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Comparing deliantra/server/common/object.C (file contents):
Revision 1.148 by root, Mon May 14 19:08:25 2007 UTC vs.
Revision 1.261 by root, Wed Oct 1 16:04:16 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h>
34#include <sproto.h> 29#include <sproto.h>
35#include <loader.h> 30#include <loader.h>
36 31
37#include <bitset> 32#include <bitset>
38 33
39int nrofallocobjects = 0; 34UUID UUID::cur;
40static UUID uuid; 35static uint64_t seq_next_save;
41const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
42 37
43objectvec objects; 38objectvec objects;
44activevec actives; 39activevec actives;
45 40
46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
48}; 46};
49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
50 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
51}; 52};
52int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
53 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
54}; 58};
55int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
56 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
57 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
58}; 64};
59 65
60static void 66static void
61write_uuid (void) 67write_uuid (uval64 skip, bool sync)
62{ 68{
63 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
64 70 CALL_ARG_SV (newSVval64 (skip));
65 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
66 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
67 73 CALL_END;
68 FILE *fp;
69
70 if (!(fp = fopen (filename2, "w")))
71 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return;
74 }
75
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77 fclose (fp);
78 rename (filename2, filename1);
79} 74}
80 75
81static void 76static void
82read_uuid (void) 77read_uuid (void)
83{ 78{
84 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
85 80
86 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
87 84
88 FILE *fp; 85 FILE *fp;
89 86
90 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
91 { 88 {
92 if (errno == ENOENT) 89 if (errno == ENOENT)
93 { 90 {
94 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0; 92 UUID::cur.seq = 0;
96 write_uuid (); 93 write_uuid (UUID_GAP, true);
97 return; 94 return;
98 } 95 }
99 96
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1); 98 _exit (1);
102 } 99 }
103 100
104 int version; 101 UUID::BUF buf;
105 unsigned long long uid; 102 buf[0] = 0;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
107 { 106 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1); 108 _exit (1);
110 } 109 }
111 110
112 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 write_uuid (); 112
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
115 fclose (fp); 114 fclose (fp);
116} 115}
117 116
118UUID 117UUID
119gen_uuid () 118UUID::gen ()
120{ 119{
121 UUID uid; 120 UUID uid;
122 121
123 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
124 123
125 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
126 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
127 130
128 return uid; 131 return uid;
129} 132}
130 133
131void 134void
132init_uuid () 135UUID::init ()
133{ 136{
134 read_uuid (); 137 read_uuid ();
135} 138}
136 139
137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
138static int 141static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
140{ 143{
141 key_value *wants_field;
142
143 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
144 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
145 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
146 */ 147 */
147 148
148 /* For each field in wants, */ 149 /* For each field in wants, */
149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
150 { 151 if (has->kv_get (kv->key) != kv->value)
151 key_value *has_field; 152 return false;
152
153 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
157 {
158 /* No field with that name. */
159 return FALSE;
160 }
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168
169 /* If we get here, we found a match. Now for the next field in wants. */
170 }
171 153
172 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
173 return TRUE; 155 return true;
174} 156}
175 157
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 159static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 161{
180 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
181 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
182 */ 164 */
183 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
184} 167}
185 168
186/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
187 * they can be merged together. 170 * they can be merged together.
188 * 171 *
203 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 187 || ob1->value != ob2->value
205 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
206 return 0; 189 return 0;
207 190
208 //TODO: this ain't working well, use nicer and correct overflow check
209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 191 /* Do not merge objects if nrof would overflow, assume nrof
210 * value could not be stored in a sint32 (which unfortunately sometimes is 192 * is always 0 .. 2**31-1 */
211 * used to store nrof). 193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
214 return 0; 194 return 0;
215 195
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 196 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * This is to the comparison of the flags below will be OK. We 197 * This is to the comparison of the flags below will be OK. We
218 * just can't ignore the been applied or identified flags, as they 198 * just can't ignore the been applied or identified flags, as they
219 * are not equal - just if it has been identified, the been_applied 199 * are not equal - just if it has been identified, the been_applied
220 * flags lose any meaning. 200 * flags lose any meaning.
221 */ 201 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 202 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
224 204
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
227 207
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 208 if (ob1->arch->archname != ob2->arch->archname
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 209 || ob1->name != ob2->name
231 || ob1->title != ob2->title 210 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 211 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 212 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype 213 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 214 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 215 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 216 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 217 || ob1->value != ob2->value
241 || ob1->animation_id != ob2->animation_id 218 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
242 || ob1->client_type != ob2->client_type 220 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname 221 || ob1->materialname != ob2->materialname
244 || ob1->lore != ob2->lore 222 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype 223 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type 224 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block 225 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 226 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 227 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 228 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 229 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty) 230 || ob1->move_slow_penalty != ob2->move_slow_penalty
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 233 return 0;
254 234
235 if ((ob1->flag ^ ob2->flag)
236 .reset (FLAG_INV_LOCKED)
237 .reset (FLAG_REMOVED)
238 .any ())
239 return 0;
240
255 /* This is really a spellbook check - really, we should 241 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 242 * not merge objects with real inventories, as splitting them
243 * is hard.
257 */ 244 */
258 if (ob1->inv || ob2->inv) 245 if (ob1->inv || ob2->inv)
259 { 246 {
260 /* if one object has inventory but the other doesn't, not equiv */ 247 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 248 return 0; /* inventories differ in length */
262 return 0;
263 249
264 /* Now check to see if the two inventory objects could merge */ 250 if (ob1->inv->below || ob2->inv->below)
251 return 0; /* more than one object in inv */
252
265 if (!object::can_merge (ob1->inv, ob2->inv)) 253 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 254 return 0; /* inventory objects differ */
267 255
268 /* inventory ok - still need to check rest of this object to see 256 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 257 * if it is valid.
270 */ 258 */
271 } 259 }
290 if (ob1->level != ob2->level) 278 if (ob1->level != ob2->level)
291 return 0; 279 return 0;
292 break; 280 break;
293 } 281 }
294 282
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 283 if (ob1->key_values || ob2->key_values)
296 { 284 {
297 /* At least one of these has key_values. */ 285 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 286 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 287 return 0; /* One has fields, but the other one doesn't. */
288
289 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 290 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 291 }
304 292
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 293 if (ob1->self || ob2->self)
307 { 294 {
308 ob1->optimise (); 295 ob1->optimise ();
309 ob2->optimise (); 296 ob2->optimise ();
310 297
311 if (ob1->self || ob2->self) 298 if (ob1->self || ob2->self)
299 {
300 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
301 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
302
303 if (k1 != k2)
312 return 0; 304 return 0;
305
306 if (k1 == 0)
307 return 1;
308
309 if (!cfperl_can_merge (ob1, ob2))
310 return 0;
311 }
313 } 312 }
314 313
315 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
316 return 1; 315 return 1;
317} 316}
318 317
318// find player who can see this object
319object *
320object::visible_to () const
321{
322 if (client_visible () && !flag [FLAG_REMOVED])
323 {
324 // see if we are in a container of sorts
325 if (env)
326 {
327 // the player inventory itself is always visible
328 if (env->type == PLAYER)
329 return env;
330
331 // else a player could have our env open
332 object *envest = env->outer_env ();
333
334 // the player itself is always on a map, so we will find him here
335 // even if our inv is in a player.
336 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ())
338 if (pl->container == env)
339 return pl;
340 }
341 else
342 {
343 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
347 || this == pl->container)
348 return pl;
349 }
350 }
351
352 return 0;
353}
354
355// adjust weight per container type ("of holding")
356static sint32
357weight_adjust_for (object *op, sint32 weight)
358{
359 return op->type == CONTAINER
360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
361 : weight;
362}
363
319/* 364/*
365 * adjust_weight(object, weight) adds the specified weight to an object,
366 * and also updates how much the environment(s) is/are carrying.
367 */
368static void
369adjust_weight (object *op, sint32 weight)
370{
371 while (op)
372 {
373 // adjust by actual difference to account for rounding errors
374 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust_for (op, op->carrying)
376 - weight_adjust_for (op, op->carrying - weight);
377
378 if (!weight)
379 return;
380
381 op->carrying += weight;
382
383 if (object *pl = op->visible_to ())
384 if (pl != op) // player is handled lazily
385 esrv_update_item (UPD_WEIGHT, pl, op);
386
387 op = op->env;
388 }
389}
390
391/*
320 * sum_weight() is a recursive function which calculates the weight 392 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 393 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 394 * containers are carrying, and sums it up.
323 */ 395 */
324long 396void
325sum_weight (object *op) 397object::update_weight ()
326{ 398{
327 long sum; 399 sint32 sum = 0;
328 object *inv;
329 400
330 for (sum = 0, inv = op->inv; inv; inv = inv->below) 401 for (object *op = inv; op; op = op->below)
331 { 402 {
332 if (inv->inv) 403 if (op->inv)
333 sum_weight (inv); 404 op->update_weight ();
334 405
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 406 sum += op->total_weight ();
407 }
408
409 sum = weight_adjust_for (this, sum);
410
411 if (sum != carrying)
336 } 412 {
337
338 if (op->type == CONTAINER && op->stats.Str)
339 sum = (sum * (100 - op->stats.Str)) / 100;
340
341 if (op->carrying != sum)
342 op->carrying = sum; 413 carrying = sum;
343 414
344 return sum; 415 if (object *pl = visible_to ())
416 if (pl != this) // player is handled lazily
417 esrv_update_item (UPD_WEIGHT, pl, this);
418 }
345} 419}
346 420
347/** 421/*
348 * Return the outermost environment object for a given object. 422 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
349 */
350
351object *
352object_get_env_recursive (object *op)
353{
354 while (op->env != NULL)
355 op = op->env;
356 return op;
357}
358
359/*
360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
361 * Some error messages.
362 * The result of the dump is stored in the static global errmsg array.
363 */ 423 */
364char * 424char *
365dump_object (object *op) 425dump_object (object *op)
366{ 426{
367 if (!op) 427 if (!op)
375/* 435/*
376 * get_nearest_part(multi-object, object 2) returns the part of the 436 * get_nearest_part(multi-object, object 2) returns the part of the
377 * multi-object 1 which is closest to the second object. 437 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned. 438 * If it's not a multi-object, it is returned.
379 */ 439 */
380
381object * 440object *
382get_nearest_part (object *op, const object *pl) 441get_nearest_part (object *op, const object *pl)
383{ 442{
384 object *tmp, *closest; 443 object *tmp, *closest;
385 int last_dist, i; 444 int last_dist, i;
386 445
387 if (op->more == NULL) 446 if (!op->more)
388 return op; 447 return op;
448
389 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 449 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
450 tmp;
451 tmp = tmp->more)
390 if ((i = distance (tmp, pl)) < last_dist) 452 if ((i = distance (tmp, pl)) < last_dist)
391 closest = tmp, last_dist = i; 453 closest = tmp, last_dist = i;
454
392 return closest; 455 return closest;
393} 456}
394 457
395/* 458/*
396 * Returns the object which has the count-variable equal to the argument. 459 * Returns the object which has the count-variable equal to the argument.
460 * VERRRY slow.
397 */ 461 */
398object * 462object *
399find_object (tag_t i) 463find_object (tag_t i)
400{ 464{
401 for_all_objects (op) 465 for_all_objects (op)
412 */ 476 */
413object * 477object *
414find_object_name (const char *str) 478find_object_name (const char *str)
415{ 479{
416 shstr_cmp str_ (str); 480 shstr_cmp str_ (str);
417 object *op;
418 481
482 if (str_)
419 for_all_objects (op) 483 for_all_objects (op)
420 if (op->name == str_) 484 if (op->name == str_)
421 break; 485 return op;
422 486
423 return op; 487 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 488}
431 489
432/* 490/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 491 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 492 * skill and experience objects.
493 * ACTUALLY NO! investigate! TODO
435 */ 494 */
436void 495void
437object::set_owner (object *owner) 496object::set_owner (object *owner)
438{ 497{
498 // allow objects which own objects
439 if (!owner) 499 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 500 while (owner->owner)
450 owner = owner->owner; 501 owner = owner->owner;
502
503 if (flag [FLAG_FREED])
504 {
505 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
506 return;
507 }
451 508
452 this->owner = owner; 509 this->owner = owner;
453} 510}
454 511
455int 512int
495 { 552 {
496 current_weapon = chosen_skill = 0; 553 current_weapon = chosen_skill = 0;
497 update_stats (); 554 update_stats ();
498 555
499 new_draw_info_format (NDI_UNIQUE, 0, this, 556 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance your applied items all at once, but the %s is too much. " 557 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. "
501 "You need to unapply some items first.", &ob->name); 559 "[You need to unapply some items first.]", &ob->name);
502 return false; 560 return false;
503 } 561 }
504 562
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 563 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 } 564 }
507 else 565 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); 566 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509 567
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
510 return true; 575 return true;
511} 576}
512 577
513/* Zero the key_values on op, decrementing the shared-string 578/* Zero the key_values on op, decrementing the shared-string
514 * refcounts and freeing the links. 579 * refcounts and freeing the links.
525 } 590 }
526 591
527 op->key_values = 0; 592 op->key_values = 0;
528} 593}
529 594
530object & 595/*
531object::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)
532{ 605{
533 bool is_freed = flag [FLAG_FREED]; 606 dst->remove ();
534 bool is_removed = flag [FLAG_REMOVED];
535
536 *(object_copy *)this = src; 607 *(object_copy *)dst = *this;
537
538 flag [FLAG_FREED] = is_freed;
539 flag [FLAG_REMOVED] = is_removed; 608 dst->flag [FLAG_REMOVED] = true;
540 609
541 /* Copy over key_values, if any. */ 610 /* Copy over key_values, if any. */
542 if (src.key_values) 611 if (key_values)
543 { 612 {
544 key_value *tail = 0; 613 key_value *tail = 0;
545 key_values = 0; 614 dst->key_values = 0;
546 615
547 for (key_value *i = src.key_values; i; i = i->next) 616 for (key_value *i = key_values; i; i = i->next)
548 { 617 {
549 key_value *new_link = new key_value; 618 key_value *new_link = new key_value;
550 619
551 new_link->next = 0; 620 new_link->next = 0;
552 new_link->key = i->key; 621 new_link->key = i->key;
553 new_link->value = i->value; 622 new_link->value = i->value;
554 623
555 /* Try and be clever here, too. */ 624 /* Try and be clever here, too. */
556 if (!key_values) 625 if (!dst->key_values)
557 { 626 {
558 key_values = new_link; 627 dst->key_values = new_link;
559 tail = new_link; 628 tail = new_link;
560 } 629 }
561 else 630 else
562 { 631 {
563 tail->next = new_link; 632 tail->next = new_link;
564 tail = new_link; 633 tail = new_link;
565 } 634 }
566 } 635 }
567 } 636 }
568}
569
570/*
571 * copy_to first frees everything allocated by the dst object,
572 * and then copies the contents of itself into the second
573 * object, allocating what needs to be allocated. Basically, any
574 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
575 * if the first object is freed, the pointers in the new object
576 * will point at garbage.
577 */
578void
579object::copy_to (object *dst)
580{
581 *dst = *this;
582 637
583 if (speed < 0) 638 if (speed < 0)
584 dst->speed_left = speed_left - rndm (); 639 dst->speed_left -= rndm ();
585 640
586 dst->set_speed (dst->speed); 641 dst->activate ();
587} 642}
588 643
589void 644void
590object::instantiate () 645object::instantiate ()
591{ 646{
592 if (!uuid.seq) // HACK 647 if (!uuid.seq) // HACK
593 uuid = gen_uuid (); 648 uuid = UUID::gen ();
594 649
595 speed_left = -0.1f; 650 speed_left = -0.1f;
596 /* 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
597 * 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.
598 * 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
608object * 663object *
609object::clone () 664object::clone ()
610{ 665{
611 object *neu = create (); 666 object *neu = create ();
612 copy_to (neu); 667 copy_to (neu);
668 neu->map = map; // not copied by copy_to
613 return neu; 669 return neu;
614} 670}
615 671
616/* 672/*
617 * 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
668 * UP_OBJ_FACE: only the objects face has changed. 724 * UP_OBJ_FACE: only the objects face has changed.
669 */ 725 */
670void 726void
671update_object (object *op, int action) 727update_object (object *op, int action)
672{ 728{
673 if (op == NULL) 729 if (!op)
674 { 730 {
675 /* this should never happen */ 731 /* this should never happen */
676 LOG (llevDebug, "update_object() called for NULL object.\n"); 732 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
677 return; 733 return;
678 } 734 }
679 735
680 if (op->env) 736 if (!op->is_on_map ())
681 { 737 {
682 /* Animation is currently handled by client, so nothing 738 /* Animation is currently handled by client, so nothing
683 * to do in this case. 739 * to do in this case.
684 */ 740 */
685 return; 741 return;
686 } 742 }
687
688 /* If the map is saving, don't do anything as everything is
689 * going to get freed anyways.
690 */
691 if (!op->map || op->map->in_memory == MAP_SAVING)
692 return;
693 743
694 /* make sure the object is within map boundaries */ 744 /* make sure the object is within map boundaries */
695 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)
696 { 746 {
697 LOG (llevError, "update_object() called for object out of map!\n"); 747 LOG (llevError, "update_object() called for object out of map!\n");
716 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
717 || (m.move_on | op->move_on ) != m.move_on 767 || (m.move_on | op->move_on ) != m.move_on
718 || (m.move_off | op->move_off ) != m.move_off 768 || (m.move_off | op->move_off ) != m.move_off
719 || (m.move_slow | op->move_slow) != m.move_slow 769 || (m.move_slow | op->move_slow) != m.move_slow
720 /* 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
721 * to have move_allow right now. 771 * have move_allow right now.
722 */ 772 */
723 || ((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
724 || 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)
725 m.flags_ = 0; 775 m.flags_ = 0;
726 } 776 }
757static int object_count; 807static int object_count;
758 808
759void object::link () 809void object::link ()
760{ 810{
761 assert (!index);//D 811 assert (!index);//D
762 uuid = gen_uuid (); 812 uuid = UUID::gen ();
763 count = ++object_count; 813 count = ++object_count;
764 814
765 refcnt_inc (); 815 refcnt_inc ();
766 objects.insert (this); 816 objects.insert (this);
767} 817}
779object::activate () 829object::activate ()
780{ 830{
781 /* If already on active list, don't do anything */ 831 /* If already on active list, don't do anything */
782 if (active) 832 if (active)
783 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
784 837
785 if (has_active_speed ()) 838 if (has_active_speed ())
786 actives.insert (this); 839 actives.insert (this);
787} 840}
788 841
840object::destroy_inv (bool drop_to_ground) 893object::destroy_inv (bool drop_to_ground)
841{ 894{
842 // need to check first, because the checks below might segfault 895 // need to check first, because the checks below might segfault
843 // as we might be on an invalid mapspace and crossfire code 896 // as we might be on an invalid mapspace and crossfire code
844 // is too buggy to ensure that the inventory is empty. 897 // is too buggy to ensure that the inventory is empty.
845 // corollary: if you create arrows etc. with stuff in tis inventory, 898 // corollary: if you create arrows etc. with stuff in its inventory,
846 // cf will crash below with off-map x and y 899 // cf will crash below with off-map x and y
847 if (!inv) 900 if (!inv)
848 return; 901 return;
849 902
850 /* Only if the space blocks everything do we not process - 903 /* Only if the space blocks everything do we not process -
851 * if some form of movement is allowed, let objects 904 * if some form of movement is allowed, let objects
852 * drop on that space. 905 * drop on that space.
853 */ 906 */
854 if (!drop_to_ground 907 if (!drop_to_ground
855 || !map 908 || !map
856 || map->in_memory != MAP_IN_MEMORY 909 || map->in_memory != MAP_ACTIVE
857 || map->nodrop 910 || map->no_drop
858 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
859 { 912 {
860 while (inv) 913 while (inv)
861 {
862 inv->destroy_inv (drop_to_ground);
863 inv->destroy (); 914 inv->destroy ();
864 }
865 } 915 }
866 else 916 else
867 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
868 while (inv) 918 while (inv)
869 { 919 {
887 object *op = new object; 937 object *op = new object;
888 op->link (); 938 op->link ();
889 return op; 939 return op;
890} 940}
891 941
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
892void 963void
893object::do_destroy () 964object::do_destroy ()
894{ 965{
895 attachable::do_destroy ();
896
897 if (flag [FLAG_IS_LINKED]) 966 if (flag [FLAG_IS_LINKED])
898 remove_button_link (this); 967 remove_button_link (this);
899 968
900 if (flag [FLAG_FRIENDLY]) 969 if (flag [FLAG_FRIENDLY])
901 remove_friendly_object (this); 970 remove_friendly_object (this);
902 971
903 if (!flag [FLAG_REMOVED])
904 remove (); 972 remove ();
905 973
906 destroy_inv (true); 974 attachable::do_destroy ();
907 975
908 deactivate (); 976 deactivate ();
909 unlink (); 977 unlink ();
910 978
911 flag [FLAG_FREED] = 1; 979 flag [FLAG_FREED] = 1;
912 980
913 // hack to ensure that freed objects still have a valid map 981 // hack to ensure that freed objects still have a valid map
914 {
915 static maptile *freed_map; // freed objects are moved here to avoid crashes
916
917 if (!freed_map)
918 {
919 freed_map = new maptile;
920
921 freed_map->name = "/internal/freed_objects_map";
922 freed_map->width = 3;
923 freed_map->height = 3;
924
925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
927 }
928
929 map = freed_map; 982 map = &freed_map;
930 x = 1; 983 x = 1;
931 y = 1; 984 y = 1;
932 }
933
934 head = 0;
935 985
936 if (more) 986 if (more)
937 { 987 {
938 more->destroy (); 988 more->destroy ();
939 more = 0; 989 more = 0;
940 } 990 }
941 991
992 head = 0;
993
942 // clear those pointers that likely might have circular references to us 994 // clear those pointers that likely might cause circular references
943 owner = 0; 995 owner = 0;
944 enemy = 0; 996 enemy = 0;
945 attacked_by = 0; 997 attacked_by = 0;
998 current_weapon = 0;
946} 999}
947 1000
948void 1001void
949object::destroy (bool destroy_inventory) 1002object::destroy ()
950{ 1003{
951 if (destroyed ()) 1004 if (destroyed ())
952 return; 1005 return;
953 1006
954 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
955 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
956 1021
957 attachable::destroy (); 1022 attachable::destroy ();
958}
959
960/*
961 * sub_weight() recursively (outwards) subtracts a number from the
962 * weight of an object (and what is carried by it's environment(s)).
963 */
964void
965sub_weight (object *op, signed long weight)
966{
967 while (op != NULL)
968 {
969 if (op->type == CONTAINER)
970 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
971
972 op->carrying -= weight;
973 op = op->env;
974 }
975} 1023}
976 1024
977/* op->remove (): 1025/* op->remove ():
978 * 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
979 * 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
985object::do_remove () 1033object::do_remove ()
986{ 1034{
987 object *tmp, *last = 0; 1035 object *tmp, *last = 0;
988 object *otmp; 1036 object *otmp;
989 1037
990 if (QUERY_FLAG (this, FLAG_REMOVED)) 1038 if (flag [FLAG_REMOVED])
991 return; 1039 return;
992 1040
993 SET_FLAG (this, FLAG_REMOVED);
994 INVOKE_OBJECT (REMOVE, this); 1041 INVOKE_OBJECT (REMOVE, this);
1042
1043 flag [FLAG_REMOVED] = true;
995 1044
996 if (more) 1045 if (more)
997 more->remove (); 1046 more->remove ();
998 1047
999 /* 1048 /*
1000 * In this case, the object to be removed is in someones 1049 * In this case, the object to be removed is in someones
1001 * inventory. 1050 * inventory.
1002 */ 1051 */
1003 if (env) 1052 if (env)
1004 { 1053 {
1005 if (nrof) 1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1006 sub_weight (env, weight * nrof); 1055 if (object *pl = visible_to ())
1007 else 1056 esrv_del_item (pl->contr, count);
1008 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;
1009 1076
1010 /* 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
1011 * made to players inventory. If set, avoiding the call 1078 * made to players inventory. If set, avoiding the call
1012 * to save cpu time. 1079 * to save cpu time.
1013 */ 1080 */
1014 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))
1015 otmp->update_stats (); 1082 otmp->update_stats ();
1016
1017 if (above)
1018 above->below = below;
1019 else
1020 env->inv = below;
1021
1022 if (below)
1023 below->above = above;
1024
1025 /* we set up values so that it could be inserted into
1026 * the map, but we don't actually do that - it is up
1027 * to the caller to decide what we want to do.
1028 */
1029 x = env->x, y = env->y;
1030 map = env->map;
1031 above = 0, below = 0;
1032 env = 0;
1033 } 1083 }
1034 else if (map) 1084 else if (map)
1035 { 1085 {
1036 if (type == PLAYER)
1037 {
1038 // leaving a spot always closes any open container on the ground
1039 if (container && !container->env)
1040 // this causes spurious floorbox updates, but it ensures
1041 // that the CLOSE event is being sent.
1042 close_container ();
1043
1044 --map->players;
1045 map->touch ();
1046 }
1047
1048 map->dirty = true; 1086 map->dirty = true;
1049 mapspace &ms = this->ms (); 1087 mapspace &ms = this->ms ();
1050 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
1051 /* link the object above us */ 1111 /* link the object above us */
1052 if (above) 1112 // re-link, make sure compiler can easily use cmove
1053 above->below = below; 1113 *(above ? &above->below : &ms.top) = below;
1054 else 1114 *(below ? &below->above : &ms.bot) = above;
1055 ms.top = below; /* we were top, set new top */
1056
1057 /* Relink the object below us, if there is one */
1058 if (below)
1059 below->above = above;
1060 else
1061 {
1062 /* Nothing below, which means we need to relink map object for this space
1063 * use translated coordinates in case some oddness with map tiling is
1064 * evident
1065 */
1066 if (GET_MAP_OB (map, x, y) != this)
1067 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 ());
1068
1069 ms.bot = above; /* goes on above it. */
1070 }
1071 1115
1072 above = 0; 1116 above = 0;
1073 below = 0; 1117 below = 0;
1074 1118
1119 ms.flags_ = 0;
1120
1075 if (map->in_memory == MAP_SAVING) 1121 if (map->in_memory == MAP_SAVING)
1076 return; 1122 return;
1077 1123
1078 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 }
1079 1141
1080 for (tmp = ms.bot; tmp; tmp = tmp->above) 1142 for (tmp = ms.bot; tmp; tmp = tmp->above)
1081 { 1143 {
1082 /* 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
1083 * being removed. 1145 * being removed.
1084 */ 1146 */
1085
1086 if (tmp->type == PLAYER && tmp != this)
1087 {
1088 /* If a container that the player is currently using somehow gets
1089 * removed (most likely destroyed), update the player view
1090 * appropriately.
1091 */
1092 if (tmp->container == this)
1093 {
1094 flag [FLAG_APPLIED] = 0;
1095 tmp->container = 0;
1096 }
1097
1098 if (tmp->contr->ns)
1099 tmp->contr->ns->floorbox_update ();
1100 }
1101 1147
1102 /* See if object moving off should effect something */ 1148 /* See if object moving off should effect something */
1103 if (check_walk_off 1149 if (check_walk_off
1104 && ((move_type & tmp->move_off) 1150 && ((move_type & tmp->move_off)
1105 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1108 1154
1109 if (destroyed ()) 1155 if (destroyed ())
1110 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 ());
1111 } 1157 }
1112 1158
1113 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1114 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1115 if (tmp->above == tmp)
1116 tmp->above = 0;
1117
1118 last = tmp; 1159 last = tmp;
1119 } 1160 }
1120
1121 /* last == NULL if there are no objects on this space */
1122 //TODO: this makes little sense, why only update the topmost object?
1123 if (!last)
1124 map->at (x, y).flags_ = 0;
1125 else
1126 update_object (last, UP_OBJ_REMOVE);
1127 1161
1128 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1162 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1129 update_all_los (map, x, y); 1163 update_all_los (map, x, y);
1130 } 1164 }
1131} 1165}
1142merge_ob (object *op, object *top) 1176merge_ob (object *op, object *top)
1143{ 1177{
1144 if (!op->nrof) 1178 if (!op->nrof)
1145 return 0; 1179 return 0;
1146 1180
1147 if (top) 1181 if (!top)
1148 for (top = op; top && top->above; top = top->above) 1182 for (top = op; top && top->above; top = top->above)
1149 ; 1183 ;
1150 1184
1151 for (; top; top = top->below) 1185 for (; top; top = top->below)
1152 {
1153 if (top == op)
1154 continue;
1155
1156 if (object::can_merge (op, top)) 1186 if (object::can_merge (op, top))
1157 { 1187 {
1158 top->nrof += op->nrof; 1188 top->nrof += op->nrof;
1159 1189
1160/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1190 if (object *pl = top->visible_to ())
1161 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
1162 op->destroy (); 1196 op->destroy ();
1197
1163 return top; 1198 return top;
1164 } 1199 }
1165 }
1166 1200
1167 return 0; 1201 return 0;
1168} 1202}
1169 1203
1170void 1204void
1173 if (more) 1207 if (more)
1174 return; 1208 return;
1175 1209
1176 object *prev = this; 1210 object *prev = this;
1177 1211
1178 for (archetype *at = arch->more; at; at = at->more) 1212 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1179 { 1213 {
1180 object *op = arch_to_object (at); 1214 object *op = arch_to_object (at);
1181 1215
1182 op->name = name; 1216 op->name = name;
1183 op->name_pl = name_pl; 1217 op->name_pl = name_pl;
1195 * job preparing multi-part monsters. 1229 * job preparing multi-part monsters.
1196 */ 1230 */
1197object * 1231object *
1198insert_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)
1199{ 1233{
1234 op->remove ();
1235
1200 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1236 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1201 { 1237 {
1202 tmp->x = x + tmp->arch->clone.x; 1238 tmp->x = x + tmp->arch->x;
1203 tmp->y = y + tmp->arch->clone.y; 1239 tmp->y = y + tmp->arch->y;
1204 } 1240 }
1205 1241
1206 return insert_ob_in_map (op, m, originator, flag); 1242 return insert_ob_in_map (op, m, originator, flag);
1207} 1243}
1208 1244
1227 * just 'op' otherwise 1263 * just 'op' otherwise
1228 */ 1264 */
1229object * 1265object *
1230insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1266insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1231{ 1267{
1232 assert (!op->flag [FLAG_FREED]);
1233
1234 object *tmp, *top, *floor = NULL;
1235
1236 op->remove (); 1268 op->remove ();
1237 1269
1238#if 0 1270 if (m == &freed_map)//D TODO: remove soon
1239 if (!m->active != !op->active)
1240 if (m->active)
1241 op->activate_recursive ();
1242 else
1243 op->deactivate_recursive ();
1244#endif
1245
1246 if (out_of_map (m, op->x, op->y))
1247 { 1271 {//D
1248 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1272 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1249#ifdef MANY_CORES
1250 /* Better to catch this here, as otherwise the next use of this object
1251 * is likely to cause a crash. Better to find out where it is getting
1252 * improperly inserted.
1253 */
1254 abort ();
1255#endif
1256 return op;
1257 } 1273 }//D
1258
1259 if (object *more = op->more)
1260 {
1261 if (!insert_ob_in_map (more, m, originator, flag))
1262 {
1263 if (!op->head)
1264 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1265
1266 return 0;
1267 }
1268 }
1269
1270 CLEAR_FLAG (op, FLAG_REMOVED);
1271 1274
1272 /* Ideally, the caller figures this out. However, it complicates a lot 1275 /* Ideally, the caller figures this out. However, it complicates a lot
1273 * of areas of callers (eg, anything that uses find_free_spot would now 1276 * of areas of callers (eg, anything that uses find_free_spot would now
1274 * need extra work 1277 * need extra work
1275 */ 1278 */
1276 if (!xy_normalise (m, op->x, op->y)) 1279 if (!xy_normalise (m, op->x, op->y))
1280 {
1281 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1277 return 0; 1282 return 0;
1283 }
1284
1285 if (object *more = op->more)
1286 if (!insert_ob_in_map (more, m, originator, flag))
1287 return 0;
1288
1289 CLEAR_FLAG (op, FLAG_REMOVED);
1278 1290
1279 op->map = m; 1291 op->map = m;
1280 mapspace &ms = op->ms (); 1292 mapspace &ms = op->ms ();
1281 1293
1282 /* this has to be done after we translate the coordinates. 1294 /* this has to be done after we translate the coordinates.
1283 */ 1295 */
1284 if (op->nrof && !(flag & INS_NO_MERGE)) 1296 if (op->nrof && !(flag & INS_NO_MERGE))
1285 for (tmp = ms.bot; tmp; tmp = tmp->above) 1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1286 if (object::can_merge (op, tmp)) 1298 if (object::can_merge (op, tmp))
1287 { 1299 {
1300 // TODO: we actually want to update tmp, not op,
1301 // but some caller surely breaks when we return tmp
1302 // from here :/
1288 op->nrof += tmp->nrof; 1303 op->nrof += tmp->nrof;
1289 tmp->destroy (); 1304 tmp->destroy ();
1290 } 1305 }
1291 1306
1292 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1307 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1301 { 1316 {
1302 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1317 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1303 abort (); 1318 abort ();
1304 } 1319 }
1305 1320
1321 if (!originator->is_on_map ())
1322 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1323 op->debug_desc (), originator->debug_desc ());
1324
1306 op->above = originator; 1325 op->above = originator;
1307 op->below = originator->below; 1326 op->below = originator->below;
1308
1309 if (op->below)
1310 op->below->above = op;
1311 else
1312 ms.bot = op;
1313
1314 /* since *below* originator, no need to update top */
1315 originator->below = op; 1327 originator->below = op;
1328
1329 *(op->below ? &op->below->above : &ms.bot) = op;
1316 } 1330 }
1317 else 1331 else
1318 { 1332 {
1319 top = ms.bot; 1333 object *floor = 0;
1334 object *top = ms.top;
1320 1335
1321 /* If there are other objects, then */ 1336 /* If there are other objects, then */
1322 if ((!(flag & INS_MAP_LOAD)) && top) 1337 if (top)
1323 { 1338 {
1324 object *last = 0;
1325
1326 /* 1339 /*
1327 * If there are multiple objects on this space, we do some trickier handling. 1340 * If there are multiple objects on this space, we do some trickier handling.
1328 * We've already dealt with merging if appropriate. 1341 * We've already dealt with merging if appropriate.
1329 * Generally, we want to put the new object on top. But if 1342 * Generally, we want to put the new object on top. But if
1330 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1343 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1333 * once we get to them. This reduces the need to traverse over all of 1346 * once we get to them. This reduces the need to traverse over all of
1334 * them when adding another one - this saves quite a bit of cpu time 1347 * them when adding another one - this saves quite a bit of cpu time
1335 * when lots of spells are cast in one area. Currently, it is presumed 1348 * when lots of spells are cast in one area. Currently, it is presumed
1336 * that flying non pickable objects are spell objects. 1349 * that flying non pickable objects are spell objects.
1337 */ 1350 */
1338 for (top = ms.bot; top; top = top->above) 1351 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1339 { 1352 {
1340 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1353 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1341 floor = top; 1354 floor = tmp;
1342 1355
1343 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1356 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1344 { 1357 {
1345 /* We insert above top, so we want this object below this */ 1358 /* We insert above top, so we want this object below this */
1346 top = top->below; 1359 top = tmp->below;
1347 break; 1360 break;
1348 } 1361 }
1349 1362
1350 last = top; 1363 top = tmp;
1351 } 1364 }
1352
1353 /* Don't want top to be NULL, so set it to the last valid object */
1354 top = last;
1355 1365
1356 /* We let update_position deal with figuring out what the space 1366 /* We let update_position deal with figuring out what the space
1357 * looks like instead of lots of conditions here. 1367 * looks like instead of lots of conditions here.
1358 * makes things faster, and effectively the same result. 1368 * makes things faster, and effectively the same result.
1359 */ 1369 */
1366 */ 1376 */
1367 if (!(flag & INS_ON_TOP) 1377 if (!(flag & INS_ON_TOP)
1368 && ms.flags () & P_BLOCKSVIEW 1378 && ms.flags () & P_BLOCKSVIEW
1369 && (op->face && !faces [op->face].visibility)) 1379 && (op->face && !faces [op->face].visibility))
1370 { 1380 {
1381 object *last;
1382
1371 for (last = top; last != floor; last = last->below) 1383 for (last = top; last != floor; last = last->below)
1372 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1384 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1373 break; 1385 break;
1374 1386
1375 /* Check to see if we found the object that blocks view, 1387 /* Check to see if we found the object that blocks view,
1380 if (last && last->below && last != floor) 1392 if (last && last->below && last != floor)
1381 top = last->below; 1393 top = last->below;
1382 } 1394 }
1383 } /* If objects on this space */ 1395 } /* If objects on this space */
1384 1396
1385 if (flag & INS_MAP_LOAD)
1386 top = ms.top;
1387
1388 if (flag & INS_ABOVE_FLOOR_ONLY) 1397 if (flag & INS_ABOVE_FLOOR_ONLY)
1389 top = floor; 1398 top = floor;
1390 1399
1391 /* Top is the object that our object (op) is going to get inserted above. 1400 // insert object above top, or bottom-most if top = 0
1392 */
1393
1394 /* First object on this space */
1395 if (!top) 1401 if (!top)
1396 { 1402 {
1403 op->below = 0;
1397 op->above = ms.bot; 1404 op->above = ms.bot;
1398
1399 if (op->above)
1400 op->above->below = op;
1401
1402 op->below = 0;
1403 ms.bot = op; 1405 ms.bot = op;
1406
1407 *(op->above ? &op->above->below : &ms.top) = op;
1404 } 1408 }
1405 else 1409 else
1406 { /* get inserted into the stack above top */ 1410 {
1407 op->above = top->above; 1411 op->above = top->above;
1408
1409 if (op->above)
1410 op->above->below = op; 1412 top->above = op;
1411 1413
1412 op->below = top; 1414 op->below = top;
1413 top->above = op; 1415 *(op->above ? &op->above->below : &ms.top) = op;
1414 } 1416 }
1415 1417 }
1416 if (!op->above)
1417 ms.top = op;
1418 } /* else not INS_BELOW_ORIGINATOR */
1419 1418
1420 if (op->type == PLAYER) 1419 if (op->type == PLAYER)
1421 { 1420 {
1422 op->contr->do_los = 1; 1421 op->contr->do_los = 1;
1423 ++op->map->players; 1422 ++op->map->players;
1424 op->map->touch (); 1423 op->map->touch ();
1425 } 1424 }
1426 1425
1427 op->map->dirty = true; 1426 op->map->dirty = true;
1428 1427
1429 /* If we have a floor, we know the player, if any, will be above
1430 * it, so save a few ticks and start from there.
1431 */
1432 if (!(flag & INS_MAP_LOAD))
1433 if (object *pl = ms.player ()) 1428 if (object *pl = ms.player ())
1429 //TODO: the floorbox prev/next might need updating
1430 //esrv_send_item (pl, op);
1431 //TODO: update floorbox to preserve ordering
1434 if (pl->contr->ns) 1432 if (pl->contr->ns)
1435 pl->contr->ns->floorbox_update (); 1433 pl->contr->ns->floorbox_update ();
1436 1434
1437 /* If this object glows, it may affect lighting conditions that are 1435 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1436 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1437 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1438 * on the map will get recalculated. The players could very well
1459 * blocked() and wall() work properly), and these flags are updated by 1457 * blocked() and wall() work properly), and these flags are updated by
1460 * update_object(). 1458 * update_object().
1461 */ 1459 */
1462 1460
1463 /* if this is not the head or flag has been passed, don't check walk on status */ 1461 /* if this is not the head or flag has been passed, don't check walk on status */
1464 if (!(flag & INS_NO_WALK_ON) && !op->head) 1462 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1465 { 1463 {
1466 if (check_move_on (op, originator)) 1464 if (check_move_on (op, originator))
1467 return 0; 1465 return 0;
1468 1466
1469 /* If we are a multi part object, lets work our way through the check 1467 /* If we are a multi part object, lets work our way through the check
1470 * walk on's. 1468 * walk on's.
1471 */ 1469 */
1472 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1470 for (object *tmp = op->more; tmp; tmp = tmp->more)
1473 if (check_move_on (tmp, originator)) 1471 if (check_move_on (tmp, originator))
1474 return 0; 1472 return 0;
1475 } 1473 }
1476 1474
1477 return op; 1475 return op;
1482 * op is the object to insert it under: supplies x and the map. 1480 * op is the object to insert it under: supplies x and the map.
1483 */ 1481 */
1484void 1482void
1485replace_insert_ob_in_map (const char *arch_string, object *op) 1483replace_insert_ob_in_map (const char *arch_string, object *op)
1486{ 1484{
1487 object *tmp, *tmp1;
1488
1489 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1490 1486
1491 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1492 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1493 tmp->destroy (); 1489 tmp->destroy ();
1494 1490
1495 tmp1 = arch_to_object (archetype::find (arch_string)); 1491 object *tmp = arch_to_object (archetype::find (arch_string));
1496 1492
1497 tmp1->x = op->x; 1493 tmp->x = op->x;
1498 tmp1->y = op->y; 1494 tmp->y = op->y;
1495
1499 insert_ob_in_map (tmp1, op->map, op, 0); 1496 insert_ob_in_map (tmp, op->map, op, 0);
1500} 1497}
1501 1498
1502object * 1499object *
1503object::insert_at (object *where, object *originator, int flags) 1500object::insert_at (object *where, object *originator, int flags)
1504{ 1501{
1502 if (where->env)
1503 return where->env->insert (this);
1504 else
1505 return where->map->insert (this, where->x, where->y, originator, flags); 1505 return where->map->insert (this, where->x, where->y, originator, flags);
1506} 1506}
1507 1507
1508/* 1508/*
1509 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1510 * is returned contains nr objects, and the remaining parts contains
1511 * the rest (or is removed and freed if that number is 0).
1512 * On failure, NULL is returned, and the reason put into the
1513 * global static errmsg array.
1514 */
1515object *
1516get_split_ob (object *orig_ob, uint32 nr)
1517{
1518 object *newob;
1519 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1520
1521 if (orig_ob->nrof < nr)
1522 {
1523 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1524 return NULL;
1525 }
1526
1527 newob = object_create_clone (orig_ob);
1528
1529 if ((orig_ob->nrof -= nr) < 1)
1530 orig_ob->destroy (1);
1531 else if (!is_removed)
1532 {
1533 if (orig_ob->env != NULL)
1534 sub_weight (orig_ob->env, orig_ob->weight * nr);
1535 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1536 {
1537 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1538 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1539 return NULL;
1540 }
1541 }
1542
1543 newob->nrof = nr;
1544
1545 return newob;
1546}
1547
1548/*
1549 * decrease_ob_nr(object, number) decreases a specified number from 1509 * decrease(object, number) decreases a specified number from
1550 * the amount of an object. If the amount reaches 0, the object 1510 * the amount of an object. If the amount reaches 0, the object
1551 * is subsequently removed and freed. 1511 * is subsequently removed and freed.
1552 * 1512 *
1553 * Return value: 'op' if something is left, NULL if the amount reached 0 1513 * Return value: 'op' if something is left, NULL if the amount reached 0
1554 */ 1514 */
1515bool
1516object::decrease (sint32 nr)
1517{
1518 if (!nr)
1519 return true;
1520
1521 nr = min (nr, nrof);
1522
1523 if (nrof > nr)
1524 {
1525 nrof -= nr;
1526 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1527
1528 if (object *pl = visible_to ())
1529 esrv_update_item (UPD_NROF, pl, this);
1530
1531 return true;
1532 }
1533 else
1534 {
1535 destroy ();
1536 return false;
1537 }
1538}
1539
1540/*
1541 * split(ob,nr) splits up ob into two parts. The part which
1542 * is returned contains nr objects, and the remaining parts contains
1543 * the rest (or is removed and returned if that number is 0).
1544 * On failure, NULL is returned.
1545 */
1555object * 1546object *
1556decrease_ob_nr (object *op, uint32 i) 1547object::split (sint32 nr)
1557{ 1548{
1558 object *tmp; 1549 int have = number_of ();
1559 1550
1560 if (i == 0) /* objects with op->nrof require this check */ 1551 if (have < nr)
1561 return op; 1552 return 0;
1562 1553 else if (have == nr)
1563 if (i > op->nrof)
1564 i = op->nrof;
1565
1566 if (QUERY_FLAG (op, FLAG_REMOVED))
1567 op->nrof -= i;
1568 else if (op->env)
1569 { 1554 {
1570 /* is this object in the players inventory, or sub container
1571 * therein?
1572 */
1573 tmp = op->in_player ();
1574 /* nope. Is this a container the player has opened?
1575 * If so, set tmp to that player.
1576 * IMO, searching through all the players will mostly
1577 * likely be quicker than following op->env to the map,
1578 * and then searching the map for a player.
1579 */
1580 if (!tmp)
1581 for_all_players (pl)
1582 if (pl->ob->container == op->env)
1583 {
1584 tmp = pl->ob;
1585 break;
1586 }
1587
1588 if (i < op->nrof)
1589 {
1590 sub_weight (op->env, op->weight * i);
1591 op->nrof -= i;
1592 if (tmp)
1593 esrv_send_item (tmp, op);
1594 }
1595 else
1596 {
1597 op->remove (); 1555 remove ();
1598 op->nrof = 0; 1556 return this;
1599 if (tmp)
1600 esrv_del_item (tmp->contr, op->count);
1601 }
1602 } 1557 }
1603 else 1558 else
1604 { 1559 {
1605 object *above = op->above; 1560 decrease (nr);
1606 1561
1607 if (i < op->nrof) 1562 object *op = deep_clone ();
1608 op->nrof -= i; 1563 op->nrof = nr;
1609 else
1610 {
1611 op->remove ();
1612 op->nrof = 0;
1613 }
1614
1615 /* Since we just removed op, op->above is null */
1616 for (tmp = above; tmp; tmp = tmp->above)
1617 if (tmp->type == PLAYER)
1618 {
1619 if (op->nrof)
1620 esrv_send_item (tmp, op);
1621 else
1622 esrv_del_item (tmp->contr, op->count);
1623 }
1624 }
1625
1626 if (op->nrof)
1627 return op; 1564 return op;
1628 else
1629 {
1630 op->destroy ();
1631 return 0;
1632 }
1633}
1634
1635/*
1636 * add_weight(object, weight) adds the specified weight to an object,
1637 * and also updates how much the environment(s) is/are carrying.
1638 */
1639void
1640add_weight (object *op, signed long weight)
1641{
1642 while (op != NULL)
1643 {
1644 if (op->type == CONTAINER)
1645 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1646
1647 op->carrying += weight;
1648 op = op->env;
1649 } 1565 }
1650} 1566}
1651 1567
1652object * 1568object *
1653insert_ob_in_ob (object *op, object *where) 1569insert_ob_in_ob (object *op, object *where)
1658 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1574 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1659 free (dump); 1575 free (dump);
1660 return op; 1576 return op;
1661 } 1577 }
1662 1578
1663 if (where->head) 1579 if (where->head_ () != where)
1664 { 1580 {
1665 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1581 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1666 where = where->head; 1582 where = where->head;
1667 } 1583 }
1668 1584
1669 return where->insert (op); 1585 return where->insert (op);
1670} 1586}
1678 * be != op, if items are merged. -Tero 1594 * be != op, if items are merged. -Tero
1679 */ 1595 */
1680object * 1596object *
1681object::insert (object *op) 1597object::insert (object *op)
1682{ 1598{
1683 object *tmp, *otmp;
1684
1685 if (!QUERY_FLAG (op, FLAG_REMOVED))
1686 op->remove ();
1687
1688 if (op->more) 1599 if (op->more)
1689 { 1600 {
1690 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1601 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1691 return op; 1602 return op;
1692 } 1603 }
1693 1604
1694 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1605 op->remove ();
1695 CLEAR_FLAG (op, FLAG_REMOVED); 1606
1607 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1608
1696 if (op->nrof) 1609 if (op->nrof)
1697 {
1698 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1610 for (object *tmp = inv; tmp; tmp = tmp->below)
1699 if (object::can_merge (tmp, op)) 1611 if (object::can_merge (tmp, op))
1700 { 1612 {
1701 /* return the original object and remove inserted object 1613 /* return the original object and remove inserted object
1702 (client needs the original object) */ 1614 (client needs the original object) */
1703 tmp->nrof += op->nrof; 1615 tmp->nrof += op->nrof;
1704 /* Weight handling gets pretty funky. Since we are adding to 1616
1705 * tmp->nrof, we need to increase the weight. 1617 if (object *pl = tmp->visible_to ())
1706 */ 1618 esrv_update_item (UPD_NROF, pl, tmp);
1619
1707 add_weight (this, op->weight * op->nrof); 1620 adjust_weight (this, op->total_weight ());
1708 SET_FLAG (op, FLAG_REMOVED); 1621
1709 op->destroy (); /* free the inserted object */ 1622 op->destroy ();
1710 op = tmp; 1623 op = tmp;
1711 op->remove (); /* and fix old object's links */ 1624 goto inserted;
1712 CLEAR_FLAG (op, FLAG_REMOVED);
1713 break;
1714 } 1625 }
1715 1626
1716 /* I assume combined objects have no inventory 1627 op->owner = 0; // it's his/hers now. period.
1717 * We add the weight - this object could have just been removed
1718 * (if it was possible to merge). calling remove_ob will subtract
1719 * the weight, so we need to add it in again, since we actually do
1720 * the linking below
1721 */
1722 add_weight (this, op->weight * op->nrof);
1723 }
1724 else
1725 add_weight (this, (op->weight + op->carrying));
1726
1727 otmp = this->in_player ();
1728 if (otmp && otmp->contr)
1729 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1730 otmp->update_stats ();
1731
1732 op->map = 0; 1628 op->map = 0;
1733 op->env = this; 1629 op->x = 0;
1630 op->y = 0;
1631
1734 op->above = 0; 1632 op->above = 0;
1735 op->below = 0; 1633 op->below = inv;
1736 op->x = 0, op->y = 0; 1634 op->env = this;
1737 1635
1636 if (inv)
1637 inv->above = op;
1638
1639 inv = op;
1640
1641 op->flag [FLAG_REMOVED] = 0;
1642
1643 if (object *pl = op->visible_to ())
1644 esrv_send_item (pl, op);
1645
1646 adjust_weight (this, op->total_weight ());
1647
1648inserted:
1738 /* reset the light list and los of the players on the map */ 1649 /* reset the light list and los of the players on the map */
1739 if ((op->glow_radius != 0) && map) 1650 if (op->glow_radius && map && map->darkness)
1740 {
1741#ifdef DEBUG_LIGHTS
1742 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1743#endif /* DEBUG_LIGHTS */
1744 if (map->darkness)
1745 update_all_los (map, x, y); 1651 update_all_los (map, x, y);
1746 }
1747 1652
1748 /* Client has no idea of ordering so lets not bother ordering it here. 1653 // if this is a player's inventory, update stats
1749 * It sure simplifies this function... 1654 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1750 */ 1655 update_stats ();
1751 if (!inv)
1752 inv = op;
1753 else
1754 {
1755 op->below = inv;
1756 op->below->above = op;
1757 inv = op;
1758 }
1759 1656
1760 INVOKE_OBJECT (INSERT, this); 1657 INVOKE_OBJECT (INSERT, this);
1761 1658
1762 return op; 1659 return op;
1763} 1660}
1891 LOG (llevError, "Present_arch called outside map.\n"); 1788 LOG (llevError, "Present_arch called outside map.\n");
1892 return NULL; 1789 return NULL;
1893 } 1790 }
1894 1791
1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1792 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1896 if (tmp->arch == at) 1793 if (tmp->arch->archname == at->archname)
1897 return tmp; 1794 return tmp;
1898 1795
1899 return NULL; 1796 return NULL;
1900} 1797}
1901 1798
1965 * The first matching object is returned, or NULL if none. 1862 * The first matching object is returned, or NULL if none.
1966 */ 1863 */
1967object * 1864object *
1968present_arch_in_ob (const archetype *at, const object *op) 1865present_arch_in_ob (const archetype *at, const object *op)
1969{ 1866{
1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1867 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1971 if (tmp->arch == at) 1868 if (tmp->arch->archname == at->archname)
1972 return tmp; 1869 return tmp;
1973 1870
1974 return NULL; 1871 return NULL;
1975} 1872}
1976 1873
1978 * activate recursively a flag on an object inventory 1875 * activate recursively a flag on an object inventory
1979 */ 1876 */
1980void 1877void
1981flag_inv (object *op, int flag) 1878flag_inv (object *op, int flag)
1982{ 1879{
1983 if (op->inv)
1984 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1985 { 1881 {
1986 SET_FLAG (tmp, flag); 1882 SET_FLAG (tmp, flag);
1987 flag_inv (tmp, flag); 1883 flag_inv (tmp, flag);
1988 } 1884 }
1989} 1885}
1990 1886
1991/* 1887/*
1992 * deactivate recursively a flag on an object inventory 1888 * deactivate recursively a flag on an object inventory
1993 */ 1889 */
1994void 1890void
1995unflag_inv (object *op, int flag) 1891unflag_inv (object *op, int flag)
1996{ 1892{
1997 if (op->inv)
1998 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1893 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1999 { 1894 {
2000 CLEAR_FLAG (tmp, flag); 1895 CLEAR_FLAG (tmp, flag);
2001 unflag_inv (tmp, flag); 1896 unflag_inv (tmp, flag);
2002 } 1897 }
2003}
2004
2005/*
2006 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2007 * all it's inventory (recursively).
2008 * If checksums are used, a player will get set_cheat called for
2009 * him/her-self and all object carried by a call to this function.
2010 */
2011void
2012set_cheat (object *op)
2013{
2014 SET_FLAG (op, FLAG_WAS_WIZ);
2015 flag_inv (op, FLAG_WAS_WIZ);
2016} 1898}
2017 1899
2018/* 1900/*
2019 * find_free_spot(object, map, x, y, start, stop) will search for 1901 * find_free_spot(object, map, x, y, start, stop) will search for
2020 * a spot at the given map and coordinates which will be able to contain 1902 * a spot at the given map and coordinates which will be able to contain
2022 * to search (see the freearr_x/y[] definition). 1904 * to search (see the freearr_x/y[] definition).
2023 * It returns a random choice among the alternatives found. 1905 * It returns a random choice among the alternatives found.
2024 * start and stop are where to start relative to the free_arr array (1,9 1906 * start and stop are where to start relative to the free_arr array (1,9
2025 * does all 4 immediate directions). This returns the index into the 1907 * does all 4 immediate directions). This returns the index into the
2026 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1908 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2027 * Note - this only checks to see if there is space for the head of the
2028 * object - if it is a multispace object, this should be called for all
2029 * pieces.
2030 * Note2: This function does correctly handle tiled maps, but does not 1909 * Note: This function does correctly handle tiled maps, but does not
2031 * inform the caller. However, insert_ob_in_map will update as 1910 * inform the caller. However, insert_ob_in_map will update as
2032 * necessary, so the caller shouldn't need to do any special work. 1911 * necessary, so the caller shouldn't need to do any special work.
2033 * Note - updated to take an object instead of archetype - this is necessary 1912 * Note - updated to take an object instead of archetype - this is necessary
2034 * because arch_blocked (now ob_blocked) needs to know the movement type 1913 * because arch_blocked (now ob_blocked) needs to know the movement type
2035 * to know if the space in question will block the object. We can't use 1914 * to know if the space in question will block the object. We can't use
2037 * customized, changed states, etc. 1916 * customized, changed states, etc.
2038 */ 1917 */
2039int 1918int
2040find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1919find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2041{ 1920{
1921 int altern[SIZEOFFREE];
2042 int index = 0, flag; 1922 int index = 0, flag;
2043 int altern[SIZEOFFREE];
2044 1923
2045 for (int i = start; i < stop; i++) 1924 for (int i = start; i < stop; i++)
2046 { 1925 {
2047 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1926 mapxy pos (m, x, y); pos.move (i);
2048 if (!flag) 1927
1928 if (!pos.normalise ())
1929 continue;
1930
1931 mapspace &ms = *pos;
1932
1933 if (ms.flags () & P_IS_ALIVE)
1934 continue;
1935
1936 /* However, often
1937 * ob doesn't have any move type (when used to place exits)
1938 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1939 */
1940 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1941 {
2049 altern [index++] = i; 1942 altern [index++] = i;
1943 continue;
1944 }
2050 1945
2051 /* Basically, if we find a wall on a space, we cut down the search size. 1946 /* Basically, if we find a wall on a space, we cut down the search size.
2052 * In this way, we won't return spaces that are on another side of a wall. 1947 * In this way, we won't return spaces that are on another side of a wall.
2053 * This mostly work, but it cuts down the search size in all directions - 1948 * This mostly work, but it cuts down the search size in all directions -
2054 * if the space being examined only has a wall to the north and empty 1949 * if the space being examined only has a wall to the north and empty
2055 * spaces in all the other directions, this will reduce the search space 1950 * spaces in all the other directions, this will reduce the search space
2056 * to only the spaces immediately surrounding the target area, and 1951 * to only the spaces immediately surrounding the target area, and
2057 * won't look 2 spaces south of the target space. 1952 * won't look 2 spaces south of the target space.
2058 */ 1953 */
2059 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1954 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1955 {
2060 stop = maxfree[i]; 1956 stop = maxfree[i];
1957 continue;
1958 }
1959
1960 /* Note it is intentional that we check ob - the movement type of the
1961 * head of the object should correspond for the entire object.
1962 */
1963 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1964 continue;
1965
1966 if (ob->blocked (m, pos.x, pos.y))
1967 continue;
1968
1969 altern [index++] = i;
2061 } 1970 }
2062 1971
2063 if (!index) 1972 if (!index)
2064 return -1; 1973 return -1;
2065 1974
2074 */ 1983 */
2075int 1984int
2076find_first_free_spot (const object *ob, maptile *m, int x, int y) 1985find_first_free_spot (const object *ob, maptile *m, int x, int y)
2077{ 1986{
2078 for (int i = 0; i < SIZEOFFREE; i++) 1987 for (int i = 0; i < SIZEOFFREE; i++)
2079 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1988 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2080 return i; 1989 return i;
2081 1990
2082 return -1; 1991 return -1;
2083} 1992}
2084 1993
2138 object *tmp; 2047 object *tmp;
2139 maptile *mp; 2048 maptile *mp;
2140 2049
2141 MoveType blocked, move_type; 2050 MoveType blocked, move_type;
2142 2051
2143 if (exclude && exclude->head) 2052 if (exclude && exclude->head_ () != exclude)
2144 { 2053 {
2145 exclude = exclude->head; 2054 exclude = exclude->head;
2146 move_type = exclude->move_type; 2055 move_type = exclude->move_type;
2147 } 2056 }
2148 else 2057 else
2171 max = maxfree[i]; 2080 max = maxfree[i];
2172 else if (mflags & P_IS_ALIVE) 2081 else if (mflags & P_IS_ALIVE)
2173 { 2082 {
2174 for (tmp = ms.bot; tmp; tmp = tmp->above) 2083 for (tmp = ms.bot; tmp; tmp = tmp->above)
2175 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2084 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2176 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2085 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2177 break; 2086 break;
2178 2087
2179 if (tmp) 2088 if (tmp)
2180 return freedir[i]; 2089 return freedir[i];
2181 } 2090 }
2361 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2270 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2362 * core dumps if they do. 2271 * core dumps if they do.
2363 * 2272 *
2364 * Add a check so we can't pick up invisible objects (0.93.8) 2273 * Add a check so we can't pick up invisible objects (0.93.8)
2365 */ 2274 */
2366
2367int 2275int
2368can_pick (const object *who, const object *item) 2276can_pick (const object *who, const object *item)
2369{ 2277{
2370 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2278 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2371 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2279 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2374 2282
2375/* 2283/*
2376 * create clone from object to another 2284 * create clone from object to another
2377 */ 2285 */
2378object * 2286object *
2379object_create_clone (object *asrc) 2287object::deep_clone ()
2380{ 2288{
2381 object *dst = 0, *tmp, *src, *part, *prev, *item; 2289 assert (("deep_clone called on non-head object", is_head ()));
2382 2290
2383 if (!asrc) 2291 object *dst = clone ();
2384 return 0;
2385 2292
2386 src = asrc; 2293 object *prev = dst;
2387 if (src->head)
2388 src = src->head;
2389
2390 prev = 0;
2391 for (part = src; part; part = part->more) 2294 for (object *part = this->more; part; part = part->more)
2392 { 2295 {
2393 tmp = part->clone (); 2296 object *tmp = part->clone ();
2394 tmp->x -= src->x;
2395 tmp->y -= src->y;
2396
2397 if (!part->head)
2398 {
2399 dst = tmp;
2400 tmp->head = 0;
2401 }
2402 else
2403 tmp->head = dst; 2297 tmp->head = dst;
2404
2405 tmp->more = 0;
2406
2407 if (prev)
2408 prev->more = tmp; 2298 prev->more = tmp;
2409
2410 prev = tmp; 2299 prev = tmp;
2411 } 2300 }
2412 2301
2413 for (item = src->inv; item; item = item->below) 2302 for (object *item = inv; item; item = item->below)
2414 insert_ob_in_ob (object_create_clone (item), dst); 2303 insert_ob_in_ob (item->deep_clone (), dst);
2415 2304
2416 return dst; 2305 return dst;
2417} 2306}
2418 2307
2419/* This returns the first object in who's inventory that 2308/* This returns the first object in who's inventory that
2428 return tmp; 2317 return tmp;
2429 2318
2430 return 0; 2319 return 0;
2431} 2320}
2432 2321
2433/* If ob has a field named key, return the link from the list, 2322const shstr &
2434 * otherwise return NULL. 2323object::kv_get (const shstr &key) const
2435 *
2436 * key must be a passed in shared string - otherwise, this won't
2437 * do the desired thing.
2438 */
2439key_value *
2440get_ob_key_link (const object *ob, const char *key)
2441{ 2324{
2442 for (key_value *link = ob->key_values; link; link = link->next) 2325 for (key_value *kv = key_values; kv; kv = kv->next)
2443 if (link->key == key) 2326 if (kv->key == key)
2444 return link;
2445
2446 return 0;
2447}
2448
2449/*
2450 * Returns the value of op has an extra_field for key, or NULL.
2451 *
2452 * The argument doesn't need to be a shared string.
2453 *
2454 * The returned string is shared.
2455 */
2456const char *
2457get_ob_key_value (const object *op, const char *const key)
2458{
2459 key_value *link;
2460 shstr_cmp canonical_key (key);
2461
2462 if (!canonical_key)
2463 {
2464 /* 1. There being a field named key on any object
2465 * implies there'd be a shared string to find.
2466 * 2. Since there isn't, no object has this field.
2467 * 3. Therefore, *this* object doesn't have this field.
2468 */
2469 return 0;
2470 }
2471
2472 /* This is copied from get_ob_key_link() above -
2473 * only 4 lines, and saves the function call overhead.
2474 */
2475 for (link = op->key_values; link; link = link->next)
2476 if (link->key == canonical_key)
2477 return link->value; 2327 return kv->value;
2478 2328
2479 return 0; 2329 return shstr_null;
2480} 2330}
2481 2331
2482/* 2332void
2483 * Updates the canonical_key in op to value. 2333object::kv_set (const shstr &key, const shstr &value)
2484 *
2485 * canonical_key is a shared string (value doesn't have to be).
2486 *
2487 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2488 * keys.
2489 *
2490 * Returns TRUE on success.
2491 */
2492int
2493set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2494{ 2334{
2495 key_value *field = NULL, *last = NULL; 2335 for (key_value *kv = key_values; kv; kv = kv->next)
2496 2336 if (kv->key == key)
2497 for (field = op->key_values; field != NULL; field = field->next)
2498 {
2499 if (field->key != canonical_key)
2500 { 2337 {
2501 last = field; 2338 kv->value = value;
2502 continue; 2339 return;
2503 } 2340 }
2504 2341
2505 if (value) 2342 key_value *kv = new key_value;
2506 field->value = value; 2343
2507 else 2344 kv->next = key_values;
2345 kv->key = key;
2346 kv->value = value;
2347
2348 key_values = kv;
2349}
2350
2351void
2352object::kv_del (const shstr &key)
2353{
2354 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2355 if ((*kvp)->key == key)
2508 { 2356 {
2509 /* Basically, if the archetype has this key set, 2357 key_value *kv = *kvp;
2510 * we need to store the null value so when we save 2358 *kvp = (*kvp)->next;
2511 * it, we save the empty value so that when we load, 2359 delete kv;
2512 * we get this value back again. 2360 return;
2513 */
2514 if (get_ob_key_link (&op->arch->clone, canonical_key))
2515 field->value = 0;
2516 else
2517 {
2518 if (last)
2519 last->next = field->next;
2520 else
2521 op->key_values = field->next;
2522
2523 delete field;
2524 }
2525 } 2361 }
2526 return TRUE;
2527 }
2528 /* IF we get here, key doesn't exist */
2529
2530 /* No field, we'll have to add it. */
2531
2532 if (!add_key)
2533 return FALSE;
2534
2535 /* There isn't any good reason to store a null
2536 * value in the key/value list. If the archetype has
2537 * this key, then we should also have it, so shouldn't
2538 * be here. If user wants to store empty strings,
2539 * should pass in ""
2540 */
2541 if (value == NULL)
2542 return TRUE;
2543
2544 field = new key_value;
2545
2546 field->key = canonical_key;
2547 field->value = value;
2548 /* Usual prepend-addition. */
2549 field->next = op->key_values;
2550 op->key_values = field;
2551
2552 return TRUE;
2553}
2554
2555/*
2556 * Updates the key in op to value.
2557 *
2558 * If add_key is FALSE, this will only update existing keys,
2559 * and not add new ones.
2560 * In general, should be little reason FALSE is ever passed in for add_key
2561 *
2562 * Returns TRUE on success.
2563 */
2564int
2565set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2566{
2567 shstr key_ (key);
2568
2569 return set_ob_key_value_s (op, key_, value, add_key);
2570} 2362}
2571 2363
2572object::depth_iterator::depth_iterator (object *container) 2364object::depth_iterator::depth_iterator (object *container)
2573: iterator_base (container) 2365: iterator_base (container)
2574{ 2366{
2587 item = item->inv; 2379 item = item->inv;
2588 } 2380 }
2589 else 2381 else
2590 item = item->env; 2382 item = item->env;
2591} 2383}
2592
2593 2384
2594const char * 2385const char *
2595object::flag_desc (char *desc, int len) const 2386object::flag_desc (char *desc, int len) const
2596{ 2387{
2597 char *p = desc; 2388 char *p = desc;
2625{ 2416{
2626 char flagdesc[512]; 2417 char flagdesc[512];
2627 char info2[256 * 4]; 2418 char info2[256 * 4];
2628 char *p = info; 2419 char *p = info;
2629 2420
2630 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2421 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2631 count, uuid.seq, 2422 count,
2423 uuid.c_str (),
2632 &name, 2424 &name,
2633 title ? "\",title:\"" : "", 2425 title ? ",title:\"" : "",
2634 title ? (const char *)title : "", 2426 title ? (const char *)title : "",
2427 title ? "\"" : "",
2635 flag_desc (flagdesc, 512), type); 2428 flag_desc (flagdesc, 512), type);
2636 2429
2637 if (env) 2430 if (!flag[FLAG_REMOVED] && env)
2638 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2431 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2639 2432
2640 if (map) 2433 if (map)
2641 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2434 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2642 2435
2660} 2453}
2661 2454
2662const materialtype_t * 2455const materialtype_t *
2663object::dominant_material () const 2456object::dominant_material () const
2664{ 2457{
2665 if (materialtype_t *mat = name_to_material (materialname)) 2458 if (materialtype_t *mt = name_to_material (materialname))
2666 return mat; 2459 return mt;
2667 2460
2668 // omfg this is slow, this has to be temporary :)
2669 shstr unknown ("unknown");
2670
2671 return name_to_material (unknown); 2461 return name_to_material (shstr_unknown);
2672} 2462}
2673 2463
2674void 2464void
2675object::open_container (object *new_container) 2465object::open_container (object *new_container)
2676{ 2466{
2677 if (container == new_container) 2467 if (container == new_container)
2678 return; 2468 return;
2679 2469
2680 if (object *old_container = container) 2470 object *old_container = container;
2471
2472 if (old_container)
2681 { 2473 {
2682 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2474 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2683 return; 2475 return;
2684 2476
2685#if 0 2477#if 0
2687 if (object *closer = old_container->inv) 2479 if (object *closer = old_container->inv)
2688 if (closer->type == CLOSE_CON) 2480 if (closer->type == CLOSE_CON)
2689 closer->destroy (); 2481 closer->destroy ();
2690#endif 2482#endif
2691 2483
2484 // make sure the container is available
2485 esrv_send_item (this, old_container);
2486
2692 old_container->flag [FLAG_APPLIED] = 0; 2487 old_container->flag [FLAG_APPLIED] = false;
2693 container = 0; 2488 container = 0;
2694 2489
2490 // client needs item update to make it work, client bug requires this to be separate
2695 esrv_update_item (UPD_FLAGS, this, old_container); 2491 esrv_update_item (UPD_FLAGS, this, old_container);
2492
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2493 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2494 play_sound (sound_find ("chest_close"));
2697 } 2495 }
2698 2496
2699 if (new_container) 2497 if (new_container)
2700 { 2498 {
2701 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2499 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2712 } 2510 }
2713#endif 2511#endif
2714 2512
2715 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2513 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2716 2514
2515 // make sure the container is available, client bug requires this to be separate
2516 esrv_send_item (this, new_container);
2517
2717 new_container->flag [FLAG_APPLIED] = 1; 2518 new_container->flag [FLAG_APPLIED] = true;
2718 container = new_container; 2519 container = new_container;
2719 2520
2521 // client needs flag change
2720 esrv_update_item (UPD_FLAGS, this, new_container); 2522 esrv_update_item (UPD_FLAGS, this, new_container);
2721 esrv_send_inventory (this, new_container); 2523 esrv_send_inventory (this, new_container);
2524 play_sound (sound_find ("chest_open"));
2525 }
2526// else if (!old_container->env && contr && contr->ns)
2527// contr->ns->floorbox_reset ();
2528}
2529
2530object *
2531object::force_find (const shstr name)
2532{
2533 /* cycle through his inventory to look for the MARK we want to
2534 * place
2535 */
2536 for (object *tmp = inv; tmp; tmp = tmp->below)
2537 if (tmp->type == FORCE && tmp->slaying == name)
2538 return splay (tmp);
2539
2540 return 0;
2541}
2542
2543void
2544object::force_add (const shstr name, int duration)
2545{
2546 if (object *force = force_find (name))
2547 force->destroy ();
2548
2549 object *force = get_archetype (FORCE_NAME);
2550
2551 force->slaying = name;
2552 force->stats.food = 1;
2553 force->speed_left = -1.f;
2554
2555 force->set_speed (duration ? 1.f / duration : 0.f);
2556 force->flag [FLAG_IS_USED_UP] = true;
2557 force->flag [FLAG_APPLIED] = true;
2558
2559 insert (force);
2560}
2561
2562void
2563object::play_sound (faceidx sound)
2564{
2565 if (!sound)
2566 return;
2567
2568 if (flag [FLAG_REMOVED])
2569 return;
2570
2571 if (env)
2722 } 2572 {
2573 if (object *pl = in_player ())
2574 pl->contr->play_sound (sound);
2575 }
2576 else
2577 map->play_sound (sound, x, y);
2723} 2578}
2724 2579
2725

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