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Comparing deliantra/server/common/object.C (file contents):
Revision 1.150 by root, Tue May 15 19:07:15 2007 UTC vs.
Revision 1.233 by root, Tue May 6 18:47:32 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h>
34#include <sproto.h> 29#include <sproto.h>
35#include <loader.h> 30#include <loader.h>
36 31
37#include <bitset> 32#include <bitset>
38 33
39int nrofallocobjects = 0; 34UUID UUID::cur;
40static UUID uuid; 35static uint64_t seq_next_save;
41const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
42 37
43objectvec objects; 38objectvec objects;
44activevec actives; 39activevec actives;
45 40
46short 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,
47 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
48}; 46};
49short 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,
50 -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
51}; 52};
52int 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,
53 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
54}; 58};
55int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
56 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,
57 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
58}; 64};
59 65
60static void 66static void
61write_uuid (void) 67write_uuid (uval64 skip, bool sync)
62{ 68{
63 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
64 70 CALL_ARG_SV (newSVval64 (skip));
65 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
66 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
67 73 CALL_END;
68 FILE *fp;
69
70 if (!(fp = fopen (filename2, "w")))
71 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return;
74 }
75
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77 fclose (fp);
78 rename (filename2, filename1);
79} 74}
80 75
81static void 76static void
82read_uuid (void) 77read_uuid (void)
83{ 78{
84 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
85 80
86 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
87 84
88 FILE *fp; 85 FILE *fp;
89 86
90 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
91 { 88 {
92 if (errno == ENOENT) 89 if (errno == ENOENT)
93 { 90 {
94 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0; 92 UUID::cur.seq = 0;
96 write_uuid (); 93 write_uuid (UUID_GAP, true);
97 return; 94 return;
98 } 95 }
99 96
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1); 98 _exit (1);
102 } 99 }
103 100
104 int version; 101 UUID::BUF buf;
105 unsigned long long uid; 102 buf[0] = 0;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
107 { 106 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1); 108 _exit (1);
110 } 109 }
111 110
112 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 write_uuid (); 112
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
115 fclose (fp); 114 fclose (fp);
116} 115}
117 116
118UUID 117UUID
119gen_uuid () 118UUID::gen ()
120{ 119{
121 UUID uid; 120 UUID uid;
122 121
123 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
124 123
125 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
126 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
127 130
128 return uid; 131 return uid;
129} 132}
130 133
131void 134void
132init_uuid () 135UUID::init ()
133{ 136{
134 read_uuid (); 137 read_uuid ();
135} 138}
136 139
137/* 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. */
138static int 141static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
140{ 143{
141 key_value *wants_field;
142
143 /* 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
144 * 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
145 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
146 */ 147 */
147 148
148 /* For each field in wants, */ 149 /* For each field in wants, */
149 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)
150 { 151 if (has->kv_get (kv->key) != kv->value)
151 key_value *has_field; 152 return false;
152
153 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
157 {
158 /* No field with that name. */
159 return FALSE;
160 }
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168
169 /* If we get here, we found a match. Now for the next field in wants. */
170 }
171 153
172 /* 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. */
173 return TRUE; 155 return true;
174} 156}
175 157
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 159static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 161{
180 /* 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,
181 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
182 */ 164 */
183 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);
184} 167}
185 168
186/* 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
187 * they can be merged together. 170 * they can be merged together.
188 * 171 *
203 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 187 || ob1->value != ob2->value
205 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
206 return 0; 189 return 0;
207 190
208 //TODO: this ain't working well, use nicer and correct overflow check 191 /* Do not merge objects if nrof would overflow. First part checks
209 /* 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
210 * 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
211 * used to store nrof). 194 * nrof values.
212 */ 195 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31) 196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
214 return 0; 197 return 0;
215 198
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 199 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * 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
218 * 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
219 * 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
220 * flags lose any meaning. 203 * flags lose any meaning.
221 */ 204 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
224 207
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
227 210
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 211 if (ob1->arch->name != ob2->arch->name
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 212 || ob1->name != ob2->name
231 || ob1->title != ob2->title 213 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 214 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 215 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype 216 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 217 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 218 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 219 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 220 || ob1->value != ob2->value
247 || ob1->move_block != ob2->move_block 227 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 228 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 229 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 230 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 231 || ob1->move_slow != ob2->move_slow
252 || 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)))
253 return 0; 235 return 0;
254 236
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
255 /* This is really a spellbook check - really, we should 244 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 245 * not merge objects with real inventories, as splitting them
246 * is hard.
257 */ 247 */
258 if (ob1->inv || ob2->inv) 248 if (ob1->inv || ob2->inv)
259 { 249 {
260 /* if one object has inventory but the other doesn't, not equiv */ 250 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 251 return 0; /* inventories differ in length */
262 return 0;
263 252
264 /* 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
265 if (!object::can_merge (ob1->inv, ob2->inv)) 256 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 257 return 0; /* inventory objects differ */
267 258
268 /* 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
269 * if it is valid. 260 * if it is valid.
270 */ 261 */
271 } 262 }
290 if (ob1->level != ob2->level) 281 if (ob1->level != ob2->level)
291 return 0; 282 return 0;
292 break; 283 break;
293 } 284 }
294 285
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 286 if (ob1->key_values || ob2->key_values)
296 { 287 {
297 /* At least one of these has key_values. */ 288 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 289 if ((!ob1->key_values) != (!ob2->key_values))
299 /* 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))
300 return 0; 293 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 294 }
304 295
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 296 if (ob1->self || ob2->self)
307 { 297 {
308 ob1->optimise (); 298 ob1->optimise ();
309 ob2->optimise (); 299 ob2->optimise ();
310 300
311 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)
312 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 }
313 } 315 }
314 316
315 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
316 return 1; 318 return 1;
317} 319}
318 320
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_for (object *op, sint32 weight)
360{
361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight;
364}
365
319/* 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 // adjust by actual difference to account for rounding errors
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
379
380 if (!weight)
381 return;
382
383 op->carrying += weight;
384
385 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily
387 esrv_update_item (UPD_WEIGHT, pl, op);
388
389 op = op->env;
390 }
391}
392
393/*
320 * sum_weight() is a recursive function which calculates the weight 394 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 395 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 396 * containers are carrying, and sums it up.
323 */ 397 */
324long 398void
325sum_weight (object *op) 399object::update_weight ()
326{ 400{
327 long sum; 401 sint32 sum = 0;
328 object *inv;
329 402
330 for (sum = 0, inv = op->inv; inv; inv = inv->below) 403 for (object *op = inv; op; op = op->below)
331 { 404 {
332 if (inv->inv) 405 if (op->inv)
333 sum_weight (inv); 406 op->update_weight ();
334 407
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 408 sum += op->total_weight ();
409 }
410
411 sum = weight_adjust (this, sum);
412
413 if (sum != carrying)
336 } 414 {
337
338 if (op->type == CONTAINER && op->stats.Str)
339 sum = (sum * (100 - op->stats.Str)) / 100;
340
341 if (op->carrying != sum)
342 op->carrying = sum; 415 carrying = sum;
343 416
344 return sum; 417 if (object *pl = visible_to ())
418 if (pl != this) // player is handled lazily
419 esrv_update_item (UPD_WEIGHT, pl, this);
420 }
345} 421}
346 422
347/** 423/*
348 * Return the outermost environment object for a given object. 424 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
349 */
350
351object *
352object_get_env_recursive (object *op)
353{
354 while (op->env != NULL)
355 op = op->env;
356 return op;
357}
358
359/*
360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
361 * Some error messages.
362 * The result of the dump is stored in the static global errmsg array.
363 */ 425 */
364char * 426char *
365dump_object (object *op) 427dump_object (object *op)
366{ 428{
367 if (!op) 429 if (!op)
375/* 437/*
376 * get_nearest_part(multi-object, object 2) returns the part of the 438 * get_nearest_part(multi-object, object 2) returns the part of the
377 * multi-object 1 which is closest to the second object. 439 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned. 440 * If it's not a multi-object, it is returned.
379 */ 441 */
380
381object * 442object *
382get_nearest_part (object *op, const object *pl) 443get_nearest_part (object *op, const object *pl)
383{ 444{
384 object *tmp, *closest; 445 object *tmp, *closest;
385 int last_dist, i; 446 int last_dist, i;
386 447
387 if (op->more == NULL) 448 if (!op->more)
388 return op; 449 return op;
450
389 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 451 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
452 tmp;
453 tmp = tmp->more)
390 if ((i = distance (tmp, pl)) < last_dist) 454 if ((i = distance (tmp, pl)) < last_dist)
391 closest = tmp, last_dist = i; 455 closest = tmp, last_dist = i;
456
392 return closest; 457 return closest;
393} 458}
394 459
395/* 460/*
396 * Returns the object which has the count-variable equal to the argument. 461 * Returns the object which has the count-variable equal to the argument.
462 * VERRRY slow.
397 */ 463 */
398object * 464object *
399find_object (tag_t i) 465find_object (tag_t i)
400{ 466{
401 for_all_objects (op) 467 for_all_objects (op)
421 break; 487 break;
422 488
423 return op; 489 return op;
424} 490}
425 491
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 492/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 493 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 494 * skill and experience objects.
495 * ACTUALLY NO! investigate! TODO
435 */ 496 */
436void 497void
437object::set_owner (object *owner) 498object::set_owner (object *owner)
438{ 499{
500 // allow objects which own objects
439 if (!owner) 501 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 502 while (owner->owner)
450 owner = owner->owner; 503 owner = owner->owner;
504
505 if (flag [FLAG_FREED])
506 {
507 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
508 return;
509 }
451 510
452 this->owner = owner; 511 this->owner = owner;
453} 512}
454 513
455int 514int
481 current_weapon = ob; 540 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill); 541 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483 542
484 if (chosen_skill) 543 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true; 544 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 if (ob && !ob->flag [FLAG_APPLIED])
488 {
489 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
490 &name, ob->debug_desc ());
491 return false;
492 }
493 545
494 update_stats (); 546 update_stats ();
495 547
496 if (ob) 548 if (ob)
497 { 549 {
502 { 554 {
503 current_weapon = chosen_skill = 0; 555 current_weapon = chosen_skill = 0;
504 update_stats (); 556 update_stats ();
505 557
506 new_draw_info_format (NDI_UNIQUE, 0, this, 558 new_draw_info_format (NDI_UNIQUE, 0, this,
507 "You try to balance your applied items all at once, but the %s is too much. " 559 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. "
508 "You need to unapply some items first.", &ob->name); 561 "[You need to unapply some items first.]", &ob->name);
509 return false; 562 return false;
510 } 563 }
511 564
512 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
513 } 566 }
514 else 567 else
515 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); 568 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
516 569
570 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
571 {
572 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
573 &name, ob->debug_desc ());
574 return false;
575 }
576
517 return true; 577 return true;
518} 578}
519 579
520/* Zero the key_values on op, decrementing the shared-string 580/* Zero the key_values on op, decrementing the shared-string
521 * refcounts and freeing the links. 581 * refcounts and freeing the links.
532 } 592 }
533 593
534 op->key_values = 0; 594 op->key_values = 0;
535} 595}
536 596
537object & 597/*
538object::operator =(const object &src) 598 * copy_to first frees everything allocated by the dst object,
599 * and then copies the contents of itself into the second
600 * object, allocating what needs to be allocated. Basically, any
601 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
602 * if the first object is freed, the pointers in the new object
603 * will point at garbage.
604 */
605void
606object::copy_to (object *dst)
539{ 607{
540 bool is_freed = flag [FLAG_FREED]; 608 dst->remove ();
541 bool is_removed = flag [FLAG_REMOVED];
542
543 *(object_copy *)this = src; 609 *(object_copy *)dst = *this;
544
545 flag [FLAG_FREED] = is_freed;
546 flag [FLAG_REMOVED] = is_removed; 610 dst->flag [FLAG_REMOVED] = true;
547 611
548 /* Copy over key_values, if any. */ 612 /* Copy over key_values, if any. */
549 if (src.key_values) 613 if (key_values)
550 { 614 {
551 key_value *tail = 0; 615 key_value *tail = 0;
552 key_values = 0; 616 dst->key_values = 0;
553 617
554 for (key_value *i = src.key_values; i; i = i->next) 618 for (key_value *i = key_values; i; i = i->next)
555 { 619 {
556 key_value *new_link = new key_value; 620 key_value *new_link = new key_value;
557 621
558 new_link->next = 0; 622 new_link->next = 0;
559 new_link->key = i->key; 623 new_link->key = i->key;
560 new_link->value = i->value; 624 new_link->value = i->value;
561 625
562 /* Try and be clever here, too. */ 626 /* Try and be clever here, too. */
563 if (!key_values) 627 if (!dst->key_values)
564 { 628 {
565 key_values = new_link; 629 dst->key_values = new_link;
566 tail = new_link; 630 tail = new_link;
567 } 631 }
568 else 632 else
569 { 633 {
570 tail->next = new_link; 634 tail->next = new_link;
571 tail = new_link; 635 tail = new_link;
572 } 636 }
573 } 637 }
574 } 638 }
575}
576
577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589 639
590 if (speed < 0) 640 if (speed < 0)
591 dst->speed_left = speed_left - rndm (); 641 dst->speed_left -= rndm ();
592 642
593 dst->set_speed (dst->speed); 643 dst->set_speed (dst->speed);
594} 644}
595 645
596void 646void
597object::instantiate () 647object::instantiate ()
598{ 648{
599 if (!uuid.seq) // HACK 649 if (!uuid.seq) // HACK
600 uuid = gen_uuid (); 650 uuid = UUID::gen ();
601 651
602 speed_left = -0.1f; 652 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really 653 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything. 654 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting 655 * by doing so, when a monster is created, it has good starting
615object * 665object *
616object::clone () 666object::clone ()
617{ 667{
618 object *neu = create (); 668 object *neu = create ();
619 copy_to (neu); 669 copy_to (neu);
670 neu->map = map; // not copied by copy_to
620 return neu; 671 return neu;
621} 672}
622 673
623/* 674/*
624 * If an object with the IS_TURNABLE() flag needs to be turned due 675 * If an object with the IS_TURNABLE() flag needs to be turned due
675 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
676 */ 727 */
677void 728void
678update_object (object *op, int action) 729update_object (object *op, int action)
679{ 730{
680 if (op == NULL) 731 if (!op)
681 { 732 {
682 /* this should never happen */ 733 /* this should never happen */
683 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
684 return; 735 return;
685 } 736 }
686 737
687 if (op->env) 738 if (!op->is_on_map ())
688 { 739 {
689 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
690 * to do in this case. 741 * to do in this case.
691 */ 742 */
692 return; 743 return;
693 } 744 }
694
695 /* If the map is saving, don't do anything as everything is
696 * going to get freed anyways.
697 */
698 if (!op->map || op->map->in_memory == MAP_SAVING)
699 return;
700 745
701 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
702 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
703 { 748 {
704 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
764static int object_count; 809static int object_count;
765 810
766void object::link () 811void object::link ()
767{ 812{
768 assert (!index);//D 813 assert (!index);//D
769 uuid = gen_uuid (); 814 uuid = UUID::gen ();
770 count = ++object_count; 815 count = ++object_count;
771 816
772 refcnt_inc (); 817 refcnt_inc ();
773 objects.insert (this); 818 objects.insert (this);
774} 819}
847object::destroy_inv (bool drop_to_ground) 892object::destroy_inv (bool drop_to_ground)
848{ 893{
849 // need to check first, because the checks below might segfault 894 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code 895 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty. 896 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory, 897 // corollary: if you create arrows etc. with stuff in its inventory,
853 // cf will crash below with off-map x and y 898 // cf will crash below with off-map x and y
854 if (!inv) 899 if (!inv)
855 return; 900 return;
856 901
857 /* Only if the space blocks everything do we not process - 902 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects 903 * if some form of movement is allowed, let objects
859 * drop on that space. 904 * drop on that space.
860 */ 905 */
861 if (!drop_to_ground 906 if (!drop_to_ground
862 || !map 907 || !map
863 || map->in_memory != MAP_IN_MEMORY 908 || map->in_memory != MAP_ACTIVE
864 || map->nodrop 909 || map->nodrop
865 || ms ().move_block == MOVE_ALL) 910 || ms ().move_block == MOVE_ALL)
866 { 911 {
867 while (inv) 912 while (inv)
868 { 913 {
869 inv->destroy_inv (drop_to_ground); 914 inv->destroy_inv (false);
870 inv->destroy (); 915 inv->destroy ();
871 } 916 }
872 } 917 }
873 else 918 else
874 { /* Put objects in inventory onto this space */ 919 { /* Put objects in inventory onto this space */
880 || op->flag [FLAG_NO_DROP] 925 || op->flag [FLAG_NO_DROP]
881 || op->type == RUNE 926 || op->type == RUNE
882 || op->type == TRAP 927 || op->type == TRAP
883 || op->flag [FLAG_IS_A_TEMPLATE] 928 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH]) 929 || op->flag [FLAG_DESTROY_ON_DEATH])
885 op->destroy (); 930 op->destroy (true);
886 else 931 else
887 map->insert (op, x, y); 932 map->insert (op, x, y);
888 } 933 }
889 } 934 }
890} 935}
894 object *op = new object; 939 object *op = new object;
895 op->link (); 940 op->link ();
896 return op; 941 return op;
897} 942}
898 943
944static struct freed_map : maptile
945{
946 freed_map ()
947 {
948 path = "<freed objects map>";
949 name = "/internal/freed_objects_map";
950 width = 3;
951 height = 3;
952 nodrop = 1;
953
954 alloc ();
955 in_memory = MAP_ACTIVE;
956 }
957
958 ~freed_map ()
959 {
960 destroy ();
961 }
962} freed_map; // freed objects are moved here to avoid crashes
963
899void 964void
900object::do_destroy () 965object::do_destroy ()
901{ 966{
902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED]) 967 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this); 968 remove_button_link (this);
906 969
907 if (flag [FLAG_FRIENDLY]) 970 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this); 971 remove_friendly_object (this);
909 972
910 if (!flag [FLAG_REMOVED])
911 remove (); 973 remove ();
912 974
913 destroy_inv (true); 975 attachable::do_destroy ();
914 976
915 deactivate (); 977 deactivate ();
916 unlink (); 978 unlink ();
917 979
918 flag [FLAG_FREED] = 1; 980 flag [FLAG_FREED] = 1;
919 981
920 // hack to ensure that freed objects still have a valid map 982 // hack to ensure that freed objects still have a valid map
921 {
922 static maptile *freed_map; // freed objects are moved here to avoid crashes
923
924 if (!freed_map)
925 {
926 freed_map = new maptile;
927
928 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3;
930 freed_map->height = 3;
931
932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
934 }
935
936 map = freed_map; 983 map = &freed_map;
937 x = 1; 984 x = 1;
938 y = 1; 985 y = 1;
939 }
940
941 head = 0;
942 986
943 if (more) 987 if (more)
944 { 988 {
945 more->destroy (); 989 more->destroy ();
946 more = 0; 990 more = 0;
947 } 991 }
948 992
993 head = 0;
994
949 // clear those pointers that likely might have circular references to us 995 // clear those pointers that likely might cause circular references
950 owner = 0; 996 owner = 0;
951 enemy = 0; 997 enemy = 0;
952 attacked_by = 0; 998 attacked_by = 0;
999 current_weapon = 0;
953} 1000}
954 1001
955void 1002void
956object::destroy (bool destroy_inventory) 1003object::destroy (bool destroy_inventory)
957{ 1004{
958 if (destroyed ()) 1005 if (destroyed ())
959 return; 1006 return;
960 1007
1008 if (!is_head () && !head->destroyed ())
1009 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory);
1012 return;
1013 }
1014
961 if (destroy_inventory) 1015 destroy_inv (!destroy_inventory);
962 destroy_inv (false); 1016
1017 if (is_head ())
1018 if (sound_destroy)
1019 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER])
1021 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
963 1022
964 attachable::destroy (); 1023 attachable::destroy ();
965}
966
967/*
968 * sub_weight() recursively (outwards) subtracts a number from the
969 * weight of an object (and what is carried by it's environment(s)).
970 */
971void
972sub_weight (object *op, signed long weight)
973{
974 while (op != NULL)
975 {
976 if (op->type == CONTAINER)
977 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
978
979 op->carrying -= weight;
980 op = op->env;
981 }
982} 1024}
983 1025
984/* op->remove (): 1026/* op->remove ():
985 * This function removes the object op from the linked list of objects 1027 * This function removes the object op from the linked list of objects
986 * which it is currently tied to. When this function is done, the 1028 * which it is currently tied to. When this function is done, the
992object::do_remove () 1034object::do_remove ()
993{ 1035{
994 object *tmp, *last = 0; 1036 object *tmp, *last = 0;
995 object *otmp; 1037 object *otmp;
996 1038
997 if (QUERY_FLAG (this, FLAG_REMOVED)) 1039 if (flag [FLAG_REMOVED])
998 return; 1040 return;
999 1041
1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this); 1042 INVOKE_OBJECT (REMOVE, this);
1043
1044 flag [FLAG_REMOVED] = true;
1002 1045
1003 if (more) 1046 if (more)
1004 more->remove (); 1047 more->remove ();
1005 1048
1006 /* 1049 /*
1007 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1008 * inventory. 1051 * inventory.
1009 */ 1052 */
1010 if (env) 1053 if (env)
1011 { 1054 {
1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1056 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059
1060 adjust_weight (env, -total_weight ());
1061
1062 *(above ? &above->below : &env->inv) = below;
1063
1012 if (nrof) 1064 if (below)
1013 sub_weight (env, weight * nrof); 1065 below->above = above;
1014 else 1066
1015 sub_weight (env, weight + carrying); 1067 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do.
1070 */
1071 map = env->map;
1072 x = env->x;
1073 y = env->y;
1074 above = 0;
1075 below = 0;
1076 env = 0;
1016 1077
1017 /* NO_FIX_PLAYER is set when a great many changes are being 1078 /* NO_FIX_PLAYER is set when a great many changes are being
1018 * made to players inventory. If set, avoiding the call 1079 * made to players inventory. If set, avoiding the call
1019 * to save cpu time. 1080 * to save cpu time.
1020 */ 1081 */
1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1022 otmp->update_stats (); 1083 otmp->update_stats ();
1023
1024 if (above)
1025 above->below = below;
1026 else
1027 env->inv = below;
1028
1029 if (below)
1030 below->above = above;
1031
1032 /* we set up values so that it could be inserted into
1033 * the map, but we don't actually do that - it is up
1034 * to the caller to decide what we want to do.
1035 */
1036 x = env->x, y = env->y;
1037 map = env->map;
1038 above = 0, below = 0;
1039 env = 0;
1040 } 1084 }
1041 else if (map) 1085 else if (map)
1042 { 1086 {
1043 if (type == PLAYER)
1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
1051 --map->players;
1052 map->touch ();
1053 }
1054
1055 map->dirty = true; 1087 map->dirty = true;
1056 mapspace &ms = this->ms (); 1088 mapspace &ms = this->ms ();
1089
1090 if (object *pl = ms.player ())
1091 {
1092 if (type == PLAYER) // this == pl(!)
1093 {
1094 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent.
1098 close_container ();
1099
1100 --map->players;
1101 map->touch ();
1102 }
1103 else if (pl->container == this)
1104 {
1105 // removing a container should close it
1106 close_container ();
1107 }
1108
1109 esrv_del_item (pl->contr, count);
1110 }
1057 1111
1058 /* link the object above us */ 1112 /* link the object above us */
1059 if (above) 1113 if (above)
1060 above->below = below; 1114 above->below = below;
1061 else 1115 else
1082 if (map->in_memory == MAP_SAVING) 1136 if (map->in_memory == MAP_SAVING)
1083 return; 1137 return;
1084 1138
1085 int check_walk_off = !flag [FLAG_NO_APPLY]; 1139 int check_walk_off = !flag [FLAG_NO_APPLY];
1086 1140
1141 if (object *pl = ms.player ())
1142 {
1143 if (pl->container == this)
1144 /* If a container that the player is currently using somehow gets
1145 * removed (most likely destroyed), update the player view
1146 * appropriately.
1147 */
1148 pl->close_container ();
1149
1150 //TODO: the floorbox prev/next might need updating
1151 //esrv_del_item (pl->contr, count);
1152 //TODO: update floorbox to preserve ordering
1153 if (pl->contr->ns)
1154 pl->contr->ns->floorbox_update ();
1155 }
1156
1087 for (tmp = ms.bot; tmp; tmp = tmp->above) 1157 for (tmp = ms.bot; tmp; tmp = tmp->above)
1088 { 1158 {
1089 /* No point updating the players look faces if he is the object 1159 /* No point updating the players look faces if he is the object
1090 * being removed. 1160 * being removed.
1091 */ 1161 */
1092
1093 if (tmp->type == PLAYER && tmp != this)
1094 {
1095 /* If a container that the player is currently using somehow gets
1096 * removed (most likely destroyed), update the player view
1097 * appropriately.
1098 */
1099 if (tmp->container == this)
1100 {
1101 flag [FLAG_APPLIED] = 0;
1102 tmp->container = 0;
1103 }
1104
1105 if (tmp->contr->ns)
1106 tmp->contr->ns->floorbox_update ();
1107 }
1108 1162
1109 /* See if object moving off should effect something */ 1163 /* See if object moving off should effect something */
1110 if (check_walk_off 1164 if (check_walk_off
1111 && ((move_type & tmp->move_off) 1165 && ((move_type & tmp->move_off)
1112 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1166 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1115 1169
1116 if (destroyed ()) 1170 if (destroyed ())
1117 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1171 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1118 } 1172 }
1119 1173
1120 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1121 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1122 if (tmp->above == tmp)
1123 tmp->above = 0;
1124
1125 last = tmp; 1174 last = tmp;
1126 } 1175 }
1127 1176
1128 /* last == NULL if there are no objects on this space */ 1177 /* last == NULL if there are no objects on this space */
1129 //TODO: this makes little sense, why only update the topmost object? 1178 //TODO: this makes little sense, why only update the topmost object?
1149merge_ob (object *op, object *top) 1198merge_ob (object *op, object *top)
1150{ 1199{
1151 if (!op->nrof) 1200 if (!op->nrof)
1152 return 0; 1201 return 0;
1153 1202
1154 if (top) 1203 if (!top)
1155 for (top = op; top && top->above; top = top->above) 1204 for (top = op; top && top->above; top = top->above)
1156 ; 1205 ;
1157 1206
1158 for (; top; top = top->below) 1207 for (; top; top = top->below)
1159 {
1160 if (top == op)
1161 continue;
1162
1163 if (object::can_merge (op, top)) 1208 if (object::can_merge (op, top))
1164 { 1209 {
1165 top->nrof += op->nrof; 1210 top->nrof += op->nrof;
1166 1211
1167/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1212 if (object *pl = top->visible_to ())
1168 op->weight = 0; /* Don't want any adjustements now */ 1213 esrv_update_item (UPD_NROF, pl, top);
1214
1215 op->weight = 0; // cancel the addition above
1216 op->carrying = 0; // must be 0 already
1217
1169 op->destroy (); 1218 op->destroy (1);
1219
1170 return top; 1220 return top;
1171 } 1221 }
1172 }
1173 1222
1174 return 0; 1223 return 0;
1175} 1224}
1176 1225
1177void 1226void
1180 if (more) 1229 if (more)
1181 return; 1230 return;
1182 1231
1183 object *prev = this; 1232 object *prev = this;
1184 1233
1185 for (archetype *at = arch->more; at; at = at->more) 1234 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1186 { 1235 {
1187 object *op = arch_to_object (at); 1236 object *op = arch_to_object (at);
1188 1237
1189 op->name = name; 1238 op->name = name;
1190 op->name_pl = name_pl; 1239 op->name_pl = name_pl;
1204object * 1253object *
1205insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1254insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1206{ 1255{
1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1256 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1208 { 1257 {
1209 tmp->x = x + tmp->arch->clone.x; 1258 tmp->x = x + tmp->arch->x;
1210 tmp->y = y + tmp->arch->clone.y; 1259 tmp->y = y + tmp->arch->y;
1211 } 1260 }
1212 1261
1213 return insert_ob_in_map (op, m, originator, flag); 1262 return insert_ob_in_map (op, m, originator, flag);
1214} 1263}
1215 1264
1236object * 1285object *
1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1238{ 1287{
1239 assert (!op->flag [FLAG_FREED]); 1288 assert (!op->flag [FLAG_FREED]);
1240 1289
1241 object *tmp, *top, *floor = NULL;
1242
1243 op->remove (); 1290 op->remove ();
1244
1245#if 0
1246 if (!m->active != !op->active)
1247 if (m->active)
1248 op->activate_recursive ();
1249 else
1250 op->deactivate_recursive ();
1251#endif
1252
1253 if (out_of_map (m, op->x, op->y))
1254 {
1255 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1256#ifdef MANY_CORES
1257 /* Better to catch this here, as otherwise the next use of this object
1258 * is likely to cause a crash. Better to find out where it is getting
1259 * improperly inserted.
1260 */
1261 abort ();
1262#endif
1263 return op;
1264 }
1265
1266 if (object *more = op->more)
1267 {
1268 if (!insert_ob_in_map (more, m, originator, flag))
1269 {
1270 if (!op->head)
1271 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1272
1273 return 0;
1274 }
1275 }
1276
1277 CLEAR_FLAG (op, FLAG_REMOVED);
1278 1291
1279 /* Ideally, the caller figures this out. However, it complicates a lot 1292 /* Ideally, the caller figures this out. However, it complicates a lot
1280 * of areas of callers (eg, anything that uses find_free_spot would now 1293 * of areas of callers (eg, anything that uses find_free_spot would now
1281 * need extra work 1294 * need extra work
1282 */ 1295 */
1283 if (!xy_normalise (m, op->x, op->y)) 1296 if (!xy_normalise (m, op->x, op->y))
1297 {
1298 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1284 return 0; 1299 return 0;
1300 }
1301
1302 if (object *more = op->more)
1303 if (!insert_ob_in_map (more, m, originator, flag))
1304 return 0;
1305
1306 CLEAR_FLAG (op, FLAG_REMOVED);
1285 1307
1286 op->map = m; 1308 op->map = m;
1287 mapspace &ms = op->ms (); 1309 mapspace &ms = op->ms ();
1288 1310
1289 /* this has to be done after we translate the coordinates. 1311 /* this has to be done after we translate the coordinates.
1290 */ 1312 */
1291 if (op->nrof && !(flag & INS_NO_MERGE)) 1313 if (op->nrof && !(flag & INS_NO_MERGE))
1292 for (tmp = ms.bot; tmp; tmp = tmp->above) 1314 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1293 if (object::can_merge (op, tmp)) 1315 if (object::can_merge (op, tmp))
1294 { 1316 {
1317 // TODO: we atcually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp
1319 // from here :/
1295 op->nrof += tmp->nrof; 1320 op->nrof += tmp->nrof;
1296 tmp->destroy (); 1321 tmp->destroy (1);
1297 } 1322 }
1298 1323
1299 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1300 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1325 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1301 1326
1321 /* since *below* originator, no need to update top */ 1346 /* since *below* originator, no need to update top */
1322 originator->below = op; 1347 originator->below = op;
1323 } 1348 }
1324 else 1349 else
1325 { 1350 {
1351 object *top, *floor = NULL;
1352
1326 top = ms.bot; 1353 top = ms.bot;
1327 1354
1328 /* If there are other objects, then */ 1355 /* If there are other objects, then */
1329 if ((!(flag & INS_MAP_LOAD)) && top) 1356 if (top)
1330 { 1357 {
1331 object *last = 0; 1358 object *last = 0;
1332 1359
1333 /* 1360 /*
1334 * If there are multiple objects on this space, we do some trickier handling. 1361 * If there are multiple objects on this space, we do some trickier handling.
1387 if (last && last->below && last != floor) 1414 if (last && last->below && last != floor)
1388 top = last->below; 1415 top = last->below;
1389 } 1416 }
1390 } /* If objects on this space */ 1417 } /* If objects on this space */
1391 1418
1392 if (flag & INS_MAP_LOAD)
1393 top = ms.top;
1394
1395 if (flag & INS_ABOVE_FLOOR_ONLY) 1419 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor; 1420 top = floor;
1397 1421
1398 /* Top is the object that our object (op) is going to get inserted above. 1422 /* Top is the object that our object (op) is going to get inserted above.
1399 */ 1423 */
1431 op->map->touch (); 1455 op->map->touch ();
1432 } 1456 }
1433 1457
1434 op->map->dirty = true; 1458 op->map->dirty = true;
1435 1459
1436 /* If we have a floor, we know the player, if any, will be above
1437 * it, so save a few ticks and start from there.
1438 */
1439 if (!(flag & INS_MAP_LOAD))
1440 if (object *pl = ms.player ()) 1460 if (object *pl = ms.player ())
1461 //TODO: the floorbox prev/next might need updating
1462 //esrv_send_item (pl, op);
1463 //TODO: update floorbox to preserve ordering
1441 if (pl->contr->ns) 1464 if (pl->contr->ns)
1442 pl->contr->ns->floorbox_update (); 1465 pl->contr->ns->floorbox_update ();
1443 1466
1444 /* If this object glows, it may affect lighting conditions that are 1467 /* If this object glows, it may affect lighting conditions that are
1445 * visible to others on this map. But update_all_los is really 1468 * visible to others on this map. But update_all_los is really
1446 * an inefficient way to do this, as it means los for all players 1469 * an inefficient way to do this, as it means los for all players
1447 * on the map will get recalculated. The players could very well 1470 * on the map will get recalculated. The players could very well
1466 * blocked() and wall() work properly), and these flags are updated by 1489 * blocked() and wall() work properly), and these flags are updated by
1467 * update_object(). 1490 * update_object().
1468 */ 1491 */
1469 1492
1470 /* if this is not the head or flag has been passed, don't check walk on status */ 1493 /* if this is not the head or flag has been passed, don't check walk on status */
1471 if (!(flag & INS_NO_WALK_ON) && !op->head) 1494 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1472 { 1495 {
1473 if (check_move_on (op, originator)) 1496 if (check_move_on (op, originator))
1474 return 0; 1497 return 0;
1475 1498
1476 /* If we are a multi part object, lets work our way through the check 1499 /* If we are a multi part object, lets work our way through the check
1477 * walk on's. 1500 * walk on's.
1478 */ 1501 */
1479 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1502 for (object *tmp = op->more; tmp; tmp = tmp->more)
1480 if (check_move_on (tmp, originator)) 1503 if (check_move_on (tmp, originator))
1481 return 0; 1504 return 0;
1482 } 1505 }
1483 1506
1484 return op; 1507 return op;
1489 * op is the object to insert it under: supplies x and the map. 1512 * op is the object to insert it under: supplies x and the map.
1490 */ 1513 */
1491void 1514void
1492replace_insert_ob_in_map (const char *arch_string, object *op) 1515replace_insert_ob_in_map (const char *arch_string, object *op)
1493{ 1516{
1494 object *tmp, *tmp1;
1495
1496 /* first search for itself and remove any old instances */ 1517 /* first search for itself and remove any old instances */
1497 1518
1498 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1519 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1499 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1520 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1500 tmp->destroy (); 1521 tmp->destroy (1);
1501 1522
1502 tmp1 = arch_to_object (archetype::find (arch_string)); 1523 object *tmp = arch_to_object (archetype::find (arch_string));
1503 1524
1504 tmp1->x = op->x; 1525 tmp->x = op->x;
1505 tmp1->y = op->y; 1526 tmp->y = op->y;
1527
1506 insert_ob_in_map (tmp1, op->map, op, 0); 1528 insert_ob_in_map (tmp, op->map, op, 0);
1507} 1529}
1508 1530
1509object * 1531object *
1510object::insert_at (object *where, object *originator, int flags) 1532object::insert_at (object *where, object *originator, int flags)
1511{ 1533{
1534 if (where->env)
1535 return where->env->insert (this);
1536 else
1512 return where->map->insert (this, where->x, where->y, originator, flags); 1537 return where->map->insert (this, where->x, where->y, originator, flags);
1513} 1538}
1514 1539
1515/* 1540/*
1516 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1517 * is returned contains nr objects, and the remaining parts contains
1518 * the rest (or is removed and freed if that number is 0).
1519 * On failure, NULL is returned, and the reason put into the
1520 * global static errmsg array.
1521 */
1522object *
1523get_split_ob (object *orig_ob, uint32 nr)
1524{
1525 object *newob;
1526 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1527
1528 if (orig_ob->nrof < nr)
1529 {
1530 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1531 return NULL;
1532 }
1533
1534 newob = object_create_clone (orig_ob);
1535
1536 if ((orig_ob->nrof -= nr) < 1)
1537 orig_ob->destroy (1);
1538 else if (!is_removed)
1539 {
1540 if (orig_ob->env != NULL)
1541 sub_weight (orig_ob->env, orig_ob->weight * nr);
1542 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1543 {
1544 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1545 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1546 return NULL;
1547 }
1548 }
1549
1550 newob->nrof = nr;
1551
1552 return newob;
1553}
1554
1555/*
1556 * decrease_ob_nr(object, number) decreases a specified number from 1541 * decrease(object, number) decreases a specified number from
1557 * the amount of an object. If the amount reaches 0, the object 1542 * the amount of an object. If the amount reaches 0, the object
1558 * is subsequently removed and freed. 1543 * is subsequently removed and freed.
1559 * 1544 *
1560 * Return value: 'op' if something is left, NULL if the amount reached 0 1545 * Return value: 'op' if something is left, NULL if the amount reached 0
1561 */ 1546 */
1547bool
1548object::decrease (sint32 nr)
1549{
1550 if (!nr)
1551 return true;
1552
1553 nr = min (nr, nrof);
1554
1555 nrof -= nr;
1556
1557 if (nrof)
1558 {
1559 adjust_weight (env, -weight * nr); // carrying == 0
1560
1561 if (object *pl = visible_to ())
1562 esrv_update_item (UPD_NROF, pl, this);
1563
1564 return true;
1565 }
1566 else
1567 {
1568 destroy (1);
1569 return false;
1570 }
1571}
1572
1573/*
1574 * split(ob,nr) splits up ob into two parts. The part which
1575 * is returned contains nr objects, and the remaining parts contains
1576 * the rest (or is removed and returned if that number is 0).
1577 * On failure, NULL is returned.
1578 */
1562object * 1579object *
1563decrease_ob_nr (object *op, uint32 i) 1580object::split (sint32 nr)
1564{ 1581{
1565 object *tmp; 1582 int have = number_of ();
1566 1583
1567 if (i == 0) /* objects with op->nrof require this check */ 1584 if (have < nr)
1568 return op; 1585 return 0;
1569 1586 else if (have == nr)
1570 if (i > op->nrof)
1571 i = op->nrof;
1572
1573 if (QUERY_FLAG (op, FLAG_REMOVED))
1574 op->nrof -= i;
1575 else if (op->env)
1576 { 1587 {
1577 /* is this object in the players inventory, or sub container
1578 * therein?
1579 */
1580 tmp = op->in_player ();
1581 /* nope. Is this a container the player has opened?
1582 * If so, set tmp to that player.
1583 * IMO, searching through all the players will mostly
1584 * likely be quicker than following op->env to the map,
1585 * and then searching the map for a player.
1586 */
1587 if (!tmp)
1588 for_all_players (pl)
1589 if (pl->ob->container == op->env)
1590 {
1591 tmp = pl->ob;
1592 break;
1593 }
1594
1595 if (i < op->nrof)
1596 {
1597 sub_weight (op->env, op->weight * i);
1598 op->nrof -= i;
1599 if (tmp)
1600 esrv_send_item (tmp, op);
1601 }
1602 else
1603 {
1604 op->remove (); 1588 remove ();
1605 op->nrof = 0; 1589 return this;
1606 if (tmp)
1607 esrv_del_item (tmp->contr, op->count);
1608 }
1609 } 1590 }
1610 else 1591 else
1611 { 1592 {
1612 object *above = op->above; 1593 decrease (nr);
1613 1594
1614 if (i < op->nrof) 1595 object *op = deep_clone ();
1615 op->nrof -= i; 1596 op->nrof = nr;
1616 else
1617 {
1618 op->remove ();
1619 op->nrof = 0;
1620 }
1621
1622 /* Since we just removed op, op->above is null */
1623 for (tmp = above; tmp; tmp = tmp->above)
1624 if (tmp->type == PLAYER)
1625 {
1626 if (op->nrof)
1627 esrv_send_item (tmp, op);
1628 else
1629 esrv_del_item (tmp->contr, op->count);
1630 }
1631 }
1632
1633 if (op->nrof)
1634 return op; 1597 return op;
1635 else
1636 {
1637 op->destroy ();
1638 return 0;
1639 }
1640}
1641
1642/*
1643 * add_weight(object, weight) adds the specified weight to an object,
1644 * and also updates how much the environment(s) is/are carrying.
1645 */
1646void
1647add_weight (object *op, signed long weight)
1648{
1649 while (op != NULL)
1650 {
1651 if (op->type == CONTAINER)
1652 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1653
1654 op->carrying += weight;
1655 op = op->env;
1656 } 1598 }
1657} 1599}
1658 1600
1659object * 1601object *
1660insert_ob_in_ob (object *op, object *where) 1602insert_ob_in_ob (object *op, object *where)
1665 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1607 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1666 free (dump); 1608 free (dump);
1667 return op; 1609 return op;
1668 } 1610 }
1669 1611
1670 if (where->head) 1612 if (where->head_ () != where)
1671 { 1613 {
1672 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1614 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1673 where = where->head; 1615 where = where->head;
1674 } 1616 }
1675 1617
1676 return where->insert (op); 1618 return where->insert (op);
1677} 1619}
1685 * be != op, if items are merged. -Tero 1627 * be != op, if items are merged. -Tero
1686 */ 1628 */
1687object * 1629object *
1688object::insert (object *op) 1630object::insert (object *op)
1689{ 1631{
1690 object *tmp, *otmp;
1691
1692 if (!QUERY_FLAG (op, FLAG_REMOVED))
1693 op->remove ();
1694
1695 if (op->more) 1632 if (op->more)
1696 { 1633 {
1697 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1634 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1698 return op; 1635 return op;
1699 } 1636 }
1700 1637
1701 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1638 op->remove ();
1702 CLEAR_FLAG (op, FLAG_REMOVED); 1639
1640 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1641
1703 if (op->nrof) 1642 if (op->nrof)
1704 {
1705 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1643 for (object *tmp = inv; tmp; tmp = tmp->below)
1706 if (object::can_merge (tmp, op)) 1644 if (object::can_merge (tmp, op))
1707 { 1645 {
1708 /* return the original object and remove inserted object 1646 /* return the original object and remove inserted object
1709 (client needs the original object) */ 1647 (client needs the original object) */
1710 tmp->nrof += op->nrof; 1648 tmp->nrof += op->nrof;
1711 /* Weight handling gets pretty funky. Since we are adding to 1649
1712 * tmp->nrof, we need to increase the weight. 1650 if (object *pl = tmp->visible_to ())
1713 */ 1651 esrv_update_item (UPD_NROF, pl, tmp);
1652
1714 add_weight (this, op->weight * op->nrof); 1653 adjust_weight (this, op->total_weight ());
1715 SET_FLAG (op, FLAG_REMOVED); 1654
1716 op->destroy (); /* free the inserted object */ 1655 op->destroy (1);
1717 op = tmp; 1656 op = tmp;
1718 op->remove (); /* and fix old object's links */ 1657 goto inserted;
1719 CLEAR_FLAG (op, FLAG_REMOVED);
1720 break;
1721 } 1658 }
1722 1659
1723 /* I assume combined objects have no inventory 1660 op->owner = 0; // it's his/hers now. period.
1724 * We add the weight - this object could have just been removed
1725 * (if it was possible to merge). calling remove_ob will subtract
1726 * the weight, so we need to add it in again, since we actually do
1727 * the linking below
1728 */
1729 add_weight (this, op->weight * op->nrof);
1730 }
1731 else
1732 add_weight (this, (op->weight + op->carrying));
1733
1734 otmp = this->in_player ();
1735 if (otmp && otmp->contr)
1736 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1737 otmp->update_stats ();
1738
1739 op->map = 0; 1661 op->map = 0;
1740 op->env = this; 1662 op->x = 0;
1663 op->y = 0;
1664
1741 op->above = 0; 1665 op->above = 0;
1742 op->below = 0; 1666 op->below = inv;
1743 op->x = 0, op->y = 0; 1667 op->env = this;
1744 1668
1669 if (inv)
1670 inv->above = op;
1671
1672 inv = op;
1673
1674 op->flag [FLAG_REMOVED] = 0;
1675
1676 if (object *pl = op->visible_to ())
1677 esrv_send_item (pl, op);
1678
1679 adjust_weight (this, op->total_weight ());
1680
1681inserted:
1745 /* reset the light list and los of the players on the map */ 1682 /* reset the light list and los of the players on the map */
1746 if ((op->glow_radius != 0) && map) 1683 if (op->glow_radius && map && map->darkness)
1747 {
1748#ifdef DEBUG_LIGHTS
1749 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1750#endif /* DEBUG_LIGHTS */
1751 if (map->darkness)
1752 update_all_los (map, x, y); 1684 update_all_los (map, x, y);
1753 }
1754 1685
1755 /* Client has no idea of ordering so lets not bother ordering it here. 1686 // if this is a player's inventory, update stats
1756 * It sure simplifies this function... 1687 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1757 */ 1688 update_stats ();
1758 if (!inv)
1759 inv = op;
1760 else
1761 {
1762 op->below = inv;
1763 op->below->above = op;
1764 inv = op;
1765 }
1766 1689
1767 INVOKE_OBJECT (INSERT, this); 1690 INVOKE_OBJECT (INSERT, this);
1768 1691
1769 return op; 1692 return op;
1770} 1693}
1898 LOG (llevError, "Present_arch called outside map.\n"); 1821 LOG (llevError, "Present_arch called outside map.\n");
1899 return NULL; 1822 return NULL;
1900 } 1823 }
1901 1824
1902 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1825 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1903 if (tmp->arch == at) 1826 if (tmp->arch->archname == at->archname)
1904 return tmp; 1827 return tmp;
1905 1828
1906 return NULL; 1829 return NULL;
1907} 1830}
1908 1831
1972 * The first matching object is returned, or NULL if none. 1895 * The first matching object is returned, or NULL if none.
1973 */ 1896 */
1974object * 1897object *
1975present_arch_in_ob (const archetype *at, const object *op) 1898present_arch_in_ob (const archetype *at, const object *op)
1976{ 1899{
1977 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1900 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1978 if (tmp->arch == at) 1901 if (tmp->arch->archname == at->archname)
1979 return tmp; 1902 return tmp;
1980 1903
1981 return NULL; 1904 return NULL;
1982} 1905}
1983 1906
1985 * activate recursively a flag on an object inventory 1908 * activate recursively a flag on an object inventory
1986 */ 1909 */
1987void 1910void
1988flag_inv (object *op, int flag) 1911flag_inv (object *op, int flag)
1989{ 1912{
1990 if (op->inv)
1991 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1913 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1992 { 1914 {
1993 SET_FLAG (tmp, flag); 1915 SET_FLAG (tmp, flag);
1994 flag_inv (tmp, flag); 1916 flag_inv (tmp, flag);
1995 } 1917 }
1996} 1918}
1997 1919
1998/* 1920/*
1999 * deactivate recursively a flag on an object inventory 1921 * deactivate recursively a flag on an object inventory
2000 */ 1922 */
2001void 1923void
2002unflag_inv (object *op, int flag) 1924unflag_inv (object *op, int flag)
2003{ 1925{
2004 if (op->inv)
2005 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1926 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2006 { 1927 {
2007 CLEAR_FLAG (tmp, flag); 1928 CLEAR_FLAG (tmp, flag);
2008 unflag_inv (tmp, flag); 1929 unflag_inv (tmp, flag);
2009 } 1930 }
2010}
2011
2012/*
2013 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2014 * all it's inventory (recursively).
2015 * If checksums are used, a player will get set_cheat called for
2016 * him/her-self and all object carried by a call to this function.
2017 */
2018void
2019set_cheat (object *op)
2020{
2021 SET_FLAG (op, FLAG_WAS_WIZ);
2022 flag_inv (op, FLAG_WAS_WIZ);
2023} 1931}
2024 1932
2025/* 1933/*
2026 * find_free_spot(object, map, x, y, start, stop) will search for 1934 * find_free_spot(object, map, x, y, start, stop) will search for
2027 * a spot at the given map and coordinates which will be able to contain 1935 * a spot at the given map and coordinates which will be able to contain
2029 * to search (see the freearr_x/y[] definition). 1937 * to search (see the freearr_x/y[] definition).
2030 * It returns a random choice among the alternatives found. 1938 * It returns a random choice among the alternatives found.
2031 * start and stop are where to start relative to the free_arr array (1,9 1939 * start and stop are where to start relative to the free_arr array (1,9
2032 * does all 4 immediate directions). This returns the index into the 1940 * does all 4 immediate directions). This returns the index into the
2033 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1941 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2034 * Note - this only checks to see if there is space for the head of the
2035 * object - if it is a multispace object, this should be called for all
2036 * pieces.
2037 * Note2: This function does correctly handle tiled maps, but does not 1942 * Note: This function does correctly handle tiled maps, but does not
2038 * inform the caller. However, insert_ob_in_map will update as 1943 * inform the caller. However, insert_ob_in_map will update as
2039 * necessary, so the caller shouldn't need to do any special work. 1944 * necessary, so the caller shouldn't need to do any special work.
2040 * Note - updated to take an object instead of archetype - this is necessary 1945 * Note - updated to take an object instead of archetype - this is necessary
2041 * because arch_blocked (now ob_blocked) needs to know the movement type 1946 * because arch_blocked (now ob_blocked) needs to know the movement type
2042 * to know if the space in question will block the object. We can't use 1947 * to know if the space in question will block the object. We can't use
2044 * customized, changed states, etc. 1949 * customized, changed states, etc.
2045 */ 1950 */
2046int 1951int
2047find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1952find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2048{ 1953{
1954 int altern[SIZEOFFREE];
2049 int index = 0, flag; 1955 int index = 0, flag;
2050 int altern[SIZEOFFREE];
2051 1956
2052 for (int i = start; i < stop; i++) 1957 for (int i = start; i < stop; i++)
2053 { 1958 {
2054 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1959 mapxy pos (m, x, y); pos.move (i);
2055 if (!flag) 1960
1961 if (!pos.normalise ())
1962 continue;
1963
1964 mapspace &ms = *pos;
1965
1966 if (ms.flags () & P_IS_ALIVE)
1967 continue;
1968
1969 /* However, often
1970 * ob doesn't have any move type (when used to place exits)
1971 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1972 */
1973 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1974 {
2056 altern [index++] = i; 1975 altern [index++] = i;
1976 continue;
1977 }
2057 1978
2058 /* Basically, if we find a wall on a space, we cut down the search size. 1979 /* Basically, if we find a wall on a space, we cut down the search size.
2059 * In this way, we won't return spaces that are on another side of a wall. 1980 * In this way, we won't return spaces that are on another side of a wall.
2060 * This mostly work, but it cuts down the search size in all directions - 1981 * This mostly work, but it cuts down the search size in all directions -
2061 * if the space being examined only has a wall to the north and empty 1982 * if the space being examined only has a wall to the north and empty
2062 * spaces in all the other directions, this will reduce the search space 1983 * spaces in all the other directions, this will reduce the search space
2063 * to only the spaces immediately surrounding the target area, and 1984 * to only the spaces immediately surrounding the target area, and
2064 * won't look 2 spaces south of the target space. 1985 * won't look 2 spaces south of the target space.
2065 */ 1986 */
2066 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1987 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1988 {
2067 stop = maxfree[i]; 1989 stop = maxfree[i];
1990 continue;
1991 }
1992
1993 /* Note it is intentional that we check ob - the movement type of the
1994 * head of the object should correspond for the entire object.
1995 */
1996 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1997 continue;
1998
1999 if (ob->blocked (m, pos.x, pos.y))
2000 continue;
2001
2002 altern [index++] = i;
2068 } 2003 }
2069 2004
2070 if (!index) 2005 if (!index)
2071 return -1; 2006 return -1;
2072 2007
2081 */ 2016 */
2082int 2017int
2083find_first_free_spot (const object *ob, maptile *m, int x, int y) 2018find_first_free_spot (const object *ob, maptile *m, int x, int y)
2084{ 2019{
2085 for (int i = 0; i < SIZEOFFREE; i++) 2020 for (int i = 0; i < SIZEOFFREE; i++)
2086 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2021 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2087 return i; 2022 return i;
2088 2023
2089 return -1; 2024 return -1;
2090} 2025}
2091 2026
2145 object *tmp; 2080 object *tmp;
2146 maptile *mp; 2081 maptile *mp;
2147 2082
2148 MoveType blocked, move_type; 2083 MoveType blocked, move_type;
2149 2084
2150 if (exclude && exclude->head) 2085 if (exclude && exclude->head_ () != exclude)
2151 { 2086 {
2152 exclude = exclude->head; 2087 exclude = exclude->head;
2153 move_type = exclude->move_type; 2088 move_type = exclude->move_type;
2154 } 2089 }
2155 else 2090 else
2178 max = maxfree[i]; 2113 max = maxfree[i];
2179 else if (mflags & P_IS_ALIVE) 2114 else if (mflags & P_IS_ALIVE)
2180 { 2115 {
2181 for (tmp = ms.bot; tmp; tmp = tmp->above) 2116 for (tmp = ms.bot; tmp; tmp = tmp->above)
2182 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2183 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2118 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2184 break; 2119 break;
2185 2120
2186 if (tmp) 2121 if (tmp)
2187 return freedir[i]; 2122 return freedir[i];
2188 } 2123 }
2368 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2303 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2369 * core dumps if they do. 2304 * core dumps if they do.
2370 * 2305 *
2371 * Add a check so we can't pick up invisible objects (0.93.8) 2306 * Add a check so we can't pick up invisible objects (0.93.8)
2372 */ 2307 */
2373
2374int 2308int
2375can_pick (const object *who, const object *item) 2309can_pick (const object *who, const object *item)
2376{ 2310{
2377 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2311 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2378 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2312 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2381 2315
2382/* 2316/*
2383 * create clone from object to another 2317 * create clone from object to another
2384 */ 2318 */
2385object * 2319object *
2386object_create_clone (object *asrc) 2320object::deep_clone ()
2387{ 2321{
2388 object *dst = 0, *tmp, *src, *part, *prev, *item; 2322 assert (("deep_clone called on non-head object", is_head ()));
2389 2323
2390 if (!asrc) 2324 object *dst = clone ();
2391 return 0;
2392 2325
2393 src = asrc; 2326 object *prev = dst;
2394 if (src->head)
2395 src = src->head;
2396
2397 prev = 0;
2398 for (part = src; part; part = part->more) 2327 for (object *part = this->more; part; part = part->more)
2399 { 2328 {
2400 tmp = part->clone (); 2329 object *tmp = part->clone ();
2401 tmp->x -= src->x;
2402 tmp->y -= src->y;
2403
2404 if (!part->head)
2405 {
2406 dst = tmp;
2407 tmp->head = 0;
2408 }
2409 else
2410 tmp->head = dst; 2330 tmp->head = dst;
2411
2412 tmp->more = 0;
2413
2414 if (prev)
2415 prev->more = tmp; 2331 prev->more = tmp;
2416
2417 prev = tmp; 2332 prev = tmp;
2418 } 2333 }
2419 2334
2420 for (item = src->inv; item; item = item->below) 2335 for (object *item = inv; item; item = item->below)
2421 insert_ob_in_ob (object_create_clone (item), dst); 2336 insert_ob_in_ob (item->deep_clone (), dst);
2422 2337
2423 return dst; 2338 return dst;
2424} 2339}
2425 2340
2426/* This returns the first object in who's inventory that 2341/* This returns the first object in who's inventory that
2435 return tmp; 2350 return tmp;
2436 2351
2437 return 0; 2352 return 0;
2438} 2353}
2439 2354
2440/* If ob has a field named key, return the link from the list, 2355const shstr &
2441 * otherwise return NULL. 2356object::kv_get (const shstr &key) const
2442 *
2443 * key must be a passed in shared string - otherwise, this won't
2444 * do the desired thing.
2445 */
2446key_value *
2447get_ob_key_link (const object *ob, const char *key)
2448{ 2357{
2449 for (key_value *link = ob->key_values; link; link = link->next) 2358 for (key_value *kv = key_values; kv; kv = kv->next)
2450 if (link->key == key) 2359 if (kv->key == key)
2451 return link;
2452
2453 return 0;
2454}
2455
2456/*
2457 * Returns the value of op has an extra_field for key, or NULL.
2458 *
2459 * The argument doesn't need to be a shared string.
2460 *
2461 * The returned string is shared.
2462 */
2463const char *
2464get_ob_key_value (const object *op, const char *const key)
2465{
2466 key_value *link;
2467 shstr_cmp canonical_key (key);
2468
2469 if (!canonical_key)
2470 {
2471 /* 1. There being a field named key on any object
2472 * implies there'd be a shared string to find.
2473 * 2. Since there isn't, no object has this field.
2474 * 3. Therefore, *this* object doesn't have this field.
2475 */
2476 return 0;
2477 }
2478
2479 /* This is copied from get_ob_key_link() above -
2480 * only 4 lines, and saves the function call overhead.
2481 */
2482 for (link = op->key_values; link; link = link->next)
2483 if (link->key == canonical_key)
2484 return link->value; 2360 return kv->value;
2485 2361
2486 return 0; 2362 return shstr_null;
2487} 2363}
2488 2364
2489/* 2365void
2490 * Updates the canonical_key in op to value. 2366object::kv_set (const shstr &key, const shstr &value)
2491 *
2492 * canonical_key is a shared string (value doesn't have to be).
2493 *
2494 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2495 * keys.
2496 *
2497 * Returns TRUE on success.
2498 */
2499int
2500set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2501{ 2367{
2502 key_value *field = NULL, *last = NULL; 2368 for (key_value *kv = key_values; kv; kv = kv->next)
2503 2369 if (kv->key == key)
2504 for (field = op->key_values; field != NULL; field = field->next)
2505 {
2506 if (field->key != canonical_key)
2507 { 2370 {
2508 last = field; 2371 kv->value = value;
2509 continue; 2372 return;
2510 } 2373 }
2511 2374
2512 if (value) 2375 key_value *kv = new key_value;
2513 field->value = value; 2376
2514 else 2377 kv->next = key_values;
2378 kv->key = key;
2379 kv->value = value;
2380
2381 key_values = kv;
2382}
2383
2384void
2385object::kv_del (const shstr &key)
2386{
2387 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2388 if ((*kvp)->key == key)
2515 { 2389 {
2516 /* Basically, if the archetype has this key set, 2390 key_value *kv = *kvp;
2517 * we need to store the null value so when we save 2391 *kvp = (*kvp)->next;
2518 * it, we save the empty value so that when we load, 2392 delete kv;
2519 * we get this value back again. 2393 return;
2520 */
2521 if (get_ob_key_link (&op->arch->clone, canonical_key))
2522 field->value = 0;
2523 else
2524 {
2525 if (last)
2526 last->next = field->next;
2527 else
2528 op->key_values = field->next;
2529
2530 delete field;
2531 }
2532 } 2394 }
2533 return TRUE;
2534 }
2535 /* IF we get here, key doesn't exist */
2536
2537 /* No field, we'll have to add it. */
2538
2539 if (!add_key)
2540 return FALSE;
2541
2542 /* There isn't any good reason to store a null
2543 * value in the key/value list. If the archetype has
2544 * this key, then we should also have it, so shouldn't
2545 * be here. If user wants to store empty strings,
2546 * should pass in ""
2547 */
2548 if (value == NULL)
2549 return TRUE;
2550
2551 field = new key_value;
2552
2553 field->key = canonical_key;
2554 field->value = value;
2555 /* Usual prepend-addition. */
2556 field->next = op->key_values;
2557 op->key_values = field;
2558
2559 return TRUE;
2560}
2561
2562/*
2563 * Updates the key in op to value.
2564 *
2565 * If add_key is FALSE, this will only update existing keys,
2566 * and not add new ones.
2567 * In general, should be little reason FALSE is ever passed in for add_key
2568 *
2569 * Returns TRUE on success.
2570 */
2571int
2572set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2573{
2574 shstr key_ (key);
2575
2576 return set_ob_key_value_s (op, key_, value, add_key);
2577} 2395}
2578 2396
2579object::depth_iterator::depth_iterator (object *container) 2397object::depth_iterator::depth_iterator (object *container)
2580: iterator_base (container) 2398: iterator_base (container)
2581{ 2399{
2594 item = item->inv; 2412 item = item->inv;
2595 } 2413 }
2596 else 2414 else
2597 item = item->env; 2415 item = item->env;
2598} 2416}
2599
2600 2417
2601const char * 2418const char *
2602object::flag_desc (char *desc, int len) const 2419object::flag_desc (char *desc, int len) const
2603{ 2420{
2604 char *p = desc; 2421 char *p = desc;
2632{ 2449{
2633 char flagdesc[512]; 2450 char flagdesc[512];
2634 char info2[256 * 4]; 2451 char info2[256 * 4];
2635 char *p = info; 2452 char *p = info;
2636 2453
2637 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2454 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2638 count, uuid.seq, 2455 count,
2456 uuid.c_str (),
2639 &name, 2457 &name,
2640 title ? "\",title:\"" : "", 2458 title ? "\",title:\"" : "",
2641 title ? (const char *)title : "", 2459 title ? (const char *)title : "",
2642 flag_desc (flagdesc, 512), type); 2460 flag_desc (flagdesc, 512), type);
2643 2461
2644 if (env) 2462 if (!flag[FLAG_REMOVED] && env)
2645 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2463 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2646 2464
2647 if (map) 2465 if (map)
2648 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2466 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2649 2467
2667} 2485}
2668 2486
2669const materialtype_t * 2487const materialtype_t *
2670object::dominant_material () const 2488object::dominant_material () const
2671{ 2489{
2672 if (materialtype_t *mat = name_to_material (materialname)) 2490 if (materialtype_t *mt = name_to_material (materialname))
2673 return mat; 2491 return mt;
2674 2492
2675 // omfg this is slow, this has to be temporary :)
2676 shstr unknown ("unknown");
2677
2678 return name_to_material (unknown); 2493 return name_to_material (shstr_unknown);
2679} 2494}
2680 2495
2681void 2496void
2682object::open_container (object *new_container) 2497object::open_container (object *new_container)
2683{ 2498{
2684 if (container == new_container) 2499 if (container == new_container)
2685 return; 2500 return;
2686 2501
2687 if (object *old_container = container) 2502 object *old_container = container;
2503
2504 if (old_container)
2688 { 2505 {
2689 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2506 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2690 return; 2507 return;
2691 2508
2692#if 0 2509#if 0
2694 if (object *closer = old_container->inv) 2511 if (object *closer = old_container->inv)
2695 if (closer->type == CLOSE_CON) 2512 if (closer->type == CLOSE_CON)
2696 closer->destroy (); 2513 closer->destroy ();
2697#endif 2514#endif
2698 2515
2516 // make sure the container is available
2517 esrv_send_item (this, old_container);
2518
2699 old_container->flag [FLAG_APPLIED] = 0; 2519 old_container->flag [FLAG_APPLIED] = false;
2700 container = 0; 2520 container = 0;
2701 2521
2522 // client needs item update to make it work, client bug requires this to be separate
2702 esrv_update_item (UPD_FLAGS, this, old_container); 2523 esrv_update_item (UPD_FLAGS, this, old_container);
2524
2703 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2525 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2526 play_sound (sound_find ("chest_close"));
2704 } 2527 }
2705 2528
2706 if (new_container) 2529 if (new_container)
2707 { 2530 {
2708 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2531 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2719 } 2542 }
2720#endif 2543#endif
2721 2544
2722 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2545 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2723 2546
2547 // make sure the container is available, client bug requires this to be separate
2548 esrv_send_item (this, new_container);
2549
2724 new_container->flag [FLAG_APPLIED] = 1; 2550 new_container->flag [FLAG_APPLIED] = true;
2725 container = new_container; 2551 container = new_container;
2726 2552
2553 // client needs flag change
2727 esrv_update_item (UPD_FLAGS, this, new_container); 2554 esrv_update_item (UPD_FLAGS, this, new_container);
2728 esrv_send_inventory (this, new_container); 2555 esrv_send_inventory (this, new_container);
2556 play_sound (sound_find ("chest_open"));
2557 }
2558// else if (!old_container->env && contr && contr->ns)
2559// contr->ns->floorbox_reset ();
2560}
2561
2562object *
2563object::force_find (const shstr name)
2564{
2565 /* cycle through his inventory to look for the MARK we want to
2566 * place
2567 */
2568 for (object *tmp = inv; tmp; tmp = tmp->below)
2569 if (tmp->type == FORCE && tmp->slaying == name)
2570 return splay (tmp);
2571
2572 return 0;
2573}
2574
2575void
2576object::force_add (const shstr name, int duration)
2577{
2578 if (object *force = force_find (name))
2579 force->destroy ();
2580
2581 object *force = get_archetype (FORCE_NAME);
2582
2583 force->slaying = name;
2584 force->stats.food = 1;
2585 force->speed_left = -1.f;
2586
2587 force->set_speed (duration ? 1.f / duration : 0.f);
2588 force->flag [FLAG_IS_USED_UP] = true;
2589 force->flag [FLAG_APPLIED] = true;
2590
2591 insert (force);
2592}
2593
2594void
2595object::play_sound (faceidx sound)
2596{
2597 if (!sound)
2598 return;
2599
2600 if (flag [FLAG_REMOVED])
2601 return;
2602
2603 if (env)
2729 } 2604 {
2605 if (object *pl = in_player ())
2606 pl->contr->play_sound (sound);
2607 }
2608 else
2609 map->play_sound (sound, x, y);
2730} 2610}
2731 2611
2732

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