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Comparing deliantra/server/common/object.C (file contents):
Revision 1.200 by root, Sun Jan 13 08:55:41 2008 UTC vs.
Revision 1.289 by root, Sun Oct 11 05:31:54 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
44 41
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42short freearr_x[SIZEOFFREE] = {
43 0,
44 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 47};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = {
49 0,
50 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50}; 53};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 59};
54int freedir[SIZEOFFREE] = { 60int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 61 0,
62 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 65};
58 66
59static void 67static void
60write_uuid (void) 68write_uuid (uval64 skip, bool sync)
61{ 69{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 70 CALL_BEGIN (2);
63 71 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 72 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 73 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 74 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 75}
79 76
80static void 77static void
81read_uuid (void) 78read_uuid (void)
82{ 79{
83 char filename[MAX_BUF]; 80 char filename[MAX_BUF];
84 81
85 sprintf (filename, "%s/uuid", settings.localdir); 82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
86 85
87 FILE *fp; 86 FILE *fp;
88 87
89 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
90 { 89 {
91 if (errno == ENOENT) 90 if (errno == ENOENT)
92 { 91 {
93 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 93 UUID::cur.seq = 0;
95 write_uuid (); 94 write_uuid (UUID_GAP, true);
96 return; 95 return;
97 } 96 }
98 97
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 99 _exit (1);
101 } 100 }
102 101
103 int version; 102 UUID::BUF buf;
104 unsigned long long uid; 103 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
106 { 107 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 109 _exit (1);
109 } 110 }
110 111
111 uuid.seq = uid; 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 113
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 114 write_uuid (UUID_GAP, true);
114 fclose (fp); 115 fclose (fp);
115} 116}
116 117
117UUID 118UUID
118gen_uuid () 119UUID::gen ()
119{ 120{
120 UUID uid; 121 UUID uid;
121 122
122 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
123 124
124 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
126 131
127 return uid; 132 return uid;
128} 133}
129 134
130void 135void
131init_uuid () 136UUID::init ()
132{ 137{
133 read_uuid (); 138 read_uuid ();
134} 139}
135 140
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 142static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
139{ 144{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 146 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
145 */ 148 */
146 149
147 /* For each field in wants, */ 150 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 152 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 153 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 154
171 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 156 return true;
173} 157}
174 158
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 160static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 162{
179 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
181 */ 165 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
183} 168}
184 169
185/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 171 * they can be merged together.
187 * 172 *
202 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 188 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
205 return 0; 190 return 0;
206 191
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 192 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * is always 0 .. 2**31-1 */
210 * used to store nrof). 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 195 return 0;
214 196
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 200 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 201 * flags lose any meaning.
220 */ 202 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 205
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 208
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 209 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 210 || ob1->name != ob2->name
230 || ob1->title != ob2->title 211 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 218 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
241 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 226 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 227 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 228 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 229 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 230 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 231 || ob1->move_slow_penalty != ob2->move_slow_penalty
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 234 return 0;
253 235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
254 /* This is really a spellbook check - really, we should 242 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 243 * not merge objects with real inventories, as splitting them
244 * is hard.
256 */ 245 */
257 if (ob1->inv || ob2->inv) 246 if (ob1->inv || ob2->inv)
258 { 247 {
259 if (!(ob1->inv && ob2->inv)) 248 if (!(ob1->inv && ob2->inv))
260 return 0; /* inventories differ in length */ 249 return 0; /* inventories differ in length */
261 250
262 if (ob1->inv->below || ob2->inv->below) 251 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */ 252 return 0; /* more than one object in inv */
264 253
265 if (!object::can_merge (ob1->inv, ob2->inv)) 254 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; /* inventory objexts differ */ 255 return 0; /* inventory objects differ */
267 256
268 /* 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
269 * if it is valid. 258 * if it is valid.
270 */ 259 */
271 } 260 }
290 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
291 return 0; 280 return 0;
292 break; 281 break;
293 } 282 }
294 283
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
296 { 285 {
297 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 288 return 0; /* One has fields, but the other one doesn't. */
300 return 0; 289
301 else if (!compare_ob_value_lists (ob1, ob2)) 290 if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 291 return 0;
303 } 292 }
304 293
305 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
306 { 295 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314 303
315 if (k1 != k2) 304 if (k1 != k2)
316 return 0; 305 return 0;
306
317 else if (k1 == 0) 307 if (k1 == 0)
318 return 1; 308 return 1;
309
319 else if (!cfperl_can_merge (ob1, ob2)) 310 if (!cfperl_can_merge (ob1, ob2))
320 return 0; 311 return 0;
321 } 312 }
322 } 313 }
323 314
324 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
325 return 1; 316 return 1;
326} 317}
327 318
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
328/* 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/*
329 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
330 * 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
331 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
332 */ 396 */
333long 397void
334sum_weight (object *op) 398object::update_weight ()
335{ 399{
336 long sum; 400 sint32 sum = 0;
337 object *inv;
338 401
339 for (sum = 0, inv = op->inv; inv; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
340 { 403 {
341 if (inv->inv) 404 if (op->inv)
342 sum_weight (inv); 405 op->update_weight ();
343 406
344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 407 sum += op->total_weight ();
408 }
409
410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
345 } 413 {
346
347 if (op->type == CONTAINER && op->stats.Str)
348 sum = (sum * (100 - op->stats.Str)) / 100;
349
350 if (op->carrying != sum)
351 op->carrying = sum; 414 carrying = sum;
352 415
353 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 }
354} 420}
355 421
356/** 422/*
357 * Return the outermost environment object for a given object. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
358 */
359
360object *
361object_get_env_recursive (object *op)
362{
363 while (op->env != NULL)
364 op = op->env;
365 return op;
366}
367
368/*
369 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
370 * Some error messages.
371 * The result of the dump is stored in the static global errmsg array.
372 */ 424 */
373char * 425char *
374dump_object (object *op) 426dump_object (object *op)
375{ 427{
376 if (!op) 428 if (!op)
379 object_freezer freezer; 431 object_freezer freezer;
380 op->write (freezer); 432 op->write (freezer);
381 return freezer.as_string (); 433 return freezer.as_string ();
382} 434}
383 435
436char *
437object::as_string ()
438{
439 return dump_object (this);
440}
441
384/* 442/*
385 * get_nearest_part(multi-object, object 2) returns the part of the 443 * get_nearest_part(multi-object, object 2) returns the part of the
386 * multi-object 1 which is closest to the second object. 444 * multi-object 1 which is closest to the second object.
387 * If it's not a multi-object, it is returned. 445 * If it's not a multi-object, it is returned.
388 */ 446 */
390get_nearest_part (object *op, const object *pl) 448get_nearest_part (object *op, const object *pl)
391{ 449{
392 object *tmp, *closest; 450 object *tmp, *closest;
393 int last_dist, i; 451 int last_dist, i;
394 452
395 if (op->more == NULL) 453 if (!op->more)
396 return op; 454 return op;
455
397 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 456 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
457 tmp;
458 tmp = tmp->more)
398 if ((i = distance (tmp, pl)) < last_dist) 459 if ((i = distance (tmp, pl)) < last_dist)
399 closest = tmp, last_dist = i; 460 closest = tmp, last_dist = i;
461
400 return closest; 462 return closest;
401} 463}
402 464
403/* 465/*
404 * Returns the object which has the count-variable equal to the argument. 466 * Returns the object which has the count-variable equal to the argument.
467 * VERRRY slow.
405 */ 468 */
406object * 469object *
407find_object (tag_t i) 470find_object (tag_t i)
408{ 471{
409 for_all_objects (op) 472 for_all_objects (op)
420 */ 483 */
421object * 484object *
422find_object_name (const char *str) 485find_object_name (const char *str)
423{ 486{
424 shstr_cmp str_ (str); 487 shstr_cmp str_ (str);
425 object *op;
426 488
489 if (str_)
427 for_all_objects (op) 490 for_all_objects (op)
428 if (op->name == str_) 491 if (op->name == str_)
429 break; 492 return op;
430 493
431 return op; 494 return 0;
432}
433
434void
435free_all_object_data ()
436{
437 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
438} 495}
439 496
440/* 497/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 498 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 499 * skill and experience objects.
504 update_stats (); 561 update_stats ();
505 562
506 new_draw_info_format (NDI_UNIQUE, 0, this, 563 new_draw_info_format (NDI_UNIQUE, 0, this,
507 "You try to balance all your items at once, " 564 "You try to balance all your items at once, "
508 "but the %s is just too much for your body. " 565 "but the %s is just too much for your body. "
509 "[You need to unapply some items first.]", &ob->name); 566 "[You need to unapply some items first - use the 'body' command to see "
567 "how many items you cna wera on a specific body part.]", &ob->name);
510 return false; 568 return false;
511 } 569 }
512 570
513 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 571 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
514 } 572 }
540 } 598 }
541 599
542 op->key_values = 0; 600 op->key_values = 0;
543} 601}
544 602
545object & 603/*
546object::operator =(const object &src) 604 * copy_to first frees everything allocated by the dst object,
605 * and then copies the contents of itself into the second
606 * object, allocating what needs to be allocated. Basically, any
607 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
608 * if the first object is freed, the pointers in the new object
609 * will point at garbage.
610 */
611void
612object::copy_to (object *dst)
547{ 613{
548 bool is_freed = flag [FLAG_FREED]; 614 dst->remove ();
549 bool is_removed = flag [FLAG_REMOVED];
550
551 *(object_copy *)this = src; 615 *(object_copy *)dst = *this;
552
553 flag [FLAG_FREED] = is_freed;
554 flag [FLAG_REMOVED] = is_removed; 616 dst->flag [FLAG_REMOVED] = true;
555 617
556 /* Copy over key_values, if any. */ 618 /* Copy over key_values, if any. */
557 if (src.key_values) 619 if (key_values)
558 { 620 {
559 key_value *tail = 0; 621 key_value *tail = 0;
560 key_values = 0; 622 dst->key_values = 0;
561 623
562 for (key_value *i = src.key_values; i; i = i->next) 624 for (key_value *i = key_values; i; i = i->next)
563 { 625 {
564 key_value *new_link = new key_value; 626 key_value *new_link = new key_value;
565 627
566 new_link->next = 0; 628 new_link->next = 0;
567 new_link->key = i->key; 629 new_link->key = i->key;
568 new_link->value = i->value; 630 new_link->value = i->value;
569 631
570 /* Try and be clever here, too. */ 632 /* Try and be clever here, too. */
571 if (!key_values) 633 if (!dst->key_values)
572 { 634 {
573 key_values = new_link; 635 dst->key_values = new_link;
574 tail = new_link; 636 tail = new_link;
575 } 637 }
576 else 638 else
577 { 639 {
578 tail->next = new_link; 640 tail->next = new_link;
579 tail = new_link; 641 tail = new_link;
580 } 642 }
581 } 643 }
582 } 644 }
583}
584
585/*
586 * copy_to first frees everything allocated by the dst object,
587 * and then copies the contents of itself into the second
588 * object, allocating what needs to be allocated. Basically, any
589 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
590 * if the first object is freed, the pointers in the new object
591 * will point at garbage.
592 */
593void
594object::copy_to (object *dst)
595{
596 *dst = *this;
597 645
598 if (speed < 0) 646 if (speed < 0)
599 dst->speed_left -= rndm (); 647 dst->speed_left -= rndm ();
600 648
601 dst->set_speed (dst->speed); 649 dst->activate ();
602} 650}
603 651
604void 652void
605object::instantiate () 653object::instantiate ()
606{ 654{
607 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
608 uuid = gen_uuid (); 656 uuid = UUID::gen ();
609 657
610 speed_left = -0.1f; 658 speed_left = -0.1f;
611 /* copy the body_info to the body_used - this is only really 659 /* copy the body_info to the body_used - this is only really
612 * need for monsters, but doesn't hurt to do it for everything. 660 * need for monsters, but doesn't hurt to do it for everything.
613 * by doing so, when a monster is created, it has good starting 661 * by doing so, when a monster is created, it has good starting
623object * 671object *
624object::clone () 672object::clone ()
625{ 673{
626 object *neu = create (); 674 object *neu = create ();
627 copy_to (neu); 675 copy_to (neu);
676 neu->map = map; // not copied by copy_to
628 return neu; 677 return neu;
629} 678}
630 679
631/* 680/*
632 * If an object with the IS_TURNABLE() flag needs to be turned due 681 * If an object with the IS_TURNABLE() flag needs to be turned due
683 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
684 */ 733 */
685void 734void
686update_object (object *op, int action) 735update_object (object *op, int action)
687{ 736{
688 if (op == NULL) 737 if (!op)
689 { 738 {
690 /* this should never happen */ 739 /* this should never happen */
691 LOG (llevDebug, "update_object() called for NULL object.\n"); 740 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
692 return; 741 return;
693 } 742 }
694 743
695 if (op->env) 744 if (!op->is_on_map ())
696 { 745 {
697 /* Animation is currently handled by client, so nothing 746 /* Animation is currently handled by client, so nothing
698 * to do in this case. 747 * to do in this case.
699 */ 748 */
700 return; 749 return;
701 } 750 }
702
703 /* If the map is saving, don't do anything as everything is
704 * going to get freed anyways.
705 */
706 if (!op->map || op->map->in_memory == MAP_SAVING)
707 return;
708 751
709 /* make sure the object is within map boundaries */ 752 /* make sure the object is within map boundaries */
710 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 753 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
711 { 754 {
712 LOG (llevError, "update_object() called for object out of map!\n"); 755 LOG (llevError, "update_object() called for object out of map!\n");
723 else if (action == UP_OBJ_INSERT) 766 else if (action == UP_OBJ_INSERT)
724 { 767 {
725 // this is likely overkill, TODO: revisit (schmorp) 768 // this is likely overkill, TODO: revisit (schmorp)
726 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 769 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
727 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 770 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
728 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 771 || (op->is_player () && !(m.flags_ & P_PLAYER))
729 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 772 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
730 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 773 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
731 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 774 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
732 || (m.move_on | op->move_on ) != m.move_on 775 || (m.move_on | op->move_on ) != m.move_on
733 || (m.move_off | op->move_off ) != m.move_off 776 || (m.move_off | op->move_off ) != m.move_off
734 || (m.move_slow | op->move_slow) != m.move_slow 777 || (m.move_slow | op->move_slow) != m.move_slow
735 /* This isn't perfect, but I don't expect a lot of objects to 778 /* This isn't perfect, but I don't expect a lot of objects to
736 * to have move_allow right now. 779 * have move_allow right now.
737 */ 780 */
738 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 781 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
739 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 782 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
740 m.flags_ = 0; 783 m.invalidate ();
741 } 784 }
742 /* if the object is being removed, we can't make intelligent 785 /* if the object is being removed, we can't make intelligent
743 * decisions, because remove_ob can't really pass the object 786 * decisions, because remove_ob can't really pass the object
744 * that is being removed. 787 * that is being removed.
745 */ 788 */
746 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 789 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
747 m.flags_ = 0; 790 m.invalidate ();
748 else if (action == UP_OBJ_FACE) 791 else if (action == UP_OBJ_FACE)
749 /* Nothing to do for that case */ ; 792 /* Nothing to do for that case */ ;
750 else 793 else
751 LOG (llevError, "update_object called with invalid action: %d\n", action); 794 LOG (llevError, "update_object called with invalid action: %d\n", action);
752 795
756 799
757object::object () 800object::object ()
758{ 801{
759 SET_FLAG (this, FLAG_REMOVED); 802 SET_FLAG (this, FLAG_REMOVED);
760 803
761 expmul = 1.0; 804 //expmul = 1.0; declared const for the time being
762 face = blank_face; 805 face = blank_face;
763} 806}
764 807
765object::~object () 808object::~object ()
766{ 809{
772static int object_count; 815static int object_count;
773 816
774void object::link () 817void object::link ()
775{ 818{
776 assert (!index);//D 819 assert (!index);//D
777 uuid = gen_uuid (); 820 uuid = UUID::gen ();
778 count = ++object_count; 821 count = ++object_count;
779 822
780 refcnt_inc (); 823 refcnt_inc ();
781 objects.insert (this); 824 objects.insert (this);
782} 825}
796 /* If already on active list, don't do anything */ 839 /* If already on active list, don't do anything */
797 if (active) 840 if (active)
798 return; 841 return;
799 842
800 if (has_active_speed ()) 843 if (has_active_speed ())
844 {
845 if (flag [FLAG_FREED])
846 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
847
801 actives.insert (this); 848 actives.insert (this);
849 }
802} 850}
803 851
804void 852void
805object::activate_recursive () 853object::activate_recursive ()
806{ 854{
855object::destroy_inv (bool drop_to_ground) 903object::destroy_inv (bool drop_to_ground)
856{ 904{
857 // need to check first, because the checks below might segfault 905 // need to check first, because the checks below might segfault
858 // as we might be on an invalid mapspace and crossfire code 906 // as we might be on an invalid mapspace and crossfire code
859 // is too buggy to ensure that the inventory is empty. 907 // is too buggy to ensure that the inventory is empty.
860 // corollary: if you create arrows etc. with stuff in tis inventory, 908 // corollary: if you create arrows etc. with stuff in its inventory,
861 // cf will crash below with off-map x and y 909 // cf will crash below with off-map x and y
862 if (!inv) 910 if (!inv)
863 return; 911 return;
864 912
865 /* Only if the space blocks everything do we not process - 913 /* Only if the space blocks everything do we not process -
866 * if some form of movement is allowed, let objects 914 * if some form of movement is allowed, let objects
867 * drop on that space. 915 * drop on that space.
868 */ 916 */
869 if (!drop_to_ground 917 if (!drop_to_ground
870 || !map 918 || !map
871 || map->in_memory != MAP_IN_MEMORY 919 || map->in_memory != MAP_ACTIVE
872 || map->nodrop 920 || map->no_drop
873 || ms ().move_block == MOVE_ALL) 921 || ms ().move_block == MOVE_ALL)
874 { 922 {
875 while (inv) 923 while (inv)
876 {
877 inv->destroy_inv (drop_to_ground);
878 inv->destroy (); 924 inv->destroy ();
879 }
880 } 925 }
881 else 926 else
882 { /* Put objects in inventory onto this space */ 927 { /* Put objects in inventory onto this space */
883 while (inv) 928 while (inv)
884 { 929 {
902 object *op = new object; 947 object *op = new object;
903 op->link (); 948 op->link ();
904 return op; 949 return op;
905} 950}
906 951
952static struct freed_map : maptile
953{
954 freed_map ()
955 {
956 path = "<freed objects map>";
957 name = "/internal/freed_objects_map";
958 width = 3;
959 height = 3;
960 no_drop = 1;
961 no_reset = 1;
962
963 alloc ();
964 in_memory = MAP_ACTIVE;
965 }
966
967 ~freed_map ()
968 {
969 destroy ();
970 }
971} freed_map; // freed objects are moved here to avoid crashes
972
907void 973void
908object::do_destroy () 974object::do_destroy ()
909{ 975{
910 attachable::do_destroy ();
911
912 if (flag [FLAG_IS_LINKED]) 976 if (flag [FLAG_IS_LINKED])
913 remove_button_link (this); 977 remove_link ();
914 978
915 if (flag [FLAG_FRIENDLY]) 979 if (flag [FLAG_FRIENDLY])
916 remove_friendly_object (this); 980 remove_friendly_object (this);
917 981
918 if (!flag [FLAG_REMOVED])
919 remove (); 982 remove ();
920 983
921 destroy_inv (true); 984 attachable::do_destroy ();
922 985
923 deactivate (); 986 deactivate ();
924 unlink (); 987 unlink ();
925 988
926 flag [FLAG_FREED] = 1; 989 flag [FLAG_FREED] = 1;
927 990
928 // hack to ensure that freed objects still have a valid map 991 // hack to ensure that freed objects still have a valid map
929 {
930 static maptile *freed_map; // freed objects are moved here to avoid crashes
931
932 if (!freed_map)
933 {
934 freed_map = new maptile;
935
936 freed_map->path = "<freed objects map>";
937 freed_map->name = "/internal/freed_objects_map";
938 freed_map->width = 3;
939 freed_map->height = 3;
940
941 freed_map->alloc ();
942 freed_map->in_memory = MAP_IN_MEMORY;
943 }
944
945 map = freed_map; 992 map = &freed_map;
946 x = 1; 993 x = 1;
947 y = 1; 994 y = 1;
948 }
949 995
950 if (more) 996 if (more)
951 { 997 {
952 more->destroy (); 998 more->destroy ();
953 more = 0; 999 more = 0;
961 attacked_by = 0; 1007 attacked_by = 0;
962 current_weapon = 0; 1008 current_weapon = 0;
963} 1009}
964 1010
965void 1011void
966object::destroy (bool destroy_inventory) 1012object::destroy ()
967{ 1013{
968 if (destroyed ()) 1014 if (destroyed ())
969 return; 1015 return;
970 1016
971 if (destroy_inventory) 1017 if (!is_head () && !head->destroyed ())
1018 {
1019 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1020 head->destroy ();
1021 return;
1022 }
1023
972 destroy_inv (false); 1024 destroy_inv (false);
973 1025
974 if (is_head ()) 1026 if (is_head ())
975 if (sound_destroy) 1027 if (sound_destroy)
976 play_sound (sound_destroy); 1028 play_sound (sound_destroy);
977 else if (flag [FLAG_MONSTER]) 1029 else if (flag [FLAG_MONSTER])
978 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1030 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
979 1031
980 attachable::destroy (); 1032 attachable::destroy ();
981}
982
983/*
984 * sub_weight() recursively (outwards) subtracts a number from the
985 * weight of an object (and what is carried by it's environment(s)).
986 */
987void
988sub_weight (object *op, signed long weight)
989{
990 while (op != NULL)
991 {
992 if (op->type == CONTAINER)
993 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
994
995 op->carrying -= weight;
996 op = op->env;
997 }
998} 1033}
999 1034
1000/* op->remove (): 1035/* op->remove ():
1001 * This function removes the object op from the linked list of objects 1036 * This function removes the object op from the linked list of objects
1002 * which it is currently tied to. When this function is done, the 1037 * which it is currently tied to. When this function is done, the
1008object::do_remove () 1043object::do_remove ()
1009{ 1044{
1010 object *tmp, *last = 0; 1045 object *tmp, *last = 0;
1011 object *otmp; 1046 object *otmp;
1012 1047
1013 if (QUERY_FLAG (this, FLAG_REMOVED)) 1048 if (flag [FLAG_REMOVED])
1014 return; 1049 return;
1015 1050
1016 SET_FLAG (this, FLAG_REMOVED);
1017 INVOKE_OBJECT (REMOVE, this); 1051 INVOKE_OBJECT (REMOVE, this);
1052
1053 flag [FLAG_REMOVED] = true;
1018 1054
1019 if (more) 1055 if (more)
1020 more->remove (); 1056 more->remove ();
1021 1057
1022 /* 1058 /*
1023 * In this case, the object to be removed is in someones 1059 * In this case, the object to be removed is in someones
1024 * inventory. 1060 * inventory.
1025 */ 1061 */
1026 if (env) 1062 if (env)
1027 { 1063 {
1028 if (nrof) 1064 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1029 sub_weight (env, weight * nrof); 1065 if (object *pl = visible_to ())
1030 else 1066 esrv_del_item (pl->contr, count);
1031 sub_weight (env, weight + carrying); 1067 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1068
1069 adjust_weight (env, -total_weight ());
1070
1071 object *pl = in_player ();
1072
1073 /* we set up values so that it could be inserted into
1074 * the map, but we don't actually do that - it is up
1075 * to the caller to decide what we want to do.
1076 */
1077 map = env->map;
1078 x = env->x;
1079 y = env->y;
1080
1081 // make sure cmov optimisation is applicable
1082 *(above ? &above->below : &env->inv) = below;
1083 *(below ? &below->above : &above ) = above; // &above is just a dummy
1084
1085 above = 0;
1086 below = 0;
1087 env = 0;
1032 1088
1033 /* NO_FIX_PLAYER is set when a great many changes are being 1089 /* NO_FIX_PLAYER is set when a great many changes are being
1034 * made to players inventory. If set, avoiding the call 1090 * made to players inventory. If set, avoiding the call
1035 * to save cpu time. 1091 * to save cpu time.
1036 */ 1092 */
1037 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1093 if (pl)
1094 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1095 {
1038 otmp->update_stats (); 1096 pl->update_stats ();
1039 1097
1040 if (above) 1098 if (glow_radius && pl->is_on_map ())
1041 above->below = below; 1099 update_all_los (pl->map, pl->x, pl->y);
1042 else 1100 }
1043 env->inv = below;
1044
1045 if (below)
1046 below->above = above;
1047
1048 /* we set up values so that it could be inserted into
1049 * the map, but we don't actually do that - it is up
1050 * to the caller to decide what we want to do.
1051 */
1052 x = env->x, y = env->y;
1053 map = env->map;
1054 above = 0, below = 0;
1055 env = 0;
1056 } 1101 }
1057 else if (map) 1102 else if (map)
1058 { 1103 {
1059 if (type == PLAYER)
1060 {
1061 // leaving a spot always closes any open container on the ground
1062 if (container && !container->env)
1063 // this causes spurious floorbox updates, but it ensures
1064 // that the CLOSE event is being sent.
1065 close_container ();
1066
1067 --map->players;
1068 map->touch ();
1069 }
1070
1071 map->dirty = true; 1104 map->dirty = true;
1072 mapspace &ms = this->ms (); 1105 mapspace &ms = this->ms ();
1073 1106
1107 if (object *pl = ms.player ())
1108 {
1109 if (is_player ())
1110 {
1111 if (!flag [FLAG_WIZPASS])
1112 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1113
1114 // leaving a spot always closes any open container on the ground
1115 if (container && !container->env)
1116 // this causes spurious floorbox updates, but it ensures
1117 // that the CLOSE event is being sent.
1118 close_container ();
1119
1120 --map->players;
1121 map->touch ();
1122 }
1123 else if (pl->container == this)
1124 {
1125 // removing a container should close it
1126 close_container ();
1127 }
1128
1129 esrv_del_item (pl->contr, count);
1130 }
1131
1074 /* link the object above us */ 1132 /* link the object above us */
1075 if (above) 1133 // re-link, make sure compiler can easily use cmove
1076 above->below = below; 1134 *(above ? &above->below : &ms.top) = below;
1077 else 1135 *(below ? &below->above : &ms.bot) = above;
1078 ms.top = below; /* we were top, set new top */
1079
1080 /* Relink the object below us, if there is one */
1081 if (below)
1082 below->above = above;
1083 else
1084 {
1085 /* Nothing below, which means we need to relink map object for this space
1086 * use translated coordinates in case some oddness with map tiling is
1087 * evident
1088 */
1089 if (GET_MAP_OB (map, x, y) != this)
1090 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1091
1092 ms.bot = above; /* goes on above it. */
1093 }
1094 1136
1095 above = 0; 1137 above = 0;
1096 below = 0; 1138 below = 0;
1139
1140 ms.invalidate ();
1097 1141
1098 if (map->in_memory == MAP_SAVING) 1142 if (map->in_memory == MAP_SAVING)
1099 return; 1143 return;
1100 1144
1101 int check_walk_off = !flag [FLAG_NO_APPLY]; 1145 int check_walk_off = !flag [FLAG_NO_APPLY];
1107 * removed (most likely destroyed), update the player view 1151 * removed (most likely destroyed), update the player view
1108 * appropriately. 1152 * appropriately.
1109 */ 1153 */
1110 pl->close_container (); 1154 pl->close_container ();
1111 1155
1156 //TODO: the floorbox prev/next might need updating
1157 //esrv_del_item (pl->contr, count);
1158 //TODO: update floorbox to preserve ordering
1159 if (pl->contr->ns)
1112 pl->contr->ns->floorbox_update (); 1160 pl->contr->ns->floorbox_update ();
1113 } 1161 }
1114 1162
1115 for (tmp = ms.bot; tmp; tmp = tmp->above) 1163 for (tmp = ms.bot; tmp; tmp = tmp->above)
1116 { 1164 {
1117 /* No point updating the players look faces if he is the object 1165 /* No point updating the players look faces if he is the object
1130 } 1178 }
1131 1179
1132 last = tmp; 1180 last = tmp;
1133 } 1181 }
1134 1182
1135 /* last == NULL if there are no objects on this space */ 1183 if (affects_los ())
1136 //TODO: this makes little sense, why only update the topmost object?
1137 if (!last)
1138 map->at (x, y).flags_ = 0;
1139 else
1140 update_object (last, UP_OBJ_REMOVE);
1141
1142 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1143 update_all_los (map, x, y); 1184 update_all_los (map, x, y);
1144 } 1185 }
1145} 1186}
1146 1187
1147/* 1188/*
1161 if (!top) 1202 if (!top)
1162 for (top = op; top && top->above; top = top->above) 1203 for (top = op; top && top->above; top = top->above)
1163 ; 1204 ;
1164 1205
1165 for (; top; top = top->below) 1206 for (; top; top = top->below)
1166 {
1167 if (top == op)
1168 continue;
1169
1170 if (object::can_merge (op, top)) 1207 if (object::can_merge (op, top))
1171 { 1208 {
1172 top->nrof += op->nrof; 1209 top->nrof += op->nrof;
1173 1210
1174/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1211 if (object *pl = top->visible_to ())
1175 op->weight = 0; /* Don't want any adjustements now */ 1212 esrv_update_item (UPD_NROF, pl, top);
1213
1214 op->weight = 0; // cancel the addition above
1215 op->carrying = 0; // must be 0 already
1216
1176 op->destroy (); 1217 op->destroy ();
1218
1177 return top; 1219 return top;
1178 } 1220 }
1179 }
1180 1221
1181 return 0; 1222 return 0;
1182} 1223}
1183 1224
1184void 1225void
1209 * job preparing multi-part monsters. 1250 * job preparing multi-part monsters.
1210 */ 1251 */
1211object * 1252object *
1212insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1253insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1213{ 1254{
1255 op->remove ();
1256
1214 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1257 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1215 { 1258 {
1216 tmp->x = x + tmp->arch->x; 1259 tmp->x = x + tmp->arch->x;
1217 tmp->y = y + tmp->arch->y; 1260 tmp->y = y + tmp->arch->y;
1218 } 1261 }
1241 * just 'op' otherwise 1284 * just 'op' otherwise
1242 */ 1285 */
1243object * 1286object *
1244insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1245{ 1288{
1246 assert (!op->flag [FLAG_FREED]);
1247
1248 object *top, *floor = NULL;
1249
1250 op->remove (); 1289 op->remove ();
1290
1291 if (m == &freed_map)//D TODO: remove soon
1292 {//D
1293 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1294 }//D
1251 1295
1252 /* Ideally, the caller figures this out. However, it complicates a lot 1296 /* Ideally, the caller figures this out. However, it complicates a lot
1253 * of areas of callers (eg, anything that uses find_free_spot would now 1297 * of areas of callers (eg, anything that uses find_free_spot would now
1254 * need extra work 1298 * need extra work
1255 */ 1299 */
1300 maptile *newmap = m;
1256 if (!xy_normalise (m, op->x, op->y)) 1301 if (!xy_normalise (newmap, op->x, op->y))
1257 { 1302 {
1258 op->destroy (); 1303 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1259 return 0; 1304 return 0;
1260 } 1305 }
1261 1306
1262 if (object *more = op->more) 1307 if (object *more = op->more)
1263 if (!insert_ob_in_map (more, m, originator, flag)) 1308 if (!insert_ob_in_map (more, m, originator, flag))
1264 return 0; 1309 return 0;
1265 1310
1266 CLEAR_FLAG (op, FLAG_REMOVED); 1311 op->flag [FLAG_REMOVED] = false;
1267 1312 op->env = 0;
1268 op->map = m; 1313 op->map = newmap;
1314
1269 mapspace &ms = op->ms (); 1315 mapspace &ms = op->ms ();
1270 1316
1271 /* this has to be done after we translate the coordinates. 1317 /* this has to be done after we translate the coordinates.
1272 */ 1318 */
1273 if (op->nrof && !(flag & INS_NO_MERGE)) 1319 if (op->nrof && !(flag & INS_NO_MERGE))
1274 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1320 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1275 if (object::can_merge (op, tmp)) 1321 if (object::can_merge (op, tmp))
1276 { 1322 {
1323 // TODO: we actually want to update tmp, not op,
1324 // but some caller surely breaks when we return tmp
1325 // from here :/
1277 op->nrof += tmp->nrof; 1326 op->nrof += tmp->nrof;
1278 tmp->destroy (); 1327 tmp->destroy ();
1279 } 1328 }
1280 1329
1281 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1330 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1290 { 1339 {
1291 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1340 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1292 abort (); 1341 abort ();
1293 } 1342 }
1294 1343
1344 if (!originator->is_on_map ())
1345 {
1346 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1347 op->debug_desc (), originator->debug_desc ());
1348 abort ();
1349 }
1350
1295 op->above = originator; 1351 op->above = originator;
1296 op->below = originator->below; 1352 op->below = originator->below;
1297
1298 if (op->below)
1299 op->below->above = op;
1300 else
1301 ms.bot = op;
1302
1303 /* since *below* originator, no need to update top */
1304 originator->below = op; 1353 originator->below = op;
1354
1355 *(op->below ? &op->below->above : &ms.bot) = op;
1305 } 1356 }
1306 else 1357 else
1307 { 1358 {
1308 top = ms.bot; 1359 object *floor = 0;
1360 object *top = ms.top;
1309 1361
1310 /* If there are other objects, then */ 1362 /* If there are other objects, then */
1311 if (top) 1363 if (top)
1312 { 1364 {
1313 object *last = 0;
1314
1315 /* 1365 /*
1316 * If there are multiple objects on this space, we do some trickier handling. 1366 * If there are multiple objects on this space, we do some trickier handling.
1317 * We've already dealt with merging if appropriate. 1367 * We've already dealt with merging if appropriate.
1318 * Generally, we want to put the new object on top. But if 1368 * Generally, we want to put the new object on top. But if
1319 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1369 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1322 * once we get to them. This reduces the need to traverse over all of 1372 * once we get to them. This reduces the need to traverse over all of
1323 * them when adding another one - this saves quite a bit of cpu time 1373 * them when adding another one - this saves quite a bit of cpu time
1324 * when lots of spells are cast in one area. Currently, it is presumed 1374 * when lots of spells are cast in one area. Currently, it is presumed
1325 * that flying non pickable objects are spell objects. 1375 * that flying non pickable objects are spell objects.
1326 */ 1376 */
1327 for (top = ms.bot; top; top = top->above) 1377 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1328 { 1378 {
1329 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1379 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1330 floor = top; 1380 floor = tmp;
1331 1381
1332 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1382 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1333 { 1383 {
1334 /* We insert above top, so we want this object below this */ 1384 /* We insert above top, so we want this object below this */
1335 top = top->below; 1385 top = tmp->below;
1336 break; 1386 break;
1337 } 1387 }
1338 1388
1339 last = top; 1389 top = tmp;
1340 } 1390 }
1341
1342 /* Don't want top to be NULL, so set it to the last valid object */
1343 top = last;
1344 1391
1345 /* We let update_position deal with figuring out what the space 1392 /* We let update_position deal with figuring out what the space
1346 * looks like instead of lots of conditions here. 1393 * looks like instead of lots of conditions here.
1347 * makes things faster, and effectively the same result. 1394 * makes things faster, and effectively the same result.
1348 */ 1395 */
1355 */ 1402 */
1356 if (!(flag & INS_ON_TOP) 1403 if (!(flag & INS_ON_TOP)
1357 && ms.flags () & P_BLOCKSVIEW 1404 && ms.flags () & P_BLOCKSVIEW
1358 && (op->face && !faces [op->face].visibility)) 1405 && (op->face && !faces [op->face].visibility))
1359 { 1406 {
1407 object *last;
1408
1360 for (last = top; last != floor; last = last->below) 1409 for (last = top; last != floor; last = last->below)
1361 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1410 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1362 break; 1411 break;
1363 1412
1364 /* Check to see if we found the object that blocks view, 1413 /* Check to see if we found the object that blocks view,
1372 } /* If objects on this space */ 1421 } /* If objects on this space */
1373 1422
1374 if (flag & INS_ABOVE_FLOOR_ONLY) 1423 if (flag & INS_ABOVE_FLOOR_ONLY)
1375 top = floor; 1424 top = floor;
1376 1425
1377 /* Top is the object that our object (op) is going to get inserted above. 1426 // insert object above top, or bottom-most if top = 0
1378 */
1379
1380 /* First object on this space */
1381 if (!top) 1427 if (!top)
1382 { 1428 {
1429 op->below = 0;
1383 op->above = ms.bot; 1430 op->above = ms.bot;
1384
1385 if (op->above)
1386 op->above->below = op;
1387
1388 op->below = 0;
1389 ms.bot = op; 1431 ms.bot = op;
1432
1433 *(op->above ? &op->above->below : &ms.top) = op;
1390 } 1434 }
1391 else 1435 else
1392 { /* get inserted into the stack above top */ 1436 {
1393 op->above = top->above; 1437 op->above = top->above;
1394
1395 if (op->above)
1396 op->above->below = op; 1438 top->above = op;
1397 1439
1398 op->below = top; 1440 op->below = top;
1399 top->above = op; 1441 *(op->above ? &op->above->below : &ms.top) = op;
1400 } 1442 }
1443 }
1401 1444
1402 if (!op->above) 1445 if (op->is_player ())
1403 ms.top = op;
1404 } /* else not INS_BELOW_ORIGINATOR */
1405
1406 if (op->type == PLAYER)
1407 { 1446 {
1408 op->contr->do_los = 1; 1447 op->contr->do_los = 1;
1409 ++op->map->players; 1448 ++op->map->players;
1410 op->map->touch (); 1449 op->map->touch ();
1411 } 1450 }
1412 1451
1413 op->map->dirty = true; 1452 op->map->dirty = true;
1414 1453
1415 if (object *pl = ms.player ()) 1454 if (object *pl = ms.player ())
1455 //TODO: the floorbox prev/next might need updating
1456 //esrv_send_item (pl, op);
1457 //TODO: update floorbox to preserve ordering
1458 if (pl->contr->ns)
1416 pl->contr->ns->floorbox_update (); 1459 pl->contr->ns->floorbox_update ();
1417 1460
1418 /* If this object glows, it may affect lighting conditions that are 1461 /* If this object glows, it may affect lighting conditions that are
1419 * visible to others on this map. But update_all_los is really 1462 * visible to others on this map. But update_all_los is really
1420 * an inefficient way to do this, as it means los for all players 1463 * an inefficient way to do this, as it means los for all players
1421 * on the map will get recalculated. The players could very well 1464 * on the map will get recalculated. The players could very well
1422 * be far away from this change and not affected in any way - 1465 * be far away from this change and not affected in any way -
1423 * this should get redone to only look for players within range, 1466 * this should get redone to only look for players within range,
1424 * or just updating the P_UPTODATE for spaces within this area 1467 * or just updating the P_UPTODATE for spaces within this area
1425 * of effect may be sufficient. 1468 * of effect may be sufficient.
1426 */ 1469 */
1427 if (op->map->darkness && (op->glow_radius != 0)) 1470 if (op->affects_los ())
1471 {
1472 op->ms ().invalidate ();
1428 update_all_los (op->map, op->x, op->y); 1473 update_all_los (op->map, op->x, op->y);
1474 }
1429 1475
1430 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1476 /* updates flags (blocked, alive, no magic, etc) for this map space */
1431 update_object (op, UP_OBJ_INSERT); 1477 update_object (op, UP_OBJ_INSERT);
1432 1478
1433 INVOKE_OBJECT (INSERT, op); 1479 INVOKE_OBJECT (INSERT, op);
1440 * blocked() and wall() work properly), and these flags are updated by 1486 * blocked() and wall() work properly), and these flags are updated by
1441 * update_object(). 1487 * update_object().
1442 */ 1488 */
1443 1489
1444 /* if this is not the head or flag has been passed, don't check walk on status */ 1490 /* if this is not the head or flag has been passed, don't check walk on status */
1445 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1491 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1446 { 1492 {
1447 if (check_move_on (op, originator)) 1493 if (check_move_on (op, originator))
1448 return 0; 1494 return 0;
1449 1495
1450 /* If we are a multi part object, lets work our way through the check 1496 /* If we are a multi part object, lets work our way through the check
1461/* this function inserts an object in the map, but if it 1507/* this function inserts an object in the map, but if it
1462 * finds an object of its own type, it'll remove that one first. 1508 * finds an object of its own type, it'll remove that one first.
1463 * op is the object to insert it under: supplies x and the map. 1509 * op is the object to insert it under: supplies x and the map.
1464 */ 1510 */
1465void 1511void
1466replace_insert_ob_in_map (const char *arch_string, object *op) 1512replace_insert_ob_in_map (shstr_tmp archname, object *op)
1467{ 1513{
1468 object *tmp, *tmp1;
1469
1470 /* first search for itself and remove any old instances */ 1514 /* first search for itself and remove any old instances */
1471 1515
1472 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1473 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1517 if (tmp->arch->archname == archname) /* same archetype */
1474 tmp->destroy (); 1518 tmp->destroy ();
1475 1519
1476 tmp1 = arch_to_object (archetype::find (arch_string)); 1520 object *tmp = arch_to_object (archetype::find (archname));
1477 1521
1478 tmp1->x = op->x; 1522 tmp->x = op->x;
1479 tmp1->y = op->y; 1523 tmp->y = op->y;
1524
1480 insert_ob_in_map (tmp1, op->map, op, 0); 1525 insert_ob_in_map (tmp, op->map, op, 0);
1481} 1526}
1482 1527
1483object * 1528object *
1484object::insert_at (object *where, object *originator, int flags) 1529object::insert_at (object *where, object *originator, int flags)
1485{ 1530{
1531 if (where->env)
1532 return where->env->insert (this);
1533 else
1486 return where->map->insert (this, where->x, where->y, originator, flags); 1534 return where->map->insert (this, where->x, where->y, originator, flags);
1487} 1535}
1488 1536
1489/* 1537/*
1490 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1491 * is returned contains nr objects, and the remaining parts contains
1492 * the rest (or is removed and freed if that number is 0).
1493 * On failure, NULL is returned, and the reason put into the
1494 * global static errmsg array.
1495 */
1496object *
1497get_split_ob (object *orig_ob, uint32 nr)
1498{
1499 object *newob;
1500 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1501
1502 if (orig_ob->nrof < nr)
1503 {
1504 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1505 return NULL;
1506 }
1507
1508 newob = object_create_clone (orig_ob);
1509
1510 if ((orig_ob->nrof -= nr) < 1)
1511 orig_ob->destroy (1);
1512 else if (!is_removed)
1513 {
1514 if (orig_ob->env != NULL)
1515 sub_weight (orig_ob->env, orig_ob->weight * nr);
1516 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1517 {
1518 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1519 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1520 return NULL;
1521 }
1522 }
1523
1524 newob->nrof = nr;
1525
1526 return newob;
1527}
1528
1529/*
1530 * decrease_ob_nr(object, number) decreases a specified number from 1538 * decrease(object, number) decreases a specified number from
1531 * the amount of an object. If the amount reaches 0, the object 1539 * the amount of an object. If the amount reaches 0, the object
1532 * is subsequently removed and freed. 1540 * is subsequently removed and freed.
1533 * 1541 *
1534 * Return value: 'op' if something is left, NULL if the amount reached 0 1542 * Return value: 'op' if something is left, NULL if the amount reached 0
1535 */ 1543 */
1544bool
1545object::decrease (sint32 nr)
1546{
1547 if (!nr)
1548 return true;
1549
1550 nr = min (nr, nrof);
1551
1552 if (nrof > nr)
1553 {
1554 nrof -= nr;
1555 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1556
1557 if (object *pl = visible_to ())
1558 esrv_update_item (UPD_NROF, pl, this);
1559
1560 return true;
1561 }
1562 else
1563 {
1564 destroy ();
1565 return false;
1566 }
1567}
1568
1569/*
1570 * split(ob,nr) splits up ob into two parts. The part which
1571 * is returned contains nr objects, and the remaining parts contains
1572 * the rest (or is removed and returned if that number is 0).
1573 * On failure, NULL is returned.
1574 */
1536object * 1575object *
1537decrease_ob_nr (object *op, uint32 i) 1576object::split (sint32 nr)
1538{ 1577{
1539 object *tmp; 1578 int have = number_of ();
1540 1579
1541 if (i == 0) /* objects with op->nrof require this check */ 1580 if (have < nr)
1542 return op; 1581 return 0;
1543 1582 else if (have == nr)
1544 if (i > op->nrof)
1545 i = op->nrof;
1546
1547 if (QUERY_FLAG (op, FLAG_REMOVED))
1548 op->nrof -= i;
1549 else if (op->env)
1550 { 1583 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = op->in_player ();
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp)
1562 for_all_players (pl)
1563 if (pl->ob->container == op->env)
1564 {
1565 tmp = pl->ob;
1566 break;
1567 }
1568
1569 if (i < op->nrof)
1570 {
1571 sub_weight (op->env, op->weight * i);
1572 op->nrof -= i;
1573 if (tmp)
1574 esrv_send_item (tmp, op);
1575 }
1576 else
1577 {
1578 op->remove (); 1584 remove ();
1579 op->nrof = 0; 1585 return this;
1580 if (tmp)
1581 esrv_del_item (tmp->contr, op->count);
1582 }
1583 } 1586 }
1584 else 1587 else
1585 { 1588 {
1586 object *above = op->above; 1589 decrease (nr);
1587 1590
1588 if (i < op->nrof) 1591 object *op = deep_clone ();
1589 op->nrof -= i; 1592 op->nrof = nr;
1590 else
1591 {
1592 op->remove ();
1593 op->nrof = 0;
1594 }
1595
1596 /* Since we just removed op, op->above is null */
1597 for (tmp = above; tmp; tmp = tmp->above)
1598 if (tmp->type == PLAYER)
1599 {
1600 if (op->nrof)
1601 esrv_send_item (tmp, op);
1602 else
1603 esrv_del_item (tmp->contr, op->count);
1604 }
1605 }
1606
1607 if (op->nrof)
1608 return op; 1593 return op;
1609 else
1610 {
1611 op->destroy ();
1612 return 0;
1613 }
1614}
1615
1616/*
1617 * add_weight(object, weight) adds the specified weight to an object,
1618 * and also updates how much the environment(s) is/are carrying.
1619 */
1620void
1621add_weight (object *op, signed long weight)
1622{
1623 while (op != NULL)
1624 {
1625 if (op->type == CONTAINER)
1626 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1627
1628 op->carrying += weight;
1629 op = op->env;
1630 } 1594 }
1631} 1595}
1632 1596
1633object * 1597object *
1634insert_ob_in_ob (object *op, object *where) 1598insert_ob_in_ob (object *op, object *where)
1659 * be != op, if items are merged. -Tero 1623 * be != op, if items are merged. -Tero
1660 */ 1624 */
1661object * 1625object *
1662object::insert (object *op) 1626object::insert (object *op)
1663{ 1627{
1664 if (!QUERY_FLAG (op, FLAG_REMOVED))
1665 op->remove ();
1666
1667 if (op->more) 1628 if (op->more)
1668 { 1629 {
1669 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1630 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1670 return op; 1631 return op;
1671 } 1632 }
1672 1633
1673 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1634 op->remove ();
1674 CLEAR_FLAG (op, FLAG_REMOVED); 1635
1636 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1675 1637
1676 if (op->nrof) 1638 if (op->nrof)
1677 {
1678 for (object *tmp = inv; tmp; tmp = tmp->below) 1639 for (object *tmp = inv; tmp; tmp = tmp->below)
1679 if (object::can_merge (tmp, op)) 1640 if (object::can_merge (tmp, op))
1680 { 1641 {
1681 /* return the original object and remove inserted object 1642 /* return the original object and remove inserted object
1682 (client needs the original object) */ 1643 (client needs the original object) */
1683 tmp->nrof += op->nrof; 1644 tmp->nrof += op->nrof;
1684 /* Weight handling gets pretty funky. Since we are adding to 1645
1685 * tmp->nrof, we need to increase the weight. 1646 if (object *pl = tmp->visible_to ())
1686 */ 1647 esrv_update_item (UPD_NROF, pl, tmp);
1648
1687 add_weight (this, op->weight * op->nrof); 1649 adjust_weight (this, op->total_weight ());
1688 SET_FLAG (op, FLAG_REMOVED); 1650
1689 op->destroy (); /* free the inserted object */ 1651 op->destroy ();
1690 op = tmp; 1652 op = tmp;
1691 op->remove (); /* and fix old object's links */ 1653 goto inserted;
1692 CLEAR_FLAG (op, FLAG_REMOVED);
1693 break;
1694 } 1654 }
1695 1655
1696 /* I assume combined objects have no inventory
1697 * We add the weight - this object could have just been removed
1698 * (if it was possible to merge). calling remove_ob will subtract
1699 * the weight, so we need to add it in again, since we actually do
1700 * the linking below
1701 */
1702 add_weight (this, op->weight * op->nrof);
1703 }
1704 else
1705 add_weight (this, (op->weight + op->carrying));
1706
1707 if (object *otmp = this->in_player ())
1708 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1709 otmp->update_stats ();
1710
1711 op->owner = 0; // its his/hers now. period. 1656 op->owner = 0; // it's his/hers now. period.
1712 op->map = 0; 1657 op->map = 0;
1658 op->x = 0;
1659 op->y = 0;
1660
1661 op->above = 0;
1662 op->below = inv;
1713 op->env = this; 1663 op->env = this;
1714 op->above = 0;
1715 op->below = 0;
1716 op->x = op->y = 0;
1717 1664
1665 if (inv)
1666 inv->above = op;
1667
1668 inv = op;
1669
1670 op->flag [FLAG_REMOVED] = 0;
1671
1672 if (object *pl = op->visible_to ())
1673 esrv_send_item (pl, op);
1674
1675 adjust_weight (this, op->total_weight ());
1676
1677inserted:
1718 /* reset the light list and los of the players on the map */ 1678 /* reset the light list and los of the players on the map */
1719 if (op->glow_radius && map) 1679 if (op->glow_radius && is_on_map ())
1720 { 1680 {
1721#ifdef DEBUG_LIGHTS 1681 update_stats ();
1722 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1723#endif /* DEBUG_LIGHTS */
1724 if (map->darkness)
1725 update_all_los (map, x, y); 1682 update_all_los (map, x, y);
1726 }
1727
1728 /* Client has no idea of ordering so lets not bother ordering it here.
1729 * It sure simplifies this function...
1730 */
1731 if (!inv)
1732 inv = op;
1733 else
1734 { 1683 }
1735 op->below = inv; 1684 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1736 op->below->above = op; 1685 // if this is a player's inventory, update stats
1737 inv = op; 1686 update_stats ();
1738 }
1739 1687
1740 INVOKE_OBJECT (INSERT, this); 1688 INVOKE_OBJECT (INSERT, this);
1741 1689
1742 return op; 1690 return op;
1743} 1691}
1763 * on top. 1711 * on top.
1764 */ 1712 */
1765int 1713int
1766check_move_on (object *op, object *originator) 1714check_move_on (object *op, object *originator)
1767{ 1715{
1716 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1717 return 0;
1718
1768 object *tmp; 1719 object *tmp;
1769 maptile *m = op->map; 1720 maptile *m = op->map;
1770 int x = op->x, y = op->y; 1721 int x = op->x, y = op->y;
1771 1722
1772 MoveType move_on, move_slow, move_block; 1723 mapspace &ms = m->at (x, y);
1773 1724
1774 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1725 ms.update ();
1775 return 0;
1776 1726
1777 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1727 MoveType move_on = ms.move_on;
1778 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1728 MoveType move_slow = ms.move_slow;
1779 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1729 MoveType move_block = ms.move_block;
1780 1730
1781 /* if nothing on this space will slow op down or be applied, 1731 /* if nothing on this space will slow op down or be applied,
1782 * no need to do checking below. have to make sure move_type 1732 * no need to do checking below. have to make sure move_type
1783 * is set, as lots of objects don't have it set - we treat that 1733 * is set, as lots of objects don't have it set - we treat that
1784 * as walking. 1734 * as walking.
1795 return 0; 1745 return 0;
1796 1746
1797 /* The objects have to be checked from top to bottom. 1747 /* The objects have to be checked from top to bottom.
1798 * Hence, we first go to the top: 1748 * Hence, we first go to the top:
1799 */ 1749 */
1800 1750 for (object *next, *tmp = ms.top; tmp; tmp = next)
1801 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1802 {
1803 /* Trim the search when we find the first other spell effect
1804 * this helps performance so that if a space has 50 spell objects,
1805 * we don't need to check all of them.
1806 */
1807 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1808 break;
1809 } 1751 {
1752 next = tmp->below;
1810 1753
1811 for (; tmp; tmp = tmp->below)
1812 {
1813 if (tmp == op) 1754 if (tmp == op)
1814 continue; /* Can't apply yourself */ 1755 continue; /* Can't apply yourself */
1815 1756
1816 /* Check to see if one of the movement types should be slowed down. 1757 /* Check to see if one of the movement types should be slowed down.
1817 * Second check makes sure that the movement types not being slowed 1758 * Second check makes sure that the movement types not being slowed
1822 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1763 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1823 { 1764 {
1824 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1825 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1766 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1826 { 1767 {
1827
1828 float
1829 diff = tmp->move_slow_penalty * fabs (op->speed); 1768 float diff = tmp->move_slow_penalty * fabs (op->speed);
1830 1769
1831 if (op->type == PLAYER) 1770 if (op->is_player ())
1832 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1771 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1833 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1772 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1834 diff /= 4.0; 1773 diff /= 4.0;
1835 1774
1836 op->speed_left -= diff; 1775 op->speed_left -= diff;
1837 } 1776 }
1838 } 1777 }
1871 LOG (llevError, "Present_arch called outside map.\n"); 1810 LOG (llevError, "Present_arch called outside map.\n");
1872 return NULL; 1811 return NULL;
1873 } 1812 }
1874 1813
1875 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1814 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1876 if (tmp->arch == at) 1815 if (tmp->arch->archname == at->archname)
1877 return tmp; 1816 return tmp;
1878 1817
1879 return NULL; 1818 return NULL;
1880} 1819}
1881 1820
1945 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
1946 */ 1885 */
1947object * 1886object *
1948present_arch_in_ob (const archetype *at, const object *op) 1887present_arch_in_ob (const archetype *at, const object *op)
1949{ 1888{
1950 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1951 if (tmp->arch == at) 1890 if (tmp->arch->archname == at->archname)
1952 return tmp; 1891 return tmp;
1953 1892
1954 return NULL; 1893 return NULL;
1955} 1894}
1956 1895
2044 * head of the object should correspond for the entire object. 1983 * head of the object should correspond for the entire object.
2045 */ 1984 */
2046 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1985 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2047 continue; 1986 continue;
2048 1987
2049 if (ob->blocked (m, pos.x, pos.y)) 1988 if (ob->blocked (pos.m, pos.x, pos.y))
2050 continue; 1989 continue;
2051 1990
2052 altern [index++] = i; 1991 altern [index++] = i;
2053 } 1992 }
2054 1993
2122 * there is capable of. 2061 * there is capable of.
2123 */ 2062 */
2124int 2063int
2125find_dir (maptile *m, int x, int y, object *exclude) 2064find_dir (maptile *m, int x, int y, object *exclude)
2126{ 2065{
2127 int i, max = SIZEOFFREE, mflags; 2066 int max = SIZEOFFREE, mflags;
2128
2129 sint16 nx, ny;
2130 object *tmp;
2131 maptile *mp;
2132
2133 MoveType blocked, move_type; 2067 MoveType move_type;
2134 2068
2135 if (exclude && exclude->head_ () != exclude) 2069 if (exclude && exclude->head_ () != exclude)
2136 { 2070 {
2137 exclude = exclude->head; 2071 exclude = exclude->head;
2138 move_type = exclude->move_type; 2072 move_type = exclude->move_type;
2141 { 2075 {
2142 /* If we don't have anything, presume it can use all movement types. */ 2076 /* If we don't have anything, presume it can use all movement types. */
2143 move_type = MOVE_ALL; 2077 move_type = MOVE_ALL;
2144 } 2078 }
2145 2079
2146 for (i = 1; i < max; i++) 2080 for (int i = 1; i < max; i++)
2147 { 2081 {
2148 mp = m; 2082 mapxy pos (m, x, y);
2149 nx = x + freearr_x[i]; 2083 pos.move (i);
2150 ny = y + freearr_y[i];
2151 2084
2152 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 if (!pos.normalise ())
2153
2154 if (mflags & P_OUT_OF_MAP)
2155 max = maxfree[i]; 2086 max = maxfree[i];
2156 else 2087 else
2157 { 2088 {
2158 mapspace &ms = mp->at (nx, ny); 2089 mapspace &ms = *pos;
2159 2090
2160 blocked = ms.move_block;
2161
2162 if ((move_type & blocked) == move_type) 2091 if ((move_type & ms.move_block) == move_type)
2163 max = maxfree[i]; 2092 max = maxfree [i];
2164 else if (mflags & P_IS_ALIVE) 2093 else if (ms.flags () & P_IS_ALIVE)
2165 { 2094 {
2166 for (tmp = ms.bot; tmp; tmp = tmp->above) 2095 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2167 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2096 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2097 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2169 break;
2170
2171 if (tmp)
2172 return freedir[i]; 2098 return freedir [i];
2173 } 2099 }
2174 } 2100 }
2175 } 2101 }
2176 2102
2177 return 0; 2103 return 0;
2252 * This basically means that if direction is 15, then it could either go 2178 * This basically means that if direction is 15, then it could either go
2253 * direction 4, 14, or 16 to get back to where we are. 2179 * direction 4, 14, or 16 to get back to where we are.
2254 * Moved from spell_util.c to object.c with the other related direction 2180 * Moved from spell_util.c to object.c with the other related direction
2255 * functions. 2181 * functions.
2256 */ 2182 */
2257int reduction_dir[SIZEOFFREE][3] = { 2183const int reduction_dir[SIZEOFFREE][3] = {
2258 {0, 0, 0}, /* 0 */ 2184 {0, 0, 0}, /* 0 */
2259 {0, 0, 0}, /* 1 */ 2185 {0, 0, 0}, /* 1 */
2260 {0, 0, 0}, /* 2 */ 2186 {0, 0, 0}, /* 2 */
2261 {0, 0, 0}, /* 3 */ 2187 {0, 0, 0}, /* 3 */
2262 {0, 0, 0}, /* 4 */ 2188 {0, 0, 0}, /* 4 */
2358int 2284int
2359can_pick (const object *who, const object *item) 2285can_pick (const object *who, const object *item)
2360{ 2286{
2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2288 (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)); 2289 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2364} 2290}
2365 2291
2366/* 2292/*
2367 * create clone from object to another 2293 * create clone from object to another
2368 */ 2294 */
2369object * 2295object *
2370object_create_clone (object *asrc) 2296object::deep_clone ()
2371{ 2297{
2372 object *dst = 0, *tmp, *src, *prev, *item; 2298 assert (("deep_clone called on non-head object", is_head ()));
2373 2299
2374 if (!asrc) 2300 object *dst = clone ();
2375 return 0;
2376 2301
2377 src = asrc->head_ (); 2302 object *prev = dst;
2378
2379 prev = 0;
2380 for (object *part = src; part; part = part->more) 2303 for (object *part = this->more; part; part = part->more)
2381 { 2304 {
2382 tmp = part->clone (); 2305 object *tmp = part->clone ();
2383 tmp->x -= src->x;
2384 tmp->y -= src->y;
2385
2386 if (!part->head)
2387 {
2388 dst = tmp;
2389 tmp->head = 0;
2390 }
2391 else
2392 tmp->head = dst; 2306 tmp->head = dst;
2393
2394 tmp->more = 0;
2395
2396 if (prev)
2397 prev->more = tmp; 2307 prev->more = tmp;
2398
2399 prev = tmp; 2308 prev = tmp;
2400 } 2309 }
2401 2310
2402 for (item = src->inv; item; item = item->below) 2311 for (object *item = inv; item; item = item->below)
2403 insert_ob_in_ob (object_create_clone (item), dst); 2312 insert_ob_in_ob (item->deep_clone (), dst);
2404 2313
2405 return dst; 2314 return dst;
2406} 2315}
2407 2316
2408/* This returns the first object in who's inventory that 2317/* This returns the first object in who's inventory that
2417 return tmp; 2326 return tmp;
2418 2327
2419 return 0; 2328 return 0;
2420} 2329}
2421 2330
2422/* If ob has a field named key, return the link from the list, 2331shstr_tmp
2423 * otherwise return NULL. 2332object::kv_get (shstr_tmp key) const
2424 *
2425 * key must be a passed in shared string - otherwise, this won't
2426 * do the desired thing.
2427 */
2428key_value *
2429get_ob_key_link (const object *ob, const char *key)
2430{ 2333{
2431 for (key_value *link = ob->key_values; link; link = link->next) 2334 for (key_value *kv = key_values; kv; kv = kv->next)
2432 if (link->key == key) 2335 if (kv->key == key)
2433 return link;
2434
2435 return 0;
2436}
2437
2438/*
2439 * Returns the value of op has an extra_field for key, or NULL.
2440 *
2441 * The argument doesn't need to be a shared string.
2442 *
2443 * The returned string is shared.
2444 */
2445const char *
2446get_ob_key_value (const object *op, const char *const key)
2447{
2448 key_value *link;
2449 shstr_cmp canonical_key (key);
2450
2451 if (!canonical_key)
2452 {
2453 /* 1. There being a field named key on any object
2454 * implies there'd be a shared string to find.
2455 * 2. Since there isn't, no object has this field.
2456 * 3. Therefore, *this* object doesn't have this field.
2457 */
2458 return 0;
2459 }
2460
2461 /* This is copied from get_ob_key_link() above -
2462 * only 4 lines, and saves the function call overhead.
2463 */
2464 for (link = op->key_values; link; link = link->next)
2465 if (link->key == canonical_key)
2466 return link->value; 2336 return kv->value;
2467 2337
2468 return 0; 2338 return shstr ();
2469} 2339}
2470 2340
2471/* 2341void
2472 * Updates the canonical_key in op to value. 2342object::kv_set (shstr_tmp key, shstr_tmp value)
2473 *
2474 * canonical_key is a shared string (value doesn't have to be).
2475 *
2476 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2477 * keys.
2478 *
2479 * Returns TRUE on success.
2480 */
2481int
2482set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2483{ 2343{
2484 key_value *field = NULL, *last = NULL; 2344 for (key_value *kv = key_values; kv; kv = kv->next)
2485 2345 if (kv->key == key)
2486 for (field = op->key_values; field != NULL; field = field->next)
2487 {
2488 if (field->key != canonical_key)
2489 { 2346 {
2490 last = field; 2347 kv->value = value;
2491 continue; 2348 return;
2492 } 2349 }
2493 2350
2494 if (value) 2351 key_value *kv = new key_value;
2495 field->value = value; 2352
2496 else 2353 kv->next = key_values;
2354 kv->key = key;
2355 kv->value = value;
2356
2357 key_values = kv;
2358}
2359
2360void
2361object::kv_del (shstr_tmp key)
2362{
2363 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2364 if ((*kvp)->key == key)
2497 { 2365 {
2498 /* Basically, if the archetype has this key set, 2366 key_value *kv = *kvp;
2499 * we need to store the null value so when we save 2367 *kvp = (*kvp)->next;
2500 * it, we save the empty value so that when we load, 2368 delete kv;
2501 * we get this value back again. 2369 return;
2502 */
2503 if (get_ob_key_link (op->arch, canonical_key))
2504 field->value = 0;
2505 else
2506 {
2507 if (last)
2508 last->next = field->next;
2509 else
2510 op->key_values = field->next;
2511
2512 delete field;
2513 }
2514 } 2370 }
2515 return TRUE;
2516 }
2517 /* IF we get here, key doesn't exist */
2518
2519 /* No field, we'll have to add it. */
2520
2521 if (!add_key)
2522 return FALSE;
2523
2524 /* There isn't any good reason to store a null
2525 * value in the key/value list. If the archetype has
2526 * this key, then we should also have it, so shouldn't
2527 * be here. If user wants to store empty strings,
2528 * should pass in ""
2529 */
2530 if (value == NULL)
2531 return TRUE;
2532
2533 field = new key_value;
2534
2535 field->key = canonical_key;
2536 field->value = value;
2537 /* Usual prepend-addition. */
2538 field->next = op->key_values;
2539 op->key_values = field;
2540
2541 return TRUE;
2542}
2543
2544/*
2545 * Updates the key in op to value.
2546 *
2547 * If add_key is FALSE, this will only update existing keys,
2548 * and not add new ones.
2549 * In general, should be little reason FALSE is ever passed in for add_key
2550 *
2551 * Returns TRUE on success.
2552 */
2553int
2554set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2555{
2556 shstr key_ (key);
2557
2558 return set_ob_key_value_s (op, key_, value, add_key);
2559} 2371}
2560 2372
2561object::depth_iterator::depth_iterator (object *container) 2373object::depth_iterator::depth_iterator (object *container)
2562: iterator_base (container) 2374: iterator_base (container)
2563{ 2375{
2613{ 2425{
2614 char flagdesc[512]; 2426 char flagdesc[512];
2615 char info2[256 * 4]; 2427 char info2[256 * 4];
2616 char *p = info; 2428 char *p = info;
2617 2429
2618 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2430 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2619 count, uuid.seq, 2431 count,
2432 uuid.c_str (),
2620 &name, 2433 &name,
2621 title ? "\",title:\"" : "", 2434 title ? ",title:\"" : "",
2622 title ? (const char *)title : "", 2435 title ? (const char *)title : "",
2436 title ? "\"" : "",
2623 flag_desc (flagdesc, 512), type); 2437 flag_desc (flagdesc, 512), type);
2624 2438
2625 if (!this->flag[FLAG_REMOVED] && env) 2439 if (!flag[FLAG_REMOVED] && env)
2626 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2440 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2627 2441
2628 if (map) 2442 if (map)
2629 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2443 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2630 2444
2660object::open_container (object *new_container) 2474object::open_container (object *new_container)
2661{ 2475{
2662 if (container == new_container) 2476 if (container == new_container)
2663 return; 2477 return;
2664 2478
2665 if (object *old_container = container) 2479 object *old_container = container;
2480
2481 if (old_container)
2666 { 2482 {
2667 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2483 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2668 return; 2484 return;
2669 2485
2670#if 0 2486#if 0
2672 if (object *closer = old_container->inv) 2488 if (object *closer = old_container->inv)
2673 if (closer->type == CLOSE_CON) 2489 if (closer->type == CLOSE_CON)
2674 closer->destroy (); 2490 closer->destroy ();
2675#endif 2491#endif
2676 2492
2493 // make sure the container is available
2494 esrv_send_item (this, old_container);
2495
2677 old_container->flag [FLAG_APPLIED] = 0; 2496 old_container->flag [FLAG_APPLIED] = false;
2678 container = 0; 2497 container = 0;
2679 2498
2499 // client needs item update to make it work, client bug requires this to be separate
2680 esrv_update_item (UPD_FLAGS, this, old_container); 2500 esrv_update_item (UPD_FLAGS, this, old_container);
2501
2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2502 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2682 play_sound (sound_find ("chest_close")); 2503 play_sound (sound_find ("chest_close"));
2683 } 2504 }
2684 2505
2685 if (new_container) 2506 if (new_container)
2686 { 2507 {
2696 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2517 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2697 new_container->insert (closer); 2518 new_container->insert (closer);
2698 } 2519 }
2699#endif 2520#endif
2700 2521
2701 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2702 2523
2524 // make sure the container is available, client bug requires this to be separate
2525 esrv_send_item (this, new_container);
2526
2703 new_container->flag [FLAG_APPLIED] = 1; 2527 new_container->flag [FLAG_APPLIED] = true;
2704 container = new_container; 2528 container = new_container;
2705 2529
2530 // client needs flag change
2706 esrv_update_item (UPD_FLAGS, this, new_container); 2531 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container); 2532 esrv_send_inventory (this, new_container);
2708 play_sound (sound_find ("chest_open")); 2533 play_sound (sound_find ("chest_open"));
2709 } 2534 }
2535// else if (!old_container->env && contr && contr->ns)
2536// contr->ns->floorbox_reset ();
2710} 2537}
2711 2538
2712object * 2539object *
2713object::force_find (const shstr name) 2540object::force_find (shstr_tmp name)
2714{ 2541{
2715 /* cycle through his inventory to look for the MARK we want to 2542 /* cycle through his inventory to look for the MARK we want to
2716 * place 2543 * place
2717 */ 2544 */
2718 for (object *tmp = inv; tmp; tmp = tmp->below) 2545 for (object *tmp = inv; tmp; tmp = tmp->below)
2720 return splay (tmp); 2547 return splay (tmp);
2721 2548
2722 return 0; 2549 return 0;
2723} 2550}
2724 2551
2725void 2552object *
2726object::force_add (const shstr name, int duration) 2553object::force_add (shstr_tmp name, int duration)
2727{ 2554{
2728 if (object *force = force_find (name)) 2555 if (object *force = force_find (name))
2729 force->destroy (); 2556 force->destroy ();
2730 2557
2731 object *force = get_archetype (FORCE_NAME); 2558 object *force = get_archetype (FORCE_NAME);
2736 2563
2737 force->set_speed (duration ? 1.f / duration : 0.f); 2564 force->set_speed (duration ? 1.f / duration : 0.f);
2738 force->flag [FLAG_IS_USED_UP] = true; 2565 force->flag [FLAG_IS_USED_UP] = true;
2739 force->flag [FLAG_APPLIED] = true; 2566 force->flag [FLAG_APPLIED] = true;
2740 2567
2741 insert (force); 2568 return insert (force);
2742} 2569}
2743 2570
2744void 2571void
2745object::play_sound (faceidx sound) const 2572object::play_sound (faceidx sound) const
2746{ 2573{
2747 if (!sound) 2574 if (!sound)
2748 return; 2575 return;
2749 2576
2750 if (flag [FLAG_REMOVED]) 2577 if (is_on_map ())
2578 map->play_sound (sound, x, y);
2579 else if (object *pl = in_player ())
2580 pl->contr->play_sound (sound);
2581}
2582
2583void
2584object::say_msg (const char *msg) const
2585{
2586 if (is_on_map ())
2587 map->say_msg (msg, x, y);
2588 else if (object *pl = in_player ())
2589 pl->contr->play_sound (sound);
2590}
2591
2592void
2593object::make_noise ()
2594{
2595 // we do not model noise in the map, so instead put
2596 // a temporary light into the noise source
2597 // could use the map instead, but that's less reliable for our
2598 // goal, which is to make invisibility a bit harder to exploit
2599
2600 // currently only works sensibly for players
2601 if (!is_player ())
2751 return; 2602 return;
2752 2603
2753 if (env) 2604 // find old force, or create new one
2754 { 2605 object *force = force_find (shstr_noise_force);
2755 if (object *pl = in_player ()) 2606
2756 pl->contr->play_sound (sound); 2607 if (force)
2757 } 2608 force->speed_left = -1.f; // patch old speed up
2758 else 2609 else
2759 map->play_sound (sound, x, y); 2610 {
2760} 2611 force = archetype::get (shstr_noise_force);
2761 2612
2613 force->slaying = shstr_noise_force;
2614 force->stats.food = 1;
2615 force->speed_left = -1.f;
2616
2617 force->set_speed (1.f / 4.f);
2618 force->flag [FLAG_IS_USED_UP] = true;
2619 force->flag [FLAG_APPLIED] = true;
2620
2621 insert (force);
2622 }
2623}
2624

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