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Comparing deliantra/server/common/object.C (file contents):
Revision 1.110 by root, Sun Jan 7 23:12:03 2007 UTC vs.
Revision 1.305 by root, Wed Nov 11 04:45:22 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 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
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 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>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h> 30#include <sproto.h>
34#include <loader.h> 31#include <loader.h>
35 32
36#include <bitset> 33#include <bitset>
37 34
38int nrofallocobjects = 0; 35UUID UUID::cur;
39static UUID uuid; 36static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
41 39
42objectvec objects; 40objectvec objects;
43activevec actives; 41activevec actives;
44 42
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 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,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
47}; 50};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 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,
49 -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
50};
51int 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,
52 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
53}; 56};
54int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
55 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,
56 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
57}; 62};
58 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
59static void 71static void
60write_uuid (void) 72write_uuid (uval64 skip, bool sync)
61{ 73{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 74 CALL_BEGIN (2);
63 75 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 76 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 77 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 78 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 79}
79 80
80static void 81static void
81read_uuid (void) 82read_uuid (void)
82{ 83{
83 char filename[MAX_BUF]; 84 char filename[MAX_BUF];
84 85
85 sprintf (filename, "%s/uuid", settings.localdir); 86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 seq_next_save = 0;
86 89
87 FILE *fp; 90 FILE *fp;
88 91
89 if (!(fp = fopen (filename, "r"))) 92 if (!(fp = fopen (filename, "r")))
90 { 93 {
91 if (errno == ENOENT) 94 if (errno == ENOENT)
92 { 95 {
93 LOG (llevInfo, "RESET uid to 1\n"); 96 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 97 UUID::cur.seq = 0;
95 write_uuid (); 98 write_uuid (UUID_GAP, true);
96 return; 99 return;
97 } 100 }
98 101
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 103 _exit (1);
101 } 104 }
102 105
103 int version; 106 char buf [UUID::MAX_LEN];
104 unsigned long long uid; 107 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 108 fgets (buf, sizeof (buf), fp);
109
110 if (!UUID::cur.parse (buf))
106 { 111 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 112 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 113 _exit (1);
109 } 114 }
110 115
111 uuid.seq = uid; 116 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 117
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 118 write_uuid (UUID_GAP, true);
114 fclose (fp); 119 fclose (fp);
115} 120}
116 121
117UUID 122UUID
118gen_uuid () 123UUID::gen ()
119{ 124{
120 UUID uid; 125 UUID uid;
121 126
122 uid.seq = ++uuid.seq; 127 uid.seq = ++cur.seq;
123 128
124 if (!(uuid.seq & (UUID_SKIP - 1))) 129 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 130 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false);
133 }
134
126 135
127 return uid; 136 return uid;
128} 137}
129 138
130void 139void
131init_uuid () 140UUID::init ()
132{ 141{
133 read_uuid (); 142 read_uuid ();
134} 143}
135 144
145bool
146UUID::parse (const char *s)
147{
148 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
149 return false;
150
151 seq = 0;
152
153 while (*s != '>')
154 {
155 if (*s < '0')
156 return false;
157
158 // this gives nice branchless code with gcc
159 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
160 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
161
162 seq = (seq << 4) | digit;
163
164 ++s;
165 }
166
167 return true;
168}
169
170char *
171UUID::append (char *buf) const
172{
173 *buf++ = '<';
174 *buf++ = '1';
175 *buf++ = '.';
176
177 uint64_t seq = this->seq;
178 const int bits = 64;
179 char nz = 0;
180 static const char tohex [] = "0123456789abcdef";
181
182 // assert (len >= 3 + bits / 4 + 1 + 1);
183 for (int i = bits / 4; --i; )
184 {
185 uint8_t digit = seq >> (bits - 4);
186
187 *buf = tohex [digit];
188 nz |= digit;
189 buf += nz ? 1 : 0;
190 seq <<= 4;
191 }
192
193 // last digit is special - always emit
194 uint8_t digit = seq >> (bits - 4);
195 *buf++ = tohex [digit];
196
197 *buf++ = '>';
198
199 return buf;
200}
201
202char *
203UUID::c_str () const
204{
205 static char buf [MAX_LEN];
206 *append (buf) = 0;
207 return buf;
208}
209
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 210/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 211static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 212compare_ob_value_lists_one (const object *wants, const object *has)
139{ 213{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 214 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 215 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 216 * different structure or at least keep the lists sorted...
145 */ 217 */
146 218
147 /* For each field in wants, */ 219 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 220 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 221 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 222 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 223
171 /* If we get here, every field in wants has a matching field in has. */ 224 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 225 return true;
173} 226}
174 227
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 228/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 229static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 230compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 231{
179 /* However, there may be fields in has which aren't partnered in wants, 232 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 233 * so we need to run the comparison *twice*. :(
181 */ 234 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 235 return compare_ob_value_lists_one (ob1, ob2)
236 && compare_ob_value_lists_one (ob2, ob1);
183} 237}
184 238
185/* Function examines the 2 objects given to it, and returns true if 239/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 240 * they can be merged together.
187 * 241 *
197bool object::can_merge_slow (object *ob1, object *ob2) 251bool object::can_merge_slow (object *ob1, object *ob2)
198{ 252{
199 /* A couple quicksanity checks */ 253 /* A couple quicksanity checks */
200 if (ob1 == ob2 254 if (ob1 == ob2
201 || ob1->type != ob2->type 255 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed 256 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
203 || ob1->value != ob2->value 257 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 258 || ob1->name != ob2->name)
205 return 0; 259 return 0;
206 260
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 261 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 262 * is always 0 .. 2**31-1 */
210 * used to store nrof). 263 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 264 return 0;
214 265
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 266 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 267 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 268 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 269 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 270 * flags lose any meaning.
220 */ 271 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 272 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 273 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 274
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 275 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 276 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 277
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 278 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 279 || ob1->name != ob2->name
230 || ob1->title != ob2->title 280 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 281 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 282 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 283 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 284 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 285 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 286 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 287 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 288 || ob1->animation_id != ob2->animation_id
289 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
241 || ob1->client_type != ob2->client_type 290 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 291 || ob1->material != ob2->material
243 || ob1->lore != ob2->lore 292 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 293 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 294 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 295 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 296 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 297 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 298 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 299 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 300 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
301 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
302 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 303 return 0;
253 304
305 if ((ob1->flag ^ ob2->flag)
306 .reset (FLAG_INV_LOCKED)
307 .reset (FLAG_REMOVED)
308 .any ())
309 return 0;
310
254 /* This is really a spellbook check - really, we should 311 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 312 * not merge objects with real inventories, as splitting them
313 * is hard.
256 */ 314 */
257 if (ob1->inv || ob2->inv) 315 if (ob1->inv || ob2->inv)
258 { 316 {
259 /* if one object has inventory but the other doesn't, not equiv */ 317 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 318 return 0; /* inventories differ in length */
261 return 0;
262 319
263 /* Now check to see if the two inventory objects could merge */ 320 if (ob1->inv->below || ob2->inv->below)
321 return 0; /* more than one object in inv */
322
264 if (!object::can_merge (ob1->inv, ob2->inv)) 323 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 324 return 0; /* inventory objects differ */
266 325
267 /* inventory ok - still need to check rest of this object to see 326 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 327 * if it is valid.
269 */ 328 */
270 } 329 }
289 if (ob1->level != ob2->level) 348 if (ob1->level != ob2->level)
290 return 0; 349 return 0;
291 break; 350 break;
292 } 351 }
293 352
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 353 if (ob1->key_values || ob2->key_values)
295 { 354 {
296 /* At least one of these has key_values. */ 355 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 356 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 357 return 0; /* One has fields, but the other one doesn't. */
358
359 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 360 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 361 }
303 362
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 363 if (ob1->self || ob2->self)
306 { 364 {
307 ob1->optimise (); 365 ob1->optimise ();
308 ob2->optimise (); 366 ob2->optimise ();
309 367
310 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
369 {
370 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
371 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
372
373 if (k1 != k2)
311 return 0; 374 return 0;
375
376 if (k1 == 0)
377 return 1;
378
379 if (!cfperl_can_merge (ob1, ob2))
380 return 0;
381 }
312 } 382 }
313 383
314 /* Everything passes, must be OK. */ 384 /* Everything passes, must be OK. */
315 return 1; 385 return 1;
316} 386}
317 387
388// find player who can see this object
389object *
390object::visible_to () const
391{
392 if (client_visible () && !flag [FLAG_REMOVED])
393 {
394 // see if we are in a container of sorts
395 if (env)
396 {
397 // the player inventory itself is always visible
398 if (env->is_player ())
399 return env;
400
401 // else a player could have our env open
402 object *envest = env->outer_env_or_self ();
403
404 // the player itself is always on a map, so we will find him here
405 // even if our inv is in a player.
406 if (envest->is_on_map ())
407 if (object *pl = envest->ms ().player ())
408 if (pl->container_ () == env)
409 return pl;
410 }
411 else
412 {
413 // maybe there is a player standing on the same mapspace
414 // this will catch the case where "this" is a player
415 if (object *pl = ms ().player ())
416 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
417 || pl->container_ () == this)
418 return pl;
419 }
420 }
421
422 return 0;
423}
424
425// adjust weight per container type ("of holding")
426static sint32
427weight_adjust_for (object *op, sint32 weight)
428{
429 return op->type == CONTAINER
430 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
431 : weight;
432}
433
318/* 434/*
435 * adjust_weight(object, weight) adds the specified weight to an object,
436 * and also updates how much the environment(s) is/are carrying.
437 */
438static void
439adjust_weight (object *op, sint32 weight)
440{
441 while (op)
442 {
443 // adjust by actual difference to account for rounding errors
444 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
445 weight = weight_adjust_for (op, op->carrying)
446 - weight_adjust_for (op, op->carrying - weight);
447
448 if (!weight)
449 return;
450
451 op->carrying += weight;
452
453 if (object *pl = op->visible_to ())
454 if (pl != op) // player is handled lazily
455 esrv_update_item (UPD_WEIGHT, pl, op);
456
457 op = op->env;
458 }
459}
460
461/*
319 * sum_weight() is a recursive function which calculates the weight 462 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 463 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 464 * containers are carrying, and sums it up.
322 */ 465 */
323long 466void
324sum_weight (object *op) 467object::update_weight ()
325{ 468{
326 long sum; 469 sint32 sum = 0;
327 object *inv;
328 470
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 471 for (object *op = inv; op; op = op->below)
330 { 472 {
331 if (inv->inv) 473 if (op->inv)
332 sum_weight (inv); 474 op->update_weight ();
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 475
476 sum += op->total_weight ();
477 }
478
479 sum = weight_adjust_for (this, sum);
480
481 if (sum != carrying)
334 } 482 {
335
336 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100;
338
339 if (op->carrying != sum)
340 op->carrying = sum; 483 carrying = sum;
341 484
342 return sum; 485 if (object *pl = visible_to ())
486 if (pl != this) // player is handled lazily
487 esrv_update_item (UPD_WEIGHT, pl, this);
488 }
343} 489}
344 490
345/** 491/*
346 * Return the outermost environment object for a given object. 492 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 493 */
348
349object *
350object_get_env_recursive (object *op)
351{
352 while (op->env != NULL)
353 op = op->env;
354 return op;
355}
356
357/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array.
361 */
362
363char * 494char *
364dump_object (object *op) 495dump_object (object *op)
365{ 496{
366 if (!op) 497 if (!op)
367 return strdup ("[NULLOBJ]"); 498 return strdup ("[NULLOBJ]");
368 499
369 object_freezer freezer; 500 object_freezer freezer;
370 save_object (freezer, op, 1); 501 op->write (freezer);
371 return freezer.as_string (); 502 return freezer.as_string ();
372} 503}
373 504
374/* 505char *
375 * get_nearest_part(multi-object, object 2) returns the part of the 506object::as_string ()
376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned.
378 */
379
380object *
381get_nearest_part (object *op, const object *pl)
382{ 507{
383 object *tmp, *closest; 508 return dump_object (this);
384 int last_dist, i;
385
386 if (op->more == NULL)
387 return op;
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i;
391 return closest;
392} 509}
393 510
394/* 511/*
395 * Returns the object which has the count-variable equal to the argument. 512 * Returns the object which has the count-variable equal to the argument.
513 * VERRRY slow.
396 */ 514 */
397object * 515object *
398find_object (tag_t i) 516find_object (tag_t i)
399{ 517{
400 return ((unsigned int)i) < objects.size () 518 for_all_objects (op)
401 ? objects [i] 519 if (op->count == i)
402 : 0; 520 return op;
521
522 return 0;
403} 523}
404 524
405/* 525/*
406 * Returns the first object which has a name equal to the argument. 526 * Returns the first object which has a name equal to the argument.
407 * Used only by the patch command, but not all that useful. 527 * Used only by the patch command, but not all that useful.
409 */ 529 */
410object * 530object *
411find_object_name (const char *str) 531find_object_name (const char *str)
412{ 532{
413 shstr_cmp str_ (str); 533 shstr_cmp str_ (str);
414 object *op;
415 534
535 if (str_)
416 for_all_objects (op) 536 for_all_objects (op)
417 if (op->name == str_) 537 if (op->name == str_)
418 break; 538 return op;
419 539
420 return op; 540 return 0;
421}
422
423void
424free_all_object_data ()
425{
426 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
427} 541}
428 542
429/* 543/*
430 * Sets the owner and sets the skill and exp pointers to owner's current 544 * Sets the owner and sets the skill and exp pointers to owner's current
431 * skill and experience objects. 545 * skill and experience objects.
546 * ACTUALLY NO! investigate! TODO
432 */ 547 */
433void 548void
434object::set_owner (object *owner) 549object::set_owner (object *owner)
435{ 550{
551 // allow objects which own objects
436 if (!owner) 552 if (owner)
437 return;
438
439 /* next line added to allow objects which own objects */
440 /* Add a check for ownercounts in here, as I got into an endless loop
441 * with the fireball owning a poison cloud which then owned the
442 * fireball. I believe that was caused by one of the objects getting
443 * freed and then another object replacing it. Since the ownercounts
444 * didn't match, this check is valid and I believe that cause is valid.
445 */
446 while (owner->owner) 553 while (owner->owner)
447 owner = owner->owner; 554 owner = owner->owner;
555
556 if (flag [FLAG_FREED])
557 {
558 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
559 return;
560 }
448 561
449 this->owner = owner; 562 this->owner = owner;
563}
564
565int
566object::slottype () const
567{
568 if (type == SKILL)
569 {
570 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
571 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
572 }
573 else
574 {
575 if (slot [body_combat].info) return slot_combat;
576 if (slot [body_range ].info) return slot_ranged;
577 }
578
579 return slot_none;
580}
581
582bool
583object::change_weapon (object *ob)
584{
585 if (current_weapon == ob)
586 return true;
587
588 if (chosen_skill)
589 chosen_skill->flag [FLAG_APPLIED] = false;
590
591 current_weapon = ob;
592 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
593
594 if (chosen_skill)
595 chosen_skill->flag [FLAG_APPLIED] = true;
596
597 update_stats ();
598
599 if (ob)
600 {
601 // now check wether any body locations became invalid, in which case
602 // we cannot apply the weapon at the moment.
603 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
604 if (slot[i].used < 0)
605 {
606 current_weapon = chosen_skill = 0;
607 update_stats ();
608
609 new_draw_info_format (NDI_UNIQUE, 0, this,
610 "You try to balance all your items at once, "
611 "but the %s is just too much for your body. "
612 "[You need to unapply some items first - use the 'body' command to see "
613 "how many items you cna wera on a specific body part.]", &ob->name);
614 return false;
615 }
616
617 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
618 }
619 else
620 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
621
622 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
623 {
624 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
625 &name, ob->debug_desc ());
626 return false;
627 }
628
629 return true;
450} 630}
451 631
452/* Zero the key_values on op, decrementing the shared-string 632/* Zero the key_values on op, decrementing the shared-string
453 * refcounts and freeing the links. 633 * refcounts and freeing the links.
454 */ 634 */
455static void 635static void
456free_key_values (object *op) 636free_key_values (object *op)
457{ 637{
458 for (key_value *i = op->key_values; i != 0;) 638 for (key_value *i = op->key_values; i; )
459 { 639 {
460 key_value *next = i->next; 640 key_value *next = i->next;
461 delete i; 641 delete i;
462 642
463 i = next; 643 i = next;
475 * will point at garbage. 655 * will point at garbage.
476 */ 656 */
477void 657void
478object::copy_to (object *dst) 658object::copy_to (object *dst)
479{ 659{
480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 660 dst->remove ();
481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
482
483 *(object_copy *)dst = *this; 661 *(object_copy *)dst = *this;
484 662 dst->flag [FLAG_REMOVED] = true;
485 if (is_freed)
486 SET_FLAG (dst, FLAG_FREED);
487
488 if (is_removed)
489 SET_FLAG (dst, FLAG_REMOVED);
490
491 if (speed < 0)
492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
493 663
494 /* Copy over key_values, if any. */ 664 /* Copy over key_values, if any. */
495 if (key_values) 665 if (key_values)
496 { 666 {
497 key_value *tail = 0; 667 key_value *tail = 0;
498 key_value *i;
499
500 dst->key_values = 0; 668 dst->key_values = 0;
501 669
502 for (i = key_values; i; i = i->next) 670 for (key_value *i = key_values; i; i = i->next)
503 { 671 {
504 key_value *new_link = new key_value; 672 key_value *new_link = new key_value;
505 673
506 new_link->next = 0; 674 new_link->next = 0;
507 new_link->key = i->key; 675 new_link->key = i->key;
508 new_link->value = i->value; 676 new_link->value = i->value;
509 677
510 /* Try and be clever here, too. */ 678 /* Try and be clever here, too. */
511 if (!dst->key_values) 679 if (!dst->key_values)
512 { 680 {
519 tail = new_link; 687 tail = new_link;
520 } 688 }
521 } 689 }
522 } 690 }
523 691
524 dst->set_speed (dst->speed); 692 if (speed < 0)
693 dst->speed_left -= rndm ();
694
695 dst->activate ();
696}
697
698void
699object::instantiate ()
700{
701 if (!uuid.seq) // HACK
702 uuid = UUID::gen ();
703
704 speed_left = -0.1f;
705 /* copy the body_info to the body_used - this is only really
706 * need for monsters, but doesn't hurt to do it for everything.
707 * by doing so, when a monster is created, it has good starting
708 * values for the body_used info, so when items are created
709 * for it, they can be properly equipped.
710 */
711 for (int i = NUM_BODY_LOCATIONS; i--; )
712 slot[i].used = slot[i].info;
713
714 attachable::instantiate ();
525} 715}
526 716
527object * 717object *
528object::clone () 718object::clone ()
529{ 719{
530 object *neu = create (); 720 object *neu = create ();
531 copy_to (neu); 721 copy_to (neu);
722 neu->map = map; // not copied by copy_to
532 return neu; 723 return neu;
533} 724}
534 725
535/* 726/*
536 * If an object with the IS_TURNABLE() flag needs to be turned due 727 * If an object with the IS_TURNABLE() flag needs to be turned due
553 * This function needs to be called whenever the speed of an object changes. 744 * This function needs to be called whenever the speed of an object changes.
554 */ 745 */
555void 746void
556object::set_speed (float speed) 747object::set_speed (float speed)
557{ 748{
558 if (flag [FLAG_FREED] && speed)
559 {
560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
561 speed = 0;
562 }
563
564 this->speed = speed; 749 this->speed = speed;
565 750
566 if (has_active_speed ()) 751 if (has_active_speed ())
567 activate (); 752 activate ();
568 else 753 else
587 * UP_OBJ_FACE: only the objects face has changed. 772 * UP_OBJ_FACE: only the objects face has changed.
588 */ 773 */
589void 774void
590update_object (object *op, int action) 775update_object (object *op, int action)
591{ 776{
592 MoveType move_on, move_off, move_block, move_slow; 777 if (!op)
593
594 if (op == NULL)
595 { 778 {
596 /* this should never happen */ 779 /* this should never happen */
597 LOG (llevDebug, "update_object() called for NULL object.\n"); 780 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
598 return; 781 return;
599 } 782 }
600 783
601 if (op->env) 784 if (!op->is_on_map ())
602 { 785 {
603 /* Animation is currently handled by client, so nothing 786 /* Animation is currently handled by client, so nothing
604 * to do in this case. 787 * to do in this case.
605 */ 788 */
606 return; 789 return;
607 } 790 }
608
609 /* If the map is saving, don't do anything as everything is
610 * going to get freed anyways.
611 */
612 if (!op->map || op->map->in_memory == MAP_SAVING)
613 return;
614 791
615 /* make sure the object is within map boundaries */ 792 /* make sure the object is within map boundaries */
616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 793 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
617 { 794 {
618 LOG (llevError, "update_object() called for object out of map!\n"); 795 LOG (llevError, "update_object() called for object out of map!\n");
626 803
627 if (!(m.flags_ & P_UPTODATE)) 804 if (!(m.flags_ & P_UPTODATE))
628 /* nop */; 805 /* nop */;
629 else if (action == UP_OBJ_INSERT) 806 else if (action == UP_OBJ_INSERT)
630 { 807 {
808#if 0
631 // this is likely overkill, TODO: revisit (schmorp) 809 // this is likely overkill, TODO: revisit (schmorp)
632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 810 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 811 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 812 || (op->is_player () && !(m.flags_ & P_PLAYER))
635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 813 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 814 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 815 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
638 || (m.move_on | op->move_on ) != m.move_on 816 || (m.move_on | op->move_on ) != m.move_on
639 || (m.move_off | op->move_off ) != m.move_off 817 || (m.move_off | op->move_off ) != m.move_off
640 || (m.move_slow | op->move_slow) != m.move_slow 818 || (m.move_slow | op->move_slow) != m.move_slow
641 /* This isn't perfect, but I don't expect a lot of objects to 819 /* This isn't perfect, but I don't expect a lot of objects to
642 * to have move_allow right now. 820 * have move_allow right now.
643 */ 821 */
644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 822 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
823 m.invalidate ();
824#else
645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 825 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
646 m.flags_ = 0; 826 m.invalidate ();
827#endif
647 } 828 }
648 /* if the object is being removed, we can't make intelligent 829 /* if the object is being removed, we can't make intelligent
649 * decisions, because remove_ob can't really pass the object 830 * decisions, because remove_ob can't really pass the object
650 * that is being removed. 831 * that is being removed.
651 */ 832 */
652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 833 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
653 m.flags_ = 0; 834 m.invalidate ();
654 else if (action == UP_OBJ_FACE) 835 else if (action == UP_OBJ_FACE)
655 /* Nothing to do for that case */ ; 836 /* Nothing to do for that case */ ;
656 else 837 else
657 LOG (llevError, "update_object called with invalid action: %d\n", action); 838 LOG (llevError, "update_object called with invalid action: %d\n", action);
658 839
659 if (op->more) 840 if (op->more)
660 update_object (op->more, action); 841 update_object (op->more, action);
661} 842}
662 843
663object *object::first;
664
665object::object () 844object::object ()
666{ 845{
667 SET_FLAG (this, FLAG_REMOVED); 846 SET_FLAG (this, FLAG_REMOVED);
668 847
669 expmul = 1.0; 848 //expmul = 1.0; declared const for the time being
670 face = blank_face; 849 face = blank_face;
850 material = MATERIAL_NULL;
671} 851}
672 852
673object::~object () 853object::~object ()
674{ 854{
855 unlink ();
856
675 free_key_values (this); 857 free_key_values (this);
676} 858}
677 859
860static int object_count;
861
678void object::link () 862void object::link ()
679{ 863{
680 uuid = gen_uuid (); 864 assert (!index);//D
865 uuid = UUID::gen ();
866 count = ++object_count;
681 867
682 refcnt_inc (); 868 refcnt_inc ();
683 objects.insert (this); 869 objects.insert (this);
684} 870}
685 871
686void object::unlink () 872void object::unlink ()
687{ 873{
874 if (!index)
875 return;
876
688 objects.erase (this); 877 objects.erase (this);
689 refcnt_dec (); 878 refcnt_dec ();
690} 879}
691 880
692void 881void
695 /* If already on active list, don't do anything */ 884 /* If already on active list, don't do anything */
696 if (active) 885 if (active)
697 return; 886 return;
698 887
699 if (has_active_speed ()) 888 if (has_active_speed ())
889 {
890 if (flag [FLAG_FREED])
891 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
892
700 actives.insert (this); 893 actives.insert (this);
894 }
701} 895}
702 896
703void 897void
704object::activate_recursive () 898object::activate_recursive ()
705{ 899{
754object::destroy_inv (bool drop_to_ground) 948object::destroy_inv (bool drop_to_ground)
755{ 949{
756 // need to check first, because the checks below might segfault 950 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code 951 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty. 952 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory, 953 // corollary: if you create arrows etc. with stuff in its inventory,
760 // cf will crash below with off-map x and y 954 // cf will crash below with off-map x and y
761 if (!inv) 955 if (!inv)
762 return; 956 return;
763 957
764 /* Only if the space blocks everything do we not process - 958 /* Only if the space blocks everything do we not process -
765 * if some form of movement is allowed, let objects 959 * if some form of movement is allowed, let objects
766 * drop on that space. 960 * drop on that space.
767 */ 961 */
768 if (!drop_to_ground 962 if (!drop_to_ground
769 || !map 963 || !map
770 || map->in_memory != MAP_IN_MEMORY 964 || map->in_memory != MAP_ACTIVE
965 || map->no_drop
771 || ms ().move_block == MOVE_ALL) 966 || ms ().move_block == MOVE_ALL)
772 { 967 {
773 while (inv) 968 while (inv)
774 {
775 inv->destroy_inv (drop_to_ground);
776 inv->destroy (); 969 inv->destroy ();
777 }
778 } 970 }
779 else 971 else
780 { /* Put objects in inventory onto this space */ 972 { /* Put objects in inventory onto this space */
781 while (inv) 973 while (inv)
782 { 974 {
800 object *op = new object; 992 object *op = new object;
801 op->link (); 993 op->link ();
802 return op; 994 return op;
803} 995}
804 996
997static struct freed_map : maptile
998{
999 freed_map ()
1000 {
1001 path = "<freed objects map>";
1002 name = "/internal/freed_objects_map";
1003 width = 3;
1004 height = 3;
1005 no_drop = 1;
1006 no_reset = 1;
1007
1008 alloc ();
1009 in_memory = MAP_ACTIVE;
1010 }
1011
1012 ~freed_map ()
1013 {
1014 destroy ();
1015 }
1016} freed_map; // freed objects are moved here to avoid crashes
1017
805void 1018void
806object::do_destroy () 1019object::do_destroy ()
807{ 1020{
808 if (flag [FLAG_IS_LINKED]) 1021 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this); 1022 remove_link ();
810 1023
811 if (flag [FLAG_FRIENDLY]) 1024 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this); 1025 remove_friendly_object (this);
813 1026
814 if (!flag [FLAG_REMOVED])
815 remove (); 1027 remove ();
816 1028
817 if (flag [FLAG_FREED]) 1029 attachable::do_destroy ();
818 return;
819 1030
820 set_speed (0); 1031 deactivate ();
1032 unlink ();
821 1033
822 flag [FLAG_FREED] = 1; 1034 flag [FLAG_FREED] = 1;
823 1035
824 attachable::do_destroy ();
825
826 destroy_inv (true);
827 unlink ();
828
829 // hack to ensure that freed objects still have a valid map 1036 // hack to ensure that freed objects still have a valid map
830 {
831 static maptile *freed_map; // freed objects are moved here to avoid crashes
832
833 if (!freed_map)
834 {
835 freed_map = new maptile;
836
837 freed_map->name = "/internal/freed_objects_map";
838 freed_map->width = 3;
839 freed_map->height = 3;
840
841 freed_map->alloc ();
842 freed_map->in_memory = MAP_IN_MEMORY;
843 }
844
845 map = freed_map; 1037 map = &freed_map;
846 x = 1; 1038 x = 1;
847 y = 1; 1039 y = 1;
848 }
849
850 head = 0;
851 1040
852 if (more) 1041 if (more)
853 { 1042 {
854 more->destroy (); 1043 more->destroy ();
855 more = 0; 1044 more = 0;
856 } 1045 }
857 1046
1047 head = 0;
1048
858 // clear those pointers that likely might have circular references to us 1049 // clear those pointers that likely might cause circular references
859 owner = 0; 1050 owner = 0;
860 enemy = 0; 1051 enemy = 0;
861 attacked_by = 0; 1052 attacked_by = 0;
1053 current_weapon = 0;
862} 1054}
863 1055
864void 1056void
865object::destroy (bool destroy_inventory) 1057object::destroy ()
866{ 1058{
867 if (destroyed ()) 1059 if (destroyed ())
868 return; 1060 return;
869 1061
870 if (destroy_inventory) 1062 if (!is_head () && !head->destroyed ())
1063 {
1064 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1065 head->destroy ();
1066 return;
1067 }
1068
871 destroy_inv (false); 1069 destroy_inv (false);
1070
1071 if (is_head ())
1072 if (sound_destroy)
1073 play_sound (sound_destroy);
1074 else if (flag [FLAG_MONSTER])
1075 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
872 1076
873 attachable::destroy (); 1077 attachable::destroy ();
874}
875
876/*
877 * sub_weight() recursively (outwards) subtracts a number from the
878 * weight of an object (and what is carried by it's environment(s)).
879 */
880void
881sub_weight (object *op, signed long weight)
882{
883 while (op != NULL)
884 {
885 if (op->type == CONTAINER)
886 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
887
888 op->carrying -= weight;
889 op = op->env;
890 }
891} 1078}
892 1079
893/* op->remove (): 1080/* op->remove ():
894 * This function removes the object op from the linked list of objects 1081 * This function removes the object op from the linked list of objects
895 * which it is currently tied to. When this function is done, the 1082 * which it is currently tied to. When this function is done, the
896 * object will have no environment. If the object previously had an 1083 * object will have no environment. If the object previously had an
897 * environment, the x and y coordinates will be updated to 1084 * environment, the x and y coordinates will be updated to
898 * the previous environment. 1085 * the previous environment.
899 * Beware: This function is called from the editor as well!
900 */ 1086 */
901void 1087void
902object::remove () 1088object::do_remove ()
903{ 1089{
904 object *tmp, *last = 0; 1090 if (flag [FLAG_REMOVED])
905 object *otmp;
906
907 if (QUERY_FLAG (this, FLAG_REMOVED))
908 return; 1091 return;
909 1092
910 SET_FLAG (this, FLAG_REMOVED);
911 INVOKE_OBJECT (REMOVE, this); 1093 INVOKE_OBJECT (REMOVE, this);
1094
1095 flag [FLAG_REMOVED] = true;
912 1096
913 if (more) 1097 if (more)
914 more->remove (); 1098 more->remove ();
915 1099
916 /* 1100 /*
917 * In this case, the object to be removed is in someones 1101 * In this case, the object to be removed is in someones
918 * inventory. 1102 * inventory.
919 */ 1103 */
920 if (env) 1104 if (env)
921 { 1105 {
922 if (nrof) 1106 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
923 sub_weight (env, weight * nrof); 1107 if (object *pl = visible_to ())
924 else 1108 esrv_del_item (pl->contr, count);
925 sub_weight (env, weight + carrying); 1109 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
926 1110
927 /* NO_FIX_PLAYER is set when a great many changes are being 1111 adjust_weight (env, -total_weight ());
928 * made to players inventory. If set, avoiding the call
929 * to save cpu time.
930 */
931 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
932 otmp->update_stats ();
933 1112
934 if (above) 1113 object *pl = in_player ();
935 above->below = below;
936 else
937 env->inv = below;
938
939 if (below)
940 below->above = above;
941 1114
942 /* we set up values so that it could be inserted into 1115 /* we set up values so that it could be inserted into
943 * the map, but we don't actually do that - it is up 1116 * the map, but we don't actually do that - it is up
944 * to the caller to decide what we want to do. 1117 * to the caller to decide what we want to do.
945 */ 1118 */
946 x = env->x, y = env->y;
947 map = env->map; 1119 map = env->map;
948 above = 0, below = 0; 1120 x = env->x;
949 env = 0; 1121 y = env->y;
950 }
951 else if (map)
952 {
953 if (type == PLAYER)
954 {
955 --map->players;
956 map->touch ();
957 }
958 1122
959 map->dirty = true; 1123 // make sure cmov optimisation is applicable
960 1124 *(above ? &above->below : &env->inv) = below;
961 /* link the object above us */ 1125 *(below ? &below->above : &above ) = above; // &above is just a dummy
962 if (above)
963 above->below = below;
964 else
965 map->at (x, y).top = below; /* we were top, set new top */
966
967 /* Relink the object below us, if there is one */
968 if (below)
969 below->above = above;
970 else
971 {
972 /* Nothing below, which means we need to relink map object for this space
973 * use translated coordinates in case some oddness with map tiling is
974 * evident
975 */
976 if (GET_MAP_OB (map, x, y) != this)
977 {
978 char *dump = dump_object (this);
979 LOG (llevError,
980 "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);
981 free (dump);
982 dump = dump_object (GET_MAP_OB (map, x, y));
983 LOG (llevError, "%s\n", dump);
984 free (dump);
985 }
986
987 map->at (x, y).bot = above; /* goes on above it. */
988 }
989 1126
990 above = 0; 1127 above = 0;
991 below = 0; 1128 below = 0;
1129 env = 0;
1130
1131 if (pl && pl->is_player ())
1132 {
1133 pl->contr->queue_stats_update ();
1134
1135 if (glow_radius && pl->is_on_map ())
1136 update_all_los (pl->map, pl->x, pl->y);
1137 }
1138 }
1139 else if (map)
1140 {
1141 map->dirty = true;
1142 mapspace &ms = this->ms ();
1143
1144 if (object *pl = ms.player ())
1145 {
1146 if (is_player ())
1147 {
1148 if (!flag [FLAG_WIZPASS])
1149 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1150
1151 // leaving a spot always closes any open container on the ground
1152 if (container && !container->env)
1153 // this causes spurious floorbox updates, but it ensures
1154 // that the CLOSE event is being sent.
1155 close_container ();
1156
1157 --map->players;
1158 map->touch ();
1159 }
1160 else if (pl->container_ () == this)
1161 {
1162 // removing a container should close it
1163 close_container ();
1164 }
1165
1166 esrv_del_item (pl->contr, count);
1167 }
1168
1169 /* link the object above us */
1170 // re-link, make sure compiler can easily use cmove
1171 *(above ? &above->below : &ms.top) = below;
1172 *(below ? &below->above : &ms.bot) = above;
1173
1174 above = 0;
1175 below = 0;
1176
1177 ms.invalidate ();
992 1178
993 if (map->in_memory == MAP_SAVING) 1179 if (map->in_memory == MAP_SAVING)
994 return; 1180 return;
995 1181
996 int check_walk_off = !flag [FLAG_NO_APPLY]; 1182 int check_walk_off = !flag [FLAG_NO_APPLY];
997 1183
998 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1184 if (object *pl = ms.player ())
999 { 1185 {
1000 /* No point updating the players look faces if he is the object 1186 if (pl->container_ () == this)
1001 * being removed.
1002 */
1003
1004 if (tmp->type == PLAYER && tmp != this)
1005 {
1006 /* If a container that the player is currently using somehow gets 1187 /* If a container that the player is currently using somehow gets
1007 * removed (most likely destroyed), update the player view 1188 * removed (most likely destroyed), update the player view
1008 * appropriately. 1189 * appropriately.
1009 */ 1190 */
1010 if (tmp->container == this) 1191 pl->close_container ();
1011 {
1012 flag [FLAG_APPLIED] = 0;
1013 tmp->container = 0;
1014 }
1015 1192
1193 //TODO: the floorbox prev/next might need updating
1194 //esrv_del_item (pl->contr, count);
1195 //TODO: update floorbox to preserve ordering
1016 if (tmp->contr->ns) 1196 if (pl->contr->ns)
1017 tmp->contr->ns->floorbox_update (); 1197 pl->contr->ns->floorbox_update ();
1198 }
1199
1200 if (check_walk_off)
1201 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1202 {
1203 above = tmp->above;
1204
1205 /* No point updating the players look faces if he is the object
1206 * being removed.
1018 } 1207 */
1019 1208
1020 /* See if object moving off should effect something */ 1209 /* See if object moving off should effect something */
1021 if (check_walk_off
1022 && ((move_type & tmp->move_off) 1210 if ((move_type & tmp->move_off)
1023 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1211 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1024 {
1025 move_apply (tmp, this, 0); 1212 move_apply (tmp, this, 0);
1026
1027 if (destroyed ())
1028 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1029 } 1213 }
1030 1214
1031 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1215 if (affects_los ())
1032 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1033 if (tmp->above == tmp)
1034 tmp->above = 0;
1035
1036 last = tmp;
1037 }
1038
1039 /* last == NULL if there are no objects on this space */
1040 //TODO: this makes little sense, why only update the topmost object?
1041 if (!last)
1042 map->at (x, y).flags_ = 0;
1043 else
1044 update_object (last, UP_OBJ_REMOVE);
1045
1046 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1047 update_all_los (map, x, y); 1216 update_all_los (map, x, y);
1048 } 1217 }
1049} 1218}
1050 1219
1051/* 1220/*
1060merge_ob (object *op, object *top) 1229merge_ob (object *op, object *top)
1061{ 1230{
1062 if (!op->nrof) 1231 if (!op->nrof)
1063 return 0; 1232 return 0;
1064 1233
1065 if (top) 1234 if (!top)
1066 for (top = op; top && top->above; top = top->above) 1235 for (top = op; top && top->above; top = top->above)
1067 ; 1236 ;
1068 1237
1069 for (; top; top = top->below) 1238 for (; top; top = top->below)
1070 {
1071 if (top == op)
1072 continue;
1073
1074 if (object::can_merge (op, top)) 1239 if (object::can_merge (op, top))
1075 { 1240 {
1076 top->nrof += op->nrof; 1241 top->nrof += op->nrof;
1077 1242
1078/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1243 if (object *pl = top->visible_to ())
1079 op->weight = 0; /* Don't want any adjustements now */ 1244 esrv_update_item (UPD_NROF, pl, top);
1245
1246 op->weight = 0; // cancel the addition above
1247 op->carrying = 0; // must be 0 already
1248
1080 op->destroy (); 1249 op->destroy ();
1250
1081 return top; 1251 return top;
1082 } 1252 }
1083 }
1084 1253
1085 return 0; 1254 return 0;
1086} 1255}
1087 1256
1257void
1258object::expand_tail ()
1259{
1260 if (more)
1261 return;
1262
1263 object *prev = this;
1264
1265 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1266 {
1267 object *op = arch_to_object (at);
1268
1269 op->name = name;
1270 op->name_pl = name_pl;
1271 op->title = title;
1272
1273 op->head = this;
1274 prev->more = op;
1275
1276 prev = op;
1277 }
1278}
1279
1088/* 1280/*
1089 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1281 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1090 * job preparing multi-part monsters 1282 * job preparing multi-part monsters.
1091 */ 1283 */
1092object * 1284object *
1093insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1285insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1094{ 1286{
1287 op->remove ();
1288
1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1289 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1096 { 1290 {
1097 tmp->x = x + tmp->arch->clone.x; 1291 tmp->x = x + tmp->arch->x;
1098 tmp->y = y + tmp->arch->clone.y; 1292 tmp->y = y + tmp->arch->y;
1099 } 1293 }
1100 1294
1101 return insert_ob_in_map (op, m, originator, flag); 1295 return insert_ob_in_map (op, m, originator, flag);
1102} 1296}
1103 1297
1122 * just 'op' otherwise 1316 * just 'op' otherwise
1123 */ 1317 */
1124object * 1318object *
1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1319insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1126{ 1320{
1127 object *tmp, *top, *floor = NULL; 1321 op->remove ();
1128 sint16 x, y;
1129 1322
1130 if (QUERY_FLAG (op, FLAG_FREED)) 1323 if (m == &freed_map)//D TODO: remove soon
1131 { 1324 {//D
1132 LOG (llevError, "Trying to insert freed object!\n"); 1325 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1133 return NULL;
1134 } 1326 }//D
1135
1136 if (!m)
1137 {
1138 char *dump = dump_object (op);
1139 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1140 free (dump);
1141 return op;
1142 }
1143
1144 if (out_of_map (m, op->x, op->y))
1145 {
1146 char *dump = dump_object (op);
1147 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1148#ifdef MANY_CORES
1149 /* Better to catch this here, as otherwise the next use of this object
1150 * is likely to cause a crash. Better to find out where it is getting
1151 * improperly inserted.
1152 */
1153 abort ();
1154#endif
1155 free (dump);
1156 return op;
1157 }
1158
1159 if (!QUERY_FLAG (op, FLAG_REMOVED))
1160 {
1161 char *dump = dump_object (op);
1162 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1163 free (dump);
1164 return op;
1165 }
1166
1167 if (op->more)
1168 {
1169 /* The part may be on a different map. */
1170
1171 object *more = op->more;
1172
1173 /* We really need the caller to normalise coordinates - if
1174 * we set the map, that doesn't work if the location is within
1175 * a map and this is straddling an edge. So only if coordinate
1176 * is clear wrong do we normalise it.
1177 */
1178 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1179 more->map = get_map_from_coord (m, &more->x, &more->y);
1180 else if (!more->map)
1181 {
1182 /* For backwards compatibility - when not dealing with tiled maps,
1183 * more->map should always point to the parent.
1184 */
1185 more->map = m;
1186 }
1187
1188 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1189 {
1190 if (!op->head)
1191 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1192
1193 return 0;
1194 }
1195 }
1196
1197 CLEAR_FLAG (op, FLAG_REMOVED);
1198 1327
1199 /* Ideally, the caller figures this out. However, it complicates a lot 1328 /* Ideally, the caller figures this out. However, it complicates a lot
1200 * of areas of callers (eg, anything that uses find_free_spot would now 1329 * of areas of callers (eg, anything that uses find_free_spot would now
1201 * need extra work 1330 * need extra work
1202 */ 1331 */
1203 op->map = get_map_from_coord (m, &op->x, &op->y); 1332 maptile *newmap = m;
1204 x = op->x; 1333 if (!xy_normalise (newmap, op->x, op->y))
1205 y = op->y; 1334 {
1335 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1336 return 0;
1337 }
1338
1339 if (object *more = op->more)
1340 if (!insert_ob_in_map (more, m, originator, flag))
1341 return 0;
1342
1343 op->flag [FLAG_REMOVED] = false;
1344 op->env = 0;
1345 op->map = newmap;
1346
1347 mapspace &ms = op->ms ();
1206 1348
1207 /* this has to be done after we translate the coordinates. 1349 /* this has to be done after we translate the coordinates.
1208 */ 1350 */
1209 if (op->nrof && !(flag & INS_NO_MERGE)) 1351 if (op->nrof && !(flag & INS_NO_MERGE))
1210 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1352 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1211 if (object::can_merge (op, tmp)) 1353 if (object::can_merge (op, tmp))
1212 { 1354 {
1355 // TODO: we actually want to update tmp, not op,
1356 // but some caller surely breaks when we return tmp
1357 // from here :/
1213 op->nrof += tmp->nrof; 1358 op->nrof += tmp->nrof;
1214 tmp->destroy (); 1359 tmp->destroy ();
1215 } 1360 }
1216 1361
1217 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1362 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1226 { 1371 {
1227 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1372 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1228 abort (); 1373 abort ();
1229 } 1374 }
1230 1375
1376 if (!originator->is_on_map ())
1377 {
1378 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1379 op->debug_desc (), originator->debug_desc ());
1380 abort ();
1381 }
1382
1231 op->above = originator; 1383 op->above = originator;
1232 op->below = originator->below; 1384 op->below = originator->below;
1233
1234 if (op->below)
1235 op->below->above = op;
1236 else
1237 op->ms ().bot = op;
1238
1239 /* since *below* originator, no need to update top */
1240 originator->below = op; 1385 originator->below = op;
1386
1387 *(op->below ? &op->below->above : &ms.bot) = op;
1241 } 1388 }
1242 else 1389 else
1243 { 1390 {
1391 object *floor = 0;
1392 object *top = ms.top;
1393
1244 /* If there are other objects, then */ 1394 /* If there are other objects, then */
1245 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1395 if (top)
1246 { 1396 {
1247 object *last = 0;
1248
1249 /* 1397 /*
1250 * If there are multiple objects on this space, we do some trickier handling. 1398 * If there are multiple objects on this space, we do some trickier handling.
1251 * We've already dealt with merging if appropriate. 1399 * We've already dealt with merging if appropriate.
1252 * Generally, we want to put the new object on top. But if 1400 * Generally, we want to put the new object on top. But if
1253 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1401 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1256 * once we get to them. This reduces the need to traverse over all of 1404 * once we get to them. This reduces the need to traverse over all of
1257 * them when adding another one - this saves quite a bit of cpu time 1405 * them when adding another one - this saves quite a bit of cpu time
1258 * when lots of spells are cast in one area. Currently, it is presumed 1406 * when lots of spells are cast in one area. Currently, it is presumed
1259 * that flying non pickable objects are spell objects. 1407 * that flying non pickable objects are spell objects.
1260 */ 1408 */
1261 while (top) 1409 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1262 { 1410 {
1263 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1411 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1264 floor = top; 1412 floor = tmp;
1265 1413
1266 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1414 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1267 { 1415 {
1268 /* We insert above top, so we want this object below this */ 1416 /* We insert above top, so we want this object below this */
1269 top = top->below; 1417 top = tmp->below;
1270 break; 1418 break;
1271 } 1419 }
1272 1420
1273 last = top;
1274 top = top->above; 1421 top = tmp;
1275 } 1422 }
1276
1277 /* Don't want top to be NULL, so set it to the last valid object */
1278 top = last;
1279 1423
1280 /* We let update_position deal with figuring out what the space 1424 /* We let update_position deal with figuring out what the space
1281 * looks like instead of lots of conditions here. 1425 * looks like instead of lots of conditions here.
1282 * makes things faster, and effectively the same result. 1426 * makes things faster, and effectively the same result.
1283 */ 1427 */
1284 1428
1285 /* Have object 'fall below' other objects that block view. 1429 /* Have object 'fall below' other objects that block view.
1286 * Unless those objects are exits, type 66 1430 * Unless those objects are exits.
1287 * If INS_ON_TOP is used, don't do this processing 1431 * If INS_ON_TOP is used, don't do this processing
1288 * Need to find the object that in fact blocks view, otherwise 1432 * Need to find the object that in fact blocks view, otherwise
1289 * stacking is a bit odd. 1433 * stacking is a bit odd.
1290 */ 1434 */
1291 if (!(flag & INS_ON_TOP) && 1435 if (!(flag & INS_ON_TOP)
1292 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1436 && ms.flags () & P_BLOCKSVIEW
1437 && (op->face && !faces [op->face].visibility))
1293 { 1438 {
1439 object *last;
1440
1294 for (last = top; last != floor; last = last->below) 1441 for (last = top; last != floor; last = last->below)
1295 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1442 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1296 break; 1443 break;
1444
1297 /* Check to see if we found the object that blocks view, 1445 /* Check to see if we found the object that blocks view,
1298 * and make sure we have a below pointer for it so that 1446 * and make sure we have a below pointer for it so that
1299 * we can get inserted below this one, which requires we 1447 * we can get inserted below this one, which requires we
1300 * set top to the object below us. 1448 * set top to the object below us.
1301 */ 1449 */
1302 if (last && last->below && last != floor) 1450 if (last && last->below && last != floor)
1303 top = last->below; 1451 top = last->below;
1304 } 1452 }
1305 } /* If objects on this space */ 1453 } /* If objects on this space */
1306 1454
1307 if (flag & INS_MAP_LOAD)
1308 top = GET_MAP_TOP (op->map, op->x, op->y);
1309
1310 if (flag & INS_ABOVE_FLOOR_ONLY) 1455 if (flag & INS_ABOVE_FLOOR_ONLY)
1311 top = floor; 1456 top = floor;
1312 1457
1313 /* Top is the object that our object (op) is going to get inserted above. 1458 // insert object above top, or bottom-most if top = 0
1314 */
1315
1316 /* First object on this space */
1317 if (!top) 1459 if (!top)
1318 { 1460 {
1319 op->above = GET_MAP_OB (op->map, op->x, op->y);
1320
1321 if (op->above)
1322 op->above->below = op;
1323
1324 op->below = 0; 1461 op->below = 0;
1462 op->above = ms.bot;
1325 op->ms ().bot = op; 1463 ms.bot = op;
1464
1465 *(op->above ? &op->above->below : &ms.top) = op;
1326 } 1466 }
1327 else 1467 else
1328 { /* get inserted into the stack above top */ 1468 {
1329 op->above = top->above; 1469 op->above = top->above;
1330
1331 if (op->above)
1332 op->above->below = op; 1470 top->above = op;
1333 1471
1334 op->below = top; 1472 op->below = top;
1335 top->above = op; 1473 *(op->above ? &op->above->below : &ms.top) = op;
1336 } 1474 }
1475 }
1337 1476
1338 if (!op->above) 1477 if (op->is_player ())
1339 op->ms ().top = op;
1340 } /* else not INS_BELOW_ORIGINATOR */
1341
1342 if (op->type == PLAYER)
1343 { 1478 {
1344 op->contr->do_los = 1; 1479 op->contr->do_los = 1;
1345 ++op->map->players; 1480 ++op->map->players;
1346 op->map->touch (); 1481 op->map->touch ();
1347 } 1482 }
1348 1483
1349 op->map->dirty = true; 1484 op->map->dirty = true;
1350 1485
1351 /* If we have a floor, we know the player, if any, will be above
1352 * it, so save a few ticks and start from there.
1353 */
1354 if (!(flag & INS_MAP_LOAD))
1355 if (object *pl = op->ms ().player ()) 1486 if (object *pl = ms.player ())
1487 //TODO: the floorbox prev/next might need updating
1488 //esrv_send_item (pl, op);
1489 //TODO: update floorbox to preserve ordering
1356 if (pl->contr->ns) 1490 if (pl->contr->ns)
1357 pl->contr->ns->floorbox_update (); 1491 pl->contr->ns->floorbox_update ();
1358 1492
1359 /* If this object glows, it may affect lighting conditions that are 1493 /* If this object glows, it may affect lighting conditions that are
1360 * visible to others on this map. But update_all_los is really 1494 * visible to others on this map. But update_all_los is really
1361 * an inefficient way to do this, as it means los for all players 1495 * an inefficient way to do this, as it means los for all players
1362 * on the map will get recalculated. The players could very well 1496 * on the map will get recalculated. The players could very well
1363 * be far away from this change and not affected in any way - 1497 * be far away from this change and not affected in any way -
1364 * this should get redone to only look for players within range, 1498 * this should get redone to only look for players within range,
1365 * or just updating the P_UPTODATE for spaces within this area 1499 * or just updating the P_UPTODATE for spaces within this area
1366 * of effect may be sufficient. 1500 * of effect may be sufficient.
1367 */ 1501 */
1368 if (op->map->darkness && (op->glow_radius != 0)) 1502 if (op->affects_los ())
1503 {
1504 op->ms ().invalidate ();
1369 update_all_los (op->map, op->x, op->y); 1505 update_all_los (op->map, op->x, op->y);
1506 }
1370 1507
1371 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1508 /* updates flags (blocked, alive, no magic, etc) for this map space */
1372 update_object (op, UP_OBJ_INSERT); 1509 update_object (op, UP_OBJ_INSERT);
1373 1510
1374 INVOKE_OBJECT (INSERT, op); 1511 INVOKE_OBJECT (INSERT, op);
1381 * blocked() and wall() work properly), and these flags are updated by 1518 * blocked() and wall() work properly), and these flags are updated by
1382 * update_object(). 1519 * update_object().
1383 */ 1520 */
1384 1521
1385 /* if this is not the head or flag has been passed, don't check walk on status */ 1522 /* if this is not the head or flag has been passed, don't check walk on status */
1386 if (!(flag & INS_NO_WALK_ON) && !op->head) 1523 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1387 { 1524 {
1388 if (check_move_on (op, originator)) 1525 if (check_move_on (op, originator))
1389 return 0; 1526 return 0;
1390 1527
1391 /* If we are a multi part object, lets work our way through the check 1528 /* If we are a multi part object, lets work our way through the check
1392 * walk on's. 1529 * walk on's.
1393 */ 1530 */
1394 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1531 for (object *tmp = op->more; tmp; tmp = tmp->more)
1395 if (check_move_on (tmp, originator)) 1532 if (check_move_on (tmp, originator))
1396 return 0; 1533 return 0;
1397 } 1534 }
1398 1535
1399 return op; 1536 return op;
1402/* this function inserts an object in the map, but if it 1539/* this function inserts an object in the map, but if it
1403 * finds an object of its own type, it'll remove that one first. 1540 * finds an object of its own type, it'll remove that one first.
1404 * op is the object to insert it under: supplies x and the map. 1541 * op is the object to insert it under: supplies x and the map.
1405 */ 1542 */
1406void 1543void
1407replace_insert_ob_in_map (const char *arch_string, object *op) 1544replace_insert_ob_in_map (shstr_tmp archname, object *op)
1408{ 1545{
1409 object *tmp, *tmp1;
1410
1411 /* first search for itself and remove any old instances */ 1546 /* first search for itself and remove any old instances */
1412 1547
1413 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1548 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1414 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1549 if (tmp->arch->archname == archname) /* same archetype */
1415 tmp->destroy (); 1550 tmp->destroy ();
1416 1551
1417 tmp1 = arch_to_object (archetype::find (arch_string)); 1552 object *tmp = arch_to_object (archetype::find (archname));
1418 1553
1419 tmp1->x = op->x; 1554 tmp->x = op->x;
1420 tmp1->y = op->y; 1555 tmp->y = op->y;
1556
1421 insert_ob_in_map (tmp1, op->map, op, 0); 1557 insert_ob_in_map (tmp, op->map, op, 0);
1422} 1558}
1423 1559
1424object * 1560object *
1425object::insert_at (object *where, object *originator, int flags) 1561object::insert_at (object *where, object *originator, int flags)
1426{ 1562{
1563 if (where->env)
1564 return where->env->insert (this);
1565 else
1427 where->map->insert (this, where->x, where->y, originator, flags); 1566 return where->map->insert (this, where->x, where->y, originator, flags);
1428} 1567}
1429 1568
1430/* 1569// check whether we can put this into the map, respect max_volume, max_items
1431 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1570bool
1432 * is returned contains nr objects, and the remaining parts contains 1571object::can_drop_at (maptile *m, int x, int y, object *originator)
1433 * the rest (or is removed and freed if that number is 0).
1434 * On failure, NULL is returned, and the reason put into the
1435 * global static errmsg array.
1436 */
1437object *
1438get_split_ob (object *orig_ob, uint32 nr)
1439{ 1572{
1440 object *newob; 1573 mapspace &ms = m->at (x, y);
1441 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1442 1574
1443 if (orig_ob->nrof < nr) 1575 int items = ms.items ();
1444 {
1445 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1446 return NULL;
1447 }
1448 1576
1449 newob = object_create_clone (orig_ob); 1577 if (!items // testing !items ensures we can drop at least one item
1578 || (items < m->max_items
1579 && ms.volume () < m->max_volume))
1580 return true;
1450 1581
1451 if ((orig_ob->nrof -= nr) < 1) 1582 if (originator && originator->is_player ())
1452 orig_ob->destroy (1); 1583 originator->contr->failmsg (format (
1453 else if (!is_removed) 1584 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1454 { 1585 query_name ()
1455 if (orig_ob->env != NULL) 1586 ));
1456 sub_weight (orig_ob->env, orig_ob->weight * nr);
1457 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1458 {
1459 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1460 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1461 return NULL;
1462 }
1463 }
1464 1587
1465 newob->nrof = nr; 1588 return false;
1466
1467 return newob;
1468} 1589}
1469 1590
1470/* 1591/*
1471 * decrease_ob_nr(object, number) decreases a specified number from 1592 * decrease(object, number) decreases a specified number from
1472 * the amount of an object. If the amount reaches 0, the object 1593 * the amount of an object. If the amount reaches 0, the object
1473 * is subsequently removed and freed. 1594 * is subsequently removed and freed.
1474 * 1595 *
1475 * Return value: 'op' if something is left, NULL if the amount reached 0 1596 * Return value: 'op' if something is left, NULL if the amount reached 0
1476 */ 1597 */
1598bool
1599object::decrease (sint32 nr)
1600{
1601 if (!nr)
1602 return true;
1477 1603
1604 nr = min (nr, nrof);
1605
1606 if (nrof > nr)
1607 {
1608 nrof -= nr;
1609 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1610
1611 if (object *pl = visible_to ())
1612 esrv_update_item (UPD_NROF, pl, this);
1613
1614 return true;
1615 }
1616 else
1617 {
1618 destroy ();
1619 return false;
1620 }
1621}
1622
1623/*
1624 * split(ob,nr) splits up ob into two parts. The part which
1625 * is returned contains nr objects, and the remaining parts contains
1626 * the rest (or is removed and returned if that number is 0).
1627 * On failure, NULL is returned.
1628 */
1478object * 1629object *
1479decrease_ob_nr (object *op, uint32 i) 1630object::split (sint32 nr)
1480{ 1631{
1481 object *tmp; 1632 int have = number_of ();
1482 1633
1483 if (i == 0) /* objects with op->nrof require this check */ 1634 if (have < nr)
1484 return op; 1635 return 0;
1485 1636 else if (have == nr)
1486 if (i > op->nrof)
1487 i = op->nrof;
1488
1489 if (QUERY_FLAG (op, FLAG_REMOVED))
1490 op->nrof -= i;
1491 else if (op->env)
1492 { 1637 {
1493 /* is this object in the players inventory, or sub container
1494 * therein?
1495 */
1496 tmp = op->in_player ();
1497 /* nope. Is this a container the player has opened?
1498 * If so, set tmp to that player.
1499 * IMO, searching through all the players will mostly
1500 * likely be quicker than following op->env to the map,
1501 * and then searching the map for a player.
1502 */
1503 if (!tmp)
1504 for_all_players (pl)
1505 if (pl->ob->container == op->env)
1506 {
1507 tmp = pl->ob;
1508 break;
1509 }
1510
1511 if (i < op->nrof)
1512 {
1513 sub_weight (op->env, op->weight * i);
1514 op->nrof -= i;
1515 if (tmp)
1516 esrv_send_item (tmp, op);
1517 }
1518 else
1519 {
1520 op->remove (); 1638 remove ();
1521 op->nrof = 0; 1639 return this;
1522 if (tmp)
1523 esrv_del_item (tmp->contr, op->count);
1524 }
1525 } 1640 }
1526 else 1641 else
1527 { 1642 {
1528 object *above = op->above; 1643 decrease (nr);
1529 1644
1530 if (i < op->nrof) 1645 object *op = deep_clone ();
1531 op->nrof -= i; 1646 op->nrof = nr;
1532 else
1533 {
1534 op->remove ();
1535 op->nrof = 0;
1536 }
1537
1538 /* Since we just removed op, op->above is null */
1539 for (tmp = above; tmp; tmp = tmp->above)
1540 if (tmp->type == PLAYER)
1541 {
1542 if (op->nrof)
1543 esrv_send_item (tmp, op);
1544 else
1545 esrv_del_item (tmp->contr, op->count);
1546 }
1547 }
1548
1549 if (op->nrof)
1550 return op; 1647 return op;
1551 else
1552 {
1553 op->destroy ();
1554 return 0;
1555 }
1556}
1557
1558/*
1559 * add_weight(object, weight) adds the specified weight to an object,
1560 * and also updates how much the environment(s) is/are carrying.
1561 */
1562
1563void
1564add_weight (object *op, signed long weight)
1565{
1566 while (op != NULL)
1567 {
1568 if (op->type == CONTAINER)
1569 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1570
1571 op->carrying += weight;
1572 op = op->env;
1573 } 1648 }
1574} 1649}
1575 1650
1576object * 1651object *
1577insert_ob_in_ob (object *op, object *where) 1652insert_ob_in_ob (object *op, object *where)
1582 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1657 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1583 free (dump); 1658 free (dump);
1584 return op; 1659 return op;
1585 } 1660 }
1586 1661
1587 if (where->head) 1662 if (where->head_ () != where)
1588 { 1663 {
1589 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1664 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1590 where = where->head; 1665 where = where->head;
1591 } 1666 }
1592 1667
1593 return where->insert (op); 1668 return where->insert (op);
1594} 1669}
1599 * inside the object environment. 1674 * inside the object environment.
1600 * 1675 *
1601 * The function returns now pointer to inserted item, and return value can 1676 * The function returns now pointer to inserted item, and return value can
1602 * be != op, if items are merged. -Tero 1677 * be != op, if items are merged. -Tero
1603 */ 1678 */
1604
1605object * 1679object *
1606object::insert (object *op) 1680object::insert (object *op)
1607{ 1681{
1608 object *tmp, *otmp;
1609
1610 if (!QUERY_FLAG (op, FLAG_REMOVED))
1611 op->remove ();
1612
1613 if (op->more) 1682 if (op->more)
1614 { 1683 {
1615 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1684 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1616 return op; 1685 return op;
1617 } 1686 }
1618 1687
1619 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1688 op->remove ();
1620 CLEAR_FLAG (op, FLAG_REMOVED); 1689
1690 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1691
1621 if (op->nrof) 1692 if (op->nrof)
1622 {
1623 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1693 for (object *tmp = inv; tmp; tmp = tmp->below)
1624 if (object::can_merge (tmp, op)) 1694 if (object::can_merge (tmp, op))
1625 { 1695 {
1626 /* return the original object and remove inserted object 1696 /* return the original object and remove inserted object
1627 (client needs the original object) */ 1697 (client needs the original object) */
1628 tmp->nrof += op->nrof; 1698 tmp->nrof += op->nrof;
1629 /* Weight handling gets pretty funky. Since we are adding to 1699
1630 * tmp->nrof, we need to increase the weight. 1700 if (object *pl = tmp->visible_to ())
1631 */ 1701 esrv_update_item (UPD_NROF, pl, tmp);
1702
1632 add_weight (this, op->weight * op->nrof); 1703 adjust_weight (this, op->total_weight ());
1633 SET_FLAG (op, FLAG_REMOVED); 1704
1634 op->destroy (); /* free the inserted object */ 1705 op->destroy ();
1635 op = tmp; 1706 op = tmp;
1636 op->remove (); /* and fix old object's links */ 1707 goto inserted;
1637 CLEAR_FLAG (op, FLAG_REMOVED);
1638 break;
1639 } 1708 }
1640 1709
1641 /* I assume combined objects have no inventory 1710 op->owner = 0; // it's his/hers now. period.
1642 * We add the weight - this object could have just been removed
1643 * (if it was possible to merge). calling remove_ob will subtract
1644 * the weight, so we need to add it in again, since we actually do
1645 * the linking below
1646 */
1647 add_weight (this, op->weight * op->nrof);
1648 }
1649 else
1650 add_weight (this, (op->weight + op->carrying));
1651
1652 otmp = this->in_player ();
1653 if (otmp && otmp->contr)
1654 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1655 otmp->update_stats ();
1656
1657 op->map = 0; 1711 op->map = 0;
1658 op->env = this; 1712 op->x = 0;
1713 op->y = 0;
1714
1659 op->above = 0; 1715 op->above = 0;
1660 op->below = 0; 1716 op->below = inv;
1661 op->x = 0, op->y = 0; 1717 op->env = this;
1662 1718
1719 if (inv)
1720 inv->above = op;
1721
1722 inv = op;
1723
1724 op->flag [FLAG_REMOVED] = 0;
1725
1726 if (object *pl = op->visible_to ())
1727 esrv_send_item (pl, op);
1728
1729 adjust_weight (this, op->total_weight ());
1730
1731inserted:
1663 /* reset the light list and los of the players on the map */ 1732 /* reset the light list and los of the players on the map */
1664 if ((op->glow_radius != 0) && map) 1733 if (op->glow_radius && is_on_map ())
1665 { 1734 {
1666#ifdef DEBUG_LIGHTS 1735 update_stats ();
1667 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1668#endif /* DEBUG_LIGHTS */
1669 if (map->darkness)
1670 update_all_los (map, x, y); 1736 update_all_los (map, x, y);
1671 }
1672
1673 /* Client has no idea of ordering so lets not bother ordering it here.
1674 * It sure simplifies this function...
1675 */
1676 if (!inv)
1677 inv = op;
1678 else
1679 { 1737 }
1680 op->below = inv; 1738 else if (is_player ())
1681 op->below->above = op; 1739 // if this is a player's inventory, update stats
1682 inv = op; 1740 contr->queue_stats_update ();
1683 }
1684 1741
1685 INVOKE_OBJECT (INSERT, this); 1742 INVOKE_OBJECT (INSERT, this);
1686 1743
1687 return op; 1744 return op;
1688} 1745}
1708 * on top. 1765 * on top.
1709 */ 1766 */
1710int 1767int
1711check_move_on (object *op, object *originator) 1768check_move_on (object *op, object *originator)
1712{ 1769{
1770 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1771 return 0;
1772
1713 object *tmp; 1773 object *tmp;
1714 maptile *m = op->map; 1774 maptile *m = op->map;
1715 int x = op->x, y = op->y; 1775 int x = op->x, y = op->y;
1716 1776
1717 MoveType move_on, move_slow, move_block; 1777 mapspace &ms = m->at (x, y);
1718 1778
1719 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1779 ms.update ();
1720 return 0;
1721 1780
1722 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1781 MoveType move_on = ms.move_on;
1723 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1782 MoveType move_slow = ms.move_slow;
1724 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1783 MoveType move_block = ms.move_block;
1725 1784
1726 /* if nothing on this space will slow op down or be applied, 1785 /* if nothing on this space will slow op down or be applied,
1727 * no need to do checking below. have to make sure move_type 1786 * no need to do checking below. have to make sure move_type
1728 * is set, as lots of objects don't have it set - we treat that 1787 * is set, as lots of objects don't have it set - we treat that
1729 * as walking. 1788 * as walking.
1740 return 0; 1799 return 0;
1741 1800
1742 /* The objects have to be checked from top to bottom. 1801 /* The objects have to be checked from top to bottom.
1743 * Hence, we first go to the top: 1802 * Hence, we first go to the top:
1744 */ 1803 */
1745 1804 for (object *next, *tmp = ms.top; tmp; tmp = next)
1746 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1747 {
1748 /* Trim the search when we find the first other spell effect
1749 * this helps performance so that if a space has 50 spell objects,
1750 * we don't need to check all of them.
1751 */
1752 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1753 break;
1754 } 1805 {
1806 next = tmp->below;
1755 1807
1756 for (; tmp; tmp = tmp->below)
1757 {
1758 if (tmp == op) 1808 if (tmp == op)
1759 continue; /* Can't apply yourself */ 1809 continue; /* Can't apply yourself */
1760 1810
1761 /* Check to see if one of the movement types should be slowed down. 1811 /* Check to see if one of the movement types should be slowed down.
1762 * Second check makes sure that the movement types not being slowed 1812 * Second check makes sure that the movement types not being slowed
1767 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1817 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1768 { 1818 {
1769 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1819 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1770 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1820 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1771 { 1821 {
1772
1773 float
1774 diff = tmp->move_slow_penalty * FABS (op->speed); 1822 float diff = tmp->move_slow_penalty * fabs (op->speed);
1775 1823
1776 if (op->type == PLAYER) 1824 if (op->is_player ())
1777 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1825 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1778 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1826 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1779 diff /= 4.0; 1827 diff /= 4.0;
1780 1828
1781 op->speed_left -= diff; 1829 op->speed_left -= diff;
1782 } 1830 }
1783 } 1831 }
1816 LOG (llevError, "Present_arch called outside map.\n"); 1864 LOG (llevError, "Present_arch called outside map.\n");
1817 return NULL; 1865 return NULL;
1818 } 1866 }
1819 1867
1820 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1868 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1821 if (tmp->arch == at) 1869 if (tmp->arch->archname == at->archname)
1822 return tmp; 1870 return tmp;
1823 1871
1824 return NULL; 1872 return NULL;
1825} 1873}
1826 1874
1890 * The first matching object is returned, or NULL if none. 1938 * The first matching object is returned, or NULL if none.
1891 */ 1939 */
1892object * 1940object *
1893present_arch_in_ob (const archetype *at, const object *op) 1941present_arch_in_ob (const archetype *at, const object *op)
1894{ 1942{
1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1943 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1896 if (tmp->arch == at) 1944 if (tmp->arch->archname == at->archname)
1897 return tmp; 1945 return tmp;
1898 1946
1899 return NULL; 1947 return NULL;
1900} 1948}
1901 1949
1903 * activate recursively a flag on an object inventory 1951 * activate recursively a flag on an object inventory
1904 */ 1952 */
1905void 1953void
1906flag_inv (object *op, int flag) 1954flag_inv (object *op, int flag)
1907{ 1955{
1908 if (op->inv)
1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1910 { 1957 {
1911 SET_FLAG (tmp, flag); 1958 SET_FLAG (tmp, flag);
1912 flag_inv (tmp, flag); 1959 flag_inv (tmp, flag);
1913 } 1960 }
1914} 1961}
1915 1962
1916/* 1963/*
1917 * deactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
1918 */ 1965 */
1919void 1966void
1920unflag_inv (object *op, int flag) 1967unflag_inv (object *op, int flag)
1921{ 1968{
1922 if (op->inv)
1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1969 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1924 { 1970 {
1925 CLEAR_FLAG (tmp, flag); 1971 CLEAR_FLAG (tmp, flag);
1926 unflag_inv (tmp, flag); 1972 unflag_inv (tmp, flag);
1927 } 1973 }
1928}
1929
1930/*
1931 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1932 * all it's inventory (recursively).
1933 * If checksums are used, a player will get set_cheat called for
1934 * him/her-self and all object carried by a call to this function.
1935 */
1936void
1937set_cheat (object *op)
1938{
1939 SET_FLAG (op, FLAG_WAS_WIZ);
1940 flag_inv (op, FLAG_WAS_WIZ);
1941} 1974}
1942 1975
1943/* 1976/*
1944 * find_free_spot(object, map, x, y, start, stop) will search for 1977 * find_free_spot(object, map, x, y, start, stop) will search for
1945 * a spot at the given map and coordinates which will be able to contain 1978 * a spot at the given map and coordinates which will be able to contain
1947 * to search (see the freearr_x/y[] definition). 1980 * to search (see the freearr_x/y[] definition).
1948 * It returns a random choice among the alternatives found. 1981 * It returns a random choice among the alternatives found.
1949 * start and stop are where to start relative to the free_arr array (1,9 1982 * start and stop are where to start relative to the free_arr array (1,9
1950 * does all 4 immediate directions). This returns the index into the 1983 * does all 4 immediate directions). This returns the index into the
1951 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1984 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1952 * Note - this only checks to see if there is space for the head of the
1953 * object - if it is a multispace object, this should be called for all
1954 * pieces.
1955 * Note2: This function does correctly handle tiled maps, but does not 1985 * Note: This function does correctly handle tiled maps, but does not
1956 * inform the caller. However, insert_ob_in_map will update as 1986 * inform the caller. However, insert_ob_in_map will update as
1957 * necessary, so the caller shouldn't need to do any special work. 1987 * necessary, so the caller shouldn't need to do any special work.
1958 * Note - updated to take an object instead of archetype - this is necessary 1988 * Note - updated to take an object instead of archetype - this is necessary
1959 * because arch_blocked (now ob_blocked) needs to know the movement type 1989 * because arch_blocked (now ob_blocked) needs to know the movement type
1960 * to know if the space in question will block the object. We can't use 1990 * to know if the space in question will block the object. We can't use
1962 * customized, changed states, etc. 1992 * customized, changed states, etc.
1963 */ 1993 */
1964int 1994int
1965find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1995find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1966{ 1996{
1997 int altern[SIZEOFFREE];
1967 int index = 0, flag; 1998 int index = 0, flag;
1968 int altern[SIZEOFFREE];
1969 1999
1970 for (int i = start; i < stop; i++) 2000 for (int i = start; i < stop; i++)
1971 { 2001 {
1972 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2002 mapxy pos (m, x, y); pos.move (i);
1973 if (!flag) 2003
2004 if (!pos.normalise ())
2005 continue;
2006
2007 mapspace &ms = *pos;
2008
2009 if (ms.flags () & P_IS_ALIVE)
2010 continue;
2011
2012 /* However, often
2013 * ob doesn't have any move type (when used to place exits)
2014 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2015 */
2016 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2017 {
1974 altern [index++] = i; 2018 altern [index++] = i;
2019 continue;
2020 }
1975 2021
1976 /* Basically, if we find a wall on a space, we cut down the search size. 2022 /* Basically, if we find a wall on a space, we cut down the search size.
1977 * In this way, we won't return spaces that are on another side of a wall. 2023 * In this way, we won't return spaces that are on another side of a wall.
1978 * This mostly work, but it cuts down the search size in all directions - 2024 * This mostly work, but it cuts down the search size in all directions -
1979 * if the space being examined only has a wall to the north and empty 2025 * if the space being examined only has a wall to the north and empty
1980 * spaces in all the other directions, this will reduce the search space 2026 * spaces in all the other directions, this will reduce the search space
1981 * to only the spaces immediately surrounding the target area, and 2027 * to only the spaces immediately surrounding the target area, and
1982 * won't look 2 spaces south of the target space. 2028 * won't look 2 spaces south of the target space.
1983 */ 2029 */
1984 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2030 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2031 {
1985 stop = maxfree[i]; 2032 stop = maxfree[i];
2033 continue;
2034 }
2035
2036 /* Note it is intentional that we check ob - the movement type of the
2037 * head of the object should correspond for the entire object.
2038 */
2039 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2040 continue;
2041
2042 if (ob->blocked (pos.m, pos.x, pos.y))
2043 continue;
2044
2045 altern [index++] = i;
1986 } 2046 }
1987 2047
1988 if (!index) 2048 if (!index)
1989 return -1; 2049 return -1;
1990 2050
1991 return altern[RANDOM () % index]; 2051 return altern [rndm (index)];
1992} 2052}
1993 2053
1994/* 2054/*
1995 * find_first_free_spot(archetype, maptile, x, y) works like 2055 * find_first_free_spot(archetype, maptile, x, y) works like
1996 * find_free_spot(), but it will search max number of squares. 2056 * find_free_spot(), but it will search max number of squares.
1999 */ 2059 */
2000int 2060int
2001find_first_free_spot (const object *ob, maptile *m, int x, int y) 2061find_first_free_spot (const object *ob, maptile *m, int x, int y)
2002{ 2062{
2003 for (int i = 0; i < SIZEOFFREE; i++) 2063 for (int i = 0; i < SIZEOFFREE; i++)
2004 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2064 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2005 return i; 2065 return i;
2006 2066
2007 return -1; 2067 return -1;
2008} 2068}
2009 2069
2017{ 2077{
2018 arr += begin; 2078 arr += begin;
2019 end -= begin; 2079 end -= begin;
2020 2080
2021 while (--end) 2081 while (--end)
2022 swap (arr [end], arr [RANDOM () % (end + 1)]); 2082 swap (arr [end], arr [rndm (end + 1)]);
2023} 2083}
2024 2084
2025/* new function to make monster searching more efficient, and effective! 2085/* new function to make monster searching more efficient, and effective!
2026 * This basically returns a randomized array (in the passed pointer) of 2086 * This basically returns a randomized array (in the passed pointer) of
2027 * the spaces to find monsters. In this way, it won't always look for 2087 * the spaces to find monsters. In this way, it won't always look for
2055 * there is capable of. 2115 * there is capable of.
2056 */ 2116 */
2057int 2117int
2058find_dir (maptile *m, int x, int y, object *exclude) 2118find_dir (maptile *m, int x, int y, object *exclude)
2059{ 2119{
2060 int i, max = SIZEOFFREE, mflags; 2120 int max = SIZEOFFREE, mflags;
2061
2062 sint16 nx, ny;
2063 object *tmp;
2064 maptile *mp;
2065
2066 MoveType blocked, move_type; 2121 MoveType move_type;
2067 2122
2068 if (exclude && exclude->head) 2123 if (exclude && exclude->head_ () != exclude)
2069 { 2124 {
2070 exclude = exclude->head; 2125 exclude = exclude->head;
2071 move_type = exclude->move_type; 2126 move_type = exclude->move_type;
2072 } 2127 }
2073 else 2128 else
2074 { 2129 {
2075 /* If we don't have anything, presume it can use all movement types. */ 2130 /* If we don't have anything, presume it can use all movement types. */
2076 move_type = MOVE_ALL; 2131 move_type = MOVE_ALL;
2077 } 2132 }
2078 2133
2079 for (i = 1; i < max; i++) 2134 for (int i = 1; i < max; i++)
2080 { 2135 {
2081 mp = m; 2136 mapxy pos (m, x, y);
2082 nx = x + freearr_x[i]; 2137 pos.move (i);
2083 ny = y + freearr_y[i];
2084 2138
2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2139 if (!pos.normalise ())
2086
2087 if (mflags & P_OUT_OF_MAP)
2088 max = maxfree[i]; 2140 max = maxfree[i];
2089 else 2141 else
2090 { 2142 {
2091 mapspace &ms = mp->at (nx, ny); 2143 mapspace &ms = *pos;
2092 2144
2093 blocked = ms.move_block;
2094
2095 if ((move_type & blocked) == move_type) 2145 if ((move_type & ms.move_block) == move_type)
2096 max = maxfree[i]; 2146 max = maxfree [i];
2097 else if (mflags & P_IS_ALIVE) 2147 else if (ms.flags () & P_IS_ALIVE)
2098 { 2148 {
2099 for (tmp = ms.bot; tmp; tmp = tmp->above) 2149 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2100 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2150 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2101 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2151 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2102 break;
2103
2104 if (tmp)
2105 return freedir[i]; 2152 return freedir [i];
2106 } 2153 }
2107 } 2154 }
2108 } 2155 }
2109 2156
2110 return 0; 2157 return 0;
2161 2208
2162 return 3; 2209 return 3;
2163} 2210}
2164 2211
2165/* 2212/*
2166 * absdir(int): Returns a number between 1 and 8, which represent
2167 * the "absolute" direction of a number (it actually takes care of
2168 * "overflow" in previous calculations of a direction).
2169 */
2170
2171int
2172absdir (int d)
2173{
2174 while (d < 1)
2175 d += 8;
2176
2177 while (d > 8)
2178 d -= 8;
2179
2180 return d;
2181}
2182
2183/*
2184 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2213 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2185 * between two directions (which are expected to be absolute (see absdir()) 2214 * between two directions (which are expected to be absolute (see absdir())
2186 */ 2215 */
2187
2188int 2216int
2189dirdiff (int dir1, int dir2) 2217dirdiff (int dir1, int dir2)
2190{ 2218{
2191 int d; 2219 int d;
2192 2220
2204 * This basically means that if direction is 15, then it could either go 2232 * This basically means that if direction is 15, then it could either go
2205 * direction 4, 14, or 16 to get back to where we are. 2233 * direction 4, 14, or 16 to get back to where we are.
2206 * Moved from spell_util.c to object.c with the other related direction 2234 * Moved from spell_util.c to object.c with the other related direction
2207 * functions. 2235 * functions.
2208 */ 2236 */
2209int reduction_dir[SIZEOFFREE][3] = { 2237static const int reduction_dir[SIZEOFFREE][3] = {
2210 {0, 0, 0}, /* 0 */ 2238 {0, 0, 0}, /* 0 */
2211 {0, 0, 0}, /* 1 */ 2239 {0, 0, 0}, /* 1 */
2212 {0, 0, 0}, /* 2 */ 2240 {0, 0, 0}, /* 2 */
2213 {0, 0, 0}, /* 3 */ 2241 {0, 0, 0}, /* 3 */
2214 {0, 0, 0}, /* 4 */ 2242 {0, 0, 0}, /* 4 */
2305 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2333 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2306 * core dumps if they do. 2334 * core dumps if they do.
2307 * 2335 *
2308 * Add a check so we can't pick up invisible objects (0.93.8) 2336 * Add a check so we can't pick up invisible objects (0.93.8)
2309 */ 2337 */
2310
2311int 2338int
2312can_pick (const object *who, const object *item) 2339can_pick (const object *who, const object *item)
2313{ 2340{
2314 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2341 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2315 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2342 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2316 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2343 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2317} 2344}
2318 2345
2319/* 2346/*
2320 * create clone from object to another 2347 * create clone from object to another
2321 */ 2348 */
2322object * 2349object *
2323object_create_clone (object *asrc) 2350object::deep_clone ()
2324{ 2351{
2325 object *dst = 0, *tmp, *src, *part, *prev, *item; 2352 assert (("deep_clone called on non-head object", is_head ()));
2326 2353
2327 if (!asrc) 2354 object *dst = clone ();
2328 return 0;
2329 2355
2330 src = asrc; 2356 object *prev = dst;
2331 if (src->head)
2332 src = src->head;
2333
2334 prev = 0;
2335 for (part = src; part; part = part->more) 2357 for (object *part = this->more; part; part = part->more)
2336 { 2358 {
2337 tmp = part->clone (); 2359 object *tmp = part->clone ();
2338 tmp->x -= src->x;
2339 tmp->y -= src->y;
2340
2341 if (!part->head)
2342 {
2343 dst = tmp;
2344 tmp->head = 0;
2345 }
2346 else
2347 tmp->head = dst; 2360 tmp->head = dst;
2348
2349 tmp->more = 0;
2350
2351 if (prev)
2352 prev->more = tmp; 2361 prev->more = tmp;
2353
2354 prev = tmp; 2362 prev = tmp;
2355 } 2363 }
2356 2364
2357 for (item = src->inv; item; item = item->below) 2365 for (object *item = inv; item; item = item->below)
2358 insert_ob_in_ob (object_create_clone (item), dst); 2366 insert_ob_in_ob (item->deep_clone (), dst);
2359 2367
2360 return dst; 2368 return dst;
2361}
2362
2363/* GROS - Creates an object using a string representing its content. */
2364/* Basically, we save the content of the string to a temp file, then call */
2365/* load_object on it. I admit it is a highly inefficient way to make things, */
2366/* but it was simple to make and allows reusing the load_object function. */
2367/* Remember not to use load_object_str in a time-critical situation. */
2368/* Also remember that multiparts objects are not supported for now. */
2369object *
2370load_object_str (const char *obstr)
2371{
2372 object *op;
2373 char filename[MAX_BUF];
2374
2375 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2376
2377 FILE *tempfile = fopen (filename, "w");
2378
2379 if (tempfile == NULL)
2380 {
2381 LOG (llevError, "Error - Unable to access load object temp file\n");
2382 return NULL;
2383 }
2384
2385 fprintf (tempfile, obstr);
2386 fclose (tempfile);
2387
2388 op = object::create ();
2389
2390 object_thawer thawer (filename);
2391
2392 if (thawer)
2393 load_object (thawer, op, 0);
2394
2395 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2396 CLEAR_FLAG (op, FLAG_REMOVED);
2397
2398 return op;
2399} 2369}
2400 2370
2401/* This returns the first object in who's inventory that 2371/* This returns the first object in who's inventory that
2402 * has the same type and subtype match. 2372 * has the same type and subtype match.
2403 * returns NULL if no match. 2373 * returns NULL if no match.
2410 return tmp; 2380 return tmp;
2411 2381
2412 return 0; 2382 return 0;
2413} 2383}
2414 2384
2415/* If ob has a field named key, return the link from the list, 2385shstr_tmp
2416 * otherwise return NULL. 2386object::kv_get (shstr_tmp key) const
2417 *
2418 * key must be a passed in shared string - otherwise, this won't
2419 * do the desired thing.
2420 */
2421key_value *
2422get_ob_key_link (const object *ob, const char *key)
2423{ 2387{
2424 for (key_value *link = ob->key_values; link; link = link->next) 2388 for (key_value *kv = key_values; kv; kv = kv->next)
2425 if (link->key == key) 2389 if (kv->key == key)
2426 return link;
2427
2428 return 0;
2429}
2430
2431/*
2432 * Returns the value of op has an extra_field for key, or NULL.
2433 *
2434 * The argument doesn't need to be a shared string.
2435 *
2436 * The returned string is shared.
2437 */
2438const char *
2439get_ob_key_value (const object *op, const char *const key)
2440{
2441 key_value *link;
2442 shstr_cmp canonical_key (key);
2443
2444 if (!canonical_key)
2445 {
2446 /* 1. There being a field named key on any object
2447 * implies there'd be a shared string to find.
2448 * 2. Since there isn't, no object has this field.
2449 * 3. Therefore, *this* object doesn't have this field.
2450 */
2451 return 0;
2452 }
2453
2454 /* This is copied from get_ob_key_link() above -
2455 * only 4 lines, and saves the function call overhead.
2456 */
2457 for (link = op->key_values; link; link = link->next)
2458 if (link->key == canonical_key)
2459 return link->value; 2390 return kv->value;
2460 2391
2461 return 0; 2392 return shstr ();
2462} 2393}
2463 2394
2464 2395void
2465/* 2396object::kv_set (shstr_tmp key, shstr_tmp value)
2466 * Updates the canonical_key in op to value.
2467 *
2468 * canonical_key is a shared string (value doesn't have to be).
2469 *
2470 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2471 * keys.
2472 *
2473 * Returns TRUE on success.
2474 */
2475int
2476set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2477{ 2397{
2478 key_value *field = NULL, *last = NULL; 2398 for (key_value *kv = key_values; kv; kv = kv->next)
2479 2399 if (kv->key == key)
2480 for (field = op->key_values; field != NULL; field = field->next)
2481 {
2482 if (field->key != canonical_key)
2483 { 2400 {
2484 last = field; 2401 kv->value = value;
2485 continue; 2402 return;
2486 } 2403 }
2487 2404
2488 if (value) 2405 key_value *kv = new key_value;
2489 field->value = value; 2406
2490 else 2407 kv->next = key_values;
2408 kv->key = key;
2409 kv->value = value;
2410
2411 key_values = kv;
2412}
2413
2414void
2415object::kv_del (shstr_tmp key)
2416{
2417 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2418 if ((*kvp)->key == key)
2491 { 2419 {
2492 /* Basically, if the archetype has this key set, 2420 key_value *kv = *kvp;
2493 * we need to store the null value so when we save 2421 *kvp = (*kvp)->next;
2494 * it, we save the empty value so that when we load, 2422 delete kv;
2495 * we get this value back again. 2423 return;
2496 */
2497 if (get_ob_key_link (&op->arch->clone, canonical_key))
2498 field->value = 0;
2499 else
2500 {
2501 if (last)
2502 last->next = field->next;
2503 else
2504 op->key_values = field->next;
2505
2506 delete field;
2507 }
2508 } 2424 }
2509 return TRUE;
2510 }
2511 /* IF we get here, key doesn't exist */
2512
2513 /* No field, we'll have to add it. */
2514
2515 if (!add_key)
2516 return FALSE;
2517
2518 /* There isn't any good reason to store a null
2519 * value in the key/value list. If the archetype has
2520 * this key, then we should also have it, so shouldn't
2521 * be here. If user wants to store empty strings,
2522 * should pass in ""
2523 */
2524 if (value == NULL)
2525 return TRUE;
2526
2527 field = new key_value;
2528
2529 field->key = canonical_key;
2530 field->value = value;
2531 /* Usual prepend-addition. */
2532 field->next = op->key_values;
2533 op->key_values = field;
2534
2535 return TRUE;
2536}
2537
2538/*
2539 * Updates the key in op to value.
2540 *
2541 * If add_key is FALSE, this will only update existing keys,
2542 * and not add new ones.
2543 * In general, should be little reason FALSE is ever passed in for add_key
2544 *
2545 * Returns TRUE on success.
2546 */
2547int
2548set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2549{
2550 shstr key_ (key);
2551
2552 return set_ob_key_value_s (op, key_, value, add_key);
2553} 2425}
2554 2426
2555object::depth_iterator::depth_iterator (object *container) 2427object::depth_iterator::depth_iterator (object *container)
2556: iterator_base (container) 2428: iterator_base (container)
2557{ 2429{
2570 item = item->inv; 2442 item = item->inv;
2571 } 2443 }
2572 else 2444 else
2573 item = item->env; 2445 item = item->env;
2574} 2446}
2575
2576 2447
2577const char * 2448const char *
2578object::flag_desc (char *desc, int len) const 2449object::flag_desc (char *desc, int len) const
2579{ 2450{
2580 char *p = desc; 2451 char *p = desc;
2608{ 2479{
2609 char flagdesc[512]; 2480 char flagdesc[512];
2610 char info2[256 * 4]; 2481 char info2[256 * 4];
2611 char *p = info; 2482 char *p = info;
2612 2483
2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2484 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2614 count, uuid.seq, 2485 count,
2486 uuid.c_str (),
2615 &name, 2487 &name,
2616 title ? "\",title:" : "", 2488 title ? ",title:\"" : "",
2617 title ? (const char *)title : "", 2489 title ? (const char *)title : "",
2490 title ? "\"" : "",
2618 flag_desc (flagdesc, 512), type); 2491 flag_desc (flagdesc, 512), type);
2619 2492
2620 if (env) 2493 if (!flag[FLAG_REMOVED] && env)
2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2494 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2622 2495
2623 if (map) 2496 if (map)
2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2497 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2625 2498
2627} 2500}
2628 2501
2629const char * 2502const char *
2630object::debug_desc () const 2503object::debug_desc () const
2631{ 2504{
2632 static char info[256 * 4]; 2505 static char info[3][256 * 4];
2506 static int info_idx;
2507
2633 return debug_desc (info); 2508 return debug_desc (info [++info_idx % 3]);
2634} 2509}
2635 2510
2511struct region *
2512object::region () const
2513{
2514 return map ? map->region (x, y)
2515 : region::default_region ();
2516}
2517
2518void
2519object::open_container (object *new_container)
2520{
2521 if (container == new_container)
2522 return;
2523
2524 object *old_container = container;
2525
2526 if (old_container)
2527 {
2528 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2529 return;
2530
2531#if 0
2532 // remove the "Close old_container" object.
2533 if (object *closer = old_container->inv)
2534 if (closer->type == CLOSE_CON)
2535 closer->destroy ();
2536#endif
2537
2538 // make sure the container is available
2539 esrv_send_item (this, old_container);
2540
2541 old_container->flag [FLAG_APPLIED] = false;
2542 container = 0;
2543
2544 // client needs item update to make it work, client bug requires this to be separate
2545 esrv_update_item (UPD_FLAGS, this, old_container);
2546
2547 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2548 play_sound (sound_find ("chest_close"));
2549 }
2550
2551 if (new_container)
2552 {
2553 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2554 return;
2555
2556 // TODO: this does not seem to serve any purpose anymore?
2557#if 0
2558 // insert the "Close Container" object.
2559 if (archetype *closer = new_container->other_arch)
2560 {
2561 object *closer = arch_to_object (new_container->other_arch);
2562 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2563 new_container->insert (closer);
2564 }
2565#endif
2566
2567 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2568
2569 // make sure the container is available, client bug requires this to be separate
2570 esrv_send_item (this, new_container);
2571
2572 new_container->flag [FLAG_APPLIED] = true;
2573 container = new_container;
2574
2575 // client needs flag change
2576 esrv_update_item (UPD_FLAGS, this, new_container);
2577 esrv_send_inventory (this, new_container);
2578 play_sound (sound_find ("chest_open"));
2579 }
2580// else if (!old_container->env && contr && contr->ns)
2581// contr->ns->floorbox_reset ();
2582}
2583
2584object *
2585object::force_find (shstr_tmp name)
2586{
2587 /* cycle through his inventory to look for the MARK we want to
2588 * place
2589 */
2590 for (object *tmp = inv; tmp; tmp = tmp->below)
2591 if (tmp->type == FORCE && tmp->slaying == name)
2592 return splay (tmp);
2593
2594 return 0;
2595}
2596
2597//-GPL
2598
2599void
2600object::force_set_timer (int duration)
2601{
2602 this->duration = 1;
2603 this->speed_left = -1.f;
2604
2605 this->set_speed (duration ? 1.f / duration : 0.f);
2606}
2607
2608object *
2609object::force_add (shstr_tmp name, int duration)
2610{
2611 if (object *force = force_find (name))
2612 force->destroy ();
2613
2614 object *force = get_archetype (FORCE_NAME);
2615
2616 force->slaying = name;
2617 force->force_set_timer (duration);
2618 force->flag [FLAG_APPLIED] = true;
2619
2620 return insert (force);
2621}
2622
2623void
2624object::play_sound (faceidx sound) const
2625{
2626 if (!sound)
2627 return;
2628
2629 if (is_on_map ())
2630 map->play_sound (sound, x, y);
2631 else if (object *pl = in_player ())
2632 pl->contr->play_sound (sound);
2633}
2634
2635void
2636object::say_msg (const char *msg) const
2637{
2638 if (is_on_map ())
2639 map->say_msg (msg, x, y);
2640 else if (object *pl = in_player ())
2641 pl->contr->play_sound (sound);
2642}
2643
2644void
2645object::make_noise ()
2646{
2647 // we do not model noise in the map, so instead put
2648 // a temporary light into the noise source
2649 // could use the map instead, but that's less reliable for our
2650 // goal, which is to make invisibility a bit harder to exploit
2651
2652 // currently only works sensibly for players
2653 if (!is_player ())
2654 return;
2655
2656 // find old force, or create new one
2657 object *force = force_find (shstr_noise_force);
2658
2659 if (force)
2660 force->speed_left = -1.f; // patch old speed up
2661 else
2662 {
2663 force = archetype::get (shstr_noise_force);
2664
2665 force->slaying = shstr_noise_force;
2666 force->stats.food = 1;
2667 force->speed_left = -1.f;
2668
2669 force->set_speed (1.f / 4.f);
2670 force->flag [FLAG_IS_USED_UP] = true;
2671 force->flag [FLAG_APPLIED] = true;
2672
2673 insert (force);
2674 }
2675}
2676

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