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Comparing deliantra/server/common/object.C (file contents):
Revision 1.55 by root, Sun Dec 3 00:41:33 2006 UTC vs.
Revision 1.227 by root, Sat May 3 09:04:17 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <sproto.h>
33#include <loader.h> 30#include <loader.h>
34 31
35int nrofallocobjects = 0; 32#include <bitset>
36static UUID uuid; 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
37const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
38 37
39object *active_objects; /* List of active objects that need to be processed */ 38objectvec objects;
39activevec actives;
40 40
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, 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
55static void 66static void
56write_uuid (void) 67write_uuid (uval64 skip, bool sync)
57{ 68{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
59 70 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 73 CALL_END;
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74} 74}
75 75
76static void 76static void
77read_uuid (void) 77read_uuid (void)
78{ 78{
79 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
80 80
81 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
82 84
83 FILE *fp; 85 FILE *fp;
84 86
85 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
86 { 88 {
87 if (errno == ENOENT) 89 if (errno == ENOENT)
88 { 90 {
89 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 92 UUID::cur.seq = 0;
91 write_uuid (); 93 write_uuid (UUID_GAP, true);
92 return; 94 return;
93 } 95 }
94 96
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 98 _exit (1);
97 } 99 }
98 100
99 int version; 101 UUID::BUF buf;
100 unsigned long long uid; 102 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
102 { 106 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 108 _exit (1);
105 } 109 }
106 110
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112
113 write_uuid (UUID_GAP, true);
110 fclose (fp); 114 fclose (fp);
111} 115}
112 116
113UUID 117UUID
114gen_uuid () 118UUID::gen ()
115{ 119{
116 UUID uid; 120 UUID uid;
117 121
118 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
119 123
120 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
122 130
123 return uid; 131 return uid;
124} 132}
125 133
126void 134void
127init_uuid () 135UUID::init ()
128{ 136{
129 read_uuid (); 137 read_uuid ();
130} 138}
131 139
132/* 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. */
133static int 141static bool
134compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
135{ 143{
136 key_value *wants_field; 144 key_value *wants_field;
137 145
138 /* 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
139 * 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
140 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
141 */ 149 */
142 150
143 /* For each field in wants, */ 151 /* For each field in wants, */
144 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)
145 { 153 {
146 key_value *has_field; 154 key_value *has_field;
147 155
148 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
150 158
151 if (has_field == NULL) 159 if (!has_field)
152 {
153 /* No field with that name. */ 160 return 0; /* No field with that name. */
154 return FALSE;
155 }
156 161
157 /* Found the matching field. */ 162 /* Found the matching field. */
158 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
159 {
160 /* 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. */
161 return FALSE;
162 }
163 165
164 /* 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. */
165 } 167 }
166 168
167 /* 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. */
168 return TRUE; 170 return 1;
169} 171}
170 172
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 174static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 176{
175 /* 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,
176 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
177 */ 179 */
183 * 185 *
184 * 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
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
187 * 189 *
188 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
189 * 191 *
190 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
191 * check weight 193 * check weight
192 */ 194 */
193
194bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
195{ 196{
196 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
197 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)
198 return 0; 203 return 0;
199 204
200 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))
201 return 0; 211 return 0;
202 212
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
206 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * 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
212 * 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
213 * 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
214 * flags lose any meaning. 217 * flags lose any meaning.
215 */ 218 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 221
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 224
222 225 if (ob1->arch->name != ob2->arch->name
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 226 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 227 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 228 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 229 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) || 230 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 231 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 232 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 233 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 234 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 235 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 236 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 237 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 238 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 239 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 240 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 241 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 242 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 243 || ob1->move_on != ob2->move_on
252 (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)))
253 return 0; 249 return 0;
254 250
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
255 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
257 */ 261 */
258 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
259 { 263 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!(ob1->inv && ob2->inv))
266 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 */
267 272
268 /* 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
269 * if it is valid. 274 * if it is valid.
270 */ 275 */
271 } 276 }
279 284
280 /* 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
281 * 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
282 * check? 287 * check?
283 */ 288 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 290 return 0;
286 291
287 switch (ob1->type) 292 switch (ob1->type)
288 { 293 {
289 case SCROLL: 294 case SCROLL:
290 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
291 return 0; 296 return 0;
292 break; 297 break;
293 } 298 }
294 299
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
296 { 301 {
297 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
299 /* 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))
300 return 0; 307 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 308 }
304 309
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
307 { 311 {
308 ob1->optimise (); 312 ob1->optimise ();
309 ob2->optimise (); 313 ob2->optimise ();
310 314
311 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)
312 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 }
313 } 329 }
314 330
315 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
316 return 1; 332 return 1;
317} 333}
318 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (client_visible () && !flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container)
364 return pl;
365 }
366 }
367
368 return 0;
369}
370
371// adjust weight per container type ("of holding")
372static sint32
373weight_adjust (object *op, sint32 weight)
374{
375 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight;
378}
379
319/* 380/*
381 * adjust_weight(object, weight) adds the specified weight to an object,
382 * and also updates how much the environment(s) is/are carrying.
383 */
384static void
385adjust_weight (object *op, sint32 weight)
386{
387 while (op)
388 {
389 weight = weight_adjust (op, weight);
390
391 if (!weight)
392 return;
393
394 op->carrying += weight;
395
396 if (object *pl = op->visible_to ())
397 if (pl != op) // player is handled lazily
398 esrv_update_item (UPD_WEIGHT, pl, op);
399
400 op = op->env;
401 }
402}
403
404/*
320 * sum_weight() is a recursive function which calculates the weight 405 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 406 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 407 * containers are carrying, and sums it up.
323 */ 408 */
324long 409void
325sum_weight (object *op) 410object::update_weight ()
326{ 411{
327 long sum; 412 sint32 sum = 0;
328 object *inv;
329 413
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 414 for (object *op = inv; op; op = op->below)
331 { 415 {
332 if (inv->inv) 416 if (op->inv)
333 sum_weight (inv); 417 op->update_weight ();
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 418
419 sum += op->total_weight ();
420 }
421
422 sum = weight_adjust (this, sum);
423
424 if (sum != carrying)
335 } 425 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum)
341 op->carrying = sum; 426 carrying = sum;
342 427
343 return sum; 428 if (object *pl = visible_to ())
429 if (pl != this) // player is handled lazily
430 esrv_update_item (UPD_WEIGHT, pl, this);
431 }
344} 432}
345 433
346/** 434/*
347 * Return the outermost environment object for a given object. 435 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */ 436 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array.
377 */
378
379char * 437char *
380dump_object (object *op) 438dump_object (object *op)
381{ 439{
382 if (!op) 440 if (!op)
383 return strdup ("[NULLOBJ]"); 441 return strdup ("[NULLOBJ]");
384 442
385 object_freezer freezer; 443 object_freezer freezer;
386 save_object (freezer, op, 3); 444 op->write (freezer);
387 return freezer.as_string (); 445 return freezer.as_string ();
388} 446}
389 447
390/* 448/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 449 * get_nearest_part(multi-object, object 2) returns the part of the
392 * multi-object 1 which is closest to the second object. 450 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned. 451 * If it's not a multi-object, it is returned.
394 */ 452 */
395
396object * 453object *
397get_nearest_part (object *op, const object *pl) 454get_nearest_part (object *op, const object *pl)
398{ 455{
399 object *tmp, *closest; 456 object *tmp, *closest;
400 int last_dist, i; 457 int last_dist, i;
401 458
402 if (op->more == NULL) 459 if (!op->more)
403 return op; 460 return op;
461
404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 462 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463 tmp;
464 tmp = tmp->more)
405 if ((i = distance (tmp, pl)) < last_dist) 465 if ((i = distance (tmp, pl)) < last_dist)
406 closest = tmp, last_dist = i; 466 closest = tmp, last_dist = i;
467
407 return closest; 468 return closest;
408} 469}
409 470
410/* 471/*
411 * Returns the object which has the count-variable equal to the argument. 472 * Returns the object which has the count-variable equal to the argument.
473 * VERRRY slow.
412 */ 474 */
413
414object * 475object *
415find_object (tag_t i) 476find_object (tag_t i)
416{ 477{
417 for (object *op = object::first; op; op = op->next) 478 for_all_objects (op)
418 if (op->count == i) 479 if (op->count == i)
419 return op; 480 return op;
420 481
421 return 0; 482 return 0;
422} 483}
423 484
424/* 485/*
425 * Returns the first object which has a name equal to the argument. 486 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 487 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 488 * Enables features like "patch <name-of-other-player> food 999"
428 */ 489 */
429
430object * 490object *
431find_object_name (const char *str) 491find_object_name (const char *str)
432{ 492{
433 shstr_cmp str_ (str); 493 shstr_cmp str_ (str);
434 object *op; 494 object *op;
435 495
436 for (op = object::first; op != NULL; op = op->next) 496 for_all_objects (op)
437 if (op->name == str_) 497 if (op->name == str_)
438 break; 498 break;
439 499
440 return op; 500 return op;
441} 501}
442 502
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447}
448
449/* 503/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 504 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 505 * skill and experience objects.
506 * ACTUALLY NO! investigate! TODO
452 */ 507 */
453void 508void
454object::set_owner (object *owner) 509object::set_owner (object *owner)
455{ 510{
511 // allow objects which own objects
456 if (!owner) 512 if (owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner) 513 while (owner->owner)
467 owner = owner->owner; 514 owner = owner->owner;
515
516 if (flag [FLAG_FREED])
517 {
518 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
519 return;
520 }
468 521
469 this->owner = owner; 522 this->owner = owner;
523}
524
525int
526object::slottype () const
527{
528 if (type == SKILL)
529 {
530 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
531 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
532 }
533 else
534 {
535 if (slot [body_combat].info) return slot_combat;
536 if (slot [body_range ].info) return slot_ranged;
537 }
538
539 return slot_none;
540}
541
542bool
543object::change_weapon (object *ob)
544{
545 if (current_weapon == ob)
546 return true;
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = false;
550
551 current_weapon = ob;
552 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
553
554 if (chosen_skill)
555 chosen_skill->flag [FLAG_APPLIED] = true;
556
557 update_stats ();
558
559 if (ob)
560 {
561 // now check wether any body locations became invalid, in which case
562 // we cannot apply the weapon at the moment.
563 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
564 if (slot[i].used < 0)
565 {
566 current_weapon = chosen_skill = 0;
567 update_stats ();
568
569 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name);
573 return false;
574 }
575
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 }
578 else
579 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
580
581 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
582 {
583 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
584 &name, ob->debug_desc ());
585 return false;
586 }
587
588 return true;
470} 589}
471 590
472/* Zero the key_values on op, decrementing the shared-string 591/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 592 * refcounts and freeing the links.
474 */ 593 */
475static void 594static void
476free_key_values (object *op) 595free_key_values (object *op)
477{ 596{
478 for (key_value *i = op->key_values; i != 0;) 597 for (key_value *i = op->key_values; i; )
479 { 598 {
480 key_value *next = i->next; 599 key_value *next = i->next;
481 delete i; 600 delete i;
482 601
483 i = next; 602 i = next;
484 } 603 }
485 604
486 op->key_values = 0; 605 op->key_values = 0;
487} 606}
488 607
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/* 608/*
541 * copy object first frees everything allocated by the second object, 609 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 610 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 611 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 612 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object 613 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 614 * will point at garbage.
547 */ 615 */
548void 616void
549copy_object (object *op2, object *op) 617object::copy_to (object *dst)
550{ 618{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 619 dst->remove ();
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 620 *(object_copy *)dst = *this;
553 621 dst->flag [FLAG_REMOVED] = true;
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED);
560
561 if (op2->speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
563 622
564 /* Copy over key_values, if any. */ 623 /* Copy over key_values, if any. */
565 if (op2->key_values) 624 if (key_values)
566 { 625 {
567 key_value *tail = 0; 626 key_value *tail = 0;
568 key_value *i;
569
570 op->key_values = 0; 627 dst->key_values = 0;
571 628
572 for (i = op2->key_values; i; i = i->next) 629 for (key_value *i = key_values; i; i = i->next)
573 { 630 {
574 key_value *new_link = new key_value; 631 key_value *new_link = new key_value;
575 632
576 new_link->next = 0; 633 new_link->next = 0;
577 new_link->key = i->key; 634 new_link->key = i->key;
578 new_link->value = i->value; 635 new_link->value = i->value;
579 636
580 /* Try and be clever here, too. */ 637 /* Try and be clever here, too. */
581 if (!op->key_values) 638 if (!dst->key_values)
582 { 639 {
583 op->key_values = new_link; 640 dst->key_values = new_link;
584 tail = new_link; 641 tail = new_link;
585 } 642 }
586 else 643 else
587 { 644 {
588 tail->next = new_link; 645 tail->next = new_link;
589 tail = new_link; 646 tail = new_link;
590 } 647 }
591 } 648 }
592 } 649 }
593 650
594 update_ob_speed (op); 651 if (speed < 0)
652 dst->speed_left -= rndm ();
653
654 dst->set_speed (dst->speed);
655}
656
657void
658object::instantiate ()
659{
660 if (!uuid.seq) // HACK
661 uuid = UUID::gen ();
662
663 speed_left = -0.1f;
664 /* copy the body_info to the body_used - this is only really
665 * need for monsters, but doesn't hurt to do it for everything.
666 * by doing so, when a monster is created, it has good starting
667 * values for the body_used info, so when items are created
668 * for it, they can be properly equipped.
669 */
670 for (int i = NUM_BODY_LOCATIONS; i--; )
671 slot[i].used = slot[i].info;
672
673 attachable::instantiate ();
674}
675
676object *
677object::clone ()
678{
679 object *neu = create ();
680 copy_to (neu);
681 neu->map = map; // not copied by copy_to
682 return neu;
595} 683}
596 684
597/* 685/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 686 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can 687 * to the closest player being on the other side, this function can
600 * be called to update the face variable, _and_ how it looks on the map. 688 * be called to update the face variable, _and_ how it looks on the map.
601 */ 689 */
602
603void 690void
604update_turn_face (object *op) 691update_turn_face (object *op)
605{ 692{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 693 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
607 return; 694 return;
695
608 SET_ANIMATION (op, op->direction); 696 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 697 update_object (op, UP_OBJ_FACE);
610} 698}
611 699
612/* 700/*
613 * Updates the speed of an object. If the speed changes from 0 to another 701 * Updates the speed of an object. If the speed changes from 0 to another
614 * value, or vice versa, then add/remove the object from the active list. 702 * value, or vice versa, then add/remove the object from the active list.
615 * This function needs to be called whenever the speed of an object changes. 703 * This function needs to be called whenever the speed of an object changes.
616 */ 704 */
617void 705void
618update_ob_speed (object *op) 706object::set_speed (float speed)
619{ 707{
620 extern int arch_init; 708 if (flag [FLAG_FREED] && speed)
621
622 /* No reason putting the archetypes objects on the speed list,
623 * since they never really need to be updated.
624 */
625
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 { 709 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 710 LOG (llevError, "Object %s is freed but has speed.\n", &name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0; 711 speed = 0;
633#endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 { 712 }
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644 713
645 /* process_events() expects us to insert the object at the beginning 714 this->speed = speed;
646 * of the list. */
647 op->active_next = active_objects;
648 715
649 if (op->active_next != NULL) 716 if (has_active_speed ())
650 op->active_next->active_prev = op; 717 activate ();
651
652 active_objects = op;
653 }
654 else 718 else
655 { 719 deactivate ();
656 /* If not on the active list, nothing needs to be done */
657 if (!op->active_next && !op->active_prev && op != active_objects)
658 return;
659
660 if (op->active_prev == NULL)
661 {
662 active_objects = op->active_next;
663
664 if (op->active_next != NULL)
665 op->active_next->active_prev = NULL;
666 }
667 else
668 {
669 op->active_prev->active_next = op->active_next;
670
671 if (op->active_next)
672 op->active_next->active_prev = op->active_prev;
673 }
674
675 op->active_next = NULL;
676 op->active_prev = NULL;
677 }
678} 720}
679 721
680/* This function removes object 'op' from the list of active
681 * objects.
682 * This should only be used for style maps or other such
683 * reference maps where you don't want an object that isn't
684 * in play chewing up cpu time getting processed.
685 * The reverse of this is to call update_ob_speed, which
686 * will do the right thing based on the speed of the object.
687 */
688void
689remove_from_active_list (object *op)
690{
691 /* If not on the active list, nothing needs to be done */
692 if (!op->active_next && !op->active_prev && op != active_objects)
693 return;
694
695 if (op->active_prev == NULL)
696 {
697 active_objects = op->active_next;
698 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else
702 {
703 op->active_prev->active_next = op->active_next;
704 if (op->active_next)
705 op->active_next->active_prev = op->active_prev;
706 }
707 op->active_next = NULL;
708 op->active_prev = NULL;
709}
710
711/* 722/*
712 * update_object() updates the array which represents the map. 723 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 724 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 725 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 726 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 727 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 728 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 729 * updating that window, though, since update_object() is called _often_)
719 * 730 *
720 * action is a hint of what the caller believes need to be done. 731 * action is a hint of what the caller believes need to be done.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 732 * current action are:
726 * UP_OBJ_INSERT: op was inserted 733 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 734 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 735 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed. 736 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 737 * UP_OBJ_FACE: only the objects face has changed.
731 */ 738 */
732
733void 739void
734update_object (object *op, int action) 740update_object (object *op, int action)
735{ 741{
736 int update_now = 0, flags; 742 if (!op)
737 MoveType move_on, move_off, move_block, move_slow;
738
739 if (op == NULL)
740 { 743 {
741 /* this should never happen */ 744 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 745 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
743 return; 746 return;
744 } 747 }
745 748
746 if (op->env != NULL) 749 if (!op->is_on_map ())
747 { 750 {
748 /* Animation is currently handled by client, so nothing 751 /* Animation is currently handled by client, so nothing
749 * to do in this case. 752 * to do in this case.
750 */ 753 */
751 return; 754 return;
752 } 755 }
753 756
754 /* If the map is saving, don't do anything as everything is
755 * going to get freed anyways.
756 */
757 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return;
759
760 /* make sure the object is within map boundaries */ 757 /* make sure the object is within map boundaries */
761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 758 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 759 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 760 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 761#ifdef MANY_CORES
765 abort (); 762 abort ();
766#endif 763#endif
767 return; 764 return;
768 } 765 }
769 766
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 767 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 768
769 if (!(m.flags_ & P_UPTODATE))
770 /* nop */;
777 if (action == UP_OBJ_INSERT) 771 else if (action == UP_OBJ_INSERT)
778 { 772 {
773 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 774 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1;
781
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 775 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 776 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
778 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 779 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
794 if ((move_on | op->move_on) != move_on) 780 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 781 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 782 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 784 * to have move_allow right now.
802 */ 785 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 787 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 788 m.flags_ = 0;
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 789 }
809 /* if the object is being removed, we can't make intelligent 790 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 791 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 792 * that is being removed.
812 */ 793 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 794 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 795 m.flags_ = 0;
815 else if (action == UP_OBJ_FACE) 796 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 797 /* Nothing to do for that case */ ;
817 else 798 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 799 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 800
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 801 if (op->more)
827 update_object (op->more, action); 802 update_object (op->more, action);
828}
829
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852} 803}
853 804
854object::object () 805object::object ()
855{ 806{
856 SET_FLAG (this, FLAG_REMOVED); 807 SET_FLAG (this, FLAG_REMOVED);
859 face = blank_face; 810 face = blank_face;
860} 811}
861 812
862object::~object () 813object::~object ()
863{ 814{
815 unlink ();
816
864 free_key_values (this); 817 free_key_values (this);
865} 818}
866 819
820static int object_count;
821
867void object::link () 822void object::link ()
868{ 823{
824 assert (!index);//D
825 uuid = UUID::gen ();
869 count = ++ob_count; 826 count = ++object_count;
870 uuid = gen_uuid ();
871 827
872 prev = 0; 828 refcnt_inc ();
873 next = object::first; 829 objects.insert (this);
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879} 830}
880 831
881void object::unlink () 832void object::unlink ()
882{ 833{
883 if (this == object::first) 834 if (!index)
884 object::first = next; 835 return;
885 836
886 /* Remove this object from the list of used objects */ 837 objects.erase (this);
887 if (prev) prev->next = next; 838 refcnt_dec ();
888 if (next) next->prev = prev; 839}
889 840
890 prev = 0; 841void
891 next = 0; 842object::activate ()
843{
844 /* If already on active list, don't do anything */
845 if (active)
846 return;
847
848 if (has_active_speed ())
849 actives.insert (this);
850}
851
852void
853object::activate_recursive ()
854{
855 activate ();
856
857 for (object *op = inv; op; op = op->below)
858 op->activate_recursive ();
859}
860
861/* This function removes object 'op' from the list of active
862 * objects.
863 * This should only be used for style maps or other such
864 * reference maps where you don't want an object that isn't
865 * in play chewing up cpu time getting processed.
866 * The reverse of this is to call update_ob_speed, which
867 * will do the right thing based on the speed of the object.
868 */
869void
870object::deactivate ()
871{
872 /* If not on the active list, nothing needs to be done */
873 if (!active)
874 return;
875
876 actives.erase (this);
877}
878
879void
880object::deactivate_recursive ()
881{
882 for (object *op = inv; op; op = op->below)
883 op->deactivate_recursive ();
884
885 deactivate ();
886}
887
888void
889object::set_flag_inv (int flag, int value)
890{
891 for (object *op = inv; op; op = op->below)
892 {
893 op->flag [flag] = value;
894 op->set_flag_inv (flag, value);
895 }
896}
897
898/*
899 * Remove and free all objects in the inventory of the given object.
900 * object.c ?
901 */
902void
903object::destroy_inv (bool drop_to_ground)
904{
905 // need to check first, because the checks below might segfault
906 // as we might be on an invalid mapspace and crossfire code
907 // is too buggy to ensure that the inventory is empty.
908 // corollary: if you create arrows etc. with stuff in its inventory,
909 // cf will crash below with off-map x and y
910 if (!inv)
911 return;
912
913 /* Only if the space blocks everything do we not process -
914 * if some form of movement is allowed, let objects
915 * drop on that space.
916 */
917 if (!drop_to_ground
918 || !map
919 || map->in_memory != MAP_ACTIVE
920 || map->nodrop
921 || ms ().move_block == MOVE_ALL)
922 {
923 while (inv)
924 {
925 inv->destroy_inv (false);
926 inv->destroy ();
927 }
928 }
929 else
930 { /* Put objects in inventory onto this space */
931 while (inv)
932 {
933 object *op = inv;
934
935 if (op->flag [FLAG_STARTEQUIP]
936 || op->flag [FLAG_NO_DROP]
937 || op->type == RUNE
938 || op->type == TRAP
939 || op->flag [FLAG_IS_A_TEMPLATE]
940 || op->flag [FLAG_DESTROY_ON_DEATH])
941 op->destroy (true);
942 else
943 map->insert (op, x, y);
944 }
945 }
892} 946}
893 947
894object *object::create () 948object *object::create ()
895{ 949{
896 object *op = new object; 950 object *op = new object;
897 op->link (); 951 op->link ();
898 return op; 952 return op;
899} 953}
900 954
901/* 955static struct freed_map : maptile
902 * free_object() frees everything allocated by an object, removes 956{
903 * it from the list of used objects, and puts it on the list of 957 freed_map ()
904 * free objects. The IS_FREED() flag is set in the object. 958 {
905 * The object must have been removed by remove_ob() first for 959 path = "<freed objects map>";
906 * this function to succeed. 960 name = "/internal/freed_objects_map";
907 * 961 width = 3;
908 * If destroy_inventory is set, free inventory as well. Else drop items in 962 height = 3;
909 * inventory to the ground. 963 nodrop = 1;
910 */ 964
965 alloc ();
966 in_memory = MAP_ACTIVE;
967 }
968} freed_map; // freed objects are moved here to avoid crashes
969
970void
971object::do_destroy ()
972{
973 if (flag [FLAG_IS_LINKED])
974 remove_button_link (this);
975
976 if (flag [FLAG_FRIENDLY])
977 remove_friendly_object (this);
978
979 remove ();
980
981 attachable::do_destroy ();
982
983 deactivate ();
984 unlink ();
985
986 flag [FLAG_FREED] = 1;
987
988 // hack to ensure that freed objects still have a valid map
989 map = &freed_map;
990 x = 1;
991 y = 1;
992
993 if (more)
994 {
995 more->destroy ();
996 more = 0;
997 }
998
999 head = 0;
1000
1001 // clear those pointers that likely might cause circular references
1002 owner = 0;
1003 enemy = 0;
1004 attacked_by = 0;
1005 current_weapon = 0;
1006}
1007
1008void
911void object::destroy (bool destroy_inventory) 1009object::destroy (bool destroy_inventory)
912{ 1010{
913 if (QUERY_FLAG (this, FLAG_FREED)) 1011 if (destroyed ())
914 return; 1012 return;
915 1013
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1014 if (!is_head () && !head->destroyed ())
917 remove_friendly_object (this);
918
919 if (!QUERY_FLAG (this, FLAG_REMOVED))
920 remove_ob (this);
921
922 SET_FLAG (this, FLAG_FREED);
923
924 // hack to ensure that freed objects still have a valid map
925 {
926 static maptile *freed_map; // freed objects are moved here to avoid crashes
927
928 if (!freed_map)
929 { 1015 {
930 freed_map = get_empty_map (3, 3); 1016 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
931 freed_map->name = "freed objects map";
932 allocate_map (freed_map);
933 }
934
935 map = freed_map;
936 x = 1;
937 y = 1;
938 }
939
940 if (more)
941 {
942 more->destroy (destroy_inventory); 1017 head->destroy (destroy_inventory);
943 more = 0; 1018 return;
944 }
945
946 if (inv)
947 { 1019 }
948 /* Only if the space blocks everything do we not process -
949 * if some form of movement is allowed, let objects
950 * drop on that space.
951 */
952 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
953 {
954 object *op = inv;
955 1020
956 while (op) 1021 destroy_inv (!destroy_inventory);
957 {
958 object *tmp = op->below;
959 op->destroy (destroy_inventory);
960 op = tmp;
961 }
962 }
963 else
964 { /* Put objects in inventory onto this space */
965 object *op = inv;
966 1022
967 while (op) 1023 if (is_head ())
968 { 1024 if (sound_destroy)
969 object *tmp = op->below; 1025 play_sound (sound_destroy);
1026 else if (flag [FLAG_MONSTER])
1027 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
970 1028
971 remove_ob (op); 1029 attachable::destroy ();
972
973 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
974 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
975 free_object (op);
976 else
977 {
978 op->x = x;
979 op->y = y;
980 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
981 }
982
983 op = tmp;
984 }
985 }
986 }
987
988 // clear those pointers that likely might have circular references to us
989 owner = 0;
990 enemy = 0;
991 attacked_by = 0;
992
993 // only relevant for players(?), but make sure of it anyways
994 contr = 0;
995
996 /* Remove object from the active list */
997 speed = 0;
998 update_ob_speed (this);
999
1000 unlink ();
1001
1002 mortals.push_back (this);
1003} 1030}
1004 1031
1005/* 1032/* op->remove ():
1006 * sub_weight() recursively (outwards) subtracts a number from the
1007 * weight of an object (and what is carried by it's environment(s)).
1008 */
1009
1010void
1011sub_weight (object *op, signed long weight)
1012{
1013 while (op != NULL)
1014 {
1015 if (op->type == CONTAINER)
1016 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1017
1018 op->carrying -= weight;
1019 op = op->env;
1020 }
1021}
1022
1023/* remove_ob(op):
1024 * This function removes the object op from the linked list of objects 1033 * This function removes the object op from the linked list of objects
1025 * which it is currently tied to. When this function is done, the 1034 * which it is currently tied to. When this function is done, the
1026 * object will have no environment. If the object previously had an 1035 * object will have no environment. If the object previously had an
1027 * environment, the x and y coordinates will be updated to 1036 * environment, the x and y coordinates will be updated to
1028 * the previous environment. 1037 * the previous environment.
1029 * Beware: This function is called from the editor as well!
1030 */ 1038 */
1031
1032void 1039void
1033remove_ob (object *op) 1040object::do_remove ()
1034{ 1041{
1035 object *tmp, *last = 0; 1042 object *tmp, *last = 0;
1036 object *otmp; 1043 object *otmp;
1037 1044
1038 int check_walk_off; 1045 if (flag [FLAG_REMOVED])
1039 maptile *m;
1040
1041 sint16 x, y;
1042
1043 if (QUERY_FLAG (op, FLAG_REMOVED))
1044 return; 1046 return;
1045 1047
1046 SET_FLAG (op, FLAG_REMOVED); 1048 INVOKE_OBJECT (REMOVE, this);
1047 1049
1048 if (op->more != NULL) 1050 flag [FLAG_REMOVED] = true;
1049 remove_ob (op->more); 1051
1052 if (more)
1053 more->remove ();
1050 1054
1051 /* 1055 /*
1052 * In this case, the object to be removed is in someones 1056 * In this case, the object to be removed is in someones
1053 * inventory. 1057 * inventory.
1054 */ 1058 */
1055 if (op->env != NULL) 1059 if (env)
1056 { 1060 {
1057 if (op->nrof) 1061 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1058 sub_weight (op->env, op->weight * op->nrof); 1062 if (object *pl = visible_to ())
1059 else 1063 esrv_del_item (pl->contr, count);
1060 sub_weight (op->env, op->weight + op->carrying); 1064 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1065
1066 adjust_weight (env, -total_weight ());
1067
1068 *(above ? &above->below : &env->inv) = below;
1069
1070 if (below)
1071 below->above = above;
1072
1073 /* we set up values so that it could be inserted into
1074 * the map, but we don't actually do that - it is up
1075 * to the caller to decide what we want to do.
1076 */
1077 map = env->map;
1078 x = env->x;
1079 y = env->y;
1080 above = 0;
1081 below = 0;
1082 env = 0;
1061 1083
1062 /* NO_FIX_PLAYER is set when a great many changes are being 1084 /* NO_FIX_PLAYER is set when a great many changes are being
1063 * made to players inventory. If set, avoiding the call 1085 * made to players inventory. If set, avoiding the call
1064 * to save cpu time. 1086 * to save cpu time.
1065 */ 1087 */
1066 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1088 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1067 fix_player (otmp); 1089 otmp->update_stats ();
1090 }
1091 else if (map)
1092 {
1093 map->dirty = true;
1094 mapspace &ms = this->ms ();
1068 1095
1069 if (op->above != NULL) 1096 if (object *pl = ms.player ())
1097 {
1098 if (type == PLAYER) // this == pl(!)
1099 {
1100 // leaving a spot always closes any open container on the ground
1101 if (container && !container->env)
1102 // this causes spurious floorbox updates, but it ensures
1103 // that the CLOSE event is being sent.
1104 close_container ();
1105
1106 --map->players;
1107 map->touch ();
1108 }
1109 else if (pl->container == this)
1110 {
1111 // removing a container should close it
1112 close_container ();
1113 }
1114
1115 esrv_del_item (pl->contr, count);
1116 }
1117
1118 /* link the object above us */
1119 if (above)
1070 op->above->below = op->below; 1120 above->below = below;
1071 else 1121 else
1072 op->env->inv = op->below;
1073
1074 if (op->below != NULL)
1075 op->below->above = op->above;
1076
1077 /* we set up values so that it could be inserted into
1078 * the map, but we don't actually do that - it is up
1079 * to the caller to decide what we want to do.
1080 */
1081 op->x = op->env->x, op->y = op->env->y;
1082 op->map = op->env->map;
1083 op->above = NULL, op->below = NULL;
1084 op->env = NULL;
1085 }
1086 else if (op->map)
1087 {
1088 x = op->x;
1089 y = op->y;
1090 m = get_map_from_coord (op->map, &x, &y);
1091
1092 if (!m)
1093 {
1094 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1095 op->map->path, op->x, op->y);
1096 /* in old days, we used to set x and y to 0 and continue.
1097 * it seems if we get into this case, something is probablye
1098 * screwed up and should be fixed.
1099 */
1100 abort ();
1101 }
1102
1103 if (op->map != m)
1104 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1105 op->map->path, m->path, op->x, op->y, x, y);
1106
1107 /* Re did the following section of code - it looks like it had
1108 * lots of logic for things we no longer care about
1109 */
1110
1111 /* link the object above us */
1112 if (op->above)
1113 op->above->below = op->below;
1114 else
1115 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1122 ms.top = below; /* we were top, set new top */
1116 1123
1117 /* Relink the object below us, if there is one */ 1124 /* Relink the object below us, if there is one */
1118 if (op->below) 1125 if (below)
1119 op->below->above = op->above; 1126 below->above = above;
1120 else 1127 else
1121 { 1128 {
1122 /* Nothing below, which means we need to relink map object for this space 1129 /* Nothing below, which means we need to relink map object for this space
1123 * use translated coordinates in case some oddness with map tiling is 1130 * use translated coordinates in case some oddness with map tiling is
1124 * evident 1131 * evident
1125 */ 1132 */
1126 if (GET_MAP_OB (m, x, y) != op) 1133 if (GET_MAP_OB (map, x, y) != this)
1127 {
1128 char *dump = dump_object (op);
1129 LOG (llevError,
1130 "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); 1134 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 ());
1131 free (dump);
1132 dump = dump_object (GET_MAP_OB (m, x, y));
1133 LOG (llevError, "%s\n", dump);
1134 free (dump);
1135 }
1136 1135
1137 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1136 ms.bot = above; /* goes on above it. */
1138 } 1137 }
1139 1138
1140 op->above = 0; 1139 above = 0;
1141 op->below = 0; 1140 below = 0;
1142 1141
1143 if (op->map->in_memory == MAP_SAVING) 1142 if (map->in_memory == MAP_SAVING)
1144 return; 1143 return;
1145 1144
1146 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1145 int check_walk_off = !flag [FLAG_NO_APPLY];
1147 1146
1148 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1147 if (object *pl = ms.player ())
1148 {
1149 if (pl->container == this)
1150 /* If a container that the player is currently using somehow gets
1151 * removed (most likely destroyed), update the player view
1152 * appropriately.
1153 */
1154 pl->close_container ();
1155
1156 //TODO: the floorbox prev/next might need updating
1157 //esrv_del_item (pl->contr, count);
1158 //TODO: update floorbox to preserve ordering
1159 if (pl->contr->ns)
1160 pl->contr->ns->floorbox_update ();
1161 }
1162
1163 for (tmp = ms.bot; tmp; tmp = tmp->above)
1149 { 1164 {
1150 /* No point updating the players look faces if he is the object 1165 /* No point updating the players look faces if he is the object
1151 * being removed. 1166 * being removed.
1152 */ 1167 */
1153 1168
1154 if (tmp->type == PLAYER && tmp != op) 1169 /* See if object moving off should effect something */
1170 if (check_walk_off
1171 && ((move_type & tmp->move_off)
1172 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1155 { 1173 {
1156 /* If a container that the player is currently using somehow gets
1157 * removed (most likely destroyed), update the player view
1158 * appropriately.
1159 */
1160 if (tmp->container == op)
1161 {
1162 CLEAR_FLAG (op, FLAG_APPLIED);
1163 tmp->container = NULL;
1164 }
1165
1166 tmp->contr->socket.update_look = 1;
1167 }
1168
1169 /* See if player moving off should effect something */
1170 if (check_walk_off
1171 && ((op->move_type & tmp->move_off)
1172 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1173 {
1174 move_apply (tmp, op, NULL); 1174 move_apply (tmp, this, 0);
1175 1175
1176 if (op->destroyed ()) 1176 if (destroyed ())
1177 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1177 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1178 } 1178 }
1179 1179
1180 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1181
1182 if (tmp->above == tmp)
1183 tmp->above = NULL;
1184
1185 last = tmp; 1180 last = tmp;
1186 } 1181 }
1187 1182
1188 /* last == NULL of there are no objects on this space */ 1183 /* last == NULL if there are no objects on this space */
1184 //TODO: this makes little sense, why only update the topmost object?
1189 if (last == NULL) 1185 if (!last)
1190 { 1186 map->at (x, y).flags_ = 0;
1191 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1192 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1193 * those out anyways, and if there are any flags set right now, they won't
1194 * be correct anyways.
1195 */
1196 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1197 update_position (op->map, op->x, op->y);
1198 }
1199 else 1187 else
1200 update_object (last, UP_OBJ_REMOVE); 1188 update_object (last, UP_OBJ_REMOVE);
1201 1189
1202 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1190 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1203 update_all_los (op->map, op->x, op->y); 1191 update_all_los (map, x, y);
1204 } 1192 }
1205} 1193}
1206 1194
1207/* 1195/*
1208 * merge_ob(op,top): 1196 * merge_ob(op,top):
1216merge_ob (object *op, object *top) 1204merge_ob (object *op, object *top)
1217{ 1205{
1218 if (!op->nrof) 1206 if (!op->nrof)
1219 return 0; 1207 return 0;
1220 1208
1221 if (top == NULL) 1209 if (!top)
1222 for (top = op; top != NULL && top->above != NULL; top = top->above); 1210 for (top = op; top && top->above; top = top->above)
1211 ;
1223 1212
1224 for (; top != NULL; top = top->below) 1213 for (; top; top = top->below)
1225 { 1214 if (object::can_merge (op, top))
1226 if (top == op)
1227 continue;
1228 if (CAN_MERGE (op, top))
1229 { 1215 {
1230 top->nrof += op->nrof; 1216 top->nrof += op->nrof;
1231 1217
1232/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1218 if (object *pl = top->visible_to ())
1233 op->weight = 0; /* Don't want any adjustements now */ 1219 esrv_update_item (UPD_NROF, pl, top);
1234 remove_ob (op); 1220
1235 free_object (op); 1221 op->weight = 0; // cancel the addition above
1222 op->carrying = 0; // must be 0 already
1223
1224 op->destroy (1);
1225
1236 return top; 1226 return top;
1237 } 1227 }
1238 }
1239 1228
1240 return 0; 1229 return 0;
1241} 1230}
1242 1231
1232void
1233object::expand_tail ()
1234{
1235 if (more)
1236 return;
1237
1238 object *prev = this;
1239
1240 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1241 {
1242 object *op = arch_to_object (at);
1243
1244 op->name = name;
1245 op->name_pl = name_pl;
1246 op->title = title;
1247
1248 op->head = this;
1249 prev->more = op;
1250
1251 prev = op;
1252 }
1253}
1254
1243/* 1255/*
1244 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1256 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1245 * job preparing multi-part monsters 1257 * job preparing multi-part monsters.
1246 */ 1258 */
1247object * 1259object *
1248insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1260insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1249{ 1261{
1250 object *tmp;
1251
1252 if (op->head)
1253 op = op->head;
1254
1255 for (tmp = op; tmp; tmp = tmp->more) 1262 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1256 { 1263 {
1257 tmp->x = x + tmp->arch->clone.x; 1264 tmp->x = x + tmp->arch->x;
1258 tmp->y = y + tmp->arch->clone.y; 1265 tmp->y = y + tmp->arch->y;
1259 } 1266 }
1260 1267
1261 return insert_ob_in_map (op, m, originator, flag); 1268 return insert_ob_in_map (op, m, originator, flag);
1262} 1269}
1263 1270
1279 * Return value: 1286 * Return value:
1280 * new object if 'op' was merged with other object 1287 * new object if 'op' was merged with other object
1281 * NULL if 'op' was destroyed 1288 * NULL if 'op' was destroyed
1282 * just 'op' otherwise 1289 * just 'op' otherwise
1283 */ 1290 */
1284
1285object * 1291object *
1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1292insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1287{ 1293{
1288 object *tmp, *top, *floor = NULL; 1294 assert (!op->flag [FLAG_FREED]);
1289 sint16 x, y;
1290 1295
1291 if (QUERY_FLAG (op, FLAG_FREED)) 1296 op->remove ();
1292 {
1293 LOG (llevError, "Trying to insert freed object!\n");
1294 return NULL;
1295 }
1296
1297 if (m == NULL)
1298 {
1299 char *dump = dump_object (op);
1300 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1301 free (dump);
1302 return op;
1303 }
1304
1305 if (out_of_map (m, op->x, op->y))
1306 {
1307 char *dump = dump_object (op);
1308 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1309#ifdef MANY_CORES
1310 /* Better to catch this here, as otherwise the next use of this object
1311 * is likely to cause a crash. Better to find out where it is getting
1312 * improperly inserted.
1313 */
1314 abort ();
1315#endif
1316 free (dump);
1317 return op;
1318 }
1319
1320 if (!QUERY_FLAG (op, FLAG_REMOVED))
1321 {
1322 char *dump = dump_object (op);
1323 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1324 free (dump);
1325 return op;
1326 }
1327
1328 if (op->more != NULL)
1329 {
1330 /* The part may be on a different map. */
1331
1332 object *more = op->more;
1333
1334 /* We really need the caller to normalize coordinates - if
1335 * we set the map, that doesn't work if the location is within
1336 * a map and this is straddling an edge. So only if coordinate
1337 * is clear wrong do we normalize it.
1338 */
1339 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1340 more->map = get_map_from_coord (m, &more->x, &more->y);
1341 else if (!more->map)
1342 {
1343 /* For backwards compatibility - when not dealing with tiled maps,
1344 * more->map should always point to the parent.
1345 */
1346 more->map = m;
1347 }
1348
1349 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1350 {
1351 if (!op->head)
1352 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1353
1354 return NULL;
1355 }
1356 }
1357
1358 CLEAR_FLAG (op, FLAG_REMOVED);
1359 1297
1360 /* Ideally, the caller figures this out. However, it complicates a lot 1298 /* Ideally, the caller figures this out. However, it complicates a lot
1361 * of areas of callers (eg, anything that uses find_free_spot would now 1299 * of areas of callers (eg, anything that uses find_free_spot would now
1362 * need extra work 1300 * need extra work
1363 */ 1301 */
1364 op->map = get_map_from_coord (m, &op->x, &op->y); 1302 if (!xy_normalise (m, op->x, op->y))
1365 x = op->x; 1303 {
1366 y = op->y; 1304 op->destroy (1);
1305 return 0;
1306 }
1307
1308 if (object *more = op->more)
1309 if (!insert_ob_in_map (more, m, originator, flag))
1310 return 0;
1311
1312 CLEAR_FLAG (op, FLAG_REMOVED);
1313
1314 op->map = m;
1315 mapspace &ms = op->ms ();
1367 1316
1368 /* this has to be done after we translate the coordinates. 1317 /* this has to be done after we translate the coordinates.
1369 */ 1318 */
1370 if (op->nrof && !(flag & INS_NO_MERGE)) 1319 if (op->nrof && !(flag & INS_NO_MERGE))
1371 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1320 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1372 if (CAN_MERGE (op, tmp)) 1321 if (object::can_merge (op, tmp))
1373 { 1322 {
1323 // TODO: we atcually want to update tmp, not op,
1324 // but some caller surely breaks when we return tmp
1325 // from here :/
1374 op->nrof += tmp->nrof; 1326 op->nrof += tmp->nrof;
1375 remove_ob (tmp); 1327 tmp->destroy (1);
1376 free_object (tmp);
1377 } 1328 }
1378 1329
1379 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1330 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1380 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1331 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1381 1332
1394 op->below = originator->below; 1345 op->below = originator->below;
1395 1346
1396 if (op->below) 1347 if (op->below)
1397 op->below->above = op; 1348 op->below->above = op;
1398 else 1349 else
1399 SET_MAP_OB (op->map, op->x, op->y, op); 1350 ms.bot = op;
1400 1351
1401 /* since *below* originator, no need to update top */ 1352 /* since *below* originator, no need to update top */
1402 originator->below = op; 1353 originator->below = op;
1403 } 1354 }
1404 else 1355 else
1405 { 1356 {
1357 object *top, *floor = NULL;
1358
1359 top = ms.bot;
1360
1406 /* If there are other objects, then */ 1361 /* If there are other objects, then */
1407 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1362 if (top)
1408 { 1363 {
1409 object *last = NULL; 1364 object *last = 0;
1410 1365
1411 /* 1366 /*
1412 * If there are multiple objects on this space, we do some trickier handling. 1367 * If there are multiple objects on this space, we do some trickier handling.
1413 * We've already dealt with merging if appropriate. 1368 * We've already dealt with merging if appropriate.
1414 * Generally, we want to put the new object on top. But if 1369 * Generally, we want to put the new object on top. But if
1418 * once we get to them. This reduces the need to traverse over all of 1373 * once we get to them. This reduces the need to traverse over all of
1419 * them when adding another one - this saves quite a bit of cpu time 1374 * them when adding another one - this saves quite a bit of cpu time
1420 * when lots of spells are cast in one area. Currently, it is presumed 1375 * when lots of spells are cast in one area. Currently, it is presumed
1421 * that flying non pickable objects are spell objects. 1376 * that flying non pickable objects are spell objects.
1422 */ 1377 */
1423 1378 for (top = ms.bot; top; top = top->above)
1424 while (top != NULL)
1425 { 1379 {
1426 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1380 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1427 floor = top; 1381 floor = top;
1428 1382
1429 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1383 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1432 top = top->below; 1386 top = top->below;
1433 break; 1387 break;
1434 } 1388 }
1435 1389
1436 last = top; 1390 last = top;
1437 top = top->above;
1438 } 1391 }
1439 1392
1440 /* Don't want top to be NULL, so set it to the last valid object */ 1393 /* Don't want top to be NULL, so set it to the last valid object */
1441 top = last; 1394 top = last;
1442 1395
1444 * looks like instead of lots of conditions here. 1397 * looks like instead of lots of conditions here.
1445 * makes things faster, and effectively the same result. 1398 * makes things faster, and effectively the same result.
1446 */ 1399 */
1447 1400
1448 /* Have object 'fall below' other objects that block view. 1401 /* Have object 'fall below' other objects that block view.
1449 * Unless those objects are exits, type 66 1402 * Unless those objects are exits.
1450 * If INS_ON_TOP is used, don't do this processing 1403 * If INS_ON_TOP is used, don't do this processing
1451 * Need to find the object that in fact blocks view, otherwise 1404 * Need to find the object that in fact blocks view, otherwise
1452 * stacking is a bit odd. 1405 * stacking is a bit odd.
1453 */ 1406 */
1454 if (!(flag & INS_ON_TOP) && 1407 if (!(flag & INS_ON_TOP)
1455 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1408 && ms.flags () & P_BLOCKSVIEW
1409 && (op->face && !faces [op->face].visibility))
1456 { 1410 {
1457 for (last = top; last != floor; last = last->below) 1411 for (last = top; last != floor; last = last->below)
1458 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1412 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1459 break; 1413 break;
1414
1460 /* Check to see if we found the object that blocks view, 1415 /* Check to see if we found the object that blocks view,
1461 * and make sure we have a below pointer for it so that 1416 * and make sure we have a below pointer for it so that
1462 * we can get inserted below this one, which requires we 1417 * we can get inserted below this one, which requires we
1463 * set top to the object below us. 1418 * set top to the object below us.
1464 */ 1419 */
1465 if (last && last->below && last != floor) 1420 if (last && last->below && last != floor)
1466 top = last->below; 1421 top = last->below;
1467 } 1422 }
1468 } /* If objects on this space */ 1423 } /* If objects on this space */
1469 1424
1470 if (flag & INS_MAP_LOAD)
1471 top = GET_MAP_TOP (op->map, op->x, op->y);
1472
1473 if (flag & INS_ABOVE_FLOOR_ONLY) 1425 if (flag & INS_ABOVE_FLOOR_ONLY)
1474 top = floor; 1426 top = floor;
1475 1427
1476 /* Top is the object that our object (op) is going to get inserted above. 1428 /* Top is the object that our object (op) is going to get inserted above.
1477 */ 1429 */
1478 1430
1479 /* First object on this space */ 1431 /* First object on this space */
1480 if (!top) 1432 if (!top)
1481 { 1433 {
1482 op->above = GET_MAP_OB (op->map, op->x, op->y); 1434 op->above = ms.bot;
1483 1435
1484 if (op->above) 1436 if (op->above)
1485 op->above->below = op; 1437 op->above->below = op;
1486 1438
1487 op->below = NULL; 1439 op->below = 0;
1488 SET_MAP_OB (op->map, op->x, op->y, op); 1440 ms.bot = op;
1489 } 1441 }
1490 else 1442 else
1491 { /* get inserted into the stack above top */ 1443 { /* get inserted into the stack above top */
1492 op->above = top->above; 1444 op->above = top->above;
1493 1445
1496 1448
1497 op->below = top; 1449 op->below = top;
1498 top->above = op; 1450 top->above = op;
1499 } 1451 }
1500 1452
1501 if (op->above == NULL) 1453 if (!op->above)
1502 SET_MAP_TOP (op->map, op->x, op->y, op); 1454 ms.top = op;
1503 } /* else not INS_BELOW_ORIGINATOR */ 1455 } /* else not INS_BELOW_ORIGINATOR */
1504 1456
1505 if (op->type == PLAYER) 1457 if (op->type == PLAYER)
1458 {
1506 op->contr->do_los = 1; 1459 op->contr->do_los = 1;
1460 ++op->map->players;
1461 op->map->touch ();
1462 }
1507 1463
1508 /* If we have a floor, we know the player, if any, will be above 1464 op->map->dirty = true;
1509 * it, so save a few ticks and start from there. 1465
1510 */ 1466 if (object *pl = ms.player ())
1511 if (!(flag & INS_MAP_LOAD)) 1467 //TODO: the floorbox prev/next might need updating
1512 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1468 //esrv_send_item (pl, op);
1513 if (tmp->type == PLAYER) 1469 //TODO: update floorbox to preserve ordering
1514 tmp->contr->socket.update_look = 1; 1470 if (pl->contr->ns)
1471 pl->contr->ns->floorbox_update ();
1515 1472
1516 /* If this object glows, it may affect lighting conditions that are 1473 /* If this object glows, it may affect lighting conditions that are
1517 * visible to others on this map. But update_all_los is really 1474 * visible to others on this map. But update_all_los is really
1518 * an inefficient way to do this, as it means los for all players 1475 * an inefficient way to do this, as it means los for all players
1519 * on the map will get recalculated. The players could very well 1476 * on the map will get recalculated. The players could very well
1520 * be far away from this change and not affected in any way - 1477 * be far away from this change and not affected in any way -
1521 * this should get redone to only look for players within range, 1478 * this should get redone to only look for players within range,
1522 * or just updating the P_NEED_UPDATE for spaces within this area 1479 * or just updating the P_UPTODATE for spaces within this area
1523 * of effect may be sufficient. 1480 * of effect may be sufficient.
1524 */ 1481 */
1525 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1482 if (op->map->darkness && (op->glow_radius != 0))
1526 update_all_los (op->map, op->x, op->y); 1483 update_all_los (op->map, op->x, op->y);
1527 1484
1528 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1485 /* updates flags (blocked, alive, no magic, etc) for this map space */
1529 update_object (op, UP_OBJ_INSERT); 1486 update_object (op, UP_OBJ_INSERT);
1530 1487
1488 INVOKE_OBJECT (INSERT, op);
1489
1531 /* Don't know if moving this to the end will break anything. However, 1490 /* Don't know if moving this to the end will break anything. However,
1532 * we want to have update_look set above before calling this. 1491 * we want to have floorbox_update called before calling this.
1533 * 1492 *
1534 * check_move_on() must be after this because code called from 1493 * check_move_on() must be after this because code called from
1535 * check_move_on() depends on correct map flags (so functions like 1494 * check_move_on() depends on correct map flags (so functions like
1536 * blocked() and wall() work properly), and these flags are updated by 1495 * blocked() and wall() work properly), and these flags are updated by
1537 * update_object(). 1496 * update_object().
1538 */ 1497 */
1539 1498
1540 /* if this is not the head or flag has been passed, don't check walk on status */ 1499 /* if this is not the head or flag has been passed, don't check walk on status */
1541 if (!(flag & INS_NO_WALK_ON) && !op->head) 1500 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1542 { 1501 {
1543 if (check_move_on (op, originator)) 1502 if (check_move_on (op, originator))
1544 return NULL; 1503 return 0;
1545 1504
1546 /* If we are a multi part object, lets work our way through the check 1505 /* If we are a multi part object, lets work our way through the check
1547 * walk on's. 1506 * walk on's.
1548 */ 1507 */
1549 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1508 for (object *tmp = op->more; tmp; tmp = tmp->more)
1550 if (check_move_on (tmp, originator)) 1509 if (check_move_on (tmp, originator))
1551 return NULL; 1510 return 0;
1552 } 1511 }
1553 1512
1554 return op; 1513 return op;
1555} 1514}
1556 1515
1557/* this function inserts an object in the map, but if it 1516/* this function inserts an object in the map, but if it
1558 * finds an object of its own type, it'll remove that one first. 1517 * finds an object of its own type, it'll remove that one first.
1559 * op is the object to insert it under: supplies x and the map. 1518 * op is the object to insert it under: supplies x and the map.
1560 */ 1519 */
1561void 1520void
1562replace_insert_ob_in_map (const char *arch_string, object *op) 1521replace_insert_ob_in_map (const char *arch_string, object *op)
1563{ 1522{
1564 object *
1565 tmp;
1566 object *
1567 tmp1;
1568
1569 /* first search for itself and remove any old instances */ 1523 /* first search for itself and remove any old instances */
1570 1524
1571 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1525 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1572 {
1573 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1526 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1574 { 1527 tmp->destroy (1);
1575 remove_ob (tmp);
1576 free_object (tmp);
1577 }
1578 }
1579 1528
1580 tmp1 = arch_to_object (archetype::find (arch_string)); 1529 object *tmp = arch_to_object (archetype::find (arch_string));
1581 1530
1582 tmp1->x = op->x; 1531 tmp->x = op->x;
1583 tmp1->y = op->y; 1532 tmp->y = op->y;
1533
1584 insert_ob_in_map (tmp1, op->map, op, 0); 1534 insert_ob_in_map (tmp, op->map, op, 0);
1585} 1535}
1586
1587/*
1588 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1589 * is returned contains nr objects, and the remaining parts contains
1590 * the rest (or is removed and freed if that number is 0).
1591 * On failure, NULL is returned, and the reason put into the
1592 * global static errmsg array.
1593 */
1594 1536
1595object * 1537object *
1596get_split_ob (object *orig_ob, uint32 nr) 1538object::insert_at (object *where, object *originator, int flags)
1597{ 1539{
1598 object * 1540 if (where->env)
1599 newob; 1541 return where->env->insert (this);
1600 int 1542 else
1601 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1543 return where->map->insert (this, where->x, where->y, originator, flags);
1602
1603 if (orig_ob->nrof < nr)
1604 {
1605 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1606 return NULL;
1607 }
1608
1609 newob = object_create_clone (orig_ob);
1610
1611 if ((orig_ob->nrof -= nr) < 1)
1612 {
1613 if (!is_removed)
1614 remove_ob (orig_ob);
1615 free_object2 (orig_ob, 1);
1616 }
1617 else if (!is_removed)
1618 {
1619 if (orig_ob->env != NULL)
1620 sub_weight (orig_ob->env, orig_ob->weight * nr);
1621 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1622 {
1623 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1624 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1625 return NULL;
1626 }
1627 }
1628
1629 newob->nrof = nr;
1630
1631 return newob;
1632} 1544}
1633 1545
1634/* 1546/*
1635 * decrease_ob_nr(object, number) decreases a specified number from 1547 * decrease(object, number) decreases a specified number from
1636 * the amount of an object. If the amount reaches 0, the object 1548 * the amount of an object. If the amount reaches 0, the object
1637 * is subsequently removed and freed. 1549 * is subsequently removed and freed.
1638 * 1550 *
1639 * Return value: 'op' if something is left, NULL if the amount reached 0 1551 * Return value: 'op' if something is left, NULL if the amount reached 0
1640 */ 1552 */
1553bool
1554object::decrease (sint32 nr)
1555{
1556 if (!nr)
1557 return true;
1641 1558
1559 nr = min (nr, nrof);
1560
1561 nrof -= nr;
1562
1563 if (nrof)
1564 {
1565 adjust_weight (env, -weight * nr); // carrying == 0
1566
1567 if (object *pl = visible_to ())
1568 esrv_update_item (UPD_NROF, pl, this);
1569
1570 return true;
1571 }
1572 else
1573 {
1574 destroy (1);
1575 return false;
1576 }
1577}
1578
1579/*
1580 * split(ob,nr) splits up ob into two parts. The part which
1581 * is returned contains nr objects, and the remaining parts contains
1582 * the rest (or is removed and returned if that number is 0).
1583 * On failure, NULL is returned.
1584 */
1642object * 1585object *
1643decrease_ob_nr (object *op, uint32 i) 1586object::split (sint32 nr)
1644{ 1587{
1645 object *tmp; 1588 int have = number_of ();
1646 player *pl;
1647 1589
1648 if (i == 0) /* objects with op->nrof require this check */ 1590 if (have < nr)
1649 return op; 1591 return 0;
1650 1592 else if (have == nr)
1651 if (i > op->nrof)
1652 i = op->nrof;
1653
1654 if (QUERY_FLAG (op, FLAG_REMOVED))
1655 op->nrof -= i;
1656 else if (op->env != NULL)
1657 { 1593 {
1658 /* is this object in the players inventory, or sub container
1659 * therein?
1660 */
1661 tmp = is_player_inv (op->env);
1662 /* nope. Is this a container the player has opened?
1663 * If so, set tmp to that player.
1664 * IMO, searching through all the players will mostly
1665 * likely be quicker than following op->env to the map,
1666 * and then searching the map for a player.
1667 */
1668 if (!tmp)
1669 {
1670 for (pl = first_player; pl; pl = pl->next)
1671 if (pl->ob->container == op->env)
1672 break;
1673 if (pl)
1674 tmp = pl->ob;
1675 else
1676 tmp = NULL;
1677 }
1678
1679 if (i < op->nrof)
1680 {
1681 sub_weight (op->env, op->weight * i);
1682 op->nrof -= i;
1683 if (tmp)
1684 {
1685 esrv_send_item (tmp, op);
1686 }
1687 }
1688 else
1689 {
1690 remove_ob (op); 1594 remove ();
1691 op->nrof = 0; 1595 return this;
1692 if (tmp)
1693 {
1694 esrv_del_item (tmp->contr, op->count);
1695 }
1696 }
1697 } 1596 }
1698 else 1597 else
1699 { 1598 {
1700 object *above = op->above; 1599 decrease (nr);
1701 1600
1702 if (i < op->nrof) 1601 object *op = object_create_clone (this);
1703 op->nrof -= i; 1602 op->nrof = nr;
1704 else
1705 {
1706 remove_ob (op);
1707 op->nrof = 0;
1708 }
1709
1710 /* Since we just removed op, op->above is null */
1711 for (tmp = above; tmp != NULL; tmp = tmp->above)
1712 if (tmp->type == PLAYER)
1713 {
1714 if (op->nrof)
1715 esrv_send_item (tmp, op);
1716 else
1717 esrv_del_item (tmp->contr, op->count);
1718 }
1719 }
1720
1721 if (op->nrof)
1722 return op; 1603 return op;
1723 else
1724 { 1604 }
1725 free_object (op);
1726 return NULL;
1727 }
1728} 1605}
1729
1730/*
1731 * add_weight(object, weight) adds the specified weight to an object,
1732 * and also updates how much the environment(s) is/are carrying.
1733 */
1734
1735void
1736add_weight (object *op, signed long weight)
1737{
1738 while (op != NULL)
1739 {
1740 if (op->type == CONTAINER)
1741 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1742
1743 op->carrying += weight;
1744 op = op->env;
1745 }
1746}
1747
1748/*
1749 * insert_ob_in_ob(op,environment):
1750 * This function inserts the object op in the linked list
1751 * inside the object environment.
1752 *
1753 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1754 * the inventory at the last position or next to other objects of the same
1755 * type.
1756 * Frank: Now sorted by type, archetype and magic!
1757 *
1758 * The function returns now pointer to inserted item, and return value can
1759 * be != op, if items are merged. -Tero
1760 */
1761 1606
1762object * 1607object *
1763insert_ob_in_ob (object *op, object *where) 1608insert_ob_in_ob (object *op, object *where)
1764{ 1609{
1765 object * 1610 if (!where)
1766 tmp, *
1767 otmp;
1768
1769 if (!QUERY_FLAG (op, FLAG_REMOVED))
1770 {
1771 char *dump = dump_object (op);
1772 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1773 free (dump);
1774 return op;
1775 }
1776
1777 if (where == NULL)
1778 { 1611 {
1779 char *dump = dump_object (op); 1612 char *dump = dump_object (op);
1780 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1613 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1781 free (dump); 1614 free (dump);
1782 return op; 1615 return op;
1783 } 1616 }
1784 1617
1785 if (where->head) 1618 if (where->head_ () != where)
1786 { 1619 {
1787 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1620 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1788 where = where->head; 1621 where = where->head;
1789 } 1622 }
1790 1623
1624 return where->insert (op);
1625}
1626
1627/*
1628 * env->insert (op)
1629 * This function inserts the object op in the linked list
1630 * inside the object environment.
1631 *
1632 * The function returns now pointer to inserted item, and return value can
1633 * be != op, if items are merged. -Tero
1634 */
1635object *
1636object::insert (object *op)
1637{
1791 if (op->more) 1638 if (op->more)
1792 { 1639 {
1793 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1640 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1794 return op; 1641 return op;
1795 } 1642 }
1796 1643
1797 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1644 op->remove ();
1798 CLEAR_FLAG (op, FLAG_REMOVED); 1645
1646 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1647
1799 if (op->nrof) 1648 if (op->nrof)
1800 {
1801 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1649 for (object *tmp = inv; tmp; tmp = tmp->below)
1802 if (CAN_MERGE (tmp, op)) 1650 if (object::can_merge (tmp, op))
1803 { 1651 {
1804 /* return the original object and remove inserted object 1652 /* return the original object and remove inserted object
1805 (client needs the original object) */ 1653 (client needs the original object) */
1806 tmp->nrof += op->nrof; 1654 tmp->nrof += op->nrof;
1807 /* Weight handling gets pretty funky. Since we are adding to 1655
1808 * tmp->nrof, we need to increase the weight. 1656 if (object *pl = tmp->visible_to ())
1809 */ 1657 esrv_update_item (UPD_NROF, pl, tmp);
1810 add_weight (where, op->weight * op->nrof); 1658
1811 SET_FLAG (op, FLAG_REMOVED); 1659 adjust_weight (this, op->total_weight ());
1812 free_object (op); /* free the inserted object */ 1660
1661 op->destroy (1);
1813 op = tmp; 1662 op = tmp;
1814 remove_ob (op); /* and fix old object's links */ 1663 goto inserted;
1815 CLEAR_FLAG (op, FLAG_REMOVED);
1816 break;
1817 } 1664 }
1818 1665
1819 /* I assume combined objects have no inventory 1666 op->owner = 0; // it's his/hers now. period.
1820 * We add the weight - this object could have just been removed
1821 * (if it was possible to merge). calling remove_ob will subtract
1822 * the weight, so we need to add it in again, since we actually do
1823 * the linking below
1824 */
1825 add_weight (where, op->weight * op->nrof);
1826 }
1827 else
1828 add_weight (where, (op->weight + op->carrying));
1829
1830 otmp = is_player_inv (where);
1831 if (otmp && otmp->contr != NULL)
1832 {
1833 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1834 fix_player (otmp);
1835 }
1836
1837 op->map = NULL; 1667 op->map = 0;
1838 op->env = where; 1668 op->x = 0;
1669 op->y = 0;
1670
1839 op->above = NULL; 1671 op->above = 0;
1840 op->below = NULL; 1672 op->below = inv;
1841 op->x = 0, op->y = 0; 1673 op->env = this;
1842 1674
1675 if (inv)
1676 inv->above = op;
1677
1678 inv = op;
1679
1680 op->flag [FLAG_REMOVED] = 0;
1681
1682 if (object *pl = op->visible_to ())
1683 esrv_send_item (pl, op);
1684
1685 adjust_weight (this, op->total_weight ());
1686
1687inserted:
1843 /* reset the light list and los of the players on the map */ 1688 /* reset the light list and los of the players on the map */
1844 if ((op->glow_radius != 0) && where->map) 1689 if (op->glow_radius && map && map->darkness)
1845 { 1690 update_all_los (map, x, y);
1846#ifdef DEBUG_LIGHTS
1847 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1848#endif /* DEBUG_LIGHTS */
1849 if (MAP_DARKNESS (where->map))
1850 update_all_los (where->map, where->x, where->y);
1851 }
1852 1691
1853 /* Client has no idea of ordering so lets not bother ordering it here. 1692 // if this is a player's inventory, update stats
1854 * It sure simplifies this function... 1693 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1855 */ 1694 update_stats ();
1856 if (where->inv == NULL) 1695
1857 where->inv = op; 1696 INVOKE_OBJECT (INSERT, this);
1858 else 1697
1859 {
1860 op->below = where->inv;
1861 op->below->above = op;
1862 where->inv = op;
1863 }
1864 return op; 1698 return op;
1865} 1699}
1866 1700
1867/* 1701/*
1868 * Checks if any objects has a move_type that matches objects 1702 * Checks if any objects has a move_type that matches objects
1882 * 1716 *
1883 * MSW 2001-07-08: Check all objects on space, not just those below 1717 * MSW 2001-07-08: Check all objects on space, not just those below
1884 * object being inserted. insert_ob_in_map may not put new objects 1718 * object being inserted. insert_ob_in_map may not put new objects
1885 * on top. 1719 * on top.
1886 */ 1720 */
1887
1888int 1721int
1889check_move_on (object *op, object *originator) 1722check_move_on (object *op, object *originator)
1890{ 1723{
1891 object *tmp; 1724 object *tmp;
1892 maptile *m = op->map; 1725 maptile *m = op->map;
1919 1752
1920 /* The objects have to be checked from top to bottom. 1753 /* The objects have to be checked from top to bottom.
1921 * Hence, we first go to the top: 1754 * Hence, we first go to the top:
1922 */ 1755 */
1923 1756
1924 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1757 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1925 { 1758 {
1926 /* Trim the search when we find the first other spell effect 1759 /* Trim the search when we find the first other spell effect
1927 * this helps performance so that if a space has 50 spell objects, 1760 * this helps performance so that if a space has 50 spell objects,
1928 * we don't need to check all of them. 1761 * we don't need to check all of them.
1929 */ 1762 */
1947 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1780 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1948 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1781 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1949 { 1782 {
1950 1783
1951 float 1784 float
1952 diff = tmp->move_slow_penalty * FABS (op->speed); 1785 diff = tmp->move_slow_penalty * fabs (op->speed);
1953 1786
1954 if (op->type == PLAYER) 1787 if (op->type == PLAYER)
1955 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1788 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1956 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1789 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1957 diff /= 4.0; 1790 diff /= 4.0;
1984/* 1817/*
1985 * present_arch(arch, map, x, y) searches for any objects with 1818 * present_arch(arch, map, x, y) searches for any objects with
1986 * a matching archetype at the given map and coordinates. 1819 * a matching archetype at the given map and coordinates.
1987 * The first matching object is returned, or NULL if none. 1820 * The first matching object is returned, or NULL if none.
1988 */ 1821 */
1989
1990object * 1822object *
1991present_arch (const archetype *at, maptile *m, int x, int y) 1823present_arch (const archetype *at, maptile *m, int x, int y)
1992{ 1824{
1993 object *
1994 tmp;
1995
1996 if (m == NULL || out_of_map (m, x, y)) 1825 if (!m || out_of_map (m, x, y))
1997 { 1826 {
1998 LOG (llevError, "Present_arch called outside map.\n"); 1827 LOG (llevError, "Present_arch called outside map.\n");
1999 return NULL; 1828 return NULL;
2000 } 1829 }
2001 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1830
1831 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2002 if (tmp->arch == at) 1832 if (tmp->arch == at)
2003 return tmp; 1833 return tmp;
1834
2004 return NULL; 1835 return NULL;
2005} 1836}
2006 1837
2007/* 1838/*
2008 * present(type, map, x, y) searches for any objects with 1839 * present(type, map, x, y) searches for any objects with
2009 * a matching type variable at the given map and coordinates. 1840 * a matching type variable at the given map and coordinates.
2010 * The first matching object is returned, or NULL if none. 1841 * The first matching object is returned, or NULL if none.
2011 */ 1842 */
2012
2013object * 1843object *
2014present (unsigned char type, maptile *m, int x, int y) 1844present (unsigned char type, maptile *m, int x, int y)
2015{ 1845{
2016 object *
2017 tmp;
2018
2019 if (out_of_map (m, x, y)) 1846 if (out_of_map (m, x, y))
2020 { 1847 {
2021 LOG (llevError, "Present called outside map.\n"); 1848 LOG (llevError, "Present called outside map.\n");
2022 return NULL; 1849 return NULL;
2023 } 1850 }
2024 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1851
1852 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2025 if (tmp->type == type) 1853 if (tmp->type == type)
2026 return tmp; 1854 return tmp;
1855
2027 return NULL; 1856 return NULL;
2028} 1857}
2029 1858
2030/* 1859/*
2031 * present_in_ob(type, object) searches for any objects with 1860 * present_in_ob(type, object) searches for any objects with
2032 * a matching type variable in the inventory of the given object. 1861 * a matching type variable in the inventory of the given object.
2033 * The first matching object is returned, or NULL if none. 1862 * The first matching object is returned, or NULL if none.
2034 */ 1863 */
2035
2036object * 1864object *
2037present_in_ob (unsigned char type, const object *op) 1865present_in_ob (unsigned char type, const object *op)
2038{ 1866{
2039 object *
2040 tmp;
2041
2042 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1867 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2043 if (tmp->type == type) 1868 if (tmp->type == type)
2044 return tmp; 1869 return tmp;
1870
2045 return NULL; 1871 return NULL;
2046} 1872}
2047 1873
2048/* 1874/*
2049 * present_in_ob (type, str, object) searches for any objects with 1875 * present_in_ob (type, str, object) searches for any objects with
2057 * str is the string to match against. Note that we match against 1883 * str is the string to match against. Note that we match against
2058 * the object name, not the archetype name. this is so that the 1884 * the object name, not the archetype name. this is so that the
2059 * spell code can use one object type (force), but change it's name 1885 * spell code can use one object type (force), but change it's name
2060 * to be unique. 1886 * to be unique.
2061 */ 1887 */
2062
2063object * 1888object *
2064present_in_ob_by_name (int type, const char *str, const object *op) 1889present_in_ob_by_name (int type, const char *str, const object *op)
2065{ 1890{
2066 object *
2067 tmp;
2068
2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2070 {
2071 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1892 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2072 return tmp; 1893 return tmp;
2073 } 1894
2074 return NULL; 1895 return 0;
2075} 1896}
2076 1897
2077/* 1898/*
2078 * present_arch_in_ob(archetype, object) searches for any objects with 1899 * present_arch_in_ob(archetype, object) searches for any objects with
2079 * a matching archetype in the inventory of the given object. 1900 * a matching archetype in the inventory of the given object.
2080 * The first matching object is returned, or NULL if none. 1901 * The first matching object is returned, or NULL if none.
2081 */ 1902 */
2082
2083object * 1903object *
2084present_arch_in_ob (const archetype *at, const object *op) 1904present_arch_in_ob (const archetype *at, const object *op)
2085{ 1905{
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2090 if (tmp->arch == at) 1907 if (tmp->arch == at)
2091 return tmp; 1908 return tmp;
1909
2092 return NULL; 1910 return NULL;
2093} 1911}
2094 1912
2095/* 1913/*
2096 * activate recursively a flag on an object inventory 1914 * activate recursively a flag on an object inventory
2097 */ 1915 */
2098void 1916void
2099flag_inv (object *op, int flag) 1917flag_inv (object *op, int flag)
2100{ 1918{
2101 object *
2102 tmp;
2103
2104 if (op->inv)
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1919 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2106 { 1920 {
2107 SET_FLAG (tmp, flag); 1921 SET_FLAG (tmp, flag);
2108 flag_inv (tmp, flag); 1922 flag_inv (tmp, flag);
2109 } 1923 }
2110} /* 1924}
1925
1926/*
2111 * desactivate recursively a flag on an object inventory 1927 * deactivate recursively a flag on an object inventory
2112 */ 1928 */
2113void 1929void
2114unflag_inv (object *op, int flag) 1930unflag_inv (object *op, int flag)
2115{ 1931{
2116 object *
2117 tmp;
2118
2119 if (op->inv)
2120 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2121 { 1933 {
2122 CLEAR_FLAG (tmp, flag); 1934 CLEAR_FLAG (tmp, flag);
2123 unflag_inv (tmp, flag); 1935 unflag_inv (tmp, flag);
2124 } 1936 }
2125}
2126
2127/*
2128 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2129 * all it's inventory (recursively).
2130 * If checksums are used, a player will get set_cheat called for
2131 * him/her-self and all object carried by a call to this function.
2132 */
2133
2134void
2135set_cheat (object *op)
2136{
2137 SET_FLAG (op, FLAG_WAS_WIZ);
2138 flag_inv (op, FLAG_WAS_WIZ);
2139} 1937}
2140 1938
2141/* 1939/*
2142 * find_free_spot(object, map, x, y, start, stop) will search for 1940 * find_free_spot(object, map, x, y, start, stop) will search for
2143 * a spot at the given map and coordinates which will be able to contain 1941 * a spot at the given map and coordinates which will be able to contain
2145 * to search (see the freearr_x/y[] definition). 1943 * to search (see the freearr_x/y[] definition).
2146 * It returns a random choice among the alternatives found. 1944 * It returns a random choice among the alternatives found.
2147 * start and stop are where to start relative to the free_arr array (1,9 1945 * start and stop are where to start relative to the free_arr array (1,9
2148 * does all 4 immediate directions). This returns the index into the 1946 * does all 4 immediate directions). This returns the index into the
2149 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1947 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2150 * Note - this only checks to see if there is space for the head of the
2151 * object - if it is a multispace object, this should be called for all
2152 * pieces.
2153 * Note2: This function does correctly handle tiled maps, but does not 1948 * Note: This function does correctly handle tiled maps, but does not
2154 * inform the caller. However, insert_ob_in_map will update as 1949 * inform the caller. However, insert_ob_in_map will update as
2155 * necessary, so the caller shouldn't need to do any special work. 1950 * necessary, so the caller shouldn't need to do any special work.
2156 * Note - updated to take an object instead of archetype - this is necessary 1951 * Note - updated to take an object instead of archetype - this is necessary
2157 * because arch_blocked (now ob_blocked) needs to know the movement type 1952 * because arch_blocked (now ob_blocked) needs to know the movement type
2158 * to know if the space in question will block the object. We can't use 1953 * to know if the space in question will block the object. We can't use
2159 * the archetype because that isn't correct if the monster has been 1954 * the archetype because that isn't correct if the monster has been
2160 * customized, changed states, etc. 1955 * customized, changed states, etc.
2161 */ 1956 */
2162
2163int 1957int
2164find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1958find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2165{ 1959{
2166 int
2167 i,
2168 index = 0, flag;
2169 static int
2170 altern[SIZEOFFREE]; 1960 int altern[SIZEOFFREE];
1961 int index = 0, flag;
2171 1962
2172 for (i = start; i < stop; i++) 1963 for (int i = start; i < stop; i++)
2173 { 1964 {
2174 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1965 mapxy pos (m, x, y); pos.move (i);
2175 if (!flag) 1966
1967 if (!pos.normalise ())
1968 continue;
1969
1970 mapspace &ms = *pos;
1971
1972 if (ms.flags () & P_IS_ALIVE)
1973 continue;
1974
1975 /* However, often
1976 * ob doesn't have any move type (when used to place exits)
1977 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1978 */
1979 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1980 {
2176 altern[index++] = i; 1981 altern [index++] = i;
1982 continue;
1983 }
2177 1984
2178 /* Basically, if we find a wall on a space, we cut down the search size. 1985 /* Basically, if we find a wall on a space, we cut down the search size.
2179 * In this way, we won't return spaces that are on another side of a wall. 1986 * In this way, we won't return spaces that are on another side of a wall.
2180 * This mostly work, but it cuts down the search size in all directions - 1987 * This mostly work, but it cuts down the search size in all directions -
2181 * if the space being examined only has a wall to the north and empty 1988 * if the space being examined only has a wall to the north and empty
2182 * spaces in all the other directions, this will reduce the search space 1989 * spaces in all the other directions, this will reduce the search space
2183 * to only the spaces immediately surrounding the target area, and 1990 * to only the spaces immediately surrounding the target area, and
2184 * won't look 2 spaces south of the target space. 1991 * won't look 2 spaces south of the target space.
2185 */ 1992 */
2186 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1993 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1994 {
2187 stop = maxfree[i]; 1995 stop = maxfree[i];
1996 continue;
1997 }
1998
1999 /* Note it is intentional that we check ob - the movement type of the
2000 * head of the object should correspond for the entire object.
2001 */
2002 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2003 continue;
2004
2005 if (ob->blocked (m, pos.x, pos.y))
2006 continue;
2007
2008 altern [index++] = i;
2188 } 2009 }
2010
2189 if (!index) 2011 if (!index)
2190 return -1; 2012 return -1;
2013
2191 return altern[RANDOM () % index]; 2014 return altern [rndm (index)];
2192} 2015}
2193 2016
2194/* 2017/*
2195 * find_first_free_spot(archetype, maptile, x, y) works like 2018 * find_first_free_spot(archetype, maptile, x, y) works like
2196 * find_free_spot(), but it will search max number of squares. 2019 * find_free_spot(), but it will search max number of squares.
2197 * But it will return the first available spot, not a random choice. 2020 * But it will return the first available spot, not a random choice.
2198 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2021 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2199 */ 2022 */
2200
2201int 2023int
2202find_first_free_spot (const object *ob, maptile *m, int x, int y) 2024find_first_free_spot (const object *ob, maptile *m, int x, int y)
2203{ 2025{
2204 int
2205 i;
2206
2207 for (i = 0; i < SIZEOFFREE; i++) 2026 for (int i = 0; i < SIZEOFFREE; i++)
2208 {
2209 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2027 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2210 return i; 2028 return i;
2211 } 2029
2212 return -1; 2030 return -1;
2213} 2031}
2214 2032
2215/* 2033/*
2216 * The function permute(arr, begin, end) randomly reorders the array 2034 * The function permute(arr, begin, end) randomly reorders the array
2217 * arr[begin..end-1]. 2035 * arr[begin..end-1].
2036 * now uses a fisher-yates shuffle, old permute was broken
2218 */ 2037 */
2219static void 2038static void
2220permute (int *arr, int begin, int end) 2039permute (int *arr, int begin, int end)
2221{ 2040{
2222 int 2041 arr += begin;
2223 i,
2224 j,
2225 tmp,
2226 len;
2227
2228 len = end - begin; 2042 end -= begin;
2229 for (i = begin; i < end; i++)
2230 {
2231 j = begin + RANDOM () % len;
2232 2043
2233 tmp = arr[i]; 2044 while (--end)
2234 arr[i] = arr[j]; 2045 swap (arr [end], arr [rndm (end + 1)]);
2235 arr[j] = tmp;
2236 }
2237} 2046}
2238 2047
2239/* new function to make monster searching more efficient, and effective! 2048/* new function to make monster searching more efficient, and effective!
2240 * This basically returns a randomized array (in the passed pointer) of 2049 * This basically returns a randomized array (in the passed pointer) of
2241 * the spaces to find monsters. In this way, it won't always look for 2050 * the spaces to find monsters. In this way, it won't always look for
2244 * the 3x3 area will be searched, just not in a predictable order. 2053 * the 3x3 area will be searched, just not in a predictable order.
2245 */ 2054 */
2246void 2055void
2247get_search_arr (int *search_arr) 2056get_search_arr (int *search_arr)
2248{ 2057{
2249 int 2058 int i;
2250 i;
2251 2059
2252 for (i = 0; i < SIZEOFFREE; i++) 2060 for (i = 0; i < SIZEOFFREE; i++)
2253 {
2254 search_arr[i] = i; 2061 search_arr[i] = i;
2255 }
2256 2062
2257 permute (search_arr, 1, SIZEOFFREE1 + 1); 2063 permute (search_arr, 1, SIZEOFFREE1 + 1);
2258 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2064 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2259 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2065 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2260} 2066}
2269 * Perhaps incorrectly, but I'm making the assumption that exclude 2075 * Perhaps incorrectly, but I'm making the assumption that exclude
2270 * is actually want is going to try and move there. We need this info 2076 * is actually want is going to try and move there. We need this info
2271 * because we have to know what movement the thing looking to move 2077 * because we have to know what movement the thing looking to move
2272 * there is capable of. 2078 * there is capable of.
2273 */ 2079 */
2274
2275int 2080int
2276find_dir (maptile *m, int x, int y, object *exclude) 2081find_dir (maptile *m, int x, int y, object *exclude)
2277{ 2082{
2278 int
2279 i,
2280 max = SIZEOFFREE, mflags; 2083 int i, max = SIZEOFFREE, mflags;
2281 2084
2282 sint16 nx, ny; 2085 sint16 nx, ny;
2283 object * 2086 object *tmp;
2284 tmp;
2285 maptile * 2087 maptile *mp;
2286 mp;
2287 2088
2288 MoveType blocked, move_type; 2089 MoveType blocked, move_type;
2289 2090
2290 if (exclude && exclude->head) 2091 if (exclude && exclude->head_ () != exclude)
2291 { 2092 {
2292 exclude = exclude->head; 2093 exclude = exclude->head;
2293 move_type = exclude->move_type; 2094 move_type = exclude->move_type;
2294 } 2095 }
2295 else 2096 else
2303 mp = m; 2104 mp = m;
2304 nx = x + freearr_x[i]; 2105 nx = x + freearr_x[i];
2305 ny = y + freearr_y[i]; 2106 ny = y + freearr_y[i];
2306 2107
2307 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2108 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2109
2308 if (mflags & P_OUT_OF_MAP) 2110 if (mflags & P_OUT_OF_MAP)
2309 {
2310 max = maxfree[i]; 2111 max = maxfree[i];
2311 }
2312 else 2112 else
2313 { 2113 {
2314 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2114 mapspace &ms = mp->at (nx, ny);
2115
2116 blocked = ms.move_block;
2315 2117
2316 if ((move_type & blocked) == move_type) 2118 if ((move_type & blocked) == move_type)
2317 {
2318 max = maxfree[i]; 2119 max = maxfree[i];
2319 }
2320 else if (mflags & P_IS_ALIVE) 2120 else if (mflags & P_IS_ALIVE)
2321 { 2121 {
2322 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2122 for (tmp = ms.bot; tmp; tmp = tmp->above)
2323 { 2123 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2324 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2124 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2325 {
2326 break; 2125 break;
2327 } 2126
2328 }
2329 if (tmp) 2127 if (tmp)
2330 {
2331 return freedir[i]; 2128 return freedir[i];
2332 }
2333 } 2129 }
2334 } 2130 }
2335 } 2131 }
2132
2336 return 0; 2133 return 0;
2337} 2134}
2338 2135
2339/* 2136/*
2340 * distance(object 1, object 2) will return the square of the 2137 * distance(object 1, object 2) will return the square of the
2341 * distance between the two given objects. 2138 * distance between the two given objects.
2342 */ 2139 */
2343
2344int 2140int
2345distance (const object *ob1, const object *ob2) 2141distance (const object *ob1, const object *ob2)
2346{ 2142{
2347 int
2348 i;
2349
2350 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2143 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2351 return i;
2352} 2144}
2353 2145
2354/* 2146/*
2355 * find_dir_2(delta-x,delta-y) will return a direction in which 2147 * find_dir_2(delta-x,delta-y) will return a direction in which
2356 * an object which has subtracted the x and y coordinates of another 2148 * an object which has subtracted the x and y coordinates of another
2357 * object, needs to travel toward it. 2149 * object, needs to travel toward it.
2358 */ 2150 */
2359
2360int 2151int
2361find_dir_2 (int x, int y) 2152find_dir_2 (int x, int y)
2362{ 2153{
2363 int 2154 int q;
2364 q;
2365 2155
2366 if (y) 2156 if (y)
2367 q = x * 100 / y; 2157 q = x * 100 / y;
2368 else if (x) 2158 else if (x)
2369 q = -300 * x; 2159 q = -300 * x;
2394 2184
2395 return 3; 2185 return 3;
2396} 2186}
2397 2187
2398/* 2188/*
2399 * absdir(int): Returns a number between 1 and 8, which represent
2400 * the "absolute" direction of a number (it actually takes care of
2401 * "overflow" in previous calculations of a direction).
2402 */
2403
2404int
2405absdir (int d)
2406{
2407 while (d < 1)
2408 d += 8;
2409 while (d > 8)
2410 d -= 8;
2411 return d;
2412}
2413
2414/*
2415 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2189 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2416 * between two directions (which are expected to be absolute (see absdir()) 2190 * between two directions (which are expected to be absolute (see absdir())
2417 */ 2191 */
2418
2419int 2192int
2420dirdiff (int dir1, int dir2) 2193dirdiff (int dir1, int dir2)
2421{ 2194{
2422 int 2195 int d;
2423 d;
2424 2196
2425 d = abs (dir1 - dir2); 2197 d = abs (dir1 - dir2);
2426 if (d > 4) 2198 if (d > 4)
2427 d = 8 - d; 2199 d = 8 - d;
2200
2428 return d; 2201 return d;
2429} 2202}
2430 2203
2431/* peterm: 2204/* peterm:
2432 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2205 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2435 * This basically means that if direction is 15, then it could either go 2208 * This basically means that if direction is 15, then it could either go
2436 * direction 4, 14, or 16 to get back to where we are. 2209 * direction 4, 14, or 16 to get back to where we are.
2437 * Moved from spell_util.c to object.c with the other related direction 2210 * Moved from spell_util.c to object.c with the other related direction
2438 * functions. 2211 * functions.
2439 */ 2212 */
2440
2441int
2442 reduction_dir[SIZEOFFREE][3] = { 2213int reduction_dir[SIZEOFFREE][3] = {
2443 {0, 0, 0}, /* 0 */ 2214 {0, 0, 0}, /* 0 */
2444 {0, 0, 0}, /* 1 */ 2215 {0, 0, 0}, /* 1 */
2445 {0, 0, 0}, /* 2 */ 2216 {0, 0, 0}, /* 2 */
2446 {0, 0, 0}, /* 3 */ 2217 {0, 0, 0}, /* 3 */
2447 {0, 0, 0}, /* 4 */ 2218 {0, 0, 0}, /* 4 */
2495 * find a path to that monster that we found. If not, 2266 * find a path to that monster that we found. If not,
2496 * we don't bother going toward it. Returns 1 if we 2267 * we don't bother going toward it. Returns 1 if we
2497 * can see a direct way to get it 2268 * can see a direct way to get it
2498 * Modified to be map tile aware -.MSW 2269 * Modified to be map tile aware -.MSW
2499 */ 2270 */
2500
2501
2502int 2271int
2503can_see_monsterP (maptile *m, int x, int y, int dir) 2272can_see_monsterP (maptile *m, int x, int y, int dir)
2504{ 2273{
2505 sint16 dx, dy; 2274 sint16 dx, dy;
2506 int
2507 mflags; 2275 int mflags;
2508 2276
2509 if (dir < 0) 2277 if (dir < 0)
2510 return 0; /* exit condition: invalid direction */ 2278 return 0; /* exit condition: invalid direction */
2511 2279
2512 dx = x + freearr_x[dir]; 2280 dx = x + freearr_x[dir];
2525 return 0; 2293 return 0;
2526 2294
2527 /* yes, can see. */ 2295 /* yes, can see. */
2528 if (dir < 9) 2296 if (dir < 9)
2529 return 1; 2297 return 1;
2298
2530 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2299 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2531 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2300 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2301 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2532} 2302}
2533
2534
2535 2303
2536/* 2304/*
2537 * can_pick(picker, item): finds out if an object is possible to be 2305 * can_pick(picker, item): finds out if an object is possible to be
2538 * picked up by the picker. Returnes 1 if it can be 2306 * picked up by the picker. Returnes 1 if it can be
2539 * picked up, otherwise 0. 2307 * picked up, otherwise 0.
2541 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2309 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2542 * core dumps if they do. 2310 * core dumps if they do.
2543 * 2311 *
2544 * Add a check so we can't pick up invisible objects (0.93.8) 2312 * Add a check so we can't pick up invisible objects (0.93.8)
2545 */ 2313 */
2546
2547int 2314int
2548can_pick (const object *who, const object *item) 2315can_pick (const object *who, const object *item)
2549{ 2316{
2550 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2317 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2551 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2318 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2552 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2319 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2553} 2320}
2554 2321
2555
2556/* 2322/*
2557 * create clone from object to another 2323 * create clone from object to another
2558 */ 2324 */
2559object * 2325object *
2560object_create_clone (object *asrc) 2326object_create_clone (object *asrc)
2561{ 2327{
2562 object * 2328 object *dst = 0;
2563 dst = NULL, *tmp, *src, *part, *prev, *item;
2564 2329
2565 if (!asrc) 2330 if (!asrc)
2566 return NULL; 2331 return 0;
2567 src = asrc;
2568 if (src->head)
2569 src = src->head;
2570 2332
2571 prev = NULL; 2333 object *src = asrc->head_ ();
2334
2335 object *prev = 0;
2572 for (part = src; part; part = part->more) 2336 for (object *part = src; part; part = part->more)
2573 { 2337 {
2574 tmp = get_object (); 2338 object *tmp = part->clone ();
2575 copy_object (part, tmp); 2339
2576 tmp->x -= src->x; 2340 tmp->x -= src->x;
2577 tmp->y -= src->y; 2341 tmp->y -= src->y;
2342
2578 if (!part->head) 2343 if (!part->head)
2579 { 2344 {
2580 dst = tmp; 2345 dst = tmp;
2581 tmp->head = NULL; 2346 tmp->head = 0;
2582 } 2347 }
2583 else 2348 else
2584 {
2585 tmp->head = dst; 2349 tmp->head = dst;
2586 } 2350
2587 tmp->more = NULL; 2351 tmp->more = 0;
2352
2588 if (prev) 2353 if (prev)
2589 prev->more = tmp; 2354 prev->more = tmp;
2355
2590 prev = tmp; 2356 prev = tmp;
2591 } 2357 }
2592 2358
2593 for (item = src->inv; item; item = item->below) 2359 for (object *item = src->inv; item; item = item->below)
2594 insert_ob_in_ob (object_create_clone (item), dst); 2360 insert_ob_in_ob (object_create_clone (item), dst);
2595 2361
2596 return dst; 2362 return dst;
2597}
2598
2599/* GROS - Creates an object using a string representing its content. */
2600/* Basically, we save the content of the string to a temp file, then call */
2601/* load_object on it. I admit it is a highly inefficient way to make things, */
2602/* but it was simple to make and allows reusing the load_object function. */
2603/* Remember not to use load_object_str in a time-critical situation. */
2604/* Also remember that multiparts objects are not supported for now. */
2605
2606object *
2607load_object_str (const char *obstr)
2608{
2609 object *op;
2610 char filename[MAX_BUF];
2611
2612 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2613
2614 FILE *tempfile = fopen (filename, "w");
2615
2616 if (tempfile == NULL)
2617 {
2618 LOG (llevError, "Error - Unable to access load object temp file\n");
2619 return NULL;
2620 }
2621
2622 fprintf (tempfile, obstr);
2623 fclose (tempfile);
2624
2625 op = get_object ();
2626
2627 object_thawer thawer (filename);
2628
2629 if (thawer)
2630 load_object (thawer, op, 0);
2631
2632 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2633 CLEAR_FLAG (op, FLAG_REMOVED);
2634
2635 return op;
2636} 2363}
2637 2364
2638/* This returns the first object in who's inventory that 2365/* This returns the first object in who's inventory that
2639 * has the same type and subtype match. 2366 * has the same type and subtype match.
2640 * returns NULL if no match. 2367 * returns NULL if no match.
2641 */ 2368 */
2642object * 2369object *
2643find_obj_by_type_subtype (const object *who, int type, int subtype) 2370find_obj_by_type_subtype (const object *who, int type, int subtype)
2644{ 2371{
2645 object *tmp;
2646
2647 for (tmp = who->inv; tmp; tmp = tmp->below) 2372 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2648 if (tmp->type == type && tmp->subtype == subtype) 2373 if (tmp->type == type && tmp->subtype == subtype)
2649 return tmp; 2374 return tmp;
2650 2375
2651 return NULL; 2376 return 0;
2652} 2377}
2653 2378
2654/* If ob has a field named key, return the link from the list, 2379/* If ob has a field named key, return the link from the list,
2655 * otherwise return NULL. 2380 * otherwise return NULL.
2656 * 2381 *
2658 * do the desired thing. 2383 * do the desired thing.
2659 */ 2384 */
2660key_value * 2385key_value *
2661get_ob_key_link (const object *ob, const char *key) 2386get_ob_key_link (const object *ob, const char *key)
2662{ 2387{
2663 key_value *link;
2664
2665 for (link = ob->key_values; link != NULL; link = link->next) 2388 for (key_value *link = ob->key_values; link; link = link->next)
2666 if (link->key == key) 2389 if (link->key == key)
2667 return link; 2390 return link;
2668 2391
2669 return NULL; 2392 return 0;
2670} 2393}
2671 2394
2672/* 2395/*
2673 * Returns the value of op has an extra_field for key, or NULL. 2396 * Returns the value of op has an extra_field for key, or NULL.
2674 * 2397 *
2699 if (link->key == canonical_key) 2422 if (link->key == canonical_key)
2700 return link->value; 2423 return link->value;
2701 2424
2702 return 0; 2425 return 0;
2703} 2426}
2704
2705 2427
2706/* 2428/*
2707 * Updates the canonical_key in op to value. 2429 * Updates the canonical_key in op to value.
2708 * 2430 *
2709 * canonical_key is a shared string (value doesn't have to be). 2431 * canonical_key is a shared string (value doesn't have to be).
2714 * Returns TRUE on success. 2436 * Returns TRUE on success.
2715 */ 2437 */
2716int 2438int
2717set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2439set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2718{ 2440{
2719 key_value *
2720 field = NULL, *last = NULL; 2441 key_value *field = NULL, *last = NULL;
2721 2442
2722 for (field = op->key_values; field != NULL; field = field->next) 2443 for (field = op->key_values; field != NULL; field = field->next)
2723 { 2444 {
2724 if (field->key != canonical_key) 2445 if (field->key != canonical_key)
2725 { 2446 {
2734 /* Basically, if the archetype has this key set, 2455 /* Basically, if the archetype has this key set,
2735 * we need to store the null value so when we save 2456 * we need to store the null value so when we save
2736 * it, we save the empty value so that when we load, 2457 * it, we save the empty value so that when we load,
2737 * we get this value back again. 2458 * we get this value back again.
2738 */ 2459 */
2739 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2460 if (get_ob_key_link (op->arch, canonical_key))
2740 field->value = 0; 2461 field->value = 0;
2741 else 2462 else
2742 { 2463 {
2743 if (last) 2464 if (last)
2744 last->next = field->next; 2465 last->next = field->next;
2753 /* IF we get here, key doesn't exist */ 2474 /* IF we get here, key doesn't exist */
2754 2475
2755 /* No field, we'll have to add it. */ 2476 /* No field, we'll have to add it. */
2756 2477
2757 if (!add_key) 2478 if (!add_key)
2758 {
2759 return FALSE; 2479 return FALSE;
2760 } 2480
2761 /* There isn't any good reason to store a null 2481 /* There isn't any good reason to store a null
2762 * value in the key/value list. If the archetype has 2482 * value in the key/value list. If the archetype has
2763 * this key, then we should also have it, so shouldn't 2483 * this key, then we should also have it, so shouldn't
2764 * be here. If user wants to store empty strings, 2484 * be here. If user wants to store empty strings,
2765 * should pass in "" 2485 * should pass in ""
2814 } 2534 }
2815 else 2535 else
2816 item = item->env; 2536 item = item->env;
2817} 2537}
2818 2538
2539const char *
2540object::flag_desc (char *desc, int len) const
2541{
2542 char *p = desc;
2543 bool first = true;
2544
2545 *p = 0;
2546
2547 for (int i = 0; i < NUM_FLAGS; i++)
2548 {
2549 if (len <= 10) // magic constant!
2550 {
2551 snprintf (p, len, ",...");
2552 break;
2553 }
2554
2555 if (flag [i])
2556 {
2557 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2558 len -= cnt;
2559 p += cnt;
2560 first = false;
2561 }
2562 }
2563
2564 return desc;
2565}
2566
2819// return a suitable string describing an objetc in enough detail to find it 2567// return a suitable string describing an object in enough detail to find it
2820const char * 2568const char *
2821object::debug_desc (char *info) const 2569object::debug_desc (char *info) const
2822{ 2570{
2571 char flagdesc[512];
2823 char info2[256 * 3]; 2572 char info2[256 * 4];
2824 char *p = info; 2573 char *p = info;
2825 2574
2826 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2575 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2827 count, 2576 count,
2577 uuid.c_str (),
2828 &name, 2578 &name,
2829 title ? " " : "", 2579 title ? "\",title:\"" : "",
2830 title ? (const char *)title : ""); 2580 title ? (const char *)title : "",
2581 flag_desc (flagdesc, 512), type);
2831 2582
2832 if (env) 2583 if (!flag[FLAG_REMOVED] && env)
2833 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2584 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2834 2585
2835 if (map) 2586 if (map)
2836 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2587 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2837 2588
2838 return info; 2589 return info;
2839} 2590}
2840 2591
2841const char * 2592const char *
2842object::debug_desc () const 2593object::debug_desc () const
2843{ 2594{
2844 static char info[256 * 3]; 2595 static char info[3][256 * 4];
2596 static int info_idx;
2597
2845 return debug_desc (info); 2598 return debug_desc (info [++info_idx % 3]);
2846} 2599}
2847 2600
2601struct region *
2602object::region () const
2603{
2604 return map ? map->region (x, y)
2605 : region::default_region ();
2606}
2607
2608const materialtype_t *
2609object::dominant_material () const
2610{
2611 if (materialtype_t *mt = name_to_material (materialname))
2612 return mt;
2613
2614 return name_to_material (shstr_unknown);
2615}
2616
2617void
2618object::open_container (object *new_container)
2619{
2620 if (container == new_container)
2621 return;
2622
2623 object *old_container = container;
2624
2625 if (old_container)
2626 {
2627 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2628 return;
2629
2630#if 0
2631 // remove the "Close old_container" object.
2632 if (object *closer = old_container->inv)
2633 if (closer->type == CLOSE_CON)
2634 closer->destroy ();
2635#endif
2636
2637 // make sure the container is available
2638 esrv_send_item (this, old_container);
2639
2640 old_container->flag [FLAG_APPLIED] = false;
2641 container = 0;
2642
2643 // client needs item update to make it work, client bug requires this to be separate
2644 esrv_update_item (UPD_FLAGS, this, old_container);
2645
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2647 play_sound (sound_find ("chest_close"));
2648 }
2649
2650 if (new_container)
2651 {
2652 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2653 return;
2654
2655 // TODO: this does not seem to serve any purpose anymore?
2656#if 0
2657 // insert the "Close Container" object.
2658 if (archetype *closer = new_container->other_arch)
2659 {
2660 object *closer = arch_to_object (new_container->other_arch);
2661 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2662 new_container->insert (closer);
2663 }
2664#endif
2665
2666 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2667
2668 // make sure the container is available, client bug requires this to be separate
2669 esrv_send_item (this, new_container);
2670
2671 new_container->flag [FLAG_APPLIED] = true;
2672 container = new_container;
2673
2674 // client needs flag change
2675 esrv_update_item (UPD_FLAGS, this, new_container);
2676 esrv_send_inventory (this, new_container);
2677 play_sound (sound_find ("chest_open"));
2678 }
2679// else if (!old_container->env && contr && contr->ns)
2680// contr->ns->floorbox_reset ();
2681}
2682
2683object *
2684object::force_find (const shstr name)
2685{
2686 /* cycle through his inventory to look for the MARK we want to
2687 * place
2688 */
2689 for (object *tmp = inv; tmp; tmp = tmp->below)
2690 if (tmp->type == FORCE && tmp->slaying == name)
2691 return splay (tmp);
2692
2693 return 0;
2694}
2695
2696void
2697object::force_add (const shstr name, int duration)
2698{
2699 if (object *force = force_find (name))
2700 force->destroy ();
2701
2702 object *force = get_archetype (FORCE_NAME);
2703
2704 force->slaying = name;
2705 force->stats.food = 1;
2706 force->speed_left = -1.f;
2707
2708 force->set_speed (duration ? 1.f / duration : 0.f);
2709 force->flag [FLAG_IS_USED_UP] = true;
2710 force->flag [FLAG_APPLIED] = true;
2711
2712 insert (force);
2713}
2714
2715void
2716object::play_sound (faceidx sound)
2717{
2718 if (!sound)
2719 return;
2720
2721 if (flag [FLAG_REMOVED])
2722 return;
2723
2724 if (env)
2725 {
2726 if (object *pl = in_player ())
2727 pl->contr->play_sound (sound);
2728 }
2729 else
2730 map->play_sound (sound, x, y);
2731}
2732

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