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Comparing deliantra/server/common/object.C (file contents):
Revision 1.113 by root, Tue Jan 9 21:32:41 2007 UTC vs.
Revision 1.211 by root, Mon Apr 21 21:32:32 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h> 29#include <funcpoint.h>
30#include <sproto.h>
34#include <loader.h> 31#include <loader.h>
35 32
36#include <bitset> 33#include <bitset>
37 34
38int nrofallocobjects = 0; 35UUID UUID::cur;
39static UUID uuid; 36static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
44 41
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42short freearr_x[SIZEOFFREE] = {
43 0,
44 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 47};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = {
49 0,
50 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50}; 53};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 59};
54int freedir[SIZEOFFREE] = { 60int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 61 0,
62 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 65};
58 66
59static void 67static void
60write_uuid (void) 68write_uuid (uval64 skip, bool sync)
61{ 69{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 70 CALL_BEGIN (2);
63 71 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 72 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 73 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 74 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 75}
79 76
80static void 77static void
81read_uuid (void) 78read_uuid (void)
82{ 79{
83 char filename[MAX_BUF]; 80 char filename[MAX_BUF];
84 81
85 sprintf (filename, "%s/uuid", settings.localdir); 82 sprintf (filename, "%s/uuid", settings.localdir);
86 83
84 seq_next_save = 0;
85
87 FILE *fp; 86 FILE *fp;
88 87
89 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
90 { 89 {
91 if (errno == ENOENT) 90 if (errno == ENOENT)
92 { 91 {
93 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 93 UUID::cur.seq = 0;
95 write_uuid (); 94 write_uuid (UUID_GAP, true);
96 return; 95 return;
97 } 96 }
98 97
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 99 _exit (1);
101 } 100 }
102 101
103 int version; 102 UUID::BUF buf;
104 unsigned long long uid; 103 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
106 { 107 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 109 _exit (1);
109 } 110 }
110 111
111 uuid.seq = uid; 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 113
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 114 write_uuid (UUID_GAP, true);
114 fclose (fp); 115 fclose (fp);
115} 116}
116 117
117UUID 118UUID
118gen_uuid () 119UUID::gen ()
119{ 120{
120 UUID uid; 121 UUID uid;
121 122
122 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
123 124
124 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
126 131
127 return uid; 132 return uid;
128} 133}
129 134
130void 135void
131init_uuid () 136UUID::init ()
132{ 137{
133 read_uuid (); 138 read_uuid ();
134} 139}
135 140
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 142static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
139{ 144{
140 key_value *wants_field; 145 key_value *wants_field;
141 146
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 147 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
150 key_value *has_field; 155 key_value *has_field;
151 156
152 /* Look for a field in has with the same key. */ 157 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key); 158 has_field = get_ob_key_link (has, wants_field->key);
154 159
155 if (has_field == NULL) 160 if (!has_field)
156 {
157 /* No field with that name. */ 161 return 0; /* No field with that name. */
158 return FALSE;
159 }
160 162
161 /* Found the matching field. */ 163 /* Found the matching field. */
162 if (has_field->value != wants_field->value) 164 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */ 165 return 0; /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167 166
168 /* If we get here, we found a match. Now for the next field in wants. */ 167 /* If we get here, we found a match. Now for the next field in wants. */
169 } 168 }
170 169
171 /* If we get here, every field in wants has a matching field in has. */ 170 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 171 return 1;
173} 172}
174 173
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 174/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 175static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 176compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 177{
179 /* However, there may be fields in has which aren't partnered in wants, 178 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 179 * so we need to run the comparison *twice*. :(
181 */ 180 */
202 || ob1->speed != ob2->speed 201 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 202 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 203 || ob1->name != ob2->name)
205 return 0; 204 return 0;
206 205
207 //TODO: this ain't working well, use nicer and correct overflow check 206 /* Do not merge objects if nrof would overflow. First part checks
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 * for unsigned overflow (2c), second part checks whether the result
209 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * would fit into a 32 bit signed int, which is often used to hold
210 * used to store nrof). 209 * nrof values.
211 */ 210 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
213 return 0; 212 return 0;
214 213
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 214 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 215 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 216 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 217 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 218 * flags lose any meaning.
220 */ 219 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 222
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 225
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 226 if (ob1->arch->name != ob2->arch->name
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 227 || ob1->name != ob2->name
230 || ob1->title != ob2->title 228 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 229 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 230 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 231 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 232 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 233 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 234 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 235 || ob1->value != ob2->value
246 || ob1->move_block != ob2->move_block 242 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 243 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 244 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 245 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 246 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 247 || ob1->move_slow_penalty != ob2->move_slow_penalty
248 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
249 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 250 return 0;
253 251
252 if ((ob1->flag ^ ob2->flag)
253 .reset (FLAG_INV_LOCKED)
254 .reset (FLAG_CLIENT_SENT)
255 .reset (FLAG_REMOVED)
256 .any ())
257 return 0;
258
254 /* This is really a spellbook check - really, we should 259 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 260 * not merge objects with real inventories, as splitting them
261 * is hard.
256 */ 262 */
257 if (ob1->inv || ob2->inv) 263 if (ob1->inv || ob2->inv)
258 { 264 {
259 /* if one object has inventory but the other doesn't, not equiv */ 265 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 266 return 0; /* inventories differ in length */
261 return 0;
262 267
263 /* Now check to see if the two inventory objects could merge */ 268 if (ob1->inv->below || ob2->inv->below)
269 return 0; /* more than one object in inv */
270
264 if (!object::can_merge (ob1->inv, ob2->inv)) 271 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 272 return 0; /* inventory objects differ */
266 273
267 /* inventory ok - still need to check rest of this object to see 274 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 275 * if it is valid.
269 */ 276 */
270 } 277 }
289 if (ob1->level != ob2->level) 296 if (ob1->level != ob2->level)
290 return 0; 297 return 0;
291 break; 298 break;
292 } 299 }
293 300
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 301 if (ob1->key_values || ob2->key_values)
295 { 302 {
296 /* At least one of these has key_values. */ 303 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 304 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 305 return 0; /* One has fields, but the other one doesn't. */
306
307 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 308 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 309 }
303 310
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 311 if (ob1->self || ob2->self)
306 { 312 {
307 ob1->optimise (); 313 ob1->optimise ();
308 ob2->optimise (); 314 ob2->optimise ();
309 315
310 if (ob1->self || ob2->self) 316 if (ob1->self || ob2->self)
317 {
318 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
319 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
320
321 if (k1 != k2)
311 return 0; 322 return 0;
323
324 if (k1 == 0)
325 return 1;
326
327 if (!cfperl_can_merge (ob1, ob2))
328 return 0;
329 }
312 } 330 }
313 331
314 /* Everything passes, must be OK. */ 332 /* Everything passes, must be OK. */
315 return 1; 333 return 1;
316} 334}
317 335
336// adjust weight per container type ("of holding")
337static sint32
338weight_adjust (object *op, sint32 weight)
339{
340 return op->type == CONTAINER
341 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
342 : weight;
343}
344
318/* 345/*
346 * adjust_weight(object, weight) adds the specified weight to an object,
347 * and also updates how much the environment(s) is/are carrying.
348 */
349static void
350adjust_weight (object *op, sint32 weight)
351{
352 while (op)
353 {
354 weight = weight_adjust (op, weight);
355
356 op->carrying += weight;
357 op = op->env;
358 }
359}
360
361/*
319 * sum_weight() is a recursive function which calculates the weight 362 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 363 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 364 * containers are carrying, and sums it up.
322 */ 365 */
323long 366void
324sum_weight (object *op) 367object::update_weight ()
325{ 368{
326 long sum; 369 sint32 sum = 0;
327 object *inv;
328 370
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 371 for (object *op = inv; op; op = op->below)
330 { 372 {
331 if (inv->inv) 373 if (op->inv)
332 sum_weight (inv); 374 op->update_weight ();
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 }
335 375
336 if (op->type == CONTAINER && op->stats.Str) 376 sum += op->total_weight ();
337 sum = (sum * (100 - op->stats.Str)) / 100; 377 }
338 378
339 if (op->carrying != sum) 379 carrying = weight_adjust (this, sum);
340 op->carrying = sum;
341
342 return sum;
343} 380}
344 381
345/** 382/*
346 * Return the outermost environment object for a given object. 383 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 384 */
348
349object *
350object_get_env_recursive (object *op)
351{
352 while (op->env != NULL)
353 op = op->env;
354 return op;
355}
356
357/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array.
361 */
362
363char * 385char *
364dump_object (object *op) 386dump_object (object *op)
365{ 387{
366 if (!op) 388 if (!op)
367 return strdup ("[NULLOBJ]"); 389 return strdup ("[NULLOBJ]");
368 390
369 object_freezer freezer; 391 object_freezer freezer;
370 save_object (freezer, op, 1); 392 op->write (freezer);
371 return freezer.as_string (); 393 return freezer.as_string ();
372} 394}
373 395
374/* 396/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 397 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 398 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 399 * If it's not a multi-object, it is returned.
378 */ 400 */
379
380object * 401object *
381get_nearest_part (object *op, const object *pl) 402get_nearest_part (object *op, const object *pl)
382{ 403{
383 object *tmp, *closest; 404 object *tmp, *closest;
384 int last_dist, i; 405 int last_dist, i;
385 406
386 if (op->more == NULL) 407 if (!op->more)
387 return op; 408 return op;
409
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 410 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
411 tmp;
412 tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist) 413 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i; 414 closest = tmp, last_dist = i;
415
391 return closest; 416 return closest;
392} 417}
393 418
394/* 419/*
395 * Returns the object which has the count-variable equal to the argument. 420 * Returns the object which has the count-variable equal to the argument.
421 * VERRRY slow.
396 */ 422 */
397object * 423object *
398find_object (tag_t i) 424find_object (tag_t i)
399{ 425{
400 for_all_objects (op) 426 for_all_objects (op)
420 break; 446 break;
421 447
422 return op; 448 return op;
423} 449}
424 450
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429}
430
431/* 451/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 452 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 453 * skill and experience objects.
454 * ACTUALLY NO! investigate! TODO
434 */ 455 */
435void 456void
436object::set_owner (object *owner) 457object::set_owner (object *owner)
437{ 458{
459 // allow objects which own objects
438 if (!owner) 460 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) 461 while (owner->owner)
449 owner = owner->owner; 462 owner = owner->owner;
463
464 if (flag [FLAG_FREED])
465 {
466 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
467 return;
468 }
450 469
451 this->owner = owner; 470 this->owner = owner;
471}
472
473int
474object::slottype () const
475{
476 if (type == SKILL)
477 {
478 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
479 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
480 }
481 else
482 {
483 if (slot [body_combat].info) return slot_combat;
484 if (slot [body_range ].info) return slot_ranged;
485 }
486
487 return slot_none;
488}
489
490bool
491object::change_weapon (object *ob)
492{
493 if (current_weapon == ob)
494 return true;
495
496 if (chosen_skill)
497 chosen_skill->flag [FLAG_APPLIED] = false;
498
499 current_weapon = ob;
500 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
501
502 if (chosen_skill)
503 chosen_skill->flag [FLAG_APPLIED] = true;
504
505 update_stats ();
506
507 if (ob)
508 {
509 // now check wether any body locations became invalid, in which case
510 // we cannot apply the weapon at the moment.
511 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
512 if (slot[i].used < 0)
513 {
514 current_weapon = chosen_skill = 0;
515 update_stats ();
516
517 new_draw_info_format (NDI_UNIQUE, 0, this,
518 "You try to balance all your items at once, "
519 "but the %s is just too much for your body. "
520 "[You need to unapply some items first.]", &ob->name);
521 return false;
522 }
523
524 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
525 }
526 else
527 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
528
529 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
530 {
531 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
532 &name, ob->debug_desc ());
533 return false;
534 }
535
536 return true;
452} 537}
453 538
454/* Zero the key_values on op, decrementing the shared-string 539/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 540 * refcounts and freeing the links.
456 */ 541 */
457static void 542static void
458free_key_values (object *op) 543free_key_values (object *op)
459{ 544{
460 for (key_value *i = op->key_values; i != 0;) 545 for (key_value *i = op->key_values; i; )
461 { 546 {
462 key_value *next = i->next; 547 key_value *next = i->next;
463 delete i; 548 delete i;
464 549
465 i = next; 550 i = next;
466 } 551 }
467 552
468 op->key_values = 0; 553 op->key_values = 0;
469} 554}
470 555
471/* 556object &
472 * copy_to first frees everything allocated by the dst object, 557object::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{ 558{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 559 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 560 bool is_removed = flag [FLAG_REMOVED];
484 561
485 *(object_copy *)dst = *this; 562 *(object_copy *)this = src;
486 563
487 if (is_freed) 564 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 565 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;
495 566
496 /* Copy over key_values, if any. */ 567 /* Copy over key_values, if any. */
497 if (key_values) 568 if (src.key_values)
498 { 569 {
499 key_value *tail = 0; 570 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 571 key_values = 0;
503 572
504 for (i = key_values; i; i = i->next) 573 for (key_value *i = src.key_values; i; i = i->next)
505 { 574 {
506 key_value *new_link = new key_value; 575 key_value *new_link = new key_value;
507 576
508 new_link->next = 0; 577 new_link->next = 0;
509 new_link->key = i->key; 578 new_link->key = i->key;
510 new_link->value = i->value; 579 new_link->value = i->value;
511 580
512 /* Try and be clever here, too. */ 581 /* Try and be clever here, too. */
513 if (!dst->key_values) 582 if (!key_values)
514 { 583 {
515 dst->key_values = new_link; 584 key_values = new_link;
516 tail = new_link; 585 tail = new_link;
517 } 586 }
518 else 587 else
519 { 588 {
520 tail->next = new_link; 589 tail->next = new_link;
521 tail = new_link; 590 tail = new_link;
522 } 591 }
523 } 592 }
524 } 593 }
594}
595
596/*
597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
606{
607 *dst = *this;
608
609 if (speed < 0)
610 dst->speed_left -= rndm ();
525 611
526 dst->set_speed (dst->speed); 612 dst->set_speed (dst->speed);
613}
614
615void
616object::instantiate ()
617{
618 if (!uuid.seq) // HACK
619 uuid = UUID::gen ();
620
621 speed_left = -0.1f;
622 /* copy the body_info to the body_used - this is only really
623 * need for monsters, but doesn't hurt to do it for everything.
624 * by doing so, when a monster is created, it has good starting
625 * values for the body_used info, so when items are created
626 * for it, they can be properly equipped.
627 */
628 for (int i = NUM_BODY_LOCATIONS; i--; )
629 slot[i].used = slot[i].info;
630
631 attachable::instantiate ();
527} 632}
528 633
529object * 634object *
530object::clone () 635object::clone ()
531{ 636{
589 * UP_OBJ_FACE: only the objects face has changed. 694 * UP_OBJ_FACE: only the objects face has changed.
590 */ 695 */
591void 696void
592update_object (object *op, int action) 697update_object (object *op, int action)
593{ 698{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 699 if (op == NULL)
597 { 700 {
598 /* this should never happen */ 701 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 702 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 703 return;
670 face = blank_face; 773 face = blank_face;
671} 774}
672 775
673object::~object () 776object::~object ()
674{ 777{
778 unlink ();
779
675 free_key_values (this); 780 free_key_values (this);
676} 781}
677 782
678static int object_count; 783static int object_count;
679 784
680void object::link () 785void object::link ()
681{ 786{
682 assert (!index);//D 787 assert (!index);//D
683 uuid = gen_uuid (); 788 uuid = UUID::gen ();
684 count = ++object_count; 789 count = ++object_count;
685 790
686 refcnt_inc (); 791 refcnt_inc ();
687 objects.insert (this); 792 objects.insert (this);
688} 793}
689 794
690void object::unlink () 795void object::unlink ()
691{ 796{
692 assert (index);//D 797 if (!index)
798 return;
799
693 objects.erase (this); 800 objects.erase (this);
694 refcnt_dec (); 801 refcnt_dec ();
695} 802}
696 803
697void 804void
770 * if some form of movement is allowed, let objects 877 * if some form of movement is allowed, let objects
771 * drop on that space. 878 * drop on that space.
772 */ 879 */
773 if (!drop_to_ground 880 if (!drop_to_ground
774 || !map 881 || !map
775 || map->in_memory != MAP_IN_MEMORY 882 || map->in_memory != MAP_ACTIVE
883 || map->nodrop
776 || ms ().move_block == MOVE_ALL) 884 || ms ().move_block == MOVE_ALL)
777 { 885 {
778 while (inv) 886 while (inv)
779 { 887 {
780 inv->destroy_inv (drop_to_ground); 888 inv->destroy_inv (drop_to_ground);
834 942
835 if (!freed_map) 943 if (!freed_map)
836 { 944 {
837 freed_map = new maptile; 945 freed_map = new maptile;
838 946
947 freed_map->path = "<freed objects map>";
839 freed_map->name = "/internal/freed_objects_map"; 948 freed_map->name = "/internal/freed_objects_map";
840 freed_map->width = 3; 949 freed_map->width = 3;
841 freed_map->height = 3; 950 freed_map->height = 3;
951 freed_map->nodrop = 1;
842 952
843 freed_map->alloc (); 953 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY; 954 freed_map->in_memory = MAP_ACTIVE;
845 } 955 }
846 956
847 map = freed_map; 957 map = freed_map;
848 x = 1; 958 x = 1;
849 y = 1; 959 y = 1;
850 } 960 }
851 961
852 head = 0;
853
854 if (more) 962 if (more)
855 { 963 {
856 more->destroy (); 964 more->destroy ();
857 more = 0; 965 more = 0;
858 } 966 }
859 967
968 head = 0;
969
860 // clear those pointers that likely might have circular references to us 970 // clear those pointers that likely might cause circular references
861 owner = 0; 971 owner = 0;
862 enemy = 0; 972 enemy = 0;
863 attacked_by = 0; 973 attacked_by = 0;
974 current_weapon = 0;
864} 975}
865 976
866void 977void
867object::destroy (bool destroy_inventory) 978object::destroy (bool destroy_inventory)
868{ 979{
870 return; 981 return;
871 982
872 if (destroy_inventory) 983 if (destroy_inventory)
873 destroy_inv (false); 984 destroy_inv (false);
874 985
986 if (is_head ())
987 if (sound_destroy)
988 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER])
990 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
991
875 attachable::destroy (); 992 attachable::destroy ();
876}
877
878/*
879 * sub_weight() recursively (outwards) subtracts a number from the
880 * weight of an object (and what is carried by it's environment(s)).
881 */
882void
883sub_weight (object *op, signed long weight)
884{
885 while (op != NULL)
886 {
887 if (op->type == CONTAINER)
888 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
889
890 op->carrying -= weight;
891 op = op->env;
892 }
893} 993}
894 994
895/* op->remove (): 995/* op->remove ():
896 * This function removes the object op from the linked list of objects 996 * This function removes the object op from the linked list of objects
897 * which it is currently tied to. When this function is done, the 997 * which it is currently tied to. When this function is done, the
898 * object will have no environment. If the object previously had an 998 * object will have no environment. If the object previously had an
899 * environment, the x and y coordinates will be updated to 999 * environment, the x and y coordinates will be updated to
900 * the previous environment. 1000 * the previous environment.
901 * Beware: This function is called from the editor as well!
902 */ 1001 */
903void 1002void
904object::remove () 1003object::do_remove ()
905{ 1004{
906 object *tmp, *last = 0; 1005 object *tmp, *last = 0;
907 object *otmp; 1006 object *otmp;
908 1007
909 if (QUERY_FLAG (this, FLAG_REMOVED)) 1008 if (QUERY_FLAG (this, FLAG_REMOVED))
919 * In this case, the object to be removed is in someones 1018 * In this case, the object to be removed is in someones
920 * inventory. 1019 * inventory.
921 */ 1020 */
922 if (env) 1021 if (env)
923 { 1022 {
1023 adjust_weight (env, -total_weight ());
1024
1025 *(above ? &above->below : &env->inv) = below;
1026
924 if (nrof) 1027 if (below)
925 sub_weight (env, weight * nrof); 1028 below->above = above;
926 else 1029
927 sub_weight (env, weight + carrying); 1030 /* we set up values so that it could be inserted into
1031 * the map, but we don't actually do that - it is up
1032 * to the caller to decide what we want to do.
1033 */
1034 map = env->map;
1035 x = env->x;
1036 y = env->y;
1037 above = 0;
1038 below = 0;
1039 env = 0;
928 1040
929 /* NO_FIX_PLAYER is set when a great many changes are being 1041 /* NO_FIX_PLAYER is set when a great many changes are being
930 * made to players inventory. If set, avoiding the call 1042 * made to players inventory. If set, avoiding the call
931 * to save cpu time. 1043 * to save cpu time.
932 */ 1044 */
933 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
934 otmp->update_stats (); 1046 otmp->update_stats ();
935
936 if (above)
937 above->below = below;
938 else
939 env->inv = below;
940
941 if (below)
942 below->above = above;
943
944 /* we set up values so that it could be inserted into
945 * the map, but we don't actually do that - it is up
946 * to the caller to decide what we want to do.
947 */
948 x = env->x, y = env->y;
949 map = env->map;
950 above = 0, below = 0;
951 env = 0;
952 } 1047 }
953 else if (map) 1048 else if (map)
954 { 1049 {
955 if (type == PLAYER) 1050 if (type == PLAYER)
956 { 1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
957 --map->players; 1058 --map->players;
958 map->touch (); 1059 map->touch ();
959 } 1060 }
960 1061
961 map->dirty = true; 1062 map->dirty = true;
1063 mapspace &ms = this->ms ();
962 1064
963 /* link the object above us */ 1065 /* link the object above us */
964 if (above) 1066 if (above)
965 above->below = below; 1067 above->below = below;
966 else 1068 else
967 map->at (x, y).top = below; /* we were top, set new top */ 1069 ms.top = below; /* we were top, set new top */
968 1070
969 /* Relink the object below us, if there is one */ 1071 /* Relink the object below us, if there is one */
970 if (below) 1072 if (below)
971 below->above = above; 1073 below->above = above;
972 else 1074 else
974 /* Nothing below, which means we need to relink map object for this space 1076 /* Nothing below, which means we need to relink map object for this space
975 * use translated coordinates in case some oddness with map tiling is 1077 * use translated coordinates in case some oddness with map tiling is
976 * evident 1078 * evident
977 */ 1079 */
978 if (GET_MAP_OB (map, x, y) != this) 1080 if (GET_MAP_OB (map, x, y) != this)
979 {
980 char *dump = dump_object (this);
981 LOG (llevError,
982 "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); 1081 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 ());
983 free (dump);
984 dump = dump_object (GET_MAP_OB (map, x, y));
985 LOG (llevError, "%s\n", dump);
986 free (dump);
987 }
988 1082
989 map->at (x, y).bot = above; /* goes on above it. */ 1083 ms.bot = above; /* goes on above it. */
990 } 1084 }
991 1085
992 above = 0; 1086 above = 0;
993 below = 0; 1087 below = 0;
994 1088
995 if (map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
996 return; 1090 return;
997 1091
998 int check_walk_off = !flag [FLAG_NO_APPLY]; 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
999 1093
1094 if (object *pl = ms.player ())
1095 {
1096 if (pl->container == this)
1097 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view
1099 * appropriately.
1100 */
1101 pl->close_container ();
1102
1103 pl->contr->ns->floorbox_update ();
1104 }
1105
1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1001 { 1107 {
1002 /* No point updating the players look faces if he is the object 1108 /* No point updating the players look faces if he is the object
1003 * being removed. 1109 * being removed.
1004 */ 1110 */
1005
1006 if (tmp->type == PLAYER && tmp != this)
1007 {
1008 /* If a container that the player is currently using somehow gets
1009 * removed (most likely destroyed), update the player view
1010 * appropriately.
1011 */
1012 if (tmp->container == this)
1013 {
1014 flag [FLAG_APPLIED] = 0;
1015 tmp->container = 0;
1016 }
1017
1018 if (tmp->contr->ns)
1019 tmp->contr->ns->floorbox_update ();
1020 }
1021 1111
1022 /* See if object moving off should effect something */ 1112 /* See if object moving off should effect something */
1023 if (check_walk_off 1113 if (check_walk_off
1024 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1025 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1028 1118
1029 if (destroyed ()) 1119 if (destroyed ())
1030 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1031 } 1121 }
1032 1122
1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1035 if (tmp->above == tmp)
1036 tmp->above = 0;
1037
1038 last = tmp; 1123 last = tmp;
1039 } 1124 }
1040 1125
1041 /* last == NULL if there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1042 //TODO: this makes little sense, why only update the topmost object? 1127 //TODO: this makes little sense, why only update the topmost object?
1062merge_ob (object *op, object *top) 1147merge_ob (object *op, object *top)
1063{ 1148{
1064 if (!op->nrof) 1149 if (!op->nrof)
1065 return 0; 1150 return 0;
1066 1151
1067 if (top) 1152 if (!top)
1068 for (top = op; top && top->above; top = top->above) 1153 for (top = op; top && top->above; top = top->above)
1069 ; 1154 ;
1070 1155
1071 for (; top; top = top->below) 1156 for (; top; top = top->below)
1072 { 1157 {
1085 } 1170 }
1086 1171
1087 return 0; 1172 return 0;
1088} 1173}
1089 1174
1175void
1176object::expand_tail ()
1177{
1178 if (more)
1179 return;
1180
1181 object *prev = this;
1182
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 {
1185 object *op = arch_to_object (at);
1186
1187 op->name = name;
1188 op->name_pl = name_pl;
1189 op->title = title;
1190
1191 op->head = this;
1192 prev->more = op;
1193
1194 prev = op;
1195 }
1196}
1197
1090/* 1198/*
1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1199 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1092 * job preparing multi-part monsters 1200 * job preparing multi-part monsters.
1093 */ 1201 */
1094object * 1202object *
1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1096{ 1204{
1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1098 { 1206 {
1099 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1100 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1101 } 1209 }
1102 1210
1103 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1104} 1212}
1105 1213
1124 * just 'op' otherwise 1232 * just 'op' otherwise
1125 */ 1233 */
1126object * 1234object *
1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1128{ 1236{
1237 assert (!op->flag [FLAG_FREED]);
1238
1129 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1130 sint16 x, y;
1131 1240
1132 if (QUERY_FLAG (op, FLAG_FREED)) 1241 op->remove ();
1133 {
1134 LOG (llevError, "Trying to insert freed object!\n");
1135 return NULL;
1136 }
1137
1138 if (!m)
1139 {
1140 char *dump = dump_object (op);
1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1142 free (dump);
1143 return op;
1144 }
1145
1146 if (out_of_map (m, op->x, op->y))
1147 {
1148 char *dump = dump_object (op);
1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1150#ifdef MANY_CORES
1151 /* Better to catch this here, as otherwise the next use of this object
1152 * is likely to cause a crash. Better to find out where it is getting
1153 * improperly inserted.
1154 */
1155 abort ();
1156#endif
1157 free (dump);
1158 return op;
1159 }
1160
1161 if (!QUERY_FLAG (op, FLAG_REMOVED))
1162 {
1163 char *dump = dump_object (op);
1164 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1165 free (dump);
1166 return op;
1167 }
1168
1169 if (op->more)
1170 {
1171 /* The part may be on a different map. */
1172
1173 object *more = op->more;
1174
1175 /* We really need the caller to normalise coordinates - if
1176 * we set the map, that doesn't work if the location is within
1177 * a map and this is straddling an edge. So only if coordinate
1178 * is clear wrong do we normalise it.
1179 */
1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1182 else if (!more->map)
1183 {
1184 /* For backwards compatibility - when not dealing with tiled maps,
1185 * more->map should always point to the parent.
1186 */
1187 more->map = m;
1188 }
1189
1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1191 {
1192 if (!op->head)
1193 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1194
1195 return 0;
1196 }
1197 }
1198
1199 CLEAR_FLAG (op, FLAG_REMOVED);
1200 1242
1201 /* Ideally, the caller figures this out. However, it complicates a lot 1243 /* Ideally, the caller figures this out. However, it complicates a lot
1202 * of areas of callers (eg, anything that uses find_free_spot would now 1244 * of areas of callers (eg, anything that uses find_free_spot would now
1203 * need extra work 1245 * need extra work
1204 */ 1246 */
1205 op->map = get_map_from_coord (m, &op->x, &op->y); 1247 if (!xy_normalise (m, op->x, op->y))
1206 x = op->x; 1248 {
1207 y = op->y; 1249 op->destroy ();
1250 return 0;
1251 }
1252
1253 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag))
1255 return 0;
1256
1257 CLEAR_FLAG (op, FLAG_REMOVED);
1258
1259 op->map = m;
1260 mapspace &ms = op->ms ();
1208 1261
1209 /* this has to be done after we translate the coordinates. 1262 /* this has to be done after we translate the coordinates.
1210 */ 1263 */
1211 if (op->nrof && !(flag & INS_NO_MERGE)) 1264 if (op->nrof && !(flag & INS_NO_MERGE))
1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1213 if (object::can_merge (op, tmp)) 1266 if (object::can_merge (op, tmp))
1214 { 1267 {
1215 op->nrof += tmp->nrof; 1268 op->nrof += tmp->nrof;
1216 tmp->destroy (); 1269 tmp->destroy (1);
1217 } 1270 }
1218 1271
1219 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1272 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1220 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1273 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1221 1274
1234 op->below = originator->below; 1287 op->below = originator->below;
1235 1288
1236 if (op->below) 1289 if (op->below)
1237 op->below->above = op; 1290 op->below->above = op;
1238 else 1291 else
1239 op->ms ().bot = op; 1292 ms.bot = op;
1240 1293
1241 /* since *below* originator, no need to update top */ 1294 /* since *below* originator, no need to update top */
1242 originator->below = op; 1295 originator->below = op;
1243 } 1296 }
1244 else 1297 else
1245 { 1298 {
1299 top = ms.bot;
1300
1246 /* If there are other objects, then */ 1301 /* If there are other objects, then */
1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1302 if (top)
1248 { 1303 {
1249 object *last = 0; 1304 object *last = 0;
1250 1305
1251 /* 1306 /*
1252 * If there are multiple objects on this space, we do some trickier handling. 1307 * If there are multiple objects on this space, we do some trickier handling.
1258 * once we get to them. This reduces the need to traverse over all of 1313 * once we get to them. This reduces the need to traverse over all of
1259 * them when adding another one - this saves quite a bit of cpu time 1314 * them when adding another one - this saves quite a bit of cpu time
1260 * when lots of spells are cast in one area. Currently, it is presumed 1315 * when lots of spells are cast in one area. Currently, it is presumed
1261 * that flying non pickable objects are spell objects. 1316 * that flying non pickable objects are spell objects.
1262 */ 1317 */
1263 while (top) 1318 for (top = ms.bot; top; top = top->above)
1264 { 1319 {
1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1320 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1266 floor = top; 1321 floor = top;
1267 1322
1268 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1323 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1271 top = top->below; 1326 top = top->below;
1272 break; 1327 break;
1273 } 1328 }
1274 1329
1275 last = top; 1330 last = top;
1276 top = top->above;
1277 } 1331 }
1278 1332
1279 /* Don't want top to be NULL, so set it to the last valid object */ 1333 /* Don't want top to be NULL, so set it to the last valid object */
1280 top = last; 1334 top = last;
1281 1335
1283 * looks like instead of lots of conditions here. 1337 * looks like instead of lots of conditions here.
1284 * makes things faster, and effectively the same result. 1338 * makes things faster, and effectively the same result.
1285 */ 1339 */
1286 1340
1287 /* Have object 'fall below' other objects that block view. 1341 /* Have object 'fall below' other objects that block view.
1288 * Unless those objects are exits, type 66 1342 * Unless those objects are exits.
1289 * If INS_ON_TOP is used, don't do this processing 1343 * If INS_ON_TOP is used, don't do this processing
1290 * Need to find the object that in fact blocks view, otherwise 1344 * Need to find the object that in fact blocks view, otherwise
1291 * stacking is a bit odd. 1345 * stacking is a bit odd.
1292 */ 1346 */
1293 if (!(flag & INS_ON_TOP) && 1347 if (!(flag & INS_ON_TOP)
1294 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1348 && ms.flags () & P_BLOCKSVIEW
1349 && (op->face && !faces [op->face].visibility))
1295 { 1350 {
1296 for (last = top; last != floor; last = last->below) 1351 for (last = top; last != floor; last = last->below)
1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1298 break; 1353 break;
1354
1299 /* Check to see if we found the object that blocks view, 1355 /* Check to see if we found the object that blocks view,
1300 * and make sure we have a below pointer for it so that 1356 * and make sure we have a below pointer for it so that
1301 * we can get inserted below this one, which requires we 1357 * we can get inserted below this one, which requires we
1302 * set top to the object below us. 1358 * set top to the object below us.
1303 */ 1359 */
1304 if (last && last->below && last != floor) 1360 if (last && last->below && last != floor)
1305 top = last->below; 1361 top = last->below;
1306 } 1362 }
1307 } /* If objects on this space */ 1363 } /* If objects on this space */
1308 1364
1309 if (flag & INS_MAP_LOAD)
1310 top = GET_MAP_TOP (op->map, op->x, op->y);
1311
1312 if (flag & INS_ABOVE_FLOOR_ONLY) 1365 if (flag & INS_ABOVE_FLOOR_ONLY)
1313 top = floor; 1366 top = floor;
1314 1367
1315 /* Top is the object that our object (op) is going to get inserted above. 1368 /* Top is the object that our object (op) is going to get inserted above.
1316 */ 1369 */
1317 1370
1318 /* First object on this space */ 1371 /* First object on this space */
1319 if (!top) 1372 if (!top)
1320 { 1373 {
1321 op->above = GET_MAP_OB (op->map, op->x, op->y); 1374 op->above = ms.bot;
1322 1375
1323 if (op->above) 1376 if (op->above)
1324 op->above->below = op; 1377 op->above->below = op;
1325 1378
1326 op->below = 0; 1379 op->below = 0;
1327 op->ms ().bot = op; 1380 ms.bot = op;
1328 } 1381 }
1329 else 1382 else
1330 { /* get inserted into the stack above top */ 1383 { /* get inserted into the stack above top */
1331 op->above = top->above; 1384 op->above = top->above;
1332 1385
1336 op->below = top; 1389 op->below = top;
1337 top->above = op; 1390 top->above = op;
1338 } 1391 }
1339 1392
1340 if (!op->above) 1393 if (!op->above)
1341 op->ms ().top = op; 1394 ms.top = op;
1342 } /* else not INS_BELOW_ORIGINATOR */ 1395 } /* else not INS_BELOW_ORIGINATOR */
1343 1396
1344 if (op->type == PLAYER) 1397 if (op->type == PLAYER)
1345 { 1398 {
1346 op->contr->do_los = 1; 1399 op->contr->do_los = 1;
1348 op->map->touch (); 1401 op->map->touch ();
1349 } 1402 }
1350 1403
1351 op->map->dirty = true; 1404 op->map->dirty = true;
1352 1405
1353 /* If we have a floor, we know the player, if any, will be above
1354 * it, so save a few ticks and start from there.
1355 */
1356 if (!(flag & INS_MAP_LOAD))
1357 if (object *pl = op->ms ().player ()) 1406 if (object *pl = ms.player ())
1358 if (pl->contr->ns)
1359 pl->contr->ns->floorbox_update (); 1407 pl->contr->ns->floorbox_update ();
1360 1408
1361 /* If this object glows, it may affect lighting conditions that are 1409 /* If this object glows, it may affect lighting conditions that are
1362 * visible to others on this map. But update_all_los is really 1410 * visible to others on this map. But update_all_los is really
1363 * an inefficient way to do this, as it means los for all players 1411 * an inefficient way to do this, as it means los for all players
1364 * on the map will get recalculated. The players could very well 1412 * on the map will get recalculated. The players could very well
1383 * blocked() and wall() work properly), and these flags are updated by 1431 * blocked() and wall() work properly), and these flags are updated by
1384 * update_object(). 1432 * update_object().
1385 */ 1433 */
1386 1434
1387 /* if this is not the head or flag has been passed, don't check walk on status */ 1435 /* if this is not the head or flag has been passed, don't check walk on status */
1388 if (!(flag & INS_NO_WALK_ON) && !op->head) 1436 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1389 { 1437 {
1390 if (check_move_on (op, originator)) 1438 if (check_move_on (op, originator))
1391 return 0; 1439 return 0;
1392 1440
1393 /* If we are a multi part object, lets work our way through the check 1441 /* If we are a multi part object, lets work our way through the check
1394 * walk on's. 1442 * walk on's.
1395 */ 1443 */
1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1444 for (object *tmp = op->more; tmp; tmp = tmp->more)
1397 if (check_move_on (tmp, originator)) 1445 if (check_move_on (tmp, originator))
1398 return 0; 1446 return 0;
1399 } 1447 }
1400 1448
1401 return op; 1449 return op;
1406 * op is the object to insert it under: supplies x and the map. 1454 * op is the object to insert it under: supplies x and the map.
1407 */ 1455 */
1408void 1456void
1409replace_insert_ob_in_map (const char *arch_string, object *op) 1457replace_insert_ob_in_map (const char *arch_string, object *op)
1410{ 1458{
1411 object *tmp, *tmp1;
1412
1413 /* first search for itself and remove any old instances */ 1459 /* first search for itself and remove any old instances */
1414 1460
1415 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1461 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1462 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1417 tmp->destroy (); 1463 tmp->destroy (1);
1418 1464
1419 tmp1 = arch_to_object (archetype::find (arch_string)); 1465 object *tmp = arch_to_object (archetype::find (arch_string));
1420 1466
1421 tmp1->x = op->x; 1467 tmp->x = op->x;
1422 tmp1->y = op->y; 1468 tmp->y = op->y;
1469
1423 insert_ob_in_map (tmp1, op->map, op, 0); 1470 insert_ob_in_map (tmp, op->map, op, 0);
1424} 1471}
1425 1472
1426object * 1473object *
1427object::insert_at (object *where, object *originator, int flags) 1474object::insert_at (object *where, object *originator, int flags)
1428{ 1475{
1476 if (where->env)
1477 return where->env->insert (this);
1478 else
1429 where->map->insert (this, where->x, where->y, originator, flags); 1479 return where->map->insert (this, where->x, where->y, originator, flags);
1430} 1480}
1431 1481
1432/* 1482// find player who can see this object
1433 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1483static object *
1434 * is returned contains nr objects, and the remaining parts contains 1484visible_to (object *op)
1435 * the rest (or is removed and freed if that number is 0).
1436 * On failure, NULL is returned, and the reason put into the
1437 * global static errmsg array.
1438 */
1439object *
1440get_split_ob (object *orig_ob, uint32 nr)
1441{ 1485{
1442 object *newob; 1486 if (!op->flag [FLAG_REMOVED])
1443 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1444
1445 if (orig_ob->nrof < nr)
1446 {
1447 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1448 return NULL;
1449 } 1487 {
1450 1488 // see if we are in a container of sorts
1451 newob = object_create_clone (orig_ob); 1489 if (object *env = op->env)
1452
1453 if ((orig_ob->nrof -= nr) < 1)
1454 orig_ob->destroy (1);
1455 else if (!is_removed)
1456 {
1457 if (orig_ob->env != NULL)
1458 sub_weight (orig_ob->env, orig_ob->weight * nr);
1459 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1460 {
1461 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1462 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1463 return NULL;
1464 } 1490 {
1465 } 1491 // the player inventory itself is always visible
1492 if (env->type == PLAYER)
1493 return env;
1466 1494
1467 newob->nrof = nr; 1495 // else a player could have our env open
1496 env = env->outer_env ();
1468 1497
1498 // the player itself is always on a map, so we will find him here
1499 // even if our inv is in a player.
1500 if (env->is_on_map ())
1501 if (object *pl = env->ms ().player ())
1502 if (pl->container == op->env)
1503 return pl;
1504 }
1505 else
1506 {
1507 // maybe there is a player standing on the same mapspace
1508 if (object *pl = op->ms ().player ())
1509 return pl;
1510 }
1511 }
1512
1469 return newob; 1513 return 0;
1470} 1514}
1471 1515
1472/* 1516/*
1473 * decrease_ob_nr(object, number) decreases a specified number from 1517 * decrease(object, number) decreases a specified number from
1474 * the amount of an object. If the amount reaches 0, the object 1518 * the amount of an object. If the amount reaches 0, the object
1475 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1476 * 1520 *
1477 * Return value: 'op' if something is left, NULL if the amount reached 0 1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1478 */ 1522 */
1523bool
1524object::decrease (sint32 nr)
1525{
1526 nr = min (nr, nrof);
1479 1527
1528 if (!nr)
1529 return 1;
1530
1531 nrof -= nr;
1532
1533 object *visible = visible_to (this);
1534
1535 if (nrof)
1536 {
1537 adjust_weight (env, -weight * nr); // carrying == 0
1538
1539 if (visible)
1540 esrv_send_item (visible, this);
1541
1542 return 1;
1543 }
1544 else
1545 {
1546 if (visible)
1547 esrv_del_item (visible->contr, count);
1548
1549 this->destroy (1);
1550 return 0;
1551 }
1552}
1553
1554/*
1555 * split(ob,nr) splits up ob into two parts. The part which
1556 * is returned contains nr objects, and the remaining parts contains
1557 * the rest (or is removed and returned if that number is 0).
1558 * On failure, NULL is returned.
1559 */
1480object * 1560object *
1481decrease_ob_nr (object *op, uint32 i) 1561object::split (sint32 nr)
1482{ 1562{
1483 object *tmp; 1563 if (nrof < nr)
1484
1485 if (i == 0) /* objects with op->nrof require this check */
1486 return op; 1564 return 0;
1487 1565 else if (nrof == nr)
1488 if (i > op->nrof)
1489 i = op->nrof;
1490
1491 if (QUERY_FLAG (op, FLAG_REMOVED))
1492 op->nrof -= i;
1493 else if (op->env)
1494 { 1566 {
1495 /* is this object in the players inventory, or sub container
1496 * therein?
1497 */
1498 tmp = op->in_player ();
1499 /* nope. Is this a container the player has opened?
1500 * If so, set tmp to that player.
1501 * IMO, searching through all the players will mostly
1502 * likely be quicker than following op->env to the map,
1503 * and then searching the map for a player.
1504 */
1505 if (!tmp)
1506 for_all_players (pl)
1507 if (pl->ob->container == op->env)
1508 {
1509 tmp = pl->ob;
1510 break;
1511 }
1512
1513 if (i < op->nrof)
1514 {
1515 sub_weight (op->env, op->weight * i);
1516 op->nrof -= i;
1517 if (tmp)
1518 esrv_send_item (tmp, op);
1519 }
1520 else
1521 {
1522 op->remove (); 1567 remove ();
1523 op->nrof = 0; 1568 return this;
1524 if (tmp)
1525 esrv_del_item (tmp->contr, op->count);
1526 }
1527 } 1569 }
1528 else 1570 else
1529 { 1571 {
1530 object *above = op->above; 1572 decrease (nr);
1531 1573
1532 if (i < op->nrof) 1574 object *op = object_create_clone (this);
1533 op->nrof -= i; 1575 op->nrof = nr;
1534 else
1535 {
1536 op->remove ();
1537 op->nrof = 0;
1538 }
1539
1540 /* Since we just removed op, op->above is null */
1541 for (tmp = above; tmp; tmp = tmp->above)
1542 if (tmp->type == PLAYER)
1543 {
1544 if (op->nrof)
1545 esrv_send_item (tmp, op);
1546 else
1547 esrv_del_item (tmp->contr, op->count);
1548 }
1549 }
1550
1551 if (op->nrof)
1552 return op; 1576 return op;
1553 else
1554 {
1555 op->destroy ();
1556 return 0;
1557 }
1558}
1559
1560/*
1561 * add_weight(object, weight) adds the specified weight to an object,
1562 * and also updates how much the environment(s) is/are carrying.
1563 */
1564
1565void
1566add_weight (object *op, signed long weight)
1567{
1568 while (op != NULL)
1569 {
1570 if (op->type == CONTAINER)
1571 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1572
1573 op->carrying += weight;
1574 op = op->env;
1575 } 1577 }
1576} 1578}
1577 1579
1578object * 1580object *
1579insert_ob_in_ob (object *op, object *where) 1581insert_ob_in_ob (object *op, object *where)
1584 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1586 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1585 free (dump); 1587 free (dump);
1586 return op; 1588 return op;
1587 } 1589 }
1588 1590
1589 if (where->head) 1591 if (where->head_ () != where)
1590 { 1592 {
1591 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1593 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1592 where = where->head; 1594 where = where->head;
1593 } 1595 }
1594 1596
1595 return where->insert (op); 1597 return where->insert (op);
1596} 1598}
1601 * inside the object environment. 1603 * inside the object environment.
1602 * 1604 *
1603 * The function returns now pointer to inserted item, and return value can 1605 * The function returns now pointer to inserted item, and return value can
1604 * be != op, if items are merged. -Tero 1606 * be != op, if items are merged. -Tero
1605 */ 1607 */
1606
1607object * 1608object *
1608object::insert (object *op) 1609object::insert (object *op)
1609{ 1610{
1610 object *tmp, *otmp;
1611
1612 if (!QUERY_FLAG (op, FLAG_REMOVED))
1613 op->remove ();
1614
1615 if (op->more) 1611 if (op->more)
1616 { 1612 {
1617 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1613 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1618 return op; 1614 return op;
1619 } 1615 }
1620 1616
1621 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1617 op->remove ();
1622 CLEAR_FLAG (op, FLAG_REMOVED); 1618
1619 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1620
1623 if (op->nrof) 1621 if (op->nrof)
1624 {
1625 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1622 for (object *tmp = inv; tmp; tmp = tmp->below)
1626 if (object::can_merge (tmp, op)) 1623 if (object::can_merge (tmp, op))
1627 { 1624 {
1628 /* return the original object and remove inserted object 1625 /* return the original object and remove inserted object
1629 (client needs the original object) */ 1626 (client needs the original object) */
1630 tmp->nrof += op->nrof; 1627 tmp->nrof += op->nrof;
1631 /* Weight handling gets pretty funky. Since we are adding to
1632 * tmp->nrof, we need to increase the weight.
1633 */
1634 add_weight (this, op->weight * op->nrof); 1628 adjust_weight (this, op->total_weight ());
1635 SET_FLAG (op, FLAG_REMOVED); 1629
1636 op->destroy (); /* free the inserted object */ 1630 op->destroy (1);
1637 op = tmp; 1631 op = tmp;
1638 op->remove (); /* and fix old object's links */ 1632 goto inserted;
1639 CLEAR_FLAG (op, FLAG_REMOVED);
1640 break;
1641 } 1633 }
1642 1634
1643 /* I assume combined objects have no inventory 1635 op->owner = 0; // it's his/hers now. period.
1644 * We add the weight - this object could have just been removed 1636 op->map = 0;
1645 * (if it was possible to merge). calling remove_ob will subtract 1637 op->x = 0;
1646 * the weight, so we need to add it in again, since we actually do 1638 op->y = 0;
1647 * the linking below
1648 */
1649 add_weight (this, op->weight * op->nrof);
1650 }
1651 else
1652 add_weight (this, (op->weight + op->carrying));
1653 1639
1654 otmp = this->in_player (); 1640 op->above = 0;
1655 if (otmp && otmp->contr) 1641 op->below = inv;
1642 op->env = this;
1643
1644 if (inv)
1645 inv->above = op;
1646
1647 inv = op;
1648
1649 op->flag [FLAG_REMOVED] = 0;
1650
1651 adjust_weight (this, op->total_weight ());
1652
1653inserted:
1654 /* reset the light list and los of the players on the map */
1655 if (op->glow_radius && map && map->darkness)
1656 update_all_los (map, x, y);
1657
1658 if (object *otmp = in_player ())
1656 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1659 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1657 otmp->update_stats (); 1660 otmp->update_stats ();
1658
1659 op->map = 0;
1660 op->env = this;
1661 op->above = 0;
1662 op->below = 0;
1663 op->x = 0, op->y = 0;
1664
1665 /* reset the light list and los of the players on the map */
1666 if ((op->glow_radius != 0) && map)
1667 {
1668#ifdef DEBUG_LIGHTS
1669 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1670#endif /* DEBUG_LIGHTS */
1671 if (map->darkness)
1672 update_all_los (map, x, y);
1673 }
1674
1675 /* Client has no idea of ordering so lets not bother ordering it here.
1676 * It sure simplifies this function...
1677 */
1678 if (!inv)
1679 inv = op;
1680 else
1681 {
1682 op->below = inv;
1683 op->below->above = op;
1684 inv = op;
1685 }
1686 1661
1687 INVOKE_OBJECT (INSERT, this); 1662 INVOKE_OBJECT (INSERT, this);
1688 1663
1689 return op; 1664 return op;
1690} 1665}
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1746 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1747 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 { 1748 {
1774 1749
1775 float 1750 float
1776 diff = tmp->move_slow_penalty * FABS (op->speed); 1751 diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1752
1778 if (op->type == PLAYER) 1753 if (op->type == PLAYER)
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1754 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1755 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0; 1756 diff /= 4.0;
1905 * activate recursively a flag on an object inventory 1880 * activate recursively a flag on an object inventory
1906 */ 1881 */
1907void 1882void
1908flag_inv (object *op, int flag) 1883flag_inv (object *op, int flag)
1909{ 1884{
1910 if (op->inv)
1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1912 { 1886 {
1913 SET_FLAG (tmp, flag); 1887 SET_FLAG (tmp, flag);
1914 flag_inv (tmp, flag); 1888 flag_inv (tmp, flag);
1915 } 1889 }
1916} 1890}
1917 1891
1918/* 1892/*
1919 * deactivate recursively a flag on an object inventory 1893 * deactivate recursively a flag on an object inventory
1920 */ 1894 */
1921void 1895void
1922unflag_inv (object *op, int flag) 1896unflag_inv (object *op, int flag)
1923{ 1897{
1924 if (op->inv)
1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1898 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1926 { 1899 {
1927 CLEAR_FLAG (tmp, flag); 1900 CLEAR_FLAG (tmp, flag);
1928 unflag_inv (tmp, flag); 1901 unflag_inv (tmp, flag);
1929 } 1902 }
1930}
1931
1932/*
1933 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1934 * all it's inventory (recursively).
1935 * If checksums are used, a player will get set_cheat called for
1936 * him/her-self and all object carried by a call to this function.
1937 */
1938void
1939set_cheat (object *op)
1940{
1941 SET_FLAG (op, FLAG_WAS_WIZ);
1942 flag_inv (op, FLAG_WAS_WIZ);
1943} 1903}
1944 1904
1945/* 1905/*
1946 * find_free_spot(object, map, x, y, start, stop) will search for 1906 * find_free_spot(object, map, x, y, start, stop) will search for
1947 * a spot at the given map and coordinates which will be able to contain 1907 * a spot at the given map and coordinates which will be able to contain
1949 * to search (see the freearr_x/y[] definition). 1909 * to search (see the freearr_x/y[] definition).
1950 * It returns a random choice among the alternatives found. 1910 * It returns a random choice among the alternatives found.
1951 * start and stop are where to start relative to the free_arr array (1,9 1911 * start and stop are where to start relative to the free_arr array (1,9
1952 * does all 4 immediate directions). This returns the index into the 1912 * does all 4 immediate directions). This returns the index into the
1953 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1913 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1954 * Note - this only checks to see if there is space for the head of the
1955 * object - if it is a multispace object, this should be called for all
1956 * pieces.
1957 * Note2: This function does correctly handle tiled maps, but does not 1914 * Note: This function does correctly handle tiled maps, but does not
1958 * inform the caller. However, insert_ob_in_map will update as 1915 * inform the caller. However, insert_ob_in_map will update as
1959 * necessary, so the caller shouldn't need to do any special work. 1916 * necessary, so the caller shouldn't need to do any special work.
1960 * Note - updated to take an object instead of archetype - this is necessary 1917 * Note - updated to take an object instead of archetype - this is necessary
1961 * because arch_blocked (now ob_blocked) needs to know the movement type 1918 * because arch_blocked (now ob_blocked) needs to know the movement type
1962 * to know if the space in question will block the object. We can't use 1919 * to know if the space in question will block the object. We can't use
1964 * customized, changed states, etc. 1921 * customized, changed states, etc.
1965 */ 1922 */
1966int 1923int
1967find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1924find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1968{ 1925{
1926 int altern[SIZEOFFREE];
1969 int index = 0, flag; 1927 int index = 0, flag;
1970 int altern[SIZEOFFREE];
1971 1928
1972 for (int i = start; i < stop; i++) 1929 for (int i = start; i < stop; i++)
1973 { 1930 {
1974 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1931 mapxy pos (m, x, y); pos.move (i);
1975 if (!flag) 1932
1933 if (!pos.normalise ())
1934 continue;
1935
1936 mapspace &ms = *pos;
1937
1938 if (ms.flags () & P_IS_ALIVE)
1939 continue;
1940
1941 /* However, often
1942 * ob doesn't have any move type (when used to place exits)
1943 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1944 */
1945 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1946 {
1976 altern [index++] = i; 1947 altern [index++] = i;
1948 continue;
1949 }
1977 1950
1978 /* Basically, if we find a wall on a space, we cut down the search size. 1951 /* Basically, if we find a wall on a space, we cut down the search size.
1979 * In this way, we won't return spaces that are on another side of a wall. 1952 * In this way, we won't return spaces that are on another side of a wall.
1980 * This mostly work, but it cuts down the search size in all directions - 1953 * This mostly work, but it cuts down the search size in all directions -
1981 * if the space being examined only has a wall to the north and empty 1954 * if the space being examined only has a wall to the north and empty
1982 * spaces in all the other directions, this will reduce the search space 1955 * spaces in all the other directions, this will reduce the search space
1983 * to only the spaces immediately surrounding the target area, and 1956 * to only the spaces immediately surrounding the target area, and
1984 * won't look 2 spaces south of the target space. 1957 * won't look 2 spaces south of the target space.
1985 */ 1958 */
1986 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1959 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1960 {
1987 stop = maxfree[i]; 1961 stop = maxfree[i];
1962 continue;
1963 }
1964
1965 /* Note it is intentional that we check ob - the movement type of the
1966 * head of the object should correspond for the entire object.
1967 */
1968 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1969 continue;
1970
1971 if (ob->blocked (m, pos.x, pos.y))
1972 continue;
1973
1974 altern [index++] = i;
1988 } 1975 }
1989 1976
1990 if (!index) 1977 if (!index)
1991 return -1; 1978 return -1;
1992 1979
1993 return altern[RANDOM () % index]; 1980 return altern [rndm (index)];
1994} 1981}
1995 1982
1996/* 1983/*
1997 * find_first_free_spot(archetype, maptile, x, y) works like 1984 * find_first_free_spot(archetype, maptile, x, y) works like
1998 * find_free_spot(), but it will search max number of squares. 1985 * find_free_spot(), but it will search max number of squares.
2001 */ 1988 */
2002int 1989int
2003find_first_free_spot (const object *ob, maptile *m, int x, int y) 1990find_first_free_spot (const object *ob, maptile *m, int x, int y)
2004{ 1991{
2005 for (int i = 0; i < SIZEOFFREE; i++) 1992 for (int i = 0; i < SIZEOFFREE; i++)
2006 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1993 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2007 return i; 1994 return i;
2008 1995
2009 return -1; 1996 return -1;
2010} 1997}
2011 1998
2019{ 2006{
2020 arr += begin; 2007 arr += begin;
2021 end -= begin; 2008 end -= begin;
2022 2009
2023 while (--end) 2010 while (--end)
2024 swap (arr [end], arr [RANDOM () % (end + 1)]); 2011 swap (arr [end], arr [rndm (end + 1)]);
2025} 2012}
2026 2013
2027/* new function to make monster searching more efficient, and effective! 2014/* new function to make monster searching more efficient, and effective!
2028 * This basically returns a randomized array (in the passed pointer) of 2015 * This basically returns a randomized array (in the passed pointer) of
2029 * the spaces to find monsters. In this way, it won't always look for 2016 * the spaces to find monsters. In this way, it won't always look for
2065 object *tmp; 2052 object *tmp;
2066 maptile *mp; 2053 maptile *mp;
2067 2054
2068 MoveType blocked, move_type; 2055 MoveType blocked, move_type;
2069 2056
2070 if (exclude && exclude->head) 2057 if (exclude && exclude->head_ () != exclude)
2071 { 2058 {
2072 exclude = exclude->head; 2059 exclude = exclude->head;
2073 move_type = exclude->move_type; 2060 move_type = exclude->move_type;
2074 } 2061 }
2075 else 2062 else
2098 max = maxfree[i]; 2085 max = maxfree[i];
2099 else if (mflags & P_IS_ALIVE) 2086 else if (mflags & P_IS_ALIVE)
2100 { 2087 {
2101 for (tmp = ms.bot; tmp; tmp = tmp->above) 2088 for (tmp = ms.bot; tmp; tmp = tmp->above)
2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2089 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2103 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2090 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2104 break; 2091 break;
2105 2092
2106 if (tmp) 2093 if (tmp)
2107 return freedir[i]; 2094 return freedir[i];
2108 } 2095 }
2163 2150
2164 return 3; 2151 return 3;
2165} 2152}
2166 2153
2167/* 2154/*
2168 * absdir(int): Returns a number between 1 and 8, which represent
2169 * the "absolute" direction of a number (it actually takes care of
2170 * "overflow" in previous calculations of a direction).
2171 */
2172
2173int
2174absdir (int d)
2175{
2176 while (d < 1)
2177 d += 8;
2178
2179 while (d > 8)
2180 d -= 8;
2181
2182 return d;
2183}
2184
2185/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2155 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2156 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2157 */
2189
2190int 2158int
2191dirdiff (int dir1, int dir2) 2159dirdiff (int dir1, int dir2)
2192{ 2160{
2193 int d; 2161 int d;
2194 2162
2307 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2275 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2308 * core dumps if they do. 2276 * core dumps if they do.
2309 * 2277 *
2310 * Add a check so we can't pick up invisible objects (0.93.8) 2278 * Add a check so we can't pick up invisible objects (0.93.8)
2311 */ 2279 */
2312
2313int 2280int
2314can_pick (const object *who, const object *item) 2281can_pick (const object *who, const object *item)
2315{ 2282{
2316 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2317 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2322 * create clone from object to another 2289 * create clone from object to another
2323 */ 2290 */
2324object * 2291object *
2325object_create_clone (object *asrc) 2292object_create_clone (object *asrc)
2326{ 2293{
2327 object *dst = 0, *tmp, *src, *part, *prev, *item; 2294 object *dst = 0, *tmp, *src, *prev, *item;
2328 2295
2329 if (!asrc) 2296 if (!asrc)
2330 return 0; 2297 return 0;
2331 2298
2332 src = asrc;
2333 if (src->head)
2334 src = src->head; 2299 src = asrc->head_ ();
2335 2300
2336 prev = 0; 2301 prev = 0;
2337 for (part = src; part; part = part->more) 2302 for (object *part = src; part; part = part->more)
2338 { 2303 {
2339 tmp = part->clone (); 2304 tmp = part->clone ();
2340 tmp->x -= src->x; 2305 tmp->x -= src->x;
2341 tmp->y -= src->y; 2306 tmp->y -= src->y;
2342 2307
2358 2323
2359 for (item = src->inv; item; item = item->below) 2324 for (item = src->inv; item; item = item->below)
2360 insert_ob_in_ob (object_create_clone (item), dst); 2325 insert_ob_in_ob (object_create_clone (item), dst);
2361 2326
2362 return dst; 2327 return dst;
2363}
2364
2365/* GROS - Creates an object using a string representing its content. */
2366/* Basically, we save the content of the string to a temp file, then call */
2367/* load_object on it. I admit it is a highly inefficient way to make things, */
2368/* but it was simple to make and allows reusing the load_object function. */
2369/* Remember not to use load_object_str in a time-critical situation. */
2370/* Also remember that multiparts objects are not supported for now. */
2371object *
2372load_object_str (const char *obstr)
2373{
2374 object *op;
2375 char filename[MAX_BUF];
2376
2377 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2378
2379 FILE *tempfile = fopen (filename, "w");
2380
2381 if (tempfile == NULL)
2382 {
2383 LOG (llevError, "Error - Unable to access load object temp file\n");
2384 return NULL;
2385 }
2386
2387 fprintf (tempfile, obstr);
2388 fclose (tempfile);
2389
2390 op = object::create ();
2391
2392 object_thawer thawer (filename);
2393
2394 if (thawer)
2395 load_object (thawer, op, 0);
2396
2397 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2398 CLEAR_FLAG (op, FLAG_REMOVED);
2399
2400 return op;
2401} 2328}
2402 2329
2403/* This returns the first object in who's inventory that 2330/* This returns the first object in who's inventory that
2404 * has the same type and subtype match. 2331 * has the same type and subtype match.
2405 * returns NULL if no match. 2332 * returns NULL if no match.
2460 if (link->key == canonical_key) 2387 if (link->key == canonical_key)
2461 return link->value; 2388 return link->value;
2462 2389
2463 return 0; 2390 return 0;
2464} 2391}
2465
2466 2392
2467/* 2393/*
2468 * Updates the canonical_key in op to value. 2394 * Updates the canonical_key in op to value.
2469 * 2395 *
2470 * canonical_key is a shared string (value doesn't have to be). 2396 * canonical_key is a shared string (value doesn't have to be).
2494 /* Basically, if the archetype has this key set, 2420 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save 2421 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load, 2422 * it, we save the empty value so that when we load,
2497 * we get this value back again. 2423 * we get this value back again.
2498 */ 2424 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2425 if (get_ob_key_link (op->arch, canonical_key))
2500 field->value = 0; 2426 field->value = 0;
2501 else 2427 else
2502 { 2428 {
2503 if (last) 2429 if (last)
2504 last->next = field->next; 2430 last->next = field->next;
2573 } 2499 }
2574 else 2500 else
2575 item = item->env; 2501 item = item->env;
2576} 2502}
2577 2503
2578
2579const char * 2504const char *
2580object::flag_desc (char *desc, int len) const 2505object::flag_desc (char *desc, int len) const
2581{ 2506{
2582 char *p = desc; 2507 char *p = desc;
2583 bool first = true; 2508 bool first = true;
2610{ 2535{
2611 char flagdesc[512]; 2536 char flagdesc[512];
2612 char info2[256 * 4]; 2537 char info2[256 * 4];
2613 char *p = info; 2538 char *p = info;
2614 2539
2615 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2540 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2616 count, uuid.seq, 2541 count,
2542 uuid.c_str (),
2617 &name, 2543 &name,
2618 title ? "\",title:" : "", 2544 title ? "\",title:\"" : "",
2619 title ? (const char *)title : "", 2545 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type); 2546 flag_desc (flagdesc, 512), type);
2621 2547
2622 if (env) 2548 if (!this->flag[FLAG_REMOVED] && env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2549 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624 2550
2625 if (map) 2551 if (map)
2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2552 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2627 2553
2629} 2555}
2630 2556
2631const char * 2557const char *
2632object::debug_desc () const 2558object::debug_desc () const
2633{ 2559{
2634 static char info[256 * 4]; 2560 static char info[3][256 * 4];
2561 static int info_idx;
2562
2635 return debug_desc (info); 2563 return debug_desc (info [++info_idx % 3]);
2636} 2564}
2637 2565
2566struct region *
2567object::region () const
2568{
2569 return map ? map->region (x, y)
2570 : region::default_region ();
2571}
2572
2573const materialtype_t *
2574object::dominant_material () const
2575{
2576 if (materialtype_t *mt = name_to_material (materialname))
2577 return mt;
2578
2579 return name_to_material (shstr_unknown);
2580}
2581
2582void
2583object::open_container (object *new_container)
2584{
2585 if (container == new_container)
2586 return;
2587
2588 if (object *old_container = container)
2589 {
2590 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2591 return;
2592
2593#if 0
2594 // remove the "Close old_container" object.
2595 if (object *closer = old_container->inv)
2596 if (closer->type == CLOSE_CON)
2597 closer->destroy ();
2598#endif
2599
2600 old_container->flag [FLAG_APPLIED] = 0;
2601 container = 0;
2602
2603 esrv_update_item (UPD_FLAGS, this, old_container);
2604 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2605 play_sound (sound_find ("chest_close"));
2606 }
2607
2608 if (new_container)
2609 {
2610 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2611 return;
2612
2613 // TODO: this does not seem to serve any purpose anymore?
2614#if 0
2615 // insert the "Close Container" object.
2616 if (archetype *closer = new_container->other_arch)
2617 {
2618 object *closer = arch_to_object (new_container->other_arch);
2619 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2620 new_container->insert (closer);
2621 }
2622#endif
2623
2624 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2625
2626 new_container->flag [FLAG_APPLIED] = 1;
2627 container = new_container;
2628
2629 esrv_update_item (UPD_FLAGS, this, new_container);
2630 esrv_send_inventory (this, new_container);
2631 play_sound (sound_find ("chest_open"));
2632 }
2633}
2634
2635object *
2636object::force_find (const shstr name)
2637{
2638 /* cycle through his inventory to look for the MARK we want to
2639 * place
2640 */
2641 for (object *tmp = inv; tmp; tmp = tmp->below)
2642 if (tmp->type == FORCE && tmp->slaying == name)
2643 return splay (tmp);
2644
2645 return 0;
2646}
2647
2648void
2649object::force_add (const shstr name, int duration)
2650{
2651 if (object *force = force_find (name))
2652 force->destroy ();
2653
2654 object *force = get_archetype (FORCE_NAME);
2655
2656 force->slaying = name;
2657 force->stats.food = 1;
2658 force->speed_left = -1.f;
2659
2660 force->set_speed (duration ? 1.f / duration : 0.f);
2661 force->flag [FLAG_IS_USED_UP] = true;
2662 force->flag [FLAG_APPLIED] = true;
2663
2664 insert (force);
2665}
2666
2667void
2668object::play_sound (faceidx sound)
2669{
2670 if (!sound)
2671 return;
2672
2673 if (flag [FLAG_REMOVED])
2674 return;
2675
2676 if (env)
2677 {
2678 if (object *pl = in_player ())
2679 pl->contr->play_sound (sound);
2680 }
2681 else
2682 map->play_sound (sound, x, y);
2683}
2684

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