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Comparing deliantra/server/common/object.C (file contents):
Revision 1.106 by root, Wed Jan 3 20:08:04 2007 UTC vs.
Revision 1.224 by root, Fri May 2 20:16:24 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
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> 29#include <sproto.h>
33#include <loader.h> 30#include <loader.h>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
40 37
41object *active_objects; /* List of active objects that need to be processed */ 38objectvec objects;
39activevec actives;
42 40
43short 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,
44 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
45}; 46};
46short 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,
47 -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
48}; 52};
49int 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,
50 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
51}; 58};
52int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
53 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,
54 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
55}; 64};
56 65
57static void 66static void
58write_uuid (void) 67write_uuid (uval64 skip, bool sync)
59{ 68{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
61 70 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 73 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 74}
77 75
78static void 76static void
79read_uuid (void) 77read_uuid (void)
80{ 78{
81 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
82 80
83 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84 84
85 FILE *fp; 85 FILE *fp;
86 86
87 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
88 { 88 {
89 if (errno == ENOENT) 89 if (errno == ENOENT)
90 { 90 {
91 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 92 UUID::cur.seq = 0;
93 write_uuid (); 93 write_uuid (UUID_GAP, true);
94 return; 94 return;
95 } 95 }
96 96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 98 _exit (1);
99 } 99 }
100 100
101 int version; 101 UUID::BUF buf;
102 unsigned long long uid; 102 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
104 { 106 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 112
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118UUID::gen ()
117{ 119{
118 UUID uid; 120 UUID uid;
119 121
120 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
121 123
122 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
124 130
125 return uid; 131 return uid;
126} 132}
127 133
128void 134void
129init_uuid () 135UUID::init ()
130{ 136{
131 read_uuid (); 137 read_uuid ();
132} 138}
133 139
134/* 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. */
135static int 141static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
137{ 143{
138 key_value *wants_field; 144 key_value *wants_field;
139 145
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
148 key_value *has_field; 154 key_value *has_field;
149 155
150 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
152 158
153 if (has_field == NULL) 159 if (!has_field)
154 {
155 /* No field with that name. */ 160 return 0; /* No field with that name. */
156 return FALSE;
157 }
158 161
159 /* Found the matching field. */ 162 /* Found the matching field. */
160 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165 165
166 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
167 } 167 }
168 168
169 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 170 return 1;
171} 171}
172 172
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 174static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 176{
177 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
179 */ 179 */
200 || ob1->speed != ob2->speed 200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 201 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 202 || ob1->name != ob2->name)
203 return 0; 203 return 0;
204 204
205 //TODO: this ain't working well, use nicer and correct overflow check 205 /* Do not merge objects if nrof would overflow. First part checks
206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 * for unsigned overflow (2c), second part checks whether the result
207 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * would fit into a 32 bit signed int, which is often used to hold
208 * used to store nrof). 208 * nrof values.
209 */ 209 */
210 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 211 return 0;
212 212
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 214 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 215 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied 216 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 217 * flags lose any meaning.
218 */ 218 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 221
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 224
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 225 if (ob1->arch->name != ob2->arch->name
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name 226 || ob1->name != ob2->name
228 || ob1->title != ob2->title 227 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 228 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 229 || ob1->weight != ob2->weight
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233 || ob1->attacktype != ob2->attacktype 230 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic 231 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying 232 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill 233 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value 234 || ob1->value != ob2->value
244 || ob1->move_block != ob2->move_block 241 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow 242 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on 243 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off 244 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow 245 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty) 246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 249 return 0;
251 250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
252 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
253 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
254 */ 261 */
255 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
256 { 263 {
257 /* if one object has inventory but the other doesn't, not equiv */ 264 if (!(ob1->inv && ob2->inv))
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 265 return 0; /* inventories differ in length */
259 return 0;
260 266
261 /* Now check to see if the two inventory objects could merge */ 267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
262 if (!object::can_merge (ob1->inv, ob2->inv)) 270 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0; 271 return 0; /* inventory objects differ */
264 272
265 /* inventory ok - still need to check rest of this object to see 273 /* inventory ok - still need to check rest of this object to see
266 * if it is valid. 274 * if it is valid.
267 */ 275 */
268 } 276 }
287 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
288 return 0; 296 return 0;
289 break; 297 break;
290 } 298 }
291 299
292 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
293 { 301 {
294 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
296 /* One has fields, but the other one doesn't. */ 304 return 0; /* One has fields, but the other one doesn't. */
305
306 if (!compare_ob_value_lists (ob1, ob2))
297 return 0; 307 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0;
300 } 308 }
301 309
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
304 { 311 {
305 ob1->optimise (); 312 ob1->optimise ();
306 ob2->optimise (); 313 ob2->optimise ();
307 314
308 if (ob1->self || ob2->self) 315 if (ob1->self || ob2->self)
316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
309 return 0; 321 return 0;
322
323 if (k1 == 0)
324 return 1;
325
326 if (!cfperl_can_merge (ob1, ob2))
327 return 0;
328 }
310 } 329 }
311 330
312 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
313 return 1; 332 return 1;
314} 333}
315 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (client_visible () && !flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container)
364 return pl;
365 }
366 }
367
368 return 0;
369}
370
371// adjust weight per container type ("of holding")
372static sint32
373weight_adjust (object *op, sint32 weight)
374{
375 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight;
378}
379
316/* 380/*
381 * adjust_weight(object, weight) adds the specified weight to an object,
382 * and also updates how much the environment(s) is/are carrying.
383 */
384static void
385adjust_weight (object *op, sint32 weight)
386{
387 while (op)
388 {
389 weight = weight_adjust (op, weight);
390
391 if (!weight)
392 return;
393
394 op->carrying += weight;
395
396 if (object *pl = op->visible_to ())
397 if (pl != op) // player is handled lazily
398 esrv_update_item (UPD_WEIGHT, pl, op);
399
400 op = op->env;
401 }
402}
403
404/*
317 * sum_weight() is a recursive function which calculates the weight 405 * this is a recursive function which calculates the weight
318 * an object is carrying. It goes through in figures out how much 406 * an object is carrying. It goes through op and figures out how much
319 * containers are carrying, and sums it up. 407 * containers are carrying, and sums it up.
320 */ 408 */
321long 409void
322sum_weight (object *op) 410object::update_weight ()
323{ 411{
324 long sum; 412 sint32 sum = 0;
325 object *inv;
326 413
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 414 for (object *op = inv; op; op = op->below)
328 { 415 {
329 if (inv->inv) 416 if (op->inv)
330 sum_weight (inv); 417 op->update_weight ();
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 418
419 sum += op->total_weight ();
420 }
421
422 sum = weight_adjust (this, sum);
423
424 if (sum != carrying)
332 } 425 {
333
334 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100;
336
337 if (op->carrying != sum)
338 op->carrying = sum; 426 carrying = sum;
339 427
340 return sum; 428 if (object *pl = visible_to ())
429 if (pl != this) // player is handled lazily
430 esrv_update_item (UPD_WEIGHT, pl, this);
431 }
341} 432}
342 433
343/** 434/*
344 * Return the outermost environment object for a given object. 435 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
345 */ 436 */
346
347object *
348object_get_env_recursive (object *op)
349{
350 while (op->env != NULL)
351 op = op->env;
352 return op;
353}
354
355/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array.
359 */
360
361char * 437char *
362dump_object (object *op) 438dump_object (object *op)
363{ 439{
364 if (!op) 440 if (!op)
365 return strdup ("[NULLOBJ]"); 441 return strdup ("[NULLOBJ]");
366 442
367 object_freezer freezer; 443 object_freezer freezer;
368 save_object (freezer, op, 1); 444 op->write (freezer);
369 return freezer.as_string (); 445 return freezer.as_string ();
370} 446}
371 447
372/* 448/*
373 * get_nearest_part(multi-object, object 2) returns the part of the 449 * get_nearest_part(multi-object, object 2) returns the part of the
374 * multi-object 1 which is closest to the second object. 450 * multi-object 1 which is closest to the second object.
375 * If it's not a multi-object, it is returned. 451 * If it's not a multi-object, it is returned.
376 */ 452 */
377
378object * 453object *
379get_nearest_part (object *op, const object *pl) 454get_nearest_part (object *op, const object *pl)
380{ 455{
381 object *tmp, *closest; 456 object *tmp, *closest;
382 int last_dist, i; 457 int last_dist, i;
383 458
384 if (op->more == NULL) 459 if (!op->more)
385 return op; 460 return op;
461
386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 462 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463 tmp;
464 tmp = tmp->more)
387 if ((i = distance (tmp, pl)) < last_dist) 465 if ((i = distance (tmp, pl)) < last_dist)
388 closest = tmp, last_dist = i; 466 closest = tmp, last_dist = i;
467
389 return closest; 468 return closest;
390} 469}
391 470
392/* 471/*
393 * Returns the object which has the count-variable equal to the argument. 472 * Returns the object which has the count-variable equal to the argument.
473 * VERRRY slow.
394 */ 474 */
395
396object * 475object *
397find_object (tag_t i) 476find_object (tag_t i)
398{ 477{
399 for (object *op = object::first; op; op = op->next) 478 for_all_objects (op)
400 if (op->count == i) 479 if (op->count == i)
401 return op; 480 return op;
402 481
403 return 0; 482 return 0;
404} 483}
405 484
406/* 485/*
407 * Returns the first object which has a name equal to the argument. 486 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 487 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 488 * Enables features like "patch <name-of-other-player> food 999"
410 */ 489 */
411
412object * 490object *
413find_object_name (const char *str) 491find_object_name (const char *str)
414{ 492{
415 shstr_cmp str_ (str); 493 shstr_cmp str_ (str);
416 object *op; 494 object *op;
417 495
418 for (op = object::first; op != NULL; op = op->next) 496 for_all_objects (op)
419 if (op->name == str_) 497 if (op->name == str_)
420 break; 498 break;
421 499
422 return op; 500 return op;
423} 501}
424 502
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429}
430
431/* 503/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 504 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 505 * skill and experience objects.
506 * ACTUALLY NO! investigate! TODO
434 */ 507 */
435void 508void
436object::set_owner (object *owner) 509object::set_owner (object *owner)
437{ 510{
511 // allow objects which own objects
438 if (!owner) 512 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) 513 while (owner->owner)
449 owner = owner->owner; 514 owner = owner->owner;
515
516 if (flag [FLAG_FREED])
517 {
518 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
519 return;
520 }
450 521
451 this->owner = owner; 522 this->owner = owner;
523}
524
525int
526object::slottype () const
527{
528 if (type == SKILL)
529 {
530 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
531 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
532 }
533 else
534 {
535 if (slot [body_combat].info) return slot_combat;
536 if (slot [body_range ].info) return slot_ranged;
537 }
538
539 return slot_none;
540}
541
542bool
543object::change_weapon (object *ob)
544{
545 if (current_weapon == ob)
546 return true;
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = false;
550
551 current_weapon = ob;
552 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
553
554 if (chosen_skill)
555 chosen_skill->flag [FLAG_APPLIED] = true;
556
557 update_stats ();
558
559 if (ob)
560 {
561 // now check wether any body locations became invalid, in which case
562 // we cannot apply the weapon at the moment.
563 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
564 if (slot[i].used < 0)
565 {
566 current_weapon = chosen_skill = 0;
567 update_stats ();
568
569 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name);
573 return false;
574 }
575
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 }
578 else
579 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
580
581 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
582 {
583 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
584 &name, ob->debug_desc ());
585 return false;
586 }
587
588 return true;
452} 589}
453 590
454/* Zero the key_values on op, decrementing the shared-string 591/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 592 * refcounts and freeing the links.
456 */ 593 */
457static void 594static void
458free_key_values (object *op) 595free_key_values (object *op)
459{ 596{
460 for (key_value *i = op->key_values; i != 0;) 597 for (key_value *i = op->key_values; i; )
461 { 598 {
462 key_value *next = i->next; 599 key_value *next = i->next;
463 delete i; 600 delete i;
464 601
465 i = next; 602 i = next;
466 } 603 }
467 604
468 op->key_values = 0; 605 op->key_values = 0;
469} 606}
470 607
471/* 608object &
472 * copy_to first frees everything allocated by the dst object, 609object::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{ 610{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 611 remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484 612
485 *(object_copy *)dst = *this; 613 *(object_copy *)this = src;
486 614
487 if (is_freed) 615 flag [FLAG_REMOVED] = true;
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 616
496 /* Copy over key_values, if any. */ 617 /* Copy over key_values, if any. */
497 if (key_values) 618 if (src.key_values)
498 { 619 {
499 key_value *tail = 0; 620 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 621 key_values = 0;
503 622
504 for (i = key_values; i; i = i->next) 623 for (key_value *i = src.key_values; i; i = i->next)
505 { 624 {
506 key_value *new_link = new key_value; 625 key_value *new_link = new key_value;
507 626
508 new_link->next = 0; 627 new_link->next = 0;
509 new_link->key = i->key; 628 new_link->key = i->key;
510 new_link->value = i->value; 629 new_link->value = i->value;
511 630
512 /* Try and be clever here, too. */ 631 /* Try and be clever here, too. */
513 if (!dst->key_values) 632 if (!key_values)
514 { 633 {
515 dst->key_values = new_link; 634 key_values = new_link;
516 tail = new_link; 635 tail = new_link;
517 } 636 }
518 else 637 else
519 { 638 {
520 tail->next = new_link; 639 tail->next = new_link;
521 tail = new_link; 640 tail = new_link;
522 } 641 }
523 } 642 }
524 } 643 }
644}
645
646/*
647 * copy_to first frees everything allocated by the dst object,
648 * and then copies the contents of itself into the second
649 * object, allocating what needs to be allocated. Basically, any
650 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
651 * if the first object is freed, the pointers in the new object
652 * will point at garbage.
653 */
654void
655object::copy_to (object *dst)
656{
657 *dst = *this;
658
659 if (speed < 0)
660 dst->speed_left -= rndm ();
525 661
526 dst->set_speed (dst->speed); 662 dst->set_speed (dst->speed);
663}
664
665void
666object::instantiate ()
667{
668 if (!uuid.seq) // HACK
669 uuid = UUID::gen ();
670
671 speed_left = -0.1f;
672 /* copy the body_info to the body_used - this is only really
673 * need for monsters, but doesn't hurt to do it for everything.
674 * by doing so, when a monster is created, it has good starting
675 * values for the body_used info, so when items are created
676 * for it, they can be properly equipped.
677 */
678 for (int i = NUM_BODY_LOCATIONS; i--; )
679 slot[i].used = slot[i].info;
680
681 attachable::instantiate ();
527} 682}
528 683
529object * 684object *
530object::clone () 685object::clone ()
531{ 686{
589 * UP_OBJ_FACE: only the objects face has changed. 744 * UP_OBJ_FACE: only the objects face has changed.
590 */ 745 */
591void 746void
592update_object (object *op, int action) 747update_object (object *op, int action)
593{ 748{
594 MoveType move_on, move_off, move_block, move_slow; 749 if (!op)
595
596 if (op == NULL)
597 { 750 {
598 /* this should never happen */ 751 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 752 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 753 return;
601 } 754 }
602 755
603 if (op->env) 756 if (!op->is_on_map ())
604 { 757 {
605 /* Animation is currently handled by client, so nothing 758 /* Animation is currently handled by client, so nothing
606 * to do in this case. 759 * to do in this case.
607 */ 760 */
608 return; 761 return;
609 } 762 }
610
611 /* If the map is saving, don't do anything as everything is
612 * going to get freed anyways.
613 */
614 if (!op->map || op->map->in_memory == MAP_SAVING)
615 return;
616 763
617 /* make sure the object is within map boundaries */ 764 /* make sure the object is within map boundaries */
618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 765 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 766 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 767 LOG (llevError, "update_object() called for object out of map!\n");
660 807
661 if (op->more) 808 if (op->more)
662 update_object (op->more, action); 809 update_object (op->more, action);
663} 810}
664 811
665object *object::first;
666
667object::object () 812object::object ()
668{ 813{
669 SET_FLAG (this, FLAG_REMOVED); 814 SET_FLAG (this, FLAG_REMOVED);
670 815
671 expmul = 1.0; 816 expmul = 1.0;
672 face = blank_face; 817 face = blank_face;
673} 818}
674 819
675object::~object () 820object::~object ()
676{ 821{
822 unlink ();
823
677 free_key_values (this); 824 free_key_values (this);
678} 825}
679 826
827static int object_count;
828
680void object::link () 829void object::link ()
681{ 830{
831 assert (!index);//D
832 uuid = UUID::gen ();
682 count = ++ob_count; 833 count = ++object_count;
683 uuid = gen_uuid ();
684 834
685 prev = 0; 835 refcnt_inc ();
686 next = object::first; 836 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 837}
693 838
694void object::unlink () 839void object::unlink ()
695{ 840{
696 if (this == object::first) 841 if (!index)
697 object::first = next; 842 return;
698 843
699 /* Remove this object from the list of used objects */ 844 objects.erase (this);
700 if (prev) prev->next = next; 845 refcnt_dec ();
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711} 846}
712 847
713void 848void
714object::activate () 849object::activate ()
715{ 850{
716 /* If already on active list, don't do anything */ 851 /* If already on active list, don't do anything */
717 if (active ()) 852 if (active)
718 return; 853 return;
719 854
720 if (has_active_speed ()) 855 if (has_active_speed ())
721 { 856 actives.insert (this);
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731} 857}
732 858
733void 859void
734object::activate_recursive () 860object::activate_recursive ()
735{ 861{
749 */ 875 */
750void 876void
751object::deactivate () 877object::deactivate ()
752{ 878{
753 /* If not on the active list, nothing needs to be done */ 879 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 880 if (!active)
755 return; 881 return;
756 882
757 if (active_prev == 0) 883 actives.erase (this);
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772} 884}
773 885
774void 886void
775object::deactivate_recursive () 887object::deactivate_recursive ()
776{ 888{
798object::destroy_inv (bool drop_to_ground) 910object::destroy_inv (bool drop_to_ground)
799{ 911{
800 // need to check first, because the checks below might segfault 912 // need to check first, because the checks below might segfault
801 // as we might be on an invalid mapspace and crossfire code 913 // as we might be on an invalid mapspace and crossfire code
802 // is too buggy to ensure that the inventory is empty. 914 // is too buggy to ensure that the inventory is empty.
803 // corollary: if you create arrows etc. with stuff in tis inventory, 915 // corollary: if you create arrows etc. with stuff in its inventory,
804 // cf will crash below with off-map x and y 916 // cf will crash below with off-map x and y
805 if (!inv) 917 if (!inv)
806 return; 918 return;
807 919
808 /* Only if the space blocks everything do we not process - 920 /* Only if the space blocks everything do we not process -
809 * if some form of movement is allowed, let objects 921 * if some form of movement is allowed, let objects
810 * drop on that space. 922 * drop on that space.
811 */ 923 */
812 if (!drop_to_ground 924 if (!drop_to_ground
813 || !map 925 || !map
814 || map->in_memory != MAP_IN_MEMORY 926 || map->in_memory != MAP_ACTIVE
927 || map->nodrop
815 || ms ().move_block == MOVE_ALL) 928 || ms ().move_block == MOVE_ALL)
816 { 929 {
817 while (inv) 930 while (inv)
818 { 931 {
819 inv->destroy_inv (drop_to_ground); 932 inv->destroy_inv (false);
820 inv->destroy (); 933 inv->destroy ();
821 } 934 }
822 } 935 }
823 else 936 else
824 { /* Put objects in inventory onto this space */ 937 { /* Put objects in inventory onto this space */
828 941
829 if (op->flag [FLAG_STARTEQUIP] 942 if (op->flag [FLAG_STARTEQUIP]
830 || op->flag [FLAG_NO_DROP] 943 || op->flag [FLAG_NO_DROP]
831 || op->type == RUNE 944 || op->type == RUNE
832 || op->type == TRAP 945 || op->type == TRAP
833 || op->flag [FLAG_IS_A_TEMPLATE]) 946 || op->flag [FLAG_IS_A_TEMPLATE]
947 || op->flag [FLAG_DESTROY_ON_DEATH])
834 op->destroy (); 948 op->destroy (true);
835 else 949 else
836 map->insert (op, x, y); 950 map->insert (op, x, y);
837 } 951 }
838 } 952 }
839} 953}
843 object *op = new object; 957 object *op = new object;
844 op->link (); 958 op->link ();
845 return op; 959 return op;
846} 960}
847 961
962static struct freed_map : maptile
963{
964 freed_map ()
965 {
966 path = "<freed objects map>";
967 name = "/internal/freed_objects_map";
968 width = 3;
969 height = 3;
970 nodrop = 1;
971
972 alloc ();
973 in_memory = MAP_ACTIVE;
974 }
975} freed_map; // freed objects are moved here to avoid crashes
976
848void 977void
849object::do_destroy () 978object::do_destroy ()
850{ 979{
851 if (flag [FLAG_IS_LINKED]) 980 if (flag [FLAG_IS_LINKED])
852 remove_button_link (this); 981 remove_button_link (this);
853 982
854 if (flag [FLAG_FRIENDLY]) 983 if (flag [FLAG_FRIENDLY])
855 remove_friendly_object (this); 984 remove_friendly_object (this);
856 985
857 if (!flag [FLAG_REMOVED])
858 remove (); 986 remove ();
859 987
860 if (flag [FLAG_FREED]) 988 attachable::do_destroy ();
861 return;
862 989
863 set_speed (0); 990 deactivate ();
991 unlink ();
864 992
865 flag [FLAG_FREED] = 1; 993 flag [FLAG_FREED] = 1;
866 994
867 attachable::do_destroy ();
868
869 destroy_inv (true);
870 unlink ();
871
872 // hack to ensure that freed objects still have a valid map 995 // hack to ensure that freed objects still have a valid map
873 {
874 static maptile *freed_map; // freed objects are moved here to avoid crashes
875
876 if (!freed_map)
877 {
878 freed_map = new maptile;
879
880 freed_map->name = "/internal/freed_objects_map";
881 freed_map->width = 3;
882 freed_map->height = 3;
883
884 freed_map->alloc ();
885 freed_map->in_memory = MAP_IN_MEMORY;
886 }
887
888 map = freed_map; 996 map = &freed_map;
889 x = 1; 997 x = 1;
890 y = 1; 998 y = 1;
891 }
892
893 head = 0;
894 999
895 if (more) 1000 if (more)
896 { 1001 {
897 more->destroy (); 1002 more->destroy ();
898 more = 0; 1003 more = 0;
899 } 1004 }
900 1005
1006 head = 0;
1007
901 // clear those pointers that likely might have circular references to us 1008 // clear those pointers that likely might cause circular references
902 owner = 0; 1009 owner = 0;
903 enemy = 0; 1010 enemy = 0;
904 attacked_by = 0; 1011 attacked_by = 0;
905 1012 current_weapon = 0;
906 // only relevant for players(?), but make sure of it anyways
907 contr = 0;
908} 1013}
909 1014
910void 1015void
911object::destroy (bool destroy_inventory) 1016object::destroy (bool destroy_inventory)
912{ 1017{
913 if (destroyed ()) 1018 if (destroyed ())
914 return; 1019 return;
915 1020
1021 if (!is_head () && !head->destroyed ())
1022 {
1023 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1024 head->destroy (destroy_inventory);
1025 return;
1026 }
1027
916 if (destroy_inventory) 1028 destroy_inv (!destroy_inventory);
917 destroy_inv (false); 1029
1030 if (is_head ())
1031 if (sound_destroy)
1032 play_sound (sound_destroy);
1033 else if (flag [FLAG_MONSTER])
1034 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
918 1035
919 attachable::destroy (); 1036 attachable::destroy ();
920}
921
922/*
923 * sub_weight() recursively (outwards) subtracts a number from the
924 * weight of an object (and what is carried by it's environment(s)).
925 */
926void
927sub_weight (object *op, signed long weight)
928{
929 while (op != NULL)
930 {
931 if (op->type == CONTAINER)
932 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
933
934 op->carrying -= weight;
935 op = op->env;
936 }
937} 1037}
938 1038
939/* op->remove (): 1039/* op->remove ():
940 * This function removes the object op from the linked list of objects 1040 * This function removes the object op from the linked list of objects
941 * which it is currently tied to. When this function is done, the 1041 * which it is currently tied to. When this function is done, the
942 * object will have no environment. If the object previously had an 1042 * object will have no environment. If the object previously had an
943 * environment, the x and y coordinates will be updated to 1043 * environment, the x and y coordinates will be updated to
944 * the previous environment. 1044 * the previous environment.
945 * Beware: This function is called from the editor as well!
946 */ 1045 */
947void 1046void
948object::remove () 1047object::do_remove ()
949{ 1048{
950 object *tmp, *last = 0; 1049 object *tmp, *last = 0;
951 object *otmp; 1050 object *otmp;
952 1051
953 if (QUERY_FLAG (this, FLAG_REMOVED)) 1052 if (flag [FLAG_REMOVED])
954 return; 1053 return;
955 1054
956 SET_FLAG (this, FLAG_REMOVED);
957 INVOKE_OBJECT (REMOVE, this); 1055 INVOKE_OBJECT (REMOVE, this);
1056
1057 flag [FLAG_REMOVED] = true;
958 1058
959 if (more) 1059 if (more)
960 more->remove (); 1060 more->remove ();
961 1061
962 /* 1062 /*
963 * In this case, the object to be removed is in someones 1063 * In this case, the object to be removed is in someones
964 * inventory. 1064 * inventory.
965 */ 1065 */
966 if (env) 1066 if (env)
967 { 1067 {
1068 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1069 if (object *pl = visible_to ())
1070 esrv_del_item (pl->contr, count);
1071 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1072
1073 adjust_weight (env, -total_weight ());
1074
1075 *(above ? &above->below : &env->inv) = below;
1076
968 if (nrof) 1077 if (below)
969 sub_weight (env, weight * nrof); 1078 below->above = above;
970 else 1079
971 sub_weight (env, weight + carrying); 1080 /* we set up values so that it could be inserted into
1081 * the map, but we don't actually do that - it is up
1082 * to the caller to decide what we want to do.
1083 */
1084 map = env->map;
1085 x = env->x;
1086 y = env->y;
1087 above = 0;
1088 below = 0;
1089 env = 0;
972 1090
973 /* NO_FIX_PLAYER is set when a great many changes are being 1091 /* NO_FIX_PLAYER is set when a great many changes are being
974 * made to players inventory. If set, avoiding the call 1092 * made to players inventory. If set, avoiding the call
975 * to save cpu time. 1093 * to save cpu time.
976 */ 1094 */
977 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1095 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
978 otmp->update_stats (); 1096 otmp->update_stats ();
979
980 if (above)
981 above->below = below;
982 else
983 env->inv = below;
984
985 if (below)
986 below->above = above;
987
988 /* we set up values so that it could be inserted into
989 * the map, but we don't actually do that - it is up
990 * to the caller to decide what we want to do.
991 */
992 x = env->x, y = env->y;
993 map = env->map;
994 above = 0, below = 0;
995 env = 0;
996 } 1097 }
997 else if (map) 1098 else if (map)
998 { 1099 {
999 if (type == PLAYER) 1100 map->dirty = true;
1101 mapspace &ms = this->ms ();
1102
1103 if (object *pl = ms.player ())
1000 { 1104 {
1105 if (type == PLAYER) // this == pl(!)
1106 {
1107 // leaving a spot always closes any open container on the ground
1108 if (container && !container->env)
1109 // this causes spurious floorbox updates, but it ensures
1110 // that the CLOSE event is being sent.
1111 close_container ();
1112
1001 --map->players; 1113 --map->players;
1002 map->touch (); 1114 map->touch ();
1115 }
1116 else if (pl->container == this)
1117 {
1118 // removing a container should close it
1119 close_container ();
1120 }
1121
1122 esrv_del_item (pl->contr, count);
1003 } 1123 }
1004
1005 map->dirty = true;
1006 1124
1007 /* link the object above us */ 1125 /* link the object above us */
1008 if (above) 1126 if (above)
1009 above->below = below; 1127 above->below = below;
1010 else 1128 else
1011 map->at (x, y).top = below; /* we were top, set new top */ 1129 ms.top = below; /* we were top, set new top */
1012 1130
1013 /* Relink the object below us, if there is one */ 1131 /* Relink the object below us, if there is one */
1014 if (below) 1132 if (below)
1015 below->above = above; 1133 below->above = above;
1016 else 1134 else
1018 /* Nothing below, which means we need to relink map object for this space 1136 /* Nothing below, which means we need to relink map object for this space
1019 * use translated coordinates in case some oddness with map tiling is 1137 * use translated coordinates in case some oddness with map tiling is
1020 * evident 1138 * evident
1021 */ 1139 */
1022 if (GET_MAP_OB (map, x, y) != this) 1140 if (GET_MAP_OB (map, x, y) != this)
1023 {
1024 char *dump = dump_object (this);
1025 LOG (llevError,
1026 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1141 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 ());
1027 free (dump);
1028 dump = dump_object (GET_MAP_OB (map, x, y));
1029 LOG (llevError, "%s\n", dump);
1030 free (dump);
1031 }
1032 1142
1033 map->at (x, y).bot = above; /* goes on above it. */ 1143 ms.bot = above; /* goes on above it. */
1034 } 1144 }
1035 1145
1036 above = 0; 1146 above = 0;
1037 below = 0; 1147 below = 0;
1038 1148
1039 if (map->in_memory == MAP_SAVING) 1149 if (map->in_memory == MAP_SAVING)
1040 return; 1150 return;
1041 1151
1042 int check_walk_off = !flag [FLAG_NO_APPLY]; 1152 int check_walk_off = !flag [FLAG_NO_APPLY];
1043 1153
1154 if (object *pl = ms.player ())
1155 {
1156 if (pl->container == this)
1157 /* If a container that the player is currently using somehow gets
1158 * removed (most likely destroyed), update the player view
1159 * appropriately.
1160 */
1161 pl->close_container ();
1162
1163 //TODO: the floorbox prev/next might need updating
1164 esrv_del_item (pl->contr, count);
1165 }
1166
1044 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1167 for (tmp = ms.bot; tmp; tmp = tmp->above)
1045 { 1168 {
1046 /* No point updating the players look faces if he is the object 1169 /* No point updating the players look faces if he is the object
1047 * being removed. 1170 * being removed.
1048 */ 1171 */
1049
1050 if (tmp->type == PLAYER && tmp != this)
1051 {
1052 /* If a container that the player is currently using somehow gets
1053 * removed (most likely destroyed), update the player view
1054 * appropriately.
1055 */
1056 if (tmp->container == this)
1057 {
1058 flag [FLAG_APPLIED] = 0;
1059 tmp->container = 0;
1060 }
1061
1062 if (tmp->contr->ns)
1063 tmp->contr->ns->floorbox_update ();
1064 }
1065 1172
1066 /* See if object moving off should effect something */ 1173 /* See if object moving off should effect something */
1067 if (check_walk_off 1174 if (check_walk_off
1068 && ((move_type & tmp->move_off) 1175 && ((move_type & tmp->move_off)
1069 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1176 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1072 1179
1073 if (destroyed ()) 1180 if (destroyed ())
1074 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1181 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1075 } 1182 }
1076 1183
1077 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1078 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1079 if (tmp->above == tmp)
1080 tmp->above = 0;
1081
1082 last = tmp; 1184 last = tmp;
1083 } 1185 }
1084 1186
1085 /* last == NULL if there are no objects on this space */ 1187 /* last == NULL if there are no objects on this space */
1086 //TODO: this makes little sense, why only update the topmost object? 1188 //TODO: this makes little sense, why only update the topmost object?
1106merge_ob (object *op, object *top) 1208merge_ob (object *op, object *top)
1107{ 1209{
1108 if (!op->nrof) 1210 if (!op->nrof)
1109 return 0; 1211 return 0;
1110 1212
1111 if (top) 1213 if (!top)
1112 for (top = op; top && top->above; top = top->above) 1214 for (top = op; top && top->above; top = top->above)
1113 ; 1215 ;
1114 1216
1115 for (; top; top = top->below) 1217 for (; top; top = top->below)
1116 {
1117 if (top == op)
1118 continue;
1119
1120 if (object::can_merge (op, top)) 1218 if (object::can_merge (op, top))
1121 { 1219 {
1122 top->nrof += op->nrof; 1220 top->nrof += op->nrof;
1123 1221
1124/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1222 if (object *pl = top->visible_to ())
1125 op->weight = 0; /* Don't want any adjustements now */ 1223 esrv_update_item (UPD_NROF, pl, top);
1224
1225 op->weight = 0; // cancel the addition above
1226 op->carrying = 0; // must be 0 already
1227
1126 op->destroy (); 1228 op->destroy (1);
1229
1127 return top; 1230 return top;
1128 } 1231 }
1129 }
1130 1232
1131 return 0; 1233 return 0;
1132} 1234}
1133 1235
1236void
1237object::expand_tail ()
1238{
1239 if (more)
1240 return;
1241
1242 object *prev = this;
1243
1244 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1245 {
1246 object *op = arch_to_object (at);
1247
1248 op->name = name;
1249 op->name_pl = name_pl;
1250 op->title = title;
1251
1252 op->head = this;
1253 prev->more = op;
1254
1255 prev = op;
1256 }
1257}
1258
1134/* 1259/*
1135 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1260 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1136 * job preparing multi-part monsters 1261 * job preparing multi-part monsters.
1137 */ 1262 */
1138object * 1263object *
1139insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1264insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1140{ 1265{
1141 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1266 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1142 { 1267 {
1143 tmp->x = x + tmp->arch->clone.x; 1268 tmp->x = x + tmp->arch->x;
1144 tmp->y = y + tmp->arch->clone.y; 1269 tmp->y = y + tmp->arch->y;
1145 } 1270 }
1146 1271
1147 return insert_ob_in_map (op, m, originator, flag); 1272 return insert_ob_in_map (op, m, originator, flag);
1148} 1273}
1149 1274
1168 * just 'op' otherwise 1293 * just 'op' otherwise
1169 */ 1294 */
1170object * 1295object *
1171insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1296insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1172{ 1297{
1173 object *tmp, *top, *floor = NULL; 1298 assert (!op->flag [FLAG_FREED]);
1174 sint16 x, y;
1175 1299
1176 if (QUERY_FLAG (op, FLAG_FREED)) 1300 op->remove ();
1177 {
1178 LOG (llevError, "Trying to insert freed object!\n");
1179 return NULL;
1180 }
1181
1182 if (!m)
1183 {
1184 char *dump = dump_object (op);
1185 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1186 free (dump);
1187 return op;
1188 }
1189
1190 if (out_of_map (m, op->x, op->y))
1191 {
1192 char *dump = dump_object (op);
1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1194#ifdef MANY_CORES
1195 /* Better to catch this here, as otherwise the next use of this object
1196 * is likely to cause a crash. Better to find out where it is getting
1197 * improperly inserted.
1198 */
1199 abort ();
1200#endif
1201 free (dump);
1202 return op;
1203 }
1204
1205 if (!QUERY_FLAG (op, FLAG_REMOVED))
1206 {
1207 char *dump = dump_object (op);
1208 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1209 free (dump);
1210 return op;
1211 }
1212
1213 if (op->more)
1214 {
1215 /* The part may be on a different map. */
1216
1217 object *more = op->more;
1218
1219 /* We really need the caller to normalise coordinates - if
1220 * we set the map, that doesn't work if the location is within
1221 * a map and this is straddling an edge. So only if coordinate
1222 * is clear wrong do we normalise it.
1223 */
1224 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1225 more->map = get_map_from_coord (m, &more->x, &more->y);
1226 else if (!more->map)
1227 {
1228 /* For backwards compatibility - when not dealing with tiled maps,
1229 * more->map should always point to the parent.
1230 */
1231 more->map = m;
1232 }
1233
1234 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1235 {
1236 if (!op->head)
1237 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1238
1239 return 0;
1240 }
1241 }
1242
1243 CLEAR_FLAG (op, FLAG_REMOVED);
1244 1301
1245 /* Ideally, the caller figures this out. However, it complicates a lot 1302 /* Ideally, the caller figures this out. However, it complicates a lot
1246 * of areas of callers (eg, anything that uses find_free_spot would now 1303 * of areas of callers (eg, anything that uses find_free_spot would now
1247 * need extra work 1304 * need extra work
1248 */ 1305 */
1249 op->map = get_map_from_coord (m, &op->x, &op->y); 1306 if (!xy_normalise (m, op->x, op->y))
1250 x = op->x; 1307 {
1251 y = op->y; 1308 op->destroy (1);
1309 return 0;
1310 }
1311
1312 if (object *more = op->more)
1313 if (!insert_ob_in_map (more, m, originator, flag))
1314 return 0;
1315
1316 CLEAR_FLAG (op, FLAG_REMOVED);
1317
1318 op->map = m;
1319 mapspace &ms = op->ms ();
1252 1320
1253 /* this has to be done after we translate the coordinates. 1321 /* this has to be done after we translate the coordinates.
1254 */ 1322 */
1255 if (op->nrof && !(flag & INS_NO_MERGE)) 1323 if (op->nrof && !(flag & INS_NO_MERGE))
1256 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1324 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1257 if (object::can_merge (op, tmp)) 1325 if (object::can_merge (op, tmp))
1258 { 1326 {
1327 // TODO: we atcually want to update tmp, not op,
1328 // but some caller surely breaks when we return tmp
1329 // from here :/
1259 op->nrof += tmp->nrof; 1330 op->nrof += tmp->nrof;
1260 tmp->destroy (); 1331 tmp->destroy (1);
1261 } 1332 }
1262 1333
1263 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1334 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1264 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1335 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1265 1336
1278 op->below = originator->below; 1349 op->below = originator->below;
1279 1350
1280 if (op->below) 1351 if (op->below)
1281 op->below->above = op; 1352 op->below->above = op;
1282 else 1353 else
1283 op->ms ().bot = op; 1354 ms.bot = op;
1284 1355
1285 /* since *below* originator, no need to update top */ 1356 /* since *below* originator, no need to update top */
1286 originator->below = op; 1357 originator->below = op;
1287 } 1358 }
1288 else 1359 else
1289 { 1360 {
1361 object *top, *floor = NULL;
1362
1363 top = ms.bot;
1364
1290 /* If there are other objects, then */ 1365 /* If there are other objects, then */
1291 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1366 if (top)
1292 { 1367 {
1293 object *last = 0; 1368 object *last = 0;
1294 1369
1295 /* 1370 /*
1296 * If there are multiple objects on this space, we do some trickier handling. 1371 * If there are multiple objects on this space, we do some trickier handling.
1302 * once we get to them. This reduces the need to traverse over all of 1377 * once we get to them. This reduces the need to traverse over all of
1303 * them when adding another one - this saves quite a bit of cpu time 1378 * them when adding another one - this saves quite a bit of cpu time
1304 * when lots of spells are cast in one area. Currently, it is presumed 1379 * when lots of spells are cast in one area. Currently, it is presumed
1305 * that flying non pickable objects are spell objects. 1380 * that flying non pickable objects are spell objects.
1306 */ 1381 */
1307 while (top) 1382 for (top = ms.bot; top; top = top->above)
1308 { 1383 {
1309 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1384 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1310 floor = top; 1385 floor = top;
1311 1386
1312 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1387 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1315 top = top->below; 1390 top = top->below;
1316 break; 1391 break;
1317 } 1392 }
1318 1393
1319 last = top; 1394 last = top;
1320 top = top->above;
1321 } 1395 }
1322 1396
1323 /* Don't want top to be NULL, so set it to the last valid object */ 1397 /* Don't want top to be NULL, so set it to the last valid object */
1324 top = last; 1398 top = last;
1325 1399
1327 * looks like instead of lots of conditions here. 1401 * looks like instead of lots of conditions here.
1328 * makes things faster, and effectively the same result. 1402 * makes things faster, and effectively the same result.
1329 */ 1403 */
1330 1404
1331 /* Have object 'fall below' other objects that block view. 1405 /* Have object 'fall below' other objects that block view.
1332 * Unless those objects are exits, type 66 1406 * Unless those objects are exits.
1333 * If INS_ON_TOP is used, don't do this processing 1407 * If INS_ON_TOP is used, don't do this processing
1334 * Need to find the object that in fact blocks view, otherwise 1408 * Need to find the object that in fact blocks view, otherwise
1335 * stacking is a bit odd. 1409 * stacking is a bit odd.
1336 */ 1410 */
1337 if (!(flag & INS_ON_TOP) && 1411 if (!(flag & INS_ON_TOP)
1338 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1412 && ms.flags () & P_BLOCKSVIEW
1413 && (op->face && !faces [op->face].visibility))
1339 { 1414 {
1340 for (last = top; last != floor; last = last->below) 1415 for (last = top; last != floor; last = last->below)
1341 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1416 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1342 break; 1417 break;
1418
1343 /* Check to see if we found the object that blocks view, 1419 /* Check to see if we found the object that blocks view,
1344 * and make sure we have a below pointer for it so that 1420 * and make sure we have a below pointer for it so that
1345 * we can get inserted below this one, which requires we 1421 * we can get inserted below this one, which requires we
1346 * set top to the object below us. 1422 * set top to the object below us.
1347 */ 1423 */
1348 if (last && last->below && last != floor) 1424 if (last && last->below && last != floor)
1349 top = last->below; 1425 top = last->below;
1350 } 1426 }
1351 } /* If objects on this space */ 1427 } /* If objects on this space */
1352 1428
1353 if (flag & INS_MAP_LOAD)
1354 top = GET_MAP_TOP (op->map, op->x, op->y);
1355
1356 if (flag & INS_ABOVE_FLOOR_ONLY) 1429 if (flag & INS_ABOVE_FLOOR_ONLY)
1357 top = floor; 1430 top = floor;
1358 1431
1359 /* Top is the object that our object (op) is going to get inserted above. 1432 /* Top is the object that our object (op) is going to get inserted above.
1360 */ 1433 */
1361 1434
1362 /* First object on this space */ 1435 /* First object on this space */
1363 if (!top) 1436 if (!top)
1364 { 1437 {
1365 op->above = GET_MAP_OB (op->map, op->x, op->y); 1438 op->above = ms.bot;
1366 1439
1367 if (op->above) 1440 if (op->above)
1368 op->above->below = op; 1441 op->above->below = op;
1369 1442
1370 op->below = 0; 1443 op->below = 0;
1371 op->ms ().bot = op; 1444 ms.bot = op;
1372 } 1445 }
1373 else 1446 else
1374 { /* get inserted into the stack above top */ 1447 { /* get inserted into the stack above top */
1375 op->above = top->above; 1448 op->above = top->above;
1376 1449
1380 op->below = top; 1453 op->below = top;
1381 top->above = op; 1454 top->above = op;
1382 } 1455 }
1383 1456
1384 if (!op->above) 1457 if (!op->above)
1385 op->ms ().top = op; 1458 ms.top = op;
1386 } /* else not INS_BELOW_ORIGINATOR */ 1459 } /* else not INS_BELOW_ORIGINATOR */
1387 1460
1388 if (op->type == PLAYER) 1461 if (op->type == PLAYER)
1389 { 1462 {
1390 op->contr->do_los = 1; 1463 op->contr->do_los = 1;
1392 op->map->touch (); 1465 op->map->touch ();
1393 } 1466 }
1394 1467
1395 op->map->dirty = true; 1468 op->map->dirty = true;
1396 1469
1397 /* If we have a floor, we know the player, if any, will be above
1398 * it, so save a few ticks and start from there.
1399 */
1400 if (!(flag & INS_MAP_LOAD))
1401 if (object *pl = op->ms ().player ()) 1470 if (object *pl = ms.player ())
1402 if (pl->contr->ns) 1471 //TODO: the floorbox prev/next might need updating
1403 pl->contr->ns->floorbox_update (); 1472 esrv_send_item (pl, op);
1404 1473
1405 /* If this object glows, it may affect lighting conditions that are 1474 /* If this object glows, it may affect lighting conditions that are
1406 * visible to others on this map. But update_all_los is really 1475 * visible to others on this map. But update_all_los is really
1407 * an inefficient way to do this, as it means los for all players 1476 * an inefficient way to do this, as it means los for all players
1408 * on the map will get recalculated. The players could very well 1477 * on the map will get recalculated. The players could very well
1427 * blocked() and wall() work properly), and these flags are updated by 1496 * blocked() and wall() work properly), and these flags are updated by
1428 * update_object(). 1497 * update_object().
1429 */ 1498 */
1430 1499
1431 /* if this is not the head or flag has been passed, don't check walk on status */ 1500 /* if this is not the head or flag has been passed, don't check walk on status */
1432 if (!(flag & INS_NO_WALK_ON) && !op->head) 1501 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1433 { 1502 {
1434 if (check_move_on (op, originator)) 1503 if (check_move_on (op, originator))
1435 return 0; 1504 return 0;
1436 1505
1437 /* If we are a multi part object, lets work our way through the check 1506 /* If we are a multi part object, lets work our way through the check
1438 * walk on's. 1507 * walk on's.
1439 */ 1508 */
1440 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1509 for (object *tmp = op->more; tmp; tmp = tmp->more)
1441 if (check_move_on (tmp, originator)) 1510 if (check_move_on (tmp, originator))
1442 return 0; 1511 return 0;
1443 } 1512 }
1444 1513
1445 return op; 1514 return op;
1450 * op is the object to insert it under: supplies x and the map. 1519 * op is the object to insert it under: supplies x and the map.
1451 */ 1520 */
1452void 1521void
1453replace_insert_ob_in_map (const char *arch_string, object *op) 1522replace_insert_ob_in_map (const char *arch_string, object *op)
1454{ 1523{
1455 object *tmp, *tmp1;
1456
1457 /* first search for itself and remove any old instances */ 1524 /* first search for itself and remove any old instances */
1458 1525
1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1526 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1460 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1527 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1461 tmp->destroy (); 1528 tmp->destroy (1);
1462 1529
1463 tmp1 = arch_to_object (archetype::find (arch_string)); 1530 object *tmp = arch_to_object (archetype::find (arch_string));
1464 1531
1465 tmp1->x = op->x; 1532 tmp->x = op->x;
1466 tmp1->y = op->y; 1533 tmp->y = op->y;
1534
1467 insert_ob_in_map (tmp1, op->map, op, 0); 1535 insert_ob_in_map (tmp, op->map, op, 0);
1468} 1536}
1469 1537
1470object * 1538object *
1471object::insert_at (object *where, object *originator, int flags) 1539object::insert_at (object *where, object *originator, int flags)
1472{ 1540{
1541 if (where->env)
1542 return where->env->insert (this);
1543 else
1473 where->map->insert (this, where->x, where->y, originator, flags); 1544 return where->map->insert (this, where->x, where->y, originator, flags);
1474} 1545}
1475 1546
1476/* 1547/*
1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1478 * is returned contains nr objects, and the remaining parts contains
1479 * the rest (or is removed and freed if that number is 0).
1480 * On failure, NULL is returned, and the reason put into the
1481 * global static errmsg array.
1482 */
1483object *
1484get_split_ob (object *orig_ob, uint32 nr)
1485{
1486 object *newob;
1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1488
1489 if (orig_ob->nrof < nr)
1490 {
1491 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1492 return NULL;
1493 }
1494
1495 newob = object_create_clone (orig_ob);
1496
1497 if ((orig_ob->nrof -= nr) < 1)
1498 orig_ob->destroy (1);
1499 else if (!is_removed)
1500 {
1501 if (orig_ob->env != NULL)
1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1503 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1504 {
1505 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1506 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1507 return NULL;
1508 }
1509 }
1510
1511 newob->nrof = nr;
1512
1513 return newob;
1514}
1515
1516/*
1517 * decrease_ob_nr(object, number) decreases a specified number from 1548 * decrease(object, number) decreases a specified number from
1518 * the amount of an object. If the amount reaches 0, the object 1549 * the amount of an object. If the amount reaches 0, the object
1519 * is subsequently removed and freed. 1550 * is subsequently removed and freed.
1520 * 1551 *
1521 * Return value: 'op' if something is left, NULL if the amount reached 0 1552 * Return value: 'op' if something is left, NULL if the amount reached 0
1522 */ 1553 */
1554bool
1555object::decrease (sint32 nr)
1556{
1557 if (!nr)
1558 return true;
1523 1559
1560 nr = min (nr, nrof);
1561
1562 nrof -= nr;
1563
1564 if (nrof)
1565 {
1566 adjust_weight (env, -weight * nr); // carrying == 0
1567
1568 if (object *pl = visible_to ())
1569 esrv_update_item (UPD_NROF, pl, this);
1570
1571 return true;
1572 }
1573 else
1574 {
1575 destroy (1);
1576 return false;
1577 }
1578}
1579
1580/*
1581 * split(ob,nr) splits up ob into two parts. The part which
1582 * is returned contains nr objects, and the remaining parts contains
1583 * the rest (or is removed and returned if that number is 0).
1584 * On failure, NULL is returned.
1585 */
1524object * 1586object *
1525decrease_ob_nr (object *op, uint32 i) 1587object::split (sint32 nr)
1526{ 1588{
1527 object *tmp; 1589 int have = number_of ();
1528 1590
1529 if (i == 0) /* objects with op->nrof require this check */ 1591 if (have < nr)
1530 return op; 1592 return 0;
1531 1593 else if (have == nr)
1532 if (i > op->nrof)
1533 i = op->nrof;
1534
1535 if (QUERY_FLAG (op, FLAG_REMOVED))
1536 op->nrof -= i;
1537 else if (op->env)
1538 { 1594 {
1539 /* is this object in the players inventory, or sub container
1540 * therein?
1541 */
1542 tmp = op->in_player ();
1543 /* nope. Is this a container the player has opened?
1544 * If so, set tmp to that player.
1545 * IMO, searching through all the players will mostly
1546 * likely be quicker than following op->env to the map,
1547 * and then searching the map for a player.
1548 */
1549 if (!tmp)
1550 for_all_players (pl)
1551 if (pl->ob->container == op->env)
1552 {
1553 tmp = pl->ob;
1554 break;
1555 }
1556
1557 if (i < op->nrof)
1558 {
1559 sub_weight (op->env, op->weight * i);
1560 op->nrof -= i;
1561 if (tmp)
1562 esrv_send_item (tmp, op);
1563 }
1564 else
1565 {
1566 op->remove (); 1595 remove ();
1567 op->nrof = 0; 1596 return this;
1568 if (tmp)
1569 esrv_del_item (tmp->contr, op->count);
1570 }
1571 } 1597 }
1572 else 1598 else
1573 { 1599 {
1574 object *above = op->above; 1600 decrease (nr);
1575 1601
1576 if (i < op->nrof) 1602 object *op = object_create_clone (this);
1577 op->nrof -= i; 1603 op->nrof = nr;
1578 else
1579 {
1580 op->remove ();
1581 op->nrof = 0;
1582 }
1583
1584 /* Since we just removed op, op->above is null */
1585 for (tmp = above; tmp; tmp = tmp->above)
1586 if (tmp->type == PLAYER)
1587 {
1588 if (op->nrof)
1589 esrv_send_item (tmp, op);
1590 else
1591 esrv_del_item (tmp->contr, op->count);
1592 }
1593 }
1594
1595 if (op->nrof)
1596 return op; 1604 return op;
1597 else
1598 {
1599 op->destroy ();
1600 return 0;
1601 }
1602}
1603
1604/*
1605 * add_weight(object, weight) adds the specified weight to an object,
1606 * and also updates how much the environment(s) is/are carrying.
1607 */
1608
1609void
1610add_weight (object *op, signed long weight)
1611{
1612 while (op != NULL)
1613 {
1614 if (op->type == CONTAINER)
1615 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1616
1617 op->carrying += weight;
1618 op = op->env;
1619 } 1605 }
1620} 1606}
1621 1607
1622object * 1608object *
1623insert_ob_in_ob (object *op, object *where) 1609insert_ob_in_ob (object *op, object *where)
1628 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1614 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1629 free (dump); 1615 free (dump);
1630 return op; 1616 return op;
1631 } 1617 }
1632 1618
1633 if (where->head) 1619 if (where->head_ () != where)
1634 { 1620 {
1635 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1621 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1636 where = where->head; 1622 where = where->head;
1637 } 1623 }
1638 1624
1639 return where->insert (op); 1625 return where->insert (op);
1640} 1626}
1645 * inside the object environment. 1631 * inside the object environment.
1646 * 1632 *
1647 * The function returns now pointer to inserted item, and return value can 1633 * The function returns now pointer to inserted item, and return value can
1648 * be != op, if items are merged. -Tero 1634 * be != op, if items are merged. -Tero
1649 */ 1635 */
1650
1651object * 1636object *
1652object::insert (object *op) 1637object::insert (object *op)
1653{ 1638{
1654 object *tmp, *otmp;
1655
1656 if (!QUERY_FLAG (op, FLAG_REMOVED))
1657 op->remove ();
1658
1659 if (op->more) 1639 if (op->more)
1660 { 1640 {
1661 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1641 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1662 return op; 1642 return op;
1663 } 1643 }
1664 1644
1665 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1645 op->remove ();
1666 CLEAR_FLAG (op, FLAG_REMOVED); 1646
1647 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1648
1667 if (op->nrof) 1649 if (op->nrof)
1668 {
1669 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1650 for (object *tmp = inv; tmp; tmp = tmp->below)
1670 if (object::can_merge (tmp, op)) 1651 if (object::can_merge (tmp, op))
1671 { 1652 {
1672 /* return the original object and remove inserted object 1653 /* return the original object and remove inserted object
1673 (client needs the original object) */ 1654 (client needs the original object) */
1674 tmp->nrof += op->nrof; 1655 tmp->nrof += op->nrof;
1675 /* Weight handling gets pretty funky. Since we are adding to 1656
1676 * tmp->nrof, we need to increase the weight. 1657 if (object *pl = tmp->visible_to ())
1677 */ 1658 esrv_update_item (UPD_NROF, pl, tmp);
1659
1678 add_weight (this, op->weight * op->nrof); 1660 adjust_weight (this, op->total_weight ());
1679 SET_FLAG (op, FLAG_REMOVED); 1661
1680 op->destroy (); /* free the inserted object */ 1662 op->destroy (1);
1681 op = tmp; 1663 op = tmp;
1682 op->remove (); /* and fix old object's links */ 1664 goto inserted;
1683 CLEAR_FLAG (op, FLAG_REMOVED);
1684 break;
1685 } 1665 }
1686 1666
1687 /* I assume combined objects have no inventory 1667 op->owner = 0; // it's his/hers now. period.
1688 * We add the weight - this object could have just been removed
1689 * (if it was possible to merge). calling remove_ob will subtract
1690 * the weight, so we need to add it in again, since we actually do
1691 * the linking below
1692 */
1693 add_weight (this, op->weight * op->nrof);
1694 }
1695 else
1696 add_weight (this, (op->weight + op->carrying));
1697
1698 otmp = this->in_player ();
1699 if (otmp && otmp->contr)
1700 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1701 otmp->update_stats ();
1702
1703 op->map = 0; 1668 op->map = 0;
1704 op->env = this; 1669 op->x = 0;
1670 op->y = 0;
1671
1705 op->above = 0; 1672 op->above = 0;
1706 op->below = 0; 1673 op->below = inv;
1707 op->x = 0, op->y = 0; 1674 op->env = this;
1708 1675
1676 if (inv)
1677 inv->above = op;
1678
1679 inv = op;
1680
1681 op->flag [FLAG_REMOVED] = 0;
1682
1683 if (object *pl = op->visible_to ())
1684 esrv_send_item (pl, op);
1685
1686 adjust_weight (this, op->total_weight ());
1687
1688inserted:
1709 /* reset the light list and los of the players on the map */ 1689 /* reset the light list and los of the players on the map */
1710 if ((op->glow_radius != 0) && map) 1690 if (op->glow_radius && map && map->darkness)
1711 {
1712#ifdef DEBUG_LIGHTS
1713 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1714#endif /* DEBUG_LIGHTS */
1715 if (map->darkness)
1716 update_all_los (map, x, y); 1691 update_all_los (map, x, y);
1717 }
1718 1692
1719 /* Client has no idea of ordering so lets not bother ordering it here. 1693 // if this is a player's inventory, update stats
1720 * It sure simplifies this function... 1694 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1721 */ 1695 update_stats ();
1722 if (!inv)
1723 inv = op;
1724 else
1725 {
1726 op->below = inv;
1727 op->below->above = op;
1728 inv = op;
1729 }
1730 1696
1731 INVOKE_OBJECT (INSERT, this); 1697 INVOKE_OBJECT (INSERT, this);
1732 1698
1733 return op; 1699 return op;
1734} 1700}
1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1781 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1816 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1782 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1817 { 1783 {
1818 1784
1819 float 1785 float
1820 diff = tmp->move_slow_penalty * FABS (op->speed); 1786 diff = tmp->move_slow_penalty * fabs (op->speed);
1821 1787
1822 if (op->type == PLAYER) 1788 if (op->type == PLAYER)
1823 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1789 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1824 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1790 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1825 diff /= 4.0; 1791 diff /= 4.0;
1949 * activate recursively a flag on an object inventory 1915 * activate recursively a flag on an object inventory
1950 */ 1916 */
1951void 1917void
1952flag_inv (object *op, int flag) 1918flag_inv (object *op, int flag)
1953{ 1919{
1954 if (op->inv)
1955 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1920 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1956 { 1921 {
1957 SET_FLAG (tmp, flag); 1922 SET_FLAG (tmp, flag);
1958 flag_inv (tmp, flag); 1923 flag_inv (tmp, flag);
1959 } 1924 }
1960} 1925}
1961 1926
1962/* 1927/*
1963 * deactivate recursively a flag on an object inventory 1928 * deactivate recursively a flag on an object inventory
1964 */ 1929 */
1965void 1930void
1966unflag_inv (object *op, int flag) 1931unflag_inv (object *op, int flag)
1967{ 1932{
1968 if (op->inv)
1969 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1933 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1970 { 1934 {
1971 CLEAR_FLAG (tmp, flag); 1935 CLEAR_FLAG (tmp, flag);
1972 unflag_inv (tmp, flag); 1936 unflag_inv (tmp, flag);
1973 } 1937 }
1974}
1975
1976/*
1977 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1978 * all it's inventory (recursively).
1979 * If checksums are used, a player will get set_cheat called for
1980 * him/her-self and all object carried by a call to this function.
1981 */
1982void
1983set_cheat (object *op)
1984{
1985 SET_FLAG (op, FLAG_WAS_WIZ);
1986 flag_inv (op, FLAG_WAS_WIZ);
1987} 1938}
1988 1939
1989/* 1940/*
1990 * find_free_spot(object, map, x, y, start, stop) will search for 1941 * find_free_spot(object, map, x, y, start, stop) will search for
1991 * a spot at the given map and coordinates which will be able to contain 1942 * a spot at the given map and coordinates which will be able to contain
1993 * to search (see the freearr_x/y[] definition). 1944 * to search (see the freearr_x/y[] definition).
1994 * It returns a random choice among the alternatives found. 1945 * It returns a random choice among the alternatives found.
1995 * start and stop are where to start relative to the free_arr array (1,9 1946 * start and stop are where to start relative to the free_arr array (1,9
1996 * does all 4 immediate directions). This returns the index into the 1947 * does all 4 immediate directions). This returns the index into the
1997 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1948 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1998 * Note - this only checks to see if there is space for the head of the
1999 * object - if it is a multispace object, this should be called for all
2000 * pieces.
2001 * Note2: This function does correctly handle tiled maps, but does not 1949 * Note: This function does correctly handle tiled maps, but does not
2002 * inform the caller. However, insert_ob_in_map will update as 1950 * inform the caller. However, insert_ob_in_map will update as
2003 * necessary, so the caller shouldn't need to do any special work. 1951 * necessary, so the caller shouldn't need to do any special work.
2004 * Note - updated to take an object instead of archetype - this is necessary 1952 * Note - updated to take an object instead of archetype - this is necessary
2005 * because arch_blocked (now ob_blocked) needs to know the movement type 1953 * because arch_blocked (now ob_blocked) needs to know the movement type
2006 * to know if the space in question will block the object. We can't use 1954 * to know if the space in question will block the object. We can't use
2008 * customized, changed states, etc. 1956 * customized, changed states, etc.
2009 */ 1957 */
2010int 1958int
2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1959find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2012{ 1960{
1961 int altern[SIZEOFFREE];
2013 int index = 0, flag; 1962 int index = 0, flag;
2014 int altern[SIZEOFFREE];
2015 1963
2016 for (int i = start; i < stop; i++) 1964 for (int i = start; i < stop; i++)
2017 { 1965 {
2018 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1966 mapxy pos (m, x, y); pos.move (i);
2019 if (!flag) 1967
1968 if (!pos.normalise ())
1969 continue;
1970
1971 mapspace &ms = *pos;
1972
1973 if (ms.flags () & P_IS_ALIVE)
1974 continue;
1975
1976 /* However, often
1977 * ob doesn't have any move type (when used to place exits)
1978 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1979 */
1980 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1981 {
2020 altern [index++] = i; 1982 altern [index++] = i;
1983 continue;
1984 }
2021 1985
2022 /* Basically, if we find a wall on a space, we cut down the search size. 1986 /* Basically, if we find a wall on a space, we cut down the search size.
2023 * In this way, we won't return spaces that are on another side of a wall. 1987 * In this way, we won't return spaces that are on another side of a wall.
2024 * This mostly work, but it cuts down the search size in all directions - 1988 * This mostly work, but it cuts down the search size in all directions -
2025 * if the space being examined only has a wall to the north and empty 1989 * if the space being examined only has a wall to the north and empty
2026 * spaces in all the other directions, this will reduce the search space 1990 * spaces in all the other directions, this will reduce the search space
2027 * to only the spaces immediately surrounding the target area, and 1991 * to only the spaces immediately surrounding the target area, and
2028 * won't look 2 spaces south of the target space. 1992 * won't look 2 spaces south of the target space.
2029 */ 1993 */
2030 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1994 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1995 {
2031 stop = maxfree[i]; 1996 stop = maxfree[i];
1997 continue;
1998 }
1999
2000 /* Note it is intentional that we check ob - the movement type of the
2001 * head of the object should correspond for the entire object.
2002 */
2003 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2004 continue;
2005
2006 if (ob->blocked (m, pos.x, pos.y))
2007 continue;
2008
2009 altern [index++] = i;
2032 } 2010 }
2033 2011
2034 if (!index) 2012 if (!index)
2035 return -1; 2013 return -1;
2036 2014
2037 return altern[RANDOM () % index]; 2015 return altern [rndm (index)];
2038} 2016}
2039 2017
2040/* 2018/*
2041 * find_first_free_spot(archetype, maptile, x, y) works like 2019 * find_first_free_spot(archetype, maptile, x, y) works like
2042 * find_free_spot(), but it will search max number of squares. 2020 * find_free_spot(), but it will search max number of squares.
2045 */ 2023 */
2046int 2024int
2047find_first_free_spot (const object *ob, maptile *m, int x, int y) 2025find_first_free_spot (const object *ob, maptile *m, int x, int y)
2048{ 2026{
2049 for (int i = 0; i < SIZEOFFREE; i++) 2027 for (int i = 0; i < SIZEOFFREE; i++)
2050 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2028 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2051 return i; 2029 return i;
2052 2030
2053 return -1; 2031 return -1;
2054} 2032}
2055 2033
2063{ 2041{
2064 arr += begin; 2042 arr += begin;
2065 end -= begin; 2043 end -= begin;
2066 2044
2067 while (--end) 2045 while (--end)
2068 swap (arr [end], arr [RANDOM () % (end + 1)]); 2046 swap (arr [end], arr [rndm (end + 1)]);
2069} 2047}
2070 2048
2071/* new function to make monster searching more efficient, and effective! 2049/* new function to make monster searching more efficient, and effective!
2072 * This basically returns a randomized array (in the passed pointer) of 2050 * This basically returns a randomized array (in the passed pointer) of
2073 * the spaces to find monsters. In this way, it won't always look for 2051 * the spaces to find monsters. In this way, it won't always look for
2109 object *tmp; 2087 object *tmp;
2110 maptile *mp; 2088 maptile *mp;
2111 2089
2112 MoveType blocked, move_type; 2090 MoveType blocked, move_type;
2113 2091
2114 if (exclude && exclude->head) 2092 if (exclude && exclude->head_ () != exclude)
2115 { 2093 {
2116 exclude = exclude->head; 2094 exclude = exclude->head;
2117 move_type = exclude->move_type; 2095 move_type = exclude->move_type;
2118 } 2096 }
2119 else 2097 else
2142 max = maxfree[i]; 2120 max = maxfree[i];
2143 else if (mflags & P_IS_ALIVE) 2121 else if (mflags & P_IS_ALIVE)
2144 { 2122 {
2145 for (tmp = ms.bot; tmp; tmp = tmp->above) 2123 for (tmp = ms.bot; tmp; tmp = tmp->above)
2146 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2124 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2147 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2125 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2148 break; 2126 break;
2149 2127
2150 if (tmp) 2128 if (tmp)
2151 return freedir[i]; 2129 return freedir[i];
2152 } 2130 }
2207 2185
2208 return 3; 2186 return 3;
2209} 2187}
2210 2188
2211/* 2189/*
2212 * absdir(int): Returns a number between 1 and 8, which represent
2213 * the "absolute" direction of a number (it actually takes care of
2214 * "overflow" in previous calculations of a direction).
2215 */
2216
2217int
2218absdir (int d)
2219{
2220 while (d < 1)
2221 d += 8;
2222
2223 while (d > 8)
2224 d -= 8;
2225
2226 return d;
2227}
2228
2229/*
2230 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2190 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2231 * between two directions (which are expected to be absolute (see absdir()) 2191 * between two directions (which are expected to be absolute (see absdir())
2232 */ 2192 */
2233
2234int 2193int
2235dirdiff (int dir1, int dir2) 2194dirdiff (int dir1, int dir2)
2236{ 2195{
2237 int d; 2196 int d;
2238 2197
2351 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2310 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2352 * core dumps if they do. 2311 * core dumps if they do.
2353 * 2312 *
2354 * Add a check so we can't pick up invisible objects (0.93.8) 2313 * Add a check so we can't pick up invisible objects (0.93.8)
2355 */ 2314 */
2356
2357int 2315int
2358can_pick (const object *who, const object *item) 2316can_pick (const object *who, const object *item)
2359{ 2317{
2360 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2318 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2361 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2319 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2366 * create clone from object to another 2324 * create clone from object to another
2367 */ 2325 */
2368object * 2326object *
2369object_create_clone (object *asrc) 2327object_create_clone (object *asrc)
2370{ 2328{
2371 object *dst = 0, *tmp, *src, *part, *prev, *item; 2329 object *dst = 0;
2372 2330
2373 if (!asrc) 2331 if (!asrc)
2374 return 0; 2332 return 0;
2375 2333
2376 src = asrc; 2334 object *src = asrc->head_ ();
2377 if (src->head)
2378 src = src->head;
2379 2335
2380 prev = 0; 2336 object *prev = 0;
2381 for (part = src; part; part = part->more) 2337 for (object *part = src; part; part = part->more)
2382 { 2338 {
2383 tmp = part->clone (); 2339 object *tmp = part->clone ();
2340
2384 tmp->x -= src->x; 2341 tmp->x -= src->x;
2385 tmp->y -= src->y; 2342 tmp->y -= src->y;
2386 2343
2387 if (!part->head) 2344 if (!part->head)
2388 { 2345 {
2398 prev->more = tmp; 2355 prev->more = tmp;
2399 2356
2400 prev = tmp; 2357 prev = tmp;
2401 } 2358 }
2402 2359
2403 for (item = src->inv; item; item = item->below) 2360 for (object *item = src->inv; item; item = item->below)
2404 insert_ob_in_ob (object_create_clone (item), dst); 2361 insert_ob_in_ob (object_create_clone (item), dst);
2405 2362
2406 return dst; 2363 return dst;
2407}
2408
2409/* GROS - Creates an object using a string representing its content. */
2410/* Basically, we save the content of the string to a temp file, then call */
2411/* load_object on it. I admit it is a highly inefficient way to make things, */
2412/* but it was simple to make and allows reusing the load_object function. */
2413/* Remember not to use load_object_str in a time-critical situation. */
2414/* Also remember that multiparts objects are not supported for now. */
2415object *
2416load_object_str (const char *obstr)
2417{
2418 object *op;
2419 char filename[MAX_BUF];
2420
2421 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2422
2423 FILE *tempfile = fopen (filename, "w");
2424
2425 if (tempfile == NULL)
2426 {
2427 LOG (llevError, "Error - Unable to access load object temp file\n");
2428 return NULL;
2429 }
2430
2431 fprintf (tempfile, obstr);
2432 fclose (tempfile);
2433
2434 op = object::create ();
2435
2436 object_thawer thawer (filename);
2437
2438 if (thawer)
2439 load_object (thawer, op, 0);
2440
2441 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2442 CLEAR_FLAG (op, FLAG_REMOVED);
2443
2444 return op;
2445} 2364}
2446 2365
2447/* This returns the first object in who's inventory that 2366/* This returns the first object in who's inventory that
2448 * has the same type and subtype match. 2367 * has the same type and subtype match.
2449 * returns NULL if no match. 2368 * returns NULL if no match.
2504 if (link->key == canonical_key) 2423 if (link->key == canonical_key)
2505 return link->value; 2424 return link->value;
2506 2425
2507 return 0; 2426 return 0;
2508} 2427}
2509
2510 2428
2511/* 2429/*
2512 * Updates the canonical_key in op to value. 2430 * Updates the canonical_key in op to value.
2513 * 2431 *
2514 * canonical_key is a shared string (value doesn't have to be). 2432 * canonical_key is a shared string (value doesn't have to be).
2538 /* Basically, if the archetype has this key set, 2456 /* Basically, if the archetype has this key set,
2539 * we need to store the null value so when we save 2457 * we need to store the null value so when we save
2540 * it, we save the empty value so that when we load, 2458 * it, we save the empty value so that when we load,
2541 * we get this value back again. 2459 * we get this value back again.
2542 */ 2460 */
2543 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2461 if (get_ob_key_link (op->arch, canonical_key))
2544 field->value = 0; 2462 field->value = 0;
2545 else 2463 else
2546 { 2464 {
2547 if (last) 2465 if (last)
2548 last->next = field->next; 2466 last->next = field->next;
2617 } 2535 }
2618 else 2536 else
2619 item = item->env; 2537 item = item->env;
2620} 2538}
2621 2539
2622
2623const char * 2540const char *
2624object::flag_desc (char *desc, int len) const 2541object::flag_desc (char *desc, int len) const
2625{ 2542{
2626 char *p = desc; 2543 char *p = desc;
2627 bool first = true; 2544 bool first = true;
2654{ 2571{
2655 char flagdesc[512]; 2572 char flagdesc[512];
2656 char info2[256 * 4]; 2573 char info2[256 * 4];
2657 char *p = info; 2574 char *p = info;
2658 2575
2659 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2576 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2660 count, uuid.seq, 2577 count,
2578 uuid.c_str (),
2661 &name, 2579 &name,
2662 title ? "\",title:" : "", 2580 title ? "\",title:\"" : "",
2663 title ? (const char *)title : "", 2581 title ? (const char *)title : "",
2664 flag_desc (flagdesc, 512), type); 2582 flag_desc (flagdesc, 512), type);
2665 2583
2666 if (env) 2584 if (!flag[FLAG_REMOVED] && env)
2667 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2585 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2668 2586
2669 if (map) 2587 if (map)
2670 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2588 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2671 2589
2673} 2591}
2674 2592
2675const char * 2593const char *
2676object::debug_desc () const 2594object::debug_desc () const
2677{ 2595{
2678 static char info[256 * 4]; 2596 static char info[3][256 * 4];
2597 static int info_idx;
2598
2679 return debug_desc (info); 2599 return debug_desc (info [++info_idx % 3]);
2680} 2600}
2681 2601
2602struct region *
2603object::region () const
2604{
2605 return map ? map->region (x, y)
2606 : region::default_region ();
2607}
2608
2609const materialtype_t *
2610object::dominant_material () const
2611{
2612 if (materialtype_t *mt = name_to_material (materialname))
2613 return mt;
2614
2615 return name_to_material (shstr_unknown);
2616}
2617
2618void
2619object::open_container (object *new_container)
2620{
2621 if (container == new_container)
2622 return;
2623
2624 object *old_container = container;
2625
2626 if (old_container)
2627 {
2628 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2629 return;
2630
2631#if 0
2632 // remove the "Close old_container" object.
2633 if (object *closer = old_container->inv)
2634 if (closer->type == CLOSE_CON)
2635 closer->destroy ();
2636#endif
2637
2638 // make sure the container is available
2639 esrv_send_item (this, old_container);
2640
2641 old_container->flag [FLAG_APPLIED] = false;
2642 container = 0;
2643
2644 // client needs item update to make it work, client bug requires this to be separate
2645 esrv_update_item (UPD_FLAGS, this, old_container);
2646
2647 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2648 play_sound (sound_find ("chest_close"));
2649 }
2650
2651 if (new_container)
2652 {
2653 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2654 return;
2655
2656 // TODO: this does not seem to serve any purpose anymore?
2657#if 0
2658 // insert the "Close Container" object.
2659 if (archetype *closer = new_container->other_arch)
2660 {
2661 object *closer = arch_to_object (new_container->other_arch);
2662 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2663 new_container->insert (closer);
2664 }
2665#endif
2666
2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2668
2669 // make sure the container is available, client bug requires this to be separate
2670 esrv_send_item (this, new_container);
2671
2672 new_container->flag [FLAG_APPLIED] = true;
2673 container = new_container;
2674
2675 // client needs flag change
2676 esrv_update_item (UPD_FLAGS, this, new_container);
2677 esrv_send_inventory (this, new_container);
2678 play_sound (sound_find ("chest_open"));
2679 }
2680// else if (!old_container->env && contr && contr->ns)
2681// contr->ns->floorbox_reset ();
2682}
2683
2684object *
2685object::force_find (const shstr name)
2686{
2687 /* cycle through his inventory to look for the MARK we want to
2688 * place
2689 */
2690 for (object *tmp = inv; tmp; tmp = tmp->below)
2691 if (tmp->type == FORCE && tmp->slaying == name)
2692 return splay (tmp);
2693
2694 return 0;
2695}
2696
2697void
2698object::force_add (const shstr name, int duration)
2699{
2700 if (object *force = force_find (name))
2701 force->destroy ();
2702
2703 object *force = get_archetype (FORCE_NAME);
2704
2705 force->slaying = name;
2706 force->stats.food = 1;
2707 force->speed_left = -1.f;
2708
2709 force->set_speed (duration ? 1.f / duration : 0.f);
2710 force->flag [FLAG_IS_USED_UP] = true;
2711 force->flag [FLAG_APPLIED] = true;
2712
2713 insert (force);
2714}
2715
2716void
2717object::play_sound (faceidx sound)
2718{
2719 if (!sound)
2720 return;
2721
2722 if (flag [FLAG_REMOVED])
2723 return;
2724
2725 if (env)
2726 {
2727 if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729 }
2730 else
2731 map->play_sound (sound, x, y);
2732}
2733

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