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Comparing deliantra/server/common/object.C (file contents):
Revision 1.68 by root, Mon Dec 18 02:35:00 2006 UTC vs.
Revision 1.198 by root, Mon Oct 22 02:52:48 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
34 35
35#include <bitset> 36#include <bitset>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
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, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 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,
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 223
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 226
226
227 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 || ob1->arch != ob2->arch 228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 229 || ob1->name != ob2->name
230 || ob1->title != ob2->title 230 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 231 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 232 || ob1->weight != ob2->weight
254 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory. 255 * check all objects in the inventory.
256 */ 256 */
257 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
258 { 258 {
259 /* if one object has inventory but the other doesn't, not equiv */ 259 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 return 0; /* inventories differ in length */
261 return 0;
262 261
263 /* Now check to see if the two inventory objects could merge */ 262 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */
264
264 if (!object::can_merge (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 266 return 0; /* inventory objexts differ */
266 267
267 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 269 * if it is valid.
269 */ 270 */
270 } 271 }
278 279
279 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
281 * check? 282 * check?
282 */ 283 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 return 0; 285 return 0;
285 286
286 switch (ob1->type) 287 switch (ob1->type)
287 { 288 {
288 case SCROLL: 289 case SCROLL:
299 return 0; 300 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 302 return 0;
302 } 303 }
303 304
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
306 { 306 {
307 ob1->optimise (); 307 ob1->optimise ();
308 ob2->optimise (); 308 ob2->optimise ();
309 309
310 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
311 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314
315 if (k1 != k2)
311 return 0; 316 return 0;
317 else if (k1 == 0)
318 return 1;
319 else if (!cfperl_can_merge (ob1, ob2))
320 return 0;
321 }
312 } 322 }
313 323
314 /* Everything passes, must be OK. */ 324 /* Everything passes, must be OK. */
315 return 1; 325 return 1;
316} 326}
324sum_weight (object *op) 334sum_weight (object *op)
325{ 335{
326 long sum; 336 long sum;
327 object *inv; 337 object *inv;
328 338
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 339 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 340 {
331 if (inv->inv) 341 if (inv->inv)
332 sum_weight (inv); 342 sum_weight (inv);
343
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 345 }
335 346
336 if (op->type == CONTAINER && op->stats.Str) 347 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 348 sum = (sum * (100 - op->stats.Str)) / 100;
353 op = op->env; 364 op = op->env;
354 return op; 365 return op;
355} 366}
356 367
357/* 368/*
358 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
359 * a better check. We basically keeping traversing up until we can't
360 * or find a player.
361 */
362
363object *
364is_player_inv (object *op)
365{
366 for (; op != NULL && op->type != PLAYER; op = op->env)
367 if (op->env == op)
368 op->env = NULL;
369 return op;
370}
371
372/*
373 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 369 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
374 * Some error messages. 370 * Some error messages.
375 * The result of the dump is stored in the static global errmsg array. 371 * The result of the dump is stored in the static global errmsg array.
376 */ 372 */
377
378char * 373char *
379dump_object (object *op) 374dump_object (object *op)
380{ 375{
381 if (!op) 376 if (!op)
382 return strdup ("[NULLOBJ]"); 377 return strdup ("[NULLOBJ]");
383 378
384 object_freezer freezer; 379 object_freezer freezer;
385 save_object (freezer, op, 3); 380 op->write (freezer);
386 return freezer.as_string (); 381 return freezer.as_string ();
387} 382}
388 383
389/* 384/*
390 * get_nearest_part(multi-object, object 2) returns the part of the 385 * get_nearest_part(multi-object, object 2) returns the part of the
391 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
392 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
393 */ 388 */
394
395object * 389object *
396get_nearest_part (object *op, const object *pl) 390get_nearest_part (object *op, const object *pl)
397{ 391{
398 object *tmp, *closest; 392 object *tmp, *closest;
399 int last_dist, i; 393 int last_dist, i;
407} 401}
408 402
409/* 403/*
410 * Returns the object which has the count-variable equal to the argument. 404 * Returns the object which has the count-variable equal to the argument.
411 */ 405 */
412
413object * 406object *
414find_object (tag_t i) 407find_object (tag_t i)
415{ 408{
416 for (object *op = object::first; op; op = op->next) 409 for_all_objects (op)
417 if (op->count == i) 410 if (op->count == i)
418 return op; 411 return op;
419 412
420 return 0; 413 return 0;
421} 414}
422 415
423/* 416/*
424 * Returns the first object which has a name equal to the argument. 417 * Returns the first object which has a name equal to the argument.
425 * Used only by the patch command, but not all that useful. 418 * Used only by the patch command, but not all that useful.
426 * Enables features like "patch <name-of-other-player> food 999" 419 * Enables features like "patch <name-of-other-player> food 999"
427 */ 420 */
428
429object * 421object *
430find_object_name (const char *str) 422find_object_name (const char *str)
431{ 423{
432 shstr_cmp str_ (str); 424 shstr_cmp str_ (str);
433 object *op; 425 object *op;
434 426
435 for (op = object::first; op != NULL; op = op->next) 427 for_all_objects (op)
436 if (op->name == str_) 428 if (op->name == str_)
437 break; 429 break;
438 430
439 return op; 431 return op;
440} 432}
446} 438}
447 439
448/* 440/*
449 * Sets the owner and sets the skill and exp pointers to owner's current 441 * Sets the owner and sets the skill and exp pointers to owner's current
450 * skill and experience objects. 442 * skill and experience objects.
443 * ACTUALLY NO! investigate! TODO
451 */ 444 */
452void 445void
453object::set_owner (object *owner) 446object::set_owner (object *owner)
454{ 447{
448 // allow objects which own objects
455 if (!owner) 449 if (owner)
456 return;
457
458 /* next line added to allow objects which own objects */
459 /* Add a check for ownercounts in here, as I got into an endless loop
460 * with the fireball owning a poison cloud which then owned the
461 * fireball. I believe that was caused by one of the objects getting
462 * freed and then another object replacing it. Since the ownercounts
463 * didn't match, this check is valid and I believe that cause is valid.
464 */
465 while (owner->owner) 450 while (owner->owner)
466 owner = owner->owner; 451 owner = owner->owner;
452
453 if (flag [FLAG_FREED])
454 {
455 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
456 return;
457 }
467 458
468 this->owner = owner; 459 this->owner = owner;
460}
461
462int
463object::slottype () const
464{
465 if (type == SKILL)
466 {
467 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
468 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
469 }
470 else
471 {
472 if (slot [body_combat].info) return slot_combat;
473 if (slot [body_range ].info) return slot_ranged;
474 }
475
476 return slot_none;
477}
478
479bool
480object::change_weapon (object *ob)
481{
482 if (current_weapon == ob)
483 return true;
484
485 if (chosen_skill)
486 chosen_skill->flag [FLAG_APPLIED] = false;
487
488 current_weapon = ob;
489 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
490
491 if (chosen_skill)
492 chosen_skill->flag [FLAG_APPLIED] = true;
493
494 update_stats ();
495
496 if (ob)
497 {
498 // now check wether any body locations became invalid, in which case
499 // we cannot apply the weapon at the moment.
500 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
501 if (slot[i].used < 0)
502 {
503 current_weapon = chosen_skill = 0;
504 update_stats ();
505
506 new_draw_info_format (NDI_UNIQUE, 0, this,
507 "You try to balance all your items at once, "
508 "but the %s is just too much for your body. "
509 "[You need to unapply some items first.]", &ob->name);
510 return false;
511 }
512
513 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
514 }
515 else
516 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
517
518 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
519 {
520 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
521 &name, ob->debug_desc ());
522 return false;
523 }
524
525 return true;
469} 526}
470 527
471/* Zero the key_values on op, decrementing the shared-string 528/* Zero the key_values on op, decrementing the shared-string
472 * refcounts and freeing the links. 529 * refcounts and freeing the links.
473 */ 530 */
474static void 531static void
475free_key_values (object *op) 532free_key_values (object *op)
476{ 533{
477 for (key_value *i = op->key_values; i != 0;) 534 for (key_value *i = op->key_values; i; )
478 { 535 {
479 key_value *next = i->next; 536 key_value *next = i->next;
480 delete i; 537 delete i;
481 538
482 i = next; 539 i = next;
483 } 540 }
484 541
485 op->key_values = 0; 542 op->key_values = 0;
486} 543}
487 544
488void object::clear () 545object &
546object::operator =(const object &src)
489{ 547{
490 attachable_base::clear (); 548 bool is_freed = flag [FLAG_FREED];
549 bool is_removed = flag [FLAG_REMOVED];
491 550
492 free_key_values (this);
493
494 owner = 0;
495 name = 0;
496 name_pl = 0;
497 title = 0;
498 race = 0;
499 slaying = 0;
500 skill = 0;
501 msg = 0;
502 lore = 0;
503 custom_name = 0;
504 materialname = 0;
505 contr = 0;
506 below = 0;
507 above = 0;
508 inv = 0;
509 container = 0;
510 env = 0;
511 more = 0;
512 head = 0;
513 map = 0;
514 active_next = 0;
515 active_prev = 0;
516
517 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
518
519 SET_FLAG (this, FLAG_REMOVED);
520
521 /* What is not cleared is next, prev, and count */
522
523 expmul = 1.0;
524 face = blank_face;
525
526 if (settings.casting_time)
527 casting_time = -1;
528}
529
530/*
531 * copy_to first frees everything allocated by the dst object,
532 * and then copies the contents of itself into the second
533 * object, allocating what needs to be allocated. Basically, any
534 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
535 * if the first object is freed, the pointers in the new object
536 * will point at garbage.
537 */
538void
539object::copy_to (object *dst)
540{
541 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
542 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
543
544 *(object_copy *)dst = *this; 551 *(object_copy *)this = src;
545 *(object_pod *)dst = *this;
546 552
547 if (self || cb) 553 flag [FLAG_FREED] = is_freed;
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 554 flag [FLAG_REMOVED] = is_removed;
549
550 if (is_freed)
551 SET_FLAG (dst, FLAG_FREED);
552
553 if (is_removed)
554 SET_FLAG (dst, FLAG_REMOVED);
555
556 if (speed < 0)
557 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
558 555
559 /* Copy over key_values, if any. */ 556 /* Copy over key_values, if any. */
560 if (key_values) 557 if (src.key_values)
561 { 558 {
562 key_value *tail = 0; 559 key_value *tail = 0;
563 key_value *i;
564
565 dst->key_values = 0; 560 key_values = 0;
566 561
567 for (i = key_values; i; i = i->next) 562 for (key_value *i = src.key_values; i; i = i->next)
568 { 563 {
569 key_value *new_link = new key_value; 564 key_value *new_link = new key_value;
570 565
571 new_link->next = 0; 566 new_link->next = 0;
572 new_link->key = i->key; 567 new_link->key = i->key;
573 new_link->value = i->value; 568 new_link->value = i->value;
574 569
575 /* Try and be clever here, too. */ 570 /* Try and be clever here, too. */
576 if (!dst->key_values) 571 if (!key_values)
577 { 572 {
578 dst->key_values = new_link; 573 key_values = new_link;
579 tail = new_link; 574 tail = new_link;
580 } 575 }
581 else 576 else
582 { 577 {
583 tail->next = new_link; 578 tail->next = new_link;
584 tail = new_link; 579 tail = new_link;
585 } 580 }
586 } 581 }
587 } 582 }
583}
588 584
589 update_ob_speed (dst); 585/*
586 * copy_to first frees everything allocated by the dst object,
587 * and then copies the contents of itself into the second
588 * object, allocating what needs to be allocated. Basically, any
589 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
590 * if the first object is freed, the pointers in the new object
591 * will point at garbage.
592 */
593void
594object::copy_to (object *dst)
595{
596 *dst = *this;
597
598 if (speed < 0)
599 dst->speed_left -= rndm ();
600
601 dst->set_speed (dst->speed);
602}
603
604void
605object::instantiate ()
606{
607 if (!uuid.seq) // HACK
608 uuid = gen_uuid ();
609
610 speed_left = -0.1f;
611 /* copy the body_info to the body_used - this is only really
612 * need for monsters, but doesn't hurt to do it for everything.
613 * by doing so, when a monster is created, it has good starting
614 * values for the body_used info, so when items are created
615 * for it, they can be properly equipped.
616 */
617 for (int i = NUM_BODY_LOCATIONS; i--; )
618 slot[i].used = slot[i].info;
619
620 attachable::instantiate ();
590} 621}
591 622
592object * 623object *
593object::clone () 624object::clone ()
594{ 625{
600/* 631/*
601 * If an object with the IS_TURNABLE() flag needs to be turned due 632 * If an object with the IS_TURNABLE() flag needs to be turned due
602 * to the closest player being on the other side, this function can 633 * to the closest player being on the other side, this function can
603 * be called to update the face variable, _and_ how it looks on the map. 634 * be called to update the face variable, _and_ how it looks on the map.
604 */ 635 */
605
606void 636void
607update_turn_face (object *op) 637update_turn_face (object *op)
608{ 638{
609 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 639 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
610 return; 640 return;
641
611 SET_ANIMATION (op, op->direction); 642 SET_ANIMATION (op, op->direction);
612 update_object (op, UP_OBJ_FACE); 643 update_object (op, UP_OBJ_FACE);
613} 644}
614 645
615/* 646/*
616 * Updates the speed of an object. If the speed changes from 0 to another 647 * Updates the speed of an object. If the speed changes from 0 to another
617 * value, or vice versa, then add/remove the object from the active list. 648 * value, or vice versa, then add/remove the object from the active list.
618 * This function needs to be called whenever the speed of an object changes. 649 * This function needs to be called whenever the speed of an object changes.
619 */ 650 */
620void 651void
621update_ob_speed (object *op) 652object::set_speed (float speed)
622{ 653{
623 extern int arch_init; 654 if (flag [FLAG_FREED] && speed)
624
625 /* No reason putting the archetypes objects on the speed list,
626 * since they never really need to be updated.
627 */
628
629 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
630 { 655 {
631 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 656 LOG (llevError, "Object %s is freed but has speed.\n", &name);
632#ifdef MANY_CORES
633 abort ();
634#else
635 op->speed = 0; 657 speed = 0;
636#endif
637 }
638
639 if (arch_init)
640 return;
641
642 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
643 { 658 }
644 /* If already on active list, don't do anything */
645 if (op->active_next || op->active_prev || op == active_objects)
646 return;
647 659
648 /* process_events() expects us to insert the object at the beginning 660 this->speed = speed;
649 * of the list. */
650 op->active_next = active_objects;
651 661
652 if (op->active_next != NULL) 662 if (has_active_speed ())
653 op->active_next->active_prev = op; 663 activate ();
654
655 active_objects = op;
656 }
657 else 664 else
658 { 665 deactivate ();
659 /* If not on the active list, nothing needs to be done */
660 if (!op->active_next && !op->active_prev && op != active_objects)
661 return;
662
663 if (op->active_prev == NULL)
664 {
665 active_objects = op->active_next;
666
667 if (op->active_next != NULL)
668 op->active_next->active_prev = NULL;
669 }
670 else
671 {
672 op->active_prev->active_next = op->active_next;
673
674 if (op->active_next)
675 op->active_next->active_prev = op->active_prev;
676 }
677
678 op->active_next = NULL;
679 op->active_prev = NULL;
680 }
681} 666}
682 667
683/* This function removes object 'op' from the list of active
684 * objects.
685 * This should only be used for style maps or other such
686 * reference maps where you don't want an object that isn't
687 * in play chewing up cpu time getting processed.
688 * The reverse of this is to call update_ob_speed, which
689 * will do the right thing based on the speed of the object.
690 */
691void
692remove_from_active_list (object *op)
693{
694 /* If not on the active list, nothing needs to be done */
695 if (!op->active_next && !op->active_prev && op != active_objects)
696 return;
697
698 if (op->active_prev == NULL)
699 {
700 active_objects = op->active_next;
701 if (op->active_next != NULL)
702 op->active_next->active_prev = NULL;
703 }
704 else
705 {
706 op->active_prev->active_next = op->active_next;
707 if (op->active_next)
708 op->active_next->active_prev = op->active_prev;
709 }
710 op->active_next = NULL;
711 op->active_prev = NULL;
712}
713
714/* 668/*
715 * update_object() updates the array which represents the map. 669 * update_object() updates the the map.
716 * It takes into account invisible objects (and represent squares covered 670 * It takes into account invisible objects (and represent squares covered
717 * by invisible objects by whatever is below them (unless it's another 671 * by invisible objects by whatever is below them (unless it's another
718 * invisible object, etc...) 672 * invisible object, etc...)
719 * If the object being updated is beneath a player, the look-window 673 * If the object being updated is beneath a player, the look-window
720 * of that player is updated (this might be a suboptimal way of 674 * of that player is updated (this might be a suboptimal way of
721 * updating that window, though, since update_object() is called _often_) 675 * updating that window, though, since update_object() is called _often_)
722 * 676 *
723 * action is a hint of what the caller believes need to be done. 677 * action is a hint of what the caller believes need to be done.
724 * For example, if the only thing that has changed is the face (due to
725 * an animation), we don't need to call update_position until that actually
726 * comes into view of a player. OTOH, many other things, like addition/removal
727 * of walls or living creatures may need us to update the flags now.
728 * current action are: 678 * current action are:
729 * UP_OBJ_INSERT: op was inserted 679 * UP_OBJ_INSERT: op was inserted
730 * UP_OBJ_REMOVE: op was removed 680 * UP_OBJ_REMOVE: op was removed
731 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 681 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
732 * as that is easier than trying to look at what may have changed. 682 * as that is easier than trying to look at what may have changed.
733 * UP_OBJ_FACE: only the objects face has changed. 683 * UP_OBJ_FACE: only the objects face has changed.
734 */ 684 */
735
736void 685void
737update_object (object *op, int action) 686update_object (object *op, int action)
738{ 687{
739 int update_now = 0, flags;
740 MoveType move_on, move_off, move_block, move_slow;
741
742 if (op == NULL) 688 if (op == NULL)
743 { 689 {
744 /* this should never happen */ 690 /* this should never happen */
745 LOG (llevDebug, "update_object() called for NULL object.\n"); 691 LOG (llevDebug, "update_object() called for NULL object.\n");
746 return; 692 return;
747 } 693 }
748 694
749 if (op->env != NULL) 695 if (op->env)
750 { 696 {
751 /* Animation is currently handled by client, so nothing 697 /* Animation is currently handled by client, so nothing
752 * to do in this case. 698 * to do in this case.
753 */ 699 */
754 return; 700 return;
759 */ 705 */
760 if (!op->map || op->map->in_memory == MAP_SAVING) 706 if (!op->map || op->map->in_memory == MAP_SAVING)
761 return; 707 return;
762 708
763 /* make sure the object is within map boundaries */ 709 /* make sure the object is within map boundaries */
764 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 710 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
765 { 711 {
766 LOG (llevError, "update_object() called for object out of map!\n"); 712 LOG (llevError, "update_object() called for object out of map!\n");
767#ifdef MANY_CORES 713#ifdef MANY_CORES
768 abort (); 714 abort ();
769#endif 715#endif
770 return; 716 return;
771 } 717 }
772 718
773 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 719 mapspace &m = op->ms ();
774 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
775 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
776 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
777 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
778 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
779 720
721 if (!(m.flags_ & P_UPTODATE))
722 /* nop */;
780 if (action == UP_OBJ_INSERT) 723 else if (action == UP_OBJ_INSERT)
781 { 724 {
725 // this is likely overkill, TODO: revisit (schmorp)
782 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 726 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
783 update_now = 1;
784
785 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 727 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
786 update_now = 1; 728 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
787 729 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
730 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
788 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 731 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
789 update_now = 1;
790
791 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
792 update_now = 1;
793
794 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
795 update_now = 1;
796
797 if ((move_on | op->move_on) != move_on) 732 || (m.move_on | op->move_on ) != m.move_on
798 update_now = 1;
799
800 if ((move_off | op->move_off) != move_off) 733 || (m.move_off | op->move_off ) != m.move_off
801 update_now = 1; 734 || (m.move_slow | op->move_slow) != m.move_slow
802
803 /* This isn't perfect, but I don't expect a lot of objects to 735 /* This isn't perfect, but I don't expect a lot of objects to
804 * to have move_allow right now. 736 * to have move_allow right now.
805 */ 737 */
806 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 738 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
807 update_now = 1; 739 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
808 740 m.flags_ = 0;
809 if ((move_slow | op->move_slow) != move_slow)
810 update_now = 1;
811 } 741 }
812
813 /* if the object is being removed, we can't make intelligent 742 /* if the object is being removed, we can't make intelligent
814 * decisions, because remove_ob can't really pass the object 743 * decisions, because remove_ob can't really pass the object
815 * that is being removed. 744 * that is being removed.
816 */ 745 */
817 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 746 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
818 update_now = 1; 747 m.flags_ = 0;
819 else if (action == UP_OBJ_FACE) 748 else if (action == UP_OBJ_FACE)
820 /* Nothing to do for that case */ ; 749 /* Nothing to do for that case */ ;
821 else 750 else
822 LOG (llevError, "update_object called with invalid action: %d\n", action); 751 LOG (llevError, "update_object called with invalid action: %d\n", action);
823 752
824 if (update_now)
825 {
826 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
827 update_position (op->map, op->x, op->y);
828 }
829
830 if (op->more != NULL) 753 if (op->more)
831 update_object (op->more, action); 754 update_object (op->more, action);
832}
833
834object::vector object::mortals;
835object::vector object::objects; // not yet used
836object *object::first;
837
838void object::free_mortals ()
839{
840 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
841 if ((*i)->refcnt)
842 ++i; // further delay freeing
843 else
844 {
845 delete *i;
846 mortals.erase (i);
847 }
848} 755}
849 756
850object::object () 757object::object ()
851{ 758{
852 SET_FLAG (this, FLAG_REMOVED); 759 SET_FLAG (this, FLAG_REMOVED);
855 face = blank_face; 762 face = blank_face;
856} 763}
857 764
858object::~object () 765object::~object ()
859{ 766{
767 unlink ();
768
860 free_key_values (this); 769 free_key_values (this);
861} 770}
862 771
772static int object_count;
773
863void object::link () 774void object::link ()
864{ 775{
865 count = ++ob_count; 776 assert (!index);//D
866 uuid = gen_uuid (); 777 uuid = gen_uuid ();
778 count = ++object_count;
867 779
868 prev = 0; 780 refcnt_inc ();
869 next = object::first; 781 objects.insert (this);
870
871 if (object::first)
872 object::first->prev = this;
873
874 object::first = this;
875} 782}
876 783
877void object::unlink () 784void object::unlink ()
878{ 785{
879 if (this == object::first) 786 if (!index)
880 object::first = next; 787 return;
881 788
882 /* Remove this object from the list of used objects */ 789 objects.erase (this);
883 if (prev) prev->next = next; 790 refcnt_dec ();
884 if (next) next->prev = prev; 791}
885 792
886 prev = 0; 793void
887 next = 0; 794object::activate ()
795{
796 /* If already on active list, don't do anything */
797 if (active)
798 return;
799
800 if (has_active_speed ())
801 actives.insert (this);
802}
803
804void
805object::activate_recursive ()
806{
807 activate ();
808
809 for (object *op = inv; op; op = op->below)
810 op->activate_recursive ();
811}
812
813/* This function removes object 'op' from the list of active
814 * objects.
815 * This should only be used for style maps or other such
816 * reference maps where you don't want an object that isn't
817 * in play chewing up cpu time getting processed.
818 * The reverse of this is to call update_ob_speed, which
819 * will do the right thing based on the speed of the object.
820 */
821void
822object::deactivate ()
823{
824 /* If not on the active list, nothing needs to be done */
825 if (!active)
826 return;
827
828 actives.erase (this);
829}
830
831void
832object::deactivate_recursive ()
833{
834 for (object *op = inv; op; op = op->below)
835 op->deactivate_recursive ();
836
837 deactivate ();
838}
839
840void
841object::set_flag_inv (int flag, int value)
842{
843 for (object *op = inv; op; op = op->below)
844 {
845 op->flag [flag] = value;
846 op->set_flag_inv (flag, value);
847 }
848}
849
850/*
851 * Remove and free all objects in the inventory of the given object.
852 * object.c ?
853 */
854void
855object::destroy_inv (bool drop_to_ground)
856{
857 // need to check first, because the checks below might segfault
858 // as we might be on an invalid mapspace and crossfire code
859 // is too buggy to ensure that the inventory is empty.
860 // corollary: if you create arrows etc. with stuff in tis inventory,
861 // cf will crash below with off-map x and y
862 if (!inv)
863 return;
864
865 /* Only if the space blocks everything do we not process -
866 * if some form of movement is allowed, let objects
867 * drop on that space.
868 */
869 if (!drop_to_ground
870 || !map
871 || map->in_memory != MAP_IN_MEMORY
872 || map->nodrop
873 || ms ().move_block == MOVE_ALL)
874 {
875 while (inv)
876 {
877 inv->destroy_inv (drop_to_ground);
878 inv->destroy ();
879 }
880 }
881 else
882 { /* Put objects in inventory onto this space */
883 while (inv)
884 {
885 object *op = inv;
886
887 if (op->flag [FLAG_STARTEQUIP]
888 || op->flag [FLAG_NO_DROP]
889 || op->type == RUNE
890 || op->type == TRAP
891 || op->flag [FLAG_IS_A_TEMPLATE]
892 || op->flag [FLAG_DESTROY_ON_DEATH])
893 op->destroy ();
894 else
895 map->insert (op, x, y);
896 }
897 }
888} 898}
889 899
890object *object::create () 900object *object::create ()
891{ 901{
892 object *op = new object; 902 object *op = new object;
893 op->link (); 903 op->link ();
894 return op; 904 return op;
895} 905}
896 906
897/* 907void
898 * free_object() frees everything allocated by an object, removes 908object::do_destroy ()
899 * it from the list of used objects, and puts it on the list of
900 * free objects. The IS_FREED() flag is set in the object.
901 * The object must have been removed by remove_ob() first for
902 * this function to succeed.
903 *
904 * If destroy_inventory is set, free inventory as well. Else drop items in
905 * inventory to the ground.
906 */
907void object::destroy (bool destroy_inventory)
908{ 909{
909 if (QUERY_FLAG (this, FLAG_FREED)) 910 attachable::do_destroy ();
910 return;
911 911
912 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 912 if (flag [FLAG_IS_LINKED])
913 remove_button_link (this);
914
915 if (flag [FLAG_FRIENDLY])
913 remove_friendly_object (this); 916 remove_friendly_object (this);
914 917
915 if (!QUERY_FLAG (this, FLAG_REMOVED)) 918 if (!flag [FLAG_REMOVED])
916 remove (); 919 remove ();
917 920
918 SET_FLAG (this, FLAG_FREED); 921 destroy_inv (true);
919 922
920 if (more) 923 deactivate ();
921 { 924 unlink ();
922 more->destroy (destroy_inventory);
923 more = 0;
924 }
925 925
926 if (inv) 926 flag [FLAG_FREED] = 1;
927 {
928 /* Only if the space blocks everything do we not process -
929 * if some form of movement is allowed, let objects
930 * drop on that space.
931 */
932 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
933 {
934 object *op = inv;
935
936 while (op)
937 {
938 object *tmp = op->below;
939 op->destroy (destroy_inventory);
940 op = tmp;
941 }
942 }
943 else
944 { /* Put objects in inventory onto this space */
945 object *op = inv;
946
947 while (op)
948 {
949 object *tmp = op->below;
950
951 op->remove ();
952
953 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
954 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
955 op->destroy ();
956 else
957 {
958 op->x = x;
959 op->y = y;
960 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
961 }
962
963 op = tmp;
964 }
965 }
966 }
967 927
968 // hack to ensure that freed objects still have a valid map 928 // hack to ensure that freed objects still have a valid map
969 { 929 {
970 static maptile *freed_map; // freed objects are moved here to avoid crashes 930 static maptile *freed_map; // freed objects are moved here to avoid crashes
971 931
972 if (!freed_map) 932 if (!freed_map)
973 { 933 {
974 freed_map = new maptile; 934 freed_map = new maptile;
975 935
936 freed_map->path = "<freed objects map>";
976 freed_map->name = "/internal/freed_objects_map"; 937 freed_map->name = "/internal/freed_objects_map";
977 freed_map->width = 3; 938 freed_map->width = 3;
978 freed_map->height = 3; 939 freed_map->height = 3;
979 940
980 freed_map->allocate (); 941 freed_map->alloc ();
942 freed_map->in_memory = MAP_IN_MEMORY;
981 } 943 }
982 944
983 map = freed_map; 945 map = freed_map;
984 x = 1; 946 x = 1;
985 y = 1; 947 y = 1;
986 } 948 }
987 949
950 if (more)
951 {
952 more->destroy ();
953 more = 0;
954 }
955
956 head = 0;
957
988 // clear those pointers that likely might have circular references to us 958 // clear those pointers that likely might cause circular references
989 owner = 0; 959 owner = 0;
990 enemy = 0; 960 enemy = 0;
991 attacked_by = 0; 961 attacked_by = 0;
962 current_weapon = 0;
963}
992 964
993 // only relevant for players(?), but make sure of it anyways 965void
994 contr = 0; 966object::destroy (bool destroy_inventory)
967{
968 if (destroyed ())
969 return;
995 970
996 /* Remove object from the active list */ 971 if (destroy_inventory)
997 speed = 0; 972 destroy_inv (false);
998 update_ob_speed (this);
999 973
1000 unlink (); 974 if (is_head ())
975 if (sound_destroy)
976 play_sound (sound_destroy);
977 else if (flag [FLAG_MONSTER])
978 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1001 979
1002 mortals.push_back (this); 980 attachable::destroy ();
1003} 981}
1004 982
1005/* 983/*
1006 * sub_weight() recursively (outwards) subtracts a number from the 984 * sub_weight() recursively (outwards) subtracts a number from the
1007 * weight of an object (and what is carried by it's environment(s)). 985 * weight of an object (and what is carried by it's environment(s)).
1023 * This function removes the object op from the linked list of objects 1001 * This function removes the object op from the linked list of objects
1024 * which it is currently tied to. When this function is done, the 1002 * which it is currently tied to. When this function is done, the
1025 * object will have no environment. If the object previously had an 1003 * object will have no environment. If the object previously had an
1026 * environment, the x and y coordinates will be updated to 1004 * environment, the x and y coordinates will be updated to
1027 * the previous environment. 1005 * the previous environment.
1028 * Beware: This function is called from the editor as well!
1029 */ 1006 */
1030void 1007void
1031object::remove () 1008object::do_remove ()
1032{ 1009{
1033 object *tmp, *last = 0; 1010 object *tmp, *last = 0;
1034 object *otmp; 1011 object *otmp;
1035 1012
1036 int check_walk_off;
1037
1038 if (QUERY_FLAG (this, FLAG_REMOVED)) 1013 if (QUERY_FLAG (this, FLAG_REMOVED))
1039 return; 1014 return;
1040 1015
1041 SET_FLAG (this, FLAG_REMOVED); 1016 SET_FLAG (this, FLAG_REMOVED);
1017 INVOKE_OBJECT (REMOVE, this);
1042 1018
1043 if (more) 1019 if (more)
1044 more->remove (); 1020 more->remove ();
1045 1021
1046 /* 1022 /*
1056 1032
1057 /* NO_FIX_PLAYER is set when a great many changes are being 1033 /* NO_FIX_PLAYER is set when a great many changes are being
1058 * made to players inventory. If set, avoiding the call 1034 * made to players inventory. If set, avoiding the call
1059 * to save cpu time. 1035 * to save cpu time.
1060 */ 1036 */
1061 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1037 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1062 fix_player (otmp); 1038 otmp->update_stats ();
1063 1039
1064 if (above != NULL) 1040 if (above)
1065 above->below = below; 1041 above->below = below;
1066 else 1042 else
1067 env->inv = below; 1043 env->inv = below;
1068 1044
1069 if (below != NULL) 1045 if (below)
1070 below->above = above; 1046 below->above = above;
1071 1047
1072 /* we set up values so that it could be inserted into 1048 /* we set up values so that it could be inserted into
1073 * the map, but we don't actually do that - it is up 1049 * the map, but we don't actually do that - it is up
1074 * to the caller to decide what we want to do. 1050 * to the caller to decide what we want to do.
1078 above = 0, below = 0; 1054 above = 0, below = 0;
1079 env = 0; 1055 env = 0;
1080 } 1056 }
1081 else if (map) 1057 else if (map)
1082 { 1058 {
1083 /* Re did the following section of code - it looks like it had 1059 if (type == PLAYER)
1084 * lots of logic for things we no longer care about
1085 */ 1060 {
1061 // leaving a spot always closes any open container on the ground
1062 if (container && !container->env)
1063 // this causes spurious floorbox updates, but it ensures
1064 // that the CLOSE event is being sent.
1065 close_container ();
1066
1067 --map->players;
1068 map->touch ();
1069 }
1070
1071 map->dirty = true;
1072 mapspace &ms = this->ms ();
1086 1073
1087 /* link the object above us */ 1074 /* link the object above us */
1088 if (above) 1075 if (above)
1089 above->below = below; 1076 above->below = below;
1090 else 1077 else
1091 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1078 ms.top = below; /* we were top, set new top */
1092 1079
1093 /* Relink the object below us, if there is one */ 1080 /* Relink the object below us, if there is one */
1094 if (below) 1081 if (below)
1095 below->above = above; 1082 below->above = above;
1096 else 1083 else
1098 /* Nothing below, which means we need to relink map object for this space 1085 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is 1086 * use translated coordinates in case some oddness with map tiling is
1100 * evident 1087 * evident
1101 */ 1088 */
1102 if (GET_MAP_OB (map, x, y) != this) 1089 if (GET_MAP_OB (map, x, y) != this)
1103 {
1104 char *dump = dump_object (this);
1105 LOG (llevError,
1106 "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); 1090 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 ());
1107 free (dump);
1108 dump = dump_object (GET_MAP_OB (map, x, y));
1109 LOG (llevError, "%s\n", dump);
1110 free (dump);
1111 }
1112 1091
1113 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1092 ms.bot = above; /* goes on above it. */
1114 } 1093 }
1115 1094
1116 above = 0; 1095 above = 0;
1117 below = 0; 1096 below = 0;
1118 1097
1119 if (map->in_memory == MAP_SAVING) 1098 if (map->in_memory == MAP_SAVING)
1120 return; 1099 return;
1121 1100
1122 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1101 int check_walk_off = !flag [FLAG_NO_APPLY];
1123 1102
1103 if (object *pl = ms.player ())
1104 {
1105 if (pl->container == this)
1106 /* If a container that the player is currently using somehow gets
1107 * removed (most likely destroyed), update the player view
1108 * appropriately.
1109 */
1110 pl->close_container ();
1111
1112 pl->contr->ns->floorbox_update ();
1113 }
1114
1124 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1115 for (tmp = ms.bot; tmp; tmp = tmp->above)
1125 { 1116 {
1126 /* No point updating the players look faces if he is the object 1117 /* No point updating the players look faces if he is the object
1127 * being removed. 1118 * being removed.
1128 */ 1119 */
1129 1120
1130 if (tmp->type == PLAYER && tmp != this)
1131 {
1132 /* If a container that the player is currently using somehow gets
1133 * removed (most likely destroyed), update the player view
1134 * appropriately.
1135 */
1136 if (tmp->container == this)
1137 {
1138 CLEAR_FLAG (this, FLAG_APPLIED);
1139 tmp->container = 0;
1140 }
1141
1142 tmp->contr->socket->update_look = 1;
1143 }
1144
1145 /* See if player moving off should effect something */ 1121 /* See if object moving off should effect something */
1146 if (check_walk_off 1122 if (check_walk_off
1147 && ((move_type & tmp->move_off) 1123 && ((move_type & tmp->move_off)
1148 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1124 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1149 { 1125 {
1150 move_apply (tmp, this, 0); 1126 move_apply (tmp, this, 0);
1151 1127
1152 if (destroyed ()) 1128 if (destroyed ())
1153 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1129 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1154 } 1130 }
1155 1131
1156 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1157
1158 if (tmp->above == tmp)
1159 tmp->above = 0;
1160
1161 last = tmp; 1132 last = tmp;
1162 } 1133 }
1163 1134
1164 /* last == NULL of there are no objects on this space */ 1135 /* last == NULL if there are no objects on this space */
1136 //TODO: this makes little sense, why only update the topmost object?
1165 if (!last) 1137 if (!last)
1166 { 1138 map->at (x, y).flags_ = 0;
1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1169 * those out anyways, and if there are any flags set right now, they won't
1170 * be correct anyways.
1171 */
1172 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1173 update_position (map, x, y);
1174 }
1175 else 1139 else
1176 update_object (last, UP_OBJ_REMOVE); 1140 update_object (last, UP_OBJ_REMOVE);
1177 1141
1178 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1142 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1179 update_all_los (map, x, y); 1143 update_all_los (map, x, y);
1180 } 1144 }
1181} 1145}
1182 1146
1183/* 1147/*
1192merge_ob (object *op, object *top) 1156merge_ob (object *op, object *top)
1193{ 1157{
1194 if (!op->nrof) 1158 if (!op->nrof)
1195 return 0; 1159 return 0;
1196 1160
1197 if (top == NULL) 1161 if (!top)
1198 for (top = op; top != NULL && top->above != NULL; top = top->above); 1162 for (top = op; top && top->above; top = top->above)
1163 ;
1199 1164
1200 for (; top != NULL; top = top->below) 1165 for (; top; top = top->below)
1201 { 1166 {
1202 if (top == op) 1167 if (top == op)
1203 continue; 1168 continue;
1204 1169
1205 if (object::can_merge (op, top)) 1170 if (object::can_merge (op, top))
1214 } 1179 }
1215 1180
1216 return 0; 1181 return 0;
1217} 1182}
1218 1183
1184void
1185object::expand_tail ()
1186{
1187 if (more)
1188 return;
1189
1190 object *prev = this;
1191
1192 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1193 {
1194 object *op = arch_to_object (at);
1195
1196 op->name = name;
1197 op->name_pl = name_pl;
1198 op->title = title;
1199
1200 op->head = this;
1201 prev->more = op;
1202
1203 prev = op;
1204 }
1205}
1206
1219/* 1207/*
1220 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1208 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1221 * job preparing multi-part monsters 1209 * job preparing multi-part monsters.
1222 */ 1210 */
1223object * 1211object *
1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1212insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1225{ 1213{
1226 object *tmp;
1227
1228 if (op->head)
1229 op = op->head;
1230
1231 for (tmp = op; tmp; tmp = tmp->more) 1214 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1232 { 1215 {
1233 tmp->x = x + tmp->arch->clone.x; 1216 tmp->x = x + tmp->arch->x;
1234 tmp->y = y + tmp->arch->clone.y; 1217 tmp->y = y + tmp->arch->y;
1235 } 1218 }
1236 1219
1237 return insert_ob_in_map (op, m, originator, flag); 1220 return insert_ob_in_map (op, m, originator, flag);
1238} 1221}
1239 1222
1255 * Return value: 1238 * Return value:
1256 * new object if 'op' was merged with other object 1239 * new object if 'op' was merged with other object
1257 * NULL if 'op' was destroyed 1240 * NULL if 'op' was destroyed
1258 * just 'op' otherwise 1241 * just 'op' otherwise
1259 */ 1242 */
1260
1261object * 1243object *
1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1244insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1263{ 1245{
1246 assert (!op->flag [FLAG_FREED]);
1247
1264 object *tmp, *top, *floor = NULL; 1248 object *top, *floor = NULL;
1265 sint16 x, y;
1266 1249
1267 if (QUERY_FLAG (op, FLAG_FREED)) 1250 op->remove ();
1268 {
1269 LOG (llevError, "Trying to insert freed object!\n");
1270 return NULL;
1271 }
1272
1273 if (m == NULL)
1274 {
1275 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1277 free (dump);
1278 return op;
1279 }
1280
1281 if (out_of_map (m, op->x, op->y))
1282 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1285#ifdef MANY_CORES
1286 /* Better to catch this here, as otherwise the next use of this object
1287 * is likely to cause a crash. Better to find out where it is getting
1288 * improperly inserted.
1289 */
1290 abort ();
1291#endif
1292 free (dump);
1293 return op;
1294 }
1295
1296 if (!QUERY_FLAG (op, FLAG_REMOVED))
1297 {
1298 char *dump = dump_object (op);
1299 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1300 free (dump);
1301 return op;
1302 }
1303
1304 if (op->more != NULL)
1305 {
1306 /* The part may be on a different map. */
1307
1308 object *more = op->more;
1309
1310 /* We really need the caller to normalize coordinates - if
1311 * we set the map, that doesn't work if the location is within
1312 * a map and this is straddling an edge. So only if coordinate
1313 * is clear wrong do we normalize it.
1314 */
1315 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1316 more->map = get_map_from_coord (m, &more->x, &more->y);
1317 else if (!more->map)
1318 {
1319 /* For backwards compatibility - when not dealing with tiled maps,
1320 * more->map should always point to the parent.
1321 */
1322 more->map = m;
1323 }
1324
1325 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1326 {
1327 if (!op->head)
1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329
1330 return NULL;
1331 }
1332 }
1333
1334 CLEAR_FLAG (op, FLAG_REMOVED);
1335 1251
1336 /* Ideally, the caller figures this out. However, it complicates a lot 1252 /* Ideally, the caller figures this out. However, it complicates a lot
1337 * of areas of callers (eg, anything that uses find_free_spot would now 1253 * of areas of callers (eg, anything that uses find_free_spot would now
1338 * need extra work 1254 * need extra work
1339 */ 1255 */
1340 op->map = get_map_from_coord (m, &op->x, &op->y); 1256 if (!xy_normalise (m, op->x, op->y))
1341 x = op->x; 1257 {
1342 y = op->y; 1258 op->destroy ();
1259 return 0;
1260 }
1261
1262 if (object *more = op->more)
1263 if (!insert_ob_in_map (more, m, originator, flag))
1264 return 0;
1265
1266 CLEAR_FLAG (op, FLAG_REMOVED);
1267
1268 op->map = m;
1269 mapspace &ms = op->ms ();
1343 1270
1344 /* this has to be done after we translate the coordinates. 1271 /* this has to be done after we translate the coordinates.
1345 */ 1272 */
1346 if (op->nrof && !(flag & INS_NO_MERGE)) 1273 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1274 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1348 if (object::can_merge (op, tmp)) 1275 if (object::can_merge (op, tmp))
1349 { 1276 {
1350 op->nrof += tmp->nrof; 1277 op->nrof += tmp->nrof;
1351 tmp->destroy (); 1278 tmp->destroy ();
1352 } 1279 }
1369 op->below = originator->below; 1296 op->below = originator->below;
1370 1297
1371 if (op->below) 1298 if (op->below)
1372 op->below->above = op; 1299 op->below->above = op;
1373 else 1300 else
1374 SET_MAP_OB (op->map, op->x, op->y, op); 1301 ms.bot = op;
1375 1302
1376 /* since *below* originator, no need to update top */ 1303 /* since *below* originator, no need to update top */
1377 originator->below = op; 1304 originator->below = op;
1378 } 1305 }
1379 else 1306 else
1380 { 1307 {
1308 top = ms.bot;
1309
1381 /* If there are other objects, then */ 1310 /* If there are other objects, then */
1382 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1311 if (top)
1383 { 1312 {
1384 object *last = NULL; 1313 object *last = 0;
1385 1314
1386 /* 1315 /*
1387 * If there are multiple objects on this space, we do some trickier handling. 1316 * If there are multiple objects on this space, we do some trickier handling.
1388 * We've already dealt with merging if appropriate. 1317 * We've already dealt with merging if appropriate.
1389 * Generally, we want to put the new object on top. But if 1318 * Generally, we want to put the new object on top. But if
1393 * once we get to them. This reduces the need to traverse over all of 1322 * once we get to them. This reduces the need to traverse over all of
1394 * them when adding another one - this saves quite a bit of cpu time 1323 * them when adding another one - this saves quite a bit of cpu time
1395 * when lots of spells are cast in one area. Currently, it is presumed 1324 * when lots of spells are cast in one area. Currently, it is presumed
1396 * that flying non pickable objects are spell objects. 1325 * that flying non pickable objects are spell objects.
1397 */ 1326 */
1398 1327 for (top = ms.bot; top; top = top->above)
1399 while (top != NULL)
1400 { 1328 {
1401 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1329 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1402 floor = top; 1330 floor = top;
1403 1331
1404 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1332 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1407 top = top->below; 1335 top = top->below;
1408 break; 1336 break;
1409 } 1337 }
1410 1338
1411 last = top; 1339 last = top;
1412 top = top->above;
1413 } 1340 }
1414 1341
1415 /* Don't want top to be NULL, so set it to the last valid object */ 1342 /* Don't want top to be NULL, so set it to the last valid object */
1416 top = last; 1343 top = last;
1417 1344
1419 * looks like instead of lots of conditions here. 1346 * looks like instead of lots of conditions here.
1420 * makes things faster, and effectively the same result. 1347 * makes things faster, and effectively the same result.
1421 */ 1348 */
1422 1349
1423 /* Have object 'fall below' other objects that block view. 1350 /* Have object 'fall below' other objects that block view.
1424 * Unless those objects are exits, type 66 1351 * Unless those objects are exits.
1425 * If INS_ON_TOP is used, don't do this processing 1352 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise 1353 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd. 1354 * stacking is a bit odd.
1428 */ 1355 */
1429 if (!(flag & INS_ON_TOP) && 1356 if (!(flag & INS_ON_TOP)
1430 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1357 && ms.flags () & P_BLOCKSVIEW
1358 && (op->face && !faces [op->face].visibility))
1431 { 1359 {
1432 for (last = top; last != floor; last = last->below) 1360 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1361 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break; 1362 break;
1363
1435 /* Check to see if we found the object that blocks view, 1364 /* Check to see if we found the object that blocks view,
1436 * and make sure we have a below pointer for it so that 1365 * and make sure we have a below pointer for it so that
1437 * we can get inserted below this one, which requires we 1366 * we can get inserted below this one, which requires we
1438 * set top to the object below us. 1367 * set top to the object below us.
1439 */ 1368 */
1440 if (last && last->below && last != floor) 1369 if (last && last->below && last != floor)
1441 top = last->below; 1370 top = last->below;
1442 } 1371 }
1443 } /* If objects on this space */ 1372 } /* If objects on this space */
1444 1373
1445 if (flag & INS_MAP_LOAD)
1446 top = GET_MAP_TOP (op->map, op->x, op->y);
1447
1448 if (flag & INS_ABOVE_FLOOR_ONLY) 1374 if (flag & INS_ABOVE_FLOOR_ONLY)
1449 top = floor; 1375 top = floor;
1450 1376
1451 /* Top is the object that our object (op) is going to get inserted above. 1377 /* Top is the object that our object (op) is going to get inserted above.
1452 */ 1378 */
1453 1379
1454 /* First object on this space */ 1380 /* First object on this space */
1455 if (!top) 1381 if (!top)
1456 { 1382 {
1457 op->above = GET_MAP_OB (op->map, op->x, op->y); 1383 op->above = ms.bot;
1458 1384
1459 if (op->above) 1385 if (op->above)
1460 op->above->below = op; 1386 op->above->below = op;
1461 1387
1462 op->below = NULL; 1388 op->below = 0;
1463 SET_MAP_OB (op->map, op->x, op->y, op); 1389 ms.bot = op;
1464 } 1390 }
1465 else 1391 else
1466 { /* get inserted into the stack above top */ 1392 { /* get inserted into the stack above top */
1467 op->above = top->above; 1393 op->above = top->above;
1468 1394
1471 1397
1472 op->below = top; 1398 op->below = top;
1473 top->above = op; 1399 top->above = op;
1474 } 1400 }
1475 1401
1476 if (op->above == NULL) 1402 if (!op->above)
1477 SET_MAP_TOP (op->map, op->x, op->y, op); 1403 ms.top = op;
1478 } /* else not INS_BELOW_ORIGINATOR */ 1404 } /* else not INS_BELOW_ORIGINATOR */
1479 1405
1480 if (op->type == PLAYER) 1406 if (op->type == PLAYER)
1407 {
1481 op->contr->do_los = 1; 1408 op->contr->do_los = 1;
1409 ++op->map->players;
1410 op->map->touch ();
1411 }
1482 1412
1483 /* If we have a floor, we know the player, if any, will be above 1413 op->map->dirty = true;
1484 * it, so save a few ticks and start from there. 1414
1485 */ 1415 if (object *pl = ms.player ())
1486 if (!(flag & INS_MAP_LOAD)) 1416 pl->contr->ns->floorbox_update ();
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1488 if (tmp->type == PLAYER)
1489 tmp->contr->socket->update_look = 1;
1490 1417
1491 /* If this object glows, it may affect lighting conditions that are 1418 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really 1419 * visible to others on this map. But update_all_los is really
1493 * an inefficient way to do this, as it means los for all players 1420 * an inefficient way to do this, as it means los for all players
1494 * on the map will get recalculated. The players could very well 1421 * on the map will get recalculated. The players could very well
1495 * be far away from this change and not affected in any way - 1422 * be far away from this change and not affected in any way -
1496 * this should get redone to only look for players within range, 1423 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area 1424 * or just updating the P_UPTODATE for spaces within this area
1498 * of effect may be sufficient. 1425 * of effect may be sufficient.
1499 */ 1426 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1427 if (op->map->darkness && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y); 1428 update_all_los (op->map, op->x, op->y);
1502 1429
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1430 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT); 1431 update_object (op, UP_OBJ_INSERT);
1505 1432
1433 INVOKE_OBJECT (INSERT, op);
1434
1506 /* Don't know if moving this to the end will break anything. However, 1435 /* Don't know if moving this to the end will break anything. However,
1507 * we want to have update_look set above before calling this. 1436 * we want to have floorbox_update called before calling this.
1508 * 1437 *
1509 * check_move_on() must be after this because code called from 1438 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like 1439 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by 1440 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object(). 1441 * update_object().
1513 */ 1442 */
1514 1443
1515 /* if this is not the head or flag has been passed, don't check walk on status */ 1444 /* if this is not the head or flag has been passed, don't check walk on status */
1516 if (!(flag & INS_NO_WALK_ON) && !op->head) 1445 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1517 { 1446 {
1518 if (check_move_on (op, originator)) 1447 if (check_move_on (op, originator))
1519 return NULL; 1448 return 0;
1520 1449
1521 /* If we are a multi part object, lets work our way through the check 1450 /* If we are a multi part object, lets work our way through the check
1522 * walk on's. 1451 * walk on's.
1523 */ 1452 */
1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1453 for (object *tmp = op->more; tmp; tmp = tmp->more)
1525 if (check_move_on (tmp, originator)) 1454 if (check_move_on (tmp, originator))
1526 return NULL; 1455 return 0;
1527 } 1456 }
1528 1457
1529 return op; 1458 return op;
1530} 1459}
1531 1460
1532/* this function inserts an object in the map, but if it 1461/* this function inserts an object in the map, but if it
1533 * finds an object of its own type, it'll remove that one first. 1462 * finds an object of its own type, it'll remove that one first.
1534 * op is the object to insert it under: supplies x and the map. 1463 * op is the object to insert it under: supplies x and the map.
1535 */ 1464 */
1536void 1465void
1537replace_insert_ob_in_map (const char *arch_string, object *op) 1466replace_insert_ob_in_map (const char *arch_string, object *op)
1538{ 1467{
1539 object * 1468 object *tmp, *tmp1;
1540 tmp;
1541 object *
1542 tmp1;
1543 1469
1544 /* first search for itself and remove any old instances */ 1470 /* first search for itself and remove any old instances */
1545 1471
1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1472 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1473 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1548 tmp->destroy (); 1474 tmp->destroy ();
1549 1475
1550 tmp1 = arch_to_object (archetype::find (arch_string)); 1476 tmp1 = arch_to_object (archetype::find (arch_string));
1551 1477
1552 tmp1->x = op->x; 1478 tmp1->x = op->x;
1553 tmp1->y = op->y; 1479 tmp1->y = op->y;
1554 insert_ob_in_map (tmp1, op->map, op, 0); 1480 insert_ob_in_map (tmp1, op->map, op, 0);
1481}
1482
1483object *
1484object::insert_at (object *where, object *originator, int flags)
1485{
1486 return where->map->insert (this, where->x, where->y, originator, flags);
1555} 1487}
1556 1488
1557/* 1489/*
1558 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1490 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1559 * is returned contains nr objects, and the remaining parts contains 1491 * is returned contains nr objects, and the remaining parts contains
1560 * the rest (or is removed and freed if that number is 0). 1492 * the rest (or is removed and freed if that number is 0).
1561 * On failure, NULL is returned, and the reason put into the 1493 * On failure, NULL is returned, and the reason put into the
1562 * global static errmsg array. 1494 * global static errmsg array.
1563 */ 1495 */
1564
1565object * 1496object *
1566get_split_ob (object *orig_ob, uint32 nr) 1497get_split_ob (object *orig_ob, uint32 nr)
1567{ 1498{
1568 object *newob; 1499 object *newob;
1569 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1500 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1600 * the amount of an object. If the amount reaches 0, the object 1531 * the amount of an object. If the amount reaches 0, the object
1601 * is subsequently removed and freed. 1532 * is subsequently removed and freed.
1602 * 1533 *
1603 * Return value: 'op' if something is left, NULL if the amount reached 0 1534 * Return value: 'op' if something is left, NULL if the amount reached 0
1604 */ 1535 */
1605
1606object * 1536object *
1607decrease_ob_nr (object *op, uint32 i) 1537decrease_ob_nr (object *op, uint32 i)
1608{ 1538{
1609 object *tmp; 1539 object *tmp;
1610 player *pl;
1611 1540
1612 if (i == 0) /* objects with op->nrof require this check */ 1541 if (i == 0) /* objects with op->nrof require this check */
1613 return op; 1542 return op;
1614 1543
1615 if (i > op->nrof) 1544 if (i > op->nrof)
1616 i = op->nrof; 1545 i = op->nrof;
1617 1546
1618 if (QUERY_FLAG (op, FLAG_REMOVED)) 1547 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i; 1548 op->nrof -= i;
1620 else if (op->env != NULL) 1549 else if (op->env)
1621 { 1550 {
1622 /* is this object in the players inventory, or sub container 1551 /* is this object in the players inventory, or sub container
1623 * therein? 1552 * therein?
1624 */ 1553 */
1625 tmp = is_player_inv (op->env); 1554 tmp = op->in_player ();
1626 /* nope. Is this a container the player has opened? 1555 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player. 1556 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly 1557 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map, 1558 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player. 1559 * and then searching the map for a player.
1631 */ 1560 */
1632 if (!tmp) 1561 if (!tmp)
1633 { 1562 for_all_players (pl)
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env) 1563 if (pl->ob->container == op->env)
1564 {
1565 tmp = pl->ob;
1636 break; 1566 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 } 1567 }
1642 1568
1643 if (i < op->nrof) 1569 if (i < op->nrof)
1644 { 1570 {
1645 sub_weight (op->env, op->weight * i); 1571 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i; 1572 op->nrof -= i;
1647 if (tmp) 1573 if (tmp)
1648 {
1649 esrv_send_item (tmp, op); 1574 esrv_send_item (tmp, op);
1650 }
1651 } 1575 }
1652 else 1576 else
1653 { 1577 {
1654 op->remove (); 1578 op->remove ();
1655 op->nrof = 0; 1579 op->nrof = 0;
1656 if (tmp) 1580 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count); 1581 esrv_del_item (tmp->contr, op->count);
1659 }
1660 } 1582 }
1661 } 1583 }
1662 else 1584 else
1663 { 1585 {
1664 object *above = op->above; 1586 object *above = op->above;
1670 op->remove (); 1592 op->remove ();
1671 op->nrof = 0; 1593 op->nrof = 0;
1672 } 1594 }
1673 1595
1674 /* Since we just removed op, op->above is null */ 1596 /* Since we just removed op, op->above is null */
1675 for (tmp = above; tmp != NULL; tmp = tmp->above) 1597 for (tmp = above; tmp; tmp = tmp->above)
1676 if (tmp->type == PLAYER) 1598 if (tmp->type == PLAYER)
1677 { 1599 {
1678 if (op->nrof) 1600 if (op->nrof)
1679 esrv_send_item (tmp, op); 1601 esrv_send_item (tmp, op);
1680 else 1602 else
1685 if (op->nrof) 1607 if (op->nrof)
1686 return op; 1608 return op;
1687 else 1609 else
1688 { 1610 {
1689 op->destroy (); 1611 op->destroy ();
1690 return NULL; 1612 return 0;
1691 } 1613 }
1692} 1614}
1693 1615
1694/* 1616/*
1695 * add_weight(object, weight) adds the specified weight to an object, 1617 * add_weight(object, weight) adds the specified weight to an object,
1696 * and also updates how much the environment(s) is/are carrying. 1618 * and also updates how much the environment(s) is/are carrying.
1697 */ 1619 */
1698
1699void 1620void
1700add_weight (object *op, signed long weight) 1621add_weight (object *op, signed long weight)
1701{ 1622{
1702 while (op != NULL) 1623 while (op != NULL)
1703 { 1624 {
1718 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1639 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1719 free (dump); 1640 free (dump);
1720 return op; 1641 return op;
1721 } 1642 }
1722 1643
1723 if (where->head) 1644 if (where->head_ () != where)
1724 { 1645 {
1725 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1646 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1726 where = where->head; 1647 where = where->head;
1727 } 1648 }
1728 1649
1729 return where->insert (op); 1650 return where->insert (op);
1730} 1651}
1735 * inside the object environment. 1656 * inside the object environment.
1736 * 1657 *
1737 * The function returns now pointer to inserted item, and return value can 1658 * The function returns now pointer to inserted item, and return value can
1738 * be != op, if items are merged. -Tero 1659 * be != op, if items are merged. -Tero
1739 */ 1660 */
1740
1741object * 1661object *
1742object::insert (object *op) 1662object::insert (object *op)
1743{ 1663{
1744 object *tmp, *otmp;
1745
1746 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1664 if (!QUERY_FLAG (op, FLAG_REMOVED))
1747 op->remove (); 1665 op->remove ();
1748 1666
1749 if (op->more) 1667 if (op->more)
1750 { 1668 {
1752 return op; 1670 return op;
1753 } 1671 }
1754 1672
1755 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1673 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1756 CLEAR_FLAG (op, FLAG_REMOVED); 1674 CLEAR_FLAG (op, FLAG_REMOVED);
1675
1757 if (op->nrof) 1676 if (op->nrof)
1758 { 1677 {
1759 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1678 for (object *tmp = inv; tmp; tmp = tmp->below)
1760 if (object::can_merge (tmp, op)) 1679 if (object::can_merge (tmp, op))
1761 { 1680 {
1762 /* return the original object and remove inserted object 1681 /* return the original object and remove inserted object
1763 (client needs the original object) */ 1682 (client needs the original object) */
1764 tmp->nrof += op->nrof; 1683 tmp->nrof += op->nrof;
1783 add_weight (this, op->weight * op->nrof); 1702 add_weight (this, op->weight * op->nrof);
1784 } 1703 }
1785 else 1704 else
1786 add_weight (this, (op->weight + op->carrying)); 1705 add_weight (this, (op->weight + op->carrying));
1787 1706
1788 otmp = is_player_inv (this); 1707 if (object *otmp = this->in_player ())
1789 if (otmp && otmp->contr)
1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1708 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1791 fix_player (otmp); 1709 otmp->update_stats ();
1792 1710
1711 op->owner = 0; // its his/hers now. period.
1793 op->map = NULL; 1712 op->map = 0;
1794 op->env = this; 1713 op->env = this;
1795 op->above = NULL; 1714 op->above = 0;
1796 op->below = NULL; 1715 op->below = 0;
1797 op->x = 0, op->y = 0; 1716 op->x = op->y = 0;
1798 1717
1799 /* reset the light list and los of the players on the map */ 1718 /* reset the light list and los of the players on the map */
1800 if ((op->glow_radius != 0) && map) 1719 if (op->glow_radius && map)
1801 { 1720 {
1802#ifdef DEBUG_LIGHTS 1721#ifdef DEBUG_LIGHTS
1803 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1722 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1804#endif /* DEBUG_LIGHTS */ 1723#endif /* DEBUG_LIGHTS */
1805 if (MAP_DARKNESS (map)) 1724 if (map->darkness)
1806 update_all_los (map, x, y); 1725 update_all_los (map, x, y);
1807 } 1726 }
1808 1727
1809 /* Client has no idea of ordering so lets not bother ordering it here. 1728 /* Client has no idea of ordering so lets not bother ordering it here.
1810 * It sure simplifies this function... 1729 * It sure simplifies this function...
1815 { 1734 {
1816 op->below = inv; 1735 op->below = inv;
1817 op->below->above = op; 1736 op->below->above = op;
1818 inv = op; 1737 inv = op;
1819 } 1738 }
1739
1740 INVOKE_OBJECT (INSERT, this);
1820 1741
1821 return op; 1742 return op;
1822} 1743}
1823 1744
1824/* 1745/*
1839 * 1760 *
1840 * MSW 2001-07-08: Check all objects on space, not just those below 1761 * MSW 2001-07-08: Check all objects on space, not just those below
1841 * object being inserted. insert_ob_in_map may not put new objects 1762 * object being inserted. insert_ob_in_map may not put new objects
1842 * on top. 1763 * on top.
1843 */ 1764 */
1844
1845int 1765int
1846check_move_on (object *op, object *originator) 1766check_move_on (object *op, object *originator)
1847{ 1767{
1848 object *tmp; 1768 object *tmp;
1849 maptile *m = op->map; 1769 maptile *m = op->map;
1876 1796
1877 /* The objects have to be checked from top to bottom. 1797 /* The objects have to be checked from top to bottom.
1878 * Hence, we first go to the top: 1798 * Hence, we first go to the top:
1879 */ 1799 */
1880 1800
1881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1801 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1882 { 1802 {
1883 /* Trim the search when we find the first other spell effect 1803 /* Trim the search when we find the first other spell effect
1884 * this helps performance so that if a space has 50 spell objects, 1804 * this helps performance so that if a space has 50 spell objects,
1885 * we don't need to check all of them. 1805 * we don't need to check all of them.
1886 */ 1806 */
1904 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1824 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1905 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1825 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1906 { 1826 {
1907 1827
1908 float 1828 float
1909 diff = tmp->move_slow_penalty * FABS (op->speed); 1829 diff = tmp->move_slow_penalty * fabs (op->speed);
1910 1830
1911 if (op->type == PLAYER) 1831 if (op->type == PLAYER)
1912 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1832 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1913 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1833 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1914 diff /= 4.0; 1834 diff /= 4.0;
1941/* 1861/*
1942 * present_arch(arch, map, x, y) searches for any objects with 1862 * present_arch(arch, map, x, y) searches for any objects with
1943 * a matching archetype at the given map and coordinates. 1863 * a matching archetype at the given map and coordinates.
1944 * The first matching object is returned, or NULL if none. 1864 * The first matching object is returned, or NULL if none.
1945 */ 1865 */
1946
1947object * 1866object *
1948present_arch (const archetype *at, maptile *m, int x, int y) 1867present_arch (const archetype *at, maptile *m, int x, int y)
1949{ 1868{
1950 object *
1951 tmp;
1952
1953 if (m == NULL || out_of_map (m, x, y)) 1869 if (!m || out_of_map (m, x, y))
1954 { 1870 {
1955 LOG (llevError, "Present_arch called outside map.\n"); 1871 LOG (llevError, "Present_arch called outside map.\n");
1956 return NULL; 1872 return NULL;
1957 } 1873 }
1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1874
1875 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1959 if (tmp->arch == at) 1876 if (tmp->arch == at)
1960 return tmp; 1877 return tmp;
1878
1961 return NULL; 1879 return NULL;
1962} 1880}
1963 1881
1964/* 1882/*
1965 * present(type, map, x, y) searches for any objects with 1883 * present(type, map, x, y) searches for any objects with
1966 * a matching type variable at the given map and coordinates. 1884 * a matching type variable at the given map and coordinates.
1967 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
1968 */ 1886 */
1969
1970object * 1887object *
1971present (unsigned char type, maptile *m, int x, int y) 1888present (unsigned char type, maptile *m, int x, int y)
1972{ 1889{
1973 object *
1974 tmp;
1975
1976 if (out_of_map (m, x, y)) 1890 if (out_of_map (m, x, y))
1977 { 1891 {
1978 LOG (llevError, "Present called outside map.\n"); 1892 LOG (llevError, "Present called outside map.\n");
1979 return NULL; 1893 return NULL;
1980 } 1894 }
1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1895
1896 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1982 if (tmp->type == type) 1897 if (tmp->type == type)
1983 return tmp; 1898 return tmp;
1899
1984 return NULL; 1900 return NULL;
1985} 1901}
1986 1902
1987/* 1903/*
1988 * present_in_ob(type, object) searches for any objects with 1904 * present_in_ob(type, object) searches for any objects with
1989 * a matching type variable in the inventory of the given object. 1905 * a matching type variable in the inventory of the given object.
1990 * The first matching object is returned, or NULL if none. 1906 * The first matching object is returned, or NULL if none.
1991 */ 1907 */
1992
1993object * 1908object *
1994present_in_ob (unsigned char type, const object *op) 1909present_in_ob (unsigned char type, const object *op)
1995{ 1910{
1996 object *
1997 tmp;
1998
1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2000 if (tmp->type == type) 1912 if (tmp->type == type)
2001 return tmp; 1913 return tmp;
1914
2002 return NULL; 1915 return NULL;
2003} 1916}
2004 1917
2005/* 1918/*
2006 * present_in_ob (type, str, object) searches for any objects with 1919 * present_in_ob (type, str, object) searches for any objects with
2014 * str is the string to match against. Note that we match against 1927 * str is the string to match against. Note that we match against
2015 * the object name, not the archetype name. this is so that the 1928 * the object name, not the archetype name. this is so that the
2016 * spell code can use one object type (force), but change it's name 1929 * spell code can use one object type (force), but change it's name
2017 * to be unique. 1930 * to be unique.
2018 */ 1931 */
2019
2020object * 1932object *
2021present_in_ob_by_name (int type, const char *str, const object *op) 1933present_in_ob_by_name (int type, const char *str, const object *op)
2022{ 1934{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2027 {
2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1936 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2029 return tmp; 1937 return tmp;
2030 } 1938
2031 return NULL; 1939 return 0;
2032} 1940}
2033 1941
2034/* 1942/*
2035 * present_arch_in_ob(archetype, object) searches for any objects with 1943 * present_arch_in_ob(archetype, object) searches for any objects with
2036 * a matching archetype in the inventory of the given object. 1944 * a matching archetype in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1945 * The first matching object is returned, or NULL if none.
2038 */ 1946 */
2039
2040object * 1947object *
2041present_arch_in_ob (const archetype *at, const object *op) 1948present_arch_in_ob (const archetype *at, const object *op)
2042{ 1949{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1950 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047 if (tmp->arch == at) 1951 if (tmp->arch == at)
2048 return tmp; 1952 return tmp;
1953
2049 return NULL; 1954 return NULL;
2050} 1955}
2051 1956
2052/* 1957/*
2053 * activate recursively a flag on an object inventory 1958 * activate recursively a flag on an object inventory
2054 */ 1959 */
2055void 1960void
2056flag_inv (object *op, int flag) 1961flag_inv (object *op, int flag)
2057{ 1962{
2058 object *
2059 tmp;
2060
2061 if (op->inv)
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1963 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2063 { 1964 {
2064 SET_FLAG (tmp, flag); 1965 SET_FLAG (tmp, flag);
2065 flag_inv (tmp, flag); 1966 flag_inv (tmp, flag);
2066 } 1967 }
2067} /* 1968}
1969
1970/*
2068 * desactivate recursively a flag on an object inventory 1971 * deactivate recursively a flag on an object inventory
2069 */ 1972 */
2070void 1973void
2071unflag_inv (object *op, int flag) 1974unflag_inv (object *op, int flag)
2072{ 1975{
2073 object *
2074 tmp;
2075
2076 if (op->inv)
2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1976 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2078 { 1977 {
2079 CLEAR_FLAG (tmp, flag); 1978 CLEAR_FLAG (tmp, flag);
2080 unflag_inv (tmp, flag); 1979 unflag_inv (tmp, flag);
2081 } 1980 }
2082}
2083
2084/*
2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2086 * all it's inventory (recursively).
2087 * If checksums are used, a player will get set_cheat called for
2088 * him/her-self and all object carried by a call to this function.
2089 */
2090
2091void
2092set_cheat (object *op)
2093{
2094 SET_FLAG (op, FLAG_WAS_WIZ);
2095 flag_inv (op, FLAG_WAS_WIZ);
2096} 1981}
2097 1982
2098/* 1983/*
2099 * find_free_spot(object, map, x, y, start, stop) will search for 1984 * find_free_spot(object, map, x, y, start, stop) will search for
2100 * a spot at the given map and coordinates which will be able to contain 1985 * a spot at the given map and coordinates which will be able to contain
2102 * to search (see the freearr_x/y[] definition). 1987 * to search (see the freearr_x/y[] definition).
2103 * It returns a random choice among the alternatives found. 1988 * It returns a random choice among the alternatives found.
2104 * start and stop are where to start relative to the free_arr array (1,9 1989 * start and stop are where to start relative to the free_arr array (1,9
2105 * does all 4 immediate directions). This returns the index into the 1990 * does all 4 immediate directions). This returns the index into the
2106 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1991 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2107 * Note - this only checks to see if there is space for the head of the
2108 * object - if it is a multispace object, this should be called for all
2109 * pieces.
2110 * Note2: This function does correctly handle tiled maps, but does not 1992 * Note: This function does correctly handle tiled maps, but does not
2111 * inform the caller. However, insert_ob_in_map will update as 1993 * inform the caller. However, insert_ob_in_map will update as
2112 * necessary, so the caller shouldn't need to do any special work. 1994 * necessary, so the caller shouldn't need to do any special work.
2113 * Note - updated to take an object instead of archetype - this is necessary 1995 * Note - updated to take an object instead of archetype - this is necessary
2114 * because arch_blocked (now ob_blocked) needs to know the movement type 1996 * because arch_blocked (now ob_blocked) needs to know the movement type
2115 * to know if the space in question will block the object. We can't use 1997 * to know if the space in question will block the object. We can't use
2116 * the archetype because that isn't correct if the monster has been 1998 * the archetype because that isn't correct if the monster has been
2117 * customized, changed states, etc. 1999 * customized, changed states, etc.
2118 */ 2000 */
2119
2120int 2001int
2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{ 2003{
2123 int
2124 i,
2125 index = 0, flag;
2126 static int
2127 altern[SIZEOFFREE]; 2004 int altern[SIZEOFFREE];
2005 int index = 0, flag;
2128 2006
2129 for (i = start; i < stop; i++) 2007 for (int i = start; i < stop; i++)
2130 { 2008 {
2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2009 mapxy pos (m, x, y); pos.move (i);
2132 if (!flag) 2010
2011 if (!pos.normalise ())
2012 continue;
2013
2014 mapspace &ms = *pos;
2015
2016 if (ms.flags () & P_IS_ALIVE)
2017 continue;
2018
2019 /* However, often
2020 * ob doesn't have any move type (when used to place exits)
2021 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2022 */
2023 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2024 {
2133 altern[index++] = i; 2025 altern [index++] = i;
2026 continue;
2027 }
2134 2028
2135 /* Basically, if we find a wall on a space, we cut down the search size. 2029 /* Basically, if we find a wall on a space, we cut down the search size.
2136 * In this way, we won't return spaces that are on another side of a wall. 2030 * In this way, we won't return spaces that are on another side of a wall.
2137 * This mostly work, but it cuts down the search size in all directions - 2031 * This mostly work, but it cuts down the search size in all directions -
2138 * if the space being examined only has a wall to the north and empty 2032 * if the space being examined only has a wall to the north and empty
2139 * spaces in all the other directions, this will reduce the search space 2033 * spaces in all the other directions, this will reduce the search space
2140 * to only the spaces immediately surrounding the target area, and 2034 * to only the spaces immediately surrounding the target area, and
2141 * won't look 2 spaces south of the target space. 2035 * won't look 2 spaces south of the target space.
2142 */ 2036 */
2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2037 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2038 {
2144 stop = maxfree[i]; 2039 stop = maxfree[i];
2040 continue;
2041 }
2042
2043 /* Note it is intentional that we check ob - the movement type of the
2044 * head of the object should correspond for the entire object.
2045 */
2046 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2047 continue;
2048
2049 if (ob->blocked (m, pos.x, pos.y))
2050 continue;
2051
2052 altern [index++] = i;
2145 } 2053 }
2054
2146 if (!index) 2055 if (!index)
2147 return -1; 2056 return -1;
2057
2148 return altern[RANDOM () % index]; 2058 return altern [rndm (index)];
2149} 2059}
2150 2060
2151/* 2061/*
2152 * find_first_free_spot(archetype, maptile, x, y) works like 2062 * find_first_free_spot(archetype, maptile, x, y) works like
2153 * find_free_spot(), but it will search max number of squares. 2063 * find_free_spot(), but it will search max number of squares.
2154 * But it will return the first available spot, not a random choice. 2064 * But it will return the first available spot, not a random choice.
2155 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2065 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2156 */ 2066 */
2157
2158int 2067int
2159find_first_free_spot (const object *ob, maptile *m, int x, int y) 2068find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{ 2069{
2161 int
2162 i;
2163
2164 for (i = 0; i < SIZEOFFREE; i++) 2070 for (int i = 0; i < SIZEOFFREE; i++)
2165 {
2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2071 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2167 return i; 2072 return i;
2168 } 2073
2169 return -1; 2074 return -1;
2170} 2075}
2171 2076
2172/* 2077/*
2173 * The function permute(arr, begin, end) randomly reorders the array 2078 * The function permute(arr, begin, end) randomly reorders the array
2174 * arr[begin..end-1]. 2079 * arr[begin..end-1].
2080 * now uses a fisher-yates shuffle, old permute was broken
2175 */ 2081 */
2176static void 2082static void
2177permute (int *arr, int begin, int end) 2083permute (int *arr, int begin, int end)
2178{ 2084{
2179 int 2085 arr += begin;
2180 i,
2181 j,
2182 tmp,
2183 len;
2184
2185 len = end - begin; 2086 end -= begin;
2186 for (i = begin; i < end; i++)
2187 {
2188 j = begin + RANDOM () % len;
2189 2087
2190 tmp = arr[i]; 2088 while (--end)
2191 arr[i] = arr[j]; 2089 swap (arr [end], arr [rndm (end + 1)]);
2192 arr[j] = tmp;
2193 }
2194} 2090}
2195 2091
2196/* new function to make monster searching more efficient, and effective! 2092/* new function to make monster searching more efficient, and effective!
2197 * This basically returns a randomized array (in the passed pointer) of 2093 * This basically returns a randomized array (in the passed pointer) of
2198 * the spaces to find monsters. In this way, it won't always look for 2094 * the spaces to find monsters. In this way, it won't always look for
2201 * the 3x3 area will be searched, just not in a predictable order. 2097 * the 3x3 area will be searched, just not in a predictable order.
2202 */ 2098 */
2203void 2099void
2204get_search_arr (int *search_arr) 2100get_search_arr (int *search_arr)
2205{ 2101{
2206 int 2102 int i;
2207 i;
2208 2103
2209 for (i = 0; i < SIZEOFFREE; i++) 2104 for (i = 0; i < SIZEOFFREE; i++)
2210 {
2211 search_arr[i] = i; 2105 search_arr[i] = i;
2212 }
2213 2106
2214 permute (search_arr, 1, SIZEOFFREE1 + 1); 2107 permute (search_arr, 1, SIZEOFFREE1 + 1);
2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2108 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2109 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2217} 2110}
2226 * Perhaps incorrectly, but I'm making the assumption that exclude 2119 * Perhaps incorrectly, but I'm making the assumption that exclude
2227 * is actually want is going to try and move there. We need this info 2120 * is actually want is going to try and move there. We need this info
2228 * because we have to know what movement the thing looking to move 2121 * because we have to know what movement the thing looking to move
2229 * there is capable of. 2122 * there is capable of.
2230 */ 2123 */
2231
2232int 2124int
2233find_dir (maptile *m, int x, int y, object *exclude) 2125find_dir (maptile *m, int x, int y, object *exclude)
2234{ 2126{
2235 int
2236 i,
2237 max = SIZEOFFREE, mflags; 2127 int i, max = SIZEOFFREE, mflags;
2238 2128
2239 sint16 nx, ny; 2129 sint16 nx, ny;
2240 object * 2130 object *tmp;
2241 tmp;
2242 maptile * 2131 maptile *mp;
2243 mp;
2244 2132
2245 MoveType blocked, move_type; 2133 MoveType blocked, move_type;
2246 2134
2247 if (exclude && exclude->head) 2135 if (exclude && exclude->head_ () != exclude)
2248 { 2136 {
2249 exclude = exclude->head; 2137 exclude = exclude->head;
2250 move_type = exclude->move_type; 2138 move_type = exclude->move_type;
2251 } 2139 }
2252 else 2140 else
2260 mp = m; 2148 mp = m;
2261 nx = x + freearr_x[i]; 2149 nx = x + freearr_x[i];
2262 ny = y + freearr_y[i]; 2150 ny = y + freearr_y[i];
2263 2151
2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2152 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2153
2265 if (mflags & P_OUT_OF_MAP) 2154 if (mflags & P_OUT_OF_MAP)
2266 {
2267 max = maxfree[i]; 2155 max = maxfree[i];
2268 }
2269 else 2156 else
2270 { 2157 {
2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2158 mapspace &ms = mp->at (nx, ny);
2159
2160 blocked = ms.move_block;
2272 2161
2273 if ((move_type & blocked) == move_type) 2162 if ((move_type & blocked) == move_type)
2274 {
2275 max = maxfree[i]; 2163 max = maxfree[i];
2276 }
2277 else if (mflags & P_IS_ALIVE) 2164 else if (mflags & P_IS_ALIVE)
2278 { 2165 {
2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2166 for (tmp = ms.bot; tmp; tmp = tmp->above)
2280 { 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2281 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2282 {
2283 break; 2169 break;
2284 } 2170
2285 }
2286 if (tmp) 2171 if (tmp)
2287 {
2288 return freedir[i]; 2172 return freedir[i];
2289 }
2290 } 2173 }
2291 } 2174 }
2292 } 2175 }
2176
2293 return 0; 2177 return 0;
2294} 2178}
2295 2179
2296/* 2180/*
2297 * distance(object 1, object 2) will return the square of the 2181 * distance(object 1, object 2) will return the square of the
2298 * distance between the two given objects. 2182 * distance between the two given objects.
2299 */ 2183 */
2300
2301int 2184int
2302distance (const object *ob1, const object *ob2) 2185distance (const object *ob1, const object *ob2)
2303{ 2186{
2304 int
2305 i;
2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2187 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2308 return i;
2309} 2188}
2310 2189
2311/* 2190/*
2312 * find_dir_2(delta-x,delta-y) will return a direction in which 2191 * find_dir_2(delta-x,delta-y) will return a direction in which
2313 * an object which has subtracted the x and y coordinates of another 2192 * an object which has subtracted the x and y coordinates of another
2314 * object, needs to travel toward it. 2193 * object, needs to travel toward it.
2315 */ 2194 */
2316
2317int 2195int
2318find_dir_2 (int x, int y) 2196find_dir_2 (int x, int y)
2319{ 2197{
2320 int 2198 int q;
2321 q;
2322 2199
2323 if (y) 2200 if (y)
2324 q = x * 100 / y; 2201 q = x * 100 / y;
2325 else if (x) 2202 else if (x)
2326 q = -300 * x; 2203 q = -300 * x;
2351 2228
2352 return 3; 2229 return 3;
2353} 2230}
2354 2231
2355/* 2232/*
2356 * absdir(int): Returns a number between 1 and 8, which represent
2357 * the "absolute" direction of a number (it actually takes care of
2358 * "overflow" in previous calculations of a direction).
2359 */
2360
2361int
2362absdir (int d)
2363{
2364 while (d < 1)
2365 d += 8;
2366 while (d > 8)
2367 d -= 8;
2368 return d;
2369}
2370
2371/*
2372 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2373 * between two directions (which are expected to be absolute (see absdir()) 2234 * between two directions (which are expected to be absolute (see absdir())
2374 */ 2235 */
2375
2376int 2236int
2377dirdiff (int dir1, int dir2) 2237dirdiff (int dir1, int dir2)
2378{ 2238{
2379 int 2239 int d;
2380 d;
2381 2240
2382 d = abs (dir1 - dir2); 2241 d = abs (dir1 - dir2);
2383 if (d > 4) 2242 if (d > 4)
2384 d = 8 - d; 2243 d = 8 - d;
2244
2385 return d; 2245 return d;
2386} 2246}
2387 2247
2388/* peterm: 2248/* peterm:
2389 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2249 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2392 * This basically means that if direction is 15, then it could either go 2252 * This basically means that if direction is 15, then it could either go
2393 * direction 4, 14, or 16 to get back to where we are. 2253 * direction 4, 14, or 16 to get back to where we are.
2394 * Moved from spell_util.c to object.c with the other related direction 2254 * Moved from spell_util.c to object.c with the other related direction
2395 * functions. 2255 * functions.
2396 */ 2256 */
2397
2398int
2399 reduction_dir[SIZEOFFREE][3] = { 2257int reduction_dir[SIZEOFFREE][3] = {
2400 {0, 0, 0}, /* 0 */ 2258 {0, 0, 0}, /* 0 */
2401 {0, 0, 0}, /* 1 */ 2259 {0, 0, 0}, /* 1 */
2402 {0, 0, 0}, /* 2 */ 2260 {0, 0, 0}, /* 2 */
2403 {0, 0, 0}, /* 3 */ 2261 {0, 0, 0}, /* 3 */
2404 {0, 0, 0}, /* 4 */ 2262 {0, 0, 0}, /* 4 */
2452 * find a path to that monster that we found. If not, 2310 * find a path to that monster that we found. If not,
2453 * we don't bother going toward it. Returns 1 if we 2311 * we don't bother going toward it. Returns 1 if we
2454 * can see a direct way to get it 2312 * can see a direct way to get it
2455 * Modified to be map tile aware -.MSW 2313 * Modified to be map tile aware -.MSW
2456 */ 2314 */
2457
2458
2459int 2315int
2460can_see_monsterP (maptile *m, int x, int y, int dir) 2316can_see_monsterP (maptile *m, int x, int y, int dir)
2461{ 2317{
2462 sint16 dx, dy; 2318 sint16 dx, dy;
2463 int
2464 mflags; 2319 int mflags;
2465 2320
2466 if (dir < 0) 2321 if (dir < 0)
2467 return 0; /* exit condition: invalid direction */ 2322 return 0; /* exit condition: invalid direction */
2468 2323
2469 dx = x + freearr_x[dir]; 2324 dx = x + freearr_x[dir];
2482 return 0; 2337 return 0;
2483 2338
2484 /* yes, can see. */ 2339 /* yes, can see. */
2485 if (dir < 9) 2340 if (dir < 9)
2486 return 1; 2341 return 1;
2342
2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2343 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2488 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2344 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2345 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2489} 2346}
2490
2491
2492 2347
2493/* 2348/*
2494 * can_pick(picker, item): finds out if an object is possible to be 2349 * can_pick(picker, item): finds out if an object is possible to be
2495 * picked up by the picker. Returnes 1 if it can be 2350 * picked up by the picker. Returnes 1 if it can be
2496 * picked up, otherwise 0. 2351 * picked up, otherwise 0.
2498 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2353 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2499 * core dumps if they do. 2354 * core dumps if they do.
2500 * 2355 *
2501 * Add a check so we can't pick up invisible objects (0.93.8) 2356 * Add a check so we can't pick up invisible objects (0.93.8)
2502 */ 2357 */
2503
2504int 2358int
2505can_pick (const object *who, const object *item) 2359can_pick (const object *who, const object *item)
2506{ 2360{
2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2509 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2510} 2364}
2511 2365
2512
2513/* 2366/*
2514 * create clone from object to another 2367 * create clone from object to another
2515 */ 2368 */
2516object * 2369object *
2517object_create_clone (object *asrc) 2370object_create_clone (object *asrc)
2518{ 2371{
2519 object *dst = 0, *tmp, *src, *part, *prev, *item; 2372 object *dst = 0, *tmp, *src, *prev, *item;
2520 2373
2521 if (!asrc) 2374 if (!asrc)
2522 return 0; 2375 return 0;
2523 2376
2524 src = asrc;
2525 if (src->head)
2526 src = src->head; 2377 src = asrc->head_ ();
2527 2378
2528 prev = 0; 2379 prev = 0;
2529 for (part = src; part; part = part->more) 2380 for (object *part = src; part; part = part->more)
2530 { 2381 {
2531 tmp = part->clone (); 2382 tmp = part->clone ();
2532 tmp->x -= src->x; 2383 tmp->x -= src->x;
2533 tmp->y -= src->y; 2384 tmp->y -= src->y;
2534 2385
2536 { 2387 {
2537 dst = tmp; 2388 dst = tmp;
2538 tmp->head = 0; 2389 tmp->head = 0;
2539 } 2390 }
2540 else 2391 else
2541 {
2542 tmp->head = dst; 2392 tmp->head = dst;
2543 }
2544 2393
2545 tmp->more = 0; 2394 tmp->more = 0;
2546 2395
2547 if (prev) 2396 if (prev)
2548 prev->more = tmp; 2397 prev->more = tmp;
2552 2401
2553 for (item = src->inv; item; item = item->below) 2402 for (item = src->inv; item; item = item->below)
2554 insert_ob_in_ob (object_create_clone (item), dst); 2403 insert_ob_in_ob (object_create_clone (item), dst);
2555 2404
2556 return dst; 2405 return dst;
2557}
2558
2559/* GROS - Creates an object using a string representing its content. */
2560/* Basically, we save the content of the string to a temp file, then call */
2561/* load_object on it. I admit it is a highly inefficient way to make things, */
2562/* but it was simple to make and allows reusing the load_object function. */
2563/* Remember not to use load_object_str in a time-critical situation. */
2564/* Also remember that multiparts objects are not supported for now. */
2565
2566object *
2567load_object_str (const char *obstr)
2568{
2569 object *op;
2570 char filename[MAX_BUF];
2571
2572 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2573
2574 FILE *tempfile = fopen (filename, "w");
2575
2576 if (tempfile == NULL)
2577 {
2578 LOG (llevError, "Error - Unable to access load object temp file\n");
2579 return NULL;
2580 }
2581
2582 fprintf (tempfile, obstr);
2583 fclose (tempfile);
2584
2585 op = object::create ();
2586
2587 object_thawer thawer (filename);
2588
2589 if (thawer)
2590 load_object (thawer, op, 0);
2591
2592 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2593 CLEAR_FLAG (op, FLAG_REMOVED);
2594
2595 return op;
2596} 2406}
2597 2407
2598/* This returns the first object in who's inventory that 2408/* This returns the first object in who's inventory that
2599 * has the same type and subtype match. 2409 * has the same type and subtype match.
2600 * returns NULL if no match. 2410 * returns NULL if no match.
2601 */ 2411 */
2602object * 2412object *
2603find_obj_by_type_subtype (const object *who, int type, int subtype) 2413find_obj_by_type_subtype (const object *who, int type, int subtype)
2604{ 2414{
2605 object *tmp;
2606
2607 for (tmp = who->inv; tmp; tmp = tmp->below) 2415 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2608 if (tmp->type == type && tmp->subtype == subtype) 2416 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp; 2417 return tmp;
2610 2418
2611 return NULL; 2419 return 0;
2612} 2420}
2613 2421
2614/* If ob has a field named key, return the link from the list, 2422/* If ob has a field named key, return the link from the list,
2615 * otherwise return NULL. 2423 * otherwise return NULL.
2616 * 2424 *
2618 * do the desired thing. 2426 * do the desired thing.
2619 */ 2427 */
2620key_value * 2428key_value *
2621get_ob_key_link (const object *ob, const char *key) 2429get_ob_key_link (const object *ob, const char *key)
2622{ 2430{
2623 key_value *link;
2624
2625 for (link = ob->key_values; link != NULL; link = link->next) 2431 for (key_value *link = ob->key_values; link; link = link->next)
2626 if (link->key == key) 2432 if (link->key == key)
2627 return link; 2433 return link;
2628 2434
2629 return NULL; 2435 return 0;
2630} 2436}
2631 2437
2632/* 2438/*
2633 * Returns the value of op has an extra_field for key, or NULL. 2439 * Returns the value of op has an extra_field for key, or NULL.
2634 * 2440 *
2659 if (link->key == canonical_key) 2465 if (link->key == canonical_key)
2660 return link->value; 2466 return link->value;
2661 2467
2662 return 0; 2468 return 0;
2663} 2469}
2664
2665 2470
2666/* 2471/*
2667 * Updates the canonical_key in op to value. 2472 * Updates the canonical_key in op to value.
2668 * 2473 *
2669 * canonical_key is a shared string (value doesn't have to be). 2474 * canonical_key is a shared string (value doesn't have to be).
2674 * Returns TRUE on success. 2479 * Returns TRUE on success.
2675 */ 2480 */
2676int 2481int
2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2482set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{ 2483{
2679 key_value *
2680 field = NULL, *last = NULL; 2484 key_value *field = NULL, *last = NULL;
2681 2485
2682 for (field = op->key_values; field != NULL; field = field->next) 2486 for (field = op->key_values; field != NULL; field = field->next)
2683 { 2487 {
2684 if (field->key != canonical_key) 2488 if (field->key != canonical_key)
2685 { 2489 {
2694 /* Basically, if the archetype has this key set, 2498 /* Basically, if the archetype has this key set,
2695 * we need to store the null value so when we save 2499 * we need to store the null value so when we save
2696 * it, we save the empty value so that when we load, 2500 * it, we save the empty value so that when we load,
2697 * we get this value back again. 2501 * we get this value back again.
2698 */ 2502 */
2699 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2503 if (get_ob_key_link (op->arch, canonical_key))
2700 field->value = 0; 2504 field->value = 0;
2701 else 2505 else
2702 { 2506 {
2703 if (last) 2507 if (last)
2704 last->next = field->next; 2508 last->next = field->next;
2713 /* IF we get here, key doesn't exist */ 2517 /* IF we get here, key doesn't exist */
2714 2518
2715 /* No field, we'll have to add it. */ 2519 /* No field, we'll have to add it. */
2716 2520
2717 if (!add_key) 2521 if (!add_key)
2718 {
2719 return FALSE; 2522 return FALSE;
2720 } 2523
2721 /* There isn't any good reason to store a null 2524 /* There isn't any good reason to store a null
2722 * value in the key/value list. If the archetype has 2525 * value in the key/value list. If the archetype has
2723 * this key, then we should also have it, so shouldn't 2526 * this key, then we should also have it, so shouldn't
2724 * be here. If user wants to store empty strings, 2527 * be here. If user wants to store empty strings,
2725 * should pass in "" 2528 * should pass in ""
2774 } 2577 }
2775 else 2578 else
2776 item = item->env; 2579 item = item->env;
2777} 2580}
2778 2581
2582const char *
2583object::flag_desc (char *desc, int len) const
2584{
2585 char *p = desc;
2586 bool first = true;
2587
2588 *p = 0;
2589
2590 for (int i = 0; i < NUM_FLAGS; i++)
2591 {
2592 if (len <= 10) // magic constant!
2593 {
2594 snprintf (p, len, ",...");
2595 break;
2596 }
2597
2598 if (flag [i])
2599 {
2600 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2601 len -= cnt;
2602 p += cnt;
2603 first = false;
2604 }
2605 }
2606
2607 return desc;
2608}
2609
2779// return a suitable string describing an objetc in enough detail to find it 2610// return a suitable string describing an object in enough detail to find it
2780const char * 2611const char *
2781object::debug_desc (char *info) const 2612object::debug_desc (char *info) const
2782{ 2613{
2614 char flagdesc[512];
2783 char info2[256 * 3]; 2615 char info2[256 * 4];
2784 char *p = info; 2616 char *p = info;
2785 2617
2786 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2618 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2787 count, 2619 count, uuid.seq,
2788 &name, 2620 &name,
2789 title ? " " : "", 2621 title ? "\",title:\"" : "",
2790 title ? (const char *)title : ""); 2622 title ? (const char *)title : "",
2623 flag_desc (flagdesc, 512), type);
2791 2624
2792 if (env) 2625 if (!this->flag[FLAG_REMOVED] && env)
2793 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2626 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794 2627
2795 if (map) 2628 if (map)
2796 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2629 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2797 2630
2798 return info; 2631 return info;
2799} 2632}
2800 2633
2801const char * 2634const char *
2802object::debug_desc () const 2635object::debug_desc () const
2803{ 2636{
2804 static char info[256 * 3]; 2637 static char info[3][256 * 4];
2638 static int info_idx;
2639
2805 return debug_desc (info); 2640 return debug_desc (info [++info_idx % 3]);
2806} 2641}
2807 2642
2643struct region *
2644object::region () const
2645{
2646 return map ? map->region (x, y)
2647 : region::default_region ();
2648}
2649
2650const materialtype_t *
2651object::dominant_material () const
2652{
2653 if (materialtype_t *mt = name_to_material (materialname))
2654 return mt;
2655
2656 return name_to_material (shstr_unknown);
2657}
2658
2659void
2660object::open_container (object *new_container)
2661{
2662 if (container == new_container)
2663 return;
2664
2665 if (object *old_container = container)
2666 {
2667 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2668 return;
2669
2670#if 0
2671 // remove the "Close old_container" object.
2672 if (object *closer = old_container->inv)
2673 if (closer->type == CLOSE_CON)
2674 closer->destroy ();
2675#endif
2676
2677 old_container->flag [FLAG_APPLIED] = 0;
2678 container = 0;
2679
2680 esrv_update_item (UPD_FLAGS, this, old_container);
2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2682 play_sound (sound_find ("chest_close"));
2683 }
2684
2685 if (new_container)
2686 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2688 return;
2689
2690 // TODO: this does not seem to serve any purpose anymore?
2691#if 0
2692 // insert the "Close Container" object.
2693 if (archetype *closer = new_container->other_arch)
2694 {
2695 object *closer = arch_to_object (new_container->other_arch);
2696 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2697 new_container->insert (closer);
2698 }
2699#endif
2700
2701 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2702
2703 new_container->flag [FLAG_APPLIED] = 1;
2704 container = new_container;
2705
2706 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container);
2708 play_sound (sound_find ("chest_open"));
2709 }
2710}
2711
2712object *
2713object::force_find (const shstr name)
2714{
2715 /* cycle through his inventory to look for the MARK we want to
2716 * place
2717 */
2718 for (object *tmp = inv; tmp; tmp = tmp->below)
2719 if (tmp->type == FORCE && tmp->slaying == name)
2720 return splay (tmp);
2721
2722 return 0;
2723}
2724
2725void
2726object::force_add (const shstr name, int duration)
2727{
2728 if (object *force = force_find (name))
2729 force->destroy ();
2730
2731 object *force = get_archetype (FORCE_NAME);
2732
2733 force->slaying = name;
2734 force->stats.food = 1;
2735 force->speed_left = -1.f;
2736
2737 force->set_speed (duration ? 1.f / duration : 0.f);
2738 force->flag [FLAG_IS_USED_UP] = true;
2739 force->flag [FLAG_APPLIED] = true;
2740
2741 insert (force);
2742}
2743
2744void
2745object::play_sound (faceidx sound) const
2746{
2747 if (!sound)
2748 return;
2749
2750 if (flag [FLAG_REMOVED])
2751 return;
2752
2753 if (env)
2754 {
2755 if (object *pl = in_player ())
2756 pl->contr->play_sound (sound);
2757 }
2758 else
2759 map->play_sound (sound, x, y);
2760}
2761

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