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Comparing deliantra/server/common/object.C (file contents):
Revision 1.101 by root, Mon Jan 1 17:30:33 2007 UTC vs.
Revision 1.207 by root, Sun Apr 20 23:25:09 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 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. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27
27#include <global.h> 28#include <global.h>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
33#include <loader.h> 35#include <loader.h>
34 36
35#include <bitset> 37#include <bitset>
36 38
37int nrofallocobjects = 0; 39UUID UUID::cur;
38static UUID uuid; 40static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 41static const uint64 UUID_GAP = 1<<19;
40 42
41object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
42 45
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, 46short freearr_x[SIZEOFFREE] = {
47 0,
48 0, 1, 1, 1, 0, -1, -1, -1,
49 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 50 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}; 51};
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, 52short freearr_y[SIZEOFFREE] = {
53 0,
54 -1, -1, 0, 1, 1, 1, 0, -1,
55 -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 56 -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}; 57};
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, 58int maxfree[SIZEOFFREE] = {
59 0,
60 9, 10, 13, 14, 17, 18, 21, 22,
61 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 62 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}; 63};
52int freedir[SIZEOFFREE] = { 64int 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, 65 0,
66 1, 2, 3, 4, 5, 6, 7, 8,
67 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 68 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}; 69};
56 70
57static void 71static void
58write_uuid (void) 72write_uuid (uval64 skip, bool sync)
59{ 73{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 74 CALL_BEGIN (2);
61 75 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 76 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 77 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 78 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} 79}
77 80
78static void 81static void
79read_uuid (void) 82read_uuid (void)
80{ 83{
81 char filename[MAX_BUF]; 84 char filename[MAX_BUF];
82 85
83 sprintf (filename, "%s/uuid", settings.localdir); 86 sprintf (filename, "%s/uuid", settings.localdir);
84 87
88 seq_next_save = 0;
89
85 FILE *fp; 90 FILE *fp;
86 91
87 if (!(fp = fopen (filename, "r"))) 92 if (!(fp = fopen (filename, "r")))
88 { 93 {
89 if (errno == ENOENT) 94 if (errno == ENOENT)
90 { 95 {
91 LOG (llevInfo, "RESET uid to 1\n"); 96 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 97 UUID::cur.seq = 0;
93 write_uuid (); 98 write_uuid (UUID_GAP, true);
94 return; 99 return;
95 } 100 }
96 101
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 103 _exit (1);
99 } 104 }
100 105
101 int version; 106 UUID::BUF buf;
102 unsigned long long uid; 107 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 108 fgets (buf, sizeof (buf), fp);
109
110 if (!UUID::cur.parse (buf))
104 { 111 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 112 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 113 _exit (1);
107 } 114 }
108 115
109 uuid.seq = uid; 116 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 117
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 118 write_uuid (UUID_GAP, true);
112 fclose (fp); 119 fclose (fp);
113} 120}
114 121
115UUID 122UUID
116gen_uuid () 123UUID::gen ()
117{ 124{
118 UUID uid; 125 UUID uid;
119 126
120 uid.seq = ++uuid.seq; 127 uid.seq = ++cur.seq;
121 128
122 if (!(uuid.seq & (UUID_SKIP - 1))) 129 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 130 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false);
133 }
134
124 135
125 return uid; 136 return uid;
126} 137}
127 138
128void 139void
129init_uuid () 140UUID::init ()
130{ 141{
131 read_uuid (); 142 read_uuid ();
132} 143}
133 144
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 145/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 146static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 147compare_ob_value_lists_one (const object *wants, const object *has)
137{ 148{
138 key_value *wants_field; 149 key_value *wants_field;
139 150
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 151 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
148 key_value *has_field; 159 key_value *has_field;
149 160
150 /* Look for a field in has with the same key. */ 161 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 162 has_field = get_ob_key_link (has, wants_field->key);
152 163
153 if (has_field == NULL) 164 if (!has_field)
154 {
155 /* No field with that name. */ 165 return 0; /* No field with that name. */
156 return FALSE;
157 }
158 166
159 /* Found the matching field. */ 167 /* Found the matching field. */
160 if (has_field->value != wants_field->value) 168 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */ 169 return 0; /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165 170
166 /* If we get here, we found a match. Now for the next field in wants. */ 171 /* If we get here, we found a match. Now for the next field in wants. */
167 } 172 }
168 173
169 /* If we get here, every field in wants has a matching field in has. */ 174 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 175 return 1;
171} 176}
172 177
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 178/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 179static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 180compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 181{
177 /* However, there may be fields in has which aren't partnered in wants, 182 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 183 * so we need to run the comparison *twice*. :(
179 */ 184 */
200 || ob1->speed != ob2->speed 205 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 206 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 207 || ob1->name != ob2->name)
203 return 0; 208 return 0;
204 209
205 //TODO: this ain't working well, use nicer and correct overflow check 210 /* 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 211 * for unsigned overflow (2c), second part checks wether the result
207 * value could not be stored in a sint32 (which unfortunately sometimes is 212 * would fit into a 32 bit signed int, which is often used to hold
208 * used to store nrof). 213 * nrof values.
209 */ 214 */
210 if (ob1->nrof + ob2->nrof >= 1UL << 31) 215 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 216 return 0;
212 217
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 218 /* 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 219 * 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 220 * 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 221 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 222 * flags lose any meaning.
218 */ 223 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
247 || ob1->move_off != ob2->move_off 252 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow 253 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty) 254 || ob1->move_slow_penalty != ob2->move_slow_penalty)
250 return 0; 255 return 0;
251 256
252 /* This is really a spellbook check - really, we should 257 /* This is really a spellbook check - we should in general
253 * check all objects in the inventory. 258 * not merge objects with real inventories, as splitting them
259 * is hard.
254 */ 260 */
255 if (ob1->inv || ob2->inv) 261 if (ob1->inv || ob2->inv)
256 { 262 {
257 /* if one object has inventory but the other doesn't, not equiv */ 263 if (!(ob1->inv && ob2->inv))
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 264 return 0; /* inventories differ in length */
259 return 0;
260 265
261 /* Now check to see if the two inventory objects could merge */ 266 if (ob1->inv->below || ob2->inv->below)
267 return 0; /* more than one object in inv */
268
262 if (!object::can_merge (ob1->inv, ob2->inv)) 269 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0; 270 return 0; /* inventory objects differ */
264 271
265 /* inventory ok - still need to check rest of this object to see 272 /* inventory ok - still need to check rest of this object to see
266 * if it is valid. 273 * if it is valid.
267 */ 274 */
268 } 275 }
287 if (ob1->level != ob2->level) 294 if (ob1->level != ob2->level)
288 return 0; 295 return 0;
289 break; 296 break;
290 } 297 }
291 298
292 if (ob1->key_values != NULL || ob2->key_values != NULL) 299 if (ob1->key_values || ob2->key_values)
293 { 300 {
294 /* At least one of these has key_values. */ 301 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 302 if ((!ob1->key_values) != (!ob2->key_values))
296 /* One has fields, but the other one doesn't. */ 303 /* One has fields, but the other one doesn't. */
297 return 0; 304 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2)) 305 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 306 return 0;
300 } 307 }
301 308
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
304 { 310 {
305 ob1->optimise (); 311 ob1->optimise ();
306 ob2->optimise (); 312 ob2->optimise ();
307 313
308 if (ob1->self || ob2->self) 314 if (ob1->self || ob2->self)
315 {
316 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
317 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
318
319 if (k1 != k2)
309 return 0; 320 return 0;
321 else if (k1 == 0)
322 return 1;
323 else if (!cfperl_can_merge (ob1, ob2))
324 return 0;
325 }
310 } 326 }
311 327
312 /* Everything passes, must be OK. */ 328 /* Everything passes, must be OK. */
313 return 1; 329 return 1;
314} 330}
315 331
332static sint32
333weight_adjust (object *op, sint32 weight)
334{
335 return op->type == CONTAINER
336 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
337 : weight;
338}
339
316/* 340/*
341 * add_weight(object, weight) adds the specified weight to an object,
342 * and also updates how much the environment(s) is/are carrying.
343 */
344static void
345add_weight (object *op, sint32 weight)
346{
347 while (op)
348 {
349 weight = weight_adjust (op, weight);
350
351 op->carrying += weight;
352 op = op->env;
353 }
354}
355
356/*
357 * sub_weight() recursively (outwards) subtracts a number from the
358 * weight of an object (and what is carried by it's environment(s)).
359 */
360static void
361sub_weight (object *op, long weight)
362{
363 add_weight (op, -weight);
364}
365
366/*
317 * sum_weight() is a recursive function which calculates the weight 367 * this is a recursive function which calculates the weight
318 * an object is carrying. It goes through in figures out how much 368 * an object is carrying. It goes through op and figures out how much
319 * containers are carrying, and sums it up. 369 * containers are carrying, and sums it up.
320 */ 370 */
321long 371void
322sum_weight (object *op) 372object::update_weight ()
323{ 373{
324 long sum; 374 sint32 sum = 0;
325 object *inv;
326 375
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 376 for (object *op = inv; op; op = op->below)
328 { 377 {
329 if (inv->inv) 378 if (op->inv)
330 sum_weight (inv); 379 op->update_weight ();
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
332 }
333 380
334 if (op->type == CONTAINER && op->stats.Str) 381 sum += op->total_weight ();
335 sum = (sum * (100 - op->stats.Str)) / 100; 382 }
336 383
337 if (op->carrying != sum) 384 carrying = weight_adjust (this, sum);
338 op->carrying = sum;
339
340 return sum;
341}
342
343/**
344 * Return the outermost environment object for a given object.
345 */
346
347object *
348object_get_env_recursive (object *op)
349{
350 while (op->env != NULL)
351 op = op->env;
352 return op;
353} 385}
354 386
355/* 387/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 388 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages. 389 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array. 390 * The result of the dump is stored in the static global errmsg array.
359 */ 391 */
360
361char * 392char *
362dump_object (object *op) 393dump_object (object *op)
363{ 394{
364 if (!op) 395 if (!op)
365 return strdup ("[NULLOBJ]"); 396 return strdup ("[NULLOBJ]");
366 397
367 object_freezer freezer; 398 object_freezer freezer;
368 save_object (freezer, op, 1); 399 op->write (freezer);
369 return freezer.as_string (); 400 return freezer.as_string ();
370} 401}
371 402
372/* 403/*
373 * get_nearest_part(multi-object, object 2) returns the part of the 404 * get_nearest_part(multi-object, object 2) returns the part of the
374 * multi-object 1 which is closest to the second object. 405 * multi-object 1 which is closest to the second object.
375 * If it's not a multi-object, it is returned. 406 * If it's not a multi-object, it is returned.
376 */ 407 */
377
378object * 408object *
379get_nearest_part (object *op, const object *pl) 409get_nearest_part (object *op, const object *pl)
380{ 410{
381 object *tmp, *closest; 411 object *tmp, *closest;
382 int last_dist, i; 412 int last_dist, i;
390} 420}
391 421
392/* 422/*
393 * Returns the object which has the count-variable equal to the argument. 423 * Returns the object which has the count-variable equal to the argument.
394 */ 424 */
395
396object * 425object *
397find_object (tag_t i) 426find_object (tag_t i)
398{ 427{
399 for (object *op = object::first; op; op = op->next) 428 for_all_objects (op)
400 if (op->count == i) 429 if (op->count == i)
401 return op; 430 return op;
402 431
403 return 0; 432 return 0;
404} 433}
405 434
406/* 435/*
407 * Returns the first object which has a name equal to the argument. 436 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 437 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 438 * Enables features like "patch <name-of-other-player> food 999"
410 */ 439 */
411
412object * 440object *
413find_object_name (const char *str) 441find_object_name (const char *str)
414{ 442{
415 shstr_cmp str_ (str); 443 shstr_cmp str_ (str);
416 object *op; 444 object *op;
417 445
418 for (op = object::first; op != NULL; op = op->next) 446 for_all_objects (op)
419 if (op->name == str_) 447 if (op->name == str_)
420 break; 448 break;
421 449
422 return op; 450 return op;
423} 451}
424 452
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429}
430
431/* 453/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 454 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 455 * skill and experience objects.
456 * ACTUALLY NO! investigate! TODO
434 */ 457 */
435void 458void
436object::set_owner (object *owner) 459object::set_owner (object *owner)
437{ 460{
461 // allow objects which own objects
438 if (!owner) 462 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) 463 while (owner->owner)
449 owner = owner->owner; 464 owner = owner->owner;
465
466 if (flag [FLAG_FREED])
467 {
468 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
469 return;
470 }
450 471
451 this->owner = owner; 472 this->owner = owner;
473}
474
475int
476object::slottype () const
477{
478 if (type == SKILL)
479 {
480 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
481 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
482 }
483 else
484 {
485 if (slot [body_combat].info) return slot_combat;
486 if (slot [body_range ].info) return slot_ranged;
487 }
488
489 return slot_none;
490}
491
492bool
493object::change_weapon (object *ob)
494{
495 if (current_weapon == ob)
496 return true;
497
498 if (chosen_skill)
499 chosen_skill->flag [FLAG_APPLIED] = false;
500
501 current_weapon = ob;
502 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
503
504 if (chosen_skill)
505 chosen_skill->flag [FLAG_APPLIED] = true;
506
507 update_stats ();
508
509 if (ob)
510 {
511 // now check wether any body locations became invalid, in which case
512 // we cannot apply the weapon at the moment.
513 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
514 if (slot[i].used < 0)
515 {
516 current_weapon = chosen_skill = 0;
517 update_stats ();
518
519 new_draw_info_format (NDI_UNIQUE, 0, this,
520 "You try to balance all your items at once, "
521 "but the %s is just too much for your body. "
522 "[You need to unapply some items first.]", &ob->name);
523 return false;
524 }
525
526 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
527 }
528 else
529 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
530
531 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
532 {
533 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
534 &name, ob->debug_desc ());
535 return false;
536 }
537
538 return true;
452} 539}
453 540
454/* Zero the key_values on op, decrementing the shared-string 541/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 542 * refcounts and freeing the links.
456 */ 543 */
457static void 544static void
458free_key_values (object *op) 545free_key_values (object *op)
459{ 546{
460 for (key_value *i = op->key_values; i != 0;) 547 for (key_value *i = op->key_values; i; )
461 { 548 {
462 key_value *next = i->next; 549 key_value *next = i->next;
463 delete i; 550 delete i;
464 551
465 i = next; 552 i = next;
466 } 553 }
467 554
468 op->key_values = 0; 555 op->key_values = 0;
469} 556}
470 557
471/* 558object &
472 * copy_to first frees everything allocated by the dst object, 559object::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{ 560{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 561 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 562 bool is_removed = flag [FLAG_REMOVED];
484 563
485 *(object_copy *)dst = *this; 564 *(object_copy *)this = src;
486 565
487 if (is_freed) 566 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 567 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;
495 568
496 /* Copy over key_values, if any. */ 569 /* Copy over key_values, if any. */
497 if (key_values) 570 if (src.key_values)
498 { 571 {
499 key_value *tail = 0; 572 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 573 key_values = 0;
503 574
504 for (i = key_values; i; i = i->next) 575 for (key_value *i = src.key_values; i; i = i->next)
505 { 576 {
506 key_value *new_link = new key_value; 577 key_value *new_link = new key_value;
507 578
508 new_link->next = 0; 579 new_link->next = 0;
509 new_link->key = i->key; 580 new_link->key = i->key;
510 new_link->value = i->value; 581 new_link->value = i->value;
511 582
512 /* Try and be clever here, too. */ 583 /* Try and be clever here, too. */
513 if (!dst->key_values) 584 if (!key_values)
514 { 585 {
515 dst->key_values = new_link; 586 key_values = new_link;
516 tail = new_link; 587 tail = new_link;
517 } 588 }
518 else 589 else
519 { 590 {
520 tail->next = new_link; 591 tail->next = new_link;
521 tail = new_link; 592 tail = new_link;
522 } 593 }
523 } 594 }
524 } 595 }
596}
597
598/*
599 * copy_to first frees everything allocated by the dst object,
600 * and then copies the contents of itself into the second
601 * object, allocating what needs to be allocated. Basically, any
602 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
603 * if the first object is freed, the pointers in the new object
604 * will point at garbage.
605 */
606void
607object::copy_to (object *dst)
608{
609 *dst = *this;
610
611 if (speed < 0)
612 dst->speed_left -= rndm ();
525 613
526 dst->set_speed (dst->speed); 614 dst->set_speed (dst->speed);
615}
616
617void
618object::instantiate ()
619{
620 if (!uuid.seq) // HACK
621 uuid = UUID::gen ();
622
623 speed_left = -0.1f;
624 /* copy the body_info to the body_used - this is only really
625 * need for monsters, but doesn't hurt to do it for everything.
626 * by doing so, when a monster is created, it has good starting
627 * values for the body_used info, so when items are created
628 * for it, they can be properly equipped.
629 */
630 for (int i = NUM_BODY_LOCATIONS; i--; )
631 slot[i].used = slot[i].info;
632
633 attachable::instantiate ();
527} 634}
528 635
529object * 636object *
530object::clone () 637object::clone ()
531{ 638{
589 * UP_OBJ_FACE: only the objects face has changed. 696 * UP_OBJ_FACE: only the objects face has changed.
590 */ 697 */
591void 698void
592update_object (object *op, int action) 699update_object (object *op, int action)
593{ 700{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 701 if (op == NULL)
597 { 702 {
598 /* this should never happen */ 703 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 704 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 705 return;
660 765
661 if (op->more) 766 if (op->more)
662 update_object (op->more, action); 767 update_object (op->more, action);
663} 768}
664 769
665object *object::first;
666
667object::object () 770object::object ()
668{ 771{
669 SET_FLAG (this, FLAG_REMOVED); 772 SET_FLAG (this, FLAG_REMOVED);
670 773
671 expmul = 1.0; 774 expmul = 1.0;
672 face = blank_face; 775 face = blank_face;
673} 776}
674 777
675object::~object () 778object::~object ()
676{ 779{
780 unlink ();
781
677 free_key_values (this); 782 free_key_values (this);
678} 783}
679 784
785static int object_count;
786
680void object::link () 787void object::link ()
681{ 788{
789 assert (!index);//D
790 uuid = UUID::gen ();
682 count = ++ob_count; 791 count = ++object_count;
683 uuid = gen_uuid ();
684 792
685 prev = 0; 793 refcnt_inc ();
686 next = object::first; 794 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 795}
693 796
694void object::unlink () 797void object::unlink ()
695{ 798{
696 if (this == object::first) 799 if (!index)
697 object::first = next; 800 return;
698 801
699 /* Remove this object from the list of used objects */ 802 objects.erase (this);
700 if (prev) prev->next = next; 803 refcnt_dec ();
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711} 804}
712 805
713void 806void
714object::activate () 807object::activate ()
715{ 808{
716 /* If already on active list, don't do anything */ 809 /* If already on active list, don't do anything */
717 if (active ()) 810 if (active)
718 return; 811 return;
719 812
720 if (has_active_speed ()) 813 if (has_active_speed ())
721 { 814 actives.insert (this);
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731} 815}
732 816
733void 817void
734object::activate_recursive () 818object::activate_recursive ()
735{ 819{
736 activate (); 820 activate ();
737 821
738 for (object *op = inv; op; op = op->above) 822 for (object *op = inv; op; op = op->below)
739 op->activate_recursive (); 823 op->activate_recursive ();
740} 824}
741 825
742/* This function removes object 'op' from the list of active 826/* This function removes object 'op' from the list of active
743 * objects. 827 * objects.
749 */ 833 */
750void 834void
751object::deactivate () 835object::deactivate ()
752{ 836{
753 /* If not on the active list, nothing needs to be done */ 837 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 838 if (!active)
755 return; 839 return;
756 840
757 if (active_prev == 0) 841 actives.erase (this);
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772} 842}
773 843
774void 844void
775object::deactivate_recursive () 845object::deactivate_recursive ()
776{ 846{
777 for (object *op = inv; op; op = op->above) 847 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive (); 848 op->deactivate_recursive ();
779 849
780 deactivate (); 850 deactivate ();
851}
852
853void
854object::set_flag_inv (int flag, int value)
855{
856 for (object *op = inv; op; op = op->below)
857 {
858 op->flag [flag] = value;
859 op->set_flag_inv (flag, value);
860 }
781} 861}
782 862
783/* 863/*
784 * Remove and free all objects in the inventory of the given object. 864 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 865 * object.c ?
799 * if some form of movement is allowed, let objects 879 * if some form of movement is allowed, let objects
800 * drop on that space. 880 * drop on that space.
801 */ 881 */
802 if (!drop_to_ground 882 if (!drop_to_ground
803 || !map 883 || !map
804 || map->in_memory != MAP_IN_MEMORY 884 || map->in_memory != MAP_ACTIVE
885 || map->nodrop
805 || ms ().move_block == MOVE_ALL) 886 || ms ().move_block == MOVE_ALL)
806 { 887 {
807 while (inv) 888 while (inv)
808 { 889 {
809 inv->destroy_inv (drop_to_ground); 890 inv->destroy_inv (drop_to_ground);
818 899
819 if (op->flag [FLAG_STARTEQUIP] 900 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 901 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 902 || op->type == RUNE
822 || op->type == TRAP 903 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 904 || op->flag [FLAG_IS_A_TEMPLATE]
905 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 906 op->destroy ();
825 else 907 else
826 map->insert (op, x, y); 908 map->insert (op, x, y);
827 } 909 }
828 } 910 }
836} 918}
837 919
838void 920void
839object::do_destroy () 921object::do_destroy ()
840{ 922{
923 attachable::do_destroy ();
924
841 if (flag [FLAG_IS_LINKED]) 925 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 926 remove_button_link (this);
843 927
844 if (flag [FLAG_FRIENDLY]) 928 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 929 remove_friendly_object (this);
846 930
847 if (!flag [FLAG_REMOVED]) 931 if (!flag [FLAG_REMOVED])
848 remove (); 932 remove ();
849 933
850 if (flag [FLAG_FREED]) 934 destroy_inv (true);
851 return;
852 935
853 set_speed (0); 936 deactivate ();
937 unlink ();
854 938
855 flag [FLAG_FREED] = 1; 939 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861 940
862 // hack to ensure that freed objects still have a valid map 941 // hack to ensure that freed objects still have a valid map
863 { 942 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes 943 static maptile *freed_map; // freed objects are moved here to avoid crashes
865 944
866 if (!freed_map) 945 if (!freed_map)
867 { 946 {
868 freed_map = new maptile; 947 freed_map = new maptile;
869 948
949 freed_map->path = "<freed objects map>";
870 freed_map->name = "/internal/freed_objects_map"; 950 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3; 951 freed_map->width = 3;
872 freed_map->height = 3; 952 freed_map->height = 3;
953 freed_map->nodrop = 1;
873 954
874 freed_map->alloc (); 955 freed_map->alloc ();
956 freed_map->in_memory = MAP_ACTIVE;
875 } 957 }
876 958
877 map = freed_map; 959 map = freed_map;
878 x = 1; 960 x = 1;
879 y = 1; 961 y = 1;
880 } 962 }
881 963
882 head = 0;
883
884 if (more) 964 if (more)
885 { 965 {
886 more->destroy (); 966 more->destroy ();
887 more = 0; 967 more = 0;
888 } 968 }
889 969
970 head = 0;
971
890 // clear those pointers that likely might have circular references to us 972 // clear those pointers that likely might cause circular references
891 owner = 0; 973 owner = 0;
892 enemy = 0; 974 enemy = 0;
893 attacked_by = 0; 975 attacked_by = 0;
894 976 current_weapon = 0;
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897} 977}
898 978
899void 979void
900object::destroy (bool destroy_inventory) 980object::destroy (bool destroy_inventory)
901{ 981{
903 return; 983 return;
904 984
905 if (destroy_inventory) 985 if (destroy_inventory)
906 destroy_inv (false); 986 destroy_inv (false);
907 987
988 if (is_head ())
989 if (sound_destroy)
990 play_sound (sound_destroy);
991 else if (flag [FLAG_MONSTER])
992 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
993
908 attachable::destroy (); 994 attachable::destroy ();
909}
910
911/*
912 * sub_weight() recursively (outwards) subtracts a number from the
913 * weight of an object (and what is carried by it's environment(s)).
914 */
915void
916sub_weight (object *op, signed long weight)
917{
918 while (op != NULL)
919 {
920 if (op->type == CONTAINER)
921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
922
923 op->carrying -= weight;
924 op = op->env;
925 }
926} 995}
927 996
928/* op->remove (): 997/* op->remove ():
929 * This function removes the object op from the linked list of objects 998 * This function removes the object op from the linked list of objects
930 * which it is currently tied to. When this function is done, the 999 * which it is currently tied to. When this function is done, the
931 * object will have no environment. If the object previously had an 1000 * object will have no environment. If the object previously had an
932 * environment, the x and y coordinates will be updated to 1001 * environment, the x and y coordinates will be updated to
933 * the previous environment. 1002 * the previous environment.
934 * Beware: This function is called from the editor as well!
935 */ 1003 */
936void 1004void
937object::remove () 1005object::do_remove ()
938{ 1006{
939 object *tmp, *last = 0; 1007 object *tmp, *last = 0;
940 object *otmp; 1008 object *otmp;
941 1009
942 if (QUERY_FLAG (this, FLAG_REMOVED)) 1010 if (QUERY_FLAG (this, FLAG_REMOVED))
985 } 1053 }
986 else if (map) 1054 else if (map)
987 { 1055 {
988 if (type == PLAYER) 1056 if (type == PLAYER)
989 { 1057 {
1058 // leaving a spot always closes any open container on the ground
1059 if (container && !container->env)
1060 // this causes spurious floorbox updates, but it ensures
1061 // that the CLOSE event is being sent.
1062 close_container ();
1063
990 --map->players; 1064 --map->players;
991 map->touch (); 1065 map->touch ();
992 } 1066 }
993 1067
994 map->dirty = true; 1068 map->dirty = true;
1069 mapspace &ms = this->ms ();
995 1070
996 /* link the object above us */ 1071 /* link the object above us */
997 if (above) 1072 if (above)
998 above->below = below; 1073 above->below = below;
999 else 1074 else
1000 map->at (x, y).top = below; /* we were top, set new top */ 1075 ms.top = below; /* we were top, set new top */
1001 1076
1002 /* Relink the object below us, if there is one */ 1077 /* Relink the object below us, if there is one */
1003 if (below) 1078 if (below)
1004 below->above = above; 1079 below->above = above;
1005 else 1080 else
1007 /* Nothing below, which means we need to relink map object for this space 1082 /* Nothing below, which means we need to relink map object for this space
1008 * use translated coordinates in case some oddness with map tiling is 1083 * use translated coordinates in case some oddness with map tiling is
1009 * evident 1084 * evident
1010 */ 1085 */
1011 if (GET_MAP_OB (map, x, y) != this) 1086 if (GET_MAP_OB (map, x, y) != this)
1012 {
1013 char *dump = dump_object (this);
1014 LOG (llevError,
1015 "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); 1087 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1016 free (dump);
1017 dump = dump_object (GET_MAP_OB (map, x, y));
1018 LOG (llevError, "%s\n", dump);
1019 free (dump);
1020 }
1021 1088
1022 map->at (x, y).bot = above; /* goes on above it. */ 1089 ms.bot = above; /* goes on above it. */
1023 } 1090 }
1024 1091
1025 above = 0; 1092 above = 0;
1026 below = 0; 1093 below = 0;
1027 1094
1028 if (map->in_memory == MAP_SAVING) 1095 if (map->in_memory == MAP_SAVING)
1029 return; 1096 return;
1030 1097
1031 int check_walk_off = !flag [FLAG_NO_APPLY]; 1098 int check_walk_off = !flag [FLAG_NO_APPLY];
1032 1099
1100 if (object *pl = ms.player ())
1101 {
1102 if (pl->container == this)
1103 /* If a container that the player is currently using somehow gets
1104 * removed (most likely destroyed), update the player view
1105 * appropriately.
1106 */
1107 pl->close_container ();
1108
1109 pl->contr->ns->floorbox_update ();
1110 }
1111
1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1112 for (tmp = ms.bot; tmp; tmp = tmp->above)
1034 { 1113 {
1035 /* No point updating the players look faces if he is the object 1114 /* No point updating the players look faces if he is the object
1036 * being removed. 1115 * being removed.
1037 */ 1116 */
1038
1039 if (tmp->type == PLAYER && tmp != this)
1040 {
1041 /* If a container that the player is currently using somehow gets
1042 * removed (most likely destroyed), update the player view
1043 * appropriately.
1044 */
1045 if (tmp->container == this)
1046 {
1047 flag [FLAG_APPLIED] = 0;
1048 tmp->container = 0;
1049 }
1050
1051 if (tmp->contr->ns)
1052 tmp->contr->ns->floorbox_update ();
1053 }
1054 1117
1055 /* See if object moving off should effect something */ 1118 /* See if object moving off should effect something */
1056 if (check_walk_off 1119 if (check_walk_off
1057 && ((move_type & tmp->move_off) 1120 && ((move_type & tmp->move_off)
1058 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1121 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 1124
1062 if (destroyed ()) 1125 if (destroyed ())
1063 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1126 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1064 } 1127 }
1065 1128
1066 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1067 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1068 if (tmp->above == tmp)
1069 tmp->above = 0;
1070
1071 last = tmp; 1129 last = tmp;
1072 } 1130 }
1073 1131
1074 /* last == NULL if there are no objects on this space */ 1132 /* last == NULL if there are no objects on this space */
1075 //TODO: this makes little sense, why only update the topmost object? 1133 //TODO: this makes little sense, why only update the topmost object?
1095merge_ob (object *op, object *top) 1153merge_ob (object *op, object *top)
1096{ 1154{
1097 if (!op->nrof) 1155 if (!op->nrof)
1098 return 0; 1156 return 0;
1099 1157
1100 if (top) 1158 if (!top)
1101 for (top = op; top && top->above; top = top->above) 1159 for (top = op; top && top->above; top = top->above)
1102 ; 1160 ;
1103 1161
1104 for (; top; top = top->below) 1162 for (; top; top = top->below)
1105 { 1163 {
1118 } 1176 }
1119 1177
1120 return 0; 1178 return 0;
1121} 1179}
1122 1180
1181void
1182object::expand_tail ()
1183{
1184 if (more)
1185 return;
1186
1187 object *prev = this;
1188
1189 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1190 {
1191 object *op = arch_to_object (at);
1192
1193 op->name = name;
1194 op->name_pl = name_pl;
1195 op->title = title;
1196
1197 op->head = this;
1198 prev->more = op;
1199
1200 prev = op;
1201 }
1202}
1203
1123/* 1204/*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1205 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1125 * job preparing multi-part monsters 1206 * job preparing multi-part monsters.
1126 */ 1207 */
1127object * 1208object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1209insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1210{
1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1211 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1131 { 1212 {
1132 tmp->x = x + tmp->arch->clone.x; 1213 tmp->x = x + tmp->arch->x;
1133 tmp->y = y + tmp->arch->clone.y; 1214 tmp->y = y + tmp->arch->y;
1134 } 1215 }
1135 1216
1136 return insert_ob_in_map (op, m, originator, flag); 1217 return insert_ob_in_map (op, m, originator, flag);
1137} 1218}
1138 1219
1157 * just 'op' otherwise 1238 * just 'op' otherwise
1158 */ 1239 */
1159object * 1240object *
1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1241insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1161{ 1242{
1243 assert (!op->flag [FLAG_FREED]);
1244
1162 object *tmp, *top, *floor = NULL; 1245 object *top, *floor = NULL;
1163 sint16 x, y;
1164 1246
1165 if (QUERY_FLAG (op, FLAG_FREED)) 1247 op->remove ();
1166 {
1167 LOG (llevError, "Trying to insert freed object!\n");
1168 return NULL;
1169 }
1170
1171 if (!m)
1172 {
1173 char *dump = dump_object (op);
1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump);
1176 return op;
1177 }
1178
1179 if (out_of_map (m, op->x, op->y))
1180 {
1181 char *dump = dump_object (op);
1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1183#ifdef MANY_CORES
1184 /* Better to catch this here, as otherwise the next use of this object
1185 * is likely to cause a crash. Better to find out where it is getting
1186 * improperly inserted.
1187 */
1188 abort ();
1189#endif
1190 free (dump);
1191 return op;
1192 }
1193
1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1195 {
1196 char *dump = dump_object (op);
1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1199 return op;
1200 }
1201
1202 if (op->more)
1203 {
1204 /* The part may be on a different map. */
1205
1206 object *more = op->more;
1207
1208 /* We really need the caller to normalize coordinates - if
1209 * we set the map, that doesn't work if the location is within
1210 * a map and this is straddling an edge. So only if coordinate
1211 * is clear wrong do we normalize it.
1212 */
1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1215 else if (!more->map)
1216 {
1217 /* For backwards compatibility - when not dealing with tiled maps,
1218 * more->map should always point to the parent.
1219 */
1220 more->map = m;
1221 }
1222
1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1224 {
1225 if (!op->head)
1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227
1228 return 0;
1229 }
1230 }
1231
1232 CLEAR_FLAG (op, FLAG_REMOVED);
1233 1248
1234 /* Ideally, the caller figures this out. However, it complicates a lot 1249 /* Ideally, the caller figures this out. However, it complicates a lot
1235 * of areas of callers (eg, anything that uses find_free_spot would now 1250 * of areas of callers (eg, anything that uses find_free_spot would now
1236 * need extra work 1251 * need extra work
1237 */ 1252 */
1238 op->map = get_map_from_coord (m, &op->x, &op->y); 1253 if (!xy_normalise (m, op->x, op->y))
1239 x = op->x; 1254 {
1240 y = op->y; 1255 op->destroy ();
1256 return 0;
1257 }
1258
1259 if (object *more = op->more)
1260 if (!insert_ob_in_map (more, m, originator, flag))
1261 return 0;
1262
1263 CLEAR_FLAG (op, FLAG_REMOVED);
1264
1265 op->map = m;
1266 mapspace &ms = op->ms ();
1241 1267
1242 /* this has to be done after we translate the coordinates. 1268 /* this has to be done after we translate the coordinates.
1243 */ 1269 */
1244 if (op->nrof && !(flag & INS_NO_MERGE)) 1270 if (op->nrof && !(flag & INS_NO_MERGE))
1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1271 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1246 if (object::can_merge (op, tmp)) 1272 if (object::can_merge (op, tmp))
1247 { 1273 {
1248 op->nrof += tmp->nrof; 1274 op->nrof += tmp->nrof;
1249 tmp->destroy (); 1275 tmp->destroy ();
1250 } 1276 }
1267 op->below = originator->below; 1293 op->below = originator->below;
1268 1294
1269 if (op->below) 1295 if (op->below)
1270 op->below->above = op; 1296 op->below->above = op;
1271 else 1297 else
1272 op->ms ().bot = op; 1298 ms.bot = op;
1273 1299
1274 /* since *below* originator, no need to update top */ 1300 /* since *below* originator, no need to update top */
1275 originator->below = op; 1301 originator->below = op;
1276 } 1302 }
1277 else 1303 else
1278 { 1304 {
1305 top = ms.bot;
1306
1279 /* If there are other objects, then */ 1307 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1308 if (top)
1281 { 1309 {
1282 object *last = 0; 1310 object *last = 0;
1283 1311
1284 /* 1312 /*
1285 * If there are multiple objects on this space, we do some trickier handling. 1313 * If there are multiple objects on this space, we do some trickier handling.
1291 * once we get to them. This reduces the need to traverse over all of 1319 * once we get to them. This reduces the need to traverse over all of
1292 * them when adding another one - this saves quite a bit of cpu time 1320 * them when adding another one - this saves quite a bit of cpu time
1293 * when lots of spells are cast in one area. Currently, it is presumed 1321 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects. 1322 * that flying non pickable objects are spell objects.
1295 */ 1323 */
1296 while (top) 1324 for (top = ms.bot; top; top = top->above)
1297 { 1325 {
1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1326 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1299 floor = top; 1327 floor = top;
1300 1328
1301 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1329 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1304 top = top->below; 1332 top = top->below;
1305 break; 1333 break;
1306 } 1334 }
1307 1335
1308 last = top; 1336 last = top;
1309 top = top->above;
1310 } 1337 }
1311 1338
1312 /* Don't want top to be NULL, so set it to the last valid object */ 1339 /* Don't want top to be NULL, so set it to the last valid object */
1313 top = last; 1340 top = last;
1314 1341
1316 * looks like instead of lots of conditions here. 1343 * looks like instead of lots of conditions here.
1317 * makes things faster, and effectively the same result. 1344 * makes things faster, and effectively the same result.
1318 */ 1345 */
1319 1346
1320 /* Have object 'fall below' other objects that block view. 1347 /* Have object 'fall below' other objects that block view.
1321 * Unless those objects are exits, type 66 1348 * Unless those objects are exits.
1322 * If INS_ON_TOP is used, don't do this processing 1349 * If INS_ON_TOP is used, don't do this processing
1323 * Need to find the object that in fact blocks view, otherwise 1350 * Need to find the object that in fact blocks view, otherwise
1324 * stacking is a bit odd. 1351 * stacking is a bit odd.
1325 */ 1352 */
1326 if (!(flag & INS_ON_TOP) && 1353 if (!(flag & INS_ON_TOP)
1327 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1354 && ms.flags () & P_BLOCKSVIEW
1355 && (op->face && !faces [op->face].visibility))
1328 { 1356 {
1329 for (last = top; last != floor; last = last->below) 1357 for (last = top; last != floor; last = last->below)
1330 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1358 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1331 break; 1359 break;
1360
1332 /* Check to see if we found the object that blocks view, 1361 /* Check to see if we found the object that blocks view,
1333 * and make sure we have a below pointer for it so that 1362 * and make sure we have a below pointer for it so that
1334 * we can get inserted below this one, which requires we 1363 * we can get inserted below this one, which requires we
1335 * set top to the object below us. 1364 * set top to the object below us.
1336 */ 1365 */
1337 if (last && last->below && last != floor) 1366 if (last && last->below && last != floor)
1338 top = last->below; 1367 top = last->below;
1339 } 1368 }
1340 } /* If objects on this space */ 1369 } /* If objects on this space */
1341 1370
1342 if (flag & INS_MAP_LOAD)
1343 top = GET_MAP_TOP (op->map, op->x, op->y);
1344
1345 if (flag & INS_ABOVE_FLOOR_ONLY) 1371 if (flag & INS_ABOVE_FLOOR_ONLY)
1346 top = floor; 1372 top = floor;
1347 1373
1348 /* Top is the object that our object (op) is going to get inserted above. 1374 /* Top is the object that our object (op) is going to get inserted above.
1349 */ 1375 */
1350 1376
1351 /* First object on this space */ 1377 /* First object on this space */
1352 if (!top) 1378 if (!top)
1353 { 1379 {
1354 op->above = GET_MAP_OB (op->map, op->x, op->y); 1380 op->above = ms.bot;
1355 1381
1356 if (op->above) 1382 if (op->above)
1357 op->above->below = op; 1383 op->above->below = op;
1358 1384
1359 op->below = 0; 1385 op->below = 0;
1360 op->ms ().bot = op; 1386 ms.bot = op;
1361 } 1387 }
1362 else 1388 else
1363 { /* get inserted into the stack above top */ 1389 { /* get inserted into the stack above top */
1364 op->above = top->above; 1390 op->above = top->above;
1365 1391
1369 op->below = top; 1395 op->below = top;
1370 top->above = op; 1396 top->above = op;
1371 } 1397 }
1372 1398
1373 if (!op->above) 1399 if (!op->above)
1374 op->ms ().top = op; 1400 ms.top = op;
1375 } /* else not INS_BELOW_ORIGINATOR */ 1401 } /* else not INS_BELOW_ORIGINATOR */
1376 1402
1377 if (op->type == PLAYER) 1403 if (op->type == PLAYER)
1378 { 1404 {
1379 op->contr->do_los = 1; 1405 op->contr->do_los = 1;
1381 op->map->touch (); 1407 op->map->touch ();
1382 } 1408 }
1383 1409
1384 op->map->dirty = true; 1410 op->map->dirty = true;
1385 1411
1386 /* If we have a floor, we know the player, if any, will be above
1387 * it, so save a few ticks and start from there.
1388 */
1389 if (!(flag & INS_MAP_LOAD))
1390 if (object *pl = op->ms ().player ()) 1412 if (object *pl = ms.player ())
1391 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1413 pl->contr->ns->floorbox_update ();
1393 1414
1394 /* If this object glows, it may affect lighting conditions that are 1415 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1416 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players 1417 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well 1418 * on the map will get recalculated. The players could very well
1416 * blocked() and wall() work properly), and these flags are updated by 1437 * blocked() and wall() work properly), and these flags are updated by
1417 * update_object(). 1438 * update_object().
1418 */ 1439 */
1419 1440
1420 /* if this is not the head or flag has been passed, don't check walk on status */ 1441 /* if this is not the head or flag has been passed, don't check walk on status */
1421 if (!(flag & INS_NO_WALK_ON) && !op->head) 1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1422 { 1443 {
1423 if (check_move_on (op, originator)) 1444 if (check_move_on (op, originator))
1424 return 0; 1445 return 0;
1425 1446
1426 /* If we are a multi part object, lets work our way through the check 1447 /* If we are a multi part object, lets work our way through the check
1427 * walk on's. 1448 * walk on's.
1428 */ 1449 */
1429 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1450 for (object *tmp = op->more; tmp; tmp = tmp->more)
1430 if (check_move_on (tmp, originator)) 1451 if (check_move_on (tmp, originator))
1431 return 0; 1452 return 0;
1432 } 1453 }
1433 1454
1434 return op; 1455 return op;
1443{ 1464{
1444 object *tmp, *tmp1; 1465 object *tmp, *tmp1;
1445 1466
1446 /* first search for itself and remove any old instances */ 1467 /* first search for itself and remove any old instances */
1447 1468
1448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1450 tmp->destroy (); 1471 tmp->destroy ();
1451 1472
1452 tmp1 = arch_to_object (archetype::find (arch_string)); 1473 tmp1 = arch_to_object (archetype::find (arch_string));
1453 1474
1454 tmp1->x = op->x; 1475 tmp1->x = op->x;
1457} 1478}
1458 1479
1459object * 1480object *
1460object::insert_at (object *where, object *originator, int flags) 1481object::insert_at (object *where, object *originator, int flags)
1461{ 1482{
1483 if (where->env)
1484 return where->env->insert (this);
1485 else
1462 where->map->insert (this, where->x, where->y, originator, flags); 1486 return where->map->insert (this, where->x, where->y, originator, flags);
1463} 1487}
1464 1488
1465/* 1489/*
1466 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1490 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1467 * is returned contains nr objects, and the remaining parts contains 1491 * is returned contains nr objects, and the remaining parts contains
1487 orig_ob->destroy (1); 1511 orig_ob->destroy (1);
1488 else if (!is_removed) 1512 else if (!is_removed)
1489 { 1513 {
1490 if (orig_ob->env != NULL) 1514 if (orig_ob->env != NULL)
1491 sub_weight (orig_ob->env, orig_ob->weight * nr); 1515 sub_weight (orig_ob->env, orig_ob->weight * nr);
1492 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1516 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_ACTIVE)
1493 { 1517 {
1494 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1518 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1495 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1519 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1496 return NULL; 1520 return NULL;
1497 } 1521 }
1507 * the amount of an object. If the amount reaches 0, the object 1531 * the amount of an object. If the amount reaches 0, the object
1508 * is subsequently removed and freed. 1532 * is subsequently removed and freed.
1509 * 1533 *
1510 * Return value: 'op' if something is left, NULL if the amount reached 0 1534 * Return value: 'op' if something is left, NULL if the amount reached 0
1511 */ 1535 */
1512
1513object * 1536object *
1514decrease_ob_nr (object *op, uint32 i) 1537decrease_ob_nr (object *op, uint32 i)
1515{ 1538{
1516 object *tmp; 1539 object *tmp;
1517 1540
1588 op->destroy (); 1611 op->destroy ();
1589 return 0; 1612 return 0;
1590 } 1613 }
1591} 1614}
1592 1615
1593/*
1594 * add_weight(object, weight) adds the specified weight to an object,
1595 * and also updates how much the environment(s) is/are carrying.
1596 */
1597
1598void
1599add_weight (object *op, signed long weight)
1600{
1601 while (op != NULL)
1602 {
1603 if (op->type == CONTAINER)
1604 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1605
1606 op->carrying += weight;
1607 op = op->env;
1608 }
1609}
1610
1611object * 1616object *
1612insert_ob_in_ob (object *op, object *where) 1617insert_ob_in_ob (object *op, object *where)
1613{ 1618{
1614 if (!where) 1619 if (!where)
1615 { 1620 {
1617 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1622 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1618 free (dump); 1623 free (dump);
1619 return op; 1624 return op;
1620 } 1625 }
1621 1626
1622 if (where->head) 1627 if (where->head_ () != where)
1623 { 1628 {
1624 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1629 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1625 where = where->head; 1630 where = where->head;
1626 } 1631 }
1627 1632
1628 return where->insert (op); 1633 return where->insert (op);
1629} 1634}
1634 * inside the object environment. 1639 * inside the object environment.
1635 * 1640 *
1636 * The function returns now pointer to inserted item, and return value can 1641 * The function returns now pointer to inserted item, and return value can
1637 * be != op, if items are merged. -Tero 1642 * be != op, if items are merged. -Tero
1638 */ 1643 */
1639
1640object * 1644object *
1641object::insert (object *op) 1645object::insert (object *op)
1642{ 1646{
1643 object *tmp, *otmp;
1644
1645 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1647 if (!QUERY_FLAG (op, FLAG_REMOVED))
1646 op->remove (); 1648 op->remove ();
1647 1649
1648 if (op->more) 1650 if (op->more)
1649 { 1651 {
1651 return op; 1653 return op;
1652 } 1654 }
1653 1655
1654 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1656 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1655 CLEAR_FLAG (op, FLAG_REMOVED); 1657 CLEAR_FLAG (op, FLAG_REMOVED);
1658
1656 if (op->nrof) 1659 if (op->nrof)
1657 { 1660 {
1658 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1661 for (object *tmp = inv; tmp; tmp = tmp->below)
1659 if (object::can_merge (tmp, op)) 1662 if (object::can_merge (tmp, op))
1660 { 1663 {
1661 /* return the original object and remove inserted object 1664 /* return the original object and remove inserted object
1662 (client needs the original object) */ 1665 (client needs the original object) */
1663 tmp->nrof += op->nrof; 1666 tmp->nrof += op->nrof;
1682 add_weight (this, op->weight * op->nrof); 1685 add_weight (this, op->weight * op->nrof);
1683 } 1686 }
1684 else 1687 else
1685 add_weight (this, (op->weight + op->carrying)); 1688 add_weight (this, (op->weight + op->carrying));
1686 1689
1687 otmp = this->in_player (); 1690 if (object *otmp = this->in_player ())
1688 if (otmp && otmp->contr)
1689 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1691 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1690 otmp->update_stats (); 1692 otmp->update_stats ();
1691 1693
1694 op->owner = 0; // its his/hers now. period.
1692 op->map = 0; 1695 op->map = 0;
1693 op->env = this; 1696 op->env = this;
1694 op->above = 0; 1697 op->above = 0;
1695 op->below = 0; 1698 op->below = 0;
1696 op->x = 0, op->y = 0; 1699 op->x = op->y = 0;
1697 1700
1698 /* reset the light list and los of the players on the map */ 1701 /* reset the light list and los of the players on the map */
1699 if ((op->glow_radius != 0) && map) 1702 if (op->glow_radius && map)
1700 { 1703 {
1701#ifdef DEBUG_LIGHTS 1704#ifdef DEBUG_LIGHTS
1702 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1705 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1703#endif /* DEBUG_LIGHTS */ 1706#endif /* DEBUG_LIGHTS */
1704 if (map->darkness) 1707 if (map->darkness)
1776 1779
1777 /* The objects have to be checked from top to bottom. 1780 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1781 * Hence, we first go to the top:
1779 */ 1782 */
1780 1783
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1784 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1782 { 1785 {
1783 /* Trim the search when we find the first other spell effect 1786 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1787 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1788 * we don't need to check all of them.
1786 */ 1789 */
1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1807 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1808 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 { 1809 {
1807 1810
1808 float 1811 float
1809 diff = tmp->move_slow_penalty * FABS (op->speed); 1812 diff = tmp->move_slow_penalty * fabs (op->speed);
1810 1813
1811 if (op->type == PLAYER) 1814 if (op->type == PLAYER)
1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1815 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1813 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1816 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1814 diff /= 4.0; 1817 diff /= 4.0;
1844 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
1845 */ 1848 */
1846object * 1849object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1850present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1851{
1849 if (m == NULL || out_of_map (m, x, y)) 1852 if (!m || out_of_map (m, x, y))
1850 { 1853 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1854 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1855 return NULL;
1853 } 1856 }
1854 1857
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1858 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 if (tmp->arch == at) 1859 if (tmp->arch == at)
1857 return tmp; 1860 return tmp;
1858 1861
1859 return NULL; 1862 return NULL;
1860} 1863}
1871 { 1874 {
1872 LOG (llevError, "Present called outside map.\n"); 1875 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1876 return NULL;
1874 } 1877 }
1875 1878
1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1879 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1880 if (tmp->type == type)
1878 return tmp; 1881 return tmp;
1879 1882
1880 return NULL; 1883 return NULL;
1881} 1884}
1938 * activate recursively a flag on an object inventory 1941 * activate recursively a flag on an object inventory
1939 */ 1942 */
1940void 1943void
1941flag_inv (object *op, int flag) 1944flag_inv (object *op, int flag)
1942{ 1945{
1943 if (op->inv)
1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1945 { 1947 {
1946 SET_FLAG (tmp, flag); 1948 SET_FLAG (tmp, flag);
1947 flag_inv (tmp, flag); 1949 flag_inv (tmp, flag);
1948 } 1950 }
1949} 1951}
1950 1952
1951/* 1953/*
1952 * deactivate recursively a flag on an object inventory 1954 * deactivate recursively a flag on an object inventory
1953 */ 1955 */
1954void 1956void
1955unflag_inv (object *op, int flag) 1957unflag_inv (object *op, int flag)
1956{ 1958{
1957 if (op->inv)
1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 { 1960 {
1960 CLEAR_FLAG (tmp, flag); 1961 CLEAR_FLAG (tmp, flag);
1961 unflag_inv (tmp, flag); 1962 unflag_inv (tmp, flag);
1962 } 1963 }
1963}
1964
1965/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function.
1970 */
1971void
1972set_cheat (object *op)
1973{
1974 SET_FLAG (op, FLAG_WAS_WIZ);
1975 flag_inv (op, FLAG_WAS_WIZ);
1976} 1964}
1977 1965
1978/* 1966/*
1979 * find_free_spot(object, map, x, y, start, stop) will search for 1967 * find_free_spot(object, map, x, y, start, stop) will search for
1980 * a spot at the given map and coordinates which will be able to contain 1968 * a spot at the given map and coordinates which will be able to contain
1982 * to search (see the freearr_x/y[] definition). 1970 * to search (see the freearr_x/y[] definition).
1983 * It returns a random choice among the alternatives found. 1971 * It returns a random choice among the alternatives found.
1984 * start and stop are where to start relative to the free_arr array (1,9 1972 * start and stop are where to start relative to the free_arr array (1,9
1985 * does all 4 immediate directions). This returns the index into the 1973 * does all 4 immediate directions). This returns the index into the
1986 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1974 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1987 * Note - this only checks to see if there is space for the head of the
1988 * object - if it is a multispace object, this should be called for all
1989 * pieces.
1990 * Note2: This function does correctly handle tiled maps, but does not 1975 * Note: This function does correctly handle tiled maps, but does not
1991 * inform the caller. However, insert_ob_in_map will update as 1976 * inform the caller. However, insert_ob_in_map will update as
1992 * necessary, so the caller shouldn't need to do any special work. 1977 * necessary, so the caller shouldn't need to do any special work.
1993 * Note - updated to take an object instead of archetype - this is necessary 1978 * Note - updated to take an object instead of archetype - this is necessary
1994 * because arch_blocked (now ob_blocked) needs to know the movement type 1979 * because arch_blocked (now ob_blocked) needs to know the movement type
1995 * to know if the space in question will block the object. We can't use 1980 * to know if the space in question will block the object. We can't use
1997 * customized, changed states, etc. 1982 * customized, changed states, etc.
1998 */ 1983 */
1999int 1984int
2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1985find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2001{ 1986{
1987 int altern[SIZEOFFREE];
2002 int index = 0, flag; 1988 int index = 0, flag;
2003 int altern[SIZEOFFREE];
2004 1989
2005 for (int i = start; i < stop; i++) 1990 for (int i = start; i < stop; i++)
2006 { 1991 {
2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1992 mapxy pos (m, x, y); pos.move (i);
2008 if (!flag) 1993
1994 if (!pos.normalise ())
1995 continue;
1996
1997 mapspace &ms = *pos;
1998
1999 if (ms.flags () & P_IS_ALIVE)
2000 continue;
2001
2002 /* However, often
2003 * ob doesn't have any move type (when used to place exits)
2004 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2005 */
2006 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2007 {
2009 altern [index++] = i; 2008 altern [index++] = i;
2009 continue;
2010 }
2010 2011
2011 /* Basically, if we find a wall on a space, we cut down the search size. 2012 /* Basically, if we find a wall on a space, we cut down the search size.
2012 * In this way, we won't return spaces that are on another side of a wall. 2013 * In this way, we won't return spaces that are on another side of a wall.
2013 * This mostly work, but it cuts down the search size in all directions - 2014 * This mostly work, but it cuts down the search size in all directions -
2014 * if the space being examined only has a wall to the north and empty 2015 * if the space being examined only has a wall to the north and empty
2015 * spaces in all the other directions, this will reduce the search space 2016 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and 2017 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2018 * won't look 2 spaces south of the target space.
2018 */ 2019 */
2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2020 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2021 {
2020 stop = maxfree[i]; 2022 stop = maxfree[i];
2023 continue;
2024 }
2025
2026 /* Note it is intentional that we check ob - the movement type of the
2027 * head of the object should correspond for the entire object.
2028 */
2029 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2030 continue;
2031
2032 if (ob->blocked (m, pos.x, pos.y))
2033 continue;
2034
2035 altern [index++] = i;
2021 } 2036 }
2022 2037
2023 if (!index) 2038 if (!index)
2024 return -1; 2039 return -1;
2025 2040
2026 return altern[RANDOM () % index]; 2041 return altern [rndm (index)];
2027} 2042}
2028 2043
2029/* 2044/*
2030 * find_first_free_spot(archetype, maptile, x, y) works like 2045 * find_first_free_spot(archetype, maptile, x, y) works like
2031 * find_free_spot(), but it will search max number of squares. 2046 * find_free_spot(), but it will search max number of squares.
2034 */ 2049 */
2035int 2050int
2036find_first_free_spot (const object *ob, maptile *m, int x, int y) 2051find_first_free_spot (const object *ob, maptile *m, int x, int y)
2037{ 2052{
2038 for (int i = 0; i < SIZEOFFREE; i++) 2053 for (int i = 0; i < SIZEOFFREE; i++)
2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2054 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2040 return i; 2055 return i;
2041 2056
2042 return -1; 2057 return -1;
2043} 2058}
2044 2059
2052{ 2067{
2053 arr += begin; 2068 arr += begin;
2054 end -= begin; 2069 end -= begin;
2055 2070
2056 while (--end) 2071 while (--end)
2057 swap (arr [end], arr [RANDOM () % (end + 1)]); 2072 swap (arr [end], arr [rndm (end + 1)]);
2058} 2073}
2059 2074
2060/* new function to make monster searching more efficient, and effective! 2075/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2076 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2077 * the spaces to find monsters. In this way, it won't always look for
2098 object *tmp; 2113 object *tmp;
2099 maptile *mp; 2114 maptile *mp;
2100 2115
2101 MoveType blocked, move_type; 2116 MoveType blocked, move_type;
2102 2117
2103 if (exclude && exclude->head) 2118 if (exclude && exclude->head_ () != exclude)
2104 { 2119 {
2105 exclude = exclude->head; 2120 exclude = exclude->head;
2106 move_type = exclude->move_type; 2121 move_type = exclude->move_type;
2107 } 2122 }
2108 else 2123 else
2131 max = maxfree[i]; 2146 max = maxfree[i];
2132 else if (mflags & P_IS_ALIVE) 2147 else if (mflags & P_IS_ALIVE)
2133 { 2148 {
2134 for (tmp = ms.bot; tmp; tmp = tmp->above) 2149 for (tmp = ms.bot; tmp; tmp = tmp->above)
2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2150 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2136 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2151 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2137 break; 2152 break;
2138 2153
2139 if (tmp) 2154 if (tmp)
2140 return freedir[i]; 2155 return freedir[i];
2141 } 2156 }
2196 2211
2197 return 3; 2212 return 3;
2198} 2213}
2199 2214
2200/* 2215/*
2201 * absdir(int): Returns a number between 1 and 8, which represent
2202 * the "absolute" direction of a number (it actually takes care of
2203 * "overflow" in previous calculations of a direction).
2204 */
2205
2206int
2207absdir (int d)
2208{
2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2215 return d;
2216}
2217
2218/*
2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2216 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir()) 2217 * between two directions (which are expected to be absolute (see absdir())
2221 */ 2218 */
2222
2223int 2219int
2224dirdiff (int dir1, int dir2) 2220dirdiff (int dir1, int dir2)
2225{ 2221{
2226 int d; 2222 int d;
2227 2223
2340 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2336 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2341 * core dumps if they do. 2337 * core dumps if they do.
2342 * 2338 *
2343 * Add a check so we can't pick up invisible objects (0.93.8) 2339 * Add a check so we can't pick up invisible objects (0.93.8)
2344 */ 2340 */
2345
2346int 2341int
2347can_pick (const object *who, const object *item) 2342can_pick (const object *who, const object *item)
2348{ 2343{
2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2344 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2345 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2355 * create clone from object to another 2350 * create clone from object to another
2356 */ 2351 */
2357object * 2352object *
2358object_create_clone (object *asrc) 2353object_create_clone (object *asrc)
2359{ 2354{
2360 object *dst = 0, *tmp, *src, *part, *prev, *item; 2355 object *dst = 0, *tmp, *src, *prev, *item;
2361 2356
2362 if (!asrc) 2357 if (!asrc)
2363 return 0; 2358 return 0;
2364 2359
2365 src = asrc;
2366 if (src->head)
2367 src = src->head; 2360 src = asrc->head_ ();
2368 2361
2369 prev = 0; 2362 prev = 0;
2370 for (part = src; part; part = part->more) 2363 for (object *part = src; part; part = part->more)
2371 { 2364 {
2372 tmp = part->clone (); 2365 tmp = part->clone ();
2373 tmp->x -= src->x; 2366 tmp->x -= src->x;
2374 tmp->y -= src->y; 2367 tmp->y -= src->y;
2375 2368
2391 2384
2392 for (item = src->inv; item; item = item->below) 2385 for (item = src->inv; item; item = item->below)
2393 insert_ob_in_ob (object_create_clone (item), dst); 2386 insert_ob_in_ob (object_create_clone (item), dst);
2394 2387
2395 return dst; 2388 return dst;
2396}
2397
2398/* GROS - Creates an object using a string representing its content. */
2399/* Basically, we save the content of the string to a temp file, then call */
2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2401/* but it was simple to make and allows reusing the load_object function. */
2402/* Remember not to use load_object_str in a time-critical situation. */
2403/* Also remember that multiparts objects are not supported for now. */
2404object *
2405load_object_str (const char *obstr)
2406{
2407 object *op;
2408 char filename[MAX_BUF];
2409
2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2411
2412 FILE *tempfile = fopen (filename, "w");
2413
2414 if (tempfile == NULL)
2415 {
2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2417 return NULL;
2418 }
2419
2420 fprintf (tempfile, obstr);
2421 fclose (tempfile);
2422
2423 op = object::create ();
2424
2425 object_thawer thawer (filename);
2426
2427 if (thawer)
2428 load_object (thawer, op, 0);
2429
2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2431 CLEAR_FLAG (op, FLAG_REMOVED);
2432
2433 return op;
2434} 2389}
2435 2390
2436/* This returns the first object in who's inventory that 2391/* This returns the first object in who's inventory that
2437 * has the same type and subtype match. 2392 * has the same type and subtype match.
2438 * returns NULL if no match. 2393 * returns NULL if no match.
2493 if (link->key == canonical_key) 2448 if (link->key == canonical_key)
2494 return link->value; 2449 return link->value;
2495 2450
2496 return 0; 2451 return 0;
2497} 2452}
2498
2499 2453
2500/* 2454/*
2501 * Updates the canonical_key in op to value. 2455 * Updates the canonical_key in op to value.
2502 * 2456 *
2503 * canonical_key is a shared string (value doesn't have to be). 2457 * canonical_key is a shared string (value doesn't have to be).
2527 /* Basically, if the archetype has this key set, 2481 /* Basically, if the archetype has this key set,
2528 * we need to store the null value so when we save 2482 * we need to store the null value so when we save
2529 * it, we save the empty value so that when we load, 2483 * it, we save the empty value so that when we load,
2530 * we get this value back again. 2484 * we get this value back again.
2531 */ 2485 */
2532 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2486 if (get_ob_key_link (op->arch, canonical_key))
2533 field->value = 0; 2487 field->value = 0;
2534 else 2488 else
2535 { 2489 {
2536 if (last) 2490 if (last)
2537 last->next = field->next; 2491 last->next = field->next;
2606 } 2560 }
2607 else 2561 else
2608 item = item->env; 2562 item = item->env;
2609} 2563}
2610 2564
2611
2612const char * 2565const char *
2613object::flag_desc (char *desc, int len) const 2566object::flag_desc (char *desc, int len) const
2614{ 2567{
2615 char *p = desc; 2568 char *p = desc;
2616 bool first = true; 2569 bool first = true;
2643{ 2596{
2644 char flagdesc[512]; 2597 char flagdesc[512];
2645 char info2[256 * 4]; 2598 char info2[256 * 4];
2646 char *p = info; 2599 char *p = info;
2647 2600
2648 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2601 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2649 count, uuid.seq, 2602 count,
2603 uuid.c_str (),
2650 &name, 2604 &name,
2651 title ? "\",title:" : "", 2605 title ? "\",title:\"" : "",
2652 title ? (const char *)title : "", 2606 title ? (const char *)title : "",
2653 flag_desc (flagdesc, 512), type); 2607 flag_desc (flagdesc, 512), type);
2654 2608
2655 if (env) 2609 if (!this->flag[FLAG_REMOVED] && env)
2656 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2657 2611
2658 if (map) 2612 if (map)
2659 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2660 2614
2662} 2616}
2663 2617
2664const char * 2618const char *
2665object::debug_desc () const 2619object::debug_desc () const
2666{ 2620{
2667 static char info[256 * 3]; 2621 static char info[3][256 * 4];
2622 static int info_idx;
2623
2668 return debug_desc (info); 2624 return debug_desc (info [++info_idx % 3]);
2669} 2625}
2670 2626
2627struct region *
2628object::region () const
2629{
2630 return map ? map->region (x, y)
2631 : region::default_region ();
2632}
2633
2634const materialtype_t *
2635object::dominant_material () const
2636{
2637 if (materialtype_t *mt = name_to_material (materialname))
2638 return mt;
2639
2640 return name_to_material (shstr_unknown);
2641}
2642
2643void
2644object::open_container (object *new_container)
2645{
2646 if (container == new_container)
2647 return;
2648
2649 if (object *old_container = container)
2650 {
2651 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2652 return;
2653
2654#if 0
2655 // remove the "Close old_container" object.
2656 if (object *closer = old_container->inv)
2657 if (closer->type == CLOSE_CON)
2658 closer->destroy ();
2659#endif
2660
2661 old_container->flag [FLAG_APPLIED] = 0;
2662 container = 0;
2663
2664 esrv_update_item (UPD_FLAGS, this, old_container);
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2666 play_sound (sound_find ("chest_close"));
2667 }
2668
2669 if (new_container)
2670 {
2671 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2672 return;
2673
2674 // TODO: this does not seem to serve any purpose anymore?
2675#if 0
2676 // insert the "Close Container" object.
2677 if (archetype *closer = new_container->other_arch)
2678 {
2679 object *closer = arch_to_object (new_container->other_arch);
2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2681 new_container->insert (closer);
2682 }
2683#endif
2684
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2686
2687 new_container->flag [FLAG_APPLIED] = 1;
2688 container = new_container;
2689
2690 esrv_update_item (UPD_FLAGS, this, new_container);
2691 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open"));
2693 }
2694}
2695
2696object *
2697object::force_find (const shstr name)
2698{
2699 /* cycle through his inventory to look for the MARK we want to
2700 * place
2701 */
2702 for (object *tmp = inv; tmp; tmp = tmp->below)
2703 if (tmp->type == FORCE && tmp->slaying == name)
2704 return splay (tmp);
2705
2706 return 0;
2707}
2708
2709void
2710object::force_add (const shstr name, int duration)
2711{
2712 if (object *force = force_find (name))
2713 force->destroy ();
2714
2715 object *force = get_archetype (FORCE_NAME);
2716
2717 force->slaying = name;
2718 force->stats.food = 1;
2719 force->speed_left = -1.f;
2720
2721 force->set_speed (duration ? 1.f / duration : 0.f);
2722 force->flag [FLAG_IS_USED_UP] = true;
2723 force->flag [FLAG_APPLIED] = true;
2724
2725 insert (force);
2726}
2727
2728void
2729object::play_sound (faceidx sound) const
2730{
2731 if (!sound)
2732 return;
2733
2734 if (flag [FLAG_REMOVED])
2735 return;
2736
2737 if (env)
2738 {
2739 if (object *pl = in_player ())
2740 pl->contr->play_sound (sound);
2741 }
2742 else
2743 map->play_sound (sound, x, y);
2744}
2745

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