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Comparing deliantra/server/common/object.C (file contents):
Revision 1.146 by root, Fri May 11 21:07:13 2007 UTC vs.
Revision 1.246 by root, Thu May 22 15:37:44 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->archname != ob2->arch->archname
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
241 || ob1->animation_id != ob2->animation_id 221 || ob1->animation_id != ob2->animation_id
222 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
242 || ob1->client_type != ob2->client_type 223 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname 224 || ob1->materialname != ob2->materialname
244 || ob1->lore != ob2->lore 225 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype 226 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type 227 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block 228 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 229 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 230 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 231 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 232 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty) 233 || ob1->move_slow_penalty != ob2->move_slow_penalty
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 236 return 0;
254 237
238 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED)
242 .any ())
243 return 0;
244
255 /* This is really a spellbook check - really, we should 245 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 246 * not merge objects with real inventories, as splitting them
247 * is hard.
257 */ 248 */
258 if (ob1->inv || ob2->inv) 249 if (ob1->inv || ob2->inv)
259 { 250 {
260 /* if one object has inventory but the other doesn't, not equiv */ 251 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 252 return 0; /* inventories differ in length */
262 return 0;
263 253
264 /* Now check to see if the two inventory objects could merge */ 254 if (ob1->inv->below || ob2->inv->below)
255 return 0; /* more than one object in inv */
256
265 if (!object::can_merge (ob1->inv, ob2->inv)) 257 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 258 return 0; /* inventory objects differ */
267 259
268 /* inventory ok - still need to check rest of this object to see 260 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 261 * if it is valid.
270 */ 262 */
271 } 263 }
290 if (ob1->level != ob2->level) 282 if (ob1->level != ob2->level)
291 return 0; 283 return 0;
292 break; 284 break;
293 } 285 }
294 286
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 287 if (ob1->key_values || ob2->key_values)
296 { 288 {
297 /* At least one of these has key_values. */ 289 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 290 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 291 return 0; /* One has fields, but the other one doesn't. */
292
293 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 294 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 295 }
304 296
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 297 if (ob1->self || ob2->self)
307 { 298 {
308 ob1->optimise (); 299 ob1->optimise ();
309 ob2->optimise (); 300 ob2->optimise ();
310 301
311 if (ob1->self || ob2->self) 302 if (ob1->self || ob2->self)
303 {
304 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
305 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
306
307 if (k1 != k2)
312 return 0; 308 return 0;
309
310 if (k1 == 0)
311 return 1;
312
313 if (!cfperl_can_merge (ob1, ob2))
314 return 0;
315 }
313 } 316 }
314 317
315 /* Everything passes, must be OK. */ 318 /* Everything passes, must be OK. */
316 return 1; 319 return 1;
317} 320}
318 321
322// find player who can see this object
323object *
324object::visible_to () const
325{
326 if (client_visible () && !flag [FLAG_REMOVED])
327 {
328 // see if we are in a container of sorts
329 if (env)
330 {
331 // the player inventory itself is always visible
332 if (env->type == PLAYER)
333 return env;
334
335 // else a player could have our env open
336 object *envest = env->outer_env ();
337
338 // the player itself is always on a map, so we will find him here
339 // even if our inv is in a player.
340 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ())
342 if (pl->container == env)
343 return pl;
344 }
345 else
346 {
347 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ())
350 if (!pl->container || this == pl->container)
351 return pl;
352 }
353 }
354
355 return 0;
356}
357
358// adjust weight per container type ("of holding")
359static sint32
360weight_adjust_for (object *op, sint32 weight)
361{
362 return op->type == CONTAINER
363 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
364 : weight;
365}
366
319/* 367/*
368 * adjust_weight(object, weight) adds the specified weight to an object,
369 * and also updates how much the environment(s) is/are carrying.
370 */
371static void
372adjust_weight (object *op, sint32 weight)
373{
374 while (op)
375 {
376 // adjust by actual difference to account for rounding errors
377 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
378 weight = weight_adjust_for (op, op->carrying)
379 - weight_adjust_for (op, op->carrying - weight);
380
381 if (!weight)
382 return;
383
384 op->carrying += weight;
385
386 if (object *pl = op->visible_to ())
387 if (pl != op) // player is handled lazily
388 esrv_update_item (UPD_WEIGHT, pl, op);
389
390 op = op->env;
391 }
392}
393
394/*
320 * sum_weight() is a recursive function which calculates the weight 395 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 396 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 397 * containers are carrying, and sums it up.
323 */ 398 */
324long 399void
325sum_weight (object *op) 400object::update_weight ()
326{ 401{
327 long sum; 402 sint32 sum = 0;
328 object *inv;
329 403
330 for (sum = 0, inv = op->inv; inv; inv = inv->below) 404 for (object *op = inv; op; op = op->below)
331 { 405 {
332 if (inv->inv) 406 if (op->inv)
333 sum_weight (inv); 407 op->update_weight ();
334 408
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 409 sum += op->total_weight ();
410 }
411
412 sum = weight_adjust_for (this, sum);
413
414 if (sum != carrying)
336 } 415 {
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; 416 carrying = sum;
343 417
344 return sum; 418 if (object *pl = visible_to ())
419 if (pl != this) // player is handled lazily
420 esrv_update_item (UPD_WEIGHT, pl, this);
421 }
345} 422}
346 423
347/** 424/*
348 * Return the outermost environment object for a given object. 425 * 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 */ 426 */
364char * 427char *
365dump_object (object *op) 428dump_object (object *op)
366{ 429{
367 if (!op) 430 if (!op)
375/* 438/*
376 * get_nearest_part(multi-object, object 2) returns the part of the 439 * get_nearest_part(multi-object, object 2) returns the part of the
377 * multi-object 1 which is closest to the second object. 440 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned. 441 * If it's not a multi-object, it is returned.
379 */ 442 */
380
381object * 443object *
382get_nearest_part (object *op, const object *pl) 444get_nearest_part (object *op, const object *pl)
383{ 445{
384 object *tmp, *closest; 446 object *tmp, *closest;
385 int last_dist, i; 447 int last_dist, i;
386 448
387 if (op->more == NULL) 449 if (!op->more)
388 return op; 450 return op;
451
389 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 452 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
453 tmp;
454 tmp = tmp->more)
390 if ((i = distance (tmp, pl)) < last_dist) 455 if ((i = distance (tmp, pl)) < last_dist)
391 closest = tmp, last_dist = i; 456 closest = tmp, last_dist = i;
457
392 return closest; 458 return closest;
393} 459}
394 460
395/* 461/*
396 * Returns the object which has the count-variable equal to the argument. 462 * Returns the object which has the count-variable equal to the argument.
463 * VERRRY slow.
397 */ 464 */
398object * 465object *
399find_object (tag_t i) 466find_object (tag_t i)
400{ 467{
401 for_all_objects (op) 468 for_all_objects (op)
412 */ 479 */
413object * 480object *
414find_object_name (const char *str) 481find_object_name (const char *str)
415{ 482{
416 shstr_cmp str_ (str); 483 shstr_cmp str_ (str);
417 object *op;
418 484
485 if (str_)
419 for_all_objects (op) 486 for_all_objects (op)
420 if (op->name == str_) 487 if (op->name == str_)
421 break; 488 return op;
422 489
423 return op; 490 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 491}
431 492
432/* 493/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 494 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 495 * skill and experience objects.
496 * ACTUALLY NO! investigate! TODO
435 */ 497 */
436void 498void
437object::set_owner (object *owner) 499object::set_owner (object *owner)
438{ 500{
501 // allow objects which own objects
439 if (!owner) 502 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) 503 while (owner->owner)
450 owner = owner->owner; 504 owner = owner->owner;
505
506 if (flag [FLAG_FREED])
507 {
508 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
509 return;
510 }
451 511
452 this->owner = owner; 512 this->owner = owner;
453} 513}
454 514
455void 515int
516object::slottype () const
517{
518 if (type == SKILL)
519 {
520 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
521 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
522 }
523 else
524 {
525 if (slot [body_combat].info) return slot_combat;
526 if (slot [body_range ].info) return slot_ranged;
527 }
528
529 return slot_none;
530}
531
532bool
456object::set_weapon (object *ob) 533object::change_weapon (object *ob)
457{ 534{
458 if (current_weapon == ob) 535 if (current_weapon == ob)
459 return; 536 return true;
460
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462 537
463 if (chosen_skill) 538 if (chosen_skill)
464 chosen_skill->flag [FLAG_APPLIED] = false; 539 chosen_skill->flag [FLAG_APPLIED] = false;
465 540
466 current_weapon = ob; 541 current_weapon = ob;
467 chosen_skill = ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill); 542 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
468 543
469 if (chosen_skill) 544 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = true; 545 chosen_skill->flag [FLAG_APPLIED] = true;
471 546
472 update_stats (); 547 update_stats ();
548
549 if (ob)
550 {
551 // now check wether any body locations became invalid, in which case
552 // we cannot apply the weapon at the moment.
553 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
554 if (slot[i].used < 0)
555 {
556 current_weapon = chosen_skill = 0;
557 update_stats ();
558
559 new_draw_info_format (NDI_UNIQUE, 0, this,
560 "You try to balance all your items at once, "
561 "but the %s is just too much for your body. "
562 "[You need to unapply some items first.]", &ob->name);
563 return false;
564 }
565
566 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
567 }
568 else
569 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
570
571 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
572 {
573 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
574 &name, ob->debug_desc ());
575 return false;
576 }
577
578 return true;
473} 579}
474 580
475/* Zero the key_values on op, decrementing the shared-string 581/* Zero the key_values on op, decrementing the shared-string
476 * refcounts and freeing the links. 582 * refcounts and freeing the links.
477 */ 583 */
487 } 593 }
488 594
489 op->key_values = 0; 595 op->key_values = 0;
490} 596}
491 597
492object & 598/*
493object::operator =(const object &src) 599 * copy_to first frees everything allocated by the dst object,
600 * and then copies the contents of itself into the second
601 * object, allocating what needs to be allocated. Basically, any
602 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
603 * if the first object is freed, the pointers in the new object
604 * will point at garbage.
605 */
606void
607object::copy_to (object *dst)
494{ 608{
495 bool is_freed = flag [FLAG_FREED]; 609 dst->remove ();
496 bool is_removed = flag [FLAG_REMOVED];
497
498 *(object_copy *)this = src; 610 *(object_copy *)dst = *this;
499
500 flag [FLAG_FREED] = is_freed;
501 flag [FLAG_REMOVED] = is_removed; 611 dst->flag [FLAG_REMOVED] = true;
502 612
503 /* Copy over key_values, if any. */ 613 /* Copy over key_values, if any. */
504 if (src.key_values) 614 if (key_values)
505 { 615 {
506 key_value *tail = 0; 616 key_value *tail = 0;
507 key_values = 0; 617 dst->key_values = 0;
508 618
509 for (key_value *i = src.key_values; i; i = i->next) 619 for (key_value *i = key_values; i; i = i->next)
510 { 620 {
511 key_value *new_link = new key_value; 621 key_value *new_link = new key_value;
512 622
513 new_link->next = 0; 623 new_link->next = 0;
514 new_link->key = i->key; 624 new_link->key = i->key;
515 new_link->value = i->value; 625 new_link->value = i->value;
516 626
517 /* Try and be clever here, too. */ 627 /* Try and be clever here, too. */
518 if (!key_values) 628 if (!dst->key_values)
519 { 629 {
520 key_values = new_link; 630 dst->key_values = new_link;
521 tail = new_link; 631 tail = new_link;
522 } 632 }
523 else 633 else
524 { 634 {
525 tail->next = new_link; 635 tail->next = new_link;
526 tail = new_link; 636 tail = new_link;
527 } 637 }
528 } 638 }
529 } 639 }
530}
531
532/*
533 * copy_to first frees everything allocated by the dst object,
534 * and then copies the contents of itself into the second
535 * object, allocating what needs to be allocated. Basically, any
536 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
537 * if the first object is freed, the pointers in the new object
538 * will point at garbage.
539 */
540void
541object::copy_to (object *dst)
542{
543 *dst = *this;
544 640
545 if (speed < 0) 641 if (speed < 0)
546 dst->speed_left = speed_left - rndm (); 642 dst->speed_left -= rndm ();
547 643
548 dst->set_speed (dst->speed); 644 dst->set_speed (dst->speed);
549} 645}
550 646
551void 647void
552object::instantiate () 648object::instantiate ()
553{ 649{
554 if (!uuid.seq) // HACK 650 if (!uuid.seq) // HACK
555 uuid = gen_uuid (); 651 uuid = UUID::gen ();
556 652
557 speed_left = -0.1f; 653 speed_left = -0.1f;
558 /* copy the body_info to the body_used - this is only really 654 /* copy the body_info to the body_used - this is only really
559 * need for monsters, but doesn't hurt to do it for everything. 655 * need for monsters, but doesn't hurt to do it for everything.
560 * by doing so, when a monster is created, it has good starting 656 * by doing so, when a monster is created, it has good starting
570object * 666object *
571object::clone () 667object::clone ()
572{ 668{
573 object *neu = create (); 669 object *neu = create ();
574 copy_to (neu); 670 copy_to (neu);
671 neu->map = map; // not copied by copy_to
575 return neu; 672 return neu;
576} 673}
577 674
578/* 675/*
579 * If an object with the IS_TURNABLE() flag needs to be turned due 676 * If an object with the IS_TURNABLE() flag needs to be turned due
630 * UP_OBJ_FACE: only the objects face has changed. 727 * UP_OBJ_FACE: only the objects face has changed.
631 */ 728 */
632void 729void
633update_object (object *op, int action) 730update_object (object *op, int action)
634{ 731{
635 if (op == NULL) 732 if (!op)
636 { 733 {
637 /* this should never happen */ 734 /* this should never happen */
638 LOG (llevDebug, "update_object() called for NULL object.\n"); 735 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
639 return; 736 return;
640 } 737 }
641 738
642 if (op->env) 739 if (!op->is_on_map ())
643 { 740 {
644 /* Animation is currently handled by client, so nothing 741 /* Animation is currently handled by client, so nothing
645 * to do in this case. 742 * to do in this case.
646 */ 743 */
647 return; 744 return;
648 } 745 }
649
650 /* If the map is saving, don't do anything as everything is
651 * going to get freed anyways.
652 */
653 if (!op->map || op->map->in_memory == MAP_SAVING)
654 return;
655 746
656 /* make sure the object is within map boundaries */ 747 /* make sure the object is within map boundaries */
657 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 748 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
658 { 749 {
659 LOG (llevError, "update_object() called for object out of map!\n"); 750 LOG (llevError, "update_object() called for object out of map!\n");
719static int object_count; 810static int object_count;
720 811
721void object::link () 812void object::link ()
722{ 813{
723 assert (!index);//D 814 assert (!index);//D
724 uuid = gen_uuid (); 815 uuid = UUID::gen ();
725 count = ++object_count; 816 count = ++object_count;
726 817
727 refcnt_inc (); 818 refcnt_inc ();
728 objects.insert (this); 819 objects.insert (this);
729} 820}
802object::destroy_inv (bool drop_to_ground) 893object::destroy_inv (bool drop_to_ground)
803{ 894{
804 // need to check first, because the checks below might segfault 895 // need to check first, because the checks below might segfault
805 // as we might be on an invalid mapspace and crossfire code 896 // as we might be on an invalid mapspace and crossfire code
806 // is too buggy to ensure that the inventory is empty. 897 // is too buggy to ensure that the inventory is empty.
807 // corollary: if you create arrows etc. with stuff in tis inventory, 898 // corollary: if you create arrows etc. with stuff in its inventory,
808 // cf will crash below with off-map x and y 899 // cf will crash below with off-map x and y
809 if (!inv) 900 if (!inv)
810 return; 901 return;
811 902
812 /* Only if the space blocks everything do we not process - 903 /* Only if the space blocks everything do we not process -
813 * if some form of movement is allowed, let objects 904 * if some form of movement is allowed, let objects
814 * drop on that space. 905 * drop on that space.
815 */ 906 */
816 if (!drop_to_ground 907 if (!drop_to_ground
817 || !map 908 || !map
818 || map->in_memory != MAP_IN_MEMORY 909 || map->in_memory != MAP_ACTIVE
819 || map->nodrop 910 || map->no_drop
820 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
821 { 912 {
822 while (inv) 913 while (inv)
823 { 914 {
824 inv->destroy_inv (drop_to_ground); 915 inv->destroy_inv (false);
825 inv->destroy (); 916 inv->destroy ();
826 } 917 }
827 } 918 }
828 else 919 else
829 { /* Put objects in inventory onto this space */ 920 { /* Put objects in inventory onto this space */
835 || op->flag [FLAG_NO_DROP] 926 || op->flag [FLAG_NO_DROP]
836 || op->type == RUNE 927 || op->type == RUNE
837 || op->type == TRAP 928 || op->type == TRAP
838 || op->flag [FLAG_IS_A_TEMPLATE] 929 || op->flag [FLAG_IS_A_TEMPLATE]
839 || op->flag [FLAG_DESTROY_ON_DEATH]) 930 || op->flag [FLAG_DESTROY_ON_DEATH])
840 op->destroy (); 931 op->destroy (true);
841 else 932 else
842 map->insert (op, x, y); 933 map->insert (op, x, y);
843 } 934 }
844 } 935 }
845} 936}
849 object *op = new object; 940 object *op = new object;
850 op->link (); 941 op->link ();
851 return op; 942 return op;
852} 943}
853 944
945static struct freed_map : maptile
946{
947 freed_map ()
948 {
949 path = "<freed objects map>";
950 name = "/internal/freed_objects_map";
951 width = 3;
952 height = 3;
953 no_drop = 1;
954 no_reset = 1;
955
956 alloc ();
957 in_memory = MAP_ACTIVE;
958 }
959
960 ~freed_map ()
961 {
962 destroy ();
963 }
964} freed_map; // freed objects are moved here to avoid crashes
965
854void 966void
855object::do_destroy () 967object::do_destroy ()
856{ 968{
857 attachable::do_destroy ();
858
859 if (flag [FLAG_IS_LINKED]) 969 if (flag [FLAG_IS_LINKED])
860 remove_button_link (this); 970 remove_button_link (this);
861 971
862 if (flag [FLAG_FRIENDLY]) 972 if (flag [FLAG_FRIENDLY])
863 remove_friendly_object (this); 973 remove_friendly_object (this);
864 974
865 if (!flag [FLAG_REMOVED])
866 remove (); 975 remove ();
867 976
868 destroy_inv (true); 977 attachable::do_destroy ();
869 978
870 deactivate (); 979 deactivate ();
871 unlink (); 980 unlink ();
872 981
873 flag [FLAG_FREED] = 1; 982 flag [FLAG_FREED] = 1;
874 983
875 // hack to ensure that freed objects still have a valid map 984 // hack to ensure that freed objects still have a valid map
876 {
877 static maptile *freed_map; // freed objects are moved here to avoid crashes
878
879 if (!freed_map)
880 {
881 freed_map = new maptile;
882
883 freed_map->name = "/internal/freed_objects_map";
884 freed_map->width = 3;
885 freed_map->height = 3;
886
887 freed_map->alloc ();
888 freed_map->in_memory = MAP_IN_MEMORY;
889 }
890
891 map = freed_map; 985 map = &freed_map;
892 x = 1; 986 x = 1;
893 y = 1; 987 y = 1;
894 }
895
896 head = 0;
897 988
898 if (more) 989 if (more)
899 { 990 {
900 more->destroy (); 991 more->destroy ();
901 more = 0; 992 more = 0;
902 } 993 }
903 994
995 head = 0;
996
904 // clear those pointers that likely might have circular references to us 997 // clear those pointers that likely might cause circular references
905 owner = 0; 998 owner = 0;
906 enemy = 0; 999 enemy = 0;
907 attacked_by = 0; 1000 attacked_by = 0;
1001 current_weapon = 0;
908} 1002}
909 1003
910void 1004void
911object::destroy (bool destroy_inventory) 1005object::destroy (bool destroy_inventory)
912{ 1006{
913 if (destroyed ()) 1007 if (destroyed ())
914 return; 1008 return;
915 1009
1010 if (!is_head () && !head->destroyed ())
1011 {
1012 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1013 head->destroy (destroy_inventory);
1014 return;
1015 }
1016
916 if (destroy_inventory) 1017 destroy_inv (!destroy_inventory);
917 destroy_inv (false); 1018
1019 if (is_head ())
1020 if (sound_destroy)
1021 play_sound (sound_destroy);
1022 else if (flag [FLAG_MONSTER])
1023 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
918 1024
919 attachable::destroy (); 1025 attachable::destroy ();
920}
921
922/*
923 * sub_weight() recursively (outwards) subtracts a number from the
924 * weight of an object (and what is carried by it's environment(s)).
925 */
926void
927sub_weight (object *op, signed long weight)
928{
929 while (op != NULL)
930 {
931 if (op->type == CONTAINER)
932 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
933
934 op->carrying -= weight;
935 op = op->env;
936 }
937} 1026}
938 1027
939/* op->remove (): 1028/* op->remove ():
940 * This function removes the object op from the linked list of objects 1029 * This function removes the object op from the linked list of objects
941 * which it is currently tied to. When this function is done, the 1030 * which it is currently tied to. When this function is done, the
947object::do_remove () 1036object::do_remove ()
948{ 1037{
949 object *tmp, *last = 0; 1038 object *tmp, *last = 0;
950 object *otmp; 1039 object *otmp;
951 1040
952 if (QUERY_FLAG (this, FLAG_REMOVED)) 1041 if (flag [FLAG_REMOVED])
953 return; 1042 return;
954 1043
955 SET_FLAG (this, FLAG_REMOVED);
956 INVOKE_OBJECT (REMOVE, this); 1044 INVOKE_OBJECT (REMOVE, this);
1045
1046 flag [FLAG_REMOVED] = true;
957 1047
958 if (more) 1048 if (more)
959 more->remove (); 1049 more->remove ();
960 1050
961 /* 1051 /*
962 * In this case, the object to be removed is in someones 1052 * In this case, the object to be removed is in someones
963 * inventory. 1053 * inventory.
964 */ 1054 */
965 if (env) 1055 if (env)
966 { 1056 {
967 if (nrof) 1057 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
968 sub_weight (env, weight * nrof); 1058 if (object *pl = visible_to ())
969 else 1059 esrv_del_item (pl->contr, count);
970 sub_weight (env, weight + carrying); 1060 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1061
1062 adjust_weight (env, -total_weight ());
1063
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
1072 // make sure cmov optimisation is applicable
1073 *(above ? &above->below : &env->inv) = below;
1074 *(below ? &below->above : &above ) = above; // &above is just a dummy
1075
1076 above = 0;
1077 below = 0;
1078 env = 0;
971 1079
972 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
973 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
974 * to save cpu time. 1082 * to save cpu time.
975 */ 1083 */
976 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
977 otmp->update_stats (); 1085 otmp->update_stats ();
978
979 if (above)
980 above->below = below;
981 else
982 env->inv = below;
983
984 if (below)
985 below->above = above;
986
987 /* we set up values so that it could be inserted into
988 * the map, but we don't actually do that - it is up
989 * to the caller to decide what we want to do.
990 */
991 x = env->x, y = env->y;
992 map = env->map;
993 above = 0, below = 0;
994 env = 0;
995 } 1086 }
996 else if (map) 1087 else if (map)
997 { 1088 {
998 if (type == PLAYER)
999 {
1000 // leaving a spot always closes any open container on the ground
1001 if (container && !container->env)
1002 // this causes spurious floorbox updates, but it ensures
1003 // that the CLOSE event is being sent.
1004 close_container ();
1005
1006 --map->players;
1007 map->touch ();
1008 }
1009
1010 map->dirty = true; 1089 map->dirty = true;
1011 mapspace &ms = this->ms (); 1090 mapspace &ms = this->ms ();
1012 1091
1092 if (object *pl = ms.player ())
1093 {
1094 if (type == PLAYER) // this == pl(!)
1095 {
1096 // leaving a spot always closes any open container on the ground
1097 if (container && !container->env)
1098 // this causes spurious floorbox updates, but it ensures
1099 // that the CLOSE event is being sent.
1100 close_container ();
1101
1102 --map->players;
1103 map->touch ();
1104 }
1105 else if (pl->container == this)
1106 {
1107 // removing a container should close it
1108 close_container ();
1109 }
1110
1111 esrv_del_item (pl->contr, count);
1112 }
1113
1013 /* link the object above us */ 1114 /* link the object above us */
1014 if (above) 1115 // re-link, make sure compiler can easily use cmove
1015 above->below = below; 1116 *(above ? &above->below : &ms.top) = below;
1016 else 1117 *(below ? &below->above : &ms.bot) = above;
1017 ms.top = below; /* we were top, set new top */
1018
1019 /* Relink the object below us, if there is one */
1020 if (below)
1021 below->above = above;
1022 else
1023 {
1024 /* Nothing below, which means we need to relink map object for this space
1025 * use translated coordinates in case some oddness with map tiling is
1026 * evident
1027 */
1028 if (GET_MAP_OB (map, x, y) != this)
1029 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 ());
1030
1031 ms.bot = above; /* goes on above it. */
1032 }
1033 1118
1034 above = 0; 1119 above = 0;
1035 below = 0; 1120 below = 0;
1036 1121
1037 if (map->in_memory == MAP_SAVING) 1122 if (map->in_memory == MAP_SAVING)
1038 return; 1123 return;
1039 1124
1040 int check_walk_off = !flag [FLAG_NO_APPLY]; 1125 int check_walk_off = !flag [FLAG_NO_APPLY];
1126
1127 if (object *pl = ms.player ())
1128 {
1129 if (pl->container == this)
1130 /* If a container that the player is currently using somehow gets
1131 * removed (most likely destroyed), update the player view
1132 * appropriately.
1133 */
1134 pl->close_container ();
1135
1136 //TODO: the floorbox prev/next might need updating
1137 //esrv_del_item (pl->contr, count);
1138 //TODO: update floorbox to preserve ordering
1139 if (pl->contr->ns)
1140 pl->contr->ns->floorbox_update ();
1141 }
1041 1142
1042 for (tmp = ms.bot; tmp; tmp = tmp->above) 1143 for (tmp = ms.bot; tmp; tmp = tmp->above)
1043 { 1144 {
1044 /* No point updating the players look faces if he is the object 1145 /* No point updating the players look faces if he is the object
1045 * being removed. 1146 * being removed.
1046 */ 1147 */
1047
1048 if (tmp->type == PLAYER && tmp != this)
1049 {
1050 /* If a container that the player is currently using somehow gets
1051 * removed (most likely destroyed), update the player view
1052 * appropriately.
1053 */
1054 if (tmp->container == this)
1055 {
1056 flag [FLAG_APPLIED] = 0;
1057 tmp->container = 0;
1058 }
1059
1060 if (tmp->contr->ns)
1061 tmp->contr->ns->floorbox_update ();
1062 }
1063 1148
1064 /* See if object moving off should effect something */ 1149 /* See if object moving off should effect something */
1065 if (check_walk_off 1150 if (check_walk_off
1066 && ((move_type & tmp->move_off) 1151 && ((move_type & tmp->move_off)
1067 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1152 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1070 1155
1071 if (destroyed ()) 1156 if (destroyed ())
1072 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1157 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1073 } 1158 }
1074 1159
1075 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1076 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1077 if (tmp->above == tmp)
1078 tmp->above = 0;
1079
1080 last = tmp; 1160 last = tmp;
1081 } 1161 }
1082 1162
1083 /* last == NULL if there are no objects on this space */ 1163 /* last == NULL if there are no objects on this space */
1084 //TODO: this makes little sense, why only update the topmost object? 1164 //TODO: this makes little sense, why only update the topmost object?
1104merge_ob (object *op, object *top) 1184merge_ob (object *op, object *top)
1105{ 1185{
1106 if (!op->nrof) 1186 if (!op->nrof)
1107 return 0; 1187 return 0;
1108 1188
1109 if (top) 1189 if (!top)
1110 for (top = op; top && top->above; top = top->above) 1190 for (top = op; top && top->above; top = top->above)
1111 ; 1191 ;
1112 1192
1113 for (; top; top = top->below) 1193 for (; top; top = top->below)
1114 {
1115 if (top == op)
1116 continue;
1117
1118 if (object::can_merge (op, top)) 1194 if (object::can_merge (op, top))
1119 { 1195 {
1120 top->nrof += op->nrof; 1196 top->nrof += op->nrof;
1121 1197
1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1198 if (object *pl = top->visible_to ())
1123 op->weight = 0; /* Don't want any adjustements now */ 1199 esrv_update_item (UPD_NROF, pl, top);
1200
1201 op->weight = 0; // cancel the addition above
1202 op->carrying = 0; // must be 0 already
1203
1124 op->destroy (); 1204 op->destroy (1);
1205
1125 return top; 1206 return top;
1126 } 1207 }
1127 }
1128 1208
1129 return 0; 1209 return 0;
1130} 1210}
1131 1211
1132void 1212void
1135 if (more) 1215 if (more)
1136 return; 1216 return;
1137 1217
1138 object *prev = this; 1218 object *prev = this;
1139 1219
1140 for (archetype *at = arch->more; at; at = at->more) 1220 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1141 { 1221 {
1142 object *op = arch_to_object (at); 1222 object *op = arch_to_object (at);
1143 1223
1144 op->name = name; 1224 op->name = name;
1145 op->name_pl = name_pl; 1225 op->name_pl = name_pl;
1157 * job preparing multi-part monsters. 1237 * job preparing multi-part monsters.
1158 */ 1238 */
1159object * 1239object *
1160insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1240insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1161{ 1241{
1242 op->remove ();
1243
1162 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1244 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1163 { 1245 {
1164 tmp->x = x + tmp->arch->clone.x; 1246 tmp->x = x + tmp->arch->x;
1165 tmp->y = y + tmp->arch->clone.y; 1247 tmp->y = y + tmp->arch->y;
1166 } 1248 }
1167 1249
1168 return insert_ob_in_map (op, m, originator, flag); 1250 return insert_ob_in_map (op, m, originator, flag);
1169} 1251}
1170 1252
1189 * just 'op' otherwise 1271 * just 'op' otherwise
1190 */ 1272 */
1191object * 1273object *
1192insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1193{ 1275{
1194 assert (!op->flag [FLAG_FREED]); 1276 if (op->is_on_map ())
1195
1196 object *tmp, *top, *floor = NULL;
1197
1198 op->remove ();
1199
1200#if 0
1201 if (!m->active != !op->active)
1202 if (m->active)
1203 op->activate_recursive ();
1204 else
1205 op->deactivate_recursive ();
1206#endif
1207
1208 if (out_of_map (m, op->x, op->y))
1209 { 1277 {
1210 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1278 LOG (llevError, "insert_ob_in_map called for object already on map");
1211#ifdef MANY_CORES
1212 /* Better to catch this here, as otherwise the next use of this object
1213 * is likely to cause a crash. Better to find out where it is getting
1214 * improperly inserted.
1215 */
1216 abort (); 1279 abort ();
1217#endif
1218 return op;
1219 }
1220
1221 if (object *more = op->more)
1222 { 1280 }
1223 if (!insert_ob_in_map (more, m, originator, flag))
1224 {
1225 if (!op->head)
1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227 1281
1228 return 0; 1282 if (op->env)
1229 }
1230 } 1283 {
1284 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1285 op->remove ();
1286 }
1231 1287
1232 CLEAR_FLAG (op, FLAG_REMOVED); 1288 if (op->face && !face_info (op->face))//D TODO: remove soon
1289 {//D
1290 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1291 op->face = 1;//D
1292 }//D
1233 1293
1234 /* Ideally, the caller figures this out. However, it complicates a lot 1294 /* Ideally, the caller figures this out. However, it complicates a lot
1235 * of areas of callers (eg, anything that uses find_free_spot would now 1295 * of areas of callers (eg, anything that uses find_free_spot would now
1236 * need extra work 1296 * need extra work
1237 */ 1297 */
1238 if (!xy_normalise (m, op->x, op->y)) 1298 if (!xy_normalise (m, op->x, op->y))
1299 {
1300 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1239 return 0; 1301 return 0;
1302 }
1303
1304 if (object *more = op->more)
1305 if (!insert_ob_in_map (more, m, originator, flag))
1306 return 0;
1307
1308 CLEAR_FLAG (op, FLAG_REMOVED);
1240 1309
1241 op->map = m; 1310 op->map = m;
1242 mapspace &ms = op->ms (); 1311 mapspace &ms = op->ms ();
1243 1312
1244 /* this has to be done after we translate the coordinates. 1313 /* this has to be done after we translate the coordinates.
1245 */ 1314 */
1246 if (op->nrof && !(flag & INS_NO_MERGE)) 1315 if (op->nrof && !(flag & INS_NO_MERGE))
1247 for (tmp = ms.bot; tmp; tmp = tmp->above) 1316 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1248 if (object::can_merge (op, tmp)) 1317 if (object::can_merge (op, tmp))
1249 { 1318 {
1319 // TODO: we actually want to update tmp, not op,
1320 // but some caller surely breaks when we return tmp
1321 // from here :/
1250 op->nrof += tmp->nrof; 1322 op->nrof += tmp->nrof;
1251 tmp->destroy (); 1323 tmp->destroy (1);
1252 } 1324 }
1253 1325
1254 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1326 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1255 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1327 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1256 1328
1263 { 1335 {
1264 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1336 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1265 abort (); 1337 abort ();
1266 } 1338 }
1267 1339
1340 if (!originator->is_on_map ())
1341 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1342 op->debug_desc (), originator->debug_desc ());
1343
1268 op->above = originator; 1344 op->above = originator;
1269 op->below = originator->below; 1345 op->below = originator->below;
1270
1271 if (op->below)
1272 op->below->above = op;
1273 else
1274 ms.bot = op;
1275
1276 /* since *below* originator, no need to update top */
1277 originator->below = op; 1346 originator->below = op;
1347
1348 *(op->below ? &op->below->above : &ms.bot) = op;
1278 } 1349 }
1279 else 1350 else
1280 { 1351 {
1281 top = ms.bot; 1352 object *floor = 0;
1353 object *top = ms.top;
1282 1354
1283 /* If there are other objects, then */ 1355 /* If there are other objects, then */
1284 if ((!(flag & INS_MAP_LOAD)) && top) 1356 if (top)
1285 { 1357 {
1286 object *last = 0;
1287
1288 /* 1358 /*
1289 * If there are multiple objects on this space, we do some trickier handling. 1359 * If there are multiple objects on this space, we do some trickier handling.
1290 * We've already dealt with merging if appropriate. 1360 * We've already dealt with merging if appropriate.
1291 * Generally, we want to put the new object on top. But if 1361 * Generally, we want to put the new object on top. But if
1292 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1362 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1295 * once we get to them. This reduces the need to traverse over all of 1365 * once we get to them. This reduces the need to traverse over all of
1296 * them when adding another one - this saves quite a bit of cpu time 1366 * them when adding another one - this saves quite a bit of cpu time
1297 * when lots of spells are cast in one area. Currently, it is presumed 1367 * when lots of spells are cast in one area. Currently, it is presumed
1298 * that flying non pickable objects are spell objects. 1368 * that flying non pickable objects are spell objects.
1299 */ 1369 */
1300 for (top = ms.bot; top; top = top->above) 1370 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1301 { 1371 {
1302 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1372 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1303 floor = top; 1373 floor = tmp;
1304 1374
1305 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1375 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1306 { 1376 {
1307 /* We insert above top, so we want this object below this */ 1377 /* We insert above top, so we want this object below this */
1308 top = top->below; 1378 top = tmp->below;
1309 break; 1379 break;
1310 } 1380 }
1311 1381
1312 last = top; 1382 top = tmp;
1313 } 1383 }
1314
1315 /* Don't want top to be NULL, so set it to the last valid object */
1316 top = last;
1317 1384
1318 /* We let update_position deal with figuring out what the space 1385 /* We let update_position deal with figuring out what the space
1319 * looks like instead of lots of conditions here. 1386 * looks like instead of lots of conditions here.
1320 * makes things faster, and effectively the same result. 1387 * makes things faster, and effectively the same result.
1321 */ 1388 */
1328 */ 1395 */
1329 if (!(flag & INS_ON_TOP) 1396 if (!(flag & INS_ON_TOP)
1330 && ms.flags () & P_BLOCKSVIEW 1397 && ms.flags () & P_BLOCKSVIEW
1331 && (op->face && !faces [op->face].visibility)) 1398 && (op->face && !faces [op->face].visibility))
1332 { 1399 {
1400 object *last;
1401
1333 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1334 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1335 break; 1404 break;
1336 1405
1337 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1342 if (last && last->below && last != floor) 1411 if (last && last->below && last != floor)
1343 top = last->below; 1412 top = last->below;
1344 } 1413 }
1345 } /* If objects on this space */ 1414 } /* If objects on this space */
1346 1415
1347 if (flag & INS_MAP_LOAD)
1348 top = ms.top;
1349
1350 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1351 top = floor; 1417 top = floor;
1352 1418
1353 /* Top is the object that our object (op) is going to get inserted above. 1419 // insert object above top, or bottom-most if top = 0
1354 */
1355
1356 /* First object on this space */
1357 if (!top) 1420 if (!top)
1358 { 1421 {
1422 op->below = 0;
1359 op->above = ms.bot; 1423 op->above = ms.bot;
1360
1361 if (op->above)
1362 op->above->below = op;
1363
1364 op->below = 0;
1365 ms.bot = op; 1424 ms.bot = op;
1425
1426 *(op->above ? &op->above->below : &ms.top) = op;
1366 } 1427 }
1367 else 1428 else
1368 { /* get inserted into the stack above top */ 1429 {
1369 op->above = top->above; 1430 op->above = top->above;
1370
1371 if (op->above)
1372 op->above->below = op; 1431 top->above = op;
1373 1432
1374 op->below = top; 1433 op->below = top;
1375 top->above = op; 1434 *(op->above ? &op->above->below : &ms.top) = op;
1376 } 1435 }
1377 1436 }
1378 if (!op->above)
1379 ms.top = op;
1380 } /* else not INS_BELOW_ORIGINATOR */
1381 1437
1382 if (op->type == PLAYER) 1438 if (op->type == PLAYER)
1383 { 1439 {
1384 op->contr->do_los = 1; 1440 op->contr->do_los = 1;
1385 ++op->map->players; 1441 ++op->map->players;
1386 op->map->touch (); 1442 op->map->touch ();
1387 } 1443 }
1388 1444
1389 op->map->dirty = true; 1445 op->map->dirty = true;
1390 1446
1391 /* If we have a floor, we know the player, if any, will be above
1392 * it, so save a few ticks and start from there.
1393 */
1394 if (!(flag & INS_MAP_LOAD))
1395 if (object *pl = ms.player ()) 1447 if (object *pl = ms.player ())
1448 //TODO: the floorbox prev/next might need updating
1449 //esrv_send_item (pl, op);
1450 //TODO: update floorbox to preserve ordering
1396 if (pl->contr->ns) 1451 if (pl->contr->ns)
1397 pl->contr->ns->floorbox_update (); 1452 pl->contr->ns->floorbox_update ();
1398 1453
1399 /* If this object glows, it may affect lighting conditions that are 1454 /* If this object glows, it may affect lighting conditions that are
1400 * visible to others on this map. But update_all_los is really 1455 * visible to others on this map. But update_all_los is really
1401 * an inefficient way to do this, as it means los for all players 1456 * an inefficient way to do this, as it means los for all players
1402 * on the map will get recalculated. The players could very well 1457 * on the map will get recalculated. The players could very well
1421 * blocked() and wall() work properly), and these flags are updated by 1476 * blocked() and wall() work properly), and these flags are updated by
1422 * update_object(). 1477 * update_object().
1423 */ 1478 */
1424 1479
1425 /* if this is not the head or flag has been passed, don't check walk on status */ 1480 /* if this is not the head or flag has been passed, don't check walk on status */
1426 if (!(flag & INS_NO_WALK_ON) && !op->head) 1481 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1427 { 1482 {
1428 if (check_move_on (op, originator)) 1483 if (check_move_on (op, originator))
1429 return 0; 1484 return 0;
1430 1485
1431 /* If we are a multi part object, lets work our way through the check 1486 /* If we are a multi part object, lets work our way through the check
1432 * walk on's. 1487 * walk on's.
1433 */ 1488 */
1434 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1489 for (object *tmp = op->more; tmp; tmp = tmp->more)
1435 if (check_move_on (tmp, originator)) 1490 if (check_move_on (tmp, originator))
1436 return 0; 1491 return 0;
1437 } 1492 }
1438 1493
1439 return op; 1494 return op;
1444 * op is the object to insert it under: supplies x and the map. 1499 * op is the object to insert it under: supplies x and the map.
1445 */ 1500 */
1446void 1501void
1447replace_insert_ob_in_map (const char *arch_string, object *op) 1502replace_insert_ob_in_map (const char *arch_string, object *op)
1448{ 1503{
1449 object *tmp, *tmp1;
1450
1451 /* first search for itself and remove any old instances */ 1504 /* first search for itself and remove any old instances */
1452 1505
1453 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1506 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1454 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1507 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1455 tmp->destroy (); 1508 tmp->destroy (1);
1456 1509
1457 tmp1 = arch_to_object (archetype::find (arch_string)); 1510 object *tmp = arch_to_object (archetype::find (arch_string));
1458 1511
1459 tmp1->x = op->x; 1512 tmp->x = op->x;
1460 tmp1->y = op->y; 1513 tmp->y = op->y;
1514
1461 insert_ob_in_map (tmp1, op->map, op, 0); 1515 insert_ob_in_map (tmp, op->map, op, 0);
1462} 1516}
1463 1517
1464object * 1518object *
1465object::insert_at (object *where, object *originator, int flags) 1519object::insert_at (object *where, object *originator, int flags)
1466{ 1520{
1521 if (where->env)
1522 return where->env->insert (this);
1523 else
1467 return where->map->insert (this, where->x, where->y, originator, flags); 1524 return where->map->insert (this, where->x, where->y, originator, flags);
1468} 1525}
1469 1526
1470/* 1527/*
1471 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1472 * is returned contains nr objects, and the remaining parts contains
1473 * the rest (or is removed and freed if that number is 0).
1474 * On failure, NULL is returned, and the reason put into the
1475 * global static errmsg array.
1476 */
1477object *
1478get_split_ob (object *orig_ob, uint32 nr)
1479{
1480 object *newob;
1481 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1482
1483 if (orig_ob->nrof < nr)
1484 {
1485 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1486 return NULL;
1487 }
1488
1489 newob = object_create_clone (orig_ob);
1490
1491 if ((orig_ob->nrof -= nr) < 1)
1492 orig_ob->destroy (1);
1493 else if (!is_removed)
1494 {
1495 if (orig_ob->env != NULL)
1496 sub_weight (orig_ob->env, orig_ob->weight * nr);
1497 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1498 {
1499 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1500 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1501 return NULL;
1502 }
1503 }
1504
1505 newob->nrof = nr;
1506
1507 return newob;
1508}
1509
1510/*
1511 * decrease_ob_nr(object, number) decreases a specified number from 1528 * decrease(object, number) decreases a specified number from
1512 * the amount of an object. If the amount reaches 0, the object 1529 * the amount of an object. If the amount reaches 0, the object
1513 * is subsequently removed and freed. 1530 * is subsequently removed and freed.
1514 * 1531 *
1515 * Return value: 'op' if something is left, NULL if the amount reached 0 1532 * Return value: 'op' if something is left, NULL if the amount reached 0
1516 */ 1533 */
1534bool
1535object::decrease (sint32 nr)
1536{
1537 if (!nr)
1538 return true;
1539
1540 nr = min (nr, nrof);
1541
1542 nrof -= nr;
1543
1544 if (nrof)
1545 {
1546 adjust_weight (env, -weight * nr); // carrying == 0
1547
1548 if (object *pl = visible_to ())
1549 esrv_update_item (UPD_NROF, pl, this);
1550
1551 return true;
1552 }
1553 else
1554 {
1555 destroy (1);
1556 return false;
1557 }
1558}
1559
1560/*
1561 * split(ob,nr) splits up ob into two parts. The part which
1562 * is returned contains nr objects, and the remaining parts contains
1563 * the rest (or is removed and returned if that number is 0).
1564 * On failure, NULL is returned.
1565 */
1517object * 1566object *
1518decrease_ob_nr (object *op, uint32 i) 1567object::split (sint32 nr)
1519{ 1568{
1520 object *tmp; 1569 int have = number_of ();
1521 1570
1522 if (i == 0) /* objects with op->nrof require this check */ 1571 if (have < nr)
1523 return op; 1572 return 0;
1524 1573 else if (have == nr)
1525 if (i > op->nrof)
1526 i = op->nrof;
1527
1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1529 op->nrof -= i;
1530 else if (op->env)
1531 { 1574 {
1532 /* is this object in the players inventory, or sub container
1533 * therein?
1534 */
1535 tmp = op->in_player ();
1536 /* nope. Is this a container the player has opened?
1537 * If so, set tmp to that player.
1538 * IMO, searching through all the players will mostly
1539 * likely be quicker than following op->env to the map,
1540 * and then searching the map for a player.
1541 */
1542 if (!tmp)
1543 for_all_players (pl)
1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1547 break;
1548 }
1549
1550 if (i < op->nrof)
1551 {
1552 sub_weight (op->env, op->weight * i);
1553 op->nrof -= i;
1554 if (tmp)
1555 esrv_send_item (tmp, op);
1556 }
1557 else
1558 {
1559 op->remove (); 1575 remove ();
1560 op->nrof = 0; 1576 return this;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 } 1577 }
1565 else 1578 else
1566 { 1579 {
1567 object *above = op->above; 1580 decrease (nr);
1568 1581
1569 if (i < op->nrof) 1582 object *op = deep_clone ();
1570 op->nrof -= i; 1583 op->nrof = nr;
1571 else
1572 {
1573 op->remove ();
1574 op->nrof = 0;
1575 }
1576
1577 /* Since we just removed op, op->above is null */
1578 for (tmp = above; tmp; tmp = tmp->above)
1579 if (tmp->type == PLAYER)
1580 {
1581 if (op->nrof)
1582 esrv_send_item (tmp, op);
1583 else
1584 esrv_del_item (tmp->contr, op->count);
1585 }
1586 }
1587
1588 if (op->nrof)
1589 return op; 1584 return op;
1590 else
1591 {
1592 op->destroy ();
1593 return 0;
1594 }
1595}
1596
1597/*
1598 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying.
1600 */
1601void
1602add_weight (object *op, signed long weight)
1603{
1604 while (op != NULL)
1605 {
1606 if (op->type == CONTAINER)
1607 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1608
1609 op->carrying += weight;
1610 op = op->env;
1611 } 1585 }
1612} 1586}
1613 1587
1614object * 1588object *
1615insert_ob_in_ob (object *op, object *where) 1589insert_ob_in_ob (object *op, object *where)
1620 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1594 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1621 free (dump); 1595 free (dump);
1622 return op; 1596 return op;
1623 } 1597 }
1624 1598
1625 if (where->head) 1599 if (where->head_ () != where)
1626 { 1600 {
1627 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1601 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1628 where = where->head; 1602 where = where->head;
1629 } 1603 }
1630 1604
1631 return where->insert (op); 1605 return where->insert (op);
1632} 1606}
1640 * be != op, if items are merged. -Tero 1614 * be != op, if items are merged. -Tero
1641 */ 1615 */
1642object * 1616object *
1643object::insert (object *op) 1617object::insert (object *op)
1644{ 1618{
1645 object *tmp, *otmp;
1646
1647 if (!QUERY_FLAG (op, FLAG_REMOVED))
1648 op->remove ();
1649
1650 if (op->more) 1619 if (op->more)
1651 { 1620 {
1652 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1621 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1653 return op; 1622 return op;
1654 } 1623 }
1655 1624
1656 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1625 op->remove ();
1657 CLEAR_FLAG (op, FLAG_REMOVED); 1626
1627 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1628
1658 if (op->nrof) 1629 if (op->nrof)
1659 {
1660 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1630 for (object *tmp = inv; tmp; tmp = tmp->below)
1661 if (object::can_merge (tmp, op)) 1631 if (object::can_merge (tmp, op))
1662 { 1632 {
1663 /* return the original object and remove inserted object 1633 /* return the original object and remove inserted object
1664 (client needs the original object) */ 1634 (client needs the original object) */
1665 tmp->nrof += op->nrof; 1635 tmp->nrof += op->nrof;
1666 /* Weight handling gets pretty funky. Since we are adding to 1636
1667 * tmp->nrof, we need to increase the weight. 1637 if (object *pl = tmp->visible_to ())
1668 */ 1638 esrv_update_item (UPD_NROF, pl, tmp);
1639
1669 add_weight (this, op->weight * op->nrof); 1640 adjust_weight (this, op->total_weight ());
1670 SET_FLAG (op, FLAG_REMOVED); 1641
1671 op->destroy (); /* free the inserted object */ 1642 op->destroy (1);
1672 op = tmp; 1643 op = tmp;
1673 op->remove (); /* and fix old object's links */ 1644 goto inserted;
1674 CLEAR_FLAG (op, FLAG_REMOVED);
1675 break;
1676 } 1645 }
1677 1646
1678 /* I assume combined objects have no inventory 1647 op->owner = 0; // it's his/hers now. period.
1679 * We add the weight - this object could have just been removed
1680 * (if it was possible to merge). calling remove_ob will subtract
1681 * the weight, so we need to add it in again, since we actually do
1682 * the linking below
1683 */
1684 add_weight (this, op->weight * op->nrof);
1685 }
1686 else
1687 add_weight (this, (op->weight + op->carrying));
1688
1689 otmp = this->in_player ();
1690 if (otmp && otmp->contr)
1691 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1692 otmp->update_stats ();
1693
1694 op->map = 0; 1648 op->map = 0;
1695 op->env = this; 1649 op->x = 0;
1650 op->y = 0;
1651
1696 op->above = 0; 1652 op->above = 0;
1697 op->below = 0; 1653 op->below = inv;
1698 op->x = 0, op->y = 0; 1654 op->env = this;
1699 1655
1656 if (inv)
1657 inv->above = op;
1658
1659 inv = op;
1660
1661 op->flag [FLAG_REMOVED] = 0;
1662
1663 if (object *pl = op->visible_to ())
1664 esrv_send_item (pl, op);
1665
1666 adjust_weight (this, op->total_weight ());
1667
1668inserted:
1700 /* reset the light list and los of the players on the map */ 1669 /* reset the light list and los of the players on the map */
1701 if ((op->glow_radius != 0) && map) 1670 if (op->glow_radius && map && map->darkness)
1702 {
1703#ifdef DEBUG_LIGHTS
1704 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1705#endif /* DEBUG_LIGHTS */
1706 if (map->darkness)
1707 update_all_los (map, x, y); 1671 update_all_los (map, x, y);
1708 }
1709 1672
1710 /* Client has no idea of ordering so lets not bother ordering it here. 1673 // if this is a player's inventory, update stats
1711 * It sure simplifies this function... 1674 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1712 */ 1675 update_stats ();
1713 if (!inv)
1714 inv = op;
1715 else
1716 {
1717 op->below = inv;
1718 op->below->above = op;
1719 inv = op;
1720 }
1721 1676
1722 INVOKE_OBJECT (INSERT, this); 1677 INVOKE_OBJECT (INSERT, this);
1723 1678
1724 return op; 1679 return op;
1725} 1680}
1853 LOG (llevError, "Present_arch called outside map.\n"); 1808 LOG (llevError, "Present_arch called outside map.\n");
1854 return NULL; 1809 return NULL;
1855 } 1810 }
1856 1811
1857 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1812 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1858 if (tmp->arch == at) 1813 if (tmp->arch->archname == at->archname)
1859 return tmp; 1814 return tmp;
1860 1815
1861 return NULL; 1816 return NULL;
1862} 1817}
1863 1818
1927 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
1928 */ 1883 */
1929object * 1884object *
1930present_arch_in_ob (const archetype *at, const object *op) 1885present_arch_in_ob (const archetype *at, const object *op)
1931{ 1886{
1932 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1887 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1933 if (tmp->arch == at) 1888 if (tmp->arch->archname == at->archname)
1934 return tmp; 1889 return tmp;
1935 1890
1936 return NULL; 1891 return NULL;
1937} 1892}
1938 1893
1940 * activate recursively a flag on an object inventory 1895 * activate recursively a flag on an object inventory
1941 */ 1896 */
1942void 1897void
1943flag_inv (object *op, int flag) 1898flag_inv (object *op, int flag)
1944{ 1899{
1945 if (op->inv)
1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1900 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1947 { 1901 {
1948 SET_FLAG (tmp, flag); 1902 SET_FLAG (tmp, flag);
1949 flag_inv (tmp, flag); 1903 flag_inv (tmp, flag);
1950 } 1904 }
1951} 1905}
1952 1906
1953/* 1907/*
1954 * deactivate recursively a flag on an object inventory 1908 * deactivate recursively a flag on an object inventory
1955 */ 1909 */
1956void 1910void
1957unflag_inv (object *op, int flag) 1911unflag_inv (object *op, int flag)
1958{ 1912{
1959 if (op->inv)
1960 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1913 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1961 { 1914 {
1962 CLEAR_FLAG (tmp, flag); 1915 CLEAR_FLAG (tmp, flag);
1963 unflag_inv (tmp, flag); 1916 unflag_inv (tmp, flag);
1964 } 1917 }
1965}
1966
1967/*
1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1969 * all it's inventory (recursively).
1970 * If checksums are used, a player will get set_cheat called for
1971 * him/her-self and all object carried by a call to this function.
1972 */
1973void
1974set_cheat (object *op)
1975{
1976 SET_FLAG (op, FLAG_WAS_WIZ);
1977 flag_inv (op, FLAG_WAS_WIZ);
1978} 1918}
1979 1919
1980/* 1920/*
1981 * find_free_spot(object, map, x, y, start, stop) will search for 1921 * find_free_spot(object, map, x, y, start, stop) will search for
1982 * a spot at the given map and coordinates which will be able to contain 1922 * a spot at the given map and coordinates which will be able to contain
1984 * to search (see the freearr_x/y[] definition). 1924 * to search (see the freearr_x/y[] definition).
1985 * It returns a random choice among the alternatives found. 1925 * It returns a random choice among the alternatives found.
1986 * start and stop are where to start relative to the free_arr array (1,9 1926 * start and stop are where to start relative to the free_arr array (1,9
1987 * does all 4 immediate directions). This returns the index into the 1927 * does all 4 immediate directions). This returns the index into the
1988 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1928 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1989 * Note - this only checks to see if there is space for the head of the
1990 * object - if it is a multispace object, this should be called for all
1991 * pieces.
1992 * Note2: This function does correctly handle tiled maps, but does not 1929 * Note: This function does correctly handle tiled maps, but does not
1993 * inform the caller. However, insert_ob_in_map will update as 1930 * inform the caller. However, insert_ob_in_map will update as
1994 * necessary, so the caller shouldn't need to do any special work. 1931 * necessary, so the caller shouldn't need to do any special work.
1995 * Note - updated to take an object instead of archetype - this is necessary 1932 * Note - updated to take an object instead of archetype - this is necessary
1996 * because arch_blocked (now ob_blocked) needs to know the movement type 1933 * because arch_blocked (now ob_blocked) needs to know the movement type
1997 * to know if the space in question will block the object. We can't use 1934 * to know if the space in question will block the object. We can't use
1999 * customized, changed states, etc. 1936 * customized, changed states, etc.
2000 */ 1937 */
2001int 1938int
2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1939find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2003{ 1940{
1941 int altern[SIZEOFFREE];
2004 int index = 0, flag; 1942 int index = 0, flag;
2005 int altern[SIZEOFFREE];
2006 1943
2007 for (int i = start; i < stop; i++) 1944 for (int i = start; i < stop; i++)
2008 { 1945 {
2009 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1946 mapxy pos (m, x, y); pos.move (i);
2010 if (!flag) 1947
1948 if (!pos.normalise ())
1949 continue;
1950
1951 mapspace &ms = *pos;
1952
1953 if (ms.flags () & P_IS_ALIVE)
1954 continue;
1955
1956 /* However, often
1957 * ob doesn't have any move type (when used to place exits)
1958 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1959 */
1960 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1961 {
2011 altern [index++] = i; 1962 altern [index++] = i;
1963 continue;
1964 }
2012 1965
2013 /* Basically, if we find a wall on a space, we cut down the search size. 1966 /* Basically, if we find a wall on a space, we cut down the search size.
2014 * In this way, we won't return spaces that are on another side of a wall. 1967 * In this way, we won't return spaces that are on another side of a wall.
2015 * This mostly work, but it cuts down the search size in all directions - 1968 * This mostly work, but it cuts down the search size in all directions -
2016 * if the space being examined only has a wall to the north and empty 1969 * if the space being examined only has a wall to the north and empty
2017 * spaces in all the other directions, this will reduce the search space 1970 * spaces in all the other directions, this will reduce the search space
2018 * to only the spaces immediately surrounding the target area, and 1971 * to only the spaces immediately surrounding the target area, and
2019 * won't look 2 spaces south of the target space. 1972 * won't look 2 spaces south of the target space.
2020 */ 1973 */
2021 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1974 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1975 {
2022 stop = maxfree[i]; 1976 stop = maxfree[i];
1977 continue;
1978 }
1979
1980 /* Note it is intentional that we check ob - the movement type of the
1981 * head of the object should correspond for the entire object.
1982 */
1983 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1984 continue;
1985
1986 if (ob->blocked (m, pos.x, pos.y))
1987 continue;
1988
1989 altern [index++] = i;
2023 } 1990 }
2024 1991
2025 if (!index) 1992 if (!index)
2026 return -1; 1993 return -1;
2027 1994
2036 */ 2003 */
2037int 2004int
2038find_first_free_spot (const object *ob, maptile *m, int x, int y) 2005find_first_free_spot (const object *ob, maptile *m, int x, int y)
2039{ 2006{
2040 for (int i = 0; i < SIZEOFFREE; i++) 2007 for (int i = 0; i < SIZEOFFREE; i++)
2041 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2008 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2042 return i; 2009 return i;
2043 2010
2044 return -1; 2011 return -1;
2045} 2012}
2046 2013
2100 object *tmp; 2067 object *tmp;
2101 maptile *mp; 2068 maptile *mp;
2102 2069
2103 MoveType blocked, move_type; 2070 MoveType blocked, move_type;
2104 2071
2105 if (exclude && exclude->head) 2072 if (exclude && exclude->head_ () != exclude)
2106 { 2073 {
2107 exclude = exclude->head; 2074 exclude = exclude->head;
2108 move_type = exclude->move_type; 2075 move_type = exclude->move_type;
2109 } 2076 }
2110 else 2077 else
2133 max = maxfree[i]; 2100 max = maxfree[i];
2134 else if (mflags & P_IS_ALIVE) 2101 else if (mflags & P_IS_ALIVE)
2135 { 2102 {
2136 for (tmp = ms.bot; tmp; tmp = tmp->above) 2103 for (tmp = ms.bot; tmp; tmp = tmp->above)
2137 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2138 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2105 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2139 break; 2106 break;
2140 2107
2141 if (tmp) 2108 if (tmp)
2142 return freedir[i]; 2109 return freedir[i];
2143 } 2110 }
2323 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2290 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2324 * core dumps if they do. 2291 * core dumps if they do.
2325 * 2292 *
2326 * Add a check so we can't pick up invisible objects (0.93.8) 2293 * Add a check so we can't pick up invisible objects (0.93.8)
2327 */ 2294 */
2328
2329int 2295int
2330can_pick (const object *who, const object *item) 2296can_pick (const object *who, const object *item)
2331{ 2297{
2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2298 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2299 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2336 2302
2337/* 2303/*
2338 * create clone from object to another 2304 * create clone from object to another
2339 */ 2305 */
2340object * 2306object *
2341object_create_clone (object *asrc) 2307object::deep_clone ()
2342{ 2308{
2343 object *dst = 0, *tmp, *src, *part, *prev, *item; 2309 assert (("deep_clone called on non-head object", is_head ()));
2344 2310
2345 if (!asrc) 2311 object *dst = clone ();
2346 return 0;
2347 2312
2348 src = asrc; 2313 object *prev = dst;
2349 if (src->head)
2350 src = src->head;
2351
2352 prev = 0;
2353 for (part = src; part; part = part->more) 2314 for (object *part = this->more; part; part = part->more)
2354 { 2315 {
2355 tmp = part->clone (); 2316 object *tmp = part->clone ();
2356 tmp->x -= src->x;
2357 tmp->y -= src->y;
2358
2359 if (!part->head)
2360 {
2361 dst = tmp;
2362 tmp->head = 0;
2363 }
2364 else
2365 tmp->head = dst; 2317 tmp->head = dst;
2366
2367 tmp->more = 0;
2368
2369 if (prev)
2370 prev->more = tmp; 2318 prev->more = tmp;
2371
2372 prev = tmp; 2319 prev = tmp;
2373 } 2320 }
2374 2321
2375 for (item = src->inv; item; item = item->below) 2322 for (object *item = inv; item; item = item->below)
2376 insert_ob_in_ob (object_create_clone (item), dst); 2323 insert_ob_in_ob (item->deep_clone (), dst);
2377 2324
2378 return dst; 2325 return dst;
2379} 2326}
2380 2327
2381/* This returns the first object in who's inventory that 2328/* This returns the first object in who's inventory that
2390 return tmp; 2337 return tmp;
2391 2338
2392 return 0; 2339 return 0;
2393} 2340}
2394 2341
2395/* If ob has a field named key, return the link from the list, 2342const shstr &
2396 * otherwise return NULL. 2343object::kv_get (const shstr &key) const
2397 *
2398 * key must be a passed in shared string - otherwise, this won't
2399 * do the desired thing.
2400 */
2401key_value *
2402get_ob_key_link (const object *ob, const char *key)
2403{ 2344{
2404 for (key_value *link = ob->key_values; link; link = link->next) 2345 for (key_value *kv = key_values; kv; kv = kv->next)
2405 if (link->key == key) 2346 if (kv->key == key)
2406 return link;
2407
2408 return 0;
2409}
2410
2411/*
2412 * Returns the value of op has an extra_field for key, or NULL.
2413 *
2414 * The argument doesn't need to be a shared string.
2415 *
2416 * The returned string is shared.
2417 */
2418const char *
2419get_ob_key_value (const object *op, const char *const key)
2420{
2421 key_value *link;
2422 shstr_cmp canonical_key (key);
2423
2424 if (!canonical_key)
2425 {
2426 /* 1. There being a field named key on any object
2427 * implies there'd be a shared string to find.
2428 * 2. Since there isn't, no object has this field.
2429 * 3. Therefore, *this* object doesn't have this field.
2430 */
2431 return 0;
2432 }
2433
2434 /* This is copied from get_ob_key_link() above -
2435 * only 4 lines, and saves the function call overhead.
2436 */
2437 for (link = op->key_values; link; link = link->next)
2438 if (link->key == canonical_key)
2439 return link->value; 2347 return kv->value;
2440 2348
2441 return 0; 2349 return shstr_null;
2442} 2350}
2443 2351
2444/* 2352void
2445 * Updates the canonical_key in op to value. 2353object::kv_set (const shstr &key, const shstr &value)
2446 *
2447 * canonical_key is a shared string (value doesn't have to be).
2448 *
2449 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2450 * keys.
2451 *
2452 * Returns TRUE on success.
2453 */
2454int
2455set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2456{ 2354{
2457 key_value *field = NULL, *last = NULL; 2355 for (key_value *kv = key_values; kv; kv = kv->next)
2458 2356 if (kv->key == key)
2459 for (field = op->key_values; field != NULL; field = field->next)
2460 {
2461 if (field->key != canonical_key)
2462 { 2357 {
2463 last = field; 2358 kv->value = value;
2464 continue; 2359 return;
2465 } 2360 }
2466 2361
2467 if (value) 2362 key_value *kv = new key_value;
2468 field->value = value; 2363
2469 else 2364 kv->next = key_values;
2365 kv->key = key;
2366 kv->value = value;
2367
2368 key_values = kv;
2369}
2370
2371void
2372object::kv_del (const shstr &key)
2373{
2374 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2375 if ((*kvp)->key == key)
2470 { 2376 {
2471 /* Basically, if the archetype has this key set, 2377 key_value *kv = *kvp;
2472 * we need to store the null value so when we save 2378 *kvp = (*kvp)->next;
2473 * it, we save the empty value so that when we load, 2379 delete kv;
2474 * we get this value back again. 2380 return;
2475 */
2476 if (get_ob_key_link (&op->arch->clone, canonical_key))
2477 field->value = 0;
2478 else
2479 {
2480 if (last)
2481 last->next = field->next;
2482 else
2483 op->key_values = field->next;
2484
2485 delete field;
2486 }
2487 } 2381 }
2488 return TRUE;
2489 }
2490 /* IF we get here, key doesn't exist */
2491
2492 /* No field, we'll have to add it. */
2493
2494 if (!add_key)
2495 return FALSE;
2496
2497 /* There isn't any good reason to store a null
2498 * value in the key/value list. If the archetype has
2499 * this key, then we should also have it, so shouldn't
2500 * be here. If user wants to store empty strings,
2501 * should pass in ""
2502 */
2503 if (value == NULL)
2504 return TRUE;
2505
2506 field = new key_value;
2507
2508 field->key = canonical_key;
2509 field->value = value;
2510 /* Usual prepend-addition. */
2511 field->next = op->key_values;
2512 op->key_values = field;
2513
2514 return TRUE;
2515}
2516
2517/*
2518 * Updates the key in op to value.
2519 *
2520 * If add_key is FALSE, this will only update existing keys,
2521 * and not add new ones.
2522 * In general, should be little reason FALSE is ever passed in for add_key
2523 *
2524 * Returns TRUE on success.
2525 */
2526int
2527set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2528{
2529 shstr key_ (key);
2530
2531 return set_ob_key_value_s (op, key_, value, add_key);
2532} 2382}
2533 2383
2534object::depth_iterator::depth_iterator (object *container) 2384object::depth_iterator::depth_iterator (object *container)
2535: iterator_base (container) 2385: iterator_base (container)
2536{ 2386{
2549 item = item->inv; 2399 item = item->inv;
2550 } 2400 }
2551 else 2401 else
2552 item = item->env; 2402 item = item->env;
2553} 2403}
2554
2555 2404
2556const char * 2405const char *
2557object::flag_desc (char *desc, int len) const 2406object::flag_desc (char *desc, int len) const
2558{ 2407{
2559 char *p = desc; 2408 char *p = desc;
2587{ 2436{
2588 char flagdesc[512]; 2437 char flagdesc[512];
2589 char info2[256 * 4]; 2438 char info2[256 * 4];
2590 char *p = info; 2439 char *p = info;
2591 2440
2592 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2441 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2593 count, uuid.seq, 2442 count,
2443 uuid.c_str (),
2594 &name, 2444 &name,
2595 title ? "\",title:\"" : "", 2445 title ? ",title:\"" : "",
2596 title ? (const char *)title : "", 2446 title ? (const char *)title : "",
2447 title ? "\"" : "",
2597 flag_desc (flagdesc, 512), type); 2448 flag_desc (flagdesc, 512), type);
2598 2449
2599 if (env) 2450 if (!flag[FLAG_REMOVED] && env)
2600 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2451 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2601 2452
2602 if (map) 2453 if (map)
2603 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2454 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2604 2455
2622} 2473}
2623 2474
2624const materialtype_t * 2475const materialtype_t *
2625object::dominant_material () const 2476object::dominant_material () const
2626{ 2477{
2627 if (materialtype_t *mat = name_to_material (materialname)) 2478 if (materialtype_t *mt = name_to_material (materialname))
2628 return mat; 2479 return mt;
2629 2480
2630 // omfg this is slow, this has to be temporary :)
2631 shstr unknown ("unknown");
2632
2633 return name_to_material (unknown); 2481 return name_to_material (shstr_unknown);
2634} 2482}
2635 2483
2636void 2484void
2637object::open_container (object *new_container) 2485object::open_container (object *new_container)
2638{ 2486{
2639 if (container == new_container) 2487 if (container == new_container)
2640 return; 2488 return;
2641 2489
2642 if (object *old_container = container) 2490 object *old_container = container;
2491
2492 if (old_container)
2643 { 2493 {
2644 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2494 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2645 return; 2495 return;
2646 2496
2647#if 0 2497#if 0
2649 if (object *closer = old_container->inv) 2499 if (object *closer = old_container->inv)
2650 if (closer->type == CLOSE_CON) 2500 if (closer->type == CLOSE_CON)
2651 closer->destroy (); 2501 closer->destroy ();
2652#endif 2502#endif
2653 2503
2504 // make sure the container is available
2505 esrv_send_item (this, old_container);
2506
2654 old_container->flag [FLAG_APPLIED] = 0; 2507 old_container->flag [FLAG_APPLIED] = false;
2655 container = 0; 2508 container = 0;
2656 2509
2510 // client needs item update to make it work, client bug requires this to be separate
2657 esrv_update_item (UPD_FLAGS, this, old_container); 2511 esrv_update_item (UPD_FLAGS, this, old_container);
2512
2658 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2513 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2514 play_sound (sound_find ("chest_close"));
2659 } 2515 }
2660 2516
2661 if (new_container) 2517 if (new_container)
2662 { 2518 {
2663 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2519 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2674 } 2530 }
2675#endif 2531#endif
2676 2532
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2533 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2678 2534
2535 // make sure the container is available, client bug requires this to be separate
2536 esrv_send_item (this, new_container);
2537
2679 new_container->flag [FLAG_APPLIED] = 1; 2538 new_container->flag [FLAG_APPLIED] = true;
2680 container = new_container; 2539 container = new_container;
2681 2540
2541 // client needs flag change
2682 esrv_update_item (UPD_FLAGS, this, new_container); 2542 esrv_update_item (UPD_FLAGS, this, new_container);
2683 esrv_send_inventory (this, new_container); 2543 esrv_send_inventory (this, new_container);
2544 play_sound (sound_find ("chest_open"));
2545 }
2546// else if (!old_container->env && contr && contr->ns)
2547// contr->ns->floorbox_reset ();
2548}
2549
2550object *
2551object::force_find (const shstr name)
2552{
2553 /* cycle through his inventory to look for the MARK we want to
2554 * place
2555 */
2556 for (object *tmp = inv; tmp; tmp = tmp->below)
2557 if (tmp->type == FORCE && tmp->slaying == name)
2558 return splay (tmp);
2559
2560 return 0;
2561}
2562
2563void
2564object::force_add (const shstr name, int duration)
2565{
2566 if (object *force = force_find (name))
2567 force->destroy ();
2568
2569 object *force = get_archetype (FORCE_NAME);
2570
2571 force->slaying = name;
2572 force->stats.food = 1;
2573 force->speed_left = -1.f;
2574
2575 force->set_speed (duration ? 1.f / duration : 0.f);
2576 force->flag [FLAG_IS_USED_UP] = true;
2577 force->flag [FLAG_APPLIED] = true;
2578
2579 insert (force);
2580}
2581
2582void
2583object::play_sound (faceidx sound)
2584{
2585 if (!sound)
2586 return;
2587
2588 if (flag [FLAG_REMOVED])
2589 return;
2590
2591 if (env)
2684 } 2592 {
2593 if (object *pl = in_player ())
2594 pl->contr->play_sound (sound);
2595 }
2596 else
2597 map->play_sound (sound, x, y);
2685} 2598}
2686 2599
2687

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