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Comparing deliantra/server/common/object.C (file contents):
Revision 1.55 by root, Sun Dec 3 00:41:33 2006 UTC vs.
Revision 1.267 by root, Tue Dec 23 01:51:27 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, assume nrof
192 * is always 0 .. 2**31-1 */
193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
201 return 0; 194 return 0;
202 195
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. 196 /* 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 197 * 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 198 * 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 199 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 200 * flags lose any meaning.
215 */ 201 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 202 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 204
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 207
222 208 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) || 209 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 210 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 211 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 212 || 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) || 213 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 214 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 215 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 216 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 217 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 218 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
244 (ob1->client_type != ob2->client_type) || 220 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 221 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 222 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 223 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 224 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 225 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 226 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 227 || 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)) 228 || ob1->move_off != ob2->move_off
229 || ob1->move_slow != ob2->move_slow
230 || ob1->move_slow_penalty != ob2->move_slow_penalty
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 233 return 0;
254 234
235 if ((ob1->flag ^ ob2->flag)
236 .reset (FLAG_INV_LOCKED)
237 .reset (FLAG_REMOVED)
238 .any ())
239 return 0;
240
255 /* This is really a spellbook check - really, we should 241 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 242 * not merge objects with real inventories, as splitting them
243 * is hard.
257 */ 244 */
258 if (ob1->inv || ob2->inv) 245 if (ob1->inv || ob2->inv)
259 { 246 {
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)) 247 if (!(ob1->inv && ob2->inv))
266 return 0; 248 return 0; /* inventories differ in length */
249
250 if (ob1->inv->below || ob2->inv->below)
251 return 0; /* more than one object in inv */
252
253 if (!object::can_merge (ob1->inv, ob2->inv))
254 return 0; /* inventory objects differ */
267 255
268 /* inventory ok - still need to check rest of this object to see 256 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 257 * if it is valid.
270 */ 258 */
271 } 259 }
279 267
280 /* Note sure why the following is the case - either the object has to 268 /* 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 269 * be animated or have a very low speed. Is this an attempted monster
282 * check? 270 * check?
283 */ 271 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 272 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 273 return 0;
286 274
287 switch (ob1->type) 275 switch (ob1->type)
288 { 276 {
289 case SCROLL: 277 case SCROLL:
290 if (ob1->level != ob2->level) 278 if (ob1->level != ob2->level)
291 return 0; 279 return 0;
292 break; 280 break;
293 } 281 }
294 282
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 283 if (ob1->key_values || ob2->key_values)
296 { 284 {
297 /* At least one of these has key_values. */ 285 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 286 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 287 return 0; /* One has fields, but the other one doesn't. */
288
289 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 290 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 291 }
304 292
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 293 if (ob1->self || ob2->self)
307 { 294 {
308 ob1->optimise (); 295 ob1->optimise ();
309 ob2->optimise (); 296 ob2->optimise ();
310 297
311 if (ob1->self || ob2->self) 298 if (ob1->self || ob2->self)
299 {
300 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
301 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
302
303 if (k1 != k2)
312 return 0; 304 return 0;
305
306 if (k1 == 0)
307 return 1;
308
309 if (!cfperl_can_merge (ob1, ob2))
310 return 0;
311 }
313 } 312 }
314 313
315 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
316 return 1; 315 return 1;
317} 316}
318 317
318// find player who can see this object
319object *
320object::visible_to () const
321{
322 if (client_visible () && !flag [FLAG_REMOVED])
323 {
324 // see if we are in a container of sorts
325 if (env)
326 {
327 // the player inventory itself is always visible
328 if (env->type == PLAYER)
329 return env;
330
331 // else a player could have our env open
332 object *envest = env->outer_env ();
333
334 // the player itself is always on a map, so we will find him here
335 // even if our inv is in a player.
336 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ())
338 if (pl->container == env)
339 return pl;
340 }
341 else
342 {
343 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
347 || this == pl->container)
348 return pl;
349 }
350 }
351
352 return 0;
353}
354
355// adjust weight per container type ("of holding")
356static sint32
357weight_adjust_for (object *op, sint32 weight)
358{
359 return op->type == CONTAINER
360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
361 : weight;
362}
363
319/* 364/*
365 * adjust_weight(object, weight) adds the specified weight to an object,
366 * and also updates how much the environment(s) is/are carrying.
367 */
368static void
369adjust_weight (object *op, sint32 weight)
370{
371 while (op)
372 {
373 // adjust by actual difference to account for rounding errors
374 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust_for (op, op->carrying)
376 - weight_adjust_for (op, op->carrying - weight);
377
378 if (!weight)
379 return;
380
381 op->carrying += weight;
382
383 if (object *pl = op->visible_to ())
384 if (pl != op) // player is handled lazily
385 esrv_update_item (UPD_WEIGHT, pl, op);
386
387 op = op->env;
388 }
389}
390
391/*
320 * sum_weight() is a recursive function which calculates the weight 392 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 393 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 394 * containers are carrying, and sums it up.
323 */ 395 */
324long 396void
325sum_weight (object *op) 397object::update_weight ()
326{ 398{
327 long sum; 399 sint32 sum = 0;
328 object *inv;
329 400
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 401 for (object *op = inv; op; op = op->below)
331 { 402 {
332 if (inv->inv) 403 if (op->inv)
333 sum_weight (inv); 404 op->update_weight ();
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 405
406 sum += op->total_weight ();
407 }
408
409 sum = weight_adjust_for (this, sum);
410
411 if (sum != carrying)
335 } 412 {
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; 413 carrying = sum;
342 414
343 return sum; 415 if (object *pl = visible_to ())
416 if (pl != this) // player is handled lazily
417 esrv_update_item (UPD_WEIGHT, pl, this);
418 }
344} 419}
345 420
346/** 421/*
347 * Return the outermost environment object for a given object. 422 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */ 423 */
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 * 424char *
380dump_object (object *op) 425dump_object (object *op)
381{ 426{
382 if (!op) 427 if (!op)
383 return strdup ("[NULLOBJ]"); 428 return strdup ("[NULLOBJ]");
384 429
385 object_freezer freezer; 430 object_freezer freezer;
386 save_object (freezer, op, 3); 431 op->write (freezer);
387 return freezer.as_string (); 432 return freezer.as_string ();
388} 433}
389 434
390/* 435/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 436 * get_nearest_part(multi-object, object 2) returns the part of the
392 * multi-object 1 which is closest to the second object. 437 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned. 438 * If it's not a multi-object, it is returned.
394 */ 439 */
395
396object * 440object *
397get_nearest_part (object *op, const object *pl) 441get_nearest_part (object *op, const object *pl)
398{ 442{
399 object *tmp, *closest; 443 object *tmp, *closest;
400 int last_dist, i; 444 int last_dist, i;
401 445
402 if (op->more == NULL) 446 if (!op->more)
403 return op; 447 return op;
448
404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 449 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
450 tmp;
451 tmp = tmp->more)
405 if ((i = distance (tmp, pl)) < last_dist) 452 if ((i = distance (tmp, pl)) < last_dist)
406 closest = tmp, last_dist = i; 453 closest = tmp, last_dist = i;
454
407 return closest; 455 return closest;
408} 456}
409 457
410/* 458/*
411 * Returns the object which has the count-variable equal to the argument. 459 * Returns the object which has the count-variable equal to the argument.
460 * VERRRY slow.
412 */ 461 */
413
414object * 462object *
415find_object (tag_t i) 463find_object (tag_t i)
416{ 464{
417 for (object *op = object::first; op; op = op->next) 465 for_all_objects (op)
418 if (op->count == i) 466 if (op->count == i)
419 return op; 467 return op;
420 468
421 return 0; 469 return 0;
422} 470}
423 471
424/* 472/*
425 * Returns the first object which has a name equal to the argument. 473 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 474 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 475 * Enables features like "patch <name-of-other-player> food 999"
428 */ 476 */
429
430object * 477object *
431find_object_name (const char *str) 478find_object_name (const char *str)
432{ 479{
433 shstr_cmp str_ (str); 480 shstr_cmp str_ (str);
434 object *op;
435 481
436 for (op = object::first; op != NULL; op = op->next) 482 if (str_)
483 for_all_objects (op)
437 if (op->name == str_) 484 if (op->name == str_)
438 break; 485 return op;
439 486
440 return op; 487 return 0;
441}
442
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447} 488}
448 489
449/* 490/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 491 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 492 * skill and experience objects.
493 * ACTUALLY NO! investigate! TODO
452 */ 494 */
453void 495void
454object::set_owner (object *owner) 496object::set_owner (object *owner)
455{ 497{
498 // allow objects which own objects
456 if (!owner) 499 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) 500 while (owner->owner)
467 owner = owner->owner; 501 owner = owner->owner;
502
503 if (flag [FLAG_FREED])
504 {
505 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
506 return;
507 }
468 508
469 this->owner = owner; 509 this->owner = owner;
510}
511
512int
513object::slottype () const
514{
515 if (type == SKILL)
516 {
517 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
518 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
519 }
520 else
521 {
522 if (slot [body_combat].info) return slot_combat;
523 if (slot [body_range ].info) return slot_ranged;
524 }
525
526 return slot_none;
527}
528
529bool
530object::change_weapon (object *ob)
531{
532 if (current_weapon == ob)
533 return true;
534
535 if (chosen_skill)
536 chosen_skill->flag [FLAG_APPLIED] = false;
537
538 current_weapon = ob;
539 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
540
541 if (chosen_skill)
542 chosen_skill->flag [FLAG_APPLIED] = true;
543
544 update_stats ();
545
546 if (ob)
547 {
548 // now check wether any body locations became invalid, in which case
549 // we cannot apply the weapon at the moment.
550 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
551 if (slot[i].used < 0)
552 {
553 current_weapon = chosen_skill = 0;
554 update_stats ();
555
556 new_draw_info_format (NDI_UNIQUE, 0, this,
557 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. "
559 "[You need to unapply some items first.]", &ob->name);
560 return false;
561 }
562
563 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
564 }
565 else
566 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
567
568 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
569 {
570 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
571 &name, ob->debug_desc ());
572 return false;
573 }
574
575 return true;
470} 576}
471 577
472/* Zero the key_values on op, decrementing the shared-string 578/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 579 * refcounts and freeing the links.
474 */ 580 */
475static void 581static void
476free_key_values (object *op) 582free_key_values (object *op)
477{ 583{
478 for (key_value *i = op->key_values; i != 0;) 584 for (key_value *i = op->key_values; i; )
479 { 585 {
480 key_value *next = i->next; 586 key_value *next = i->next;
481 delete i; 587 delete i;
482 588
483 i = next; 589 i = next;
484 } 590 }
485 591
486 op->key_values = 0; 592 op->key_values = 0;
487} 593}
488 594
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/* 595/*
541 * copy object first frees everything allocated by the second object, 596 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 597 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 598 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 599 * 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 600 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 601 * will point at garbage.
547 */ 602 */
548void 603void
549copy_object (object *op2, object *op) 604object::copy_to (object *dst)
550{ 605{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 606 dst->remove ();
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 607 *(object_copy *)dst = *this;
553 608 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;
563 609
564 /* Copy over key_values, if any. */ 610 /* Copy over key_values, if any. */
565 if (op2->key_values) 611 if (key_values)
566 { 612 {
567 key_value *tail = 0; 613 key_value *tail = 0;
568 key_value *i;
569
570 op->key_values = 0; 614 dst->key_values = 0;
571 615
572 for (i = op2->key_values; i; i = i->next) 616 for (key_value *i = key_values; i; i = i->next)
573 { 617 {
574 key_value *new_link = new key_value; 618 key_value *new_link = new key_value;
575 619
576 new_link->next = 0; 620 new_link->next = 0;
577 new_link->key = i->key; 621 new_link->key = i->key;
578 new_link->value = i->value; 622 new_link->value = i->value;
579 623
580 /* Try and be clever here, too. */ 624 /* Try and be clever here, too. */
581 if (!op->key_values) 625 if (!dst->key_values)
582 { 626 {
583 op->key_values = new_link; 627 dst->key_values = new_link;
584 tail = new_link; 628 tail = new_link;
585 } 629 }
586 else 630 else
587 { 631 {
588 tail->next = new_link; 632 tail->next = new_link;
589 tail = new_link; 633 tail = new_link;
590 } 634 }
591 } 635 }
592 } 636 }
593 637
594 update_ob_speed (op); 638 if (speed < 0)
639 dst->speed_left -= rndm ();
640
641 dst->activate ();
642}
643
644void
645object::instantiate ()
646{
647 if (!uuid.seq) // HACK
648 uuid = UUID::gen ();
649
650 speed_left = -0.1f;
651 /* copy the body_info to the body_used - this is only really
652 * need for monsters, but doesn't hurt to do it for everything.
653 * by doing so, when a monster is created, it has good starting
654 * values for the body_used info, so when items are created
655 * for it, they can be properly equipped.
656 */
657 for (int i = NUM_BODY_LOCATIONS; i--; )
658 slot[i].used = slot[i].info;
659
660 attachable::instantiate ();
661}
662
663object *
664object::clone ()
665{
666 object *neu = create ();
667 copy_to (neu);
668 neu->map = map; // not copied by copy_to
669 return neu;
595} 670}
596 671
597/* 672/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 673 * 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 674 * 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. 675 * be called to update the face variable, _and_ how it looks on the map.
601 */ 676 */
602
603void 677void
604update_turn_face (object *op) 678update_turn_face (object *op)
605{ 679{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 680 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
607 return; 681 return;
682
608 SET_ANIMATION (op, op->direction); 683 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 684 update_object (op, UP_OBJ_FACE);
610} 685}
611 686
612/* 687/*
613 * Updates the speed of an object. If the speed changes from 0 to another 688 * 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. 689 * 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. 690 * This function needs to be called whenever the speed of an object changes.
616 */ 691 */
617void 692void
618update_ob_speed (object *op) 693object::set_speed (float speed)
619{ 694{
620 extern int arch_init; 695 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 { 696 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 697 LOG (llevError, "Object %s is freed but has speed.\n", &name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0; 698 speed = 0;
633#endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 { 699 }
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644 700
645 /* process_events() expects us to insert the object at the beginning 701 this->speed = speed;
646 * of the list. */
647 op->active_next = active_objects;
648 702
649 if (op->active_next != NULL) 703 if (has_active_speed ())
650 op->active_next->active_prev = op; 704 activate ();
651
652 active_objects = op;
653 }
654 else 705 else
655 { 706 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} 707}
679 708
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/* 709/*
712 * update_object() updates the array which represents the map. 710 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 711 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 712 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 713 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 714 * 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 715 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 716 * updating that window, though, since update_object() is called _often_)
719 * 717 *
720 * action is a hint of what the caller believes need to be done. 718 * 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: 719 * current action are:
726 * UP_OBJ_INSERT: op was inserted 720 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 721 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 722 * 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. 723 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 724 * UP_OBJ_FACE: only the objects face has changed.
731 */ 725 */
732
733void 726void
734update_object (object *op, int action) 727update_object (object *op, int action)
735{ 728{
736 int update_now = 0, flags; 729 if (!op)
737 MoveType move_on, move_off, move_block, move_slow;
738
739 if (op == NULL)
740 { 730 {
741 /* this should never happen */ 731 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 732 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
743 return; 733 return;
744 } 734 }
745 735
746 if (op->env != NULL) 736 if (!op->is_on_map ())
747 { 737 {
748 /* Animation is currently handled by client, so nothing 738 /* Animation is currently handled by client, so nothing
749 * to do in this case. 739 * to do in this case.
750 */ 740 */
751 return; 741 return;
752 } 742 }
753 743
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 */ 744 /* 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)) 745 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 746 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 747 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 748#ifdef MANY_CORES
765 abort (); 749 abort ();
766#endif 750#endif
767 return; 751 return;
768 } 752 }
769 753
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 754 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);
776 755
756 if (!(m.flags_ & P_UPTODATE))
757 /* nop */;
777 if (action == UP_OBJ_INSERT) 758 else if (action == UP_OBJ_INSERT)
778 { 759 {
760 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 761 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)) 762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 766 || (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) 767 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 768 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 769 || (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 770 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 771 * have move_allow right now.
802 */ 772 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 775 m.invalidate ();
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 776 }
809 /* if the object is being removed, we can't make intelligent 777 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 778 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 779 * that is being removed.
812 */ 780 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 782 m.invalidate ();
815 else if (action == UP_OBJ_FACE) 783 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 784 /* Nothing to do for that case */ ;
817 else 785 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 786 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 787
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) 788 if (op->more)
827 update_object (op->more, action); 789 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} 790}
853 791
854object::object () 792object::object ()
855{ 793{
856 SET_FLAG (this, FLAG_REMOVED); 794 SET_FLAG (this, FLAG_REMOVED);
859 face = blank_face; 797 face = blank_face;
860} 798}
861 799
862object::~object () 800object::~object ()
863{ 801{
802 unlink ();
803
864 free_key_values (this); 804 free_key_values (this);
865} 805}
866 806
807static int object_count;
808
867void object::link () 809void object::link ()
868{ 810{
811 assert (!index);//D
812 uuid = UUID::gen ();
869 count = ++ob_count; 813 count = ++object_count;
870 uuid = gen_uuid ();
871 814
872 prev = 0; 815 refcnt_inc ();
873 next = object::first; 816 objects.insert (this);
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879} 817}
880 818
881void object::unlink () 819void object::unlink ()
882{ 820{
883 if (this == object::first) 821 if (!index)
884 object::first = next; 822 return;
885 823
886 /* Remove this object from the list of used objects */ 824 objects.erase (this);
887 if (prev) prev->next = next; 825 refcnt_dec ();
888 if (next) next->prev = prev; 826}
889 827
890 prev = 0; 828void
891 next = 0; 829object::activate ()
830{
831 /* If already on active list, don't do anything */
832 if (active)
833 return;
834
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
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 ();
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 ();
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
903 * it from the list of used objects, and puts it on the list of
904 * free objects. The IS_FREED() flag is set in the object.
905 * The object must have been removed by remove_ob() first for
906 * this function to succeed.
907 *
908 * If destroy_inventory is set, free inventory as well. Else drop items in
909 * inventory to the ground.
910 */
911void object::destroy (bool destroy_inventory)
912{ 943{
913 if (QUERY_FLAG (this, FLAG_FREED)) 944 freed_map ()
945 {
946 path = "<freed objects map>";
947 name = "/internal/freed_objects_map";
948 width = 3;
949 height = 3;
950 no_drop = 1;
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
1002object::destroy ()
1003{
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 = get_empty_map (3, 3); 1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
931 freed_map->name = "freed objects map"; 1010 head->destroy ();
932 allocate_map (freed_map); 1011 return;
933 } 1012 }
934 1013
935 map = freed_map; 1014 destroy_inv (false);
936 x = 1;
937 y = 1;
938 }
939 1015
940 if (more) 1016 if (is_head ())
941 { 1017 if (sound_destroy)
942 more->destroy (destroy_inventory); 1018 play_sound (sound_destroy);
943 more = 0; 1019 else if (flag [FLAG_MONSTER])
944 } 1020 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
945 1021
946 if (inv) 1022 attachable::destroy ();
947 {
948 /* Only if the space blocks everything do we not process -
949 * if some form of movement is allowed, let objects
950 * drop on that space.
951 */
952 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
953 {
954 object *op = inv;
955
956 while (op)
957 {
958 object *tmp = op->below;
959 op->destroy (destroy_inventory);
960 op = tmp;
961 }
962 }
963 else
964 { /* Put objects in inventory onto this space */
965 object *op = inv;
966
967 while (op)
968 {
969 object *tmp = op->below;
970
971 remove_ob (op);
972
973 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
974 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
975 free_object (op);
976 else
977 {
978 op->x = x;
979 op->y = y;
980 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
981 }
982
983 op = tmp;
984 }
985 }
986 }
987
988 // clear those pointers that likely might have circular references to us
989 owner = 0;
990 enemy = 0;
991 attacked_by = 0;
992
993 // only relevant for players(?), but make sure of it anyways
994 contr = 0;
995
996 /* Remove object from the active list */
997 speed = 0;
998 update_ob_speed (this);
999
1000 unlink ();
1001
1002 mortals.push_back (this);
1003} 1023}
1004 1024
1005/* 1025/* op->remove ():
1006 * sub_weight() recursively (outwards) subtracts a number from the
1007 * weight of an object (and what is carried by it's environment(s)).
1008 */
1009
1010void
1011sub_weight (object *op, signed long weight)
1012{
1013 while (op != NULL)
1014 {
1015 if (op->type == CONTAINER)
1016 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1017
1018 op->carrying -= weight;
1019 op = op->env;
1020 }
1021}
1022
1023/* remove_ob(op):
1024 * This function removes the object op from the linked list of objects 1026 * This function removes the object op from the linked list of objects
1025 * which it is currently tied to. When this function is done, the 1027 * which it is currently tied to. When this function is done, the
1026 * object will have no environment. If the object previously had an 1028 * object will have no environment. If the object previously had an
1027 * environment, the x and y coordinates will be updated to 1029 * environment, the x and y coordinates will be updated to
1028 * the previous environment. 1030 * the previous environment.
1029 * Beware: This function is called from the editor as well!
1030 */ 1031 */
1031
1032void 1032void
1033remove_ob (object *op) 1033object::do_remove ()
1034{ 1034{
1035 object *tmp, *last = 0; 1035 object *tmp, *last = 0;
1036 object *otmp; 1036 object *otmp;
1037 1037
1038 int check_walk_off; 1038 if (flag [FLAG_REMOVED])
1039 maptile *m;
1040
1041 sint16 x, y;
1042
1043 if (QUERY_FLAG (op, FLAG_REMOVED))
1044 return; 1039 return;
1045 1040
1046 SET_FLAG (op, FLAG_REMOVED); 1041 INVOKE_OBJECT (REMOVE, this);
1047 1042
1048 if (op->more != NULL) 1043 flag [FLAG_REMOVED] = true;
1049 remove_ob (op->more); 1044
1045 if (more)
1046 more->remove ();
1050 1047
1051 /* 1048 /*
1052 * In this case, the object to be removed is in someones 1049 * In this case, the object to be removed is in someones
1053 * inventory. 1050 * inventory.
1054 */ 1051 */
1055 if (op->env != NULL) 1052 if (env)
1056 { 1053 {
1057 if (op->nrof) 1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1058 sub_weight (op->env, op->weight * op->nrof); 1055 if (object *pl = visible_to ())
1059 else 1056 esrv_del_item (pl->contr, count);
1060 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 object *pl = in_player ();
1062
1063 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do.
1066 */
1067 map = env->map;
1068 x = env->x;
1069 y = env->y;
1070
1071 // make sure cmov optimisation is applicable
1072 *(above ? &above->below : &env->inv) = below;
1073 *(below ? &below->above : &above ) = above; // &above is just a dummy
1074
1075 above = 0;
1076 below = 0;
1077 env = 0;
1061 1078
1062 /* NO_FIX_PLAYER is set when a great many changes are being 1079 /* NO_FIX_PLAYER is set when a great many changes are being
1063 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
1064 * to save cpu time. 1081 * to save cpu time.
1065 */ 1082 */
1066 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1083 if (pl)
1067 fix_player (otmp); 1084 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1085 {
1086 pl->update_stats ();
1068 1087
1069 if (op->above != NULL) 1088 if (glow_radius && pl->is_on_map () && pl->map->darkness)
1070 op->above->below = op->below; 1089 update_all_los (pl->map, pl->x, pl->y);
1071 else 1090 }
1072 op->env->inv = op->below;
1073
1074 if (op->below != NULL)
1075 op->below->above = op->above;
1076
1077 /* we set up values so that it could be inserted into
1078 * the map, but we don't actually do that - it is up
1079 * to the caller to decide what we want to do.
1080 */
1081 op->x = op->env->x, op->y = op->env->y;
1082 op->map = op->env->map;
1083 op->above = NULL, op->below = NULL;
1084 op->env = NULL;
1085 } 1091 }
1086 else if (op->map) 1092 else if (map)
1087 { 1093 {
1088 x = op->x; 1094 map->dirty = true;
1089 y = op->y; 1095 mapspace &ms = this->ms ();
1090 m = get_map_from_coord (op->map, &x, &y);
1091 1096
1092 if (!m) 1097 if (object *pl = ms.player ())
1093 { 1098 {
1094 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1099 if (type == PLAYER) // this == pl(!)
1095 op->map->path, op->x, op->y);
1096 /* in old days, we used to set x and y to 0 and continue.
1097 * it seems if we get into this case, something is probablye
1098 * screwed up and should be fixed.
1099 */ 1100 {
1100 abort (); 1101 // leaving a spot always closes any open container on the ground
1102 if (container && !container->env)
1103 // this causes spurious floorbox updates, but it ensures
1104 // that the CLOSE event is being sent.
1105 close_container ();
1106
1107 --map->players;
1108 map->touch ();
1109 }
1110 else if (pl->container == this)
1111 {
1112 // removing a container should close it
1113 close_container ();
1114 }
1115
1116 esrv_del_item (pl->contr, count);
1101 } 1117 }
1102 1118
1103 if (op->map != m)
1104 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1105 op->map->path, m->path, op->x, op->y, x, y);
1106
1107 /* Re did the following section of code - it looks like it had
1108 * lots of logic for things we no longer care about
1109 */
1110
1111 /* link the object above us */ 1119 /* link the object above us */
1112 if (op->above) 1120 // re-link, make sure compiler can easily use cmove
1113 op->above->below = op->below; 1121 *(above ? &above->below : &ms.top) = below;
1114 else 1122 *(below ? &below->above : &ms.bot) = above;
1115 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1116 1123
1117 /* Relink the object below us, if there is one */ 1124 above = 0;
1118 if (op->below) 1125 below = 0;
1119 op->below->above = op->above; 1126
1120 else 1127 ms.invalidate ();
1128
1129 if (map->in_memory == MAP_SAVING)
1130 return;
1131
1132 int check_walk_off = !flag [FLAG_NO_APPLY];
1133
1134 if (object *pl = ms.player ())
1121 { 1135 {
1122 /* Nothing below, which means we need to relink map object for this space 1136 if (pl->container == this)
1123 * use translated coordinates in case some oddness with map tiling is 1137 /* If a container that the player is currently using somehow gets
1124 * evident 1138 * removed (most likely destroyed), update the player view
1139 * appropriately.
1125 */ 1140 */
1126 if (GET_MAP_OB (m, x, y) != op) 1141 pl->close_container ();
1127 {
1128 char *dump = dump_object (op);
1129 LOG (llevError,
1130 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1131 free (dump);
1132 dump = dump_object (GET_MAP_OB (m, x, y));
1133 LOG (llevError, "%s\n", dump);
1134 free (dump);
1135 }
1136 1142
1137 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1143 //TODO: the floorbox prev/next might need updating
1144 //esrv_del_item (pl->contr, count);
1145 //TODO: update floorbox to preserve ordering
1146 if (pl->contr->ns)
1147 pl->contr->ns->floorbox_update ();
1138 } 1148 }
1139 1149
1140 op->above = 0; 1150 for (tmp = ms.bot; tmp; tmp = tmp->above)
1141 op->below = 0;
1142
1143 if (op->map->in_memory == MAP_SAVING)
1144 return;
1145
1146 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1147
1148 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1149 { 1151 {
1150 /* No point updating the players look faces if he is the object 1152 /* No point updating the players look faces if he is the object
1151 * being removed. 1153 * being removed.
1152 */ 1154 */
1153 1155
1154 if (tmp->type == PLAYER && tmp != op) 1156 /* See if object moving off should effect something */
1157 if (check_walk_off
1158 && ((move_type & tmp->move_off)
1159 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1155 { 1160 {
1156 /* If a container that the player is currently using somehow gets
1157 * removed (most likely destroyed), update the player view
1158 * appropriately.
1159 */
1160 if (tmp->container == op)
1161 {
1162 CLEAR_FLAG (op, FLAG_APPLIED);
1163 tmp->container = NULL;
1164 }
1165
1166 tmp->contr->socket.update_look = 1;
1167 }
1168
1169 /* See if player moving off should effect something */
1170 if (check_walk_off
1171 && ((op->move_type & tmp->move_off)
1172 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1173 {
1174 move_apply (tmp, op, NULL); 1161 move_apply (tmp, this, 0);
1175 1162
1176 if (op->destroyed ()) 1163 if (destroyed ())
1177 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1164 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1178 } 1165 }
1179 1166
1180 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1181
1182 if (tmp->above == tmp)
1183 tmp->above = NULL;
1184
1185 last = tmp; 1167 last = tmp;
1186 } 1168 }
1187 1169
1188 /* last == NULL of there are no objects on this space */ 1170 if (map->darkness && affects_los ())
1189 if (last == NULL)
1190 {
1191 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1192 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1193 * those out anyways, and if there are any flags set right now, they won't
1194 * be correct anyways.
1195 */
1196 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1197 update_position (op->map, op->x, op->y);
1198 }
1199 else
1200 update_object (last, UP_OBJ_REMOVE);
1201
1202 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1203 update_all_los (op->map, op->x, op->y); 1171 update_all_los (map, x, y);
1204 } 1172 }
1205} 1173}
1206 1174
1207/* 1175/*
1208 * merge_ob(op,top): 1176 * merge_ob(op,top):
1216merge_ob (object *op, object *top) 1184merge_ob (object *op, object *top)
1217{ 1185{
1218 if (!op->nrof) 1186 if (!op->nrof)
1219 return 0; 1187 return 0;
1220 1188
1221 if (top == NULL) 1189 if (!top)
1222 for (top = op; top != NULL && top->above != NULL; top = top->above); 1190 for (top = op; top && top->above; top = top->above)
1191 ;
1223 1192
1224 for (; top != NULL; top = top->below) 1193 for (; top; top = top->below)
1225 { 1194 if (object::can_merge (op, top))
1226 if (top == op)
1227 continue;
1228 if (CAN_MERGE (op, top))
1229 { 1195 {
1230 top->nrof += op->nrof; 1196 top->nrof += op->nrof;
1231 1197
1232/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1198 if (object *pl = top->visible_to ())
1233 op->weight = 0; /* Don't want any adjustements now */ 1199 esrv_update_item (UPD_NROF, pl, top);
1234 remove_ob (op); 1200
1235 free_object (op); 1201 op->weight = 0; // cancel the addition above
1202 op->carrying = 0; // must be 0 already
1203
1204 op->destroy ();
1205
1236 return top; 1206 return top;
1237 } 1207 }
1238 }
1239 1208
1240 return 0; 1209 return 0;
1241} 1210}
1242 1211
1212void
1213object::expand_tail ()
1214{
1215 if (more)
1216 return;
1217
1218 object *prev = this;
1219
1220 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1221 {
1222 object *op = arch_to_object (at);
1223
1224 op->name = name;
1225 op->name_pl = name_pl;
1226 op->title = title;
1227
1228 op->head = this;
1229 prev->more = op;
1230
1231 prev = op;
1232 }
1233}
1234
1243/* 1235/*
1244 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1236 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1245 * job preparing multi-part monsters 1237 * job preparing multi-part monsters.
1246 */ 1238 */
1247object * 1239object *
1248insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1240insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1249{ 1241{
1250 object *tmp; 1242 op->remove ();
1251 1243
1252 if (op->head)
1253 op = op->head;
1254
1255 for (tmp = op; tmp; tmp = tmp->more) 1244 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1256 { 1245 {
1257 tmp->x = x + tmp->arch->clone.x; 1246 tmp->x = x + tmp->arch->x;
1258 tmp->y = y + tmp->arch->clone.y; 1247 tmp->y = y + tmp->arch->y;
1259 } 1248 }
1260 1249
1261 return insert_ob_in_map (op, m, originator, flag); 1250 return insert_ob_in_map (op, m, originator, flag);
1262} 1251}
1263 1252
1279 * Return value: 1268 * Return value:
1280 * new object if 'op' was merged with other object 1269 * new object if 'op' was merged with other object
1281 * NULL if 'op' was destroyed 1270 * NULL if 'op' was destroyed
1282 * just 'op' otherwise 1271 * just 'op' otherwise
1283 */ 1272 */
1284
1285object * 1273object *
1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1287{ 1275{
1288 object *tmp, *top, *floor = NULL; 1276 op->remove ();
1289 sint16 x, y;
1290 1277
1291 if (QUERY_FLAG (op, FLAG_FREED)) 1278 if (m == &freed_map)//D TODO: remove soon
1292 { 1279 {//D
1293 LOG (llevError, "Trying to insert freed object!\n"); 1280 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1294 return NULL;
1295 } 1281 }//D
1296
1297 if (m == NULL)
1298 {
1299 char *dump = dump_object (op);
1300 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1301 free (dump);
1302 return op;
1303 }
1304
1305 if (out_of_map (m, op->x, op->y))
1306 {
1307 char *dump = dump_object (op);
1308 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1309#ifdef MANY_CORES
1310 /* Better to catch this here, as otherwise the next use of this object
1311 * is likely to cause a crash. Better to find out where it is getting
1312 * improperly inserted.
1313 */
1314 abort ();
1315#endif
1316 free (dump);
1317 return op;
1318 }
1319
1320 if (!QUERY_FLAG (op, FLAG_REMOVED))
1321 {
1322 char *dump = dump_object (op);
1323 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1324 free (dump);
1325 return op;
1326 }
1327
1328 if (op->more != NULL)
1329 {
1330 /* The part may be on a different map. */
1331
1332 object *more = op->more;
1333
1334 /* We really need the caller to normalize coordinates - if
1335 * we set the map, that doesn't work if the location is within
1336 * a map and this is straddling an edge. So only if coordinate
1337 * is clear wrong do we normalize it.
1338 */
1339 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1340 more->map = get_map_from_coord (m, &more->x, &more->y);
1341 else if (!more->map)
1342 {
1343 /* For backwards compatibility - when not dealing with tiled maps,
1344 * more->map should always point to the parent.
1345 */
1346 more->map = m;
1347 }
1348
1349 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1350 {
1351 if (!op->head)
1352 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1353
1354 return NULL;
1355 }
1356 }
1357
1358 CLEAR_FLAG (op, FLAG_REMOVED);
1359 1282
1360 /* Ideally, the caller figures this out. However, it complicates a lot 1283 /* Ideally, the caller figures this out. However, it complicates a lot
1361 * of areas of callers (eg, anything that uses find_free_spot would now 1284 * of areas of callers (eg, anything that uses find_free_spot would now
1362 * need extra work 1285 * need extra work
1363 */ 1286 */
1364 op->map = get_map_from_coord (m, &op->x, &op->y); 1287 if (!xy_normalise (m, op->x, op->y))
1365 x = op->x; 1288 {
1366 y = op->y; 1289 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1290 return 0;
1291 }
1292
1293 if (object *more = op->more)
1294 if (!insert_ob_in_map (more, m, originator, flag))
1295 return 0;
1296
1297 CLEAR_FLAG (op, FLAG_REMOVED);
1298
1299 op->map = m;
1300 mapspace &ms = op->ms ();
1367 1301
1368 /* this has to be done after we translate the coordinates. 1302 /* this has to be done after we translate the coordinates.
1369 */ 1303 */
1370 if (op->nrof && !(flag & INS_NO_MERGE)) 1304 if (op->nrof && !(flag & INS_NO_MERGE))
1371 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1372 if (CAN_MERGE (op, tmp)) 1306 if (object::can_merge (op, tmp))
1373 { 1307 {
1308 // TODO: we actually want to update tmp, not op,
1309 // but some caller surely breaks when we return tmp
1310 // from here :/
1374 op->nrof += tmp->nrof; 1311 op->nrof += tmp->nrof;
1375 remove_ob (tmp); 1312 tmp->destroy ();
1376 free_object (tmp);
1377 } 1313 }
1378 1314
1379 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1380 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1316 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1381 1317
1388 { 1324 {
1389 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1390 abort (); 1326 abort ();
1391 } 1327 }
1392 1328
1329 if (!originator->is_on_map ())
1330 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1331 op->debug_desc (), originator->debug_desc ());
1332
1393 op->above = originator; 1333 op->above = originator;
1394 op->below = originator->below; 1334 op->below = originator->below;
1395
1396 if (op->below)
1397 op->below->above = op;
1398 else
1399 SET_MAP_OB (op->map, op->x, op->y, op);
1400
1401 /* since *below* originator, no need to update top */
1402 originator->below = op; 1335 originator->below = op;
1336
1337 *(op->below ? &op->below->above : &ms.bot) = op;
1403 } 1338 }
1404 else 1339 else
1405 { 1340 {
1341 object *floor = 0;
1342 object *top = ms.top;
1343
1406 /* If there are other objects, then */ 1344 /* If there are other objects, then */
1407 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1345 if (top)
1408 { 1346 {
1409 object *last = NULL;
1410
1411 /* 1347 /*
1412 * If there are multiple objects on this space, we do some trickier handling. 1348 * If there are multiple objects on this space, we do some trickier handling.
1413 * We've already dealt with merging if appropriate. 1349 * We've already dealt with merging if appropriate.
1414 * Generally, we want to put the new object on top. But if 1350 * Generally, we want to put the new object on top. But if
1415 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1418 * once we get to them. This reduces the need to traverse over all of 1354 * once we get to them. This reduces the need to traverse over all of
1419 * them when adding another one - this saves quite a bit of cpu time 1355 * them when adding another one - this saves quite a bit of cpu time
1420 * when lots of spells are cast in one area. Currently, it is presumed 1356 * when lots of spells are cast in one area. Currently, it is presumed
1421 * that flying non pickable objects are spell objects. 1357 * that flying non pickable objects are spell objects.
1422 */ 1358 */
1423 1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1424 while (top != NULL)
1425 { 1360 {
1426 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1361 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1427 floor = top; 1362 floor = tmp;
1428 1363
1429 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1364 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1430 { 1365 {
1431 /* We insert above top, so we want this object below this */ 1366 /* We insert above top, so we want this object below this */
1432 top = top->below; 1367 top = tmp->below;
1433 break; 1368 break;
1434 } 1369 }
1435 1370
1436 last = top;
1437 top = top->above; 1371 top = tmp;
1438 } 1372 }
1439
1440 /* Don't want top to be NULL, so set it to the last valid object */
1441 top = last;
1442 1373
1443 /* We let update_position deal with figuring out what the space 1374 /* We let update_position deal with figuring out what the space
1444 * looks like instead of lots of conditions here. 1375 * looks like instead of lots of conditions here.
1445 * makes things faster, and effectively the same result. 1376 * makes things faster, and effectively the same result.
1446 */ 1377 */
1447 1378
1448 /* Have object 'fall below' other objects that block view. 1379 /* Have object 'fall below' other objects that block view.
1449 * Unless those objects are exits, type 66 1380 * Unless those objects are exits.
1450 * If INS_ON_TOP is used, don't do this processing 1381 * If INS_ON_TOP is used, don't do this processing
1451 * Need to find the object that in fact blocks view, otherwise 1382 * Need to find the object that in fact blocks view, otherwise
1452 * stacking is a bit odd. 1383 * stacking is a bit odd.
1453 */ 1384 */
1454 if (!(flag & INS_ON_TOP) && 1385 if (!(flag & INS_ON_TOP)
1455 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1386 && ms.flags () & P_BLOCKSVIEW
1387 && (op->face && !faces [op->face].visibility))
1456 { 1388 {
1389 object *last;
1390
1457 for (last = top; last != floor; last = last->below) 1391 for (last = top; last != floor; last = last->below)
1458 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1392 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1459 break; 1393 break;
1394
1460 /* Check to see if we found the object that blocks view, 1395 /* Check to see if we found the object that blocks view,
1461 * and make sure we have a below pointer for it so that 1396 * and make sure we have a below pointer for it so that
1462 * we can get inserted below this one, which requires we 1397 * we can get inserted below this one, which requires we
1463 * set top to the object below us. 1398 * set top to the object below us.
1464 */ 1399 */
1465 if (last && last->below && last != floor) 1400 if (last && last->below && last != floor)
1466 top = last->below; 1401 top = last->below;
1467 } 1402 }
1468 } /* If objects on this space */ 1403 } /* If objects on this space */
1469 1404
1470 if (flag & INS_MAP_LOAD)
1471 top = GET_MAP_TOP (op->map, op->x, op->y);
1472
1473 if (flag & INS_ABOVE_FLOOR_ONLY) 1405 if (flag & INS_ABOVE_FLOOR_ONLY)
1474 top = floor; 1406 top = floor;
1475 1407
1476 /* Top is the object that our object (op) is going to get inserted above. 1408 // insert object above top, or bottom-most if top = 0
1477 */
1478
1479 /* First object on this space */
1480 if (!top) 1409 if (!top)
1481 { 1410 {
1482 op->above = GET_MAP_OB (op->map, op->x, op->y);
1483
1484 if (op->above)
1485 op->above->below = op;
1486
1487 op->below = NULL; 1411 op->below = 0;
1488 SET_MAP_OB (op->map, op->x, op->y, op); 1412 op->above = ms.bot;
1413 ms.bot = op;
1414
1415 *(op->above ? &op->above->below : &ms.top) = op;
1489 } 1416 }
1490 else 1417 else
1491 { /* get inserted into the stack above top */ 1418 {
1492 op->above = top->above; 1419 op->above = top->above;
1493
1494 if (op->above)
1495 op->above->below = op; 1420 top->above = op;
1496 1421
1497 op->below = top; 1422 op->below = top;
1498 top->above = op; 1423 *(op->above ? &op->above->below : &ms.top) = op;
1499 } 1424 }
1500 1425 }
1501 if (op->above == NULL)
1502 SET_MAP_TOP (op->map, op->x, op->y, op);
1503 } /* else not INS_BELOW_ORIGINATOR */
1504 1426
1505 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1428 {
1506 op->contr->do_los = 1; 1429 op->contr->do_los = 1;
1430 ++op->map->players;
1431 op->map->touch ();
1432 }
1507 1433
1508 /* If we have a floor, we know the player, if any, will be above 1434 op->map->dirty = true;
1509 * it, so save a few ticks and start from there. 1435
1510 */ 1436 if (object *pl = ms.player ())
1511 if (!(flag & INS_MAP_LOAD)) 1437 //TODO: the floorbox prev/next might need updating
1512 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1438 //esrv_send_item (pl, op);
1513 if (tmp->type == PLAYER) 1439 //TODO: update floorbox to preserve ordering
1514 tmp->contr->socket.update_look = 1; 1440 if (pl->contr->ns)
1441 pl->contr->ns->floorbox_update ();
1515 1442
1516 /* If this object glows, it may affect lighting conditions that are 1443 /* If this object glows, it may affect lighting conditions that are
1517 * visible to others on this map. But update_all_los is really 1444 * visible to others on this map. But update_all_los is really
1518 * an inefficient way to do this, as it means los for all players 1445 * an inefficient way to do this, as it means los for all players
1519 * on the map will get recalculated. The players could very well 1446 * on the map will get recalculated. The players could very well
1520 * be far away from this change and not affected in any way - 1447 * be far away from this change and not affected in any way -
1521 * this should get redone to only look for players within range, 1448 * this should get redone to only look for players within range,
1522 * or just updating the P_NEED_UPDATE for spaces within this area 1449 * or just updating the P_UPTODATE for spaces within this area
1523 * of effect may be sufficient. 1450 * of effect may be sufficient.
1524 */ 1451 */
1525 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1452 if (op->affects_los () && op->map->darkness)
1453 {
1454 op->ms ().invalidate ();
1526 update_all_los (op->map, op->x, op->y); 1455 update_all_los (op->map, op->x, op->y);
1456 }
1527 1457
1528 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1458 /* updates flags (blocked, alive, no magic, etc) for this map space */
1529 update_object (op, UP_OBJ_INSERT); 1459 update_object (op, UP_OBJ_INSERT);
1530 1460
1461 INVOKE_OBJECT (INSERT, op);
1462
1531 /* Don't know if moving this to the end will break anything. However, 1463 /* Don't know if moving this to the end will break anything. However,
1532 * we want to have update_look set above before calling this. 1464 * we want to have floorbox_update called before calling this.
1533 * 1465 *
1534 * check_move_on() must be after this because code called from 1466 * check_move_on() must be after this because code called from
1535 * check_move_on() depends on correct map flags (so functions like 1467 * check_move_on() depends on correct map flags (so functions like
1536 * blocked() and wall() work properly), and these flags are updated by 1468 * blocked() and wall() work properly), and these flags are updated by
1537 * update_object(). 1469 * update_object().
1538 */ 1470 */
1539 1471
1540 /* if this is not the head or flag has been passed, don't check walk on status */ 1472 /* if this is not the head or flag has been passed, don't check walk on status */
1541 if (!(flag & INS_NO_WALK_ON) && !op->head) 1473 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1542 { 1474 {
1543 if (check_move_on (op, originator)) 1475 if (check_move_on (op, originator))
1544 return NULL; 1476 return 0;
1545 1477
1546 /* If we are a multi part object, lets work our way through the check 1478 /* If we are a multi part object, lets work our way through the check
1547 * walk on's. 1479 * walk on's.
1548 */ 1480 */
1549 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1481 for (object *tmp = op->more; tmp; tmp = tmp->more)
1550 if (check_move_on (tmp, originator)) 1482 if (check_move_on (tmp, originator))
1551 return NULL; 1483 return 0;
1552 } 1484 }
1553 1485
1554 return op; 1486 return op;
1555} 1487}
1556 1488
1557/* this function inserts an object in the map, but if it 1489/* this function inserts an object in the map, but if it
1558 * finds an object of its own type, it'll remove that one first. 1490 * finds an object of its own type, it'll remove that one first.
1559 * op is the object to insert it under: supplies x and the map. 1491 * op is the object to insert it under: supplies x and the map.
1560 */ 1492 */
1561void 1493void
1562replace_insert_ob_in_map (const char *arch_string, object *op) 1494replace_insert_ob_in_map (const char *arch_string, object *op)
1563{ 1495{
1564 object *
1565 tmp;
1566 object *
1567 tmp1;
1568
1569 /* first search for itself and remove any old instances */ 1496 /* first search for itself and remove any old instances */
1570 1497
1571 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1572 {
1573 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1574 { 1500 tmp->destroy ();
1575 remove_ob (tmp);
1576 free_object (tmp);
1577 }
1578 }
1579 1501
1580 tmp1 = arch_to_object (archetype::find (arch_string)); 1502 object *tmp = arch_to_object (archetype::find (arch_string));
1581 1503
1582 tmp1->x = op->x; 1504 tmp->x = op->x;
1583 tmp1->y = op->y; 1505 tmp->y = op->y;
1506
1584 insert_ob_in_map (tmp1, op->map, op, 0); 1507 insert_ob_in_map (tmp, op->map, op, 0);
1585} 1508}
1586
1587/*
1588 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1589 * is returned contains nr objects, and the remaining parts contains
1590 * the rest (or is removed and freed if that number is 0).
1591 * On failure, NULL is returned, and the reason put into the
1592 * global static errmsg array.
1593 */
1594 1509
1595object * 1510object *
1596get_split_ob (object *orig_ob, uint32 nr) 1511object::insert_at (object *where, object *originator, int flags)
1597{ 1512{
1598 object * 1513 if (where->env)
1599 newob; 1514 return where->env->insert (this);
1600 int 1515 else
1601 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1516 return where->map->insert (this, where->x, where->y, originator, flags);
1602
1603 if (orig_ob->nrof < nr)
1604 {
1605 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1606 return NULL;
1607 }
1608
1609 newob = object_create_clone (orig_ob);
1610
1611 if ((orig_ob->nrof -= nr) < 1)
1612 {
1613 if (!is_removed)
1614 remove_ob (orig_ob);
1615 free_object2 (orig_ob, 1);
1616 }
1617 else if (!is_removed)
1618 {
1619 if (orig_ob->env != NULL)
1620 sub_weight (orig_ob->env, orig_ob->weight * nr);
1621 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1622 {
1623 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1624 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1625 return NULL;
1626 }
1627 }
1628
1629 newob->nrof = nr;
1630
1631 return newob;
1632} 1517}
1633 1518
1634/* 1519/*
1635 * decrease_ob_nr(object, number) decreases a specified number from 1520 * decrease(object, number) decreases a specified number from
1636 * the amount of an object. If the amount reaches 0, the object 1521 * the amount of an object. If the amount reaches 0, the object
1637 * is subsequently removed and freed. 1522 * is subsequently removed and freed.
1638 * 1523 *
1639 * Return value: 'op' if something is left, NULL if the amount reached 0 1524 * Return value: 'op' if something is left, NULL if the amount reached 0
1640 */ 1525 */
1526bool
1527object::decrease (sint32 nr)
1528{
1529 if (!nr)
1530 return true;
1641 1531
1532 nr = min (nr, nrof);
1533
1534 if (nrof > nr)
1535 {
1536 nrof -= nr;
1537 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1538
1539 if (object *pl = visible_to ())
1540 esrv_update_item (UPD_NROF, pl, this);
1541
1542 return true;
1543 }
1544 else
1545 {
1546 destroy ();
1547 return false;
1548 }
1549}
1550
1551/*
1552 * split(ob,nr) splits up ob into two parts. The part which
1553 * is returned contains nr objects, and the remaining parts contains
1554 * the rest (or is removed and returned if that number is 0).
1555 * On failure, NULL is returned.
1556 */
1642object * 1557object *
1643decrease_ob_nr (object *op, uint32 i) 1558object::split (sint32 nr)
1644{ 1559{
1645 object *tmp; 1560 int have = number_of ();
1646 player *pl;
1647 1561
1648 if (i == 0) /* objects with op->nrof require this check */ 1562 if (have < nr)
1649 return op; 1563 return 0;
1650 1564 else if (have == nr)
1651 if (i > op->nrof)
1652 i = op->nrof;
1653
1654 if (QUERY_FLAG (op, FLAG_REMOVED))
1655 op->nrof -= i;
1656 else if (op->env != NULL)
1657 { 1565 {
1658 /* is this object in the players inventory, or sub container
1659 * therein?
1660 */
1661 tmp = is_player_inv (op->env);
1662 /* nope. Is this a container the player has opened?
1663 * If so, set tmp to that player.
1664 * IMO, searching through all the players will mostly
1665 * likely be quicker than following op->env to the map,
1666 * and then searching the map for a player.
1667 */
1668 if (!tmp)
1669 {
1670 for (pl = first_player; pl; pl = pl->next)
1671 if (pl->ob->container == op->env)
1672 break;
1673 if (pl)
1674 tmp = pl->ob;
1675 else
1676 tmp = NULL;
1677 }
1678
1679 if (i < op->nrof)
1680 {
1681 sub_weight (op->env, op->weight * i);
1682 op->nrof -= i;
1683 if (tmp)
1684 {
1685 esrv_send_item (tmp, op);
1686 }
1687 }
1688 else
1689 {
1690 remove_ob (op); 1566 remove ();
1691 op->nrof = 0; 1567 return this;
1692 if (tmp)
1693 {
1694 esrv_del_item (tmp->contr, op->count);
1695 }
1696 }
1697 } 1568 }
1698 else 1569 else
1699 { 1570 {
1700 object *above = op->above; 1571 decrease (nr);
1701 1572
1702 if (i < op->nrof) 1573 object *op = deep_clone ();
1703 op->nrof -= i; 1574 op->nrof = nr;
1704 else
1705 {
1706 remove_ob (op);
1707 op->nrof = 0;
1708 }
1709
1710 /* Since we just removed op, op->above is null */
1711 for (tmp = above; tmp != NULL; tmp = tmp->above)
1712 if (tmp->type == PLAYER)
1713 {
1714 if (op->nrof)
1715 esrv_send_item (tmp, op);
1716 else
1717 esrv_del_item (tmp->contr, op->count);
1718 }
1719 }
1720
1721 if (op->nrof)
1722 return op; 1575 return op;
1723 else
1724 { 1576 }
1725 free_object (op);
1726 return NULL;
1727 }
1728} 1577}
1729
1730/*
1731 * add_weight(object, weight) adds the specified weight to an object,
1732 * and also updates how much the environment(s) is/are carrying.
1733 */
1734
1735void
1736add_weight (object *op, signed long weight)
1737{
1738 while (op != NULL)
1739 {
1740 if (op->type == CONTAINER)
1741 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1742
1743 op->carrying += weight;
1744 op = op->env;
1745 }
1746}
1747
1748/*
1749 * insert_ob_in_ob(op,environment):
1750 * This function inserts the object op in the linked list
1751 * inside the object environment.
1752 *
1753 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1754 * the inventory at the last position or next to other objects of the same
1755 * type.
1756 * Frank: Now sorted by type, archetype and magic!
1757 *
1758 * The function returns now pointer to inserted item, and return value can
1759 * be != op, if items are merged. -Tero
1760 */
1761 1578
1762object * 1579object *
1763insert_ob_in_ob (object *op, object *where) 1580insert_ob_in_ob (object *op, object *where)
1764{ 1581{
1765 object * 1582 if (!where)
1766 tmp, *
1767 otmp;
1768
1769 if (!QUERY_FLAG (op, FLAG_REMOVED))
1770 {
1771 char *dump = dump_object (op);
1772 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1773 free (dump);
1774 return op;
1775 }
1776
1777 if (where == NULL)
1778 { 1583 {
1779 char *dump = dump_object (op); 1584 char *dump = dump_object (op);
1780 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1585 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1781 free (dump); 1586 free (dump);
1782 return op; 1587 return op;
1783 } 1588 }
1784 1589
1785 if (where->head) 1590 if (where->head_ () != where)
1786 { 1591 {
1787 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1592 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1788 where = where->head; 1593 where = where->head;
1789 } 1594 }
1790 1595
1596 return where->insert (op);
1597}
1598
1599/*
1600 * env->insert (op)
1601 * This function inserts the object op in the linked list
1602 * inside the object environment.
1603 *
1604 * The function returns now pointer to inserted item, and return value can
1605 * be != op, if items are merged. -Tero
1606 */
1607object *
1608object::insert (object *op)
1609{
1791 if (op->more) 1610 if (op->more)
1792 { 1611 {
1793 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1612 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1794 return op; 1613 return op;
1795 } 1614 }
1796 1615
1797 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1616 op->remove ();
1798 CLEAR_FLAG (op, FLAG_REMOVED); 1617
1618 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1619
1799 if (op->nrof) 1620 if (op->nrof)
1800 {
1801 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1621 for (object *tmp = inv; tmp; tmp = tmp->below)
1802 if (CAN_MERGE (tmp, op)) 1622 if (object::can_merge (tmp, op))
1803 { 1623 {
1804 /* return the original object and remove inserted object 1624 /* return the original object and remove inserted object
1805 (client needs the original object) */ 1625 (client needs the original object) */
1806 tmp->nrof += op->nrof; 1626 tmp->nrof += op->nrof;
1807 /* Weight handling gets pretty funky. Since we are adding to 1627
1808 * tmp->nrof, we need to increase the weight. 1628 if (object *pl = tmp->visible_to ())
1809 */ 1629 esrv_update_item (UPD_NROF, pl, tmp);
1810 add_weight (where, op->weight * op->nrof); 1630
1811 SET_FLAG (op, FLAG_REMOVED); 1631 adjust_weight (this, op->total_weight ());
1812 free_object (op); /* free the inserted object */ 1632
1633 op->destroy ();
1813 op = tmp; 1634 op = tmp;
1814 remove_ob (op); /* and fix old object's links */ 1635 goto inserted;
1815 CLEAR_FLAG (op, FLAG_REMOVED);
1816 break;
1817 } 1636 }
1818 1637
1819 /* I assume combined objects have no inventory 1638 op->owner = 0; // it's his/hers now. period.
1820 * We add the weight - this object could have just been removed
1821 * (if it was possible to merge). calling remove_ob will subtract
1822 * the weight, so we need to add it in again, since we actually do
1823 * the linking below
1824 */
1825 add_weight (where, op->weight * op->nrof);
1826 }
1827 else
1828 add_weight (where, (op->weight + op->carrying));
1829
1830 otmp = is_player_inv (where);
1831 if (otmp && otmp->contr != NULL)
1832 {
1833 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1834 fix_player (otmp);
1835 }
1836
1837 op->map = NULL; 1639 op->map = 0;
1838 op->env = where; 1640 op->x = 0;
1641 op->y = 0;
1642
1839 op->above = NULL; 1643 op->above = 0;
1840 op->below = NULL; 1644 op->below = inv;
1841 op->x = 0, op->y = 0; 1645 op->env = this;
1842 1646
1647 if (inv)
1648 inv->above = op;
1649
1650 inv = op;
1651
1652 op->flag [FLAG_REMOVED] = 0;
1653
1654 if (object *pl = op->visible_to ())
1655 esrv_send_item (pl, op);
1656
1657 adjust_weight (this, op->total_weight ());
1658
1659inserted:
1843 /* reset the light list and los of the players on the map */ 1660 /* reset the light list and los of the players on the map */
1844 if ((op->glow_radius != 0) && where->map) 1661 if (op->glow_radius && is_on_map () && map->darkness)
1845 {
1846#ifdef DEBUG_LIGHTS
1847 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1848#endif /* DEBUG_LIGHTS */
1849 if (MAP_DARKNESS (where->map))
1850 update_all_los (where->map, where->x, where->y);
1851 } 1662 {
1852 1663 update_stats ();
1853 /* Client has no idea of ordering so lets not bother ordering it here. 1664 update_all_los (map, x, y);
1854 * It sure simplifies this function...
1855 */
1856 if (where->inv == NULL)
1857 where->inv = op;
1858 else
1859 { 1665 }
1860 op->below = where->inv; 1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1861 op->below->above = op; 1667 // if this is a player's inventory, update stats
1862 where->inv = op; 1668 update_stats ();
1863 } 1669
1670 INVOKE_OBJECT (INSERT, this);
1671
1864 return op; 1672 return op;
1865} 1673}
1866 1674
1867/* 1675/*
1868 * Checks if any objects has a move_type that matches objects 1676 * Checks if any objects has a move_type that matches objects
1882 * 1690 *
1883 * MSW 2001-07-08: Check all objects on space, not just those below 1691 * MSW 2001-07-08: Check all objects on space, not just those below
1884 * object being inserted. insert_ob_in_map may not put new objects 1692 * object being inserted. insert_ob_in_map may not put new objects
1885 * on top. 1693 * on top.
1886 */ 1694 */
1887
1888int 1695int
1889check_move_on (object *op, object *originator) 1696check_move_on (object *op, object *originator)
1890{ 1697{
1891 object *tmp; 1698 object *tmp;
1892 maptile *m = op->map; 1699 maptile *m = op->map;
1919 1726
1920 /* The objects have to be checked from top to bottom. 1727 /* The objects have to be checked from top to bottom.
1921 * Hence, we first go to the top: 1728 * Hence, we first go to the top:
1922 */ 1729 */
1923 1730
1924 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1731 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1925 { 1732 {
1926 /* Trim the search when we find the first other spell effect 1733 /* Trim the search when we find the first other spell effect
1927 * this helps performance so that if a space has 50 spell objects, 1734 * this helps performance so that if a space has 50 spell objects,
1928 * we don't need to check all of them. 1735 * we don't need to check all of them.
1929 */ 1736 */
1947 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1754 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1948 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1755 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1949 { 1756 {
1950 1757
1951 float 1758 float
1952 diff = tmp->move_slow_penalty * FABS (op->speed); 1759 diff = tmp->move_slow_penalty * fabs (op->speed);
1953 1760
1954 if (op->type == PLAYER) 1761 if (op->type == PLAYER)
1955 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1762 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1956 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1763 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1957 diff /= 4.0; 1764 diff /= 4.0;
1984/* 1791/*
1985 * present_arch(arch, map, x, y) searches for any objects with 1792 * present_arch(arch, map, x, y) searches for any objects with
1986 * a matching archetype at the given map and coordinates. 1793 * a matching archetype at the given map and coordinates.
1987 * The first matching object is returned, or NULL if none. 1794 * The first matching object is returned, or NULL if none.
1988 */ 1795 */
1989
1990object * 1796object *
1991present_arch (const archetype *at, maptile *m, int x, int y) 1797present_arch (const archetype *at, maptile *m, int x, int y)
1992{ 1798{
1993 object *
1994 tmp;
1995
1996 if (m == NULL || out_of_map (m, x, y)) 1799 if (!m || out_of_map (m, x, y))
1997 { 1800 {
1998 LOG (llevError, "Present_arch called outside map.\n"); 1801 LOG (llevError, "Present_arch called outside map.\n");
1999 return NULL; 1802 return NULL;
2000 } 1803 }
2001 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1804
2002 if (tmp->arch == at) 1805 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1806 if (tmp->arch->archname == at->archname)
2003 return tmp; 1807 return tmp;
1808
2004 return NULL; 1809 return NULL;
2005} 1810}
2006 1811
2007/* 1812/*
2008 * present(type, map, x, y) searches for any objects with 1813 * present(type, map, x, y) searches for any objects with
2009 * a matching type variable at the given map and coordinates. 1814 * a matching type variable at the given map and coordinates.
2010 * The first matching object is returned, or NULL if none. 1815 * The first matching object is returned, or NULL if none.
2011 */ 1816 */
2012
2013object * 1817object *
2014present (unsigned char type, maptile *m, int x, int y) 1818present (unsigned char type, maptile *m, int x, int y)
2015{ 1819{
2016 object *
2017 tmp;
2018
2019 if (out_of_map (m, x, y)) 1820 if (out_of_map (m, x, y))
2020 { 1821 {
2021 LOG (llevError, "Present called outside map.\n"); 1822 LOG (llevError, "Present called outside map.\n");
2022 return NULL; 1823 return NULL;
2023 } 1824 }
2024 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1825
1826 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2025 if (tmp->type == type) 1827 if (tmp->type == type)
2026 return tmp; 1828 return tmp;
1829
2027 return NULL; 1830 return NULL;
2028} 1831}
2029 1832
2030/* 1833/*
2031 * present_in_ob(type, object) searches for any objects with 1834 * present_in_ob(type, object) searches for any objects with
2032 * a matching type variable in the inventory of the given object. 1835 * a matching type variable in the inventory of the given object.
2033 * The first matching object is returned, or NULL if none. 1836 * The first matching object is returned, or NULL if none.
2034 */ 1837 */
2035
2036object * 1838object *
2037present_in_ob (unsigned char type, const object *op) 1839present_in_ob (unsigned char type, const object *op)
2038{ 1840{
2039 object *
2040 tmp;
2041
2042 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1841 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2043 if (tmp->type == type) 1842 if (tmp->type == type)
2044 return tmp; 1843 return tmp;
1844
2045 return NULL; 1845 return NULL;
2046} 1846}
2047 1847
2048/* 1848/*
2049 * present_in_ob (type, str, object) searches for any objects with 1849 * present_in_ob (type, str, object) searches for any objects with
2057 * str is the string to match against. Note that we match against 1857 * str is the string to match against. Note that we match against
2058 * the object name, not the archetype name. this is so that the 1858 * the object name, not the archetype name. this is so that the
2059 * spell code can use one object type (force), but change it's name 1859 * spell code can use one object type (force), but change it's name
2060 * to be unique. 1860 * to be unique.
2061 */ 1861 */
2062
2063object * 1862object *
2064present_in_ob_by_name (int type, const char *str, const object *op) 1863present_in_ob_by_name (int type, const char *str, const object *op)
2065{ 1864{
2066 object *
2067 tmp;
2068
2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1865 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2070 {
2071 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1866 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2072 return tmp; 1867 return tmp;
2073 } 1868
2074 return NULL; 1869 return 0;
2075} 1870}
2076 1871
2077/* 1872/*
2078 * present_arch_in_ob(archetype, object) searches for any objects with 1873 * present_arch_in_ob(archetype, object) searches for any objects with
2079 * a matching archetype in the inventory of the given object. 1874 * a matching archetype in the inventory of the given object.
2080 * The first matching object is returned, or NULL if none. 1875 * The first matching object is returned, or NULL if none.
2081 */ 1876 */
2082
2083object * 1877object *
2084present_arch_in_ob (const archetype *at, const object *op) 1878present_arch_in_ob (const archetype *at, const object *op)
2085{ 1879{
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2090 if (tmp->arch == at) 1881 if (tmp->arch->archname == at->archname)
2091 return tmp; 1882 return tmp;
1883
2092 return NULL; 1884 return NULL;
2093} 1885}
2094 1886
2095/* 1887/*
2096 * activate recursively a flag on an object inventory 1888 * activate recursively a flag on an object inventory
2097 */ 1889 */
2098void 1890void
2099flag_inv (object *op, int flag) 1891flag_inv (object *op, int flag)
2100{ 1892{
2101 object *
2102 tmp;
2103
2104 if (op->inv)
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1893 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2106 { 1894 {
2107 SET_FLAG (tmp, flag); 1895 SET_FLAG (tmp, flag);
2108 flag_inv (tmp, flag); 1896 flag_inv (tmp, flag);
2109 } 1897 }
2110} /* 1898}
1899
1900/*
2111 * desactivate recursively a flag on an object inventory 1901 * deactivate recursively a flag on an object inventory
2112 */ 1902 */
2113void 1903void
2114unflag_inv (object *op, int flag) 1904unflag_inv (object *op, int flag)
2115{ 1905{
2116 object *
2117 tmp;
2118
2119 if (op->inv)
2120 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2121 { 1907 {
2122 CLEAR_FLAG (tmp, flag); 1908 CLEAR_FLAG (tmp, flag);
2123 unflag_inv (tmp, flag); 1909 unflag_inv (tmp, flag);
2124 } 1910 }
2125}
2126
2127/*
2128 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2129 * all it's inventory (recursively).
2130 * If checksums are used, a player will get set_cheat called for
2131 * him/her-self and all object carried by a call to this function.
2132 */
2133
2134void
2135set_cheat (object *op)
2136{
2137 SET_FLAG (op, FLAG_WAS_WIZ);
2138 flag_inv (op, FLAG_WAS_WIZ);
2139} 1911}
2140 1912
2141/* 1913/*
2142 * find_free_spot(object, map, x, y, start, stop) will search for 1914 * find_free_spot(object, map, x, y, start, stop) will search for
2143 * a spot at the given map and coordinates which will be able to contain 1915 * a spot at the given map and coordinates which will be able to contain
2145 * to search (see the freearr_x/y[] definition). 1917 * to search (see the freearr_x/y[] definition).
2146 * It returns a random choice among the alternatives found. 1918 * It returns a random choice among the alternatives found.
2147 * start and stop are where to start relative to the free_arr array (1,9 1919 * start and stop are where to start relative to the free_arr array (1,9
2148 * does all 4 immediate directions). This returns the index into the 1920 * does all 4 immediate directions). This returns the index into the
2149 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1921 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2150 * Note - this only checks to see if there is space for the head of the
2151 * object - if it is a multispace object, this should be called for all
2152 * pieces.
2153 * Note2: This function does correctly handle tiled maps, but does not 1922 * Note: This function does correctly handle tiled maps, but does not
2154 * inform the caller. However, insert_ob_in_map will update as 1923 * inform the caller. However, insert_ob_in_map will update as
2155 * necessary, so the caller shouldn't need to do any special work. 1924 * necessary, so the caller shouldn't need to do any special work.
2156 * Note - updated to take an object instead of archetype - this is necessary 1925 * Note - updated to take an object instead of archetype - this is necessary
2157 * because arch_blocked (now ob_blocked) needs to know the movement type 1926 * because arch_blocked (now ob_blocked) needs to know the movement type
2158 * to know if the space in question will block the object. We can't use 1927 * to know if the space in question will block the object. We can't use
2159 * the archetype because that isn't correct if the monster has been 1928 * the archetype because that isn't correct if the monster has been
2160 * customized, changed states, etc. 1929 * customized, changed states, etc.
2161 */ 1930 */
2162
2163int 1931int
2164find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1932find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2165{ 1933{
2166 int
2167 i,
2168 index = 0, flag;
2169 static int
2170 altern[SIZEOFFREE]; 1934 int altern[SIZEOFFREE];
1935 int index = 0, flag;
2171 1936
2172 for (i = start; i < stop; i++) 1937 for (int i = start; i < stop; i++)
2173 { 1938 {
2174 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1939 mapxy pos (m, x, y); pos.move (i);
2175 if (!flag) 1940
1941 if (!pos.normalise ())
1942 continue;
1943
1944 mapspace &ms = *pos;
1945
1946 if (ms.flags () & P_IS_ALIVE)
1947 continue;
1948
1949 /* However, often
1950 * ob doesn't have any move type (when used to place exits)
1951 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1952 */
1953 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1954 {
2176 altern[index++] = i; 1955 altern [index++] = i;
1956 continue;
1957 }
2177 1958
2178 /* Basically, if we find a wall on a space, we cut down the search size. 1959 /* Basically, if we find a wall on a space, we cut down the search size.
2179 * In this way, we won't return spaces that are on another side of a wall. 1960 * In this way, we won't return spaces that are on another side of a wall.
2180 * This mostly work, but it cuts down the search size in all directions - 1961 * This mostly work, but it cuts down the search size in all directions -
2181 * if the space being examined only has a wall to the north and empty 1962 * if the space being examined only has a wall to the north and empty
2182 * spaces in all the other directions, this will reduce the search space 1963 * spaces in all the other directions, this will reduce the search space
2183 * to only the spaces immediately surrounding the target area, and 1964 * to only the spaces immediately surrounding the target area, and
2184 * won't look 2 spaces south of the target space. 1965 * won't look 2 spaces south of the target space.
2185 */ 1966 */
2186 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1967 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1968 {
2187 stop = maxfree[i]; 1969 stop = maxfree[i];
1970 continue;
1971 }
1972
1973 /* Note it is intentional that we check ob - the movement type of the
1974 * head of the object should correspond for the entire object.
1975 */
1976 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1977 continue;
1978
1979 if (ob->blocked (pos.m, pos.x, pos.y))
1980 continue;
1981
1982 altern [index++] = i;
2188 } 1983 }
1984
2189 if (!index) 1985 if (!index)
2190 return -1; 1986 return -1;
1987
2191 return altern[RANDOM () % index]; 1988 return altern [rndm (index)];
2192} 1989}
2193 1990
2194/* 1991/*
2195 * find_first_free_spot(archetype, maptile, x, y) works like 1992 * find_first_free_spot(archetype, maptile, x, y) works like
2196 * find_free_spot(), but it will search max number of squares. 1993 * find_free_spot(), but it will search max number of squares.
2197 * But it will return the first available spot, not a random choice. 1994 * But it will return the first available spot, not a random choice.
2198 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1995 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2199 */ 1996 */
2200
2201int 1997int
2202find_first_free_spot (const object *ob, maptile *m, int x, int y) 1998find_first_free_spot (const object *ob, maptile *m, int x, int y)
2203{ 1999{
2204 int
2205 i;
2206
2207 for (i = 0; i < SIZEOFFREE; i++) 2000 for (int i = 0; i < SIZEOFFREE; i++)
2208 {
2209 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2001 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2210 return i; 2002 return i;
2211 } 2003
2212 return -1; 2004 return -1;
2213} 2005}
2214 2006
2215/* 2007/*
2216 * The function permute(arr, begin, end) randomly reorders the array 2008 * The function permute(arr, begin, end) randomly reorders the array
2217 * arr[begin..end-1]. 2009 * arr[begin..end-1].
2010 * now uses a fisher-yates shuffle, old permute was broken
2218 */ 2011 */
2219static void 2012static void
2220permute (int *arr, int begin, int end) 2013permute (int *arr, int begin, int end)
2221{ 2014{
2222 int 2015 arr += begin;
2223 i,
2224 j,
2225 tmp,
2226 len;
2227
2228 len = end - begin; 2016 end -= begin;
2229 for (i = begin; i < end; i++)
2230 {
2231 j = begin + RANDOM () % len;
2232 2017
2233 tmp = arr[i]; 2018 while (--end)
2234 arr[i] = arr[j]; 2019 swap (arr [end], arr [rndm (end + 1)]);
2235 arr[j] = tmp;
2236 }
2237} 2020}
2238 2021
2239/* new function to make monster searching more efficient, and effective! 2022/* new function to make monster searching more efficient, and effective!
2240 * This basically returns a randomized array (in the passed pointer) of 2023 * This basically returns a randomized array (in the passed pointer) of
2241 * the spaces to find monsters. In this way, it won't always look for 2024 * the spaces to find monsters. In this way, it won't always look for
2244 * the 3x3 area will be searched, just not in a predictable order. 2027 * the 3x3 area will be searched, just not in a predictable order.
2245 */ 2028 */
2246void 2029void
2247get_search_arr (int *search_arr) 2030get_search_arr (int *search_arr)
2248{ 2031{
2249 int 2032 int i;
2250 i;
2251 2033
2252 for (i = 0; i < SIZEOFFREE; i++) 2034 for (i = 0; i < SIZEOFFREE; i++)
2253 {
2254 search_arr[i] = i; 2035 search_arr[i] = i;
2255 }
2256 2036
2257 permute (search_arr, 1, SIZEOFFREE1 + 1); 2037 permute (search_arr, 1, SIZEOFFREE1 + 1);
2258 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2038 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2259 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2039 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2260} 2040}
2269 * Perhaps incorrectly, but I'm making the assumption that exclude 2049 * Perhaps incorrectly, but I'm making the assumption that exclude
2270 * is actually want is going to try and move there. We need this info 2050 * is actually want is going to try and move there. We need this info
2271 * because we have to know what movement the thing looking to move 2051 * because we have to know what movement the thing looking to move
2272 * there is capable of. 2052 * there is capable of.
2273 */ 2053 */
2274
2275int 2054int
2276find_dir (maptile *m, int x, int y, object *exclude) 2055find_dir (maptile *m, int x, int y, object *exclude)
2277{ 2056{
2278 int
2279 i,
2280 max = SIZEOFFREE, mflags; 2057 int i, max = SIZEOFFREE, mflags;
2281 2058
2282 sint16 nx, ny; 2059 sint16 nx, ny;
2283 object * 2060 object *tmp;
2284 tmp;
2285 maptile * 2061 maptile *mp;
2286 mp;
2287 2062
2288 MoveType blocked, move_type; 2063 MoveType blocked, move_type;
2289 2064
2290 if (exclude && exclude->head) 2065 if (exclude && exclude->head_ () != exclude)
2291 { 2066 {
2292 exclude = exclude->head; 2067 exclude = exclude->head;
2293 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2294 } 2069 }
2295 else 2070 else
2303 mp = m; 2078 mp = m;
2304 nx = x + freearr_x[i]; 2079 nx = x + freearr_x[i];
2305 ny = y + freearr_y[i]; 2080 ny = y + freearr_y[i];
2306 2081
2307 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2082 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2083
2308 if (mflags & P_OUT_OF_MAP) 2084 if (mflags & P_OUT_OF_MAP)
2309 {
2310 max = maxfree[i]; 2085 max = maxfree[i];
2311 }
2312 else 2086 else
2313 { 2087 {
2314 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2088 mapspace &ms = mp->at (nx, ny);
2089
2090 blocked = ms.move_block;
2315 2091
2316 if ((move_type & blocked) == move_type) 2092 if ((move_type & blocked) == move_type)
2317 {
2318 max = maxfree[i]; 2093 max = maxfree[i];
2319 }
2320 else if (mflags & P_IS_ALIVE) 2094 else if (mflags & P_IS_ALIVE)
2321 { 2095 {
2322 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2096 for (tmp = ms.bot; tmp; tmp = tmp->above)
2323 { 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2324 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2325 {
2326 break; 2099 break;
2327 } 2100
2328 }
2329 if (tmp) 2101 if (tmp)
2330 {
2331 return freedir[i]; 2102 return freedir[i];
2332 }
2333 } 2103 }
2334 } 2104 }
2335 } 2105 }
2106
2336 return 0; 2107 return 0;
2337} 2108}
2338 2109
2339/* 2110/*
2340 * distance(object 1, object 2) will return the square of the 2111 * distance(object 1, object 2) will return the square of the
2341 * distance between the two given objects. 2112 * distance between the two given objects.
2342 */ 2113 */
2343
2344int 2114int
2345distance (const object *ob1, const object *ob2) 2115distance (const object *ob1, const object *ob2)
2346{ 2116{
2347 int
2348 i;
2349
2350 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2117 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2351 return i;
2352} 2118}
2353 2119
2354/* 2120/*
2355 * find_dir_2(delta-x,delta-y) will return a direction in which 2121 * find_dir_2(delta-x,delta-y) will return a direction in which
2356 * an object which has subtracted the x and y coordinates of another 2122 * an object which has subtracted the x and y coordinates of another
2357 * object, needs to travel toward it. 2123 * object, needs to travel toward it.
2358 */ 2124 */
2359
2360int 2125int
2361find_dir_2 (int x, int y) 2126find_dir_2 (int x, int y)
2362{ 2127{
2363 int 2128 int q;
2364 q;
2365 2129
2366 if (y) 2130 if (y)
2367 q = x * 100 / y; 2131 q = x * 100 / y;
2368 else if (x) 2132 else if (x)
2369 q = -300 * x; 2133 q = -300 * x;
2394 2158
2395 return 3; 2159 return 3;
2396} 2160}
2397 2161
2398/* 2162/*
2399 * absdir(int): Returns a number between 1 and 8, which represent
2400 * the "absolute" direction of a number (it actually takes care of
2401 * "overflow" in previous calculations of a direction).
2402 */
2403
2404int
2405absdir (int d)
2406{
2407 while (d < 1)
2408 d += 8;
2409 while (d > 8)
2410 d -= 8;
2411 return d;
2412}
2413
2414/*
2415 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2163 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2416 * between two directions (which are expected to be absolute (see absdir()) 2164 * between two directions (which are expected to be absolute (see absdir())
2417 */ 2165 */
2418
2419int 2166int
2420dirdiff (int dir1, int dir2) 2167dirdiff (int dir1, int dir2)
2421{ 2168{
2422 int 2169 int d;
2423 d;
2424 2170
2425 d = abs (dir1 - dir2); 2171 d = abs (dir1 - dir2);
2426 if (d > 4) 2172 if (d > 4)
2427 d = 8 - d; 2173 d = 8 - d;
2174
2428 return d; 2175 return d;
2429} 2176}
2430 2177
2431/* peterm: 2178/* peterm:
2432 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2179 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2435 * This basically means that if direction is 15, then it could either go 2182 * This basically means that if direction is 15, then it could either go
2436 * direction 4, 14, or 16 to get back to where we are. 2183 * direction 4, 14, or 16 to get back to where we are.
2437 * Moved from spell_util.c to object.c with the other related direction 2184 * Moved from spell_util.c to object.c with the other related direction
2438 * functions. 2185 * functions.
2439 */ 2186 */
2440
2441int
2442 reduction_dir[SIZEOFFREE][3] = { 2187int reduction_dir[SIZEOFFREE][3] = {
2443 {0, 0, 0}, /* 0 */ 2188 {0, 0, 0}, /* 0 */
2444 {0, 0, 0}, /* 1 */ 2189 {0, 0, 0}, /* 1 */
2445 {0, 0, 0}, /* 2 */ 2190 {0, 0, 0}, /* 2 */
2446 {0, 0, 0}, /* 3 */ 2191 {0, 0, 0}, /* 3 */
2447 {0, 0, 0}, /* 4 */ 2192 {0, 0, 0}, /* 4 */
2495 * find a path to that monster that we found. If not, 2240 * find a path to that monster that we found. If not,
2496 * we don't bother going toward it. Returns 1 if we 2241 * we don't bother going toward it. Returns 1 if we
2497 * can see a direct way to get it 2242 * can see a direct way to get it
2498 * Modified to be map tile aware -.MSW 2243 * Modified to be map tile aware -.MSW
2499 */ 2244 */
2500
2501
2502int 2245int
2503can_see_monsterP (maptile *m, int x, int y, int dir) 2246can_see_monsterP (maptile *m, int x, int y, int dir)
2504{ 2247{
2505 sint16 dx, dy; 2248 sint16 dx, dy;
2506 int
2507 mflags; 2249 int mflags;
2508 2250
2509 if (dir < 0) 2251 if (dir < 0)
2510 return 0; /* exit condition: invalid direction */ 2252 return 0; /* exit condition: invalid direction */
2511 2253
2512 dx = x + freearr_x[dir]; 2254 dx = x + freearr_x[dir];
2525 return 0; 2267 return 0;
2526 2268
2527 /* yes, can see. */ 2269 /* yes, can see. */
2528 if (dir < 9) 2270 if (dir < 9)
2529 return 1; 2271 return 1;
2272
2530 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2273 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2531 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2274 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2275 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2532} 2276}
2533
2534
2535 2277
2536/* 2278/*
2537 * can_pick(picker, item): finds out if an object is possible to be 2279 * can_pick(picker, item): finds out if an object is possible to be
2538 * picked up by the picker. Returnes 1 if it can be 2280 * picked up by the picker. Returnes 1 if it can be
2539 * picked up, otherwise 0. 2281 * picked up, otherwise 0.
2541 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2283 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2542 * core dumps if they do. 2284 * core dumps if they do.
2543 * 2285 *
2544 * Add a check so we can't pick up invisible objects (0.93.8) 2286 * Add a check so we can't pick up invisible objects (0.93.8)
2545 */ 2287 */
2546
2547int 2288int
2548can_pick (const object *who, const object *item) 2289can_pick (const object *who, const object *item)
2549{ 2290{
2550 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2291 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2551 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2292 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2552 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2293 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2553} 2294}
2554 2295
2555
2556/* 2296/*
2557 * create clone from object to another 2297 * create clone from object to another
2558 */ 2298 */
2559object * 2299object *
2560object_create_clone (object *asrc) 2300object::deep_clone ()
2561{ 2301{
2562 object * 2302 assert (("deep_clone called on non-head object", is_head ()));
2563 dst = NULL, *tmp, *src, *part, *prev, *item;
2564 2303
2565 if (!asrc) 2304 object *dst = clone ();
2566 return NULL;
2567 src = asrc;
2568 if (src->head)
2569 src = src->head;
2570 2305
2571 prev = NULL; 2306 object *prev = dst;
2572 for (part = src; part; part = part->more) 2307 for (object *part = this->more; part; part = part->more)
2573 { 2308 {
2574 tmp = get_object (); 2309 object *tmp = part->clone ();
2575 copy_object (part, tmp);
2576 tmp->x -= src->x;
2577 tmp->y -= src->y;
2578 if (!part->head)
2579 {
2580 dst = tmp;
2581 tmp->head = NULL;
2582 }
2583 else
2584 {
2585 tmp->head = dst; 2310 tmp->head = dst;
2586 }
2587 tmp->more = NULL;
2588 if (prev)
2589 prev->more = tmp; 2311 prev->more = tmp;
2590 prev = tmp; 2312 prev = tmp;
2591 } 2313 }
2592 2314
2593 for (item = src->inv; item; item = item->below) 2315 for (object *item = inv; item; item = item->below)
2594 insert_ob_in_ob (object_create_clone (item), dst); 2316 insert_ob_in_ob (item->deep_clone (), dst);
2595 2317
2596 return dst; 2318 return dst;
2597}
2598
2599/* GROS - Creates an object using a string representing its content. */
2600/* Basically, we save the content of the string to a temp file, then call */
2601/* load_object on it. I admit it is a highly inefficient way to make things, */
2602/* but it was simple to make and allows reusing the load_object function. */
2603/* Remember not to use load_object_str in a time-critical situation. */
2604/* Also remember that multiparts objects are not supported for now. */
2605
2606object *
2607load_object_str (const char *obstr)
2608{
2609 object *op;
2610 char filename[MAX_BUF];
2611
2612 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2613
2614 FILE *tempfile = fopen (filename, "w");
2615
2616 if (tempfile == NULL)
2617 {
2618 LOG (llevError, "Error - Unable to access load object temp file\n");
2619 return NULL;
2620 }
2621
2622 fprintf (tempfile, obstr);
2623 fclose (tempfile);
2624
2625 op = get_object ();
2626
2627 object_thawer thawer (filename);
2628
2629 if (thawer)
2630 load_object (thawer, op, 0);
2631
2632 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2633 CLEAR_FLAG (op, FLAG_REMOVED);
2634
2635 return op;
2636} 2319}
2637 2320
2638/* This returns the first object in who's inventory that 2321/* This returns the first object in who's inventory that
2639 * has the same type and subtype match. 2322 * has the same type and subtype match.
2640 * returns NULL if no match. 2323 * returns NULL if no match.
2641 */ 2324 */
2642object * 2325object *
2643find_obj_by_type_subtype (const object *who, int type, int subtype) 2326find_obj_by_type_subtype (const object *who, int type, int subtype)
2644{ 2327{
2645 object *tmp;
2646
2647 for (tmp = who->inv; tmp; tmp = tmp->below) 2328 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2648 if (tmp->type == type && tmp->subtype == subtype) 2329 if (tmp->type == type && tmp->subtype == subtype)
2649 return tmp; 2330 return tmp;
2650 2331
2651 return NULL;
2652}
2653
2654/* If ob has a field named key, return the link from the list,
2655 * otherwise return NULL.
2656 *
2657 * key must be a passed in shared string - otherwise, this won't
2658 * do the desired thing.
2659 */
2660key_value *
2661get_ob_key_link (const object *ob, const char *key)
2662{
2663 key_value *link;
2664
2665 for (link = ob->key_values; link != NULL; link = link->next)
2666 if (link->key == key)
2667 return link;
2668
2669 return NULL;
2670}
2671
2672/*
2673 * Returns the value of op has an extra_field for key, or NULL.
2674 *
2675 * The argument doesn't need to be a shared string.
2676 *
2677 * The returned string is shared.
2678 */
2679const char *
2680get_ob_key_value (const object *op, const char *const key)
2681{
2682 key_value *link;
2683 shstr_cmp canonical_key (key);
2684
2685 if (!canonical_key)
2686 {
2687 /* 1. There being a field named key on any object
2688 * implies there'd be a shared string to find.
2689 * 2. Since there isn't, no object has this field.
2690 * 3. Therefore, *this* object doesn't have this field.
2691 */
2692 return 0;
2693 }
2694
2695 /* This is copied from get_ob_key_link() above -
2696 * only 4 lines, and saves the function call overhead.
2697 */
2698 for (link = op->key_values; link; link = link->next)
2699 if (link->key == canonical_key)
2700 return link->value;
2701
2702 return 0; 2332 return 0;
2703} 2333}
2704 2334
2705 2335const shstr &
2706/* 2336object::kv_get (const shstr &key) const
2707 * Updates the canonical_key in op to value.
2708 *
2709 * canonical_key is a shared string (value doesn't have to be).
2710 *
2711 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2712 * keys.
2713 *
2714 * Returns TRUE on success.
2715 */
2716int
2717set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2718{ 2337{
2719 key_value * 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2720 field = NULL, *last = NULL; 2339 if (kv->key == key)
2340 return kv->value;
2721 2341
2722 for (field = op->key_values; field != NULL; field = field->next) 2342 return shstr_null;
2723 { 2343}
2724 if (field->key != canonical_key) 2344
2345void
2346object::kv_set (const shstr &key, const shstr &value)
2347{
2348 for (key_value *kv = key_values; kv; kv = kv->next)
2349 if (kv->key == key)
2725 { 2350 {
2726 last = field; 2351 kv->value = value;
2727 continue; 2352 return;
2728 } 2353 }
2729 2354
2730 if (value) 2355 key_value *kv = new key_value;
2731 field->value = value; 2356
2732 else 2357 kv->next = key_values;
2358 kv->key = key;
2359 kv->value = value;
2360
2361 key_values = kv;
2362}
2363
2364void
2365object::kv_del (const shstr &key)
2366{
2367 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2368 if ((*kvp)->key == key)
2733 { 2369 {
2734 /* Basically, if the archetype has this key set, 2370 key_value *kv = *kvp;
2735 * we need to store the null value so when we save 2371 *kvp = (*kvp)->next;
2736 * it, we save the empty value so that when we load, 2372 delete kv;
2737 * we get this value back again. 2373 return;
2738 */
2739 if (get_ob_key_link (&op->arch->clone, canonical_key))
2740 field->value = 0;
2741 else
2742 {
2743 if (last)
2744 last->next = field->next;
2745 else
2746 op->key_values = field->next;
2747
2748 delete field;
2749 }
2750 } 2374 }
2751 return TRUE;
2752 }
2753 /* IF we get here, key doesn't exist */
2754
2755 /* No field, we'll have to add it. */
2756
2757 if (!add_key)
2758 {
2759 return FALSE;
2760 }
2761 /* There isn't any good reason to store a null
2762 * value in the key/value list. If the archetype has
2763 * this key, then we should also have it, so shouldn't
2764 * be here. If user wants to store empty strings,
2765 * should pass in ""
2766 */
2767 if (value == NULL)
2768 return TRUE;
2769
2770 field = new key_value;
2771
2772 field->key = canonical_key;
2773 field->value = value;
2774 /* Usual prepend-addition. */
2775 field->next = op->key_values;
2776 op->key_values = field;
2777
2778 return TRUE;
2779}
2780
2781/*
2782 * Updates the key in op to value.
2783 *
2784 * If add_key is FALSE, this will only update existing keys,
2785 * and not add new ones.
2786 * In general, should be little reason FALSE is ever passed in for add_key
2787 *
2788 * Returns TRUE on success.
2789 */
2790int
2791set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2792{
2793 shstr key_ (key);
2794
2795 return set_ob_key_value_s (op, key_, value, add_key);
2796} 2375}
2797 2376
2798object::depth_iterator::depth_iterator (object *container) 2377object::depth_iterator::depth_iterator (object *container)
2799: iterator_base (container) 2378: iterator_base (container)
2800{ 2379{
2814 } 2393 }
2815 else 2394 else
2816 item = item->env; 2395 item = item->env;
2817} 2396}
2818 2397
2398const char *
2399object::flag_desc (char *desc, int len) const
2400{
2401 char *p = desc;
2402 bool first = true;
2403
2404 *p = 0;
2405
2406 for (int i = 0; i < NUM_FLAGS; i++)
2407 {
2408 if (len <= 10) // magic constant!
2409 {
2410 snprintf (p, len, ",...");
2411 break;
2412 }
2413
2414 if (flag [i])
2415 {
2416 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2417 len -= cnt;
2418 p += cnt;
2419 first = false;
2420 }
2421 }
2422
2423 return desc;
2424}
2425
2819// return a suitable string describing an objetc in enough detail to find it 2426// return a suitable string describing an object in enough detail to find it
2820const char * 2427const char *
2821object::debug_desc (char *info) const 2428object::debug_desc (char *info) const
2822{ 2429{
2430 char flagdesc[512];
2823 char info2[256 * 3]; 2431 char info2[256 * 4];
2824 char *p = info; 2432 char *p = info;
2825 2433
2826 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2434 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2827 count, 2435 count,
2436 uuid.c_str (),
2828 &name, 2437 &name,
2829 title ? " " : "", 2438 title ? ",title:\"" : "",
2830 title ? (const char *)title : ""); 2439 title ? (const char *)title : "",
2440 title ? "\"" : "",
2441 flag_desc (flagdesc, 512), type);
2831 2442
2832 if (env) 2443 if (!flag[FLAG_REMOVED] && env)
2833 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2444 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2834 2445
2835 if (map) 2446 if (map)
2836 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2447 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2837 2448
2838 return info; 2449 return info;
2839} 2450}
2840 2451
2841const char * 2452const char *
2842object::debug_desc () const 2453object::debug_desc () const
2843{ 2454{
2844 static char info[256 * 3]; 2455 static char info[3][256 * 4];
2456 static int info_idx;
2457
2845 return debug_desc (info); 2458 return debug_desc (info [++info_idx % 3]);
2846} 2459}
2847 2460
2461struct region *
2462object::region () const
2463{
2464 return map ? map->region (x, y)
2465 : region::default_region ();
2466}
2467
2468const materialtype_t *
2469object::dominant_material () const
2470{
2471 if (materialtype_t *mt = name_to_material (materialname))
2472 return mt;
2473
2474 return name_to_material (shstr_unknown);
2475}
2476
2477void
2478object::open_container (object *new_container)
2479{
2480 if (container == new_container)
2481 return;
2482
2483 object *old_container = container;
2484
2485 if (old_container)
2486 {
2487 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2488 return;
2489
2490#if 0
2491 // remove the "Close old_container" object.
2492 if (object *closer = old_container->inv)
2493 if (closer->type == CLOSE_CON)
2494 closer->destroy ();
2495#endif
2496
2497 // make sure the container is available
2498 esrv_send_item (this, old_container);
2499
2500 old_container->flag [FLAG_APPLIED] = false;
2501 container = 0;
2502
2503 // client needs item update to make it work, client bug requires this to be separate
2504 esrv_update_item (UPD_FLAGS, this, old_container);
2505
2506 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2507 play_sound (sound_find ("chest_close"));
2508 }
2509
2510 if (new_container)
2511 {
2512 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2513 return;
2514
2515 // TODO: this does not seem to serve any purpose anymore?
2516#if 0
2517 // insert the "Close Container" object.
2518 if (archetype *closer = new_container->other_arch)
2519 {
2520 object *closer = arch_to_object (new_container->other_arch);
2521 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2522 new_container->insert (closer);
2523 }
2524#endif
2525
2526 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2527
2528 // make sure the container is available, client bug requires this to be separate
2529 esrv_send_item (this, new_container);
2530
2531 new_container->flag [FLAG_APPLIED] = true;
2532 container = new_container;
2533
2534 // client needs flag change
2535 esrv_update_item (UPD_FLAGS, this, new_container);
2536 esrv_send_inventory (this, new_container);
2537 play_sound (sound_find ("chest_open"));
2538 }
2539// else if (!old_container->env && contr && contr->ns)
2540// contr->ns->floorbox_reset ();
2541}
2542
2543object *
2544object::force_find (const shstr name)
2545{
2546 /* cycle through his inventory to look for the MARK we want to
2547 * place
2548 */
2549 for (object *tmp = inv; tmp; tmp = tmp->below)
2550 if (tmp->type == FORCE && tmp->slaying == name)
2551 return splay (tmp);
2552
2553 return 0;
2554}
2555
2556object *
2557object::force_add (const shstr name, int duration)
2558{
2559 if (object *force = force_find (name))
2560 force->destroy ();
2561
2562 object *force = get_archetype (FORCE_NAME);
2563
2564 force->slaying = name;
2565 force->stats.food = 1;
2566 force->speed_left = -1.f;
2567
2568 force->set_speed (duration ? 1.f / duration : 0.f);
2569 force->flag [FLAG_IS_USED_UP] = true;
2570 force->flag [FLAG_APPLIED] = true;
2571
2572 return insert (force);
2573}
2574
2575void
2576object::play_sound (faceidx sound)
2577{
2578 if (!sound)
2579 return;
2580
2581 if (flag [FLAG_REMOVED])
2582 return;
2583
2584 if (env)
2585 {
2586 if (object *pl = in_player ())
2587 pl->contr->play_sound (sound);
2588 }
2589 else
2590 map->play_sound (sound, x, y);
2591}
2592
2593void
2594object::make_noise ()
2595{
2596 // we do not model noise in the map, so instead put
2597 // a temporary light into the noise source
2598 // could use the map instead, but that's less reliable for our
2599 // goal, which is to make invisibility a bit harder to exploit
2600
2601 // currently only works sensibly for players
2602 if (!is_player ())
2603 return;
2604
2605 // find old force, or create new one
2606 object *force = force_find (shstr_noise_force);
2607
2608 if (force)
2609 force->speed = 1.f / 4; // patch old speed up
2610 else
2611 force_add (shstr_noise_force, 4);
2612}
2613

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