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Comparing deliantra/server/common/object.C (file contents):
Revision 1.207 by root, Sun Apr 20 23:25:09 2008 UTC vs.
Revision 1.260 by root, Mon Sep 29 10:35:36 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h>
34#include <sproto.h> 29#include <sproto.h>
35#include <loader.h> 30#include <loader.h>
36 31
37#include <bitset> 32#include <bitset>
38 33
144 139
145/* 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. */
146static bool 141static bool
147compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
148{ 143{
149 key_value *wants_field;
150
151 /* 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
152 * 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
153 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
154 */ 147 */
155 148
156 /* For each field in wants, */ 149 /* For each field in wants, */
157 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)
158 { 151 if (has->kv_get (kv->key) != kv->value)
159 key_value *has_field; 152 return false;
160
161 /* Look for a field in has with the same key. */
162 has_field = get_ob_key_link (has, wants_field->key);
163
164 if (!has_field)
165 return 0; /* No field with that name. */
166
167 /* Found the matching field. */
168 if (has_field->value != wants_field->value)
169 return 0; /* Values don't match, so this half of the comparison is false. */
170
171 /* If we get here, we found a match. Now for the next field in wants. */
172 }
173 153
174 /* 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. */
175 return 1; 155 return true;
176} 156}
177 157
178/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
179static bool 159static bool
180compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
181{ 161{
182 /* 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,
183 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
184 */ 164 */
185 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);
186} 167}
187 168
188/* 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
189 * they can be merged together. 170 * they can be merged together.
190 * 171 *
205 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
206 || ob1->value != ob2->value 187 || ob1->value != ob2->value
207 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
208 return 0; 189 return 0;
209 190
210 /* Do not merge objects if nrof would overflow. First part checks 191 /* Do not merge objects if nrof would overflow, assume nrof
211 * for unsigned overflow (2c), second part checks wether the result 192 * is always 0 .. 2**31-1 */
212 * would fit into a 32 bit signed int, which is often used to hold 193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
213 * nrof values.
214 */
215 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
216 return 0; 194 return 0;
217 195
218 /* If the objects have been identified, set the BEEN_APPLIED flag. 196 /* If the objects have been identified, set the BEEN_APPLIED flag.
219 * 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
220 * 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
225 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
226 204
227 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
228 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
229 207
230 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 208 if (ob1->arch->archname != ob2->arch->archname
231 || ob1->arch != ob2->arch
232 || ob1->name != ob2->name 209 || ob1->name != ob2->name
233 || ob1->title != ob2->title 210 || ob1->title != ob2->title
234 || ob1->msg != ob2->msg 211 || ob1->msg != ob2->msg
235 || ob1->weight != ob2->weight 212 || ob1->weight != ob2->weight
236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 || ob1->attacktype != ob2->attacktype 213 || ob1->attacktype != ob2->attacktype
239 || ob1->magic != ob2->magic 214 || ob1->magic != ob2->magic
240 || ob1->slaying != ob2->slaying 215 || ob1->slaying != ob2->slaying
241 || ob1->skill != ob2->skill 216 || ob1->skill != ob2->skill
242 || ob1->value != ob2->value 217 || ob1->value != ob2->value
243 || 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
244 || ob1->client_type != ob2->client_type 220 || ob1->client_type != ob2->client_type
245 || ob1->materialname != ob2->materialname 221 || ob1->materialname != ob2->materialname
246 || ob1->lore != ob2->lore 222 || ob1->lore != ob2->lore
247 || ob1->subtype != ob2->subtype 223 || ob1->subtype != ob2->subtype
248 || ob1->move_type != ob2->move_type 224 || ob1->move_type != ob2->move_type
249 || ob1->move_block != ob2->move_block 225 || ob1->move_block != ob2->move_block
250 || ob1->move_allow != ob2->move_allow 226 || ob1->move_allow != ob2->move_allow
251 || ob1->move_on != ob2->move_on 227 || ob1->move_on != ob2->move_on
252 || ob1->move_off != ob2->move_off 228 || ob1->move_off != ob2->move_off
253 || ob1->move_slow != ob2->move_slow 229 || ob1->move_slow != ob2->move_slow
254 || 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)))
233 return 0;
234
235 if ((ob1->flag ^ ob2->flag)
236 .reset (FLAG_INV_LOCKED)
237 .reset (FLAG_REMOVED)
238 .any ())
255 return 0; 239 return 0;
256 240
257 /* This is really a spellbook check - we should in general 241 /* This is really a spellbook check - we should in general
258 * not merge objects with real inventories, as splitting them 242 * not merge objects with real inventories, as splitting them
259 * is hard. 243 * is hard.
298 282
299 if (ob1->key_values || ob2->key_values) 283 if (ob1->key_values || ob2->key_values)
300 { 284 {
301 /* At least one of these has key_values. */ 285 /* At least one of these has key_values. */
302 if ((!ob1->key_values) != (!ob2->key_values)) 286 if ((!ob1->key_values) != (!ob2->key_values))
303 /* One has fields, but the other one doesn't. */ 287 return 0; /* One has fields, but the other one doesn't. */
304 return 0; 288
305 else if (!compare_ob_value_lists (ob1, ob2)) 289 if (!compare_ob_value_lists (ob1, ob2))
306 return 0; 290 return 0;
307 } 291 }
308 292
309 if (ob1->self || ob2->self) 293 if (ob1->self || ob2->self)
310 { 294 {
316 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 300 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
317 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 301 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
318 302
319 if (k1 != k2) 303 if (k1 != k2)
320 return 0; 304 return 0;
305
321 else if (k1 == 0) 306 if (k1 == 0)
322 return 1; 307 return 1;
308
323 else if (!cfperl_can_merge (ob1, ob2)) 309 if (!cfperl_can_merge (ob1, ob2))
324 return 0; 310 return 0;
325 } 311 }
326 } 312 }
327 313
328 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
329 return 1; 315 return 1;
330} 316}
331 317
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")
332static sint32 356static sint32
333weight_adjust (object *op, sint32 weight) 357weight_adjust_for (object *op, sint32 weight)
334{ 358{
335 return op->type == CONTAINER 359 return op->type == CONTAINER
336 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
337 : weight; 361 : weight;
338} 362}
339 363
340/* 364/*
341 * add_weight(object, weight) adds the specified weight to an object, 365 * adjust_weight(object, weight) adds the specified weight to an object,
342 * and also updates how much the environment(s) is/are carrying. 366 * and also updates how much the environment(s) is/are carrying.
343 */ 367 */
344static void 368static void
345add_weight (object *op, sint32 weight) 369adjust_weight (object *op, sint32 weight)
346{ 370{
347 while (op) 371 while (op)
348 { 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
349 weight = weight_adjust (op, weight); 375 weight = weight_adjust_for (op, op->carrying)
376 - weight_adjust_for (op, op->carrying - weight);
377
378 if (!weight)
379 return;
350 380
351 op->carrying += weight; 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
352 op = op->env; 387 op = op->env;
353 } 388 }
354}
355
356/*
357 * sub_weight() recursively (outwards) subtracts a number from the
358 * weight of an object (and what is carried by it's environment(s)).
359 */
360static void
361sub_weight (object *op, long weight)
362{
363 add_weight (op, -weight);
364} 389}
365 390
366/* 391/*
367 * this is a recursive function which calculates the weight 392 * this is a recursive function which calculates the weight
368 * an object is carrying. It goes through op and figures out how much 393 * an object is carrying. It goes through op and figures out how much
379 op->update_weight (); 404 op->update_weight ();
380 405
381 sum += op->total_weight (); 406 sum += op->total_weight ();
382 } 407 }
383 408
384 carrying = weight_adjust (this, sum); 409 sum = weight_adjust_for (this, sum);
385}
386 410
411 if (sum != carrying)
412 {
413 carrying = sum;
414
415 if (object *pl = visible_to ())
416 if (pl != this) // player is handled lazily
417 esrv_update_item (UPD_WEIGHT, pl, this);
418 }
419}
420
387/* 421/*
388 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 422 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
389 * Some error messages.
390 * The result of the dump is stored in the static global errmsg array.
391 */ 423 */
392char * 424char *
393dump_object (object *op) 425dump_object (object *op)
394{ 426{
395 if (!op) 427 if (!op)
409get_nearest_part (object *op, const object *pl) 441get_nearest_part (object *op, const object *pl)
410{ 442{
411 object *tmp, *closest; 443 object *tmp, *closest;
412 int last_dist, i; 444 int last_dist, i;
413 445
414 if (op->more == NULL) 446 if (!op->more)
415 return op; 447 return op;
448
416 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)
417 if ((i = distance (tmp, pl)) < last_dist) 452 if ((i = distance (tmp, pl)) < last_dist)
418 closest = tmp, last_dist = i; 453 closest = tmp, last_dist = i;
454
419 return closest; 455 return closest;
420} 456}
421 457
422/* 458/*
423 * 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.
424 */ 461 */
425object * 462object *
426find_object (tag_t i) 463find_object (tag_t i)
427{ 464{
428 for_all_objects (op) 465 for_all_objects (op)
439 */ 476 */
440object * 477object *
441find_object_name (const char *str) 478find_object_name (const char *str)
442{ 479{
443 shstr_cmp str_ (str); 480 shstr_cmp str_ (str);
444 object *op;
445 481
482 if (str_)
446 for_all_objects (op) 483 for_all_objects (op)
447 if (op->name == str_) 484 if (op->name == str_)
448 break; 485 return op;
449 486
450 return op; 487 return 0;
451} 488}
452 489
453/* 490/*
454 * 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
455 * skill and experience objects. 492 * skill and experience objects.
553 } 590 }
554 591
555 op->key_values = 0; 592 op->key_values = 0;
556} 593}
557 594
558object & 595/*
559object::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)
560{ 605{
561 bool is_freed = flag [FLAG_FREED]; 606 dst->remove ();
562 bool is_removed = flag [FLAG_REMOVED];
563
564 *(object_copy *)this = src; 607 *(object_copy *)dst = *this;
565
566 flag [FLAG_FREED] = is_freed;
567 flag [FLAG_REMOVED] = is_removed; 608 dst->flag [FLAG_REMOVED] = true;
568 609
569 /* Copy over key_values, if any. */ 610 /* Copy over key_values, if any. */
570 if (src.key_values) 611 if (key_values)
571 { 612 {
572 key_value *tail = 0; 613 key_value *tail = 0;
573 key_values = 0; 614 dst->key_values = 0;
574 615
575 for (key_value *i = src.key_values; i; i = i->next) 616 for (key_value *i = key_values; i; i = i->next)
576 { 617 {
577 key_value *new_link = new key_value; 618 key_value *new_link = new key_value;
578 619
579 new_link->next = 0; 620 new_link->next = 0;
580 new_link->key = i->key; 621 new_link->key = i->key;
581 new_link->value = i->value; 622 new_link->value = i->value;
582 623
583 /* Try and be clever here, too. */ 624 /* Try and be clever here, too. */
584 if (!key_values) 625 if (!dst->key_values)
585 { 626 {
586 key_values = new_link; 627 dst->key_values = new_link;
587 tail = new_link; 628 tail = new_link;
588 } 629 }
589 else 630 else
590 { 631 {
591 tail->next = new_link; 632 tail->next = new_link;
592 tail = new_link; 633 tail = new_link;
593 } 634 }
594 } 635 }
595 } 636 }
596}
597
598/*
599 * copy_to first frees everything allocated by the dst object,
600 * and then copies the contents of itself into the second
601 * object, allocating what needs to be allocated. Basically, any
602 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
603 * if the first object is freed, the pointers in the new object
604 * will point at garbage.
605 */
606void
607object::copy_to (object *dst)
608{
609 *dst = *this;
610 637
611 if (speed < 0) 638 if (speed < 0)
612 dst->speed_left -= rndm (); 639 dst->speed_left -= rndm ();
613 640
614 dst->set_speed (dst->speed); 641 dst->activate ();
615} 642}
616 643
617void 644void
618object::instantiate () 645object::instantiate ()
619{ 646{
636object * 663object *
637object::clone () 664object::clone ()
638{ 665{
639 object *neu = create (); 666 object *neu = create ();
640 copy_to (neu); 667 copy_to (neu);
668 neu->map = map; // not copied by copy_to
641 return neu; 669 return neu;
642} 670}
643 671
644/* 672/*
645 * 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
696 * UP_OBJ_FACE: only the objects face has changed. 724 * UP_OBJ_FACE: only the objects face has changed.
697 */ 725 */
698void 726void
699update_object (object *op, int action) 727update_object (object *op, int action)
700{ 728{
701 if (op == NULL) 729 if (!op)
702 { 730 {
703 /* this should never happen */ 731 /* this should never happen */
704 LOG (llevDebug, "update_object() called for NULL object.\n"); 732 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
705 return; 733 return;
706 } 734 }
707 735
708 if (op->env) 736 if (!op->is_on_map ())
709 { 737 {
710 /* Animation is currently handled by client, so nothing 738 /* Animation is currently handled by client, so nothing
711 * to do in this case. 739 * to do in this case.
712 */ 740 */
713 return; 741 return;
714 } 742 }
715
716 /* If the map is saving, don't do anything as everything is
717 * going to get freed anyways.
718 */
719 if (!op->map || op->map->in_memory == MAP_SAVING)
720 return;
721 743
722 /* make sure the object is within map boundaries */ 744 /* make sure the object is within map boundaries */
723 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)
724 { 746 {
725 LOG (llevError, "update_object() called for object out of map!\n"); 747 LOG (llevError, "update_object() called for object out of map!\n");
744 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
745 || (m.move_on | op->move_on ) != m.move_on 767 || (m.move_on | op->move_on ) != m.move_on
746 || (m.move_off | op->move_off ) != m.move_off 768 || (m.move_off | op->move_off ) != m.move_off
747 || (m.move_slow | op->move_slow) != m.move_slow 769 || (m.move_slow | op->move_slow) != m.move_slow
748 /* 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
749 * to have move_allow right now. 771 * have move_allow right now.
750 */ 772 */
751 || ((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
752 || 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)
753 m.flags_ = 0; 775 m.flags_ = 0;
754 } 776 }
808{ 830{
809 /* If already on active list, don't do anything */ 831 /* If already on active list, don't do anything */
810 if (active) 832 if (active)
811 return; 833 return;
812 834
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
837
813 if (has_active_speed ()) 838 if (has_active_speed ())
814 actives.insert (this); 839 actives.insert (this);
815} 840}
816 841
817void 842void
868object::destroy_inv (bool drop_to_ground) 893object::destroy_inv (bool drop_to_ground)
869{ 894{
870 // need to check first, because the checks below might segfault 895 // need to check first, because the checks below might segfault
871 // as we might be on an invalid mapspace and crossfire code 896 // as we might be on an invalid mapspace and crossfire code
872 // is too buggy to ensure that the inventory is empty. 897 // is too buggy to ensure that the inventory is empty.
873 // corollary: if you create arrows etc. with stuff in tis inventory, 898 // corollary: if you create arrows etc. with stuff in its inventory,
874 // cf will crash below with off-map x and y 899 // cf will crash below with off-map x and y
875 if (!inv) 900 if (!inv)
876 return; 901 return;
877 902
878 /* Only if the space blocks everything do we not process - 903 /* Only if the space blocks everything do we not process -
880 * drop on that space. 905 * drop on that space.
881 */ 906 */
882 if (!drop_to_ground 907 if (!drop_to_ground
883 || !map 908 || !map
884 || map->in_memory != MAP_ACTIVE 909 || map->in_memory != MAP_ACTIVE
885 || map->nodrop 910 || map->no_drop
886 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
887 { 912 {
888 while (inv) 913 while (inv)
889 {
890 inv->destroy_inv (drop_to_ground);
891 inv->destroy (); 914 inv->destroy ();
892 }
893 } 915 }
894 else 916 else
895 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
896 while (inv) 918 while (inv)
897 { 919 {
915 object *op = new object; 937 object *op = new object;
916 op->link (); 938 op->link ();
917 return op; 939 return op;
918} 940}
919 941
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
920void 963void
921object::do_destroy () 964object::do_destroy ()
922{ 965{
923 attachable::do_destroy ();
924
925 if (flag [FLAG_IS_LINKED]) 966 if (flag [FLAG_IS_LINKED])
926 remove_button_link (this); 967 remove_button_link (this);
927 968
928 if (flag [FLAG_FRIENDLY]) 969 if (flag [FLAG_FRIENDLY])
929 remove_friendly_object (this); 970 remove_friendly_object (this);
930 971
931 if (!flag [FLAG_REMOVED])
932 remove (); 972 remove ();
933 973
934 destroy_inv (true); 974 attachable::do_destroy ();
935 975
936 deactivate (); 976 deactivate ();
937 unlink (); 977 unlink ();
938 978
939 flag [FLAG_FREED] = 1; 979 flag [FLAG_FREED] = 1;
940 980
941 // hack to ensure that freed objects still have a valid map 981 // hack to ensure that freed objects still have a valid map
942 {
943 static maptile *freed_map; // freed objects are moved here to avoid crashes
944
945 if (!freed_map)
946 {
947 freed_map = new maptile;
948
949 freed_map->path = "<freed objects map>";
950 freed_map->name = "/internal/freed_objects_map";
951 freed_map->width = 3;
952 freed_map->height = 3;
953 freed_map->nodrop = 1;
954
955 freed_map->alloc ();
956 freed_map->in_memory = MAP_ACTIVE;
957 }
958
959 map = freed_map; 982 map = &freed_map;
960 x = 1; 983 x = 1;
961 y = 1; 984 y = 1;
962 }
963 985
964 if (more) 986 if (more)
965 { 987 {
966 more->destroy (); 988 more->destroy ();
967 more = 0; 989 more = 0;
975 attacked_by = 0; 997 attacked_by = 0;
976 current_weapon = 0; 998 current_weapon = 0;
977} 999}
978 1000
979void 1001void
980object::destroy (bool destroy_inventory) 1002object::destroy ()
981{ 1003{
982 if (destroyed ()) 1004 if (destroyed ())
983 return; 1005 return;
984 1006
985 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
986 destroy_inv (false); 1014 destroy_inv (false);
987 1015
988 if (is_head ()) 1016 if (is_head ())
989 if (sound_destroy) 1017 if (sound_destroy)
990 play_sound (sound_destroy); 1018 play_sound (sound_destroy);
991 else if (flag [FLAG_MONSTER]) 1019 else if (flag [FLAG_MONSTER])
1005object::do_remove () 1033object::do_remove ()
1006{ 1034{
1007 object *tmp, *last = 0; 1035 object *tmp, *last = 0;
1008 object *otmp; 1036 object *otmp;
1009 1037
1010 if (QUERY_FLAG (this, FLAG_REMOVED)) 1038 if (flag [FLAG_REMOVED])
1011 return; 1039 return;
1012 1040
1013 SET_FLAG (this, FLAG_REMOVED);
1014 INVOKE_OBJECT (REMOVE, this); 1041 INVOKE_OBJECT (REMOVE, this);
1042
1043 flag [FLAG_REMOVED] = true;
1015 1044
1016 if (more) 1045 if (more)
1017 more->remove (); 1046 more->remove ();
1018 1047
1019 /* 1048 /*
1020 * In this case, the object to be removed is in someones 1049 * In this case, the object to be removed is in someones
1021 * inventory. 1050 * inventory.
1022 */ 1051 */
1023 if (env) 1052 if (env)
1024 { 1053 {
1025 if (nrof) 1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1026 sub_weight (env, weight * nrof); 1055 if (object *pl = visible_to ())
1027 else 1056 esrv_del_item (pl->contr, count);
1028 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;
1029 1076
1030 /* 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
1031 * made to players inventory. If set, avoiding the call 1078 * made to players inventory. If set, avoiding the call
1032 * to save cpu time. 1079 * to save cpu time.
1033 */ 1080 */
1034 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))
1035 otmp->update_stats (); 1082 otmp->update_stats ();
1036
1037 if (above)
1038 above->below = below;
1039 else
1040 env->inv = below;
1041
1042 if (below)
1043 below->above = above;
1044
1045 /* we set up values so that it could be inserted into
1046 * the map, but we don't actually do that - it is up
1047 * to the caller to decide what we want to do.
1048 */
1049 x = env->x, y = env->y;
1050 map = env->map;
1051 above = 0, below = 0;
1052 env = 0;
1053 } 1083 }
1054 else if (map) 1084 else if (map)
1055 { 1085 {
1056 if (type == PLAYER)
1057 {
1058 // leaving a spot always closes any open container on the ground
1059 if (container && !container->env)
1060 // this causes spurious floorbox updates, but it ensures
1061 // that the CLOSE event is being sent.
1062 close_container ();
1063
1064 --map->players;
1065 map->touch ();
1066 }
1067
1068 map->dirty = true; 1086 map->dirty = true;
1069 mapspace &ms = this->ms (); 1087 mapspace &ms = this->ms ();
1070 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
1071 /* link the object above us */ 1111 /* link the object above us */
1072 if (above) 1112 // re-link, make sure compiler can easily use cmove
1073 above->below = below; 1113 *(above ? &above->below : &ms.top) = below;
1074 else 1114 *(below ? &below->above : &ms.bot) = above;
1075 ms.top = below; /* we were top, set new top */
1076
1077 /* Relink the object below us, if there is one */
1078 if (below)
1079 below->above = above;
1080 else
1081 {
1082 /* Nothing below, which means we need to relink map object for this space
1083 * use translated coordinates in case some oddness with map tiling is
1084 * evident
1085 */
1086 if (GET_MAP_OB (map, x, y) != this)
1087 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 ());
1088
1089 ms.bot = above; /* goes on above it. */
1090 }
1091 1115
1092 above = 0; 1116 above = 0;
1093 below = 0; 1117 below = 0;
1118
1119 ms.flags_ = 0;
1094 1120
1095 if (map->in_memory == MAP_SAVING) 1121 if (map->in_memory == MAP_SAVING)
1096 return; 1122 return;
1097 1123
1098 int check_walk_off = !flag [FLAG_NO_APPLY]; 1124 int check_walk_off = !flag [FLAG_NO_APPLY];
1104 * removed (most likely destroyed), update the player view 1130 * removed (most likely destroyed), update the player view
1105 * appropriately. 1131 * appropriately.
1106 */ 1132 */
1107 pl->close_container (); 1133 pl->close_container ();
1108 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)
1109 pl->contr->ns->floorbox_update (); 1139 pl->contr->ns->floorbox_update ();
1110 } 1140 }
1111 1141
1112 for (tmp = ms.bot; tmp; tmp = tmp->above) 1142 for (tmp = ms.bot; tmp; tmp = tmp->above)
1113 { 1143 {
1114 /* 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
1127 } 1157 }
1128 1158
1129 last = tmp; 1159 last = tmp;
1130 } 1160 }
1131 1161
1132 /* last == NULL if there are no objects on this space */
1133 //TODO: this makes little sense, why only update the topmost object?
1134 if (!last)
1135 map->at (x, y).flags_ = 0;
1136 else
1137 update_object (last, UP_OBJ_REMOVE);
1138
1139 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1162 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1140 update_all_los (map, x, y); 1163 update_all_los (map, x, y);
1141 } 1164 }
1142} 1165}
1143 1166
1158 if (!top) 1181 if (!top)
1159 for (top = op; top && top->above; top = top->above) 1182 for (top = op; top && top->above; top = top->above)
1160 ; 1183 ;
1161 1184
1162 for (; top; top = top->below) 1185 for (; top; top = top->below)
1163 {
1164 if (top == op)
1165 continue;
1166
1167 if (object::can_merge (op, top)) 1186 if (object::can_merge (op, top))
1168 { 1187 {
1169 top->nrof += op->nrof; 1188 top->nrof += op->nrof;
1170 1189
1171/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1190 if (object *pl = top->visible_to ())
1172 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
1173 op->destroy (); 1196 op->destroy ();
1197
1174 return top; 1198 return top;
1175 } 1199 }
1176 }
1177 1200
1178 return 0; 1201 return 0;
1179} 1202}
1180 1203
1181void 1204void
1206 * job preparing multi-part monsters. 1229 * job preparing multi-part monsters.
1207 */ 1230 */
1208object * 1231object *
1209insert_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)
1210{ 1233{
1234 op->remove ();
1235
1211 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1236 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1212 { 1237 {
1213 tmp->x = x + tmp->arch->x; 1238 tmp->x = x + tmp->arch->x;
1214 tmp->y = y + tmp->arch->y; 1239 tmp->y = y + tmp->arch->y;
1215 } 1240 }
1238 * just 'op' otherwise 1263 * just 'op' otherwise
1239 */ 1264 */
1240object * 1265object *
1241insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1266insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1242{ 1267{
1243 assert (!op->flag [FLAG_FREED]); 1268 if (op->is_on_map ())
1269 {
1270 LOG (llevError, "insert_ob_in_map called for object already on map");
1271 abort ();
1272 }
1244 1273
1245 object *top, *floor = NULL; 1274 if (op->env)
1246 1275 {
1276 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1247 op->remove (); 1277 op->remove ();
1278 }
1279
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
1248 1284
1249 /* Ideally, the caller figures this out. However, it complicates a lot 1285 /* Ideally, the caller figures this out. However, it complicates a lot
1250 * 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
1251 * need extra work 1287 * need extra work
1252 */ 1288 */
1253 if (!xy_normalise (m, op->x, op->y)) 1289 if (!xy_normalise (m, op->x, op->y))
1254 { 1290 {
1255 op->destroy (); 1291 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1256 return 0; 1292 return 0;
1257 } 1293 }
1258 1294
1259 if (object *more = op->more) 1295 if (object *more = op->more)
1260 if (!insert_ob_in_map (more, m, originator, flag)) 1296 if (!insert_ob_in_map (more, m, originator, flag))
1269 */ 1305 */
1270 if (op->nrof && !(flag & INS_NO_MERGE)) 1306 if (op->nrof && !(flag & INS_NO_MERGE))
1271 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1307 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1272 if (object::can_merge (op, tmp)) 1308 if (object::can_merge (op, tmp))
1273 { 1309 {
1310 // TODO: we actually want to update tmp, not op,
1311 // but some caller surely breaks when we return tmp
1312 // from here :/
1274 op->nrof += tmp->nrof; 1313 op->nrof += tmp->nrof;
1275 tmp->destroy (); 1314 tmp->destroy ();
1276 } 1315 }
1277 1316
1278 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 */
1287 { 1326 {
1288 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");
1289 abort (); 1328 abort ();
1290 } 1329 }
1291 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
1292 op->above = originator; 1335 op->above = originator;
1293 op->below = originator->below; 1336 op->below = originator->below;
1294
1295 if (op->below)
1296 op->below->above = op;
1297 else
1298 ms.bot = op;
1299
1300 /* since *below* originator, no need to update top */
1301 originator->below = op; 1337 originator->below = op;
1338
1339 *(op->below ? &op->below->above : &ms.bot) = op;
1302 } 1340 }
1303 else 1341 else
1304 { 1342 {
1305 top = ms.bot; 1343 object *floor = 0;
1344 object *top = ms.top;
1306 1345
1307 /* If there are other objects, then */ 1346 /* If there are other objects, then */
1308 if (top) 1347 if (top)
1309 { 1348 {
1310 object *last = 0;
1311
1312 /* 1349 /*
1313 * 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.
1314 * We've already dealt with merging if appropriate. 1351 * We've already dealt with merging if appropriate.
1315 * 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
1316 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1353 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1319 * 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
1320 * 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
1321 * 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
1322 * that flying non pickable objects are spell objects. 1359 * that flying non pickable objects are spell objects.
1323 */ 1360 */
1324 for (top = ms.bot; top; top = top->above) 1361 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1325 { 1362 {
1326 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))
1327 floor = top; 1364 floor = tmp;
1328 1365
1329 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))
1330 { 1367 {
1331 /* We insert above top, so we want this object below this */ 1368 /* We insert above top, so we want this object below this */
1332 top = top->below; 1369 top = tmp->below;
1333 break; 1370 break;
1334 } 1371 }
1335 1372
1336 last = top; 1373 top = tmp;
1337 } 1374 }
1338
1339 /* Don't want top to be NULL, so set it to the last valid object */
1340 top = last;
1341 1375
1342 /* We let update_position deal with figuring out what the space 1376 /* We let update_position deal with figuring out what the space
1343 * looks like instead of lots of conditions here. 1377 * looks like instead of lots of conditions here.
1344 * makes things faster, and effectively the same result. 1378 * makes things faster, and effectively the same result.
1345 */ 1379 */
1352 */ 1386 */
1353 if (!(flag & INS_ON_TOP) 1387 if (!(flag & INS_ON_TOP)
1354 && ms.flags () & P_BLOCKSVIEW 1388 && ms.flags () & P_BLOCKSVIEW
1355 && (op->face && !faces [op->face].visibility)) 1389 && (op->face && !faces [op->face].visibility))
1356 { 1390 {
1391 object *last;
1392
1357 for (last = top; last != floor; last = last->below) 1393 for (last = top; last != floor; last = last->below)
1358 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1394 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1359 break; 1395 break;
1360 1396
1361 /* Check to see if we found the object that blocks view, 1397 /* Check to see if we found the object that blocks view,
1369 } /* If objects on this space */ 1405 } /* If objects on this space */
1370 1406
1371 if (flag & INS_ABOVE_FLOOR_ONLY) 1407 if (flag & INS_ABOVE_FLOOR_ONLY)
1372 top = floor; 1408 top = floor;
1373 1409
1374 /* 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
1375 */
1376
1377 /* First object on this space */
1378 if (!top) 1411 if (!top)
1379 { 1412 {
1413 op->below = 0;
1380 op->above = ms.bot; 1414 op->above = ms.bot;
1381
1382 if (op->above)
1383 op->above->below = op;
1384
1385 op->below = 0;
1386 ms.bot = op; 1415 ms.bot = op;
1416
1417 *(op->above ? &op->above->below : &ms.top) = op;
1387 } 1418 }
1388 else 1419 else
1389 { /* get inserted into the stack above top */ 1420 {
1390 op->above = top->above; 1421 op->above = top->above;
1391
1392 if (op->above)
1393 op->above->below = op; 1422 top->above = op;
1394 1423
1395 op->below = top; 1424 op->below = top;
1396 top->above = op; 1425 *(op->above ? &op->above->below : &ms.top) = op;
1397 } 1426 }
1398 1427 }
1399 if (!op->above)
1400 ms.top = op;
1401 } /* else not INS_BELOW_ORIGINATOR */
1402 1428
1403 if (op->type == PLAYER) 1429 if (op->type == PLAYER)
1404 { 1430 {
1405 op->contr->do_los = 1; 1431 op->contr->do_los = 1;
1406 ++op->map->players; 1432 ++op->map->players;
1408 } 1434 }
1409 1435
1410 op->map->dirty = true; 1436 op->map->dirty = true;
1411 1437
1412 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
1442 if (pl->contr->ns)
1413 pl->contr->ns->floorbox_update (); 1443 pl->contr->ns->floorbox_update ();
1414 1444
1415 /* If this object glows, it may affect lighting conditions that are 1445 /* If this object glows, it may affect lighting conditions that are
1416 * 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
1417 * 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
1418 * on the map will get recalculated. The players could very well 1448 * on the map will get recalculated. The players could very well
1460 * 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.
1461 */ 1491 */
1462void 1492void
1463replace_insert_ob_in_map (const char *arch_string, object *op) 1493replace_insert_ob_in_map (const char *arch_string, object *op)
1464{ 1494{
1465 object *tmp, *tmp1;
1466
1467 /* first search for itself and remove any old instances */ 1495 /* first search for itself and remove any old instances */
1468 1496
1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1497 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1498 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1471 tmp->destroy (); 1499 tmp->destroy ();
1472 1500
1473 tmp1 = arch_to_object (archetype::find (arch_string)); 1501 object *tmp = arch_to_object (archetype::find (arch_string));
1474 1502
1475 tmp1->x = op->x; 1503 tmp->x = op->x;
1476 tmp1->y = op->y; 1504 tmp->y = op->y;
1505
1477 insert_ob_in_map (tmp1, op->map, op, 0); 1506 insert_ob_in_map (tmp, op->map, op, 0);
1478} 1507}
1479 1508
1480object * 1509object *
1481object::insert_at (object *where, object *originator, int flags) 1510object::insert_at (object *where, object *originator, int flags)
1482{ 1511{
1485 else 1514 else
1486 return where->map->insert (this, where->x, where->y, originator, flags); 1515 return where->map->insert (this, where->x, where->y, originator, flags);
1487} 1516}
1488 1517
1489/* 1518/*
1490 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1491 * is returned contains nr objects, and the remaining parts contains
1492 * the rest (or is removed and freed if that number is 0).
1493 * On failure, NULL is returned, and the reason put into the
1494 * global static errmsg array.
1495 */
1496object *
1497get_split_ob (object *orig_ob, uint32 nr)
1498{
1499 object *newob;
1500 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1501
1502 if (orig_ob->nrof < nr)
1503 {
1504 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1505 return NULL;
1506 }
1507
1508 newob = object_create_clone (orig_ob);
1509
1510 if ((orig_ob->nrof -= nr) < 1)
1511 orig_ob->destroy (1);
1512 else if (!is_removed)
1513 {
1514 if (orig_ob->env != NULL)
1515 sub_weight (orig_ob->env, orig_ob->weight * nr);
1516 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_ACTIVE)
1517 {
1518 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1519 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1520 return NULL;
1521 }
1522 }
1523
1524 newob->nrof = nr;
1525
1526 return newob;
1527}
1528
1529/*
1530 * decrease_ob_nr(object, number) decreases a specified number from 1519 * decrease(object, number) decreases a specified number from
1531 * 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
1532 * is subsequently removed and freed. 1521 * is subsequently removed and freed.
1533 * 1522 *
1534 * 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
1535 */ 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 */
1536object * 1556object *
1537decrease_ob_nr (object *op, uint32 i) 1557object::split (sint32 nr)
1538{ 1558{
1539 object *tmp; 1559 int have = number_of ();
1540 1560
1541 if (i == 0) /* objects with op->nrof require this check */ 1561 if (have < nr)
1542 return op; 1562 return 0;
1543 1563 else if (have == nr)
1544 if (i > op->nrof)
1545 i = op->nrof;
1546
1547 if (QUERY_FLAG (op, FLAG_REMOVED))
1548 op->nrof -= i;
1549 else if (op->env)
1550 { 1564 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = op->in_player ();
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp)
1562 for_all_players (pl)
1563 if (pl->ob->container == op->env)
1564 {
1565 tmp = pl->ob;
1566 break;
1567 }
1568
1569 if (i < op->nrof)
1570 {
1571 sub_weight (op->env, op->weight * i);
1572 op->nrof -= i;
1573 if (tmp)
1574 esrv_send_item (tmp, op);
1575 }
1576 else
1577 {
1578 op->remove (); 1565 remove ();
1579 op->nrof = 0; 1566 return this;
1580 if (tmp)
1581 esrv_del_item (tmp->contr, op->count);
1582 }
1583 } 1567 }
1584 else 1568 else
1585 { 1569 {
1586 object *above = op->above; 1570 decrease (nr);
1587 1571
1588 if (i < op->nrof) 1572 object *op = deep_clone ();
1589 op->nrof -= i; 1573 op->nrof = nr;
1590 else
1591 {
1592 op->remove ();
1593 op->nrof = 0;
1594 }
1595
1596 /* Since we just removed op, op->above is null */
1597 for (tmp = above; tmp; tmp = tmp->above)
1598 if (tmp->type == PLAYER)
1599 {
1600 if (op->nrof)
1601 esrv_send_item (tmp, op);
1602 else
1603 esrv_del_item (tmp->contr, op->count);
1604 }
1605 }
1606
1607 if (op->nrof)
1608 return op; 1574 return op;
1609 else
1610 {
1611 op->destroy ();
1612 return 0;
1613 } 1575 }
1614} 1576}
1615 1577
1616object * 1578object *
1617insert_ob_in_ob (object *op, object *where) 1579insert_ob_in_ob (object *op, object *where)
1642 * be != op, if items are merged. -Tero 1604 * be != op, if items are merged. -Tero
1643 */ 1605 */
1644object * 1606object *
1645object::insert (object *op) 1607object::insert (object *op)
1646{ 1608{
1647 if (!QUERY_FLAG (op, FLAG_REMOVED))
1648 op->remove ();
1649
1650 if (op->more) 1609 if (op->more)
1651 { 1610 {
1652 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);
1653 return op; 1612 return op;
1654 } 1613 }
1655 1614
1656 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1615 op->remove ();
1657 CLEAR_FLAG (op, FLAG_REMOVED); 1616
1617 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1658 1618
1659 if (op->nrof) 1619 if (op->nrof)
1660 {
1661 for (object *tmp = inv; tmp; tmp = tmp->below) 1620 for (object *tmp = inv; tmp; tmp = tmp->below)
1662 if (object::can_merge (tmp, op)) 1621 if (object::can_merge (tmp, op))
1663 { 1622 {
1664 /* return the original object and remove inserted object 1623 /* return the original object and remove inserted object
1665 (client needs the original object) */ 1624 (client needs the original object) */
1666 tmp->nrof += op->nrof; 1625 tmp->nrof += op->nrof;
1667 /* Weight handling gets pretty funky. Since we are adding to 1626
1668 * tmp->nrof, we need to increase the weight. 1627 if (object *pl = tmp->visible_to ())
1669 */ 1628 esrv_update_item (UPD_NROF, pl, tmp);
1629
1670 add_weight (this, op->weight * op->nrof); 1630 adjust_weight (this, op->total_weight ());
1671 SET_FLAG (op, FLAG_REMOVED); 1631
1672 op->destroy (); /* free the inserted object */ 1632 op->destroy ();
1673 op = tmp; 1633 op = tmp;
1674 op->remove (); /* and fix old object's links */ 1634 goto inserted;
1675 CLEAR_FLAG (op, FLAG_REMOVED);
1676 break;
1677 } 1635 }
1678 1636
1679 /* I assume combined objects have no inventory
1680 * We add the weight - this object could have just been removed
1681 * (if it was possible to merge). calling remove_ob will subtract
1682 * the weight, so we need to add it in again, since we actually do
1683 * the linking below
1684 */
1685 add_weight (this, op->weight * op->nrof);
1686 }
1687 else
1688 add_weight (this, (op->weight + op->carrying));
1689
1690 if (object *otmp = this->in_player ())
1691 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1692 otmp->update_stats ();
1693
1694 op->owner = 0; // its his/hers now. period. 1637 op->owner = 0; // it's his/hers now. period.
1695 op->map = 0; 1638 op->map = 0;
1639 op->x = 0;
1640 op->y = 0;
1641
1642 op->above = 0;
1643 op->below = inv;
1696 op->env = this; 1644 op->env = this;
1697 op->above = 0;
1698 op->below = 0;
1699 op->x = op->y = 0;
1700 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:
1701 /* 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 */
1702 if (op->glow_radius && map) 1660 if (op->glow_radius && map && map->darkness)
1703 {
1704#ifdef DEBUG_LIGHTS
1705 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1706#endif /* DEBUG_LIGHTS */
1707 if (map->darkness)
1708 update_all_los (map, x, y); 1661 update_all_los (map, x, y);
1709 }
1710 1662
1711 /* Client has no idea of ordering so lets not bother ordering it here. 1663 // if this is a player's inventory, update stats
1712 * It sure simplifies this function... 1664 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1713 */ 1665 update_stats ();
1714 if (!inv)
1715 inv = op;
1716 else
1717 {
1718 op->below = inv;
1719 op->below->above = op;
1720 inv = op;
1721 }
1722 1666
1723 INVOKE_OBJECT (INSERT, this); 1667 INVOKE_OBJECT (INSERT, this);
1724 1668
1725 return op; 1669 return op;
1726} 1670}
1854 LOG (llevError, "Present_arch called outside map.\n"); 1798 LOG (llevError, "Present_arch called outside map.\n");
1855 return NULL; 1799 return NULL;
1856 } 1800 }
1857 1801
1858 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)
1859 if (tmp->arch == at) 1803 if (tmp->arch->archname == at->archname)
1860 return tmp; 1804 return tmp;
1861 1805
1862 return NULL; 1806 return NULL;
1863} 1807}
1864 1808
1928 * The first matching object is returned, or NULL if none. 1872 * The first matching object is returned, or NULL if none.
1929 */ 1873 */
1930object * 1874object *
1931present_arch_in_ob (const archetype *at, const object *op) 1875present_arch_in_ob (const archetype *at, const object *op)
1932{ 1876{
1933 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1877 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1934 if (tmp->arch == at) 1878 if (tmp->arch->archname == at->archname)
1935 return tmp; 1879 return tmp;
1936 1880
1937 return NULL; 1881 return NULL;
1938} 1882}
1939 1883
2348 2292
2349/* 2293/*
2350 * create clone from object to another 2294 * create clone from object to another
2351 */ 2295 */
2352object * 2296object *
2353object_create_clone (object *asrc) 2297object::deep_clone ()
2354{ 2298{
2355 object *dst = 0, *tmp, *src, *prev, *item; 2299 assert (("deep_clone called on non-head object", is_head ()));
2356 2300
2357 if (!asrc) 2301 object *dst = clone ();
2358 return 0;
2359 2302
2360 src = asrc->head_ (); 2303 object *prev = dst;
2361
2362 prev = 0;
2363 for (object *part = src; part; part = part->more) 2304 for (object *part = this->more; part; part = part->more)
2364 { 2305 {
2365 tmp = part->clone (); 2306 object *tmp = part->clone ();
2366 tmp->x -= src->x;
2367 tmp->y -= src->y;
2368
2369 if (!part->head)
2370 {
2371 dst = tmp;
2372 tmp->head = 0;
2373 }
2374 else
2375 tmp->head = dst; 2307 tmp->head = dst;
2376
2377 tmp->more = 0;
2378
2379 if (prev)
2380 prev->more = tmp; 2308 prev->more = tmp;
2381
2382 prev = tmp; 2309 prev = tmp;
2383 } 2310 }
2384 2311
2385 for (item = src->inv; item; item = item->below) 2312 for (object *item = inv; item; item = item->below)
2386 insert_ob_in_ob (object_create_clone (item), dst); 2313 insert_ob_in_ob (item->deep_clone (), dst);
2387 2314
2388 return dst; 2315 return dst;
2389} 2316}
2390 2317
2391/* This returns the first object in who's inventory that 2318/* This returns the first object in who's inventory that
2400 return tmp; 2327 return tmp;
2401 2328
2402 return 0; 2329 return 0;
2403} 2330}
2404 2331
2405/* If ob has a field named key, return the link from the list, 2332const shstr &
2406 * otherwise return NULL. 2333object::kv_get (const shstr &key) const
2407 *
2408 * key must be a passed in shared string - otherwise, this won't
2409 * do the desired thing.
2410 */
2411key_value *
2412get_ob_key_link (const object *ob, const char *key)
2413{ 2334{
2414 for (key_value *link = ob->key_values; link; link = link->next) 2335 for (key_value *kv = key_values; kv; kv = kv->next)
2415 if (link->key == key) 2336 if (kv->key == key)
2416 return link;
2417
2418 return 0;
2419}
2420
2421/*
2422 * Returns the value of op has an extra_field for key, or NULL.
2423 *
2424 * The argument doesn't need to be a shared string.
2425 *
2426 * The returned string is shared.
2427 */
2428const char *
2429get_ob_key_value (const object *op, const char *const key)
2430{
2431 key_value *link;
2432 shstr_cmp canonical_key (key);
2433
2434 if (!canonical_key)
2435 {
2436 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field.
2440 */
2441 return 0;
2442 }
2443
2444 /* This is copied from get_ob_key_link() above -
2445 * only 4 lines, and saves the function call overhead.
2446 */
2447 for (link = op->key_values; link; link = link->next)
2448 if (link->key == canonical_key)
2449 return link->value; 2337 return kv->value;
2450 2338
2451 return 0; 2339 return shstr_null;
2452} 2340}
2453 2341
2454/* 2342void
2455 * Updates the canonical_key in op to value. 2343object::kv_set (const shstr &key, const shstr &value)
2456 *
2457 * canonical_key is a shared string (value doesn't have to be).
2458 *
2459 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2460 * keys.
2461 *
2462 * Returns TRUE on success.
2463 */
2464int
2465set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2466{ 2344{
2467 key_value *field = NULL, *last = NULL; 2345 for (key_value *kv = key_values; kv; kv = kv->next)
2468 2346 if (kv->key == key)
2469 for (field = op->key_values; field != NULL; field = field->next)
2470 {
2471 if (field->key != canonical_key)
2472 { 2347 {
2473 last = field; 2348 kv->value = value;
2474 continue; 2349 return;
2475 } 2350 }
2476 2351
2477 if (value) 2352 key_value *kv = new key_value;
2478 field->value = value; 2353
2479 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)
2480 { 2366 {
2481 /* Basically, if the archetype has this key set, 2367 key_value *kv = *kvp;
2482 * we need to store the null value so when we save 2368 *kvp = (*kvp)->next;
2483 * it, we save the empty value so that when we load, 2369 delete kv;
2484 * we get this value back again. 2370 return;
2485 */
2486 if (get_ob_key_link (op->arch, canonical_key))
2487 field->value = 0;
2488 else
2489 {
2490 if (last)
2491 last->next = field->next;
2492 else
2493 op->key_values = field->next;
2494
2495 delete field;
2496 }
2497 } 2371 }
2498 return TRUE;
2499 }
2500 /* IF we get here, key doesn't exist */
2501
2502 /* No field, we'll have to add it. */
2503
2504 if (!add_key)
2505 return FALSE;
2506
2507 /* There isn't any good reason to store a null
2508 * value in the key/value list. If the archetype has
2509 * this key, then we should also have it, so shouldn't
2510 * be here. If user wants to store empty strings,
2511 * should pass in ""
2512 */
2513 if (value == NULL)
2514 return TRUE;
2515
2516 field = new key_value;
2517
2518 field->key = canonical_key;
2519 field->value = value;
2520 /* Usual prepend-addition. */
2521 field->next = op->key_values;
2522 op->key_values = field;
2523
2524 return TRUE;
2525}
2526
2527/*
2528 * Updates the key in op to value.
2529 *
2530 * If add_key is FALSE, this will only update existing keys,
2531 * and not add new ones.
2532 * In general, should be little reason FALSE is ever passed in for add_key
2533 *
2534 * Returns TRUE on success.
2535 */
2536int
2537set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2538{
2539 shstr key_ (key);
2540
2541 return set_ob_key_value_s (op, key_, value, add_key);
2542} 2372}
2543 2373
2544object::depth_iterator::depth_iterator (object *container) 2374object::depth_iterator::depth_iterator (object *container)
2545: iterator_base (container) 2375: iterator_base (container)
2546{ 2376{
2596{ 2426{
2597 char flagdesc[512]; 2427 char flagdesc[512];
2598 char info2[256 * 4]; 2428 char info2[256 * 4];
2599 char *p = info; 2429 char *p = info;
2600 2430
2601 p += snprintf (p, 512, "{cnt:%d,uuid:%s,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}",
2602 count, 2432 count,
2603 uuid.c_str (), 2433 uuid.c_str (),
2604 &name, 2434 &name,
2605 title ? "\",title:\"" : "", 2435 title ? ",title:\"" : "",
2606 title ? (const char *)title : "", 2436 title ? (const char *)title : "",
2437 title ? "\"" : "",
2607 flag_desc (flagdesc, 512), type); 2438 flag_desc (flagdesc, 512), type);
2608 2439
2609 if (!this->flag[FLAG_REMOVED] && env) 2440 if (!flag[FLAG_REMOVED] && env)
2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2441 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2611 2442
2612 if (map) 2443 if (map)
2613 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);
2614 2445
2644object::open_container (object *new_container) 2475object::open_container (object *new_container)
2645{ 2476{
2646 if (container == new_container) 2477 if (container == new_container)
2647 return; 2478 return;
2648 2479
2649 if (object *old_container = container) 2480 object *old_container = container;
2481
2482 if (old_container)
2650 { 2483 {
2651 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2484 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2652 return; 2485 return;
2653 2486
2654#if 0 2487#if 0
2656 if (object *closer = old_container->inv) 2489 if (object *closer = old_container->inv)
2657 if (closer->type == CLOSE_CON) 2490 if (closer->type == CLOSE_CON)
2658 closer->destroy (); 2491 closer->destroy ();
2659#endif 2492#endif
2660 2493
2494 // make sure the container is available
2495 esrv_send_item (this, old_container);
2496
2661 old_container->flag [FLAG_APPLIED] = 0; 2497 old_container->flag [FLAG_APPLIED] = false;
2662 container = 0; 2498 container = 0;
2663 2499
2500 // client needs item update to make it work, client bug requires this to be separate
2664 esrv_update_item (UPD_FLAGS, this, old_container); 2501 esrv_update_item (UPD_FLAGS, this, old_container);
2502
2665 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));
2666 play_sound (sound_find ("chest_close")); 2504 play_sound (sound_find ("chest_close"));
2667 } 2505 }
2668 2506
2669 if (new_container) 2507 if (new_container)
2682 } 2520 }
2683#endif 2521#endif
2684 2522
2685 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));
2686 2524
2525 // make sure the container is available, client bug requires this to be separate
2526 esrv_send_item (this, new_container);
2527
2687 new_container->flag [FLAG_APPLIED] = 1; 2528 new_container->flag [FLAG_APPLIED] = true;
2688 container = new_container; 2529 container = new_container;
2689 2530
2531 // client needs flag change
2690 esrv_update_item (UPD_FLAGS, this, new_container); 2532 esrv_update_item (UPD_FLAGS, this, new_container);
2691 esrv_send_inventory (this, new_container); 2533 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open")); 2534 play_sound (sound_find ("chest_open"));
2693 } 2535 }
2536// else if (!old_container->env && contr && contr->ns)
2537// contr->ns->floorbox_reset ();
2694} 2538}
2695 2539
2696object * 2540object *
2697object::force_find (const shstr name) 2541object::force_find (const shstr name)
2698{ 2542{
2724 2568
2725 insert (force); 2569 insert (force);
2726} 2570}
2727 2571
2728void 2572void
2729object::play_sound (faceidx sound) const 2573object::play_sound (faceidx sound)
2730{ 2574{
2731 if (!sound) 2575 if (!sound)
2732 return; 2576 return;
2733 2577
2734 if (flag [FLAG_REMOVED]) 2578 if (flag [FLAG_REMOVED])

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