ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.96 by root, Sat Dec 30 10:16:10 2006 UTC vs.
Revision 1.221 by root, Thu Apr 24 12:06:01 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <sproto.h>
33#include <loader.h> 30#include <loader.h>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
40 37
41object *active_objects; /* List of active objects that need to be processed */ 38objectvec objects;
39activevec actives;
42 40
43short 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,
44 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
45}; 46};
46short 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,
47 -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
48}; 52};
49int 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,
50 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
51}; 58};
52int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
53 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,
54 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
55}; 64};
56 65
57static void 66static void
58write_uuid (void) 67write_uuid (uval64 skip, bool sync)
59{ 68{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
61 70 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 73 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 74}
77 75
78static void 76static void
79read_uuid (void) 77read_uuid (void)
80{ 78{
81 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
82 80
83 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84 84
85 FILE *fp; 85 FILE *fp;
86 86
87 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
88 { 88 {
89 if (errno == ENOENT) 89 if (errno == ENOENT)
90 { 90 {
91 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 92 UUID::cur.seq = 0;
93 write_uuid (); 93 write_uuid (UUID_GAP, true);
94 return; 94 return;
95 } 95 }
96 96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 98 _exit (1);
99 } 99 }
100 100
101 int version; 101 UUID::BUF buf;
102 unsigned long long uid; 102 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
104 { 106 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 112
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118UUID::gen ()
117{ 119{
118 UUID uid; 120 UUID uid;
119 121
120 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
121 123
122 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
124 130
125 return uid; 131 return uid;
126} 132}
127 133
128void 134void
129init_uuid () 135UUID::init ()
130{ 136{
131 read_uuid (); 137 read_uuid ();
132} 138}
133 139
134/* 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. */
135static int 141static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
137{ 143{
138 key_value *wants_field; 144 key_value *wants_field;
139 145
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
148 key_value *has_field; 154 key_value *has_field;
149 155
150 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
152 158
153 if (has_field == NULL) 159 if (!has_field)
154 {
155 /* No field with that name. */ 160 return 0; /* No field with that name. */
156 return FALSE;
157 }
158 161
159 /* Found the matching field. */ 162 /* Found the matching field. */
160 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165 165
166 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
167 } 167 }
168 168
169 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 170 return 1;
171} 171}
172 172
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 174static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 176{
177 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
179 */ 179 */
200 || ob1->speed != ob2->speed 200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 201 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 202 || ob1->name != ob2->name)
203 return 0; 203 return 0;
204 204
205 //TODO: this ain't working well, use nicer and correct overflow check 205 /* Do not merge objects if nrof would overflow. First part checks
206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 * for unsigned overflow (2c), second part checks whether the result
207 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * would fit into a 32 bit signed int, which is often used to hold
208 * used to store nrof). 208 * nrof values.
209 */ 209 */
210 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 211 return 0;
212 212
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 214 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 215 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied 216 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 217 * flags lose any meaning.
218 */ 218 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 221
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 224
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 225 if (ob1->arch->name != ob2->arch->name
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name 226 || ob1->name != ob2->name
228 || ob1->title != ob2->title 227 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 228 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 229 || ob1->weight != ob2->weight
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233 || ob1->attacktype != ob2->attacktype 230 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic 231 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying 232 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill 233 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value 234 || ob1->value != ob2->value
244 || ob1->move_block != ob2->move_block 241 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow 242 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on 243 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off 244 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow 245 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty) 246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 249 return 0;
251 250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
252 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
253 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
254 */ 261 */
255 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
256 { 263 {
257 /* if one object has inventory but the other doesn't, not equiv */ 264 if (!(ob1->inv && ob2->inv))
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 265 return 0; /* inventories differ in length */
259 return 0;
260 266
261 /* Now check to see if the two inventory objects could merge */ 267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
262 if (!object::can_merge (ob1->inv, ob2->inv)) 270 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0; 271 return 0; /* inventory objects differ */
264 272
265 /* inventory ok - still need to check rest of this object to see 273 /* inventory ok - still need to check rest of this object to see
266 * if it is valid. 274 * if it is valid.
267 */ 275 */
268 } 276 }
276 284
277 /* Note sure why the following is the case - either the object has to 285 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster 286 * be animated or have a very low speed. Is this an attempted monster
279 * check? 287 * check?
280 */ 288 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0; 290 return 0;
283 291
284 switch (ob1->type) 292 switch (ob1->type)
285 { 293 {
286 case SCROLL: 294 case SCROLL:
287 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
288 return 0; 296 return 0;
289 break; 297 break;
290 } 298 }
291 299
292 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
293 { 301 {
294 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
296 /* One has fields, but the other one doesn't. */ 304 return 0; /* One has fields, but the other one doesn't. */
305
306 if (!compare_ob_value_lists (ob1, ob2))
297 return 0; 307 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0;
300 } 308 }
301 309
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
304 { 311 {
305 ob1->optimise (); 312 ob1->optimise ();
306 ob2->optimise (); 313 ob2->optimise ();
307 314
308 if (ob1->self || ob2->self) 315 if (ob1->self || ob2->self)
316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
309 return 0; 321 return 0;
322
323 if (k1 == 0)
324 return 1;
325
326 if (!cfperl_can_merge (ob1, ob2))
327 return 0;
328 }
310 } 329 }
311 330
312 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
313 return 1; 332 return 1;
314} 333}
315 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (client_visible () && !flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container)
364 return pl;
365 }
366 }
367
368 return 0;
369}
370
371// adjust weight per container type ("of holding")
372static sint32
373weight_adjust (object *op, sint32 weight)
374{
375 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight;
378}
379
316/* 380/*
381 * adjust_weight(object, weight) adds the specified weight to an object,
382 * and also updates how much the environment(s) is/are carrying.
383 */
384static void
385adjust_weight (object *op, sint32 weight)
386{
387 while (op)
388 {
389 weight = weight_adjust (op, weight);
390
391 if (!weight)
392 return;
393
394 op->carrying += weight;
395
396 if (object *pl = op->visible_to ())
397 if (pl != op) // player is handled lazily
398 esrv_update_item (UPD_WEIGHT, pl, op);
399
400 op = op->env;
401 }
402}
403
404/*
317 * sum_weight() is a recursive function which calculates the weight 405 * this is a recursive function which calculates the weight
318 * an object is carrying. It goes through in figures out how much 406 * an object is carrying. It goes through op and figures out how much
319 * containers are carrying, and sums it up. 407 * containers are carrying, and sums it up.
320 */ 408 */
321long 409void
322sum_weight (object *op) 410object::update_weight ()
323{ 411{
324 long sum; 412 sint32 sum = 0;
325 object *inv;
326 413
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 414 for (object *op = inv; op; op = op->below)
328 { 415 {
329 if (inv->inv) 416 if (op->inv)
330 sum_weight (inv); 417 op->update_weight ();
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 418
419 sum += op->total_weight ();
420 }
421
422 sum = weight_adjust (this, sum);
423
424 if (sum != carrying)
332 } 425 {
333
334 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100;
336
337 if (op->carrying != sum)
338 op->carrying = sum; 426 carrying = sum;
339 427
340 return sum; 428 if (object *pl = visible_to ())
429 if (pl != this) // player is handled lazily
430 esrv_update_item (UPD_WEIGHT, pl, this);
431 }
341} 432}
342 433
343/** 434/*
344 * Return the outermost environment object for a given object. 435 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
345 */ 436 */
346
347object *
348object_get_env_recursive (object *op)
349{
350 while (op->env != NULL)
351 op = op->env;
352 return op;
353}
354
355/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array.
359 */
360
361char * 437char *
362dump_object (object *op) 438dump_object (object *op)
363{ 439{
364 if (!op) 440 if (!op)
365 return strdup ("[NULLOBJ]"); 441 return strdup ("[NULLOBJ]");
366 442
367 object_freezer freezer; 443 object_freezer freezer;
368 save_object (freezer, op, 1); 444 op->write (freezer);
369 return freezer.as_string (); 445 return freezer.as_string ();
370} 446}
371 447
372/* 448/*
373 * get_nearest_part(multi-object, object 2) returns the part of the 449 * get_nearest_part(multi-object, object 2) returns the part of the
374 * multi-object 1 which is closest to the second object. 450 * multi-object 1 which is closest to the second object.
375 * If it's not a multi-object, it is returned. 451 * If it's not a multi-object, it is returned.
376 */ 452 */
377
378object * 453object *
379get_nearest_part (object *op, const object *pl) 454get_nearest_part (object *op, const object *pl)
380{ 455{
381 object *tmp, *closest; 456 object *tmp, *closest;
382 int last_dist, i; 457 int last_dist, i;
383 458
384 if (op->more == NULL) 459 if (!op->more)
385 return op; 460 return op;
461
386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 462 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463 tmp;
464 tmp = tmp->more)
387 if ((i = distance (tmp, pl)) < last_dist) 465 if ((i = distance (tmp, pl)) < last_dist)
388 closest = tmp, last_dist = i; 466 closest = tmp, last_dist = i;
467
389 return closest; 468 return closest;
390} 469}
391 470
392/* 471/*
393 * Returns the object which has the count-variable equal to the argument. 472 * Returns the object which has the count-variable equal to the argument.
473 * VERRRY slow.
394 */ 474 */
395
396object * 475object *
397find_object (tag_t i) 476find_object (tag_t i)
398{ 477{
399 for (object *op = object::first; op; op = op->next) 478 for_all_objects (op)
400 if (op->count == i) 479 if (op->count == i)
401 return op; 480 return op;
402 481
403 return 0; 482 return 0;
404} 483}
405 484
406/* 485/*
407 * Returns the first object which has a name equal to the argument. 486 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 487 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 488 * Enables features like "patch <name-of-other-player> food 999"
410 */ 489 */
411
412object * 490object *
413find_object_name (const char *str) 491find_object_name (const char *str)
414{ 492{
415 shstr_cmp str_ (str); 493 shstr_cmp str_ (str);
416 object *op; 494 object *op;
417 495
418 for (op = object::first; op != NULL; op = op->next) 496 for_all_objects (op)
419 if (op->name == str_) 497 if (op->name == str_)
420 break; 498 break;
421 499
422 return op; 500 return op;
423} 501}
424 502
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429}
430
431/* 503/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 504 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 505 * skill and experience objects.
506 * ACTUALLY NO! investigate! TODO
434 */ 507 */
435void 508void
436object::set_owner (object *owner) 509object::set_owner (object *owner)
437{ 510{
511 // allow objects which own objects
438 if (!owner) 512 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) 513 while (owner->owner)
449 owner = owner->owner; 514 owner = owner->owner;
515
516 if (flag [FLAG_FREED])
517 {
518 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
519 return;
520 }
450 521
451 this->owner = owner; 522 this->owner = owner;
523}
524
525int
526object::slottype () const
527{
528 if (type == SKILL)
529 {
530 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
531 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
532 }
533 else
534 {
535 if (slot [body_combat].info) return slot_combat;
536 if (slot [body_range ].info) return slot_ranged;
537 }
538
539 return slot_none;
540}
541
542bool
543object::change_weapon (object *ob)
544{
545 if (current_weapon == ob)
546 return true;
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = false;
550
551 current_weapon = ob;
552 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
553
554 if (chosen_skill)
555 chosen_skill->flag [FLAG_APPLIED] = true;
556
557 update_stats ();
558
559 if (ob)
560 {
561 // now check wether any body locations became invalid, in which case
562 // we cannot apply the weapon at the moment.
563 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
564 if (slot[i].used < 0)
565 {
566 current_weapon = chosen_skill = 0;
567 update_stats ();
568
569 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name);
573 return false;
574 }
575
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 }
578 else
579 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
580
581 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
582 {
583 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
584 &name, ob->debug_desc ());
585 return false;
586 }
587
588 return true;
452} 589}
453 590
454/* Zero the key_values on op, decrementing the shared-string 591/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 592 * refcounts and freeing the links.
456 */ 593 */
457static void 594static void
458free_key_values (object *op) 595free_key_values (object *op)
459{ 596{
460 for (key_value *i = op->key_values; i != 0;) 597 for (key_value *i = op->key_values; i; )
461 { 598 {
462 key_value *next = i->next; 599 key_value *next = i->next;
463 delete i; 600 delete i;
464 601
465 i = next; 602 i = next;
466 } 603 }
467 604
468 op->key_values = 0; 605 op->key_values = 0;
469} 606}
470 607
471/* 608object &
472 * copy_to first frees everything allocated by the dst object, 609object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 610{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 611 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 612 bool is_removed = flag [FLAG_REMOVED];
484 613
485 *(object_copy *)dst = *this; 614 *(object_copy *)this = src;
486 615
487 if (is_freed) 616 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 617 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 618
496 /* Copy over key_values, if any. */ 619 /* Copy over key_values, if any. */
497 if (key_values) 620 if (src.key_values)
498 { 621 {
499 key_value *tail = 0; 622 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 623 key_values = 0;
503 624
504 for (i = key_values; i; i = i->next) 625 for (key_value *i = src.key_values; i; i = i->next)
505 { 626 {
506 key_value *new_link = new key_value; 627 key_value *new_link = new key_value;
507 628
508 new_link->next = 0; 629 new_link->next = 0;
509 new_link->key = i->key; 630 new_link->key = i->key;
510 new_link->value = i->value; 631 new_link->value = i->value;
511 632
512 /* Try and be clever here, too. */ 633 /* Try and be clever here, too. */
513 if (!dst->key_values) 634 if (!key_values)
514 { 635 {
515 dst->key_values = new_link; 636 key_values = new_link;
516 tail = new_link; 637 tail = new_link;
517 } 638 }
518 else 639 else
519 { 640 {
520 tail->next = new_link; 641 tail->next = new_link;
521 tail = new_link; 642 tail = new_link;
522 } 643 }
523 } 644 }
524 } 645 }
646}
647
648/*
649 * copy_to first frees everything allocated by the dst object,
650 * and then copies the contents of itself into the second
651 * object, allocating what needs to be allocated. Basically, any
652 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
653 * if the first object is freed, the pointers in the new object
654 * will point at garbage.
655 */
656void
657object::copy_to (object *dst)
658{
659 *dst = *this;
660
661 if (speed < 0)
662 dst->speed_left -= rndm ();
525 663
526 dst->set_speed (dst->speed); 664 dst->set_speed (dst->speed);
665}
666
667void
668object::instantiate ()
669{
670 if (!uuid.seq) // HACK
671 uuid = UUID::gen ();
672
673 speed_left = -0.1f;
674 /* copy the body_info to the body_used - this is only really
675 * need for monsters, but doesn't hurt to do it for everything.
676 * by doing so, when a monster is created, it has good starting
677 * values for the body_used info, so when items are created
678 * for it, they can be properly equipped.
679 */
680 for (int i = NUM_BODY_LOCATIONS; i--; )
681 slot[i].used = slot[i].info;
682
683 attachable::instantiate ();
527} 684}
528 685
529object * 686object *
530object::clone () 687object::clone ()
531{ 688{
563 speed = 0; 720 speed = 0;
564 } 721 }
565 722
566 this->speed = speed; 723 this->speed = speed;
567 724
568 if (FABS (speed) > MIN_ACTIVE_SPEED) 725 if (has_active_speed ())
569 { 726 activate ();
570 /* If already on active list, don't do anything */
571 if (active_next || active_prev || this == active_objects)
572 return;
573
574 /* process_events() expects us to insert the object at the beginning
575 * of the list. */
576 active_next = active_objects;
577
578 if (active_next)
579 active_next->active_prev = this;
580
581 active_objects = this;
582 }
583 else 727 else
584 { 728 deactivate ();
585 /* If not on the active list, nothing needs to be done */
586 if (!active_next && !active_prev && this != active_objects)
587 return;
588
589 if (!active_prev)
590 {
591 active_objects = active_next;
592
593 if (active_next)
594 active_next->active_prev = 0;
595 }
596 else
597 {
598 active_prev->active_next = active_next;
599
600 if (active_next)
601 active_next->active_prev = active_prev;
602 }
603
604 active_next = 0;
605 active_prev = 0;
606 }
607} 729}
608 730
609/* 731/*
610 * update_object() updates the the map. 732 * update_object() updates the the map.
611 * It takes into account invisible objects (and represent squares covered 733 * It takes into account invisible objects (and represent squares covered
624 * UP_OBJ_FACE: only the objects face has changed. 746 * UP_OBJ_FACE: only the objects face has changed.
625 */ 747 */
626void 748void
627update_object (object *op, int action) 749update_object (object *op, int action)
628{ 750{
629 MoveType move_on, move_off, move_block, move_slow;
630
631 if (op == NULL) 751 if (op == NULL)
632 { 752 {
633 /* this should never happen */ 753 /* this should never happen */
634 LOG (llevDebug, "update_object() called for NULL object.\n"); 754 LOG (llevDebug, "update_object() called for NULL object.\n");
635 return; 755 return;
659 return; 779 return;
660 } 780 }
661 781
662 mapspace &m = op->ms (); 782 mapspace &m = op->ms ();
663 783
664 if (m.flags_ & P_NEED_UPDATE) 784 if (!(m.flags_ & P_UPTODATE))
665 /* nop */; 785 /* nop */;
666 else if (action == UP_OBJ_INSERT) 786 else if (action == UP_OBJ_INSERT)
667 { 787 {
668 // this is likely overkill, TODO: revisit (schmorp) 788 // this is likely overkill, TODO: revisit (schmorp)
669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 789 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
678 /* This isn't perfect, but I don't expect a lot of objects to 798 /* This isn't perfect, but I don't expect a lot of objects to
679 * to have move_allow right now. 799 * to have move_allow right now.
680 */ 800 */
681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 801 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
682 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 802 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
683 m.flags_ = P_NEED_UPDATE; 803 m.flags_ = 0;
684 } 804 }
685 /* if the object is being removed, we can't make intelligent 805 /* if the object is being removed, we can't make intelligent
686 * decisions, because remove_ob can't really pass the object 806 * decisions, because remove_ob can't really pass the object
687 * that is being removed. 807 * that is being removed.
688 */ 808 */
689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 809 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
690 m.flags_ = P_NEED_UPDATE; 810 m.flags_ = 0;
691 else if (action == UP_OBJ_FACE) 811 else if (action == UP_OBJ_FACE)
692 /* Nothing to do for that case */ ; 812 /* Nothing to do for that case */ ;
693 else 813 else
694 LOG (llevError, "update_object called with invalid action: %d\n", action); 814 LOG (llevError, "update_object called with invalid action: %d\n", action);
695 815
696 if (op->more) 816 if (op->more)
697 update_object (op->more, action); 817 update_object (op->more, action);
698} 818}
699 819
700object::vector object::objects; // not yet used
701object *object::first;
702
703object::object () 820object::object ()
704{ 821{
705 SET_FLAG (this, FLAG_REMOVED); 822 SET_FLAG (this, FLAG_REMOVED);
706 823
707 expmul = 1.0; 824 expmul = 1.0;
708 face = blank_face; 825 face = blank_face;
709} 826}
710 827
711object::~object () 828object::~object ()
712{ 829{
830 unlink ();
831
713 free_key_values (this); 832 free_key_values (this);
714} 833}
715 834
835static int object_count;
836
716void object::link () 837void object::link ()
717{ 838{
839 assert (!index);//D
840 uuid = UUID::gen ();
718 count = ++ob_count; 841 count = ++object_count;
719 uuid = gen_uuid ();
720 842
721 prev = 0; 843 refcnt_inc ();
722 next = object::first; 844 objects.insert (this);
723
724 if (object::first)
725 object::first->prev = this;
726
727 object::first = this;
728} 845}
729 846
730void object::unlink () 847void object::unlink ()
731{ 848{
732 if (this == object::first) 849 if (!index)
733 object::first = next; 850 return;
734 851
735 /* Remove this object from the list of used objects */ 852 objects.erase (this);
736 if (prev) prev->next = next; 853 refcnt_dec ();
737 if (next) next->prev = prev;
738
739 prev = 0;
740 next = 0;
741} 854}
742 855
743void 856void
857object::activate ()
858{
859 /* If already on active list, don't do anything */
860 if (active)
861 return;
862
863 if (has_active_speed ())
864 actives.insert (this);
865}
866
867void
744object::activate (bool recursive) 868object::activate_recursive ()
745{ 869{
746 // uh, hack 870 activate ();
747 set_speed (speed);
748 871
749 if (recursive)
750 for (object *op = inv; op; op = op->above) 872 for (object *op = inv; op; op = op->below)
751 op->activate (1); 873 op->activate_recursive ();
752} 874}
753 875
754/* This function removes object 'op' from the list of active 876/* This function removes object 'op' from the list of active
755 * objects. 877 * objects.
756 * This should only be used for style maps or other such 878 * This should only be used for style maps or other such
758 * in play chewing up cpu time getting processed. 880 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which 881 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object. 882 * will do the right thing based on the speed of the object.
761 */ 883 */
762void 884void
763object::deactivate (bool recursive) 885object::deactivate ()
764{ 886{
765 /* If not on the active list, nothing needs to be done */ 887 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects) 888 if (!active)
767 return; 889 return;
768 890
769 if (active_prev == 0) 891 actives.erase (this);
770 { 892}
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
781 893
782 active_next = 0; 894void
783 active_prev = 0; 895object::deactivate_recursive ()
784 896{
785 if (recursive)
786 for (object *op = inv; op; op = op->above) 897 for (object *op = inv; op; op = op->below)
898 op->deactivate_recursive ();
899
787 op->deactivate (1); 900 deactivate ();
901}
902
903void
904object::set_flag_inv (int flag, int value)
905{
906 for (object *op = inv; op; op = op->below)
907 {
908 op->flag [flag] = value;
909 op->set_flag_inv (flag, value);
910 }
788} 911}
789 912
790/* 913/*
791 * Remove and free all objects in the inventory of the given object. 914 * Remove and free all objects in the inventory of the given object.
792 * object.c ? 915 * object.c ?
795object::destroy_inv (bool drop_to_ground) 918object::destroy_inv (bool drop_to_ground)
796{ 919{
797 // need to check first, because the checks below might segfault 920 // need to check first, because the checks below might segfault
798 // as we might be on an invalid mapspace and crossfire code 921 // as we might be on an invalid mapspace and crossfire code
799 // is too buggy to ensure that the inventory is empty. 922 // is too buggy to ensure that the inventory is empty.
800 // corollary: if you create arrows etc. with stuff in tis inventory, 923 // corollary: if you create arrows etc. with stuff in its inventory,
801 // cf will crash below with off-map x and y 924 // cf will crash below with off-map x and y
802 if (!inv) 925 if (!inv)
803 return; 926 return;
804 927
805 /* Only if the space blocks everything do we not process - 928 /* Only if the space blocks everything do we not process -
806 * if some form of movement is allowed, let objects 929 * if some form of movement is allowed, let objects
807 * drop on that space. 930 * drop on that space.
808 */ 931 */
809 if (!drop_to_ground 932 if (!drop_to_ground
810 || !map 933 || !map
811 || map->in_memory != MAP_IN_MEMORY 934 || map->in_memory != MAP_ACTIVE
935 || map->nodrop
812 || ms ().move_block == MOVE_ALL) 936 || ms ().move_block == MOVE_ALL)
813 { 937 {
814 while (inv) 938 while (inv)
815 { 939 {
816 inv->destroy_inv (drop_to_ground); 940 inv->destroy_inv (false);
817 inv->destroy (); 941 inv->destroy ();
818 } 942 }
819 } 943 }
820 else 944 else
821 { /* Put objects in inventory onto this space */ 945 { /* Put objects in inventory onto this space */
825 949
826 if (op->flag [FLAG_STARTEQUIP] 950 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP] 951 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE 952 || op->type == RUNE
829 || op->type == TRAP 953 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE]) 954 || op->flag [FLAG_IS_A_TEMPLATE]
955 || op->flag [FLAG_DESTROY_ON_DEATH])
831 op->destroy (); 956 op->destroy (true);
832 else 957 else
833 map->insert (op, x, y); 958 map->insert (op, x, y);
834 } 959 }
835 } 960 }
836} 961}
849 remove_button_link (this); 974 remove_button_link (this);
850 975
851 if (flag [FLAG_FRIENDLY]) 976 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this); 977 remove_friendly_object (this);
853 978
854 if (!flag [FLAG_REMOVED])
855 remove (); 979 remove ();
856 980
857 if (flag [FLAG_FREED]) 981 attachable::do_destroy ();
858 return;
859 982
860 set_speed (0); 983 deactivate ();
984 unlink ();
861 985
862 flag [FLAG_FREED] = 1; 986 flag [FLAG_FREED] = 1;
863
864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868 987
869 // hack to ensure that freed objects still have a valid map 988 // hack to ensure that freed objects still have a valid map
870 { 989 {
871 static maptile *freed_map; // freed objects are moved here to avoid crashes 990 static maptile *freed_map; // freed objects are moved here to avoid crashes
872 991
873 if (!freed_map) 992 if (!freed_map)
874 { 993 {
875 freed_map = new maptile; 994 freed_map = new maptile;
876 995
996 freed_map->path = "<freed objects map>";
877 freed_map->name = "/internal/freed_objects_map"; 997 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3; 998 freed_map->width = 3;
879 freed_map->height = 3; 999 freed_map->height = 3;
1000 freed_map->nodrop = 1;
880 1001
881 freed_map->alloc (); 1002 freed_map->alloc ();
1003 freed_map->in_memory = MAP_ACTIVE;
882 } 1004 }
883 1005
884 map = freed_map; 1006 map = freed_map;
885 x = 1; 1007 x = 1;
886 y = 1; 1008 y = 1;
887 } 1009 }
888 1010
889 head = 0;
890
891 if (more) 1011 if (more)
892 { 1012 {
893 more->destroy (); 1013 more->destroy ();
894 more = 0; 1014 more = 0;
895 } 1015 }
896 1016
1017 head = 0;
1018
897 // clear those pointers that likely might have circular references to us 1019 // clear those pointers that likely might cause circular references
898 owner = 0; 1020 owner = 0;
899 enemy = 0; 1021 enemy = 0;
900 attacked_by = 0; 1022 attacked_by = 0;
901 1023 current_weapon = 0;
902 // only relevant for players(?), but make sure of it anyways
903 contr = 0;
904} 1024}
905 1025
906void 1026void
907object::destroy (bool destroy_inventory) 1027object::destroy (bool destroy_inventory)
908{ 1028{
909 if (destroyed ()) 1029 if (destroyed ())
910 return; 1030 return;
911 1031
1032 if (!is_head () && !head->destroyed ())
1033 {
1034 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1035 head->destroy (destroy_inventory);
1036 }
1037
912 if (destroy_inventory) 1038 destroy_inv (!destroy_inventory);
913 destroy_inv (false); 1039
1040 if (is_head ())
1041 if (sound_destroy)
1042 play_sound (sound_destroy);
1043 else if (flag [FLAG_MONSTER])
1044 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
914 1045
915 attachable::destroy (); 1046 attachable::destroy ();
916}
917
918/*
919 * sub_weight() recursively (outwards) subtracts a number from the
920 * weight of an object (and what is carried by it's environment(s)).
921 */
922void
923sub_weight (object *op, signed long weight)
924{
925 while (op != NULL)
926 {
927 if (op->type == CONTAINER)
928 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
929
930 op->carrying -= weight;
931 op = op->env;
932 }
933} 1047}
934 1048
935/* op->remove (): 1049/* op->remove ():
936 * This function removes the object op from the linked list of objects 1050 * This function removes the object op from the linked list of objects
937 * which it is currently tied to. When this function is done, the 1051 * which it is currently tied to. When this function is done, the
938 * object will have no environment. If the object previously had an 1052 * object will have no environment. If the object previously had an
939 * environment, the x and y coordinates will be updated to 1053 * environment, the x and y coordinates will be updated to
940 * the previous environment. 1054 * the previous environment.
941 * Beware: This function is called from the editor as well!
942 */ 1055 */
943void 1056void
944object::remove () 1057object::do_remove ()
945{ 1058{
946 object *tmp, *last = 0; 1059 object *tmp, *last = 0;
947 object *otmp; 1060 object *otmp;
948 1061
949 if (QUERY_FLAG (this, FLAG_REMOVED)) 1062 if (flag [FLAG_REMOVED])
950 return; 1063 return;
951 1064
952 SET_FLAG (this, FLAG_REMOVED);
953 INVOKE_OBJECT (REMOVE, this); 1065 INVOKE_OBJECT (REMOVE, this);
1066
1067 flag [FLAG_REMOVED] = true;
954 1068
955 if (more) 1069 if (more)
956 more->remove (); 1070 more->remove ();
957 1071
958 /* 1072 /*
959 * In this case, the object to be removed is in someones 1073 * In this case, the object to be removed is in someones
960 * inventory. 1074 * inventory.
961 */ 1075 */
962 if (env) 1076 if (env)
963 { 1077 {
1078 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1079 if (object *pl = visible_to ())
1080 esrv_del_item (pl->contr, count);
1081 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1082
1083 adjust_weight (env, -total_weight ());
1084
1085 *(above ? &above->below : &env->inv) = below;
1086
964 if (nrof) 1087 if (below)
965 sub_weight (env, weight * nrof); 1088 below->above = above;
966 else 1089
967 sub_weight (env, weight + carrying); 1090 /* we set up values so that it could be inserted into
1091 * the map, but we don't actually do that - it is up
1092 * to the caller to decide what we want to do.
1093 */
1094 map = env->map;
1095 x = env->x;
1096 y = env->y;
1097 above = 0;
1098 below = 0;
1099 env = 0;
968 1100
969 /* NO_FIX_PLAYER is set when a great many changes are being 1101 /* NO_FIX_PLAYER is set when a great many changes are being
970 * made to players inventory. If set, avoiding the call 1102 * made to players inventory. If set, avoiding the call
971 * to save cpu time. 1103 * to save cpu time.
972 */ 1104 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1105 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats (); 1106 otmp->update_stats ();
975
976 if (above)
977 above->below = below;
978 else
979 env->inv = below;
980
981 if (below)
982 below->above = above;
983
984 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do.
987 */
988 x = env->x, y = env->y;
989 map = env->map;
990 above = 0, below = 0;
991 env = 0;
992 } 1107 }
993 else if (map) 1108 else if (map)
994 { 1109 {
995 if (type == PLAYER) 1110 map->dirty = true;
1111 mapspace &ms = this->ms ();
1112
1113 if (object *pl = ms.player ())
996 { 1114 {
1115 if (type == PLAYER) // this == pl(!)
1116 {
1117 // leaving a spot always closes any open container on the ground
1118 if (container && !container->env)
1119 // this causes spurious floorbox updates, but it ensures
1120 // that the CLOSE event is being sent.
1121 close_container ();
1122
997 --map->players; 1123 --map->players;
998 map->last_access = runtime; 1124 map->touch ();
1125 }
1126 else if (pl->container == this)
1127 {
1128 // removing a container should close it
1129 close_container ();
1130 }
1131
1132 esrv_del_item (pl->contr, count);
999 } 1133 }
1000
1001 1134
1002 /* link the object above us */ 1135 /* link the object above us */
1003 if (above) 1136 if (above)
1004 above->below = below; 1137 above->below = below;
1005 else 1138 else
1006 map->at (x, y).top = below; /* we were top, set new top */ 1139 ms.top = below; /* we were top, set new top */
1007 1140
1008 /* Relink the object below us, if there is one */ 1141 /* Relink the object below us, if there is one */
1009 if (below) 1142 if (below)
1010 below->above = above; 1143 below->above = above;
1011 else 1144 else
1013 /* Nothing below, which means we need to relink map object for this space 1146 /* Nothing below, which means we need to relink map object for this space
1014 * use translated coordinates in case some oddness with map tiling is 1147 * use translated coordinates in case some oddness with map tiling is
1015 * evident 1148 * evident
1016 */ 1149 */
1017 if (GET_MAP_OB (map, x, y) != this) 1150 if (GET_MAP_OB (map, x, y) != this)
1018 {
1019 char *dump = dump_object (this);
1020 LOG (llevError,
1021 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1151 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 ());
1022 free (dump);
1023 dump = dump_object (GET_MAP_OB (map, x, y));
1024 LOG (llevError, "%s\n", dump);
1025 free (dump);
1026 }
1027 1152
1028 map->at (x, y).bot = above; /* goes on above it. */ 1153 ms.bot = above; /* goes on above it. */
1029 } 1154 }
1030 1155
1031 above = 0; 1156 above = 0;
1032 below = 0; 1157 below = 0;
1033 1158
1034 if (map->in_memory == MAP_SAVING) 1159 if (map->in_memory == MAP_SAVING)
1035 return; 1160 return;
1036 1161
1037 int check_walk_off = !flag [FLAG_NO_APPLY]; 1162 int check_walk_off = !flag [FLAG_NO_APPLY];
1038 1163
1164 if (object *pl = ms.player ())
1165 {
1166 if (pl->container == this)
1167 /* If a container that the player is currently using somehow gets
1168 * removed (most likely destroyed), update the player view
1169 * appropriately.
1170 */
1171 pl->close_container ();
1172
1173 //TODO: the floorbox prev/next might need updating
1174 esrv_del_item (pl->contr, count);
1175 }
1176
1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1177 for (tmp = ms.bot; tmp; tmp = tmp->above)
1040 { 1178 {
1041 /* No point updating the players look faces if he is the object 1179 /* No point updating the players look faces if he is the object
1042 * being removed. 1180 * being removed.
1043 */ 1181 */
1044
1045 if (tmp->type == PLAYER && tmp != this)
1046 {
1047 /* If a container that the player is currently using somehow gets
1048 * removed (most likely destroyed), update the player view
1049 * appropriately.
1050 */
1051 if (tmp->container == this)
1052 {
1053 flag [FLAG_APPLIED] = 0;
1054 tmp->container = 0;
1055 }
1056
1057 if (tmp->contr->ns)
1058 tmp->contr->ns->floorbox_update ();
1059 }
1060 1182
1061 /* See if object moving off should effect something */ 1183 /* See if object moving off should effect something */
1062 if (check_walk_off 1184 if (check_walk_off
1063 && ((move_type & tmp->move_off) 1185 && ((move_type & tmp->move_off)
1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1186 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1067 1189
1068 if (destroyed ()) 1190 if (destroyed ())
1069 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1191 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1070 } 1192 }
1071 1193
1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1074 if (tmp->above == tmp)
1075 tmp->above = 0;
1076
1077 last = tmp; 1194 last = tmp;
1078 } 1195 }
1079 1196
1080 /* last == NULL if there are no objects on this space */ 1197 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object? 1198 //TODO: this makes little sense, why only update the topmost object?
1082 if (!last) 1199 if (!last)
1083 map->at (x, y).flags_ = P_NEED_UPDATE; 1200 map->at (x, y).flags_ = 0;
1084 else 1201 else
1085 update_object (last, UP_OBJ_REMOVE); 1202 update_object (last, UP_OBJ_REMOVE);
1086 1203
1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1204 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1088 update_all_los (map, x, y); 1205 update_all_los (map, x, y);
1101merge_ob (object *op, object *top) 1218merge_ob (object *op, object *top)
1102{ 1219{
1103 if (!op->nrof) 1220 if (!op->nrof)
1104 return 0; 1221 return 0;
1105 1222
1106 if (top) 1223 if (!top)
1107 for (top = op; top && top->above; top = top->above) 1224 for (top = op; top && top->above; top = top->above)
1108 ; 1225 ;
1109 1226
1110 for (; top; top = top->below) 1227 for (; top; top = top->below)
1111 {
1112 if (top == op)
1113 continue;
1114
1115 if (object::can_merge (op, top)) 1228 if (object::can_merge (op, top))
1116 { 1229 {
1117 top->nrof += op->nrof; 1230 top->nrof += op->nrof;
1118 1231
1119/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1232 if (object *pl = top->visible_to ())
1120 op->weight = 0; /* Don't want any adjustements now */ 1233 esrv_update_item (UPD_NROF, pl, top);
1234
1235 op->weight = 0; // cancel the addition above
1236 op->carrying = 0; // must be 0 already
1237
1121 op->destroy (); 1238 op->destroy (1);
1239
1122 return top; 1240 return top;
1123 } 1241 }
1124 }
1125 1242
1126 return 0; 1243 return 0;
1127} 1244}
1128 1245
1246void
1247object::expand_tail ()
1248{
1249 if (more)
1250 return;
1251
1252 object *prev = this;
1253
1254 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1255 {
1256 object *op = arch_to_object (at);
1257
1258 op->name = name;
1259 op->name_pl = name_pl;
1260 op->title = title;
1261
1262 op->head = this;
1263 prev->more = op;
1264
1265 prev = op;
1266 }
1267}
1268
1129/* 1269/*
1130 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1270 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1131 * job preparing multi-part monsters 1271 * job preparing multi-part monsters.
1132 */ 1272 */
1133object * 1273object *
1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1274insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1135{ 1275{
1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1276 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1137 { 1277 {
1138 tmp->x = x + tmp->arch->clone.x; 1278 tmp->x = x + tmp->arch->x;
1139 tmp->y = y + tmp->arch->clone.y; 1279 tmp->y = y + tmp->arch->y;
1140 } 1280 }
1141 1281
1142 return insert_ob_in_map (op, m, originator, flag); 1282 return insert_ob_in_map (op, m, originator, flag);
1143} 1283}
1144 1284
1163 * just 'op' otherwise 1303 * just 'op' otherwise
1164 */ 1304 */
1165object * 1305object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1306insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1307{
1168 object *tmp, *top, *floor = NULL; 1308 assert (!op->flag [FLAG_FREED]);
1169 sint16 x, y;
1170 1309
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1310 op->remove ();
1172 {
1173 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL;
1175 }
1176
1177 if (!m)
1178 {
1179 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1182 return op;
1183 }
1184
1185 if (out_of_map (m, op->x, op->y))
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
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 free (dump);
1197 return op;
1198 }
1199
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more;
1213
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1231 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1234 return 0;
1235 }
1236 }
1237
1238 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1311
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1312 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now 1313 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1314 * need extra work
1243 */ 1315 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1316 if (!xy_normalise (m, op->x, op->y))
1245 x = op->x; 1317 {
1246 y = op->y; 1318 op->destroy (1);
1319 return 0;
1320 }
1321
1322 if (object *more = op->more)
1323 if (!insert_ob_in_map (more, m, originator, flag))
1324 return 0;
1325
1326 CLEAR_FLAG (op, FLAG_REMOVED);
1327
1328 op->map = m;
1329 mapspace &ms = op->ms ();
1247 1330
1248 /* this has to be done after we translate the coordinates. 1331 /* this has to be done after we translate the coordinates.
1249 */ 1332 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1333 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1334 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1335 if (object::can_merge (op, tmp))
1253 { 1336 {
1337 // TODO: we atcually want to update tmp, not op,
1338 // but some caller surely breaks when we return tmp
1339 // from here :/
1254 op->nrof += tmp->nrof; 1340 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1341 tmp->destroy (1);
1256 } 1342 }
1257 1343
1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1344 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1259 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1345 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1260 1346
1273 op->below = originator->below; 1359 op->below = originator->below;
1274 1360
1275 if (op->below) 1361 if (op->below)
1276 op->below->above = op; 1362 op->below->above = op;
1277 else 1363 else
1278 op->ms ().bot = op; 1364 ms.bot = op;
1279 1365
1280 /* since *below* originator, no need to update top */ 1366 /* since *below* originator, no need to update top */
1281 originator->below = op; 1367 originator->below = op;
1282 } 1368 }
1283 else 1369 else
1284 { 1370 {
1371 object *top, *floor = NULL;
1372
1373 top = ms.bot;
1374
1285 /* If there are other objects, then */ 1375 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1376 if (top)
1287 { 1377 {
1288 object *last = 0; 1378 object *last = 0;
1289 1379
1290 /* 1380 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1381 * If there are multiple objects on this space, we do some trickier handling.
1297 * once we get to them. This reduces the need to traverse over all of 1387 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1388 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1389 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1390 * that flying non pickable objects are spell objects.
1301 */ 1391 */
1302 while (top) 1392 for (top = ms.bot; top; top = top->above)
1303 { 1393 {
1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1394 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1305 floor = top; 1395 floor = top;
1306 1396
1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1397 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1310 top = top->below; 1400 top = top->below;
1311 break; 1401 break;
1312 } 1402 }
1313 1403
1314 last = top; 1404 last = top;
1315 top = top->above;
1316 } 1405 }
1317 1406
1318 /* Don't want top to be NULL, so set it to the last valid object */ 1407 /* Don't want top to be NULL, so set it to the last valid object */
1319 top = last; 1408 top = last;
1320 1409
1322 * looks like instead of lots of conditions here. 1411 * looks like instead of lots of conditions here.
1323 * makes things faster, and effectively the same result. 1412 * makes things faster, and effectively the same result.
1324 */ 1413 */
1325 1414
1326 /* Have object 'fall below' other objects that block view. 1415 /* Have object 'fall below' other objects that block view.
1327 * Unless those objects are exits, type 66 1416 * Unless those objects are exits.
1328 * If INS_ON_TOP is used, don't do this processing 1417 * If INS_ON_TOP is used, don't do this processing
1329 * Need to find the object that in fact blocks view, otherwise 1418 * Need to find the object that in fact blocks view, otherwise
1330 * stacking is a bit odd. 1419 * stacking is a bit odd.
1331 */ 1420 */
1332 if (!(flag & INS_ON_TOP) && 1421 if (!(flag & INS_ON_TOP)
1333 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1422 && ms.flags () & P_BLOCKSVIEW
1423 && (op->face && !faces [op->face].visibility))
1334 { 1424 {
1335 for (last = top; last != floor; last = last->below) 1425 for (last = top; last != floor; last = last->below)
1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1426 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1337 break; 1427 break;
1428
1338 /* Check to see if we found the object that blocks view, 1429 /* Check to see if we found the object that blocks view,
1339 * and make sure we have a below pointer for it so that 1430 * and make sure we have a below pointer for it so that
1340 * we can get inserted below this one, which requires we 1431 * we can get inserted below this one, which requires we
1341 * set top to the object below us. 1432 * set top to the object below us.
1342 */ 1433 */
1343 if (last && last->below && last != floor) 1434 if (last && last->below && last != floor)
1344 top = last->below; 1435 top = last->below;
1345 } 1436 }
1346 } /* If objects on this space */ 1437 } /* If objects on this space */
1347 1438
1348 if (flag & INS_MAP_LOAD)
1349 top = GET_MAP_TOP (op->map, op->x, op->y);
1350
1351 if (flag & INS_ABOVE_FLOOR_ONLY) 1439 if (flag & INS_ABOVE_FLOOR_ONLY)
1352 top = floor; 1440 top = floor;
1353 1441
1354 /* Top is the object that our object (op) is going to get inserted above. 1442 /* Top is the object that our object (op) is going to get inserted above.
1355 */ 1443 */
1356 1444
1357 /* First object on this space */ 1445 /* First object on this space */
1358 if (!top) 1446 if (!top)
1359 { 1447 {
1360 op->above = GET_MAP_OB (op->map, op->x, op->y); 1448 op->above = ms.bot;
1361 1449
1362 if (op->above) 1450 if (op->above)
1363 op->above->below = op; 1451 op->above->below = op;
1364 1452
1365 op->below = 0; 1453 op->below = 0;
1366 op->ms ().bot = op; 1454 ms.bot = op;
1367 } 1455 }
1368 else 1456 else
1369 { /* get inserted into the stack above top */ 1457 { /* get inserted into the stack above top */
1370 op->above = top->above; 1458 op->above = top->above;
1371 1459
1375 op->below = top; 1463 op->below = top;
1376 top->above = op; 1464 top->above = op;
1377 } 1465 }
1378 1466
1379 if (!op->above) 1467 if (!op->above)
1380 op->ms ().top = op; 1468 ms.top = op;
1381 } /* else not INS_BELOW_ORIGINATOR */ 1469 } /* else not INS_BELOW_ORIGINATOR */
1382 1470
1383 if (op->type == PLAYER) 1471 if (op->type == PLAYER)
1384 { 1472 {
1385 op->contr->do_los = 1; 1473 op->contr->do_los = 1;
1386 ++op->map->players; 1474 ++op->map->players;
1387 op->map->last_access = runtime; 1475 op->map->touch ();
1388 } 1476 }
1389 1477
1390 /* If we have a floor, we know the player, if any, will be above 1478 op->map->dirty = true;
1391 * it, so save a few ticks and start from there. 1479
1392 */
1393 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1480 if (object *pl = ms.player ())
1395 if (pl->contr->ns) 1481 //TODO: the floorbox prev/next might need updating
1396 pl->contr->ns->floorbox_update (); 1482 esrv_send_item (pl, op);
1397 1483
1398 /* If this object glows, it may affect lighting conditions that are 1484 /* If this object glows, it may affect lighting conditions that are
1399 * visible to others on this map. But update_all_los is really 1485 * visible to others on this map. But update_all_los is really
1400 * an inefficient way to do this, as it means los for all players 1486 * an inefficient way to do this, as it means los for all players
1401 * on the map will get recalculated. The players could very well 1487 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1488 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1489 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1490 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1491 * of effect may be sufficient.
1406 */ 1492 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1493 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1494 update_all_los (op->map, op->x, op->y);
1409 1495
1420 * blocked() and wall() work properly), and these flags are updated by 1506 * blocked() and wall() work properly), and these flags are updated by
1421 * update_object(). 1507 * update_object().
1422 */ 1508 */
1423 1509
1424 /* if this is not the head or flag has been passed, don't check walk on status */ 1510 /* if this is not the head or flag has been passed, don't check walk on status */
1425 if (!(flag & INS_NO_WALK_ON) && !op->head) 1511 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1426 { 1512 {
1427 if (check_move_on (op, originator)) 1513 if (check_move_on (op, originator))
1428 return 0; 1514 return 0;
1429 1515
1430 /* If we are a multi part object, lets work our way through the check 1516 /* If we are a multi part object, lets work our way through the check
1431 * walk on's. 1517 * walk on's.
1432 */ 1518 */
1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1519 for (object *tmp = op->more; tmp; tmp = tmp->more)
1434 if (check_move_on (tmp, originator)) 1520 if (check_move_on (tmp, originator))
1435 return 0; 1521 return 0;
1436 } 1522 }
1437 1523
1438 return op; 1524 return op;
1443 * op is the object to insert it under: supplies x and the map. 1529 * op is the object to insert it under: supplies x and the map.
1444 */ 1530 */
1445void 1531void
1446replace_insert_ob_in_map (const char *arch_string, object *op) 1532replace_insert_ob_in_map (const char *arch_string, object *op)
1447{ 1533{
1448 object *tmp, *tmp1;
1449
1450 /* first search for itself and remove any old instances */ 1534 /* first search for itself and remove any old instances */
1451 1535
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1536 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1537 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1454 tmp->destroy (); 1538 tmp->destroy (1);
1455 1539
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1540 object *tmp = arch_to_object (archetype::find (arch_string));
1457 1541
1458 tmp1->x = op->x; 1542 tmp->x = op->x;
1459 tmp1->y = op->y; 1543 tmp->y = op->y;
1544
1460 insert_ob_in_map (tmp1, op->map, op, 0); 1545 insert_ob_in_map (tmp, op->map, op, 0);
1461} 1546}
1462 1547
1463object * 1548object *
1464object::insert_at (object *where, object *originator, int flags) 1549object::insert_at (object *where, object *originator, int flags)
1465{ 1550{
1551 if (where->env)
1552 return where->env->insert (this);
1553 else
1466 where->map->insert (this, where->x, where->y, originator, flags); 1554 return where->map->insert (this, where->x, where->y, originator, flags);
1467} 1555}
1468 1556
1469/* 1557/*
1470 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1471 * is returned contains nr objects, and the remaining parts contains
1472 * the rest (or is removed and freed if that number is 0).
1473 * On failure, NULL is returned, and the reason put into the
1474 * global static errmsg array.
1475 */
1476object *
1477get_split_ob (object *orig_ob, uint32 nr)
1478{
1479 object *newob;
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1481
1482 if (orig_ob->nrof < nr)
1483 {
1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1485 return NULL;
1486 }
1487
1488 newob = object_create_clone (orig_ob);
1489
1490 if ((orig_ob->nrof -= nr) < 1)
1491 orig_ob->destroy (1);
1492 else if (!is_removed)
1493 {
1494 if (orig_ob->env != NULL)
1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1497 {
1498 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1499 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1500 return NULL;
1501 }
1502 }
1503
1504 newob->nrof = nr;
1505
1506 return newob;
1507}
1508
1509/*
1510 * decrease_ob_nr(object, number) decreases a specified number from 1558 * decrease(object, number) decreases a specified number from
1511 * the amount of an object. If the amount reaches 0, the object 1559 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1560 * is subsequently removed and freed.
1513 * 1561 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1562 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1563 */
1564bool
1565object::decrease (sint32 nr)
1566{
1567 if (!nr)
1568 return true;
1516 1569
1570 nr = min (nr, nrof);
1571
1572 nrof -= nr;
1573
1574 if (nrof)
1575 {
1576 adjust_weight (env, -weight * nr); // carrying == 0
1577
1578 if (object *pl = visible_to ())
1579 esrv_update_item (UPD_NROF, pl, this);
1580
1581 return true;
1582 }
1583 else
1584 {
1585 destroy (1);
1586 return false;
1587 }
1588}
1589
1590/*
1591 * split(ob,nr) splits up ob into two parts. The part which
1592 * is returned contains nr objects, and the remaining parts contains
1593 * the rest (or is removed and returned if that number is 0).
1594 * On failure, NULL is returned.
1595 */
1517object * 1596object *
1518decrease_ob_nr (object *op, uint32 i) 1597object::split (sint32 nr)
1519{ 1598{
1520 object *tmp; 1599 int have = number_of ();
1521 1600
1522 if (i == 0) /* objects with op->nrof require this check */ 1601 if (have < nr)
1523 return op; 1602 return 0;
1524 1603 else if (have == nr)
1525 if (i > op->nrof)
1526 i = op->nrof;
1527
1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1529 op->nrof -= i;
1530 else if (op->env)
1531 { 1604 {
1532 /* is this object in the players inventory, or sub container
1533 * therein?
1534 */
1535 tmp = op->in_player ();
1536 /* nope. Is this a container the player has opened?
1537 * If so, set tmp to that player.
1538 * IMO, searching through all the players will mostly
1539 * likely be quicker than following op->env to the map,
1540 * and then searching the map for a player.
1541 */
1542 if (!tmp)
1543 for_all_players (pl)
1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1547 break;
1548 }
1549
1550 if (i < op->nrof)
1551 {
1552 sub_weight (op->env, op->weight * i);
1553 op->nrof -= i;
1554 if (tmp)
1555 esrv_send_item (tmp, op);
1556 }
1557 else
1558 {
1559 op->remove (); 1605 remove ();
1560 op->nrof = 0; 1606 return this;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 } 1607 }
1565 else 1608 else
1566 { 1609 {
1567 object *above = op->above; 1610 decrease (nr);
1568 1611
1569 if (i < op->nrof) 1612 object *op = object_create_clone (this);
1570 op->nrof -= i; 1613 op->nrof = nr;
1571 else
1572 {
1573 op->remove ();
1574 op->nrof = 0;
1575 }
1576
1577 /* Since we just removed op, op->above is null */
1578 for (tmp = above; tmp; tmp = tmp->above)
1579 if (tmp->type == PLAYER)
1580 {
1581 if (op->nrof)
1582 esrv_send_item (tmp, op);
1583 else
1584 esrv_del_item (tmp->contr, op->count);
1585 }
1586 }
1587
1588 if (op->nrof)
1589 return op; 1614 return op;
1590 else
1591 {
1592 op->destroy ();
1593 return 0;
1594 }
1595}
1596
1597/*
1598 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying.
1600 */
1601
1602void
1603add_weight (object *op, signed long weight)
1604{
1605 while (op != NULL)
1606 {
1607 if (op->type == CONTAINER)
1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1609
1610 op->carrying += weight;
1611 op = op->env;
1612 } 1615 }
1613} 1616}
1614 1617
1615object * 1618object *
1616insert_ob_in_ob (object *op, object *where) 1619insert_ob_in_ob (object *op, object *where)
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1624 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump); 1625 free (dump);
1623 return op; 1626 return op;
1624 } 1627 }
1625 1628
1626 if (where->head) 1629 if (where->head_ () != where)
1627 { 1630 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1631 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head; 1632 where = where->head;
1630 } 1633 }
1631 1634
1632 return where->insert (op); 1635 return where->insert (op);
1633} 1636}
1638 * inside the object environment. 1641 * inside the object environment.
1639 * 1642 *
1640 * The function returns now pointer to inserted item, and return value can 1643 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1644 * be != op, if items are merged. -Tero
1642 */ 1645 */
1643
1644object * 1646object *
1645object::insert (object *op) 1647object::insert (object *op)
1646{ 1648{
1647 object *tmp, *otmp;
1648
1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1650 op->remove ();
1651
1652 if (op->more) 1649 if (op->more)
1653 { 1650 {
1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 return op; 1652 return op;
1656 } 1653 }
1657 1654
1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1655 op->remove ();
1659 CLEAR_FLAG (op, FLAG_REMOVED); 1656
1657 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1658
1660 if (op->nrof) 1659 if (op->nrof)
1661 {
1662 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1660 for (object *tmp = inv; tmp; tmp = tmp->below)
1663 if (object::can_merge (tmp, op)) 1661 if (object::can_merge (tmp, op))
1664 { 1662 {
1665 /* return the original object and remove inserted object 1663 /* return the original object and remove inserted object
1666 (client needs the original object) */ 1664 (client needs the original object) */
1667 tmp->nrof += op->nrof; 1665 tmp->nrof += op->nrof;
1668 /* Weight handling gets pretty funky. Since we are adding to 1666
1669 * tmp->nrof, we need to increase the weight. 1667 if (object *pl = tmp->visible_to ())
1670 */ 1668 esrv_update_item (UPD_NROF, pl, tmp);
1669
1671 add_weight (this, op->weight * op->nrof); 1670 adjust_weight (this, op->total_weight ());
1672 SET_FLAG (op, FLAG_REMOVED); 1671
1673 op->destroy (); /* free the inserted object */ 1672 op->destroy (1);
1674 op = tmp; 1673 op = tmp;
1675 op->remove (); /* and fix old object's links */ 1674 goto inserted;
1676 CLEAR_FLAG (op, FLAG_REMOVED);
1677 break;
1678 } 1675 }
1679 1676
1680 /* I assume combined objects have no inventory 1677 op->owner = 0; // it's his/hers now. period.
1681 * We add the weight - this object could have just been removed
1682 * (if it was possible to merge). calling remove_ob will subtract
1683 * the weight, so we need to add it in again, since we actually do
1684 * the linking below
1685 */
1686 add_weight (this, op->weight * op->nrof);
1687 }
1688 else
1689 add_weight (this, (op->weight + op->carrying));
1690
1691 otmp = this->in_player ();
1692 if (otmp && otmp->contr)
1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1694 otmp->update_stats ();
1695
1696 op->map = 0; 1678 op->map = 0;
1697 op->env = this; 1679 op->x = 0;
1680 op->y = 0;
1681
1698 op->above = 0; 1682 op->above = 0;
1699 op->below = 0; 1683 op->below = inv;
1700 op->x = 0, op->y = 0; 1684 op->env = this;
1701 1685
1686 if (inv)
1687 inv->above = op;
1688
1689 inv = op;
1690
1691 op->flag [FLAG_REMOVED] = 0;
1692
1693 if (object *pl = op->visible_to ())
1694 esrv_send_item (pl, op);
1695
1696 adjust_weight (this, op->total_weight ());
1697
1698inserted:
1702 /* reset the light list and los of the players on the map */ 1699 /* reset the light list and los of the players on the map */
1703 if ((op->glow_radius != 0) && map) 1700 if (op->glow_radius && map && map->darkness)
1704 {
1705#ifdef DEBUG_LIGHTS
1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1707#endif /* DEBUG_LIGHTS */
1708 if (map->darkness)
1709 update_all_los (map, x, y); 1701 update_all_los (map, x, y);
1710 }
1711 1702
1712 /* Client has no idea of ordering so lets not bother ordering it here. 1703 // if this is a player's inventory, update stats
1713 * It sure simplifies this function... 1704 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1714 */ 1705 update_stats ();
1715 if (!inv)
1716 inv = op;
1717 else
1718 {
1719 op->below = inv;
1720 op->below->above = op;
1721 inv = op;
1722 }
1723 1706
1724 INVOKE_OBJECT (INSERT, this); 1707 INVOKE_OBJECT (INSERT, this);
1725 1708
1726 return op; 1709 return op;
1727} 1710}
1780 1763
1781 /* The objects have to be checked from top to bottom. 1764 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1765 * Hence, we first go to the top:
1783 */ 1766 */
1784 1767
1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1768 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1786 { 1769 {
1787 /* Trim the search when we find the first other spell effect 1770 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1771 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1772 * we don't need to check all of them.
1790 */ 1773 */
1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1791 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1792 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1810 { 1793 {
1811 1794
1812 float 1795 float
1813 diff = tmp->move_slow_penalty * FABS (op->speed); 1796 diff = tmp->move_slow_penalty * fabs (op->speed);
1814 1797
1815 if (op->type == PLAYER) 1798 if (op->type == PLAYER)
1816 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1799 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1817 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1800 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1818 diff /= 4.0; 1801 diff /= 4.0;
1848 * The first matching object is returned, or NULL if none. 1831 * The first matching object is returned, or NULL if none.
1849 */ 1832 */
1850object * 1833object *
1851present_arch (const archetype *at, maptile *m, int x, int y) 1834present_arch (const archetype *at, maptile *m, int x, int y)
1852{ 1835{
1853 if (m == NULL || out_of_map (m, x, y)) 1836 if (!m || out_of_map (m, x, y))
1854 { 1837 {
1855 LOG (llevError, "Present_arch called outside map.\n"); 1838 LOG (llevError, "Present_arch called outside map.\n");
1856 return NULL; 1839 return NULL;
1857 } 1840 }
1858 1841
1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1842 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1860 if (tmp->arch == at) 1843 if (tmp->arch == at)
1861 return tmp; 1844 return tmp;
1862 1845
1863 return NULL; 1846 return NULL;
1864} 1847}
1875 { 1858 {
1876 LOG (llevError, "Present called outside map.\n"); 1859 LOG (llevError, "Present called outside map.\n");
1877 return NULL; 1860 return NULL;
1878 } 1861 }
1879 1862
1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1863 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1881 if (tmp->type == type) 1864 if (tmp->type == type)
1882 return tmp; 1865 return tmp;
1883 1866
1884 return NULL; 1867 return NULL;
1885} 1868}
1942 * activate recursively a flag on an object inventory 1925 * activate recursively a flag on an object inventory
1943 */ 1926 */
1944void 1927void
1945flag_inv (object *op, int flag) 1928flag_inv (object *op, int flag)
1946{ 1929{
1947 if (op->inv)
1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1930 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1949 { 1931 {
1950 SET_FLAG (tmp, flag); 1932 SET_FLAG (tmp, flag);
1951 flag_inv (tmp, flag); 1933 flag_inv (tmp, flag);
1952 } 1934 }
1953} 1935}
1954 1936
1955/* 1937/*
1956 * deactivate recursively a flag on an object inventory 1938 * deactivate recursively a flag on an object inventory
1957 */ 1939 */
1958void 1940void
1959unflag_inv (object *op, int flag) 1941unflag_inv (object *op, int flag)
1960{ 1942{
1961 if (op->inv)
1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1943 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1963 { 1944 {
1964 CLEAR_FLAG (tmp, flag); 1945 CLEAR_FLAG (tmp, flag);
1965 unflag_inv (tmp, flag); 1946 unflag_inv (tmp, flag);
1966 } 1947 }
1967}
1968
1969/*
1970 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1971 * all it's inventory (recursively).
1972 * If checksums are used, a player will get set_cheat called for
1973 * him/her-self and all object carried by a call to this function.
1974 */
1975void
1976set_cheat (object *op)
1977{
1978 SET_FLAG (op, FLAG_WAS_WIZ);
1979 flag_inv (op, FLAG_WAS_WIZ);
1980} 1948}
1981 1949
1982/* 1950/*
1983 * find_free_spot(object, map, x, y, start, stop) will search for 1951 * find_free_spot(object, map, x, y, start, stop) will search for
1984 * a spot at the given map and coordinates which will be able to contain 1952 * a spot at the given map and coordinates which will be able to contain
1986 * to search (see the freearr_x/y[] definition). 1954 * to search (see the freearr_x/y[] definition).
1987 * It returns a random choice among the alternatives found. 1955 * It returns a random choice among the alternatives found.
1988 * start and stop are where to start relative to the free_arr array (1,9 1956 * start and stop are where to start relative to the free_arr array (1,9
1989 * does all 4 immediate directions). This returns the index into the 1957 * does all 4 immediate directions). This returns the index into the
1990 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1958 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1991 * Note - this only checks to see if there is space for the head of the
1992 * object - if it is a multispace object, this should be called for all
1993 * pieces.
1994 * Note2: This function does correctly handle tiled maps, but does not 1959 * Note: This function does correctly handle tiled maps, but does not
1995 * inform the caller. However, insert_ob_in_map will update as 1960 * inform the caller. However, insert_ob_in_map will update as
1996 * necessary, so the caller shouldn't need to do any special work. 1961 * necessary, so the caller shouldn't need to do any special work.
1997 * Note - updated to take an object instead of archetype - this is necessary 1962 * Note - updated to take an object instead of archetype - this is necessary
1998 * because arch_blocked (now ob_blocked) needs to know the movement type 1963 * because arch_blocked (now ob_blocked) needs to know the movement type
1999 * to know if the space in question will block the object. We can't use 1964 * to know if the space in question will block the object. We can't use
2001 * customized, changed states, etc. 1966 * customized, changed states, etc.
2002 */ 1967 */
2003int 1968int
2004find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1969find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2005{ 1970{
1971 int altern[SIZEOFFREE];
2006 int index = 0, flag; 1972 int index = 0, flag;
2007 int altern[SIZEOFFREE];
2008 1973
2009 for (int i = start; i < stop; i++) 1974 for (int i = start; i < stop; i++)
2010 { 1975 {
2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1976 mapxy pos (m, x, y); pos.move (i);
2012 if (!flag) 1977
1978 if (!pos.normalise ())
1979 continue;
1980
1981 mapspace &ms = *pos;
1982
1983 if (ms.flags () & P_IS_ALIVE)
1984 continue;
1985
1986 /* However, often
1987 * ob doesn't have any move type (when used to place exits)
1988 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1989 */
1990 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1991 {
2013 altern [index++] = i; 1992 altern [index++] = i;
1993 continue;
1994 }
2014 1995
2015 /* Basically, if we find a wall on a space, we cut down the search size. 1996 /* Basically, if we find a wall on a space, we cut down the search size.
2016 * In this way, we won't return spaces that are on another side of a wall. 1997 * In this way, we won't return spaces that are on another side of a wall.
2017 * This mostly work, but it cuts down the search size in all directions - 1998 * This mostly work, but it cuts down the search size in all directions -
2018 * if the space being examined only has a wall to the north and empty 1999 * if the space being examined only has a wall to the north and empty
2019 * spaces in all the other directions, this will reduce the search space 2000 * spaces in all the other directions, this will reduce the search space
2020 * to only the spaces immediately surrounding the target area, and 2001 * to only the spaces immediately surrounding the target area, and
2021 * won't look 2 spaces south of the target space. 2002 * won't look 2 spaces south of the target space.
2022 */ 2003 */
2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2004 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2005 {
2024 stop = maxfree[i]; 2006 stop = maxfree[i];
2007 continue;
2008 }
2009
2010 /* Note it is intentional that we check ob - the movement type of the
2011 * head of the object should correspond for the entire object.
2012 */
2013 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2014 continue;
2015
2016 if (ob->blocked (m, pos.x, pos.y))
2017 continue;
2018
2019 altern [index++] = i;
2025 } 2020 }
2026 2021
2027 if (!index) 2022 if (!index)
2028 return -1; 2023 return -1;
2029 2024
2030 return altern[RANDOM () % index]; 2025 return altern [rndm (index)];
2031} 2026}
2032 2027
2033/* 2028/*
2034 * find_first_free_spot(archetype, maptile, x, y) works like 2029 * find_first_free_spot(archetype, maptile, x, y) works like
2035 * find_free_spot(), but it will search max number of squares. 2030 * find_free_spot(), but it will search max number of squares.
2038 */ 2033 */
2039int 2034int
2040find_first_free_spot (const object *ob, maptile *m, int x, int y) 2035find_first_free_spot (const object *ob, maptile *m, int x, int y)
2041{ 2036{
2042 for (int i = 0; i < SIZEOFFREE; i++) 2037 for (int i = 0; i < SIZEOFFREE; i++)
2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2038 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2044 return i; 2039 return i;
2045 2040
2046 return -1; 2041 return -1;
2047} 2042}
2048 2043
2056{ 2051{
2057 arr += begin; 2052 arr += begin;
2058 end -= begin; 2053 end -= begin;
2059 2054
2060 while (--end) 2055 while (--end)
2061 swap (arr [end], arr [RANDOM () % (end + 1)]); 2056 swap (arr [end], arr [rndm (end + 1)]);
2062} 2057}
2063 2058
2064/* new function to make monster searching more efficient, and effective! 2059/* new function to make monster searching more efficient, and effective!
2065 * This basically returns a randomized array (in the passed pointer) of 2060 * This basically returns a randomized array (in the passed pointer) of
2066 * the spaces to find monsters. In this way, it won't always look for 2061 * the spaces to find monsters. In this way, it won't always look for
2102 object *tmp; 2097 object *tmp;
2103 maptile *mp; 2098 maptile *mp;
2104 2099
2105 MoveType blocked, move_type; 2100 MoveType blocked, move_type;
2106 2101
2107 if (exclude && exclude->head) 2102 if (exclude && exclude->head_ () != exclude)
2108 { 2103 {
2109 exclude = exclude->head; 2104 exclude = exclude->head;
2110 move_type = exclude->move_type; 2105 move_type = exclude->move_type;
2111 } 2106 }
2112 else 2107 else
2135 max = maxfree[i]; 2130 max = maxfree[i];
2136 else if (mflags & P_IS_ALIVE) 2131 else if (mflags & P_IS_ALIVE)
2137 { 2132 {
2138 for (tmp = ms.bot; tmp; tmp = tmp->above) 2133 for (tmp = ms.bot; tmp; tmp = tmp->above)
2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2134 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2140 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2135 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2141 break; 2136 break;
2142 2137
2143 if (tmp) 2138 if (tmp)
2144 return freedir[i]; 2139 return freedir[i];
2145 } 2140 }
2200 2195
2201 return 3; 2196 return 3;
2202} 2197}
2203 2198
2204/* 2199/*
2205 * absdir(int): Returns a number between 1 and 8, which represent
2206 * the "absolute" direction of a number (it actually takes care of
2207 * "overflow" in previous calculations of a direction).
2208 */
2209
2210int
2211absdir (int d)
2212{
2213 while (d < 1)
2214 d += 8;
2215
2216 while (d > 8)
2217 d -= 8;
2218
2219 return d;
2220}
2221
2222/*
2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2224 * between two directions (which are expected to be absolute (see absdir()) 2201 * between two directions (which are expected to be absolute (see absdir())
2225 */ 2202 */
2226
2227int 2203int
2228dirdiff (int dir1, int dir2) 2204dirdiff (int dir1, int dir2)
2229{ 2205{
2230 int d; 2206 int d;
2231 2207
2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2320 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345 * core dumps if they do. 2321 * core dumps if they do.
2346 * 2322 *
2347 * Add a check so we can't pick up invisible objects (0.93.8) 2323 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */ 2324 */
2349
2350int 2325int
2351can_pick (const object *who, const object *item) 2326can_pick (const object *who, const object *item)
2352{ 2327{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2328 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2329 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2359 * create clone from object to another 2334 * create clone from object to another
2360 */ 2335 */
2361object * 2336object *
2362object_create_clone (object *asrc) 2337object_create_clone (object *asrc)
2363{ 2338{
2364 object *dst = 0, *tmp, *src, *part, *prev, *item; 2339 object *dst = 0, *tmp, *src, *prev, *item;
2365 2340
2366 if (!asrc) 2341 if (!asrc)
2367 return 0; 2342 return 0;
2368 2343
2369 src = asrc;
2370 if (src->head)
2371 src = src->head; 2344 src = asrc->head_ ();
2372 2345
2373 prev = 0; 2346 prev = 0;
2374 for (part = src; part; part = part->more) 2347 for (object *part = src; part; part = part->more)
2375 { 2348 {
2376 tmp = part->clone (); 2349 tmp = part->clone ();
2377 tmp->x -= src->x; 2350 tmp->x -= src->x;
2378 tmp->y -= src->y; 2351 tmp->y -= src->y;
2379 2352
2397 insert_ob_in_ob (object_create_clone (item), dst); 2370 insert_ob_in_ob (object_create_clone (item), dst);
2398 2371
2399 return dst; 2372 return dst;
2400} 2373}
2401 2374
2402/* GROS - Creates an object using a string representing its content. */
2403/* Basically, we save the content of the string to a temp file, then call */
2404/* load_object on it. I admit it is a highly inefficient way to make things, */
2405/* but it was simple to make and allows reusing the load_object function. */
2406/* Remember not to use load_object_str in a time-critical situation. */
2407/* Also remember that multiparts objects are not supported for now. */
2408object *
2409load_object_str (const char *obstr)
2410{
2411 object *op;
2412 char filename[MAX_BUF];
2413
2414 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2415
2416 FILE *tempfile = fopen (filename, "w");
2417
2418 if (tempfile == NULL)
2419 {
2420 LOG (llevError, "Error - Unable to access load object temp file\n");
2421 return NULL;
2422 }
2423
2424 fprintf (tempfile, obstr);
2425 fclose (tempfile);
2426
2427 op = object::create ();
2428
2429 object_thawer thawer (filename);
2430
2431 if (thawer)
2432 load_object (thawer, op, 0);
2433
2434 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2435 CLEAR_FLAG (op, FLAG_REMOVED);
2436
2437 return op;
2438}
2439
2440/* This returns the first object in who's inventory that 2375/* This returns the first object in who's inventory that
2441 * has the same type and subtype match. 2376 * has the same type and subtype match.
2442 * returns NULL if no match. 2377 * returns NULL if no match.
2443 */ 2378 */
2444object * 2379object *
2497 if (link->key == canonical_key) 2432 if (link->key == canonical_key)
2498 return link->value; 2433 return link->value;
2499 2434
2500 return 0; 2435 return 0;
2501} 2436}
2502
2503 2437
2504/* 2438/*
2505 * Updates the canonical_key in op to value. 2439 * Updates the canonical_key in op to value.
2506 * 2440 *
2507 * canonical_key is a shared string (value doesn't have to be). 2441 * canonical_key is a shared string (value doesn't have to be).
2531 /* Basically, if the archetype has this key set, 2465 /* Basically, if the archetype has this key set,
2532 * we need to store the null value so when we save 2466 * we need to store the null value so when we save
2533 * it, we save the empty value so that when we load, 2467 * it, we save the empty value so that when we load,
2534 * we get this value back again. 2468 * we get this value back again.
2535 */ 2469 */
2536 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2470 if (get_ob_key_link (op->arch, canonical_key))
2537 field->value = 0; 2471 field->value = 0;
2538 else 2472 else
2539 { 2473 {
2540 if (last) 2474 if (last)
2541 last->next = field->next; 2475 last->next = field->next;
2610 } 2544 }
2611 else 2545 else
2612 item = item->env; 2546 item = item->env;
2613} 2547}
2614 2548
2549const char *
2550object::flag_desc (char *desc, int len) const
2551{
2552 char *p = desc;
2553 bool first = true;
2554
2555 *p = 0;
2556
2557 for (int i = 0; i < NUM_FLAGS; i++)
2558 {
2559 if (len <= 10) // magic constant!
2560 {
2561 snprintf (p, len, ",...");
2562 break;
2563 }
2564
2565 if (flag [i])
2566 {
2567 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2568 len -= cnt;
2569 p += cnt;
2570 first = false;
2571 }
2572 }
2573
2574 return desc;
2575}
2576
2615// return a suitable string describing an objetc in enough detail to find it 2577// return a suitable string describing an object in enough detail to find it
2616const char * 2578const char *
2617object::debug_desc (char *info) const 2579object::debug_desc (char *info) const
2618{ 2580{
2581 char flagdesc[512];
2619 char info2[256 * 3]; 2582 char info2[256 * 4];
2620 char *p = info; 2583 char *p = info;
2621 2584
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2585 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2623 count, 2586 count,
2587 uuid.c_str (),
2624 &name, 2588 &name,
2625 title ? " " : "", 2589 title ? "\",title:\"" : "",
2626 title ? (const char *)title : ""); 2590 title ? (const char *)title : "",
2591 flag_desc (flagdesc, 512), type);
2627 2592
2628 if (env) 2593 if (!flag[FLAG_REMOVED] && env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2594 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630 2595
2631 if (map) 2596 if (map)
2632 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2597 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2633 2598
2635} 2600}
2636 2601
2637const char * 2602const char *
2638object::debug_desc () const 2603object::debug_desc () const
2639{ 2604{
2640 static char info[256 * 3]; 2605 static char info[3][256 * 4];
2606 static int info_idx;
2607
2641 return debug_desc (info); 2608 return debug_desc (info [++info_idx % 3]);
2642} 2609}
2643 2610
2611struct region *
2612object::region () const
2613{
2614 return map ? map->region (x, y)
2615 : region::default_region ();
2616}
2617
2618const materialtype_t *
2619object::dominant_material () const
2620{
2621 if (materialtype_t *mt = name_to_material (materialname))
2622 return mt;
2623
2624 return name_to_material (shstr_unknown);
2625}
2626
2627void
2628object::open_container (object *new_container)
2629{
2630 if (container == new_container)
2631 return;
2632
2633 object *old_container = container;
2634
2635 if (old_container)
2636 {
2637 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2638 return;
2639
2640#if 0
2641 // remove the "Close old_container" object.
2642 if (object *closer = old_container->inv)
2643 if (closer->type == CLOSE_CON)
2644 closer->destroy ();
2645#endif
2646
2647 // make sure the container is available
2648 esrv_send_item (this, old_container);
2649
2650 old_container->flag [FLAG_APPLIED] = false;
2651 container = 0;
2652
2653 // client needs item update to make it work, client bug requires this to be separate
2654 esrv_update_item (UPD_FLAGS, this, old_container);
2655
2656 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2657 play_sound (sound_find ("chest_close"));
2658 }
2659
2660 if (new_container)
2661 {
2662 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2663 return;
2664
2665 // TODO: this does not seem to serve any purpose anymore?
2666#if 0
2667 // insert the "Close Container" object.
2668 if (archetype *closer = new_container->other_arch)
2669 {
2670 object *closer = arch_to_object (new_container->other_arch);
2671 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2672 new_container->insert (closer);
2673 }
2674#endif
2675
2676 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2677
2678 // make sure the container is available, client bug requires this to be separate
2679 esrv_send_item (this, new_container);
2680
2681 new_container->flag [FLAG_APPLIED] = true;
2682 container = new_container;
2683
2684 // client needs flag change
2685 esrv_update_item (UPD_FLAGS, this, new_container);
2686 esrv_send_inventory (this, new_container);
2687 play_sound (sound_find ("chest_open"));
2688 }
2689// else if (!old_container->env && contr && contr->ns)
2690// contr->ns->floorbox_reset ();
2691}
2692
2693object *
2694object::force_find (const shstr name)
2695{
2696 /* cycle through his inventory to look for the MARK we want to
2697 * place
2698 */
2699 for (object *tmp = inv; tmp; tmp = tmp->below)
2700 if (tmp->type == FORCE && tmp->slaying == name)
2701 return splay (tmp);
2702
2703 return 0;
2704}
2705
2706void
2707object::force_add (const shstr name, int duration)
2708{
2709 if (object *force = force_find (name))
2710 force->destroy ();
2711
2712 object *force = get_archetype (FORCE_NAME);
2713
2714 force->slaying = name;
2715 force->stats.food = 1;
2716 force->speed_left = -1.f;
2717
2718 force->set_speed (duration ? 1.f / duration : 0.f);
2719 force->flag [FLAG_IS_USED_UP] = true;
2720 force->flag [FLAG_APPLIED] = true;
2721
2722 insert (force);
2723}
2724
2725void
2726object::play_sound (faceidx sound)
2727{
2728 if (!sound)
2729 return;
2730
2731 if (flag [FLAG_REMOVED])
2732 return;
2733
2734 if (env)
2735 {
2736 if (object *pl = in_player ())
2737 pl->contr->play_sound (sound);
2738 }
2739 else
2740 map->play_sound (sound, x, y);
2741}
2742

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines