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Comparing deliantra/server/common/object.C (file contents):
Revision 1.119 by root, Fri Jan 19 18:06:51 2007 UTC vs.
Revision 1.213 by root, Tue Apr 22 01:18:10 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.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
41 37
42objectvec objects; 38objectvec objects;
43activevec actives; 39activevec actives;
44 40
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 46};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50}; 52};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 58};
54int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 64};
58 65
59static void 66static void
60write_uuid (void) 67write_uuid (uval64 skip, bool sync)
61{ 68{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
63 70 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 73 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 74}
79 75
80static void 76static void
81read_uuid (void) 77read_uuid (void)
82{ 78{
83 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
84 80
85 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
86 82
83 seq_next_save = 0;
84
87 FILE *fp; 85 FILE *fp;
88 86
89 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
90 { 88 {
91 if (errno == ENOENT) 89 if (errno == ENOENT)
92 { 90 {
93 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 92 UUID::cur.seq = 0;
95 write_uuid (); 93 write_uuid (UUID_GAP, true);
96 return; 94 return;
97 } 95 }
98 96
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 98 _exit (1);
101 } 99 }
102 100
103 int version; 101 UUID::BUF buf;
104 unsigned long long uid; 102 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 { 106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 108 _exit (1);
109 } 109 }
110 110
111 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 112
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
114 fclose (fp); 114 fclose (fp);
115} 115}
116 116
117UUID 117UUID
118gen_uuid () 118UUID::gen ()
119{ 119{
120 UUID uid; 120 UUID uid;
121 121
122 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
123 123
124 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
126 130
127 return uid; 131 return uid;
128} 132}
129 133
130void 134void
131init_uuid () 135UUID::init ()
132{ 136{
133 read_uuid (); 137 read_uuid ();
134} 138}
135 139
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 141static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
139{ 143{
140 key_value *wants_field; 144 key_value *wants_field;
141 145
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
150 key_value *has_field; 154 key_value *has_field;
151 155
152 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
154 158
155 if (has_field == NULL) 159 if (!has_field)
156 {
157 /* No field with that name. */ 160 return 0; /* No field with that name. */
158 return FALSE;
159 }
160 161
161 /* Found the matching field. */ 162 /* Found the matching field. */
162 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167 165
168 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
169 } 167 }
170 168
171 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 170 return 1;
173} 171}
174 172
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 174static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 176{
179 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
181 */ 179 */
202 || ob1->speed != ob2->speed 200 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 201 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 202 || ob1->name != ob2->name)
205 return 0; 203 return 0;
206 204
207 //TODO: this ain't working well, use nicer and correct overflow check 205 /* 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 206 * for unsigned overflow (2c), second part checks whether the result
209 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * would fit into a 32 bit signed int, which is often used to hold
210 * used to store nrof). 208 * nrof values.
211 */ 209 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
213 return 0; 211 return 0;
214 212
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* 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 214 * 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 215 * 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 216 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 217 * flags lose any meaning.
220 */ 218 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 221
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 224
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 225 if (ob1->arch->name != ob2->arch->name
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 226 || ob1->name != ob2->name
230 || ob1->title != ob2->title 227 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 228 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 229 || 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 230 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 231 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 232 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 233 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 234 || ob1->value != ob2->value
246 || ob1->move_block != ob2->move_block 241 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 242 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 243 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 244 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 245 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 249 return 0;
253 250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
254 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
256 */ 261 */
257 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
258 { 263 {
259 /* if one object has inventory but the other doesn't, not equiv */ 264 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 265 return 0; /* inventories differ in length */
261 return 0;
262 266
263 /* Now check to see if the two inventory objects could merge */ 267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
264 if (!object::can_merge (ob1->inv, ob2->inv)) 270 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 271 return 0; /* inventory objects differ */
266 272
267 /* inventory ok - still need to check rest of this object to see 273 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 274 * if it is valid.
269 */ 275 */
270 } 276 }
289 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
290 return 0; 296 return 0;
291 break; 297 break;
292 } 298 }
293 299
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
295 { 301 {
296 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 304 return 0; /* One has fields, but the other one doesn't. */
305
306 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 307 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 308 }
303 309
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
306 { 311 {
307 ob1->optimise (); 312 ob1->optimise ();
308 ob2->optimise (); 313 ob2->optimise ();
309 314
310 if (ob1->self || ob2->self) 315 if (ob1->self || ob2->self)
316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
311 return 0; 321 return 0;
322
323 if (k1 == 0)
324 return 1;
325
326 if (!cfperl_can_merge (ob1, ob2))
327 return 0;
328 }
312 } 329 }
313 330
314 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
315 return 1; 332 return 1;
316} 333}
317 334
335// adjust weight per container type ("of holding")
336static sint32
337weight_adjust (object *op, sint32 weight)
338{
339 return op->type == CONTAINER
340 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
341 : weight;
342}
343
318/* 344/*
345 * adjust_weight(object, weight) adds the specified weight to an object,
346 * and also updates how much the environment(s) is/are carrying.
347 */
348static void
349adjust_weight (object *op, sint32 weight)
350{
351 while (op)
352 {
353 weight = weight_adjust (op, weight);
354
355 if (!weight)
356 return;
357
358 op->carrying += weight;
359
360 if (object *pl = op->visible_to ())
361 esrv_update_item (UPD_WEIGHT, pl, op);
362
363 op = op->env;
364 }
365}
366
367/*
319 * sum_weight() is a recursive function which calculates the weight 368 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 369 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 370 * containers are carrying, and sums it up.
322 */ 371 */
323long 372void
324sum_weight (object *op) 373object::update_weight ()
325{ 374{
326 long sum; 375 sint32 sum = 0;
327 object *inv;
328 376
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 377 for (object *op = inv; op; op = op->below)
330 { 378 {
331 if (inv->inv) 379 if (op->inv)
332 sum_weight (inv); 380 op->update_weight ();
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 381
382 sum += op->total_weight ();
383 }
384
385 sum = weight_adjust (this, sum);
386
387 if (sum != carrying)
334 } 388 {
335
336 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100;
338
339 if (op->carrying != sum)
340 op->carrying = sum; 389 carrying = sum;
341 390
342 return sum; 391 if (object *pl = visible_to ())
392 esrv_update_item (UPD_WEIGHT, pl, this);
393 }
343} 394}
344 395
345/** 396/*
346 * Return the outermost environment object for a given object. 397 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 398 */
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 * 399char *
364dump_object (object *op) 400dump_object (object *op)
365{ 401{
366 if (!op) 402 if (!op)
367 return strdup ("[NULLOBJ]"); 403 return strdup ("[NULLOBJ]");
368 404
369 object_freezer freezer; 405 object_freezer freezer;
370 save_object (freezer, op, 1); 406 op->write (freezer);
371 return freezer.as_string (); 407 return freezer.as_string ();
372} 408}
373 409
374/* 410/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 411 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 412 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 413 * If it's not a multi-object, it is returned.
378 */ 414 */
379
380object * 415object *
381get_nearest_part (object *op, const object *pl) 416get_nearest_part (object *op, const object *pl)
382{ 417{
383 object *tmp, *closest; 418 object *tmp, *closest;
384 int last_dist, i; 419 int last_dist, i;
385 420
386 if (op->more == NULL) 421 if (!op->more)
387 return op; 422 return op;
423
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 424 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
425 tmp;
426 tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist) 427 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i; 428 closest = tmp, last_dist = i;
429
391 return closest; 430 return closest;
392} 431}
393 432
394/* 433/*
395 * Returns the object which has the count-variable equal to the argument. 434 * Returns the object which has the count-variable equal to the argument.
435 * VERRRY slow.
396 */ 436 */
397object * 437object *
398find_object (tag_t i) 438find_object (tag_t i)
399{ 439{
400 for_all_objects (op) 440 for_all_objects (op)
420 break; 460 break;
421 461
422 return op; 462 return op;
423} 463}
424 464
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429}
430
431/* 465/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 466 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 467 * skill and experience objects.
468 * ACTUALLY NO! investigate! TODO
434 */ 469 */
435void 470void
436object::set_owner (object *owner) 471object::set_owner (object *owner)
437{ 472{
473 // allow objects which own objects
438 if (!owner) 474 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) 475 while (owner->owner)
449 owner = owner->owner; 476 owner = owner->owner;
477
478 if (flag [FLAG_FREED])
479 {
480 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
481 return;
482 }
450 483
451 this->owner = owner; 484 this->owner = owner;
485}
486
487int
488object::slottype () const
489{
490 if (type == SKILL)
491 {
492 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
493 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
494 }
495 else
496 {
497 if (slot [body_combat].info) return slot_combat;
498 if (slot [body_range ].info) return slot_ranged;
499 }
500
501 return slot_none;
502}
503
504bool
505object::change_weapon (object *ob)
506{
507 if (current_weapon == ob)
508 return true;
509
510 if (chosen_skill)
511 chosen_skill->flag [FLAG_APPLIED] = false;
512
513 current_weapon = ob;
514 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
515
516 if (chosen_skill)
517 chosen_skill->flag [FLAG_APPLIED] = true;
518
519 update_stats ();
520
521 if (ob)
522 {
523 // now check wether any body locations became invalid, in which case
524 // we cannot apply the weapon at the moment.
525 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
526 if (slot[i].used < 0)
527 {
528 current_weapon = chosen_skill = 0;
529 update_stats ();
530
531 new_draw_info_format (NDI_UNIQUE, 0, this,
532 "You try to balance all your items at once, "
533 "but the %s is just too much for your body. "
534 "[You need to unapply some items first.]", &ob->name);
535 return false;
536 }
537
538 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
539 }
540 else
541 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
542
543 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
544 {
545 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
546 &name, ob->debug_desc ());
547 return false;
548 }
549
550 return true;
452} 551}
453 552
454/* Zero the key_values on op, decrementing the shared-string 553/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 554 * refcounts and freeing the links.
456 */ 555 */
457static void 556static void
458free_key_values (object *op) 557free_key_values (object *op)
459{ 558{
460 for (key_value *i = op->key_values; i != 0;) 559 for (key_value *i = op->key_values; i; )
461 { 560 {
462 key_value *next = i->next; 561 key_value *next = i->next;
463 delete i; 562 delete i;
464 563
465 i = next; 564 i = next;
466 } 565 }
467 566
468 op->key_values = 0; 567 op->key_values = 0;
469} 568}
470 569
471/* 570object &
472 * copy_to first frees everything allocated by the dst object, 571object::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{ 572{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 573 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 574 bool is_removed = flag [FLAG_REMOVED];
484 575
485 *(object_copy *)dst = *this; 576 *(object_copy *)this = src;
486 577
487 if (is_freed) 578 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 579 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 - rndm ();
495 580
496 /* Copy over key_values, if any. */ 581 /* Copy over key_values, if any. */
497 if (key_values) 582 if (src.key_values)
498 { 583 {
499 key_value *tail = 0; 584 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 585 key_values = 0;
503 586
504 for (i = key_values; i; i = i->next) 587 for (key_value *i = src.key_values; i; i = i->next)
505 { 588 {
506 key_value *new_link = new key_value; 589 key_value *new_link = new key_value;
507 590
508 new_link->next = 0; 591 new_link->next = 0;
509 new_link->key = i->key; 592 new_link->key = i->key;
510 new_link->value = i->value; 593 new_link->value = i->value;
511 594
512 /* Try and be clever here, too. */ 595 /* Try and be clever here, too. */
513 if (!dst->key_values) 596 if (!key_values)
514 { 597 {
515 dst->key_values = new_link; 598 key_values = new_link;
516 tail = new_link; 599 tail = new_link;
517 } 600 }
518 else 601 else
519 { 602 {
520 tail->next = new_link; 603 tail->next = new_link;
521 tail = new_link; 604 tail = new_link;
522 } 605 }
523 } 606 }
524 } 607 }
608}
609
610/*
611 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contents of itself into the second
613 * object, allocating what needs to be allocated. Basically, any
614 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615 * if the first object is freed, the pointers in the new object
616 * will point at garbage.
617 */
618void
619object::copy_to (object *dst)
620{
621 *dst = *this;
622
623 if (speed < 0)
624 dst->speed_left -= rndm ();
525 625
526 dst->set_speed (dst->speed); 626 dst->set_speed (dst->speed);
627}
628
629void
630object::instantiate ()
631{
632 if (!uuid.seq) // HACK
633 uuid = UUID::gen ();
634
635 speed_left = -0.1f;
636 /* copy the body_info to the body_used - this is only really
637 * need for monsters, but doesn't hurt to do it for everything.
638 * by doing so, when a monster is created, it has good starting
639 * values for the body_used info, so when items are created
640 * for it, they can be properly equipped.
641 */
642 for (int i = NUM_BODY_LOCATIONS; i--; )
643 slot[i].used = slot[i].info;
644
645 attachable::instantiate ();
527} 646}
528 647
529object * 648object *
530object::clone () 649object::clone ()
531{ 650{
589 * UP_OBJ_FACE: only the objects face has changed. 708 * UP_OBJ_FACE: only the objects face has changed.
590 */ 709 */
591void 710void
592update_object (object *op, int action) 711update_object (object *op, int action)
593{ 712{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 713 if (op == NULL)
597 { 714 {
598 /* this should never happen */ 715 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 716 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 717 return;
670 face = blank_face; 787 face = blank_face;
671} 788}
672 789
673object::~object () 790object::~object ()
674{ 791{
675 if (index)
676 unlink (); 792 unlink ();
677 793
678 free_key_values (this); 794 free_key_values (this);
679} 795}
680 796
681static int object_count; 797static int object_count;
682 798
683void object::link () 799void object::link ()
684{ 800{
685 assert (!index);//D 801 assert (!index);//D
686 uuid = gen_uuid (); 802 uuid = UUID::gen ();
687 count = ++object_count; 803 count = ++object_count;
688 804
689 refcnt_inc (); 805 refcnt_inc ();
690 objects.insert (this); 806 objects.insert (this);
691} 807}
692 808
693void object::unlink () 809void object::unlink ()
694{ 810{
695 assert (index);//D 811 if (!index)
812 return;
813
696 objects.erase (this); 814 objects.erase (this);
697 refcnt_dec (); 815 refcnt_dec ();
698} 816}
699 817
700void 818void
773 * if some form of movement is allowed, let objects 891 * if some form of movement is allowed, let objects
774 * drop on that space. 892 * drop on that space.
775 */ 893 */
776 if (!drop_to_ground 894 if (!drop_to_ground
777 || !map 895 || !map
778 || map->in_memory != MAP_IN_MEMORY 896 || map->in_memory != MAP_ACTIVE
897 || map->nodrop
779 || ms ().move_block == MOVE_ALL) 898 || ms ().move_block == MOVE_ALL)
780 { 899 {
781 while (inv) 900 while (inv)
782 { 901 {
783 inv->destroy_inv (drop_to_ground); 902 inv->destroy_inv (drop_to_ground);
811} 930}
812 931
813void 932void
814object::do_destroy () 933object::do_destroy ()
815{ 934{
816 attachable::do_destroy ();
817
818 if (flag [FLAG_IS_LINKED]) 935 if (flag [FLAG_IS_LINKED])
819 remove_button_link (this); 936 remove_button_link (this);
820 937
821 if (flag [FLAG_FRIENDLY]) 938 if (flag [FLAG_FRIENDLY])
822 remove_friendly_object (this); 939 remove_friendly_object (this);
823 940
824 if (!flag [FLAG_REMOVED])
825 remove (); 941 remove ();
942
943 attachable::do_destroy ();
826 944
827 destroy_inv (true); 945 destroy_inv (true);
828 946
829 deactivate (); 947 deactivate ();
830 unlink (); 948 unlink ();
837 955
838 if (!freed_map) 956 if (!freed_map)
839 { 957 {
840 freed_map = new maptile; 958 freed_map = new maptile;
841 959
960 freed_map->path = "<freed objects map>";
842 freed_map->name = "/internal/freed_objects_map"; 961 freed_map->name = "/internal/freed_objects_map";
843 freed_map->width = 3; 962 freed_map->width = 3;
844 freed_map->height = 3; 963 freed_map->height = 3;
964 freed_map->nodrop = 1;
845 965
846 freed_map->alloc (); 966 freed_map->alloc ();
847 freed_map->in_memory = MAP_IN_MEMORY; 967 freed_map->in_memory = MAP_ACTIVE;
848 } 968 }
849 969
850 map = freed_map; 970 map = freed_map;
851 x = 1; 971 x = 1;
852 y = 1; 972 y = 1;
853 } 973 }
854 974
855 head = 0;
856
857 if (more) 975 if (more)
858 { 976 {
859 more->destroy (); 977 more->destroy ();
860 more = 0; 978 more = 0;
861 } 979 }
862 980
981 head = 0;
982
863 // clear those pointers that likely might have circular references to us 983 // clear those pointers that likely might cause circular references
864 owner = 0; 984 owner = 0;
865 enemy = 0; 985 enemy = 0;
866 attacked_by = 0; 986 attacked_by = 0;
987 current_weapon = 0;
867} 988}
868 989
869void 990void
870object::destroy (bool destroy_inventory) 991object::destroy (bool destroy_inventory)
871{ 992{
873 return; 994 return;
874 995
875 if (destroy_inventory) 996 if (destroy_inventory)
876 destroy_inv (false); 997 destroy_inv (false);
877 998
999 if (is_head ())
1000 if (sound_destroy)
1001 play_sound (sound_destroy);
1002 else if (flag [FLAG_MONSTER])
1003 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1004
878 attachable::destroy (); 1005 attachable::destroy ();
879}
880
881/*
882 * sub_weight() recursively (outwards) subtracts a number from the
883 * weight of an object (and what is carried by it's environment(s)).
884 */
885void
886sub_weight (object *op, signed long weight)
887{
888 while (op != NULL)
889 {
890 if (op->type == CONTAINER)
891 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
892
893 op->carrying -= weight;
894 op = op->env;
895 }
896} 1006}
897 1007
898/* op->remove (): 1008/* op->remove ():
899 * This function removes the object op from the linked list of objects 1009 * This function removes the object op from the linked list of objects
900 * which it is currently tied to. When this function is done, the 1010 * which it is currently tied to. When this function is done, the
901 * object will have no environment. If the object previously had an 1011 * object will have no environment. If the object previously had an
902 * environment, the x and y coordinates will be updated to 1012 * environment, the x and y coordinates will be updated to
903 * the previous environment. 1013 * the previous environment.
904 * Beware: This function is called from the editor as well!
905 */ 1014 */
906void 1015void
907object::remove_slow () 1016object::do_remove ()
908{ 1017{
909 object *tmp, *last = 0; 1018 object *tmp, *last = 0;
910 object *otmp; 1019 object *otmp;
911 1020
912 if (QUERY_FLAG (this, FLAG_REMOVED)) 1021 if (flag [FLAG_REMOVED])
913 return; 1022 return;
914 1023
915 SET_FLAG (this, FLAG_REMOVED);
916 INVOKE_OBJECT (REMOVE, this); 1024 INVOKE_OBJECT (REMOVE, this);
1025
1026 if (object *pl = visible_to ())
1027 esrv_del_item (pl->contr, count);
1028
1029 flag [FLAG_REMOVED] = true;
917 1030
918 if (more) 1031 if (more)
919 more->remove (); 1032 more->remove ();
920 1033
921 /* 1034 /*
922 * In this case, the object to be removed is in someones 1035 * In this case, the object to be removed is in someones
923 * inventory. 1036 * inventory.
924 */ 1037 */
925 if (env) 1038 if (env)
926 { 1039 {
1040 adjust_weight (env, -total_weight ());
1041
1042 *(above ? &above->below : &env->inv) = below;
1043
927 if (nrof) 1044 if (below)
928 sub_weight (env, weight * nrof); 1045 below->above = above;
929 else 1046
930 sub_weight (env, weight + carrying); 1047 /* we set up values so that it could be inserted into
1048 * the map, but we don't actually do that - it is up
1049 * to the caller to decide what we want to do.
1050 */
1051 map = env->map;
1052 x = env->x;
1053 y = env->y;
1054 above = 0;
1055 below = 0;
1056 env = 0;
931 1057
932 /* NO_FIX_PLAYER is set when a great many changes are being 1058 /* NO_FIX_PLAYER is set when a great many changes are being
933 * made to players inventory. If set, avoiding the call 1059 * made to players inventory. If set, avoiding the call
934 * to save cpu time. 1060 * to save cpu time.
935 */ 1061 */
936 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1062 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
937 otmp->update_stats (); 1063 otmp->update_stats ();
938
939 if (above)
940 above->below = below;
941 else
942 env->inv = below;
943
944 if (below)
945 below->above = above;
946
947 /* we set up values so that it could be inserted into
948 * the map, but we don't actually do that - it is up
949 * to the caller to decide what we want to do.
950 */
951 x = env->x, y = env->y;
952 map = env->map;
953 above = 0, below = 0;
954 env = 0;
955 } 1064 }
956 else if (map) 1065 else if (map)
957 { 1066 {
958 if (type == PLAYER) 1067 if (type == PLAYER)
959 { 1068 {
1069 // leaving a spot always closes any open container on the ground
1070 if (container && !container->env)
1071 // this causes spurious floorbox updates, but it ensures
1072 // that the CLOSE event is being sent.
1073 close_container ();
1074
960 --map->players; 1075 --map->players;
961 map->touch (); 1076 map->touch ();
962 } 1077 }
963 1078
964 map->dirty = true; 1079 map->dirty = true;
991 if (map->in_memory == MAP_SAVING) 1106 if (map->in_memory == MAP_SAVING)
992 return; 1107 return;
993 1108
994 int check_walk_off = !flag [FLAG_NO_APPLY]; 1109 int check_walk_off = !flag [FLAG_NO_APPLY];
995 1110
1111 if (object *pl = ms.player ())
1112 {
1113 if (pl->container == this)
1114 /* If a container that the player is currently using somehow gets
1115 * removed (most likely destroyed), update the player view
1116 * appropriately.
1117 */
1118 pl->close_container ();
1119
1120 pl->contr->ns->floorbox_update ();
1121 }
1122
996 for (tmp = ms.bot; tmp; tmp = tmp->above) 1123 for (tmp = ms.bot; tmp; tmp = tmp->above)
997 { 1124 {
998 /* No point updating the players look faces if he is the object 1125 /* No point updating the players look faces if he is the object
999 * being removed. 1126 * being removed.
1000 */ 1127 */
1001
1002 if (tmp->type == PLAYER && tmp != this)
1003 {
1004 /* If a container that the player is currently using somehow gets
1005 * removed (most likely destroyed), update the player view
1006 * appropriately.
1007 */
1008 if (tmp->container == this)
1009 {
1010 flag [FLAG_APPLIED] = 0;
1011 tmp->container = 0;
1012 }
1013
1014 if (tmp->contr->ns)
1015 tmp->contr->ns->floorbox_update ();
1016 }
1017 1128
1018 /* See if object moving off should effect something */ 1129 /* See if object moving off should effect something */
1019 if (check_walk_off 1130 if (check_walk_off
1020 && ((move_type & tmp->move_off) 1131 && ((move_type & tmp->move_off)
1021 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1024 1135
1025 if (destroyed ()) 1136 if (destroyed ())
1026 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1137 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1027 } 1138 }
1028 1139
1029 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1030 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1031 if (tmp->above == tmp)
1032 tmp->above = 0;
1033
1034 last = tmp; 1140 last = tmp;
1035 } 1141 }
1036 1142
1037 /* last == NULL if there are no objects on this space */ 1143 /* last == NULL if there are no objects on this space */
1038 //TODO: this makes little sense, why only update the topmost object? 1144 //TODO: this makes little sense, why only update the topmost object?
1058merge_ob (object *op, object *top) 1164merge_ob (object *op, object *top)
1059{ 1165{
1060 if (!op->nrof) 1166 if (!op->nrof)
1061 return 0; 1167 return 0;
1062 1168
1063 if (top) 1169 if (!top)
1064 for (top = op; top && top->above; top = top->above) 1170 for (top = op; top && top->above; top = top->above)
1065 ; 1171 ;
1066 1172
1067 for (; top; top = top->below) 1173 for (; top; top = top->below)
1068 { 1174 {
1081 } 1187 }
1082 1188
1083 return 0; 1189 return 0;
1084} 1190}
1085 1191
1192void
1193object::expand_tail ()
1194{
1195 if (more)
1196 return;
1197
1198 object *prev = this;
1199
1200 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1201 {
1202 object *op = arch_to_object (at);
1203
1204 op->name = name;
1205 op->name_pl = name_pl;
1206 op->title = title;
1207
1208 op->head = this;
1209 prev->more = op;
1210
1211 prev = op;
1212 }
1213}
1214
1086/* 1215/*
1087 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1216 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1088 * job preparing multi-part monsters. 1217 * job preparing multi-part monsters.
1089 */ 1218 */
1090object * 1219object *
1091insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1220insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1092{ 1221{
1093 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1222 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1094 { 1223 {
1095 tmp->x = x + tmp->arch->clone.x; 1224 tmp->x = x + tmp->arch->x;
1096 tmp->y = y + tmp->arch->clone.y; 1225 tmp->y = y + tmp->arch->y;
1097 } 1226 }
1098 1227
1099 return insert_ob_in_map (op, m, originator, flag); 1228 return insert_ob_in_map (op, m, originator, flag);
1100} 1229}
1101 1230
1120 * just 'op' otherwise 1249 * just 'op' otherwise
1121 */ 1250 */
1122object * 1251object *
1123insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1252insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1124{ 1253{
1254 assert (!op->flag [FLAG_FREED]);
1255
1125 object *tmp, *top, *floor = NULL; 1256 object *top, *floor = NULL;
1126
1127 if (QUERY_FLAG (op, FLAG_FREED))
1128 {
1129 LOG (llevError, "Trying to insert freed object!\n");
1130 return NULL;
1131 }
1132
1133 if (!QUERY_FLAG (op, FLAG_REMOVED))
1134 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1135 1257
1136 op->remove (); 1258 op->remove ();
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 (object *more = op->more)
1162 {
1163 if (!insert_ob_in_map (more, m, originator, flag))
1164 {
1165 if (!op->head)
1166 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1167
1168 return 0;
1169 }
1170 }
1171
1172 CLEAR_FLAG (op, FLAG_REMOVED);
1173 1259
1174 /* Ideally, the caller figures this out. However, it complicates a lot 1260 /* Ideally, the caller figures this out. However, it complicates a lot
1175 * of areas of callers (eg, anything that uses find_free_spot would now 1261 * of areas of callers (eg, anything that uses find_free_spot would now
1176 * need extra work 1262 * need extra work
1177 */ 1263 */
1178 if (!xy_normalise (m, op->x, op->y)) 1264 if (!xy_normalise (m, op->x, op->y))
1265 {
1266 op->destroy ();
1179 return 0; 1267 return 0;
1268 }
1269
1270 if (object *more = op->more)
1271 if (!insert_ob_in_map (more, m, originator, flag))
1272 return 0;
1273
1274 CLEAR_FLAG (op, FLAG_REMOVED);
1180 1275
1181 op->map = m; 1276 op->map = m;
1182 mapspace &ms = op->ms (); 1277 mapspace &ms = op->ms ();
1183 1278
1184 /* this has to be done after we translate the coordinates. 1279 /* this has to be done after we translate the coordinates.
1185 */ 1280 */
1186 if (op->nrof && !(flag & INS_NO_MERGE)) 1281 if (op->nrof && !(flag & INS_NO_MERGE))
1187 for (tmp = ms.bot; tmp; tmp = tmp->above) 1282 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1188 if (object::can_merge (op, tmp)) 1283 if (object::can_merge (op, tmp))
1189 { 1284 {
1190 op->nrof += tmp->nrof; 1285 op->nrof += tmp->nrof;
1191 tmp->destroy (); 1286 tmp->destroy (1);
1192 } 1287 }
1193 1288
1194 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1289 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1195 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1290 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1196 1291
1219 else 1314 else
1220 { 1315 {
1221 top = ms.bot; 1316 top = ms.bot;
1222 1317
1223 /* If there are other objects, then */ 1318 /* If there are other objects, then */
1224 if ((!(flag & INS_MAP_LOAD)) && top) 1319 if (top)
1225 { 1320 {
1226 object *last = 0; 1321 object *last = 0;
1227 1322
1228 /* 1323 /*
1229 * If there are multiple objects on this space, we do some trickier handling. 1324 * If there are multiple objects on this space, we do some trickier handling.
1259 * looks like instead of lots of conditions here. 1354 * looks like instead of lots of conditions here.
1260 * makes things faster, and effectively the same result. 1355 * makes things faster, and effectively the same result.
1261 */ 1356 */
1262 1357
1263 /* Have object 'fall below' other objects that block view. 1358 /* Have object 'fall below' other objects that block view.
1264 * Unless those objects are exits, type 66 1359 * Unless those objects are exits.
1265 * If INS_ON_TOP is used, don't do this processing 1360 * If INS_ON_TOP is used, don't do this processing
1266 * Need to find the object that in fact blocks view, otherwise 1361 * Need to find the object that in fact blocks view, otherwise
1267 * stacking is a bit odd. 1362 * stacking is a bit odd.
1268 */ 1363 */
1269 if (!(flag & INS_ON_TOP) 1364 if (!(flag & INS_ON_TOP)
1270 && ms.flags () & P_BLOCKSVIEW 1365 && ms.flags () & P_BLOCKSVIEW
1271 && (op->face && !op->face->visibility)) 1366 && (op->face && !faces [op->face].visibility))
1272 { 1367 {
1273 for (last = top; last != floor; last = last->below) 1368 for (last = top; last != floor; last = last->below)
1274 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1369 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1275 break; 1370 break;
1276 1371
1282 if (last && last->below && last != floor) 1377 if (last && last->below && last != floor)
1283 top = last->below; 1378 top = last->below;
1284 } 1379 }
1285 } /* If objects on this space */ 1380 } /* If objects on this space */
1286 1381
1287 if (flag & INS_MAP_LOAD)
1288 top = ms.top;
1289
1290 if (flag & INS_ABOVE_FLOOR_ONLY) 1382 if (flag & INS_ABOVE_FLOOR_ONLY)
1291 top = floor; 1383 top = floor;
1292 1384
1293 /* Top is the object that our object (op) is going to get inserted above. 1385 /* Top is the object that our object (op) is going to get inserted above.
1294 */ 1386 */
1326 op->map->touch (); 1418 op->map->touch ();
1327 } 1419 }
1328 1420
1329 op->map->dirty = true; 1421 op->map->dirty = true;
1330 1422
1331 /* If we have a floor, we know the player, if any, will be above
1332 * it, so save a few ticks and start from there.
1333 */
1334 if (!(flag & INS_MAP_LOAD))
1335 if (object *pl = ms.player ()) 1423 if (object *pl = ms.player ())
1336 if (pl->contr->ns)
1337 pl->contr->ns->floorbox_update (); 1424 pl->contr->ns->floorbox_update ();
1338 1425
1339 /* If this object glows, it may affect lighting conditions that are 1426 /* If this object glows, it may affect lighting conditions that are
1340 * visible to others on this map. But update_all_los is really 1427 * visible to others on this map. But update_all_los is really
1341 * an inefficient way to do this, as it means los for all players 1428 * an inefficient way to do this, as it means los for all players
1342 * on the map will get recalculated. The players could very well 1429 * on the map will get recalculated. The players could very well
1361 * blocked() and wall() work properly), and these flags are updated by 1448 * blocked() and wall() work properly), and these flags are updated by
1362 * update_object(). 1449 * update_object().
1363 */ 1450 */
1364 1451
1365 /* if this is not the head or flag has been passed, don't check walk on status */ 1452 /* if this is not the head or flag has been passed, don't check walk on status */
1366 if (!(flag & INS_NO_WALK_ON) && !op->head) 1453 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1367 { 1454 {
1368 if (check_move_on (op, originator)) 1455 if (check_move_on (op, originator))
1369 return 0; 1456 return 0;
1370 1457
1371 /* If we are a multi part object, lets work our way through the check 1458 /* If we are a multi part object, lets work our way through the check
1372 * walk on's. 1459 * walk on's.
1373 */ 1460 */
1374 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1461 for (object *tmp = op->more; tmp; tmp = tmp->more)
1375 if (check_move_on (tmp, originator)) 1462 if (check_move_on (tmp, originator))
1376 return 0; 1463 return 0;
1377 } 1464 }
1378 1465
1379 return op; 1466 return op;
1384 * op is the object to insert it under: supplies x and the map. 1471 * op is the object to insert it under: supplies x and the map.
1385 */ 1472 */
1386void 1473void
1387replace_insert_ob_in_map (const char *arch_string, object *op) 1474replace_insert_ob_in_map (const char *arch_string, object *op)
1388{ 1475{
1389 object *tmp, *tmp1;
1390
1391 /* first search for itself and remove any old instances */ 1476 /* first search for itself and remove any old instances */
1392 1477
1393 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1478 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1394 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1479 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1395 tmp->destroy (); 1480 tmp->destroy (1);
1396 1481
1397 tmp1 = arch_to_object (archetype::find (arch_string)); 1482 object *tmp = arch_to_object (archetype::find (arch_string));
1398 1483
1399 tmp1->x = op->x; 1484 tmp->x = op->x;
1400 tmp1->y = op->y; 1485 tmp->y = op->y;
1486
1401 insert_ob_in_map (tmp1, op->map, op, 0); 1487 insert_ob_in_map (tmp, op->map, op, 0);
1402} 1488}
1403 1489
1404object * 1490object *
1405object::insert_at (object *where, object *originator, int flags) 1491object::insert_at (object *where, object *originator, int flags)
1406{ 1492{
1493 if (where->env)
1494 return where->env->insert (this);
1495 else
1407 where->map->insert (this, where->x, where->y, originator, flags); 1496 return where->map->insert (this, where->x, where->y, originator, flags);
1408} 1497}
1409 1498
1410/* 1499// find player who can see this object
1411 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1412 * is returned contains nr objects, and the remaining parts contains
1413 * the rest (or is removed and freed if that number is 0).
1414 * On failure, NULL is returned, and the reason put into the
1415 * global static errmsg array.
1416 */
1417object * 1500object *
1418get_split_ob (object *orig_ob, uint32 nr) 1501object::visible_to () const
1419{ 1502{
1420 object *newob; 1503 if (!flag [FLAG_REMOVED])
1421 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1422
1423 if (orig_ob->nrof < nr)
1424 {
1425 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1426 return NULL;
1427 } 1504 {
1428 1505 // see if we are in a container of sorts
1429 newob = object_create_clone (orig_ob); 1506 if (env)
1430
1431 if ((orig_ob->nrof -= nr) < 1)
1432 orig_ob->destroy (1);
1433 else if (!is_removed)
1434 {
1435 if (orig_ob->env != NULL)
1436 sub_weight (orig_ob->env, orig_ob->weight * nr);
1437 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1438 {
1439 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1440 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1441 return NULL;
1442 } 1507 {
1443 } 1508 // the player inventory itself is always visible
1509 if (env->type == PLAYER)
1510 return env;
1444 1511
1445 newob->nrof = nr; 1512 // else a player could have our env open
1513 object *envest = env->outer_env ();
1446 1514
1515 // the player itself is always on a map, so we will find him here
1516 // even if our inv is in a player.
1517 if (envest->is_on_map ())
1518 if (object *pl = envest->ms ().player ())
1519 if (pl->container == env)
1520 return pl;
1521 }
1522 else
1523 {
1524 // maybe there is a player standing on the same mapspace
1525 // this will catch the case where "this" is a player
1526 if (object *pl = ms ().player ())
1527 return pl;
1528 }
1529 }
1530
1447 return newob; 1531 return 0;
1448} 1532}
1449 1533
1450/* 1534/*
1451 * decrease_ob_nr(object, number) decreases a specified number from 1535 * decrease(object, number) decreases a specified number from
1452 * the amount of an object. If the amount reaches 0, the object 1536 * the amount of an object. If the amount reaches 0, the object
1453 * is subsequently removed and freed. 1537 * is subsequently removed and freed.
1454 * 1538 *
1455 * Return value: 'op' if something is left, NULL if the amount reached 0 1539 * Return value: 'op' if something is left, NULL if the amount reached 0
1456 */ 1540 */
1541bool
1542object::decrease (sint32 nr)
1543{
1544 if (!nr)
1545 return true;
1457 1546
1547 nr = min (nr, nrof);
1548
1549 nrof -= nr;
1550
1551 if (nrof)
1552 {
1553 adjust_weight (env, -weight * nr); // carrying == 0
1554
1555 if (object *pl = visible_to ())
1556 esrv_update_item (UPD_NROF, pl, this);
1557
1558 return true;
1559 }
1560 else
1561 {
1562 destroy (1);
1563 return false;
1564 }
1565}
1566
1567/*
1568 * split(ob,nr) splits up ob into two parts. The part which
1569 * is returned contains nr objects, and the remaining parts contains
1570 * the rest (or is removed and returned if that number is 0).
1571 * On failure, NULL is returned.
1572 */
1458object * 1573object *
1459decrease_ob_nr (object *op, uint32 i) 1574object::split (sint32 nr)
1460{ 1575{
1461 object *tmp; 1576 int have = number_of ();
1462 1577
1463 if (i == 0) /* objects with op->nrof require this check */ 1578 if (have < nr)
1464 return op; 1579 return 0;
1465 1580 else if (have == nr)
1466 if (i > op->nrof)
1467 i = op->nrof;
1468
1469 if (QUERY_FLAG (op, FLAG_REMOVED))
1470 op->nrof -= i;
1471 else if (op->env)
1472 { 1581 {
1473 /* is this object in the players inventory, or sub container
1474 * therein?
1475 */
1476 tmp = op->in_player ();
1477 /* nope. Is this a container the player has opened?
1478 * If so, set tmp to that player.
1479 * IMO, searching through all the players will mostly
1480 * likely be quicker than following op->env to the map,
1481 * and then searching the map for a player.
1482 */
1483 if (!tmp)
1484 for_all_players (pl)
1485 if (pl->ob->container == op->env)
1486 {
1487 tmp = pl->ob;
1488 break;
1489 }
1490
1491 if (i < op->nrof)
1492 {
1493 sub_weight (op->env, op->weight * i);
1494 op->nrof -= i;
1495 if (tmp)
1496 esrv_send_item (tmp, op);
1497 }
1498 else
1499 {
1500 op->remove (); 1582 remove ();
1501 op->nrof = 0; 1583 return this;
1502 if (tmp)
1503 esrv_del_item (tmp->contr, op->count);
1504 }
1505 } 1584 }
1506 else 1585 else
1507 { 1586 {
1508 object *above = op->above; 1587 decrease (nr);
1509 1588
1510 if (i < op->nrof) 1589 object *op = object_create_clone (this);
1511 op->nrof -= i; 1590 op->nrof = nr;
1512 else
1513 {
1514 op->remove ();
1515 op->nrof = 0;
1516 }
1517
1518 /* Since we just removed op, op->above is null */
1519 for (tmp = above; tmp; tmp = tmp->above)
1520 if (tmp->type == PLAYER)
1521 {
1522 if (op->nrof)
1523 esrv_send_item (tmp, op);
1524 else
1525 esrv_del_item (tmp->contr, op->count);
1526 }
1527 }
1528
1529 if (op->nrof)
1530 return op; 1591 return op;
1531 else
1532 {
1533 op->destroy ();
1534 return 0;
1535 }
1536}
1537
1538/*
1539 * add_weight(object, weight) adds the specified weight to an object,
1540 * and also updates how much the environment(s) is/are carrying.
1541 */
1542
1543void
1544add_weight (object *op, signed long weight)
1545{
1546 while (op != NULL)
1547 {
1548 if (op->type == CONTAINER)
1549 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1550
1551 op->carrying += weight;
1552 op = op->env;
1553 } 1592 }
1554} 1593}
1555 1594
1556object * 1595object *
1557insert_ob_in_ob (object *op, object *where) 1596insert_ob_in_ob (object *op, object *where)
1562 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1601 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1563 free (dump); 1602 free (dump);
1564 return op; 1603 return op;
1565 } 1604 }
1566 1605
1567 if (where->head) 1606 if (where->head_ () != where)
1568 { 1607 {
1569 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1608 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1570 where = where->head; 1609 where = where->head;
1571 } 1610 }
1572 1611
1573 return where->insert (op); 1612 return where->insert (op);
1574} 1613}
1579 * inside the object environment. 1618 * inside the object environment.
1580 * 1619 *
1581 * The function returns now pointer to inserted item, and return value can 1620 * The function returns now pointer to inserted item, and return value can
1582 * be != op, if items are merged. -Tero 1621 * be != op, if items are merged. -Tero
1583 */ 1622 */
1584
1585object * 1623object *
1586object::insert (object *op) 1624object::insert (object *op)
1587{ 1625{
1588 object *tmp, *otmp;
1589
1590 if (!QUERY_FLAG (op, FLAG_REMOVED))
1591 op->remove ();
1592
1593 if (op->more) 1626 if (op->more)
1594 { 1627 {
1595 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1628 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1596 return op; 1629 return op;
1597 } 1630 }
1598 1631
1599 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1632 op->remove ();
1600 CLEAR_FLAG (op, FLAG_REMOVED); 1633
1634 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1635
1601 if (op->nrof) 1636 if (op->nrof)
1602 {
1603 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1637 for (object *tmp = inv; tmp; tmp = tmp->below)
1604 if (object::can_merge (tmp, op)) 1638 if (object::can_merge (tmp, op))
1605 { 1639 {
1606 /* return the original object and remove inserted object 1640 /* return the original object and remove inserted object
1607 (client needs the original object) */ 1641 (client needs the original object) */
1608 tmp->nrof += op->nrof; 1642 tmp->nrof += op->nrof;
1609 /* Weight handling gets pretty funky. Since we are adding to
1610 * tmp->nrof, we need to increase the weight.
1611 */
1612 add_weight (this, op->weight * op->nrof); 1643 adjust_weight (this, op->total_weight ());
1613 SET_FLAG (op, FLAG_REMOVED); 1644
1614 op->destroy (); /* free the inserted object */ 1645 op->destroy (1);
1615 op = tmp; 1646 op = tmp;
1616 op->remove (); /* and fix old object's links */ 1647 goto inserted;
1617 CLEAR_FLAG (op, FLAG_REMOVED);
1618 break;
1619 } 1648 }
1620 1649
1621 /* I assume combined objects have no inventory 1650 op->owner = 0; // it's his/hers now. period.
1622 * We add the weight - this object could have just been removed 1651 op->map = 0;
1623 * (if it was possible to merge). calling remove_ob will subtract 1652 op->x = 0;
1624 * the weight, so we need to add it in again, since we actually do 1653 op->y = 0;
1625 * the linking below
1626 */
1627 add_weight (this, op->weight * op->nrof);
1628 }
1629 else
1630 add_weight (this, (op->weight + op->carrying));
1631 1654
1632 otmp = this->in_player (); 1655 op->above = 0;
1633 if (otmp && otmp->contr) 1656 op->below = inv;
1657 op->env = this;
1658
1659 if (inv)
1660 inv->above = op;
1661
1662 inv = op;
1663
1664 op->flag [FLAG_REMOVED] = 0;
1665
1666 adjust_weight (this, op->total_weight ());
1667
1668inserted:
1669 /* reset the light list and los of the players on the map */
1670 if (op->glow_radius && map && map->darkness)
1671 update_all_los (map, x, y);
1672
1673 if (object *otmp = in_player ())
1634 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1674 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1635 otmp->update_stats (); 1675 otmp->update_stats ();
1636
1637 op->map = 0;
1638 op->env = this;
1639 op->above = 0;
1640 op->below = 0;
1641 op->x = 0, op->y = 0;
1642
1643 /* reset the light list and los of the players on the map */
1644 if ((op->glow_radius != 0) && map)
1645 {
1646#ifdef DEBUG_LIGHTS
1647 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1648#endif /* DEBUG_LIGHTS */
1649 if (map->darkness)
1650 update_all_los (map, x, y);
1651 }
1652
1653 /* Client has no idea of ordering so lets not bother ordering it here.
1654 * It sure simplifies this function...
1655 */
1656 if (!inv)
1657 inv = op;
1658 else
1659 {
1660 op->below = inv;
1661 op->below->above = op;
1662 inv = op;
1663 }
1664 1676
1665 INVOKE_OBJECT (INSERT, this); 1677 INVOKE_OBJECT (INSERT, this);
1666 1678
1667 return op; 1679 return op;
1668} 1680}
1749 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1761 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1750 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1762 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1751 { 1763 {
1752 1764
1753 float 1765 float
1754 diff = tmp->move_slow_penalty * FABS (op->speed); 1766 diff = tmp->move_slow_penalty * fabs (op->speed);
1755 1767
1756 if (op->type == PLAYER) 1768 if (op->type == PLAYER)
1757 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1769 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1758 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1770 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1759 diff /= 4.0; 1771 diff /= 4.0;
1883 * activate recursively a flag on an object inventory 1895 * activate recursively a flag on an object inventory
1884 */ 1896 */
1885void 1897void
1886flag_inv (object *op, int flag) 1898flag_inv (object *op, int flag)
1887{ 1899{
1888 if (op->inv)
1889 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1900 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1890 { 1901 {
1891 SET_FLAG (tmp, flag); 1902 SET_FLAG (tmp, flag);
1892 flag_inv (tmp, flag); 1903 flag_inv (tmp, flag);
1893 } 1904 }
1894} 1905}
1895 1906
1896/* 1907/*
1897 * deactivate recursively a flag on an object inventory 1908 * deactivate recursively a flag on an object inventory
1898 */ 1909 */
1899void 1910void
1900unflag_inv (object *op, int flag) 1911unflag_inv (object *op, int flag)
1901{ 1912{
1902 if (op->inv)
1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1913 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1904 { 1914 {
1905 CLEAR_FLAG (tmp, flag); 1915 CLEAR_FLAG (tmp, flag);
1906 unflag_inv (tmp, flag); 1916 unflag_inv (tmp, flag);
1907 } 1917 }
1908}
1909
1910/*
1911 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1912 * all it's inventory (recursively).
1913 * If checksums are used, a player will get set_cheat called for
1914 * him/her-self and all object carried by a call to this function.
1915 */
1916void
1917set_cheat (object *op)
1918{
1919 SET_FLAG (op, FLAG_WAS_WIZ);
1920 flag_inv (op, FLAG_WAS_WIZ);
1921} 1918}
1922 1919
1923/* 1920/*
1924 * find_free_spot(object, map, x, y, start, stop) will search for 1921 * find_free_spot(object, map, x, y, start, stop) will search for
1925 * a spot at the given map and coordinates which will be able to contain 1922 * a spot at the given map and coordinates which will be able to contain
1927 * to search (see the freearr_x/y[] definition). 1924 * to search (see the freearr_x/y[] definition).
1928 * It returns a random choice among the alternatives found. 1925 * It returns a random choice among the alternatives found.
1929 * start and stop are where to start relative to the free_arr array (1,9 1926 * start and stop are where to start relative to the free_arr array (1,9
1930 * does all 4 immediate directions). This returns the index into the 1927 * does all 4 immediate directions). This returns the index into the
1931 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1928 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1932 * Note - this only checks to see if there is space for the head of the
1933 * object - if it is a multispace object, this should be called for all
1934 * pieces.
1935 * Note2: This function does correctly handle tiled maps, but does not 1929 * Note: This function does correctly handle tiled maps, but does not
1936 * inform the caller. However, insert_ob_in_map will update as 1930 * inform the caller. However, insert_ob_in_map will update as
1937 * necessary, so the caller shouldn't need to do any special work. 1931 * necessary, so the caller shouldn't need to do any special work.
1938 * Note - updated to take an object instead of archetype - this is necessary 1932 * Note - updated to take an object instead of archetype - this is necessary
1939 * because arch_blocked (now ob_blocked) needs to know the movement type 1933 * because arch_blocked (now ob_blocked) needs to know the movement type
1940 * to know if the space in question will block the object. We can't use 1934 * to know if the space in question will block the object. We can't use
1942 * customized, changed states, etc. 1936 * customized, changed states, etc.
1943 */ 1937 */
1944int 1938int
1945find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1939find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1946{ 1940{
1941 int altern[SIZEOFFREE];
1947 int index = 0, flag; 1942 int index = 0, flag;
1948 int altern[SIZEOFFREE];
1949 1943
1950 for (int i = start; i < stop; i++) 1944 for (int i = start; i < stop; i++)
1951 { 1945 {
1952 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1946 mapxy pos (m, x, y); pos.move (i);
1953 if (!flag) 1947
1948 if (!pos.normalise ())
1949 continue;
1950
1951 mapspace &ms = *pos;
1952
1953 if (ms.flags () & P_IS_ALIVE)
1954 continue;
1955
1956 /* However, often
1957 * ob doesn't have any move type (when used to place exits)
1958 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1959 */
1960 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1961 {
1954 altern [index++] = i; 1962 altern [index++] = i;
1963 continue;
1964 }
1955 1965
1956 /* Basically, if we find a wall on a space, we cut down the search size. 1966 /* Basically, if we find a wall on a space, we cut down the search size.
1957 * In this way, we won't return spaces that are on another side of a wall. 1967 * In this way, we won't return spaces that are on another side of a wall.
1958 * This mostly work, but it cuts down the search size in all directions - 1968 * This mostly work, but it cuts down the search size in all directions -
1959 * if the space being examined only has a wall to the north and empty 1969 * if the space being examined only has a wall to the north and empty
1960 * spaces in all the other directions, this will reduce the search space 1970 * spaces in all the other directions, this will reduce the search space
1961 * to only the spaces immediately surrounding the target area, and 1971 * to only the spaces immediately surrounding the target area, and
1962 * won't look 2 spaces south of the target space. 1972 * won't look 2 spaces south of the target space.
1963 */ 1973 */
1964 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1974 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1975 {
1965 stop = maxfree[i]; 1976 stop = maxfree[i];
1977 continue;
1978 }
1979
1980 /* Note it is intentional that we check ob - the movement type of the
1981 * head of the object should correspond for the entire object.
1982 */
1983 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1984 continue;
1985
1986 if (ob->blocked (m, pos.x, pos.y))
1987 continue;
1988
1989 altern [index++] = i;
1966 } 1990 }
1967 1991
1968 if (!index) 1992 if (!index)
1969 return -1; 1993 return -1;
1970 1994
1971 return altern[RANDOM () % index]; 1995 return altern [rndm (index)];
1972} 1996}
1973 1997
1974/* 1998/*
1975 * find_first_free_spot(archetype, maptile, x, y) works like 1999 * find_first_free_spot(archetype, maptile, x, y) works like
1976 * find_free_spot(), but it will search max number of squares. 2000 * find_free_spot(), but it will search max number of squares.
1979 */ 2003 */
1980int 2004int
1981find_first_free_spot (const object *ob, maptile *m, int x, int y) 2005find_first_free_spot (const object *ob, maptile *m, int x, int y)
1982{ 2006{
1983 for (int i = 0; i < SIZEOFFREE; i++) 2007 for (int i = 0; i < SIZEOFFREE; i++)
1984 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2008 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
1985 return i; 2009 return i;
1986 2010
1987 return -1; 2011 return -1;
1988} 2012}
1989 2013
1997{ 2021{
1998 arr += begin; 2022 arr += begin;
1999 end -= begin; 2023 end -= begin;
2000 2024
2001 while (--end) 2025 while (--end)
2002 swap (arr [end], arr [RANDOM () % (end + 1)]); 2026 swap (arr [end], arr [rndm (end + 1)]);
2003} 2027}
2004 2028
2005/* new function to make monster searching more efficient, and effective! 2029/* new function to make monster searching more efficient, and effective!
2006 * This basically returns a randomized array (in the passed pointer) of 2030 * This basically returns a randomized array (in the passed pointer) of
2007 * the spaces to find monsters. In this way, it won't always look for 2031 * the spaces to find monsters. In this way, it won't always look for
2043 object *tmp; 2067 object *tmp;
2044 maptile *mp; 2068 maptile *mp;
2045 2069
2046 MoveType blocked, move_type; 2070 MoveType blocked, move_type;
2047 2071
2048 if (exclude && exclude->head) 2072 if (exclude && exclude->head_ () != exclude)
2049 { 2073 {
2050 exclude = exclude->head; 2074 exclude = exclude->head;
2051 move_type = exclude->move_type; 2075 move_type = exclude->move_type;
2052 } 2076 }
2053 else 2077 else
2076 max = maxfree[i]; 2100 max = maxfree[i];
2077 else if (mflags & P_IS_ALIVE) 2101 else if (mflags & P_IS_ALIVE)
2078 { 2102 {
2079 for (tmp = ms.bot; tmp; tmp = tmp->above) 2103 for (tmp = ms.bot; tmp; tmp = tmp->above)
2080 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2081 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2105 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2082 break; 2106 break;
2083 2107
2084 if (tmp) 2108 if (tmp)
2085 return freedir[i]; 2109 return freedir[i];
2086 } 2110 }
2266 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2290 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2267 * core dumps if they do. 2291 * core dumps if they do.
2268 * 2292 *
2269 * Add a check so we can't pick up invisible objects (0.93.8) 2293 * Add a check so we can't pick up invisible objects (0.93.8)
2270 */ 2294 */
2271
2272int 2295int
2273can_pick (const object *who, const object *item) 2296can_pick (const object *who, const object *item)
2274{ 2297{
2275 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2298 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2276 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2299 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2281 * create clone from object to another 2304 * create clone from object to another
2282 */ 2305 */
2283object * 2306object *
2284object_create_clone (object *asrc) 2307object_create_clone (object *asrc)
2285{ 2308{
2286 object *dst = 0, *tmp, *src, *part, *prev, *item; 2309 object *dst = 0, *tmp, *src, *prev, *item;
2287 2310
2288 if (!asrc) 2311 if (!asrc)
2289 return 0; 2312 return 0;
2290 2313
2291 src = asrc;
2292 if (src->head)
2293 src = src->head; 2314 src = asrc->head_ ();
2294 2315
2295 prev = 0; 2316 prev = 0;
2296 for (part = src; part; part = part->more) 2317 for (object *part = src; part; part = part->more)
2297 { 2318 {
2298 tmp = part->clone (); 2319 tmp = part->clone ();
2299 tmp->x -= src->x; 2320 tmp->x -= src->x;
2300 tmp->y -= src->y; 2321 tmp->y -= src->y;
2301 2322
2317 2338
2318 for (item = src->inv; item; item = item->below) 2339 for (item = src->inv; item; item = item->below)
2319 insert_ob_in_ob (object_create_clone (item), dst); 2340 insert_ob_in_ob (object_create_clone (item), dst);
2320 2341
2321 return dst; 2342 return dst;
2322}
2323
2324/* GROS - Creates an object using a string representing its content. */
2325/* Basically, we save the content of the string to a temp file, then call */
2326/* load_object on it. I admit it is a highly inefficient way to make things, */
2327/* but it was simple to make and allows reusing the load_object function. */
2328/* Remember not to use load_object_str in a time-critical situation. */
2329/* Also remember that multiparts objects are not supported for now. */
2330object *
2331load_object_str (const char *obstr)
2332{
2333 object *op;
2334 char filename[MAX_BUF];
2335
2336 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2337
2338 FILE *tempfile = fopen (filename, "w");
2339
2340 if (tempfile == NULL)
2341 {
2342 LOG (llevError, "Error - Unable to access load object temp file\n");
2343 return NULL;
2344 }
2345
2346 fprintf (tempfile, obstr);
2347 fclose (tempfile);
2348
2349 op = object::create ();
2350
2351 object_thawer thawer (filename);
2352
2353 if (thawer)
2354 load_object (thawer, op, 0);
2355
2356 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2357 CLEAR_FLAG (op, FLAG_REMOVED);
2358
2359 return op;
2360} 2343}
2361 2344
2362/* This returns the first object in who's inventory that 2345/* This returns the first object in who's inventory that
2363 * has the same type and subtype match. 2346 * has the same type and subtype match.
2364 * returns NULL if no match. 2347 * returns NULL if no match.
2419 if (link->key == canonical_key) 2402 if (link->key == canonical_key)
2420 return link->value; 2403 return link->value;
2421 2404
2422 return 0; 2405 return 0;
2423} 2406}
2424
2425 2407
2426/* 2408/*
2427 * Updates the canonical_key in op to value. 2409 * Updates the canonical_key in op to value.
2428 * 2410 *
2429 * canonical_key is a shared string (value doesn't have to be). 2411 * canonical_key is a shared string (value doesn't have to be).
2453 /* Basically, if the archetype has this key set, 2435 /* Basically, if the archetype has this key set,
2454 * we need to store the null value so when we save 2436 * we need to store the null value so when we save
2455 * it, we save the empty value so that when we load, 2437 * it, we save the empty value so that when we load,
2456 * we get this value back again. 2438 * we get this value back again.
2457 */ 2439 */
2458 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2440 if (get_ob_key_link (op->arch, canonical_key))
2459 field->value = 0; 2441 field->value = 0;
2460 else 2442 else
2461 { 2443 {
2462 if (last) 2444 if (last)
2463 last->next = field->next; 2445 last->next = field->next;
2532 } 2514 }
2533 else 2515 else
2534 item = item->env; 2516 item = item->env;
2535} 2517}
2536 2518
2537
2538const char * 2519const char *
2539object::flag_desc (char *desc, int len) const 2520object::flag_desc (char *desc, int len) const
2540{ 2521{
2541 char *p = desc; 2522 char *p = desc;
2542 bool first = true; 2523 bool first = true;
2569{ 2550{
2570 char flagdesc[512]; 2551 char flagdesc[512];
2571 char info2[256 * 4]; 2552 char info2[256 * 4];
2572 char *p = info; 2553 char *p = info;
2573 2554
2574 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2555 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2575 count, uuid.seq, 2556 count,
2557 uuid.c_str (),
2576 &name, 2558 &name,
2577 title ? "\",title:\"" : "", 2559 title ? "\",title:\"" : "",
2578 title ? (const char *)title : "", 2560 title ? (const char *)title : "",
2579 flag_desc (flagdesc, 512), type); 2561 flag_desc (flagdesc, 512), type);
2580 2562
2581 if (env) 2563 if (!this->flag[FLAG_REMOVED] && env)
2582 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2564 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2583 2565
2584 if (map) 2566 if (map)
2585 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2567 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2586 2568
2588} 2570}
2589 2571
2590const char * 2572const char *
2591object::debug_desc () const 2573object::debug_desc () const
2592{ 2574{
2593 static char info[256 * 4]; 2575 static char info[3][256 * 4];
2576 static int info_idx;
2577
2594 return debug_desc (info); 2578 return debug_desc (info [++info_idx % 3]);
2595} 2579}
2596 2580
2597const char * 2581struct region *
2598object::debug_desc2 () const 2582object::region () const
2599{ 2583{
2600 static char info[256 * 4]; 2584 return map ? map->region (x, y)
2601 return debug_desc (info); 2585 : region::default_region ();
2602} 2586}
2603 2587
2588const materialtype_t *
2589object::dominant_material () const
2590{
2591 if (materialtype_t *mt = name_to_material (materialname))
2592 return mt;
2593
2594 return name_to_material (shstr_unknown);
2595}
2596
2597void
2598object::open_container (object *new_container)
2599{
2600 if (container == new_container)
2601 return;
2602
2603 if (object *old_container = container)
2604 {
2605 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2606 return;
2607
2608#if 0
2609 // remove the "Close old_container" object.
2610 if (object *closer = old_container->inv)
2611 if (closer->type == CLOSE_CON)
2612 closer->destroy ();
2613#endif
2614
2615 old_container->flag [FLAG_APPLIED] = 0;
2616 container = 0;
2617
2618 esrv_update_item (UPD_FLAGS, this, old_container);
2619 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2620 play_sound (sound_find ("chest_close"));
2621 }
2622
2623 if (new_container)
2624 {
2625 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2626 return;
2627
2628 // TODO: this does not seem to serve any purpose anymore?
2629#if 0
2630 // insert the "Close Container" object.
2631 if (archetype *closer = new_container->other_arch)
2632 {
2633 object *closer = arch_to_object (new_container->other_arch);
2634 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2635 new_container->insert (closer);
2636 }
2637#endif
2638
2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2640
2641 new_container->flag [FLAG_APPLIED] = 1;
2642 container = new_container;
2643
2644 esrv_update_item (UPD_FLAGS, this, new_container);
2645 esrv_send_inventory (this, new_container);
2646 play_sound (sound_find ("chest_open"));
2647 }
2648}
2649
2650object *
2651object::force_find (const shstr name)
2652{
2653 /* cycle through his inventory to look for the MARK we want to
2654 * place
2655 */
2656 for (object *tmp = inv; tmp; tmp = tmp->below)
2657 if (tmp->type == FORCE && tmp->slaying == name)
2658 return splay (tmp);
2659
2660 return 0;
2661}
2662
2663void
2664object::force_add (const shstr name, int duration)
2665{
2666 if (object *force = force_find (name))
2667 force->destroy ();
2668
2669 object *force = get_archetype (FORCE_NAME);
2670
2671 force->slaying = name;
2672 force->stats.food = 1;
2673 force->speed_left = -1.f;
2674
2675 force->set_speed (duration ? 1.f / duration : 0.f);
2676 force->flag [FLAG_IS_USED_UP] = true;
2677 force->flag [FLAG_APPLIED] = true;
2678
2679 insert (force);
2680}
2681
2682void
2683object::play_sound (faceidx sound)
2684{
2685 if (!sound)
2686 return;
2687
2688 if (flag [FLAG_REMOVED])
2689 return;
2690
2691 if (env)
2692 {
2693 if (object *pl = in_player ())
2694 pl->contr->play_sound (sound);
2695 }
2696 else
2697 map->play_sound (sound, x, y);
2698}
2699

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