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Comparing deliantra/server/common/object.C (file contents):
Revision 1.199 by root, Thu Nov 8 19:43:23 2007 UTC vs.
Revision 1.267 by root, Tue Dec 23 01:51:27 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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
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 <support@deliantra.net> 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;
41 37
42objectvec objects; 38objectvec objects;
43activevec actives; 39activevec actives;
44 40
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 46};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50}; 52};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 58};
54int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 64};
58 65
59static void 66static void
60write_uuid (void) 67write_uuid (uval64 skip, bool sync)
61{ 68{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
63 70 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 73 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 74}
79 75
80static void 76static void
81read_uuid (void) 77read_uuid (void)
82{ 78{
83 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
84 80
85 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
86 84
87 FILE *fp; 85 FILE *fp;
88 86
89 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
90 { 88 {
91 if (errno == ENOENT) 89 if (errno == ENOENT)
92 { 90 {
93 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 92 UUID::cur.seq = 0;
95 write_uuid (); 93 write_uuid (UUID_GAP, true);
96 return; 94 return;
97 } 95 }
98 96
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 98 _exit (1);
101 } 99 }
102 100
103 int version; 101 UUID::BUF buf;
104 unsigned long long uid; 102 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 { 106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 108 _exit (1);
109 } 109 }
110 110
111 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 112
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
114 fclose (fp); 114 fclose (fp);
115} 115}
116 116
117UUID 117UUID
118gen_uuid () 118UUID::gen ()
119{ 119{
120 UUID uid; 120 UUID uid;
121 121
122 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
123 123
124 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
126 130
127 return uid; 131 return uid;
128} 132}
129 133
130void 134void
131init_uuid () 135UUID::init ()
132{ 136{
133 read_uuid (); 137 read_uuid ();
134} 138}
135 139
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 141static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
139{ 143{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
145 */ 147 */
146 148
147 /* For each field in wants, */ 149 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 151 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 152 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 }
170 153
171 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 155 return true;
173} 156}
174 157
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 159static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 161{
179 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
181 */ 164 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
183} 167}
184 168
185/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 170 * they can be merged together.
187 * 171 *
202 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 187 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
205 return 0; 189 return 0;
206 190
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 191 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 192 * is always 0 .. 2**31-1 */
210 * used to store nrof). 193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 194 return 0;
214 195
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 196 /* 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 197 * 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 198 * 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 199 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 200 * flags lose any meaning.
220 */ 201 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 202 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 204
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 207
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 208 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 209 || ob1->name != ob2->name
230 || ob1->title != ob2->title 210 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 211 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 212 || 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 213 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 214 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 215 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 216 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 217 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 218 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
241 || ob1->client_type != ob2->client_type 220 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 221 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore 222 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 223 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 224 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 225 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 226 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 227 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 228 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 229 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 230 || ob1->move_slow_penalty != ob2->move_slow_penalty
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 233 return 0;
253 234
235 if ((ob1->flag ^ ob2->flag)
236 .reset (FLAG_INV_LOCKED)
237 .reset (FLAG_REMOVED)
238 .any ())
239 return 0;
240
254 /* This is really a spellbook check - really, we should 241 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 242 * not merge objects with real inventories, as splitting them
243 * is hard.
256 */ 244 */
257 if (ob1->inv || ob2->inv) 245 if (ob1->inv || ob2->inv)
258 { 246 {
259 if (!(ob1->inv && ob2->inv)) 247 if (!(ob1->inv && ob2->inv))
260 return 0; /* inventories differ in length */ 248 return 0; /* inventories differ in length */
261 249
262 if (ob1->inv->below || ob2->inv->below) 250 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */ 251 return 0; /* more than one object in inv */
264 252
265 if (!object::can_merge (ob1->inv, ob2->inv)) 253 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; /* inventory objexts differ */ 254 return 0; /* inventory objects differ */
267 255
268 /* inventory ok - still need to check rest of this object to see 256 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 257 * if it is valid.
270 */ 258 */
271 } 259 }
290 if (ob1->level != ob2->level) 278 if (ob1->level != ob2->level)
291 return 0; 279 return 0;
292 break; 280 break;
293 } 281 }
294 282
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 283 if (ob1->key_values || ob2->key_values)
296 { 284 {
297 /* At least one of these has key_values. */ 285 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 286 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 287 return 0; /* One has fields, but the other one doesn't. */
300 return 0; 288
301 else if (!compare_ob_value_lists (ob1, ob2)) 289 if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 290 return 0;
303 } 291 }
304 292
305 if (ob1->self || ob2->self) 293 if (ob1->self || ob2->self)
306 { 294 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 300 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 301 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314 302
315 if (k1 != k2) 303 if (k1 != k2)
316 return 0; 304 return 0;
305
317 else if (k1 == 0) 306 if (k1 == 0)
318 return 1; 307 return 1;
308
319 else if (!cfperl_can_merge (ob1, ob2)) 309 if (!cfperl_can_merge (ob1, ob2))
320 return 0; 310 return 0;
321 } 311 }
322 } 312 }
323 313
324 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
325 return 1; 315 return 1;
326} 316}
327 317
318// find player who can see this object
319object *
320object::visible_to () const
321{
322 if (client_visible () && !flag [FLAG_REMOVED])
323 {
324 // see if we are in a container of sorts
325 if (env)
326 {
327 // the player inventory itself is always visible
328 if (env->type == PLAYER)
329 return env;
330
331 // else a player could have our env open
332 object *envest = env->outer_env ();
333
334 // the player itself is always on a map, so we will find him here
335 // even if our inv is in a player.
336 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ())
338 if (pl->container == env)
339 return pl;
340 }
341 else
342 {
343 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
347 || this == pl->container)
348 return pl;
349 }
350 }
351
352 return 0;
353}
354
355// adjust weight per container type ("of holding")
356static sint32
357weight_adjust_for (object *op, sint32 weight)
358{
359 return op->type == CONTAINER
360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
361 : weight;
362}
363
328/* 364/*
365 * adjust_weight(object, weight) adds the specified weight to an object,
366 * and also updates how much the environment(s) is/are carrying.
367 */
368static void
369adjust_weight (object *op, sint32 weight)
370{
371 while (op)
372 {
373 // adjust by actual difference to account for rounding errors
374 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust_for (op, op->carrying)
376 - weight_adjust_for (op, op->carrying - weight);
377
378 if (!weight)
379 return;
380
381 op->carrying += weight;
382
383 if (object *pl = op->visible_to ())
384 if (pl != op) // player is handled lazily
385 esrv_update_item (UPD_WEIGHT, pl, op);
386
387 op = op->env;
388 }
389}
390
391/*
329 * sum_weight() is a recursive function which calculates the weight 392 * this is a recursive function which calculates the weight
330 * an object is carrying. It goes through in figures out how much 393 * an object is carrying. It goes through op and figures out how much
331 * containers are carrying, and sums it up. 394 * containers are carrying, and sums it up.
332 */ 395 */
333long 396void
334sum_weight (object *op) 397object::update_weight ()
335{ 398{
336 long sum; 399 sint32 sum = 0;
337 object *inv;
338 400
339 for (sum = 0, inv = op->inv; inv; inv = inv->below) 401 for (object *op = inv; op; op = op->below)
340 { 402 {
341 if (inv->inv) 403 if (op->inv)
342 sum_weight (inv); 404 op->update_weight ();
343 405
344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 406 sum += op->total_weight ();
407 }
408
409 sum = weight_adjust_for (this, sum);
410
411 if (sum != carrying)
345 } 412 {
346
347 if (op->type == CONTAINER && op->stats.Str)
348 sum = (sum * (100 - op->stats.Str)) / 100;
349
350 if (op->carrying != sum)
351 op->carrying = sum; 413 carrying = sum;
352 414
353 return sum; 415 if (object *pl = visible_to ())
416 if (pl != this) // player is handled lazily
417 esrv_update_item (UPD_WEIGHT, pl, this);
418 }
354} 419}
355 420
356/** 421/*
357 * Return the outermost environment object for a given object. 422 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
358 */
359
360object *
361object_get_env_recursive (object *op)
362{
363 while (op->env != NULL)
364 op = op->env;
365 return op;
366}
367
368/*
369 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
370 * Some error messages.
371 * The result of the dump is stored in the static global errmsg array.
372 */ 423 */
373char * 424char *
374dump_object (object *op) 425dump_object (object *op)
375{ 426{
376 if (!op) 427 if (!op)
390get_nearest_part (object *op, const object *pl) 441get_nearest_part (object *op, const object *pl)
391{ 442{
392 object *tmp, *closest; 443 object *tmp, *closest;
393 int last_dist, i; 444 int last_dist, i;
394 445
395 if (op->more == NULL) 446 if (!op->more)
396 return op; 447 return op;
448
397 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 449 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
450 tmp;
451 tmp = tmp->more)
398 if ((i = distance (tmp, pl)) < last_dist) 452 if ((i = distance (tmp, pl)) < last_dist)
399 closest = tmp, last_dist = i; 453 closest = tmp, last_dist = i;
454
400 return closest; 455 return closest;
401} 456}
402 457
403/* 458/*
404 * Returns the object which has the count-variable equal to the argument. 459 * Returns the object which has the count-variable equal to the argument.
460 * VERRRY slow.
405 */ 461 */
406object * 462object *
407find_object (tag_t i) 463find_object (tag_t i)
408{ 464{
409 for_all_objects (op) 465 for_all_objects (op)
420 */ 476 */
421object * 477object *
422find_object_name (const char *str) 478find_object_name (const char *str)
423{ 479{
424 shstr_cmp str_ (str); 480 shstr_cmp str_ (str);
425 object *op;
426 481
482 if (str_)
427 for_all_objects (op) 483 for_all_objects (op)
428 if (op->name == str_) 484 if (op->name == str_)
429 break; 485 return op;
430 486
431 return op; 487 return 0;
432}
433
434void
435free_all_object_data ()
436{
437 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
438} 488}
439 489
440/* 490/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 491 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 492 * skill and experience objects.
540 } 590 }
541 591
542 op->key_values = 0; 592 op->key_values = 0;
543} 593}
544 594
545object & 595/*
546object::operator =(const object &src) 596 * copy_to first frees everything allocated by the dst object,
597 * and then copies the contents of itself into the second
598 * object, allocating what needs to be allocated. Basically, any
599 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
600 * if the first object is freed, the pointers in the new object
601 * will point at garbage.
602 */
603void
604object::copy_to (object *dst)
547{ 605{
548 bool is_freed = flag [FLAG_FREED]; 606 dst->remove ();
549 bool is_removed = flag [FLAG_REMOVED];
550
551 *(object_copy *)this = src; 607 *(object_copy *)dst = *this;
552
553 flag [FLAG_FREED] = is_freed;
554 flag [FLAG_REMOVED] = is_removed; 608 dst->flag [FLAG_REMOVED] = true;
555 609
556 /* Copy over key_values, if any. */ 610 /* Copy over key_values, if any. */
557 if (src.key_values) 611 if (key_values)
558 { 612 {
559 key_value *tail = 0; 613 key_value *tail = 0;
560 key_values = 0; 614 dst->key_values = 0;
561 615
562 for (key_value *i = src.key_values; i; i = i->next) 616 for (key_value *i = key_values; i; i = i->next)
563 { 617 {
564 key_value *new_link = new key_value; 618 key_value *new_link = new key_value;
565 619
566 new_link->next = 0; 620 new_link->next = 0;
567 new_link->key = i->key; 621 new_link->key = i->key;
568 new_link->value = i->value; 622 new_link->value = i->value;
569 623
570 /* Try and be clever here, too. */ 624 /* Try and be clever here, too. */
571 if (!key_values) 625 if (!dst->key_values)
572 { 626 {
573 key_values = new_link; 627 dst->key_values = new_link;
574 tail = new_link; 628 tail = new_link;
575 } 629 }
576 else 630 else
577 { 631 {
578 tail->next = new_link; 632 tail->next = new_link;
579 tail = new_link; 633 tail = new_link;
580 } 634 }
581 } 635 }
582 } 636 }
583}
584
585/*
586 * copy_to first frees everything allocated by the dst object,
587 * and then copies the contents of itself into the second
588 * object, allocating what needs to be allocated. Basically, any
589 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
590 * if the first object is freed, the pointers in the new object
591 * will point at garbage.
592 */
593void
594object::copy_to (object *dst)
595{
596 *dst = *this;
597 637
598 if (speed < 0) 638 if (speed < 0)
599 dst->speed_left -= rndm (); 639 dst->speed_left -= rndm ();
600 640
601 dst->set_speed (dst->speed); 641 dst->activate ();
602} 642}
603 643
604void 644void
605object::instantiate () 645object::instantiate ()
606{ 646{
607 if (!uuid.seq) // HACK 647 if (!uuid.seq) // HACK
608 uuid = gen_uuid (); 648 uuid = UUID::gen ();
609 649
610 speed_left = -0.1f; 650 speed_left = -0.1f;
611 /* copy the body_info to the body_used - this is only really 651 /* copy the body_info to the body_used - this is only really
612 * need for monsters, but doesn't hurt to do it for everything. 652 * need for monsters, but doesn't hurt to do it for everything.
613 * by doing so, when a monster is created, it has good starting 653 * by doing so, when a monster is created, it has good starting
623object * 663object *
624object::clone () 664object::clone ()
625{ 665{
626 object *neu = create (); 666 object *neu = create ();
627 copy_to (neu); 667 copy_to (neu);
668 neu->map = map; // not copied by copy_to
628 return neu; 669 return neu;
629} 670}
630 671
631/* 672/*
632 * If an object with the IS_TURNABLE() flag needs to be turned due 673 * If an object with the IS_TURNABLE() flag needs to be turned due
683 * UP_OBJ_FACE: only the objects face has changed. 724 * UP_OBJ_FACE: only the objects face has changed.
684 */ 725 */
685void 726void
686update_object (object *op, int action) 727update_object (object *op, int action)
687{ 728{
688 if (op == NULL) 729 if (!op)
689 { 730 {
690 /* this should never happen */ 731 /* this should never happen */
691 LOG (llevDebug, "update_object() called for NULL object.\n"); 732 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
692 return; 733 return;
693 } 734 }
694 735
695 if (op->env) 736 if (!op->is_on_map ())
696 { 737 {
697 /* Animation is currently handled by client, so nothing 738 /* Animation is currently handled by client, so nothing
698 * to do in this case. 739 * to do in this case.
699 */ 740 */
700 return; 741 return;
701 } 742 }
702
703 /* If the map is saving, don't do anything as everything is
704 * going to get freed anyways.
705 */
706 if (!op->map || op->map->in_memory == MAP_SAVING)
707 return;
708 743
709 /* make sure the object is within map boundaries */ 744 /* make sure the object is within map boundaries */
710 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 745 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
711 { 746 {
712 LOG (llevError, "update_object() called for object out of map!\n"); 747 LOG (llevError, "update_object() called for object out of map!\n");
731 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
732 || (m.move_on | op->move_on ) != m.move_on 767 || (m.move_on | op->move_on ) != m.move_on
733 || (m.move_off | op->move_off ) != m.move_off 768 || (m.move_off | op->move_off ) != m.move_off
734 || (m.move_slow | op->move_slow) != m.move_slow 769 || (m.move_slow | op->move_slow) != m.move_slow
735 /* This isn't perfect, but I don't expect a lot of objects to 770 /* This isn't perfect, but I don't expect a lot of objects to
736 * to have move_allow right now. 771 * have move_allow right now.
737 */ 772 */
738 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
739 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
740 m.flags_ = 0; 775 m.invalidate ();
741 } 776 }
742 /* if the object is being removed, we can't make intelligent 777 /* if the object is being removed, we can't make intelligent
743 * decisions, because remove_ob can't really pass the object 778 * decisions, because remove_ob can't really pass the object
744 * that is being removed. 779 * that is being removed.
745 */ 780 */
746 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
747 m.flags_ = 0; 782 m.invalidate ();
748 else if (action == UP_OBJ_FACE) 783 else if (action == UP_OBJ_FACE)
749 /* Nothing to do for that case */ ; 784 /* Nothing to do for that case */ ;
750 else 785 else
751 LOG (llevError, "update_object called with invalid action: %d\n", action); 786 LOG (llevError, "update_object called with invalid action: %d\n", action);
752 787
772static int object_count; 807static int object_count;
773 808
774void object::link () 809void object::link ()
775{ 810{
776 assert (!index);//D 811 assert (!index);//D
777 uuid = gen_uuid (); 812 uuid = UUID::gen ();
778 count = ++object_count; 813 count = ++object_count;
779 814
780 refcnt_inc (); 815 refcnt_inc ();
781 objects.insert (this); 816 objects.insert (this);
782} 817}
794object::activate () 829object::activate ()
795{ 830{
796 /* If already on active list, don't do anything */ 831 /* If already on active list, don't do anything */
797 if (active) 832 if (active)
798 return; 833 return;
834
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
799 837
800 if (has_active_speed ()) 838 if (has_active_speed ())
801 actives.insert (this); 839 actives.insert (this);
802} 840}
803 841
855object::destroy_inv (bool drop_to_ground) 893object::destroy_inv (bool drop_to_ground)
856{ 894{
857 // need to check first, because the checks below might segfault 895 // need to check first, because the checks below might segfault
858 // as we might be on an invalid mapspace and crossfire code 896 // as we might be on an invalid mapspace and crossfire code
859 // is too buggy to ensure that the inventory is empty. 897 // is too buggy to ensure that the inventory is empty.
860 // corollary: if you create arrows etc. with stuff in tis inventory, 898 // corollary: if you create arrows etc. with stuff in its inventory,
861 // cf will crash below with off-map x and y 899 // cf will crash below with off-map x and y
862 if (!inv) 900 if (!inv)
863 return; 901 return;
864 902
865 /* Only if the space blocks everything do we not process - 903 /* Only if the space blocks everything do we not process -
866 * if some form of movement is allowed, let objects 904 * if some form of movement is allowed, let objects
867 * drop on that space. 905 * drop on that space.
868 */ 906 */
869 if (!drop_to_ground 907 if (!drop_to_ground
870 || !map 908 || !map
871 || map->in_memory != MAP_IN_MEMORY 909 || map->in_memory != MAP_ACTIVE
872 || map->nodrop 910 || map->no_drop
873 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
874 { 912 {
875 while (inv) 913 while (inv)
876 {
877 inv->destroy_inv (drop_to_ground);
878 inv->destroy (); 914 inv->destroy ();
879 }
880 } 915 }
881 else 916 else
882 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
883 while (inv) 918 while (inv)
884 { 919 {
902 object *op = new object; 937 object *op = new object;
903 op->link (); 938 op->link ();
904 return op; 939 return op;
905} 940}
906 941
942static struct freed_map : maptile
943{
944 freed_map ()
945 {
946 path = "<freed objects map>";
947 name = "/internal/freed_objects_map";
948 width = 3;
949 height = 3;
950 no_drop = 1;
951 no_reset = 1;
952
953 alloc ();
954 in_memory = MAP_ACTIVE;
955 }
956
957 ~freed_map ()
958 {
959 destroy ();
960 }
961} freed_map; // freed objects are moved here to avoid crashes
962
907void 963void
908object::do_destroy () 964object::do_destroy ()
909{ 965{
910 attachable::do_destroy ();
911
912 if (flag [FLAG_IS_LINKED]) 966 if (flag [FLAG_IS_LINKED])
913 remove_button_link (this); 967 remove_button_link (this);
914 968
915 if (flag [FLAG_FRIENDLY]) 969 if (flag [FLAG_FRIENDLY])
916 remove_friendly_object (this); 970 remove_friendly_object (this);
917 971
918 if (!flag [FLAG_REMOVED])
919 remove (); 972 remove ();
920 973
921 destroy_inv (true); 974 attachable::do_destroy ();
922 975
923 deactivate (); 976 deactivate ();
924 unlink (); 977 unlink ();
925 978
926 flag [FLAG_FREED] = 1; 979 flag [FLAG_FREED] = 1;
927 980
928 // hack to ensure that freed objects still have a valid map 981 // hack to ensure that freed objects still have a valid map
929 {
930 static maptile *freed_map; // freed objects are moved here to avoid crashes
931
932 if (!freed_map)
933 {
934 freed_map = new maptile;
935
936 freed_map->path = "<freed objects map>";
937 freed_map->name = "/internal/freed_objects_map";
938 freed_map->width = 3;
939 freed_map->height = 3;
940
941 freed_map->alloc ();
942 freed_map->in_memory = MAP_IN_MEMORY;
943 }
944
945 map = freed_map; 982 map = &freed_map;
946 x = 1; 983 x = 1;
947 y = 1; 984 y = 1;
948 }
949 985
950 if (more) 986 if (more)
951 { 987 {
952 more->destroy (); 988 more->destroy ();
953 more = 0; 989 more = 0;
961 attacked_by = 0; 997 attacked_by = 0;
962 current_weapon = 0; 998 current_weapon = 0;
963} 999}
964 1000
965void 1001void
966object::destroy (bool destroy_inventory) 1002object::destroy ()
967{ 1003{
968 if (destroyed ()) 1004 if (destroyed ())
969 return; 1005 return;
970 1006
971 if (destroy_inventory) 1007 if (!is_head () && !head->destroyed ())
1008 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy ();
1011 return;
1012 }
1013
972 destroy_inv (false); 1014 destroy_inv (false);
973 1015
974 if (is_head ()) 1016 if (is_head ())
975 if (sound_destroy) 1017 if (sound_destroy)
976 play_sound (sound_destroy); 1018 play_sound (sound_destroy);
977 else if (flag [FLAG_MONSTER]) 1019 else if (flag [FLAG_MONSTER])
978 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1020 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
979 1021
980 attachable::destroy (); 1022 attachable::destroy ();
981}
982
983/*
984 * sub_weight() recursively (outwards) subtracts a number from the
985 * weight of an object (and what is carried by it's environment(s)).
986 */
987void
988sub_weight (object *op, signed long weight)
989{
990 while (op != NULL)
991 {
992 if (op->type == CONTAINER)
993 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
994
995 op->carrying -= weight;
996 op = op->env;
997 }
998} 1023}
999 1024
1000/* op->remove (): 1025/* op->remove ():
1001 * This function removes the object op from the linked list of objects 1026 * This function removes the object op from the linked list of objects
1002 * which it is currently tied to. When this function is done, the 1027 * which it is currently tied to. When this function is done, the
1008object::do_remove () 1033object::do_remove ()
1009{ 1034{
1010 object *tmp, *last = 0; 1035 object *tmp, *last = 0;
1011 object *otmp; 1036 object *otmp;
1012 1037
1013 if (QUERY_FLAG (this, FLAG_REMOVED)) 1038 if (flag [FLAG_REMOVED])
1014 return; 1039 return;
1015 1040
1016 SET_FLAG (this, FLAG_REMOVED);
1017 INVOKE_OBJECT (REMOVE, this); 1041 INVOKE_OBJECT (REMOVE, this);
1042
1043 flag [FLAG_REMOVED] = true;
1018 1044
1019 if (more) 1045 if (more)
1020 more->remove (); 1046 more->remove ();
1021 1047
1022 /* 1048 /*
1023 * In this case, the object to be removed is in someones 1049 * In this case, the object to be removed is in someones
1024 * inventory. 1050 * inventory.
1025 */ 1051 */
1026 if (env) 1052 if (env)
1027 { 1053 {
1028 if (nrof) 1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1029 sub_weight (env, weight * nrof); 1055 if (object *pl = visible_to ())
1030 else 1056 esrv_del_item (pl->contr, count);
1031 sub_weight (env, weight + carrying); 1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058
1059 adjust_weight (env, -total_weight ());
1060
1061 object *pl = in_player ();
1062
1063 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do.
1066 */
1067 map = env->map;
1068 x = env->x;
1069 y = env->y;
1070
1071 // make sure cmov optimisation is applicable
1072 *(above ? &above->below : &env->inv) = below;
1073 *(below ? &below->above : &above ) = above; // &above is just a dummy
1074
1075 above = 0;
1076 below = 0;
1077 env = 0;
1032 1078
1033 /* NO_FIX_PLAYER is set when a great many changes are being 1079 /* NO_FIX_PLAYER is set when a great many changes are being
1034 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
1035 * to save cpu time. 1081 * to save cpu time.
1036 */ 1082 */
1037 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1083 if (pl)
1084 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1085 {
1038 otmp->update_stats (); 1086 pl->update_stats ();
1039 1087
1040 if (above) 1088 if (glow_radius && pl->is_on_map () && pl->map->darkness)
1041 above->below = below; 1089 update_all_los (pl->map, pl->x, pl->y);
1042 else 1090 }
1043 env->inv = below;
1044
1045 if (below)
1046 below->above = above;
1047
1048 /* we set up values so that it could be inserted into
1049 * the map, but we don't actually do that - it is up
1050 * to the caller to decide what we want to do.
1051 */
1052 x = env->x, y = env->y;
1053 map = env->map;
1054 above = 0, below = 0;
1055 env = 0;
1056 } 1091 }
1057 else if (map) 1092 else if (map)
1058 { 1093 {
1059 if (type == PLAYER)
1060 {
1061 // leaving a spot always closes any open container on the ground
1062 if (container && !container->env)
1063 // this causes spurious floorbox updates, but it ensures
1064 // that the CLOSE event is being sent.
1065 close_container ();
1066
1067 --map->players;
1068 map->touch ();
1069 }
1070
1071 map->dirty = true; 1094 map->dirty = true;
1072 mapspace &ms = this->ms (); 1095 mapspace &ms = this->ms ();
1073 1096
1097 if (object *pl = ms.player ())
1098 {
1099 if (type == PLAYER) // this == pl(!)
1100 {
1101 // leaving a spot always closes any open container on the ground
1102 if (container && !container->env)
1103 // this causes spurious floorbox updates, but it ensures
1104 // that the CLOSE event is being sent.
1105 close_container ();
1106
1107 --map->players;
1108 map->touch ();
1109 }
1110 else if (pl->container == this)
1111 {
1112 // removing a container should close it
1113 close_container ();
1114 }
1115
1116 esrv_del_item (pl->contr, count);
1117 }
1118
1074 /* link the object above us */ 1119 /* link the object above us */
1075 if (above) 1120 // re-link, make sure compiler can easily use cmove
1076 above->below = below; 1121 *(above ? &above->below : &ms.top) = below;
1077 else 1122 *(below ? &below->above : &ms.bot) = above;
1078 ms.top = below; /* we were top, set new top */
1079
1080 /* Relink the object below us, if there is one */
1081 if (below)
1082 below->above = above;
1083 else
1084 {
1085 /* Nothing below, which means we need to relink map object for this space
1086 * use translated coordinates in case some oddness with map tiling is
1087 * evident
1088 */
1089 if (GET_MAP_OB (map, x, y) != this)
1090 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 ());
1091
1092 ms.bot = above; /* goes on above it. */
1093 }
1094 1123
1095 above = 0; 1124 above = 0;
1096 below = 0; 1125 below = 0;
1126
1127 ms.invalidate ();
1097 1128
1098 if (map->in_memory == MAP_SAVING) 1129 if (map->in_memory == MAP_SAVING)
1099 return; 1130 return;
1100 1131
1101 int check_walk_off = !flag [FLAG_NO_APPLY]; 1132 int check_walk_off = !flag [FLAG_NO_APPLY];
1107 * removed (most likely destroyed), update the player view 1138 * removed (most likely destroyed), update the player view
1108 * appropriately. 1139 * appropriately.
1109 */ 1140 */
1110 pl->close_container (); 1141 pl->close_container ();
1111 1142
1143 //TODO: the floorbox prev/next might need updating
1144 //esrv_del_item (pl->contr, count);
1145 //TODO: update floorbox to preserve ordering
1146 if (pl->contr->ns)
1112 pl->contr->ns->floorbox_update (); 1147 pl->contr->ns->floorbox_update ();
1113 } 1148 }
1114 1149
1115 for (tmp = ms.bot; tmp; tmp = tmp->above) 1150 for (tmp = ms.bot; tmp; tmp = tmp->above)
1116 { 1151 {
1117 /* No point updating the players look faces if he is the object 1152 /* No point updating the players look faces if he is the object
1130 } 1165 }
1131 1166
1132 last = tmp; 1167 last = tmp;
1133 } 1168 }
1134 1169
1135 /* last == NULL if there are no objects on this space */ 1170 if (map->darkness && affects_los ())
1136 //TODO: this makes little sense, why only update the topmost object?
1137 if (!last)
1138 map->at (x, y).flags_ = 0;
1139 else
1140 update_object (last, UP_OBJ_REMOVE);
1141
1142 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1143 update_all_los (map, x, y); 1171 update_all_los (map, x, y);
1144 } 1172 }
1145} 1173}
1146 1174
1147/* 1175/*
1161 if (!top) 1189 if (!top)
1162 for (top = op; top && top->above; top = top->above) 1190 for (top = op; top && top->above; top = top->above)
1163 ; 1191 ;
1164 1192
1165 for (; top; top = top->below) 1193 for (; top; top = top->below)
1166 {
1167 if (top == op)
1168 continue;
1169
1170 if (object::can_merge (op, top)) 1194 if (object::can_merge (op, top))
1171 { 1195 {
1172 top->nrof += op->nrof; 1196 top->nrof += op->nrof;
1173 1197
1174/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1198 if (object *pl = top->visible_to ())
1175 op->weight = 0; /* Don't want any adjustements now */ 1199 esrv_update_item (UPD_NROF, pl, top);
1200
1201 op->weight = 0; // cancel the addition above
1202 op->carrying = 0; // must be 0 already
1203
1176 op->destroy (); 1204 op->destroy ();
1205
1177 return top; 1206 return top;
1178 } 1207 }
1179 }
1180 1208
1181 return 0; 1209 return 0;
1182} 1210}
1183 1211
1184void 1212void
1209 * job preparing multi-part monsters. 1237 * job preparing multi-part monsters.
1210 */ 1238 */
1211object * 1239object *
1212insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1240insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1213{ 1241{
1242 op->remove ();
1243
1214 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1244 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1215 { 1245 {
1216 tmp->x = x + tmp->arch->x; 1246 tmp->x = x + tmp->arch->x;
1217 tmp->y = y + tmp->arch->y; 1247 tmp->y = y + tmp->arch->y;
1218 } 1248 }
1241 * just 'op' otherwise 1271 * just 'op' otherwise
1242 */ 1272 */
1243object * 1273object *
1244insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1245{ 1275{
1246 assert (!op->flag [FLAG_FREED]);
1247
1248 object *top, *floor = NULL;
1249
1250 op->remove (); 1276 op->remove ();
1277
1278 if (m == &freed_map)//D TODO: remove soon
1279 {//D
1280 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1281 }//D
1251 1282
1252 /* Ideally, the caller figures this out. However, it complicates a lot 1283 /* Ideally, the caller figures this out. However, it complicates a lot
1253 * of areas of callers (eg, anything that uses find_free_spot would now 1284 * of areas of callers (eg, anything that uses find_free_spot would now
1254 * need extra work 1285 * need extra work
1255 */ 1286 */
1256 if (!xy_normalise (m, op->x, op->y)) 1287 if (!xy_normalise (m, op->x, op->y))
1257 { 1288 {
1258 op->destroy (); 1289 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1259 return 0; 1290 return 0;
1260 } 1291 }
1261 1292
1262 if (object *more = op->more) 1293 if (object *more = op->more)
1263 if (!insert_ob_in_map (more, m, originator, flag)) 1294 if (!insert_ob_in_map (more, m, originator, flag))
1272 */ 1303 */
1273 if (op->nrof && !(flag & INS_NO_MERGE)) 1304 if (op->nrof && !(flag & INS_NO_MERGE))
1274 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1275 if (object::can_merge (op, tmp)) 1306 if (object::can_merge (op, tmp))
1276 { 1307 {
1308 // TODO: we actually want to update tmp, not op,
1309 // but some caller surely breaks when we return tmp
1310 // from here :/
1277 op->nrof += tmp->nrof; 1311 op->nrof += tmp->nrof;
1278 tmp->destroy (); 1312 tmp->destroy ();
1279 } 1313 }
1280 1314
1281 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1290 { 1324 {
1291 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1292 abort (); 1326 abort ();
1293 } 1327 }
1294 1328
1329 if (!originator->is_on_map ())
1330 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1331 op->debug_desc (), originator->debug_desc ());
1332
1295 op->above = originator; 1333 op->above = originator;
1296 op->below = originator->below; 1334 op->below = originator->below;
1297
1298 if (op->below)
1299 op->below->above = op;
1300 else
1301 ms.bot = op;
1302
1303 /* since *below* originator, no need to update top */
1304 originator->below = op; 1335 originator->below = op;
1336
1337 *(op->below ? &op->below->above : &ms.bot) = op;
1305 } 1338 }
1306 else 1339 else
1307 { 1340 {
1308 top = ms.bot; 1341 object *floor = 0;
1342 object *top = ms.top;
1309 1343
1310 /* If there are other objects, then */ 1344 /* If there are other objects, then */
1311 if (top) 1345 if (top)
1312 { 1346 {
1313 object *last = 0;
1314
1315 /* 1347 /*
1316 * If there are multiple objects on this space, we do some trickier handling. 1348 * If there are multiple objects on this space, we do some trickier handling.
1317 * We've already dealt with merging if appropriate. 1349 * We've already dealt with merging if appropriate.
1318 * Generally, we want to put the new object on top. But if 1350 * Generally, we want to put the new object on top. But if
1319 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1322 * once we get to them. This reduces the need to traverse over all of 1354 * once we get to them. This reduces the need to traverse over all of
1323 * them when adding another one - this saves quite a bit of cpu time 1355 * them when adding another one - this saves quite a bit of cpu time
1324 * when lots of spells are cast in one area. Currently, it is presumed 1356 * when lots of spells are cast in one area. Currently, it is presumed
1325 * that flying non pickable objects are spell objects. 1357 * that flying non pickable objects are spell objects.
1326 */ 1358 */
1327 for (top = ms.bot; top; top = top->above) 1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1328 { 1360 {
1329 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1361 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1330 floor = top; 1362 floor = tmp;
1331 1363
1332 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1364 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1333 { 1365 {
1334 /* We insert above top, so we want this object below this */ 1366 /* We insert above top, so we want this object below this */
1335 top = top->below; 1367 top = tmp->below;
1336 break; 1368 break;
1337 } 1369 }
1338 1370
1339 last = top; 1371 top = tmp;
1340 } 1372 }
1341
1342 /* Don't want top to be NULL, so set it to the last valid object */
1343 top = last;
1344 1373
1345 /* We let update_position deal with figuring out what the space 1374 /* We let update_position deal with figuring out what the space
1346 * looks like instead of lots of conditions here. 1375 * looks like instead of lots of conditions here.
1347 * makes things faster, and effectively the same result. 1376 * makes things faster, and effectively the same result.
1348 */ 1377 */
1355 */ 1384 */
1356 if (!(flag & INS_ON_TOP) 1385 if (!(flag & INS_ON_TOP)
1357 && ms.flags () & P_BLOCKSVIEW 1386 && ms.flags () & P_BLOCKSVIEW
1358 && (op->face && !faces [op->face].visibility)) 1387 && (op->face && !faces [op->face].visibility))
1359 { 1388 {
1389 object *last;
1390
1360 for (last = top; last != floor; last = last->below) 1391 for (last = top; last != floor; last = last->below)
1361 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1392 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1362 break; 1393 break;
1363 1394
1364 /* Check to see if we found the object that blocks view, 1395 /* Check to see if we found the object that blocks view,
1372 } /* If objects on this space */ 1403 } /* If objects on this space */
1373 1404
1374 if (flag & INS_ABOVE_FLOOR_ONLY) 1405 if (flag & INS_ABOVE_FLOOR_ONLY)
1375 top = floor; 1406 top = floor;
1376 1407
1377 /* Top is the object that our object (op) is going to get inserted above. 1408 // insert object above top, or bottom-most if top = 0
1378 */
1379
1380 /* First object on this space */
1381 if (!top) 1409 if (!top)
1382 { 1410 {
1411 op->below = 0;
1383 op->above = ms.bot; 1412 op->above = ms.bot;
1384
1385 if (op->above)
1386 op->above->below = op;
1387
1388 op->below = 0;
1389 ms.bot = op; 1413 ms.bot = op;
1414
1415 *(op->above ? &op->above->below : &ms.top) = op;
1390 } 1416 }
1391 else 1417 else
1392 { /* get inserted into the stack above top */ 1418 {
1393 op->above = top->above; 1419 op->above = top->above;
1394
1395 if (op->above)
1396 op->above->below = op; 1420 top->above = op;
1397 1421
1398 op->below = top; 1422 op->below = top;
1399 top->above = op; 1423 *(op->above ? &op->above->below : &ms.top) = op;
1400 } 1424 }
1401 1425 }
1402 if (!op->above)
1403 ms.top = op;
1404 } /* else not INS_BELOW_ORIGINATOR */
1405 1426
1406 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1407 { 1428 {
1408 op->contr->do_los = 1; 1429 op->contr->do_los = 1;
1409 ++op->map->players; 1430 ++op->map->players;
1411 } 1432 }
1412 1433
1413 op->map->dirty = true; 1434 op->map->dirty = true;
1414 1435
1415 if (object *pl = ms.player ()) 1436 if (object *pl = ms.player ())
1437 //TODO: the floorbox prev/next might need updating
1438 //esrv_send_item (pl, op);
1439 //TODO: update floorbox to preserve ordering
1440 if (pl->contr->ns)
1416 pl->contr->ns->floorbox_update (); 1441 pl->contr->ns->floorbox_update ();
1417 1442
1418 /* If this object glows, it may affect lighting conditions that are 1443 /* If this object glows, it may affect lighting conditions that are
1419 * visible to others on this map. But update_all_los is really 1444 * visible to others on this map. But update_all_los is really
1420 * an inefficient way to do this, as it means los for all players 1445 * an inefficient way to do this, as it means los for all players
1421 * on the map will get recalculated. The players could very well 1446 * on the map will get recalculated. The players could very well
1422 * be far away from this change and not affected in any way - 1447 * be far away from this change and not affected in any way -
1423 * this should get redone to only look for players within range, 1448 * this should get redone to only look for players within range,
1424 * or just updating the P_UPTODATE for spaces within this area 1449 * or just updating the P_UPTODATE for spaces within this area
1425 * of effect may be sufficient. 1450 * of effect may be sufficient.
1426 */ 1451 */
1427 if (op->map->darkness && (op->glow_radius != 0)) 1452 if (op->affects_los () && op->map->darkness)
1453 {
1454 op->ms ().invalidate ();
1428 update_all_los (op->map, op->x, op->y); 1455 update_all_los (op->map, op->x, op->y);
1456 }
1429 1457
1430 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1458 /* updates flags (blocked, alive, no magic, etc) for this map space */
1431 update_object (op, UP_OBJ_INSERT); 1459 update_object (op, UP_OBJ_INSERT);
1432 1460
1433 INVOKE_OBJECT (INSERT, op); 1461 INVOKE_OBJECT (INSERT, op);
1463 * op is the object to insert it under: supplies x and the map. 1491 * op is the object to insert it under: supplies x and the map.
1464 */ 1492 */
1465void 1493void
1466replace_insert_ob_in_map (const char *arch_string, object *op) 1494replace_insert_ob_in_map (const char *arch_string, object *op)
1467{ 1495{
1468 object *tmp, *tmp1;
1469
1470 /* first search for itself and remove any old instances */ 1496 /* first search for itself and remove any old instances */
1471 1497
1472 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1473 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1474 tmp->destroy (); 1500 tmp->destroy ();
1475 1501
1476 tmp1 = arch_to_object (archetype::find (arch_string)); 1502 object *tmp = arch_to_object (archetype::find (arch_string));
1477 1503
1478 tmp1->x = op->x; 1504 tmp->x = op->x;
1479 tmp1->y = op->y; 1505 tmp->y = op->y;
1506
1480 insert_ob_in_map (tmp1, op->map, op, 0); 1507 insert_ob_in_map (tmp, op->map, op, 0);
1481} 1508}
1482 1509
1483object * 1510object *
1484object::insert_at (object *where, object *originator, int flags) 1511object::insert_at (object *where, object *originator, int flags)
1485{ 1512{
1513 if (where->env)
1514 return where->env->insert (this);
1515 else
1486 return where->map->insert (this, where->x, where->y, originator, flags); 1516 return where->map->insert (this, where->x, where->y, originator, flags);
1487} 1517}
1488 1518
1489/* 1519/*
1490 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1491 * is returned contains nr objects, and the remaining parts contains
1492 * the rest (or is removed and freed if that number is 0).
1493 * On failure, NULL is returned, and the reason put into the
1494 * global static errmsg array.
1495 */
1496object *
1497get_split_ob (object *orig_ob, uint32 nr)
1498{
1499 object *newob;
1500 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1501
1502 if (orig_ob->nrof < nr)
1503 {
1504 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1505 return NULL;
1506 }
1507
1508 newob = object_create_clone (orig_ob);
1509
1510 if ((orig_ob->nrof -= nr) < 1)
1511 orig_ob->destroy (1);
1512 else if (!is_removed)
1513 {
1514 if (orig_ob->env != NULL)
1515 sub_weight (orig_ob->env, orig_ob->weight * nr);
1516 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1517 {
1518 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1519 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1520 return NULL;
1521 }
1522 }
1523
1524 newob->nrof = nr;
1525
1526 return newob;
1527}
1528
1529/*
1530 * decrease_ob_nr(object, number) decreases a specified number from 1520 * decrease(object, number) decreases a specified number from
1531 * the amount of an object. If the amount reaches 0, the object 1521 * the amount of an object. If the amount reaches 0, the object
1532 * is subsequently removed and freed. 1522 * is subsequently removed and freed.
1533 * 1523 *
1534 * Return value: 'op' if something is left, NULL if the amount reached 0 1524 * Return value: 'op' if something is left, NULL if the amount reached 0
1535 */ 1525 */
1526bool
1527object::decrease (sint32 nr)
1528{
1529 if (!nr)
1530 return true;
1531
1532 nr = min (nr, nrof);
1533
1534 if (nrof > nr)
1535 {
1536 nrof -= nr;
1537 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1538
1539 if (object *pl = visible_to ())
1540 esrv_update_item (UPD_NROF, pl, this);
1541
1542 return true;
1543 }
1544 else
1545 {
1546 destroy ();
1547 return false;
1548 }
1549}
1550
1551/*
1552 * split(ob,nr) splits up ob into two parts. The part which
1553 * is returned contains nr objects, and the remaining parts contains
1554 * the rest (or is removed and returned if that number is 0).
1555 * On failure, NULL is returned.
1556 */
1536object * 1557object *
1537decrease_ob_nr (object *op, uint32 i) 1558object::split (sint32 nr)
1538{ 1559{
1539 object *tmp; 1560 int have = number_of ();
1540 1561
1541 if (i == 0) /* objects with op->nrof require this check */ 1562 if (have < nr)
1542 return op; 1563 return 0;
1543 1564 else if (have == nr)
1544 if (i > op->nrof)
1545 i = op->nrof;
1546
1547 if (QUERY_FLAG (op, FLAG_REMOVED))
1548 op->nrof -= i;
1549 else if (op->env)
1550 { 1565 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = op->in_player ();
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp)
1562 for_all_players (pl)
1563 if (pl->ob->container == op->env)
1564 {
1565 tmp = pl->ob;
1566 break;
1567 }
1568
1569 if (i < op->nrof)
1570 {
1571 sub_weight (op->env, op->weight * i);
1572 op->nrof -= i;
1573 if (tmp)
1574 esrv_send_item (tmp, op);
1575 }
1576 else
1577 {
1578 op->remove (); 1566 remove ();
1579 op->nrof = 0; 1567 return this;
1580 if (tmp)
1581 esrv_del_item (tmp->contr, op->count);
1582 }
1583 } 1568 }
1584 else 1569 else
1585 { 1570 {
1586 object *above = op->above; 1571 decrease (nr);
1587 1572
1588 if (i < op->nrof) 1573 object *op = deep_clone ();
1589 op->nrof -= i; 1574 op->nrof = nr;
1590 else
1591 {
1592 op->remove ();
1593 op->nrof = 0;
1594 }
1595
1596 /* Since we just removed op, op->above is null */
1597 for (tmp = above; tmp; tmp = tmp->above)
1598 if (tmp->type == PLAYER)
1599 {
1600 if (op->nrof)
1601 esrv_send_item (tmp, op);
1602 else
1603 esrv_del_item (tmp->contr, op->count);
1604 }
1605 }
1606
1607 if (op->nrof)
1608 return op; 1575 return op;
1609 else
1610 {
1611 op->destroy ();
1612 return 0;
1613 }
1614}
1615
1616/*
1617 * add_weight(object, weight) adds the specified weight to an object,
1618 * and also updates how much the environment(s) is/are carrying.
1619 */
1620void
1621add_weight (object *op, signed long weight)
1622{
1623 while (op != NULL)
1624 {
1625 if (op->type == CONTAINER)
1626 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1627
1628 op->carrying += weight;
1629 op = op->env;
1630 } 1576 }
1631} 1577}
1632 1578
1633object * 1579object *
1634insert_ob_in_ob (object *op, object *where) 1580insert_ob_in_ob (object *op, object *where)
1659 * be != op, if items are merged. -Tero 1605 * be != op, if items are merged. -Tero
1660 */ 1606 */
1661object * 1607object *
1662object::insert (object *op) 1608object::insert (object *op)
1663{ 1609{
1664 if (!QUERY_FLAG (op, FLAG_REMOVED))
1665 op->remove ();
1666
1667 if (op->more) 1610 if (op->more)
1668 { 1611 {
1669 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1612 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1670 return op; 1613 return op;
1671 } 1614 }
1672 1615
1673 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1616 op->remove ();
1674 CLEAR_FLAG (op, FLAG_REMOVED); 1617
1618 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1675 1619
1676 if (op->nrof) 1620 if (op->nrof)
1677 {
1678 for (object *tmp = inv; tmp; tmp = tmp->below) 1621 for (object *tmp = inv; tmp; tmp = tmp->below)
1679 if (object::can_merge (tmp, op)) 1622 if (object::can_merge (tmp, op))
1680 { 1623 {
1681 /* return the original object and remove inserted object 1624 /* return the original object and remove inserted object
1682 (client needs the original object) */ 1625 (client needs the original object) */
1683 tmp->nrof += op->nrof; 1626 tmp->nrof += op->nrof;
1684 /* Weight handling gets pretty funky. Since we are adding to 1627
1685 * tmp->nrof, we need to increase the weight. 1628 if (object *pl = tmp->visible_to ())
1686 */ 1629 esrv_update_item (UPD_NROF, pl, tmp);
1630
1687 add_weight (this, op->weight * op->nrof); 1631 adjust_weight (this, op->total_weight ());
1688 SET_FLAG (op, FLAG_REMOVED); 1632
1689 op->destroy (); /* free the inserted object */ 1633 op->destroy ();
1690 op = tmp; 1634 op = tmp;
1691 op->remove (); /* and fix old object's links */ 1635 goto inserted;
1692 CLEAR_FLAG (op, FLAG_REMOVED);
1693 break;
1694 } 1636 }
1695 1637
1696 /* I assume combined objects have no inventory
1697 * We add the weight - this object could have just been removed
1698 * (if it was possible to merge). calling remove_ob will subtract
1699 * the weight, so we need to add it in again, since we actually do
1700 * the linking below
1701 */
1702 add_weight (this, op->weight * op->nrof);
1703 }
1704 else
1705 add_weight (this, (op->weight + op->carrying));
1706
1707 if (object *otmp = this->in_player ())
1708 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1709 otmp->update_stats ();
1710
1711 op->owner = 0; // its his/hers now. period. 1638 op->owner = 0; // it's his/hers now. period.
1712 op->map = 0; 1639 op->map = 0;
1640 op->x = 0;
1641 op->y = 0;
1642
1643 op->above = 0;
1644 op->below = inv;
1713 op->env = this; 1645 op->env = this;
1714 op->above = 0;
1715 op->below = 0;
1716 op->x = op->y = 0;
1717 1646
1647 if (inv)
1648 inv->above = op;
1649
1650 inv = op;
1651
1652 op->flag [FLAG_REMOVED] = 0;
1653
1654 if (object *pl = op->visible_to ())
1655 esrv_send_item (pl, op);
1656
1657 adjust_weight (this, op->total_weight ());
1658
1659inserted:
1718 /* reset the light list and los of the players on the map */ 1660 /* reset the light list and los of the players on the map */
1719 if (op->glow_radius && map) 1661 if (op->glow_radius && is_on_map () && map->darkness)
1720 { 1662 {
1721#ifdef DEBUG_LIGHTS 1663 update_stats ();
1722 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1723#endif /* DEBUG_LIGHTS */
1724 if (map->darkness)
1725 update_all_los (map, x, y); 1664 update_all_los (map, x, y);
1726 }
1727
1728 /* Client has no idea of ordering so lets not bother ordering it here.
1729 * It sure simplifies this function...
1730 */
1731 if (!inv)
1732 inv = op;
1733 else
1734 { 1665 }
1735 op->below = inv; 1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1736 op->below->above = op; 1667 // if this is a player's inventory, update stats
1737 inv = op; 1668 update_stats ();
1738 }
1739 1669
1740 INVOKE_OBJECT (INSERT, this); 1670 INVOKE_OBJECT (INSERT, this);
1741 1671
1742 return op; 1672 return op;
1743} 1673}
1871 LOG (llevError, "Present_arch called outside map.\n"); 1801 LOG (llevError, "Present_arch called outside map.\n");
1872 return NULL; 1802 return NULL;
1873 } 1803 }
1874 1804
1875 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1805 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1876 if (tmp->arch == at) 1806 if (tmp->arch->archname == at->archname)
1877 return tmp; 1807 return tmp;
1878 1808
1879 return NULL; 1809 return NULL;
1880} 1810}
1881 1811
1945 * The first matching object is returned, or NULL if none. 1875 * The first matching object is returned, or NULL if none.
1946 */ 1876 */
1947object * 1877object *
1948present_arch_in_ob (const archetype *at, const object *op) 1878present_arch_in_ob (const archetype *at, const object *op)
1949{ 1879{
1950 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1951 if (tmp->arch == at) 1881 if (tmp->arch->archname == at->archname)
1952 return tmp; 1882 return tmp;
1953 1883
1954 return NULL; 1884 return NULL;
1955} 1885}
1956 1886
2018 1948
2019 /* However, often 1949 /* However, often
2020 * ob doesn't have any move type (when used to place exits) 1950 * ob doesn't have any move type (when used to place exits)
2021 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 1951 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2022 */ 1952 */
2023 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 1953 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2024 { 1954 {
2025 altern [index++] = i; 1955 altern [index++] = i;
2026 continue; 1956 continue;
2027 } 1957 }
2028 1958
2044 * head of the object should correspond for the entire object. 1974 * head of the object should correspond for the entire object.
2045 */ 1975 */
2046 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1976 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2047 continue; 1977 continue;
2048 1978
2049 if (ob->blocked (m, pos.x, pos.y)) 1979 if (ob->blocked (pos.m, pos.x, pos.y))
2050 continue; 1980 continue;
2051 1981
2052 altern [index++] = i; 1982 altern [index++] = i;
2053 } 1983 }
2054 1984
2365 2295
2366/* 2296/*
2367 * create clone from object to another 2297 * create clone from object to another
2368 */ 2298 */
2369object * 2299object *
2370object_create_clone (object *asrc) 2300object::deep_clone ()
2371{ 2301{
2372 object *dst = 0, *tmp, *src, *prev, *item; 2302 assert (("deep_clone called on non-head object", is_head ()));
2373 2303
2374 if (!asrc) 2304 object *dst = clone ();
2375 return 0;
2376 2305
2377 src = asrc->head_ (); 2306 object *prev = dst;
2378
2379 prev = 0;
2380 for (object *part = src; part; part = part->more) 2307 for (object *part = this->more; part; part = part->more)
2381 { 2308 {
2382 tmp = part->clone (); 2309 object *tmp = part->clone ();
2383 tmp->x -= src->x;
2384 tmp->y -= src->y;
2385
2386 if (!part->head)
2387 {
2388 dst = tmp;
2389 tmp->head = 0;
2390 }
2391 else
2392 tmp->head = dst; 2310 tmp->head = dst;
2393
2394 tmp->more = 0;
2395
2396 if (prev)
2397 prev->more = tmp; 2311 prev->more = tmp;
2398
2399 prev = tmp; 2312 prev = tmp;
2400 } 2313 }
2401 2314
2402 for (item = src->inv; item; item = item->below) 2315 for (object *item = inv; item; item = item->below)
2403 insert_ob_in_ob (object_create_clone (item), dst); 2316 insert_ob_in_ob (item->deep_clone (), dst);
2404 2317
2405 return dst; 2318 return dst;
2406} 2319}
2407 2320
2408/* This returns the first object in who's inventory that 2321/* This returns the first object in who's inventory that
2417 return tmp; 2330 return tmp;
2418 2331
2419 return 0; 2332 return 0;
2420} 2333}
2421 2334
2422/* If ob has a field named key, return the link from the list, 2335const shstr &
2423 * otherwise return NULL. 2336object::kv_get (const shstr &key) const
2424 *
2425 * key must be a passed in shared string - otherwise, this won't
2426 * do the desired thing.
2427 */
2428key_value *
2429get_ob_key_link (const object *ob, const char *key)
2430{ 2337{
2431 for (key_value *link = ob->key_values; link; link = link->next) 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2432 if (link->key == key) 2339 if (kv->key == key)
2433 return link;
2434
2435 return 0;
2436}
2437
2438/*
2439 * Returns the value of op has an extra_field for key, or NULL.
2440 *
2441 * The argument doesn't need to be a shared string.
2442 *
2443 * The returned string is shared.
2444 */
2445const char *
2446get_ob_key_value (const object *op, const char *const key)
2447{
2448 key_value *link;
2449 shstr_cmp canonical_key (key);
2450
2451 if (!canonical_key)
2452 {
2453 /* 1. There being a field named key on any object
2454 * implies there'd be a shared string to find.
2455 * 2. Since there isn't, no object has this field.
2456 * 3. Therefore, *this* object doesn't have this field.
2457 */
2458 return 0;
2459 }
2460
2461 /* This is copied from get_ob_key_link() above -
2462 * only 4 lines, and saves the function call overhead.
2463 */
2464 for (link = op->key_values; link; link = link->next)
2465 if (link->key == canonical_key)
2466 return link->value; 2340 return kv->value;
2467 2341
2468 return 0; 2342 return shstr_null;
2469} 2343}
2470 2344
2471/* 2345void
2472 * Updates the canonical_key in op to value. 2346object::kv_set (const shstr &key, const shstr &value)
2473 *
2474 * canonical_key is a shared string (value doesn't have to be).
2475 *
2476 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2477 * keys.
2478 *
2479 * Returns TRUE on success.
2480 */
2481int
2482set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2483{ 2347{
2484 key_value *field = NULL, *last = NULL; 2348 for (key_value *kv = key_values; kv; kv = kv->next)
2485 2349 if (kv->key == key)
2486 for (field = op->key_values; field != NULL; field = field->next)
2487 {
2488 if (field->key != canonical_key)
2489 { 2350 {
2490 last = field; 2351 kv->value = value;
2491 continue; 2352 return;
2492 } 2353 }
2493 2354
2494 if (value) 2355 key_value *kv = new key_value;
2495 field->value = value; 2356
2496 else 2357 kv->next = key_values;
2358 kv->key = key;
2359 kv->value = value;
2360
2361 key_values = kv;
2362}
2363
2364void
2365object::kv_del (const shstr &key)
2366{
2367 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2368 if ((*kvp)->key == key)
2497 { 2369 {
2498 /* Basically, if the archetype has this key set, 2370 key_value *kv = *kvp;
2499 * we need to store the null value so when we save 2371 *kvp = (*kvp)->next;
2500 * it, we save the empty value so that when we load, 2372 delete kv;
2501 * we get this value back again. 2373 return;
2502 */
2503 if (get_ob_key_link (op->arch, canonical_key))
2504 field->value = 0;
2505 else
2506 {
2507 if (last)
2508 last->next = field->next;
2509 else
2510 op->key_values = field->next;
2511
2512 delete field;
2513 }
2514 } 2374 }
2515 return TRUE;
2516 }
2517 /* IF we get here, key doesn't exist */
2518
2519 /* No field, we'll have to add it. */
2520
2521 if (!add_key)
2522 return FALSE;
2523
2524 /* There isn't any good reason to store a null
2525 * value in the key/value list. If the archetype has
2526 * this key, then we should also have it, so shouldn't
2527 * be here. If user wants to store empty strings,
2528 * should pass in ""
2529 */
2530 if (value == NULL)
2531 return TRUE;
2532
2533 field = new key_value;
2534
2535 field->key = canonical_key;
2536 field->value = value;
2537 /* Usual prepend-addition. */
2538 field->next = op->key_values;
2539 op->key_values = field;
2540
2541 return TRUE;
2542}
2543
2544/*
2545 * Updates the key in op to value.
2546 *
2547 * If add_key is FALSE, this will only update existing keys,
2548 * and not add new ones.
2549 * In general, should be little reason FALSE is ever passed in for add_key
2550 *
2551 * Returns TRUE on success.
2552 */
2553int
2554set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2555{
2556 shstr key_ (key);
2557
2558 return set_ob_key_value_s (op, key_, value, add_key);
2559} 2375}
2560 2376
2561object::depth_iterator::depth_iterator (object *container) 2377object::depth_iterator::depth_iterator (object *container)
2562: iterator_base (container) 2378: iterator_base (container)
2563{ 2379{
2613{ 2429{
2614 char flagdesc[512]; 2430 char flagdesc[512];
2615 char info2[256 * 4]; 2431 char info2[256 * 4];
2616 char *p = info; 2432 char *p = info;
2617 2433
2618 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2434 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2619 count, uuid.seq, 2435 count,
2436 uuid.c_str (),
2620 &name, 2437 &name,
2621 title ? "\",title:\"" : "", 2438 title ? ",title:\"" : "",
2622 title ? (const char *)title : "", 2439 title ? (const char *)title : "",
2440 title ? "\"" : "",
2623 flag_desc (flagdesc, 512), type); 2441 flag_desc (flagdesc, 512), type);
2624 2442
2625 if (!this->flag[FLAG_REMOVED] && env) 2443 if (!flag[FLAG_REMOVED] && env)
2626 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2444 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2627 2445
2628 if (map) 2446 if (map)
2629 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2447 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2630 2448
2660object::open_container (object *new_container) 2478object::open_container (object *new_container)
2661{ 2479{
2662 if (container == new_container) 2480 if (container == new_container)
2663 return; 2481 return;
2664 2482
2665 if (object *old_container = container) 2483 object *old_container = container;
2484
2485 if (old_container)
2666 { 2486 {
2667 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2487 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2668 return; 2488 return;
2669 2489
2670#if 0 2490#if 0
2672 if (object *closer = old_container->inv) 2492 if (object *closer = old_container->inv)
2673 if (closer->type == CLOSE_CON) 2493 if (closer->type == CLOSE_CON)
2674 closer->destroy (); 2494 closer->destroy ();
2675#endif 2495#endif
2676 2496
2497 // make sure the container is available
2498 esrv_send_item (this, old_container);
2499
2677 old_container->flag [FLAG_APPLIED] = 0; 2500 old_container->flag [FLAG_APPLIED] = false;
2678 container = 0; 2501 container = 0;
2679 2502
2503 // client needs item update to make it work, client bug requires this to be separate
2680 esrv_update_item (UPD_FLAGS, this, old_container); 2504 esrv_update_item (UPD_FLAGS, this, old_container);
2505
2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2506 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2682 play_sound (sound_find ("chest_close")); 2507 play_sound (sound_find ("chest_close"));
2683 } 2508 }
2684 2509
2685 if (new_container) 2510 if (new_container)
2698 } 2523 }
2699#endif 2524#endif
2700 2525
2701 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2526 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2702 2527
2528 // make sure the container is available, client bug requires this to be separate
2529 esrv_send_item (this, new_container);
2530
2703 new_container->flag [FLAG_APPLIED] = 1; 2531 new_container->flag [FLAG_APPLIED] = true;
2704 container = new_container; 2532 container = new_container;
2705 2533
2534 // client needs flag change
2706 esrv_update_item (UPD_FLAGS, this, new_container); 2535 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container); 2536 esrv_send_inventory (this, new_container);
2708 play_sound (sound_find ("chest_open")); 2537 play_sound (sound_find ("chest_open"));
2709 } 2538 }
2539// else if (!old_container->env && contr && contr->ns)
2540// contr->ns->floorbox_reset ();
2710} 2541}
2711 2542
2712object * 2543object *
2713object::force_find (const shstr name) 2544object::force_find (const shstr name)
2714{ 2545{
2720 return splay (tmp); 2551 return splay (tmp);
2721 2552
2722 return 0; 2553 return 0;
2723} 2554}
2724 2555
2725void 2556object *
2726object::force_add (const shstr name, int duration) 2557object::force_add (const shstr name, int duration)
2727{ 2558{
2728 if (object *force = force_find (name)) 2559 if (object *force = force_find (name))
2729 force->destroy (); 2560 force->destroy ();
2730 2561
2736 2567
2737 force->set_speed (duration ? 1.f / duration : 0.f); 2568 force->set_speed (duration ? 1.f / duration : 0.f);
2738 force->flag [FLAG_IS_USED_UP] = true; 2569 force->flag [FLAG_IS_USED_UP] = true;
2739 force->flag [FLAG_APPLIED] = true; 2570 force->flag [FLAG_APPLIED] = true;
2740 2571
2741 insert (force); 2572 return insert (force);
2742} 2573}
2743 2574
2744void 2575void
2745object::play_sound (faceidx sound) const 2576object::play_sound (faceidx sound)
2746{ 2577{
2747 if (!sound) 2578 if (!sound)
2748 return; 2579 return;
2749 2580
2750 if (flag [FLAG_REMOVED]) 2581 if (flag [FLAG_REMOVED])
2757 } 2588 }
2758 else 2589 else
2759 map->play_sound (sound, x, y); 2590 map->play_sound (sound, x, y);
2760} 2591}
2761 2592
2593void
2594object::make_noise ()
2595{
2596 // we do not model noise in the map, so instead put
2597 // a temporary light into the noise source
2598 // could use the map instead, but that's less reliable for our
2599 // goal, which is to make invisibility a bit harder to exploit
2600
2601 // currently only works sensibly for players
2602 if (!is_player ())
2603 return;
2604
2605 // find old force, or create new one
2606 object *force = force_find (shstr_noise_force);
2607
2608 if (force)
2609 force->speed = 1.f / 4; // patch old speed up
2610 else
2611 force_add (shstr_noise_force, 4);
2612}
2613

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