ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.62 by root, Mon Dec 11 23:35:37 2006 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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 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>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h> 31#include <loader.h>
34 32
35int nrofallocobjects = 0; 33#include <bitset>
36static UUID uuid; 34
35UUID UUID::cur;
36static uint64_t seq_next_save;
37const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
38 39
39object *active_objects; /* List of active objects that need to be processed */ 40objectvec objects;
41activevec actives;
40 42
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 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,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
43}; 50};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 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,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 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
46}; 56};
47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 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,
48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 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
49}; 62};
50int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 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,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 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
53}; 68};
54 69
55static void 70static void
56write_uuid (void) 71write_uuid (uval64 skip, bool sync)
57{ 72{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
59 74 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 77 CALL_END;
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74} 78}
75 79
76static void 80static void
77read_uuid (void) 81read_uuid (void)
78{ 82{
79 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
80 84
81 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
82 88
83 FILE *fp; 89 FILE *fp;
84 90
85 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
86 { 92 {
87 if (errno == ENOENT) 93 if (errno == ENOENT)
88 { 94 {
89 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 96 UUID::cur.seq = 0;
91 write_uuid (); 97 write_uuid (UUID_GAP, true);
92 return; 98 return;
93 } 99 }
94 100
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 102 _exit (1);
97 } 103 }
98 104
99 int version; 105 UUID::BUF buf;
100 unsigned long long uid; 106 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
102 { 110 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 112 _exit (1);
105 } 113 }
106 114
107 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
108 write_uuid (); 116
109 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
110 fclose (fp); 118 fclose (fp);
111} 119}
112 120
113UUID 121UUID
114gen_uuid () 122UUID::gen ()
115{ 123{
116 UUID uid; 124 UUID uid;
117 125
118 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
119 127
120 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
122 134
123 return uid; 135 return uid;
124} 136}
125 137
126void 138void
127init_uuid () 139UUID::init ()
128{ 140{
129 read_uuid (); 141 read_uuid ();
130} 142}
131 143
132/* 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. */
133static int 145static bool
134compare_ob_value_lists_one (const object *wants, const object *has) 146compare_ob_value_lists_one (const object *wants, const object *has)
135{ 147{
136 key_value *wants_field;
137
138 /* 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
139 * 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
140 * different structure or at least keep the lists sorted... 150 * different structure or at least keep the lists sorted...
141 */ 151 */
142 152
143 /* For each field in wants, */ 153 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 154 for (key_value *kv = wants->key_values; kv; kv = kv->next)
145 { 155 if (has->kv_get (kv->key) != kv->value)
146 key_value *has_field; 156 return false;
147
148 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
152 {
153 /* No field with that name. */
154 return FALSE;
155 }
156
157 /* Found the matching field. */
158 if (has_field->value != wants_field->value)
159 {
160 /* Values don't match, so this half of the comparison is false. */
161 return FALSE;
162 }
163
164 /* If we get here, we found a match. Now for the next field in wants. */
165 }
166 157
167 /* 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. */
168 return TRUE; 159 return true;
169} 160}
170 161
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 162/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 163static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 164compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 165{
175 /* 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,
176 * so we need to run the comparison *twice*. :( 167 * so we need to run the comparison *twice*. :(
177 */ 168 */
178 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);
179} 171}
180 172
181/* 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
182 * they can be merged together. 174 * they can be merged together.
183 * 175 *
184 * Note that this function appears a lot longer than the macro it 176 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 177 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 178 * reduce this to the same efficiency.
187 * 179 *
188 * Check nrof variable *before* calling CAN_MERGE() 180 * Check nrof variable *before* calling can_merge()
189 * 181 *
190 * Improvements made with merge: Better checking on potion, and also 182 * Improvements made with merge: Better checking on potion, and also
191 * check weight 183 * check weight
192 */ 184 */
193
194bool object::can_merge (object *ob1, object *ob2) 185bool object::can_merge_slow (object *ob1, object *ob2)
195{ 186{
196 /* A couple quicksanity checks */ 187 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 188 if (ob1 == ob2
189 || ob1->type != ob2->type
190 || ob1->speed != ob2->speed
191 || ob1->value != ob2->value
192 || ob1->name != ob2->name)
198 return 0; 193 return 0;
199 194
200 if (ob1->speed != ob2->speed) 195 /* Do not merge objects if nrof would overflow, assume nrof
196 * is always 0 .. 2**31-1 */
197 if (ob1->nrof > 0x7fffffff - ob2->nrof)
201 return 0; 198 return 0;
202 199
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
206 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag. 200 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We 201 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they 202 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied 203 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 204 * flags lose any meaning.
215 */ 205 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 208
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 209 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 210 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 211
222 212 if (ob1->arch->archname != ob2->arch->archname
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 213 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 214 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 215 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 216 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) || 217 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 218 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 219 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 220 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 221 || ob1->value != ob2->value
243 (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
244 (ob1->client_type != ob2->client_type) || 224 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 225 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 226 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 227 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 228 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 229 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 230 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 231 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 232 || ob1->move_off != ob2->move_off
233 || ob1->move_slow != ob2->move_slow
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)))
253 return 0; 237 return 0;
254 238
239 if ((ob1->flag ^ ob2->flag)
240 .reset (FLAG_INV_LOCKED)
241 .reset (FLAG_REMOVED)
242 .any ())
243 return 0;
244
255 /* This is really a spellbook check - really, we should 245 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 246 * not merge objects with real inventories, as splitting them
247 * is hard.
257 */ 248 */
258 if (ob1->inv || ob2->inv) 249 if (ob1->inv || ob2->inv)
259 { 250 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 251 if (!(ob1->inv && ob2->inv))
266 return 0; 252 return 0; /* inventories differ in length */
253
254 if (ob1->inv->below || ob2->inv->below)
255 return 0; /* more than one object in inv */
256
257 if (!object::can_merge (ob1->inv, ob2->inv))
258 return 0; /* inventory objects differ */
267 259
268 /* 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
269 * if it is valid. 261 * if it is valid.
270 */ 262 */
271 } 263 }
279 271
280 /* Note sure why the following is the case - either the object has to 272 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 273 * be animated or have a very low speed. Is this an attempted monster
282 * check? 274 * check?
283 */ 275 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 276 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 277 return 0;
286 278
287 switch (ob1->type) 279 switch (ob1->type)
288 { 280 {
289 case SCROLL: 281 case SCROLL:
290 if (ob1->level != ob2->level) 282 if (ob1->level != ob2->level)
291 return 0; 283 return 0;
292 break; 284 break;
293 } 285 }
294 286
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 287 if (ob1->key_values || ob2->key_values)
296 { 288 {
297 /* At least one of these has key_values. */ 289 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 290 if ((!ob1->key_values) != (!ob2->key_values))
299 /* 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))
300 return 0; 294 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 295 }
304 296
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 297 if (ob1->self || ob2->self)
307 { 298 {
308 ob1->optimise (); 299 ob1->optimise ();
309 ob2->optimise (); 300 ob2->optimise ();
310 301
311 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)
312 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 }
313 } 316 }
314 317
315 /* Everything passes, must be OK. */ 318 /* Everything passes, must be OK. */
316 return 1; 319 return 1;
317} 320}
318 321
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
319/* 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/*
320 * sum_weight() is a recursive function which calculates the weight 396 * this is a recursive function which calculates the weight
321 * 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
322 * containers are carrying, and sums it up. 398 * containers are carrying, and sums it up.
323 */ 399 */
324long 400void
325sum_weight (object *op) 401object::update_weight ()
326{ 402{
327 long sum; 403 sint32 sum = 0;
328 object *inv;
329 404
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 405 for (object *op = inv; op; op = op->below)
331 { 406 {
332 if (inv->inv) 407 if (op->inv)
333 sum_weight (inv); 408 op->update_weight ();
334 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)
335 } 416 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum)
341 op->carrying = sum; 417 carrying = sum;
342 418
343 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 }
344} 423}
345 424
346/** 425/*
347 * Return the outermost environment object for a given object. 426 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */ 427 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array.
377 */
378
379char * 428char *
380dump_object (object *op) 429dump_object (object *op)
381{ 430{
382 if (!op) 431 if (!op)
383 return strdup ("[NULLOBJ]"); 432 return strdup ("[NULLOBJ]");
384 433
385 object_freezer freezer; 434 object_freezer freezer;
386 save_object (freezer, op, 3); 435 op->write (freezer);
387 return freezer.as_string (); 436 return freezer.as_string ();
437}
438
439char *
440object::as_string ()
441{
442 return dump_object (this);
388} 443}
389 444
390/* 445/*
391 * 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
392 * multi-object 1 which is closest to the second object. 447 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned. 448 * If it's not a multi-object, it is returned.
394 */ 449 */
395
396object * 450object *
397get_nearest_part (object *op, const object *pl) 451get_nearest_part (object *op, const object *pl)
398{ 452{
399 object *tmp, *closest; 453 object *tmp, *closest;
400 int last_dist, i; 454 int last_dist, i;
401 455
402 if (op->more == NULL) 456 if (!op->more)
403 return op; 457 return op;
458
404 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)
405 if ((i = distance (tmp, pl)) < last_dist) 462 if ((i = distance (tmp, pl)) < last_dist)
406 closest = tmp, last_dist = i; 463 closest = tmp, last_dist = i;
464
407 return closest; 465 return closest;
408} 466}
409 467
410/* 468/*
411 * 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.
412 */ 471 */
413
414object * 472object *
415find_object (tag_t i) 473find_object (tag_t i)
416{ 474{
417 for (object *op = object::first; op; op = op->next) 475 for_all_objects (op)
418 if (op->count == i) 476 if (op->count == i)
419 return op; 477 return op;
420 478
421 return 0; 479 return 0;
422} 480}
423 481
424/* 482/*
425 * 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.
426 * Used only by the patch command, but not all that useful. 484 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 485 * Enables features like "patch <name-of-other-player> food 999"
428 */ 486 */
429
430object * 487object *
431find_object_name (const char *str) 488find_object_name (const char *str)
432{ 489{
433 shstr_cmp str_ (str); 490 shstr_cmp str_ (str);
434 object *op;
435 491
436 for (op = object::first; op != NULL; op = op->next) 492 if (str_)
493 for_all_objects (op)
437 if (op->name == str_) 494 if (op->name == str_)
438 break; 495 return op;
439 496
440 return op; 497 return 0;
441}
442
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447} 498}
448 499
449/* 500/*
450 * 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
451 * skill and experience objects. 502 * skill and experience objects.
503 * ACTUALLY NO! investigate! TODO
452 */ 504 */
453void 505void
454object::set_owner (object *owner) 506object::set_owner (object *owner)
455{ 507{
508 // allow objects which own objects
456 if (!owner) 509 if (owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner) 510 while (owner->owner)
467 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 }
468 518
469 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;
470} 587}
471 588
472/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 590 * refcounts and freeing the links.
474 */ 591 */
475static void 592static void
476free_key_values (object *op) 593free_key_values (object *op)
477{ 594{
478 for (key_value *i = op->key_values; i != 0;) 595 for (key_value *i = op->key_values; i; )
479 { 596 {
480 key_value *next = i->next; 597 key_value *next = i->next;
481 delete i; 598 delete i;
482 599
483 i = next; 600 i = next;
484 } 601 }
485 602
486 op->key_values = 0; 603 op->key_values = 0;
487} 604}
488 605
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/* 606/*
541 * copy object first frees everything allocated by the second object, 607 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 608 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 609 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object 611 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 612 * will point at garbage.
547 */ 613 */
548void 614void
549copy_object (object *op2, object *op) 615object::copy_to (object *dst)
550{ 616{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 617 dst->remove ();
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 618 *(object_copy *)dst = *this;
553 619 dst->flag [FLAG_REMOVED] = true;
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558
559 if (is_removed)
560 SET_FLAG (op, FLAG_REMOVED);
561
562 if (op2->speed < 0)
563 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
564 620
565 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
566 if (op2->key_values) 622 if (key_values)
567 { 623 {
568 key_value *tail = 0; 624 key_value *tail = 0;
569 key_value *i;
570
571 op->key_values = 0; 625 dst->key_values = 0;
572 626
573 for (i = op2->key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
574 { 628 {
575 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
576 630
577 new_link->next = 0; 631 new_link->next = 0;
578 new_link->key = i->key; 632 new_link->key = i->key;
579 new_link->value = i->value; 633 new_link->value = i->value;
580 634
581 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
582 if (!op->key_values) 636 if (!dst->key_values)
583 { 637 {
584 op->key_values = new_link; 638 dst->key_values = new_link;
585 tail = new_link; 639 tail = new_link;
586 } 640 }
587 else 641 else
588 { 642 {
589 tail->next = new_link; 643 tail->next = new_link;
590 tail = new_link; 644 tail = new_link;
591 } 645 }
592 } 646 }
593 } 647 }
594 648
595 update_ob_speed (op); 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 ();
672}
673
674object *
675object::clone ()
676{
677 object *neu = create ();
678 copy_to (neu);
679 neu->map = map; // not copied by copy_to
680 return neu;
596} 681}
597 682
598/* 683/*
599 * 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
600 * to the closest player being on the other side, this function can 685 * to the closest player being on the other side, this function can
601 * be called to update the face variable, _and_ how it looks on the map. 686 * be called to update the face variable, _and_ how it looks on the map.
602 */ 687 */
603
604void 688void
605update_turn_face (object *op) 689update_turn_face (object *op)
606{ 690{
607 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 691 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
608 return; 692 return;
693
609 SET_ANIMATION (op, op->direction); 694 SET_ANIMATION (op, op->direction);
610 update_object (op, UP_OBJ_FACE); 695 update_object (op, UP_OBJ_FACE);
611} 696}
612 697
613/* 698/*
614 * Updates the speed of an object. If the speed changes from 0 to another 699 * Updates the speed of an object. If the speed changes from 0 to another
615 * value, or vice versa, then add/remove the object from the active list. 700 * value, or vice versa, then add/remove the object from the active list.
616 * This function needs to be called whenever the speed of an object changes. 701 * This function needs to be called whenever the speed of an object changes.
617 */ 702 */
618void 703void
619update_ob_speed (object *op) 704object::set_speed (float speed)
620{ 705{
621 extern int arch_init; 706 if (flag [FLAG_FREED] && speed)
622
623 /* No reason putting the archetypes objects on the speed list,
624 * since they never really need to be updated.
625 */
626
627 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
628 { 707 {
629 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 708 LOG (llevError, "Object %s is freed but has speed.\n", &name);
630#ifdef MANY_CORES
631 abort ();
632#else
633 op->speed = 0; 709 speed = 0;
634#endif
635 }
636
637 if (arch_init)
638 return;
639
640 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
641 { 710 }
642 /* If already on active list, don't do anything */
643 if (op->active_next || op->active_prev || op == active_objects)
644 return;
645 711
646 /* process_events() expects us to insert the object at the beginning 712 this->speed = speed;
647 * of the list. */
648 op->active_next = active_objects;
649 713
650 if (op->active_next != NULL) 714 if (has_active_speed ())
651 op->active_next->active_prev = op; 715 activate ();
652
653 active_objects = op;
654 }
655 else 716 else
656 { 717 deactivate ();
657 /* If not on the active list, nothing needs to be done */
658 if (!op->active_next && !op->active_prev && op != active_objects)
659 return;
660
661 if (op->active_prev == NULL)
662 {
663 active_objects = op->active_next;
664
665 if (op->active_next != NULL)
666 op->active_next->active_prev = NULL;
667 }
668 else
669 {
670 op->active_prev->active_next = op->active_next;
671
672 if (op->active_next)
673 op->active_next->active_prev = op->active_prev;
674 }
675
676 op->active_next = NULL;
677 op->active_prev = NULL;
678 }
679} 718}
680 719
681/* This function removes object 'op' from the list of active
682 * objects.
683 * This should only be used for style maps or other such
684 * reference maps where you don't want an object that isn't
685 * in play chewing up cpu time getting processed.
686 * The reverse of this is to call update_ob_speed, which
687 * will do the right thing based on the speed of the object.
688 */
689void
690remove_from_active_list (object *op)
691{
692 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op != active_objects)
694 return;
695
696 if (op->active_prev == NULL)
697 {
698 active_objects = op->active_next;
699 if (op->active_next != NULL)
700 op->active_next->active_prev = NULL;
701 }
702 else
703 {
704 op->active_prev->active_next = op->active_next;
705 if (op->active_next)
706 op->active_next->active_prev = op->active_prev;
707 }
708 op->active_next = NULL;
709 op->active_prev = NULL;
710}
711
712/* 720/*
713 * update_object() updates the array which represents the map. 721 * update_object() updates the the map.
714 * It takes into account invisible objects (and represent squares covered 722 * It takes into account invisible objects (and represent squares covered
715 * by invisible objects by whatever is below them (unless it's another 723 * by invisible objects by whatever is below them (unless it's another
716 * invisible object, etc...) 724 * invisible object, etc...)
717 * If the object being updated is beneath a player, the look-window 725 * If the object being updated is beneath a player, the look-window
718 * of that player is updated (this might be a suboptimal way of 726 * of that player is updated (this might be a suboptimal way of
719 * updating that window, though, since update_object() is called _often_) 727 * updating that window, though, since update_object() is called _often_)
720 * 728 *
721 * action is a hint of what the caller believes need to be done. 729 * action is a hint of what the caller believes need to be done.
722 * For example, if the only thing that has changed is the face (due to
723 * an animation), we don't need to call update_position until that actually
724 * comes into view of a player. OTOH, many other things, like addition/removal
725 * of walls or living creatures may need us to update the flags now.
726 * current action are: 730 * current action are:
727 * UP_OBJ_INSERT: op was inserted 731 * UP_OBJ_INSERT: op was inserted
728 * UP_OBJ_REMOVE: op was removed 732 * UP_OBJ_REMOVE: op was removed
729 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 733 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
730 * as that is easier than trying to look at what may have changed. 734 * as that is easier than trying to look at what may have changed.
731 * UP_OBJ_FACE: only the objects face has changed. 735 * UP_OBJ_FACE: only the objects face has changed.
732 */ 736 */
733
734void 737void
735update_object (object *op, int action) 738update_object (object *op, int action)
736{ 739{
737 int update_now = 0, flags; 740 if (!op)
738 MoveType move_on, move_off, move_block, move_slow;
739
740 if (op == NULL)
741 { 741 {
742 /* this should never happen */ 742 /* this should never happen */
743 LOG (llevDebug, "update_object() called for NULL object.\n"); 743 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
744 return; 744 return;
745 } 745 }
746 746
747 if (op->env != NULL) 747 if (!op->is_on_map ())
748 { 748 {
749 /* Animation is currently handled by client, so nothing 749 /* Animation is currently handled by client, so nothing
750 * to do in this case. 750 * to do in this case.
751 */ 751 */
752 return; 752 return;
753 } 753 }
754 754
755 /* If the map is saving, don't do anything as everything is
756 * going to get freed anyways.
757 */
758 if (!op->map || op->map->in_memory == MAP_SAVING)
759 return;
760
761 /* make sure the object is within map boundaries */ 755 /* make sure the object is within map boundaries */
762 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 756 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
763 { 757 {
764 LOG (llevError, "update_object() called for object out of map!\n"); 758 LOG (llevError, "update_object() called for object out of map!\n");
765#ifdef MANY_CORES 759#ifdef MANY_CORES
766 abort (); 760 abort ();
767#endif 761#endif
768 return; 762 return;
769 } 763 }
770 764
771 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 765 mapspace &m = op->ms ();
772 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
773 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
774 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
776 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
777 766
767 if (!(m.flags_ & P_UPTODATE))
768 /* nop */;
778 if (action == UP_OBJ_INSERT) 769 else if (action == UP_OBJ_INSERT)
779 { 770 {
771 // this is likely overkill, TODO: revisit (schmorp)
780 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 772 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
781 update_now = 1;
782
783 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 773 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
784 update_now = 1; 774 || (op->is_player () && !(m.flags_ & P_PLAYER))
785 775 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
776 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
786 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 777 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
787 update_now = 1;
788
789 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
790 update_now = 1;
791
792 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
793 update_now = 1;
794
795 if ((move_on | op->move_on) != move_on) 778 || (m.move_on | op->move_on ) != m.move_on
796 update_now = 1;
797
798 if ((move_off | op->move_off) != move_off) 779 || (m.move_off | op->move_off ) != m.move_off
799 update_now = 1; 780 || (m.move_slow | op->move_slow) != m.move_slow
800
801 /* 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
802 * to have move_allow right now. 782 * have move_allow right now.
803 */ 783 */
804 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 784 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
805 update_now = 1; 785 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
806 786 m.invalidate ();
807 if ((move_slow | op->move_slow) != move_slow)
808 update_now = 1;
809 } 787 }
810
811 /* if the object is being removed, we can't make intelligent 788 /* if the object is being removed, we can't make intelligent
812 * decisions, because remove_ob can't really pass the object 789 * decisions, because remove_ob can't really pass the object
813 * that is being removed. 790 * that is being removed.
814 */ 791 */
815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 792 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 update_now = 1; 793 m.invalidate ();
817 else if (action == UP_OBJ_FACE) 794 else if (action == UP_OBJ_FACE)
818 /* Nothing to do for that case */ ; 795 /* Nothing to do for that case */ ;
819 else 796 else
820 LOG (llevError, "update_object called with invalid action: %d\n", action); 797 LOG (llevError, "update_object called with invalid action: %d\n", action);
821 798
822 if (update_now)
823 {
824 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
825 update_position (op->map, op->x, op->y);
826 }
827
828 if (op->more != NULL) 799 if (op->more)
829 update_object (op->more, action); 800 update_object (op->more, action);
830} 801}
831 802
832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846}
847
848object::object () 803object::object ()
849{ 804{
850 SET_FLAG (this, FLAG_REMOVED); 805 SET_FLAG (this, FLAG_REMOVED);
851 806
852 expmul = 1.0; 807 //expmul = 1.0; declared const for the time being
853 face = blank_face; 808 face = blank_face;
854} 809}
855 810
856object::~object () 811object::~object ()
857{ 812{
813 unlink ();
814
858 free_key_values (this); 815 free_key_values (this);
859} 816}
860 817
818static int object_count;
819
861void object::link () 820void object::link ()
862{ 821{
822 assert (!index);//D
823 uuid = UUID::gen ();
863 count = ++ob_count; 824 count = ++object_count;
864 uuid = gen_uuid ();
865 825
866 prev = 0; 826 refcnt_inc ();
867 next = object::first; 827 objects.insert (this);
868
869 if (object::first)
870 object::first->prev = this;
871
872 object::first = this;
873} 828}
874 829
875void object::unlink () 830void object::unlink ()
876{ 831{
877 if (this == object::first) 832 if (!index)
878 object::first = next; 833 return;
879 834
880 /* Remove this object from the list of used objects */ 835 objects.erase (this);
881 if (prev) prev->next = next; 836 refcnt_dec ();
882 if (next) next->prev = prev; 837}
883 838
884 prev = 0; 839void
885 next = 0; 840object::activate ()
841{
842 /* If already on active list, don't do anything */
843 if (active)
844 return;
845
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
851 actives.insert (this);
852 }
853}
854
855void
856object::activate_recursive ()
857{
858 activate ();
859
860 for (object *op = inv; op; op = op->below)
861 op->activate_recursive ();
862}
863
864/* This function removes object 'op' from the list of active
865 * objects.
866 * This should only be used for style maps or other such
867 * reference maps where you don't want an object that isn't
868 * in play chewing up cpu time getting processed.
869 * The reverse of this is to call update_ob_speed, which
870 * will do the right thing based on the speed of the object.
871 */
872void
873object::deactivate ()
874{
875 /* If not on the active list, nothing needs to be done */
876 if (!active)
877 return;
878
879 actives.erase (this);
880}
881
882void
883object::deactivate_recursive ()
884{
885 for (object *op = inv; op; op = op->below)
886 op->deactivate_recursive ();
887
888 deactivate ();
889}
890
891void
892object::set_flag_inv (int flag, int value)
893{
894 for (object *op = inv; op; op = op->below)
895 {
896 op->flag [flag] = value;
897 op->set_flag_inv (flag, value);
898 }
899}
900
901/*
902 * Remove and free all objects in the inventory of the given object.
903 * object.c ?
904 */
905void
906object::destroy_inv (bool drop_to_ground)
907{
908 // need to check first, because the checks below might segfault
909 // as we might be on an invalid mapspace and crossfire code
910 // is too buggy to ensure that the inventory is empty.
911 // corollary: if you create arrows etc. with stuff in its inventory,
912 // cf will crash below with off-map x and y
913 if (!inv)
914 return;
915
916 /* Only if the space blocks everything do we not process -
917 * if some form of movement is allowed, let objects
918 * drop on that space.
919 */
920 if (!drop_to_ground
921 || !map
922 || map->in_memory != MAP_ACTIVE
923 || map->no_drop
924 || ms ().move_block == MOVE_ALL)
925 {
926 while (inv)
927 inv->destroy ();
928 }
929 else
930 { /* Put objects in inventory onto this space */
931 while (inv)
932 {
933 object *op = inv;
934
935 if (op->flag [FLAG_STARTEQUIP]
936 || op->flag [FLAG_NO_DROP]
937 || op->type == RUNE
938 || op->type == TRAP
939 || op->flag [FLAG_IS_A_TEMPLATE]
940 || op->flag [FLAG_DESTROY_ON_DEATH])
941 op->destroy ();
942 else
943 map->insert (op, x, y);
944 }
945 }
886} 946}
887 947
888object *object::create () 948object *object::create ()
889{ 949{
890 object *op = new object; 950 object *op = new object;
891 op->link (); 951 op->link ();
892 return op; 952 return op;
893} 953}
894 954
895/* 955static struct freed_map : maptile
896 * free_object() frees everything allocated by an object, removes
897 * it from the list of used objects, and puts it on the list of
898 * free objects. The IS_FREED() flag is set in the object.
899 * The object must have been removed by remove_ob() first for
900 * this function to succeed.
901 *
902 * If destroy_inventory is set, free inventory as well. Else drop items in
903 * inventory to the ground.
904 */
905void object::destroy (bool destroy_inventory)
906{ 956{
907 if (QUERY_FLAG (this, FLAG_FREED)) 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
976void
977object::do_destroy ()
978{
979 if (flag [FLAG_IS_LINKED])
980 remove_link ();
981
982 if (flag [FLAG_FRIENDLY])
983 remove_friendly_object (this);
984
985 remove ();
986
987 attachable::do_destroy ();
988
989 deactivate ();
990 unlink ();
991
992 flag [FLAG_FREED] = 1;
993
994 // hack to ensure that freed objects still have a valid map
995 map = &freed_map;
996 x = 1;
997 y = 1;
998
999 if (more)
1000 {
1001 more->destroy ();
1002 more = 0;
1003 }
1004
1005 head = 0;
1006
1007 // clear those pointers that likely might cause circular references
1008 owner = 0;
1009 enemy = 0;
1010 attacked_by = 0;
1011 current_weapon = 0;
1012}
1013
1014void
1015object::destroy ()
1016{
1017 if (destroyed ())
908 return; 1018 return;
909 1019
910 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1020 if (!is_head () && !head->destroyed ())
911 remove_friendly_object (this);
912
913 if (!QUERY_FLAG (this, FLAG_REMOVED))
914 remove_ob (this);
915
916 SET_FLAG (this, FLAG_FREED);
917
918 if (more)
919 {
920 more->destroy (destroy_inventory);
921 more = 0;
922 }
923
924 if (inv)
925 {
926 /* Only if the space blocks everything do we not process -
927 * if some form of movement is allowed, let objects
928 * drop on that space.
929 */
930 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
931 {
932 object *op = inv;
933
934 while (op)
935 {
936 object *tmp = op->below;
937 op->destroy (destroy_inventory);
938 op = tmp;
939 }
940 }
941 else
942 { /* Put objects in inventory onto this space */
943 object *op = inv;
944
945 while (op)
946 {
947 object *tmp = op->below;
948
949 remove_ob (op);
950
951 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
952 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
953 free_object (op);
954 else
955 {
956 op->x = x;
957 op->y = y;
958 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
959 }
960
961 op = tmp;
962 }
963 }
964 }
965
966 // hack to ensure that freed objects still have a valid map
967 {
968 static maptile *freed_map; // freed objects are moved here to avoid crashes
969
970 if (!freed_map)
971 { 1021 {
972 freed_map = new maptile; 1022 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
973 1023 head->destroy ();
974 freed_map->name = "/internal/freed_objects_map"; 1024 return;
975 freed_map->width = 3;
976 freed_map->height = 3;
977
978 freed_map->allocate ();
979 } 1025 }
980 1026
981 map = freed_map; 1027 destroy_inv (false);
982 x = 1;
983 y = 1;
984 }
985 1028
986 // clear those pointers that likely might have circular references to us 1029 if (is_head ())
987 owner = 0; 1030 if (sound_destroy)
988 enemy = 0; 1031 play_sound (sound_destroy);
989 attacked_by = 0; 1032 else if (flag [FLAG_MONSTER])
1033 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
990 1034
991 // only relevant for players(?), but make sure of it anyways 1035 attachable::destroy ();
992 contr = 0;
993
994 /* Remove object from the active list */
995 speed = 0;
996 update_ob_speed (this);
997
998 unlink ();
999
1000 mortals.push_back (this);
1001} 1036}
1002 1037
1003/* 1038/* op->remove ():
1004 * sub_weight() recursively (outwards) subtracts a number from the
1005 * weight of an object (and what is carried by it's environment(s)).
1006 */
1007void
1008sub_weight (object *op, signed long weight)
1009{
1010 while (op != NULL)
1011 {
1012 if (op->type == CONTAINER)
1013 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1014
1015 op->carrying -= weight;
1016 op = op->env;
1017 }
1018}
1019
1020/* remove_ob(op):
1021 * 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
1022 * 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
1023 * object will have no environment. If the object previously had an 1041 * object will have no environment. If the object previously had an
1024 * environment, the x and y coordinates will be updated to 1042 * environment, the x and y coordinates will be updated to
1025 * the previous environment. 1043 * the previous environment.
1026 * Beware: This function is called from the editor as well!
1027 */ 1044 */
1028void 1045void
1029object::remove () 1046object::do_remove ()
1030{ 1047{
1031 object *tmp, *last = 0; 1048 if (flag [FLAG_REMOVED])
1032 object *otmp;
1033
1034 int check_walk_off;
1035
1036 if (QUERY_FLAG (this, FLAG_REMOVED))
1037 return; 1049 return;
1038 1050
1039 SET_FLAG (this, FLAG_REMOVED); 1051 INVOKE_OBJECT (REMOVE, this);
1052
1053 flag [FLAG_REMOVED] = true;
1040 1054
1041 if (more) 1055 if (more)
1042 more->remove (); 1056 more->remove ();
1043 1057
1044 /* 1058 /*
1045 * In this case, the object to be removed is in someones 1059 * In this case, the object to be removed is in someones
1046 * inventory. 1060 * inventory.
1047 */ 1061 */
1048 if (env) 1062 if (env)
1049 { 1063 {
1050 if (nrof) 1064 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1051 sub_weight (env, weight * nrof); 1065 if (object *pl = visible_to ())
1052 else 1066 esrv_del_item (pl->contr, count);
1053 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;
1054 1088
1055 /* 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
1056 * made to players inventory. If set, avoiding the call 1090 * made to players inventory. If set, avoiding the call
1057 * to save cpu time. 1091 * to save cpu time.
1058 */ 1092 */
1059 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1093 if (pl)
1060 fix_player (otmp); 1094 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1095 {
1096 pl->update_stats ();
1061 1097
1062 if (above != NULL) 1098 if (glow_radius && pl->is_on_map ())
1063 above->below = below; 1099 update_all_los (pl->map, pl->x, pl->y);
1064 else 1100 }
1065 env->inv = below;
1066
1067 if (below != NULL)
1068 below->above = above;
1069
1070 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do.
1073 */
1074 x = env->x, y = env->y;
1075 map = env->map;
1076 above = 0, below = 0;
1077 env = 0;
1078 } 1101 }
1079 else if (map) 1102 else if (map)
1080 { 1103 {
1081 /* Re did the following section of code - it looks like it had 1104 map->dirty = true;
1082 * lots of logic for things we no longer care about 1105 mapspace &ms = this->ms ();
1106
1107 if (object *pl = ms.player ())
1083 */ 1108 {
1109 if (is_player ())
1110 {
1111 if (!flag [FLAG_WIZPASS])
1112 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1113
1114 // leaving a spot always closes any open container on the ground
1115 if (container && !container->env)
1116 // this causes spurious floorbox updates, but it ensures
1117 // that the CLOSE event is being sent.
1118 close_container ();
1119
1120 --map->players;
1121 map->touch ();
1122 }
1123 else if (pl->container_ () == this)
1124 {
1125 // removing a container should close it
1126 close_container ();
1127 }
1128
1129 esrv_del_item (pl->contr, count);
1130 }
1084 1131
1085 /* link the object above us */ 1132 /* link the object above us */
1086 if (above) 1133 // re-link, make sure compiler can easily use cmove
1087 above->below = below; 1134 *(above ? &above->below : &ms.top) = below;
1088 else 1135 *(below ? &below->above : &ms.bot) = above;
1089 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1090
1091 /* Relink the object below us, if there is one */
1092 if (below)
1093 below->above = above;
1094 else
1095 {
1096 /* Nothing below, which means we need to relink map object for this space
1097 * use translated coordinates in case some oddness with map tiling is
1098 * evident
1099 */
1100 if (GET_MAP_OB (map, x, y) != this)
1101 {
1102 char *dump = dump_object (this);
1103 LOG (llevError,
1104 "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);
1105 free (dump);
1106 dump = dump_object (GET_MAP_OB (map, x, y));
1107 LOG (llevError, "%s\n", dump);
1108 free (dump);
1109 }
1110
1111 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1112 }
1113 1136
1114 above = 0; 1137 above = 0;
1115 below = 0; 1138 below = 0;
1116 1139
1140 ms.invalidate ();
1141
1117 if (map->in_memory == MAP_SAVING) 1142 if (map->in_memory == MAP_SAVING)
1118 return; 1143 return;
1119 1144
1120 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1145 int check_walk_off = !flag [FLAG_NO_APPLY];
1121 1146
1122 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1147 if (object *pl = ms.player ())
1123 { 1148 {
1124 /* No point updating the players look faces if he is the object 1149 if (pl->container_ () == this)
1125 * being removed.
1126 */
1127
1128 if (tmp->type == PLAYER && tmp != this)
1129 {
1130 /* If a container that the player is currently using somehow gets 1150 /* If a container that the player is currently using somehow gets
1131 * removed (most likely destroyed), update the player view 1151 * removed (most likely destroyed), update the player view
1132 * appropriately. 1152 * appropriately.
1133 */ 1153 */
1134 if (tmp->container == this) 1154 pl->close_container ();
1155
1156 //TODO: the floorbox prev/next might need updating
1157 //esrv_del_item (pl->contr, count);
1158 //TODO: update floorbox to preserve ordering
1159 if (pl->contr->ns)
1160 pl->contr->ns->floorbox_update ();
1161 }
1162
1163 if (check_walk_off)
1164 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1135 { 1165 {
1136 CLEAR_FLAG (this, FLAG_APPLIED); 1166 above = tmp->above;
1137 tmp->container = 0;
1138 }
1139 1167
1140 tmp->contr->socket.update_look = 1; 1168 /* No point updating the players look faces if he is the object
1169 * being removed.
1141 } 1170 */
1142 1171
1143 /* See if player moving off should effect something */ 1172 /* See if object moving off should effect something */
1144 if (check_walk_off
1145 && ((move_type & tmp->move_off) 1173 if ((move_type & tmp->move_off)
1146 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1174 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1147 {
1148 move_apply (tmp, this, 0); 1175 move_apply (tmp, this, 0);
1149
1150 if (destroyed ())
1151 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1152 } 1176 }
1153 1177
1154 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1178 if (affects_los ())
1155
1156 if (tmp->above == tmp)
1157 tmp->above = 0;
1158
1159 last = tmp;
1160 }
1161
1162 /* last == NULL of there are no objects on this space */
1163 if (!last)
1164 {
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1167 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways.
1169 */
1170 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1171 update_position (map, x, y);
1172 }
1173 else
1174 update_object (last, UP_OBJ_REMOVE);
1175
1176 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1177 update_all_los (map, x, y); 1179 update_all_los (map, x, y);
1178 } 1180 }
1179} 1181}
1180 1182
1181/* 1183/*
1190merge_ob (object *op, object *top) 1192merge_ob (object *op, object *top)
1191{ 1193{
1192 if (!op->nrof) 1194 if (!op->nrof)
1193 return 0; 1195 return 0;
1194 1196
1195 if (top == NULL) 1197 if (!top)
1196 for (top = op; top != NULL && top->above != NULL; top = top->above); 1198 for (top = op; top && top->above; top = top->above)
1199 ;
1197 1200
1198 for (; top != NULL; top = top->below) 1201 for (; top; top = top->below)
1199 { 1202 if (object::can_merge (op, top))
1200 if (top == op)
1201 continue;
1202 if (CAN_MERGE (op, top))
1203 { 1203 {
1204 top->nrof += op->nrof; 1204 top->nrof += op->nrof;
1205 1205
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1206 if (object *pl = top->visible_to ())
1207 op->weight = 0; /* Don't want any adjustements now */ 1207 esrv_update_item (UPD_NROF, pl, top);
1208 remove_ob (op); 1208
1209 free_object (op); 1209 op->weight = 0; // cancel the addition above
1210 op->carrying = 0; // must be 0 already
1211
1212 op->destroy ();
1213
1210 return top; 1214 return top;
1211 } 1215 }
1212 }
1213 1216
1214 return 0; 1217 return 0;
1215} 1218}
1216 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
1217/* 1243/*
1218 * 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
1219 * job preparing multi-part monsters 1245 * job preparing multi-part monsters.
1220 */ 1246 */
1221object * 1247object *
1222insert_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)
1223{ 1249{
1224 object *tmp; 1250 op->remove ();
1225 1251
1226 if (op->head)
1227 op = op->head;
1228
1229 for (tmp = op; tmp; tmp = tmp->more) 1252 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1230 { 1253 {
1231 tmp->x = x + tmp->arch->clone.x; 1254 tmp->x = x + tmp->arch->x;
1232 tmp->y = y + tmp->arch->clone.y; 1255 tmp->y = y + tmp->arch->y;
1233 } 1256 }
1234 1257
1235 return insert_ob_in_map (op, m, originator, flag); 1258 return insert_ob_in_map (op, m, originator, flag);
1236} 1259}
1237 1260
1253 * Return value: 1276 * Return value:
1254 * new object if 'op' was merged with other object 1277 * new object if 'op' was merged with other object
1255 * NULL if 'op' was destroyed 1278 * NULL if 'op' was destroyed
1256 * just 'op' otherwise 1279 * just 'op' otherwise
1257 */ 1280 */
1258
1259object * 1281object *
1260insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1282insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1261{ 1283{
1262 object *tmp, *top, *floor = NULL; 1284 op->remove ();
1263 sint16 x, y;
1264 1285
1265 if (QUERY_FLAG (op, FLAG_FREED)) 1286 if (m == &freed_map)//D TODO: remove soon
1266 { 1287 {//D
1267 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
1268 return NULL;
1269 } 1289 }//D
1270
1271 if (m == NULL)
1272 {
1273 char *dump = dump_object (op);
1274 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1275 free (dump);
1276 return op;
1277 }
1278
1279 if (out_of_map (m, op->x, op->y))
1280 {
1281 char *dump = dump_object (op);
1282 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1283#ifdef MANY_CORES
1284 /* Better to catch this here, as otherwise the next use of this object
1285 * is likely to cause a crash. Better to find out where it is getting
1286 * improperly inserted.
1287 */
1288 abort ();
1289#endif
1290 free (dump);
1291 return op;
1292 }
1293
1294 if (!QUERY_FLAG (op, FLAG_REMOVED))
1295 {
1296 char *dump = dump_object (op);
1297 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1298 free (dump);
1299 return op;
1300 }
1301
1302 if (op->more != NULL)
1303 {
1304 /* The part may be on a different map. */
1305
1306 object *more = op->more;
1307
1308 /* We really need the caller to normalize coordinates - if
1309 * we set the map, that doesn't work if the location is within
1310 * a map and this is straddling an edge. So only if coordinate
1311 * is clear wrong do we normalize it.
1312 */
1313 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1314 more->map = get_map_from_coord (m, &more->x, &more->y);
1315 else if (!more->map)
1316 {
1317 /* For backwards compatibility - when not dealing with tiled maps,
1318 * more->map should always point to the parent.
1319 */
1320 more->map = m;
1321 }
1322
1323 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1324 {
1325 if (!op->head)
1326 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1327
1328 return NULL;
1329 }
1330 }
1331
1332 CLEAR_FLAG (op, FLAG_REMOVED);
1333 1290
1334 /* Ideally, the caller figures this out. However, it complicates a lot 1291 /* Ideally, the caller figures this out. However, it complicates a lot
1335 * 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
1336 * need extra work 1293 * need extra work
1337 */ 1294 */
1338 op->map = get_map_from_coord (m, &op->x, &op->y); 1295 maptile *newmap = m;
1339 x = op->x; 1296 if (!xy_normalise (newmap, op->x, op->y))
1340 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 ();
1341 1311
1342 /* this has to be done after we translate the coordinates. 1312 /* this has to be done after we translate the coordinates.
1343 */ 1313 */
1344 if (op->nrof && !(flag & INS_NO_MERGE)) 1314 if (op->nrof && !(flag & INS_NO_MERGE))
1345 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1315 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1346 if (CAN_MERGE (op, tmp)) 1316 if (object::can_merge (op, tmp))
1347 { 1317 {
1318 // TODO: we actually want to update tmp, not op,
1319 // but some caller surely breaks when we return tmp
1320 // from here :/
1348 op->nrof += tmp->nrof; 1321 op->nrof += tmp->nrof;
1349 remove_ob (tmp); 1322 tmp->destroy ();
1350 free_object (tmp);
1351 } 1323 }
1352 1324
1353 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 */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1326 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355 1327
1362 { 1334 {
1363 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");
1364 abort (); 1336 abort ();
1365 } 1337 }
1366 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
1367 op->above = originator; 1346 op->above = originator;
1368 op->below = originator->below; 1347 op->below = originator->below;
1369
1370 if (op->below)
1371 op->below->above = op;
1372 else
1373 SET_MAP_OB (op->map, op->x, op->y, op);
1374
1375 /* since *below* originator, no need to update top */
1376 originator->below = op; 1348 originator->below = op;
1349
1350 *(op->below ? &op->below->above : &ms.bot) = op;
1377 } 1351 }
1378 else 1352 else
1379 { 1353 {
1354 object *floor = 0;
1355 object *top = ms.top;
1356
1380 /* If there are other objects, then */ 1357 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1358 if (top)
1382 { 1359 {
1383 object *last = NULL;
1384
1385 /* 1360 /*
1386 * 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.
1387 * We've already dealt with merging if appropriate. 1362 * We've already dealt with merging if appropriate.
1388 * 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
1389 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1364 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1392 * 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
1393 * 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
1394 * 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
1395 * that flying non pickable objects are spell objects. 1370 * that flying non pickable objects are spell objects.
1396 */ 1371 */
1397 1372 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1398 while (top != NULL)
1399 { 1373 {
1400 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))
1401 floor = top; 1375 floor = tmp;
1402 1376
1403 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))
1404 { 1378 {
1405 /* We insert above top, so we want this object below this */ 1379 /* We insert above top, so we want this object below this */
1406 top = top->below; 1380 top = tmp->below;
1407 break; 1381 break;
1408 } 1382 }
1409 1383
1410 last = top;
1411 top = top->above; 1384 top = tmp;
1412 } 1385 }
1413
1414 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last;
1416 1386
1417 /* We let update_position deal with figuring out what the space 1387 /* We let update_position deal with figuring out what the space
1418 * looks like instead of lots of conditions here. 1388 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result. 1389 * makes things faster, and effectively the same result.
1420 */ 1390 */
1421 1391
1422 /* Have object 'fall below' other objects that block view. 1392 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66 1393 * Unless those objects are exits.
1424 * If INS_ON_TOP is used, don't do this processing 1394 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1395 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1396 * stacking is a bit odd.
1427 */ 1397 */
1428 if (!(flag & INS_ON_TOP) && 1398 if (!(flag & INS_ON_TOP)
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1399 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility))
1430 { 1401 {
1402 object *last;
1403
1431 for (last = top; last != floor; last = last->below) 1404 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1405 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1406 break;
1407
1434 /* Check to see if we found the object that blocks view, 1408 /* Check to see if we found the object that blocks view,
1435 * 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
1436 * we can get inserted below this one, which requires we 1410 * we can get inserted below this one, which requires we
1437 * set top to the object below us. 1411 * set top to the object below us.
1438 */ 1412 */
1439 if (last && last->below && last != floor) 1413 if (last && last->below && last != floor)
1440 top = last->below; 1414 top = last->below;
1441 } 1415 }
1442 } /* If objects on this space */ 1416 } /* If objects on this space */
1443 1417
1444 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y);
1446
1447 if (flag & INS_ABOVE_FLOOR_ONLY) 1418 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor; 1419 top = floor;
1449 1420
1450 /* 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
1451 */
1452
1453 /* First object on this space */
1454 if (!top) 1422 if (!top)
1455 { 1423 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y);
1457
1458 if (op->above)
1459 op->above->below = op;
1460
1461 op->below = NULL; 1424 op->below = 0;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1425 op->above = ms.bot;
1426 ms.bot = op;
1427
1428 *(op->above ? &op->above->below : &ms.top) = op;
1463 } 1429 }
1464 else 1430 else
1465 { /* get inserted into the stack above top */ 1431 {
1466 op->above = top->above; 1432 op->above = top->above;
1467
1468 if (op->above)
1469 op->above->below = op; 1433 top->above = op;
1470 1434
1471 op->below = top; 1435 op->below = top;
1472 top->above = op; 1436 *(op->above ? &op->above->below : &ms.top) = op;
1473 } 1437 }
1438 }
1474 1439
1475 if (op->above == NULL) 1440 if (op->is_player ())
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1441 {
1477 } /* else not INS_BELOW_ORIGINATOR */
1478
1479 if (op->type == PLAYER)
1480 op->contr->do_los = 1; 1442 op->contr->do_los = 1;
1443 ++op->map->players;
1444 op->map->touch ();
1445 }
1481 1446
1482 /* If we have a floor, we know the player, if any, will be above 1447 op->map->dirty = true;
1483 * it, so save a few ticks and start from there. 1448
1484 */ 1449 if (object *pl = ms.player ())
1485 if (!(flag & INS_MAP_LOAD)) 1450 //TODO: the floorbox prev/next might need updating
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1451 //esrv_send_item (pl, op);
1487 if (tmp->type == PLAYER) 1452 //TODO: update floorbox to preserve ordering
1488 tmp->contr->socket.update_look = 1; 1453 if (pl->contr->ns)
1454 pl->contr->ns->floorbox_update ();
1489 1455
1490 /* If this object glows, it may affect lighting conditions that are 1456 /* If this object glows, it may affect lighting conditions that are
1491 * 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
1492 * 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
1493 * on the map will get recalculated. The players could very well 1459 * on the map will get recalculated. The players could very well
1494 * 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 -
1495 * this should get redone to only look for players within range, 1461 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1462 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1463 * of effect may be sufficient.
1498 */ 1464 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1465 if (op->affects_los ())
1466 {
1467 op->ms ().invalidate ();
1500 update_all_los (op->map, op->x, op->y); 1468 update_all_los (op->map, op->x, op->y);
1469 }
1501 1470
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1471 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1472 update_object (op, UP_OBJ_INSERT);
1504 1473
1474 INVOKE_OBJECT (INSERT, op);
1475
1505 /* Don't know if moving this to the end will break anything. However, 1476 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have update_look set above before calling this. 1477 * we want to have floorbox_update called before calling this.
1507 * 1478 *
1508 * check_move_on() must be after this because code called from 1479 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like 1480 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by 1481 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1482 * update_object().
1512 */ 1483 */
1513 1484
1514 /* 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 */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1486 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1516 { 1487 {
1517 if (check_move_on (op, originator)) 1488 if (check_move_on (op, originator))
1518 return NULL; 1489 return 0;
1519 1490
1520 /* 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
1521 * walk on's. 1492 * walk on's.
1522 */ 1493 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1494 for (object *tmp = op->more; tmp; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1495 if (check_move_on (tmp, originator))
1525 return NULL; 1496 return 0;
1526 } 1497 }
1527 1498
1528 return op; 1499 return op;
1529} 1500}
1530 1501
1531/* this function inserts an object in the map, but if it 1502/* this function inserts an object in the map, but if it
1532 * 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.
1533 * 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.
1534 */ 1505 */
1535void 1506void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1507replace_insert_ob_in_map (shstr_tmp archname, object *op)
1537{ 1508{
1538 object *
1539 tmp;
1540 object *
1541 tmp1;
1542
1543 /* first search for itself and remove any old instances */ 1509 /* first search for itself and remove any old instances */
1544 1510
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1511 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1546 {
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1512 if (tmp->arch->archname == archname) /* same archetype */
1548 { 1513 tmp->destroy ();
1549 remove_ob (tmp);
1550 free_object (tmp);
1551 }
1552 }
1553 1514
1554 tmp1 = arch_to_object (archetype::find (arch_string)); 1515 object *tmp = arch_to_object (archetype::find (archname));
1555 1516
1556 tmp1->x = op->x; 1517 tmp->x = op->x;
1557 tmp1->y = op->y; 1518 tmp->y = op->y;
1519
1558 insert_ob_in_map (tmp1, op->map, op, 0); 1520 insert_ob_in_map (tmp, op->map, op, 0);
1559} 1521}
1560
1561/*
1562 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1563 * is returned contains nr objects, and the remaining parts contains
1564 * the rest (or is removed and freed if that number is 0).
1565 * On failure, NULL is returned, and the reason put into the
1566 * global static errmsg array.
1567 */
1568 1522
1569object * 1523object *
1570get_split_ob (object *orig_ob, uint32 nr) 1524object::insert_at (object *where, object *originator, int flags)
1571{ 1525{
1572 object * 1526 if (where->env)
1573 newob; 1527 return where->env->insert (this);
1574 int 1528 else
1575 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1529 return where->map->insert (this, where->x, where->y, originator, flags);
1576
1577 if (orig_ob->nrof < nr)
1578 {
1579 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1580 return NULL;
1581 }
1582
1583 newob = object_create_clone (orig_ob);
1584
1585 if ((orig_ob->nrof -= nr) < 1)
1586 {
1587 if (!is_removed)
1588 remove_ob (orig_ob);
1589 free_object2 (orig_ob, 1);
1590 }
1591 else if (!is_removed)
1592 {
1593 if (orig_ob->env != NULL)
1594 sub_weight (orig_ob->env, orig_ob->weight * nr);
1595 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1596 {
1597 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1598 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1599 return NULL;
1600 }
1601 }
1602
1603 newob->nrof = nr;
1604
1605 return newob;
1606} 1530}
1607 1531
1608/* 1532/*
1609 * decrease_ob_nr(object, number) decreases a specified number from 1533 * decrease(object, number) decreases a specified number from
1610 * 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
1611 * is subsequently removed and freed. 1535 * is subsequently removed and freed.
1612 * 1536 *
1613 * 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
1614 */ 1538 */
1539bool
1540object::decrease (sint32 nr)
1541{
1542 if (!nr)
1543 return true;
1615 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 */
1616object * 1570object *
1617decrease_ob_nr (object *op, uint32 i) 1571object::split (sint32 nr)
1618{ 1572{
1619 object *tmp; 1573 int have = number_of ();
1620 player *pl;
1621 1574
1622 if (i == 0) /* objects with op->nrof require this check */ 1575 if (have < nr)
1623 return op; 1576 return 0;
1624 1577 else if (have == nr)
1625 if (i > op->nrof)
1626 i = op->nrof;
1627
1628 if (QUERY_FLAG (op, FLAG_REMOVED))
1629 op->nrof -= i;
1630 else if (op->env != NULL)
1631 { 1578 {
1632 /* is this object in the players inventory, or sub container
1633 * therein?
1634 */
1635 tmp = is_player_inv (op->env);
1636 /* nope. Is this a container the player has opened?
1637 * If so, set tmp to that player.
1638 * IMO, searching through all the players will mostly
1639 * likely be quicker than following op->env to the map,
1640 * and then searching the map for a player.
1641 */
1642 if (!tmp)
1643 {
1644 for (pl = first_player; pl; pl = pl->next)
1645 if (pl->ob->container == op->env)
1646 break;
1647 if (pl)
1648 tmp = pl->ob;
1649 else
1650 tmp = NULL;
1651 }
1652
1653 if (i < op->nrof)
1654 {
1655 sub_weight (op->env, op->weight * i);
1656 op->nrof -= i;
1657 if (tmp)
1658 {
1659 esrv_send_item (tmp, op);
1660 }
1661 }
1662 else
1663 {
1664 remove_ob (op); 1579 remove ();
1665 op->nrof = 0; 1580 return this;
1666 if (tmp)
1667 {
1668 esrv_del_item (tmp->contr, op->count);
1669 }
1670 }
1671 } 1581 }
1672 else 1582 else
1673 { 1583 {
1674 object *above = op->above; 1584 decrease (nr);
1675 1585
1676 if (i < op->nrof) 1586 object *op = deep_clone ();
1677 op->nrof -= i; 1587 op->nrof = nr;
1678 else
1679 {
1680 remove_ob (op);
1681 op->nrof = 0;
1682 }
1683
1684 /* Since we just removed op, op->above is null */
1685 for (tmp = above; tmp != NULL; tmp = tmp->above)
1686 if (tmp->type == PLAYER)
1687 {
1688 if (op->nrof)
1689 esrv_send_item (tmp, op);
1690 else
1691 esrv_del_item (tmp->contr, op->count);
1692 }
1693 }
1694
1695 if (op->nrof)
1696 return op; 1588 return op;
1697 else
1698 {
1699 free_object (op);
1700 return NULL;
1701 }
1702}
1703
1704/*
1705 * add_weight(object, weight) adds the specified weight to an object,
1706 * and also updates how much the environment(s) is/are carrying.
1707 */
1708
1709void
1710add_weight (object *op, signed long weight)
1711{
1712 while (op != NULL)
1713 {
1714 if (op->type == CONTAINER)
1715 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1716
1717 op->carrying += weight;
1718 op = op->env;
1719 } 1589 }
1720} 1590}
1721 1591
1722object * 1592object *
1723insert_ob_in_ob (object *op, object *where) 1593insert_ob_in_ob (object *op, object *where)
1728 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);
1729 free (dump); 1599 free (dump);
1730 return op; 1600 return op;
1731 } 1601 }
1732 1602
1733 if (where->head) 1603 if (where->head_ () != where)
1734 { 1604 {
1735 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");
1736 where = where->head; 1606 where = where->head;
1737 } 1607 }
1738 1608
1739 return where->insert (op); 1609 return where->insert (op);
1740} 1610}
1745 * inside the object environment. 1615 * inside the object environment.
1746 * 1616 *
1747 * 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
1748 * be != op, if items are merged. -Tero 1618 * be != op, if items are merged. -Tero
1749 */ 1619 */
1750
1751object * 1620object *
1752object::insert (object *op) 1621object::insert (object *op)
1753{ 1622{
1754 object *tmp, *otmp;
1755
1756 if (!QUERY_FLAG (op, FLAG_REMOVED))
1757 op->remove ();
1758
1759 if (op->more) 1623 if (op->more)
1760 { 1624 {
1761 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);
1762 return op; 1626 return op;
1763 } 1627 }
1764 1628
1765 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1629 op->remove ();
1766 CLEAR_FLAG (op, FLAG_REMOVED); 1630
1631 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1632
1767 if (op->nrof) 1633 if (op->nrof)
1768 {
1769 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1634 for (object *tmp = inv; tmp; tmp = tmp->below)
1770 if (CAN_MERGE (tmp, op)) 1635 if (object::can_merge (tmp, op))
1771 { 1636 {
1772 /* return the original object and remove inserted object 1637 /* return the original object and remove inserted object
1773 (client needs the original object) */ 1638 (client needs the original object) */
1774 tmp->nrof += op->nrof; 1639 tmp->nrof += op->nrof;
1775 /* Weight handling gets pretty funky. Since we are adding to 1640
1776 * tmp->nrof, we need to increase the weight. 1641 if (object *pl = tmp->visible_to ())
1777 */ 1642 esrv_update_item (UPD_NROF, pl, tmp);
1643
1778 add_weight (this, op->weight * op->nrof); 1644 adjust_weight (this, op->total_weight ());
1779 SET_FLAG (op, FLAG_REMOVED); 1645
1780 op->destroy (); /* free the inserted object */ 1646 op->destroy ();
1781 op = tmp; 1647 op = tmp;
1782 op->remove (); /* and fix old object's links */ 1648 goto inserted;
1783 CLEAR_FLAG (op, FLAG_REMOVED);
1784 break;
1785 } 1649 }
1786 1650
1787 /* I assume combined objects have no inventory 1651 op->owner = 0; // it's his/hers now. period.
1788 * We add the weight - this object could have just been removed
1789 * (if it was possible to merge). calling remove_ob will subtract
1790 * the weight, so we need to add it in again, since we actually do
1791 * the linking below
1792 */
1793 add_weight (this, op->weight * op->nrof);
1794 }
1795 else
1796 add_weight (this, (op->weight + op->carrying));
1797
1798 otmp = is_player_inv (this);
1799 if (otmp && otmp->contr)
1800 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801 fix_player (otmp);
1802
1803 op->map = NULL; 1652 op->map = 0;
1653 op->x = 0;
1654 op->y = 0;
1655
1656 op->above = 0;
1657 op->below = inv;
1804 op->env = this; 1658 op->env = this;
1805 op->above = NULL;
1806 op->below = NULL;
1807 op->x = 0, op->y = 0;
1808 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:
1809 /* 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 */
1810 if ((op->glow_radius != 0) && map) 1674 if (op->glow_radius && is_on_map ())
1811 { 1675 {
1812#ifdef DEBUG_LIGHTS 1676 update_stats ();
1813 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1814#endif /* DEBUG_LIGHTS */
1815 if (MAP_DARKNESS (map))
1816 update_all_los (map, x, y); 1677 update_all_los (map, x, y);
1817 }
1818
1819 /* Client has no idea of ordering so lets not bother ordering it here.
1820 * It sure simplifies this function...
1821 */
1822 if (!inv)
1823 inv = op;
1824 else
1825 { 1678 }
1826 op->below = inv; 1679 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1827 op->below->above = op; 1680 // if this is a player's inventory, update stats
1828 inv = op; 1681 update_stats ();
1829 } 1682
1683 INVOKE_OBJECT (INSERT, this);
1830 1684
1831 return op; 1685 return op;
1832} 1686}
1833 1687
1834/* 1688/*
1849 * 1703 *
1850 * MSW 2001-07-08: Check all objects on space, not just those below 1704 * MSW 2001-07-08: Check all objects on space, not just those below
1851 * object being inserted. insert_ob_in_map may not put new objects 1705 * object being inserted. insert_ob_in_map may not put new objects
1852 * on top. 1706 * on top.
1853 */ 1707 */
1854
1855int 1708int
1856check_move_on (object *op, object *originator) 1709check_move_on (object *op, object *originator)
1857{ 1710{
1711 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1712 return 0;
1713
1858 object *tmp; 1714 object *tmp;
1859 maptile *m = op->map; 1715 maptile *m = op->map;
1860 int x = op->x, y = op->y; 1716 int x = op->x, y = op->y;
1861 1717
1862 MoveType move_on, move_slow, move_block; 1718 mapspace &ms = m->at (x, y);
1863 1719
1864 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1720 ms.update ();
1865 return 0;
1866 1721
1867 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1722 MoveType move_on = ms.move_on;
1868 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1723 MoveType move_slow = ms.move_slow;
1869 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1724 MoveType move_block = ms.move_block;
1870 1725
1871 /* 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,
1872 * 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
1873 * 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
1874 * as walking. 1729 * as walking.
1885 return 0; 1740 return 0;
1886 1741
1887 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
1889 */ 1744 */
1890 1745 for (object *next, *tmp = ms.top; tmp; tmp = next)
1891 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1892 {
1893 /* Trim the search when we find the first other spell effect
1894 * this helps performance so that if a space has 50 spell objects,
1895 * we don't need to check all of them.
1896 */
1897 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1898 break;
1899 } 1746 {
1747 next = tmp->below;
1900 1748
1901 for (; tmp; tmp = tmp->below)
1902 {
1903 if (tmp == op) 1749 if (tmp == op)
1904 continue; /* Can't apply yourself */ 1750 continue; /* Can't apply yourself */
1905 1751
1906 /* 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.
1907 * Second check makes sure that the movement types not being slowed 1753 * Second check makes sure that the movement types not being slowed
1912 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1758 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1913 { 1759 {
1914 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1760 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1915 ((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))
1916 { 1762 {
1917
1918 float
1919 diff = tmp->move_slow_penalty * FABS (op->speed); 1763 float diff = tmp->move_slow_penalty * fabs (op->speed);
1920 1764
1921 if (op->type == PLAYER) 1765 if (op->is_player ())
1922 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)) ||
1923 (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)))
1924 diff /= 4.0; 1768 diff /= 4.0;
1925 1769
1926 op->speed_left -= diff; 1770 op->speed_left -= diff;
1927 } 1771 }
1928 } 1772 }
1951/* 1795/*
1952 * present_arch(arch, map, x, y) searches for any objects with 1796 * present_arch(arch, map, x, y) searches for any objects with
1953 * a matching archetype at the given map and coordinates. 1797 * a matching archetype at the given map and coordinates.
1954 * The first matching object is returned, or NULL if none. 1798 * The first matching object is returned, or NULL if none.
1955 */ 1799 */
1956
1957object * 1800object *
1958present_arch (const archetype *at, maptile *m, int x, int y) 1801present_arch (const archetype *at, maptile *m, int x, int y)
1959{ 1802{
1960 object *
1961 tmp;
1962
1963 if (m == NULL || out_of_map (m, x, y)) 1803 if (!m || out_of_map (m, x, y))
1964 { 1804 {
1965 LOG (llevError, "Present_arch called outside map.\n"); 1805 LOG (llevError, "Present_arch called outside map.\n");
1966 return NULL; 1806 return NULL;
1967 } 1807 }
1968 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1808
1969 if (tmp->arch == at) 1809 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1810 if (tmp->arch->archname == at->archname)
1970 return tmp; 1811 return tmp;
1812
1971 return NULL; 1813 return NULL;
1972} 1814}
1973 1815
1974/* 1816/*
1975 * present(type, map, x, y) searches for any objects with 1817 * present(type, map, x, y) searches for any objects with
1976 * a matching type variable at the given map and coordinates. 1818 * a matching type variable at the given map and coordinates.
1977 * The first matching object is returned, or NULL if none. 1819 * The first matching object is returned, or NULL if none.
1978 */ 1820 */
1979
1980object * 1821object *
1981present (unsigned char type, maptile *m, int x, int y) 1822present (unsigned char type, maptile *m, int x, int y)
1982{ 1823{
1983 object *
1984 tmp;
1985
1986 if (out_of_map (m, x, y)) 1824 if (out_of_map (m, x, y))
1987 { 1825 {
1988 LOG (llevError, "Present called outside map.\n"); 1826 LOG (llevError, "Present called outside map.\n");
1989 return NULL; 1827 return NULL;
1990 } 1828 }
1991 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1829
1830 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1992 if (tmp->type == type) 1831 if (tmp->type == type)
1993 return tmp; 1832 return tmp;
1833
1994 return NULL; 1834 return NULL;
1995} 1835}
1996 1836
1997/* 1837/*
1998 * present_in_ob(type, object) searches for any objects with 1838 * present_in_ob(type, object) searches for any objects with
1999 * a matching type variable in the inventory of the given object. 1839 * a matching type variable in the inventory of the given object.
2000 * The first matching object is returned, or NULL if none. 1840 * The first matching object is returned, or NULL if none.
2001 */ 1841 */
2002
2003object * 1842object *
2004present_in_ob (unsigned char type, const object *op) 1843present_in_ob (unsigned char type, const object *op)
2005{ 1844{
2006 object *
2007 tmp;
2008
2009 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1845 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2010 if (tmp->type == type) 1846 if (tmp->type == type)
2011 return tmp; 1847 return tmp;
1848
2012 return NULL; 1849 return NULL;
2013} 1850}
2014 1851
2015/* 1852/*
2016 * present_in_ob (type, str, object) searches for any objects with 1853 * present_in_ob (type, str, object) searches for any objects with
2024 * str is the string to match against. Note that we match against 1861 * str is the string to match against. Note that we match against
2025 * the object name, not the archetype name. this is so that the 1862 * the object name, not the archetype name. this is so that the
2026 * spell code can use one object type (force), but change it's name 1863 * spell code can use one object type (force), but change it's name
2027 * to be unique. 1864 * to be unique.
2028 */ 1865 */
2029
2030object * 1866object *
2031present_in_ob_by_name (int type, const char *str, const object *op) 1867present_in_ob_by_name (int type, const char *str, const object *op)
2032{ 1868{
2033 object *
2034 tmp;
2035
2036 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1869 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2037 {
2038 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1870 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2039 return tmp; 1871 return tmp;
2040 } 1872
2041 return NULL; 1873 return 0;
2042} 1874}
2043 1875
2044/* 1876/*
2045 * present_arch_in_ob(archetype, object) searches for any objects with 1877 * present_arch_in_ob(archetype, object) searches for any objects with
2046 * a matching archetype in the inventory of the given object. 1878 * a matching archetype in the inventory of the given object.
2047 * The first matching object is returned, or NULL if none. 1879 * The first matching object is returned, or NULL if none.
2048 */ 1880 */
2049
2050object * 1881object *
2051present_arch_in_ob (const archetype *at, const object *op) 1882present_arch_in_ob (const archetype *at, const object *op)
2052{ 1883{
2053 object *
2054 tmp;
2055
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2057 if (tmp->arch == at) 1885 if (tmp->arch->archname == at->archname)
2058 return tmp; 1886 return tmp;
1887
2059 return NULL; 1888 return NULL;
2060} 1889}
2061 1890
2062/* 1891/*
2063 * activate recursively a flag on an object inventory 1892 * activate recursively a flag on an object inventory
2064 */ 1893 */
2065void 1894void
2066flag_inv (object *op, int flag) 1895flag_inv (object *op, int flag)
2067{ 1896{
2068 object *
2069 tmp;
2070
2071 if (op->inv)
2072 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2073 { 1898 {
2074 SET_FLAG (tmp, flag); 1899 SET_FLAG (tmp, flag);
2075 flag_inv (tmp, flag); 1900 flag_inv (tmp, flag);
2076 } 1901 }
2077} /* 1902}
1903
1904/*
2078 * desactivate recursively a flag on an object inventory 1905 * deactivate recursively a flag on an object inventory
2079 */ 1906 */
2080void 1907void
2081unflag_inv (object *op, int flag) 1908unflag_inv (object *op, int flag)
2082{ 1909{
2083 object *
2084 tmp;
2085
2086 if (op->inv)
2087 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1910 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2088 { 1911 {
2089 CLEAR_FLAG (tmp, flag); 1912 CLEAR_FLAG (tmp, flag);
2090 unflag_inv (tmp, flag); 1913 unflag_inv (tmp, flag);
2091 } 1914 }
2092}
2093
2094/*
2095 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2096 * all it's inventory (recursively).
2097 * If checksums are used, a player will get set_cheat called for
2098 * him/her-self and all object carried by a call to this function.
2099 */
2100
2101void
2102set_cheat (object *op)
2103{
2104 SET_FLAG (op, FLAG_WAS_WIZ);
2105 flag_inv (op, FLAG_WAS_WIZ);
2106} 1915}
2107 1916
2108/* 1917/*
2109 * 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
2110 * 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
2112 * to search (see the freearr_x/y[] definition). 1921 * to search (see the freearr_x/y[] definition).
2113 * It returns a random choice among the alternatives found. 1922 * It returns a random choice among the alternatives found.
2114 * 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
2115 * does all 4 immediate directions). This returns the index into the 1924 * does all 4 immediate directions). This returns the index into the
2116 * 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)
2117 * Note - this only checks to see if there is space for the head of the
2118 * object - if it is a multispace object, this should be called for all
2119 * pieces.
2120 * Note2: This function does correctly handle tiled maps, but does not 1926 * Note: This function does correctly handle tiled maps, but does not
2121 * inform the caller. However, insert_ob_in_map will update as 1927 * inform the caller. However, insert_ob_in_map will update as
2122 * 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.
2123 * 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
2124 * 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
2125 * 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
2126 * the archetype because that isn't correct if the monster has been 1932 * the archetype because that isn't correct if the monster has been
2127 * customized, changed states, etc. 1933 * customized, changed states, etc.
2128 */ 1934 */
2129
2130int 1935int
2131find_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)
2132{ 1937{
2133 int
2134 i,
2135 index = 0, flag;
2136 static int
2137 altern[SIZEOFFREE]; 1938 int altern[SIZEOFFREE];
1939 int index = 0, flag;
2138 1940
2139 for (i = start; i < stop; i++) 1941 for (int i = start; i < stop; i++)
2140 { 1942 {
2141 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1943 mapxy pos (m, x, y); pos.move (i);
2142 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 {
2143 altern[index++] = i; 1959 altern [index++] = i;
1960 continue;
1961 }
2144 1962
2145 /* 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.
2146 * 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.
2147 * 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 -
2148 * 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
2149 * 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
2150 * to only the spaces immediately surrounding the target area, and 1968 * to only the spaces immediately surrounding the target area, and
2151 * won't look 2 spaces south of the target space. 1969 * won't look 2 spaces south of the target space.
2152 */ 1970 */
2153 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1971 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1972 {
2154 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;
2155 } 1987 }
1988
2156 if (!index) 1989 if (!index)
2157 return -1; 1990 return -1;
1991
2158 return altern[RANDOM () % index]; 1992 return altern [rndm (index)];
2159} 1993}
2160 1994
2161/* 1995/*
2162 * find_first_free_spot(archetype, maptile, x, y) works like 1996 * find_first_free_spot(archetype, maptile, x, y) works like
2163 * find_free_spot(), but it will search max number of squares. 1997 * find_free_spot(), but it will search max number of squares.
2164 * But it will return the first available spot, not a random choice. 1998 * But it will return the first available spot, not a random choice.
2165 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1999 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2166 */ 2000 */
2167
2168int 2001int
2169find_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)
2170{ 2003{
2171 int
2172 i;
2173
2174 for (i = 0; i < SIZEOFFREE; i++) 2004 for (int i = 0; i < SIZEOFFREE; i++)
2175 {
2176 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]))
2177 return i; 2006 return i;
2178 } 2007
2179 return -1; 2008 return -1;
2180} 2009}
2181 2010
2182/* 2011/*
2183 * The function permute(arr, begin, end) randomly reorders the array 2012 * The function permute(arr, begin, end) randomly reorders the array
2184 * arr[begin..end-1]. 2013 * arr[begin..end-1].
2014 * now uses a fisher-yates shuffle, old permute was broken
2185 */ 2015 */
2186static void 2016static void
2187permute (int *arr, int begin, int end) 2017permute (int *arr, int begin, int end)
2188{ 2018{
2189 int 2019 arr += begin;
2190 i,
2191 j,
2192 tmp,
2193 len;
2194
2195 len = end - begin; 2020 end -= begin;
2196 for (i = begin; i < end; i++)
2197 {
2198 j = begin + RANDOM () % len;
2199 2021
2200 tmp = arr[i]; 2022 while (--end)
2201 arr[i] = arr[j]; 2023 swap (arr [end], arr [rndm (end + 1)]);
2202 arr[j] = tmp;
2203 }
2204} 2024}
2205 2025
2206/* new function to make monster searching more efficient, and effective! 2026/* new function to make monster searching more efficient, and effective!
2207 * This basically returns a randomized array (in the passed pointer) of 2027 * This basically returns a randomized array (in the passed pointer) of
2208 * 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
2211 * the 3x3 area will be searched, just not in a predictable order. 2031 * the 3x3 area will be searched, just not in a predictable order.
2212 */ 2032 */
2213void 2033void
2214get_search_arr (int *search_arr) 2034get_search_arr (int *search_arr)
2215{ 2035{
2216 int 2036 int i;
2217 i;
2218 2037
2219 for (i = 0; i < SIZEOFFREE; i++) 2038 for (i = 0; i < SIZEOFFREE; i++)
2220 {
2221 search_arr[i] = i; 2039 search_arr[i] = i;
2222 }
2223 2040
2224 permute (search_arr, 1, SIZEOFFREE1 + 1); 2041 permute (search_arr, 1, SIZEOFFREE1 + 1);
2225 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2042 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2226 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2043 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2227} 2044}
2236 * Perhaps incorrectly, but I'm making the assumption that exclude 2053 * Perhaps incorrectly, but I'm making the assumption that exclude
2237 * is actually want is going to try and move there. We need this info 2054 * is actually want is going to try and move there. We need this info
2238 * because we have to know what movement the thing looking to move 2055 * because we have to know what movement the thing looking to move
2239 * there is capable of. 2056 * there is capable of.
2240 */ 2057 */
2241
2242int 2058int
2243find_dir (maptile *m, int x, int y, object *exclude) 2059find_dir (maptile *m, int x, int y, object *exclude)
2244{ 2060{
2245 int
2246 i,
2247 max = SIZEOFFREE, mflags; 2061 int max = SIZEOFFREE, mflags;
2248
2249 sint16 nx, ny;
2250 object *
2251 tmp;
2252 maptile *
2253 mp;
2254
2255 MoveType blocked, move_type; 2062 MoveType move_type;
2256 2063
2257 if (exclude && exclude->head) 2064 if (exclude && exclude->head_ () != exclude)
2258 { 2065 {
2259 exclude = exclude->head; 2066 exclude = exclude->head;
2260 move_type = exclude->move_type; 2067 move_type = exclude->move_type;
2261 } 2068 }
2262 else 2069 else
2263 { 2070 {
2264 /* 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. */
2265 move_type = MOVE_ALL; 2072 move_type = MOVE_ALL;
2266 } 2073 }
2267 2074
2268 for (i = 1; i < max; i++) 2075 for (int i = 1; i < max; i++)
2269 { 2076 {
2270 mp = m; 2077 mapxy pos (m, x, y);
2271 nx = x + freearr_x[i]; 2078 pos.move (i);
2272 ny = y + freearr_y[i];
2273 2079
2274 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2080 if (!pos.normalise ())
2275 if (mflags & P_OUT_OF_MAP)
2276 {
2277 max = maxfree[i]; 2081 max = maxfree[i];
2278 }
2279 else 2082 else
2280 { 2083 {
2281 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2084 mapspace &ms = *pos;
2282 2085
2283 if ((move_type & blocked) == move_type) 2086 if ((move_type & ms.move_block) == move_type)
2087 max = maxfree [i];
2088 else if (ms.flags () & P_IS_ALIVE)
2284 { 2089 {
2285 max = maxfree[i]; 2090 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2286 } 2091 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2287 else if (mflags & P_IS_ALIVE) 2092 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2288 {
2289 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2290 {
2291 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2292 {
2293 break;
2294 }
2295 }
2296 if (tmp)
2297 {
2298 return freedir[i]; 2093 return freedir [i];
2299 }
2300 } 2094 }
2301 } 2095 }
2302 } 2096 }
2097
2303 return 0; 2098 return 0;
2304} 2099}
2305 2100
2306/* 2101/*
2307 * distance(object 1, object 2) will return the square of the 2102 * distance(object 1, object 2) will return the square of the
2308 * distance between the two given objects. 2103 * distance between the two given objects.
2309 */ 2104 */
2310
2311int 2105int
2312distance (const object *ob1, const object *ob2) 2106distance (const object *ob1, const object *ob2)
2313{ 2107{
2314 int
2315 i;
2316
2317 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2108 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2318 return i;
2319} 2109}
2320 2110
2321/* 2111/*
2322 * find_dir_2(delta-x,delta-y) will return a direction in which 2112 * find_dir_2(delta-x,delta-y) will return a direction in which
2323 * an object which has subtracted the x and y coordinates of another 2113 * an object which has subtracted the x and y coordinates of another
2324 * object, needs to travel toward it. 2114 * object, needs to travel toward it.
2325 */ 2115 */
2326
2327int 2116int
2328find_dir_2 (int x, int y) 2117find_dir_2 (int x, int y)
2329{ 2118{
2330 int 2119 int q;
2331 q;
2332 2120
2333 if (y) 2121 if (y)
2334 q = x * 100 / y; 2122 q = x * 100 / y;
2335 else if (x) 2123 else if (x)
2336 q = -300 * x; 2124 q = -300 * x;
2361 2149
2362 return 3; 2150 return 3;
2363} 2151}
2364 2152
2365/* 2153/*
2366 * absdir(int): Returns a number between 1 and 8, which represent
2367 * the "absolute" direction of a number (it actually takes care of
2368 * "overflow" in previous calculations of a direction).
2369 */
2370
2371int
2372absdir (int d)
2373{
2374 while (d < 1)
2375 d += 8;
2376 while (d > 8)
2377 d -= 8;
2378 return d;
2379}
2380
2381/*
2382 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2154 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2383 * between two directions (which are expected to be absolute (see absdir()) 2155 * between two directions (which are expected to be absolute (see absdir())
2384 */ 2156 */
2385
2386int 2157int
2387dirdiff (int dir1, int dir2) 2158dirdiff (int dir1, int dir2)
2388{ 2159{
2389 int 2160 int d;
2390 d;
2391 2161
2392 d = abs (dir1 - dir2); 2162 d = abs (dir1 - dir2);
2393 if (d > 4) 2163 if (d > 4)
2394 d = 8 - d; 2164 d = 8 - d;
2165
2395 return d; 2166 return d;
2396} 2167}
2397 2168
2398/* peterm: 2169/* peterm:
2399 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2170 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2402 * 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
2403 * 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.
2404 * 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
2405 * functions. 2176 * functions.
2406 */ 2177 */
2407
2408int
2409 reduction_dir[SIZEOFFREE][3] = { 2178const int reduction_dir[SIZEOFFREE][3] = {
2410 {0, 0, 0}, /* 0 */ 2179 {0, 0, 0}, /* 0 */
2411 {0, 0, 0}, /* 1 */ 2180 {0, 0, 0}, /* 1 */
2412 {0, 0, 0}, /* 2 */ 2181 {0, 0, 0}, /* 2 */
2413 {0, 0, 0}, /* 3 */ 2182 {0, 0, 0}, /* 3 */
2414 {0, 0, 0}, /* 4 */ 2183 {0, 0, 0}, /* 4 */
2462 * find a path to that monster that we found. If not, 2231 * find a path to that monster that we found. If not,
2463 * we don't bother going toward it. Returns 1 if we 2232 * we don't bother going toward it. Returns 1 if we
2464 * can see a direct way to get it 2233 * can see a direct way to get it
2465 * Modified to be map tile aware -.MSW 2234 * Modified to be map tile aware -.MSW
2466 */ 2235 */
2467
2468
2469int 2236int
2470can_see_monsterP (maptile *m, int x, int y, int dir) 2237can_see_monsterP (maptile *m, int x, int y, int dir)
2471{ 2238{
2472 sint16 dx, dy; 2239 sint16 dx, dy;
2473 int
2474 mflags; 2240 int mflags;
2475 2241
2476 if (dir < 0) 2242 if (dir < 0)
2477 return 0; /* exit condition: invalid direction */ 2243 return 0; /* exit condition: invalid direction */
2478 2244
2479 dx = x + freearr_x[dir]; 2245 dx = x + freearr_x[dir];
2492 return 0; 2258 return 0;
2493 2259
2494 /* yes, can see. */ 2260 /* yes, can see. */
2495 if (dir < 9) 2261 if (dir < 9)
2496 return 1; 2262 return 1;
2263
2497 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2264 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2498 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2265 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2266 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2499} 2267}
2500
2501
2502 2268
2503/* 2269/*
2504 * can_pick(picker, item): finds out if an object is possible to be 2270 * can_pick(picker, item): finds out if an object is possible to be
2505 * picked up by the picker. Returnes 1 if it can be 2271 * picked up by the picker. Returnes 1 if it can be
2506 * picked up, otherwise 0. 2272 * picked up, otherwise 0.
2508 * 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
2509 * core dumps if they do. 2275 * core dumps if they do.
2510 * 2276 *
2511 * 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)
2512 */ 2278 */
2513
2514int 2279int
2515can_pick (const object *who, const object *item) 2280can_pick (const object *who, const object *item)
2516{ 2281{
2517 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2282 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2518 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2283 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2519 !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));
2520} 2285}
2521
2522 2286
2523/* 2287/*
2524 * create clone from object to another 2288 * create clone from object to another
2525 */ 2289 */
2526object * 2290object *
2527object_create_clone (object *asrc) 2291object::deep_clone ()
2528{ 2292{
2529 object *dst = 0, *tmp, *src, *part, *prev, *item; 2293 assert (("deep_clone called on non-head object", is_head ()));
2530 2294
2531 if (!asrc) 2295 object *dst = clone ();
2532 return 0;
2533 2296
2534 src = asrc; 2297 object *prev = dst;
2535 if (src->head)
2536 src = src->head;
2537
2538 prev = 0;
2539 for (part = src; part; part = part->more) 2298 for (object *part = this->more; part; part = part->more)
2540 { 2299 {
2541 tmp = get_object (); 2300 object *tmp = part->clone ();
2542 copy_object (part, tmp);
2543 tmp->x -= src->x;
2544 tmp->y -= src->y;
2545
2546 if (!part->head)
2547 {
2548 dst = tmp;
2549 tmp->head = 0;
2550 }
2551 else
2552 {
2553 tmp->head = dst; 2301 tmp->head = dst;
2554 }
2555
2556 tmp->more = 0;
2557
2558 if (prev)
2559 prev->more = tmp; 2302 prev->more = tmp;
2560
2561 prev = tmp; 2303 prev = tmp;
2562 } 2304 }
2563 2305
2564 for (item = src->inv; item; item = item->below) 2306 for (object *item = inv; item; item = item->below)
2565 insert_ob_in_ob (object_create_clone (item), dst); 2307 insert_ob_in_ob (item->deep_clone (), dst);
2566 2308
2567 return dst; 2309 return dst;
2568}
2569
2570/* GROS - Creates an object using a string representing its content. */
2571/* Basically, we save the content of the string to a temp file, then call */
2572/* load_object on it. I admit it is a highly inefficient way to make things, */
2573/* but it was simple to make and allows reusing the load_object function. */
2574/* Remember not to use load_object_str in a time-critical situation. */
2575/* Also remember that multiparts objects are not supported for now. */
2576
2577object *
2578load_object_str (const char *obstr)
2579{
2580 object *op;
2581 char filename[MAX_BUF];
2582
2583 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2584
2585 FILE *tempfile = fopen (filename, "w");
2586
2587 if (tempfile == NULL)
2588 {
2589 LOG (llevError, "Error - Unable to access load object temp file\n");
2590 return NULL;
2591 }
2592
2593 fprintf (tempfile, obstr);
2594 fclose (tempfile);
2595
2596 op = get_object ();
2597
2598 object_thawer thawer (filename);
2599
2600 if (thawer)
2601 load_object (thawer, op, 0);
2602
2603 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2604 CLEAR_FLAG (op, FLAG_REMOVED);
2605
2606 return op;
2607} 2310}
2608 2311
2609/* This returns the first object in who's inventory that 2312/* This returns the first object in who's inventory that
2610 * has the same type and subtype match. 2313 * has the same type and subtype match.
2611 * returns NULL if no match. 2314 * returns NULL if no match.
2612 */ 2315 */
2613object * 2316object *
2614find_obj_by_type_subtype (const object *who, int type, int subtype) 2317find_obj_by_type_subtype (const object *who, int type, int subtype)
2615{ 2318{
2616 object *tmp;
2617
2618 for (tmp = who->inv; tmp; tmp = tmp->below) 2319 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2619 if (tmp->type == type && tmp->subtype == subtype) 2320 if (tmp->type == type && tmp->subtype == subtype)
2620 return tmp; 2321 return tmp;
2621 2322
2622 return NULL;
2623}
2624
2625/* If ob has a field named key, return the link from the list,
2626 * otherwise return NULL.
2627 *
2628 * key must be a passed in shared string - otherwise, this won't
2629 * do the desired thing.
2630 */
2631key_value *
2632get_ob_key_link (const object *ob, const char *key)
2633{
2634 key_value *link;
2635
2636 for (link = ob->key_values; link != NULL; link = link->next)
2637 if (link->key == key)
2638 return link;
2639
2640 return NULL;
2641}
2642
2643/*
2644 * Returns the value of op has an extra_field for key, or NULL.
2645 *
2646 * The argument doesn't need to be a shared string.
2647 *
2648 * The returned string is shared.
2649 */
2650const char *
2651get_ob_key_value (const object *op, const char *const key)
2652{
2653 key_value *link;
2654 shstr_cmp canonical_key (key);
2655
2656 if (!canonical_key)
2657 {
2658 /* 1. There being a field named key on any object
2659 * implies there'd be a shared string to find.
2660 * 2. Since there isn't, no object has this field.
2661 * 3. Therefore, *this* object doesn't have this field.
2662 */
2663 return 0;
2664 }
2665
2666 /* This is copied from get_ob_key_link() above -
2667 * only 4 lines, and saves the function call overhead.
2668 */
2669 for (link = op->key_values; link; link = link->next)
2670 if (link->key == canonical_key)
2671 return link->value;
2672
2673 return 0; 2323 return 0;
2674} 2324}
2675 2325
2676 2326shstr_tmp
2677/* 2327object::kv_get (shstr_tmp key) const
2678 * Updates the canonical_key in op to value.
2679 *
2680 * canonical_key is a shared string (value doesn't have to be).
2681 *
2682 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2683 * keys.
2684 *
2685 * Returns TRUE on success.
2686 */
2687int
2688set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2689{ 2328{
2690 key_value * 2329 for (key_value *kv = key_values; kv; kv = kv->next)
2691 field = NULL, *last = NULL; 2330 if (kv->key == key)
2331 return kv->value;
2692 2332
2693 for (field = op->key_values; field != NULL; field = field->next) 2333 return shstr ();
2694 { 2334}
2695 if (field->key != canonical_key) 2335
2336void
2337object::kv_set (shstr_tmp key, shstr_tmp value)
2338{
2339 for (key_value *kv = key_values; kv; kv = kv->next)
2340 if (kv->key == key)
2696 { 2341 {
2697 last = field; 2342 kv->value = value;
2698 continue; 2343 return;
2699 } 2344 }
2700 2345
2701 if (value) 2346 key_value *kv = new key_value;
2702 field->value = value; 2347
2703 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)
2704 { 2360 {
2705 /* Basically, if the archetype has this key set, 2361 key_value *kv = *kvp;
2706 * we need to store the null value so when we save 2362 *kvp = (*kvp)->next;
2707 * it, we save the empty value so that when we load, 2363 delete kv;
2708 * we get this value back again. 2364 return;
2709 */
2710 if (get_ob_key_link (&op->arch->clone, canonical_key))
2711 field->value = 0;
2712 else
2713 {
2714 if (last)
2715 last->next = field->next;
2716 else
2717 op->key_values = field->next;
2718
2719 delete field;
2720 }
2721 } 2365 }
2722 return TRUE;
2723 }
2724 /* IF we get here, key doesn't exist */
2725
2726 /* No field, we'll have to add it. */
2727
2728 if (!add_key)
2729 {
2730 return FALSE;
2731 }
2732 /* There isn't any good reason to store a null
2733 * value in the key/value list. If the archetype has
2734 * this key, then we should also have it, so shouldn't
2735 * be here. If user wants to store empty strings,
2736 * should pass in ""
2737 */
2738 if (value == NULL)
2739 return TRUE;
2740
2741 field = new key_value;
2742
2743 field->key = canonical_key;
2744 field->value = value;
2745 /* Usual prepend-addition. */
2746 field->next = op->key_values;
2747 op->key_values = field;
2748
2749 return TRUE;
2750}
2751
2752/*
2753 * Updates the key in op to value.
2754 *
2755 * If add_key is FALSE, this will only update existing keys,
2756 * and not add new ones.
2757 * In general, should be little reason FALSE is ever passed in for add_key
2758 *
2759 * Returns TRUE on success.
2760 */
2761int
2762set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2763{
2764 shstr key_ (key);
2765
2766 return set_ob_key_value_s (op, key_, value, add_key);
2767} 2366}
2768 2367
2769object::depth_iterator::depth_iterator (object *container) 2368object::depth_iterator::depth_iterator (object *container)
2770: iterator_base (container) 2369: iterator_base (container)
2771{ 2370{
2785 } 2384 }
2786 else 2385 else
2787 item = item->env; 2386 item = item->env;
2788} 2387}
2789 2388
2389const char *
2390object::flag_desc (char *desc, int len) const
2391{
2392 char *p = desc;
2393 bool first = true;
2394
2395 *p = 0;
2396
2397 for (int i = 0; i < NUM_FLAGS; i++)
2398 {
2399 if (len <= 10) // magic constant!
2400 {
2401 snprintf (p, len, ",...");
2402 break;
2403 }
2404
2405 if (flag [i])
2406 {
2407 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2408 len -= cnt;
2409 p += cnt;
2410 first = false;
2411 }
2412 }
2413
2414 return desc;
2415}
2416
2790// return a suitable string describing an objetc in enough detail to find it 2417// return a suitable string describing an object in enough detail to find it
2791const char * 2418const char *
2792object::debug_desc (char *info) const 2419object::debug_desc (char *info) const
2793{ 2420{
2421 char flagdesc[512];
2794 char info2[256 * 3]; 2422 char info2[256 * 4];
2795 char *p = info; 2423 char *p = info;
2796 2424
2797 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2425 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2798 count, 2426 count,
2427 uuid.c_str (),
2799 &name, 2428 &name,
2800 title ? " " : "", 2429 title ? ",title:\"" : "",
2801 title ? (const char *)title : ""); 2430 title ? (const char *)title : "",
2431 title ? "\"" : "",
2432 flag_desc (flagdesc, 512), type);
2802 2433
2803 if (env) 2434 if (!flag[FLAG_REMOVED] && env)
2804 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2435 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2805 2436
2806 if (map) 2437 if (map)
2807 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);
2808 2439
2809 return info; 2440 return info;
2810} 2441}
2811 2442
2812const char * 2443const char *
2813object::debug_desc () const 2444object::debug_desc () const
2814{ 2445{
2815 static char info[256 * 3]; 2446 static char info[3][256 * 4];
2447 static int info_idx;
2448
2816 return debug_desc (info); 2449 return debug_desc (info [++info_idx % 3]);
2817} 2450}
2818 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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines