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Comparing deliantra/server/common/object.C (file contents):
Revision 1.192 by root, Fri Oct 12 19:13:25 2007 UTC vs.
Revision 1.286 by root, Wed Sep 2 16:54:20 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
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>
33#include <sproto.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
44 41
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42short freearr_x[SIZEOFFREE] = {
43 0,
44 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 47};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = {
49 0,
50 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50}; 53};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 59};
54int freedir[SIZEOFFREE] = { 60int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 61 0,
62 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 65};
58 66
59static void 67static void
60write_uuid (void) 68write_uuid (uval64 skip, bool sync)
61{ 69{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 70 CALL_BEGIN (2);
63 71 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 72 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 73 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 74 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 75}
79 76
80static void 77static void
81read_uuid (void) 78read_uuid (void)
82{ 79{
83 char filename[MAX_BUF]; 80 char filename[MAX_BUF];
84 81
85 sprintf (filename, "%s/uuid", settings.localdir); 82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
86 85
87 FILE *fp; 86 FILE *fp;
88 87
89 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
90 { 89 {
91 if (errno == ENOENT) 90 if (errno == ENOENT)
92 { 91 {
93 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 93 UUID::cur.seq = 0;
95 write_uuid (); 94 write_uuid (UUID_GAP, true);
96 return; 95 return;
97 } 96 }
98 97
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 99 _exit (1);
101 } 100 }
102 101
103 int version; 102 UUID::BUF buf;
104 unsigned long long uid; 103 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
106 { 107 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 109 _exit (1);
109 } 110 }
110 111
111 uuid.seq = uid; 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 113
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 114 write_uuid (UUID_GAP, true);
114 fclose (fp); 115 fclose (fp);
115} 116}
116 117
117UUID 118UUID
118gen_uuid () 119UUID::gen ()
119{ 120{
120 UUID uid; 121 UUID uid;
121 122
122 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
123 124
124 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
126 131
127 return uid; 132 return uid;
128} 133}
129 134
130void 135void
131init_uuid () 136UUID::init ()
132{ 137{
133 read_uuid (); 138 read_uuid ();
134} 139}
135 140
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 142static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
139{ 144{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 146 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
145 */ 148 */
146 149
147 /* For each field in wants, */ 150 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 152 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 153 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 154
171 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 156 return true;
173} 157}
174 158
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 160static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 162{
179 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
181 */ 165 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
183} 168}
184 169
185/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 171 * they can be merged together.
187 * 172 *
202 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 188 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
205 return 0; 190 return 0;
206 191
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 192 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * is always 0 .. 2**31-1 */
210 * used to store nrof). 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 195 return 0;
214 196
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 200 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 201 * flags lose any meaning.
220 */ 202 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 205
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 208
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 209 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 210 || ob1->name != ob2->name
230 || ob1->title != ob2->title 211 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 218 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
241 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 226 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 227 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 228 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 229 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 230 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 231 || ob1->move_slow_penalty != ob2->move_slow_penalty
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 234 return 0;
253 235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
254 /* This is really a spellbook check - really, we should 242 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 243 * not merge objects with real inventories, as splitting them
244 * is hard.
256 */ 245 */
257 if (ob1->inv || ob2->inv) 246 if (ob1->inv || ob2->inv)
258 { 247 {
259 /* if one object has inventory but the other doesn't, not equiv */ 248 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 249 return 0; /* inventories differ in length */
261 return 0;
262 250
263 /* Now check to see if the two inventory objects could merge */ 251 if (ob1->inv->below || ob2->inv->below)
252 return 0; /* more than one object in inv */
253
264 if (!object::can_merge (ob1->inv, ob2->inv)) 254 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 255 return 0; /* inventory objects differ */
266 256
267 /* inventory ok - still need to check rest of this object to see 257 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 258 * if it is valid.
269 */ 259 */
270 } 260 }
289 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
290 return 0; 280 return 0;
291 break; 281 break;
292 } 282 }
293 283
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
295 { 285 {
296 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 288 return 0; /* One has fields, but the other one doesn't. */
299 return 0; 289
300 else if (!compare_ob_value_lists (ob1, ob2)) 290 if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 291 return 0;
302 } 292 }
303 293
304 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
305 { 295 {
306 ob1->optimise (); 296 ob1->optimise ();
307 ob2->optimise (); 297 ob2->optimise ();
308 298
309 if (ob1->self || ob2->self) 299 if (ob1->self || ob2->self)
310 { 300 {
311 int k1 = ob1->self ? HvTOTALKEYS (SvRV (ob1->self)) : 0; 301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
312 int k2 = ob2->self ? HvTOTALKEYS (SvRV (ob2->self)) : 0; 302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
313 303
314 if (k1 != k2) 304 if (k1 != k2)
315 return 0; 305 return 0;
306
316 else if (k1 == 0) 307 if (k1 == 0)
317 return 1; 308 return 1;
309
318 else if (!cfperl_can_merge (ob1, ob2)) 310 if (!cfperl_can_merge (ob1, ob2))
319 return 0; 311 return 0;
320 } 312 }
321 } 313 }
322 314
323 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
324 return 1; 316 return 1;
325} 317}
326 318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->is_player ())
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env_or_self ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
356// adjust weight per container type ("of holding")
357static sint32
358weight_adjust_for (object *op, sint32 weight)
359{
360 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
362 : weight;
363}
364
327/* 365/*
366 * adjust_weight(object, weight) adds the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying.
368 */
369static void
370adjust_weight (object *op, sint32 weight)
371{
372 while (op)
373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
381
382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
388 op = op->env;
389 }
390}
391
392/*
328 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
329 * an object is carrying. It goes through in figures out how much 394 * an object is carrying. It goes through op and figures out how much
330 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
331 */ 396 */
332long 397void
333sum_weight (object *op) 398object::update_weight ()
334{ 399{
335 long sum; 400 sint32 sum = 0;
336 object *inv;
337 401
338 for (sum = 0, inv = op->inv; inv; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
339 { 403 {
340 if (inv->inv) 404 if (op->inv)
341 sum_weight (inv); 405 op->update_weight ();
342 406
343 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 407 sum += op->total_weight ();
408 }
409
410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
344 } 413 {
345
346 if (op->type == CONTAINER && op->stats.Str)
347 sum = (sum * (100 - op->stats.Str)) / 100;
348
349 if (op->carrying != sum)
350 op->carrying = sum; 414 carrying = sum;
351 415
352 return sum; 416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this);
419 }
353} 420}
354 421
355/** 422/*
356 * Return the outermost environment object for a given object. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
357 */
358
359object *
360object_get_env_recursive (object *op)
361{
362 while (op->env != NULL)
363 op = op->env;
364 return op;
365}
366
367/*
368 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
369 * Some error messages.
370 * The result of the dump is stored in the static global errmsg array.
371 */ 424 */
372char * 425char *
373dump_object (object *op) 426dump_object (object *op)
374{ 427{
375 if (!op) 428 if (!op)
389get_nearest_part (object *op, const object *pl) 442get_nearest_part (object *op, const object *pl)
390{ 443{
391 object *tmp, *closest; 444 object *tmp, *closest;
392 int last_dist, i; 445 int last_dist, i;
393 446
394 if (op->more == NULL) 447 if (!op->more)
395 return op; 448 return op;
449
396 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
397 if ((i = distance (tmp, pl)) < last_dist) 453 if ((i = distance (tmp, pl)) < last_dist)
398 closest = tmp, last_dist = i; 454 closest = tmp, last_dist = i;
455
399 return closest; 456 return closest;
400} 457}
401 458
402/* 459/*
403 * Returns the object which has the count-variable equal to the argument. 460 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow.
404 */ 462 */
405object * 463object *
406find_object (tag_t i) 464find_object (tag_t i)
407{ 465{
408 for_all_objects (op) 466 for_all_objects (op)
419 */ 477 */
420object * 478object *
421find_object_name (const char *str) 479find_object_name (const char *str)
422{ 480{
423 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
424 object *op;
425 482
483 if (str_)
426 for_all_objects (op) 484 for_all_objects (op)
427 if (op->name == str_) 485 if (op->name == str_)
428 break; 486 return op;
429 487
430 return op; 488 return 0;
431}
432
433void
434free_all_object_data ()
435{
436 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
437} 489}
438 490
439/* 491/*
440 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
441 * skill and experience objects. 493 * skill and experience objects.
446{ 498{
447 // allow objects which own objects 499 // allow objects which own objects
448 if (owner) 500 if (owner)
449 while (owner->owner) 501 while (owner->owner)
450 owner = owner->owner; 502 owner = owner->owner;
503
504 if (flag [FLAG_FREED])
505 {
506 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
507 return;
508 }
451 509
452 this->owner = owner; 510 this->owner = owner;
453} 511}
454 512
455int 513int
533 } 591 }
534 592
535 op->key_values = 0; 593 op->key_values = 0;
536} 594}
537 595
538object & 596/*
539object::operator =(const object &src) 597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
540{ 606{
541 bool is_freed = flag [FLAG_FREED]; 607 dst->remove ();
542 bool is_removed = flag [FLAG_REMOVED];
543
544 *(object_copy *)this = src; 608 *(object_copy *)dst = *this;
545
546 flag [FLAG_FREED] = is_freed;
547 flag [FLAG_REMOVED] = is_removed; 609 dst->flag [FLAG_REMOVED] = true;
548 610
549 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
550 if (src.key_values) 612 if (key_values)
551 { 613 {
552 key_value *tail = 0; 614 key_value *tail = 0;
553 key_values = 0; 615 dst->key_values = 0;
554 616
555 for (key_value *i = src.key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
556 { 618 {
557 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
558 620
559 new_link->next = 0; 621 new_link->next = 0;
560 new_link->key = i->key; 622 new_link->key = i->key;
561 new_link->value = i->value; 623 new_link->value = i->value;
562 624
563 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
564 if (!key_values) 626 if (!dst->key_values)
565 { 627 {
566 key_values = new_link; 628 dst->key_values = new_link;
567 tail = new_link; 629 tail = new_link;
568 } 630 }
569 else 631 else
570 { 632 {
571 tail->next = new_link; 633 tail->next = new_link;
572 tail = new_link; 634 tail = new_link;
573 } 635 }
574 } 636 }
575 } 637 }
576}
577
578/*
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586void
587object::copy_to (object *dst)
588{
589 *dst = *this;
590 638
591 if (speed < 0) 639 if (speed < 0)
592 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
593 641
594 dst->set_speed (dst->speed); 642 dst->activate ();
595} 643}
596 644
597void 645void
598object::instantiate () 646object::instantiate ()
599{ 647{
600 if (!uuid.seq) // HACK 648 if (!uuid.seq) // HACK
601 uuid = gen_uuid (); 649 uuid = UUID::gen ();
602 650
603 speed_left = -0.1f; 651 speed_left = -0.1f;
604 /* copy the body_info to the body_used - this is only really 652 /* copy the body_info to the body_used - this is only really
605 * need for monsters, but doesn't hurt to do it for everything. 653 * need for monsters, but doesn't hurt to do it for everything.
606 * by doing so, when a monster is created, it has good starting 654 * by doing so, when a monster is created, it has good starting
616object * 664object *
617object::clone () 665object::clone ()
618{ 666{
619 object *neu = create (); 667 object *neu = create ();
620 copy_to (neu); 668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
621 return neu; 670 return neu;
622} 671}
623 672
624/* 673/*
625 * If an object with the IS_TURNABLE() flag needs to be turned due 674 * If an object with the IS_TURNABLE() flag needs to be turned due
676 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
677 */ 726 */
678void 727void
679update_object (object *op, int action) 728update_object (object *op, int action)
680{ 729{
681 if (op == NULL) 730 if (!op)
682 { 731 {
683 /* this should never happen */ 732 /* this should never happen */
684 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
685 return; 734 return;
686 } 735 }
687 736
688 if (op->env) 737 if (!op->is_on_map ())
689 { 738 {
690 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
691 * to do in this case. 740 * to do in this case.
692 */ 741 */
693 return; 742 return;
694 } 743 }
695
696 /* If the map is saving, don't do anything as everything is
697 * going to get freed anyways.
698 */
699 if (!op->map || op->map->in_memory == MAP_SAVING)
700 return;
701 744
702 /* make sure the object is within map boundaries */ 745 /* make sure the object is within map boundaries */
703 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
704 { 747 {
705 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
716 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
717 { 760 {
718 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
719 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
720 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
721 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
722 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
723 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
724 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
725 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
726 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
727 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
728 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
729 * to have move_allow right now. 772 * have move_allow right now.
730 */ 773 */
731 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
732 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
733 m.flags_ = 0; 776 m.invalidate ();
734 } 777 }
735 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
736 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
737 * that is being removed. 780 * that is being removed.
738 */ 781 */
739 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
740 m.flags_ = 0; 783 m.invalidate ();
741 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
742 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
743 else 786 else
744 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
745 788
749 792
750object::object () 793object::object ()
751{ 794{
752 SET_FLAG (this, FLAG_REMOVED); 795 SET_FLAG (this, FLAG_REMOVED);
753 796
754 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
755 face = blank_face; 798 face = blank_face;
756} 799}
757 800
758object::~object () 801object::~object ()
759{ 802{
765static int object_count; 808static int object_count;
766 809
767void object::link () 810void object::link ()
768{ 811{
769 assert (!index);//D 812 assert (!index);//D
770 uuid = gen_uuid (); 813 uuid = UUID::gen ();
771 count = ++object_count; 814 count = ++object_count;
772 815
773 refcnt_inc (); 816 refcnt_inc ();
774 objects.insert (this); 817 objects.insert (this);
775} 818}
789 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
790 if (active) 833 if (active)
791 return; 834 return;
792 835
793 if (has_active_speed ()) 836 if (has_active_speed ())
837 {
838 if (flag [FLAG_FREED])
839 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
840
794 actives.insert (this); 841 actives.insert (this);
842 }
795} 843}
796 844
797void 845void
798object::activate_recursive () 846object::activate_recursive ()
799{ 847{
848object::destroy_inv (bool drop_to_ground) 896object::destroy_inv (bool drop_to_ground)
849{ 897{
850 // need to check first, because the checks below might segfault 898 // need to check first, because the checks below might segfault
851 // as we might be on an invalid mapspace and crossfire code 899 // as we might be on an invalid mapspace and crossfire code
852 // is too buggy to ensure that the inventory is empty. 900 // is too buggy to ensure that the inventory is empty.
853 // corollary: if you create arrows etc. with stuff in tis inventory, 901 // corollary: if you create arrows etc. with stuff in its inventory,
854 // cf will crash below with off-map x and y 902 // cf will crash below with off-map x and y
855 if (!inv) 903 if (!inv)
856 return; 904 return;
857 905
858 /* Only if the space blocks everything do we not process - 906 /* Only if the space blocks everything do we not process -
859 * if some form of movement is allowed, let objects 907 * if some form of movement is allowed, let objects
860 * drop on that space. 908 * drop on that space.
861 */ 909 */
862 if (!drop_to_ground 910 if (!drop_to_ground
863 || !map 911 || !map
864 || map->in_memory != MAP_IN_MEMORY 912 || map->in_memory != MAP_ACTIVE
865 || map->nodrop 913 || map->no_drop
866 || ms ().move_block == MOVE_ALL) 914 || ms ().move_block == MOVE_ALL)
867 { 915 {
868 while (inv) 916 while (inv)
869 {
870 inv->destroy_inv (drop_to_ground);
871 inv->destroy (); 917 inv->destroy ();
872 }
873 } 918 }
874 else 919 else
875 { /* Put objects in inventory onto this space */ 920 { /* Put objects in inventory onto this space */
876 while (inv) 921 while (inv)
877 { 922 {
895 object *op = new object; 940 object *op = new object;
896 op->link (); 941 op->link ();
897 return op; 942 return op;
898} 943}
899 944
945static struct freed_map : maptile
946{
947 freed_map ()
948 {
949 path = "<freed objects map>";
950 name = "/internal/freed_objects_map";
951 width = 3;
952 height = 3;
953 no_drop = 1;
954 no_reset = 1;
955
956 alloc ();
957 in_memory = MAP_ACTIVE;
958 }
959
960 ~freed_map ()
961 {
962 destroy ();
963 }
964} freed_map; // freed objects are moved here to avoid crashes
965
900void 966void
901object::do_destroy () 967object::do_destroy ()
902{ 968{
903 attachable::do_destroy ();
904
905 if (flag [FLAG_IS_LINKED]) 969 if (flag [FLAG_IS_LINKED])
906 remove_button_link (this); 970 remove_link ();
907 971
908 if (flag [FLAG_FRIENDLY]) 972 if (flag [FLAG_FRIENDLY])
909 remove_friendly_object (this); 973 remove_friendly_object (this);
910 974
911 if (!flag [FLAG_REMOVED])
912 remove (); 975 remove ();
913 976
914 destroy_inv (true); 977 attachable::do_destroy ();
915 978
916 deactivate (); 979 deactivate ();
917 unlink (); 980 unlink ();
918 981
919 flag [FLAG_FREED] = 1; 982 flag [FLAG_FREED] = 1;
920 983
921 // hack to ensure that freed objects still have a valid map 984 // hack to ensure that freed objects still have a valid map
922 {
923 static maptile *freed_map; // freed objects are moved here to avoid crashes
924
925 if (!freed_map)
926 {
927 freed_map = new maptile;
928
929 freed_map->path = "<freed objects map>";
930 freed_map->name = "/internal/freed_objects_map";
931 freed_map->width = 3;
932 freed_map->height = 3;
933
934 freed_map->alloc ();
935 freed_map->in_memory = MAP_IN_MEMORY;
936 }
937
938 map = freed_map; 985 map = &freed_map;
939 x = 1; 986 x = 1;
940 y = 1; 987 y = 1;
941 }
942 988
943 if (more) 989 if (more)
944 { 990 {
945 more->destroy (); 991 more->destroy ();
946 more = 0; 992 more = 0;
954 attacked_by = 0; 1000 attacked_by = 0;
955 current_weapon = 0; 1001 current_weapon = 0;
956} 1002}
957 1003
958void 1004void
959object::destroy (bool destroy_inventory) 1005object::destroy ()
960{ 1006{
961 if (destroyed ()) 1007 if (destroyed ())
962 return; 1008 return;
963 1009
964 if (destroy_inventory) 1010 if (!is_head () && !head->destroyed ())
1011 {
1012 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1013 head->destroy ();
1014 return;
1015 }
1016
965 destroy_inv (false); 1017 destroy_inv (false);
966 1018
967 if (is_head ()) 1019 if (is_head ())
968 if (sound_destroy) 1020 if (sound_destroy)
969 play_sound (sound_destroy); 1021 play_sound (sound_destroy);
970 else if (flag [FLAG_MONSTER]) 1022 else if (flag [FLAG_MONSTER])
971 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1023 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
972 1024
973 attachable::destroy (); 1025 attachable::destroy ();
974}
975
976/*
977 * sub_weight() recursively (outwards) subtracts a number from the
978 * weight of an object (and what is carried by it's environment(s)).
979 */
980void
981sub_weight (object *op, signed long weight)
982{
983 while (op != NULL)
984 {
985 if (op->type == CONTAINER)
986 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
987
988 op->carrying -= weight;
989 op = op->env;
990 }
991} 1026}
992 1027
993/* op->remove (): 1028/* op->remove ():
994 * This function removes the object op from the linked list of objects 1029 * This function removes the object op from the linked list of objects
995 * which it is currently tied to. When this function is done, the 1030 * which it is currently tied to. When this function is done, the
1001object::do_remove () 1036object::do_remove ()
1002{ 1037{
1003 object *tmp, *last = 0; 1038 object *tmp, *last = 0;
1004 object *otmp; 1039 object *otmp;
1005 1040
1006 if (QUERY_FLAG (this, FLAG_REMOVED)) 1041 if (flag [FLAG_REMOVED])
1007 return; 1042 return;
1008 1043
1009 SET_FLAG (this, FLAG_REMOVED);
1010 INVOKE_OBJECT (REMOVE, this); 1044 INVOKE_OBJECT (REMOVE, this);
1045
1046 flag [FLAG_REMOVED] = true;
1011 1047
1012 if (more) 1048 if (more)
1013 more->remove (); 1049 more->remove ();
1014 1050
1015 /* 1051 /*
1016 * In this case, the object to be removed is in someones 1052 * In this case, the object to be removed is in someones
1017 * inventory. 1053 * inventory.
1018 */ 1054 */
1019 if (env) 1055 if (env)
1020 { 1056 {
1021 if (nrof) 1057 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1022 sub_weight (env, weight * nrof); 1058 if (object *pl = visible_to ())
1023 else 1059 esrv_del_item (pl->contr, count);
1024 sub_weight (env, weight + carrying); 1060 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1061
1062 adjust_weight (env, -total_weight ());
1063
1064 object *pl = in_player ();
1065
1066 /* we set up values so that it could be inserted into
1067 * the map, but we don't actually do that - it is up
1068 * to the caller to decide what we want to do.
1069 */
1070 map = env->map;
1071 x = env->x;
1072 y = env->y;
1073
1074 // make sure cmov optimisation is applicable
1075 *(above ? &above->below : &env->inv) = below;
1076 *(below ? &below->above : &above ) = above; // &above is just a dummy
1077
1078 above = 0;
1079 below = 0;
1080 env = 0;
1025 1081
1026 /* NO_FIX_PLAYER is set when a great many changes are being 1082 /* NO_FIX_PLAYER is set when a great many changes are being
1027 * made to players inventory. If set, avoiding the call 1083 * made to players inventory. If set, avoiding the call
1028 * to save cpu time. 1084 * to save cpu time.
1029 */ 1085 */
1030 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1086 if (pl)
1087 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1088 {
1031 otmp->update_stats (); 1089 pl->update_stats ();
1032 1090
1033 if (above) 1091 if (glow_radius && pl->is_on_map ())
1034 above->below = below; 1092 update_all_los (pl->map, pl->x, pl->y);
1035 else 1093 }
1036 env->inv = below;
1037
1038 if (below)
1039 below->above = above;
1040
1041 /* we set up values so that it could be inserted into
1042 * the map, but we don't actually do that - it is up
1043 * to the caller to decide what we want to do.
1044 */
1045 x = env->x, y = env->y;
1046 map = env->map;
1047 above = 0, below = 0;
1048 env = 0;
1049 } 1094 }
1050 else if (map) 1095 else if (map)
1051 { 1096 {
1052 if (type == PLAYER)
1053 {
1054 // leaving a spot always closes any open container on the ground
1055 if (container && !container->env)
1056 // this causes spurious floorbox updates, but it ensures
1057 // that the CLOSE event is being sent.
1058 close_container ();
1059
1060 --map->players;
1061 map->touch ();
1062 }
1063
1064 map->dirty = true; 1097 map->dirty = true;
1065 mapspace &ms = this->ms (); 1098 mapspace &ms = this->ms ();
1066 1099
1100 if (object *pl = ms.player ())
1101 {
1102 if (is_player ())
1103 {
1104 if (!flag [FLAG_WIZPASS])
1105 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1106
1107 // leaving a spot always closes any open container on the ground
1108 if (container && !container->env)
1109 // this causes spurious floorbox updates, but it ensures
1110 // that the CLOSE event is being sent.
1111 close_container ();
1112
1113 --map->players;
1114 map->touch ();
1115 }
1116 else if (pl->container == this)
1117 {
1118 // removing a container should close it
1119 close_container ();
1120 }
1121
1122 esrv_del_item (pl->contr, count);
1123 }
1124
1067 /* link the object above us */ 1125 /* link the object above us */
1068 if (above) 1126 // re-link, make sure compiler can easily use cmove
1069 above->below = below; 1127 *(above ? &above->below : &ms.top) = below;
1070 else 1128 *(below ? &below->above : &ms.bot) = above;
1071 ms.top = below; /* we were top, set new top */
1072
1073 /* Relink the object below us, if there is one */
1074 if (below)
1075 below->above = above;
1076 else
1077 {
1078 /* Nothing below, which means we need to relink map object for this space
1079 * use translated coordinates in case some oddness with map tiling is
1080 * evident
1081 */
1082 if (GET_MAP_OB (map, x, y) != this)
1083 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1084
1085 ms.bot = above; /* goes on above it. */
1086 }
1087 1129
1088 above = 0; 1130 above = 0;
1089 below = 0; 1131 below = 0;
1132
1133 ms.invalidate ();
1090 1134
1091 if (map->in_memory == MAP_SAVING) 1135 if (map->in_memory == MAP_SAVING)
1092 return; 1136 return;
1093 1137
1094 int check_walk_off = !flag [FLAG_NO_APPLY]; 1138 int check_walk_off = !flag [FLAG_NO_APPLY];
1100 * removed (most likely destroyed), update the player view 1144 * removed (most likely destroyed), update the player view
1101 * appropriately. 1145 * appropriately.
1102 */ 1146 */
1103 pl->close_container (); 1147 pl->close_container ();
1104 1148
1149 //TODO: the floorbox prev/next might need updating
1150 //esrv_del_item (pl->contr, count);
1151 //TODO: update floorbox to preserve ordering
1152 if (pl->contr->ns)
1105 pl->contr->ns->floorbox_update (); 1153 pl->contr->ns->floorbox_update ();
1106 } 1154 }
1107 1155
1108 for (tmp = ms.bot; tmp; tmp = tmp->above) 1156 for (tmp = ms.bot; tmp; tmp = tmp->above)
1109 { 1157 {
1110 /* No point updating the players look faces if he is the object 1158 /* No point updating the players look faces if he is the object
1123 } 1171 }
1124 1172
1125 last = tmp; 1173 last = tmp;
1126 } 1174 }
1127 1175
1128 /* last == NULL if there are no objects on this space */ 1176 if (affects_los ())
1129 //TODO: this makes little sense, why only update the topmost object?
1130 if (!last)
1131 map->at (x, y).flags_ = 0;
1132 else
1133 update_object (last, UP_OBJ_REMOVE);
1134
1135 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1136 update_all_los (map, x, y); 1177 update_all_los (map, x, y);
1137 } 1178 }
1138} 1179}
1139 1180
1140/* 1181/*
1149merge_ob (object *op, object *top) 1190merge_ob (object *op, object *top)
1150{ 1191{
1151 if (!op->nrof) 1192 if (!op->nrof)
1152 return 0; 1193 return 0;
1153 1194
1154 if (top) 1195 if (!top)
1155 for (top = op; top && top->above; top = top->above) 1196 for (top = op; top && top->above; top = top->above)
1156 ; 1197 ;
1157 1198
1158 for (; top; top = top->below) 1199 for (; top; top = top->below)
1159 {
1160 if (top == op)
1161 continue;
1162
1163 if (object::can_merge (op, top)) 1200 if (object::can_merge (op, top))
1164 { 1201 {
1165 top->nrof += op->nrof; 1202 top->nrof += op->nrof;
1166 1203
1167/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1204 if (object *pl = top->visible_to ())
1168 op->weight = 0; /* Don't want any adjustements now */ 1205 esrv_update_item (UPD_NROF, pl, top);
1206
1207 op->weight = 0; // cancel the addition above
1208 op->carrying = 0; // must be 0 already
1209
1169 op->destroy (); 1210 op->destroy ();
1211
1170 return top; 1212 return top;
1171 } 1213 }
1172 }
1173 1214
1174 return 0; 1215 return 0;
1175} 1216}
1176 1217
1177void 1218void
1202 * job preparing multi-part monsters. 1243 * job preparing multi-part monsters.
1203 */ 1244 */
1204object * 1245object *
1205insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1246insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1206{ 1247{
1248 op->remove ();
1249
1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1250 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1208 { 1251 {
1209 tmp->x = x + tmp->arch->x; 1252 tmp->x = x + tmp->arch->x;
1210 tmp->y = y + tmp->arch->y; 1253 tmp->y = y + tmp->arch->y;
1211 } 1254 }
1234 * just 'op' otherwise 1277 * just 'op' otherwise
1235 */ 1278 */
1236object * 1279object *
1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1280insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1238{ 1281{
1239 assert (!op->flag [FLAG_FREED]);
1240
1241 object *top, *floor = NULL;
1242
1243 op->remove (); 1282 op->remove ();
1283
1284 if (m == &freed_map)//D TODO: remove soon
1285 {//D
1286 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1287 }//D
1244 1288
1245 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* Ideally, the caller figures this out. However, it complicates a lot
1246 * of areas of callers (eg, anything that uses find_free_spot would now 1290 * of areas of callers (eg, anything that uses find_free_spot would now
1247 * need extra work 1291 * need extra work
1248 */ 1292 */
1293 maptile *newmap = m;
1249 if (!xy_normalise (m, op->x, op->y)) 1294 if (!xy_normalise (newmap, op->x, op->y))
1250 { 1295 {
1251 op->destroy (); 1296 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1252 return 0; 1297 return 0;
1253 } 1298 }
1254 1299
1255 if (object *more = op->more) 1300 if (object *more = op->more)
1256 if (!insert_ob_in_map (more, m, originator, flag)) 1301 if (!insert_ob_in_map (more, m, originator, flag))
1257 return 0; 1302 return 0;
1258 1303
1259 CLEAR_FLAG (op, FLAG_REMOVED); 1304 op->flag [FLAG_REMOVED] = false;
1260 1305 op->env = 0;
1261 op->map = m; 1306 op->map = newmap;
1307
1262 mapspace &ms = op->ms (); 1308 mapspace &ms = op->ms ();
1263 1309
1264 /* this has to be done after we translate the coordinates. 1310 /* this has to be done after we translate the coordinates.
1265 */ 1311 */
1266 if (op->nrof && !(flag & INS_NO_MERGE)) 1312 if (op->nrof && !(flag & INS_NO_MERGE))
1267 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1313 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1268 if (object::can_merge (op, tmp)) 1314 if (object::can_merge (op, tmp))
1269 { 1315 {
1316 // TODO: we actually want to update tmp, not op,
1317 // but some caller surely breaks when we return tmp
1318 // from here :/
1270 op->nrof += tmp->nrof; 1319 op->nrof += tmp->nrof;
1271 tmp->destroy (); 1320 tmp->destroy ();
1272 } 1321 }
1273 1322
1274 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1283 { 1332 {
1284 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1285 abort (); 1334 abort ();
1286 } 1335 }
1287 1336
1337 if (!originator->is_on_map ())
1338 {
1339 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1340 op->debug_desc (), originator->debug_desc ());
1341 abort ();
1342 }
1343
1288 op->above = originator; 1344 op->above = originator;
1289 op->below = originator->below; 1345 op->below = originator->below;
1290
1291 if (op->below)
1292 op->below->above = op;
1293 else
1294 ms.bot = op;
1295
1296 /* since *below* originator, no need to update top */
1297 originator->below = op; 1346 originator->below = op;
1347
1348 *(op->below ? &op->below->above : &ms.bot) = op;
1298 } 1349 }
1299 else 1350 else
1300 { 1351 {
1301 top = ms.bot; 1352 object *floor = 0;
1353 object *top = ms.top;
1302 1354
1303 /* If there are other objects, then */ 1355 /* If there are other objects, then */
1304 if (top) 1356 if (top)
1305 { 1357 {
1306 object *last = 0;
1307
1308 /* 1358 /*
1309 * If there are multiple objects on this space, we do some trickier handling. 1359 * If there are multiple objects on this space, we do some trickier handling.
1310 * We've already dealt with merging if appropriate. 1360 * We've already dealt with merging if appropriate.
1311 * Generally, we want to put the new object on top. But if 1361 * Generally, we want to put the new object on top. But if
1312 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1362 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1315 * once we get to them. This reduces the need to traverse over all of 1365 * once we get to them. This reduces the need to traverse over all of
1316 * them when adding another one - this saves quite a bit of cpu time 1366 * them when adding another one - this saves quite a bit of cpu time
1317 * when lots of spells are cast in one area. Currently, it is presumed 1367 * when lots of spells are cast in one area. Currently, it is presumed
1318 * that flying non pickable objects are spell objects. 1368 * that flying non pickable objects are spell objects.
1319 */ 1369 */
1320 for (top = ms.bot; top; top = top->above) 1370 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1321 { 1371 {
1322 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1372 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1323 floor = top; 1373 floor = tmp;
1324 1374
1325 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1375 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1326 { 1376 {
1327 /* We insert above top, so we want this object below this */ 1377 /* We insert above top, so we want this object below this */
1328 top = top->below; 1378 top = tmp->below;
1329 break; 1379 break;
1330 } 1380 }
1331 1381
1332 last = top; 1382 top = tmp;
1333 } 1383 }
1334
1335 /* Don't want top to be NULL, so set it to the last valid object */
1336 top = last;
1337 1384
1338 /* We let update_position deal with figuring out what the space 1385 /* We let update_position deal with figuring out what the space
1339 * looks like instead of lots of conditions here. 1386 * looks like instead of lots of conditions here.
1340 * makes things faster, and effectively the same result. 1387 * makes things faster, and effectively the same result.
1341 */ 1388 */
1348 */ 1395 */
1349 if (!(flag & INS_ON_TOP) 1396 if (!(flag & INS_ON_TOP)
1350 && ms.flags () & P_BLOCKSVIEW 1397 && ms.flags () & P_BLOCKSVIEW
1351 && (op->face && !faces [op->face].visibility)) 1398 && (op->face && !faces [op->face].visibility))
1352 { 1399 {
1400 object *last;
1401
1353 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1354 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1355 break; 1404 break;
1356 1405
1357 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1365 } /* If objects on this space */ 1414 } /* If objects on this space */
1366 1415
1367 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1368 top = floor; 1417 top = floor;
1369 1418
1370 /* Top is the object that our object (op) is going to get inserted above. 1419 // insert object above top, or bottom-most if top = 0
1371 */
1372
1373 /* First object on this space */
1374 if (!top) 1420 if (!top)
1375 { 1421 {
1422 op->below = 0;
1376 op->above = ms.bot; 1423 op->above = ms.bot;
1377
1378 if (op->above)
1379 op->above->below = op;
1380
1381 op->below = 0;
1382 ms.bot = op; 1424 ms.bot = op;
1425
1426 *(op->above ? &op->above->below : &ms.top) = op;
1383 } 1427 }
1384 else 1428 else
1385 { /* get inserted into the stack above top */ 1429 {
1386 op->above = top->above; 1430 op->above = top->above;
1387
1388 if (op->above)
1389 op->above->below = op; 1431 top->above = op;
1390 1432
1391 op->below = top; 1433 op->below = top;
1392 top->above = op; 1434 *(op->above ? &op->above->below : &ms.top) = op;
1393 } 1435 }
1436 }
1394 1437
1395 if (!op->above) 1438 if (op->is_player ())
1396 ms.top = op;
1397 } /* else not INS_BELOW_ORIGINATOR */
1398
1399 if (op->type == PLAYER)
1400 { 1439 {
1401 op->contr->do_los = 1; 1440 op->contr->do_los = 1;
1402 ++op->map->players; 1441 ++op->map->players;
1403 op->map->touch (); 1442 op->map->touch ();
1404 } 1443 }
1405 1444
1406 op->map->dirty = true; 1445 op->map->dirty = true;
1407 1446
1408 if (object *pl = ms.player ()) 1447 if (object *pl = ms.player ())
1448 //TODO: the floorbox prev/next might need updating
1449 //esrv_send_item (pl, op);
1450 //TODO: update floorbox to preserve ordering
1451 if (pl->contr->ns)
1409 pl->contr->ns->floorbox_update (); 1452 pl->contr->ns->floorbox_update ();
1410 1453
1411 /* If this object glows, it may affect lighting conditions that are 1454 /* If this object glows, it may affect lighting conditions that are
1412 * visible to others on this map. But update_all_los is really 1455 * visible to others on this map. But update_all_los is really
1413 * an inefficient way to do this, as it means los for all players 1456 * an inefficient way to do this, as it means los for all players
1414 * on the map will get recalculated. The players could very well 1457 * on the map will get recalculated. The players could very well
1415 * be far away from this change and not affected in any way - 1458 * be far away from this change and not affected in any way -
1416 * this should get redone to only look for players within range, 1459 * this should get redone to only look for players within range,
1417 * or just updating the P_UPTODATE for spaces within this area 1460 * or just updating the P_UPTODATE for spaces within this area
1418 * of effect may be sufficient. 1461 * of effect may be sufficient.
1419 */ 1462 */
1420 if (op->map->darkness && (op->glow_radius != 0)) 1463 if (op->affects_los ())
1464 {
1465 op->ms ().invalidate ();
1421 update_all_los (op->map, op->x, op->y); 1466 update_all_los (op->map, op->x, op->y);
1467 }
1422 1468
1423 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1469 /* updates flags (blocked, alive, no magic, etc) for this map space */
1424 update_object (op, UP_OBJ_INSERT); 1470 update_object (op, UP_OBJ_INSERT);
1425 1471
1426 INVOKE_OBJECT (INSERT, op); 1472 INVOKE_OBJECT (INSERT, op);
1454/* this function inserts an object in the map, but if it 1500/* this function inserts an object in the map, but if it
1455 * finds an object of its own type, it'll remove that one first. 1501 * finds an object of its own type, it'll remove that one first.
1456 * op is the object to insert it under: supplies x and the map. 1502 * op is the object to insert it under: supplies x and the map.
1457 */ 1503 */
1458void 1504void
1459replace_insert_ob_in_map (const char *arch_string, object *op) 1505replace_insert_ob_in_map (shstr_tmp archname, object *op)
1460{ 1506{
1461 object *tmp, *tmp1;
1462
1463 /* first search for itself and remove any old instances */ 1507 /* first search for itself and remove any old instances */
1464 1508
1465 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1509 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1466 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1510 if (tmp->arch->archname == archname) /* same archetype */
1467 tmp->destroy (); 1511 tmp->destroy ();
1468 1512
1469 tmp1 = arch_to_object (archetype::find (arch_string)); 1513 object *tmp = arch_to_object (archetype::find (archname));
1470 1514
1471 tmp1->x = op->x; 1515 tmp->x = op->x;
1472 tmp1->y = op->y; 1516 tmp->y = op->y;
1517
1473 insert_ob_in_map (tmp1, op->map, op, 0); 1518 insert_ob_in_map (tmp, op->map, op, 0);
1474} 1519}
1475 1520
1476object * 1521object *
1477object::insert_at (object *where, object *originator, int flags) 1522object::insert_at (object *where, object *originator, int flags)
1478{ 1523{
1524 if (where->env)
1525 return where->env->insert (this);
1526 else
1479 return where->map->insert (this, where->x, where->y, originator, flags); 1527 return where->map->insert (this, where->x, where->y, originator, flags);
1480} 1528}
1481 1529
1482/* 1530/*
1483 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1484 * is returned contains nr objects, and the remaining parts contains
1485 * the rest (or is removed and freed if that number is 0).
1486 * On failure, NULL is returned, and the reason put into the
1487 * global static errmsg array.
1488 */
1489object *
1490get_split_ob (object *orig_ob, uint32 nr)
1491{
1492 object *newob;
1493 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1494
1495 if (orig_ob->nrof < nr)
1496 {
1497 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1498 return NULL;
1499 }
1500
1501 newob = object_create_clone (orig_ob);
1502
1503 if ((orig_ob->nrof -= nr) < 1)
1504 orig_ob->destroy (1);
1505 else if (!is_removed)
1506 {
1507 if (orig_ob->env != NULL)
1508 sub_weight (orig_ob->env, orig_ob->weight * nr);
1509 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1510 {
1511 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1512 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1513 return NULL;
1514 }
1515 }
1516
1517 newob->nrof = nr;
1518
1519 return newob;
1520}
1521
1522/*
1523 * decrease_ob_nr(object, number) decreases a specified number from 1531 * decrease(object, number) decreases a specified number from
1524 * the amount of an object. If the amount reaches 0, the object 1532 * the amount of an object. If the amount reaches 0, the object
1525 * is subsequently removed and freed. 1533 * is subsequently removed and freed.
1526 * 1534 *
1527 * Return value: 'op' if something is left, NULL if the amount reached 0 1535 * Return value: 'op' if something is left, NULL if the amount reached 0
1528 */ 1536 */
1537bool
1538object::decrease (sint32 nr)
1539{
1540 if (!nr)
1541 return true;
1542
1543 nr = min (nr, nrof);
1544
1545 if (nrof > nr)
1546 {
1547 nrof -= nr;
1548 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1549
1550 if (object *pl = visible_to ())
1551 esrv_update_item (UPD_NROF, pl, this);
1552
1553 return true;
1554 }
1555 else
1556 {
1557 destroy ();
1558 return false;
1559 }
1560}
1561
1562/*
1563 * split(ob,nr) splits up ob into two parts. The part which
1564 * is returned contains nr objects, and the remaining parts contains
1565 * the rest (or is removed and returned if that number is 0).
1566 * On failure, NULL is returned.
1567 */
1529object * 1568object *
1530decrease_ob_nr (object *op, uint32 i) 1569object::split (sint32 nr)
1531{ 1570{
1532 object *tmp; 1571 int have = number_of ();
1533 1572
1534 if (i == 0) /* objects with op->nrof require this check */ 1573 if (have < nr)
1535 return op; 1574 return 0;
1536 1575 else if (have == nr)
1537 if (i > op->nrof)
1538 i = op->nrof;
1539
1540 if (QUERY_FLAG (op, FLAG_REMOVED))
1541 op->nrof -= i;
1542 else if (op->env)
1543 { 1576 {
1544 /* is this object in the players inventory, or sub container
1545 * therein?
1546 */
1547 tmp = op->in_player ();
1548 /* nope. Is this a container the player has opened?
1549 * If so, set tmp to that player.
1550 * IMO, searching through all the players will mostly
1551 * likely be quicker than following op->env to the map,
1552 * and then searching the map for a player.
1553 */
1554 if (!tmp)
1555 for_all_players (pl)
1556 if (pl->ob->container == op->env)
1557 {
1558 tmp = pl->ob;
1559 break;
1560 }
1561
1562 if (i < op->nrof)
1563 {
1564 sub_weight (op->env, op->weight * i);
1565 op->nrof -= i;
1566 if (tmp)
1567 esrv_send_item (tmp, op);
1568 }
1569 else
1570 {
1571 op->remove (); 1577 remove ();
1572 op->nrof = 0; 1578 return this;
1573 if (tmp)
1574 esrv_del_item (tmp->contr, op->count);
1575 }
1576 } 1579 }
1577 else 1580 else
1578 { 1581 {
1579 object *above = op->above; 1582 decrease (nr);
1580 1583
1581 if (i < op->nrof) 1584 object *op = deep_clone ();
1582 op->nrof -= i; 1585 op->nrof = nr;
1583 else
1584 {
1585 op->remove ();
1586 op->nrof = 0;
1587 }
1588
1589 /* Since we just removed op, op->above is null */
1590 for (tmp = above; tmp; tmp = tmp->above)
1591 if (tmp->type == PLAYER)
1592 {
1593 if (op->nrof)
1594 esrv_send_item (tmp, op);
1595 else
1596 esrv_del_item (tmp->contr, op->count);
1597 }
1598 }
1599
1600 if (op->nrof)
1601 return op; 1586 return op;
1602 else
1603 {
1604 op->destroy ();
1605 return 0;
1606 }
1607}
1608
1609/*
1610 * add_weight(object, weight) adds the specified weight to an object,
1611 * and also updates how much the environment(s) is/are carrying.
1612 */
1613void
1614add_weight (object *op, signed long weight)
1615{
1616 while (op != NULL)
1617 {
1618 if (op->type == CONTAINER)
1619 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1620
1621 op->carrying += weight;
1622 op = op->env;
1623 } 1587 }
1624} 1588}
1625 1589
1626object * 1590object *
1627insert_ob_in_ob (object *op, object *where) 1591insert_ob_in_ob (object *op, object *where)
1652 * be != op, if items are merged. -Tero 1616 * be != op, if items are merged. -Tero
1653 */ 1617 */
1654object * 1618object *
1655object::insert (object *op) 1619object::insert (object *op)
1656{ 1620{
1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1658 op->remove ();
1659
1660 if (op->more) 1621 if (op->more)
1661 { 1622 {
1662 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1623 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1663 return op; 1624 return op;
1664 } 1625 }
1665 1626
1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1627 op->remove ();
1667 CLEAR_FLAG (op, FLAG_REMOVED); 1628
1629 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1668 1630
1669 if (op->nrof) 1631 if (op->nrof)
1670 {
1671 for (object *tmp = inv; tmp; tmp = tmp->below) 1632 for (object *tmp = inv; tmp; tmp = tmp->below)
1672 if (object::can_merge (tmp, op)) 1633 if (object::can_merge (tmp, op))
1673 { 1634 {
1674 /* return the original object and remove inserted object 1635 /* return the original object and remove inserted object
1675 (client needs the original object) */ 1636 (client needs the original object) */
1676 tmp->nrof += op->nrof; 1637 tmp->nrof += op->nrof;
1677 /* Weight handling gets pretty funky. Since we are adding to 1638
1678 * tmp->nrof, we need to increase the weight. 1639 if (object *pl = tmp->visible_to ())
1679 */ 1640 esrv_update_item (UPD_NROF, pl, tmp);
1641
1680 add_weight (this, op->weight * op->nrof); 1642 adjust_weight (this, op->total_weight ());
1681 SET_FLAG (op, FLAG_REMOVED); 1643
1682 op->destroy (); /* free the inserted object */ 1644 op->destroy ();
1683 op = tmp; 1645 op = tmp;
1684 op->remove (); /* and fix old object's links */ 1646 goto inserted;
1685 CLEAR_FLAG (op, FLAG_REMOVED);
1686 break;
1687 } 1647 }
1688 1648
1689 /* I assume combined objects have no inventory
1690 * We add the weight - this object could have just been removed
1691 * (if it was possible to merge). calling remove_ob will subtract
1692 * the weight, so we need to add it in again, since we actually do
1693 * the linking below
1694 */
1695 add_weight (this, op->weight * op->nrof);
1696 }
1697 else
1698 add_weight (this, (op->weight + op->carrying));
1699
1700 if (object *otmp = this->in_player ())
1701 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1702 otmp->update_stats ();
1703
1704 op->owner = 0; // its his/hers now. period. 1649 op->owner = 0; // it's his/hers now. period.
1705 op->map = 0; 1650 op->map = 0;
1651 op->x = 0;
1652 op->y = 0;
1653
1654 op->above = 0;
1655 op->below = inv;
1706 op->env = this; 1656 op->env = this;
1707 op->above = 0;
1708 op->below = 0;
1709 op->x = op->y = 0;
1710 1657
1658 if (inv)
1659 inv->above = op;
1660
1661 inv = op;
1662
1663 op->flag [FLAG_REMOVED] = 0;
1664
1665 if (object *pl = op->visible_to ())
1666 esrv_send_item (pl, op);
1667
1668 adjust_weight (this, op->total_weight ());
1669
1670inserted:
1711 /* reset the light list and los of the players on the map */ 1671 /* reset the light list and los of the players on the map */
1712 if (op->glow_radius && map) 1672 if (op->glow_radius && is_on_map ())
1713 { 1673 {
1714#ifdef DEBUG_LIGHTS 1674 update_stats ();
1715 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1716#endif /* DEBUG_LIGHTS */
1717 if (map->darkness)
1718 update_all_los (map, x, y); 1675 update_all_los (map, x, y);
1719 }
1720
1721 /* Client has no idea of ordering so lets not bother ordering it here.
1722 * It sure simplifies this function...
1723 */
1724 if (!inv)
1725 inv = op;
1726 else
1727 { 1676 }
1728 op->below = inv; 1677 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1729 op->below->above = op; 1678 // if this is a player's inventory, update stats
1730 inv = op; 1679 update_stats ();
1731 }
1732 1680
1733 INVOKE_OBJECT (INSERT, this); 1681 INVOKE_OBJECT (INSERT, this);
1734 1682
1735 return op; 1683 return op;
1736} 1684}
1819 { 1767 {
1820 1768
1821 float 1769 float
1822 diff = tmp->move_slow_penalty * fabs (op->speed); 1770 diff = tmp->move_slow_penalty * fabs (op->speed);
1823 1771
1824 if (op->type == PLAYER) 1772 if (op->is_player ())
1825 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1773 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1826 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1774 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1827 diff /= 4.0; 1775 diff /= 4.0;
1828 1776
1829 op->speed_left -= diff; 1777 op->speed_left -= diff;
1864 LOG (llevError, "Present_arch called outside map.\n"); 1812 LOG (llevError, "Present_arch called outside map.\n");
1865 return NULL; 1813 return NULL;
1866 } 1814 }
1867 1815
1868 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1816 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1869 if (tmp->arch == at) 1817 if (tmp->arch->archname == at->archname)
1870 return tmp; 1818 return tmp;
1871 1819
1872 return NULL; 1820 return NULL;
1873} 1821}
1874 1822
1938 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
1939 */ 1887 */
1940object * 1888object *
1941present_arch_in_ob (const archetype *at, const object *op) 1889present_arch_in_ob (const archetype *at, const object *op)
1942{ 1890{
1943 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1944 if (tmp->arch == at) 1892 if (tmp->arch->archname == at->archname)
1945 return tmp; 1893 return tmp;
1946 1894
1947 return NULL; 1895 return NULL;
1948} 1896}
1949 1897
1951 * activate recursively a flag on an object inventory 1899 * activate recursively a flag on an object inventory
1952 */ 1900 */
1953void 1901void
1954flag_inv (object *op, int flag) 1902flag_inv (object *op, int flag)
1955{ 1903{
1956 if (op->inv)
1957 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1904 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1958 { 1905 {
1959 SET_FLAG (tmp, flag); 1906 SET_FLAG (tmp, flag);
1960 flag_inv (tmp, flag); 1907 flag_inv (tmp, flag);
1961 } 1908 }
1962} 1909}
1963 1910
1964/* 1911/*
1965 * deactivate recursively a flag on an object inventory 1912 * deactivate recursively a flag on an object inventory
1966 */ 1913 */
1967void 1914void
1968unflag_inv (object *op, int flag) 1915unflag_inv (object *op, int flag)
1969{ 1916{
1970 if (op->inv)
1971 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1972 { 1918 {
1973 CLEAR_FLAG (tmp, flag); 1919 CLEAR_FLAG (tmp, flag);
1974 unflag_inv (tmp, flag); 1920 unflag_inv (tmp, flag);
1975 } 1921 }
1976} 1922}
1977 1923
1978/* 1924/*
1979 * find_free_spot(object, map, x, y, start, stop) will search for 1925 * find_free_spot(object, map, x, y, start, stop) will search for
1980 * a spot at the given map and coordinates which will be able to contain 1926 * a spot at the given map and coordinates which will be able to contain
1982 * to search (see the freearr_x/y[] definition). 1928 * to search (see the freearr_x/y[] definition).
1983 * It returns a random choice among the alternatives found. 1929 * It returns a random choice among the alternatives found.
1984 * start and stop are where to start relative to the free_arr array (1,9 1930 * start and stop are where to start relative to the free_arr array (1,9
1985 * does all 4 immediate directions). This returns the index into the 1931 * does all 4 immediate directions). This returns the index into the
1986 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1932 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1987 * Note - this only checks to see if there is space for the head of the
1988 * object - if it is a multispace object, this should be called for all
1989 * pieces.
1990 * Note2: This function does correctly handle tiled maps, but does not 1933 * Note: This function does correctly handle tiled maps, but does not
1991 * inform the caller. However, insert_ob_in_map will update as 1934 * inform the caller. However, insert_ob_in_map will update as
1992 * necessary, so the caller shouldn't need to do any special work. 1935 * necessary, so the caller shouldn't need to do any special work.
1993 * Note - updated to take an object instead of archetype - this is necessary 1936 * Note - updated to take an object instead of archetype - this is necessary
1994 * because arch_blocked (now ob_blocked) needs to know the movement type 1937 * because arch_blocked (now ob_blocked) needs to know the movement type
1995 * to know if the space in question will block the object. We can't use 1938 * to know if the space in question will block the object. We can't use
2016 1959
2017 /* However, often 1960 /* However, often
2018 * ob doesn't have any move type (when used to place exits) 1961 * ob doesn't have any move type (when used to place exits)
2019 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 1962 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2020 */ 1963 */
2021 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 1964 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2022 { 1965 {
2023 altern [index++] = i; 1966 altern [index++] = i;
2024 continue; 1967 continue;
2025 } 1968 }
2026 1969
2042 * head of the object should correspond for the entire object. 1985 * head of the object should correspond for the entire object.
2043 */ 1986 */
2044 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1987 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2045 continue; 1988 continue;
2046 1989
1990 if (ob->blocked (pos.m, pos.x, pos.y))
1991 continue;
1992
2047 altern [index++] = i; 1993 altern [index++] = i;
2048 } 1994 }
2049 1995
2050 if (!index) 1996 if (!index)
2051 return -1; 1997 return -1;
2117 * there is capable of. 2063 * there is capable of.
2118 */ 2064 */
2119int 2065int
2120find_dir (maptile *m, int x, int y, object *exclude) 2066find_dir (maptile *m, int x, int y, object *exclude)
2121{ 2067{
2122 int i, max = SIZEOFFREE, mflags; 2068 int max = SIZEOFFREE, mflags;
2123
2124 sint16 nx, ny;
2125 object *tmp;
2126 maptile *mp;
2127
2128 MoveType blocked, move_type; 2069 MoveType move_type;
2129 2070
2130 if (exclude && exclude->head_ () != exclude) 2071 if (exclude && exclude->head_ () != exclude)
2131 { 2072 {
2132 exclude = exclude->head; 2073 exclude = exclude->head;
2133 move_type = exclude->move_type; 2074 move_type = exclude->move_type;
2136 { 2077 {
2137 /* If we don't have anything, presume it can use all movement types. */ 2078 /* If we don't have anything, presume it can use all movement types. */
2138 move_type = MOVE_ALL; 2079 move_type = MOVE_ALL;
2139 } 2080 }
2140 2081
2141 for (i = 1; i < max; i++) 2082 for (int i = 1; i < max; i++)
2142 { 2083 {
2143 mp = m; 2084 mapxy pos (m, x, y);
2144 nx = x + freearr_x[i]; 2085 pos.move (i);
2145 ny = y + freearr_y[i];
2146 2086
2147 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2087 if (!pos.normalise ())
2148
2149 if (mflags & P_OUT_OF_MAP)
2150 max = maxfree[i]; 2088 max = maxfree[i];
2151 else 2089 else
2152 { 2090 {
2153 mapspace &ms = mp->at (nx, ny); 2091 mapspace &ms = *pos;
2154 2092
2155 blocked = ms.move_block;
2156
2157 if ((move_type & blocked) == move_type) 2093 if ((move_type & ms.move_block) == move_type)
2158 max = maxfree[i]; 2094 max = maxfree [i];
2159 else if (mflags & P_IS_ALIVE) 2095 else if (ms.flags () & P_IS_ALIVE)
2160 { 2096 {
2161 for (tmp = ms.bot; tmp; tmp = tmp->above) 2097 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2162 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2098 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2163 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2099 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2164 break;
2165
2166 if (tmp)
2167 return freedir[i]; 2100 return freedir [i];
2168 } 2101 }
2169 } 2102 }
2170 } 2103 }
2171 2104
2172 return 0; 2105 return 0;
2247 * This basically means that if direction is 15, then it could either go 2180 * This basically means that if direction is 15, then it could either go
2248 * direction 4, 14, or 16 to get back to where we are. 2181 * direction 4, 14, or 16 to get back to where we are.
2249 * Moved from spell_util.c to object.c with the other related direction 2182 * Moved from spell_util.c to object.c with the other related direction
2250 * functions. 2183 * functions.
2251 */ 2184 */
2252int reduction_dir[SIZEOFFREE][3] = { 2185const int reduction_dir[SIZEOFFREE][3] = {
2253 {0, 0, 0}, /* 0 */ 2186 {0, 0, 0}, /* 0 */
2254 {0, 0, 0}, /* 1 */ 2187 {0, 0, 0}, /* 1 */
2255 {0, 0, 0}, /* 2 */ 2188 {0, 0, 0}, /* 2 */
2256 {0, 0, 0}, /* 3 */ 2189 {0, 0, 0}, /* 3 */
2257 {0, 0, 0}, /* 4 */ 2190 {0, 0, 0}, /* 4 */
2353int 2286int
2354can_pick (const object *who, const object *item) 2287can_pick (const object *who, const object *item)
2355{ 2288{
2356 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2289 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2357 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2290 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2358 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2291 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2359} 2292}
2360 2293
2361/* 2294/*
2362 * create clone from object to another 2295 * create clone from object to another
2363 */ 2296 */
2364object * 2297object *
2365object_create_clone (object *asrc) 2298object::deep_clone ()
2366{ 2299{
2367 object *dst = 0, *tmp, *src, *prev, *item; 2300 assert (("deep_clone called on non-head object", is_head ()));
2368 2301
2369 if (!asrc) 2302 object *dst = clone ();
2370 return 0;
2371 2303
2372 src = asrc->head_ (); 2304 object *prev = dst;
2373
2374 prev = 0;
2375 for (object *part = src; part; part = part->more) 2305 for (object *part = this->more; part; part = part->more)
2376 { 2306 {
2377 tmp = part->clone (); 2307 object *tmp = part->clone ();
2378 tmp->x -= src->x;
2379 tmp->y -= src->y;
2380
2381 if (!part->head)
2382 {
2383 dst = tmp;
2384 tmp->head = 0;
2385 }
2386 else
2387 tmp->head = dst; 2308 tmp->head = dst;
2388
2389 tmp->more = 0;
2390
2391 if (prev)
2392 prev->more = tmp; 2309 prev->more = tmp;
2393
2394 prev = tmp; 2310 prev = tmp;
2395 } 2311 }
2396 2312
2397 for (item = src->inv; item; item = item->below) 2313 for (object *item = inv; item; item = item->below)
2398 insert_ob_in_ob (object_create_clone (item), dst); 2314 insert_ob_in_ob (item->deep_clone (), dst);
2399 2315
2400 return dst; 2316 return dst;
2401} 2317}
2402 2318
2403/* This returns the first object in who's inventory that 2319/* This returns the first object in who's inventory that
2412 return tmp; 2328 return tmp;
2413 2329
2414 return 0; 2330 return 0;
2415} 2331}
2416 2332
2417/* If ob has a field named key, return the link from the list, 2333shstr_tmp
2418 * otherwise return NULL. 2334object::kv_get (shstr_tmp key) const
2419 *
2420 * key must be a passed in shared string - otherwise, this won't
2421 * do the desired thing.
2422 */
2423key_value *
2424get_ob_key_link (const object *ob, const char *key)
2425{ 2335{
2426 for (key_value *link = ob->key_values; link; link = link->next) 2336 for (key_value *kv = key_values; kv; kv = kv->next)
2427 if (link->key == key) 2337 if (kv->key == key)
2428 return link;
2429
2430 return 0;
2431}
2432
2433/*
2434 * Returns the value of op has an extra_field for key, or NULL.
2435 *
2436 * The argument doesn't need to be a shared string.
2437 *
2438 * The returned string is shared.
2439 */
2440const char *
2441get_ob_key_value (const object *op, const char *const key)
2442{
2443 key_value *link;
2444 shstr_cmp canonical_key (key);
2445
2446 if (!canonical_key)
2447 {
2448 /* 1. There being a field named key on any object
2449 * implies there'd be a shared string to find.
2450 * 2. Since there isn't, no object has this field.
2451 * 3. Therefore, *this* object doesn't have this field.
2452 */
2453 return 0;
2454 }
2455
2456 /* This is copied from get_ob_key_link() above -
2457 * only 4 lines, and saves the function call overhead.
2458 */
2459 for (link = op->key_values; link; link = link->next)
2460 if (link->key == canonical_key)
2461 return link->value; 2338 return kv->value;
2462 2339
2463 return 0; 2340 return shstr ();
2464} 2341}
2465 2342
2466/* 2343void
2467 * Updates the canonical_key in op to value. 2344object::kv_set (shstr_tmp key, shstr_tmp value)
2468 *
2469 * canonical_key is a shared string (value doesn't have to be).
2470 *
2471 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2472 * keys.
2473 *
2474 * Returns TRUE on success.
2475 */
2476int
2477set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2478{ 2345{
2479 key_value *field = NULL, *last = NULL; 2346 for (key_value *kv = key_values; kv; kv = kv->next)
2480 2347 if (kv->key == key)
2481 for (field = op->key_values; field != NULL; field = field->next)
2482 {
2483 if (field->key != canonical_key)
2484 { 2348 {
2485 last = field; 2349 kv->value = value;
2486 continue; 2350 return;
2487 } 2351 }
2488 2352
2489 if (value) 2353 key_value *kv = new key_value;
2490 field->value = value; 2354
2491 else 2355 kv->next = key_values;
2356 kv->key = key;
2357 kv->value = value;
2358
2359 key_values = kv;
2360}
2361
2362void
2363object::kv_del (shstr_tmp key)
2364{
2365 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2366 if ((*kvp)->key == key)
2492 { 2367 {
2493 /* Basically, if the archetype has this key set, 2368 key_value *kv = *kvp;
2494 * we need to store the null value so when we save 2369 *kvp = (*kvp)->next;
2495 * it, we save the empty value so that when we load, 2370 delete kv;
2496 * we get this value back again. 2371 return;
2497 */
2498 if (get_ob_key_link (op->arch, canonical_key))
2499 field->value = 0;
2500 else
2501 {
2502 if (last)
2503 last->next = field->next;
2504 else
2505 op->key_values = field->next;
2506
2507 delete field;
2508 }
2509 } 2372 }
2510 return TRUE;
2511 }
2512 /* IF we get here, key doesn't exist */
2513
2514 /* No field, we'll have to add it. */
2515
2516 if (!add_key)
2517 return FALSE;
2518
2519 /* There isn't any good reason to store a null
2520 * value in the key/value list. If the archetype has
2521 * this key, then we should also have it, so shouldn't
2522 * be here. If user wants to store empty strings,
2523 * should pass in ""
2524 */
2525 if (value == NULL)
2526 return TRUE;
2527
2528 field = new key_value;
2529
2530 field->key = canonical_key;
2531 field->value = value;
2532 /* Usual prepend-addition. */
2533 field->next = op->key_values;
2534 op->key_values = field;
2535
2536 return TRUE;
2537}
2538
2539/*
2540 * Updates the key in op to value.
2541 *
2542 * If add_key is FALSE, this will only update existing keys,
2543 * and not add new ones.
2544 * In general, should be little reason FALSE is ever passed in for add_key
2545 *
2546 * Returns TRUE on success.
2547 */
2548int
2549set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2550{
2551 shstr key_ (key);
2552
2553 return set_ob_key_value_s (op, key_, value, add_key);
2554} 2373}
2555 2374
2556object::depth_iterator::depth_iterator (object *container) 2375object::depth_iterator::depth_iterator (object *container)
2557: iterator_base (container) 2376: iterator_base (container)
2558{ 2377{
2608{ 2427{
2609 char flagdesc[512]; 2428 char flagdesc[512];
2610 char info2[256 * 4]; 2429 char info2[256 * 4];
2611 char *p = info; 2430 char *p = info;
2612 2431
2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2432 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2614 count, uuid.seq, 2433 count,
2434 uuid.c_str (),
2615 &name, 2435 &name,
2616 title ? "\",title:\"" : "", 2436 title ? ",title:\"" : "",
2617 title ? (const char *)title : "", 2437 title ? (const char *)title : "",
2438 title ? "\"" : "",
2618 flag_desc (flagdesc, 512), type); 2439 flag_desc (flagdesc, 512), type);
2619 2440
2620 if (!this->flag[FLAG_REMOVED] && env) 2441 if (!flag[FLAG_REMOVED] && env)
2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2442 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2622 2443
2623 if (map) 2444 if (map)
2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2445 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2625 2446
2655object::open_container (object *new_container) 2476object::open_container (object *new_container)
2656{ 2477{
2657 if (container == new_container) 2478 if (container == new_container)
2658 return; 2479 return;
2659 2480
2660 if (object *old_container = container) 2481 object *old_container = container;
2482
2483 if (old_container)
2661 { 2484 {
2662 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2485 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2663 return; 2486 return;
2664 2487
2665#if 0 2488#if 0
2667 if (object *closer = old_container->inv) 2490 if (object *closer = old_container->inv)
2668 if (closer->type == CLOSE_CON) 2491 if (closer->type == CLOSE_CON)
2669 closer->destroy (); 2492 closer->destroy ();
2670#endif 2493#endif
2671 2494
2495 // make sure the container is available
2496 esrv_send_item (this, old_container);
2497
2672 old_container->flag [FLAG_APPLIED] = 0; 2498 old_container->flag [FLAG_APPLIED] = false;
2673 container = 0; 2499 container = 0;
2674 2500
2501 // client needs item update to make it work, client bug requires this to be separate
2675 esrv_update_item (UPD_FLAGS, this, old_container); 2502 esrv_update_item (UPD_FLAGS, this, old_container);
2503
2676 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2504 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2677 play_sound (sound_find ("chest_close")); 2505 play_sound (sound_find ("chest_close"));
2678 } 2506 }
2679 2507
2680 if (new_container) 2508 if (new_container)
2681 { 2509 {
2691 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2519 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2692 new_container->insert (closer); 2520 new_container->insert (closer);
2693 } 2521 }
2694#endif 2522#endif
2695 2523
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2524 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2697 2525
2526 // make sure the container is available, client bug requires this to be separate
2527 esrv_send_item (this, new_container);
2528
2698 new_container->flag [FLAG_APPLIED] = 1; 2529 new_container->flag [FLAG_APPLIED] = true;
2699 container = new_container; 2530 container = new_container;
2700 2531
2532 // client needs flag change
2701 esrv_update_item (UPD_FLAGS, this, new_container); 2533 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container); 2534 esrv_send_inventory (this, new_container);
2703 play_sound (sound_find ("chest_open")); 2535 play_sound (sound_find ("chest_open"));
2704 } 2536 }
2537// else if (!old_container->env && contr && contr->ns)
2538// contr->ns->floorbox_reset ();
2705} 2539}
2706 2540
2707object * 2541object *
2708object::force_find (const shstr name) 2542object::force_find (shstr_tmp name)
2709{ 2543{
2710 /* cycle through his inventory to look for the MARK we want to 2544 /* cycle through his inventory to look for the MARK we want to
2711 * place 2545 * place
2712 */ 2546 */
2713 for (object *tmp = inv; tmp; tmp = tmp->below) 2547 for (object *tmp = inv; tmp; tmp = tmp->below)
2715 return splay (tmp); 2549 return splay (tmp);
2716 2550
2717 return 0; 2551 return 0;
2718} 2552}
2719 2553
2720void 2554object *
2721object::force_add (const shstr name, int duration) 2555object::force_add (shstr_tmp name, int duration)
2722{ 2556{
2723 if (object *force = force_find (name)) 2557 if (object *force = force_find (name))
2724 force->destroy (); 2558 force->destroy ();
2725 2559
2726 object *force = get_archetype (FORCE_NAME); 2560 object *force = get_archetype (FORCE_NAME);
2731 2565
2732 force->set_speed (duration ? 1.f / duration : 0.f); 2566 force->set_speed (duration ? 1.f / duration : 0.f);
2733 force->flag [FLAG_IS_USED_UP] = true; 2567 force->flag [FLAG_IS_USED_UP] = true;
2734 force->flag [FLAG_APPLIED] = true; 2568 force->flag [FLAG_APPLIED] = true;
2735 2569
2736 insert (force); 2570 return insert (force);
2737} 2571}
2738 2572
2739void 2573void
2740object::play_sound (faceidx sound) const 2574object::play_sound (faceidx sound) const
2741{ 2575{
2742 if (!sound) 2576 if (!sound)
2743 return; 2577 return;
2744 2578
2745 if (flag [FLAG_REMOVED]) 2579 if (is_on_map ())
2580 map->play_sound (sound, x, y);
2581 else if (object *pl = in_player ())
2582 pl->contr->play_sound (sound);
2583}
2584
2585void
2586object::say_msg (const char *msg) const
2587{
2588 if (is_on_map ())
2589 map->say_msg (msg, x, y);
2590 else if (object *pl = in_player ())
2591 pl->contr->play_sound (sound);
2592}
2593
2594void
2595object::make_noise ()
2596{
2597 // we do not model noise in the map, so instead put
2598 // a temporary light into the noise source
2599 // could use the map instead, but that's less reliable for our
2600 // goal, which is to make invisibility a bit harder to exploit
2601
2602 // currently only works sensibly for players
2603 if (!is_player ())
2746 return; 2604 return;
2747 2605
2748 if (env) 2606 // find old force, or create new one
2749 { 2607 object *force = force_find (shstr_noise_force);
2750 if (object *pl = in_player ()) 2608
2751 pl->contr->play_sound (sound); 2609 if (force)
2752 } 2610 force->speed_left = -1.f; // patch old speed up
2753 else 2611 else
2754 map->play_sound (sound, x, y); 2612 {
2755} 2613 force = archetype::get (shstr_noise_force);
2756 2614
2615 force->slaying = shstr_noise_force;
2616 force->stats.food = 1;
2617 force->speed_left = -1.f;
2618
2619 force->set_speed (1.f / 4.f);
2620 force->flag [FLAG_IS_USED_UP] = true;
2621 force->flag [FLAG_APPLIED] = true;
2622
2623 insert (force);
2624 }
2625}
2626

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