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Comparing deliantra/server/common/object.C (file contents):
Revision 1.141 by root, Sun Apr 29 21:44:34 2007 UTC vs.
Revision 1.227 by root, Sat May 3 09:04:17 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
41 37
42objectvec objects; 38objectvec objects;
43activevec actives; 39activevec actives;
44 40
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 46};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50}; 52};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 58};
54int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 64};
58 65
59static void 66static void
60write_uuid (void) 67write_uuid (uval64 skip, bool sync)
61{ 68{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
63 70 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 73 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 74}
79 75
80static void 76static void
81read_uuid (void) 77read_uuid (void)
82{ 78{
83 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
84 80
85 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
86 84
87 FILE *fp; 85 FILE *fp;
88 86
89 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
90 { 88 {
91 if (errno == ENOENT) 89 if (errno == ENOENT)
92 { 90 {
93 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 92 UUID::cur.seq = 0;
95 write_uuid (); 93 write_uuid (UUID_GAP, true);
96 return; 94 return;
97 } 95 }
98 96
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 98 _exit (1);
101 } 99 }
102 100
103 int version; 101 UUID::BUF buf;
104 unsigned long long uid; 102 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 { 106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 108 _exit (1);
109 } 109 }
110 110
111 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 112
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
114 fclose (fp); 114 fclose (fp);
115} 115}
116 116
117UUID 117UUID
118gen_uuid () 118UUID::gen ()
119{ 119{
120 UUID uid; 120 UUID uid;
121 121
122 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
123 123
124 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
126 130
127 return uid; 131 return uid;
128} 132}
129 133
130void 134void
131init_uuid () 135UUID::init ()
132{ 136{
133 read_uuid (); 137 read_uuid ();
134} 138}
135 139
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 141static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
139{ 143{
140 key_value *wants_field; 144 key_value *wants_field;
141 145
142 /* 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
150 key_value *has_field; 154 key_value *has_field;
151 155
152 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
154 158
155 if (has_field == NULL) 159 if (!has_field)
156 {
157 /* No field with that name. */ 160 return 0; /* No field with that name. */
158 return FALSE;
159 }
160 161
161 /* Found the matching field. */ 162 /* Found the matching field. */
162 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
163 {
164 /* 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. */
165 return FALSE;
166 }
167 165
168 /* 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. */
169 } 167 }
170 168
171 /* 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. */
172 return TRUE; 170 return 1;
173} 171}
174 172
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 174static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 176{
179 /* 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,
180 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
181 */ 179 */
202 || ob1->speed != ob2->speed 200 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 201 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 202 || ob1->name != ob2->name)
205 return 0; 203 return 0;
206 204
207 //TODO: this ain't working well, use nicer and correct overflow check 205 /* Do not merge objects if nrof would overflow. First part checks
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 * for unsigned overflow (2c), second part checks whether the result
209 * 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
210 * used to store nrof). 208 * nrof values.
211 */ 209 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
213 return 0; 211 return 0;
214 212
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 214 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 215 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 216 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 217 * flags lose any meaning.
220 */ 218 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 221
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 224
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 225 if (ob1->arch->name != ob2->arch->name
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 226 || ob1->name != ob2->name
230 || ob1->title != ob2->title 227 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 228 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 229 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 230 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 231 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 232 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 233 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 234 || ob1->value != ob2->value
246 || ob1->move_block != ob2->move_block 241 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 242 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 243 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 244 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 245 || ob1->move_slow != ob2->move_slow
251 || 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)))
252 return 0; 249 return 0;
253 250
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
254 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
256 */ 261 */
257 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
258 { 263 {
259 /* if one object has inventory but the other doesn't, not equiv */ 264 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 265 return 0; /* inventories differ in length */
261 return 0;
262 266
263 /* 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
264 if (!object::can_merge (ob1->inv, ob2->inv)) 270 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 271 return 0; /* inventory objects differ */
266 272
267 /* 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
268 * if it is valid. 274 * if it is valid.
269 */ 275 */
270 } 276 }
289 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
290 return 0; 296 return 0;
291 break; 297 break;
292 } 298 }
293 299
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
295 { 301 {
296 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
298 /* 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))
299 return 0; 307 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 308 }
303 309
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
306 { 311 {
307 ob1->optimise (); 312 ob1->optimise ();
308 ob2->optimise (); 313 ob2->optimise ();
309 314
310 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)
311 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 }
312 } 329 }
313 330
314 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
315 return 1; 332 return 1;
316} 333}
317 334
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
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/*
405 * this is a recursive function which calculates the weight
406 * an object is carrying. It goes through op and figures out how much
407 * containers are carrying, and sums it up.
408 */
318void 409void
319player::set_range (rangetype r) 410object::update_weight ()
320{ 411{
321 shoottype = r; 412 sint32 sum = 0;
322}
323 413
324/* 414 for (object *op = inv; op; op = op->below)
325 * sum_weight() is a recursive function which calculates the weight
326 * an object is carrying. It goes through in figures out how much
327 * containers are carrying, and sums it up.
328 */
329long
330sum_weight (object *op)
331{
332 long sum;
333 object *inv;
334
335 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
336 { 415 {
337 if (inv->inv) 416 if (op->inv)
338 sum_weight (inv); 417 op->update_weight ();
339 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)
340 } 425 {
341
342 if (op->type == CONTAINER && op->stats.Str)
343 sum = (sum * (100 - op->stats.Str)) / 100;
344
345 if (op->carrying != sum)
346 op->carrying = sum; 426 carrying = sum;
347 427
348 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 }
349} 432}
350 433
351/** 434/*
352 * Return the outermost environment object for a given object. 435 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
353 */
354
355object *
356object_get_env_recursive (object *op)
357{
358 while (op->env != NULL)
359 op = op->env;
360 return op;
361}
362
363/*
364 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
365 * Some error messages.
366 * The result of the dump is stored in the static global errmsg array.
367 */ 436 */
368char * 437char *
369dump_object (object *op) 438dump_object (object *op)
370{ 439{
371 if (!op) 440 if (!op)
379/* 448/*
380 * 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
381 * multi-object 1 which is closest to the second object. 450 * multi-object 1 which is closest to the second object.
382 * If it's not a multi-object, it is returned. 451 * If it's not a multi-object, it is returned.
383 */ 452 */
384
385object * 453object *
386get_nearest_part (object *op, const object *pl) 454get_nearest_part (object *op, const object *pl)
387{ 455{
388 object *tmp, *closest; 456 object *tmp, *closest;
389 int last_dist, i; 457 int last_dist, i;
390 458
391 if (op->more == NULL) 459 if (!op->more)
392 return op; 460 return op;
461
393 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)
394 if ((i = distance (tmp, pl)) < last_dist) 465 if ((i = distance (tmp, pl)) < last_dist)
395 closest = tmp, last_dist = i; 466 closest = tmp, last_dist = i;
467
396 return closest; 468 return closest;
397} 469}
398 470
399/* 471/*
400 * 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.
401 */ 474 */
402object * 475object *
403find_object (tag_t i) 476find_object (tag_t i)
404{ 477{
405 for_all_objects (op) 478 for_all_objects (op)
425 break; 498 break;
426 499
427 return op; 500 return op;
428} 501}
429 502
430void
431free_all_object_data ()
432{
433 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
434}
435
436/* 503/*
437 * 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
438 * skill and experience objects. 505 * skill and experience objects.
506 * ACTUALLY NO! investigate! TODO
439 */ 507 */
440void 508void
441object::set_owner (object *owner) 509object::set_owner (object *owner)
442{ 510{
511 // allow objects which own objects
443 if (!owner) 512 if (owner)
444 return;
445
446 /* next line added to allow objects which own objects */
447 /* Add a check for ownercounts in here, as I got into an endless loop
448 * with the fireball owning a poison cloud which then owned the
449 * fireball. I believe that was caused by one of the objects getting
450 * freed and then another object replacing it. Since the ownercounts
451 * didn't match, this check is valid and I believe that cause is valid.
452 */
453 while (owner->owner) 513 while (owner->owner)
454 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 }
455 521
456 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;
457} 589}
458 590
459/* Zero the key_values on op, decrementing the shared-string 591/* Zero the key_values on op, decrementing the shared-string
460 * refcounts and freeing the links. 592 * refcounts and freeing the links.
461 */ 593 */
471 } 603 }
472 604
473 op->key_values = 0; 605 op->key_values = 0;
474} 606}
475 607
476object & 608/*
477object::operator =(const object &src) 609 * copy_to first frees everything allocated by the dst object,
610 * and then copies the contents of itself into the second
611 * object, allocating what needs to be allocated. Basically, any
612 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
613 * if the first object is freed, the pointers in the new object
614 * will point at garbage.
615 */
616void
617object::copy_to (object *dst)
478{ 618{
479 bool is_freed = flag [FLAG_FREED]; 619 dst->remove ();
480 bool is_removed = flag [FLAG_REMOVED];
481
482 *(object_copy *)this = src; 620 *(object_copy *)dst = *this;
483
484 flag [FLAG_FREED] = is_freed;
485 flag [FLAG_REMOVED] = is_removed; 621 dst->flag [FLAG_REMOVED] = true;
486 622
487 /* Copy over key_values, if any. */ 623 /* Copy over key_values, if any. */
488 if (src.key_values) 624 if (key_values)
489 { 625 {
490 key_value *tail = 0; 626 key_value *tail = 0;
491 key_values = 0; 627 dst->key_values = 0;
492 628
493 for (key_value *i = src.key_values; i; i = i->next) 629 for (key_value *i = key_values; i; i = i->next)
494 { 630 {
495 key_value *new_link = new key_value; 631 key_value *new_link = new key_value;
496 632
497 new_link->next = 0; 633 new_link->next = 0;
498 new_link->key = i->key; 634 new_link->key = i->key;
499 new_link->value = i->value; 635 new_link->value = i->value;
500 636
501 /* Try and be clever here, too. */ 637 /* Try and be clever here, too. */
502 if (!key_values) 638 if (!dst->key_values)
503 { 639 {
504 key_values = new_link; 640 dst->key_values = new_link;
505 tail = new_link; 641 tail = new_link;
506 } 642 }
507 else 643 else
508 { 644 {
509 tail->next = new_link; 645 tail->next = new_link;
510 tail = new_link; 646 tail = new_link;
511 } 647 }
512 } 648 }
513 } 649 }
514}
515
516/*
517 * copy_to first frees everything allocated by the dst object,
518 * and then copies the contents of itself into the second
519 * object, allocating what needs to be allocated. Basically, any
520 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
521 * if the first object is freed, the pointers in the new object
522 * will point at garbage.
523 */
524void
525object::copy_to (object *dst)
526{
527 *dst = *this;
528 650
529 if (speed < 0) 651 if (speed < 0)
530 dst->speed_left = speed_left - rndm (); 652 dst->speed_left -= rndm ();
531 653
532 dst->set_speed (dst->speed); 654 dst->set_speed (dst->speed);
533} 655}
534 656
535void 657void
536object::instantiate () 658object::instantiate ()
537{ 659{
538 if (!uuid.seq) // HACK 660 if (!uuid.seq) // HACK
539 uuid = gen_uuid (); 661 uuid = UUID::gen ();
540 662
541 speed_left = -0.1f; 663 speed_left = -0.1f;
542 /* copy the body_info to the body_used - this is only really 664 /* copy the body_info to the body_used - this is only really
543 * need for monsters, but doesn't hurt to do it for everything. 665 * need for monsters, but doesn't hurt to do it for everything.
544 * by doing so, when a monster is created, it has good starting 666 * by doing so, when a monster is created, it has good starting
545 * values for the body_used info, so when items are created 667 * values for the body_used info, so when items are created
546 * for it, they can be properly equipped. 668 * for it, they can be properly equipped.
547 */ 669 */
548 memcpy (body_used, body_info, sizeof (body_used)); 670 for (int i = NUM_BODY_LOCATIONS; i--; )
671 slot[i].used = slot[i].info;
549 672
550 attachable::instantiate (); 673 attachable::instantiate ();
551} 674}
552 675
553object * 676object *
554object::clone () 677object::clone ()
555{ 678{
556 object *neu = create (); 679 object *neu = create ();
557 copy_to (neu); 680 copy_to (neu);
681 neu->map = map; // not copied by copy_to
558 return neu; 682 return neu;
559} 683}
560 684
561/* 685/*
562 * If an object with the IS_TURNABLE() flag needs to be turned due 686 * If an object with the IS_TURNABLE() flag needs to be turned due
613 * UP_OBJ_FACE: only the objects face has changed. 737 * UP_OBJ_FACE: only the objects face has changed.
614 */ 738 */
615void 739void
616update_object (object *op, int action) 740update_object (object *op, int action)
617{ 741{
618 if (op == NULL) 742 if (!op)
619 { 743 {
620 /* this should never happen */ 744 /* this should never happen */
621 LOG (llevDebug, "update_object() called for NULL object.\n"); 745 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
622 return; 746 return;
623 } 747 }
624 748
625 if (op->env) 749 if (!op->is_on_map ())
626 { 750 {
627 /* Animation is currently handled by client, so nothing 751 /* Animation is currently handled by client, so nothing
628 * to do in this case. 752 * to do in this case.
629 */ 753 */
630 return; 754 return;
631 } 755 }
632
633 /* If the map is saving, don't do anything as everything is
634 * going to get freed anyways.
635 */
636 if (!op->map || op->map->in_memory == MAP_SAVING)
637 return;
638 756
639 /* make sure the object is within map boundaries */ 757 /* make sure the object is within map boundaries */
640 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 758 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
641 { 759 {
642 LOG (llevError, "update_object() called for object out of map!\n"); 760 LOG (llevError, "update_object() called for object out of map!\n");
702static int object_count; 820static int object_count;
703 821
704void object::link () 822void object::link ()
705{ 823{
706 assert (!index);//D 824 assert (!index);//D
707 uuid = gen_uuid (); 825 uuid = UUID::gen ();
708 count = ++object_count; 826 count = ++object_count;
709 827
710 refcnt_inc (); 828 refcnt_inc ();
711 objects.insert (this); 829 objects.insert (this);
712} 830}
785object::destroy_inv (bool drop_to_ground) 903object::destroy_inv (bool drop_to_ground)
786{ 904{
787 // need to check first, because the checks below might segfault 905 // need to check first, because the checks below might segfault
788 // as we might be on an invalid mapspace and crossfire code 906 // as we might be on an invalid mapspace and crossfire code
789 // is too buggy to ensure that the inventory is empty. 907 // is too buggy to ensure that the inventory is empty.
790 // corollary: if you create arrows etc. with stuff in tis inventory, 908 // corollary: if you create arrows etc. with stuff in its inventory,
791 // cf will crash below with off-map x and y 909 // cf will crash below with off-map x and y
792 if (!inv) 910 if (!inv)
793 return; 911 return;
794 912
795 /* Only if the space blocks everything do we not process - 913 /* Only if the space blocks everything do we not process -
796 * if some form of movement is allowed, let objects 914 * if some form of movement is allowed, let objects
797 * drop on that space. 915 * drop on that space.
798 */ 916 */
799 if (!drop_to_ground 917 if (!drop_to_ground
800 || !map 918 || !map
801 || map->in_memory != MAP_IN_MEMORY 919 || map->in_memory != MAP_ACTIVE
802 || map->nodrop 920 || map->nodrop
803 || ms ().move_block == MOVE_ALL) 921 || ms ().move_block == MOVE_ALL)
804 { 922 {
805 while (inv) 923 while (inv)
806 { 924 {
807 inv->destroy_inv (drop_to_ground); 925 inv->destroy_inv (false);
808 inv->destroy (); 926 inv->destroy ();
809 } 927 }
810 } 928 }
811 else 929 else
812 { /* Put objects in inventory onto this space */ 930 { /* Put objects in inventory onto this space */
818 || op->flag [FLAG_NO_DROP] 936 || op->flag [FLAG_NO_DROP]
819 || op->type == RUNE 937 || op->type == RUNE
820 || op->type == TRAP 938 || op->type == TRAP
821 || op->flag [FLAG_IS_A_TEMPLATE] 939 || op->flag [FLAG_IS_A_TEMPLATE]
822 || op->flag [FLAG_DESTROY_ON_DEATH]) 940 || op->flag [FLAG_DESTROY_ON_DEATH])
823 op->destroy (); 941 op->destroy (true);
824 else 942 else
825 map->insert (op, x, y); 943 map->insert (op, x, y);
826 } 944 }
827 } 945 }
828} 946}
832 object *op = new object; 950 object *op = new object;
833 op->link (); 951 op->link ();
834 return op; 952 return op;
835} 953}
836 954
955static struct freed_map : maptile
956{
957 freed_map ()
958 {
959 path = "<freed objects map>";
960 name = "/internal/freed_objects_map";
961 width = 3;
962 height = 3;
963 nodrop = 1;
964
965 alloc ();
966 in_memory = MAP_ACTIVE;
967 }
968} freed_map; // freed objects are moved here to avoid crashes
969
837void 970void
838object::do_destroy () 971object::do_destroy ()
839{ 972{
840 attachable::do_destroy ();
841
842 if (flag [FLAG_IS_LINKED]) 973 if (flag [FLAG_IS_LINKED])
843 remove_button_link (this); 974 remove_button_link (this);
844 975
845 if (flag [FLAG_FRIENDLY]) 976 if (flag [FLAG_FRIENDLY])
846 remove_friendly_object (this); 977 remove_friendly_object (this);
847 978
848 if (!flag [FLAG_REMOVED])
849 remove (); 979 remove ();
850 980
851 destroy_inv (true); 981 attachable::do_destroy ();
852 982
853 deactivate (); 983 deactivate ();
854 unlink (); 984 unlink ();
855 985
856 flag [FLAG_FREED] = 1; 986 flag [FLAG_FREED] = 1;
857 987
858 // hack to ensure that freed objects still have a valid map 988 // hack to ensure that freed objects still have a valid map
859 {
860 static maptile *freed_map; // freed objects are moved here to avoid crashes
861
862 if (!freed_map)
863 {
864 freed_map = new maptile;
865
866 freed_map->name = "/internal/freed_objects_map";
867 freed_map->width = 3;
868 freed_map->height = 3;
869
870 freed_map->alloc ();
871 freed_map->in_memory = MAP_IN_MEMORY;
872 }
873
874 map = freed_map; 989 map = &freed_map;
875 x = 1; 990 x = 1;
876 y = 1; 991 y = 1;
877 }
878
879 head = 0;
880 992
881 if (more) 993 if (more)
882 { 994 {
883 more->destroy (); 995 more->destroy ();
884 more = 0; 996 more = 0;
885 } 997 }
886 998
999 head = 0;
1000
887 // clear those pointers that likely might have circular references to us 1001 // clear those pointers that likely might cause circular references
888 owner = 0; 1002 owner = 0;
889 enemy = 0; 1003 enemy = 0;
890 attacked_by = 0; 1004 attacked_by = 0;
1005 current_weapon = 0;
891} 1006}
892 1007
893void 1008void
894object::destroy (bool destroy_inventory) 1009object::destroy (bool destroy_inventory)
895{ 1010{
896 if (destroyed ()) 1011 if (destroyed ())
897 return; 1012 return;
898 1013
1014 if (!is_head () && !head->destroyed ())
1015 {
1016 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1017 head->destroy (destroy_inventory);
1018 return;
1019 }
1020
899 if (destroy_inventory) 1021 destroy_inv (!destroy_inventory);
900 destroy_inv (false); 1022
1023 if (is_head ())
1024 if (sound_destroy)
1025 play_sound (sound_destroy);
1026 else if (flag [FLAG_MONSTER])
1027 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
901 1028
902 attachable::destroy (); 1029 attachable::destroy ();
903}
904
905/*
906 * sub_weight() recursively (outwards) subtracts a number from the
907 * weight of an object (and what is carried by it's environment(s)).
908 */
909void
910sub_weight (object *op, signed long weight)
911{
912 while (op != NULL)
913 {
914 if (op->type == CONTAINER)
915 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
916
917 op->carrying -= weight;
918 op = op->env;
919 }
920} 1030}
921 1031
922/* op->remove (): 1032/* op->remove ():
923 * This function removes the object op from the linked list of objects 1033 * This function removes the object op from the linked list of objects
924 * which it is currently tied to. When this function is done, the 1034 * which it is currently tied to. When this function is done, the
930object::do_remove () 1040object::do_remove ()
931{ 1041{
932 object *tmp, *last = 0; 1042 object *tmp, *last = 0;
933 object *otmp; 1043 object *otmp;
934 1044
935 if (QUERY_FLAG (this, FLAG_REMOVED)) 1045 if (flag [FLAG_REMOVED])
936 return; 1046 return;
937 1047
938 SET_FLAG (this, FLAG_REMOVED);
939 INVOKE_OBJECT (REMOVE, this); 1048 INVOKE_OBJECT (REMOVE, this);
1049
1050 flag [FLAG_REMOVED] = true;
940 1051
941 if (more) 1052 if (more)
942 more->remove (); 1053 more->remove ();
943 1054
944 /* 1055 /*
945 * In this case, the object to be removed is in someones 1056 * In this case, the object to be removed is in someones
946 * inventory. 1057 * inventory.
947 */ 1058 */
948 if (env) 1059 if (env)
949 { 1060 {
1061 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1062 if (object *pl = visible_to ())
1063 esrv_del_item (pl->contr, count);
1064 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1065
1066 adjust_weight (env, -total_weight ());
1067
1068 *(above ? &above->below : &env->inv) = below;
1069
950 if (nrof) 1070 if (below)
951 sub_weight (env, weight * nrof); 1071 below->above = above;
952 else 1072
953 sub_weight (env, weight + carrying); 1073 /* we set up values so that it could be inserted into
1074 * the map, but we don't actually do that - it is up
1075 * to the caller to decide what we want to do.
1076 */
1077 map = env->map;
1078 x = env->x;
1079 y = env->y;
1080 above = 0;
1081 below = 0;
1082 env = 0;
954 1083
955 /* NO_FIX_PLAYER is set when a great many changes are being 1084 /* NO_FIX_PLAYER is set when a great many changes are being
956 * made to players inventory. If set, avoiding the call 1085 * made to players inventory. If set, avoiding the call
957 * to save cpu time. 1086 * to save cpu time.
958 */ 1087 */
959 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1088 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
960 otmp->update_stats (); 1089 otmp->update_stats ();
961
962 if (above)
963 above->below = below;
964 else
965 env->inv = below;
966
967 if (below)
968 below->above = above;
969
970 /* we set up values so that it could be inserted into
971 * the map, but we don't actually do that - it is up
972 * to the caller to decide what we want to do.
973 */
974 x = env->x, y = env->y;
975 map = env->map;
976 above = 0, below = 0;
977 env = 0;
978 } 1090 }
979 else if (map) 1091 else if (map)
980 { 1092 {
981 if (type == PLAYER)
982 {
983 // leaving a spot always closes any open container on the ground
984 if (container && !container->env)
985 // this causes spurious floorbox updates, but it ensures
986 // that the CLOSE event is being sent.
987 close_container ();
988
989 --map->players;
990 map->touch ();
991 }
992
993 map->dirty = true; 1093 map->dirty = true;
994 mapspace &ms = this->ms (); 1094 mapspace &ms = this->ms ();
1095
1096 if (object *pl = ms.player ())
1097 {
1098 if (type == PLAYER) // this == pl(!)
1099 {
1100 // leaving a spot always closes any open container on the ground
1101 if (container && !container->env)
1102 // this causes spurious floorbox updates, but it ensures
1103 // that the CLOSE event is being sent.
1104 close_container ();
1105
1106 --map->players;
1107 map->touch ();
1108 }
1109 else if (pl->container == this)
1110 {
1111 // removing a container should close it
1112 close_container ();
1113 }
1114
1115 esrv_del_item (pl->contr, count);
1116 }
995 1117
996 /* link the object above us */ 1118 /* link the object above us */
997 if (above) 1119 if (above)
998 above->below = below; 1120 above->below = below;
999 else 1121 else
1020 if (map->in_memory == MAP_SAVING) 1142 if (map->in_memory == MAP_SAVING)
1021 return; 1143 return;
1022 1144
1023 int check_walk_off = !flag [FLAG_NO_APPLY]; 1145 int check_walk_off = !flag [FLAG_NO_APPLY];
1024 1146
1147 if (object *pl = ms.player ())
1148 {
1149 if (pl->container == this)
1150 /* If a container that the player is currently using somehow gets
1151 * removed (most likely destroyed), update the player view
1152 * appropriately.
1153 */
1154 pl->close_container ();
1155
1156 //TODO: the floorbox prev/next might need updating
1157 //esrv_del_item (pl->contr, count);
1158 //TODO: update floorbox to preserve ordering
1159 if (pl->contr->ns)
1160 pl->contr->ns->floorbox_update ();
1161 }
1162
1025 for (tmp = ms.bot; tmp; tmp = tmp->above) 1163 for (tmp = ms.bot; tmp; tmp = tmp->above)
1026 { 1164 {
1027 /* No point updating the players look faces if he is the object 1165 /* No point updating the players look faces if he is the object
1028 * being removed. 1166 * being removed.
1029 */ 1167 */
1030
1031 if (tmp->type == PLAYER && tmp != this)
1032 {
1033 /* If a container that the player is currently using somehow gets
1034 * removed (most likely destroyed), update the player view
1035 * appropriately.
1036 */
1037 if (tmp->container == this)
1038 {
1039 flag [FLAG_APPLIED] = 0;
1040 tmp->container = 0;
1041 }
1042
1043 if (tmp->contr->ns)
1044 tmp->contr->ns->floorbox_update ();
1045 }
1046 1168
1047 /* See if object moving off should effect something */ 1169 /* See if object moving off should effect something */
1048 if (check_walk_off 1170 if (check_walk_off
1049 && ((move_type & tmp->move_off) 1171 && ((move_type & tmp->move_off)
1050 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1172 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1053 1175
1054 if (destroyed ()) 1176 if (destroyed ())
1055 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1177 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1056 } 1178 }
1057 1179
1058 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1059 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1060 if (tmp->above == tmp)
1061 tmp->above = 0;
1062
1063 last = tmp; 1180 last = tmp;
1064 } 1181 }
1065 1182
1066 /* last == NULL if there are no objects on this space */ 1183 /* last == NULL if there are no objects on this space */
1067 //TODO: this makes little sense, why only update the topmost object? 1184 //TODO: this makes little sense, why only update the topmost object?
1087merge_ob (object *op, object *top) 1204merge_ob (object *op, object *top)
1088{ 1205{
1089 if (!op->nrof) 1206 if (!op->nrof)
1090 return 0; 1207 return 0;
1091 1208
1092 if (top) 1209 if (!top)
1093 for (top = op; top && top->above; top = top->above) 1210 for (top = op; top && top->above; top = top->above)
1094 ; 1211 ;
1095 1212
1096 for (; top; top = top->below) 1213 for (; top; top = top->below)
1097 {
1098 if (top == op)
1099 continue;
1100
1101 if (object::can_merge (op, top)) 1214 if (object::can_merge (op, top))
1102 { 1215 {
1103 top->nrof += op->nrof; 1216 top->nrof += op->nrof;
1104 1217
1105/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1218 if (object *pl = top->visible_to ())
1106 op->weight = 0; /* Don't want any adjustements now */ 1219 esrv_update_item (UPD_NROF, pl, top);
1220
1221 op->weight = 0; // cancel the addition above
1222 op->carrying = 0; // must be 0 already
1223
1107 op->destroy (); 1224 op->destroy (1);
1225
1108 return top; 1226 return top;
1109 } 1227 }
1110 }
1111 1228
1112 return 0; 1229 return 0;
1113} 1230}
1114 1231
1115void 1232void
1118 if (more) 1235 if (more)
1119 return; 1236 return;
1120 1237
1121 object *prev = this; 1238 object *prev = this;
1122 1239
1123 for (archetype *at = arch->more; at; at = at->more) 1240 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1124 { 1241 {
1125 object *op = arch_to_object (at); 1242 object *op = arch_to_object (at);
1126 1243
1127 op->name = name; 1244 op->name = name;
1128 op->name_pl = name_pl; 1245 op->name_pl = name_pl;
1142object * 1259object *
1143insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1260insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1144{ 1261{
1145 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1262 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1146 { 1263 {
1147 tmp->x = x + tmp->arch->clone.x; 1264 tmp->x = x + tmp->arch->x;
1148 tmp->y = y + tmp->arch->clone.y; 1265 tmp->y = y + tmp->arch->y;
1149 } 1266 }
1150 1267
1151 return insert_ob_in_map (op, m, originator, flag); 1268 return insert_ob_in_map (op, m, originator, flag);
1152} 1269}
1153 1270
1174object * 1291object *
1175insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1292insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1176{ 1293{
1177 assert (!op->flag [FLAG_FREED]); 1294 assert (!op->flag [FLAG_FREED]);
1178 1295
1179 object *tmp, *top, *floor = NULL;
1180
1181 op->remove (); 1296 op->remove ();
1182
1183#if 0
1184 if (!m->active != !op->active)
1185 if (m->active)
1186 op->activate_recursive ();
1187 else
1188 op->deactivate_recursive ();
1189#endif
1190
1191 if (out_of_map (m, op->x, op->y))
1192 {
1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
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 return op;
1202 }
1203
1204 if (object *more = op->more)
1205 {
1206 if (!insert_ob_in_map (more, m, originator, flag))
1207 {
1208 if (!op->head)
1209 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1210
1211 return 0;
1212 }
1213 }
1214
1215 CLEAR_FLAG (op, FLAG_REMOVED);
1216 1297
1217 /* Ideally, the caller figures this out. However, it complicates a lot 1298 /* Ideally, the caller figures this out. However, it complicates a lot
1218 * of areas of callers (eg, anything that uses find_free_spot would now 1299 * of areas of callers (eg, anything that uses find_free_spot would now
1219 * need extra work 1300 * need extra work
1220 */ 1301 */
1221 if (!xy_normalise (m, op->x, op->y)) 1302 if (!xy_normalise (m, op->x, op->y))
1303 {
1304 op->destroy (1);
1222 return 0; 1305 return 0;
1306 }
1307
1308 if (object *more = op->more)
1309 if (!insert_ob_in_map (more, m, originator, flag))
1310 return 0;
1311
1312 CLEAR_FLAG (op, FLAG_REMOVED);
1223 1313
1224 op->map = m; 1314 op->map = m;
1225 mapspace &ms = op->ms (); 1315 mapspace &ms = op->ms ();
1226 1316
1227 /* this has to be done after we translate the coordinates. 1317 /* this has to be done after we translate the coordinates.
1228 */ 1318 */
1229 if (op->nrof && !(flag & INS_NO_MERGE)) 1319 if (op->nrof && !(flag & INS_NO_MERGE))
1230 for (tmp = ms.bot; tmp; tmp = tmp->above) 1320 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1231 if (object::can_merge (op, tmp)) 1321 if (object::can_merge (op, tmp))
1232 { 1322 {
1323 // TODO: we atcually want to update tmp, not op,
1324 // but some caller surely breaks when we return tmp
1325 // from here :/
1233 op->nrof += tmp->nrof; 1326 op->nrof += tmp->nrof;
1234 tmp->destroy (); 1327 tmp->destroy (1);
1235 } 1328 }
1236 1329
1237 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1330 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1238 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1331 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1239 1332
1259 /* since *below* originator, no need to update top */ 1352 /* since *below* originator, no need to update top */
1260 originator->below = op; 1353 originator->below = op;
1261 } 1354 }
1262 else 1355 else
1263 { 1356 {
1357 object *top, *floor = NULL;
1358
1264 top = ms.bot; 1359 top = ms.bot;
1265 1360
1266 /* If there are other objects, then */ 1361 /* If there are other objects, then */
1267 if ((!(flag & INS_MAP_LOAD)) && top) 1362 if (top)
1268 { 1363 {
1269 object *last = 0; 1364 object *last = 0;
1270 1365
1271 /* 1366 /*
1272 * If there are multiple objects on this space, we do some trickier handling. 1367 * If there are multiple objects on this space, we do some trickier handling.
1325 if (last && last->below && last != floor) 1420 if (last && last->below && last != floor)
1326 top = last->below; 1421 top = last->below;
1327 } 1422 }
1328 } /* If objects on this space */ 1423 } /* If objects on this space */
1329 1424
1330 if (flag & INS_MAP_LOAD)
1331 top = ms.top;
1332
1333 if (flag & INS_ABOVE_FLOOR_ONLY) 1425 if (flag & INS_ABOVE_FLOOR_ONLY)
1334 top = floor; 1426 top = floor;
1335 1427
1336 /* Top is the object that our object (op) is going to get inserted above. 1428 /* Top is the object that our object (op) is going to get inserted above.
1337 */ 1429 */
1369 op->map->touch (); 1461 op->map->touch ();
1370 } 1462 }
1371 1463
1372 op->map->dirty = true; 1464 op->map->dirty = true;
1373 1465
1374 /* If we have a floor, we know the player, if any, will be above
1375 * it, so save a few ticks and start from there.
1376 */
1377 if (!(flag & INS_MAP_LOAD))
1378 if (object *pl = ms.player ()) 1466 if (object *pl = ms.player ())
1467 //TODO: the floorbox prev/next might need updating
1468 //esrv_send_item (pl, op);
1469 //TODO: update floorbox to preserve ordering
1379 if (pl->contr->ns) 1470 if (pl->contr->ns)
1380 pl->contr->ns->floorbox_update (); 1471 pl->contr->ns->floorbox_update ();
1381 1472
1382 /* If this object glows, it may affect lighting conditions that are 1473 /* If this object glows, it may affect lighting conditions that are
1383 * visible to others on this map. But update_all_los is really 1474 * visible to others on this map. But update_all_los is really
1384 * an inefficient way to do this, as it means los for all players 1475 * an inefficient way to do this, as it means los for all players
1385 * on the map will get recalculated. The players could very well 1476 * on the map will get recalculated. The players could very well
1404 * blocked() and wall() work properly), and these flags are updated by 1495 * blocked() and wall() work properly), and these flags are updated by
1405 * update_object(). 1496 * update_object().
1406 */ 1497 */
1407 1498
1408 /* if this is not the head or flag has been passed, don't check walk on status */ 1499 /* if this is not the head or flag has been passed, don't check walk on status */
1409 if (!(flag & INS_NO_WALK_ON) && !op->head) 1500 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1410 { 1501 {
1411 if (check_move_on (op, originator)) 1502 if (check_move_on (op, originator))
1412 return 0; 1503 return 0;
1413 1504
1414 /* If we are a multi part object, lets work our way through the check 1505 /* If we are a multi part object, lets work our way through the check
1415 * walk on's. 1506 * walk on's.
1416 */ 1507 */
1417 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1508 for (object *tmp = op->more; tmp; tmp = tmp->more)
1418 if (check_move_on (tmp, originator)) 1509 if (check_move_on (tmp, originator))
1419 return 0; 1510 return 0;
1420 } 1511 }
1421 1512
1422 return op; 1513 return op;
1427 * op is the object to insert it under: supplies x and the map. 1518 * op is the object to insert it under: supplies x and the map.
1428 */ 1519 */
1429void 1520void
1430replace_insert_ob_in_map (const char *arch_string, object *op) 1521replace_insert_ob_in_map (const char *arch_string, object *op)
1431{ 1522{
1432 object *tmp, *tmp1;
1433
1434 /* first search for itself and remove any old instances */ 1523 /* first search for itself and remove any old instances */
1435 1524
1436 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1525 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1437 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1526 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1438 tmp->destroy (); 1527 tmp->destroy (1);
1439 1528
1440 tmp1 = arch_to_object (archetype::find (arch_string)); 1529 object *tmp = arch_to_object (archetype::find (arch_string));
1441 1530
1442 tmp1->x = op->x; 1531 tmp->x = op->x;
1443 tmp1->y = op->y; 1532 tmp->y = op->y;
1533
1444 insert_ob_in_map (tmp1, op->map, op, 0); 1534 insert_ob_in_map (tmp, op->map, op, 0);
1445} 1535}
1446 1536
1447object * 1537object *
1448object::insert_at (object *where, object *originator, int flags) 1538object::insert_at (object *where, object *originator, int flags)
1449{ 1539{
1540 if (where->env)
1541 return where->env->insert (this);
1542 else
1450 return where->map->insert (this, where->x, where->y, originator, flags); 1543 return where->map->insert (this, where->x, where->y, originator, flags);
1451} 1544}
1452 1545
1453/* 1546/*
1454 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1455 * is returned contains nr objects, and the remaining parts contains
1456 * the rest (or is removed and freed if that number is 0).
1457 * On failure, NULL is returned, and the reason put into the
1458 * global static errmsg array.
1459 */
1460object *
1461get_split_ob (object *orig_ob, uint32 nr)
1462{
1463 object *newob;
1464 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1465
1466 if (orig_ob->nrof < nr)
1467 {
1468 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1469 return NULL;
1470 }
1471
1472 newob = object_create_clone (orig_ob);
1473
1474 if ((orig_ob->nrof -= nr) < 1)
1475 orig_ob->destroy (1);
1476 else if (!is_removed)
1477 {
1478 if (orig_ob->env != NULL)
1479 sub_weight (orig_ob->env, orig_ob->weight * nr);
1480 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1481 {
1482 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1483 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1484 return NULL;
1485 }
1486 }
1487
1488 newob->nrof = nr;
1489
1490 return newob;
1491}
1492
1493/*
1494 * decrease_ob_nr(object, number) decreases a specified number from 1547 * decrease(object, number) decreases a specified number from
1495 * the amount of an object. If the amount reaches 0, the object 1548 * the amount of an object. If the amount reaches 0, the object
1496 * is subsequently removed and freed. 1549 * is subsequently removed and freed.
1497 * 1550 *
1498 * Return value: 'op' if something is left, NULL if the amount reached 0 1551 * Return value: 'op' if something is left, NULL if the amount reached 0
1499 */ 1552 */
1553bool
1554object::decrease (sint32 nr)
1555{
1556 if (!nr)
1557 return true;
1558
1559 nr = min (nr, nrof);
1560
1561 nrof -= nr;
1562
1563 if (nrof)
1564 {
1565 adjust_weight (env, -weight * nr); // carrying == 0
1566
1567 if (object *pl = visible_to ())
1568 esrv_update_item (UPD_NROF, pl, this);
1569
1570 return true;
1571 }
1572 else
1573 {
1574 destroy (1);
1575 return false;
1576 }
1577}
1578
1579/*
1580 * split(ob,nr) splits up ob into two parts. The part which
1581 * is returned contains nr objects, and the remaining parts contains
1582 * the rest (or is removed and returned if that number is 0).
1583 * On failure, NULL is returned.
1584 */
1500object * 1585object *
1501decrease_ob_nr (object *op, uint32 i) 1586object::split (sint32 nr)
1502{ 1587{
1503 object *tmp; 1588 int have = number_of ();
1504 1589
1505 if (i == 0) /* objects with op->nrof require this check */ 1590 if (have < nr)
1506 return op; 1591 return 0;
1507 1592 else if (have == nr)
1508 if (i > op->nrof)
1509 i = op->nrof;
1510
1511 if (QUERY_FLAG (op, FLAG_REMOVED))
1512 op->nrof -= i;
1513 else if (op->env)
1514 { 1593 {
1515 /* is this object in the players inventory, or sub container
1516 * therein?
1517 */
1518 tmp = op->in_player ();
1519 /* nope. Is this a container the player has opened?
1520 * If so, set tmp to that player.
1521 * IMO, searching through all the players will mostly
1522 * likely be quicker than following op->env to the map,
1523 * and then searching the map for a player.
1524 */
1525 if (!tmp)
1526 for_all_players (pl)
1527 if (pl->ob->container == op->env)
1528 {
1529 tmp = pl->ob;
1530 break;
1531 }
1532
1533 if (i < op->nrof)
1534 {
1535 sub_weight (op->env, op->weight * i);
1536 op->nrof -= i;
1537 if (tmp)
1538 esrv_send_item (tmp, op);
1539 }
1540 else
1541 {
1542 op->remove (); 1594 remove ();
1543 op->nrof = 0; 1595 return this;
1544 if (tmp)
1545 esrv_del_item (tmp->contr, op->count);
1546 }
1547 } 1596 }
1548 else 1597 else
1549 { 1598 {
1550 object *above = op->above; 1599 decrease (nr);
1551 1600
1552 if (i < op->nrof) 1601 object *op = object_create_clone (this);
1553 op->nrof -= i; 1602 op->nrof = nr;
1554 else
1555 {
1556 op->remove ();
1557 op->nrof = 0;
1558 }
1559
1560 /* Since we just removed op, op->above is null */
1561 for (tmp = above; tmp; tmp = tmp->above)
1562 if (tmp->type == PLAYER)
1563 {
1564 if (op->nrof)
1565 esrv_send_item (tmp, op);
1566 else
1567 esrv_del_item (tmp->contr, op->count);
1568 }
1569 }
1570
1571 if (op->nrof)
1572 return op; 1603 return op;
1573 else
1574 {
1575 op->destroy ();
1576 return 0;
1577 }
1578}
1579
1580/*
1581 * add_weight(object, weight) adds the specified weight to an object,
1582 * and also updates how much the environment(s) is/are carrying.
1583 */
1584void
1585add_weight (object *op, signed long weight)
1586{
1587 while (op != NULL)
1588 {
1589 if (op->type == CONTAINER)
1590 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1591
1592 op->carrying += weight;
1593 op = op->env;
1594 } 1604 }
1595} 1605}
1596 1606
1597object * 1607object *
1598insert_ob_in_ob (object *op, object *where) 1608insert_ob_in_ob (object *op, object *where)
1603 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1613 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1604 free (dump); 1614 free (dump);
1605 return op; 1615 return op;
1606 } 1616 }
1607 1617
1608 if (where->head) 1618 if (where->head_ () != where)
1609 { 1619 {
1610 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1620 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1611 where = where->head; 1621 where = where->head;
1612 } 1622 }
1613 1623
1614 return where->insert (op); 1624 return where->insert (op);
1615} 1625}
1623 * be != op, if items are merged. -Tero 1633 * be != op, if items are merged. -Tero
1624 */ 1634 */
1625object * 1635object *
1626object::insert (object *op) 1636object::insert (object *op)
1627{ 1637{
1628 object *tmp, *otmp;
1629
1630 if (!QUERY_FLAG (op, FLAG_REMOVED))
1631 op->remove ();
1632
1633 if (op->more) 1638 if (op->more)
1634 { 1639 {
1635 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1640 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1636 return op; 1641 return op;
1637 } 1642 }
1638 1643
1639 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1644 op->remove ();
1640 CLEAR_FLAG (op, FLAG_REMOVED); 1645
1646 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1647
1641 if (op->nrof) 1648 if (op->nrof)
1642 {
1643 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1649 for (object *tmp = inv; tmp; tmp = tmp->below)
1644 if (object::can_merge (tmp, op)) 1650 if (object::can_merge (tmp, op))
1645 { 1651 {
1646 /* return the original object and remove inserted object 1652 /* return the original object and remove inserted object
1647 (client needs the original object) */ 1653 (client needs the original object) */
1648 tmp->nrof += op->nrof; 1654 tmp->nrof += op->nrof;
1649 /* Weight handling gets pretty funky. Since we are adding to 1655
1650 * tmp->nrof, we need to increase the weight. 1656 if (object *pl = tmp->visible_to ())
1651 */ 1657 esrv_update_item (UPD_NROF, pl, tmp);
1658
1652 add_weight (this, op->weight * op->nrof); 1659 adjust_weight (this, op->total_weight ());
1653 SET_FLAG (op, FLAG_REMOVED); 1660
1654 op->destroy (); /* free the inserted object */ 1661 op->destroy (1);
1655 op = tmp; 1662 op = tmp;
1656 op->remove (); /* and fix old object's links */ 1663 goto inserted;
1657 CLEAR_FLAG (op, FLAG_REMOVED);
1658 break;
1659 } 1664 }
1660 1665
1661 /* I assume combined objects have no inventory 1666 op->owner = 0; // it's his/hers now. period.
1662 * We add the weight - this object could have just been removed
1663 * (if it was possible to merge). calling remove_ob will subtract
1664 * the weight, so we need to add it in again, since we actually do
1665 * the linking below
1666 */
1667 add_weight (this, op->weight * op->nrof);
1668 }
1669 else
1670 add_weight (this, (op->weight + op->carrying));
1671
1672 otmp = this->in_player ();
1673 if (otmp && otmp->contr)
1674 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1675 otmp->update_stats ();
1676
1677 op->map = 0; 1667 op->map = 0;
1678 op->env = this; 1668 op->x = 0;
1669 op->y = 0;
1670
1679 op->above = 0; 1671 op->above = 0;
1680 op->below = 0; 1672 op->below = inv;
1681 op->x = 0, op->y = 0; 1673 op->env = this;
1682 1674
1675 if (inv)
1676 inv->above = op;
1677
1678 inv = op;
1679
1680 op->flag [FLAG_REMOVED] = 0;
1681
1682 if (object *pl = op->visible_to ())
1683 esrv_send_item (pl, op);
1684
1685 adjust_weight (this, op->total_weight ());
1686
1687inserted:
1683 /* reset the light list and los of the players on the map */ 1688 /* reset the light list and los of the players on the map */
1684 if ((op->glow_radius != 0) && map) 1689 if (op->glow_radius && map && map->darkness)
1685 {
1686#ifdef DEBUG_LIGHTS
1687 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1688#endif /* DEBUG_LIGHTS */
1689 if (map->darkness)
1690 update_all_los (map, x, y); 1690 update_all_los (map, x, y);
1691 }
1692 1691
1693 /* Client has no idea of ordering so lets not bother ordering it here. 1692 // if this is a player's inventory, update stats
1694 * It sure simplifies this function... 1693 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1695 */ 1694 update_stats ();
1696 if (!inv)
1697 inv = op;
1698 else
1699 {
1700 op->below = inv;
1701 op->below->above = op;
1702 inv = op;
1703 }
1704 1695
1705 INVOKE_OBJECT (INSERT, this); 1696 INVOKE_OBJECT (INSERT, this);
1706 1697
1707 return op; 1698 return op;
1708} 1699}
1923 * activate recursively a flag on an object inventory 1914 * activate recursively a flag on an object inventory
1924 */ 1915 */
1925void 1916void
1926flag_inv (object *op, int flag) 1917flag_inv (object *op, int flag)
1927{ 1918{
1928 if (op->inv)
1929 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1919 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1930 { 1920 {
1931 SET_FLAG (tmp, flag); 1921 SET_FLAG (tmp, flag);
1932 flag_inv (tmp, flag); 1922 flag_inv (tmp, flag);
1933 } 1923 }
1934} 1924}
1935 1925
1936/* 1926/*
1937 * deactivate recursively a flag on an object inventory 1927 * deactivate recursively a flag on an object inventory
1938 */ 1928 */
1939void 1929void
1940unflag_inv (object *op, int flag) 1930unflag_inv (object *op, int flag)
1941{ 1931{
1942 if (op->inv)
1943 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1944 { 1933 {
1945 CLEAR_FLAG (tmp, flag); 1934 CLEAR_FLAG (tmp, flag);
1946 unflag_inv (tmp, flag); 1935 unflag_inv (tmp, flag);
1947 } 1936 }
1948}
1949
1950/*
1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952 * all it's inventory (recursively).
1953 * If checksums are used, a player will get set_cheat called for
1954 * him/her-self and all object carried by a call to this function.
1955 */
1956void
1957set_cheat (object *op)
1958{
1959 SET_FLAG (op, FLAG_WAS_WIZ);
1960 flag_inv (op, FLAG_WAS_WIZ);
1961} 1937}
1962 1938
1963/* 1939/*
1964 * find_free_spot(object, map, x, y, start, stop) will search for 1940 * find_free_spot(object, map, x, y, start, stop) will search for
1965 * a spot at the given map and coordinates which will be able to contain 1941 * a spot at the given map and coordinates which will be able to contain
1967 * to search (see the freearr_x/y[] definition). 1943 * to search (see the freearr_x/y[] definition).
1968 * It returns a random choice among the alternatives found. 1944 * It returns a random choice among the alternatives found.
1969 * start and stop are where to start relative to the free_arr array (1,9 1945 * start and stop are where to start relative to the free_arr array (1,9
1970 * does all 4 immediate directions). This returns the index into the 1946 * does all 4 immediate directions). This returns the index into the
1971 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1947 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1972 * Note - this only checks to see if there is space for the head of the
1973 * object - if it is a multispace object, this should be called for all
1974 * pieces.
1975 * Note2: This function does correctly handle tiled maps, but does not 1948 * Note: This function does correctly handle tiled maps, but does not
1976 * inform the caller. However, insert_ob_in_map will update as 1949 * inform the caller. However, insert_ob_in_map will update as
1977 * necessary, so the caller shouldn't need to do any special work. 1950 * necessary, so the caller shouldn't need to do any special work.
1978 * Note - updated to take an object instead of archetype - this is necessary 1951 * Note - updated to take an object instead of archetype - this is necessary
1979 * because arch_blocked (now ob_blocked) needs to know the movement type 1952 * because arch_blocked (now ob_blocked) needs to know the movement type
1980 * to know if the space in question will block the object. We can't use 1953 * to know if the space in question will block the object. We can't use
1982 * customized, changed states, etc. 1955 * customized, changed states, etc.
1983 */ 1956 */
1984int 1957int
1985find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1958find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1986{ 1959{
1960 int altern[SIZEOFFREE];
1987 int index = 0, flag; 1961 int index = 0, flag;
1988 int altern[SIZEOFFREE];
1989 1962
1990 for (int i = start; i < stop; i++) 1963 for (int i = start; i < stop; i++)
1991 { 1964 {
1992 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1965 mapxy pos (m, x, y); pos.move (i);
1993 if (!flag) 1966
1967 if (!pos.normalise ())
1968 continue;
1969
1970 mapspace &ms = *pos;
1971
1972 if (ms.flags () & P_IS_ALIVE)
1973 continue;
1974
1975 /* However, often
1976 * ob doesn't have any move type (when used to place exits)
1977 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1978 */
1979 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1980 {
1994 altern [index++] = i; 1981 altern [index++] = i;
1982 continue;
1983 }
1995 1984
1996 /* Basically, if we find a wall on a space, we cut down the search size. 1985 /* Basically, if we find a wall on a space, we cut down the search size.
1997 * In this way, we won't return spaces that are on another side of a wall. 1986 * In this way, we won't return spaces that are on another side of a wall.
1998 * This mostly work, but it cuts down the search size in all directions - 1987 * This mostly work, but it cuts down the search size in all directions -
1999 * if the space being examined only has a wall to the north and empty 1988 * if the space being examined only has a wall to the north and empty
2000 * spaces in all the other directions, this will reduce the search space 1989 * spaces in all the other directions, this will reduce the search space
2001 * to only the spaces immediately surrounding the target area, and 1990 * to only the spaces immediately surrounding the target area, and
2002 * won't look 2 spaces south of the target space. 1991 * won't look 2 spaces south of the target space.
2003 */ 1992 */
2004 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1993 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1994 {
2005 stop = maxfree[i]; 1995 stop = maxfree[i];
1996 continue;
1997 }
1998
1999 /* Note it is intentional that we check ob - the movement type of the
2000 * head of the object should correspond for the entire object.
2001 */
2002 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2003 continue;
2004
2005 if (ob->blocked (m, pos.x, pos.y))
2006 continue;
2007
2008 altern [index++] = i;
2006 } 2009 }
2007 2010
2008 if (!index) 2011 if (!index)
2009 return -1; 2012 return -1;
2010 2013
2019 */ 2022 */
2020int 2023int
2021find_first_free_spot (const object *ob, maptile *m, int x, int y) 2024find_first_free_spot (const object *ob, maptile *m, int x, int y)
2022{ 2025{
2023 for (int i = 0; i < SIZEOFFREE; i++) 2026 for (int i = 0; i < SIZEOFFREE; i++)
2024 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2027 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2025 return i; 2028 return i;
2026 2029
2027 return -1; 2030 return -1;
2028} 2031}
2029 2032
2083 object *tmp; 2086 object *tmp;
2084 maptile *mp; 2087 maptile *mp;
2085 2088
2086 MoveType blocked, move_type; 2089 MoveType blocked, move_type;
2087 2090
2088 if (exclude && exclude->head) 2091 if (exclude && exclude->head_ () != exclude)
2089 { 2092 {
2090 exclude = exclude->head; 2093 exclude = exclude->head;
2091 move_type = exclude->move_type; 2094 move_type = exclude->move_type;
2092 } 2095 }
2093 else 2096 else
2116 max = maxfree[i]; 2119 max = maxfree[i];
2117 else if (mflags & P_IS_ALIVE) 2120 else if (mflags & P_IS_ALIVE)
2118 { 2121 {
2119 for (tmp = ms.bot; tmp; tmp = tmp->above) 2122 for (tmp = ms.bot; tmp; tmp = tmp->above)
2120 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2123 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2121 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2124 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2122 break; 2125 break;
2123 2126
2124 if (tmp) 2127 if (tmp)
2125 return freedir[i]; 2128 return freedir[i];
2126 } 2129 }
2306 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2309 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2307 * core dumps if they do. 2310 * core dumps if they do.
2308 * 2311 *
2309 * Add a check so we can't pick up invisible objects (0.93.8) 2312 * Add a check so we can't pick up invisible objects (0.93.8)
2310 */ 2313 */
2311
2312int 2314int
2313can_pick (const object *who, const object *item) 2315can_pick (const object *who, const object *item)
2314{ 2316{
2315 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2317 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2316 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2318 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2321 * create clone from object to another 2323 * create clone from object to another
2322 */ 2324 */
2323object * 2325object *
2324object_create_clone (object *asrc) 2326object_create_clone (object *asrc)
2325{ 2327{
2326 object *dst = 0, *tmp, *src, *part, *prev, *item; 2328 object *dst = 0;
2327 2329
2328 if (!asrc) 2330 if (!asrc)
2329 return 0; 2331 return 0;
2330 2332
2331 src = asrc; 2333 object *src = asrc->head_ ();
2332 if (src->head)
2333 src = src->head;
2334 2334
2335 prev = 0; 2335 object *prev = 0;
2336 for (part = src; part; part = part->more) 2336 for (object *part = src; part; part = part->more)
2337 { 2337 {
2338 tmp = part->clone (); 2338 object *tmp = part->clone ();
2339
2339 tmp->x -= src->x; 2340 tmp->x -= src->x;
2340 tmp->y -= src->y; 2341 tmp->y -= src->y;
2341 2342
2342 if (!part->head) 2343 if (!part->head)
2343 { 2344 {
2353 prev->more = tmp; 2354 prev->more = tmp;
2354 2355
2355 prev = tmp; 2356 prev = tmp;
2356 } 2357 }
2357 2358
2358 for (item = src->inv; item; item = item->below) 2359 for (object *item = src->inv; item; item = item->below)
2359 insert_ob_in_ob (object_create_clone (item), dst); 2360 insert_ob_in_ob (object_create_clone (item), dst);
2360 2361
2361 return dst; 2362 return dst;
2362} 2363}
2363 2364
2454 /* Basically, if the archetype has this key set, 2455 /* Basically, if the archetype has this key set,
2455 * we need to store the null value so when we save 2456 * we need to store the null value so when we save
2456 * it, we save the empty value so that when we load, 2457 * it, we save the empty value so that when we load,
2457 * we get this value back again. 2458 * we get this value back again.
2458 */ 2459 */
2459 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2460 if (get_ob_key_link (op->arch, canonical_key))
2460 field->value = 0; 2461 field->value = 0;
2461 else 2462 else
2462 { 2463 {
2463 if (last) 2464 if (last)
2464 last->next = field->next; 2465 last->next = field->next;
2533 } 2534 }
2534 else 2535 else
2535 item = item->env; 2536 item = item->env;
2536} 2537}
2537 2538
2538
2539const char * 2539const char *
2540object::flag_desc (char *desc, int len) const 2540object::flag_desc (char *desc, int len) const
2541{ 2541{
2542 char *p = desc; 2542 char *p = desc;
2543 bool first = true; 2543 bool first = true;
2570{ 2570{
2571 char flagdesc[512]; 2571 char flagdesc[512];
2572 char info2[256 * 4]; 2572 char info2[256 * 4];
2573 char *p = info; 2573 char *p = info;
2574 2574
2575 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2575 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2576 count, uuid.seq, 2576 count,
2577 uuid.c_str (),
2577 &name, 2578 &name,
2578 title ? "\",title:\"" : "", 2579 title ? "\",title:\"" : "",
2579 title ? (const char *)title : "", 2580 title ? (const char *)title : "",
2580 flag_desc (flagdesc, 512), type); 2581 flag_desc (flagdesc, 512), type);
2581 2582
2582 if (env) 2583 if (!flag[FLAG_REMOVED] && env)
2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2584 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2584 2585
2585 if (map) 2586 if (map)
2586 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2587 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2587 2588
2589} 2590}
2590 2591
2591const char * 2592const char *
2592object::debug_desc () const 2593object::debug_desc () const
2593{ 2594{
2594 static char info[256 * 4]; 2595 static char info[3][256 * 4];
2596 static int info_idx;
2597
2595 return debug_desc (info); 2598 return debug_desc (info [++info_idx % 3]);
2596}
2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603} 2599}
2604 2600
2605struct region * 2601struct region *
2606object::region () const 2602object::region () const
2607{ 2603{
2610} 2606}
2611 2607
2612const materialtype_t * 2608const materialtype_t *
2613object::dominant_material () const 2609object::dominant_material () const
2614{ 2610{
2615 if (materialtype_t *mat = name_to_material (materialname)) 2611 if (materialtype_t *mt = name_to_material (materialname))
2616 return mat; 2612 return mt;
2617 2613
2618 // omfg this is slow, this has to be temporary :)
2619 shstr unknown ("unknown");
2620
2621 return name_to_material (unknown); 2614 return name_to_material (shstr_unknown);
2622} 2615}
2623 2616
2624void 2617void
2625object::open_container (object *new_container) 2618object::open_container (object *new_container)
2626{ 2619{
2627 if (container == new_container) 2620 if (container == new_container)
2628 return; 2621 return;
2629 2622
2630 if (object *old_container = container) 2623 object *old_container = container;
2624
2625 if (old_container)
2631 { 2626 {
2632 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2627 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2633 return; 2628 return;
2634 2629
2635#if 0 2630#if 0
2637 if (object *closer = old_container->inv) 2632 if (object *closer = old_container->inv)
2638 if (closer->type == CLOSE_CON) 2633 if (closer->type == CLOSE_CON)
2639 closer->destroy (); 2634 closer->destroy ();
2640#endif 2635#endif
2641 2636
2637 // make sure the container is available
2638 esrv_send_item (this, old_container);
2639
2642 old_container->flag [FLAG_APPLIED] = 0; 2640 old_container->flag [FLAG_APPLIED] = false;
2643 container = 0; 2641 container = 0;
2644 2642
2643 // client needs item update to make it work, client bug requires this to be separate
2645 esrv_update_item (UPD_FLAGS, this, old_container); 2644 esrv_update_item (UPD_FLAGS, this, old_container);
2645
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2647 play_sound (sound_find ("chest_close"));
2647 } 2648 }
2648 2649
2649 if (new_container) 2650 if (new_container)
2650 { 2651 {
2651 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2652 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2662 } 2663 }
2663#endif 2664#endif
2664 2665
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2666 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2666 2667
2668 // make sure the container is available, client bug requires this to be separate
2669 esrv_send_item (this, new_container);
2670
2667 new_container->flag [FLAG_APPLIED] = 1; 2671 new_container->flag [FLAG_APPLIED] = true;
2668 container = new_container; 2672 container = new_container;
2669 2673
2674 // client needs flag change
2670 esrv_update_item (UPD_FLAGS, this, new_container); 2675 esrv_update_item (UPD_FLAGS, this, new_container);
2671 esrv_send_inventory (this, new_container); 2676 esrv_send_inventory (this, new_container);
2677 play_sound (sound_find ("chest_open"));
2678 }
2679// else if (!old_container->env && contr && contr->ns)
2680// contr->ns->floorbox_reset ();
2681}
2682
2683object *
2684object::force_find (const shstr name)
2685{
2686 /* cycle through his inventory to look for the MARK we want to
2687 * place
2688 */
2689 for (object *tmp = inv; tmp; tmp = tmp->below)
2690 if (tmp->type == FORCE && tmp->slaying == name)
2691 return splay (tmp);
2692
2693 return 0;
2694}
2695
2696void
2697object::force_add (const shstr name, int duration)
2698{
2699 if (object *force = force_find (name))
2700 force->destroy ();
2701
2702 object *force = get_archetype (FORCE_NAME);
2703
2704 force->slaying = name;
2705 force->stats.food = 1;
2706 force->speed_left = -1.f;
2707
2708 force->set_speed (duration ? 1.f / duration : 0.f);
2709 force->flag [FLAG_IS_USED_UP] = true;
2710 force->flag [FLAG_APPLIED] = true;
2711
2712 insert (force);
2713}
2714
2715void
2716object::play_sound (faceidx sound)
2717{
2718 if (!sound)
2719 return;
2720
2721 if (flag [FLAG_REMOVED])
2722 return;
2723
2724 if (env)
2672 } 2725 {
2726 if (object *pl = in_player ())
2727 pl->contr->play_sound (sound);
2728 }
2729 else
2730 map->play_sound (sound, x, y);
2673} 2731}
2674 2732
2675

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