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Comparing deliantra/server/common/object.C (file contents):
Revision 1.184 by root, Wed Aug 22 20:46:46 2007 UTC vs.
Revision 1.272 by root, Sat Dec 27 04:09:58 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h>
33#include <sproto.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;
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, 42short freearr_x[SIZEOFFREE] = {
43 0,
44 0, 1, 1, 1, 0, -1, -1, -1,
45 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 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
47}; 47};
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, 48short freearr_y[SIZEOFFREE] = {
49 0,
50 -1, -1, 0, 1, 1, 1, 0, -1,
51 -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 52 -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}; 53};
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, 54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 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 58 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}; 59};
54int freedir[SIZEOFFREE] = { 60int 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, 61 0,
62 1, 2, 3, 4, 5, 6, 7, 8,
63 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 64 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}; 65};
58 66
59static void 67static void
60write_uuid (void) 68write_uuid (uval64 skip, bool sync)
61{ 69{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 70 CALL_BEGIN (2);
63 71 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 72 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 73 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 74 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} 75}
79 76
80static void 77static void
81read_uuid (void) 78read_uuid (void)
82{ 79{
83 char filename[MAX_BUF]; 80 char filename[MAX_BUF];
84 81
85 sprintf (filename, "%s/uuid", settings.localdir); 82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
86 85
87 FILE *fp; 86 FILE *fp;
88 87
89 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
90 { 89 {
91 if (errno == ENOENT) 90 if (errno == ENOENT)
92 { 91 {
93 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 93 UUID::cur.seq = 0;
95 write_uuid (); 94 write_uuid (UUID_GAP, true);
96 return; 95 return;
97 } 96 }
98 97
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 99 _exit (1);
101 } 100 }
102 101
103 int version; 102 UUID::BUF buf;
104 unsigned long long uid; 103 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
106 { 107 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 109 _exit (1);
109 } 110 }
110 111
111 uuid.seq = uid; 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 113
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 114 write_uuid (UUID_GAP, true);
114 fclose (fp); 115 fclose (fp);
115} 116}
116 117
117UUID 118UUID
118gen_uuid () 119UUID::gen ()
119{ 120{
120 UUID uid; 121 UUID uid;
121 122
122 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
123 124
124 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
126 131
127 return uid; 132 return uid;
128} 133}
129 134
130void 135void
131init_uuid () 136UUID::init ()
132{ 137{
133 read_uuid (); 138 read_uuid ();
134} 139}
135 140
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 142static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
139{ 144{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* 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 146 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
145 */ 148 */
146 149
147 /* For each field in wants, */ 150 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 152 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 153 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 }
170 154
171 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 156 return true;
173} 157}
174 158
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 160static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 162{
179 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
181 */ 165 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
183} 168}
184 169
185/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 171 * they can be merged together.
187 * 172 *
202 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 188 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
205 return 0; 190 return 0;
206 191
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 192 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * is always 0 .. 2**31-1 */
210 * used to store nrof). 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 195 return 0;
214 196
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* 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 198 * 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 199 * 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 200 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 201 * flags lose any meaning.
220 */ 202 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 205
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 208
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 209 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 210 || ob1->name != ob2->name
230 || ob1->title != ob2->title 211 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 213 || 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 214 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 218 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
241 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 226 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 227 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 228 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 229 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 230 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 231 || ob1->move_slow_penalty != ob2->move_slow_penalty
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 234 return 0;
253 235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
254 /* This is really a spellbook check - really, we should 242 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 243 * not merge objects with real inventories, as splitting them
244 * is hard.
256 */ 245 */
257 if (ob1->inv || ob2->inv) 246 if (ob1->inv || ob2->inv)
258 { 247 {
259 /* if one object has inventory but the other doesn't, not equiv */ 248 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 249 return 0; /* inventories differ in length */
261 return 0;
262 250
263 /* Now check to see if the two inventory objects could merge */ 251 if (ob1->inv->below || ob2->inv->below)
252 return 0; /* more than one object in inv */
253
264 if (!object::can_merge (ob1->inv, ob2->inv)) 254 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 255 return 0; /* inventory objects differ */
266 256
267 /* inventory ok - still need to check rest of this object to see 257 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 258 * if it is valid.
269 */ 259 */
270 } 260 }
289 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
290 return 0; 280 return 0;
291 break; 281 break;
292 } 282 }
293 283
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
295 { 285 {
296 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 288 return 0; /* One has fields, but the other one doesn't. */
299 return 0; 289
300 else if (!compare_ob_value_lists (ob1, ob2)) 290 if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 291 return 0;
302 } 292 }
303 293
304 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
305 { 295 {
306 ob1->optimise (); 296 ob1->optimise ();
307 ob2->optimise (); 297 ob2->optimise ();
308 298
309 if (ob1->self || ob2->self) 299 if (ob1->self || ob2->self)
300 {
301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
303
304 if (k1 != k2)
305 return 0;
306
307 if (k1 == 0)
308 return 1;
309
310 if (!cfperl_can_merge (ob1, ob2)) 310 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 311 return 0;
312 }
312 } 313 }
313 314
314 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
315 return 1; 316 return 1;
316} 317}
317 318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->is_player ())
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
356// adjust weight per container type ("of holding")
357static sint32
358weight_adjust_for (object *op, sint32 weight)
359{
360 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
362 : weight;
363}
364
318/* 365/*
366 * adjust_weight(object, weight) adds the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying.
368 */
369static void
370adjust_weight (object *op, sint32 weight)
371{
372 while (op)
373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
381
382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
388 op = op->env;
389 }
390}
391
392/*
319 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 394 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
322 */ 396 */
323long 397void
324sum_weight (object *op) 398object::update_weight ()
325{ 399{
326 long sum; 400 sint32 sum = 0;
327 object *inv;
328 401
329 for (sum = 0, inv = op->inv; inv; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
330 { 403 {
331 if (inv->inv) 404 if (op->inv)
332 sum_weight (inv); 405 op->update_weight ();
333 406
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 407 sum += op->total_weight ();
408 }
409
410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
335 } 413 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum)
341 op->carrying = sum; 414 carrying = sum;
342 415
343 return sum; 416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this);
419 }
344} 420}
345 421
346/** 422/*
347 * Return the outermost environment object for a given object. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
360 * Some error messages.
361 * The result of the dump is stored in the static global errmsg array.
362 */ 424 */
363char * 425char *
364dump_object (object *op) 426dump_object (object *op)
365{ 427{
366 if (!op) 428 if (!op)
380get_nearest_part (object *op, const object *pl) 442get_nearest_part (object *op, const object *pl)
381{ 443{
382 object *tmp, *closest; 444 object *tmp, *closest;
383 int last_dist, i; 445 int last_dist, i;
384 446
385 if (op->more == NULL) 447 if (!op->more)
386 return op; 448 return op;
449
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist) 453 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i; 454 closest = tmp, last_dist = i;
455
390 return closest; 456 return closest;
391} 457}
392 458
393/* 459/*
394 * Returns the object which has the count-variable equal to the argument. 460 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow.
395 */ 462 */
396object * 463object *
397find_object (tag_t i) 464find_object (tag_t i)
398{ 465{
399 for_all_objects (op) 466 for_all_objects (op)
410 */ 477 */
411object * 478object *
412find_object_name (const char *str) 479find_object_name (const char *str)
413{ 480{
414 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
415 object *op;
416 482
483 if (str_)
417 for_all_objects (op) 484 for_all_objects (op)
418 if (op->name == str_) 485 if (op->name == str_)
419 break; 486 return op;
420 487
421 return op; 488 return 0;
422}
423
424void
425free_all_object_data ()
426{
427 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
428} 489}
429 490
430/* 491/*
431 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
432 * skill and experience objects. 493 * skill and experience objects.
437{ 498{
438 // allow objects which own objects 499 // allow objects which own objects
439 if (owner) 500 if (owner)
440 while (owner->owner) 501 while (owner->owner)
441 owner = owner->owner; 502 owner = owner->owner;
503
504 if (flag [FLAG_FREED])
505 {
506 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
507 return;
508 }
442 509
443 this->owner = owner; 510 this->owner = owner;
444} 511}
445 512
446int 513int
524 } 591 }
525 592
526 op->key_values = 0; 593 op->key_values = 0;
527} 594}
528 595
529object & 596/*
530object::operator =(const object &src) 597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
531{ 606{
532 bool is_freed = flag [FLAG_FREED]; 607 dst->remove ();
533 bool is_removed = flag [FLAG_REMOVED];
534
535 *(object_copy *)this = src; 608 *(object_copy *)dst = *this;
536
537 flag [FLAG_FREED] = is_freed;
538 flag [FLAG_REMOVED] = is_removed; 609 dst->flag [FLAG_REMOVED] = true;
539 610
540 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
541 if (src.key_values) 612 if (key_values)
542 { 613 {
543 key_value *tail = 0; 614 key_value *tail = 0;
544 key_values = 0; 615 dst->key_values = 0;
545 616
546 for (key_value *i = src.key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
547 { 618 {
548 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
549 620
550 new_link->next = 0; 621 new_link->next = 0;
551 new_link->key = i->key; 622 new_link->key = i->key;
552 new_link->value = i->value; 623 new_link->value = i->value;
553 624
554 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
555 if (!key_values) 626 if (!dst->key_values)
556 { 627 {
557 key_values = new_link; 628 dst->key_values = new_link;
558 tail = new_link; 629 tail = new_link;
559 } 630 }
560 else 631 else
561 { 632 {
562 tail->next = new_link; 633 tail->next = new_link;
563 tail = new_link; 634 tail = new_link;
564 } 635 }
565 } 636 }
566 } 637 }
567}
568
569/*
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581 638
582 if (speed < 0) 639 if (speed < 0)
583 dst->speed_left = speed_left - rndm (); 640 dst->speed_left -= rndm ();
584 641
585 dst->set_speed (dst->speed); 642 dst->activate ();
586} 643}
587 644
588void 645void
589object::instantiate () 646object::instantiate ()
590{ 647{
591 if (!uuid.seq) // HACK 648 if (!uuid.seq) // HACK
592 uuid = gen_uuid (); 649 uuid = UUID::gen ();
593 650
594 speed_left = -0.1f; 651 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really 652 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything. 653 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting 654 * by doing so, when a monster is created, it has good starting
607object * 664object *
608object::clone () 665object::clone ()
609{ 666{
610 object *neu = create (); 667 object *neu = create ();
611 copy_to (neu); 668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
612 return neu; 670 return neu;
613} 671}
614 672
615/* 673/*
616 * If an object with the IS_TURNABLE() flag needs to be turned due 674 * If an object with the IS_TURNABLE() flag needs to be turned due
667 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
668 */ 726 */
669void 727void
670update_object (object *op, int action) 728update_object (object *op, int action)
671{ 729{
672 if (op == NULL) 730 if (!op)
673 { 731 {
674 /* this should never happen */ 732 /* this should never happen */
675 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
676 return; 734 return;
677 } 735 }
678 736
679 if (op->env) 737 if (!op->is_on_map ())
680 { 738 {
681 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
682 * to do in this case. 740 * to do in this case.
683 */ 741 */
684 return; 742 return;
685 } 743 }
686
687 /* If the map is saving, don't do anything as everything is
688 * going to get freed anyways.
689 */
690 if (!op->map || op->map->in_memory == MAP_SAVING)
691 return;
692 744
693 /* make sure the object is within map boundaries */ 745 /* make sure the object is within map boundaries */
694 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
695 { 747 {
696 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
707 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
708 { 760 {
709 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
710 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
711 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
712 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
713 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
715 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
716 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
717 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
718 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
719 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
720 * to have move_allow right now. 772 * have move_allow right now.
721 */ 773 */
722 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
724 m.flags_ = 0; 776 m.invalidate ();
725 } 777 }
726 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
727 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
728 * that is being removed. 780 * that is being removed.
729 */ 781 */
730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
731 m.flags_ = 0; 783 m.invalidate ();
732 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
733 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
734 else 786 else
735 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
736 788
756static int object_count; 808static int object_count;
757 809
758void object::link () 810void object::link ()
759{ 811{
760 assert (!index);//D 812 assert (!index);//D
761 uuid = gen_uuid (); 813 uuid = UUID::gen ();
762 count = ++object_count; 814 count = ++object_count;
763 815
764 refcnt_inc (); 816 refcnt_inc ();
765 objects.insert (this); 817 objects.insert (this);
766} 818}
778object::activate () 830object::activate ()
779{ 831{
780 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
781 if (active) 833 if (active)
782 return; 834 return;
835
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
783 838
784 if (has_active_speed ()) 839 if (has_active_speed ())
785 actives.insert (this); 840 actives.insert (this);
786} 841}
787 842
839object::destroy_inv (bool drop_to_ground) 894object::destroy_inv (bool drop_to_ground)
840{ 895{
841 // need to check first, because the checks below might segfault 896 // need to check first, because the checks below might segfault
842 // as we might be on an invalid mapspace and crossfire code 897 // as we might be on an invalid mapspace and crossfire code
843 // is too buggy to ensure that the inventory is empty. 898 // is too buggy to ensure that the inventory is empty.
844 // corollary: if you create arrows etc. with stuff in tis inventory, 899 // corollary: if you create arrows etc. with stuff in its inventory,
845 // cf will crash below with off-map x and y 900 // cf will crash below with off-map x and y
846 if (!inv) 901 if (!inv)
847 return; 902 return;
848 903
849 /* Only if the space blocks everything do we not process - 904 /* Only if the space blocks everything do we not process -
850 * if some form of movement is allowed, let objects 905 * if some form of movement is allowed, let objects
851 * drop on that space. 906 * drop on that space.
852 */ 907 */
853 if (!drop_to_ground 908 if (!drop_to_ground
854 || !map 909 || !map
855 || map->in_memory != MAP_IN_MEMORY 910 || map->in_memory != MAP_ACTIVE
856 || map->nodrop 911 || map->no_drop
857 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
858 { 913 {
859 while (inv) 914 while (inv)
860 {
861 inv->destroy_inv (drop_to_ground);
862 inv->destroy (); 915 inv->destroy ();
863 }
864 } 916 }
865 else 917 else
866 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
867 while (inv) 919 while (inv)
868 { 920 {
886 object *op = new object; 938 object *op = new object;
887 op->link (); 939 op->link ();
888 return op; 940 return op;
889} 941}
890 942
943static struct freed_map : maptile
944{
945 freed_map ()
946 {
947 path = "<freed objects map>";
948 name = "/internal/freed_objects_map";
949 width = 3;
950 height = 3;
951 no_drop = 1;
952 no_reset = 1;
953
954 alloc ();
955 in_memory = MAP_ACTIVE;
956 }
957
958 ~freed_map ()
959 {
960 destroy ();
961 }
962} freed_map; // freed objects are moved here to avoid crashes
963
891void 964void
892object::do_destroy () 965object::do_destroy ()
893{ 966{
894 attachable::do_destroy ();
895
896 if (flag [FLAG_IS_LINKED]) 967 if (flag [FLAG_IS_LINKED])
897 remove_button_link (this); 968 remove_button_link (this);
898 969
899 if (flag [FLAG_FRIENDLY]) 970 if (flag [FLAG_FRIENDLY])
900 remove_friendly_object (this); 971 remove_friendly_object (this);
901 972
902 if (!flag [FLAG_REMOVED])
903 remove (); 973 remove ();
904 974
905 destroy_inv (true); 975 attachable::do_destroy ();
906 976
907 deactivate (); 977 deactivate ();
908 unlink (); 978 unlink ();
909 979
910 flag [FLAG_FREED] = 1; 980 flag [FLAG_FREED] = 1;
911 981
912 // hack to ensure that freed objects still have a valid map 982 // hack to ensure that freed objects still have a valid map
913 {
914 static maptile *freed_map; // freed objects are moved here to avoid crashes
915
916 if (!freed_map)
917 {
918 freed_map = new maptile;
919
920 freed_map->name = "/internal/freed_objects_map";
921 freed_map->width = 3;
922 freed_map->height = 3;
923
924 freed_map->alloc ();
925 freed_map->in_memory = MAP_IN_MEMORY;
926 }
927
928 map = freed_map; 983 map = &freed_map;
929 x = 1; 984 x = 1;
930 y = 1; 985 y = 1;
931 }
932 986
933 if (more) 987 if (more)
934 { 988 {
935 more->destroy (); 989 more->destroy ();
936 more = 0; 990 more = 0;
944 attacked_by = 0; 998 attacked_by = 0;
945 current_weapon = 0; 999 current_weapon = 0;
946} 1000}
947 1001
948void 1002void
949object::destroy (bool destroy_inventory) 1003object::destroy ()
950{ 1004{
951 if (destroyed ()) 1005 if (destroyed ())
952 return; 1006 return;
953 1007
954 if (destroy_inventory) 1008 if (!is_head () && !head->destroyed ())
1009 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy ();
1012 return;
1013 }
1014
955 destroy_inv (false); 1015 destroy_inv (false);
956 1016
957 if (is_head ()) 1017 if (is_head ())
958 if (sound_destroy) 1018 if (sound_destroy)
959 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
960 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
961 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1021 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
962 1022
963 attachable::destroy (); 1023 attachable::destroy ();
964}
965
966/*
967 * sub_weight() recursively (outwards) subtracts a number from the
968 * weight of an object (and what is carried by it's environment(s)).
969 */
970void
971sub_weight (object *op, signed long weight)
972{
973 while (op != NULL)
974 {
975 if (op->type == CONTAINER)
976 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
977
978 op->carrying -= weight;
979 op = op->env;
980 }
981} 1024}
982 1025
983/* op->remove (): 1026/* op->remove ():
984 * This function removes the object op from the linked list of objects 1027 * This function removes the object op from the linked list of objects
985 * which it is currently tied to. When this function is done, the 1028 * which it is currently tied to. When this function is done, the
991object::do_remove () 1034object::do_remove ()
992{ 1035{
993 object *tmp, *last = 0; 1036 object *tmp, *last = 0;
994 object *otmp; 1037 object *otmp;
995 1038
996 if (QUERY_FLAG (this, FLAG_REMOVED)) 1039 if (flag [FLAG_REMOVED])
997 return; 1040 return;
998 1041
999 SET_FLAG (this, FLAG_REMOVED);
1000 INVOKE_OBJECT (REMOVE, this); 1042 INVOKE_OBJECT (REMOVE, this);
1043
1044 flag [FLAG_REMOVED] = true;
1001 1045
1002 if (more) 1046 if (more)
1003 more->remove (); 1047 more->remove ();
1004 1048
1005 /* 1049 /*
1006 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1007 * inventory. 1051 * inventory.
1008 */ 1052 */
1009 if (env) 1053 if (env)
1010 { 1054 {
1011 if (nrof) 1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1012 sub_weight (env, weight * nrof); 1056 if (object *pl = visible_to ())
1013 else 1057 esrv_del_item (pl->contr, count);
1014 sub_weight (env, weight + carrying); 1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059
1060 adjust_weight (env, -total_weight ());
1061
1062 object *pl = in_player ();
1063
1064 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do.
1067 */
1068 map = env->map;
1069 x = env->x;
1070 y = env->y;
1071
1072 // make sure cmov optimisation is applicable
1073 *(above ? &above->below : &env->inv) = below;
1074 *(below ? &below->above : &above ) = above; // &above is just a dummy
1075
1076 above = 0;
1077 below = 0;
1078 env = 0;
1015 1079
1016 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
1017 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1018 * to save cpu time. 1082 * to save cpu time.
1019 */ 1083 */
1020 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl)
1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 {
1021 otmp->update_stats (); 1087 pl->update_stats ();
1022 1088
1023 if (above) 1089 if (glow_radius && pl->is_on_map ())
1024 above->below = below; 1090 update_all_los (pl->map, pl->x, pl->y);
1025 else 1091 }
1026 env->inv = below;
1027
1028 if (below)
1029 below->above = above;
1030
1031 /* we set up values so that it could be inserted into
1032 * the map, but we don't actually do that - it is up
1033 * to the caller to decide what we want to do.
1034 */
1035 x = env->x, y = env->y;
1036 map = env->map;
1037 above = 0, below = 0;
1038 env = 0;
1039 } 1092 }
1040 else if (map) 1093 else if (map)
1041 { 1094 {
1042 if (type == PLAYER)
1043 {
1044 // leaving a spot always closes any open container on the ground
1045 if (container && !container->env)
1046 // this causes spurious floorbox updates, but it ensures
1047 // that the CLOSE event is being sent.
1048 close_container ();
1049
1050 --map->players;
1051 map->touch ();
1052 }
1053
1054 map->dirty = true; 1095 map->dirty = true;
1055 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1056 1097
1098 if (object *pl = ms.player ())
1099 {
1100 if (is_player ())
1101 {
1102 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1103
1104 // leaving a spot always closes any open container on the ground
1105 if (container && !container->env)
1106 // this causes spurious floorbox updates, but it ensures
1107 // that the CLOSE event is being sent.
1108 close_container ();
1109
1110 --map->players;
1111 map->touch ();
1112 }
1113 else if (pl->container == this)
1114 {
1115 // removing a container should close it
1116 close_container ();
1117 }
1118
1119 esrv_del_item (pl->contr, count);
1120 }
1121
1057 /* link the object above us */ 1122 /* link the object above us */
1058 if (above) 1123 // re-link, make sure compiler can easily use cmove
1059 above->below = below; 1124 *(above ? &above->below : &ms.top) = below;
1060 else 1125 *(below ? &below->above : &ms.bot) = above;
1061 ms.top = below; /* we were top, set new top */
1062
1063 /* Relink the object below us, if there is one */
1064 if (below)
1065 below->above = above;
1066 else
1067 {
1068 /* Nothing below, which means we need to relink map object for this space
1069 * use translated coordinates in case some oddness with map tiling is
1070 * evident
1071 */
1072 if (GET_MAP_OB (map, x, y) != this)
1073 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 ());
1074
1075 ms.bot = above; /* goes on above it. */
1076 }
1077 1126
1078 above = 0; 1127 above = 0;
1079 below = 0; 1128 below = 0;
1129
1130 ms.invalidate ();
1080 1131
1081 if (map->in_memory == MAP_SAVING) 1132 if (map->in_memory == MAP_SAVING)
1082 return; 1133 return;
1083 1134
1084 int check_walk_off = !flag [FLAG_NO_APPLY]; 1135 int check_walk_off = !flag [FLAG_NO_APPLY];
1090 * removed (most likely destroyed), update the player view 1141 * removed (most likely destroyed), update the player view
1091 * appropriately. 1142 * appropriately.
1092 */ 1143 */
1093 pl->close_container (); 1144 pl->close_container ();
1094 1145
1146 //TODO: the floorbox prev/next might need updating
1147 //esrv_del_item (pl->contr, count);
1148 //TODO: update floorbox to preserve ordering
1149 if (pl->contr->ns)
1095 pl->contr->ns->floorbox_update (); 1150 pl->contr->ns->floorbox_update ();
1096 } 1151 }
1097 1152
1098 for (tmp = ms.bot; tmp; tmp = tmp->above) 1153 for (tmp = ms.bot; tmp; tmp = tmp->above)
1099 { 1154 {
1100 /* No point updating the players look faces if he is the object 1155 /* No point updating the players look faces if he is the object
1113 } 1168 }
1114 1169
1115 last = tmp; 1170 last = tmp;
1116 } 1171 }
1117 1172
1118 /* last == NULL if there are no objects on this space */ 1173 if (affects_los ())
1119 //TODO: this makes little sense, why only update the topmost object?
1120 if (!last)
1121 map->at (x, y).flags_ = 0;
1122 else
1123 update_object (last, UP_OBJ_REMOVE);
1124
1125 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1126 update_all_los (map, x, y); 1174 update_all_los (map, x, y);
1127 } 1175 }
1128} 1176}
1129 1177
1130/* 1178/*
1139merge_ob (object *op, object *top) 1187merge_ob (object *op, object *top)
1140{ 1188{
1141 if (!op->nrof) 1189 if (!op->nrof)
1142 return 0; 1190 return 0;
1143 1191
1144 if (top) 1192 if (!top)
1145 for (top = op; top && top->above; top = top->above) 1193 for (top = op; top && top->above; top = top->above)
1146 ; 1194 ;
1147 1195
1148 for (; top; top = top->below) 1196 for (; top; top = top->below)
1149 {
1150 if (top == op)
1151 continue;
1152
1153 if (object::can_merge (op, top)) 1197 if (object::can_merge (op, top))
1154 { 1198 {
1155 top->nrof += op->nrof; 1199 top->nrof += op->nrof;
1156 1200
1157/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1201 if (object *pl = top->visible_to ())
1158 op->weight = 0; /* Don't want any adjustements now */ 1202 esrv_update_item (UPD_NROF, pl, top);
1203
1204 op->weight = 0; // cancel the addition above
1205 op->carrying = 0; // must be 0 already
1206
1159 op->destroy (); 1207 op->destroy ();
1208
1160 return top; 1209 return top;
1161 } 1210 }
1162 }
1163 1211
1164 return 0; 1212 return 0;
1165} 1213}
1166 1214
1167void 1215void
1192 * job preparing multi-part monsters. 1240 * job preparing multi-part monsters.
1193 */ 1241 */
1194object * 1242object *
1195insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1243insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1196{ 1244{
1245 op->remove ();
1246
1197 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1247 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1198 { 1248 {
1199 tmp->x = x + tmp->arch->x; 1249 tmp->x = x + tmp->arch->x;
1200 tmp->y = y + tmp->arch->y; 1250 tmp->y = y + tmp->arch->y;
1201 } 1251 }
1224 * just 'op' otherwise 1274 * just 'op' otherwise
1225 */ 1275 */
1226object * 1276object *
1227insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1277insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1228{ 1278{
1229 assert (!op->flag [FLAG_FREED]);
1230
1231 object *top, *floor = NULL;
1232
1233 op->remove (); 1279 op->remove ();
1234 1280
1235 if (out_of_map (m, op->x, op->y)) 1281 if (m == &freed_map)//D TODO: remove soon
1236 { 1282 {//D
1237 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1283 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1238#ifdef MANY_CORES
1239 /* Better to catch this here, as otherwise the next use of this object
1240 * is likely to cause a crash. Better to find out where it is getting
1241 * improperly inserted.
1242 */
1243 abort ();
1244#endif
1245 return op;
1246 } 1284 }//D
1247
1248 if (object *more = op->more)
1249 if (!insert_ob_in_map (more, m, originator, flag))
1250 return 0;
1251
1252 CLEAR_FLAG (op, FLAG_REMOVED);
1253 1285
1254 /* Ideally, the caller figures this out. However, it complicates a lot 1286 /* Ideally, the caller figures this out. However, it complicates a lot
1255 * of areas of callers (eg, anything that uses find_free_spot would now 1287 * of areas of callers (eg, anything that uses find_free_spot would now
1256 * need extra work 1288 * need extra work
1257 */ 1289 */
1258 if (!xy_normalise (m, op->x, op->y)) 1290 if (!xy_normalise (m, op->x, op->y))
1291 {
1292 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1259 return 0; 1293 return 0;
1294 }
1295
1296 if (object *more = op->more)
1297 if (!insert_ob_in_map (more, m, originator, flag))
1298 return 0;
1299
1300 CLEAR_FLAG (op, FLAG_REMOVED);
1260 1301
1261 op->map = m; 1302 op->map = m;
1262 mapspace &ms = op->ms (); 1303 mapspace &ms = op->ms ();
1263 1304
1264 /* this has to be done after we translate the coordinates. 1305 /* this has to be done after we translate the coordinates.
1265 */ 1306 */
1266 if (op->nrof && !(flag & INS_NO_MERGE)) 1307 if (op->nrof && !(flag & INS_NO_MERGE))
1267 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1308 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1268 if (object::can_merge (op, tmp)) 1309 if (object::can_merge (op, tmp))
1269 { 1310 {
1311 // TODO: we actually want to update tmp, not op,
1312 // but some caller surely breaks when we return tmp
1313 // from here :/
1270 op->nrof += tmp->nrof; 1314 op->nrof += tmp->nrof;
1271 tmp->destroy (); 1315 tmp->destroy ();
1272 } 1316 }
1273 1317
1274 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1318 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1283 { 1327 {
1284 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1328 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1285 abort (); 1329 abort ();
1286 } 1330 }
1287 1331
1332 if (!originator->is_on_map ())
1333 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1334 op->debug_desc (), originator->debug_desc ());
1335
1288 op->above = originator; 1336 op->above = originator;
1289 op->below = originator->below; 1337 op->below = originator->below;
1290
1291 if (op->below)
1292 op->below->above = op;
1293 else
1294 ms.bot = op;
1295
1296 /* since *below* originator, no need to update top */
1297 originator->below = op; 1338 originator->below = op;
1339
1340 *(op->below ? &op->below->above : &ms.bot) = op;
1298 } 1341 }
1299 else 1342 else
1300 { 1343 {
1301 top = ms.bot; 1344 object *floor = 0;
1345 object *top = ms.top;
1302 1346
1303 /* If there are other objects, then */ 1347 /* If there are other objects, then */
1304 if ((!(flag & INS_MAP_LOAD)) && top) 1348 if (top)
1305 { 1349 {
1306 object *last = 0;
1307
1308 /* 1350 /*
1309 * If there are multiple objects on this space, we do some trickier handling. 1351 * If there are multiple objects on this space, we do some trickier handling.
1310 * We've already dealt with merging if appropriate. 1352 * We've already dealt with merging if appropriate.
1311 * Generally, we want to put the new object on top. But if 1353 * Generally, we want to put the new object on top. But if
1312 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1315 * once we get to them. This reduces the need to traverse over all of 1357 * once we get to them. This reduces the need to traverse over all of
1316 * them when adding another one - this saves quite a bit of cpu time 1358 * them when adding another one - this saves quite a bit of cpu time
1317 * when lots of spells are cast in one area. Currently, it is presumed 1359 * when lots of spells are cast in one area. Currently, it is presumed
1318 * that flying non pickable objects are spell objects. 1360 * that flying non pickable objects are spell objects.
1319 */ 1361 */
1320 for (top = ms.bot; top; top = top->above) 1362 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1321 { 1363 {
1322 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1364 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1323 floor = top; 1365 floor = tmp;
1324 1366
1325 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1367 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1326 { 1368 {
1327 /* We insert above top, so we want this object below this */ 1369 /* We insert above top, so we want this object below this */
1328 top = top->below; 1370 top = tmp->below;
1329 break; 1371 break;
1330 } 1372 }
1331 1373
1332 last = top; 1374 top = tmp;
1333 } 1375 }
1334
1335 /* Don't want top to be NULL, so set it to the last valid object */
1336 top = last;
1337 1376
1338 /* We let update_position deal with figuring out what the space 1377 /* We let update_position deal with figuring out what the space
1339 * looks like instead of lots of conditions here. 1378 * looks like instead of lots of conditions here.
1340 * makes things faster, and effectively the same result. 1379 * makes things faster, and effectively the same result.
1341 */ 1380 */
1348 */ 1387 */
1349 if (!(flag & INS_ON_TOP) 1388 if (!(flag & INS_ON_TOP)
1350 && ms.flags () & P_BLOCKSVIEW 1389 && ms.flags () & P_BLOCKSVIEW
1351 && (op->face && !faces [op->face].visibility)) 1390 && (op->face && !faces [op->face].visibility))
1352 { 1391 {
1392 object *last;
1393
1353 for (last = top; last != floor; last = last->below) 1394 for (last = top; last != floor; last = last->below)
1354 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1395 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1355 break; 1396 break;
1356 1397
1357 /* Check to see if we found the object that blocks view, 1398 /* Check to see if we found the object that blocks view,
1361 */ 1402 */
1362 if (last && last->below && last != floor) 1403 if (last && last->below && last != floor)
1363 top = last->below; 1404 top = last->below;
1364 } 1405 }
1365 } /* If objects on this space */ 1406 } /* If objects on this space */
1366 if (flag & INS_MAP_LOAD)
1367 top = ms.top;
1368 1407
1369 if (flag & INS_ABOVE_FLOOR_ONLY) 1408 if (flag & INS_ABOVE_FLOOR_ONLY)
1370 top = floor; 1409 top = floor;
1371 1410
1372 /* Top is the object that our object (op) is going to get inserted above. 1411 // insert object above top, or bottom-most if top = 0
1373 */
1374
1375 /* First object on this space */
1376 if (!top) 1412 if (!top)
1377 { 1413 {
1414 op->below = 0;
1378 op->above = ms.bot; 1415 op->above = ms.bot;
1379
1380 if (op->above)
1381 op->above->below = op;
1382
1383 op->below = 0;
1384 ms.bot = op; 1416 ms.bot = op;
1417
1418 *(op->above ? &op->above->below : &ms.top) = op;
1385 } 1419 }
1386 else 1420 else
1387 { /* get inserted into the stack above top */ 1421 {
1388 op->above = top->above; 1422 op->above = top->above;
1389
1390 if (op->above)
1391 op->above->below = op; 1423 top->above = op;
1392 1424
1393 op->below = top; 1425 op->below = top;
1394 top->above = op; 1426 *(op->above ? &op->above->below : &ms.top) = op;
1395 } 1427 }
1428 }
1396 1429
1397 if (!op->above) 1430 if (op->is_player ())
1398 ms.top = op;
1399 } /* else not INS_BELOW_ORIGINATOR */
1400
1401 if (op->type == PLAYER)
1402 { 1431 {
1403 op->contr->do_los = 1; 1432 op->contr->do_los = 1;
1404 ++op->map->players; 1433 ++op->map->players;
1405 op->map->touch (); 1434 op->map->touch ();
1406 } 1435 }
1407 1436
1408 op->map->dirty = true; 1437 op->map->dirty = true;
1409 1438
1410 if (!(flag & INS_MAP_LOAD))
1411 if (object *pl = ms.player ()) 1439 if (object *pl = ms.player ())
1440 //TODO: the floorbox prev/next might need updating
1441 //esrv_send_item (pl, op);
1442 //TODO: update floorbox to preserve ordering
1443 if (pl->contr->ns)
1412 pl->contr->ns->floorbox_update (); 1444 pl->contr->ns->floorbox_update ();
1413 1445
1414 /* If this object glows, it may affect lighting conditions that are 1446 /* If this object glows, it may affect lighting conditions that are
1415 * visible to others on this map. But update_all_los is really 1447 * visible to others on this map. But update_all_los is really
1416 * an inefficient way to do this, as it means los for all players 1448 * an inefficient way to do this, as it means los for all players
1418 * be far away from this change and not affected in any way - 1450 * be far away from this change and not affected in any way -
1419 * this should get redone to only look for players within range, 1451 * this should get redone to only look for players within range,
1420 * or just updating the P_UPTODATE for spaces within this area 1452 * or just updating the P_UPTODATE for spaces within this area
1421 * of effect may be sufficient. 1453 * of effect may be sufficient.
1422 */ 1454 */
1423 if (op->map->darkness && (op->glow_radius != 0)) 1455 if (op->affects_los ())
1456 {
1457 op->ms ().invalidate ();
1424 update_all_los (op->map, op->x, op->y); 1458 update_all_los (op->map, op->x, op->y);
1459 }
1425 1460
1426 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1461 /* updates flags (blocked, alive, no magic, etc) for this map space */
1427 update_object (op, UP_OBJ_INSERT); 1462 update_object (op, UP_OBJ_INSERT);
1428 1463
1429 INVOKE_OBJECT (INSERT, op); 1464 INVOKE_OBJECT (INSERT, op);
1459 * op is the object to insert it under: supplies x and the map. 1494 * op is the object to insert it under: supplies x and the map.
1460 */ 1495 */
1461void 1496void
1462replace_insert_ob_in_map (const char *arch_string, object *op) 1497replace_insert_ob_in_map (const char *arch_string, object *op)
1463{ 1498{
1464 object *tmp, *tmp1;
1465
1466 /* first search for itself and remove any old instances */ 1499 /* first search for itself and remove any old instances */
1467 1500
1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1501 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1502 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1470 tmp->destroy (); 1503 tmp->destroy ();
1471 1504
1472 tmp1 = arch_to_object (archetype::find (arch_string)); 1505 object *tmp = arch_to_object (archetype::find (arch_string));
1473 1506
1474 tmp1->x = op->x; 1507 tmp->x = op->x;
1475 tmp1->y = op->y; 1508 tmp->y = op->y;
1509
1476 insert_ob_in_map (tmp1, op->map, op, 0); 1510 insert_ob_in_map (tmp, op->map, op, 0);
1477} 1511}
1478 1512
1479object * 1513object *
1480object::insert_at (object *where, object *originator, int flags) 1514object::insert_at (object *where, object *originator, int flags)
1481{ 1515{
1516 if (where->env)
1517 return where->env->insert (this);
1518 else
1482 return where->map->insert (this, where->x, where->y, originator, flags); 1519 return where->map->insert (this, where->x, where->y, originator, flags);
1483} 1520}
1484 1521
1485/* 1522/*
1486 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1487 * is returned contains nr objects, and the remaining parts contains
1488 * the rest (or is removed and freed if that number is 0).
1489 * On failure, NULL is returned, and the reason put into the
1490 * global static errmsg array.
1491 */
1492object *
1493get_split_ob (object *orig_ob, uint32 nr)
1494{
1495 object *newob;
1496 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1497
1498 if (orig_ob->nrof < nr)
1499 {
1500 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1501 return NULL;
1502 }
1503
1504 newob = object_create_clone (orig_ob);
1505
1506 if ((orig_ob->nrof -= nr) < 1)
1507 orig_ob->destroy (1);
1508 else if (!is_removed)
1509 {
1510 if (orig_ob->env != NULL)
1511 sub_weight (orig_ob->env, orig_ob->weight * nr);
1512 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1513 {
1514 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1515 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1516 return NULL;
1517 }
1518 }
1519
1520 newob->nrof = nr;
1521
1522 return newob;
1523}
1524
1525/*
1526 * decrease_ob_nr(object, number) decreases a specified number from 1523 * decrease(object, number) decreases a specified number from
1527 * the amount of an object. If the amount reaches 0, the object 1524 * the amount of an object. If the amount reaches 0, the object
1528 * is subsequently removed and freed. 1525 * is subsequently removed and freed.
1529 * 1526 *
1530 * Return value: 'op' if something is left, NULL if the amount reached 0 1527 * Return value: 'op' if something is left, NULL if the amount reached 0
1531 */ 1528 */
1529bool
1530object::decrease (sint32 nr)
1531{
1532 if (!nr)
1533 return true;
1534
1535 nr = min (nr, nrof);
1536
1537 if (nrof > nr)
1538 {
1539 nrof -= nr;
1540 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1541
1542 if (object *pl = visible_to ())
1543 esrv_update_item (UPD_NROF, pl, this);
1544
1545 return true;
1546 }
1547 else
1548 {
1549 destroy ();
1550 return false;
1551 }
1552}
1553
1554/*
1555 * split(ob,nr) splits up ob into two parts. The part which
1556 * is returned contains nr objects, and the remaining parts contains
1557 * the rest (or is removed and returned if that number is 0).
1558 * On failure, NULL is returned.
1559 */
1532object * 1560object *
1533decrease_ob_nr (object *op, uint32 i) 1561object::split (sint32 nr)
1534{ 1562{
1535 object *tmp; 1563 int have = number_of ();
1536 1564
1537 if (i == 0) /* objects with op->nrof require this check */ 1565 if (have < nr)
1538 return op; 1566 return 0;
1539 1567 else if (have == nr)
1540 if (i > op->nrof)
1541 i = op->nrof;
1542
1543 if (QUERY_FLAG (op, FLAG_REMOVED))
1544 op->nrof -= i;
1545 else if (op->env)
1546 { 1568 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */
1550 tmp = op->in_player ();
1551 /* nope. Is this a container the player has opened?
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp)
1558 for_all_players (pl)
1559 if (pl->ob->container == op->env)
1560 {
1561 tmp = pl->ob;
1562 break;
1563 }
1564
1565 if (i < op->nrof)
1566 {
1567 sub_weight (op->env, op->weight * i);
1568 op->nrof -= i;
1569 if (tmp)
1570 esrv_send_item (tmp, op);
1571 }
1572 else
1573 {
1574 op->remove (); 1569 remove ();
1575 op->nrof = 0; 1570 return this;
1576 if (tmp)
1577 esrv_del_item (tmp->contr, op->count);
1578 }
1579 } 1571 }
1580 else 1572 else
1581 { 1573 {
1582 object *above = op->above; 1574 decrease (nr);
1583 1575
1584 if (i < op->nrof) 1576 object *op = deep_clone ();
1585 op->nrof -= i; 1577 op->nrof = nr;
1586 else
1587 {
1588 op->remove ();
1589 op->nrof = 0;
1590 }
1591
1592 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp; tmp = tmp->above)
1594 if (tmp->type == PLAYER)
1595 {
1596 if (op->nrof)
1597 esrv_send_item (tmp, op);
1598 else
1599 esrv_del_item (tmp->contr, op->count);
1600 }
1601 }
1602
1603 if (op->nrof)
1604 return op; 1578 return op;
1605 else
1606 {
1607 op->destroy ();
1608 return 0;
1609 }
1610}
1611
1612/*
1613 * add_weight(object, weight) adds the specified weight to an object,
1614 * and also updates how much the environment(s) is/are carrying.
1615 */
1616void
1617add_weight (object *op, signed long weight)
1618{
1619 while (op != NULL)
1620 {
1621 if (op->type == CONTAINER)
1622 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1623
1624 op->carrying += weight;
1625 op = op->env;
1626 } 1579 }
1627} 1580}
1628 1581
1629object * 1582object *
1630insert_ob_in_ob (object *op, object *where) 1583insert_ob_in_ob (object *op, object *where)
1655 * be != op, if items are merged. -Tero 1608 * be != op, if items are merged. -Tero
1656 */ 1609 */
1657object * 1610object *
1658object::insert (object *op) 1611object::insert (object *op)
1659{ 1612{
1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1661 op->remove ();
1662
1663 if (op->more) 1613 if (op->more)
1664 { 1614 {
1665 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1615 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1666 return op; 1616 return op;
1667 } 1617 }
1668 1618
1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1619 op->remove ();
1670 CLEAR_FLAG (op, FLAG_REMOVED); 1620
1621 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1671 1622
1672 if (op->nrof) 1623 if (op->nrof)
1673 {
1674 for (object *tmp = inv; tmp; tmp = tmp->below) 1624 for (object *tmp = inv; tmp; tmp = tmp->below)
1675 if (object::can_merge (tmp, op)) 1625 if (object::can_merge (tmp, op))
1676 { 1626 {
1677 /* return the original object and remove inserted object 1627 /* return the original object and remove inserted object
1678 (client needs the original object) */ 1628 (client needs the original object) */
1679 tmp->nrof += op->nrof; 1629 tmp->nrof += op->nrof;
1680 /* Weight handling gets pretty funky. Since we are adding to 1630
1681 * tmp->nrof, we need to increase the weight. 1631 if (object *pl = tmp->visible_to ())
1682 */ 1632 esrv_update_item (UPD_NROF, pl, tmp);
1633
1683 add_weight (this, op->weight * op->nrof); 1634 adjust_weight (this, op->total_weight ());
1684 SET_FLAG (op, FLAG_REMOVED); 1635
1685 op->destroy (); /* free the inserted object */ 1636 op->destroy ();
1686 op = tmp; 1637 op = tmp;
1687 op->remove (); /* and fix old object's links */ 1638 goto inserted;
1688 CLEAR_FLAG (op, FLAG_REMOVED);
1689 break;
1690 } 1639 }
1691 1640
1692 /* I assume combined objects have no inventory
1693 * We add the weight - this object could have just been removed
1694 * (if it was possible to merge). calling remove_ob will subtract
1695 * the weight, so we need to add it in again, since we actually do
1696 * the linking below
1697 */
1698 add_weight (this, op->weight * op->nrof);
1699 }
1700 else
1701 add_weight (this, (op->weight + op->carrying));
1702
1703 if (object *otmp = this->in_player ())
1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1705 otmp->update_stats ();
1706
1707 op->owner = 0; // its his/hers now. period. 1641 op->owner = 0; // it's his/hers now. period.
1708 op->map = 0; 1642 op->map = 0;
1643 op->x = 0;
1644 op->y = 0;
1645
1646 op->above = 0;
1647 op->below = inv;
1709 op->env = this; 1648 op->env = this;
1710 op->above = 0;
1711 op->below = 0;
1712 op->x = op->y = 0;
1713 1649
1650 if (inv)
1651 inv->above = op;
1652
1653 inv = op;
1654
1655 op->flag [FLAG_REMOVED] = 0;
1656
1657 if (object *pl = op->visible_to ())
1658 esrv_send_item (pl, op);
1659
1660 adjust_weight (this, op->total_weight ());
1661
1662inserted:
1714 /* reset the light list and los of the players on the map */ 1663 /* reset the light list and los of the players on the map */
1715 if (op->glow_radius && map) 1664 if (op->glow_radius && is_on_map ())
1716 { 1665 {
1717#ifdef DEBUG_LIGHTS 1666 update_stats ();
1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1719#endif /* DEBUG_LIGHTS */
1720 if (map->darkness)
1721 update_all_los (map, x, y); 1667 update_all_los (map, x, y);
1722 }
1723
1724 /* Client has no idea of ordering so lets not bother ordering it here.
1725 * It sure simplifies this function...
1726 */
1727 if (!inv)
1728 inv = op;
1729 else
1730 { 1668 }
1731 op->below = inv; 1669 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1732 op->below->above = op; 1670 // if this is a player's inventory, update stats
1733 inv = op; 1671 update_stats ();
1734 }
1735 1672
1736 INVOKE_OBJECT (INSERT, this); 1673 INVOKE_OBJECT (INSERT, this);
1737 1674
1738 return op; 1675 return op;
1739} 1676}
1822 { 1759 {
1823 1760
1824 float 1761 float
1825 diff = tmp->move_slow_penalty * fabs (op->speed); 1762 diff = tmp->move_slow_penalty * fabs (op->speed);
1826 1763
1827 if (op->type == PLAYER) 1764 if (op->is_player ())
1828 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1765 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1829 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1766 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1830 diff /= 4.0; 1767 diff /= 4.0;
1831 1768
1832 op->speed_left -= diff; 1769 op->speed_left -= diff;
1867 LOG (llevError, "Present_arch called outside map.\n"); 1804 LOG (llevError, "Present_arch called outside map.\n");
1868 return NULL; 1805 return NULL;
1869 } 1806 }
1870 1807
1871 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1808 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1872 if (tmp->arch == at) 1809 if (tmp->arch->archname == at->archname)
1873 return tmp; 1810 return tmp;
1874 1811
1875 return NULL; 1812 return NULL;
1876} 1813}
1877 1814
1941 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1942 */ 1879 */
1943object * 1880object *
1944present_arch_in_ob (const archetype *at, const object *op) 1881present_arch_in_ob (const archetype *at, const object *op)
1945{ 1882{
1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1883 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1947 if (tmp->arch == at) 1884 if (tmp->arch->archname == at->archname)
1948 return tmp; 1885 return tmp;
1949 1886
1950 return NULL; 1887 return NULL;
1951} 1888}
1952 1889
1954 * activate recursively a flag on an object inventory 1891 * activate recursively a flag on an object inventory
1955 */ 1892 */
1956void 1893void
1957flag_inv (object *op, int flag) 1894flag_inv (object *op, int flag)
1958{ 1895{
1959 if (op->inv)
1960 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1896 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1961 { 1897 {
1962 SET_FLAG (tmp, flag); 1898 SET_FLAG (tmp, flag);
1963 flag_inv (tmp, flag); 1899 flag_inv (tmp, flag);
1964 } 1900 }
1965} 1901}
1966 1902
1967/* 1903/*
1968 * deactivate recursively a flag on an object inventory 1904 * deactivate recursively a flag on an object inventory
1969 */ 1905 */
1970void 1906void
1971unflag_inv (object *op, int flag) 1907unflag_inv (object *op, int flag)
1972{ 1908{
1973 if (op->inv)
1974 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1975 { 1910 {
1976 CLEAR_FLAG (tmp, flag); 1911 CLEAR_FLAG (tmp, flag);
1977 unflag_inv (tmp, flag); 1912 unflag_inv (tmp, flag);
1978 } 1913 }
1979} 1914}
1980 1915
1981/* 1916/*
1982 * find_free_spot(object, map, x, y, start, stop) will search for 1917 * find_free_spot(object, map, x, y, start, stop) will search for
1983 * a spot at the given map and coordinates which will be able to contain 1918 * a spot at the given map and coordinates which will be able to contain
1985 * to search (see the freearr_x/y[] definition). 1920 * to search (see the freearr_x/y[] definition).
1986 * It returns a random choice among the alternatives found. 1921 * It returns a random choice among the alternatives found.
1987 * start and stop are where to start relative to the free_arr array (1,9 1922 * start and stop are where to start relative to the free_arr array (1,9
1988 * does all 4 immediate directions). This returns the index into the 1923 * does all 4 immediate directions). This returns the index into the
1989 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1924 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1990 * Note - this only checks to see if there is space for the head of the
1991 * object - if it is a multispace object, this should be called for all
1992 * pieces.
1993 * Note2: This function does correctly handle tiled maps, but does not 1925 * Note: This function does correctly handle tiled maps, but does not
1994 * inform the caller. However, insert_ob_in_map will update as 1926 * inform the caller. However, insert_ob_in_map will update as
1995 * necessary, so the caller shouldn't need to do any special work. 1927 * necessary, so the caller shouldn't need to do any special work.
1996 * Note - updated to take an object instead of archetype - this is necessary 1928 * Note - updated to take an object instead of archetype - this is necessary
1997 * because arch_blocked (now ob_blocked) needs to know the movement type 1929 * because arch_blocked (now ob_blocked) needs to know the movement type
1998 * to know if the space in question will block the object. We can't use 1930 * to know if the space in question will block the object. We can't use
2000 * customized, changed states, etc. 1932 * customized, changed states, etc.
2001 */ 1933 */
2002int 1934int
2003find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1935find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2004{ 1936{
1937 int altern[SIZEOFFREE];
2005 int index = 0, flag; 1938 int index = 0, flag;
2006 int altern[SIZEOFFREE];
2007 1939
2008 for (int i = start; i < stop; i++) 1940 for (int i = start; i < stop; i++)
2009 { 1941 {
2010 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1942 mapxy pos (m, x, y); pos.move (i);
2011 if (!flag) 1943
1944 if (!pos.normalise ())
1945 continue;
1946
1947 mapspace &ms = *pos;
1948
1949 if (ms.flags () & P_IS_ALIVE)
1950 continue;
1951
1952 /* However, often
1953 * ob doesn't have any move type (when used to place exits)
1954 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1955 */
1956 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1957 {
2012 altern [index++] = i; 1958 altern [index++] = i;
1959 continue;
1960 }
2013 1961
2014 /* Basically, if we find a wall on a space, we cut down the search size. 1962 /* Basically, if we find a wall on a space, we cut down the search size.
2015 * In this way, we won't return spaces that are on another side of a wall. 1963 * In this way, we won't return spaces that are on another side of a wall.
2016 * This mostly work, but it cuts down the search size in all directions - 1964 * This mostly work, but it cuts down the search size in all directions -
2017 * if the space being examined only has a wall to the north and empty 1965 * if the space being examined only has a wall to the north and empty
2018 * spaces in all the other directions, this will reduce the search space 1966 * spaces in all the other directions, this will reduce the search space
2019 * to only the spaces immediately surrounding the target area, and 1967 * to only the spaces immediately surrounding the target area, and
2020 * won't look 2 spaces south of the target space. 1968 * won't look 2 spaces south of the target space.
2021 */ 1969 */
2022 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1970 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1971 {
2023 stop = maxfree[i]; 1972 stop = maxfree[i];
1973 continue;
1974 }
1975
1976 /* Note it is intentional that we check ob - the movement type of the
1977 * head of the object should correspond for the entire object.
1978 */
1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1980 continue;
1981
1982 if (ob->blocked (pos.m, pos.x, pos.y))
1983 continue;
1984
1985 altern [index++] = i;
2024 } 1986 }
2025 1987
2026 if (!index) 1988 if (!index)
2027 return -1; 1989 return -1;
2028 1990
2037 */ 1999 */
2038int 2000int
2039find_first_free_spot (const object *ob, maptile *m, int x, int y) 2001find_first_free_spot (const object *ob, maptile *m, int x, int y)
2040{ 2002{
2041 for (int i = 0; i < SIZEOFFREE; i++) 2003 for (int i = 0; i < SIZEOFFREE; i++)
2042 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2004 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2043 return i; 2005 return i;
2044 2006
2045 return -1; 2007 return -1;
2046} 2008}
2047 2009
2133 if ((move_type & blocked) == move_type) 2095 if ((move_type & blocked) == move_type)
2134 max = maxfree[i]; 2096 max = maxfree[i];
2135 else if (mflags & P_IS_ALIVE) 2097 else if (mflags & P_IS_ALIVE)
2136 { 2098 {
2137 for (tmp = ms.bot; tmp; tmp = tmp->above) 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2138 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2100 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2139 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2101 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2140 break; 2102 break;
2141 2103
2142 if (tmp) 2104 if (tmp)
2143 return freedir[i]; 2105 return freedir[i];
2329int 2291int
2330can_pick (const object *who, const object *item) 2292can_pick (const object *who, const object *item)
2331{ 2293{
2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2294 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2295 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2334 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2296 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2335} 2297}
2336 2298
2337/* 2299/*
2338 * create clone from object to another 2300 * create clone from object to another
2339 */ 2301 */
2340object * 2302object *
2341object_create_clone (object *asrc) 2303object::deep_clone ()
2342{ 2304{
2343 object *dst = 0, *tmp, *src, *prev, *item; 2305 assert (("deep_clone called on non-head object", is_head ()));
2344 2306
2345 if (!asrc) 2307 object *dst = clone ();
2346 return 0;
2347 2308
2348 src = asrc->head_ (); 2309 object *prev = dst;
2349
2350 prev = 0;
2351 for (object *part = src; part; part = part->more) 2310 for (object *part = this->more; part; part = part->more)
2352 { 2311 {
2353 tmp = part->clone (); 2312 object *tmp = part->clone ();
2354 tmp->x -= src->x;
2355 tmp->y -= src->y;
2356
2357 if (!part->head)
2358 {
2359 dst = tmp;
2360 tmp->head = 0;
2361 }
2362 else
2363 tmp->head = dst; 2313 tmp->head = dst;
2364
2365 tmp->more = 0;
2366
2367 if (prev)
2368 prev->more = tmp; 2314 prev->more = tmp;
2369
2370 prev = tmp; 2315 prev = tmp;
2371 } 2316 }
2372 2317
2373 for (item = src->inv; item; item = item->below) 2318 for (object *item = inv; item; item = item->below)
2374 insert_ob_in_ob (object_create_clone (item), dst); 2319 insert_ob_in_ob (item->deep_clone (), dst);
2375 2320
2376 return dst; 2321 return dst;
2377} 2322}
2378 2323
2379/* This returns the first object in who's inventory that 2324/* This returns the first object in who's inventory that
2388 return tmp; 2333 return tmp;
2389 2334
2390 return 0; 2335 return 0;
2391} 2336}
2392 2337
2393/* If ob has a field named key, return the link from the list, 2338const shstr &
2394 * otherwise return NULL. 2339object::kv_get (const shstr &key) const
2395 *
2396 * key must be a passed in shared string - otherwise, this won't
2397 * do the desired thing.
2398 */
2399key_value *
2400get_ob_key_link (const object *ob, const char *key)
2401{ 2340{
2402 for (key_value *link = ob->key_values; link; link = link->next) 2341 for (key_value *kv = key_values; kv; kv = kv->next)
2403 if (link->key == key) 2342 if (kv->key == key)
2404 return link;
2405
2406 return 0;
2407}
2408
2409/*
2410 * Returns the value of op has an extra_field for key, or NULL.
2411 *
2412 * The argument doesn't need to be a shared string.
2413 *
2414 * The returned string is shared.
2415 */
2416const char *
2417get_ob_key_value (const object *op, const char *const key)
2418{
2419 key_value *link;
2420 shstr_cmp canonical_key (key);
2421
2422 if (!canonical_key)
2423 {
2424 /* 1. There being a field named key on any object
2425 * implies there'd be a shared string to find.
2426 * 2. Since there isn't, no object has this field.
2427 * 3. Therefore, *this* object doesn't have this field.
2428 */
2429 return 0;
2430 }
2431
2432 /* This is copied from get_ob_key_link() above -
2433 * only 4 lines, and saves the function call overhead.
2434 */
2435 for (link = op->key_values; link; link = link->next)
2436 if (link->key == canonical_key)
2437 return link->value; 2343 return kv->value;
2438 2344
2439 return 0; 2345 return shstr_null;
2440} 2346}
2441 2347
2442/* 2348void
2443 * Updates the canonical_key in op to value. 2349object::kv_set (const shstr &key, const shstr &value)
2444 *
2445 * canonical_key is a shared string (value doesn't have to be).
2446 *
2447 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2448 * keys.
2449 *
2450 * Returns TRUE on success.
2451 */
2452int
2453set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2454{ 2350{
2455 key_value *field = NULL, *last = NULL; 2351 for (key_value *kv = key_values; kv; kv = kv->next)
2456 2352 if (kv->key == key)
2457 for (field = op->key_values; field != NULL; field = field->next)
2458 {
2459 if (field->key != canonical_key)
2460 { 2353 {
2461 last = field; 2354 kv->value = value;
2462 continue; 2355 return;
2463 } 2356 }
2464 2357
2465 if (value) 2358 key_value *kv = new key_value;
2466 field->value = value; 2359
2467 else 2360 kv->next = key_values;
2361 kv->key = key;
2362 kv->value = value;
2363
2364 key_values = kv;
2365}
2366
2367void
2368object::kv_del (const shstr &key)
2369{
2370 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2371 if ((*kvp)->key == key)
2468 { 2372 {
2469 /* Basically, if the archetype has this key set, 2373 key_value *kv = *kvp;
2470 * we need to store the null value so when we save 2374 *kvp = (*kvp)->next;
2471 * it, we save the empty value so that when we load, 2375 delete kv;
2472 * we get this value back again. 2376 return;
2473 */
2474 if (get_ob_key_link (op->arch, canonical_key))
2475 field->value = 0;
2476 else
2477 {
2478 if (last)
2479 last->next = field->next;
2480 else
2481 op->key_values = field->next;
2482
2483 delete field;
2484 }
2485 } 2377 }
2486 return TRUE;
2487 }
2488 /* IF we get here, key doesn't exist */
2489
2490 /* No field, we'll have to add it. */
2491
2492 if (!add_key)
2493 return FALSE;
2494
2495 /* There isn't any good reason to store a null
2496 * value in the key/value list. If the archetype has
2497 * this key, then we should also have it, so shouldn't
2498 * be here. If user wants to store empty strings,
2499 * should pass in ""
2500 */
2501 if (value == NULL)
2502 return TRUE;
2503
2504 field = new key_value;
2505
2506 field->key = canonical_key;
2507 field->value = value;
2508 /* Usual prepend-addition. */
2509 field->next = op->key_values;
2510 op->key_values = field;
2511
2512 return TRUE;
2513}
2514
2515/*
2516 * Updates the key in op to value.
2517 *
2518 * If add_key is FALSE, this will only update existing keys,
2519 * and not add new ones.
2520 * In general, should be little reason FALSE is ever passed in for add_key
2521 *
2522 * Returns TRUE on success.
2523 */
2524int
2525set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2526{
2527 shstr key_ (key);
2528
2529 return set_ob_key_value_s (op, key_, value, add_key);
2530} 2378}
2531 2379
2532object::depth_iterator::depth_iterator (object *container) 2380object::depth_iterator::depth_iterator (object *container)
2533: iterator_base (container) 2381: iterator_base (container)
2534{ 2382{
2584{ 2432{
2585 char flagdesc[512]; 2433 char flagdesc[512];
2586 char info2[256 * 4]; 2434 char info2[256 * 4];
2587 char *p = info; 2435 char *p = info;
2588 2436
2589 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2437 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2590 count, uuid.seq, 2438 count,
2439 uuid.c_str (),
2591 &name, 2440 &name,
2592 title ? "\",title:\"" : "", 2441 title ? ",title:\"" : "",
2593 title ? (const char *)title : "", 2442 title ? (const char *)title : "",
2443 title ? "\"" : "",
2594 flag_desc (flagdesc, 512), type); 2444 flag_desc (flagdesc, 512), type);
2595 2445
2596 if (!this->flag[FLAG_REMOVED] && env) 2446 if (!flag[FLAG_REMOVED] && env)
2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2447 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2598 2448
2599 if (map) 2449 if (map)
2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2450 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2601 2451
2631object::open_container (object *new_container) 2481object::open_container (object *new_container)
2632{ 2482{
2633 if (container == new_container) 2483 if (container == new_container)
2634 return; 2484 return;
2635 2485
2636 if (object *old_container = container) 2486 object *old_container = container;
2487
2488 if (old_container)
2637 { 2489 {
2638 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2490 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2639 return; 2491 return;
2640 2492
2641#if 0 2493#if 0
2643 if (object *closer = old_container->inv) 2495 if (object *closer = old_container->inv)
2644 if (closer->type == CLOSE_CON) 2496 if (closer->type == CLOSE_CON)
2645 closer->destroy (); 2497 closer->destroy ();
2646#endif 2498#endif
2647 2499
2500 // make sure the container is available
2501 esrv_send_item (this, old_container);
2502
2648 old_container->flag [FLAG_APPLIED] = 0; 2503 old_container->flag [FLAG_APPLIED] = false;
2649 container = 0; 2504 container = 0;
2650 2505
2506 // client needs item update to make it work, client bug requires this to be separate
2651 esrv_update_item (UPD_FLAGS, this, old_container); 2507 esrv_update_item (UPD_FLAGS, this, old_container);
2508
2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2509 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2653 play_sound (sound_find ("chest_close")); 2510 play_sound (sound_find ("chest_close"));
2654 } 2511 }
2655 2512
2656 if (new_container) 2513 if (new_container)
2669 } 2526 }
2670#endif 2527#endif
2671 2528
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2529 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2673 2530
2531 // make sure the container is available, client bug requires this to be separate
2532 esrv_send_item (this, new_container);
2533
2674 new_container->flag [FLAG_APPLIED] = 1; 2534 new_container->flag [FLAG_APPLIED] = true;
2675 container = new_container; 2535 container = new_container;
2676 2536
2537 // client needs flag change
2677 esrv_update_item (UPD_FLAGS, this, new_container); 2538 esrv_update_item (UPD_FLAGS, this, new_container);
2678 esrv_send_inventory (this, new_container); 2539 esrv_send_inventory (this, new_container);
2679 play_sound (sound_find ("chest_open")); 2540 play_sound (sound_find ("chest_open"));
2680 } 2541 }
2542// else if (!old_container->env && contr && contr->ns)
2543// contr->ns->floorbox_reset ();
2681} 2544}
2682 2545
2683object * 2546object *
2684object::force_find (const shstr name) 2547object::force_find (const shstr name)
2685{ 2548{
2691 return splay (tmp); 2554 return splay (tmp);
2692 2555
2693 return 0; 2556 return 0;
2694} 2557}
2695 2558
2696void 2559object *
2697object::force_add (const shstr name, int duration) 2560object::force_add (const shstr name, int duration)
2698{ 2561{
2699 if (object *force = force_find (name)) 2562 if (object *force = force_find (name))
2700 force->destroy (); 2563 force->destroy ();
2701 2564
2707 2570
2708 force->set_speed (duration ? 1.f / duration : 0.f); 2571 force->set_speed (duration ? 1.f / duration : 0.f);
2709 force->flag [FLAG_IS_USED_UP] = true; 2572 force->flag [FLAG_IS_USED_UP] = true;
2710 force->flag [FLAG_APPLIED] = true; 2573 force->flag [FLAG_APPLIED] = true;
2711 2574
2712 insert (force); 2575 return insert (force);
2713} 2576}
2714 2577
2715void 2578void
2716object::play_sound (faceidx sound) const 2579object::play_sound (faceidx sound)
2717{ 2580{
2718 if (!sound) 2581 if (!sound)
2719 return; 2582 return;
2720 2583
2721 if (flag [FLAG_REMOVED]) 2584 if (flag [FLAG_REMOVED])
2728 } 2591 }
2729 else 2592 else
2730 map->play_sound (sound, x, y); 2593 map->play_sound (sound, x, y);
2731} 2594}
2732 2595
2596void
2597object::make_noise ()
2598{
2599 // we do not model noise in the map, so instead put
2600 // a temporary light into the noise source
2601 // could use the map instead, but that's less reliable for our
2602 // goal, which is to make invisibility a bit harder to exploit
2603
2604 // currently only works sensibly for players
2605 if (!is_player ())
2606 return;
2607
2608 // find old force, or create new one
2609 object *force = force_find (shstr_noise_force);
2610
2611 if (force)
2612 force->speed_left = -1.f; // patch old speed up
2613 else
2614 {
2615 force = archetype::get (shstr_noise_force);
2616
2617 force->slaying = shstr_noise_force;
2618 force->stats.food = 1;
2619 force->speed_left = -1.f;
2620
2621 force->set_speed (1.f / 4.f);
2622 force->flag [FLAG_IS_USED_UP] = true;
2623 force->flag [FLAG_APPLIED] = true;
2624
2625 insert (force);
2626 }
2627}
2628

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