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Comparing deliantra/server/common/object.C (file contents):
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.287 by root, Sat Oct 3 20:11:12 2009 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program 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 2 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.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
42object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
43 41
44short 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,
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 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}; 47};
47short 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,
48 -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
49}; 53};
50int 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,
51 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
52}; 59};
53int freedir[SIZEOFFREE] = { 60int freedir[SIZEOFFREE] = {
54 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,
55 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
56}; 65};
57 66
58static void 67static void
59write_uuid (void) 68write_uuid (uval64 skip, bool sync)
60{ 69{
61 char filename1[MAX_BUF], filename2[MAX_BUF]; 70 CALL_BEGIN (2);
62 71 CALL_ARG_SV (newSVval64 (skip));
63 sprintf (filename1, "%s/uuid", settings.localdir); 72 CALL_ARG_SV (boolSV (sync));
64 sprintf (filename2, "%s/uuid~", settings.localdir); 73 CALL_CALL ("cf::write_uuid", G_DISCARD);
65 74 CALL_END;
66 FILE *fp;
67
68 if (!(fp = fopen (filename2, "w")))
69 {
70 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
71 return;
72 }
73
74 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
75 fclose (fp);
76 rename (filename2, filename1);
77} 75}
78 76
79static void 77static void
80read_uuid (void) 78read_uuid (void)
81{ 79{
82 char filename[MAX_BUF]; 80 char filename[MAX_BUF];
83 81
84 sprintf (filename, "%s/uuid", settings.localdir); 82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
85 85
86 FILE *fp; 86 FILE *fp;
87 87
88 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
89 { 89 {
90 if (errno == ENOENT) 90 if (errno == ENOENT)
91 { 91 {
92 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
93 uuid.seq = 0; 93 UUID::cur.seq = 0;
94 write_uuid (); 94 write_uuid (UUID_GAP, true);
95 return; 95 return;
96 } 96 }
97 97
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 99 _exit (1);
100 } 100 }
101 101
102 int version; 102 UUID::BUF buf;
103 unsigned long long uid; 103 buf[0] = 0;
104 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
105 { 107 {
106 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
107 _exit (1); 109 _exit (1);
108 } 110 }
109 111
110 uuid.seq = uid; 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
111 write_uuid (); 113
112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 114 write_uuid (UUID_GAP, true);
113 fclose (fp); 115 fclose (fp);
114} 116}
115 117
116UUID 118UUID
117gen_uuid () 119UUID::gen ()
118{ 120{
119 UUID uid; 121 UUID uid;
120 122
121 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
122 124
123 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (cur.seq >= seq_next_save))
124 write_uuid (); 126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
125 131
126 return uid; 132 return uid;
127} 133}
128 134
129void 135void
130init_uuid () 136UUID::init ()
131{ 137{
132 read_uuid (); 138 read_uuid ();
133} 139}
134 140
135/* 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. */
136static int 142static bool
137compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
138{ 144{
139 key_value *wants_field;
140
141 /* 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
142 * 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
143 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
144 */ 148 */
145 149
146 /* For each field in wants, */ 150 /* For each field in wants, */
147 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)
148 { 152 if (has->kv_get (kv->key) != kv->value)
149 key_value *has_field; 153 return false;
150
151 /* Look for a field in has with the same key. */
152 has_field = get_ob_key_link (has, wants_field->key);
153
154 if (has_field == NULL)
155 {
156 /* No field with that name. */
157 return FALSE;
158 }
159
160 /* Found the matching field. */
161 if (has_field->value != wants_field->value)
162 {
163 /* Values don't match, so this half of the comparison is false. */
164 return FALSE;
165 }
166
167 /* If we get here, we found a match. Now for the next field in wants. */
168 }
169 154
170 /* 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. */
171 return TRUE; 156 return true;
172} 157}
173 158
174/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
175static int 160static bool
176compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
177{ 162{
178 /* 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,
179 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
180 */ 165 */
181 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);
182} 168}
183 169
184/* 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
185 * they can be merged together. 171 * they can be merged together.
186 * 172 *
201 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 188 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
204 return 0; 190 return 0;
205 191
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* 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
208 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * is always 0 .. 2**31-1 */
209 * used to store nrof). 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 195 return 0;
213 196
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * 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
216 * 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
217 * 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
218 * flags lose any meaning. 201 * flags lose any meaning.
219 */ 202 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 205
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 208
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 209 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 210 || ob1->name != ob2->name
229 || ob1->title != ob2->title 211 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 218 || ob1->value != ob2->value
239 || 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
240 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 226 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 227 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 228 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 229 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 230 || ob1->move_slow != ob2->move_slow
250 || 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)))
251 return 0; 234 return 0;
252 235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
253 /* This is really a spellbook check - really, we should 242 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 243 * not merge objects with real inventories, as splitting them
244 * is hard.
255 */ 245 */
256 if (ob1->inv || ob2->inv) 246 if (ob1->inv || ob2->inv)
257 { 247 {
258 /* if one object has inventory but the other doesn't, not equiv */ 248 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 249 return 0; /* inventories differ in length */
260 return 0;
261 250
262 /* 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
263 if (!object::can_merge (ob1->inv, ob2->inv)) 254 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 255 return 0; /* inventory objects differ */
265 256
266 /* 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
267 * if it is valid. 258 * if it is valid.
268 */ 259 */
269 } 260 }
288 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
289 return 0; 280 return 0;
290 break; 281 break;
291 } 282 }
292 283
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
294 { 285 {
295 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 288 return 0; /* One has fields, but the other one doesn't. */
289
290 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 291 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 292 }
302 293
303 //TODO: generate an event or call into perl for additional checks
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)
300 {
301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
303
304 if (k1 != k2)
310 return 0; 305 return 0;
306
307 if (k1 == 0)
308 return 1;
309
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0;
312 }
311 } 313 }
312 314
313 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
314 return 1; 316 return 1;
315} 317}
316 318
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
317/* 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/*
318 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
319 * 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
320 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
321 */ 396 */
322long 397void
323sum_weight (object *op) 398object::update_weight ()
324{ 399{
325 long sum; 400 sint32 sum = 0;
326 object *inv;
327 401
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
329 { 403 {
330 if (inv->inv) 404 if (op->inv)
331 sum_weight (inv); 405 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 406
407 sum += op->total_weight ();
408 }
409
410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
333 } 413 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum)
339 op->carrying = sum; 414 carrying = sum;
340 415
341 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 }
342} 420}
343 421
344/** 422/*
345 * Return the outermost environment object for a given object. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 424 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 425char *
363dump_object (object *op) 426dump_object (object *op)
364{ 427{
365 if (!op) 428 if (!op)
366 return strdup ("[NULLOBJ]"); 429 return strdup ("[NULLOBJ]");
367 430
368 object_freezer freezer; 431 object_freezer freezer;
369 save_object (freezer, op, 1); 432 op->write (freezer);
370 return freezer.as_string (); 433 return freezer.as_string ();
371} 434}
372 435
373/* 436/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 437 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 438 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 439 * If it's not a multi-object, it is returned.
377 */ 440 */
378
379object * 441object *
380get_nearest_part (object *op, const object *pl) 442get_nearest_part (object *op, const object *pl)
381{ 443{
382 object *tmp, *closest; 444 object *tmp, *closest;
383 int last_dist, i; 445 int last_dist, i;
384 446
385 if (op->more == NULL) 447 if (!op->more)
386 return op; 448 return op;
449
387 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)
388 if ((i = distance (tmp, pl)) < last_dist) 453 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i; 454 closest = tmp, last_dist = i;
455
390 return closest; 456 return closest;
391} 457}
392 458
393/* 459/*
394 * 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.
395 */ 462 */
396
397object * 463object *
398find_object (tag_t i) 464find_object (tag_t i)
399{ 465{
400 for (object *op = object::first; op; op = op->next) 466 for_all_objects (op)
401 if (op->count == i) 467 if (op->count == i)
402 return op; 468 return op;
403 469
404 return 0; 470 return 0;
405} 471}
406 472
407/* 473/*
408 * Returns the first object which has a name equal to the argument. 474 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 475 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 476 * Enables features like "patch <name-of-other-player> food 999"
411 */ 477 */
412
413object * 478object *
414find_object_name (const char *str) 479find_object_name (const char *str)
415{ 480{
416 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
417 object *op;
418 482
419 for (op = object::first; op != NULL; op = op->next) 483 if (str_)
484 for_all_objects (op)
420 if (op->name == str_) 485 if (op->name == str_)
421 break; 486 return op;
422 487
423 return op; 488 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 489}
431 490
432/* 491/*
433 * 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
434 * skill and experience objects. 493 * skill and experience objects.
494 * ACTUALLY NO! investigate! TODO
435 */ 495 */
436void 496void
437object::set_owner (object *owner) 497object::set_owner (object *owner)
438{ 498{
499 // allow objects which own objects
439 if (!owner) 500 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
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;
511}
512
513int
514object::slottype () const
515{
516 if (type == SKILL)
517 {
518 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
519 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
520 }
521 else
522 {
523 if (slot [body_combat].info) return slot_combat;
524 if (slot [body_range ].info) return slot_ranged;
525 }
526
527 return slot_none;
528}
529
530bool
531object::change_weapon (object *ob)
532{
533 if (current_weapon == ob)
534 return true;
535
536 if (chosen_skill)
537 chosen_skill->flag [FLAG_APPLIED] = false;
538
539 current_weapon = ob;
540 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = true;
544
545 update_stats ();
546
547 if (ob)
548 {
549 // now check wether any body locations became invalid, in which case
550 // we cannot apply the weapon at the moment.
551 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
552 if (slot[i].used < 0)
553 {
554 current_weapon = chosen_skill = 0;
555 update_stats ();
556
557 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name);
561 return false;
562 }
563
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 }
566 else
567 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
568
569 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
570 {
571 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
572 &name, ob->debug_desc ());
573 return false;
574 }
575
576 return true;
453} 577}
454 578
455/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 580 * refcounts and freeing the links.
457 */ 581 */
458static void 582static void
459free_key_values (object *op) 583free_key_values (object *op)
460{ 584{
461 for (key_value *i = op->key_values; i != 0;) 585 for (key_value *i = op->key_values; i; )
462 { 586 {
463 key_value *next = i->next; 587 key_value *next = i->next;
464 delete i; 588 delete i;
465 589
466 i = next; 590 i = next;
478 * will point at garbage. 602 * will point at garbage.
479 */ 603 */
480void 604void
481object::copy_to (object *dst) 605object::copy_to (object *dst)
482{ 606{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 607 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 608 *(object_copy *)dst = *this;
487 609 dst->flag [FLAG_REMOVED] = true;
488 if (is_freed)
489 SET_FLAG (dst, FLAG_FREED);
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 610
497 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
498 if (key_values) 612 if (key_values)
499 { 613 {
500 key_value *tail = 0; 614 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 615 dst->key_values = 0;
504 616
505 for (i = key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
506 { 618 {
507 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
508 620
509 new_link->next = 0; 621 new_link->next = 0;
510 new_link->key = i->key; 622 new_link->key = i->key;
511 new_link->value = i->value; 623 new_link->value = i->value;
512 624
513 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
514 if (!dst->key_values) 626 if (!dst->key_values)
515 { 627 {
522 tail = new_link; 634 tail = new_link;
523 } 635 }
524 } 636 }
525 } 637 }
526 638
527 dst->set_speed (dst->speed); 639 if (speed < 0)
640 dst->speed_left -= rndm ();
641
642 dst->activate ();
643}
644
645void
646object::instantiate ()
647{
648 if (!uuid.seq) // HACK
649 uuid = UUID::gen ();
650
651 speed_left = -0.1f;
652 /* copy the body_info to the body_used - this is only really
653 * need for monsters, but doesn't hurt to do it for everything.
654 * by doing so, when a monster is created, it has good starting
655 * values for the body_used info, so when items are created
656 * for it, they can be properly equipped.
657 */
658 for (int i = NUM_BODY_LOCATIONS; i--; )
659 slot[i].used = slot[i].info;
660
661 attachable::instantiate ();
528} 662}
529 663
530object * 664object *
531object::clone () 665object::clone ()
532{ 666{
533 object *neu = create (); 667 object *neu = create ();
534 copy_to (neu); 668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
535 return neu; 670 return neu;
536} 671}
537 672
538/* 673/*
539 * 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
590 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
591 */ 726 */
592void 727void
593update_object (object *op, int action) 728update_object (object *op, int action)
594{ 729{
595 MoveType move_on, move_off, move_block, move_slow; 730 if (!op)
596
597 if (op == NULL)
598 { 731 {
599 /* this should never happen */ 732 /* this should never happen */
600 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
601 return; 734 return;
602 } 735 }
603 736
604 if (op->env) 737 if (!op->is_on_map ())
605 { 738 {
606 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
607 * to do in this case. 740 * to do in this case.
608 */ 741 */
609 return; 742 return;
610 } 743 }
611
612 /* If the map is saving, don't do anything as everything is
613 * going to get freed anyways.
614 */
615 if (!op->map || op->map->in_memory == MAP_SAVING)
616 return;
617 744
618 /* make sure the object is within map boundaries */ 745 /* make sure the object is within map boundaries */
619 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)
620 { 747 {
621 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
632 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
633 { 760 {
634 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
635 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
636 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
637 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
638 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
639 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
640 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
641 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
642 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
643 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
644 /* 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
645 * to have move_allow right now. 772 * have move_allow right now.
646 */ 773 */
647 || ((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
648 || 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)
649 m.flags_ = 0; 776 m.invalidate ();
650 } 777 }
651 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
652 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
653 * that is being removed. 780 * that is being removed.
654 */ 781 */
655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
656 m.flags_ = 0; 783 m.invalidate ();
657 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
658 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
659 else 786 else
660 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
661 788
662 if (op->more) 789 if (op->more)
663 update_object (op->more, action); 790 update_object (op->more, action);
664} 791}
665 792
666object *object::first;
667
668object::object () 793object::object ()
669{ 794{
670 SET_FLAG (this, FLAG_REMOVED); 795 SET_FLAG (this, FLAG_REMOVED);
671 796
672 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
673 face = blank_face; 798 face = blank_face;
674} 799}
675 800
676object::~object () 801object::~object ()
677{ 802{
803 unlink ();
804
678 free_key_values (this); 805 free_key_values (this);
679} 806}
680 807
808static int object_count;
809
681void object::link () 810void object::link ()
682{ 811{
812 assert (!index);//D
813 uuid = UUID::gen ();
683 count = ++ob_count; 814 count = ++object_count;
684 uuid = gen_uuid ();
685 815
686 prev = 0; 816 refcnt_inc ();
687 next = object::first; 817 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 818}
694 819
695void object::unlink () 820void object::unlink ()
696{ 821{
697 if (this == object::first) 822 if (!index)
698 object::first = next; 823 return;
699 824
700 /* Remove this object from the list of used objects */ 825 objects.erase (this);
701 if (prev) prev->next = next; 826 refcnt_dec ();
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706}
707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712} 827}
713 828
714void 829void
715object::activate () 830object::activate ()
716{ 831{
717 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
718 if (active ()) 833 if (active)
719 return; 834 return;
720 835
721 if (has_active_speed ()) 836 if (has_active_speed ())
722 { 837 {
723 /* process_events() expects us to insert the object at the beginning 838 if (flag [FLAG_FREED])
724 * of the list. */ 839 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
725 active_next = active_objects;
726 840
727 if (active_next) 841 actives.insert (this);
728 active_next->active_prev = this;
729
730 active_objects = this;
731 } 842 }
732} 843}
733 844
734void 845void
735object::activate_recursive () 846object::activate_recursive ()
750 */ 861 */
751void 862void
752object::deactivate () 863object::deactivate ()
753{ 864{
754 /* If not on the active list, nothing needs to be done */ 865 /* If not on the active list, nothing needs to be done */
755 if (!active ()) 866 if (!active)
756 return; 867 return;
757 868
758 if (active_prev == 0) 869 actives.erase (this);
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773} 870}
774 871
775void 872void
776object::deactivate_recursive () 873object::deactivate_recursive ()
777{ 874{
799object::destroy_inv (bool drop_to_ground) 896object::destroy_inv (bool drop_to_ground)
800{ 897{
801 // need to check first, because the checks below might segfault 898 // need to check first, because the checks below might segfault
802 // as we might be on an invalid mapspace and crossfire code 899 // as we might be on an invalid mapspace and crossfire code
803 // is too buggy to ensure that the inventory is empty. 900 // is too buggy to ensure that the inventory is empty.
804 // corollary: if you create arrows etc. with stuff in tis inventory, 901 // corollary: if you create arrows etc. with stuff in its inventory,
805 // cf will crash below with off-map x and y 902 // cf will crash below with off-map x and y
806 if (!inv) 903 if (!inv)
807 return; 904 return;
808 905
809 /* Only if the space blocks everything do we not process - 906 /* Only if the space blocks everything do we not process -
810 * if some form of movement is allowed, let objects 907 * if some form of movement is allowed, let objects
811 * drop on that space. 908 * drop on that space.
812 */ 909 */
813 if (!drop_to_ground 910 if (!drop_to_ground
814 || !map 911 || !map
815 || map->in_memory != MAP_IN_MEMORY 912 || map->in_memory != MAP_ACTIVE
913 || map->no_drop
816 || ms ().move_block == MOVE_ALL) 914 || ms ().move_block == MOVE_ALL)
817 { 915 {
818 while (inv) 916 while (inv)
819 {
820 inv->destroy_inv (drop_to_ground);
821 inv->destroy (); 917 inv->destroy ();
822 }
823 } 918 }
824 else 919 else
825 { /* Put objects in inventory onto this space */ 920 { /* Put objects in inventory onto this space */
826 while (inv) 921 while (inv)
827 { 922 {
829 924
830 if (op->flag [FLAG_STARTEQUIP] 925 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP] 926 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE 927 || op->type == RUNE
833 || op->type == TRAP 928 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE]) 929 || op->flag [FLAG_IS_A_TEMPLATE]
930 || op->flag [FLAG_DESTROY_ON_DEATH])
835 op->destroy (); 931 op->destroy ();
836 else 932 else
837 map->insert (op, x, y); 933 map->insert (op, x, y);
838 } 934 }
839 } 935 }
844 object *op = new object; 940 object *op = new object;
845 op->link (); 941 op->link ();
846 return op; 942 return op;
847} 943}
848 944
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
849void 966void
850object::do_destroy () 967object::do_destroy ()
851{ 968{
852 if (flag [FLAG_IS_LINKED]) 969 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this); 970 remove_link ();
854 971
855 if (flag [FLAG_FRIENDLY]) 972 if (flag [FLAG_FRIENDLY])
856 remove_friendly_object (this); 973 remove_friendly_object (this);
857 974
858 if (!flag [FLAG_REMOVED])
859 remove (); 975 remove ();
860 976
861 if (flag [FLAG_FREED]) 977 attachable::do_destroy ();
862 return;
863 978
864 set_speed (0); 979 deactivate ();
980 unlink ();
865 981
866 flag [FLAG_FREED] = 1; 982 flag [FLAG_FREED] = 1;
867 983
868 attachable::do_destroy ();
869
870 destroy_inv (true);
871 unlink ();
872
873 // hack to ensure that freed objects still have a valid map 984 // hack to ensure that freed objects still have a valid map
874 {
875 static maptile *freed_map; // freed objects are moved here to avoid crashes
876
877 if (!freed_map)
878 {
879 freed_map = new maptile;
880
881 freed_map->name = "/internal/freed_objects_map";
882 freed_map->width = 3;
883 freed_map->height = 3;
884
885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
887 }
888
889 map = freed_map; 985 map = &freed_map;
890 x = 1; 986 x = 1;
891 y = 1; 987 y = 1;
892 }
893
894 head = 0;
895 988
896 if (more) 989 if (more)
897 { 990 {
898 more->destroy (); 991 more->destroy ();
899 more = 0; 992 more = 0;
900 } 993 }
901 994
995 head = 0;
996
902 // clear those pointers that likely might have circular references to us 997 // clear those pointers that likely might cause circular references
903 owner = 0; 998 owner = 0;
904 enemy = 0; 999 enemy = 0;
905 attacked_by = 0; 1000 attacked_by = 0;
906 1001 current_weapon = 0;
907 // only relevant for players(?), but make sure of it anyways
908 contr = 0;
909} 1002}
910 1003
911void 1004void
912object::destroy (bool destroy_inventory) 1005object::destroy ()
913{ 1006{
914 if (destroyed ()) 1007 if (destroyed ())
915 return; 1008 return;
916 1009
917 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
918 destroy_inv (false); 1017 destroy_inv (false);
1018
1019 if (is_head ())
1020 if (sound_destroy)
1021 play_sound (sound_destroy);
1022 else if (flag [FLAG_MONSTER])
1023 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
919 1024
920 attachable::destroy (); 1025 attachable::destroy ();
921}
922
923/*
924 * sub_weight() recursively (outwards) subtracts a number from the
925 * weight of an object (and what is carried by it's environment(s)).
926 */
927void
928sub_weight (object *op, signed long weight)
929{
930 while (op != NULL)
931 {
932 if (op->type == CONTAINER)
933 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
934
935 op->carrying -= weight;
936 op = op->env;
937 }
938} 1026}
939 1027
940/* op->remove (): 1028/* op->remove ():
941 * 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
942 * 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
943 * object will have no environment. If the object previously had an 1031 * object will have no environment. If the object previously had an
944 * environment, the x and y coordinates will be updated to 1032 * environment, the x and y coordinates will be updated to
945 * the previous environment. 1033 * the previous environment.
946 * Beware: This function is called from the editor as well!
947 */ 1034 */
948void 1035void
949object::remove () 1036object::do_remove ()
950{ 1037{
951 object *tmp, *last = 0; 1038 object *tmp, *last = 0;
952 object *otmp; 1039 object *otmp;
953 1040
954 if (QUERY_FLAG (this, FLAG_REMOVED)) 1041 if (flag [FLAG_REMOVED])
955 return; 1042 return;
956 1043
957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this); 1044 INVOKE_OBJECT (REMOVE, this);
1045
1046 flag [FLAG_REMOVED] = true;
959 1047
960 if (more) 1048 if (more)
961 more->remove (); 1049 more->remove ();
962 1050
963 /* 1051 /*
964 * In this case, the object to be removed is in someones 1052 * In this case, the object to be removed is in someones
965 * inventory. 1053 * inventory.
966 */ 1054 */
967 if (env) 1055 if (env)
968 { 1056 {
969 if (nrof) 1057 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
970 sub_weight (env, weight * nrof); 1058 if (object *pl = visible_to ())
971 else 1059 esrv_del_item (pl->contr, count);
972 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;
973 1081
974 /* 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
975 * made to players inventory. If set, avoiding the call 1083 * made to players inventory. If set, avoiding the call
976 * to save cpu time. 1084 * to save cpu time.
977 */ 1085 */
978 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 {
979 otmp->update_stats (); 1089 pl->update_stats ();
980 1090
981 if (above) 1091 if (glow_radius && pl->is_on_map ())
982 above->below = below; 1092 update_all_los (pl->map, pl->x, pl->y);
983 else 1093 }
984 env->inv = below;
985
986 if (below)
987 below->above = above;
988
989 /* we set up values so that it could be inserted into
990 * the map, but we don't actually do that - it is up
991 * to the caller to decide what we want to do.
992 */
993 x = env->x, y = env->y;
994 map = env->map;
995 above = 0, below = 0;
996 env = 0;
997 } 1094 }
998 else if (map) 1095 else if (map)
999 { 1096 {
1000 if (type == PLAYER) 1097 map->dirty = true;
1098 mapspace &ms = this->ms ();
1099
1100 if (object *pl = ms.player ())
1001 { 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
1002 --map->players; 1113 --map->players;
1003 map->touch (); 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);
1004 } 1123 }
1005 1124
1006 map->dirty = true;
1007
1008 /* link the object above us */ 1125 /* link the object above us */
1009 if (above) 1126 // re-link, make sure compiler can easily use cmove
1010 above->below = below; 1127 *(above ? &above->below : &ms.top) = below;
1011 else 1128 *(below ? &below->above : &ms.bot) = above;
1012 map->at (x, y).top = below; /* we were top, set new top */
1013
1014 /* Relink the object below us, if there is one */
1015 if (below)
1016 below->above = above;
1017 else
1018 {
1019 /* Nothing below, which means we need to relink map object for this space
1020 * use translated coordinates in case some oddness with map tiling is
1021 * evident
1022 */
1023 if (GET_MAP_OB (map, x, y) != this)
1024 {
1025 char *dump = dump_object (this);
1026 LOG (llevError,
1027 "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);
1028 free (dump);
1029 dump = dump_object (GET_MAP_OB (map, x, y));
1030 LOG (llevError, "%s\n", dump);
1031 free (dump);
1032 }
1033
1034 map->at (x, y).bot = above; /* goes on above it. */
1035 }
1036 1129
1037 above = 0; 1130 above = 0;
1038 below = 0; 1131 below = 0;
1039 1132
1133 ms.invalidate ();
1134
1040 if (map->in_memory == MAP_SAVING) 1135 if (map->in_memory == MAP_SAVING)
1041 return; 1136 return;
1042 1137
1043 int check_walk_off = !flag [FLAG_NO_APPLY]; 1138 int check_walk_off = !flag [FLAG_NO_APPLY];
1044 1139
1140 if (object *pl = ms.player ())
1141 {
1142 if (pl->container == this)
1143 /* If a container that the player is currently using somehow gets
1144 * removed (most likely destroyed), update the player view
1145 * appropriately.
1146 */
1147 pl->close_container ();
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)
1153 pl->contr->ns->floorbox_update ();
1154 }
1155
1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1156 for (tmp = ms.bot; tmp; tmp = tmp->above)
1046 { 1157 {
1047 /* 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
1048 * being removed. 1159 * being removed.
1049 */ 1160 */
1050
1051 if (tmp->type == PLAYER && tmp != this)
1052 {
1053 /* If a container that the player is currently using somehow gets
1054 * removed (most likely destroyed), update the player view
1055 * appropriately.
1056 */
1057 if (tmp->container == this)
1058 {
1059 flag [FLAG_APPLIED] = 0;
1060 tmp->container = 0;
1061 }
1062
1063 if (tmp->contr->ns)
1064 tmp->contr->ns->floorbox_update ();
1065 }
1066 1161
1067 /* See if object moving off should effect something */ 1162 /* See if object moving off should effect something */
1068 if (check_walk_off 1163 if (check_walk_off
1069 && ((move_type & tmp->move_off) 1164 && ((move_type & tmp->move_off)
1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1165 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1073 1168
1074 if (destroyed ()) 1169 if (destroyed ())
1075 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1170 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1076 } 1171 }
1077 1172
1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1080 if (tmp->above == tmp)
1081 tmp->above = 0;
1082
1083 last = tmp; 1173 last = tmp;
1084 } 1174 }
1085 1175
1086 /* last == NULL if there are no objects on this space */ 1176 if (affects_los ())
1087 //TODO: this makes little sense, why only update the topmost object?
1088 if (!last)
1089 map->at (x, y).flags_ = 0;
1090 else
1091 update_object (last, UP_OBJ_REMOVE);
1092
1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1094 update_all_los (map, x, y); 1177 update_all_los (map, x, y);
1095 } 1178 }
1096} 1179}
1097 1180
1098/* 1181/*
1107merge_ob (object *op, object *top) 1190merge_ob (object *op, object *top)
1108{ 1191{
1109 if (!op->nrof) 1192 if (!op->nrof)
1110 return 0; 1193 return 0;
1111 1194
1112 if (top) 1195 if (!top)
1113 for (top = op; top && top->above; top = top->above) 1196 for (top = op; top && top->above; top = top->above)
1114 ; 1197 ;
1115 1198
1116 for (; top; top = top->below) 1199 for (; top; top = top->below)
1117 {
1118 if (top == op)
1119 continue;
1120
1121 if (object::can_merge (op, top)) 1200 if (object::can_merge (op, top))
1122 { 1201 {
1123 top->nrof += op->nrof; 1202 top->nrof += op->nrof;
1124 1203
1125/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1204 if (object *pl = top->visible_to ())
1126 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
1127 op->destroy (); 1210 op->destroy ();
1211
1128 return top; 1212 return top;
1129 } 1213 }
1130 }
1131 1214
1132 return 0; 1215 return 0;
1133} 1216}
1134 1217
1218void
1219object::expand_tail ()
1220{
1221 if (more)
1222 return;
1223
1224 object *prev = this;
1225
1226 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1227 {
1228 object *op = arch_to_object (at);
1229
1230 op->name = name;
1231 op->name_pl = name_pl;
1232 op->title = title;
1233
1234 op->head = this;
1235 prev->more = op;
1236
1237 prev = op;
1238 }
1239}
1240
1135/* 1241/*
1136 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1242 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1137 * job preparing multi-part monsters 1243 * job preparing multi-part monsters.
1138 */ 1244 */
1139object * 1245object *
1140insert_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)
1141{ 1247{
1248 op->remove ();
1249
1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1250 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1143 { 1251 {
1144 tmp->x = x + tmp->arch->clone.x; 1252 tmp->x = x + tmp->arch->x;
1145 tmp->y = y + tmp->arch->clone.y; 1253 tmp->y = y + tmp->arch->y;
1146 } 1254 }
1147 1255
1148 return insert_ob_in_map (op, m, originator, flag); 1256 return insert_ob_in_map (op, m, originator, flag);
1149} 1257}
1150 1258
1169 * just 'op' otherwise 1277 * just 'op' otherwise
1170 */ 1278 */
1171object * 1279object *
1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1280insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1173{ 1281{
1174 object *tmp, *top, *floor = NULL; 1282 op->remove ();
1175 sint16 x, y;
1176 1283
1177 if (QUERY_FLAG (op, FLAG_FREED)) 1284 if (m == &freed_map)//D TODO: remove soon
1178 { 1285 {//D
1179 LOG (llevError, "Trying to insert freed object!\n"); 1286 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1180 return NULL;
1181 } 1287 }//D
1182
1183 if (!m)
1184 {
1185 char *dump = dump_object (op);
1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1187 free (dump);
1188 return op;
1189 }
1190
1191 if (out_of_map (m, op->x, op->y))
1192 {
1193 char *dump = dump_object (op);
1194 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1195#ifdef MANY_CORES
1196 /* Better to catch this here, as otherwise the next use of this object
1197 * is likely to cause a crash. Better to find out where it is getting
1198 * improperly inserted.
1199 */
1200 abort ();
1201#endif
1202 free (dump);
1203 return op;
1204 }
1205
1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1207 {
1208 char *dump = dump_object (op);
1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1210 free (dump);
1211 return op;
1212 }
1213
1214 if (op->more)
1215 {
1216 /* The part may be on a different map. */
1217
1218 object *more = op->more;
1219
1220 /* We really need the caller to normalise coordinates - if
1221 * we set the map, that doesn't work if the location is within
1222 * a map and this is straddling an edge. So only if coordinate
1223 * is clear wrong do we normalise it.
1224 */
1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1227 else if (!more->map)
1228 {
1229 /* For backwards compatibility - when not dealing with tiled maps,
1230 * more->map should always point to the parent.
1231 */
1232 more->map = m;
1233 }
1234
1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1236 {
1237 if (!op->head)
1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1239
1240 return 0;
1241 }
1242 }
1243
1244 CLEAR_FLAG (op, FLAG_REMOVED);
1245 1288
1246 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* Ideally, the caller figures this out. However, it complicates a lot
1247 * 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
1248 * need extra work 1291 * need extra work
1249 */ 1292 */
1250 op->map = get_map_from_coord (m, &op->x, &op->y); 1293 maptile *newmap = m;
1251 x = op->x; 1294 if (!xy_normalise (newmap, op->x, op->y))
1252 y = op->y; 1295 {
1296 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1297 return 0;
1298 }
1299
1300 if (object *more = op->more)
1301 if (!insert_ob_in_map (more, m, originator, flag))
1302 return 0;
1303
1304 op->flag [FLAG_REMOVED] = false;
1305 op->env = 0;
1306 op->map = newmap;
1307
1308 mapspace &ms = op->ms ();
1253 1309
1254 /* this has to be done after we translate the coordinates. 1310 /* this has to be done after we translate the coordinates.
1255 */ 1311 */
1256 if (op->nrof && !(flag & INS_NO_MERGE)) 1312 if (op->nrof && !(flag & INS_NO_MERGE))
1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1313 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1258 if (object::can_merge (op, tmp)) 1314 if (object::can_merge (op, tmp))
1259 { 1315 {
1316 // TODO: we actually want to update tmp, not op,
1317 // but some caller surely breaks when we return tmp
1318 // from here :/
1260 op->nrof += tmp->nrof; 1319 op->nrof += tmp->nrof;
1261 tmp->destroy (); 1320 tmp->destroy ();
1262 } 1321 }
1263 1322
1264 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 */
1273 { 1332 {
1274 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");
1275 abort (); 1334 abort ();
1276 } 1335 }
1277 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
1278 op->above = originator; 1344 op->above = originator;
1279 op->below = originator->below; 1345 op->below = originator->below;
1280
1281 if (op->below)
1282 op->below->above = op;
1283 else
1284 op->ms ().bot = op;
1285
1286 /* since *below* originator, no need to update top */
1287 originator->below = op; 1346 originator->below = op;
1347
1348 *(op->below ? &op->below->above : &ms.bot) = op;
1288 } 1349 }
1289 else 1350 else
1290 { 1351 {
1352 object *floor = 0;
1353 object *top = ms.top;
1354
1291 /* If there are other objects, then */ 1355 /* If there are other objects, then */
1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1356 if (top)
1293 { 1357 {
1294 object *last = 0;
1295
1296 /* 1358 /*
1297 * 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.
1298 * We've already dealt with merging if appropriate. 1360 * We've already dealt with merging if appropriate.
1299 * 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
1300 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1362 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1303 * 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
1304 * 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
1305 * 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
1306 * that flying non pickable objects are spell objects. 1368 * that flying non pickable objects are spell objects.
1307 */ 1369 */
1308 while (top) 1370 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1309 { 1371 {
1310 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))
1311 floor = top; 1373 floor = tmp;
1312 1374
1313 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))
1314 { 1376 {
1315 /* We insert above top, so we want this object below this */ 1377 /* We insert above top, so we want this object below this */
1316 top = top->below; 1378 top = tmp->below;
1317 break; 1379 break;
1318 } 1380 }
1319 1381
1320 last = top;
1321 top = top->above; 1382 top = tmp;
1322 } 1383 }
1323
1324 /* Don't want top to be NULL, so set it to the last valid object */
1325 top = last;
1326 1384
1327 /* We let update_position deal with figuring out what the space 1385 /* We let update_position deal with figuring out what the space
1328 * looks like instead of lots of conditions here. 1386 * looks like instead of lots of conditions here.
1329 * makes things faster, and effectively the same result. 1387 * makes things faster, and effectively the same result.
1330 */ 1388 */
1331 1389
1332 /* Have object 'fall below' other objects that block view. 1390 /* Have object 'fall below' other objects that block view.
1333 * Unless those objects are exits, type 66 1391 * Unless those objects are exits.
1334 * If INS_ON_TOP is used, don't do this processing 1392 * If INS_ON_TOP is used, don't do this processing
1335 * Need to find the object that in fact blocks view, otherwise 1393 * Need to find the object that in fact blocks view, otherwise
1336 * stacking is a bit odd. 1394 * stacking is a bit odd.
1337 */ 1395 */
1338 if (!(flag & INS_ON_TOP) && 1396 if (!(flag & INS_ON_TOP)
1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1397 && ms.flags () & P_BLOCKSVIEW
1398 && (op->face && !faces [op->face].visibility))
1340 { 1399 {
1400 object *last;
1401
1341 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1343 break; 1404 break;
1405
1344 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1345 * and make sure we have a below pointer for it so that 1407 * and make sure we have a below pointer for it so that
1346 * we can get inserted below this one, which requires we 1408 * we can get inserted below this one, which requires we
1347 * set top to the object below us. 1409 * set top to the object below us.
1348 */ 1410 */
1349 if (last && last->below && last != floor) 1411 if (last && last->below && last != floor)
1350 top = last->below; 1412 top = last->below;
1351 } 1413 }
1352 } /* If objects on this space */ 1414 } /* If objects on this space */
1353 1415
1354 if (flag & INS_MAP_LOAD)
1355 top = GET_MAP_TOP (op->map, op->x, op->y);
1356
1357 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1358 top = floor; 1417 top = floor;
1359 1418
1360 /* 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
1361 */
1362
1363 /* First object on this space */
1364 if (!top) 1420 if (!top)
1365 { 1421 {
1366 op->above = GET_MAP_OB (op->map, op->x, op->y);
1367
1368 if (op->above)
1369 op->above->below = op;
1370
1371 op->below = 0; 1422 op->below = 0;
1423 op->above = ms.bot;
1372 op->ms ().bot = op; 1424 ms.bot = op;
1425
1426 *(op->above ? &op->above->below : &ms.top) = op;
1373 } 1427 }
1374 else 1428 else
1375 { /* get inserted into the stack above top */ 1429 {
1376 op->above = top->above; 1430 op->above = top->above;
1377
1378 if (op->above)
1379 op->above->below = op; 1431 top->above = op;
1380 1432
1381 op->below = top; 1433 op->below = top;
1382 top->above = op; 1434 *(op->above ? &op->above->below : &ms.top) = op;
1383 } 1435 }
1436 }
1384 1437
1385 if (!op->above) 1438 if (op->is_player ())
1386 op->ms ().top = op;
1387 } /* else not INS_BELOW_ORIGINATOR */
1388
1389 if (op->type == PLAYER)
1390 { 1439 {
1391 op->contr->do_los = 1; 1440 op->contr->do_los = 1;
1392 ++op->map->players; 1441 ++op->map->players;
1393 op->map->touch (); 1442 op->map->touch ();
1394 } 1443 }
1395 1444
1396 op->map->dirty = true; 1445 op->map->dirty = true;
1397 1446
1398 /* If we have a floor, we know the player, if any, will be above
1399 * it, so save a few ticks and start from there.
1400 */
1401 if (!(flag & INS_MAP_LOAD))
1402 if (object *pl = op->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
1403 if (pl->contr->ns) 1451 if (pl->contr->ns)
1404 pl->contr->ns->floorbox_update (); 1452 pl->contr->ns->floorbox_update ();
1405 1453
1406 /* If this object glows, it may affect lighting conditions that are 1454 /* If this object glows, it may affect lighting conditions that are
1407 * 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
1408 * 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
1409 * on the map will get recalculated. The players could very well 1457 * on the map will get recalculated. The players could very well
1410 * 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 -
1411 * this should get redone to only look for players within range, 1459 * this should get redone to only look for players within range,
1412 * or just updating the P_UPTODATE for spaces within this area 1460 * or just updating the P_UPTODATE for spaces within this area
1413 * of effect may be sufficient. 1461 * of effect may be sufficient.
1414 */ 1462 */
1415 if (op->map->darkness && (op->glow_radius != 0)) 1463 if (op->affects_los ())
1464 {
1465 op->ms ().invalidate ();
1416 update_all_los (op->map, op->x, op->y); 1466 update_all_los (op->map, op->x, op->y);
1467 }
1417 1468
1418 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1469 /* updates flags (blocked, alive, no magic, etc) for this map space */
1419 update_object (op, UP_OBJ_INSERT); 1470 update_object (op, UP_OBJ_INSERT);
1420 1471
1421 INVOKE_OBJECT (INSERT, op); 1472 INVOKE_OBJECT (INSERT, op);
1428 * blocked() and wall() work properly), and these flags are updated by 1479 * blocked() and wall() work properly), and these flags are updated by
1429 * update_object(). 1480 * update_object().
1430 */ 1481 */
1431 1482
1432 /* if this is not the head or flag has been passed, don't check walk on status */ 1483 /* if this is not the head or flag has been passed, don't check walk on status */
1433 if (!(flag & INS_NO_WALK_ON) && !op->head) 1484 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1434 { 1485 {
1435 if (check_move_on (op, originator)) 1486 if (check_move_on (op, originator))
1436 return 0; 1487 return 0;
1437 1488
1438 /* If we are a multi part object, lets work our way through the check 1489 /* If we are a multi part object, lets work our way through the check
1439 * walk on's. 1490 * walk on's.
1440 */ 1491 */
1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1492 for (object *tmp = op->more; tmp; tmp = tmp->more)
1442 if (check_move_on (tmp, originator)) 1493 if (check_move_on (tmp, originator))
1443 return 0; 1494 return 0;
1444 } 1495 }
1445 1496
1446 return op; 1497 return op;
1449/* this function inserts an object in the map, but if it 1500/* this function inserts an object in the map, but if it
1450 * 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.
1451 * 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.
1452 */ 1503 */
1453void 1504void
1454replace_insert_ob_in_map (const char *arch_string, object *op) 1505replace_insert_ob_in_map (shstr_tmp archname, object *op)
1455{ 1506{
1456 object *tmp, *tmp1;
1457
1458 /* first search for itself and remove any old instances */ 1507 /* first search for itself and remove any old instances */
1459 1508
1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1509 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1510 if (tmp->arch->archname == archname) /* same archetype */
1462 tmp->destroy (); 1511 tmp->destroy ();
1463 1512
1464 tmp1 = arch_to_object (archetype::find (arch_string)); 1513 object *tmp = arch_to_object (archetype::find (archname));
1465 1514
1466 tmp1->x = op->x; 1515 tmp->x = op->x;
1467 tmp1->y = op->y; 1516 tmp->y = op->y;
1517
1468 insert_ob_in_map (tmp1, op->map, op, 0); 1518 insert_ob_in_map (tmp, op->map, op, 0);
1469} 1519}
1470 1520
1471object * 1521object *
1472object::insert_at (object *where, object *originator, int flags) 1522object::insert_at (object *where, object *originator, int flags)
1473{ 1523{
1524 if (where->env)
1525 return where->env->insert (this);
1526 else
1474 where->map->insert (this, where->x, where->y, originator, flags); 1527 return where->map->insert (this, where->x, where->y, originator, flags);
1475} 1528}
1476 1529
1477/* 1530/*
1478 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1479 * is returned contains nr objects, and the remaining parts contains
1480 * the rest (or is removed and freed if that number is 0).
1481 * On failure, NULL is returned, and the reason put into the
1482 * global static errmsg array.
1483 */
1484object *
1485get_split_ob (object *orig_ob, uint32 nr)
1486{
1487 object *newob;
1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1489
1490 if (orig_ob->nrof < nr)
1491 {
1492 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1493 return NULL;
1494 }
1495
1496 newob = object_create_clone (orig_ob);
1497
1498 if ((orig_ob->nrof -= nr) < 1)
1499 orig_ob->destroy (1);
1500 else if (!is_removed)
1501 {
1502 if (orig_ob->env != NULL)
1503 sub_weight (orig_ob->env, orig_ob->weight * nr);
1504 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1505 {
1506 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1507 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1508 return NULL;
1509 }
1510 }
1511
1512 newob->nrof = nr;
1513
1514 return newob;
1515}
1516
1517/*
1518 * decrease_ob_nr(object, number) decreases a specified number from 1531 * decrease(object, number) decreases a specified number from
1519 * 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
1520 * is subsequently removed and freed. 1533 * is subsequently removed and freed.
1521 * 1534 *
1522 * 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
1523 */ 1536 */
1537bool
1538object::decrease (sint32 nr)
1539{
1540 if (!nr)
1541 return true;
1524 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 */
1525object * 1568object *
1526decrease_ob_nr (object *op, uint32 i) 1569object::split (sint32 nr)
1527{ 1570{
1528 object *tmp; 1571 int have = number_of ();
1529 1572
1530 if (i == 0) /* objects with op->nrof require this check */ 1573 if (have < nr)
1531 return op; 1574 return 0;
1532 1575 else if (have == nr)
1533 if (i > op->nrof)
1534 i = op->nrof;
1535
1536 if (QUERY_FLAG (op, FLAG_REMOVED))
1537 op->nrof -= i;
1538 else if (op->env)
1539 { 1576 {
1540 /* is this object in the players inventory, or sub container
1541 * therein?
1542 */
1543 tmp = op->in_player ();
1544 /* nope. Is this a container the player has opened?
1545 * If so, set tmp to that player.
1546 * IMO, searching through all the players will mostly
1547 * likely be quicker than following op->env to the map,
1548 * and then searching the map for a player.
1549 */
1550 if (!tmp)
1551 for_all_players (pl)
1552 if (pl->ob->container == op->env)
1553 {
1554 tmp = pl->ob;
1555 break;
1556 }
1557
1558 if (i < op->nrof)
1559 {
1560 sub_weight (op->env, op->weight * i);
1561 op->nrof -= i;
1562 if (tmp)
1563 esrv_send_item (tmp, op);
1564 }
1565 else
1566 {
1567 op->remove (); 1577 remove ();
1568 op->nrof = 0; 1578 return this;
1569 if (tmp)
1570 esrv_del_item (tmp->contr, op->count);
1571 }
1572 } 1579 }
1573 else 1580 else
1574 { 1581 {
1575 object *above = op->above; 1582 decrease (nr);
1576 1583
1577 if (i < op->nrof) 1584 object *op = deep_clone ();
1578 op->nrof -= i; 1585 op->nrof = nr;
1579 else
1580 {
1581 op->remove ();
1582 op->nrof = 0;
1583 }
1584
1585 /* Since we just removed op, op->above is null */
1586 for (tmp = above; tmp; tmp = tmp->above)
1587 if (tmp->type == PLAYER)
1588 {
1589 if (op->nrof)
1590 esrv_send_item (tmp, op);
1591 else
1592 esrv_del_item (tmp->contr, op->count);
1593 }
1594 }
1595
1596 if (op->nrof)
1597 return op; 1586 return op;
1598 else
1599 {
1600 op->destroy ();
1601 return 0;
1602 }
1603}
1604
1605/*
1606 * add_weight(object, weight) adds the specified weight to an object,
1607 * and also updates how much the environment(s) is/are carrying.
1608 */
1609
1610void
1611add_weight (object *op, signed long weight)
1612{
1613 while (op != NULL)
1614 {
1615 if (op->type == CONTAINER)
1616 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1617
1618 op->carrying += weight;
1619 op = op->env;
1620 } 1587 }
1621} 1588}
1622 1589
1623object * 1590object *
1624insert_ob_in_ob (object *op, object *where) 1591insert_ob_in_ob (object *op, object *where)
1629 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1596 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1630 free (dump); 1597 free (dump);
1631 return op; 1598 return op;
1632 } 1599 }
1633 1600
1634 if (where->head) 1601 if (where->head_ () != where)
1635 { 1602 {
1636 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1603 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1637 where = where->head; 1604 where = where->head;
1638 } 1605 }
1639 1606
1640 return where->insert (op); 1607 return where->insert (op);
1641} 1608}
1646 * inside the object environment. 1613 * inside the object environment.
1647 * 1614 *
1648 * The function returns now pointer to inserted item, and return value can 1615 * The function returns now pointer to inserted item, and return value can
1649 * be != op, if items are merged. -Tero 1616 * be != op, if items are merged. -Tero
1650 */ 1617 */
1651
1652object * 1618object *
1653object::insert (object *op) 1619object::insert (object *op)
1654{ 1620{
1655 object *tmp, *otmp;
1656
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;
1630
1668 if (op->nrof) 1631 if (op->nrof)
1669 {
1670 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1632 for (object *tmp = inv; tmp; tmp = tmp->below)
1671 if (object::can_merge (tmp, op)) 1633 if (object::can_merge (tmp, op))
1672 { 1634 {
1673 /* return the original object and remove inserted object 1635 /* return the original object and remove inserted object
1674 (client needs the original object) */ 1636 (client needs the original object) */
1675 tmp->nrof += op->nrof; 1637 tmp->nrof += op->nrof;
1676 /* Weight handling gets pretty funky. Since we are adding to 1638
1677 * tmp->nrof, we need to increase the weight. 1639 if (object *pl = tmp->visible_to ())
1678 */ 1640 esrv_update_item (UPD_NROF, pl, tmp);
1641
1679 add_weight (this, op->weight * op->nrof); 1642 adjust_weight (this, op->total_weight ());
1680 SET_FLAG (op, FLAG_REMOVED); 1643
1681 op->destroy (); /* free the inserted object */ 1644 op->destroy ();
1682 op = tmp; 1645 op = tmp;
1683 op->remove (); /* and fix old object's links */ 1646 goto inserted;
1684 CLEAR_FLAG (op, FLAG_REMOVED);
1685 break;
1686 } 1647 }
1687 1648
1688 /* I assume combined objects have no inventory 1649 op->owner = 0; // it's his/hers now. period.
1689 * We add the weight - this object could have just been removed
1690 * (if it was possible to merge). calling remove_ob will subtract
1691 * the weight, so we need to add it in again, since we actually do
1692 * the linking below
1693 */
1694 add_weight (this, op->weight * op->nrof);
1695 }
1696 else
1697 add_weight (this, (op->weight + op->carrying));
1698
1699 otmp = this->in_player ();
1700 if (otmp && otmp->contr)
1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1702 otmp->update_stats ();
1703
1704 op->map = 0; 1650 op->map = 0;
1705 op->env = this; 1651 op->x = 0;
1652 op->y = 0;
1653
1706 op->above = 0; 1654 op->above = 0;
1707 op->below = 0; 1655 op->below = inv;
1708 op->x = 0, op->y = 0; 1656 op->env = this;
1709 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:
1710 /* 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 */
1711 if ((op->glow_radius != 0) && map) 1672 if (op->glow_radius && is_on_map ())
1712 { 1673 {
1713#ifdef DEBUG_LIGHTS 1674 update_stats ();
1714 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1715#endif /* DEBUG_LIGHTS */
1716 if (map->darkness)
1717 update_all_los (map, x, y); 1675 update_all_los (map, x, y);
1718 }
1719
1720 /* Client has no idea of ordering so lets not bother ordering it here.
1721 * It sure simplifies this function...
1722 */
1723 if (!inv)
1724 inv = op;
1725 else
1726 { 1676 }
1727 op->below = inv; 1677 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1728 op->below->above = op; 1678 // if this is a player's inventory, update stats
1729 inv = op; 1679 update_stats ();
1730 }
1731 1680
1732 INVOKE_OBJECT (INSERT, this); 1681 INVOKE_OBJECT (INSERT, this);
1733 1682
1734 return op; 1683 return op;
1735} 1684}
1755 * on top. 1704 * on top.
1756 */ 1705 */
1757int 1706int
1758check_move_on (object *op, object *originator) 1707check_move_on (object *op, object *originator)
1759{ 1708{
1709 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1710 return 0;
1711
1760 object *tmp; 1712 object *tmp;
1761 maptile *m = op->map; 1713 maptile *m = op->map;
1762 int x = op->x, y = op->y; 1714 int x = op->x, y = op->y;
1763 1715
1764 MoveType move_on, move_slow, move_block; 1716 mapspace &ms = m->at (x, y);
1765 1717
1766 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1718 ms.update ();
1767 return 0;
1768 1719
1769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1720 MoveType move_on = ms.move_on;
1770 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1721 MoveType move_slow = ms.move_slow;
1771 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1722 MoveType move_block = ms.move_block;
1772 1723
1773 /* if nothing on this space will slow op down or be applied, 1724 /* if nothing on this space will slow op down or be applied,
1774 * no need to do checking below. have to make sure move_type 1725 * no need to do checking below. have to make sure move_type
1775 * is set, as lots of objects don't have it set - we treat that 1726 * is set, as lots of objects don't have it set - we treat that
1776 * as walking. 1727 * as walking.
1787 return 0; 1738 return 0;
1788 1739
1789 /* The objects have to be checked from top to bottom. 1740 /* The objects have to be checked from top to bottom.
1790 * Hence, we first go to the top: 1741 * Hence, we first go to the top:
1791 */ 1742 */
1792 1743 for (object *next, *tmp = ms.top; tmp; tmp = next)
1793 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1794 {
1795 /* Trim the search when we find the first other spell effect
1796 * this helps performance so that if a space has 50 spell objects,
1797 * we don't need to check all of them.
1798 */
1799 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1800 break;
1801 } 1744 {
1745 next = tmp->below;
1802 1746
1803 for (; tmp; tmp = tmp->below)
1804 {
1805 if (tmp == op) 1747 if (tmp == op)
1806 continue; /* Can't apply yourself */ 1748 continue; /* Can't apply yourself */
1807 1749
1808 /* Check to see if one of the movement types should be slowed down. 1750 /* Check to see if one of the movement types should be slowed down.
1809 * Second check makes sure that the movement types not being slowed 1751 * Second check makes sure that the movement types not being slowed
1814 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1756 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1815 { 1757 {
1816 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1817 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1818 { 1760 {
1819
1820 float
1821 diff = tmp->move_slow_penalty * FABS (op->speed); 1761 float diff = tmp->move_slow_penalty * fabs (op->speed);
1822 1762
1823 if (op->type == PLAYER) 1763 if (op->is_player ())
1824 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1764 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1825 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1765 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1826 diff /= 4.0; 1766 diff /= 4.0;
1827 1767
1828 op->speed_left -= diff; 1768 op->speed_left -= diff;
1829 } 1769 }
1830 } 1770 }
1863 LOG (llevError, "Present_arch called outside map.\n"); 1803 LOG (llevError, "Present_arch called outside map.\n");
1864 return NULL; 1804 return NULL;
1865 } 1805 }
1866 1806
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1807 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1868 if (tmp->arch == at) 1808 if (tmp->arch->archname == at->archname)
1869 return tmp; 1809 return tmp;
1870 1810
1871 return NULL; 1811 return NULL;
1872} 1812}
1873 1813
1937 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1938 */ 1878 */
1939object * 1879object *
1940present_arch_in_ob (const archetype *at, const object *op) 1880present_arch_in_ob (const archetype *at, const object *op)
1941{ 1881{
1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1943 if (tmp->arch == at) 1883 if (tmp->arch->archname == at->archname)
1944 return tmp; 1884 return tmp;
1945 1885
1946 return NULL; 1886 return NULL;
1947} 1887}
1948 1888
1950 * activate recursively a flag on an object inventory 1890 * activate recursively a flag on an object inventory
1951 */ 1891 */
1952void 1892void
1953flag_inv (object *op, int flag) 1893flag_inv (object *op, int flag)
1954{ 1894{
1955 if (op->inv)
1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1957 { 1896 {
1958 SET_FLAG (tmp, flag); 1897 SET_FLAG (tmp, flag);
1959 flag_inv (tmp, flag); 1898 flag_inv (tmp, flag);
1960 } 1899 }
1961} 1900}
1962 1901
1963/* 1902/*
1964 * deactivate recursively a flag on an object inventory 1903 * deactivate recursively a flag on an object inventory
1965 */ 1904 */
1966void 1905void
1967unflag_inv (object *op, int flag) 1906unflag_inv (object *op, int flag)
1968{ 1907{
1969 if (op->inv)
1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1908 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1971 { 1909 {
1972 CLEAR_FLAG (tmp, flag); 1910 CLEAR_FLAG (tmp, flag);
1973 unflag_inv (tmp, flag); 1911 unflag_inv (tmp, flag);
1974 } 1912 }
1975}
1976
1977/*
1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1979 * all it's inventory (recursively).
1980 * If checksums are used, a player will get set_cheat called for
1981 * him/her-self and all object carried by a call to this function.
1982 */
1983void
1984set_cheat (object *op)
1985{
1986 SET_FLAG (op, FLAG_WAS_WIZ);
1987 flag_inv (op, FLAG_WAS_WIZ);
1988} 1913}
1989 1914
1990/* 1915/*
1991 * find_free_spot(object, map, x, y, start, stop) will search for 1916 * find_free_spot(object, map, x, y, start, stop) will search for
1992 * a spot at the given map and coordinates which will be able to contain 1917 * a spot at the given map and coordinates which will be able to contain
1994 * to search (see the freearr_x/y[] definition). 1919 * to search (see the freearr_x/y[] definition).
1995 * It returns a random choice among the alternatives found. 1920 * It returns a random choice among the alternatives found.
1996 * start and stop are where to start relative to the free_arr array (1,9 1921 * start and stop are where to start relative to the free_arr array (1,9
1997 * does all 4 immediate directions). This returns the index into the 1922 * does all 4 immediate directions). This returns the index into the
1998 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1923 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1999 * Note - this only checks to see if there is space for the head of the
2000 * object - if it is a multispace object, this should be called for all
2001 * pieces.
2002 * Note2: This function does correctly handle tiled maps, but does not 1924 * Note: This function does correctly handle tiled maps, but does not
2003 * inform the caller. However, insert_ob_in_map will update as 1925 * inform the caller. However, insert_ob_in_map will update as
2004 * necessary, so the caller shouldn't need to do any special work. 1926 * necessary, so the caller shouldn't need to do any special work.
2005 * Note - updated to take an object instead of archetype - this is necessary 1927 * Note - updated to take an object instead of archetype - this is necessary
2006 * because arch_blocked (now ob_blocked) needs to know the movement type 1928 * because arch_blocked (now ob_blocked) needs to know the movement type
2007 * to know if the space in question will block the object. We can't use 1929 * to know if the space in question will block the object. We can't use
2009 * customized, changed states, etc. 1931 * customized, changed states, etc.
2010 */ 1932 */
2011int 1933int
2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1934find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2013{ 1935{
1936 int altern[SIZEOFFREE];
2014 int index = 0, flag; 1937 int index = 0, flag;
2015 int altern[SIZEOFFREE];
2016 1938
2017 for (int i = start; i < stop; i++) 1939 for (int i = start; i < stop; i++)
2018 { 1940 {
2019 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1941 mapxy pos (m, x, y); pos.move (i);
2020 if (!flag) 1942
1943 if (!pos.normalise ())
1944 continue;
1945
1946 mapspace &ms = *pos;
1947
1948 if (ms.flags () & P_IS_ALIVE)
1949 continue;
1950
1951 /* However, often
1952 * ob doesn't have any move type (when used to place exits)
1953 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1954 */
1955 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1956 {
2021 altern [index++] = i; 1957 altern [index++] = i;
1958 continue;
1959 }
2022 1960
2023 /* Basically, if we find a wall on a space, we cut down the search size. 1961 /* Basically, if we find a wall on a space, we cut down the search size.
2024 * In this way, we won't return spaces that are on another side of a wall. 1962 * In this way, we won't return spaces that are on another side of a wall.
2025 * This mostly work, but it cuts down the search size in all directions - 1963 * This mostly work, but it cuts down the search size in all directions -
2026 * if the space being examined only has a wall to the north and empty 1964 * if the space being examined only has a wall to the north and empty
2027 * spaces in all the other directions, this will reduce the search space 1965 * spaces in all the other directions, this will reduce the search space
2028 * to only the spaces immediately surrounding the target area, and 1966 * to only the spaces immediately surrounding the target area, and
2029 * won't look 2 spaces south of the target space. 1967 * won't look 2 spaces south of the target space.
2030 */ 1968 */
2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1969 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1970 {
2032 stop = maxfree[i]; 1971 stop = maxfree[i];
1972 continue;
1973 }
1974
1975 /* Note it is intentional that we check ob - the movement type of the
1976 * head of the object should correspond for the entire object.
1977 */
1978 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1979 continue;
1980
1981 if (ob->blocked (pos.m, pos.x, pos.y))
1982 continue;
1983
1984 altern [index++] = i;
2033 } 1985 }
2034 1986
2035 if (!index) 1987 if (!index)
2036 return -1; 1988 return -1;
2037 1989
2038 return altern[RANDOM () % index]; 1990 return altern [rndm (index)];
2039} 1991}
2040 1992
2041/* 1993/*
2042 * find_first_free_spot(archetype, maptile, x, y) works like 1994 * find_first_free_spot(archetype, maptile, x, y) works like
2043 * find_free_spot(), but it will search max number of squares. 1995 * find_free_spot(), but it will search max number of squares.
2046 */ 1998 */
2047int 1999int
2048find_first_free_spot (const object *ob, maptile *m, int x, int y) 2000find_first_free_spot (const object *ob, maptile *m, int x, int y)
2049{ 2001{
2050 for (int i = 0; i < SIZEOFFREE; i++) 2002 for (int i = 0; i < SIZEOFFREE; i++)
2051 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2003 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2052 return i; 2004 return i;
2053 2005
2054 return -1; 2006 return -1;
2055} 2007}
2056 2008
2064{ 2016{
2065 arr += begin; 2017 arr += begin;
2066 end -= begin; 2018 end -= begin;
2067 2019
2068 while (--end) 2020 while (--end)
2069 swap (arr [end], arr [RANDOM () % (end + 1)]); 2021 swap (arr [end], arr [rndm (end + 1)]);
2070} 2022}
2071 2023
2072/* new function to make monster searching more efficient, and effective! 2024/* new function to make monster searching more efficient, and effective!
2073 * This basically returns a randomized array (in the passed pointer) of 2025 * This basically returns a randomized array (in the passed pointer) of
2074 * the spaces to find monsters. In this way, it won't always look for 2026 * the spaces to find monsters. In this way, it won't always look for
2102 * there is capable of. 2054 * there is capable of.
2103 */ 2055 */
2104int 2056int
2105find_dir (maptile *m, int x, int y, object *exclude) 2057find_dir (maptile *m, int x, int y, object *exclude)
2106{ 2058{
2107 int i, max = SIZEOFFREE, mflags; 2059 int max = SIZEOFFREE, mflags;
2108
2109 sint16 nx, ny;
2110 object *tmp;
2111 maptile *mp;
2112
2113 MoveType blocked, move_type; 2060 MoveType move_type;
2114 2061
2115 if (exclude && exclude->head) 2062 if (exclude && exclude->head_ () != exclude)
2116 { 2063 {
2117 exclude = exclude->head; 2064 exclude = exclude->head;
2118 move_type = exclude->move_type; 2065 move_type = exclude->move_type;
2119 } 2066 }
2120 else 2067 else
2121 { 2068 {
2122 /* If we don't have anything, presume it can use all movement types. */ 2069 /* If we don't have anything, presume it can use all movement types. */
2123 move_type = MOVE_ALL; 2070 move_type = MOVE_ALL;
2124 } 2071 }
2125 2072
2126 for (i = 1; i < max; i++) 2073 for (int i = 1; i < max; i++)
2127 { 2074 {
2128 mp = m; 2075 mapxy pos (m, x, y);
2129 nx = x + freearr_x[i]; 2076 pos.move (i);
2130 ny = y + freearr_y[i];
2131 2077
2132 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2078 if (!pos.normalise ())
2133
2134 if (mflags & P_OUT_OF_MAP)
2135 max = maxfree[i]; 2079 max = maxfree[i];
2136 else 2080 else
2137 { 2081 {
2138 mapspace &ms = mp->at (nx, ny); 2082 mapspace &ms = *pos;
2139 2083
2140 blocked = ms.move_block;
2141
2142 if ((move_type & blocked) == move_type) 2084 if ((move_type & ms.move_block) == move_type)
2143 max = maxfree[i]; 2085 max = maxfree [i];
2144 else if (mflags & P_IS_ALIVE) 2086 else if (ms.flags () & P_IS_ALIVE)
2145 { 2087 {
2146 for (tmp = ms.bot; tmp; tmp = tmp->above) 2088 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2089 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2148 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2090 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2149 break;
2150
2151 if (tmp)
2152 return freedir[i]; 2091 return freedir [i];
2153 } 2092 }
2154 } 2093 }
2155 } 2094 }
2156 2095
2157 return 0; 2096 return 0;
2208 2147
2209 return 3; 2148 return 3;
2210} 2149}
2211 2150
2212/* 2151/*
2213 * absdir(int): Returns a number between 1 and 8, which represent
2214 * the "absolute" direction of a number (it actually takes care of
2215 * "overflow" in previous calculations of a direction).
2216 */
2217
2218int
2219absdir (int d)
2220{
2221 while (d < 1)
2222 d += 8;
2223
2224 while (d > 8)
2225 d -= 8;
2226
2227 return d;
2228}
2229
2230/*
2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2152 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2232 * between two directions (which are expected to be absolute (see absdir()) 2153 * between two directions (which are expected to be absolute (see absdir())
2233 */ 2154 */
2234
2235int 2155int
2236dirdiff (int dir1, int dir2) 2156dirdiff (int dir1, int dir2)
2237{ 2157{
2238 int d; 2158 int d;
2239 2159
2251 * This basically means that if direction is 15, then it could either go 2171 * This basically means that if direction is 15, then it could either go
2252 * direction 4, 14, or 16 to get back to where we are. 2172 * direction 4, 14, or 16 to get back to where we are.
2253 * Moved from spell_util.c to object.c with the other related direction 2173 * Moved from spell_util.c to object.c with the other related direction
2254 * functions. 2174 * functions.
2255 */ 2175 */
2256int reduction_dir[SIZEOFFREE][3] = { 2176const int reduction_dir[SIZEOFFREE][3] = {
2257 {0, 0, 0}, /* 0 */ 2177 {0, 0, 0}, /* 0 */
2258 {0, 0, 0}, /* 1 */ 2178 {0, 0, 0}, /* 1 */
2259 {0, 0, 0}, /* 2 */ 2179 {0, 0, 0}, /* 2 */
2260 {0, 0, 0}, /* 3 */ 2180 {0, 0, 0}, /* 3 */
2261 {0, 0, 0}, /* 4 */ 2181 {0, 0, 0}, /* 4 */
2352 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2272 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2353 * core dumps if they do. 2273 * core dumps if they do.
2354 * 2274 *
2355 * Add a check so we can't pick up invisible objects (0.93.8) 2275 * Add a check so we can't pick up invisible objects (0.93.8)
2356 */ 2276 */
2357
2358int 2277int
2359can_pick (const object *who, const object *item) 2278can_pick (const object *who, const object *item)
2360{ 2279{
2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2280 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2281 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2282 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2364} 2283}
2365 2284
2366/* 2285/*
2367 * create clone from object to another 2286 * create clone from object to another
2368 */ 2287 */
2369object * 2288object *
2370object_create_clone (object *asrc) 2289object::deep_clone ()
2371{ 2290{
2372 object *dst = 0, *tmp, *src, *part, *prev, *item; 2291 assert (("deep_clone called on non-head object", is_head ()));
2373 2292
2374 if (!asrc) 2293 object *dst = clone ();
2375 return 0;
2376 2294
2377 src = asrc; 2295 object *prev = dst;
2378 if (src->head)
2379 src = src->head;
2380
2381 prev = 0;
2382 for (part = src; part; part = part->more) 2296 for (object *part = this->more; part; part = part->more)
2383 { 2297 {
2384 tmp = part->clone (); 2298 object *tmp = part->clone ();
2385 tmp->x -= src->x;
2386 tmp->y -= src->y;
2387
2388 if (!part->head)
2389 {
2390 dst = tmp;
2391 tmp->head = 0;
2392 }
2393 else
2394 tmp->head = dst; 2299 tmp->head = dst;
2395
2396 tmp->more = 0;
2397
2398 if (prev)
2399 prev->more = tmp; 2300 prev->more = tmp;
2400
2401 prev = tmp; 2301 prev = tmp;
2402 } 2302 }
2403 2303
2404 for (item = src->inv; item; item = item->below) 2304 for (object *item = inv; item; item = item->below)
2405 insert_ob_in_ob (object_create_clone (item), dst); 2305 insert_ob_in_ob (item->deep_clone (), dst);
2406 2306
2407 return dst; 2307 return dst;
2408}
2409
2410/* GROS - Creates an object using a string representing its content. */
2411/* Basically, we save the content of the string to a temp file, then call */
2412/* load_object on it. I admit it is a highly inefficient way to make things, */
2413/* but it was simple to make and allows reusing the load_object function. */
2414/* Remember not to use load_object_str in a time-critical situation. */
2415/* Also remember that multiparts objects are not supported for now. */
2416object *
2417load_object_str (const char *obstr)
2418{
2419 object *op;
2420 char filename[MAX_BUF];
2421
2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2423
2424 FILE *tempfile = fopen (filename, "w");
2425
2426 if (tempfile == NULL)
2427 {
2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2429 return NULL;
2430 }
2431
2432 fprintf (tempfile, obstr);
2433 fclose (tempfile);
2434
2435 op = object::create ();
2436
2437 object_thawer thawer (filename);
2438
2439 if (thawer)
2440 load_object (thawer, op, 0);
2441
2442 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2443 CLEAR_FLAG (op, FLAG_REMOVED);
2444
2445 return op;
2446} 2308}
2447 2309
2448/* This returns the first object in who's inventory that 2310/* This returns the first object in who's inventory that
2449 * has the same type and subtype match. 2311 * has the same type and subtype match.
2450 * returns NULL if no match. 2312 * returns NULL if no match.
2457 return tmp; 2319 return tmp;
2458 2320
2459 return 0; 2321 return 0;
2460} 2322}
2461 2323
2462/* If ob has a field named key, return the link from the list, 2324shstr_tmp
2463 * otherwise return NULL. 2325object::kv_get (shstr_tmp key) const
2464 *
2465 * key must be a passed in shared string - otherwise, this won't
2466 * do the desired thing.
2467 */
2468key_value *
2469get_ob_key_link (const object *ob, const char *key)
2470{ 2326{
2471 for (key_value *link = ob->key_values; link; link = link->next) 2327 for (key_value *kv = key_values; kv; kv = kv->next)
2472 if (link->key == key) 2328 if (kv->key == key)
2473 return link;
2474
2475 return 0;
2476}
2477
2478/*
2479 * Returns the value of op has an extra_field for key, or NULL.
2480 *
2481 * The argument doesn't need to be a shared string.
2482 *
2483 * The returned string is shared.
2484 */
2485const char *
2486get_ob_key_value (const object *op, const char *const key)
2487{
2488 key_value *link;
2489 shstr_cmp canonical_key (key);
2490
2491 if (!canonical_key)
2492 {
2493 /* 1. There being a field named key on any object
2494 * implies there'd be a shared string to find.
2495 * 2. Since there isn't, no object has this field.
2496 * 3. Therefore, *this* object doesn't have this field.
2497 */
2498 return 0;
2499 }
2500
2501 /* This is copied from get_ob_key_link() above -
2502 * only 4 lines, and saves the function call overhead.
2503 */
2504 for (link = op->key_values; link; link = link->next)
2505 if (link->key == canonical_key)
2506 return link->value; 2329 return kv->value;
2507 2330
2508 return 0; 2331 return shstr ();
2509} 2332}
2510 2333
2511 2334void
2512/* 2335object::kv_set (shstr_tmp key, shstr_tmp value)
2513 * Updates the canonical_key in op to value.
2514 *
2515 * canonical_key is a shared string (value doesn't have to be).
2516 *
2517 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2518 * keys.
2519 *
2520 * Returns TRUE on success.
2521 */
2522int
2523set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2524{ 2336{
2525 key_value *field = NULL, *last = NULL; 2337 for (key_value *kv = key_values; kv; kv = kv->next)
2526 2338 if (kv->key == key)
2527 for (field = op->key_values; field != NULL; field = field->next)
2528 {
2529 if (field->key != canonical_key)
2530 { 2339 {
2531 last = field; 2340 kv->value = value;
2532 continue; 2341 return;
2533 } 2342 }
2534 2343
2535 if (value) 2344 key_value *kv = new key_value;
2536 field->value = value; 2345
2537 else 2346 kv->next = key_values;
2347 kv->key = key;
2348 kv->value = value;
2349
2350 key_values = kv;
2351}
2352
2353void
2354object::kv_del (shstr_tmp key)
2355{
2356 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2357 if ((*kvp)->key == key)
2538 { 2358 {
2539 /* Basically, if the archetype has this key set, 2359 key_value *kv = *kvp;
2540 * we need to store the null value so when we save 2360 *kvp = (*kvp)->next;
2541 * it, we save the empty value so that when we load, 2361 delete kv;
2542 * we get this value back again. 2362 return;
2543 */
2544 if (get_ob_key_link (&op->arch->clone, canonical_key))
2545 field->value = 0;
2546 else
2547 {
2548 if (last)
2549 last->next = field->next;
2550 else
2551 op->key_values = field->next;
2552
2553 delete field;
2554 }
2555 } 2363 }
2556 return TRUE;
2557 }
2558 /* IF we get here, key doesn't exist */
2559
2560 /* No field, we'll have to add it. */
2561
2562 if (!add_key)
2563 return FALSE;
2564
2565 /* There isn't any good reason to store a null
2566 * value in the key/value list. If the archetype has
2567 * this key, then we should also have it, so shouldn't
2568 * be here. If user wants to store empty strings,
2569 * should pass in ""
2570 */
2571 if (value == NULL)
2572 return TRUE;
2573
2574 field = new key_value;
2575
2576 field->key = canonical_key;
2577 field->value = value;
2578 /* Usual prepend-addition. */
2579 field->next = op->key_values;
2580 op->key_values = field;
2581
2582 return TRUE;
2583}
2584
2585/*
2586 * Updates the key in op to value.
2587 *
2588 * If add_key is FALSE, this will only update existing keys,
2589 * and not add new ones.
2590 * In general, should be little reason FALSE is ever passed in for add_key
2591 *
2592 * Returns TRUE on success.
2593 */
2594int
2595set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2596{
2597 shstr key_ (key);
2598
2599 return set_ob_key_value_s (op, key_, value, add_key);
2600} 2364}
2601 2365
2602object::depth_iterator::depth_iterator (object *container) 2366object::depth_iterator::depth_iterator (object *container)
2603: iterator_base (container) 2367: iterator_base (container)
2604{ 2368{
2617 item = item->inv; 2381 item = item->inv;
2618 } 2382 }
2619 else 2383 else
2620 item = item->env; 2384 item = item->env;
2621} 2385}
2622
2623 2386
2624const char * 2387const char *
2625object::flag_desc (char *desc, int len) const 2388object::flag_desc (char *desc, int len) const
2626{ 2389{
2627 char *p = desc; 2390 char *p = desc;
2655{ 2418{
2656 char flagdesc[512]; 2419 char flagdesc[512];
2657 char info2[256 * 4]; 2420 char info2[256 * 4];
2658 char *p = info; 2421 char *p = info;
2659 2422
2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2423 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2661 count, uuid.seq, 2424 count,
2425 uuid.c_str (),
2662 &name, 2426 &name,
2663 title ? "\",title:" : "", 2427 title ? ",title:\"" : "",
2664 title ? (const char *)title : "", 2428 title ? (const char *)title : "",
2429 title ? "\"" : "",
2665 flag_desc (flagdesc, 512), type); 2430 flag_desc (flagdesc, 512), type);
2666 2431
2667 if (env) 2432 if (!flag[FLAG_REMOVED] && env)
2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2433 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2669 2434
2670 if (map) 2435 if (map)
2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2436 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2672 2437
2674} 2439}
2675 2440
2676const char * 2441const char *
2677object::debug_desc () const 2442object::debug_desc () const
2678{ 2443{
2679 static char info[256 * 4]; 2444 static char info[3][256 * 4];
2445 static int info_idx;
2446
2680 return debug_desc (info); 2447 return debug_desc (info [++info_idx % 3]);
2681} 2448}
2682 2449
2450struct region *
2451object::region () const
2452{
2453 return map ? map->region (x, y)
2454 : region::default_region ();
2455}
2456
2457const materialtype_t *
2458object::dominant_material () const
2459{
2460 if (materialtype_t *mt = name_to_material (materialname))
2461 return mt;
2462
2463 return name_to_material (shstr_unknown);
2464}
2465
2466void
2467object::open_container (object *new_container)
2468{
2469 if (container == new_container)
2470 return;
2471
2472 object *old_container = container;
2473
2474 if (old_container)
2475 {
2476 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2477 return;
2478
2479#if 0
2480 // remove the "Close old_container" object.
2481 if (object *closer = old_container->inv)
2482 if (closer->type == CLOSE_CON)
2483 closer->destroy ();
2484#endif
2485
2486 // make sure the container is available
2487 esrv_send_item (this, old_container);
2488
2489 old_container->flag [FLAG_APPLIED] = false;
2490 container = 0;
2491
2492 // client needs item update to make it work, client bug requires this to be separate
2493 esrv_update_item (UPD_FLAGS, this, old_container);
2494
2495 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2496 play_sound (sound_find ("chest_close"));
2497 }
2498
2499 if (new_container)
2500 {
2501 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2502 return;
2503
2504 // TODO: this does not seem to serve any purpose anymore?
2505#if 0
2506 // insert the "Close Container" object.
2507 if (archetype *closer = new_container->other_arch)
2508 {
2509 object *closer = arch_to_object (new_container->other_arch);
2510 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2511 new_container->insert (closer);
2512 }
2513#endif
2514
2515 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2516
2517 // make sure the container is available, client bug requires this to be separate
2518 esrv_send_item (this, new_container);
2519
2520 new_container->flag [FLAG_APPLIED] = true;
2521 container = new_container;
2522
2523 // client needs flag change
2524 esrv_update_item (UPD_FLAGS, this, new_container);
2525 esrv_send_inventory (this, new_container);
2526 play_sound (sound_find ("chest_open"));
2527 }
2528// else if (!old_container->env && contr && contr->ns)
2529// contr->ns->floorbox_reset ();
2530}
2531
2532object *
2533object::force_find (shstr_tmp name)
2534{
2535 /* cycle through his inventory to look for the MARK we want to
2536 * place
2537 */
2538 for (object *tmp = inv; tmp; tmp = tmp->below)
2539 if (tmp->type == FORCE && tmp->slaying == name)
2540 return splay (tmp);
2541
2542 return 0;
2543}
2544
2545object *
2546object::force_add (shstr_tmp name, int duration)
2547{
2548 if (object *force = force_find (name))
2549 force->destroy ();
2550
2551 object *force = get_archetype (FORCE_NAME);
2552
2553 force->slaying = name;
2554 force->stats.food = 1;
2555 force->speed_left = -1.f;
2556
2557 force->set_speed (duration ? 1.f / duration : 0.f);
2558 force->flag [FLAG_IS_USED_UP] = true;
2559 force->flag [FLAG_APPLIED] = true;
2560
2561 return insert (force);
2562}
2563
2564void
2565object::play_sound (faceidx sound) const
2566{
2567 if (!sound)
2568 return;
2569
2570 if (is_on_map ())
2571 map->play_sound (sound, x, y);
2572 else if (object *pl = in_player ())
2573 pl->contr->play_sound (sound);
2574}
2575
2576void
2577object::say_msg (const char *msg) const
2578{
2579 if (is_on_map ())
2580 map->say_msg (msg, x, y);
2581 else if (object *pl = in_player ())
2582 pl->contr->play_sound (sound);
2583}
2584
2585void
2586object::make_noise ()
2587{
2588 // we do not model noise in the map, so instead put
2589 // a temporary light into the noise source
2590 // could use the map instead, but that's less reliable for our
2591 // goal, which is to make invisibility a bit harder to exploit
2592
2593 // currently only works sensibly for players
2594 if (!is_player ())
2595 return;
2596
2597 // find old force, or create new one
2598 object *force = force_find (shstr_noise_force);
2599
2600 if (force)
2601 force->speed_left = -1.f; // patch old speed up
2602 else
2603 {
2604 force = archetype::get (shstr_noise_force);
2605
2606 force->slaying = shstr_noise_force;
2607 force->stats.food = 1;
2608 force->speed_left = -1.f;
2609
2610 force->set_speed (1.f / 4.f);
2611 force->flag [FLAG_IS_USED_UP] = true;
2612 force->flag [FLAG_APPLIED] = true;
2613
2614 insert (force);
2615 }
2616}
2617

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