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Comparing deliantra/server/common/object.C (file contents):
Revision 1.112 by root, Mon Jan 8 14:11:04 2007 UTC vs.
Revision 1.317 by root, Fri Apr 2 03:41:24 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
44 41
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, 42//+GPL
43
44short freearr_x[SIZEOFFREE] = {
45 0,
46 0, 1, 1, 1, 0, -1, -1, -1,
47 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 48 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}; 49};
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, 50short freearr_y[SIZEOFFREE] = {
51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -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 54 -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}; 55};
54int freedir[SIZEOFFREE] = { 56int 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, 57 0,
58 1, 2, 3, 4, 5, 6, 7, 8,
59 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 60 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}; 61};
58 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
59static void 70static void
60write_uuid (void) 71write_uuid (uval64 skip, bool sync)
61{ 72{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
63 74 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 77 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} 78}
79 79
80static void 80static void
81read_uuid (void) 81read_uuid ()
82{ 82{
83 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
84 84
85 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
86 88
87 FILE *fp; 89 FILE *fp;
88 90
89 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
90 { 92 {
91 if (errno == ENOENT) 93 if (errno == ENOENT)
92 { 94 {
93 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 96 UUID::cur.seq = 0;
95 write_uuid (); 97 write_uuid (UUID_GAP, true);
96 return; 98 return;
97 } 99 }
98 100
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 102 _exit (1);
101 } 103 }
102 104
103 int version; 105 char buf [UUID::MAX_LEN];
104 unsigned long long uid; 106 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
106 { 110 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 112 _exit (1);
109 } 113 }
110 114
111 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 116
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
114 fclose (fp); 118 fclose (fp);
115} 119}
116 120
117UUID 121UUID
118gen_uuid () 122UUID::gen ()
119{ 123{
120 UUID uid; 124 UUID uid;
121 125
122 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
123 127
124 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
126 134
127 return uid; 135 return uid;
128} 136}
129 137
130void 138void
131init_uuid () 139UUID::init ()
132{ 140{
133 read_uuid (); 141 read_uuid ();
134} 142}
135 143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
207}
208
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 210static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
139{ 212{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 213 /* 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 214 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
145 */ 216 */
146 217
147 /* For each field in wants, */ 218 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 219 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 220 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 221 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 }
170 222
171 /* If we get here, every field in wants has a matching field in has. */ 223 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 224 return true;
173} 225}
174 226
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 228static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 230{
179 /* However, there may be fields in has which aren't partnered in wants, 231 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
181 */ 233 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 234 return compare_ob_value_lists_one (ob1, ob2)
235 && compare_ob_value_lists_one (ob2, ob1);
183} 236}
184 237
185/* Function examines the 2 objects given to it, and returns true if 238/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 239 * they can be merged together.
187 * 240 *
194 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
195 * check weight 248 * check weight
196 */ 249 */
197bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
198{ 251{
199 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
200 if (ob1 == ob2 253 if (ob1 == ob2
201 || ob1->type != ob2->type 254 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 255 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
205 return 0; 258 return 0;
206 259
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 260 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 261 * is always 0 .. 2**31-1 */
210 * used to store nrof). 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 263 return 0;
214 264
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* 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 266 * 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 267 * 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 268 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 269 * flags lose any meaning.
220 */ 270 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 273
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 276
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 277 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 278 || ob1->name != ob2->name
230 || ob1->title != ob2->title 279 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 281 || 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 282 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 286 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
241 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
243 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 302 return 0;
253 303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
254 /* This is really a spellbook check - really, we should 310 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 311 * not merge objects with real inventories, as splitting them
312 * is hard.
256 */ 313 */
257 if (ob1->inv || ob2->inv) 314 if (ob1->inv || ob2->inv)
258 { 315 {
259 /* if one object has inventory but the other doesn't, not equiv */ 316 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 317 return 0; /* inventories differ in length */
261 return 0;
262 318
263 /* Now check to see if the two inventory objects could merge */ 319 if (ob1->inv->below || ob2->inv->below)
320 return 0; /* more than one object in inv */
321
264 if (!object::can_merge (ob1->inv, ob2->inv)) 322 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 323 return 0; /* inventory objects differ */
266 324
267 /* inventory ok - still need to check rest of this object to see 325 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 326 * if it is valid.
269 */ 327 */
270 } 328 }
289 if (ob1->level != ob2->level) 347 if (ob1->level != ob2->level)
290 return 0; 348 return 0;
291 break; 349 break;
292 } 350 }
293 351
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 352 if (ob1->key_values || ob2->key_values)
295 { 353 {
296 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 355 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 356 return 0; /* One has fields, but the other one doesn't. */
357
358 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 359 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 360 }
303 361
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
306 { 363 {
307 ob1->optimise (); 364 ob1->optimise ();
308 ob2->optimise (); 365 ob2->optimise ();
309 366
310 if (ob1->self || ob2->self) 367 if (ob1->self || ob2->self)
368 {
369 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
370 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
371
372 if (k1 != k2)
311 return 0; 373 return 0;
374
375 if (k1 == 0)
376 return 1;
377
378 if (!cfperl_can_merge (ob1, ob2))
379 return 0;
380 }
312 } 381 }
313 382
314 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
315 return 1; 384 return 1;
316} 385}
317 386
387// find player who can see this object
388object *
389object::visible_to () const
390{
391 if (client_visible () && !flag [FLAG_REMOVED])
392 {
393 // see if we are in a container of sorts
394 if (env)
395 {
396 // the player inventory itself is always visible
397 if (env->is_player ())
398 return env;
399
400 // else a player could have our env open
401 object *envest = env->outer_env_or_self ();
402
403 // the player itself is always on a map, so we will find him here
404 // even if our inv is in a player.
405 if (envest->is_on_map ())
406 if (object *pl = envest->ms ().player ())
407 if (pl->container_ () == env)
408 return pl;
409 }
410 else
411 {
412 // maybe there is a player standing on the same mapspace
413 // this will catch the case where "this" is a player
414 if (object *pl = ms ().player ())
415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
417 return pl;
418 }
419 }
420
421 return 0;
422}
423
424// adjust weight per container type ("of holding")
425static sint32
426weight_adjust_for (object *op, sint32 weight)
427{
428 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
430 : weight;
431}
432
318/* 433/*
434 * adjust_weight(object, weight) adds the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying.
436 */
437static void
438adjust_weight (object *op, sint32 weight)
439{
440 while (op)
441 {
442 // adjust by actual difference to account for rounding errors
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446
447 if (!weight)
448 return;
449
450 op->carrying += weight;
451
452 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op);
455
456 op = op->env;
457 }
458}
459
460/*
319 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 462 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
322 */ 464 */
323long 465void
324sum_weight (object *op) 466object::update_weight ()
325{ 467{
326 long sum; 468 sint32 sum = 0;
327 object *inv;
328 469
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 470 for (object *op = inv; op; op = op->below)
330 { 471 {
331 if (inv->inv) 472 if (op->inv)
332 sum_weight (inv); 473 op->update_weight ();
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 474
475 sum += op->total_weight ();
476 }
477
478 sum = weight_adjust_for (this, sum);
479
480 if (sum != carrying)
334 } 481 {
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; 482 carrying = sum;
341 483
342 return sum; 484 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this);
487 }
343} 488}
344 489
345/** 490/*
346 * Return the outermost environment object for a given object. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 492 */
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 * 493char *
364dump_object (object *op) 494dump_object (object *op)
365{ 495{
366 if (!op) 496 if (!op)
367 return strdup ("[NULLOBJ]"); 497 return strdup ("[NULLOBJ]");
368 498
369 object_freezer freezer; 499 object_freezer freezer;
370 save_object (freezer, op, 1); 500 op->write (freezer);
371 return freezer.as_string (); 501 return freezer.as_string ();
372} 502}
373 503
374/* 504char *
375 * get_nearest_part(multi-object, object 2) returns the part of the 505object::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{ 506{
383 object *tmp, *closest; 507 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} 508}
393 509
394/* 510/*
395 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
512 * VERRRY slow.
396 */ 513 */
397object * 514object *
398find_object (tag_t i) 515find_object (tag_t i)
399{ 516{
400 for_all_objects (op) 517 for_all_objects (op)
403 520
404 return 0; 521 return 0;
405} 522}
406 523
407/* 524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
535
536 return 0;
537}
538
539/*
408 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
411 */ 543 */
412object * 544object *
413find_object_name (const char *str) 545find_object_name (const char *str)
414{ 546{
415 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
416 object *op;
417 548
549 if (str_)
418 for_all_objects (op) 550 for_all_objects (op)
419 if (op->name == str_) 551 if (op->name == str_)
420 break; 552 return op;
421 553
422 return op; 554 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 555}
430 556
431/* 557/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 558 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 559 * skill and experience objects.
560 * ACTUALLY NO! investigate! TODO
434 */ 561 */
435void 562void
436object::set_owner (object *owner) 563object::set_owner (object *owner)
437{ 564{
565 // allow objects which own objects
438 if (!owner) 566 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 567 while (owner->owner)
449 owner = owner->owner; 568 owner = owner->owner;
569
570 if (flag [FLAG_FREED])
571 {
572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
573 return;
574 }
450 575
451 this->owner = owner; 576 this->owner = owner;
577}
578
579int
580object::slottype () const
581{
582 if (type == SKILL)
583 {
584 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
585 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
586 }
587 else
588 {
589 if (slot [body_combat].info) return slot_combat;
590 if (slot [body_range ].info) return slot_ranged;
591 }
592
593 return slot_none;
594}
595
596bool
597object::change_weapon (object *ob)
598{
599 if (current_weapon == ob)
600 return true;
601
602 if (current_weapon && current_weapon->flag [FLAG_APPLIED])
603 {
604 manual_apply (this, current_weapon, AP_UNAPPLY);
605
606 if (current_weapon && !current_weapon->flag [FLAG_APPLIED])//D
607 LOG (llevError, "FATAL: did not clear current_weapon (%s)\n", current_weapon->debug_desc ());
608
609 if (current_weapon && current_weapon->flag [FLAG_APPLIED])
610 return false;
611 }
612
613 current_weapon = 0;
614
615 if (ob && !ob->flag [FLAG_APPLIED])
616 {
617 manual_apply (this, ob, AP_APPLY);
618
619 if (ob->flag [FLAG_APPLIED])
620 current_weapon = ob;
621 else
622 return false;
623 }
624
625 return true;
452} 626}
453 627
454/* Zero the key_values on op, decrementing the shared-string 628/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 629 * refcounts and freeing the links.
456 */ 630 */
457static void 631static void
458free_key_values (object *op) 632free_key_values (object *op)
459{ 633{
460 for (key_value *i = op->key_values; i != 0;) 634 for (key_value *i = op->key_values; i; )
461 { 635 {
462 key_value *next = i->next; 636 key_value *next = i->next;
463 delete i; 637 delete i;
464 638
465 i = next; 639 i = next;
477 * will point at garbage. 651 * will point at garbage.
478 */ 652 */
479void 653void
480object::copy_to (object *dst) 654object::copy_to (object *dst)
481{ 655{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 656 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 657 *(object_copy *)dst = *this;
486 658 dst->flag [FLAG_REMOVED] = true;
487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 659
496 /* Copy over key_values, if any. */ 660 /* Copy over key_values, if any. */
497 if (key_values) 661 if (key_values)
498 { 662 {
499 key_value *tail = 0; 663 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 664 dst->key_values = 0;
503 665
504 for (i = key_values; i; i = i->next) 666 for (key_value *i = key_values; i; i = i->next)
505 { 667 {
506 key_value *new_link = new key_value; 668 key_value *new_link = new key_value;
507 669
508 new_link->next = 0; 670 new_link->next = 0;
509 new_link->key = i->key; 671 new_link->key = i->key;
510 new_link->value = i->value; 672 new_link->value = i->value;
511 673
512 /* Try and be clever here, too. */ 674 /* Try and be clever here, too. */
513 if (!dst->key_values) 675 if (!dst->key_values)
514 { 676 {
521 tail = new_link; 683 tail = new_link;
522 } 684 }
523 } 685 }
524 } 686 }
525 687
526 dst->set_speed (dst->speed); 688 dst->activate ();
689}
690
691void
692object::instantiate ()
693{
694 if (!uuid.seq) // HACK
695 uuid = UUID::gen ();
696
697 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
698 if (flag [FLAG_RANDOM_SPEED] && speed)
699 speed_left = - speed - rndm (); // TODO animation
700 else
701 speed_left = -1.;
702
703 /* copy the body_info to the body_used - this is only really
704 * need for monsters, but doesn't hurt to do it for everything.
705 * by doing so, when a monster is created, it has good starting
706 * values for the body_used info, so when items are created
707 * for it, they can be properly equipped.
708 */
709 for (int i = NUM_BODY_LOCATIONS; i--; )
710 slot[i].used = slot[i].info;
711
712 attachable::instantiate ();
527} 713}
528 714
529object * 715object *
530object::clone () 716object::clone ()
531{ 717{
532 object *neu = create (); 718 object *neu = create ();
533 copy_to (neu); 719 copy_to (neu);
720
721 // TODO: unclean state changes, should not be done in clone AND instantiate
722 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
723 neu->speed_left = - neu->speed - rndm (); // TODO animation
724
725 neu->map = map; // not copied by copy_to
534 return neu; 726 return neu;
535} 727}
536 728
537/* 729/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 730 * If an object with the IS_TURNABLE() flag needs to be turned due
555 * This function needs to be called whenever the speed of an object changes. 747 * This function needs to be called whenever the speed of an object changes.
556 */ 748 */
557void 749void
558object::set_speed (float speed) 750object::set_speed (float speed)
559{ 751{
560 if (flag [FLAG_FREED] && speed)
561 {
562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
563 speed = 0;
564 }
565
566 this->speed = speed; 752 this->speed = speed;
567 753
568 if (has_active_speed ()) 754 if (has_active_speed ())
569 activate (); 755 activate ();
570 else 756 else
589 * UP_OBJ_FACE: only the objects face has changed. 775 * UP_OBJ_FACE: only the objects face has changed.
590 */ 776 */
591void 777void
592update_object (object *op, int action) 778update_object (object *op, int action)
593{ 779{
594 MoveType move_on, move_off, move_block, move_slow; 780 if (!op)
595
596 if (op == NULL)
597 { 781 {
598 /* this should never happen */ 782 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 783 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 784 return;
601 } 785 }
602 786
603 if (op->env) 787 if (!op->is_on_map ())
604 { 788 {
605 /* Animation is currently handled by client, so nothing 789 /* Animation is currently handled by client, so nothing
606 * to do in this case. 790 * to do in this case.
607 */ 791 */
608 return; 792 return;
609 } 793 }
610
611 /* If the map is saving, don't do anything as everything is
612 * going to get freed anyways.
613 */
614 if (!op->map || op->map->in_memory == MAP_SAVING)
615 return;
616 794
617 /* make sure the object is within map boundaries */ 795 /* make sure the object is within map boundaries */
618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 796 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 797 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 798 LOG (llevError, "update_object() called for object out of map!\n");
628 806
629 if (!(m.flags_ & P_UPTODATE)) 807 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 808 /* nop */;
631 else if (action == UP_OBJ_INSERT) 809 else if (action == UP_OBJ_INSERT)
632 { 810 {
811#if 0
633 // this is likely overkill, TODO: revisit (schmorp) 812 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 813 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 814 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 815 || (op->is_player () && !(m.flags_ & P_PLAYER))
637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 816 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 817 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 818 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on 819 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off 820 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow 821 || (m.move_slow | op->move_slow) != m.move_slow
643 /* This isn't perfect, but I don't expect a lot of objects to 822 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 823 * have move_allow right now.
645 */ 824 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 825 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
826 m.invalidate ();
827#else
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 828 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
648 m.flags_ = 0; 829 m.invalidate ();
830#endif
649 } 831 }
650 /* if the object is being removed, we can't make intelligent 832 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 833 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 834 * that is being removed.
653 */ 835 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 836 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = 0; 837 m.invalidate ();
656 else if (action == UP_OBJ_FACE) 838 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 839 /* Nothing to do for that case */ ;
658 else 840 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 841 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 842
661 if (op->more) 843 if (op->more)
662 update_object (op->more, action); 844 update_object (op->more, action);
663} 845}
664 846
665object *object::first;
666
667object::object () 847object::object ()
668{ 848{
669 SET_FLAG (this, FLAG_REMOVED); 849 SET_FLAG (this, FLAG_REMOVED);
670 850
671 expmul = 1.0; 851 //expmul = 1.0; declared const for the time being
672 face = blank_face; 852 face = blank_face;
853 material = MATERIAL_NULL;
673} 854}
674 855
675object::~object () 856object::~object ()
676{ 857{
858 unlink ();
859
677 free_key_values (this); 860 free_key_values (this);
678} 861}
679 862
680static int object_count; 863static int object_count;
681 864
682void object::link () 865void object::link ()
683{ 866{
684 assert (!index);//D 867 assert (!index);//D
685 uuid = gen_uuid (); 868 uuid = UUID::gen ();
686 count = ++object_count; 869 count = ++object_count;
687 870
688 refcnt_inc (); 871 refcnt_inc ();
689 objects.insert (this); 872 objects.insert (this);
690} 873}
691 874
692void object::unlink () 875void object::unlink ()
693{ 876{
694 assert (index);//D 877 if (!index)
878 return;
879
695 objects.erase (this); 880 objects.erase (this);
696 refcnt_dec (); 881 refcnt_dec ();
697} 882}
698 883
699void 884void
702 /* If already on active list, don't do anything */ 887 /* If already on active list, don't do anything */
703 if (active) 888 if (active)
704 return; 889 return;
705 890
706 if (has_active_speed ()) 891 if (has_active_speed ())
892 {
893 if (flag [FLAG_FREED])
894 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
895
707 actives.insert (this); 896 actives.insert (this);
897 }
708} 898}
709 899
710void 900void
711object::activate_recursive () 901object::activate_recursive ()
712{ 902{
761object::destroy_inv (bool drop_to_ground) 951object::destroy_inv (bool drop_to_ground)
762{ 952{
763 // need to check first, because the checks below might segfault 953 // need to check first, because the checks below might segfault
764 // as we might be on an invalid mapspace and crossfire code 954 // as we might be on an invalid mapspace and crossfire code
765 // is too buggy to ensure that the inventory is empty. 955 // is too buggy to ensure that the inventory is empty.
766 // corollary: if you create arrows etc. with stuff in tis inventory, 956 // corollary: if you create arrows etc. with stuff in its inventory,
767 // cf will crash below with off-map x and y 957 // cf will crash below with off-map x and y
768 if (!inv) 958 if (!inv)
769 return; 959 return;
770 960
771 /* Only if the space blocks everything do we not process - 961 /* Only if the space blocks everything do we not process -
772 * if some form of movement is allowed, let objects 962 * if some form of movement is allowed, let objects
773 * drop on that space. 963 * drop on that space.
774 */ 964 */
775 if (!drop_to_ground 965 if (!drop_to_ground
776 || !map 966 || !map
777 || map->in_memory != MAP_IN_MEMORY 967 || map->in_memory != MAP_ACTIVE
968 || map->no_drop
778 || ms ().move_block == MOVE_ALL) 969 || ms ().move_block == MOVE_ALL)
779 { 970 {
780 while (inv) 971 while (inv)
781 {
782 inv->destroy_inv (drop_to_ground);
783 inv->destroy (); 972 inv->destroy ();
784 }
785 } 973 }
786 else 974 else
787 { /* Put objects in inventory onto this space */ 975 { /* Put objects in inventory onto this space */
788 while (inv) 976 while (inv)
789 { 977 {
807 object *op = new object; 995 object *op = new object;
808 op->link (); 996 op->link ();
809 return op; 997 return op;
810} 998}
811 999
1000static struct freed_map : maptile
1001{
1002 freed_map ()
1003 {
1004 path = "<freed objects map>";
1005 name = "/internal/freed_objects_map";
1006 width = 3;
1007 height = 3;
1008 no_drop = 1;
1009 no_reset = 1;
1010
1011 alloc ();
1012 in_memory = MAP_ACTIVE;
1013 }
1014
1015 ~freed_map ()
1016 {
1017 destroy ();
1018 }
1019} freed_map; // freed objects are moved here to avoid crashes
1020
812void 1021void
813object::do_destroy () 1022object::do_destroy ()
814{ 1023{
815 attachable::do_destroy ();
816
817 if (flag [FLAG_IS_LINKED]) 1024 if (flag [FLAG_IS_LINKED])
818 remove_button_link (this); 1025 remove_link ();
819 1026
820 if (flag [FLAG_FRIENDLY]) 1027 if (flag [FLAG_FRIENDLY])
821 remove_friendly_object (this); 1028 remove_friendly_object (this);
822 1029
823 if (!flag [FLAG_REMOVED])
824 remove (); 1030 remove ();
825 1031
826 destroy_inv (true); 1032 attachable::do_destroy ();
827 1033
828 deactivate (); 1034 deactivate ();
829 unlink (); 1035 unlink ();
830 1036
831 flag [FLAG_FREED] = 1; 1037 flag [FLAG_FREED] = 1;
832 1038
833 // hack to ensure that freed objects still have a valid map 1039 // hack to ensure that freed objects still have a valid map
834 {
835 static maptile *freed_map; // freed objects are moved here to avoid crashes
836
837 if (!freed_map)
838 {
839 freed_map = new maptile;
840
841 freed_map->name = "/internal/freed_objects_map";
842 freed_map->width = 3;
843 freed_map->height = 3;
844
845 freed_map->alloc ();
846 freed_map->in_memory = MAP_IN_MEMORY;
847 }
848
849 map = freed_map; 1040 map = &freed_map;
850 x = 1; 1041 x = 1;
851 y = 1; 1042 y = 1;
852 }
853
854 head = 0;
855 1043
856 if (more) 1044 if (more)
857 { 1045 {
858 more->destroy (); 1046 more->destroy ();
859 more = 0; 1047 more = 0;
860 } 1048 }
861 1049
1050 head = 0;
1051
862 // clear those pointers that likely might have circular references to us 1052 // clear those pointers that likely might cause circular references
863 owner = 0; 1053 owner = 0;
864 enemy = 0; 1054 enemy = 0;
865 attacked_by = 0; 1055 attacked_by = 0;
1056 current_weapon = 0;
866} 1057}
867 1058
868void 1059void
869object::destroy (bool destroy_inventory) 1060object::destroy ()
870{ 1061{
871 if (destroyed ()) 1062 if (destroyed ())
872 return; 1063 return;
873 1064
874 if (destroy_inventory) 1065 if (!is_head () && !head->destroyed ())
1066 {
1067 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1068 head->destroy ();
1069 return;
1070 }
1071
875 destroy_inv (false); 1072 destroy_inv (false);
1073
1074 if (is_head ())
1075 if (sound_destroy)
1076 play_sound (sound_destroy);
1077 else if (flag [FLAG_MONSTER])
1078 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
876 1079
877 attachable::destroy (); 1080 attachable::destroy ();
878}
879
880/*
881 * sub_weight() recursively (outwards) subtracts a number from the
882 * weight of an object (and what is carried by it's environment(s)).
883 */
884void
885sub_weight (object *op, signed long weight)
886{
887 while (op != NULL)
888 {
889 if (op->type == CONTAINER)
890 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
891
892 op->carrying -= weight;
893 op = op->env;
894 }
895} 1081}
896 1082
897/* op->remove (): 1083/* op->remove ():
898 * This function removes the object op from the linked list of objects 1084 * This function removes the object op from the linked list of objects
899 * which it is currently tied to. When this function is done, the 1085 * which it is currently tied to. When this function is done, the
900 * object will have no environment. If the object previously had an 1086 * object will have no environment. If the object previously had an
901 * environment, the x and y coordinates will be updated to 1087 * environment, the x and y coordinates will be updated to
902 * the previous environment. 1088 * the previous environment.
903 * Beware: This function is called from the editor as well!
904 */ 1089 */
905void 1090void
906object::remove () 1091object::do_remove ()
907{ 1092{
908 object *tmp, *last = 0; 1093 if (flag [FLAG_REMOVED])
909 object *otmp;
910
911 if (QUERY_FLAG (this, FLAG_REMOVED))
912 return; 1094 return;
913 1095
914 SET_FLAG (this, FLAG_REMOVED);
915 INVOKE_OBJECT (REMOVE, this); 1096 INVOKE_OBJECT (REMOVE, this);
1097
1098 flag [FLAG_REMOVED] = true;
916 1099
917 if (more) 1100 if (more)
918 more->remove (); 1101 more->remove ();
919 1102
920 /* 1103 /*
921 * In this case, the object to be removed is in someones 1104 * In this case, the object to be removed is in someones
922 * inventory. 1105 * inventory.
923 */ 1106 */
924 if (env) 1107 if (env)
925 { 1108 {
926 if (nrof) 1109 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
927 sub_weight (env, weight * nrof); 1110 if (object *pl = visible_to ())
928 else 1111 esrv_del_item (pl->contr, count);
929 sub_weight (env, weight + carrying); 1112 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
930 1113
931 /* NO_FIX_PLAYER is set when a great many changes are being 1114 adjust_weight (env, -total_weight ());
932 * made to players inventory. If set, avoiding the call
933 * to save cpu time.
934 */
935 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
936 otmp->update_stats ();
937 1115
938 if (above) 1116 object *pl = in_player ();
939 above->below = below;
940 else
941 env->inv = below;
942
943 if (below)
944 below->above = above;
945 1117
946 /* we set up values so that it could be inserted into 1118 /* we set up values so that it could be inserted into
947 * the map, but we don't actually do that - it is up 1119 * the map, but we don't actually do that - it is up
948 * to the caller to decide what we want to do. 1120 * to the caller to decide what we want to do.
949 */ 1121 */
950 x = env->x, y = env->y;
951 map = env->map; 1122 map = env->map;
952 above = 0, below = 0; 1123 x = env->x;
953 env = 0; 1124 y = env->y;
954 }
955 else if (map)
956 {
957 if (type == PLAYER)
958 {
959 --map->players;
960 map->touch ();
961 }
962 1125
963 map->dirty = true; 1126 // make sure cmov optimisation is applicable
964 1127 *(above ? &above->below : &env->inv) = below;
965 /* link the object above us */ 1128 *(below ? &below->above : &above ) = above; // &above is just a dummy
966 if (above)
967 above->below = below;
968 else
969 map->at (x, y).top = below; /* we were top, set new top */
970
971 /* Relink the object below us, if there is one */
972 if (below)
973 below->above = above;
974 else
975 {
976 /* Nothing below, which means we need to relink map object for this space
977 * use translated coordinates in case some oddness with map tiling is
978 * evident
979 */
980 if (GET_MAP_OB (map, x, y) != this)
981 {
982 char *dump = dump_object (this);
983 LOG (llevError,
984 "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);
985 free (dump);
986 dump = dump_object (GET_MAP_OB (map, x, y));
987 LOG (llevError, "%s\n", dump);
988 free (dump);
989 }
990
991 map->at (x, y).bot = above; /* goes on above it. */
992 }
993 1129
994 above = 0; 1130 above = 0;
995 below = 0; 1131 below = 0;
1132 env = 0;
1133
1134 if (pl && pl->is_player ())
1135 {
1136 if (expect_false (pl->contr->combat_ob == this))
1137 {
1138 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1139 pl->contr->combat_ob = 0;
1140 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1141 }
1142
1143 if (expect_false (pl->contr->ranged_ob == this))
1144 {
1145 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1146 pl->contr->ranged_ob = 0;
1147 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1148 }
1149
1150 pl->contr->queue_stats_update ();
1151
1152 if (expect_false (glow_radius) && pl->is_on_map ())
1153 update_all_los (pl->map, pl->x, pl->y);
1154 }
1155 }
1156 else if (map)
1157 {
1158 map->dirty = true;
1159 mapspace &ms = this->ms ();
1160
1161 if (object *pl = ms.player ())
1162 {
1163 if (is_player ())
1164 {
1165 if (!flag [FLAG_WIZPASS])
1166 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1167
1168 // leaving a spot always closes any open container on the ground
1169 if (container && !container->env)
1170 // this causes spurious floorbox updates, but it ensures
1171 // that the CLOSE event is being sent.
1172 close_container ();
1173
1174 --map->players;
1175 map->touch ();
1176 }
1177 else if (pl->container_ () == this)
1178 {
1179 // removing a container should close it
1180 close_container ();
1181 }
1182
1183 esrv_del_item (pl->contr, count);
1184 }
1185
1186 /* link the object above us */
1187 // re-link, make sure compiler can easily use cmove
1188 *(above ? &above->below : &ms.top) = below;
1189 *(below ? &below->above : &ms.bot) = above;
1190
1191 above = 0;
1192 below = 0;
1193
1194 ms.invalidate ();
996 1195
997 if (map->in_memory == MAP_SAVING) 1196 if (map->in_memory == MAP_SAVING)
998 return; 1197 return;
999 1198
1000 int check_walk_off = !flag [FLAG_NO_APPLY]; 1199 int check_walk_off = !flag [FLAG_NO_APPLY];
1001 1200
1002 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1201 if (object *pl = ms.player ())
1003 { 1202 {
1004 /* No point updating the players look faces if he is the object 1203 if (pl->container_ () == this)
1005 * being removed.
1006 */
1007
1008 if (tmp->type == PLAYER && tmp != this)
1009 {
1010 /* If a container that the player is currently using somehow gets 1204 /* If a container that the player is currently using somehow gets
1011 * removed (most likely destroyed), update the player view 1205 * removed (most likely destroyed), update the player view
1012 * appropriately. 1206 * appropriately.
1013 */ 1207 */
1014 if (tmp->container == this) 1208 pl->close_container ();
1015 {
1016 flag [FLAG_APPLIED] = 0;
1017 tmp->container = 0;
1018 }
1019 1209
1210 //TODO: the floorbox prev/next might need updating
1211 //esrv_del_item (pl->contr, count);
1212 //TODO: update floorbox to preserve ordering
1020 if (tmp->contr->ns) 1213 if (pl->contr->ns)
1021 tmp->contr->ns->floorbox_update (); 1214 pl->contr->ns->floorbox_update ();
1215 }
1216
1217 if (check_walk_off)
1218 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1219 {
1220 above = tmp->above;
1221
1222 /* No point updating the players look faces if he is the object
1223 * being removed.
1022 } 1224 */
1023 1225
1024 /* See if object moving off should effect something */ 1226 /* See if object moving off should effect something */
1025 if (check_walk_off
1026 && ((move_type & tmp->move_off) 1227 if ((move_type & tmp->move_off)
1027 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1228 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1028 {
1029 move_apply (tmp, this, 0); 1229 move_apply (tmp, this, 0);
1030
1031 if (destroyed ())
1032 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1033 } 1230 }
1034 1231
1035 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1232 if (affects_los ())
1036 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1037 if (tmp->above == tmp)
1038 tmp->above = 0;
1039
1040 last = tmp;
1041 }
1042
1043 /* last == NULL if there are no objects on this space */
1044 //TODO: this makes little sense, why only update the topmost object?
1045 if (!last)
1046 map->at (x, y).flags_ = 0;
1047 else
1048 update_object (last, UP_OBJ_REMOVE);
1049
1050 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1051 update_all_los (map, x, y); 1233 update_all_los (map, x, y);
1052 } 1234 }
1053} 1235}
1054 1236
1055/* 1237/*
1064merge_ob (object *op, object *top) 1246merge_ob (object *op, object *top)
1065{ 1247{
1066 if (!op->nrof) 1248 if (!op->nrof)
1067 return 0; 1249 return 0;
1068 1250
1069 if (top) 1251 if (!top)
1070 for (top = op; top && top->above; top = top->above) 1252 for (top = op; top && top->above; top = top->above)
1071 ; 1253 ;
1072 1254
1073 for (; top; top = top->below) 1255 for (; top; top = top->below)
1074 {
1075 if (top == op)
1076 continue;
1077
1078 if (object::can_merge (op, top)) 1256 if (object::can_merge (op, top))
1079 { 1257 {
1080 top->nrof += op->nrof; 1258 top->nrof += op->nrof;
1081 1259
1082/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1260 if (object *pl = top->visible_to ())
1083 op->weight = 0; /* Don't want any adjustements now */ 1261 esrv_update_item (UPD_NROF, pl, top);
1262
1263 op->weight = 0; // cancel the addition above
1264 op->carrying = 0; // must be 0 already
1265
1084 op->destroy (); 1266 op->destroy ();
1267
1085 return top; 1268 return top;
1086 } 1269 }
1087 }
1088 1270
1089 return 0; 1271 return 0;
1090} 1272}
1091 1273
1274void
1275object::expand_tail ()
1276{
1277 if (more)
1278 return;
1279
1280 object *prev = this;
1281
1282 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1283 {
1284 object *op = at->instance ();
1285
1286 op->name = name;
1287 op->name_pl = name_pl;
1288 op->title = title;
1289
1290 op->head = this;
1291 prev->more = op;
1292
1293 prev = op;
1294 }
1295}
1296
1092/* 1297/*
1093 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1298 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1094 * job preparing multi-part monsters 1299 * job preparing multi-part monsters.
1095 */ 1300 */
1096object * 1301object *
1097insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1302insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1098{ 1303{
1304 op->remove ();
1305
1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1306 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1100 { 1307 {
1101 tmp->x = x + tmp->arch->clone.x; 1308 tmp->x = x + tmp->arch->x;
1102 tmp->y = y + tmp->arch->clone.y; 1309 tmp->y = y + tmp->arch->y;
1103 } 1310 }
1104 1311
1105 return insert_ob_in_map (op, m, originator, flag); 1312 return insert_ob_in_map (op, m, originator, flag);
1106} 1313}
1107 1314
1120 * Passing 0 for flag gives proper default values, so flag really only needs 1327 * Passing 0 for flag gives proper default values, so flag really only needs
1121 * to be set if special handling is needed. 1328 * to be set if special handling is needed.
1122 * 1329 *
1123 * Return value: 1330 * Return value:
1124 * new object if 'op' was merged with other object 1331 * new object if 'op' was merged with other object
1125 * NULL if 'op' was destroyed 1332 * NULL if there was an error (destroyed, blocked etc.)
1126 * just 'op' otherwise 1333 * just 'op' otherwise
1127 */ 1334 */
1128object * 1335object *
1129insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1336insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1130{ 1337{
1131 object *tmp, *top, *floor = NULL; 1338 op->remove ();
1132 sint16 x, y;
1133 1339
1134 if (QUERY_FLAG (op, FLAG_FREED)) 1340 if (m == &freed_map)//D TODO: remove soon
1135 { 1341 {//D
1136 LOG (llevError, "Trying to insert freed object!\n"); 1342 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1137 return NULL;
1138 } 1343 }//D
1139
1140 if (!m)
1141 {
1142 char *dump = dump_object (op);
1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1144 free (dump);
1145 return op;
1146 }
1147
1148 if (out_of_map (m, op->x, op->y))
1149 {
1150 char *dump = dump_object (op);
1151 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1152#ifdef MANY_CORES
1153 /* Better to catch this here, as otherwise the next use of this object
1154 * is likely to cause a crash. Better to find out where it is getting
1155 * improperly inserted.
1156 */
1157 abort ();
1158#endif
1159 free (dump);
1160 return op;
1161 }
1162
1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 {
1165 char *dump = dump_object (op);
1166 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1167 free (dump);
1168 return op;
1169 }
1170
1171 if (op->more)
1172 {
1173 /* The part may be on a different map. */
1174
1175 object *more = op->more;
1176
1177 /* We really need the caller to normalise coordinates - if
1178 * we set the map, that doesn't work if the location is within
1179 * a map and this is straddling an edge. So only if coordinate
1180 * is clear wrong do we normalise it.
1181 */
1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1184 else if (!more->map)
1185 {
1186 /* For backwards compatibility - when not dealing with tiled maps,
1187 * more->map should always point to the parent.
1188 */
1189 more->map = m;
1190 }
1191
1192 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1193 {
1194 if (!op->head)
1195 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1196
1197 return 0;
1198 }
1199 }
1200
1201 CLEAR_FLAG (op, FLAG_REMOVED);
1202 1344
1203 /* Ideally, the caller figures this out. However, it complicates a lot 1345 /* Ideally, the caller figures this out. However, it complicates a lot
1204 * of areas of callers (eg, anything that uses find_free_spot would now 1346 * of areas of callers (eg, anything that uses find_free_spot would now
1205 * need extra work 1347 * need extra work
1206 */ 1348 */
1207 op->map = get_map_from_coord (m, &op->x, &op->y); 1349 maptile *newmap = m;
1208 x = op->x; 1350 if (!xy_normalise (newmap, op->x, op->y))
1209 y = op->y; 1351 {
1352 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1353 return 0;
1354 }
1355
1356 if (object *more = op->more)
1357 if (!insert_ob_in_map (more, m, originator, flag))
1358 return 0;
1359
1360 op->flag [FLAG_REMOVED] = false;
1361 op->env = 0;
1362 op->map = newmap;
1363
1364 mapspace &ms = op->ms ();
1210 1365
1211 /* this has to be done after we translate the coordinates. 1366 /* this has to be done after we translate the coordinates.
1212 */ 1367 */
1213 if (op->nrof && !(flag & INS_NO_MERGE)) 1368 if (op->nrof && !(flag & INS_NO_MERGE))
1214 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1369 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1215 if (object::can_merge (op, tmp)) 1370 if (object::can_merge (op, tmp))
1216 { 1371 {
1372 // TODO: we actually want to update tmp, not op,
1373 // but some caller surely breaks when we return tmp
1374 // from here :/
1217 op->nrof += tmp->nrof; 1375 op->nrof += tmp->nrof;
1218 tmp->destroy (); 1376 tmp->destroy ();
1219 } 1377 }
1220 1378
1221 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1379 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1230 { 1388 {
1231 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1389 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1232 abort (); 1390 abort ();
1233 } 1391 }
1234 1392
1393 if (!originator->is_on_map ())
1394 {
1395 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1396 op->debug_desc (), originator->debug_desc ());
1397 abort ();
1398 }
1399
1235 op->above = originator; 1400 op->above = originator;
1236 op->below = originator->below; 1401 op->below = originator->below;
1237
1238 if (op->below)
1239 op->below->above = op;
1240 else
1241 op->ms ().bot = op;
1242
1243 /* since *below* originator, no need to update top */
1244 originator->below = op; 1402 originator->below = op;
1403
1404 *(op->below ? &op->below->above : &ms.bot) = op;
1245 } 1405 }
1246 else 1406 else
1247 { 1407 {
1408 object *floor = 0;
1409 object *top = ms.top;
1410
1248 /* If there are other objects, then */ 1411 /* If there are other objects, then */
1249 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1412 if (top)
1250 { 1413 {
1251 object *last = 0;
1252
1253 /* 1414 /*
1254 * If there are multiple objects on this space, we do some trickier handling. 1415 * If there are multiple objects on this space, we do some trickier handling.
1255 * We've already dealt with merging if appropriate. 1416 * We've already dealt with merging if appropriate.
1256 * Generally, we want to put the new object on top. But if 1417 * Generally, we want to put the new object on top. But if
1257 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1418 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1260 * once we get to them. This reduces the need to traverse over all of 1421 * once we get to them. This reduces the need to traverse over all of
1261 * them when adding another one - this saves quite a bit of cpu time 1422 * them when adding another one - this saves quite a bit of cpu time
1262 * when lots of spells are cast in one area. Currently, it is presumed 1423 * when lots of spells are cast in one area. Currently, it is presumed
1263 * that flying non pickable objects are spell objects. 1424 * that flying non pickable objects are spell objects.
1264 */ 1425 */
1265 while (top) 1426 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1266 { 1427 {
1267 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1428 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1268 floor = top; 1429 floor = tmp;
1269 1430
1270 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1431 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1271 { 1432 {
1272 /* We insert above top, so we want this object below this */ 1433 /* We insert above top, so we want this object below this */
1273 top = top->below; 1434 top = tmp->below;
1274 break; 1435 break;
1275 } 1436 }
1276 1437
1277 last = top;
1278 top = top->above; 1438 top = tmp;
1279 } 1439 }
1280
1281 /* Don't want top to be NULL, so set it to the last valid object */
1282 top = last;
1283 1440
1284 /* We let update_position deal with figuring out what the space 1441 /* We let update_position deal with figuring out what the space
1285 * looks like instead of lots of conditions here. 1442 * looks like instead of lots of conditions here.
1286 * makes things faster, and effectively the same result. 1443 * makes things faster, and effectively the same result.
1287 */ 1444 */
1288 1445
1289 /* Have object 'fall below' other objects that block view. 1446 /* Have object 'fall below' other objects that block view.
1290 * Unless those objects are exits, type 66 1447 * Unless those objects are exits.
1291 * If INS_ON_TOP is used, don't do this processing 1448 * If INS_ON_TOP is used, don't do this processing
1292 * Need to find the object that in fact blocks view, otherwise 1449 * Need to find the object that in fact blocks view, otherwise
1293 * stacking is a bit odd. 1450 * stacking is a bit odd.
1294 */ 1451 */
1295 if (!(flag & INS_ON_TOP) && 1452 if (!(flag & INS_ON_TOP)
1296 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1453 && ms.flags () & P_BLOCKSVIEW
1454 && (op->face && !faces [op->face].visibility))
1297 { 1455 {
1456 object *last;
1457
1298 for (last = top; last != floor; last = last->below) 1458 for (last = top; last != floor; last = last->below)
1299 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1459 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1300 break; 1460 break;
1461
1301 /* Check to see if we found the object that blocks view, 1462 /* Check to see if we found the object that blocks view,
1302 * and make sure we have a below pointer for it so that 1463 * and make sure we have a below pointer for it so that
1303 * we can get inserted below this one, which requires we 1464 * we can get inserted below this one, which requires we
1304 * set top to the object below us. 1465 * set top to the object below us.
1305 */ 1466 */
1306 if (last && last->below && last != floor) 1467 if (last && last->below && last != floor)
1307 top = last->below; 1468 top = last->below;
1308 } 1469 }
1309 } /* If objects on this space */ 1470 } /* If objects on this space */
1310 1471
1311 if (flag & INS_MAP_LOAD)
1312 top = GET_MAP_TOP (op->map, op->x, op->y);
1313
1314 if (flag & INS_ABOVE_FLOOR_ONLY) 1472 if (flag & INS_ABOVE_FLOOR_ONLY)
1315 top = floor; 1473 top = floor;
1316 1474
1317 /* Top is the object that our object (op) is going to get inserted above. 1475 // insert object above top, or bottom-most if top = 0
1318 */
1319
1320 /* First object on this space */
1321 if (!top) 1476 if (!top)
1322 { 1477 {
1323 op->above = GET_MAP_OB (op->map, op->x, op->y);
1324
1325 if (op->above)
1326 op->above->below = op;
1327
1328 op->below = 0; 1478 op->below = 0;
1479 op->above = ms.bot;
1329 op->ms ().bot = op; 1480 ms.bot = op;
1481
1482 *(op->above ? &op->above->below : &ms.top) = op;
1330 } 1483 }
1331 else 1484 else
1332 { /* get inserted into the stack above top */ 1485 {
1333 op->above = top->above; 1486 op->above = top->above;
1334
1335 if (op->above)
1336 op->above->below = op; 1487 top->above = op;
1337 1488
1338 op->below = top; 1489 op->below = top;
1339 top->above = op; 1490 *(op->above ? &op->above->below : &ms.top) = op;
1340 } 1491 }
1492 }
1341 1493
1342 if (!op->above) 1494 if (op->is_player ())
1343 op->ms ().top = op;
1344 } /* else not INS_BELOW_ORIGINATOR */
1345
1346 if (op->type == PLAYER)
1347 { 1495 {
1348 op->contr->do_los = 1; 1496 op->contr->do_los = 1;
1349 ++op->map->players; 1497 ++op->map->players;
1350 op->map->touch (); 1498 op->map->touch ();
1351 } 1499 }
1352 1500
1353 op->map->dirty = true; 1501 op->map->dirty = true;
1354 1502
1355 /* If we have a floor, we know the player, if any, will be above
1356 * it, so save a few ticks and start from there.
1357 */
1358 if (!(flag & INS_MAP_LOAD))
1359 if (object *pl = op->ms ().player ()) 1503 if (object *pl = ms.player ())
1504 //TODO: the floorbox prev/next might need updating
1505 //esrv_send_item (pl, op);
1506 //TODO: update floorbox to preserve ordering
1360 if (pl->contr->ns) 1507 if (pl->contr->ns)
1361 pl->contr->ns->floorbox_update (); 1508 pl->contr->ns->floorbox_update ();
1362 1509
1363 /* If this object glows, it may affect lighting conditions that are 1510 /* If this object glows, it may affect lighting conditions that are
1364 * visible to others on this map. But update_all_los is really 1511 * visible to others on this map. But update_all_los is really
1365 * an inefficient way to do this, as it means los for all players 1512 * an inefficient way to do this, as it means los for all players
1366 * on the map will get recalculated. The players could very well 1513 * on the map will get recalculated. The players could very well
1367 * be far away from this change and not affected in any way - 1514 * be far away from this change and not affected in any way -
1368 * this should get redone to only look for players within range, 1515 * this should get redone to only look for players within range,
1369 * or just updating the P_UPTODATE for spaces within this area 1516 * or just updating the P_UPTODATE for spaces within this area
1370 * of effect may be sufficient. 1517 * of effect may be sufficient.
1371 */ 1518 */
1372 if (op->map->darkness && (op->glow_radius != 0)) 1519 if (op->affects_los ())
1520 {
1521 op->ms ().invalidate ();
1373 update_all_los (op->map, op->x, op->y); 1522 update_all_los (op->map, op->x, op->y);
1523 }
1374 1524
1375 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1525 /* updates flags (blocked, alive, no magic, etc) for this map space */
1376 update_object (op, UP_OBJ_INSERT); 1526 update_object (op, UP_OBJ_INSERT);
1377 1527
1378 INVOKE_OBJECT (INSERT, op); 1528 INVOKE_OBJECT (INSERT, op);
1385 * blocked() and wall() work properly), and these flags are updated by 1535 * blocked() and wall() work properly), and these flags are updated by
1386 * update_object(). 1536 * update_object().
1387 */ 1537 */
1388 1538
1389 /* if this is not the head or flag has been passed, don't check walk on status */ 1539 /* if this is not the head or flag has been passed, don't check walk on status */
1390 if (!(flag & INS_NO_WALK_ON) && !op->head) 1540 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1391 { 1541 {
1392 if (check_move_on (op, originator)) 1542 if (check_move_on (op, originator))
1393 return 0; 1543 return 0;
1394 1544
1395 /* If we are a multi part object, lets work our way through the check 1545 /* If we are a multi part object, lets work our way through the check
1396 * walk on's. 1546 * walk on's.
1397 */ 1547 */
1398 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1548 for (object *tmp = op->more; tmp; tmp = tmp->more)
1399 if (check_move_on (tmp, originator)) 1549 if (check_move_on (tmp, originator))
1400 return 0; 1550 return 0;
1401 } 1551 }
1402 1552
1403 return op; 1553 return op;
1406/* this function inserts an object in the map, but if it 1556/* this function inserts an object in the map, but if it
1407 * finds an object of its own type, it'll remove that one first. 1557 * finds an object of its own type, it'll remove that one first.
1408 * op is the object to insert it under: supplies x and the map. 1558 * op is the object to insert it under: supplies x and the map.
1409 */ 1559 */
1410void 1560void
1411replace_insert_ob_in_map (const char *arch_string, object *op) 1561replace_insert_ob_in_map (shstr_tmp archname, object *op)
1412{ 1562{
1413 object *tmp, *tmp1;
1414
1415 /* first search for itself and remove any old instances */ 1563 /* first search for itself and remove any old instances */
1416 1564
1417 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1565 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1418 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1566 if (tmp->arch->archname == archname) /* same archetype */
1419 tmp->destroy (); 1567 tmp->destroy ();
1420 1568
1421 tmp1 = arch_to_object (archetype::find (arch_string)); 1569 object *tmp = archetype::find (archname)->instance ();
1422 1570
1423 tmp1->x = op->x; 1571 tmp->x = op->x;
1424 tmp1->y = op->y; 1572 tmp->y = op->y;
1573
1425 insert_ob_in_map (tmp1, op->map, op, 0); 1574 insert_ob_in_map (tmp, op->map, op, 0);
1426} 1575}
1427 1576
1428object * 1577object *
1429object::insert_at (object *where, object *originator, int flags) 1578object::insert_at (object *where, object *originator, int flags)
1430{ 1579{
1580 if (where->env)
1581 return where->env->insert (this);
1582 else
1431 where->map->insert (this, where->x, where->y, originator, flags); 1583 return where->map->insert (this, where->x, where->y, originator, flags);
1432} 1584}
1433 1585
1434/* 1586// check whether we can put this into the map, respect max_volume, max_items
1435 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1587bool
1436 * is returned contains nr objects, and the remaining parts contains 1588object::can_drop_at (maptile *m, int x, int y, object *originator)
1437 * the rest (or is removed and freed if that number is 0).
1438 * On failure, NULL is returned, and the reason put into the
1439 * global static errmsg array.
1440 */
1441object *
1442get_split_ob (object *orig_ob, uint32 nr)
1443{ 1589{
1444 object *newob; 1590 mapspace &ms = m->at (x, y);
1445 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1446 1591
1447 if (orig_ob->nrof < nr) 1592 int items = ms.items ();
1448 {
1449 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1450 return NULL;
1451 }
1452 1593
1453 newob = object_create_clone (orig_ob); 1594 if (!items // testing !items ensures we can drop at least one item
1595 || (items < m->max_items
1596 && ms.volume () < m->max_volume))
1597 return true;
1454 1598
1455 if ((orig_ob->nrof -= nr) < 1) 1599 if (originator && originator->is_player ())
1456 orig_ob->destroy (1); 1600 originator->contr->failmsg (format (
1457 else if (!is_removed) 1601 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1458 { 1602 query_name ()
1459 if (orig_ob->env != NULL) 1603 ));
1460 sub_weight (orig_ob->env, orig_ob->weight * nr);
1461 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1462 {
1463 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1464 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1465 return NULL;
1466 }
1467 }
1468 1604
1469 newob->nrof = nr; 1605 return false;
1470
1471 return newob;
1472} 1606}
1473 1607
1474/* 1608/*
1475 * decrease_ob_nr(object, number) decreases a specified number from 1609 * decrease(object, number) decreases a specified number from
1476 * the amount of an object. If the amount reaches 0, the object 1610 * the amount of an object. If the amount reaches 0, the object
1477 * is subsequently removed and freed. 1611 * is subsequently removed and freed.
1478 * 1612 *
1479 * Return value: 'op' if something is left, NULL if the amount reached 0 1613 * Return value: 'op' if something is left, NULL if the amount reached 0
1480 */ 1614 */
1615bool
1616object::decrease (sint32 nr)
1617{
1618 if (!nr)
1619 return true;
1481 1620
1621 nr = min (nr, nrof);
1622
1623 if (nrof > nr)
1624 {
1625 nrof -= nr;
1626 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1627
1628 if (object *pl = visible_to ())
1629 esrv_update_item (UPD_NROF, pl, this);
1630
1631 return true;
1632 }
1633 else
1634 {
1635 destroy ();
1636 return false;
1637 }
1638}
1639
1640/*
1641 * split(ob,nr) splits up ob into two parts. The part which
1642 * is returned contains nr objects, and the remaining parts contains
1643 * the rest (or is removed and returned if that number is 0).
1644 * On failure, NULL is returned.
1645 */
1482object * 1646object *
1483decrease_ob_nr (object *op, uint32 i) 1647object::split (sint32 nr)
1484{ 1648{
1485 object *tmp; 1649 int have = number_of ();
1486 1650
1487 if (i == 0) /* objects with op->nrof require this check */ 1651 if (have < nr)
1488 return op; 1652 return 0;
1489 1653 else if (have == nr)
1490 if (i > op->nrof)
1491 i = op->nrof;
1492
1493 if (QUERY_FLAG (op, FLAG_REMOVED))
1494 op->nrof -= i;
1495 else if (op->env)
1496 { 1654 {
1497 /* is this object in the players inventory, or sub container
1498 * therein?
1499 */
1500 tmp = op->in_player ();
1501 /* nope. Is this a container the player has opened?
1502 * If so, set tmp to that player.
1503 * IMO, searching through all the players will mostly
1504 * likely be quicker than following op->env to the map,
1505 * and then searching the map for a player.
1506 */
1507 if (!tmp)
1508 for_all_players (pl)
1509 if (pl->ob->container == op->env)
1510 {
1511 tmp = pl->ob;
1512 break;
1513 }
1514
1515 if (i < op->nrof)
1516 {
1517 sub_weight (op->env, op->weight * i);
1518 op->nrof -= i;
1519 if (tmp)
1520 esrv_send_item (tmp, op);
1521 }
1522 else
1523 {
1524 op->remove (); 1655 remove ();
1525 op->nrof = 0; 1656 return this;
1526 if (tmp)
1527 esrv_del_item (tmp->contr, op->count);
1528 }
1529 } 1657 }
1530 else 1658 else
1531 { 1659 {
1532 object *above = op->above; 1660 decrease (nr);
1533 1661
1534 if (i < op->nrof) 1662 object *op = deep_clone ();
1535 op->nrof -= i; 1663 op->nrof = nr;
1536 else
1537 {
1538 op->remove ();
1539 op->nrof = 0;
1540 }
1541
1542 /* Since we just removed op, op->above is null */
1543 for (tmp = above; tmp; tmp = tmp->above)
1544 if (tmp->type == PLAYER)
1545 {
1546 if (op->nrof)
1547 esrv_send_item (tmp, op);
1548 else
1549 esrv_del_item (tmp->contr, op->count);
1550 }
1551 }
1552
1553 if (op->nrof)
1554 return op; 1664 return op;
1555 else
1556 {
1557 op->destroy ();
1558 return 0;
1559 }
1560}
1561
1562/*
1563 * add_weight(object, weight) adds the specified weight to an object,
1564 * and also updates how much the environment(s) is/are carrying.
1565 */
1566
1567void
1568add_weight (object *op, signed long weight)
1569{
1570 while (op != NULL)
1571 {
1572 if (op->type == CONTAINER)
1573 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1574
1575 op->carrying += weight;
1576 op = op->env;
1577 } 1665 }
1578} 1666}
1579 1667
1580object * 1668object *
1581insert_ob_in_ob (object *op, object *where) 1669insert_ob_in_ob (object *op, object *where)
1586 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1674 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1587 free (dump); 1675 free (dump);
1588 return op; 1676 return op;
1589 } 1677 }
1590 1678
1591 if (where->head) 1679 if (where->head_ () != where)
1592 { 1680 {
1593 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1681 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1594 where = where->head; 1682 where = where->head;
1595 } 1683 }
1596 1684
1597 return where->insert (op); 1685 return where->insert (op);
1598} 1686}
1603 * inside the object environment. 1691 * inside the object environment.
1604 * 1692 *
1605 * The function returns now pointer to inserted item, and return value can 1693 * The function returns now pointer to inserted item, and return value can
1606 * be != op, if items are merged. -Tero 1694 * be != op, if items are merged. -Tero
1607 */ 1695 */
1608
1609object * 1696object *
1610object::insert (object *op) 1697object::insert (object *op)
1611{ 1698{
1612 object *tmp, *otmp;
1613
1614 if (!QUERY_FLAG (op, FLAG_REMOVED))
1615 op->remove ();
1616
1617 if (op->more) 1699 if (op->more)
1618 { 1700 {
1619 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1701 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1620 return op; 1702 return op;
1621 } 1703 }
1622 1704
1623 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1705 op->remove ();
1624 CLEAR_FLAG (op, FLAG_REMOVED); 1706
1707 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1708
1625 if (op->nrof) 1709 if (op->nrof)
1626 {
1627 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1710 for (object *tmp = inv; tmp; tmp = tmp->below)
1628 if (object::can_merge (tmp, op)) 1711 if (object::can_merge (tmp, op))
1629 { 1712 {
1630 /* return the original object and remove inserted object 1713 /* return the original object and remove inserted object
1631 (client needs the original object) */ 1714 (client needs the original object) */
1632 tmp->nrof += op->nrof; 1715 tmp->nrof += op->nrof;
1633 /* Weight handling gets pretty funky. Since we are adding to 1716
1634 * tmp->nrof, we need to increase the weight. 1717 if (object *pl = tmp->visible_to ())
1635 */ 1718 esrv_update_item (UPD_NROF, pl, tmp);
1719
1636 add_weight (this, op->weight * op->nrof); 1720 adjust_weight (this, op->total_weight ());
1637 SET_FLAG (op, FLAG_REMOVED); 1721
1638 op->destroy (); /* free the inserted object */ 1722 op->destroy ();
1639 op = tmp; 1723 op = tmp;
1640 op->remove (); /* and fix old object's links */ 1724 goto inserted;
1641 CLEAR_FLAG (op, FLAG_REMOVED);
1642 break;
1643 } 1725 }
1644 1726
1645 /* I assume combined objects have no inventory 1727 op->owner = 0; // it's his/hers now. period.
1646 * We add the weight - this object could have just been removed
1647 * (if it was possible to merge). calling remove_ob will subtract
1648 * the weight, so we need to add it in again, since we actually do
1649 * the linking below
1650 */
1651 add_weight (this, op->weight * op->nrof);
1652 }
1653 else
1654 add_weight (this, (op->weight + op->carrying));
1655
1656 otmp = this->in_player ();
1657 if (otmp && otmp->contr)
1658 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1659 otmp->update_stats ();
1660
1661 op->map = 0; 1728 op->map = 0;
1662 op->env = this; 1729 op->x = 0;
1730 op->y = 0;
1731
1663 op->above = 0; 1732 op->above = 0;
1664 op->below = 0; 1733 op->below = inv;
1665 op->x = 0, op->y = 0; 1734 op->env = this;
1666 1735
1736 if (inv)
1737 inv->above = op;
1738
1739 inv = op;
1740
1741 op->flag [FLAG_REMOVED] = 0;
1742
1743 if (object *pl = op->visible_to ())
1744 esrv_send_item (pl, op);
1745
1746 adjust_weight (this, op->total_weight ());
1747
1748inserted:
1667 /* reset the light list and los of the players on the map */ 1749 /* reset the light list and los of the players on the map */
1668 if ((op->glow_radius != 0) && map) 1750 if (op->glow_radius && is_on_map ())
1669 { 1751 {
1670#ifdef DEBUG_LIGHTS 1752 update_stats ();
1671 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1672#endif /* DEBUG_LIGHTS */
1673 if (map->darkness)
1674 update_all_los (map, x, y); 1753 update_all_los (map, x, y);
1675 }
1676
1677 /* Client has no idea of ordering so lets not bother ordering it here.
1678 * It sure simplifies this function...
1679 */
1680 if (!inv)
1681 inv = op;
1682 else
1683 { 1754 }
1684 op->below = inv; 1755 else if (is_player ())
1685 op->below->above = op; 1756 // if this is a player's inventory, update stats
1686 inv = op; 1757 contr->queue_stats_update ();
1687 }
1688 1758
1689 INVOKE_OBJECT (INSERT, this); 1759 INVOKE_OBJECT (INSERT, this);
1690 1760
1691 return op; 1761 return op;
1692} 1762}
1712 * on top. 1782 * on top.
1713 */ 1783 */
1714int 1784int
1715check_move_on (object *op, object *originator) 1785check_move_on (object *op, object *originator)
1716{ 1786{
1787 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1788 return 0;
1789
1717 object *tmp; 1790 object *tmp;
1718 maptile *m = op->map; 1791 maptile *m = op->map;
1719 int x = op->x, y = op->y; 1792 int x = op->x, y = op->y;
1720 1793
1721 MoveType move_on, move_slow, move_block; 1794 mapspace &ms = m->at (x, y);
1722 1795
1723 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1796 ms.update ();
1724 return 0;
1725 1797
1726 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1798 MoveType move_on = ms.move_on;
1727 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1799 MoveType move_slow = ms.move_slow;
1728 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1800 MoveType move_block = ms.move_block;
1729 1801
1730 /* if nothing on this space will slow op down or be applied, 1802 /* if nothing on this space will slow op down or be applied,
1731 * no need to do checking below. have to make sure move_type 1803 * no need to do checking below. have to make sure move_type
1732 * is set, as lots of objects don't have it set - we treat that 1804 * is set, as lots of objects don't have it set - we treat that
1733 * as walking. 1805 * as walking.
1744 return 0; 1816 return 0;
1745 1817
1746 /* The objects have to be checked from top to bottom. 1818 /* The objects have to be checked from top to bottom.
1747 * Hence, we first go to the top: 1819 * Hence, we first go to the top:
1748 */ 1820 */
1749 1821 for (object *next, *tmp = ms.top; tmp; tmp = next)
1750 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1751 {
1752 /* Trim the search when we find the first other spell effect
1753 * this helps performance so that if a space has 50 spell objects,
1754 * we don't need to check all of them.
1755 */
1756 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1757 break;
1758 } 1822 {
1823 next = tmp->below;
1759 1824
1760 for (; tmp; tmp = tmp->below)
1761 {
1762 if (tmp == op) 1825 if (tmp == op)
1763 continue; /* Can't apply yourself */ 1826 continue; /* Can't apply yourself */
1764 1827
1765 /* Check to see if one of the movement types should be slowed down. 1828 /* Check to see if one of the movement types should be slowed down.
1766 * Second check makes sure that the movement types not being slowed 1829 * Second check makes sure that the movement types not being slowed
1771 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1834 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1772 { 1835 {
1773 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1836 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1774 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1837 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1775 { 1838 {
1776
1777 float
1778 diff = tmp->move_slow_penalty * FABS (op->speed); 1839 float diff = tmp->move_slow_penalty * fabs (op->speed);
1779 1840
1780 if (op->type == PLAYER) 1841 if (op->is_player ())
1781 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1842 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1782 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1843 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1783 diff /= 4.0; 1844 diff /= 4.0;
1784 1845
1785 op->speed_left -= diff; 1846 op->speed_left -= diff;
1786 } 1847 }
1787 } 1848 }
1820 LOG (llevError, "Present_arch called outside map.\n"); 1881 LOG (llevError, "Present_arch called outside map.\n");
1821 return NULL; 1882 return NULL;
1822 } 1883 }
1823 1884
1824 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1885 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1825 if (tmp->arch == at) 1886 if (tmp->arch->archname == at->archname)
1826 return tmp; 1887 return tmp;
1827 1888
1828 return NULL; 1889 return NULL;
1829} 1890}
1830 1891
1894 * The first matching object is returned, or NULL if none. 1955 * The first matching object is returned, or NULL if none.
1895 */ 1956 */
1896object * 1957object *
1897present_arch_in_ob (const archetype *at, const object *op) 1958present_arch_in_ob (const archetype *at, const object *op)
1898{ 1959{
1899 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1900 if (tmp->arch == at) 1961 if (tmp->arch->archname == at->archname)
1901 return tmp; 1962 return tmp;
1902 1963
1903 return NULL; 1964 return NULL;
1904} 1965}
1905 1966
1907 * activate recursively a flag on an object inventory 1968 * activate recursively a flag on an object inventory
1908 */ 1969 */
1909void 1970void
1910flag_inv (object *op, int flag) 1971flag_inv (object *op, int flag)
1911{ 1972{
1912 if (op->inv)
1913 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1973 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1914 { 1974 {
1915 SET_FLAG (tmp, flag); 1975 SET_FLAG (tmp, flag);
1916 flag_inv (tmp, flag); 1976 flag_inv (tmp, flag);
1917 } 1977 }
1918} 1978}
1919 1979
1920/* 1980/*
1921 * deactivate recursively a flag on an object inventory 1981 * deactivate recursively a flag on an object inventory
1922 */ 1982 */
1923void 1983void
1924unflag_inv (object *op, int flag) 1984unflag_inv (object *op, int flag)
1925{ 1985{
1926 if (op->inv)
1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1986 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1928 { 1987 {
1929 CLEAR_FLAG (tmp, flag); 1988 CLEAR_FLAG (tmp, flag);
1930 unflag_inv (tmp, flag); 1989 unflag_inv (tmp, flag);
1931 } 1990 }
1932}
1933
1934/*
1935 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1936 * all it's inventory (recursively).
1937 * If checksums are used, a player will get set_cheat called for
1938 * him/her-self and all object carried by a call to this function.
1939 */
1940void
1941set_cheat (object *op)
1942{
1943 SET_FLAG (op, FLAG_WAS_WIZ);
1944 flag_inv (op, FLAG_WAS_WIZ);
1945} 1991}
1946 1992
1947/* 1993/*
1948 * find_free_spot(object, map, x, y, start, stop) will search for 1994 * find_free_spot(object, map, x, y, start, stop) will search for
1949 * a spot at the given map and coordinates which will be able to contain 1995 * a spot at the given map and coordinates which will be able to contain
1951 * to search (see the freearr_x/y[] definition). 1997 * to search (see the freearr_x/y[] definition).
1952 * It returns a random choice among the alternatives found. 1998 * It returns a random choice among the alternatives found.
1953 * start and stop are where to start relative to the free_arr array (1,9 1999 * start and stop are where to start relative to the free_arr array (1,9
1954 * does all 4 immediate directions). This returns the index into the 2000 * does all 4 immediate directions). This returns the index into the
1955 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2001 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1956 * Note - this only checks to see if there is space for the head of the
1957 * object - if it is a multispace object, this should be called for all
1958 * pieces.
1959 * Note2: This function does correctly handle tiled maps, but does not 2002 * Note: This function does correctly handle tiled maps, but does not
1960 * inform the caller. However, insert_ob_in_map will update as 2003 * inform the caller. However, insert_ob_in_map will update as
1961 * necessary, so the caller shouldn't need to do any special work. 2004 * necessary, so the caller shouldn't need to do any special work.
1962 * Note - updated to take an object instead of archetype - this is necessary 2005 * Note - updated to take an object instead of archetype - this is necessary
1963 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
1964 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
1966 * customized, changed states, etc. 2009 * customized, changed states, etc.
1967 */ 2010 */
1968int 2011int
1969find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1970{ 2013{
2014 int altern[SIZEOFFREE];
1971 int index = 0, flag; 2015 int index = 0, flag;
1972 int altern[SIZEOFFREE];
1973 2016
1974 for (int i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
1975 { 2018 {
1976 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2019 mapxy pos (m, x, y); pos.move (i);
1977 if (!flag) 2020
2021 if (!pos.normalise ())
2022 continue;
2023
2024 mapspace &ms = *pos;
2025
2026 if (ms.flags () & P_IS_ALIVE)
2027 continue;
2028
2029 /* However, often
2030 * ob doesn't have any move type (when used to place exits)
2031 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2032 */
2033 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2034 {
1978 altern [index++] = i; 2035 altern [index++] = i;
2036 continue;
2037 }
1979 2038
1980 /* Basically, if we find a wall on a space, we cut down the search size. 2039 /* Basically, if we find a wall on a space, we cut down the search size.
1981 * In this way, we won't return spaces that are on another side of a wall. 2040 * In this way, we won't return spaces that are on another side of a wall.
1982 * This mostly work, but it cuts down the search size in all directions - 2041 * This mostly work, but it cuts down the search size in all directions -
1983 * if the space being examined only has a wall to the north and empty 2042 * if the space being examined only has a wall to the north and empty
1984 * spaces in all the other directions, this will reduce the search space 2043 * spaces in all the other directions, this will reduce the search space
1985 * to only the spaces immediately surrounding the target area, and 2044 * to only the spaces immediately surrounding the target area, and
1986 * won't look 2 spaces south of the target space. 2045 * won't look 2 spaces south of the target space.
1987 */ 2046 */
1988 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2047 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2048 {
1989 stop = maxfree[i]; 2049 stop = maxfree[i];
2050 continue;
2051 }
2052
2053 /* Note it is intentional that we check ob - the movement type of the
2054 * head of the object should correspond for the entire object.
2055 */
2056 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2057 continue;
2058
2059 if (ob->blocked (pos.m, pos.x, pos.y))
2060 continue;
2061
2062 altern [index++] = i;
1990 } 2063 }
1991 2064
1992 if (!index) 2065 if (!index)
1993 return -1; 2066 return -1;
1994 2067
1995 return altern[RANDOM () % index]; 2068 return altern [rndm (index)];
1996} 2069}
1997 2070
1998/* 2071/*
1999 * find_first_free_spot(archetype, maptile, x, y) works like 2072 * find_first_free_spot(archetype, maptile, x, y) works like
2000 * find_free_spot(), but it will search max number of squares. 2073 * find_free_spot(), but it will search max number of squares.
2003 */ 2076 */
2004int 2077int
2005find_first_free_spot (const object *ob, maptile *m, int x, int y) 2078find_first_free_spot (const object *ob, maptile *m, int x, int y)
2006{ 2079{
2007 for (int i = 0; i < SIZEOFFREE; i++) 2080 for (int i = 0; i < SIZEOFFREE; i++)
2008 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2081 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2009 return i; 2082 return i;
2010 2083
2011 return -1; 2084 return -1;
2012} 2085}
2013 2086
2021{ 2094{
2022 arr += begin; 2095 arr += begin;
2023 end -= begin; 2096 end -= begin;
2024 2097
2025 while (--end) 2098 while (--end)
2026 swap (arr [end], arr [RANDOM () % (end + 1)]); 2099 swap (arr [end], arr [rndm (end + 1)]);
2027} 2100}
2028 2101
2029/* new function to make monster searching more efficient, and effective! 2102/* new function to make monster searching more efficient, and effective!
2030 * This basically returns a randomized array (in the passed pointer) of 2103 * This basically returns a randomized array (in the passed pointer) of
2031 * the spaces to find monsters. In this way, it won't always look for 2104 * the spaces to find monsters. In this way, it won't always look for
2059 * there is capable of. 2132 * there is capable of.
2060 */ 2133 */
2061int 2134int
2062find_dir (maptile *m, int x, int y, object *exclude) 2135find_dir (maptile *m, int x, int y, object *exclude)
2063{ 2136{
2064 int i, max = SIZEOFFREE, mflags; 2137 int max = SIZEOFFREE, mflags;
2065
2066 sint16 nx, ny;
2067 object *tmp;
2068 maptile *mp;
2069
2070 MoveType blocked, move_type; 2138 MoveType move_type;
2071 2139
2072 if (exclude && exclude->head) 2140 if (exclude && exclude->head_ () != exclude)
2073 { 2141 {
2074 exclude = exclude->head; 2142 exclude = exclude->head;
2075 move_type = exclude->move_type; 2143 move_type = exclude->move_type;
2076 } 2144 }
2077 else 2145 else
2078 { 2146 {
2079 /* If we don't have anything, presume it can use all movement types. */ 2147 /* If we don't have anything, presume it can use all movement types. */
2080 move_type = MOVE_ALL; 2148 move_type = MOVE_ALL;
2081 } 2149 }
2082 2150
2083 for (i = 1; i < max; i++) 2151 for (int i = 1; i < max; i++)
2084 { 2152 {
2085 mp = m; 2153 mapxy pos (m, x, y);
2086 nx = x + freearr_x[i]; 2154 pos.move (i);
2087 ny = y + freearr_y[i];
2088 2155
2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2156 if (!pos.normalise ())
2090
2091 if (mflags & P_OUT_OF_MAP)
2092 max = maxfree[i]; 2157 max = maxfree[i];
2093 else 2158 else
2094 { 2159 {
2095 mapspace &ms = mp->at (nx, ny); 2160 mapspace &ms = *pos;
2096 2161
2097 blocked = ms.move_block;
2098
2099 if ((move_type & blocked) == move_type) 2162 if ((move_type & ms.move_block) == move_type)
2100 max = maxfree[i]; 2163 max = maxfree [i];
2101 else if (mflags & P_IS_ALIVE) 2164 else if (ms.flags () & P_IS_ALIVE)
2102 { 2165 {
2103 for (tmp = ms.bot; tmp; tmp = tmp->above) 2166 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2105 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2106 break;
2107
2108 if (tmp)
2109 return freedir[i]; 2169 return freedir [i];
2110 } 2170 }
2111 } 2171 }
2112 } 2172 }
2113 2173
2114 return 0; 2174 return 0;
2165 2225
2166 return 3; 2226 return 3;
2167} 2227}
2168 2228
2169/* 2229/*
2170 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction).
2173 */
2174
2175int
2176absdir (int d)
2177{
2178 while (d < 1)
2179 d += 8;
2180
2181 while (d > 8)
2182 d -= 8;
2183
2184 return d;
2185}
2186
2187/*
2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2230 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2189 * between two directions (which are expected to be absolute (see absdir()) 2231 * between two directions (which are expected to be absolute (see absdir())
2190 */ 2232 */
2191
2192int 2233int
2193dirdiff (int dir1, int dir2) 2234dirdiff (int dir1, int dir2)
2194{ 2235{
2195 int d; 2236 int d;
2196 2237
2208 * This basically means that if direction is 15, then it could either go 2249 * This basically means that if direction is 15, then it could either go
2209 * direction 4, 14, or 16 to get back to where we are. 2250 * direction 4, 14, or 16 to get back to where we are.
2210 * Moved from spell_util.c to object.c with the other related direction 2251 * Moved from spell_util.c to object.c with the other related direction
2211 * functions. 2252 * functions.
2212 */ 2253 */
2213int reduction_dir[SIZEOFFREE][3] = { 2254static const int reduction_dir[SIZEOFFREE][3] = {
2214 {0, 0, 0}, /* 0 */ 2255 {0, 0, 0}, /* 0 */
2215 {0, 0, 0}, /* 1 */ 2256 {0, 0, 0}, /* 1 */
2216 {0, 0, 0}, /* 2 */ 2257 {0, 0, 0}, /* 2 */
2217 {0, 0, 0}, /* 3 */ 2258 {0, 0, 0}, /* 3 */
2218 {0, 0, 0}, /* 4 */ 2259 {0, 0, 0}, /* 4 */
2309 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2350 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2310 * core dumps if they do. 2351 * core dumps if they do.
2311 * 2352 *
2312 * Add a check so we can't pick up invisible objects (0.93.8) 2353 * Add a check so we can't pick up invisible objects (0.93.8)
2313 */ 2354 */
2314
2315int 2355int
2316can_pick (const object *who, const object *item) 2356can_pick (const object *who, const object *item)
2317{ 2357{
2318 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2358 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2319 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2359 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2320 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2360 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2321} 2361}
2322 2362
2323/* 2363/*
2324 * create clone from object to another 2364 * create clone from object to another
2325 */ 2365 */
2326object * 2366object *
2327object_create_clone (object *asrc) 2367object::deep_clone ()
2328{ 2368{
2329 object *dst = 0, *tmp, *src, *part, *prev, *item; 2369 assert (("deep_clone called on non-head object", is_head ()));
2330 2370
2331 if (!asrc) 2371 object *dst = clone ();
2332 return 0;
2333 2372
2334 src = asrc; 2373 object *prev = dst;
2335 if (src->head)
2336 src = src->head;
2337
2338 prev = 0;
2339 for (part = src; part; part = part->more) 2374 for (object *part = this->more; part; part = part->more)
2340 { 2375 {
2341 tmp = part->clone (); 2376 object *tmp = part->clone ();
2342 tmp->x -= src->x;
2343 tmp->y -= src->y;
2344
2345 if (!part->head)
2346 {
2347 dst = tmp;
2348 tmp->head = 0;
2349 }
2350 else
2351 tmp->head = dst; 2377 tmp->head = dst;
2352
2353 tmp->more = 0;
2354
2355 if (prev)
2356 prev->more = tmp; 2378 prev->more = tmp;
2357
2358 prev = tmp; 2379 prev = tmp;
2359 } 2380 }
2360 2381
2361 for (item = src->inv; item; item = item->below) 2382 for (object *item = inv; item; item = item->below)
2362 insert_ob_in_ob (object_create_clone (item), dst); 2383 insert_ob_in_ob (item->deep_clone (), dst);
2363 2384
2364 return dst; 2385 return dst;
2365}
2366
2367/* GROS - Creates an object using a string representing its content. */
2368/* Basically, we save the content of the string to a temp file, then call */
2369/* load_object on it. I admit it is a highly inefficient way to make things, */
2370/* but it was simple to make and allows reusing the load_object function. */
2371/* Remember not to use load_object_str in a time-critical situation. */
2372/* Also remember that multiparts objects are not supported for now. */
2373object *
2374load_object_str (const char *obstr)
2375{
2376 object *op;
2377 char filename[MAX_BUF];
2378
2379 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2380
2381 FILE *tempfile = fopen (filename, "w");
2382
2383 if (tempfile == NULL)
2384 {
2385 LOG (llevError, "Error - Unable to access load object temp file\n");
2386 return NULL;
2387 }
2388
2389 fprintf (tempfile, obstr);
2390 fclose (tempfile);
2391
2392 op = object::create ();
2393
2394 object_thawer thawer (filename);
2395
2396 if (thawer)
2397 load_object (thawer, op, 0);
2398
2399 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2400 CLEAR_FLAG (op, FLAG_REMOVED);
2401
2402 return op;
2403} 2386}
2404 2387
2405/* This returns the first object in who's inventory that 2388/* This returns the first object in who's inventory that
2406 * has the same type and subtype match. 2389 * has the same type and subtype match.
2407 * returns NULL if no match. 2390 * returns NULL if no match.
2414 return tmp; 2397 return tmp;
2415 2398
2416 return 0; 2399 return 0;
2417} 2400}
2418 2401
2419/* If ob has a field named key, return the link from the list, 2402shstr_tmp
2420 * otherwise return NULL. 2403object::kv_get (shstr_tmp key) const
2421 *
2422 * key must be a passed in shared string - otherwise, this won't
2423 * do the desired thing.
2424 */
2425key_value *
2426get_ob_key_link (const object *ob, const char *key)
2427{ 2404{
2428 for (key_value *link = ob->key_values; link; link = link->next) 2405 for (key_value *kv = key_values; kv; kv = kv->next)
2429 if (link->key == key) 2406 if (kv->key == key)
2430 return link;
2431
2432 return 0;
2433}
2434
2435/*
2436 * Returns the value of op has an extra_field for key, or NULL.
2437 *
2438 * The argument doesn't need to be a shared string.
2439 *
2440 * The returned string is shared.
2441 */
2442const char *
2443get_ob_key_value (const object *op, const char *const key)
2444{
2445 key_value *link;
2446 shstr_cmp canonical_key (key);
2447
2448 if (!canonical_key)
2449 {
2450 /* 1. There being a field named key on any object
2451 * implies there'd be a shared string to find.
2452 * 2. Since there isn't, no object has this field.
2453 * 3. Therefore, *this* object doesn't have this field.
2454 */
2455 return 0;
2456 }
2457
2458 /* This is copied from get_ob_key_link() above -
2459 * only 4 lines, and saves the function call overhead.
2460 */
2461 for (link = op->key_values; link; link = link->next)
2462 if (link->key == canonical_key)
2463 return link->value; 2407 return kv->value;
2464 2408
2465 return 0; 2409 return shstr ();
2466} 2410}
2467 2411
2468 2412void
2469/* 2413object::kv_set (shstr_tmp key, shstr_tmp value)
2470 * Updates the canonical_key in op to value.
2471 *
2472 * canonical_key is a shared string (value doesn't have to be).
2473 *
2474 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2475 * keys.
2476 *
2477 * Returns TRUE on success.
2478 */
2479int
2480set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2481{ 2414{
2482 key_value *field = NULL, *last = NULL; 2415 for (key_value *kv = key_values; kv; kv = kv->next)
2483 2416 if (kv->key == key)
2484 for (field = op->key_values; field != NULL; field = field->next)
2485 {
2486 if (field->key != canonical_key)
2487 { 2417 {
2488 last = field; 2418 kv->value = value;
2489 continue; 2419 return;
2490 } 2420 }
2491 2421
2492 if (value) 2422 key_value *kv = new key_value;
2493 field->value = value; 2423
2494 else 2424 kv->next = key_values;
2425 kv->key = key;
2426 kv->value = value;
2427
2428 key_values = kv;
2429}
2430
2431void
2432object::kv_del (shstr_tmp key)
2433{
2434 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2435 if ((*kvp)->key == key)
2495 { 2436 {
2496 /* Basically, if the archetype has this key set, 2437 key_value *kv = *kvp;
2497 * we need to store the null value so when we save 2438 *kvp = (*kvp)->next;
2498 * it, we save the empty value so that when we load, 2439 delete kv;
2499 * we get this value back again. 2440 return;
2500 */
2501 if (get_ob_key_link (&op->arch->clone, canonical_key))
2502 field->value = 0;
2503 else
2504 {
2505 if (last)
2506 last->next = field->next;
2507 else
2508 op->key_values = field->next;
2509
2510 delete field;
2511 }
2512 } 2441 }
2513 return TRUE;
2514 }
2515 /* IF we get here, key doesn't exist */
2516
2517 /* No field, we'll have to add it. */
2518
2519 if (!add_key)
2520 return FALSE;
2521
2522 /* There isn't any good reason to store a null
2523 * value in the key/value list. If the archetype has
2524 * this key, then we should also have it, so shouldn't
2525 * be here. If user wants to store empty strings,
2526 * should pass in ""
2527 */
2528 if (value == NULL)
2529 return TRUE;
2530
2531 field = new key_value;
2532
2533 field->key = canonical_key;
2534 field->value = value;
2535 /* Usual prepend-addition. */
2536 field->next = op->key_values;
2537 op->key_values = field;
2538
2539 return TRUE;
2540}
2541
2542/*
2543 * Updates the key in op to value.
2544 *
2545 * If add_key is FALSE, this will only update existing keys,
2546 * and not add new ones.
2547 * In general, should be little reason FALSE is ever passed in for add_key
2548 *
2549 * Returns TRUE on success.
2550 */
2551int
2552set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2553{
2554 shstr key_ (key);
2555
2556 return set_ob_key_value_s (op, key_, value, add_key);
2557} 2442}
2558 2443
2559object::depth_iterator::depth_iterator (object *container) 2444object::depth_iterator::depth_iterator (object *container)
2560: iterator_base (container) 2445: iterator_base (container)
2561{ 2446{
2574 item = item->inv; 2459 item = item->inv;
2575 } 2460 }
2576 else 2461 else
2577 item = item->env; 2462 item = item->env;
2578} 2463}
2579
2580 2464
2581const char * 2465const char *
2582object::flag_desc (char *desc, int len) const 2466object::flag_desc (char *desc, int len) const
2583{ 2467{
2584 char *p = desc; 2468 char *p = desc;
2612{ 2496{
2613 char flagdesc[512]; 2497 char flagdesc[512];
2614 char info2[256 * 4]; 2498 char info2[256 * 4];
2615 char *p = info; 2499 char *p = info;
2616 2500
2617 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2501 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2618 count, uuid.seq, 2502 count,
2503 uuid.c_str (),
2619 &name, 2504 &name,
2620 title ? "\",title:" : "", 2505 title ? ",title:\"" : "",
2621 title ? (const char *)title : "", 2506 title ? (const char *)title : "",
2507 title ? "\"" : "",
2622 flag_desc (flagdesc, 512), type); 2508 flag_desc (flagdesc, 512), type);
2623 2509
2624 if (env) 2510 if (!flag[FLAG_REMOVED] && env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2511 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626 2512
2627 if (map) 2513 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2514 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2629 2515
2631} 2517}
2632 2518
2633const char * 2519const char *
2634object::debug_desc () const 2520object::debug_desc () const
2635{ 2521{
2636 static char info[256 * 4]; 2522 static char info[3][256 * 4];
2523 static int info_idx;
2524
2637 return debug_desc (info); 2525 return debug_desc (info [++info_idx % 3]);
2638} 2526}
2639 2527
2528struct region *
2529object::region () const
2530{
2531 return map ? map->region (x, y)
2532 : region::default_region ();
2533}
2534
2535void
2536object::open_container (object *new_container)
2537{
2538 if (container == new_container)
2539 return;
2540
2541 object *old_container = container;
2542
2543 if (old_container)
2544 {
2545 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2546 return;
2547
2548#if 0
2549 // remove the "Close old_container" object.
2550 if (object *closer = old_container->inv)
2551 if (closer->type == CLOSE_CON)
2552 closer->destroy ();
2553#endif
2554
2555 // make sure the container is available
2556 esrv_send_item (this, old_container);
2557
2558 old_container->flag [FLAG_APPLIED] = false;
2559 container = 0;
2560
2561 // client needs item update to make it work, client bug requires this to be separate
2562 esrv_update_item (UPD_FLAGS, this, old_container);
2563
2564 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2565 play_sound (sound_find ("chest_close"));
2566 }
2567
2568 if (new_container)
2569 {
2570 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2571 return;
2572
2573 // TODO: this does not seem to serve any purpose anymore?
2574#if 0
2575 // insert the "Close Container" object.
2576 if (archetype *closer = new_container->other_arch)
2577 {
2578 object *closer = new_container->other_arch->instance ();
2579 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2580 new_container->insert (closer);
2581 }
2582#endif
2583
2584 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2585
2586 // make sure the container is available, client bug requires this to be separate
2587 esrv_send_item (this, new_container);
2588
2589 new_container->flag [FLAG_APPLIED] = true;
2590 container = new_container;
2591
2592 // client needs flag change
2593 esrv_update_item (UPD_FLAGS, this, new_container);
2594 esrv_send_inventory (this, new_container);
2595 play_sound (sound_find ("chest_open"));
2596 }
2597// else if (!old_container->env && contr && contr->ns)
2598// contr->ns->floorbox_reset ();
2599}
2600
2601object *
2602object::force_find (shstr_tmp name)
2603{
2604 /* cycle through his inventory to look for the MARK we want to
2605 * place
2606 */
2607 for (object *tmp = inv; tmp; tmp = tmp->below)
2608 if (tmp->type == FORCE && tmp->slaying == name)
2609 return splay (tmp);
2610
2611 return 0;
2612}
2613
2614//-GPL
2615
2616void
2617object::force_set_timer (int duration)
2618{
2619 this->duration = 1;
2620 this->speed_left = -1.f;
2621
2622 this->set_speed (duration ? 1.f / duration : 0.f);
2623}
2624
2625object *
2626object::force_add (shstr_tmp name, int duration)
2627{
2628 if (object *force = force_find (name))
2629 force->destroy ();
2630
2631 object *force = get_archetype (FORCE_NAME);
2632
2633 force->slaying = name;
2634 force->force_set_timer (duration);
2635 force->flag [FLAG_APPLIED] = true;
2636
2637 return insert (force);
2638}
2639
2640void
2641object::play_sound (faceidx sound) const
2642{
2643 if (!sound)
2644 return;
2645
2646 if (is_on_map ())
2647 map->play_sound (sound, x, y);
2648 else if (object *pl = in_player ())
2649 pl->contr->play_sound (sound);
2650}
2651
2652void
2653object::say_msg (const char *msg) const
2654{
2655 if (is_on_map ())
2656 map->say_msg (msg, x, y);
2657 else if (object *pl = in_player ())
2658 pl->contr->play_sound (sound);
2659}
2660
2661void
2662object::make_noise ()
2663{
2664 // we do not model noise in the map, so instead put
2665 // a temporary light into the noise source
2666 // could use the map instead, but that's less reliable for our
2667 // goal, which is to make invisibility a bit harder to exploit
2668
2669 // currently only works sensibly for players
2670 if (!is_player ())
2671 return;
2672
2673 // find old force, or create new one
2674 object *force = force_find (shstr_noise_force);
2675
2676 if (force)
2677 force->speed_left = -1.f; // patch old speed up
2678 else
2679 {
2680 force = archetype::get (shstr_noise_force);
2681
2682 force->slaying = shstr_noise_force;
2683 force->stats.food = 1;
2684 force->speed_left = -1.f;
2685
2686 force->set_speed (1.f / 4.f);
2687 force->flag [FLAG_IS_USED_UP] = true;
2688 force->flag [FLAG_APPLIED] = true;
2689
2690 insert (force);
2691 }
2692}
2693
2694void object::change_move_type (MoveType mt)
2695{
2696 if (move_type == mt)
2697 return;
2698
2699 if (is_on_map ())
2700 {
2701 // we are on the map, so handle move_on/off effects
2702 remove ();
2703 move_type = mt;
2704 map->insert (this, x, y, this);
2705 }
2706 else
2707 move_type = mt;
2708}
2709

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