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Comparing deliantra/server/common/object.C (file contents):
Revision 1.93 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.214 by root, Tue Apr 22 07:01:46 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <sproto.h>
33#include <loader.h> 30#include <loader.h>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
40 37
41object *active_objects; /* List of active objects that need to be processed */ 38objectvec objects;
39activevec actives;
42 40
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 46};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48}; 52};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 58};
52int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 64};
56 65
57static void 66static void
58write_uuid (void) 67write_uuid (uval64 skip, bool sync)
59{ 68{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
61 70 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 73 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 74}
77 75
78static void 76static void
79read_uuid (void) 77read_uuid (void)
80{ 78{
81 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
82 80
83 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84 84
85 FILE *fp; 85 FILE *fp;
86 86
87 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
88 { 88 {
89 if (errno == ENOENT) 89 if (errno == ENOENT)
90 { 90 {
91 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 92 UUID::cur.seq = 0;
93 write_uuid (); 93 write_uuid (UUID_GAP, true);
94 return; 94 return;
95 } 95 }
96 96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 98 _exit (1);
99 } 99 }
100 100
101 int version; 101 UUID::BUF buf;
102 unsigned long long uid; 102 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
104 { 106 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 112
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118UUID::gen ()
117{ 119{
118 UUID uid; 120 UUID uid;
119 121
120 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
121 123
122 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
124 130
125 return uid; 131 return uid;
126} 132}
127 133
128void 134void
129init_uuid () 135UUID::init ()
130{ 136{
131 read_uuid (); 137 read_uuid ();
132} 138}
133 139
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 141static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
137{ 143{
138 key_value *wants_field; 144 key_value *wants_field;
139 145
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
148 key_value *has_field; 154 key_value *has_field;
149 155
150 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
152 158
153 if (has_field == NULL) 159 if (!has_field)
154 {
155 /* No field with that name. */ 160 return 0; /* No field with that name. */
156 return FALSE;
157 }
158 161
159 /* Found the matching field. */ 162 /* Found the matching field. */
160 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165 165
166 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
167 } 167 }
168 168
169 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 170 return 1;
171} 171}
172 172
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 174static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 176{
177 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
179 */ 179 */
190 * Check nrof variable *before* calling can_merge() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
197{ 196{
198 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
199 if (ob1 == ob2 198 if (ob1 == ob2
200 || ob1->type != ob2->type 199 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed 200 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 201 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 202 || ob1->name != ob2->name)
204 return 0; 203 return 0;
205 204
206 //TODO: this ain't working well, use nicer and correct overflow check 205 /* Do not merge objects if nrof would overflow. First part checks
207 /* 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
208 * 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
209 * used to store nrof). 208 * nrof values.
210 */ 209 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 211 return 0;
213 212
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * 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
216 * 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
217 * 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
218 * flags lose any meaning. 217 * flags lose any meaning.
219 */ 218 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 221
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 224
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 225 if (ob1->arch->name != ob2->arch->name
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 226 || ob1->name != ob2->name
229 || ob1->title != ob2->title 227 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 228 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 229 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 230 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 231 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 232 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 233 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 234 || ob1->value != ob2->value
245 || ob1->move_block != ob2->move_block 241 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 242 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 243 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 244 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 245 || ob1->move_slow != ob2->move_slow
250 || 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)))
251 return 0; 249 return 0;
252 250
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
253 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
255 */ 261 */
256 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
257 { 263 {
258 /* if one object has inventory but the other doesn't, not equiv */ 264 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 265 return 0; /* inventories differ in length */
260 return 0;
261 266
262 /* 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
263 if (!object::can_merge (ob1->inv, ob2->inv)) 270 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 271 return 0; /* inventory objects differ */
265 272
266 /* 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
267 * if it is valid. 274 * if it is valid.
268 */ 275 */
269 } 276 }
277 284
278 /* Note sure why the following is the case - either the object has to 285 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 286 * be animated or have a very low speed. Is this an attempted monster
280 * check? 287 * check?
281 */ 288 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 290 return 0;
284 291
285 switch (ob1->type) 292 switch (ob1->type)
286 { 293 {
287 case SCROLL: 294 case SCROLL:
288 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
289 return 0; 296 return 0;
290 break; 297 break;
291 } 298 }
292 299
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
294 { 301 {
295 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
297 /* 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))
298 return 0; 307 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 308 }
302 309
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
305 { 311 {
306 ob1->optimise (); 312 ob1->optimise ();
307 ob2->optimise (); 313 ob2->optimise ();
308 314
309 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)
310 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 }
311 } 329 }
312 330
313 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
314 return 1; 332 return 1;
315} 333}
316 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (!flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 return pl;
364 }
365 }
366
367 return 0;
368}
369
370// adjust weight per container type ("of holding")
371static sint32
372weight_adjust (object *op, sint32 weight)
373{
374 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376 : weight;
377}
378
317/* 379/*
380 * adjust_weight(object, weight) adds the specified weight to an object,
381 * and also updates how much the environment(s) is/are carrying.
382 */
383static void
384adjust_weight (object *op, sint32 weight)
385{
386 while (op)
387 {
388 weight = weight_adjust (op, weight);
389
390 if (!weight)
391 return;
392
393 op->carrying += weight;
394
395 if (object *pl = op->visible_to ())
396 esrv_update_item (UPD_WEIGHT, pl, op);
397
398 op = op->env;
399 }
400}
401
402/*
318 * sum_weight() is a recursive function which calculates the weight 403 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 404 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 405 * containers are carrying, and sums it up.
321 */ 406 */
322long 407void
323sum_weight (object *op) 408object::update_weight ()
324{ 409{
325 long sum; 410 sint32 sum = 0;
326 object *inv;
327 411
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 412 for (object *op = inv; op; op = op->below)
329 { 413 {
330 if (inv->inv) 414 if (op->inv)
331 sum_weight (inv); 415 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 416
417 sum += op->total_weight ();
418 }
419
420 sum = weight_adjust (this, sum);
421
422 if (sum != carrying)
333 } 423 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum)
339 op->carrying = sum; 424 carrying = sum;
340 425
341 return sum; 426 if (object *pl = visible_to ())
427 esrv_update_item (UPD_WEIGHT, pl, this);
428 }
342} 429}
343 430
344/** 431/*
345 * Return the outermost environment object for a given object. 432 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 433 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 434char *
363dump_object (object *op) 435dump_object (object *op)
364{ 436{
365 if (!op) 437 if (!op)
366 return strdup ("[NULLOBJ]"); 438 return strdup ("[NULLOBJ]");
367 439
368 object_freezer freezer; 440 object_freezer freezer;
369 save_object (freezer, op, 1); 441 op->write (freezer);
370 return freezer.as_string (); 442 return freezer.as_string ();
371} 443}
372 444
373/* 445/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 446 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 447 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 448 * If it's not a multi-object, it is returned.
377 */ 449 */
378
379object * 450object *
380get_nearest_part (object *op, const object *pl) 451get_nearest_part (object *op, const object *pl)
381{ 452{
382 object *tmp, *closest; 453 object *tmp, *closest;
383 int last_dist, i; 454 int last_dist, i;
384 455
385 if (op->more == NULL) 456 if (!op->more)
386 return op; 457 return op;
458
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 459 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
460 tmp;
461 tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist) 462 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i; 463 closest = tmp, last_dist = i;
464
390 return closest; 465 return closest;
391} 466}
392 467
393/* 468/*
394 * Returns the object which has the count-variable equal to the argument. 469 * Returns the object which has the count-variable equal to the argument.
470 * VERRRY slow.
395 */ 471 */
396
397object * 472object *
398find_object (tag_t i) 473find_object (tag_t i)
399{ 474{
400 for (object *op = object::first; op; op = op->next) 475 for_all_objects (op)
401 if (op->count == i) 476 if (op->count == i)
402 return op; 477 return op;
403 478
404 return 0; 479 return 0;
405} 480}
406 481
407/* 482/*
408 * Returns the first object which has a name equal to the argument. 483 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 484 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 485 * Enables features like "patch <name-of-other-player> food 999"
411 */ 486 */
412
413object * 487object *
414find_object_name (const char *str) 488find_object_name (const char *str)
415{ 489{
416 shstr_cmp str_ (str); 490 shstr_cmp str_ (str);
417 object *op; 491 object *op;
418 492
419 for (op = object::first; op != NULL; op = op->next) 493 for_all_objects (op)
420 if (op->name == str_) 494 if (op->name == str_)
421 break; 495 break;
422 496
423 return op; 497 return op;
424} 498}
425 499
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 500/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 501 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 502 * skill and experience objects.
503 * ACTUALLY NO! investigate! TODO
435 */ 504 */
436void 505void
437object::set_owner (object *owner) 506object::set_owner (object *owner)
438{ 507{
508 // allow objects which own objects
439 if (!owner) 509 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 510 while (owner->owner)
450 owner = owner->owner; 511 owner = owner->owner;
512
513 if (flag [FLAG_FREED])
514 {
515 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
516 return;
517 }
451 518
452 this->owner = owner; 519 this->owner = owner;
520}
521
522int
523object::slottype () const
524{
525 if (type == SKILL)
526 {
527 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
528 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
529 }
530 else
531 {
532 if (slot [body_combat].info) return slot_combat;
533 if (slot [body_range ].info) return slot_ranged;
534 }
535
536 return slot_none;
537}
538
539bool
540object::change_weapon (object *ob)
541{
542 if (current_weapon == ob)
543 return true;
544
545 if (chosen_skill)
546 chosen_skill->flag [FLAG_APPLIED] = false;
547
548 current_weapon = ob;
549 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
550
551 if (chosen_skill)
552 chosen_skill->flag [FLAG_APPLIED] = true;
553
554 update_stats ();
555
556 if (ob)
557 {
558 // now check wether any body locations became invalid, in which case
559 // we cannot apply the weapon at the moment.
560 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
561 if (slot[i].used < 0)
562 {
563 current_weapon = chosen_skill = 0;
564 update_stats ();
565
566 new_draw_info_format (NDI_UNIQUE, 0, this,
567 "You try to balance all your items at once, "
568 "but the %s is just too much for your body. "
569 "[You need to unapply some items first.]", &ob->name);
570 return false;
571 }
572
573 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
574 }
575 else
576 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
577
578 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
579 {
580 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
581 &name, ob->debug_desc ());
582 return false;
583 }
584
585 return true;
453} 586}
454 587
455/* Zero the key_values on op, decrementing the shared-string 588/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 589 * refcounts and freeing the links.
457 */ 590 */
458static void 591static void
459free_key_values (object *op) 592free_key_values (object *op)
460{ 593{
461 for (key_value *i = op->key_values; i != 0;) 594 for (key_value *i = op->key_values; i; )
462 { 595 {
463 key_value *next = i->next; 596 key_value *next = i->next;
464 delete i; 597 delete i;
465 598
466 i = next; 599 i = next;
467 } 600 }
468 601
469 op->key_values = 0; 602 op->key_values = 0;
470} 603}
471 604
472/* 605object &
473 * copy_to first frees everything allocated by the dst object, 606object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 607{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 608 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 609 bool is_removed = flag [FLAG_REMOVED];
485 610
486 *(object_copy *)dst = *this; 611 *(object_copy *)this = src;
487 612
488 if (is_freed) 613 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 614 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 615
497 /* Copy over key_values, if any. */ 616 /* Copy over key_values, if any. */
498 if (key_values) 617 if (src.key_values)
499 { 618 {
500 key_value *tail = 0; 619 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 620 key_values = 0;
504 621
505 for (i = key_values; i; i = i->next) 622 for (key_value *i = src.key_values; i; i = i->next)
506 { 623 {
507 key_value *new_link = new key_value; 624 key_value *new_link = new key_value;
508 625
509 new_link->next = 0; 626 new_link->next = 0;
510 new_link->key = i->key; 627 new_link->key = i->key;
511 new_link->value = i->value; 628 new_link->value = i->value;
512 629
513 /* Try and be clever here, too. */ 630 /* Try and be clever here, too. */
514 if (!dst->key_values) 631 if (!key_values)
515 { 632 {
516 dst->key_values = new_link; 633 key_values = new_link;
517 tail = new_link; 634 tail = new_link;
518 } 635 }
519 else 636 else
520 { 637 {
521 tail->next = new_link; 638 tail->next = new_link;
522 tail = new_link; 639 tail = new_link;
523 } 640 }
524 } 641 }
525 } 642 }
643}
644
645/*
646 * copy_to first frees everything allocated by the dst object,
647 * and then copies the contents of itself into the second
648 * object, allocating what needs to be allocated. Basically, any
649 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
650 * if the first object is freed, the pointers in the new object
651 * will point at garbage.
652 */
653void
654object::copy_to (object *dst)
655{
656 *dst = *this;
657
658 if (speed < 0)
659 dst->speed_left -= rndm ();
526 660
527 dst->set_speed (dst->speed); 661 dst->set_speed (dst->speed);
662}
663
664void
665object::instantiate ()
666{
667 if (!uuid.seq) // HACK
668 uuid = UUID::gen ();
669
670 speed_left = -0.1f;
671 /* copy the body_info to the body_used - this is only really
672 * need for monsters, but doesn't hurt to do it for everything.
673 * by doing so, when a monster is created, it has good starting
674 * values for the body_used info, so when items are created
675 * for it, they can be properly equipped.
676 */
677 for (int i = NUM_BODY_LOCATIONS; i--; )
678 slot[i].used = slot[i].info;
679
680 attachable::instantiate ();
528} 681}
529 682
530object * 683object *
531object::clone () 684object::clone ()
532{ 685{
538/* 691/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 692 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 693 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 694 * be called to update the face variable, _and_ how it looks on the map.
542 */ 695 */
543
544void 696void
545update_turn_face (object *op) 697update_turn_face (object *op)
546{ 698{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 699 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 700 return;
701
549 SET_ANIMATION (op, op->direction); 702 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 703 update_object (op, UP_OBJ_FACE);
551} 704}
552 705
553/* 706/*
556 * This function needs to be called whenever the speed of an object changes. 709 * This function needs to be called whenever the speed of an object changes.
557 */ 710 */
558void 711void
559object::set_speed (float speed) 712object::set_speed (float speed)
560{ 713{
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (flag [FLAG_FREED] && speed) 714 if (flag [FLAG_FREED] && speed)
567 { 715 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 716 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 717 speed = 0;
570 } 718 }
571 719
572 this->speed = speed; 720 this->speed = speed;
573 721
574 if (arch_init) 722 if (has_active_speed ())
575 return; 723 activate ();
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
583 /* process_events() expects us to insert the object at the beginning
584 * of the list. */
585 active_next = active_objects;
586
587 if (active_next)
588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else 724 else
593 { 725 deactivate ();
594 /* If not on the active list, nothing needs to be done */
595 if (!active_next && !active_prev && this != active_objects)
596 return;
597
598 if (!active_prev)
599 {
600 active_objects = active_next;
601
602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
610 active_next->active_prev = active_prev;
611 }
612
613 active_next = 0;
614 active_prev = 0;
615 }
616}
617
618/* This function removes object 'op' from the list of active
619 * objects.
620 * This should only be used for style maps or other such
621 * reference maps where you don't want an object that isn't
622 * in play chewing up cpu time getting processed.
623 * The reverse of this is to call update_ob_speed, which
624 * will do the right thing based on the speed of the object.
625 */
626void
627remove_from_active_list (object *op)
628{
629 /* If not on the active list, nothing needs to be done */
630 if (!op->active_next && !op->active_prev && op != active_objects)
631 return;
632
633 if (op->active_prev == NULL)
634 {
635 active_objects = op->active_next;
636 if (op->active_next != NULL)
637 op->active_next->active_prev = NULL;
638 }
639 else
640 {
641 op->active_prev->active_next = op->active_next;
642 if (op->active_next)
643 op->active_next->active_prev = op->active_prev;
644 }
645 op->active_next = NULL;
646 op->active_prev = NULL;
647} 726}
648 727
649/* 728/*
650 * update_object() updates the the map. 729 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 730 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 743 * UP_OBJ_FACE: only the objects face has changed.
665 */ 744 */
666void 745void
667update_object (object *op, int action) 746update_object (object *op, int action)
668{ 747{
669 MoveType move_on, move_off, move_block, move_slow;
670
671 if (op == NULL) 748 if (op == NULL)
672 { 749 {
673 /* this should never happen */ 750 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 751 LOG (llevDebug, "update_object() called for NULL object.\n");
675 return; 752 return;
699 return; 776 return;
700 } 777 }
701 778
702 mapspace &m = op->ms (); 779 mapspace &m = op->ms ();
703 780
704 if (m.flags_ & P_NEED_UPDATE) 781 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 782 /* nop */;
706 else if (action == UP_OBJ_INSERT) 783 else if (action == UP_OBJ_INSERT)
707 { 784 {
708 // this is likely overkill, TODO: revisit (schmorp) 785 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 786 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
718 /* This isn't perfect, but I don't expect a lot of objects to 795 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 796 * to have move_allow right now.
720 */ 797 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 798 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 799 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
723 m.flags_ = P_NEED_UPDATE; 800 m.flags_ = 0;
724 } 801 }
725 /* if the object is being removed, we can't make intelligent 802 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 803 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 804 * that is being removed.
728 */ 805 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 806 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 807 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 808 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 809 /* Nothing to do for that case */ ;
733 else 810 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 811 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 812
736 if (op->more) 813 if (op->more)
737 update_object (op->more, action); 814 update_object (op->more, action);
738} 815}
739 816
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 817object::object ()
744{ 818{
745 SET_FLAG (this, FLAG_REMOVED); 819 SET_FLAG (this, FLAG_REMOVED);
746 820
747 expmul = 1.0; 821 expmul = 1.0;
748 face = blank_face; 822 face = blank_face;
749} 823}
750 824
751object::~object () 825object::~object ()
752{ 826{
827 unlink ();
828
753 free_key_values (this); 829 free_key_values (this);
754} 830}
755 831
832static int object_count;
833
756void object::link () 834void object::link ()
757{ 835{
836 assert (!index);//D
837 uuid = UUID::gen ();
758 count = ++ob_count; 838 count = ++object_count;
759 uuid = gen_uuid ();
760 839
761 prev = 0; 840 refcnt_inc ();
762 next = object::first; 841 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 842}
769 843
770void object::unlink () 844void object::unlink ()
771{ 845{
772 if (this == object::first) 846 if (!index)
773 object::first = next; 847 return;
774 848
775 /* Remove this object from the list of used objects */ 849 objects.erase (this);
776 if (prev) prev->next = next; 850 refcnt_dec ();
777 if (next) next->prev = prev; 851}
778 852
779 prev = 0; 853void
780 next = 0; 854object::activate ()
855{
856 /* If already on active list, don't do anything */
857 if (active)
858 return;
859
860 if (has_active_speed ())
861 actives.insert (this);
862}
863
864void
865object::activate_recursive ()
866{
867 activate ();
868
869 for (object *op = inv; op; op = op->below)
870 op->activate_recursive ();
871}
872
873/* This function removes object 'op' from the list of active
874 * objects.
875 * This should only be used for style maps or other such
876 * reference maps where you don't want an object that isn't
877 * in play chewing up cpu time getting processed.
878 * The reverse of this is to call update_ob_speed, which
879 * will do the right thing based on the speed of the object.
880 */
881void
882object::deactivate ()
883{
884 /* If not on the active list, nothing needs to be done */
885 if (!active)
886 return;
887
888 actives.erase (this);
889}
890
891void
892object::deactivate_recursive ()
893{
894 for (object *op = inv; op; op = op->below)
895 op->deactivate_recursive ();
896
897 deactivate ();
898}
899
900void
901object::set_flag_inv (int flag, int value)
902{
903 for (object *op = inv; op; op = op->below)
904 {
905 op->flag [flag] = value;
906 op->set_flag_inv (flag, value);
907 }
781} 908}
782 909
783/* 910/*
784 * Remove and free all objects in the inventory of the given object. 911 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 912 * object.c ?
786 */ 913 */
787void 914void
788object::destroy_inv (bool drop_to_ground) 915object::destroy_inv (bool drop_to_ground)
789{ 916{
917 // need to check first, because the checks below might segfault
918 // as we might be on an invalid mapspace and crossfire code
919 // is too buggy to ensure that the inventory is empty.
920 // corollary: if you create arrows etc. with stuff in tis inventory,
921 // cf will crash below with off-map x and y
922 if (!inv)
923 return;
924
790 /* Only if the space blocks everything do we not process - 925 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 926 * if some form of movement is allowed, let objects
792 * drop on that space. 927 * drop on that space.
793 */ 928 */
794 if (!drop_to_ground 929 if (!drop_to_ground
795 || !map 930 || !map
796 || map->in_memory != MAP_IN_MEMORY 931 || map->in_memory != MAP_ACTIVE
932 || map->nodrop
797 || map->at (x, y).move_block == MOVE_ALL) 933 || ms ().move_block == MOVE_ALL)
798 { 934 {
799 while (inv) 935 while (inv)
800 { 936 {
801 inv->destroy_inv (drop_to_ground); 937 inv->destroy_inv (drop_to_ground);
802 inv->destroy (); 938 inv->destroy ();
810 946
811 if (op->flag [FLAG_STARTEQUIP] 947 if (op->flag [FLAG_STARTEQUIP]
812 || op->flag [FLAG_NO_DROP] 948 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE 949 || op->type == RUNE
814 || op->type == TRAP 950 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE]) 951 || op->flag [FLAG_IS_A_TEMPLATE]
952 || op->flag [FLAG_DESTROY_ON_DEATH])
816 op->destroy (); 953 op->destroy ();
817 else 954 else
818 map->insert (op, x, y); 955 map->insert (op, x, y);
819 } 956 }
820 } 957 }
834 remove_button_link (this); 971 remove_button_link (this);
835 972
836 if (flag [FLAG_FRIENDLY]) 973 if (flag [FLAG_FRIENDLY])
837 remove_friendly_object (this); 974 remove_friendly_object (this);
838 975
839 if (!flag [FLAG_REMOVED])
840 remove (); 976 remove ();
841 977
842 if (flag [FLAG_FREED]) 978 attachable::do_destroy ();
843 return;
844 979
845 set_speed (0); 980 destroy_inv (true);
981
982 deactivate ();
983 unlink ();
846 984
847 flag [FLAG_FREED] = 1; 985 flag [FLAG_FREED] = 1;
848
849 attachable::do_destroy ();
850
851 destroy_inv (true);
852 unlink ();
853 986
854 // hack to ensure that freed objects still have a valid map 987 // hack to ensure that freed objects still have a valid map
855 { 988 {
856 static maptile *freed_map; // freed objects are moved here to avoid crashes 989 static maptile *freed_map; // freed objects are moved here to avoid crashes
857 990
858 if (!freed_map) 991 if (!freed_map)
859 { 992 {
860 freed_map = new maptile; 993 freed_map = new maptile;
861 994
995 freed_map->path = "<freed objects map>";
862 freed_map->name = "/internal/freed_objects_map"; 996 freed_map->name = "/internal/freed_objects_map";
863 freed_map->width = 3; 997 freed_map->width = 3;
864 freed_map->height = 3; 998 freed_map->height = 3;
999 freed_map->nodrop = 1;
865 1000
866 freed_map->allocate (); 1001 freed_map->alloc ();
1002 freed_map->in_memory = MAP_ACTIVE;
867 } 1003 }
868 1004
869 map = freed_map; 1005 map = freed_map;
870 x = 1; 1006 x = 1;
871 y = 1; 1007 y = 1;
872 } 1008 }
873 1009
874 head = 0;
875
876 if (more) 1010 if (more)
877 { 1011 {
878 more->destroy (); 1012 more->destroy ();
879 more = 0; 1013 more = 0;
880 } 1014 }
881 1015
1016 head = 0;
1017
882 // clear those pointers that likely might have circular references to us 1018 // clear those pointers that likely might cause circular references
883 owner = 0; 1019 owner = 0;
884 enemy = 0; 1020 enemy = 0;
885 attacked_by = 0; 1021 attacked_by = 0;
886 1022 current_weapon = 0;
887 // only relevant for players(?), but make sure of it anyways
888 contr = 0;
889} 1023}
890 1024
891void 1025void
892object::destroy (bool destroy_inventory) 1026object::destroy (bool destroy_inventory)
893{ 1027{
895 return; 1029 return;
896 1030
897 if (destroy_inventory) 1031 if (destroy_inventory)
898 destroy_inv (false); 1032 destroy_inv (false);
899 1033
1034 if (is_head ())
1035 if (sound_destroy)
1036 play_sound (sound_destroy);
1037 else if (flag [FLAG_MONSTER])
1038 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1039
900 attachable::destroy (); 1040 attachable::destroy ();
901}
902
903/*
904 * sub_weight() recursively (outwards) subtracts a number from the
905 * weight of an object (and what is carried by it's environment(s)).
906 */
907void
908sub_weight (object *op, signed long weight)
909{
910 while (op != NULL)
911 {
912 if (op->type == CONTAINER)
913 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
914
915 op->carrying -= weight;
916 op = op->env;
917 }
918} 1041}
919 1042
920/* op->remove (): 1043/* op->remove ():
921 * This function removes the object op from the linked list of objects 1044 * This function removes the object op from the linked list of objects
922 * which it is currently tied to. When this function is done, the 1045 * which it is currently tied to. When this function is done, the
923 * object will have no environment. If the object previously had an 1046 * object will have no environment. If the object previously had an
924 * environment, the x and y coordinates will be updated to 1047 * environment, the x and y coordinates will be updated to
925 * the previous environment. 1048 * the previous environment.
926 * Beware: This function is called from the editor as well!
927 */ 1049 */
928void 1050void
929object::remove () 1051object::do_remove ()
930{ 1052{
931 object *tmp, *last = 0; 1053 object *tmp, *last = 0;
932 object *otmp; 1054 object *otmp;
933 1055
934 if (QUERY_FLAG (this, FLAG_REMOVED)) 1056 if (flag [FLAG_REMOVED])
935 return; 1057 return;
936 1058
937 SET_FLAG (this, FLAG_REMOVED);
938 INVOKE_OBJECT (REMOVE, this); 1059 INVOKE_OBJECT (REMOVE, this);
1060
1061 if (object *pl = visible_to ())
1062 esrv_del_item (pl->contr, count);
1063
1064 flag [FLAG_REMOVED] = true;
939 1065
940 if (more) 1066 if (more)
941 more->remove (); 1067 more->remove ();
942 1068
943 /* 1069 /*
944 * In this case, the object to be removed is in someones 1070 * In this case, the object to be removed is in someones
945 * inventory. 1071 * inventory.
946 */ 1072 */
947 if (env) 1073 if (env)
948 { 1074 {
1075 adjust_weight (env, -total_weight ());
1076
1077 *(above ? &above->below : &env->inv) = below;
1078
949 if (nrof) 1079 if (below)
950 sub_weight (env, weight * nrof); 1080 below->above = above;
951 else 1081
952 sub_weight (env, weight + carrying); 1082 /* we set up values so that it could be inserted into
1083 * the map, but we don't actually do that - it is up
1084 * to the caller to decide what we want to do.
1085 */
1086 map = env->map;
1087 x = env->x;
1088 y = env->y;
1089 above = 0;
1090 below = 0;
1091 env = 0;
953 1092
954 /* NO_FIX_PLAYER is set when a great many changes are being 1093 /* NO_FIX_PLAYER is set when a great many changes are being
955 * made to players inventory. If set, avoiding the call 1094 * made to players inventory. If set, avoiding the call
956 * to save cpu time. 1095 * to save cpu time.
957 */ 1096 */
958 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1097 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
959 otmp->update_stats (); 1098 otmp->update_stats ();
960
961 if (above != NULL)
962 above->below = below;
963 else
964 env->inv = below;
965
966 if (below != NULL)
967 below->above = above;
968
969 /* we set up values so that it could be inserted into
970 * the map, but we don't actually do that - it is up
971 * to the caller to decide what we want to do.
972 */
973 x = env->x, y = env->y;
974 map = env->map;
975 above = 0, below = 0;
976 env = 0;
977 } 1099 }
978 else if (map) 1100 else if (map)
979 { 1101 {
980 /* Re did the following section of code - it looks like it had 1102 if (type == PLAYER)
981 * lots of logic for things we no longer care about
982 */ 1103 {
1104 // leaving a spot always closes any open container on the ground
1105 if (container && !container->env)
1106 // this causes spurious floorbox updates, but it ensures
1107 // that the CLOSE event is being sent.
1108 close_container ();
1109
1110 --map->players;
1111 map->touch ();
1112 }
1113
1114 map->dirty = true;
1115 mapspace &ms = this->ms ();
983 1116
984 /* link the object above us */ 1117 /* link the object above us */
985 if (above) 1118 if (above)
986 above->below = below; 1119 above->below = below;
987 else 1120 else
988 map->at (x, y).top = below; /* we were top, set new top */ 1121 ms.top = below; /* we were top, set new top */
989 1122
990 /* Relink the object below us, if there is one */ 1123 /* Relink the object below us, if there is one */
991 if (below) 1124 if (below)
992 below->above = above; 1125 below->above = above;
993 else 1126 else
995 /* Nothing below, which means we need to relink map object for this space 1128 /* Nothing below, which means we need to relink map object for this space
996 * use translated coordinates in case some oddness with map tiling is 1129 * use translated coordinates in case some oddness with map tiling is
997 * evident 1130 * evident
998 */ 1131 */
999 if (GET_MAP_OB (map, x, y) != this) 1132 if (GET_MAP_OB (map, x, y) != this)
1000 {
1001 char *dump = dump_object (this);
1002 LOG (llevError,
1003 "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); 1133 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 ());
1004 free (dump);
1005 dump = dump_object (GET_MAP_OB (map, x, y));
1006 LOG (llevError, "%s\n", dump);
1007 free (dump);
1008 }
1009 1134
1010 map->at (x, y).bot = above; /* goes on above it. */ 1135 ms.bot = above; /* goes on above it. */
1011 } 1136 }
1012 1137
1013 above = 0; 1138 above = 0;
1014 below = 0; 1139 below = 0;
1015 1140
1016 if (map->in_memory == MAP_SAVING) 1141 if (map->in_memory == MAP_SAVING)
1017 return; 1142 return;
1018 1143
1019 int check_walk_off = !flag [FLAG_NO_APPLY]; 1144 int check_walk_off = !flag [FLAG_NO_APPLY];
1020 1145
1146 if (object *pl = ms.player ())
1147 {
1148 if (pl->container == this)
1149 /* If a container that the player is currently using somehow gets
1150 * removed (most likely destroyed), update the player view
1151 * appropriately.
1152 */
1153 pl->close_container ();
1154
1155 pl->contr->ns->floorbox_update ();
1156 }
1157
1021 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1158 for (tmp = ms.bot; tmp; tmp = tmp->above)
1022 { 1159 {
1023 /* No point updating the players look faces if he is the object 1160 /* No point updating the players look faces if he is the object
1024 * being removed. 1161 * being removed.
1025 */ 1162 */
1026 1163
1027 if (tmp->type == PLAYER && tmp != this)
1028 {
1029 /* If a container that the player is currently using somehow gets
1030 * removed (most likely destroyed), update the player view
1031 * appropriately.
1032 */
1033 if (tmp->container == this)
1034 {
1035 flag [FLAG_APPLIED] = 0;
1036 tmp->container = 0;
1037 }
1038
1039 if (tmp->contr->ns)
1040 tmp->contr->ns->floorbox_update ();
1041 }
1042
1043 /* See if player moving off should effect something */ 1164 /* See if object moving off should effect something */
1044 if (check_walk_off 1165 if (check_walk_off
1045 && ((move_type & tmp->move_off) 1166 && ((move_type & tmp->move_off)
1046 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1167 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1047 { 1168 {
1048 move_apply (tmp, this, 0); 1169 move_apply (tmp, this, 0);
1049 1170
1050 if (destroyed ()) 1171 if (destroyed ())
1051 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1172 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1052 } 1173 }
1053 1174
1054 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1055
1056 if (tmp->above == tmp)
1057 tmp->above = 0;
1058
1059 last = tmp; 1175 last = tmp;
1060 } 1176 }
1061 1177
1062 /* last == NULL of there are no objects on this space */ 1178 /* last == NULL if there are no objects on this space */
1179 //TODO: this makes little sense, why only update the topmost object?
1063 if (!last) 1180 if (!last)
1064 map->at (x, y).flags_ = P_NEED_UPDATE; 1181 map->at (x, y).flags_ = 0;
1065 else 1182 else
1066 update_object (last, UP_OBJ_REMOVE); 1183 update_object (last, UP_OBJ_REMOVE);
1067 1184
1068 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1185 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1069 update_all_los (map, x, y); 1186 update_all_los (map, x, y);
1082merge_ob (object *op, object *top) 1199merge_ob (object *op, object *top)
1083{ 1200{
1084 if (!op->nrof) 1201 if (!op->nrof)
1085 return 0; 1202 return 0;
1086 1203
1087 if (top) 1204 if (!top)
1088 for (top = op; top && top->above; top = top->above) 1205 for (top = op; top && top->above; top = top->above)
1089 ; 1206 ;
1090 1207
1091 for (; top; top = top->below) 1208 for (; top; top = top->below)
1092 {
1093 if (top == op)
1094 continue;
1095
1096 if (object::can_merge (op, top)) 1209 if (object::can_merge (op, top))
1097 { 1210 {
1098 top->nrof += op->nrof; 1211 top->nrof += op->nrof;
1099 1212
1100/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1213 if (object *pl = top->visible_to ())
1101 op->weight = 0; /* Don't want any adjustements now */ 1214 esrv_update_item (UPD_NROF, pl, top);
1215
1216 op->weight = 0; // cancel the addition above
1217 op->carrying = 0; // must be 0 already
1218
1102 op->destroy (); 1219 op->destroy (1);
1220
1103 return top; 1221 return top;
1104 } 1222 }
1105 }
1106 1223
1107 return 0; 1224 return 0;
1108} 1225}
1109 1226
1227void
1228object::expand_tail ()
1229{
1230 if (more)
1231 return;
1232
1233 object *prev = this;
1234
1235 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1236 {
1237 object *op = arch_to_object (at);
1238
1239 op->name = name;
1240 op->name_pl = name_pl;
1241 op->title = title;
1242
1243 op->head = this;
1244 prev->more = op;
1245
1246 prev = op;
1247 }
1248}
1249
1110/* 1250/*
1111 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1251 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1112 * job preparing multi-part monsters 1252 * job preparing multi-part monsters.
1113 */ 1253 */
1114object * 1254object *
1115insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1255insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1116{ 1256{
1117 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1257 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1118 { 1258 {
1119 tmp->x = x + tmp->arch->clone.x; 1259 tmp->x = x + tmp->arch->x;
1120 tmp->y = y + tmp->arch->clone.y; 1260 tmp->y = y + tmp->arch->y;
1121 } 1261 }
1122 1262
1123 return insert_ob_in_map (op, m, originator, flag); 1263 return insert_ob_in_map (op, m, originator, flag);
1124} 1264}
1125 1265
1144 * just 'op' otherwise 1284 * just 'op' otherwise
1145 */ 1285 */
1146object * 1286object *
1147insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1148{ 1288{
1289 assert (!op->flag [FLAG_FREED]);
1290
1149 object *tmp, *top, *floor = NULL; 1291 object *top, *floor = NULL;
1150 sint16 x, y;
1151 1292
1152 if (QUERY_FLAG (op, FLAG_FREED)) 1293 op->remove ();
1153 {
1154 LOG (llevError, "Trying to insert freed object!\n");
1155 return NULL;
1156 }
1157
1158 if (m == NULL)
1159 {
1160 char *dump = dump_object (op);
1161 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1162 free (dump);
1163 return op;
1164 }
1165
1166 if (out_of_map (m, op->x, op->y))
1167 {
1168 char *dump = dump_object (op);
1169 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1170#ifdef MANY_CORES
1171 /* Better to catch this here, as otherwise the next use of this object
1172 * is likely to cause a crash. Better to find out where it is getting
1173 * improperly inserted.
1174 */
1175 abort ();
1176#endif
1177 free (dump);
1178 return op;
1179 }
1180
1181 if (!QUERY_FLAG (op, FLAG_REMOVED))
1182 {
1183 char *dump = dump_object (op);
1184 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1185 free (dump);
1186 return op;
1187 }
1188
1189 if (op->more)
1190 {
1191 /* The part may be on a different map. */
1192
1193 object *more = op->more;
1194
1195 /* We really need the caller to normalize coordinates - if
1196 * we set the map, that doesn't work if the location is within
1197 * a map and this is straddling an edge. So only if coordinate
1198 * is clear wrong do we normalize it.
1199 */
1200 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1201 more->map = get_map_from_coord (m, &more->x, &more->y);
1202 else if (!more->map)
1203 {
1204 /* For backwards compatibility - when not dealing with tiled maps,
1205 * more->map should always point to the parent.
1206 */
1207 more->map = m;
1208 }
1209
1210 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1211 {
1212 if (!op->head)
1213 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1214
1215 return 0;
1216 }
1217 }
1218
1219 CLEAR_FLAG (op, FLAG_REMOVED);
1220 1294
1221 /* Ideally, the caller figures this out. However, it complicates a lot 1295 /* Ideally, the caller figures this out. However, it complicates a lot
1222 * of areas of callers (eg, anything that uses find_free_spot would now 1296 * of areas of callers (eg, anything that uses find_free_spot would now
1223 * need extra work 1297 * need extra work
1224 */ 1298 */
1225 op->map = get_map_from_coord (m, &op->x, &op->y); 1299 if (!xy_normalise (m, op->x, op->y))
1226 x = op->x; 1300 {
1227 y = op->y; 1301 op->destroy ();
1302 return 0;
1303 }
1304
1305 if (object *more = op->more)
1306 if (!insert_ob_in_map (more, m, originator, flag))
1307 return 0;
1308
1309 CLEAR_FLAG (op, FLAG_REMOVED);
1310
1311 op->map = m;
1312 mapspace &ms = op->ms ();
1228 1313
1229 /* this has to be done after we translate the coordinates. 1314 /* this has to be done after we translate the coordinates.
1230 */ 1315 */
1231 if (op->nrof && !(flag & INS_NO_MERGE)) 1316 if (op->nrof && !(flag & INS_NO_MERGE))
1232 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1317 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1233 if (object::can_merge (op, tmp)) 1318 if (object::can_merge (op, tmp))
1234 { 1319 {
1235 op->nrof += tmp->nrof; 1320 op->nrof += tmp->nrof;
1236 tmp->destroy (); 1321 tmp->destroy (1);
1237 } 1322 }
1238 1323
1239 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1240 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1325 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1241 1326
1254 op->below = originator->below; 1339 op->below = originator->below;
1255 1340
1256 if (op->below) 1341 if (op->below)
1257 op->below->above = op; 1342 op->below->above = op;
1258 else 1343 else
1259 op->ms ().bot = op; 1344 ms.bot = op;
1260 1345
1261 /* since *below* originator, no need to update top */ 1346 /* since *below* originator, no need to update top */
1262 originator->below = op; 1347 originator->below = op;
1263 } 1348 }
1264 else 1349 else
1265 { 1350 {
1351 top = ms.bot;
1352
1266 /* If there are other objects, then */ 1353 /* If there are other objects, then */
1267 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1354 if (top)
1268 { 1355 {
1269 object *last = NULL; 1356 object *last = 0;
1270 1357
1271 /* 1358 /*
1272 * If there are multiple objects on this space, we do some trickier handling. 1359 * If there are multiple objects on this space, we do some trickier handling.
1273 * We've already dealt with merging if appropriate. 1360 * We've already dealt with merging if appropriate.
1274 * Generally, we want to put the new object on top. But if 1361 * Generally, we want to put the new object on top. But if
1278 * once we get to them. This reduces the need to traverse over all of 1365 * once we get to them. This reduces the need to traverse over all of
1279 * them when adding another one - this saves quite a bit of cpu time 1366 * them when adding another one - this saves quite a bit of cpu time
1280 * when lots of spells are cast in one area. Currently, it is presumed 1367 * when lots of spells are cast in one area. Currently, it is presumed
1281 * that flying non pickable objects are spell objects. 1368 * that flying non pickable objects are spell objects.
1282 */ 1369 */
1283 1370 for (top = ms.bot; top; top = top->above)
1284 while (top != NULL)
1285 { 1371 {
1286 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1372 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1287 floor = top; 1373 floor = top;
1288 1374
1289 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1375 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1292 top = top->below; 1378 top = top->below;
1293 break; 1379 break;
1294 } 1380 }
1295 1381
1296 last = top; 1382 last = top;
1297 top = top->above;
1298 } 1383 }
1299 1384
1300 /* Don't want top to be NULL, so set it to the last valid object */ 1385 /* Don't want top to be NULL, so set it to the last valid object */
1301 top = last; 1386 top = last;
1302 1387
1304 * looks like instead of lots of conditions here. 1389 * looks like instead of lots of conditions here.
1305 * makes things faster, and effectively the same result. 1390 * makes things faster, and effectively the same result.
1306 */ 1391 */
1307 1392
1308 /* Have object 'fall below' other objects that block view. 1393 /* Have object 'fall below' other objects that block view.
1309 * Unless those objects are exits, type 66 1394 * Unless those objects are exits.
1310 * If INS_ON_TOP is used, don't do this processing 1395 * If INS_ON_TOP is used, don't do this processing
1311 * Need to find the object that in fact blocks view, otherwise 1396 * Need to find the object that in fact blocks view, otherwise
1312 * stacking is a bit odd. 1397 * stacking is a bit odd.
1313 */ 1398 */
1314 if (!(flag & INS_ON_TOP) && 1399 if (!(flag & INS_ON_TOP)
1315 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1400 && ms.flags () & P_BLOCKSVIEW
1401 && (op->face && !faces [op->face].visibility))
1316 { 1402 {
1317 for (last = top; last != floor; last = last->below) 1403 for (last = top; last != floor; last = last->below)
1318 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1404 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1319 break; 1405 break;
1406
1320 /* Check to see if we found the object that blocks view, 1407 /* Check to see if we found the object that blocks view,
1321 * and make sure we have a below pointer for it so that 1408 * and make sure we have a below pointer for it so that
1322 * we can get inserted below this one, which requires we 1409 * we can get inserted below this one, which requires we
1323 * set top to the object below us. 1410 * set top to the object below us.
1324 */ 1411 */
1325 if (last && last->below && last != floor) 1412 if (last && last->below && last != floor)
1326 top = last->below; 1413 top = last->below;
1327 } 1414 }
1328 } /* If objects on this space */ 1415 } /* If objects on this space */
1329 1416
1330 if (flag & INS_MAP_LOAD)
1331 top = GET_MAP_TOP (op->map, op->x, op->y);
1332
1333 if (flag & INS_ABOVE_FLOOR_ONLY) 1417 if (flag & INS_ABOVE_FLOOR_ONLY)
1334 top = floor; 1418 top = floor;
1335 1419
1336 /* Top is the object that our object (op) is going to get inserted above. 1420 /* Top is the object that our object (op) is going to get inserted above.
1337 */ 1421 */
1338 1422
1339 /* First object on this space */ 1423 /* First object on this space */
1340 if (!top) 1424 if (!top)
1341 { 1425 {
1342 op->above = GET_MAP_OB (op->map, op->x, op->y); 1426 op->above = ms.bot;
1343 1427
1344 if (op->above) 1428 if (op->above)
1345 op->above->below = op; 1429 op->above->below = op;
1346 1430
1347 op->below = NULL; 1431 op->below = 0;
1348 op->ms ().bot = op; 1432 ms.bot = op;
1349 } 1433 }
1350 else 1434 else
1351 { /* get inserted into the stack above top */ 1435 { /* get inserted into the stack above top */
1352 op->above = top->above; 1436 op->above = top->above;
1353 1437
1356 1440
1357 op->below = top; 1441 op->below = top;
1358 top->above = op; 1442 top->above = op;
1359 } 1443 }
1360 1444
1361 if (op->above == NULL) 1445 if (!op->above)
1362 op->ms ().top = op; 1446 ms.top = op;
1363 } /* else not INS_BELOW_ORIGINATOR */ 1447 } /* else not INS_BELOW_ORIGINATOR */
1364 1448
1365 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1450 {
1366 op->contr->do_los = 1; 1451 op->contr->do_los = 1;
1452 ++op->map->players;
1453 op->map->touch ();
1454 }
1367 1455
1368 /* If we have a floor, we know the player, if any, will be above 1456 op->map->dirty = true;
1369 * it, so save a few ticks and start from there. 1457
1370 */
1371 if (!(flag & INS_MAP_LOAD))
1372 if (object *pl = op->ms ().player ()) 1458 if (object *pl = ms.player ())
1373 if (pl->contr->ns)
1374 pl->contr->ns->floorbox_update (); 1459 pl->contr->ns->floorbox_update ();
1375 1460
1376 /* If this object glows, it may affect lighting conditions that are 1461 /* If this object glows, it may affect lighting conditions that are
1377 * visible to others on this map. But update_all_los is really 1462 * visible to others on this map. But update_all_los is really
1378 * an inefficient way to do this, as it means los for all players 1463 * an inefficient way to do this, as it means los for all players
1379 * on the map will get recalculated. The players could very well 1464 * on the map will get recalculated. The players could very well
1380 * be far away from this change and not affected in any way - 1465 * be far away from this change and not affected in any way -
1381 * this should get redone to only look for players within range, 1466 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area 1467 * or just updating the P_UPTODATE for spaces within this area
1383 * of effect may be sufficient. 1468 * of effect may be sufficient.
1384 */ 1469 */
1385 if (op->map->darkness && (op->glow_radius != 0)) 1470 if (op->map->darkness && (op->glow_radius != 0))
1386 update_all_los (op->map, op->x, op->y); 1471 update_all_los (op->map, op->x, op->y);
1387 1472
1398 * blocked() and wall() work properly), and these flags are updated by 1483 * blocked() and wall() work properly), and these flags are updated by
1399 * update_object(). 1484 * update_object().
1400 */ 1485 */
1401 1486
1402 /* if this is not the head or flag has been passed, don't check walk on status */ 1487 /* if this is not the head or flag has been passed, don't check walk on status */
1403 if (!(flag & INS_NO_WALK_ON) && !op->head) 1488 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1404 { 1489 {
1405 if (check_move_on (op, originator)) 1490 if (check_move_on (op, originator))
1406 return 0; 1491 return 0;
1407 1492
1408 /* If we are a multi part object, lets work our way through the check 1493 /* If we are a multi part object, lets work our way through the check
1409 * walk on's. 1494 * walk on's.
1410 */ 1495 */
1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1496 for (object *tmp = op->more; tmp; tmp = tmp->more)
1412 if (check_move_on (tmp, originator)) 1497 if (check_move_on (tmp, originator))
1413 return 0; 1498 return 0;
1414 } 1499 }
1415 1500
1416 return op; 1501 return op;
1421 * op is the object to insert it under: supplies x and the map. 1506 * op is the object to insert it under: supplies x and the map.
1422 */ 1507 */
1423void 1508void
1424replace_insert_ob_in_map (const char *arch_string, object *op) 1509replace_insert_ob_in_map (const char *arch_string, object *op)
1425{ 1510{
1426 object *tmp, *tmp1;
1427
1428 /* first search for itself and remove any old instances */ 1511 /* first search for itself and remove any old instances */
1429 1512
1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1513 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1514 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1432 tmp->destroy (); 1515 tmp->destroy (1);
1433 1516
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1517 object *tmp = arch_to_object (archetype::find (arch_string));
1435 1518
1436 tmp1->x = op->x; 1519 tmp->x = op->x;
1437 tmp1->y = op->y; 1520 tmp->y = op->y;
1521
1438 insert_ob_in_map (tmp1, op->map, op, 0); 1522 insert_ob_in_map (tmp, op->map, op, 0);
1439} 1523}
1440 1524
1441object * 1525object *
1442object::insert_at (object *where, object *originator, int flags) 1526object::insert_at (object *where, object *originator, int flags)
1443{ 1527{
1528 if (where->env)
1529 return where->env->insert (this);
1530 else
1444 where->map->insert (this, where->x, where->y, originator, flags); 1531 return where->map->insert (this, where->x, where->y, originator, flags);
1445} 1532}
1446 1533
1447/* 1534/*
1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1449 * is returned contains nr objects, and the remaining parts contains
1450 * the rest (or is removed and freed if that number is 0).
1451 * On failure, NULL is returned, and the reason put into the
1452 * global static errmsg array.
1453 */
1454object *
1455get_split_ob (object *orig_ob, uint32 nr)
1456{
1457 object *newob;
1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1459
1460 if (orig_ob->nrof < nr)
1461 {
1462 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1463 return NULL;
1464 }
1465
1466 newob = object_create_clone (orig_ob);
1467
1468 if ((orig_ob->nrof -= nr) < 1)
1469 orig_ob->destroy (1);
1470 else if (!is_removed)
1471 {
1472 if (orig_ob->env != NULL)
1473 sub_weight (orig_ob->env, orig_ob->weight * nr);
1474 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1475 {
1476 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1477 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1478 return NULL;
1479 }
1480 }
1481
1482 newob->nrof = nr;
1483
1484 return newob;
1485}
1486
1487/*
1488 * decrease_ob_nr(object, number) decreases a specified number from 1535 * decrease(object, number) decreases a specified number from
1489 * 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
1490 * is subsequently removed and freed. 1537 * is subsequently removed and freed.
1491 * 1538 *
1492 * 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
1493 */ 1540 */
1541bool
1542object::decrease (sint32 nr)
1543{
1544 if (!nr)
1545 return true;
1494 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 */
1495object * 1573object *
1496decrease_ob_nr (object *op, uint32 i) 1574object::split (sint32 nr)
1497{ 1575{
1498 object *tmp; 1576 int have = number_of ();
1499 1577
1500 if (i == 0) /* objects with op->nrof require this check */ 1578 if (have < nr)
1501 return op; 1579 return 0;
1502 1580 else if (have == nr)
1503 if (i > op->nrof)
1504 i = op->nrof;
1505
1506 if (QUERY_FLAG (op, FLAG_REMOVED))
1507 op->nrof -= i;
1508 else if (op->env)
1509 { 1581 {
1510 /* is this object in the players inventory, or sub container
1511 * therein?
1512 */
1513 tmp = op->in_player ();
1514 /* nope. Is this a container the player has opened?
1515 * If so, set tmp to that player.
1516 * IMO, searching through all the players will mostly
1517 * likely be quicker than following op->env to the map,
1518 * and then searching the map for a player.
1519 */
1520 if (!tmp)
1521 for_all_players (pl)
1522 if (pl->ob->container == op->env)
1523 {
1524 tmp = pl->ob;
1525 break;
1526 }
1527
1528 if (i < op->nrof)
1529 {
1530 sub_weight (op->env, op->weight * i);
1531 op->nrof -= i;
1532 if (tmp)
1533 esrv_send_item (tmp, op);
1534 }
1535 else
1536 {
1537 op->remove (); 1582 remove ();
1538 op->nrof = 0; 1583 return this;
1539 if (tmp)
1540 esrv_del_item (tmp->contr, op->count);
1541 }
1542 } 1584 }
1543 else 1585 else
1544 { 1586 {
1545 object *above = op->above; 1587 decrease (nr);
1546 1588
1547 if (i < op->nrof) 1589 object *op = object_create_clone (this);
1548 op->nrof -= i; 1590 op->nrof = nr;
1549 else
1550 {
1551 op->remove ();
1552 op->nrof = 0;
1553 }
1554
1555 /* Since we just removed op, op->above is null */
1556 for (tmp = above; tmp; tmp = tmp->above)
1557 if (tmp->type == PLAYER)
1558 {
1559 if (op->nrof)
1560 esrv_send_item (tmp, op);
1561 else
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 }
1565
1566 if (op->nrof)
1567 return op; 1591 return op;
1568 else
1569 {
1570 op->destroy ();
1571 return 0;
1572 }
1573}
1574
1575/*
1576 * add_weight(object, weight) adds the specified weight to an object,
1577 * and also updates how much the environment(s) is/are carrying.
1578 */
1579
1580void
1581add_weight (object *op, signed long weight)
1582{
1583 while (op != NULL)
1584 {
1585 if (op->type == CONTAINER)
1586 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1587
1588 op->carrying += weight;
1589 op = op->env;
1590 } 1592 }
1591} 1593}
1592 1594
1593object * 1595object *
1594insert_ob_in_ob (object *op, object *where) 1596insert_ob_in_ob (object *op, object *where)
1599 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);
1600 free (dump); 1602 free (dump);
1601 return op; 1603 return op;
1602 } 1604 }
1603 1605
1604 if (where->head) 1606 if (where->head_ () != where)
1605 { 1607 {
1606 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");
1607 where = where->head; 1609 where = where->head;
1608 } 1610 }
1609 1611
1610 return where->insert (op); 1612 return where->insert (op);
1611} 1613}
1616 * inside the object environment. 1618 * inside the object environment.
1617 * 1619 *
1618 * 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
1619 * be != op, if items are merged. -Tero 1621 * be != op, if items are merged. -Tero
1620 */ 1622 */
1621
1622object * 1623object *
1623object::insert (object *op) 1624object::insert (object *op)
1624{ 1625{
1625 object *tmp, *otmp;
1626
1627 if (!QUERY_FLAG (op, FLAG_REMOVED))
1628 op->remove ();
1629
1630 if (op->more) 1626 if (op->more)
1631 { 1627 {
1632 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);
1633 return op; 1629 return op;
1634 } 1630 }
1635 1631
1636 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1632 op->remove ();
1637 CLEAR_FLAG (op, FLAG_REMOVED); 1633
1634 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1635
1638 if (op->nrof) 1636 if (op->nrof)
1639 {
1640 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1637 for (object *tmp = inv; tmp; tmp = tmp->below)
1641 if (object::can_merge (tmp, op)) 1638 if (object::can_merge (tmp, op))
1642 { 1639 {
1643 /* return the original object and remove inserted object 1640 /* return the original object and remove inserted object
1644 (client needs the original object) */ 1641 (client needs the original object) */
1645 tmp->nrof += op->nrof; 1642 tmp->nrof += op->nrof;
1646 /* Weight handling gets pretty funky. Since we are adding to 1643
1647 * tmp->nrof, we need to increase the weight. 1644 if (object *pl = tmp->visible_to ())
1648 */ 1645 esrv_update_item (UPD_NROF, pl, tmp);
1646
1649 add_weight (this, op->weight * op->nrof); 1647 adjust_weight (this, op->total_weight ());
1650 SET_FLAG (op, FLAG_REMOVED); 1648
1651 op->destroy (); /* free the inserted object */ 1649 op->destroy (1);
1652 op = tmp; 1650 op = tmp;
1653 op->remove (); /* and fix old object's links */ 1651 goto inserted;
1654 CLEAR_FLAG (op, FLAG_REMOVED);
1655 break;
1656 } 1652 }
1657 1653
1658 /* I assume combined objects have no inventory 1654 op->owner = 0; // it's his/hers now. period.
1659 * We add the weight - this object could have just been removed
1660 * (if it was possible to merge). calling remove_ob will subtract
1661 * the weight, so we need to add it in again, since we actually do
1662 * the linking below
1663 */
1664 add_weight (this, op->weight * op->nrof);
1665 }
1666 else
1667 add_weight (this, (op->weight + op->carrying));
1668
1669 otmp = this->in_player ();
1670 if (otmp && otmp->contr)
1671 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1672 otmp->update_stats ();
1673
1674 op->map = 0; 1655 op->map = 0;
1675 op->env = this; 1656 op->x = 0;
1657 op->y = 0;
1658
1676 op->above = 0; 1659 op->above = 0;
1677 op->below = 0; 1660 op->below = inv;
1678 op->x = 0, op->y = 0; 1661 op->env = this;
1679 1662
1663 if (inv)
1664 inv->above = op;
1665
1666 inv = op;
1667
1668 op->flag [FLAG_REMOVED] = 0;
1669
1670 if (object *pl = op->visible_to ())
1671 esrv_send_item (pl, op);
1672
1673 adjust_weight (this, op->total_weight ());
1674
1675inserted:
1680 /* reset the light list and los of the players on the map */ 1676 /* reset the light list and los of the players on the map */
1681 if ((op->glow_radius != 0) && map) 1677 if (op->glow_radius && map && map->darkness)
1682 {
1683#ifdef DEBUG_LIGHTS
1684 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1685#endif /* DEBUG_LIGHTS */
1686 if (map->darkness)
1687 update_all_los (map, x, y); 1678 update_all_los (map, x, y);
1688 }
1689 1679
1690 /* Client has no idea of ordering so lets not bother ordering it here. 1680 // if this is a player's inventory, update stats
1691 * It sure simplifies this function... 1681 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1692 */ 1682 update_stats ();
1693 if (!inv)
1694 inv = op;
1695 else
1696 {
1697 op->below = inv;
1698 op->below->above = op;
1699 inv = op;
1700 }
1701 1683
1702 INVOKE_OBJECT (INSERT, this); 1684 INVOKE_OBJECT (INSERT, this);
1703 1685
1704 return op; 1686 return op;
1705} 1687}
1758 1740
1759 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1761 */ 1743 */
1762 1744
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1745 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1764 { 1746 {
1765 /* Trim the search when we find the first other spell effect 1747 /* Trim the search when we find the first other spell effect
1766 * this helps performance so that if a space has 50 spell objects, 1748 * this helps performance so that if a space has 50 spell objects,
1767 * we don't need to check all of them. 1749 * we don't need to check all of them.
1768 */ 1750 */
1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1768 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1787 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1769 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788 { 1770 {
1789 1771
1790 float 1772 float
1791 diff = tmp->move_slow_penalty * FABS (op->speed); 1773 diff = tmp->move_slow_penalty * fabs (op->speed);
1792 1774
1793 if (op->type == PLAYER) 1775 if (op->type == PLAYER)
1794 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1776 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1795 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1777 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1796 diff /= 4.0; 1778 diff /= 4.0;
1826 * The first matching object is returned, or NULL if none. 1808 * The first matching object is returned, or NULL if none.
1827 */ 1809 */
1828object * 1810object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1811present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1812{
1831 if (m == NULL || out_of_map (m, x, y)) 1813 if (!m || out_of_map (m, x, y))
1832 { 1814 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1815 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1816 return NULL;
1835 } 1817 }
1836 1818
1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1819 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 if (tmp->arch == at) 1820 if (tmp->arch == at)
1839 return tmp; 1821 return tmp;
1840 1822
1841 return NULL; 1823 return NULL;
1842} 1824}
1853 { 1835 {
1854 LOG (llevError, "Present called outside map.\n"); 1836 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1837 return NULL;
1856 } 1838 }
1857 1839
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->type == type) 1841 if (tmp->type == type)
1860 return tmp; 1842 return tmp;
1861 1843
1862 return NULL; 1844 return NULL;
1863} 1845}
1920 * activate recursively a flag on an object inventory 1902 * activate recursively a flag on an object inventory
1921 */ 1903 */
1922void 1904void
1923flag_inv (object *op, int flag) 1905flag_inv (object *op, int flag)
1924{ 1906{
1925 if (op->inv)
1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1907 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1927 { 1908 {
1928 SET_FLAG (tmp, flag); 1909 SET_FLAG (tmp, flag);
1929 flag_inv (tmp, flag); 1910 flag_inv (tmp, flag);
1930 } 1911 }
1931} 1912}
1932 1913
1933/* 1914/*
1934 * deactivate recursively a flag on an object inventory 1915 * deactivate recursively a flag on an object inventory
1935 */ 1916 */
1936void 1917void
1937unflag_inv (object *op, int flag) 1918unflag_inv (object *op, int flag)
1938{ 1919{
1939 if (op->inv)
1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1920 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1941 { 1921 {
1942 CLEAR_FLAG (tmp, flag); 1922 CLEAR_FLAG (tmp, flag);
1943 unflag_inv (tmp, flag); 1923 unflag_inv (tmp, flag);
1944 } 1924 }
1945}
1946
1947/*
1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1949 * all it's inventory (recursively).
1950 * If checksums are used, a player will get set_cheat called for
1951 * him/her-self and all object carried by a call to this function.
1952 */
1953void
1954set_cheat (object *op)
1955{
1956 SET_FLAG (op, FLAG_WAS_WIZ);
1957 flag_inv (op, FLAG_WAS_WIZ);
1958} 1925}
1959 1926
1960/* 1927/*
1961 * find_free_spot(object, map, x, y, start, stop) will search for 1928 * find_free_spot(object, map, x, y, start, stop) will search for
1962 * a spot at the given map and coordinates which will be able to contain 1929 * a spot at the given map and coordinates which will be able to contain
1964 * to search (see the freearr_x/y[] definition). 1931 * to search (see the freearr_x/y[] definition).
1965 * It returns a random choice among the alternatives found. 1932 * It returns a random choice among the alternatives found.
1966 * start and stop are where to start relative to the free_arr array (1,9 1933 * start and stop are where to start relative to the free_arr array (1,9
1967 * does all 4 immediate directions). This returns the index into the 1934 * does all 4 immediate directions). This returns the index into the
1968 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1935 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1969 * Note - this only checks to see if there is space for the head of the
1970 * object - if it is a multispace object, this should be called for all
1971 * pieces.
1972 * Note2: This function does correctly handle tiled maps, but does not 1936 * Note: This function does correctly handle tiled maps, but does not
1973 * inform the caller. However, insert_ob_in_map will update as 1937 * inform the caller. However, insert_ob_in_map will update as
1974 * necessary, so the caller shouldn't need to do any special work. 1938 * necessary, so the caller shouldn't need to do any special work.
1975 * Note - updated to take an object instead of archetype - this is necessary 1939 * Note - updated to take an object instead of archetype - this is necessary
1976 * because arch_blocked (now ob_blocked) needs to know the movement type 1940 * because arch_blocked (now ob_blocked) needs to know the movement type
1977 * to know if the space in question will block the object. We can't use 1941 * to know if the space in question will block the object. We can't use
1979 * customized, changed states, etc. 1943 * customized, changed states, etc.
1980 */ 1944 */
1981int 1945int
1982find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1946find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1983{ 1947{
1948 int altern[SIZEOFFREE];
1984 int index = 0, flag; 1949 int index = 0, flag;
1985 int altern[SIZEOFFREE];
1986 1950
1987 for (int i = start; i < stop; i++) 1951 for (int i = start; i < stop; i++)
1988 { 1952 {
1989 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1953 mapxy pos (m, x, y); pos.move (i);
1990 if (!flag) 1954
1955 if (!pos.normalise ())
1956 continue;
1957
1958 mapspace &ms = *pos;
1959
1960 if (ms.flags () & P_IS_ALIVE)
1961 continue;
1962
1963 /* However, often
1964 * ob doesn't have any move type (when used to place exits)
1965 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1966 */
1967 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1968 {
1991 altern [index++] = i; 1969 altern [index++] = i;
1970 continue;
1971 }
1992 1972
1993 /* Basically, if we find a wall on a space, we cut down the search size. 1973 /* Basically, if we find a wall on a space, we cut down the search size.
1994 * In this way, we won't return spaces that are on another side of a wall. 1974 * In this way, we won't return spaces that are on another side of a wall.
1995 * This mostly work, but it cuts down the search size in all directions - 1975 * This mostly work, but it cuts down the search size in all directions -
1996 * if the space being examined only has a wall to the north and empty 1976 * if the space being examined only has a wall to the north and empty
1997 * spaces in all the other directions, this will reduce the search space 1977 * spaces in all the other directions, this will reduce the search space
1998 * to only the spaces immediately surrounding the target area, and 1978 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 1979 * won't look 2 spaces south of the target space.
2000 */ 1980 */
2001 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1981 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1982 {
2002 stop = maxfree[i]; 1983 stop = maxfree[i];
1984 continue;
1985 }
1986
1987 /* Note it is intentional that we check ob - the movement type of the
1988 * head of the object should correspond for the entire object.
1989 */
1990 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1991 continue;
1992
1993 if (ob->blocked (m, pos.x, pos.y))
1994 continue;
1995
1996 altern [index++] = i;
2003 } 1997 }
2004 1998
2005 if (!index) 1999 if (!index)
2006 return -1; 2000 return -1;
2007 2001
2008 return altern[RANDOM () % index]; 2002 return altern [rndm (index)];
2009} 2003}
2010 2004
2011/* 2005/*
2012 * find_first_free_spot(archetype, maptile, x, y) works like 2006 * find_first_free_spot(archetype, maptile, x, y) works like
2013 * find_free_spot(), but it will search max number of squares. 2007 * find_free_spot(), but it will search max number of squares.
2016 */ 2010 */
2017int 2011int
2018find_first_free_spot (const object *ob, maptile *m, int x, int y) 2012find_first_free_spot (const object *ob, maptile *m, int x, int y)
2019{ 2013{
2020 for (int i = 0; i < SIZEOFFREE; i++) 2014 for (int i = 0; i < SIZEOFFREE; i++)
2021 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2015 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2022 return i; 2016 return i;
2023 2017
2024 return -1; 2018 return -1;
2025} 2019}
2026 2020
2034{ 2028{
2035 arr += begin; 2029 arr += begin;
2036 end -= begin; 2030 end -= begin;
2037 2031
2038 while (--end) 2032 while (--end)
2039 swap (arr [end], arr [RANDOM () % (end + 1)]); 2033 swap (arr [end], arr [rndm (end + 1)]);
2040} 2034}
2041 2035
2042/* new function to make monster searching more efficient, and effective! 2036/* new function to make monster searching more efficient, and effective!
2043 * This basically returns a randomized array (in the passed pointer) of 2037 * This basically returns a randomized array (in the passed pointer) of
2044 * the spaces to find monsters. In this way, it won't always look for 2038 * the spaces to find monsters. In this way, it won't always look for
2080 object *tmp; 2074 object *tmp;
2081 maptile *mp; 2075 maptile *mp;
2082 2076
2083 MoveType blocked, move_type; 2077 MoveType blocked, move_type;
2084 2078
2085 if (exclude && exclude->head) 2079 if (exclude && exclude->head_ () != exclude)
2086 { 2080 {
2087 exclude = exclude->head; 2081 exclude = exclude->head;
2088 move_type = exclude->move_type; 2082 move_type = exclude->move_type;
2089 } 2083 }
2090 else 2084 else
2113 max = maxfree[i]; 2107 max = maxfree[i];
2114 else if (mflags & P_IS_ALIVE) 2108 else if (mflags & P_IS_ALIVE)
2115 { 2109 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above) 2110 for (tmp = ms.bot; tmp; tmp = tmp->above)
2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2111 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2118 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2112 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2119 break; 2113 break;
2120 2114
2121 if (tmp) 2115 if (tmp)
2122 return freedir[i]; 2116 return freedir[i];
2123 } 2117 }
2178 2172
2179 return 3; 2173 return 3;
2180} 2174}
2181 2175
2182/* 2176/*
2183 * absdir(int): Returns a number between 1 and 8, which represent
2184 * the "absolute" direction of a number (it actually takes care of
2185 * "overflow" in previous calculations of a direction).
2186 */
2187
2188int
2189absdir (int d)
2190{
2191 while (d < 1)
2192 d += 8;
2193
2194 while (d > 8)
2195 d -= 8;
2196
2197 return d;
2198}
2199
2200/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2177 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2178 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2179 */
2204
2205int 2180int
2206dirdiff (int dir1, int dir2) 2181dirdiff (int dir1, int dir2)
2207{ 2182{
2208 int d; 2183 int d;
2209 2184
2322 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2297 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2323 * core dumps if they do. 2298 * core dumps if they do.
2324 * 2299 *
2325 * Add a check so we can't pick up invisible objects (0.93.8) 2300 * Add a check so we can't pick up invisible objects (0.93.8)
2326 */ 2301 */
2327
2328int 2302int
2329can_pick (const object *who, const object *item) 2303can_pick (const object *who, const object *item)
2330{ 2304{
2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2305 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2306 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2337 * create clone from object to another 2311 * create clone from object to another
2338 */ 2312 */
2339object * 2313object *
2340object_create_clone (object *asrc) 2314object_create_clone (object *asrc)
2341{ 2315{
2342 object *dst = 0, *tmp, *src, *part, *prev, *item; 2316 object *dst = 0, *tmp, *src, *prev, *item;
2343 2317
2344 if (!asrc) 2318 if (!asrc)
2345 return 0; 2319 return 0;
2346 2320
2347 src = asrc;
2348 if (src->head)
2349 src = src->head; 2321 src = asrc->head_ ();
2350 2322
2351 prev = 0; 2323 prev = 0;
2352 for (part = src; part; part = part->more) 2324 for (object *part = src; part; part = part->more)
2353 { 2325 {
2354 tmp = part->clone (); 2326 tmp = part->clone ();
2355 tmp->x -= src->x; 2327 tmp->x -= src->x;
2356 tmp->y -= src->y; 2328 tmp->y -= src->y;
2357 2329
2375 insert_ob_in_ob (object_create_clone (item), dst); 2347 insert_ob_in_ob (object_create_clone (item), dst);
2376 2348
2377 return dst; 2349 return dst;
2378} 2350}
2379 2351
2380/* GROS - Creates an object using a string representing its content. */
2381/* Basically, we save the content of the string to a temp file, then call */
2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2383/* but it was simple to make and allows reusing the load_object function. */
2384/* Remember not to use load_object_str in a time-critical situation. */
2385/* Also remember that multiparts objects are not supported for now. */
2386object *
2387load_object_str (const char *obstr)
2388{
2389 object *op;
2390 char filename[MAX_BUF];
2391
2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2393
2394 FILE *tempfile = fopen (filename, "w");
2395
2396 if (tempfile == NULL)
2397 {
2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2399 return NULL;
2400 }
2401
2402 fprintf (tempfile, obstr);
2403 fclose (tempfile);
2404
2405 op = object::create ();
2406
2407 object_thawer thawer (filename);
2408
2409 if (thawer)
2410 load_object (thawer, op, 0);
2411
2412 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2413 CLEAR_FLAG (op, FLAG_REMOVED);
2414
2415 return op;
2416}
2417
2418/* This returns the first object in who's inventory that 2352/* This returns the first object in who's inventory that
2419 * has the same type and subtype match. 2353 * has the same type and subtype match.
2420 * returns NULL if no match. 2354 * returns NULL if no match.
2421 */ 2355 */
2422object * 2356object *
2475 if (link->key == canonical_key) 2409 if (link->key == canonical_key)
2476 return link->value; 2410 return link->value;
2477 2411
2478 return 0; 2412 return 0;
2479} 2413}
2480
2481 2414
2482/* 2415/*
2483 * Updates the canonical_key in op to value. 2416 * Updates the canonical_key in op to value.
2484 * 2417 *
2485 * canonical_key is a shared string (value doesn't have to be). 2418 * canonical_key is a shared string (value doesn't have to be).
2509 /* Basically, if the archetype has this key set, 2442 /* Basically, if the archetype has this key set,
2510 * we need to store the null value so when we save 2443 * we need to store the null value so when we save
2511 * it, we save the empty value so that when we load, 2444 * it, we save the empty value so that when we load,
2512 * we get this value back again. 2445 * we get this value back again.
2513 */ 2446 */
2514 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2447 if (get_ob_key_link (op->arch, canonical_key))
2515 field->value = 0; 2448 field->value = 0;
2516 else 2449 else
2517 { 2450 {
2518 if (last) 2451 if (last)
2519 last->next = field->next; 2452 last->next = field->next;
2588 } 2521 }
2589 else 2522 else
2590 item = item->env; 2523 item = item->env;
2591} 2524}
2592 2525
2526const char *
2527object::flag_desc (char *desc, int len) const
2528{
2529 char *p = desc;
2530 bool first = true;
2531
2532 *p = 0;
2533
2534 for (int i = 0; i < NUM_FLAGS; i++)
2535 {
2536 if (len <= 10) // magic constant!
2537 {
2538 snprintf (p, len, ",...");
2539 break;
2540 }
2541
2542 if (flag [i])
2543 {
2544 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2545 len -= cnt;
2546 p += cnt;
2547 first = false;
2548 }
2549 }
2550
2551 return desc;
2552}
2553
2593// return a suitable string describing an objetc in enough detail to find it 2554// return a suitable string describing an object in enough detail to find it
2594const char * 2555const char *
2595object::debug_desc (char *info) const 2556object::debug_desc (char *info) const
2596{ 2557{
2558 char flagdesc[512];
2597 char info2[256 * 3]; 2559 char info2[256 * 4];
2598 char *p = info; 2560 char *p = info;
2599 2561
2600 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2562 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2601 count, 2563 count,
2564 uuid.c_str (),
2602 &name, 2565 &name,
2603 title ? " " : "", 2566 title ? "\",title:\"" : "",
2604 title ? (const char *)title : ""); 2567 title ? (const char *)title : "",
2568 flag_desc (flagdesc, 512), type);
2605 2569
2606 if (env) 2570 if (!this->flag[FLAG_REMOVED] && env)
2607 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2571 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2608 2572
2609 if (map) 2573 if (map)
2610 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2574 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2611 2575
2612 return info; 2576 return info;
2613} 2577}
2614 2578
2615const char * 2579const char *
2616object::debug_desc () const 2580object::debug_desc () const
2617{ 2581{
2618 static char info[256 * 3]; 2582 static char info[3][256 * 4];
2583 static int info_idx;
2584
2619 return debug_desc (info); 2585 return debug_desc (info [++info_idx % 3]);
2620} 2586}
2621 2587
2588struct region *
2589object::region () const
2590{
2591 return map ? map->region (x, y)
2592 : region::default_region ();
2593}
2594
2595const materialtype_t *
2596object::dominant_material () const
2597{
2598 if (materialtype_t *mt = name_to_material (materialname))
2599 return mt;
2600
2601 return name_to_material (shstr_unknown);
2602}
2603
2604void
2605object::open_container (object *new_container)
2606{
2607 if (container == new_container)
2608 return;
2609
2610 if (object *old_container = container)
2611 {
2612 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2613 return;
2614
2615#if 0
2616 // remove the "Close old_container" object.
2617 if (object *closer = old_container->inv)
2618 if (closer->type == CLOSE_CON)
2619 closer->destroy ();
2620#endif
2621
2622 old_container->flag [FLAG_APPLIED] = 0;
2623 container = 0;
2624
2625 esrv_update_item (UPD_FLAGS, this, old_container);
2626 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2627 play_sound (sound_find ("chest_close"));
2628 }
2629
2630 if (new_container)
2631 {
2632 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2633 return;
2634
2635 // TODO: this does not seem to serve any purpose anymore?
2636#if 0
2637 // insert the "Close Container" object.
2638 if (archetype *closer = new_container->other_arch)
2639 {
2640 object *closer = arch_to_object (new_container->other_arch);
2641 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2642 new_container->insert (closer);
2643 }
2644#endif
2645
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2647
2648 new_container->flag [FLAG_APPLIED] = 1;
2649 container = new_container;
2650
2651 esrv_update_item (UPD_FLAGS, this, new_container);
2652 esrv_send_inventory (this, new_container);
2653 play_sound (sound_find ("chest_open"));
2654 }
2655}
2656
2657object *
2658object::force_find (const shstr name)
2659{
2660 /* cycle through his inventory to look for the MARK we want to
2661 * place
2662 */
2663 for (object *tmp = inv; tmp; tmp = tmp->below)
2664 if (tmp->type == FORCE && tmp->slaying == name)
2665 return splay (tmp);
2666
2667 return 0;
2668}
2669
2670void
2671object::force_add (const shstr name, int duration)
2672{
2673 if (object *force = force_find (name))
2674 force->destroy ();
2675
2676 object *force = get_archetype (FORCE_NAME);
2677
2678 force->slaying = name;
2679 force->stats.food = 1;
2680 force->speed_left = -1.f;
2681
2682 force->set_speed (duration ? 1.f / duration : 0.f);
2683 force->flag [FLAG_IS_USED_UP] = true;
2684 force->flag [FLAG_APPLIED] = true;
2685
2686 insert (force);
2687}
2688
2689void
2690object::play_sound (faceidx sound)
2691{
2692 if (!sound)
2693 return;
2694
2695 if (flag [FLAG_REMOVED])
2696 return;
2697
2698 if (env)
2699 {
2700 if (object *pl = in_player ())
2701 pl->contr->play_sound (sound);
2702 }
2703 else
2704 map->play_sound (sound, x, y);
2705}
2706

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