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Comparing deliantra/server/common/object.C (file contents):
Revision 1.80 by root, Sat Dec 23 06:41:39 2006 UTC vs.
Revision 1.207 by root, Sun Apr 20 23:25:09 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 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
27#include <global.h> 28#include <global.h>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
33#include <loader.h> 35#include <loader.h>
34 36
35#include <bitset> 37#include <bitset>
36 38
37int nrofallocobjects = 0; 39UUID UUID::cur;
38static UUID uuid; 40static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 41static const uint64 UUID_GAP = 1<<19;
40 42
41object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
42 45
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, 46short freearr_x[SIZEOFFREE] = {
47 0,
48 0, 1, 1, 1, 0, -1, -1, -1,
49 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 50 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}; 51};
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, 52short freearr_y[SIZEOFFREE] = {
53 0,
54 -1, -1, 0, 1, 1, 1, 0, -1,
55 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 56 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48}; 57};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 58int maxfree[SIZEOFFREE] = {
59 0,
60 9, 10, 13, 14, 17, 18, 21, 22,
61 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 62 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 63};
52int freedir[SIZEOFFREE] = { 64int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 65 0,
66 1, 2, 3, 4, 5, 6, 7, 8,
67 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 68 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 69};
56 70
57static void 71static void
58write_uuid (void) 72write_uuid (uval64 skip, bool sync)
59{ 73{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 74 CALL_BEGIN (2);
61 75 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 76 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 77 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 78 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 79}
77 80
78static void 81static void
79read_uuid (void) 82read_uuid (void)
80{ 83{
81 char filename[MAX_BUF]; 84 char filename[MAX_BUF];
82 85
83 sprintf (filename, "%s/uuid", settings.localdir); 86 sprintf (filename, "%s/uuid", settings.localdir);
84 87
88 seq_next_save = 0;
89
85 FILE *fp; 90 FILE *fp;
86 91
87 if (!(fp = fopen (filename, "r"))) 92 if (!(fp = fopen (filename, "r")))
88 { 93 {
89 if (errno == ENOENT) 94 if (errno == ENOENT)
90 { 95 {
91 LOG (llevInfo, "RESET uid to 1\n"); 96 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 97 UUID::cur.seq = 0;
93 write_uuid (); 98 write_uuid (UUID_GAP, true);
94 return; 99 return;
95 } 100 }
96 101
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 103 _exit (1);
99 } 104 }
100 105
101 int version; 106 UUID::BUF buf;
102 unsigned long long uid; 107 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 108 fgets (buf, sizeof (buf), fp);
109
110 if (!UUID::cur.parse (buf))
104 { 111 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 112 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 113 _exit (1);
107 } 114 }
108 115
109 uuid.seq = uid; 116 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 117
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 118 write_uuid (UUID_GAP, true);
112 fclose (fp); 119 fclose (fp);
113} 120}
114 121
115UUID 122UUID
116gen_uuid () 123UUID::gen ()
117{ 124{
118 UUID uid; 125 UUID uid;
119 126
120 uid.seq = ++uuid.seq; 127 uid.seq = ++cur.seq;
121 128
122 if (!(uuid.seq & (UUID_SKIP - 1))) 129 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 130 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false);
133 }
134
124 135
125 return uid; 136 return uid;
126} 137}
127 138
128void 139void
129init_uuid () 140UUID::init ()
130{ 141{
131 read_uuid (); 142 read_uuid ();
132} 143}
133 144
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 145/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 146static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 147compare_ob_value_lists_one (const object *wants, const object *has)
137{ 148{
138 key_value *wants_field; 149 key_value *wants_field;
139 150
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 151 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 152 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 153 * different structure or at least keep the lists sorted...
143 */ 154 */
144 155
145 /* For each field in wants, */ 156 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 157 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 158 {
148 key_value *has_field; 159 key_value *has_field;
149 160
150 /* Look for a field in has with the same key. */ 161 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 162 has_field = get_ob_key_link (has, wants_field->key);
152 163
153 if (has_field == NULL) 164 if (!has_field)
154 {
155 /* No field with that name. */ 165 return 0; /* No field with that name. */
156 return FALSE;
157 }
158 166
159 /* Found the matching field. */ 167 /* Found the matching field. */
160 if (has_field->value != wants_field->value) 168 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */ 169 return 0; /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165 170
166 /* If we get here, we found a match. Now for the next field in wants. */ 171 /* If we get here, we found a match. Now for the next field in wants. */
167 } 172 }
168 173
169 /* If we get here, every field in wants has a matching field in has. */ 174 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 175 return 1;
171} 176}
172 177
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 178/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 179static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 180compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 181{
177 /* However, there may be fields in has which aren't partnered in wants, 182 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 183 * so we need to run the comparison *twice*. :(
179 */ 184 */
190 * Check nrof variable *before* calling can_merge() 195 * Check nrof variable *before* calling can_merge()
191 * 196 *
192 * Improvements made with merge: Better checking on potion, and also 197 * Improvements made with merge: Better checking on potion, and also
193 * check weight 198 * check weight
194 */ 199 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 200bool object::can_merge_slow (object *ob1, object *ob2)
197{ 201{
198 /* A couple quicksanity checks */ 202 /* A couple quicksanity checks */
199 if (ob1 == ob2 203 if (ob1 == ob2
200 || ob1->type != ob2->type 204 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed 205 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 206 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 207 || ob1->name != ob2->name)
204 return 0; 208 return 0;
205 209
206 //TODO: this ain't working well, use nicer and correct overflow check 210 /* Do not merge objects if nrof would overflow. First part checks
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 211 * for unsigned overflow (2c), second part checks wether the result
208 * value could not be stored in a sint32 (which unfortunately sometimes is 212 * would fit into a 32 bit signed int, which is often used to hold
209 * used to store nrof). 213 * nrof values.
210 */ 214 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31) 215 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 216 return 0;
213 217
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 218 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 219 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 220 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 221 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 222 * flags lose any meaning.
219 */ 223 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
248 || ob1->move_off != ob2->move_off 252 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 253 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 254 || ob1->move_slow_penalty != ob2->move_slow_penalty)
251 return 0; 255 return 0;
252 256
253 /* This is really a spellbook check - really, we should 257 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 258 * not merge objects with real inventories, as splitting them
259 * is hard.
255 */ 260 */
256 if (ob1->inv || ob2->inv) 261 if (ob1->inv || ob2->inv)
257 { 262 {
258 /* if one object has inventory but the other doesn't, not equiv */ 263 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 264 return 0; /* inventories differ in length */
260 return 0;
261 265
262 /* Now check to see if the two inventory objects could merge */ 266 if (ob1->inv->below || ob2->inv->below)
267 return 0; /* more than one object in inv */
268
263 if (!object::can_merge (ob1->inv, ob2->inv)) 269 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 270 return 0; /* inventory objects differ */
265 271
266 /* inventory ok - still need to check rest of this object to see 272 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 273 * if it is valid.
268 */ 274 */
269 } 275 }
277 283
278 /* Note sure why the following is the case - either the object has to 284 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 285 * be animated or have a very low speed. Is this an attempted monster
280 * check? 286 * check?
281 */ 287 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 288 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 289 return 0;
284 290
285 switch (ob1->type) 291 switch (ob1->type)
286 { 292 {
287 case SCROLL: 293 case SCROLL:
288 if (ob1->level != ob2->level) 294 if (ob1->level != ob2->level)
289 return 0; 295 return 0;
290 break; 296 break;
291 } 297 }
292 298
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 299 if (ob1->key_values || ob2->key_values)
294 { 300 {
295 /* At least one of these has key_values. */ 301 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 302 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 303 /* One has fields, but the other one doesn't. */
298 return 0; 304 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2)) 305 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 306 return 0;
301 } 307 }
302 308
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
305 { 310 {
306 ob1->optimise (); 311 ob1->optimise ();
307 ob2->optimise (); 312 ob2->optimise ();
308 313
309 if (ob1->self || ob2->self) 314 if (ob1->self || ob2->self)
315 {
316 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
317 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
318
319 if (k1 != k2)
310 return 0; 320 return 0;
321 else if (k1 == 0)
322 return 1;
323 else if (!cfperl_can_merge (ob1, ob2))
324 return 0;
325 }
311 } 326 }
312 327
313 /* Everything passes, must be OK. */ 328 /* Everything passes, must be OK. */
314 return 1; 329 return 1;
315} 330}
316 331
332static sint32
333weight_adjust (object *op, sint32 weight)
334{
335 return op->type == CONTAINER
336 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
337 : weight;
338}
339
317/* 340/*
341 * add_weight(object, weight) adds the specified weight to an object,
342 * and also updates how much the environment(s) is/are carrying.
343 */
344static void
345add_weight (object *op, sint32 weight)
346{
347 while (op)
348 {
349 weight = weight_adjust (op, weight);
350
351 op->carrying += weight;
352 op = op->env;
353 }
354}
355
356/*
357 * sub_weight() recursively (outwards) subtracts a number from the
358 * weight of an object (and what is carried by it's environment(s)).
359 */
360static void
361sub_weight (object *op, long weight)
362{
363 add_weight (op, -weight);
364}
365
366/*
318 * sum_weight() is a recursive function which calculates the weight 367 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 368 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 369 * containers are carrying, and sums it up.
321 */ 370 */
322long 371void
323sum_weight (object *op) 372object::update_weight ()
324{ 373{
325 long sum; 374 sint32 sum = 0;
326 object *inv;
327 375
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 376 for (object *op = inv; op; op = op->below)
329 { 377 {
330 if (inv->inv) 378 if (op->inv)
331 sum_weight (inv); 379 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 }
334 380
335 if (op->type == CONTAINER && op->stats.Str) 381 sum += op->total_weight ();
336 sum = (sum * (100 - op->stats.Str)) / 100; 382 }
337 383
338 if (op->carrying != sum) 384 carrying = weight_adjust (this, sum);
339 op->carrying = sum;
340
341 return sum;
342}
343
344/**
345 * Return the outermost environment object for a given object.
346 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354} 385}
355 386
356/* 387/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 388 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 389 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 390 * The result of the dump is stored in the static global errmsg array.
360 */ 391 */
361
362char * 392char *
363dump_object (object *op) 393dump_object (object *op)
364{ 394{
365 if (!op) 395 if (!op)
366 return strdup ("[NULLOBJ]"); 396 return strdup ("[NULLOBJ]");
367 397
368 object_freezer freezer; 398 object_freezer freezer;
369 save_object (freezer, op, 3); 399 op->write (freezer);
370 return freezer.as_string (); 400 return freezer.as_string ();
371} 401}
372 402
373/* 403/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 404 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 405 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 406 * If it's not a multi-object, it is returned.
377 */ 407 */
378
379object * 408object *
380get_nearest_part (object *op, const object *pl) 409get_nearest_part (object *op, const object *pl)
381{ 410{
382 object *tmp, *closest; 411 object *tmp, *closest;
383 int last_dist, i; 412 int last_dist, i;
391} 420}
392 421
393/* 422/*
394 * Returns the object which has the count-variable equal to the argument. 423 * Returns the object which has the count-variable equal to the argument.
395 */ 424 */
396
397object * 425object *
398find_object (tag_t i) 426find_object (tag_t i)
399{ 427{
400 for (object *op = object::first; op; op = op->next) 428 for_all_objects (op)
401 if (op->count == i) 429 if (op->count == i)
402 return op; 430 return op;
403 431
404 return 0; 432 return 0;
405} 433}
406 434
407/* 435/*
408 * Returns the first object which has a name equal to the argument. 436 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 437 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 438 * Enables features like "patch <name-of-other-player> food 999"
411 */ 439 */
412
413object * 440object *
414find_object_name (const char *str) 441find_object_name (const char *str)
415{ 442{
416 shstr_cmp str_ (str); 443 shstr_cmp str_ (str);
417 object *op; 444 object *op;
418 445
419 for (op = object::first; op != NULL; op = op->next) 446 for_all_objects (op)
420 if (op->name == str_) 447 if (op->name == str_)
421 break; 448 break;
422 449
423 return op; 450 return op;
424} 451}
425 452
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 453/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 454 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 455 * skill and experience objects.
456 * ACTUALLY NO! investigate! TODO
435 */ 457 */
436void 458void
437object::set_owner (object *owner) 459object::set_owner (object *owner)
438{ 460{
461 // allow objects which own objects
439 if (!owner) 462 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 463 while (owner->owner)
450 owner = owner->owner; 464 owner = owner->owner;
465
466 if (flag [FLAG_FREED])
467 {
468 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
469 return;
470 }
451 471
452 this->owner = owner; 472 this->owner = owner;
473}
474
475int
476object::slottype () const
477{
478 if (type == SKILL)
479 {
480 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
481 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
482 }
483 else
484 {
485 if (slot [body_combat].info) return slot_combat;
486 if (slot [body_range ].info) return slot_ranged;
487 }
488
489 return slot_none;
490}
491
492bool
493object::change_weapon (object *ob)
494{
495 if (current_weapon == ob)
496 return true;
497
498 if (chosen_skill)
499 chosen_skill->flag [FLAG_APPLIED] = false;
500
501 current_weapon = ob;
502 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
503
504 if (chosen_skill)
505 chosen_skill->flag [FLAG_APPLIED] = true;
506
507 update_stats ();
508
509 if (ob)
510 {
511 // now check wether any body locations became invalid, in which case
512 // we cannot apply the weapon at the moment.
513 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
514 if (slot[i].used < 0)
515 {
516 current_weapon = chosen_skill = 0;
517 update_stats ();
518
519 new_draw_info_format (NDI_UNIQUE, 0, this,
520 "You try to balance all your items at once, "
521 "but the %s is just too much for your body. "
522 "[You need to unapply some items first.]", &ob->name);
523 return false;
524 }
525
526 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
527 }
528 else
529 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
530
531 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
532 {
533 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
534 &name, ob->debug_desc ());
535 return false;
536 }
537
538 return true;
453} 539}
454 540
455/* Zero the key_values on op, decrementing the shared-string 541/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 542 * refcounts and freeing the links.
457 */ 543 */
458static void 544static void
459free_key_values (object *op) 545free_key_values (object *op)
460{ 546{
461 for (key_value *i = op->key_values; i != 0;) 547 for (key_value *i = op->key_values; i; )
462 { 548 {
463 key_value *next = i->next; 549 key_value *next = i->next;
464 delete i; 550 delete i;
465 551
466 i = next; 552 i = next;
467 } 553 }
468 554
469 op->key_values = 0; 555 op->key_values = 0;
470} 556}
471 557
472/* 558object &
473 * copy_to first frees everything allocated by the dst object, 559object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 560{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 561 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 562 bool is_removed = flag [FLAG_REMOVED];
485 563
486 *(object_copy *)dst = *this; 564 *(object_copy *)this = src;
487 565
488 if (self || cb) 566 flag [FLAG_FREED] = is_freed;
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 567 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_freed)
492 SET_FLAG (dst, FLAG_FREED);
493
494 if (is_removed)
495 SET_FLAG (dst, FLAG_REMOVED);
496
497 if (speed < 0)
498 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
499 568
500 /* Copy over key_values, if any. */ 569 /* Copy over key_values, if any. */
501 if (key_values) 570 if (src.key_values)
502 { 571 {
503 key_value *tail = 0; 572 key_value *tail = 0;
504 key_value *i;
505
506 dst->key_values = 0; 573 key_values = 0;
507 574
508 for (i = key_values; i; i = i->next) 575 for (key_value *i = src.key_values; i; i = i->next)
509 { 576 {
510 key_value *new_link = new key_value; 577 key_value *new_link = new key_value;
511 578
512 new_link->next = 0; 579 new_link->next = 0;
513 new_link->key = i->key; 580 new_link->key = i->key;
514 new_link->value = i->value; 581 new_link->value = i->value;
515 582
516 /* Try and be clever here, too. */ 583 /* Try and be clever here, too. */
517 if (!dst->key_values) 584 if (!key_values)
518 { 585 {
519 dst->key_values = new_link; 586 key_values = new_link;
520 tail = new_link; 587 tail = new_link;
521 } 588 }
522 else 589 else
523 { 590 {
524 tail->next = new_link; 591 tail->next = new_link;
525 tail = new_link; 592 tail = new_link;
526 } 593 }
527 } 594 }
528 } 595 }
596}
529 597
530 update_ob_speed (dst); 598/*
599 * copy_to first frees everything allocated by the dst object,
600 * and then copies the contents of itself into the second
601 * object, allocating what needs to be allocated. Basically, any
602 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
603 * if the first object is freed, the pointers in the new object
604 * will point at garbage.
605 */
606void
607object::copy_to (object *dst)
608{
609 *dst = *this;
610
611 if (speed < 0)
612 dst->speed_left -= rndm ();
613
614 dst->set_speed (dst->speed);
615}
616
617void
618object::instantiate ()
619{
620 if (!uuid.seq) // HACK
621 uuid = UUID::gen ();
622
623 speed_left = -0.1f;
624 /* copy the body_info to the body_used - this is only really
625 * need for monsters, but doesn't hurt to do it for everything.
626 * by doing so, when a monster is created, it has good starting
627 * values for the body_used info, so when items are created
628 * for it, they can be properly equipped.
629 */
630 for (int i = NUM_BODY_LOCATIONS; i--; )
631 slot[i].used = slot[i].info;
632
633 attachable::instantiate ();
531} 634}
532 635
533object * 636object *
534object::clone () 637object::clone ()
535{ 638{
541/* 644/*
542 * If an object with the IS_TURNABLE() flag needs to be turned due 645 * If an object with the IS_TURNABLE() flag needs to be turned due
543 * to the closest player being on the other side, this function can 646 * to the closest player being on the other side, this function can
544 * be called to update the face variable, _and_ how it looks on the map. 647 * be called to update the face variable, _and_ how it looks on the map.
545 */ 648 */
546
547void 649void
548update_turn_face (object *op) 650update_turn_face (object *op)
549{ 651{
550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 652 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
551 return; 653 return;
654
552 SET_ANIMATION (op, op->direction); 655 SET_ANIMATION (op, op->direction);
553 update_object (op, UP_OBJ_FACE); 656 update_object (op, UP_OBJ_FACE);
554} 657}
555 658
556/* 659/*
557 * Updates the speed of an object. If the speed changes from 0 to another 660 * Updates the speed of an object. If the speed changes from 0 to another
558 * value, or vice versa, then add/remove the object from the active list. 661 * value, or vice versa, then add/remove the object from the active list.
559 * This function needs to be called whenever the speed of an object changes. 662 * This function needs to be called whenever the speed of an object changes.
560 */ 663 */
561void 664void
562update_ob_speed (object *op) 665object::set_speed (float speed)
563{ 666{
564 extern int arch_init; 667 if (flag [FLAG_FREED] && speed)
565
566 /* No reason putting the archetypes objects on the speed list,
567 * since they never really need to be updated.
568 */
569
570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 { 668 {
572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 669 LOG (llevError, "Object %s is freed but has speed.\n", &name);
573#ifdef MANY_CORES
574 abort ();
575#else
576 op->speed = 0; 670 speed = 0;
577#endif
578 }
579
580 if (arch_init)
581 return;
582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 { 671 }
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
587 return;
588 672
589 /* process_events() expects us to insert the object at the beginning 673 this->speed = speed;
590 * of the list. */
591 op->active_next = active_objects;
592 674
593 if (op->active_next != NULL) 675 if (has_active_speed ())
594 op->active_next->active_prev = op; 676 activate ();
595
596 active_objects = op;
597 }
598 else 677 else
599 { 678 deactivate ();
600 /* If not on the active list, nothing needs to be done */
601 if (!op->active_next && !op->active_prev && op != active_objects)
602 return;
603
604 if (op->active_prev == NULL)
605 {
606 active_objects = op->active_next;
607
608 if (op->active_next != NULL)
609 op->active_next->active_prev = NULL;
610 }
611 else
612 {
613 op->active_prev->active_next = op->active_next;
614
615 if (op->active_next)
616 op->active_next->active_prev = op->active_prev;
617 }
618
619 op->active_next = NULL;
620 op->active_prev = NULL;
621 }
622}
623
624/* This function removes object 'op' from the list of active
625 * objects.
626 * This should only be used for style maps or other such
627 * reference maps where you don't want an object that isn't
628 * in play chewing up cpu time getting processed.
629 * The reverse of this is to call update_ob_speed, which
630 * will do the right thing based on the speed of the object.
631 */
632void
633remove_from_active_list (object *op)
634{
635 /* If not on the active list, nothing needs to be done */
636 if (!op->active_next && !op->active_prev && op != active_objects)
637 return;
638
639 if (op->active_prev == NULL)
640 {
641 active_objects = op->active_next;
642 if (op->active_next != NULL)
643 op->active_next->active_prev = NULL;
644 }
645 else
646 {
647 op->active_prev->active_next = op->active_next;
648 if (op->active_next)
649 op->active_next->active_prev = op->active_prev;
650 }
651 op->active_next = NULL;
652 op->active_prev = NULL;
653} 679}
654 680
655/* 681/*
656 * update_object() updates the the map. 682 * update_object() updates the the map.
657 * It takes into account invisible objects (and represent squares covered 683 * It takes into account invisible objects (and represent squares covered
670 * UP_OBJ_FACE: only the objects face has changed. 696 * UP_OBJ_FACE: only the objects face has changed.
671 */ 697 */
672void 698void
673update_object (object *op, int action) 699update_object (object *op, int action)
674{ 700{
675 MoveType move_on, move_off, move_block, move_slow;
676
677 if (op == NULL) 701 if (op == NULL)
678 { 702 {
679 /* this should never happen */ 703 /* this should never happen */
680 LOG (llevDebug, "update_object() called for NULL object.\n"); 704 LOG (llevDebug, "update_object() called for NULL object.\n");
681 return; 705 return;
694 */ 718 */
695 if (!op->map || op->map->in_memory == MAP_SAVING) 719 if (!op->map || op->map->in_memory == MAP_SAVING)
696 return; 720 return;
697 721
698 /* make sure the object is within map boundaries */ 722 /* make sure the object is within map boundaries */
699 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 723 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
700 { 724 {
701 LOG (llevError, "update_object() called for object out of map!\n"); 725 LOG (llevError, "update_object() called for object out of map!\n");
702#ifdef MANY_CORES 726#ifdef MANY_CORES
703 abort (); 727 abort ();
704#endif 728#endif
705 return; 729 return;
706 } 730 }
707 731
708 mapspace &m = op->ms (); 732 mapspace &m = op->ms ();
709 733
710 if (m.flags_ & P_NEED_UPDATE) 734 if (!(m.flags_ & P_UPTODATE))
711 /* nop */; 735 /* nop */;
712 else if (action == UP_OBJ_INSERT) 736 else if (action == UP_OBJ_INSERT)
713 { 737 {
714 // this is likely overkill, TODO: revisit (schmorp) 738 // this is likely overkill, TODO: revisit (schmorp)
715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 739 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
724 /* This isn't perfect, but I don't expect a lot of objects to 748 /* This isn't perfect, but I don't expect a lot of objects to
725 * to have move_allow right now. 749 * to have move_allow right now.
726 */ 750 */
727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 751 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 752 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
729 m.flags_ = P_NEED_UPDATE; 753 m.flags_ = 0;
730 } 754 }
731 /* if the object is being removed, we can't make intelligent 755 /* if the object is being removed, we can't make intelligent
732 * decisions, because remove_ob can't really pass the object 756 * decisions, because remove_ob can't really pass the object
733 * that is being removed. 757 * that is being removed.
734 */ 758 */
735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 759 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
736 m.flags_ = P_NEED_UPDATE; 760 m.flags_ = 0;
737 else if (action == UP_OBJ_FACE) 761 else if (action == UP_OBJ_FACE)
738 /* Nothing to do for that case */ ; 762 /* Nothing to do for that case */ ;
739 else 763 else
740 LOG (llevError, "update_object called with invalid action: %d\n", action); 764 LOG (llevError, "update_object called with invalid action: %d\n", action);
741 765
742 if (op->more) 766 if (op->more)
743 update_object (op->more, action); 767 update_object (op->more, action);
744} 768}
745 769
746object::vector object::mortals;
747object::vector object::objects; // not yet used
748object *object::first;
749
750void object::free_mortals ()
751{
752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
757 delete *i;
758 mortals.erase (i);
759 }
760}
761
762object::object () 770object::object ()
763{ 771{
764 SET_FLAG (this, FLAG_REMOVED); 772 SET_FLAG (this, FLAG_REMOVED);
765 773
766 expmul = 1.0; 774 expmul = 1.0;
767 face = blank_face; 775 face = blank_face;
768} 776}
769 777
770object::~object () 778object::~object ()
771{ 779{
780 unlink ();
781
772 free_key_values (this); 782 free_key_values (this);
773} 783}
774 784
785static int object_count;
786
775void object::link () 787void object::link ()
776{ 788{
789 assert (!index);//D
790 uuid = UUID::gen ();
777 count = ++ob_count; 791 count = ++object_count;
778 uuid = gen_uuid ();
779 792
780 prev = 0; 793 refcnt_inc ();
781 next = object::first; 794 objects.insert (this);
782
783 if (object::first)
784 object::first->prev = this;
785
786 object::first = this;
787} 795}
788 796
789void object::unlink () 797void object::unlink ()
790{ 798{
791 if (this == object::first) 799 if (!index)
792 object::first = next; 800 return;
793 801
794 /* Remove this object from the list of used objects */ 802 objects.erase (this);
795 if (prev) prev->next = next; 803 refcnt_dec ();
796 if (next) next->prev = prev; 804}
797 805
798 prev = 0; 806void
799 next = 0; 807object::activate ()
808{
809 /* If already on active list, don't do anything */
810 if (active)
811 return;
812
813 if (has_active_speed ())
814 actives.insert (this);
815}
816
817void
818object::activate_recursive ()
819{
820 activate ();
821
822 for (object *op = inv; op; op = op->below)
823 op->activate_recursive ();
824}
825
826/* This function removes object 'op' from the list of active
827 * objects.
828 * This should only be used for style maps or other such
829 * reference maps where you don't want an object that isn't
830 * in play chewing up cpu time getting processed.
831 * The reverse of this is to call update_ob_speed, which
832 * will do the right thing based on the speed of the object.
833 */
834void
835object::deactivate ()
836{
837 /* If not on the active list, nothing needs to be done */
838 if (!active)
839 return;
840
841 actives.erase (this);
842}
843
844void
845object::deactivate_recursive ()
846{
847 for (object *op = inv; op; op = op->below)
848 op->deactivate_recursive ();
849
850 deactivate ();
851}
852
853void
854object::set_flag_inv (int flag, int value)
855{
856 for (object *op = inv; op; op = op->below)
857 {
858 op->flag [flag] = value;
859 op->set_flag_inv (flag, value);
860 }
861}
862
863/*
864 * Remove and free all objects in the inventory of the given object.
865 * object.c ?
866 */
867void
868object::destroy_inv (bool drop_to_ground)
869{
870 // need to check first, because the checks below might segfault
871 // as we might be on an invalid mapspace and crossfire code
872 // is too buggy to ensure that the inventory is empty.
873 // corollary: if you create arrows etc. with stuff in tis inventory,
874 // cf will crash below with off-map x and y
875 if (!inv)
876 return;
877
878 /* Only if the space blocks everything do we not process -
879 * if some form of movement is allowed, let objects
880 * drop on that space.
881 */
882 if (!drop_to_ground
883 || !map
884 || map->in_memory != MAP_ACTIVE
885 || map->nodrop
886 || ms ().move_block == MOVE_ALL)
887 {
888 while (inv)
889 {
890 inv->destroy_inv (drop_to_ground);
891 inv->destroy ();
892 }
893 }
894 else
895 { /* Put objects in inventory onto this space */
896 while (inv)
897 {
898 object *op = inv;
899
900 if (op->flag [FLAG_STARTEQUIP]
901 || op->flag [FLAG_NO_DROP]
902 || op->type == RUNE
903 || op->type == TRAP
904 || op->flag [FLAG_IS_A_TEMPLATE]
905 || op->flag [FLAG_DESTROY_ON_DEATH])
906 op->destroy ();
907 else
908 map->insert (op, x, y);
909 }
910 }
800} 911}
801 912
802object *object::create () 913object *object::create ()
803{ 914{
804 object *op = new object; 915 object *op = new object;
805 op->link (); 916 op->link ();
806 return op; 917 return op;
807} 918}
808 919
809/* 920void
810 * free_object() frees everything allocated by an object, removes 921object::do_destroy ()
811 * it from the list of used objects, and puts it on the list of
812 * free objects. The IS_FREED() flag is set in the object.
813 * The object must have been removed by remove_ob() first for
814 * this function to succeed.
815 *
816 * If destroy_inventory is set, free inventory as well. Else drop items in
817 * inventory to the ground.
818 */
819void object::destroy (bool destroy_inventory)
820{ 922{
821 if (QUERY_FLAG (this, FLAG_FREED)) 923 attachable::do_destroy ();
822 return;
823 924
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 925 if (flag [FLAG_IS_LINKED])
926 remove_button_link (this);
927
928 if (flag [FLAG_FRIENDLY])
825 remove_friendly_object (this); 929 remove_friendly_object (this);
826 930
827 if (!QUERY_FLAG (this, FLAG_REMOVED)) 931 if (!flag [FLAG_REMOVED])
828 remove (); 932 remove ();
829 933
830 SET_FLAG (this, FLAG_FREED); 934 destroy_inv (true);
831 935
832 if (more) 936 deactivate ();
833 { 937 unlink ();
834 more->destroy (destroy_inventory);
835 more = 0;
836 }
837 938
838 if (inv) 939 flag [FLAG_FREED] = 1;
839 {
840 /* Only if the space blocks everything do we not process -
841 * if some form of movement is allowed, let objects
842 * drop on that space.
843 */
844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
845 {
846 object *op = inv;
847
848 while (op)
849 {
850 object *tmp = op->below;
851 op->destroy (destroy_inventory);
852 op = tmp;
853 }
854 }
855 else
856 { /* Put objects in inventory onto this space */
857 object *op = inv;
858
859 while (op)
860 {
861 object *tmp = op->below;
862
863 op->remove ();
864
865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
867 op->destroy ();
868 else
869 {
870 op->x = x;
871 op->y = y;
872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
873 }
874
875 op = tmp;
876 }
877 }
878 }
879 940
880 // hack to ensure that freed objects still have a valid map 941 // hack to ensure that freed objects still have a valid map
881 { 942 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes 943 static maptile *freed_map; // freed objects are moved here to avoid crashes
883 944
884 if (!freed_map) 945 if (!freed_map)
885 { 946 {
886 freed_map = new maptile; 947 freed_map = new maptile;
887 948
949 freed_map->path = "<freed objects map>";
888 freed_map->name = "/internal/freed_objects_map"; 950 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3; 951 freed_map->width = 3;
890 freed_map->height = 3; 952 freed_map->height = 3;
953 freed_map->nodrop = 1;
891 954
892 freed_map->allocate (); 955 freed_map->alloc ();
956 freed_map->in_memory = MAP_ACTIVE;
893 } 957 }
894 958
895 map = freed_map; 959 map = freed_map;
896 x = 1; 960 x = 1;
897 y = 1; 961 y = 1;
898 } 962 }
899 963
964 if (more)
965 {
966 more->destroy ();
967 more = 0;
968 }
969
970 head = 0;
971
900 // clear those pointers that likely might have circular references to us 972 // clear those pointers that likely might cause circular references
901 owner = 0; 973 owner = 0;
902 enemy = 0; 974 enemy = 0;
903 attacked_by = 0; 975 attacked_by = 0;
904 976 current_weapon = 0;
905 // only relevant for players(?), but make sure of it anyways
906 contr = 0;
907
908 /* Remove object from the active list */
909 speed = 0;
910 update_ob_speed (this);
911
912 unlink ();
913
914 mortals.push_back (this);
915} 977}
916 978
917/*
918 * sub_weight() recursively (outwards) subtracts a number from the
919 * weight of an object (and what is carried by it's environment(s)).
920 */
921void 979void
922sub_weight (object *op, signed long weight) 980object::destroy (bool destroy_inventory)
923{ 981{
924 while (op != NULL) 982 if (destroyed ())
925 { 983 return;
926 if (op->type == CONTAINER)
927 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
928 984
929 op->carrying -= weight; 985 if (destroy_inventory)
930 op = op->env; 986 destroy_inv (false);
931 } 987
988 if (is_head ())
989 if (sound_destroy)
990 play_sound (sound_destroy);
991 else if (flag [FLAG_MONSTER])
992 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
993
994 attachable::destroy ();
932} 995}
933 996
934/* op->remove (): 997/* op->remove ():
935 * This function removes the object op from the linked list of objects 998 * This function removes the object op from the linked list of objects
936 * which it is currently tied to. When this function is done, the 999 * which it is currently tied to. When this function is done, the
937 * object will have no environment. If the object previously had an 1000 * object will have no environment. If the object previously had an
938 * environment, the x and y coordinates will be updated to 1001 * environment, the x and y coordinates will be updated to
939 * the previous environment. 1002 * the previous environment.
940 * Beware: This function is called from the editor as well!
941 */ 1003 */
942void 1004void
943object::remove () 1005object::do_remove ()
944{ 1006{
945 object *tmp, *last = 0; 1007 object *tmp, *last = 0;
946 object *otmp; 1008 object *otmp;
947 1009
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED)) 1010 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 1011 return;
952 1012
953 SET_FLAG (this, FLAG_REMOVED); 1013 SET_FLAG (this, FLAG_REMOVED);
1014 INVOKE_OBJECT (REMOVE, this);
954 1015
955 if (more) 1016 if (more)
956 more->remove (); 1017 more->remove ();
957 1018
958 /* 1019 /*
971 * to save cpu time. 1032 * to save cpu time.
972 */ 1033 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1034 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats (); 1035 otmp->update_stats ();
975 1036
976 if (above != NULL) 1037 if (above)
977 above->below = below; 1038 above->below = below;
978 else 1039 else
979 env->inv = below; 1040 env->inv = below;
980 1041
981 if (below != NULL) 1042 if (below)
982 below->above = above; 1043 below->above = above;
983 1044
984 /* we set up values so that it could be inserted into 1045 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up 1046 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do. 1047 * to the caller to decide what we want to do.
990 above = 0, below = 0; 1051 above = 0, below = 0;
991 env = 0; 1052 env = 0;
992 } 1053 }
993 else if (map) 1054 else if (map)
994 { 1055 {
995 /* Re did the following section of code - it looks like it had 1056 if (type == PLAYER)
996 * lots of logic for things we no longer care about
997 */ 1057 {
1058 // leaving a spot always closes any open container on the ground
1059 if (container && !container->env)
1060 // this causes spurious floorbox updates, but it ensures
1061 // that the CLOSE event is being sent.
1062 close_container ();
1063
1064 --map->players;
1065 map->touch ();
1066 }
1067
1068 map->dirty = true;
1069 mapspace &ms = this->ms ();
998 1070
999 /* link the object above us */ 1071 /* link the object above us */
1000 if (above) 1072 if (above)
1001 above->below = below; 1073 above->below = below;
1002 else 1074 else
1003 map->at (x, y).top = below; /* we were top, set new top */ 1075 ms.top = below; /* we were top, set new top */
1004 1076
1005 /* Relink the object below us, if there is one */ 1077 /* Relink the object below us, if there is one */
1006 if (below) 1078 if (below)
1007 below->above = above; 1079 below->above = above;
1008 else 1080 else
1010 /* Nothing below, which means we need to relink map object for this space 1082 /* Nothing below, which means we need to relink map object for this space
1011 * use translated coordinates in case some oddness with map tiling is 1083 * use translated coordinates in case some oddness with map tiling is
1012 * evident 1084 * evident
1013 */ 1085 */
1014 if (GET_MAP_OB (map, x, y) != this) 1086 if (GET_MAP_OB (map, x, y) != this)
1015 {
1016 char *dump = dump_object (this);
1017 LOG (llevError,
1018 "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); 1087 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 ());
1019 free (dump);
1020 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump);
1022 free (dump);
1023 }
1024 1088
1025 map->at (x, y).bottom = above; /* goes on above it. */ 1089 ms.bot = above; /* goes on above it. */
1026 } 1090 }
1027 1091
1028 above = 0; 1092 above = 0;
1029 below = 0; 1093 below = 0;
1030 1094
1031 if (map->in_memory == MAP_SAVING) 1095 if (map->in_memory == MAP_SAVING)
1032 return; 1096 return;
1033 1097
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1098 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 1099
1100 if (object *pl = ms.player ())
1101 {
1102 if (pl->container == this)
1103 /* If a container that the player is currently using somehow gets
1104 * removed (most likely destroyed), update the player view
1105 * appropriately.
1106 */
1107 pl->close_container ();
1108
1109 pl->contr->ns->floorbox_update ();
1110 }
1111
1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1112 for (tmp = ms.bot; tmp; tmp = tmp->above)
1037 { 1113 {
1038 /* No point updating the players look faces if he is the object 1114 /* No point updating the players look faces if he is the object
1039 * being removed. 1115 * being removed.
1040 */ 1116 */
1041 1117
1042 if (tmp->type == PLAYER && tmp != this)
1043 {
1044 /* If a container that the player is currently using somehow gets
1045 * removed (most likely destroyed), update the player view
1046 * appropriately.
1047 */
1048 if (tmp->container == this)
1049 {
1050 CLEAR_FLAG (this, FLAG_APPLIED);
1051 tmp->container = 0;
1052 }
1053
1054 tmp->contr->ns->floorbox_update ();
1055 }
1056
1057 /* See if player moving off should effect something */ 1118 /* See if object moving off should effect something */
1058 if (check_walk_off 1119 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1120 && ((move_type & tmp->move_off)
1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1121 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 { 1122 {
1062 move_apply (tmp, this, 0); 1123 move_apply (tmp, this, 0);
1063 1124
1064 if (destroyed ()) 1125 if (destroyed ())
1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1126 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1066 } 1127 }
1067 1128
1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1069
1070 if (tmp->above == tmp)
1071 tmp->above = 0;
1072
1073 last = tmp; 1129 last = tmp;
1074 } 1130 }
1075 1131
1076 /* last == NULL of there are no objects on this space */ 1132 /* last == NULL if there are no objects on this space */
1133 //TODO: this makes little sense, why only update the topmost object?
1077 if (!last) 1134 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE; 1135 map->at (x, y).flags_ = 0;
1079 else 1136 else
1080 update_object (last, UP_OBJ_REMOVE); 1137 update_object (last, UP_OBJ_REMOVE);
1081 1138
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1139 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1140 update_all_los (map, x, y);
1084 } 1141 }
1085} 1142}
1086 1143
1087/* 1144/*
1096merge_ob (object *op, object *top) 1153merge_ob (object *op, object *top)
1097{ 1154{
1098 if (!op->nrof) 1155 if (!op->nrof)
1099 return 0; 1156 return 0;
1100 1157
1101 if (top == NULL) 1158 if (!top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1159 for (top = op; top && top->above; top = top->above)
1160 ;
1103 1161
1104 for (; top != NULL; top = top->below) 1162 for (; top; top = top->below)
1105 { 1163 {
1106 if (top == op) 1164 if (top == op)
1107 continue; 1165 continue;
1108 1166
1109 if (object::can_merge (op, top)) 1167 if (object::can_merge (op, top))
1118 } 1176 }
1119 1177
1120 return 0; 1178 return 0;
1121} 1179}
1122 1180
1181void
1182object::expand_tail ()
1183{
1184 if (more)
1185 return;
1186
1187 object *prev = this;
1188
1189 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1190 {
1191 object *op = arch_to_object (at);
1192
1193 op->name = name;
1194 op->name_pl = name_pl;
1195 op->title = title;
1196
1197 op->head = this;
1198 prev->more = op;
1199
1200 prev = op;
1201 }
1202}
1203
1123/* 1204/*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1205 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1125 * job preparing multi-part monsters 1206 * job preparing multi-part monsters.
1126 */ 1207 */
1127object * 1208object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1209insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1210{
1130 object *tmp;
1131
1132 if (op->head)
1133 op = op->head;
1134
1135 for (tmp = op; tmp; tmp = tmp->more) 1211 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1136 { 1212 {
1137 tmp->x = x + tmp->arch->clone.x; 1213 tmp->x = x + tmp->arch->x;
1138 tmp->y = y + tmp->arch->clone.y; 1214 tmp->y = y + tmp->arch->y;
1139 } 1215 }
1140 1216
1141 return insert_ob_in_map (op, m, originator, flag); 1217 return insert_ob_in_map (op, m, originator, flag);
1142} 1218}
1143 1219
1159 * Return value: 1235 * Return value:
1160 * new object if 'op' was merged with other object 1236 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1237 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1238 * just 'op' otherwise
1163 */ 1239 */
1164
1165object * 1240object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1241insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1242{
1243 assert (!op->flag [FLAG_FREED]);
1244
1168 object *tmp, *top, *floor = NULL; 1245 object *top, *floor = NULL;
1169 sint16 x, y;
1170 1246
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1247 op->remove ();
1172 {
1173 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL;
1175 }
1176
1177 if (m == NULL)
1178 {
1179 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1182 return op;
1183 }
1184
1185 if (out_of_map (m, op->x, op->y))
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1189#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted.
1193 */
1194 abort ();
1195#endif
1196 free (dump);
1197 return op;
1198 }
1199
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more != NULL)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more;
1213
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1231 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1234 return NULL;
1235 }
1236 }
1237
1238 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1248
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1249 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now 1250 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1251 * need extra work
1243 */ 1252 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1253 if (!xy_normalise (m, op->x, op->y))
1245 x = op->x; 1254 {
1246 y = op->y; 1255 op->destroy ();
1256 return 0;
1257 }
1258
1259 if (object *more = op->more)
1260 if (!insert_ob_in_map (more, m, originator, flag))
1261 return 0;
1262
1263 CLEAR_FLAG (op, FLAG_REMOVED);
1264
1265 op->map = m;
1266 mapspace &ms = op->ms ();
1247 1267
1248 /* this has to be done after we translate the coordinates. 1268 /* this has to be done after we translate the coordinates.
1249 */ 1269 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1270 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1271 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1272 if (object::can_merge (op, tmp))
1253 { 1273 {
1254 op->nrof += tmp->nrof; 1274 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1275 tmp->destroy ();
1256 } 1276 }
1273 op->below = originator->below; 1293 op->below = originator->below;
1274 1294
1275 if (op->below) 1295 if (op->below)
1276 op->below->above = op; 1296 op->below->above = op;
1277 else 1297 else
1278 op->ms ().bottom = op; 1298 ms.bot = op;
1279 1299
1280 /* since *below* originator, no need to update top */ 1300 /* since *below* originator, no need to update top */
1281 originator->below = op; 1301 originator->below = op;
1282 } 1302 }
1283 else 1303 else
1284 { 1304 {
1305 top = ms.bot;
1306
1285 /* If there are other objects, then */ 1307 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1308 if (top)
1287 { 1309 {
1288 object *last = NULL; 1310 object *last = 0;
1289 1311
1290 /* 1312 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1313 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate. 1314 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if 1315 * Generally, we want to put the new object on top. But if
1297 * once we get to them. This reduces the need to traverse over all of 1319 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1320 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1321 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1322 * that flying non pickable objects are spell objects.
1301 */ 1323 */
1302 1324 for (top = ms.bot; top; top = top->above)
1303 while (top != NULL)
1304 { 1325 {
1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1326 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1306 floor = top; 1327 floor = top;
1307 1328
1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1329 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1311 top = top->below; 1332 top = top->below;
1312 break; 1333 break;
1313 } 1334 }
1314 1335
1315 last = top; 1336 last = top;
1316 top = top->above;
1317 } 1337 }
1318 1338
1319 /* Don't want top to be NULL, so set it to the last valid object */ 1339 /* Don't want top to be NULL, so set it to the last valid object */
1320 top = last; 1340 top = last;
1321 1341
1323 * looks like instead of lots of conditions here. 1343 * looks like instead of lots of conditions here.
1324 * makes things faster, and effectively the same result. 1344 * makes things faster, and effectively the same result.
1325 */ 1345 */
1326 1346
1327 /* Have object 'fall below' other objects that block view. 1347 /* Have object 'fall below' other objects that block view.
1328 * Unless those objects are exits, type 66 1348 * Unless those objects are exits.
1329 * If INS_ON_TOP is used, don't do this processing 1349 * If INS_ON_TOP is used, don't do this processing
1330 * Need to find the object that in fact blocks view, otherwise 1350 * Need to find the object that in fact blocks view, otherwise
1331 * stacking is a bit odd. 1351 * stacking is a bit odd.
1332 */ 1352 */
1333 if (!(flag & INS_ON_TOP) && 1353 if (!(flag & INS_ON_TOP)
1334 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1354 && ms.flags () & P_BLOCKSVIEW
1355 && (op->face && !faces [op->face].visibility))
1335 { 1356 {
1336 for (last = top; last != floor; last = last->below) 1357 for (last = top; last != floor; last = last->below)
1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1358 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1338 break; 1359 break;
1360
1339 /* Check to see if we found the object that blocks view, 1361 /* Check to see if we found the object that blocks view,
1340 * and make sure we have a below pointer for it so that 1362 * and make sure we have a below pointer for it so that
1341 * we can get inserted below this one, which requires we 1363 * we can get inserted below this one, which requires we
1342 * set top to the object below us. 1364 * set top to the object below us.
1343 */ 1365 */
1344 if (last && last->below && last != floor) 1366 if (last && last->below && last != floor)
1345 top = last->below; 1367 top = last->below;
1346 } 1368 }
1347 } /* If objects on this space */ 1369 } /* If objects on this space */
1348 1370
1349 if (flag & INS_MAP_LOAD)
1350 top = GET_MAP_TOP (op->map, op->x, op->y);
1351
1352 if (flag & INS_ABOVE_FLOOR_ONLY) 1371 if (flag & INS_ABOVE_FLOOR_ONLY)
1353 top = floor; 1372 top = floor;
1354 1373
1355 /* Top is the object that our object (op) is going to get inserted above. 1374 /* Top is the object that our object (op) is going to get inserted above.
1356 */ 1375 */
1357 1376
1358 /* First object on this space */ 1377 /* First object on this space */
1359 if (!top) 1378 if (!top)
1360 { 1379 {
1361 op->above = GET_MAP_OB (op->map, op->x, op->y); 1380 op->above = ms.bot;
1362 1381
1363 if (op->above) 1382 if (op->above)
1364 op->above->below = op; 1383 op->above->below = op;
1365 1384
1366 op->below = NULL; 1385 op->below = 0;
1367 op->ms ().bottom = op; 1386 ms.bot = op;
1368 } 1387 }
1369 else 1388 else
1370 { /* get inserted into the stack above top */ 1389 { /* get inserted into the stack above top */
1371 op->above = top->above; 1390 op->above = top->above;
1372 1391
1375 1394
1376 op->below = top; 1395 op->below = top;
1377 top->above = op; 1396 top->above = op;
1378 } 1397 }
1379 1398
1380 if (op->above == NULL) 1399 if (!op->above)
1381 op->ms ().top = op; 1400 ms.top = op;
1382 } /* else not INS_BELOW_ORIGINATOR */ 1401 } /* else not INS_BELOW_ORIGINATOR */
1383 1402
1384 if (op->type == PLAYER) 1403 if (op->type == PLAYER)
1404 {
1385 op->contr->do_los = 1; 1405 op->contr->do_los = 1;
1406 ++op->map->players;
1407 op->map->touch ();
1408 }
1386 1409
1387 /* If we have a floor, we know the player, if any, will be above 1410 op->map->dirty = true;
1388 * it, so save a few ticks and start from there. 1411
1389 */
1390 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1412 if (object *pl = ms.player ())
1392 pl->contr->ns->floorbox_update (); 1413 pl->contr->ns->floorbox_update ();
1393 1414
1394 /* If this object glows, it may affect lighting conditions that are 1415 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1416 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players 1417 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well 1418 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1419 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1420 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1421 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1422 * of effect may be sufficient.
1402 */ 1423 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1424 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1425 update_all_los (op->map, op->x, op->y);
1405 1426
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1427 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1428 update_object (op, UP_OBJ_INSERT);
1429
1430 INVOKE_OBJECT (INSERT, op);
1408 1431
1409 /* Don't know if moving this to the end will break anything. However, 1432 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this. 1433 * we want to have floorbox_update called before calling this.
1411 * 1434 *
1412 * check_move_on() must be after this because code called from 1435 * check_move_on() must be after this because code called from
1414 * blocked() and wall() work properly), and these flags are updated by 1437 * blocked() and wall() work properly), and these flags are updated by
1415 * update_object(). 1438 * update_object().
1416 */ 1439 */
1417 1440
1418 /* if this is not the head or flag has been passed, don't check walk on status */ 1441 /* if this is not the head or flag has been passed, don't check walk on status */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head) 1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1420 { 1443 {
1421 if (check_move_on (op, originator)) 1444 if (check_move_on (op, originator))
1422 return NULL; 1445 return 0;
1423 1446
1424 /* If we are a multi part object, lets work our way through the check 1447 /* If we are a multi part object, lets work our way through the check
1425 * walk on's. 1448 * walk on's.
1426 */ 1449 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1450 for (object *tmp = op->more; tmp; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1451 if (check_move_on (tmp, originator))
1429 return NULL; 1452 return 0;
1430 } 1453 }
1431 1454
1432 return op; 1455 return op;
1433} 1456}
1434 1457
1441{ 1464{
1442 object *tmp, *tmp1; 1465 object *tmp, *tmp1;
1443 1466
1444 /* first search for itself and remove any old instances */ 1467 /* first search for itself and remove any old instances */
1445 1468
1446 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1448 tmp->destroy (); 1471 tmp->destroy ();
1449 1472
1450 tmp1 = arch_to_object (archetype::find (arch_string)); 1473 tmp1 = arch_to_object (archetype::find (arch_string));
1451 1474
1452 tmp1->x = op->x; 1475 tmp1->x = op->x;
1453 tmp1->y = op->y; 1476 tmp1->y = op->y;
1454 insert_ob_in_map (tmp1, op->map, op, 0); 1477 insert_ob_in_map (tmp1, op->map, op, 0);
1478}
1479
1480object *
1481object::insert_at (object *where, object *originator, int flags)
1482{
1483 if (where->env)
1484 return where->env->insert (this);
1485 else
1486 return where->map->insert (this, where->x, where->y, originator, flags);
1455} 1487}
1456 1488
1457/* 1489/*
1458 * 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
1459 * is returned contains nr objects, and the remaining parts contains 1491 * is returned contains nr objects, and the remaining parts contains
1460 * 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).
1461 * On failure, NULL is returned, and the reason put into the 1493 * On failure, NULL is returned, and the reason put into the
1462 * global static errmsg array. 1494 * global static errmsg array.
1463 */ 1495 */
1464
1465object * 1496object *
1466get_split_ob (object *orig_ob, uint32 nr) 1497get_split_ob (object *orig_ob, uint32 nr)
1467{ 1498{
1468 object *newob; 1499 object *newob;
1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1500 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1480 orig_ob->destroy (1); 1511 orig_ob->destroy (1);
1481 else if (!is_removed) 1512 else if (!is_removed)
1482 { 1513 {
1483 if (orig_ob->env != NULL) 1514 if (orig_ob->env != NULL)
1484 sub_weight (orig_ob->env, orig_ob->weight * nr); 1515 sub_weight (orig_ob->env, orig_ob->weight * nr);
1485 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1516 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_ACTIVE)
1486 { 1517 {
1487 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1518 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1488 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1519 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1489 return NULL; 1520 return NULL;
1490 } 1521 }
1500 * 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
1501 * is subsequently removed and freed. 1532 * is subsequently removed and freed.
1502 * 1533 *
1503 * 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
1504 */ 1535 */
1505
1506object * 1536object *
1507decrease_ob_nr (object *op, uint32 i) 1537decrease_ob_nr (object *op, uint32 i)
1508{ 1538{
1509 object *tmp; 1539 object *tmp;
1510 player *pl;
1511 1540
1512 if (i == 0) /* objects with op->nrof require this check */ 1541 if (i == 0) /* objects with op->nrof require this check */
1513 return op; 1542 return op;
1514 1543
1515 if (i > op->nrof) 1544 if (i > op->nrof)
1528 * IMO, searching through all the players will mostly 1557 * IMO, searching through all the players will mostly
1529 * likely be quicker than following op->env to the map, 1558 * likely be quicker than following op->env to the map,
1530 * and then searching the map for a player. 1559 * and then searching the map for a player.
1531 */ 1560 */
1532 if (!tmp) 1561 if (!tmp)
1533 { 1562 for_all_players (pl)
1534 for (pl = first_player; pl; pl = pl->next)
1535 if (pl->ob->container == op->env) 1563 if (pl->ob->container == op->env)
1536 { 1564 {
1537 tmp = pl->ob; 1565 tmp = pl->ob;
1538 break; 1566 break;
1539 } 1567 }
1540 }
1541 1568
1542 if (i < op->nrof) 1569 if (i < op->nrof)
1543 { 1570 {
1544 sub_weight (op->env, op->weight * i); 1571 sub_weight (op->env, op->weight * i);
1545 op->nrof -= i; 1572 op->nrof -= i;
1584 op->destroy (); 1611 op->destroy ();
1585 return 0; 1612 return 0;
1586 } 1613 }
1587} 1614}
1588 1615
1589/*
1590 * add_weight(object, weight) adds the specified weight to an object,
1591 * and also updates how much the environment(s) is/are carrying.
1592 */
1593
1594void
1595add_weight (object *op, signed long weight)
1596{
1597 while (op != NULL)
1598 {
1599 if (op->type == CONTAINER)
1600 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1601
1602 op->carrying += weight;
1603 op = op->env;
1604 }
1605}
1606
1607object * 1616object *
1608insert_ob_in_ob (object *op, object *where) 1617insert_ob_in_ob (object *op, object *where)
1609{ 1618{
1610 if (!where) 1619 if (!where)
1611 { 1620 {
1613 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1622 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1614 free (dump); 1623 free (dump);
1615 return op; 1624 return op;
1616 } 1625 }
1617 1626
1618 if (where->head) 1627 if (where->head_ () != where)
1619 { 1628 {
1620 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1629 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1621 where = where->head; 1630 where = where->head;
1622 } 1631 }
1623 1632
1624 return where->insert (op); 1633 return where->insert (op);
1625} 1634}
1630 * inside the object environment. 1639 * inside the object environment.
1631 * 1640 *
1632 * The function returns now pointer to inserted item, and return value can 1641 * The function returns now pointer to inserted item, and return value can
1633 * be != op, if items are merged. -Tero 1642 * be != op, if items are merged. -Tero
1634 */ 1643 */
1635
1636object * 1644object *
1637object::insert (object *op) 1645object::insert (object *op)
1638{ 1646{
1639 object *tmp, *otmp;
1640
1641 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1647 if (!QUERY_FLAG (op, FLAG_REMOVED))
1642 op->remove (); 1648 op->remove ();
1643 1649
1644 if (op->more) 1650 if (op->more)
1645 { 1651 {
1647 return op; 1653 return op;
1648 } 1654 }
1649 1655
1650 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1656 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1651 CLEAR_FLAG (op, FLAG_REMOVED); 1657 CLEAR_FLAG (op, FLAG_REMOVED);
1658
1652 if (op->nrof) 1659 if (op->nrof)
1653 { 1660 {
1654 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1661 for (object *tmp = inv; tmp; tmp = tmp->below)
1655 if (object::can_merge (tmp, op)) 1662 if (object::can_merge (tmp, op))
1656 { 1663 {
1657 /* return the original object and remove inserted object 1664 /* return the original object and remove inserted object
1658 (client needs the original object) */ 1665 (client needs the original object) */
1659 tmp->nrof += op->nrof; 1666 tmp->nrof += op->nrof;
1678 add_weight (this, op->weight * op->nrof); 1685 add_weight (this, op->weight * op->nrof);
1679 } 1686 }
1680 else 1687 else
1681 add_weight (this, (op->weight + op->carrying)); 1688 add_weight (this, (op->weight + op->carrying));
1682 1689
1683 otmp = this->in_player (); 1690 if (object *otmp = this->in_player ())
1684 if (otmp && otmp->contr)
1685 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1691 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1686 otmp->update_stats (); 1692 otmp->update_stats ();
1687 1693
1694 op->owner = 0; // its his/hers now. period.
1688 op->map = 0; 1695 op->map = 0;
1689 op->env = this; 1696 op->env = this;
1690 op->above = 0; 1697 op->above = 0;
1691 op->below = 0; 1698 op->below = 0;
1692 op->x = 0, op->y = 0; 1699 op->x = op->y = 0;
1693 1700
1694 /* reset the light list and los of the players on the map */ 1701 /* reset the light list and los of the players on the map */
1695 if ((op->glow_radius != 0) && map) 1702 if (op->glow_radius && map)
1696 { 1703 {
1697#ifdef DEBUG_LIGHTS 1704#ifdef DEBUG_LIGHTS
1698 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1705 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1699#endif /* DEBUG_LIGHTS */ 1706#endif /* DEBUG_LIGHTS */
1700 if (MAP_DARKNESS (map)) 1707 if (map->darkness)
1701 update_all_los (map, x, y); 1708 update_all_los (map, x, y);
1702 } 1709 }
1703 1710
1704 /* Client has no idea of ordering so lets not bother ordering it here. 1711 /* Client has no idea of ordering so lets not bother ordering it here.
1705 * It sure simplifies this function... 1712 * It sure simplifies this function...
1710 { 1717 {
1711 op->below = inv; 1718 op->below = inv;
1712 op->below->above = op; 1719 op->below->above = op;
1713 inv = op; 1720 inv = op;
1714 } 1721 }
1722
1723 INVOKE_OBJECT (INSERT, this);
1715 1724
1716 return op; 1725 return op;
1717} 1726}
1718 1727
1719/* 1728/*
1734 * 1743 *
1735 * MSW 2001-07-08: Check all objects on space, not just those below 1744 * MSW 2001-07-08: Check all objects on space, not just those below
1736 * object being inserted. insert_ob_in_map may not put new objects 1745 * object being inserted. insert_ob_in_map may not put new objects
1737 * on top. 1746 * on top.
1738 */ 1747 */
1739
1740int 1748int
1741check_move_on (object *op, object *originator) 1749check_move_on (object *op, object *originator)
1742{ 1750{
1743 object *tmp; 1751 object *tmp;
1744 maptile *m = op->map; 1752 maptile *m = op->map;
1771 1779
1772 /* The objects have to be checked from top to bottom. 1780 /* The objects have to be checked from top to bottom.
1773 * Hence, we first go to the top: 1781 * Hence, we first go to the top:
1774 */ 1782 */
1775 1783
1776 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1784 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1777 { 1785 {
1778 /* Trim the search when we find the first other spell effect 1786 /* Trim the search when we find the first other spell effect
1779 * this helps performance so that if a space has 50 spell objects, 1787 * this helps performance so that if a space has 50 spell objects,
1780 * we don't need to check all of them. 1788 * we don't need to check all of them.
1781 */ 1789 */
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1807 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1800 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1808 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1801 { 1809 {
1802 1810
1803 float 1811 float
1804 diff = tmp->move_slow_penalty * FABS (op->speed); 1812 diff = tmp->move_slow_penalty * fabs (op->speed);
1805 1813
1806 if (op->type == PLAYER) 1814 if (op->type == PLAYER)
1807 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1815 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1808 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1816 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1809 diff /= 4.0; 1817 diff /= 4.0;
1836/* 1844/*
1837 * present_arch(arch, map, x, y) searches for any objects with 1845 * present_arch(arch, map, x, y) searches for any objects with
1838 * a matching archetype at the given map and coordinates. 1846 * a matching archetype at the given map and coordinates.
1839 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
1840 */ 1848 */
1841
1842object * 1849object *
1843present_arch (const archetype *at, maptile *m, int x, int y) 1850present_arch (const archetype *at, maptile *m, int x, int y)
1844{ 1851{
1845 object *
1846 tmp;
1847
1848 if (m == NULL || out_of_map (m, x, y)) 1852 if (!m || out_of_map (m, x, y))
1849 { 1853 {
1850 LOG (llevError, "Present_arch called outside map.\n"); 1854 LOG (llevError, "Present_arch called outside map.\n");
1851 return NULL; 1855 return NULL;
1852 } 1856 }
1853 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1857
1858 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1854 if (tmp->arch == at) 1859 if (tmp->arch == at)
1855 return tmp; 1860 return tmp;
1861
1856 return NULL; 1862 return NULL;
1857} 1863}
1858 1864
1859/* 1865/*
1860 * present(type, map, x, y) searches for any objects with 1866 * present(type, map, x, y) searches for any objects with
1861 * a matching type variable at the given map and coordinates. 1867 * a matching type variable at the given map and coordinates.
1862 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
1863 */ 1869 */
1864
1865object * 1870object *
1866present (unsigned char type, maptile *m, int x, int y) 1871present (unsigned char type, maptile *m, int x, int y)
1867{ 1872{
1868 object *
1869 tmp;
1870
1871 if (out_of_map (m, x, y)) 1873 if (out_of_map (m, x, y))
1872 { 1874 {
1873 LOG (llevError, "Present called outside map.\n"); 1875 LOG (llevError, "Present called outside map.\n");
1874 return NULL; 1876 return NULL;
1875 } 1877 }
1876 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1878
1879 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1880 if (tmp->type == type)
1878 return tmp; 1881 return tmp;
1882
1879 return NULL; 1883 return NULL;
1880} 1884}
1881 1885
1882/* 1886/*
1883 * present_in_ob(type, object) searches for any objects with 1887 * present_in_ob(type, object) searches for any objects with
1884 * a matching type variable in the inventory of the given object. 1888 * a matching type variable in the inventory of the given object.
1885 * The first matching object is returned, or NULL if none. 1889 * The first matching object is returned, or NULL if none.
1886 */ 1890 */
1887
1888object * 1891object *
1889present_in_ob (unsigned char type, const object *op) 1892present_in_ob (unsigned char type, const object *op)
1890{ 1893{
1891 object *
1892 tmp;
1893
1894 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1895 if (tmp->type == type) 1895 if (tmp->type == type)
1896 return tmp; 1896 return tmp;
1897
1897 return NULL; 1898 return NULL;
1898} 1899}
1899 1900
1900/* 1901/*
1901 * present_in_ob (type, str, object) searches for any objects with 1902 * present_in_ob (type, str, object) searches for any objects with
1909 * str is the string to match against. Note that we match against 1910 * str is the string to match against. Note that we match against
1910 * the object name, not the archetype name. this is so that the 1911 * the object name, not the archetype name. this is so that the
1911 * spell code can use one object type (force), but change it's name 1912 * spell code can use one object type (force), but change it's name
1912 * to be unique. 1913 * to be unique.
1913 */ 1914 */
1914
1915object * 1915object *
1916present_in_ob_by_name (int type, const char *str, const object *op) 1916present_in_ob_by_name (int type, const char *str, const object *op)
1917{ 1917{
1918 object *
1919 tmp;
1920
1921 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1918 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 {
1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1919 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1920 return tmp;
1925 } 1921
1926 return NULL; 1922 return 0;
1927} 1923}
1928 1924
1929/* 1925/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1926 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1927 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1928 * The first matching object is returned, or NULL if none.
1933 */ 1929 */
1934
1935object * 1930object *
1936present_arch_in_ob (const archetype *at, const object *op) 1931present_arch_in_ob (const archetype *at, const object *op)
1937{ 1932{
1938 object *
1939 tmp;
1940
1941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1933 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1942 if (tmp->arch == at) 1934 if (tmp->arch == at)
1943 return tmp; 1935 return tmp;
1936
1944 return NULL; 1937 return NULL;
1945} 1938}
1946 1939
1947/* 1940/*
1948 * activate recursively a flag on an object inventory 1941 * activate recursively a flag on an object inventory
1949 */ 1942 */
1950void 1943void
1951flag_inv (object *op, int flag) 1944flag_inv (object *op, int flag)
1952{ 1945{
1953 object *
1954 tmp;
1955
1956 if (op->inv)
1957 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1958 { 1947 {
1959 SET_FLAG (tmp, flag); 1948 SET_FLAG (tmp, flag);
1960 flag_inv (tmp, flag); 1949 flag_inv (tmp, flag);
1961 } 1950 }
1962} /* 1951}
1952
1953/*
1963 * desactivate recursively a flag on an object inventory 1954 * deactivate recursively a flag on an object inventory
1964 */ 1955 */
1965void 1956void
1966unflag_inv (object *op, int flag) 1957unflag_inv (object *op, int flag)
1967{ 1958{
1968 object *
1969 tmp;
1970
1971 if (op->inv)
1972 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1973 { 1960 {
1974 CLEAR_FLAG (tmp, flag); 1961 CLEAR_FLAG (tmp, flag);
1975 unflag_inv (tmp, flag); 1962 unflag_inv (tmp, flag);
1976 } 1963 }
1977}
1978
1979/*
1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1981 * all it's inventory (recursively).
1982 * If checksums are used, a player will get set_cheat called for
1983 * him/her-self and all object carried by a call to this function.
1984 */
1985
1986void
1987set_cheat (object *op)
1988{
1989 SET_FLAG (op, FLAG_WAS_WIZ);
1990 flag_inv (op, FLAG_WAS_WIZ);
1991} 1964}
1992 1965
1993/* 1966/*
1994 * find_free_spot(object, map, x, y, start, stop) will search for 1967 * find_free_spot(object, map, x, y, start, stop) will search for
1995 * a spot at the given map and coordinates which will be able to contain 1968 * a spot at the given map and coordinates which will be able to contain
1997 * to search (see the freearr_x/y[] definition). 1970 * to search (see the freearr_x/y[] definition).
1998 * It returns a random choice among the alternatives found. 1971 * It returns a random choice among the alternatives found.
1999 * start and stop are where to start relative to the free_arr array (1,9 1972 * start and stop are where to start relative to the free_arr array (1,9
2000 * does all 4 immediate directions). This returns the index into the 1973 * does all 4 immediate directions). This returns the index into the
2001 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1974 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2002 * Note - this only checks to see if there is space for the head of the
2003 * object - if it is a multispace object, this should be called for all
2004 * pieces.
2005 * Note2: This function does correctly handle tiled maps, but does not 1975 * Note: This function does correctly handle tiled maps, but does not
2006 * inform the caller. However, insert_ob_in_map will update as 1976 * inform the caller. However, insert_ob_in_map will update as
2007 * necessary, so the caller shouldn't need to do any special work. 1977 * necessary, so the caller shouldn't need to do any special work.
2008 * Note - updated to take an object instead of archetype - this is necessary 1978 * Note - updated to take an object instead of archetype - this is necessary
2009 * because arch_blocked (now ob_blocked) needs to know the movement type 1979 * because arch_blocked (now ob_blocked) needs to know the movement type
2010 * to know if the space in question will block the object. We can't use 1980 * to know if the space in question will block the object. We can't use
2011 * the archetype because that isn't correct if the monster has been 1981 * the archetype because that isn't correct if the monster has been
2012 * customized, changed states, etc. 1982 * customized, changed states, etc.
2013 */ 1983 */
2014
2015int 1984int
2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1985find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2017{ 1986{
2018 int
2019 i,
2020 index = 0, flag;
2021 static int
2022 altern[SIZEOFFREE]; 1987 int altern[SIZEOFFREE];
1988 int index = 0, flag;
2023 1989
2024 for (i = start; i < stop; i++) 1990 for (int i = start; i < stop; i++)
2025 { 1991 {
2026 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1992 mapxy pos (m, x, y); pos.move (i);
2027 if (!flag) 1993
1994 if (!pos.normalise ())
1995 continue;
1996
1997 mapspace &ms = *pos;
1998
1999 if (ms.flags () & P_IS_ALIVE)
2000 continue;
2001
2002 /* However, often
2003 * ob doesn't have any move type (when used to place exits)
2004 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2005 */
2006 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2007 {
2028 altern[index++] = i; 2008 altern [index++] = i;
2009 continue;
2010 }
2029 2011
2030 /* Basically, if we find a wall on a space, we cut down the search size. 2012 /* Basically, if we find a wall on a space, we cut down the search size.
2031 * In this way, we won't return spaces that are on another side of a wall. 2013 * In this way, we won't return spaces that are on another side of a wall.
2032 * This mostly work, but it cuts down the search size in all directions - 2014 * This mostly work, but it cuts down the search size in all directions -
2033 * if the space being examined only has a wall to the north and empty 2015 * if the space being examined only has a wall to the north and empty
2034 * spaces in all the other directions, this will reduce the search space 2016 * spaces in all the other directions, this will reduce the search space
2035 * to only the spaces immediately surrounding the target area, and 2017 * to only the spaces immediately surrounding the target area, and
2036 * won't look 2 spaces south of the target space. 2018 * won't look 2 spaces south of the target space.
2037 */ 2019 */
2038 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2020 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2021 {
2039 stop = maxfree[i]; 2022 stop = maxfree[i];
2023 continue;
2024 }
2025
2026 /* Note it is intentional that we check ob - the movement type of the
2027 * head of the object should correspond for the entire object.
2028 */
2029 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2030 continue;
2031
2032 if (ob->blocked (m, pos.x, pos.y))
2033 continue;
2034
2035 altern [index++] = i;
2040 } 2036 }
2041 2037
2042 if (!index) 2038 if (!index)
2043 return -1; 2039 return -1;
2044 2040
2045 return altern[RANDOM () % index]; 2041 return altern [rndm (index)];
2046} 2042}
2047 2043
2048/* 2044/*
2049 * find_first_free_spot(archetype, maptile, x, y) works like 2045 * find_first_free_spot(archetype, maptile, x, y) works like
2050 * find_free_spot(), but it will search max number of squares. 2046 * find_free_spot(), but it will search max number of squares.
2051 * But it will return the first available spot, not a random choice. 2047 * But it will return the first available spot, not a random choice.
2052 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2048 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2053 */ 2049 */
2054
2055int 2050int
2056find_first_free_spot (const object *ob, maptile *m, int x, int y) 2051find_first_free_spot (const object *ob, maptile *m, int x, int y)
2057{ 2052{
2058 int
2059 i;
2060
2061 for (i = 0; i < SIZEOFFREE; i++) 2053 for (int i = 0; i < SIZEOFFREE; i++)
2062 {
2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2054 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2064 return i; 2055 return i;
2065 } 2056
2066 return -1; 2057 return -1;
2067} 2058}
2068 2059
2069/* 2060/*
2070 * The function permute(arr, begin, end) randomly reorders the array 2061 * The function permute(arr, begin, end) randomly reorders the array
2071 * arr[begin..end-1]. 2062 * arr[begin..end-1].
2063 * now uses a fisher-yates shuffle, old permute was broken
2072 */ 2064 */
2073static void 2065static void
2074permute (int *arr, int begin, int end) 2066permute (int *arr, int begin, int end)
2075{ 2067{
2076 int 2068 arr += begin;
2077 i,
2078 j,
2079 tmp,
2080 len;
2081
2082 len = end - begin; 2069 end -= begin;
2083 for (i = begin; i < end; i++)
2084 {
2085 j = begin + RANDOM () % len;
2086 2070
2087 tmp = arr[i]; 2071 while (--end)
2088 arr[i] = arr[j]; 2072 swap (arr [end], arr [rndm (end + 1)]);
2089 arr[j] = tmp;
2090 }
2091} 2073}
2092 2074
2093/* new function to make monster searching more efficient, and effective! 2075/* new function to make monster searching more efficient, and effective!
2094 * This basically returns a randomized array (in the passed pointer) of 2076 * This basically returns a randomized array (in the passed pointer) of
2095 * the spaces to find monsters. In this way, it won't always look for 2077 * the spaces to find monsters. In this way, it won't always look for
2098 * the 3x3 area will be searched, just not in a predictable order. 2080 * the 3x3 area will be searched, just not in a predictable order.
2099 */ 2081 */
2100void 2082void
2101get_search_arr (int *search_arr) 2083get_search_arr (int *search_arr)
2102{ 2084{
2103 int 2085 int i;
2104 i;
2105 2086
2106 for (i = 0; i < SIZEOFFREE; i++) 2087 for (i = 0; i < SIZEOFFREE; i++)
2107 {
2108 search_arr[i] = i; 2088 search_arr[i] = i;
2109 }
2110 2089
2111 permute (search_arr, 1, SIZEOFFREE1 + 1); 2090 permute (search_arr, 1, SIZEOFFREE1 + 1);
2112 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2091 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2113 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2092 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2114} 2093}
2123 * Perhaps incorrectly, but I'm making the assumption that exclude 2102 * Perhaps incorrectly, but I'm making the assumption that exclude
2124 * is actually want is going to try and move there. We need this info 2103 * is actually want is going to try and move there. We need this info
2125 * because we have to know what movement the thing looking to move 2104 * because we have to know what movement the thing looking to move
2126 * there is capable of. 2105 * there is capable of.
2127 */ 2106 */
2128
2129int 2107int
2130find_dir (maptile *m, int x, int y, object *exclude) 2108find_dir (maptile *m, int x, int y, object *exclude)
2131{ 2109{
2132 int
2133 i,
2134 max = SIZEOFFREE, mflags; 2110 int i, max = SIZEOFFREE, mflags;
2135 2111
2136 sint16 nx, ny; 2112 sint16 nx, ny;
2137 object * 2113 object *tmp;
2138 tmp;
2139 maptile * 2114 maptile *mp;
2140 mp;
2141 2115
2142 MoveType blocked, move_type; 2116 MoveType blocked, move_type;
2143 2117
2144 if (exclude && exclude->head) 2118 if (exclude && exclude->head_ () != exclude)
2145 { 2119 {
2146 exclude = exclude->head; 2120 exclude = exclude->head;
2147 move_type = exclude->move_type; 2121 move_type = exclude->move_type;
2148 } 2122 }
2149 else 2123 else
2162 2136
2163 if (mflags & P_OUT_OF_MAP) 2137 if (mflags & P_OUT_OF_MAP)
2164 max = maxfree[i]; 2138 max = maxfree[i];
2165 else 2139 else
2166 { 2140 {
2167 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2141 mapspace &ms = mp->at (nx, ny);
2142
2143 blocked = ms.move_block;
2168 2144
2169 if ((move_type & blocked) == move_type) 2145 if ((move_type & blocked) == move_type)
2170 max = maxfree[i]; 2146 max = maxfree[i];
2171 else if (mflags & P_IS_ALIVE) 2147 else if (mflags & P_IS_ALIVE)
2172 { 2148 {
2173 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2149 for (tmp = ms.bot; tmp; tmp = tmp->above)
2174 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2150 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2151 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2175 break; 2152 break;
2176 2153
2177 if (tmp) 2154 if (tmp)
2178 return freedir[i]; 2155 return freedir[i];
2179 } 2156 }
2185 2162
2186/* 2163/*
2187 * distance(object 1, object 2) will return the square of the 2164 * distance(object 1, object 2) will return the square of the
2188 * distance between the two given objects. 2165 * distance between the two given objects.
2189 */ 2166 */
2190
2191int 2167int
2192distance (const object *ob1, const object *ob2) 2168distance (const object *ob1, const object *ob2)
2193{ 2169{
2194 int i;
2195
2196 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2170 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2197 return i;
2198} 2171}
2199 2172
2200/* 2173/*
2201 * find_dir_2(delta-x,delta-y) will return a direction in which 2174 * find_dir_2(delta-x,delta-y) will return a direction in which
2202 * an object which has subtracted the x and y coordinates of another 2175 * an object which has subtracted the x and y coordinates of another
2203 * object, needs to travel toward it. 2176 * object, needs to travel toward it.
2204 */ 2177 */
2205
2206int 2178int
2207find_dir_2 (int x, int y) 2179find_dir_2 (int x, int y)
2208{ 2180{
2209 int q; 2181 int q;
2210 2182
2239 2211
2240 return 3; 2212 return 3;
2241} 2213}
2242 2214
2243/* 2215/*
2244 * absdir(int): Returns a number between 1 and 8, which represent
2245 * the "absolute" direction of a number (it actually takes care of
2246 * "overflow" in previous calculations of a direction).
2247 */
2248
2249int
2250absdir (int d)
2251{
2252 while (d < 1)
2253 d += 8;
2254 while (d > 8)
2255 d -= 8;
2256 return d;
2257}
2258
2259/*
2260 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2216 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2261 * between two directions (which are expected to be absolute (see absdir()) 2217 * between two directions (which are expected to be absolute (see absdir())
2262 */ 2218 */
2263
2264int 2219int
2265dirdiff (int dir1, int dir2) 2220dirdiff (int dir1, int dir2)
2266{ 2221{
2267 int 2222 int d;
2268 d;
2269 2223
2270 d = abs (dir1 - dir2); 2224 d = abs (dir1 - dir2);
2271 if (d > 4) 2225 if (d > 4)
2272 d = 8 - d; 2226 d = 8 - d;
2227
2273 return d; 2228 return d;
2274} 2229}
2275 2230
2276/* peterm: 2231/* peterm:
2277 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2232 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2280 * This basically means that if direction is 15, then it could either go 2235 * This basically means that if direction is 15, then it could either go
2281 * direction 4, 14, or 16 to get back to where we are. 2236 * direction 4, 14, or 16 to get back to where we are.
2282 * Moved from spell_util.c to object.c with the other related direction 2237 * Moved from spell_util.c to object.c with the other related direction
2283 * functions. 2238 * functions.
2284 */ 2239 */
2285
2286int
2287 reduction_dir[SIZEOFFREE][3] = { 2240int reduction_dir[SIZEOFFREE][3] = {
2288 {0, 0, 0}, /* 0 */ 2241 {0, 0, 0}, /* 0 */
2289 {0, 0, 0}, /* 1 */ 2242 {0, 0, 0}, /* 1 */
2290 {0, 0, 0}, /* 2 */ 2243 {0, 0, 0}, /* 2 */
2291 {0, 0, 0}, /* 3 */ 2244 {0, 0, 0}, /* 3 */
2292 {0, 0, 0}, /* 4 */ 2245 {0, 0, 0}, /* 4 */
2383 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2336 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2384 * core dumps if they do. 2337 * core dumps if they do.
2385 * 2338 *
2386 * Add a check so we can't pick up invisible objects (0.93.8) 2339 * Add a check so we can't pick up invisible objects (0.93.8)
2387 */ 2340 */
2388
2389int 2341int
2390can_pick (const object *who, const object *item) 2342can_pick (const object *who, const object *item)
2391{ 2343{
2392 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2344 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2393 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2345 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2398 * create clone from object to another 2350 * create clone from object to another
2399 */ 2351 */
2400object * 2352object *
2401object_create_clone (object *asrc) 2353object_create_clone (object *asrc)
2402{ 2354{
2403 object *dst = 0, *tmp, *src, *part, *prev, *item; 2355 object *dst = 0, *tmp, *src, *prev, *item;
2404 2356
2405 if (!asrc) 2357 if (!asrc)
2406 return 0; 2358 return 0;
2407 2359
2408 src = asrc;
2409 if (src->head)
2410 src = src->head; 2360 src = asrc->head_ ();
2411 2361
2412 prev = 0; 2362 prev = 0;
2413 for (part = src; part; part = part->more) 2363 for (object *part = src; part; part = part->more)
2414 { 2364 {
2415 tmp = part->clone (); 2365 tmp = part->clone ();
2416 tmp->x -= src->x; 2366 tmp->x -= src->x;
2417 tmp->y -= src->y; 2367 tmp->y -= src->y;
2418 2368
2436 insert_ob_in_ob (object_create_clone (item), dst); 2386 insert_ob_in_ob (object_create_clone (item), dst);
2437 2387
2438 return dst; 2388 return dst;
2439} 2389}
2440 2390
2441/* GROS - Creates an object using a string representing its content. */
2442/* Basically, we save the content of the string to a temp file, then call */
2443/* load_object on it. I admit it is a highly inefficient way to make things, */
2444/* but it was simple to make and allows reusing the load_object function. */
2445/* Remember not to use load_object_str in a time-critical situation. */
2446/* Also remember that multiparts objects are not supported for now. */
2447
2448object *
2449load_object_str (const char *obstr)
2450{
2451 object *op;
2452 char filename[MAX_BUF];
2453
2454 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2455
2456 FILE *tempfile = fopen (filename, "w");
2457
2458 if (tempfile == NULL)
2459 {
2460 LOG (llevError, "Error - Unable to access load object temp file\n");
2461 return NULL;
2462 }
2463
2464 fprintf (tempfile, obstr);
2465 fclose (tempfile);
2466
2467 op = object::create ();
2468
2469 object_thawer thawer (filename);
2470
2471 if (thawer)
2472 load_object (thawer, op, 0);
2473
2474 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2475 CLEAR_FLAG (op, FLAG_REMOVED);
2476
2477 return op;
2478}
2479
2480/* This returns the first object in who's inventory that 2391/* This returns the first object in who's inventory that
2481 * has the same type and subtype match. 2392 * has the same type and subtype match.
2482 * returns NULL if no match. 2393 * returns NULL if no match.
2483 */ 2394 */
2484object * 2395object *
2485find_obj_by_type_subtype (const object *who, int type, int subtype) 2396find_obj_by_type_subtype (const object *who, int type, int subtype)
2486{ 2397{
2487 object *tmp;
2488
2489 for (tmp = who->inv; tmp; tmp = tmp->below) 2398 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2490 if (tmp->type == type && tmp->subtype == subtype) 2399 if (tmp->type == type && tmp->subtype == subtype)
2491 return tmp; 2400 return tmp;
2492 2401
2493 return NULL; 2402 return 0;
2494} 2403}
2495 2404
2496/* If ob has a field named key, return the link from the list, 2405/* If ob has a field named key, return the link from the list,
2497 * otherwise return NULL. 2406 * otherwise return NULL.
2498 * 2407 *
2500 * do the desired thing. 2409 * do the desired thing.
2501 */ 2410 */
2502key_value * 2411key_value *
2503get_ob_key_link (const object *ob, const char *key) 2412get_ob_key_link (const object *ob, const char *key)
2504{ 2413{
2505 key_value *link;
2506
2507 for (link = ob->key_values; link != NULL; link = link->next) 2414 for (key_value *link = ob->key_values; link; link = link->next)
2508 if (link->key == key) 2415 if (link->key == key)
2509 return link; 2416 return link;
2510 2417
2511 return NULL; 2418 return 0;
2512} 2419}
2513 2420
2514/* 2421/*
2515 * Returns the value of op has an extra_field for key, or NULL. 2422 * Returns the value of op has an extra_field for key, or NULL.
2516 * 2423 *
2541 if (link->key == canonical_key) 2448 if (link->key == canonical_key)
2542 return link->value; 2449 return link->value;
2543 2450
2544 return 0; 2451 return 0;
2545} 2452}
2546
2547 2453
2548/* 2454/*
2549 * Updates the canonical_key in op to value. 2455 * Updates the canonical_key in op to value.
2550 * 2456 *
2551 * canonical_key is a shared string (value doesn't have to be). 2457 * canonical_key is a shared string (value doesn't have to be).
2556 * Returns TRUE on success. 2462 * Returns TRUE on success.
2557 */ 2463 */
2558int 2464int
2559set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2465set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2560{ 2466{
2561 key_value *
2562 field = NULL, *last = NULL; 2467 key_value *field = NULL, *last = NULL;
2563 2468
2564 for (field = op->key_values; field != NULL; field = field->next) 2469 for (field = op->key_values; field != NULL; field = field->next)
2565 { 2470 {
2566 if (field->key != canonical_key) 2471 if (field->key != canonical_key)
2567 { 2472 {
2576 /* Basically, if the archetype has this key set, 2481 /* Basically, if the archetype has this key set,
2577 * we need to store the null value so when we save 2482 * we need to store the null value so when we save
2578 * it, we save the empty value so that when we load, 2483 * it, we save the empty value so that when we load,
2579 * we get this value back again. 2484 * we get this value back again.
2580 */ 2485 */
2581 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2486 if (get_ob_key_link (op->arch, canonical_key))
2582 field->value = 0; 2487 field->value = 0;
2583 else 2488 else
2584 { 2489 {
2585 if (last) 2490 if (last)
2586 last->next = field->next; 2491 last->next = field->next;
2595 /* IF we get here, key doesn't exist */ 2500 /* IF we get here, key doesn't exist */
2596 2501
2597 /* No field, we'll have to add it. */ 2502 /* No field, we'll have to add it. */
2598 2503
2599 if (!add_key) 2504 if (!add_key)
2600 {
2601 return FALSE; 2505 return FALSE;
2602 } 2506
2603 /* There isn't any good reason to store a null 2507 /* There isn't any good reason to store a null
2604 * value in the key/value list. If the archetype has 2508 * value in the key/value list. If the archetype has
2605 * this key, then we should also have it, so shouldn't 2509 * this key, then we should also have it, so shouldn't
2606 * be here. If user wants to store empty strings, 2510 * be here. If user wants to store empty strings,
2607 * should pass in "" 2511 * should pass in ""
2656 } 2560 }
2657 else 2561 else
2658 item = item->env; 2562 item = item->env;
2659} 2563}
2660 2564
2565const char *
2566object::flag_desc (char *desc, int len) const
2567{
2568 char *p = desc;
2569 bool first = true;
2570
2571 *p = 0;
2572
2573 for (int i = 0; i < NUM_FLAGS; i++)
2574 {
2575 if (len <= 10) // magic constant!
2576 {
2577 snprintf (p, len, ",...");
2578 break;
2579 }
2580
2581 if (flag [i])
2582 {
2583 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2584 len -= cnt;
2585 p += cnt;
2586 first = false;
2587 }
2588 }
2589
2590 return desc;
2591}
2592
2661// return a suitable string describing an objetc in enough detail to find it 2593// return a suitable string describing an object in enough detail to find it
2662const char * 2594const char *
2663object::debug_desc (char *info) const 2595object::debug_desc (char *info) const
2664{ 2596{
2597 char flagdesc[512];
2665 char info2[256 * 3]; 2598 char info2[256 * 4];
2666 char *p = info; 2599 char *p = info;
2667 2600
2668 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2601 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2669 count, 2602 count,
2603 uuid.c_str (),
2670 &name, 2604 &name,
2671 title ? " " : "", 2605 title ? "\",title:\"" : "",
2672 title ? (const char *)title : ""); 2606 title ? (const char *)title : "",
2607 flag_desc (flagdesc, 512), type);
2673 2608
2674 if (env) 2609 if (!this->flag[FLAG_REMOVED] && env)
2675 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2676 2611
2677 if (map) 2612 if (map)
2678 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2679 2614
2680 return info; 2615 return info;
2681} 2616}
2682 2617
2683const char * 2618const char *
2684object::debug_desc () const 2619object::debug_desc () const
2685{ 2620{
2686 static char info[256 * 3]; 2621 static char info[3][256 * 4];
2622 static int info_idx;
2623
2687 return debug_desc (info); 2624 return debug_desc (info [++info_idx % 3]);
2688} 2625}
2689 2626
2627struct region *
2628object::region () const
2629{
2630 return map ? map->region (x, y)
2631 : region::default_region ();
2632}
2633
2634const materialtype_t *
2635object::dominant_material () const
2636{
2637 if (materialtype_t *mt = name_to_material (materialname))
2638 return mt;
2639
2640 return name_to_material (shstr_unknown);
2641}
2642
2643void
2644object::open_container (object *new_container)
2645{
2646 if (container == new_container)
2647 return;
2648
2649 if (object *old_container = container)
2650 {
2651 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2652 return;
2653
2654#if 0
2655 // remove the "Close old_container" object.
2656 if (object *closer = old_container->inv)
2657 if (closer->type == CLOSE_CON)
2658 closer->destroy ();
2659#endif
2660
2661 old_container->flag [FLAG_APPLIED] = 0;
2662 container = 0;
2663
2664 esrv_update_item (UPD_FLAGS, this, old_container);
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2666 play_sound (sound_find ("chest_close"));
2667 }
2668
2669 if (new_container)
2670 {
2671 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2672 return;
2673
2674 // TODO: this does not seem to serve any purpose anymore?
2675#if 0
2676 // insert the "Close Container" object.
2677 if (archetype *closer = new_container->other_arch)
2678 {
2679 object *closer = arch_to_object (new_container->other_arch);
2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2681 new_container->insert (closer);
2682 }
2683#endif
2684
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2686
2687 new_container->flag [FLAG_APPLIED] = 1;
2688 container = new_container;
2689
2690 esrv_update_item (UPD_FLAGS, this, new_container);
2691 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open"));
2693 }
2694}
2695
2696object *
2697object::force_find (const shstr name)
2698{
2699 /* cycle through his inventory to look for the MARK we want to
2700 * place
2701 */
2702 for (object *tmp = inv; tmp; tmp = tmp->below)
2703 if (tmp->type == FORCE && tmp->slaying == name)
2704 return splay (tmp);
2705
2706 return 0;
2707}
2708
2709void
2710object::force_add (const shstr name, int duration)
2711{
2712 if (object *force = force_find (name))
2713 force->destroy ();
2714
2715 object *force = get_archetype (FORCE_NAME);
2716
2717 force->slaying = name;
2718 force->stats.food = 1;
2719 force->speed_left = -1.f;
2720
2721 force->set_speed (duration ? 1.f / duration : 0.f);
2722 force->flag [FLAG_IS_USED_UP] = true;
2723 force->flag [FLAG_APPLIED] = true;
2724
2725 insert (force);
2726}
2727
2728void
2729object::play_sound (faceidx sound) const
2730{
2731 if (!sound)
2732 return;
2733
2734 if (flag [FLAG_REMOVED])
2735 return;
2736
2737 if (env)
2738 {
2739 if (object *pl = in_player ())
2740 pl->contr->play_sound (sound);
2741 }
2742 else
2743 map->play_sound (sound, x, y);
2744}
2745

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