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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 1.255 by root, Sun Aug 31 02:01:41 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
209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 191 /* Do not merge objects if nrof would overflow, assume nrof
210 * value could not be stored in a sint32 (which unfortunately sometimes is 192 * is always 0 .. 2**31-1 */
211 * used to store nrof). 193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
214 return 0; 194 return 0;
215 195
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 196 /* 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 197 * 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 198 * 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 199 * are not equal - just if it has been identified, the been_applied
220 * flags lose any meaning. 200 * flags lose any meaning.
221 */ 201 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 202 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
224 204
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
227 207
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 208 if (ob1->arch->archname != ob2->arch->archname
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 209 || ob1->name != ob2->name
231 || ob1->title != ob2->title 210 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 211 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 212 || 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 213 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 214 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 215 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 216 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 217 || ob1->value != ob2->value
241 || ob1->animation_id != ob2->animation_id 218 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
242 || ob1->client_type != ob2->client_type 220 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname 221 || ob1->materialname != ob2->materialname
244 || ob1->lore != ob2->lore 222 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype 223 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type 224 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block 225 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 226 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 227 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 228 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 229 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty) 230 || ob1->move_slow_penalty != ob2->move_slow_penalty
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 233 return 0;
254 234
235 if ((ob1->flag ^ ob2->flag)
236 .reset (FLAG_INV_LOCKED)
237 .reset (FLAG_REMOVED)
238 .any ())
239 return 0;
240
255 /* This is really a spellbook check - really, we should 241 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 242 * not merge objects with real inventories, as splitting them
243 * is hard.
257 */ 244 */
258 if (ob1->inv || ob2->inv) 245 if (ob1->inv || ob2->inv)
259 { 246 {
260 /* if one object has inventory but the other doesn't, not equiv */ 247 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 248 return 0; /* inventories differ in length */
262 return 0;
263 249
264 /* Now check to see if the two inventory objects could merge */ 250 if (ob1->inv->below || ob2->inv->below)
251 return 0; /* more than one object in inv */
252
265 if (!object::can_merge (ob1->inv, ob2->inv)) 253 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 254 return 0; /* inventory objects differ */
267 255
268 /* inventory ok - still need to check rest of this object to see 256 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 257 * if it is valid.
270 */ 258 */
271 } 259 }
290 if (ob1->level != ob2->level) 278 if (ob1->level != ob2->level)
291 return 0; 279 return 0;
292 break; 280 break;
293 } 281 }
294 282
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 283 if (ob1->key_values || ob2->key_values)
296 { 284 {
297 /* At least one of these has key_values. */ 285 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 286 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 287 return 0; /* One has fields, but the other one doesn't. */
288
289 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 290 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 291 }
304 292
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 293 if (ob1->self || ob2->self)
307 { 294 {
308 ob1->optimise (); 295 ob1->optimise ();
309 ob2->optimise (); 296 ob2->optimise ();
310 297
311 if (ob1->self || ob2->self) 298 if (ob1->self || ob2->self)
299 {
300 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
301 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
302
303 if (k1 != k2)
312 return 0; 304 return 0;
305
306 if (k1 == 0)
307 return 1;
308
309 if (!cfperl_can_merge (ob1, ob2))
310 return 0;
311 }
313 } 312 }
314 313
315 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
316 return 1; 315 return 1;
317} 316}
318 317
318// find player who can see this object
319object *
320object::visible_to () const
321{
322 if (client_visible () && !flag [FLAG_REMOVED])
323 {
324 // see if we are in a container of sorts
325 if (env)
326 {
327 // the player inventory itself is always visible
328 if (env->type == PLAYER)
329 return env;
330
331 // else a player could have our env open
332 object *envest = env->outer_env ();
333
334 // the player itself is always on a map, so we will find him here
335 // even if our inv is in a player.
336 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ())
338 if (pl->container == env)
339 return pl;
340 }
341 else
342 {
343 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
347 || this == pl->container)
348 return pl;
349 }
350 }
351
352 return 0;
353}
354
355// adjust weight per container type ("of holding")
356static sint32
357weight_adjust_for (object *op, sint32 weight)
358{
359 return op->type == CONTAINER
360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
361 : weight;
362}
363
319/* 364/*
365 * adjust_weight(object, weight) adds the specified weight to an object,
366 * and also updates how much the environment(s) is/are carrying.
367 */
368static void
369adjust_weight (object *op, sint32 weight)
370{
371 while (op)
372 {
373 // adjust by actual difference to account for rounding errors
374 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust_for (op, op->carrying)
376 - weight_adjust_for (op, op->carrying - weight);
377
378 if (!weight)
379 return;
380
381 op->carrying += weight;
382
383 if (object *pl = op->visible_to ())
384 if (pl != op) // player is handled lazily
385 esrv_update_item (UPD_WEIGHT, pl, op);
386
387 op = op->env;
388 }
389}
390
391/*
320 * sum_weight() is a recursive function which calculates the weight 392 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 393 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 394 * containers are carrying, and sums it up.
323 */ 395 */
324long 396void
325sum_weight (object *op) 397object::update_weight ()
326{ 398{
327 long sum; 399 sint32 sum = 0;
328 object *inv;
329 400
330 for (sum = 0, inv = op->inv; inv; inv = inv->below) 401 for (object *op = inv; op; op = op->below)
331 { 402 {
332 if (inv->inv) 403 if (op->inv)
333 sum_weight (inv); 404 op->update_weight ();
334 405
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 406 sum += op->total_weight ();
407 }
408
409 sum = weight_adjust_for (this, sum);
410
411 if (sum != carrying)
336 } 412 {
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; 413 carrying = sum;
343 414
344 return sum; 415 if (object *pl = visible_to ())
416 if (pl != this) // player is handled lazily
417 esrv_update_item (UPD_WEIGHT, pl, this);
418 }
345} 419}
346 420
347/** 421/*
348 * Return the outermost environment object for a given object. 422 * 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 */ 423 */
364char * 424char *
365dump_object (object *op) 425dump_object (object *op)
366{ 426{
367 if (!op) 427 if (!op)
375/* 435/*
376 * get_nearest_part(multi-object, object 2) returns the part of the 436 * get_nearest_part(multi-object, object 2) returns the part of the
377 * multi-object 1 which is closest to the second object. 437 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned. 438 * If it's not a multi-object, it is returned.
379 */ 439 */
380
381object * 440object *
382get_nearest_part (object *op, const object *pl) 441get_nearest_part (object *op, const object *pl)
383{ 442{
384 object *tmp, *closest; 443 object *tmp, *closest;
385 int last_dist, i; 444 int last_dist, i;
386 445
387 if (op->more == NULL) 446 if (!op->more)
388 return op; 447 return op;
448
389 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 449 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
450 tmp;
451 tmp = tmp->more)
390 if ((i = distance (tmp, pl)) < last_dist) 452 if ((i = distance (tmp, pl)) < last_dist)
391 closest = tmp, last_dist = i; 453 closest = tmp, last_dist = i;
454
392 return closest; 455 return closest;
393} 456}
394 457
395/* 458/*
396 * Returns the object which has the count-variable equal to the argument. 459 * Returns the object which has the count-variable equal to the argument.
460 * VERRRY slow.
397 */ 461 */
398object * 462object *
399find_object (tag_t i) 463find_object (tag_t i)
400{ 464{
401 for_all_objects (op) 465 for_all_objects (op)
412 */ 476 */
413object * 477object *
414find_object_name (const char *str) 478find_object_name (const char *str)
415{ 479{
416 shstr_cmp str_ (str); 480 shstr_cmp str_ (str);
417 object *op;
418 481
482 if (str_)
419 for_all_objects (op) 483 for_all_objects (op)
420 if (op->name == str_) 484 if (op->name == str_)
421 break; 485 return op;
422 486
423 return op; 487 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 488}
431 489
432/* 490/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 491 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 492 * skill and experience objects.
493 * ACTUALLY NO! investigate! TODO
435 */ 494 */
436void 495void
437object::set_owner (object *owner) 496object::set_owner (object *owner)
438{ 497{
498 // allow objects which own objects
439 if (!owner) 499 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) 500 while (owner->owner)
450 owner = owner->owner; 501 owner = owner->owner;
502
503 if (flag [FLAG_FREED])
504 {
505 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
506 return;
507 }
451 508
452 this->owner = owner; 509 this->owner = owner;
453} 510}
454 511
455int 512int
481 current_weapon = ob; 538 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill); 539 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483 540
484 if (chosen_skill) 541 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true; 542 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 }
493 543
494 update_stats (); 544 update_stats ();
495 545
496 if (ob) 546 if (ob)
497 { 547 {
502 { 552 {
503 current_weapon = chosen_skill = 0; 553 current_weapon = chosen_skill = 0;
504 update_stats (); 554 update_stats ();
505 555
506 new_draw_info_format (NDI_UNIQUE, 0, this, 556 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. " 557 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. "
508 "You need to unapply some items first.", &ob->name); 559 "[You need to unapply some items first.]", &ob->name);
509 return false; 560 return false;
510 } 561 }
511 562
512 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 563 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
513 } 564 }
514 else 565 else
515 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); 566 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
516 567
568 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
569 {
570 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
571 &name, ob->debug_desc ());
572 return false;
573 }
574
517 return true; 575 return true;
518} 576}
519 577
520/* Zero the key_values on op, decrementing the shared-string 578/* Zero the key_values on op, decrementing the shared-string
521 * refcounts and freeing the links. 579 * refcounts and freeing the links.
532 } 590 }
533 591
534 op->key_values = 0; 592 op->key_values = 0;
535} 593}
536 594
537object & 595/*
538object::operator =(const object &src) 596 * copy_to first frees everything allocated by the dst object,
597 * and then copies the contents of itself into the second
598 * object, allocating what needs to be allocated. Basically, any
599 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
600 * if the first object is freed, the pointers in the new object
601 * will point at garbage.
602 */
603void
604object::copy_to (object *dst)
539{ 605{
540 bool is_freed = flag [FLAG_FREED]; 606 dst->remove ();
541 bool is_removed = flag [FLAG_REMOVED];
542
543 *(object_copy *)this = src; 607 *(object_copy *)dst = *this;
544
545 flag [FLAG_FREED] = is_freed;
546 flag [FLAG_REMOVED] = is_removed; 608 dst->flag [FLAG_REMOVED] = true;
547 609
548 /* Copy over key_values, if any. */ 610 /* Copy over key_values, if any. */
549 if (src.key_values) 611 if (key_values)
550 { 612 {
551 key_value *tail = 0; 613 key_value *tail = 0;
552 key_values = 0; 614 dst->key_values = 0;
553 615
554 for (key_value *i = src.key_values; i; i = i->next) 616 for (key_value *i = key_values; i; i = i->next)
555 { 617 {
556 key_value *new_link = new key_value; 618 key_value *new_link = new key_value;
557 619
558 new_link->next = 0; 620 new_link->next = 0;
559 new_link->key = i->key; 621 new_link->key = i->key;
560 new_link->value = i->value; 622 new_link->value = i->value;
561 623
562 /* Try and be clever here, too. */ 624 /* Try and be clever here, too. */
563 if (!key_values) 625 if (!dst->key_values)
564 { 626 {
565 key_values = new_link; 627 dst->key_values = new_link;
566 tail = new_link; 628 tail = new_link;
567 } 629 }
568 else 630 else
569 { 631 {
570 tail->next = new_link; 632 tail->next = new_link;
571 tail = new_link; 633 tail = new_link;
572 } 634 }
573 } 635 }
574 } 636 }
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;
589 637
590 if (speed < 0) 638 if (speed < 0)
591 dst->speed_left = speed_left - rndm (); 639 dst->speed_left -= rndm ();
592 640
593 dst->set_speed (dst->speed); 641 dst->set_speed (dst->speed);
594} 642}
595 643
596void 644void
597object::instantiate () 645object::instantiate ()
598{ 646{
599 if (!uuid.seq) // HACK 647 if (!uuid.seq) // HACK
600 uuid = gen_uuid (); 648 uuid = UUID::gen ();
601 649
602 speed_left = -0.1f; 650 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really 651 /* 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. 652 * 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 653 * by doing so, when a monster is created, it has good starting
615object * 663object *
616object::clone () 664object::clone ()
617{ 665{
618 object *neu = create (); 666 object *neu = create ();
619 copy_to (neu); 667 copy_to (neu);
668 neu->map = map; // not copied by copy_to
620 return neu; 669 return neu;
621} 670}
622 671
623/* 672/*
624 * If an object with the IS_TURNABLE() flag needs to be turned due 673 * If an object with the IS_TURNABLE() flag needs to be turned due
675 * UP_OBJ_FACE: only the objects face has changed. 724 * UP_OBJ_FACE: only the objects face has changed.
676 */ 725 */
677void 726void
678update_object (object *op, int action) 727update_object (object *op, int action)
679{ 728{
680 if (op == NULL) 729 if (!op)
681 { 730 {
682 /* this should never happen */ 731 /* this should never happen */
683 LOG (llevDebug, "update_object() called for NULL object.\n"); 732 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
684 return; 733 return;
685 } 734 }
686 735
687 if (op->env) 736 if (!op->is_on_map ())
688 { 737 {
689 /* Animation is currently handled by client, so nothing 738 /* Animation is currently handled by client, so nothing
690 * to do in this case. 739 * to do in this case.
691 */ 740 */
692 return; 741 return;
693 } 742 }
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;
700 743
701 /* make sure the object is within map boundaries */ 744 /* 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) 745 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
703 { 746 {
704 LOG (llevError, "update_object() called for object out of map!\n"); 747 LOG (llevError, "update_object() called for object out of map!\n");
723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
724 || (m.move_on | op->move_on ) != m.move_on 767 || (m.move_on | op->move_on ) != m.move_on
725 || (m.move_off | op->move_off ) != m.move_off 768 || (m.move_off | op->move_off ) != m.move_off
726 || (m.move_slow | op->move_slow) != m.move_slow 769 || (m.move_slow | op->move_slow) != m.move_slow
727 /* This isn't perfect, but I don't expect a lot of objects to 770 /* This isn't perfect, but I don't expect a lot of objects to
728 * to have move_allow right now. 771 * have move_allow right now.
729 */ 772 */
730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
732 m.flags_ = 0; 775 m.flags_ = 0;
733 } 776 }
764static int object_count; 807static int object_count;
765 808
766void object::link () 809void object::link ()
767{ 810{
768 assert (!index);//D 811 assert (!index);//D
769 uuid = gen_uuid (); 812 uuid = UUID::gen ();
770 count = ++object_count; 813 count = ++object_count;
771 814
772 refcnt_inc (); 815 refcnt_inc ();
773 objects.insert (this); 816 objects.insert (this);
774} 817}
847object::destroy_inv (bool drop_to_ground) 890object::destroy_inv (bool drop_to_ground)
848{ 891{
849 // need to check first, because the checks below might segfault 892 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code 893 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty. 894 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory, 895 // corollary: if you create arrows etc. with stuff in its inventory,
853 // cf will crash below with off-map x and y 896 // cf will crash below with off-map x and y
854 if (!inv) 897 if (!inv)
855 return; 898 return;
856 899
857 /* Only if the space blocks everything do we not process - 900 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects 901 * if some form of movement is allowed, let objects
859 * drop on that space. 902 * drop on that space.
860 */ 903 */
861 if (!drop_to_ground 904 if (!drop_to_ground
862 || !map 905 || !map
863 || map->in_memory != MAP_IN_MEMORY 906 || map->in_memory != MAP_ACTIVE
864 || map->nodrop 907 || map->no_drop
865 || ms ().move_block == MOVE_ALL) 908 || ms ().move_block == MOVE_ALL)
866 { 909 {
867 while (inv) 910 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy (); 911 inv->destroy (true);
871 }
872 } 912 }
873 else 913 else
874 { /* Put objects in inventory onto this space */ 914 { /* Put objects in inventory onto this space */
875 while (inv) 915 while (inv)
876 { 916 {
880 || op->flag [FLAG_NO_DROP] 920 || op->flag [FLAG_NO_DROP]
881 || op->type == RUNE 921 || op->type == RUNE
882 || op->type == TRAP 922 || op->type == TRAP
883 || op->flag [FLAG_IS_A_TEMPLATE] 923 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH]) 924 || op->flag [FLAG_DESTROY_ON_DEATH])
885 op->destroy (); 925 op->destroy (true);
886 else 926 else
887 map->insert (op, x, y); 927 map->insert (op, x, y);
888 } 928 }
889 } 929 }
890} 930}
894 object *op = new object; 934 object *op = new object;
895 op->link (); 935 op->link ();
896 return op; 936 return op;
897} 937}
898 938
939static struct freed_map : maptile
940{
941 freed_map ()
942 {
943 path = "<freed objects map>";
944 name = "/internal/freed_objects_map";
945 width = 3;
946 height = 3;
947 no_drop = 1;
948 no_reset = 1;
949
950 alloc ();
951 in_memory = MAP_ACTIVE;
952 }
953
954 ~freed_map ()
955 {
956 destroy ();
957 }
958} freed_map; // freed objects are moved here to avoid crashes
959
899void 960void
900object::do_destroy () 961object::do_destroy ()
901{ 962{
902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED]) 963 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this); 964 remove_button_link (this);
906 965
907 if (flag [FLAG_FRIENDLY]) 966 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this); 967 remove_friendly_object (this);
909 968
910 if (!flag [FLAG_REMOVED])
911 remove (); 969 remove ();
912 970
913 destroy_inv (true); 971 attachable::do_destroy ();
914 972
915 deactivate (); 973 deactivate ();
916 unlink (); 974 unlink ();
917 975
918 flag [FLAG_FREED] = 1; 976 flag [FLAG_FREED] = 1;
919 977
920 // hack to ensure that freed objects still have a valid map 978 // 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; 979 map = &freed_map;
937 x = 1; 980 x = 1;
938 y = 1; 981 y = 1;
939 }
940
941 head = 0;
942 982
943 if (more) 983 if (more)
944 { 984 {
945 more->destroy (); 985 more->destroy ();
946 more = 0; 986 more = 0;
947 } 987 }
948 988
989 head = 0;
990
949 // clear those pointers that likely might have circular references to us 991 // clear those pointers that likely might cause circular references
950 owner = 0; 992 owner = 0;
951 enemy = 0; 993 enemy = 0;
952 attacked_by = 0; 994 attacked_by = 0;
995 current_weapon = 0;
953} 996}
954 997
955void 998void
956object::destroy (bool destroy_inventory) 999object::destroy (bool destroy_inventory)
957{ 1000{
958 if (destroyed ()) 1001 if (destroyed ())
959 return; 1002 return;
960 1003
1004 if (!is_head () && !head->destroyed ())
1005 {
1006 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1007 head->destroy (destroy_inventory);
1008 return;
1009 }
1010
961 if (destroy_inventory) 1011 destroy_inv (!destroy_inventory);
962 destroy_inv (false); 1012
1013 if (is_head ())
1014 if (sound_destroy)
1015 play_sound (sound_destroy);
1016 else if (flag [FLAG_MONSTER])
1017 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
963 1018
964 attachable::destroy (); 1019 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} 1020}
983 1021
984/* op->remove (): 1022/* op->remove ():
985 * This function removes the object op from the linked list of objects 1023 * 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 1024 * which it is currently tied to. When this function is done, the
992object::do_remove () 1030object::do_remove ()
993{ 1031{
994 object *tmp, *last = 0; 1032 object *tmp, *last = 0;
995 object *otmp; 1033 object *otmp;
996 1034
997 if (QUERY_FLAG (this, FLAG_REMOVED)) 1035 if (flag [FLAG_REMOVED])
998 return; 1036 return;
999 1037
1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this); 1038 INVOKE_OBJECT (REMOVE, this);
1039
1040 flag [FLAG_REMOVED] = true;
1002 1041
1003 if (more) 1042 if (more)
1004 more->remove (); 1043 more->remove ();
1005 1044
1006 /* 1045 /*
1007 * In this case, the object to be removed is in someones 1046 * In this case, the object to be removed is in someones
1008 * inventory. 1047 * inventory.
1009 */ 1048 */
1010 if (env) 1049 if (env)
1011 { 1050 {
1012 if (nrof) 1051 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1013 sub_weight (env, weight * nrof); 1052 if (object *pl = visible_to ())
1014 else 1053 esrv_del_item (pl->contr, count);
1015 sub_weight (env, weight + carrying); 1054 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1055
1056 adjust_weight (env, -total_weight ());
1057
1058 /* we set up values so that it could be inserted into
1059 * the map, but we don't actually do that - it is up
1060 * to the caller to decide what we want to do.
1061 */
1062 map = env->map;
1063 x = env->x;
1064 y = env->y;
1065
1066 // make sure cmov optimisation is applicable
1067 *(above ? &above->below : &env->inv) = below;
1068 *(below ? &below->above : &above ) = above; // &above is just a dummy
1069
1070 above = 0;
1071 below = 0;
1072 env = 0;
1016 1073
1017 /* NO_FIX_PLAYER is set when a great many changes are being 1074 /* NO_FIX_PLAYER is set when a great many changes are being
1018 * made to players inventory. If set, avoiding the call 1075 * made to players inventory. If set, avoiding the call
1019 * to save cpu time. 1076 * to save cpu time.
1020 */ 1077 */
1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1078 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1022 otmp->update_stats (); 1079 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 } 1080 }
1041 else if (map) 1081 else if (map)
1042 { 1082 {
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; 1083 map->dirty = true;
1056 mapspace &ms = this->ms (); 1084 mapspace &ms = this->ms ();
1057 1085
1086 if (object *pl = ms.player ())
1087 {
1088 if (type == PLAYER) // this == pl(!)
1089 {
1090 // leaving a spot always closes any open container on the ground
1091 if (container && !container->env)
1092 // this causes spurious floorbox updates, but it ensures
1093 // that the CLOSE event is being sent.
1094 close_container ();
1095
1096 --map->players;
1097 map->touch ();
1098 }
1099 else if (pl->container == this)
1100 {
1101 // removing a container should close it
1102 close_container ();
1103 }
1104
1105 esrv_del_item (pl->contr, count);
1106 }
1107
1058 /* link the object above us */ 1108 /* link the object above us */
1059 if (above) 1109 // re-link, make sure compiler can easily use cmove
1060 above->below = below; 1110 *(above ? &above->below : &ms.top) = below;
1061 else 1111 *(below ? &below->above : &ms.bot) = above;
1062 ms.top = below; /* we were top, set new top */
1063
1064 /* Relink the object below us, if there is one */
1065 if (below)
1066 below->above = above;
1067 else
1068 {
1069 /* Nothing below, which means we need to relink map object for this space
1070 * use translated coordinates in case some oddness with map tiling is
1071 * evident
1072 */
1073 if (GET_MAP_OB (map, x, y) != this)
1074 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 ());
1075
1076 ms.bot = above; /* goes on above it. */
1077 }
1078 1112
1079 above = 0; 1113 above = 0;
1080 below = 0; 1114 below = 0;
1081 1115
1116 ms.flags_ = 0;
1117
1082 if (map->in_memory == MAP_SAVING) 1118 if (map->in_memory == MAP_SAVING)
1083 return; 1119 return;
1084 1120
1085 int check_walk_off = !flag [FLAG_NO_APPLY]; 1121 int check_walk_off = !flag [FLAG_NO_APPLY];
1122
1123 if (object *pl = ms.player ())
1124 {
1125 if (pl->container == this)
1126 /* If a container that the player is currently using somehow gets
1127 * removed (most likely destroyed), update the player view
1128 * appropriately.
1129 */
1130 pl->close_container ();
1131
1132 //TODO: the floorbox prev/next might need updating
1133 //esrv_del_item (pl->contr, count);
1134 //TODO: update floorbox to preserve ordering
1135 if (pl->contr->ns)
1136 pl->contr->ns->floorbox_update ();
1137 }
1086 1138
1087 for (tmp = ms.bot; tmp; tmp = tmp->above) 1139 for (tmp = ms.bot; tmp; tmp = tmp->above)
1088 { 1140 {
1089 /* No point updating the players look faces if he is the object 1141 /* No point updating the players look faces if he is the object
1090 * being removed. 1142 * being removed.
1091 */ 1143 */
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 1144
1109 /* See if object moving off should effect something */ 1145 /* See if object moving off should effect something */
1110 if (check_walk_off 1146 if (check_walk_off
1111 && ((move_type & tmp->move_off) 1147 && ((move_type & tmp->move_off)
1112 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1148 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1115 1151
1116 if (destroyed ()) 1152 if (destroyed ())
1117 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1153 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1118 } 1154 }
1119 1155
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; 1156 last = tmp;
1126 } 1157 }
1127
1128 /* last == NULL if there are no objects on this space */
1129 //TODO: this makes little sense, why only update the topmost object?
1130 if (!last)
1131 map->at (x, y).flags_ = 0;
1132 else
1133 update_object (last, UP_OBJ_REMOVE);
1134 1158
1135 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1159 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1136 update_all_los (map, x, y); 1160 update_all_los (map, x, y);
1137 } 1161 }
1138} 1162}
1149merge_ob (object *op, object *top) 1173merge_ob (object *op, object *top)
1150{ 1174{
1151 if (!op->nrof) 1175 if (!op->nrof)
1152 return 0; 1176 return 0;
1153 1177
1154 if (top) 1178 if (!top)
1155 for (top = op; top && top->above; top = top->above) 1179 for (top = op; top && top->above; top = top->above)
1156 ; 1180 ;
1157 1181
1158 for (; top; top = top->below) 1182 for (; top; top = top->below)
1159 {
1160 if (top == op)
1161 continue;
1162
1163 if (object::can_merge (op, top)) 1183 if (object::can_merge (op, top))
1164 { 1184 {
1165 top->nrof += op->nrof; 1185 top->nrof += op->nrof;
1166 1186
1167/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1187 if (object *pl = top->visible_to ())
1168 op->weight = 0; /* Don't want any adjustements now */ 1188 esrv_update_item (UPD_NROF, pl, top);
1189
1190 op->weight = 0; // cancel the addition above
1191 op->carrying = 0; // must be 0 already
1192
1169 op->destroy (); 1193 op->destroy (1);
1194
1170 return top; 1195 return top;
1171 } 1196 }
1172 }
1173 1197
1174 return 0; 1198 return 0;
1175} 1199}
1176 1200
1177void 1201void
1180 if (more) 1204 if (more)
1181 return; 1205 return;
1182 1206
1183 object *prev = this; 1207 object *prev = this;
1184 1208
1185 for (archetype *at = arch->more; at; at = at->more) 1209 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1186 { 1210 {
1187 object *op = arch_to_object (at); 1211 object *op = arch_to_object (at);
1188 1212
1189 op->name = name; 1213 op->name = name;
1190 op->name_pl = name_pl; 1214 op->name_pl = name_pl;
1202 * job preparing multi-part monsters. 1226 * job preparing multi-part monsters.
1203 */ 1227 */
1204object * 1228object *
1205insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1229insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1206{ 1230{
1231 op->remove ();
1232
1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1233 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1208 { 1234 {
1209 tmp->x = x + tmp->arch->clone.x; 1235 tmp->x = x + tmp->arch->x;
1210 tmp->y = y + tmp->arch->clone.y; 1236 tmp->y = y + tmp->arch->y;
1211 } 1237 }
1212 1238
1213 return insert_ob_in_map (op, m, originator, flag); 1239 return insert_ob_in_map (op, m, originator, flag);
1214} 1240}
1215 1241
1234 * just 'op' otherwise 1260 * just 'op' otherwise
1235 */ 1261 */
1236object * 1262object *
1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1263insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1238{ 1264{
1239 assert (!op->flag [FLAG_FREED]); 1265 if (op->is_on_map ())
1240
1241 object *tmp, *top, *floor = NULL;
1242
1243 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 { 1266 {
1255 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1267 LOG (llevError, "insert_ob_in_map called for object already on map");
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 (); 1268 abort ();
1262#endif
1263 return op;
1264 }
1265
1266 if (object *more = op->more)
1267 { 1269 }
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 1270
1273 return 0; 1271 if (op->env)
1274 }
1275 } 1272 {
1273 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1274 op->remove ();
1275 }
1276 1276
1277 CLEAR_FLAG (op, FLAG_REMOVED); 1277 if (op->face && !face_info (op->face))//D TODO: remove soon
1278 {//D
1279 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1280 op->face = 1;//D
1281 }//D
1278 1282
1279 /* Ideally, the caller figures this out. However, it complicates a lot 1283 /* 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 1284 * of areas of callers (eg, anything that uses find_free_spot would now
1281 * need extra work 1285 * need extra work
1282 */ 1286 */
1283 if (!xy_normalise (m, op->x, op->y)) 1287 if (!xy_normalise (m, op->x, op->y))
1288 {
1289 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1284 return 0; 1290 return 0;
1291 }
1292
1293 if (object *more = op->more)
1294 if (!insert_ob_in_map (more, m, originator, flag))
1295 return 0;
1296
1297 CLEAR_FLAG (op, FLAG_REMOVED);
1285 1298
1286 op->map = m; 1299 op->map = m;
1287 mapspace &ms = op->ms (); 1300 mapspace &ms = op->ms ();
1288 1301
1289 /* this has to be done after we translate the coordinates. 1302 /* this has to be done after we translate the coordinates.
1290 */ 1303 */
1291 if (op->nrof && !(flag & INS_NO_MERGE)) 1304 if (op->nrof && !(flag & INS_NO_MERGE))
1292 for (tmp = ms.bot; tmp; tmp = tmp->above) 1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1293 if (object::can_merge (op, tmp)) 1306 if (object::can_merge (op, tmp))
1294 { 1307 {
1308 // TODO: we actually want to update tmp, not op,
1309 // but some caller surely breaks when we return tmp
1310 // from here :/
1295 op->nrof += tmp->nrof; 1311 op->nrof += tmp->nrof;
1296 tmp->destroy (); 1312 tmp->destroy (1);
1297 } 1313 }
1298 1314
1299 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1300 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1316 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1301 1317
1308 { 1324 {
1309 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1310 abort (); 1326 abort ();
1311 } 1327 }
1312 1328
1329 if (!originator->is_on_map ())
1330 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1331 op->debug_desc (), originator->debug_desc ());
1332
1313 op->above = originator; 1333 op->above = originator;
1314 op->below = originator->below; 1334 op->below = originator->below;
1315
1316 if (op->below)
1317 op->below->above = op;
1318 else
1319 ms.bot = op;
1320
1321 /* since *below* originator, no need to update top */
1322 originator->below = op; 1335 originator->below = op;
1336
1337 *(op->below ? &op->below->above : &ms.bot) = op;
1323 } 1338 }
1324 else 1339 else
1325 { 1340 {
1326 top = ms.bot; 1341 object *floor = 0;
1342 object *top = ms.top;
1327 1343
1328 /* If there are other objects, then */ 1344 /* If there are other objects, then */
1329 if ((!(flag & INS_MAP_LOAD)) && top) 1345 if (top)
1330 { 1346 {
1331 object *last = 0;
1332
1333 /* 1347 /*
1334 * If there are multiple objects on this space, we do some trickier handling. 1348 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate. 1349 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if 1350 * Generally, we want to put the new object on top. But if
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1340 * once we get to them. This reduces the need to traverse over all of 1354 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time 1355 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed 1356 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects. 1357 * that flying non pickable objects are spell objects.
1344 */ 1358 */
1345 for (top = ms.bot; top; top = top->above) 1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1346 { 1360 {
1347 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1361 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1348 floor = top; 1362 floor = tmp;
1349 1363
1350 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1364 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1351 { 1365 {
1352 /* We insert above top, so we want this object below this */ 1366 /* We insert above top, so we want this object below this */
1353 top = top->below; 1367 top = tmp->below;
1354 break; 1368 break;
1355 } 1369 }
1356 1370
1357 last = top; 1371 top = tmp;
1358 } 1372 }
1359
1360 /* Don't want top to be NULL, so set it to the last valid object */
1361 top = last;
1362 1373
1363 /* We let update_position deal with figuring out what the space 1374 /* We let update_position deal with figuring out what the space
1364 * looks like instead of lots of conditions here. 1375 * looks like instead of lots of conditions here.
1365 * makes things faster, and effectively the same result. 1376 * makes things faster, and effectively the same result.
1366 */ 1377 */
1373 */ 1384 */
1374 if (!(flag & INS_ON_TOP) 1385 if (!(flag & INS_ON_TOP)
1375 && ms.flags () & P_BLOCKSVIEW 1386 && ms.flags () & P_BLOCKSVIEW
1376 && (op->face && !faces [op->face].visibility)) 1387 && (op->face && !faces [op->face].visibility))
1377 { 1388 {
1389 object *last;
1390
1378 for (last = top; last != floor; last = last->below) 1391 for (last = top; last != floor; last = last->below)
1379 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1392 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1380 break; 1393 break;
1381 1394
1382 /* Check to see if we found the object that blocks view, 1395 /* Check to see if we found the object that blocks view,
1387 if (last && last->below && last != floor) 1400 if (last && last->below && last != floor)
1388 top = last->below; 1401 top = last->below;
1389 } 1402 }
1390 } /* If objects on this space */ 1403 } /* If objects on this space */
1391 1404
1392 if (flag & INS_MAP_LOAD)
1393 top = ms.top;
1394
1395 if (flag & INS_ABOVE_FLOOR_ONLY) 1405 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor; 1406 top = floor;
1397 1407
1398 /* Top is the object that our object (op) is going to get inserted above. 1408 // insert object above top, or bottom-most if top = 0
1399 */
1400
1401 /* First object on this space */
1402 if (!top) 1409 if (!top)
1403 { 1410 {
1411 op->below = 0;
1404 op->above = ms.bot; 1412 op->above = ms.bot;
1405
1406 if (op->above)
1407 op->above->below = op;
1408
1409 op->below = 0;
1410 ms.bot = op; 1413 ms.bot = op;
1414
1415 *(op->above ? &op->above->below : &ms.top) = op;
1411 } 1416 }
1412 else 1417 else
1413 { /* get inserted into the stack above top */ 1418 {
1414 op->above = top->above; 1419 op->above = top->above;
1415
1416 if (op->above)
1417 op->above->below = op; 1420 top->above = op;
1418 1421
1419 op->below = top; 1422 op->below = top;
1420 top->above = op; 1423 *(op->above ? &op->above->below : &ms.top) = op;
1421 } 1424 }
1422 1425 }
1423 if (!op->above)
1424 ms.top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */
1426 1426
1427 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1428 { 1428 {
1429 op->contr->do_los = 1; 1429 op->contr->do_los = 1;
1430 ++op->map->players; 1430 ++op->map->players;
1431 op->map->touch (); 1431 op->map->touch ();
1432 } 1432 }
1433 1433
1434 op->map->dirty = true; 1434 op->map->dirty = true;
1435 1435
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 ()) 1436 if (object *pl = ms.player ())
1437 //TODO: the floorbox prev/next might need updating
1438 //esrv_send_item (pl, op);
1439 //TODO: update floorbox to preserve ordering
1441 if (pl->contr->ns) 1440 if (pl->contr->ns)
1442 pl->contr->ns->floorbox_update (); 1441 pl->contr->ns->floorbox_update ();
1443 1442
1444 /* If this object glows, it may affect lighting conditions that are 1443 /* If this object glows, it may affect lighting conditions that are
1445 * visible to others on this map. But update_all_los is really 1444 * 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 1445 * 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 1446 * on the map will get recalculated. The players could very well
1466 * blocked() and wall() work properly), and these flags are updated by 1465 * blocked() and wall() work properly), and these flags are updated by
1467 * update_object(). 1466 * update_object().
1468 */ 1467 */
1469 1468
1470 /* if this is not the head or flag has been passed, don't check walk on status */ 1469 /* 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) 1470 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1472 { 1471 {
1473 if (check_move_on (op, originator)) 1472 if (check_move_on (op, originator))
1474 return 0; 1473 return 0;
1475 1474
1476 /* If we are a multi part object, lets work our way through the check 1475 /* If we are a multi part object, lets work our way through the check
1477 * walk on's. 1476 * walk on's.
1478 */ 1477 */
1479 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1478 for (object *tmp = op->more; tmp; tmp = tmp->more)
1480 if (check_move_on (tmp, originator)) 1479 if (check_move_on (tmp, originator))
1481 return 0; 1480 return 0;
1482 } 1481 }
1483 1482
1484 return op; 1483 return op;
1489 * op is the object to insert it under: supplies x and the map. 1488 * op is the object to insert it under: supplies x and the map.
1490 */ 1489 */
1491void 1490void
1492replace_insert_ob_in_map (const char *arch_string, object *op) 1491replace_insert_ob_in_map (const char *arch_string, object *op)
1493{ 1492{
1494 object *tmp, *tmp1;
1495
1496 /* first search for itself and remove any old instances */ 1493 /* first search for itself and remove any old instances */
1497 1494
1498 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1495 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1499 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1496 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1500 tmp->destroy (); 1497 tmp->destroy (1);
1501 1498
1502 tmp1 = arch_to_object (archetype::find (arch_string)); 1499 object *tmp = arch_to_object (archetype::find (arch_string));
1503 1500
1504 tmp1->x = op->x; 1501 tmp->x = op->x;
1505 tmp1->y = op->y; 1502 tmp->y = op->y;
1503
1506 insert_ob_in_map (tmp1, op->map, op, 0); 1504 insert_ob_in_map (tmp, op->map, op, 0);
1507} 1505}
1508 1506
1509object * 1507object *
1510object::insert_at (object *where, object *originator, int flags) 1508object::insert_at (object *where, object *originator, int flags)
1511{ 1509{
1510 if (where->env)
1511 return where->env->insert (this);
1512 else
1512 return where->map->insert (this, where->x, where->y, originator, flags); 1513 return where->map->insert (this, where->x, where->y, originator, flags);
1513} 1514}
1514 1515
1515/* 1516/*
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 1517 * decrease(object, number) decreases a specified number from
1557 * the amount of an object. If the amount reaches 0, the object 1518 * the amount of an object. If the amount reaches 0, the object
1558 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1559 * 1520 *
1560 * Return value: 'op' if something is left, NULL if the amount reached 0 1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1561 */ 1522 */
1523bool
1524object::decrease (sint32 nr)
1525{
1526 if (!nr)
1527 return true;
1528
1529 nr = min (nr, nrof);
1530
1531 if (nrof > nr)
1532 {
1533 nrof -= nr;
1534 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1535
1536 if (object *pl = visible_to ())
1537 esrv_update_item (UPD_NROF, pl, this);
1538
1539 return true;
1540 }
1541 else
1542 {
1543 destroy ();
1544 return false;
1545 }
1546}
1547
1548/*
1549 * split(ob,nr) splits up ob into two parts. The part which
1550 * is returned contains nr objects, and the remaining parts contains
1551 * the rest (or is removed and returned if that number is 0).
1552 * On failure, NULL is returned.
1553 */
1562object * 1554object *
1563decrease_ob_nr (object *op, uint32 i) 1555object::split (sint32 nr)
1564{ 1556{
1565 object *tmp; 1557 int have = number_of ();
1566 1558
1567 if (i == 0) /* objects with op->nrof require this check */ 1559 if (have < nr)
1568 return op; 1560 return 0;
1569 1561 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 { 1562 {
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 (); 1563 remove ();
1605 op->nrof = 0; 1564 return this;
1606 if (tmp)
1607 esrv_del_item (tmp->contr, op->count);
1608 }
1609 } 1565 }
1610 else 1566 else
1611 { 1567 {
1612 object *above = op->above; 1568 decrease (nr);
1613 1569
1614 if (i < op->nrof) 1570 object *op = deep_clone ();
1615 op->nrof -= i; 1571 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; 1572 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 } 1573 }
1657} 1574}
1658 1575
1659object * 1576object *
1660insert_ob_in_ob (object *op, object *where) 1577insert_ob_in_ob (object *op, object *where)
1665 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1582 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1666 free (dump); 1583 free (dump);
1667 return op; 1584 return op;
1668 } 1585 }
1669 1586
1670 if (where->head) 1587 if (where->head_ () != where)
1671 { 1588 {
1672 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1589 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1673 where = where->head; 1590 where = where->head;
1674 } 1591 }
1675 1592
1676 return where->insert (op); 1593 return where->insert (op);
1677} 1594}
1685 * be != op, if items are merged. -Tero 1602 * be != op, if items are merged. -Tero
1686 */ 1603 */
1687object * 1604object *
1688object::insert (object *op) 1605object::insert (object *op)
1689{ 1606{
1690 object *tmp, *otmp;
1691
1692 if (!QUERY_FLAG (op, FLAG_REMOVED))
1693 op->remove ();
1694
1695 if (op->more) 1607 if (op->more)
1696 { 1608 {
1697 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1609 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1698 return op; 1610 return op;
1699 } 1611 }
1700 1612
1701 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1613 op->remove ();
1702 CLEAR_FLAG (op, FLAG_REMOVED); 1614
1615 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1616
1703 if (op->nrof) 1617 if (op->nrof)
1704 {
1705 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1618 for (object *tmp = inv; tmp; tmp = tmp->below)
1706 if (object::can_merge (tmp, op)) 1619 if (object::can_merge (tmp, op))
1707 { 1620 {
1708 /* return the original object and remove inserted object 1621 /* return the original object and remove inserted object
1709 (client needs the original object) */ 1622 (client needs the original object) */
1710 tmp->nrof += op->nrof; 1623 tmp->nrof += op->nrof;
1711 /* Weight handling gets pretty funky. Since we are adding to 1624
1712 * tmp->nrof, we need to increase the weight. 1625 if (object *pl = tmp->visible_to ())
1713 */ 1626 esrv_update_item (UPD_NROF, pl, tmp);
1627
1714 add_weight (this, op->weight * op->nrof); 1628 adjust_weight (this, op->total_weight ());
1715 SET_FLAG (op, FLAG_REMOVED); 1629
1716 op->destroy (); /* free the inserted object */ 1630 op->destroy (1);
1717 op = tmp; 1631 op = tmp;
1718 op->remove (); /* and fix old object's links */ 1632 goto inserted;
1719 CLEAR_FLAG (op, FLAG_REMOVED);
1720 break;
1721 } 1633 }
1722 1634
1723 /* I assume combined objects have no inventory 1635 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; 1636 op->map = 0;
1740 op->env = this; 1637 op->x = 0;
1638 op->y = 0;
1639
1741 op->above = 0; 1640 op->above = 0;
1742 op->below = 0; 1641 op->below = inv;
1743 op->x = 0, op->y = 0; 1642 op->env = this;
1744 1643
1644 if (inv)
1645 inv->above = op;
1646
1647 inv = op;
1648
1649 op->flag [FLAG_REMOVED] = 0;
1650
1651 if (object *pl = op->visible_to ())
1652 esrv_send_item (pl, op);
1653
1654 adjust_weight (this, op->total_weight ());
1655
1656inserted:
1745 /* reset the light list and los of the players on the map */ 1657 /* reset the light list and los of the players on the map */
1746 if ((op->glow_radius != 0) && map) 1658 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); 1659 update_all_los (map, x, y);
1753 }
1754 1660
1755 /* Client has no idea of ordering so lets not bother ordering it here. 1661 // if this is a player's inventory, update stats
1756 * It sure simplifies this function... 1662 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1757 */ 1663 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 1664
1767 INVOKE_OBJECT (INSERT, this); 1665 INVOKE_OBJECT (INSERT, this);
1768 1666
1769 return op; 1667 return op;
1770} 1668}
1898 LOG (llevError, "Present_arch called outside map.\n"); 1796 LOG (llevError, "Present_arch called outside map.\n");
1899 return NULL; 1797 return NULL;
1900 } 1798 }
1901 1799
1902 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1800 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1903 if (tmp->arch == at) 1801 if (tmp->arch->archname == at->archname)
1904 return tmp; 1802 return tmp;
1905 1803
1906 return NULL; 1804 return NULL;
1907} 1805}
1908 1806
1972 * The first matching object is returned, or NULL if none. 1870 * The first matching object is returned, or NULL if none.
1973 */ 1871 */
1974object * 1872object *
1975present_arch_in_ob (const archetype *at, const object *op) 1873present_arch_in_ob (const archetype *at, const object *op)
1976{ 1874{
1977 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1875 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1978 if (tmp->arch == at) 1876 if (tmp->arch->archname == at->archname)
1979 return tmp; 1877 return tmp;
1980 1878
1981 return NULL; 1879 return NULL;
1982} 1880}
1983 1881
1985 * activate recursively a flag on an object inventory 1883 * activate recursively a flag on an object inventory
1986 */ 1884 */
1987void 1885void
1988flag_inv (object *op, int flag) 1886flag_inv (object *op, int flag)
1989{ 1887{
1990 if (op->inv)
1991 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1888 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1992 { 1889 {
1993 SET_FLAG (tmp, flag); 1890 SET_FLAG (tmp, flag);
1994 flag_inv (tmp, flag); 1891 flag_inv (tmp, flag);
1995 } 1892 }
1996} 1893}
1997 1894
1998/* 1895/*
1999 * deactivate recursively a flag on an object inventory 1896 * deactivate recursively a flag on an object inventory
2000 */ 1897 */
2001void 1898void
2002unflag_inv (object *op, int flag) 1899unflag_inv (object *op, int flag)
2003{ 1900{
2004 if (op->inv)
2005 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1901 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2006 { 1902 {
2007 CLEAR_FLAG (tmp, flag); 1903 CLEAR_FLAG (tmp, flag);
2008 unflag_inv (tmp, flag); 1904 unflag_inv (tmp, flag);
2009 } 1905 }
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} 1906}
2024 1907
2025/* 1908/*
2026 * find_free_spot(object, map, x, y, start, stop) will search for 1909 * 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 1910 * a spot at the given map and coordinates which will be able to contain
2029 * to search (see the freearr_x/y[] definition). 1912 * to search (see the freearr_x/y[] definition).
2030 * It returns a random choice among the alternatives found. 1913 * 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 1914 * 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 1915 * 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) 1916 * 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 1917 * Note: This function does correctly handle tiled maps, but does not
2038 * inform the caller. However, insert_ob_in_map will update as 1918 * inform the caller. However, insert_ob_in_map will update as
2039 * necessary, so the caller shouldn't need to do any special work. 1919 * 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 1920 * 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 1921 * 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 1922 * to know if the space in question will block the object. We can't use
2044 * customized, changed states, etc. 1924 * customized, changed states, etc.
2045 */ 1925 */
2046int 1926int
2047find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1927find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2048{ 1928{
1929 int altern[SIZEOFFREE];
2049 int index = 0, flag; 1930 int index = 0, flag;
2050 int altern[SIZEOFFREE];
2051 1931
2052 for (int i = start; i < stop; i++) 1932 for (int i = start; i < stop; i++)
2053 { 1933 {
2054 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1934 mapxy pos (m, x, y); pos.move (i);
2055 if (!flag) 1935
1936 if (!pos.normalise ())
1937 continue;
1938
1939 mapspace &ms = *pos;
1940
1941 if (ms.flags () & P_IS_ALIVE)
1942 continue;
1943
1944 /* However, often
1945 * ob doesn't have any move type (when used to place exits)
1946 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1947 */
1948 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1949 {
2056 altern [index++] = i; 1950 altern [index++] = i;
1951 continue;
1952 }
2057 1953
2058 /* Basically, if we find a wall on a space, we cut down the search size. 1954 /* 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. 1955 * 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 - 1956 * 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 1957 * 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 1958 * spaces in all the other directions, this will reduce the search space
2063 * to only the spaces immediately surrounding the target area, and 1959 * to only the spaces immediately surrounding the target area, and
2064 * won't look 2 spaces south of the target space. 1960 * won't look 2 spaces south of the target space.
2065 */ 1961 */
2066 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1962 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1963 {
2067 stop = maxfree[i]; 1964 stop = maxfree[i];
1965 continue;
1966 }
1967
1968 /* Note it is intentional that we check ob - the movement type of the
1969 * head of the object should correspond for the entire object.
1970 */
1971 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1972 continue;
1973
1974 if (ob->blocked (m, pos.x, pos.y))
1975 continue;
1976
1977 altern [index++] = i;
2068 } 1978 }
2069 1979
2070 if (!index) 1980 if (!index)
2071 return -1; 1981 return -1;
2072 1982
2081 */ 1991 */
2082int 1992int
2083find_first_free_spot (const object *ob, maptile *m, int x, int y) 1993find_first_free_spot (const object *ob, maptile *m, int x, int y)
2084{ 1994{
2085 for (int i = 0; i < SIZEOFFREE; i++) 1995 for (int i = 0; i < SIZEOFFREE; i++)
2086 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1996 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2087 return i; 1997 return i;
2088 1998
2089 return -1; 1999 return -1;
2090} 2000}
2091 2001
2145 object *tmp; 2055 object *tmp;
2146 maptile *mp; 2056 maptile *mp;
2147 2057
2148 MoveType blocked, move_type; 2058 MoveType blocked, move_type;
2149 2059
2150 if (exclude && exclude->head) 2060 if (exclude && exclude->head_ () != exclude)
2151 { 2061 {
2152 exclude = exclude->head; 2062 exclude = exclude->head;
2153 move_type = exclude->move_type; 2063 move_type = exclude->move_type;
2154 } 2064 }
2155 else 2065 else
2178 max = maxfree[i]; 2088 max = maxfree[i];
2179 else if (mflags & P_IS_ALIVE) 2089 else if (mflags & P_IS_ALIVE)
2180 { 2090 {
2181 for (tmp = ms.bot; tmp; tmp = tmp->above) 2091 for (tmp = ms.bot; tmp; tmp = tmp->above)
2182 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2092 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2183 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2093 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2184 break; 2094 break;
2185 2095
2186 if (tmp) 2096 if (tmp)
2187 return freedir[i]; 2097 return freedir[i];
2188 } 2098 }
2368 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2278 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2369 * core dumps if they do. 2279 * core dumps if they do.
2370 * 2280 *
2371 * Add a check so we can't pick up invisible objects (0.93.8) 2281 * Add a check so we can't pick up invisible objects (0.93.8)
2372 */ 2282 */
2373
2374int 2283int
2375can_pick (const object *who, const object *item) 2284can_pick (const object *who, const object *item)
2376{ 2285{
2377 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2286 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2378 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2287 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2381 2290
2382/* 2291/*
2383 * create clone from object to another 2292 * create clone from object to another
2384 */ 2293 */
2385object * 2294object *
2386object_create_clone (object *asrc) 2295object::deep_clone ()
2387{ 2296{
2388 object *dst = 0, *tmp, *src, *part, *prev, *item; 2297 assert (("deep_clone called on non-head object", is_head ()));
2389 2298
2390 if (!asrc) 2299 object *dst = clone ();
2391 return 0;
2392 2300
2393 src = asrc; 2301 object *prev = dst;
2394 if (src->head)
2395 src = src->head;
2396
2397 prev = 0;
2398 for (part = src; part; part = part->more) 2302 for (object *part = this->more; part; part = part->more)
2399 { 2303 {
2400 tmp = part->clone (); 2304 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; 2305 tmp->head = dst;
2411
2412 tmp->more = 0;
2413
2414 if (prev)
2415 prev->more = tmp; 2306 prev->more = tmp;
2416
2417 prev = tmp; 2307 prev = tmp;
2418 } 2308 }
2419 2309
2420 for (item = src->inv; item; item = item->below) 2310 for (object *item = inv; item; item = item->below)
2421 insert_ob_in_ob (object_create_clone (item), dst); 2311 insert_ob_in_ob (item->deep_clone (), dst);
2422 2312
2423 return dst; 2313 return dst;
2424} 2314}
2425 2315
2426/* This returns the first object in who's inventory that 2316/* This returns the first object in who's inventory that
2435 return tmp; 2325 return tmp;
2436 2326
2437 return 0; 2327 return 0;
2438} 2328}
2439 2329
2440/* If ob has a field named key, return the link from the list, 2330const shstr &
2441 * otherwise return NULL. 2331object::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{ 2332{
2449 for (key_value *link = ob->key_values; link; link = link->next) 2333 for (key_value *kv = key_values; kv; kv = kv->next)
2450 if (link->key == key) 2334 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; 2335 return kv->value;
2485 2336
2486 return 0; 2337 return shstr_null;
2487} 2338}
2488 2339
2489/* 2340void
2490 * Updates the canonical_key in op to value. 2341object::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{ 2342{
2502 key_value *field = NULL, *last = NULL; 2343 for (key_value *kv = key_values; kv; kv = kv->next)
2503 2344 if (kv->key == key)
2504 for (field = op->key_values; field != NULL; field = field->next)
2505 {
2506 if (field->key != canonical_key)
2507 { 2345 {
2508 last = field; 2346 kv->value = value;
2509 continue; 2347 return;
2510 } 2348 }
2511 2349
2512 if (value) 2350 key_value *kv = new key_value;
2513 field->value = value; 2351
2514 else 2352 kv->next = key_values;
2353 kv->key = key;
2354 kv->value = value;
2355
2356 key_values = kv;
2357}
2358
2359void
2360object::kv_del (const shstr &key)
2361{
2362 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2363 if ((*kvp)->key == key)
2515 { 2364 {
2516 /* Basically, if the archetype has this key set, 2365 key_value *kv = *kvp;
2517 * we need to store the null value so when we save 2366 *kvp = (*kvp)->next;
2518 * it, we save the empty value so that when we load, 2367 delete kv;
2519 * we get this value back again. 2368 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 } 2369 }
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} 2370}
2578 2371
2579object::depth_iterator::depth_iterator (object *container) 2372object::depth_iterator::depth_iterator (object *container)
2580: iterator_base (container) 2373: iterator_base (container)
2581{ 2374{
2594 item = item->inv; 2387 item = item->inv;
2595 } 2388 }
2596 else 2389 else
2597 item = item->env; 2390 item = item->env;
2598} 2391}
2599
2600 2392
2601const char * 2393const char *
2602object::flag_desc (char *desc, int len) const 2394object::flag_desc (char *desc, int len) const
2603{ 2395{
2604 char *p = desc; 2396 char *p = desc;
2632{ 2424{
2633 char flagdesc[512]; 2425 char flagdesc[512];
2634 char info2[256 * 4]; 2426 char info2[256 * 4];
2635 char *p = info; 2427 char *p = info;
2636 2428
2637 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2429 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2638 count, uuid.seq, 2430 count,
2431 uuid.c_str (),
2639 &name, 2432 &name,
2640 title ? "\",title:\"" : "", 2433 title ? ",title:\"" : "",
2641 title ? (const char *)title : "", 2434 title ? (const char *)title : "",
2435 title ? "\"" : "",
2642 flag_desc (flagdesc, 512), type); 2436 flag_desc (flagdesc, 512), type);
2643 2437
2644 if (env) 2438 if (!flag[FLAG_REMOVED] && env)
2645 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2439 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2646 2440
2647 if (map) 2441 if (map)
2648 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2442 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2649 2443
2667} 2461}
2668 2462
2669const materialtype_t * 2463const materialtype_t *
2670object::dominant_material () const 2464object::dominant_material () const
2671{ 2465{
2672 if (materialtype_t *mat = name_to_material (materialname)) 2466 if (materialtype_t *mt = name_to_material (materialname))
2673 return mat; 2467 return mt;
2674 2468
2675 // omfg this is slow, this has to be temporary :)
2676 shstr unknown ("unknown");
2677
2678 return name_to_material (unknown); 2469 return name_to_material (shstr_unknown);
2679} 2470}
2680 2471
2681void 2472void
2682object::open_container (object *new_container) 2473object::open_container (object *new_container)
2683{ 2474{
2684 if (container == new_container) 2475 if (container == new_container)
2685 return; 2476 return;
2686 2477
2687 if (object *old_container = container) 2478 object *old_container = container;
2479
2480 if (old_container)
2688 { 2481 {
2689 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2482 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2690 return; 2483 return;
2691 2484
2692#if 0 2485#if 0
2694 if (object *closer = old_container->inv) 2487 if (object *closer = old_container->inv)
2695 if (closer->type == CLOSE_CON) 2488 if (closer->type == CLOSE_CON)
2696 closer->destroy (); 2489 closer->destroy ();
2697#endif 2490#endif
2698 2491
2492 // make sure the container is available
2493 esrv_send_item (this, old_container);
2494
2699 old_container->flag [FLAG_APPLIED] = 0; 2495 old_container->flag [FLAG_APPLIED] = false;
2700 container = 0; 2496 container = 0;
2701 2497
2498 // client needs item update to make it work, client bug requires this to be separate
2702 esrv_update_item (UPD_FLAGS, this, old_container); 2499 esrv_update_item (UPD_FLAGS, this, old_container);
2500
2703 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2501 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2502 play_sound (sound_find ("chest_close"));
2704 } 2503 }
2705 2504
2706 if (new_container) 2505 if (new_container)
2707 { 2506 {
2708 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2507 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2719 } 2518 }
2720#endif 2519#endif
2721 2520
2722 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2521 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2723 2522
2523 // make sure the container is available, client bug requires this to be separate
2524 esrv_send_item (this, new_container);
2525
2724 new_container->flag [FLAG_APPLIED] = 1; 2526 new_container->flag [FLAG_APPLIED] = true;
2725 container = new_container; 2527 container = new_container;
2726 2528
2529 // client needs flag change
2727 esrv_update_item (UPD_FLAGS, this, new_container); 2530 esrv_update_item (UPD_FLAGS, this, new_container);
2728 esrv_send_inventory (this, new_container); 2531 esrv_send_inventory (this, new_container);
2532 play_sound (sound_find ("chest_open"));
2533 }
2534// else if (!old_container->env && contr && contr->ns)
2535// contr->ns->floorbox_reset ();
2536}
2537
2538object *
2539object::force_find (const shstr name)
2540{
2541 /* cycle through his inventory to look for the MARK we want to
2542 * place
2543 */
2544 for (object *tmp = inv; tmp; tmp = tmp->below)
2545 if (tmp->type == FORCE && tmp->slaying == name)
2546 return splay (tmp);
2547
2548 return 0;
2549}
2550
2551void
2552object::force_add (const shstr name, int duration)
2553{
2554 if (object *force = force_find (name))
2555 force->destroy ();
2556
2557 object *force = get_archetype (FORCE_NAME);
2558
2559 force->slaying = name;
2560 force->stats.food = 1;
2561 force->speed_left = -1.f;
2562
2563 force->set_speed (duration ? 1.f / duration : 0.f);
2564 force->flag [FLAG_IS_USED_UP] = true;
2565 force->flag [FLAG_APPLIED] = true;
2566
2567 insert (force);
2568}
2569
2570void
2571object::play_sound (faceidx sound)
2572{
2573 if (!sound)
2574 return;
2575
2576 if (flag [FLAG_REMOVED])
2577 return;
2578
2579 if (env)
2729 } 2580 {
2581 if (object *pl = in_player ())
2582 pl->contr->play_sound (sound);
2583 }
2584 else
2585 map->play_sound (sound, x, y);
2730} 2586}
2731 2587
2732

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