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Comparing deliantra/server/common/object.C (file contents):
Revision 1.142 by root, Mon Apr 30 04:25:29 2007 UTC vs.
Revision 1.264 by root, Sun Dec 21 23:29:27 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
41 37
42objectvec objects; 38objectvec objects;
43activevec actives; 39activevec actives;
44 40
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 46};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50}; 52};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 58};
54int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 64};
58 65
59static void 66static void
60write_uuid (void) 67write_uuid (uval64 skip, bool sync)
61{ 68{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
63 70 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 73 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 74}
79 75
80static void 76static void
81read_uuid (void) 77read_uuid (void)
82{ 78{
83 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
84 80
85 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
86 84
87 FILE *fp; 85 FILE *fp;
88 86
89 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
90 { 88 {
91 if (errno == ENOENT) 89 if (errno == ENOENT)
92 { 90 {
93 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 92 UUID::cur.seq = 0;
95 write_uuid (); 93 write_uuid (UUID_GAP, true);
96 return; 94 return;
97 } 95 }
98 96
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 98 _exit (1);
101 } 99 }
102 100
103 int version; 101 UUID::BUF buf;
104 unsigned long long uid; 102 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 { 106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 108 _exit (1);
109 } 109 }
110 110
111 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 112
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
114 fclose (fp); 114 fclose (fp);
115} 115}
116 116
117UUID 117UUID
118gen_uuid () 118UUID::gen ()
119{ 119{
120 UUID uid; 120 UUID uid;
121 121
122 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
123 123
124 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
126 130
127 return uid; 131 return uid;
128} 132}
129 133
130void 134void
131init_uuid () 135UUID::init ()
132{ 136{
133 read_uuid (); 137 read_uuid ();
134} 138}
135 139
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 141static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
139{ 143{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
145 */ 147 */
146 148
147 /* For each field in wants, */ 149 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 151 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 152 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 153
171 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 155 return true;
173} 156}
174 157
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 159static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 161{
179 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
181 */ 164 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
183} 167}
184 168
185/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 170 * they can be merged together.
187 * 171 *
202 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 187 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
205 return 0; 189 return 0;
206 190
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 191 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 192 * is always 0 .. 2**31-1 */
210 * used to store nrof). 193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 194 return 0;
214 195
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 196 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 197 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 198 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 199 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 200 * flags lose any meaning.
220 */ 201 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 202 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 204
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 207
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 208 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 209 || ob1->name != ob2->name
230 || ob1->title != ob2->title 210 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 211 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 212 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 213 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 214 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 215 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 216 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 217 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 218 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
241 || ob1->client_type != ob2->client_type 220 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 221 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore 222 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 223 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 224 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 225 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 226 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 227 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 228 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 229 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 230 || ob1->move_slow_penalty != ob2->move_slow_penalty
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 233 return 0;
253 234
235 if ((ob1->flag ^ ob2->flag)
236 .reset (FLAG_INV_LOCKED)
237 .reset (FLAG_REMOVED)
238 .any ())
239 return 0;
240
254 /* This is really a spellbook check - really, we should 241 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 242 * not merge objects with real inventories, as splitting them
243 * is hard.
256 */ 244 */
257 if (ob1->inv || ob2->inv) 245 if (ob1->inv || ob2->inv)
258 { 246 {
259 /* if one object has inventory but the other doesn't, not equiv */ 247 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 248 return 0; /* inventories differ in length */
261 return 0;
262 249
263 /* Now check to see if the two inventory objects could merge */ 250 if (ob1->inv->below || ob2->inv->below)
251 return 0; /* more than one object in inv */
252
264 if (!object::can_merge (ob1->inv, ob2->inv)) 253 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 254 return 0; /* inventory objects differ */
266 255
267 /* inventory ok - still need to check rest of this object to see 256 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 257 * if it is valid.
269 */ 258 */
270 } 259 }
289 if (ob1->level != ob2->level) 278 if (ob1->level != ob2->level)
290 return 0; 279 return 0;
291 break; 280 break;
292 } 281 }
293 282
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 283 if (ob1->key_values || ob2->key_values)
295 { 284 {
296 /* At least one of these has key_values. */ 285 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 286 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 287 return 0; /* One has fields, but the other one doesn't. */
288
289 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 290 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 291 }
303 292
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 293 if (ob1->self || ob2->self)
306 { 294 {
307 ob1->optimise (); 295 ob1->optimise ();
308 ob2->optimise (); 296 ob2->optimise ();
309 297
310 if (ob1->self || ob2->self) 298 if (ob1->self || ob2->self)
299 {
300 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
301 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
302
303 if (k1 != k2)
311 return 0; 304 return 0;
305
306 if (k1 == 0)
307 return 1;
308
309 if (!cfperl_can_merge (ob1, ob2))
310 return 0;
311 }
312 } 312 }
313 313
314 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
315 return 1; 315 return 1;
316} 316}
317 317
318// find player who can see this object
319object *
320object::visible_to () const
321{
322 if (client_visible () && !flag [FLAG_REMOVED])
323 {
324 // see if we are in a container of sorts
325 if (env)
326 {
327 // the player inventory itself is always visible
328 if (env->type == PLAYER)
329 return env;
330
331 // else a player could have our env open
332 object *envest = env->outer_env ();
333
334 // the player itself is always on a map, so we will find him here
335 // even if our inv is in a player.
336 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ())
338 if (pl->container == env)
339 return pl;
340 }
341 else
342 {
343 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
347 || this == pl->container)
348 return pl;
349 }
350 }
351
352 return 0;
353}
354
355// adjust weight per container type ("of holding")
356static sint32
357weight_adjust_for (object *op, sint32 weight)
358{
359 return op->type == CONTAINER
360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
361 : weight;
362}
363
318/* 364/*
365 * adjust_weight(object, weight) adds the specified weight to an object,
366 * and also updates how much the environment(s) is/are carrying.
367 */
368static void
369adjust_weight (object *op, sint32 weight)
370{
371 while (op)
372 {
373 // adjust by actual difference to account for rounding errors
374 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust_for (op, op->carrying)
376 - weight_adjust_for (op, op->carrying - weight);
377
378 if (!weight)
379 return;
380
381 op->carrying += weight;
382
383 if (object *pl = op->visible_to ())
384 if (pl != op) // player is handled lazily
385 esrv_update_item (UPD_WEIGHT, pl, op);
386
387 op = op->env;
388 }
389}
390
391/*
319 * sum_weight() is a recursive function which calculates the weight 392 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 393 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 394 * containers are carrying, and sums it up.
322 */ 395 */
323long 396void
324sum_weight (object *op) 397object::update_weight ()
325{ 398{
326 long sum; 399 sint32 sum = 0;
327 object *inv;
328 400
329 for (sum = 0, inv = op->inv; inv; inv = inv->below) 401 for (object *op = inv; op; op = op->below)
330 { 402 {
331 if (inv->inv) 403 if (op->inv)
332 sum_weight (inv); 404 op->update_weight ();
333 405
334 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)
335 } 412 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum)
341 op->carrying = sum; 413 carrying = sum;
342 414
343 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 }
344} 419}
345 420
346/** 421/*
347 * Return the outermost environment object for a given object. 422 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
360 * Some error messages.
361 * The result of the dump is stored in the static global errmsg array.
362 */ 423 */
363char * 424char *
364dump_object (object *op) 425dump_object (object *op)
365{ 426{
366 if (!op) 427 if (!op)
374/* 435/*
375 * 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
376 * multi-object 1 which is closest to the second object. 437 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 438 * If it's not a multi-object, it is returned.
378 */ 439 */
379
380object * 440object *
381get_nearest_part (object *op, const object *pl) 441get_nearest_part (object *op, const object *pl)
382{ 442{
383 object *tmp, *closest; 443 object *tmp, *closest;
384 int last_dist, i; 444 int last_dist, i;
385 445
386 if (op->more == NULL) 446 if (!op->more)
387 return op; 447 return op;
448
388 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)
389 if ((i = distance (tmp, pl)) < last_dist) 452 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i; 453 closest = tmp, last_dist = i;
454
391 return closest; 455 return closest;
392} 456}
393 457
394/* 458/*
395 * 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.
396 */ 461 */
397object * 462object *
398find_object (tag_t i) 463find_object (tag_t i)
399{ 464{
400 for_all_objects (op) 465 for_all_objects (op)
411 */ 476 */
412object * 477object *
413find_object_name (const char *str) 478find_object_name (const char *str)
414{ 479{
415 shstr_cmp str_ (str); 480 shstr_cmp str_ (str);
416 object *op;
417 481
482 if (str_)
418 for_all_objects (op) 483 for_all_objects (op)
419 if (op->name == str_) 484 if (op->name == str_)
420 break; 485 return op;
421 486
422 return op; 487 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 488}
430 489
431/* 490/*
432 * 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
433 * skill and experience objects. 492 * skill and experience objects.
493 * ACTUALLY NO! investigate! TODO
434 */ 494 */
435void 495void
436object::set_owner (object *owner) 496object::set_owner (object *owner)
437{ 497{
498 // allow objects which own objects
438 if (!owner) 499 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 500 while (owner->owner)
449 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 }
450 508
451 this->owner = owner; 509 this->owner = owner;
510}
511
512int
513object::slottype () const
514{
515 if (type == SKILL)
516 {
517 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
518 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
519 }
520 else
521 {
522 if (slot [body_combat].info) return slot_combat;
523 if (slot [body_range ].info) return slot_ranged;
524 }
525
526 return slot_none;
527}
528
529bool
530object::change_weapon (object *ob)
531{
532 if (current_weapon == ob)
533 return true;
534
535 if (chosen_skill)
536 chosen_skill->flag [FLAG_APPLIED] = false;
537
538 current_weapon = ob;
539 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
540
541 if (chosen_skill)
542 chosen_skill->flag [FLAG_APPLIED] = true;
543
544 update_stats ();
545
546 if (ob)
547 {
548 // now check wether any body locations became invalid, in which case
549 // we cannot apply the weapon at the moment.
550 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
551 if (slot[i].used < 0)
552 {
553 current_weapon = chosen_skill = 0;
554 update_stats ();
555
556 new_draw_info_format (NDI_UNIQUE, 0, this,
557 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. "
559 "[You need to unapply some items first.]", &ob->name);
560 return false;
561 }
562
563 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
564 }
565 else
566 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
567
568 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
569 {
570 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
571 &name, ob->debug_desc ());
572 return false;
573 }
574
575 return true;
452} 576}
453 577
454/* Zero the key_values on op, decrementing the shared-string 578/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 579 * refcounts and freeing the links.
456 */ 580 */
466 } 590 }
467 591
468 op->key_values = 0; 592 op->key_values = 0;
469} 593}
470 594
471object & 595/*
472object::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)
473{ 605{
474 bool is_freed = flag [FLAG_FREED]; 606 dst->remove ();
475 bool is_removed = flag [FLAG_REMOVED];
476
477 *(object_copy *)this = src; 607 *(object_copy *)dst = *this;
478
479 flag [FLAG_FREED] = is_freed;
480 flag [FLAG_REMOVED] = is_removed; 608 dst->flag [FLAG_REMOVED] = true;
481 609
482 /* Copy over key_values, if any. */ 610 /* Copy over key_values, if any. */
483 if (src.key_values) 611 if (key_values)
484 { 612 {
485 key_value *tail = 0; 613 key_value *tail = 0;
486 key_values = 0; 614 dst->key_values = 0;
487 615
488 for (key_value *i = src.key_values; i; i = i->next) 616 for (key_value *i = key_values; i; i = i->next)
489 { 617 {
490 key_value *new_link = new key_value; 618 key_value *new_link = new key_value;
491 619
492 new_link->next = 0; 620 new_link->next = 0;
493 new_link->key = i->key; 621 new_link->key = i->key;
494 new_link->value = i->value; 622 new_link->value = i->value;
495 623
496 /* Try and be clever here, too. */ 624 /* Try and be clever here, too. */
497 if (!key_values) 625 if (!dst->key_values)
498 { 626 {
499 key_values = new_link; 627 dst->key_values = new_link;
500 tail = new_link; 628 tail = new_link;
501 } 629 }
502 else 630 else
503 { 631 {
504 tail->next = new_link; 632 tail->next = new_link;
505 tail = new_link; 633 tail = new_link;
506 } 634 }
507 } 635 }
508 } 636 }
509}
510
511/*
512 * copy_to first frees everything allocated by the dst object,
513 * and then copies the contents of itself into the second
514 * object, allocating what needs to be allocated. Basically, any
515 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
516 * if the first object is freed, the pointers in the new object
517 * will point at garbage.
518 */
519void
520object::copy_to (object *dst)
521{
522 *dst = *this;
523 637
524 if (speed < 0) 638 if (speed < 0)
525 dst->speed_left = speed_left - rndm (); 639 dst->speed_left -= rndm ();
526 640
527 dst->set_speed (dst->speed); 641 dst->activate ();
528} 642}
529 643
530void 644void
531object::instantiate () 645object::instantiate ()
532{ 646{
533 if (!uuid.seq) // HACK 647 if (!uuid.seq) // HACK
534 uuid = gen_uuid (); 648 uuid = UUID::gen ();
535 649
536 speed_left = -0.1f; 650 speed_left = -0.1f;
537 /* 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
538 * 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.
539 * 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
540 * values for the body_used info, so when items are created 654 * values for the body_used info, so when items are created
541 * for it, they can be properly equipped. 655 * for it, they can be properly equipped.
542 */ 656 */
543 memcpy (body_used, body_info, sizeof (body_used)); 657 for (int i = NUM_BODY_LOCATIONS; i--; )
658 slot[i].used = slot[i].info;
544 659
545 attachable::instantiate (); 660 attachable::instantiate ();
546} 661}
547 662
548object * 663object *
549object::clone () 664object::clone ()
550{ 665{
551 object *neu = create (); 666 object *neu = create ();
552 copy_to (neu); 667 copy_to (neu);
668 neu->map = map; // not copied by copy_to
553 return neu; 669 return neu;
554} 670}
555 671
556/* 672/*
557 * 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
608 * UP_OBJ_FACE: only the objects face has changed. 724 * UP_OBJ_FACE: only the objects face has changed.
609 */ 725 */
610void 726void
611update_object (object *op, int action) 727update_object (object *op, int action)
612{ 728{
613 if (op == NULL) 729 if (!op)
614 { 730 {
615 /* this should never happen */ 731 /* this should never happen */
616 LOG (llevDebug, "update_object() called for NULL object.\n"); 732 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
617 return; 733 return;
618 } 734 }
619 735
620 if (op->env) 736 if (!op->is_on_map ())
621 { 737 {
622 /* Animation is currently handled by client, so nothing 738 /* Animation is currently handled by client, so nothing
623 * to do in this case. 739 * to do in this case.
624 */ 740 */
625 return; 741 return;
626 } 742 }
627
628 /* If the map is saving, don't do anything as everything is
629 * going to get freed anyways.
630 */
631 if (!op->map || op->map->in_memory == MAP_SAVING)
632 return;
633 743
634 /* make sure the object is within map boundaries */ 744 /* make sure the object is within map boundaries */
635 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)
636 { 746 {
637 LOG (llevError, "update_object() called for object out of map!\n"); 747 LOG (llevError, "update_object() called for object out of map!\n");
656 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
657 || (m.move_on | op->move_on ) != m.move_on 767 || (m.move_on | op->move_on ) != m.move_on
658 || (m.move_off | op->move_off ) != m.move_off 768 || (m.move_off | op->move_off ) != m.move_off
659 || (m.move_slow | op->move_slow) != m.move_slow 769 || (m.move_slow | op->move_slow) != m.move_slow
660 /* 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
661 * to have move_allow right now. 771 * have move_allow right now.
662 */ 772 */
663 || ((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
664 || 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)
665 m.flags_ = 0; 775 m.flags_ = 0;
666 } 776 }
697static int object_count; 807static int object_count;
698 808
699void object::link () 809void object::link ()
700{ 810{
701 assert (!index);//D 811 assert (!index);//D
702 uuid = gen_uuid (); 812 uuid = UUID::gen ();
703 count = ++object_count; 813 count = ++object_count;
704 814
705 refcnt_inc (); 815 refcnt_inc ();
706 objects.insert (this); 816 objects.insert (this);
707} 817}
719object::activate () 829object::activate ()
720{ 830{
721 /* If already on active list, don't do anything */ 831 /* If already on active list, don't do anything */
722 if (active) 832 if (active)
723 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
724 837
725 if (has_active_speed ()) 838 if (has_active_speed ())
726 actives.insert (this); 839 actives.insert (this);
727} 840}
728 841
780object::destroy_inv (bool drop_to_ground) 893object::destroy_inv (bool drop_to_ground)
781{ 894{
782 // need to check first, because the checks below might segfault 895 // need to check first, because the checks below might segfault
783 // as we might be on an invalid mapspace and crossfire code 896 // as we might be on an invalid mapspace and crossfire code
784 // is too buggy to ensure that the inventory is empty. 897 // is too buggy to ensure that the inventory is empty.
785 // corollary: if you create arrows etc. with stuff in tis inventory, 898 // corollary: if you create arrows etc. with stuff in its inventory,
786 // cf will crash below with off-map x and y 899 // cf will crash below with off-map x and y
787 if (!inv) 900 if (!inv)
788 return; 901 return;
789 902
790 /* Only if the space blocks everything do we not process - 903 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 904 * if some form of movement is allowed, let objects
792 * drop on that space. 905 * drop on that space.
793 */ 906 */
794 if (!drop_to_ground 907 if (!drop_to_ground
795 || !map 908 || !map
796 || map->in_memory != MAP_IN_MEMORY 909 || map->in_memory != MAP_ACTIVE
797 || map->nodrop 910 || map->no_drop
798 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
799 { 912 {
800 while (inv) 913 while (inv)
801 {
802 inv->destroy_inv (drop_to_ground);
803 inv->destroy (); 914 inv->destroy ();
804 }
805 } 915 }
806 else 916 else
807 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
808 while (inv) 918 while (inv)
809 { 919 {
827 object *op = new object; 937 object *op = new object;
828 op->link (); 938 op->link ();
829 return op; 939 return op;
830} 940}
831 941
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
832void 963void
833object::do_destroy () 964object::do_destroy ()
834{ 965{
835 attachable::do_destroy ();
836
837 if (flag [FLAG_IS_LINKED]) 966 if (flag [FLAG_IS_LINKED])
838 remove_button_link (this); 967 remove_button_link (this);
839 968
840 if (flag [FLAG_FRIENDLY]) 969 if (flag [FLAG_FRIENDLY])
841 remove_friendly_object (this); 970 remove_friendly_object (this);
842 971
843 if (!flag [FLAG_REMOVED])
844 remove (); 972 remove ();
845 973
846 destroy_inv (true); 974 attachable::do_destroy ();
847 975
848 deactivate (); 976 deactivate ();
849 unlink (); 977 unlink ();
850 978
851 flag [FLAG_FREED] = 1; 979 flag [FLAG_FREED] = 1;
852 980
853 // hack to ensure that freed objects still have a valid map 981 // hack to ensure that freed objects still have a valid map
854 {
855 static maptile *freed_map; // freed objects are moved here to avoid crashes
856
857 if (!freed_map)
858 {
859 freed_map = new maptile;
860
861 freed_map->name = "/internal/freed_objects_map";
862 freed_map->width = 3;
863 freed_map->height = 3;
864
865 freed_map->alloc ();
866 freed_map->in_memory = MAP_IN_MEMORY;
867 }
868
869 map = freed_map; 982 map = &freed_map;
870 x = 1; 983 x = 1;
871 y = 1; 984 y = 1;
872 }
873
874 head = 0;
875 985
876 if (more) 986 if (more)
877 { 987 {
878 more->destroy (); 988 more->destroy ();
879 more = 0; 989 more = 0;
880 } 990 }
881 991
992 head = 0;
993
882 // clear those pointers that likely might have circular references to us 994 // clear those pointers that likely might cause circular references
883 owner = 0; 995 owner = 0;
884 enemy = 0; 996 enemy = 0;
885 attacked_by = 0; 997 attacked_by = 0;
998 current_weapon = 0;
886} 999}
887 1000
888void 1001void
889object::destroy (bool destroy_inventory) 1002object::destroy ()
890{ 1003{
891 if (destroyed ()) 1004 if (destroyed ())
892 return; 1005 return;
893 1006
894 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
895 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
896 1021
897 attachable::destroy (); 1022 attachable::destroy ();
898}
899
900/*
901 * sub_weight() recursively (outwards) subtracts a number from the
902 * weight of an object (and what is carried by it's environment(s)).
903 */
904void
905sub_weight (object *op, signed long weight)
906{
907 while (op != NULL)
908 {
909 if (op->type == CONTAINER)
910 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
911
912 op->carrying -= weight;
913 op = op->env;
914 }
915} 1023}
916 1024
917/* op->remove (): 1025/* op->remove ():
918 * 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
919 * 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
925object::do_remove () 1033object::do_remove ()
926{ 1034{
927 object *tmp, *last = 0; 1035 object *tmp, *last = 0;
928 object *otmp; 1036 object *otmp;
929 1037
930 if (QUERY_FLAG (this, FLAG_REMOVED)) 1038 if (flag [FLAG_REMOVED])
931 return; 1039 return;
932 1040
933 SET_FLAG (this, FLAG_REMOVED);
934 INVOKE_OBJECT (REMOVE, this); 1041 INVOKE_OBJECT (REMOVE, this);
1042
1043 flag [FLAG_REMOVED] = true;
935 1044
936 if (more) 1045 if (more)
937 more->remove (); 1046 more->remove ();
938 1047
939 /* 1048 /*
940 * In this case, the object to be removed is in someones 1049 * In this case, the object to be removed is in someones
941 * inventory. 1050 * inventory.
942 */ 1051 */
943 if (env) 1052 if (env)
944 { 1053 {
945 if (nrof) 1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
946 sub_weight (env, weight * nrof); 1055 if (object *pl = visible_to ())
947 else 1056 esrv_del_item (pl->contr, count);
948 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;
949 1076
950 /* 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
951 * made to players inventory. If set, avoiding the call 1078 * made to players inventory. If set, avoiding the call
952 * to save cpu time. 1079 * to save cpu time.
953 */ 1080 */
954 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))
955 otmp->update_stats (); 1082 otmp->update_stats ();
956
957 if (above)
958 above->below = below;
959 else
960 env->inv = below;
961
962 if (below)
963 below->above = above;
964
965 /* we set up values so that it could be inserted into
966 * the map, but we don't actually do that - it is up
967 * to the caller to decide what we want to do.
968 */
969 x = env->x, y = env->y;
970 map = env->map;
971 above = 0, below = 0;
972 env = 0;
973 } 1083 }
974 else if (map) 1084 else if (map)
975 { 1085 {
976 if (type == PLAYER)
977 {
978 // leaving a spot always closes any open container on the ground
979 if (container && !container->env)
980 // this causes spurious floorbox updates, but it ensures
981 // that the CLOSE event is being sent.
982 close_container ();
983
984 --map->players;
985 map->touch ();
986 }
987
988 map->dirty = true; 1086 map->dirty = true;
989 mapspace &ms = this->ms (); 1087 mapspace &ms = this->ms ();
990 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
991 /* link the object above us */ 1111 /* link the object above us */
992 if (above) 1112 // re-link, make sure compiler can easily use cmove
993 above->below = below; 1113 *(above ? &above->below : &ms.top) = below;
994 else 1114 *(below ? &below->above : &ms.bot) = above;
995 ms.top = below; /* we were top, set new top */
996
997 /* Relink the object below us, if there is one */
998 if (below)
999 below->above = above;
1000 else
1001 {
1002 /* Nothing below, which means we need to relink map object for this space
1003 * use translated coordinates in case some oddness with map tiling is
1004 * evident
1005 */
1006 if (GET_MAP_OB (map, x, y) != this)
1007 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 ());
1008
1009 ms.bot = above; /* goes on above it. */
1010 }
1011 1115
1012 above = 0; 1116 above = 0;
1013 below = 0; 1117 below = 0;
1014 1118
1119 ms.flags_ = 0;
1120
1015 if (map->in_memory == MAP_SAVING) 1121 if (map->in_memory == MAP_SAVING)
1016 return; 1122 return;
1017 1123
1018 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 }
1019 1141
1020 for (tmp = ms.bot; tmp; tmp = tmp->above) 1142 for (tmp = ms.bot; tmp; tmp = tmp->above)
1021 { 1143 {
1022 /* 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
1023 * being removed. 1145 * being removed.
1024 */ 1146 */
1025
1026 if (tmp->type == PLAYER && tmp != this)
1027 {
1028 /* If a container that the player is currently using somehow gets
1029 * removed (most likely destroyed), update the player view
1030 * appropriately.
1031 */
1032 if (tmp->container == this)
1033 {
1034 flag [FLAG_APPLIED] = 0;
1035 tmp->container = 0;
1036 }
1037
1038 if (tmp->contr->ns)
1039 tmp->contr->ns->floorbox_update ();
1040 }
1041 1147
1042 /* See if object moving off should effect something */ 1148 /* See if object moving off should effect something */
1043 if (check_walk_off 1149 if (check_walk_off
1044 && ((move_type & tmp->move_off) 1150 && ((move_type & tmp->move_off)
1045 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1048 1154
1049 if (destroyed ()) 1155 if (destroyed ())
1050 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 ());
1051 } 1157 }
1052 1158
1053 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1054 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1055 if (tmp->above == tmp)
1056 tmp->above = 0;
1057
1058 last = tmp; 1159 last = tmp;
1059 } 1160 }
1060 1161
1061 /* last == NULL if there are no objects on this space */ 1162 if (map->darkness && (glow_radius || flag [FLAG_BLOCKSVIEW]))
1062 //TODO: this makes little sense, why only update the topmost object?
1063 if (!last)
1064 map->at (x, y).flags_ = 0;
1065 else
1066 update_object (last, UP_OBJ_REMOVE);
1067
1068 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1069 update_all_los (map, x, y); 1163 update_all_los (map, x, y);
1070 } 1164 }
1071} 1165}
1072 1166
1073/* 1167/*
1082merge_ob (object *op, object *top) 1176merge_ob (object *op, object *top)
1083{ 1177{
1084 if (!op->nrof) 1178 if (!op->nrof)
1085 return 0; 1179 return 0;
1086 1180
1087 if (top) 1181 if (!top)
1088 for (top = op; top && top->above; top = top->above) 1182 for (top = op; top && top->above; top = top->above)
1089 ; 1183 ;
1090 1184
1091 for (; top; top = top->below) 1185 for (; top; top = top->below)
1092 {
1093 if (top == op)
1094 continue;
1095
1096 if (object::can_merge (op, top)) 1186 if (object::can_merge (op, top))
1097 { 1187 {
1098 top->nrof += op->nrof; 1188 top->nrof += op->nrof;
1099 1189
1100/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1190 if (object *pl = top->visible_to ())
1101 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
1102 op->destroy (); 1196 op->destroy ();
1197
1103 return top; 1198 return top;
1104 } 1199 }
1105 }
1106 1200
1107 return 0; 1201 return 0;
1108} 1202}
1109 1203
1110void 1204void
1113 if (more) 1207 if (more)
1114 return; 1208 return;
1115 1209
1116 object *prev = this; 1210 object *prev = this;
1117 1211
1118 for (archetype *at = arch->more; at; at = at->more) 1212 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1119 { 1213 {
1120 object *op = arch_to_object (at); 1214 object *op = arch_to_object (at);
1121 1215
1122 op->name = name; 1216 op->name = name;
1123 op->name_pl = name_pl; 1217 op->name_pl = name_pl;
1135 * job preparing multi-part monsters. 1229 * job preparing multi-part monsters.
1136 */ 1230 */
1137object * 1231object *
1138insert_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)
1139{ 1233{
1234 op->remove ();
1235
1140 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1236 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1141 { 1237 {
1142 tmp->x = x + tmp->arch->clone.x; 1238 tmp->x = x + tmp->arch->x;
1143 tmp->y = y + tmp->arch->clone.y; 1239 tmp->y = y + tmp->arch->y;
1144 } 1240 }
1145 1241
1146 return insert_ob_in_map (op, m, originator, flag); 1242 return insert_ob_in_map (op, m, originator, flag);
1147} 1243}
1148 1244
1167 * just 'op' otherwise 1263 * just 'op' otherwise
1168 */ 1264 */
1169object * 1265object *
1170insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1266insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1171{ 1267{
1172 assert (!op->flag [FLAG_FREED]);
1173
1174 object *tmp, *top, *floor = NULL;
1175
1176 op->remove (); 1268 op->remove ();
1177 1269
1178#if 0 1270 if (m == &freed_map)//D TODO: remove soon
1179 if (!m->active != !op->active)
1180 if (m->active)
1181 op->activate_recursive ();
1182 else
1183 op->deactivate_recursive ();
1184#endif
1185
1186 if (out_of_map (m, op->x, op->y))
1187 { 1271 {//D
1188 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
1189#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted.
1193 */
1194 abort ();
1195#endif
1196 return op;
1197 } 1273 }//D
1198
1199 if (object *more = op->more)
1200 {
1201 if (!insert_ob_in_map (more, m, originator, flag))
1202 {
1203 if (!op->head)
1204 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1205
1206 return 0;
1207 }
1208 }
1209
1210 CLEAR_FLAG (op, FLAG_REMOVED);
1211 1274
1212 /* Ideally, the caller figures this out. However, it complicates a lot 1275 /* Ideally, the caller figures this out. However, it complicates a lot
1213 * 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
1214 * need extra work 1277 * need extra work
1215 */ 1278 */
1216 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
1217 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);
1218 1290
1219 op->map = m; 1291 op->map = m;
1220 mapspace &ms = op->ms (); 1292 mapspace &ms = op->ms ();
1221 1293
1222 /* this has to be done after we translate the coordinates. 1294 /* this has to be done after we translate the coordinates.
1223 */ 1295 */
1224 if (op->nrof && !(flag & INS_NO_MERGE)) 1296 if (op->nrof && !(flag & INS_NO_MERGE))
1225 for (tmp = ms.bot; tmp; tmp = tmp->above) 1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1226 if (object::can_merge (op, tmp)) 1298 if (object::can_merge (op, tmp))
1227 { 1299 {
1300 // TODO: we actually want to update tmp, not op,
1301 // but some caller surely breaks when we return tmp
1302 // from here :/
1228 op->nrof += tmp->nrof; 1303 op->nrof += tmp->nrof;
1229 tmp->destroy (); 1304 tmp->destroy ();
1230 } 1305 }
1231 1306
1232 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 */
1241 { 1316 {
1242 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");
1243 abort (); 1318 abort ();
1244 } 1319 }
1245 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
1246 op->above = originator; 1325 op->above = originator;
1247 op->below = originator->below; 1326 op->below = originator->below;
1248
1249 if (op->below)
1250 op->below->above = op;
1251 else
1252 ms.bot = op;
1253
1254 /* since *below* originator, no need to update top */
1255 originator->below = op; 1327 originator->below = op;
1328
1329 *(op->below ? &op->below->above : &ms.bot) = op;
1256 } 1330 }
1257 else 1331 else
1258 { 1332 {
1259 top = ms.bot; 1333 object *floor = 0;
1334 object *top = ms.top;
1260 1335
1261 /* If there are other objects, then */ 1336 /* If there are other objects, then */
1262 if ((!(flag & INS_MAP_LOAD)) && top) 1337 if (top)
1263 { 1338 {
1264 object *last = 0;
1265
1266 /* 1339 /*
1267 * 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.
1268 * We've already dealt with merging if appropriate. 1341 * We've already dealt with merging if appropriate.
1269 * 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
1270 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1343 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1273 * 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
1274 * 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
1275 * 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
1276 * that flying non pickable objects are spell objects. 1349 * that flying non pickable objects are spell objects.
1277 */ 1350 */
1278 for (top = ms.bot; top; top = top->above) 1351 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1279 { 1352 {
1280 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))
1281 floor = top; 1354 floor = tmp;
1282 1355
1283 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))
1284 { 1357 {
1285 /* We insert above top, so we want this object below this */ 1358 /* We insert above top, so we want this object below this */
1286 top = top->below; 1359 top = tmp->below;
1287 break; 1360 break;
1288 } 1361 }
1289 1362
1290 last = top; 1363 top = tmp;
1291 } 1364 }
1292
1293 /* Don't want top to be NULL, so set it to the last valid object */
1294 top = last;
1295 1365
1296 /* We let update_position deal with figuring out what the space 1366 /* We let update_position deal with figuring out what the space
1297 * looks like instead of lots of conditions here. 1367 * looks like instead of lots of conditions here.
1298 * makes things faster, and effectively the same result. 1368 * makes things faster, and effectively the same result.
1299 */ 1369 */
1306 */ 1376 */
1307 if (!(flag & INS_ON_TOP) 1377 if (!(flag & INS_ON_TOP)
1308 && ms.flags () & P_BLOCKSVIEW 1378 && ms.flags () & P_BLOCKSVIEW
1309 && (op->face && !faces [op->face].visibility)) 1379 && (op->face && !faces [op->face].visibility))
1310 { 1380 {
1381 object *last;
1382
1311 for (last = top; last != floor; last = last->below) 1383 for (last = top; last != floor; last = last->below)
1312 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1384 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1313 break; 1385 break;
1314 1386
1315 /* Check to see if we found the object that blocks view, 1387 /* Check to see if we found the object that blocks view,
1320 if (last && last->below && last != floor) 1392 if (last && last->below && last != floor)
1321 top = last->below; 1393 top = last->below;
1322 } 1394 }
1323 } /* If objects on this space */ 1395 } /* If objects on this space */
1324 1396
1325 if (flag & INS_MAP_LOAD)
1326 top = ms.top;
1327
1328 if (flag & INS_ABOVE_FLOOR_ONLY) 1397 if (flag & INS_ABOVE_FLOOR_ONLY)
1329 top = floor; 1398 top = floor;
1330 1399
1331 /* 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
1332 */
1333
1334 /* First object on this space */
1335 if (!top) 1401 if (!top)
1336 { 1402 {
1403 op->below = 0;
1337 op->above = ms.bot; 1404 op->above = ms.bot;
1338
1339 if (op->above)
1340 op->above->below = op;
1341
1342 op->below = 0;
1343 ms.bot = op; 1405 ms.bot = op;
1406
1407 *(op->above ? &op->above->below : &ms.top) = op;
1344 } 1408 }
1345 else 1409 else
1346 { /* get inserted into the stack above top */ 1410 {
1347 op->above = top->above; 1411 op->above = top->above;
1348
1349 if (op->above)
1350 op->above->below = op; 1412 top->above = op;
1351 1413
1352 op->below = top; 1414 op->below = top;
1353 top->above = op; 1415 *(op->above ? &op->above->below : &ms.top) = op;
1354 } 1416 }
1355 1417 }
1356 if (!op->above)
1357 ms.top = op;
1358 } /* else not INS_BELOW_ORIGINATOR */
1359 1418
1360 if (op->type == PLAYER) 1419 if (op->type == PLAYER)
1361 { 1420 {
1362 op->contr->do_los = 1; 1421 op->contr->do_los = 1;
1363 ++op->map->players; 1422 ++op->map->players;
1364 op->map->touch (); 1423 op->map->touch ();
1365 } 1424 }
1366 1425
1367 op->map->dirty = true; 1426 op->map->dirty = true;
1368 1427
1369 /* If we have a floor, we know the player, if any, will be above
1370 * it, so save a few ticks and start from there.
1371 */
1372 if (!(flag & INS_MAP_LOAD))
1373 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
1374 if (pl->contr->ns) 1432 if (pl->contr->ns)
1375 pl->contr->ns->floorbox_update (); 1433 pl->contr->ns->floorbox_update ();
1376 1434
1377 /* If this object glows, it may affect lighting conditions that are 1435 /* If this object glows, it may affect lighting conditions that are
1378 * 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
1379 * 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
1380 * on the map will get recalculated. The players could very well 1438 * on the map will get recalculated. The players could very well
1381 * be far away from this change and not affected in any way - 1439 * be far away from this change and not affected in any way -
1382 * this should get redone to only look for players within range, 1440 * this should get redone to only look for players within range,
1383 * or just updating the P_UPTODATE for spaces within this area 1441 * or just updating the P_UPTODATE for spaces within this area
1384 * of effect may be sufficient. 1442 * of effect may be sufficient.
1385 */ 1443 */
1386 if (op->map->darkness && (op->glow_radius != 0)) 1444 if (op->map->darkness && (op->glow_radius || op->flag [FLAG_BLOCKSVIEW]))
1387 update_all_los (op->map, op->x, op->y); 1445 update_all_los (op->map, op->x, op->y);
1388 1446
1389 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1447 /* updates flags (blocked, alive, no magic, etc) for this map space */
1390 update_object (op, UP_OBJ_INSERT); 1448 update_object (op, UP_OBJ_INSERT);
1391 1449
1399 * blocked() and wall() work properly), and these flags are updated by 1457 * blocked() and wall() work properly), and these flags are updated by
1400 * update_object(). 1458 * update_object().
1401 */ 1459 */
1402 1460
1403 /* 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 */
1404 if (!(flag & INS_NO_WALK_ON) && !op->head) 1462 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1405 { 1463 {
1406 if (check_move_on (op, originator)) 1464 if (check_move_on (op, originator))
1407 return 0; 1465 return 0;
1408 1466
1409 /* 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
1410 * walk on's. 1468 * walk on's.
1411 */ 1469 */
1412 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1470 for (object *tmp = op->more; tmp; tmp = tmp->more)
1413 if (check_move_on (tmp, originator)) 1471 if (check_move_on (tmp, originator))
1414 return 0; 1472 return 0;
1415 } 1473 }
1416 1474
1417 return op; 1475 return op;
1422 * 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.
1423 */ 1481 */
1424void 1482void
1425replace_insert_ob_in_map (const char *arch_string, object *op) 1483replace_insert_ob_in_map (const char *arch_string, object *op)
1426{ 1484{
1427 object *tmp, *tmp1;
1428
1429 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1430 1486
1431 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1432 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1433 tmp->destroy (); 1489 tmp->destroy ();
1434 1490
1435 tmp1 = arch_to_object (archetype::find (arch_string)); 1491 object *tmp = arch_to_object (archetype::find (arch_string));
1436 1492
1437 tmp1->x = op->x; 1493 tmp->x = op->x;
1438 tmp1->y = op->y; 1494 tmp->y = op->y;
1495
1439 insert_ob_in_map (tmp1, op->map, op, 0); 1496 insert_ob_in_map (tmp, op->map, op, 0);
1440} 1497}
1441 1498
1442object * 1499object *
1443object::insert_at (object *where, object *originator, int flags) 1500object::insert_at (object *where, object *originator, int flags)
1444{ 1501{
1502 if (where->env)
1503 return where->env->insert (this);
1504 else
1445 return where->map->insert (this, where->x, where->y, originator, flags); 1505 return where->map->insert (this, where->x, where->y, originator, flags);
1446} 1506}
1447 1507
1448/* 1508/*
1449 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1450 * is returned contains nr objects, and the remaining parts contains
1451 * the rest (or is removed and freed if that number is 0).
1452 * On failure, NULL is returned, and the reason put into the
1453 * global static errmsg array.
1454 */
1455object *
1456get_split_ob (object *orig_ob, uint32 nr)
1457{
1458 object *newob;
1459 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1460
1461 if (orig_ob->nrof < nr)
1462 {
1463 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1464 return NULL;
1465 }
1466
1467 newob = object_create_clone (orig_ob);
1468
1469 if ((orig_ob->nrof -= nr) < 1)
1470 orig_ob->destroy (1);
1471 else if (!is_removed)
1472 {
1473 if (orig_ob->env != NULL)
1474 sub_weight (orig_ob->env, orig_ob->weight * nr);
1475 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1476 {
1477 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1478 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1479 return NULL;
1480 }
1481 }
1482
1483 newob->nrof = nr;
1484
1485 return newob;
1486}
1487
1488/*
1489 * decrease_ob_nr(object, number) decreases a specified number from 1509 * decrease(object, number) decreases a specified number from
1490 * 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
1491 * is subsequently removed and freed. 1511 * is subsequently removed and freed.
1492 * 1512 *
1493 * 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
1494 */ 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 */
1495object * 1546object *
1496decrease_ob_nr (object *op, uint32 i) 1547object::split (sint32 nr)
1497{ 1548{
1498 object *tmp; 1549 int have = number_of ();
1499 1550
1500 if (i == 0) /* objects with op->nrof require this check */ 1551 if (have < nr)
1501 return op; 1552 return 0;
1502 1553 else if (have == nr)
1503 if (i > op->nrof)
1504 i = op->nrof;
1505
1506 if (QUERY_FLAG (op, FLAG_REMOVED))
1507 op->nrof -= i;
1508 else if (op->env)
1509 { 1554 {
1510 /* is this object in the players inventory, or sub container
1511 * therein?
1512 */
1513 tmp = op->in_player ();
1514 /* nope. Is this a container the player has opened?
1515 * If so, set tmp to that player.
1516 * IMO, searching through all the players will mostly
1517 * likely be quicker than following op->env to the map,
1518 * and then searching the map for a player.
1519 */
1520 if (!tmp)
1521 for_all_players (pl)
1522 if (pl->ob->container == op->env)
1523 {
1524 tmp = pl->ob;
1525 break;
1526 }
1527
1528 if (i < op->nrof)
1529 {
1530 sub_weight (op->env, op->weight * i);
1531 op->nrof -= i;
1532 if (tmp)
1533 esrv_send_item (tmp, op);
1534 }
1535 else
1536 {
1537 op->remove (); 1555 remove ();
1538 op->nrof = 0; 1556 return this;
1539 if (tmp)
1540 esrv_del_item (tmp->contr, op->count);
1541 }
1542 } 1557 }
1543 else 1558 else
1544 { 1559 {
1545 object *above = op->above; 1560 decrease (nr);
1546 1561
1547 if (i < op->nrof) 1562 object *op = deep_clone ();
1548 op->nrof -= i; 1563 op->nrof = nr;
1549 else
1550 {
1551 op->remove ();
1552 op->nrof = 0;
1553 }
1554
1555 /* Since we just removed op, op->above is null */
1556 for (tmp = above; tmp; tmp = tmp->above)
1557 if (tmp->type == PLAYER)
1558 {
1559 if (op->nrof)
1560 esrv_send_item (tmp, op);
1561 else
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 }
1565
1566 if (op->nrof)
1567 return op; 1564 return op;
1568 else
1569 {
1570 op->destroy ();
1571 return 0;
1572 }
1573}
1574
1575/*
1576 * add_weight(object, weight) adds the specified weight to an object,
1577 * and also updates how much the environment(s) is/are carrying.
1578 */
1579void
1580add_weight (object *op, signed long weight)
1581{
1582 while (op != NULL)
1583 {
1584 if (op->type == CONTAINER)
1585 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1586
1587 op->carrying += weight;
1588 op = op->env;
1589 } 1565 }
1590} 1566}
1591 1567
1592object * 1568object *
1593insert_ob_in_ob (object *op, object *where) 1569insert_ob_in_ob (object *op, object *where)
1598 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);
1599 free (dump); 1575 free (dump);
1600 return op; 1576 return op;
1601 } 1577 }
1602 1578
1603 if (where->head) 1579 if (where->head_ () != where)
1604 { 1580 {
1605 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");
1606 where = where->head; 1582 where = where->head;
1607 } 1583 }
1608 1584
1609 return where->insert (op); 1585 return where->insert (op);
1610} 1586}
1618 * be != op, if items are merged. -Tero 1594 * be != op, if items are merged. -Tero
1619 */ 1595 */
1620object * 1596object *
1621object::insert (object *op) 1597object::insert (object *op)
1622{ 1598{
1623 object *tmp, *otmp;
1624
1625 if (!QUERY_FLAG (op, FLAG_REMOVED))
1626 op->remove ();
1627
1628 if (op->more) 1599 if (op->more)
1629 { 1600 {
1630 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);
1631 return op; 1602 return op;
1632 } 1603 }
1633 1604
1634 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1605 op->remove ();
1635 CLEAR_FLAG (op, FLAG_REMOVED); 1606
1607 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1608
1636 if (op->nrof) 1609 if (op->nrof)
1637 {
1638 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1610 for (object *tmp = inv; tmp; tmp = tmp->below)
1639 if (object::can_merge (tmp, op)) 1611 if (object::can_merge (tmp, op))
1640 { 1612 {
1641 /* return the original object and remove inserted object 1613 /* return the original object and remove inserted object
1642 (client needs the original object) */ 1614 (client needs the original object) */
1643 tmp->nrof += op->nrof; 1615 tmp->nrof += op->nrof;
1644 /* Weight handling gets pretty funky. Since we are adding to 1616
1645 * tmp->nrof, we need to increase the weight. 1617 if (object *pl = tmp->visible_to ())
1646 */ 1618 esrv_update_item (UPD_NROF, pl, tmp);
1619
1647 add_weight (this, op->weight * op->nrof); 1620 adjust_weight (this, op->total_weight ());
1648 SET_FLAG (op, FLAG_REMOVED); 1621
1649 op->destroy (); /* free the inserted object */ 1622 op->destroy ();
1650 op = tmp; 1623 op = tmp;
1651 op->remove (); /* and fix old object's links */ 1624 goto inserted;
1652 CLEAR_FLAG (op, FLAG_REMOVED);
1653 break;
1654 } 1625 }
1655 1626
1656 /* I assume combined objects have no inventory 1627 op->owner = 0; // it's his/hers now. period.
1657 * We add the weight - this object could have just been removed
1658 * (if it was possible to merge). calling remove_ob will subtract
1659 * the weight, so we need to add it in again, since we actually do
1660 * the linking below
1661 */
1662 add_weight (this, op->weight * op->nrof);
1663 }
1664 else
1665 add_weight (this, (op->weight + op->carrying));
1666
1667 otmp = this->in_player ();
1668 if (otmp && otmp->contr)
1669 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1670 otmp->update_stats ();
1671
1672 op->map = 0; 1628 op->map = 0;
1673 op->env = this; 1629 op->x = 0;
1630 op->y = 0;
1631
1674 op->above = 0; 1632 op->above = 0;
1675 op->below = 0; 1633 op->below = inv;
1676 op->x = 0, op->y = 0; 1634 op->env = this;
1677 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:
1678 /* 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 */
1679 if ((op->glow_radius != 0) && map) 1650 if (op->glow_radius && map && map->darkness)
1680 {
1681#ifdef DEBUG_LIGHTS
1682 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1683#endif /* DEBUG_LIGHTS */
1684 if (map->darkness)
1685 update_all_los (map, x, y); 1651 update_all_los (map, x, y);
1686 }
1687 1652
1688 /* Client has no idea of ordering so lets not bother ordering it here. 1653 // if this is a player's inventory, update stats
1689 * It sure simplifies this function... 1654 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1690 */ 1655 update_stats ();
1691 if (!inv)
1692 inv = op;
1693 else
1694 {
1695 op->below = inv;
1696 op->below->above = op;
1697 inv = op;
1698 }
1699 1656
1700 INVOKE_OBJECT (INSERT, this); 1657 INVOKE_OBJECT (INSERT, this);
1701 1658
1702 return op; 1659 return op;
1703} 1660}
1831 LOG (llevError, "Present_arch called outside map.\n"); 1788 LOG (llevError, "Present_arch called outside map.\n");
1832 return NULL; 1789 return NULL;
1833 } 1790 }
1834 1791
1835 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)
1836 if (tmp->arch == at) 1793 if (tmp->arch->archname == at->archname)
1837 return tmp; 1794 return tmp;
1838 1795
1839 return NULL; 1796 return NULL;
1840} 1797}
1841 1798
1905 * The first matching object is returned, or NULL if none. 1862 * The first matching object is returned, or NULL if none.
1906 */ 1863 */
1907object * 1864object *
1908present_arch_in_ob (const archetype *at, const object *op) 1865present_arch_in_ob (const archetype *at, const object *op)
1909{ 1866{
1910 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1867 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1911 if (tmp->arch == at) 1868 if (tmp->arch->archname == at->archname)
1912 return tmp; 1869 return tmp;
1913 1870
1914 return NULL; 1871 return NULL;
1915} 1872}
1916 1873
1918 * activate recursively a flag on an object inventory 1875 * activate recursively a flag on an object inventory
1919 */ 1876 */
1920void 1877void
1921flag_inv (object *op, int flag) 1878flag_inv (object *op, int flag)
1922{ 1879{
1923 if (op->inv)
1924 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1925 { 1881 {
1926 SET_FLAG (tmp, flag); 1882 SET_FLAG (tmp, flag);
1927 flag_inv (tmp, flag); 1883 flag_inv (tmp, flag);
1928 } 1884 }
1929} 1885}
1930 1886
1931/* 1887/*
1932 * deactivate recursively a flag on an object inventory 1888 * deactivate recursively a flag on an object inventory
1933 */ 1889 */
1934void 1890void
1935unflag_inv (object *op, int flag) 1891unflag_inv (object *op, int flag)
1936{ 1892{
1937 if (op->inv)
1938 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1893 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1939 { 1894 {
1940 CLEAR_FLAG (tmp, flag); 1895 CLEAR_FLAG (tmp, flag);
1941 unflag_inv (tmp, flag); 1896 unflag_inv (tmp, flag);
1942 } 1897 }
1943}
1944
1945/*
1946 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1947 * all it's inventory (recursively).
1948 * If checksums are used, a player will get set_cheat called for
1949 * him/her-self and all object carried by a call to this function.
1950 */
1951void
1952set_cheat (object *op)
1953{
1954 SET_FLAG (op, FLAG_WAS_WIZ);
1955 flag_inv (op, FLAG_WAS_WIZ);
1956} 1898}
1957 1899
1958/* 1900/*
1959 * 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
1960 * 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
1962 * to search (see the freearr_x/y[] definition). 1904 * to search (see the freearr_x/y[] definition).
1963 * It returns a random choice among the alternatives found. 1905 * It returns a random choice among the alternatives found.
1964 * 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
1965 * does all 4 immediate directions). This returns the index into the 1907 * does all 4 immediate directions). This returns the index into the
1966 * 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)
1967 * Note - this only checks to see if there is space for the head of the
1968 * object - if it is a multispace object, this should be called for all
1969 * pieces.
1970 * Note2: This function does correctly handle tiled maps, but does not 1909 * Note: This function does correctly handle tiled maps, but does not
1971 * inform the caller. However, insert_ob_in_map will update as 1910 * inform the caller. However, insert_ob_in_map will update as
1972 * 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.
1973 * 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
1974 * 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
1975 * 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
1977 * customized, changed states, etc. 1916 * customized, changed states, etc.
1978 */ 1917 */
1979int 1918int
1980find_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)
1981{ 1920{
1921 int altern[SIZEOFFREE];
1982 int index = 0, flag; 1922 int index = 0, flag;
1983 int altern[SIZEOFFREE];
1984 1923
1985 for (int i = start; i < stop; i++) 1924 for (int i = start; i < stop; i++)
1986 { 1925 {
1987 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1926 mapxy pos (m, x, y); pos.move (i);
1988 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 {
1989 altern [index++] = i; 1942 altern [index++] = i;
1943 continue;
1944 }
1990 1945
1991 /* 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.
1992 * 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.
1993 * 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 -
1994 * 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
1995 * 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
1996 * to only the spaces immediately surrounding the target area, and 1951 * to only the spaces immediately surrounding the target area, and
1997 * won't look 2 spaces south of the target space. 1952 * won't look 2 spaces south of the target space.
1998 */ 1953 */
1999 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1954 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1955 {
2000 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 (pos.m, pos.x, pos.y))
1967 continue;
1968
1969 altern [index++] = i;
2001 } 1970 }
2002 1971
2003 if (!index) 1972 if (!index)
2004 return -1; 1973 return -1;
2005 1974
2014 */ 1983 */
2015int 1984int
2016find_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)
2017{ 1986{
2018 for (int i = 0; i < SIZEOFFREE; i++) 1987 for (int i = 0; i < SIZEOFFREE; i++)
2019 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]))
2020 return i; 1989 return i;
2021 1990
2022 return -1; 1991 return -1;
2023} 1992}
2024 1993
2078 object *tmp; 2047 object *tmp;
2079 maptile *mp; 2048 maptile *mp;
2080 2049
2081 MoveType blocked, move_type; 2050 MoveType blocked, move_type;
2082 2051
2083 if (exclude && exclude->head) 2052 if (exclude && exclude->head_ () != exclude)
2084 { 2053 {
2085 exclude = exclude->head; 2054 exclude = exclude->head;
2086 move_type = exclude->move_type; 2055 move_type = exclude->move_type;
2087 } 2056 }
2088 else 2057 else
2111 max = maxfree[i]; 2080 max = maxfree[i];
2112 else if (mflags & P_IS_ALIVE) 2081 else if (mflags & P_IS_ALIVE)
2113 { 2082 {
2114 for (tmp = ms.bot; tmp; tmp = tmp->above) 2083 for (tmp = ms.bot; tmp; tmp = tmp->above)
2115 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2084 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2116 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2085 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2117 break; 2086 break;
2118 2087
2119 if (tmp) 2088 if (tmp)
2120 return freedir[i]; 2089 return freedir[i];
2121 } 2090 }
2301 * 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
2302 * core dumps if they do. 2271 * core dumps if they do.
2303 * 2272 *
2304 * 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)
2305 */ 2274 */
2306
2307int 2275int
2308can_pick (const object *who, const object *item) 2276can_pick (const object *who, const object *item)
2309{ 2277{
2310 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2278 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2311 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2279 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2314 2282
2315/* 2283/*
2316 * create clone from object to another 2284 * create clone from object to another
2317 */ 2285 */
2318object * 2286object *
2319object_create_clone (object *asrc) 2287object::deep_clone ()
2320{ 2288{
2321 object *dst = 0, *tmp, *src, *part, *prev, *item; 2289 assert (("deep_clone called on non-head object", is_head ()));
2322 2290
2323 if (!asrc) 2291 object *dst = clone ();
2324 return 0;
2325 2292
2326 src = asrc; 2293 object *prev = dst;
2327 if (src->head)
2328 src = src->head;
2329
2330 prev = 0;
2331 for (part = src; part; part = part->more) 2294 for (object *part = this->more; part; part = part->more)
2332 { 2295 {
2333 tmp = part->clone (); 2296 object *tmp = part->clone ();
2334 tmp->x -= src->x;
2335 tmp->y -= src->y;
2336
2337 if (!part->head)
2338 {
2339 dst = tmp;
2340 tmp->head = 0;
2341 }
2342 else
2343 tmp->head = dst; 2297 tmp->head = dst;
2344
2345 tmp->more = 0;
2346
2347 if (prev)
2348 prev->more = tmp; 2298 prev->more = tmp;
2349
2350 prev = tmp; 2299 prev = tmp;
2351 } 2300 }
2352 2301
2353 for (item = src->inv; item; item = item->below) 2302 for (object *item = inv; item; item = item->below)
2354 insert_ob_in_ob (object_create_clone (item), dst); 2303 insert_ob_in_ob (item->deep_clone (), dst);
2355 2304
2356 return dst; 2305 return dst;
2357} 2306}
2358 2307
2359/* This returns the first object in who's inventory that 2308/* This returns the first object in who's inventory that
2368 return tmp; 2317 return tmp;
2369 2318
2370 return 0; 2319 return 0;
2371} 2320}
2372 2321
2373/* If ob has a field named key, return the link from the list, 2322const shstr &
2374 * otherwise return NULL. 2323object::kv_get (const shstr &key) const
2375 *
2376 * key must be a passed in shared string - otherwise, this won't
2377 * do the desired thing.
2378 */
2379key_value *
2380get_ob_key_link (const object *ob, const char *key)
2381{ 2324{
2382 for (key_value *link = ob->key_values; link; link = link->next) 2325 for (key_value *kv = key_values; kv; kv = kv->next)
2383 if (link->key == key) 2326 if (kv->key == key)
2384 return link;
2385
2386 return 0;
2387}
2388
2389/*
2390 * Returns the value of op has an extra_field for key, or NULL.
2391 *
2392 * The argument doesn't need to be a shared string.
2393 *
2394 * The returned string is shared.
2395 */
2396const char *
2397get_ob_key_value (const object *op, const char *const key)
2398{
2399 key_value *link;
2400 shstr_cmp canonical_key (key);
2401
2402 if (!canonical_key)
2403 {
2404 /* 1. There being a field named key on any object
2405 * implies there'd be a shared string to find.
2406 * 2. Since there isn't, no object has this field.
2407 * 3. Therefore, *this* object doesn't have this field.
2408 */
2409 return 0;
2410 }
2411
2412 /* This is copied from get_ob_key_link() above -
2413 * only 4 lines, and saves the function call overhead.
2414 */
2415 for (link = op->key_values; link; link = link->next)
2416 if (link->key == canonical_key)
2417 return link->value; 2327 return kv->value;
2418 2328
2419 return 0; 2329 return shstr_null;
2420} 2330}
2421 2331
2422/* 2332void
2423 * Updates the canonical_key in op to value. 2333object::kv_set (const shstr &key, const shstr &value)
2424 *
2425 * canonical_key is a shared string (value doesn't have to be).
2426 *
2427 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2428 * keys.
2429 *
2430 * Returns TRUE on success.
2431 */
2432int
2433set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2434{ 2334{
2435 key_value *field = NULL, *last = NULL; 2335 for (key_value *kv = key_values; kv; kv = kv->next)
2436 2336 if (kv->key == key)
2437 for (field = op->key_values; field != NULL; field = field->next)
2438 {
2439 if (field->key != canonical_key)
2440 { 2337 {
2441 last = field; 2338 kv->value = value;
2442 continue; 2339 return;
2443 } 2340 }
2444 2341
2445 if (value) 2342 key_value *kv = new key_value;
2446 field->value = value; 2343
2447 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)
2448 { 2356 {
2449 /* Basically, if the archetype has this key set, 2357 key_value *kv = *kvp;
2450 * we need to store the null value so when we save 2358 *kvp = (*kvp)->next;
2451 * it, we save the empty value so that when we load, 2359 delete kv;
2452 * we get this value back again. 2360 return;
2453 */
2454 if (get_ob_key_link (&op->arch->clone, canonical_key))
2455 field->value = 0;
2456 else
2457 {
2458 if (last)
2459 last->next = field->next;
2460 else
2461 op->key_values = field->next;
2462
2463 delete field;
2464 }
2465 } 2361 }
2466 return TRUE;
2467 }
2468 /* IF we get here, key doesn't exist */
2469
2470 /* No field, we'll have to add it. */
2471
2472 if (!add_key)
2473 return FALSE;
2474
2475 /* There isn't any good reason to store a null
2476 * value in the key/value list. If the archetype has
2477 * this key, then we should also have it, so shouldn't
2478 * be here. If user wants to store empty strings,
2479 * should pass in ""
2480 */
2481 if (value == NULL)
2482 return TRUE;
2483
2484 field = new key_value;
2485
2486 field->key = canonical_key;
2487 field->value = value;
2488 /* Usual prepend-addition. */
2489 field->next = op->key_values;
2490 op->key_values = field;
2491
2492 return TRUE;
2493}
2494
2495/*
2496 * Updates the key in op to value.
2497 *
2498 * If add_key is FALSE, this will only update existing keys,
2499 * and not add new ones.
2500 * In general, should be little reason FALSE is ever passed in for add_key
2501 *
2502 * Returns TRUE on success.
2503 */
2504int
2505set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2506{
2507 shstr key_ (key);
2508
2509 return set_ob_key_value_s (op, key_, value, add_key);
2510} 2362}
2511 2363
2512object::depth_iterator::depth_iterator (object *container) 2364object::depth_iterator::depth_iterator (object *container)
2513: iterator_base (container) 2365: iterator_base (container)
2514{ 2366{
2527 item = item->inv; 2379 item = item->inv;
2528 } 2380 }
2529 else 2381 else
2530 item = item->env; 2382 item = item->env;
2531} 2383}
2532
2533 2384
2534const char * 2385const char *
2535object::flag_desc (char *desc, int len) const 2386object::flag_desc (char *desc, int len) const
2536{ 2387{
2537 char *p = desc; 2388 char *p = desc;
2565{ 2416{
2566 char flagdesc[512]; 2417 char flagdesc[512];
2567 char info2[256 * 4]; 2418 char info2[256 * 4];
2568 char *p = info; 2419 char *p = info;
2569 2420
2570 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}",
2571 count, uuid.seq, 2422 count,
2423 uuid.c_str (),
2572 &name, 2424 &name,
2573 title ? "\",title:\"" : "", 2425 title ? ",title:\"" : "",
2574 title ? (const char *)title : "", 2426 title ? (const char *)title : "",
2427 title ? "\"" : "",
2575 flag_desc (flagdesc, 512), type); 2428 flag_desc (flagdesc, 512), type);
2576 2429
2577 if (env) 2430 if (!flag[FLAG_REMOVED] && env)
2578 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2431 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2579 2432
2580 if (map) 2433 if (map)
2581 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);
2582 2435
2584} 2437}
2585 2438
2586const char * 2439const char *
2587object::debug_desc () const 2440object::debug_desc () const
2588{ 2441{
2589 static char info[256 * 4]; 2442 static char info[3][256 * 4];
2443 static int info_idx;
2444
2590 return debug_desc (info); 2445 return debug_desc (info [++info_idx % 3]);
2591}
2592
2593const char *
2594object::debug_desc2 () const
2595{
2596 static char info[256 * 4];
2597 return debug_desc (info);
2598} 2446}
2599 2447
2600struct region * 2448struct region *
2601object::region () const 2449object::region () const
2602{ 2450{
2605} 2453}
2606 2454
2607const materialtype_t * 2455const materialtype_t *
2608object::dominant_material () const 2456object::dominant_material () const
2609{ 2457{
2610 if (materialtype_t *mat = name_to_material (materialname)) 2458 if (materialtype_t *mt = name_to_material (materialname))
2611 return mat; 2459 return mt;
2612 2460
2613 // omfg this is slow, this has to be temporary :)
2614 shstr unknown ("unknown");
2615
2616 return name_to_material (unknown); 2461 return name_to_material (shstr_unknown);
2617} 2462}
2618 2463
2619void 2464void
2620object::open_container (object *new_container) 2465object::open_container (object *new_container)
2621{ 2466{
2622 if (container == new_container) 2467 if (container == new_container)
2623 return; 2468 return;
2624 2469
2625 if (object *old_container = container) 2470 object *old_container = container;
2471
2472 if (old_container)
2626 { 2473 {
2627 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2474 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2628 return; 2475 return;
2629 2476
2630#if 0 2477#if 0
2632 if (object *closer = old_container->inv) 2479 if (object *closer = old_container->inv)
2633 if (closer->type == CLOSE_CON) 2480 if (closer->type == CLOSE_CON)
2634 closer->destroy (); 2481 closer->destroy ();
2635#endif 2482#endif
2636 2483
2484 // make sure the container is available
2485 esrv_send_item (this, old_container);
2486
2637 old_container->flag [FLAG_APPLIED] = 0; 2487 old_container->flag [FLAG_APPLIED] = false;
2638 container = 0; 2488 container = 0;
2639 2489
2490 // client needs item update to make it work, client bug requires this to be separate
2640 esrv_update_item (UPD_FLAGS, this, old_container); 2491 esrv_update_item (UPD_FLAGS, this, old_container);
2492
2641 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"));
2642 } 2495 }
2643 2496
2644 if (new_container) 2497 if (new_container)
2645 { 2498 {
2646 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2499 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2657 } 2510 }
2658#endif 2511#endif
2659 2512
2660 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));
2661 2514
2515 // make sure the container is available, client bug requires this to be separate
2516 esrv_send_item (this, new_container);
2517
2662 new_container->flag [FLAG_APPLIED] = 1; 2518 new_container->flag [FLAG_APPLIED] = true;
2663 container = new_container; 2519 container = new_container;
2664 2520
2521 // client needs flag change
2665 esrv_update_item (UPD_FLAGS, this, new_container); 2522 esrv_update_item (UPD_FLAGS, this, new_container);
2666 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)
2667 } 2572 {
2573 if (object *pl = in_player ())
2574 pl->contr->play_sound (sound);
2575 }
2576 else
2577 map->play_sound (sound, x, y);
2668} 2578}
2669 2579
2670

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