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Comparing deliantra/server/common/object.C (file contents):
Revision 1.97 by elmex, Sat Dec 30 21:07:46 2006 UTC vs.
Revision 1.220 by root, Thu Apr 24 00:30:52 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <sproto.h>
33#include <loader.h> 30#include <loader.h>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
40 37
41object *active_objects; /* List of active objects that need to be processed */ 38objectvec objects;
39activevec actives;
42 40
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 46};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48}; 52};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 58};
52int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 64};
56 65
57static void 66static void
58write_uuid (void) 67write_uuid (uval64 skip, bool sync)
59{ 68{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
61 70 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 73 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 74}
77 75
78static void 76static void
79read_uuid (void) 77read_uuid (void)
80{ 78{
81 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
82 80
83 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84 84
85 FILE *fp; 85 FILE *fp;
86 86
87 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
88 { 88 {
89 if (errno == ENOENT) 89 if (errno == ENOENT)
90 { 90 {
91 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 92 UUID::cur.seq = 0;
93 write_uuid (); 93 write_uuid (UUID_GAP, true);
94 return; 94 return;
95 } 95 }
96 96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 98 _exit (1);
99 } 99 }
100 100
101 int version; 101 UUID::BUF buf;
102 unsigned long long uid; 102 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
104 { 106 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 112
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118UUID::gen ()
117{ 119{
118 UUID uid; 120 UUID uid;
119 121
120 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
121 123
122 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
124 130
125 return uid; 131 return uid;
126} 132}
127 133
128void 134void
129init_uuid () 135UUID::init ()
130{ 136{
131 read_uuid (); 137 read_uuid ();
132} 138}
133 139
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 141static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
137{ 143{
138 key_value *wants_field; 144 key_value *wants_field;
139 145
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
148 key_value *has_field; 154 key_value *has_field;
149 155
150 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
152 158
153 if (has_field == NULL) 159 if (!has_field)
154 {
155 /* No field with that name. */ 160 return 0; /* No field with that name. */
156 return FALSE;
157 }
158 161
159 /* Found the matching field. */ 162 /* Found the matching field. */
160 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165 165
166 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
167 } 167 }
168 168
169 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 170 return 1;
171} 171}
172 172
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 174static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 176{
177 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
179 */ 179 */
200 || ob1->speed != ob2->speed 200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 201 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 202 || ob1->name != ob2->name)
203 return 0; 203 return 0;
204 204
205 //TODO: this ain't working well, use nicer and correct overflow check 205 /* Do not merge objects if nrof would overflow. First part checks
206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 * for unsigned overflow (2c), second part checks whether the result
207 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * would fit into a 32 bit signed int, which is often used to hold
208 * used to store nrof). 208 * nrof values.
209 */ 209 */
210 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 211 return 0;
212 212
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 214 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 215 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied 216 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 217 * flags lose any meaning.
218 */ 218 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 221
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 224
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 225 if (ob1->arch->name != ob2->arch->name
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name 226 || ob1->name != ob2->name
228 || ob1->title != ob2->title 227 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 228 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 229 || ob1->weight != ob2->weight
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233 || ob1->attacktype != ob2->attacktype 230 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic 231 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying 232 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill 233 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value 234 || ob1->value != ob2->value
244 || ob1->move_block != ob2->move_block 241 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow 242 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on 243 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off 244 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow 245 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty) 246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 249 return 0;
251 250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
252 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
253 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
254 */ 261 */
255 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
256 { 263 {
257 /* if one object has inventory but the other doesn't, not equiv */ 264 if (!(ob1->inv && ob2->inv))
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 265 return 0; /* inventories differ in length */
259 return 0;
260 266
261 /* Now check to see if the two inventory objects could merge */ 267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
262 if (!object::can_merge (ob1->inv, ob2->inv)) 270 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0; 271 return 0; /* inventory objects differ */
264 272
265 /* inventory ok - still need to check rest of this object to see 273 /* inventory ok - still need to check rest of this object to see
266 * if it is valid. 274 * if it is valid.
267 */ 275 */
268 } 276 }
287 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
288 return 0; 296 return 0;
289 break; 297 break;
290 } 298 }
291 299
292 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
293 { 301 {
294 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
296 /* One has fields, but the other one doesn't. */ 304 return 0; /* One has fields, but the other one doesn't. */
305
306 if (!compare_ob_value_lists (ob1, ob2))
297 return 0; 307 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0;
300 } 308 }
301 309
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
304 { 311 {
305 ob1->optimise (); 312 ob1->optimise ();
306 ob2->optimise (); 313 ob2->optimise ();
307 314
308 if (ob1->self || ob2->self) 315 if (ob1->self || ob2->self)
316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
309 return 0; 321 return 0;
322
323 if (k1 == 0)
324 return 1;
325
326 if (!cfperl_can_merge (ob1, ob2))
327 return 0;
328 }
310 } 329 }
311 330
312 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
313 return 1; 332 return 1;
314} 333}
315 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (client_visible () && !flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container)
364 return pl;
365 }
366 }
367
368 return 0;
369}
370
371// adjust weight per container type ("of holding")
372static sint32
373weight_adjust (object *op, sint32 weight)
374{
375 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight;
378}
379
316/* 380/*
381 * adjust_weight(object, weight) adds the specified weight to an object,
382 * and also updates how much the environment(s) is/are carrying.
383 */
384static void
385adjust_weight (object *op, sint32 weight)
386{
387 while (op)
388 {
389 weight = weight_adjust (op, weight);
390
391 if (!weight)
392 return;
393
394 op->carrying += weight;
395
396 if (object *pl = op->visible_to ())
397 if (pl != op) // player is handled lazily
398 esrv_update_item (UPD_WEIGHT, pl, op);
399
400 op = op->env;
401 }
402}
403
404/*
317 * sum_weight() is a recursive function which calculates the weight 405 * this is a recursive function which calculates the weight
318 * an object is carrying. It goes through in figures out how much 406 * an object is carrying. It goes through op and figures out how much
319 * containers are carrying, and sums it up. 407 * containers are carrying, and sums it up.
320 */ 408 */
321long 409void
322sum_weight (object *op) 410object::update_weight ()
323{ 411{
324 long sum; 412 sint32 sum = 0;
325 object *inv;
326 413
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 414 for (object *op = inv; op; op = op->below)
328 { 415 {
329 if (inv->inv) 416 if (op->inv)
330 sum_weight (inv); 417 op->update_weight ();
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 418
419 sum += op->total_weight ();
420 }
421
422 sum = weight_adjust (this, sum);
423
424 if (sum != carrying)
332 } 425 {
333
334 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100;
336
337 if (op->carrying != sum)
338 op->carrying = sum; 426 carrying = sum;
339 427
340 return sum; 428 if (object *pl = visible_to ())
429 if (pl != this) // player is handled lazily
430 esrv_update_item (UPD_WEIGHT, pl, this);
431 }
341} 432}
342 433
343/** 434/*
344 * Return the outermost environment object for a given object. 435 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
345 */ 436 */
346
347object *
348object_get_env_recursive (object *op)
349{
350 while (op->env != NULL)
351 op = op->env;
352 return op;
353}
354
355/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array.
359 */
360
361char * 437char *
362dump_object (object *op) 438dump_object (object *op)
363{ 439{
364 if (!op) 440 if (!op)
365 return strdup ("[NULLOBJ]"); 441 return strdup ("[NULLOBJ]");
366 442
367 object_freezer freezer; 443 object_freezer freezer;
368 save_object (freezer, op, 1); 444 op->write (freezer);
369 return freezer.as_string (); 445 return freezer.as_string ();
370} 446}
371 447
372/* 448/*
373 * get_nearest_part(multi-object, object 2) returns the part of the 449 * get_nearest_part(multi-object, object 2) returns the part of the
374 * multi-object 1 which is closest to the second object. 450 * multi-object 1 which is closest to the second object.
375 * If it's not a multi-object, it is returned. 451 * If it's not a multi-object, it is returned.
376 */ 452 */
377
378object * 453object *
379get_nearest_part (object *op, const object *pl) 454get_nearest_part (object *op, const object *pl)
380{ 455{
381 object *tmp, *closest; 456 object *tmp, *closest;
382 int last_dist, i; 457 int last_dist, i;
383 458
384 if (op->more == NULL) 459 if (!op->more)
385 return op; 460 return op;
461
386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 462 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463 tmp;
464 tmp = tmp->more)
387 if ((i = distance (tmp, pl)) < last_dist) 465 if ((i = distance (tmp, pl)) < last_dist)
388 closest = tmp, last_dist = i; 466 closest = tmp, last_dist = i;
467
389 return closest; 468 return closest;
390} 469}
391 470
392/* 471/*
393 * Returns the object which has the count-variable equal to the argument. 472 * Returns the object which has the count-variable equal to the argument.
473 * VERRRY slow.
394 */ 474 */
395
396object * 475object *
397find_object (tag_t i) 476find_object (tag_t i)
398{ 477{
399 for (object *op = object::first; op; op = op->next) 478 for_all_objects (op)
400 if (op->count == i) 479 if (op->count == i)
401 return op; 480 return op;
402 481
403 return 0; 482 return 0;
404} 483}
405 484
406/* 485/*
407 * Returns the first object which has a name equal to the argument. 486 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 487 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 488 * Enables features like "patch <name-of-other-player> food 999"
410 */ 489 */
411
412object * 490object *
413find_object_name (const char *str) 491find_object_name (const char *str)
414{ 492{
415 shstr_cmp str_ (str); 493 shstr_cmp str_ (str);
416 object *op; 494 object *op;
417 495
418 for (op = object::first; op != NULL; op = op->next) 496 for_all_objects (op)
419 if (op->name == str_) 497 if (op->name == str_)
420 break; 498 break;
421 499
422 return op; 500 return op;
423} 501}
424 502
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429}
430
431/* 503/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 504 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 505 * skill and experience objects.
506 * ACTUALLY NO! investigate! TODO
434 */ 507 */
435void 508void
436object::set_owner (object *owner) 509object::set_owner (object *owner)
437{ 510{
511 // allow objects which own objects
438 if (!owner) 512 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 513 while (owner->owner)
449 owner = owner->owner; 514 owner = owner->owner;
515
516 if (flag [FLAG_FREED])
517 {
518 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
519 return;
520 }
450 521
451 this->owner = owner; 522 this->owner = owner;
523}
524
525int
526object::slottype () const
527{
528 if (type == SKILL)
529 {
530 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
531 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
532 }
533 else
534 {
535 if (slot [body_combat].info) return slot_combat;
536 if (slot [body_range ].info) return slot_ranged;
537 }
538
539 return slot_none;
540}
541
542bool
543object::change_weapon (object *ob)
544{
545 if (current_weapon == ob)
546 return true;
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = false;
550
551 current_weapon = ob;
552 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
553
554 if (chosen_skill)
555 chosen_skill->flag [FLAG_APPLIED] = true;
556
557 update_stats ();
558
559 if (ob)
560 {
561 // now check wether any body locations became invalid, in which case
562 // we cannot apply the weapon at the moment.
563 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
564 if (slot[i].used < 0)
565 {
566 current_weapon = chosen_skill = 0;
567 update_stats ();
568
569 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name);
573 return false;
574 }
575
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 }
578 else
579 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
580
581 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
582 {
583 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
584 &name, ob->debug_desc ());
585 return false;
586 }
587
588 return true;
452} 589}
453 590
454/* Zero the key_values on op, decrementing the shared-string 591/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 592 * refcounts and freeing the links.
456 */ 593 */
457static void 594static void
458free_key_values (object *op) 595free_key_values (object *op)
459{ 596{
460 for (key_value *i = op->key_values; i != 0;) 597 for (key_value *i = op->key_values; i; )
461 { 598 {
462 key_value *next = i->next; 599 key_value *next = i->next;
463 delete i; 600 delete i;
464 601
465 i = next; 602 i = next;
466 } 603 }
467 604
468 op->key_values = 0; 605 op->key_values = 0;
469} 606}
470 607
471/* 608object &
472 * copy_to first frees everything allocated by the dst object, 609object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 610{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 611 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 612 bool is_removed = flag [FLAG_REMOVED];
484 613
485 *(object_copy *)dst = *this; 614 *(object_copy *)this = src;
486 615
487 if (is_freed) 616 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 617 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 618
496 /* Copy over key_values, if any. */ 619 /* Copy over key_values, if any. */
497 if (key_values) 620 if (src.key_values)
498 { 621 {
499 key_value *tail = 0; 622 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 623 key_values = 0;
503 624
504 for (i = key_values; i; i = i->next) 625 for (key_value *i = src.key_values; i; i = i->next)
505 { 626 {
506 key_value *new_link = new key_value; 627 key_value *new_link = new key_value;
507 628
508 new_link->next = 0; 629 new_link->next = 0;
509 new_link->key = i->key; 630 new_link->key = i->key;
510 new_link->value = i->value; 631 new_link->value = i->value;
511 632
512 /* Try and be clever here, too. */ 633 /* Try and be clever here, too. */
513 if (!dst->key_values) 634 if (!key_values)
514 { 635 {
515 dst->key_values = new_link; 636 key_values = new_link;
516 tail = new_link; 637 tail = new_link;
517 } 638 }
518 else 639 else
519 { 640 {
520 tail->next = new_link; 641 tail->next = new_link;
521 tail = new_link; 642 tail = new_link;
522 } 643 }
523 } 644 }
524 } 645 }
646}
647
648/*
649 * copy_to first frees everything allocated by the dst object,
650 * and then copies the contents of itself into the second
651 * object, allocating what needs to be allocated. Basically, any
652 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
653 * if the first object is freed, the pointers in the new object
654 * will point at garbage.
655 */
656void
657object::copy_to (object *dst)
658{
659 *dst = *this;
660
661 if (speed < 0)
662 dst->speed_left -= rndm ();
525 663
526 dst->set_speed (dst->speed); 664 dst->set_speed (dst->speed);
665}
666
667void
668object::instantiate ()
669{
670 if (!uuid.seq) // HACK
671 uuid = UUID::gen ();
672
673 speed_left = -0.1f;
674 /* copy the body_info to the body_used - this is only really
675 * need for monsters, but doesn't hurt to do it for everything.
676 * by doing so, when a monster is created, it has good starting
677 * values for the body_used info, so when items are created
678 * for it, they can be properly equipped.
679 */
680 for (int i = NUM_BODY_LOCATIONS; i--; )
681 slot[i].used = slot[i].info;
682
683 attachable::instantiate ();
527} 684}
528 685
529object * 686object *
530object::clone () 687object::clone ()
531{ 688{
564 } 721 }
565 722
566 this->speed = speed; 723 this->speed = speed;
567 724
568 if (has_active_speed ()) 725 if (has_active_speed ())
569 activate (false); 726 activate ();
570 else 727 else
571 deactivate (false); 728 deactivate ();
572} 729}
573 730
574/* 731/*
575 * update_object() updates the the map. 732 * update_object() updates the the map.
576 * It takes into account invisible objects (and represent squares covered 733 * It takes into account invisible objects (and represent squares covered
589 * UP_OBJ_FACE: only the objects face has changed. 746 * UP_OBJ_FACE: only the objects face has changed.
590 */ 747 */
591void 748void
592update_object (object *op, int action) 749update_object (object *op, int action)
593{ 750{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 751 if (op == NULL)
597 { 752 {
598 /* this should never happen */ 753 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 754 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 755 return;
624 return; 779 return;
625 } 780 }
626 781
627 mapspace &m = op->ms (); 782 mapspace &m = op->ms ();
628 783
629 if (m.flags_ & P_NEED_UPDATE) 784 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 785 /* nop */;
631 else if (action == UP_OBJ_INSERT) 786 else if (action == UP_OBJ_INSERT)
632 { 787 {
633 // this is likely overkill, TODO: revisit (schmorp) 788 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 789 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
643 /* This isn't perfect, but I don't expect a lot of objects to 798 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 799 * to have move_allow right now.
645 */ 800 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 801 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 802 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 m.flags_ = P_NEED_UPDATE; 803 m.flags_ = 0;
649 } 804 }
650 /* if the object is being removed, we can't make intelligent 805 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 806 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 807 * that is being removed.
653 */ 808 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 809 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = P_NEED_UPDATE; 810 m.flags_ = 0;
656 else if (action == UP_OBJ_FACE) 811 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 812 /* Nothing to do for that case */ ;
658 else 813 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 814 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 815
661 if (op->more) 816 if (op->more)
662 update_object (op->more, action); 817 update_object (op->more, action);
663} 818}
664 819
665object::vector object::objects; // not yet used
666object *object::first;
667
668object::object () 820object::object ()
669{ 821{
670 SET_FLAG (this, FLAG_REMOVED); 822 SET_FLAG (this, FLAG_REMOVED);
671 823
672 expmul = 1.0; 824 expmul = 1.0;
673 face = blank_face; 825 face = blank_face;
674} 826}
675 827
676object::~object () 828object::~object ()
677{ 829{
830 unlink ();
831
678 free_key_values (this); 832 free_key_values (this);
679} 833}
680 834
835static int object_count;
836
681void object::link () 837void object::link ()
682{ 838{
839 assert (!index);//D
840 uuid = UUID::gen ();
683 count = ++ob_count; 841 count = ++object_count;
684 uuid = gen_uuid ();
685 842
686 prev = 0; 843 refcnt_inc ();
687 next = object::first; 844 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 845}
694 846
695void object::unlink () 847void object::unlink ()
696{ 848{
697 if (this == object::first) 849 if (!index)
698 object::first = next; 850 return;
699 851
700 /* Remove this object from the list of used objects */ 852 objects.erase (this);
701 if (prev) prev->next = next; 853 refcnt_dec ();
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706} 854}
707 855
708void 856void
709object::activate (bool recursive) 857object::activate ()
710{ 858{
859 /* If already on active list, don't do anything */
860 if (active)
861 return;
862
711 if (has_active_speed ()) 863 if (has_active_speed ())
712 { 864 actives.insert (this);
713 /* If already on active list, don't do anything */ 865}
714 if (active_next || active_prev || this == active_objects)
715 return;
716 866
717 /* process_events() expects us to insert the object at the beginning 867void
718 * of the list. */ 868object::activate_recursive ()
719 active_next = active_objects; 869{
870 activate ();
720 871
721 if (active_next)
722 active_next->active_prev = this;
723
724 active_objects = this;
725 }
726
727 if (recursive)
728 for (object *op = inv; op; op = op->above) 872 for (object *op = inv; op; op = op->below)
729 op->activate (1); 873 op->activate_recursive ();
730} 874}
731 875
732/* This function removes object 'op' from the list of active 876/* This function removes object 'op' from the list of active
733 * objects. 877 * objects.
734 * This should only be used for style maps or other such 878 * This should only be used for style maps or other such
736 * in play chewing up cpu time getting processed. 880 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which 881 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object. 882 * will do the right thing based on the speed of the object.
739 */ 883 */
740void 884void
741object::deactivate (bool recursive) 885object::deactivate ()
742{ 886{
743 /* If not on the active list, nothing needs to be done */ 887 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects) 888 if (!active)
745 return; 889 return;
746 890
747 if (active_prev == 0) 891 actives.erase (this);
748 { 892}
749 active_objects = active_next;
750 if (active_next)
751 active_next->active_prev = 0;
752 }
753 else
754 {
755 active_prev->active_next = active_next;
756 if (active_next)
757 active_next->active_prev = active_prev;
758 }
759 893
760 active_next = 0; 894void
761 active_prev = 0; 895object::deactivate_recursive ()
762 896{
763 if (recursive)
764 for (object *op = inv; op; op = op->above) 897 for (object *op = inv; op; op = op->below)
898 op->deactivate_recursive ();
899
765 op->deactivate (1); 900 deactivate ();
901}
902
903void
904object::set_flag_inv (int flag, int value)
905{
906 for (object *op = inv; op; op = op->below)
907 {
908 op->flag [flag] = value;
909 op->set_flag_inv (flag, value);
910 }
766} 911}
767 912
768/* 913/*
769 * Remove and free all objects in the inventory of the given object. 914 * Remove and free all objects in the inventory of the given object.
770 * object.c ? 915 * object.c ?
773object::destroy_inv (bool drop_to_ground) 918object::destroy_inv (bool drop_to_ground)
774{ 919{
775 // need to check first, because the checks below might segfault 920 // need to check first, because the checks below might segfault
776 // as we might be on an invalid mapspace and crossfire code 921 // as we might be on an invalid mapspace and crossfire code
777 // is too buggy to ensure that the inventory is empty. 922 // is too buggy to ensure that the inventory is empty.
778 // corollary: if you create arrows etc. with stuff in tis inventory, 923 // corollary: if you create arrows etc. with stuff in its inventory,
779 // cf will crash below with off-map x and y 924 // cf will crash below with off-map x and y
780 if (!inv) 925 if (!inv)
781 return; 926 return;
782 927
783 /* Only if the space blocks everything do we not process - 928 /* Only if the space blocks everything do we not process -
784 * if some form of movement is allowed, let objects 929 * if some form of movement is allowed, let objects
785 * drop on that space. 930 * drop on that space.
786 */ 931 */
787 if (!drop_to_ground 932 if (!drop_to_ground
788 || !map 933 || !map
789 || map->in_memory != MAP_IN_MEMORY 934 || map->in_memory != MAP_ACTIVE
935 || map->nodrop
790 || ms ().move_block == MOVE_ALL) 936 || ms ().move_block == MOVE_ALL)
791 { 937 {
792 while (inv) 938 while (inv)
793 { 939 {
794 inv->destroy_inv (drop_to_ground); 940 inv->destroy_inv (false);
795 inv->destroy (); 941 inv->destroy ();
796 } 942 }
797 } 943 }
798 else 944 else
799 { /* Put objects in inventory onto this space */ 945 { /* Put objects in inventory onto this space */
803 949
804 if (op->flag [FLAG_STARTEQUIP] 950 if (op->flag [FLAG_STARTEQUIP]
805 || op->flag [FLAG_NO_DROP] 951 || op->flag [FLAG_NO_DROP]
806 || op->type == RUNE 952 || op->type == RUNE
807 || op->type == TRAP 953 || op->type == TRAP
808 || op->flag [FLAG_IS_A_TEMPLATE]) 954 || op->flag [FLAG_IS_A_TEMPLATE]
955 || op->flag [FLAG_DESTROY_ON_DEATH])
809 op->destroy (); 956 op->destroy (true);
810 else 957 else
811 map->insert (op, x, y); 958 map->insert (op, x, y);
812 } 959 }
813 } 960 }
814} 961}
827 remove_button_link (this); 974 remove_button_link (this);
828 975
829 if (flag [FLAG_FRIENDLY]) 976 if (flag [FLAG_FRIENDLY])
830 remove_friendly_object (this); 977 remove_friendly_object (this);
831 978
832 if (!flag [FLAG_REMOVED])
833 remove (); 979 remove ();
834 980
835 if (flag [FLAG_FREED]) 981 attachable::do_destroy ();
836 return;
837 982
838 set_speed (0); 983 deactivate ();
984 unlink ();
839 985
840 flag [FLAG_FREED] = 1; 986 flag [FLAG_FREED] = 1;
841
842 attachable::do_destroy ();
843
844 destroy_inv (true);
845 unlink ();
846 987
847 // hack to ensure that freed objects still have a valid map 988 // hack to ensure that freed objects still have a valid map
848 { 989 {
849 static maptile *freed_map; // freed objects are moved here to avoid crashes 990 static maptile *freed_map; // freed objects are moved here to avoid crashes
850 991
851 if (!freed_map) 992 if (!freed_map)
852 { 993 {
853 freed_map = new maptile; 994 freed_map = new maptile;
854 995
996 freed_map->path = "<freed objects map>";
855 freed_map->name = "/internal/freed_objects_map"; 997 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3; 998 freed_map->width = 3;
857 freed_map->height = 3; 999 freed_map->height = 3;
1000 freed_map->nodrop = 1;
858 1001
859 freed_map->alloc (); 1002 freed_map->alloc ();
1003 freed_map->in_memory = MAP_ACTIVE;
860 } 1004 }
861 1005
862 map = freed_map; 1006 map = freed_map;
863 x = 1; 1007 x = 1;
864 y = 1; 1008 y = 1;
865 } 1009 }
866 1010
867 head = 0;
868
869 if (more) 1011 if (more)
870 { 1012 {
871 more->destroy (); 1013 more->destroy ();
872 more = 0; 1014 more = 0;
873 } 1015 }
874 1016
1017 head = 0;
1018
875 // clear those pointers that likely might have circular references to us 1019 // clear those pointers that likely might cause circular references
876 owner = 0; 1020 owner = 0;
877 enemy = 0; 1021 enemy = 0;
878 attacked_by = 0; 1022 attacked_by = 0;
879 1023 current_weapon = 0;
880 // only relevant for players(?), but make sure of it anyways
881 contr = 0;
882} 1024}
883 1025
884void 1026void
885object::destroy (bool destroy_inventory) 1027object::destroy (bool destroy_inventory)
886{ 1028{
887 if (destroyed ()) 1029 if (destroyed ())
888 return; 1030 return;
889 1031
1032 if (!is_head () && !head->destroyed ())
1033 {
1034 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1035 head->destroy (destroy_inventory);
1036 }
1037
890 if (destroy_inventory) 1038 destroy_inv (!destroy_inventory);
891 destroy_inv (false); 1039
1040 if (is_head ())
1041 if (sound_destroy)
1042 play_sound (sound_destroy);
1043 else if (flag [FLAG_MONSTER])
1044 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
892 1045
893 attachable::destroy (); 1046 attachable::destroy ();
894}
895
896/*
897 * sub_weight() recursively (outwards) subtracts a number from the
898 * weight of an object (and what is carried by it's environment(s)).
899 */
900void
901sub_weight (object *op, signed long weight)
902{
903 while (op != NULL)
904 {
905 if (op->type == CONTAINER)
906 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
907
908 op->carrying -= weight;
909 op = op->env;
910 }
911} 1047}
912 1048
913/* op->remove (): 1049/* op->remove ():
914 * This function removes the object op from the linked list of objects 1050 * This function removes the object op from the linked list of objects
915 * which it is currently tied to. When this function is done, the 1051 * which it is currently tied to. When this function is done, the
916 * object will have no environment. If the object previously had an 1052 * object will have no environment. If the object previously had an
917 * environment, the x and y coordinates will be updated to 1053 * environment, the x and y coordinates will be updated to
918 * the previous environment. 1054 * the previous environment.
919 * Beware: This function is called from the editor as well!
920 */ 1055 */
921void 1056void
922object::remove () 1057object::do_remove ()
923{ 1058{
924 object *tmp, *last = 0; 1059 object *tmp, *last = 0;
925 object *otmp; 1060 object *otmp;
926 1061
927 if (QUERY_FLAG (this, FLAG_REMOVED)) 1062 if (flag [FLAG_REMOVED])
928 return; 1063 return;
929 1064
930 SET_FLAG (this, FLAG_REMOVED);
931 INVOKE_OBJECT (REMOVE, this); 1065 INVOKE_OBJECT (REMOVE, this);
1066
1067 flag [FLAG_REMOVED] = true;
932 1068
933 if (more) 1069 if (more)
934 more->remove (); 1070 more->remove ();
935 1071
936 /* 1072 /*
937 * In this case, the object to be removed is in someones 1073 * In this case, the object to be removed is in someones
938 * inventory. 1074 * inventory.
939 */ 1075 */
940 if (env) 1076 if (env)
941 { 1077 {
1078 if (object *pl = visible_to ())
1079 esrv_del_item (pl->contr, count);
1080
1081 adjust_weight (env, -total_weight ());
1082
1083 *(above ? &above->below : &env->inv) = below;
1084
942 if (nrof) 1085 if (below)
943 sub_weight (env, weight * nrof); 1086 below->above = above;
944 else 1087
945 sub_weight (env, weight + carrying); 1088 /* we set up values so that it could be inserted into
1089 * the map, but we don't actually do that - it is up
1090 * to the caller to decide what we want to do.
1091 */
1092 map = env->map;
1093 x = env->x;
1094 y = env->y;
1095 above = 0;
1096 below = 0;
1097 env = 0;
946 1098
947 /* NO_FIX_PLAYER is set when a great many changes are being 1099 /* NO_FIX_PLAYER is set when a great many changes are being
948 * made to players inventory. If set, avoiding the call 1100 * made to players inventory. If set, avoiding the call
949 * to save cpu time. 1101 * to save cpu time.
950 */ 1102 */
951 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1103 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
952 otmp->update_stats (); 1104 otmp->update_stats ();
953
954 if (above)
955 above->below = below;
956 else
957 env->inv = below;
958
959 if (below)
960 below->above = above;
961
962 /* we set up values so that it could be inserted into
963 * the map, but we don't actually do that - it is up
964 * to the caller to decide what we want to do.
965 */
966 x = env->x, y = env->y;
967 map = env->map;
968 above = 0, below = 0;
969 env = 0;
970 } 1105 }
971 else if (map) 1106 else if (map)
972 { 1107 {
973 if (type == PLAYER) 1108 map->dirty = true;
1109 mapspace &ms = this->ms ();
1110
1111 if (object *pl = ms.player ())
974 { 1112 {
1113 if (type == PLAYER) // this == pl(!)
1114 {
1115 // leaving a spot always closes any open container on the ground
1116 if (container && !container->env)
1117 // this causes spurious floorbox updates, but it ensures
1118 // that the CLOSE event is being sent.
1119 close_container ();
1120
975 --map->players; 1121 --map->players;
976 map->last_access = runtime; 1122 map->touch ();
1123 }
1124 else if (pl->container == this)
1125 {
1126 // removing a container should close it
1127 close_container ();
1128 }
1129
1130 esrv_del_item (pl->contr, count);
977 } 1131 }
978
979 1132
980 /* link the object above us */ 1133 /* link the object above us */
981 if (above) 1134 if (above)
982 above->below = below; 1135 above->below = below;
983 else 1136 else
984 map->at (x, y).top = below; /* we were top, set new top */ 1137 ms.top = below; /* we were top, set new top */
985 1138
986 /* Relink the object below us, if there is one */ 1139 /* Relink the object below us, if there is one */
987 if (below) 1140 if (below)
988 below->above = above; 1141 below->above = above;
989 else 1142 else
991 /* Nothing below, which means we need to relink map object for this space 1144 /* Nothing below, which means we need to relink map object for this space
992 * use translated coordinates in case some oddness with map tiling is 1145 * use translated coordinates in case some oddness with map tiling is
993 * evident 1146 * evident
994 */ 1147 */
995 if (GET_MAP_OB (map, x, y) != this) 1148 if (GET_MAP_OB (map, x, y) != this)
996 {
997 char *dump = dump_object (this);
998 LOG (llevError,
999 "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); 1149 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 ());
1000 free (dump);
1001 dump = dump_object (GET_MAP_OB (map, x, y));
1002 LOG (llevError, "%s\n", dump);
1003 free (dump);
1004 }
1005 1150
1006 map->at (x, y).bot = above; /* goes on above it. */ 1151 ms.bot = above; /* goes on above it. */
1007 } 1152 }
1008 1153
1009 above = 0; 1154 above = 0;
1010 below = 0; 1155 below = 0;
1011 1156
1012 if (map->in_memory == MAP_SAVING) 1157 if (map->in_memory == MAP_SAVING)
1013 return; 1158 return;
1014 1159
1015 int check_walk_off = !flag [FLAG_NO_APPLY]; 1160 int check_walk_off = !flag [FLAG_NO_APPLY];
1016 1161
1162 if (object *pl = ms.player ())
1163 {
1164 if (pl->container == this)
1165 /* If a container that the player is currently using somehow gets
1166 * removed (most likely destroyed), update the player view
1167 * appropriately.
1168 */
1169 pl->close_container ();
1170
1171 //TODO: the floorbox prev/next might need updating
1172 esrv_del_item (pl->contr, count);
1173 }
1174
1017 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1175 for (tmp = ms.bot; tmp; tmp = tmp->above)
1018 { 1176 {
1019 /* No point updating the players look faces if he is the object 1177 /* No point updating the players look faces if he is the object
1020 * being removed. 1178 * being removed.
1021 */ 1179 */
1022
1023 if (tmp->type == PLAYER && tmp != this)
1024 {
1025 /* If a container that the player is currently using somehow gets
1026 * removed (most likely destroyed), update the player view
1027 * appropriately.
1028 */
1029 if (tmp->container == this)
1030 {
1031 flag [FLAG_APPLIED] = 0;
1032 tmp->container = 0;
1033 }
1034
1035 if (tmp->contr->ns)
1036 tmp->contr->ns->floorbox_update ();
1037 }
1038 1180
1039 /* See if object moving off should effect something */ 1181 /* See if object moving off should effect something */
1040 if (check_walk_off 1182 if (check_walk_off
1041 && ((move_type & tmp->move_off) 1183 && ((move_type & tmp->move_off)
1042 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1184 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1045 1187
1046 if (destroyed ()) 1188 if (destroyed ())
1047 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1189 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1048 } 1190 }
1049 1191
1050 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1051 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1052 if (tmp->above == tmp)
1053 tmp->above = 0;
1054
1055 last = tmp; 1192 last = tmp;
1056 } 1193 }
1057 1194
1058 /* last == NULL if there are no objects on this space */ 1195 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object? 1196 //TODO: this makes little sense, why only update the topmost object?
1060 if (!last) 1197 if (!last)
1061 map->at (x, y).flags_ = P_NEED_UPDATE; 1198 map->at (x, y).flags_ = 0;
1062 else 1199 else
1063 update_object (last, UP_OBJ_REMOVE); 1200 update_object (last, UP_OBJ_REMOVE);
1064 1201
1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1202 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1066 update_all_los (map, x, y); 1203 update_all_los (map, x, y);
1079merge_ob (object *op, object *top) 1216merge_ob (object *op, object *top)
1080{ 1217{
1081 if (!op->nrof) 1218 if (!op->nrof)
1082 return 0; 1219 return 0;
1083 1220
1084 if (top) 1221 if (!top)
1085 for (top = op; top && top->above; top = top->above) 1222 for (top = op; top && top->above; top = top->above)
1086 ; 1223 ;
1087 1224
1088 for (; top; top = top->below) 1225 for (; top; top = top->below)
1089 {
1090 if (top == op)
1091 continue;
1092
1093 if (object::can_merge (op, top)) 1226 if (object::can_merge (op, top))
1094 { 1227 {
1095 top->nrof += op->nrof; 1228 top->nrof += op->nrof;
1096 1229
1097/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1230 if (object *pl = top->visible_to ())
1098 op->weight = 0; /* Don't want any adjustements now */ 1231 esrv_update_item (UPD_NROF, pl, top);
1232
1233 op->weight = 0; // cancel the addition above
1234 op->carrying = 0; // must be 0 already
1235
1099 op->destroy (); 1236 op->destroy (1);
1237
1100 return top; 1238 return top;
1101 } 1239 }
1102 }
1103 1240
1104 return 0; 1241 return 0;
1105} 1242}
1106 1243
1244void
1245object::expand_tail ()
1246{
1247 if (more)
1248 return;
1249
1250 object *prev = this;
1251
1252 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1253 {
1254 object *op = arch_to_object (at);
1255
1256 op->name = name;
1257 op->name_pl = name_pl;
1258 op->title = title;
1259
1260 op->head = this;
1261 prev->more = op;
1262
1263 prev = op;
1264 }
1265}
1266
1107/* 1267/*
1108 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1268 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1109 * job preparing multi-part monsters 1269 * job preparing multi-part monsters.
1110 */ 1270 */
1111object * 1271object *
1112insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1272insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1113{ 1273{
1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1274 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1115 { 1275 {
1116 tmp->x = x + tmp->arch->clone.x; 1276 tmp->x = x + tmp->arch->x;
1117 tmp->y = y + tmp->arch->clone.y; 1277 tmp->y = y + tmp->arch->y;
1118 } 1278 }
1119 1279
1120 return insert_ob_in_map (op, m, originator, flag); 1280 return insert_ob_in_map (op, m, originator, flag);
1121} 1281}
1122 1282
1141 * just 'op' otherwise 1301 * just 'op' otherwise
1142 */ 1302 */
1143object * 1303object *
1144insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1304insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1145{ 1305{
1146 object *tmp, *top, *floor = NULL; 1306 assert (!op->flag [FLAG_FREED]);
1147 sint16 x, y;
1148 1307
1149 if (QUERY_FLAG (op, FLAG_FREED)) 1308 op->remove ();
1150 {
1151 LOG (llevError, "Trying to insert freed object!\n");
1152 return NULL;
1153 }
1154
1155 if (!m)
1156 {
1157 char *dump = dump_object (op);
1158 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1159 free (dump);
1160 return op;
1161 }
1162
1163 if (out_of_map (m, op->x, op->y))
1164 {
1165 char *dump = dump_object (op);
1166 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1167#ifdef MANY_CORES
1168 /* Better to catch this here, as otherwise the next use of this object
1169 * is likely to cause a crash. Better to find out where it is getting
1170 * improperly inserted.
1171 */
1172 abort ();
1173#endif
1174 free (dump);
1175 return op;
1176 }
1177
1178 if (!QUERY_FLAG (op, FLAG_REMOVED))
1179 {
1180 char *dump = dump_object (op);
1181 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1182 free (dump);
1183 return op;
1184 }
1185
1186 if (op->more)
1187 {
1188 /* The part may be on a different map. */
1189
1190 object *more = op->more;
1191
1192 /* We really need the caller to normalize coordinates - if
1193 * we set the map, that doesn't work if the location is within
1194 * a map and this is straddling an edge. So only if coordinate
1195 * is clear wrong do we normalize it.
1196 */
1197 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1198 more->map = get_map_from_coord (m, &more->x, &more->y);
1199 else if (!more->map)
1200 {
1201 /* For backwards compatibility - when not dealing with tiled maps,
1202 * more->map should always point to the parent.
1203 */
1204 more->map = m;
1205 }
1206
1207 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1208 {
1209 if (!op->head)
1210 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1211
1212 return 0;
1213 }
1214 }
1215
1216 CLEAR_FLAG (op, FLAG_REMOVED);
1217 1309
1218 /* Ideally, the caller figures this out. However, it complicates a lot 1310 /* Ideally, the caller figures this out. However, it complicates a lot
1219 * of areas of callers (eg, anything that uses find_free_spot would now 1311 * of areas of callers (eg, anything that uses find_free_spot would now
1220 * need extra work 1312 * need extra work
1221 */ 1313 */
1222 op->map = get_map_from_coord (m, &op->x, &op->y); 1314 if (!xy_normalise (m, op->x, op->y))
1223 x = op->x; 1315 {
1224 y = op->y; 1316 op->destroy (1);
1317 return 0;
1318 }
1319
1320 if (object *more = op->more)
1321 if (!insert_ob_in_map (more, m, originator, flag))
1322 return 0;
1323
1324 CLEAR_FLAG (op, FLAG_REMOVED);
1325
1326 op->map = m;
1327 mapspace &ms = op->ms ();
1225 1328
1226 /* this has to be done after we translate the coordinates. 1329 /* this has to be done after we translate the coordinates.
1227 */ 1330 */
1228 if (op->nrof && !(flag & INS_NO_MERGE)) 1331 if (op->nrof && !(flag & INS_NO_MERGE))
1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1332 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1230 if (object::can_merge (op, tmp)) 1333 if (object::can_merge (op, tmp))
1231 { 1334 {
1335 // TODO: we atcually want to update tmp, not op,
1336 // but some caller surely breaks when we return tmp
1337 // from here :/
1232 op->nrof += tmp->nrof; 1338 op->nrof += tmp->nrof;
1233 tmp->destroy (); 1339 tmp->destroy (1);
1234 } 1340 }
1235 1341
1236 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1342 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1237 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1343 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1238 1344
1251 op->below = originator->below; 1357 op->below = originator->below;
1252 1358
1253 if (op->below) 1359 if (op->below)
1254 op->below->above = op; 1360 op->below->above = op;
1255 else 1361 else
1256 op->ms ().bot = op; 1362 ms.bot = op;
1257 1363
1258 /* since *below* originator, no need to update top */ 1364 /* since *below* originator, no need to update top */
1259 originator->below = op; 1365 originator->below = op;
1260 } 1366 }
1261 else 1367 else
1262 { 1368 {
1369 object *top, *floor = NULL;
1370
1371 top = ms.bot;
1372
1263 /* If there are other objects, then */ 1373 /* If there are other objects, then */
1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1374 if (top)
1265 { 1375 {
1266 object *last = 0; 1376 object *last = 0;
1267 1377
1268 /* 1378 /*
1269 * If there are multiple objects on this space, we do some trickier handling. 1379 * If there are multiple objects on this space, we do some trickier handling.
1275 * once we get to them. This reduces the need to traverse over all of 1385 * once we get to them. This reduces the need to traverse over all of
1276 * them when adding another one - this saves quite a bit of cpu time 1386 * them when adding another one - this saves quite a bit of cpu time
1277 * when lots of spells are cast in one area. Currently, it is presumed 1387 * when lots of spells are cast in one area. Currently, it is presumed
1278 * that flying non pickable objects are spell objects. 1388 * that flying non pickable objects are spell objects.
1279 */ 1389 */
1280 while (top) 1390 for (top = ms.bot; top; top = top->above)
1281 { 1391 {
1282 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1392 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1283 floor = top; 1393 floor = top;
1284 1394
1285 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1395 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1288 top = top->below; 1398 top = top->below;
1289 break; 1399 break;
1290 } 1400 }
1291 1401
1292 last = top; 1402 last = top;
1293 top = top->above;
1294 } 1403 }
1295 1404
1296 /* Don't want top to be NULL, so set it to the last valid object */ 1405 /* Don't want top to be NULL, so set it to the last valid object */
1297 top = last; 1406 top = last;
1298 1407
1300 * looks like instead of lots of conditions here. 1409 * looks like instead of lots of conditions here.
1301 * makes things faster, and effectively the same result. 1410 * makes things faster, and effectively the same result.
1302 */ 1411 */
1303 1412
1304 /* Have object 'fall below' other objects that block view. 1413 /* Have object 'fall below' other objects that block view.
1305 * Unless those objects are exits, type 66 1414 * Unless those objects are exits.
1306 * If INS_ON_TOP is used, don't do this processing 1415 * If INS_ON_TOP is used, don't do this processing
1307 * Need to find the object that in fact blocks view, otherwise 1416 * Need to find the object that in fact blocks view, otherwise
1308 * stacking is a bit odd. 1417 * stacking is a bit odd.
1309 */ 1418 */
1310 if (!(flag & INS_ON_TOP) && 1419 if (!(flag & INS_ON_TOP)
1311 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1420 && ms.flags () & P_BLOCKSVIEW
1421 && (op->face && !faces [op->face].visibility))
1312 { 1422 {
1313 for (last = top; last != floor; last = last->below) 1423 for (last = top; last != floor; last = last->below)
1314 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1424 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1315 break; 1425 break;
1426
1316 /* Check to see if we found the object that blocks view, 1427 /* Check to see if we found the object that blocks view,
1317 * and make sure we have a below pointer for it so that 1428 * and make sure we have a below pointer for it so that
1318 * we can get inserted below this one, which requires we 1429 * we can get inserted below this one, which requires we
1319 * set top to the object below us. 1430 * set top to the object below us.
1320 */ 1431 */
1321 if (last && last->below && last != floor) 1432 if (last && last->below && last != floor)
1322 top = last->below; 1433 top = last->below;
1323 } 1434 }
1324 } /* If objects on this space */ 1435 } /* If objects on this space */
1325 1436
1326 if (flag & INS_MAP_LOAD)
1327 top = GET_MAP_TOP (op->map, op->x, op->y);
1328
1329 if (flag & INS_ABOVE_FLOOR_ONLY) 1437 if (flag & INS_ABOVE_FLOOR_ONLY)
1330 top = floor; 1438 top = floor;
1331 1439
1332 /* Top is the object that our object (op) is going to get inserted above. 1440 /* Top is the object that our object (op) is going to get inserted above.
1333 */ 1441 */
1334 1442
1335 /* First object on this space */ 1443 /* First object on this space */
1336 if (!top) 1444 if (!top)
1337 { 1445 {
1338 op->above = GET_MAP_OB (op->map, op->x, op->y); 1446 op->above = ms.bot;
1339 1447
1340 if (op->above) 1448 if (op->above)
1341 op->above->below = op; 1449 op->above->below = op;
1342 1450
1343 op->below = 0; 1451 op->below = 0;
1344 op->ms ().bot = op; 1452 ms.bot = op;
1345 } 1453 }
1346 else 1454 else
1347 { /* get inserted into the stack above top */ 1455 { /* get inserted into the stack above top */
1348 op->above = top->above; 1456 op->above = top->above;
1349 1457
1353 op->below = top; 1461 op->below = top;
1354 top->above = op; 1462 top->above = op;
1355 } 1463 }
1356 1464
1357 if (!op->above) 1465 if (!op->above)
1358 op->ms ().top = op; 1466 ms.top = op;
1359 } /* else not INS_BELOW_ORIGINATOR */ 1467 } /* else not INS_BELOW_ORIGINATOR */
1360 1468
1361 if (op->type == PLAYER) 1469 if (op->type == PLAYER)
1362 { 1470 {
1363 op->contr->do_los = 1; 1471 op->contr->do_los = 1;
1364 ++op->map->players; 1472 ++op->map->players;
1365 op->map->last_access = runtime; 1473 op->map->touch ();
1366 } 1474 }
1367 1475
1368 /* If we have a floor, we know the player, if any, will be above 1476 op->map->dirty = true;
1369 * it, so save a few ticks and start from there. 1477
1370 */
1371 if (!(flag & INS_MAP_LOAD))
1372 if (object *pl = op->ms ().player ()) 1478 if (object *pl = ms.player ())
1373 if (pl->contr->ns) 1479 //TODO: the floorbox prev/next might need updating
1374 pl->contr->ns->floorbox_update (); 1480 esrv_send_item (pl, op);
1375 1481
1376 /* If this object glows, it may affect lighting conditions that are 1482 /* If this object glows, it may affect lighting conditions that are
1377 * visible to others on this map. But update_all_los is really 1483 * visible to others on this map. But update_all_los is really
1378 * an inefficient way to do this, as it means los for all players 1484 * an inefficient way to do this, as it means los for all players
1379 * on the map will get recalculated. The players could very well 1485 * on the map will get recalculated. The players could very well
1380 * be far away from this change and not affected in any way - 1486 * be far away from this change and not affected in any way -
1381 * this should get redone to only look for players within range, 1487 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area 1488 * or just updating the P_UPTODATE for spaces within this area
1383 * of effect may be sufficient. 1489 * of effect may be sufficient.
1384 */ 1490 */
1385 if (op->map->darkness && (op->glow_radius != 0)) 1491 if (op->map->darkness && (op->glow_radius != 0))
1386 update_all_los (op->map, op->x, op->y); 1492 update_all_los (op->map, op->x, op->y);
1387 1493
1398 * blocked() and wall() work properly), and these flags are updated by 1504 * blocked() and wall() work properly), and these flags are updated by
1399 * update_object(). 1505 * update_object().
1400 */ 1506 */
1401 1507
1402 /* if this is not the head or flag has been passed, don't check walk on status */ 1508 /* if this is not the head or flag has been passed, don't check walk on status */
1403 if (!(flag & INS_NO_WALK_ON) && !op->head) 1509 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1404 { 1510 {
1405 if (check_move_on (op, originator)) 1511 if (check_move_on (op, originator))
1406 return 0; 1512 return 0;
1407 1513
1408 /* If we are a multi part object, lets work our way through the check 1514 /* If we are a multi part object, lets work our way through the check
1409 * walk on's. 1515 * walk on's.
1410 */ 1516 */
1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1517 for (object *tmp = op->more; tmp; tmp = tmp->more)
1412 if (check_move_on (tmp, originator)) 1518 if (check_move_on (tmp, originator))
1413 return 0; 1519 return 0;
1414 } 1520 }
1415 1521
1416 return op; 1522 return op;
1421 * op is the object to insert it under: supplies x and the map. 1527 * op is the object to insert it under: supplies x and the map.
1422 */ 1528 */
1423void 1529void
1424replace_insert_ob_in_map (const char *arch_string, object *op) 1530replace_insert_ob_in_map (const char *arch_string, object *op)
1425{ 1531{
1426 object *tmp, *tmp1;
1427
1428 /* first search for itself and remove any old instances */ 1532 /* first search for itself and remove any old instances */
1429 1533
1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1534 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1535 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1432 tmp->destroy (); 1536 tmp->destroy (1);
1433 1537
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1538 object *tmp = arch_to_object (archetype::find (arch_string));
1435 1539
1436 tmp1->x = op->x; 1540 tmp->x = op->x;
1437 tmp1->y = op->y; 1541 tmp->y = op->y;
1542
1438 insert_ob_in_map (tmp1, op->map, op, 0); 1543 insert_ob_in_map (tmp, op->map, op, 0);
1439} 1544}
1440 1545
1441object * 1546object *
1442object::insert_at (object *where, object *originator, int flags) 1547object::insert_at (object *where, object *originator, int flags)
1443{ 1548{
1549 if (where->env)
1550 return where->env->insert (this);
1551 else
1444 where->map->insert (this, where->x, where->y, originator, flags); 1552 return where->map->insert (this, where->x, where->y, originator, flags);
1445} 1553}
1446 1554
1447/* 1555/*
1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1449 * is returned contains nr objects, and the remaining parts contains
1450 * the rest (or is removed and freed if that number is 0).
1451 * On failure, NULL is returned, and the reason put into the
1452 * global static errmsg array.
1453 */
1454object *
1455get_split_ob (object *orig_ob, uint32 nr)
1456{
1457 object *newob;
1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1459
1460 if (orig_ob->nrof < nr)
1461 {
1462 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1463 return NULL;
1464 }
1465
1466 newob = object_create_clone (orig_ob);
1467
1468 if ((orig_ob->nrof -= nr) < 1)
1469 orig_ob->destroy (1);
1470 else if (!is_removed)
1471 {
1472 if (orig_ob->env != NULL)
1473 sub_weight (orig_ob->env, orig_ob->weight * nr);
1474 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1475 {
1476 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1477 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1478 return NULL;
1479 }
1480 }
1481
1482 newob->nrof = nr;
1483
1484 return newob;
1485}
1486
1487/*
1488 * decrease_ob_nr(object, number) decreases a specified number from 1556 * decrease(object, number) decreases a specified number from
1489 * the amount of an object. If the amount reaches 0, the object 1557 * the amount of an object. If the amount reaches 0, the object
1490 * is subsequently removed and freed. 1558 * is subsequently removed and freed.
1491 * 1559 *
1492 * Return value: 'op' if something is left, NULL if the amount reached 0 1560 * Return value: 'op' if something is left, NULL if the amount reached 0
1493 */ 1561 */
1562bool
1563object::decrease (sint32 nr)
1564{
1565 if (!nr)
1566 return true;
1494 1567
1568 nr = min (nr, nrof);
1569
1570 nrof -= nr;
1571
1572 if (nrof)
1573 {
1574 adjust_weight (env, -weight * nr); // carrying == 0
1575
1576 if (object *pl = visible_to ())
1577 esrv_update_item (UPD_NROF, pl, this);
1578
1579 return true;
1580 }
1581 else
1582 {
1583 destroy (1);
1584 return false;
1585 }
1586}
1587
1588/*
1589 * split(ob,nr) splits up ob into two parts. The part which
1590 * is returned contains nr objects, and the remaining parts contains
1591 * the rest (or is removed and returned if that number is 0).
1592 * On failure, NULL is returned.
1593 */
1495object * 1594object *
1496decrease_ob_nr (object *op, uint32 i) 1595object::split (sint32 nr)
1497{ 1596{
1498 object *tmp; 1597 int have = number_of ();
1499 1598
1500 if (i == 0) /* objects with op->nrof require this check */ 1599 if (have < nr)
1501 return op; 1600 return 0;
1502 1601 else if (have == nr)
1503 if (i > op->nrof)
1504 i = op->nrof;
1505
1506 if (QUERY_FLAG (op, FLAG_REMOVED))
1507 op->nrof -= i;
1508 else if (op->env)
1509 { 1602 {
1510 /* is this object in the players inventory, or sub container
1511 * therein?
1512 */
1513 tmp = op->in_player ();
1514 /* nope. Is this a container the player has opened?
1515 * If so, set tmp to that player.
1516 * IMO, searching through all the players will mostly
1517 * likely be quicker than following op->env to the map,
1518 * and then searching the map for a player.
1519 */
1520 if (!tmp)
1521 for_all_players (pl)
1522 if (pl->ob->container == op->env)
1523 {
1524 tmp = pl->ob;
1525 break;
1526 }
1527
1528 if (i < op->nrof)
1529 {
1530 sub_weight (op->env, op->weight * i);
1531 op->nrof -= i;
1532 if (tmp)
1533 esrv_send_item (tmp, op);
1534 }
1535 else
1536 {
1537 op->remove (); 1603 remove ();
1538 op->nrof = 0; 1604 return this;
1539 if (tmp)
1540 esrv_del_item (tmp->contr, op->count);
1541 }
1542 } 1605 }
1543 else 1606 else
1544 { 1607 {
1545 object *above = op->above; 1608 decrease (nr);
1546 1609
1547 if (i < op->nrof) 1610 object *op = object_create_clone (this);
1548 op->nrof -= i; 1611 op->nrof = nr;
1549 else
1550 {
1551 op->remove ();
1552 op->nrof = 0;
1553 }
1554
1555 /* Since we just removed op, op->above is null */
1556 for (tmp = above; tmp; tmp = tmp->above)
1557 if (tmp->type == PLAYER)
1558 {
1559 if (op->nrof)
1560 esrv_send_item (tmp, op);
1561 else
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 }
1565
1566 if (op->nrof)
1567 return op; 1612 return op;
1568 else
1569 {
1570 op->destroy ();
1571 return 0;
1572 }
1573}
1574
1575/*
1576 * add_weight(object, weight) adds the specified weight to an object,
1577 * and also updates how much the environment(s) is/are carrying.
1578 */
1579
1580void
1581add_weight (object *op, signed long weight)
1582{
1583 while (op != NULL)
1584 {
1585 if (op->type == CONTAINER)
1586 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1587
1588 op->carrying += weight;
1589 op = op->env;
1590 } 1613 }
1591} 1614}
1592 1615
1593object * 1616object *
1594insert_ob_in_ob (object *op, object *where) 1617insert_ob_in_ob (object *op, object *where)
1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1622 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600 free (dump); 1623 free (dump);
1601 return op; 1624 return op;
1602 } 1625 }
1603 1626
1604 if (where->head) 1627 if (where->head_ () != where)
1605 { 1628 {
1606 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1629 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 where = where->head; 1630 where = where->head;
1608 } 1631 }
1609 1632
1610 return where->insert (op); 1633 return where->insert (op);
1611} 1634}
1616 * inside the object environment. 1639 * inside the object environment.
1617 * 1640 *
1618 * The function returns now pointer to inserted item, and return value can 1641 * The function returns now pointer to inserted item, and return value can
1619 * be != op, if items are merged. -Tero 1642 * be != op, if items are merged. -Tero
1620 */ 1643 */
1621
1622object * 1644object *
1623object::insert (object *op) 1645object::insert (object *op)
1624{ 1646{
1625 object *tmp, *otmp;
1626
1627 if (!QUERY_FLAG (op, FLAG_REMOVED))
1628 op->remove ();
1629
1630 if (op->more) 1647 if (op->more)
1631 { 1648 {
1632 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1649 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1633 return op; 1650 return op;
1634 } 1651 }
1635 1652
1636 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1653 op->remove ();
1637 CLEAR_FLAG (op, FLAG_REMOVED); 1654
1655 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1656
1638 if (op->nrof) 1657 if (op->nrof)
1639 {
1640 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1658 for (object *tmp = inv; tmp; tmp = tmp->below)
1641 if (object::can_merge (tmp, op)) 1659 if (object::can_merge (tmp, op))
1642 { 1660 {
1643 /* return the original object and remove inserted object 1661 /* return the original object and remove inserted object
1644 (client needs the original object) */ 1662 (client needs the original object) */
1645 tmp->nrof += op->nrof; 1663 tmp->nrof += op->nrof;
1646 /* Weight handling gets pretty funky. Since we are adding to 1664
1647 * tmp->nrof, we need to increase the weight. 1665 if (object *pl = tmp->visible_to ())
1648 */ 1666 esrv_update_item (UPD_NROF, pl, tmp);
1667
1649 add_weight (this, op->weight * op->nrof); 1668 adjust_weight (this, op->total_weight ());
1650 SET_FLAG (op, FLAG_REMOVED); 1669
1651 op->destroy (); /* free the inserted object */ 1670 op->destroy (1);
1652 op = tmp; 1671 op = tmp;
1653 op->remove (); /* and fix old object's links */ 1672 goto inserted;
1654 CLEAR_FLAG (op, FLAG_REMOVED);
1655 break;
1656 } 1673 }
1657 1674
1658 /* I assume combined objects have no inventory 1675 op->owner = 0; // it's his/hers now. period.
1659 * We add the weight - this object could have just been removed
1660 * (if it was possible to merge). calling remove_ob will subtract
1661 * the weight, so we need to add it in again, since we actually do
1662 * the linking below
1663 */
1664 add_weight (this, op->weight * op->nrof);
1665 }
1666 else
1667 add_weight (this, (op->weight + op->carrying));
1668
1669 otmp = this->in_player ();
1670 if (otmp && otmp->contr)
1671 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1672 otmp->update_stats ();
1673
1674 op->map = 0; 1676 op->map = 0;
1675 op->env = this; 1677 op->x = 0;
1678 op->y = 0;
1679
1676 op->above = 0; 1680 op->above = 0;
1677 op->below = 0; 1681 op->below = inv;
1678 op->x = 0, op->y = 0; 1682 op->env = this;
1679 1683
1684 if (inv)
1685 inv->above = op;
1686
1687 inv = op;
1688
1689 op->flag [FLAG_REMOVED] = 0;
1690
1691 if (object *pl = op->visible_to ())
1692 esrv_send_item (pl, op);
1693
1694 adjust_weight (this, op->total_weight ());
1695
1696inserted:
1680 /* reset the light list and los of the players on the map */ 1697 /* reset the light list and los of the players on the map */
1681 if ((op->glow_radius != 0) && map) 1698 if (op->glow_radius && map && map->darkness)
1682 {
1683#ifdef DEBUG_LIGHTS
1684 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1685#endif /* DEBUG_LIGHTS */
1686 if (map->darkness)
1687 update_all_los (map, x, y); 1699 update_all_los (map, x, y);
1688 }
1689 1700
1690 /* Client has no idea of ordering so lets not bother ordering it here. 1701 // if this is a player's inventory, update stats
1691 * It sure simplifies this function... 1702 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1692 */ 1703 update_stats ();
1693 if (!inv)
1694 inv = op;
1695 else
1696 {
1697 op->below = inv;
1698 op->below->above = op;
1699 inv = op;
1700 }
1701 1704
1702 INVOKE_OBJECT (INSERT, this); 1705 INVOKE_OBJECT (INSERT, this);
1703 1706
1704 return op; 1707 return op;
1705} 1708}
1758 1761
1759 /* The objects have to be checked from top to bottom. 1762 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1763 * Hence, we first go to the top:
1761 */ 1764 */
1762 1765
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1766 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1764 { 1767 {
1765 /* Trim the search when we find the first other spell effect 1768 /* Trim the search when we find the first other spell effect
1766 * this helps performance so that if a space has 50 spell objects, 1769 * this helps performance so that if a space has 50 spell objects,
1767 * we don't need to check all of them. 1770 * we don't need to check all of them.
1768 */ 1771 */
1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1789 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1787 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1790 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788 { 1791 {
1789 1792
1790 float 1793 float
1791 diff = tmp->move_slow_penalty * FABS (op->speed); 1794 diff = tmp->move_slow_penalty * fabs (op->speed);
1792 1795
1793 if (op->type == PLAYER) 1796 if (op->type == PLAYER)
1794 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1797 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1795 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1798 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1796 diff /= 4.0; 1799 diff /= 4.0;
1826 * The first matching object is returned, or NULL if none. 1829 * The first matching object is returned, or NULL if none.
1827 */ 1830 */
1828object * 1831object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1832present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1833{
1831 if (m == NULL || out_of_map (m, x, y)) 1834 if (!m || out_of_map (m, x, y))
1832 { 1835 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1836 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1837 return NULL;
1835 } 1838 }
1836 1839
1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 if (tmp->arch == at) 1841 if (tmp->arch == at)
1839 return tmp; 1842 return tmp;
1840 1843
1841 return NULL; 1844 return NULL;
1842} 1845}
1853 { 1856 {
1854 LOG (llevError, "Present called outside map.\n"); 1857 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1858 return NULL;
1856 } 1859 }
1857 1860
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1861 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->type == type) 1862 if (tmp->type == type)
1860 return tmp; 1863 return tmp;
1861 1864
1862 return NULL; 1865 return NULL;
1863} 1866}
1920 * activate recursively a flag on an object inventory 1923 * activate recursively a flag on an object inventory
1921 */ 1924 */
1922void 1925void
1923flag_inv (object *op, int flag) 1926flag_inv (object *op, int flag)
1924{ 1927{
1925 if (op->inv)
1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1928 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1927 { 1929 {
1928 SET_FLAG (tmp, flag); 1930 SET_FLAG (tmp, flag);
1929 flag_inv (tmp, flag); 1931 flag_inv (tmp, flag);
1930 } 1932 }
1931} 1933}
1932 1934
1933/* 1935/*
1934 * deactivate recursively a flag on an object inventory 1936 * deactivate recursively a flag on an object inventory
1935 */ 1937 */
1936void 1938void
1937unflag_inv (object *op, int flag) 1939unflag_inv (object *op, int flag)
1938{ 1940{
1939 if (op->inv)
1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1941 { 1942 {
1942 CLEAR_FLAG (tmp, flag); 1943 CLEAR_FLAG (tmp, flag);
1943 unflag_inv (tmp, flag); 1944 unflag_inv (tmp, flag);
1944 } 1945 }
1945}
1946
1947/*
1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1949 * all it's inventory (recursively).
1950 * If checksums are used, a player will get set_cheat called for
1951 * him/her-self and all object carried by a call to this function.
1952 */
1953void
1954set_cheat (object *op)
1955{
1956 SET_FLAG (op, FLAG_WAS_WIZ);
1957 flag_inv (op, FLAG_WAS_WIZ);
1958} 1946}
1959 1947
1960/* 1948/*
1961 * find_free_spot(object, map, x, y, start, stop) will search for 1949 * find_free_spot(object, map, x, y, start, stop) will search for
1962 * a spot at the given map and coordinates which will be able to contain 1950 * a spot at the given map and coordinates which will be able to contain
1964 * to search (see the freearr_x/y[] definition). 1952 * to search (see the freearr_x/y[] definition).
1965 * It returns a random choice among the alternatives found. 1953 * It returns a random choice among the alternatives found.
1966 * start and stop are where to start relative to the free_arr array (1,9 1954 * start and stop are where to start relative to the free_arr array (1,9
1967 * does all 4 immediate directions). This returns the index into the 1955 * does all 4 immediate directions). This returns the index into the
1968 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1956 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1969 * Note - this only checks to see if there is space for the head of the
1970 * object - if it is a multispace object, this should be called for all
1971 * pieces.
1972 * Note2: This function does correctly handle tiled maps, but does not 1957 * Note: This function does correctly handle tiled maps, but does not
1973 * inform the caller. However, insert_ob_in_map will update as 1958 * inform the caller. However, insert_ob_in_map will update as
1974 * necessary, so the caller shouldn't need to do any special work. 1959 * necessary, so the caller shouldn't need to do any special work.
1975 * Note - updated to take an object instead of archetype - this is necessary 1960 * Note - updated to take an object instead of archetype - this is necessary
1976 * because arch_blocked (now ob_blocked) needs to know the movement type 1961 * because arch_blocked (now ob_blocked) needs to know the movement type
1977 * to know if the space in question will block the object. We can't use 1962 * to know if the space in question will block the object. We can't use
1979 * customized, changed states, etc. 1964 * customized, changed states, etc.
1980 */ 1965 */
1981int 1966int
1982find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1967find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1983{ 1968{
1969 int altern[SIZEOFFREE];
1984 int index = 0, flag; 1970 int index = 0, flag;
1985 int altern[SIZEOFFREE];
1986 1971
1987 for (int i = start; i < stop; i++) 1972 for (int i = start; i < stop; i++)
1988 { 1973 {
1989 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1974 mapxy pos (m, x, y); pos.move (i);
1990 if (!flag) 1975
1976 if (!pos.normalise ())
1977 continue;
1978
1979 mapspace &ms = *pos;
1980
1981 if (ms.flags () & P_IS_ALIVE)
1982 continue;
1983
1984 /* However, often
1985 * ob doesn't have any move type (when used to place exits)
1986 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1987 */
1988 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1989 {
1991 altern [index++] = i; 1990 altern [index++] = i;
1991 continue;
1992 }
1992 1993
1993 /* Basically, if we find a wall on a space, we cut down the search size. 1994 /* Basically, if we find a wall on a space, we cut down the search size.
1994 * In this way, we won't return spaces that are on another side of a wall. 1995 * In this way, we won't return spaces that are on another side of a wall.
1995 * This mostly work, but it cuts down the search size in all directions - 1996 * This mostly work, but it cuts down the search size in all directions -
1996 * if the space being examined only has a wall to the north and empty 1997 * if the space being examined only has a wall to the north and empty
1997 * spaces in all the other directions, this will reduce the search space 1998 * spaces in all the other directions, this will reduce the search space
1998 * to only the spaces immediately surrounding the target area, and 1999 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 2000 * won't look 2 spaces south of the target space.
2000 */ 2001 */
2001 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2002 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2003 {
2002 stop = maxfree[i]; 2004 stop = maxfree[i];
2005 continue;
2006 }
2007
2008 /* Note it is intentional that we check ob - the movement type of the
2009 * head of the object should correspond for the entire object.
2010 */
2011 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2012 continue;
2013
2014 if (ob->blocked (m, pos.x, pos.y))
2015 continue;
2016
2017 altern [index++] = i;
2003 } 2018 }
2004 2019
2005 if (!index) 2020 if (!index)
2006 return -1; 2021 return -1;
2007 2022
2008 return altern[RANDOM () % index]; 2023 return altern [rndm (index)];
2009} 2024}
2010 2025
2011/* 2026/*
2012 * find_first_free_spot(archetype, maptile, x, y) works like 2027 * find_first_free_spot(archetype, maptile, x, y) works like
2013 * find_free_spot(), but it will search max number of squares. 2028 * find_free_spot(), but it will search max number of squares.
2016 */ 2031 */
2017int 2032int
2018find_first_free_spot (const object *ob, maptile *m, int x, int y) 2033find_first_free_spot (const object *ob, maptile *m, int x, int y)
2019{ 2034{
2020 for (int i = 0; i < SIZEOFFREE; i++) 2035 for (int i = 0; i < SIZEOFFREE; i++)
2021 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2036 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2022 return i; 2037 return i;
2023 2038
2024 return -1; 2039 return -1;
2025} 2040}
2026 2041
2034{ 2049{
2035 arr += begin; 2050 arr += begin;
2036 end -= begin; 2051 end -= begin;
2037 2052
2038 while (--end) 2053 while (--end)
2039 swap (arr [end], arr [RANDOM () % (end + 1)]); 2054 swap (arr [end], arr [rndm (end + 1)]);
2040} 2055}
2041 2056
2042/* new function to make monster searching more efficient, and effective! 2057/* new function to make monster searching more efficient, and effective!
2043 * This basically returns a randomized array (in the passed pointer) of 2058 * This basically returns a randomized array (in the passed pointer) of
2044 * the spaces to find monsters. In this way, it won't always look for 2059 * the spaces to find monsters. In this way, it won't always look for
2080 object *tmp; 2095 object *tmp;
2081 maptile *mp; 2096 maptile *mp;
2082 2097
2083 MoveType blocked, move_type; 2098 MoveType blocked, move_type;
2084 2099
2085 if (exclude && exclude->head) 2100 if (exclude && exclude->head_ () != exclude)
2086 { 2101 {
2087 exclude = exclude->head; 2102 exclude = exclude->head;
2088 move_type = exclude->move_type; 2103 move_type = exclude->move_type;
2089 } 2104 }
2090 else 2105 else
2113 max = maxfree[i]; 2128 max = maxfree[i];
2114 else if (mflags & P_IS_ALIVE) 2129 else if (mflags & P_IS_ALIVE)
2115 { 2130 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above) 2131 for (tmp = ms.bot; tmp; tmp = tmp->above)
2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2132 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2118 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2133 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2119 break; 2134 break;
2120 2135
2121 if (tmp) 2136 if (tmp)
2122 return freedir[i]; 2137 return freedir[i];
2123 } 2138 }
2178 2193
2179 return 3; 2194 return 3;
2180} 2195}
2181 2196
2182/* 2197/*
2183 * absdir(int): Returns a number between 1 and 8, which represent
2184 * the "absolute" direction of a number (it actually takes care of
2185 * "overflow" in previous calculations of a direction).
2186 */
2187
2188int
2189absdir (int d)
2190{
2191 while (d < 1)
2192 d += 8;
2193
2194 while (d > 8)
2195 d -= 8;
2196
2197 return d;
2198}
2199
2200/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2198 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2199 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2200 */
2204
2205int 2201int
2206dirdiff (int dir1, int dir2) 2202dirdiff (int dir1, int dir2)
2207{ 2203{
2208 int d; 2204 int d;
2209 2205
2322 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2318 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2323 * core dumps if they do. 2319 * core dumps if they do.
2324 * 2320 *
2325 * Add a check so we can't pick up invisible objects (0.93.8) 2321 * Add a check so we can't pick up invisible objects (0.93.8)
2326 */ 2322 */
2327
2328int 2323int
2329can_pick (const object *who, const object *item) 2324can_pick (const object *who, const object *item)
2330{ 2325{
2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2326 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2327 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2337 * create clone from object to another 2332 * create clone from object to another
2338 */ 2333 */
2339object * 2334object *
2340object_create_clone (object *asrc) 2335object_create_clone (object *asrc)
2341{ 2336{
2342 object *dst = 0, *tmp, *src, *part, *prev, *item; 2337 object *dst = 0, *tmp, *src, *prev, *item;
2343 2338
2344 if (!asrc) 2339 if (!asrc)
2345 return 0; 2340 return 0;
2346 2341
2347 src = asrc;
2348 if (src->head)
2349 src = src->head; 2342 src = asrc->head_ ();
2350 2343
2351 prev = 0; 2344 prev = 0;
2352 for (part = src; part; part = part->more) 2345 for (object *part = src; part; part = part->more)
2353 { 2346 {
2354 tmp = part->clone (); 2347 tmp = part->clone ();
2355 tmp->x -= src->x; 2348 tmp->x -= src->x;
2356 tmp->y -= src->y; 2349 tmp->y -= src->y;
2357 2350
2375 insert_ob_in_ob (object_create_clone (item), dst); 2368 insert_ob_in_ob (object_create_clone (item), dst);
2376 2369
2377 return dst; 2370 return dst;
2378} 2371}
2379 2372
2380/* GROS - Creates an object using a string representing its content. */
2381/* Basically, we save the content of the string to a temp file, then call */
2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2383/* but it was simple to make and allows reusing the load_object function. */
2384/* Remember not to use load_object_str in a time-critical situation. */
2385/* Also remember that multiparts objects are not supported for now. */
2386object *
2387load_object_str (const char *obstr)
2388{
2389 object *op;
2390 char filename[MAX_BUF];
2391
2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2393
2394 FILE *tempfile = fopen (filename, "w");
2395
2396 if (tempfile == NULL)
2397 {
2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2399 return NULL;
2400 }
2401
2402 fprintf (tempfile, obstr);
2403 fclose (tempfile);
2404
2405 op = object::create ();
2406
2407 object_thawer thawer (filename);
2408
2409 if (thawer)
2410 load_object (thawer, op, 0);
2411
2412 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2413 CLEAR_FLAG (op, FLAG_REMOVED);
2414
2415 return op;
2416}
2417
2418/* This returns the first object in who's inventory that 2373/* This returns the first object in who's inventory that
2419 * has the same type and subtype match. 2374 * has the same type and subtype match.
2420 * returns NULL if no match. 2375 * returns NULL if no match.
2421 */ 2376 */
2422object * 2377object *
2475 if (link->key == canonical_key) 2430 if (link->key == canonical_key)
2476 return link->value; 2431 return link->value;
2477 2432
2478 return 0; 2433 return 0;
2479} 2434}
2480
2481 2435
2482/* 2436/*
2483 * Updates the canonical_key in op to value. 2437 * Updates the canonical_key in op to value.
2484 * 2438 *
2485 * canonical_key is a shared string (value doesn't have to be). 2439 * canonical_key is a shared string (value doesn't have to be).
2509 /* Basically, if the archetype has this key set, 2463 /* Basically, if the archetype has this key set,
2510 * we need to store the null value so when we save 2464 * we need to store the null value so when we save
2511 * it, we save the empty value so that when we load, 2465 * it, we save the empty value so that when we load,
2512 * we get this value back again. 2466 * we get this value back again.
2513 */ 2467 */
2514 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2468 if (get_ob_key_link (op->arch, canonical_key))
2515 field->value = 0; 2469 field->value = 0;
2516 else 2470 else
2517 { 2471 {
2518 if (last) 2472 if (last)
2519 last->next = field->next; 2473 last->next = field->next;
2588 } 2542 }
2589 else 2543 else
2590 item = item->env; 2544 item = item->env;
2591} 2545}
2592 2546
2593
2594const char * 2547const char *
2595object::flag_desc (char *desc, int len) const 2548object::flag_desc (char *desc, int len) const
2596{ 2549{
2597 char *p = desc; 2550 char *p = desc;
2598 bool first = true; 2551 bool first = true;
2552
2553 *p = 0;
2599 2554
2600 for (int i = 0; i < NUM_FLAGS; i++) 2555 for (int i = 0; i < NUM_FLAGS; i++)
2601 { 2556 {
2602 if (len <= 10) // magic constant! 2557 if (len <= 10) // magic constant!
2603 { 2558 {
2604 snprintf (p, len, ",..."); 2559 snprintf (p, len, ",...");
2605 break; 2560 break;
2606 } 2561 }
2607 2562
2608 if (flag[i]) 2563 if (flag [i])
2609 { 2564 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); 2565 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt; 2566 len -= cnt;
2612 p += cnt; 2567 p += cnt;
2613 first = false; 2568 first = false;
2615 } 2570 }
2616 2571
2617 return desc; 2572 return desc;
2618} 2573}
2619 2574
2620// return a suitable string describing an objetc in enough detail to find it 2575// return a suitable string describing an object in enough detail to find it
2621const char * 2576const char *
2622object::debug_desc (char *info) const 2577object::debug_desc (char *info) const
2623{ 2578{
2624 char flagdesc[512]; 2579 char flagdesc[512];
2625 char info2[256 * 4]; 2580 char info2[256 * 4];
2626 char *p = info; 2581 char *p = info;
2627 2582
2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2583 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2629 count, uuid.seq, 2584 count,
2585 uuid.c_str (),
2630 &name, 2586 &name,
2631 title ? "\",title:" : "", 2587 title ? "\",title:\"" : "",
2632 title ? (const char *)title : "", 2588 title ? (const char *)title : "",
2633 flag_desc (flagdesc, 512), type); 2589 flag_desc (flagdesc, 512), type);
2634 2590
2635 if (env) 2591 if (!flag[FLAG_REMOVED] && env)
2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2592 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2637 2593
2638 if (map) 2594 if (map)
2639 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2595 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2640 2596
2642} 2598}
2643 2599
2644const char * 2600const char *
2645object::debug_desc () const 2601object::debug_desc () const
2646{ 2602{
2647 static char info[256 * 3]; 2603 static char info[3][256 * 4];
2604 static int info_idx;
2605
2648 return debug_desc (info); 2606 return debug_desc (info [++info_idx % 3]);
2649} 2607}
2650 2608
2609struct region *
2610object::region () const
2611{
2612 return map ? map->region (x, y)
2613 : region::default_region ();
2614}
2615
2616const materialtype_t *
2617object::dominant_material () const
2618{
2619 if (materialtype_t *mt = name_to_material (materialname))
2620 return mt;
2621
2622 return name_to_material (shstr_unknown);
2623}
2624
2625void
2626object::open_container (object *new_container)
2627{
2628 if (container == new_container)
2629 return;
2630
2631 object *old_container = container;
2632
2633 if (old_container)
2634 {
2635 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2636 return;
2637
2638#if 0
2639 // remove the "Close old_container" object.
2640 if (object *closer = old_container->inv)
2641 if (closer->type == CLOSE_CON)
2642 closer->destroy ();
2643#endif
2644
2645 // make sure the container is available
2646 esrv_send_item (this, old_container);
2647
2648 old_container->flag [FLAG_APPLIED] = false;
2649 container = 0;
2650
2651 // client needs item update to make it work, client bug requires this to be separate
2652 esrv_update_item (UPD_FLAGS, this, old_container);
2653
2654 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2655 play_sound (sound_find ("chest_close"));
2656 }
2657
2658 if (new_container)
2659 {
2660 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2661 return;
2662
2663 // TODO: this does not seem to serve any purpose anymore?
2664#if 0
2665 // insert the "Close Container" object.
2666 if (archetype *closer = new_container->other_arch)
2667 {
2668 object *closer = arch_to_object (new_container->other_arch);
2669 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2670 new_container->insert (closer);
2671 }
2672#endif
2673
2674 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2675
2676 // make sure the container is available, client bug requires this to be separate
2677 esrv_send_item (this, new_container);
2678
2679 new_container->flag [FLAG_APPLIED] = true;
2680 container = new_container;
2681
2682 // client needs flag change
2683 esrv_update_item (UPD_FLAGS, this, new_container);
2684 esrv_send_inventory (this, new_container);
2685 play_sound (sound_find ("chest_open"));
2686 }
2687// else if (!old_container->env && contr && contr->ns)
2688// contr->ns->floorbox_reset ();
2689}
2690
2691object *
2692object::force_find (const shstr name)
2693{
2694 /* cycle through his inventory to look for the MARK we want to
2695 * place
2696 */
2697 for (object *tmp = inv; tmp; tmp = tmp->below)
2698 if (tmp->type == FORCE && tmp->slaying == name)
2699 return splay (tmp);
2700
2701 return 0;
2702}
2703
2704void
2705object::force_add (const shstr name, int duration)
2706{
2707 if (object *force = force_find (name))
2708 force->destroy ();
2709
2710 object *force = get_archetype (FORCE_NAME);
2711
2712 force->slaying = name;
2713 force->stats.food = 1;
2714 force->speed_left = -1.f;
2715
2716 force->set_speed (duration ? 1.f / duration : 0.f);
2717 force->flag [FLAG_IS_USED_UP] = true;
2718 force->flag [FLAG_APPLIED] = true;
2719
2720 insert (force);
2721}
2722
2723void
2724object::play_sound (faceidx sound)
2725{
2726 if (!sound)
2727 return;
2728
2729 if (flag [FLAG_REMOVED])
2730 return;
2731
2732 if (env)
2733 {
2734 if (object *pl = in_player ())
2735 pl->contr->play_sound (sound);
2736 }
2737 else
2738 map->play_sound (sound, x, y);
2739}
2740

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