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Comparing deliantra/server/common/object.C (file contents):
Revision 1.50 by root, Sat Sep 16 22:40:22 2006 UTC vs.
Revision 1.229 by root, Sat May 3 12:29:09 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;
137
138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
139 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
141 */ 147 */
142 148
143 /* For each field in wants, */ 149 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
145 { 151 if (has->kv_get (kv->key) != kv->value)
146 key_value *has_field; 152 return false;
147
148 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
152 {
153 /* No field with that name. */
154 return FALSE;
155 }
156
157 /* Found the matching field. */
158 if (has_field->value != wants_field->value)
159 {
160 /* Values don't match, so this half of the comparison is false. */
161 return FALSE;
162 }
163
164 /* If we get here, we found a match. Now for the next field in wants. */
165 }
166 153
167 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
168 return TRUE; 155 return true;
169} 156}
170 157
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 159static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 161{
175 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
176 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
177 */ 164 */
178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
179} 167}
180 168
181/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
182 * they can be merged together. 170 * they can be merged together.
183 * 171 *
184 * Note that this function appears a lot longer than the macro it 172 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 173 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 174 * reduce this to the same efficiency.
187 * 175 *
188 * Check nrof variable *before* calling CAN_MERGE() 176 * Check nrof variable *before* calling can_merge()
189 * 177 *
190 * Improvements made with merge: Better checking on potion, and also 178 * Improvements made with merge: Better checking on potion, and also
191 * check weight 179 * check weight
192 */ 180 */
193
194bool object::can_merge (object *ob1, object *ob2) 181bool object::can_merge_slow (object *ob1, object *ob2)
195{ 182{
196 /* A couple quicksanity checks */ 183 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 184 if (ob1 == ob2
185 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value
188 || ob1->name != ob2->name)
198 return 0; 189 return 0;
199 190
200 if (ob1->speed != ob2->speed) 191 /* Do not merge objects if nrof would overflow. First part checks
192 * for unsigned overflow (2c), second part checks whether the result
193 * would fit into a 32 bit signed int, which is often used to hold
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
201 return 0; 197 return 0;
202 198
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. 199 /* 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 200 * 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 201 * 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 202 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 203 * flags lose any meaning.
215 */ 204 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 207
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 210
222 211 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) || 212 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 213 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 214 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 215 || 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) || 216 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 217 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 218 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 219 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 220 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 221 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 222 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 223 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 224 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 225 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 226 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 227 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 228 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 229 || 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)) 230 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 235 return 0;
254 236
237 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED)
241 .any ())
242 return 0;
243
255 /* This is really a spellbook check - really, we should 244 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 245 * not merge objects with real inventories, as splitting them
246 * is hard.
257 */ 247 */
258 if (ob1->inv || ob2->inv) 248 if (ob1->inv || ob2->inv)
259 { 249 {
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)) 250 if (!(ob1->inv && ob2->inv))
266 return 0; 251 return 0; /* inventories differ in length */
252
253 if (ob1->inv->below || ob2->inv->below)
254 return 0; /* more than one object in inv */
255
256 if (!object::can_merge (ob1->inv, ob2->inv))
257 return 0; /* inventory objects differ */
267 258
268 /* inventory ok - still need to check rest of this object to see 259 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 260 * if it is valid.
270 */ 261 */
271 } 262 }
279 270
280 /* Note sure why the following is the case - either the object has to 271 /* 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 272 * be animated or have a very low speed. Is this an attempted monster
282 * check? 273 * check?
283 */ 274 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 275 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 276 return 0;
286 277
287 switch (ob1->type) 278 switch (ob1->type)
288 { 279 {
289 case SCROLL: 280 case SCROLL:
290 if (ob1->level != ob2->level) 281 if (ob1->level != ob2->level)
291 return 0; 282 return 0;
292 break; 283 break;
293 } 284 }
294 285
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 286 if (ob1->key_values || ob2->key_values)
296 { 287 {
297 /* At least one of these has key_values. */ 288 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 289 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 290 return 0; /* One has fields, but the other one doesn't. */
291
292 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 293 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 294 }
304 295
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 296 if (ob1->self || ob2->self)
307 { 297 {
308 ob1->optimise (); 298 ob1->optimise ();
309 ob2->optimise (); 299 ob2->optimise ();
310 300
311 if (ob1->self || ob2->self) 301 if (ob1->self || ob2->self)
302 {
303 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
304 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
305
306 if (k1 != k2)
312 return 0; 307 return 0;
308
309 if (k1 == 0)
310 return 1;
311
312 if (!cfperl_can_merge (ob1, ob2))
313 return 0;
314 }
313 } 315 }
314 316
315 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
316 return 1; 318 return 1;
317} 319}
318 320
321// find player who can see this object
322object *
323object::visible_to () const
324{
325 if (client_visible () && !flag [FLAG_REMOVED])
326 {
327 // see if we are in a container of sorts
328 if (env)
329 {
330 // the player inventory itself is always visible
331 if (env->type == PLAYER)
332 return env;
333
334 // else a player could have our env open
335 object *envest = env->outer_env ();
336
337 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player.
339 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ())
341 if (pl->container == env)
342 return pl;
343 }
344 else
345 {
346 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container)
350 return pl;
351 }
352 }
353
354 return 0;
355}
356
357// adjust weight per container type ("of holding")
358static sint32
359weight_adjust (object *op, sint32 weight)
360{
361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight;
364}
365
319/* 366/*
367 * adjust_weight(object, weight) adds the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying.
369 */
370static void
371adjust_weight (object *op, sint32 weight)
372{
373 while (op)
374 {
375 weight = weight_adjust (op, weight);
376
377 if (!weight)
378 return;
379
380 op->carrying += weight;
381
382 if (object *pl = op->visible_to ())
383 if (pl != op) // player is handled lazily
384 esrv_update_item (UPD_WEIGHT, pl, op);
385
386 op = op->env;
387 }
388}
389
390/*
320 * sum_weight() is a recursive function which calculates the weight 391 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 392 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 393 * containers are carrying, and sums it up.
323 */ 394 */
324long 395void
325sum_weight (object *op) 396object::update_weight ()
326{ 397{
327 long sum; 398 sint32 sum = 0;
328 object *inv;
329 399
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 400 for (object *op = inv; op; op = op->below)
331 { 401 {
332 if (inv->inv) 402 if (op->inv)
333 sum_weight (inv); 403 op->update_weight ();
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 404
405 sum += op->total_weight ();
406 }
407
408 sum = weight_adjust (this, sum);
409
410 if (sum != carrying)
335 } 411 {
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; 412 carrying = sum;
342 413
343 return sum; 414 if (object *pl = visible_to ())
344} 415 if (pl != this) // player is handled lazily
345 416 esrv_update_item (UPD_WEIGHT, pl, this);
346/**
347 * Return the outermost environment object for a given object.
348 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * 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
379void
380dump_object2 (object *op)
381{
382 errmsg[0] = 0;
383 return;
384 //TODO//D#d#
385#if 0
386 char *cp;
387
388/* object *tmp;*/
389
390 if (op->arch != NULL)
391 { 417 }
392 strcat (errmsg, "arch ");
393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
394 strcat (errmsg, "\n");
395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
396 strcat (errmsg, cp);
397# if 0
398 /* Don't dump player diffs - they are too long, mostly meaningless, and
399 * will overflow the buffer.
400 * Changed so that we don't dump inventory either. This may
401 * also overflow the buffer.
402 */
403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
404 strcat (errmsg, cp);
405 for (tmp = op->inv; tmp; tmp = tmp->below)
406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 }
426#endif
427} 418}
428 419
429/* 420/*
430 * Dumps an object. Returns output in the static global errmsg array. 421 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
431 */ 422 */
432 423char *
433void
434dump_object (object *op) 424dump_object (object *op)
435{ 425{
436 if (op == NULL) 426 if (!op)
437 { 427 return strdup ("[NULLOBJ]");
438 strcpy (errmsg, "[NULL pointer]");
439 return;
440 }
441 errmsg[0] = '\0';
442 dump_object2 (op);
443}
444 428
445void 429 object_freezer freezer;
446dump_all_objects (void) 430 op->write (freezer);
447{ 431 return freezer.as_string ();
448 object *op;
449
450 for (op = object::first; op != NULL; op = op->next)
451 {
452 dump_object (op);
453 fprintf (logfile, "Object %s\n", errmsg);
454 }
455} 432}
456 433
457/* 434/*
458 * get_nearest_part(multi-object, object 2) returns the part of the 435 * get_nearest_part(multi-object, object 2) returns the part of the
459 * multi-object 1 which is closest to the second object. 436 * multi-object 1 which is closest to the second object.
460 * If it's not a multi-object, it is returned. 437 * If it's not a multi-object, it is returned.
461 */ 438 */
462
463object * 439object *
464get_nearest_part (object *op, const object *pl) 440get_nearest_part (object *op, const object *pl)
465{ 441{
466 object *tmp, *closest; 442 object *tmp, *closest;
467 int last_dist, i; 443 int last_dist, i;
468 444
469 if (op->more == NULL) 445 if (!op->more)
470 return op; 446 return op;
447
471 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 448 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
449 tmp;
450 tmp = tmp->more)
472 if ((i = distance (tmp, pl)) < last_dist) 451 if ((i = distance (tmp, pl)) < last_dist)
473 closest = tmp, last_dist = i; 452 closest = tmp, last_dist = i;
453
474 return closest; 454 return closest;
475} 455}
476 456
477/* 457/*
478 * Returns the object which has the count-variable equal to the argument. 458 * Returns the object which has the count-variable equal to the argument.
459 * VERRRY slow.
479 */ 460 */
480
481object * 461object *
482find_object (tag_t i) 462find_object (tag_t i)
483{ 463{
484 object *op; 464 for_all_objects (op)
485
486 for (op = object::first; op != NULL; op = op->next)
487 if (op->count == i) 465 if (op->count == i)
488 break;
489
490 return op; 466 return op;
467
468 return 0;
491} 469}
492 470
493/* 471/*
494 * Returns the first object which has a name equal to the argument. 472 * Returns the first object which has a name equal to the argument.
495 * Used only by the patch command, but not all that useful. 473 * Used only by the patch command, but not all that useful.
496 * Enables features like "patch <name-of-other-player> food 999" 474 * Enables features like "patch <name-of-other-player> food 999"
497 */ 475 */
498
499object * 476object *
500find_object_name (const char *str) 477find_object_name (const char *str)
501{ 478{
502 shstr_cmp str_ (str); 479 shstr_cmp str_ (str);
503 object *op; 480 object *op;
504 481
505 for (op = object::first; op != NULL; op = op->next) 482 for_all_objects (op)
506 if (op->name == str_) 483 if (op->name == str_)
507 break; 484 break;
508 485
509 return op; 486 return op;
510} 487}
511 488
512void
513free_all_object_data ()
514{
515 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
516}
517
518/* 489/*
519 * Sets the owner and sets the skill and exp pointers to owner's current 490 * Sets the owner and sets the skill and exp pointers to owner's current
520 * skill and experience objects. 491 * skill and experience objects.
492 * ACTUALLY NO! investigate! TODO
521 */ 493 */
522void 494void
523object::set_owner (object *owner) 495object::set_owner (object *owner)
524{ 496{
497 // allow objects which own objects
525 if (!owner) 498 if (owner)
526 return;
527
528 /* next line added to allow objects which own objects */
529 /* Add a check for ownercounts in here, as I got into an endless loop
530 * with the fireball owning a poison cloud which then owned the
531 * fireball. I believe that was caused by one of the objects getting
532 * freed and then another object replacing it. Since the ownercounts
533 * didn't match, this check is valid and I believe that cause is valid.
534 */
535 while (owner->owner) 499 while (owner->owner)
536 owner = owner->owner; 500 owner = owner->owner;
501
502 if (flag [FLAG_FREED])
503 {
504 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
505 return;
506 }
537 507
538 this->owner = owner; 508 this->owner = owner;
509}
510
511int
512object::slottype () const
513{
514 if (type == SKILL)
515 {
516 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
517 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
518 }
519 else
520 {
521 if (slot [body_combat].info) return slot_combat;
522 if (slot [body_range ].info) return slot_ranged;
523 }
524
525 return slot_none;
526}
527
528bool
529object::change_weapon (object *ob)
530{
531 if (current_weapon == ob)
532 return true;
533
534 if (chosen_skill)
535 chosen_skill->flag [FLAG_APPLIED] = false;
536
537 current_weapon = ob;
538 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
539
540 if (chosen_skill)
541 chosen_skill->flag [FLAG_APPLIED] = true;
542
543 update_stats ();
544
545 if (ob)
546 {
547 // now check wether any body locations became invalid, in which case
548 // we cannot apply the weapon at the moment.
549 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
550 if (slot[i].used < 0)
551 {
552 current_weapon = chosen_skill = 0;
553 update_stats ();
554
555 new_draw_info_format (NDI_UNIQUE, 0, this,
556 "You try to balance all your items at once, "
557 "but the %s is just too much for your body. "
558 "[You need to unapply some items first.]", &ob->name);
559 return false;
560 }
561
562 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
563 }
564 else
565 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
566
567 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
568 {
569 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
570 &name, ob->debug_desc ());
571 return false;
572 }
573
574 return true;
539} 575}
540 576
541/* Zero the key_values on op, decrementing the shared-string 577/* Zero the key_values on op, decrementing the shared-string
542 * refcounts and freeing the links. 578 * refcounts and freeing the links.
543 */ 579 */
544static void 580static void
545free_key_values (object *op) 581free_key_values (object *op)
546{ 582{
547 for (key_value *i = op->key_values; i != 0;) 583 for (key_value *i = op->key_values; i; )
548 { 584 {
549 key_value *next = i->next; 585 key_value *next = i->next;
550 delete i; 586 delete i;
551 587
552 i = next; 588 i = next;
553 } 589 }
554 590
555 op->key_values = 0; 591 op->key_values = 0;
556} 592}
557 593
558void object::clear ()
559{
560 attachable_base::clear ();
561
562 free_key_values (this);
563
564 owner = 0;
565 name = 0;
566 name_pl = 0;
567 title = 0;
568 race = 0;
569 slaying = 0;
570 skill = 0;
571 msg = 0;
572 lore = 0;
573 custom_name = 0;
574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
586
587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
588
589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
598}
599
600void object::clone (object *destination)
601{
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
607}
608
609/* 594/*
610 * copy object first frees everything allocated by the second object, 595 * copy_to first frees everything allocated by the dst object,
611 * and then copies the contends of the first object into the second 596 * and then copies the contents of itself into the second
612 * object, allocating what needs to be allocated. Basically, any 597 * object, allocating what needs to be allocated. Basically, any
613 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 598 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
614 * if the first object is freed, the pointers in the new object 599 * if the first object is freed, the pointers in the new object
615 * will point at garbage. 600 * will point at garbage.
616 */ 601 */
617void 602void
618copy_object (object *op2, object *op) 603object::copy_to (object *dst)
619{ 604{
620 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 605 dst->remove ();
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 606 *(object_copy *)dst = *this;
622 607 dst->flag [FLAG_REMOVED] = true;
623 op2->clone (op);
624
625 if (is_freed)
626 SET_FLAG (op, FLAG_FREED);
627 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED);
629
630 if (op2->speed < 0)
631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
632 608
633 /* Copy over key_values, if any. */ 609 /* Copy over key_values, if any. */
634 if (op2->key_values) 610 if (key_values)
635 { 611 {
636 key_value *tail = 0; 612 key_value *tail = 0;
637 key_value *i;
638
639 op->key_values = 0; 613 dst->key_values = 0;
640 614
641 for (i = op2->key_values; i; i = i->next) 615 for (key_value *i = key_values; i; i = i->next)
642 { 616 {
643 key_value *new_link = new key_value; 617 key_value *new_link = new key_value;
644 618
645 new_link->next = 0; 619 new_link->next = 0;
646 new_link->key = i->key; 620 new_link->key = i->key;
647 new_link->value = i->value; 621 new_link->value = i->value;
648 622
649 /* Try and be clever here, too. */ 623 /* Try and be clever here, too. */
650 if (!op->key_values) 624 if (!dst->key_values)
651 { 625 {
652 op->key_values = new_link; 626 dst->key_values = new_link;
653 tail = new_link; 627 tail = new_link;
654 } 628 }
655 else 629 else
656 { 630 {
657 tail->next = new_link; 631 tail->next = new_link;
658 tail = new_link; 632 tail = new_link;
659 } 633 }
660 } 634 }
661 } 635 }
662 636
663 update_ob_speed (op); 637 if (speed < 0)
638 dst->speed_left -= rndm ();
639
640 dst->set_speed (dst->speed);
641}
642
643void
644object::instantiate ()
645{
646 if (!uuid.seq) // HACK
647 uuid = UUID::gen ();
648
649 speed_left = -0.1f;
650 /* copy the body_info to the body_used - this is only really
651 * need for monsters, but doesn't hurt to do it for everything.
652 * by doing so, when a monster is created, it has good starting
653 * values for the body_used info, so when items are created
654 * for it, they can be properly equipped.
655 */
656 for (int i = NUM_BODY_LOCATIONS; i--; )
657 slot[i].used = slot[i].info;
658
659 attachable::instantiate ();
660}
661
662object *
663object::clone ()
664{
665 object *neu = create ();
666 copy_to (neu);
667 neu->map = map; // not copied by copy_to
668 return neu;
664} 669}
665 670
666/* 671/*
667 * If an object with the IS_TURNABLE() flag needs to be turned due 672 * If an object with the IS_TURNABLE() flag needs to be turned due
668 * to the closest player being on the other side, this function can 673 * to the closest player being on the other side, this function can
669 * be called to update the face variable, _and_ how it looks on the map. 674 * be called to update the face variable, _and_ how it looks on the map.
670 */ 675 */
671
672void 676void
673update_turn_face (object *op) 677update_turn_face (object *op)
674{ 678{
675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 679 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
676 return; 680 return;
681
677 SET_ANIMATION (op, op->direction); 682 SET_ANIMATION (op, op->direction);
678 update_object (op, UP_OBJ_FACE); 683 update_object (op, UP_OBJ_FACE);
679} 684}
680 685
681/* 686/*
682 * Updates the speed of an object. If the speed changes from 0 to another 687 * Updates the speed of an object. If the speed changes from 0 to another
683 * value, or vice versa, then add/remove the object from the active list. 688 * value, or vice versa, then add/remove the object from the active list.
684 * This function needs to be called whenever the speed of an object changes. 689 * This function needs to be called whenever the speed of an object changes.
685 */ 690 */
686void 691void
687update_ob_speed (object *op) 692object::set_speed (float speed)
688{ 693{
689 extern int arch_init; 694 if (flag [FLAG_FREED] && speed)
690
691 /* No reason putting the archetypes objects on the speed list,
692 * since they never really need to be updated.
693 */
694
695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 { 695 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 696 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698#ifdef MANY_CORES
699 abort ();
700#else
701 op->speed = 0; 697 speed = 0;
702#endif
703 }
704
705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 { 698 }
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713 699
714 /* process_events() expects us to insert the object at the beginning 700 this->speed = speed;
715 * of the list. */
716 op->active_next = active_objects;
717 701
718 if (op->active_next != NULL) 702 if (has_active_speed ())
719 op->active_next->active_prev = op; 703 activate ();
720
721 active_objects = op;
722 }
723 else 704 else
724 { 705 deactivate ();
725 /* If not on the active list, nothing needs to be done */
726 if (!op->active_next && !op->active_prev && op != active_objects)
727 return;
728
729 if (op->active_prev == NULL)
730 {
731 active_objects = op->active_next;
732
733 if (op->active_next != NULL)
734 op->active_next->active_prev = NULL;
735 }
736 else
737 {
738 op->active_prev->active_next = op->active_next;
739
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743
744 op->active_next = NULL;
745 op->active_prev = NULL;
746 }
747} 706}
748 707
749/* This function removes object 'op' from the list of active
750 * objects.
751 * This should only be used for style maps or other such
752 * reference maps where you don't want an object that isn't
753 * in play chewing up cpu time getting processed.
754 * The reverse of this is to call update_ob_speed, which
755 * will do the right thing based on the speed of the object.
756 */
757void
758remove_from_active_list (object *op)
759{
760 /* If not on the active list, nothing needs to be done */
761 if (!op->active_next && !op->active_prev && op != active_objects)
762 return;
763
764 if (op->active_prev == NULL)
765 {
766 active_objects = op->active_next;
767 if (op->active_next != NULL)
768 op->active_next->active_prev = NULL;
769 }
770 else
771 {
772 op->active_prev->active_next = op->active_next;
773 if (op->active_next)
774 op->active_next->active_prev = op->active_prev;
775 }
776 op->active_next = NULL;
777 op->active_prev = NULL;
778}
779
780/* 708/*
781 * update_object() updates the array which represents the map. 709 * update_object() updates the the map.
782 * It takes into account invisible objects (and represent squares covered 710 * It takes into account invisible objects (and represent squares covered
783 * by invisible objects by whatever is below them (unless it's another 711 * by invisible objects by whatever is below them (unless it's another
784 * invisible object, etc...) 712 * invisible object, etc...)
785 * If the object being updated is beneath a player, the look-window 713 * If the object being updated is beneath a player, the look-window
786 * of that player is updated (this might be a suboptimal way of 714 * of that player is updated (this might be a suboptimal way of
787 * updating that window, though, since update_object() is called _often_) 715 * updating that window, though, since update_object() is called _often_)
788 * 716 *
789 * action is a hint of what the caller believes need to be done. 717 * action is a hint of what the caller believes need to be done.
790 * For example, if the only thing that has changed is the face (due to
791 * an animation), we don't need to call update_position until that actually
792 * comes into view of a player. OTOH, many other things, like addition/removal
793 * of walls or living creatures may need us to update the flags now.
794 * current action are: 718 * current action are:
795 * UP_OBJ_INSERT: op was inserted 719 * UP_OBJ_INSERT: op was inserted
796 * UP_OBJ_REMOVE: op was removed 720 * UP_OBJ_REMOVE: op was removed
797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 721 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
798 * as that is easier than trying to look at what may have changed. 722 * as that is easier than trying to look at what may have changed.
799 * UP_OBJ_FACE: only the objects face has changed. 723 * UP_OBJ_FACE: only the objects face has changed.
800 */ 724 */
801
802void 725void
803update_object (object *op, int action) 726update_object (object *op, int action)
804{ 727{
805 int update_now = 0, flags; 728 if (!op)
806 MoveType move_on, move_off, move_block, move_slow;
807
808 if (op == NULL)
809 { 729 {
810 /* this should never happen */ 730 /* this should never happen */
811 LOG (llevDebug, "update_object() called for NULL object.\n"); 731 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
812 return; 732 return;
813 } 733 }
814 734
815 if (op->env != NULL) 735 if (!op->is_on_map ())
816 { 736 {
817 /* Animation is currently handled by client, so nothing 737 /* Animation is currently handled by client, so nothing
818 * to do in this case. 738 * to do in this case.
819 */ 739 */
820 return; 740 return;
821 } 741 }
822 742
823 /* If the map is saving, don't do anything as everything is
824 * going to get freed anyways.
825 */
826 if (!op->map || op->map->in_memory == MAP_SAVING)
827 return;
828
829 /* make sure the object is within map boundaries */ 743 /* make sure the object is within map boundaries */
830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 744 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
831 { 745 {
832 LOG (llevError, "update_object() called for object out of map!\n"); 746 LOG (llevError, "update_object() called for object out of map!\n");
833#ifdef MANY_CORES 747#ifdef MANY_CORES
834 abort (); 748 abort ();
835#endif 749#endif
836 return; 750 return;
837 } 751 }
838 752
839 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 753 mapspace &m = op->ms ();
840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
845 754
755 if (!(m.flags_ & P_UPTODATE))
756 /* nop */;
846 if (action == UP_OBJ_INSERT) 757 else if (action == UP_OBJ_INSERT)
847 { 758 {
759 // this is likely overkill, TODO: revisit (schmorp)
848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 760 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
849 update_now = 1;
850
851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 761 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
852 update_now = 1; 762 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
853 763 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
764 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 765 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
858 update_now = 1;
859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
863 if ((move_on | op->move_on) != move_on) 766 || (m.move_on | op->move_on ) != m.move_on
864 update_now = 1;
865
866 if ((move_off | op->move_off) != move_off) 767 || (m.move_off | op->move_off ) != m.move_off
867 update_now = 1; 768 || (m.move_slow | op->move_slow) != m.move_slow
868
869 /* This isn't perfect, but I don't expect a lot of objects to 769 /* This isn't perfect, but I don't expect a lot of objects to
870 * to have move_allow right now. 770 * to have move_allow right now.
871 */ 771 */
872 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 772 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
873 update_now = 1; 773 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
874 774 m.flags_ = 0;
875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
877 } 775 }
878 /* if the object is being removed, we can't make intelligent 776 /* if the object is being removed, we can't make intelligent
879 * decisions, because remove_ob can't really pass the object 777 * decisions, because remove_ob can't really pass the object
880 * that is being removed. 778 * that is being removed.
881 */ 779 */
882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 780 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 update_now = 1; 781 m.flags_ = 0;
884 else if (action == UP_OBJ_FACE) 782 else if (action == UP_OBJ_FACE)
885 /* Nothing to do for that case */ ; 783 /* Nothing to do for that case */ ;
886 else 784 else
887 LOG (llevError, "update_object called with invalid action: %d\n", action); 785 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 786
889 if (update_now)
890 {
891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
892 update_position (op->map, op->x, op->y);
893 }
894
895 if (op->more != NULL) 787 if (op->more)
896 update_object (op->more, action); 788 update_object (op->more, action);
897}
898
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921} 789}
922 790
923object::object () 791object::object ()
924{ 792{
925 SET_FLAG (this, FLAG_REMOVED); 793 SET_FLAG (this, FLAG_REMOVED);
928 face = blank_face; 796 face = blank_face;
929} 797}
930 798
931object::~object () 799object::~object ()
932{ 800{
801 unlink ();
802
933 free_key_values (this); 803 free_key_values (this);
934} 804}
935 805
806static int object_count;
807
936void object::link () 808void object::link ()
937{ 809{
810 assert (!index);//D
811 uuid = UUID::gen ();
938 count = ++ob_count; 812 count = ++object_count;
939 uuid = gen_uuid ();
940 813
941 prev = 0; 814 refcnt_inc ();
942 next = object::first; 815 objects.insert (this);
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948} 816}
949 817
950void object::unlink () 818void object::unlink ()
951{ 819{
952 if (this == object::first) 820 if (!index)
953 object::first = next; 821 return;
954 822
955 /* Remove this object from the list of used objects */ 823 objects.erase (this);
956 if (prev) prev->next = next; 824 refcnt_dec ();
957 if (next) next->prev = prev; 825}
958 826
959 prev = 0; 827void
960 next = 0; 828object::activate ()
829{
830 /* If already on active list, don't do anything */
831 if (active)
832 return;
833
834 if (has_active_speed ())
835 actives.insert (this);
836}
837
838void
839object::activate_recursive ()
840{
841 activate ();
842
843 for (object *op = inv; op; op = op->below)
844 op->activate_recursive ();
845}
846
847/* This function removes object 'op' from the list of active
848 * objects.
849 * This should only be used for style maps or other such
850 * reference maps where you don't want an object that isn't
851 * in play chewing up cpu time getting processed.
852 * The reverse of this is to call update_ob_speed, which
853 * will do the right thing based on the speed of the object.
854 */
855void
856object::deactivate ()
857{
858 /* If not on the active list, nothing needs to be done */
859 if (!active)
860 return;
861
862 actives.erase (this);
863}
864
865void
866object::deactivate_recursive ()
867{
868 for (object *op = inv; op; op = op->below)
869 op->deactivate_recursive ();
870
871 deactivate ();
872}
873
874void
875object::set_flag_inv (int flag, int value)
876{
877 for (object *op = inv; op; op = op->below)
878 {
879 op->flag [flag] = value;
880 op->set_flag_inv (flag, value);
881 }
882}
883
884/*
885 * Remove and free all objects in the inventory of the given object.
886 * object.c ?
887 */
888void
889object::destroy_inv (bool drop_to_ground)
890{
891 // need to check first, because the checks below might segfault
892 // as we might be on an invalid mapspace and crossfire code
893 // is too buggy to ensure that the inventory is empty.
894 // corollary: if you create arrows etc. with stuff in its inventory,
895 // cf will crash below with off-map x and y
896 if (!inv)
897 return;
898
899 /* Only if the space blocks everything do we not process -
900 * if some form of movement is allowed, let objects
901 * drop on that space.
902 */
903 if (!drop_to_ground
904 || !map
905 || map->in_memory != MAP_ACTIVE
906 || map->nodrop
907 || ms ().move_block == MOVE_ALL)
908 {
909 while (inv)
910 {
911 inv->destroy_inv (false);
912 inv->destroy ();
913 }
914 }
915 else
916 { /* Put objects in inventory onto this space */
917 while (inv)
918 {
919 object *op = inv;
920
921 if (op->flag [FLAG_STARTEQUIP]
922 || op->flag [FLAG_NO_DROP]
923 || op->type == RUNE
924 || op->type == TRAP
925 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH])
927 op->destroy (true);
928 else
929 map->insert (op, x, y);
930 }
931 }
961} 932}
962 933
963object *object::create () 934object *object::create ()
964{ 935{
965 object *op = new object; 936 object *op = new object;
966 op->link (); 937 op->link ();
967 return op; 938 return op;
968} 939}
969 940
970/* 941static struct freed_map : maptile
971 * free_object() frees everything allocated by an object, removes
972 * it from the list of used objects, and puts it on the list of
973 * free objects. The IS_FREED() flag is set in the object.
974 * The object must have been removed by remove_ob() first for
975 * this function to succeed.
976 *
977 * If free_inventory is set, free inventory as well. Else drop items in
978 * inventory to the ground.
979 */
980void object::free (bool free_inventory)
981{ 942{
982 if (QUERY_FLAG (this, FLAG_FREED)) 943 freed_map ()
944 {
945 path = "<freed objects map>";
946 name = "/internal/freed_objects_map";
947 width = 3;
948 height = 3;
949 nodrop = 1;
950
951 alloc ();
952 in_memory = MAP_ACTIVE;
953 }
954
955 ~freed_map ()
956 {
957 destroy ();
958 }
959} freed_map; // freed objects are moved here to avoid crashes
960
961void
962object::do_destroy ()
963{
964 if (flag [FLAG_IS_LINKED])
965 remove_button_link (this);
966
967 if (flag [FLAG_FRIENDLY])
968 remove_friendly_object (this);
969
970 remove ();
971
972 attachable::do_destroy ();
973
974 deactivate ();
975 unlink ();
976
977 flag [FLAG_FREED] = 1;
978
979 // hack to ensure that freed objects still have a valid map
980 map = &freed_map;
981 x = 1;
982 y = 1;
983
984 if (more)
985 {
986 more->destroy ();
987 more = 0;
988 }
989
990 head = 0;
991
992 // clear those pointers that likely might cause circular references
993 owner = 0;
994 enemy = 0;
995 attacked_by = 0;
996 current_weapon = 0;
997}
998
999void
1000object::destroy (bool destroy_inventory)
1001{
1002 if (destroyed ())
983 return; 1003 return;
984 1004
985 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1005 if (!is_head () && !head->destroyed ())
986 remove_friendly_object (this);
987
988 if (!QUERY_FLAG (this, FLAG_REMOVED))
989 remove_ob (this);
990
991 SET_FLAG (this, FLAG_FREED);
992
993 if (more)
994 {
995 more->free (free_inventory);
996 more = 0;
997 } 1006 {
998 1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
999 if (inv) 1008 head->destroy (destroy_inventory);
1009 return;
1000 { 1010 }
1001 /* Only if the space blocks everything do we not process -
1002 * if some form of movement is allowed, let objects
1003 * drop on that space.
1004 */
1005 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1006 {
1007 object *op = inv;
1008 1011
1009 while (op) 1012 destroy_inv (!destroy_inventory);
1010 {
1011 object *tmp = op->below;
1012 op->free (free_inventory);
1013 op = tmp;
1014 }
1015 }
1016 else
1017 { /* Put objects in inventory onto this space */
1018 object *op = inv;
1019 1013
1020 while (op) 1014 if (is_head ())
1021 { 1015 if (sound_destroy)
1022 object *tmp = op->below; 1016 play_sound (sound_destroy);
1017 else if (flag [FLAG_MONSTER])
1018 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1023 1019
1024 remove_ob (op); 1020 attachable::destroy ();
1025
1026 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1027 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1028 free_object (op);
1029 else
1030 {
1031 op->x = x;
1032 op->y = y;
1033 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1034 }
1035
1036 op = tmp;
1037 }
1038 }
1039 }
1040
1041 // clear those pointers that likely might have circular references to us
1042 owner = 0;
1043 enemy = 0;
1044 attacked_by = 0;
1045
1046 /* Remove object from the active list */
1047 speed = 0;
1048 update_ob_speed (this);
1049
1050 unlink ();
1051
1052 mortals.push_back (this);
1053} 1021}
1054 1022
1055/* 1023/* op->remove ():
1056 * sub_weight() recursively (outwards) subtracts a number from the
1057 * weight of an object (and what is carried by it's environment(s)).
1058 */
1059
1060void
1061sub_weight (object *op, signed long weight)
1062{
1063 while (op != NULL)
1064 {
1065 if (op->type == CONTAINER)
1066 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1067
1068 op->carrying -= weight;
1069 op = op->env;
1070 }
1071}
1072
1073/* remove_ob(op):
1074 * This function removes the object op from the linked list of objects 1024 * This function removes the object op from the linked list of objects
1075 * which it is currently tied to. When this function is done, the 1025 * which it is currently tied to. When this function is done, the
1076 * object will have no environment. If the object previously had an 1026 * object will have no environment. If the object previously had an
1077 * environment, the x and y coordinates will be updated to 1027 * environment, the x and y coordinates will be updated to
1078 * the previous environment. 1028 * the previous environment.
1079 * Beware: This function is called from the editor as well!
1080 */ 1029 */
1081
1082void 1030void
1083remove_ob (object *op) 1031object::do_remove ()
1084{ 1032{
1085 object *tmp, *last = 0; 1033 object *tmp, *last = 0;
1086 object *otmp; 1034 object *otmp;
1087 1035
1088 int check_walk_off; 1036 if (flag [FLAG_REMOVED])
1089 maptile *m;
1090
1091 sint16 x, y;
1092
1093 if (QUERY_FLAG (op, FLAG_REMOVED))
1094 return; 1037 return;
1095 1038
1096 SET_FLAG (op, FLAG_REMOVED); 1039 INVOKE_OBJECT (REMOVE, this);
1097 1040
1098 if (op->more != NULL) 1041 flag [FLAG_REMOVED] = true;
1099 remove_ob (op->more); 1042
1043 if (more)
1044 more->remove ();
1100 1045
1101 /* 1046 /*
1102 * In this case, the object to be removed is in someones 1047 * In this case, the object to be removed is in someones
1103 * inventory. 1048 * inventory.
1104 */ 1049 */
1105 if (op->env != NULL) 1050 if (env)
1106 { 1051 {
1107 if (op->nrof) 1052 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1108 sub_weight (op->env, op->weight * op->nrof); 1053 if (object *pl = visible_to ())
1109 else 1054 esrv_del_item (pl->contr, count);
1110 sub_weight (op->env, op->weight + op->carrying); 1055 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1056
1057 adjust_weight (env, -total_weight ());
1058
1059 *(above ? &above->below : &env->inv) = below;
1060
1061 if (below)
1062 below->above = above;
1063
1064 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do.
1067 */
1068 map = env->map;
1069 x = env->x;
1070 y = env->y;
1071 above = 0;
1072 below = 0;
1073 env = 0;
1111 1074
1112 /* NO_FIX_PLAYER is set when a great many changes are being 1075 /* NO_FIX_PLAYER is set when a great many changes are being
1113 * made to players inventory. If set, avoiding the call 1076 * made to players inventory. If set, avoiding the call
1114 * to save cpu time. 1077 * to save cpu time.
1115 */ 1078 */
1116 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1079 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1117 fix_player (otmp); 1080 otmp->update_stats ();
1081 }
1082 else if (map)
1083 {
1084 map->dirty = true;
1085 mapspace &ms = this->ms ();
1118 1086
1119 if (op->above != NULL) 1087 if (object *pl = ms.player ())
1088 {
1089 if (type == PLAYER) // this == pl(!)
1090 {
1091 // leaving a spot always closes any open container on the ground
1092 if (container && !container->env)
1093 // this causes spurious floorbox updates, but it ensures
1094 // that the CLOSE event is being sent.
1095 close_container ();
1096
1097 --map->players;
1098 map->touch ();
1099 }
1100 else if (pl->container == this)
1101 {
1102 // removing a container should close it
1103 close_container ();
1104 }
1105
1106 esrv_del_item (pl->contr, count);
1107 }
1108
1109 /* link the object above us */
1110 if (above)
1120 op->above->below = op->below; 1111 above->below = below;
1121 else 1112 else
1122 op->env->inv = op->below;
1123
1124 if (op->below != NULL)
1125 op->below->above = op->above;
1126
1127 /* we set up values so that it could be inserted into
1128 * the map, but we don't actually do that - it is up
1129 * to the caller to decide what we want to do.
1130 */
1131 op->x = op->env->x, op->y = op->env->y;
1132 op->map = op->env->map;
1133 op->above = NULL, op->below = NULL;
1134 op->env = NULL;
1135 }
1136 else if (op->map)
1137 {
1138 x = op->x;
1139 y = op->y;
1140 m = get_map_from_coord (op->map, &x, &y);
1141
1142 if (!m)
1143 {
1144 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1145 op->map->path, op->x, op->y);
1146 /* in old days, we used to set x and y to 0 and continue.
1147 * it seems if we get into this case, something is probablye
1148 * screwed up and should be fixed.
1149 */
1150 abort ();
1151 }
1152
1153 if (op->map != m)
1154 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1155 op->map->path, m->path, op->x, op->y, x, y);
1156
1157 /* Re did the following section of code - it looks like it had
1158 * lots of logic for things we no longer care about
1159 */
1160
1161 /* link the object above us */
1162 if (op->above)
1163 op->above->below = op->below;
1164 else
1165 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1113 ms.top = below; /* we were top, set new top */
1166 1114
1167 /* Relink the object below us, if there is one */ 1115 /* Relink the object below us, if there is one */
1168 if (op->below) 1116 if (below)
1169 op->below->above = op->above; 1117 below->above = above;
1170 else 1118 else
1171 { 1119 {
1172 /* Nothing below, which means we need to relink map object for this space 1120 /* Nothing below, which means we need to relink map object for this space
1173 * use translated coordinates in case some oddness with map tiling is 1121 * use translated coordinates in case some oddness with map tiling is
1174 * evident 1122 * evident
1175 */ 1123 */
1176 if (GET_MAP_OB (m, x, y) != op) 1124 if (GET_MAP_OB (map, x, y) != this)
1177 {
1178 dump_object (op);
1179 LOG (llevError,
1180 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1125 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 ());
1181 dump_object (GET_MAP_OB (m, x, y));
1182 LOG (llevError, "%s\n", errmsg);
1183 }
1184 1126
1185 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1127 ms.bot = above; /* goes on above it. */
1186 } 1128 }
1187 1129
1188 op->above = 0; 1130 above = 0;
1189 op->below = 0; 1131 below = 0;
1190 1132
1191 if (op->map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1192 return; 1134 return;
1193 1135
1194 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1195 1137
1196 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1138 if (object *pl = ms.player ())
1139 {
1140 if (pl->container == this)
1141 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view
1143 * appropriately.
1144 */
1145 pl->close_container ();
1146
1147 //TODO: the floorbox prev/next might need updating
1148 //esrv_del_item (pl->contr, count);
1149 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update ();
1152 }
1153
1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1197 { 1155 {
1198 /* No point updating the players look faces if he is the object 1156 /* No point updating the players look faces if he is the object
1199 * being removed. 1157 * being removed.
1200 */ 1158 */
1201 1159
1202 if (tmp->type == PLAYER && tmp != op) 1160 /* See if object moving off should effect something */
1161 if (check_walk_off
1162 && ((move_type & tmp->move_off)
1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1203 { 1164 {
1204 /* If a container that the player is currently using somehow gets
1205 * removed (most likely destroyed), update the player view
1206 * appropriately.
1207 */
1208 if (tmp->container == op)
1209 {
1210 CLEAR_FLAG (op, FLAG_APPLIED);
1211 tmp->container = NULL;
1212 }
1213
1214 tmp->contr->socket.update_look = 1;
1215 }
1216
1217 /* See if player moving off should effect something */
1218 if (check_walk_off
1219 && ((op->move_type & tmp->move_off)
1220 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1221 {
1222 move_apply (tmp, op, NULL); 1165 move_apply (tmp, this, 0);
1223 1166
1224 if (op->destroyed ()) 1167 if (destroyed ())
1225 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1226 } 1169 }
1227 1170
1228 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1229
1230 if (tmp->above == tmp)
1231 tmp->above = NULL;
1232
1233 last = tmp; 1171 last = tmp;
1234 } 1172 }
1235 1173
1236 /* last == NULL of there are no objects on this space */ 1174 /* last == NULL if there are no objects on this space */
1175 //TODO: this makes little sense, why only update the topmost object?
1237 if (last == NULL) 1176 if (!last)
1238 { 1177 map->at (x, y).flags_ = 0;
1239 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1240 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1241 * those out anyways, and if there are any flags set right now, they won't
1242 * be correct anyways.
1243 */
1244 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1245 update_position (op->map, op->x, op->y);
1246 }
1247 else 1178 else
1248 update_object (last, UP_OBJ_REMOVE); 1179 update_object (last, UP_OBJ_REMOVE);
1249 1180
1250 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1181 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1251 update_all_los (op->map, op->x, op->y); 1182 update_all_los (map, x, y);
1252 } 1183 }
1253} 1184}
1254 1185
1255/* 1186/*
1256 * merge_ob(op,top): 1187 * merge_ob(op,top):
1264merge_ob (object *op, object *top) 1195merge_ob (object *op, object *top)
1265{ 1196{
1266 if (!op->nrof) 1197 if (!op->nrof)
1267 return 0; 1198 return 0;
1268 1199
1269 if (top == NULL) 1200 if (!top)
1270 for (top = op; top != NULL && top->above != NULL; top = top->above); 1201 for (top = op; top && top->above; top = top->above)
1202 ;
1271 1203
1272 for (; top != NULL; top = top->below) 1204 for (; top; top = top->below)
1273 { 1205 if (object::can_merge (op, top))
1274 if (top == op)
1275 continue;
1276 if (CAN_MERGE (op, top))
1277 { 1206 {
1278 top->nrof += op->nrof; 1207 top->nrof += op->nrof;
1279 1208
1280/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1209 if (object *pl = top->visible_to ())
1281 op->weight = 0; /* Don't want any adjustements now */ 1210 esrv_update_item (UPD_NROF, pl, top);
1282 remove_ob (op); 1211
1283 free_object (op); 1212 op->weight = 0; // cancel the addition above
1213 op->carrying = 0; // must be 0 already
1214
1215 op->destroy (1);
1216
1284 return top; 1217 return top;
1285 } 1218 }
1286 }
1287 1219
1288 return 0; 1220 return 0;
1289} 1221}
1290 1222
1223void
1224object::expand_tail ()
1225{
1226 if (more)
1227 return;
1228
1229 object *prev = this;
1230
1231 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1232 {
1233 object *op = arch_to_object (at);
1234
1235 op->name = name;
1236 op->name_pl = name_pl;
1237 op->title = title;
1238
1239 op->head = this;
1240 prev->more = op;
1241
1242 prev = op;
1243 }
1244}
1245
1291/* 1246/*
1292 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1247 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1293 * job preparing multi-part monsters 1248 * job preparing multi-part monsters.
1294 */ 1249 */
1295object * 1250object *
1296insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1251insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1297{ 1252{
1298 object *tmp;
1299
1300 if (op->head)
1301 op = op->head;
1302
1303 for (tmp = op; tmp; tmp = tmp->more) 1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1304 { 1254 {
1305 tmp->x = x + tmp->arch->clone.x; 1255 tmp->x = x + tmp->arch->x;
1306 tmp->y = y + tmp->arch->clone.y; 1256 tmp->y = y + tmp->arch->y;
1307 } 1257 }
1308 1258
1309 return insert_ob_in_map (op, m, originator, flag); 1259 return insert_ob_in_map (op, m, originator, flag);
1310} 1260}
1311 1261
1327 * Return value: 1277 * Return value:
1328 * new object if 'op' was merged with other object 1278 * new object if 'op' was merged with other object
1329 * NULL if 'op' was destroyed 1279 * NULL if 'op' was destroyed
1330 * just 'op' otherwise 1280 * just 'op' otherwise
1331 */ 1281 */
1332
1333object * 1282object *
1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1335{ 1284{
1336 object *tmp, *top, *floor = NULL; 1285 assert (!op->flag [FLAG_FREED]);
1337 sint16 x, y;
1338 1286
1339 if (QUERY_FLAG (op, FLAG_FREED)) 1287 op->remove ();
1340 {
1341 LOG (llevError, "Trying to insert freed object!\n");
1342 return NULL;
1343 }
1344
1345 if (m == NULL)
1346 {
1347 dump_object (op);
1348 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1349 return op;
1350 }
1351
1352 if (out_of_map (m, op->x, op->y))
1353 {
1354 dump_object (op);
1355 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1356#ifdef MANY_CORES
1357 /* Better to catch this here, as otherwise the next use of this object
1358 * is likely to cause a crash. Better to find out where it is getting
1359 * improperly inserted.
1360 */
1361 abort ();
1362#endif
1363 return op;
1364 }
1365
1366 if (!QUERY_FLAG (op, FLAG_REMOVED))
1367 {
1368 dump_object (op);
1369 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1370 return op;
1371 }
1372
1373 if (op->more != NULL)
1374 {
1375 /* The part may be on a different map. */
1376
1377 object *more = op->more;
1378
1379 /* We really need the caller to normalize coordinates - if
1380 * we set the map, that doesn't work if the location is within
1381 * a map and this is straddling an edge. So only if coordinate
1382 * is clear wrong do we normalize it.
1383 */
1384 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1385 more->map = get_map_from_coord (m, &more->x, &more->y);
1386 else if (!more->map)
1387 {
1388 /* For backwards compatibility - when not dealing with tiled maps,
1389 * more->map should always point to the parent.
1390 */
1391 more->map = m;
1392 }
1393
1394 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1395 {
1396 if (!op->head)
1397 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1398
1399 return NULL;
1400 }
1401 }
1402
1403 CLEAR_FLAG (op, FLAG_REMOVED);
1404 1288
1405 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* Ideally, the caller figures this out. However, it complicates a lot
1406 * of areas of callers (eg, anything that uses find_free_spot would now 1290 * of areas of callers (eg, anything that uses find_free_spot would now
1407 * need extra work 1291 * need extra work
1408 */ 1292 */
1409 op->map = get_map_from_coord (m, &op->x, &op->y); 1293 if (!xy_normalise (m, op->x, op->y))
1410 x = op->x; 1294 {
1411 y = op->y; 1295 op->destroy (1);
1296 return 0;
1297 }
1298
1299 if (object *more = op->more)
1300 if (!insert_ob_in_map (more, m, originator, flag))
1301 return 0;
1302
1303 CLEAR_FLAG (op, FLAG_REMOVED);
1304
1305 op->map = m;
1306 mapspace &ms = op->ms ();
1412 1307
1413 /* this has to be done after we translate the coordinates. 1308 /* this has to be done after we translate the coordinates.
1414 */ 1309 */
1415 if (op->nrof && !(flag & INS_NO_MERGE)) 1310 if (op->nrof && !(flag & INS_NO_MERGE))
1416 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1417 if (CAN_MERGE (op, tmp)) 1312 if (object::can_merge (op, tmp))
1418 { 1313 {
1314 // TODO: we atcually want to update tmp, not op,
1315 // but some caller surely breaks when we return tmp
1316 // from here :/
1419 op->nrof += tmp->nrof; 1317 op->nrof += tmp->nrof;
1420 remove_ob (tmp); 1318 tmp->destroy (1);
1421 free_object (tmp);
1422 } 1319 }
1423 1320
1424 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1425 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1322 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1426 1323
1439 op->below = originator->below; 1336 op->below = originator->below;
1440 1337
1441 if (op->below) 1338 if (op->below)
1442 op->below->above = op; 1339 op->below->above = op;
1443 else 1340 else
1444 SET_MAP_OB (op->map, op->x, op->y, op); 1341 ms.bot = op;
1445 1342
1446 /* since *below* originator, no need to update top */ 1343 /* since *below* originator, no need to update top */
1447 originator->below = op; 1344 originator->below = op;
1448 } 1345 }
1449 else 1346 else
1450 { 1347 {
1348 object *top, *floor = NULL;
1349
1350 top = ms.bot;
1351
1451 /* If there are other objects, then */ 1352 /* If there are other objects, then */
1452 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1353 if (top)
1453 { 1354 {
1454 object *last = NULL; 1355 object *last = 0;
1455 1356
1456 /* 1357 /*
1457 * If there are multiple objects on this space, we do some trickier handling. 1358 * If there are multiple objects on this space, we do some trickier handling.
1458 * We've already dealt with merging if appropriate. 1359 * We've already dealt with merging if appropriate.
1459 * Generally, we want to put the new object on top. But if 1360 * Generally, we want to put the new object on top. But if
1463 * once we get to them. This reduces the need to traverse over all of 1364 * once we get to them. This reduces the need to traverse over all of
1464 * them when adding another one - this saves quite a bit of cpu time 1365 * them when adding another one - this saves quite a bit of cpu time
1465 * when lots of spells are cast in one area. Currently, it is presumed 1366 * when lots of spells are cast in one area. Currently, it is presumed
1466 * that flying non pickable objects are spell objects. 1367 * that flying non pickable objects are spell objects.
1467 */ 1368 */
1468 1369 for (top = ms.bot; top; top = top->above)
1469 while (top != NULL)
1470 { 1370 {
1471 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1371 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1472 floor = top; 1372 floor = top;
1473 1373
1474 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1374 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1477 top = top->below; 1377 top = top->below;
1478 break; 1378 break;
1479 } 1379 }
1480 1380
1481 last = top; 1381 last = top;
1482 top = top->above;
1483 } 1382 }
1484 1383
1485 /* Don't want top to be NULL, so set it to the last valid object */ 1384 /* Don't want top to be NULL, so set it to the last valid object */
1486 top = last; 1385 top = last;
1487 1386
1489 * looks like instead of lots of conditions here. 1388 * looks like instead of lots of conditions here.
1490 * makes things faster, and effectively the same result. 1389 * makes things faster, and effectively the same result.
1491 */ 1390 */
1492 1391
1493 /* Have object 'fall below' other objects that block view. 1392 /* Have object 'fall below' other objects that block view.
1494 * Unless those objects are exits, type 66 1393 * Unless those objects are exits.
1495 * If INS_ON_TOP is used, don't do this processing 1394 * If INS_ON_TOP is used, don't do this processing
1496 * Need to find the object that in fact blocks view, otherwise 1395 * Need to find the object that in fact blocks view, otherwise
1497 * stacking is a bit odd. 1396 * stacking is a bit odd.
1498 */ 1397 */
1499 if (!(flag & INS_ON_TOP) && 1398 if (!(flag & INS_ON_TOP)
1500 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1399 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility))
1501 { 1401 {
1502 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1503 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1504 break; 1404 break;
1405
1505 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1506 * and make sure we have a below pointer for it so that 1407 * and make sure we have a below pointer for it so that
1507 * we can get inserted below this one, which requires we 1408 * we can get inserted below this one, which requires we
1508 * set top to the object below us. 1409 * set top to the object below us.
1509 */ 1410 */
1510 if (last && last->below && last != floor) 1411 if (last && last->below && last != floor)
1511 top = last->below; 1412 top = last->below;
1512 } 1413 }
1513 } /* If objects on this space */ 1414 } /* If objects on this space */
1514 1415
1515 if (flag & INS_MAP_LOAD)
1516 top = GET_MAP_TOP (op->map, op->x, op->y);
1517
1518 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1519 top = floor; 1417 top = floor;
1520 1418
1521 /* Top is the object that our object (op) is going to get inserted above. 1419 /* Top is the object that our object (op) is going to get inserted above.
1522 */ 1420 */
1523 1421
1524 /* First object on this space */ 1422 /* First object on this space */
1525 if (!top) 1423 if (!top)
1526 { 1424 {
1527 op->above = GET_MAP_OB (op->map, op->x, op->y); 1425 op->above = ms.bot;
1528 1426
1529 if (op->above) 1427 if (op->above)
1530 op->above->below = op; 1428 op->above->below = op;
1531 1429
1532 op->below = NULL; 1430 op->below = 0;
1533 SET_MAP_OB (op->map, op->x, op->y, op); 1431 ms.bot = op;
1534 } 1432 }
1535 else 1433 else
1536 { /* get inserted into the stack above top */ 1434 { /* get inserted into the stack above top */
1537 op->above = top->above; 1435 op->above = top->above;
1538 1436
1541 1439
1542 op->below = top; 1440 op->below = top;
1543 top->above = op; 1441 top->above = op;
1544 } 1442 }
1545 1443
1546 if (op->above == NULL) 1444 if (!op->above)
1547 SET_MAP_TOP (op->map, op->x, op->y, op); 1445 ms.top = op;
1548 } /* else not INS_BELOW_ORIGINATOR */ 1446 } /* else not INS_BELOW_ORIGINATOR */
1549 1447
1550 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1449 {
1551 op->contr->do_los = 1; 1450 op->contr->do_los = 1;
1451 ++op->map->players;
1452 op->map->touch ();
1453 }
1552 1454
1553 /* If we have a floor, we know the player, if any, will be above 1455 op->map->dirty = true;
1554 * it, so save a few ticks and start from there. 1456
1555 */ 1457 if (object *pl = ms.player ())
1556 if (!(flag & INS_MAP_LOAD)) 1458 //TODO: the floorbox prev/next might need updating
1557 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1459 //esrv_send_item (pl, op);
1558 if (tmp->type == PLAYER) 1460 //TODO: update floorbox to preserve ordering
1559 tmp->contr->socket.update_look = 1; 1461 if (pl->contr->ns)
1462 pl->contr->ns->floorbox_update ();
1560 1463
1561 /* If this object glows, it may affect lighting conditions that are 1464 /* If this object glows, it may affect lighting conditions that are
1562 * visible to others on this map. But update_all_los is really 1465 * visible to others on this map. But update_all_los is really
1563 * an inefficient way to do this, as it means los for all players 1466 * an inefficient way to do this, as it means los for all players
1564 * on the map will get recalculated. The players could very well 1467 * on the map will get recalculated. The players could very well
1565 * be far away from this change and not affected in any way - 1468 * be far away from this change and not affected in any way -
1566 * this should get redone to only look for players within range, 1469 * this should get redone to only look for players within range,
1567 * or just updating the P_NEED_UPDATE for spaces within this area 1470 * or just updating the P_UPTODATE for spaces within this area
1568 * of effect may be sufficient. 1471 * of effect may be sufficient.
1569 */ 1472 */
1570 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1473 if (op->map->darkness && (op->glow_radius != 0))
1571 update_all_los (op->map, op->x, op->y); 1474 update_all_los (op->map, op->x, op->y);
1572 1475
1573 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1476 /* updates flags (blocked, alive, no magic, etc) for this map space */
1574 update_object (op, UP_OBJ_INSERT); 1477 update_object (op, UP_OBJ_INSERT);
1575 1478
1479 INVOKE_OBJECT (INSERT, op);
1480
1576 /* Don't know if moving this to the end will break anything. However, 1481 /* Don't know if moving this to the end will break anything. However,
1577 * we want to have update_look set above before calling this. 1482 * we want to have floorbox_update called before calling this.
1578 * 1483 *
1579 * check_move_on() must be after this because code called from 1484 * check_move_on() must be after this because code called from
1580 * check_move_on() depends on correct map flags (so functions like 1485 * check_move_on() depends on correct map flags (so functions like
1581 * blocked() and wall() work properly), and these flags are updated by 1486 * blocked() and wall() work properly), and these flags are updated by
1582 * update_object(). 1487 * update_object().
1583 */ 1488 */
1584 1489
1585 /* if this is not the head or flag has been passed, don't check walk on status */ 1490 /* if this is not the head or flag has been passed, don't check walk on status */
1586 if (!(flag & INS_NO_WALK_ON) && !op->head) 1491 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1587 { 1492 {
1588 if (check_move_on (op, originator)) 1493 if (check_move_on (op, originator))
1589 return NULL; 1494 return 0;
1590 1495
1591 /* If we are a multi part object, lets work our way through the check 1496 /* If we are a multi part object, lets work our way through the check
1592 * walk on's. 1497 * walk on's.
1593 */ 1498 */
1594 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1499 for (object *tmp = op->more; tmp; tmp = tmp->more)
1595 if (check_move_on (tmp, originator)) 1500 if (check_move_on (tmp, originator))
1596 return NULL; 1501 return 0;
1597 } 1502 }
1598 1503
1599 return op; 1504 return op;
1600} 1505}
1601 1506
1602/* this function inserts an object in the map, but if it 1507/* this function inserts an object in the map, but if it
1603 * finds an object of its own type, it'll remove that one first. 1508 * finds an object of its own type, it'll remove that one first.
1604 * op is the object to insert it under: supplies x and the map. 1509 * op is the object to insert it under: supplies x and the map.
1605 */ 1510 */
1606void 1511void
1607replace_insert_ob_in_map (const char *arch_string, object *op) 1512replace_insert_ob_in_map (const char *arch_string, object *op)
1608{ 1513{
1609 object *
1610 tmp;
1611 object *
1612 tmp1;
1613
1614 /* first search for itself and remove any old instances */ 1514 /* first search for itself and remove any old instances */
1615 1515
1616 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1617 {
1618 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1517 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1619 { 1518 tmp->destroy (1);
1620 remove_ob (tmp);
1621 free_object (tmp);
1622 }
1623 }
1624 1519
1625 tmp1 = arch_to_object (archetype::find (arch_string)); 1520 object *tmp = arch_to_object (archetype::find (arch_string));
1626 1521
1627 tmp1->x = op->x; 1522 tmp->x = op->x;
1628 tmp1->y = op->y; 1523 tmp->y = op->y;
1524
1629 insert_ob_in_map (tmp1, op->map, op, 0); 1525 insert_ob_in_map (tmp, op->map, op, 0);
1630} 1526}
1631
1632/*
1633 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1634 * is returned contains nr objects, and the remaining parts contains
1635 * the rest (or is removed and freed if that number is 0).
1636 * On failure, NULL is returned, and the reason put into the
1637 * global static errmsg array.
1638 */
1639 1527
1640object * 1528object *
1641get_split_ob (object *orig_ob, uint32 nr) 1529object::insert_at (object *where, object *originator, int flags)
1642{ 1530{
1643 object * 1531 if (where->env)
1644 newob; 1532 return where->env->insert (this);
1645 int 1533 else
1646 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1534 return where->map->insert (this, where->x, where->y, originator, flags);
1647
1648 if (orig_ob->nrof < nr)
1649 {
1650 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1651 return NULL;
1652 }
1653
1654 newob = object_create_clone (orig_ob);
1655
1656 if ((orig_ob->nrof -= nr) < 1)
1657 {
1658 if (!is_removed)
1659 remove_ob (orig_ob);
1660 free_object2 (orig_ob, 1);
1661 }
1662 else if (!is_removed)
1663 {
1664 if (orig_ob->env != NULL)
1665 sub_weight (orig_ob->env, orig_ob->weight * nr);
1666 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1667 {
1668 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1669 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1670 return NULL;
1671 }
1672 }
1673
1674 newob->nrof = nr;
1675
1676 return newob;
1677} 1535}
1678 1536
1679/* 1537/*
1680 * decrease_ob_nr(object, number) decreases a specified number from 1538 * decrease(object, number) decreases a specified number from
1681 * the amount of an object. If the amount reaches 0, the object 1539 * the amount of an object. If the amount reaches 0, the object
1682 * is subsequently removed and freed. 1540 * is subsequently removed and freed.
1683 * 1541 *
1684 * Return value: 'op' if something is left, NULL if the amount reached 0 1542 * Return value: 'op' if something is left, NULL if the amount reached 0
1685 */ 1543 */
1544bool
1545object::decrease (sint32 nr)
1546{
1547 if (!nr)
1548 return true;
1686 1549
1550 nr = min (nr, nrof);
1551
1552 nrof -= nr;
1553
1554 if (nrof)
1555 {
1556 adjust_weight (env, -weight * nr); // carrying == 0
1557
1558 if (object *pl = visible_to ())
1559 esrv_update_item (UPD_NROF, pl, this);
1560
1561 return true;
1562 }
1563 else
1564 {
1565 destroy (1);
1566 return false;
1567 }
1568}
1569
1570/*
1571 * split(ob,nr) splits up ob into two parts. The part which
1572 * is returned contains nr objects, and the remaining parts contains
1573 * the rest (or is removed and returned if that number is 0).
1574 * On failure, NULL is returned.
1575 */
1687object * 1576object *
1688decrease_ob_nr (object *op, uint32 i) 1577object::split (sint32 nr)
1689{ 1578{
1690 object *tmp; 1579 int have = number_of ();
1691 player *pl;
1692 1580
1693 if (i == 0) /* objects with op->nrof require this check */ 1581 if (have < nr)
1694 return op; 1582 return 0;
1695 1583 else if (have == nr)
1696 if (i > op->nrof)
1697 i = op->nrof;
1698
1699 if (QUERY_FLAG (op, FLAG_REMOVED))
1700 op->nrof -= i;
1701 else if (op->env != NULL)
1702 { 1584 {
1703 /* is this object in the players inventory, or sub container
1704 * therein?
1705 */
1706 tmp = is_player_inv (op->env);
1707 /* nope. Is this a container the player has opened?
1708 * If so, set tmp to that player.
1709 * IMO, searching through all the players will mostly
1710 * likely be quicker than following op->env to the map,
1711 * and then searching the map for a player.
1712 */
1713 if (!tmp)
1714 {
1715 for (pl = first_player; pl; pl = pl->next)
1716 if (pl->ob->container == op->env)
1717 break;
1718 if (pl)
1719 tmp = pl->ob;
1720 else
1721 tmp = NULL;
1722 }
1723
1724 if (i < op->nrof)
1725 {
1726 sub_weight (op->env, op->weight * i);
1727 op->nrof -= i;
1728 if (tmp)
1729 {
1730 esrv_send_item (tmp, op);
1731 }
1732 }
1733 else
1734 {
1735 remove_ob (op); 1585 remove ();
1736 op->nrof = 0; 1586 return this;
1737 if (tmp)
1738 {
1739 esrv_del_item (tmp->contr, op->count);
1740 }
1741 }
1742 } 1587 }
1743 else 1588 else
1744 { 1589 {
1745 object *above = op->above; 1590 decrease (nr);
1746 1591
1747 if (i < op->nrof) 1592 object *op = object_create_clone (this);
1748 op->nrof -= i; 1593 op->nrof = nr;
1749 else
1750 {
1751 remove_ob (op);
1752 op->nrof = 0;
1753 }
1754
1755 /* Since we just removed op, op->above is null */
1756 for (tmp = above; tmp != NULL; tmp = tmp->above)
1757 if (tmp->type == PLAYER)
1758 {
1759 if (op->nrof)
1760 esrv_send_item (tmp, op);
1761 else
1762 esrv_del_item (tmp->contr, op->count);
1763 }
1764 }
1765
1766 if (op->nrof)
1767 return op; 1594 return op;
1768 else
1769 { 1595 }
1770 free_object (op); 1596}
1597
1598object *
1599insert_ob_in_ob (object *op, object *where)
1600{
1601 if (!where)
1602 {
1603 char *dump = dump_object (op);
1604 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1605 free (dump);
1771 return NULL; 1606 return op;
1772 }
1773}
1774
1775/*
1776 * add_weight(object, weight) adds the specified weight to an object,
1777 * and also updates how much the environment(s) is/are carrying.
1778 */
1779
1780void
1781add_weight (object *op, signed long weight)
1782{
1783 while (op != NULL)
1784 { 1607 }
1785 if (op->type == CONTAINER)
1786 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1787 1608
1788 op->carrying += weight; 1609 if (where->head_ () != where)
1789 op = op->env;
1790 } 1610 {
1791} 1611 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1612 where = where->head;
1613 }
1792 1614
1615 return where->insert (op);
1616}
1617
1793/* 1618/*
1794 * insert_ob_in_ob(op,environment): 1619 * env->insert (op)
1795 * This function inserts the object op in the linked list 1620 * This function inserts the object op in the linked list
1796 * inside the object environment. 1621 * inside the object environment.
1797 * 1622 *
1798 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1799 * the inventory at the last position or next to other objects of the same
1800 * type.
1801 * Frank: Now sorted by type, archetype and magic!
1802 *
1803 * The function returns now pointer to inserted item, and return value can 1623 * The function returns now pointer to inserted item, and return value can
1804 * be != op, if items are merged. -Tero 1624 * be != op, if items are merged. -Tero
1805 */ 1625 */
1806
1807object * 1626object *
1808insert_ob_in_ob (object *op, object *where) 1627object::insert (object *op)
1809{ 1628{
1810 object *
1811 tmp, *
1812 otmp;
1813
1814 if (!QUERY_FLAG (op, FLAG_REMOVED))
1815 {
1816 dump_object (op);
1817 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1818 return op;
1819 }
1820
1821 if (where == NULL)
1822 {
1823 dump_object (op);
1824 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1825 return op;
1826 }
1827
1828 if (where->head)
1829 {
1830 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1831 where = where->head;
1832 }
1833
1834 if (op->more) 1629 if (op->more)
1835 { 1630 {
1836 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1631 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1837 return op; 1632 return op;
1838 } 1633 }
1839 1634
1840 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1635 op->remove ();
1841 CLEAR_FLAG (op, FLAG_REMOVED); 1636
1637 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1638
1842 if (op->nrof) 1639 if (op->nrof)
1843 {
1844 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1640 for (object *tmp = inv; tmp; tmp = tmp->below)
1845 if (CAN_MERGE (tmp, op)) 1641 if (object::can_merge (tmp, op))
1846 { 1642 {
1847 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1848 (client needs the original object) */ 1644 (client needs the original object) */
1849 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1850 /* Weight handling gets pretty funky. Since we are adding to 1646
1851 * tmp->nrof, we need to increase the weight. 1647 if (object *pl = tmp->visible_to ())
1852 */ 1648 esrv_update_item (UPD_NROF, pl, tmp);
1853 add_weight (where, op->weight * op->nrof); 1649
1854 SET_FLAG (op, FLAG_REMOVED); 1650 adjust_weight (this, op->total_weight ());
1855 free_object (op); /* free the inserted object */ 1651
1652 op->destroy (1);
1856 op = tmp; 1653 op = tmp;
1857 remove_ob (op); /* and fix old object's links */ 1654 goto inserted;
1858 CLEAR_FLAG (op, FLAG_REMOVED);
1859 break;
1860 } 1655 }
1861 1656
1862 /* I assume combined objects have no inventory 1657 op->owner = 0; // it's his/hers now. period.
1863 * We add the weight - this object could have just been removed
1864 * (if it was possible to merge). calling remove_ob will subtract
1865 * the weight, so we need to add it in again, since we actually do
1866 * the linking below
1867 */
1868 add_weight (where, op->weight * op->nrof);
1869 }
1870 else
1871 add_weight (where, (op->weight + op->carrying));
1872
1873 otmp = is_player_inv (where);
1874 if (otmp && otmp->contr != NULL)
1875 {
1876 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1877 fix_player (otmp);
1878 }
1879
1880 op->map = NULL; 1658 op->map = 0;
1881 op->env = where; 1659 op->x = 0;
1660 op->y = 0;
1661
1882 op->above = NULL; 1662 op->above = 0;
1883 op->below = NULL; 1663 op->below = inv;
1884 op->x = 0, op->y = 0; 1664 op->env = this;
1885 1665
1666 if (inv)
1667 inv->above = op;
1668
1669 inv = op;
1670
1671 op->flag [FLAG_REMOVED] = 0;
1672
1673 if (object *pl = op->visible_to ())
1674 esrv_send_item (pl, op);
1675
1676 adjust_weight (this, op->total_weight ());
1677
1678inserted:
1886 /* reset the light list and los of the players on the map */ 1679 /* reset the light list and los of the players on the map */
1887 if ((op->glow_radius != 0) && where->map) 1680 if (op->glow_radius && map && map->darkness)
1888 { 1681 update_all_los (map, x, y);
1889#ifdef DEBUG_LIGHTS
1890 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1891#endif /* DEBUG_LIGHTS */
1892 if (MAP_DARKNESS (where->map))
1893 update_all_los (where->map, where->x, where->y);
1894 }
1895 1682
1896 /* Client has no idea of ordering so lets not bother ordering it here. 1683 // if this is a player's inventory, update stats
1897 * It sure simplifies this function... 1684 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1898 */ 1685 update_stats ();
1899 if (where->inv == NULL) 1686
1900 where->inv = op; 1687 INVOKE_OBJECT (INSERT, this);
1901 else 1688
1902 {
1903 op->below = where->inv;
1904 op->below->above = op;
1905 where->inv = op;
1906 }
1907 return op; 1689 return op;
1908} 1690}
1909 1691
1910/* 1692/*
1911 * Checks if any objects has a move_type that matches objects 1693 * Checks if any objects has a move_type that matches objects
1925 * 1707 *
1926 * MSW 2001-07-08: Check all objects on space, not just those below 1708 * MSW 2001-07-08: Check all objects on space, not just those below
1927 * object being inserted. insert_ob_in_map may not put new objects 1709 * object being inserted. insert_ob_in_map may not put new objects
1928 * on top. 1710 * on top.
1929 */ 1711 */
1930
1931int 1712int
1932check_move_on (object *op, object *originator) 1713check_move_on (object *op, object *originator)
1933{ 1714{
1934 object *tmp; 1715 object *tmp;
1935 maptile *m = op->map; 1716 maptile *m = op->map;
1962 1743
1963 /* The objects have to be checked from top to bottom. 1744 /* The objects have to be checked from top to bottom.
1964 * Hence, we first go to the top: 1745 * Hence, we first go to the top:
1965 */ 1746 */
1966 1747
1967 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1748 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1968 { 1749 {
1969 /* Trim the search when we find the first other spell effect 1750 /* Trim the search when we find the first other spell effect
1970 * this helps performance so that if a space has 50 spell objects, 1751 * this helps performance so that if a space has 50 spell objects,
1971 * we don't need to check all of them. 1752 * we don't need to check all of them.
1972 */ 1753 */
1990 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1991 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1992 { 1773 {
1993 1774
1994 float 1775 float
1995 diff = tmp->move_slow_penalty * FABS (op->speed); 1776 diff = tmp->move_slow_penalty * fabs (op->speed);
1996 1777
1997 if (op->type == PLAYER) 1778 if (op->type == PLAYER)
1998 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1999 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2000 diff /= 4.0; 1781 diff /= 4.0;
2027/* 1808/*
2028 * present_arch(arch, map, x, y) searches for any objects with 1809 * present_arch(arch, map, x, y) searches for any objects with
2029 * a matching archetype at the given map and coordinates. 1810 * a matching archetype at the given map and coordinates.
2030 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
2031 */ 1812 */
2032
2033object * 1813object *
2034present_arch (const archetype *at, maptile *m, int x, int y) 1814present_arch (const archetype *at, maptile *m, int x, int y)
2035{ 1815{
2036 object *
2037 tmp;
2038
2039 if (m == NULL || out_of_map (m, x, y)) 1816 if (!m || out_of_map (m, x, y))
2040 { 1817 {
2041 LOG (llevError, "Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
2042 return NULL; 1819 return NULL;
2043 } 1820 }
2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1821
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2045 if (tmp->arch == at) 1823 if (tmp->arch == at)
2046 return tmp; 1824 return tmp;
1825
2047 return NULL; 1826 return NULL;
2048} 1827}
2049 1828
2050/* 1829/*
2051 * present(type, map, x, y) searches for any objects with 1830 * present(type, map, x, y) searches for any objects with
2052 * a matching type variable at the given map and coordinates. 1831 * a matching type variable at the given map and coordinates.
2053 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
2054 */ 1833 */
2055
2056object * 1834object *
2057present (unsigned char type, maptile *m, int x, int y) 1835present (unsigned char type, maptile *m, int x, int y)
2058{ 1836{
2059 object *
2060 tmp;
2061
2062 if (out_of_map (m, x, y)) 1837 if (out_of_map (m, x, y))
2063 { 1838 {
2064 LOG (llevError, "Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
2065 return NULL; 1840 return NULL;
2066 } 1841 }
2067 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1842
1843 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2068 if (tmp->type == type) 1844 if (tmp->type == type)
2069 return tmp; 1845 return tmp;
1846
2070 return NULL; 1847 return NULL;
2071} 1848}
2072 1849
2073/* 1850/*
2074 * present_in_ob(type, object) searches for any objects with 1851 * present_in_ob(type, object) searches for any objects with
2075 * a matching type variable in the inventory of the given object. 1852 * a matching type variable in the inventory of the given object.
2076 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
2077 */ 1854 */
2078
2079object * 1855object *
2080present_in_ob (unsigned char type, const object *op) 1856present_in_ob (unsigned char type, const object *op)
2081{ 1857{
2082 object *
2083 tmp;
2084
2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1858 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2086 if (tmp->type == type) 1859 if (tmp->type == type)
2087 return tmp; 1860 return tmp;
1861
2088 return NULL; 1862 return NULL;
2089} 1863}
2090 1864
2091/* 1865/*
2092 * present_in_ob (type, str, object) searches for any objects with 1866 * present_in_ob (type, str, object) searches for any objects with
2100 * str is the string to match against. Note that we match against 1874 * str is the string to match against. Note that we match against
2101 * the object name, not the archetype name. this is so that the 1875 * the object name, not the archetype name. this is so that the
2102 * spell code can use one object type (force), but change it's name 1876 * spell code can use one object type (force), but change it's name
2103 * to be unique. 1877 * to be unique.
2104 */ 1878 */
2105
2106object * 1879object *
2107present_in_ob_by_name (int type, const char *str, const object *op) 1880present_in_ob_by_name (int type, const char *str, const object *op)
2108{ 1881{
2109 object *
2110 tmp;
2111
2112 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2113 {
2114 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1883 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2115 return tmp; 1884 return tmp;
2116 } 1885
2117 return NULL; 1886 return 0;
2118} 1887}
2119 1888
2120/* 1889/*
2121 * present_arch_in_ob(archetype, object) searches for any objects with 1890 * present_arch_in_ob(archetype, object) searches for any objects with
2122 * a matching archetype in the inventory of the given object. 1891 * a matching archetype in the inventory of the given object.
2123 * The first matching object is returned, or NULL if none. 1892 * The first matching object is returned, or NULL if none.
2124 */ 1893 */
2125
2126object * 1894object *
2127present_arch_in_ob (const archetype *at, const object *op) 1895present_arch_in_ob (const archetype *at, const object *op)
2128{ 1896{
2129 object *
2130 tmp;
2131
2132 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2133 if (tmp->arch == at) 1898 if (tmp->arch == at)
2134 return tmp; 1899 return tmp;
1900
2135 return NULL; 1901 return NULL;
2136} 1902}
2137 1903
2138/* 1904/*
2139 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
2140 */ 1906 */
2141void 1907void
2142flag_inv (object *op, int flag) 1908flag_inv (object *op, int flag)
2143{ 1909{
2144 object *
2145 tmp;
2146
2147 if (op->inv)
2148 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1910 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2149 { 1911 {
2150 SET_FLAG (tmp, flag); 1912 SET_FLAG (tmp, flag);
2151 flag_inv (tmp, flag); 1913 flag_inv (tmp, flag);
2152 } 1914 }
2153} /* 1915}
1916
1917/*
2154 * desactivate recursively a flag on an object inventory 1918 * deactivate recursively a flag on an object inventory
2155 */ 1919 */
2156void 1920void
2157unflag_inv (object *op, int flag) 1921unflag_inv (object *op, int flag)
2158{ 1922{
2159 object *
2160 tmp;
2161
2162 if (op->inv)
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1923 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2164 { 1924 {
2165 CLEAR_FLAG (tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
2166 unflag_inv (tmp, flag); 1926 unflag_inv (tmp, flag);
2167 } 1927 }
2168}
2169
2170/*
2171 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2172 * all it's inventory (recursively).
2173 * If checksums are used, a player will get set_cheat called for
2174 * him/her-self and all object carried by a call to this function.
2175 */
2176
2177void
2178set_cheat (object *op)
2179{
2180 SET_FLAG (op, FLAG_WAS_WIZ);
2181 flag_inv (op, FLAG_WAS_WIZ);
2182} 1928}
2183 1929
2184/* 1930/*
2185 * find_free_spot(object, map, x, y, start, stop) will search for 1931 * find_free_spot(object, map, x, y, start, stop) will search for
2186 * a spot at the given map and coordinates which will be able to contain 1932 * a spot at the given map and coordinates which will be able to contain
2188 * to search (see the freearr_x/y[] definition). 1934 * to search (see the freearr_x/y[] definition).
2189 * It returns a random choice among the alternatives found. 1935 * It returns a random choice among the alternatives found.
2190 * start and stop are where to start relative to the free_arr array (1,9 1936 * start and stop are where to start relative to the free_arr array (1,9
2191 * does all 4 immediate directions). This returns the index into the 1937 * does all 4 immediate directions). This returns the index into the
2192 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1938 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2193 * Note - this only checks to see if there is space for the head of the
2194 * object - if it is a multispace object, this should be called for all
2195 * pieces.
2196 * Note2: This function does correctly handle tiled maps, but does not 1939 * Note: This function does correctly handle tiled maps, but does not
2197 * inform the caller. However, insert_ob_in_map will update as 1940 * inform the caller. However, insert_ob_in_map will update as
2198 * necessary, so the caller shouldn't need to do any special work. 1941 * necessary, so the caller shouldn't need to do any special work.
2199 * Note - updated to take an object instead of archetype - this is necessary 1942 * Note - updated to take an object instead of archetype - this is necessary
2200 * because arch_blocked (now ob_blocked) needs to know the movement type 1943 * because arch_blocked (now ob_blocked) needs to know the movement type
2201 * to know if the space in question will block the object. We can't use 1944 * to know if the space in question will block the object. We can't use
2202 * the archetype because that isn't correct if the monster has been 1945 * the archetype because that isn't correct if the monster has been
2203 * customized, changed states, etc. 1946 * customized, changed states, etc.
2204 */ 1947 */
2205
2206int 1948int
2207find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1949find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2208{ 1950{
2209 int
2210 i,
2211 index = 0, flag;
2212 static int
2213 altern[SIZEOFFREE]; 1951 int altern[SIZEOFFREE];
1952 int index = 0, flag;
2214 1953
2215 for (i = start; i < stop; i++) 1954 for (int i = start; i < stop; i++)
2216 { 1955 {
2217 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1956 mapxy pos (m, x, y); pos.move (i);
2218 if (!flag) 1957
1958 if (!pos.normalise ())
1959 continue;
1960
1961 mapspace &ms = *pos;
1962
1963 if (ms.flags () & P_IS_ALIVE)
1964 continue;
1965
1966 /* However, often
1967 * ob doesn't have any move type (when used to place exits)
1968 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1969 */
1970 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1971 {
2219 altern[index++] = i; 1972 altern [index++] = i;
1973 continue;
1974 }
2220 1975
2221 /* Basically, if we find a wall on a space, we cut down the search size. 1976 /* Basically, if we find a wall on a space, we cut down the search size.
2222 * In this way, we won't return spaces that are on another side of a wall. 1977 * In this way, we won't return spaces that are on another side of a wall.
2223 * This mostly work, but it cuts down the search size in all directions - 1978 * This mostly work, but it cuts down the search size in all directions -
2224 * if the space being examined only has a wall to the north and empty 1979 * if the space being examined only has a wall to the north and empty
2225 * spaces in all the other directions, this will reduce the search space 1980 * spaces in all the other directions, this will reduce the search space
2226 * to only the spaces immediately surrounding the target area, and 1981 * to only the spaces immediately surrounding the target area, and
2227 * won't look 2 spaces south of the target space. 1982 * won't look 2 spaces south of the target space.
2228 */ 1983 */
2229 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1984 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1985 {
2230 stop = maxfree[i]; 1986 stop = maxfree[i];
1987 continue;
1988 }
1989
1990 /* Note it is intentional that we check ob - the movement type of the
1991 * head of the object should correspond for the entire object.
1992 */
1993 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1994 continue;
1995
1996 if (ob->blocked (m, pos.x, pos.y))
1997 continue;
1998
1999 altern [index++] = i;
2231 } 2000 }
2001
2232 if (!index) 2002 if (!index)
2233 return -1; 2003 return -1;
2004
2234 return altern[RANDOM () % index]; 2005 return altern [rndm (index)];
2235} 2006}
2236 2007
2237/* 2008/*
2238 * find_first_free_spot(archetype, maptile, x, y) works like 2009 * find_first_free_spot(archetype, maptile, x, y) works like
2239 * find_free_spot(), but it will search max number of squares. 2010 * find_free_spot(), but it will search max number of squares.
2240 * But it will return the first available spot, not a random choice. 2011 * But it will return the first available spot, not a random choice.
2241 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2012 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2242 */ 2013 */
2243
2244int 2014int
2245find_first_free_spot (const object *ob, maptile *m, int x, int y) 2015find_first_free_spot (const object *ob, maptile *m, int x, int y)
2246{ 2016{
2247 int
2248 i;
2249
2250 for (i = 0; i < SIZEOFFREE; i++) 2017 for (int i = 0; i < SIZEOFFREE; i++)
2251 {
2252 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2018 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2253 return i; 2019 return i;
2254 } 2020
2255 return -1; 2021 return -1;
2256} 2022}
2257 2023
2258/* 2024/*
2259 * The function permute(arr, begin, end) randomly reorders the array 2025 * The function permute(arr, begin, end) randomly reorders the array
2260 * arr[begin..end-1]. 2026 * arr[begin..end-1].
2027 * now uses a fisher-yates shuffle, old permute was broken
2261 */ 2028 */
2262static void 2029static void
2263permute (int *arr, int begin, int end) 2030permute (int *arr, int begin, int end)
2264{ 2031{
2265 int 2032 arr += begin;
2266 i,
2267 j,
2268 tmp,
2269 len;
2270
2271 len = end - begin; 2033 end -= begin;
2272 for (i = begin; i < end; i++)
2273 {
2274 j = begin + RANDOM () % len;
2275 2034
2276 tmp = arr[i]; 2035 while (--end)
2277 arr[i] = arr[j]; 2036 swap (arr [end], arr [rndm (end + 1)]);
2278 arr[j] = tmp;
2279 }
2280} 2037}
2281 2038
2282/* new function to make monster searching more efficient, and effective! 2039/* new function to make monster searching more efficient, and effective!
2283 * This basically returns a randomized array (in the passed pointer) of 2040 * This basically returns a randomized array (in the passed pointer) of
2284 * the spaces to find monsters. In this way, it won't always look for 2041 * the spaces to find monsters. In this way, it won't always look for
2287 * the 3x3 area will be searched, just not in a predictable order. 2044 * the 3x3 area will be searched, just not in a predictable order.
2288 */ 2045 */
2289void 2046void
2290get_search_arr (int *search_arr) 2047get_search_arr (int *search_arr)
2291{ 2048{
2292 int 2049 int i;
2293 i;
2294 2050
2295 for (i = 0; i < SIZEOFFREE; i++) 2051 for (i = 0; i < SIZEOFFREE; i++)
2296 {
2297 search_arr[i] = i; 2052 search_arr[i] = i;
2298 }
2299 2053
2300 permute (search_arr, 1, SIZEOFFREE1 + 1); 2054 permute (search_arr, 1, SIZEOFFREE1 + 1);
2301 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2055 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2302 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2056 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2303} 2057}
2312 * Perhaps incorrectly, but I'm making the assumption that exclude 2066 * Perhaps incorrectly, but I'm making the assumption that exclude
2313 * is actually want is going to try and move there. We need this info 2067 * is actually want is going to try and move there. We need this info
2314 * because we have to know what movement the thing looking to move 2068 * because we have to know what movement the thing looking to move
2315 * there is capable of. 2069 * there is capable of.
2316 */ 2070 */
2317
2318int 2071int
2319find_dir (maptile *m, int x, int y, object *exclude) 2072find_dir (maptile *m, int x, int y, object *exclude)
2320{ 2073{
2321 int
2322 i,
2323 max = SIZEOFFREE, mflags; 2074 int i, max = SIZEOFFREE, mflags;
2324 2075
2325 sint16 nx, ny; 2076 sint16 nx, ny;
2326 object * 2077 object *tmp;
2327 tmp;
2328 maptile * 2078 maptile *mp;
2329 mp;
2330 2079
2331 MoveType blocked, move_type; 2080 MoveType blocked, move_type;
2332 2081
2333 if (exclude && exclude->head) 2082 if (exclude && exclude->head_ () != exclude)
2334 { 2083 {
2335 exclude = exclude->head; 2084 exclude = exclude->head;
2336 move_type = exclude->move_type; 2085 move_type = exclude->move_type;
2337 } 2086 }
2338 else 2087 else
2346 mp = m; 2095 mp = m;
2347 nx = x + freearr_x[i]; 2096 nx = x + freearr_x[i];
2348 ny = y + freearr_y[i]; 2097 ny = y + freearr_y[i];
2349 2098
2350 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2099 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2100
2351 if (mflags & P_OUT_OF_MAP) 2101 if (mflags & P_OUT_OF_MAP)
2352 {
2353 max = maxfree[i]; 2102 max = maxfree[i];
2354 }
2355 else 2103 else
2356 { 2104 {
2357 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2105 mapspace &ms = mp->at (nx, ny);
2106
2107 blocked = ms.move_block;
2358 2108
2359 if ((move_type & blocked) == move_type) 2109 if ((move_type & blocked) == move_type)
2360 {
2361 max = maxfree[i]; 2110 max = maxfree[i];
2362 }
2363 else if (mflags & P_IS_ALIVE) 2111 else if (mflags & P_IS_ALIVE)
2364 { 2112 {
2365 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2113 for (tmp = ms.bot; tmp; tmp = tmp->above)
2366 { 2114 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2367 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2115 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2368 {
2369 break; 2116 break;
2370 } 2117
2371 }
2372 if (tmp) 2118 if (tmp)
2373 {
2374 return freedir[i]; 2119 return freedir[i];
2375 }
2376 } 2120 }
2377 } 2121 }
2378 } 2122 }
2123
2379 return 0; 2124 return 0;
2380} 2125}
2381 2126
2382/* 2127/*
2383 * distance(object 1, object 2) will return the square of the 2128 * distance(object 1, object 2) will return the square of the
2384 * distance between the two given objects. 2129 * distance between the two given objects.
2385 */ 2130 */
2386
2387int 2131int
2388distance (const object *ob1, const object *ob2) 2132distance (const object *ob1, const object *ob2)
2389{ 2133{
2390 int
2391 i;
2392
2393 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2134 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2394 return i;
2395} 2135}
2396 2136
2397/* 2137/*
2398 * find_dir_2(delta-x,delta-y) will return a direction in which 2138 * find_dir_2(delta-x,delta-y) will return a direction in which
2399 * an object which has subtracted the x and y coordinates of another 2139 * an object which has subtracted the x and y coordinates of another
2400 * object, needs to travel toward it. 2140 * object, needs to travel toward it.
2401 */ 2141 */
2402
2403int 2142int
2404find_dir_2 (int x, int y) 2143find_dir_2 (int x, int y)
2405{ 2144{
2406 int 2145 int q;
2407 q;
2408 2146
2409 if (y) 2147 if (y)
2410 q = x * 100 / y; 2148 q = x * 100 / y;
2411 else if (x) 2149 else if (x)
2412 q = -300 * x; 2150 q = -300 * x;
2437 2175
2438 return 3; 2176 return 3;
2439} 2177}
2440 2178
2441/* 2179/*
2442 * absdir(int): Returns a number between 1 and 8, which represent
2443 * the "absolute" direction of a number (it actually takes care of
2444 * "overflow" in previous calculations of a direction).
2445 */
2446
2447int
2448absdir (int d)
2449{
2450 while (d < 1)
2451 d += 8;
2452 while (d > 8)
2453 d -= 8;
2454 return d;
2455}
2456
2457/*
2458 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2180 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2459 * between two directions (which are expected to be absolute (see absdir()) 2181 * between two directions (which are expected to be absolute (see absdir())
2460 */ 2182 */
2461
2462int 2183int
2463dirdiff (int dir1, int dir2) 2184dirdiff (int dir1, int dir2)
2464{ 2185{
2465 int 2186 int d;
2466 d;
2467 2187
2468 d = abs (dir1 - dir2); 2188 d = abs (dir1 - dir2);
2469 if (d > 4) 2189 if (d > 4)
2470 d = 8 - d; 2190 d = 8 - d;
2191
2471 return d; 2192 return d;
2472} 2193}
2473 2194
2474/* peterm: 2195/* peterm:
2475 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2196 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2478 * This basically means that if direction is 15, then it could either go 2199 * This basically means that if direction is 15, then it could either go
2479 * direction 4, 14, or 16 to get back to where we are. 2200 * direction 4, 14, or 16 to get back to where we are.
2480 * Moved from spell_util.c to object.c with the other related direction 2201 * Moved from spell_util.c to object.c with the other related direction
2481 * functions. 2202 * functions.
2482 */ 2203 */
2483
2484int
2485 reduction_dir[SIZEOFFREE][3] = { 2204int reduction_dir[SIZEOFFREE][3] = {
2486 {0, 0, 0}, /* 0 */ 2205 {0, 0, 0}, /* 0 */
2487 {0, 0, 0}, /* 1 */ 2206 {0, 0, 0}, /* 1 */
2488 {0, 0, 0}, /* 2 */ 2207 {0, 0, 0}, /* 2 */
2489 {0, 0, 0}, /* 3 */ 2208 {0, 0, 0}, /* 3 */
2490 {0, 0, 0}, /* 4 */ 2209 {0, 0, 0}, /* 4 */
2538 * find a path to that monster that we found. If not, 2257 * find a path to that monster that we found. If not,
2539 * we don't bother going toward it. Returns 1 if we 2258 * we don't bother going toward it. Returns 1 if we
2540 * can see a direct way to get it 2259 * can see a direct way to get it
2541 * Modified to be map tile aware -.MSW 2260 * Modified to be map tile aware -.MSW
2542 */ 2261 */
2543
2544
2545int 2262int
2546can_see_monsterP (maptile *m, int x, int y, int dir) 2263can_see_monsterP (maptile *m, int x, int y, int dir)
2547{ 2264{
2548 sint16 dx, dy; 2265 sint16 dx, dy;
2549 int
2550 mflags; 2266 int mflags;
2551 2267
2552 if (dir < 0) 2268 if (dir < 0)
2553 return 0; /* exit condition: invalid direction */ 2269 return 0; /* exit condition: invalid direction */
2554 2270
2555 dx = x + freearr_x[dir]; 2271 dx = x + freearr_x[dir];
2568 return 0; 2284 return 0;
2569 2285
2570 /* yes, can see. */ 2286 /* yes, can see. */
2571 if (dir < 9) 2287 if (dir < 9)
2572 return 1; 2288 return 1;
2289
2573 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2290 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2574 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2291 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2292 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2575} 2293}
2576
2577
2578 2294
2579/* 2295/*
2580 * can_pick(picker, item): finds out if an object is possible to be 2296 * can_pick(picker, item): finds out if an object is possible to be
2581 * picked up by the picker. Returnes 1 if it can be 2297 * picked up by the picker. Returnes 1 if it can be
2582 * picked up, otherwise 0. 2298 * picked up, otherwise 0.
2584 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2300 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2585 * core dumps if they do. 2301 * core dumps if they do.
2586 * 2302 *
2587 * Add a check so we can't pick up invisible objects (0.93.8) 2303 * Add a check so we can't pick up invisible objects (0.93.8)
2588 */ 2304 */
2589
2590int 2305int
2591can_pick (const object *who, const object *item) 2306can_pick (const object *who, const object *item)
2592{ 2307{
2593 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2308 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2594 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2309 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2595 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2310 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2596} 2311}
2597 2312
2598
2599/* 2313/*
2600 * create clone from object to another 2314 * create clone from object to another
2601 */ 2315 */
2602object * 2316object *
2603object_create_clone (object *asrc) 2317object_create_clone (object *asrc)
2604{ 2318{
2605 object * 2319 object *dst = 0;
2606 dst = NULL, *tmp, *src, *part, *prev, *item;
2607 2320
2608 if (!asrc) 2321 if (!asrc)
2609 return NULL; 2322 return 0;
2610 src = asrc;
2611 if (src->head)
2612 src = src->head;
2613 2323
2614 prev = NULL; 2324 object *src = asrc->head_ ();
2325
2326 object *prev = 0;
2615 for (part = src; part; part = part->more) 2327 for (object *part = src; part; part = part->more)
2616 { 2328 {
2617 tmp = get_object (); 2329 object *tmp = part->clone ();
2618 copy_object (part, tmp); 2330
2619 tmp->x -= src->x; 2331 tmp->x -= src->x;
2620 tmp->y -= src->y; 2332 tmp->y -= src->y;
2333
2621 if (!part->head) 2334 if (!part->head)
2622 { 2335 {
2623 dst = tmp; 2336 dst = tmp;
2624 tmp->head = NULL; 2337 tmp->head = 0;
2625 } 2338 }
2626 else 2339 else
2627 {
2628 tmp->head = dst; 2340 tmp->head = dst;
2629 } 2341
2630 tmp->more = NULL; 2342 tmp->more = 0;
2343
2631 if (prev) 2344 if (prev)
2632 prev->more = tmp; 2345 prev->more = tmp;
2346
2633 prev = tmp; 2347 prev = tmp;
2634 } 2348 }
2635 2349
2636 for (item = src->inv; item; item = item->below) 2350 for (object *item = src->inv; item; item = item->below)
2637 insert_ob_in_ob (object_create_clone (item), dst); 2351 insert_ob_in_ob (object_create_clone (item), dst);
2638 2352
2639 return dst; 2353 return dst;
2640}
2641
2642/* GROS - Creates an object using a string representing its content. */
2643/* Basically, we save the content of the string to a temp file, then call */
2644/* load_object on it. I admit it is a highly inefficient way to make things, */
2645/* but it was simple to make and allows reusing the load_object function. */
2646/* Remember not to use load_object_str in a time-critical situation. */
2647/* Also remember that multiparts objects are not supported for now. */
2648
2649object *
2650load_object_str (const char *obstr)
2651{
2652 object *op;
2653 char filename[MAX_BUF];
2654
2655 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2656
2657 FILE *tempfile = fopen (filename, "w");
2658
2659 if (tempfile == NULL)
2660 {
2661 LOG (llevError, "Error - Unable to access load object temp file\n");
2662 return NULL;
2663 }
2664
2665 fprintf (tempfile, obstr);
2666 fclose (tempfile);
2667
2668 op = get_object ();
2669
2670 object_thawer thawer (filename);
2671
2672 if (thawer)
2673 load_object (thawer, op, 0);
2674
2675 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2676 CLEAR_FLAG (op, FLAG_REMOVED);
2677
2678 return op;
2679} 2354}
2680 2355
2681/* This returns the first object in who's inventory that 2356/* This returns the first object in who's inventory that
2682 * has the same type and subtype match. 2357 * has the same type and subtype match.
2683 * returns NULL if no match. 2358 * returns NULL if no match.
2684 */ 2359 */
2685object * 2360object *
2686find_obj_by_type_subtype (const object *who, int type, int subtype) 2361find_obj_by_type_subtype (const object *who, int type, int subtype)
2687{ 2362{
2688 object *tmp;
2689
2690 for (tmp = who->inv; tmp; tmp = tmp->below) 2363 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2691 if (tmp->type == type && tmp->subtype == subtype) 2364 if (tmp->type == type && tmp->subtype == subtype)
2692 return tmp; 2365 return tmp;
2693 2366
2694 return NULL;
2695}
2696
2697/* If ob has a field named key, return the link from the list,
2698 * otherwise return NULL.
2699 *
2700 * key must be a passed in shared string - otherwise, this won't
2701 * do the desired thing.
2702 */
2703key_value *
2704get_ob_key_link (const object *ob, const char *key)
2705{
2706 key_value *link;
2707
2708 for (link = ob->key_values; link != NULL; link = link->next)
2709 if (link->key == key)
2710 return link;
2711
2712 return NULL;
2713}
2714
2715/*
2716 * Returns the value of op has an extra_field for key, or NULL.
2717 *
2718 * The argument doesn't need to be a shared string.
2719 *
2720 * The returned string is shared.
2721 */
2722const char *
2723get_ob_key_value (const object *op, const char *const key)
2724{
2725 key_value *link;
2726 shstr_cmp canonical_key (key);
2727
2728 if (!canonical_key)
2729 {
2730 /* 1. There being a field named key on any object
2731 * implies there'd be a shared string to find.
2732 * 2. Since there isn't, no object has this field.
2733 * 3. Therefore, *this* object doesn't have this field.
2734 */
2735 return 0;
2736 }
2737
2738 /* This is copied from get_ob_key_link() above -
2739 * only 4 lines, and saves the function call overhead.
2740 */
2741 for (link = op->key_values; link; link = link->next)
2742 if (link->key == canonical_key)
2743 return link->value;
2744
2745 return 0; 2367 return 0;
2746} 2368}
2747 2369
2748 2370const shstr &
2749/* 2371object::kv_get (const shstr &key) const
2750 * Updates the canonical_key in op to value.
2751 *
2752 * canonical_key is a shared string (value doesn't have to be).
2753 *
2754 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2755 * keys.
2756 *
2757 * Returns TRUE on success.
2758 */
2759int
2760set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2761{ 2372{
2762 key_value * 2373 for (key_value *kv = key_values; kv; kv = kv->next)
2763 field = NULL, *last = NULL; 2374 if (kv->key == key)
2375 return kv->value;
2764 2376
2765 for (field = op->key_values; field != NULL; field = field->next) 2377 return shstr_null;
2766 { 2378}
2767 if (field->key != canonical_key) 2379
2380void
2381object::kv_set (const shstr &key, const shstr &value)
2382{
2383 for (key_value *kv = key_values; kv; kv = kv->next)
2384 if (kv->key == key)
2768 { 2385 {
2769 last = field; 2386 kv->value = value;
2770 continue; 2387 return;
2771 } 2388 }
2772 2389
2773 if (value) 2390 key_value *kv = new key_value;
2774 field->value = value; 2391
2775 else 2392 kv->next = key_values;
2393 kv->key = key;
2394 kv->value = value;
2395
2396 key_values = kv;
2397}
2398
2399void
2400object::kv_del (const shstr &key)
2401{
2402 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2403 if ((*kvp)->key == key)
2776 { 2404 {
2777 /* Basically, if the archetype has this key set, 2405 key_value *kv = *kvp;
2778 * we need to store the null value so when we save 2406 *kvp = (*kvp)->next;
2779 * it, we save the empty value so that when we load, 2407 delete kv;
2780 * we get this value back again. 2408 return;
2781 */
2782 if (get_ob_key_link (&op->arch->clone, canonical_key))
2783 field->value = 0;
2784 else
2785 {
2786 if (last)
2787 last->next = field->next;
2788 else
2789 op->key_values = field->next;
2790
2791 delete field;
2792 }
2793 } 2409 }
2794 return TRUE;
2795 }
2796 /* IF we get here, key doesn't exist */
2797
2798 /* No field, we'll have to add it. */
2799
2800 if (!add_key)
2801 {
2802 return FALSE;
2803 }
2804 /* There isn't any good reason to store a null
2805 * value in the key/value list. If the archetype has
2806 * this key, then we should also have it, so shouldn't
2807 * be here. If user wants to store empty strings,
2808 * should pass in ""
2809 */
2810 if (value == NULL)
2811 return TRUE;
2812
2813 field = new key_value;
2814
2815 field->key = canonical_key;
2816 field->value = value;
2817 /* Usual prepend-addition. */
2818 field->next = op->key_values;
2819 op->key_values = field;
2820
2821 return TRUE;
2822}
2823
2824/*
2825 * Updates the key in op to value.
2826 *
2827 * If add_key is FALSE, this will only update existing keys,
2828 * and not add new ones.
2829 * In general, should be little reason FALSE is ever passed in for add_key
2830 *
2831 * Returns TRUE on success.
2832 */
2833int
2834set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2835{
2836 shstr key_ (key);
2837
2838 return set_ob_key_value_s (op, key_, value, add_key);
2839} 2410}
2840 2411
2841object::depth_iterator::depth_iterator (object *container) 2412object::depth_iterator::depth_iterator (object *container)
2842: iterator_base (container) 2413: iterator_base (container)
2843{ 2414{
2857 } 2428 }
2858 else 2429 else
2859 item = item->env; 2430 item = item->env;
2860} 2431}
2861 2432
2433const char *
2434object::flag_desc (char *desc, int len) const
2435{
2436 char *p = desc;
2437 bool first = true;
2438
2439 *p = 0;
2440
2441 for (int i = 0; i < NUM_FLAGS; i++)
2442 {
2443 if (len <= 10) // magic constant!
2444 {
2445 snprintf (p, len, ",...");
2446 break;
2447 }
2448
2449 if (flag [i])
2450 {
2451 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2452 len -= cnt;
2453 p += cnt;
2454 first = false;
2455 }
2456 }
2457
2458 return desc;
2459}
2460
2862// return a suitable string describing an objetc in enough detail to find it 2461// return a suitable string describing an object in enough detail to find it
2863const char * 2462const char *
2864object::debug_desc (char *info) const 2463object::debug_desc (char *info) const
2865{ 2464{
2465 char flagdesc[512];
2866 char info2[256 * 3]; 2466 char info2[256 * 4];
2867 char *p = info; 2467 char *p = info;
2868 2468
2869 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2469 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2870 count, 2470 count,
2471 uuid.c_str (),
2871 &name, 2472 &name,
2872 title ? " " : "", 2473 title ? "\",title:\"" : "",
2873 title ? (const char *)title : ""); 2474 title ? (const char *)title : "",
2475 flag_desc (flagdesc, 512), type);
2874 2476
2875 if (env) 2477 if (!flag[FLAG_REMOVED] && env)
2876 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2478 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2877 2479
2878 if (map) 2480 if (map)
2879 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2481 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2880 2482
2881 return info; 2483 return info;
2882} 2484}
2883 2485
2884const char * 2486const char *
2885object::debug_desc () const 2487object::debug_desc () const
2886{ 2488{
2887 static char info[256 * 3]; 2489 static char info[3][256 * 4];
2490 static int info_idx;
2491
2888 return debug_desc (info); 2492 return debug_desc (info [++info_idx % 3]);
2889} 2493}
2890 2494
2495struct region *
2496object::region () const
2497{
2498 return map ? map->region (x, y)
2499 : region::default_region ();
2500}
2501
2502const materialtype_t *
2503object::dominant_material () const
2504{
2505 if (materialtype_t *mt = name_to_material (materialname))
2506 return mt;
2507
2508 return name_to_material (shstr_unknown);
2509}
2510
2511void
2512object::open_container (object *new_container)
2513{
2514 if (container == new_container)
2515 return;
2516
2517 object *old_container = container;
2518
2519 if (old_container)
2520 {
2521 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2522 return;
2523
2524#if 0
2525 // remove the "Close old_container" object.
2526 if (object *closer = old_container->inv)
2527 if (closer->type == CLOSE_CON)
2528 closer->destroy ();
2529#endif
2530
2531 // make sure the container is available
2532 esrv_send_item (this, old_container);
2533
2534 old_container->flag [FLAG_APPLIED] = false;
2535 container = 0;
2536
2537 // client needs item update to make it work, client bug requires this to be separate
2538 esrv_update_item (UPD_FLAGS, this, old_container);
2539
2540 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2541 play_sound (sound_find ("chest_close"));
2542 }
2543
2544 if (new_container)
2545 {
2546 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2547 return;
2548
2549 // TODO: this does not seem to serve any purpose anymore?
2550#if 0
2551 // insert the "Close Container" object.
2552 if (archetype *closer = new_container->other_arch)
2553 {
2554 object *closer = arch_to_object (new_container->other_arch);
2555 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2556 new_container->insert (closer);
2557 }
2558#endif
2559
2560 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2561
2562 // make sure the container is available, client bug requires this to be separate
2563 esrv_send_item (this, new_container);
2564
2565 new_container->flag [FLAG_APPLIED] = true;
2566 container = new_container;
2567
2568 // client needs flag change
2569 esrv_update_item (UPD_FLAGS, this, new_container);
2570 esrv_send_inventory (this, new_container);
2571 play_sound (sound_find ("chest_open"));
2572 }
2573// else if (!old_container->env && contr && contr->ns)
2574// contr->ns->floorbox_reset ();
2575}
2576
2577object *
2578object::force_find (const shstr name)
2579{
2580 /* cycle through his inventory to look for the MARK we want to
2581 * place
2582 */
2583 for (object *tmp = inv; tmp; tmp = tmp->below)
2584 if (tmp->type == FORCE && tmp->slaying == name)
2585 return splay (tmp);
2586
2587 return 0;
2588}
2589
2590void
2591object::force_add (const shstr name, int duration)
2592{
2593 if (object *force = force_find (name))
2594 force->destroy ();
2595
2596 object *force = get_archetype (FORCE_NAME);
2597
2598 force->slaying = name;
2599 force->stats.food = 1;
2600 force->speed_left = -1.f;
2601
2602 force->set_speed (duration ? 1.f / duration : 0.f);
2603 force->flag [FLAG_IS_USED_UP] = true;
2604 force->flag [FLAG_APPLIED] = true;
2605
2606 insert (force);
2607}
2608
2609void
2610object::play_sound (faceidx sound)
2611{
2612 if (!sound)
2613 return;
2614
2615 if (flag [FLAG_REMOVED])
2616 return;
2617
2618 if (env)
2619 {
2620 if (object *pl = in_player ())
2621 pl->contr->play_sound (sound);
2622 }
2623 else
2624 map->play_sound (sound, x, y);
2625}
2626

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