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Comparing deliantra/server/common/object.C (file contents):
Revision 1.37 by root, Tue Sep 12 20:55:40 2006 UTC vs.
Revision 1.212 by root, Mon Apr 21 23:35:24 2008 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
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. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at crossfire-devel@real-time.com
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
36int nrofallocobjects = 0; 32#include <bitset>
37 33
38object *objects; /* Pointer to the list of used objects */ 34UUID UUID::cur;
39object *active_objects; /* List of active objects that need to be processed */ 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
40 37
41short 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, 38objectvec objects;
39activevec actives;
40
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,
42 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
43}; 46};
44short 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,
45 -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
46}; 52};
47int 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,
48 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
49}; 58};
50int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
51 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,
52 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
53}; 64};
54 65
66static void
67write_uuid (uval64 skip, bool sync)
68{
69 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip));
71 CALL_ARG_SV (boolSV (sync));
72 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END;
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 UUID::cur.seq = 0;
93 write_uuid (UUID_GAP, true);
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 UUID::BUF buf;
102 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 {
107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1);
109 }
110
111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112
113 write_uuid (UUID_GAP, true);
114 fclose (fp);
115}
116
117UUID
118UUID::gen ()
119{
120 UUID uid;
121
122 uid.seq = ++cur.seq;
123
124 if (expect_false (cur.seq >= seq_next_save))
125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
130
131 return uid;
132}
133
134void
135UUID::init ()
136{
137 read_uuid ();
138}
139
55/* 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. */
56static int 141static bool
57compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
58{ 143{
59 key_value *wants_field; 144 key_value *wants_field;
60 145
61 /* 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
62 * objects with lists are rare, and lists stay short. If not, use a 147 * objects with lists are rare, and lists stay short. If not, use a
63 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
64 */ 149 */
65 150
66 /* For each field in wants, */ 151 /* For each field in wants, */
67 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
68 { 153 {
69 key_value *has_field; 154 key_value *has_field;
70 155
71 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
72 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
73 158
74 if (has_field == NULL) 159 if (!has_field)
75 {
76 /* No field with that name. */ 160 return 0; /* No field with that name. */
77 return FALSE;
78 }
79 161
80 /* Found the matching field. */ 162 /* Found the matching field. */
81 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
82 {
83 /* 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. */
84 return FALSE;
85 }
86 165
87 /* 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. */
88 } 167 }
89 168
90 /* 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. */
91 return TRUE; 170 return 1;
92} 171}
93 172
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
95static int 174static bool
96compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
97{ 176{
98 /* 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,
99 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
100 */ 179 */
106 * 185 *
107 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
108 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
109 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
110 * 189 *
111 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
112 * 191 *
113 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
114 * check weight 193 * check weight
115 */ 194 */
116
117bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
118{ 196{
119 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
121 return 0; 203 return 0;
122 204
123 if (ob1->speed != ob2->speed) 205 /* Do not merge objects if nrof would overflow. First part checks
206 * for unsigned overflow (2c), second part checks whether the result
207 * would fit into a 32 bit signed int, which is often used to hold
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
124 return 0; 211 return 0;
125 212
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof).
129 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31)
131 return 0;
132
133 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
134 * 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
135 * 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
136 * 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
137 * flags lose any meaning. 217 * flags lose any meaning.
138 */ 218 */
139 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 221
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 224
145 225 if (ob1->arch->name != ob2->arch->name
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 226 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 227 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 228 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 229 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
161 (ob1->attacktype != ob2->attacktype) || 230 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 231 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 232 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 233 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 234 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 235 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 236 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 237 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 238 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 239 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 240 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 241 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 242 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 243 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 244 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow
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)))
176 return 0; 249 return 0;
177 250
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
178 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
179 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
180 */ 261 */
181 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
182 { 263 {
183 /* if one object has inventory but the other doesn't, not equiv */
184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 return 0;
186
187 /* Now check to see if the two inventory objects could merge */
188 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!(ob1->inv && ob2->inv))
189 return 0; 265 return 0; /* inventories differ in length */
266
267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
270 if (!object::can_merge (ob1->inv, ob2->inv))
271 return 0; /* inventory objects differ */
190 272
191 /* 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
192 * if it is valid. 274 * if it is valid.
193 */ 275 */
194 } 276 }
202 284
203 /* Note sure why the following is the case - either the object has to 285 /* Note sure why the following is the case - either the object has to
204 * be animated or have a very low speed. Is this an attempted monster 286 * be animated or have a very low speed. Is this an attempted monster
205 * check? 287 * check?
206 */ 288 */
207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
208 return 0; 290 return 0;
209 291
210 switch (ob1->type) 292 switch (ob1->type)
211 { 293 {
212 case SCROLL: 294 case SCROLL:
213 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
214 return 0; 296 return 0;
215 break; 297 break;
216 } 298 }
217 299
218 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
219 { 301 {
220 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
221 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
222 /* 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))
223 return 0; 307 return 0;
224 else if (!compare_ob_value_lists (ob1, ob2))
225 return 0;
226 } 308 }
227 309
228 //TODO: generate an event or call into perl for additional checks
229 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
230 { 311 {
231 ob1->optimise (); 312 ob1->optimise ();
232 ob2->optimise (); 313 ob2->optimise ();
233 314
234 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)
235 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 }
236 } 329 }
237 330
238 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
239 return 1; 332 return 1;
240} 333}
241 334
335// adjust weight per container type ("of holding")
336static sint32
337weight_adjust (object *op, sint32 weight)
338{
339 return op->type == CONTAINER
340 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
341 : weight;
342}
343
242/* 344/*
345 * adjust_weight(object, weight) adds the specified weight to an object,
346 * and also updates how much the environment(s) is/are carrying.
347 */
348static void
349adjust_weight (object *op, sint32 weight)
350{
351 while (op)
352 {
353 weight = weight_adjust (op, weight);
354
355 if (!weight)
356 return;
357
358 op->carrying += weight;
359
360 if (object *pl = op->visible_to ())
361 esrv_update_item (UPD_WEIGHT, pl, op);
362
363 op = op->env;
364 }
365}
366
367/*
243 * sum_weight() is a recursive function which calculates the weight 368 * this is a recursive function which calculates the weight
244 * an object is carrying. It goes through in figures out how much 369 * an object is carrying. It goes through op and figures out how much
245 * containers are carrying, and sums it up. 370 * containers are carrying, and sums it up.
246 */ 371 */
247long
248sum_weight (object *op)
249{
250 long sum;
251 object *inv;
252
253 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
254 {
255 if (inv->inv)
256 sum_weight (inv);
257 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
258 }
259
260 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100;
262
263 if (op->carrying != sum)
264 op->carrying = sum;
265
266 return sum;
267}
268
269/**
270 * Return the outermost environment object for a given object.
271 */
272
273object *
274object_get_env_recursive (object *op)
275{
276 while (op->env != NULL)
277 op = op->env;
278 return op;
279}
280
281/*
282 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
283 * a better check. We basically keeping traversing up until we can't
284 * or find a player.
285 */
286
287object *
288is_player_inv (object *op)
289{
290 for (; op != NULL && op->type != PLAYER; op = op->env)
291 if (op->env == op)
292 op->env = NULL;
293 return op;
294}
295
296/*
297 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
298 * Some error messages.
299 * The result of the dump is stored in the static global errmsg array.
300 */
301
302void 372void
303dump_object2 (object *op) 373object::update_weight ()
304{ 374{
305 errmsg[0] = 0; 375 sint32 sum = 0;
306 return;
307 //TODO//D#d#
308#if 0
309 char *cp;
310 376
311/* object *tmp;*/ 377 for (object *op = inv; op; op = op->below)
312
313 if (op->arch != NULL)
314 {
315 strcat (errmsg, "arch ");
316 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
317 strcat (errmsg, "\n");
318 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
319 strcat (errmsg, cp);
320# if 0
321 /* Don't dump player diffs - they are too long, mostly meaningless, and
322 * will overflow the buffer.
323 * Changed so that we don't dump inventory either. This may
324 * also overflow the buffer.
325 */
326 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
327 strcat (errmsg, cp);
328 for (tmp = op->inv; tmp; tmp = tmp->below)
329 dump_object2 (tmp);
330# endif
331 strcat (errmsg, "end\n");
332 } 378 {
333 else 379 if (op->inv)
380 op->update_weight ();
381
382 sum += op->total_weight ();
334 { 383 }
335 strcat (errmsg, "Object "); 384
336 if (op->name == NULL) 385 sum = weight_adjust (this, sum);
337 strcat (errmsg, "(null)"); 386
338 else 387 if (sum != carrying)
339 strcat (errmsg, op->name);
340 strcat (errmsg, "\n");
341# if 0
342 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
343 strcat (errmsg, cp);
344 for (tmp = op->inv; tmp; tmp = tmp->below)
345 dump_object2 (tmp);
346# endif
347 strcat (errmsg, "end\n");
348 } 388 {
349#endif 389 carrying = sum;
350}
351 390
352/* 391 if (object *pl = visible_to ())
353 * Dumps an object. Returns output in the static global errmsg array. 392 esrv_update_item (UPD_WEIGHT, pl, this);
354 */ 393 }
394}
355 395
356void 396/*
397 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
398 */
399char *
357dump_object (object *op) 400dump_object (object *op)
358{ 401{
359 if (op == NULL) 402 if (!op)
360 { 403 return strdup ("[NULLOBJ]");
361 strcpy (errmsg, "[NULL pointer]");
362 return;
363 }
364 errmsg[0] = '\0';
365 dump_object2 (op);
366}
367 404
368void 405 object_freezer freezer;
369dump_all_objects (void) 406 op->write (freezer);
370{ 407 return freezer.as_string ();
371 object *op;
372
373 for (op = objects; op != NULL; op = op->next)
374 {
375 dump_object (op);
376 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
377 }
378} 408}
379 409
380/* 410/*
381 * get_nearest_part(multi-object, object 2) returns the part of the 411 * get_nearest_part(multi-object, object 2) returns the part of the
382 * multi-object 1 which is closest to the second object. 412 * multi-object 1 which is closest to the second object.
383 * If it's not a multi-object, it is returned. 413 * If it's not a multi-object, it is returned.
384 */ 414 */
385
386object * 415object *
387get_nearest_part (object *op, const object *pl) 416get_nearest_part (object *op, const object *pl)
388{ 417{
389 object *tmp, *closest; 418 object *tmp, *closest;
390 int last_dist, i; 419 int last_dist, i;
391 420
392 if (op->more == NULL) 421 if (!op->more)
393 return op; 422 return op;
423
394 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 424 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
425 tmp;
426 tmp = tmp->more)
395 if ((i = distance (tmp, pl)) < last_dist) 427 if ((i = distance (tmp, pl)) < last_dist)
396 closest = tmp, last_dist = i; 428 closest = tmp, last_dist = i;
429
397 return closest; 430 return closest;
398} 431}
399 432
400/* 433/*
401 * Returns the object which has the count-variable equal to the argument. 434 * Returns the object which has the count-variable equal to the argument.
435 * VERRRY slow.
402 */ 436 */
403
404object * 437object *
405find_object (tag_t i) 438find_object (tag_t i)
406{ 439{
407 object *op; 440 for_all_objects (op)
408
409 for (op = objects; op != NULL; op = op->next)
410 if (op->count == i) 441 if (op->count == i)
411 break;
412 return op; 442 return op;
443
444 return 0;
413} 445}
414 446
415/* 447/*
416 * Returns the first object which has a name equal to the argument. 448 * Returns the first object which has a name equal to the argument.
417 * Used only by the patch command, but not all that useful. 449 * Used only by the patch command, but not all that useful.
418 * Enables features like "patch <name-of-other-player> food 999" 450 * Enables features like "patch <name-of-other-player> food 999"
419 */ 451 */
420
421object * 452object *
422find_object_name (const char *str) 453find_object_name (const char *str)
423{ 454{
424 shstr_cmp str_ (str); 455 shstr_cmp str_ (str);
425 object *op; 456 object *op;
426 457
427 for (op = objects; op != NULL; op = op->next) 458 for_all_objects (op)
428 if (op->name == str_) 459 if (op->name == str_)
429 break; 460 break;
430 461
431 return op; 462 return op;
432} 463}
433 464
434void
435free_all_object_data ()
436{
437 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
438}
439
440/*
441 * Returns the object which this object marks as being the owner.
442 * A id-scheme is used to avoid pointing to objects which have been
443 * freed and are now reused. If this is detected, the owner is
444 * set to NULL, and NULL is returned.
445 * Changed 2004-02-12 - if the player is setting at the play again
446 * prompt, he is removed, and we don't want to treat him as an owner of
447 * anything, so check removed flag. I don't expect that this should break
448 * anything - once an object is removed, it is basically dead anyways.
449 */
450object *
451object::get_owner ()
452{
453 if (!owner
454 || QUERY_FLAG (owner, FLAG_FREED)
455 || QUERY_FLAG (owner, FLAG_REMOVED))
456 owner = 0;
457
458 return owner;
459}
460
461/* 465/*
462 * Sets the owner and sets the skill and exp pointers to owner's current 466 * Sets the owner and sets the skill and exp pointers to owner's current
463 * skill and experience objects. 467 * skill and experience objects.
468 * ACTUALLY NO! investigate! TODO
464 */ 469 */
465void 470void
466object::set_owner (object *owner) 471object::set_owner (object *owner)
467{ 472{
473 // allow objects which own objects
468 if (!owner) 474 if (owner)
469 return;
470
471 /* next line added to allow objects which own objects */
472 /* Add a check for ownercounts in here, as I got into an endless loop
473 * with the fireball owning a poison cloud which then owned the
474 * fireball. I believe that was caused by one of the objects getting
475 * freed and then another object replacing it. Since the ownercounts
476 * didn't match, this check is valid and I believe that cause is valid.
477 */
478 while (owner->owner) 475 while (owner->owner)
479 owner = owner->owner; 476 owner = owner->owner;
477
478 if (flag [FLAG_FREED])
479 {
480 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
481 return;
482 }
480 483
481 this->owner = owner; 484 this->owner = owner;
485}
486
487int
488object::slottype () const
489{
490 if (type == SKILL)
491 {
492 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
493 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
494 }
495 else
496 {
497 if (slot [body_combat].info) return slot_combat;
498 if (slot [body_range ].info) return slot_ranged;
499 }
500
501 return slot_none;
502}
503
504bool
505object::change_weapon (object *ob)
506{
507 if (current_weapon == ob)
508 return true;
509
510 if (chosen_skill)
511 chosen_skill->flag [FLAG_APPLIED] = false;
512
513 current_weapon = ob;
514 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
515
516 if (chosen_skill)
517 chosen_skill->flag [FLAG_APPLIED] = true;
518
519 update_stats ();
520
521 if (ob)
522 {
523 // now check wether any body locations became invalid, in which case
524 // we cannot apply the weapon at the moment.
525 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
526 if (slot[i].used < 0)
527 {
528 current_weapon = chosen_skill = 0;
529 update_stats ();
530
531 new_draw_info_format (NDI_UNIQUE, 0, this,
532 "You try to balance all your items at once, "
533 "but the %s is just too much for your body. "
534 "[You need to unapply some items first.]", &ob->name);
535 return false;
536 }
537
538 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
539 }
540 else
541 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
542
543 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
544 {
545 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
546 &name, ob->debug_desc ());
547 return false;
548 }
549
550 return true;
482} 551}
483 552
484/* Zero the key_values on op, decrementing the shared-string 553/* Zero the key_values on op, decrementing the shared-string
485 * refcounts and freeing the links. 554 * refcounts and freeing the links.
486 */ 555 */
487static void 556static void
488free_key_values (object *op) 557free_key_values (object *op)
489{ 558{
490 for (key_value *i = op->key_values; i != 0;) 559 for (key_value *i = op->key_values; i; )
491 { 560 {
492 key_value *next = i->next; 561 key_value *next = i->next;
493 delete i; 562 delete i;
494 563
495 i = next; 564 i = next;
496 } 565 }
497 566
498 op->key_values = 0; 567 op->key_values = 0;
499} 568}
500 569
501void object::clear () 570object &
571object::operator =(const object &src)
502{ 572{
503 attachable_base::clear (); 573 bool is_freed = flag [FLAG_FREED];
574 bool is_removed = flag [FLAG_REMOVED];
504 575
505 free_key_values (this); 576 *(object_copy *)this = src;
506 577
507 owner = 0; 578 flag [FLAG_FREED] = is_freed;
508 name = 0; 579 flag [FLAG_REMOVED] = is_removed;
509 name_pl = 0;
510 title = 0;
511 race = 0;
512 slaying = 0;
513 skill = 0;
514 msg = 0;
515 lore = 0;
516 custom_name = 0;
517 materialname = 0;
518 contr = 0;
519 below = 0;
520 above = 0;
521 inv = 0;
522 container = 0;
523 env = 0;
524 more = 0;
525 head = 0;
526 map = 0;
527 active_next = 0;
528 active_prev = 0;
529
530 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
531
532 SET_FLAG (this, FLAG_REMOVED);
533
534 /* What is not cleared is next, prev, and count */
535
536 expmul = 1.0;
537 face = blank_face;
538 attacked_by_count = -1;
539
540 if (settings.casting_time)
541 casting_time = -1;
542}
543
544void object::clone (object *destination)
545{
546 *(object_copy *)destination = *this;
547 *(object_pod *)destination = *this;
548
549 if (self || cb)
550 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
551}
552
553/*
554 * copy object first frees everything allocated by the second object,
555 * and then copies the contends of the first object into the second
556 * object, allocating what needs to be allocated. Basically, any
557 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
558 * if the first object is freed, the pointers in the new object
559 * will point at garbage.
560 */
561void
562copy_object (object *op2, object *op)
563{
564 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
565 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
566
567 op2->clone (op);
568
569 if (is_freed)
570 SET_FLAG (op, FLAG_FREED);
571 if (is_removed)
572 SET_FLAG (op, FLAG_REMOVED);
573
574 if (op2->speed < 0)
575 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
576 580
577 /* Copy over key_values, if any. */ 581 /* Copy over key_values, if any. */
578 if (op2->key_values) 582 if (src.key_values)
579 { 583 {
580 key_value *tail = 0; 584 key_value *tail = 0;
581 key_value *i;
582
583 op->key_values = 0; 585 key_values = 0;
584 586
585 for (i = op2->key_values; i; i = i->next) 587 for (key_value *i = src.key_values; i; i = i->next)
586 { 588 {
587 key_value *new_link = new key_value; 589 key_value *new_link = new key_value;
588 590
589 new_link->next = 0; 591 new_link->next = 0;
590 new_link->key = i->key; 592 new_link->key = i->key;
591 new_link->value = i->value; 593 new_link->value = i->value;
592 594
593 /* Try and be clever here, too. */ 595 /* Try and be clever here, too. */
594 if (!op->key_values) 596 if (!key_values)
595 { 597 {
596 op->key_values = new_link; 598 key_values = new_link;
597 tail = new_link; 599 tail = new_link;
598 } 600 }
599 else 601 else
600 { 602 {
601 tail->next = new_link; 603 tail->next = new_link;
602 tail = new_link; 604 tail = new_link;
603 } 605 }
604 } 606 }
605 } 607 }
608}
606 609
607 update_ob_speed (op); 610/*
611 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contents of itself into the second
613 * object, allocating what needs to be allocated. Basically, any
614 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615 * if the first object is freed, the pointers in the new object
616 * will point at garbage.
617 */
618void
619object::copy_to (object *dst)
620{
621 *dst = *this;
622
623 if (speed < 0)
624 dst->speed_left -= rndm ();
625
626 dst->set_speed (dst->speed);
627}
628
629void
630object::instantiate ()
631{
632 if (!uuid.seq) // HACK
633 uuid = UUID::gen ();
634
635 speed_left = -0.1f;
636 /* copy the body_info to the body_used - this is only really
637 * need for monsters, but doesn't hurt to do it for everything.
638 * by doing so, when a monster is created, it has good starting
639 * values for the body_used info, so when items are created
640 * for it, they can be properly equipped.
641 */
642 for (int i = NUM_BODY_LOCATIONS; i--; )
643 slot[i].used = slot[i].info;
644
645 attachable::instantiate ();
646}
647
648object *
649object::clone ()
650{
651 object *neu = create ();
652 copy_to (neu);
653 return neu;
608} 654}
609 655
610/* 656/*
611 * If an object with the IS_TURNABLE() flag needs to be turned due 657 * If an object with the IS_TURNABLE() flag needs to be turned due
612 * to the closest player being on the other side, this function can 658 * to the closest player being on the other side, this function can
613 * be called to update the face variable, _and_ how it looks on the map. 659 * be called to update the face variable, _and_ how it looks on the map.
614 */ 660 */
615
616void 661void
617update_turn_face (object *op) 662update_turn_face (object *op)
618{ 663{
619 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 664 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
620 return; 665 return;
666
621 SET_ANIMATION (op, op->direction); 667 SET_ANIMATION (op, op->direction);
622 update_object (op, UP_OBJ_FACE); 668 update_object (op, UP_OBJ_FACE);
623} 669}
624 670
625/* 671/*
626 * Updates the speed of an object. If the speed changes from 0 to another 672 * Updates the speed of an object. If the speed changes from 0 to another
627 * value, or vice versa, then add/remove the object from the active list. 673 * value, or vice versa, then add/remove the object from the active list.
628 * This function needs to be called whenever the speed of an object changes. 674 * This function needs to be called whenever the speed of an object changes.
629 */ 675 */
630void 676void
631update_ob_speed (object *op) 677object::set_speed (float speed)
632{ 678{
633 extern int arch_init; 679 if (flag [FLAG_FREED] && speed)
634
635 /* No reason putting the archetypes objects on the speed list,
636 * since they never really need to be updated.
637 */
638
639 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
640 { 680 {
641 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 681 LOG (llevError, "Object %s is freed but has speed.\n", &name);
642#ifdef MANY_CORES
643 abort ();
644#else
645 op->speed = 0; 682 speed = 0;
646#endif
647 }
648
649 if (arch_init)
650 return;
651
652 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
653 { 683 }
654 /* If already on active list, don't do anything */
655 if (op->active_next || op->active_prev || op == active_objects)
656 return;
657 684
658 /* process_events() expects us to insert the object at the beginning 685 this->speed = speed;
659 * of the list. */
660 op->active_next = active_objects;
661 686
662 if (op->active_next != NULL) 687 if (has_active_speed ())
663 op->active_next->active_prev = op; 688 activate ();
664
665 active_objects = op;
666 }
667 else 689 else
668 { 690 deactivate ();
669 /* If not on the active list, nothing needs to be done */
670 if (!op->active_next && !op->active_prev && op != active_objects)
671 return;
672
673 if (op->active_prev == NULL)
674 {
675 active_objects = op->active_next;
676
677 if (op->active_next != NULL)
678 op->active_next->active_prev = NULL;
679 }
680 else
681 {
682 op->active_prev->active_next = op->active_next;
683
684 if (op->active_next)
685 op->active_next->active_prev = op->active_prev;
686 }
687
688 op->active_next = NULL;
689 op->active_prev = NULL;
690 }
691} 691}
692 692
693/* This function removes object 'op' from the list of active
694 * objects.
695 * This should only be used for style maps or other such
696 * reference maps where you don't want an object that isn't
697 * in play chewing up cpu time getting processed.
698 * The reverse of this is to call update_ob_speed, which
699 * will do the right thing based on the speed of the object.
700 */
701void
702remove_from_active_list (object *op)
703{
704 /* If not on the active list, nothing needs to be done */
705 if (!op->active_next && !op->active_prev && op != active_objects)
706 return;
707
708 if (op->active_prev == NULL)
709 {
710 active_objects = op->active_next;
711 if (op->active_next != NULL)
712 op->active_next->active_prev = NULL;
713 }
714 else
715 {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722}
723
724/* 693/*
725 * update_object() updates the array which represents the map. 694 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 695 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another 696 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...) 697 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window 698 * If the object being updated is beneath a player, the look-window
730 * of that player is updated (this might be a suboptimal way of 699 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_) 700 * updating that window, though, since update_object() is called _often_)
732 * 701 *
733 * action is a hint of what the caller believes need to be done. 702 * action is a hint of what the caller believes need to be done.
734 * For example, if the only thing that has changed is the face (due to
735 * an animation), we don't need to call update_position until that actually
736 * comes into view of a player. OTOH, many other things, like addition/removal
737 * of walls or living creatures may need us to update the flags now.
738 * current action are: 703 * current action are:
739 * UP_OBJ_INSERT: op was inserted 704 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 705 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 706 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 707 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 708 * UP_OBJ_FACE: only the objects face has changed.
744 */ 709 */
745
746void 710void
747update_object (object *op, int action) 711update_object (object *op, int action)
748{ 712{
749 int update_now = 0, flags;
750 MoveType move_on, move_off, move_block, move_slow;
751
752 if (op == NULL) 713 if (op == NULL)
753 { 714 {
754 /* this should never happen */ 715 /* this should never happen */
755 LOG (llevDebug, "update_object() called for NULL object.\n"); 716 LOG (llevDebug, "update_object() called for NULL object.\n");
756 return; 717 return;
757 } 718 }
758 719
759 if (op->env != NULL) 720 if (op->env)
760 { 721 {
761 /* Animation is currently handled by client, so nothing 722 /* Animation is currently handled by client, so nothing
762 * to do in this case. 723 * to do in this case.
763 */ 724 */
764 return; 725 return;
769 */ 730 */
770 if (!op->map || op->map->in_memory == MAP_SAVING) 731 if (!op->map || op->map->in_memory == MAP_SAVING)
771 return; 732 return;
772 733
773 /* make sure the object is within map boundaries */ 734 /* make sure the object is within map boundaries */
774 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 735 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
775 { 736 {
776 LOG (llevError, "update_object() called for object out of map!\n"); 737 LOG (llevError, "update_object() called for object out of map!\n");
777#ifdef MANY_CORES 738#ifdef MANY_CORES
778 abort (); 739 abort ();
779#endif 740#endif
780 return; 741 return;
781 } 742 }
782 743
783 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 744 mapspace &m = op->ms ();
784 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
785 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
786 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
787 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
788 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
789 745
746 if (!(m.flags_ & P_UPTODATE))
747 /* nop */;
790 if (action == UP_OBJ_INSERT) 748 else if (action == UP_OBJ_INSERT)
791 { 749 {
750 // this is likely overkill, TODO: revisit (schmorp)
792 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 751 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
793 update_now = 1;
794
795 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 752 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
796 update_now = 1; 753 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
797 754 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
755 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
798 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 756 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
799 update_now = 1;
800
801 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
802 update_now = 1;
803
804 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
805 update_now = 1;
806
807 if ((move_on | op->move_on) != move_on) 757 || (m.move_on | op->move_on ) != m.move_on
808 update_now = 1;
809
810 if ((move_off | op->move_off) != move_off) 758 || (m.move_off | op->move_off ) != m.move_off
811 update_now = 1; 759 || (m.move_slow | op->move_slow) != m.move_slow
812
813 /* This isn't perfect, but I don't expect a lot of objects to 760 /* This isn't perfect, but I don't expect a lot of objects to
814 * to have move_allow right now. 761 * to have move_allow right now.
815 */ 762 */
816 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 763 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
817 update_now = 1; 764 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
818 765 m.flags_ = 0;
819 if ((move_slow | op->move_slow) != move_slow)
820 update_now = 1;
821 } 766 }
822 /* if the object is being removed, we can't make intelligent 767 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 768 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 769 * that is being removed.
825 */ 770 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now = 1; 772 m.flags_ = 0;
828 else if (action == UP_OBJ_FACE) 773 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ ; 774 /* Nothing to do for that case */ ;
830 else 775 else
831 LOG (llevError, "update_object called with invalid action: %d\n", action); 776 LOG (llevError, "update_object called with invalid action: %d\n", action);
832 777
833 if (update_now)
834 {
835 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
836 update_position (op->map, op->x, op->y);
837 }
838
839 if (op->more != NULL) 778 if (op->more)
840 update_object (op->more, action); 779 update_object (op->more, action);
841}
842
843static unordered_vector<object *> mortals;
844static std::vector<object *, slice_allocator <object *> > freed;
845
846void object::free_mortals ()
847{
848 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
849 if ((*i)->refcnt)
850 ++i; // further delay freeing
851 else
852 {
853 freed.push_back (*i);//D
854 //delete *i;
855 mortals.erase (i);
856 }
857
858 if (mortals.size() && 0)//D
859 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
860} 780}
861 781
862object::object () 782object::object ()
863{ 783{
864 SET_FLAG (this, FLAG_REMOVED); 784 SET_FLAG (this, FLAG_REMOVED);
865 785
866 expmul = 1.0; 786 expmul = 1.0;
867 face = blank_face; 787 face = blank_face;
868 attacked_by_count = -1;
869} 788}
870 789
871object::~object () 790object::~object ()
872{ 791{
792 unlink ();
793
873 free_key_values (this); 794 free_key_values (this);
874} 795}
875 796
797static int object_count;
798
876void object::link () 799void object::link ()
877{ 800{
801 assert (!index);//D
802 uuid = UUID::gen ();
878 count = ++ob_count; 803 count = ++object_count;
879 804
880 prev = 0; 805 refcnt_inc ();
881 next = objects; 806 objects.insert (this);
882
883 if (objects)
884 objects->prev = this;
885
886 objects = this;
887} 807}
888 808
889void object::unlink () 809void object::unlink ()
890{ 810{
891 count = 0;
892
893 /* Remove this object from the list of used objects */
894 if (prev)
895 {
896 prev->next = next;
897 prev = 0;
898 }
899
900 if (next) 811 if (!index)
901 { 812 return;
902 next->prev = prev; 813
903 next = 0; 814 objects.erase (this);
815 refcnt_dec ();
816}
817
818void
819object::activate ()
820{
821 /* If already on active list, don't do anything */
822 if (active)
823 return;
824
825 if (has_active_speed ())
826 actives.insert (this);
827}
828
829void
830object::activate_recursive ()
831{
832 activate ();
833
834 for (object *op = inv; op; op = op->below)
835 op->activate_recursive ();
836}
837
838/* This function removes object 'op' from the list of active
839 * objects.
840 * This should only be used for style maps or other such
841 * reference maps where you don't want an object that isn't
842 * in play chewing up cpu time getting processed.
843 * The reverse of this is to call update_ob_speed, which
844 * will do the right thing based on the speed of the object.
845 */
846void
847object::deactivate ()
848{
849 /* If not on the active list, nothing needs to be done */
850 if (!active)
851 return;
852
853 actives.erase (this);
854}
855
856void
857object::deactivate_recursive ()
858{
859 for (object *op = inv; op; op = op->below)
860 op->deactivate_recursive ();
861
862 deactivate ();
863}
864
865void
866object::set_flag_inv (int flag, int value)
867{
868 for (object *op = inv; op; op = op->below)
904 } 869 {
870 op->flag [flag] = value;
871 op->set_flag_inv (flag, value);
872 }
873}
905 874
906 if (this == objects) 875/*
907 objects = next; 876 * Remove and free all objects in the inventory of the given object.
877 * object.c ?
878 */
879void
880object::destroy_inv (bool drop_to_ground)
881{
882 // need to check first, because the checks below might segfault
883 // as we might be on an invalid mapspace and crossfire code
884 // is too buggy to ensure that the inventory is empty.
885 // corollary: if you create arrows etc. with stuff in tis inventory,
886 // cf will crash below with off-map x and y
887 if (!inv)
888 return;
889
890 /* Only if the space blocks everything do we not process -
891 * if some form of movement is allowed, let objects
892 * drop on that space.
893 */
894 if (!drop_to_ground
895 || !map
896 || map->in_memory != MAP_ACTIVE
897 || map->nodrop
898 || ms ().move_block == MOVE_ALL)
899 {
900 while (inv)
901 {
902 inv->destroy_inv (drop_to_ground);
903 inv->destroy ();
904 }
905 }
906 else
907 { /* Put objects in inventory onto this space */
908 while (inv)
909 {
910 object *op = inv;
911
912 if (op->flag [FLAG_STARTEQUIP]
913 || op->flag [FLAG_NO_DROP]
914 || op->type == RUNE
915 || op->type == TRAP
916 || op->flag [FLAG_IS_A_TEMPLATE]
917 || op->flag [FLAG_DESTROY_ON_DEATH])
918 op->destroy ();
919 else
920 map->insert (op, x, y);
921 }
922 }
908} 923}
909 924
910object *object::create () 925object *object::create ()
911{ 926{
912 object *op;
913
914 if (freed.empty ())
915 op = new object; 927 object *op = new object;
916 else
917 {
918 // highly annoying, but the only way to get it stable right now
919 op = freed.back ();
920 freed.pop_back ();
921 op->~object ();
922 new ((void *) op) object;
923 }
924
925 op->link (); 928 op->link ();
926 return op; 929 return op;
927} 930}
928 931
929/* 932void
930 * free_object() frees everything allocated by an object, removes 933object::do_destroy ()
931 * it from the list of used objects, and puts it on the list of
932 * free objects. The IS_FREED() flag is set in the object.
933 * The object must have been removed by remove_ob() first for
934 * this function to succeed.
935 *
936 * If free_inventory is set, free inventory as well. Else drop items in
937 * inventory to the ground.
938 */
939void object::free (bool free_inventory)
940{ 934{
941 if (QUERY_FLAG (this, FLAG_FREED)) 935 if (object *pl = visible_to ())
936 esrv_del_item (pl->contr, count);
937
938 attachable::do_destroy ();
939
940 if (flag [FLAG_IS_LINKED])
941 remove_button_link (this);
942
943 if (flag [FLAG_FRIENDLY])
944 remove_friendly_object (this);
945
946 if (!flag [FLAG_REMOVED])
947 remove ();
948
949 destroy_inv (true);
950
951 deactivate ();
952 unlink ();
953
954 flag [FLAG_FREED] = 1;
955
956 // hack to ensure that freed objects still have a valid map
957 {
958 static maptile *freed_map; // freed objects are moved here to avoid crashes
959
960 if (!freed_map)
961 {
962 freed_map = new maptile;
963
964 freed_map->path = "<freed objects map>";
965 freed_map->name = "/internal/freed_objects_map";
966 freed_map->width = 3;
967 freed_map->height = 3;
968 freed_map->nodrop = 1;
969
970 freed_map->alloc ();
971 freed_map->in_memory = MAP_ACTIVE;
972 }
973
974 map = freed_map;
975 x = 1;
976 y = 1;
977 }
978
979 if (more)
980 {
981 more->destroy ();
982 more = 0;
983 }
984
985 head = 0;
986
987 // clear those pointers that likely might cause circular references
988 owner = 0;
989 enemy = 0;
990 attacked_by = 0;
991 current_weapon = 0;
992}
993
994void
995object::destroy (bool destroy_inventory)
996{
997 if (destroyed ())
942 return; 998 return;
943 999
944 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1000 if (destroy_inventory)
945 remove_friendly_object (this); 1001 destroy_inv (false);
946 1002
947 if (!QUERY_FLAG (this, FLAG_REMOVED)) 1003 if (is_head ())
948 remove_ob (this); 1004 if (sound_destroy)
1005 play_sound (sound_destroy);
1006 else if (flag [FLAG_MONSTER])
1007 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
949 1008
950 SET_FLAG (this, FLAG_FREED); 1009 attachable::destroy ();
951
952 if (more)
953 {
954 more->free (free_inventory);
955 more = 0;
956 }
957
958 if (inv)
959 {
960 /* Only if the space blocks everything do we not process -
961 * if some form of movement is allowed, let objects
962 * drop on that space.
963 */
964 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
965 {
966 object *op = inv;
967
968 while (op)
969 {
970 object *tmp = op->below;
971 op->free (free_inventory);
972 op = tmp;
973 }
974 }
975 else
976 { /* Put objects in inventory onto this space */
977 object *op = inv;
978
979 while (op)
980 {
981 object *tmp = op->below;
982
983 remove_ob (op);
984
985 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
986 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
987 free_object (op);
988 else
989 {
990 op->x = x;
991 op->y = y;
992 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
993 }
994
995 op = tmp;
996 }
997 }
998 }
999
1000 owner = 0;
1001
1002 /* Remove object from the active list */
1003 speed = 0;
1004 update_ob_speed (this);
1005
1006 unlink ();
1007
1008 mortals.push_back (this);
1009} 1010}
1010 1011
1011/* 1012/* op->remove ():
1012 * sub_weight() recursively (outwards) subtracts a number from the
1013 * weight of an object (and what is carried by it's environment(s)).
1014 */
1015
1016void
1017sub_weight (object *op, signed long weight)
1018{
1019 while (op != NULL)
1020 {
1021 if (op->type == CONTAINER)
1022 {
1023 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1024 }
1025 op->carrying -= weight;
1026 op = op->env;
1027 }
1028}
1029
1030/* remove_ob(op):
1031 * This function removes the object op from the linked list of objects 1013 * This function removes the object op from the linked list of objects
1032 * which it is currently tied to. When this function is done, the 1014 * which it is currently tied to. When this function is done, the
1033 * object will have no environment. If the object previously had an 1015 * object will have no environment. If the object previously had an
1034 * environment, the x and y coordinates will be updated to 1016 * environment, the x and y coordinates will be updated to
1035 * the previous environment. 1017 * the previous environment.
1036 * Beware: This function is called from the editor as well!
1037 */ 1018 */
1038
1039void 1019void
1040remove_ob (object *op) 1020object::do_remove ()
1041{ 1021{
1022 object *tmp, *last = 0;
1042 object * 1023 object *otmp;
1043 tmp, *
1044 last = NULL;
1045 object *
1046 otmp;
1047 1024
1048 tag_t
1049 tag;
1050 int
1051 check_walk_off;
1052 mapstruct *
1053 m;
1054
1055 sint16
1056 x,
1057 y;
1058
1059 if (QUERY_FLAG (op, FLAG_REMOVED)) 1025 if (QUERY_FLAG (this, FLAG_REMOVED))
1060 return; 1026 return;
1061 1027
1062 SET_FLAG (op, FLAG_REMOVED); 1028 SET_FLAG (this, FLAG_REMOVED);
1029 INVOKE_OBJECT (REMOVE, this);
1063 1030
1064 if (op->more != NULL) 1031 if (more)
1065 remove_ob (op->more); 1032 more->remove ();
1066 1033
1067 /* 1034 /*
1068 * In this case, the object to be removed is in someones 1035 * In this case, the object to be removed is in someones
1069 * inventory. 1036 * inventory.
1070 */ 1037 */
1071 if (op->env != NULL) 1038 if (env)
1072 { 1039 {
1073 if (op->nrof) 1040 adjust_weight (env, -total_weight ());
1074 sub_weight (op->env, op->weight * op->nrof); 1041
1075 else 1042 *(above ? &above->below : &env->inv) = below;
1076 sub_weight (op->env, op->weight + op->carrying); 1043
1044 if (below)
1045 below->above = above;
1046
1047 /* we set up values so that it could be inserted into
1048 * the map, but we don't actually do that - it is up
1049 * to the caller to decide what we want to do.
1050 */
1051 map = env->map;
1052 x = env->x;
1053 y = env->y;
1054 above = 0;
1055 below = 0;
1056 env = 0;
1077 1057
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1058 /* NO_FIX_PLAYER is set when a great many changes are being
1079 * made to players inventory. If set, avoiding the call 1059 * made to players inventory. If set, avoiding the call
1080 * to save cpu time. 1060 * to save cpu time.
1081 */ 1061 */
1082 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1062 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1083 fix_player (otmp); 1063 otmp->update_stats ();
1064 }
1065 else if (map)
1066 {
1067 if (type == PLAYER)
1068 {
1069 // leaving a spot always closes any open container on the ground
1070 if (container && !container->env)
1071 // this causes spurious floorbox updates, but it ensures
1072 // that the CLOSE event is being sent.
1073 close_container ();
1084 1074
1085 if (op->above != NULL) 1075 --map->players;
1076 map->touch ();
1077 }
1078
1079 map->dirty = true;
1080 mapspace &ms = this->ms ();
1081
1082 /* link the object above us */
1083 if (above)
1086 op->above->below = op->below; 1084 above->below = below;
1087 else 1085 else
1088 op->env->inv = op->below;
1089
1090 if (op->below != NULL)
1091 op->below->above = op->above;
1092
1093 /* we set up values so that it could be inserted into
1094 * the map, but we don't actually do that - it is up
1095 * to the caller to decide what we want to do.
1096 */
1097 op->x = op->env->x, op->y = op->env->y;
1098 op->map = op->env->map;
1099 op->above = NULL, op->below = NULL;
1100 op->env = NULL;
1101 }
1102 else if (op->map)
1103 {
1104 x = op->x;
1105 y = op->y;
1106 m = get_map_from_coord (op->map, &x, &y);
1107
1108 if (!m)
1109 {
1110 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1111 op->map->path, op->x, op->y);
1112 /* in old days, we used to set x and y to 0 and continue.
1113 * it seems if we get into this case, something is probablye
1114 * screwed up and should be fixed.
1115 */
1116 abort ();
1117 }
1118
1119 if (op->map != m)
1120 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1121 op->map->path, m->path, op->x, op->y, x, y);
1122
1123 /* Re did the following section of code - it looks like it had
1124 * lots of logic for things we no longer care about
1125 */
1126
1127 /* link the object above us */
1128 if (op->above)
1129 op->above->below = op->below;
1130 else
1131 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1086 ms.top = below; /* we were top, set new top */
1132 1087
1133 /* Relink the object below us, if there is one */ 1088 /* Relink the object below us, if there is one */
1134 if (op->below) 1089 if (below)
1135 op->below->above = op->above; 1090 below->above = above;
1136 else 1091 else
1137 { 1092 {
1138 /* Nothing below, which means we need to relink map object for this space 1093 /* Nothing below, which means we need to relink map object for this space
1139 * use translated coordinates in case some oddness with map tiling is 1094 * use translated coordinates in case some oddness with map tiling is
1140 * evident 1095 * evident
1141 */ 1096 */
1142 if (GET_MAP_OB (m, x, y) != op) 1097 if (GET_MAP_OB (map, x, y) != this)
1143 {
1144 dump_object (op);
1145 LOG (llevError,
1146 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1098 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 ());
1147 dump_object (GET_MAP_OB (m, x, y)); 1099
1148 LOG (llevError, "%s\n", errmsg); 1100 ms.bot = above; /* goes on above it. */
1149 } 1101 }
1150 1102
1151 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1152 }
1153
1154 op->above = 0; 1103 above = 0;
1155 op->below = 0; 1104 below = 0;
1156 1105
1157 if (op->map->in_memory == MAP_SAVING) 1106 if (map->in_memory == MAP_SAVING)
1158 return; 1107 return;
1159 1108
1160 tag = op->count; 1109 int check_walk_off = !flag [FLAG_NO_APPLY];
1161 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1162 1110
1163 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1111 if (object *pl = ms.player ())
1112 {
1113 if (pl->container == this)
1114 /* If a container that the player is currently using somehow gets
1115 * removed (most likely destroyed), update the player view
1116 * appropriately.
1117 */
1118 pl->close_container ();
1119
1120 pl->contr->ns->floorbox_update ();
1121 }
1122
1123 for (tmp = ms.bot; tmp; tmp = tmp->above)
1164 { 1124 {
1165 /* No point updating the players look faces if he is the object 1125 /* No point updating the players look faces if he is the object
1166 * being removed. 1126 * being removed.
1167 */ 1127 */
1168 1128
1169 if (tmp->type == PLAYER && tmp != op) 1129 /* See if object moving off should effect something */
1130 if (check_walk_off
1131 && ((move_type & tmp->move_off)
1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1170 { 1133 {
1171 /* If a container that the player is currently using somehow gets 1134 move_apply (tmp, this, 0);
1172 * removed (most likely destroyed), update the player view
1173 * appropriately.
1174 */
1175 if (tmp->container == op)
1176 {
1177 CLEAR_FLAG (op, FLAG_APPLIED);
1178 tmp->container = NULL;
1179 }
1180 1135
1181 tmp->contr->socket.update_look = 1; 1136 if (destroyed ())
1137 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1182 } 1138 }
1183 1139
1184 /* See if player moving off should effect something */
1185 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1186 {
1187 move_apply (tmp, op, NULL);
1188
1189 if (was_destroyed (op, tag))
1190 {
1191 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1192 }
1193 }
1194
1195 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1196
1197 if (tmp->above == tmp)
1198 tmp->above = NULL;
1199
1200 last = tmp; 1140 last = tmp;
1201 } 1141 }
1202 1142
1203 /* last == NULL of there are no objects on this space */ 1143 /* last == NULL if there are no objects on this space */
1144 //TODO: this makes little sense, why only update the topmost object?
1204 if (last == NULL) 1145 if (!last)
1205 { 1146 map->at (x, y).flags_ = 0;
1206 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1207 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1208 * those out anyways, and if there are any flags set right now, they won't
1209 * be correct anyways.
1210 */
1211 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1212 update_position (op->map, op->x, op->y);
1213 }
1214 else 1147 else
1215 update_object (last, UP_OBJ_REMOVE); 1148 update_object (last, UP_OBJ_REMOVE);
1216 1149
1217 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1150 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1218 update_all_los (op->map, op->x, op->y); 1151 update_all_los (map, x, y);
1219 } 1152 }
1220} 1153}
1221 1154
1222/* 1155/*
1223 * merge_ob(op,top): 1156 * merge_ob(op,top):
1231merge_ob (object *op, object *top) 1164merge_ob (object *op, object *top)
1232{ 1165{
1233 if (!op->nrof) 1166 if (!op->nrof)
1234 return 0; 1167 return 0;
1235 1168
1236 if (top == NULL) 1169 if (!top)
1237 for (top = op; top != NULL && top->above != NULL; top = top->above); 1170 for (top = op; top && top->above; top = top->above)
1171 ;
1238 1172
1239 for (; top != NULL; top = top->below) 1173 for (; top; top = top->below)
1240 { 1174 {
1241 if (top == op) 1175 if (top == op)
1242 continue; 1176 continue;
1243 if (CAN_MERGE (op, top)) 1177
1178 if (object::can_merge (op, top))
1244 { 1179 {
1245 top->nrof += op->nrof; 1180 top->nrof += op->nrof;
1246 1181
1247/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1182/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1248 op->weight = 0; /* Don't want any adjustements now */ 1183 op->weight = 0; /* Don't want any adjustements now */
1249 remove_ob (op); 1184 op->destroy ();
1250 free_object (op);
1251 return top; 1185 return top;
1252 } 1186 }
1253 } 1187 }
1254 1188
1255 return NULL; 1189 return 0;
1256} 1190}
1257 1191
1192void
1193object::expand_tail ()
1194{
1195 if (more)
1196 return;
1197
1198 object *prev = this;
1199
1200 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1201 {
1202 object *op = arch_to_object (at);
1203
1204 op->name = name;
1205 op->name_pl = name_pl;
1206 op->title = title;
1207
1208 op->head = this;
1209 prev->more = op;
1210
1211 prev = op;
1212 }
1213}
1214
1258/* 1215/*
1259 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1216 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1260 * job preparing multi-part monsters 1217 * job preparing multi-part monsters.
1261 */ 1218 */
1262object * 1219object *
1263insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1220insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1264{ 1221{
1265 object *tmp;
1266
1267 if (op->head)
1268 op = op->head;
1269
1270 for (tmp = op; tmp; tmp = tmp->more) 1222 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1271 { 1223 {
1272 tmp->x = x + tmp->arch->clone.x; 1224 tmp->x = x + tmp->arch->x;
1273 tmp->y = y + tmp->arch->clone.y; 1225 tmp->y = y + tmp->arch->y;
1274 } 1226 }
1275 1227
1276 return insert_ob_in_map (op, m, originator, flag); 1228 return insert_ob_in_map (op, m, originator, flag);
1277} 1229}
1278 1230
1294 * Return value: 1246 * Return value:
1295 * new object if 'op' was merged with other object 1247 * new object if 'op' was merged with other object
1296 * NULL if 'op' was destroyed 1248 * NULL if 'op' was destroyed
1297 * just 'op' otherwise 1249 * just 'op' otherwise
1298 */ 1250 */
1299
1300object * 1251object *
1301insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1252insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1302{ 1253{
1254 assert (!op->flag [FLAG_FREED]);
1255
1303 object *tmp, *top, *floor = NULL; 1256 object *top, *floor = NULL;
1304 sint16 x, y;
1305 1257
1306 if (QUERY_FLAG (op, FLAG_FREED)) 1258 op->remove ();
1307 {
1308 LOG (llevError, "Trying to insert freed object!\n");
1309 return NULL;
1310 }
1311
1312 if (m == NULL)
1313 {
1314 dump_object (op);
1315 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1316 return op;
1317 }
1318
1319 if (out_of_map (m, op->x, op->y))
1320 {
1321 dump_object (op);
1322 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1323#ifdef MANY_CORES
1324 /* Better to catch this here, as otherwise the next use of this object
1325 * is likely to cause a crash. Better to find out where it is getting
1326 * improperly inserted.
1327 */
1328 abort ();
1329#endif
1330 return op;
1331 }
1332
1333 if (!QUERY_FLAG (op, FLAG_REMOVED))
1334 {
1335 dump_object (op);
1336 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1337 return op;
1338 }
1339
1340 if (op->more != NULL)
1341 {
1342 /* The part may be on a different map. */
1343
1344 object *more = op->more;
1345
1346 /* We really need the caller to normalize coordinates - if
1347 * we set the map, that doesn't work if the location is within
1348 * a map and this is straddling an edge. So only if coordinate
1349 * is clear wrong do we normalize it.
1350 */
1351 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1352 more->map = get_map_from_coord (m, &more->x, &more->y);
1353 else if (!more->map)
1354 {
1355 /* For backwards compatibility - when not dealing with tiled maps,
1356 * more->map should always point to the parent.
1357 */
1358 more->map = m;
1359 }
1360
1361 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1362 {
1363 if (!op->head)
1364 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1365
1366 return NULL;
1367 }
1368 }
1369
1370 CLEAR_FLAG (op, FLAG_REMOVED);
1371 1259
1372 /* Ideally, the caller figures this out. However, it complicates a lot 1260 /* Ideally, the caller figures this out. However, it complicates a lot
1373 * of areas of callers (eg, anything that uses find_free_spot would now 1261 * of areas of callers (eg, anything that uses find_free_spot would now
1374 * need extra work 1262 * need extra work
1375 */ 1263 */
1376 op->map = get_map_from_coord (m, &op->x, &op->y); 1264 if (!xy_normalise (m, op->x, op->y))
1377 x = op->x; 1265 {
1378 y = op->y; 1266 op->destroy ();
1267 return 0;
1268 }
1269
1270 if (object *more = op->more)
1271 if (!insert_ob_in_map (more, m, originator, flag))
1272 return 0;
1273
1274 CLEAR_FLAG (op, FLAG_REMOVED);
1275
1276 op->map = m;
1277 mapspace &ms = op->ms ();
1379 1278
1380 /* this has to be done after we translate the coordinates. 1279 /* this has to be done after we translate the coordinates.
1381 */ 1280 */
1382 if (op->nrof && !(flag & INS_NO_MERGE)) 1281 if (op->nrof && !(flag & INS_NO_MERGE))
1383 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1282 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1384 if (CAN_MERGE (op, tmp)) 1283 if (object::can_merge (op, tmp))
1385 { 1284 {
1386 op->nrof += tmp->nrof; 1285 op->nrof += tmp->nrof;
1387 remove_ob (tmp); 1286 tmp->destroy (1);
1388 free_object (tmp);
1389 } 1287 }
1390 1288
1391 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1289 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1392 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1290 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1393 1291
1406 op->below = originator->below; 1304 op->below = originator->below;
1407 1305
1408 if (op->below) 1306 if (op->below)
1409 op->below->above = op; 1307 op->below->above = op;
1410 else 1308 else
1411 SET_MAP_OB (op->map, op->x, op->y, op); 1309 ms.bot = op;
1412 1310
1413 /* since *below* originator, no need to update top */ 1311 /* since *below* originator, no need to update top */
1414 originator->below = op; 1312 originator->below = op;
1415 } 1313 }
1416 else 1314 else
1417 { 1315 {
1316 top = ms.bot;
1317
1418 /* If there are other objects, then */ 1318 /* If there are other objects, then */
1419 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1319 if (top)
1420 { 1320 {
1421 object *last = NULL; 1321 object *last = 0;
1422 1322
1423 /* 1323 /*
1424 * If there are multiple objects on this space, we do some trickier handling. 1324 * If there are multiple objects on this space, we do some trickier handling.
1425 * We've already dealt with merging if appropriate. 1325 * We've already dealt with merging if appropriate.
1426 * Generally, we want to put the new object on top. But if 1326 * Generally, we want to put the new object on top. But if
1430 * once we get to them. This reduces the need to traverse over all of 1330 * once we get to them. This reduces the need to traverse over all of
1431 * them when adding another one - this saves quite a bit of cpu time 1331 * them when adding another one - this saves quite a bit of cpu time
1432 * when lots of spells are cast in one area. Currently, it is presumed 1332 * when lots of spells are cast in one area. Currently, it is presumed
1433 * that flying non pickable objects are spell objects. 1333 * that flying non pickable objects are spell objects.
1434 */ 1334 */
1435 1335 for (top = ms.bot; top; top = top->above)
1436 while (top != NULL)
1437 { 1336 {
1438 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1337 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1439 floor = top; 1338 floor = top;
1440 1339
1441 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1340 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1444 top = top->below; 1343 top = top->below;
1445 break; 1344 break;
1446 } 1345 }
1447 1346
1448 last = top; 1347 last = top;
1449 top = top->above;
1450 } 1348 }
1451 1349
1452 /* Don't want top to be NULL, so set it to the last valid object */ 1350 /* Don't want top to be NULL, so set it to the last valid object */
1453 top = last; 1351 top = last;
1454 1352
1456 * looks like instead of lots of conditions here. 1354 * looks like instead of lots of conditions here.
1457 * makes things faster, and effectively the same result. 1355 * makes things faster, and effectively the same result.
1458 */ 1356 */
1459 1357
1460 /* Have object 'fall below' other objects that block view. 1358 /* Have object 'fall below' other objects that block view.
1461 * Unless those objects are exits, type 66 1359 * Unless those objects are exits.
1462 * If INS_ON_TOP is used, don't do this processing 1360 * If INS_ON_TOP is used, don't do this processing
1463 * Need to find the object that in fact blocks view, otherwise 1361 * Need to find the object that in fact blocks view, otherwise
1464 * stacking is a bit odd. 1362 * stacking is a bit odd.
1465 */ 1363 */
1466 if (!(flag & INS_ON_TOP) && 1364 if (!(flag & INS_ON_TOP)
1467 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1365 && ms.flags () & P_BLOCKSVIEW
1366 && (op->face && !faces [op->face].visibility))
1468 { 1367 {
1469 for (last = top; last != floor; last = last->below) 1368 for (last = top; last != floor; last = last->below)
1470 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1369 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1471 break; 1370 break;
1371
1472 /* Check to see if we found the object that blocks view, 1372 /* Check to see if we found the object that blocks view,
1473 * and make sure we have a below pointer for it so that 1373 * and make sure we have a below pointer for it so that
1474 * we can get inserted below this one, which requires we 1374 * we can get inserted below this one, which requires we
1475 * set top to the object below us. 1375 * set top to the object below us.
1476 */ 1376 */
1477 if (last && last->below && last != floor) 1377 if (last && last->below && last != floor)
1478 top = last->below; 1378 top = last->below;
1479 } 1379 }
1480 } /* If objects on this space */ 1380 } /* If objects on this space */
1481 1381
1482 if (flag & INS_MAP_LOAD)
1483 top = GET_MAP_TOP (op->map, op->x, op->y);
1484
1485 if (flag & INS_ABOVE_FLOOR_ONLY) 1382 if (flag & INS_ABOVE_FLOOR_ONLY)
1486 top = floor; 1383 top = floor;
1487 1384
1488 /* Top is the object that our object (op) is going to get inserted above. 1385 /* Top is the object that our object (op) is going to get inserted above.
1489 */ 1386 */
1490 1387
1491 /* First object on this space */ 1388 /* First object on this space */
1492 if (!top) 1389 if (!top)
1493 { 1390 {
1494 op->above = GET_MAP_OB (op->map, op->x, op->y); 1391 op->above = ms.bot;
1495 1392
1496 if (op->above) 1393 if (op->above)
1497 op->above->below = op; 1394 op->above->below = op;
1498 1395
1499 op->below = NULL; 1396 op->below = 0;
1500 SET_MAP_OB (op->map, op->x, op->y, op); 1397 ms.bot = op;
1501 } 1398 }
1502 else 1399 else
1503 { /* get inserted into the stack above top */ 1400 { /* get inserted into the stack above top */
1504 op->above = top->above; 1401 op->above = top->above;
1505 1402
1508 1405
1509 op->below = top; 1406 op->below = top;
1510 top->above = op; 1407 top->above = op;
1511 } 1408 }
1512 1409
1513 if (op->above == NULL) 1410 if (!op->above)
1514 SET_MAP_TOP (op->map, op->x, op->y, op); 1411 ms.top = op;
1515 } /* else not INS_BELOW_ORIGINATOR */ 1412 } /* else not INS_BELOW_ORIGINATOR */
1516 1413
1517 if (op->type == PLAYER) 1414 if (op->type == PLAYER)
1415 {
1518 op->contr->do_los = 1; 1416 op->contr->do_los = 1;
1417 ++op->map->players;
1418 op->map->touch ();
1419 }
1519 1420
1520 /* If we have a floor, we know the player, if any, will be above 1421 op->map->dirty = true;
1521 * it, so save a few ticks and start from there. 1422
1522 */ 1423 if (object *pl = ms.player ())
1523 if (!(flag & INS_MAP_LOAD)) 1424 pl->contr->ns->floorbox_update ();
1524 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1525 if (tmp->type == PLAYER)
1526 tmp->contr->socket.update_look = 1;
1527 1425
1528 /* If this object glows, it may affect lighting conditions that are 1426 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1427 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players 1428 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well 1429 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1430 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1431 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1432 * or just updating the P_UPTODATE for spaces within this area
1535 * of effect may be sufficient. 1433 * of effect may be sufficient.
1536 */ 1434 */
1537 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1435 if (op->map->darkness && (op->glow_radius != 0))
1538 update_all_los (op->map, op->x, op->y); 1436 update_all_los (op->map, op->x, op->y);
1539 1437
1540 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1438 /* updates flags (blocked, alive, no magic, etc) for this map space */
1541 update_object (op, UP_OBJ_INSERT); 1439 update_object (op, UP_OBJ_INSERT);
1542 1440
1441 INVOKE_OBJECT (INSERT, op);
1442
1543 /* Don't know if moving this to the end will break anything. However, 1443 /* Don't know if moving this to the end will break anything. However,
1544 * we want to have update_look set above before calling this. 1444 * we want to have floorbox_update called before calling this.
1545 * 1445 *
1546 * check_move_on() must be after this because code called from 1446 * check_move_on() must be after this because code called from
1547 * check_move_on() depends on correct map flags (so functions like 1447 * check_move_on() depends on correct map flags (so functions like
1548 * blocked() and wall() work properly), and these flags are updated by 1448 * blocked() and wall() work properly), and these flags are updated by
1549 * update_object(). 1449 * update_object().
1550 */ 1450 */
1551 1451
1552 /* if this is not the head or flag has been passed, don't check walk on status */ 1452 /* if this is not the head or flag has been passed, don't check walk on status */
1553 if (!(flag & INS_NO_WALK_ON) && !op->head) 1453 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1554 { 1454 {
1555 if (check_move_on (op, originator)) 1455 if (check_move_on (op, originator))
1556 return NULL; 1456 return 0;
1557 1457
1558 /* If we are a multi part object, lets work our way through the check 1458 /* If we are a multi part object, lets work our way through the check
1559 * walk on's. 1459 * walk on's.
1560 */ 1460 */
1561 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1461 for (object *tmp = op->more; tmp; tmp = tmp->more)
1562 if (check_move_on (tmp, originator)) 1462 if (check_move_on (tmp, originator))
1563 return NULL; 1463 return 0;
1564 } 1464 }
1565 1465
1566 return op; 1466 return op;
1567} 1467}
1568 1468
1569/* this function inserts an object in the map, but if it 1469/* this function inserts an object in the map, but if it
1570 * finds an object of its own type, it'll remove that one first. 1470 * finds an object of its own type, it'll remove that one first.
1571 * op is the object to insert it under: supplies x and the map. 1471 * op is the object to insert it under: supplies x and the map.
1572 */ 1472 */
1573void 1473void
1574replace_insert_ob_in_map (const char *arch_string, object *op) 1474replace_insert_ob_in_map (const char *arch_string, object *op)
1575{ 1475{
1576 object *
1577 tmp;
1578 object *
1579 tmp1;
1580
1581 /* first search for itself and remove any old instances */ 1476 /* first search for itself and remove any old instances */
1582 1477
1583 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1478 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1584 {
1585 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1479 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1586 { 1480 tmp->destroy (1);
1587 remove_ob (tmp);
1588 free_object (tmp);
1589 }
1590 }
1591 1481
1592 tmp1 = arch_to_object (find_archetype (arch_string)); 1482 object *tmp = arch_to_object (archetype::find (arch_string));
1593 1483
1594 tmp1->x = op->x; 1484 tmp->x = op->x;
1595 tmp1->y = op->y; 1485 tmp->y = op->y;
1486
1596 insert_ob_in_map (tmp1, op->map, op, 0); 1487 insert_ob_in_map (tmp, op->map, op, 0);
1597} 1488}
1598
1599/*
1600 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1601 * is returned contains nr objects, and the remaining parts contains
1602 * the rest (or is removed and freed if that number is 0).
1603 * On failure, NULL is returned, and the reason put into the
1604 * global static errmsg array.
1605 */
1606 1489
1607object * 1490object *
1608get_split_ob (object *orig_ob, uint32 nr) 1491object::insert_at (object *where, object *originator, int flags)
1609{ 1492{
1493 if (where->env)
1494 return where->env->insert (this);
1495 else
1496 return where->map->insert (this, where->x, where->y, originator, flags);
1497}
1498
1499// find player who can see this object
1610 object * 1500object *
1611 newob; 1501object::visible_to () const
1612 int 1502{
1613 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1503 if (!flag [FLAG_REMOVED])
1614
1615 if (orig_ob->nrof < nr)
1616 {
1617 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1618 return NULL;
1619 } 1504 {
1620 1505 // see if we are in a container of sorts
1621 newob = object_create_clone (orig_ob); 1506 if (env)
1622
1623 if ((orig_ob->nrof -= nr) < 1)
1624 {
1625 if (!is_removed)
1626 remove_ob (orig_ob);
1627 free_object2 (orig_ob, 1);
1628 }
1629 else if (!is_removed)
1630 {
1631 if (orig_ob->env != NULL)
1632 sub_weight (orig_ob->env, orig_ob->weight * nr);
1633 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1634 {
1635 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1636 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1637 return NULL;
1638 } 1507 {
1639 } 1508 // the player inventory itself is always visible
1509 if (env->type == PLAYER)
1510 return env;
1640 1511
1641 newob->nrof = nr; 1512 // else a player could have our env open
1513 object *envest = env->outer_env ();
1642 1514
1515 // the player itself is always on a map, so we will find him here
1516 // even if our inv is in a player.
1517 if (envest->is_on_map ())
1518 if (object *pl = envest->ms ().player ())
1519 if (pl->container == env)
1520 return pl;
1521 }
1522 else
1523 {
1524 // maybe there is a player standing on the same mapspace
1525 // this will catch the case where "this" is a player
1526 if (object *pl = ms ().player ())
1527 return pl;
1528 }
1529 }
1530
1643 return newob; 1531 return 0;
1644} 1532}
1645 1533
1646/* 1534/*
1647 * decrease_ob_nr(object, number) decreases a specified number from 1535 * decrease(object, number) decreases a specified number from
1648 * the amount of an object. If the amount reaches 0, the object 1536 * the amount of an object. If the amount reaches 0, the object
1649 * is subsequently removed and freed. 1537 * is subsequently removed and freed.
1650 * 1538 *
1651 * Return value: 'op' if something is left, NULL if the amount reached 0 1539 * Return value: 'op' if something is left, NULL if the amount reached 0
1652 */ 1540 */
1541bool
1542object::decrease (sint32 nr)
1543{
1544 if (!nr)
1545 return true;
1653 1546
1547 nr = min (nr, nrof);
1548
1549 nrof -= nr;
1550
1551 if (nrof)
1552 {
1553 adjust_weight (env, -weight * nr); // carrying == 0
1554
1555 if (object *pl = visible_to ())
1556 esrv_update_item (UPD_NROF, pl, this);
1557
1558 return true;
1559 }
1560 else
1561 {
1562 destroy (1);
1563 return false;
1564 }
1565}
1566
1567/*
1568 * split(ob,nr) splits up ob into two parts. The part which
1569 * is returned contains nr objects, and the remaining parts contains
1570 * the rest (or is removed and returned if that number is 0).
1571 * On failure, NULL is returned.
1572 */
1654object * 1573object *
1655decrease_ob_nr (object *op, uint32 i) 1574object::split (sint32 nr)
1656{ 1575{
1657 object *tmp; 1576 int have = number_of ();
1658 player *pl;
1659 1577
1660 if (i == 0) /* objects with op->nrof require this check */ 1578 if (have < nr)
1661 return op; 1579 return 0;
1662 1580 else if (have == nr)
1663 if (i > op->nrof)
1664 i = op->nrof;
1665
1666 if (QUERY_FLAG (op, FLAG_REMOVED))
1667 op->nrof -= i;
1668 else if (op->env != NULL)
1669 { 1581 {
1670 /* is this object in the players inventory, or sub container
1671 * therein?
1672 */
1673 tmp = is_player_inv (op->env);
1674 /* nope. Is this a container the player has opened?
1675 * If so, set tmp to that player.
1676 * IMO, searching through all the players will mostly
1677 * likely be quicker than following op->env to the map,
1678 * and then searching the map for a player.
1679 */
1680 if (!tmp)
1681 {
1682 for (pl = first_player; pl; pl = pl->next)
1683 if (pl->ob->container == op->env)
1684 break;
1685 if (pl)
1686 tmp = pl->ob;
1687 else
1688 tmp = NULL;
1689 }
1690
1691 if (i < op->nrof)
1692 {
1693 sub_weight (op->env, op->weight * i);
1694 op->nrof -= i;
1695 if (tmp)
1696 {
1697 esrv_send_item (tmp, op);
1698 }
1699 }
1700 else
1701 {
1702 remove_ob (op); 1582 remove ();
1703 op->nrof = 0; 1583 return this;
1704 if (tmp)
1705 {
1706 esrv_del_item (tmp->contr, op->count);
1707 }
1708 }
1709 } 1584 }
1710 else 1585 else
1711 { 1586 {
1712 object *above = op->above; 1587 decrease (nr);
1713 1588
1714 if (i < op->nrof) 1589 object *op = object_create_clone (this);
1715 op->nrof -= i; 1590 op->nrof = nr;
1716 else
1717 {
1718 remove_ob (op);
1719 op->nrof = 0;
1720 }
1721
1722 /* Since we just removed op, op->above is null */
1723 for (tmp = above; tmp != NULL; tmp = tmp->above)
1724 if (tmp->type == PLAYER)
1725 {
1726 if (op->nrof)
1727 esrv_send_item (tmp, op);
1728 else
1729 esrv_del_item (tmp->contr, op->count);
1730 }
1731 }
1732
1733 if (op->nrof)
1734 return op; 1591 return op;
1735 else
1736 { 1592 }
1737 free_object (op); 1593}
1594
1595object *
1596insert_ob_in_ob (object *op, object *where)
1597{
1598 if (!where)
1599 {
1600 char *dump = dump_object (op);
1601 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1602 free (dump);
1738 return NULL; 1603 return op;
1739 }
1740}
1741
1742/*
1743 * add_weight(object, weight) adds the specified weight to an object,
1744 * and also updates how much the environment(s) is/are carrying.
1745 */
1746
1747void
1748add_weight (object *op, signed long weight)
1749{
1750 while (op != NULL)
1751 { 1604 }
1752 if (op->type == CONTAINER)
1753 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1754 1605
1755 op->carrying += weight; 1606 if (where->head_ () != where)
1756 op = op->env;
1757 } 1607 {
1758} 1608 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1609 where = where->head;
1610 }
1759 1611
1612 return where->insert (op);
1613}
1614
1760/* 1615/*
1761 * insert_ob_in_ob(op,environment): 1616 * env->insert (op)
1762 * This function inserts the object op in the linked list 1617 * This function inserts the object op in the linked list
1763 * inside the object environment. 1618 * inside the object environment.
1764 * 1619 *
1765 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1766 * the inventory at the last position or next to other objects of the same
1767 * type.
1768 * Frank: Now sorted by type, archetype and magic!
1769 *
1770 * The function returns now pointer to inserted item, and return value can 1620 * The function returns now pointer to inserted item, and return value can
1771 * be != op, if items are merged. -Tero 1621 * be != op, if items are merged. -Tero
1772 */ 1622 */
1773
1774object * 1623object *
1775insert_ob_in_ob (object *op, object *where) 1624object::insert (object *op)
1776{ 1625{
1777 object *
1778 tmp, *
1779 otmp;
1780
1781 if (!QUERY_FLAG (op, FLAG_REMOVED))
1782 {
1783 dump_object (op);
1784 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1785 return op;
1786 }
1787
1788 if (where == NULL)
1789 {
1790 dump_object (op);
1791 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1792 return op;
1793 }
1794
1795 if (where->head)
1796 {
1797 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1798 where = where->head;
1799 }
1800
1801 if (op->more) 1626 if (op->more)
1802 { 1627 {
1803 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1628 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1804 return op; 1629 return op;
1805 } 1630 }
1806 1631
1807 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1632 op->remove ();
1808 CLEAR_FLAG (op, FLAG_REMOVED); 1633
1634 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1635
1809 if (op->nrof) 1636 if (op->nrof)
1810 {
1811 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1637 for (object *tmp = inv; tmp; tmp = tmp->below)
1812 if (CAN_MERGE (tmp, op)) 1638 if (object::can_merge (tmp, op))
1813 { 1639 {
1814 /* return the original object and remove inserted object 1640 /* return the original object and remove inserted object
1815 (client needs the original object) */ 1641 (client needs the original object) */
1816 tmp->nrof += op->nrof; 1642 tmp->nrof += op->nrof;
1817 /* Weight handling gets pretty funky. Since we are adding to 1643 adjust_weight (this, op->total_weight ());
1818 * tmp->nrof, we need to increase the weight. 1644
1819 */ 1645 op->destroy (1);
1820 add_weight (where, op->weight * op->nrof);
1821 SET_FLAG (op, FLAG_REMOVED);
1822 free_object (op); /* free the inserted object */
1823 op = tmp; 1646 op = tmp;
1824 remove_ob (op); /* and fix old object's links */ 1647 goto inserted;
1825 CLEAR_FLAG (op, FLAG_REMOVED);
1826 break;
1827 } 1648 }
1828 1649
1829 /* I assume combined objects have no inventory 1650 op->owner = 0; // it's his/hers now. period.
1830 * We add the weight - this object could have just been removed
1831 * (if it was possible to merge). calling remove_ob will subtract
1832 * the weight, so we need to add it in again, since we actually do
1833 * the linking below
1834 */
1835 add_weight (where, op->weight * op->nrof);
1836 }
1837 else
1838 add_weight (where, (op->weight + op->carrying));
1839
1840 otmp = is_player_inv (where);
1841 if (otmp && otmp->contr != NULL)
1842 {
1843 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1844 fix_player (otmp);
1845 }
1846
1847 op->map = NULL; 1651 op->map = 0;
1848 op->env = where; 1652 op->x = 0;
1653 op->y = 0;
1654
1849 op->above = NULL; 1655 op->above = 0;
1850 op->below = NULL; 1656 op->below = inv;
1851 op->x = 0, op->y = 0; 1657 op->env = this;
1852 1658
1659 if (inv)
1660 inv->above = op;
1661
1662 inv = op;
1663
1664 op->flag [FLAG_REMOVED] = 0;
1665
1666 adjust_weight (this, op->total_weight ());
1667
1668inserted:
1853 /* reset the light list and los of the players on the map */ 1669 /* reset the light list and los of the players on the map */
1854 if ((op->glow_radius != 0) && where->map) 1670 if (op->glow_radius && map && map->darkness)
1855 { 1671 update_all_los (map, x, y);
1856#ifdef DEBUG_LIGHTS
1857 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1858#endif /* DEBUG_LIGHTS */
1859 if (MAP_DARKNESS (where->map))
1860 update_all_los (where->map, where->x, where->y);
1861 }
1862 1672
1863 /* Client has no idea of ordering so lets not bother ordering it here. 1673 if (object *otmp = in_player ())
1864 * It sure simplifies this function... 1674 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1865 */ 1675 otmp->update_stats ();
1866 if (where->inv == NULL) 1676
1867 where->inv = op; 1677 INVOKE_OBJECT (INSERT, this);
1868 else 1678
1869 {
1870 op->below = where->inv;
1871 op->below->above = op;
1872 where->inv = op;
1873 }
1874 return op; 1679 return op;
1875} 1680}
1876 1681
1877/* 1682/*
1878 * Checks if any objects has a move_type that matches objects 1683 * Checks if any objects has a move_type that matches objects
1892 * 1697 *
1893 * MSW 2001-07-08: Check all objects on space, not just those below 1698 * MSW 2001-07-08: Check all objects on space, not just those below
1894 * object being inserted. insert_ob_in_map may not put new objects 1699 * object being inserted. insert_ob_in_map may not put new objects
1895 * on top. 1700 * on top.
1896 */ 1701 */
1897
1898int 1702int
1899check_move_on (object *op, object *originator) 1703check_move_on (object *op, object *originator)
1900{ 1704{
1901 object * 1705 object *tmp;
1902 tmp; 1706 maptile *m = op->map;
1903 tag_t
1904 tag;
1905 mapstruct *
1906 m = op->map;
1907 int
1908 x = op->x, y = op->y; 1707 int x = op->x, y = op->y;
1909 1708
1910 MoveType 1709 MoveType move_on, move_slow, move_block;
1911 move_on,
1912 move_slow,
1913 move_block;
1914 1710
1915 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1711 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1916 return 0; 1712 return 0;
1917
1918 tag = op->count;
1919 1713
1920 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1714 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1921 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1715 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1922 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1716 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1923 1717
1939 1733
1940 /* The objects have to be checked from top to bottom. 1734 /* The objects have to be checked from top to bottom.
1941 * Hence, we first go to the top: 1735 * Hence, we first go to the top:
1942 */ 1736 */
1943 1737
1944 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1738 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1945 { 1739 {
1946 /* Trim the search when we find the first other spell effect 1740 /* Trim the search when we find the first other spell effect
1947 * this helps performance so that if a space has 50 spell objects, 1741 * this helps performance so that if a space has 50 spell objects,
1948 * we don't need to check all of them. 1742 * we don't need to check all of them.
1949 */ 1743 */
1967 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1761 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1968 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1762 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1969 { 1763 {
1970 1764
1971 float 1765 float
1972 diff = tmp->move_slow_penalty * FABS (op->speed); 1766 diff = tmp->move_slow_penalty * fabs (op->speed);
1973 1767
1974 if (op->type == PLAYER) 1768 if (op->type == PLAYER)
1975 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1769 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1976 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1770 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1977 diff /= 4.0; 1771 diff /= 4.0;
1984 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1778 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1985 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1779 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1986 { 1780 {
1987 move_apply (tmp, op, originator); 1781 move_apply (tmp, op, originator);
1988 1782
1989 if (was_destroyed (op, tag)) 1783 if (op->destroyed ())
1990 return 1; 1784 return 1;
1991 1785
1992 /* what the person/creature stepped onto has moved the object 1786 /* what the person/creature stepped onto has moved the object
1993 * someplace new. Don't process any further - if we did, 1787 * someplace new. Don't process any further - if we did,
1994 * have a feeling strange problems would result. 1788 * have a feeling strange problems would result.
2004/* 1798/*
2005 * present_arch(arch, map, x, y) searches for any objects with 1799 * present_arch(arch, map, x, y) searches for any objects with
2006 * a matching archetype at the given map and coordinates. 1800 * a matching archetype at the given map and coordinates.
2007 * The first matching object is returned, or NULL if none. 1801 * The first matching object is returned, or NULL if none.
2008 */ 1802 */
2009
2010object * 1803object *
2011present_arch (const archetype *at, mapstruct *m, int x, int y) 1804present_arch (const archetype *at, maptile *m, int x, int y)
2012{ 1805{
2013 object *
2014 tmp;
2015
2016 if (m == NULL || out_of_map (m, x, y)) 1806 if (!m || out_of_map (m, x, y))
2017 { 1807 {
2018 LOG (llevError, "Present_arch called outside map.\n"); 1808 LOG (llevError, "Present_arch called outside map.\n");
2019 return NULL; 1809 return NULL;
2020 } 1810 }
2021 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1811
1812 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2022 if (tmp->arch == at) 1813 if (tmp->arch == at)
2023 return tmp; 1814 return tmp;
1815
2024 return NULL; 1816 return NULL;
2025} 1817}
2026 1818
2027/* 1819/*
2028 * present(type, map, x, y) searches for any objects with 1820 * present(type, map, x, y) searches for any objects with
2029 * a matching type variable at the given map and coordinates. 1821 * a matching type variable at the given map and coordinates.
2030 * The first matching object is returned, or NULL if none. 1822 * The first matching object is returned, or NULL if none.
2031 */ 1823 */
2032
2033object * 1824object *
2034present (unsigned char type, mapstruct *m, int x, int y) 1825present (unsigned char type, maptile *m, int x, int y)
2035{ 1826{
2036 object *
2037 tmp;
2038
2039 if (out_of_map (m, x, y)) 1827 if (out_of_map (m, x, y))
2040 { 1828 {
2041 LOG (llevError, "Present called outside map.\n"); 1829 LOG (llevError, "Present called outside map.\n");
2042 return NULL; 1830 return NULL;
2043 } 1831 }
2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1832
1833 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2045 if (tmp->type == type) 1834 if (tmp->type == type)
2046 return tmp; 1835 return tmp;
1836
2047 return NULL; 1837 return NULL;
2048} 1838}
2049 1839
2050/* 1840/*
2051 * present_in_ob(type, object) searches for any objects with 1841 * present_in_ob(type, object) searches for any objects with
2052 * a matching type variable in the inventory of the given object. 1842 * a matching type variable in the inventory of the given object.
2053 * The first matching object is returned, or NULL if none. 1843 * The first matching object is returned, or NULL if none.
2054 */ 1844 */
2055
2056object * 1845object *
2057present_in_ob (unsigned char type, const object *op) 1846present_in_ob (unsigned char type, const object *op)
2058{ 1847{
2059 object *
2060 tmp;
2061
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1848 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 if (tmp->type == type) 1849 if (tmp->type == type)
2064 return tmp; 1850 return tmp;
1851
2065 return NULL; 1852 return NULL;
2066} 1853}
2067 1854
2068/* 1855/*
2069 * present_in_ob (type, str, object) searches for any objects with 1856 * present_in_ob (type, str, object) searches for any objects with
2077 * str is the string to match against. Note that we match against 1864 * str is the string to match against. Note that we match against
2078 * the object name, not the archetype name. this is so that the 1865 * the object name, not the archetype name. this is so that the
2079 * spell code can use one object type (force), but change it's name 1866 * spell code can use one object type (force), but change it's name
2080 * to be unique. 1867 * to be unique.
2081 */ 1868 */
2082
2083object * 1869object *
2084present_in_ob_by_name (int type, const char *str, const object *op) 1870present_in_ob_by_name (int type, const char *str, const object *op)
2085{ 1871{
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1872 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2090 {
2091 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1873 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2092 return tmp; 1874 return tmp;
2093 } 1875
2094 return NULL; 1876 return 0;
2095} 1877}
2096 1878
2097/* 1879/*
2098 * present_arch_in_ob(archetype, object) searches for any objects with 1880 * present_arch_in_ob(archetype, object) searches for any objects with
2099 * a matching archetype in the inventory of the given object. 1881 * a matching archetype in the inventory of the given object.
2100 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
2101 */ 1883 */
2102
2103object * 1884object *
2104present_arch_in_ob (const archetype *at, const object *op) 1885present_arch_in_ob (const archetype *at, const object *op)
2105{ 1886{
2106 object *
2107 tmp;
2108
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1887 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2110 if (tmp->arch == at) 1888 if (tmp->arch == at)
2111 return tmp; 1889 return tmp;
1890
2112 return NULL; 1891 return NULL;
2113} 1892}
2114 1893
2115/* 1894/*
2116 * activate recursively a flag on an object inventory 1895 * activate recursively a flag on an object inventory
2117 */ 1896 */
2118void 1897void
2119flag_inv (object *op, int flag) 1898flag_inv (object *op, int flag)
2120{ 1899{
2121 object *
2122 tmp;
2123
2124 if (op->inv)
2125 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1900 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2126 { 1901 {
2127 SET_FLAG (tmp, flag); 1902 SET_FLAG (tmp, flag);
2128 flag_inv (tmp, flag); 1903 flag_inv (tmp, flag);
2129 } 1904 }
2130} /* 1905}
1906
1907/*
2131 * desactivate recursively a flag on an object inventory 1908 * deactivate recursively a flag on an object inventory
2132 */ 1909 */
2133void 1910void
2134unflag_inv (object *op, int flag) 1911unflag_inv (object *op, int flag)
2135{ 1912{
2136 object *
2137 tmp;
2138
2139 if (op->inv)
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1913 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2141 { 1914 {
2142 CLEAR_FLAG (tmp, flag); 1915 CLEAR_FLAG (tmp, flag);
2143 unflag_inv (tmp, flag); 1916 unflag_inv (tmp, flag);
2144 } 1917 }
2145}
2146
2147/*
2148 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2149 * all it's inventory (recursively).
2150 * If checksums are used, a player will get set_cheat called for
2151 * him/her-self and all object carried by a call to this function.
2152 */
2153
2154void
2155set_cheat (object *op)
2156{
2157 SET_FLAG (op, FLAG_WAS_WIZ);
2158 flag_inv (op, FLAG_WAS_WIZ);
2159} 1918}
2160 1919
2161/* 1920/*
2162 * find_free_spot(object, map, x, y, start, stop) will search for 1921 * find_free_spot(object, map, x, y, start, stop) will search for
2163 * a spot at the given map and coordinates which will be able to contain 1922 * a spot at the given map and coordinates which will be able to contain
2165 * to search (see the freearr_x/y[] definition). 1924 * to search (see the freearr_x/y[] definition).
2166 * It returns a random choice among the alternatives found. 1925 * It returns a random choice among the alternatives found.
2167 * start and stop are where to start relative to the free_arr array (1,9 1926 * start and stop are where to start relative to the free_arr array (1,9
2168 * does all 4 immediate directions). This returns the index into the 1927 * does all 4 immediate directions). This returns the index into the
2169 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1928 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2170 * Note - this only checks to see if there is space for the head of the
2171 * object - if it is a multispace object, this should be called for all
2172 * pieces.
2173 * Note2: This function does correctly handle tiled maps, but does not 1929 * Note: This function does correctly handle tiled maps, but does not
2174 * inform the caller. However, insert_ob_in_map will update as 1930 * inform the caller. However, insert_ob_in_map will update as
2175 * necessary, so the caller shouldn't need to do any special work. 1931 * necessary, so the caller shouldn't need to do any special work.
2176 * Note - updated to take an object instead of archetype - this is necessary 1932 * Note - updated to take an object instead of archetype - this is necessary
2177 * because arch_blocked (now ob_blocked) needs to know the movement type 1933 * because arch_blocked (now ob_blocked) needs to know the movement type
2178 * to know if the space in question will block the object. We can't use 1934 * to know if the space in question will block the object. We can't use
2179 * the archetype because that isn't correct if the monster has been 1935 * the archetype because that isn't correct if the monster has been
2180 * customized, changed states, etc. 1936 * customized, changed states, etc.
2181 */ 1937 */
2182
2183int 1938int
2184find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1939find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2185{ 1940{
2186 int
2187 i,
2188 index = 0, flag;
2189 static int
2190 altern[SIZEOFFREE]; 1941 int altern[SIZEOFFREE];
1942 int index = 0, flag;
2191 1943
2192 for (i = start; i < stop; i++) 1944 for (int i = start; i < stop; i++)
2193 { 1945 {
2194 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1946 mapxy pos (m, x, y); pos.move (i);
2195 if (!flag) 1947
1948 if (!pos.normalise ())
1949 continue;
1950
1951 mapspace &ms = *pos;
1952
1953 if (ms.flags () & P_IS_ALIVE)
1954 continue;
1955
1956 /* However, often
1957 * ob doesn't have any move type (when used to place exits)
1958 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1959 */
1960 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1961 {
2196 altern[index++] = i; 1962 altern [index++] = i;
1963 continue;
1964 }
2197 1965
2198 /* Basically, if we find a wall on a space, we cut down the search size. 1966 /* Basically, if we find a wall on a space, we cut down the search size.
2199 * In this way, we won't return spaces that are on another side of a wall. 1967 * In this way, we won't return spaces that are on another side of a wall.
2200 * This mostly work, but it cuts down the search size in all directions - 1968 * This mostly work, but it cuts down the search size in all directions -
2201 * if the space being examined only has a wall to the north and empty 1969 * if the space being examined only has a wall to the north and empty
2202 * spaces in all the other directions, this will reduce the search space 1970 * spaces in all the other directions, this will reduce the search space
2203 * to only the spaces immediately surrounding the target area, and 1971 * to only the spaces immediately surrounding the target area, and
2204 * won't look 2 spaces south of the target space. 1972 * won't look 2 spaces south of the target space.
2205 */ 1973 */
2206 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1974 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1975 {
2207 stop = maxfree[i]; 1976 stop = maxfree[i];
1977 continue;
1978 }
1979
1980 /* Note it is intentional that we check ob - the movement type of the
1981 * head of the object should correspond for the entire object.
1982 */
1983 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1984 continue;
1985
1986 if (ob->blocked (m, pos.x, pos.y))
1987 continue;
1988
1989 altern [index++] = i;
2208 } 1990 }
1991
2209 if (!index) 1992 if (!index)
2210 return -1; 1993 return -1;
1994
2211 return altern[RANDOM () % index]; 1995 return altern [rndm (index)];
2212} 1996}
2213 1997
2214/* 1998/*
2215 * find_first_free_spot(archetype, mapstruct, x, y) works like 1999 * find_first_free_spot(archetype, maptile, x, y) works like
2216 * find_free_spot(), but it will search max number of squares. 2000 * find_free_spot(), but it will search max number of squares.
2217 * But it will return the first available spot, not a random choice. 2001 * But it will return the first available spot, not a random choice.
2218 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2002 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2219 */ 2003 */
2220
2221int 2004int
2222find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2005find_first_free_spot (const object *ob, maptile *m, int x, int y)
2223{ 2006{
2224 int
2225 i;
2226
2227 for (i = 0; i < SIZEOFFREE; i++) 2007 for (int i = 0; i < SIZEOFFREE; i++)
2228 {
2229 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2008 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2230 return i; 2009 return i;
2231 } 2010
2232 return -1; 2011 return -1;
2233} 2012}
2234 2013
2235/* 2014/*
2236 * The function permute(arr, begin, end) randomly reorders the array 2015 * The function permute(arr, begin, end) randomly reorders the array
2237 * arr[begin..end-1]. 2016 * arr[begin..end-1].
2017 * now uses a fisher-yates shuffle, old permute was broken
2238 */ 2018 */
2239static void 2019static void
2240permute (int *arr, int begin, int end) 2020permute (int *arr, int begin, int end)
2241{ 2021{
2242 int 2022 arr += begin;
2243 i,
2244 j,
2245 tmp,
2246 len;
2247
2248 len = end - begin; 2023 end -= begin;
2249 for (i = begin; i < end; i++)
2250 {
2251 j = begin + RANDOM () % len;
2252 2024
2253 tmp = arr[i]; 2025 while (--end)
2254 arr[i] = arr[j]; 2026 swap (arr [end], arr [rndm (end + 1)]);
2255 arr[j] = tmp;
2256 }
2257} 2027}
2258 2028
2259/* new function to make monster searching more efficient, and effective! 2029/* new function to make monster searching more efficient, and effective!
2260 * This basically returns a randomized array (in the passed pointer) of 2030 * This basically returns a randomized array (in the passed pointer) of
2261 * the spaces to find monsters. In this way, it won't always look for 2031 * the spaces to find monsters. In this way, it won't always look for
2264 * the 3x3 area will be searched, just not in a predictable order. 2034 * the 3x3 area will be searched, just not in a predictable order.
2265 */ 2035 */
2266void 2036void
2267get_search_arr (int *search_arr) 2037get_search_arr (int *search_arr)
2268{ 2038{
2269 int 2039 int i;
2270 i;
2271 2040
2272 for (i = 0; i < SIZEOFFREE; i++) 2041 for (i = 0; i < SIZEOFFREE; i++)
2273 {
2274 search_arr[i] = i; 2042 search_arr[i] = i;
2275 }
2276 2043
2277 permute (search_arr, 1, SIZEOFFREE1 + 1); 2044 permute (search_arr, 1, SIZEOFFREE1 + 1);
2278 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2045 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2279 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2046 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2280} 2047}
2289 * Perhaps incorrectly, but I'm making the assumption that exclude 2056 * Perhaps incorrectly, but I'm making the assumption that exclude
2290 * is actually want is going to try and move there. We need this info 2057 * is actually want is going to try and move there. We need this info
2291 * because we have to know what movement the thing looking to move 2058 * because we have to know what movement the thing looking to move
2292 * there is capable of. 2059 * there is capable of.
2293 */ 2060 */
2294
2295int 2061int
2296find_dir (mapstruct *m, int x, int y, object *exclude) 2062find_dir (maptile *m, int x, int y, object *exclude)
2297{ 2063{
2298 int
2299 i,
2300 max = SIZEOFFREE, mflags; 2064 int i, max = SIZEOFFREE, mflags;
2301 2065
2302 sint16 nx, ny; 2066 sint16 nx, ny;
2303 object * 2067 object *tmp;
2304 tmp; 2068 maptile *mp;
2305 mapstruct *
2306 mp;
2307 2069
2308 MoveType blocked, move_type; 2070 MoveType blocked, move_type;
2309 2071
2310 if (exclude && exclude->head) 2072 if (exclude && exclude->head_ () != exclude)
2311 { 2073 {
2312 exclude = exclude->head; 2074 exclude = exclude->head;
2313 move_type = exclude->move_type; 2075 move_type = exclude->move_type;
2314 } 2076 }
2315 else 2077 else
2323 mp = m; 2085 mp = m;
2324 nx = x + freearr_x[i]; 2086 nx = x + freearr_x[i];
2325 ny = y + freearr_y[i]; 2087 ny = y + freearr_y[i];
2326 2088
2327 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2090
2328 if (mflags & P_OUT_OF_MAP) 2091 if (mflags & P_OUT_OF_MAP)
2329 {
2330 max = maxfree[i]; 2092 max = maxfree[i];
2331 }
2332 else 2093 else
2333 { 2094 {
2334 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2095 mapspace &ms = mp->at (nx, ny);
2096
2097 blocked = ms.move_block;
2335 2098
2336 if ((move_type & blocked) == move_type) 2099 if ((move_type & blocked) == move_type)
2337 {
2338 max = maxfree[i]; 2100 max = maxfree[i];
2339 }
2340 else if (mflags & P_IS_ALIVE) 2101 else if (mflags & P_IS_ALIVE)
2341 { 2102 {
2342 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2103 for (tmp = ms.bot; tmp; tmp = tmp->above)
2343 { 2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2344 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2105 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2345 {
2346 break; 2106 break;
2347 } 2107
2348 }
2349 if (tmp) 2108 if (tmp)
2350 {
2351 return freedir[i]; 2109 return freedir[i];
2352 }
2353 } 2110 }
2354 } 2111 }
2355 } 2112 }
2113
2356 return 0; 2114 return 0;
2357} 2115}
2358 2116
2359/* 2117/*
2360 * distance(object 1, object 2) will return the square of the 2118 * distance(object 1, object 2) will return the square of the
2361 * distance between the two given objects. 2119 * distance between the two given objects.
2362 */ 2120 */
2363
2364int 2121int
2365distance (const object *ob1, const object *ob2) 2122distance (const object *ob1, const object *ob2)
2366{ 2123{
2367 int
2368 i;
2369
2370 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2124 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2371 return i;
2372} 2125}
2373 2126
2374/* 2127/*
2375 * find_dir_2(delta-x,delta-y) will return a direction in which 2128 * find_dir_2(delta-x,delta-y) will return a direction in which
2376 * an object which has subtracted the x and y coordinates of another 2129 * an object which has subtracted the x and y coordinates of another
2377 * object, needs to travel toward it. 2130 * object, needs to travel toward it.
2378 */ 2131 */
2379
2380int 2132int
2381find_dir_2 (int x, int y) 2133find_dir_2 (int x, int y)
2382{ 2134{
2383 int 2135 int q;
2384 q;
2385 2136
2386 if (y) 2137 if (y)
2387 q = x * 100 / y; 2138 q = x * 100 / y;
2388 else if (x) 2139 else if (x)
2389 q = -300 * x; 2140 q = -300 * x;
2414 2165
2415 return 3; 2166 return 3;
2416} 2167}
2417 2168
2418/* 2169/*
2419 * absdir(int): Returns a number between 1 and 8, which represent
2420 * the "absolute" direction of a number (it actually takes care of
2421 * "overflow" in previous calculations of a direction).
2422 */
2423
2424int
2425absdir (int d)
2426{
2427 while (d < 1)
2428 d += 8;
2429 while (d > 8)
2430 d -= 8;
2431 return d;
2432}
2433
2434/*
2435 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2170 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2436 * between two directions (which are expected to be absolute (see absdir()) 2171 * between two directions (which are expected to be absolute (see absdir())
2437 */ 2172 */
2438
2439int 2173int
2440dirdiff (int dir1, int dir2) 2174dirdiff (int dir1, int dir2)
2441{ 2175{
2442 int 2176 int d;
2443 d;
2444 2177
2445 d = abs (dir1 - dir2); 2178 d = abs (dir1 - dir2);
2446 if (d > 4) 2179 if (d > 4)
2447 d = 8 - d; 2180 d = 8 - d;
2181
2448 return d; 2182 return d;
2449} 2183}
2450 2184
2451/* peterm: 2185/* peterm:
2452 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2186 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2455 * This basically means that if direction is 15, then it could either go 2189 * This basically means that if direction is 15, then it could either go
2456 * direction 4, 14, or 16 to get back to where we are. 2190 * direction 4, 14, or 16 to get back to where we are.
2457 * Moved from spell_util.c to object.c with the other related direction 2191 * Moved from spell_util.c to object.c with the other related direction
2458 * functions. 2192 * functions.
2459 */ 2193 */
2460
2461int
2462 reduction_dir[SIZEOFFREE][3] = { 2194int reduction_dir[SIZEOFFREE][3] = {
2463 {0, 0, 0}, /* 0 */ 2195 {0, 0, 0}, /* 0 */
2464 {0, 0, 0}, /* 1 */ 2196 {0, 0, 0}, /* 1 */
2465 {0, 0, 0}, /* 2 */ 2197 {0, 0, 0}, /* 2 */
2466 {0, 0, 0}, /* 3 */ 2198 {0, 0, 0}, /* 3 */
2467 {0, 0, 0}, /* 4 */ 2199 {0, 0, 0}, /* 4 */
2515 * find a path to that monster that we found. If not, 2247 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2248 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2249 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2250 * Modified to be map tile aware -.MSW
2519 */ 2251 */
2520
2521
2522int 2252int
2523can_see_monsterP (mapstruct *m, int x, int y, int dir) 2253can_see_monsterP (maptile *m, int x, int y, int dir)
2524{ 2254{
2525 sint16 dx, dy; 2255 sint16 dx, dy;
2526 int
2527 mflags; 2256 int mflags;
2528 2257
2529 if (dir < 0) 2258 if (dir < 0)
2530 return 0; /* exit condition: invalid direction */ 2259 return 0; /* exit condition: invalid direction */
2531 2260
2532 dx = x + freearr_x[dir]; 2261 dx = x + freearr_x[dir];
2545 return 0; 2274 return 0;
2546 2275
2547 /* yes, can see. */ 2276 /* yes, can see. */
2548 if (dir < 9) 2277 if (dir < 9)
2549 return 1; 2278 return 1;
2279
2550 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2280 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2551 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2281 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2282 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2552} 2283}
2553
2554
2555 2284
2556/* 2285/*
2557 * can_pick(picker, item): finds out if an object is possible to be 2286 * can_pick(picker, item): finds out if an object is possible to be
2558 * picked up by the picker. Returnes 1 if it can be 2287 * picked up by the picker. Returnes 1 if it can be
2559 * picked up, otherwise 0. 2288 * picked up, otherwise 0.
2561 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2290 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2562 * core dumps if they do. 2291 * core dumps if they do.
2563 * 2292 *
2564 * Add a check so we can't pick up invisible objects (0.93.8) 2293 * Add a check so we can't pick up invisible objects (0.93.8)
2565 */ 2294 */
2566
2567int 2295int
2568can_pick (const object *who, const object *item) 2296can_pick (const object *who, const object *item)
2569{ 2297{
2570 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2298 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2571 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2299 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2572 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2300 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2573} 2301}
2574 2302
2575
2576/* 2303/*
2577 * create clone from object to another 2304 * create clone from object to another
2578 */ 2305 */
2579object * 2306object *
2580object_create_clone (object *asrc) 2307object_create_clone (object *asrc)
2581{ 2308{
2582 object *
2583 dst = NULL, *tmp, *src, *part, *prev, *item; 2309 object *dst = 0, *tmp, *src, *prev, *item;
2584 2310
2585 if (!asrc) 2311 if (!asrc)
2586 return NULL; 2312 return 0;
2587 src = asrc; 2313
2588 if (src->head)
2589 src = src->head; 2314 src = asrc->head_ ();
2590 2315
2591 prev = NULL; 2316 prev = 0;
2592 for (part = src; part; part = part->more) 2317 for (object *part = src; part; part = part->more)
2593 { 2318 {
2594 tmp = get_object (); 2319 tmp = part->clone ();
2595 copy_object (part, tmp);
2596 tmp->x -= src->x; 2320 tmp->x -= src->x;
2597 tmp->y -= src->y; 2321 tmp->y -= src->y;
2322
2598 if (!part->head) 2323 if (!part->head)
2599 { 2324 {
2600 dst = tmp; 2325 dst = tmp;
2601 tmp->head = NULL; 2326 tmp->head = 0;
2602 } 2327 }
2603 else 2328 else
2604 {
2605 tmp->head = dst; 2329 tmp->head = dst;
2606 } 2330
2607 tmp->more = NULL; 2331 tmp->more = 0;
2332
2608 if (prev) 2333 if (prev)
2609 prev->more = tmp; 2334 prev->more = tmp;
2335
2610 prev = tmp; 2336 prev = tmp;
2611 } 2337 }
2612 2338
2613 /*** copy inventory ***/
2614 for (item = src->inv; item; item = item->below) 2339 for (item = src->inv; item; item = item->below)
2615 {
2616 (void) insert_ob_in_ob (object_create_clone (item), dst); 2340 insert_ob_in_ob (object_create_clone (item), dst);
2617 }
2618 2341
2619 return dst; 2342 return dst;
2620}
2621
2622/* return true if the object was destroyed, 0 otherwise */
2623int
2624was_destroyed (const object *op, tag_t old_tag)
2625{
2626 /* checking for FLAG_FREED isn't necessary, but makes this function more
2627 * robust */
2628 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2629}
2630
2631/* GROS - Creates an object using a string representing its content. */
2632
2633/* Basically, we save the content of the string to a temp file, then call */
2634
2635/* load_object on it. I admit it is a highly inefficient way to make things, */
2636
2637/* but it was simple to make and allows reusing the load_object function. */
2638
2639/* Remember not to use load_object_str in a time-critical situation. */
2640
2641/* Also remember that multiparts objects are not supported for now. */
2642
2643object *
2644load_object_str (const char *obstr)
2645{
2646 object *
2647 op;
2648 char
2649 filename[MAX_BUF];
2650
2651 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2652
2653 FILE *
2654 tempfile = fopen (filename, "w");
2655
2656 if (tempfile == NULL)
2657 {
2658 LOG (llevError, "Error - Unable to access load object temp file\n");
2659 return NULL;
2660 };
2661 fprintf (tempfile, obstr);
2662 fclose (tempfile);
2663
2664 op = get_object ();
2665
2666 object_thawer thawer (filename);
2667
2668 if (thawer)
2669 load_object (thawer, op, 0);
2670
2671 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2672 CLEAR_FLAG (op, FLAG_REMOVED);
2673
2674 return op;
2675} 2343}
2676 2344
2677/* This returns the first object in who's inventory that 2345/* This returns the first object in who's inventory that
2678 * has the same type and subtype match. 2346 * has the same type and subtype match.
2679 * returns NULL if no match. 2347 * returns NULL if no match.
2680 */ 2348 */
2681object * 2349object *
2682find_obj_by_type_subtype (const object *who, int type, int subtype) 2350find_obj_by_type_subtype (const object *who, int type, int subtype)
2683{ 2351{
2684 object *
2685 tmp;
2686
2687 for (tmp = who->inv; tmp; tmp = tmp->below) 2352 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2688 if (tmp->type == type && tmp->subtype == subtype) 2353 if (tmp->type == type && tmp->subtype == subtype)
2689 return tmp; 2354 return tmp;
2690 2355
2691 return NULL; 2356 return 0;
2692} 2357}
2693 2358
2694/* If ob has a field named key, return the link from the list, 2359/* If ob has a field named key, return the link from the list,
2695 * otherwise return NULL. 2360 * otherwise return NULL.
2696 * 2361 *
2698 * do the desired thing. 2363 * do the desired thing.
2699 */ 2364 */
2700key_value * 2365key_value *
2701get_ob_key_link (const object *ob, const char *key) 2366get_ob_key_link (const object *ob, const char *key)
2702{ 2367{
2703 key_value *
2704 link;
2705
2706 for (link = ob->key_values; link != NULL; link = link->next) 2368 for (key_value *link = ob->key_values; link; link = link->next)
2707 {
2708 if (link->key == key) 2369 if (link->key == key)
2709 {
2710 return link; 2370 return link;
2711 }
2712 }
2713 2371
2714 return NULL; 2372 return 0;
2715} 2373}
2716 2374
2717/* 2375/*
2718 * Returns the value of op has an extra_field for key, or NULL. 2376 * Returns the value of op has an extra_field for key, or NULL.
2719 * 2377 *
2744 if (link->key == canonical_key) 2402 if (link->key == canonical_key)
2745 return link->value; 2403 return link->value;
2746 2404
2747 return 0; 2405 return 0;
2748} 2406}
2749
2750 2407
2751/* 2408/*
2752 * Updates the canonical_key in op to value. 2409 * Updates the canonical_key in op to value.
2753 * 2410 *
2754 * canonical_key is a shared string (value doesn't have to be). 2411 * canonical_key is a shared string (value doesn't have to be).
2759 * Returns TRUE on success. 2416 * Returns TRUE on success.
2760 */ 2417 */
2761int 2418int
2762set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2419set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2763{ 2420{
2764 key_value *
2765 field = NULL, *last = NULL; 2421 key_value *field = NULL, *last = NULL;
2766 2422
2767 for (field = op->key_values; field != NULL; field = field->next) 2423 for (field = op->key_values; field != NULL; field = field->next)
2768 { 2424 {
2769 if (field->key != canonical_key) 2425 if (field->key != canonical_key)
2770 { 2426 {
2779 /* Basically, if the archetype has this key set, 2435 /* Basically, if the archetype has this key set,
2780 * we need to store the null value so when we save 2436 * we need to store the null value so when we save
2781 * it, we save the empty value so that when we load, 2437 * it, we save the empty value so that when we load,
2782 * we get this value back again. 2438 * we get this value back again.
2783 */ 2439 */
2784 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2440 if (get_ob_key_link (op->arch, canonical_key))
2785 field->value = 0; 2441 field->value = 0;
2786 else 2442 else
2787 { 2443 {
2788 if (last) 2444 if (last)
2789 last->next = field->next; 2445 last->next = field->next;
2798 /* IF we get here, key doesn't exist */ 2454 /* IF we get here, key doesn't exist */
2799 2455
2800 /* No field, we'll have to add it. */ 2456 /* No field, we'll have to add it. */
2801 2457
2802 if (!add_key) 2458 if (!add_key)
2803 {
2804 return FALSE; 2459 return FALSE;
2805 } 2460
2806 /* There isn't any good reason to store a null 2461 /* There isn't any good reason to store a null
2807 * value in the key/value list. If the archetype has 2462 * value in the key/value list. If the archetype has
2808 * this key, then we should also have it, so shouldn't 2463 * this key, then we should also have it, so shouldn't
2809 * be here. If user wants to store empty strings, 2464 * be here. If user wants to store empty strings,
2810 * should pass in "" 2465 * should pass in ""
2859 } 2514 }
2860 else 2515 else
2861 item = item->env; 2516 item = item->env;
2862} 2517}
2863 2518
2519const char *
2520object::flag_desc (char *desc, int len) const
2521{
2522 char *p = desc;
2523 bool first = true;
2524
2525 *p = 0;
2526
2527 for (int i = 0; i < NUM_FLAGS; i++)
2528 {
2529 if (len <= 10) // magic constant!
2530 {
2531 snprintf (p, len, ",...");
2532 break;
2533 }
2534
2535 if (flag [i])
2536 {
2537 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2538 len -= cnt;
2539 p += cnt;
2540 first = false;
2541 }
2542 }
2543
2544 return desc;
2545}
2546
2864// return a suitable string describing an objetc in enough detail to find it 2547// return a suitable string describing an object in enough detail to find it
2865const char * 2548const char *
2866object::debug_desc (char *info) const 2549object::debug_desc (char *info) const
2867{ 2550{
2551 char flagdesc[512];
2868 char info2[256 * 3]; 2552 char info2[256 * 4];
2869 char *p = info; 2553 char *p = info;
2870 2554
2871 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2555 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2872 count, 2556 count,
2557 uuid.c_str (),
2873 &name, 2558 &name,
2874 title ? " " : "", 2559 title ? "\",title:\"" : "",
2875 title ? (const char *)title : ""); 2560 title ? (const char *)title : "",
2561 flag_desc (flagdesc, 512), type);
2876 2562
2877 if (env) 2563 if (!this->flag[FLAG_REMOVED] && env)
2878 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2564 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2879 2565
2880 if (map) 2566 if (map)
2881 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2567 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2882 2568
2883 return info; 2569 return info;
2884} 2570}
2885 2571
2886const char * 2572const char *
2887object::debug_desc () const 2573object::debug_desc () const
2888{ 2574{
2889 static char info[256 * 3]; 2575 static char info[3][256 * 4];
2576 static int info_idx;
2577
2890 return debug_desc (info); 2578 return debug_desc (info [++info_idx % 3]);
2891} 2579}
2892 2580
2581struct region *
2582object::region () const
2583{
2584 return map ? map->region (x, y)
2585 : region::default_region ();
2586}
2587
2588const materialtype_t *
2589object::dominant_material () const
2590{
2591 if (materialtype_t *mt = name_to_material (materialname))
2592 return mt;
2593
2594 return name_to_material (shstr_unknown);
2595}
2596
2597void
2598object::open_container (object *new_container)
2599{
2600 if (container == new_container)
2601 return;
2602
2603 if (object *old_container = container)
2604 {
2605 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2606 return;
2607
2608#if 0
2609 // remove the "Close old_container" object.
2610 if (object *closer = old_container->inv)
2611 if (closer->type == CLOSE_CON)
2612 closer->destroy ();
2613#endif
2614
2615 old_container->flag [FLAG_APPLIED] = 0;
2616 container = 0;
2617
2618 esrv_update_item (UPD_FLAGS, this, old_container);
2619 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2620 play_sound (sound_find ("chest_close"));
2621 }
2622
2623 if (new_container)
2624 {
2625 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2626 return;
2627
2628 // TODO: this does not seem to serve any purpose anymore?
2629#if 0
2630 // insert the "Close Container" object.
2631 if (archetype *closer = new_container->other_arch)
2632 {
2633 object *closer = arch_to_object (new_container->other_arch);
2634 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2635 new_container->insert (closer);
2636 }
2637#endif
2638
2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2640
2641 new_container->flag [FLAG_APPLIED] = 1;
2642 container = new_container;
2643
2644 esrv_update_item (UPD_FLAGS, this, new_container);
2645 esrv_send_inventory (this, new_container);
2646 play_sound (sound_find ("chest_open"));
2647 }
2648}
2649
2650object *
2651object::force_find (const shstr name)
2652{
2653 /* cycle through his inventory to look for the MARK we want to
2654 * place
2655 */
2656 for (object *tmp = inv; tmp; tmp = tmp->below)
2657 if (tmp->type == FORCE && tmp->slaying == name)
2658 return splay (tmp);
2659
2660 return 0;
2661}
2662
2663void
2664object::force_add (const shstr name, int duration)
2665{
2666 if (object *force = force_find (name))
2667 force->destroy ();
2668
2669 object *force = get_archetype (FORCE_NAME);
2670
2671 force->slaying = name;
2672 force->stats.food = 1;
2673 force->speed_left = -1.f;
2674
2675 force->set_speed (duration ? 1.f / duration : 0.f);
2676 force->flag [FLAG_IS_USED_UP] = true;
2677 force->flag [FLAG_APPLIED] = true;
2678
2679 insert (force);
2680}
2681
2682void
2683object::play_sound (faceidx sound)
2684{
2685 if (!sound)
2686 return;
2687
2688 if (flag [FLAG_REMOVED])
2689 return;
2690
2691 if (env)
2692 {
2693 if (object *pl = in_player ())
2694 pl->contr->play_sound (sound);
2695 }
2696 else
2697 map->play_sound (sound, x, y);
2698}
2699

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