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Comparing deliantra/server/common/object.C (file contents):
Revision 1.140 by root, Tue Apr 24 12:32:14 2007 UTC vs.
Revision 1.260 by root, Mon Sep 29 10:35:36 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
41 37
42objectvec objects; 38objectvec objects;
43activevec actives; 39activevec actives;
44 40
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 46};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50}; 52};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 58};
54int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 64};
58 65
59static void 66static void
60write_uuid (void) 67write_uuid (uval64 skip, bool sync)
61{ 68{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
63 70 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 73 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 74}
79 75
80static void 76static void
81read_uuid (void) 77read_uuid (void)
82{ 78{
83 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
84 80
85 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
86 84
87 FILE *fp; 85 FILE *fp;
88 86
89 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
90 { 88 {
91 if (errno == ENOENT) 89 if (errno == ENOENT)
92 { 90 {
93 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 92 UUID::cur.seq = 0;
95 write_uuid (); 93 write_uuid (UUID_GAP, true);
96 return; 94 return;
97 } 95 }
98 96
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 98 _exit (1);
101 } 99 }
102 100
103 int version; 101 UUID::BUF buf;
104 unsigned long long uid; 102 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 { 106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 108 _exit (1);
109 } 109 }
110 110
111 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 112
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
114 fclose (fp); 114 fclose (fp);
115} 115}
116 116
117UUID 117UUID
118gen_uuid () 118UUID::gen ()
119{ 119{
120 UUID uid; 120 UUID uid;
121 121
122 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
123 123
124 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
126 130
127 return uid; 131 return uid;
128} 132}
129 133
130void 134void
131init_uuid () 135UUID::init ()
132{ 136{
133 read_uuid (); 137 read_uuid ();
134} 138}
135 139
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 141static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
139{ 143{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
145 */ 147 */
146 148
147 /* For each field in wants, */ 149 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 151 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 152 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 153
171 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 155 return true;
173} 156}
174 157
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 159static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 161{
179 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
181 */ 164 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
183} 167}
184 168
185/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 170 * they can be merged together.
187 * 171 *
202 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 187 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
205 return 0; 189 return 0;
206 190
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* 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
209 * value could not be stored in a sint32 (which unfortunately sometimes is 192 * is always 0 .. 2**31-1 */
210 * used to store nrof). 193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 194 return 0;
214 195
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 196 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 197 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 198 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 199 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 200 * flags lose any meaning.
220 */ 201 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 202 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 204
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 207
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 208 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 209 || ob1->name != ob2->name
230 || ob1->title != ob2->title 210 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 211 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 212 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 213 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 214 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 215 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 216 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 217 || ob1->value != ob2->value
240 || 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
241 || ob1->client_type != ob2->client_type 220 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 221 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore 222 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 223 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 224 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 225 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 226 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 227 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 228 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 229 || ob1->move_slow != ob2->move_slow
251 || 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)))
252 return 0; 233 return 0;
253 234
235 if ((ob1->flag ^ ob2->flag)
236 .reset (FLAG_INV_LOCKED)
237 .reset (FLAG_REMOVED)
238 .any ())
239 return 0;
240
254 /* This is really a spellbook check - really, we should 241 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 242 * not merge objects with real inventories, as splitting them
243 * is hard.
256 */ 244 */
257 if (ob1->inv || ob2->inv) 245 if (ob1->inv || ob2->inv)
258 { 246 {
259 /* if one object has inventory but the other doesn't, not equiv */ 247 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 248 return 0; /* inventories differ in length */
261 return 0;
262 249
263 /* 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
264 if (!object::can_merge (ob1->inv, ob2->inv)) 253 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 254 return 0; /* inventory objects differ */
266 255
267 /* 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
268 * if it is valid. 257 * if it is valid.
269 */ 258 */
270 } 259 }
289 if (ob1->level != ob2->level) 278 if (ob1->level != ob2->level)
290 return 0; 279 return 0;
291 break; 280 break;
292 } 281 }
293 282
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 283 if (ob1->key_values || ob2->key_values)
295 { 284 {
296 /* At least one of these has key_values. */ 285 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 286 if ((!ob1->key_values) != (!ob2->key_values))
298 /* 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))
299 return 0; 290 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 291 }
303 292
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 293 if (ob1->self || ob2->self)
306 { 294 {
307 ob1->optimise (); 295 ob1->optimise ();
308 ob2->optimise (); 296 ob2->optimise ();
309 297
310 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)
311 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 }
312 } 312 }
313 313
314 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
315 return 1; 315 return 1;
316} 316}
317 317
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
318/* 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/*
319 * sum_weight() is a recursive function which calculates the weight 392 * this is a recursive function which calculates the weight
320 * 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
321 * containers are carrying, and sums it up. 394 * containers are carrying, and sums it up.
322 */ 395 */
323long 396void
324sum_weight (object *op) 397object::update_weight ()
325{ 398{
326 long sum; 399 sint32 sum = 0;
327 object *inv;
328 400
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 401 for (object *op = inv; op; op = op->below)
330 { 402 {
331 if (inv->inv) 403 if (op->inv)
332 sum_weight (inv); 404 op->update_weight ();
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 405
406 sum += op->total_weight ();
407 }
408
409 sum = weight_adjust_for (this, sum);
410
411 if (sum != carrying)
334 } 412 {
335
336 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100;
338
339 if (op->carrying != sum)
340 op->carrying = sum; 413 carrying = sum;
341 414
342 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 }
343} 419}
344 420
345/** 421/*
346 * Return the outermost environment object for a given object. 422 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */
348
349object *
350object_get_env_recursive (object *op)
351{
352 while (op->env != NULL)
353 op = op->env;
354 return op;
355}
356
357/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array.
361 */ 423 */
362char * 424char *
363dump_object (object *op) 425dump_object (object *op)
364{ 426{
365 if (!op) 427 if (!op)
373/* 435/*
374 * 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
375 * multi-object 1 which is closest to the second object. 437 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 438 * If it's not a multi-object, it is returned.
377 */ 439 */
378
379object * 440object *
380get_nearest_part (object *op, const object *pl) 441get_nearest_part (object *op, const object *pl)
381{ 442{
382 object *tmp, *closest; 443 object *tmp, *closest;
383 int last_dist, i; 444 int last_dist, i;
384 445
385 if (op->more == NULL) 446 if (!op->more)
386 return op; 447 return op;
448
387 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)
388 if ((i = distance (tmp, pl)) < last_dist) 452 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i; 453 closest = tmp, last_dist = i;
454
390 return closest; 455 return closest;
391} 456}
392 457
393/* 458/*
394 * 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.
395 */ 461 */
396object * 462object *
397find_object (tag_t i) 463find_object (tag_t i)
398{ 464{
399 for_all_objects (op) 465 for_all_objects (op)
410 */ 476 */
411object * 477object *
412find_object_name (const char *str) 478find_object_name (const char *str)
413{ 479{
414 shstr_cmp str_ (str); 480 shstr_cmp str_ (str);
415 object *op;
416 481
482 if (str_)
417 for_all_objects (op) 483 for_all_objects (op)
418 if (op->name == str_) 484 if (op->name == str_)
419 break; 485 return op;
420 486
421 return op; 487 return 0;
422}
423
424void
425free_all_object_data ()
426{
427 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
428} 488}
429 489
430/* 490/*
431 * 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
432 * skill and experience objects. 492 * skill and experience objects.
493 * ACTUALLY NO! investigate! TODO
433 */ 494 */
434void 495void
435object::set_owner (object *owner) 496object::set_owner (object *owner)
436{ 497{
498 // allow objects which own objects
437 if (!owner) 499 if (owner)
438 return;
439
440 /* next line added to allow objects which own objects */
441 /* Add a check for ownercounts in here, as I got into an endless loop
442 * with the fireball owning a poison cloud which then owned the
443 * fireball. I believe that was caused by one of the objects getting
444 * freed and then another object replacing it. Since the ownercounts
445 * didn't match, this check is valid and I believe that cause is valid.
446 */
447 while (owner->owner) 500 while (owner->owner)
448 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 }
449 508
450 this->owner = owner; 509 this->owner = owner;
510}
511
512int
513object::slottype () const
514{
515 if (type == SKILL)
516 {
517 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
518 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
519 }
520 else
521 {
522 if (slot [body_combat].info) return slot_combat;
523 if (slot [body_range ].info) return slot_ranged;
524 }
525
526 return slot_none;
527}
528
529bool
530object::change_weapon (object *ob)
531{
532 if (current_weapon == ob)
533 return true;
534
535 if (chosen_skill)
536 chosen_skill->flag [FLAG_APPLIED] = false;
537
538 current_weapon = ob;
539 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
540
541 if (chosen_skill)
542 chosen_skill->flag [FLAG_APPLIED] = true;
543
544 update_stats ();
545
546 if (ob)
547 {
548 // now check wether any body locations became invalid, in which case
549 // we cannot apply the weapon at the moment.
550 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
551 if (slot[i].used < 0)
552 {
553 current_weapon = chosen_skill = 0;
554 update_stats ();
555
556 new_draw_info_format (NDI_UNIQUE, 0, this,
557 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. "
559 "[You need to unapply some items first.]", &ob->name);
560 return false;
561 }
562
563 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
564 }
565 else
566 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
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
575 return true;
451} 576}
452 577
453/* Zero the key_values on op, decrementing the shared-string 578/* Zero the key_values on op, decrementing the shared-string
454 * refcounts and freeing the links. 579 * refcounts and freeing the links.
455 */ 580 */
465 } 590 }
466 591
467 op->key_values = 0; 592 op->key_values = 0;
468} 593}
469 594
470object & 595/*
471object::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)
472{ 605{
473 bool is_freed = flag [FLAG_FREED]; 606 dst->remove ();
474 bool is_removed = flag [FLAG_REMOVED];
475
476 *(object_copy *)this = src; 607 *(object_copy *)dst = *this;
477
478 flag [FLAG_FREED] = is_freed;
479 flag [FLAG_REMOVED] = is_removed; 608 dst->flag [FLAG_REMOVED] = true;
480 609
481 /* Copy over key_values, if any. */ 610 /* Copy over key_values, if any. */
482 if (src.key_values) 611 if (key_values)
483 { 612 {
484 key_value *tail = 0; 613 key_value *tail = 0;
485 key_values = 0; 614 dst->key_values = 0;
486 615
487 for (key_value *i = src.key_values; i; i = i->next) 616 for (key_value *i = key_values; i; i = i->next)
488 { 617 {
489 key_value *new_link = new key_value; 618 key_value *new_link = new key_value;
490 619
491 new_link->next = 0; 620 new_link->next = 0;
492 new_link->key = i->key; 621 new_link->key = i->key;
493 new_link->value = i->value; 622 new_link->value = i->value;
494 623
495 /* Try and be clever here, too. */ 624 /* Try and be clever here, too. */
496 if (!key_values) 625 if (!dst->key_values)
497 { 626 {
498 key_values = new_link; 627 dst->key_values = new_link;
499 tail = new_link; 628 tail = new_link;
500 } 629 }
501 else 630 else
502 { 631 {
503 tail->next = new_link; 632 tail->next = new_link;
504 tail = new_link; 633 tail = new_link;
505 } 634 }
506 } 635 }
507 } 636 }
508}
509
510/*
511 * copy_to first frees everything allocated by the dst object,
512 * and then copies the contents of itself into the second
513 * object, allocating what needs to be allocated. Basically, any
514 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
515 * if the first object is freed, the pointers in the new object
516 * will point at garbage.
517 */
518void
519object::copy_to (object *dst)
520{
521 *dst = *this;
522 637
523 if (speed < 0) 638 if (speed < 0)
524 dst->speed_left = speed_left - rndm (); 639 dst->speed_left -= rndm ();
525 640
526 dst->set_speed (dst->speed); 641 dst->activate ();
527} 642}
528 643
529void 644void
530object::instantiate () 645object::instantiate ()
531{ 646{
532 if (!uuid.seq) // HACK 647 if (!uuid.seq) // HACK
533 uuid = gen_uuid (); 648 uuid = UUID::gen ();
534 649
535 speed_left = -0.1f; 650 speed_left = -0.1f;
536 /* 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
537 * 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.
538 * 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
539 * values for the body_used info, so when items are created 654 * values for the body_used info, so when items are created
540 * for it, they can be properly equipped. 655 * for it, they can be properly equipped.
541 */ 656 */
542 memcpy (body_used, body_info, sizeof (body_used)); 657 for (int i = NUM_BODY_LOCATIONS; i--; )
658 slot[i].used = slot[i].info;
543 659
544 attachable::instantiate (); 660 attachable::instantiate ();
545} 661}
546 662
547object * 663object *
548object::clone () 664object::clone ()
549{ 665{
550 object *neu = create (); 666 object *neu = create ();
551 copy_to (neu); 667 copy_to (neu);
668 neu->map = map; // not copied by copy_to
552 return neu; 669 return neu;
553} 670}
554 671
555/* 672/*
556 * 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
607 * UP_OBJ_FACE: only the objects face has changed. 724 * UP_OBJ_FACE: only the objects face has changed.
608 */ 725 */
609void 726void
610update_object (object *op, int action) 727update_object (object *op, int action)
611{ 728{
612 if (op == NULL) 729 if (!op)
613 { 730 {
614 /* this should never happen */ 731 /* this should never happen */
615 LOG (llevDebug, "update_object() called for NULL object.\n"); 732 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
616 return; 733 return;
617 } 734 }
618 735
619 if (op->env) 736 if (!op->is_on_map ())
620 { 737 {
621 /* Animation is currently handled by client, so nothing 738 /* Animation is currently handled by client, so nothing
622 * to do in this case. 739 * to do in this case.
623 */ 740 */
624 return; 741 return;
625 } 742 }
626
627 /* If the map is saving, don't do anything as everything is
628 * going to get freed anyways.
629 */
630 if (!op->map || op->map->in_memory == MAP_SAVING)
631 return;
632 743
633 /* make sure the object is within map boundaries */ 744 /* make sure the object is within map boundaries */
634 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)
635 { 746 {
636 LOG (llevError, "update_object() called for object out of map!\n"); 747 LOG (llevError, "update_object() called for object out of map!\n");
655 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
656 || (m.move_on | op->move_on ) != m.move_on 767 || (m.move_on | op->move_on ) != m.move_on
657 || (m.move_off | op->move_off ) != m.move_off 768 || (m.move_off | op->move_off ) != m.move_off
658 || (m.move_slow | op->move_slow) != m.move_slow 769 || (m.move_slow | op->move_slow) != m.move_slow
659 /* 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
660 * to have move_allow right now. 771 * have move_allow right now.
661 */ 772 */
662 || ((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
663 || 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)
664 m.flags_ = 0; 775 m.flags_ = 0;
665 } 776 }
696static int object_count; 807static int object_count;
697 808
698void object::link () 809void object::link ()
699{ 810{
700 assert (!index);//D 811 assert (!index);//D
701 uuid = gen_uuid (); 812 uuid = UUID::gen ();
702 count = ++object_count; 813 count = ++object_count;
703 814
704 refcnt_inc (); 815 refcnt_inc ();
705 objects.insert (this); 816 objects.insert (this);
706} 817}
718object::activate () 829object::activate ()
719{ 830{
720 /* If already on active list, don't do anything */ 831 /* If already on active list, don't do anything */
721 if (active) 832 if (active)
722 return; 833 return;
834
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
723 837
724 if (has_active_speed ()) 838 if (has_active_speed ())
725 actives.insert (this); 839 actives.insert (this);
726} 840}
727 841
779object::destroy_inv (bool drop_to_ground) 893object::destroy_inv (bool drop_to_ground)
780{ 894{
781 // need to check first, because the checks below might segfault 895 // need to check first, because the checks below might segfault
782 // as we might be on an invalid mapspace and crossfire code 896 // as we might be on an invalid mapspace and crossfire code
783 // is too buggy to ensure that the inventory is empty. 897 // is too buggy to ensure that the inventory is empty.
784 // corollary: if you create arrows etc. with stuff in tis inventory, 898 // corollary: if you create arrows etc. with stuff in its inventory,
785 // cf will crash below with off-map x and y 899 // cf will crash below with off-map x and y
786 if (!inv) 900 if (!inv)
787 return; 901 return;
788 902
789 /* Only if the space blocks everything do we not process - 903 /* Only if the space blocks everything do we not process -
790 * if some form of movement is allowed, let objects 904 * if some form of movement is allowed, let objects
791 * drop on that space. 905 * drop on that space.
792 */ 906 */
793 if (!drop_to_ground 907 if (!drop_to_ground
794 || !map 908 || !map
795 || map->in_memory != MAP_IN_MEMORY 909 || map->in_memory != MAP_ACTIVE
796 || map->nodrop 910 || map->no_drop
797 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
798 { 912 {
799 while (inv) 913 while (inv)
800 {
801 inv->destroy_inv (drop_to_ground);
802 inv->destroy (); 914 inv->destroy ();
803 }
804 } 915 }
805 else 916 else
806 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
807 while (inv) 918 while (inv)
808 { 919 {
826 object *op = new object; 937 object *op = new object;
827 op->link (); 938 op->link ();
828 return op; 939 return op;
829} 940}
830 941
942static struct freed_map : maptile
943{
944 freed_map ()
945 {
946 path = "<freed objects map>";
947 name = "/internal/freed_objects_map";
948 width = 3;
949 height = 3;
950 no_drop = 1;
951 no_reset = 1;
952
953 alloc ();
954 in_memory = MAP_ACTIVE;
955 }
956
957 ~freed_map ()
958 {
959 destroy ();
960 }
961} freed_map; // freed objects are moved here to avoid crashes
962
831void 963void
832object::do_destroy () 964object::do_destroy ()
833{ 965{
834 attachable::do_destroy ();
835
836 if (flag [FLAG_IS_LINKED]) 966 if (flag [FLAG_IS_LINKED])
837 remove_button_link (this); 967 remove_button_link (this);
838 968
839 if (flag [FLAG_FRIENDLY]) 969 if (flag [FLAG_FRIENDLY])
840 remove_friendly_object (this); 970 remove_friendly_object (this);
841 971
842 if (!flag [FLAG_REMOVED])
843 remove (); 972 remove ();
844 973
845 destroy_inv (true); 974 attachable::do_destroy ();
846 975
847 deactivate (); 976 deactivate ();
848 unlink (); 977 unlink ();
849 978
850 flag [FLAG_FREED] = 1; 979 flag [FLAG_FREED] = 1;
851 980
852 // hack to ensure that freed objects still have a valid map 981 // hack to ensure that freed objects still have a valid map
853 {
854 static maptile *freed_map; // freed objects are moved here to avoid crashes
855
856 if (!freed_map)
857 {
858 freed_map = new maptile;
859
860 freed_map->name = "/internal/freed_objects_map";
861 freed_map->width = 3;
862 freed_map->height = 3;
863
864 freed_map->alloc ();
865 freed_map->in_memory = MAP_IN_MEMORY;
866 }
867
868 map = freed_map; 982 map = &freed_map;
869 x = 1; 983 x = 1;
870 y = 1; 984 y = 1;
871 }
872
873 head = 0;
874 985
875 if (more) 986 if (more)
876 { 987 {
877 more->destroy (); 988 more->destroy ();
878 more = 0; 989 more = 0;
879 } 990 }
880 991
992 head = 0;
993
881 // clear those pointers that likely might have circular references to us 994 // clear those pointers that likely might cause circular references
882 owner = 0; 995 owner = 0;
883 enemy = 0; 996 enemy = 0;
884 attacked_by = 0; 997 attacked_by = 0;
998 current_weapon = 0;
885} 999}
886 1000
887void 1001void
888object::destroy (bool destroy_inventory) 1002object::destroy ()
889{ 1003{
890 if (destroyed ()) 1004 if (destroyed ())
891 return; 1005 return;
892 1006
893 if (destroy_inventory) 1007 if (!is_head () && !head->destroyed ())
1008 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy ();
1011 return;
1012 }
1013
894 destroy_inv (false); 1014 destroy_inv (false);
1015
1016 if (is_head ())
1017 if (sound_destroy)
1018 play_sound (sound_destroy);
1019 else if (flag [FLAG_MONSTER])
1020 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
895 1021
896 attachable::destroy (); 1022 attachable::destroy ();
897}
898
899/*
900 * sub_weight() recursively (outwards) subtracts a number from the
901 * weight of an object (and what is carried by it's environment(s)).
902 */
903void
904sub_weight (object *op, signed long weight)
905{
906 while (op != NULL)
907 {
908 if (op->type == CONTAINER)
909 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
910
911 op->carrying -= weight;
912 op = op->env;
913 }
914} 1023}
915 1024
916/* op->remove (): 1025/* op->remove ():
917 * This function removes the object op from the linked list of objects 1026 * This function removes the object op from the linked list of objects
918 * which it is currently tied to. When this function is done, the 1027 * which it is currently tied to. When this function is done, the
924object::do_remove () 1033object::do_remove ()
925{ 1034{
926 object *tmp, *last = 0; 1035 object *tmp, *last = 0;
927 object *otmp; 1036 object *otmp;
928 1037
929 if (QUERY_FLAG (this, FLAG_REMOVED)) 1038 if (flag [FLAG_REMOVED])
930 return; 1039 return;
931 1040
932 SET_FLAG (this, FLAG_REMOVED);
933 INVOKE_OBJECT (REMOVE, this); 1041 INVOKE_OBJECT (REMOVE, this);
1042
1043 flag [FLAG_REMOVED] = true;
934 1044
935 if (more) 1045 if (more)
936 more->remove (); 1046 more->remove ();
937 1047
938 /* 1048 /*
939 * In this case, the object to be removed is in someones 1049 * In this case, the object to be removed is in someones
940 * inventory. 1050 * inventory.
941 */ 1051 */
942 if (env) 1052 if (env)
943 { 1053 {
944 if (nrof) 1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
945 sub_weight (env, weight * nrof); 1055 if (object *pl = visible_to ())
946 else 1056 esrv_del_item (pl->contr, count);
947 sub_weight (env, weight + carrying); 1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058
1059 adjust_weight (env, -total_weight ());
1060
1061 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do.
1064 */
1065 map = env->map;
1066 x = env->x;
1067 y = env->y;
1068
1069 // make sure cmov optimisation is applicable
1070 *(above ? &above->below : &env->inv) = below;
1071 *(below ? &below->above : &above ) = above; // &above is just a dummy
1072
1073 above = 0;
1074 below = 0;
1075 env = 0;
948 1076
949 /* NO_FIX_PLAYER is set when a great many changes are being 1077 /* NO_FIX_PLAYER is set when a great many changes are being
950 * made to players inventory. If set, avoiding the call 1078 * made to players inventory. If set, avoiding the call
951 * to save cpu time. 1079 * to save cpu time.
952 */ 1080 */
953 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1081 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
954 otmp->update_stats (); 1082 otmp->update_stats ();
955
956 if (above)
957 above->below = below;
958 else
959 env->inv = below;
960
961 if (below)
962 below->above = above;
963
964 /* we set up values so that it could be inserted into
965 * the map, but we don't actually do that - it is up
966 * to the caller to decide what we want to do.
967 */
968 x = env->x, y = env->y;
969 map = env->map;
970 above = 0, below = 0;
971 env = 0;
972 } 1083 }
973 else if (map) 1084 else if (map)
974 { 1085 {
975 if (type == PLAYER)
976 {
977 // leaving a spot always closes any open container on the ground
978 if (container && !container->env)
979 // this causes spurious floorbox updates, but it ensures
980 // that the CLOSE event is being sent.
981 close_container ();
982
983 --map->players;
984 map->touch ();
985 }
986
987 map->dirty = true; 1086 map->dirty = true;
988 mapspace &ms = this->ms (); 1087 mapspace &ms = this->ms ();
989 1088
1089 if (object *pl = ms.player ())
1090 {
1091 if (type == PLAYER) // this == pl(!)
1092 {
1093 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent.
1097 close_container ();
1098
1099 --map->players;
1100 map->touch ();
1101 }
1102 else if (pl->container == this)
1103 {
1104 // removing a container should close it
1105 close_container ();
1106 }
1107
1108 esrv_del_item (pl->contr, count);
1109 }
1110
990 /* link the object above us */ 1111 /* link the object above us */
991 if (above) 1112 // re-link, make sure compiler can easily use cmove
992 above->below = below; 1113 *(above ? &above->below : &ms.top) = below;
993 else 1114 *(below ? &below->above : &ms.bot) = above;
994 ms.top = below; /* we were top, set new top */
995
996 /* Relink the object below us, if there is one */
997 if (below)
998 below->above = above;
999 else
1000 {
1001 /* Nothing below, which means we need to relink map object for this space
1002 * use translated coordinates in case some oddness with map tiling is
1003 * evident
1004 */
1005 if (GET_MAP_OB (map, x, y) != this)
1006 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 ());
1007
1008 ms.bot = above; /* goes on above it. */
1009 }
1010 1115
1011 above = 0; 1116 above = 0;
1012 below = 0; 1117 below = 0;
1013 1118
1119 ms.flags_ = 0;
1120
1014 if (map->in_memory == MAP_SAVING) 1121 if (map->in_memory == MAP_SAVING)
1015 return; 1122 return;
1016 1123
1017 int check_walk_off = !flag [FLAG_NO_APPLY]; 1124 int check_walk_off = !flag [FLAG_NO_APPLY];
1125
1126 if (object *pl = ms.player ())
1127 {
1128 if (pl->container == this)
1129 /* If a container that the player is currently using somehow gets
1130 * removed (most likely destroyed), update the player view
1131 * appropriately.
1132 */
1133 pl->close_container ();
1134
1135 //TODO: the floorbox prev/next might need updating
1136 //esrv_del_item (pl->contr, count);
1137 //TODO: update floorbox to preserve ordering
1138 if (pl->contr->ns)
1139 pl->contr->ns->floorbox_update ();
1140 }
1018 1141
1019 for (tmp = ms.bot; tmp; tmp = tmp->above) 1142 for (tmp = ms.bot; tmp; tmp = tmp->above)
1020 { 1143 {
1021 /* No point updating the players look faces if he is the object 1144 /* No point updating the players look faces if he is the object
1022 * being removed. 1145 * being removed.
1023 */ 1146 */
1024
1025 if (tmp->type == PLAYER && tmp != this)
1026 {
1027 /* If a container that the player is currently using somehow gets
1028 * removed (most likely destroyed), update the player view
1029 * appropriately.
1030 */
1031 if (tmp->container == this)
1032 {
1033 flag [FLAG_APPLIED] = 0;
1034 tmp->container = 0;
1035 }
1036
1037 if (tmp->contr->ns)
1038 tmp->contr->ns->floorbox_update ();
1039 }
1040 1147
1041 /* See if object moving off should effect something */ 1148 /* See if object moving off should effect something */
1042 if (check_walk_off 1149 if (check_walk_off
1043 && ((move_type & tmp->move_off) 1150 && ((move_type & tmp->move_off)
1044 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1047 1154
1048 if (destroyed ()) 1155 if (destroyed ())
1049 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1050 } 1157 }
1051 1158
1052 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1053 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1054 if (tmp->above == tmp)
1055 tmp->above = 0;
1056
1057 last = tmp; 1159 last = tmp;
1058 } 1160 }
1059
1060 /* last == NULL if there are no objects on this space */
1061 //TODO: this makes little sense, why only update the topmost object?
1062 if (!last)
1063 map->at (x, y).flags_ = 0;
1064 else
1065 update_object (last, UP_OBJ_REMOVE);
1066 1161
1067 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1162 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1068 update_all_los (map, x, y); 1163 update_all_los (map, x, y);
1069 } 1164 }
1070} 1165}
1081merge_ob (object *op, object *top) 1176merge_ob (object *op, object *top)
1082{ 1177{
1083 if (!op->nrof) 1178 if (!op->nrof)
1084 return 0; 1179 return 0;
1085 1180
1086 if (top) 1181 if (!top)
1087 for (top = op; top && top->above; top = top->above) 1182 for (top = op; top && top->above; top = top->above)
1088 ; 1183 ;
1089 1184
1090 for (; top; top = top->below) 1185 for (; top; top = top->below)
1091 {
1092 if (top == op)
1093 continue;
1094
1095 if (object::can_merge (op, top)) 1186 if (object::can_merge (op, top))
1096 { 1187 {
1097 top->nrof += op->nrof; 1188 top->nrof += op->nrof;
1098 1189
1099/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1190 if (object *pl = top->visible_to ())
1100 op->weight = 0; /* Don't want any adjustements now */ 1191 esrv_update_item (UPD_NROF, pl, top);
1192
1193 op->weight = 0; // cancel the addition above
1194 op->carrying = 0; // must be 0 already
1195
1101 op->destroy (); 1196 op->destroy ();
1197
1102 return top; 1198 return top;
1103 } 1199 }
1104 }
1105 1200
1106 return 0; 1201 return 0;
1107} 1202}
1108 1203
1109void 1204void
1112 if (more) 1207 if (more)
1113 return; 1208 return;
1114 1209
1115 object *prev = this; 1210 object *prev = this;
1116 1211
1117 for (archetype *at = arch->more; at; at = at->more) 1212 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1118 { 1213 {
1119 object *op = arch_to_object (at); 1214 object *op = arch_to_object (at);
1120 1215
1121 op->name = name; 1216 op->name = name;
1122 op->name_pl = name_pl; 1217 op->name_pl = name_pl;
1134 * job preparing multi-part monsters. 1229 * job preparing multi-part monsters.
1135 */ 1230 */
1136object * 1231object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1232insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1233{
1234 op->remove ();
1235
1139 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1236 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1140 { 1237 {
1141 tmp->x = x + tmp->arch->clone.x; 1238 tmp->x = x + tmp->arch->x;
1142 tmp->y = y + tmp->arch->clone.y; 1239 tmp->y = y + tmp->arch->y;
1143 } 1240 }
1144 1241
1145 return insert_ob_in_map (op, m, originator, flag); 1242 return insert_ob_in_map (op, m, originator, flag);
1146} 1243}
1147 1244
1166 * just 'op' otherwise 1263 * just 'op' otherwise
1167 */ 1264 */
1168object * 1265object *
1169insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1266insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1170{ 1267{
1171 assert (!op->flag [FLAG_FREED]); 1268 if (op->is_on_map ())
1172
1173 object *tmp, *top, *floor = NULL;
1174
1175 op->remove ();
1176
1177#if 0
1178 if (!m->active != !op->active)
1179 if (m->active)
1180 op->activate_recursive ();
1181 else
1182 op->deactivate_recursive ();
1183#endif
1184
1185 if (out_of_map (m, op->x, op->y))
1186 { 1269 {
1187 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1270 LOG (llevError, "insert_ob_in_map called for object already on map");
1188#ifdef MANY_CORES
1189 /* Better to catch this here, as otherwise the next use of this object
1190 * is likely to cause a crash. Better to find out where it is getting
1191 * improperly inserted.
1192 */
1193 abort (); 1271 abort ();
1194#endif
1195 return op;
1196 }
1197
1198 if (object *more = op->more)
1199 { 1272 }
1200 if (!insert_ob_in_map (more, m, originator, flag))
1201 {
1202 if (!op->head)
1203 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1204 1273
1205 return 0; 1274 if (op->env)
1206 }
1207 } 1275 {
1276 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1277 op->remove ();
1278 }
1208 1279
1209 CLEAR_FLAG (op, FLAG_REMOVED); 1280 if (m == &freed_map)//D TODO: remove soon
1281 {//D
1282 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1283 }//D
1210 1284
1211 /* Ideally, the caller figures this out. However, it complicates a lot 1285 /* Ideally, the caller figures this out. However, it complicates a lot
1212 * of areas of callers (eg, anything that uses find_free_spot would now 1286 * of areas of callers (eg, anything that uses find_free_spot would now
1213 * need extra work 1287 * need extra work
1214 */ 1288 */
1215 if (!xy_normalise (m, op->x, op->y)) 1289 if (!xy_normalise (m, op->x, op->y))
1290 {
1291 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1216 return 0; 1292 return 0;
1293 }
1294
1295 if (object *more = op->more)
1296 if (!insert_ob_in_map (more, m, originator, flag))
1297 return 0;
1298
1299 CLEAR_FLAG (op, FLAG_REMOVED);
1217 1300
1218 op->map = m; 1301 op->map = m;
1219 mapspace &ms = op->ms (); 1302 mapspace &ms = op->ms ();
1220 1303
1221 /* this has to be done after we translate the coordinates. 1304 /* this has to be done after we translate the coordinates.
1222 */ 1305 */
1223 if (op->nrof && !(flag & INS_NO_MERGE)) 1306 if (op->nrof && !(flag & INS_NO_MERGE))
1224 for (tmp = ms.bot; tmp; tmp = tmp->above) 1307 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1225 if (object::can_merge (op, tmp)) 1308 if (object::can_merge (op, tmp))
1226 { 1309 {
1310 // TODO: we actually want to update tmp, not op,
1311 // but some caller surely breaks when we return tmp
1312 // from here :/
1227 op->nrof += tmp->nrof; 1313 op->nrof += tmp->nrof;
1228 tmp->destroy (); 1314 tmp->destroy ();
1229 } 1315 }
1230 1316
1231 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1317 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1240 { 1326 {
1241 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1327 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1242 abort (); 1328 abort ();
1243 } 1329 }
1244 1330
1331 if (!originator->is_on_map ())
1332 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1333 op->debug_desc (), originator->debug_desc ());
1334
1245 op->above = originator; 1335 op->above = originator;
1246 op->below = originator->below; 1336 op->below = originator->below;
1247
1248 if (op->below)
1249 op->below->above = op;
1250 else
1251 ms.bot = op;
1252
1253 /* since *below* originator, no need to update top */
1254 originator->below = op; 1337 originator->below = op;
1338
1339 *(op->below ? &op->below->above : &ms.bot) = op;
1255 } 1340 }
1256 else 1341 else
1257 { 1342 {
1258 top = ms.bot; 1343 object *floor = 0;
1344 object *top = ms.top;
1259 1345
1260 /* If there are other objects, then */ 1346 /* If there are other objects, then */
1261 if ((!(flag & INS_MAP_LOAD)) && top) 1347 if (top)
1262 { 1348 {
1263 object *last = 0;
1264
1265 /* 1349 /*
1266 * If there are multiple objects on this space, we do some trickier handling. 1350 * If there are multiple objects on this space, we do some trickier handling.
1267 * We've already dealt with merging if appropriate. 1351 * We've already dealt with merging if appropriate.
1268 * Generally, we want to put the new object on top. But if 1352 * Generally, we want to put the new object on top. But if
1269 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1353 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1272 * once we get to them. This reduces the need to traverse over all of 1356 * once we get to them. This reduces the need to traverse over all of
1273 * them when adding another one - this saves quite a bit of cpu time 1357 * them when adding another one - this saves quite a bit of cpu time
1274 * when lots of spells are cast in one area. Currently, it is presumed 1358 * when lots of spells are cast in one area. Currently, it is presumed
1275 * that flying non pickable objects are spell objects. 1359 * that flying non pickable objects are spell objects.
1276 */ 1360 */
1277 for (top = ms.bot; top; top = top->above) 1361 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1278 { 1362 {
1279 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1363 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1280 floor = top; 1364 floor = tmp;
1281 1365
1282 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1366 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1283 { 1367 {
1284 /* We insert above top, so we want this object below this */ 1368 /* We insert above top, so we want this object below this */
1285 top = top->below; 1369 top = tmp->below;
1286 break; 1370 break;
1287 } 1371 }
1288 1372
1289 last = top; 1373 top = tmp;
1290 } 1374 }
1291
1292 /* Don't want top to be NULL, so set it to the last valid object */
1293 top = last;
1294 1375
1295 /* We let update_position deal with figuring out what the space 1376 /* We let update_position deal with figuring out what the space
1296 * looks like instead of lots of conditions here. 1377 * looks like instead of lots of conditions here.
1297 * makes things faster, and effectively the same result. 1378 * makes things faster, and effectively the same result.
1298 */ 1379 */
1305 */ 1386 */
1306 if (!(flag & INS_ON_TOP) 1387 if (!(flag & INS_ON_TOP)
1307 && ms.flags () & P_BLOCKSVIEW 1388 && ms.flags () & P_BLOCKSVIEW
1308 && (op->face && !faces [op->face].visibility)) 1389 && (op->face && !faces [op->face].visibility))
1309 { 1390 {
1391 object *last;
1392
1310 for (last = top; last != floor; last = last->below) 1393 for (last = top; last != floor; last = last->below)
1311 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1394 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1312 break; 1395 break;
1313 1396
1314 /* Check to see if we found the object that blocks view, 1397 /* Check to see if we found the object that blocks view,
1319 if (last && last->below && last != floor) 1402 if (last && last->below && last != floor)
1320 top = last->below; 1403 top = last->below;
1321 } 1404 }
1322 } /* If objects on this space */ 1405 } /* If objects on this space */
1323 1406
1324 if (flag & INS_MAP_LOAD)
1325 top = ms.top;
1326
1327 if (flag & INS_ABOVE_FLOOR_ONLY) 1407 if (flag & INS_ABOVE_FLOOR_ONLY)
1328 top = floor; 1408 top = floor;
1329 1409
1330 /* Top is the object that our object (op) is going to get inserted above. 1410 // insert object above top, or bottom-most if top = 0
1331 */
1332
1333 /* First object on this space */
1334 if (!top) 1411 if (!top)
1335 { 1412 {
1413 op->below = 0;
1336 op->above = ms.bot; 1414 op->above = ms.bot;
1337
1338 if (op->above)
1339 op->above->below = op;
1340
1341 op->below = 0;
1342 ms.bot = op; 1415 ms.bot = op;
1416
1417 *(op->above ? &op->above->below : &ms.top) = op;
1343 } 1418 }
1344 else 1419 else
1345 { /* get inserted into the stack above top */ 1420 {
1346 op->above = top->above; 1421 op->above = top->above;
1347
1348 if (op->above)
1349 op->above->below = op; 1422 top->above = op;
1350 1423
1351 op->below = top; 1424 op->below = top;
1352 top->above = op; 1425 *(op->above ? &op->above->below : &ms.top) = op;
1353 } 1426 }
1354 1427 }
1355 if (!op->above)
1356 ms.top = op;
1357 } /* else not INS_BELOW_ORIGINATOR */
1358 1428
1359 if (op->type == PLAYER) 1429 if (op->type == PLAYER)
1360 { 1430 {
1361 op->contr->do_los = 1; 1431 op->contr->do_los = 1;
1362 ++op->map->players; 1432 ++op->map->players;
1363 op->map->touch (); 1433 op->map->touch ();
1364 } 1434 }
1365 1435
1366 op->map->dirty = true; 1436 op->map->dirty = true;
1367 1437
1368 /* If we have a floor, we know the player, if any, will be above
1369 * it, so save a few ticks and start from there.
1370 */
1371 if (!(flag & INS_MAP_LOAD))
1372 if (object *pl = ms.player ()) 1438 if (object *pl = ms.player ())
1439 //TODO: the floorbox prev/next might need updating
1440 //esrv_send_item (pl, op);
1441 //TODO: update floorbox to preserve ordering
1373 if (pl->contr->ns) 1442 if (pl->contr->ns)
1374 pl->contr->ns->floorbox_update (); 1443 pl->contr->ns->floorbox_update ();
1375 1444
1376 /* If this object glows, it may affect lighting conditions that are 1445 /* If this object glows, it may affect lighting conditions that are
1377 * visible to others on this map. But update_all_los is really 1446 * visible to others on this map. But update_all_los is really
1378 * an inefficient way to do this, as it means los for all players 1447 * an inefficient way to do this, as it means los for all players
1379 * on the map will get recalculated. The players could very well 1448 * on the map will get recalculated. The players could very well
1398 * blocked() and wall() work properly), and these flags are updated by 1467 * blocked() and wall() work properly), and these flags are updated by
1399 * update_object(). 1468 * update_object().
1400 */ 1469 */
1401 1470
1402 /* if this is not the head or flag has been passed, don't check walk on status */ 1471 /* if this is not the head or flag has been passed, don't check walk on status */
1403 if (!(flag & INS_NO_WALK_ON) && !op->head) 1472 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1404 { 1473 {
1405 if (check_move_on (op, originator)) 1474 if (check_move_on (op, originator))
1406 return 0; 1475 return 0;
1407 1476
1408 /* If we are a multi part object, lets work our way through the check 1477 /* If we are a multi part object, lets work our way through the check
1409 * walk on's. 1478 * walk on's.
1410 */ 1479 */
1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1480 for (object *tmp = op->more; tmp; tmp = tmp->more)
1412 if (check_move_on (tmp, originator)) 1481 if (check_move_on (tmp, originator))
1413 return 0; 1482 return 0;
1414 } 1483 }
1415 1484
1416 return op; 1485 return op;
1421 * op is the object to insert it under: supplies x and the map. 1490 * op is the object to insert it under: supplies x and the map.
1422 */ 1491 */
1423void 1492void
1424replace_insert_ob_in_map (const char *arch_string, object *op) 1493replace_insert_ob_in_map (const char *arch_string, object *op)
1425{ 1494{
1426 object *tmp, *tmp1;
1427
1428 /* first search for itself and remove any old instances */ 1495 /* first search for itself and remove any old instances */
1429 1496
1430 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1497 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1498 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1432 tmp->destroy (); 1499 tmp->destroy ();
1433 1500
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1501 object *tmp = arch_to_object (archetype::find (arch_string));
1435 1502
1436 tmp1->x = op->x; 1503 tmp->x = op->x;
1437 tmp1->y = op->y; 1504 tmp->y = op->y;
1505
1438 insert_ob_in_map (tmp1, op->map, op, 0); 1506 insert_ob_in_map (tmp, op->map, op, 0);
1439} 1507}
1440 1508
1441object * 1509object *
1442object::insert_at (object *where, object *originator, int flags) 1510object::insert_at (object *where, object *originator, int flags)
1443{ 1511{
1512 if (where->env)
1513 return where->env->insert (this);
1514 else
1444 return where->map->insert (this, where->x, where->y, originator, flags); 1515 return where->map->insert (this, where->x, where->y, originator, flags);
1445} 1516}
1446 1517
1447/* 1518/*
1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1449 * is returned contains nr objects, and the remaining parts contains
1450 * the rest (or is removed and freed if that number is 0).
1451 * On failure, NULL is returned, and the reason put into the
1452 * global static errmsg array.
1453 */
1454object *
1455get_split_ob (object *orig_ob, uint32 nr)
1456{
1457 object *newob;
1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1459
1460 if (orig_ob->nrof < nr)
1461 {
1462 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1463 return NULL;
1464 }
1465
1466 newob = object_create_clone (orig_ob);
1467
1468 if ((orig_ob->nrof -= nr) < 1)
1469 orig_ob->destroy (1);
1470 else if (!is_removed)
1471 {
1472 if (orig_ob->env != NULL)
1473 sub_weight (orig_ob->env, orig_ob->weight * nr);
1474 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1475 {
1476 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1477 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1478 return NULL;
1479 }
1480 }
1481
1482 newob->nrof = nr;
1483
1484 return newob;
1485}
1486
1487/*
1488 * decrease_ob_nr(object, number) decreases a specified number from 1519 * decrease(object, number) decreases a specified number from
1489 * the amount of an object. If the amount reaches 0, the object 1520 * the amount of an object. If the amount reaches 0, the object
1490 * is subsequently removed and freed. 1521 * is subsequently removed and freed.
1491 * 1522 *
1492 * Return value: 'op' if something is left, NULL if the amount reached 0 1523 * Return value: 'op' if something is left, NULL if the amount reached 0
1493 */ 1524 */
1525bool
1526object::decrease (sint32 nr)
1527{
1528 if (!nr)
1529 return true;
1530
1531 nr = min (nr, nrof);
1532
1533 if (nrof > nr)
1534 {
1535 nrof -= nr;
1536 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1537
1538 if (object *pl = visible_to ())
1539 esrv_update_item (UPD_NROF, pl, this);
1540
1541 return true;
1542 }
1543 else
1544 {
1545 destroy ();
1546 return false;
1547 }
1548}
1549
1550/*
1551 * split(ob,nr) splits up ob into two parts. The part which
1552 * is returned contains nr objects, and the remaining parts contains
1553 * the rest (or is removed and returned if that number is 0).
1554 * On failure, NULL is returned.
1555 */
1494object * 1556object *
1495decrease_ob_nr (object *op, uint32 i) 1557object::split (sint32 nr)
1496{ 1558{
1497 object *tmp; 1559 int have = number_of ();
1498 1560
1499 if (i == 0) /* objects with op->nrof require this check */ 1561 if (have < nr)
1500 return op; 1562 return 0;
1501 1563 else if (have == nr)
1502 if (i > op->nrof)
1503 i = op->nrof;
1504
1505 if (QUERY_FLAG (op, FLAG_REMOVED))
1506 op->nrof -= i;
1507 else if (op->env)
1508 { 1564 {
1509 /* is this object in the players inventory, or sub container
1510 * therein?
1511 */
1512 tmp = op->in_player ();
1513 /* nope. Is this a container the player has opened?
1514 * If so, set tmp to that player.
1515 * IMO, searching through all the players will mostly
1516 * likely be quicker than following op->env to the map,
1517 * and then searching the map for a player.
1518 */
1519 if (!tmp)
1520 for_all_players (pl)
1521 if (pl->ob->container == op->env)
1522 {
1523 tmp = pl->ob;
1524 break;
1525 }
1526
1527 if (i < op->nrof)
1528 {
1529 sub_weight (op->env, op->weight * i);
1530 op->nrof -= i;
1531 if (tmp)
1532 esrv_send_item (tmp, op);
1533 }
1534 else
1535 {
1536 op->remove (); 1565 remove ();
1537 op->nrof = 0; 1566 return this;
1538 if (tmp)
1539 esrv_del_item (tmp->contr, op->count);
1540 }
1541 } 1567 }
1542 else 1568 else
1543 { 1569 {
1544 object *above = op->above; 1570 decrease (nr);
1545 1571
1546 if (i < op->nrof) 1572 object *op = deep_clone ();
1547 op->nrof -= i; 1573 op->nrof = nr;
1548 else
1549 {
1550 op->remove ();
1551 op->nrof = 0;
1552 }
1553
1554 /* Since we just removed op, op->above is null */
1555 for (tmp = above; tmp; tmp = tmp->above)
1556 if (tmp->type == PLAYER)
1557 {
1558 if (op->nrof)
1559 esrv_send_item (tmp, op);
1560 else
1561 esrv_del_item (tmp->contr, op->count);
1562 }
1563 }
1564
1565 if (op->nrof)
1566 return op; 1574 return op;
1567 else
1568 {
1569 op->destroy ();
1570 return 0;
1571 }
1572}
1573
1574/*
1575 * add_weight(object, weight) adds the specified weight to an object,
1576 * and also updates how much the environment(s) is/are carrying.
1577 */
1578void
1579add_weight (object *op, signed long weight)
1580{
1581 while (op != NULL)
1582 {
1583 if (op->type == CONTAINER)
1584 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1585
1586 op->carrying += weight;
1587 op = op->env;
1588 } 1575 }
1589} 1576}
1590 1577
1591object * 1578object *
1592insert_ob_in_ob (object *op, object *where) 1579insert_ob_in_ob (object *op, object *where)
1597 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1584 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1598 free (dump); 1585 free (dump);
1599 return op; 1586 return op;
1600 } 1587 }
1601 1588
1602 if (where->head) 1589 if (where->head_ () != where)
1603 { 1590 {
1604 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1591 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1605 where = where->head; 1592 where = where->head;
1606 } 1593 }
1607 1594
1608 return where->insert (op); 1595 return where->insert (op);
1609} 1596}
1617 * be != op, if items are merged. -Tero 1604 * be != op, if items are merged. -Tero
1618 */ 1605 */
1619object * 1606object *
1620object::insert (object *op) 1607object::insert (object *op)
1621{ 1608{
1622 object *tmp, *otmp;
1623
1624 if (!QUERY_FLAG (op, FLAG_REMOVED))
1625 op->remove ();
1626
1627 if (op->more) 1609 if (op->more)
1628 { 1610 {
1629 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1611 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1630 return op; 1612 return op;
1631 } 1613 }
1632 1614
1633 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1615 op->remove ();
1634 CLEAR_FLAG (op, FLAG_REMOVED); 1616
1617 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1618
1635 if (op->nrof) 1619 if (op->nrof)
1636 {
1637 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1620 for (object *tmp = inv; tmp; tmp = tmp->below)
1638 if (object::can_merge (tmp, op)) 1621 if (object::can_merge (tmp, op))
1639 { 1622 {
1640 /* return the original object and remove inserted object 1623 /* return the original object and remove inserted object
1641 (client needs the original object) */ 1624 (client needs the original object) */
1642 tmp->nrof += op->nrof; 1625 tmp->nrof += op->nrof;
1643 /* Weight handling gets pretty funky. Since we are adding to 1626
1644 * tmp->nrof, we need to increase the weight. 1627 if (object *pl = tmp->visible_to ())
1645 */ 1628 esrv_update_item (UPD_NROF, pl, tmp);
1629
1646 add_weight (this, op->weight * op->nrof); 1630 adjust_weight (this, op->total_weight ());
1647 SET_FLAG (op, FLAG_REMOVED); 1631
1648 op->destroy (); /* free the inserted object */ 1632 op->destroy ();
1649 op = tmp; 1633 op = tmp;
1650 op->remove (); /* and fix old object's links */ 1634 goto inserted;
1651 CLEAR_FLAG (op, FLAG_REMOVED);
1652 break;
1653 } 1635 }
1654 1636
1655 /* I assume combined objects have no inventory 1637 op->owner = 0; // it's his/hers now. period.
1656 * We add the weight - this object could have just been removed
1657 * (if it was possible to merge). calling remove_ob will subtract
1658 * the weight, so we need to add it in again, since we actually do
1659 * the linking below
1660 */
1661 add_weight (this, op->weight * op->nrof);
1662 }
1663 else
1664 add_weight (this, (op->weight + op->carrying));
1665
1666 otmp = this->in_player ();
1667 if (otmp && otmp->contr)
1668 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1669 otmp->update_stats ();
1670
1671 op->map = 0; 1638 op->map = 0;
1672 op->env = this; 1639 op->x = 0;
1640 op->y = 0;
1641
1673 op->above = 0; 1642 op->above = 0;
1674 op->below = 0; 1643 op->below = inv;
1675 op->x = 0, op->y = 0; 1644 op->env = this;
1676 1645
1646 if (inv)
1647 inv->above = op;
1648
1649 inv = op;
1650
1651 op->flag [FLAG_REMOVED] = 0;
1652
1653 if (object *pl = op->visible_to ())
1654 esrv_send_item (pl, op);
1655
1656 adjust_weight (this, op->total_weight ());
1657
1658inserted:
1677 /* reset the light list and los of the players on the map */ 1659 /* reset the light list and los of the players on the map */
1678 if ((op->glow_radius != 0) && map) 1660 if (op->glow_radius && map && map->darkness)
1679 {
1680#ifdef DEBUG_LIGHTS
1681 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1682#endif /* DEBUG_LIGHTS */
1683 if (map->darkness)
1684 update_all_los (map, x, y); 1661 update_all_los (map, x, y);
1685 }
1686 1662
1687 /* Client has no idea of ordering so lets not bother ordering it here. 1663 // if this is a player's inventory, update stats
1688 * It sure simplifies this function... 1664 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1689 */ 1665 update_stats ();
1690 if (!inv)
1691 inv = op;
1692 else
1693 {
1694 op->below = inv;
1695 op->below->above = op;
1696 inv = op;
1697 }
1698 1666
1699 INVOKE_OBJECT (INSERT, this); 1667 INVOKE_OBJECT (INSERT, this);
1700 1668
1701 return op; 1669 return op;
1702} 1670}
1830 LOG (llevError, "Present_arch called outside map.\n"); 1798 LOG (llevError, "Present_arch called outside map.\n");
1831 return NULL; 1799 return NULL;
1832 } 1800 }
1833 1801
1834 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1802 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1835 if (tmp->arch == at) 1803 if (tmp->arch->archname == at->archname)
1836 return tmp; 1804 return tmp;
1837 1805
1838 return NULL; 1806 return NULL;
1839} 1807}
1840 1808
1904 * The first matching object is returned, or NULL if none. 1872 * The first matching object is returned, or NULL if none.
1905 */ 1873 */
1906object * 1874object *
1907present_arch_in_ob (const archetype *at, const object *op) 1875present_arch_in_ob (const archetype *at, const object *op)
1908{ 1876{
1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1877 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1910 if (tmp->arch == at) 1878 if (tmp->arch->archname == at->archname)
1911 return tmp; 1879 return tmp;
1912 1880
1913 return NULL; 1881 return NULL;
1914} 1882}
1915 1883
1917 * activate recursively a flag on an object inventory 1885 * activate recursively a flag on an object inventory
1918 */ 1886 */
1919void 1887void
1920flag_inv (object *op, int flag) 1888flag_inv (object *op, int flag)
1921{ 1889{
1922 if (op->inv)
1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1890 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1924 { 1891 {
1925 SET_FLAG (tmp, flag); 1892 SET_FLAG (tmp, flag);
1926 flag_inv (tmp, flag); 1893 flag_inv (tmp, flag);
1927 } 1894 }
1928} 1895}
1929 1896
1930/* 1897/*
1931 * deactivate recursively a flag on an object inventory 1898 * deactivate recursively a flag on an object inventory
1932 */ 1899 */
1933void 1900void
1934unflag_inv (object *op, int flag) 1901unflag_inv (object *op, int flag)
1935{ 1902{
1936 if (op->inv)
1937 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1938 { 1904 {
1939 CLEAR_FLAG (tmp, flag); 1905 CLEAR_FLAG (tmp, flag);
1940 unflag_inv (tmp, flag); 1906 unflag_inv (tmp, flag);
1941 } 1907 }
1942}
1943
1944/*
1945 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1946 * all it's inventory (recursively).
1947 * If checksums are used, a player will get set_cheat called for
1948 * him/her-self and all object carried by a call to this function.
1949 */
1950void
1951set_cheat (object *op)
1952{
1953 SET_FLAG (op, FLAG_WAS_WIZ);
1954 flag_inv (op, FLAG_WAS_WIZ);
1955} 1908}
1956 1909
1957/* 1910/*
1958 * find_free_spot(object, map, x, y, start, stop) will search for 1911 * find_free_spot(object, map, x, y, start, stop) will search for
1959 * a spot at the given map and coordinates which will be able to contain 1912 * a spot at the given map and coordinates which will be able to contain
1961 * to search (see the freearr_x/y[] definition). 1914 * to search (see the freearr_x/y[] definition).
1962 * It returns a random choice among the alternatives found. 1915 * It returns a random choice among the alternatives found.
1963 * start and stop are where to start relative to the free_arr array (1,9 1916 * start and stop are where to start relative to the free_arr array (1,9
1964 * does all 4 immediate directions). This returns the index into the 1917 * does all 4 immediate directions). This returns the index into the
1965 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1918 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1966 * Note - this only checks to see if there is space for the head of the
1967 * object - if it is a multispace object, this should be called for all
1968 * pieces.
1969 * Note2: This function does correctly handle tiled maps, but does not 1919 * Note: This function does correctly handle tiled maps, but does not
1970 * inform the caller. However, insert_ob_in_map will update as 1920 * inform the caller. However, insert_ob_in_map will update as
1971 * necessary, so the caller shouldn't need to do any special work. 1921 * necessary, so the caller shouldn't need to do any special work.
1972 * Note - updated to take an object instead of archetype - this is necessary 1922 * Note - updated to take an object instead of archetype - this is necessary
1973 * because arch_blocked (now ob_blocked) needs to know the movement type 1923 * because arch_blocked (now ob_blocked) needs to know the movement type
1974 * to know if the space in question will block the object. We can't use 1924 * to know if the space in question will block the object. We can't use
1976 * customized, changed states, etc. 1926 * customized, changed states, etc.
1977 */ 1927 */
1978int 1928int
1979find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1929find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1980{ 1930{
1931 int altern[SIZEOFFREE];
1981 int index = 0, flag; 1932 int index = 0, flag;
1982 int altern[SIZEOFFREE];
1983 1933
1984 for (int i = start; i < stop; i++) 1934 for (int i = start; i < stop; i++)
1985 { 1935 {
1986 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1936 mapxy pos (m, x, y); pos.move (i);
1987 if (!flag) 1937
1938 if (!pos.normalise ())
1939 continue;
1940
1941 mapspace &ms = *pos;
1942
1943 if (ms.flags () & P_IS_ALIVE)
1944 continue;
1945
1946 /* However, often
1947 * ob doesn't have any move type (when used to place exits)
1948 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1949 */
1950 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1951 {
1988 altern [index++] = i; 1952 altern [index++] = i;
1953 continue;
1954 }
1989 1955
1990 /* Basically, if we find a wall on a space, we cut down the search size. 1956 /* Basically, if we find a wall on a space, we cut down the search size.
1991 * In this way, we won't return spaces that are on another side of a wall. 1957 * In this way, we won't return spaces that are on another side of a wall.
1992 * This mostly work, but it cuts down the search size in all directions - 1958 * This mostly work, but it cuts down the search size in all directions -
1993 * if the space being examined only has a wall to the north and empty 1959 * if the space being examined only has a wall to the north and empty
1994 * spaces in all the other directions, this will reduce the search space 1960 * spaces in all the other directions, this will reduce the search space
1995 * to only the spaces immediately surrounding the target area, and 1961 * to only the spaces immediately surrounding the target area, and
1996 * won't look 2 spaces south of the target space. 1962 * won't look 2 spaces south of the target space.
1997 */ 1963 */
1998 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1964 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1965 {
1999 stop = maxfree[i]; 1966 stop = maxfree[i];
1967 continue;
1968 }
1969
1970 /* Note it is intentional that we check ob - the movement type of the
1971 * head of the object should correspond for the entire object.
1972 */
1973 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1974 continue;
1975
1976 if (ob->blocked (m, pos.x, pos.y))
1977 continue;
1978
1979 altern [index++] = i;
2000 } 1980 }
2001 1981
2002 if (!index) 1982 if (!index)
2003 return -1; 1983 return -1;
2004 1984
2013 */ 1993 */
2014int 1994int
2015find_first_free_spot (const object *ob, maptile *m, int x, int y) 1995find_first_free_spot (const object *ob, maptile *m, int x, int y)
2016{ 1996{
2017 for (int i = 0; i < SIZEOFFREE; i++) 1997 for (int i = 0; i < SIZEOFFREE; i++)
2018 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1998 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2019 return i; 1999 return i;
2020 2000
2021 return -1; 2001 return -1;
2022} 2002}
2023 2003
2077 object *tmp; 2057 object *tmp;
2078 maptile *mp; 2058 maptile *mp;
2079 2059
2080 MoveType blocked, move_type; 2060 MoveType blocked, move_type;
2081 2061
2082 if (exclude && exclude->head) 2062 if (exclude && exclude->head_ () != exclude)
2083 { 2063 {
2084 exclude = exclude->head; 2064 exclude = exclude->head;
2085 move_type = exclude->move_type; 2065 move_type = exclude->move_type;
2086 } 2066 }
2087 else 2067 else
2110 max = maxfree[i]; 2090 max = maxfree[i];
2111 else if (mflags & P_IS_ALIVE) 2091 else if (mflags & P_IS_ALIVE)
2112 { 2092 {
2113 for (tmp = ms.bot; tmp; tmp = tmp->above) 2093 for (tmp = ms.bot; tmp; tmp = tmp->above)
2114 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2094 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2115 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2095 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2116 break; 2096 break;
2117 2097
2118 if (tmp) 2098 if (tmp)
2119 return freedir[i]; 2099 return freedir[i];
2120 } 2100 }
2300 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2280 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2301 * core dumps if they do. 2281 * core dumps if they do.
2302 * 2282 *
2303 * Add a check so we can't pick up invisible objects (0.93.8) 2283 * Add a check so we can't pick up invisible objects (0.93.8)
2304 */ 2284 */
2305
2306int 2285int
2307can_pick (const object *who, const object *item) 2286can_pick (const object *who, const object *item)
2308{ 2287{
2309 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2288 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2310 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2289 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2313 2292
2314/* 2293/*
2315 * create clone from object to another 2294 * create clone from object to another
2316 */ 2295 */
2317object * 2296object *
2318object_create_clone (object *asrc) 2297object::deep_clone ()
2319{ 2298{
2320 object *dst = 0, *tmp, *src, *part, *prev, *item; 2299 assert (("deep_clone called on non-head object", is_head ()));
2321 2300
2322 if (!asrc) 2301 object *dst = clone ();
2323 return 0;
2324 2302
2325 src = asrc; 2303 object *prev = dst;
2326 if (src->head)
2327 src = src->head;
2328
2329 prev = 0;
2330 for (part = src; part; part = part->more) 2304 for (object *part = this->more; part; part = part->more)
2331 { 2305 {
2332 tmp = part->clone (); 2306 object *tmp = part->clone ();
2333 tmp->x -= src->x;
2334 tmp->y -= src->y;
2335
2336 if (!part->head)
2337 {
2338 dst = tmp;
2339 tmp->head = 0;
2340 }
2341 else
2342 tmp->head = dst; 2307 tmp->head = dst;
2343
2344 tmp->more = 0;
2345
2346 if (prev)
2347 prev->more = tmp; 2308 prev->more = tmp;
2348
2349 prev = tmp; 2309 prev = tmp;
2350 } 2310 }
2351 2311
2352 for (item = src->inv; item; item = item->below) 2312 for (object *item = inv; item; item = item->below)
2353 insert_ob_in_ob (object_create_clone (item), dst); 2313 insert_ob_in_ob (item->deep_clone (), dst);
2354 2314
2355 return dst; 2315 return dst;
2356} 2316}
2357 2317
2358/* This returns the first object in who's inventory that 2318/* This returns the first object in who's inventory that
2367 return tmp; 2327 return tmp;
2368 2328
2369 return 0; 2329 return 0;
2370} 2330}
2371 2331
2372/* If ob has a field named key, return the link from the list, 2332const shstr &
2373 * otherwise return NULL. 2333object::kv_get (const shstr &key) const
2374 *
2375 * key must be a passed in shared string - otherwise, this won't
2376 * do the desired thing.
2377 */
2378key_value *
2379get_ob_key_link (const object *ob, const char *key)
2380{ 2334{
2381 for (key_value *link = ob->key_values; link; link = link->next) 2335 for (key_value *kv = key_values; kv; kv = kv->next)
2382 if (link->key == key) 2336 if (kv->key == key)
2383 return link;
2384
2385 return 0;
2386}
2387
2388/*
2389 * Returns the value of op has an extra_field for key, or NULL.
2390 *
2391 * The argument doesn't need to be a shared string.
2392 *
2393 * The returned string is shared.
2394 */
2395const char *
2396get_ob_key_value (const object *op, const char *const key)
2397{
2398 key_value *link;
2399 shstr_cmp canonical_key (key);
2400
2401 if (!canonical_key)
2402 {
2403 /* 1. There being a field named key on any object
2404 * implies there'd be a shared string to find.
2405 * 2. Since there isn't, no object has this field.
2406 * 3. Therefore, *this* object doesn't have this field.
2407 */
2408 return 0;
2409 }
2410
2411 /* This is copied from get_ob_key_link() above -
2412 * only 4 lines, and saves the function call overhead.
2413 */
2414 for (link = op->key_values; link; link = link->next)
2415 if (link->key == canonical_key)
2416 return link->value; 2337 return kv->value;
2417 2338
2418 return 0; 2339 return shstr_null;
2419} 2340}
2420 2341
2421/* 2342void
2422 * Updates the canonical_key in op to value. 2343object::kv_set (const shstr &key, const shstr &value)
2423 *
2424 * canonical_key is a shared string (value doesn't have to be).
2425 *
2426 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2427 * keys.
2428 *
2429 * Returns TRUE on success.
2430 */
2431int
2432set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2433{ 2344{
2434 key_value *field = NULL, *last = NULL; 2345 for (key_value *kv = key_values; kv; kv = kv->next)
2435 2346 if (kv->key == key)
2436 for (field = op->key_values; field != NULL; field = field->next)
2437 {
2438 if (field->key != canonical_key)
2439 { 2347 {
2440 last = field; 2348 kv->value = value;
2441 continue; 2349 return;
2442 } 2350 }
2443 2351
2444 if (value) 2352 key_value *kv = new key_value;
2445 field->value = value; 2353
2446 else 2354 kv->next = key_values;
2355 kv->key = key;
2356 kv->value = value;
2357
2358 key_values = kv;
2359}
2360
2361void
2362object::kv_del (const shstr &key)
2363{
2364 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2365 if ((*kvp)->key == key)
2447 { 2366 {
2448 /* Basically, if the archetype has this key set, 2367 key_value *kv = *kvp;
2449 * we need to store the null value so when we save 2368 *kvp = (*kvp)->next;
2450 * it, we save the empty value so that when we load, 2369 delete kv;
2451 * we get this value back again. 2370 return;
2452 */
2453 if (get_ob_key_link (&op->arch->clone, canonical_key))
2454 field->value = 0;
2455 else
2456 {
2457 if (last)
2458 last->next = field->next;
2459 else
2460 op->key_values = field->next;
2461
2462 delete field;
2463 }
2464 } 2371 }
2465 return TRUE;
2466 }
2467 /* IF we get here, key doesn't exist */
2468
2469 /* No field, we'll have to add it. */
2470
2471 if (!add_key)
2472 return FALSE;
2473
2474 /* There isn't any good reason to store a null
2475 * value in the key/value list. If the archetype has
2476 * this key, then we should also have it, so shouldn't
2477 * be here. If user wants to store empty strings,
2478 * should pass in ""
2479 */
2480 if (value == NULL)
2481 return TRUE;
2482
2483 field = new key_value;
2484
2485 field->key = canonical_key;
2486 field->value = value;
2487 /* Usual prepend-addition. */
2488 field->next = op->key_values;
2489 op->key_values = field;
2490
2491 return TRUE;
2492}
2493
2494/*
2495 * Updates the key in op to value.
2496 *
2497 * If add_key is FALSE, this will only update existing keys,
2498 * and not add new ones.
2499 * In general, should be little reason FALSE is ever passed in for add_key
2500 *
2501 * Returns TRUE on success.
2502 */
2503int
2504set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2505{
2506 shstr key_ (key);
2507
2508 return set_ob_key_value_s (op, key_, value, add_key);
2509} 2372}
2510 2373
2511object::depth_iterator::depth_iterator (object *container) 2374object::depth_iterator::depth_iterator (object *container)
2512: iterator_base (container) 2375: iterator_base (container)
2513{ 2376{
2526 item = item->inv; 2389 item = item->inv;
2527 } 2390 }
2528 else 2391 else
2529 item = item->env; 2392 item = item->env;
2530} 2393}
2531
2532 2394
2533const char * 2395const char *
2534object::flag_desc (char *desc, int len) const 2396object::flag_desc (char *desc, int len) const
2535{ 2397{
2536 char *p = desc; 2398 char *p = desc;
2564{ 2426{
2565 char flagdesc[512]; 2427 char flagdesc[512];
2566 char info2[256 * 4]; 2428 char info2[256 * 4];
2567 char *p = info; 2429 char *p = info;
2568 2430
2569 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2431 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2570 count, uuid.seq, 2432 count,
2433 uuid.c_str (),
2571 &name, 2434 &name,
2572 title ? "\",title:\"" : "", 2435 title ? ",title:\"" : "",
2573 title ? (const char *)title : "", 2436 title ? (const char *)title : "",
2437 title ? "\"" : "",
2574 flag_desc (flagdesc, 512), type); 2438 flag_desc (flagdesc, 512), type);
2575 2439
2576 if (env) 2440 if (!flag[FLAG_REMOVED] && env)
2577 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2441 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2578 2442
2579 if (map) 2443 if (map)
2580 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2444 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2581 2445
2583} 2447}
2584 2448
2585const char * 2449const char *
2586object::debug_desc () const 2450object::debug_desc () const
2587{ 2451{
2588 static char info[256 * 4]; 2452 static char info[3][256 * 4];
2453 static int info_idx;
2454
2589 return debug_desc (info); 2455 return debug_desc (info [++info_idx % 3]);
2590}
2591
2592const char *
2593object::debug_desc2 () const
2594{
2595 static char info[256 * 4];
2596 return debug_desc (info);
2597} 2456}
2598 2457
2599struct region * 2458struct region *
2600object::region () const 2459object::region () const
2601{ 2460{
2604} 2463}
2605 2464
2606const materialtype_t * 2465const materialtype_t *
2607object::dominant_material () const 2466object::dominant_material () const
2608{ 2467{
2609 if (materialtype_t *mat = name_to_material (materialname)) 2468 if (materialtype_t *mt = name_to_material (materialname))
2610 return mat; 2469 return mt;
2611 2470
2612 // omfg this is slow, this has to be temporary :)
2613 shstr unknown ("unknown");
2614
2615 return name_to_material (unknown); 2471 return name_to_material (shstr_unknown);
2616} 2472}
2617 2473
2618void 2474void
2619object::open_container (object *new_container) 2475object::open_container (object *new_container)
2620{ 2476{
2621 if (container == new_container) 2477 if (container == new_container)
2622 return; 2478 return;
2623 2479
2624 if (object *old_container = container) 2480 object *old_container = container;
2481
2482 if (old_container)
2625 { 2483 {
2626 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2484 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2627 return; 2485 return;
2628 2486
2629#if 0 2487#if 0
2631 if (object *closer = old_container->inv) 2489 if (object *closer = old_container->inv)
2632 if (closer->type == CLOSE_CON) 2490 if (closer->type == CLOSE_CON)
2633 closer->destroy (); 2491 closer->destroy ();
2634#endif 2492#endif
2635 2493
2494 // make sure the container is available
2495 esrv_send_item (this, old_container);
2496
2636 old_container->flag [FLAG_APPLIED] = 0; 2497 old_container->flag [FLAG_APPLIED] = false;
2637 container = 0; 2498 container = 0;
2638 2499
2500 // client needs item update to make it work, client bug requires this to be separate
2639 esrv_update_item (UPD_FLAGS, this, old_container); 2501 esrv_update_item (UPD_FLAGS, this, old_container);
2502
2640 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2503 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2504 play_sound (sound_find ("chest_close"));
2641 } 2505 }
2642 2506
2643 if (new_container) 2507 if (new_container)
2644 { 2508 {
2645 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2509 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2656 } 2520 }
2657#endif 2521#endif
2658 2522
2659 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2523 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2660 2524
2525 // make sure the container is available, client bug requires this to be separate
2526 esrv_send_item (this, new_container);
2527
2661 new_container->flag [FLAG_APPLIED] = 1; 2528 new_container->flag [FLAG_APPLIED] = true;
2662 container = new_container; 2529 container = new_container;
2663 2530
2531 // client needs flag change
2664 esrv_update_item (UPD_FLAGS, this, new_container); 2532 esrv_update_item (UPD_FLAGS, this, new_container);
2665 esrv_send_inventory (this, new_container); 2533 esrv_send_inventory (this, new_container);
2534 play_sound (sound_find ("chest_open"));
2535 }
2536// else if (!old_container->env && contr && contr->ns)
2537// contr->ns->floorbox_reset ();
2538}
2539
2540object *
2541object::force_find (const shstr name)
2542{
2543 /* cycle through his inventory to look for the MARK we want to
2544 * place
2545 */
2546 for (object *tmp = inv; tmp; tmp = tmp->below)
2547 if (tmp->type == FORCE && tmp->slaying == name)
2548 return splay (tmp);
2549
2550 return 0;
2551}
2552
2553void
2554object::force_add (const shstr name, int duration)
2555{
2556 if (object *force = force_find (name))
2557 force->destroy ();
2558
2559 object *force = get_archetype (FORCE_NAME);
2560
2561 force->slaying = name;
2562 force->stats.food = 1;
2563 force->speed_left = -1.f;
2564
2565 force->set_speed (duration ? 1.f / duration : 0.f);
2566 force->flag [FLAG_IS_USED_UP] = true;
2567 force->flag [FLAG_APPLIED] = true;
2568
2569 insert (force);
2570}
2571
2572void
2573object::play_sound (faceidx sound)
2574{
2575 if (!sound)
2576 return;
2577
2578 if (flag [FLAG_REMOVED])
2579 return;
2580
2581 if (env)
2666 } 2582 {
2583 if (object *pl = in_player ())
2584 pl->contr->play_sound (sound);
2585 }
2586 else
2587 map->play_sound (sound, x, y);
2667} 2588}
2668 2589
2669

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