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Comparing deliantra/server/common/object.C (file contents):
Revision 1.84 by root, Mon Dec 25 14:54:44 2006 UTC vs.
Revision 1.210 by root, Mon Apr 21 07:01:40 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 <funcpoint.h>
30#include <sproto.h>
33#include <loader.h> 31#include <loader.h>
34 32
35#include <bitset> 33#include <bitset>
36 34
37int nrofallocobjects = 0; 35UUID UUID::cur;
38static UUID uuid; 36static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
40 38
41object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
42 41
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, 42short freearr_x[SIZEOFFREE] = {
43 0,
44 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
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 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
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, 48short freearr_y[SIZEOFFREE] = {
49 0,
50 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
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 52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48}; 53};
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, 54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
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 58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 59};
52int freedir[SIZEOFFREE] = { 60int 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, 61 0,
62 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
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 64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 65};
56 66
57static void 67static void
58write_uuid (void) 68write_uuid (uval64 skip, bool sync)
59{ 69{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 70 CALL_BEGIN (2);
61 71 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 72 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 73 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 74 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} 75}
77 76
78static void 77static void
79read_uuid (void) 78read_uuid (void)
80{ 79{
81 char filename[MAX_BUF]; 80 char filename[MAX_BUF];
82 81
83 sprintf (filename, "%s/uuid", settings.localdir); 82 sprintf (filename, "%s/uuid", settings.localdir);
84 83
84 seq_next_save = 0;
85
85 FILE *fp; 86 FILE *fp;
86 87
87 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
88 { 89 {
89 if (errno == ENOENT) 90 if (errno == ENOENT)
90 { 91 {
91 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 93 UUID::cur.seq = 0;
93 write_uuid (); 94 write_uuid (UUID_GAP, true);
94 return; 95 return;
95 } 96 }
96 97
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 99 _exit (1);
99 } 100 }
100 101
101 int version; 102 UUID::BUF buf;
102 unsigned long long uid; 103 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
104 { 107 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 109 _exit (1);
107 } 110 }
108 111
109 uuid.seq = uid; 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 113
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 114 write_uuid (UUID_GAP, true);
112 fclose (fp); 115 fclose (fp);
113} 116}
114 117
115UUID 118UUID
116gen_uuid () 119UUID::gen ()
117{ 120{
118 UUID uid; 121 UUID uid;
119 122
120 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
121 124
122 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
124 131
125 return uid; 132 return uid;
126} 133}
127 134
128void 135void
129init_uuid () 136UUID::init ()
130{ 137{
131 read_uuid (); 138 read_uuid ();
132} 139}
133 140
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 142static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
137{ 144{
138 key_value *wants_field; 145 key_value *wants_field;
139 146
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 147 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 148 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 149 * different structure or at least keep the lists sorted...
143 */ 150 */
144 151
145 /* For each field in wants, */ 152 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 153 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 154 {
148 key_value *has_field; 155 key_value *has_field;
149 156
150 /* Look for a field in has with the same key. */ 157 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 158 has_field = get_ob_key_link (has, wants_field->key);
152 159
153 if (has_field == NULL) 160 if (!has_field)
154 {
155 /* No field with that name. */ 161 return 0; /* No field with that name. */
156 return FALSE;
157 }
158 162
159 /* Found the matching field. */ 163 /* Found the matching field. */
160 if (has_field->value != wants_field->value) 164 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */ 165 return 0; /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165 166
166 /* If we get here, we found a match. Now for the next field in wants. */ 167 /* If we get here, we found a match. Now for the next field in wants. */
167 } 168 }
168 169
169 /* If we get here, every field in wants has a matching field in has. */ 170 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 171 return 1;
171} 172}
172 173
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 174/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 175static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 176compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 177{
177 /* However, there may be fields in has which aren't partnered in wants, 178 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 179 * so we need to run the comparison *twice*. :(
179 */ 180 */
190 * Check nrof variable *before* calling can_merge() 191 * Check nrof variable *before* calling can_merge()
191 * 192 *
192 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
193 * check weight 194 * check weight
194 */ 195 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
197{ 197{
198 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
199 if (ob1 == ob2 199 if (ob1 == ob2
200 || ob1->type != ob2->type 200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed 201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 202 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 203 || ob1->name != ob2->name)
204 return 0; 204 return 0;
205 205
206 //TODO: this ain't working well, use nicer and correct overflow check 206 /* 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 207 * for unsigned overflow (2c), second part checks whether the result
208 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * would fit into a 32 bit signed int, which is often used to hold
209 * used to store nrof). 209 * nrof values.
210 */ 210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 212 return 0;
213 213
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 214 /* 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 215 * 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 216 * 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 217 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 218 * flags lose any meaning.
219 */ 219 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 225
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 226 if (ob1->arch->name != ob2->arch->name
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 227 || ob1->name != ob2->name
229 || ob1->title != ob2->title 228 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 229 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 230 || 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 231 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 232 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 233 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 234 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 235 || ob1->value != ob2->value
245 || ob1->move_block != ob2->move_block 242 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 243 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 244 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 245 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 246 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 247 || ob1->move_slow_penalty != ob2->move_slow_penalty
248 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
249 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 250 return 0;
252 251
252 if ((ob1->flag ^ ob2->flag)
253 .reset (FLAG_INV_LOCKED)
254 .reset (FLAG_CLIENT_SENT)
255 .reset (FLAG_REMOVED)
256 .any ())
257 return 0;
258
253 /* This is really a spellbook check - really, we should 259 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 260 * not merge objects with real inventories, as splitting them
261 * is hard.
255 */ 262 */
256 if (ob1->inv || ob2->inv) 263 if (ob1->inv || ob2->inv)
257 { 264 {
258 /* if one object has inventory but the other doesn't, not equiv */ 265 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 266 return 0; /* inventories differ in length */
260 return 0;
261 267
262 /* Now check to see if the two inventory objects could merge */ 268 if (ob1->inv->below || ob2->inv->below)
269 return 0; /* more than one object in inv */
270
263 if (!object::can_merge (ob1->inv, ob2->inv)) 271 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 272 return 0; /* inventory objects differ */
265 273
266 /* inventory ok - still need to check rest of this object to see 274 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 275 * if it is valid.
268 */ 276 */
269 } 277 }
277 285
278 /* Note sure why the following is the case - either the object has to 286 /* 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 287 * be animated or have a very low speed. Is this an attempted monster
280 * check? 288 * check?
281 */ 289 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 290 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 291 return 0;
284 292
285 switch (ob1->type) 293 switch (ob1->type)
286 { 294 {
287 case SCROLL: 295 case SCROLL:
288 if (ob1->level != ob2->level) 296 if (ob1->level != ob2->level)
289 return 0; 297 return 0;
290 break; 298 break;
291 } 299 }
292 300
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 301 if (ob1->key_values || ob2->key_values)
294 { 302 {
295 /* At least one of these has key_values. */ 303 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 304 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 305 return 0; /* One has fields, but the other one doesn't. */
306
307 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 308 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 309 }
302 310
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 311 if (ob1->self || ob2->self)
305 { 312 {
306 ob1->optimise (); 313 ob1->optimise ();
307 ob2->optimise (); 314 ob2->optimise ();
308 315
309 if (ob1->self || ob2->self) 316 if (ob1->self || ob2->self)
317 {
318 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
319 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
320
321 if (k1 != k2)
310 return 0; 322 return 0;
323
324 if (k1 == 0)
325 return 1;
326
327 if (!cfperl_can_merge (ob1, ob2))
328 return 0;
329 }
311 } 330 }
312 331
313 /* Everything passes, must be OK. */ 332 /* Everything passes, must be OK. */
314 return 1; 333 return 1;
315} 334}
316 335
336// adjust weight per container type ("of holding")
337static sint32
338weight_adjust (object *op, sint32 weight)
339{
340 return op->type == CONTAINER
341 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
342 : weight;
343}
344
317/* 345/*
346 * adjust_weight(object, weight) adds the specified weight to an object,
347 * and also updates how much the environment(s) is/are carrying.
348 */
349static void
350adjust_weight (object *op, sint32 weight)
351{
352 while (op)
353 {
354 weight = weight_adjust (op, weight);
355
356 op->carrying += weight;
357 op = op->env;
358 }
359}
360
361/*
318 * sum_weight() is a recursive function which calculates the weight 362 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 363 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 364 * containers are carrying, and sums it up.
321 */ 365 */
322long 366void
323sum_weight (object *op) 367object::update_weight ()
324{ 368{
325 long sum; 369 sint32 sum = 0;
326 object *inv;
327 370
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 371 for (object *op = inv; op; op = op->below)
329 { 372 {
330 if (inv->inv) 373 if (op->inv)
331 sum_weight (inv); 374 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 }
334 375
335 if (op->type == CONTAINER && op->stats.Str) 376 sum += op->total_weight ();
336 sum = (sum * (100 - op->stats.Str)) / 100; 377 }
337 378
338 if (op->carrying != sum) 379 carrying = weight_adjust (this, sum);
339 op->carrying = sum;
340
341 return sum;
342} 380}
343 381
344/** 382/*
345 * Return the outermost environment object for a given object. 383 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 384 */
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 * 385char *
363dump_object (object *op) 386dump_object (object *op)
364{ 387{
365 if (!op) 388 if (!op)
366 return strdup ("[NULLOBJ]"); 389 return strdup ("[NULLOBJ]");
367 390
368 object_freezer freezer; 391 object_freezer freezer;
369 save_object (freezer, op, 3); 392 op->write (freezer);
370 return freezer.as_string (); 393 return freezer.as_string ();
371} 394}
372 395
373/* 396/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 397 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 398 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 399 * If it's not a multi-object, it is returned.
377 */ 400 */
378
379object * 401object *
380get_nearest_part (object *op, const object *pl) 402get_nearest_part (object *op, const object *pl)
381{ 403{
382 object *tmp, *closest; 404 object *tmp, *closest;
383 int last_dist, i; 405 int last_dist, i;
384 406
385 if (op->more == NULL) 407 if (!op->more)
386 return op; 408 return op;
409
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 410 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
411 tmp;
412 tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist) 413 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i; 414 closest = tmp, last_dist = i;
415
390 return closest; 416 return closest;
391} 417}
392 418
393/* 419/*
394 * Returns the object which has the count-variable equal to the argument. 420 * Returns the object which has the count-variable equal to the argument.
421 * VERRRY slow.
395 */ 422 */
396
397object * 423object *
398find_object (tag_t i) 424find_object (tag_t i)
399{ 425{
400 for (object *op = object::first; op; op = op->next) 426 for_all_objects (op)
401 if (op->count == i) 427 if (op->count == i)
402 return op; 428 return op;
403 429
404 return 0; 430 return 0;
405} 431}
406 432
407/* 433/*
408 * Returns the first object which has a name equal to the argument. 434 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 435 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 436 * Enables features like "patch <name-of-other-player> food 999"
411 */ 437 */
412
413object * 438object *
414find_object_name (const char *str) 439find_object_name (const char *str)
415{ 440{
416 shstr_cmp str_ (str); 441 shstr_cmp str_ (str);
417 object *op; 442 object *op;
418 443
419 for (op = object::first; op != NULL; op = op->next) 444 for_all_objects (op)
420 if (op->name == str_) 445 if (op->name == str_)
421 break; 446 break;
422 447
423 return op; 448 return op;
424} 449}
425 450
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 451/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 452 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 453 * skill and experience objects.
454 * ACTUALLY NO! investigate! TODO
435 */ 455 */
436void 456void
437object::set_owner (object *owner) 457object::set_owner (object *owner)
438{ 458{
459 // allow objects which own objects
439 if (!owner) 460 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) 461 while (owner->owner)
450 owner = owner->owner; 462 owner = owner->owner;
463
464 if (flag [FLAG_FREED])
465 {
466 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
467 return;
468 }
451 469
452 this->owner = owner; 470 this->owner = owner;
471}
472
473int
474object::slottype () const
475{
476 if (type == SKILL)
477 {
478 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
479 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
480 }
481 else
482 {
483 if (slot [body_combat].info) return slot_combat;
484 if (slot [body_range ].info) return slot_ranged;
485 }
486
487 return slot_none;
488}
489
490bool
491object::change_weapon (object *ob)
492{
493 if (current_weapon == ob)
494 return true;
495
496 if (chosen_skill)
497 chosen_skill->flag [FLAG_APPLIED] = false;
498
499 current_weapon = ob;
500 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
501
502 if (chosen_skill)
503 chosen_skill->flag [FLAG_APPLIED] = true;
504
505 update_stats ();
506
507 if (ob)
508 {
509 // now check wether any body locations became invalid, in which case
510 // we cannot apply the weapon at the moment.
511 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
512 if (slot[i].used < 0)
513 {
514 current_weapon = chosen_skill = 0;
515 update_stats ();
516
517 new_draw_info_format (NDI_UNIQUE, 0, this,
518 "You try to balance all your items at once, "
519 "but the %s is just too much for your body. "
520 "[You need to unapply some items first.]", &ob->name);
521 return false;
522 }
523
524 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
525 }
526 else
527 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
528
529 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
530 {
531 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
532 &name, ob->debug_desc ());
533 return false;
534 }
535
536 return true;
453} 537}
454 538
455/* Zero the key_values on op, decrementing the shared-string 539/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 540 * refcounts and freeing the links.
457 */ 541 */
458static void 542static void
459free_key_values (object *op) 543free_key_values (object *op)
460{ 544{
461 for (key_value *i = op->key_values; i != 0;) 545 for (key_value *i = op->key_values; i; )
462 { 546 {
463 key_value *next = i->next; 547 key_value *next = i->next;
464 delete i; 548 delete i;
465 549
466 i = next; 550 i = next;
467 } 551 }
468 552
469 op->key_values = 0; 553 op->key_values = 0;
470} 554}
471 555
472/* 556object &
473 * copy_to first frees everything allocated by the dst object, 557object::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{ 558{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 559 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 560 bool is_removed = flag [FLAG_REMOVED];
485 561
486 *(object_copy *)dst = *this; 562 *(object_copy *)this = src;
487 563
488 if (is_freed) 564 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 565 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;
496 566
497 /* Copy over key_values, if any. */ 567 /* Copy over key_values, if any. */
498 if (key_values) 568 if (src.key_values)
499 { 569 {
500 key_value *tail = 0; 570 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 571 key_values = 0;
504 572
505 for (i = key_values; i; i = i->next) 573 for (key_value *i = src.key_values; i; i = i->next)
506 { 574 {
507 key_value *new_link = new key_value; 575 key_value *new_link = new key_value;
508 576
509 new_link->next = 0; 577 new_link->next = 0;
510 new_link->key = i->key; 578 new_link->key = i->key;
511 new_link->value = i->value; 579 new_link->value = i->value;
512 580
513 /* Try and be clever here, too. */ 581 /* Try and be clever here, too. */
514 if (!dst->key_values) 582 if (!key_values)
515 { 583 {
516 dst->key_values = new_link; 584 key_values = new_link;
517 tail = new_link; 585 tail = new_link;
518 } 586 }
519 else 587 else
520 { 588 {
521 tail->next = new_link; 589 tail->next = new_link;
522 tail = new_link; 590 tail = new_link;
523 } 591 }
524 } 592 }
525 } 593 }
594}
526 595
527 update_ob_speed (dst); 596/*
597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
606{
607 *dst = *this;
608
609 if (speed < 0)
610 dst->speed_left -= rndm ();
611
612 dst->set_speed (dst->speed);
613}
614
615void
616object::instantiate ()
617{
618 if (!uuid.seq) // HACK
619 uuid = UUID::gen ();
620
621 speed_left = -0.1f;
622 /* copy the body_info to the body_used - this is only really
623 * need for monsters, but doesn't hurt to do it for everything.
624 * by doing so, when a monster is created, it has good starting
625 * values for the body_used info, so when items are created
626 * for it, they can be properly equipped.
627 */
628 for (int i = NUM_BODY_LOCATIONS; i--; )
629 slot[i].used = slot[i].info;
630
631 attachable::instantiate ();
528} 632}
529 633
530object * 634object *
531object::clone () 635object::clone ()
532{ 636{
538/* 642/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 643 * 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 644 * 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. 645 * be called to update the face variable, _and_ how it looks on the map.
542 */ 646 */
543
544void 647void
545update_turn_face (object *op) 648update_turn_face (object *op)
546{ 649{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 650 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 651 return;
652
549 SET_ANIMATION (op, op->direction); 653 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 654 update_object (op, UP_OBJ_FACE);
551} 655}
552 656
553/* 657/*
554 * Updates the speed of an object. If the speed changes from 0 to another 658 * Updates the speed of an object. If the speed changes from 0 to another
555 * value, or vice versa, then add/remove the object from the active list. 659 * value, or vice versa, then add/remove the object from the active list.
556 * This function needs to be called whenever the speed of an object changes. 660 * This function needs to be called whenever the speed of an object changes.
557 */ 661 */
558void 662void
559update_ob_speed (object *op) 663object::set_speed (float speed)
560{ 664{
561 extern int arch_init; 665 if (flag [FLAG_FREED] && speed)
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566
567 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
568 { 666 {
569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 667 LOG (llevError, "Object %s is freed but has speed.\n", &name);
570#ifdef MANY_CORES
571 abort ();
572#else
573 op->speed = 0; 668 speed = 0;
574#endif
575 }
576
577 if (arch_init)
578 return;
579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 { 669 }
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
584 return;
585 670
586 /* process_events() expects us to insert the object at the beginning 671 this->speed = speed;
587 * of the list. */
588 op->active_next = active_objects;
589 672
590 if (op->active_next != NULL) 673 if (has_active_speed ())
591 op->active_next->active_prev = op; 674 activate ();
592
593 active_objects = op;
594 }
595 else 675 else
596 { 676 deactivate ();
597 /* If not on the active list, nothing needs to be done */
598 if (!op->active_next && !op->active_prev && op != active_objects)
599 return;
600
601 if (op->active_prev == NULL)
602 {
603 active_objects = op->active_next;
604
605 if (op->active_next != NULL)
606 op->active_next->active_prev = NULL;
607 }
608 else
609 {
610 op->active_prev->active_next = op->active_next;
611
612 if (op->active_next)
613 op->active_next->active_prev = op->active_prev;
614 }
615
616 op->active_next = NULL;
617 op->active_prev = NULL;
618 }
619}
620
621/* This function removes object 'op' from the list of active
622 * objects.
623 * This should only be used for style maps or other such
624 * reference maps where you don't want an object that isn't
625 * in play chewing up cpu time getting processed.
626 * The reverse of this is to call update_ob_speed, which
627 * will do the right thing based on the speed of the object.
628 */
629void
630remove_from_active_list (object *op)
631{
632 /* If not on the active list, nothing needs to be done */
633 if (!op->active_next && !op->active_prev && op != active_objects)
634 return;
635
636 if (op->active_prev == NULL)
637 {
638 active_objects = op->active_next;
639 if (op->active_next != NULL)
640 op->active_next->active_prev = NULL;
641 }
642 else
643 {
644 op->active_prev->active_next = op->active_next;
645 if (op->active_next)
646 op->active_next->active_prev = op->active_prev;
647 }
648 op->active_next = NULL;
649 op->active_prev = NULL;
650} 677}
651 678
652/* 679/*
653 * update_object() updates the the map. 680 * update_object() updates the the map.
654 * It takes into account invisible objects (and represent squares covered 681 * It takes into account invisible objects (and represent squares covered
667 * UP_OBJ_FACE: only the objects face has changed. 694 * UP_OBJ_FACE: only the objects face has changed.
668 */ 695 */
669void 696void
670update_object (object *op, int action) 697update_object (object *op, int action)
671{ 698{
672 MoveType move_on, move_off, move_block, move_slow;
673
674 if (op == NULL) 699 if (op == NULL)
675 { 700 {
676 /* this should never happen */ 701 /* this should never happen */
677 LOG (llevDebug, "update_object() called for NULL object.\n"); 702 LOG (llevDebug, "update_object() called for NULL object.\n");
678 return; 703 return;
702 return; 727 return;
703 } 728 }
704 729
705 mapspace &m = op->ms (); 730 mapspace &m = op->ms ();
706 731
707 if (m.flags_ & P_NEED_UPDATE) 732 if (!(m.flags_ & P_UPTODATE))
708 /* nop */; 733 /* nop */;
709 else if (action == UP_OBJ_INSERT) 734 else if (action == UP_OBJ_INSERT)
710 { 735 {
711 // this is likely overkill, TODO: revisit (schmorp) 736 // this is likely overkill, TODO: revisit (schmorp)
712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 737 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
721 /* This isn't perfect, but I don't expect a lot of objects to 746 /* This isn't perfect, but I don't expect a lot of objects to
722 * to have move_allow right now. 747 * to have move_allow right now.
723 */ 748 */
724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 749 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 750 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
726 m.flags_ = P_NEED_UPDATE; 751 m.flags_ = 0;
727 } 752 }
728 /* if the object is being removed, we can't make intelligent 753 /* if the object is being removed, we can't make intelligent
729 * decisions, because remove_ob can't really pass the object 754 * decisions, because remove_ob can't really pass the object
730 * that is being removed. 755 * that is being removed.
731 */ 756 */
732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 757 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
733 m.flags_ = P_NEED_UPDATE; 758 m.flags_ = 0;
734 else if (action == UP_OBJ_FACE) 759 else if (action == UP_OBJ_FACE)
735 /* Nothing to do for that case */ ; 760 /* Nothing to do for that case */ ;
736 else 761 else
737 LOG (llevError, "update_object called with invalid action: %d\n", action); 762 LOG (llevError, "update_object called with invalid action: %d\n", action);
738 763
739 if (op->more) 764 if (op->more)
740 update_object (op->more, action); 765 update_object (op->more, action);
741} 766}
742 767
743object::vector object::objects; // not yet used
744object *object::first;
745
746object::object () 768object::object ()
747{ 769{
748 SET_FLAG (this, FLAG_REMOVED); 770 SET_FLAG (this, FLAG_REMOVED);
749 771
750 expmul = 1.0; 772 expmul = 1.0;
751 face = blank_face; 773 face = blank_face;
752} 774}
753 775
754object::~object () 776object::~object ()
755{ 777{
778 unlink ();
779
756 free_key_values (this); 780 free_key_values (this);
757} 781}
758 782
783static int object_count;
784
759void object::link () 785void object::link ()
760{ 786{
787 assert (!index);//D
788 uuid = UUID::gen ();
761 count = ++ob_count; 789 count = ++object_count;
762 uuid = gen_uuid ();
763 790
764 prev = 0; 791 refcnt_inc ();
765 next = object::first; 792 objects.insert (this);
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771} 793}
772 794
773void object::unlink () 795void object::unlink ()
774{ 796{
775 if (this == object::first) 797 if (!index)
776 object::first = next; 798 return;
777 799
778 /* Remove this object from the list of used objects */ 800 objects.erase (this);
779 if (prev) prev->next = next; 801 refcnt_dec ();
780 if (next) next->prev = prev; 802}
781 803
782 prev = 0; 804void
783 next = 0; 805object::activate ()
806{
807 /* If already on active list, don't do anything */
808 if (active)
809 return;
810
811 if (has_active_speed ())
812 actives.insert (this);
813}
814
815void
816object::activate_recursive ()
817{
818 activate ();
819
820 for (object *op = inv; op; op = op->below)
821 op->activate_recursive ();
822}
823
824/* This function removes object 'op' from the list of active
825 * objects.
826 * This should only be used for style maps or other such
827 * reference maps where you don't want an object that isn't
828 * in play chewing up cpu time getting processed.
829 * The reverse of this is to call update_ob_speed, which
830 * will do the right thing based on the speed of the object.
831 */
832void
833object::deactivate ()
834{
835 /* If not on the active list, nothing needs to be done */
836 if (!active)
837 return;
838
839 actives.erase (this);
840}
841
842void
843object::deactivate_recursive ()
844{
845 for (object *op = inv; op; op = op->below)
846 op->deactivate_recursive ();
847
848 deactivate ();
849}
850
851void
852object::set_flag_inv (int flag, int value)
853{
854 for (object *op = inv; op; op = op->below)
855 {
856 op->flag [flag] = value;
857 op->set_flag_inv (flag, value);
858 }
859}
860
861/*
862 * Remove and free all objects in the inventory of the given object.
863 * object.c ?
864 */
865void
866object::destroy_inv (bool drop_to_ground)
867{
868 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory,
872 // cf will crash below with off-map x and y
873 if (!inv)
874 return;
875
876 /* Only if the space blocks everything do we not process -
877 * if some form of movement is allowed, let objects
878 * drop on that space.
879 */
880 if (!drop_to_ground
881 || !map
882 || map->in_memory != MAP_ACTIVE
883 || map->nodrop
884 || ms ().move_block == MOVE_ALL)
885 {
886 while (inv)
887 {
888 inv->destroy_inv (drop_to_ground);
889 inv->destroy ();
890 }
891 }
892 else
893 { /* Put objects in inventory onto this space */
894 while (inv)
895 {
896 object *op = inv;
897
898 if (op->flag [FLAG_STARTEQUIP]
899 || op->flag [FLAG_NO_DROP]
900 || op->type == RUNE
901 || op->type == TRAP
902 || op->flag [FLAG_IS_A_TEMPLATE]
903 || op->flag [FLAG_DESTROY_ON_DEATH])
904 op->destroy ();
905 else
906 map->insert (op, x, y);
907 }
908 }
784} 909}
785 910
786object *object::create () 911object *object::create ()
787{ 912{
788 object *op = new object; 913 object *op = new object;
789 op->link (); 914 op->link ();
790 return op; 915 return op;
791} 916}
792 917
793/*
794 * free_object() frees everything allocated by an object, removes
795 * it from the list of used objects, and puts it on the list of
796 * free objects. The IS_FREED() flag is set in the object.
797 * The object must have been removed by remove_ob() first for
798 * this function to succeed.
799 *
800 * If destroy_inventory is set, free inventory as well. Else drop items in
801 * inventory to the ground.
802 */
803void 918void
804object::do_destroy () 919object::do_destroy ()
805{ 920{
806 attachable::do_destroy (); 921 attachable::do_destroy ();
807 922
812 remove_friendly_object (this); 927 remove_friendly_object (this);
813 928
814 if (!flag [FLAG_REMOVED]) 929 if (!flag [FLAG_REMOVED])
815 remove (); 930 remove ();
816 931
817 if (flag [FLAG_FREED]) 932 destroy_inv (true);
818 return; 933
934 deactivate ();
935 unlink ();
819 936
820 flag [FLAG_FREED] = 1; 937 flag [FLAG_FREED] = 1;
821 938
822 // hack to ensure that freed objects still have a valid map 939 // hack to ensure that freed objects still have a valid map
823 { 940 {
825 942
826 if (!freed_map) 943 if (!freed_map)
827 { 944 {
828 freed_map = new maptile; 945 freed_map = new maptile;
829 946
947 freed_map->path = "<freed objects map>";
830 freed_map->name = "/internal/freed_objects_map"; 948 freed_map->name = "/internal/freed_objects_map";
831 freed_map->width = 3; 949 freed_map->width = 3;
832 freed_map->height = 3; 950 freed_map->height = 3;
951 freed_map->nodrop = 1;
833 952
834 freed_map->allocate (); 953 freed_map->alloc ();
954 freed_map->in_memory = MAP_ACTIVE;
835 } 955 }
836 956
837 map = freed_map; 957 map = freed_map;
838 x = 1; 958 x = 1;
839 y = 1; 959 y = 1;
840 } 960 }
841 961
962 if (more)
963 {
964 more->destroy ();
842 more = 0; 965 more = 0;
966 }
967
843 head = 0; 968 head = 0;
844 inv = 0;
845 969
846 // clear those pointers that likely might have circular references to us 970 // clear those pointers that likely might cause circular references
847 owner = 0; 971 owner = 0;
848 enemy = 0; 972 enemy = 0;
849 attacked_by = 0; 973 attacked_by = 0;
850 974 current_weapon = 0;
851 // only relevant for players(?), but make sure of it anyways
852 contr = 0;
853
854 /* Remove object from the active list */
855 speed = 0;
856 update_ob_speed (this);
857
858 unlink ();
859}
860
861/*
862 * Remove and free all objects in the inventory of the given object.
863 * object.c ?
864 */
865void
866object::destroy_inv (bool drop_to_ground)
867{
868 if (!inv)
869 return;
870
871 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects
873 * drop on that space.
874 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
876 {
877 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy ();
881 }
882 }
883 else
884 { /* Put objects in inventory onto this space */
885 while (inv)
886 {
887 object *op = inv;
888
889 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE
892 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE])
894 op->destroy ();
895 else
896 {
897 op->remove ();
898 op->x = x;
899 op->y = y;
900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
901 }
902 }
903 }
904} 975}
905 976
906void 977void
907object::destroy (bool destroy_inventory) 978object::destroy (bool destroy_inventory)
908{ 979{
909 if (destroyed ()) 980 if (destroyed ())
910 return; 981 return;
911 982
912 if (more)
913 {
914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
918
919 if (destroy_inventory) 983 if (destroy_inventory)
920 destroy_inv (true); 984 destroy_inv (false);
985
986 if (is_head ())
987 if (sound_destroy)
988 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER])
990 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
921 991
922 attachable::destroy (); 992 attachable::destroy ();
923}
924
925/*
926 * sub_weight() recursively (outwards) subtracts a number from the
927 * weight of an object (and what is carried by it's environment(s)).
928 */
929void
930sub_weight (object *op, signed long weight)
931{
932 while (op != NULL)
933 {
934 if (op->type == CONTAINER)
935 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
936
937 op->carrying -= weight;
938 op = op->env;
939 }
940} 993}
941 994
942/* op->remove (): 995/* op->remove ():
943 * This function removes the object op from the linked list of objects 996 * This function removes the object op from the linked list of objects
944 * which it is currently tied to. When this function is done, the 997 * which it is currently tied to. When this function is done, the
945 * object will have no environment. If the object previously had an 998 * object will have no environment. If the object previously had an
946 * environment, the x and y coordinates will be updated to 999 * environment, the x and y coordinates will be updated to
947 * the previous environment. 1000 * the previous environment.
948 * Beware: This function is called from the editor as well!
949 */ 1001 */
950void 1002void
951object::remove () 1003object::do_remove ()
952{ 1004{
953 object *tmp, *last = 0; 1005 object *tmp, *last = 0;
954 object *otmp; 1006 object *otmp;
955 1007
956 if (QUERY_FLAG (this, FLAG_REMOVED)) 1008 if (QUERY_FLAG (this, FLAG_REMOVED))
966 * In this case, the object to be removed is in someones 1018 * In this case, the object to be removed is in someones
967 * inventory. 1019 * inventory.
968 */ 1020 */
969 if (env) 1021 if (env)
970 { 1022 {
1023 adjust_weight (env, -total_weight ());
1024
1025 *(above ? &above->below : &env->inv) = below;
1026
971 if (nrof) 1027 if (below)
972 sub_weight (env, weight * nrof); 1028 below->above = above;
973 else 1029
974 sub_weight (env, weight + carrying); 1030 /* we set up values so that it could be inserted into
1031 * the map, but we don't actually do that - it is up
1032 * to the caller to decide what we want to do.
1033 */
1034 map = env->map;
1035 x = env->x;
1036 y = env->y;
1037 above = 0;
1038 below = 0;
1039 env = 0;
975 1040
976 /* NO_FIX_PLAYER is set when a great many changes are being 1041 /* NO_FIX_PLAYER is set when a great many changes are being
977 * made to players inventory. If set, avoiding the call 1042 * made to players inventory. If set, avoiding the call
978 * to save cpu time. 1043 * to save cpu time.
979 */ 1044 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
981 otmp->update_stats (); 1046 otmp->update_stats ();
982
983 if (above != NULL)
984 above->below = below;
985 else
986 env->inv = below;
987
988 if (below != NULL)
989 below->above = above;
990
991 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do.
994 */
995 x = env->x, y = env->y;
996 map = env->map;
997 above = 0, below = 0;
998 env = 0;
999 } 1047 }
1000 else if (map) 1048 else if (map)
1001 { 1049 {
1002 /* Re did the following section of code - it looks like it had 1050 if (type == PLAYER)
1003 * lots of logic for things we no longer care about
1004 */ 1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true;
1063 mapspace &ms = this->ms ();
1005 1064
1006 /* link the object above us */ 1065 /* link the object above us */
1007 if (above) 1066 if (above)
1008 above->below = below; 1067 above->below = below;
1009 else 1068 else
1010 map->at (x, y).top = below; /* we were top, set new top */ 1069 ms.top = below; /* we were top, set new top */
1011 1070
1012 /* Relink the object below us, if there is one */ 1071 /* Relink the object below us, if there is one */
1013 if (below) 1072 if (below)
1014 below->above = above; 1073 below->above = above;
1015 else 1074 else
1017 /* Nothing below, which means we need to relink map object for this space 1076 /* Nothing below, which means we need to relink map object for this space
1018 * use translated coordinates in case some oddness with map tiling is 1077 * use translated coordinates in case some oddness with map tiling is
1019 * evident 1078 * evident
1020 */ 1079 */
1021 if (GET_MAP_OB (map, x, y) != this) 1080 if (GET_MAP_OB (map, x, y) != this)
1022 {
1023 char *dump = dump_object (this);
1024 LOG (llevError,
1025 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1081 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1026 free (dump);
1027 dump = dump_object (GET_MAP_OB (map, x, y));
1028 LOG (llevError, "%s\n", dump);
1029 free (dump);
1030 }
1031 1082
1032 map->at (x, y).bot = above; /* goes on above it. */ 1083 ms.bot = above; /* goes on above it. */
1033 } 1084 }
1034 1085
1035 above = 0; 1086 above = 0;
1036 below = 0; 1087 below = 0;
1037 1088
1038 if (map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1039 return; 1090 return;
1040 1091
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 1093
1094 if (object *pl = ms.player ())
1095 {
1096 if (pl->container == this)
1097 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view
1099 * appropriately.
1100 */
1101 pl->close_container ();
1102
1103 pl->contr->ns->floorbox_update ();
1104 }
1105
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1044 { 1107 {
1045 /* No point updating the players look faces if he is the object 1108 /* No point updating the players look faces if he is the object
1046 * being removed. 1109 * being removed.
1047 */ 1110 */
1048 1111
1049 if (tmp->type == PLAYER && tmp != this)
1050 {
1051 /* If a container that the player is currently using somehow gets
1052 * removed (most likely destroyed), update the player view
1053 * appropriately.
1054 */
1055 if (tmp->container == this)
1056 {
1057 flag [FLAG_APPLIED] = 0;
1058 tmp->container = 0;
1059 }
1060
1061 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update ();
1063 }
1064
1065 /* See if player moving off should effect something */ 1112 /* See if object moving off should effect something */
1066 if (check_walk_off 1113 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 { 1116 {
1070 move_apply (tmp, this, 0); 1117 move_apply (tmp, this, 0);
1071 1118
1072 if (destroyed ()) 1119 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 } 1121 }
1075 1122
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077
1078 if (tmp->above == tmp)
1079 tmp->above = 0;
1080
1081 last = tmp; 1123 last = tmp;
1082 } 1124 }
1083 1125
1084 /* last == NULL of there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1127 //TODO: this makes little sense, why only update the topmost object?
1085 if (!last) 1128 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE; 1129 map->at (x, y).flags_ = 0;
1087 else 1130 else
1088 update_object (last, UP_OBJ_REMOVE); 1131 update_object (last, UP_OBJ_REMOVE);
1089 1132
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y); 1134 update_all_los (map, x, y);
1104merge_ob (object *op, object *top) 1147merge_ob (object *op, object *top)
1105{ 1148{
1106 if (!op->nrof) 1149 if (!op->nrof)
1107 return 0; 1150 return 0;
1108 1151
1109 if (top) 1152 if (!top)
1110 for (top = op; top && top->above; top = top->above) 1153 for (top = op; top && top->above; top = top->above)
1111 ; 1154 ;
1112 1155
1113 for (; top; top = top->below) 1156 for (; top; top = top->below)
1114 { 1157 {
1127 } 1170 }
1128 1171
1129 return 0; 1172 return 0;
1130} 1173}
1131 1174
1175void
1176object::expand_tail ()
1177{
1178 if (more)
1179 return;
1180
1181 object *prev = this;
1182
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 {
1185 object *op = arch_to_object (at);
1186
1187 op->name = name;
1188 op->name_pl = name_pl;
1189 op->title = title;
1190
1191 op->head = this;
1192 prev->more = op;
1193
1194 prev = op;
1195 }
1196}
1197
1132/* 1198/*
1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1199 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1134 * job preparing multi-part monsters 1200 * job preparing multi-part monsters.
1135 */ 1201 */
1136object * 1202object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1204{
1139 object *tmp;
1140
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1206 {
1146 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1147 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1148 } 1209 }
1149 1210
1150 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1151} 1212}
1152 1213
1171 * just 'op' otherwise 1232 * just 'op' otherwise
1172 */ 1233 */
1173object * 1234object *
1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1175{ 1236{
1237 assert (!op->flag [FLAG_FREED]);
1238
1176 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1177 sint16 x, y;
1178 1240
1179 if (QUERY_FLAG (op, FLAG_FREED)) 1241 op->remove ();
1180 {
1181 LOG (llevError, "Trying to insert freed object!\n");
1182 return NULL;
1183 }
1184
1185 if (m == NULL)
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189 free (dump);
1190 return op;
1191 }
1192
1193 if (out_of_map (m, op->x, op->y))
1194 {
1195 char *dump = dump_object (op);
1196 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1197#ifdef MANY_CORES
1198 /* Better to catch this here, as otherwise the next use of this object
1199 * is likely to cause a crash. Better to find out where it is getting
1200 * improperly inserted.
1201 */
1202 abort ();
1203#endif
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (!QUERY_FLAG (op, FLAG_REMOVED))
1209 {
1210 char *dump = dump_object (op);
1211 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1212 free (dump);
1213 return op;
1214 }
1215
1216 if (op->more)
1217 {
1218 /* The part may be on a different map. */
1219
1220 object *more = op->more;
1221
1222 /* We really need the caller to normalize coordinates - if
1223 * we set the map, that doesn't work if the location is within
1224 * a map and this is straddling an edge. So only if coordinate
1225 * is clear wrong do we normalize it.
1226 */
1227 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1228 more->map = get_map_from_coord (m, &more->x, &more->y);
1229 else if (!more->map)
1230 {
1231 /* For backwards compatibility - when not dealing with tiled maps,
1232 * more->map should always point to the parent.
1233 */
1234 more->map = m;
1235 }
1236
1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1238 {
1239 if (!op->head)
1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1241
1242 return 0;
1243 }
1244 }
1245
1246 CLEAR_FLAG (op, FLAG_REMOVED);
1247 1242
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1243 /* Ideally, the caller figures this out. However, it complicates a lot
1249 * of areas of callers (eg, anything that uses find_free_spot would now 1244 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work 1245 * need extra work
1251 */ 1246 */
1252 op->map = get_map_from_coord (m, &op->x, &op->y); 1247 if (!xy_normalise (m, op->x, op->y))
1253 x = op->x; 1248 {
1254 y = op->y; 1249 op->destroy ();
1250 return 0;
1251 }
1252
1253 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag))
1255 return 0;
1256
1257 CLEAR_FLAG (op, FLAG_REMOVED);
1258
1259 op->map = m;
1260 mapspace &ms = op->ms ();
1255 1261
1256 /* this has to be done after we translate the coordinates. 1262 /* this has to be done after we translate the coordinates.
1257 */ 1263 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1264 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1266 if (object::can_merge (op, tmp))
1261 { 1267 {
1262 op->nrof += tmp->nrof; 1268 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1269 tmp->destroy (1);
1264 } 1270 }
1265 1271
1266 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1272 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1267 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1273 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1268 1274
1281 op->below = originator->below; 1287 op->below = originator->below;
1282 1288
1283 if (op->below) 1289 if (op->below)
1284 op->below->above = op; 1290 op->below->above = op;
1285 else 1291 else
1286 op->ms ().bot = op; 1292 ms.bot = op;
1287 1293
1288 /* since *below* originator, no need to update top */ 1294 /* since *below* originator, no need to update top */
1289 originator->below = op; 1295 originator->below = op;
1290 } 1296 }
1291 else 1297 else
1292 { 1298 {
1299 top = ms.bot;
1300
1293 /* If there are other objects, then */ 1301 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1302 if (top)
1295 { 1303 {
1296 object *last = NULL; 1304 object *last = 0;
1297 1305
1298 /* 1306 /*
1299 * If there are multiple objects on this space, we do some trickier handling. 1307 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate. 1308 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if 1309 * Generally, we want to put the new object on top. But if
1305 * once we get to them. This reduces the need to traverse over all of 1313 * once we get to them. This reduces the need to traverse over all of
1306 * them when adding another one - this saves quite a bit of cpu time 1314 * them when adding another one - this saves quite a bit of cpu time
1307 * when lots of spells are cast in one area. Currently, it is presumed 1315 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects. 1316 * that flying non pickable objects are spell objects.
1309 */ 1317 */
1310 1318 for (top = ms.bot; top; top = top->above)
1311 while (top != NULL)
1312 { 1319 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1320 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314 floor = top; 1321 floor = top;
1315 1322
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1323 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1319 top = top->below; 1326 top = top->below;
1320 break; 1327 break;
1321 } 1328 }
1322 1329
1323 last = top; 1330 last = top;
1324 top = top->above;
1325 } 1331 }
1326 1332
1327 /* Don't want top to be NULL, so set it to the last valid object */ 1333 /* Don't want top to be NULL, so set it to the last valid object */
1328 top = last; 1334 top = last;
1329 1335
1331 * looks like instead of lots of conditions here. 1337 * looks like instead of lots of conditions here.
1332 * makes things faster, and effectively the same result. 1338 * makes things faster, and effectively the same result.
1333 */ 1339 */
1334 1340
1335 /* Have object 'fall below' other objects that block view. 1341 /* Have object 'fall below' other objects that block view.
1336 * Unless those objects are exits, type 66 1342 * Unless those objects are exits.
1337 * If INS_ON_TOP is used, don't do this processing 1343 * If INS_ON_TOP is used, don't do this processing
1338 * Need to find the object that in fact blocks view, otherwise 1344 * Need to find the object that in fact blocks view, otherwise
1339 * stacking is a bit odd. 1345 * stacking is a bit odd.
1340 */ 1346 */
1341 if (!(flag & INS_ON_TOP) && 1347 if (!(flag & INS_ON_TOP)
1342 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1348 && ms.flags () & P_BLOCKSVIEW
1349 && (op->face && !faces [op->face].visibility))
1343 { 1350 {
1344 for (last = top; last != floor; last = last->below) 1351 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break; 1353 break;
1354
1347 /* Check to see if we found the object that blocks view, 1355 /* Check to see if we found the object that blocks view,
1348 * and make sure we have a below pointer for it so that 1356 * and make sure we have a below pointer for it so that
1349 * we can get inserted below this one, which requires we 1357 * we can get inserted below this one, which requires we
1350 * set top to the object below us. 1358 * set top to the object below us.
1351 */ 1359 */
1352 if (last && last->below && last != floor) 1360 if (last && last->below && last != floor)
1353 top = last->below; 1361 top = last->below;
1354 } 1362 }
1355 } /* If objects on this space */ 1363 } /* If objects on this space */
1356 1364
1357 if (flag & INS_MAP_LOAD)
1358 top = GET_MAP_TOP (op->map, op->x, op->y);
1359
1360 if (flag & INS_ABOVE_FLOOR_ONLY) 1365 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor; 1366 top = floor;
1362 1367
1363 /* Top is the object that our object (op) is going to get inserted above. 1368 /* Top is the object that our object (op) is going to get inserted above.
1364 */ 1369 */
1365 1370
1366 /* First object on this space */ 1371 /* First object on this space */
1367 if (!top) 1372 if (!top)
1368 { 1373 {
1369 op->above = GET_MAP_OB (op->map, op->x, op->y); 1374 op->above = ms.bot;
1370 1375
1371 if (op->above) 1376 if (op->above)
1372 op->above->below = op; 1377 op->above->below = op;
1373 1378
1374 op->below = NULL; 1379 op->below = 0;
1375 op->ms ().bot = op; 1380 ms.bot = op;
1376 } 1381 }
1377 else 1382 else
1378 { /* get inserted into the stack above top */ 1383 { /* get inserted into the stack above top */
1379 op->above = top->above; 1384 op->above = top->above;
1380 1385
1383 1388
1384 op->below = top; 1389 op->below = top;
1385 top->above = op; 1390 top->above = op;
1386 } 1391 }
1387 1392
1388 if (op->above == NULL) 1393 if (!op->above)
1389 op->ms ().top = op; 1394 ms.top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */ 1395 } /* else not INS_BELOW_ORIGINATOR */
1391 1396
1392 if (op->type == PLAYER) 1397 if (op->type == PLAYER)
1398 {
1393 op->contr->do_los = 1; 1399 op->contr->do_los = 1;
1400 ++op->map->players;
1401 op->map->touch ();
1402 }
1394 1403
1395 /* If we have a floor, we know the player, if any, will be above 1404 op->map->dirty = true;
1396 * it, so save a few ticks and start from there. 1405
1397 */
1398 if (!(flag & INS_MAP_LOAD))
1399 if (object *pl = op->ms ().player ()) 1406 if (object *pl = ms.player ())
1400 if (pl->contr->ns)
1401 pl->contr->ns->floorbox_update (); 1407 pl->contr->ns->floorbox_update ();
1402 1408
1403 /* If this object glows, it may affect lighting conditions that are 1409 /* If this object glows, it may affect lighting conditions that are
1404 * visible to others on this map. But update_all_los is really 1410 * visible to others on this map. But update_all_los is really
1405 * an inefficient way to do this, as it means los for all players 1411 * an inefficient way to do this, as it means los for all players
1406 * on the map will get recalculated. The players could very well 1412 * on the map will get recalculated. The players could very well
1407 * be far away from this change and not affected in any way - 1413 * be far away from this change and not affected in any way -
1408 * this should get redone to only look for players within range, 1414 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1415 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1416 * of effect may be sufficient.
1411 */ 1417 */
1412 if (op->map->darkness && (op->glow_radius != 0)) 1418 if (op->map->darkness && (op->glow_radius != 0))
1413 update_all_los (op->map, op->x, op->y); 1419 update_all_los (op->map, op->x, op->y);
1414 1420
1425 * blocked() and wall() work properly), and these flags are updated by 1431 * blocked() and wall() work properly), and these flags are updated by
1426 * update_object(). 1432 * update_object().
1427 */ 1433 */
1428 1434
1429 /* if this is not the head or flag has been passed, don't check walk on status */ 1435 /* if this is not the head or flag has been passed, don't check walk on status */
1430 if (!(flag & INS_NO_WALK_ON) && !op->head) 1436 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1431 { 1437 {
1432 if (check_move_on (op, originator)) 1438 if (check_move_on (op, originator))
1433 return 0; 1439 return 0;
1434 1440
1435 /* If we are a multi part object, lets work our way through the check 1441 /* If we are a multi part object, lets work our way through the check
1436 * walk on's. 1442 * walk on's.
1437 */ 1443 */
1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1444 for (object *tmp = op->more; tmp; tmp = tmp->more)
1439 if (check_move_on (tmp, originator)) 1445 if (check_move_on (tmp, originator))
1440 return 0; 1446 return 0;
1441 } 1447 }
1442 1448
1443 return op; 1449 return op;
1448 * op is the object to insert it under: supplies x and the map. 1454 * op is the object to insert it under: supplies x and the map.
1449 */ 1455 */
1450void 1456void
1451replace_insert_ob_in_map (const char *arch_string, object *op) 1457replace_insert_ob_in_map (const char *arch_string, object *op)
1452{ 1458{
1453 object *tmp, *tmp1;
1454
1455 /* first search for itself and remove any old instances */ 1459 /* first search for itself and remove any old instances */
1456 1460
1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1461 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1462 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1459 tmp->destroy (); 1463 tmp->destroy (1);
1460 1464
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1465 object *tmp = arch_to_object (archetype::find (arch_string));
1462 1466
1463 tmp1->x = op->x; 1467 tmp->x = op->x;
1464 tmp1->y = op->y; 1468 tmp->y = op->y;
1469
1465 insert_ob_in_map (tmp1, op->map, op, 0); 1470 insert_ob_in_map (tmp, op->map, op, 0);
1466} 1471}
1467
1468/*
1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1470 * is returned contains nr objects, and the remaining parts contains
1471 * the rest (or is removed and freed if that number is 0).
1472 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array.
1474 */
1475 1472
1476object * 1473object *
1477get_split_ob (object *orig_ob, uint32 nr) 1474object::insert_at (object *where, object *originator, int flags)
1478{ 1475{
1479 object *newob; 1476 if (where->env)
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1477 return where->env->insert (this);
1478 else
1479 return where->map->insert (this, where->x, where->y, originator, flags);
1480}
1481 1481
1482 if (orig_ob->nrof < nr) 1482// find player who can see this object
1483 { 1483static object *
1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1484visible_to (object *op)
1485 return NULL; 1485{
1486 if (!op->flag [FLAG_REMOVED])
1486 } 1487 {
1487 1488 // see if we are in a container of sorts
1488 newob = object_create_clone (orig_ob); 1489 if (object *env = op->env)
1489
1490 if ((orig_ob->nrof -= nr) < 1)
1491 orig_ob->destroy (1);
1492 else if (!is_removed)
1493 {
1494 if (orig_ob->env != NULL)
1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1497 {
1498 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1499 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1500 return NULL;
1501 } 1490 {
1502 } 1491 // the player inventory itself is always visible
1492 if (env->type == PLAYER)
1493 return env;
1503 1494
1504 newob->nrof = nr; 1495 // else a player could have our env open
1496 env = env->outer_env ();
1505 1497
1498 // the player itself is always on a map, so we will find him here
1499 // even if our inv is in a player.
1500 if (env->is_on_map ())
1501 if (object *pl = env->ms ().player ())
1502 if (pl->container == op->env)
1503 return pl;
1504 }
1505 else
1506 {
1507 // maybe there is a player standing on the same mapspace
1508 if (object *pl = env->ms ().player ())
1509 return pl;
1510 }
1511 }
1512
1506 return newob; 1513 return 0;
1507} 1514}
1508 1515
1509/* 1516/*
1510 * decrease_ob_nr(object, number) decreases a specified number from 1517 * decrease(object, number) decreases a specified number from
1511 * the amount of an object. If the amount reaches 0, the object 1518 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1513 * 1520 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1522 */
1523bool
1524object::decrease (sint32 nr)
1525{
1526 nr = min (nr, nrof);
1516 1527
1528 if (!nr)
1529 return 1;
1530
1531 nrof -= nr;
1532
1533 object *visible = visible_to (this);
1534
1535 if (nrof)
1536 {
1537 adjust_weight (env, -weight * nr); // carrying == 0
1538
1539 if (visible)
1540 esrv_send_item (visible, this);
1541
1542 return 1;
1543 }
1544 else
1545 {
1546 if (visible)
1547 esrv_del_item (visible->contr, count);
1548
1549 this->destroy (1);
1550 return 0;
1551 }
1552}
1553
1554/*
1555 * split(ob,nr) splits up ob into two parts. The part which
1556 * is returned contains nr objects, and the remaining parts contains
1557 * the rest (or is removed and returned if that number is 0).
1558 * On failure, NULL is returned.
1559 */
1517object * 1560object *
1518decrease_ob_nr (object *op, uint32 i) 1561object::split (sint32 nr)
1519{ 1562{
1520 object *tmp; 1563 if (nrof < nr)
1521
1522 if (i == 0) /* objects with op->nrof require this check */
1523 return op; 1564 return 0;
1524 1565 else if (nrof == nr)
1525 if (i > op->nrof)
1526 i = op->nrof;
1527
1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1529 op->nrof -= i;
1530 else if (op->env)
1531 { 1566 {
1532 /* is this object in the players inventory, or sub container
1533 * therein?
1534 */
1535 tmp = op->in_player ();
1536 /* nope. Is this a container the player has opened?
1537 * If so, set tmp to that player.
1538 * IMO, searching through all the players will mostly
1539 * likely be quicker than following op->env to the map,
1540 * and then searching the map for a player.
1541 */
1542 if (!tmp)
1543 for_all_players (pl)
1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1547 break;
1548 }
1549
1550 if (i < op->nrof)
1551 {
1552 sub_weight (op->env, op->weight * i);
1553 op->nrof -= i;
1554 if (tmp)
1555 esrv_send_item (tmp, op);
1556 }
1557 else
1558 {
1559 op->remove (); 1567 remove ();
1560 op->nrof = 0; 1568 return this;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 } 1569 }
1565 else 1570 else
1566 { 1571 {
1567 object *above = op->above; 1572 decrease (nr);
1568 1573
1569 if (i < op->nrof) 1574 object *op = object_create_clone (this);
1570 op->nrof -= i; 1575 op->nrof = nr;
1571 else
1572 {
1573 op->remove ();
1574 op->nrof = 0;
1575 }
1576
1577 /* Since we just removed op, op->above is null */
1578 for (tmp = above; tmp; tmp = tmp->above)
1579 if (tmp->type == PLAYER)
1580 {
1581 if (op->nrof)
1582 esrv_send_item (tmp, op);
1583 else
1584 esrv_del_item (tmp->contr, op->count);
1585 }
1586 }
1587
1588 if (op->nrof)
1589 return op; 1576 return op;
1590 else
1591 {
1592 op->destroy ();
1593 return 0;
1594 }
1595}
1596
1597/*
1598 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying.
1600 */
1601
1602void
1603add_weight (object *op, signed long weight)
1604{
1605 while (op != NULL)
1606 {
1607 if (op->type == CONTAINER)
1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1609
1610 op->carrying += weight;
1611 op = op->env;
1612 } 1577 }
1613} 1578}
1614 1579
1615object * 1580object *
1616insert_ob_in_ob (object *op, object *where) 1581insert_ob_in_ob (object *op, object *where)
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1586 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump); 1587 free (dump);
1623 return op; 1588 return op;
1624 } 1589 }
1625 1590
1626 if (where->head) 1591 if (where->head_ () != where)
1627 { 1592 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1593 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head; 1594 where = where->head;
1630 } 1595 }
1631 1596
1632 return where->insert (op); 1597 return where->insert (op);
1633} 1598}
1638 * inside the object environment. 1603 * inside the object environment.
1639 * 1604 *
1640 * The function returns now pointer to inserted item, and return value can 1605 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1606 * be != op, if items are merged. -Tero
1642 */ 1607 */
1643
1644object * 1608object *
1645object::insert (object *op) 1609object::insert (object *op)
1646{ 1610{
1647 object *tmp, *otmp;
1648
1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1650 op->remove ();
1651
1652 if (op->more) 1611 if (op->more)
1653 { 1612 {
1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1613 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 return op; 1614 return op;
1656 } 1615 }
1657 1616
1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1617 op->remove ();
1659 CLEAR_FLAG (op, FLAG_REMOVED); 1618
1619 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1620
1660 if (op->nrof) 1621 if (op->nrof)
1661 {
1662 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1622 for (object *tmp = inv; tmp; tmp = tmp->below)
1663 if (object::can_merge (tmp, op)) 1623 if (object::can_merge (tmp, op))
1664 { 1624 {
1665 /* return the original object and remove inserted object 1625 /* return the original object and remove inserted object
1666 (client needs the original object) */ 1626 (client needs the original object) */
1667 tmp->nrof += op->nrof; 1627 tmp->nrof += op->nrof;
1668 /* Weight handling gets pretty funky. Since we are adding to
1669 * tmp->nrof, we need to increase the weight.
1670 */
1671 add_weight (this, op->weight * op->nrof); 1628 adjust_weight (this, op->total_weight ());
1672 SET_FLAG (op, FLAG_REMOVED); 1629
1673 op->destroy (); /* free the inserted object */ 1630 op->destroy (1);
1674 op = tmp; 1631 op = tmp;
1675 op->remove (); /* and fix old object's links */ 1632 goto inserted;
1676 CLEAR_FLAG (op, FLAG_REMOVED);
1677 break;
1678 } 1633 }
1679 1634
1680 /* I assume combined objects have no inventory 1635 op->owner = 0; // it's his/hers now. period.
1681 * We add the weight - this object could have just been removed 1636 op->map = 0;
1682 * (if it was possible to merge). calling remove_ob will subtract 1637 op->x = 0;
1683 * the weight, so we need to add it in again, since we actually do 1638 op->y = 0;
1684 * the linking below
1685 */
1686 add_weight (this, op->weight * op->nrof);
1687 }
1688 else
1689 add_weight (this, (op->weight + op->carrying));
1690 1639
1691 otmp = this->in_player (); 1640 op->above = 0;
1692 if (otmp && otmp->contr) 1641 op->below = inv;
1642 op->env = this;
1643
1644 if (inv)
1645 inv->above = op;
1646
1647 inv = op;
1648
1649 op->flag [FLAG_REMOVED] = 0;
1650
1651 adjust_weight (this, op->total_weight ());
1652
1653inserted:
1654 /* reset the light list and los of the players on the map */
1655 if (op->glow_radius && map && map->darkness)
1656 update_all_los (map, x, y);
1657
1658 if (object *otmp = in_player ())
1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1659 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1694 otmp->update_stats (); 1660 otmp->update_stats ();
1695
1696 op->map = 0;
1697 op->env = this;
1698 op->above = 0;
1699 op->below = 0;
1700 op->x = 0, op->y = 0;
1701
1702 /* reset the light list and los of the players on the map */
1703 if ((op->glow_radius != 0) && map)
1704 {
1705#ifdef DEBUG_LIGHTS
1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1707#endif /* DEBUG_LIGHTS */
1708 if (map->darkness)
1709 update_all_los (map, x, y);
1710 }
1711
1712 /* Client has no idea of ordering so lets not bother ordering it here.
1713 * It sure simplifies this function...
1714 */
1715 if (!inv)
1716 inv = op;
1717 else
1718 {
1719 op->below = inv;
1720 op->below->above = op;
1721 inv = op;
1722 }
1723 1661
1724 INVOKE_OBJECT (INSERT, this); 1662 INVOKE_OBJECT (INSERT, this);
1725 1663
1726 return op; 1664 return op;
1727} 1665}
1744 * 1682 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below 1683 * MSW 2001-07-08: Check all objects on space, not just those below
1746 * object being inserted. insert_ob_in_map may not put new objects 1684 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top. 1685 * on top.
1748 */ 1686 */
1749
1750int 1687int
1751check_move_on (object *op, object *originator) 1688check_move_on (object *op, object *originator)
1752{ 1689{
1753 object *tmp; 1690 object *tmp;
1754 maptile *m = op->map; 1691 maptile *m = op->map;
1781 1718
1782 /* The objects have to be checked from top to bottom. 1719 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1720 * Hence, we first go to the top:
1784 */ 1721 */
1785 1722
1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1723 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1787 { 1724 {
1788 /* Trim the search when we find the first other spell effect 1725 /* Trim the search when we find the first other spell effect
1789 * this helps performance so that if a space has 50 spell objects, 1726 * this helps performance so that if a space has 50 spell objects,
1790 * we don't need to check all of them. 1727 * we don't need to check all of them.
1791 */ 1728 */
1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1746 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1810 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1747 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1811 { 1748 {
1812 1749
1813 float 1750 float
1814 diff = tmp->move_slow_penalty * FABS (op->speed); 1751 diff = tmp->move_slow_penalty * fabs (op->speed);
1815 1752
1816 if (op->type == PLAYER) 1753 if (op->type == PLAYER)
1817 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1754 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1818 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1755 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1819 diff /= 4.0; 1756 diff /= 4.0;
1849 * The first matching object is returned, or NULL if none. 1786 * The first matching object is returned, or NULL if none.
1850 */ 1787 */
1851object * 1788object *
1852present_arch (const archetype *at, maptile *m, int x, int y) 1789present_arch (const archetype *at, maptile *m, int x, int y)
1853{ 1790{
1854 if (m == NULL || out_of_map (m, x, y)) 1791 if (!m || out_of_map (m, x, y))
1855 { 1792 {
1856 LOG (llevError, "Present_arch called outside map.\n"); 1793 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1794 return NULL;
1858 } 1795 }
1859 1796
1860 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1797 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1861 if (tmp->arch == at) 1798 if (tmp->arch == at)
1862 return tmp; 1799 return tmp;
1863 1800
1864 return NULL; 1801 return NULL;
1865} 1802}
1876 { 1813 {
1877 LOG (llevError, "Present called outside map.\n"); 1814 LOG (llevError, "Present called outside map.\n");
1878 return NULL; 1815 return NULL;
1879 } 1816 }
1880 1817
1881 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1818 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1882 if (tmp->type == type) 1819 if (tmp->type == type)
1883 return tmp; 1820 return tmp;
1884 1821
1885 return NULL; 1822 return NULL;
1886} 1823}
1943 * activate recursively a flag on an object inventory 1880 * activate recursively a flag on an object inventory
1944 */ 1881 */
1945void 1882void
1946flag_inv (object *op, int flag) 1883flag_inv (object *op, int flag)
1947{ 1884{
1948 if (op->inv)
1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1950 { 1886 {
1951 SET_FLAG (tmp, flag); 1887 SET_FLAG (tmp, flag);
1952 flag_inv (tmp, flag); 1888 flag_inv (tmp, flag);
1953 } 1889 }
1954} 1890}
1955 1891
1956/* 1892/*
1957 * deactivate recursively a flag on an object inventory 1893 * deactivate recursively a flag on an object inventory
1958 */ 1894 */
1959void 1895void
1960unflag_inv (object *op, int flag) 1896unflag_inv (object *op, int flag)
1961{ 1897{
1962 if (op->inv)
1963 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1898 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1964 { 1899 {
1965 CLEAR_FLAG (tmp, flag); 1900 CLEAR_FLAG (tmp, flag);
1966 unflag_inv (tmp, flag); 1901 unflag_inv (tmp, flag);
1967 } 1902 }
1968}
1969
1970/*
1971 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1972 * all it's inventory (recursively).
1973 * If checksums are used, a player will get set_cheat called for
1974 * him/her-self and all object carried by a call to this function.
1975 */
1976void
1977set_cheat (object *op)
1978{
1979 SET_FLAG (op, FLAG_WAS_WIZ);
1980 flag_inv (op, FLAG_WAS_WIZ);
1981} 1903}
1982 1904
1983/* 1905/*
1984 * find_free_spot(object, map, x, y, start, stop) will search for 1906 * find_free_spot(object, map, x, y, start, stop) will search for
1985 * a spot at the given map and coordinates which will be able to contain 1907 * a spot at the given map and coordinates which will be able to contain
1987 * to search (see the freearr_x/y[] definition). 1909 * to search (see the freearr_x/y[] definition).
1988 * It returns a random choice among the alternatives found. 1910 * It returns a random choice among the alternatives found.
1989 * start and stop are where to start relative to the free_arr array (1,9 1911 * start and stop are where to start relative to the free_arr array (1,9
1990 * does all 4 immediate directions). This returns the index into the 1912 * does all 4 immediate directions). This returns the index into the
1991 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1913 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1992 * Note - this only checks to see if there is space for the head of the
1993 * object - if it is a multispace object, this should be called for all
1994 * pieces.
1995 * Note2: This function does correctly handle tiled maps, but does not 1914 * Note: This function does correctly handle tiled maps, but does not
1996 * inform the caller. However, insert_ob_in_map will update as 1915 * inform the caller. However, insert_ob_in_map will update as
1997 * necessary, so the caller shouldn't need to do any special work. 1916 * necessary, so the caller shouldn't need to do any special work.
1998 * Note - updated to take an object instead of archetype - this is necessary 1917 * Note - updated to take an object instead of archetype - this is necessary
1999 * because arch_blocked (now ob_blocked) needs to know the movement type 1918 * because arch_blocked (now ob_blocked) needs to know the movement type
2000 * to know if the space in question will block the object. We can't use 1919 * to know if the space in question will block the object. We can't use
2002 * customized, changed states, etc. 1921 * customized, changed states, etc.
2003 */ 1922 */
2004int 1923int
2005find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1924find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2006{ 1925{
1926 int altern[SIZEOFFREE];
2007 int index = 0, flag; 1927 int index = 0, flag;
2008 int altern[SIZEOFFREE];
2009 1928
2010 for (int i = start; i < stop; i++) 1929 for (int i = start; i < stop; i++)
2011 { 1930 {
2012 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1931 mapxy pos (m, x, y); pos.move (i);
2013 if (!flag) 1932
1933 if (!pos.normalise ())
1934 continue;
1935
1936 mapspace &ms = *pos;
1937
1938 if (ms.flags () & P_IS_ALIVE)
1939 continue;
1940
1941 /* However, often
1942 * ob doesn't have any move type (when used to place exits)
1943 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1944 */
1945 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1946 {
2014 altern [index++] = i; 1947 altern [index++] = i;
1948 continue;
1949 }
2015 1950
2016 /* Basically, if we find a wall on a space, we cut down the search size. 1951 /* Basically, if we find a wall on a space, we cut down the search size.
2017 * In this way, we won't return spaces that are on another side of a wall. 1952 * In this way, we won't return spaces that are on another side of a wall.
2018 * This mostly work, but it cuts down the search size in all directions - 1953 * This mostly work, but it cuts down the search size in all directions -
2019 * if the space being examined only has a wall to the north and empty 1954 * if the space being examined only has a wall to the north and empty
2020 * spaces in all the other directions, this will reduce the search space 1955 * spaces in all the other directions, this will reduce the search space
2021 * to only the spaces immediately surrounding the target area, and 1956 * to only the spaces immediately surrounding the target area, and
2022 * won't look 2 spaces south of the target space. 1957 * won't look 2 spaces south of the target space.
2023 */ 1958 */
2024 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1959 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1960 {
2025 stop = maxfree[i]; 1961 stop = maxfree[i];
1962 continue;
1963 }
1964
1965 /* Note it is intentional that we check ob - the movement type of the
1966 * head of the object should correspond for the entire object.
1967 */
1968 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1969 continue;
1970
1971 if (ob->blocked (m, pos.x, pos.y))
1972 continue;
1973
1974 altern [index++] = i;
2026 } 1975 }
2027 1976
2028 if (!index) 1977 if (!index)
2029 return -1; 1978 return -1;
2030 1979
2031 return altern[RANDOM () % index]; 1980 return altern [rndm (index)];
2032} 1981}
2033 1982
2034/* 1983/*
2035 * find_first_free_spot(archetype, maptile, x, y) works like 1984 * find_first_free_spot(archetype, maptile, x, y) works like
2036 * find_free_spot(), but it will search max number of squares. 1985 * find_free_spot(), but it will search max number of squares.
2039 */ 1988 */
2040int 1989int
2041find_first_free_spot (const object *ob, maptile *m, int x, int y) 1990find_first_free_spot (const object *ob, maptile *m, int x, int y)
2042{ 1991{
2043 for (int i = 0; i < SIZEOFFREE; i++) 1992 for (int i = 0; i < SIZEOFFREE; i++)
2044 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1993 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2045 return i; 1994 return i;
2046 1995
2047 return -1; 1996 return -1;
2048} 1997}
2049 1998
2057{ 2006{
2058 arr += begin; 2007 arr += begin;
2059 end -= begin; 2008 end -= begin;
2060 2009
2061 while (--end) 2010 while (--end)
2062 swap (arr [end], arr [RANDOM () % (end + 1)]); 2011 swap (arr [end], arr [rndm (end + 1)]);
2063} 2012}
2064 2013
2065/* new function to make monster searching more efficient, and effective! 2014/* new function to make monster searching more efficient, and effective!
2066 * This basically returns a randomized array (in the passed pointer) of 2015 * This basically returns a randomized array (in the passed pointer) of
2067 * the spaces to find monsters. In this way, it won't always look for 2016 * the spaces to find monsters. In this way, it won't always look for
2103 object *tmp; 2052 object *tmp;
2104 maptile *mp; 2053 maptile *mp;
2105 2054
2106 MoveType blocked, move_type; 2055 MoveType blocked, move_type;
2107 2056
2108 if (exclude && exclude->head) 2057 if (exclude && exclude->head_ () != exclude)
2109 { 2058 {
2110 exclude = exclude->head; 2059 exclude = exclude->head;
2111 move_type = exclude->move_type; 2060 move_type = exclude->move_type;
2112 } 2061 }
2113 else 2062 else
2136 max = maxfree[i]; 2085 max = maxfree[i];
2137 else if (mflags & P_IS_ALIVE) 2086 else if (mflags & P_IS_ALIVE)
2138 { 2087 {
2139 for (tmp = ms.bot; tmp; tmp = tmp->above) 2088 for (tmp = ms.bot; tmp; tmp = tmp->above)
2140 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2089 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2141 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2090 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2142 break; 2091 break;
2143 2092
2144 if (tmp) 2093 if (tmp)
2145 return freedir[i]; 2094 return freedir[i];
2146 } 2095 }
2201 2150
2202 return 3; 2151 return 3;
2203} 2152}
2204 2153
2205/* 2154/*
2206 * absdir(int): Returns a number between 1 and 8, which represent
2207 * the "absolute" direction of a number (it actually takes care of
2208 * "overflow" in previous calculations of a direction).
2209 */
2210
2211int
2212absdir (int d)
2213{
2214 while (d < 1)
2215 d += 8;
2216
2217 while (d > 8)
2218 d -= 8;
2219
2220 return d;
2221}
2222
2223/*
2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2155 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2225 * between two directions (which are expected to be absolute (see absdir()) 2156 * between two directions (which are expected to be absolute (see absdir())
2226 */ 2157 */
2227
2228int 2158int
2229dirdiff (int dir1, int dir2) 2159dirdiff (int dir1, int dir2)
2230{ 2160{
2231 int d; 2161 int d;
2232 2162
2345 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2275 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2346 * core dumps if they do. 2276 * core dumps if they do.
2347 * 2277 *
2348 * Add a check so we can't pick up invisible objects (0.93.8) 2278 * Add a check so we can't pick up invisible objects (0.93.8)
2349 */ 2279 */
2350
2351int 2280int
2352can_pick (const object *who, const object *item) 2281can_pick (const object *who, const object *item)
2353{ 2282{
2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2360 * create clone from object to another 2289 * create clone from object to another
2361 */ 2290 */
2362object * 2291object *
2363object_create_clone (object *asrc) 2292object_create_clone (object *asrc)
2364{ 2293{
2365 object *dst = 0, *tmp, *src, *part, *prev, *item; 2294 object *dst = 0, *tmp, *src, *prev, *item;
2366 2295
2367 if (!asrc) 2296 if (!asrc)
2368 return 0; 2297 return 0;
2369 2298
2370 src = asrc;
2371 if (src->head)
2372 src = src->head; 2299 src = asrc->head_ ();
2373 2300
2374 prev = 0; 2301 prev = 0;
2375 for (part = src; part; part = part->more) 2302 for (object *part = src; part; part = part->more)
2376 { 2303 {
2377 tmp = part->clone (); 2304 tmp = part->clone ();
2378 tmp->x -= src->x; 2305 tmp->x -= src->x;
2379 tmp->y -= src->y; 2306 tmp->y -= src->y;
2380 2307
2396 2323
2397 for (item = src->inv; item; item = item->below) 2324 for (item = src->inv; item; item = item->below)
2398 insert_ob_in_ob (object_create_clone (item), dst); 2325 insert_ob_in_ob (object_create_clone (item), dst);
2399 2326
2400 return dst; 2327 return dst;
2401}
2402
2403/* GROS - Creates an object using a string representing its content. */
2404/* Basically, we save the content of the string to a temp file, then call */
2405/* load_object on it. I admit it is a highly inefficient way to make things, */
2406/* but it was simple to make and allows reusing the load_object function. */
2407/* Remember not to use load_object_str in a time-critical situation. */
2408/* Also remember that multiparts objects are not supported for now. */
2409object *
2410load_object_str (const char *obstr)
2411{
2412 object *op;
2413 char filename[MAX_BUF];
2414
2415 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2416
2417 FILE *tempfile = fopen (filename, "w");
2418
2419 if (tempfile == NULL)
2420 {
2421 LOG (llevError, "Error - Unable to access load object temp file\n");
2422 return NULL;
2423 }
2424
2425 fprintf (tempfile, obstr);
2426 fclose (tempfile);
2427
2428 op = object::create ();
2429
2430 object_thawer thawer (filename);
2431
2432 if (thawer)
2433 load_object (thawer, op, 0);
2434
2435 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2436 CLEAR_FLAG (op, FLAG_REMOVED);
2437
2438 return op;
2439} 2328}
2440 2329
2441/* This returns the first object in who's inventory that 2330/* This returns the first object in who's inventory that
2442 * has the same type and subtype match. 2331 * has the same type and subtype match.
2443 * returns NULL if no match. 2332 * returns NULL if no match.
2498 if (link->key == canonical_key) 2387 if (link->key == canonical_key)
2499 return link->value; 2388 return link->value;
2500 2389
2501 return 0; 2390 return 0;
2502} 2391}
2503
2504 2392
2505/* 2393/*
2506 * Updates the canonical_key in op to value. 2394 * Updates the canonical_key in op to value.
2507 * 2395 *
2508 * canonical_key is a shared string (value doesn't have to be). 2396 * canonical_key is a shared string (value doesn't have to be).
2532 /* Basically, if the archetype has this key set, 2420 /* Basically, if the archetype has this key set,
2533 * we need to store the null value so when we save 2421 * we need to store the null value so when we save
2534 * it, we save the empty value so that when we load, 2422 * it, we save the empty value so that when we load,
2535 * we get this value back again. 2423 * we get this value back again.
2536 */ 2424 */
2537 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2425 if (get_ob_key_link (op->arch, canonical_key))
2538 field->value = 0; 2426 field->value = 0;
2539 else 2427 else
2540 { 2428 {
2541 if (last) 2429 if (last)
2542 last->next = field->next; 2430 last->next = field->next;
2611 } 2499 }
2612 else 2500 else
2613 item = item->env; 2501 item = item->env;
2614} 2502}
2615 2503
2504const char *
2505object::flag_desc (char *desc, int len) const
2506{
2507 char *p = desc;
2508 bool first = true;
2509
2510 *p = 0;
2511
2512 for (int i = 0; i < NUM_FLAGS; i++)
2513 {
2514 if (len <= 10) // magic constant!
2515 {
2516 snprintf (p, len, ",...");
2517 break;
2518 }
2519
2520 if (flag [i])
2521 {
2522 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2523 len -= cnt;
2524 p += cnt;
2525 first = false;
2526 }
2527 }
2528
2529 return desc;
2530}
2531
2616// return a suitable string describing an objetc in enough detail to find it 2532// return a suitable string describing an object in enough detail to find it
2617const char * 2533const char *
2618object::debug_desc (char *info) const 2534object::debug_desc (char *info) const
2619{ 2535{
2536 char flagdesc[512];
2620 char info2[256 * 3]; 2537 char info2[256 * 4];
2621 char *p = info; 2538 char *p = info;
2622 2539
2623 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2540 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2624 count, 2541 count,
2542 uuid.c_str (),
2625 &name, 2543 &name,
2626 title ? " " : "", 2544 title ? "\",title:\"" : "",
2627 title ? (const char *)title : ""); 2545 title ? (const char *)title : "",
2546 flag_desc (flagdesc, 512), type);
2628 2547
2629 if (env) 2548 if (!this->flag[FLAG_REMOVED] && env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2549 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631 2550
2632 if (map) 2551 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2552 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634 2553
2635 return info; 2554 return info;
2636} 2555}
2637 2556
2638const char * 2557const char *
2639object::debug_desc () const 2558object::debug_desc () const
2640{ 2559{
2641 static char info[256 * 3]; 2560 static char info[3][256 * 4];
2561 static int info_idx;
2562
2642 return debug_desc (info); 2563 return debug_desc (info [++info_idx % 3]);
2643} 2564}
2644 2565
2566struct region *
2567object::region () const
2568{
2569 return map ? map->region (x, y)
2570 : region::default_region ();
2571}
2572
2573const materialtype_t *
2574object::dominant_material () const
2575{
2576 if (materialtype_t *mt = name_to_material (materialname))
2577 return mt;
2578
2579 return name_to_material (shstr_unknown);
2580}
2581
2582void
2583object::open_container (object *new_container)
2584{
2585 if (container == new_container)
2586 return;
2587
2588 if (object *old_container = container)
2589 {
2590 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2591 return;
2592
2593#if 0
2594 // remove the "Close old_container" object.
2595 if (object *closer = old_container->inv)
2596 if (closer->type == CLOSE_CON)
2597 closer->destroy ();
2598#endif
2599
2600 old_container->flag [FLAG_APPLIED] = 0;
2601 container = 0;
2602
2603 esrv_update_item (UPD_FLAGS, this, old_container);
2604 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2605 play_sound (sound_find ("chest_close"));
2606 }
2607
2608 if (new_container)
2609 {
2610 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2611 return;
2612
2613 // TODO: this does not seem to serve any purpose anymore?
2614#if 0
2615 // insert the "Close Container" object.
2616 if (archetype *closer = new_container->other_arch)
2617 {
2618 object *closer = arch_to_object (new_container->other_arch);
2619 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2620 new_container->insert (closer);
2621 }
2622#endif
2623
2624 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2625
2626 new_container->flag [FLAG_APPLIED] = 1;
2627 container = new_container;
2628
2629 esrv_update_item (UPD_FLAGS, this, new_container);
2630 esrv_send_inventory (this, new_container);
2631 play_sound (sound_find ("chest_open"));
2632 }
2633}
2634
2635object *
2636object::force_find (const shstr name)
2637{
2638 /* cycle through his inventory to look for the MARK we want to
2639 * place
2640 */
2641 for (object *tmp = inv; tmp; tmp = tmp->below)
2642 if (tmp->type == FORCE && tmp->slaying == name)
2643 return splay (tmp);
2644
2645 return 0;
2646}
2647
2648void
2649object::force_add (const shstr name, int duration)
2650{
2651 if (object *force = force_find (name))
2652 force->destroy ();
2653
2654 object *force = get_archetype (FORCE_NAME);
2655
2656 force->slaying = name;
2657 force->stats.food = 1;
2658 force->speed_left = -1.f;
2659
2660 force->set_speed (duration ? 1.f / duration : 0.f);
2661 force->flag [FLAG_IS_USED_UP] = true;
2662 force->flag [FLAG_APPLIED] = true;
2663
2664 insert (force);
2665}
2666
2667void
2668object::play_sound (faceidx sound)
2669{
2670 if (!sound)
2671 return;
2672
2673 if (flag [FLAG_REMOVED])
2674 return;
2675
2676 if (env)
2677 {
2678 if (object *pl = in_player ())
2679 pl->contr->play_sound (sound);
2680 }
2681 else
2682 map->play_sound (sound, x, y);
2683}
2684

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