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Comparing deliantra/server/common/object.C (file contents):
Revision 1.114 by root, Sun Jan 14 22:06:05 2007 UTC vs.
Revision 1.299 by root, Sun Nov 8 20:55:39 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h> 30#include <sproto.h>
34#include <loader.h> 31#include <loader.h>
35 32
36#include <bitset> 33#include <bitset>
37 34
38int nrofallocobjects = 0; 35UUID UUID::cur;
39static UUID uuid; 36static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
41 39
42objectvec objects; 40objectvec objects;
43activevec actives; 41activevec actives;
44 42
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43//+GPL
44
45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 50};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 56};
54int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 58 0,
59 1, 2, 3, 4, 5, 6, 7, 8,
60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 62};
58 63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
69};
70
59static void 71static void
60write_uuid (void) 72write_uuid (uval64 skip, bool sync)
61{ 73{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 74 CALL_BEGIN (2);
63 75 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 76 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 77 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 78 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 79}
79 80
80static void 81static void
81read_uuid (void) 82read_uuid (void)
82{ 83{
83 char filename[MAX_BUF]; 84 char filename[MAX_BUF];
84 85
85 sprintf (filename, "%s/uuid", settings.localdir); 86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 seq_next_save = 0;
86 89
87 FILE *fp; 90 FILE *fp;
88 91
89 if (!(fp = fopen (filename, "r"))) 92 if (!(fp = fopen (filename, "r")))
90 { 93 {
91 if (errno == ENOENT) 94 if (errno == ENOENT)
92 { 95 {
93 LOG (llevInfo, "RESET uid to 1\n"); 96 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 97 UUID::cur.seq = 0;
95 write_uuid (); 98 write_uuid (UUID_GAP, true);
96 return; 99 return;
97 } 100 }
98 101
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 103 _exit (1);
101 } 104 }
102 105
103 int version; 106 UUID::BUF buf;
104 unsigned long long uid; 107 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 108 fgets (buf, sizeof (buf), fp);
109
110 if (!UUID::cur.parse (buf))
106 { 111 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 112 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 113 _exit (1);
109 } 114 }
110 115
111 uuid.seq = uid; 116 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 117
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 118 write_uuid (UUID_GAP, true);
114 fclose (fp); 119 fclose (fp);
115} 120}
116 121
117UUID 122UUID
118gen_uuid () 123UUID::gen ()
119{ 124{
120 UUID uid; 125 UUID uid;
121 126
122 uid.seq = ++uuid.seq; 127 uid.seq = ++cur.seq;
123 128
124 if (!(uuid.seq & (UUID_SKIP - 1))) 129 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 130 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false);
133 }
134
126 135
127 return uid; 136 return uid;
128} 137}
129 138
130void 139void
131init_uuid () 140UUID::init ()
132{ 141{
133 read_uuid (); 142 read_uuid ();
134} 143}
135 144
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 145/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 146static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 147compare_ob_value_lists_one (const object *wants, const object *has)
139{ 148{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 149 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 150 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 151 * different structure or at least keep the lists sorted...
145 */ 152 */
146 153
147 /* For each field in wants, */ 154 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 155 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 156 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 157 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 158
171 /* If we get here, every field in wants has a matching field in has. */ 159 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 160 return true;
173} 161}
174 162
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 163/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 164static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 165compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 166{
179 /* However, there may be fields in has which aren't partnered in wants, 167 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 168 * so we need to run the comparison *twice*. :(
181 */ 169 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 170 return compare_ob_value_lists_one (ob1, ob2)
171 && compare_ob_value_lists_one (ob2, ob1);
183} 172}
184 173
185/* Function examines the 2 objects given to it, and returns true if 174/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 175 * they can be merged together.
187 * 176 *
197bool object::can_merge_slow (object *ob1, object *ob2) 186bool object::can_merge_slow (object *ob1, object *ob2)
198{ 187{
199 /* A couple quicksanity checks */ 188 /* A couple quicksanity checks */
200 if (ob1 == ob2 189 if (ob1 == ob2
201 || ob1->type != ob2->type 190 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed 191 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
203 || ob1->value != ob2->value 192 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 193 || ob1->name != ob2->name)
205 return 0; 194 return 0;
206 195
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 196 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 197 * is always 0 .. 2**31-1 */
210 * used to store nrof). 198 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 199 return 0;
214 200
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 201 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 202 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 203 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 204 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 205 * flags lose any meaning.
220 */ 206 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 207 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 208 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 209
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 210 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 211 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 212
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 213 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 214 || ob1->name != ob2->name
230 || ob1->title != ob2->title 215 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 216 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 217 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 218 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 219 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 220 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 221 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 222 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 223 || ob1->animation_id != ob2->animation_id
224 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
241 || ob1->client_type != ob2->client_type 225 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 226 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore 227 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 228 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 229 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 230 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 231 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 232 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 233 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 234 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 235 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 238 return 0;
253 239
240 if ((ob1->flag ^ ob2->flag)
241 .reset (FLAG_INV_LOCKED)
242 .reset (FLAG_REMOVED)
243 .any ())
244 return 0;
245
254 /* This is really a spellbook check - really, we should 246 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 247 * not merge objects with real inventories, as splitting them
248 * is hard.
256 */ 249 */
257 if (ob1->inv || ob2->inv) 250 if (ob1->inv || ob2->inv)
258 { 251 {
259 /* if one object has inventory but the other doesn't, not equiv */ 252 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 253 return 0; /* inventories differ in length */
261 return 0;
262 254
263 /* Now check to see if the two inventory objects could merge */ 255 if (ob1->inv->below || ob2->inv->below)
256 return 0; /* more than one object in inv */
257
264 if (!object::can_merge (ob1->inv, ob2->inv)) 258 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 259 return 0; /* inventory objects differ */
266 260
267 /* inventory ok - still need to check rest of this object to see 261 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 262 * if it is valid.
269 */ 263 */
270 } 264 }
289 if (ob1->level != ob2->level) 283 if (ob1->level != ob2->level)
290 return 0; 284 return 0;
291 break; 285 break;
292 } 286 }
293 287
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 288 if (ob1->key_values || ob2->key_values)
295 { 289 {
296 /* At least one of these has key_values. */ 290 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 291 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 292 return 0; /* One has fields, but the other one doesn't. */
293
294 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 295 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 296 }
303 297
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 298 if (ob1->self || ob2->self)
306 { 299 {
307 ob1->optimise (); 300 ob1->optimise ();
308 ob2->optimise (); 301 ob2->optimise ();
309 302
310 if (ob1->self || ob2->self) 303 if (ob1->self || ob2->self)
304 {
305 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
306 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
307
308 if (k1 != k2)
311 return 0; 309 return 0;
310
311 if (k1 == 0)
312 return 1;
313
314 if (!cfperl_can_merge (ob1, ob2))
315 return 0;
316 }
312 } 317 }
313 318
314 /* Everything passes, must be OK. */ 319 /* Everything passes, must be OK. */
315 return 1; 320 return 1;
316} 321}
317 322
323// find player who can see this object
324object *
325object::visible_to () const
326{
327 if (client_visible () && !flag [FLAG_REMOVED])
328 {
329 // see if we are in a container of sorts
330 if (env)
331 {
332 // the player inventory itself is always visible
333 if (env->is_player ())
334 return env;
335
336 // else a player could have our env open
337 object *envest = env->outer_env_or_self ();
338
339 // the player itself is always on a map, so we will find him here
340 // even if our inv is in a player.
341 if (envest->is_on_map ())
342 if (object *pl = envest->ms ().player ())
343 if (pl->container_ () == env)
344 return pl;
345 }
346 else
347 {
348 // maybe there is a player standing on the same mapspace
349 // this will catch the case where "this" is a player
350 if (object *pl = ms ().player ())
351 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
352 || pl->container_ () == this)
353 return pl;
354 }
355 }
356
357 return 0;
358}
359
360// adjust weight per container type ("of holding")
361static sint32
362weight_adjust_for (object *op, sint32 weight)
363{
364 return op->type == CONTAINER
365 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
366 : weight;
367}
368
318/* 369/*
370 * adjust_weight(object, weight) adds the specified weight to an object,
371 * and also updates how much the environment(s) is/are carrying.
372 */
373static void
374adjust_weight (object *op, sint32 weight)
375{
376 while (op)
377 {
378 // adjust by actual difference to account for rounding errors
379 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
380 weight = weight_adjust_for (op, op->carrying)
381 - weight_adjust_for (op, op->carrying - weight);
382
383 if (!weight)
384 return;
385
386 op->carrying += weight;
387
388 if (object *pl = op->visible_to ())
389 if (pl != op) // player is handled lazily
390 esrv_update_item (UPD_WEIGHT, pl, op);
391
392 op = op->env;
393 }
394}
395
396/*
319 * sum_weight() is a recursive function which calculates the weight 397 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 398 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 399 * containers are carrying, and sums it up.
322 */ 400 */
323long 401void
324sum_weight (object *op) 402object::update_weight ()
325{ 403{
326 long sum; 404 sint32 sum = 0;
327 object *inv;
328 405
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 406 for (object *op = inv; op; op = op->below)
330 { 407 {
331 if (inv->inv) 408 if (op->inv)
332 sum_weight (inv); 409 op->update_weight ();
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 410
411 sum += op->total_weight ();
412 }
413
414 sum = weight_adjust_for (this, sum);
415
416 if (sum != carrying)
334 } 417 {
335
336 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100;
338
339 if (op->carrying != sum)
340 op->carrying = sum; 418 carrying = sum;
341 419
342 return sum; 420 if (object *pl = visible_to ())
421 if (pl != this) // player is handled lazily
422 esrv_update_item (UPD_WEIGHT, pl, this);
423 }
343} 424}
344 425
345/** 426/*
346 * Return the outermost environment object for a given object. 427 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 428 */
348
349object *
350object_get_env_recursive (object *op)
351{
352 while (op->env != NULL)
353 op = op->env;
354 return op;
355}
356
357/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array.
361 */
362
363char * 429char *
364dump_object (object *op) 430dump_object (object *op)
365{ 431{
366 if (!op) 432 if (!op)
367 return strdup ("[NULLOBJ]"); 433 return strdup ("[NULLOBJ]");
368 434
369 object_freezer freezer; 435 object_freezer freezer;
370 save_object (freezer, op, 1); 436 op->write (freezer);
371 return freezer.as_string (); 437 return freezer.as_string ();
372} 438}
373 439
374/* 440char *
375 * get_nearest_part(multi-object, object 2) returns the part of the 441object::as_string ()
376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned.
378 */
379
380object *
381get_nearest_part (object *op, const object *pl)
382{ 442{
383 object *tmp, *closest; 443 return dump_object (this);
384 int last_dist, i;
385
386 if (op->more == NULL)
387 return op;
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i;
391 return closest;
392} 444}
393 445
394/* 446/*
395 * Returns the object which has the count-variable equal to the argument. 447 * Returns the object which has the count-variable equal to the argument.
448 * VERRRY slow.
396 */ 449 */
397object * 450object *
398find_object (tag_t i) 451find_object (tag_t i)
399{ 452{
400 for_all_objects (op) 453 for_all_objects (op)
411 */ 464 */
412object * 465object *
413find_object_name (const char *str) 466find_object_name (const char *str)
414{ 467{
415 shstr_cmp str_ (str); 468 shstr_cmp str_ (str);
416 object *op;
417 469
470 if (str_)
418 for_all_objects (op) 471 for_all_objects (op)
419 if (op->name == str_) 472 if (op->name == str_)
420 break; 473 return op;
421 474
422 return op; 475 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 476}
430 477
431/* 478/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 479 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 480 * skill and experience objects.
481 * ACTUALLY NO! investigate! TODO
434 */ 482 */
435void 483void
436object::set_owner (object *owner) 484object::set_owner (object *owner)
437{ 485{
486 // allow objects which own objects
438 if (!owner) 487 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 488 while (owner->owner)
449 owner = owner->owner; 489 owner = owner->owner;
490
491 if (flag [FLAG_FREED])
492 {
493 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
494 return;
495 }
450 496
451 this->owner = owner; 497 this->owner = owner;
498}
499
500int
501object::slottype () const
502{
503 if (type == SKILL)
504 {
505 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
506 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
507 }
508 else
509 {
510 if (slot [body_combat].info) return slot_combat;
511 if (slot [body_range ].info) return slot_ranged;
512 }
513
514 return slot_none;
515}
516
517bool
518object::change_weapon (object *ob)
519{
520 if (current_weapon == ob)
521 return true;
522
523 if (chosen_skill)
524 chosen_skill->flag [FLAG_APPLIED] = false;
525
526 current_weapon = ob;
527 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
528
529 if (chosen_skill)
530 chosen_skill->flag [FLAG_APPLIED] = true;
531
532 update_stats ();
533
534 if (ob)
535 {
536 // now check wether any body locations became invalid, in which case
537 // we cannot apply the weapon at the moment.
538 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
539 if (slot[i].used < 0)
540 {
541 current_weapon = chosen_skill = 0;
542 update_stats ();
543
544 new_draw_info_format (NDI_UNIQUE, 0, this,
545 "You try to balance all your items at once, "
546 "but the %s is just too much for your body. "
547 "[You need to unapply some items first - use the 'body' command to see "
548 "how many items you cna wera on a specific body part.]", &ob->name);
549 return false;
550 }
551
552 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
553 }
554 else
555 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
556
557 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
558 {
559 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
560 &name, ob->debug_desc ());
561 return false;
562 }
563
564 return true;
452} 565}
453 566
454/* Zero the key_values on op, decrementing the shared-string 567/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 568 * refcounts and freeing the links.
456 */ 569 */
457static void 570static void
458free_key_values (object *op) 571free_key_values (object *op)
459{ 572{
460 for (key_value *i = op->key_values; i != 0;) 573 for (key_value *i = op->key_values; i; )
461 { 574 {
462 key_value *next = i->next; 575 key_value *next = i->next;
463 delete i; 576 delete i;
464 577
465 i = next; 578 i = next;
477 * will point at garbage. 590 * will point at garbage.
478 */ 591 */
479void 592void
480object::copy_to (object *dst) 593object::copy_to (object *dst)
481{ 594{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 595 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 596 *(object_copy *)dst = *this;
486 597 dst->flag [FLAG_REMOVED] = true;
487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 598
496 /* Copy over key_values, if any. */ 599 /* Copy over key_values, if any. */
497 if (key_values) 600 if (key_values)
498 { 601 {
499 key_value *tail = 0; 602 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 603 dst->key_values = 0;
503 604
504 for (i = key_values; i; i = i->next) 605 for (key_value *i = key_values; i; i = i->next)
505 { 606 {
506 key_value *new_link = new key_value; 607 key_value *new_link = new key_value;
507 608
508 new_link->next = 0; 609 new_link->next = 0;
509 new_link->key = i->key; 610 new_link->key = i->key;
510 new_link->value = i->value; 611 new_link->value = i->value;
511 612
512 /* Try and be clever here, too. */ 613 /* Try and be clever here, too. */
513 if (!dst->key_values) 614 if (!dst->key_values)
514 { 615 {
521 tail = new_link; 622 tail = new_link;
522 } 623 }
523 } 624 }
524 } 625 }
525 626
526 dst->set_speed (dst->speed); 627 if (speed < 0)
628 dst->speed_left -= rndm ();
629
630 dst->activate ();
631}
632
633void
634object::instantiate ()
635{
636 if (!uuid.seq) // HACK
637 uuid = UUID::gen ();
638
639 speed_left = -0.1f;
640 /* copy the body_info to the body_used - this is only really
641 * need for monsters, but doesn't hurt to do it for everything.
642 * by doing so, when a monster is created, it has good starting
643 * values for the body_used info, so when items are created
644 * for it, they can be properly equipped.
645 */
646 for (int i = NUM_BODY_LOCATIONS; i--; )
647 slot[i].used = slot[i].info;
648
649 attachable::instantiate ();
527} 650}
528 651
529object * 652object *
530object::clone () 653object::clone ()
531{ 654{
532 object *neu = create (); 655 object *neu = create ();
533 copy_to (neu); 656 copy_to (neu);
657 neu->map = map; // not copied by copy_to
534 return neu; 658 return neu;
535} 659}
536 660
537/* 661/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 662 * If an object with the IS_TURNABLE() flag needs to be turned due
555 * This function needs to be called whenever the speed of an object changes. 679 * This function needs to be called whenever the speed of an object changes.
556 */ 680 */
557void 681void
558object::set_speed (float speed) 682object::set_speed (float speed)
559{ 683{
560 if (flag [FLAG_FREED] && speed)
561 {
562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
563 speed = 0;
564 }
565
566 this->speed = speed; 684 this->speed = speed;
567 685
568 if (has_active_speed ()) 686 if (has_active_speed ())
569 activate (); 687 activate ();
570 else 688 else
589 * UP_OBJ_FACE: only the objects face has changed. 707 * UP_OBJ_FACE: only the objects face has changed.
590 */ 708 */
591void 709void
592update_object (object *op, int action) 710update_object (object *op, int action)
593{ 711{
594 MoveType move_on, move_off, move_block, move_slow; 712 if (!op)
595
596 if (op == NULL)
597 { 713 {
598 /* this should never happen */ 714 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 715 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 716 return;
601 } 717 }
602 718
603 if (op->env) 719 if (!op->is_on_map ())
604 { 720 {
605 /* Animation is currently handled by client, so nothing 721 /* Animation is currently handled by client, so nothing
606 * to do in this case. 722 * to do in this case.
607 */ 723 */
608 return; 724 return;
609 } 725 }
610
611 /* If the map is saving, don't do anything as everything is
612 * going to get freed anyways.
613 */
614 if (!op->map || op->map->in_memory == MAP_SAVING)
615 return;
616 726
617 /* make sure the object is within map boundaries */ 727 /* make sure the object is within map boundaries */
618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 728 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 729 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 730 LOG (llevError, "update_object() called for object out of map!\n");
628 738
629 if (!(m.flags_ & P_UPTODATE)) 739 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 740 /* nop */;
631 else if (action == UP_OBJ_INSERT) 741 else if (action == UP_OBJ_INSERT)
632 { 742 {
743#if 0
633 // this is likely overkill, TODO: revisit (schmorp) 744 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 745 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 746 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 747 || (op->is_player () && !(m.flags_ & P_PLAYER))
637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 748 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 749 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 750 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on 751 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off 752 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow 753 || (m.move_slow | op->move_slow) != m.move_slow
643 /* This isn't perfect, but I don't expect a lot of objects to 754 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 755 * have move_allow right now.
645 */ 756 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 757 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
758 m.invalidate ();
759#else
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 760 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
648 m.flags_ = 0; 761 m.invalidate ();
762#endif
649 } 763 }
650 /* if the object is being removed, we can't make intelligent 764 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 765 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 766 * that is being removed.
653 */ 767 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 768 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = 0; 769 m.invalidate ();
656 else if (action == UP_OBJ_FACE) 770 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 771 /* Nothing to do for that case */ ;
658 else 772 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 773 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 774
664 778
665object::object () 779object::object ()
666{ 780{
667 SET_FLAG (this, FLAG_REMOVED); 781 SET_FLAG (this, FLAG_REMOVED);
668 782
669 expmul = 1.0; 783 //expmul = 1.0; declared const for the time being
670 face = blank_face; 784 face = blank_face;
671} 785}
672 786
673object::~object () 787object::~object ()
674{ 788{
789 unlink ();
790
675 free_key_values (this); 791 free_key_values (this);
676} 792}
677 793
678static int object_count; 794static int object_count;
679 795
680void object::link () 796void object::link ()
681{ 797{
682 assert (!index);//D 798 assert (!index);//D
683 uuid = gen_uuid (); 799 uuid = UUID::gen ();
684 count = ++object_count; 800 count = ++object_count;
685 801
686 refcnt_inc (); 802 refcnt_inc ();
687 objects.insert (this); 803 objects.insert (this);
688} 804}
689 805
690void object::unlink () 806void object::unlink ()
691{ 807{
692 assert (index);//D 808 if (!index)
809 return;
810
693 objects.erase (this); 811 objects.erase (this);
694 refcnt_dec (); 812 refcnt_dec ();
695} 813}
696 814
697void 815void
700 /* If already on active list, don't do anything */ 818 /* If already on active list, don't do anything */
701 if (active) 819 if (active)
702 return; 820 return;
703 821
704 if (has_active_speed ()) 822 if (has_active_speed ())
823 {
824 if (flag [FLAG_FREED])
825 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
826
705 actives.insert (this); 827 actives.insert (this);
828 }
706} 829}
707 830
708void 831void
709object::activate_recursive () 832object::activate_recursive ()
710{ 833{
759object::destroy_inv (bool drop_to_ground) 882object::destroy_inv (bool drop_to_ground)
760{ 883{
761 // need to check first, because the checks below might segfault 884 // need to check first, because the checks below might segfault
762 // as we might be on an invalid mapspace and crossfire code 885 // as we might be on an invalid mapspace and crossfire code
763 // is too buggy to ensure that the inventory is empty. 886 // is too buggy to ensure that the inventory is empty.
764 // corollary: if you create arrows etc. with stuff in tis inventory, 887 // corollary: if you create arrows etc. with stuff in its inventory,
765 // cf will crash below with off-map x and y 888 // cf will crash below with off-map x and y
766 if (!inv) 889 if (!inv)
767 return; 890 return;
768 891
769 /* Only if the space blocks everything do we not process - 892 /* Only if the space blocks everything do we not process -
770 * if some form of movement is allowed, let objects 893 * if some form of movement is allowed, let objects
771 * drop on that space. 894 * drop on that space.
772 */ 895 */
773 if (!drop_to_ground 896 if (!drop_to_ground
774 || !map 897 || !map
775 || map->in_memory != MAP_IN_MEMORY 898 || map->in_memory != MAP_ACTIVE
899 || map->no_drop
776 || ms ().move_block == MOVE_ALL) 900 || ms ().move_block == MOVE_ALL)
777 { 901 {
778 while (inv) 902 while (inv)
779 {
780 inv->destroy_inv (drop_to_ground);
781 inv->destroy (); 903 inv->destroy ();
782 }
783 } 904 }
784 else 905 else
785 { /* Put objects in inventory onto this space */ 906 { /* Put objects in inventory onto this space */
786 while (inv) 907 while (inv)
787 { 908 {
805 object *op = new object; 926 object *op = new object;
806 op->link (); 927 op->link ();
807 return op; 928 return op;
808} 929}
809 930
931static struct freed_map : maptile
932{
933 freed_map ()
934 {
935 path = "<freed objects map>";
936 name = "/internal/freed_objects_map";
937 width = 3;
938 height = 3;
939 no_drop = 1;
940 no_reset = 1;
941
942 alloc ();
943 in_memory = MAP_ACTIVE;
944 }
945
946 ~freed_map ()
947 {
948 destroy ();
949 }
950} freed_map; // freed objects are moved here to avoid crashes
951
810void 952void
811object::do_destroy () 953object::do_destroy ()
812{ 954{
813 attachable::do_destroy ();
814
815 if (flag [FLAG_IS_LINKED]) 955 if (flag [FLAG_IS_LINKED])
816 remove_button_link (this); 956 remove_link ();
817 957
818 if (flag [FLAG_FRIENDLY]) 958 if (flag [FLAG_FRIENDLY])
819 remove_friendly_object (this); 959 remove_friendly_object (this);
820 960
821 if (!flag [FLAG_REMOVED])
822 remove (); 961 remove ();
823 962
824 destroy_inv (true); 963 attachable::do_destroy ();
825 964
826 deactivate (); 965 deactivate ();
827 unlink (); 966 unlink ();
828 967
829 flag [FLAG_FREED] = 1; 968 flag [FLAG_FREED] = 1;
830 969
831 // hack to ensure that freed objects still have a valid map 970 // hack to ensure that freed objects still have a valid map
832 {
833 static maptile *freed_map; // freed objects are moved here to avoid crashes
834
835 if (!freed_map)
836 {
837 freed_map = new maptile;
838
839 freed_map->name = "/internal/freed_objects_map";
840 freed_map->width = 3;
841 freed_map->height = 3;
842
843 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY;
845 }
846
847 map = freed_map; 971 map = &freed_map;
848 x = 1; 972 x = 1;
849 y = 1; 973 y = 1;
850 }
851
852 head = 0;
853 974
854 if (more) 975 if (more)
855 { 976 {
856 more->destroy (); 977 more->destroy ();
857 more = 0; 978 more = 0;
858 } 979 }
859 980
981 head = 0;
982
860 // clear those pointers that likely might have circular references to us 983 // clear those pointers that likely might cause circular references
861 owner = 0; 984 owner = 0;
862 enemy = 0; 985 enemy = 0;
863 attacked_by = 0; 986 attacked_by = 0;
987 current_weapon = 0;
864} 988}
865 989
866void 990void
867object::destroy (bool destroy_inventory) 991object::destroy ()
868{ 992{
869 if (destroyed ()) 993 if (destroyed ())
870 return; 994 return;
871 995
872 if (destroy_inventory) 996 if (!is_head () && !head->destroyed ())
997 {
998 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
999 head->destroy ();
1000 return;
1001 }
1002
873 destroy_inv (false); 1003 destroy_inv (false);
1004
1005 if (is_head ())
1006 if (sound_destroy)
1007 play_sound (sound_destroy);
1008 else if (flag [FLAG_MONSTER])
1009 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
874 1010
875 attachable::destroy (); 1011 attachable::destroy ();
876}
877
878/*
879 * sub_weight() recursively (outwards) subtracts a number from the
880 * weight of an object (and what is carried by it's environment(s)).
881 */
882void
883sub_weight (object *op, signed long weight)
884{
885 while (op != NULL)
886 {
887 if (op->type == CONTAINER)
888 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
889
890 op->carrying -= weight;
891 op = op->env;
892 }
893} 1012}
894 1013
895/* op->remove (): 1014/* op->remove ():
896 * This function removes the object op from the linked list of objects 1015 * This function removes the object op from the linked list of objects
897 * which it is currently tied to. When this function is done, the 1016 * which it is currently tied to. When this function is done, the
898 * object will have no environment. If the object previously had an 1017 * object will have no environment. If the object previously had an
899 * environment, the x and y coordinates will be updated to 1018 * environment, the x and y coordinates will be updated to
900 * the previous environment. 1019 * the previous environment.
901 * Beware: This function is called from the editor as well!
902 */ 1020 */
903void 1021void
904object::remove () 1022object::do_remove ()
905{ 1023{
906 object *tmp, *last = 0; 1024 if (flag [FLAG_REMOVED])
907 object *otmp;
908
909 if (QUERY_FLAG (this, FLAG_REMOVED))
910 return; 1025 return;
911 1026
912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this); 1027 INVOKE_OBJECT (REMOVE, this);
1028
1029 flag [FLAG_REMOVED] = true;
914 1030
915 if (more) 1031 if (more)
916 more->remove (); 1032 more->remove ();
917 1033
918 /* 1034 /*
919 * In this case, the object to be removed is in someones 1035 * In this case, the object to be removed is in someones
920 * inventory. 1036 * inventory.
921 */ 1037 */
922 if (env) 1038 if (env)
923 { 1039 {
924 if (nrof) 1040 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
925 sub_weight (env, weight * nrof); 1041 if (object *pl = visible_to ())
926 else 1042 esrv_del_item (pl->contr, count);
927 sub_weight (env, weight + carrying); 1043 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1044
1045 adjust_weight (env, -total_weight ());
1046
1047 object *pl = in_player ();
1048
1049 /* we set up values so that it could be inserted into
1050 * the map, but we don't actually do that - it is up
1051 * to the caller to decide what we want to do.
1052 */
1053 map = env->map;
1054 x = env->x;
1055 y = env->y;
1056
1057 // make sure cmov optimisation is applicable
1058 *(above ? &above->below : &env->inv) = below;
1059 *(below ? &below->above : &above ) = above; // &above is just a dummy
1060
1061 above = 0;
1062 below = 0;
1063 env = 0;
928 1064
929 /* NO_FIX_PLAYER is set when a great many changes are being 1065 /* NO_FIX_PLAYER is set when a great many changes are being
930 * made to players inventory. If set, avoiding the call 1066 * made to players inventory. If set, avoiding the call
931 * to save cpu time. 1067 * to save cpu time.
932 */ 1068 */
933 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1069 if (pl)
1070 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1071 {
934 otmp->update_stats (); 1072 pl->update_stats ();
935 1073
936 if (above) 1074 if (glow_radius && pl->is_on_map ())
937 above->below = below; 1075 update_all_los (pl->map, pl->x, pl->y);
938 else 1076 }
939 env->inv = below;
940
941 if (below)
942 below->above = above;
943
944 /* we set up values so that it could be inserted into
945 * the map, but we don't actually do that - it is up
946 * to the caller to decide what we want to do.
947 */
948 x = env->x, y = env->y;
949 map = env->map;
950 above = 0, below = 0;
951 env = 0;
952 } 1077 }
953 else if (map) 1078 else if (map)
954 { 1079 {
955 if (type == PLAYER) 1080 map->dirty = true;
1081 mapspace &ms = this->ms ();
1082
1083 if (object *pl = ms.player ())
956 { 1084 {
1085 if (is_player ())
1086 {
1087 if (!flag [FLAG_WIZPASS])
1088 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1089
1090 // leaving a spot always closes any open container on the ground
1091 if (container && !container->env)
1092 // this causes spurious floorbox updates, but it ensures
1093 // that the CLOSE event is being sent.
1094 close_container ();
1095
957 --map->players; 1096 --map->players;
958 map->touch (); 1097 map->touch ();
1098 }
1099 else if (pl->container_ () == this)
1100 {
1101 // removing a container should close it
1102 close_container ();
1103 }
1104
1105 esrv_del_item (pl->contr, count);
959 } 1106 }
960 1107
961 map->dirty = true;
962
963 /* link the object above us */ 1108 /* link the object above us */
964 if (above) 1109 // re-link, make sure compiler can easily use cmove
965 above->below = below; 1110 *(above ? &above->below : &ms.top) = below;
966 else 1111 *(below ? &below->above : &ms.bot) = above;
967 map->at (x, y).top = below; /* we were top, set new top */
968
969 /* Relink the object below us, if there is one */
970 if (below)
971 below->above = above;
972 else
973 {
974 /* Nothing below, which means we need to relink map object for this space
975 * use translated coordinates in case some oddness with map tiling is
976 * evident
977 */
978 if (GET_MAP_OB (map, x, y) != this)
979 {
980 char *dump = dump_object (this);
981 LOG (llevError,
982 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
983 free (dump);
984 dump = dump_object (GET_MAP_OB (map, x, y));
985 LOG (llevError, "%s\n", dump);
986 free (dump);
987 }
988
989 map->at (x, y).bot = above; /* goes on above it. */
990 }
991 1112
992 above = 0; 1113 above = 0;
993 below = 0; 1114 below = 0;
994 1115
1116 ms.invalidate ();
1117
995 if (map->in_memory == MAP_SAVING) 1118 if (map->in_memory == MAP_SAVING)
996 return; 1119 return;
997 1120
998 int check_walk_off = !flag [FLAG_NO_APPLY]; 1121 int check_walk_off = !flag [FLAG_NO_APPLY];
999 1122
1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1123 if (object *pl = ms.player ())
1001 { 1124 {
1002 /* No point updating the players look faces if he is the object 1125 if (pl->container_ () == this)
1003 * being removed.
1004 */
1005
1006 if (tmp->type == PLAYER && tmp != this)
1007 {
1008 /* If a container that the player is currently using somehow gets 1126 /* If a container that the player is currently using somehow gets
1009 * removed (most likely destroyed), update the player view 1127 * removed (most likely destroyed), update the player view
1010 * appropriately. 1128 * appropriately.
1011 */ 1129 */
1012 if (tmp->container == this) 1130 pl->close_container ();
1013 {
1014 flag [FLAG_APPLIED] = 0;
1015 tmp->container = 0;
1016 }
1017 1131
1132 //TODO: the floorbox prev/next might need updating
1133 //esrv_del_item (pl->contr, count);
1134 //TODO: update floorbox to preserve ordering
1018 if (tmp->contr->ns) 1135 if (pl->contr->ns)
1019 tmp->contr->ns->floorbox_update (); 1136 pl->contr->ns->floorbox_update ();
1137 }
1138
1139 if (check_walk_off)
1140 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1141 {
1142 above = tmp->above;
1143
1144 /* No point updating the players look faces if he is the object
1145 * being removed.
1020 } 1146 */
1021 1147
1022 /* See if object moving off should effect something */ 1148 /* See if object moving off should effect something */
1023 if (check_walk_off
1024 && ((move_type & tmp->move_off) 1149 if ((move_type & tmp->move_off)
1025 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1150 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1026 {
1027 move_apply (tmp, this, 0); 1151 move_apply (tmp, this, 0);
1028
1029 if (destroyed ())
1030 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1031 } 1152 }
1032 1153
1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1154 if (affects_los ())
1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1035 if (tmp->above == tmp)
1036 tmp->above = 0;
1037
1038 last = tmp;
1039 }
1040
1041 /* last == NULL if there are no objects on this space */
1042 //TODO: this makes little sense, why only update the topmost object?
1043 if (!last)
1044 map->at (x, y).flags_ = 0;
1045 else
1046 update_object (last, UP_OBJ_REMOVE);
1047
1048 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1049 update_all_los (map, x, y); 1155 update_all_los (map, x, y);
1050 } 1156 }
1051} 1157}
1052 1158
1053/* 1159/*
1062merge_ob (object *op, object *top) 1168merge_ob (object *op, object *top)
1063{ 1169{
1064 if (!op->nrof) 1170 if (!op->nrof)
1065 return 0; 1171 return 0;
1066 1172
1067 if (top) 1173 if (!top)
1068 for (top = op; top && top->above; top = top->above) 1174 for (top = op; top && top->above; top = top->above)
1069 ; 1175 ;
1070 1176
1071 for (; top; top = top->below) 1177 for (; top; top = top->below)
1072 {
1073 if (top == op)
1074 continue;
1075
1076 if (object::can_merge (op, top)) 1178 if (object::can_merge (op, top))
1077 { 1179 {
1078 top->nrof += op->nrof; 1180 top->nrof += op->nrof;
1079 1181
1080/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1182 if (object *pl = top->visible_to ())
1081 op->weight = 0; /* Don't want any adjustements now */ 1183 esrv_update_item (UPD_NROF, pl, top);
1184
1185 op->weight = 0; // cancel the addition above
1186 op->carrying = 0; // must be 0 already
1187
1082 op->destroy (); 1188 op->destroy ();
1189
1083 return top; 1190 return top;
1084 } 1191 }
1085 }
1086 1192
1087 return 0; 1193 return 0;
1088} 1194}
1089 1195
1196void
1197object::expand_tail ()
1198{
1199 if (more)
1200 return;
1201
1202 object *prev = this;
1203
1204 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1205 {
1206 object *op = arch_to_object (at);
1207
1208 op->name = name;
1209 op->name_pl = name_pl;
1210 op->title = title;
1211
1212 op->head = this;
1213 prev->more = op;
1214
1215 prev = op;
1216 }
1217}
1218
1090/* 1219/*
1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1220 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1092 * job preparing multi-part monsters 1221 * job preparing multi-part monsters.
1093 */ 1222 */
1094object * 1223object *
1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1096{ 1225{
1226 op->remove ();
1227
1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1228 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1098 { 1229 {
1099 tmp->x = x + tmp->arch->clone.x; 1230 tmp->x = x + tmp->arch->x;
1100 tmp->y = y + tmp->arch->clone.y; 1231 tmp->y = y + tmp->arch->y;
1101 } 1232 }
1102 1233
1103 return insert_ob_in_map (op, m, originator, flag); 1234 return insert_ob_in_map (op, m, originator, flag);
1104} 1235}
1105 1236
1124 * just 'op' otherwise 1255 * just 'op' otherwise
1125 */ 1256 */
1126object * 1257object *
1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1258insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1128{ 1259{
1129 object *tmp, *top, *floor = NULL; 1260 op->remove ();
1130 sint16 x, y;
1131 1261
1132 if (QUERY_FLAG (op, FLAG_FREED)) 1262 if (m == &freed_map)//D TODO: remove soon
1133 { 1263 {//D
1134 LOG (llevError, "Trying to insert freed object!\n"); 1264 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1135 return NULL;
1136 } 1265 }//D
1137
1138 if (!m)
1139 {
1140 char *dump = dump_object (op);
1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1142 free (dump);
1143 return op;
1144 }
1145
1146 if (out_of_map (m, op->x, op->y))
1147 {
1148 char *dump = dump_object (op);
1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1150#ifdef MANY_CORES
1151 /* Better to catch this here, as otherwise the next use of this object
1152 * is likely to cause a crash. Better to find out where it is getting
1153 * improperly inserted.
1154 */
1155 abort ();
1156#endif
1157 free (dump);
1158 return op;
1159 }
1160
1161 if (!QUERY_FLAG (op, FLAG_REMOVED))
1162 {
1163 char *dump = dump_object (op);
1164 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1165 free (dump);
1166 return op;
1167 }
1168
1169 if (op->more)
1170 {
1171 /* The part may be on a different map. */
1172
1173 object *more = op->more;
1174
1175 /* We really need the caller to normalise coordinates - if
1176 * we set the map, that doesn't work if the location is within
1177 * a map and this is straddling an edge. So only if coordinate
1178 * is clear wrong do we normalise it.
1179 */
1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1182 else if (!more->map)
1183 {
1184 /* For backwards compatibility - when not dealing with tiled maps,
1185 * more->map should always point to the parent.
1186 */
1187 more->map = m;
1188 }
1189
1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1191 {
1192 if (!op->head)
1193 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1194
1195 return 0;
1196 }
1197 }
1198
1199 CLEAR_FLAG (op, FLAG_REMOVED);
1200 1266
1201 /* Ideally, the caller figures this out. However, it complicates a lot 1267 /* Ideally, the caller figures this out. However, it complicates a lot
1202 * of areas of callers (eg, anything that uses find_free_spot would now 1268 * of areas of callers (eg, anything that uses find_free_spot would now
1203 * need extra work 1269 * need extra work
1204 */ 1270 */
1205 op->map = get_map_from_coord (m, &op->x, &op->y); 1271 maptile *newmap = m;
1206 x = op->x; 1272 if (!xy_normalise (newmap, op->x, op->y))
1207 y = op->y; 1273 {
1274 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1275 return 0;
1276 }
1277
1278 if (object *more = op->more)
1279 if (!insert_ob_in_map (more, m, originator, flag))
1280 return 0;
1281
1282 op->flag [FLAG_REMOVED] = false;
1283 op->env = 0;
1284 op->map = newmap;
1285
1286 mapspace &ms = op->ms ();
1208 1287
1209 /* this has to be done after we translate the coordinates. 1288 /* this has to be done after we translate the coordinates.
1210 */ 1289 */
1211 if (op->nrof && !(flag & INS_NO_MERGE)) 1290 if (op->nrof && !(flag & INS_NO_MERGE))
1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1291 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1213 if (object::can_merge (op, tmp)) 1292 if (object::can_merge (op, tmp))
1214 { 1293 {
1294 // TODO: we actually want to update tmp, not op,
1295 // but some caller surely breaks when we return tmp
1296 // from here :/
1215 op->nrof += tmp->nrof; 1297 op->nrof += tmp->nrof;
1216 tmp->destroy (); 1298 tmp->destroy ();
1217 } 1299 }
1218 1300
1219 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1301 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1228 { 1310 {
1229 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1311 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1230 abort (); 1312 abort ();
1231 } 1313 }
1232 1314
1315 if (!originator->is_on_map ())
1316 {
1317 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1318 op->debug_desc (), originator->debug_desc ());
1319 abort ();
1320 }
1321
1233 op->above = originator; 1322 op->above = originator;
1234 op->below = originator->below; 1323 op->below = originator->below;
1235
1236 if (op->below)
1237 op->below->above = op;
1238 else
1239 op->ms ().bot = op;
1240
1241 /* since *below* originator, no need to update top */
1242 originator->below = op; 1324 originator->below = op;
1325
1326 *(op->below ? &op->below->above : &ms.bot) = op;
1243 } 1327 }
1244 else 1328 else
1245 { 1329 {
1330 object *floor = 0;
1331 object *top = ms.top;
1332
1246 /* If there are other objects, then */ 1333 /* If there are other objects, then */
1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1334 if (top)
1248 { 1335 {
1249 object *last = 0;
1250
1251 /* 1336 /*
1252 * If there are multiple objects on this space, we do some trickier handling. 1337 * If there are multiple objects on this space, we do some trickier handling.
1253 * We've already dealt with merging if appropriate. 1338 * We've already dealt with merging if appropriate.
1254 * Generally, we want to put the new object on top. But if 1339 * Generally, we want to put the new object on top. But if
1255 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1340 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1258 * once we get to them. This reduces the need to traverse over all of 1343 * once we get to them. This reduces the need to traverse over all of
1259 * them when adding another one - this saves quite a bit of cpu time 1344 * them when adding another one - this saves quite a bit of cpu time
1260 * when lots of spells are cast in one area. Currently, it is presumed 1345 * when lots of spells are cast in one area. Currently, it is presumed
1261 * that flying non pickable objects are spell objects. 1346 * that flying non pickable objects are spell objects.
1262 */ 1347 */
1263 while (top) 1348 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1264 { 1349 {
1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1350 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1266 floor = top; 1351 floor = tmp;
1267 1352
1268 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1353 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1269 { 1354 {
1270 /* We insert above top, so we want this object below this */ 1355 /* We insert above top, so we want this object below this */
1271 top = top->below; 1356 top = tmp->below;
1272 break; 1357 break;
1273 } 1358 }
1274 1359
1275 last = top;
1276 top = top->above; 1360 top = tmp;
1277 } 1361 }
1278
1279 /* Don't want top to be NULL, so set it to the last valid object */
1280 top = last;
1281 1362
1282 /* We let update_position deal with figuring out what the space 1363 /* We let update_position deal with figuring out what the space
1283 * looks like instead of lots of conditions here. 1364 * looks like instead of lots of conditions here.
1284 * makes things faster, and effectively the same result. 1365 * makes things faster, and effectively the same result.
1285 */ 1366 */
1286 1367
1287 /* Have object 'fall below' other objects that block view. 1368 /* Have object 'fall below' other objects that block view.
1288 * Unless those objects are exits, type 66 1369 * Unless those objects are exits.
1289 * If INS_ON_TOP is used, don't do this processing 1370 * If INS_ON_TOP is used, don't do this processing
1290 * Need to find the object that in fact blocks view, otherwise 1371 * Need to find the object that in fact blocks view, otherwise
1291 * stacking is a bit odd. 1372 * stacking is a bit odd.
1292 */ 1373 */
1293 if (!(flag & INS_ON_TOP) && 1374 if (!(flag & INS_ON_TOP)
1294 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1375 && ms.flags () & P_BLOCKSVIEW
1376 && (op->face && !faces [op->face].visibility))
1295 { 1377 {
1378 object *last;
1379
1296 for (last = top; last != floor; last = last->below) 1380 for (last = top; last != floor; last = last->below)
1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1381 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1298 break; 1382 break;
1383
1299 /* Check to see if we found the object that blocks view, 1384 /* Check to see if we found the object that blocks view,
1300 * and make sure we have a below pointer for it so that 1385 * and make sure we have a below pointer for it so that
1301 * we can get inserted below this one, which requires we 1386 * we can get inserted below this one, which requires we
1302 * set top to the object below us. 1387 * set top to the object below us.
1303 */ 1388 */
1304 if (last && last->below && last != floor) 1389 if (last && last->below && last != floor)
1305 top = last->below; 1390 top = last->below;
1306 } 1391 }
1307 } /* If objects on this space */ 1392 } /* If objects on this space */
1308 1393
1309 if (flag & INS_MAP_LOAD)
1310 top = GET_MAP_TOP (op->map, op->x, op->y);
1311
1312 if (flag & INS_ABOVE_FLOOR_ONLY) 1394 if (flag & INS_ABOVE_FLOOR_ONLY)
1313 top = floor; 1395 top = floor;
1314 1396
1315 /* Top is the object that our object (op) is going to get inserted above. 1397 // insert object above top, or bottom-most if top = 0
1316 */
1317
1318 /* First object on this space */
1319 if (!top) 1398 if (!top)
1320 { 1399 {
1321 op->above = GET_MAP_OB (op->map, op->x, op->y);
1322
1323 if (op->above)
1324 op->above->below = op;
1325
1326 op->below = 0; 1400 op->below = 0;
1401 op->above = ms.bot;
1327 op->ms ().bot = op; 1402 ms.bot = op;
1403
1404 *(op->above ? &op->above->below : &ms.top) = op;
1328 } 1405 }
1329 else 1406 else
1330 { /* get inserted into the stack above top */ 1407 {
1331 op->above = top->above; 1408 op->above = top->above;
1332
1333 if (op->above)
1334 op->above->below = op; 1409 top->above = op;
1335 1410
1336 op->below = top; 1411 op->below = top;
1337 top->above = op; 1412 *(op->above ? &op->above->below : &ms.top) = op;
1338 } 1413 }
1414 }
1339 1415
1340 if (!op->above) 1416 if (op->is_player ())
1341 op->ms ().top = op;
1342 } /* else not INS_BELOW_ORIGINATOR */
1343
1344 if (op->type == PLAYER)
1345 { 1417 {
1346 op->contr->do_los = 1; 1418 op->contr->do_los = 1;
1347 ++op->map->players; 1419 ++op->map->players;
1348 op->map->touch (); 1420 op->map->touch ();
1349 } 1421 }
1350 1422
1351 op->map->dirty = true; 1423 op->map->dirty = true;
1352 1424
1353 /* If we have a floor, we know the player, if any, will be above
1354 * it, so save a few ticks and start from there.
1355 */
1356 if (!(flag & INS_MAP_LOAD))
1357 if (object *pl = op->ms ().player ()) 1425 if (object *pl = ms.player ())
1426 //TODO: the floorbox prev/next might need updating
1427 //esrv_send_item (pl, op);
1428 //TODO: update floorbox to preserve ordering
1358 if (pl->contr->ns) 1429 if (pl->contr->ns)
1359 pl->contr->ns->floorbox_update (); 1430 pl->contr->ns->floorbox_update ();
1360 1431
1361 /* If this object glows, it may affect lighting conditions that are 1432 /* If this object glows, it may affect lighting conditions that are
1362 * visible to others on this map. But update_all_los is really 1433 * visible to others on this map. But update_all_los is really
1363 * an inefficient way to do this, as it means los for all players 1434 * an inefficient way to do this, as it means los for all players
1364 * on the map will get recalculated. The players could very well 1435 * on the map will get recalculated. The players could very well
1365 * be far away from this change and not affected in any way - 1436 * be far away from this change and not affected in any way -
1366 * this should get redone to only look for players within range, 1437 * this should get redone to only look for players within range,
1367 * or just updating the P_UPTODATE for spaces within this area 1438 * or just updating the P_UPTODATE for spaces within this area
1368 * of effect may be sufficient. 1439 * of effect may be sufficient.
1369 */ 1440 */
1370 if (op->map->darkness && (op->glow_radius != 0)) 1441 if (op->affects_los ())
1442 {
1443 op->ms ().invalidate ();
1371 update_all_los (op->map, op->x, op->y); 1444 update_all_los (op->map, op->x, op->y);
1445 }
1372 1446
1373 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1447 /* updates flags (blocked, alive, no magic, etc) for this map space */
1374 update_object (op, UP_OBJ_INSERT); 1448 update_object (op, UP_OBJ_INSERT);
1375 1449
1376 INVOKE_OBJECT (INSERT, op); 1450 INVOKE_OBJECT (INSERT, op);
1383 * blocked() and wall() work properly), and these flags are updated by 1457 * blocked() and wall() work properly), and these flags are updated by
1384 * update_object(). 1458 * update_object().
1385 */ 1459 */
1386 1460
1387 /* if this is not the head or flag has been passed, don't check walk on status */ 1461 /* if this is not the head or flag has been passed, don't check walk on status */
1388 if (!(flag & INS_NO_WALK_ON) && !op->head) 1462 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1389 { 1463 {
1390 if (check_move_on (op, originator)) 1464 if (check_move_on (op, originator))
1391 return 0; 1465 return 0;
1392 1466
1393 /* If we are a multi part object, lets work our way through the check 1467 /* If we are a multi part object, lets work our way through the check
1394 * walk on's. 1468 * walk on's.
1395 */ 1469 */
1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1470 for (object *tmp = op->more; tmp; tmp = tmp->more)
1397 if (check_move_on (tmp, originator)) 1471 if (check_move_on (tmp, originator))
1398 return 0; 1472 return 0;
1399 } 1473 }
1400 1474
1401 return op; 1475 return op;
1404/* this function inserts an object in the map, but if it 1478/* this function inserts an object in the map, but if it
1405 * finds an object of its own type, it'll remove that one first. 1479 * finds an object of its own type, it'll remove that one first.
1406 * op is the object to insert it under: supplies x and the map. 1480 * op is the object to insert it under: supplies x and the map.
1407 */ 1481 */
1408void 1482void
1409replace_insert_ob_in_map (const char *arch_string, object *op) 1483replace_insert_ob_in_map (shstr_tmp archname, object *op)
1410{ 1484{
1411 object *tmp, *tmp1;
1412
1413 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1414 1486
1415 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1488 if (tmp->arch->archname == archname) /* same archetype */
1417 tmp->destroy (); 1489 tmp->destroy ();
1418 1490
1419 tmp1 = arch_to_object (archetype::find (arch_string)); 1491 object *tmp = arch_to_object (archetype::find (archname));
1420 1492
1421 tmp1->x = op->x; 1493 tmp->x = op->x;
1422 tmp1->y = op->y; 1494 tmp->y = op->y;
1495
1423 insert_ob_in_map (tmp1, op->map, op, 0); 1496 insert_ob_in_map (tmp, op->map, op, 0);
1424} 1497}
1425 1498
1426object * 1499object *
1427object::insert_at (object *where, object *originator, int flags) 1500object::insert_at (object *where, object *originator, int flags)
1428{ 1501{
1502 if (where->env)
1503 return where->env->insert (this);
1504 else
1429 where->map->insert (this, where->x, where->y, originator, flags); 1505 return where->map->insert (this, where->x, where->y, originator, flags);
1430} 1506}
1431 1507
1432/* 1508// check whether we can put this into the map, respect max_nrof, max_volume, max_items
1433 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1509bool
1434 * is returned contains nr objects, and the remaining parts contains 1510object::can_drop_at (maptile *m, int x, int y, object *originator)
1435 * the rest (or is removed and freed if that number is 0).
1436 * On failure, NULL is returned, and the reason put into the
1437 * global static errmsg array.
1438 */
1439object *
1440get_split_ob (object *orig_ob, uint32 nr)
1441{ 1511{
1442 object *newob; 1512 mapspace &ms = m->at (x, y);
1443 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1444 1513
1445 if (orig_ob->nrof < nr) 1514 int items = ms.items ();
1446 {
1447 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1448 return NULL;
1449 }
1450 1515
1451 newob = object_create_clone (orig_ob); 1516 if (!items // testing !items ensures we can drop at least one item
1517 || (items < m->max_items
1518 && ms.volume () < m->max_volume
1519 && nrof <= m->max_nrof))
1520 return true;
1452 1521
1453 if ((orig_ob->nrof -= nr) < 1) 1522 if (originator && originator->is_player ())
1454 orig_ob->destroy (1); 1523 originator->contr->failmsg (format (
1455 else if (!is_removed) 1524 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1456 { 1525 query_name ()
1457 if (orig_ob->env != NULL) 1526 ));
1458 sub_weight (orig_ob->env, orig_ob->weight * nr);
1459 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1460 {
1461 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1462 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1463 return NULL;
1464 }
1465 }
1466 1527
1467 newob->nrof = nr; 1528 return false;
1468
1469 return newob;
1470} 1529}
1471 1530
1472/* 1531/*
1473 * decrease_ob_nr(object, number) decreases a specified number from 1532 * decrease(object, number) decreases a specified number from
1474 * the amount of an object. If the amount reaches 0, the object 1533 * the amount of an object. If the amount reaches 0, the object
1475 * is subsequently removed and freed. 1534 * is subsequently removed and freed.
1476 * 1535 *
1477 * Return value: 'op' if something is left, NULL if the amount reached 0 1536 * Return value: 'op' if something is left, NULL if the amount reached 0
1478 */ 1537 */
1538bool
1539object::decrease (sint32 nr)
1540{
1541 if (!nr)
1542 return true;
1479 1543
1544 nr = min (nr, nrof);
1545
1546 if (nrof > nr)
1547 {
1548 nrof -= nr;
1549 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1550
1551 if (object *pl = visible_to ())
1552 esrv_update_item (UPD_NROF, pl, this);
1553
1554 return true;
1555 }
1556 else
1557 {
1558 destroy ();
1559 return false;
1560 }
1561}
1562
1563/*
1564 * split(ob,nr) splits up ob into two parts. The part which
1565 * is returned contains nr objects, and the remaining parts contains
1566 * the rest (or is removed and returned if that number is 0).
1567 * On failure, NULL is returned.
1568 */
1480object * 1569object *
1481decrease_ob_nr (object *op, uint32 i) 1570object::split (sint32 nr)
1482{ 1571{
1483 object *tmp; 1572 int have = number_of ();
1484 1573
1485 if (i == 0) /* objects with op->nrof require this check */ 1574 if (have < nr)
1486 return op; 1575 return 0;
1487 1576 else if (have == nr)
1488 if (i > op->nrof)
1489 i = op->nrof;
1490
1491 if (QUERY_FLAG (op, FLAG_REMOVED))
1492 op->nrof -= i;
1493 else if (op->env)
1494 { 1577 {
1495 /* is this object in the players inventory, or sub container
1496 * therein?
1497 */
1498 tmp = op->in_player ();
1499 /* nope. Is this a container the player has opened?
1500 * If so, set tmp to that player.
1501 * IMO, searching through all the players will mostly
1502 * likely be quicker than following op->env to the map,
1503 * and then searching the map for a player.
1504 */
1505 if (!tmp)
1506 for_all_players (pl)
1507 if (pl->ob->container == op->env)
1508 {
1509 tmp = pl->ob;
1510 break;
1511 }
1512
1513 if (i < op->nrof)
1514 {
1515 sub_weight (op->env, op->weight * i);
1516 op->nrof -= i;
1517 if (tmp)
1518 esrv_send_item (tmp, op);
1519 }
1520 else
1521 {
1522 op->remove (); 1578 remove ();
1523 op->nrof = 0; 1579 return this;
1524 if (tmp)
1525 esrv_del_item (tmp->contr, op->count);
1526 }
1527 } 1580 }
1528 else 1581 else
1529 { 1582 {
1530 object *above = op->above; 1583 decrease (nr);
1531 1584
1532 if (i < op->nrof) 1585 object *op = deep_clone ();
1533 op->nrof -= i; 1586 op->nrof = nr;
1534 else
1535 {
1536 op->remove ();
1537 op->nrof = 0;
1538 }
1539
1540 /* Since we just removed op, op->above is null */
1541 for (tmp = above; tmp; tmp = tmp->above)
1542 if (tmp->type == PLAYER)
1543 {
1544 if (op->nrof)
1545 esrv_send_item (tmp, op);
1546 else
1547 esrv_del_item (tmp->contr, op->count);
1548 }
1549 }
1550
1551 if (op->nrof)
1552 return op; 1587 return op;
1553 else
1554 {
1555 op->destroy ();
1556 return 0;
1557 }
1558}
1559
1560/*
1561 * add_weight(object, weight) adds the specified weight to an object,
1562 * and also updates how much the environment(s) is/are carrying.
1563 */
1564
1565void
1566add_weight (object *op, signed long weight)
1567{
1568 while (op != NULL)
1569 {
1570 if (op->type == CONTAINER)
1571 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1572
1573 op->carrying += weight;
1574 op = op->env;
1575 } 1588 }
1576} 1589}
1577 1590
1578object * 1591object *
1579insert_ob_in_ob (object *op, object *where) 1592insert_ob_in_ob (object *op, object *where)
1584 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1597 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1585 free (dump); 1598 free (dump);
1586 return op; 1599 return op;
1587 } 1600 }
1588 1601
1589 if (where->head) 1602 if (where->head_ () != where)
1590 { 1603 {
1591 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1604 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1592 where = where->head; 1605 where = where->head;
1593 } 1606 }
1594 1607
1595 return where->insert (op); 1608 return where->insert (op);
1596} 1609}
1601 * inside the object environment. 1614 * inside the object environment.
1602 * 1615 *
1603 * The function returns now pointer to inserted item, and return value can 1616 * The function returns now pointer to inserted item, and return value can
1604 * be != op, if items are merged. -Tero 1617 * be != op, if items are merged. -Tero
1605 */ 1618 */
1606
1607object * 1619object *
1608object::insert (object *op) 1620object::insert (object *op)
1609{ 1621{
1610 object *tmp, *otmp;
1611
1612 if (!QUERY_FLAG (op, FLAG_REMOVED))
1613 op->remove ();
1614
1615 if (op->more) 1622 if (op->more)
1616 { 1623 {
1617 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1624 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1618 return op; 1625 return op;
1619 } 1626 }
1620 1627
1621 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1628 op->remove ();
1622 CLEAR_FLAG (op, FLAG_REMOVED); 1629
1630 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1631
1623 if (op->nrof) 1632 if (op->nrof)
1624 {
1625 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1633 for (object *tmp = inv; tmp; tmp = tmp->below)
1626 if (object::can_merge (tmp, op)) 1634 if (object::can_merge (tmp, op))
1627 { 1635 {
1628 /* return the original object and remove inserted object 1636 /* return the original object and remove inserted object
1629 (client needs the original object) */ 1637 (client needs the original object) */
1630 tmp->nrof += op->nrof; 1638 tmp->nrof += op->nrof;
1631 /* Weight handling gets pretty funky. Since we are adding to 1639
1632 * tmp->nrof, we need to increase the weight. 1640 if (object *pl = tmp->visible_to ())
1633 */ 1641 esrv_update_item (UPD_NROF, pl, tmp);
1642
1634 add_weight (this, op->weight * op->nrof); 1643 adjust_weight (this, op->total_weight ());
1635 SET_FLAG (op, FLAG_REMOVED); 1644
1636 op->destroy (); /* free the inserted object */ 1645 op->destroy ();
1637 op = tmp; 1646 op = tmp;
1638 op->remove (); /* and fix old object's links */ 1647 goto inserted;
1639 CLEAR_FLAG (op, FLAG_REMOVED);
1640 break;
1641 } 1648 }
1642 1649
1643 /* I assume combined objects have no inventory 1650 op->owner = 0; // it's his/hers now. period.
1644 * We add the weight - this object could have just been removed
1645 * (if it was possible to merge). calling remove_ob will subtract
1646 * the weight, so we need to add it in again, since we actually do
1647 * the linking below
1648 */
1649 add_weight (this, op->weight * op->nrof);
1650 }
1651 else
1652 add_weight (this, (op->weight + op->carrying));
1653
1654 otmp = this->in_player ();
1655 if (otmp && otmp->contr)
1656 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1657 otmp->update_stats ();
1658
1659 op->map = 0; 1651 op->map = 0;
1660 op->env = this; 1652 op->x = 0;
1653 op->y = 0;
1654
1661 op->above = 0; 1655 op->above = 0;
1662 op->below = 0; 1656 op->below = inv;
1663 op->x = 0, op->y = 0; 1657 op->env = this;
1664 1658
1659 if (inv)
1660 inv->above = op;
1661
1662 inv = op;
1663
1664 op->flag [FLAG_REMOVED] = 0;
1665
1666 if (object *pl = op->visible_to ())
1667 esrv_send_item (pl, op);
1668
1669 adjust_weight (this, op->total_weight ());
1670
1671inserted:
1665 /* reset the light list and los of the players on the map */ 1672 /* reset the light list and los of the players on the map */
1666 if ((op->glow_radius != 0) && map) 1673 if (op->glow_radius && is_on_map ())
1667 { 1674 {
1668#ifdef DEBUG_LIGHTS 1675 update_stats ();
1669 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1670#endif /* DEBUG_LIGHTS */
1671 if (map->darkness)
1672 update_all_los (map, x, y); 1676 update_all_los (map, x, y);
1673 }
1674
1675 /* Client has no idea of ordering so lets not bother ordering it here.
1676 * It sure simplifies this function...
1677 */
1678 if (!inv)
1679 inv = op;
1680 else
1681 { 1677 }
1682 op->below = inv; 1678 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1683 op->below->above = op; 1679 // if this is a player's inventory, update stats
1684 inv = op; 1680 update_stats ();
1685 }
1686 1681
1687 INVOKE_OBJECT (INSERT, this); 1682 INVOKE_OBJECT (INSERT, this);
1688 1683
1689 return op; 1684 return op;
1690} 1685}
1710 * on top. 1705 * on top.
1711 */ 1706 */
1712int 1707int
1713check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
1714{ 1709{
1710 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1711 return 0;
1712
1715 object *tmp; 1713 object *tmp;
1716 maptile *m = op->map; 1714 maptile *m = op->map;
1717 int x = op->x, y = op->y; 1715 int x = op->x, y = op->y;
1718 1716
1719 MoveType move_on, move_slow, move_block; 1717 mapspace &ms = m->at (x, y);
1720 1718
1721 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1719 ms.update ();
1722 return 0;
1723 1720
1724 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1721 MoveType move_on = ms.move_on;
1725 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1722 MoveType move_slow = ms.move_slow;
1726 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1723 MoveType move_block = ms.move_block;
1727 1724
1728 /* if nothing on this space will slow op down or be applied, 1725 /* if nothing on this space will slow op down or be applied,
1729 * no need to do checking below. have to make sure move_type 1726 * no need to do checking below. have to make sure move_type
1730 * is set, as lots of objects don't have it set - we treat that 1727 * is set, as lots of objects don't have it set - we treat that
1731 * as walking. 1728 * as walking.
1742 return 0; 1739 return 0;
1743 1740
1744 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1745 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1746 */ 1743 */
1747 1744 for (object *next, *tmp = ms.top; tmp; tmp = next)
1748 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1749 {
1750 /* Trim the search when we find the first other spell effect
1751 * this helps performance so that if a space has 50 spell objects,
1752 * we don't need to check all of them.
1753 */
1754 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1755 break;
1756 } 1745 {
1746 next = tmp->below;
1757 1747
1758 for (; tmp; tmp = tmp->below)
1759 {
1760 if (tmp == op) 1748 if (tmp == op)
1761 continue; /* Can't apply yourself */ 1749 continue; /* Can't apply yourself */
1762 1750
1763 /* Check to see if one of the movement types should be slowed down. 1751 /* Check to see if one of the movement types should be slowed down.
1764 * Second check makes sure that the movement types not being slowed 1752 * Second check makes sure that the movement types not being slowed
1769 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1757 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1770 { 1758 {
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1759 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1760 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 { 1761 {
1774
1775 float
1776 diff = tmp->move_slow_penalty * FABS (op->speed); 1762 float diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1763
1778 if (op->type == PLAYER) 1764 if (op->is_player ())
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1765 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1766 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0; 1767 diff /= 4.0;
1782 1768
1783 op->speed_left -= diff; 1769 op->speed_left -= diff;
1784 } 1770 }
1785 } 1771 }
1818 LOG (llevError, "Present_arch called outside map.\n"); 1804 LOG (llevError, "Present_arch called outside map.\n");
1819 return NULL; 1805 return NULL;
1820 } 1806 }
1821 1807
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1808 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1823 if (tmp->arch == at) 1809 if (tmp->arch->archname == at->archname)
1824 return tmp; 1810 return tmp;
1825 1811
1826 return NULL; 1812 return NULL;
1827} 1813}
1828 1814
1892 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1893 */ 1879 */
1894object * 1880object *
1895present_arch_in_ob (const archetype *at, const object *op) 1881present_arch_in_ob (const archetype *at, const object *op)
1896{ 1882{
1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1883 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1898 if (tmp->arch == at) 1884 if (tmp->arch->archname == at->archname)
1899 return tmp; 1885 return tmp;
1900 1886
1901 return NULL; 1887 return NULL;
1902} 1888}
1903 1889
1905 * activate recursively a flag on an object inventory 1891 * activate recursively a flag on an object inventory
1906 */ 1892 */
1907void 1893void
1908flag_inv (object *op, int flag) 1894flag_inv (object *op, int flag)
1909{ 1895{
1910 if (op->inv)
1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1896 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1912 { 1897 {
1913 SET_FLAG (tmp, flag); 1898 SET_FLAG (tmp, flag);
1914 flag_inv (tmp, flag); 1899 flag_inv (tmp, flag);
1915 } 1900 }
1916} 1901}
1917 1902
1918/* 1903/*
1919 * deactivate recursively a flag on an object inventory 1904 * deactivate recursively a flag on an object inventory
1920 */ 1905 */
1921void 1906void
1922unflag_inv (object *op, int flag) 1907unflag_inv (object *op, int flag)
1923{ 1908{
1924 if (op->inv)
1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1926 { 1910 {
1927 CLEAR_FLAG (tmp, flag); 1911 CLEAR_FLAG (tmp, flag);
1928 unflag_inv (tmp, flag); 1912 unflag_inv (tmp, flag);
1929 } 1913 }
1930}
1931
1932/*
1933 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1934 * all it's inventory (recursively).
1935 * If checksums are used, a player will get set_cheat called for
1936 * him/her-self and all object carried by a call to this function.
1937 */
1938void
1939set_cheat (object *op)
1940{
1941 SET_FLAG (op, FLAG_WAS_WIZ);
1942 flag_inv (op, FLAG_WAS_WIZ);
1943} 1914}
1944 1915
1945/* 1916/*
1946 * find_free_spot(object, map, x, y, start, stop) will search for 1917 * find_free_spot(object, map, x, y, start, stop) will search for
1947 * a spot at the given map and coordinates which will be able to contain 1918 * a spot at the given map and coordinates which will be able to contain
1949 * to search (see the freearr_x/y[] definition). 1920 * to search (see the freearr_x/y[] definition).
1950 * It returns a random choice among the alternatives found. 1921 * It returns a random choice among the alternatives found.
1951 * start and stop are where to start relative to the free_arr array (1,9 1922 * start and stop are where to start relative to the free_arr array (1,9
1952 * does all 4 immediate directions). This returns the index into the 1923 * does all 4 immediate directions). This returns the index into the
1953 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1924 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1954 * Note - this only checks to see if there is space for the head of the
1955 * object - if it is a multispace object, this should be called for all
1956 * pieces.
1957 * Note2: This function does correctly handle tiled maps, but does not 1925 * Note: This function does correctly handle tiled maps, but does not
1958 * inform the caller. However, insert_ob_in_map will update as 1926 * inform the caller. However, insert_ob_in_map will update as
1959 * necessary, so the caller shouldn't need to do any special work. 1927 * necessary, so the caller shouldn't need to do any special work.
1960 * Note - updated to take an object instead of archetype - this is necessary 1928 * Note - updated to take an object instead of archetype - this is necessary
1961 * because arch_blocked (now ob_blocked) needs to know the movement type 1929 * because arch_blocked (now ob_blocked) needs to know the movement type
1962 * to know if the space in question will block the object. We can't use 1930 * to know if the space in question will block the object. We can't use
1964 * customized, changed states, etc. 1932 * customized, changed states, etc.
1965 */ 1933 */
1966int 1934int
1967find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1935find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1968{ 1936{
1937 int altern[SIZEOFFREE];
1969 int index = 0, flag; 1938 int index = 0, flag;
1970 int altern[SIZEOFFREE];
1971 1939
1972 for (int i = start; i < stop; i++) 1940 for (int i = start; i < stop; i++)
1973 { 1941 {
1974 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1942 mapxy pos (m, x, y); pos.move (i);
1975 if (!flag) 1943
1944 if (!pos.normalise ())
1945 continue;
1946
1947 mapspace &ms = *pos;
1948
1949 if (ms.flags () & P_IS_ALIVE)
1950 continue;
1951
1952 /* However, often
1953 * ob doesn't have any move type (when used to place exits)
1954 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1955 */
1956 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1957 {
1976 altern [index++] = i; 1958 altern [index++] = i;
1959 continue;
1960 }
1977 1961
1978 /* Basically, if we find a wall on a space, we cut down the search size. 1962 /* Basically, if we find a wall on a space, we cut down the search size.
1979 * In this way, we won't return spaces that are on another side of a wall. 1963 * In this way, we won't return spaces that are on another side of a wall.
1980 * This mostly work, but it cuts down the search size in all directions - 1964 * This mostly work, but it cuts down the search size in all directions -
1981 * if the space being examined only has a wall to the north and empty 1965 * if the space being examined only has a wall to the north and empty
1982 * spaces in all the other directions, this will reduce the search space 1966 * spaces in all the other directions, this will reduce the search space
1983 * to only the spaces immediately surrounding the target area, and 1967 * to only the spaces immediately surrounding the target area, and
1984 * won't look 2 spaces south of the target space. 1968 * won't look 2 spaces south of the target space.
1985 */ 1969 */
1986 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1970 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1971 {
1987 stop = maxfree[i]; 1972 stop = maxfree[i];
1973 continue;
1974 }
1975
1976 /* Note it is intentional that we check ob - the movement type of the
1977 * head of the object should correspond for the entire object.
1978 */
1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1980 continue;
1981
1982 if (ob->blocked (pos.m, pos.x, pos.y))
1983 continue;
1984
1985 altern [index++] = i;
1988 } 1986 }
1989 1987
1990 if (!index) 1988 if (!index)
1991 return -1; 1989 return -1;
1992 1990
1993 return altern[RANDOM () % index]; 1991 return altern [rndm (index)];
1994} 1992}
1995 1993
1996/* 1994/*
1997 * find_first_free_spot(archetype, maptile, x, y) works like 1995 * find_first_free_spot(archetype, maptile, x, y) works like
1998 * find_free_spot(), but it will search max number of squares. 1996 * find_free_spot(), but it will search max number of squares.
2001 */ 1999 */
2002int 2000int
2003find_first_free_spot (const object *ob, maptile *m, int x, int y) 2001find_first_free_spot (const object *ob, maptile *m, int x, int y)
2004{ 2002{
2005 for (int i = 0; i < SIZEOFFREE; i++) 2003 for (int i = 0; i < SIZEOFFREE; i++)
2006 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2004 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2007 return i; 2005 return i;
2008 2006
2009 return -1; 2007 return -1;
2010} 2008}
2011 2009
2019{ 2017{
2020 arr += begin; 2018 arr += begin;
2021 end -= begin; 2019 end -= begin;
2022 2020
2023 while (--end) 2021 while (--end)
2024 swap (arr [end], arr [RANDOM () % (end + 1)]); 2022 swap (arr [end], arr [rndm (end + 1)]);
2025} 2023}
2026 2024
2027/* new function to make monster searching more efficient, and effective! 2025/* new function to make monster searching more efficient, and effective!
2028 * This basically returns a randomized array (in the passed pointer) of 2026 * This basically returns a randomized array (in the passed pointer) of
2029 * the spaces to find monsters. In this way, it won't always look for 2027 * the spaces to find monsters. In this way, it won't always look for
2057 * there is capable of. 2055 * there is capable of.
2058 */ 2056 */
2059int 2057int
2060find_dir (maptile *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2061{ 2059{
2062 int i, max = SIZEOFFREE, mflags; 2060 int max = SIZEOFFREE, mflags;
2063
2064 sint16 nx, ny;
2065 object *tmp;
2066 maptile *mp;
2067
2068 MoveType blocked, move_type; 2061 MoveType move_type;
2069 2062
2070 if (exclude && exclude->head) 2063 if (exclude && exclude->head_ () != exclude)
2071 { 2064 {
2072 exclude = exclude->head; 2065 exclude = exclude->head;
2073 move_type = exclude->move_type; 2066 move_type = exclude->move_type;
2074 } 2067 }
2075 else 2068 else
2076 { 2069 {
2077 /* If we don't have anything, presume it can use all movement types. */ 2070 /* If we don't have anything, presume it can use all movement types. */
2078 move_type = MOVE_ALL; 2071 move_type = MOVE_ALL;
2079 } 2072 }
2080 2073
2081 for (i = 1; i < max; i++) 2074 for (int i = 1; i < max; i++)
2082 { 2075 {
2083 mp = m; 2076 mapxy pos (m, x, y);
2084 nx = x + freearr_x[i]; 2077 pos.move (i);
2085 ny = y + freearr_y[i];
2086 2078
2087 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2079 if (!pos.normalise ())
2088
2089 if (mflags & P_OUT_OF_MAP)
2090 max = maxfree[i]; 2080 max = maxfree[i];
2091 else 2081 else
2092 { 2082 {
2093 mapspace &ms = mp->at (nx, ny); 2083 mapspace &ms = *pos;
2094 2084
2095 blocked = ms.move_block;
2096
2097 if ((move_type & blocked) == move_type) 2085 if ((move_type & ms.move_block) == move_type)
2098 max = maxfree[i]; 2086 max = maxfree [i];
2099 else if (mflags & P_IS_ALIVE) 2087 else if (ms.flags () & P_IS_ALIVE)
2100 { 2088 {
2101 for (tmp = ms.bot; tmp; tmp = tmp->above) 2089 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2090 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2103 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2091 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2104 break;
2105
2106 if (tmp)
2107 return freedir[i]; 2092 return freedir [i];
2108 } 2093 }
2109 } 2094 }
2110 } 2095 }
2111 2096
2112 return 0; 2097 return 0;
2163 2148
2164 return 3; 2149 return 3;
2165} 2150}
2166 2151
2167/* 2152/*
2168 * absdir(int): Returns a number between 1 and 8, which represent
2169 * the "absolute" direction of a number (it actually takes care of
2170 * "overflow" in previous calculations of a direction).
2171 */
2172
2173int
2174absdir (int d)
2175{
2176 while (d < 1)
2177 d += 8;
2178
2179 while (d > 8)
2180 d -= 8;
2181
2182 return d;
2183}
2184
2185/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2153 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2154 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2155 */
2189
2190int 2156int
2191dirdiff (int dir1, int dir2) 2157dirdiff (int dir1, int dir2)
2192{ 2158{
2193 int d; 2159 int d;
2194 2160
2206 * This basically means that if direction is 15, then it could either go 2172 * This basically means that if direction is 15, then it could either go
2207 * direction 4, 14, or 16 to get back to where we are. 2173 * direction 4, 14, or 16 to get back to where we are.
2208 * Moved from spell_util.c to object.c with the other related direction 2174 * Moved from spell_util.c to object.c with the other related direction
2209 * functions. 2175 * functions.
2210 */ 2176 */
2211int reduction_dir[SIZEOFFREE][3] = { 2177static const int reduction_dir[SIZEOFFREE][3] = {
2212 {0, 0, 0}, /* 0 */ 2178 {0, 0, 0}, /* 0 */
2213 {0, 0, 0}, /* 1 */ 2179 {0, 0, 0}, /* 1 */
2214 {0, 0, 0}, /* 2 */ 2180 {0, 0, 0}, /* 2 */
2215 {0, 0, 0}, /* 3 */ 2181 {0, 0, 0}, /* 3 */
2216 {0, 0, 0}, /* 4 */ 2182 {0, 0, 0}, /* 4 */
2307 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2273 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2308 * core dumps if they do. 2274 * core dumps if they do.
2309 * 2275 *
2310 * Add a check so we can't pick up invisible objects (0.93.8) 2276 * Add a check so we can't pick up invisible objects (0.93.8)
2311 */ 2277 */
2312
2313int 2278int
2314can_pick (const object *who, const object *item) 2279can_pick (const object *who, const object *item)
2315{ 2280{
2316 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2281 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2317 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2282 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2318 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2283 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2319} 2284}
2320 2285
2321/* 2286/*
2322 * create clone from object to another 2287 * create clone from object to another
2323 */ 2288 */
2324object * 2289object *
2325object_create_clone (object *asrc) 2290object::deep_clone ()
2326{ 2291{
2327 object *dst = 0, *tmp, *src, *part, *prev, *item; 2292 assert (("deep_clone called on non-head object", is_head ()));
2328 2293
2329 if (!asrc) 2294 object *dst = clone ();
2330 return 0;
2331 2295
2332 src = asrc; 2296 object *prev = dst;
2333 if (src->head)
2334 src = src->head;
2335
2336 prev = 0;
2337 for (part = src; part; part = part->more) 2297 for (object *part = this->more; part; part = part->more)
2338 { 2298 {
2339 tmp = part->clone (); 2299 object *tmp = part->clone ();
2340 tmp->x -= src->x;
2341 tmp->y -= src->y;
2342
2343 if (!part->head)
2344 {
2345 dst = tmp;
2346 tmp->head = 0;
2347 }
2348 else
2349 tmp->head = dst; 2300 tmp->head = dst;
2350
2351 tmp->more = 0;
2352
2353 if (prev)
2354 prev->more = tmp; 2301 prev->more = tmp;
2355
2356 prev = tmp; 2302 prev = tmp;
2357 } 2303 }
2358 2304
2359 for (item = src->inv; item; item = item->below) 2305 for (object *item = inv; item; item = item->below)
2360 insert_ob_in_ob (object_create_clone (item), dst); 2306 insert_ob_in_ob (item->deep_clone (), dst);
2361 2307
2362 return dst; 2308 return dst;
2363}
2364
2365/* GROS - Creates an object using a string representing its content. */
2366/* Basically, we save the content of the string to a temp file, then call */
2367/* load_object on it. I admit it is a highly inefficient way to make things, */
2368/* but it was simple to make and allows reusing the load_object function. */
2369/* Remember not to use load_object_str in a time-critical situation. */
2370/* Also remember that multiparts objects are not supported for now. */
2371object *
2372load_object_str (const char *obstr)
2373{
2374 object *op;
2375 char filename[MAX_BUF];
2376
2377 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2378
2379 FILE *tempfile = fopen (filename, "w");
2380
2381 if (tempfile == NULL)
2382 {
2383 LOG (llevError, "Error - Unable to access load object temp file\n");
2384 return NULL;
2385 }
2386
2387 fprintf (tempfile, obstr);
2388 fclose (tempfile);
2389
2390 op = object::create ();
2391
2392 object_thawer thawer (filename);
2393
2394 if (thawer)
2395 load_object (thawer, op, 0);
2396
2397 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2398 CLEAR_FLAG (op, FLAG_REMOVED);
2399
2400 return op;
2401} 2309}
2402 2310
2403/* This returns the first object in who's inventory that 2311/* This returns the first object in who's inventory that
2404 * has the same type and subtype match. 2312 * has the same type and subtype match.
2405 * returns NULL if no match. 2313 * returns NULL if no match.
2412 return tmp; 2320 return tmp;
2413 2321
2414 return 0; 2322 return 0;
2415} 2323}
2416 2324
2417/* If ob has a field named key, return the link from the list, 2325shstr_tmp
2418 * otherwise return NULL. 2326object::kv_get (shstr_tmp key) const
2419 *
2420 * key must be a passed in shared string - otherwise, this won't
2421 * do the desired thing.
2422 */
2423key_value *
2424get_ob_key_link (const object *ob, const char *key)
2425{ 2327{
2426 for (key_value *link = ob->key_values; link; link = link->next) 2328 for (key_value *kv = key_values; kv; kv = kv->next)
2427 if (link->key == key) 2329 if (kv->key == key)
2428 return link;
2429
2430 return 0;
2431}
2432
2433/*
2434 * Returns the value of op has an extra_field for key, or NULL.
2435 *
2436 * The argument doesn't need to be a shared string.
2437 *
2438 * The returned string is shared.
2439 */
2440const char *
2441get_ob_key_value (const object *op, const char *const key)
2442{
2443 key_value *link;
2444 shstr_cmp canonical_key (key);
2445
2446 if (!canonical_key)
2447 {
2448 /* 1. There being a field named key on any object
2449 * implies there'd be a shared string to find.
2450 * 2. Since there isn't, no object has this field.
2451 * 3. Therefore, *this* object doesn't have this field.
2452 */
2453 return 0;
2454 }
2455
2456 /* This is copied from get_ob_key_link() above -
2457 * only 4 lines, and saves the function call overhead.
2458 */
2459 for (link = op->key_values; link; link = link->next)
2460 if (link->key == canonical_key)
2461 return link->value; 2330 return kv->value;
2462 2331
2463 return 0; 2332 return shstr ();
2464} 2333}
2465 2334
2466 2335void
2467/* 2336object::kv_set (shstr_tmp key, shstr_tmp value)
2468 * Updates the canonical_key in op to value.
2469 *
2470 * canonical_key is a shared string (value doesn't have to be).
2471 *
2472 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2473 * keys.
2474 *
2475 * Returns TRUE on success.
2476 */
2477int
2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2479{ 2337{
2480 key_value *field = NULL, *last = NULL; 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2481 2339 if (kv->key == key)
2482 for (field = op->key_values; field != NULL; field = field->next)
2483 {
2484 if (field->key != canonical_key)
2485 { 2340 {
2486 last = field; 2341 kv->value = value;
2487 continue; 2342 return;
2488 } 2343 }
2489 2344
2490 if (value) 2345 key_value *kv = new key_value;
2491 field->value = value; 2346
2492 else 2347 kv->next = key_values;
2348 kv->key = key;
2349 kv->value = value;
2350
2351 key_values = kv;
2352}
2353
2354void
2355object::kv_del (shstr_tmp key)
2356{
2357 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2358 if ((*kvp)->key == key)
2493 { 2359 {
2494 /* Basically, if the archetype has this key set, 2360 key_value *kv = *kvp;
2495 * we need to store the null value so when we save 2361 *kvp = (*kvp)->next;
2496 * it, we save the empty value so that when we load, 2362 delete kv;
2497 * we get this value back again. 2363 return;
2498 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key))
2500 field->value = 0;
2501 else
2502 {
2503 if (last)
2504 last->next = field->next;
2505 else
2506 op->key_values = field->next;
2507
2508 delete field;
2509 }
2510 } 2364 }
2511 return TRUE;
2512 }
2513 /* IF we get here, key doesn't exist */
2514
2515 /* No field, we'll have to add it. */
2516
2517 if (!add_key)
2518 return FALSE;
2519
2520 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings,
2524 * should pass in ""
2525 */
2526 if (value == NULL)
2527 return TRUE;
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE;
2538}
2539
2540/*
2541 * Updates the key in op to value.
2542 *
2543 * If add_key is FALSE, this will only update existing keys,
2544 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key
2546 *
2547 * Returns TRUE on success.
2548 */
2549int
2550set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2551{
2552 shstr key_ (key);
2553
2554 return set_ob_key_value_s (op, key_, value, add_key);
2555} 2365}
2556 2366
2557object::depth_iterator::depth_iterator (object *container) 2367object::depth_iterator::depth_iterator (object *container)
2558: iterator_base (container) 2368: iterator_base (container)
2559{ 2369{
2572 item = item->inv; 2382 item = item->inv;
2573 } 2383 }
2574 else 2384 else
2575 item = item->env; 2385 item = item->env;
2576} 2386}
2577
2578 2387
2579const char * 2388const char *
2580object::flag_desc (char *desc, int len) const 2389object::flag_desc (char *desc, int len) const
2581{ 2390{
2582 char *p = desc; 2391 char *p = desc;
2610{ 2419{
2611 char flagdesc[512]; 2420 char flagdesc[512];
2612 char info2[256 * 4]; 2421 char info2[256 * 4];
2613 char *p = info; 2422 char *p = info;
2614 2423
2615 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2424 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2616 count, uuid.seq, 2425 count,
2426 uuid.c_str (),
2617 &name, 2427 &name,
2618 title ? "\",title:" : "", 2428 title ? ",title:\"" : "",
2619 title ? (const char *)title : "", 2429 title ? (const char *)title : "",
2430 title ? "\"" : "",
2620 flag_desc (flagdesc, 512), type); 2431 flag_desc (flagdesc, 512), type);
2621 2432
2622 if (env) 2433 if (!flag[FLAG_REMOVED] && env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2434 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624 2435
2625 if (map) 2436 if (map)
2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2437 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2627 2438
2629} 2440}
2630 2441
2631const char * 2442const char *
2632object::debug_desc () const 2443object::debug_desc () const
2633{ 2444{
2634 static char info[256 * 4]; 2445 static char info[3][256 * 4];
2446 static int info_idx;
2447
2635 return debug_desc (info); 2448 return debug_desc (info [++info_idx % 3]);
2636} 2449}
2637 2450
2638const char * 2451struct region *
2639object::debug_desc2 () const 2452object::region () const
2640{ 2453{
2641 static char info[256 * 4]; 2454 return map ? map->region (x, y)
2642 return debug_desc (info); 2455 : region::default_region ();
2643} 2456}
2644 2457
2458const materialtype_t *
2459object::dominant_material () const
2460{
2461 if (materialtype_t *mt = name_to_material (materialname))
2462 return mt;
2463
2464 return name_to_material (shstr_unknown);
2465}
2466
2467void
2468object::open_container (object *new_container)
2469{
2470 if (container == new_container)
2471 return;
2472
2473 object *old_container = container;
2474
2475 if (old_container)
2476 {
2477 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2478 return;
2479
2480#if 0
2481 // remove the "Close old_container" object.
2482 if (object *closer = old_container->inv)
2483 if (closer->type == CLOSE_CON)
2484 closer->destroy ();
2485#endif
2486
2487 // make sure the container is available
2488 esrv_send_item (this, old_container);
2489
2490 old_container->flag [FLAG_APPLIED] = false;
2491 container = 0;
2492
2493 // client needs item update to make it work, client bug requires this to be separate
2494 esrv_update_item (UPD_FLAGS, this, old_container);
2495
2496 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2497 play_sound (sound_find ("chest_close"));
2498 }
2499
2500 if (new_container)
2501 {
2502 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2503 return;
2504
2505 // TODO: this does not seem to serve any purpose anymore?
2506#if 0
2507 // insert the "Close Container" object.
2508 if (archetype *closer = new_container->other_arch)
2509 {
2510 object *closer = arch_to_object (new_container->other_arch);
2511 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2512 new_container->insert (closer);
2513 }
2514#endif
2515
2516 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2517
2518 // make sure the container is available, client bug requires this to be separate
2519 esrv_send_item (this, new_container);
2520
2521 new_container->flag [FLAG_APPLIED] = true;
2522 container = new_container;
2523
2524 // client needs flag change
2525 esrv_update_item (UPD_FLAGS, this, new_container);
2526 esrv_send_inventory (this, new_container);
2527 play_sound (sound_find ("chest_open"));
2528 }
2529// else if (!old_container->env && contr && contr->ns)
2530// contr->ns->floorbox_reset ();
2531}
2532
2533object *
2534object::force_find (shstr_tmp name)
2535{
2536 /* cycle through his inventory to look for the MARK we want to
2537 * place
2538 */
2539 for (object *tmp = inv; tmp; tmp = tmp->below)
2540 if (tmp->type == FORCE && tmp->slaying == name)
2541 return splay (tmp);
2542
2543 return 0;
2544}
2545
2546//-GPL
2547
2548void
2549object::force_set_timer (int duration)
2550{
2551 this->duration = 1;
2552 this->speed_left = -1.f;
2553
2554 this->set_speed (duration ? 1.f / duration : 0.f);
2555}
2556
2557object *
2558object::force_add (shstr_tmp name, int duration)
2559{
2560 if (object *force = force_find (name))
2561 force->destroy ();
2562
2563 object *force = get_archetype (FORCE_NAME);
2564
2565 force->slaying = name;
2566 force->force_set_timer (duration);
2567 force->flag [FLAG_APPLIED] = true;
2568
2569 return insert (force);
2570}
2571
2572void
2573object::play_sound (faceidx sound) const
2574{
2575 if (!sound)
2576 return;
2577
2578 if (is_on_map ())
2579 map->play_sound (sound, x, y);
2580 else if (object *pl = in_player ())
2581 pl->contr->play_sound (sound);
2582}
2583
2584void
2585object::say_msg (const char *msg) const
2586{
2587 if (is_on_map ())
2588 map->say_msg (msg, x, y);
2589 else if (object *pl = in_player ())
2590 pl->contr->play_sound (sound);
2591}
2592
2593void
2594object::make_noise ()
2595{
2596 // we do not model noise in the map, so instead put
2597 // a temporary light into the noise source
2598 // could use the map instead, but that's less reliable for our
2599 // goal, which is to make invisibility a bit harder to exploit
2600
2601 // currently only works sensibly for players
2602 if (!is_player ())
2603 return;
2604
2605 // find old force, or create new one
2606 object *force = force_find (shstr_noise_force);
2607
2608 if (force)
2609 force->speed_left = -1.f; // patch old speed up
2610 else
2611 {
2612 force = archetype::get (shstr_noise_force);
2613
2614 force->slaying = shstr_noise_force;
2615 force->stats.food = 1;
2616 force->speed_left = -1.f;
2617
2618 force->set_speed (1.f / 4.f);
2619 force->flag [FLAG_IS_USED_UP] = true;
2620 force->flag [FLAG_APPLIED] = true;
2621
2622 insert (force);
2623 }
2624}
2625

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