ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.56 by root, Sun Dec 3 02:04:57 2006 UTC vs.
Revision 1.252 by root, Mon Aug 11 23:23:41 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->archname != ob2->arch->archname
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
222 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
244 (ob1->client_type != ob2->client_type) || 223 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 224 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 225 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 226 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 227 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 228 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 229 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 230 || 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)) 231 || ob1->move_off != ob2->move_off
232 || ob1->move_slow != ob2->move_slow
233 || ob1->move_slow_penalty != ob2->move_slow_penalty
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 236 return 0;
254 237
238 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED)
242 .any ())
243 return 0;
244
255 /* This is really a spellbook check - really, we should 245 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 246 * not merge objects with real inventories, as splitting them
247 * is hard.
257 */ 248 */
258 if (ob1->inv || ob2->inv) 249 if (ob1->inv || ob2->inv)
259 { 250 {
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)) 251 if (!(ob1->inv && ob2->inv))
266 return 0; 252 return 0; /* inventories differ in length */
253
254 if (ob1->inv->below || ob2->inv->below)
255 return 0; /* more than one object in inv */
256
257 if (!object::can_merge (ob1->inv, ob2->inv))
258 return 0; /* inventory objects differ */
267 259
268 /* inventory ok - still need to check rest of this object to see 260 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 261 * if it is valid.
270 */ 262 */
271 } 263 }
279 271
280 /* Note sure why the following is the case - either the object has to 272 /* 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 273 * be animated or have a very low speed. Is this an attempted monster
282 * check? 274 * check?
283 */ 275 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 276 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 277 return 0;
286 278
287 switch (ob1->type) 279 switch (ob1->type)
288 { 280 {
289 case SCROLL: 281 case SCROLL:
290 if (ob1->level != ob2->level) 282 if (ob1->level != ob2->level)
291 return 0; 283 return 0;
292 break; 284 break;
293 } 285 }
294 286
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 287 if (ob1->key_values || ob2->key_values)
296 { 288 {
297 /* At least one of these has key_values. */ 289 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 290 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 291 return 0; /* One has fields, but the other one doesn't. */
292
293 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 294 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 295 }
304 296
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 297 if (ob1->self || ob2->self)
307 { 298 {
308 ob1->optimise (); 299 ob1->optimise ();
309 ob2->optimise (); 300 ob2->optimise ();
310 301
311 if (ob1->self || ob2->self) 302 if (ob1->self || ob2->self)
303 {
304 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
305 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
306
307 if (k1 != k2)
312 return 0; 308 return 0;
309
310 if (k1 == 0)
311 return 1;
312
313 if (!cfperl_can_merge (ob1, ob2))
314 return 0;
315 }
313 } 316 }
314 317
315 /* Everything passes, must be OK. */ 318 /* Everything passes, must be OK. */
316 return 1; 319 return 1;
317} 320}
318 321
322// find player who can see this object
323object *
324object::visible_to () const
325{
326 if (client_visible () && !flag [FLAG_REMOVED])
327 {
328 // see if we are in a container of sorts
329 if (env)
330 {
331 // the player inventory itself is always visible
332 if (env->type == PLAYER)
333 return env;
334
335 // else a player could have our env open
336 object *envest = env->outer_env ();
337
338 // the player itself is always on a map, so we will find him here
339 // even if our inv is in a player.
340 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ())
342 if (pl->container == env)
343 return pl;
344 }
345 else
346 {
347 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ())
350 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
351 || this == pl->container)
352 return pl;
353 }
354 }
355
356 return 0;
357}
358
359// adjust weight per container type ("of holding")
360static sint32
361weight_adjust_for (object *op, sint32 weight)
362{
363 return op->type == CONTAINER
364 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
365 : weight;
366}
367
319/* 368/*
369 * adjust_weight(object, weight) adds the specified weight to an object,
370 * and also updates how much the environment(s) is/are carrying.
371 */
372static void
373adjust_weight (object *op, sint32 weight)
374{
375 while (op)
376 {
377 // adjust by actual difference to account for rounding errors
378 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
379 weight = weight_adjust_for (op, op->carrying)
380 - weight_adjust_for (op, op->carrying - weight);
381
382 if (!weight)
383 return;
384
385 op->carrying += weight;
386
387 if (object *pl = op->visible_to ())
388 if (pl != op) // player is handled lazily
389 esrv_update_item (UPD_WEIGHT, pl, op);
390
391 op = op->env;
392 }
393}
394
395/*
320 * sum_weight() is a recursive function which calculates the weight 396 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 397 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 398 * containers are carrying, and sums it up.
323 */ 399 */
324long 400void
325sum_weight (object *op) 401object::update_weight ()
326{ 402{
327 long sum; 403 sint32 sum = 0;
328 object *inv;
329 404
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 405 for (object *op = inv; op; op = op->below)
331 { 406 {
332 if (inv->inv) 407 if (op->inv)
333 sum_weight (inv); 408 op->update_weight ();
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 409
410 sum += op->total_weight ();
411 }
412
413 sum = weight_adjust_for (this, sum);
414
415 if (sum != carrying)
335 } 416 {
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; 417 carrying = sum;
342 418
343 return sum; 419 if (object *pl = visible_to ())
420 if (pl != this) // player is handled lazily
421 esrv_update_item (UPD_WEIGHT, pl, this);
422 }
344} 423}
345 424
346/** 425/*
347 * Return the outermost environment object for a given object. 426 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */ 427 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array.
377 */
378
379char * 428char *
380dump_object (object *op) 429dump_object (object *op)
381{ 430{
382 if (!op) 431 if (!op)
383 return strdup ("[NULLOBJ]"); 432 return strdup ("[NULLOBJ]");
384 433
385 object_freezer freezer; 434 object_freezer freezer;
386 save_object (freezer, op, 3); 435 op->write (freezer);
387 return freezer.as_string (); 436 return freezer.as_string ();
388} 437}
389 438
390/* 439/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 440 * get_nearest_part(multi-object, object 2) returns the part of the
392 * multi-object 1 which is closest to the second object. 441 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned. 442 * If it's not a multi-object, it is returned.
394 */ 443 */
395
396object * 444object *
397get_nearest_part (object *op, const object *pl) 445get_nearest_part (object *op, const object *pl)
398{ 446{
399 object *tmp, *closest; 447 object *tmp, *closest;
400 int last_dist, i; 448 int last_dist, i;
401 449
402 if (op->more == NULL) 450 if (!op->more)
403 return op; 451 return op;
452
404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 453 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
454 tmp;
455 tmp = tmp->more)
405 if ((i = distance (tmp, pl)) < last_dist) 456 if ((i = distance (tmp, pl)) < last_dist)
406 closest = tmp, last_dist = i; 457 closest = tmp, last_dist = i;
458
407 return closest; 459 return closest;
408} 460}
409 461
410/* 462/*
411 * Returns the object which has the count-variable equal to the argument. 463 * Returns the object which has the count-variable equal to the argument.
464 * VERRRY slow.
412 */ 465 */
413
414object * 466object *
415find_object (tag_t i) 467find_object (tag_t i)
416{ 468{
417 for (object *op = object::first; op; op = op->next) 469 for_all_objects (op)
418 if (op->count == i) 470 if (op->count == i)
419 return op; 471 return op;
420 472
421 return 0; 473 return 0;
422} 474}
423 475
424/* 476/*
425 * Returns the first object which has a name equal to the argument. 477 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 478 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 479 * Enables features like "patch <name-of-other-player> food 999"
428 */ 480 */
429
430object * 481object *
431find_object_name (const char *str) 482find_object_name (const char *str)
432{ 483{
433 shstr_cmp str_ (str); 484 shstr_cmp str_ (str);
434 object *op;
435 485
436 for (op = object::first; op != NULL; op = op->next) 486 if (str_)
487 for_all_objects (op)
437 if (op->name == str_) 488 if (op->name == str_)
438 break; 489 return op;
439 490
440 return op; 491 return 0;
441}
442
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447} 492}
448 493
449/* 494/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 495 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 496 * skill and experience objects.
497 * ACTUALLY NO! investigate! TODO
452 */ 498 */
453void 499void
454object::set_owner (object *owner) 500object::set_owner (object *owner)
455{ 501{
502 // allow objects which own objects
456 if (!owner) 503 if (owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner) 504 while (owner->owner)
467 owner = owner->owner; 505 owner = owner->owner;
506
507 if (flag [FLAG_FREED])
508 {
509 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
510 return;
511 }
468 512
469 this->owner = owner; 513 this->owner = owner;
514}
515
516int
517object::slottype () const
518{
519 if (type == SKILL)
520 {
521 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
522 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
523 }
524 else
525 {
526 if (slot [body_combat].info) return slot_combat;
527 if (slot [body_range ].info) return slot_ranged;
528 }
529
530 return slot_none;
531}
532
533bool
534object::change_weapon (object *ob)
535{
536 if (current_weapon == ob)
537 return true;
538
539 if (chosen_skill)
540 chosen_skill->flag [FLAG_APPLIED] = false;
541
542 current_weapon = ob;
543 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
544
545 if (chosen_skill)
546 chosen_skill->flag [FLAG_APPLIED] = true;
547
548 update_stats ();
549
550 if (ob)
551 {
552 // now check wether any body locations became invalid, in which case
553 // we cannot apply the weapon at the moment.
554 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
555 if (slot[i].used < 0)
556 {
557 current_weapon = chosen_skill = 0;
558 update_stats ();
559
560 new_draw_info_format (NDI_UNIQUE, 0, this,
561 "You try to balance all your items at once, "
562 "but the %s is just too much for your body. "
563 "[You need to unapply some items first.]", &ob->name);
564 return false;
565 }
566
567 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
568 }
569 else
570 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
571
572 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
573 {
574 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
575 &name, ob->debug_desc ());
576 return false;
577 }
578
579 return true;
470} 580}
471 581
472/* Zero the key_values on op, decrementing the shared-string 582/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 583 * refcounts and freeing the links.
474 */ 584 */
475static void 585static void
476free_key_values (object *op) 586free_key_values (object *op)
477{ 587{
478 for (key_value *i = op->key_values; i != 0;) 588 for (key_value *i = op->key_values; i; )
479 { 589 {
480 key_value *next = i->next; 590 key_value *next = i->next;
481 delete i; 591 delete i;
482 592
483 i = next; 593 i = next;
484 } 594 }
485 595
486 op->key_values = 0; 596 op->key_values = 0;
487} 597}
488 598
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/* 599/*
541 * copy object first frees everything allocated by the second object, 600 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 601 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 602 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 603 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object 604 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 605 * will point at garbage.
547 */ 606 */
548void 607void
549copy_object (object *op2, object *op) 608object::copy_to (object *dst)
550{ 609{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 610 dst->remove ();
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 611 *(object_copy *)dst = *this;
553 612 dst->flag [FLAG_REMOVED] = true;
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED);
560
561 if (op2->speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
563 613
564 /* Copy over key_values, if any. */ 614 /* Copy over key_values, if any. */
565 if (op2->key_values) 615 if (key_values)
566 { 616 {
567 key_value *tail = 0; 617 key_value *tail = 0;
568 key_value *i;
569
570 op->key_values = 0; 618 dst->key_values = 0;
571 619
572 for (i = op2->key_values; i; i = i->next) 620 for (key_value *i = key_values; i; i = i->next)
573 { 621 {
574 key_value *new_link = new key_value; 622 key_value *new_link = new key_value;
575 623
576 new_link->next = 0; 624 new_link->next = 0;
577 new_link->key = i->key; 625 new_link->key = i->key;
578 new_link->value = i->value; 626 new_link->value = i->value;
579 627
580 /* Try and be clever here, too. */ 628 /* Try and be clever here, too. */
581 if (!op->key_values) 629 if (!dst->key_values)
582 { 630 {
583 op->key_values = new_link; 631 dst->key_values = new_link;
584 tail = new_link; 632 tail = new_link;
585 } 633 }
586 else 634 else
587 { 635 {
588 tail->next = new_link; 636 tail->next = new_link;
589 tail = new_link; 637 tail = new_link;
590 } 638 }
591 } 639 }
592 } 640 }
593 641
594 update_ob_speed (op); 642 if (speed < 0)
643 dst->speed_left -= rndm ();
644
645 dst->set_speed (dst->speed);
646}
647
648void
649object::instantiate ()
650{
651 if (!uuid.seq) // HACK
652 uuid = UUID::gen ();
653
654 speed_left = -0.1f;
655 /* copy the body_info to the body_used - this is only really
656 * need for monsters, but doesn't hurt to do it for everything.
657 * by doing so, when a monster is created, it has good starting
658 * values for the body_used info, so when items are created
659 * for it, they can be properly equipped.
660 */
661 for (int i = NUM_BODY_LOCATIONS; i--; )
662 slot[i].used = slot[i].info;
663
664 attachable::instantiate ();
665}
666
667object *
668object::clone ()
669{
670 object *neu = create ();
671 copy_to (neu);
672 neu->map = map; // not copied by copy_to
673 return neu;
595} 674}
596 675
597/* 676/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can 678 * to the closest player being on the other side, this function can
600 * be called to update the face variable, _and_ how it looks on the map. 679 * be called to update the face variable, _and_ how it looks on the map.
601 */ 680 */
602
603void 681void
604update_turn_face (object *op) 682update_turn_face (object *op)
605{ 683{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 684 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
607 return; 685 return;
686
608 SET_ANIMATION (op, op->direction); 687 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 688 update_object (op, UP_OBJ_FACE);
610} 689}
611 690
612/* 691/*
613 * Updates the speed of an object. If the speed changes from 0 to another 692 * Updates the speed of an object. If the speed changes from 0 to another
614 * value, or vice versa, then add/remove the object from the active list. 693 * value, or vice versa, then add/remove the object from the active list.
615 * This function needs to be called whenever the speed of an object changes. 694 * This function needs to be called whenever the speed of an object changes.
616 */ 695 */
617void 696void
618update_ob_speed (object *op) 697object::set_speed (float speed)
619{ 698{
620 extern int arch_init; 699 if (flag [FLAG_FREED] && speed)
621
622 /* No reason putting the archetypes objects on the speed list,
623 * since they never really need to be updated.
624 */
625
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 { 700 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 701 LOG (llevError, "Object %s is freed but has speed.\n", &name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0; 702 speed = 0;
633#endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 { 703 }
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644 704
645 /* process_events() expects us to insert the object at the beginning 705 this->speed = speed;
646 * of the list. */
647 op->active_next = active_objects;
648 706
649 if (op->active_next != NULL) 707 if (has_active_speed ())
650 op->active_next->active_prev = op; 708 activate ();
651
652 active_objects = op;
653 }
654 else 709 else
655 { 710 deactivate ();
656 /* If not on the active list, nothing needs to be done */
657 if (!op->active_next && !op->active_prev && op != active_objects)
658 return;
659
660 if (op->active_prev == NULL)
661 {
662 active_objects = op->active_next;
663
664 if (op->active_next != NULL)
665 op->active_next->active_prev = NULL;
666 }
667 else
668 {
669 op->active_prev->active_next = op->active_next;
670
671 if (op->active_next)
672 op->active_next->active_prev = op->active_prev;
673 }
674
675 op->active_next = NULL;
676 op->active_prev = NULL;
677 }
678} 711}
679 712
680/* This function removes object 'op' from the list of active
681 * objects.
682 * This should only be used for style maps or other such
683 * reference maps where you don't want an object that isn't
684 * in play chewing up cpu time getting processed.
685 * The reverse of this is to call update_ob_speed, which
686 * will do the right thing based on the speed of the object.
687 */
688void
689remove_from_active_list (object *op)
690{
691 /* If not on the active list, nothing needs to be done */
692 if (!op->active_next && !op->active_prev && op != active_objects)
693 return;
694
695 if (op->active_prev == NULL)
696 {
697 active_objects = op->active_next;
698 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else
702 {
703 op->active_prev->active_next = op->active_next;
704 if (op->active_next)
705 op->active_next->active_prev = op->active_prev;
706 }
707 op->active_next = NULL;
708 op->active_prev = NULL;
709}
710
711/* 713/*
712 * update_object() updates the array which represents the map. 714 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 715 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 716 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 717 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 718 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 719 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 720 * updating that window, though, since update_object() is called _often_)
719 * 721 *
720 * action is a hint of what the caller believes need to be done. 722 * action is a hint of what the caller believes need to be done.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 723 * current action are:
726 * UP_OBJ_INSERT: op was inserted 724 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 725 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 726 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed. 727 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 728 * UP_OBJ_FACE: only the objects face has changed.
731 */ 729 */
732
733void 730void
734update_object (object *op, int action) 731update_object (object *op, int action)
735{ 732{
736 int update_now = 0, flags; 733 if (!op)
737 MoveType move_on, move_off, move_block, move_slow;
738
739 if (op == NULL)
740 { 734 {
741 /* this should never happen */ 735 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 736 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
743 return; 737 return;
744 } 738 }
745 739
746 if (op->env != NULL) 740 if (!op->is_on_map ())
747 { 741 {
748 /* Animation is currently handled by client, so nothing 742 /* Animation is currently handled by client, so nothing
749 * to do in this case. 743 * to do in this case.
750 */ 744 */
751 return; 745 return;
752 } 746 }
753 747
754 /* If the map is saving, don't do anything as everything is
755 * going to get freed anyways.
756 */
757 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return;
759
760 /* make sure the object is within map boundaries */ 748 /* make sure the object is within map boundaries */
761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 749 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 750 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 751 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 752#ifdef MANY_CORES
765 abort (); 753 abort ();
766#endif 754#endif
767 return; 755 return;
768 } 756 }
769 757
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 758 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 759
760 if (!(m.flags_ & P_UPTODATE))
761 /* nop */;
777 if (action == UP_OBJ_INSERT) 762 else if (action == UP_OBJ_INSERT)
778 { 763 {
764 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 765 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1;
781
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
784 768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
794 if ((move_on | op->move_on) != move_on) 770 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 771 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 772 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 773 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 774 * have move_allow right now.
802 */ 775 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 777 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 778 m.flags_ = 0;
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 779 }
809 /* if the object is being removed, we can't make intelligent 780 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 781 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 782 * that is being removed.
812 */ 783 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 784 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 785 m.flags_ = 0;
815 else if (action == UP_OBJ_FACE) 786 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 787 /* Nothing to do for that case */ ;
817 else 788 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 789 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 790
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 791 if (op->more)
827 update_object (op->more, action); 792 update_object (op->more, action);
828}
829
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852} 793}
853 794
854object::object () 795object::object ()
855{ 796{
856 SET_FLAG (this, FLAG_REMOVED); 797 SET_FLAG (this, FLAG_REMOVED);
859 face = blank_face; 800 face = blank_face;
860} 801}
861 802
862object::~object () 803object::~object ()
863{ 804{
805 unlink ();
806
864 free_key_values (this); 807 free_key_values (this);
865} 808}
866 809
810static int object_count;
811
867void object::link () 812void object::link ()
868{ 813{
814 assert (!index);//D
815 uuid = UUID::gen ();
869 count = ++ob_count; 816 count = ++object_count;
870 uuid = gen_uuid ();
871 817
872 prev = 0; 818 refcnt_inc ();
873 next = object::first; 819 objects.insert (this);
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879} 820}
880 821
881void object::unlink () 822void object::unlink ()
882{ 823{
883 if (this == object::first) 824 if (!index)
884 object::first = next; 825 return;
885 826
886 /* Remove this object from the list of used objects */ 827 objects.erase (this);
887 if (prev) prev->next = next; 828 refcnt_dec ();
888 if (next) next->prev = prev; 829}
889 830
890 prev = 0; 831void
891 next = 0; 832object::activate ()
833{
834 /* If already on active list, don't do anything */
835 if (active)
836 return;
837
838 if (has_active_speed ())
839 actives.insert (this);
840}
841
842void
843object::activate_recursive ()
844{
845 activate ();
846
847 for (object *op = inv; op; op = op->below)
848 op->activate_recursive ();
849}
850
851/* This function removes object 'op' from the list of active
852 * objects.
853 * This should only be used for style maps or other such
854 * reference maps where you don't want an object that isn't
855 * in play chewing up cpu time getting processed.
856 * The reverse of this is to call update_ob_speed, which
857 * will do the right thing based on the speed of the object.
858 */
859void
860object::deactivate ()
861{
862 /* If not on the active list, nothing needs to be done */
863 if (!active)
864 return;
865
866 actives.erase (this);
867}
868
869void
870object::deactivate_recursive ()
871{
872 for (object *op = inv; op; op = op->below)
873 op->deactivate_recursive ();
874
875 deactivate ();
876}
877
878void
879object::set_flag_inv (int flag, int value)
880{
881 for (object *op = inv; op; op = op->below)
882 {
883 op->flag [flag] = value;
884 op->set_flag_inv (flag, value);
885 }
886}
887
888/*
889 * Remove and free all objects in the inventory of the given object.
890 * object.c ?
891 */
892void
893object::destroy_inv (bool drop_to_ground)
894{
895 // need to check first, because the checks below might segfault
896 // as we might be on an invalid mapspace and crossfire code
897 // is too buggy to ensure that the inventory is empty.
898 // corollary: if you create arrows etc. with stuff in its inventory,
899 // cf will crash below with off-map x and y
900 if (!inv)
901 return;
902
903 /* Only if the space blocks everything do we not process -
904 * if some form of movement is allowed, let objects
905 * drop on that space.
906 */
907 if (!drop_to_ground
908 || !map
909 || map->in_memory != MAP_ACTIVE
910 || map->no_drop
911 || ms ().move_block == MOVE_ALL)
912 {
913 while (inv)
914 inv->destroy (true);
915 }
916 else
917 { /* Put objects in inventory onto this space */
918 while (inv)
919 {
920 object *op = inv;
921
922 if (op->flag [FLAG_STARTEQUIP]
923 || op->flag [FLAG_NO_DROP]
924 || op->type == RUNE
925 || op->type == TRAP
926 || op->flag [FLAG_IS_A_TEMPLATE]
927 || op->flag [FLAG_DESTROY_ON_DEATH])
928 op->destroy (true);
929 else
930 map->insert (op, x, y);
931 }
932 }
892} 933}
893 934
894object *object::create () 935object *object::create ()
895{ 936{
896 object *op = new object; 937 object *op = new object;
897 op->link (); 938 op->link ();
898 return op; 939 return op;
899} 940}
900 941
901/* 942static struct freed_map : maptile
902 * free_object() frees everything allocated by an object, removes 943{
903 * it from the list of used objects, and puts it on the list of 944 freed_map ()
904 * free objects. The IS_FREED() flag is set in the object. 945 {
905 * The object must have been removed by remove_ob() first for 946 path = "<freed objects map>";
906 * this function to succeed. 947 name = "/internal/freed_objects_map";
907 * 948 width = 3;
908 * If destroy_inventory is set, free inventory as well. Else drop items in 949 height = 3;
909 * inventory to the ground. 950 no_drop = 1;
910 */ 951 no_reset = 1;
952
953 alloc ();
954 in_memory = MAP_ACTIVE;
955 }
956
957 ~freed_map ()
958 {
959 destroy ();
960 }
961} freed_map; // freed objects are moved here to avoid crashes
962
963void
964object::do_destroy ()
965{
966 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this);
968
969 if (flag [FLAG_FRIENDLY])
970 remove_friendly_object (this);
971
972 remove ();
973
974 attachable::do_destroy ();
975
976 deactivate ();
977 unlink ();
978
979 flag [FLAG_FREED] = 1;
980
981 // hack to ensure that freed objects still have a valid map
982 map = &freed_map;
983 x = 1;
984 y = 1;
985
986 if (more)
987 {
988 more->destroy ();
989 more = 0;
990 }
991
992 head = 0;
993
994 // clear those pointers that likely might cause circular references
995 owner = 0;
996 enemy = 0;
997 attacked_by = 0;
998 current_weapon = 0;
999}
1000
1001void
911void object::destroy (bool destroy_inventory) 1002object::destroy (bool destroy_inventory)
912{ 1003{
913 if (QUERY_FLAG (this, FLAG_FREED)) 1004 if (destroyed ())
914 return; 1005 return;
915 1006
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1007 if (!is_head () && !head->destroyed ())
917 remove_friendly_object (this);
918
919 if (!QUERY_FLAG (this, FLAG_REMOVED))
920 remove_ob (this);
921
922 SET_FLAG (this, FLAG_FREED);
923
924 // hack to ensure that freed objects still have a valid map
925 {
926 static maptile *freed_map; // freed objects are moved here to avoid crashes
927
928 if (!freed_map)
929 { 1008 {
930 freed_map = new maptile; 1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
931
932 freed_map->name = "/internal/freed_objects_map";
933 freed_map->width = 3;
934 freed_map->height = 3;
935
936 freed_map->allocate ();
937 }
938
939 map = freed_map;
940 x = 1;
941 y = 1;
942 }
943
944 if (more)
945 {
946 more->destroy (destroy_inventory); 1010 head->destroy (destroy_inventory);
947 more = 0; 1011 return;
948 }
949
950 if (inv)
951 { 1012 }
952 /* Only if the space blocks everything do we not process -
953 * if some form of movement is allowed, let objects
954 * drop on that space.
955 */
956 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
957 {
958 object *op = inv;
959 1013
960 while (op) 1014 destroy_inv (!destroy_inventory);
961 {
962 object *tmp = op->below;
963 op->destroy (destroy_inventory);
964 op = tmp;
965 }
966 }
967 else
968 { /* Put objects in inventory onto this space */
969 object *op = inv;
970 1015
971 while (op) 1016 if (is_head ())
972 { 1017 if (sound_destroy)
973 object *tmp = op->below; 1018 play_sound (sound_destroy);
1019 else if (flag [FLAG_MONSTER])
1020 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
974 1021
975 remove_ob (op); 1022 attachable::destroy ();
976
977 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
978 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
979 free_object (op);
980 else
981 {
982 op->x = x;
983 op->y = y;
984 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
985 }
986
987 op = tmp;
988 }
989 }
990 }
991
992 // clear those pointers that likely might have circular references to us
993 owner = 0;
994 enemy = 0;
995 attacked_by = 0;
996
997 // only relevant for players(?), but make sure of it anyways
998 contr = 0;
999
1000 /* Remove object from the active list */
1001 speed = 0;
1002 update_ob_speed (this);
1003
1004 unlink ();
1005
1006 mortals.push_back (this);
1007} 1023}
1008 1024
1009/* 1025/* op->remove ():
1010 * sub_weight() recursively (outwards) subtracts a number from the
1011 * weight of an object (and what is carried by it's environment(s)).
1012 */
1013
1014void
1015sub_weight (object *op, signed long weight)
1016{
1017 while (op != NULL)
1018 {
1019 if (op->type == CONTAINER)
1020 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1021
1022 op->carrying -= weight;
1023 op = op->env;
1024 }
1025}
1026
1027/* remove_ob(op):
1028 * This function removes the object op from the linked list of objects 1026 * This function removes the object op from the linked list of objects
1029 * which it is currently tied to. When this function is done, the 1027 * which it is currently tied to. When this function is done, the
1030 * object will have no environment. If the object previously had an 1028 * object will have no environment. If the object previously had an
1031 * environment, the x and y coordinates will be updated to 1029 * environment, the x and y coordinates will be updated to
1032 * the previous environment. 1030 * the previous environment.
1033 * Beware: This function is called from the editor as well!
1034 */ 1031 */
1035
1036void 1032void
1037remove_ob (object *op) 1033object::do_remove ()
1038{ 1034{
1039 object *tmp, *last = 0; 1035 object *tmp, *last = 0;
1040 object *otmp; 1036 object *otmp;
1041 1037
1042 int check_walk_off; 1038 if (flag [FLAG_REMOVED])
1043 maptile *m;
1044
1045 sint16 x, y;
1046
1047 if (QUERY_FLAG (op, FLAG_REMOVED))
1048 return; 1039 return;
1049 1040
1050 SET_FLAG (op, FLAG_REMOVED); 1041 INVOKE_OBJECT (REMOVE, this);
1051 1042
1052 if (op->more != NULL) 1043 flag [FLAG_REMOVED] = true;
1053 remove_ob (op->more); 1044
1045 if (more)
1046 more->remove ();
1054 1047
1055 /* 1048 /*
1056 * In this case, the object to be removed is in someones 1049 * In this case, the object to be removed is in someones
1057 * inventory. 1050 * inventory.
1058 */ 1051 */
1059 if (op->env != NULL) 1052 if (env)
1060 { 1053 {
1061 if (op->nrof) 1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1062 sub_weight (op->env, op->weight * op->nrof); 1055 if (object *pl = visible_to ())
1063 else 1056 esrv_del_item (pl->contr, count);
1064 sub_weight (op->env, op->weight + op->carrying); 1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058
1059 adjust_weight (env, -total_weight ());
1060
1061 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do.
1064 */
1065 map = env->map;
1066 x = env->x;
1067 y = env->y;
1068
1069 // make sure cmov optimisation is applicable
1070 *(above ? &above->below : &env->inv) = below;
1071 *(below ? &below->above : &above ) = above; // &above is just a dummy
1072
1073 above = 0;
1074 below = 0;
1075 env = 0;
1065 1076
1066 /* NO_FIX_PLAYER is set when a great many changes are being 1077 /* NO_FIX_PLAYER is set when a great many changes are being
1067 * made to players inventory. If set, avoiding the call 1078 * made to players inventory. If set, avoiding the call
1068 * to save cpu time. 1079 * to save cpu time.
1069 */ 1080 */
1070 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1081 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1071 fix_player (otmp); 1082 otmp->update_stats ();
1072
1073 if (op->above != NULL)
1074 op->above->below = op->below;
1075 else
1076 op->env->inv = op->below;
1077
1078 if (op->below != NULL)
1079 op->below->above = op->above;
1080
1081 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do.
1084 */
1085 op->x = op->env->x, op->y = op->env->y;
1086 op->map = op->env->map;
1087 op->above = NULL, op->below = NULL;
1088 op->env = NULL;
1089 } 1083 }
1090 else if (op->map) 1084 else if (map)
1091 { 1085 {
1092 x = op->x; 1086 map->dirty = true;
1093 y = op->y; 1087 mapspace &ms = this->ms ();
1094 m = get_map_from_coord (op->map, &x, &y);
1095 1088
1096 if (!m) 1089 if (object *pl = ms.player ())
1097 { 1090 {
1098 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1091 if (type == PLAYER) // this == pl(!)
1099 op->map->path, op->x, op->y);
1100 /* in old days, we used to set x and y to 0 and continue.
1101 * it seems if we get into this case, something is probablye
1102 * screwed up and should be fixed.
1103 */ 1092 {
1104 abort (); 1093 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent.
1097 close_container ();
1098
1099 --map->players;
1100 map->touch ();
1101 }
1102 else if (pl->container == this)
1103 {
1104 // removing a container should close it
1105 close_container ();
1106 }
1107
1108 esrv_del_item (pl->contr, count);
1105 } 1109 }
1106 1110
1107 if (op->map != m)
1108 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1109 op->map->path, m->path, op->x, op->y, x, y);
1110
1111 /* Re did the following section of code - it looks like it had
1112 * lots of logic for things we no longer care about
1113 */
1114
1115 /* link the object above us */ 1111 /* link the object above us */
1116 if (op->above) 1112 // re-link, make sure compiler can easily use cmove
1117 op->above->below = op->below; 1113 *(above ? &above->below : &ms.top) = below;
1118 else 1114 *(below ? &below->above : &ms.bot) = above;
1119 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1120 1115
1121 /* Relink the object below us, if there is one */ 1116 above = 0;
1122 if (op->below) 1117 below = 0;
1123 op->below->above = op->above; 1118
1124 else 1119 if (map->in_memory == MAP_SAVING)
1120 return;
1121
1122 int check_walk_off = !flag [FLAG_NO_APPLY];
1123
1124 if (object *pl = ms.player ())
1125 { 1125 {
1126 /* Nothing below, which means we need to relink map object for this space 1126 if (pl->container == this)
1127 * use translated coordinates in case some oddness with map tiling is 1127 /* If a container that the player is currently using somehow gets
1128 * evident 1128 * removed (most likely destroyed), update the player view
1129 * appropriately.
1129 */ 1130 */
1130 if (GET_MAP_OB (m, x, y) != op) 1131 pl->close_container ();
1131 {
1132 char *dump = dump_object (op);
1133 LOG (llevError,
1134 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1135 free (dump);
1136 dump = dump_object (GET_MAP_OB (m, x, y));
1137 LOG (llevError, "%s\n", dump);
1138 free (dump);
1139 }
1140 1132
1141 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1133 //TODO: the floorbox prev/next might need updating
1134 //esrv_del_item (pl->contr, count);
1135 //TODO: update floorbox to preserve ordering
1136 if (pl->contr->ns)
1137 pl->contr->ns->floorbox_update ();
1142 } 1138 }
1143 1139
1144 op->above = 0; 1140 for (tmp = ms.bot; tmp; tmp = tmp->above)
1145 op->below = 0;
1146
1147 if (op->map->in_memory == MAP_SAVING)
1148 return;
1149
1150 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1151
1152 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1153 { 1141 {
1154 /* No point updating the players look faces if he is the object 1142 /* No point updating the players look faces if he is the object
1155 * being removed. 1143 * being removed.
1156 */ 1144 */
1157 1145
1158 if (tmp->type == PLAYER && tmp != op) 1146 /* See if object moving off should effect something */
1147 if (check_walk_off
1148 && ((move_type & tmp->move_off)
1149 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1159 { 1150 {
1160 /* If a container that the player is currently using somehow gets
1161 * removed (most likely destroyed), update the player view
1162 * appropriately.
1163 */
1164 if (tmp->container == op)
1165 {
1166 CLEAR_FLAG (op, FLAG_APPLIED);
1167 tmp->container = NULL;
1168 }
1169
1170 tmp->contr->socket.update_look = 1;
1171 }
1172
1173 /* See if player moving off should effect something */
1174 if (check_walk_off
1175 && ((op->move_type & tmp->move_off)
1176 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1177 {
1178 move_apply (tmp, op, NULL); 1151 move_apply (tmp, this, 0);
1179 1152
1180 if (op->destroyed ()) 1153 if (destroyed ())
1181 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1154 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1182 } 1155 }
1183 1156
1184 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1185
1186 if (tmp->above == tmp)
1187 tmp->above = NULL;
1188
1189 last = tmp; 1157 last = tmp;
1190 } 1158 }
1191 1159
1192 /* last == NULL of there are no objects on this space */ 1160 /* last == NULL if there are no objects on this space */
1161 //TODO: this makes little sense, why only update the topmost object?
1193 if (last == NULL) 1162 if (!last)
1194 { 1163 map->at (x, y).flags_ = 0;
1195 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1196 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1197 * those out anyways, and if there are any flags set right now, they won't
1198 * be correct anyways.
1199 */
1200 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1201 update_position (op->map, op->x, op->y);
1202 }
1203 else 1164 else
1204 update_object (last, UP_OBJ_REMOVE); 1165 update_object (last, UP_OBJ_REMOVE);
1205 1166
1206 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1167 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1207 update_all_los (op->map, op->x, op->y); 1168 update_all_los (map, x, y);
1208 } 1169 }
1209} 1170}
1210 1171
1211/* 1172/*
1212 * merge_ob(op,top): 1173 * merge_ob(op,top):
1220merge_ob (object *op, object *top) 1181merge_ob (object *op, object *top)
1221{ 1182{
1222 if (!op->nrof) 1183 if (!op->nrof)
1223 return 0; 1184 return 0;
1224 1185
1225 if (top == NULL) 1186 if (!top)
1226 for (top = op; top != NULL && top->above != NULL; top = top->above); 1187 for (top = op; top && top->above; top = top->above)
1188 ;
1227 1189
1228 for (; top != NULL; top = top->below) 1190 for (; top; top = top->below)
1229 { 1191 if (object::can_merge (op, top))
1230 if (top == op)
1231 continue;
1232 if (CAN_MERGE (op, top))
1233 { 1192 {
1234 top->nrof += op->nrof; 1193 top->nrof += op->nrof;
1235 1194
1236/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1195 if (object *pl = top->visible_to ())
1237 op->weight = 0; /* Don't want any adjustements now */ 1196 esrv_update_item (UPD_NROF, pl, top);
1238 remove_ob (op); 1197
1239 free_object (op); 1198 op->weight = 0; // cancel the addition above
1199 op->carrying = 0; // must be 0 already
1200
1201 op->destroy (1);
1202
1240 return top; 1203 return top;
1241 } 1204 }
1242 }
1243 1205
1244 return 0; 1206 return 0;
1245} 1207}
1246 1208
1209void
1210object::expand_tail ()
1211{
1212 if (more)
1213 return;
1214
1215 object *prev = this;
1216
1217 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1218 {
1219 object *op = arch_to_object (at);
1220
1221 op->name = name;
1222 op->name_pl = name_pl;
1223 op->title = title;
1224
1225 op->head = this;
1226 prev->more = op;
1227
1228 prev = op;
1229 }
1230}
1231
1247/* 1232/*
1248 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1233 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1249 * job preparing multi-part monsters 1234 * job preparing multi-part monsters.
1250 */ 1235 */
1251object * 1236object *
1252insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1237insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1253{ 1238{
1254 object *tmp; 1239 op->remove ();
1255 1240
1256 if (op->head)
1257 op = op->head;
1258
1259 for (tmp = op; tmp; tmp = tmp->more) 1241 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1260 { 1242 {
1261 tmp->x = x + tmp->arch->clone.x; 1243 tmp->x = x + tmp->arch->x;
1262 tmp->y = y + tmp->arch->clone.y; 1244 tmp->y = y + tmp->arch->y;
1263 } 1245 }
1264 1246
1265 return insert_ob_in_map (op, m, originator, flag); 1247 return insert_ob_in_map (op, m, originator, flag);
1266} 1248}
1267 1249
1283 * Return value: 1265 * Return value:
1284 * new object if 'op' was merged with other object 1266 * new object if 'op' was merged with other object
1285 * NULL if 'op' was destroyed 1267 * NULL if 'op' was destroyed
1286 * just 'op' otherwise 1268 * just 'op' otherwise
1287 */ 1269 */
1288
1289object * 1270object *
1290insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1271insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1291{ 1272{
1292 object *tmp, *top, *floor = NULL; 1273 if (op->is_on_map ())
1293 sint16 x, y;
1294
1295 if (QUERY_FLAG (op, FLAG_FREED))
1296 {
1297 LOG (llevError, "Trying to insert freed object!\n");
1298 return NULL;
1299 } 1274 {
1300 1275 LOG (llevError, "insert_ob_in_map called for object already on map");
1301 if (m == NULL)
1302 {
1303 char *dump = dump_object (op);
1304 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1305 free (dump);
1306 return op;
1307 }
1308
1309 if (out_of_map (m, op->x, op->y))
1310 {
1311 char *dump = dump_object (op);
1312 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1313#ifdef MANY_CORES
1314 /* Better to catch this here, as otherwise the next use of this object
1315 * is likely to cause a crash. Better to find out where it is getting
1316 * improperly inserted.
1317 */
1318 abort (); 1276 abort ();
1319#endif
1320 free (dump);
1321 return op;
1322 }
1323
1324 if (!QUERY_FLAG (op, FLAG_REMOVED))
1325 { 1277 }
1326 char *dump = dump_object (op); 1278
1327 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1279 if (op->env)
1328 free (dump);
1329 return op;
1330 } 1280 {
1331 1281 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1332 if (op->more != NULL) 1282 op->remove ();
1333 { 1283 }
1334 /* The part may be on a different map. */
1335 1284
1336 object *more = op->more; 1285 if (op->face && !face_info (op->face))//D TODO: remove soon
1337 1286 {//D
1338 /* We really need the caller to normalize coordinates - if 1287 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1339 * we set the map, that doesn't work if the location is within 1288 op->face = 1;//D
1340 * a map and this is straddling an edge. So only if coordinate
1341 * is clear wrong do we normalize it.
1342 */
1343 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1344 more->map = get_map_from_coord (m, &more->x, &more->y);
1345 else if (!more->map)
1346 {
1347 /* For backwards compatibility - when not dealing with tiled maps,
1348 * more->map should always point to the parent.
1349 */
1350 more->map = m;
1351 }
1352
1353 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1354 {
1355 if (!op->head)
1356 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1357
1358 return NULL;
1359 }
1360 } 1289 }//D
1361
1362 CLEAR_FLAG (op, FLAG_REMOVED);
1363 1290
1364 /* Ideally, the caller figures this out. However, it complicates a lot 1291 /* Ideally, the caller figures this out. However, it complicates a lot
1365 * of areas of callers (eg, anything that uses find_free_spot would now 1292 * of areas of callers (eg, anything that uses find_free_spot would now
1366 * need extra work 1293 * need extra work
1367 */ 1294 */
1368 op->map = get_map_from_coord (m, &op->x, &op->y); 1295 if (!xy_normalise (m, op->x, op->y))
1369 x = op->x; 1296 {
1370 y = op->y; 1297 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1298 return 0;
1299 }
1300
1301 if (object *more = op->more)
1302 if (!insert_ob_in_map (more, m, originator, flag))
1303 return 0;
1304
1305 CLEAR_FLAG (op, FLAG_REMOVED);
1306
1307 op->map = m;
1308 mapspace &ms = op->ms ();
1371 1309
1372 /* this has to be done after we translate the coordinates. 1310 /* this has to be done after we translate the coordinates.
1373 */ 1311 */
1374 if (op->nrof && !(flag & INS_NO_MERGE)) 1312 if (op->nrof && !(flag & INS_NO_MERGE))
1375 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1313 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1376 if (CAN_MERGE (op, tmp)) 1314 if (object::can_merge (op, tmp))
1377 { 1315 {
1316 // TODO: we actually want to update tmp, not op,
1317 // but some caller surely breaks when we return tmp
1318 // from here :/
1378 op->nrof += tmp->nrof; 1319 op->nrof += tmp->nrof;
1379 remove_ob (tmp); 1320 tmp->destroy (1);
1380 free_object (tmp);
1381 } 1321 }
1382 1322
1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1384 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1324 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1385 1325
1392 { 1332 {
1393 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1394 abort (); 1334 abort ();
1395 } 1335 }
1396 1336
1337 if (!originator->is_on_map ())
1338 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1339 op->debug_desc (), originator->debug_desc ());
1340
1397 op->above = originator; 1341 op->above = originator;
1398 op->below = originator->below; 1342 op->below = originator->below;
1399
1400 if (op->below)
1401 op->below->above = op;
1402 else
1403 SET_MAP_OB (op->map, op->x, op->y, op);
1404
1405 /* since *below* originator, no need to update top */
1406 originator->below = op; 1343 originator->below = op;
1344
1345 *(op->below ? &op->below->above : &ms.bot) = op;
1407 } 1346 }
1408 else 1347 else
1409 { 1348 {
1349 object *floor = 0;
1350 object *top = ms.top;
1351
1410 /* If there are other objects, then */ 1352 /* If there are other objects, then */
1411 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1353 if (top)
1412 { 1354 {
1413 object *last = NULL;
1414
1415 /* 1355 /*
1416 * If there are multiple objects on this space, we do some trickier handling. 1356 * If there are multiple objects on this space, we do some trickier handling.
1417 * We've already dealt with merging if appropriate. 1357 * We've already dealt with merging if appropriate.
1418 * Generally, we want to put the new object on top. But if 1358 * Generally, we want to put the new object on top. But if
1419 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1359 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1422 * once we get to them. This reduces the need to traverse over all of 1362 * once we get to them. This reduces the need to traverse over all of
1423 * them when adding another one - this saves quite a bit of cpu time 1363 * them when adding another one - this saves quite a bit of cpu time
1424 * when lots of spells are cast in one area. Currently, it is presumed 1364 * when lots of spells are cast in one area. Currently, it is presumed
1425 * that flying non pickable objects are spell objects. 1365 * that flying non pickable objects are spell objects.
1426 */ 1366 */
1427 1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1428 while (top != NULL)
1429 { 1368 {
1430 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1369 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1431 floor = top; 1370 floor = tmp;
1432 1371
1433 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1372 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1434 { 1373 {
1435 /* We insert above top, so we want this object below this */ 1374 /* We insert above top, so we want this object below this */
1436 top = top->below; 1375 top = tmp->below;
1437 break; 1376 break;
1438 } 1377 }
1439 1378
1440 last = top;
1441 top = top->above; 1379 top = tmp;
1442 } 1380 }
1443
1444 /* Don't want top to be NULL, so set it to the last valid object */
1445 top = last;
1446 1381
1447 /* We let update_position deal with figuring out what the space 1382 /* We let update_position deal with figuring out what the space
1448 * looks like instead of lots of conditions here. 1383 * looks like instead of lots of conditions here.
1449 * makes things faster, and effectively the same result. 1384 * makes things faster, and effectively the same result.
1450 */ 1385 */
1451 1386
1452 /* Have object 'fall below' other objects that block view. 1387 /* Have object 'fall below' other objects that block view.
1453 * Unless those objects are exits, type 66 1388 * Unless those objects are exits.
1454 * If INS_ON_TOP is used, don't do this processing 1389 * If INS_ON_TOP is used, don't do this processing
1455 * Need to find the object that in fact blocks view, otherwise 1390 * Need to find the object that in fact blocks view, otherwise
1456 * stacking is a bit odd. 1391 * stacking is a bit odd.
1457 */ 1392 */
1458 if (!(flag & INS_ON_TOP) && 1393 if (!(flag & INS_ON_TOP)
1459 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1394 && ms.flags () & P_BLOCKSVIEW
1395 && (op->face && !faces [op->face].visibility))
1460 { 1396 {
1397 object *last;
1398
1461 for (last = top; last != floor; last = last->below) 1399 for (last = top; last != floor; last = last->below)
1462 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1400 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1463 break; 1401 break;
1402
1464 /* Check to see if we found the object that blocks view, 1403 /* Check to see if we found the object that blocks view,
1465 * and make sure we have a below pointer for it so that 1404 * and make sure we have a below pointer for it so that
1466 * we can get inserted below this one, which requires we 1405 * we can get inserted below this one, which requires we
1467 * set top to the object below us. 1406 * set top to the object below us.
1468 */ 1407 */
1469 if (last && last->below && last != floor) 1408 if (last && last->below && last != floor)
1470 top = last->below; 1409 top = last->below;
1471 } 1410 }
1472 } /* If objects on this space */ 1411 } /* If objects on this space */
1473 1412
1474 if (flag & INS_MAP_LOAD)
1475 top = GET_MAP_TOP (op->map, op->x, op->y);
1476
1477 if (flag & INS_ABOVE_FLOOR_ONLY) 1413 if (flag & INS_ABOVE_FLOOR_ONLY)
1478 top = floor; 1414 top = floor;
1479 1415
1480 /* Top is the object that our object (op) is going to get inserted above. 1416 // insert object above top, or bottom-most if top = 0
1481 */
1482
1483 /* First object on this space */
1484 if (!top) 1417 if (!top)
1485 { 1418 {
1486 op->above = GET_MAP_OB (op->map, op->x, op->y);
1487
1488 if (op->above)
1489 op->above->below = op;
1490
1491 op->below = NULL; 1419 op->below = 0;
1492 SET_MAP_OB (op->map, op->x, op->y, op); 1420 op->above = ms.bot;
1421 ms.bot = op;
1422
1423 *(op->above ? &op->above->below : &ms.top) = op;
1493 } 1424 }
1494 else 1425 else
1495 { /* get inserted into the stack above top */ 1426 {
1496 op->above = top->above; 1427 op->above = top->above;
1497
1498 if (op->above)
1499 op->above->below = op; 1428 top->above = op;
1500 1429
1501 op->below = top; 1430 op->below = top;
1502 top->above = op; 1431 *(op->above ? &op->above->below : &ms.top) = op;
1503 } 1432 }
1504 1433 }
1505 if (op->above == NULL)
1506 SET_MAP_TOP (op->map, op->x, op->y, op);
1507 } /* else not INS_BELOW_ORIGINATOR */
1508 1434
1509 if (op->type == PLAYER) 1435 if (op->type == PLAYER)
1436 {
1510 op->contr->do_los = 1; 1437 op->contr->do_los = 1;
1438 ++op->map->players;
1439 op->map->touch ();
1440 }
1511 1441
1512 /* If we have a floor, we know the player, if any, will be above 1442 op->map->dirty = true;
1513 * it, so save a few ticks and start from there. 1443
1514 */ 1444 if (object *pl = ms.player ())
1515 if (!(flag & INS_MAP_LOAD)) 1445 //TODO: the floorbox prev/next might need updating
1516 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1446 //esrv_send_item (pl, op);
1517 if (tmp->type == PLAYER) 1447 //TODO: update floorbox to preserve ordering
1518 tmp->contr->socket.update_look = 1; 1448 if (pl->contr->ns)
1449 pl->contr->ns->floorbox_update ();
1519 1450
1520 /* If this object glows, it may affect lighting conditions that are 1451 /* If this object glows, it may affect lighting conditions that are
1521 * visible to others on this map. But update_all_los is really 1452 * visible to others on this map. But update_all_los is really
1522 * an inefficient way to do this, as it means los for all players 1453 * an inefficient way to do this, as it means los for all players
1523 * on the map will get recalculated. The players could very well 1454 * on the map will get recalculated. The players could very well
1524 * be far away from this change and not affected in any way - 1455 * be far away from this change and not affected in any way -
1525 * this should get redone to only look for players within range, 1456 * this should get redone to only look for players within range,
1526 * or just updating the P_NEED_UPDATE for spaces within this area 1457 * or just updating the P_UPTODATE for spaces within this area
1527 * of effect may be sufficient. 1458 * of effect may be sufficient.
1528 */ 1459 */
1529 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1460 if (op->map->darkness && (op->glow_radius != 0))
1530 update_all_los (op->map, op->x, op->y); 1461 update_all_los (op->map, op->x, op->y);
1531 1462
1532 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1463 /* updates flags (blocked, alive, no magic, etc) for this map space */
1533 update_object (op, UP_OBJ_INSERT); 1464 update_object (op, UP_OBJ_INSERT);
1534 1465
1466 INVOKE_OBJECT (INSERT, op);
1467
1535 /* Don't know if moving this to the end will break anything. However, 1468 /* Don't know if moving this to the end will break anything. However,
1536 * we want to have update_look set above before calling this. 1469 * we want to have floorbox_update called before calling this.
1537 * 1470 *
1538 * check_move_on() must be after this because code called from 1471 * check_move_on() must be after this because code called from
1539 * check_move_on() depends on correct map flags (so functions like 1472 * check_move_on() depends on correct map flags (so functions like
1540 * blocked() and wall() work properly), and these flags are updated by 1473 * blocked() and wall() work properly), and these flags are updated by
1541 * update_object(). 1474 * update_object().
1542 */ 1475 */
1543 1476
1544 /* if this is not the head or flag has been passed, don't check walk on status */ 1477 /* if this is not the head or flag has been passed, don't check walk on status */
1545 if (!(flag & INS_NO_WALK_ON) && !op->head) 1478 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1546 { 1479 {
1547 if (check_move_on (op, originator)) 1480 if (check_move_on (op, originator))
1548 return NULL; 1481 return 0;
1549 1482
1550 /* If we are a multi part object, lets work our way through the check 1483 /* If we are a multi part object, lets work our way through the check
1551 * walk on's. 1484 * walk on's.
1552 */ 1485 */
1553 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1486 for (object *tmp = op->more; tmp; tmp = tmp->more)
1554 if (check_move_on (tmp, originator)) 1487 if (check_move_on (tmp, originator))
1555 return NULL; 1488 return 0;
1556 } 1489 }
1557 1490
1558 return op; 1491 return op;
1559} 1492}
1560 1493
1561/* this function inserts an object in the map, but if it 1494/* this function inserts an object in the map, but if it
1562 * finds an object of its own type, it'll remove that one first. 1495 * finds an object of its own type, it'll remove that one first.
1563 * op is the object to insert it under: supplies x and the map. 1496 * op is the object to insert it under: supplies x and the map.
1564 */ 1497 */
1565void 1498void
1566replace_insert_ob_in_map (const char *arch_string, object *op) 1499replace_insert_ob_in_map (const char *arch_string, object *op)
1567{ 1500{
1568 object *
1569 tmp;
1570 object *
1571 tmp1;
1572
1573 /* first search for itself and remove any old instances */ 1501 /* first search for itself and remove any old instances */
1574 1502
1575 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1576 {
1577 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1578 { 1505 tmp->destroy (1);
1579 remove_ob (tmp);
1580 free_object (tmp);
1581 }
1582 }
1583 1506
1584 tmp1 = arch_to_object (archetype::find (arch_string)); 1507 object *tmp = arch_to_object (archetype::find (arch_string));
1585 1508
1586 tmp1->x = op->x; 1509 tmp->x = op->x;
1587 tmp1->y = op->y; 1510 tmp->y = op->y;
1511
1588 insert_ob_in_map (tmp1, op->map, op, 0); 1512 insert_ob_in_map (tmp, op->map, op, 0);
1589} 1513}
1590
1591/*
1592 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1593 * is returned contains nr objects, and the remaining parts contains
1594 * the rest (or is removed and freed if that number is 0).
1595 * On failure, NULL is returned, and the reason put into the
1596 * global static errmsg array.
1597 */
1598 1514
1599object * 1515object *
1600get_split_ob (object *orig_ob, uint32 nr) 1516object::insert_at (object *where, object *originator, int flags)
1601{ 1517{
1602 object * 1518 if (where->env)
1603 newob; 1519 return where->env->insert (this);
1604 int 1520 else
1605 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1521 return where->map->insert (this, where->x, where->y, originator, flags);
1606
1607 if (orig_ob->nrof < nr)
1608 {
1609 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1610 return NULL;
1611 }
1612
1613 newob = object_create_clone (orig_ob);
1614
1615 if ((orig_ob->nrof -= nr) < 1)
1616 {
1617 if (!is_removed)
1618 remove_ob (orig_ob);
1619 free_object2 (orig_ob, 1);
1620 }
1621 else if (!is_removed)
1622 {
1623 if (orig_ob->env != NULL)
1624 sub_weight (orig_ob->env, orig_ob->weight * nr);
1625 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1626 {
1627 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1628 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1629 return NULL;
1630 }
1631 }
1632
1633 newob->nrof = nr;
1634
1635 return newob;
1636} 1522}
1637 1523
1638/* 1524/*
1639 * decrease_ob_nr(object, number) decreases a specified number from 1525 * decrease(object, number) decreases a specified number from
1640 * the amount of an object. If the amount reaches 0, the object 1526 * the amount of an object. If the amount reaches 0, the object
1641 * is subsequently removed and freed. 1527 * is subsequently removed and freed.
1642 * 1528 *
1643 * Return value: 'op' if something is left, NULL if the amount reached 0 1529 * Return value: 'op' if something is left, NULL if the amount reached 0
1644 */ 1530 */
1531bool
1532object::decrease (sint32 nr)
1533{
1534 if (!nr)
1535 return true;
1645 1536
1537 nr = min (nr, nrof);
1538
1539 if (nrof > nr)
1540 {
1541 nrof -= nr;
1542 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1543
1544 if (object *pl = visible_to ())
1545 esrv_update_item (UPD_NROF, pl, this);
1546
1547 return true;
1548 }
1549 else
1550 {
1551 destroy ();
1552 return false;
1553 }
1554}
1555
1556/*
1557 * split(ob,nr) splits up ob into two parts. The part which
1558 * is returned contains nr objects, and the remaining parts contains
1559 * the rest (or is removed and returned if that number is 0).
1560 * On failure, NULL is returned.
1561 */
1646object * 1562object *
1647decrease_ob_nr (object *op, uint32 i) 1563object::split (sint32 nr)
1648{ 1564{
1649 object *tmp; 1565 int have = number_of ();
1650 player *pl;
1651 1566
1652 if (i == 0) /* objects with op->nrof require this check */ 1567 if (have < nr)
1653 return op; 1568 return 0;
1654 1569 else if (have == nr)
1655 if (i > op->nrof)
1656 i = op->nrof;
1657
1658 if (QUERY_FLAG (op, FLAG_REMOVED))
1659 op->nrof -= i;
1660 else if (op->env != NULL)
1661 { 1570 {
1662 /* is this object in the players inventory, or sub container
1663 * therein?
1664 */
1665 tmp = is_player_inv (op->env);
1666 /* nope. Is this a container the player has opened?
1667 * If so, set tmp to that player.
1668 * IMO, searching through all the players will mostly
1669 * likely be quicker than following op->env to the map,
1670 * and then searching the map for a player.
1671 */
1672 if (!tmp)
1673 {
1674 for (pl = first_player; pl; pl = pl->next)
1675 if (pl->ob->container == op->env)
1676 break;
1677 if (pl)
1678 tmp = pl->ob;
1679 else
1680 tmp = NULL;
1681 }
1682
1683 if (i < op->nrof)
1684 {
1685 sub_weight (op->env, op->weight * i);
1686 op->nrof -= i;
1687 if (tmp)
1688 {
1689 esrv_send_item (tmp, op);
1690 }
1691 }
1692 else
1693 {
1694 remove_ob (op); 1571 remove ();
1695 op->nrof = 0; 1572 return this;
1696 if (tmp)
1697 {
1698 esrv_del_item (tmp->contr, op->count);
1699 }
1700 }
1701 } 1573 }
1702 else 1574 else
1703 { 1575 {
1704 object *above = op->above; 1576 decrease (nr);
1705 1577
1706 if (i < op->nrof) 1578 object *op = deep_clone ();
1707 op->nrof -= i; 1579 op->nrof = nr;
1708 else
1709 {
1710 remove_ob (op);
1711 op->nrof = 0;
1712 }
1713
1714 /* Since we just removed op, op->above is null */
1715 for (tmp = above; tmp != NULL; tmp = tmp->above)
1716 if (tmp->type == PLAYER)
1717 {
1718 if (op->nrof)
1719 esrv_send_item (tmp, op);
1720 else
1721 esrv_del_item (tmp->contr, op->count);
1722 }
1723 }
1724
1725 if (op->nrof)
1726 return op; 1580 return op;
1727 else
1728 { 1581 }
1729 free_object (op);
1730 return NULL;
1731 }
1732} 1582}
1733
1734/*
1735 * add_weight(object, weight) adds the specified weight to an object,
1736 * and also updates how much the environment(s) is/are carrying.
1737 */
1738
1739void
1740add_weight (object *op, signed long weight)
1741{
1742 while (op != NULL)
1743 {
1744 if (op->type == CONTAINER)
1745 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1746
1747 op->carrying += weight;
1748 op = op->env;
1749 }
1750}
1751
1752/*
1753 * insert_ob_in_ob(op,environment):
1754 * This function inserts the object op in the linked list
1755 * inside the object environment.
1756 *
1757 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1758 * the inventory at the last position or next to other objects of the same
1759 * type.
1760 * Frank: Now sorted by type, archetype and magic!
1761 *
1762 * The function returns now pointer to inserted item, and return value can
1763 * be != op, if items are merged. -Tero
1764 */
1765 1583
1766object * 1584object *
1767insert_ob_in_ob (object *op, object *where) 1585insert_ob_in_ob (object *op, object *where)
1768{ 1586{
1769 object * 1587 if (!where)
1770 tmp, *
1771 otmp;
1772
1773 if (!QUERY_FLAG (op, FLAG_REMOVED))
1774 {
1775 char *dump = dump_object (op);
1776 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1777 free (dump);
1778 return op;
1779 }
1780
1781 if (where == NULL)
1782 { 1588 {
1783 char *dump = dump_object (op); 1589 char *dump = dump_object (op);
1784 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1590 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1785 free (dump); 1591 free (dump);
1786 return op; 1592 return op;
1787 } 1593 }
1788 1594
1789 if (where->head) 1595 if (where->head_ () != where)
1790 { 1596 {
1791 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1597 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1792 where = where->head; 1598 where = where->head;
1793 } 1599 }
1794 1600
1601 return where->insert (op);
1602}
1603
1604/*
1605 * env->insert (op)
1606 * This function inserts the object op in the linked list
1607 * inside the object environment.
1608 *
1609 * The function returns now pointer to inserted item, and return value can
1610 * be != op, if items are merged. -Tero
1611 */
1612object *
1613object::insert (object *op)
1614{
1795 if (op->more) 1615 if (op->more)
1796 { 1616 {
1797 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1617 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1798 return op; 1618 return op;
1799 } 1619 }
1800 1620
1801 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1621 op->remove ();
1802 CLEAR_FLAG (op, FLAG_REMOVED); 1622
1623 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1624
1803 if (op->nrof) 1625 if (op->nrof)
1804 {
1805 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1626 for (object *tmp = inv; tmp; tmp = tmp->below)
1806 if (CAN_MERGE (tmp, op)) 1627 if (object::can_merge (tmp, op))
1807 { 1628 {
1808 /* return the original object and remove inserted object 1629 /* return the original object and remove inserted object
1809 (client needs the original object) */ 1630 (client needs the original object) */
1810 tmp->nrof += op->nrof; 1631 tmp->nrof += op->nrof;
1811 /* Weight handling gets pretty funky. Since we are adding to 1632
1812 * tmp->nrof, we need to increase the weight. 1633 if (object *pl = tmp->visible_to ())
1813 */ 1634 esrv_update_item (UPD_NROF, pl, tmp);
1814 add_weight (where, op->weight * op->nrof); 1635
1815 SET_FLAG (op, FLAG_REMOVED); 1636 adjust_weight (this, op->total_weight ());
1816 free_object (op); /* free the inserted object */ 1637
1638 op->destroy (1);
1817 op = tmp; 1639 op = tmp;
1818 remove_ob (op); /* and fix old object's links */ 1640 goto inserted;
1819 CLEAR_FLAG (op, FLAG_REMOVED);
1820 break;
1821 } 1641 }
1822 1642
1823 /* I assume combined objects have no inventory 1643 op->owner = 0; // it's his/hers now. period.
1824 * We add the weight - this object could have just been removed
1825 * (if it was possible to merge). calling remove_ob will subtract
1826 * the weight, so we need to add it in again, since we actually do
1827 * the linking below
1828 */
1829 add_weight (where, op->weight * op->nrof);
1830 }
1831 else
1832 add_weight (where, (op->weight + op->carrying));
1833
1834 otmp = is_player_inv (where);
1835 if (otmp && otmp->contr != NULL)
1836 {
1837 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1838 fix_player (otmp);
1839 }
1840
1841 op->map = NULL; 1644 op->map = 0;
1842 op->env = where; 1645 op->x = 0;
1646 op->y = 0;
1647
1843 op->above = NULL; 1648 op->above = 0;
1844 op->below = NULL; 1649 op->below = inv;
1845 op->x = 0, op->y = 0; 1650 op->env = this;
1846 1651
1652 if (inv)
1653 inv->above = op;
1654
1655 inv = op;
1656
1657 op->flag [FLAG_REMOVED] = 0;
1658
1659 if (object *pl = op->visible_to ())
1660 esrv_send_item (pl, op);
1661
1662 adjust_weight (this, op->total_weight ());
1663
1664inserted:
1847 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1848 if ((op->glow_radius != 0) && where->map) 1666 if (op->glow_radius && map && map->darkness)
1849 { 1667 update_all_los (map, x, y);
1850#ifdef DEBUG_LIGHTS
1851 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1852#endif /* DEBUG_LIGHTS */
1853 if (MAP_DARKNESS (where->map))
1854 update_all_los (where->map, where->x, where->y);
1855 }
1856 1668
1857 /* Client has no idea of ordering so lets not bother ordering it here. 1669 // if this is a player's inventory, update stats
1858 * It sure simplifies this function... 1670 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1859 */ 1671 update_stats ();
1860 if (where->inv == NULL) 1672
1861 where->inv = op; 1673 INVOKE_OBJECT (INSERT, this);
1862 else 1674
1863 {
1864 op->below = where->inv;
1865 op->below->above = op;
1866 where->inv = op;
1867 }
1868 return op; 1675 return op;
1869} 1676}
1870 1677
1871/* 1678/*
1872 * Checks if any objects has a move_type that matches objects 1679 * Checks if any objects has a move_type that matches objects
1886 * 1693 *
1887 * MSW 2001-07-08: Check all objects on space, not just those below 1694 * MSW 2001-07-08: Check all objects on space, not just those below
1888 * object being inserted. insert_ob_in_map may not put new objects 1695 * object being inserted. insert_ob_in_map may not put new objects
1889 * on top. 1696 * on top.
1890 */ 1697 */
1891
1892int 1698int
1893check_move_on (object *op, object *originator) 1699check_move_on (object *op, object *originator)
1894{ 1700{
1895 object *tmp; 1701 object *tmp;
1896 maptile *m = op->map; 1702 maptile *m = op->map;
1923 1729
1924 /* The objects have to be checked from top to bottom. 1730 /* The objects have to be checked from top to bottom.
1925 * Hence, we first go to the top: 1731 * Hence, we first go to the top:
1926 */ 1732 */
1927 1733
1928 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1734 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1929 { 1735 {
1930 /* Trim the search when we find the first other spell effect 1736 /* Trim the search when we find the first other spell effect
1931 * this helps performance so that if a space has 50 spell objects, 1737 * this helps performance so that if a space has 50 spell objects,
1932 * we don't need to check all of them. 1738 * we don't need to check all of them.
1933 */ 1739 */
1951 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1757 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1952 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1758 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1953 { 1759 {
1954 1760
1955 float 1761 float
1956 diff = tmp->move_slow_penalty * FABS (op->speed); 1762 diff = tmp->move_slow_penalty * fabs (op->speed);
1957 1763
1958 if (op->type == PLAYER) 1764 if (op->type == PLAYER)
1959 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1765 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1960 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1766 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1961 diff /= 4.0; 1767 diff /= 4.0;
1988/* 1794/*
1989 * present_arch(arch, map, x, y) searches for any objects with 1795 * present_arch(arch, map, x, y) searches for any objects with
1990 * a matching archetype at the given map and coordinates. 1796 * a matching archetype at the given map and coordinates.
1991 * The first matching object is returned, or NULL if none. 1797 * The first matching object is returned, or NULL if none.
1992 */ 1798 */
1993
1994object * 1799object *
1995present_arch (const archetype *at, maptile *m, int x, int y) 1800present_arch (const archetype *at, maptile *m, int x, int y)
1996{ 1801{
1997 object *
1998 tmp;
1999
2000 if (m == NULL || out_of_map (m, x, y)) 1802 if (!m || out_of_map (m, x, y))
2001 { 1803 {
2002 LOG (llevError, "Present_arch called outside map.\n"); 1804 LOG (llevError, "Present_arch called outside map.\n");
2003 return NULL; 1805 return NULL;
2004 } 1806 }
2005 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1807
2006 if (tmp->arch == at) 1808 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1809 if (tmp->arch->archname == at->archname)
2007 return tmp; 1810 return tmp;
1811
2008 return NULL; 1812 return NULL;
2009} 1813}
2010 1814
2011/* 1815/*
2012 * present(type, map, x, y) searches for any objects with 1816 * present(type, map, x, y) searches for any objects with
2013 * a matching type variable at the given map and coordinates. 1817 * a matching type variable at the given map and coordinates.
2014 * The first matching object is returned, or NULL if none. 1818 * The first matching object is returned, or NULL if none.
2015 */ 1819 */
2016
2017object * 1820object *
2018present (unsigned char type, maptile *m, int x, int y) 1821present (unsigned char type, maptile *m, int x, int y)
2019{ 1822{
2020 object *
2021 tmp;
2022
2023 if (out_of_map (m, x, y)) 1823 if (out_of_map (m, x, y))
2024 { 1824 {
2025 LOG (llevError, "Present called outside map.\n"); 1825 LOG (llevError, "Present called outside map.\n");
2026 return NULL; 1826 return NULL;
2027 } 1827 }
2028 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1828
1829 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2029 if (tmp->type == type) 1830 if (tmp->type == type)
2030 return tmp; 1831 return tmp;
1832
2031 return NULL; 1833 return NULL;
2032} 1834}
2033 1835
2034/* 1836/*
2035 * present_in_ob(type, object) searches for any objects with 1837 * present_in_ob(type, object) searches for any objects with
2036 * a matching type variable in the inventory of the given object. 1838 * a matching type variable in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1839 * The first matching object is returned, or NULL if none.
2038 */ 1840 */
2039
2040object * 1841object *
2041present_in_ob (unsigned char type, const object *op) 1842present_in_ob (unsigned char type, const object *op)
2042{ 1843{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1844 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047 if (tmp->type == type) 1845 if (tmp->type == type)
2048 return tmp; 1846 return tmp;
1847
2049 return NULL; 1848 return NULL;
2050} 1849}
2051 1850
2052/* 1851/*
2053 * present_in_ob (type, str, object) searches for any objects with 1852 * present_in_ob (type, str, object) searches for any objects with
2061 * str is the string to match against. Note that we match against 1860 * str is the string to match against. Note that we match against
2062 * the object name, not the archetype name. this is so that the 1861 * the object name, not the archetype name. this is so that the
2063 * spell code can use one object type (force), but change it's name 1862 * spell code can use one object type (force), but change it's name
2064 * to be unique. 1863 * to be unique.
2065 */ 1864 */
2066
2067object * 1865object *
2068present_in_ob_by_name (int type, const char *str, const object *op) 1866present_in_ob_by_name (int type, const char *str, const object *op)
2069{ 1867{
2070 object *
2071 tmp;
2072
2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1868 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2074 {
2075 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1869 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2076 return tmp; 1870 return tmp;
2077 } 1871
2078 return NULL; 1872 return 0;
2079} 1873}
2080 1874
2081/* 1875/*
2082 * present_arch_in_ob(archetype, object) searches for any objects with 1876 * present_arch_in_ob(archetype, object) searches for any objects with
2083 * a matching archetype in the inventory of the given object. 1877 * a matching archetype in the inventory of the given object.
2084 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
2085 */ 1879 */
2086
2087object * 1880object *
2088present_arch_in_ob (const archetype *at, const object *op) 1881present_arch_in_ob (const archetype *at, const object *op)
2089{ 1882{
2090 object *
2091 tmp;
2092
2093 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1883 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2094 if (tmp->arch == at) 1884 if (tmp->arch->archname == at->archname)
2095 return tmp; 1885 return tmp;
1886
2096 return NULL; 1887 return NULL;
2097} 1888}
2098 1889
2099/* 1890/*
2100 * activate recursively a flag on an object inventory 1891 * activate recursively a flag on an object inventory
2101 */ 1892 */
2102void 1893void
2103flag_inv (object *op, int flag) 1894flag_inv (object *op, int flag)
2104{ 1895{
2105 object *
2106 tmp;
2107
2108 if (op->inv)
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1896 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2110 { 1897 {
2111 SET_FLAG (tmp, flag); 1898 SET_FLAG (tmp, flag);
2112 flag_inv (tmp, flag); 1899 flag_inv (tmp, flag);
2113 } 1900 }
2114} /* 1901}
1902
1903/*
2115 * desactivate recursively a flag on an object inventory 1904 * deactivate recursively a flag on an object inventory
2116 */ 1905 */
2117void 1906void
2118unflag_inv (object *op, int flag) 1907unflag_inv (object *op, int flag)
2119{ 1908{
2120 object *
2121 tmp;
2122
2123 if (op->inv)
2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2125 { 1910 {
2126 CLEAR_FLAG (tmp, flag); 1911 CLEAR_FLAG (tmp, flag);
2127 unflag_inv (tmp, flag); 1912 unflag_inv (tmp, flag);
2128 } 1913 }
2129}
2130
2131/*
2132 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2133 * all it's inventory (recursively).
2134 * If checksums are used, a player will get set_cheat called for
2135 * him/her-self and all object carried by a call to this function.
2136 */
2137
2138void
2139set_cheat (object *op)
2140{
2141 SET_FLAG (op, FLAG_WAS_WIZ);
2142 flag_inv (op, FLAG_WAS_WIZ);
2143} 1914}
2144 1915
2145/* 1916/*
2146 * find_free_spot(object, map, x, y, start, stop) will search for 1917 * find_free_spot(object, map, x, y, start, stop) will search for
2147 * a spot at the given map and coordinates which will be able to contain 1918 * a spot at the given map and coordinates which will be able to contain
2149 * to search (see the freearr_x/y[] definition). 1920 * to search (see the freearr_x/y[] definition).
2150 * It returns a random choice among the alternatives found. 1921 * It returns a random choice among the alternatives found.
2151 * start and stop are where to start relative to the free_arr array (1,9 1922 * start and stop are where to start relative to the free_arr array (1,9
2152 * does all 4 immediate directions). This returns the index into the 1923 * does all 4 immediate directions). This returns the index into the
2153 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1924 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2154 * Note - this only checks to see if there is space for the head of the
2155 * object - if it is a multispace object, this should be called for all
2156 * pieces.
2157 * Note2: This function does correctly handle tiled maps, but does not 1925 * Note: This function does correctly handle tiled maps, but does not
2158 * inform the caller. However, insert_ob_in_map will update as 1926 * inform the caller. However, insert_ob_in_map will update as
2159 * necessary, so the caller shouldn't need to do any special work. 1927 * necessary, so the caller shouldn't need to do any special work.
2160 * Note - updated to take an object instead of archetype - this is necessary 1928 * Note - updated to take an object instead of archetype - this is necessary
2161 * because arch_blocked (now ob_blocked) needs to know the movement type 1929 * because arch_blocked (now ob_blocked) needs to know the movement type
2162 * to know if the space in question will block the object. We can't use 1930 * to know if the space in question will block the object. We can't use
2163 * the archetype because that isn't correct if the monster has been 1931 * the archetype because that isn't correct if the monster has been
2164 * customized, changed states, etc. 1932 * customized, changed states, etc.
2165 */ 1933 */
2166
2167int 1934int
2168find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1935find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2169{ 1936{
2170 int
2171 i,
2172 index = 0, flag;
2173 static int
2174 altern[SIZEOFFREE]; 1937 int altern[SIZEOFFREE];
1938 int index = 0, flag;
2175 1939
2176 for (i = start; i < stop; i++) 1940 for (int i = start; i < stop; i++)
2177 { 1941 {
2178 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1942 mapxy pos (m, x, y); pos.move (i);
2179 if (!flag) 1943
1944 if (!pos.normalise ())
1945 continue;
1946
1947 mapspace &ms = *pos;
1948
1949 if (ms.flags () & P_IS_ALIVE)
1950 continue;
1951
1952 /* However, often
1953 * ob doesn't have any move type (when used to place exits)
1954 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1955 */
1956 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1957 {
2180 altern[index++] = i; 1958 altern [index++] = i;
1959 continue;
1960 }
2181 1961
2182 /* Basically, if we find a wall on a space, we cut down the search size. 1962 /* Basically, if we find a wall on a space, we cut down the search size.
2183 * In this way, we won't return spaces that are on another side of a wall. 1963 * In this way, we won't return spaces that are on another side of a wall.
2184 * This mostly work, but it cuts down the search size in all directions - 1964 * This mostly work, but it cuts down the search size in all directions -
2185 * if the space being examined only has a wall to the north and empty 1965 * if the space being examined only has a wall to the north and empty
2186 * spaces in all the other directions, this will reduce the search space 1966 * spaces in all the other directions, this will reduce the search space
2187 * to only the spaces immediately surrounding the target area, and 1967 * to only the spaces immediately surrounding the target area, and
2188 * won't look 2 spaces south of the target space. 1968 * won't look 2 spaces south of the target space.
2189 */ 1969 */
2190 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1970 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1971 {
2191 stop = maxfree[i]; 1972 stop = maxfree[i];
1973 continue;
1974 }
1975
1976 /* Note it is intentional that we check ob - the movement type of the
1977 * head of the object should correspond for the entire object.
1978 */
1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1980 continue;
1981
1982 if (ob->blocked (m, pos.x, pos.y))
1983 continue;
1984
1985 altern [index++] = i;
2192 } 1986 }
1987
2193 if (!index) 1988 if (!index)
2194 return -1; 1989 return -1;
1990
2195 return altern[RANDOM () % index]; 1991 return altern [rndm (index)];
2196} 1992}
2197 1993
2198/* 1994/*
2199 * find_first_free_spot(archetype, maptile, x, y) works like 1995 * find_first_free_spot(archetype, maptile, x, y) works like
2200 * find_free_spot(), but it will search max number of squares. 1996 * find_free_spot(), but it will search max number of squares.
2201 * But it will return the first available spot, not a random choice. 1997 * But it will return the first available spot, not a random choice.
2202 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1998 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2203 */ 1999 */
2204
2205int 2000int
2206find_first_free_spot (const object *ob, maptile *m, int x, int y) 2001find_first_free_spot (const object *ob, maptile *m, int x, int y)
2207{ 2002{
2208 int
2209 i;
2210
2211 for (i = 0; i < SIZEOFFREE; i++) 2003 for (int i = 0; i < SIZEOFFREE; i++)
2212 {
2213 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2004 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2214 return i; 2005 return i;
2215 } 2006
2216 return -1; 2007 return -1;
2217} 2008}
2218 2009
2219/* 2010/*
2220 * The function permute(arr, begin, end) randomly reorders the array 2011 * The function permute(arr, begin, end) randomly reorders the array
2221 * arr[begin..end-1]. 2012 * arr[begin..end-1].
2013 * now uses a fisher-yates shuffle, old permute was broken
2222 */ 2014 */
2223static void 2015static void
2224permute (int *arr, int begin, int end) 2016permute (int *arr, int begin, int end)
2225{ 2017{
2226 int 2018 arr += begin;
2227 i,
2228 j,
2229 tmp,
2230 len;
2231
2232 len = end - begin; 2019 end -= begin;
2233 for (i = begin; i < end; i++)
2234 {
2235 j = begin + RANDOM () % len;
2236 2020
2237 tmp = arr[i]; 2021 while (--end)
2238 arr[i] = arr[j]; 2022 swap (arr [end], arr [rndm (end + 1)]);
2239 arr[j] = tmp;
2240 }
2241} 2023}
2242 2024
2243/* new function to make monster searching more efficient, and effective! 2025/* new function to make monster searching more efficient, and effective!
2244 * This basically returns a randomized array (in the passed pointer) of 2026 * This basically returns a randomized array (in the passed pointer) of
2245 * the spaces to find monsters. In this way, it won't always look for 2027 * the spaces to find monsters. In this way, it won't always look for
2248 * the 3x3 area will be searched, just not in a predictable order. 2030 * the 3x3 area will be searched, just not in a predictable order.
2249 */ 2031 */
2250void 2032void
2251get_search_arr (int *search_arr) 2033get_search_arr (int *search_arr)
2252{ 2034{
2253 int 2035 int i;
2254 i;
2255 2036
2256 for (i = 0; i < SIZEOFFREE; i++) 2037 for (i = 0; i < SIZEOFFREE; i++)
2257 {
2258 search_arr[i] = i; 2038 search_arr[i] = i;
2259 }
2260 2039
2261 permute (search_arr, 1, SIZEOFFREE1 + 1); 2040 permute (search_arr, 1, SIZEOFFREE1 + 1);
2262 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2041 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2263 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2042 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2264} 2043}
2273 * Perhaps incorrectly, but I'm making the assumption that exclude 2052 * Perhaps incorrectly, but I'm making the assumption that exclude
2274 * is actually want is going to try and move there. We need this info 2053 * is actually want is going to try and move there. We need this info
2275 * because we have to know what movement the thing looking to move 2054 * because we have to know what movement the thing looking to move
2276 * there is capable of. 2055 * there is capable of.
2277 */ 2056 */
2278
2279int 2057int
2280find_dir (maptile *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2281{ 2059{
2282 int
2283 i,
2284 max = SIZEOFFREE, mflags; 2060 int i, max = SIZEOFFREE, mflags;
2285 2061
2286 sint16 nx, ny; 2062 sint16 nx, ny;
2287 object * 2063 object *tmp;
2288 tmp;
2289 maptile * 2064 maptile *mp;
2290 mp;
2291 2065
2292 MoveType blocked, move_type; 2066 MoveType blocked, move_type;
2293 2067
2294 if (exclude && exclude->head) 2068 if (exclude && exclude->head_ () != exclude)
2295 { 2069 {
2296 exclude = exclude->head; 2070 exclude = exclude->head;
2297 move_type = exclude->move_type; 2071 move_type = exclude->move_type;
2298 } 2072 }
2299 else 2073 else
2307 mp = m; 2081 mp = m;
2308 nx = x + freearr_x[i]; 2082 nx = x + freearr_x[i];
2309 ny = y + freearr_y[i]; 2083 ny = y + freearr_y[i];
2310 2084
2311 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2086
2312 if (mflags & P_OUT_OF_MAP) 2087 if (mflags & P_OUT_OF_MAP)
2313 {
2314 max = maxfree[i]; 2088 max = maxfree[i];
2315 }
2316 else 2089 else
2317 { 2090 {
2318 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2091 mapspace &ms = mp->at (nx, ny);
2092
2093 blocked = ms.move_block;
2319 2094
2320 if ((move_type & blocked) == move_type) 2095 if ((move_type & blocked) == move_type)
2321 {
2322 max = maxfree[i]; 2096 max = maxfree[i];
2323 }
2324 else if (mflags & P_IS_ALIVE) 2097 else if (mflags & P_IS_ALIVE)
2325 { 2098 {
2326 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2327 { 2100 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2328 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2101 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2329 {
2330 break; 2102 break;
2331 } 2103
2332 }
2333 if (tmp) 2104 if (tmp)
2334 {
2335 return freedir[i]; 2105 return freedir[i];
2336 }
2337 } 2106 }
2338 } 2107 }
2339 } 2108 }
2109
2340 return 0; 2110 return 0;
2341} 2111}
2342 2112
2343/* 2113/*
2344 * distance(object 1, object 2) will return the square of the 2114 * distance(object 1, object 2) will return the square of the
2345 * distance between the two given objects. 2115 * distance between the two given objects.
2346 */ 2116 */
2347
2348int 2117int
2349distance (const object *ob1, const object *ob2) 2118distance (const object *ob1, const object *ob2)
2350{ 2119{
2351 int
2352 i;
2353
2354 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2120 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2355 return i;
2356} 2121}
2357 2122
2358/* 2123/*
2359 * find_dir_2(delta-x,delta-y) will return a direction in which 2124 * find_dir_2(delta-x,delta-y) will return a direction in which
2360 * an object which has subtracted the x and y coordinates of another 2125 * an object which has subtracted the x and y coordinates of another
2361 * object, needs to travel toward it. 2126 * object, needs to travel toward it.
2362 */ 2127 */
2363
2364int 2128int
2365find_dir_2 (int x, int y) 2129find_dir_2 (int x, int y)
2366{ 2130{
2367 int 2131 int q;
2368 q;
2369 2132
2370 if (y) 2133 if (y)
2371 q = x * 100 / y; 2134 q = x * 100 / y;
2372 else if (x) 2135 else if (x)
2373 q = -300 * x; 2136 q = -300 * x;
2398 2161
2399 return 3; 2162 return 3;
2400} 2163}
2401 2164
2402/* 2165/*
2403 * absdir(int): Returns a number between 1 and 8, which represent
2404 * the "absolute" direction of a number (it actually takes care of
2405 * "overflow" in previous calculations of a direction).
2406 */
2407
2408int
2409absdir (int d)
2410{
2411 while (d < 1)
2412 d += 8;
2413 while (d > 8)
2414 d -= 8;
2415 return d;
2416}
2417
2418/*
2419 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2166 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2420 * between two directions (which are expected to be absolute (see absdir()) 2167 * between two directions (which are expected to be absolute (see absdir())
2421 */ 2168 */
2422
2423int 2169int
2424dirdiff (int dir1, int dir2) 2170dirdiff (int dir1, int dir2)
2425{ 2171{
2426 int 2172 int d;
2427 d;
2428 2173
2429 d = abs (dir1 - dir2); 2174 d = abs (dir1 - dir2);
2430 if (d > 4) 2175 if (d > 4)
2431 d = 8 - d; 2176 d = 8 - d;
2177
2432 return d; 2178 return d;
2433} 2179}
2434 2180
2435/* peterm: 2181/* peterm:
2436 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2182 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2439 * This basically means that if direction is 15, then it could either go 2185 * This basically means that if direction is 15, then it could either go
2440 * direction 4, 14, or 16 to get back to where we are. 2186 * direction 4, 14, or 16 to get back to where we are.
2441 * Moved from spell_util.c to object.c with the other related direction 2187 * Moved from spell_util.c to object.c with the other related direction
2442 * functions. 2188 * functions.
2443 */ 2189 */
2444
2445int
2446 reduction_dir[SIZEOFFREE][3] = { 2190int reduction_dir[SIZEOFFREE][3] = {
2447 {0, 0, 0}, /* 0 */ 2191 {0, 0, 0}, /* 0 */
2448 {0, 0, 0}, /* 1 */ 2192 {0, 0, 0}, /* 1 */
2449 {0, 0, 0}, /* 2 */ 2193 {0, 0, 0}, /* 2 */
2450 {0, 0, 0}, /* 3 */ 2194 {0, 0, 0}, /* 3 */
2451 {0, 0, 0}, /* 4 */ 2195 {0, 0, 0}, /* 4 */
2499 * find a path to that monster that we found. If not, 2243 * find a path to that monster that we found. If not,
2500 * we don't bother going toward it. Returns 1 if we 2244 * we don't bother going toward it. Returns 1 if we
2501 * can see a direct way to get it 2245 * can see a direct way to get it
2502 * Modified to be map tile aware -.MSW 2246 * Modified to be map tile aware -.MSW
2503 */ 2247 */
2504
2505
2506int 2248int
2507can_see_monsterP (maptile *m, int x, int y, int dir) 2249can_see_monsterP (maptile *m, int x, int y, int dir)
2508{ 2250{
2509 sint16 dx, dy; 2251 sint16 dx, dy;
2510 int
2511 mflags; 2252 int mflags;
2512 2253
2513 if (dir < 0) 2254 if (dir < 0)
2514 return 0; /* exit condition: invalid direction */ 2255 return 0; /* exit condition: invalid direction */
2515 2256
2516 dx = x + freearr_x[dir]; 2257 dx = x + freearr_x[dir];
2529 return 0; 2270 return 0;
2530 2271
2531 /* yes, can see. */ 2272 /* yes, can see. */
2532 if (dir < 9) 2273 if (dir < 9)
2533 return 1; 2274 return 1;
2275
2534 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2276 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2535 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2277 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2278 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2536} 2279}
2537
2538
2539 2280
2540/* 2281/*
2541 * can_pick(picker, item): finds out if an object is possible to be 2282 * can_pick(picker, item): finds out if an object is possible to be
2542 * picked up by the picker. Returnes 1 if it can be 2283 * picked up by the picker. Returnes 1 if it can be
2543 * picked up, otherwise 0. 2284 * picked up, otherwise 0.
2545 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2286 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2546 * core dumps if they do. 2287 * core dumps if they do.
2547 * 2288 *
2548 * Add a check so we can't pick up invisible objects (0.93.8) 2289 * Add a check so we can't pick up invisible objects (0.93.8)
2549 */ 2290 */
2550
2551int 2291int
2552can_pick (const object *who, const object *item) 2292can_pick (const object *who, const object *item)
2553{ 2293{
2554 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2294 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2555 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2295 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2556 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2296 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2557} 2297}
2558 2298
2559
2560/* 2299/*
2561 * create clone from object to another 2300 * create clone from object to another
2562 */ 2301 */
2563object * 2302object *
2564object_create_clone (object *asrc) 2303object::deep_clone ()
2565{ 2304{
2566 object * 2305 assert (("deep_clone called on non-head object", is_head ()));
2567 dst = NULL, *tmp, *src, *part, *prev, *item;
2568 2306
2569 if (!asrc) 2307 object *dst = clone ();
2570 return NULL;
2571 src = asrc;
2572 if (src->head)
2573 src = src->head;
2574 2308
2575 prev = NULL; 2309 object *prev = dst;
2576 for (part = src; part; part = part->more) 2310 for (object *part = this->more; part; part = part->more)
2577 { 2311 {
2578 tmp = get_object (); 2312 object *tmp = part->clone ();
2579 copy_object (part, tmp);
2580 tmp->x -= src->x;
2581 tmp->y -= src->y;
2582 if (!part->head)
2583 {
2584 dst = tmp;
2585 tmp->head = NULL;
2586 }
2587 else
2588 {
2589 tmp->head = dst; 2313 tmp->head = dst;
2590 }
2591 tmp->more = NULL;
2592 if (prev)
2593 prev->more = tmp; 2314 prev->more = tmp;
2594 prev = tmp; 2315 prev = tmp;
2595 } 2316 }
2596 2317
2597 for (item = src->inv; item; item = item->below) 2318 for (object *item = inv; item; item = item->below)
2598 insert_ob_in_ob (object_create_clone (item), dst); 2319 insert_ob_in_ob (item->deep_clone (), dst);
2599 2320
2600 return dst; 2321 return dst;
2601}
2602
2603/* GROS - Creates an object using a string representing its content. */
2604/* Basically, we save the content of the string to a temp file, then call */
2605/* load_object on it. I admit it is a highly inefficient way to make things, */
2606/* but it was simple to make and allows reusing the load_object function. */
2607/* Remember not to use load_object_str in a time-critical situation. */
2608/* Also remember that multiparts objects are not supported for now. */
2609
2610object *
2611load_object_str (const char *obstr)
2612{
2613 object *op;
2614 char filename[MAX_BUF];
2615
2616 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2617
2618 FILE *tempfile = fopen (filename, "w");
2619
2620 if (tempfile == NULL)
2621 {
2622 LOG (llevError, "Error - Unable to access load object temp file\n");
2623 return NULL;
2624 }
2625
2626 fprintf (tempfile, obstr);
2627 fclose (tempfile);
2628
2629 op = get_object ();
2630
2631 object_thawer thawer (filename);
2632
2633 if (thawer)
2634 load_object (thawer, op, 0);
2635
2636 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2637 CLEAR_FLAG (op, FLAG_REMOVED);
2638
2639 return op;
2640} 2322}
2641 2323
2642/* This returns the first object in who's inventory that 2324/* This returns the first object in who's inventory that
2643 * has the same type and subtype match. 2325 * has the same type and subtype match.
2644 * returns NULL if no match. 2326 * returns NULL if no match.
2645 */ 2327 */
2646object * 2328object *
2647find_obj_by_type_subtype (const object *who, int type, int subtype) 2329find_obj_by_type_subtype (const object *who, int type, int subtype)
2648{ 2330{
2649 object *tmp;
2650
2651 for (tmp = who->inv; tmp; tmp = tmp->below) 2331 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2652 if (tmp->type == type && tmp->subtype == subtype) 2332 if (tmp->type == type && tmp->subtype == subtype)
2653 return tmp; 2333 return tmp;
2654 2334
2655 return NULL;
2656}
2657
2658/* If ob has a field named key, return the link from the list,
2659 * otherwise return NULL.
2660 *
2661 * key must be a passed in shared string - otherwise, this won't
2662 * do the desired thing.
2663 */
2664key_value *
2665get_ob_key_link (const object *ob, const char *key)
2666{
2667 key_value *link;
2668
2669 for (link = ob->key_values; link != NULL; link = link->next)
2670 if (link->key == key)
2671 return link;
2672
2673 return NULL;
2674}
2675
2676/*
2677 * Returns the value of op has an extra_field for key, or NULL.
2678 *
2679 * The argument doesn't need to be a shared string.
2680 *
2681 * The returned string is shared.
2682 */
2683const char *
2684get_ob_key_value (const object *op, const char *const key)
2685{
2686 key_value *link;
2687 shstr_cmp canonical_key (key);
2688
2689 if (!canonical_key)
2690 {
2691 /* 1. There being a field named key on any object
2692 * implies there'd be a shared string to find.
2693 * 2. Since there isn't, no object has this field.
2694 * 3. Therefore, *this* object doesn't have this field.
2695 */
2696 return 0;
2697 }
2698
2699 /* This is copied from get_ob_key_link() above -
2700 * only 4 lines, and saves the function call overhead.
2701 */
2702 for (link = op->key_values; link; link = link->next)
2703 if (link->key == canonical_key)
2704 return link->value;
2705
2706 return 0; 2335 return 0;
2707} 2336}
2708 2337
2709 2338const shstr &
2710/* 2339object::kv_get (const shstr &key) const
2711 * Updates the canonical_key in op to value.
2712 *
2713 * canonical_key is a shared string (value doesn't have to be).
2714 *
2715 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2716 * keys.
2717 *
2718 * Returns TRUE on success.
2719 */
2720int
2721set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2722{ 2340{
2723 key_value * 2341 for (key_value *kv = key_values; kv; kv = kv->next)
2724 field = NULL, *last = NULL; 2342 if (kv->key == key)
2343 return kv->value;
2725 2344
2726 for (field = op->key_values; field != NULL; field = field->next) 2345 return shstr_null;
2727 { 2346}
2728 if (field->key != canonical_key) 2347
2348void
2349object::kv_set (const shstr &key, const shstr &value)
2350{
2351 for (key_value *kv = key_values; kv; kv = kv->next)
2352 if (kv->key == key)
2729 { 2353 {
2730 last = field; 2354 kv->value = value;
2731 continue; 2355 return;
2732 } 2356 }
2733 2357
2734 if (value) 2358 key_value *kv = new key_value;
2735 field->value = value; 2359
2736 else 2360 kv->next = key_values;
2361 kv->key = key;
2362 kv->value = value;
2363
2364 key_values = kv;
2365}
2366
2367void
2368object::kv_del (const shstr &key)
2369{
2370 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2371 if ((*kvp)->key == key)
2737 { 2372 {
2738 /* Basically, if the archetype has this key set, 2373 key_value *kv = *kvp;
2739 * we need to store the null value so when we save 2374 *kvp = (*kvp)->next;
2740 * it, we save the empty value so that when we load, 2375 delete kv;
2741 * we get this value back again. 2376 return;
2742 */
2743 if (get_ob_key_link (&op->arch->clone, canonical_key))
2744 field->value = 0;
2745 else
2746 {
2747 if (last)
2748 last->next = field->next;
2749 else
2750 op->key_values = field->next;
2751
2752 delete field;
2753 }
2754 } 2377 }
2755 return TRUE;
2756 }
2757 /* IF we get here, key doesn't exist */
2758
2759 /* No field, we'll have to add it. */
2760
2761 if (!add_key)
2762 {
2763 return FALSE;
2764 }
2765 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings,
2769 * should pass in ""
2770 */
2771 if (value == NULL)
2772 return TRUE;
2773
2774 field = new key_value;
2775
2776 field->key = canonical_key;
2777 field->value = value;
2778 /* Usual prepend-addition. */
2779 field->next = op->key_values;
2780 op->key_values = field;
2781
2782 return TRUE;
2783}
2784
2785/*
2786 * Updates the key in op to value.
2787 *
2788 * If add_key is FALSE, this will only update existing keys,
2789 * and not add new ones.
2790 * In general, should be little reason FALSE is ever passed in for add_key
2791 *
2792 * Returns TRUE on success.
2793 */
2794int
2795set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2796{
2797 shstr key_ (key);
2798
2799 return set_ob_key_value_s (op, key_, value, add_key);
2800} 2378}
2801 2379
2802object::depth_iterator::depth_iterator (object *container) 2380object::depth_iterator::depth_iterator (object *container)
2803: iterator_base (container) 2381: iterator_base (container)
2804{ 2382{
2818 } 2396 }
2819 else 2397 else
2820 item = item->env; 2398 item = item->env;
2821} 2399}
2822 2400
2401const char *
2402object::flag_desc (char *desc, int len) const
2403{
2404 char *p = desc;
2405 bool first = true;
2406
2407 *p = 0;
2408
2409 for (int i = 0; i < NUM_FLAGS; i++)
2410 {
2411 if (len <= 10) // magic constant!
2412 {
2413 snprintf (p, len, ",...");
2414 break;
2415 }
2416
2417 if (flag [i])
2418 {
2419 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2420 len -= cnt;
2421 p += cnt;
2422 first = false;
2423 }
2424 }
2425
2426 return desc;
2427}
2428
2823// return a suitable string describing an objetc in enough detail to find it 2429// return a suitable string describing an object in enough detail to find it
2824const char * 2430const char *
2825object::debug_desc (char *info) const 2431object::debug_desc (char *info) const
2826{ 2432{
2433 char flagdesc[512];
2827 char info2[256 * 3]; 2434 char info2[256 * 4];
2828 char *p = info; 2435 char *p = info;
2829 2436
2830 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2437 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2831 count, 2438 count,
2439 uuid.c_str (),
2832 &name, 2440 &name,
2833 title ? " " : "", 2441 title ? ",title:\"" : "",
2834 title ? (const char *)title : ""); 2442 title ? (const char *)title : "",
2443 title ? "\"" : "",
2444 flag_desc (flagdesc, 512), type);
2835 2445
2836 if (env) 2446 if (!flag[FLAG_REMOVED] && env)
2837 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2447 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2838 2448
2839 if (map) 2449 if (map)
2840 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2450 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2841 2451
2842 return info; 2452 return info;
2843} 2453}
2844 2454
2845const char * 2455const char *
2846object::debug_desc () const 2456object::debug_desc () const
2847{ 2457{
2848 static char info[256 * 3]; 2458 static char info[3][256 * 4];
2459 static int info_idx;
2460
2849 return debug_desc (info); 2461 return debug_desc (info [++info_idx % 3]);
2850} 2462}
2851 2463
2464struct region *
2465object::region () const
2466{
2467 return map ? map->region (x, y)
2468 : region::default_region ();
2469}
2470
2471const materialtype_t *
2472object::dominant_material () const
2473{
2474 if (materialtype_t *mt = name_to_material (materialname))
2475 return mt;
2476
2477 return name_to_material (shstr_unknown);
2478}
2479
2480void
2481object::open_container (object *new_container)
2482{
2483 if (container == new_container)
2484 return;
2485
2486 object *old_container = container;
2487
2488 if (old_container)
2489 {
2490 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2491 return;
2492
2493#if 0
2494 // remove the "Close old_container" object.
2495 if (object *closer = old_container->inv)
2496 if (closer->type == CLOSE_CON)
2497 closer->destroy ();
2498#endif
2499
2500 // make sure the container is available
2501 esrv_send_item (this, old_container);
2502
2503 old_container->flag [FLAG_APPLIED] = false;
2504 container = 0;
2505
2506 // client needs item update to make it work, client bug requires this to be separate
2507 esrv_update_item (UPD_FLAGS, this, old_container);
2508
2509 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2510 play_sound (sound_find ("chest_close"));
2511 }
2512
2513 if (new_container)
2514 {
2515 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2516 return;
2517
2518 // TODO: this does not seem to serve any purpose anymore?
2519#if 0
2520 // insert the "Close Container" object.
2521 if (archetype *closer = new_container->other_arch)
2522 {
2523 object *closer = arch_to_object (new_container->other_arch);
2524 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2525 new_container->insert (closer);
2526 }
2527#endif
2528
2529 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2530
2531 // make sure the container is available, client bug requires this to be separate
2532 esrv_send_item (this, new_container);
2533
2534 new_container->flag [FLAG_APPLIED] = true;
2535 container = new_container;
2536
2537 // client needs flag change
2538 esrv_update_item (UPD_FLAGS, this, new_container);
2539 esrv_send_inventory (this, new_container);
2540 play_sound (sound_find ("chest_open"));
2541 }
2542// else if (!old_container->env && contr && contr->ns)
2543// contr->ns->floorbox_reset ();
2544}
2545
2546object *
2547object::force_find (const shstr name)
2548{
2549 /* cycle through his inventory to look for the MARK we want to
2550 * place
2551 */
2552 for (object *tmp = inv; tmp; tmp = tmp->below)
2553 if (tmp->type == FORCE && tmp->slaying == name)
2554 return splay (tmp);
2555
2556 return 0;
2557}
2558
2559void
2560object::force_add (const shstr name, int duration)
2561{
2562 if (object *force = force_find (name))
2563 force->destroy ();
2564
2565 object *force = get_archetype (FORCE_NAME);
2566
2567 force->slaying = name;
2568 force->stats.food = 1;
2569 force->speed_left = -1.f;
2570
2571 force->set_speed (duration ? 1.f / duration : 0.f);
2572 force->flag [FLAG_IS_USED_UP] = true;
2573 force->flag [FLAG_APPLIED] = true;
2574
2575 insert (force);
2576}
2577
2578void
2579object::play_sound (faceidx sound)
2580{
2581 if (!sound)
2582 return;
2583
2584 if (flag [FLAG_REMOVED])
2585 return;
2586
2587 if (env)
2588 {
2589 if (object *pl = in_player ())
2590 pl->contr->play_sound (sound);
2591 }
2592 else
2593 map->play_sound (sound, x, y);
2594}
2595

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines