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Comparing deliantra/server/common/object.C (file contents):
Revision 1.73 by root, Wed Dec 20 01:19:11 2006 UTC vs.
Revision 1.311 by root, Sat Jan 16 13:41:37 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
40 38
41object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
42 41
43short 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, 42//+GPL
43
44short freearr_x[SIZEOFFREE] = {
45 0,
46 0, 1, 1, 1, 0, -1, -1, -1,
47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 48 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 49};
46short 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, 50short freearr_y[SIZEOFFREE] = {
51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48};
49int 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,
50 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
51}; 55};
52int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
53 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, 57 0,
58 1, 2, 3, 4, 5, 6, 7, 8,
59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 61};
56 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
57static void 70static void
58write_uuid (void) 71write_uuid (uval64 skip, bool sync)
59{ 72{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
61 74 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 77 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 78}
77 79
78static void 80static void
79read_uuid (void) 81read_uuid ()
80{ 82{
81 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
82 84
83 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
84 88
85 FILE *fp; 89 FILE *fp;
86 90
87 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
88 { 92 {
89 if (errno == ENOENT) 93 if (errno == ENOENT)
90 { 94 {
91 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 96 UUID::cur.seq = 0;
93 write_uuid (); 97 write_uuid (UUID_GAP, true);
94 return; 98 return;
95 } 99 }
96 100
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 102 _exit (1);
99 } 103 }
100 104
101 int version; 105 char buf [UUID::MAX_LEN];
102 unsigned long long uid; 106 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
104 { 110 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 112 _exit (1);
107 } 113 }
108 114
109 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 116
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
112 fclose (fp); 118 fclose (fp);
113} 119}
114 120
115UUID 121UUID
116gen_uuid () 122UUID::gen ()
117{ 123{
118 UUID uid; 124 UUID uid;
119 125
120 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
121 127
122 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
124 134
125 return uid; 135 return uid;
126} 136}
127 137
128void 138void
129init_uuid () 139UUID::init ()
130{ 140{
131 read_uuid (); 141 read_uuid ();
132} 142}
133 143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
207}
208
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 210static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
137{ 212{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 213 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 214 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
143 */ 216 */
144 217
145 /* For each field in wants, */ 218 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 219 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 220 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 221 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 222
169 /* If we get here, every field in wants has a matching field in has. */ 223 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 224 return true;
171} 225}
172 226
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 228static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 230{
177 /* However, there may be fields in has which aren't partnered in wants, 231 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
179 */ 233 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 234 return compare_ob_value_lists_one (ob1, ob2)
235 && compare_ob_value_lists_one (ob2, ob1);
181} 236}
182 237
183/* Function examines the 2 objects given to it, and returns true if 238/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 239 * they can be merged together.
185 * 240 *
190 * Check nrof variable *before* calling can_merge() 245 * Check nrof variable *before* calling can_merge()
191 * 246 *
192 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
193 * check weight 248 * check weight
194 */ 249 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
197{ 251{
198 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
199 if (ob1 == ob2 253 if (ob1 == ob2
200 || ob1->type != ob2->type 254 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 255 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
204 return 0; 258 return 0;
205 259
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 260 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 261 * is always 0 .. 2**31-1 */
209 * used to store nrof). 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 263 return 0;
213 264
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 268 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 269 * flags lose any meaning.
219 */ 270 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 273
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 276
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 277 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 278 || ob1->name != ob2->name
229 || ob1->title != ob2->title 279 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 286 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
240 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
242 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 302 return 0;
252 303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
253 /* This is really a spellbook check - really, we should 310 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 311 * not merge objects with real inventories, as splitting them
312 * is hard.
255 */ 313 */
256 if (ob1->inv || ob2->inv) 314 if (ob1->inv || ob2->inv)
257 { 315 {
258 /* if one object has inventory but the other doesn't, not equiv */ 316 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 317 return 0; /* inventories differ in length */
260 return 0;
261 318
262 /* Now check to see if the two inventory objects could merge */ 319 if (ob1->inv->below || ob2->inv->below)
320 return 0; /* more than one object in inv */
321
263 if (!object::can_merge (ob1->inv, ob2->inv)) 322 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 323 return 0; /* inventory objects differ */
265 324
266 /* inventory ok - still need to check rest of this object to see 325 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 326 * if it is valid.
268 */ 327 */
269 } 328 }
277 336
278 /* Note sure why the following is the case - either the object has to 337 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 338 * be animated or have a very low speed. Is this an attempted monster
280 * check? 339 * check?
281 */ 340 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 341 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 342 return 0;
284 343
285 switch (ob1->type) 344 switch (ob1->type)
286 { 345 {
287 case SCROLL: 346 case SCROLL:
288 if (ob1->level != ob2->level) 347 if (ob1->level != ob2->level)
289 return 0; 348 return 0;
290 break; 349 break;
291 } 350 }
292 351
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 352 if (ob1->key_values || ob2->key_values)
294 { 353 {
295 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 355 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 356 return 0; /* One has fields, but the other one doesn't. */
357
358 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 359 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 360 }
302 361
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
305 { 363 {
306 ob1->optimise (); 364 ob1->optimise ();
307 ob2->optimise (); 365 ob2->optimise ();
308 366
309 if (ob1->self || ob2->self) 367 if (ob1->self || ob2->self)
368 {
369 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
370 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
371
372 if (k1 != k2)
310 return 0; 373 return 0;
374
375 if (k1 == 0)
376 return 1;
377
378 if (!cfperl_can_merge (ob1, ob2))
379 return 0;
380 }
311 } 381 }
312 382
313 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
314 return 1; 384 return 1;
315} 385}
316 386
387// find player who can see this object
388object *
389object::visible_to () const
390{
391 if (client_visible () && !flag [FLAG_REMOVED])
392 {
393 // see if we are in a container of sorts
394 if (env)
395 {
396 // the player inventory itself is always visible
397 if (env->is_player ())
398 return env;
399
400 // else a player could have our env open
401 object *envest = env->outer_env_or_self ();
402
403 // the player itself is always on a map, so we will find him here
404 // even if our inv is in a player.
405 if (envest->is_on_map ())
406 if (object *pl = envest->ms ().player ())
407 if (pl->container_ () == env)
408 return pl;
409 }
410 else
411 {
412 // maybe there is a player standing on the same mapspace
413 // this will catch the case where "this" is a player
414 if (object *pl = ms ().player ())
415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
417 return pl;
418 }
419 }
420
421 return 0;
422}
423
424// adjust weight per container type ("of holding")
425static sint32
426weight_adjust_for (object *op, sint32 weight)
427{
428 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
430 : weight;
431}
432
317/* 433/*
434 * adjust_weight(object, weight) adds the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying.
436 */
437static void
438adjust_weight (object *op, sint32 weight)
439{
440 while (op)
441 {
442 // adjust by actual difference to account for rounding errors
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446
447 if (!weight)
448 return;
449
450 op->carrying += weight;
451
452 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op);
455
456 op = op->env;
457 }
458}
459
460/*
318 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 462 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
321 */ 464 */
322long 465void
323sum_weight (object *op) 466object::update_weight ()
324{ 467{
325 long sum; 468 sint32 sum = 0;
326 object *inv;
327 469
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 470 for (object *op = inv; op; op = op->below)
329 { 471 {
330 if (inv->inv) 472 if (op->inv)
331 sum_weight (inv); 473 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 474
475 sum += op->total_weight ();
476 }
477
478 sum = weight_adjust_for (this, sum);
479
480 if (sum != carrying)
333 } 481 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum)
339 op->carrying = sum; 482 carrying = sum;
340 483
341 return sum; 484 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this);
487 }
342} 488}
343 489
344/** 490/*
345 * Return the outermost environment object for a given object. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 492 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
358 * a better check. We basically keeping traversing up until we can't
359 * or find a player.
360 */
361
362object *
363is_player_inv (object *op)
364{
365 for (; op != NULL && op->type != PLAYER; op = op->env)
366 if (op->env == op)
367 op->env = NULL;
368 return op;
369}
370
371/*
372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
373 * Some error messages.
374 * The result of the dump is stored in the static global errmsg array.
375 */
376
377char * 493char *
378dump_object (object *op) 494dump_object (object *op)
379{ 495{
380 if (!op) 496 if (!op)
381 return strdup ("[NULLOBJ]"); 497 return strdup ("[NULLOBJ]");
382 498
383 object_freezer freezer; 499 object_freezer freezer;
384 save_object (freezer, op, 3); 500 op->write (freezer);
385 return freezer.as_string (); 501 return freezer.as_string ();
386} 502}
387 503
388/* 504char *
389 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
390 * multi-object 1 which is closest to the second object.
391 * If it's not a multi-object, it is returned.
392 */
393
394object *
395get_nearest_part (object *op, const object *pl)
396{ 506{
397 object *tmp, *closest; 507 return dump_object (this);
398 int last_dist, i;
399
400 if (op->more == NULL)
401 return op;
402 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
403 if ((i = distance (tmp, pl)) < last_dist)
404 closest = tmp, last_dist = i;
405 return closest;
406} 508}
407 509
408/* 510/*
409 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
512 * VERRRY slow.
410 */ 513 */
411
412object * 514object *
413find_object (tag_t i) 515find_object (tag_t i)
414{ 516{
415 for (object *op = object::first; op; op = op->next) 517 for_all_objects (op)
416 if (op->count == i) 518 if (op->count == i)
417 return op; 519 return op;
418 520
419 return 0; 521 return 0;
420} 522}
421 523
422/* 524/*
423 * Returns the first object which has a name equal to the argument. 525 * Returns the first object which has a name equal to the argument.
424 * Used only by the patch command, but not all that useful. 526 * Used only by the patch command, but not all that useful.
425 * Enables features like "patch <name-of-other-player> food 999" 527 * Enables features like "patch <name-of-other-player> food 999"
426 */ 528 */
427
428object * 529object *
429find_object_name (const char *str) 530find_object_name (const char *str)
430{ 531{
431 shstr_cmp str_ (str); 532 shstr_cmp str_ (str);
432 object *op;
433 533
434 for (op = object::first; op != NULL; op = op->next) 534 if (str_)
535 for_all_objects (op)
435 if (op->name == str_) 536 if (op->name == str_)
436 break; 537 return op;
437 538
438 return op; 539 return 0;
439}
440
441void
442free_all_object_data ()
443{
444 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
445} 540}
446 541
447/* 542/*
448 * Sets the owner and sets the skill and exp pointers to owner's current 543 * Sets the owner and sets the skill and exp pointers to owner's current
449 * skill and experience objects. 544 * skill and experience objects.
545 * ACTUALLY NO! investigate! TODO
450 */ 546 */
451void 547void
452object::set_owner (object *owner) 548object::set_owner (object *owner)
453{ 549{
550 // allow objects which own objects
454 if (!owner) 551 if (owner)
455 return;
456
457 /* next line added to allow objects which own objects */
458 /* Add a check for ownercounts in here, as I got into an endless loop
459 * with the fireball owning a poison cloud which then owned the
460 * fireball. I believe that was caused by one of the objects getting
461 * freed and then another object replacing it. Since the ownercounts
462 * didn't match, this check is valid and I believe that cause is valid.
463 */
464 while (owner->owner) 552 while (owner->owner)
465 owner = owner->owner; 553 owner = owner->owner;
554
555 if (flag [FLAG_FREED])
556 {
557 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
558 return;
559 }
466 560
467 this->owner = owner; 561 this->owner = owner;
562}
563
564int
565object::slottype () const
566{
567 if (type == SKILL)
568 {
569 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
570 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
571 }
572 else
573 {
574 if (slot [body_combat].info) return slot_combat;
575 if (slot [body_range ].info) return slot_ranged;
576 }
577
578 return slot_none;
579}
580
581bool
582object::change_weapon (object *ob)
583{
584 if (current_weapon == ob)
585 return true;
586
587 if (chosen_skill)
588 chosen_skill->flag [FLAG_APPLIED] = false;
589
590 current_weapon = ob;
591 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
592
593 if (chosen_skill)
594 chosen_skill->flag [FLAG_APPLIED] = true;
595
596 update_stats ();
597
598 if (ob)
599 {
600 // now check wether any body locations became invalid, in which case
601 // we cannot apply the weapon at the moment.
602 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
603 if (slot[i].used < 0)
604 {
605 current_weapon = chosen_skill = 0;
606 update_stats ();
607
608 new_draw_info_format (NDI_UNIQUE, 0, this,
609 "You try to balance all your items at once, "
610 "but the %s is just too much for your body. "
611 "[You need to unapply some items first - use the 'body' command to see "
612 "how many items you cna wera on a specific body part.]", &ob->name);
613 return false;
614 }
615
616 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
617 }
618 else
619 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
620
621 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
622 {
623 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
624 &name, ob->debug_desc ());
625 return false;
626 }
627
628 return true;
468} 629}
469 630
470/* Zero the key_values on op, decrementing the shared-string 631/* Zero the key_values on op, decrementing the shared-string
471 * refcounts and freeing the links. 632 * refcounts and freeing the links.
472 */ 633 */
473static void 634static void
474free_key_values (object *op) 635free_key_values (object *op)
475{ 636{
476 for (key_value *i = op->key_values; i != 0;) 637 for (key_value *i = op->key_values; i; )
477 { 638 {
478 key_value *next = i->next; 639 key_value *next = i->next;
479 delete i; 640 delete i;
480 641
481 i = next; 642 i = next;
482 } 643 }
483 644
484 op->key_values = 0; 645 op->key_values = 0;
485}
486
487void object::clear ()
488{
489 attachable_base::clear ();
490
491 free_key_values (this);
492
493 owner = 0;
494 name = 0;
495 name_pl = 0;
496 title = 0;
497 race = 0;
498 slaying = 0;
499 skill = 0;
500 msg = 0;
501 lore = 0;
502 custom_name = 0;
503 materialname = 0;
504 contr = 0;
505 below = 0;
506 above = 0;
507 inv = 0;
508 container = 0;
509 env = 0;
510 more = 0;
511 head = 0;
512 map = 0;
513 active_next = 0;
514 active_prev = 0;
515
516 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
517
518 SET_FLAG (this, FLAG_REMOVED);
519
520 /* What is not cleared is next, prev, and count */
521
522 expmul = 1.0;
523 face = blank_face;
524
525 if (settings.casting_time)
526 casting_time = -1;
527} 646}
528 647
529/* 648/*
530 * copy_to first frees everything allocated by the dst object, 649 * copy_to first frees everything allocated by the dst object,
531 * and then copies the contents of itself into the second 650 * and then copies the contents of itself into the second
535 * will point at garbage. 654 * will point at garbage.
536 */ 655 */
537void 656void
538object::copy_to (object *dst) 657object::copy_to (object *dst)
539{ 658{
540 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 659 dst->remove ();
541 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
542
543 *(object_copy *)dst = *this; 660 *(object_copy *)dst = *this;
544 *(object_pod *)dst = *this; 661 dst->flag [FLAG_REMOVED] = true;
545
546 if (self || cb)
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
548
549 if (is_freed)
550 SET_FLAG (dst, FLAG_FREED);
551
552 if (is_removed)
553 SET_FLAG (dst, FLAG_REMOVED);
554
555 if (speed < 0)
556 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
557 662
558 /* Copy over key_values, if any. */ 663 /* Copy over key_values, if any. */
559 if (key_values) 664 if (key_values)
560 { 665 {
561 key_value *tail = 0; 666 key_value *tail = 0;
562 key_value *i;
563
564 dst->key_values = 0; 667 dst->key_values = 0;
565 668
566 for (i = key_values; i; i = i->next) 669 for (key_value *i = key_values; i; i = i->next)
567 { 670 {
568 key_value *new_link = new key_value; 671 key_value *new_link = new key_value;
569 672
570 new_link->next = 0; 673 new_link->next = 0;
571 new_link->key = i->key; 674 new_link->key = i->key;
572 new_link->value = i->value; 675 new_link->value = i->value;
573 676
574 /* Try and be clever here, too. */ 677 /* Try and be clever here, too. */
575 if (!dst->key_values) 678 if (!dst->key_values)
576 { 679 {
583 tail = new_link; 686 tail = new_link;
584 } 687 }
585 } 688 }
586 } 689 }
587 690
588 update_ob_speed (dst); 691 dst->activate ();
692}
693
694void
695object::instantiate ()
696{
697 if (!uuid.seq) // HACK
698 uuid = UUID::gen ();
699
700 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
701 if (flag [FLAG_RANDOM_SPEED] && speed)
702 speed_left = - speed - rndm (); // TODO animation
703 else
704 speed_left = -1.;
705
706 /* copy the body_info to the body_used - this is only really
707 * need for monsters, but doesn't hurt to do it for everything.
708 * by doing so, when a monster is created, it has good starting
709 * values for the body_used info, so when items are created
710 * for it, they can be properly equipped.
711 */
712 for (int i = NUM_BODY_LOCATIONS; i--; )
713 slot[i].used = slot[i].info;
714
715 attachable::instantiate ();
589} 716}
590 717
591object * 718object *
592object::clone () 719object::clone ()
593{ 720{
594 object *neu = create (); 721 object *neu = create ();
595 copy_to (neu); 722 copy_to (neu);
723
724 // TODO: unclean state changes, should not be done in clone AND instantiate
725 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
726 neu->speed_left = - neu->speed - rndm (); // TODO animation
727
728 neu->map = map; // not copied by copy_to
596 return neu; 729 return neu;
597} 730}
598 731
599/* 732/*
600 * If an object with the IS_TURNABLE() flag needs to be turned due 733 * If an object with the IS_TURNABLE() flag needs to be turned due
601 * to the closest player being on the other side, this function can 734 * to the closest player being on the other side, this function can
602 * be called to update the face variable, _and_ how it looks on the map. 735 * be called to update the face variable, _and_ how it looks on the map.
603 */ 736 */
604
605void 737void
606update_turn_face (object *op) 738update_turn_face (object *op)
607{ 739{
608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 740 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
609 return; 741 return;
742
610 SET_ANIMATION (op, op->direction); 743 SET_ANIMATION (op, op->direction);
611 update_object (op, UP_OBJ_FACE); 744 update_object (op, UP_OBJ_FACE);
612} 745}
613 746
614/* 747/*
615 * Updates the speed of an object. If the speed changes from 0 to another 748 * Updates the speed of an object. If the speed changes from 0 to another
616 * value, or vice versa, then add/remove the object from the active list. 749 * value, or vice versa, then add/remove the object from the active list.
617 * This function needs to be called whenever the speed of an object changes. 750 * This function needs to be called whenever the speed of an object changes.
618 */ 751 */
619void 752void
620update_ob_speed (object *op) 753object::set_speed (float speed)
621{ 754{
622 extern int arch_init; 755 this->speed = speed;
623 756
624 /* No reason putting the archetypes objects on the speed list, 757 if (has_active_speed ())
625 * since they never really need to be updated. 758 activate ();
626 */
627
628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 {
630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
631#ifdef MANY_CORES
632 abort ();
633#else
634 op->speed = 0;
635#endif
636 }
637
638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 {
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
645 return;
646
647 /* process_events() expects us to insert the object at the beginning
648 * of the list. */
649 op->active_next = active_objects;
650
651 if (op->active_next != NULL)
652 op->active_next->active_prev = op;
653
654 active_objects = op;
655 }
656 else 759 else
657 { 760 deactivate ();
658 /* If not on the active list, nothing needs to be done */
659 if (!op->active_next && !op->active_prev && op != active_objects)
660 return;
661
662 if (op->active_prev == NULL)
663 {
664 active_objects = op->active_next;
665
666 if (op->active_next != NULL)
667 op->active_next->active_prev = NULL;
668 }
669 else
670 {
671 op->active_prev->active_next = op->active_next;
672
673 if (op->active_next)
674 op->active_next->active_prev = op->active_prev;
675 }
676
677 op->active_next = NULL;
678 op->active_prev = NULL;
679 }
680} 761}
681 762
682/* This function removes object 'op' from the list of active
683 * objects.
684 * This should only be used for style maps or other such
685 * reference maps where you don't want an object that isn't
686 * in play chewing up cpu time getting processed.
687 * The reverse of this is to call update_ob_speed, which
688 * will do the right thing based on the speed of the object.
689 */
690void
691remove_from_active_list (object *op)
692{
693 /* If not on the active list, nothing needs to be done */
694 if (!op->active_next && !op->active_prev && op != active_objects)
695 return;
696
697 if (op->active_prev == NULL)
698 {
699 active_objects = op->active_next;
700 if (op->active_next != NULL)
701 op->active_next->active_prev = NULL;
702 }
703 else
704 {
705 op->active_prev->active_next = op->active_next;
706 if (op->active_next)
707 op->active_next->active_prev = op->active_prev;
708 }
709 op->active_next = NULL;
710 op->active_prev = NULL;
711}
712
713/* 763/*
714 * update_object() updates the array which represents the map. 764 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 765 * It takes into account invisible objects (and represent squares covered
716 * by invisible objects by whatever is below them (unless it's another 766 * by invisible objects by whatever is below them (unless it's another
717 * invisible object, etc...) 767 * invisible object, etc...)
718 * If the object being updated is beneath a player, the look-window 768 * If the object being updated is beneath a player, the look-window
719 * of that player is updated (this might be a suboptimal way of 769 * of that player is updated (this might be a suboptimal way of
720 * updating that window, though, since update_object() is called _often_) 770 * updating that window, though, since update_object() is called _often_)
721 * 771 *
722 * action is a hint of what the caller believes need to be done. 772 * action is a hint of what the caller believes need to be done.
723 * For example, if the only thing that has changed is the face (due to
724 * an animation), we don't need to call update_position until that actually
725 * comes into view of a player. OTOH, many other things, like addition/removal
726 * of walls or living creatures may need us to update the flags now.
727 * current action are: 773 * current action are:
728 * UP_OBJ_INSERT: op was inserted 774 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 775 * UP_OBJ_REMOVE: op was removed
730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 776 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
731 * as that is easier than trying to look at what may have changed. 777 * as that is easier than trying to look at what may have changed.
732 * UP_OBJ_FACE: only the objects face has changed. 778 * UP_OBJ_FACE: only the objects face has changed.
733 */ 779 */
734
735void 780void
736update_object (object *op, int action) 781update_object (object *op, int action)
737{ 782{
738 int update_now = 0, flags; 783 if (!op)
739 MoveType move_on, move_off, move_block, move_slow;
740
741 if (op == NULL)
742 { 784 {
743 /* this should never happen */ 785 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 786 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
745 return; 787 return;
746 } 788 }
747 789
748 if (op->env != NULL) 790 if (!op->is_on_map ())
749 { 791 {
750 /* Animation is currently handled by client, so nothing 792 /* Animation is currently handled by client, so nothing
751 * to do in this case. 793 * to do in this case.
752 */ 794 */
753 return; 795 return;
754 } 796 }
755 797
756 /* If the map is saving, don't do anything as everything is
757 * going to get freed anyways.
758 */
759 if (!op->map || op->map->in_memory == MAP_SAVING)
760 return;
761
762 /* make sure the object is within map boundaries */ 798 /* make sure the object is within map boundaries */
763 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 799 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
764 { 800 {
765 LOG (llevError, "update_object() called for object out of map!\n"); 801 LOG (llevError, "update_object() called for object out of map!\n");
766#ifdef MANY_CORES 802#ifdef MANY_CORES
767 abort (); 803 abort ();
768#endif 804#endif
769 return; 805 return;
770 } 806 }
771 807
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 808 mapspace &m = op->ms ();
773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
778 809
810 if (!(m.flags_ & P_UPTODATE))
811 /* nop */;
779 if (action == UP_OBJ_INSERT) 812 else if (action == UP_OBJ_INSERT)
780 { 813 {
814#if 0
815 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 816 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 817 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 818 || (op->is_player () && !(m.flags_ & P_PLAYER))
786 819 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
820 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 821 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
788 update_now = 1;
789
790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
791 update_now = 1;
792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
796 if ((move_on | op->move_on) != move_on) 822 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 823 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 824 || (m.move_slow | op->move_slow) != m.move_slow
801
802 /* This isn't perfect, but I don't expect a lot of objects to 825 /* This isn't perfect, but I don't expect a lot of objects to
803 * to have move_allow right now. 826 * have move_allow right now.
804 */ 827 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 828 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 829 m.invalidate ();
807 830#else
808 if ((move_slow | op->move_slow) != move_slow) 831 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
809 update_now = 1; 832 m.invalidate ();
833#endif
810 } 834 }
811
812 /* if the object is being removed, we can't make intelligent 835 /* if the object is being removed, we can't make intelligent
813 * decisions, because remove_ob can't really pass the object 836 * decisions, because remove_ob can't really pass the object
814 * that is being removed. 837 * that is being removed.
815 */ 838 */
816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 839 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
817 update_now = 1; 840 m.invalidate ();
818 else if (action == UP_OBJ_FACE) 841 else if (action == UP_OBJ_FACE)
819 /* Nothing to do for that case */ ; 842 /* Nothing to do for that case */ ;
820 else 843 else
821 LOG (llevError, "update_object called with invalid action: %d\n", action); 844 LOG (llevError, "update_object called with invalid action: %d\n", action);
822 845
823 if (update_now)
824 {
825 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
826 update_position (op->map, op->x, op->y);
827 }
828
829 if (op->more != NULL) 846 if (op->more)
830 update_object (op->more, action); 847 update_object (op->more, action);
831} 848}
832 849
833object::vector object::mortals;
834object::vector object::objects; // not yet used
835object *object::first;
836
837void object::free_mortals ()
838{
839 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
840 if ((*i)->refcnt)
841 ++i; // further delay freeing
842 else
843 {
844 delete *i;
845 mortals.erase (i);
846 }
847}
848
849object::object () 850object::object ()
850{ 851{
851 SET_FLAG (this, FLAG_REMOVED); 852 SET_FLAG (this, FLAG_REMOVED);
852 853
853 expmul = 1.0; 854 //expmul = 1.0; declared const for the time being
854 face = blank_face; 855 face = blank_face;
856 material = MATERIAL_NULL;
855} 857}
856 858
857object::~object () 859object::~object ()
858{ 860{
861 unlink ();
862
859 free_key_values (this); 863 free_key_values (this);
860} 864}
861 865
866static int object_count;
867
862void object::link () 868void object::link ()
863{ 869{
870 assert (!index);//D
871 uuid = UUID::gen ();
864 count = ++ob_count; 872 count = ++object_count;
865 uuid = gen_uuid ();
866 873
867 prev = 0; 874 refcnt_inc ();
868 next = object::first; 875 objects.insert (this);
869
870 if (object::first)
871 object::first->prev = this;
872
873 object::first = this;
874} 876}
875 877
876void object::unlink () 878void object::unlink ()
877{ 879{
878 if (this == object::first) 880 if (!index)
879 object::first = next; 881 return;
880 882
881 /* Remove this object from the list of used objects */ 883 objects.erase (this);
882 if (prev) prev->next = next; 884 refcnt_dec ();
883 if (next) next->prev = prev; 885}
884 886
885 prev = 0; 887void
886 next = 0; 888object::activate ()
889{
890 /* If already on active list, don't do anything */
891 if (active)
892 return;
893
894 if (has_active_speed ())
895 {
896 if (flag [FLAG_FREED])
897 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
898
899 actives.insert (this);
900 }
901}
902
903void
904object::activate_recursive ()
905{
906 activate ();
907
908 for (object *op = inv; op; op = op->below)
909 op->activate_recursive ();
910}
911
912/* This function removes object 'op' from the list of active
913 * objects.
914 * This should only be used for style maps or other such
915 * reference maps where you don't want an object that isn't
916 * in play chewing up cpu time getting processed.
917 * The reverse of this is to call update_ob_speed, which
918 * will do the right thing based on the speed of the object.
919 */
920void
921object::deactivate ()
922{
923 /* If not on the active list, nothing needs to be done */
924 if (!active)
925 return;
926
927 actives.erase (this);
928}
929
930void
931object::deactivate_recursive ()
932{
933 for (object *op = inv; op; op = op->below)
934 op->deactivate_recursive ();
935
936 deactivate ();
937}
938
939void
940object::set_flag_inv (int flag, int value)
941{
942 for (object *op = inv; op; op = op->below)
943 {
944 op->flag [flag] = value;
945 op->set_flag_inv (flag, value);
946 }
947}
948
949/*
950 * Remove and free all objects in the inventory of the given object.
951 * object.c ?
952 */
953void
954object::destroy_inv (bool drop_to_ground)
955{
956 // need to check first, because the checks below might segfault
957 // as we might be on an invalid mapspace and crossfire code
958 // is too buggy to ensure that the inventory is empty.
959 // corollary: if you create arrows etc. with stuff in its inventory,
960 // cf will crash below with off-map x and y
961 if (!inv)
962 return;
963
964 /* Only if the space blocks everything do we not process -
965 * if some form of movement is allowed, let objects
966 * drop on that space.
967 */
968 if (!drop_to_ground
969 || !map
970 || map->in_memory != MAP_ACTIVE
971 || map->no_drop
972 || ms ().move_block == MOVE_ALL)
973 {
974 while (inv)
975 inv->destroy ();
976 }
977 else
978 { /* Put objects in inventory onto this space */
979 while (inv)
980 {
981 object *op = inv;
982
983 if (op->flag [FLAG_STARTEQUIP]
984 || op->flag [FLAG_NO_DROP]
985 || op->type == RUNE
986 || op->type == TRAP
987 || op->flag [FLAG_IS_A_TEMPLATE]
988 || op->flag [FLAG_DESTROY_ON_DEATH])
989 op->destroy ();
990 else
991 map->insert (op, x, y);
992 }
993 }
887} 994}
888 995
889object *object::create () 996object *object::create ()
890{ 997{
891 object *op = new object; 998 object *op = new object;
892 op->link (); 999 op->link ();
893 return op; 1000 return op;
894} 1001}
895 1002
896/* 1003static struct freed_map : maptile
897 * free_object() frees everything allocated by an object, removes
898 * it from the list of used objects, and puts it on the list of
899 * free objects. The IS_FREED() flag is set in the object.
900 * The object must have been removed by remove_ob() first for
901 * this function to succeed.
902 *
903 * If destroy_inventory is set, free inventory as well. Else drop items in
904 * inventory to the ground.
905 */
906void object::destroy (bool destroy_inventory)
907{ 1004{
908 if (QUERY_FLAG (this, FLAG_FREED)) 1005 freed_map ()
1006 {
1007 path = "<freed objects map>";
1008 name = "/internal/freed_objects_map";
1009 width = 3;
1010 height = 3;
1011 no_drop = 1;
1012 no_reset = 1;
1013
1014 alloc ();
1015 in_memory = MAP_ACTIVE;
1016 }
1017
1018 ~freed_map ()
1019 {
1020 destroy ();
1021 }
1022} freed_map; // freed objects are moved here to avoid crashes
1023
1024void
1025object::do_destroy ()
1026{
1027 if (flag [FLAG_IS_LINKED])
1028 remove_link ();
1029
1030 if (flag [FLAG_FRIENDLY])
1031 remove_friendly_object (this);
1032
1033 remove ();
1034
1035 attachable::do_destroy ();
1036
1037 deactivate ();
1038 unlink ();
1039
1040 flag [FLAG_FREED] = 1;
1041
1042 // hack to ensure that freed objects still have a valid map
1043 map = &freed_map;
1044 x = 1;
1045 y = 1;
1046
1047 if (more)
1048 {
1049 more->destroy ();
1050 more = 0;
1051 }
1052
1053 head = 0;
1054
1055 // clear those pointers that likely might cause circular references
1056 owner = 0;
1057 enemy = 0;
1058 attacked_by = 0;
1059 current_weapon = 0;
1060}
1061
1062void
1063object::destroy ()
1064{
1065 if (destroyed ())
909 return; 1066 return;
910 1067
911 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1068 if (!is_head () && !head->destroyed ())
912 remove_friendly_object (this);
913
914 if (!QUERY_FLAG (this, FLAG_REMOVED))
915 remove ();
916
917 SET_FLAG (this, FLAG_FREED);
918
919 if (more)
920 {
921 more->destroy (destroy_inventory);
922 more = 0;
923 }
924
925 if (inv)
926 {
927 /* Only if the space blocks everything do we not process -
928 * if some form of movement is allowed, let objects
929 * drop on that space.
930 */
931 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
932 {
933 object *op = inv;
934
935 while (op)
936 {
937 object *tmp = op->below;
938 op->destroy (destroy_inventory);
939 op = tmp;
940 }
941 }
942 else
943 { /* Put objects in inventory onto this space */
944 object *op = inv;
945
946 while (op)
947 {
948 object *tmp = op->below;
949
950 op->remove ();
951
952 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
953 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
954 op->destroy ();
955 else
956 {
957 op->x = x;
958 op->y = y;
959 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
960 }
961
962 op = tmp;
963 }
964 }
965 }
966
967 // hack to ensure that freed objects still have a valid map
968 {
969 static maptile *freed_map; // freed objects are moved here to avoid crashes
970
971 if (!freed_map)
972 { 1069 {
973 freed_map = new maptile; 1070 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
974 1071 head->destroy ();
975 freed_map->name = "/internal/freed_objects_map"; 1072 return;
976 freed_map->width = 3;
977 freed_map->height = 3;
978
979 freed_map->allocate ();
980 } 1073 }
981 1074
982 map = freed_map; 1075 destroy_inv (false);
983 x = 1;
984 y = 1;
985 }
986 1076
987 // clear those pointers that likely might have circular references to us 1077 if (is_head ())
988 owner = 0; 1078 if (sound_destroy)
989 enemy = 0; 1079 play_sound (sound_destroy);
990 attacked_by = 0; 1080 else if (flag [FLAG_MONSTER])
1081 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
991 1082
992 // only relevant for players(?), but make sure of it anyways 1083 attachable::destroy ();
993 contr = 0;
994
995 /* Remove object from the active list */
996 speed = 0;
997 update_ob_speed (this);
998
999 unlink ();
1000
1001 mortals.push_back (this);
1002}
1003
1004/*
1005 * sub_weight() recursively (outwards) subtracts a number from the
1006 * weight of an object (and what is carried by it's environment(s)).
1007 */
1008void
1009sub_weight (object *op, signed long weight)
1010{
1011 while (op != NULL)
1012 {
1013 if (op->type == CONTAINER)
1014 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1015
1016 op->carrying -= weight;
1017 op = op->env;
1018 }
1019} 1084}
1020 1085
1021/* op->remove (): 1086/* op->remove ():
1022 * This function removes the object op from the linked list of objects 1087 * This function removes the object op from the linked list of objects
1023 * which it is currently tied to. When this function is done, the 1088 * which it is currently tied to. When this function is done, the
1024 * object will have no environment. If the object previously had an 1089 * object will have no environment. If the object previously had an
1025 * environment, the x and y coordinates will be updated to 1090 * environment, the x and y coordinates will be updated to
1026 * the previous environment. 1091 * the previous environment.
1027 * Beware: This function is called from the editor as well!
1028 */ 1092 */
1029void 1093void
1030object::remove () 1094object::do_remove ()
1031{ 1095{
1032 object *tmp, *last = 0; 1096 if (flag [FLAG_REMOVED])
1033 object *otmp;
1034
1035 int check_walk_off;
1036
1037 if (QUERY_FLAG (this, FLAG_REMOVED))
1038 return; 1097 return;
1039 1098
1040 SET_FLAG (this, FLAG_REMOVED); 1099 INVOKE_OBJECT (REMOVE, this);
1100
1101 flag [FLAG_REMOVED] = true;
1041 1102
1042 if (more) 1103 if (more)
1043 more->remove (); 1104 more->remove ();
1044 1105
1045 /* 1106 /*
1046 * In this case, the object to be removed is in someones 1107 * In this case, the object to be removed is in someones
1047 * inventory. 1108 * inventory.
1048 */ 1109 */
1049 if (env) 1110 if (env)
1050 { 1111 {
1051 if (nrof) 1112 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1052 sub_weight (env, weight * nrof); 1113 if (object *pl = visible_to ())
1053 else 1114 esrv_del_item (pl->contr, count);
1054 sub_weight (env, weight + carrying); 1115 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1055 1116
1056 /* NO_FIX_PLAYER is set when a great many changes are being 1117 adjust_weight (env, -total_weight ());
1057 * made to players inventory. If set, avoiding the call
1058 * to save cpu time.
1059 */
1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1061 fix_player (otmp);
1062 1118
1063 if (above != NULL) 1119 object *pl = in_player ();
1064 above->below = below;
1065 else
1066 env->inv = below;
1067
1068 if (below != NULL)
1069 below->above = above;
1070 1120
1071 /* we set up values so that it could be inserted into 1121 /* we set up values so that it could be inserted into
1072 * the map, but we don't actually do that - it is up 1122 * the map, but we don't actually do that - it is up
1073 * to the caller to decide what we want to do. 1123 * to the caller to decide what we want to do.
1074 */ 1124 */
1075 x = env->x, y = env->y;
1076 map = env->map; 1125 map = env->map;
1077 above = 0, below = 0; 1126 x = env->x;
1078 env = 0; 1127 y = env->y;
1079 }
1080 else if (map)
1081 {
1082 /* Re did the following section of code - it looks like it had
1083 * lots of logic for things we no longer care about
1084 */
1085 1128
1086 /* link the object above us */ 1129 // make sure cmov optimisation is applicable
1087 if (above) 1130 *(above ? &above->below : &env->inv) = below;
1088 above->below = below; 1131 *(below ? &below->above : &above ) = above; // &above is just a dummy
1089 else
1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1091
1092 /* Relink the object below us, if there is one */
1093 if (below)
1094 below->above = above;
1095 else
1096 {
1097 /* Nothing below, which means we need to relink map object for this space
1098 * use translated coordinates in case some oddness with map tiling is
1099 * evident
1100 */
1101 if (GET_MAP_OB (map, x, y) != this)
1102 {
1103 char *dump = dump_object (this);
1104 LOG (llevError,
1105 "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);
1106 free (dump);
1107 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump);
1109 free (dump);
1110 }
1111
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1113 }
1114 1132
1115 above = 0; 1133 above = 0;
1116 below = 0; 1134 below = 0;
1135 env = 0;
1136
1137 if (pl && pl->is_player ())
1138 {
1139 pl->contr->queue_stats_update ();
1140
1141 if (glow_radius && pl->is_on_map ())
1142 update_all_los (pl->map, pl->x, pl->y);
1143 }
1144 }
1145 else if (map)
1146 {
1147 map->dirty = true;
1148 mapspace &ms = this->ms ();
1149
1150 if (object *pl = ms.player ())
1151 {
1152 if (is_player ())
1153 {
1154 if (!flag [FLAG_WIZPASS])
1155 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1156
1157 // leaving a spot always closes any open container on the ground
1158 if (container && !container->env)
1159 // this causes spurious floorbox updates, but it ensures
1160 // that the CLOSE event is being sent.
1161 close_container ();
1162
1163 --map->players;
1164 map->touch ();
1165 }
1166 else if (pl->container_ () == this)
1167 {
1168 // removing a container should close it
1169 close_container ();
1170 }
1171
1172 esrv_del_item (pl->contr, count);
1173 }
1174
1175 /* link the object above us */
1176 // re-link, make sure compiler can easily use cmove
1177 *(above ? &above->below : &ms.top) = below;
1178 *(below ? &below->above : &ms.bot) = above;
1179
1180 above = 0;
1181 below = 0;
1182
1183 ms.invalidate ();
1117 1184
1118 if (map->in_memory == MAP_SAVING) 1185 if (map->in_memory == MAP_SAVING)
1119 return; 1186 return;
1120 1187
1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1188 int check_walk_off = !flag [FLAG_NO_APPLY];
1122 1189
1123 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1190 if (object *pl = ms.player ())
1124 { 1191 {
1125 /* No point updating the players look faces if he is the object 1192 if (pl->container_ () == this)
1126 * being removed.
1127 */
1128
1129 if (tmp->type == PLAYER && tmp != this)
1130 {
1131 /* If a container that the player is currently using somehow gets 1193 /* If a container that the player is currently using somehow gets
1132 * removed (most likely destroyed), update the player view 1194 * removed (most likely destroyed), update the player view
1133 * appropriately. 1195 * appropriately.
1134 */ 1196 */
1135 if (tmp->container == this) 1197 pl->close_container ();
1136 {
1137 CLEAR_FLAG (this, FLAG_APPLIED);
1138 tmp->container = 0;
1139 }
1140 1198
1199 //TODO: the floorbox prev/next might need updating
1200 //esrv_del_item (pl->contr, count);
1201 //TODO: update floorbox to preserve ordering
1202 if (pl->contr->ns)
1141 tmp->contr->socket->floorbox_update (); 1203 pl->contr->ns->floorbox_update ();
1204 }
1205
1206 if (check_walk_off)
1207 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1208 {
1209 above = tmp->above;
1210
1211 /* No point updating the players look faces if he is the object
1212 * being removed.
1142 } 1213 */
1143 1214
1144 /* See if player moving off should effect something */ 1215 /* See if object moving off should effect something */
1145 if (check_walk_off
1146 && ((move_type & tmp->move_off) 1216 if ((move_type & tmp->move_off)
1147 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1217 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1148 {
1149 move_apply (tmp, this, 0); 1218 move_apply (tmp, this, 0);
1150
1151 if (destroyed ())
1152 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1153 } 1219 }
1154 1220
1155 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1221 if (affects_los ())
1156
1157 if (tmp->above == tmp)
1158 tmp->above = 0;
1159
1160 last = tmp;
1161 }
1162
1163 /* last == NULL of there are no objects on this space */
1164 if (!last)
1165 {
1166 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1167 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1168 * those out anyways, and if there are any flags set right now, they won't
1169 * be correct anyways.
1170 */
1171 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1172 update_position (map, x, y);
1173 }
1174 else
1175 update_object (last, UP_OBJ_REMOVE);
1176
1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1178 update_all_los (map, x, y); 1222 update_all_los (map, x, y);
1179 } 1223 }
1180} 1224}
1181 1225
1182/* 1226/*
1191merge_ob (object *op, object *top) 1235merge_ob (object *op, object *top)
1192{ 1236{
1193 if (!op->nrof) 1237 if (!op->nrof)
1194 return 0; 1238 return 0;
1195 1239
1196 if (top == NULL) 1240 if (!top)
1197 for (top = op; top != NULL && top->above != NULL; top = top->above); 1241 for (top = op; top && top->above; top = top->above)
1242 ;
1198 1243
1199 for (; top != NULL; top = top->below) 1244 for (; top; top = top->below)
1200 {
1201 if (top == op)
1202 continue;
1203
1204 if (object::can_merge (op, top)) 1245 if (object::can_merge (op, top))
1205 { 1246 {
1206 top->nrof += op->nrof; 1247 top->nrof += op->nrof;
1207 1248
1208/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1249 if (object *pl = top->visible_to ())
1209 op->weight = 0; /* Don't want any adjustements now */ 1250 esrv_update_item (UPD_NROF, pl, top);
1251
1252 op->weight = 0; // cancel the addition above
1253 op->carrying = 0; // must be 0 already
1254
1210 op->destroy (); 1255 op->destroy ();
1256
1211 return top; 1257 return top;
1212 } 1258 }
1213 }
1214 1259
1215 return 0; 1260 return 0;
1216} 1261}
1217 1262
1263void
1264object::expand_tail ()
1265{
1266 if (more)
1267 return;
1268
1269 object *prev = this;
1270
1271 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1272 {
1273 object *op = at->instance ();
1274
1275 op->name = name;
1276 op->name_pl = name_pl;
1277 op->title = title;
1278
1279 op->head = this;
1280 prev->more = op;
1281
1282 prev = op;
1283 }
1284}
1285
1218/* 1286/*
1219 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1287 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1220 * job preparing multi-part monsters 1288 * job preparing multi-part monsters.
1221 */ 1289 */
1222object * 1290object *
1223insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1291insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1224{ 1292{
1225 object *tmp; 1293 op->remove ();
1226 1294
1227 if (op->head)
1228 op = op->head;
1229
1230 for (tmp = op; tmp; tmp = tmp->more) 1295 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1231 { 1296 {
1232 tmp->x = x + tmp->arch->clone.x; 1297 tmp->x = x + tmp->arch->x;
1233 tmp->y = y + tmp->arch->clone.y; 1298 tmp->y = y + tmp->arch->y;
1234 } 1299 }
1235 1300
1236 return insert_ob_in_map (op, m, originator, flag); 1301 return insert_ob_in_map (op, m, originator, flag);
1237} 1302}
1238 1303
1254 * Return value: 1319 * Return value:
1255 * new object if 'op' was merged with other object 1320 * new object if 'op' was merged with other object
1256 * NULL if 'op' was destroyed 1321 * NULL if 'op' was destroyed
1257 * just 'op' otherwise 1322 * just 'op' otherwise
1258 */ 1323 */
1259
1260object * 1324object *
1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1325insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1262{ 1326{
1263 object *tmp, *top, *floor = NULL; 1327 op->remove ();
1264 sint16 x, y;
1265 1328
1266 if (QUERY_FLAG (op, FLAG_FREED)) 1329 if (m == &freed_map)//D TODO: remove soon
1267 { 1330 {//D
1268 LOG (llevError, "Trying to insert freed object!\n"); 1331 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1269 return NULL;
1270 } 1332 }//D
1271
1272 if (m == NULL)
1273 {
1274 char *dump = dump_object (op);
1275 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1276 free (dump);
1277 return op;
1278 }
1279
1280 if (out_of_map (m, op->x, op->y))
1281 {
1282 char *dump = dump_object (op);
1283 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1284#ifdef MANY_CORES
1285 /* Better to catch this here, as otherwise the next use of this object
1286 * is likely to cause a crash. Better to find out where it is getting
1287 * improperly inserted.
1288 */
1289 abort ();
1290#endif
1291 free (dump);
1292 return op;
1293 }
1294
1295 if (!QUERY_FLAG (op, FLAG_REMOVED))
1296 {
1297 char *dump = dump_object (op);
1298 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1299 free (dump);
1300 return op;
1301 }
1302
1303 if (op->more != NULL)
1304 {
1305 /* The part may be on a different map. */
1306
1307 object *more = op->more;
1308
1309 /* We really need the caller to normalize coordinates - if
1310 * we set the map, that doesn't work if the location is within
1311 * a map and this is straddling an edge. So only if coordinate
1312 * is clear wrong do we normalize it.
1313 */
1314 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1315 more->map = get_map_from_coord (m, &more->x, &more->y);
1316 else if (!more->map)
1317 {
1318 /* For backwards compatibility - when not dealing with tiled maps,
1319 * more->map should always point to the parent.
1320 */
1321 more->map = m;
1322 }
1323
1324 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1325 {
1326 if (!op->head)
1327 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1328
1329 return NULL;
1330 }
1331 }
1332
1333 CLEAR_FLAG (op, FLAG_REMOVED);
1334 1333
1335 /* Ideally, the caller figures this out. However, it complicates a lot 1334 /* Ideally, the caller figures this out. However, it complicates a lot
1336 * of areas of callers (eg, anything that uses find_free_spot would now 1335 * of areas of callers (eg, anything that uses find_free_spot would now
1337 * need extra work 1336 * need extra work
1338 */ 1337 */
1339 op->map = get_map_from_coord (m, &op->x, &op->y); 1338 maptile *newmap = m;
1340 x = op->x; 1339 if (!xy_normalise (newmap, op->x, op->y))
1341 y = op->y; 1340 {
1341 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1342 return 0;
1343 }
1344
1345 if (object *more = op->more)
1346 if (!insert_ob_in_map (more, m, originator, flag))
1347 return 0;
1348
1349 op->flag [FLAG_REMOVED] = false;
1350 op->env = 0;
1351 op->map = newmap;
1352
1353 mapspace &ms = op->ms ();
1342 1354
1343 /* this has to be done after we translate the coordinates. 1355 /* this has to be done after we translate the coordinates.
1344 */ 1356 */
1345 if (op->nrof && !(flag & INS_NO_MERGE)) 1357 if (op->nrof && !(flag & INS_NO_MERGE))
1346 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1358 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1347 if (object::can_merge (op, tmp)) 1359 if (object::can_merge (op, tmp))
1348 { 1360 {
1361 // TODO: we actually want to update tmp, not op,
1362 // but some caller surely breaks when we return tmp
1363 // from here :/
1349 op->nrof += tmp->nrof; 1364 op->nrof += tmp->nrof;
1350 tmp->destroy (); 1365 tmp->destroy ();
1351 } 1366 }
1352 1367
1353 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1368 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1362 { 1377 {
1363 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1378 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1364 abort (); 1379 abort ();
1365 } 1380 }
1366 1381
1382 if (!originator->is_on_map ())
1383 {
1384 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1385 op->debug_desc (), originator->debug_desc ());
1386 abort ();
1387 }
1388
1367 op->above = originator; 1389 op->above = originator;
1368 op->below = originator->below; 1390 op->below = originator->below;
1369
1370 if (op->below)
1371 op->below->above = op;
1372 else
1373 SET_MAP_OB (op->map, op->x, op->y, op);
1374
1375 /* since *below* originator, no need to update top */
1376 originator->below = op; 1391 originator->below = op;
1392
1393 *(op->below ? &op->below->above : &ms.bot) = op;
1377 } 1394 }
1378 else 1395 else
1379 { 1396 {
1397 object *floor = 0;
1398 object *top = ms.top;
1399
1380 /* If there are other objects, then */ 1400 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1401 if (top)
1382 { 1402 {
1383 object *last = NULL;
1384
1385 /* 1403 /*
1386 * If there are multiple objects on this space, we do some trickier handling. 1404 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate. 1405 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if 1406 * Generally, we want to put the new object on top. But if
1389 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1407 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1392 * once we get to them. This reduces the need to traverse over all of 1410 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time 1411 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed 1412 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects. 1413 * that flying non pickable objects are spell objects.
1396 */ 1414 */
1397 1415 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1398 while (top != NULL)
1399 { 1416 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1417 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1401 floor = top; 1418 floor = tmp;
1402 1419
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1420 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1404 { 1421 {
1405 /* We insert above top, so we want this object below this */ 1422 /* We insert above top, so we want this object below this */
1406 top = top->below; 1423 top = tmp->below;
1407 break; 1424 break;
1408 } 1425 }
1409 1426
1410 last = top;
1411 top = top->above; 1427 top = tmp;
1412 } 1428 }
1413
1414 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last;
1416 1429
1417 /* We let update_position deal with figuring out what the space 1430 /* We let update_position deal with figuring out what the space
1418 * looks like instead of lots of conditions here. 1431 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result. 1432 * makes things faster, and effectively the same result.
1420 */ 1433 */
1421 1434
1422 /* Have object 'fall below' other objects that block view. 1435 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66 1436 * Unless those objects are exits.
1424 * If INS_ON_TOP is used, don't do this processing 1437 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1438 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1439 * stacking is a bit odd.
1427 */ 1440 */
1428 if (!(flag & INS_ON_TOP) && 1441 if (!(flag & INS_ON_TOP)
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1442 && ms.flags () & P_BLOCKSVIEW
1443 && (op->face && !faces [op->face].visibility))
1430 { 1444 {
1445 object *last;
1446
1431 for (last = top; last != floor; last = last->below) 1447 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1448 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1449 break;
1450
1434 /* Check to see if we found the object that blocks view, 1451 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that 1452 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we 1453 * we can get inserted below this one, which requires we
1437 * set top to the object below us. 1454 * set top to the object below us.
1438 */ 1455 */
1439 if (last && last->below && last != floor) 1456 if (last && last->below && last != floor)
1440 top = last->below; 1457 top = last->below;
1441 } 1458 }
1442 } /* If objects on this space */ 1459 } /* If objects on this space */
1443 1460
1444 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y);
1446
1447 if (flag & INS_ABOVE_FLOOR_ONLY) 1461 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor; 1462 top = floor;
1449 1463
1450 /* Top is the object that our object (op) is going to get inserted above. 1464 // insert object above top, or bottom-most if top = 0
1451 */
1452
1453 /* First object on this space */
1454 if (!top) 1465 if (!top)
1455 { 1466 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y);
1457
1458 if (op->above)
1459 op->above->below = op;
1460
1461 op->below = NULL; 1467 op->below = 0;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1468 op->above = ms.bot;
1469 ms.bot = op;
1470
1471 *(op->above ? &op->above->below : &ms.top) = op;
1463 } 1472 }
1464 else 1473 else
1465 { /* get inserted into the stack above top */ 1474 {
1466 op->above = top->above; 1475 op->above = top->above;
1467
1468 if (op->above)
1469 op->above->below = op; 1476 top->above = op;
1470 1477
1471 op->below = top; 1478 op->below = top;
1472 top->above = op; 1479 *(op->above ? &op->above->below : &ms.top) = op;
1473 } 1480 }
1481 }
1474 1482
1475 if (op->above == NULL) 1483 if (op->is_player ())
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1484 {
1477 } /* else not INS_BELOW_ORIGINATOR */
1478
1479 if (op->type == PLAYER)
1480 op->contr->do_los = 1; 1485 op->contr->do_los = 1;
1486 ++op->map->players;
1487 op->map->touch ();
1488 }
1481 1489
1482 /* If we have a floor, we know the player, if any, will be above 1490 op->map->dirty = true;
1483 * it, so save a few ticks and start from there. 1491
1484 */ 1492 if (object *pl = ms.player ())
1485 if (!(flag & INS_MAP_LOAD)) 1493 //TODO: the floorbox prev/next might need updating
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1494 //esrv_send_item (pl, op);
1487 if (tmp->type == PLAYER) 1495 //TODO: update floorbox to preserve ordering
1496 if (pl->contr->ns)
1488 tmp->contr->socket->floorbox_update (); 1497 pl->contr->ns->floorbox_update ();
1489 1498
1490 /* If this object glows, it may affect lighting conditions that are 1499 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1500 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players 1501 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well 1502 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way - 1503 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range, 1504 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1505 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1506 * of effect may be sufficient.
1498 */ 1507 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1508 if (op->affects_los ())
1509 {
1510 op->ms ().invalidate ();
1500 update_all_los (op->map, op->x, op->y); 1511 update_all_los (op->map, op->x, op->y);
1512 }
1501 1513
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1514 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1515 update_object (op, UP_OBJ_INSERT);
1516
1517 INVOKE_OBJECT (INSERT, op);
1504 1518
1505 /* Don't know if moving this to the end will break anything. However, 1519 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have floorbox_update called before calling this. 1520 * we want to have floorbox_update called before calling this.
1507 * 1521 *
1508 * check_move_on() must be after this because code called from 1522 * check_move_on() must be after this because code called from
1510 * blocked() and wall() work properly), and these flags are updated by 1524 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1525 * update_object().
1512 */ 1526 */
1513 1527
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1528 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1529 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1516 { 1530 {
1517 if (check_move_on (op, originator)) 1531 if (check_move_on (op, originator))
1518 return NULL; 1532 return 0;
1519 1533
1520 /* If we are a multi part object, lets work our way through the check 1534 /* If we are a multi part object, lets work our way through the check
1521 * walk on's. 1535 * walk on's.
1522 */ 1536 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1537 for (object *tmp = op->more; tmp; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1538 if (check_move_on (tmp, originator))
1525 return NULL; 1539 return 0;
1526 } 1540 }
1527 1541
1528 return op; 1542 return op;
1529} 1543}
1530 1544
1531/* this function inserts an object in the map, but if it 1545/* this function inserts an object in the map, but if it
1532 * finds an object of its own type, it'll remove that one first. 1546 * finds an object of its own type, it'll remove that one first.
1533 * op is the object to insert it under: supplies x and the map. 1547 * op is the object to insert it under: supplies x and the map.
1534 */ 1548 */
1535void 1549void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1550replace_insert_ob_in_map (shstr_tmp archname, object *op)
1537{ 1551{
1538 object *
1539 tmp;
1540 object *
1541 tmp1;
1542
1543 /* first search for itself and remove any old instances */ 1552 /* first search for itself and remove any old instances */
1544 1553
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1554 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1555 if (tmp->arch->archname == archname) /* same archetype */
1547 tmp->destroy (); 1556 tmp->destroy ();
1548 1557
1549 tmp1 = arch_to_object (archetype::find (arch_string)); 1558 object *tmp = archetype::find (archname)->instance ();
1550 1559
1551 tmp1->x = op->x; 1560 tmp->x = op->x;
1552 tmp1->y = op->y; 1561 tmp->y = op->y;
1562
1553 insert_ob_in_map (tmp1, op->map, op, 0); 1563 insert_ob_in_map (tmp, op->map, op, 0);
1554} 1564}
1555
1556/*
1557 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1558 * is returned contains nr objects, and the remaining parts contains
1559 * the rest (or is removed and freed if that number is 0).
1560 * On failure, NULL is returned, and the reason put into the
1561 * global static errmsg array.
1562 */
1563 1565
1564object * 1566object *
1565get_split_ob (object *orig_ob, uint32 nr) 1567object::insert_at (object *where, object *originator, int flags)
1566{ 1568{
1567 object *newob; 1569 if (where->env)
1568 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1570 return where->env->insert (this);
1569 1571 else
1570 if (orig_ob->nrof < nr) 1572 return where->map->insert (this, where->x, where->y, originator, flags);
1571 {
1572 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1573 return NULL;
1574 }
1575
1576 newob = object_create_clone (orig_ob);
1577
1578 if ((orig_ob->nrof -= nr) < 1)
1579 orig_ob->destroy (1);
1580 else if (!is_removed)
1581 {
1582 if (orig_ob->env != NULL)
1583 sub_weight (orig_ob->env, orig_ob->weight * nr);
1584 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1585 {
1586 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1587 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1588 return NULL;
1589 }
1590 }
1591
1592 newob->nrof = nr;
1593
1594 return newob;
1595} 1573}
1596 1574
1575// check whether we can put this into the map, respect max_volume, max_items
1576bool
1577object::can_drop_at (maptile *m, int x, int y, object *originator)
1578{
1579 mapspace &ms = m->at (x, y);
1580
1581 int items = ms.items ();
1582
1583 if (!items // testing !items ensures we can drop at least one item
1584 || (items < m->max_items
1585 && ms.volume () < m->max_volume))
1586 return true;
1587
1588 if (originator && originator->is_player ())
1589 originator->contr->failmsg (format (
1590 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1591 query_name ()
1592 ));
1593
1594 return false;
1595}
1596
1597/* 1597/*
1598 * decrease_ob_nr(object, number) decreases a specified number from 1598 * decrease(object, number) decreases a specified number from
1599 * the amount of an object. If the amount reaches 0, the object 1599 * the amount of an object. If the amount reaches 0, the object
1600 * is subsequently removed and freed. 1600 * is subsequently removed and freed.
1601 * 1601 *
1602 * Return value: 'op' if something is left, NULL if the amount reached 0 1602 * Return value: 'op' if something is left, NULL if the amount reached 0
1603 */ 1603 */
1604bool
1605object::decrease (sint32 nr)
1606{
1607 if (!nr)
1608 return true;
1604 1609
1610 nr = min (nr, nrof);
1611
1612 if (nrof > nr)
1613 {
1614 nrof -= nr;
1615 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1616
1617 if (object *pl = visible_to ())
1618 esrv_update_item (UPD_NROF, pl, this);
1619
1620 return true;
1621 }
1622 else
1623 {
1624 destroy ();
1625 return false;
1626 }
1627}
1628
1629/*
1630 * split(ob,nr) splits up ob into two parts. The part which
1631 * is returned contains nr objects, and the remaining parts contains
1632 * the rest (or is removed and returned if that number is 0).
1633 * On failure, NULL is returned.
1634 */
1605object * 1635object *
1606decrease_ob_nr (object *op, uint32 i) 1636object::split (sint32 nr)
1607{ 1637{
1608 object *tmp; 1638 int have = number_of ();
1609 player *pl;
1610 1639
1611 if (i == 0) /* objects with op->nrof require this check */ 1640 if (have < nr)
1612 return op; 1641 return 0;
1613 1642 else if (have == nr)
1614 if (i > op->nrof)
1615 i = op->nrof;
1616
1617 if (QUERY_FLAG (op, FLAG_REMOVED))
1618 op->nrof -= i;
1619 else if (op->env)
1620 { 1643 {
1621 /* is this object in the players inventory, or sub container
1622 * therein?
1623 */
1624 tmp = is_player_inv (op->env);
1625 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player.
1630 */
1631 if (!tmp)
1632 {
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env)
1635 {
1636 tmp = pl->ob;
1637 break;
1638 }
1639 }
1640
1641 if (i < op->nrof)
1642 {
1643 sub_weight (op->env, op->weight * i);
1644 op->nrof -= i;
1645 if (tmp)
1646 esrv_send_item (tmp, op);
1647 }
1648 else
1649 {
1650 op->remove (); 1644 remove ();
1651 op->nrof = 0; 1645 return this;
1652 if (tmp)
1653 esrv_del_item (tmp->contr, op->count);
1654 }
1655 } 1646 }
1656 else 1647 else
1657 { 1648 {
1658 object *above = op->above; 1649 decrease (nr);
1659 1650
1660 if (i < op->nrof) 1651 object *op = deep_clone ();
1661 op->nrof -= i; 1652 op->nrof = nr;
1662 else
1663 {
1664 op->remove ();
1665 op->nrof = 0;
1666 }
1667
1668 /* Since we just removed op, op->above is null */
1669 for (tmp = above; tmp; tmp = tmp->above)
1670 if (tmp->type == PLAYER)
1671 {
1672 if (op->nrof)
1673 esrv_send_item (tmp, op);
1674 else
1675 esrv_del_item (tmp->contr, op->count);
1676 }
1677 }
1678
1679 if (op->nrof)
1680 return op; 1653 return op;
1681 else
1682 {
1683 op->destroy ();
1684 return 0;
1685 }
1686}
1687
1688/*
1689 * add_weight(object, weight) adds the specified weight to an object,
1690 * and also updates how much the environment(s) is/are carrying.
1691 */
1692
1693void
1694add_weight (object *op, signed long weight)
1695{
1696 while (op != NULL)
1697 {
1698 if (op->type == CONTAINER)
1699 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1700
1701 op->carrying += weight;
1702 op = op->env;
1703 } 1654 }
1704} 1655}
1705 1656
1706object * 1657object *
1707insert_ob_in_ob (object *op, object *where) 1658insert_ob_in_ob (object *op, object *where)
1712 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1663 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1713 free (dump); 1664 free (dump);
1714 return op; 1665 return op;
1715 } 1666 }
1716 1667
1717 if (where->head) 1668 if (where->head_ () != where)
1718 { 1669 {
1719 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1670 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1720 where = where->head; 1671 where = where->head;
1721 } 1672 }
1722 1673
1723 return where->insert (op); 1674 return where->insert (op);
1724} 1675}
1729 * inside the object environment. 1680 * inside the object environment.
1730 * 1681 *
1731 * The function returns now pointer to inserted item, and return value can 1682 * The function returns now pointer to inserted item, and return value can
1732 * be != op, if items are merged. -Tero 1683 * be != op, if items are merged. -Tero
1733 */ 1684 */
1734
1735object * 1685object *
1736object::insert (object *op) 1686object::insert (object *op)
1737{ 1687{
1738 object *tmp, *otmp;
1739
1740 if (!QUERY_FLAG (op, FLAG_REMOVED))
1741 op->remove ();
1742
1743 if (op->more) 1688 if (op->more)
1744 { 1689 {
1745 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1690 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1746 return op; 1691 return op;
1747 } 1692 }
1748 1693
1749 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1694 op->remove ();
1750 CLEAR_FLAG (op, FLAG_REMOVED); 1695
1696 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1697
1751 if (op->nrof) 1698 if (op->nrof)
1752 {
1753 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1699 for (object *tmp = inv; tmp; tmp = tmp->below)
1754 if (object::can_merge (tmp, op)) 1700 if (object::can_merge (tmp, op))
1755 { 1701 {
1756 /* return the original object and remove inserted object 1702 /* return the original object and remove inserted object
1757 (client needs the original object) */ 1703 (client needs the original object) */
1758 tmp->nrof += op->nrof; 1704 tmp->nrof += op->nrof;
1759 /* Weight handling gets pretty funky. Since we are adding to 1705
1760 * tmp->nrof, we need to increase the weight. 1706 if (object *pl = tmp->visible_to ())
1761 */ 1707 esrv_update_item (UPD_NROF, pl, tmp);
1708
1762 add_weight (this, op->weight * op->nrof); 1709 adjust_weight (this, op->total_weight ());
1763 SET_FLAG (op, FLAG_REMOVED); 1710
1764 op->destroy (); /* free the inserted object */ 1711 op->destroy ();
1765 op = tmp; 1712 op = tmp;
1766 op->remove (); /* and fix old object's links */ 1713 goto inserted;
1767 CLEAR_FLAG (op, FLAG_REMOVED);
1768 break;
1769 } 1714 }
1770 1715
1771 /* I assume combined objects have no inventory 1716 op->owner = 0; // it's his/hers now. period.
1772 * We add the weight - this object could have just been removed
1773 * (if it was possible to merge). calling remove_ob will subtract
1774 * the weight, so we need to add it in again, since we actually do
1775 * the linking below
1776 */
1777 add_weight (this, op->weight * op->nrof);
1778 }
1779 else
1780 add_weight (this, (op->weight + op->carrying));
1781
1782 otmp = is_player_inv (this);
1783 if (otmp && otmp->contr)
1784 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1785 fix_player (otmp);
1786
1787 op->map = NULL; 1717 op->map = 0;
1718 op->x = 0;
1719 op->y = 0;
1720
1721 op->above = 0;
1722 op->below = inv;
1788 op->env = this; 1723 op->env = this;
1789 op->above = NULL;
1790 op->below = NULL;
1791 op->x = 0, op->y = 0;
1792 1724
1725 if (inv)
1726 inv->above = op;
1727
1728 inv = op;
1729
1730 op->flag [FLAG_REMOVED] = 0;
1731
1732 if (object *pl = op->visible_to ())
1733 esrv_send_item (pl, op);
1734
1735 adjust_weight (this, op->total_weight ());
1736
1737inserted:
1793 /* reset the light list and los of the players on the map */ 1738 /* reset the light list and los of the players on the map */
1794 if ((op->glow_radius != 0) && map) 1739 if (op->glow_radius && is_on_map ())
1795 { 1740 {
1796#ifdef DEBUG_LIGHTS 1741 update_stats ();
1797 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1798#endif /* DEBUG_LIGHTS */
1799 if (MAP_DARKNESS (map))
1800 update_all_los (map, x, y); 1742 update_all_los (map, x, y);
1801 }
1802
1803 /* Client has no idea of ordering so lets not bother ordering it here.
1804 * It sure simplifies this function...
1805 */
1806 if (!inv)
1807 inv = op;
1808 else
1809 { 1743 }
1810 op->below = inv; 1744 else if (is_player ())
1811 op->below->above = op; 1745 // if this is a player's inventory, update stats
1812 inv = op; 1746 contr->queue_stats_update ();
1813 } 1747
1748 INVOKE_OBJECT (INSERT, this);
1814 1749
1815 return op; 1750 return op;
1816} 1751}
1817 1752
1818/* 1753/*
1833 * 1768 *
1834 * MSW 2001-07-08: Check all objects on space, not just those below 1769 * MSW 2001-07-08: Check all objects on space, not just those below
1835 * object being inserted. insert_ob_in_map may not put new objects 1770 * object being inserted. insert_ob_in_map may not put new objects
1836 * on top. 1771 * on top.
1837 */ 1772 */
1838
1839int 1773int
1840check_move_on (object *op, object *originator) 1774check_move_on (object *op, object *originator)
1841{ 1775{
1776 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1777 return 0;
1778
1842 object *tmp; 1779 object *tmp;
1843 maptile *m = op->map; 1780 maptile *m = op->map;
1844 int x = op->x, y = op->y; 1781 int x = op->x, y = op->y;
1845 1782
1846 MoveType move_on, move_slow, move_block; 1783 mapspace &ms = m->at (x, y);
1847 1784
1848 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1785 ms.update ();
1849 return 0;
1850 1786
1851 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1787 MoveType move_on = ms.move_on;
1852 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1788 MoveType move_slow = ms.move_slow;
1853 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1789 MoveType move_block = ms.move_block;
1854 1790
1855 /* if nothing on this space will slow op down or be applied, 1791 /* if nothing on this space will slow op down or be applied,
1856 * no need to do checking below. have to make sure move_type 1792 * no need to do checking below. have to make sure move_type
1857 * is set, as lots of objects don't have it set - we treat that 1793 * is set, as lots of objects don't have it set - we treat that
1858 * as walking. 1794 * as walking.
1869 return 0; 1805 return 0;
1870 1806
1871 /* The objects have to be checked from top to bottom. 1807 /* The objects have to be checked from top to bottom.
1872 * Hence, we first go to the top: 1808 * Hence, we first go to the top:
1873 */ 1809 */
1874 1810 for (object *next, *tmp = ms.top; tmp; tmp = next)
1875 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1876 {
1877 /* Trim the search when we find the first other spell effect
1878 * this helps performance so that if a space has 50 spell objects,
1879 * we don't need to check all of them.
1880 */
1881 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1882 break;
1883 } 1811 {
1812 next = tmp->below;
1884 1813
1885 for (; tmp; tmp = tmp->below)
1886 {
1887 if (tmp == op) 1814 if (tmp == op)
1888 continue; /* Can't apply yourself */ 1815 continue; /* Can't apply yourself */
1889 1816
1890 /* Check to see if one of the movement types should be slowed down. 1817 /* Check to see if one of the movement types should be slowed down.
1891 * Second check makes sure that the movement types not being slowed 1818 * Second check makes sure that the movement types not being slowed
1896 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1823 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1897 { 1824 {
1898 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1825 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1899 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1826 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1900 { 1827 {
1901
1902 float
1903 diff = tmp->move_slow_penalty * FABS (op->speed); 1828 float diff = tmp->move_slow_penalty * fabs (op->speed);
1904 1829
1905 if (op->type == PLAYER) 1830 if (op->is_player ())
1906 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1831 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1907 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1832 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1908 diff /= 4.0; 1833 diff /= 4.0;
1909 1834
1910 op->speed_left -= diff; 1835 op->speed_left -= diff;
1911 } 1836 }
1912 } 1837 }
1935/* 1860/*
1936 * present_arch(arch, map, x, y) searches for any objects with 1861 * present_arch(arch, map, x, y) searches for any objects with
1937 * a matching archetype at the given map and coordinates. 1862 * a matching archetype at the given map and coordinates.
1938 * The first matching object is returned, or NULL if none. 1863 * The first matching object is returned, or NULL if none.
1939 */ 1864 */
1940
1941object * 1865object *
1942present_arch (const archetype *at, maptile *m, int x, int y) 1866present_arch (const archetype *at, maptile *m, int x, int y)
1943{ 1867{
1944 object *
1945 tmp;
1946
1947 if (m == NULL || out_of_map (m, x, y)) 1868 if (!m || out_of_map (m, x, y))
1948 { 1869 {
1949 LOG (llevError, "Present_arch called outside map.\n"); 1870 LOG (llevError, "Present_arch called outside map.\n");
1950 return NULL; 1871 return NULL;
1951 } 1872 }
1952 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1873
1953 if (tmp->arch == at) 1874 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1875 if (tmp->arch->archname == at->archname)
1954 return tmp; 1876 return tmp;
1877
1955 return NULL; 1878 return NULL;
1956} 1879}
1957 1880
1958/* 1881/*
1959 * present(type, map, x, y) searches for any objects with 1882 * present(type, map, x, y) searches for any objects with
1960 * a matching type variable at the given map and coordinates. 1883 * a matching type variable at the given map and coordinates.
1961 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
1962 */ 1885 */
1963
1964object * 1886object *
1965present (unsigned char type, maptile *m, int x, int y) 1887present (unsigned char type, maptile *m, int x, int y)
1966{ 1888{
1967 object *
1968 tmp;
1969
1970 if (out_of_map (m, x, y)) 1889 if (out_of_map (m, x, y))
1971 { 1890 {
1972 LOG (llevError, "Present called outside map.\n"); 1891 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 1892 return NULL;
1974 } 1893 }
1975 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1894
1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1976 if (tmp->type == type) 1896 if (tmp->type == type)
1977 return tmp; 1897 return tmp;
1898
1978 return NULL; 1899 return NULL;
1979} 1900}
1980 1901
1981/* 1902/*
1982 * present_in_ob(type, object) searches for any objects with 1903 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 1904 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 1905 * The first matching object is returned, or NULL if none.
1985 */ 1906 */
1986
1987object * 1907object *
1988present_in_ob (unsigned char type, const object *op) 1908present_in_ob (unsigned char type, const object *op)
1989{ 1909{
1990 object *
1991 tmp;
1992
1993 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1910 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1994 if (tmp->type == type) 1911 if (tmp->type == type)
1995 return tmp; 1912 return tmp;
1913
1996 return NULL; 1914 return NULL;
1997} 1915}
1998 1916
1999/* 1917/*
2000 * present_in_ob (type, str, object) searches for any objects with 1918 * present_in_ob (type, str, object) searches for any objects with
2008 * str is the string to match against. Note that we match against 1926 * str is the string to match against. Note that we match against
2009 * the object name, not the archetype name. this is so that the 1927 * the object name, not the archetype name. this is so that the
2010 * spell code can use one object type (force), but change it's name 1928 * spell code can use one object type (force), but change it's name
2011 * to be unique. 1929 * to be unique.
2012 */ 1930 */
2013
2014object * 1931object *
2015present_in_ob_by_name (int type, const char *str, const object *op) 1932present_in_ob_by_name (int type, const char *str, const object *op)
2016{ 1933{
2017 object *
2018 tmp;
2019
2020 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1934 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2021 {
2022 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1935 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2023 return tmp; 1936 return tmp;
2024 } 1937
2025 return NULL; 1938 return 0;
2026} 1939}
2027 1940
2028/* 1941/*
2029 * present_arch_in_ob(archetype, object) searches for any objects with 1942 * present_arch_in_ob(archetype, object) searches for any objects with
2030 * a matching archetype in the inventory of the given object. 1943 * a matching archetype in the inventory of the given object.
2031 * The first matching object is returned, or NULL if none. 1944 * The first matching object is returned, or NULL if none.
2032 */ 1945 */
2033
2034object * 1946object *
2035present_arch_in_ob (const archetype *at, const object *op) 1947present_arch_in_ob (const archetype *at, const object *op)
2036{ 1948{
2037 object *
2038 tmp;
2039
2040 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2041 if (tmp->arch == at) 1950 if (tmp->arch->archname == at->archname)
2042 return tmp; 1951 return tmp;
1952
2043 return NULL; 1953 return NULL;
2044} 1954}
2045 1955
2046/* 1956/*
2047 * activate recursively a flag on an object inventory 1957 * activate recursively a flag on an object inventory
2048 */ 1958 */
2049void 1959void
2050flag_inv (object *op, int flag) 1960flag_inv (object *op, int flag)
2051{ 1961{
2052 object *
2053 tmp;
2054
2055 if (op->inv)
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2057 { 1963 {
2058 SET_FLAG (tmp, flag); 1964 SET_FLAG (tmp, flag);
2059 flag_inv (tmp, flag); 1965 flag_inv (tmp, flag);
2060 } 1966 }
2061} /* 1967}
1968
1969/*
2062 * desactivate recursively a flag on an object inventory 1970 * deactivate recursively a flag on an object inventory
2063 */ 1971 */
2064void 1972void
2065unflag_inv (object *op, int flag) 1973unflag_inv (object *op, int flag)
2066{ 1974{
2067 object *
2068 tmp;
2069
2070 if (op->inv)
2071 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1975 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2072 { 1976 {
2073 CLEAR_FLAG (tmp, flag); 1977 CLEAR_FLAG (tmp, flag);
2074 unflag_inv (tmp, flag); 1978 unflag_inv (tmp, flag);
2075 } 1979 }
2076}
2077
2078/*
2079 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2080 * all it's inventory (recursively).
2081 * If checksums are used, a player will get set_cheat called for
2082 * him/her-self and all object carried by a call to this function.
2083 */
2084
2085void
2086set_cheat (object *op)
2087{
2088 SET_FLAG (op, FLAG_WAS_WIZ);
2089 flag_inv (op, FLAG_WAS_WIZ);
2090} 1980}
2091 1981
2092/* 1982/*
2093 * find_free_spot(object, map, x, y, start, stop) will search for 1983 * find_free_spot(object, map, x, y, start, stop) will search for
2094 * a spot at the given map and coordinates which will be able to contain 1984 * a spot at the given map and coordinates which will be able to contain
2096 * to search (see the freearr_x/y[] definition). 1986 * to search (see the freearr_x/y[] definition).
2097 * It returns a random choice among the alternatives found. 1987 * It returns a random choice among the alternatives found.
2098 * start and stop are where to start relative to the free_arr array (1,9 1988 * start and stop are where to start relative to the free_arr array (1,9
2099 * does all 4 immediate directions). This returns the index into the 1989 * does all 4 immediate directions). This returns the index into the
2100 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1990 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2101 * Note - this only checks to see if there is space for the head of the
2102 * object - if it is a multispace object, this should be called for all
2103 * pieces.
2104 * Note2: This function does correctly handle tiled maps, but does not 1991 * Note: This function does correctly handle tiled maps, but does not
2105 * inform the caller. However, insert_ob_in_map will update as 1992 * inform the caller. However, insert_ob_in_map will update as
2106 * necessary, so the caller shouldn't need to do any special work. 1993 * necessary, so the caller shouldn't need to do any special work.
2107 * Note - updated to take an object instead of archetype - this is necessary 1994 * Note - updated to take an object instead of archetype - this is necessary
2108 * because arch_blocked (now ob_blocked) needs to know the movement type 1995 * because arch_blocked (now ob_blocked) needs to know the movement type
2109 * to know if the space in question will block the object. We can't use 1996 * to know if the space in question will block the object. We can't use
2110 * the archetype because that isn't correct if the monster has been 1997 * the archetype because that isn't correct if the monster has been
2111 * customized, changed states, etc. 1998 * customized, changed states, etc.
2112 */ 1999 */
2113
2114int 2000int
2115find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2116{ 2002{
2117 int
2118 i,
2119 index = 0, flag;
2120 static int
2121 altern[SIZEOFFREE]; 2003 int altern[SIZEOFFREE];
2004 int index = 0, flag;
2122 2005
2123 for (i = start; i < stop; i++) 2006 for (int i = start; i < stop; i++)
2124 { 2007 {
2125 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2008 mapxy pos (m, x, y); pos.move (i);
2126 if (!flag) 2009
2010 if (!pos.normalise ())
2011 continue;
2012
2013 mapspace &ms = *pos;
2014
2015 if (ms.flags () & P_IS_ALIVE)
2016 continue;
2017
2018 /* However, often
2019 * ob doesn't have any move type (when used to place exits)
2020 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2021 */
2022 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2023 {
2127 altern[index++] = i; 2024 altern [index++] = i;
2025 continue;
2026 }
2128 2027
2129 /* Basically, if we find a wall on a space, we cut down the search size. 2028 /* Basically, if we find a wall on a space, we cut down the search size.
2130 * In this way, we won't return spaces that are on another side of a wall. 2029 * In this way, we won't return spaces that are on another side of a wall.
2131 * This mostly work, but it cuts down the search size in all directions - 2030 * This mostly work, but it cuts down the search size in all directions -
2132 * if the space being examined only has a wall to the north and empty 2031 * if the space being examined only has a wall to the north and empty
2133 * spaces in all the other directions, this will reduce the search space 2032 * spaces in all the other directions, this will reduce the search space
2134 * to only the spaces immediately surrounding the target area, and 2033 * to only the spaces immediately surrounding the target area, and
2135 * won't look 2 spaces south of the target space. 2034 * won't look 2 spaces south of the target space.
2136 */ 2035 */
2137 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2036 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2037 {
2138 stop = maxfree[i]; 2038 stop = maxfree[i];
2039 continue;
2040 }
2041
2042 /* Note it is intentional that we check ob - the movement type of the
2043 * head of the object should correspond for the entire object.
2044 */
2045 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2046 continue;
2047
2048 if (ob->blocked (pos.m, pos.x, pos.y))
2049 continue;
2050
2051 altern [index++] = i;
2139 } 2052 }
2053
2140 if (!index) 2054 if (!index)
2141 return -1; 2055 return -1;
2056
2142 return altern[RANDOM () % index]; 2057 return altern [rndm (index)];
2143} 2058}
2144 2059
2145/* 2060/*
2146 * find_first_free_spot(archetype, maptile, x, y) works like 2061 * find_first_free_spot(archetype, maptile, x, y) works like
2147 * find_free_spot(), but it will search max number of squares. 2062 * find_free_spot(), but it will search max number of squares.
2148 * But it will return the first available spot, not a random choice. 2063 * But it will return the first available spot, not a random choice.
2149 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2064 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2150 */ 2065 */
2151
2152int 2066int
2153find_first_free_spot (const object *ob, maptile *m, int x, int y) 2067find_first_free_spot (const object *ob, maptile *m, int x, int y)
2154{ 2068{
2155 int
2156 i;
2157
2158 for (i = 0; i < SIZEOFFREE; i++) 2069 for (int i = 0; i < SIZEOFFREE; i++)
2159 {
2160 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2070 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2161 return i; 2071 return i;
2162 } 2072
2163 return -1; 2073 return -1;
2164} 2074}
2165 2075
2166/* 2076/*
2167 * The function permute(arr, begin, end) randomly reorders the array 2077 * The function permute(arr, begin, end) randomly reorders the array
2168 * arr[begin..end-1]. 2078 * arr[begin..end-1].
2079 * now uses a fisher-yates shuffle, old permute was broken
2169 */ 2080 */
2170static void 2081static void
2171permute (int *arr, int begin, int end) 2082permute (int *arr, int begin, int end)
2172{ 2083{
2173 int 2084 arr += begin;
2174 i,
2175 j,
2176 tmp,
2177 len;
2178
2179 len = end - begin; 2085 end -= begin;
2180 for (i = begin; i < end; i++)
2181 {
2182 j = begin + RANDOM () % len;
2183 2086
2184 tmp = arr[i]; 2087 while (--end)
2185 arr[i] = arr[j]; 2088 swap (arr [end], arr [rndm (end + 1)]);
2186 arr[j] = tmp;
2187 }
2188} 2089}
2189 2090
2190/* new function to make monster searching more efficient, and effective! 2091/* new function to make monster searching more efficient, and effective!
2191 * This basically returns a randomized array (in the passed pointer) of 2092 * This basically returns a randomized array (in the passed pointer) of
2192 * the spaces to find monsters. In this way, it won't always look for 2093 * the spaces to find monsters. In this way, it won't always look for
2195 * the 3x3 area will be searched, just not in a predictable order. 2096 * the 3x3 area will be searched, just not in a predictable order.
2196 */ 2097 */
2197void 2098void
2198get_search_arr (int *search_arr) 2099get_search_arr (int *search_arr)
2199{ 2100{
2200 int 2101 int i;
2201 i;
2202 2102
2203 for (i = 0; i < SIZEOFFREE; i++) 2103 for (i = 0; i < SIZEOFFREE; i++)
2204 {
2205 search_arr[i] = i; 2104 search_arr[i] = i;
2206 }
2207 2105
2208 permute (search_arr, 1, SIZEOFFREE1 + 1); 2106 permute (search_arr, 1, SIZEOFFREE1 + 1);
2209 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2107 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2210 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2108 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2211} 2109}
2220 * Perhaps incorrectly, but I'm making the assumption that exclude 2118 * Perhaps incorrectly, but I'm making the assumption that exclude
2221 * is actually want is going to try and move there. We need this info 2119 * is actually want is going to try and move there. We need this info
2222 * because we have to know what movement the thing looking to move 2120 * because we have to know what movement the thing looking to move
2223 * there is capable of. 2121 * there is capable of.
2224 */ 2122 */
2225
2226int 2123int
2227find_dir (maptile *m, int x, int y, object *exclude) 2124find_dir (maptile *m, int x, int y, object *exclude)
2228{ 2125{
2229 int
2230 i,
2231 max = SIZEOFFREE, mflags; 2126 int max = SIZEOFFREE, mflags;
2232
2233 sint16 nx, ny;
2234 object *
2235 tmp;
2236 maptile *
2237 mp;
2238
2239 MoveType blocked, move_type; 2127 MoveType move_type;
2240 2128
2241 if (exclude && exclude->head) 2129 if (exclude && exclude->head_ () != exclude)
2242 { 2130 {
2243 exclude = exclude->head; 2131 exclude = exclude->head;
2244 move_type = exclude->move_type; 2132 move_type = exclude->move_type;
2245 } 2133 }
2246 else 2134 else
2247 { 2135 {
2248 /* If we don't have anything, presume it can use all movement types. */ 2136 /* If we don't have anything, presume it can use all movement types. */
2249 move_type = MOVE_ALL; 2137 move_type = MOVE_ALL;
2250 } 2138 }
2251 2139
2252 for (i = 1; i < max; i++) 2140 for (int i = 1; i < max; i++)
2253 { 2141 {
2254 mp = m; 2142 mapxy pos (m, x, y);
2255 nx = x + freearr_x[i]; 2143 pos.move (i);
2256 ny = y + freearr_y[i];
2257 2144
2258 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2145 if (!pos.normalise ())
2259 if (mflags & P_OUT_OF_MAP)
2260 {
2261 max = maxfree[i]; 2146 max = maxfree[i];
2262 }
2263 else 2147 else
2264 { 2148 {
2265 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2149 mapspace &ms = *pos;
2266 2150
2267 if ((move_type & blocked) == move_type) 2151 if ((move_type & ms.move_block) == move_type)
2152 max = maxfree [i];
2153 else if (ms.flags () & P_IS_ALIVE)
2268 { 2154 {
2269 max = maxfree[i]; 2155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2270 } 2156 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2271 else if (mflags & P_IS_ALIVE) 2157 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2272 {
2273 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2274 {
2275 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2276 {
2277 break;
2278 }
2279 }
2280 if (tmp)
2281 {
2282 return freedir[i]; 2158 return freedir [i];
2283 }
2284 } 2159 }
2285 } 2160 }
2286 } 2161 }
2162
2287 return 0; 2163 return 0;
2288} 2164}
2289 2165
2290/* 2166/*
2291 * distance(object 1, object 2) will return the square of the 2167 * distance(object 1, object 2) will return the square of the
2292 * distance between the two given objects. 2168 * distance between the two given objects.
2293 */ 2169 */
2294
2295int 2170int
2296distance (const object *ob1, const object *ob2) 2171distance (const object *ob1, const object *ob2)
2297{ 2172{
2298 int
2299 i;
2300
2301 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2173 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2302 return i;
2303} 2174}
2304 2175
2305/* 2176/*
2306 * find_dir_2(delta-x,delta-y) will return a direction in which 2177 * find_dir_2(delta-x,delta-y) will return a direction in which
2307 * an object which has subtracted the x and y coordinates of another 2178 * an object which has subtracted the x and y coordinates of another
2308 * object, needs to travel toward it. 2179 * object, needs to travel toward it.
2309 */ 2180 */
2310
2311int 2181int
2312find_dir_2 (int x, int y) 2182find_dir_2 (int x, int y)
2313{ 2183{
2314 int 2184 int q;
2315 q;
2316 2185
2317 if (y) 2186 if (y)
2318 q = x * 100 / y; 2187 q = x * 100 / y;
2319 else if (x) 2188 else if (x)
2320 q = -300 * x; 2189 q = -300 * x;
2345 2214
2346 return 3; 2215 return 3;
2347} 2216}
2348 2217
2349/* 2218/*
2350 * absdir(int): Returns a number between 1 and 8, which represent
2351 * the "absolute" direction of a number (it actually takes care of
2352 * "overflow" in previous calculations of a direction).
2353 */
2354
2355int
2356absdir (int d)
2357{
2358 while (d < 1)
2359 d += 8;
2360 while (d > 8)
2361 d -= 8;
2362 return d;
2363}
2364
2365/*
2366 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2367 * between two directions (which are expected to be absolute (see absdir()) 2220 * between two directions (which are expected to be absolute (see absdir())
2368 */ 2221 */
2369
2370int 2222int
2371dirdiff (int dir1, int dir2) 2223dirdiff (int dir1, int dir2)
2372{ 2224{
2373 int 2225 int d;
2374 d;
2375 2226
2376 d = abs (dir1 - dir2); 2227 d = abs (dir1 - dir2);
2377 if (d > 4) 2228 if (d > 4)
2378 d = 8 - d; 2229 d = 8 - d;
2230
2379 return d; 2231 return d;
2380} 2232}
2381 2233
2382/* peterm: 2234/* peterm:
2383 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2235 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2386 * This basically means that if direction is 15, then it could either go 2238 * This basically means that if direction is 15, then it could either go
2387 * direction 4, 14, or 16 to get back to where we are. 2239 * direction 4, 14, or 16 to get back to where we are.
2388 * Moved from spell_util.c to object.c with the other related direction 2240 * Moved from spell_util.c to object.c with the other related direction
2389 * functions. 2241 * functions.
2390 */ 2242 */
2391
2392int
2393 reduction_dir[SIZEOFFREE][3] = { 2243static const int reduction_dir[SIZEOFFREE][3] = {
2394 {0, 0, 0}, /* 0 */ 2244 {0, 0, 0}, /* 0 */
2395 {0, 0, 0}, /* 1 */ 2245 {0, 0, 0}, /* 1 */
2396 {0, 0, 0}, /* 2 */ 2246 {0, 0, 0}, /* 2 */
2397 {0, 0, 0}, /* 3 */ 2247 {0, 0, 0}, /* 3 */
2398 {0, 0, 0}, /* 4 */ 2248 {0, 0, 0}, /* 4 */
2446 * find a path to that monster that we found. If not, 2296 * find a path to that monster that we found. If not,
2447 * we don't bother going toward it. Returns 1 if we 2297 * we don't bother going toward it. Returns 1 if we
2448 * can see a direct way to get it 2298 * can see a direct way to get it
2449 * Modified to be map tile aware -.MSW 2299 * Modified to be map tile aware -.MSW
2450 */ 2300 */
2451
2452
2453int 2301int
2454can_see_monsterP (maptile *m, int x, int y, int dir) 2302can_see_monsterP (maptile *m, int x, int y, int dir)
2455{ 2303{
2456 sint16 dx, dy; 2304 sint16 dx, dy;
2457 int
2458 mflags; 2305 int mflags;
2459 2306
2460 if (dir < 0) 2307 if (dir < 0)
2461 return 0; /* exit condition: invalid direction */ 2308 return 0; /* exit condition: invalid direction */
2462 2309
2463 dx = x + freearr_x[dir]; 2310 dx = x + freearr_x[dir];
2476 return 0; 2323 return 0;
2477 2324
2478 /* yes, can see. */ 2325 /* yes, can see. */
2479 if (dir < 9) 2326 if (dir < 9)
2480 return 1; 2327 return 1;
2328
2481 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2329 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2482 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2330 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2331 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2483} 2332}
2484
2485
2486 2333
2487/* 2334/*
2488 * can_pick(picker, item): finds out if an object is possible to be 2335 * can_pick(picker, item): finds out if an object is possible to be
2489 * picked up by the picker. Returnes 1 if it can be 2336 * picked up by the picker. Returnes 1 if it can be
2490 * picked up, otherwise 0. 2337 * picked up, otherwise 0.
2492 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2339 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2493 * core dumps if they do. 2340 * core dumps if they do.
2494 * 2341 *
2495 * Add a check so we can't pick up invisible objects (0.93.8) 2342 * Add a check so we can't pick up invisible objects (0.93.8)
2496 */ 2343 */
2497
2498int 2344int
2499can_pick (const object *who, const object *item) 2345can_pick (const object *who, const object *item)
2500{ 2346{
2501 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2347 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2502 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2348 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2503 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2349 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2504} 2350}
2505
2506 2351
2507/* 2352/*
2508 * create clone from object to another 2353 * create clone from object to another
2509 */ 2354 */
2510object * 2355object *
2511object_create_clone (object *asrc) 2356object::deep_clone ()
2512{ 2357{
2513 object *dst = 0, *tmp, *src, *part, *prev, *item; 2358 assert (("deep_clone called on non-head object", is_head ()));
2514 2359
2515 if (!asrc) 2360 object *dst = clone ();
2516 return 0;
2517 2361
2518 src = asrc; 2362 object *prev = dst;
2519 if (src->head)
2520 src = src->head;
2521
2522 prev = 0;
2523 for (part = src; part; part = part->more) 2363 for (object *part = this->more; part; part = part->more)
2524 { 2364 {
2525 tmp = part->clone (); 2365 object *tmp = part->clone ();
2526 tmp->x -= src->x;
2527 tmp->y -= src->y;
2528
2529 if (!part->head)
2530 {
2531 dst = tmp;
2532 tmp->head = 0;
2533 }
2534 else
2535 {
2536 tmp->head = dst; 2366 tmp->head = dst;
2537 }
2538
2539 tmp->more = 0;
2540
2541 if (prev)
2542 prev->more = tmp; 2367 prev->more = tmp;
2543
2544 prev = tmp; 2368 prev = tmp;
2545 } 2369 }
2546 2370
2547 for (item = src->inv; item; item = item->below) 2371 for (object *item = inv; item; item = item->below)
2548 insert_ob_in_ob (object_create_clone (item), dst); 2372 insert_ob_in_ob (item->deep_clone (), dst);
2549 2373
2550 return dst; 2374 return dst;
2551}
2552
2553/* GROS - Creates an object using a string representing its content. */
2554/* Basically, we save the content of the string to a temp file, then call */
2555/* load_object on it. I admit it is a highly inefficient way to make things, */
2556/* but it was simple to make and allows reusing the load_object function. */
2557/* Remember not to use load_object_str in a time-critical situation. */
2558/* Also remember that multiparts objects are not supported for now. */
2559
2560object *
2561load_object_str (const char *obstr)
2562{
2563 object *op;
2564 char filename[MAX_BUF];
2565
2566 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2567
2568 FILE *tempfile = fopen (filename, "w");
2569
2570 if (tempfile == NULL)
2571 {
2572 LOG (llevError, "Error - Unable to access load object temp file\n");
2573 return NULL;
2574 }
2575
2576 fprintf (tempfile, obstr);
2577 fclose (tempfile);
2578
2579 op = object::create ();
2580
2581 object_thawer thawer (filename);
2582
2583 if (thawer)
2584 load_object (thawer, op, 0);
2585
2586 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2587 CLEAR_FLAG (op, FLAG_REMOVED);
2588
2589 return op;
2590} 2375}
2591 2376
2592/* This returns the first object in who's inventory that 2377/* This returns the first object in who's inventory that
2593 * has the same type and subtype match. 2378 * has the same type and subtype match.
2594 * returns NULL if no match. 2379 * returns NULL if no match.
2595 */ 2380 */
2596object * 2381object *
2597find_obj_by_type_subtype (const object *who, int type, int subtype) 2382find_obj_by_type_subtype (const object *who, int type, int subtype)
2598{ 2383{
2599 object *tmp;
2600
2601 for (tmp = who->inv; tmp; tmp = tmp->below) 2384 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2602 if (tmp->type == type && tmp->subtype == subtype) 2385 if (tmp->type == type && tmp->subtype == subtype)
2603 return tmp; 2386 return tmp;
2604 2387
2605 return NULL;
2606}
2607
2608/* If ob has a field named key, return the link from the list,
2609 * otherwise return NULL.
2610 *
2611 * key must be a passed in shared string - otherwise, this won't
2612 * do the desired thing.
2613 */
2614key_value *
2615get_ob_key_link (const object *ob, const char *key)
2616{
2617 key_value *link;
2618
2619 for (link = ob->key_values; link != NULL; link = link->next)
2620 if (link->key == key)
2621 return link;
2622
2623 return NULL;
2624}
2625
2626/*
2627 * Returns the value of op has an extra_field for key, or NULL.
2628 *
2629 * The argument doesn't need to be a shared string.
2630 *
2631 * The returned string is shared.
2632 */
2633const char *
2634get_ob_key_value (const object *op, const char *const key)
2635{
2636 key_value *link;
2637 shstr_cmp canonical_key (key);
2638
2639 if (!canonical_key)
2640 {
2641 /* 1. There being a field named key on any object
2642 * implies there'd be a shared string to find.
2643 * 2. Since there isn't, no object has this field.
2644 * 3. Therefore, *this* object doesn't have this field.
2645 */
2646 return 0;
2647 }
2648
2649 /* This is copied from get_ob_key_link() above -
2650 * only 4 lines, and saves the function call overhead.
2651 */
2652 for (link = op->key_values; link; link = link->next)
2653 if (link->key == canonical_key)
2654 return link->value;
2655
2656 return 0; 2388 return 0;
2657} 2389}
2658 2390
2659 2391shstr_tmp
2660/* 2392object::kv_get (shstr_tmp key) const
2661 * Updates the canonical_key in op to value.
2662 *
2663 * canonical_key is a shared string (value doesn't have to be).
2664 *
2665 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2666 * keys.
2667 *
2668 * Returns TRUE on success.
2669 */
2670int
2671set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2672{ 2393{
2673 key_value * 2394 for (key_value *kv = key_values; kv; kv = kv->next)
2674 field = NULL, *last = NULL; 2395 if (kv->key == key)
2396 return kv->value;
2675 2397
2676 for (field = op->key_values; field != NULL; field = field->next) 2398 return shstr ();
2677 { 2399}
2678 if (field->key != canonical_key) 2400
2401void
2402object::kv_set (shstr_tmp key, shstr_tmp value)
2403{
2404 for (key_value *kv = key_values; kv; kv = kv->next)
2405 if (kv->key == key)
2679 { 2406 {
2680 last = field; 2407 kv->value = value;
2681 continue; 2408 return;
2682 } 2409 }
2683 2410
2684 if (value) 2411 key_value *kv = new key_value;
2685 field->value = value; 2412
2686 else 2413 kv->next = key_values;
2414 kv->key = key;
2415 kv->value = value;
2416
2417 key_values = kv;
2418}
2419
2420void
2421object::kv_del (shstr_tmp key)
2422{
2423 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2424 if ((*kvp)->key == key)
2687 { 2425 {
2688 /* Basically, if the archetype has this key set, 2426 key_value *kv = *kvp;
2689 * we need to store the null value so when we save 2427 *kvp = (*kvp)->next;
2690 * it, we save the empty value so that when we load, 2428 delete kv;
2691 * we get this value back again. 2429 return;
2692 */
2693 if (get_ob_key_link (&op->arch->clone, canonical_key))
2694 field->value = 0;
2695 else
2696 {
2697 if (last)
2698 last->next = field->next;
2699 else
2700 op->key_values = field->next;
2701
2702 delete field;
2703 }
2704 } 2430 }
2705 return TRUE;
2706 }
2707 /* IF we get here, key doesn't exist */
2708
2709 /* No field, we'll have to add it. */
2710
2711 if (!add_key)
2712 {
2713 return FALSE;
2714 }
2715 /* There isn't any good reason to store a null
2716 * value in the key/value list. If the archetype has
2717 * this key, then we should also have it, so shouldn't
2718 * be here. If user wants to store empty strings,
2719 * should pass in ""
2720 */
2721 if (value == NULL)
2722 return TRUE;
2723
2724 field = new key_value;
2725
2726 field->key = canonical_key;
2727 field->value = value;
2728 /* Usual prepend-addition. */
2729 field->next = op->key_values;
2730 op->key_values = field;
2731
2732 return TRUE;
2733}
2734
2735/*
2736 * Updates the key in op to value.
2737 *
2738 * If add_key is FALSE, this will only update existing keys,
2739 * and not add new ones.
2740 * In general, should be little reason FALSE is ever passed in for add_key
2741 *
2742 * Returns TRUE on success.
2743 */
2744int
2745set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2746{
2747 shstr key_ (key);
2748
2749 return set_ob_key_value_s (op, key_, value, add_key);
2750} 2431}
2751 2432
2752object::depth_iterator::depth_iterator (object *container) 2433object::depth_iterator::depth_iterator (object *container)
2753: iterator_base (container) 2434: iterator_base (container)
2754{ 2435{
2768 } 2449 }
2769 else 2450 else
2770 item = item->env; 2451 item = item->env;
2771} 2452}
2772 2453
2454const char *
2455object::flag_desc (char *desc, int len) const
2456{
2457 char *p = desc;
2458 bool first = true;
2459
2460 *p = 0;
2461
2462 for (int i = 0; i < NUM_FLAGS; i++)
2463 {
2464 if (len <= 10) // magic constant!
2465 {
2466 snprintf (p, len, ",...");
2467 break;
2468 }
2469
2470 if (flag [i])
2471 {
2472 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2473 len -= cnt;
2474 p += cnt;
2475 first = false;
2476 }
2477 }
2478
2479 return desc;
2480}
2481
2773// return a suitable string describing an objetc in enough detail to find it 2482// return a suitable string describing an object in enough detail to find it
2774const char * 2483const char *
2775object::debug_desc (char *info) const 2484object::debug_desc (char *info) const
2776{ 2485{
2486 char flagdesc[512];
2777 char info2[256 * 3]; 2487 char info2[256 * 4];
2778 char *p = info; 2488 char *p = info;
2779 2489
2780 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2490 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2781 count, 2491 count,
2492 uuid.c_str (),
2782 &name, 2493 &name,
2783 title ? " " : "", 2494 title ? ",title:\"" : "",
2784 title ? (const char *)title : ""); 2495 title ? (const char *)title : "",
2496 title ? "\"" : "",
2497 flag_desc (flagdesc, 512), type);
2785 2498
2786 if (env) 2499 if (!flag[FLAG_REMOVED] && env)
2787 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2500 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2788 2501
2789 if (map) 2502 if (map)
2790 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2503 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2791 2504
2792 return info; 2505 return info;
2793} 2506}
2794 2507
2795const char * 2508const char *
2796object::debug_desc () const 2509object::debug_desc () const
2797{ 2510{
2798 static char info[256 * 3]; 2511 static char info[3][256 * 4];
2512 static int info_idx;
2513
2799 return debug_desc (info); 2514 return debug_desc (info [++info_idx % 3]);
2800} 2515}
2801 2516
2517struct region *
2518object::region () const
2519{
2520 return map ? map->region (x, y)
2521 : region::default_region ();
2522}
2523
2524void
2525object::open_container (object *new_container)
2526{
2527 if (container == new_container)
2528 return;
2529
2530 object *old_container = container;
2531
2532 if (old_container)
2533 {
2534 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2535 return;
2536
2537#if 0
2538 // remove the "Close old_container" object.
2539 if (object *closer = old_container->inv)
2540 if (closer->type == CLOSE_CON)
2541 closer->destroy ();
2542#endif
2543
2544 // make sure the container is available
2545 esrv_send_item (this, old_container);
2546
2547 old_container->flag [FLAG_APPLIED] = false;
2548 container = 0;
2549
2550 // client needs item update to make it work, client bug requires this to be separate
2551 esrv_update_item (UPD_FLAGS, this, old_container);
2552
2553 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2554 play_sound (sound_find ("chest_close"));
2555 }
2556
2557 if (new_container)
2558 {
2559 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2560 return;
2561
2562 // TODO: this does not seem to serve any purpose anymore?
2563#if 0
2564 // insert the "Close Container" object.
2565 if (archetype *closer = new_container->other_arch)
2566 {
2567 object *closer = new_container->other_arch->instance ();
2568 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2569 new_container->insert (closer);
2570 }
2571#endif
2572
2573 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2574
2575 // make sure the container is available, client bug requires this to be separate
2576 esrv_send_item (this, new_container);
2577
2578 new_container->flag [FLAG_APPLIED] = true;
2579 container = new_container;
2580
2581 // client needs flag change
2582 esrv_update_item (UPD_FLAGS, this, new_container);
2583 esrv_send_inventory (this, new_container);
2584 play_sound (sound_find ("chest_open"));
2585 }
2586// else if (!old_container->env && contr && contr->ns)
2587// contr->ns->floorbox_reset ();
2588}
2589
2590object *
2591object::force_find (shstr_tmp name)
2592{
2593 /* cycle through his inventory to look for the MARK we want to
2594 * place
2595 */
2596 for (object *tmp = inv; tmp; tmp = tmp->below)
2597 if (tmp->type == FORCE && tmp->slaying == name)
2598 return splay (tmp);
2599
2600 return 0;
2601}
2602
2603//-GPL
2604
2605void
2606object::force_set_timer (int duration)
2607{
2608 this->duration = 1;
2609 this->speed_left = -1.f;
2610
2611 this->set_speed (duration ? 1.f / duration : 0.f);
2612}
2613
2614object *
2615object::force_add (shstr_tmp name, int duration)
2616{
2617 if (object *force = force_find (name))
2618 force->destroy ();
2619
2620 object *force = get_archetype (FORCE_NAME);
2621
2622 force->slaying = name;
2623 force->force_set_timer (duration);
2624 force->flag [FLAG_APPLIED] = true;
2625
2626 return insert (force);
2627}
2628
2629void
2630object::play_sound (faceidx sound) const
2631{
2632 if (!sound)
2633 return;
2634
2635 if (is_on_map ())
2636 map->play_sound (sound, x, y);
2637 else if (object *pl = in_player ())
2638 pl->contr->play_sound (sound);
2639}
2640
2641void
2642object::say_msg (const char *msg) const
2643{
2644 if (is_on_map ())
2645 map->say_msg (msg, x, y);
2646 else if (object *pl = in_player ())
2647 pl->contr->play_sound (sound);
2648}
2649
2650void
2651object::make_noise ()
2652{
2653 // we do not model noise in the map, so instead put
2654 // a temporary light into the noise source
2655 // could use the map instead, but that's less reliable for our
2656 // goal, which is to make invisibility a bit harder to exploit
2657
2658 // currently only works sensibly for players
2659 if (!is_player ())
2660 return;
2661
2662 // find old force, or create new one
2663 object *force = force_find (shstr_noise_force);
2664
2665 if (force)
2666 force->speed_left = -1.f; // patch old speed up
2667 else
2668 {
2669 force = archetype::get (shstr_noise_force);
2670
2671 force->slaying = shstr_noise_force;
2672 force->stats.food = 1;
2673 force->speed_left = -1.f;
2674
2675 force->set_speed (1.f / 4.f);
2676 force->flag [FLAG_IS_USED_UP] = true;
2677 force->flag [FLAG_APPLIED] = true;
2678
2679 insert (force);
2680 }
2681}
2682

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