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Comparing deliantra/server/common/object.C (file contents):
Revision 1.105 by pippijn, Wed Jan 3 00:21:35 2007 UTC vs.
Revision 1.296 by root, Fri Nov 6 13:31:47 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h> 31#include <loader.h>
34 32
35#include <bitset> 33#include <bitset>
36 34
37int nrofallocobjects = 0; 35UUID UUID::cur;
38static UUID uuid; 36static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
40 39
41object *active_objects; /* List of active objects that need to be processed */ 40objectvec objects;
41activevec actives;
42 42
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, 43//+GPL
44
45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 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 49 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}; 50};
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, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -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 55 -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};
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,
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
51}; 56};
52int freedir[SIZEOFFREE] = { 57int 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, 58 0,
59 1, 2, 3, 4, 5, 6, 7, 8,
60 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 61 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}; 62};
56 63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
69};
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);
87
88 seq_next_save = 0;
84 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;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 149 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 150 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 151 * different structure or at least keep the lists sorted...
143 */ 152 */
144 153
145 /* For each field in wants, */ 154 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 155 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 156 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 157 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 158
169 /* If we get here, every field in wants has a matching field in has. */ 159 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 160 return true;
171} 161}
172 162
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 163/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 164static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 165compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 166{
177 /* However, there may be fields in has which aren't partnered in wants, 167 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 168 * so we need to run the comparison *twice*. :(
179 */ 169 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 170 return compare_ob_value_lists_one (ob1, ob2)
171 && compare_ob_value_lists_one (ob2, ob1);
181} 172}
182 173
183/* Function examines the 2 objects given to it, and returns true if 174/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 175 * they can be merged together.
185 * 176 *
200 || ob1->speed != ob2->speed 191 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 192 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 193 || ob1->name != ob2->name)
203 return 0; 194 return 0;
204 195
205 //TODO: this ain't working well, use nicer and correct overflow check
206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 196 /* Do not merge objects if nrof would overflow, assume nrof
207 * value could not be stored in a sint32 (which unfortunately sometimes is 197 * is always 0 .. 2**31-1 */
208 * used to store nrof). 198 if (ob1->nrof > 0x7fffffff - ob2->nrof)
209 */
210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
211 return 0; 199 return 0;
212 200
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 201 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 202 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 203 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied 204 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 205 * flags lose any meaning.
218 */ 206 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 207 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 208 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 209
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 210 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 211 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 212
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 213 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name 214 || ob1->name != ob2->name
228 || ob1->title != ob2->title 215 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 216 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 217 || ob1->weight != ob2->weight
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233 || ob1->attacktype != ob2->attacktype 218 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic 219 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying 220 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill 221 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value 222 || ob1->value != ob2->value
238 || ob1->animation_id != ob2->animation_id 223 || ob1->animation_id != ob2->animation_id
224 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
239 || ob1->client_type != ob2->client_type 225 || ob1->client_type != ob2->client_type
240 || ob1->materialname != ob2->materialname 226 || ob1->materialname != ob2->materialname
241 || ob1->lore != ob2->lore 227 || ob1->lore != ob2->lore
242 || ob1->subtype != ob2->subtype 228 || ob1->subtype != ob2->subtype
243 || ob1->move_type != ob2->move_type 229 || ob1->move_type != ob2->move_type
244 || ob1->move_block != ob2->move_block 230 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow 231 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on 232 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off 233 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow 234 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty) 235 || ob1->move_slow_penalty != ob2->move_slow_penalty
236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 238 return 0;
251 239
240 if ((ob1->flag ^ ob2->flag)
241 .reset (FLAG_INV_LOCKED)
242 .reset (FLAG_REMOVED)
243 .any ())
244 return 0;
245
252 /* This is really a spellbook check - really, we should 246 /* This is really a spellbook check - we should in general
253 * check all objects in the inventory. 247 * not merge objects with real inventories, as splitting them
248 * is hard.
254 */ 249 */
255 if (ob1->inv || ob2->inv) 250 if (ob1->inv || ob2->inv)
256 { 251 {
257 /* if one object has inventory but the other doesn't, not equiv */ 252 if (!(ob1->inv && ob2->inv))
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 253 return 0; /* inventories differ in length */
259 return 0;
260 254
261 /* Now check to see if the two inventory objects could merge */ 255 if (ob1->inv->below || ob2->inv->below)
256 return 0; /* more than one object in inv */
257
262 if (!object::can_merge (ob1->inv, ob2->inv)) 258 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0; 259 return 0; /* inventory objects differ */
264 260
265 /* inventory ok - still need to check rest of this object to see 261 /* inventory ok - still need to check rest of this object to see
266 * if it is valid. 262 * if it is valid.
267 */ 263 */
268 } 264 }
287 if (ob1->level != ob2->level) 283 if (ob1->level != ob2->level)
288 return 0; 284 return 0;
289 break; 285 break;
290 } 286 }
291 287
292 if (ob1->key_values != NULL || ob2->key_values != NULL) 288 if (ob1->key_values || ob2->key_values)
293 { 289 {
294 /* At least one of these has key_values. */ 290 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 291 if ((!ob1->key_values) != (!ob2->key_values))
296 /* One has fields, but the other one doesn't. */ 292 return 0; /* One has fields, but the other one doesn't. */
293
294 if (!compare_ob_value_lists (ob1, ob2))
297 return 0; 295 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0;
300 } 296 }
301 297
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self) 298 if (ob1->self || ob2->self)
304 { 299 {
305 ob1->optimise (); 300 ob1->optimise ();
306 ob2->optimise (); 301 ob2->optimise ();
307 302
308 if (ob1->self || ob2->self) 303 if (ob1->self || ob2->self)
304 {
305 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
306 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
307
308 if (k1 != k2)
309 return 0; 309 return 0;
310
311 if (k1 == 0)
312 return 1;
313
314 if (!cfperl_can_merge (ob1, ob2))
315 return 0;
316 }
310 } 317 }
311 318
312 /* Everything passes, must be OK. */ 319 /* Everything passes, must be OK. */
313 return 1; 320 return 1;
314} 321}
315 322
323// find player who can see this object
324object *
325object::visible_to () const
326{
327 if (client_visible () && !flag [FLAG_REMOVED])
328 {
329 // see if we are in a container of sorts
330 if (env)
331 {
332 // the player inventory itself is always visible
333 if (env->is_player ())
334 return env;
335
336 // else a player could have our env open
337 object *envest = env->outer_env_or_self ();
338
339 // the player itself is always on a map, so we will find him here
340 // even if our inv is in a player.
341 if (envest->is_on_map ())
342 if (object *pl = envest->ms ().player ())
343 if (pl->container_ () == env)
344 return pl;
345 }
346 else
347 {
348 // maybe there is a player standing on the same mapspace
349 // this will catch the case where "this" is a player
350 if (object *pl = ms ().player ())
351 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
352 || pl->container_ () == this)
353 return pl;
354 }
355 }
356
357 return 0;
358}
359
360// adjust weight per container type ("of holding")
361static sint32
362weight_adjust_for (object *op, sint32 weight)
363{
364 return op->type == CONTAINER
365 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
366 : weight;
367}
368
316/* 369/*
370 * adjust_weight(object, weight) adds the specified weight to an object,
371 * and also updates how much the environment(s) is/are carrying.
372 */
373static void
374adjust_weight (object *op, sint32 weight)
375{
376 while (op)
377 {
378 // adjust by actual difference to account for rounding errors
379 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
380 weight = weight_adjust_for (op, op->carrying)
381 - weight_adjust_for (op, op->carrying - weight);
382
383 if (!weight)
384 return;
385
386 op->carrying += weight;
387
388 if (object *pl = op->visible_to ())
389 if (pl != op) // player is handled lazily
390 esrv_update_item (UPD_WEIGHT, pl, op);
391
392 op = op->env;
393 }
394}
395
396/*
317 * sum_weight() is a recursive function which calculates the weight 397 * this is a recursive function which calculates the weight
318 * an object is carrying. It goes through in figures out how much 398 * an object is carrying. It goes through op and figures out how much
319 * containers are carrying, and sums it up. 399 * containers are carrying, and sums it up.
320 */ 400 */
321long 401void
322sum_weight (object *op) 402object::update_weight ()
323{ 403{
324 long sum; 404 sint32 sum = 0;
325 object *inv;
326 405
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 406 for (object *op = inv; op; op = op->below)
328 { 407 {
329 if (inv->inv) 408 if (op->inv)
330 sum_weight (inv); 409 op->update_weight ();
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 410
411 sum += op->total_weight ();
412 }
413
414 sum = weight_adjust_for (this, sum);
415
416 if (sum != carrying)
332 } 417 {
333
334 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100;
336
337 if (op->carrying != sum)
338 op->carrying = sum; 418 carrying = sum;
339 419
340 return sum; 420 if (object *pl = visible_to ())
421 if (pl != this) // player is handled lazily
422 esrv_update_item (UPD_WEIGHT, pl, this);
423 }
341} 424}
342 425
343/** 426/*
344 * Return the outermost environment object for a given object. 427 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
345 */ 428 */
346
347object *
348object_get_env_recursive (object *op)
349{
350 while (op->env != NULL)
351 op = op->env;
352 return op;
353}
354
355/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array.
359 */
360
361char * 429char *
362dump_object (object *op) 430dump_object (object *op)
363{ 431{
364 if (!op) 432 if (!op)
365 return strdup ("[NULLOBJ]"); 433 return strdup ("[NULLOBJ]");
366 434
367 object_freezer freezer; 435 object_freezer freezer;
368 save_object (freezer, op, 1); 436 op->write (freezer);
369 return freezer.as_string (); 437 return freezer.as_string ();
370} 438}
371 439
372/* 440char *
373 * get_nearest_part(multi-object, object 2) returns the part of the 441object::as_string ()
374 * multi-object 1 which is closest to the second object.
375 * If it's not a multi-object, it is returned.
376 */
377
378object *
379get_nearest_part (object *op, const object *pl)
380{ 442{
381 object *tmp, *closest; 443 return dump_object (this);
382 int last_dist, i;
383
384 if (op->more == NULL)
385 return op;
386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
387 if ((i = distance (tmp, pl)) < last_dist)
388 closest = tmp, last_dist = i;
389 return closest;
390} 444}
391 445
392/* 446/*
393 * Returns the object which has the count-variable equal to the argument. 447 * Returns the object which has the count-variable equal to the argument.
448 * VERRRY slow.
394 */ 449 */
395
396object * 450object *
397find_object (tag_t i) 451find_object (tag_t i)
398{ 452{
399 for (object *op = object::first; op; op = op->next) 453 for_all_objects (op)
400 if (op->count == i) 454 if (op->count == i)
401 return op; 455 return op;
402 456
403 return 0; 457 return 0;
404} 458}
405 459
406/* 460/*
407 * Returns the first object which has a name equal to the argument. 461 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 462 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 463 * Enables features like "patch <name-of-other-player> food 999"
410 */ 464 */
411
412object * 465object *
413find_object_name (const char *str) 466find_object_name (const char *str)
414{ 467{
415 shstr_cmp str_ (str); 468 shstr_cmp str_ (str);
416 object *op;
417 469
418 for (op = object::first; op != NULL; op = op->next) 470 if (str_)
471 for_all_objects (op)
419 if (op->name == str_) 472 if (op->name == str_)
420 break; 473 return op;
421 474
422 return op; 475 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 476}
430 477
431/* 478/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 479 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 480 * skill and experience objects.
481 * ACTUALLY NO! investigate! TODO
434 */ 482 */
435void 483void
436object::set_owner (object *owner) 484object::set_owner (object *owner)
437{ 485{
486 // allow objects which own objects
438 if (!owner) 487 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 488 while (owner->owner)
449 owner = owner->owner; 489 owner = owner->owner;
490
491 if (flag [FLAG_FREED])
492 {
493 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
494 return;
495 }
450 496
451 this->owner = owner; 497 this->owner = owner;
498}
499
500int
501object::slottype () const
502{
503 if (type == SKILL)
504 {
505 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
506 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
507 }
508 else
509 {
510 if (slot [body_combat].info) return slot_combat;
511 if (slot [body_range ].info) return slot_ranged;
512 }
513
514 return slot_none;
515}
516
517bool
518object::change_weapon (object *ob)
519{
520 if (current_weapon == ob)
521 return true;
522
523 if (chosen_skill)
524 chosen_skill->flag [FLAG_APPLIED] = false;
525
526 current_weapon = ob;
527 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
528
529 if (chosen_skill)
530 chosen_skill->flag [FLAG_APPLIED] = true;
531
532 update_stats ();
533
534 if (ob)
535 {
536 // now check wether any body locations became invalid, in which case
537 // we cannot apply the weapon at the moment.
538 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
539 if (slot[i].used < 0)
540 {
541 current_weapon = chosen_skill = 0;
542 update_stats ();
543
544 new_draw_info_format (NDI_UNIQUE, 0, this,
545 "You try to balance all your items at once, "
546 "but the %s is just too much for your body. "
547 "[You need to unapply some items first - use the 'body' command to see "
548 "how many items you cna wera on a specific body part.]", &ob->name);
549 return false;
550 }
551
552 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
553 }
554 else
555 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
556
557 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
558 {
559 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
560 &name, ob->debug_desc ());
561 return false;
562 }
563
564 return true;
452} 565}
453 566
454/* Zero the key_values on op, decrementing the shared-string 567/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 568 * refcounts and freeing the links.
456 */ 569 */
457static void 570static void
458free_key_values (object *op) 571free_key_values (object *op)
459{ 572{
460 for (key_value *i = op->key_values; i != 0;) 573 for (key_value *i = op->key_values; i; )
461 { 574 {
462 key_value *next = i->next; 575 key_value *next = i->next;
463 delete i; 576 delete i;
464 577
465 i = next; 578 i = next;
477 * will point at garbage. 590 * will point at garbage.
478 */ 591 */
479void 592void
480object::copy_to (object *dst) 593object::copy_to (object *dst)
481{ 594{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 595 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 596 *(object_copy *)dst = *this;
486 597 dst->flag [FLAG_REMOVED] = true;
487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 598
496 /* Copy over key_values, if any. */ 599 /* Copy over key_values, if any. */
497 if (key_values) 600 if (key_values)
498 { 601 {
499 key_value *tail = 0; 602 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 603 dst->key_values = 0;
503 604
504 for (i = key_values; i; i = i->next) 605 for (key_value *i = key_values; i; i = i->next)
505 { 606 {
506 key_value *new_link = new key_value; 607 key_value *new_link = new key_value;
507 608
508 new_link->next = 0; 609 new_link->next = 0;
509 new_link->key = i->key; 610 new_link->key = i->key;
510 new_link->value = i->value; 611 new_link->value = i->value;
511 612
512 /* Try and be clever here, too. */ 613 /* Try and be clever here, too. */
513 if (!dst->key_values) 614 if (!dst->key_values)
514 { 615 {
521 tail = new_link; 622 tail = new_link;
522 } 623 }
523 } 624 }
524 } 625 }
525 626
526 dst->set_speed (dst->speed); 627 if (speed < 0)
628 dst->speed_left -= rndm ();
629
630 dst->activate ();
631}
632
633void
634object::instantiate ()
635{
636 if (!uuid.seq) // HACK
637 uuid = UUID::gen ();
638
639 speed_left = -0.1f;
640 /* copy the body_info to the body_used - this is only really
641 * need for monsters, but doesn't hurt to do it for everything.
642 * by doing so, when a monster is created, it has good starting
643 * values for the body_used info, so when items are created
644 * for it, they can be properly equipped.
645 */
646 for (int i = NUM_BODY_LOCATIONS; i--; )
647 slot[i].used = slot[i].info;
648
649 attachable::instantiate ();
527} 650}
528 651
529object * 652object *
530object::clone () 653object::clone ()
531{ 654{
532 object *neu = create (); 655 object *neu = create ();
533 copy_to (neu); 656 copy_to (neu);
657 neu->map = map; // not copied by copy_to
534 return neu; 658 return neu;
535} 659}
536 660
537/* 661/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 662 * If an object with the IS_TURNABLE() flag needs to be turned due
589 * UP_OBJ_FACE: only the objects face has changed. 713 * UP_OBJ_FACE: only the objects face has changed.
590 */ 714 */
591void 715void
592update_object (object *op, int action) 716update_object (object *op, int action)
593{ 717{
594 MoveType move_on, move_off, move_block, move_slow; 718 if (!op)
595
596 if (op == NULL)
597 { 719 {
598 /* this should never happen */ 720 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 721 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 722 return;
601 } 723 }
602 724
603 if (op->env) 725 if (!op->is_on_map ())
604 { 726 {
605 /* Animation is currently handled by client, so nothing 727 /* Animation is currently handled by client, so nothing
606 * to do in this case. 728 * to do in this case.
607 */ 729 */
608 return; 730 return;
609 } 731 }
610
611 /* If the map is saving, don't do anything as everything is
612 * going to get freed anyways.
613 */
614 if (!op->map || op->map->in_memory == MAP_SAVING)
615 return;
616 732
617 /* make sure the object is within map boundaries */ 733 /* make sure the object is within map boundaries */
618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 734 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 735 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 736 LOG (llevError, "update_object() called for object out of map!\n");
631 else if (action == UP_OBJ_INSERT) 747 else if (action == UP_OBJ_INSERT)
632 { 748 {
633 // this is likely overkill, TODO: revisit (schmorp) 749 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 750 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 751 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 752 || (op->is_player () && !(m.flags_ & P_PLAYER))
637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 753 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 754 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 755 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on 756 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off 757 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow 758 || (m.move_slow | op->move_slow) != m.move_slow
643 /* This isn't perfect, but I don't expect a lot of objects to 759 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 760 * have move_allow right now.
645 */ 761 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 762 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 763 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 m.flags_ = 0; 764 m.invalidate ();
649 } 765 }
650 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 768 * that is being removed.
653 */ 769 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = 0; 771 m.invalidate ();
656 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 773 /* Nothing to do for that case */ ;
658 else 774 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 776
661 if (op->more) 777 if (op->more)
662 update_object (op->more, action); 778 update_object (op->more, action);
663} 779}
664 780
665object *object::first;
666
667object::object () 781object::object ()
668{ 782{
669 SET_FLAG (this, FLAG_REMOVED); 783 SET_FLAG (this, FLAG_REMOVED);
670 784
671 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
672 face = blank_face; 786 face = blank_face;
673} 787}
674 788
675object::~object () 789object::~object ()
676{ 790{
791 unlink ();
792
677 free_key_values (this); 793 free_key_values (this);
678} 794}
679 795
796static int object_count;
797
680void object::link () 798void object::link ()
681{ 799{
800 assert (!index);//D
801 uuid = UUID::gen ();
682 count = ++ob_count; 802 count = ++object_count;
683 uuid = gen_uuid ();
684 803
685 prev = 0; 804 refcnt_inc ();
686 next = object::first; 805 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 806}
693 807
694void object::unlink () 808void object::unlink ()
695{ 809{
696 if (this == object::first) 810 if (!index)
697 object::first = next; 811 return;
698 812
699 /* Remove this object from the list of used objects */ 813 objects.erase (this);
700 if (prev) prev->next = next; 814 refcnt_dec ();
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711} 815}
712 816
713void 817void
714object::activate () 818object::activate ()
715{ 819{
716 /* If already on active list, don't do anything */ 820 /* If already on active list, don't do anything */
717 if (active ()) 821 if (active)
718 return; 822 return;
719 823
720 if (has_active_speed ()) 824 if (has_active_speed ())
721 { 825 {
722 /* process_events() expects us to insert the object at the beginning 826 if (flag [FLAG_FREED])
723 * of the list. */ 827 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
724 active_next = active_objects;
725 828
726 if (active_next) 829 actives.insert (this);
727 active_next->active_prev = this;
728
729 active_objects = this;
730 } 830 }
731} 831}
732 832
733void 833void
734object::activate_recursive () 834object::activate_recursive ()
749 */ 849 */
750void 850void
751object::deactivate () 851object::deactivate ()
752{ 852{
753 /* If not on the active list, nothing needs to be done */ 853 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 854 if (!active)
755 return; 855 return;
756 856
757 if (active_prev == 0) 857 actives.erase (this);
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772} 858}
773 859
774void 860void
775object::deactivate_recursive () 861object::deactivate_recursive ()
776{ 862{
777 for (object *op = inv; op; op = op->below) 863 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive (); 864 op->deactivate_recursive ();
779 865
780 deactivate (); 866 deactivate ();
867}
868
869void
870object::set_flag_inv (int flag, int value)
871{
872 for (object *op = inv; op; op = op->below)
873 {
874 op->flag [flag] = value;
875 op->set_flag_inv (flag, value);
876 }
781} 877}
782 878
783/* 879/*
784 * Remove and free all objects in the inventory of the given object. 880 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 881 * object.c ?
788object::destroy_inv (bool drop_to_ground) 884object::destroy_inv (bool drop_to_ground)
789{ 885{
790 // need to check first, because the checks below might segfault 886 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code 887 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty. 888 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory, 889 // corollary: if you create arrows etc. with stuff in its inventory,
794 // cf will crash below with off-map x and y 890 // cf will crash below with off-map x and y
795 if (!inv) 891 if (!inv)
796 return; 892 return;
797 893
798 /* Only if the space blocks everything do we not process - 894 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects 895 * if some form of movement is allowed, let objects
800 * drop on that space. 896 * drop on that space.
801 */ 897 */
802 if (!drop_to_ground 898 if (!drop_to_ground
803 || !map 899 || !map
804 || map->in_memory != MAP_IN_MEMORY 900 || map->in_memory != MAP_ACTIVE
901 || map->no_drop
805 || ms ().move_block == MOVE_ALL) 902 || ms ().move_block == MOVE_ALL)
806 { 903 {
807 while (inv) 904 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy (); 905 inv->destroy ();
811 }
812 } 906 }
813 else 907 else
814 { /* Put objects in inventory onto this space */ 908 { /* Put objects in inventory onto this space */
815 while (inv) 909 while (inv)
816 { 910 {
818 912
819 if (op->flag [FLAG_STARTEQUIP] 913 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 914 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 915 || op->type == RUNE
822 || op->type == TRAP 916 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 917 || op->flag [FLAG_IS_A_TEMPLATE]
918 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 919 op->destroy ();
825 else 920 else
826 map->insert (op, x, y); 921 map->insert (op, x, y);
827 } 922 }
828 } 923 }
833 object *op = new object; 928 object *op = new object;
834 op->link (); 929 op->link ();
835 return op; 930 return op;
836} 931}
837 932
933static struct freed_map : maptile
934{
935 freed_map ()
936 {
937 path = "<freed objects map>";
938 name = "/internal/freed_objects_map";
939 width = 3;
940 height = 3;
941 no_drop = 1;
942 no_reset = 1;
943
944 alloc ();
945 in_memory = MAP_ACTIVE;
946 }
947
948 ~freed_map ()
949 {
950 destroy ();
951 }
952} freed_map; // freed objects are moved here to avoid crashes
953
838void 954void
839object::do_destroy () 955object::do_destroy ()
840{ 956{
841 if (flag [FLAG_IS_LINKED]) 957 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 958 remove_link ();
843 959
844 if (flag [FLAG_FRIENDLY]) 960 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 961 remove_friendly_object (this);
846 962
847 if (!flag [FLAG_REMOVED])
848 remove (); 963 remove ();
849 964
850 if (flag [FLAG_FREED]) 965 attachable::do_destroy ();
851 return;
852 966
853 set_speed (0); 967 deactivate ();
968 unlink ();
854 969
855 flag [FLAG_FREED] = 1; 970 flag [FLAG_FREED] = 1;
856 971
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map 972 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 freed_map->in_memory = MAP_IN_MEMORY;
876 }
877
878 map = freed_map; 973 map = &freed_map;
879 x = 1; 974 x = 1;
880 y = 1; 975 y = 1;
881 }
882
883 head = 0;
884 976
885 if (more) 977 if (more)
886 { 978 {
887 more->destroy (); 979 more->destroy ();
888 more = 0; 980 more = 0;
889 } 981 }
890 982
983 head = 0;
984
891 // clear those pointers that likely might have circular references to us 985 // clear those pointers that likely might cause circular references
892 owner = 0; 986 owner = 0;
893 enemy = 0; 987 enemy = 0;
894 attacked_by = 0; 988 attacked_by = 0;
895 989 current_weapon = 0;
896 // only relevant for players(?), but make sure of it anyways
897 contr = 0;
898} 990}
899 991
900void 992void
901object::destroy (bool destroy_inventory) 993object::destroy ()
902{ 994{
903 if (destroyed ()) 995 if (destroyed ())
904 return; 996 return;
905 997
906 if (destroy_inventory) 998 if (!is_head () && !head->destroyed ())
999 {
1000 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1001 head->destroy ();
1002 return;
1003 }
1004
907 destroy_inv (false); 1005 destroy_inv (false);
1006
1007 if (is_head ())
1008 if (sound_destroy)
1009 play_sound (sound_destroy);
1010 else if (flag [FLAG_MONSTER])
1011 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
908 1012
909 attachable::destroy (); 1013 attachable::destroy ();
910}
911
912/*
913 * sub_weight() recursively (outwards) subtracts a number from the
914 * weight of an object (and what is carried by it's environment(s)).
915 */
916void
917sub_weight (object *op, signed long weight)
918{
919 while (op != NULL)
920 {
921 if (op->type == CONTAINER)
922 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
923
924 op->carrying -= weight;
925 op = op->env;
926 }
927} 1014}
928 1015
929/* op->remove (): 1016/* op->remove ():
930 * This function removes the object op from the linked list of objects 1017 * This function removes the object op from the linked list of objects
931 * which it is currently tied to. When this function is done, the 1018 * which it is currently tied to. When this function is done, the
932 * object will have no environment. If the object previously had an 1019 * object will have no environment. If the object previously had an
933 * environment, the x and y coordinates will be updated to 1020 * environment, the x and y coordinates will be updated to
934 * the previous environment. 1021 * the previous environment.
935 * Beware: This function is called from the editor as well!
936 */ 1022 */
937void 1023void
938object::remove () 1024object::do_remove ()
939{ 1025{
940 object *tmp, *last = 0; 1026 if (flag [FLAG_REMOVED])
941 object *otmp;
942
943 if (QUERY_FLAG (this, FLAG_REMOVED))
944 return; 1027 return;
945 1028
946 SET_FLAG (this, FLAG_REMOVED);
947 INVOKE_OBJECT (REMOVE, this); 1029 INVOKE_OBJECT (REMOVE, this);
1030
1031 flag [FLAG_REMOVED] = true;
948 1032
949 if (more) 1033 if (more)
950 more->remove (); 1034 more->remove ();
951 1035
952 /* 1036 /*
953 * In this case, the object to be removed is in someones 1037 * In this case, the object to be removed is in someones
954 * inventory. 1038 * inventory.
955 */ 1039 */
956 if (env) 1040 if (env)
957 { 1041 {
958 if (nrof) 1042 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
959 sub_weight (env, weight * nrof); 1043 if (object *pl = visible_to ())
960 else 1044 esrv_del_item (pl->contr, count);
961 sub_weight (env, weight + carrying); 1045 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1046
1047 adjust_weight (env, -total_weight ());
1048
1049 object *pl = in_player ();
1050
1051 /* we set up values so that it could be inserted into
1052 * the map, but we don't actually do that - it is up
1053 * to the caller to decide what we want to do.
1054 */
1055 map = env->map;
1056 x = env->x;
1057 y = env->y;
1058
1059 // make sure cmov optimisation is applicable
1060 *(above ? &above->below : &env->inv) = below;
1061 *(below ? &below->above : &above ) = above; // &above is just a dummy
1062
1063 above = 0;
1064 below = 0;
1065 env = 0;
962 1066
963 /* NO_FIX_PLAYER is set when a great many changes are being 1067 /* NO_FIX_PLAYER is set when a great many changes are being
964 * made to players inventory. If set, avoiding the call 1068 * made to players inventory. If set, avoiding the call
965 * to save cpu time. 1069 * to save cpu time.
966 */ 1070 */
967 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1071 if (pl)
1072 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1073 {
968 otmp->update_stats (); 1074 pl->update_stats ();
969 1075
970 if (above) 1076 if (glow_radius && pl->is_on_map ())
971 above->below = below; 1077 update_all_los (pl->map, pl->x, pl->y);
972 else 1078 }
973 env->inv = below;
974
975 if (below)
976 below->above = above;
977
978 /* we set up values so that it could be inserted into
979 * the map, but we don't actually do that - it is up
980 * to the caller to decide what we want to do.
981 */
982 x = env->x, y = env->y;
983 map = env->map;
984 above = 0, below = 0;
985 env = 0;
986 } 1079 }
987 else if (map) 1080 else if (map)
988 { 1081 {
989 if (type == PLAYER) 1082 map->dirty = true;
1083 mapspace &ms = this->ms ();
1084
1085 if (object *pl = ms.player ())
990 { 1086 {
1087 if (is_player ())
1088 {
1089 if (!flag [FLAG_WIZPASS])
1090 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1091
1092 // leaving a spot always closes any open container on the ground
1093 if (container && !container->env)
1094 // this causes spurious floorbox updates, but it ensures
1095 // that the CLOSE event is being sent.
1096 close_container ();
1097
991 --map->players; 1098 --map->players;
992 map->touch (); 1099 map->touch ();
1100 }
1101 else if (pl->container_ () == this)
1102 {
1103 // removing a container should close it
1104 close_container ();
1105 }
1106
1107 esrv_del_item (pl->contr, count);
993 } 1108 }
994 1109
995 map->dirty = true;
996
997 /* link the object above us */ 1110 /* link the object above us */
998 if (above) 1111 // re-link, make sure compiler can easily use cmove
999 above->below = below; 1112 *(above ? &above->below : &ms.top) = below;
1000 else 1113 *(below ? &below->above : &ms.bot) = above;
1001 map->at (x, y).top = below; /* we were top, set new top */
1002
1003 /* Relink the object below us, if there is one */
1004 if (below)
1005 below->above = above;
1006 else
1007 {
1008 /* Nothing below, which means we need to relink map object for this space
1009 * use translated coordinates in case some oddness with map tiling is
1010 * evident
1011 */
1012 if (GET_MAP_OB (map, x, y) != this)
1013 {
1014 char *dump = dump_object (this);
1015 LOG (llevError,
1016 "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);
1017 free (dump);
1018 dump = dump_object (GET_MAP_OB (map, x, y));
1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1021 }
1022
1023 map->at (x, y).bot = above; /* goes on above it. */
1024 }
1025 1114
1026 above = 0; 1115 above = 0;
1027 below = 0; 1116 below = 0;
1028 1117
1118 ms.invalidate ();
1119
1029 if (map->in_memory == MAP_SAVING) 1120 if (map->in_memory == MAP_SAVING)
1030 return; 1121 return;
1031 1122
1032 int check_walk_off = !flag [FLAG_NO_APPLY]; 1123 int check_walk_off = !flag [FLAG_NO_APPLY];
1033 1124
1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1125 if (object *pl = ms.player ())
1035 { 1126 {
1036 /* No point updating the players look faces if he is the object 1127 if (pl->container_ () == this)
1037 * being removed.
1038 */
1039
1040 if (tmp->type == PLAYER && tmp != this)
1041 {
1042 /* If a container that the player is currently using somehow gets 1128 /* If a container that the player is currently using somehow gets
1043 * removed (most likely destroyed), update the player view 1129 * removed (most likely destroyed), update the player view
1044 * appropriately. 1130 * appropriately.
1045 */ 1131 */
1046 if (tmp->container == this) 1132 pl->close_container ();
1047 {
1048 flag [FLAG_APPLIED] = 0;
1049 tmp->container = 0;
1050 }
1051 1133
1134 //TODO: the floorbox prev/next might need updating
1135 //esrv_del_item (pl->contr, count);
1136 //TODO: update floorbox to preserve ordering
1052 if (tmp->contr->ns) 1137 if (pl->contr->ns)
1053 tmp->contr->ns->floorbox_update (); 1138 pl->contr->ns->floorbox_update ();
1139 }
1140
1141 if (check_walk_off)
1142 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1143 {
1144 above = tmp->above;
1145
1146 /* No point updating the players look faces if he is the object
1147 * being removed.
1054 } 1148 */
1055 1149
1056 /* See if object moving off should effect something */ 1150 /* See if object moving off should effect something */
1057 if (check_walk_off
1058 && ((move_type & tmp->move_off) 1151 if ((move_type & tmp->move_off)
1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1152 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1060 {
1061 move_apply (tmp, this, 0); 1153 move_apply (tmp, this, 0);
1062
1063 if (destroyed ())
1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1065 } 1154 }
1066 1155
1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1156 if (affects_los ())
1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1069 if (tmp->above == tmp)
1070 tmp->above = 0;
1071
1072 last = tmp;
1073 }
1074
1075 /* last == NULL if there are no objects on this space */
1076 //TODO: this makes little sense, why only update the topmost object?
1077 if (!last)
1078 map->at (x, y).flags_ = 0;
1079 else
1080 update_object (last, UP_OBJ_REMOVE);
1081
1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1157 update_all_los (map, x, y);
1084 } 1158 }
1085} 1159}
1086 1160
1087/* 1161/*
1096merge_ob (object *op, object *top) 1170merge_ob (object *op, object *top)
1097{ 1171{
1098 if (!op->nrof) 1172 if (!op->nrof)
1099 return 0; 1173 return 0;
1100 1174
1101 if (top) 1175 if (!top)
1102 for (top = op; top && top->above; top = top->above) 1176 for (top = op; top && top->above; top = top->above)
1103 ; 1177 ;
1104 1178
1105 for (; top; top = top->below) 1179 for (; top; top = top->below)
1106 {
1107 if (top == op)
1108 continue;
1109
1110 if (object::can_merge (op, top)) 1180 if (object::can_merge (op, top))
1111 { 1181 {
1112 top->nrof += op->nrof; 1182 top->nrof += op->nrof;
1113 1183
1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1184 if (object *pl = top->visible_to ())
1115 op->weight = 0; /* Don't want any adjustements now */ 1185 esrv_update_item (UPD_NROF, pl, top);
1186
1187 op->weight = 0; // cancel the addition above
1188 op->carrying = 0; // must be 0 already
1189
1116 op->destroy (); 1190 op->destroy ();
1191
1117 return top; 1192 return top;
1118 } 1193 }
1119 }
1120 1194
1121 return 0; 1195 return 0;
1122} 1196}
1123 1197
1198void
1199object::expand_tail ()
1200{
1201 if (more)
1202 return;
1203
1204 object *prev = this;
1205
1206 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1207 {
1208 object *op = arch_to_object (at);
1209
1210 op->name = name;
1211 op->name_pl = name_pl;
1212 op->title = title;
1213
1214 op->head = this;
1215 prev->more = op;
1216
1217 prev = op;
1218 }
1219}
1220
1124/* 1221/*
1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1222 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1126 * job preparing multi-part monsters 1223 * job preparing multi-part monsters.
1127 */ 1224 */
1128object * 1225object *
1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1226insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1130{ 1227{
1228 op->remove ();
1229
1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1230 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1132 { 1231 {
1133 tmp->x = x + tmp->arch->clone.x; 1232 tmp->x = x + tmp->arch->x;
1134 tmp->y = y + tmp->arch->clone.y; 1233 tmp->y = y + tmp->arch->y;
1135 } 1234 }
1136 1235
1137 return insert_ob_in_map (op, m, originator, flag); 1236 return insert_ob_in_map (op, m, originator, flag);
1138} 1237}
1139 1238
1158 * just 'op' otherwise 1257 * just 'op' otherwise
1159 */ 1258 */
1160object * 1259object *
1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1260insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1162{ 1261{
1163 object *tmp, *top, *floor = NULL; 1262 op->remove ();
1164 sint16 x, y;
1165 1263
1166 if (QUERY_FLAG (op, FLAG_FREED)) 1264 if (m == &freed_map)//D TODO: remove soon
1167 { 1265 {//D
1168 LOG (llevError, "Trying to insert freed object!\n"); 1266 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1169 return NULL;
1170 } 1267 }//D
1171
1172 if (!m)
1173 {
1174 char *dump = dump_object (op);
1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1176 free (dump);
1177 return op;
1178 }
1179
1180 if (out_of_map (m, op->x, op->y))
1181 {
1182 char *dump = dump_object (op);
1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1184#ifdef MANY_CORES
1185 /* Better to catch this here, as otherwise the next use of this object
1186 * is likely to cause a crash. Better to find out where it is getting
1187 * improperly inserted.
1188 */
1189 abort ();
1190#endif
1191 free (dump);
1192 return op;
1193 }
1194
1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1196 {
1197 char *dump = dump_object (op);
1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1200 return op;
1201 }
1202
1203 if (op->more)
1204 {
1205 /* The part may be on a different map. */
1206
1207 object *more = op->more;
1208
1209 /* We really need the caller to normalise coordinates - if
1210 * we set the map, that doesn't work if the location is within
1211 * a map and this is straddling an edge. So only if coordinate
1212 * is clear wrong do we normalise it.
1213 */
1214 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1216 else if (!more->map)
1217 {
1218 /* For backwards compatibility - when not dealing with tiled maps,
1219 * more->map should always point to the parent.
1220 */
1221 more->map = m;
1222 }
1223
1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1225 {
1226 if (!op->head)
1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1228
1229 return 0;
1230 }
1231 }
1232
1233 CLEAR_FLAG (op, FLAG_REMOVED);
1234 1268
1235 /* Ideally, the caller figures this out. However, it complicates a lot 1269 /* Ideally, the caller figures this out. However, it complicates a lot
1236 * of areas of callers (eg, anything that uses find_free_spot would now 1270 * of areas of callers (eg, anything that uses find_free_spot would now
1237 * need extra work 1271 * need extra work
1238 */ 1272 */
1239 op->map = get_map_from_coord (m, &op->x, &op->y); 1273 maptile *newmap = m;
1240 x = op->x; 1274 if (!xy_normalise (newmap, op->x, op->y))
1241 y = op->y; 1275 {
1276 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1277 return 0;
1278 }
1279
1280 if (object *more = op->more)
1281 if (!insert_ob_in_map (more, m, originator, flag))
1282 return 0;
1283
1284 op->flag [FLAG_REMOVED] = false;
1285 op->env = 0;
1286 op->map = newmap;
1287
1288 mapspace &ms = op->ms ();
1242 1289
1243 /* this has to be done after we translate the coordinates. 1290 /* this has to be done after we translate the coordinates.
1244 */ 1291 */
1245 if (op->nrof && !(flag & INS_NO_MERGE)) 1292 if (op->nrof && !(flag & INS_NO_MERGE))
1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1293 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1247 if (object::can_merge (op, tmp)) 1294 if (object::can_merge (op, tmp))
1248 { 1295 {
1296 // TODO: we actually want to update tmp, not op,
1297 // but some caller surely breaks when we return tmp
1298 // from here :/
1249 op->nrof += tmp->nrof; 1299 op->nrof += tmp->nrof;
1250 tmp->destroy (); 1300 tmp->destroy ();
1251 } 1301 }
1252 1302
1253 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1303 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1262 { 1312 {
1263 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1313 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1264 abort (); 1314 abort ();
1265 } 1315 }
1266 1316
1317 if (!originator->is_on_map ())
1318 {
1319 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1320 op->debug_desc (), originator->debug_desc ());
1321 abort ();
1322 }
1323
1267 op->above = originator; 1324 op->above = originator;
1268 op->below = originator->below; 1325 op->below = originator->below;
1269
1270 if (op->below)
1271 op->below->above = op;
1272 else
1273 op->ms ().bot = op;
1274
1275 /* since *below* originator, no need to update top */
1276 originator->below = op; 1326 originator->below = op;
1327
1328 *(op->below ? &op->below->above : &ms.bot) = op;
1277 } 1329 }
1278 else 1330 else
1279 { 1331 {
1332 object *floor = 0;
1333 object *top = ms.top;
1334
1280 /* If there are other objects, then */ 1335 /* If there are other objects, then */
1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1336 if (top)
1282 { 1337 {
1283 object *last = 0;
1284
1285 /* 1338 /*
1286 * If there are multiple objects on this space, we do some trickier handling. 1339 * If there are multiple objects on this space, we do some trickier handling.
1287 * We've already dealt with merging if appropriate. 1340 * We've already dealt with merging if appropriate.
1288 * Generally, we want to put the new object on top. But if 1341 * Generally, we want to put the new object on top. But if
1289 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1342 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1292 * once we get to them. This reduces the need to traverse over all of 1345 * once we get to them. This reduces the need to traverse over all of
1293 * them when adding another one - this saves quite a bit of cpu time 1346 * them when adding another one - this saves quite a bit of cpu time
1294 * when lots of spells are cast in one area. Currently, it is presumed 1347 * when lots of spells are cast in one area. Currently, it is presumed
1295 * that flying non pickable objects are spell objects. 1348 * that flying non pickable objects are spell objects.
1296 */ 1349 */
1297 while (top) 1350 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1298 { 1351 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1352 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1300 floor = top; 1353 floor = tmp;
1301 1354
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1355 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1303 { 1356 {
1304 /* We insert above top, so we want this object below this */ 1357 /* We insert above top, so we want this object below this */
1305 top = top->below; 1358 top = tmp->below;
1306 break; 1359 break;
1307 } 1360 }
1308 1361
1309 last = top;
1310 top = top->above; 1362 top = tmp;
1311 } 1363 }
1312
1313 /* Don't want top to be NULL, so set it to the last valid object */
1314 top = last;
1315 1364
1316 /* We let update_position deal with figuring out what the space 1365 /* We let update_position deal with figuring out what the space
1317 * looks like instead of lots of conditions here. 1366 * looks like instead of lots of conditions here.
1318 * makes things faster, and effectively the same result. 1367 * makes things faster, and effectively the same result.
1319 */ 1368 */
1320 1369
1321 /* Have object 'fall below' other objects that block view. 1370 /* Have object 'fall below' other objects that block view.
1322 * Unless those objects are exits, type 66 1371 * Unless those objects are exits.
1323 * If INS_ON_TOP is used, don't do this processing 1372 * If INS_ON_TOP is used, don't do this processing
1324 * Need to find the object that in fact blocks view, otherwise 1373 * Need to find the object that in fact blocks view, otherwise
1325 * stacking is a bit odd. 1374 * stacking is a bit odd.
1326 */ 1375 */
1327 if (!(flag & INS_ON_TOP) && 1376 if (!(flag & INS_ON_TOP)
1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1377 && ms.flags () & P_BLOCKSVIEW
1378 && (op->face && !faces [op->face].visibility))
1329 { 1379 {
1380 object *last;
1381
1330 for (last = top; last != floor; last = last->below) 1382 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1383 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break; 1384 break;
1385
1333 /* Check to see if we found the object that blocks view, 1386 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that 1387 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we 1388 * we can get inserted below this one, which requires we
1336 * set top to the object below us. 1389 * set top to the object below us.
1337 */ 1390 */
1338 if (last && last->below && last != floor) 1391 if (last && last->below && last != floor)
1339 top = last->below; 1392 top = last->below;
1340 } 1393 }
1341 } /* If objects on this space */ 1394 } /* If objects on this space */
1342 1395
1343 if (flag & INS_MAP_LOAD)
1344 top = GET_MAP_TOP (op->map, op->x, op->y);
1345
1346 if (flag & INS_ABOVE_FLOOR_ONLY) 1396 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor; 1397 top = floor;
1348 1398
1349 /* Top is the object that our object (op) is going to get inserted above. 1399 // insert object above top, or bottom-most if top = 0
1350 */
1351
1352 /* First object on this space */
1353 if (!top) 1400 if (!top)
1354 { 1401 {
1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1356
1357 if (op->above)
1358 op->above->below = op;
1359
1360 op->below = 0; 1402 op->below = 0;
1403 op->above = ms.bot;
1361 op->ms ().bot = op; 1404 ms.bot = op;
1405
1406 *(op->above ? &op->above->below : &ms.top) = op;
1362 } 1407 }
1363 else 1408 else
1364 { /* get inserted into the stack above top */ 1409 {
1365 op->above = top->above; 1410 op->above = top->above;
1366
1367 if (op->above)
1368 op->above->below = op; 1411 top->above = op;
1369 1412
1370 op->below = top; 1413 op->below = top;
1371 top->above = op; 1414 *(op->above ? &op->above->below : &ms.top) = op;
1372 } 1415 }
1416 }
1373 1417
1374 if (!op->above) 1418 if (op->is_player ())
1375 op->ms ().top = op;
1376 } /* else not INS_BELOW_ORIGINATOR */
1377
1378 if (op->type == PLAYER)
1379 { 1419 {
1380 op->contr->do_los = 1; 1420 op->contr->do_los = 1;
1381 ++op->map->players; 1421 ++op->map->players;
1382 op->map->touch (); 1422 op->map->touch ();
1383 } 1423 }
1384 1424
1385 op->map->dirty = true; 1425 op->map->dirty = true;
1386 1426
1387 /* If we have a floor, we know the player, if any, will be above
1388 * it, so save a few ticks and start from there.
1389 */
1390 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1427 if (object *pl = ms.player ())
1428 //TODO: the floorbox prev/next might need updating
1429 //esrv_send_item (pl, op);
1430 //TODO: update floorbox to preserve ordering
1392 if (pl->contr->ns) 1431 if (pl->contr->ns)
1393 pl->contr->ns->floorbox_update (); 1432 pl->contr->ns->floorbox_update ();
1394 1433
1395 /* If this object glows, it may affect lighting conditions that are 1434 /* If this object glows, it may affect lighting conditions that are
1396 * visible to others on this map. But update_all_los is really 1435 * visible to others on this map. But update_all_los is really
1397 * an inefficient way to do this, as it means los for all players 1436 * an inefficient way to do this, as it means los for all players
1398 * on the map will get recalculated. The players could very well 1437 * on the map will get recalculated. The players could very well
1399 * be far away from this change and not affected in any way - 1438 * be far away from this change and not affected in any way -
1400 * this should get redone to only look for players within range, 1439 * this should get redone to only look for players within range,
1401 * or just updating the P_UPTODATE for spaces within this area 1440 * or just updating the P_UPTODATE for spaces within this area
1402 * of effect may be sufficient. 1441 * of effect may be sufficient.
1403 */ 1442 */
1404 if (op->map->darkness && (op->glow_radius != 0)) 1443 if (op->affects_los ())
1444 {
1445 op->ms ().invalidate ();
1405 update_all_los (op->map, op->x, op->y); 1446 update_all_los (op->map, op->x, op->y);
1447 }
1406 1448
1407 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1408 update_object (op, UP_OBJ_INSERT); 1450 update_object (op, UP_OBJ_INSERT);
1409 1451
1410 INVOKE_OBJECT (INSERT, op); 1452 INVOKE_OBJECT (INSERT, op);
1417 * blocked() and wall() work properly), and these flags are updated by 1459 * blocked() and wall() work properly), and these flags are updated by
1418 * update_object(). 1460 * update_object().
1419 */ 1461 */
1420 1462
1421 /* if this is not the head or flag has been passed, don't check walk on status */ 1463 /* if this is not the head or flag has been passed, don't check walk on status */
1422 if (!(flag & INS_NO_WALK_ON) && !op->head) 1464 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1423 { 1465 {
1424 if (check_move_on (op, originator)) 1466 if (check_move_on (op, originator))
1425 return 0; 1467 return 0;
1426 1468
1427 /* If we are a multi part object, lets work our way through the check 1469 /* If we are a multi part object, lets work our way through the check
1428 * walk on's. 1470 * walk on's.
1429 */ 1471 */
1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1472 for (object *tmp = op->more; tmp; tmp = tmp->more)
1431 if (check_move_on (tmp, originator)) 1473 if (check_move_on (tmp, originator))
1432 return 0; 1474 return 0;
1433 } 1475 }
1434 1476
1435 return op; 1477 return op;
1438/* this function inserts an object in the map, but if it 1480/* this function inserts an object in the map, but if it
1439 * finds an object of its own type, it'll remove that one first. 1481 * finds an object of its own type, it'll remove that one first.
1440 * op is the object to insert it under: supplies x and the map. 1482 * op is the object to insert it under: supplies x and the map.
1441 */ 1483 */
1442void 1484void
1443replace_insert_ob_in_map (const char *arch_string, object *op) 1485replace_insert_ob_in_map (shstr_tmp archname, object *op)
1444{ 1486{
1445 object *tmp, *tmp1;
1446
1447 /* first search for itself and remove any old instances */ 1487 /* first search for itself and remove any old instances */
1448 1488
1449 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1489 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1490 if (tmp->arch->archname == archname) /* same archetype */
1451 tmp->destroy (); 1491 tmp->destroy ();
1452 1492
1453 tmp1 = arch_to_object (archetype::find (arch_string)); 1493 object *tmp = arch_to_object (archetype::find (archname));
1454 1494
1455 tmp1->x = op->x; 1495 tmp->x = op->x;
1456 tmp1->y = op->y; 1496 tmp->y = op->y;
1497
1457 insert_ob_in_map (tmp1, op->map, op, 0); 1498 insert_ob_in_map (tmp, op->map, op, 0);
1458} 1499}
1459 1500
1460object * 1501object *
1461object::insert_at (object *where, object *originator, int flags) 1502object::insert_at (object *where, object *originator, int flags)
1462{ 1503{
1504 if (where->env)
1505 return where->env->insert (this);
1506 else
1463 where->map->insert (this, where->x, where->y, originator, flags); 1507 return where->map->insert (this, where->x, where->y, originator, flags);
1464} 1508}
1465 1509
1466/* 1510/*
1467 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1468 * is returned contains nr objects, and the remaining parts contains
1469 * the rest (or is removed and freed if that number is 0).
1470 * On failure, NULL is returned, and the reason put into the
1471 * global static errmsg array.
1472 */
1473object *
1474get_split_ob (object *orig_ob, uint32 nr)
1475{
1476 object *newob;
1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1478
1479 if (orig_ob->nrof < nr)
1480 {
1481 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1482 return NULL;
1483 }
1484
1485 newob = object_create_clone (orig_ob);
1486
1487 if ((orig_ob->nrof -= nr) < 1)
1488 orig_ob->destroy (1);
1489 else if (!is_removed)
1490 {
1491 if (orig_ob->env != NULL)
1492 sub_weight (orig_ob->env, orig_ob->weight * nr);
1493 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1494 {
1495 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1496 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1497 return NULL;
1498 }
1499 }
1500
1501 newob->nrof = nr;
1502
1503 return newob;
1504}
1505
1506/*
1507 * decrease_ob_nr(object, number) decreases a specified number from 1511 * decrease(object, number) decreases a specified number from
1508 * the amount of an object. If the amount reaches 0, the object 1512 * the amount of an object. If the amount reaches 0, the object
1509 * is subsequently removed and freed. 1513 * is subsequently removed and freed.
1510 * 1514 *
1511 * Return value: 'op' if something is left, NULL if the amount reached 0 1515 * Return value: 'op' if something is left, NULL if the amount reached 0
1512 */ 1516 */
1517bool
1518object::decrease (sint32 nr)
1519{
1520 if (!nr)
1521 return true;
1513 1522
1523 nr = min (nr, nrof);
1524
1525 if (nrof > nr)
1526 {
1527 nrof -= nr;
1528 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1529
1530 if (object *pl = visible_to ())
1531 esrv_update_item (UPD_NROF, pl, this);
1532
1533 return true;
1534 }
1535 else
1536 {
1537 destroy ();
1538 return false;
1539 }
1540}
1541
1542/*
1543 * split(ob,nr) splits up ob into two parts. The part which
1544 * is returned contains nr objects, and the remaining parts contains
1545 * the rest (or is removed and returned if that number is 0).
1546 * On failure, NULL is returned.
1547 */
1514object * 1548object *
1515decrease_ob_nr (object *op, uint32 i) 1549object::split (sint32 nr)
1516{ 1550{
1517 object *tmp; 1551 int have = number_of ();
1518 1552
1519 if (i == 0) /* objects with op->nrof require this check */ 1553 if (have < nr)
1520 return op; 1554 return 0;
1521 1555 else if (have == nr)
1522 if (i > op->nrof)
1523 i = op->nrof;
1524
1525 if (QUERY_FLAG (op, FLAG_REMOVED))
1526 op->nrof -= i;
1527 else if (op->env)
1528 { 1556 {
1529 /* is this object in the players inventory, or sub container
1530 * therein?
1531 */
1532 tmp = op->in_player ();
1533 /* nope. Is this a container the player has opened?
1534 * If so, set tmp to that player.
1535 * IMO, searching through all the players will mostly
1536 * likely be quicker than following op->env to the map,
1537 * and then searching the map for a player.
1538 */
1539 if (!tmp)
1540 for_all_players (pl)
1541 if (pl->ob->container == op->env)
1542 {
1543 tmp = pl->ob;
1544 break;
1545 }
1546
1547 if (i < op->nrof)
1548 {
1549 sub_weight (op->env, op->weight * i);
1550 op->nrof -= i;
1551 if (tmp)
1552 esrv_send_item (tmp, op);
1553 }
1554 else
1555 {
1556 op->remove (); 1557 remove ();
1557 op->nrof = 0; 1558 return this;
1558 if (tmp)
1559 esrv_del_item (tmp->contr, op->count);
1560 }
1561 } 1559 }
1562 else 1560 else
1563 { 1561 {
1564 object *above = op->above; 1562 decrease (nr);
1565 1563
1566 if (i < op->nrof) 1564 object *op = deep_clone ();
1567 op->nrof -= i; 1565 op->nrof = nr;
1568 else
1569 {
1570 op->remove ();
1571 op->nrof = 0;
1572 }
1573
1574 /* Since we just removed op, op->above is null */
1575 for (tmp = above; tmp; tmp = tmp->above)
1576 if (tmp->type == PLAYER)
1577 {
1578 if (op->nrof)
1579 esrv_send_item (tmp, op);
1580 else
1581 esrv_del_item (tmp->contr, op->count);
1582 }
1583 }
1584
1585 if (op->nrof)
1586 return op; 1566 return op;
1587 else
1588 {
1589 op->destroy ();
1590 return 0;
1591 }
1592}
1593
1594/*
1595 * add_weight(object, weight) adds the specified weight to an object,
1596 * and also updates how much the environment(s) is/are carrying.
1597 */
1598
1599void
1600add_weight (object *op, signed long weight)
1601{
1602 while (op != NULL)
1603 {
1604 if (op->type == CONTAINER)
1605 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1606
1607 op->carrying += weight;
1608 op = op->env;
1609 } 1567 }
1610} 1568}
1611 1569
1612object * 1570object *
1613insert_ob_in_ob (object *op, object *where) 1571insert_ob_in_ob (object *op, object *where)
1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1576 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619 free (dump); 1577 free (dump);
1620 return op; 1578 return op;
1621 } 1579 }
1622 1580
1623 if (where->head) 1581 if (where->head_ () != where)
1624 { 1582 {
1625 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1583 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 where = where->head; 1584 where = where->head;
1627 } 1585 }
1628 1586
1629 return where->insert (op); 1587 return where->insert (op);
1630} 1588}
1635 * inside the object environment. 1593 * inside the object environment.
1636 * 1594 *
1637 * The function returns now pointer to inserted item, and return value can 1595 * The function returns now pointer to inserted item, and return value can
1638 * be != op, if items are merged. -Tero 1596 * be != op, if items are merged. -Tero
1639 */ 1597 */
1640
1641object * 1598object *
1642object::insert (object *op) 1599object::insert (object *op)
1643{ 1600{
1644 object *tmp, *otmp;
1645
1646 if (!QUERY_FLAG (op, FLAG_REMOVED))
1647 op->remove ();
1648
1649 if (op->more) 1601 if (op->more)
1650 { 1602 {
1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1603 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1652 return op; 1604 return op;
1653 } 1605 }
1654 1606
1655 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1607 op->remove ();
1656 CLEAR_FLAG (op, FLAG_REMOVED); 1608
1609 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1610
1657 if (op->nrof) 1611 if (op->nrof)
1658 {
1659 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1612 for (object *tmp = inv; tmp; tmp = tmp->below)
1660 if (object::can_merge (tmp, op)) 1613 if (object::can_merge (tmp, op))
1661 { 1614 {
1662 /* return the original object and remove inserted object 1615 /* return the original object and remove inserted object
1663 (client needs the original object) */ 1616 (client needs the original object) */
1664 tmp->nrof += op->nrof; 1617 tmp->nrof += op->nrof;
1665 /* Weight handling gets pretty funky. Since we are adding to 1618
1666 * tmp->nrof, we need to increase the weight. 1619 if (object *pl = tmp->visible_to ())
1667 */ 1620 esrv_update_item (UPD_NROF, pl, tmp);
1621
1668 add_weight (this, op->weight * op->nrof); 1622 adjust_weight (this, op->total_weight ());
1669 SET_FLAG (op, FLAG_REMOVED); 1623
1670 op->destroy (); /* free the inserted object */ 1624 op->destroy ();
1671 op = tmp; 1625 op = tmp;
1672 op->remove (); /* and fix old object's links */ 1626 goto inserted;
1673 CLEAR_FLAG (op, FLAG_REMOVED);
1674 break;
1675 } 1627 }
1676 1628
1677 /* I assume combined objects have no inventory 1629 op->owner = 0; // it's his/hers now. period.
1678 * We add the weight - this object could have just been removed
1679 * (if it was possible to merge). calling remove_ob will subtract
1680 * the weight, so we need to add it in again, since we actually do
1681 * the linking below
1682 */
1683 add_weight (this, op->weight * op->nrof);
1684 }
1685 else
1686 add_weight (this, (op->weight + op->carrying));
1687
1688 otmp = this->in_player ();
1689 if (otmp && otmp->contr)
1690 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1691 otmp->update_stats ();
1692
1693 op->map = 0; 1630 op->map = 0;
1694 op->env = this; 1631 op->x = 0;
1632 op->y = 0;
1633
1695 op->above = 0; 1634 op->above = 0;
1696 op->below = 0; 1635 op->below = inv;
1697 op->x = 0, op->y = 0; 1636 op->env = this;
1698 1637
1638 if (inv)
1639 inv->above = op;
1640
1641 inv = op;
1642
1643 op->flag [FLAG_REMOVED] = 0;
1644
1645 if (object *pl = op->visible_to ())
1646 esrv_send_item (pl, op);
1647
1648 adjust_weight (this, op->total_weight ());
1649
1650inserted:
1699 /* reset the light list and los of the players on the map */ 1651 /* reset the light list and los of the players on the map */
1700 if ((op->glow_radius != 0) && map) 1652 if (op->glow_radius && is_on_map ())
1701 { 1653 {
1702#ifdef DEBUG_LIGHTS 1654 update_stats ();
1703 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1704#endif /* DEBUG_LIGHTS */
1705 if (map->darkness)
1706 update_all_los (map, x, y); 1655 update_all_los (map, x, y);
1707 }
1708
1709 /* Client has no idea of ordering so lets not bother ordering it here.
1710 * It sure simplifies this function...
1711 */
1712 if (!inv)
1713 inv = op;
1714 else
1715 { 1656 }
1716 op->below = inv; 1657 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1717 op->below->above = op; 1658 // if this is a player's inventory, update stats
1718 inv = op; 1659 update_stats ();
1719 }
1720 1660
1721 INVOKE_OBJECT (INSERT, this); 1661 INVOKE_OBJECT (INSERT, this);
1722 1662
1723 return op; 1663 return op;
1724} 1664}
1744 * on top. 1684 * on top.
1745 */ 1685 */
1746int 1686int
1747check_move_on (object *op, object *originator) 1687check_move_on (object *op, object *originator)
1748{ 1688{
1689 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1690 return 0;
1691
1749 object *tmp; 1692 object *tmp;
1750 maptile *m = op->map; 1693 maptile *m = op->map;
1751 int x = op->x, y = op->y; 1694 int x = op->x, y = op->y;
1752 1695
1753 MoveType move_on, move_slow, move_block; 1696 mapspace &ms = m->at (x, y);
1754 1697
1755 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1698 ms.update ();
1756 return 0;
1757 1699
1758 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1700 MoveType move_on = ms.move_on;
1759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1701 MoveType move_slow = ms.move_slow;
1760 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1702 MoveType move_block = ms.move_block;
1761 1703
1762 /* if nothing on this space will slow op down or be applied, 1704 /* if nothing on this space will slow op down or be applied,
1763 * no need to do checking below. have to make sure move_type 1705 * no need to do checking below. have to make sure move_type
1764 * is set, as lots of objects don't have it set - we treat that 1706 * is set, as lots of objects don't have it set - we treat that
1765 * as walking. 1707 * as walking.
1776 return 0; 1718 return 0;
1777 1719
1778 /* The objects have to be checked from top to bottom. 1720 /* The objects have to be checked from top to bottom.
1779 * Hence, we first go to the top: 1721 * Hence, we first go to the top:
1780 */ 1722 */
1781 1723 for (object *next, *tmp = ms.top; tmp; tmp = next)
1782 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1783 {
1784 /* Trim the search when we find the first other spell effect
1785 * this helps performance so that if a space has 50 spell objects,
1786 * we don't need to check all of them.
1787 */
1788 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1789 break;
1790 } 1724 {
1725 next = tmp->below;
1791 1726
1792 for (; tmp; tmp = tmp->below)
1793 {
1794 if (tmp == op) 1727 if (tmp == op)
1795 continue; /* Can't apply yourself */ 1728 continue; /* Can't apply yourself */
1796 1729
1797 /* Check to see if one of the movement types should be slowed down. 1730 /* Check to see if one of the movement types should be slowed down.
1798 * Second check makes sure that the movement types not being slowed 1731 * Second check makes sure that the movement types not being slowed
1803 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1736 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1804 { 1737 {
1805 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1738 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1806 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1739 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1807 { 1740 {
1808
1809 float
1810 diff = tmp->move_slow_penalty * FABS (op->speed); 1741 float diff = tmp->move_slow_penalty * fabs (op->speed);
1811 1742
1812 if (op->type == PLAYER) 1743 if (op->is_player ())
1813 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1744 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1814 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1745 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1815 diff /= 4.0; 1746 diff /= 4.0;
1816 1747
1817 op->speed_left -= diff; 1748 op->speed_left -= diff;
1818 } 1749 }
1819 } 1750 }
1852 LOG (llevError, "Present_arch called outside map.\n"); 1783 LOG (llevError, "Present_arch called outside map.\n");
1853 return NULL; 1784 return NULL;
1854 } 1785 }
1855 1786
1856 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1787 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1857 if (tmp->arch == at) 1788 if (tmp->arch->archname == at->archname)
1858 return tmp; 1789 return tmp;
1859 1790
1860 return NULL; 1791 return NULL;
1861} 1792}
1862 1793
1926 * The first matching object is returned, or NULL if none. 1857 * The first matching object is returned, or NULL if none.
1927 */ 1858 */
1928object * 1859object *
1929present_arch_in_ob (const archetype *at, const object *op) 1860present_arch_in_ob (const archetype *at, const object *op)
1930{ 1861{
1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1862 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1932 if (tmp->arch == at) 1863 if (tmp->arch->archname == at->archname)
1933 return tmp; 1864 return tmp;
1934 1865
1935 return NULL; 1866 return NULL;
1936} 1867}
1937 1868
1939 * activate recursively a flag on an object inventory 1870 * activate recursively a flag on an object inventory
1940 */ 1871 */
1941void 1872void
1942flag_inv (object *op, int flag) 1873flag_inv (object *op, int flag)
1943{ 1874{
1944 if (op->inv)
1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1875 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1946 { 1876 {
1947 SET_FLAG (tmp, flag); 1877 SET_FLAG (tmp, flag);
1948 flag_inv (tmp, flag); 1878 flag_inv (tmp, flag);
1949 } 1879 }
1950} 1880}
1951 1881
1952/* 1882/*
1953 * deactivate recursively a flag on an object inventory 1883 * deactivate recursively a flag on an object inventory
1954 */ 1884 */
1955void 1885void
1956unflag_inv (object *op, int flag) 1886unflag_inv (object *op, int flag)
1957{ 1887{
1958 if (op->inv)
1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1888 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1960 { 1889 {
1961 CLEAR_FLAG (tmp, flag); 1890 CLEAR_FLAG (tmp, flag);
1962 unflag_inv (tmp, flag); 1891 unflag_inv (tmp, flag);
1963 } 1892 }
1964}
1965
1966/*
1967 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1968 * all it's inventory (recursively).
1969 * If checksums are used, a player will get set_cheat called for
1970 * him/her-self and all object carried by a call to this function.
1971 */
1972void
1973set_cheat (object *op)
1974{
1975 SET_FLAG (op, FLAG_WAS_WIZ);
1976 flag_inv (op, FLAG_WAS_WIZ);
1977} 1893}
1978 1894
1979/* 1895/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 1896 * find_free_spot(object, map, x, y, start, stop) will search for
1981 * a spot at the given map and coordinates which will be able to contain 1897 * a spot at the given map and coordinates which will be able to contain
1983 * to search (see the freearr_x/y[] definition). 1899 * to search (see the freearr_x/y[] definition).
1984 * It returns a random choice among the alternatives found. 1900 * It returns a random choice among the alternatives found.
1985 * start and stop are where to start relative to the free_arr array (1,9 1901 * start and stop are where to start relative to the free_arr array (1,9
1986 * does all 4 immediate directions). This returns the index into the 1902 * does all 4 immediate directions). This returns the index into the
1987 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1903 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1988 * Note - this only checks to see if there is space for the head of the
1989 * object - if it is a multispace object, this should be called for all
1990 * pieces.
1991 * Note2: This function does correctly handle tiled maps, but does not 1904 * Note: This function does correctly handle tiled maps, but does not
1992 * inform the caller. However, insert_ob_in_map will update as 1905 * inform the caller. However, insert_ob_in_map will update as
1993 * necessary, so the caller shouldn't need to do any special work. 1906 * necessary, so the caller shouldn't need to do any special work.
1994 * Note - updated to take an object instead of archetype - this is necessary 1907 * Note - updated to take an object instead of archetype - this is necessary
1995 * because arch_blocked (now ob_blocked) needs to know the movement type 1908 * because arch_blocked (now ob_blocked) needs to know the movement type
1996 * to know if the space in question will block the object. We can't use 1909 * to know if the space in question will block the object. We can't use
1998 * customized, changed states, etc. 1911 * customized, changed states, etc.
1999 */ 1912 */
2000int 1913int
2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1914find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2002{ 1915{
1916 int altern[SIZEOFFREE];
2003 int index = 0, flag; 1917 int index = 0, flag;
2004 int altern[SIZEOFFREE];
2005 1918
2006 for (int i = start; i < stop; i++) 1919 for (int i = start; i < stop; i++)
2007 { 1920 {
2008 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1921 mapxy pos (m, x, y); pos.move (i);
2009 if (!flag) 1922
1923 if (!pos.normalise ())
1924 continue;
1925
1926 mapspace &ms = *pos;
1927
1928 if (ms.flags () & P_IS_ALIVE)
1929 continue;
1930
1931 /* However, often
1932 * ob doesn't have any move type (when used to place exits)
1933 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1934 */
1935 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1936 {
2010 altern [index++] = i; 1937 altern [index++] = i;
1938 continue;
1939 }
2011 1940
2012 /* Basically, if we find a wall on a space, we cut down the search size. 1941 /* Basically, if we find a wall on a space, we cut down the search size.
2013 * In this way, we won't return spaces that are on another side of a wall. 1942 * In this way, we won't return spaces that are on another side of a wall.
2014 * This mostly work, but it cuts down the search size in all directions - 1943 * This mostly work, but it cuts down the search size in all directions -
2015 * if the space being examined only has a wall to the north and empty 1944 * if the space being examined only has a wall to the north and empty
2016 * spaces in all the other directions, this will reduce the search space 1945 * spaces in all the other directions, this will reduce the search space
2017 * to only the spaces immediately surrounding the target area, and 1946 * to only the spaces immediately surrounding the target area, and
2018 * won't look 2 spaces south of the target space. 1947 * won't look 2 spaces south of the target space.
2019 */ 1948 */
2020 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1949 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1950 {
2021 stop = maxfree[i]; 1951 stop = maxfree[i];
1952 continue;
1953 }
1954
1955 /* Note it is intentional that we check ob - the movement type of the
1956 * head of the object should correspond for the entire object.
1957 */
1958 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1959 continue;
1960
1961 if (ob->blocked (pos.m, pos.x, pos.y))
1962 continue;
1963
1964 altern [index++] = i;
2022 } 1965 }
2023 1966
2024 if (!index) 1967 if (!index)
2025 return -1; 1968 return -1;
2026 1969
2027 return altern[RANDOM () % index]; 1970 return altern [rndm (index)];
2028} 1971}
2029 1972
2030/* 1973/*
2031 * find_first_free_spot(archetype, maptile, x, y) works like 1974 * find_first_free_spot(archetype, maptile, x, y) works like
2032 * find_free_spot(), but it will search max number of squares. 1975 * find_free_spot(), but it will search max number of squares.
2035 */ 1978 */
2036int 1979int
2037find_first_free_spot (const object *ob, maptile *m, int x, int y) 1980find_first_free_spot (const object *ob, maptile *m, int x, int y)
2038{ 1981{
2039 for (int i = 0; i < SIZEOFFREE; i++) 1982 for (int i = 0; i < SIZEOFFREE; i++)
2040 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1983 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2041 return i; 1984 return i;
2042 1985
2043 return -1; 1986 return -1;
2044} 1987}
2045 1988
2053{ 1996{
2054 arr += begin; 1997 arr += begin;
2055 end -= begin; 1998 end -= begin;
2056 1999
2057 while (--end) 2000 while (--end)
2058 swap (arr [end], arr [RANDOM () % (end + 1)]); 2001 swap (arr [end], arr [rndm (end + 1)]);
2059} 2002}
2060 2003
2061/* new function to make monster searching more efficient, and effective! 2004/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2005 * This basically returns a randomized array (in the passed pointer) of
2063 * the spaces to find monsters. In this way, it won't always look for 2006 * the spaces to find monsters. In this way, it won't always look for
2091 * there is capable of. 2034 * there is capable of.
2092 */ 2035 */
2093int 2036int
2094find_dir (maptile *m, int x, int y, object *exclude) 2037find_dir (maptile *m, int x, int y, object *exclude)
2095{ 2038{
2096 int i, max = SIZEOFFREE, mflags; 2039 int max = SIZEOFFREE, mflags;
2097
2098 sint16 nx, ny;
2099 object *tmp;
2100 maptile *mp;
2101
2102 MoveType blocked, move_type; 2040 MoveType move_type;
2103 2041
2104 if (exclude && exclude->head) 2042 if (exclude && exclude->head_ () != exclude)
2105 { 2043 {
2106 exclude = exclude->head; 2044 exclude = exclude->head;
2107 move_type = exclude->move_type; 2045 move_type = exclude->move_type;
2108 } 2046 }
2109 else 2047 else
2110 { 2048 {
2111 /* If we don't have anything, presume it can use all movement types. */ 2049 /* If we don't have anything, presume it can use all movement types. */
2112 move_type = MOVE_ALL; 2050 move_type = MOVE_ALL;
2113 } 2051 }
2114 2052
2115 for (i = 1; i < max; i++) 2053 for (int i = 1; i < max; i++)
2116 { 2054 {
2117 mp = m; 2055 mapxy pos (m, x, y);
2118 nx = x + freearr_x[i]; 2056 pos.move (i);
2119 ny = y + freearr_y[i];
2120 2057
2121 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2058 if (!pos.normalise ())
2122
2123 if (mflags & P_OUT_OF_MAP)
2124 max = maxfree[i]; 2059 max = maxfree[i];
2125 else 2060 else
2126 { 2061 {
2127 mapspace &ms = mp->at (nx, ny); 2062 mapspace &ms = *pos;
2128 2063
2129 blocked = ms.move_block;
2130
2131 if ((move_type & blocked) == move_type) 2064 if ((move_type & ms.move_block) == move_type)
2132 max = maxfree[i]; 2065 max = maxfree [i];
2133 else if (mflags & P_IS_ALIVE) 2066 else if (ms.flags () & P_IS_ALIVE)
2134 { 2067 {
2135 for (tmp = ms.bot; tmp; tmp = tmp->above) 2068 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2136 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2069 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2137 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2070 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2138 break;
2139
2140 if (tmp)
2141 return freedir[i]; 2071 return freedir [i];
2142 } 2072 }
2143 } 2073 }
2144 } 2074 }
2145 2075
2146 return 0; 2076 return 0;
2197 2127
2198 return 3; 2128 return 3;
2199} 2129}
2200 2130
2201/* 2131/*
2202 * absdir(int): Returns a number between 1 and 8, which represent
2203 * the "absolute" direction of a number (it actually takes care of
2204 * "overflow" in previous calculations of a direction).
2205 */
2206
2207int
2208absdir (int d)
2209{
2210 while (d < 1)
2211 d += 8;
2212
2213 while (d > 8)
2214 d -= 8;
2215
2216 return d;
2217}
2218
2219/*
2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2132 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2221 * between two directions (which are expected to be absolute (see absdir()) 2133 * between two directions (which are expected to be absolute (see absdir())
2222 */ 2134 */
2223
2224int 2135int
2225dirdiff (int dir1, int dir2) 2136dirdiff (int dir1, int dir2)
2226{ 2137{
2227 int d; 2138 int d;
2228 2139
2240 * This basically means that if direction is 15, then it could either go 2151 * This basically means that if direction is 15, then it could either go
2241 * direction 4, 14, or 16 to get back to where we are. 2152 * direction 4, 14, or 16 to get back to where we are.
2242 * Moved from spell_util.c to object.c with the other related direction 2153 * Moved from spell_util.c to object.c with the other related direction
2243 * functions. 2154 * functions.
2244 */ 2155 */
2245int reduction_dir[SIZEOFFREE][3] = { 2156static const int reduction_dir[SIZEOFFREE][3] = {
2246 {0, 0, 0}, /* 0 */ 2157 {0, 0, 0}, /* 0 */
2247 {0, 0, 0}, /* 1 */ 2158 {0, 0, 0}, /* 1 */
2248 {0, 0, 0}, /* 2 */ 2159 {0, 0, 0}, /* 2 */
2249 {0, 0, 0}, /* 3 */ 2160 {0, 0, 0}, /* 3 */
2250 {0, 0, 0}, /* 4 */ 2161 {0, 0, 0}, /* 4 */
2341 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2252 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2342 * core dumps if they do. 2253 * core dumps if they do.
2343 * 2254 *
2344 * Add a check so we can't pick up invisible objects (0.93.8) 2255 * Add a check so we can't pick up invisible objects (0.93.8)
2345 */ 2256 */
2346
2347int 2257int
2348can_pick (const object *who, const object *item) 2258can_pick (const object *who, const object *item)
2349{ 2259{
2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2260 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2351 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2261 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2352 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2262 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2353} 2263}
2354 2264
2355/* 2265/*
2356 * create clone from object to another 2266 * create clone from object to another
2357 */ 2267 */
2358object * 2268object *
2359object_create_clone (object *asrc) 2269object::deep_clone ()
2360{ 2270{
2361 object *dst = 0, *tmp, *src, *part, *prev, *item; 2271 assert (("deep_clone called on non-head object", is_head ()));
2362 2272
2363 if (!asrc) 2273 object *dst = clone ();
2364 return 0;
2365 2274
2366 src = asrc; 2275 object *prev = dst;
2367 if (src->head)
2368 src = src->head;
2369
2370 prev = 0;
2371 for (part = src; part; part = part->more) 2276 for (object *part = this->more; part; part = part->more)
2372 { 2277 {
2373 tmp = part->clone (); 2278 object *tmp = part->clone ();
2374 tmp->x -= src->x;
2375 tmp->y -= src->y;
2376
2377 if (!part->head)
2378 {
2379 dst = tmp;
2380 tmp->head = 0;
2381 }
2382 else
2383 tmp->head = dst; 2279 tmp->head = dst;
2384
2385 tmp->more = 0;
2386
2387 if (prev)
2388 prev->more = tmp; 2280 prev->more = tmp;
2389
2390 prev = tmp; 2281 prev = tmp;
2391 } 2282 }
2392 2283
2393 for (item = src->inv; item; item = item->below) 2284 for (object *item = inv; item; item = item->below)
2394 insert_ob_in_ob (object_create_clone (item), dst); 2285 insert_ob_in_ob (item->deep_clone (), dst);
2395 2286
2396 return dst; 2287 return dst;
2397}
2398
2399/* GROS - Creates an object using a string representing its content. */
2400/* Basically, we save the content of the string to a temp file, then call */
2401/* load_object on it. I admit it is a highly inefficient way to make things, */
2402/* but it was simple to make and allows reusing the load_object function. */
2403/* Remember not to use load_object_str in a time-critical situation. */
2404/* Also remember that multiparts objects are not supported for now. */
2405object *
2406load_object_str (const char *obstr)
2407{
2408 object *op;
2409 char filename[MAX_BUF];
2410
2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2412
2413 FILE *tempfile = fopen (filename, "w");
2414
2415 if (tempfile == NULL)
2416 {
2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2418 return NULL;
2419 }
2420
2421 fprintf (tempfile, obstr);
2422 fclose (tempfile);
2423
2424 op = object::create ();
2425
2426 object_thawer thawer (filename);
2427
2428 if (thawer)
2429 load_object (thawer, op, 0);
2430
2431 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2432 CLEAR_FLAG (op, FLAG_REMOVED);
2433
2434 return op;
2435} 2288}
2436 2289
2437/* This returns the first object in who's inventory that 2290/* This returns the first object in who's inventory that
2438 * has the same type and subtype match. 2291 * has the same type and subtype match.
2439 * returns NULL if no match. 2292 * returns NULL if no match.
2446 return tmp; 2299 return tmp;
2447 2300
2448 return 0; 2301 return 0;
2449} 2302}
2450 2303
2451/* If ob has a field named key, return the link from the list, 2304shstr_tmp
2452 * otherwise return NULL. 2305object::kv_get (shstr_tmp key) const
2453 *
2454 * key must be a passed in shared string - otherwise, this won't
2455 * do the desired thing.
2456 */
2457key_value *
2458get_ob_key_link (const object *ob, const char *key)
2459{ 2306{
2460 for (key_value *link = ob->key_values; link; link = link->next) 2307 for (key_value *kv = key_values; kv; kv = kv->next)
2461 if (link->key == key) 2308 if (kv->key == key)
2462 return link;
2463
2464 return 0;
2465}
2466
2467/*
2468 * Returns the value of op has an extra_field for key, or NULL.
2469 *
2470 * The argument doesn't need to be a shared string.
2471 *
2472 * The returned string is shared.
2473 */
2474const char *
2475get_ob_key_value (const object *op, const char *const key)
2476{
2477 key_value *link;
2478 shstr_cmp canonical_key (key);
2479
2480 if (!canonical_key)
2481 {
2482 /* 1. There being a field named key on any object
2483 * implies there'd be a shared string to find.
2484 * 2. Since there isn't, no object has this field.
2485 * 3. Therefore, *this* object doesn't have this field.
2486 */
2487 return 0;
2488 }
2489
2490 /* This is copied from get_ob_key_link() above -
2491 * only 4 lines, and saves the function call overhead.
2492 */
2493 for (link = op->key_values; link; link = link->next)
2494 if (link->key == canonical_key)
2495 return link->value; 2309 return kv->value;
2496 2310
2497 return 0; 2311 return shstr ();
2498} 2312}
2499 2313
2500 2314void
2501/* 2315object::kv_set (shstr_tmp key, shstr_tmp value)
2502 * Updates the canonical_key in op to value.
2503 *
2504 * canonical_key is a shared string (value doesn't have to be).
2505 *
2506 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2507 * keys.
2508 *
2509 * Returns TRUE on success.
2510 */
2511int
2512set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2513{ 2316{
2514 key_value *field = NULL, *last = NULL; 2317 for (key_value *kv = key_values; kv; kv = kv->next)
2515 2318 if (kv->key == key)
2516 for (field = op->key_values; field != NULL; field = field->next)
2517 {
2518 if (field->key != canonical_key)
2519 { 2319 {
2520 last = field; 2320 kv->value = value;
2521 continue; 2321 return;
2522 } 2322 }
2523 2323
2524 if (value) 2324 key_value *kv = new key_value;
2525 field->value = value; 2325
2526 else 2326 kv->next = key_values;
2327 kv->key = key;
2328 kv->value = value;
2329
2330 key_values = kv;
2331}
2332
2333void
2334object::kv_del (shstr_tmp key)
2335{
2336 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2337 if ((*kvp)->key == key)
2527 { 2338 {
2528 /* Basically, if the archetype has this key set, 2339 key_value *kv = *kvp;
2529 * we need to store the null value so when we save 2340 *kvp = (*kvp)->next;
2530 * it, we save the empty value so that when we load, 2341 delete kv;
2531 * we get this value back again. 2342 return;
2532 */
2533 if (get_ob_key_link (&op->arch->clone, canonical_key))
2534 field->value = 0;
2535 else
2536 {
2537 if (last)
2538 last->next = field->next;
2539 else
2540 op->key_values = field->next;
2541
2542 delete field;
2543 }
2544 } 2343 }
2545 return TRUE;
2546 }
2547 /* IF we get here, key doesn't exist */
2548
2549 /* No field, we'll have to add it. */
2550
2551 if (!add_key)
2552 return FALSE;
2553
2554 /* There isn't any good reason to store a null
2555 * value in the key/value list. If the archetype has
2556 * this key, then we should also have it, so shouldn't
2557 * be here. If user wants to store empty strings,
2558 * should pass in ""
2559 */
2560 if (value == NULL)
2561 return TRUE;
2562
2563 field = new key_value;
2564
2565 field->key = canonical_key;
2566 field->value = value;
2567 /* Usual prepend-addition. */
2568 field->next = op->key_values;
2569 op->key_values = field;
2570
2571 return TRUE;
2572}
2573
2574/*
2575 * Updates the key in op to value.
2576 *
2577 * If add_key is FALSE, this will only update existing keys,
2578 * and not add new ones.
2579 * In general, should be little reason FALSE is ever passed in for add_key
2580 *
2581 * Returns TRUE on success.
2582 */
2583int
2584set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2585{
2586 shstr key_ (key);
2587
2588 return set_ob_key_value_s (op, key_, value, add_key);
2589} 2344}
2590 2345
2591object::depth_iterator::depth_iterator (object *container) 2346object::depth_iterator::depth_iterator (object *container)
2592: iterator_base (container) 2347: iterator_base (container)
2593{ 2348{
2606 item = item->inv; 2361 item = item->inv;
2607 } 2362 }
2608 else 2363 else
2609 item = item->env; 2364 item = item->env;
2610} 2365}
2611
2612 2366
2613const char * 2367const char *
2614object::flag_desc (char *desc, int len) const 2368object::flag_desc (char *desc, int len) const
2615{ 2369{
2616 char *p = desc; 2370 char *p = desc;
2644{ 2398{
2645 char flagdesc[512]; 2399 char flagdesc[512];
2646 char info2[256 * 4]; 2400 char info2[256 * 4];
2647 char *p = info; 2401 char *p = info;
2648 2402
2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2403 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2650 count, uuid.seq, 2404 count,
2405 uuid.c_str (),
2651 &name, 2406 &name,
2652 title ? "\",title:" : "", 2407 title ? ",title:\"" : "",
2653 title ? (const char *)title : "", 2408 title ? (const char *)title : "",
2409 title ? "\"" : "",
2654 flag_desc (flagdesc, 512), type); 2410 flag_desc (flagdesc, 512), type);
2655 2411
2656 if (env) 2412 if (!flag[FLAG_REMOVED] && env)
2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2413 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2658 2414
2659 if (map) 2415 if (map)
2660 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2416 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2661 2417
2663} 2419}
2664 2420
2665const char * 2421const char *
2666object::debug_desc () const 2422object::debug_desc () const
2667{ 2423{
2668 static char info[256 * 4]; 2424 static char info[3][256 * 4];
2425 static int info_idx;
2426
2669 return debug_desc (info); 2427 return debug_desc (info [++info_idx % 3]);
2670} 2428}
2671 2429
2430struct region *
2431object::region () const
2432{
2433 return map ? map->region (x, y)
2434 : region::default_region ();
2435}
2436
2437const materialtype_t *
2438object::dominant_material () const
2439{
2440 if (materialtype_t *mt = name_to_material (materialname))
2441 return mt;
2442
2443 return name_to_material (shstr_unknown);
2444}
2445
2446void
2447object::open_container (object *new_container)
2448{
2449 if (container == new_container)
2450 return;
2451
2452 object *old_container = container;
2453
2454 if (old_container)
2455 {
2456 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2457 return;
2458
2459#if 0
2460 // remove the "Close old_container" object.
2461 if (object *closer = old_container->inv)
2462 if (closer->type == CLOSE_CON)
2463 closer->destroy ();
2464#endif
2465
2466 // make sure the container is available
2467 esrv_send_item (this, old_container);
2468
2469 old_container->flag [FLAG_APPLIED] = false;
2470 container = 0;
2471
2472 // client needs item update to make it work, client bug requires this to be separate
2473 esrv_update_item (UPD_FLAGS, this, old_container);
2474
2475 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2476 play_sound (sound_find ("chest_close"));
2477 }
2478
2479 if (new_container)
2480 {
2481 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2482 return;
2483
2484 // TODO: this does not seem to serve any purpose anymore?
2485#if 0
2486 // insert the "Close Container" object.
2487 if (archetype *closer = new_container->other_arch)
2488 {
2489 object *closer = arch_to_object (new_container->other_arch);
2490 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2491 new_container->insert (closer);
2492 }
2493#endif
2494
2495 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2496
2497 // make sure the container is available, client bug requires this to be separate
2498 esrv_send_item (this, new_container);
2499
2500 new_container->flag [FLAG_APPLIED] = true;
2501 container = new_container;
2502
2503 // client needs flag change
2504 esrv_update_item (UPD_FLAGS, this, new_container);
2505 esrv_send_inventory (this, new_container);
2506 play_sound (sound_find ("chest_open"));
2507 }
2508// else if (!old_container->env && contr && contr->ns)
2509// contr->ns->floorbox_reset ();
2510}
2511
2512object *
2513object::force_find (shstr_tmp name)
2514{
2515 /* cycle through his inventory to look for the MARK we want to
2516 * place
2517 */
2518 for (object *tmp = inv; tmp; tmp = tmp->below)
2519 if (tmp->type == FORCE && tmp->slaying == name)
2520 return splay (tmp);
2521
2522 return 0;
2523}
2524
2525//-GPL
2526
2527void
2528object::force_set_timer (int duration)
2529{
2530 this->duration = 1;
2531 this->speed_left = -1.f;
2532
2533 this->set_speed (duration ? 1.f / duration : 0.f);
2534}
2535
2536object *
2537object::force_add (shstr_tmp name, int duration)
2538{
2539 if (object *force = force_find (name))
2540 force->destroy ();
2541
2542 object *force = get_archetype (FORCE_NAME);
2543
2544 force->slaying = name;
2545 force->force_set_timer (duration);
2546 force->flag [FLAG_APPLIED] = true;
2547
2548 return insert (force);
2549}
2550
2551void
2552object::play_sound (faceidx sound) const
2553{
2554 if (!sound)
2555 return;
2556
2557 if (is_on_map ())
2558 map->play_sound (sound, x, y);
2559 else if (object *pl = in_player ())
2560 pl->contr->play_sound (sound);
2561}
2562
2563void
2564object::say_msg (const char *msg) const
2565{
2566 if (is_on_map ())
2567 map->say_msg (msg, x, y);
2568 else if (object *pl = in_player ())
2569 pl->contr->play_sound (sound);
2570}
2571
2572void
2573object::make_noise ()
2574{
2575 // we do not model noise in the map, so instead put
2576 // a temporary light into the noise source
2577 // could use the map instead, but that's less reliable for our
2578 // goal, which is to make invisibility a bit harder to exploit
2579
2580 // currently only works sensibly for players
2581 if (!is_player ())
2582 return;
2583
2584 // find old force, or create new one
2585 object *force = force_find (shstr_noise_force);
2586
2587 if (force)
2588 force->speed_left = -1.f; // patch old speed up
2589 else
2590 {
2591 force = archetype::get (shstr_noise_force);
2592
2593 force->slaying = shstr_noise_force;
2594 force->stats.food = 1;
2595 force->speed_left = -1.f;
2596
2597 force->set_speed (1.f / 4.f);
2598 force->flag [FLAG_IS_USED_UP] = true;
2599 force->flag [FLAG_APPLIED] = true;
2600
2601 insert (force);
2602 }
2603}
2604

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