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Comparing deliantra/server/common/object.C (file contents):
Revision 1.116 by pippijn, Mon Jan 15 21:06:18 2007 UTC vs.
Revision 1.223 by root, Wed Apr 30 08:29:31 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
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> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h> 29#include <sproto.h>
34#include <loader.h> 30#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;
41 37
42objectvec objects; 38objectvec objects;
43activevec actives; 39activevec actives;
44 40
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, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 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 45 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}; 46};
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, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -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 51 -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}; 52};
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, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
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 57 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}; 58};
54int freedir[SIZEOFFREE] = { 59int 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, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 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 63 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}; 64};
58 65
59static void 66static void
60write_uuid (void) 67write_uuid (uval64 skip, bool sync)
61{ 68{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
63 70 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 73 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} 74}
79 75
80static void 76static void
81read_uuid (void) 77read_uuid (void)
82{ 78{
83 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
84 80
85 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
86 84
87 FILE *fp; 85 FILE *fp;
88 86
89 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
90 { 88 {
91 if (errno == ENOENT) 89 if (errno == ENOENT)
92 { 90 {
93 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 92 UUID::cur.seq = 0;
95 write_uuid (); 93 write_uuid (UUID_GAP, true);
96 return; 94 return;
97 } 95 }
98 96
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 98 _exit (1);
101 } 99 }
102 100
103 int version; 101 UUID::BUF buf;
104 unsigned long long uid; 102 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 { 106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 108 _exit (1);
109 } 109 }
110 110
111 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 112
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
114 fclose (fp); 114 fclose (fp);
115} 115}
116 116
117UUID 117UUID
118gen_uuid () 118UUID::gen ()
119{ 119{
120 UUID uid; 120 UUID uid;
121 121
122 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
123 123
124 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
126 130
127 return uid; 131 return uid;
128} 132}
129 133
130void 134void
131init_uuid () 135UUID::init ()
132{ 136{
133 read_uuid (); 137 read_uuid ();
134} 138}
135 139
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 141static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
139{ 143{
140 key_value *wants_field; 144 key_value *wants_field;
141 145
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
150 key_value *has_field; 154 key_value *has_field;
151 155
152 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
154 158
155 if (has_field == NULL) 159 if (!has_field)
156 {
157 /* No field with that name. */ 160 return 0; /* No field with that name. */
158 return FALSE;
159 }
160 161
161 /* Found the matching field. */ 162 /* Found the matching field. */
162 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167 165
168 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
169 } 167 }
170 168
171 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 170 return 1;
173} 171}
174 172
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 174static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 176{
179 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
181 */ 179 */
202 || ob1->speed != ob2->speed 200 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 201 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 202 || ob1->name != ob2->name)
205 return 0; 203 return 0;
206 204
207 //TODO: this ain't working well, use nicer and correct overflow check 205 /* Do not merge objects if nrof would overflow. First part checks
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 * for unsigned overflow (2c), second part checks whether the result
209 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * would fit into a 32 bit signed int, which is often used to hold
210 * used to store nrof). 208 * nrof values.
211 */ 209 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
213 return 0; 211 return 0;
214 212
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* 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 214 * 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 215 * 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 216 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 217 * flags lose any meaning.
220 */ 218 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 221
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 224
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 225 if (ob1->arch->name != ob2->arch->name
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 226 || ob1->name != ob2->name
230 || ob1->title != ob2->title 227 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 228 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 229 || 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 230 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 231 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 232 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 233 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 234 || ob1->value != ob2->value
246 || ob1->move_block != ob2->move_block 241 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 242 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 243 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 244 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 245 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 249 return 0;
253 250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
254 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
256 */ 261 */
257 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
258 { 263 {
259 /* if one object has inventory but the other doesn't, not equiv */ 264 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 265 return 0; /* inventories differ in length */
261 return 0;
262 266
263 /* Now check to see if the two inventory objects could merge */ 267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
264 if (!object::can_merge (ob1->inv, ob2->inv)) 270 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 271 return 0; /* inventory objects differ */
266 272
267 /* inventory ok - still need to check rest of this object to see 273 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 274 * if it is valid.
269 */ 275 */
270 } 276 }
289 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
290 return 0; 296 return 0;
291 break; 297 break;
292 } 298 }
293 299
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
295 { 301 {
296 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 304 return 0; /* One has fields, but the other one doesn't. */
305
306 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 307 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 308 }
303 309
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
306 { 311 {
307 ob1->optimise (); 312 ob1->optimise ();
308 ob2->optimise (); 313 ob2->optimise ();
309 314
310 if (ob1->self || ob2->self) 315 if (ob1->self || ob2->self)
316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
311 return 0; 321 return 0;
322
323 if (k1 == 0)
324 return 1;
325
326 if (!cfperl_can_merge (ob1, ob2))
327 return 0;
328 }
312 } 329 }
313 330
314 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
315 return 1; 332 return 1;
316} 333}
317 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (client_visible () && !flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container)
364 return pl;
365 }
366 }
367
368 return 0;
369}
370
371// adjust weight per container type ("of holding")
372static sint32
373weight_adjust (object *op, sint32 weight)
374{
375 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight;
378}
379
318/* 380/*
381 * adjust_weight(object, weight) adds the specified weight to an object,
382 * and also updates how much the environment(s) is/are carrying.
383 */
384static void
385adjust_weight (object *op, sint32 weight)
386{
387 while (op)
388 {
389 weight = weight_adjust (op, weight);
390
391 if (!weight)
392 return;
393
394 op->carrying += weight;
395
396 if (object *pl = op->visible_to ())
397 if (pl != op) // player is handled lazily
398 esrv_update_item (UPD_WEIGHT, pl, op);
399
400 op = op->env;
401 }
402}
403
404/*
319 * sum_weight() is a recursive function which calculates the weight 405 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 406 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 407 * containers are carrying, and sums it up.
322 */ 408 */
323long 409void
324sum_weight (object *op) 410object::update_weight ()
325{ 411{
326 long sum; 412 sint32 sum = 0;
327 object *inv;
328 413
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 414 for (object *op = inv; op; op = op->below)
330 { 415 {
331 if (inv->inv) 416 if (op->inv)
332 sum_weight (inv); 417 op->update_weight ();
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 418
419 sum += op->total_weight ();
420 }
421
422 sum = weight_adjust (this, sum);
423
424 if (sum != carrying)
334 } 425 {
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; 426 carrying = sum;
341 427
342 return sum; 428 if (object *pl = visible_to ())
429 if (pl != this) // player is handled lazily
430 esrv_update_item (UPD_WEIGHT, pl, this);
431 }
343} 432}
344 433
345/** 434/*
346 * Return the outermost environment object for a given object. 435 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 436 */
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 * 437char *
364dump_object (object *op) 438dump_object (object *op)
365{ 439{
366 if (!op) 440 if (!op)
367 return strdup ("[NULLOBJ]"); 441 return strdup ("[NULLOBJ]");
368 442
369 object_freezer freezer; 443 object_freezer freezer;
370 save_object (freezer, op, 1); 444 op->write (freezer);
371 return freezer.as_string (); 445 return freezer.as_string ();
372} 446}
373 447
374/* 448/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 449 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 450 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 451 * If it's not a multi-object, it is returned.
378 */ 452 */
379
380object * 453object *
381get_nearest_part (object *op, const object *pl) 454get_nearest_part (object *op, const object *pl)
382{ 455{
383 object *tmp, *closest; 456 object *tmp, *closest;
384 int last_dist, i; 457 int last_dist, i;
385 458
386 if (op->more == NULL) 459 if (!op->more)
387 return op; 460 return op;
461
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 462 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463 tmp;
464 tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist) 465 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i; 466 closest = tmp, last_dist = i;
467
391 return closest; 468 return closest;
392} 469}
393 470
394/* 471/*
395 * Returns the object which has the count-variable equal to the argument. 472 * Returns the object which has the count-variable equal to the argument.
473 * VERRRY slow.
396 */ 474 */
397object * 475object *
398find_object (tag_t i) 476find_object (tag_t i)
399{ 477{
400 for_all_objects (op) 478 for_all_objects (op)
420 break; 498 break;
421 499
422 return op; 500 return op;
423} 501}
424 502
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429}
430
431/* 503/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 504 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 505 * skill and experience objects.
506 * ACTUALLY NO! investigate! TODO
434 */ 507 */
435void 508void
436object::set_owner (object *owner) 509object::set_owner (object *owner)
437{ 510{
511 // allow objects which own objects
438 if (!owner) 512 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) 513 while (owner->owner)
449 owner = owner->owner; 514 owner = owner->owner;
515
516 if (flag [FLAG_FREED])
517 {
518 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
519 return;
520 }
450 521
451 this->owner = owner; 522 this->owner = owner;
523}
524
525int
526object::slottype () const
527{
528 if (type == SKILL)
529 {
530 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
531 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
532 }
533 else
534 {
535 if (slot [body_combat].info) return slot_combat;
536 if (slot [body_range ].info) return slot_ranged;
537 }
538
539 return slot_none;
540}
541
542bool
543object::change_weapon (object *ob)
544{
545 if (current_weapon == ob)
546 return true;
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = false;
550
551 current_weapon = ob;
552 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
553
554 if (chosen_skill)
555 chosen_skill->flag [FLAG_APPLIED] = true;
556
557 update_stats ();
558
559 if (ob)
560 {
561 // now check wether any body locations became invalid, in which case
562 // we cannot apply the weapon at the moment.
563 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
564 if (slot[i].used < 0)
565 {
566 current_weapon = chosen_skill = 0;
567 update_stats ();
568
569 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name);
573 return false;
574 }
575
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 }
578 else
579 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
580
581 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
582 {
583 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
584 &name, ob->debug_desc ());
585 return false;
586 }
587
588 return true;
452} 589}
453 590
454/* Zero the key_values on op, decrementing the shared-string 591/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 592 * refcounts and freeing the links.
456 */ 593 */
457static void 594static void
458free_key_values (object *op) 595free_key_values (object *op)
459{ 596{
460 for (key_value *i = op->key_values; i != 0;) 597 for (key_value *i = op->key_values; i; )
461 { 598 {
462 key_value *next = i->next; 599 key_value *next = i->next;
463 delete i; 600 delete i;
464 601
465 i = next; 602 i = next;
466 } 603 }
467 604
468 op->key_values = 0; 605 op->key_values = 0;
469} 606}
470 607
471/* 608object &
472 * copy_to first frees everything allocated by the dst object, 609object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 610{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 611 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 612 bool is_removed = flag [FLAG_REMOVED];
484 613
485 *(object_copy *)dst = *this; 614 *(object_copy *)this = src;
486 615
487 if (is_freed) 616 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 617 flag [FLAG_REMOVED] = is_removed;
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;
495 618
496 /* Copy over key_values, if any. */ 619 /* Copy over key_values, if any. */
497 if (key_values) 620 if (src.key_values)
498 { 621 {
499 key_value *tail = 0; 622 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 623 key_values = 0;
503 624
504 for (i = key_values; i; i = i->next) 625 for (key_value *i = src.key_values; i; i = i->next)
505 { 626 {
506 key_value *new_link = new key_value; 627 key_value *new_link = new key_value;
507 628
508 new_link->next = 0; 629 new_link->next = 0;
509 new_link->key = i->key; 630 new_link->key = i->key;
510 new_link->value = i->value; 631 new_link->value = i->value;
511 632
512 /* Try and be clever here, too. */ 633 /* Try and be clever here, too. */
513 if (!dst->key_values) 634 if (!key_values)
514 { 635 {
515 dst->key_values = new_link; 636 key_values = new_link;
516 tail = new_link; 637 tail = new_link;
517 } 638 }
518 else 639 else
519 { 640 {
520 tail->next = new_link; 641 tail->next = new_link;
521 tail = new_link; 642 tail = new_link;
522 } 643 }
523 } 644 }
524 } 645 }
646}
647
648/*
649 * copy_to first frees everything allocated by the dst object,
650 * and then copies the contents of itself into the second
651 * object, allocating what needs to be allocated. Basically, any
652 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
653 * if the first object is freed, the pointers in the new object
654 * will point at garbage.
655 */
656void
657object::copy_to (object *dst)
658{
659 *dst = *this;
660
661 if (speed < 0)
662 dst->speed_left -= rndm ();
525 663
526 dst->set_speed (dst->speed); 664 dst->set_speed (dst->speed);
665}
666
667void
668object::instantiate ()
669{
670 if (!uuid.seq) // HACK
671 uuid = UUID::gen ();
672
673 speed_left = -0.1f;
674 /* copy the body_info to the body_used - this is only really
675 * need for monsters, but doesn't hurt to do it for everything.
676 * by doing so, when a monster is created, it has good starting
677 * values for the body_used info, so when items are created
678 * for it, they can be properly equipped.
679 */
680 for (int i = NUM_BODY_LOCATIONS; i--; )
681 slot[i].used = slot[i].info;
682
683 attachable::instantiate ();
527} 684}
528 685
529object * 686object *
530object::clone () 687object::clone ()
531{ 688{
589 * UP_OBJ_FACE: only the objects face has changed. 746 * UP_OBJ_FACE: only the objects face has changed.
590 */ 747 */
591void 748void
592update_object (object *op, int action) 749update_object (object *op, int action)
593{ 750{
594 MoveType move_on, move_off, move_block, move_slow; 751 if (!op)
595
596 if (op == NULL)
597 { 752 {
598 /* this should never happen */ 753 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 754 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 755 return;
601 } 756 }
602 757
603 if (op->env) 758 if (!op->is_on_map ())
604 { 759 {
605 /* Animation is currently handled by client, so nothing 760 /* Animation is currently handled by client, so nothing
606 * to do in this case. 761 * to do in this case.
607 */ 762 */
608 return; 763 return;
609 } 764 }
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;
616 765
617 /* make sure the object is within map boundaries */ 766 /* 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) 767 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 768 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 769 LOG (llevError, "update_object() called for object out of map!\n");
670 face = blank_face; 819 face = blank_face;
671} 820}
672 821
673object::~object () 822object::~object ()
674{ 823{
824 unlink ();
825
675 free_key_values (this); 826 free_key_values (this);
676} 827}
677 828
678static int object_count; 829static int object_count;
679 830
680void object::link () 831void object::link ()
681{ 832{
682 assert (!index);//D 833 assert (!index);//D
683 uuid = gen_uuid (); 834 uuid = UUID::gen ();
684 count = ++object_count; 835 count = ++object_count;
685 836
686 refcnt_inc (); 837 refcnt_inc ();
687 objects.insert (this); 838 objects.insert (this);
688} 839}
689 840
690void object::unlink () 841void object::unlink ()
691{ 842{
692 assert (index);//D 843 if (!index)
844 return;
845
693 objects.erase (this); 846 objects.erase (this);
694 refcnt_dec (); 847 refcnt_dec ();
695} 848}
696 849
697void 850void
759object::destroy_inv (bool drop_to_ground) 912object::destroy_inv (bool drop_to_ground)
760{ 913{
761 // need to check first, because the checks below might segfault 914 // need to check first, because the checks below might segfault
762 // as we might be on an invalid mapspace and crossfire code 915 // as we might be on an invalid mapspace and crossfire code
763 // is too buggy to ensure that the inventory is empty. 916 // is too buggy to ensure that the inventory is empty.
764 // corollary: if you create arrows etc. with stuff in tis inventory, 917 // corollary: if you create arrows etc. with stuff in its inventory,
765 // cf will crash below with off-map x and y 918 // cf will crash below with off-map x and y
766 if (!inv) 919 if (!inv)
767 return; 920 return;
768 921
769 /* Only if the space blocks everything do we not process - 922 /* Only if the space blocks everything do we not process -
770 * if some form of movement is allowed, let objects 923 * if some form of movement is allowed, let objects
771 * drop on that space. 924 * drop on that space.
772 */ 925 */
773 if (!drop_to_ground 926 if (!drop_to_ground
774 || !map 927 || !map
775 || map->in_memory != MAP_IN_MEMORY 928 || map->in_memory != MAP_ACTIVE
929 || map->nodrop
776 || ms ().move_block == MOVE_ALL) 930 || ms ().move_block == MOVE_ALL)
777 { 931 {
778 while (inv) 932 while (inv)
779 { 933 {
780 inv->destroy_inv (drop_to_ground); 934 inv->destroy_inv (false);
781 inv->destroy (); 935 inv->destroy ();
782 } 936 }
783 } 937 }
784 else 938 else
785 { /* Put objects in inventory onto this space */ 939 { /* Put objects in inventory onto this space */
791 || op->flag [FLAG_NO_DROP] 945 || op->flag [FLAG_NO_DROP]
792 || op->type == RUNE 946 || op->type == RUNE
793 || op->type == TRAP 947 || op->type == TRAP
794 || op->flag [FLAG_IS_A_TEMPLATE] 948 || op->flag [FLAG_IS_A_TEMPLATE]
795 || op->flag [FLAG_DESTROY_ON_DEATH]) 949 || op->flag [FLAG_DESTROY_ON_DEATH])
796 op->destroy (); 950 op->destroy (true);
797 else 951 else
798 map->insert (op, x, y); 952 map->insert (op, x, y);
799 } 953 }
800 } 954 }
801} 955}
805 object *op = new object; 959 object *op = new object;
806 op->link (); 960 op->link ();
807 return op; 961 return op;
808} 962}
809 963
964static struct freed_map : maptile
965{
966 freed_map ()
967 {
968 path = "<freed objects map>";
969 name = "/internal/freed_objects_map";
970 width = 3;
971 height = 3;
972 nodrop = 1;
973
974 alloc ();
975 in_memory = MAP_ACTIVE;
976 }
977} freed_map; // freed objects are moved here to avoid crashes
978
810void 979void
811object::do_destroy () 980object::do_destroy ()
812{ 981{
813 attachable::do_destroy ();
814
815 if (flag [FLAG_IS_LINKED]) 982 if (flag [FLAG_IS_LINKED])
816 remove_button_link (this); 983 remove_button_link (this);
817 984
818 if (flag [FLAG_FRIENDLY]) 985 if (flag [FLAG_FRIENDLY])
819 remove_friendly_object (this); 986 remove_friendly_object (this);
820 987
821 if (!flag [FLAG_REMOVED])
822 remove (); 988 remove ();
823 989
824 destroy_inv (true); 990 attachable::do_destroy ();
825 991
826 deactivate (); 992 deactivate ();
827 unlink (); 993 unlink ();
828 994
829 flag [FLAG_FREED] = 1; 995 flag [FLAG_FREED] = 1;
830 996
831 // hack to ensure that freed objects still have a valid map 997 // hack to ensure that freed objects still have a valid map
832 {
833 static maptile *freed_map; // freed objects are moved here to avoid crashes
834
835 if (!freed_map)
836 {
837 freed_map = new maptile;
838
839 freed_map->name = "/internal/freed_objects_map";
840 freed_map->width = 3;
841 freed_map->height = 3;
842
843 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY;
845 }
846
847 map = freed_map; 998 map = &freed_map;
848 x = 1; 999 x = 1;
849 y = 1; 1000 y = 1;
850 }
851
852 head = 0;
853 1001
854 if (more) 1002 if (more)
855 { 1003 {
856 more->destroy (); 1004 more->destroy ();
857 more = 0; 1005 more = 0;
858 } 1006 }
859 1007
1008 head = 0;
1009
860 // clear those pointers that likely might have circular references to us 1010 // clear those pointers that likely might cause circular references
861 owner = 0; 1011 owner = 0;
862 enemy = 0; 1012 enemy = 0;
863 attacked_by = 0; 1013 attacked_by = 0;
1014 current_weapon = 0;
864} 1015}
865 1016
866void 1017void
867object::destroy (bool destroy_inventory) 1018object::destroy (bool destroy_inventory)
868{ 1019{
869 if (destroyed ()) 1020 if (destroyed ())
870 return; 1021 return;
871 1022
1023 if (!is_head () && !head->destroyed ())
1024 {
1025 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1026 head->destroy (destroy_inventory);
1027 return;
1028 }
1029
872 if (destroy_inventory) 1030 destroy_inv (!destroy_inventory);
873 destroy_inv (false); 1031
1032 if (is_head ())
1033 if (sound_destroy)
1034 play_sound (sound_destroy);
1035 else if (flag [FLAG_MONSTER])
1036 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
874 1037
875 attachable::destroy (); 1038 attachable::destroy ();
876}
877
878/*
879 * sub_weight() recursively (outwards) subtracts a number from the
880 * weight of an object (and what is carried by it's environment(s)).
881 */
882void
883sub_weight (object *op, signed long weight)
884{
885 while (op != NULL)
886 {
887 if (op->type == CONTAINER)
888 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
889
890 op->carrying -= weight;
891 op = op->env;
892 }
893} 1039}
894 1040
895/* op->remove (): 1041/* op->remove ():
896 * This function removes the object op from the linked list of objects 1042 * This function removes the object op from the linked list of objects
897 * which it is currently tied to. When this function is done, the 1043 * which it is currently tied to. When this function is done, the
898 * object will have no environment. If the object previously had an 1044 * object will have no environment. If the object previously had an
899 * environment, the x and y coordinates will be updated to 1045 * environment, the x and y coordinates will be updated to
900 * the previous environment. 1046 * the previous environment.
901 * Beware: This function is called from the editor as well!
902 */ 1047 */
903void 1048void
904object::remove () 1049object::do_remove ()
905{ 1050{
906 object *tmp, *last = 0; 1051 object *tmp, *last = 0;
907 object *otmp; 1052 object *otmp;
908 1053
909 if (QUERY_FLAG (this, FLAG_REMOVED)) 1054 if (flag [FLAG_REMOVED])
910 return; 1055 return;
911 1056
912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this); 1057 INVOKE_OBJECT (REMOVE, this);
1058
1059 flag [FLAG_REMOVED] = true;
914 1060
915 if (more) 1061 if (more)
916 more->remove (); 1062 more->remove ();
917 1063
918 /* 1064 /*
919 * In this case, the object to be removed is in someones 1065 * In this case, the object to be removed is in someones
920 * inventory. 1066 * inventory.
921 */ 1067 */
922 if (env) 1068 if (env)
923 { 1069 {
1070 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1071 if (object *pl = visible_to ())
1072 esrv_del_item (pl->contr, count);
1073 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1074
1075 adjust_weight (env, -total_weight ());
1076
1077 *(above ? &above->below : &env->inv) = below;
1078
924 if (nrof) 1079 if (below)
925 sub_weight (env, weight * nrof); 1080 below->above = above;
926 else 1081
927 sub_weight (env, weight + carrying); 1082 /* we set up values so that it could be inserted into
1083 * the map, but we don't actually do that - it is up
1084 * to the caller to decide what we want to do.
1085 */
1086 map = env->map;
1087 x = env->x;
1088 y = env->y;
1089 above = 0;
1090 below = 0;
1091 env = 0;
928 1092
929 /* NO_FIX_PLAYER is set when a great many changes are being 1093 /* NO_FIX_PLAYER is set when a great many changes are being
930 * made to players inventory. If set, avoiding the call 1094 * made to players inventory. If set, avoiding the call
931 * to save cpu time. 1095 * to save cpu time.
932 */ 1096 */
933 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1097 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
934 otmp->update_stats (); 1098 otmp->update_stats ();
935
936 if (above)
937 above->below = below;
938 else
939 env->inv = below;
940
941 if (below)
942 below->above = above;
943
944 /* we set up values so that it could be inserted into
945 * the map, but we don't actually do that - it is up
946 * to the caller to decide what we want to do.
947 */
948 x = env->x, y = env->y;
949 map = env->map;
950 above = 0, below = 0;
951 env = 0;
952 } 1099 }
953 else if (map) 1100 else if (map)
954 { 1101 {
955 if (type == PLAYER) 1102 map->dirty = true;
1103 mapspace &ms = this->ms ();
1104
1105 if (object *pl = ms.player ())
956 { 1106 {
1107 if (type == PLAYER) // this == pl(!)
1108 {
1109 // leaving a spot always closes any open container on the ground
1110 if (container && !container->env)
1111 // this causes spurious floorbox updates, but it ensures
1112 // that the CLOSE event is being sent.
1113 close_container ();
1114
957 --map->players; 1115 --map->players;
958 map->touch (); 1116 map->touch ();
1117 }
1118 else if (pl->container == this)
1119 {
1120 // removing a container should close it
1121 close_container ();
1122 }
1123
1124 esrv_del_item (pl->contr, count);
959 } 1125 }
960
961 map->dirty = true;
962 1126
963 /* link the object above us */ 1127 /* link the object above us */
964 if (above) 1128 if (above)
965 above->below = below; 1129 above->below = below;
966 else 1130 else
967 map->at (x, y).top = below; /* we were top, set new top */ 1131 ms.top = below; /* we were top, set new top */
968 1132
969 /* Relink the object below us, if there is one */ 1133 /* Relink the object below us, if there is one */
970 if (below) 1134 if (below)
971 below->above = above; 1135 below->above = above;
972 else 1136 else
974 /* Nothing below, which means we need to relink map object for this space 1138 /* Nothing below, which means we need to relink map object for this space
975 * use translated coordinates in case some oddness with map tiling is 1139 * use translated coordinates in case some oddness with map tiling is
976 * evident 1140 * evident
977 */ 1141 */
978 if (GET_MAP_OB (map, x, y) != this) 1142 if (GET_MAP_OB (map, x, y) != this)
979 {
980 char *dump = dump_object (this);
981 LOG (llevError,
982 "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); 1143 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
983 free (dump);
984 dump = dump_object (GET_MAP_OB (map, x, y));
985 LOG (llevError, "%s\n", dump);
986 free (dump);
987 }
988 1144
989 map->at (x, y).bot = above; /* goes on above it. */ 1145 ms.bot = above; /* goes on above it. */
990 } 1146 }
991 1147
992 above = 0; 1148 above = 0;
993 below = 0; 1149 below = 0;
994 1150
995 if (map->in_memory == MAP_SAVING) 1151 if (map->in_memory == MAP_SAVING)
996 return; 1152 return;
997 1153
998 int check_walk_off = !flag [FLAG_NO_APPLY]; 1154 int check_walk_off = !flag [FLAG_NO_APPLY];
999 1155
1156 if (object *pl = ms.player ())
1157 {
1158 if (pl->container == this)
1159 /* If a container that the player is currently using somehow gets
1160 * removed (most likely destroyed), update the player view
1161 * appropriately.
1162 */
1163 pl->close_container ();
1164
1165 //TODO: the floorbox prev/next might need updating
1166 esrv_del_item (pl->contr, count);
1167 }
1168
1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1169 for (tmp = ms.bot; tmp; tmp = tmp->above)
1001 { 1170 {
1002 /* No point updating the players look faces if he is the object 1171 /* No point updating the players look faces if he is the object
1003 * being removed. 1172 * being removed.
1004 */ 1173 */
1005
1006 if (tmp->type == PLAYER && tmp != this)
1007 {
1008 /* If a container that the player is currently using somehow gets
1009 * removed (most likely destroyed), update the player view
1010 * appropriately.
1011 */
1012 if (tmp->container == this)
1013 {
1014 flag [FLAG_APPLIED] = 0;
1015 tmp->container = 0;
1016 }
1017
1018 if (tmp->contr->ns)
1019 tmp->contr->ns->floorbox_update ();
1020 }
1021 1174
1022 /* See if object moving off should effect something */ 1175 /* See if object moving off should effect something */
1023 if (check_walk_off 1176 if (check_walk_off
1024 && ((move_type & tmp->move_off) 1177 && ((move_type & tmp->move_off)
1025 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1178 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1028 1181
1029 if (destroyed ()) 1182 if (destroyed ())
1030 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1183 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1031 } 1184 }
1032 1185
1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1035 if (tmp->above == tmp)
1036 tmp->above = 0;
1037
1038 last = tmp; 1186 last = tmp;
1039 } 1187 }
1040 1188
1041 /* last == NULL if there are no objects on this space */ 1189 /* last == NULL if there are no objects on this space */
1042 //TODO: this makes little sense, why only update the topmost object? 1190 //TODO: this makes little sense, why only update the topmost object?
1062merge_ob (object *op, object *top) 1210merge_ob (object *op, object *top)
1063{ 1211{
1064 if (!op->nrof) 1212 if (!op->nrof)
1065 return 0; 1213 return 0;
1066 1214
1067 if (top) 1215 if (!top)
1068 for (top = op; top && top->above; top = top->above) 1216 for (top = op; top && top->above; top = top->above)
1069 ; 1217 ;
1070 1218
1071 for (; top; top = top->below) 1219 for (; top; top = top->below)
1072 {
1073 if (top == op)
1074 continue;
1075
1076 if (object::can_merge (op, top)) 1220 if (object::can_merge (op, top))
1077 { 1221 {
1078 top->nrof += op->nrof; 1222 top->nrof += op->nrof;
1079 1223
1080/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1224 if (object *pl = top->visible_to ())
1081 op->weight = 0; /* Don't want any adjustements now */ 1225 esrv_update_item (UPD_NROF, pl, top);
1226
1227 op->weight = 0; // cancel the addition above
1228 op->carrying = 0; // must be 0 already
1229
1082 op->destroy (); 1230 op->destroy (1);
1231
1083 return top; 1232 return top;
1084 } 1233 }
1085 }
1086 1234
1087 return 0; 1235 return 0;
1088} 1236}
1089 1237
1238void
1239object::expand_tail ()
1240{
1241 if (more)
1242 return;
1243
1244 object *prev = this;
1245
1246 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1247 {
1248 object *op = arch_to_object (at);
1249
1250 op->name = name;
1251 op->name_pl = name_pl;
1252 op->title = title;
1253
1254 op->head = this;
1255 prev->more = op;
1256
1257 prev = op;
1258 }
1259}
1260
1090/* 1261/*
1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1262 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1092 * job preparing multi-part monsters 1263 * job preparing multi-part monsters.
1093 */ 1264 */
1094object * 1265object *
1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1266insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1096{ 1267{
1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1268 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1098 { 1269 {
1099 tmp->x = x + tmp->arch->clone.x; 1270 tmp->x = x + tmp->arch->x;
1100 tmp->y = y + tmp->arch->clone.y; 1271 tmp->y = y + tmp->arch->y;
1101 } 1272 }
1102 1273
1103 return insert_ob_in_map (op, m, originator, flag); 1274 return insert_ob_in_map (op, m, originator, flag);
1104} 1275}
1105 1276
1124 * just 'op' otherwise 1295 * just 'op' otherwise
1125 */ 1296 */
1126object * 1297object *
1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1298insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1128{ 1299{
1129 object *tmp, *top, *floor = NULL; 1300 assert (!op->flag [FLAG_FREED]);
1130 sint16 x, y;
1131 1301
1132 if (QUERY_FLAG (op, FLAG_FREED)) 1302 op->remove ();
1133 {
1134 LOG (llevError, "Trying to insert freed object!\n");
1135 return NULL;
1136 }
1137
1138 if (!m)
1139 {
1140 char *dump = dump_object (op);
1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1142 free (dump);
1143 return op;
1144 }
1145
1146 if (out_of_map (m, op->x, op->y))
1147 {
1148 char *dump = dump_object (op);
1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1150#ifdef MANY_CORES
1151 /* Better to catch this here, as otherwise the next use of this object
1152 * is likely to cause a crash. Better to find out where it is getting
1153 * improperly inserted.
1154 */
1155 abort ();
1156#endif
1157 free (dump);
1158 return op;
1159 }
1160
1161 if (!QUERY_FLAG (op, FLAG_REMOVED))
1162 {
1163 char *dump = dump_object (op);
1164 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1165 free (dump);
1166 return op;
1167 }
1168
1169 if (op->more)
1170 {
1171 /* The part may be on a different map. */
1172
1173 object *more = op->more;
1174
1175 /* We really need the caller to normalise coordinates - if
1176 * we set the map, that doesn't work if the location is within
1177 * a map and this is straddling an edge. So only if coordinate
1178 * is clear wrong do we normalise it.
1179 */
1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1182 else if (!more->map)
1183 {
1184 /* For backwards compatibility - when not dealing with tiled maps,
1185 * more->map should always point to the parent.
1186 */
1187 more->map = m;
1188 }
1189
1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1191 {
1192 if (!op->head)
1193 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1194
1195 return 0;
1196 }
1197 }
1198
1199 CLEAR_FLAG (op, FLAG_REMOVED);
1200 1303
1201 /* Ideally, the caller figures this out. However, it complicates a lot 1304 /* Ideally, the caller figures this out. However, it complicates a lot
1202 * of areas of callers (eg, anything that uses find_free_spot would now 1305 * of areas of callers (eg, anything that uses find_free_spot would now
1203 * need extra work 1306 * need extra work
1204 */ 1307 */
1205 op->map = get_map_from_coord (m, &op->x, &op->y); 1308 if (!xy_normalise (m, op->x, op->y))
1206 x = op->x; 1309 {
1207 y = op->y; 1310 op->destroy (1);
1311 return 0;
1312 }
1313
1314 if (object *more = op->more)
1315 if (!insert_ob_in_map (more, m, originator, flag))
1316 return 0;
1317
1318 CLEAR_FLAG (op, FLAG_REMOVED);
1319
1320 op->map = m;
1321 mapspace &ms = op->ms ();
1208 1322
1209 /* this has to be done after we translate the coordinates. 1323 /* this has to be done after we translate the coordinates.
1210 */ 1324 */
1211 if (op->nrof && !(flag & INS_NO_MERGE)) 1325 if (op->nrof && !(flag & INS_NO_MERGE))
1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1326 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1213 if (object::can_merge (op, tmp)) 1327 if (object::can_merge (op, tmp))
1214 { 1328 {
1329 // TODO: we atcually want to update tmp, not op,
1330 // but some caller surely breaks when we return tmp
1331 // from here :/
1215 op->nrof += tmp->nrof; 1332 op->nrof += tmp->nrof;
1216 tmp->destroy (); 1333 tmp->destroy (1);
1217 } 1334 }
1218 1335
1219 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1336 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1220 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1337 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1221 1338
1234 op->below = originator->below; 1351 op->below = originator->below;
1235 1352
1236 if (op->below) 1353 if (op->below)
1237 op->below->above = op; 1354 op->below->above = op;
1238 else 1355 else
1239 op->ms ().bot = op; 1356 ms.bot = op;
1240 1357
1241 /* since *below* originator, no need to update top */ 1358 /* since *below* originator, no need to update top */
1242 originator->below = op; 1359 originator->below = op;
1243 } 1360 }
1244 else 1361 else
1245 { 1362 {
1363 object *top, *floor = NULL;
1364
1365 top = ms.bot;
1366
1246 /* If there are other objects, then */ 1367 /* If there are other objects, then */
1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1368 if (top)
1248 { 1369 {
1249 object *last = 0; 1370 object *last = 0;
1250 1371
1251 /* 1372 /*
1252 * If there are multiple objects on this space, we do some trickier handling. 1373 * If there are multiple objects on this space, we do some trickier handling.
1258 * once we get to them. This reduces the need to traverse over all of 1379 * once we get to them. This reduces the need to traverse over all of
1259 * them when adding another one - this saves quite a bit of cpu time 1380 * them when adding another one - this saves quite a bit of cpu time
1260 * when lots of spells are cast in one area. Currently, it is presumed 1381 * when lots of spells are cast in one area. Currently, it is presumed
1261 * that flying non pickable objects are spell objects. 1382 * that flying non pickable objects are spell objects.
1262 */ 1383 */
1263 while (top) 1384 for (top = ms.bot; top; top = top->above)
1264 { 1385 {
1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1386 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1266 floor = top; 1387 floor = top;
1267 1388
1268 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1389 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1271 top = top->below; 1392 top = top->below;
1272 break; 1393 break;
1273 } 1394 }
1274 1395
1275 last = top; 1396 last = top;
1276 top = top->above;
1277 } 1397 }
1278 1398
1279 /* Don't want top to be NULL, so set it to the last valid object */ 1399 /* Don't want top to be NULL, so set it to the last valid object */
1280 top = last; 1400 top = last;
1281 1401
1283 * looks like instead of lots of conditions here. 1403 * looks like instead of lots of conditions here.
1284 * makes things faster, and effectively the same result. 1404 * makes things faster, and effectively the same result.
1285 */ 1405 */
1286 1406
1287 /* Have object 'fall below' other objects that block view. 1407 /* Have object 'fall below' other objects that block view.
1288 * Unless those objects are exits, type 66 1408 * Unless those objects are exits.
1289 * If INS_ON_TOP is used, don't do this processing 1409 * If INS_ON_TOP is used, don't do this processing
1290 * Need to find the object that in fact blocks view, otherwise 1410 * Need to find the object that in fact blocks view, otherwise
1291 * stacking is a bit odd. 1411 * stacking is a bit odd.
1292 */ 1412 */
1293 if (!(flag & INS_ON_TOP) && 1413 if (!(flag & INS_ON_TOP)
1294 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1414 && ms.flags () & P_BLOCKSVIEW
1415 && (op->face && !faces [op->face].visibility))
1295 { 1416 {
1296 for (last = top; last != floor; last = last->below) 1417 for (last = top; last != floor; last = last->below)
1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1418 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1298 break; 1419 break;
1420
1299 /* Check to see if we found the object that blocks view, 1421 /* Check to see if we found the object that blocks view,
1300 * and make sure we have a below pointer for it so that 1422 * and make sure we have a below pointer for it so that
1301 * we can get inserted below this one, which requires we 1423 * we can get inserted below this one, which requires we
1302 * set top to the object below us. 1424 * set top to the object below us.
1303 */ 1425 */
1304 if (last && last->below && last != floor) 1426 if (last && last->below && last != floor)
1305 top = last->below; 1427 top = last->below;
1306 } 1428 }
1307 } /* If objects on this space */ 1429 } /* If objects on this space */
1308 1430
1309 if (flag & INS_MAP_LOAD)
1310 top = GET_MAP_TOP (op->map, op->x, op->y);
1311
1312 if (flag & INS_ABOVE_FLOOR_ONLY) 1431 if (flag & INS_ABOVE_FLOOR_ONLY)
1313 top = floor; 1432 top = floor;
1314 1433
1315 /* Top is the object that our object (op) is going to get inserted above. 1434 /* Top is the object that our object (op) is going to get inserted above.
1316 */ 1435 */
1317 1436
1318 /* First object on this space */ 1437 /* First object on this space */
1319 if (!top) 1438 if (!top)
1320 { 1439 {
1321 op->above = GET_MAP_OB (op->map, op->x, op->y); 1440 op->above = ms.bot;
1322 1441
1323 if (op->above) 1442 if (op->above)
1324 op->above->below = op; 1443 op->above->below = op;
1325 1444
1326 op->below = 0; 1445 op->below = 0;
1327 op->ms ().bot = op; 1446 ms.bot = op;
1328 } 1447 }
1329 else 1448 else
1330 { /* get inserted into the stack above top */ 1449 { /* get inserted into the stack above top */
1331 op->above = top->above; 1450 op->above = top->above;
1332 1451
1336 op->below = top; 1455 op->below = top;
1337 top->above = op; 1456 top->above = op;
1338 } 1457 }
1339 1458
1340 if (!op->above) 1459 if (!op->above)
1341 op->ms ().top = op; 1460 ms.top = op;
1342 } /* else not INS_BELOW_ORIGINATOR */ 1461 } /* else not INS_BELOW_ORIGINATOR */
1343 1462
1344 if (op->type == PLAYER) 1463 if (op->type == PLAYER)
1345 { 1464 {
1346 op->contr->do_los = 1; 1465 op->contr->do_los = 1;
1348 op->map->touch (); 1467 op->map->touch ();
1349 } 1468 }
1350 1469
1351 op->map->dirty = true; 1470 op->map->dirty = true;
1352 1471
1353 /* If we have a floor, we know the player, if any, will be above
1354 * it, so save a few ticks and start from there.
1355 */
1356 if (!(flag & INS_MAP_LOAD))
1357 if (object *pl = op->ms ().player ()) 1472 if (object *pl = ms.player ())
1358 if (pl->contr->ns) 1473 //TODO: the floorbox prev/next might need updating
1359 pl->contr->ns->floorbox_update (); 1474 esrv_send_item (pl, op);
1360 1475
1361 /* If this object glows, it may affect lighting conditions that are 1476 /* If this object glows, it may affect lighting conditions that are
1362 * visible to others on this map. But update_all_los is really 1477 * visible to others on this map. But update_all_los is really
1363 * an inefficient way to do this, as it means los for all players 1478 * an inefficient way to do this, as it means los for all players
1364 * on the map will get recalculated. The players could very well 1479 * on the map will get recalculated. The players could very well
1383 * blocked() and wall() work properly), and these flags are updated by 1498 * blocked() and wall() work properly), and these flags are updated by
1384 * update_object(). 1499 * update_object().
1385 */ 1500 */
1386 1501
1387 /* if this is not the head or flag has been passed, don't check walk on status */ 1502 /* if this is not the head or flag has been passed, don't check walk on status */
1388 if (!(flag & INS_NO_WALK_ON) && !op->head) 1503 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1389 { 1504 {
1390 if (check_move_on (op, originator)) 1505 if (check_move_on (op, originator))
1391 return 0; 1506 return 0;
1392 1507
1393 /* If we are a multi part object, lets work our way through the check 1508 /* If we are a multi part object, lets work our way through the check
1394 * walk on's. 1509 * walk on's.
1395 */ 1510 */
1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1511 for (object *tmp = op->more; tmp; tmp = tmp->more)
1397 if (check_move_on (tmp, originator)) 1512 if (check_move_on (tmp, originator))
1398 return 0; 1513 return 0;
1399 } 1514 }
1400 1515
1401 return op; 1516 return op;
1406 * op is the object to insert it under: supplies x and the map. 1521 * op is the object to insert it under: supplies x and the map.
1407 */ 1522 */
1408void 1523void
1409replace_insert_ob_in_map (const char *arch_string, object *op) 1524replace_insert_ob_in_map (const char *arch_string, object *op)
1410{ 1525{
1411 object *tmp, *tmp1;
1412
1413 /* first search for itself and remove any old instances */ 1526 /* first search for itself and remove any old instances */
1414 1527
1415 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1528 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1529 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1417 tmp->destroy (); 1530 tmp->destroy (1);
1418 1531
1419 tmp1 = arch_to_object (archetype::find (arch_string)); 1532 object *tmp = arch_to_object (archetype::find (arch_string));
1420 1533
1421 tmp1->x = op->x; 1534 tmp->x = op->x;
1422 tmp1->y = op->y; 1535 tmp->y = op->y;
1536
1423 insert_ob_in_map (tmp1, op->map, op, 0); 1537 insert_ob_in_map (tmp, op->map, op, 0);
1424} 1538}
1425 1539
1426object * 1540object *
1427object::insert_at (object *where, object *originator, int flags) 1541object::insert_at (object *where, object *originator, int flags)
1428{ 1542{
1543 if (where->env)
1544 return where->env->insert (this);
1545 else
1429 where->map->insert (this, where->x, where->y, originator, flags); 1546 return where->map->insert (this, where->x, where->y, originator, flags);
1430} 1547}
1431 1548
1432/* 1549/*
1433 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1434 * is returned contains nr objects, and the remaining parts contains
1435 * the rest (or is removed and freed if that number is 0).
1436 * On failure, NULL is returned, and the reason put into the
1437 * global static errmsg array.
1438 */
1439object *
1440get_split_ob (object *orig_ob, uint32 nr)
1441{
1442 object *newob;
1443 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1444
1445 if (orig_ob->nrof < nr)
1446 {
1447 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1448 return NULL;
1449 }
1450
1451 newob = object_create_clone (orig_ob);
1452
1453 if ((orig_ob->nrof -= nr) < 1)
1454 orig_ob->destroy (1);
1455 else if (!is_removed)
1456 {
1457 if (orig_ob->env != NULL)
1458 sub_weight (orig_ob->env, orig_ob->weight * nr);
1459 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1460 {
1461 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1462 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1463 return NULL;
1464 }
1465 }
1466
1467 newob->nrof = nr;
1468
1469 return newob;
1470}
1471
1472/*
1473 * decrease_ob_nr(object, number) decreases a specified number from 1550 * decrease(object, number) decreases a specified number from
1474 * the amount of an object. If the amount reaches 0, the object 1551 * the amount of an object. If the amount reaches 0, the object
1475 * is subsequently removed and freed. 1552 * is subsequently removed and freed.
1476 * 1553 *
1477 * Return value: 'op' if something is left, NULL if the amount reached 0 1554 * Return value: 'op' if something is left, NULL if the amount reached 0
1478 */ 1555 */
1556bool
1557object::decrease (sint32 nr)
1558{
1559 if (!nr)
1560 return true;
1479 1561
1562 nr = min (nr, nrof);
1563
1564 nrof -= nr;
1565
1566 if (nrof)
1567 {
1568 adjust_weight (env, -weight * nr); // carrying == 0
1569
1570 if (object *pl = visible_to ())
1571 esrv_update_item (UPD_NROF, pl, this);
1572
1573 return true;
1574 }
1575 else
1576 {
1577 destroy (1);
1578 return false;
1579 }
1580}
1581
1582/*
1583 * split(ob,nr) splits up ob into two parts. The part which
1584 * is returned contains nr objects, and the remaining parts contains
1585 * the rest (or is removed and returned if that number is 0).
1586 * On failure, NULL is returned.
1587 */
1480object * 1588object *
1481decrease_ob_nr (object *op, uint32 i) 1589object::split (sint32 nr)
1482{ 1590{
1483 object *tmp; 1591 int have = number_of ();
1484 1592
1485 if (i == 0) /* objects with op->nrof require this check */ 1593 if (have < nr)
1486 return op; 1594 return 0;
1487 1595 else if (have == nr)
1488 if (i > op->nrof)
1489 i = op->nrof;
1490
1491 if (QUERY_FLAG (op, FLAG_REMOVED))
1492 op->nrof -= i;
1493 else if (op->env)
1494 { 1596 {
1495 /* is this object in the players inventory, or sub container
1496 * therein?
1497 */
1498 tmp = op->in_player ();
1499 /* nope. Is this a container the player has opened?
1500 * If so, set tmp to that player.
1501 * IMO, searching through all the players will mostly
1502 * likely be quicker than following op->env to the map,
1503 * and then searching the map for a player.
1504 */
1505 if (!tmp)
1506 for_all_players (pl)
1507 if (pl->ob->container == op->env)
1508 {
1509 tmp = pl->ob;
1510 break;
1511 }
1512
1513 if (i < op->nrof)
1514 {
1515 sub_weight (op->env, op->weight * i);
1516 op->nrof -= i;
1517 if (tmp)
1518 esrv_send_item (tmp, op);
1519 }
1520 else
1521 {
1522 op->remove (); 1597 remove ();
1523 op->nrof = 0; 1598 return this;
1524 if (tmp)
1525 esrv_del_item (tmp->contr, op->count);
1526 }
1527 } 1599 }
1528 else 1600 else
1529 { 1601 {
1530 object *above = op->above; 1602 decrease (nr);
1531 1603
1532 if (i < op->nrof) 1604 object *op = object_create_clone (this);
1533 op->nrof -= i; 1605 op->nrof = nr;
1534 else
1535 {
1536 op->remove ();
1537 op->nrof = 0;
1538 }
1539
1540 /* Since we just removed op, op->above is null */
1541 for (tmp = above; tmp; tmp = tmp->above)
1542 if (tmp->type == PLAYER)
1543 {
1544 if (op->nrof)
1545 esrv_send_item (tmp, op);
1546 else
1547 esrv_del_item (tmp->contr, op->count);
1548 }
1549 }
1550
1551 if (op->nrof)
1552 return op; 1606 return op;
1553 else
1554 {
1555 op->destroy ();
1556 return 0;
1557 }
1558}
1559
1560/*
1561 * add_weight(object, weight) adds the specified weight to an object,
1562 * and also updates how much the environment(s) is/are carrying.
1563 */
1564
1565void
1566add_weight (object *op, signed long weight)
1567{
1568 while (op != NULL)
1569 {
1570 if (op->type == CONTAINER)
1571 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1572
1573 op->carrying += weight;
1574 op = op->env;
1575 } 1607 }
1576} 1608}
1577 1609
1578object * 1610object *
1579insert_ob_in_ob (object *op, object *where) 1611insert_ob_in_ob (object *op, object *where)
1584 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1616 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1585 free (dump); 1617 free (dump);
1586 return op; 1618 return op;
1587 } 1619 }
1588 1620
1589 if (where->head) 1621 if (where->head_ () != where)
1590 { 1622 {
1591 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1623 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1592 where = where->head; 1624 where = where->head;
1593 } 1625 }
1594 1626
1595 return where->insert (op); 1627 return where->insert (op);
1596} 1628}
1601 * inside the object environment. 1633 * inside the object environment.
1602 * 1634 *
1603 * The function returns now pointer to inserted item, and return value can 1635 * The function returns now pointer to inserted item, and return value can
1604 * be != op, if items are merged. -Tero 1636 * be != op, if items are merged. -Tero
1605 */ 1637 */
1606
1607object * 1638object *
1608object::insert (object *op) 1639object::insert (object *op)
1609{ 1640{
1610 object *tmp, *otmp;
1611
1612 if (!QUERY_FLAG (op, FLAG_REMOVED))
1613 op->remove ();
1614
1615 if (op->more) 1641 if (op->more)
1616 { 1642 {
1617 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1643 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1618 return op; 1644 return op;
1619 } 1645 }
1620 1646
1621 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1647 op->remove ();
1622 CLEAR_FLAG (op, FLAG_REMOVED); 1648
1649 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1650
1623 if (op->nrof) 1651 if (op->nrof)
1624 {
1625 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1652 for (object *tmp = inv; tmp; tmp = tmp->below)
1626 if (object::can_merge (tmp, op)) 1653 if (object::can_merge (tmp, op))
1627 { 1654 {
1628 /* return the original object and remove inserted object 1655 /* return the original object and remove inserted object
1629 (client needs the original object) */ 1656 (client needs the original object) */
1630 tmp->nrof += op->nrof; 1657 tmp->nrof += op->nrof;
1631 /* Weight handling gets pretty funky. Since we are adding to 1658
1632 * tmp->nrof, we need to increase the weight. 1659 if (object *pl = tmp->visible_to ())
1633 */ 1660 esrv_update_item (UPD_NROF, pl, tmp);
1661
1634 add_weight (this, op->weight * op->nrof); 1662 adjust_weight (this, op->total_weight ());
1635 SET_FLAG (op, FLAG_REMOVED); 1663
1636 op->destroy (); /* free the inserted object */ 1664 op->destroy (1);
1637 op = tmp; 1665 op = tmp;
1638 op->remove (); /* and fix old object's links */ 1666 goto inserted;
1639 CLEAR_FLAG (op, FLAG_REMOVED);
1640 break;
1641 } 1667 }
1642 1668
1643 /* I assume combined objects have no inventory 1669 op->owner = 0; // it's his/hers now. period.
1644 * We add the weight - this object could have just been removed
1645 * (if it was possible to merge). calling remove_ob will subtract
1646 * the weight, so we need to add it in again, since we actually do
1647 * the linking below
1648 */
1649 add_weight (this, op->weight * op->nrof);
1650 }
1651 else
1652 add_weight (this, (op->weight + op->carrying));
1653
1654 otmp = this->in_player ();
1655 if (otmp && otmp->contr)
1656 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1657 otmp->update_stats ();
1658
1659 op->map = 0; 1670 op->map = 0;
1660 op->env = this; 1671 op->x = 0;
1672 op->y = 0;
1673
1661 op->above = 0; 1674 op->above = 0;
1662 op->below = 0; 1675 op->below = inv;
1663 op->x = 0, op->y = 0; 1676 op->env = this;
1664 1677
1678 if (inv)
1679 inv->above = op;
1680
1681 inv = op;
1682
1683 op->flag [FLAG_REMOVED] = 0;
1684
1685 if (object *pl = op->visible_to ())
1686 esrv_send_item (pl, op);
1687
1688 adjust_weight (this, op->total_weight ());
1689
1690inserted:
1665 /* reset the light list and los of the players on the map */ 1691 /* reset the light list and los of the players on the map */
1666 if ((op->glow_radius != 0) && map) 1692 if (op->glow_radius && map && map->darkness)
1667 {
1668#ifdef DEBUG_LIGHTS
1669 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1670#endif /* DEBUG_LIGHTS */
1671 if (map->darkness)
1672 update_all_los (map, x, y); 1693 update_all_los (map, x, y);
1673 }
1674 1694
1675 /* Client has no idea of ordering so lets not bother ordering it here. 1695 // if this is a player's inventory, update stats
1676 * It sure simplifies this function... 1696 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1677 */ 1697 update_stats ();
1678 if (!inv)
1679 inv = op;
1680 else
1681 {
1682 op->below = inv;
1683 op->below->above = op;
1684 inv = op;
1685 }
1686 1698
1687 INVOKE_OBJECT (INSERT, this); 1699 INVOKE_OBJECT (INSERT, this);
1688 1700
1689 return op; 1701 return op;
1690} 1702}
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1783 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1784 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 { 1785 {
1774 1786
1775 float 1787 float
1776 diff = tmp->move_slow_penalty * FABS (op->speed); 1788 diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1789
1778 if (op->type == PLAYER) 1790 if (op->type == PLAYER)
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1791 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1792 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0; 1793 diff /= 4.0;
1905 * activate recursively a flag on an object inventory 1917 * activate recursively a flag on an object inventory
1906 */ 1918 */
1907void 1919void
1908flag_inv (object *op, int flag) 1920flag_inv (object *op, int flag)
1909{ 1921{
1910 if (op->inv)
1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1922 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1912 { 1923 {
1913 SET_FLAG (tmp, flag); 1924 SET_FLAG (tmp, flag);
1914 flag_inv (tmp, flag); 1925 flag_inv (tmp, flag);
1915 } 1926 }
1916} 1927}
1917 1928
1918/* 1929/*
1919 * deactivate recursively a flag on an object inventory 1930 * deactivate recursively a flag on an object inventory
1920 */ 1931 */
1921void 1932void
1922unflag_inv (object *op, int flag) 1933unflag_inv (object *op, int flag)
1923{ 1934{
1924 if (op->inv)
1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1926 { 1936 {
1927 CLEAR_FLAG (tmp, flag); 1937 CLEAR_FLAG (tmp, flag);
1928 unflag_inv (tmp, flag); 1938 unflag_inv (tmp, flag);
1929 } 1939 }
1930}
1931
1932/*
1933 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1934 * all it's inventory (recursively).
1935 * If checksums are used, a player will get set_cheat called for
1936 * him/her-self and all object carried by a call to this function.
1937 */
1938void
1939set_cheat (object *op)
1940{
1941 SET_FLAG (op, FLAG_WAS_WIZ);
1942 flag_inv (op, FLAG_WAS_WIZ);
1943} 1940}
1944 1941
1945/* 1942/*
1946 * find_free_spot(object, map, x, y, start, stop) will search for 1943 * find_free_spot(object, map, x, y, start, stop) will search for
1947 * a spot at the given map and coordinates which will be able to contain 1944 * a spot at the given map and coordinates which will be able to contain
1949 * to search (see the freearr_x/y[] definition). 1946 * to search (see the freearr_x/y[] definition).
1950 * It returns a random choice among the alternatives found. 1947 * It returns a random choice among the alternatives found.
1951 * start and stop are where to start relative to the free_arr array (1,9 1948 * start and stop are where to start relative to the free_arr array (1,9
1952 * does all 4 immediate directions). This returns the index into the 1949 * does all 4 immediate directions). This returns the index into the
1953 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1950 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1954 * Note - this only checks to see if there is space for the head of the
1955 * object - if it is a multispace object, this should be called for all
1956 * pieces.
1957 * Note2: This function does correctly handle tiled maps, but does not 1951 * Note: This function does correctly handle tiled maps, but does not
1958 * inform the caller. However, insert_ob_in_map will update as 1952 * inform the caller. However, insert_ob_in_map will update as
1959 * necessary, so the caller shouldn't need to do any special work. 1953 * necessary, so the caller shouldn't need to do any special work.
1960 * Note - updated to take an object instead of archetype - this is necessary 1954 * Note - updated to take an object instead of archetype - this is necessary
1961 * because arch_blocked (now ob_blocked) needs to know the movement type 1955 * because arch_blocked (now ob_blocked) needs to know the movement type
1962 * to know if the space in question will block the object. We can't use 1956 * to know if the space in question will block the object. We can't use
1964 * customized, changed states, etc. 1958 * customized, changed states, etc.
1965 */ 1959 */
1966int 1960int
1967find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1961find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1968{ 1962{
1963 int altern[SIZEOFFREE];
1969 int index = 0, flag; 1964 int index = 0, flag;
1970 int altern[SIZEOFFREE];
1971 1965
1972 for (int i = start; i < stop; i++) 1966 for (int i = start; i < stop; i++)
1973 { 1967 {
1974 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1968 mapxy pos (m, x, y); pos.move (i);
1975 if (!flag) 1969
1970 if (!pos.normalise ())
1971 continue;
1972
1973 mapspace &ms = *pos;
1974
1975 if (ms.flags () & P_IS_ALIVE)
1976 continue;
1977
1978 /* However, often
1979 * ob doesn't have any move type (when used to place exits)
1980 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1981 */
1982 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1983 {
1976 altern [index++] = i; 1984 altern [index++] = i;
1985 continue;
1986 }
1977 1987
1978 /* Basically, if we find a wall on a space, we cut down the search size. 1988 /* Basically, if we find a wall on a space, we cut down the search size.
1979 * In this way, we won't return spaces that are on another side of a wall. 1989 * In this way, we won't return spaces that are on another side of a wall.
1980 * This mostly work, but it cuts down the search size in all directions - 1990 * This mostly work, but it cuts down the search size in all directions -
1981 * if the space being examined only has a wall to the north and empty 1991 * if the space being examined only has a wall to the north and empty
1982 * spaces in all the other directions, this will reduce the search space 1992 * spaces in all the other directions, this will reduce the search space
1983 * to only the spaces immediately surrounding the target area, and 1993 * to only the spaces immediately surrounding the target area, and
1984 * won't look 2 spaces south of the target space. 1994 * won't look 2 spaces south of the target space.
1985 */ 1995 */
1986 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1996 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1997 {
1987 stop = maxfree[i]; 1998 stop = maxfree[i];
1999 continue;
2000 }
2001
2002 /* Note it is intentional that we check ob - the movement type of the
2003 * head of the object should correspond for the entire object.
2004 */
2005 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2006 continue;
2007
2008 if (ob->blocked (m, pos.x, pos.y))
2009 continue;
2010
2011 altern [index++] = i;
1988 } 2012 }
1989 2013
1990 if (!index) 2014 if (!index)
1991 return -1; 2015 return -1;
1992 2016
1993 return altern[RANDOM () % index]; 2017 return altern [rndm (index)];
1994} 2018}
1995 2019
1996/* 2020/*
1997 * find_first_free_spot(archetype, maptile, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
1998 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2001 */ 2025 */
2002int 2026int
2003find_first_free_spot (const object *ob, maptile *m, int x, int y) 2027find_first_free_spot (const object *ob, maptile *m, int x, int y)
2004{ 2028{
2005 for (int i = 0; i < SIZEOFFREE; i++) 2029 for (int i = 0; i < SIZEOFFREE; i++)
2006 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2030 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2007 return i; 2031 return i;
2008 2032
2009 return -1; 2033 return -1;
2010} 2034}
2011 2035
2019{ 2043{
2020 arr += begin; 2044 arr += begin;
2021 end -= begin; 2045 end -= begin;
2022 2046
2023 while (--end) 2047 while (--end)
2024 swap (arr [end], arr [RANDOM () % (end + 1)]); 2048 swap (arr [end], arr [rndm (end + 1)]);
2025} 2049}
2026 2050
2027/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2028 * This basically returns a randomized array (in the passed pointer) of 2052 * This basically returns a randomized array (in the passed pointer) of
2029 * the spaces to find monsters. In this way, it won't always look for 2053 * the spaces to find monsters. In this way, it won't always look for
2065 object *tmp; 2089 object *tmp;
2066 maptile *mp; 2090 maptile *mp;
2067 2091
2068 MoveType blocked, move_type; 2092 MoveType blocked, move_type;
2069 2093
2070 if (exclude && exclude->head) 2094 if (exclude && exclude->head_ () != exclude)
2071 { 2095 {
2072 exclude = exclude->head; 2096 exclude = exclude->head;
2073 move_type = exclude->move_type; 2097 move_type = exclude->move_type;
2074 } 2098 }
2075 else 2099 else
2098 max = maxfree[i]; 2122 max = maxfree[i];
2099 else if (mflags & P_IS_ALIVE) 2123 else if (mflags & P_IS_ALIVE)
2100 { 2124 {
2101 for (tmp = ms.bot; tmp; tmp = tmp->above) 2125 for (tmp = ms.bot; tmp; tmp = tmp->above)
2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2103 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2127 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2104 break; 2128 break;
2105 2129
2106 if (tmp) 2130 if (tmp)
2107 return freedir[i]; 2131 return freedir[i];
2108 } 2132 }
2288 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2312 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2289 * core dumps if they do. 2313 * core dumps if they do.
2290 * 2314 *
2291 * Add a check so we can't pick up invisible objects (0.93.8) 2315 * Add a check so we can't pick up invisible objects (0.93.8)
2292 */ 2316 */
2293
2294int 2317int
2295can_pick (const object *who, const object *item) 2318can_pick (const object *who, const object *item)
2296{ 2319{
2297 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2320 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2298 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2321 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2303 * create clone from object to another 2326 * create clone from object to another
2304 */ 2327 */
2305object * 2328object *
2306object_create_clone (object *asrc) 2329object_create_clone (object *asrc)
2307{ 2330{
2308 object *dst = 0, *tmp, *src, *part, *prev, *item; 2331 object *dst = 0, *tmp, *src, *prev, *item;
2309 2332
2310 if (!asrc) 2333 if (!asrc)
2311 return 0; 2334 return 0;
2312 2335
2313 src = asrc;
2314 if (src->head)
2315 src = src->head; 2336 src = asrc->head_ ();
2316 2337
2317 prev = 0; 2338 prev = 0;
2318 for (part = src; part; part = part->more) 2339 for (object *part = src; part; part = part->more)
2319 { 2340 {
2320 tmp = part->clone (); 2341 tmp = part->clone ();
2321 tmp->x -= src->x; 2342 tmp->x -= src->x;
2322 tmp->y -= src->y; 2343 tmp->y -= src->y;
2323 2344
2341 insert_ob_in_ob (object_create_clone (item), dst); 2362 insert_ob_in_ob (object_create_clone (item), dst);
2342 2363
2343 return dst; 2364 return dst;
2344} 2365}
2345 2366
2346/* GROS - Creates an object using a string representing its content. */
2347/* Basically, we save the content of the string to a temp file, then call */
2348/* load_object on it. I admit it is a highly inefficient way to make things, */
2349/* but it was simple to make and allows reusing the load_object function. */
2350/* Remember not to use load_object_str in a time-critical situation. */
2351/* Also remember that multiparts objects are not supported for now. */
2352object *
2353load_object_str (const char *obstr)
2354{
2355 object *op;
2356 char filename[MAX_BUF];
2357
2358 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2359
2360 FILE *tempfile = fopen (filename, "w");
2361
2362 if (tempfile == NULL)
2363 {
2364 LOG (llevError, "Error - Unable to access load object temp file\n");
2365 return NULL;
2366 }
2367
2368 fprintf (tempfile, obstr);
2369 fclose (tempfile);
2370
2371 op = object::create ();
2372
2373 object_thawer thawer (filename);
2374
2375 if (thawer)
2376 load_object (thawer, op, 0);
2377
2378 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2379 CLEAR_FLAG (op, FLAG_REMOVED);
2380
2381 return op;
2382}
2383
2384/* This returns the first object in who's inventory that 2367/* This returns the first object in who's inventory that
2385 * has the same type and subtype match. 2368 * has the same type and subtype match.
2386 * returns NULL if no match. 2369 * returns NULL if no match.
2387 */ 2370 */
2388object * 2371object *
2441 if (link->key == canonical_key) 2424 if (link->key == canonical_key)
2442 return link->value; 2425 return link->value;
2443 2426
2444 return 0; 2427 return 0;
2445} 2428}
2446
2447 2429
2448/* 2430/*
2449 * Updates the canonical_key in op to value. 2431 * Updates the canonical_key in op to value.
2450 * 2432 *
2451 * canonical_key is a shared string (value doesn't have to be). 2433 * canonical_key is a shared string (value doesn't have to be).
2475 /* Basically, if the archetype has this key set, 2457 /* Basically, if the archetype has this key set,
2476 * we need to store the null value so when we save 2458 * we need to store the null value so when we save
2477 * it, we save the empty value so that when we load, 2459 * it, we save the empty value so that when we load,
2478 * we get this value back again. 2460 * we get this value back again.
2479 */ 2461 */
2480 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2462 if (get_ob_key_link (op->arch, canonical_key))
2481 field->value = 0; 2463 field->value = 0;
2482 else 2464 else
2483 { 2465 {
2484 if (last) 2466 if (last)
2485 last->next = field->next; 2467 last->next = field->next;
2554 } 2536 }
2555 else 2537 else
2556 item = item->env; 2538 item = item->env;
2557} 2539}
2558 2540
2559
2560const char * 2541const char *
2561object::flag_desc (char *desc, int len) const 2542object::flag_desc (char *desc, int len) const
2562{ 2543{
2563 char *p = desc; 2544 char *p = desc;
2564 bool first = true; 2545 bool first = true;
2591{ 2572{
2592 char flagdesc[512]; 2573 char flagdesc[512];
2593 char info2[256 * 4]; 2574 char info2[256 * 4];
2594 char *p = info; 2575 char *p = info;
2595 2576
2596 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2577 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2597 count, uuid.seq, 2578 count,
2579 uuid.c_str (),
2598 &name, 2580 &name,
2599 title ? "\",title:" : "", 2581 title ? "\",title:\"" : "",
2600 title ? (const char *)title : "", 2582 title ? (const char *)title : "",
2601 flag_desc (flagdesc, 512), type); 2583 flag_desc (flagdesc, 512), type);
2602 2584
2603 if (env) 2585 if (!flag[FLAG_REMOVED] && env)
2604 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2586 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2605 2587
2606 if (map) 2588 if (map)
2607 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2589 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2608 2590
2610} 2592}
2611 2593
2612const char * 2594const char *
2613object::debug_desc () const 2595object::debug_desc () const
2614{ 2596{
2615 static char info[256 * 4]; 2597 static char info[3][256 * 4];
2598 static int info_idx;
2599
2616 return debug_desc (info); 2600 return debug_desc (info [++info_idx % 3]);
2617} 2601}
2618 2602
2619const char * 2603struct region *
2620object::debug_desc2 () const 2604object::region () const
2621{ 2605{
2622 static char info[256 * 4]; 2606 return map ? map->region (x, y)
2623 return debug_desc (info); 2607 : region::default_region ();
2624} 2608}
2625 2609
2610const materialtype_t *
2611object::dominant_material () const
2612{
2613 if (materialtype_t *mt = name_to_material (materialname))
2614 return mt;
2615
2616 return name_to_material (shstr_unknown);
2617}
2618
2619void
2620object::open_container (object *new_container)
2621{
2622 if (container == new_container)
2623 return;
2624
2625 object *old_container = container;
2626
2627 if (old_container)
2628 {
2629 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2630 return;
2631
2632#if 0
2633 // remove the "Close old_container" object.
2634 if (object *closer = old_container->inv)
2635 if (closer->type == CLOSE_CON)
2636 closer->destroy ();
2637#endif
2638
2639 // make sure the container is available
2640 esrv_send_item (this, old_container);
2641
2642 old_container->flag [FLAG_APPLIED] = false;
2643 container = 0;
2644
2645 // client needs item update to make it work, client bug requires this to be separate
2646 esrv_update_item (UPD_FLAGS, this, old_container);
2647
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2649 play_sound (sound_find ("chest_close"));
2650 }
2651
2652 if (new_container)
2653 {
2654 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2655 return;
2656
2657 // TODO: this does not seem to serve any purpose anymore?
2658#if 0
2659 // insert the "Close Container" object.
2660 if (archetype *closer = new_container->other_arch)
2661 {
2662 object *closer = arch_to_object (new_container->other_arch);
2663 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2664 new_container->insert (closer);
2665 }
2666#endif
2667
2668 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2669
2670 // make sure the container is available, client bug requires this to be separate
2671 esrv_send_item (this, new_container);
2672
2673 new_container->flag [FLAG_APPLIED] = true;
2674 container = new_container;
2675
2676 // client needs flag change
2677 esrv_update_item (UPD_FLAGS, this, new_container);
2678 esrv_send_inventory (this, new_container);
2679 play_sound (sound_find ("chest_open"));
2680 }
2681// else if (!old_container->env && contr && contr->ns)
2682// contr->ns->floorbox_reset ();
2683}
2684
2685object *
2686object::force_find (const shstr name)
2687{
2688 /* cycle through his inventory to look for the MARK we want to
2689 * place
2690 */
2691 for (object *tmp = inv; tmp; tmp = tmp->below)
2692 if (tmp->type == FORCE && tmp->slaying == name)
2693 return splay (tmp);
2694
2695 return 0;
2696}
2697
2698void
2699object::force_add (const shstr name, int duration)
2700{
2701 if (object *force = force_find (name))
2702 force->destroy ();
2703
2704 object *force = get_archetype (FORCE_NAME);
2705
2706 force->slaying = name;
2707 force->stats.food = 1;
2708 force->speed_left = -1.f;
2709
2710 force->set_speed (duration ? 1.f / duration : 0.f);
2711 force->flag [FLAG_IS_USED_UP] = true;
2712 force->flag [FLAG_APPLIED] = true;
2713
2714 insert (force);
2715}
2716
2717void
2718object::play_sound (faceidx sound)
2719{
2720 if (!sound)
2721 return;
2722
2723 if (flag [FLAG_REMOVED])
2724 return;
2725
2726 if (env)
2727 {
2728 if (object *pl = in_player ())
2729 pl->contr->play_sound (sound);
2730 }
2731 else
2732 map->play_sound (sound, x, y);
2733}
2734

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