, uint32 i) 1569object::split (sint32 nr)
1554{ 1570{
1555 object *tmp; 1571 int have = number_of ();
1556 1572
1557 if (i == 0) /* objects with op->nrof require this check */ 1573 if (have < nr)
1558 return op; 1574 return 0;
1559 1575 else if (have == nr)
1560 if (i > op->nrof)
1561 i = op->nrof;
1562
1563 if (QUERY_FLAG (op, FLAG_REMOVED))
1564 op->nrof -= i;
1565 else if (op->env)
1566 { 1576 {
1567 /* is this object in the players inventory, or sub container
1568 * therein?
1569 */
1570 tmp = op->in_player ();
1571 /* nope. Is this a container the player has opened?
1572 * If so, set tmp to that player.
1573 * IMO, searching through all the players will mostly
1574 * likely be quicker than following op->env to the map,
1575 * and then searching the map for a player.
1576 */
1577 if (!tmp)
1578 for_all_players (pl)
1579 if (pl->ob->container == op->env)
1580 {
1581 tmp = pl->ob;
1582 break;
1583 }
1584
1585 if (i < op->nrof)
1586 {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp)
1590 esrv_send_item (tmp, op);
1591 }
1592 else
1593 {
1594 op->remove (); 1577 remove ();
1595 op->nrof = 0; 1578 return this;
1596 if (tmp)
1597 esrv_del_item (tmp->contr, op->count);
1598 }
1599 } 1579 }
1600 else 1580 else
1601 { 1581 {
1602 object *above = op->above; 1582 decrease (nr);
1603 1583
1604 if (i < op->nrof) 1584 object *op = deep_clone ();
1605 op->nrof -= i; 1585 op->nrof = nr;
1606 else
1607 {
1608 op->remove ();
1609 op->nrof = 0;
1610 }
1611
1612 /* Since we just removed op, op->above is null */
1613 for (tmp = above; tmp; tmp = tmp->above)
1614 if (tmp->type == PLAYER)
1615 {
1616 if (op->nrof)
1617 esrv_send_item (tmp, op);
1618 else
1619 esrv_del_item (tmp->contr, op->count);
1620 }
1621 }
1622
1623 if (op->nrof)
1624 return op; 1586 return op;
1625 else
1626 {
1627 op->destroy ();
1628 return 0;
1629 }
1630}
1631
1632/*
1633 * add_weight(object, weight) adds the specified weight to an object,
1634 * and also updates how much the environment(s) is/are carrying.
1635 */
1636void
1637add_weight (object *op, signed long weight)
1638{
1639 while (op != NULL)
1640 {
1641 if (op->type == CONTAINER)
1642 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1643
1644 op->carrying += weight;
1645 op = op->env;
1646 } 1587 }
1647} 1588}
1648 1589
1649object * 1590object *
1650insert_ob_in_ob (object *op, object *where) 1591insert_ob_in_ob (object *op, object *where)
1675 * be != op, if items are merged. -Tero 1616 * be != op, if items are merged. -Tero
1676 */ 1617 */
1677object * 1618object *
1678object::insert (object *op) 1619object::insert (object *op)
1679{ 1620{
1680 object *tmp, *otmp;
1681
1682 if (!QUERY_FLAG (op, FLAG_REMOVED))
1683 op->remove ();
1684
1685 if (op->more) 1621 if (op->more)
1686 { 1622 {
1687 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1623 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1688 return op; 1624 return op;
1689 } 1625 }
1690 1626
1691 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1627 op->remove ();
1692 CLEAR_FLAG (op, FLAG_REMOVED); 1628
1629 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1630
1693 if (op->nrof) 1631 if (op->nrof)
1694 {
1695 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1632 for (object *tmp = inv; tmp; tmp = tmp->below)
1696 if (object::can_merge (tmp, op)) 1633 if (object::can_merge (tmp, op))
1697 { 1634 {
1698 /* return the original object and remove inserted object 1635 /* return the original object and remove inserted object
1699 (client needs the original object) */ 1636 (client needs the original object) */
1700 tmp->nrof += op->nrof; 1637 tmp->nrof += op->nrof;
1701 /* Weight handling gets pretty funky. Since we are adding to 1638
1702 * tmp->nrof, we need to increase the weight. 1639 if (object *pl = tmp->visible_to ())
1703 */ 1640 esrv_update_item (UPD_NROF, pl, tmp);
1641
1704 add_weight (this, op->weight * op->nrof); 1642 adjust_weight (this, op->total_weight ());
1705 SET_FLAG (op, FLAG_REMOVED); 1643
1706 op->destroy (); /* free the inserted object */ 1644 op->destroy ();
1707 op = tmp; 1645 op = tmp;
1708 op->remove (); /* and fix old object's links */ 1646 goto inserted;
1709 CLEAR_FLAG (op, FLAG_REMOVED);
1710 break;
1711 } 1647 }
1712 1648
1713 /* I assume combined objects have no inventory 1649 op->owner = 0; // it's his/hers now. period.
1714 * We add the weight - this object could have just been removed
1715 * (if it was possible to merge). calling remove_ob will subtract
1716 * the weight, so we need to add it in again, since we actually do
1717 * the linking below
1718 */
1719 add_weight (this, op->weight * op->nrof);
1720 }
1721 else
1722 add_weight (this, (op->weight + op->carrying));
1723
1724 otmp = this->in_player ();
1725 if (otmp && otmp->contr)
1726 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1727 otmp->update_stats ();
1728
1729 op->map = 0; 1650 op->map = 0;
1730 op->env = this; 1651 op->x = 0;
1652 op->y = 0;
1653
1731 op->above = 0; 1654 op->above = 0;
1732 op->below = 0; 1655 op->below = inv;
1733 op->x = 0, op->y = 0; 1656 op->env = this;
1734 1657
1658 if (inv)
1659 inv->above = op;
1660
1661 inv = op;
1662
1663 op->flag [FLAG_REMOVED] = 0;
1664
1665 if (object *pl = op->visible_to ())
1666 esrv_send_item (pl, op);
1667
1668 adjust_weight (this, op->total_weight ());
1669
1670inserted:
1735 /* reset the light list and los of the players on the map */ 1671 /* reset the light list and los of the players on the map */
1736 if ((op->glow_radius != 0) && map) 1672 if (op->glow_radius && is_on_map ())
1737 { 1673 {
1738#ifdef DEBUG_LIGHTS 1674 update_stats ();
1739 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1740#endif /* DEBUG_LIGHTS */
1741 if (map->darkness)
1742 update_all_los (map, x, y); 1675 update_all_los (map, x, y);
1743 }
1744
1745 /* Client has no idea of ordering so lets not bother ordering it here.
1746 * It sure simplifies this function...
1747 */
1748 if (!inv)
1749 inv = op;
1750 else
1751 { 1676 }
1752 op->below = inv; 1677 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1753 op->below->above = op; 1678 // if this is a player's inventory, update stats
1754 inv = op; 1679 update_stats ();
1755 }
1756 1680
1757 INVOKE_OBJECT (INSERT, this); 1681 INVOKE_OBJECT (INSERT, this);
1758 1682
1759 return op; 1683 return op;
1760} 1684}
1843 { 1767 {
1844 1768
1845 float 1769 float
1846 diff = tmp->move_slow_penalty * fabs (op->speed); 1770 diff = tmp->move_slow_penalty * fabs (op->speed);
1847 1771
1848 if (op->type == PLAYER) 1772 if (op->is_player ())
1849 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1773 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1850 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1774 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1851 diff /= 4.0; 1775 diff /= 4.0;
1852 1776
1853 op->speed_left -= diff; 1777 op->speed_left -= diff;
1888 LOG (llevError, "Present_arch called outside map.\n"); 1812 LOG (llevError, "Present_arch called outside map.\n");
1889 return NULL; 1813 return NULL;
1890 } 1814 }
1891 1815
1892 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1816 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1893 if (tmp->arch == at) 1817 if (tmp->arch->archname == at->archname)
1894 return tmp; 1818 return tmp;
1895 1819
1896 return NULL; 1820 return NULL;
1897} 1821}
1898 1822
1962 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
1963 */ 1887 */
1964object * 1888object *
1965present_arch_in_ob (const archetype *at, const object *op) 1889present_arch_in_ob (const archetype *at, const object *op)
1966{ 1890{
1967 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1968 if (tmp->arch == at) 1892 if (tmp->arch->archname == at->archname)
1969 return tmp; 1893 return tmp;
1970 1894
1971 return NULL; 1895 return NULL;
1972} 1896}
1973 1897
1975 * activate recursively a flag on an object inventory 1899 * activate recursively a flag on an object inventory
1976 */ 1900 */
1977void 1901void
1978flag_inv (object *op, int flag) 1902flag_inv (object *op, int flag)
1979{ 1903{
1980 if (op->inv)
1981 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1904 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1982 { 1905 {
1983 SET_FLAG (tmp, flag); 1906 SET_FLAG (tmp, flag);
1984 flag_inv (tmp, flag); 1907 flag_inv (tmp, flag);
1985 } 1908 }
1986} 1909}
1987 1910
1988/* 1911/*
1989 * deactivate recursively a flag on an object inventory 1912 * deactivate recursively a flag on an object inventory
1990 */ 1913 */
1991void 1914void
1992unflag_inv (object *op, int flag) 1915unflag_inv (object *op, int flag)
1993{ 1916{
1994 if (op->inv)
1995 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1996 { 1918 {
1997 CLEAR_FLAG (tmp, flag); 1919 CLEAR_FLAG (tmp, flag);
1998 unflag_inv (tmp, flag); 1920 unflag_inv (tmp, flag);
1999 } 1921 }
2000} 1922}
2001 1923
2002/* 1924/*
2003 * find_free_spot(object, map, x, y, start, stop) will search for 1925 * find_free_spot(object, map, x, y, start, stop) will search for
2004 * a spot at the given map and coordinates which will be able to contain 1926 * a spot at the given map and coordinates which will be able to contain
2006 * to search (see the freearr_x/y[] definition). 1928 * to search (see the freearr_x/y[] definition).
2007 * It returns a random choice among the alternatives found. 1929 * It returns a random choice among the alternatives found.
2008 * start and stop are where to start relative to the free_arr array (1,9 1930 * start and stop are where to start relative to the free_arr array (1,9
2009 * does all 4 immediate directions). This returns the index into the 1931 * does all 4 immediate directions). This returns the index into the
2010 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1932 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2011 * Note - this only checks to see if there is space for the head of the
2012 * object - if it is a multispace object, this should be called for all
2013 * pieces.
2014 * Note2: This function does correctly handle tiled maps, but does not 1933 * Note: This function does correctly handle tiled maps, but does not
2015 * inform the caller. However, insert_ob_in_map will update as 1934 * inform the caller. However, insert_ob_in_map will update as
2016 * necessary, so the caller shouldn't need to do any special work. 1935 * necessary, so the caller shouldn't need to do any special work.
2017 * Note - updated to take an object instead of archetype - this is necessary 1936 * Note - updated to take an object instead of archetype - this is necessary
2018 * because arch_blocked (now ob_blocked) needs to know the movement type 1937 * because arch_blocked (now ob_blocked) needs to know the movement type
2019 * to know if the space in question will block the object. We can't use 1938 * to know if the space in question will block the object. We can't use
2021 * customized, changed states, etc. 1940 * customized, changed states, etc.
2022 */ 1941 */
2023int 1942int
2024find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1943find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2025{ 1944{
1945 int altern[SIZEOFFREE];
2026 int index = 0, flag; 1946 int index = 0, flag;
2027 int altern[SIZEOFFREE];
2028 1947
2029 for (int i = start; i < stop; i++) 1948 for (int i = start; i < stop; i++)
2030 { 1949 {
2031 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1950 mapxy pos (m, x, y); pos.move (i);
2032 if (!flag) 1951
1952 if (!pos.normalise ())
1953 continue;
1954
1955 mapspace &ms = *pos;
1956
1957 if (ms.flags () & P_IS_ALIVE)
1958 continue;
1959
1960 /* However, often
1961 * ob doesn't have any move type (when used to place exits)
1962 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1963 */
1964 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1965 {
2033 altern [index++] = i; 1966 altern [index++] = i;
1967 continue;
1968 }
2034 1969
2035 /* Basically, if we find a wall on a space, we cut down the search size. 1970 /* Basically, if we find a wall on a space, we cut down the search size.
2036 * In this way, we won't return spaces that are on another side of a wall. 1971 * In this way, we won't return spaces that are on another side of a wall.
2037 * This mostly work, but it cuts down the search size in all directions - 1972 * This mostly work, but it cuts down the search size in all directions -
2038 * if the space being examined only has a wall to the north and empty 1973 * if the space being examined only has a wall to the north and empty
2039 * spaces in all the other directions, this will reduce the search space 1974 * spaces in all the other directions, this will reduce the search space
2040 * to only the spaces immediately surrounding the target area, and 1975 * to only the spaces immediately surrounding the target area, and
2041 * won't look 2 spaces south of the target space. 1976 * won't look 2 spaces south of the target space.
2042 */ 1977 */
2043 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1978 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1979 {
2044 stop = maxfree[i]; 1980 stop = maxfree[i];
1981 continue;
1982 }
1983
1984 /* Note it is intentional that we check ob - the movement type of the
1985 * head of the object should correspond for the entire object.
1986 */
1987 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1988 continue;
1989
1990 if (ob->blocked (pos.m, pos.x, pos.y))
1991 continue;
1992
1993 altern [index++] = i;
2045 } 1994 }
2046 1995
2047 if (!index) 1996 if (!index)
2048 return -1; 1997 return -1;
2049 1998
2058 */ 2007 */
2059int 2008int
2060find_first_free_spot (const object *ob, maptile *m, int x, int y) 2009find_first_free_spot (const object *ob, maptile *m, int x, int y)
2061{ 2010{
2062 for (int i = 0; i < SIZEOFFREE; i++) 2011 for (int i = 0; i < SIZEOFFREE; i++)
2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2012 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2064 return i; 2013 return i;
2065 2014
2066 return -1; 2015 return -1;
2067} 2016}
2068 2017
2114 * there is capable of. 2063 * there is capable of.
2115 */ 2064 */
2116int 2065int
2117find_dir (maptile *m, int x, int y, object *exclude) 2066find_dir (maptile *m, int x, int y, object *exclude)
2118{ 2067{
2119 int i, max = SIZEOFFREE, mflags; 2068 int max = SIZEOFFREE, mflags;
2120
2121 sint16 nx, ny;
2122 object *tmp;
2123 maptile *mp;
2124
2125 MoveType blocked, move_type; 2069 MoveType move_type;
2126 2070
2127 if (exclude && exclude->head_ () != exclude) 2071 if (exclude && exclude->head_ () != exclude)
2128 { 2072 {
2129 exclude = exclude->head; 2073 exclude = exclude->head;
2130 move_type = exclude->move_type; 2074 move_type = exclude->move_type;
2133 { 2077 {
2134 /* If we don't have anything, presume it can use all movement types. */ 2078 /* If we don't have anything, presume it can use all movement types. */
2135 move_type = MOVE_ALL; 2079 move_type = MOVE_ALL;
2136 } 2080 }
2137 2081
2138 for (i = 1; i < max; i++) 2082 for (int i = 1; i < max; i++)
2139 { 2083 {
2140 mp = m; 2084 mapxy pos (m, x, y);
2141 nx = x + freearr_x[i]; 2085 pos.move (i);
2142 ny = y + freearr_y[i];
2143 2086
2144 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2087 if (!pos.normalise ())
2145
2146 if (mflags & P_OUT_OF_MAP)
2147 max = maxfree[i]; 2088 max = maxfree[i];
2148 else 2089 else
2149 { 2090 {
2150 mapspace &ms = mp->at (nx, ny); 2091 mapspace &ms = *pos;
2151 2092
2152 blocked = ms.move_block;
2153
2154 if ((move_type & blocked) == move_type) 2093 if ((move_type & ms.move_block) == move_type)
2155 max = maxfree[i]; 2094 max = maxfree [i];
2156 else if (mflags & P_IS_ALIVE) 2095 else if (ms.flags () & P_IS_ALIVE)
2157 { 2096 {
2158 for (tmp = ms.bot; tmp; tmp = tmp->above) 2097 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2159 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2098 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2160 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2099 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2161 break;
2162
2163 if (tmp)
2164 return freedir[i]; 2100 return freedir [i];
2165 } 2101 }
2166 } 2102 }
2167 } 2103 }
2168 2104
2169 return 0; 2105 return 0;
2244 * This basically means that if direction is 15, then it could either go 2180 * This basically means that if direction is 15, then it could either go
2245 * direction 4, 14, or 16 to get back to where we are. 2181 * direction 4, 14, or 16 to get back to where we are.
2246 * Moved from spell_util.c to object.c with the other related direction 2182 * Moved from spell_util.c to object.c with the other related direction
2247 * functions. 2183 * functions.
2248 */ 2184 */
2249int reduction_dir[SIZEOFFREE][3] = { 2185const int reduction_dir[SIZEOFFREE][3] = {
2250 {0, 0, 0}, /* 0 */ 2186 {0, 0, 0}, /* 0 */
2251 {0, 0, 0}, /* 1 */ 2187 {0, 0, 0}, /* 1 */
2252 {0, 0, 0}, /* 2 */ 2188 {0, 0, 0}, /* 2 */
2253 {0, 0, 0}, /* 3 */ 2189 {0, 0, 0}, /* 3 */
2254 {0, 0, 0}, /* 4 */ 2190 {0, 0, 0}, /* 4 */
2345 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2281 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2346 * core dumps if they do. 2282 * core dumps if they do.
2347 * 2283 *
2348 * Add a check so we can't pick up invisible objects (0.93.8) 2284 * Add a check so we can't pick up invisible objects (0.93.8)
2349 */ 2285 */
2350
2351int 2286int
2352can_pick (const object *who, const object *item) 2287can_pick (const object *who, const object *item)
2353{ 2288{
2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2289 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2290 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2356 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2291 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2357} 2292}
2358 2293
2359/* 2294/*
2360 * create clone from object to another 2295 * create clone from object to another
2361 */ 2296 */
2362object * 2297object *
2363object_create_clone (object *asrc) 2298object::deep_clone ()
2364{ 2299{
2365 object *dst = 0, *tmp, *src, *prev, *item; 2300 assert (("deep_clone called on non-head object", is_head ()));
2366 2301
2367 if (!asrc) 2302 object *dst = clone ();
2368 return 0;
2369 2303
2370 src = asrc->head_ (); 2304 object *prev = dst;
2371
2372 prev = 0;
2373 for (object *part = src; part; part = part->more) 2305 for (object *part = this->more; part; part = part->more)
2374 { 2306 {
2375 tmp = part->clone (); 2307 object *tmp = part->clone ();
2376 tmp->x -= src->x;
2377 tmp->y -= src->y;
2378
2379 if (!part->head)
2380 {
2381 dst = tmp;
2382 tmp->head = 0;
2383 }
2384 else
2385 tmp->head = dst; 2308 tmp->head = dst;
2386
2387 tmp->more = 0;
2388
2389 if (prev)
2390 prev->more = tmp; 2309 prev->more = tmp;
2391
2392 prev = tmp; 2310 prev = tmp;
2393 } 2311 }
2394 2312
2395 for (item = src->inv; item; item = item->below) 2313 for (object *item = inv; item; item = item->below)
2396 insert_ob_in_ob (object_create_clone (item), dst); 2314 insert_ob_in_ob (item->deep_clone (), dst);
2397 2315
2398 return dst; 2316 return dst;
2399} 2317}
2400 2318
2401/* This returns the first object in who's inventory that 2319/* This returns the first object in who's inventory that
2410 return tmp; 2328 return tmp;
2411 2329
2412 return 0; 2330 return 0;
2413} 2331}
2414 2332
2415/* If ob has a field named key, return the link from the list, 2333shstr_tmp
2416 * otherwise return NULL. 2334object::kv_get (shstr_tmp key) const
2417 *
2418 * key must be a passed in shared string - otherwise, this won't
2419 * do the desired thing.
2420 */
2421key_value *
2422get_ob_key_link (const object *ob, const char *key)
2423{ 2335{
2424 for (key_value *link = ob->key_values; link; link = link->next) 2336 for (key_value *kv = key_values; kv; kv = kv->next)
2425 if (link->key == key) 2337 if (kv->key == key)
2426 return link;
2427
2428 return 0;
2429}
2430
2431/*
2432 * Returns the value of op has an extra_field for key, or NULL.
2433 *
2434 * The argument doesn't need to be a shared string.
2435 *
2436 * The returned string is shared.
2437 */
2438const char *
2439get_ob_key_value (const object *op, const char *const key)
2440{
2441 key_value *link;
2442 shstr_cmp canonical_key (key);
2443
2444 if (!canonical_key)
2445 {
2446 /* 1. There being a field named key on any object
2447 * implies there'd be a shared string to find.
2448 * 2. Since there isn't, no object has this field.
2449 * 3. Therefore, *this* object doesn't have this field.
2450 */
2451 return 0;
2452 }
2453
2454 /* This is copied from get_ob_key_link() above -
2455 * only 4 lines, and saves the function call overhead.
2456 */
2457 for (link = op->key_values; link; link = link->next)
2458 if (link->key == canonical_key)
2459 return link->value; 2338 return kv->value;
2460 2339
2461 return 0; 2340 return shstr ();
2462} 2341}
2463 2342
2464/* 2343void
2465 * Updates the canonical_key in op to value. 2344object::kv_set (shstr_tmp key, shstr_tmp value)
2466 *
2467 * canonical_key is a shared string (value doesn't have to be).
2468 *
2469 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2470 * keys.
2471 *
2472 * Returns TRUE on success.
2473 */
2474int
2475set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2476{ 2345{
2477 key_value *field = NULL, *last = NULL; 2346 for (key_value *kv = key_values; kv; kv = kv->next)
2478 2347 if (kv->key == key)
2479 for (field = op->key_values; field != NULL; field = field->next)
2480 {
2481 if (field->key != canonical_key)
2482 { 2348 {
2483 last = field; 2349 kv->value = value;
2484 continue; 2350 return;
2485 } 2351 }
2486 2352
2487 if (value) 2353 key_value *kv = new key_value;
2488 field->value = value; 2354
2489 else 2355 kv->next = key_values;
2356 kv->key = key;
2357 kv->value = value;
2358
2359 key_values = kv;
2360}
2361
2362void
2363object::kv_del (shstr_tmp key)
2364{
2365 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2366 if ((*kvp)->key == key)
2490 { 2367 {
2491 /* Basically, if the archetype has this key set, 2368 key_value *kv = *kvp;
2492 * we need to store the null value so when we save 2369 *kvp = (*kvp)->next;
2493 * it, we save the empty value so that when we load, 2370 delete kv;
2494 * we get this value back again. 2371 return;
2495 */
2496 if (get_ob_key_link (op->arch, canonical_key))
2497 field->value = 0;
2498 else
2499 {
2500 if (last)
2501 last->next = field->next;
2502 else
2503 op->key_values = field->next;
2504
2505 delete field;
2506 }
2507 } 2372 }
2508 return TRUE;
2509 }
2510 /* IF we get here, key doesn't exist */
2511
2512 /* No field, we'll have to add it. */
2513
2514 if (!add_key)
2515 return FALSE;
2516
2517 /* There isn't any good reason to store a null
2518 * value in the key/value list. If the archetype has
2519 * this key, then we should also have it, so shouldn't
2520 * be here. If user wants to store empty strings,
2521 * should pass in ""
2522 */
2523 if (value == NULL)
2524 return TRUE;
2525
2526 field = new key_value;
2527
2528 field->key = canonical_key;
2529 field->value = value;
2530 /* Usual prepend-addition. */
2531 field->next = op->key_values;
2532 op->key_values = field;
2533
2534 return TRUE;
2535}
2536
2537/*
2538 * Updates the key in op to value.
2539 *
2540 * If add_key is FALSE, this will only update existing keys,
2541 * and not add new ones.
2542 * In general, should be little reason FALSE is ever passed in for add_key
2543 *
2544 * Returns TRUE on success.
2545 */
2546int
2547set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2548{
2549 shstr key_ (key);
2550
2551 return set_ob_key_value_s (op, key_, value, add_key);
2552} 2373}
2553 2374
2554object::depth_iterator::depth_iterator (object *container) 2375object::depth_iterator::depth_iterator (object *container)
2555: iterator_base (container) 2376: iterator_base (container)
2556{ 2377{
2606{ 2427{
2607 char flagdesc[512]; 2428 char flagdesc[512];
2608 char info2[256 * 4]; 2429 char info2[256 * 4];
2609 char *p = info; 2430 char *p = info;
2610 2431
2611 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2432 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2612 count, uuid.seq, 2433 count,
2434 uuid.c_str (),
2613 &name, 2435 &name,
2614 title ? "\",title:\"" : "", 2436 title ? ",title:\"" : "",
2615 title ? (const char *)title : "", 2437 title ? (const char *)title : "",
2438 title ? "\"" : "",
2616 flag_desc (flagdesc, 512), type); 2439 flag_desc (flagdesc, 512), type);
2617 2440
2618 if (env) 2441 if (!flag[FLAG_REMOVED] && env)
2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2442 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2620 2443
2621 if (map) 2444 if (map)
2622 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2445 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2623 2446
2653object::open_container (object *new_container) 2476object::open_container (object *new_container)
2654{ 2477{
2655 if (container == new_container) 2478 if (container == new_container)
2656 return; 2479 return;
2657 2480
2658 if (object *old_container = container) 2481 object *old_container = container;
2482
2483 if (old_container)
2659 { 2484 {
2660 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2485 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2661 return; 2486 return;
2662 2487
2663#if 0 2488#if 0
2665 if (object *closer = old_container->inv) 2490 if (object *closer = old_container->inv)
2666 if (closer->type == CLOSE_CON) 2491 if (closer->type == CLOSE_CON)
2667 closer->destroy (); 2492 closer->destroy ();
2668#endif 2493#endif
2669 2494
2495 // make sure the container is available
2496 esrv_send_item (this, old_container);
2497
2670 old_container->flag [FLAG_APPLIED] = 0; 2498 old_container->flag [FLAG_APPLIED] = false;
2671 container = 0; 2499 container = 0;
2672 2500
2501 // client needs item update to make it work, client bug requires this to be separate
2673 esrv_update_item (UPD_FLAGS, this, old_container); 2502 esrv_update_item (UPD_FLAGS, this, old_container);
2503
2674 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2504 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2505 play_sound (sound_find ("chest_close"));
2675 } 2506 }
2676 2507
2677 if (new_container) 2508 if (new_container)
2678 { 2509 {
2679 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2510 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2688 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2519 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2689 new_container->insert (closer); 2520 new_container->insert (closer);
2690 } 2521 }
2691#endif 2522#endif
2692 2523
2693 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2524 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2694 2525
2526 // make sure the container is available, client bug requires this to be separate
2527 esrv_send_item (this, new_container);
2528
2695 new_container->flag [FLAG_APPLIED] = 1; 2529 new_container->flag [FLAG_APPLIED] = true;
2696 container = new_container; 2530 container = new_container;
2697 2531
2532 // client needs flag change
2698 esrv_update_item (UPD_FLAGS, this, new_container); 2533 esrv_update_item (UPD_FLAGS, this, new_container);
2699 esrv_send_inventory (this, new_container); 2534 esrv_send_inventory (this, new_container);
2535 play_sound (sound_find ("chest_open"));
2700 } 2536 }
2537// else if (!old_container->env && contr && contr->ns)
2538// contr->ns->floorbox_reset ();
2701} 2539}
2702 2540
2703object * 2541object *
2704object::force_find (const shstr name) 2542object::force_find (shstr_tmp name)
2705{ 2543{
2706 /* cycle through his inventory to look for the MARK we want to 2544 /* cycle through his inventory to look for the MARK we want to
2707 * place 2545 * place
2708 */ 2546 */
2709 for (object *tmp = inv; tmp; tmp = tmp->below) 2547 for (object *tmp = inv; tmp; tmp = tmp->below)
2711 return splay (tmp); 2549 return splay (tmp);
2712 2550
2713 return 0; 2551 return 0;
2714} 2552}
2715 2553
2716void 2554object *
2717object::force_add (const shstr name, int duration) 2555object::force_add (shstr_tmp name, int duration)
2718{ 2556{
2719 if (object *force = force_find (name)) 2557 if (object *force = force_find (name))
2720 force->destroy (); 2558 force->destroy ();
2721 2559
2722 object *force = get_archetype (FORCE_NAME); 2560 object *force = get_archetype (FORCE_NAME);
2727 2565
2728 force->set_speed (duration ? 1.f / duration : 0.f); 2566 force->set_speed (duration ? 1.f / duration : 0.f);
2729 force->flag [FLAG_IS_USED_UP] = true; 2567 force->flag [FLAG_IS_USED_UP] = true;
2730 force->flag [FLAG_APPLIED] = true; 2568 force->flag [FLAG_APPLIED] = true;
2731 2569
2732 insert (force); 2570 return insert (force);
2733} 2571}
2734 2572
2735void 2573void
2736object::play_sound (faceidx sound) const 2574object::play_sound (faceidx sound) const
2737{ 2575{
2738 if (map) 2576 if (!sound)
2577 return;
2578
2579 if (is_on_map ())
2739 map->play_sound (sound, x, y); 2580 map->play_sound (sound, x, y);
2581 else if (object *pl = in_player ())
2582 pl->contr->play_sound (sound);
2740} 2583}
2584
2585void
2586object::say_msg (const char *msg) const
2587{
2588 if (is_on_map ())
2589 map->say_msg (msg, x, y);
2590 else if (object *pl = in_player ())
2591 pl->contr->play_sound (sound);
2592}
2593
2594void
2595object::make_noise ()
2596{
2597 // we do not model noise in the map, so instead put
2598 // a temporary light into the noise source
2599 // could use the map instead, but that's less reliable for our
2600 // goal, which is to make invisibility a bit harder to exploit
2601
2602 // currently only works sensibly for players
2603 if (!is_player ())
2604 return;
2605
2606 // find old force, or create new one
2607 object *force = force_find (shstr_noise_force);
2608
2609 if (force)
2610 force->speed_left = -1.f; // patch old speed up
2611 else
2612 {
2613 force = archetype::get (shstr_noise_force);
2614
2615 force->slaying = shstr_noise_force;
2616 force->stats.food = 1;
2617 force->speed_left = -1.f;
2618
2619 force->set_speed (1.f / 4.f);
2620 force->flag [FLAG_IS_USED_UP] = true;
2621 force->flag [FLAG_APPLIED] = true;
2622
2623 insert (force);
2624 }
2625}
2626

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