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Comparing deliantra/server/common/object.C (file contents):
Revision 1.126 by root, Mon Jan 29 15:36:25 2007 UTC vs.
Revision 1.206 by root, Tue Apr 15 14:21:04 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset> 36#include <bitset>
37 37
38int nrofallocobjects = 0; 38UUID UUID::cur;
39static UUID uuid; 39static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 40static const uint64 UUID_GAP = 1<<19;
41 41
42objectvec objects; 42objectvec objects;
43activevec actives; 43activevec actives;
44 44
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, 45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 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 49 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}; 50};
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, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -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 55 -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}; 56};
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, 57int maxfree[SIZEOFFREE] = {
58 0,
59 9, 10, 13, 14, 17, 18, 21, 22,
60 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 61 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}; 62};
54int freedir[SIZEOFFREE] = { 63int 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, 64 0,
65 1, 2, 3, 4, 5, 6, 7, 8,
66 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 67 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}; 68};
58 69
59static void 70static void
60write_uuid (void) 71write_uuid (uval64 skip, bool sync)
61{ 72{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
63 74 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 77 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} 78}
79 79
80static void 80static void
81read_uuid (void) 81read_uuid (void)
82{ 82{
83 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
84 84
85 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86 86
87 seq_next_save = 0;
88
87 FILE *fp; 89 FILE *fp;
88 90
89 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
90 { 92 {
91 if (errno == ENOENT) 93 if (errno == ENOENT)
92 { 94 {
93 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 96 UUID::cur.seq = 0;
95 write_uuid (); 97 write_uuid (UUID_GAP, true);
96 return; 98 return;
97 } 99 }
98 100
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 102 _exit (1);
101 } 103 }
102 104
103 int version; 105 UUID::BUF buf;
104 unsigned long long uid; 106 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
106 { 110 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 112 _exit (1);
109 } 113 }
110 114
111 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 116
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
114 fclose (fp); 118 fclose (fp);
115} 119}
116 120
117UUID 121UUID
118gen_uuid () 122UUID::gen ()
119{ 123{
120 UUID uid; 124 UUID uid;
121 125
122 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
123 127
124 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
126 134
127 return uid; 135 return uid;
128} 136}
129 137
130void 138void
131init_uuid () 139UUID::init ()
132{ 140{
133 read_uuid (); 141 read_uuid ();
134} 142}
135 143
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 144/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 145static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 146compare_ob_value_lists_one (const object *wants, const object *has)
139{ 147{
140 key_value *wants_field; 148 key_value *wants_field;
141 149
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 150 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
150 key_value *has_field; 158 key_value *has_field;
151 159
152 /* Look for a field in has with the same key. */ 160 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key); 161 has_field = get_ob_key_link (has, wants_field->key);
154 162
155 if (has_field == NULL) 163 if (!has_field)
156 {
157 /* No field with that name. */ 164 return 0; /* No field with that name. */
158 return FALSE;
159 }
160 165
161 /* Found the matching field. */ 166 /* Found the matching field. */
162 if (has_field->value != wants_field->value) 167 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */ 168 return 0; /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167 169
168 /* If we get here, we found a match. Now for the next field in wants. */ 170 /* If we get here, we found a match. Now for the next field in wants. */
169 } 171 }
170 172
171 /* If we get here, every field in wants has a matching field in has. */ 173 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 174 return 1;
173} 175}
174 176
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 177/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 178static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 179compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 180{
179 /* However, there may be fields in has which aren't partnered in wants, 181 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 182 * so we need to run the comparison *twice*. :(
181 */ 183 */
202 || ob1->speed != ob2->speed 204 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 205 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 206 || ob1->name != ob2->name)
205 return 0; 207 return 0;
206 208
207 //TODO: this ain't working well, use nicer and correct overflow check 209 /* Do not merge objects if nrof would overflow. First part checks
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 210 * for unsigned overflow (2c), second part checks wether the result
209 * value could not be stored in a sint32 (which unfortunately sometimes is 211 * would fit into a 32 bit signed int, which is often used to hold
210 * used to store nrof). 212 * nrof values.
211 */ 213 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31) 214 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
213 return 0; 215 return 0;
214 216
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 217 /* 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 218 * 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 219 * 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 220 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 221 * flags lose any meaning.
220 */ 222 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
249 || ob1->move_off != ob2->move_off 251 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 252 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 253 || ob1->move_slow_penalty != ob2->move_slow_penalty)
252 return 0; 254 return 0;
253 255
254 /* This is really a spellbook check - really, we should 256 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 257 * not merge objects with real inventories, as splitting them
258 * is hard.
256 */ 259 */
257 if (ob1->inv || ob2->inv) 260 if (ob1->inv || ob2->inv)
258 { 261 {
259 /* if one object has inventory but the other doesn't, not equiv */ 262 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 263 return 0; /* inventories differ in length */
261 return 0;
262 264
263 /* Now check to see if the two inventory objects could merge */ 265 if (ob1->inv->below || ob2->inv->below)
266 return 0; /* more than one object in inv */
267
264 if (!object::can_merge (ob1->inv, ob2->inv)) 268 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 269 return 0; /* inventory objects differ */
266 270
267 /* inventory ok - still need to check rest of this object to see 271 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 272 * if it is valid.
269 */ 273 */
270 } 274 }
289 if (ob1->level != ob2->level) 293 if (ob1->level != ob2->level)
290 return 0; 294 return 0;
291 break; 295 break;
292 } 296 }
293 297
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 298 if (ob1->key_values || ob2->key_values)
295 { 299 {
296 /* At least one of these has key_values. */ 300 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 301 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 302 /* One has fields, but the other one doesn't. */
299 return 0; 303 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 304 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 305 return 0;
302 } 306 }
303 307
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 308 if (ob1->self || ob2->self)
306 { 309 {
307 ob1->optimise (); 310 ob1->optimise ();
308 ob2->optimise (); 311 ob2->optimise ();
309 312
310 if (ob1->self || ob2->self) 313 if (ob1->self || ob2->self)
314 {
315 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
316 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
317
318 if (k1 != k2)
311 return 0; 319 return 0;
320 else if (k1 == 0)
321 return 1;
322 else if (!cfperl_can_merge (ob1, ob2))
323 return 0;
324 }
312 } 325 }
313 326
314 /* Everything passes, must be OK. */ 327 /* Everything passes, must be OK. */
315 return 1; 328 return 1;
316} 329}
324sum_weight (object *op) 337sum_weight (object *op)
325{ 338{
326 long sum; 339 long sum;
327 object *inv; 340 object *inv;
328 341
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 342 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 343 {
331 if (inv->inv) 344 if (inv->inv)
332 sum_weight (inv); 345 sum_weight (inv);
346
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 347 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 348 }
335 349
336 if (op->type == CONTAINER && op->stats.Str) 350 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 351 sum = (sum * (100 - op->stats.Str)) / 100;
357/* 371/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 373 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array. 374 * The result of the dump is stored in the static global errmsg array.
361 */ 375 */
362
363char * 376char *
364dump_object (object *op) 377dump_object (object *op)
365{ 378{
366 if (!op) 379 if (!op)
367 return strdup ("[NULLOBJ]"); 380 return strdup ("[NULLOBJ]");
368 381
369 object_freezer freezer; 382 object_freezer freezer;
370 save_object (freezer, op, 1); 383 op->write (freezer);
371 return freezer.as_string (); 384 return freezer.as_string ();
372} 385}
373 386
374/* 387/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 388 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 389 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 390 * If it's not a multi-object, it is returned.
378 */ 391 */
379
380object * 392object *
381get_nearest_part (object *op, const object *pl) 393get_nearest_part (object *op, const object *pl)
382{ 394{
383 object *tmp, *closest; 395 object *tmp, *closest;
384 int last_dist, i; 396 int last_dist, i;
420 break; 432 break;
421 433
422 return op; 434 return op;
423} 435}
424 436
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429}
430
431/* 437/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 438 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 439 * skill and experience objects.
440 * ACTUALLY NO! investigate! TODO
434 */ 441 */
435void 442void
436object::set_owner (object *owner) 443object::set_owner (object *owner)
437{ 444{
445 // allow objects which own objects
438 if (!owner) 446 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) 447 while (owner->owner)
449 owner = owner->owner; 448 owner = owner->owner;
449
450 if (flag [FLAG_FREED])
451 {
452 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
453 return;
454 }
450 455
451 this->owner = owner; 456 this->owner = owner;
457}
458
459int
460object::slottype () const
461{
462 if (type == SKILL)
463 {
464 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
465 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
466 }
467 else
468 {
469 if (slot [body_combat].info) return slot_combat;
470 if (slot [body_range ].info) return slot_ranged;
471 }
472
473 return slot_none;
474}
475
476bool
477object::change_weapon (object *ob)
478{
479 if (current_weapon == ob)
480 return true;
481
482 if (chosen_skill)
483 chosen_skill->flag [FLAG_APPLIED] = false;
484
485 current_weapon = ob;
486 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
487
488 if (chosen_skill)
489 chosen_skill->flag [FLAG_APPLIED] = true;
490
491 update_stats ();
492
493 if (ob)
494 {
495 // now check wether any body locations became invalid, in which case
496 // we cannot apply the weapon at the moment.
497 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
498 if (slot[i].used < 0)
499 {
500 current_weapon = chosen_skill = 0;
501 update_stats ();
502
503 new_draw_info_format (NDI_UNIQUE, 0, this,
504 "You try to balance all your items at once, "
505 "but the %s is just too much for your body. "
506 "[You need to unapply some items first.]", &ob->name);
507 return false;
508 }
509
510 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
511 }
512 else
513 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
514
515 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
516 {
517 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
518 &name, ob->debug_desc ());
519 return false;
520 }
521
522 return true;
452} 523}
453 524
454/* Zero the key_values on op, decrementing the shared-string 525/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 526 * refcounts and freeing the links.
456 */ 527 */
457static void 528static void
458free_key_values (object *op) 529free_key_values (object *op)
459{ 530{
460 for (key_value *i = op->key_values; i != 0;) 531 for (key_value *i = op->key_values; i; )
461 { 532 {
462 key_value *next = i->next; 533 key_value *next = i->next;
463 delete i; 534 delete i;
464 535
465 i = next; 536 i = next;
466 } 537 }
467 538
468 op->key_values = 0; 539 op->key_values = 0;
469} 540}
470 541
471/* 542object &
472 * copy_to first frees everything allocated by the dst object, 543object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 544{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 545 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 546 bool is_removed = flag [FLAG_REMOVED];
484 547
485 *(object_copy *)dst = *this; 548 *(object_copy *)this = src;
486 549
487 if (is_freed) 550 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 551 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - rndm ();
495 552
496 /* Copy over key_values, if any. */ 553 /* Copy over key_values, if any. */
497 if (key_values) 554 if (src.key_values)
498 { 555 {
499 key_value *tail = 0; 556 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 557 key_values = 0;
503 558
504 for (i = key_values; i; i = i->next) 559 for (key_value *i = src.key_values; i; i = i->next)
505 { 560 {
506 key_value *new_link = new key_value; 561 key_value *new_link = new key_value;
507 562
508 new_link->next = 0; 563 new_link->next = 0;
509 new_link->key = i->key; 564 new_link->key = i->key;
510 new_link->value = i->value; 565 new_link->value = i->value;
511 566
512 /* Try and be clever here, too. */ 567 /* Try and be clever here, too. */
513 if (!dst->key_values) 568 if (!key_values)
514 { 569 {
515 dst->key_values = new_link; 570 key_values = new_link;
516 tail = new_link; 571 tail = new_link;
517 } 572 }
518 else 573 else
519 { 574 {
520 tail->next = new_link; 575 tail->next = new_link;
521 tail = new_link; 576 tail = new_link;
522 } 577 }
523 } 578 }
524 } 579 }
580}
581
582/*
583 * copy_to first frees everything allocated by the dst object,
584 * and then copies the contents of itself into the second
585 * object, allocating what needs to be allocated. Basically, any
586 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
587 * if the first object is freed, the pointers in the new object
588 * will point at garbage.
589 */
590void
591object::copy_to (object *dst)
592{
593 *dst = *this;
594
595 if (speed < 0)
596 dst->speed_left -= rndm ();
525 597
526 dst->set_speed (dst->speed); 598 dst->set_speed (dst->speed);
599}
600
601void
602object::instantiate ()
603{
604 if (!uuid.seq) // HACK
605 uuid = UUID::gen ();
606
607 speed_left = -0.1f;
608 /* copy the body_info to the body_used - this is only really
609 * need for monsters, but doesn't hurt to do it for everything.
610 * by doing so, when a monster is created, it has good starting
611 * values for the body_used info, so when items are created
612 * for it, they can be properly equipped.
613 */
614 for (int i = NUM_BODY_LOCATIONS; i--; )
615 slot[i].used = slot[i].info;
616
617 attachable::instantiate ();
527} 618}
528 619
529object * 620object *
530object::clone () 621object::clone ()
531{ 622{
589 * UP_OBJ_FACE: only the objects face has changed. 680 * UP_OBJ_FACE: only the objects face has changed.
590 */ 681 */
591void 682void
592update_object (object *op, int action) 683update_object (object *op, int action)
593{ 684{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 685 if (op == NULL)
597 { 686 {
598 /* this should never happen */ 687 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 688 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 689 return;
680static int object_count; 769static int object_count;
681 770
682void object::link () 771void object::link ()
683{ 772{
684 assert (!index);//D 773 assert (!index);//D
685 uuid = gen_uuid (); 774 uuid = UUID::gen ();
686 count = ++object_count; 775 count = ++object_count;
687 776
688 refcnt_inc (); 777 refcnt_inc ();
689 objects.insert (this); 778 objects.insert (this);
690} 779}
774 * if some form of movement is allowed, let objects 863 * if some form of movement is allowed, let objects
775 * drop on that space. 864 * drop on that space.
776 */ 865 */
777 if (!drop_to_ground 866 if (!drop_to_ground
778 || !map 867 || !map
779 || map->in_memory != MAP_IN_MEMORY 868 || map->in_memory != MAP_ACTIVE
780 || map->nodrop 869 || map->nodrop
781 || ms ().move_block == MOVE_ALL) 870 || ms ().move_block == MOVE_ALL)
782 { 871 {
783 while (inv) 872 while (inv)
784 { 873 {
819 908
820 if (flag [FLAG_IS_LINKED]) 909 if (flag [FLAG_IS_LINKED])
821 remove_button_link (this); 910 remove_button_link (this);
822 911
823 if (flag [FLAG_FRIENDLY]) 912 if (flag [FLAG_FRIENDLY])
824 {
825 remove_friendly_object (this); 913 remove_friendly_object (this);
826
827 if (type == GOLEM
828 && owner
829 && owner->type == PLAYER
830 && owner->contr->ranges[range_golem] == this)
831 owner->contr->ranges[range_golem] = 0;
832 }
833 914
834 if (!flag [FLAG_REMOVED]) 915 if (!flag [FLAG_REMOVED])
835 remove (); 916 remove ();
836 917
837 destroy_inv (true); 918 destroy_inv (true);
847 928
848 if (!freed_map) 929 if (!freed_map)
849 { 930 {
850 freed_map = new maptile; 931 freed_map = new maptile;
851 932
933 freed_map->path = "<freed objects map>";
852 freed_map->name = "/internal/freed_objects_map"; 934 freed_map->name = "/internal/freed_objects_map";
853 freed_map->width = 3; 935 freed_map->width = 3;
854 freed_map->height = 3; 936 freed_map->height = 3;
937 freed_map->nodrop = 1;
855 938
856 freed_map->alloc (); 939 freed_map->alloc ();
857 freed_map->in_memory = MAP_IN_MEMORY; 940 freed_map->in_memory = MAP_ACTIVE;
858 } 941 }
859 942
860 map = freed_map; 943 map = freed_map;
861 x = 1; 944 x = 1;
862 y = 1; 945 y = 1;
863 } 946 }
864 947
865 head = 0;
866
867 if (more) 948 if (more)
868 { 949 {
869 more->destroy (); 950 more->destroy ();
870 more = 0; 951 more = 0;
871 } 952 }
872 953
954 head = 0;
955
873 // clear those pointers that likely might have circular references to us 956 // clear those pointers that likely might cause circular references
874 owner = 0; 957 owner = 0;
875 enemy = 0; 958 enemy = 0;
876 attacked_by = 0; 959 attacked_by = 0;
960 current_weapon = 0;
877} 961}
878 962
879void 963void
880object::destroy (bool destroy_inventory) 964object::destroy (bool destroy_inventory)
881{ 965{
882 if (destroyed ()) 966 if (destroyed ())
883 return; 967 return;
884 968
885 if (destroy_inventory) 969 if (destroy_inventory)
886 destroy_inv (false); 970 destroy_inv (false);
971
972 if (is_head ())
973 if (sound_destroy)
974 play_sound (sound_destroy);
975 else if (flag [FLAG_MONSTER])
976 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
887 977
888 attachable::destroy (); 978 attachable::destroy ();
889} 979}
890 980
891/* 981/*
911 * object will have no environment. If the object previously had an 1001 * object will have no environment. If the object previously had an
912 * environment, the x and y coordinates will be updated to 1002 * environment, the x and y coordinates will be updated to
913 * the previous environment. 1003 * the previous environment.
914 */ 1004 */
915void 1005void
916object::remove_slow () 1006object::do_remove ()
917{ 1007{
918 object *tmp, *last = 0; 1008 object *tmp, *last = 0;
919 object *otmp; 1009 object *otmp;
920 1010
921 if (QUERY_FLAG (this, FLAG_REMOVED)) 1011 if (QUERY_FLAG (this, FLAG_REMOVED))
964 } 1054 }
965 else if (map) 1055 else if (map)
966 { 1056 {
967 if (type == PLAYER) 1057 if (type == PLAYER)
968 { 1058 {
1059 // leaving a spot always closes any open container on the ground
1060 if (container && !container->env)
1061 // this causes spurious floorbox updates, but it ensures
1062 // that the CLOSE event is being sent.
1063 close_container ();
1064
969 --map->players; 1065 --map->players;
970 map->touch (); 1066 map->touch ();
971 } 1067 }
972 1068
973 map->dirty = true; 1069 map->dirty = true;
1000 if (map->in_memory == MAP_SAVING) 1096 if (map->in_memory == MAP_SAVING)
1001 return; 1097 return;
1002 1098
1003 int check_walk_off = !flag [FLAG_NO_APPLY]; 1099 int check_walk_off = !flag [FLAG_NO_APPLY];
1004 1100
1101 if (object *pl = ms.player ())
1102 {
1103 if (pl->container == this)
1104 /* If a container that the player is currently using somehow gets
1105 * removed (most likely destroyed), update the player view
1106 * appropriately.
1107 */
1108 pl->close_container ();
1109
1110 pl->contr->ns->floorbox_update ();
1111 }
1112
1005 for (tmp = ms.bot; tmp; tmp = tmp->above) 1113 for (tmp = ms.bot; tmp; tmp = tmp->above)
1006 { 1114 {
1007 /* No point updating the players look faces if he is the object 1115 /* No point updating the players look faces if he is the object
1008 * being removed. 1116 * being removed.
1009 */ 1117 */
1010
1011 if (tmp->type == PLAYER && tmp != this)
1012 {
1013 /* If a container that the player is currently using somehow gets
1014 * removed (most likely destroyed), update the player view
1015 * appropriately.
1016 */
1017 if (tmp->container == this)
1018 {
1019 flag [FLAG_APPLIED] = 0;
1020 tmp->container = 0;
1021 }
1022
1023 if (tmp->contr->ns)
1024 tmp->contr->ns->floorbox_update ();
1025 }
1026 1118
1027 /* See if object moving off should effect something */ 1119 /* See if object moving off should effect something */
1028 if (check_walk_off 1120 if (check_walk_off
1029 && ((move_type & tmp->move_off) 1121 && ((move_type & tmp->move_off)
1030 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1122 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1033 1125
1034 if (destroyed ()) 1126 if (destroyed ())
1035 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1127 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1036 } 1128 }
1037 1129
1038 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1039 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1040 if (tmp->above == tmp)
1041 tmp->above = 0;
1042
1043 last = tmp; 1130 last = tmp;
1044 } 1131 }
1045 1132
1046 /* last == NULL if there are no objects on this space */ 1133 /* last == NULL if there are no objects on this space */
1047 //TODO: this makes little sense, why only update the topmost object? 1134 //TODO: this makes little sense, why only update the topmost object?
1067merge_ob (object *op, object *top) 1154merge_ob (object *op, object *top)
1068{ 1155{
1069 if (!op->nrof) 1156 if (!op->nrof)
1070 return 0; 1157 return 0;
1071 1158
1072 if (top) 1159 if (!top)
1073 for (top = op; top && top->above; top = top->above) 1160 for (top = op; top && top->above; top = top->above)
1074 ; 1161 ;
1075 1162
1076 for (; top; top = top->below) 1163 for (; top; top = top->below)
1077 { 1164 {
1090 } 1177 }
1091 1178
1092 return 0; 1179 return 0;
1093} 1180}
1094 1181
1182void
1183object::expand_tail ()
1184{
1185 if (more)
1186 return;
1187
1188 object *prev = this;
1189
1190 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1191 {
1192 object *op = arch_to_object (at);
1193
1194 op->name = name;
1195 op->name_pl = name_pl;
1196 op->title = title;
1197
1198 op->head = this;
1199 prev->more = op;
1200
1201 prev = op;
1202 }
1203}
1204
1095/* 1205/*
1096 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1206 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1097 * job preparing multi-part monsters. 1207 * job preparing multi-part monsters.
1098 */ 1208 */
1099object * 1209object *
1100insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1210insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1101{ 1211{
1102 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1212 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1103 { 1213 {
1104 tmp->x = x + tmp->arch->clone.x; 1214 tmp->x = x + tmp->arch->x;
1105 tmp->y = y + tmp->arch->clone.y; 1215 tmp->y = y + tmp->arch->y;
1106 } 1216 }
1107 1217
1108 return insert_ob_in_map (op, m, originator, flag); 1218 return insert_ob_in_map (op, m, originator, flag);
1109} 1219}
1110 1220
1129 * just 'op' otherwise 1239 * just 'op' otherwise
1130 */ 1240 */
1131object * 1241object *
1132insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1242insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1133{ 1243{
1244 assert (!op->flag [FLAG_FREED]);
1245
1134 object *tmp, *top, *floor = NULL; 1246 object *top, *floor = NULL;
1135
1136 if (QUERY_FLAG (op, FLAG_FREED))
1137 {
1138 LOG (llevError, "Trying to insert freed object!\n");
1139 return NULL;
1140 }
1141
1142 if (!QUERY_FLAG (op, FLAG_REMOVED))
1143 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1144 1247
1145 op->remove (); 1248 op->remove ();
1146
1147 if (!m)
1148 {
1149 char *dump = dump_object (op);
1150 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1151 free (dump);
1152 return op;
1153 }
1154
1155 if (out_of_map (m, op->x, op->y))
1156 {
1157 char *dump = dump_object (op);
1158 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1159#ifdef MANY_CORES
1160 /* Better to catch this here, as otherwise the next use of this object
1161 * is likely to cause a crash. Better to find out where it is getting
1162 * improperly inserted.
1163 */
1164 abort ();
1165#endif
1166 free (dump);
1167 return op;
1168 }
1169
1170 if (object *more = op->more)
1171 {
1172 if (!insert_ob_in_map (more, m, originator, flag))
1173 {
1174 if (!op->head)
1175 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1176
1177 return 0;
1178 }
1179 }
1180
1181 CLEAR_FLAG (op, FLAG_REMOVED);
1182 1249
1183 /* Ideally, the caller figures this out. However, it complicates a lot 1250 /* Ideally, the caller figures this out. However, it complicates a lot
1184 * of areas of callers (eg, anything that uses find_free_spot would now 1251 * of areas of callers (eg, anything that uses find_free_spot would now
1185 * need extra work 1252 * need extra work
1186 */ 1253 */
1187 if (!xy_normalise (m, op->x, op->y)) 1254 if (!xy_normalise (m, op->x, op->y))
1255 {
1256 op->destroy ();
1188 return 0; 1257 return 0;
1258 }
1259
1260 if (object *more = op->more)
1261 if (!insert_ob_in_map (more, m, originator, flag))
1262 return 0;
1263
1264 CLEAR_FLAG (op, FLAG_REMOVED);
1189 1265
1190 op->map = m; 1266 op->map = m;
1191 mapspace &ms = op->ms (); 1267 mapspace &ms = op->ms ();
1192 1268
1193 /* this has to be done after we translate the coordinates. 1269 /* this has to be done after we translate the coordinates.
1194 */ 1270 */
1195 if (op->nrof && !(flag & INS_NO_MERGE)) 1271 if (op->nrof && !(flag & INS_NO_MERGE))
1196 for (tmp = ms.bot; tmp; tmp = tmp->above) 1272 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1197 if (object::can_merge (op, tmp)) 1273 if (object::can_merge (op, tmp))
1198 { 1274 {
1199 op->nrof += tmp->nrof; 1275 op->nrof += tmp->nrof;
1200 tmp->destroy (); 1276 tmp->destroy ();
1201 } 1277 }
1228 else 1304 else
1229 { 1305 {
1230 top = ms.bot; 1306 top = ms.bot;
1231 1307
1232 /* If there are other objects, then */ 1308 /* If there are other objects, then */
1233 if ((!(flag & INS_MAP_LOAD)) && top) 1309 if (top)
1234 { 1310 {
1235 object *last = 0; 1311 object *last = 0;
1236 1312
1237 /* 1313 /*
1238 * If there are multiple objects on this space, we do some trickier handling. 1314 * If there are multiple objects on this space, we do some trickier handling.
1268 * looks like instead of lots of conditions here. 1344 * looks like instead of lots of conditions here.
1269 * makes things faster, and effectively the same result. 1345 * makes things faster, and effectively the same result.
1270 */ 1346 */
1271 1347
1272 /* Have object 'fall below' other objects that block view. 1348 /* Have object 'fall below' other objects that block view.
1273 * Unless those objects are exits, type 66 1349 * Unless those objects are exits.
1274 * If INS_ON_TOP is used, don't do this processing 1350 * If INS_ON_TOP is used, don't do this processing
1275 * Need to find the object that in fact blocks view, otherwise 1351 * Need to find the object that in fact blocks view, otherwise
1276 * stacking is a bit odd. 1352 * stacking is a bit odd.
1277 */ 1353 */
1278 if (!(flag & INS_ON_TOP) 1354 if (!(flag & INS_ON_TOP)
1279 && ms.flags () & P_BLOCKSVIEW 1355 && ms.flags () & P_BLOCKSVIEW
1280 && (op->face && !op->face->visibility)) 1356 && (op->face && !faces [op->face].visibility))
1281 { 1357 {
1282 for (last = top; last != floor; last = last->below) 1358 for (last = top; last != floor; last = last->below)
1283 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1359 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1284 break; 1360 break;
1285 1361
1291 if (last && last->below && last != floor) 1367 if (last && last->below && last != floor)
1292 top = last->below; 1368 top = last->below;
1293 } 1369 }
1294 } /* If objects on this space */ 1370 } /* If objects on this space */
1295 1371
1296 if (flag & INS_MAP_LOAD)
1297 top = ms.top;
1298
1299 if (flag & INS_ABOVE_FLOOR_ONLY) 1372 if (flag & INS_ABOVE_FLOOR_ONLY)
1300 top = floor; 1373 top = floor;
1301 1374
1302 /* Top is the object that our object (op) is going to get inserted above. 1375 /* Top is the object that our object (op) is going to get inserted above.
1303 */ 1376 */
1335 op->map->touch (); 1408 op->map->touch ();
1336 } 1409 }
1337 1410
1338 op->map->dirty = true; 1411 op->map->dirty = true;
1339 1412
1340 /* If we have a floor, we know the player, if any, will be above
1341 * it, so save a few ticks and start from there.
1342 */
1343 if (!(flag & INS_MAP_LOAD))
1344 if (object *pl = ms.player ()) 1413 if (object *pl = ms.player ())
1345 if (pl->contr->ns)
1346 pl->contr->ns->floorbox_update (); 1414 pl->contr->ns->floorbox_update ();
1347 1415
1348 /* If this object glows, it may affect lighting conditions that are 1416 /* If this object glows, it may affect lighting conditions that are
1349 * visible to others on this map. But update_all_los is really 1417 * visible to others on this map. But update_all_los is really
1350 * an inefficient way to do this, as it means los for all players 1418 * an inefficient way to do this, as it means los for all players
1351 * on the map will get recalculated. The players could very well 1419 * on the map will get recalculated. The players could very well
1370 * blocked() and wall() work properly), and these flags are updated by 1438 * blocked() and wall() work properly), and these flags are updated by
1371 * update_object(). 1439 * update_object().
1372 */ 1440 */
1373 1441
1374 /* if this is not the head or flag has been passed, don't check walk on status */ 1442 /* if this is not the head or flag has been passed, don't check walk on status */
1375 if (!(flag & INS_NO_WALK_ON) && !op->head) 1443 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1376 { 1444 {
1377 if (check_move_on (op, originator)) 1445 if (check_move_on (op, originator))
1378 return 0; 1446 return 0;
1379 1447
1380 /* If we are a multi part object, lets work our way through the check 1448 /* If we are a multi part object, lets work our way through the check
1381 * walk on's. 1449 * walk on's.
1382 */ 1450 */
1383 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1451 for (object *tmp = op->more; tmp; tmp = tmp->more)
1384 if (check_move_on (tmp, originator)) 1452 if (check_move_on (tmp, originator))
1385 return 0; 1453 return 0;
1386 } 1454 }
1387 1455
1388 return op; 1456 return op;
1398 object *tmp, *tmp1; 1466 object *tmp, *tmp1;
1399 1467
1400 /* first search for itself and remove any old instances */ 1468 /* first search for itself and remove any old instances */
1401 1469
1402 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1470 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1403 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1471 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1404 tmp->destroy (); 1472 tmp->destroy ();
1405 1473
1406 tmp1 = arch_to_object (archetype::find (arch_string)); 1474 tmp1 = arch_to_object (archetype::find (arch_string));
1407 1475
1408 tmp1->x = op->x; 1476 tmp1->x = op->x;
1411} 1479}
1412 1480
1413object * 1481object *
1414object::insert_at (object *where, object *originator, int flags) 1482object::insert_at (object *where, object *originator, int flags)
1415{ 1483{
1484 if (where->env)
1485 return where->env->insert (this);
1486 else
1416 where->map->insert (this, where->x, where->y, originator, flags); 1487 return where->map->insert (this, where->x, where->y, originator, flags);
1417} 1488}
1418 1489
1419/* 1490/*
1420 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1491 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1421 * is returned contains nr objects, and the remaining parts contains 1492 * is returned contains nr objects, and the remaining parts contains
1441 orig_ob->destroy (1); 1512 orig_ob->destroy (1);
1442 else if (!is_removed) 1513 else if (!is_removed)
1443 { 1514 {
1444 if (orig_ob->env != NULL) 1515 if (orig_ob->env != NULL)
1445 sub_weight (orig_ob->env, orig_ob->weight * nr); 1516 sub_weight (orig_ob->env, orig_ob->weight * nr);
1446 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1517 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_ACTIVE)
1447 { 1518 {
1448 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1519 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1449 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1520 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1450 return NULL; 1521 return NULL;
1451 } 1522 }
1461 * 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
1462 * is subsequently removed and freed. 1533 * is subsequently removed and freed.
1463 * 1534 *
1464 * 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
1465 */ 1536 */
1466
1467object * 1537object *
1468decrease_ob_nr (object *op, uint32 i) 1538decrease_ob_nr (object *op, uint32 i)
1469{ 1539{
1470 object *tmp; 1540 object *tmp;
1471 1541
1546 1616
1547/* 1617/*
1548 * add_weight(object, weight) adds the specified weight to an object, 1618 * add_weight(object, weight) adds the specified weight to an object,
1549 * and also updates how much the environment(s) is/are carrying. 1619 * and also updates how much the environment(s) is/are carrying.
1550 */ 1620 */
1551
1552void 1621void
1553add_weight (object *op, signed long weight) 1622add_weight (object *op, signed long weight)
1554{ 1623{
1555 while (op != NULL) 1624 while (op != NULL)
1556 { 1625 {
1571 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1640 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1572 free (dump); 1641 free (dump);
1573 return op; 1642 return op;
1574 } 1643 }
1575 1644
1576 if (where->head) 1645 if (where->head_ () != where)
1577 { 1646 {
1578 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1647 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1579 where = where->head; 1648 where = where->head;
1580 } 1649 }
1581 1650
1582 return where->insert (op); 1651 return where->insert (op);
1583} 1652}
1588 * inside the object environment. 1657 * inside the object environment.
1589 * 1658 *
1590 * The function returns now pointer to inserted item, and return value can 1659 * The function returns now pointer to inserted item, and return value can
1591 * be != op, if items are merged. -Tero 1660 * be != op, if items are merged. -Tero
1592 */ 1661 */
1593
1594object * 1662object *
1595object::insert (object *op) 1663object::insert (object *op)
1596{ 1664{
1597 object *tmp, *otmp;
1598
1599 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1665 if (!QUERY_FLAG (op, FLAG_REMOVED))
1600 op->remove (); 1666 op->remove ();
1601 1667
1602 if (op->more) 1668 if (op->more)
1603 { 1669 {
1605 return op; 1671 return op;
1606 } 1672 }
1607 1673
1608 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1674 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1609 CLEAR_FLAG (op, FLAG_REMOVED); 1675 CLEAR_FLAG (op, FLAG_REMOVED);
1676
1610 if (op->nrof) 1677 if (op->nrof)
1611 { 1678 {
1612 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1679 for (object *tmp = inv; tmp; tmp = tmp->below)
1613 if (object::can_merge (tmp, op)) 1680 if (object::can_merge (tmp, op))
1614 { 1681 {
1615 /* return the original object and remove inserted object 1682 /* return the original object and remove inserted object
1616 (client needs the original object) */ 1683 (client needs the original object) */
1617 tmp->nrof += op->nrof; 1684 tmp->nrof += op->nrof;
1636 add_weight (this, op->weight * op->nrof); 1703 add_weight (this, op->weight * op->nrof);
1637 } 1704 }
1638 else 1705 else
1639 add_weight (this, (op->weight + op->carrying)); 1706 add_weight (this, (op->weight + op->carrying));
1640 1707
1641 otmp = this->in_player (); 1708 if (object *otmp = this->in_player ())
1642 if (otmp && otmp->contr)
1643 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1709 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1644 otmp->update_stats (); 1710 otmp->update_stats ();
1645 1711
1712 op->owner = 0; // its his/hers now. period.
1646 op->map = 0; 1713 op->map = 0;
1647 op->env = this; 1714 op->env = this;
1648 op->above = 0; 1715 op->above = 0;
1649 op->below = 0; 1716 op->below = 0;
1650 op->x = 0, op->y = 0; 1717 op->x = op->y = 0;
1651 1718
1652 /* reset the light list and los of the players on the map */ 1719 /* reset the light list and los of the players on the map */
1653 if ((op->glow_radius != 0) && map) 1720 if (op->glow_radius && map)
1654 { 1721 {
1655#ifdef DEBUG_LIGHTS 1722#ifdef DEBUG_LIGHTS
1656 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1723 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1657#endif /* DEBUG_LIGHTS */ 1724#endif /* DEBUG_LIGHTS */
1658 if (map->darkness) 1725 if (map->darkness)
1892 * activate recursively a flag on an object inventory 1959 * activate recursively a flag on an object inventory
1893 */ 1960 */
1894void 1961void
1895flag_inv (object *op, int flag) 1962flag_inv (object *op, int flag)
1896{ 1963{
1897 if (op->inv)
1898 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1899 { 1965 {
1900 SET_FLAG (tmp, flag); 1966 SET_FLAG (tmp, flag);
1901 flag_inv (tmp, flag); 1967 flag_inv (tmp, flag);
1902 } 1968 }
1903} 1969}
1904 1970
1905/* 1971/*
1906 * deactivate recursively a flag on an object inventory 1972 * deactivate recursively a flag on an object inventory
1907 */ 1973 */
1908void 1974void
1909unflag_inv (object *op, int flag) 1975unflag_inv (object *op, int flag)
1910{ 1976{
1911 if (op->inv)
1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1913 { 1978 {
1914 CLEAR_FLAG (tmp, flag); 1979 CLEAR_FLAG (tmp, flag);
1915 unflag_inv (tmp, flag); 1980 unflag_inv (tmp, flag);
1916 } 1981 }
1917}
1918
1919/*
1920 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1921 * all it's inventory (recursively).
1922 * If checksums are used, a player will get set_cheat called for
1923 * him/her-self and all object carried by a call to this function.
1924 */
1925void
1926set_cheat (object *op)
1927{
1928 SET_FLAG (op, FLAG_WAS_WIZ);
1929 flag_inv (op, FLAG_WAS_WIZ);
1930} 1982}
1931 1983
1932/* 1984/*
1933 * find_free_spot(object, map, x, y, start, stop) will search for 1985 * find_free_spot(object, map, x, y, start, stop) will search for
1934 * a spot at the given map and coordinates which will be able to contain 1986 * a spot at the given map and coordinates which will be able to contain
1936 * to search (see the freearr_x/y[] definition). 1988 * to search (see the freearr_x/y[] definition).
1937 * It returns a random choice among the alternatives found. 1989 * It returns a random choice among the alternatives found.
1938 * start and stop are where to start relative to the free_arr array (1,9 1990 * start and stop are where to start relative to the free_arr array (1,9
1939 * does all 4 immediate directions). This returns the index into the 1991 * does all 4 immediate directions). This returns the index into the
1940 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1992 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1941 * Note - this only checks to see if there is space for the head of the
1942 * object - if it is a multispace object, this should be called for all
1943 * pieces.
1944 * Note2: This function does correctly handle tiled maps, but does not 1993 * Note: This function does correctly handle tiled maps, but does not
1945 * inform the caller. However, insert_ob_in_map will update as 1994 * inform the caller. However, insert_ob_in_map will update as
1946 * necessary, so the caller shouldn't need to do any special work. 1995 * necessary, so the caller shouldn't need to do any special work.
1947 * Note - updated to take an object instead of archetype - this is necessary 1996 * Note - updated to take an object instead of archetype - this is necessary
1948 * because arch_blocked (now ob_blocked) needs to know the movement type 1997 * because arch_blocked (now ob_blocked) needs to know the movement type
1949 * to know if the space in question will block the object. We can't use 1998 * to know if the space in question will block the object. We can't use
1951 * customized, changed states, etc. 2000 * customized, changed states, etc.
1952 */ 2001 */
1953int 2002int
1954find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2003find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1955{ 2004{
2005 int altern[SIZEOFFREE];
1956 int index = 0, flag; 2006 int index = 0, flag;
1957 int altern[SIZEOFFREE];
1958 2007
1959 for (int i = start; i < stop; i++) 2008 for (int i = start; i < stop; i++)
1960 { 2009 {
1961 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2010 mapxy pos (m, x, y); pos.move (i);
1962 if (!flag) 2011
2012 if (!pos.normalise ())
2013 continue;
2014
2015 mapspace &ms = *pos;
2016
2017 if (ms.flags () & P_IS_ALIVE)
2018 continue;
2019
2020 /* However, often
2021 * ob doesn't have any move type (when used to place exits)
2022 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2023 */
2024 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2025 {
1963 altern [index++] = i; 2026 altern [index++] = i;
2027 continue;
2028 }
1964 2029
1965 /* Basically, if we find a wall on a space, we cut down the search size. 2030 /* Basically, if we find a wall on a space, we cut down the search size.
1966 * In this way, we won't return spaces that are on another side of a wall. 2031 * In this way, we won't return spaces that are on another side of a wall.
1967 * This mostly work, but it cuts down the search size in all directions - 2032 * This mostly work, but it cuts down the search size in all directions -
1968 * if the space being examined only has a wall to the north and empty 2033 * if the space being examined only has a wall to the north and empty
1969 * spaces in all the other directions, this will reduce the search space 2034 * spaces in all the other directions, this will reduce the search space
1970 * to only the spaces immediately surrounding the target area, and 2035 * to only the spaces immediately surrounding the target area, and
1971 * won't look 2 spaces south of the target space. 2036 * won't look 2 spaces south of the target space.
1972 */ 2037 */
1973 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2038 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2039 {
1974 stop = maxfree[i]; 2040 stop = maxfree[i];
2041 continue;
2042 }
2043
2044 /* Note it is intentional that we check ob - the movement type of the
2045 * head of the object should correspond for the entire object.
2046 */
2047 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2048 continue;
2049
2050 if (ob->blocked (m, pos.x, pos.y))
2051 continue;
2052
2053 altern [index++] = i;
1975 } 2054 }
1976 2055
1977 if (!index) 2056 if (!index)
1978 return -1; 2057 return -1;
1979 2058
1988 */ 2067 */
1989int 2068int
1990find_first_free_spot (const object *ob, maptile *m, int x, int y) 2069find_first_free_spot (const object *ob, maptile *m, int x, int y)
1991{ 2070{
1992 for (int i = 0; i < SIZEOFFREE; i++) 2071 for (int i = 0; i < SIZEOFFREE; i++)
1993 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2072 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
1994 return i; 2073 return i;
1995 2074
1996 return -1; 2075 return -1;
1997} 2076}
1998 2077
2052 object *tmp; 2131 object *tmp;
2053 maptile *mp; 2132 maptile *mp;
2054 2133
2055 MoveType blocked, move_type; 2134 MoveType blocked, move_type;
2056 2135
2057 if (exclude && exclude->head) 2136 if (exclude && exclude->head_ () != exclude)
2058 { 2137 {
2059 exclude = exclude->head; 2138 exclude = exclude->head;
2060 move_type = exclude->move_type; 2139 move_type = exclude->move_type;
2061 } 2140 }
2062 else 2141 else
2085 max = maxfree[i]; 2164 max = maxfree[i];
2086 else if (mflags & P_IS_ALIVE) 2165 else if (mflags & P_IS_ALIVE)
2087 { 2166 {
2088 for (tmp = ms.bot; tmp; tmp = tmp->above) 2167 for (tmp = ms.bot; tmp; tmp = tmp->above)
2089 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2168 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2090 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2169 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2091 break; 2170 break;
2092 2171
2093 if (tmp) 2172 if (tmp)
2094 return freedir[i]; 2173 return freedir[i];
2095 } 2174 }
2275 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2354 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2276 * core dumps if they do. 2355 * core dumps if they do.
2277 * 2356 *
2278 * Add a check so we can't pick up invisible objects (0.93.8) 2357 * Add a check so we can't pick up invisible objects (0.93.8)
2279 */ 2358 */
2280
2281int 2359int
2282can_pick (const object *who, const object *item) 2360can_pick (const object *who, const object *item)
2283{ 2361{
2284 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2285 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2290 * create clone from object to another 2368 * create clone from object to another
2291 */ 2369 */
2292object * 2370object *
2293object_create_clone (object *asrc) 2371object_create_clone (object *asrc)
2294{ 2372{
2295 object *dst = 0, *tmp, *src, *part, *prev, *item; 2373 object *dst = 0, *tmp, *src, *prev, *item;
2296 2374
2297 if (!asrc) 2375 if (!asrc)
2298 return 0; 2376 return 0;
2299 2377
2300 src = asrc;
2301 if (src->head)
2302 src = src->head; 2378 src = asrc->head_ ();
2303 2379
2304 prev = 0; 2380 prev = 0;
2305 for (part = src; part; part = part->more) 2381 for (object *part = src; part; part = part->more)
2306 { 2382 {
2307 tmp = part->clone (); 2383 tmp = part->clone ();
2308 tmp->x -= src->x; 2384 tmp->x -= src->x;
2309 tmp->y -= src->y; 2385 tmp->y -= src->y;
2310 2386
2326 2402
2327 for (item = src->inv; item; item = item->below) 2403 for (item = src->inv; item; item = item->below)
2328 insert_ob_in_ob (object_create_clone (item), dst); 2404 insert_ob_in_ob (object_create_clone (item), dst);
2329 2405
2330 return dst; 2406 return dst;
2331}
2332
2333/* GROS - Creates an object using a string representing its content. */
2334/* Basically, we save the content of the string to a temp file, then call */
2335/* load_object on it. I admit it is a highly inefficient way to make things, */
2336/* but it was simple to make and allows reusing the load_object function. */
2337/* Remember not to use load_object_str in a time-critical situation. */
2338/* Also remember that multiparts objects are not supported for now. */
2339object *
2340load_object_str (const char *obstr)
2341{
2342 object *op;
2343 char filename[MAX_BUF];
2344
2345 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2346
2347 FILE *tempfile = fopen (filename, "w");
2348
2349 if (tempfile == NULL)
2350 {
2351 LOG (llevError, "Error - Unable to access load object temp file\n");
2352 return NULL;
2353 }
2354
2355 fprintf (tempfile, obstr);
2356 fclose (tempfile);
2357
2358 op = object::create ();
2359
2360 object_thawer thawer (filename);
2361
2362 if (thawer)
2363 load_object (thawer, op, 0);
2364
2365 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2366 CLEAR_FLAG (op, FLAG_REMOVED);
2367
2368 return op;
2369} 2407}
2370 2408
2371/* This returns the first object in who's inventory that 2409/* This returns the first object in who's inventory that
2372 * has the same type and subtype match. 2410 * has the same type and subtype match.
2373 * returns NULL if no match. 2411 * returns NULL if no match.
2428 if (link->key == canonical_key) 2466 if (link->key == canonical_key)
2429 return link->value; 2467 return link->value;
2430 2468
2431 return 0; 2469 return 0;
2432} 2470}
2433
2434 2471
2435/* 2472/*
2436 * Updates the canonical_key in op to value. 2473 * Updates the canonical_key in op to value.
2437 * 2474 *
2438 * canonical_key is a shared string (value doesn't have to be). 2475 * canonical_key is a shared string (value doesn't have to be).
2462 /* Basically, if the archetype has this key set, 2499 /* Basically, if the archetype has this key set,
2463 * we need to store the null value so when we save 2500 * we need to store the null value so when we save
2464 * it, we save the empty value so that when we load, 2501 * it, we save the empty value so that when we load,
2465 * we get this value back again. 2502 * we get this value back again.
2466 */ 2503 */
2467 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2504 if (get_ob_key_link (op->arch, canonical_key))
2468 field->value = 0; 2505 field->value = 0;
2469 else 2506 else
2470 { 2507 {
2471 if (last) 2508 if (last)
2472 last->next = field->next; 2509 last->next = field->next;
2541 } 2578 }
2542 else 2579 else
2543 item = item->env; 2580 item = item->env;
2544} 2581}
2545 2582
2546
2547const char * 2583const char *
2548object::flag_desc (char *desc, int len) const 2584object::flag_desc (char *desc, int len) const
2549{ 2585{
2550 char *p = desc; 2586 char *p = desc;
2551 bool first = true; 2587 bool first = true;
2578{ 2614{
2579 char flagdesc[512]; 2615 char flagdesc[512];
2580 char info2[256 * 4]; 2616 char info2[256 * 4];
2581 char *p = info; 2617 char *p = info;
2582 2618
2583 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2619 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2584 count, uuid.seq, 2620 count,
2621 uuid.c_str (),
2585 &name, 2622 &name,
2586 title ? "\",title:\"" : "", 2623 title ? "\",title:\"" : "",
2587 title ? (const char *)title : "", 2624 title ? (const char *)title : "",
2588 flag_desc (flagdesc, 512), type); 2625 flag_desc (flagdesc, 512), type);
2589 2626
2590 if (env) 2627 if (!this->flag[FLAG_REMOVED] && env)
2591 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2628 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2592 2629
2593 if (map) 2630 if (map)
2594 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2631 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2595 2632
2597} 2634}
2598 2635
2599const char * 2636const char *
2600object::debug_desc () const 2637object::debug_desc () const
2601{ 2638{
2602 static char info[256 * 4]; 2639 static char info[3][256 * 4];
2640 static int info_idx;
2641
2603 return debug_desc (info); 2642 return debug_desc (info [++info_idx % 3]);
2604}
2605
2606const char *
2607object::debug_desc2 () const
2608{
2609 static char info[256 * 4];
2610 return debug_desc (info);
2611} 2643}
2612 2644
2613struct region * 2645struct region *
2614object::region () const 2646object::region () const
2615{ 2647{
2616 return map ? map->region (x, y) 2648 return map ? map->region (x, y)
2617 : region::default_region (); 2649 : region::default_region ();
2618} 2650}
2619 2651
2652const materialtype_t *
2653object::dominant_material () const
2654{
2655 if (materialtype_t *mt = name_to_material (materialname))
2656 return mt;
2657
2658 return name_to_material (shstr_unknown);
2659}
2660
2661void
2662object::open_container (object *new_container)
2663{
2664 if (container == new_container)
2665 return;
2666
2667 if (object *old_container = container)
2668 {
2669 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2670 return;
2671
2672#if 0
2673 // remove the "Close old_container" object.
2674 if (object *closer = old_container->inv)
2675 if (closer->type == CLOSE_CON)
2676 closer->destroy ();
2677#endif
2678
2679 old_container->flag [FLAG_APPLIED] = 0;
2680 container = 0;
2681
2682 esrv_update_item (UPD_FLAGS, this, old_container);
2683 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2684 play_sound (sound_find ("chest_close"));
2685 }
2686
2687 if (new_container)
2688 {
2689 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2690 return;
2691
2692 // TODO: this does not seem to serve any purpose anymore?
2693#if 0
2694 // insert the "Close Container" object.
2695 if (archetype *closer = new_container->other_arch)
2696 {
2697 object *closer = arch_to_object (new_container->other_arch);
2698 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2699 new_container->insert (closer);
2700 }
2701#endif
2702
2703 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2704
2705 new_container->flag [FLAG_APPLIED] = 1;
2706 container = new_container;
2707
2708 esrv_update_item (UPD_FLAGS, this, new_container);
2709 esrv_send_inventory (this, new_container);
2710 play_sound (sound_find ("chest_open"));
2711 }
2712}
2713
2714object *
2715object::force_find (const shstr name)
2716{
2717 /* cycle through his inventory to look for the MARK we want to
2718 * place
2719 */
2720 for (object *tmp = inv; tmp; tmp = tmp->below)
2721 if (tmp->type == FORCE && tmp->slaying == name)
2722 return splay (tmp);
2723
2724 return 0;
2725}
2726
2727void
2728object::force_add (const shstr name, int duration)
2729{
2730 if (object *force = force_find (name))
2731 force->destroy ();
2732
2733 object *force = get_archetype (FORCE_NAME);
2734
2735 force->slaying = name;
2736 force->stats.food = 1;
2737 force->speed_left = -1.f;
2738
2739 force->set_speed (duration ? 1.f / duration : 0.f);
2740 force->flag [FLAG_IS_USED_UP] = true;
2741 force->flag [FLAG_APPLIED] = true;
2742
2743 insert (force);
2744}
2745
2746void
2747object::play_sound (faceidx sound) const
2748{
2749 if (!sound)
2750 return;
2751
2752 if (flag [FLAG_REMOVED])
2753 return;
2754
2755 if (env)
2756 {
2757 if (object *pl = in_player ())
2758 pl->contr->play_sound (sound);
2759 }
2760 else
2761 map->play_sound (sound, x, y);
2762}
2763

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