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Comparing deliantra/server/common/object.C (file contents):
Revision 1.111 by root, Mon Jan 8 01:19:02 2007 UTC vs.
Revision 1.294 by root, Thu Nov 5 15:43:21 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 it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * 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 Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
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> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h> 30#include <sproto.h>
34#include <loader.h> 31#include <loader.h>
35 32
36#include <bitset> 33#include <bitset>
37 34
38int nrofallocobjects = 0; 35UUID UUID::cur;
39static UUID uuid; 36static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
41 39
42objectvec objects; 40objectvec objects;
43activevec actives; 41activevec actives;
44 42
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, 43//+GPL
44
45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 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 49 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}; 50};
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, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -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 55 -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}; 56};
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, 57int maxfree[SIZEOFFREE] = {
58 0,
59 9, 10, 13, 14, 17, 18, 21, 22,
60 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 61 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}; 62};
54int freedir[SIZEOFFREE] = { 63int 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, 64 0,
65 1, 2, 3, 4, 5, 6, 7, 8,
66 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 67 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}; 68};
58 69
59static void 70static void
60write_uuid (void) 71write_uuid (uval64 skip, bool sync)
61{ 72{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
63 74 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 77 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} 78}
79 79
80static void 80static void
81read_uuid (void) 81read_uuid (void)
82{ 82{
83 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
84 84
85 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
86 88
87 FILE *fp; 89 FILE *fp;
88 90
89 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
90 { 92 {
91 if (errno == ENOENT) 93 if (errno == ENOENT)
92 { 94 {
93 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 96 UUID::cur.seq = 0;
95 write_uuid (); 97 write_uuid (UUID_GAP, true);
96 return; 98 return;
97 } 99 }
98 100
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 102 _exit (1);
101 } 103 }
102 104
103 int version; 105 UUID::BUF buf;
104 unsigned long long uid; 106 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
106 { 110 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 112 _exit (1);
109 } 113 }
110 114
111 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 116
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
114 fclose (fp); 118 fclose (fp);
115} 119}
116 120
117UUID 121UUID
118gen_uuid () 122UUID::gen ()
119{ 123{
120 UUID uid; 124 UUID uid;
121 125
122 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
123 127
124 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
126 134
127 return uid; 135 return uid;
128} 136}
129 137
130void 138void
131init_uuid () 139UUID::init ()
132{ 140{
133 read_uuid (); 141 read_uuid ();
134} 142}
135 143
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 144/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 145static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 146compare_ob_value_lists_one (const object *wants, const object *has)
139{ 147{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 148 /* 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 149 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 150 * different structure or at least keep the lists sorted...
145 */ 151 */
146 152
147 /* For each field in wants, */ 153 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 154 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 155 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 156 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 }
170 157
171 /* If we get here, every field in wants has a matching field in has. */ 158 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 159 return true;
173} 160}
174 161
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 162/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 163static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 164compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 165{
179 /* However, there may be fields in has which aren't partnered in wants, 166 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 167 * so we need to run the comparison *twice*. :(
181 */ 168 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 169 return compare_ob_value_lists_one (ob1, ob2)
170 && compare_ob_value_lists_one (ob2, ob1);
183} 171}
184 172
185/* Function examines the 2 objects given to it, and returns true if 173/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 174 * they can be merged together.
187 * 175 *
202 || ob1->speed != ob2->speed 190 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 191 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 192 || ob1->name != ob2->name)
205 return 0; 193 return 0;
206 194
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 195 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 196 * is always 0 .. 2**31-1 */
210 * used to store nrof). 197 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 198 return 0;
214 199
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 200 /* 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 201 * 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 202 * 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 203 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 204 * flags lose any meaning.
220 */ 205 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 208
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 209 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 210 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 211
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 212 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 213 || ob1->name != ob2->name
230 || ob1->title != ob2->title 214 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 215 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 216 || 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 217 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 218 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 219 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 220 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 221 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 222 || ob1->animation_id != ob2->animation_id
223 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
241 || ob1->client_type != ob2->client_type 224 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 225 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore 226 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 227 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 228 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 229 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 230 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 231 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 232 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 233 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 234 || ob1->move_slow_penalty != ob2->move_slow_penalty
235 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
236 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 237 return 0;
253 238
239 if ((ob1->flag ^ ob2->flag)
240 .reset (FLAG_INV_LOCKED)
241 .reset (FLAG_REMOVED)
242 .any ())
243 return 0;
244
254 /* This is really a spellbook check - really, we should 245 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 246 * not merge objects with real inventories, as splitting them
247 * is hard.
256 */ 248 */
257 if (ob1->inv || ob2->inv) 249 if (ob1->inv || ob2->inv)
258 { 250 {
259 /* if one object has inventory but the other doesn't, not equiv */ 251 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 252 return 0; /* inventories differ in length */
261 return 0;
262 253
263 /* Now check to see if the two inventory objects could merge */ 254 if (ob1->inv->below || ob2->inv->below)
255 return 0; /* more than one object in inv */
256
264 if (!object::can_merge (ob1->inv, ob2->inv)) 257 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 258 return 0; /* inventory objects differ */
266 259
267 /* inventory ok - still need to check rest of this object to see 260 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 261 * if it is valid.
269 */ 262 */
270 } 263 }
289 if (ob1->level != ob2->level) 282 if (ob1->level != ob2->level)
290 return 0; 283 return 0;
291 break; 284 break;
292 } 285 }
293 286
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 287 if (ob1->key_values || ob2->key_values)
295 { 288 {
296 /* At least one of these has key_values. */ 289 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 290 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 291 return 0; /* One has fields, but the other one doesn't. */
292
293 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 294 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 295 }
303 296
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 297 if (ob1->self || ob2->self)
306 { 298 {
307 ob1->optimise (); 299 ob1->optimise ();
308 ob2->optimise (); 300 ob2->optimise ();
309 301
310 if (ob1->self || ob2->self) 302 if (ob1->self || ob2->self)
303 {
304 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
305 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
306
307 if (k1 != k2)
311 return 0; 308 return 0;
309
310 if (k1 == 0)
311 return 1;
312
313 if (!cfperl_can_merge (ob1, ob2))
314 return 0;
315 }
312 } 316 }
313 317
314 /* Everything passes, must be OK. */ 318 /* Everything passes, must be OK. */
315 return 1; 319 return 1;
316} 320}
317 321
322// find player who can see this object
323object *
324object::visible_to () const
325{
326 if (client_visible () && !flag [FLAG_REMOVED])
327 {
328 // see if we are in a container of sorts
329 if (env)
330 {
331 // the player inventory itself is always visible
332 if (env->is_player ())
333 return env;
334
335 // else a player could have our env open
336 object *envest = env->outer_env_or_self ();
337
338 // the player itself is always on a map, so we will find him here
339 // even if our inv is in a player.
340 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ())
342 if (pl->container_ () == env)
343 return pl;
344 }
345 else
346 {
347 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ())
350 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
351 || pl->container_ () == this)
352 return pl;
353 }
354 }
355
356 return 0;
357}
358
359// adjust weight per container type ("of holding")
360static sint32
361weight_adjust_for (object *op, sint32 weight)
362{
363 return op->type == CONTAINER
364 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
365 : weight;
366}
367
318/* 368/*
369 * adjust_weight(object, weight) adds the specified weight to an object,
370 * and also updates how much the environment(s) is/are carrying.
371 */
372static void
373adjust_weight (object *op, sint32 weight)
374{
375 while (op)
376 {
377 // adjust by actual difference to account for rounding errors
378 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
379 weight = weight_adjust_for (op, op->carrying)
380 - weight_adjust_for (op, op->carrying - weight);
381
382 if (!weight)
383 return;
384
385 op->carrying += weight;
386
387 if (object *pl = op->visible_to ())
388 if (pl != op) // player is handled lazily
389 esrv_update_item (UPD_WEIGHT, pl, op);
390
391 op = op->env;
392 }
393}
394
395/*
319 * sum_weight() is a recursive function which calculates the weight 396 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 397 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 398 * containers are carrying, and sums it up.
322 */ 399 */
323long 400void
324sum_weight (object *op) 401object::update_weight ()
325{ 402{
326 long sum; 403 sint32 sum = 0;
327 object *inv;
328 404
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 405 for (object *op = inv; op; op = op->below)
330 { 406 {
331 if (inv->inv) 407 if (op->inv)
332 sum_weight (inv); 408 op->update_weight ();
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 409
410 sum += op->total_weight ();
411 }
412
413 sum = weight_adjust_for (this, sum);
414
415 if (sum != carrying)
334 } 416 {
335
336 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100;
338
339 if (op->carrying != sum)
340 op->carrying = sum; 417 carrying = sum;
341 418
342 return sum; 419 if (object *pl = visible_to ())
420 if (pl != this) // player is handled lazily
421 esrv_update_item (UPD_WEIGHT, pl, this);
422 }
343} 423}
344 424
345/** 425/*
346 * Return the outermost environment object for a given object. 426 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 427 */
348
349object *
350object_get_env_recursive (object *op)
351{
352 while (op->env != NULL)
353 op = op->env;
354 return op;
355}
356
357/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array.
361 */
362
363char * 428char *
364dump_object (object *op) 429dump_object (object *op)
365{ 430{
366 if (!op) 431 if (!op)
367 return strdup ("[NULLOBJ]"); 432 return strdup ("[NULLOBJ]");
368 433
369 object_freezer freezer; 434 object_freezer freezer;
370 save_object (freezer, op, 1); 435 op->write (freezer);
371 return freezer.as_string (); 436 return freezer.as_string ();
437}
438
439char *
440object::as_string ()
441{
442 return dump_object (this);
372} 443}
373 444
374/* 445/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 446 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 447 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 448 * If it's not a multi-object, it is returned.
378 */ 449 */
379
380object * 450object *
381get_nearest_part (object *op, const object *pl) 451get_nearest_part (object *op, const object *pl)
382{ 452{
383 object *tmp, *closest; 453 object *tmp, *closest;
384 int last_dist, i; 454 int last_dist, i;
385 455
386 if (op->more == NULL) 456 if (!op->more)
387 return op; 457 return op;
458
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 459 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
460 tmp;
461 tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist) 462 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i; 463 closest = tmp, last_dist = i;
464
391 return closest; 465 return closest;
392} 466}
393 467
394/* 468/*
395 * Returns the object which has the count-variable equal to the argument. 469 * Returns the object which has the count-variable equal to the argument.
470 * VERRRY slow.
396 */ 471 */
397object * 472object *
398find_object (tag_t i) 473find_object (tag_t i)
399{ 474{
400 return ((unsigned int)i) < objects.size () 475 for_all_objects (op)
401 ? objects [i] 476 if (op->count == i)
402 : 0; 477 return op;
478
479 return 0;
403} 480}
404 481
405/* 482/*
406 * Returns the first object which has a name equal to the argument. 483 * Returns the first object which has a name equal to the argument.
407 * Used only by the patch command, but not all that useful. 484 * Used only by the patch command, but not all that useful.
409 */ 486 */
410object * 487object *
411find_object_name (const char *str) 488find_object_name (const char *str)
412{ 489{
413 shstr_cmp str_ (str); 490 shstr_cmp str_ (str);
414 object *op;
415 491
492 if (str_)
416 for_all_objects (op) 493 for_all_objects (op)
417 if (op->name == str_) 494 if (op->name == str_)
418 break; 495 return op;
419 496
420 return op; 497 return 0;
421}
422
423void
424free_all_object_data ()
425{
426 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
427} 498}
428 499
429/* 500/*
430 * Sets the owner and sets the skill and exp pointers to owner's current 501 * Sets the owner and sets the skill and exp pointers to owner's current
431 * skill and experience objects. 502 * skill and experience objects.
503 * ACTUALLY NO! investigate! TODO
432 */ 504 */
433void 505void
434object::set_owner (object *owner) 506object::set_owner (object *owner)
435{ 507{
508 // allow objects which own objects
436 if (!owner) 509 if (owner)
437 return;
438
439 /* next line added to allow objects which own objects */
440 /* Add a check for ownercounts in here, as I got into an endless loop
441 * with the fireball owning a poison cloud which then owned the
442 * fireball. I believe that was caused by one of the objects getting
443 * freed and then another object replacing it. Since the ownercounts
444 * didn't match, this check is valid and I believe that cause is valid.
445 */
446 while (owner->owner) 510 while (owner->owner)
447 owner = owner->owner; 511 owner = owner->owner;
512
513 if (flag [FLAG_FREED])
514 {
515 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
516 return;
517 }
448 518
449 this->owner = owner; 519 this->owner = owner;
520}
521
522int
523object::slottype () const
524{
525 if (type == SKILL)
526 {
527 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
528 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
529 }
530 else
531 {
532 if (slot [body_combat].info) return slot_combat;
533 if (slot [body_range ].info) return slot_ranged;
534 }
535
536 return slot_none;
537}
538
539bool
540object::change_weapon (object *ob)
541{
542 if (current_weapon == ob)
543 return true;
544
545 if (chosen_skill)
546 chosen_skill->flag [FLAG_APPLIED] = false;
547
548 current_weapon = ob;
549 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
550
551 if (chosen_skill)
552 chosen_skill->flag [FLAG_APPLIED] = true;
553
554 update_stats ();
555
556 if (ob)
557 {
558 // now check wether any body locations became invalid, in which case
559 // we cannot apply the weapon at the moment.
560 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
561 if (slot[i].used < 0)
562 {
563 current_weapon = chosen_skill = 0;
564 update_stats ();
565
566 new_draw_info_format (NDI_UNIQUE, 0, this,
567 "You try to balance all your items at once, "
568 "but the %s is just too much for your body. "
569 "[You need to unapply some items first - use the 'body' command to see "
570 "how many items you cna wera on a specific body part.]", &ob->name);
571 return false;
572 }
573
574 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
575 }
576 else
577 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
578
579 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
580 {
581 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
582 &name, ob->debug_desc ());
583 return false;
584 }
585
586 return true;
450} 587}
451 588
452/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
453 * refcounts and freeing the links. 590 * refcounts and freeing the links.
454 */ 591 */
455static void 592static void
456free_key_values (object *op) 593free_key_values (object *op)
457{ 594{
458 for (key_value *i = op->key_values; i != 0;) 595 for (key_value *i = op->key_values; i; )
459 { 596 {
460 key_value *next = i->next; 597 key_value *next = i->next;
461 delete i; 598 delete i;
462 599
463 i = next; 600 i = next;
475 * will point at garbage. 612 * will point at garbage.
476 */ 613 */
477void 614void
478object::copy_to (object *dst) 615object::copy_to (object *dst)
479{ 616{
480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 617 dst->remove ();
481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
482
483 *(object_copy *)dst = *this; 618 *(object_copy *)dst = *this;
484 619 dst->flag [FLAG_REMOVED] = true;
485 if (is_freed)
486 SET_FLAG (dst, FLAG_FREED);
487
488 if (is_removed)
489 SET_FLAG (dst, FLAG_REMOVED);
490
491 if (speed < 0)
492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
493 620
494 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
495 if (key_values) 622 if (key_values)
496 { 623 {
497 key_value *tail = 0; 624 key_value *tail = 0;
498 key_value *i;
499
500 dst->key_values = 0; 625 dst->key_values = 0;
501 626
502 for (i = key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
503 { 628 {
504 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
505 630
506 new_link->next = 0; 631 new_link->next = 0;
507 new_link->key = i->key; 632 new_link->key = i->key;
508 new_link->value = i->value; 633 new_link->value = i->value;
509 634
510 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
511 if (!dst->key_values) 636 if (!dst->key_values)
512 { 637 {
519 tail = new_link; 644 tail = new_link;
520 } 645 }
521 } 646 }
522 } 647 }
523 648
524 dst->set_speed (dst->speed); 649 if (speed < 0)
650 dst->speed_left -= rndm ();
651
652 dst->activate ();
653}
654
655void
656object::instantiate ()
657{
658 if (!uuid.seq) // HACK
659 uuid = UUID::gen ();
660
661 speed_left = -0.1f;
662 /* copy the body_info to the body_used - this is only really
663 * need for monsters, but doesn't hurt to do it for everything.
664 * by doing so, when a monster is created, it has good starting
665 * values for the body_used info, so when items are created
666 * for it, they can be properly equipped.
667 */
668 for (int i = NUM_BODY_LOCATIONS; i--; )
669 slot[i].used = slot[i].info;
670
671 attachable::instantiate ();
525} 672}
526 673
527object * 674object *
528object::clone () 675object::clone ()
529{ 676{
530 object *neu = create (); 677 object *neu = create ();
531 copy_to (neu); 678 copy_to (neu);
679 neu->map = map; // not copied by copy_to
532 return neu; 680 return neu;
533} 681}
534 682
535/* 683/*
536 * If an object with the IS_TURNABLE() flag needs to be turned due 684 * If an object with the IS_TURNABLE() flag needs to be turned due
587 * UP_OBJ_FACE: only the objects face has changed. 735 * UP_OBJ_FACE: only the objects face has changed.
588 */ 736 */
589void 737void
590update_object (object *op, int action) 738update_object (object *op, int action)
591{ 739{
592 MoveType move_on, move_off, move_block, move_slow; 740 if (!op)
593
594 if (op == NULL)
595 { 741 {
596 /* this should never happen */ 742 /* this should never happen */
597 LOG (llevDebug, "update_object() called for NULL object.\n"); 743 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
598 return; 744 return;
599 } 745 }
600 746
601 if (op->env) 747 if (!op->is_on_map ())
602 { 748 {
603 /* Animation is currently handled by client, so nothing 749 /* Animation is currently handled by client, so nothing
604 * to do in this case. 750 * to do in this case.
605 */ 751 */
606 return; 752 return;
607 } 753 }
608
609 /* If the map is saving, don't do anything as everything is
610 * going to get freed anyways.
611 */
612 if (!op->map || op->map->in_memory == MAP_SAVING)
613 return;
614 754
615 /* make sure the object is within map boundaries */ 755 /* make sure the object is within map boundaries */
616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 756 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
617 { 757 {
618 LOG (llevError, "update_object() called for object out of map!\n"); 758 LOG (llevError, "update_object() called for object out of map!\n");
629 else if (action == UP_OBJ_INSERT) 769 else if (action == UP_OBJ_INSERT)
630 { 770 {
631 // this is likely overkill, TODO: revisit (schmorp) 771 // this is likely overkill, TODO: revisit (schmorp)
632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 772 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 773 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 774 || (op->is_player () && !(m.flags_ & P_PLAYER))
635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 775 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 776 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 777 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
638 || (m.move_on | op->move_on ) != m.move_on 778 || (m.move_on | op->move_on ) != m.move_on
639 || (m.move_off | op->move_off ) != m.move_off 779 || (m.move_off | op->move_off ) != m.move_off
640 || (m.move_slow | op->move_slow) != m.move_slow 780 || (m.move_slow | op->move_slow) != m.move_slow
641 /* This isn't perfect, but I don't expect a lot of objects to 781 /* This isn't perfect, but I don't expect a lot of objects to
642 * to have move_allow right now. 782 * have move_allow right now.
643 */ 783 */
644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 784 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 785 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
646 m.flags_ = 0; 786 m.invalidate ();
647 } 787 }
648 /* if the object is being removed, we can't make intelligent 788 /* if the object is being removed, we can't make intelligent
649 * decisions, because remove_ob can't really pass the object 789 * decisions, because remove_ob can't really pass the object
650 * that is being removed. 790 * that is being removed.
651 */ 791 */
652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 792 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
653 m.flags_ = 0; 793 m.invalidate ();
654 else if (action == UP_OBJ_FACE) 794 else if (action == UP_OBJ_FACE)
655 /* Nothing to do for that case */ ; 795 /* Nothing to do for that case */ ;
656 else 796 else
657 LOG (llevError, "update_object called with invalid action: %d\n", action); 797 LOG (llevError, "update_object called with invalid action: %d\n", action);
658 798
659 if (op->more) 799 if (op->more)
660 update_object (op->more, action); 800 update_object (op->more, action);
661} 801}
662 802
663object *object::first;
664
665object::object () 803object::object ()
666{ 804{
667 SET_FLAG (this, FLAG_REMOVED); 805 SET_FLAG (this, FLAG_REMOVED);
668 806
669 expmul = 1.0; 807 //expmul = 1.0; declared const for the time being
670 face = blank_face; 808 face = blank_face;
671} 809}
672 810
673object::~object () 811object::~object ()
674{ 812{
813 unlink ();
814
675 free_key_values (this); 815 free_key_values (this);
676} 816}
677 817
818static int object_count;
819
678void object::link () 820void object::link ()
679{ 821{
680 assert (!count);//D 822 assert (!index);//D
681 uuid = gen_uuid (); 823 uuid = UUID::gen ();
824 count = ++object_count;
682 825
683 refcnt_inc (); 826 refcnt_inc ();
684 objects.insert (this); 827 objects.insert (this);
685} 828}
686 829
687void object::unlink () 830void object::unlink ()
688{ 831{
689 assert (count);//D 832 if (!index)
833 return;
834
690 objects.erase (this); 835 objects.erase (this);
691 refcnt_dec (); 836 refcnt_dec ();
692} 837}
693 838
694void 839void
697 /* If already on active list, don't do anything */ 842 /* If already on active list, don't do anything */
698 if (active) 843 if (active)
699 return; 844 return;
700 845
701 if (has_active_speed ()) 846 if (has_active_speed ())
847 {
848 if (flag [FLAG_FREED])
849 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
850
702 actives.insert (this); 851 actives.insert (this);
852 }
703} 853}
704 854
705void 855void
706object::activate_recursive () 856object::activate_recursive ()
707{ 857{
756object::destroy_inv (bool drop_to_ground) 906object::destroy_inv (bool drop_to_ground)
757{ 907{
758 // need to check first, because the checks below might segfault 908 // need to check first, because the checks below might segfault
759 // as we might be on an invalid mapspace and crossfire code 909 // as we might be on an invalid mapspace and crossfire code
760 // is too buggy to ensure that the inventory is empty. 910 // is too buggy to ensure that the inventory is empty.
761 // corollary: if you create arrows etc. with stuff in tis inventory, 911 // corollary: if you create arrows etc. with stuff in its inventory,
762 // cf will crash below with off-map x and y 912 // cf will crash below with off-map x and y
763 if (!inv) 913 if (!inv)
764 return; 914 return;
765 915
766 /* Only if the space blocks everything do we not process - 916 /* Only if the space blocks everything do we not process -
767 * if some form of movement is allowed, let objects 917 * if some form of movement is allowed, let objects
768 * drop on that space. 918 * drop on that space.
769 */ 919 */
770 if (!drop_to_ground 920 if (!drop_to_ground
771 || !map 921 || !map
772 || map->in_memory != MAP_IN_MEMORY 922 || map->in_memory != MAP_ACTIVE
923 || map->no_drop
773 || ms ().move_block == MOVE_ALL) 924 || ms ().move_block == MOVE_ALL)
774 { 925 {
775 while (inv) 926 while (inv)
776 {
777 inv->destroy_inv (drop_to_ground);
778 inv->destroy (); 927 inv->destroy ();
779 }
780 } 928 }
781 else 929 else
782 { /* Put objects in inventory onto this space */ 930 { /* Put objects in inventory onto this space */
783 while (inv) 931 while (inv)
784 { 932 {
802 object *op = new object; 950 object *op = new object;
803 op->link (); 951 op->link ();
804 return op; 952 return op;
805} 953}
806 954
955static struct freed_map : maptile
956{
957 freed_map ()
958 {
959 path = "<freed objects map>";
960 name = "/internal/freed_objects_map";
961 width = 3;
962 height = 3;
963 no_drop = 1;
964 no_reset = 1;
965
966 alloc ();
967 in_memory = MAP_ACTIVE;
968 }
969
970 ~freed_map ()
971 {
972 destroy ();
973 }
974} freed_map; // freed objects are moved here to avoid crashes
975
807void 976void
808object::do_destroy () 977object::do_destroy ()
809{ 978{
810 if (flag [FLAG_IS_LINKED]) 979 if (flag [FLAG_IS_LINKED])
811 remove_button_link (this); 980 remove_link ();
812 981
813 if (flag [FLAG_FRIENDLY]) 982 if (flag [FLAG_FRIENDLY])
814 remove_friendly_object (this); 983 remove_friendly_object (this);
815 984
816 if (!flag [FLAG_REMOVED])
817 remove (); 985 remove ();
818 986
819 if (flag [FLAG_FREED]) 987 attachable::do_destroy ();
820 return;
821 988
822 set_speed (0); 989 deactivate ();
990 unlink ();
823 991
824 flag [FLAG_FREED] = 1; 992 flag [FLAG_FREED] = 1;
825 993
826 attachable::do_destroy ();
827
828 destroy_inv (true);
829 unlink ();
830
831 // hack to ensure that freed objects still have a valid map 994 // hack to ensure that freed objects still have a valid map
832 {
833 static maptile *freed_map; // freed objects are moved here to avoid crashes
834
835 if (!freed_map)
836 {
837 freed_map = new maptile;
838
839 freed_map->name = "/internal/freed_objects_map";
840 freed_map->width = 3;
841 freed_map->height = 3;
842
843 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY;
845 }
846
847 map = freed_map; 995 map = &freed_map;
848 x = 1; 996 x = 1;
849 y = 1; 997 y = 1;
850 }
851
852 head = 0;
853 998
854 if (more) 999 if (more)
855 { 1000 {
856 more->destroy (); 1001 more->destroy ();
857 more = 0; 1002 more = 0;
858 } 1003 }
859 1004
1005 head = 0;
1006
860 // clear those pointers that likely might have circular references to us 1007 // clear those pointers that likely might cause circular references
861 owner = 0; 1008 owner = 0;
862 enemy = 0; 1009 enemy = 0;
863 attacked_by = 0; 1010 attacked_by = 0;
1011 current_weapon = 0;
864} 1012}
865 1013
866void 1014void
867object::destroy (bool destroy_inventory) 1015object::destroy ()
868{ 1016{
869 if (destroyed ()) 1017 if (destroyed ())
870 return; 1018 return;
871 1019
872 if (destroy_inventory) 1020 if (!is_head () && !head->destroyed ())
1021 {
1022 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1023 head->destroy ();
1024 return;
1025 }
1026
873 destroy_inv (false); 1027 destroy_inv (false);
1028
1029 if (is_head ())
1030 if (sound_destroy)
1031 play_sound (sound_destroy);
1032 else if (flag [FLAG_MONSTER])
1033 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
874 1034
875 attachable::destroy (); 1035 attachable::destroy ();
876}
877
878/*
879 * sub_weight() recursively (outwards) subtracts a number from the
880 * weight of an object (and what is carried by it's environment(s)).
881 */
882void
883sub_weight (object *op, signed long weight)
884{
885 while (op != NULL)
886 {
887 if (op->type == CONTAINER)
888 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
889
890 op->carrying -= weight;
891 op = op->env;
892 }
893} 1036}
894 1037
895/* op->remove (): 1038/* op->remove ():
896 * This function removes the object op from the linked list of objects 1039 * This function removes the object op from the linked list of objects
897 * which it is currently tied to. When this function is done, the 1040 * which it is currently tied to. When this function is done, the
898 * object will have no environment. If the object previously had an 1041 * object will have no environment. If the object previously had an
899 * environment, the x and y coordinates will be updated to 1042 * environment, the x and y coordinates will be updated to
900 * the previous environment. 1043 * the previous environment.
901 * Beware: This function is called from the editor as well!
902 */ 1044 */
903void 1045void
904object::remove () 1046object::do_remove ()
905{ 1047{
906 object *tmp, *last = 0; 1048 if (flag [FLAG_REMOVED])
907 object *otmp;
908
909 if (QUERY_FLAG (this, FLAG_REMOVED))
910 return; 1049 return;
911 1050
912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this); 1051 INVOKE_OBJECT (REMOVE, this);
1052
1053 flag [FLAG_REMOVED] = true;
914 1054
915 if (more) 1055 if (more)
916 more->remove (); 1056 more->remove ();
917 1057
918 /* 1058 /*
919 * In this case, the object to be removed is in someones 1059 * In this case, the object to be removed is in someones
920 * inventory. 1060 * inventory.
921 */ 1061 */
922 if (env) 1062 if (env)
923 { 1063 {
924 if (nrof) 1064 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
925 sub_weight (env, weight * nrof); 1065 if (object *pl = visible_to ())
926 else 1066 esrv_del_item (pl->contr, count);
927 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;
928 1088
929 /* 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
930 * made to players inventory. If set, avoiding the call 1090 * made to players inventory. If set, avoiding the call
931 * to save cpu time. 1091 * to save cpu time.
932 */ 1092 */
933 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 {
934 otmp->update_stats (); 1096 pl->update_stats ();
935 1097
936 if (above) 1098 if (glow_radius && pl->is_on_map ())
937 above->below = below; 1099 update_all_los (pl->map, pl->x, pl->y);
938 else 1100 }
939 env->inv = below;
940
941 if (below)
942 below->above = above;
943
944 /* we set up values so that it could be inserted into
945 * the map, but we don't actually do that - it is up
946 * to the caller to decide what we want to do.
947 */
948 x = env->x, y = env->y;
949 map = env->map;
950 above = 0, below = 0;
951 env = 0;
952 } 1101 }
953 else if (map) 1102 else if (map)
954 { 1103 {
955 if (type == PLAYER) 1104 map->dirty = true;
1105 mapspace &ms = this->ms ();
1106
1107 if (object *pl = ms.player ())
956 { 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
957 --map->players; 1120 --map->players;
958 map->touch (); 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);
959 } 1130 }
960 1131
961 map->dirty = true;
962
963 /* link the object above us */ 1132 /* link the object above us */
964 if (above) 1133 // re-link, make sure compiler can easily use cmove
965 above->below = below; 1134 *(above ? &above->below : &ms.top) = below;
966 else 1135 *(below ? &below->above : &ms.bot) = above;
967 map->at (x, y).top = below; /* we were top, set new top */
968
969 /* Relink the object below us, if there is one */
970 if (below)
971 below->above = above;
972 else
973 {
974 /* Nothing below, which means we need to relink map object for this space
975 * use translated coordinates in case some oddness with map tiling is
976 * evident
977 */
978 if (GET_MAP_OB (map, x, y) != this)
979 {
980 char *dump = dump_object (this);
981 LOG (llevError,
982 "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);
983 free (dump);
984 dump = dump_object (GET_MAP_OB (map, x, y));
985 LOG (llevError, "%s\n", dump);
986 free (dump);
987 }
988
989 map->at (x, y).bot = above; /* goes on above it. */
990 }
991 1136
992 above = 0; 1137 above = 0;
993 below = 0; 1138 below = 0;
994 1139
1140 ms.invalidate ();
1141
995 if (map->in_memory == MAP_SAVING) 1142 if (map->in_memory == MAP_SAVING)
996 return; 1143 return;
997 1144
998 int check_walk_off = !flag [FLAG_NO_APPLY]; 1145 int check_walk_off = !flag [FLAG_NO_APPLY];
999 1146
1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1147 if (object *pl = ms.player ())
1001 { 1148 {
1002 /* No point updating the players look faces if he is the object 1149 if (pl->container_ () == this)
1003 * being removed.
1004 */
1005
1006 if (tmp->type == PLAYER && tmp != this)
1007 {
1008 /* If a container that the player is currently using somehow gets 1150 /* If a container that the player is currently using somehow gets
1009 * removed (most likely destroyed), update the player view 1151 * removed (most likely destroyed), update the player view
1010 * appropriately. 1152 * appropriately.
1011 */ 1153 */
1012 if (tmp->container == this) 1154 pl->close_container ();
1013 {
1014 flag [FLAG_APPLIED] = 0;
1015 tmp->container = 0;
1016 }
1017 1155
1156 //TODO: the floorbox prev/next might need updating
1157 //esrv_del_item (pl->contr, count);
1158 //TODO: update floorbox to preserve ordering
1018 if (tmp->contr->ns) 1159 if (pl->contr->ns)
1019 tmp->contr->ns->floorbox_update (); 1160 pl->contr->ns->floorbox_update ();
1161 }
1162
1163 if (check_walk_off)
1164 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1165 {
1166 above = tmp->above;
1167
1168 /* No point updating the players look faces if he is the object
1169 * being removed.
1020 } 1170 */
1021 1171
1022 /* See if object moving off should effect something */ 1172 /* See if object moving off should effect something */
1023 if (check_walk_off
1024 && ((move_type & tmp->move_off) 1173 if ((move_type & tmp->move_off)
1025 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1174 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1026 {
1027 move_apply (tmp, this, 0); 1175 move_apply (tmp, this, 0);
1028
1029 if (destroyed ())
1030 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1031 } 1176 }
1032 1177
1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1178 if (affects_los ())
1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1035 if (tmp->above == tmp)
1036 tmp->above = 0;
1037
1038 last = tmp;
1039 }
1040
1041 /* last == NULL if there are no objects on this space */
1042 //TODO: this makes little sense, why only update the topmost object?
1043 if (!last)
1044 map->at (x, y).flags_ = 0;
1045 else
1046 update_object (last, UP_OBJ_REMOVE);
1047
1048 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1049 update_all_los (map, x, y); 1179 update_all_los (map, x, y);
1050 } 1180 }
1051} 1181}
1052 1182
1053/* 1183/*
1062merge_ob (object *op, object *top) 1192merge_ob (object *op, object *top)
1063{ 1193{
1064 if (!op->nrof) 1194 if (!op->nrof)
1065 return 0; 1195 return 0;
1066 1196
1067 if (top) 1197 if (!top)
1068 for (top = op; top && top->above; top = top->above) 1198 for (top = op; top && top->above; top = top->above)
1069 ; 1199 ;
1070 1200
1071 for (; top; top = top->below) 1201 for (; top; top = top->below)
1072 {
1073 if (top == op)
1074 continue;
1075
1076 if (object::can_merge (op, top)) 1202 if (object::can_merge (op, top))
1077 { 1203 {
1078 top->nrof += op->nrof; 1204 top->nrof += op->nrof;
1079 1205
1080/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1206 if (object *pl = top->visible_to ())
1081 op->weight = 0; /* Don't want any adjustements now */ 1207 esrv_update_item (UPD_NROF, pl, top);
1208
1209 op->weight = 0; // cancel the addition above
1210 op->carrying = 0; // must be 0 already
1211
1082 op->destroy (); 1212 op->destroy ();
1213
1083 return top; 1214 return top;
1084 } 1215 }
1085 }
1086 1216
1087 return 0; 1217 return 0;
1088} 1218}
1089 1219
1220void
1221object::expand_tail ()
1222{
1223 if (more)
1224 return;
1225
1226 object *prev = this;
1227
1228 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1229 {
1230 object *op = arch_to_object (at);
1231
1232 op->name = name;
1233 op->name_pl = name_pl;
1234 op->title = title;
1235
1236 op->head = this;
1237 prev->more = op;
1238
1239 prev = op;
1240 }
1241}
1242
1090/* 1243/*
1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1244 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1092 * job preparing multi-part monsters 1245 * job preparing multi-part monsters.
1093 */ 1246 */
1094object * 1247object *
1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1248insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1096{ 1249{
1250 op->remove ();
1251
1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1252 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1098 { 1253 {
1099 tmp->x = x + tmp->arch->clone.x; 1254 tmp->x = x + tmp->arch->x;
1100 tmp->y = y + tmp->arch->clone.y; 1255 tmp->y = y + tmp->arch->y;
1101 } 1256 }
1102 1257
1103 return insert_ob_in_map (op, m, originator, flag); 1258 return insert_ob_in_map (op, m, originator, flag);
1104} 1259}
1105 1260
1124 * just 'op' otherwise 1279 * just 'op' otherwise
1125 */ 1280 */
1126object * 1281object *
1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1282insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1128{ 1283{
1129 object *tmp, *top, *floor = NULL; 1284 op->remove ();
1130 sint16 x, y;
1131 1285
1132 if (QUERY_FLAG (op, FLAG_FREED)) 1286 if (m == &freed_map)//D TODO: remove soon
1133 { 1287 {//D
1134 LOG (llevError, "Trying to insert freed object!\n"); 1288 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1135 return NULL;
1136 } 1289 }//D
1137
1138 if (!m)
1139 {
1140 char *dump = dump_object (op);
1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1142 free (dump);
1143 return op;
1144 }
1145
1146 if (out_of_map (m, op->x, op->y))
1147 {
1148 char *dump = dump_object (op);
1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1150#ifdef MANY_CORES
1151 /* Better to catch this here, as otherwise the next use of this object
1152 * is likely to cause a crash. Better to find out where it is getting
1153 * improperly inserted.
1154 */
1155 abort ();
1156#endif
1157 free (dump);
1158 return op;
1159 }
1160
1161 if (!QUERY_FLAG (op, FLAG_REMOVED))
1162 {
1163 char *dump = dump_object (op);
1164 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1165 free (dump);
1166 return op;
1167 }
1168
1169 if (op->more)
1170 {
1171 /* The part may be on a different map. */
1172
1173 object *more = op->more;
1174
1175 /* We really need the caller to normalise coordinates - if
1176 * we set the map, that doesn't work if the location is within
1177 * a map and this is straddling an edge. So only if coordinate
1178 * is clear wrong do we normalise it.
1179 */
1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1182 else if (!more->map)
1183 {
1184 /* For backwards compatibility - when not dealing with tiled maps,
1185 * more->map should always point to the parent.
1186 */
1187 more->map = m;
1188 }
1189
1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1191 {
1192 if (!op->head)
1193 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1194
1195 return 0;
1196 }
1197 }
1198
1199 CLEAR_FLAG (op, FLAG_REMOVED);
1200 1290
1201 /* Ideally, the caller figures this out. However, it complicates a lot 1291 /* Ideally, the caller figures this out. However, it complicates a lot
1202 * of areas of callers (eg, anything that uses find_free_spot would now 1292 * of areas of callers (eg, anything that uses find_free_spot would now
1203 * need extra work 1293 * need extra work
1204 */ 1294 */
1205 op->map = get_map_from_coord (m, &op->x, &op->y); 1295 maptile *newmap = m;
1206 x = op->x; 1296 if (!xy_normalise (newmap, op->x, op->y))
1207 y = op->y; 1297 {
1298 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1299 return 0;
1300 }
1301
1302 if (object *more = op->more)
1303 if (!insert_ob_in_map (more, m, originator, flag))
1304 return 0;
1305
1306 op->flag [FLAG_REMOVED] = false;
1307 op->env = 0;
1308 op->map = newmap;
1309
1310 mapspace &ms = op->ms ();
1208 1311
1209 /* this has to be done after we translate the coordinates. 1312 /* this has to be done after we translate the coordinates.
1210 */ 1313 */
1211 if (op->nrof && !(flag & INS_NO_MERGE)) 1314 if (op->nrof && !(flag & INS_NO_MERGE))
1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1315 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1213 if (object::can_merge (op, tmp)) 1316 if (object::can_merge (op, tmp))
1214 { 1317 {
1318 // TODO: we actually want to update tmp, not op,
1319 // but some caller surely breaks when we return tmp
1320 // from here :/
1215 op->nrof += tmp->nrof; 1321 op->nrof += tmp->nrof;
1216 tmp->destroy (); 1322 tmp->destroy ();
1217 } 1323 }
1218 1324
1219 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1325 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1228 { 1334 {
1229 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1335 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1230 abort (); 1336 abort ();
1231 } 1337 }
1232 1338
1339 if (!originator->is_on_map ())
1340 {
1341 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1342 op->debug_desc (), originator->debug_desc ());
1343 abort ();
1344 }
1345
1233 op->above = originator; 1346 op->above = originator;
1234 op->below = originator->below; 1347 op->below = originator->below;
1235
1236 if (op->below)
1237 op->below->above = op;
1238 else
1239 op->ms ().bot = op;
1240
1241 /* since *below* originator, no need to update top */
1242 originator->below = op; 1348 originator->below = op;
1349
1350 *(op->below ? &op->below->above : &ms.bot) = op;
1243 } 1351 }
1244 else 1352 else
1245 { 1353 {
1354 object *floor = 0;
1355 object *top = ms.top;
1356
1246 /* If there are other objects, then */ 1357 /* If there are other objects, then */
1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1358 if (top)
1248 { 1359 {
1249 object *last = 0;
1250
1251 /* 1360 /*
1252 * If there are multiple objects on this space, we do some trickier handling. 1361 * If there are multiple objects on this space, we do some trickier handling.
1253 * We've already dealt with merging if appropriate. 1362 * We've already dealt with merging if appropriate.
1254 * Generally, we want to put the new object on top. But if 1363 * Generally, we want to put the new object on top. But if
1255 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1364 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1258 * once we get to them. This reduces the need to traverse over all of 1367 * once we get to them. This reduces the need to traverse over all of
1259 * them when adding another one - this saves quite a bit of cpu time 1368 * them when adding another one - this saves quite a bit of cpu time
1260 * when lots of spells are cast in one area. Currently, it is presumed 1369 * when lots of spells are cast in one area. Currently, it is presumed
1261 * that flying non pickable objects are spell objects. 1370 * that flying non pickable objects are spell objects.
1262 */ 1371 */
1263 while (top) 1372 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1264 { 1373 {
1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1374 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1266 floor = top; 1375 floor = tmp;
1267 1376
1268 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1377 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1269 { 1378 {
1270 /* We insert above top, so we want this object below this */ 1379 /* We insert above top, so we want this object below this */
1271 top = top->below; 1380 top = tmp->below;
1272 break; 1381 break;
1273 } 1382 }
1274 1383
1275 last = top;
1276 top = top->above; 1384 top = tmp;
1277 } 1385 }
1278
1279 /* Don't want top to be NULL, so set it to the last valid object */
1280 top = last;
1281 1386
1282 /* We let update_position deal with figuring out what the space 1387 /* We let update_position deal with figuring out what the space
1283 * looks like instead of lots of conditions here. 1388 * looks like instead of lots of conditions here.
1284 * makes things faster, and effectively the same result. 1389 * makes things faster, and effectively the same result.
1285 */ 1390 */
1286 1391
1287 /* Have object 'fall below' other objects that block view. 1392 /* Have object 'fall below' other objects that block view.
1288 * Unless those objects are exits, type 66 1393 * Unless those objects are exits.
1289 * If INS_ON_TOP is used, don't do this processing 1394 * If INS_ON_TOP is used, don't do this processing
1290 * Need to find the object that in fact blocks view, otherwise 1395 * Need to find the object that in fact blocks view, otherwise
1291 * stacking is a bit odd. 1396 * stacking is a bit odd.
1292 */ 1397 */
1293 if (!(flag & INS_ON_TOP) && 1398 if (!(flag & INS_ON_TOP)
1294 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1399 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility))
1295 { 1401 {
1402 object *last;
1403
1296 for (last = top; last != floor; last = last->below) 1404 for (last = top; last != floor; last = last->below)
1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1405 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1298 break; 1406 break;
1407
1299 /* Check to see if we found the object that blocks view, 1408 /* Check to see if we found the object that blocks view,
1300 * and make sure we have a below pointer for it so that 1409 * and make sure we have a below pointer for it so that
1301 * we can get inserted below this one, which requires we 1410 * we can get inserted below this one, which requires we
1302 * set top to the object below us. 1411 * set top to the object below us.
1303 */ 1412 */
1304 if (last && last->below && last != floor) 1413 if (last && last->below && last != floor)
1305 top = last->below; 1414 top = last->below;
1306 } 1415 }
1307 } /* If objects on this space */ 1416 } /* If objects on this space */
1308 1417
1309 if (flag & INS_MAP_LOAD)
1310 top = GET_MAP_TOP (op->map, op->x, op->y);
1311
1312 if (flag & INS_ABOVE_FLOOR_ONLY) 1418 if (flag & INS_ABOVE_FLOOR_ONLY)
1313 top = floor; 1419 top = floor;
1314 1420
1315 /* Top is the object that our object (op) is going to get inserted above. 1421 // insert object above top, or bottom-most if top = 0
1316 */
1317
1318 /* First object on this space */
1319 if (!top) 1422 if (!top)
1320 { 1423 {
1321 op->above = GET_MAP_OB (op->map, op->x, op->y);
1322
1323 if (op->above)
1324 op->above->below = op;
1325
1326 op->below = 0; 1424 op->below = 0;
1425 op->above = ms.bot;
1327 op->ms ().bot = op; 1426 ms.bot = op;
1427
1428 *(op->above ? &op->above->below : &ms.top) = op;
1328 } 1429 }
1329 else 1430 else
1330 { /* get inserted into the stack above top */ 1431 {
1331 op->above = top->above; 1432 op->above = top->above;
1332
1333 if (op->above)
1334 op->above->below = op; 1433 top->above = op;
1335 1434
1336 op->below = top; 1435 op->below = top;
1337 top->above = op; 1436 *(op->above ? &op->above->below : &ms.top) = op;
1338 } 1437 }
1438 }
1339 1439
1340 if (!op->above) 1440 if (op->is_player ())
1341 op->ms ().top = op;
1342 } /* else not INS_BELOW_ORIGINATOR */
1343
1344 if (op->type == PLAYER)
1345 { 1441 {
1346 op->contr->do_los = 1; 1442 op->contr->do_los = 1;
1347 ++op->map->players; 1443 ++op->map->players;
1348 op->map->touch (); 1444 op->map->touch ();
1349 } 1445 }
1350 1446
1351 op->map->dirty = true; 1447 op->map->dirty = true;
1352 1448
1353 /* If we have a floor, we know the player, if any, will be above
1354 * it, so save a few ticks and start from there.
1355 */
1356 if (!(flag & INS_MAP_LOAD))
1357 if (object *pl = op->ms ().player ()) 1449 if (object *pl = ms.player ())
1450 //TODO: the floorbox prev/next might need updating
1451 //esrv_send_item (pl, op);
1452 //TODO: update floorbox to preserve ordering
1358 if (pl->contr->ns) 1453 if (pl->contr->ns)
1359 pl->contr->ns->floorbox_update (); 1454 pl->contr->ns->floorbox_update ();
1360 1455
1361 /* If this object glows, it may affect lighting conditions that are 1456 /* If this object glows, it may affect lighting conditions that are
1362 * visible to others on this map. But update_all_los is really 1457 * visible to others on this map. But update_all_los is really
1363 * an inefficient way to do this, as it means los for all players 1458 * an inefficient way to do this, as it means los for all players
1364 * on the map will get recalculated. The players could very well 1459 * on the map will get recalculated. The players could very well
1365 * be far away from this change and not affected in any way - 1460 * be far away from this change and not affected in any way -
1366 * this should get redone to only look for players within range, 1461 * this should get redone to only look for players within range,
1367 * or just updating the P_UPTODATE for spaces within this area 1462 * or just updating the P_UPTODATE for spaces within this area
1368 * of effect may be sufficient. 1463 * of effect may be sufficient.
1369 */ 1464 */
1370 if (op->map->darkness && (op->glow_radius != 0)) 1465 if (op->affects_los ())
1466 {
1467 op->ms ().invalidate ();
1371 update_all_los (op->map, op->x, op->y); 1468 update_all_los (op->map, op->x, op->y);
1469 }
1372 1470
1373 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1471 /* updates flags (blocked, alive, no magic, etc) for this map space */
1374 update_object (op, UP_OBJ_INSERT); 1472 update_object (op, UP_OBJ_INSERT);
1375 1473
1376 INVOKE_OBJECT (INSERT, op); 1474 INVOKE_OBJECT (INSERT, op);
1383 * blocked() and wall() work properly), and these flags are updated by 1481 * blocked() and wall() work properly), and these flags are updated by
1384 * update_object(). 1482 * update_object().
1385 */ 1483 */
1386 1484
1387 /* if this is not the head or flag has been passed, don't check walk on status */ 1485 /* if this is not the head or flag has been passed, don't check walk on status */
1388 if (!(flag & INS_NO_WALK_ON) && !op->head) 1486 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1389 { 1487 {
1390 if (check_move_on (op, originator)) 1488 if (check_move_on (op, originator))
1391 return 0; 1489 return 0;
1392 1490
1393 /* If we are a multi part object, lets work our way through the check 1491 /* If we are a multi part object, lets work our way through the check
1394 * walk on's. 1492 * walk on's.
1395 */ 1493 */
1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1494 for (object *tmp = op->more; tmp; tmp = tmp->more)
1397 if (check_move_on (tmp, originator)) 1495 if (check_move_on (tmp, originator))
1398 return 0; 1496 return 0;
1399 } 1497 }
1400 1498
1401 return op; 1499 return op;
1404/* this function inserts an object in the map, but if it 1502/* this function inserts an object in the map, but if it
1405 * finds an object of its own type, it'll remove that one first. 1503 * finds an object of its own type, it'll remove that one first.
1406 * op is the object to insert it under: supplies x and the map. 1504 * op is the object to insert it under: supplies x and the map.
1407 */ 1505 */
1408void 1506void
1409replace_insert_ob_in_map (const char *arch_string, object *op) 1507replace_insert_ob_in_map (shstr_tmp archname, object *op)
1410{ 1508{
1411 object *tmp, *tmp1;
1412
1413 /* first search for itself and remove any old instances */ 1509 /* first search for itself and remove any old instances */
1414 1510
1415 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1511 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1512 if (tmp->arch->archname == archname) /* same archetype */
1417 tmp->destroy (); 1513 tmp->destroy ();
1418 1514
1419 tmp1 = arch_to_object (archetype::find (arch_string)); 1515 object *tmp = arch_to_object (archetype::find (archname));
1420 1516
1421 tmp1->x = op->x; 1517 tmp->x = op->x;
1422 tmp1->y = op->y; 1518 tmp->y = op->y;
1519
1423 insert_ob_in_map (tmp1, op->map, op, 0); 1520 insert_ob_in_map (tmp, op->map, op, 0);
1424} 1521}
1425 1522
1426object * 1523object *
1427object::insert_at (object *where, object *originator, int flags) 1524object::insert_at (object *where, object *originator, int flags)
1428{ 1525{
1526 if (where->env)
1527 return where->env->insert (this);
1528 else
1429 where->map->insert (this, where->x, where->y, originator, flags); 1529 return where->map->insert (this, where->x, where->y, originator, flags);
1430} 1530}
1431 1531
1432/* 1532/*
1433 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1434 * is returned contains nr objects, and the remaining parts contains
1435 * the rest (or is removed and freed if that number is 0).
1436 * On failure, NULL is returned, and the reason put into the
1437 * global static errmsg array.
1438 */
1439object *
1440get_split_ob (object *orig_ob, uint32 nr)
1441{
1442 object *newob;
1443 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1444
1445 if (orig_ob->nrof < nr)
1446 {
1447 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1448 return NULL;
1449 }
1450
1451 newob = object_create_clone (orig_ob);
1452
1453 if ((orig_ob->nrof -= nr) < 1)
1454 orig_ob->destroy (1);
1455 else if (!is_removed)
1456 {
1457 if (orig_ob->env != NULL)
1458 sub_weight (orig_ob->env, orig_ob->weight * nr);
1459 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1460 {
1461 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1462 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1463 return NULL;
1464 }
1465 }
1466
1467 newob->nrof = nr;
1468
1469 return newob;
1470}
1471
1472/*
1473 * decrease_ob_nr(object, number) decreases a specified number from 1533 * decrease(object, number) decreases a specified number from
1474 * the amount of an object. If the amount reaches 0, the object 1534 * the amount of an object. If the amount reaches 0, the object
1475 * is subsequently removed and freed. 1535 * is subsequently removed and freed.
1476 * 1536 *
1477 * Return value: 'op' if something is left, NULL if the amount reached 0 1537 * Return value: 'op' if something is left, NULL if the amount reached 0
1478 */ 1538 */
1539bool
1540object::decrease (sint32 nr)
1541{
1542 if (!nr)
1543 return true;
1479 1544
1545 nr = min (nr, nrof);
1546
1547 if (nrof > nr)
1548 {
1549 nrof -= nr;
1550 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1551
1552 if (object *pl = visible_to ())
1553 esrv_update_item (UPD_NROF, pl, this);
1554
1555 return true;
1556 }
1557 else
1558 {
1559 destroy ();
1560 return false;
1561 }
1562}
1563
1564/*
1565 * split(ob,nr) splits up ob into two parts. The part which
1566 * is returned contains nr objects, and the remaining parts contains
1567 * the rest (or is removed and returned if that number is 0).
1568 * On failure, NULL is returned.
1569 */
1480object * 1570object *
1481decrease_ob_nr (object *op, uint32 i) 1571object::split (sint32 nr)
1482{ 1572{
1483 object *tmp; 1573 int have = number_of ();
1484 1574
1485 if (i == 0) /* objects with op->nrof require this check */ 1575 if (have < nr)
1486 return op; 1576 return 0;
1487 1577 else if (have == nr)
1488 if (i > op->nrof)
1489 i = op->nrof;
1490
1491 if (QUERY_FLAG (op, FLAG_REMOVED))
1492 op->nrof -= i;
1493 else if (op->env)
1494 { 1578 {
1495 /* is this object in the players inventory, or sub container
1496 * therein?
1497 */
1498 tmp = op->in_player ();
1499 /* nope. Is this a container the player has opened?
1500 * If so, set tmp to that player.
1501 * IMO, searching through all the players will mostly
1502 * likely be quicker than following op->env to the map,
1503 * and then searching the map for a player.
1504 */
1505 if (!tmp)
1506 for_all_players (pl)
1507 if (pl->ob->container == op->env)
1508 {
1509 tmp = pl->ob;
1510 break;
1511 }
1512
1513 if (i < op->nrof)
1514 {
1515 sub_weight (op->env, op->weight * i);
1516 op->nrof -= i;
1517 if (tmp)
1518 esrv_send_item (tmp, op);
1519 }
1520 else
1521 {
1522 op->remove (); 1579 remove ();
1523 op->nrof = 0; 1580 return this;
1524 if (tmp)
1525 esrv_del_item (tmp->contr, op->count);
1526 }
1527 } 1581 }
1528 else 1582 else
1529 { 1583 {
1530 object *above = op->above; 1584 decrease (nr);
1531 1585
1532 if (i < op->nrof) 1586 object *op = deep_clone ();
1533 op->nrof -= i; 1587 op->nrof = nr;
1534 else
1535 {
1536 op->remove ();
1537 op->nrof = 0;
1538 }
1539
1540 /* Since we just removed op, op->above is null */
1541 for (tmp = above; tmp; tmp = tmp->above)
1542 if (tmp->type == PLAYER)
1543 {
1544 if (op->nrof)
1545 esrv_send_item (tmp, op);
1546 else
1547 esrv_del_item (tmp->contr, op->count);
1548 }
1549 }
1550
1551 if (op->nrof)
1552 return op; 1588 return op;
1553 else
1554 {
1555 op->destroy ();
1556 return 0;
1557 }
1558}
1559
1560/*
1561 * add_weight(object, weight) adds the specified weight to an object,
1562 * and also updates how much the environment(s) is/are carrying.
1563 */
1564
1565void
1566add_weight (object *op, signed long weight)
1567{
1568 while (op != NULL)
1569 {
1570 if (op->type == CONTAINER)
1571 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1572
1573 op->carrying += weight;
1574 op = op->env;
1575 } 1589 }
1576} 1590}
1577 1591
1578object * 1592object *
1579insert_ob_in_ob (object *op, object *where) 1593insert_ob_in_ob (object *op, object *where)
1584 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1598 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1585 free (dump); 1599 free (dump);
1586 return op; 1600 return op;
1587 } 1601 }
1588 1602
1589 if (where->head) 1603 if (where->head_ () != where)
1590 { 1604 {
1591 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1605 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1592 where = where->head; 1606 where = where->head;
1593 } 1607 }
1594 1608
1595 return where->insert (op); 1609 return where->insert (op);
1596} 1610}
1601 * inside the object environment. 1615 * inside the object environment.
1602 * 1616 *
1603 * The function returns now pointer to inserted item, and return value can 1617 * The function returns now pointer to inserted item, and return value can
1604 * be != op, if items are merged. -Tero 1618 * be != op, if items are merged. -Tero
1605 */ 1619 */
1606
1607object * 1620object *
1608object::insert (object *op) 1621object::insert (object *op)
1609{ 1622{
1610 object *tmp, *otmp;
1611
1612 if (!QUERY_FLAG (op, FLAG_REMOVED))
1613 op->remove ();
1614
1615 if (op->more) 1623 if (op->more)
1616 { 1624 {
1617 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1625 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1618 return op; 1626 return op;
1619 } 1627 }
1620 1628
1621 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1629 op->remove ();
1622 CLEAR_FLAG (op, FLAG_REMOVED); 1630
1631 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1632
1623 if (op->nrof) 1633 if (op->nrof)
1624 {
1625 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1634 for (object *tmp = inv; tmp; tmp = tmp->below)
1626 if (object::can_merge (tmp, op)) 1635 if (object::can_merge (tmp, op))
1627 { 1636 {
1628 /* return the original object and remove inserted object 1637 /* return the original object and remove inserted object
1629 (client needs the original object) */ 1638 (client needs the original object) */
1630 tmp->nrof += op->nrof; 1639 tmp->nrof += op->nrof;
1631 /* Weight handling gets pretty funky. Since we are adding to 1640
1632 * tmp->nrof, we need to increase the weight. 1641 if (object *pl = tmp->visible_to ())
1633 */ 1642 esrv_update_item (UPD_NROF, pl, tmp);
1643
1634 add_weight (this, op->weight * op->nrof); 1644 adjust_weight (this, op->total_weight ());
1635 SET_FLAG (op, FLAG_REMOVED); 1645
1636 op->destroy (); /* free the inserted object */ 1646 op->destroy ();
1637 op = tmp; 1647 op = tmp;
1638 op->remove (); /* and fix old object's links */ 1648 goto inserted;
1639 CLEAR_FLAG (op, FLAG_REMOVED);
1640 break;
1641 } 1649 }
1642 1650
1643 /* I assume combined objects have no inventory 1651 op->owner = 0; // it's his/hers now. period.
1644 * We add the weight - this object could have just been removed
1645 * (if it was possible to merge). calling remove_ob will subtract
1646 * the weight, so we need to add it in again, since we actually do
1647 * the linking below
1648 */
1649 add_weight (this, op->weight * op->nrof);
1650 }
1651 else
1652 add_weight (this, (op->weight + op->carrying));
1653
1654 otmp = this->in_player ();
1655 if (otmp && otmp->contr)
1656 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1657 otmp->update_stats ();
1658
1659 op->map = 0; 1652 op->map = 0;
1660 op->env = this; 1653 op->x = 0;
1654 op->y = 0;
1655
1661 op->above = 0; 1656 op->above = 0;
1662 op->below = 0; 1657 op->below = inv;
1663 op->x = 0, op->y = 0; 1658 op->env = this;
1664 1659
1660 if (inv)
1661 inv->above = op;
1662
1663 inv = op;
1664
1665 op->flag [FLAG_REMOVED] = 0;
1666
1667 if (object *pl = op->visible_to ())
1668 esrv_send_item (pl, op);
1669
1670 adjust_weight (this, op->total_weight ());
1671
1672inserted:
1665 /* reset the light list and los of the players on the map */ 1673 /* reset the light list and los of the players on the map */
1666 if ((op->glow_radius != 0) && map) 1674 if (op->glow_radius && is_on_map ())
1667 { 1675 {
1668#ifdef DEBUG_LIGHTS 1676 update_stats ();
1669 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1670#endif /* DEBUG_LIGHTS */
1671 if (map->darkness)
1672 update_all_los (map, x, y); 1677 update_all_los (map, x, y);
1673 }
1674
1675 /* Client has no idea of ordering so lets not bother ordering it here.
1676 * It sure simplifies this function...
1677 */
1678 if (!inv)
1679 inv = op;
1680 else
1681 { 1678 }
1682 op->below = inv; 1679 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1683 op->below->above = op; 1680 // if this is a player's inventory, update stats
1684 inv = op; 1681 update_stats ();
1685 }
1686 1682
1687 INVOKE_OBJECT (INSERT, this); 1683 INVOKE_OBJECT (INSERT, this);
1688 1684
1689 return op; 1685 return op;
1690} 1686}
1710 * on top. 1706 * on top.
1711 */ 1707 */
1712int 1708int
1713check_move_on (object *op, object *originator) 1709check_move_on (object *op, object *originator)
1714{ 1710{
1711 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1712 return 0;
1713
1715 object *tmp; 1714 object *tmp;
1716 maptile *m = op->map; 1715 maptile *m = op->map;
1717 int x = op->x, y = op->y; 1716 int x = op->x, y = op->y;
1718 1717
1719 MoveType move_on, move_slow, move_block; 1718 mapspace &ms = m->at (x, y);
1720 1719
1721 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1720 ms.update ();
1722 return 0;
1723 1721
1724 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1722 MoveType move_on = ms.move_on;
1725 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1723 MoveType move_slow = ms.move_slow;
1726 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1724 MoveType move_block = ms.move_block;
1727 1725
1728 /* if nothing on this space will slow op down or be applied, 1726 /* if nothing on this space will slow op down or be applied,
1729 * no need to do checking below. have to make sure move_type 1727 * no need to do checking below. have to make sure move_type
1730 * is set, as lots of objects don't have it set - we treat that 1728 * is set, as lots of objects don't have it set - we treat that
1731 * as walking. 1729 * as walking.
1742 return 0; 1740 return 0;
1743 1741
1744 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
1745 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
1746 */ 1744 */
1747 1745 for (object *next, *tmp = ms.top; tmp; tmp = next)
1748 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1749 {
1750 /* Trim the search when we find the first other spell effect
1751 * this helps performance so that if a space has 50 spell objects,
1752 * we don't need to check all of them.
1753 */
1754 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1755 break;
1756 } 1746 {
1747 next = tmp->below;
1757 1748
1758 for (; tmp; tmp = tmp->below)
1759 {
1760 if (tmp == op) 1749 if (tmp == op)
1761 continue; /* Can't apply yourself */ 1750 continue; /* Can't apply yourself */
1762 1751
1763 /* Check to see if one of the movement types should be slowed down. 1752 /* Check to see if one of the movement types should be slowed down.
1764 * Second check makes sure that the movement types not being slowed 1753 * Second check makes sure that the movement types not being slowed
1769 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1758 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1770 { 1759 {
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1760 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1761 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 { 1762 {
1774
1775 float
1776 diff = tmp->move_slow_penalty * FABS (op->speed); 1763 float diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1764
1778 if (op->type == PLAYER) 1765 if (op->is_player ())
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1766 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1767 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0; 1768 diff /= 4.0;
1782 1769
1783 op->speed_left -= diff; 1770 op->speed_left -= diff;
1784 } 1771 }
1785 } 1772 }
1818 LOG (llevError, "Present_arch called outside map.\n"); 1805 LOG (llevError, "Present_arch called outside map.\n");
1819 return NULL; 1806 return NULL;
1820 } 1807 }
1821 1808
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1809 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1823 if (tmp->arch == at) 1810 if (tmp->arch->archname == at->archname)
1824 return tmp; 1811 return tmp;
1825 1812
1826 return NULL; 1813 return NULL;
1827} 1814}
1828 1815
1892 * The first matching object is returned, or NULL if none. 1879 * The first matching object is returned, or NULL if none.
1893 */ 1880 */
1894object * 1881object *
1895present_arch_in_ob (const archetype *at, const object *op) 1882present_arch_in_ob (const archetype *at, const object *op)
1896{ 1883{
1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1898 if (tmp->arch == at) 1885 if (tmp->arch->archname == at->archname)
1899 return tmp; 1886 return tmp;
1900 1887
1901 return NULL; 1888 return NULL;
1902} 1889}
1903 1890
1905 * activate recursively a flag on an object inventory 1892 * activate recursively a flag on an object inventory
1906 */ 1893 */
1907void 1894void
1908flag_inv (object *op, int flag) 1895flag_inv (object *op, int flag)
1909{ 1896{
1910 if (op->inv)
1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1912 { 1898 {
1913 SET_FLAG (tmp, flag); 1899 SET_FLAG (tmp, flag);
1914 flag_inv (tmp, flag); 1900 flag_inv (tmp, flag);
1915 } 1901 }
1916} 1902}
1917 1903
1918/* 1904/*
1919 * deactivate recursively a flag on an object inventory 1905 * deactivate recursively a flag on an object inventory
1920 */ 1906 */
1921void 1907void
1922unflag_inv (object *op, int flag) 1908unflag_inv (object *op, int flag)
1923{ 1909{
1924 if (op->inv)
1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1910 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1926 { 1911 {
1927 CLEAR_FLAG (tmp, flag); 1912 CLEAR_FLAG (tmp, flag);
1928 unflag_inv (tmp, flag); 1913 unflag_inv (tmp, flag);
1929 } 1914 }
1930}
1931
1932/*
1933 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1934 * all it's inventory (recursively).
1935 * If checksums are used, a player will get set_cheat called for
1936 * him/her-self and all object carried by a call to this function.
1937 */
1938void
1939set_cheat (object *op)
1940{
1941 SET_FLAG (op, FLAG_WAS_WIZ);
1942 flag_inv (op, FLAG_WAS_WIZ);
1943} 1915}
1944 1916
1945/* 1917/*
1946 * find_free_spot(object, map, x, y, start, stop) will search for 1918 * find_free_spot(object, map, x, y, start, stop) will search for
1947 * a spot at the given map and coordinates which will be able to contain 1919 * a spot at the given map and coordinates which will be able to contain
1949 * to search (see the freearr_x/y[] definition). 1921 * to search (see the freearr_x/y[] definition).
1950 * It returns a random choice among the alternatives found. 1922 * It returns a random choice among the alternatives found.
1951 * start and stop are where to start relative to the free_arr array (1,9 1923 * start and stop are where to start relative to the free_arr array (1,9
1952 * does all 4 immediate directions). This returns the index into the 1924 * does all 4 immediate directions). This returns the index into the
1953 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1925 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1954 * Note - this only checks to see if there is space for the head of the
1955 * object - if it is a multispace object, this should be called for all
1956 * pieces.
1957 * Note2: This function does correctly handle tiled maps, but does not 1926 * Note: This function does correctly handle tiled maps, but does not
1958 * inform the caller. However, insert_ob_in_map will update as 1927 * inform the caller. However, insert_ob_in_map will update as
1959 * necessary, so the caller shouldn't need to do any special work. 1928 * necessary, so the caller shouldn't need to do any special work.
1960 * Note - updated to take an object instead of archetype - this is necessary 1929 * Note - updated to take an object instead of archetype - this is necessary
1961 * because arch_blocked (now ob_blocked) needs to know the movement type 1930 * because arch_blocked (now ob_blocked) needs to know the movement type
1962 * to know if the space in question will block the object. We can't use 1931 * to know if the space in question will block the object. We can't use
1964 * customized, changed states, etc. 1933 * customized, changed states, etc.
1965 */ 1934 */
1966int 1935int
1967find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1936find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1968{ 1937{
1938 int altern[SIZEOFFREE];
1969 int index = 0, flag; 1939 int index = 0, flag;
1970 int altern[SIZEOFFREE];
1971 1940
1972 for (int i = start; i < stop; i++) 1941 for (int i = start; i < stop; i++)
1973 { 1942 {
1974 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1943 mapxy pos (m, x, y); pos.move (i);
1975 if (!flag) 1944
1945 if (!pos.normalise ())
1946 continue;
1947
1948 mapspace &ms = *pos;
1949
1950 if (ms.flags () & P_IS_ALIVE)
1951 continue;
1952
1953 /* However, often
1954 * ob doesn't have any move type (when used to place exits)
1955 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1956 */
1957 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1958 {
1976 altern [index++] = i; 1959 altern [index++] = i;
1960 continue;
1961 }
1977 1962
1978 /* Basically, if we find a wall on a space, we cut down the search size. 1963 /* Basically, if we find a wall on a space, we cut down the search size.
1979 * In this way, we won't return spaces that are on another side of a wall. 1964 * In this way, we won't return spaces that are on another side of a wall.
1980 * This mostly work, but it cuts down the search size in all directions - 1965 * This mostly work, but it cuts down the search size in all directions -
1981 * if the space being examined only has a wall to the north and empty 1966 * if the space being examined only has a wall to the north and empty
1982 * spaces in all the other directions, this will reduce the search space 1967 * spaces in all the other directions, this will reduce the search space
1983 * to only the spaces immediately surrounding the target area, and 1968 * to only the spaces immediately surrounding the target area, and
1984 * won't look 2 spaces south of the target space. 1969 * won't look 2 spaces south of the target space.
1985 */ 1970 */
1986 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1971 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1972 {
1987 stop = maxfree[i]; 1973 stop = maxfree[i];
1974 continue;
1975 }
1976
1977 /* Note it is intentional that we check ob - the movement type of the
1978 * head of the object should correspond for the entire object.
1979 */
1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1981 continue;
1982
1983 if (ob->blocked (pos.m, pos.x, pos.y))
1984 continue;
1985
1986 altern [index++] = i;
1988 } 1987 }
1989 1988
1990 if (!index) 1989 if (!index)
1991 return -1; 1990 return -1;
1992 1991
1993 return altern[RANDOM () % index]; 1992 return altern [rndm (index)];
1994} 1993}
1995 1994
1996/* 1995/*
1997 * find_first_free_spot(archetype, maptile, x, y) works like 1996 * find_first_free_spot(archetype, maptile, x, y) works like
1998 * find_free_spot(), but it will search max number of squares. 1997 * find_free_spot(), but it will search max number of squares.
2001 */ 2000 */
2002int 2001int
2003find_first_free_spot (const object *ob, maptile *m, int x, int y) 2002find_first_free_spot (const object *ob, maptile *m, int x, int y)
2004{ 2003{
2005 for (int i = 0; i < SIZEOFFREE; i++) 2004 for (int i = 0; i < SIZEOFFREE; i++)
2006 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2005 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2007 return i; 2006 return i;
2008 2007
2009 return -1; 2008 return -1;
2010} 2009}
2011 2010
2019{ 2018{
2020 arr += begin; 2019 arr += begin;
2021 end -= begin; 2020 end -= begin;
2022 2021
2023 while (--end) 2022 while (--end)
2024 swap (arr [end], arr [RANDOM () % (end + 1)]); 2023 swap (arr [end], arr [rndm (end + 1)]);
2025} 2024}
2026 2025
2027/* new function to make monster searching more efficient, and effective! 2026/* new function to make monster searching more efficient, and effective!
2028 * This basically returns a randomized array (in the passed pointer) of 2027 * This basically returns a randomized array (in the passed pointer) of
2029 * the spaces to find monsters. In this way, it won't always look for 2028 * the spaces to find monsters. In this way, it won't always look for
2057 * there is capable of. 2056 * there is capable of.
2058 */ 2057 */
2059int 2058int
2060find_dir (maptile *m, int x, int y, object *exclude) 2059find_dir (maptile *m, int x, int y, object *exclude)
2061{ 2060{
2062 int i, max = SIZEOFFREE, mflags; 2061 int max = SIZEOFFREE, mflags;
2063
2064 sint16 nx, ny;
2065 object *tmp;
2066 maptile *mp;
2067
2068 MoveType blocked, move_type; 2062 MoveType move_type;
2069 2063
2070 if (exclude && exclude->head) 2064 if (exclude && exclude->head_ () != exclude)
2071 { 2065 {
2072 exclude = exclude->head; 2066 exclude = exclude->head;
2073 move_type = exclude->move_type; 2067 move_type = exclude->move_type;
2074 } 2068 }
2075 else 2069 else
2076 { 2070 {
2077 /* If we don't have anything, presume it can use all movement types. */ 2071 /* If we don't have anything, presume it can use all movement types. */
2078 move_type = MOVE_ALL; 2072 move_type = MOVE_ALL;
2079 } 2073 }
2080 2074
2081 for (i = 1; i < max; i++) 2075 for (int i = 1; i < max; i++)
2082 { 2076 {
2083 mp = m; 2077 mapxy pos (m, x, y);
2084 nx = x + freearr_x[i]; 2078 pos.move (i);
2085 ny = y + freearr_y[i];
2086 2079
2087 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2080 if (!pos.normalise ())
2088
2089 if (mflags & P_OUT_OF_MAP)
2090 max = maxfree[i]; 2081 max = maxfree[i];
2091 else 2082 else
2092 { 2083 {
2093 mapspace &ms = mp->at (nx, ny); 2084 mapspace &ms = *pos;
2094 2085
2095 blocked = ms.move_block;
2096
2097 if ((move_type & blocked) == move_type) 2086 if ((move_type & ms.move_block) == move_type)
2098 max = maxfree[i]; 2087 max = maxfree [i];
2099 else if (mflags & P_IS_ALIVE) 2088 else if (ms.flags () & P_IS_ALIVE)
2100 { 2089 {
2101 for (tmp = ms.bot; tmp; tmp = tmp->above) 2090 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2091 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2103 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2092 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2104 break;
2105
2106 if (tmp)
2107 return freedir[i]; 2093 return freedir [i];
2108 } 2094 }
2109 } 2095 }
2110 } 2096 }
2111 2097
2112 return 0; 2098 return 0;
2163 2149
2164 return 3; 2150 return 3;
2165} 2151}
2166 2152
2167/* 2153/*
2168 * absdir(int): Returns a number between 1 and 8, which represent
2169 * the "absolute" direction of a number (it actually takes care of
2170 * "overflow" in previous calculations of a direction).
2171 */
2172
2173int
2174absdir (int d)
2175{
2176 while (d < 1)
2177 d += 8;
2178
2179 while (d > 8)
2180 d -= 8;
2181
2182 return d;
2183}
2184
2185/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2154 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2155 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2156 */
2189
2190int 2157int
2191dirdiff (int dir1, int dir2) 2158dirdiff (int dir1, int dir2)
2192{ 2159{
2193 int d; 2160 int d;
2194 2161
2206 * This basically means that if direction is 15, then it could either go 2173 * This basically means that if direction is 15, then it could either go
2207 * direction 4, 14, or 16 to get back to where we are. 2174 * direction 4, 14, or 16 to get back to where we are.
2208 * Moved from spell_util.c to object.c with the other related direction 2175 * Moved from spell_util.c to object.c with the other related direction
2209 * functions. 2176 * functions.
2210 */ 2177 */
2211int reduction_dir[SIZEOFFREE][3] = { 2178const int reduction_dir[SIZEOFFREE][3] = {
2212 {0, 0, 0}, /* 0 */ 2179 {0, 0, 0}, /* 0 */
2213 {0, 0, 0}, /* 1 */ 2180 {0, 0, 0}, /* 1 */
2214 {0, 0, 0}, /* 2 */ 2181 {0, 0, 0}, /* 2 */
2215 {0, 0, 0}, /* 3 */ 2182 {0, 0, 0}, /* 3 */
2216 {0, 0, 0}, /* 4 */ 2183 {0, 0, 0}, /* 4 */
2307 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2274 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2308 * core dumps if they do. 2275 * core dumps if they do.
2309 * 2276 *
2310 * Add a check so we can't pick up invisible objects (0.93.8) 2277 * Add a check so we can't pick up invisible objects (0.93.8)
2311 */ 2278 */
2312
2313int 2279int
2314can_pick (const object *who, const object *item) 2280can_pick (const object *who, const object *item)
2315{ 2281{
2316 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2282 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2317 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2283 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2318 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2284 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2319} 2285}
2320 2286
2321/* 2287/*
2322 * create clone from object to another 2288 * create clone from object to another
2323 */ 2289 */
2324object * 2290object *
2325object_create_clone (object *asrc) 2291object::deep_clone ()
2326{ 2292{
2327 object *dst = 0, *tmp, *src, *part, *prev, *item; 2293 assert (("deep_clone called on non-head object", is_head ()));
2328 2294
2329 if (!asrc) 2295 object *dst = clone ();
2330 return 0;
2331 2296
2332 src = asrc; 2297 object *prev = dst;
2333 if (src->head)
2334 src = src->head;
2335
2336 prev = 0;
2337 for (part = src; part; part = part->more) 2298 for (object *part = this->more; part; part = part->more)
2338 { 2299 {
2339 tmp = part->clone (); 2300 object *tmp = part->clone ();
2340 tmp->x -= src->x;
2341 tmp->y -= src->y;
2342
2343 if (!part->head)
2344 {
2345 dst = tmp;
2346 tmp->head = 0;
2347 }
2348 else
2349 tmp->head = dst; 2301 tmp->head = dst;
2350
2351 tmp->more = 0;
2352
2353 if (prev)
2354 prev->more = tmp; 2302 prev->more = tmp;
2355
2356 prev = tmp; 2303 prev = tmp;
2357 } 2304 }
2358 2305
2359 for (item = src->inv; item; item = item->below) 2306 for (object *item = inv; item; item = item->below)
2360 insert_ob_in_ob (object_create_clone (item), dst); 2307 insert_ob_in_ob (item->deep_clone (), dst);
2361 2308
2362 return dst; 2309 return dst;
2363}
2364
2365/* GROS - Creates an object using a string representing its content. */
2366/* Basically, we save the content of the string to a temp file, then call */
2367/* load_object on it. I admit it is a highly inefficient way to make things, */
2368/* but it was simple to make and allows reusing the load_object function. */
2369/* Remember not to use load_object_str in a time-critical situation. */
2370/* Also remember that multiparts objects are not supported for now. */
2371object *
2372load_object_str (const char *obstr)
2373{
2374 object *op;
2375 char filename[MAX_BUF];
2376
2377 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2378
2379 FILE *tempfile = fopen (filename, "w");
2380
2381 if (tempfile == NULL)
2382 {
2383 LOG (llevError, "Error - Unable to access load object temp file\n");
2384 return NULL;
2385 }
2386
2387 fprintf (tempfile, obstr);
2388 fclose (tempfile);
2389
2390 op = object::create ();
2391
2392 object_thawer thawer (filename);
2393
2394 if (thawer)
2395 load_object (thawer, op, 0);
2396
2397 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2398 CLEAR_FLAG (op, FLAG_REMOVED);
2399
2400 return op;
2401} 2310}
2402 2311
2403/* This returns the first object in who's inventory that 2312/* This returns the first object in who's inventory that
2404 * has the same type and subtype match. 2313 * has the same type and subtype match.
2405 * returns NULL if no match. 2314 * returns NULL if no match.
2412 return tmp; 2321 return tmp;
2413 2322
2414 return 0; 2323 return 0;
2415} 2324}
2416 2325
2417/* If ob has a field named key, return the link from the list, 2326shstr_tmp
2418 * otherwise return NULL. 2327object::kv_get (shstr_tmp key) const
2419 *
2420 * key must be a passed in shared string - otherwise, this won't
2421 * do the desired thing.
2422 */
2423key_value *
2424get_ob_key_link (const object *ob, const char *key)
2425{ 2328{
2426 for (key_value *link = ob->key_values; link; link = link->next) 2329 for (key_value *kv = key_values; kv; kv = kv->next)
2427 if (link->key == key) 2330 if (kv->key == key)
2428 return link;
2429
2430 return 0;
2431}
2432
2433/*
2434 * Returns the value of op has an extra_field for key, or NULL.
2435 *
2436 * The argument doesn't need to be a shared string.
2437 *
2438 * The returned string is shared.
2439 */
2440const char *
2441get_ob_key_value (const object *op, const char *const key)
2442{
2443 key_value *link;
2444 shstr_cmp canonical_key (key);
2445
2446 if (!canonical_key)
2447 {
2448 /* 1. There being a field named key on any object
2449 * implies there'd be a shared string to find.
2450 * 2. Since there isn't, no object has this field.
2451 * 3. Therefore, *this* object doesn't have this field.
2452 */
2453 return 0;
2454 }
2455
2456 /* This is copied from get_ob_key_link() above -
2457 * only 4 lines, and saves the function call overhead.
2458 */
2459 for (link = op->key_values; link; link = link->next)
2460 if (link->key == canonical_key)
2461 return link->value; 2331 return kv->value;
2462 2332
2463 return 0; 2333 return shstr ();
2464} 2334}
2465 2335
2466 2336void
2467/* 2337object::kv_set (shstr_tmp key, shstr_tmp value)
2468 * Updates the canonical_key in op to value.
2469 *
2470 * canonical_key is a shared string (value doesn't have to be).
2471 *
2472 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2473 * keys.
2474 *
2475 * Returns TRUE on success.
2476 */
2477int
2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2479{ 2338{
2480 key_value *field = NULL, *last = NULL; 2339 for (key_value *kv = key_values; kv; kv = kv->next)
2481 2340 if (kv->key == key)
2482 for (field = op->key_values; field != NULL; field = field->next)
2483 {
2484 if (field->key != canonical_key)
2485 { 2341 {
2486 last = field; 2342 kv->value = value;
2487 continue; 2343 return;
2488 } 2344 }
2489 2345
2490 if (value) 2346 key_value *kv = new key_value;
2491 field->value = value; 2347
2492 else 2348 kv->next = key_values;
2349 kv->key = key;
2350 kv->value = value;
2351
2352 key_values = kv;
2353}
2354
2355void
2356object::kv_del (shstr_tmp key)
2357{
2358 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2359 if ((*kvp)->key == key)
2493 { 2360 {
2494 /* Basically, if the archetype has this key set, 2361 key_value *kv = *kvp;
2495 * we need to store the null value so when we save 2362 *kvp = (*kvp)->next;
2496 * it, we save the empty value so that when we load, 2363 delete kv;
2497 * we get this value back again. 2364 return;
2498 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key))
2500 field->value = 0;
2501 else
2502 {
2503 if (last)
2504 last->next = field->next;
2505 else
2506 op->key_values = field->next;
2507
2508 delete field;
2509 }
2510 } 2365 }
2511 return TRUE;
2512 }
2513 /* IF we get here, key doesn't exist */
2514
2515 /* No field, we'll have to add it. */
2516
2517 if (!add_key)
2518 return FALSE;
2519
2520 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings,
2524 * should pass in ""
2525 */
2526 if (value == NULL)
2527 return TRUE;
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE;
2538}
2539
2540/*
2541 * Updates the key in op to value.
2542 *
2543 * If add_key is FALSE, this will only update existing keys,
2544 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key
2546 *
2547 * Returns TRUE on success.
2548 */
2549int
2550set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2551{
2552 shstr key_ (key);
2553
2554 return set_ob_key_value_s (op, key_, value, add_key);
2555} 2366}
2556 2367
2557object::depth_iterator::depth_iterator (object *container) 2368object::depth_iterator::depth_iterator (object *container)
2558: iterator_base (container) 2369: iterator_base (container)
2559{ 2370{
2572 item = item->inv; 2383 item = item->inv;
2573 } 2384 }
2574 else 2385 else
2575 item = item->env; 2386 item = item->env;
2576} 2387}
2577
2578 2388
2579const char * 2389const char *
2580object::flag_desc (char *desc, int len) const 2390object::flag_desc (char *desc, int len) const
2581{ 2391{
2582 char *p = desc; 2392 char *p = desc;
2610{ 2420{
2611 char flagdesc[512]; 2421 char flagdesc[512];
2612 char info2[256 * 4]; 2422 char info2[256 * 4];
2613 char *p = info; 2423 char *p = info;
2614 2424
2615 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2425 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2616 count, uuid.seq, 2426 count,
2427 uuid.c_str (),
2617 &name, 2428 &name,
2618 title ? "\",title:" : "", 2429 title ? ",title:\"" : "",
2619 title ? (const char *)title : "", 2430 title ? (const char *)title : "",
2431 title ? "\"" : "",
2620 flag_desc (flagdesc, 512), type); 2432 flag_desc (flagdesc, 512), type);
2621 2433
2622 if (env) 2434 if (!flag[FLAG_REMOVED] && env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2435 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624 2436
2625 if (map) 2437 if (map)
2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2438 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2627 2439
2629} 2441}
2630 2442
2631const char * 2443const char *
2632object::debug_desc () const 2444object::debug_desc () const
2633{ 2445{
2634 static char info[256 * 4]; 2446 static char info[3][256 * 4];
2447 static int info_idx;
2448
2635 return debug_desc (info); 2449 return debug_desc (info [++info_idx % 3]);
2636} 2450}
2637 2451
2452struct region *
2453object::region () const
2454{
2455 return map ? map->region (x, y)
2456 : region::default_region ();
2457}
2458
2459const materialtype_t *
2460object::dominant_material () const
2461{
2462 if (materialtype_t *mt = name_to_material (materialname))
2463 return mt;
2464
2465 return name_to_material (shstr_unknown);
2466}
2467
2468void
2469object::open_container (object *new_container)
2470{
2471 if (container == new_container)
2472 return;
2473
2474 object *old_container = container;
2475
2476 if (old_container)
2477 {
2478 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2479 return;
2480
2481#if 0
2482 // remove the "Close old_container" object.
2483 if (object *closer = old_container->inv)
2484 if (closer->type == CLOSE_CON)
2485 closer->destroy ();
2486#endif
2487
2488 // make sure the container is available
2489 esrv_send_item (this, old_container);
2490
2491 old_container->flag [FLAG_APPLIED] = false;
2492 container = 0;
2493
2494 // client needs item update to make it work, client bug requires this to be separate
2495 esrv_update_item (UPD_FLAGS, this, old_container);
2496
2497 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2498 play_sound (sound_find ("chest_close"));
2499 }
2500
2501 if (new_container)
2502 {
2503 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2504 return;
2505
2506 // TODO: this does not seem to serve any purpose anymore?
2507#if 0
2508 // insert the "Close Container" object.
2509 if (archetype *closer = new_container->other_arch)
2510 {
2511 object *closer = arch_to_object (new_container->other_arch);
2512 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2513 new_container->insert (closer);
2514 }
2515#endif
2516
2517 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2518
2519 // make sure the container is available, client bug requires this to be separate
2520 esrv_send_item (this, new_container);
2521
2522 new_container->flag [FLAG_APPLIED] = true;
2523 container = new_container;
2524
2525 // client needs flag change
2526 esrv_update_item (UPD_FLAGS, this, new_container);
2527 esrv_send_inventory (this, new_container);
2528 play_sound (sound_find ("chest_open"));
2529 }
2530// else if (!old_container->env && contr && contr->ns)
2531// contr->ns->floorbox_reset ();
2532}
2533
2534object *
2535object::force_find (shstr_tmp name)
2536{
2537 /* cycle through his inventory to look for the MARK we want to
2538 * place
2539 */
2540 for (object *tmp = inv; tmp; tmp = tmp->below)
2541 if (tmp->type == FORCE && tmp->slaying == name)
2542 return splay (tmp);
2543
2544 return 0;
2545}
2546
2547//-GPL
2548
2549void
2550object::force_set_timer (int duration)
2551{
2552 this->duration = 1;
2553 this->speed_left = -1.f;
2554
2555 this->set_speed (duration ? 1.f / duration : 0.f);
2556}
2557
2558object *
2559object::force_add (shstr_tmp name, int duration)
2560{
2561 if (object *force = force_find (name))
2562 force->destroy ();
2563
2564 object *force = get_archetype (FORCE_NAME);
2565
2566 force->slaying = name;
2567 force->force_set_timer (duration);
2568 force->flag [FLAG_APPLIED] = true;
2569
2570 return insert (force);
2571}
2572
2573void
2574object::play_sound (faceidx sound) const
2575{
2576 if (!sound)
2577 return;
2578
2579 if (is_on_map ())
2580 map->play_sound (sound, x, y);
2581 else if (object *pl = in_player ())
2582 pl->contr->play_sound (sound);
2583}
2584
2585void
2586object::say_msg (const char *msg) const
2587{
2588 if (is_on_map ())
2589 map->say_msg (msg, x, y);
2590 else if (object *pl = in_player ())
2591 pl->contr->play_sound (sound);
2592}
2593
2594void
2595object::make_noise ()
2596{
2597 // we do not model noise in the map, so instead put
2598 // a temporary light into the noise source
2599 // could use the map instead, but that's less reliable for our
2600 // goal, which is to make invisibility a bit harder to exploit
2601
2602 // currently only works sensibly for players
2603 if (!is_player ())
2604 return;
2605
2606 // find old force, or create new one
2607 object *force = force_find (shstr_noise_force);
2608
2609 if (force)
2610 force->speed_left = -1.f; // patch old speed up
2611 else
2612 {
2613 force = archetype::get (shstr_noise_force);
2614
2615 force->slaying = shstr_noise_force;
2616 force->stats.food = 1;
2617 force->speed_left = -1.f;
2618
2619 force->set_speed (1.f / 4.f);
2620 force->flag [FLAG_IS_USED_UP] = true;
2621 force->flag [FLAG_APPLIED] = true;
2622
2623 insert (force);
2624 }
2625}
2626

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