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Comparing deliantra/server/common/object.C (file contents):
Revision 1.109 by root, Sun Jan 7 21:54:59 2007 UTC vs.
Revision 1.230 by root, Sun May 4 08:25:32 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 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. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
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;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
145 */ 147 */
146 148
147 /* For each field in wants, */ 149 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 151 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 152 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 153
171 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 155 return true;
173} 156}
174 157
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 159static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 161{
179 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
181 */ 164 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
183} 167}
184 168
185/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 170 * they can be merged together.
187 * 171 *
202 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 187 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
205 return 0; 189 return 0;
206 190
207 //TODO: this ain't working well, use nicer and correct overflow check 191 /* 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 192 * for unsigned overflow (2c), second part checks whether the result
209 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * would fit into a 32 bit signed int, which is often used to hold
210 * used to store nrof). 194 * nrof values.
211 */ 195 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31) 196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
213 return 0; 197 return 0;
214 198
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 199 /* 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 200 * 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 201 * 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 202 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 203 * flags lose any meaning.
220 */ 204 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 207
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 210
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 211 if (ob1->arch->name != ob2->arch->name
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 212 || ob1->name != ob2->name
230 || ob1->title != ob2->title 213 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 214 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 215 || 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 216 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 217 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 218 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 219 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 220 || ob1->value != ob2->value
246 || ob1->move_block != ob2->move_block 227 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 228 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 229 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 230 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 231 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 232 || ob1->move_slow_penalty != ob2->move_slow_penalty
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 235 return 0;
253 236
237 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED)
241 .any ())
242 return 0;
243
254 /* This is really a spellbook check - really, we should 244 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 245 * not merge objects with real inventories, as splitting them
246 * is hard.
256 */ 247 */
257 if (ob1->inv || ob2->inv) 248 if (ob1->inv || ob2->inv)
258 { 249 {
259 /* if one object has inventory but the other doesn't, not equiv */ 250 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 251 return 0; /* inventories differ in length */
261 return 0;
262 252
263 /* Now check to see if the two inventory objects could merge */ 253 if (ob1->inv->below || ob2->inv->below)
254 return 0; /* more than one object in inv */
255
264 if (!object::can_merge (ob1->inv, ob2->inv)) 256 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 257 return 0; /* inventory objects differ */
266 258
267 /* inventory ok - still need to check rest of this object to see 259 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 260 * if it is valid.
269 */ 261 */
270 } 262 }
289 if (ob1->level != ob2->level) 281 if (ob1->level != ob2->level)
290 return 0; 282 return 0;
291 break; 283 break;
292 } 284 }
293 285
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 286 if (ob1->key_values || ob2->key_values)
295 { 287 {
296 /* At least one of these has key_values. */ 288 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 289 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 290 return 0; /* One has fields, but the other one doesn't. */
291
292 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 293 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 294 }
303 295
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 296 if (ob1->self || ob2->self)
306 { 297 {
307 ob1->optimise (); 298 ob1->optimise ();
308 ob2->optimise (); 299 ob2->optimise ();
309 300
310 if (ob1->self || ob2->self) 301 if (ob1->self || ob2->self)
302 {
303 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
304 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
305
306 if (k1 != k2)
311 return 0; 307 return 0;
308
309 if (k1 == 0)
310 return 1;
311
312 if (!cfperl_can_merge (ob1, ob2))
313 return 0;
314 }
312 } 315 }
313 316
314 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
315 return 1; 318 return 1;
316} 319}
317 320
321// find player who can see this object
322object *
323object::visible_to () const
324{
325 if (client_visible () && !flag [FLAG_REMOVED])
326 {
327 // see if we are in a container of sorts
328 if (env)
329 {
330 // the player inventory itself is always visible
331 if (env->type == PLAYER)
332 return env;
333
334 // else a player could have our env open
335 object *envest = env->outer_env ();
336
337 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player.
339 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ())
341 if (pl->container == env)
342 return pl;
343 }
344 else
345 {
346 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container)
350 return pl;
351 }
352 }
353
354 return 0;
355}
356
357// adjust weight per container type ("of holding")
358static sint32
359weight_adjust (object *op, sint32 weight)
360{
361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight;
364}
365
318/* 366/*
367 * adjust_weight(object, weight) adds the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying.
369 */
370static void
371adjust_weight (object *op, sint32 weight)
372{
373 while (op)
374 {
375 weight = weight_adjust (op, weight);
376
377 if (!weight)
378 return;
379
380 op->carrying += weight;
381
382 if (object *pl = op->visible_to ())
383 if (pl != op) // player is handled lazily
384 esrv_update_item (UPD_WEIGHT, pl, op);
385
386 op = op->env;
387 }
388}
389
390/*
319 * sum_weight() is a recursive function which calculates the weight 391 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 392 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 393 * containers are carrying, and sums it up.
322 */ 394 */
323long 395void
324sum_weight (object *op) 396object::update_weight ()
325{ 397{
326 long sum; 398 sint32 sum = 0;
327 object *inv;
328 399
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 400 for (object *op = inv; op; op = op->below)
330 { 401 {
331 if (inv->inv) 402 if (op->inv)
332 sum_weight (inv); 403 op->update_weight ();
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 404
405 sum += op->total_weight ();
406 }
407
408 sum = weight_adjust (this, sum);
409
410 if (sum != carrying)
334 } 411 {
335
336 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100;
338
339 if (op->carrying != sum)
340 op->carrying = sum; 412 carrying = sum;
341 413
342 return sum; 414 if (object *pl = visible_to ())
415 if (pl != this) // player is handled lazily
416 esrv_update_item (UPD_WEIGHT, pl, this);
417 }
343} 418}
344 419
345/** 420/*
346 * Return the outermost environment object for a given object. 421 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 422 */
348
349object *
350object_get_env_recursive (object *op)
351{
352 while (op->env != NULL)
353 op = op->env;
354 return op;
355}
356
357/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array.
361 */
362
363char * 423char *
364dump_object (object *op) 424dump_object (object *op)
365{ 425{
366 if (!op) 426 if (!op)
367 return strdup ("[NULLOBJ]"); 427 return strdup ("[NULLOBJ]");
368 428
369 object_freezer freezer; 429 object_freezer freezer;
370 save_object (freezer, op, 1); 430 op->write (freezer);
371 return freezer.as_string (); 431 return freezer.as_string ();
372} 432}
373 433
374/* 434/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 435 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 436 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 437 * If it's not a multi-object, it is returned.
378 */ 438 */
379
380object * 439object *
381get_nearest_part (object *op, const object *pl) 440get_nearest_part (object *op, const object *pl)
382{ 441{
383 object *tmp, *closest; 442 object *tmp, *closest;
384 int last_dist, i; 443 int last_dist, i;
385 444
386 if (op->more == NULL) 445 if (!op->more)
387 return op; 446 return op;
447
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 448 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
449 tmp;
450 tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist) 451 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i; 452 closest = tmp, last_dist = i;
453
391 return closest; 454 return closest;
392} 455}
393 456
394/* 457/*
395 * Returns the object which has the count-variable equal to the argument. 458 * Returns the object which has the count-variable equal to the argument.
459 * VERRRY slow.
396 */ 460 */
397object * 461object *
398find_object (tag_t i) 462find_object (tag_t i)
399{ 463{
400 return ((unsigned int)i) < objects.size () 464 for_all_objects (op)
401 ? objects [i] 465 if (op->count == i)
402 : 0; 466 return op;
467
468 return 0;
403} 469}
404 470
405/* 471/*
406 * Returns the first object which has a name equal to the argument. 472 * Returns the first object which has a name equal to the argument.
407 * Used only by the patch command, but not all that useful. 473 * Used only by the patch command, but not all that useful.
418 break; 484 break;
419 485
420 return op; 486 return op;
421} 487}
422 488
423void
424free_all_object_data ()
425{
426 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
427}
428
429/* 489/*
430 * Sets the owner and sets the skill and exp pointers to owner's current 490 * Sets the owner and sets the skill and exp pointers to owner's current
431 * skill and experience objects. 491 * skill and experience objects.
492 * ACTUALLY NO! investigate! TODO
432 */ 493 */
433void 494void
434object::set_owner (object *owner) 495object::set_owner (object *owner)
435{ 496{
497 // allow objects which own objects
436 if (!owner) 498 if (owner)
437 return;
438
439 /* next line added to allow objects which own objects */
440 /* Add a check for ownercounts in here, as I got into an endless loop
441 * with the fireball owning a poison cloud which then owned the
442 * fireball. I believe that was caused by one of the objects getting
443 * freed and then another object replacing it. Since the ownercounts
444 * didn't match, this check is valid and I believe that cause is valid.
445 */
446 while (owner->owner) 499 while (owner->owner)
447 owner = owner->owner; 500 owner = owner->owner;
501
502 if (flag [FLAG_FREED])
503 {
504 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
505 return;
506 }
448 507
449 this->owner = owner; 508 this->owner = owner;
509}
510
511int
512object::slottype () const
513{
514 if (type == SKILL)
515 {
516 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
517 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
518 }
519 else
520 {
521 if (slot [body_combat].info) return slot_combat;
522 if (slot [body_range ].info) return slot_ranged;
523 }
524
525 return slot_none;
526}
527
528bool
529object::change_weapon (object *ob)
530{
531 if (current_weapon == ob)
532 return true;
533
534 if (chosen_skill)
535 chosen_skill->flag [FLAG_APPLIED] = false;
536
537 current_weapon = ob;
538 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
539
540 if (chosen_skill)
541 chosen_skill->flag [FLAG_APPLIED] = true;
542
543 update_stats ();
544
545 if (ob)
546 {
547 // now check wether any body locations became invalid, in which case
548 // we cannot apply the weapon at the moment.
549 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
550 if (slot[i].used < 0)
551 {
552 current_weapon = chosen_skill = 0;
553 update_stats ();
554
555 new_draw_info_format (NDI_UNIQUE, 0, this,
556 "You try to balance all your items at once, "
557 "but the %s is just too much for your body. "
558 "[You need to unapply some items first.]", &ob->name);
559 return false;
560 }
561
562 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
563 }
564 else
565 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
566
567 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
568 {
569 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
570 &name, ob->debug_desc ());
571 return false;
572 }
573
574 return true;
450} 575}
451 576
452/* Zero the key_values on op, decrementing the shared-string 577/* Zero the key_values on op, decrementing the shared-string
453 * refcounts and freeing the links. 578 * refcounts and freeing the links.
454 */ 579 */
455static void 580static void
456free_key_values (object *op) 581free_key_values (object *op)
457{ 582{
458 for (key_value *i = op->key_values; i != 0;) 583 for (key_value *i = op->key_values; i; )
459 { 584 {
460 key_value *next = i->next; 585 key_value *next = i->next;
461 delete i; 586 delete i;
462 587
463 i = next; 588 i = next;
475 * will point at garbage. 600 * will point at garbage.
476 */ 601 */
477void 602void
478object::copy_to (object *dst) 603object::copy_to (object *dst)
479{ 604{
480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 605 dst->remove ();
481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
482
483 *(object_copy *)dst = *this; 606 *(object_copy *)dst = *this;
484 607 dst->flag [FLAG_REMOVED] = true;
485 if (is_freed)
486 SET_FLAG (dst, FLAG_FREED);
487
488 if (is_removed)
489 SET_FLAG (dst, FLAG_REMOVED);
490
491 if (speed < 0)
492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
493 608
494 /* Copy over key_values, if any. */ 609 /* Copy over key_values, if any. */
495 if (key_values) 610 if (key_values)
496 { 611 {
497 key_value *tail = 0; 612 key_value *tail = 0;
498 key_value *i;
499
500 dst->key_values = 0; 613 dst->key_values = 0;
501 614
502 for (i = key_values; i; i = i->next) 615 for (key_value *i = key_values; i; i = i->next)
503 { 616 {
504 key_value *new_link = new key_value; 617 key_value *new_link = new key_value;
505 618
506 new_link->next = 0; 619 new_link->next = 0;
507 new_link->key = i->key; 620 new_link->key = i->key;
508 new_link->value = i->value; 621 new_link->value = i->value;
509 622
510 /* Try and be clever here, too. */ 623 /* Try and be clever here, too. */
511 if (!dst->key_values) 624 if (!dst->key_values)
512 { 625 {
519 tail = new_link; 632 tail = new_link;
520 } 633 }
521 } 634 }
522 } 635 }
523 636
637 if (speed < 0)
638 dst->speed_left -= rndm ();
639
524 dst->set_speed (dst->speed); 640 dst->set_speed (dst->speed);
641}
642
643void
644object::instantiate ()
645{
646 if (!uuid.seq) // HACK
647 uuid = UUID::gen ();
648
649 speed_left = -0.1f;
650 /* copy the body_info to the body_used - this is only really
651 * need for monsters, but doesn't hurt to do it for everything.
652 * by doing so, when a monster is created, it has good starting
653 * values for the body_used info, so when items are created
654 * for it, they can be properly equipped.
655 */
656 for (int i = NUM_BODY_LOCATIONS; i--; )
657 slot[i].used = slot[i].info;
658
659 attachable::instantiate ();
525} 660}
526 661
527object * 662object *
528object::clone () 663object::clone ()
529{ 664{
530 object *neu = create (); 665 object *neu = create ();
531 copy_to (neu); 666 copy_to (neu);
667 neu->map = map; // not copied by copy_to
532 return neu; 668 return neu;
533} 669}
534 670
535/* 671/*
536 * If an object with the IS_TURNABLE() flag needs to be turned due 672 * If an object with the IS_TURNABLE() flag needs to be turned due
587 * UP_OBJ_FACE: only the objects face has changed. 723 * UP_OBJ_FACE: only the objects face has changed.
588 */ 724 */
589void 725void
590update_object (object *op, int action) 726update_object (object *op, int action)
591{ 727{
592 MoveType move_on, move_off, move_block, move_slow; 728 if (!op)
593
594 if (op == NULL)
595 { 729 {
596 /* this should never happen */ 730 /* this should never happen */
597 LOG (llevDebug, "update_object() called for NULL object.\n"); 731 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
598 return; 732 return;
599 } 733 }
600 734
601 if (op->env) 735 if (!op->is_on_map ())
602 { 736 {
603 /* Animation is currently handled by client, so nothing 737 /* Animation is currently handled by client, so nothing
604 * to do in this case. 738 * to do in this case.
605 */ 739 */
606 return; 740 return;
607 } 741 }
608
609 /* If the map is saving, don't do anything as everything is
610 * going to get freed anyways.
611 */
612 if (!op->map || op->map->in_memory == MAP_SAVING)
613 return;
614 742
615 /* make sure the object is within map boundaries */ 743 /* make sure the object is within map boundaries */
616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 744 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
617 { 745 {
618 LOG (llevError, "update_object() called for object out of map!\n"); 746 LOG (llevError, "update_object() called for object out of map!\n");
658 786
659 if (op->more) 787 if (op->more)
660 update_object (op->more, action); 788 update_object (op->more, action);
661} 789}
662 790
663object *object::first;
664
665object::object () 791object::object ()
666{ 792{
667 SET_FLAG (this, FLAG_REMOVED); 793 SET_FLAG (this, FLAG_REMOVED);
668 794
669 expmul = 1.0; 795 expmul = 1.0;
670 face = blank_face; 796 face = blank_face;
671} 797}
672 798
673object::~object () 799object::~object ()
674{ 800{
801 unlink ();
802
675 free_key_values (this); 803 free_key_values (this);
676} 804}
677 805
806static int object_count;
807
678void object::link () 808void object::link ()
679{ 809{
680 uuid = gen_uuid (); 810 assert (!index);//D
811 uuid = UUID::gen ();
812 count = ++object_count;
681 813
682 refcnt_inc (); 814 refcnt_inc ();
683 objects.insert (this); 815 objects.insert (this);
684} 816}
685 817
686void object::unlink () 818void object::unlink ()
687{ 819{
820 if (!index)
821 return;
822
688 objects.erase (this); 823 objects.erase (this);
689 refcnt_dec (); 824 refcnt_dec ();
690} 825}
691 826
692void 827void
754object::destroy_inv (bool drop_to_ground) 889object::destroy_inv (bool drop_to_ground)
755{ 890{
756 // need to check first, because the checks below might segfault 891 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code 892 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty. 893 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory, 894 // corollary: if you create arrows etc. with stuff in its inventory,
760 // cf will crash below with off-map x and y 895 // cf will crash below with off-map x and y
761 if (!inv) 896 if (!inv)
762 return; 897 return;
763 898
764 /* Only if the space blocks everything do we not process - 899 /* Only if the space blocks everything do we not process -
765 * if some form of movement is allowed, let objects 900 * if some form of movement is allowed, let objects
766 * drop on that space. 901 * drop on that space.
767 */ 902 */
768 if (!drop_to_ground 903 if (!drop_to_ground
769 || !map 904 || !map
770 || map->in_memory != MAP_IN_MEMORY 905 || map->in_memory != MAP_ACTIVE
906 || map->nodrop
771 || ms ().move_block == MOVE_ALL) 907 || ms ().move_block == MOVE_ALL)
772 { 908 {
773 while (inv) 909 while (inv)
774 { 910 {
775 inv->destroy_inv (drop_to_ground); 911 inv->destroy_inv (false);
776 inv->destroy (); 912 inv->destroy ();
777 } 913 }
778 } 914 }
779 else 915 else
780 { /* Put objects in inventory onto this space */ 916 { /* Put objects in inventory onto this space */
784 920
785 if (op->flag [FLAG_STARTEQUIP] 921 if (op->flag [FLAG_STARTEQUIP]
786 || op->flag [FLAG_NO_DROP] 922 || op->flag [FLAG_NO_DROP]
787 || op->type == RUNE 923 || op->type == RUNE
788 || op->type == TRAP 924 || op->type == TRAP
789 || op->flag [FLAG_IS_A_TEMPLATE]) 925 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH])
790 op->destroy (); 927 op->destroy (true);
791 else 928 else
792 map->insert (op, x, y); 929 map->insert (op, x, y);
793 } 930 }
794 } 931 }
795} 932}
799 object *op = new object; 936 object *op = new object;
800 op->link (); 937 op->link ();
801 return op; 938 return op;
802} 939}
803 940
941static struct freed_map : maptile
942{
943 freed_map ()
944 {
945 path = "<freed objects map>";
946 name = "/internal/freed_objects_map";
947 width = 3;
948 height = 3;
949 nodrop = 1;
950
951 alloc ();
952 in_memory = MAP_ACTIVE;
953 }
954
955 ~freed_map ()
956 {
957 destroy ();
958 }
959} freed_map; // freed objects are moved here to avoid crashes
960
804void 961void
805object::do_destroy () 962object::do_destroy ()
806{ 963{
807 if (flag [FLAG_IS_LINKED]) 964 if (flag [FLAG_IS_LINKED])
808 remove_button_link (this); 965 remove_button_link (this);
809 966
810 if (flag [FLAG_FRIENDLY]) 967 if (flag [FLAG_FRIENDLY])
811 remove_friendly_object (this); 968 remove_friendly_object (this);
812 969
813 if (!flag [FLAG_REMOVED])
814 remove (); 970 remove ();
815 971
816 if (flag [FLAG_FREED]) 972 attachable::do_destroy ();
817 return;
818 973
819 set_speed (0); 974 deactivate ();
975 unlink ();
820 976
821 flag [FLAG_FREED] = 1; 977 flag [FLAG_FREED] = 1;
822 978
823 attachable::do_destroy ();
824
825 destroy_inv (true);
826 unlink ();
827
828 // hack to ensure that freed objects still have a valid map 979 // hack to ensure that freed objects still have a valid map
829 {
830 static maptile *freed_map; // freed objects are moved here to avoid crashes
831
832 if (!freed_map)
833 {
834 freed_map = new maptile;
835
836 freed_map->name = "/internal/freed_objects_map";
837 freed_map->width = 3;
838 freed_map->height = 3;
839
840 freed_map->alloc ();
841 freed_map->in_memory = MAP_IN_MEMORY;
842 }
843
844 map = freed_map; 980 map = &freed_map;
845 x = 1; 981 x = 1;
846 y = 1; 982 y = 1;
847 }
848
849 head = 0;
850 983
851 if (more) 984 if (more)
852 { 985 {
853 more->destroy (); 986 more->destroy ();
854 more = 0; 987 more = 0;
855 } 988 }
856 989
990 head = 0;
991
857 // clear those pointers that likely might have circular references to us 992 // clear those pointers that likely might cause circular references
858 owner = 0; 993 owner = 0;
859 enemy = 0; 994 enemy = 0;
860 attacked_by = 0; 995 attacked_by = 0;
996 current_weapon = 0;
861} 997}
862 998
863void 999void
864object::destroy (bool destroy_inventory) 1000object::destroy (bool destroy_inventory)
865{ 1001{
866 if (destroyed ()) 1002 if (destroyed ())
867 return; 1003 return;
868 1004
1005 if (!is_head () && !head->destroyed ())
1006 {
1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1008 head->destroy (destroy_inventory);
1009 return;
1010 }
1011
869 if (destroy_inventory) 1012 destroy_inv (!destroy_inventory);
870 destroy_inv (false); 1013
1014 if (is_head ())
1015 if (sound_destroy)
1016 play_sound (sound_destroy);
1017 else if (flag [FLAG_MONSTER])
1018 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
871 1019
872 attachable::destroy (); 1020 attachable::destroy ();
873}
874
875/*
876 * sub_weight() recursively (outwards) subtracts a number from the
877 * weight of an object (and what is carried by it's environment(s)).
878 */
879void
880sub_weight (object *op, signed long weight)
881{
882 while (op != NULL)
883 {
884 if (op->type == CONTAINER)
885 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
886
887 op->carrying -= weight;
888 op = op->env;
889 }
890} 1021}
891 1022
892/* op->remove (): 1023/* op->remove ():
893 * This function removes the object op from the linked list of objects 1024 * This function removes the object op from the linked list of objects
894 * which it is currently tied to. When this function is done, the 1025 * which it is currently tied to. When this function is done, the
895 * object will have no environment. If the object previously had an 1026 * object will have no environment. If the object previously had an
896 * environment, the x and y coordinates will be updated to 1027 * environment, the x and y coordinates will be updated to
897 * the previous environment. 1028 * the previous environment.
898 * Beware: This function is called from the editor as well!
899 */ 1029 */
900void 1030void
901object::remove () 1031object::do_remove ()
902{ 1032{
903 object *tmp, *last = 0; 1033 object *tmp, *last = 0;
904 object *otmp; 1034 object *otmp;
905 1035
906 if (QUERY_FLAG (this, FLAG_REMOVED)) 1036 if (flag [FLAG_REMOVED])
907 return; 1037 return;
908 1038
909 SET_FLAG (this, FLAG_REMOVED);
910 INVOKE_OBJECT (REMOVE, this); 1039 INVOKE_OBJECT (REMOVE, this);
1040
1041 flag [FLAG_REMOVED] = true;
911 1042
912 if (more) 1043 if (more)
913 more->remove (); 1044 more->remove ();
914 1045
915 /* 1046 /*
916 * In this case, the object to be removed is in someones 1047 * In this case, the object to be removed is in someones
917 * inventory. 1048 * inventory.
918 */ 1049 */
919 if (env) 1050 if (env)
920 { 1051 {
1052 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1053 if (object *pl = visible_to ())
1054 esrv_del_item (pl->contr, count);
1055 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1056
1057 adjust_weight (env, -total_weight ());
1058
1059 *(above ? &above->below : &env->inv) = below;
1060
921 if (nrof) 1061 if (below)
922 sub_weight (env, weight * nrof); 1062 below->above = above;
923 else 1063
924 sub_weight (env, weight + carrying); 1064 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do.
1067 */
1068 map = env->map;
1069 x = env->x;
1070 y = env->y;
1071 above = 0;
1072 below = 0;
1073 env = 0;
925 1074
926 /* NO_FIX_PLAYER is set when a great many changes are being 1075 /* NO_FIX_PLAYER is set when a great many changes are being
927 * made to players inventory. If set, avoiding the call 1076 * made to players inventory. If set, avoiding the call
928 * to save cpu time. 1077 * to save cpu time.
929 */ 1078 */
930 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1079 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
931 otmp->update_stats (); 1080 otmp->update_stats ();
932
933 if (above)
934 above->below = below;
935 else
936 env->inv = below;
937
938 if (below)
939 below->above = above;
940
941 /* we set up values so that it could be inserted into
942 * the map, but we don't actually do that - it is up
943 * to the caller to decide what we want to do.
944 */
945 x = env->x, y = env->y;
946 map = env->map;
947 above = 0, below = 0;
948 env = 0;
949 } 1081 }
950 else if (map) 1082 else if (map)
951 { 1083 {
952 if (type == PLAYER) 1084 map->dirty = true;
1085 mapspace &ms = this->ms ();
1086
1087 if (object *pl = ms.player ())
953 { 1088 {
1089 if (type == PLAYER) // this == pl(!)
1090 {
1091 // leaving a spot always closes any open container on the ground
1092 if (container && !container->env)
1093 // this causes spurious floorbox updates, but it ensures
1094 // that the CLOSE event is being sent.
1095 close_container ();
1096
954 --map->players; 1097 --map->players;
955 map->touch (); 1098 map->touch ();
1099 }
1100 else if (pl->container == this)
1101 {
1102 // removing a container should close it
1103 close_container ();
1104 }
1105
1106 esrv_del_item (pl->contr, count);
956 } 1107 }
957
958 map->dirty = true;
959 1108
960 /* link the object above us */ 1109 /* link the object above us */
961 if (above) 1110 if (above)
962 above->below = below; 1111 above->below = below;
963 else 1112 else
964 map->at (x, y).top = below; /* we were top, set new top */ 1113 ms.top = below; /* we were top, set new top */
965 1114
966 /* Relink the object below us, if there is one */ 1115 /* Relink the object below us, if there is one */
967 if (below) 1116 if (below)
968 below->above = above; 1117 below->above = above;
969 else 1118 else
971 /* Nothing below, which means we need to relink map object for this space 1120 /* Nothing below, which means we need to relink map object for this space
972 * use translated coordinates in case some oddness with map tiling is 1121 * use translated coordinates in case some oddness with map tiling is
973 * evident 1122 * evident
974 */ 1123 */
975 if (GET_MAP_OB (map, x, y) != this) 1124 if (GET_MAP_OB (map, x, y) != this)
976 {
977 char *dump = dump_object (this);
978 LOG (llevError,
979 "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); 1125 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 ());
980 free (dump);
981 dump = dump_object (GET_MAP_OB (map, x, y));
982 LOG (llevError, "%s\n", dump);
983 free (dump);
984 }
985 1126
986 map->at (x, y).bot = above; /* goes on above it. */ 1127 ms.bot = above; /* goes on above it. */
987 } 1128 }
988 1129
989 above = 0; 1130 above = 0;
990 below = 0; 1131 below = 0;
991 1132
992 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
993 return; 1134 return;
994 1135
995 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
996 1137
1138 if (object *pl = ms.player ())
1139 {
1140 if (pl->container == this)
1141 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view
1143 * appropriately.
1144 */
1145 pl->close_container ();
1146
1147 //TODO: the floorbox prev/next might need updating
1148 //esrv_del_item (pl->contr, count);
1149 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update ();
1152 }
1153
997 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
998 { 1155 {
999 /* No point updating the players look faces if he is the object 1156 /* No point updating the players look faces if he is the object
1000 * being removed. 1157 * being removed.
1001 */ 1158 */
1002
1003 if (tmp->type == PLAYER && tmp != this)
1004 {
1005 /* If a container that the player is currently using somehow gets
1006 * removed (most likely destroyed), update the player view
1007 * appropriately.
1008 */
1009 if (tmp->container == this)
1010 {
1011 flag [FLAG_APPLIED] = 0;
1012 tmp->container = 0;
1013 }
1014
1015 if (tmp->contr->ns)
1016 tmp->contr->ns->floorbox_update ();
1017 }
1018 1159
1019 /* See if object moving off should effect something */ 1160 /* See if object moving off should effect something */
1020 if (check_walk_off 1161 if (check_walk_off
1021 && ((move_type & tmp->move_off) 1162 && ((move_type & tmp->move_off)
1022 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1025 1166
1026 if (destroyed ()) 1167 if (destroyed ())
1027 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1028 } 1169 }
1029 1170
1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1032 if (tmp->above == tmp)
1033 tmp->above = 0;
1034
1035 last = tmp; 1171 last = tmp;
1036 } 1172 }
1037 1173
1038 /* last == NULL if there are no objects on this space */ 1174 /* last == NULL if there are no objects on this space */
1039 //TODO: this makes little sense, why only update the topmost object? 1175 //TODO: this makes little sense, why only update the topmost object?
1059merge_ob (object *op, object *top) 1195merge_ob (object *op, object *top)
1060{ 1196{
1061 if (!op->nrof) 1197 if (!op->nrof)
1062 return 0; 1198 return 0;
1063 1199
1064 if (top) 1200 if (!top)
1065 for (top = op; top && top->above; top = top->above) 1201 for (top = op; top && top->above; top = top->above)
1066 ; 1202 ;
1067 1203
1068 for (; top; top = top->below) 1204 for (; top; top = top->below)
1069 {
1070 if (top == op)
1071 continue;
1072
1073 if (object::can_merge (op, top)) 1205 if (object::can_merge (op, top))
1074 { 1206 {
1075 top->nrof += op->nrof; 1207 top->nrof += op->nrof;
1076 1208
1077/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1209 if (object *pl = top->visible_to ())
1078 op->weight = 0; /* Don't want any adjustements now */ 1210 esrv_update_item (UPD_NROF, pl, top);
1211
1212 op->weight = 0; // cancel the addition above
1213 op->carrying = 0; // must be 0 already
1214
1079 op->destroy (); 1215 op->destroy (1);
1216
1080 return top; 1217 return top;
1081 } 1218 }
1082 }
1083 1219
1084 return 0; 1220 return 0;
1085} 1221}
1086 1222
1223void
1224object::expand_tail ()
1225{
1226 if (more)
1227 return;
1228
1229 object *prev = this;
1230
1231 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1232 {
1233 object *op = arch_to_object (at);
1234
1235 op->name = name;
1236 op->name_pl = name_pl;
1237 op->title = title;
1238
1239 op->head = this;
1240 prev->more = op;
1241
1242 prev = op;
1243 }
1244}
1245
1087/* 1246/*
1088 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1247 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1089 * job preparing multi-part monsters 1248 * job preparing multi-part monsters.
1090 */ 1249 */
1091object * 1250object *
1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1251insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1093{ 1252{
1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1095 { 1254 {
1096 tmp->x = x + tmp->arch->clone.x; 1255 tmp->x = x + tmp->arch->x;
1097 tmp->y = y + tmp->arch->clone.y; 1256 tmp->y = y + tmp->arch->y;
1098 } 1257 }
1099 1258
1100 return insert_ob_in_map (op, m, originator, flag); 1259 return insert_ob_in_map (op, m, originator, flag);
1101} 1260}
1102 1261
1121 * just 'op' otherwise 1280 * just 'op' otherwise
1122 */ 1281 */
1123object * 1282object *
1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1125{ 1284{
1126 object *tmp, *top, *floor = NULL; 1285 assert (!op->flag [FLAG_FREED]);
1127 sint16 x, y;
1128 1286
1129 if (QUERY_FLAG (op, FLAG_FREED)) 1287 op->remove ();
1130 {
1131 LOG (llevError, "Trying to insert freed object!\n");
1132 return NULL;
1133 }
1134
1135 if (!m)
1136 {
1137 char *dump = dump_object (op);
1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1139 free (dump);
1140 return op;
1141 }
1142
1143 if (out_of_map (m, op->x, op->y))
1144 {
1145 char *dump = dump_object (op);
1146 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1147#ifdef MANY_CORES
1148 /* Better to catch this here, as otherwise the next use of this object
1149 * is likely to cause a crash. Better to find out where it is getting
1150 * improperly inserted.
1151 */
1152 abort ();
1153#endif
1154 free (dump);
1155 return op;
1156 }
1157
1158 if (!QUERY_FLAG (op, FLAG_REMOVED))
1159 {
1160 char *dump = dump_object (op);
1161 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1162 free (dump);
1163 return op;
1164 }
1165
1166 if (op->more)
1167 {
1168 /* The part may be on a different map. */
1169
1170 object *more = op->more;
1171
1172 /* We really need the caller to normalise coordinates - if
1173 * we set the map, that doesn't work if the location is within
1174 * a map and this is straddling an edge. So only if coordinate
1175 * is clear wrong do we normalise it.
1176 */
1177 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1178 more->map = get_map_from_coord (m, &more->x, &more->y);
1179 else if (!more->map)
1180 {
1181 /* For backwards compatibility - when not dealing with tiled maps,
1182 * more->map should always point to the parent.
1183 */
1184 more->map = m;
1185 }
1186
1187 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1188 {
1189 if (!op->head)
1190 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1191
1192 return 0;
1193 }
1194 }
1195
1196 CLEAR_FLAG (op, FLAG_REMOVED);
1197 1288
1198 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* Ideally, the caller figures this out. However, it complicates a lot
1199 * of areas of callers (eg, anything that uses find_free_spot would now 1290 * of areas of callers (eg, anything that uses find_free_spot would now
1200 * need extra work 1291 * need extra work
1201 */ 1292 */
1202 op->map = get_map_from_coord (m, &op->x, &op->y); 1293 if (!xy_normalise (m, op->x, op->y))
1203 x = op->x; 1294 {
1204 y = op->y; 1295 op->destroy (1);
1296 return 0;
1297 }
1298
1299 if (object *more = op->more)
1300 if (!insert_ob_in_map (more, m, originator, flag))
1301 return 0;
1302
1303 CLEAR_FLAG (op, FLAG_REMOVED);
1304
1305 op->map = m;
1306 mapspace &ms = op->ms ();
1205 1307
1206 /* this has to be done after we translate the coordinates. 1308 /* this has to be done after we translate the coordinates.
1207 */ 1309 */
1208 if (op->nrof && !(flag & INS_NO_MERGE)) 1310 if (op->nrof && !(flag & INS_NO_MERGE))
1209 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1210 if (object::can_merge (op, tmp)) 1312 if (object::can_merge (op, tmp))
1211 { 1313 {
1314 // TODO: we atcually want to update tmp, not op,
1315 // but some caller surely breaks when we return tmp
1316 // from here :/
1212 op->nrof += tmp->nrof; 1317 op->nrof += tmp->nrof;
1213 tmp->destroy (); 1318 tmp->destroy (1);
1214 } 1319 }
1215 1320
1216 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1217 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1322 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1218 1323
1231 op->below = originator->below; 1336 op->below = originator->below;
1232 1337
1233 if (op->below) 1338 if (op->below)
1234 op->below->above = op; 1339 op->below->above = op;
1235 else 1340 else
1236 op->ms ().bot = op; 1341 ms.bot = op;
1237 1342
1238 /* since *below* originator, no need to update top */ 1343 /* since *below* originator, no need to update top */
1239 originator->below = op; 1344 originator->below = op;
1240 } 1345 }
1241 else 1346 else
1242 { 1347 {
1348 object *top, *floor = NULL;
1349
1350 top = ms.bot;
1351
1243 /* If there are other objects, then */ 1352 /* If there are other objects, then */
1244 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1353 if (top)
1245 { 1354 {
1246 object *last = 0; 1355 object *last = 0;
1247 1356
1248 /* 1357 /*
1249 * If there are multiple objects on this space, we do some trickier handling. 1358 * If there are multiple objects on this space, we do some trickier handling.
1255 * once we get to them. This reduces the need to traverse over all of 1364 * once we get to them. This reduces the need to traverse over all of
1256 * them when adding another one - this saves quite a bit of cpu time 1365 * them when adding another one - this saves quite a bit of cpu time
1257 * when lots of spells are cast in one area. Currently, it is presumed 1366 * when lots of spells are cast in one area. Currently, it is presumed
1258 * that flying non pickable objects are spell objects. 1367 * that flying non pickable objects are spell objects.
1259 */ 1368 */
1260 while (top) 1369 for (top = ms.bot; top; top = top->above)
1261 { 1370 {
1262 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1371 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1263 floor = top; 1372 floor = top;
1264 1373
1265 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1374 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1268 top = top->below; 1377 top = top->below;
1269 break; 1378 break;
1270 } 1379 }
1271 1380
1272 last = top; 1381 last = top;
1273 top = top->above;
1274 } 1382 }
1275 1383
1276 /* Don't want top to be NULL, so set it to the last valid object */ 1384 /* Don't want top to be NULL, so set it to the last valid object */
1277 top = last; 1385 top = last;
1278 1386
1280 * looks like instead of lots of conditions here. 1388 * looks like instead of lots of conditions here.
1281 * makes things faster, and effectively the same result. 1389 * makes things faster, and effectively the same result.
1282 */ 1390 */
1283 1391
1284 /* Have object 'fall below' other objects that block view. 1392 /* Have object 'fall below' other objects that block view.
1285 * Unless those objects are exits, type 66 1393 * Unless those objects are exits.
1286 * If INS_ON_TOP is used, don't do this processing 1394 * If INS_ON_TOP is used, don't do this processing
1287 * Need to find the object that in fact blocks view, otherwise 1395 * Need to find the object that in fact blocks view, otherwise
1288 * stacking is a bit odd. 1396 * stacking is a bit odd.
1289 */ 1397 */
1290 if (!(flag & INS_ON_TOP) && 1398 if (!(flag & INS_ON_TOP)
1291 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1399 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility))
1292 { 1401 {
1293 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1294 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1295 break; 1404 break;
1405
1296 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1297 * and make sure we have a below pointer for it so that 1407 * and make sure we have a below pointer for it so that
1298 * we can get inserted below this one, which requires we 1408 * we can get inserted below this one, which requires we
1299 * set top to the object below us. 1409 * set top to the object below us.
1300 */ 1410 */
1301 if (last && last->below && last != floor) 1411 if (last && last->below && last != floor)
1302 top = last->below; 1412 top = last->below;
1303 } 1413 }
1304 } /* If objects on this space */ 1414 } /* If objects on this space */
1305 1415
1306 if (flag & INS_MAP_LOAD)
1307 top = GET_MAP_TOP (op->map, op->x, op->y);
1308
1309 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1310 top = floor; 1417 top = floor;
1311 1418
1312 /* Top is the object that our object (op) is going to get inserted above. 1419 /* Top is the object that our object (op) is going to get inserted above.
1313 */ 1420 */
1314 1421
1315 /* First object on this space */ 1422 /* First object on this space */
1316 if (!top) 1423 if (!top)
1317 { 1424 {
1318 op->above = GET_MAP_OB (op->map, op->x, op->y); 1425 op->above = ms.bot;
1319 1426
1320 if (op->above) 1427 if (op->above)
1321 op->above->below = op; 1428 op->above->below = op;
1322 1429
1323 op->below = 0; 1430 op->below = 0;
1324 op->ms ().bot = op; 1431 ms.bot = op;
1325 } 1432 }
1326 else 1433 else
1327 { /* get inserted into the stack above top */ 1434 { /* get inserted into the stack above top */
1328 op->above = top->above; 1435 op->above = top->above;
1329 1436
1333 op->below = top; 1440 op->below = top;
1334 top->above = op; 1441 top->above = op;
1335 } 1442 }
1336 1443
1337 if (!op->above) 1444 if (!op->above)
1338 op->ms ().top = op; 1445 ms.top = op;
1339 } /* else not INS_BELOW_ORIGINATOR */ 1446 } /* else not INS_BELOW_ORIGINATOR */
1340 1447
1341 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1342 { 1449 {
1343 op->contr->do_los = 1; 1450 op->contr->do_los = 1;
1345 op->map->touch (); 1452 op->map->touch ();
1346 } 1453 }
1347 1454
1348 op->map->dirty = true; 1455 op->map->dirty = true;
1349 1456
1350 /* If we have a floor, we know the player, if any, will be above
1351 * it, so save a few ticks and start from there.
1352 */
1353 if (!(flag & INS_MAP_LOAD))
1354 if (object *pl = op->ms ().player ()) 1457 if (object *pl = ms.player ())
1458 //TODO: the floorbox prev/next might need updating
1459 //esrv_send_item (pl, op);
1460 //TODO: update floorbox to preserve ordering
1355 if (pl->contr->ns) 1461 if (pl->contr->ns)
1356 pl->contr->ns->floorbox_update (); 1462 pl->contr->ns->floorbox_update ();
1357 1463
1358 /* If this object glows, it may affect lighting conditions that are 1464 /* If this object glows, it may affect lighting conditions that are
1359 * visible to others on this map. But update_all_los is really 1465 * visible to others on this map. But update_all_los is really
1360 * an inefficient way to do this, as it means los for all players 1466 * an inefficient way to do this, as it means los for all players
1361 * on the map will get recalculated. The players could very well 1467 * on the map will get recalculated. The players could very well
1380 * blocked() and wall() work properly), and these flags are updated by 1486 * blocked() and wall() work properly), and these flags are updated by
1381 * update_object(). 1487 * update_object().
1382 */ 1488 */
1383 1489
1384 /* if this is not the head or flag has been passed, don't check walk on status */ 1490 /* if this is not the head or flag has been passed, don't check walk on status */
1385 if (!(flag & INS_NO_WALK_ON) && !op->head) 1491 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1386 { 1492 {
1387 if (check_move_on (op, originator)) 1493 if (check_move_on (op, originator))
1388 return 0; 1494 return 0;
1389 1495
1390 /* If we are a multi part object, lets work our way through the check 1496 /* If we are a multi part object, lets work our way through the check
1391 * walk on's. 1497 * walk on's.
1392 */ 1498 */
1393 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1499 for (object *tmp = op->more; tmp; tmp = tmp->more)
1394 if (check_move_on (tmp, originator)) 1500 if (check_move_on (tmp, originator))
1395 return 0; 1501 return 0;
1396 } 1502 }
1397 1503
1398 return op; 1504 return op;
1403 * op is the object to insert it under: supplies x and the map. 1509 * op is the object to insert it under: supplies x and the map.
1404 */ 1510 */
1405void 1511void
1406replace_insert_ob_in_map (const char *arch_string, object *op) 1512replace_insert_ob_in_map (const char *arch_string, object *op)
1407{ 1513{
1408 object *tmp, *tmp1;
1409
1410 /* first search for itself and remove any old instances */ 1514 /* first search for itself and remove any old instances */
1411 1515
1412 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1413 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1517 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1414 tmp->destroy (); 1518 tmp->destroy (1);
1415 1519
1416 tmp1 = arch_to_object (archetype::find (arch_string)); 1520 object *tmp = arch_to_object (archetype::find (arch_string));
1417 1521
1418 tmp1->x = op->x; 1522 tmp->x = op->x;
1419 tmp1->y = op->y; 1523 tmp->y = op->y;
1524
1420 insert_ob_in_map (tmp1, op->map, op, 0); 1525 insert_ob_in_map (tmp, op->map, op, 0);
1421} 1526}
1422 1527
1423object * 1528object *
1424object::insert_at (object *where, object *originator, int flags) 1529object::insert_at (object *where, object *originator, int flags)
1425{ 1530{
1531 if (where->env)
1532 return where->env->insert (this);
1533 else
1426 where->map->insert (this, where->x, where->y, originator, flags); 1534 return where->map->insert (this, where->x, where->y, originator, flags);
1427} 1535}
1428 1536
1429/* 1537/*
1430 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1431 * is returned contains nr objects, and the remaining parts contains
1432 * the rest (or is removed and freed if that number is 0).
1433 * On failure, NULL is returned, and the reason put into the
1434 * global static errmsg array.
1435 */
1436object *
1437get_split_ob (object *orig_ob, uint32 nr)
1438{
1439 object *newob;
1440 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1441
1442 if (orig_ob->nrof < nr)
1443 {
1444 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1445 return NULL;
1446 }
1447
1448 newob = object_create_clone (orig_ob);
1449
1450 if ((orig_ob->nrof -= nr) < 1)
1451 orig_ob->destroy (1);
1452 else if (!is_removed)
1453 {
1454 if (orig_ob->env != NULL)
1455 sub_weight (orig_ob->env, orig_ob->weight * nr);
1456 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1457 {
1458 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1459 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1460 return NULL;
1461 }
1462 }
1463
1464 newob->nrof = nr;
1465
1466 return newob;
1467}
1468
1469/*
1470 * decrease_ob_nr(object, number) decreases a specified number from 1538 * decrease(object, number) decreases a specified number from
1471 * the amount of an object. If the amount reaches 0, the object 1539 * the amount of an object. If the amount reaches 0, the object
1472 * is subsequently removed and freed. 1540 * is subsequently removed and freed.
1473 * 1541 *
1474 * Return value: 'op' if something is left, NULL if the amount reached 0 1542 * Return value: 'op' if something is left, NULL if the amount reached 0
1475 */ 1543 */
1544bool
1545object::decrease (sint32 nr)
1546{
1547 if (!nr)
1548 return true;
1476 1549
1550 nr = min (nr, nrof);
1551
1552 nrof -= nr;
1553
1554 if (nrof)
1555 {
1556 adjust_weight (env, -weight * nr); // carrying == 0
1557
1558 if (object *pl = visible_to ())
1559 esrv_update_item (UPD_NROF, pl, this);
1560
1561 return true;
1562 }
1563 else
1564 {
1565 destroy (1);
1566 return false;
1567 }
1568}
1569
1570/*
1571 * split(ob,nr) splits up ob into two parts. The part which
1572 * is returned contains nr objects, and the remaining parts contains
1573 * the rest (or is removed and returned if that number is 0).
1574 * On failure, NULL is returned.
1575 */
1477object * 1576object *
1478decrease_ob_nr (object *op, uint32 i) 1577object::split (sint32 nr)
1479{ 1578{
1480 object *tmp; 1579 int have = number_of ();
1481 1580
1482 if (i == 0) /* objects with op->nrof require this check */ 1581 if (have < nr)
1483 return op; 1582 return 0;
1484 1583 else if (have == nr)
1485 if (i > op->nrof)
1486 i = op->nrof;
1487
1488 if (QUERY_FLAG (op, FLAG_REMOVED))
1489 op->nrof -= i;
1490 else if (op->env)
1491 { 1584 {
1492 /* is this object in the players inventory, or sub container
1493 * therein?
1494 */
1495 tmp = op->in_player ();
1496 /* nope. Is this a container the player has opened?
1497 * If so, set tmp to that player.
1498 * IMO, searching through all the players will mostly
1499 * likely be quicker than following op->env to the map,
1500 * and then searching the map for a player.
1501 */
1502 if (!tmp)
1503 for_all_players (pl)
1504 if (pl->ob->container == op->env)
1505 {
1506 tmp = pl->ob;
1507 break;
1508 }
1509
1510 if (i < op->nrof)
1511 {
1512 sub_weight (op->env, op->weight * i);
1513 op->nrof -= i;
1514 if (tmp)
1515 esrv_send_item (tmp, op);
1516 }
1517 else
1518 {
1519 op->remove (); 1585 remove ();
1520 op->nrof = 0; 1586 return this;
1521 if (tmp)
1522 esrv_del_item (tmp->contr, op->count);
1523 }
1524 } 1587 }
1525 else 1588 else
1526 { 1589 {
1527 object *above = op->above; 1590 decrease (nr);
1528 1591
1529 if (i < op->nrof) 1592 object *op = deep_clone ();
1530 op->nrof -= i; 1593 op->nrof = nr;
1531 else
1532 {
1533 op->remove ();
1534 op->nrof = 0;
1535 }
1536
1537 /* Since we just removed op, op->above is null */
1538 for (tmp = above; tmp; tmp = tmp->above)
1539 if (tmp->type == PLAYER)
1540 {
1541 if (op->nrof)
1542 esrv_send_item (tmp, op);
1543 else
1544 esrv_del_item (tmp->contr, op->count);
1545 }
1546 }
1547
1548 if (op->nrof)
1549 return op; 1594 return op;
1550 else
1551 {
1552 op->destroy ();
1553 return 0;
1554 }
1555}
1556
1557/*
1558 * add_weight(object, weight) adds the specified weight to an object,
1559 * and also updates how much the environment(s) is/are carrying.
1560 */
1561
1562void
1563add_weight (object *op, signed long weight)
1564{
1565 while (op != NULL)
1566 {
1567 if (op->type == CONTAINER)
1568 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1569
1570 op->carrying += weight;
1571 op = op->env;
1572 } 1595 }
1573} 1596}
1574 1597
1575object * 1598object *
1576insert_ob_in_ob (object *op, object *where) 1599insert_ob_in_ob (object *op, object *where)
1581 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1604 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1582 free (dump); 1605 free (dump);
1583 return op; 1606 return op;
1584 } 1607 }
1585 1608
1586 if (where->head) 1609 if (where->head_ () != where)
1587 { 1610 {
1588 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1611 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1589 where = where->head; 1612 where = where->head;
1590 } 1613 }
1591 1614
1592 return where->insert (op); 1615 return where->insert (op);
1593} 1616}
1598 * inside the object environment. 1621 * inside the object environment.
1599 * 1622 *
1600 * The function returns now pointer to inserted item, and return value can 1623 * The function returns now pointer to inserted item, and return value can
1601 * be != op, if items are merged. -Tero 1624 * be != op, if items are merged. -Tero
1602 */ 1625 */
1603
1604object * 1626object *
1605object::insert (object *op) 1627object::insert (object *op)
1606{ 1628{
1607 object *tmp, *otmp;
1608
1609 if (!QUERY_FLAG (op, FLAG_REMOVED))
1610 op->remove ();
1611
1612 if (op->more) 1629 if (op->more)
1613 { 1630 {
1614 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1631 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1615 return op; 1632 return op;
1616 } 1633 }
1617 1634
1618 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1635 op->remove ();
1619 CLEAR_FLAG (op, FLAG_REMOVED); 1636
1637 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1638
1620 if (op->nrof) 1639 if (op->nrof)
1621 {
1622 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1640 for (object *tmp = inv; tmp; tmp = tmp->below)
1623 if (object::can_merge (tmp, op)) 1641 if (object::can_merge (tmp, op))
1624 { 1642 {
1625 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1626 (client needs the original object) */ 1644 (client needs the original object) */
1627 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1628 /* Weight handling gets pretty funky. Since we are adding to 1646
1629 * tmp->nrof, we need to increase the weight. 1647 if (object *pl = tmp->visible_to ())
1630 */ 1648 esrv_update_item (UPD_NROF, pl, tmp);
1649
1631 add_weight (this, op->weight * op->nrof); 1650 adjust_weight (this, op->total_weight ());
1632 SET_FLAG (op, FLAG_REMOVED); 1651
1633 op->destroy (); /* free the inserted object */ 1652 op->destroy (1);
1634 op = tmp; 1653 op = tmp;
1635 op->remove (); /* and fix old object's links */ 1654 goto inserted;
1636 CLEAR_FLAG (op, FLAG_REMOVED);
1637 break;
1638 } 1655 }
1639 1656
1640 /* I assume combined objects have no inventory 1657 op->owner = 0; // it's his/hers now. period.
1641 * We add the weight - this object could have just been removed
1642 * (if it was possible to merge). calling remove_ob will subtract
1643 * the weight, so we need to add it in again, since we actually do
1644 * the linking below
1645 */
1646 add_weight (this, op->weight * op->nrof);
1647 }
1648 else
1649 add_weight (this, (op->weight + op->carrying));
1650
1651 otmp = this->in_player ();
1652 if (otmp && otmp->contr)
1653 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1654 otmp->update_stats ();
1655
1656 op->map = 0; 1658 op->map = 0;
1657 op->env = this; 1659 op->x = 0;
1660 op->y = 0;
1661
1658 op->above = 0; 1662 op->above = 0;
1659 op->below = 0; 1663 op->below = inv;
1660 op->x = 0, op->y = 0; 1664 op->env = this;
1661 1665
1666 if (inv)
1667 inv->above = op;
1668
1669 inv = op;
1670
1671 op->flag [FLAG_REMOVED] = 0;
1672
1673 if (object *pl = op->visible_to ())
1674 esrv_send_item (pl, op);
1675
1676 adjust_weight (this, op->total_weight ());
1677
1678inserted:
1662 /* reset the light list and los of the players on the map */ 1679 /* reset the light list and los of the players on the map */
1663 if ((op->glow_radius != 0) && map) 1680 if (op->glow_radius && map && map->darkness)
1664 {
1665#ifdef DEBUG_LIGHTS
1666 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1667#endif /* DEBUG_LIGHTS */
1668 if (map->darkness)
1669 update_all_los (map, x, y); 1681 update_all_los (map, x, y);
1670 }
1671 1682
1672 /* Client has no idea of ordering so lets not bother ordering it here. 1683 // if this is a player's inventory, update stats
1673 * It sure simplifies this function... 1684 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1674 */ 1685 update_stats ();
1675 if (!inv)
1676 inv = op;
1677 else
1678 {
1679 op->below = inv;
1680 op->below->above = op;
1681 inv = op;
1682 }
1683 1686
1684 INVOKE_OBJECT (INSERT, this); 1687 INVOKE_OBJECT (INSERT, this);
1685 1688
1686 return op; 1689 return op;
1687} 1690}
1768 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1769 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1770 { 1773 {
1771 1774
1772 float 1775 float
1773 diff = tmp->move_slow_penalty * FABS (op->speed); 1776 diff = tmp->move_slow_penalty * fabs (op->speed);
1774 1777
1775 if (op->type == PLAYER) 1778 if (op->type == PLAYER)
1776 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1777 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1778 diff /= 4.0; 1781 diff /= 4.0;
1902 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
1903 */ 1906 */
1904void 1907void
1905flag_inv (object *op, int flag) 1908flag_inv (object *op, int flag)
1906{ 1909{
1907 if (op->inv)
1908 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1910 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1909 { 1911 {
1910 SET_FLAG (tmp, flag); 1912 SET_FLAG (tmp, flag);
1911 flag_inv (tmp, flag); 1913 flag_inv (tmp, flag);
1912 } 1914 }
1913} 1915}
1914 1916
1915/* 1917/*
1916 * deactivate recursively a flag on an object inventory 1918 * deactivate recursively a flag on an object inventory
1917 */ 1919 */
1918void 1920void
1919unflag_inv (object *op, int flag) 1921unflag_inv (object *op, int flag)
1920{ 1922{
1921 if (op->inv)
1922 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1923 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 { 1924 {
1924 CLEAR_FLAG (tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
1925 unflag_inv (tmp, flag); 1926 unflag_inv (tmp, flag);
1926 } 1927 }
1927}
1928
1929/*
1930 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1931 * all it's inventory (recursively).
1932 * If checksums are used, a player will get set_cheat called for
1933 * him/her-self and all object carried by a call to this function.
1934 */
1935void
1936set_cheat (object *op)
1937{
1938 SET_FLAG (op, FLAG_WAS_WIZ);
1939 flag_inv (op, FLAG_WAS_WIZ);
1940} 1928}
1941 1929
1942/* 1930/*
1943 * find_free_spot(object, map, x, y, start, stop) will search for 1931 * find_free_spot(object, map, x, y, start, stop) will search for
1944 * a spot at the given map and coordinates which will be able to contain 1932 * a spot at the given map and coordinates which will be able to contain
1946 * to search (see the freearr_x/y[] definition). 1934 * to search (see the freearr_x/y[] definition).
1947 * It returns a random choice among the alternatives found. 1935 * It returns a random choice among the alternatives found.
1948 * start and stop are where to start relative to the free_arr array (1,9 1936 * start and stop are where to start relative to the free_arr array (1,9
1949 * does all 4 immediate directions). This returns the index into the 1937 * does all 4 immediate directions). This returns the index into the
1950 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1938 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1951 * Note - this only checks to see if there is space for the head of the
1952 * object - if it is a multispace object, this should be called for all
1953 * pieces.
1954 * Note2: This function does correctly handle tiled maps, but does not 1939 * Note: This function does correctly handle tiled maps, but does not
1955 * inform the caller. However, insert_ob_in_map will update as 1940 * inform the caller. However, insert_ob_in_map will update as
1956 * necessary, so the caller shouldn't need to do any special work. 1941 * necessary, so the caller shouldn't need to do any special work.
1957 * Note - updated to take an object instead of archetype - this is necessary 1942 * Note - updated to take an object instead of archetype - this is necessary
1958 * because arch_blocked (now ob_blocked) needs to know the movement type 1943 * because arch_blocked (now ob_blocked) needs to know the movement type
1959 * to know if the space in question will block the object. We can't use 1944 * to know if the space in question will block the object. We can't use
1961 * customized, changed states, etc. 1946 * customized, changed states, etc.
1962 */ 1947 */
1963int 1948int
1964find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1949find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1965{ 1950{
1951 int altern[SIZEOFFREE];
1966 int index = 0, flag; 1952 int index = 0, flag;
1967 int altern[SIZEOFFREE];
1968 1953
1969 for (int i = start; i < stop; i++) 1954 for (int i = start; i < stop; i++)
1970 { 1955 {
1971 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1956 mapxy pos (m, x, y); pos.move (i);
1972 if (!flag) 1957
1958 if (!pos.normalise ())
1959 continue;
1960
1961 mapspace &ms = *pos;
1962
1963 if (ms.flags () & P_IS_ALIVE)
1964 continue;
1965
1966 /* However, often
1967 * ob doesn't have any move type (when used to place exits)
1968 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1969 */
1970 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1971 {
1973 altern [index++] = i; 1972 altern [index++] = i;
1973 continue;
1974 }
1974 1975
1975 /* Basically, if we find a wall on a space, we cut down the search size. 1976 /* Basically, if we find a wall on a space, we cut down the search size.
1976 * In this way, we won't return spaces that are on another side of a wall. 1977 * In this way, we won't return spaces that are on another side of a wall.
1977 * This mostly work, but it cuts down the search size in all directions - 1978 * This mostly work, but it cuts down the search size in all directions -
1978 * if the space being examined only has a wall to the north and empty 1979 * if the space being examined only has a wall to the north and empty
1979 * spaces in all the other directions, this will reduce the search space 1980 * spaces in all the other directions, this will reduce the search space
1980 * to only the spaces immediately surrounding the target area, and 1981 * to only the spaces immediately surrounding the target area, and
1981 * won't look 2 spaces south of the target space. 1982 * won't look 2 spaces south of the target space.
1982 */ 1983 */
1983 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1984 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1985 {
1984 stop = maxfree[i]; 1986 stop = maxfree[i];
1987 continue;
1988 }
1989
1990 /* Note it is intentional that we check ob - the movement type of the
1991 * head of the object should correspond for the entire object.
1992 */
1993 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1994 continue;
1995
1996 if (ob->blocked (m, pos.x, pos.y))
1997 continue;
1998
1999 altern [index++] = i;
1985 } 2000 }
1986 2001
1987 if (!index) 2002 if (!index)
1988 return -1; 2003 return -1;
1989 2004
1990 return altern[RANDOM () % index]; 2005 return altern [rndm (index)];
1991} 2006}
1992 2007
1993/* 2008/*
1994 * find_first_free_spot(archetype, maptile, x, y) works like 2009 * find_first_free_spot(archetype, maptile, x, y) works like
1995 * find_free_spot(), but it will search max number of squares. 2010 * find_free_spot(), but it will search max number of squares.
1998 */ 2013 */
1999int 2014int
2000find_first_free_spot (const object *ob, maptile *m, int x, int y) 2015find_first_free_spot (const object *ob, maptile *m, int x, int y)
2001{ 2016{
2002 for (int i = 0; i < SIZEOFFREE; i++) 2017 for (int i = 0; i < SIZEOFFREE; i++)
2003 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2018 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2004 return i; 2019 return i;
2005 2020
2006 return -1; 2021 return -1;
2007} 2022}
2008 2023
2016{ 2031{
2017 arr += begin; 2032 arr += begin;
2018 end -= begin; 2033 end -= begin;
2019 2034
2020 while (--end) 2035 while (--end)
2021 swap (arr [end], arr [RANDOM () % (end + 1)]); 2036 swap (arr [end], arr [rndm (end + 1)]);
2022} 2037}
2023 2038
2024/* new function to make monster searching more efficient, and effective! 2039/* new function to make monster searching more efficient, and effective!
2025 * This basically returns a randomized array (in the passed pointer) of 2040 * This basically returns a randomized array (in the passed pointer) of
2026 * the spaces to find monsters. In this way, it won't always look for 2041 * the spaces to find monsters. In this way, it won't always look for
2062 object *tmp; 2077 object *tmp;
2063 maptile *mp; 2078 maptile *mp;
2064 2079
2065 MoveType blocked, move_type; 2080 MoveType blocked, move_type;
2066 2081
2067 if (exclude && exclude->head) 2082 if (exclude && exclude->head_ () != exclude)
2068 { 2083 {
2069 exclude = exclude->head; 2084 exclude = exclude->head;
2070 move_type = exclude->move_type; 2085 move_type = exclude->move_type;
2071 } 2086 }
2072 else 2087 else
2095 max = maxfree[i]; 2110 max = maxfree[i];
2096 else if (mflags & P_IS_ALIVE) 2111 else if (mflags & P_IS_ALIVE)
2097 { 2112 {
2098 for (tmp = ms.bot; tmp; tmp = tmp->above) 2113 for (tmp = ms.bot; tmp; tmp = tmp->above)
2099 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2114 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2100 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2115 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2101 break; 2116 break;
2102 2117
2103 if (tmp) 2118 if (tmp)
2104 return freedir[i]; 2119 return freedir[i];
2105 } 2120 }
2160 2175
2161 return 3; 2176 return 3;
2162} 2177}
2163 2178
2164/* 2179/*
2165 * absdir(int): Returns a number between 1 and 8, which represent
2166 * the "absolute" direction of a number (it actually takes care of
2167 * "overflow" in previous calculations of a direction).
2168 */
2169
2170int
2171absdir (int d)
2172{
2173 while (d < 1)
2174 d += 8;
2175
2176 while (d > 8)
2177 d -= 8;
2178
2179 return d;
2180}
2181
2182/*
2183 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2180 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2184 * between two directions (which are expected to be absolute (see absdir()) 2181 * between two directions (which are expected to be absolute (see absdir())
2185 */ 2182 */
2186
2187int 2183int
2188dirdiff (int dir1, int dir2) 2184dirdiff (int dir1, int dir2)
2189{ 2185{
2190 int d; 2186 int d;
2191 2187
2304 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2300 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2305 * core dumps if they do. 2301 * core dumps if they do.
2306 * 2302 *
2307 * Add a check so we can't pick up invisible objects (0.93.8) 2303 * Add a check so we can't pick up invisible objects (0.93.8)
2308 */ 2304 */
2309
2310int 2305int
2311can_pick (const object *who, const object *item) 2306can_pick (const object *who, const object *item)
2312{ 2307{
2313 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2308 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2314 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2309 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2317 2312
2318/* 2313/*
2319 * create clone from object to another 2314 * create clone from object to another
2320 */ 2315 */
2321object * 2316object *
2322object_create_clone (object *asrc) 2317object::deep_clone ()
2323{ 2318{
2324 object *dst = 0, *tmp, *src, *part, *prev, *item; 2319 assert (("deep_clone called on non-head object", is_head ()));
2325 2320
2326 if (!asrc) 2321 object *dst = clone ();
2327 return 0;
2328 2322
2329 src = asrc; 2323 object *prev = dst;
2330 if (src->head)
2331 src = src->head;
2332
2333 prev = 0;
2334 for (part = src; part; part = part->more) 2324 for (object *part = this->more; part; part = part->more)
2335 { 2325 {
2336 tmp = part->clone (); 2326 object *tmp = part->clone ();
2337 tmp->x -= src->x;
2338 tmp->y -= src->y;
2339
2340 if (!part->head)
2341 {
2342 dst = tmp;
2343 tmp->head = 0;
2344 }
2345 else
2346 tmp->head = dst; 2327 tmp->head = dst;
2347
2348 tmp->more = 0;
2349
2350 if (prev)
2351 prev->more = tmp; 2328 prev->more = tmp;
2352
2353 prev = tmp; 2329 prev = tmp;
2354 } 2330 }
2355 2331
2356 for (item = src->inv; item; item = item->below) 2332 for (object *item = inv; item; item = item->below)
2357 insert_ob_in_ob (object_create_clone (item), dst); 2333 insert_ob_in_ob (item->deep_clone (), dst);
2358 2334
2359 return dst; 2335 return dst;
2360}
2361
2362/* GROS - Creates an object using a string representing its content. */
2363/* Basically, we save the content of the string to a temp file, then call */
2364/* load_object on it. I admit it is a highly inefficient way to make things, */
2365/* but it was simple to make and allows reusing the load_object function. */
2366/* Remember not to use load_object_str in a time-critical situation. */
2367/* Also remember that multiparts objects are not supported for now. */
2368object *
2369load_object_str (const char *obstr)
2370{
2371 object *op;
2372 char filename[MAX_BUF];
2373
2374 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2375
2376 FILE *tempfile = fopen (filename, "w");
2377
2378 if (tempfile == NULL)
2379 {
2380 LOG (llevError, "Error - Unable to access load object temp file\n");
2381 return NULL;
2382 }
2383
2384 fprintf (tempfile, obstr);
2385 fclose (tempfile);
2386
2387 op = object::create ();
2388
2389 object_thawer thawer (filename);
2390
2391 if (thawer)
2392 load_object (thawer, op, 0);
2393
2394 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2395 CLEAR_FLAG (op, FLAG_REMOVED);
2396
2397 return op;
2398} 2336}
2399 2337
2400/* This returns the first object in who's inventory that 2338/* This returns the first object in who's inventory that
2401 * has the same type and subtype match. 2339 * has the same type and subtype match.
2402 * returns NULL if no match. 2340 * returns NULL if no match.
2409 return tmp; 2347 return tmp;
2410 2348
2411 return 0; 2349 return 0;
2412} 2350}
2413 2351
2414/* If ob has a field named key, return the link from the list, 2352const shstr &
2415 * otherwise return NULL. 2353object::kv_get (const shstr &key) const
2416 *
2417 * key must be a passed in shared string - otherwise, this won't
2418 * do the desired thing.
2419 */
2420key_value *
2421get_ob_key_link (const object *ob, const char *key)
2422{ 2354{
2423 for (key_value *link = ob->key_values; link; link = link->next) 2355 for (key_value *kv = key_values; kv; kv = kv->next)
2424 if (link->key == key) 2356 if (kv->key == key)
2425 return link;
2426
2427 return 0;
2428}
2429
2430/*
2431 * Returns the value of op has an extra_field for key, or NULL.
2432 *
2433 * The argument doesn't need to be a shared string.
2434 *
2435 * The returned string is shared.
2436 */
2437const char *
2438get_ob_key_value (const object *op, const char *const key)
2439{
2440 key_value *link;
2441 shstr_cmp canonical_key (key);
2442
2443 if (!canonical_key)
2444 {
2445 /* 1. There being a field named key on any object
2446 * implies there'd be a shared string to find.
2447 * 2. Since there isn't, no object has this field.
2448 * 3. Therefore, *this* object doesn't have this field.
2449 */
2450 return 0;
2451 }
2452
2453 /* This is copied from get_ob_key_link() above -
2454 * only 4 lines, and saves the function call overhead.
2455 */
2456 for (link = op->key_values; link; link = link->next)
2457 if (link->key == canonical_key)
2458 return link->value; 2357 return kv->value;
2459 2358
2460 return 0; 2359 return shstr_null;
2461} 2360}
2462 2361
2463 2362void
2464/* 2363object::kv_set (const shstr &key, const shstr &value)
2465 * Updates the canonical_key in op to value.
2466 *
2467 * canonical_key is a shared string (value doesn't have to be).
2468 *
2469 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2470 * keys.
2471 *
2472 * Returns TRUE on success.
2473 */
2474int
2475set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2476{ 2364{
2477 key_value *field = NULL, *last = NULL; 2365 for (key_value *kv = key_values; kv; kv = kv->next)
2478 2366 if (kv->key == key)
2479 for (field = op->key_values; field != NULL; field = field->next)
2480 {
2481 if (field->key != canonical_key)
2482 { 2367 {
2483 last = field; 2368 kv->value = value;
2484 continue; 2369 return;
2485 } 2370 }
2486 2371
2487 if (value) 2372 key_value *kv = new key_value;
2488 field->value = value; 2373
2489 else 2374 kv->next = key_values;
2375 kv->key = key;
2376 kv->value = value;
2377
2378 key_values = kv;
2379}
2380
2381void
2382object::kv_del (const shstr &key)
2383{
2384 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2385 if ((*kvp)->key == key)
2490 { 2386 {
2491 /* Basically, if the archetype has this key set, 2387 key_value *kv = *kvp;
2492 * we need to store the null value so when we save 2388 *kvp = (*kvp)->next;
2493 * it, we save the empty value so that when we load, 2389 delete kv;
2494 * we get this value back again. 2390 return;
2495 */
2496 if (get_ob_key_link (&op->arch->clone, canonical_key))
2497 field->value = 0;
2498 else
2499 {
2500 if (last)
2501 last->next = field->next;
2502 else
2503 op->key_values = field->next;
2504
2505 delete field;
2506 }
2507 } 2391 }
2508 return TRUE;
2509 }
2510 /* IF we get here, key doesn't exist */
2511
2512 /* No field, we'll have to add it. */
2513
2514 if (!add_key)
2515 return FALSE;
2516
2517 /* There isn't any good reason to store a null
2518 * value in the key/value list. If the archetype has
2519 * this key, then we should also have it, so shouldn't
2520 * be here. If user wants to store empty strings,
2521 * should pass in ""
2522 */
2523 if (value == NULL)
2524 return TRUE;
2525
2526 field = new key_value;
2527
2528 field->key = canonical_key;
2529 field->value = value;
2530 /* Usual prepend-addition. */
2531 field->next = op->key_values;
2532 op->key_values = field;
2533
2534 return TRUE;
2535}
2536
2537/*
2538 * Updates the key in op to value.
2539 *
2540 * If add_key is FALSE, this will only update existing keys,
2541 * and not add new ones.
2542 * In general, should be little reason FALSE is ever passed in for add_key
2543 *
2544 * Returns TRUE on success.
2545 */
2546int
2547set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2548{
2549 shstr key_ (key);
2550
2551 return set_ob_key_value_s (op, key_, value, add_key);
2552} 2392}
2553 2393
2554object::depth_iterator::depth_iterator (object *container) 2394object::depth_iterator::depth_iterator (object *container)
2555: iterator_base (container) 2395: iterator_base (container)
2556{ 2396{
2569 item = item->inv; 2409 item = item->inv;
2570 } 2410 }
2571 else 2411 else
2572 item = item->env; 2412 item = item->env;
2573} 2413}
2574
2575 2414
2576const char * 2415const char *
2577object::flag_desc (char *desc, int len) const 2416object::flag_desc (char *desc, int len) const
2578{ 2417{
2579 char *p = desc; 2418 char *p = desc;
2607{ 2446{
2608 char flagdesc[512]; 2447 char flagdesc[512];
2609 char info2[256 * 4]; 2448 char info2[256 * 4];
2610 char *p = info; 2449 char *p = info;
2611 2450
2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2451 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2613 count, uuid.seq, 2452 count,
2453 uuid.c_str (),
2614 &name, 2454 &name,
2615 title ? "\",title:" : "", 2455 title ? "\",title:\"" : "",
2616 title ? (const char *)title : "", 2456 title ? (const char *)title : "",
2617 flag_desc (flagdesc, 512), type); 2457 flag_desc (flagdesc, 512), type);
2618 2458
2619 if (env) 2459 if (!flag[FLAG_REMOVED] && env)
2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2460 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2621 2461
2622 if (map) 2462 if (map)
2623 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2463 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2624 2464
2626} 2466}
2627 2467
2628const char * 2468const char *
2629object::debug_desc () const 2469object::debug_desc () const
2630{ 2470{
2631 static char info[256 * 4]; 2471 static char info[3][256 * 4];
2472 static int info_idx;
2473
2632 return debug_desc (info); 2474 return debug_desc (info [++info_idx % 3]);
2633} 2475}
2634 2476
2477struct region *
2478object::region () const
2479{
2480 return map ? map->region (x, y)
2481 : region::default_region ();
2482}
2483
2484const materialtype_t *
2485object::dominant_material () const
2486{
2487 if (materialtype_t *mt = name_to_material (materialname))
2488 return mt;
2489
2490 return name_to_material (shstr_unknown);
2491}
2492
2493void
2494object::open_container (object *new_container)
2495{
2496 if (container == new_container)
2497 return;
2498
2499 object *old_container = container;
2500
2501 if (old_container)
2502 {
2503 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2504 return;
2505
2506#if 0
2507 // remove the "Close old_container" object.
2508 if (object *closer = old_container->inv)
2509 if (closer->type == CLOSE_CON)
2510 closer->destroy ();
2511#endif
2512
2513 // make sure the container is available
2514 esrv_send_item (this, old_container);
2515
2516 old_container->flag [FLAG_APPLIED] = false;
2517 container = 0;
2518
2519 // client needs item update to make it work, client bug requires this to be separate
2520 esrv_update_item (UPD_FLAGS, this, old_container);
2521
2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2523 play_sound (sound_find ("chest_close"));
2524 }
2525
2526 if (new_container)
2527 {
2528 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2529 return;
2530
2531 // TODO: this does not seem to serve any purpose anymore?
2532#if 0
2533 // insert the "Close Container" object.
2534 if (archetype *closer = new_container->other_arch)
2535 {
2536 object *closer = arch_to_object (new_container->other_arch);
2537 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2538 new_container->insert (closer);
2539 }
2540#endif
2541
2542 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2543
2544 // make sure the container is available, client bug requires this to be separate
2545 esrv_send_item (this, new_container);
2546
2547 new_container->flag [FLAG_APPLIED] = true;
2548 container = new_container;
2549
2550 // client needs flag change
2551 esrv_update_item (UPD_FLAGS, this, new_container);
2552 esrv_send_inventory (this, new_container);
2553 play_sound (sound_find ("chest_open"));
2554 }
2555// else if (!old_container->env && contr && contr->ns)
2556// contr->ns->floorbox_reset ();
2557}
2558
2559object *
2560object::force_find (const shstr name)
2561{
2562 /* cycle through his inventory to look for the MARK we want to
2563 * place
2564 */
2565 for (object *tmp = inv; tmp; tmp = tmp->below)
2566 if (tmp->type == FORCE && tmp->slaying == name)
2567 return splay (tmp);
2568
2569 return 0;
2570}
2571
2572void
2573object::force_add (const shstr name, int duration)
2574{
2575 if (object *force = force_find (name))
2576 force->destroy ();
2577
2578 object *force = get_archetype (FORCE_NAME);
2579
2580 force->slaying = name;
2581 force->stats.food = 1;
2582 force->speed_left = -1.f;
2583
2584 force->set_speed (duration ? 1.f / duration : 0.f);
2585 force->flag [FLAG_IS_USED_UP] = true;
2586 force->flag [FLAG_APPLIED] = true;
2587
2588 insert (force);
2589}
2590
2591void
2592object::play_sound (faceidx sound)
2593{
2594 if (!sound)
2595 return;
2596
2597 if (flag [FLAG_REMOVED])
2598 return;
2599
2600 if (env)
2601 {
2602 if (object *pl = in_player ())
2603 pl->contr->play_sound (sound);
2604 }
2605 else
2606 map->play_sound (sound, x, y);
2607}
2608

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