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Comparing deliantra/server/common/object.C (file contents):
Revision 1.112 by root, Mon Jan 8 14:11:04 2007 UTC vs.
Revision 1.218 by root, Wed Apr 23 07:25:54 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 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@schmorp.de>
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
41 37
42objectvec objects; 38objectvec objects;
43activevec actives; 39activevec actives;
44 40
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 46};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50}; 52};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 58};
54int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 64};
58 65
59static void 66static void
60write_uuid (void) 67write_uuid (uval64 skip, bool sync)
61{ 68{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
63 70 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 73 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 74}
79 75
80static void 76static void
81read_uuid (void) 77read_uuid (void)
82{ 78{
83 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
84 80
85 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
86 84
87 FILE *fp; 85 FILE *fp;
88 86
89 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
90 { 88 {
91 if (errno == ENOENT) 89 if (errno == ENOENT)
92 { 90 {
93 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 92 UUID::cur.seq = 0;
95 write_uuid (); 93 write_uuid (UUID_GAP, true);
96 return; 94 return;
97 } 95 }
98 96
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 98 _exit (1);
101 } 99 }
102 100
103 int version; 101 UUID::BUF buf;
104 unsigned long long uid; 102 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 { 106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 108 _exit (1);
109 } 109 }
110 110
111 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 112
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
114 fclose (fp); 114 fclose (fp);
115} 115}
116 116
117UUID 117UUID
118gen_uuid () 118UUID::gen ()
119{ 119{
120 UUID uid; 120 UUID uid;
121 121
122 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
123 123
124 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
126 130
127 return uid; 131 return uid;
128} 132}
129 133
130void 134void
131init_uuid () 135UUID::init ()
132{ 136{
133 read_uuid (); 137 read_uuid ();
134} 138}
135 139
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 141static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
139{ 143{
140 key_value *wants_field; 144 key_value *wants_field;
141 145
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
150 key_value *has_field; 154 key_value *has_field;
151 155
152 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
154 158
155 if (has_field == NULL) 159 if (!has_field)
156 {
157 /* No field with that name. */ 160 return 0; /* No field with that name. */
158 return FALSE;
159 }
160 161
161 /* Found the matching field. */ 162 /* Found the matching field. */
162 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167 165
168 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
169 } 167 }
170 168
171 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 170 return 1;
173} 171}
174 172
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 174static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 176{
179 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
181 */ 179 */
202 || ob1->speed != ob2->speed 200 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 201 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 202 || ob1->name != ob2->name)
205 return 0; 203 return 0;
206 204
207 //TODO: this ain't working well, use nicer and correct overflow check 205 /* Do not merge objects if nrof would overflow. First part checks
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 * for unsigned overflow (2c), second part checks whether the result
209 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * would fit into a 32 bit signed int, which is often used to hold
210 * used to store nrof). 208 * nrof values.
211 */ 209 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
213 return 0; 211 return 0;
214 212
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 214 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 215 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 216 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 217 * flags lose any meaning.
220 */ 218 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 221
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 224
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 225 if (ob1->arch->name != ob2->arch->name
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 226 || ob1->name != ob2->name
230 || ob1->title != ob2->title 227 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 228 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 229 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 230 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 231 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 232 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 233 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 234 || ob1->value != ob2->value
246 || ob1->move_block != ob2->move_block 241 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 242 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 243 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 244 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 245 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 249 return 0;
253 250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
254 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
256 */ 261 */
257 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
258 { 263 {
259 /* if one object has inventory but the other doesn't, not equiv */ 264 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 265 return 0; /* inventories differ in length */
261 return 0;
262 266
263 /* Now check to see if the two inventory objects could merge */ 267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
264 if (!object::can_merge (ob1->inv, ob2->inv)) 270 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 271 return 0; /* inventory objects differ */
266 272
267 /* inventory ok - still need to check rest of this object to see 273 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 274 * if it is valid.
269 */ 275 */
270 } 276 }
289 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
290 return 0; 296 return 0;
291 break; 297 break;
292 } 298 }
293 299
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
295 { 301 {
296 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 304 return 0; /* One has fields, but the other one doesn't. */
305
306 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 307 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 308 }
303 309
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
306 { 311 {
307 ob1->optimise (); 312 ob1->optimise ();
308 ob2->optimise (); 313 ob2->optimise ();
309 314
310 if (ob1->self || ob2->self) 315 if (ob1->self || ob2->self)
316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
311 return 0; 321 return 0;
322
323 if (k1 == 0)
324 return 1;
325
326 if (!cfperl_can_merge (ob1, ob2))
327 return 0;
328 }
312 } 329 }
313 330
314 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
315 return 1; 332 return 1;
316} 333}
317 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (!flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 return pl;
364 }
365 }
366
367 return 0;
368}
369
370// adjust weight per container type ("of holding")
371static sint32
372weight_adjust (object *op, sint32 weight)
373{
374 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376 : weight;
377}
378
318/* 379/*
380 * adjust_weight(object, weight) adds the specified weight to an object,
381 * and also updates how much the environment(s) is/are carrying.
382 */
383static void
384adjust_weight (object *op, sint32 weight)
385{
386 while (op)
387 {
388 weight = weight_adjust (op, weight);
389
390 if (!weight)
391 return;
392
393 op->carrying += weight;
394
395 if (object *pl = op->visible_to ())
396 if (pl != op) // player is handled lazily
397 esrv_update_item (UPD_WEIGHT, pl, op);
398
399 op = op->env;
400 }
401}
402
403/*
319 * sum_weight() is a recursive function which calculates the weight 404 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 405 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 406 * containers are carrying, and sums it up.
322 */ 407 */
323long 408void
324sum_weight (object *op) 409object::update_weight ()
325{ 410{
326 long sum; 411 sint32 sum = 0;
327 object *inv;
328 412
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 413 for (object *op = inv; op; op = op->below)
330 { 414 {
331 if (inv->inv) 415 if (op->inv)
332 sum_weight (inv); 416 op->update_weight ();
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 417
418 sum += op->total_weight ();
419 }
420
421 sum = weight_adjust (this, sum);
422
423 if (sum != carrying)
334 } 424 {
335
336 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100;
338
339 if (op->carrying != sum)
340 op->carrying = sum; 425 carrying = sum;
341 426
342 return sum; 427 if (object *pl = visible_to ())
428 if (pl != this) // player is handled lazily
429 esrv_update_item (UPD_WEIGHT, pl, this);
430 }
343} 431}
344 432
345/** 433/*
346 * Return the outermost environment object for a given object. 434 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 435 */
348
349object *
350object_get_env_recursive (object *op)
351{
352 while (op->env != NULL)
353 op = op->env;
354 return op;
355}
356
357/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array.
361 */
362
363char * 436char *
364dump_object (object *op) 437dump_object (object *op)
365{ 438{
366 if (!op) 439 if (!op)
367 return strdup ("[NULLOBJ]"); 440 return strdup ("[NULLOBJ]");
368 441
369 object_freezer freezer; 442 object_freezer freezer;
370 save_object (freezer, op, 1); 443 op->write (freezer);
371 return freezer.as_string (); 444 return freezer.as_string ();
372} 445}
373 446
374/* 447/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 448 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 449 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 450 * If it's not a multi-object, it is returned.
378 */ 451 */
379
380object * 452object *
381get_nearest_part (object *op, const object *pl) 453get_nearest_part (object *op, const object *pl)
382{ 454{
383 object *tmp, *closest; 455 object *tmp, *closest;
384 int last_dist, i; 456 int last_dist, i;
385 457
386 if (op->more == NULL) 458 if (!op->more)
387 return op; 459 return op;
460
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 461 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
462 tmp;
463 tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist) 464 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i; 465 closest = tmp, last_dist = i;
466
391 return closest; 467 return closest;
392} 468}
393 469
394/* 470/*
395 * Returns the object which has the count-variable equal to the argument. 471 * Returns the object which has the count-variable equal to the argument.
472 * VERRRY slow.
396 */ 473 */
397object * 474object *
398find_object (tag_t i) 475find_object (tag_t i)
399{ 476{
400 for_all_objects (op) 477 for_all_objects (op)
420 break; 497 break;
421 498
422 return op; 499 return op;
423} 500}
424 501
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429}
430
431/* 502/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 503 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 504 * skill and experience objects.
505 * ACTUALLY NO! investigate! TODO
434 */ 506 */
435void 507void
436object::set_owner (object *owner) 508object::set_owner (object *owner)
437{ 509{
510 // allow objects which own objects
438 if (!owner) 511 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 512 while (owner->owner)
449 owner = owner->owner; 513 owner = owner->owner;
514
515 if (flag [FLAG_FREED])
516 {
517 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
518 return;
519 }
450 520
451 this->owner = owner; 521 this->owner = owner;
522}
523
524int
525object::slottype () const
526{
527 if (type == SKILL)
528 {
529 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
530 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
531 }
532 else
533 {
534 if (slot [body_combat].info) return slot_combat;
535 if (slot [body_range ].info) return slot_ranged;
536 }
537
538 return slot_none;
539}
540
541bool
542object::change_weapon (object *ob)
543{
544 if (current_weapon == ob)
545 return true;
546
547 if (chosen_skill)
548 chosen_skill->flag [FLAG_APPLIED] = false;
549
550 current_weapon = ob;
551 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
552
553 if (chosen_skill)
554 chosen_skill->flag [FLAG_APPLIED] = true;
555
556 update_stats ();
557
558 if (ob)
559 {
560 // now check wether any body locations became invalid, in which case
561 // we cannot apply the weapon at the moment.
562 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
563 if (slot[i].used < 0)
564 {
565 current_weapon = chosen_skill = 0;
566 update_stats ();
567
568 new_draw_info_format (NDI_UNIQUE, 0, this,
569 "You try to balance all your items at once, "
570 "but the %s is just too much for your body. "
571 "[You need to unapply some items first.]", &ob->name);
572 return false;
573 }
574
575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
576 }
577 else
578 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
579
580 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
581 {
582 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
583 &name, ob->debug_desc ());
584 return false;
585 }
586
587 return true;
452} 588}
453 589
454/* Zero the key_values on op, decrementing the shared-string 590/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 591 * refcounts and freeing the links.
456 */ 592 */
457static void 593static void
458free_key_values (object *op) 594free_key_values (object *op)
459{ 595{
460 for (key_value *i = op->key_values; i != 0;) 596 for (key_value *i = op->key_values; i; )
461 { 597 {
462 key_value *next = i->next; 598 key_value *next = i->next;
463 delete i; 599 delete i;
464 600
465 i = next; 601 i = next;
466 } 602 }
467 603
468 op->key_values = 0; 604 op->key_values = 0;
469} 605}
470 606
471/* 607object &
472 * copy_to first frees everything allocated by the dst object, 608object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 609{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 610 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 611 bool is_removed = flag [FLAG_REMOVED];
484 612
485 *(object_copy *)dst = *this; 613 *(object_copy *)this = src;
486 614
487 if (is_freed) 615 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 616 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 617
496 /* Copy over key_values, if any. */ 618 /* Copy over key_values, if any. */
497 if (key_values) 619 if (src.key_values)
498 { 620 {
499 key_value *tail = 0; 621 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 622 key_values = 0;
503 623
504 for (i = key_values; i; i = i->next) 624 for (key_value *i = src.key_values; i; i = i->next)
505 { 625 {
506 key_value *new_link = new key_value; 626 key_value *new_link = new key_value;
507 627
508 new_link->next = 0; 628 new_link->next = 0;
509 new_link->key = i->key; 629 new_link->key = i->key;
510 new_link->value = i->value; 630 new_link->value = i->value;
511 631
512 /* Try and be clever here, too. */ 632 /* Try and be clever here, too. */
513 if (!dst->key_values) 633 if (!key_values)
514 { 634 {
515 dst->key_values = new_link; 635 key_values = new_link;
516 tail = new_link; 636 tail = new_link;
517 } 637 }
518 else 638 else
519 { 639 {
520 tail->next = new_link; 640 tail->next = new_link;
521 tail = new_link; 641 tail = new_link;
522 } 642 }
523 } 643 }
524 } 644 }
645}
646
647/*
648 * copy_to first frees everything allocated by the dst object,
649 * and then copies the contents of itself into the second
650 * object, allocating what needs to be allocated. Basically, any
651 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
652 * if the first object is freed, the pointers in the new object
653 * will point at garbage.
654 */
655void
656object::copy_to (object *dst)
657{
658 *dst = *this;
659
660 if (speed < 0)
661 dst->speed_left -= rndm ();
525 662
526 dst->set_speed (dst->speed); 663 dst->set_speed (dst->speed);
664}
665
666void
667object::instantiate ()
668{
669 if (!uuid.seq) // HACK
670 uuid = UUID::gen ();
671
672 speed_left = -0.1f;
673 /* copy the body_info to the body_used - this is only really
674 * need for monsters, but doesn't hurt to do it for everything.
675 * by doing so, when a monster is created, it has good starting
676 * values for the body_used info, so when items are created
677 * for it, they can be properly equipped.
678 */
679 for (int i = NUM_BODY_LOCATIONS; i--; )
680 slot[i].used = slot[i].info;
681
682 attachable::instantiate ();
527} 683}
528 684
529object * 685object *
530object::clone () 686object::clone ()
531{ 687{
589 * UP_OBJ_FACE: only the objects face has changed. 745 * UP_OBJ_FACE: only the objects face has changed.
590 */ 746 */
591void 747void
592update_object (object *op, int action) 748update_object (object *op, int action)
593{ 749{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 750 if (op == NULL)
597 { 751 {
598 /* this should never happen */ 752 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 753 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 754 return;
660 814
661 if (op->more) 815 if (op->more)
662 update_object (op->more, action); 816 update_object (op->more, action);
663} 817}
664 818
665object *object::first;
666
667object::object () 819object::object ()
668{ 820{
669 SET_FLAG (this, FLAG_REMOVED); 821 SET_FLAG (this, FLAG_REMOVED);
670 822
671 expmul = 1.0; 823 expmul = 1.0;
672 face = blank_face; 824 face = blank_face;
673} 825}
674 826
675object::~object () 827object::~object ()
676{ 828{
829 unlink ();
830
677 free_key_values (this); 831 free_key_values (this);
678} 832}
679 833
680static int object_count; 834static int object_count;
681 835
682void object::link () 836void object::link ()
683{ 837{
684 assert (!index);//D 838 assert (!index);//D
685 uuid = gen_uuid (); 839 uuid = UUID::gen ();
686 count = ++object_count; 840 count = ++object_count;
687 841
688 refcnt_inc (); 842 refcnt_inc ();
689 objects.insert (this); 843 objects.insert (this);
690} 844}
691 845
692void object::unlink () 846void object::unlink ()
693{ 847{
694 assert (index);//D 848 if (!index)
849 return;
850
695 objects.erase (this); 851 objects.erase (this);
696 refcnt_dec (); 852 refcnt_dec ();
697} 853}
698 854
699void 855void
761object::destroy_inv (bool drop_to_ground) 917object::destroy_inv (bool drop_to_ground)
762{ 918{
763 // need to check first, because the checks below might segfault 919 // need to check first, because the checks below might segfault
764 // as we might be on an invalid mapspace and crossfire code 920 // as we might be on an invalid mapspace and crossfire code
765 // is too buggy to ensure that the inventory is empty. 921 // is too buggy to ensure that the inventory is empty.
766 // corollary: if you create arrows etc. with stuff in tis inventory, 922 // corollary: if you create arrows etc. with stuff in its inventory,
767 // cf will crash below with off-map x and y 923 // cf will crash below with off-map x and y
768 if (!inv) 924 if (!inv)
769 return; 925 return;
770 926
771 /* Only if the space blocks everything do we not process - 927 /* Only if the space blocks everything do we not process -
772 * if some form of movement is allowed, let objects 928 * if some form of movement is allowed, let objects
773 * drop on that space. 929 * drop on that space.
774 */ 930 */
775 if (!drop_to_ground 931 if (!drop_to_ground
776 || !map 932 || !map
777 || map->in_memory != MAP_IN_MEMORY 933 || map->in_memory != MAP_ACTIVE
934 || map->nodrop
778 || ms ().move_block == MOVE_ALL) 935 || ms ().move_block == MOVE_ALL)
779 { 936 {
780 while (inv) 937 while (inv)
781 { 938 {
782 inv->destroy_inv (drop_to_ground); 939 inv->destroy_inv (false);
783 inv->destroy (); 940 inv->destroy ();
784 } 941 }
785 } 942 }
786 else 943 else
787 { /* Put objects in inventory onto this space */ 944 { /* Put objects in inventory onto this space */
793 || op->flag [FLAG_NO_DROP] 950 || op->flag [FLAG_NO_DROP]
794 || op->type == RUNE 951 || op->type == RUNE
795 || op->type == TRAP 952 || op->type == TRAP
796 || op->flag [FLAG_IS_A_TEMPLATE] 953 || op->flag [FLAG_IS_A_TEMPLATE]
797 || op->flag [FLAG_DESTROY_ON_DEATH]) 954 || op->flag [FLAG_DESTROY_ON_DEATH])
798 op->destroy (); 955 op->destroy (true);
799 else 956 else
800 map->insert (op, x, y); 957 map->insert (op, x, y);
801 } 958 }
802 } 959 }
803} 960}
810} 967}
811 968
812void 969void
813object::do_destroy () 970object::do_destroy ()
814{ 971{
815 attachable::do_destroy ();
816
817 if (flag [FLAG_IS_LINKED]) 972 if (flag [FLAG_IS_LINKED])
818 remove_button_link (this); 973 remove_button_link (this);
819 974
820 if (flag [FLAG_FRIENDLY]) 975 if (flag [FLAG_FRIENDLY])
821 remove_friendly_object (this); 976 remove_friendly_object (this);
822 977
823 if (!flag [FLAG_REMOVED])
824 remove (); 978 remove ();
825 979
826 destroy_inv (true); 980 attachable::do_destroy ();
827 981
828 deactivate (); 982 deactivate ();
829 unlink (); 983 unlink ();
830 984
831 flag [FLAG_FREED] = 1; 985 flag [FLAG_FREED] = 1;
836 990
837 if (!freed_map) 991 if (!freed_map)
838 { 992 {
839 freed_map = new maptile; 993 freed_map = new maptile;
840 994
995 freed_map->path = "<freed objects map>";
841 freed_map->name = "/internal/freed_objects_map"; 996 freed_map->name = "/internal/freed_objects_map";
842 freed_map->width = 3; 997 freed_map->width = 3;
843 freed_map->height = 3; 998 freed_map->height = 3;
999 freed_map->nodrop = 1;
844 1000
845 freed_map->alloc (); 1001 freed_map->alloc ();
846 freed_map->in_memory = MAP_IN_MEMORY; 1002 freed_map->in_memory = MAP_ACTIVE;
847 } 1003 }
848 1004
849 map = freed_map; 1005 map = freed_map;
850 x = 1; 1006 x = 1;
851 y = 1; 1007 y = 1;
852 } 1008 }
853 1009
854 head = 0;
855
856 if (more) 1010 if (more)
857 { 1011 {
858 more->destroy (); 1012 more->destroy ();
859 more = 0; 1013 more = 0;
860 } 1014 }
861 1015
1016 head = 0;
1017
862 // clear those pointers that likely might have circular references to us 1018 // clear those pointers that likely might cause circular references
863 owner = 0; 1019 owner = 0;
864 enemy = 0; 1020 enemy = 0;
865 attacked_by = 0; 1021 attacked_by = 0;
1022 current_weapon = 0;
866} 1023}
867 1024
868void 1025void
869object::destroy (bool destroy_inventory) 1026object::destroy (bool destroy_inventory)
870{ 1027{
871 if (destroyed ()) 1028 if (destroyed ())
872 return; 1029 return;
873 1030
874 if (destroy_inventory) 1031 destroy_inv (!destroy_inventory);
875 destroy_inv (false); 1032
1033 if (is_head ())
1034 if (sound_destroy)
1035 play_sound (sound_destroy);
1036 else if (flag [FLAG_MONSTER])
1037 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
876 1038
877 attachable::destroy (); 1039 attachable::destroy ();
878}
879
880/*
881 * sub_weight() recursively (outwards) subtracts a number from the
882 * weight of an object (and what is carried by it's environment(s)).
883 */
884void
885sub_weight (object *op, signed long weight)
886{
887 while (op != NULL)
888 {
889 if (op->type == CONTAINER)
890 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
891
892 op->carrying -= weight;
893 op = op->env;
894 }
895} 1040}
896 1041
897/* op->remove (): 1042/* op->remove ():
898 * This function removes the object op from the linked list of objects 1043 * This function removes the object op from the linked list of objects
899 * which it is currently tied to. When this function is done, the 1044 * which it is currently tied to. When this function is done, the
900 * object will have no environment. If the object previously had an 1045 * object will have no environment. If the object previously had an
901 * environment, the x and y coordinates will be updated to 1046 * environment, the x and y coordinates will be updated to
902 * the previous environment. 1047 * the previous environment.
903 * Beware: This function is called from the editor as well!
904 */ 1048 */
905void 1049void
906object::remove () 1050object::do_remove ()
907{ 1051{
908 object *tmp, *last = 0; 1052 object *tmp, *last = 0;
909 object *otmp; 1053 object *otmp;
910 1054
911 if (QUERY_FLAG (this, FLAG_REMOVED)) 1055 if (flag [FLAG_REMOVED])
912 return; 1056 return;
913 1057
914 SET_FLAG (this, FLAG_REMOVED);
915 INVOKE_OBJECT (REMOVE, this); 1058 INVOKE_OBJECT (REMOVE, this);
1059
1060 if (object *pl = visible_to ())
1061 esrv_del_item (pl->contr, count);
1062
1063 flag [FLAG_REMOVED] = true;
916 1064
917 if (more) 1065 if (more)
918 more->remove (); 1066 more->remove ();
919 1067
920 /* 1068 /*
921 * In this case, the object to be removed is in someones 1069 * In this case, the object to be removed is in someones
922 * inventory. 1070 * inventory.
923 */ 1071 */
924 if (env) 1072 if (env)
925 { 1073 {
1074 adjust_weight (env, -total_weight ());
1075
1076 *(above ? &above->below : &env->inv) = below;
1077
926 if (nrof) 1078 if (below)
927 sub_weight (env, weight * nrof); 1079 below->above = above;
928 else 1080
929 sub_weight (env, weight + carrying); 1081 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do.
1084 */
1085 map = env->map;
1086 x = env->x;
1087 y = env->y;
1088 above = 0;
1089 below = 0;
1090 env = 0;
930 1091
931 /* NO_FIX_PLAYER is set when a great many changes are being 1092 /* NO_FIX_PLAYER is set when a great many changes are being
932 * made to players inventory. If set, avoiding the call 1093 * made to players inventory. If set, avoiding the call
933 * to save cpu time. 1094 * to save cpu time.
934 */ 1095 */
935 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1096 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
936 otmp->update_stats (); 1097 otmp->update_stats ();
937
938 if (above)
939 above->below = below;
940 else
941 env->inv = below;
942
943 if (below)
944 below->above = above;
945
946 /* we set up values so that it could be inserted into
947 * the map, but we don't actually do that - it is up
948 * to the caller to decide what we want to do.
949 */
950 x = env->x, y = env->y;
951 map = env->map;
952 above = 0, below = 0;
953 env = 0;
954 } 1098 }
955 else if (map) 1099 else if (map)
956 { 1100 {
957 if (type == PLAYER) 1101 if (type == PLAYER)
958 { 1102 {
1103 // leaving a spot always closes any open container on the ground
1104 if (container && !container->env)
1105 // this causes spurious floorbox updates, but it ensures
1106 // that the CLOSE event is being sent.
1107 close_container ();
1108
959 --map->players; 1109 --map->players;
960 map->touch (); 1110 map->touch ();
961 } 1111 }
962 1112
963 map->dirty = true; 1113 map->dirty = true;
1114 mapspace &ms = this->ms ();
964 1115
965 /* link the object above us */ 1116 /* link the object above us */
966 if (above) 1117 if (above)
967 above->below = below; 1118 above->below = below;
968 else 1119 else
969 map->at (x, y).top = below; /* we were top, set new top */ 1120 ms.top = below; /* we were top, set new top */
970 1121
971 /* Relink the object below us, if there is one */ 1122 /* Relink the object below us, if there is one */
972 if (below) 1123 if (below)
973 below->above = above; 1124 below->above = above;
974 else 1125 else
976 /* Nothing below, which means we need to relink map object for this space 1127 /* Nothing below, which means we need to relink map object for this space
977 * use translated coordinates in case some oddness with map tiling is 1128 * use translated coordinates in case some oddness with map tiling is
978 * evident 1129 * evident
979 */ 1130 */
980 if (GET_MAP_OB (map, x, y) != this) 1131 if (GET_MAP_OB (map, x, y) != this)
981 {
982 char *dump = dump_object (this);
983 LOG (llevError,
984 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1132 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 ());
985 free (dump);
986 dump = dump_object (GET_MAP_OB (map, x, y));
987 LOG (llevError, "%s\n", dump);
988 free (dump);
989 }
990 1133
991 map->at (x, y).bot = above; /* goes on above it. */ 1134 ms.bot = above; /* goes on above it. */
992 } 1135 }
993 1136
994 above = 0; 1137 above = 0;
995 below = 0; 1138 below = 0;
996 1139
997 if (map->in_memory == MAP_SAVING) 1140 if (map->in_memory == MAP_SAVING)
998 return; 1141 return;
999 1142
1000 int check_walk_off = !flag [FLAG_NO_APPLY]; 1143 int check_walk_off = !flag [FLAG_NO_APPLY];
1001 1144
1145 if (object *pl = ms.player ())
1146 {
1147 if (pl->container == this)
1148 /* If a container that the player is currently using somehow gets
1149 * removed (most likely destroyed), update the player view
1150 * appropriately.
1151 */
1152 pl->close_container ();
1153
1154 //TODO: the floorbox prev/next might need updating
1155 esrv_del_item (pl->contr, count);
1156 }
1157
1002 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1158 for (tmp = ms.bot; tmp; tmp = tmp->above)
1003 { 1159 {
1004 /* No point updating the players look faces if he is the object 1160 /* No point updating the players look faces if he is the object
1005 * being removed. 1161 * being removed.
1006 */ 1162 */
1007
1008 if (tmp->type == PLAYER && tmp != this)
1009 {
1010 /* If a container that the player is currently using somehow gets
1011 * removed (most likely destroyed), update the player view
1012 * appropriately.
1013 */
1014 if (tmp->container == this)
1015 {
1016 flag [FLAG_APPLIED] = 0;
1017 tmp->container = 0;
1018 }
1019
1020 if (tmp->contr->ns)
1021 tmp->contr->ns->floorbox_update ();
1022 }
1023 1163
1024 /* See if object moving off should effect something */ 1164 /* See if object moving off should effect something */
1025 if (check_walk_off 1165 if (check_walk_off
1026 && ((move_type & tmp->move_off) 1166 && ((move_type & tmp->move_off)
1027 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1167 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1030 1170
1031 if (destroyed ()) 1171 if (destroyed ())
1032 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1172 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1033 } 1173 }
1034 1174
1035 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1036 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1037 if (tmp->above == tmp)
1038 tmp->above = 0;
1039
1040 last = tmp; 1175 last = tmp;
1041 } 1176 }
1042 1177
1043 /* last == NULL if there are no objects on this space */ 1178 /* last == NULL if there are no objects on this space */
1044 //TODO: this makes little sense, why only update the topmost object? 1179 //TODO: this makes little sense, why only update the topmost object?
1064merge_ob (object *op, object *top) 1199merge_ob (object *op, object *top)
1065{ 1200{
1066 if (!op->nrof) 1201 if (!op->nrof)
1067 return 0; 1202 return 0;
1068 1203
1069 if (top) 1204 if (!top)
1070 for (top = op; top && top->above; top = top->above) 1205 for (top = op; top && top->above; top = top->above)
1071 ; 1206 ;
1072 1207
1073 for (; top; top = top->below) 1208 for (; top; top = top->below)
1074 {
1075 if (top == op)
1076 continue;
1077
1078 if (object::can_merge (op, top)) 1209 if (object::can_merge (op, top))
1079 { 1210 {
1080 top->nrof += op->nrof; 1211 top->nrof += op->nrof;
1081 1212
1082/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1213 if (object *pl = top->visible_to ())
1083 op->weight = 0; /* Don't want any adjustements now */ 1214 esrv_update_item (UPD_NROF, pl, top);
1215
1216 op->weight = 0; // cancel the addition above
1217 op->carrying = 0; // must be 0 already
1218
1084 op->destroy (); 1219 op->destroy (1);
1220
1085 return top; 1221 return top;
1086 } 1222 }
1087 }
1088 1223
1089 return 0; 1224 return 0;
1090} 1225}
1091 1226
1227void
1228object::expand_tail ()
1229{
1230 if (more)
1231 return;
1232
1233 object *prev = this;
1234
1235 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1236 {
1237 object *op = arch_to_object (at);
1238
1239 op->name = name;
1240 op->name_pl = name_pl;
1241 op->title = title;
1242
1243 op->head = this;
1244 prev->more = op;
1245
1246 prev = op;
1247 }
1248}
1249
1092/* 1250/*
1093 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1251 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1094 * job preparing multi-part monsters 1252 * job preparing multi-part monsters.
1095 */ 1253 */
1096object * 1254object *
1097insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1255insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1098{ 1256{
1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1257 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1100 { 1258 {
1101 tmp->x = x + tmp->arch->clone.x; 1259 tmp->x = x + tmp->arch->x;
1102 tmp->y = y + tmp->arch->clone.y; 1260 tmp->y = y + tmp->arch->y;
1103 } 1261 }
1104 1262
1105 return insert_ob_in_map (op, m, originator, flag); 1263 return insert_ob_in_map (op, m, originator, flag);
1106} 1264}
1107 1265
1126 * just 'op' otherwise 1284 * just 'op' otherwise
1127 */ 1285 */
1128object * 1286object *
1129insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1130{ 1288{
1131 object *tmp, *top, *floor = NULL; 1289 assert (!op->flag [FLAG_FREED]);
1132 sint16 x, y;
1133 1290
1134 if (QUERY_FLAG (op, FLAG_FREED)) 1291 op->remove ();
1135 {
1136 LOG (llevError, "Trying to insert freed object!\n");
1137 return NULL;
1138 }
1139
1140 if (!m)
1141 {
1142 char *dump = dump_object (op);
1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1144 free (dump);
1145 return op;
1146 }
1147
1148 if (out_of_map (m, op->x, op->y))
1149 {
1150 char *dump = dump_object (op);
1151 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1152#ifdef MANY_CORES
1153 /* Better to catch this here, as otherwise the next use of this object
1154 * is likely to cause a crash. Better to find out where it is getting
1155 * improperly inserted.
1156 */
1157 abort ();
1158#endif
1159 free (dump);
1160 return op;
1161 }
1162
1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 {
1165 char *dump = dump_object (op);
1166 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1167 free (dump);
1168 return op;
1169 }
1170
1171 if (op->more)
1172 {
1173 /* The part may be on a different map. */
1174
1175 object *more = op->more;
1176
1177 /* We really need the caller to normalise coordinates - if
1178 * we set the map, that doesn't work if the location is within
1179 * a map and this is straddling an edge. So only if coordinate
1180 * is clear wrong do we normalise it.
1181 */
1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1184 else if (!more->map)
1185 {
1186 /* For backwards compatibility - when not dealing with tiled maps,
1187 * more->map should always point to the parent.
1188 */
1189 more->map = m;
1190 }
1191
1192 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1193 {
1194 if (!op->head)
1195 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1196
1197 return 0;
1198 }
1199 }
1200
1201 CLEAR_FLAG (op, FLAG_REMOVED);
1202 1292
1203 /* Ideally, the caller figures this out. However, it complicates a lot 1293 /* Ideally, the caller figures this out. However, it complicates a lot
1204 * of areas of callers (eg, anything that uses find_free_spot would now 1294 * of areas of callers (eg, anything that uses find_free_spot would now
1205 * need extra work 1295 * need extra work
1206 */ 1296 */
1207 op->map = get_map_from_coord (m, &op->x, &op->y); 1297 if (!xy_normalise (m, op->x, op->y))
1208 x = op->x; 1298 {
1209 y = op->y; 1299 op->destroy (1);
1300 return 0;
1301 }
1302
1303 if (object *more = op->more)
1304 if (!insert_ob_in_map (more, m, originator, flag))
1305 return 0;
1306
1307 CLEAR_FLAG (op, FLAG_REMOVED);
1308
1309 op->map = m;
1310 mapspace &ms = op->ms ();
1210 1311
1211 /* this has to be done after we translate the coordinates. 1312 /* this has to be done after we translate the coordinates.
1212 */ 1313 */
1213 if (op->nrof && !(flag & INS_NO_MERGE)) 1314 if (op->nrof && !(flag & INS_NO_MERGE))
1214 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1315 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1215 if (object::can_merge (op, tmp)) 1316 if (object::can_merge (op, tmp))
1216 { 1317 {
1318 // TODO: we atcually want to update tmp, not op,
1319 // but some caller surely breaks when we return tmp
1320 // from here :/
1217 op->nrof += tmp->nrof; 1321 op->nrof += tmp->nrof;
1218 tmp->destroy (); 1322 tmp->destroy (1);
1219 } 1323 }
1220 1324
1221 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1325 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1222 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1326 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1223 1327
1236 op->below = originator->below; 1340 op->below = originator->below;
1237 1341
1238 if (op->below) 1342 if (op->below)
1239 op->below->above = op; 1343 op->below->above = op;
1240 else 1344 else
1241 op->ms ().bot = op; 1345 ms.bot = op;
1242 1346
1243 /* since *below* originator, no need to update top */ 1347 /* since *below* originator, no need to update top */
1244 originator->below = op; 1348 originator->below = op;
1245 } 1349 }
1246 else 1350 else
1247 { 1351 {
1352 object *top, *floor = NULL;
1353
1354 top = ms.bot;
1355
1248 /* If there are other objects, then */ 1356 /* If there are other objects, then */
1249 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1357 if (top)
1250 { 1358 {
1251 object *last = 0; 1359 object *last = 0;
1252 1360
1253 /* 1361 /*
1254 * If there are multiple objects on this space, we do some trickier handling. 1362 * If there are multiple objects on this space, we do some trickier handling.
1260 * once we get to them. This reduces the need to traverse over all of 1368 * once we get to them. This reduces the need to traverse over all of
1261 * them when adding another one - this saves quite a bit of cpu time 1369 * them when adding another one - this saves quite a bit of cpu time
1262 * when lots of spells are cast in one area. Currently, it is presumed 1370 * when lots of spells are cast in one area. Currently, it is presumed
1263 * that flying non pickable objects are spell objects. 1371 * that flying non pickable objects are spell objects.
1264 */ 1372 */
1265 while (top) 1373 for (top = ms.bot; top; top = top->above)
1266 { 1374 {
1267 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1375 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1268 floor = top; 1376 floor = top;
1269 1377
1270 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1378 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1273 top = top->below; 1381 top = top->below;
1274 break; 1382 break;
1275 } 1383 }
1276 1384
1277 last = top; 1385 last = top;
1278 top = top->above;
1279 } 1386 }
1280 1387
1281 /* Don't want top to be NULL, so set it to the last valid object */ 1388 /* Don't want top to be NULL, so set it to the last valid object */
1282 top = last; 1389 top = last;
1283 1390
1285 * looks like instead of lots of conditions here. 1392 * looks like instead of lots of conditions here.
1286 * makes things faster, and effectively the same result. 1393 * makes things faster, and effectively the same result.
1287 */ 1394 */
1288 1395
1289 /* Have object 'fall below' other objects that block view. 1396 /* Have object 'fall below' other objects that block view.
1290 * Unless those objects are exits, type 66 1397 * Unless those objects are exits.
1291 * If INS_ON_TOP is used, don't do this processing 1398 * If INS_ON_TOP is used, don't do this processing
1292 * Need to find the object that in fact blocks view, otherwise 1399 * Need to find the object that in fact blocks view, otherwise
1293 * stacking is a bit odd. 1400 * stacking is a bit odd.
1294 */ 1401 */
1295 if (!(flag & INS_ON_TOP) && 1402 if (!(flag & INS_ON_TOP)
1296 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1403 && ms.flags () & P_BLOCKSVIEW
1404 && (op->face && !faces [op->face].visibility))
1297 { 1405 {
1298 for (last = top; last != floor; last = last->below) 1406 for (last = top; last != floor; last = last->below)
1299 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1407 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1300 break; 1408 break;
1409
1301 /* Check to see if we found the object that blocks view, 1410 /* Check to see if we found the object that blocks view,
1302 * and make sure we have a below pointer for it so that 1411 * and make sure we have a below pointer for it so that
1303 * we can get inserted below this one, which requires we 1412 * we can get inserted below this one, which requires we
1304 * set top to the object below us. 1413 * set top to the object below us.
1305 */ 1414 */
1306 if (last && last->below && last != floor) 1415 if (last && last->below && last != floor)
1307 top = last->below; 1416 top = last->below;
1308 } 1417 }
1309 } /* If objects on this space */ 1418 } /* If objects on this space */
1310 1419
1311 if (flag & INS_MAP_LOAD)
1312 top = GET_MAP_TOP (op->map, op->x, op->y);
1313
1314 if (flag & INS_ABOVE_FLOOR_ONLY) 1420 if (flag & INS_ABOVE_FLOOR_ONLY)
1315 top = floor; 1421 top = floor;
1316 1422
1317 /* Top is the object that our object (op) is going to get inserted above. 1423 /* Top is the object that our object (op) is going to get inserted above.
1318 */ 1424 */
1319 1425
1320 /* First object on this space */ 1426 /* First object on this space */
1321 if (!top) 1427 if (!top)
1322 { 1428 {
1323 op->above = GET_MAP_OB (op->map, op->x, op->y); 1429 op->above = ms.bot;
1324 1430
1325 if (op->above) 1431 if (op->above)
1326 op->above->below = op; 1432 op->above->below = op;
1327 1433
1328 op->below = 0; 1434 op->below = 0;
1329 op->ms ().bot = op; 1435 ms.bot = op;
1330 } 1436 }
1331 else 1437 else
1332 { /* get inserted into the stack above top */ 1438 { /* get inserted into the stack above top */
1333 op->above = top->above; 1439 op->above = top->above;
1334 1440
1338 op->below = top; 1444 op->below = top;
1339 top->above = op; 1445 top->above = op;
1340 } 1446 }
1341 1447
1342 if (!op->above) 1448 if (!op->above)
1343 op->ms ().top = op; 1449 ms.top = op;
1344 } /* else not INS_BELOW_ORIGINATOR */ 1450 } /* else not INS_BELOW_ORIGINATOR */
1345 1451
1346 if (op->type == PLAYER) 1452 if (op->type == PLAYER)
1347 { 1453 {
1348 op->contr->do_los = 1; 1454 op->contr->do_los = 1;
1350 op->map->touch (); 1456 op->map->touch ();
1351 } 1457 }
1352 1458
1353 op->map->dirty = true; 1459 op->map->dirty = true;
1354 1460
1355 /* If we have a floor, we know the player, if any, will be above
1356 * it, so save a few ticks and start from there.
1357 */
1358 if (!(flag & INS_MAP_LOAD))
1359 if (object *pl = op->ms ().player ()) 1461 if (object *pl = ms.player ())
1360 if (pl->contr->ns) 1462 //TODO: the floorbox prev/next might need updating
1361 pl->contr->ns->floorbox_update (); 1463 esrv_send_item (pl, op);
1362 1464
1363 /* If this object glows, it may affect lighting conditions that are 1465 /* If this object glows, it may affect lighting conditions that are
1364 * visible to others on this map. But update_all_los is really 1466 * visible to others on this map. But update_all_los is really
1365 * an inefficient way to do this, as it means los for all players 1467 * an inefficient way to do this, as it means los for all players
1366 * on the map will get recalculated. The players could very well 1468 * on the map will get recalculated. The players could very well
1385 * blocked() and wall() work properly), and these flags are updated by 1487 * blocked() and wall() work properly), and these flags are updated by
1386 * update_object(). 1488 * update_object().
1387 */ 1489 */
1388 1490
1389 /* if this is not the head or flag has been passed, don't check walk on status */ 1491 /* if this is not the head or flag has been passed, don't check walk on status */
1390 if (!(flag & INS_NO_WALK_ON) && !op->head) 1492 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1391 { 1493 {
1392 if (check_move_on (op, originator)) 1494 if (check_move_on (op, originator))
1393 return 0; 1495 return 0;
1394 1496
1395 /* If we are a multi part object, lets work our way through the check 1497 /* If we are a multi part object, lets work our way through the check
1396 * walk on's. 1498 * walk on's.
1397 */ 1499 */
1398 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1500 for (object *tmp = op->more; tmp; tmp = tmp->more)
1399 if (check_move_on (tmp, originator)) 1501 if (check_move_on (tmp, originator))
1400 return 0; 1502 return 0;
1401 } 1503 }
1402 1504
1403 return op; 1505 return op;
1408 * op is the object to insert it under: supplies x and the map. 1510 * op is the object to insert it under: supplies x and the map.
1409 */ 1511 */
1410void 1512void
1411replace_insert_ob_in_map (const char *arch_string, object *op) 1513replace_insert_ob_in_map (const char *arch_string, object *op)
1412{ 1514{
1413 object *tmp, *tmp1;
1414
1415 /* first search for itself and remove any old instances */ 1515 /* first search for itself and remove any old instances */
1416 1516
1417 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1517 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1418 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1518 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1419 tmp->destroy (); 1519 tmp->destroy (1);
1420 1520
1421 tmp1 = arch_to_object (archetype::find (arch_string)); 1521 object *tmp = arch_to_object (archetype::find (arch_string));
1422 1522
1423 tmp1->x = op->x; 1523 tmp->x = op->x;
1424 tmp1->y = op->y; 1524 tmp->y = op->y;
1525
1425 insert_ob_in_map (tmp1, op->map, op, 0); 1526 insert_ob_in_map (tmp, op->map, op, 0);
1426} 1527}
1427 1528
1428object * 1529object *
1429object::insert_at (object *where, object *originator, int flags) 1530object::insert_at (object *where, object *originator, int flags)
1430{ 1531{
1532 if (where->env)
1533 return where->env->insert (this);
1534 else
1431 where->map->insert (this, where->x, where->y, originator, flags); 1535 return where->map->insert (this, where->x, where->y, originator, flags);
1432} 1536}
1433 1537
1434/* 1538/*
1435 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1436 * is returned contains nr objects, and the remaining parts contains
1437 * the rest (or is removed and freed if that number is 0).
1438 * On failure, NULL is returned, and the reason put into the
1439 * global static errmsg array.
1440 */
1441object *
1442get_split_ob (object *orig_ob, uint32 nr)
1443{
1444 object *newob;
1445 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1446
1447 if (orig_ob->nrof < nr)
1448 {
1449 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1450 return NULL;
1451 }
1452
1453 newob = object_create_clone (orig_ob);
1454
1455 if ((orig_ob->nrof -= nr) < 1)
1456 orig_ob->destroy (1);
1457 else if (!is_removed)
1458 {
1459 if (orig_ob->env != NULL)
1460 sub_weight (orig_ob->env, orig_ob->weight * nr);
1461 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1462 {
1463 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1464 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1465 return NULL;
1466 }
1467 }
1468
1469 newob->nrof = nr;
1470
1471 return newob;
1472}
1473
1474/*
1475 * decrease_ob_nr(object, number) decreases a specified number from 1539 * decrease(object, number) decreases a specified number from
1476 * the amount of an object. If the amount reaches 0, the object 1540 * the amount of an object. If the amount reaches 0, the object
1477 * is subsequently removed and freed. 1541 * is subsequently removed and freed.
1478 * 1542 *
1479 * Return value: 'op' if something is left, NULL if the amount reached 0 1543 * Return value: 'op' if something is left, NULL if the amount reached 0
1480 */ 1544 */
1545bool
1546object::decrease (sint32 nr)
1547{
1548 if (!nr)
1549 return true;
1481 1550
1551 nr = min (nr, nrof);
1552
1553 nrof -= nr;
1554
1555 if (nrof)
1556 {
1557 adjust_weight (env, -weight * nr); // carrying == 0
1558
1559 if (object *pl = visible_to ())
1560 esrv_update_item (UPD_NROF, pl, this);
1561
1562 return true;
1563 }
1564 else
1565 {
1566 destroy (1);
1567 return false;
1568 }
1569}
1570
1571/*
1572 * split(ob,nr) splits up ob into two parts. The part which
1573 * is returned contains nr objects, and the remaining parts contains
1574 * the rest (or is removed and returned if that number is 0).
1575 * On failure, NULL is returned.
1576 */
1482object * 1577object *
1483decrease_ob_nr (object *op, uint32 i) 1578object::split (sint32 nr)
1484{ 1579{
1485 object *tmp; 1580 int have = number_of ();
1486 1581
1487 if (i == 0) /* objects with op->nrof require this check */ 1582 if (have < nr)
1488 return op; 1583 return 0;
1489 1584 else if (have == nr)
1490 if (i > op->nrof)
1491 i = op->nrof;
1492
1493 if (QUERY_FLAG (op, FLAG_REMOVED))
1494 op->nrof -= i;
1495 else if (op->env)
1496 { 1585 {
1497 /* is this object in the players inventory, or sub container
1498 * therein?
1499 */
1500 tmp = op->in_player ();
1501 /* nope. Is this a container the player has opened?
1502 * If so, set tmp to that player.
1503 * IMO, searching through all the players will mostly
1504 * likely be quicker than following op->env to the map,
1505 * and then searching the map for a player.
1506 */
1507 if (!tmp)
1508 for_all_players (pl)
1509 if (pl->ob->container == op->env)
1510 {
1511 tmp = pl->ob;
1512 break;
1513 }
1514
1515 if (i < op->nrof)
1516 {
1517 sub_weight (op->env, op->weight * i);
1518 op->nrof -= i;
1519 if (tmp)
1520 esrv_send_item (tmp, op);
1521 }
1522 else
1523 {
1524 op->remove (); 1586 remove ();
1525 op->nrof = 0; 1587 return this;
1526 if (tmp)
1527 esrv_del_item (tmp->contr, op->count);
1528 }
1529 } 1588 }
1530 else 1589 else
1531 { 1590 {
1532 object *above = op->above; 1591 decrease (nr);
1533 1592
1534 if (i < op->nrof) 1593 object *op = object_create_clone (this);
1535 op->nrof -= i; 1594 op->nrof = nr;
1536 else
1537 {
1538 op->remove ();
1539 op->nrof = 0;
1540 }
1541
1542 /* Since we just removed op, op->above is null */
1543 for (tmp = above; tmp; tmp = tmp->above)
1544 if (tmp->type == PLAYER)
1545 {
1546 if (op->nrof)
1547 esrv_send_item (tmp, op);
1548 else
1549 esrv_del_item (tmp->contr, op->count);
1550 }
1551 }
1552
1553 if (op->nrof)
1554 return op; 1595 return op;
1555 else
1556 {
1557 op->destroy ();
1558 return 0;
1559 }
1560}
1561
1562/*
1563 * add_weight(object, weight) adds the specified weight to an object,
1564 * and also updates how much the environment(s) is/are carrying.
1565 */
1566
1567void
1568add_weight (object *op, signed long weight)
1569{
1570 while (op != NULL)
1571 {
1572 if (op->type == CONTAINER)
1573 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1574
1575 op->carrying += weight;
1576 op = op->env;
1577 } 1596 }
1578} 1597}
1579 1598
1580object * 1599object *
1581insert_ob_in_ob (object *op, object *where) 1600insert_ob_in_ob (object *op, object *where)
1586 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1605 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1587 free (dump); 1606 free (dump);
1588 return op; 1607 return op;
1589 } 1608 }
1590 1609
1591 if (where->head) 1610 if (where->head_ () != where)
1592 { 1611 {
1593 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1612 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1594 where = where->head; 1613 where = where->head;
1595 } 1614 }
1596 1615
1597 return where->insert (op); 1616 return where->insert (op);
1598} 1617}
1603 * inside the object environment. 1622 * inside the object environment.
1604 * 1623 *
1605 * The function returns now pointer to inserted item, and return value can 1624 * The function returns now pointer to inserted item, and return value can
1606 * be != op, if items are merged. -Tero 1625 * be != op, if items are merged. -Tero
1607 */ 1626 */
1608
1609object * 1627object *
1610object::insert (object *op) 1628object::insert (object *op)
1611{ 1629{
1612 object *tmp, *otmp;
1613
1614 if (!QUERY_FLAG (op, FLAG_REMOVED))
1615 op->remove ();
1616
1617 if (op->more) 1630 if (op->more)
1618 { 1631 {
1619 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1632 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1620 return op; 1633 return op;
1621 } 1634 }
1622 1635
1623 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1636 op->remove ();
1624 CLEAR_FLAG (op, FLAG_REMOVED); 1637
1638 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1639
1625 if (op->nrof) 1640 if (op->nrof)
1626 {
1627 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1641 for (object *tmp = inv; tmp; tmp = tmp->below)
1628 if (object::can_merge (tmp, op)) 1642 if (object::can_merge (tmp, op))
1629 { 1643 {
1630 /* return the original object and remove inserted object 1644 /* return the original object and remove inserted object
1631 (client needs the original object) */ 1645 (client needs the original object) */
1632 tmp->nrof += op->nrof; 1646 tmp->nrof += op->nrof;
1633 /* Weight handling gets pretty funky. Since we are adding to 1647
1634 * tmp->nrof, we need to increase the weight. 1648 if (object *pl = tmp->visible_to ())
1635 */ 1649 esrv_update_item (UPD_NROF, pl, tmp);
1650
1636 add_weight (this, op->weight * op->nrof); 1651 adjust_weight (this, op->total_weight ());
1637 SET_FLAG (op, FLAG_REMOVED); 1652
1638 op->destroy (); /* free the inserted object */ 1653 op->destroy (1);
1639 op = tmp; 1654 op = tmp;
1640 op->remove (); /* and fix old object's links */ 1655 goto inserted;
1641 CLEAR_FLAG (op, FLAG_REMOVED);
1642 break;
1643 } 1656 }
1644 1657
1645 /* I assume combined objects have no inventory 1658 op->owner = 0; // it's his/hers now. period.
1646 * We add the weight - this object could have just been removed
1647 * (if it was possible to merge). calling remove_ob will subtract
1648 * the weight, so we need to add it in again, since we actually do
1649 * the linking below
1650 */
1651 add_weight (this, op->weight * op->nrof);
1652 }
1653 else
1654 add_weight (this, (op->weight + op->carrying));
1655
1656 otmp = this->in_player ();
1657 if (otmp && otmp->contr)
1658 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1659 otmp->update_stats ();
1660
1661 op->map = 0; 1659 op->map = 0;
1662 op->env = this; 1660 op->x = 0;
1661 op->y = 0;
1662
1663 op->above = 0; 1663 op->above = 0;
1664 op->below = 0; 1664 op->below = inv;
1665 op->x = 0, op->y = 0; 1665 op->env = this;
1666 1666
1667 if (inv)
1668 inv->above = op;
1669
1670 inv = op;
1671
1672 op->flag [FLAG_REMOVED] = 0;
1673
1674 if (object *pl = op->visible_to ())
1675 esrv_send_item (pl, op);
1676
1677 adjust_weight (this, op->total_weight ());
1678
1679inserted:
1667 /* reset the light list and los of the players on the map */ 1680 /* reset the light list and los of the players on the map */
1668 if ((op->glow_radius != 0) && map) 1681 if (op->glow_radius && map && map->darkness)
1669 {
1670#ifdef DEBUG_LIGHTS
1671 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1672#endif /* DEBUG_LIGHTS */
1673 if (map->darkness)
1674 update_all_los (map, x, y); 1682 update_all_los (map, x, y);
1675 }
1676 1683
1677 /* Client has no idea of ordering so lets not bother ordering it here. 1684 // if this is a player's inventory, update stats
1678 * It sure simplifies this function... 1685 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1679 */ 1686 update_stats ();
1680 if (!inv)
1681 inv = op;
1682 else
1683 {
1684 op->below = inv;
1685 op->below->above = op;
1686 inv = op;
1687 }
1688 1687
1689 INVOKE_OBJECT (INSERT, this); 1688 INVOKE_OBJECT (INSERT, this);
1690 1689
1691 return op; 1690 return op;
1692} 1691}
1773 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1772 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1774 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1773 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1775 { 1774 {
1776 1775
1777 float 1776 float
1778 diff = tmp->move_slow_penalty * FABS (op->speed); 1777 diff = tmp->move_slow_penalty * fabs (op->speed);
1779 1778
1780 if (op->type == PLAYER) 1779 if (op->type == PLAYER)
1781 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1780 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1782 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1781 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1783 diff /= 4.0; 1782 diff /= 4.0;
1907 * activate recursively a flag on an object inventory 1906 * activate recursively a flag on an object inventory
1908 */ 1907 */
1909void 1908void
1910flag_inv (object *op, int flag) 1909flag_inv (object *op, int flag)
1911{ 1910{
1912 if (op->inv)
1913 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1914 { 1912 {
1915 SET_FLAG (tmp, flag); 1913 SET_FLAG (tmp, flag);
1916 flag_inv (tmp, flag); 1914 flag_inv (tmp, flag);
1917 } 1915 }
1918} 1916}
1919 1917
1920/* 1918/*
1921 * deactivate recursively a flag on an object inventory 1919 * deactivate recursively a flag on an object inventory
1922 */ 1920 */
1923void 1921void
1924unflag_inv (object *op, int flag) 1922unflag_inv (object *op, int flag)
1925{ 1923{
1926 if (op->inv)
1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1924 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1928 { 1925 {
1929 CLEAR_FLAG (tmp, flag); 1926 CLEAR_FLAG (tmp, flag);
1930 unflag_inv (tmp, flag); 1927 unflag_inv (tmp, flag);
1931 } 1928 }
1932}
1933
1934/*
1935 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1936 * all it's inventory (recursively).
1937 * If checksums are used, a player will get set_cheat called for
1938 * him/her-self and all object carried by a call to this function.
1939 */
1940void
1941set_cheat (object *op)
1942{
1943 SET_FLAG (op, FLAG_WAS_WIZ);
1944 flag_inv (op, FLAG_WAS_WIZ);
1945} 1929}
1946 1930
1947/* 1931/*
1948 * find_free_spot(object, map, x, y, start, stop) will search for 1932 * find_free_spot(object, map, x, y, start, stop) will search for
1949 * a spot at the given map and coordinates which will be able to contain 1933 * a spot at the given map and coordinates which will be able to contain
1951 * to search (see the freearr_x/y[] definition). 1935 * to search (see the freearr_x/y[] definition).
1952 * It returns a random choice among the alternatives found. 1936 * It returns a random choice among the alternatives found.
1953 * start and stop are where to start relative to the free_arr array (1,9 1937 * start and stop are where to start relative to the free_arr array (1,9
1954 * does all 4 immediate directions). This returns the index into the 1938 * does all 4 immediate directions). This returns the index into the
1955 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1939 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1956 * Note - this only checks to see if there is space for the head of the
1957 * object - if it is a multispace object, this should be called for all
1958 * pieces.
1959 * Note2: This function does correctly handle tiled maps, but does not 1940 * Note: This function does correctly handle tiled maps, but does not
1960 * inform the caller. However, insert_ob_in_map will update as 1941 * inform the caller. However, insert_ob_in_map will update as
1961 * necessary, so the caller shouldn't need to do any special work. 1942 * necessary, so the caller shouldn't need to do any special work.
1962 * Note - updated to take an object instead of archetype - this is necessary 1943 * Note - updated to take an object instead of archetype - this is necessary
1963 * because arch_blocked (now ob_blocked) needs to know the movement type 1944 * because arch_blocked (now ob_blocked) needs to know the movement type
1964 * to know if the space in question will block the object. We can't use 1945 * to know if the space in question will block the object. We can't use
1966 * customized, changed states, etc. 1947 * customized, changed states, etc.
1967 */ 1948 */
1968int 1949int
1969find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1950find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1970{ 1951{
1952 int altern[SIZEOFFREE];
1971 int index = 0, flag; 1953 int index = 0, flag;
1972 int altern[SIZEOFFREE];
1973 1954
1974 for (int i = start; i < stop; i++) 1955 for (int i = start; i < stop; i++)
1975 { 1956 {
1976 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1957 mapxy pos (m, x, y); pos.move (i);
1977 if (!flag) 1958
1959 if (!pos.normalise ())
1960 continue;
1961
1962 mapspace &ms = *pos;
1963
1964 if (ms.flags () & P_IS_ALIVE)
1965 continue;
1966
1967 /* However, often
1968 * ob doesn't have any move type (when used to place exits)
1969 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1970 */
1971 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1972 {
1978 altern [index++] = i; 1973 altern [index++] = i;
1974 continue;
1975 }
1979 1976
1980 /* Basically, if we find a wall on a space, we cut down the search size. 1977 /* Basically, if we find a wall on a space, we cut down the search size.
1981 * In this way, we won't return spaces that are on another side of a wall. 1978 * In this way, we won't return spaces that are on another side of a wall.
1982 * This mostly work, but it cuts down the search size in all directions - 1979 * This mostly work, but it cuts down the search size in all directions -
1983 * if the space being examined only has a wall to the north and empty 1980 * if the space being examined only has a wall to the north and empty
1984 * spaces in all the other directions, this will reduce the search space 1981 * spaces in all the other directions, this will reduce the search space
1985 * to only the spaces immediately surrounding the target area, and 1982 * to only the spaces immediately surrounding the target area, and
1986 * won't look 2 spaces south of the target space. 1983 * won't look 2 spaces south of the target space.
1987 */ 1984 */
1988 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1985 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1986 {
1989 stop = maxfree[i]; 1987 stop = maxfree[i];
1988 continue;
1989 }
1990
1991 /* Note it is intentional that we check ob - the movement type of the
1992 * head of the object should correspond for the entire object.
1993 */
1994 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1995 continue;
1996
1997 if (ob->blocked (m, pos.x, pos.y))
1998 continue;
1999
2000 altern [index++] = i;
1990 } 2001 }
1991 2002
1992 if (!index) 2003 if (!index)
1993 return -1; 2004 return -1;
1994 2005
1995 return altern[RANDOM () % index]; 2006 return altern [rndm (index)];
1996} 2007}
1997 2008
1998/* 2009/*
1999 * find_first_free_spot(archetype, maptile, x, y) works like 2010 * find_first_free_spot(archetype, maptile, x, y) works like
2000 * find_free_spot(), but it will search max number of squares. 2011 * find_free_spot(), but it will search max number of squares.
2003 */ 2014 */
2004int 2015int
2005find_first_free_spot (const object *ob, maptile *m, int x, int y) 2016find_first_free_spot (const object *ob, maptile *m, int x, int y)
2006{ 2017{
2007 for (int i = 0; i < SIZEOFFREE; i++) 2018 for (int i = 0; i < SIZEOFFREE; i++)
2008 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2019 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2009 return i; 2020 return i;
2010 2021
2011 return -1; 2022 return -1;
2012} 2023}
2013 2024
2021{ 2032{
2022 arr += begin; 2033 arr += begin;
2023 end -= begin; 2034 end -= begin;
2024 2035
2025 while (--end) 2036 while (--end)
2026 swap (arr [end], arr [RANDOM () % (end + 1)]); 2037 swap (arr [end], arr [rndm (end + 1)]);
2027} 2038}
2028 2039
2029/* new function to make monster searching more efficient, and effective! 2040/* new function to make monster searching more efficient, and effective!
2030 * This basically returns a randomized array (in the passed pointer) of 2041 * This basically returns a randomized array (in the passed pointer) of
2031 * the spaces to find monsters. In this way, it won't always look for 2042 * the spaces to find monsters. In this way, it won't always look for
2067 object *tmp; 2078 object *tmp;
2068 maptile *mp; 2079 maptile *mp;
2069 2080
2070 MoveType blocked, move_type; 2081 MoveType blocked, move_type;
2071 2082
2072 if (exclude && exclude->head) 2083 if (exclude && exclude->head_ () != exclude)
2073 { 2084 {
2074 exclude = exclude->head; 2085 exclude = exclude->head;
2075 move_type = exclude->move_type; 2086 move_type = exclude->move_type;
2076 } 2087 }
2077 else 2088 else
2100 max = maxfree[i]; 2111 max = maxfree[i];
2101 else if (mflags & P_IS_ALIVE) 2112 else if (mflags & P_IS_ALIVE)
2102 { 2113 {
2103 for (tmp = ms.bot; tmp; tmp = tmp->above) 2114 for (tmp = ms.bot; tmp; tmp = tmp->above)
2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2115 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2105 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2116 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2106 break; 2117 break;
2107 2118
2108 if (tmp) 2119 if (tmp)
2109 return freedir[i]; 2120 return freedir[i];
2110 } 2121 }
2165 2176
2166 return 3; 2177 return 3;
2167} 2178}
2168 2179
2169/* 2180/*
2170 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction).
2173 */
2174
2175int
2176absdir (int d)
2177{
2178 while (d < 1)
2179 d += 8;
2180
2181 while (d > 8)
2182 d -= 8;
2183
2184 return d;
2185}
2186
2187/*
2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2181 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2189 * between two directions (which are expected to be absolute (see absdir()) 2182 * between two directions (which are expected to be absolute (see absdir())
2190 */ 2183 */
2191
2192int 2184int
2193dirdiff (int dir1, int dir2) 2185dirdiff (int dir1, int dir2)
2194{ 2186{
2195 int d; 2187 int d;
2196 2188
2309 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2301 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2310 * core dumps if they do. 2302 * core dumps if they do.
2311 * 2303 *
2312 * Add a check so we can't pick up invisible objects (0.93.8) 2304 * Add a check so we can't pick up invisible objects (0.93.8)
2313 */ 2305 */
2314
2315int 2306int
2316can_pick (const object *who, const object *item) 2307can_pick (const object *who, const object *item)
2317{ 2308{
2318 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2309 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2319 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2310 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2324 * create clone from object to another 2315 * create clone from object to another
2325 */ 2316 */
2326object * 2317object *
2327object_create_clone (object *asrc) 2318object_create_clone (object *asrc)
2328{ 2319{
2329 object *dst = 0, *tmp, *src, *part, *prev, *item; 2320 object *dst = 0, *tmp, *src, *prev, *item;
2330 2321
2331 if (!asrc) 2322 if (!asrc)
2332 return 0; 2323 return 0;
2333 2324
2334 src = asrc;
2335 if (src->head)
2336 src = src->head; 2325 src = asrc->head_ ();
2337 2326
2338 prev = 0; 2327 prev = 0;
2339 for (part = src; part; part = part->more) 2328 for (object *part = src; part; part = part->more)
2340 { 2329 {
2341 tmp = part->clone (); 2330 tmp = part->clone ();
2342 tmp->x -= src->x; 2331 tmp->x -= src->x;
2343 tmp->y -= src->y; 2332 tmp->y -= src->y;
2344 2333
2362 insert_ob_in_ob (object_create_clone (item), dst); 2351 insert_ob_in_ob (object_create_clone (item), dst);
2363 2352
2364 return dst; 2353 return dst;
2365} 2354}
2366 2355
2367/* GROS - Creates an object using a string representing its content. */
2368/* Basically, we save the content of the string to a temp file, then call */
2369/* load_object on it. I admit it is a highly inefficient way to make things, */
2370/* but it was simple to make and allows reusing the load_object function. */
2371/* Remember not to use load_object_str in a time-critical situation. */
2372/* Also remember that multiparts objects are not supported for now. */
2373object *
2374load_object_str (const char *obstr)
2375{
2376 object *op;
2377 char filename[MAX_BUF];
2378
2379 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2380
2381 FILE *tempfile = fopen (filename, "w");
2382
2383 if (tempfile == NULL)
2384 {
2385 LOG (llevError, "Error - Unable to access load object temp file\n");
2386 return NULL;
2387 }
2388
2389 fprintf (tempfile, obstr);
2390 fclose (tempfile);
2391
2392 op = object::create ();
2393
2394 object_thawer thawer (filename);
2395
2396 if (thawer)
2397 load_object (thawer, op, 0);
2398
2399 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2400 CLEAR_FLAG (op, FLAG_REMOVED);
2401
2402 return op;
2403}
2404
2405/* This returns the first object in who's inventory that 2356/* This returns the first object in who's inventory that
2406 * has the same type and subtype match. 2357 * has the same type and subtype match.
2407 * returns NULL if no match. 2358 * returns NULL if no match.
2408 */ 2359 */
2409object * 2360object *
2462 if (link->key == canonical_key) 2413 if (link->key == canonical_key)
2463 return link->value; 2414 return link->value;
2464 2415
2465 return 0; 2416 return 0;
2466} 2417}
2467
2468 2418
2469/* 2419/*
2470 * Updates the canonical_key in op to value. 2420 * Updates the canonical_key in op to value.
2471 * 2421 *
2472 * canonical_key is a shared string (value doesn't have to be). 2422 * canonical_key is a shared string (value doesn't have to be).
2496 /* Basically, if the archetype has this key set, 2446 /* Basically, if the archetype has this key set,
2497 * we need to store the null value so when we save 2447 * we need to store the null value so when we save
2498 * it, we save the empty value so that when we load, 2448 * it, we save the empty value so that when we load,
2499 * we get this value back again. 2449 * we get this value back again.
2500 */ 2450 */
2501 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2451 if (get_ob_key_link (op->arch, canonical_key))
2502 field->value = 0; 2452 field->value = 0;
2503 else 2453 else
2504 { 2454 {
2505 if (last) 2455 if (last)
2506 last->next = field->next; 2456 last->next = field->next;
2575 } 2525 }
2576 else 2526 else
2577 item = item->env; 2527 item = item->env;
2578} 2528}
2579 2529
2580
2581const char * 2530const char *
2582object::flag_desc (char *desc, int len) const 2531object::flag_desc (char *desc, int len) const
2583{ 2532{
2584 char *p = desc; 2533 char *p = desc;
2585 bool first = true; 2534 bool first = true;
2612{ 2561{
2613 char flagdesc[512]; 2562 char flagdesc[512];
2614 char info2[256 * 4]; 2563 char info2[256 * 4];
2615 char *p = info; 2564 char *p = info;
2616 2565
2617 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2566 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2618 count, uuid.seq, 2567 count,
2568 uuid.c_str (),
2619 &name, 2569 &name,
2620 title ? "\",title:" : "", 2570 title ? "\",title:\"" : "",
2621 title ? (const char *)title : "", 2571 title ? (const char *)title : "",
2622 flag_desc (flagdesc, 512), type); 2572 flag_desc (flagdesc, 512), type);
2623 2573
2624 if (env) 2574 if (!flag[FLAG_REMOVED] && env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2575 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626 2576
2627 if (map) 2577 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2578 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2629 2579
2631} 2581}
2632 2582
2633const char * 2583const char *
2634object::debug_desc () const 2584object::debug_desc () const
2635{ 2585{
2636 static char info[256 * 4]; 2586 static char info[3][256 * 4];
2587 static int info_idx;
2588
2637 return debug_desc (info); 2589 return debug_desc (info [++info_idx % 3]);
2638} 2590}
2639 2591
2592struct region *
2593object::region () const
2594{
2595 return map ? map->region (x, y)
2596 : region::default_region ();
2597}
2598
2599const materialtype_t *
2600object::dominant_material () const
2601{
2602 if (materialtype_t *mt = name_to_material (materialname))
2603 return mt;
2604
2605 return name_to_material (shstr_unknown);
2606}
2607
2608void
2609object::open_container (object *new_container)
2610{
2611 if (container == new_container)
2612 return;
2613
2614 if (object *old_container = container)
2615 {
2616 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2617 return;
2618
2619#if 0
2620 // remove the "Close old_container" object.
2621 if (object *closer = old_container->inv)
2622 if (closer->type == CLOSE_CON)
2623 closer->destroy ();
2624#endif
2625
2626 old_container->flag [FLAG_APPLIED] = false;
2627 container = 0;
2628
2629 esrv_update_item (UPD_FLAGS, this, old_container);
2630 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2631 play_sound (sound_find ("chest_close"));
2632 }
2633
2634 if (new_container)
2635 {
2636 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2637 return;
2638
2639 // TODO: this does not seem to serve any purpose anymore?
2640#if 0
2641 // insert the "Close Container" object.
2642 if (archetype *closer = new_container->other_arch)
2643 {
2644 object *closer = arch_to_object (new_container->other_arch);
2645 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2646 new_container->insert (closer);
2647 }
2648#endif
2649
2650 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2651
2652 new_container->flag [FLAG_APPLIED] = true;
2653 container = new_container;
2654
2655 esrv_update_item (UPD_FLAGS, this, new_container);
2656 esrv_send_inventory (this, new_container);
2657 play_sound (sound_find ("chest_open"));
2658 }
2659}
2660
2661object *
2662object::force_find (const shstr name)
2663{
2664 /* cycle through his inventory to look for the MARK we want to
2665 * place
2666 */
2667 for (object *tmp = inv; tmp; tmp = tmp->below)
2668 if (tmp->type == FORCE && tmp->slaying == name)
2669 return splay (tmp);
2670
2671 return 0;
2672}
2673
2674void
2675object::force_add (const shstr name, int duration)
2676{
2677 if (object *force = force_find (name))
2678 force->destroy ();
2679
2680 object *force = get_archetype (FORCE_NAME);
2681
2682 force->slaying = name;
2683 force->stats.food = 1;
2684 force->speed_left = -1.f;
2685
2686 force->set_speed (duration ? 1.f / duration : 0.f);
2687 force->flag [FLAG_IS_USED_UP] = true;
2688 force->flag [FLAG_APPLIED] = true;
2689
2690 insert (force);
2691}
2692
2693void
2694object::play_sound (faceidx sound)
2695{
2696 if (!sound)
2697 return;
2698
2699 if (flag [FLAG_REMOVED])
2700 return;
2701
2702 if (env)
2703 {
2704 if (object *pl = in_player ())
2705 pl->contr->play_sound (sound);
2706 }
2707 else
2708 map->play_sound (sound, x, y);
2709}
2710

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