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Comparing deliantra/server/common/object.C (file contents):
Revision 1.119 by root, Fri Jan 19 18:06:51 2007 UTC vs.
Revision 1.314 by root, Fri Mar 26 00:59:20 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h> 30#include <sproto.h>
34#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
44 41
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 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,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
47}; 49};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 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,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 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
50};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 55};
54int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 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,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 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
57}; 61};
58 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
59static void 70static void
60write_uuid (void) 71write_uuid (uval64 skip, bool sync)
61{ 72{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
63 74 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 77 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 78}
79 79
80static void 80static void
81read_uuid (void) 81read_uuid ()
82{ 82{
83 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
84 84
85 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
86 88
87 FILE *fp; 89 FILE *fp;
88 90
89 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
90 { 92 {
91 if (errno == ENOENT) 93 if (errno == ENOENT)
92 { 94 {
93 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 96 UUID::cur.seq = 0;
95 write_uuid (); 97 write_uuid (UUID_GAP, true);
96 return; 98 return;
97 } 99 }
98 100
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 102 _exit (1);
101 } 103 }
102 104
103 int version; 105 char buf [UUID::MAX_LEN];
104 unsigned long long uid; 106 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
106 { 110 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 112 _exit (1);
109 } 113 }
110 114
111 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 116
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
114 fclose (fp); 118 fclose (fp);
115} 119}
116 120
117UUID 121UUID
118gen_uuid () 122UUID::gen ()
119{ 123{
120 UUID uid; 124 UUID uid;
121 125
122 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
123 127
124 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
126 134
127 return uid; 135 return uid;
128} 136}
129 137
130void 138void
131init_uuid () 139UUID::init ()
132{ 140{
133 read_uuid (); 141 read_uuid ();
134} 142}
135 143
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
136/* 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. */
137static int 210static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
139{ 212{
140 key_value *wants_field;
141
142 /* 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
143 * 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
144 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
145 */ 216 */
146 217
147 /* For each field in wants, */ 218 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 219 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 220 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 221 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 222
171 /* 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. */
172 return TRUE; 224 return true;
173} 225}
174 226
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 228static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 230{
179 /* 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,
180 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
181 */ 233 */
182 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);
183} 236}
184 237
185/* 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
186 * they can be merged together. 239 * they can be merged together.
187 * 240 *
194 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
195 * check weight 248 * check weight
196 */ 249 */
197bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
198{ 251{
199 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
200 if (ob1 == ob2 253 if (ob1 == ob2
201 || ob1->type != ob2->type 254 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 255 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
205 return 0; 258 return 0;
206 259
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 260 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 261 * is always 0 .. 2**31-1 */
210 * used to store nrof). 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 263 return 0;
214 264
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 268 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 269 * flags lose any meaning.
220 */ 270 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 273
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 276
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 277 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 278 || ob1->name != ob2->name
230 || ob1->title != ob2->title 279 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 286 || ob1->value != ob2->value
240 || 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
241 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
243 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
251 || 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)))
252 return 0; 302 return 0;
253 303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
254 /* This is really a spellbook check - really, we should 310 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 311 * not merge objects with real inventories, as splitting them
312 * is hard.
256 */ 313 */
257 if (ob1->inv || ob2->inv) 314 if (ob1->inv || ob2->inv)
258 { 315 {
259 /* if one object has inventory but the other doesn't, not equiv */ 316 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 317 return 0; /* inventories differ in length */
261 return 0;
262 318
263 /* 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
264 if (!object::can_merge (ob1->inv, ob2->inv)) 322 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 323 return 0; /* inventory objects differ */
266 324
267 /* 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
268 * if it is valid. 326 * if it is valid.
269 */ 327 */
270 } 328 }
289 if (ob1->level != ob2->level) 347 if (ob1->level != ob2->level)
290 return 0; 348 return 0;
291 break; 349 break;
292 } 350 }
293 351
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 352 if (ob1->key_values || ob2->key_values)
295 { 353 {
296 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 355 if ((!ob1->key_values) != (!ob2->key_values))
298 /* 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))
299 return 0; 359 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 360 }
303 361
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
306 { 363 {
307 ob1->optimise (); 364 ob1->optimise ();
308 ob2->optimise (); 365 ob2->optimise ();
309 366
310 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)
311 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 }
312 } 381 }
313 382
314 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
315 return 1; 384 return 1;
316} 385}
317 386
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
318/* 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/*
319 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
320 * 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
321 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
322 */ 464 */
323long 465void
324sum_weight (object *op) 466object::update_weight ()
325{ 467{
326 long sum; 468 sint32 sum = 0;
327 object *inv;
328 469
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 470 for (object *op = inv; op; op = op->below)
330 { 471 {
331 if (inv->inv) 472 if (op->inv)
332 sum_weight (inv); 473 op->update_weight ();
333 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)
334 } 481 {
335
336 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100;
338
339 if (op->carrying != sum)
340 op->carrying = sum; 482 carrying = sum;
341 483
342 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 }
343} 488}
344 489
345/** 490/*
346 * Return the outermost environment object for a given object. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 492 */
348
349object *
350object_get_env_recursive (object *op)
351{
352 while (op->env != NULL)
353 op = op->env;
354 return op;
355}
356
357/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array.
361 */
362
363char * 493char *
364dump_object (object *op) 494dump_object (object *op)
365{ 495{
366 if (!op) 496 if (!op)
367 return strdup ("[NULLOBJ]"); 497 return strdup ("[NULLOBJ]");
368 498
369 object_freezer freezer; 499 object_freezer freezer;
370 save_object (freezer, op, 1); 500 op->write (freezer);
371 return freezer.as_string (); 501 return freezer.as_string ();
372} 502}
373 503
374/* 504char *
375 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned.
378 */
379
380object *
381get_nearest_part (object *op, const object *pl)
382{ 506{
383 object *tmp, *closest; 507 return dump_object (this);
384 int last_dist, i;
385
386 if (op->more == NULL)
387 return op;
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i;
391 return closest;
392} 508}
393 509
394/* 510/*
395 * 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.
396 */ 513 */
397object * 514object *
398find_object (tag_t i) 515find_object (tag_t i)
399{ 516{
400 for_all_objects (op) 517 for_all_objects (op)
403 520
404 return 0; 521 return 0;
405} 522}
406 523
407/* 524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
535
536 return 0;
537}
538
539/*
408 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
411 */ 543 */
412object * 544object *
413find_object_name (const char *str) 545find_object_name (const char *str)
414{ 546{
415 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
416 object *op;
417 548
549 if (str_)
418 for_all_objects (op) 550 for_all_objects (op)
419 if (op->name == str_) 551 if (op->name == str_)
420 break; 552 return op;
421 553
422 return op; 554 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 555}
430 556
431/* 557/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 558 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 559 * skill and experience objects.
560 * ACTUALLY NO! investigate! TODO
434 */ 561 */
435void 562void
436object::set_owner (object *owner) 563object::set_owner (object *owner)
437{ 564{
565 // allow objects which own objects
438 if (!owner) 566 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 567 while (owner->owner)
449 owner = owner->owner; 568 owner = owner->owner;
569
570 if (flag [FLAG_FREED])
571 {
572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
573 return;
574 }
450 575
451 this->owner = owner; 576 this->owner = owner;
577}
578
579int
580object::slottype () const
581{
582 if (type == SKILL)
583 {
584 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
585 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
586 }
587 else
588 {
589 if (slot [body_combat].info) return slot_combat;
590 if (slot [body_range ].info) return slot_ranged;
591 }
592
593 return slot_none;
594}
595
596bool
597object::change_weapon (object *ob)
598{
599 if (current_weapon == ob)
600 return true;
601
602 if (chosen_skill)
603 chosen_skill->flag [FLAG_APPLIED] = false;
604
605 current_weapon = ob;
606 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
607
608 if (chosen_skill)
609 chosen_skill->flag [FLAG_APPLIED] = true;
610
611 update_stats ();
612
613 if (ob)
614 {
615 // now check wether any body locations became invalid, in which case
616 // we cannot apply the weapon at the moment.
617 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
618 if (slot[i].used < 0)
619 {
620 current_weapon = chosen_skill = 0;
621 update_stats ();
622
623 new_draw_info_format (NDI_UNIQUE, 0, this,
624 "You try to balance all your items at once, "
625 "but the %s is just too much for your body. "
626 "[You need to unapply some items first - use the 'body' command to see "
627 "how many items you cna wera on a specific body part.]", &ob->name);
628 return false;
629 }
630
631 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
632 }
633 else
634 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
635
636 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
637 {
638 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
639 &name, ob->debug_desc ());
640 return false;
641 }
642
643 return true;
452} 644}
453 645
454/* Zero the key_values on op, decrementing the shared-string 646/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 647 * refcounts and freeing the links.
456 */ 648 */
457static void 649static void
458free_key_values (object *op) 650free_key_values (object *op)
459{ 651{
460 for (key_value *i = op->key_values; i != 0;) 652 for (key_value *i = op->key_values; i; )
461 { 653 {
462 key_value *next = i->next; 654 key_value *next = i->next;
463 delete i; 655 delete i;
464 656
465 i = next; 657 i = next;
477 * will point at garbage. 669 * will point at garbage.
478 */ 670 */
479void 671void
480object::copy_to (object *dst) 672object::copy_to (object *dst)
481{ 673{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 674 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 675 *(object_copy *)dst = *this;
486 676 dst->flag [FLAG_REMOVED] = true;
487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - rndm ();
495 677
496 /* Copy over key_values, if any. */ 678 /* Copy over key_values, if any. */
497 if (key_values) 679 if (key_values)
498 { 680 {
499 key_value *tail = 0; 681 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 682 dst->key_values = 0;
503 683
504 for (i = key_values; i; i = i->next) 684 for (key_value *i = key_values; i; i = i->next)
505 { 685 {
506 key_value *new_link = new key_value; 686 key_value *new_link = new key_value;
507 687
508 new_link->next = 0; 688 new_link->next = 0;
509 new_link->key = i->key; 689 new_link->key = i->key;
510 new_link->value = i->value; 690 new_link->value = i->value;
511 691
512 /* Try and be clever here, too. */ 692 /* Try and be clever here, too. */
513 if (!dst->key_values) 693 if (!dst->key_values)
514 { 694 {
521 tail = new_link; 701 tail = new_link;
522 } 702 }
523 } 703 }
524 } 704 }
525 705
526 dst->set_speed (dst->speed); 706 dst->activate ();
707}
708
709void
710object::instantiate ()
711{
712 if (!uuid.seq) // HACK
713 uuid = UUID::gen ();
714
715 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
716 if (flag [FLAG_RANDOM_SPEED] && speed)
717 speed_left = - speed - rndm (); // TODO animation
718 else
719 speed_left = -1.;
720
721 /* copy the body_info to the body_used - this is only really
722 * need for monsters, but doesn't hurt to do it for everything.
723 * by doing so, when a monster is created, it has good starting
724 * values for the body_used info, so when items are created
725 * for it, they can be properly equipped.
726 */
727 for (int i = NUM_BODY_LOCATIONS; i--; )
728 slot[i].used = slot[i].info;
729
730 attachable::instantiate ();
527} 731}
528 732
529object * 733object *
530object::clone () 734object::clone ()
531{ 735{
532 object *neu = create (); 736 object *neu = create ();
533 copy_to (neu); 737 copy_to (neu);
738
739 // TODO: unclean state changes, should not be done in clone AND instantiate
740 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
741 neu->speed_left = - neu->speed - rndm (); // TODO animation
742
743 neu->map = map; // not copied by copy_to
534 return neu; 744 return neu;
535} 745}
536 746
537/* 747/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 748 * If an object with the IS_TURNABLE() flag needs to be turned due
555 * This function needs to be called whenever the speed of an object changes. 765 * This function needs to be called whenever the speed of an object changes.
556 */ 766 */
557void 767void
558object::set_speed (float speed) 768object::set_speed (float speed)
559{ 769{
560 if (flag [FLAG_FREED] && speed)
561 {
562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
563 speed = 0;
564 }
565
566 this->speed = speed; 770 this->speed = speed;
567 771
568 if (has_active_speed ()) 772 if (has_active_speed ())
569 activate (); 773 activate ();
570 else 774 else
589 * UP_OBJ_FACE: only the objects face has changed. 793 * UP_OBJ_FACE: only the objects face has changed.
590 */ 794 */
591void 795void
592update_object (object *op, int action) 796update_object (object *op, int action)
593{ 797{
594 MoveType move_on, move_off, move_block, move_slow; 798 if (!op)
595
596 if (op == NULL)
597 { 799 {
598 /* this should never happen */ 800 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 801 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 802 return;
601 } 803 }
602 804
603 if (op->env) 805 if (!op->is_on_map ())
604 { 806 {
605 /* Animation is currently handled by client, so nothing 807 /* Animation is currently handled by client, so nothing
606 * to do in this case. 808 * to do in this case.
607 */ 809 */
608 return; 810 return;
609 } 811 }
610
611 /* If the map is saving, don't do anything as everything is
612 * going to get freed anyways.
613 */
614 if (!op->map || op->map->in_memory == MAP_SAVING)
615 return;
616 812
617 /* make sure the object is within map boundaries */ 813 /* make sure the object is within map boundaries */
618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 814 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 815 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 816 LOG (llevError, "update_object() called for object out of map!\n");
628 824
629 if (!(m.flags_ & P_UPTODATE)) 825 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 826 /* nop */;
631 else if (action == UP_OBJ_INSERT) 827 else if (action == UP_OBJ_INSERT)
632 { 828 {
829#if 0
633 // this is likely overkill, TODO: revisit (schmorp) 830 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 831 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 832 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 833 || (op->is_player () && !(m.flags_ & P_PLAYER))
637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 834 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 835 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 836 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on 837 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off 838 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow 839 || (m.move_slow | op->move_slow) != m.move_slow
643 /* This isn't perfect, but I don't expect a lot of objects to 840 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 841 * have move_allow right now.
645 */ 842 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 843 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
844 m.invalidate ();
845#else
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 846 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
648 m.flags_ = 0; 847 m.invalidate ();
848#endif
649 } 849 }
650 /* if the object is being removed, we can't make intelligent 850 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 851 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 852 * that is being removed.
653 */ 853 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 854 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = 0; 855 m.invalidate ();
656 else if (action == UP_OBJ_FACE) 856 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 857 /* Nothing to do for that case */ ;
658 else 858 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 859 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 860
664 864
665object::object () 865object::object ()
666{ 866{
667 SET_FLAG (this, FLAG_REMOVED); 867 SET_FLAG (this, FLAG_REMOVED);
668 868
669 expmul = 1.0; 869 //expmul = 1.0; declared const for the time being
670 face = blank_face; 870 face = blank_face;
871 material = MATERIAL_NULL;
671} 872}
672 873
673object::~object () 874object::~object ()
674{ 875{
675 if (index)
676 unlink (); 876 unlink ();
677 877
678 free_key_values (this); 878 free_key_values (this);
679} 879}
680 880
681static int object_count; 881static int object_count;
682 882
683void object::link () 883void object::link ()
684{ 884{
685 assert (!index);//D 885 assert (!index);//D
686 uuid = gen_uuid (); 886 uuid = UUID::gen ();
687 count = ++object_count; 887 count = ++object_count;
688 888
689 refcnt_inc (); 889 refcnt_inc ();
690 objects.insert (this); 890 objects.insert (this);
691} 891}
692 892
693void object::unlink () 893void object::unlink ()
694{ 894{
695 assert (index);//D 895 if (!index)
896 return;
897
696 objects.erase (this); 898 objects.erase (this);
697 refcnt_dec (); 899 refcnt_dec ();
698} 900}
699 901
700void 902void
703 /* If already on active list, don't do anything */ 905 /* If already on active list, don't do anything */
704 if (active) 906 if (active)
705 return; 907 return;
706 908
707 if (has_active_speed ()) 909 if (has_active_speed ())
910 {
911 if (flag [FLAG_FREED])
912 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
913
708 actives.insert (this); 914 actives.insert (this);
915 }
709} 916}
710 917
711void 918void
712object::activate_recursive () 919object::activate_recursive ()
713{ 920{
762object::destroy_inv (bool drop_to_ground) 969object::destroy_inv (bool drop_to_ground)
763{ 970{
764 // need to check first, because the checks below might segfault 971 // need to check first, because the checks below might segfault
765 // as we might be on an invalid mapspace and crossfire code 972 // as we might be on an invalid mapspace and crossfire code
766 // is too buggy to ensure that the inventory is empty. 973 // is too buggy to ensure that the inventory is empty.
767 // corollary: if you create arrows etc. with stuff in tis inventory, 974 // corollary: if you create arrows etc. with stuff in its inventory,
768 // cf will crash below with off-map x and y 975 // cf will crash below with off-map x and y
769 if (!inv) 976 if (!inv)
770 return; 977 return;
771 978
772 /* Only if the space blocks everything do we not process - 979 /* Only if the space blocks everything do we not process -
773 * if some form of movement is allowed, let objects 980 * if some form of movement is allowed, let objects
774 * drop on that space. 981 * drop on that space.
775 */ 982 */
776 if (!drop_to_ground 983 if (!drop_to_ground
777 || !map 984 || !map
778 || map->in_memory != MAP_IN_MEMORY 985 || map->in_memory != MAP_ACTIVE
986 || map->no_drop
779 || ms ().move_block == MOVE_ALL) 987 || ms ().move_block == MOVE_ALL)
780 { 988 {
781 while (inv) 989 while (inv)
782 {
783 inv->destroy_inv (drop_to_ground);
784 inv->destroy (); 990 inv->destroy ();
785 }
786 } 991 }
787 else 992 else
788 { /* Put objects in inventory onto this space */ 993 { /* Put objects in inventory onto this space */
789 while (inv) 994 while (inv)
790 { 995 {
808 object *op = new object; 1013 object *op = new object;
809 op->link (); 1014 op->link ();
810 return op; 1015 return op;
811} 1016}
812 1017
1018static struct freed_map : maptile
1019{
1020 freed_map ()
1021 {
1022 path = "<freed objects map>";
1023 name = "/internal/freed_objects_map";
1024 width = 3;
1025 height = 3;
1026 no_drop = 1;
1027 no_reset = 1;
1028
1029 alloc ();
1030 in_memory = MAP_ACTIVE;
1031 }
1032
1033 ~freed_map ()
1034 {
1035 destroy ();
1036 }
1037} freed_map; // freed objects are moved here to avoid crashes
1038
813void 1039void
814object::do_destroy () 1040object::do_destroy ()
815{ 1041{
816 attachable::do_destroy ();
817
818 if (flag [FLAG_IS_LINKED]) 1042 if (flag [FLAG_IS_LINKED])
819 remove_button_link (this); 1043 remove_link ();
820 1044
821 if (flag [FLAG_FRIENDLY]) 1045 if (flag [FLAG_FRIENDLY])
822 remove_friendly_object (this); 1046 remove_friendly_object (this);
823 1047
824 if (!flag [FLAG_REMOVED])
825 remove (); 1048 remove ();
826 1049
827 destroy_inv (true); 1050 attachable::do_destroy ();
828 1051
829 deactivate (); 1052 deactivate ();
830 unlink (); 1053 unlink ();
831 1054
832 flag [FLAG_FREED] = 1; 1055 flag [FLAG_FREED] = 1;
833 1056
834 // hack to ensure that freed objects still have a valid map 1057 // hack to ensure that freed objects still have a valid map
835 {
836 static maptile *freed_map; // freed objects are moved here to avoid crashes
837
838 if (!freed_map)
839 {
840 freed_map = new maptile;
841
842 freed_map->name = "/internal/freed_objects_map";
843 freed_map->width = 3;
844 freed_map->height = 3;
845
846 freed_map->alloc ();
847 freed_map->in_memory = MAP_IN_MEMORY;
848 }
849
850 map = freed_map; 1058 map = &freed_map;
851 x = 1; 1059 x = 1;
852 y = 1; 1060 y = 1;
853 }
854
855 head = 0;
856 1061
857 if (more) 1062 if (more)
858 { 1063 {
859 more->destroy (); 1064 more->destroy ();
860 more = 0; 1065 more = 0;
861 } 1066 }
862 1067
1068 head = 0;
1069
863 // clear those pointers that likely might have circular references to us 1070 // clear those pointers that likely might cause circular references
864 owner = 0; 1071 owner = 0;
865 enemy = 0; 1072 enemy = 0;
866 attacked_by = 0; 1073 attacked_by = 0;
1074 current_weapon = 0;
867} 1075}
868 1076
869void 1077void
870object::destroy (bool destroy_inventory) 1078object::destroy ()
871{ 1079{
872 if (destroyed ()) 1080 if (destroyed ())
873 return; 1081 return;
874 1082
875 if (destroy_inventory) 1083 if (!is_head () && !head->destroyed ())
1084 {
1085 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1086 head->destroy ();
1087 return;
1088 }
1089
876 destroy_inv (false); 1090 destroy_inv (false);
1091
1092 if (is_head ())
1093 if (sound_destroy)
1094 play_sound (sound_destroy);
1095 else if (flag [FLAG_MONSTER])
1096 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
877 1097
878 attachable::destroy (); 1098 attachable::destroy ();
879}
880
881/*
882 * sub_weight() recursively (outwards) subtracts a number from the
883 * weight of an object (and what is carried by it's environment(s)).
884 */
885void
886sub_weight (object *op, signed long weight)
887{
888 while (op != NULL)
889 {
890 if (op->type == CONTAINER)
891 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
892
893 op->carrying -= weight;
894 op = op->env;
895 }
896} 1099}
897 1100
898/* op->remove (): 1101/* op->remove ():
899 * This function removes the object op from the linked list of objects 1102 * This function removes the object op from the linked list of objects
900 * which it is currently tied to. When this function is done, the 1103 * which it is currently tied to. When this function is done, the
901 * object will have no environment. If the object previously had an 1104 * object will have no environment. If the object previously had an
902 * environment, the x and y coordinates will be updated to 1105 * environment, the x and y coordinates will be updated to
903 * the previous environment. 1106 * the previous environment.
904 * Beware: This function is called from the editor as well!
905 */ 1107 */
906void 1108void
907object::remove_slow () 1109object::do_remove ()
908{ 1110{
909 object *tmp, *last = 0; 1111 if (flag [FLAG_REMOVED])
910 object *otmp;
911
912 if (QUERY_FLAG (this, FLAG_REMOVED))
913 return; 1112 return;
914 1113
915 SET_FLAG (this, FLAG_REMOVED);
916 INVOKE_OBJECT (REMOVE, this); 1114 INVOKE_OBJECT (REMOVE, this);
1115
1116 flag [FLAG_REMOVED] = true;
917 1117
918 if (more) 1118 if (more)
919 more->remove (); 1119 more->remove ();
920 1120
921 /* 1121 /*
922 * In this case, the object to be removed is in someones 1122 * In this case, the object to be removed is in someones
923 * inventory. 1123 * inventory.
924 */ 1124 */
925 if (env) 1125 if (env)
926 { 1126 {
927 if (nrof) 1127 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
928 sub_weight (env, weight * nrof); 1128 if (object *pl = visible_to ())
929 else 1129 esrv_del_item (pl->contr, count);
930 sub_weight (env, weight + carrying); 1130 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
931 1131
932 /* NO_FIX_PLAYER is set when a great many changes are being 1132 adjust_weight (env, -total_weight ());
933 * made to players inventory. If set, avoiding the call
934 * to save cpu time.
935 */
936 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
937 otmp->update_stats ();
938 1133
939 if (above) 1134 object *pl = in_player ();
940 above->below = below;
941 else
942 env->inv = below;
943
944 if (below)
945 below->above = above;
946 1135
947 /* we set up values so that it could be inserted into 1136 /* we set up values so that it could be inserted into
948 * the map, but we don't actually do that - it is up 1137 * the map, but we don't actually do that - it is up
949 * to the caller to decide what we want to do. 1138 * to the caller to decide what we want to do.
950 */ 1139 */
951 x = env->x, y = env->y;
952 map = env->map; 1140 map = env->map;
953 above = 0, below = 0; 1141 x = env->x;
1142 y = env->y;
1143
1144 // make sure cmov optimisation is applicable
1145 *(above ? &above->below : &env->inv) = below;
1146 *(below ? &below->above : &above ) = above; // &above is just a dummy
1147
1148 above = 0;
1149 below = 0;
954 env = 0; 1150 env = 0;
1151
1152 if (pl && pl->is_player ())
1153 {
1154 pl->contr->queue_stats_update ();
1155
1156 if (glow_radius && pl->is_on_map ())
1157 update_all_los (pl->map, pl->x, pl->y);
1158 }
955 } 1159 }
956 else if (map) 1160 else if (map)
957 { 1161 {
958 if (type == PLAYER)
959 {
960 --map->players;
961 map->touch ();
962 }
963
964 map->dirty = true; 1162 map->dirty = true;
965 mapspace &ms = this->ms (); 1163 mapspace &ms = this->ms ();
966 1164
1165 if (object *pl = ms.player ())
1166 {
1167 if (is_player ())
1168 {
1169 if (!flag [FLAG_WIZPASS])
1170 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1171
1172 // leaving a spot always closes any open container on the ground
1173 if (container && !container->env)
1174 // this causes spurious floorbox updates, but it ensures
1175 // that the CLOSE event is being sent.
1176 close_container ();
1177
1178 --map->players;
1179 map->touch ();
1180 }
1181 else if (pl->container_ () == this)
1182 {
1183 // removing a container should close it
1184 close_container ();
1185 }
1186
1187 esrv_del_item (pl->contr, count);
1188 }
1189
967 /* link the object above us */ 1190 /* link the object above us */
968 if (above) 1191 // re-link, make sure compiler can easily use cmove
969 above->below = below; 1192 *(above ? &above->below : &ms.top) = below;
970 else 1193 *(below ? &below->above : &ms.bot) = above;
971 ms.top = below; /* we were top, set new top */
972
973 /* Relink the object below us, if there is one */
974 if (below)
975 below->above = above;
976 else
977 {
978 /* Nothing below, which means we need to relink map object for this space
979 * use translated coordinates in case some oddness with map tiling is
980 * evident
981 */
982 if (GET_MAP_OB (map, x, y) != this)
983 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
984
985 ms.bot = above; /* goes on above it. */
986 }
987 1194
988 above = 0; 1195 above = 0;
989 below = 0; 1196 below = 0;
990 1197
1198 ms.invalidate ();
1199
991 if (map->in_memory == MAP_SAVING) 1200 if (map->in_memory == MAP_SAVING)
992 return; 1201 return;
993 1202
994 int check_walk_off = !flag [FLAG_NO_APPLY]; 1203 int check_walk_off = !flag [FLAG_NO_APPLY];
995 1204
996 for (tmp = ms.bot; tmp; tmp = tmp->above) 1205 if (object *pl = ms.player ())
997 { 1206 {
998 /* No point updating the players look faces if he is the object 1207 if (pl->container_ () == this)
999 * being removed.
1000 */
1001
1002 if (tmp->type == PLAYER && tmp != this)
1003 {
1004 /* If a container that the player is currently using somehow gets 1208 /* If a container that the player is currently using somehow gets
1005 * removed (most likely destroyed), update the player view 1209 * removed (most likely destroyed), update the player view
1006 * appropriately. 1210 * appropriately.
1007 */ 1211 */
1008 if (tmp->container == this) 1212 pl->close_container ();
1009 {
1010 flag [FLAG_APPLIED] = 0;
1011 tmp->container = 0;
1012 }
1013 1213
1214 //TODO: the floorbox prev/next might need updating
1215 //esrv_del_item (pl->contr, count);
1216 //TODO: update floorbox to preserve ordering
1014 if (tmp->contr->ns) 1217 if (pl->contr->ns)
1015 tmp->contr->ns->floorbox_update (); 1218 pl->contr->ns->floorbox_update ();
1219 }
1220
1221 if (check_walk_off)
1222 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1223 {
1224 above = tmp->above;
1225
1226 /* No point updating the players look faces if he is the object
1227 * being removed.
1016 } 1228 */
1017 1229
1018 /* See if object moving off should effect something */ 1230 /* See if object moving off should effect something */
1019 if (check_walk_off
1020 && ((move_type & tmp->move_off) 1231 if ((move_type & tmp->move_off)
1021 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1232 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1022 {
1023 move_apply (tmp, this, 0); 1233 move_apply (tmp, this, 0);
1024
1025 if (destroyed ())
1026 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1027 } 1234 }
1028 1235
1029 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1236 if (affects_los ())
1030 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1031 if (tmp->above == tmp)
1032 tmp->above = 0;
1033
1034 last = tmp;
1035 }
1036
1037 /* last == NULL if there are no objects on this space */
1038 //TODO: this makes little sense, why only update the topmost object?
1039 if (!last)
1040 map->at (x, y).flags_ = 0;
1041 else
1042 update_object (last, UP_OBJ_REMOVE);
1043
1044 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1045 update_all_los (map, x, y); 1237 update_all_los (map, x, y);
1046 } 1238 }
1047} 1239}
1048 1240
1049/* 1241/*
1058merge_ob (object *op, object *top) 1250merge_ob (object *op, object *top)
1059{ 1251{
1060 if (!op->nrof) 1252 if (!op->nrof)
1061 return 0; 1253 return 0;
1062 1254
1063 if (top) 1255 if (!top)
1064 for (top = op; top && top->above; top = top->above) 1256 for (top = op; top && top->above; top = top->above)
1065 ; 1257 ;
1066 1258
1067 for (; top; top = top->below) 1259 for (; top; top = top->below)
1068 {
1069 if (top == op)
1070 continue;
1071
1072 if (object::can_merge (op, top)) 1260 if (object::can_merge (op, top))
1073 { 1261 {
1074 top->nrof += op->nrof; 1262 top->nrof += op->nrof;
1075 1263
1076/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1264 if (object *pl = top->visible_to ())
1077 op->weight = 0; /* Don't want any adjustements now */ 1265 esrv_update_item (UPD_NROF, pl, top);
1266
1267 op->weight = 0; // cancel the addition above
1268 op->carrying = 0; // must be 0 already
1269
1078 op->destroy (); 1270 op->destroy ();
1271
1079 return top; 1272 return top;
1080 } 1273 }
1081 }
1082 1274
1083 return 0; 1275 return 0;
1276}
1277
1278void
1279object::expand_tail ()
1280{
1281 if (more)
1282 return;
1283
1284 object *prev = this;
1285
1286 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1287 {
1288 object *op = at->instance ();
1289
1290 op->name = name;
1291 op->name_pl = name_pl;
1292 op->title = title;
1293
1294 op->head = this;
1295 prev->more = op;
1296
1297 prev = op;
1298 }
1084} 1299}
1085 1300
1086/* 1301/*
1087 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1302 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1088 * job preparing multi-part monsters. 1303 * job preparing multi-part monsters.
1089 */ 1304 */
1090object * 1305object *
1091insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1306insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1092{ 1307{
1308 op->remove ();
1309
1093 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1310 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1094 { 1311 {
1095 tmp->x = x + tmp->arch->clone.x; 1312 tmp->x = x + tmp->arch->x;
1096 tmp->y = y + tmp->arch->clone.y; 1313 tmp->y = y + tmp->arch->y;
1097 } 1314 }
1098 1315
1099 return insert_ob_in_map (op, m, originator, flag); 1316 return insert_ob_in_map (op, m, originator, flag);
1100} 1317}
1101 1318
1114 * Passing 0 for flag gives proper default values, so flag really only needs 1331 * Passing 0 for flag gives proper default values, so flag really only needs
1115 * to be set if special handling is needed. 1332 * to be set if special handling is needed.
1116 * 1333 *
1117 * Return value: 1334 * Return value:
1118 * new object if 'op' was merged with other object 1335 * new object if 'op' was merged with other object
1119 * NULL if 'op' was destroyed 1336 * NULL if there was an error (destroyed, blocked etc.)
1120 * just 'op' otherwise 1337 * just 'op' otherwise
1121 */ 1338 */
1122object * 1339object *
1123insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1340insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1124{ 1341{
1125 object *tmp, *top, *floor = NULL;
1126
1127 if (QUERY_FLAG (op, FLAG_FREED))
1128 {
1129 LOG (llevError, "Trying to insert freed object!\n");
1130 return NULL;
1131 }
1132
1133 if (!QUERY_FLAG (op, FLAG_REMOVED))
1134 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1135
1136 op->remove (); 1342 op->remove ();
1137 1343
1138 if (!m) 1344 if (m == &freed_map)//D TODO: remove soon
1139 { 1345 {//D
1140 char *dump = dump_object (op); 1346 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1142 free (dump);
1143 return op;
1144 } 1347 }//D
1145
1146 if (out_of_map (m, op->x, op->y))
1147 {
1148 char *dump = dump_object (op);
1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1150#ifdef MANY_CORES
1151 /* Better to catch this here, as otherwise the next use of this object
1152 * is likely to cause a crash. Better to find out where it is getting
1153 * improperly inserted.
1154 */
1155 abort ();
1156#endif
1157 free (dump);
1158 return op;
1159 }
1160
1161 if (object *more = op->more)
1162 {
1163 if (!insert_ob_in_map (more, m, originator, flag))
1164 {
1165 if (!op->head)
1166 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1167
1168 return 0;
1169 }
1170 }
1171
1172 CLEAR_FLAG (op, FLAG_REMOVED);
1173 1348
1174 /* Ideally, the caller figures this out. However, it complicates a lot 1349 /* Ideally, the caller figures this out. However, it complicates a lot
1175 * of areas of callers (eg, anything that uses find_free_spot would now 1350 * of areas of callers (eg, anything that uses find_free_spot would now
1176 * need extra work 1351 * need extra work
1177 */ 1352 */
1353 maptile *newmap = m;
1178 if (!xy_normalise (m, op->x, op->y)) 1354 if (!xy_normalise (newmap, op->x, op->y))
1355 {
1356 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1179 return 0; 1357 return 0;
1358 }
1180 1359
1360 if (object *more = op->more)
1361 if (!insert_ob_in_map (more, m, originator, flag))
1362 return 0;
1363
1364 op->flag [FLAG_REMOVED] = false;
1365 op->env = 0;
1181 op->map = m; 1366 op->map = newmap;
1367
1182 mapspace &ms = op->ms (); 1368 mapspace &ms = op->ms ();
1183 1369
1184 /* this has to be done after we translate the coordinates. 1370 /* this has to be done after we translate the coordinates.
1185 */ 1371 */
1186 if (op->nrof && !(flag & INS_NO_MERGE)) 1372 if (op->nrof && !(flag & INS_NO_MERGE))
1187 for (tmp = ms.bot; tmp; tmp = tmp->above) 1373 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1188 if (object::can_merge (op, tmp)) 1374 if (object::can_merge (op, tmp))
1189 { 1375 {
1376 // TODO: we actually want to update tmp, not op,
1377 // but some caller surely breaks when we return tmp
1378 // from here :/
1190 op->nrof += tmp->nrof; 1379 op->nrof += tmp->nrof;
1191 tmp->destroy (); 1380 tmp->destroy ();
1192 } 1381 }
1193 1382
1194 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1203 { 1392 {
1204 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1393 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1205 abort (); 1394 abort ();
1206 } 1395 }
1207 1396
1397 if (!originator->is_on_map ())
1398 {
1399 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1400 op->debug_desc (), originator->debug_desc ());
1401 abort ();
1402 }
1403
1208 op->above = originator; 1404 op->above = originator;
1209 op->below = originator->below; 1405 op->below = originator->below;
1210
1211 if (op->below)
1212 op->below->above = op;
1213 else
1214 ms.bot = op;
1215
1216 /* since *below* originator, no need to update top */
1217 originator->below = op; 1406 originator->below = op;
1407
1408 *(op->below ? &op->below->above : &ms.bot) = op;
1218 } 1409 }
1219 else 1410 else
1220 { 1411 {
1221 top = ms.bot; 1412 object *floor = 0;
1413 object *top = ms.top;
1222 1414
1223 /* If there are other objects, then */ 1415 /* If there are other objects, then */
1224 if ((!(flag & INS_MAP_LOAD)) && top) 1416 if (top)
1225 { 1417 {
1226 object *last = 0;
1227
1228 /* 1418 /*
1229 * If there are multiple objects on this space, we do some trickier handling. 1419 * If there are multiple objects on this space, we do some trickier handling.
1230 * We've already dealt with merging if appropriate. 1420 * We've already dealt with merging if appropriate.
1231 * Generally, we want to put the new object on top. But if 1421 * Generally, we want to put the new object on top. But if
1232 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1422 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1235 * once we get to them. This reduces the need to traverse over all of 1425 * once we get to them. This reduces the need to traverse over all of
1236 * them when adding another one - this saves quite a bit of cpu time 1426 * them when adding another one - this saves quite a bit of cpu time
1237 * when lots of spells are cast in one area. Currently, it is presumed 1427 * when lots of spells are cast in one area. Currently, it is presumed
1238 * that flying non pickable objects are spell objects. 1428 * that flying non pickable objects are spell objects.
1239 */ 1429 */
1240 for (top = ms.bot; top; top = top->above) 1430 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1241 { 1431 {
1242 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1432 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1243 floor = top; 1433 floor = tmp;
1244 1434
1245 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1435 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1246 { 1436 {
1247 /* We insert above top, so we want this object below this */ 1437 /* We insert above top, so we want this object below this */
1248 top = top->below; 1438 top = tmp->below;
1249 break; 1439 break;
1250 } 1440 }
1251 1441
1252 last = top; 1442 top = tmp;
1253 } 1443 }
1254
1255 /* Don't want top to be NULL, so set it to the last valid object */
1256 top = last;
1257 1444
1258 /* We let update_position deal with figuring out what the space 1445 /* We let update_position deal with figuring out what the space
1259 * looks like instead of lots of conditions here. 1446 * looks like instead of lots of conditions here.
1260 * makes things faster, and effectively the same result. 1447 * makes things faster, and effectively the same result.
1261 */ 1448 */
1262 1449
1263 /* Have object 'fall below' other objects that block view. 1450 /* Have object 'fall below' other objects that block view.
1264 * Unless those objects are exits, type 66 1451 * Unless those objects are exits.
1265 * If INS_ON_TOP is used, don't do this processing 1452 * If INS_ON_TOP is used, don't do this processing
1266 * Need to find the object that in fact blocks view, otherwise 1453 * Need to find the object that in fact blocks view, otherwise
1267 * stacking is a bit odd. 1454 * stacking is a bit odd.
1268 */ 1455 */
1269 if (!(flag & INS_ON_TOP) 1456 if (!(flag & INS_ON_TOP)
1270 && ms.flags () & P_BLOCKSVIEW 1457 && ms.flags () & P_BLOCKSVIEW
1271 && (op->face && !op->face->visibility)) 1458 && (op->face && !faces [op->face].visibility))
1272 { 1459 {
1460 object *last;
1461
1273 for (last = top; last != floor; last = last->below) 1462 for (last = top; last != floor; last = last->below)
1274 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1463 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1275 break; 1464 break;
1276 1465
1277 /* Check to see if we found the object that blocks view, 1466 /* Check to see if we found the object that blocks view,
1282 if (last && last->below && last != floor) 1471 if (last && last->below && last != floor)
1283 top = last->below; 1472 top = last->below;
1284 } 1473 }
1285 } /* If objects on this space */ 1474 } /* If objects on this space */
1286 1475
1287 if (flag & INS_MAP_LOAD)
1288 top = ms.top;
1289
1290 if (flag & INS_ABOVE_FLOOR_ONLY) 1476 if (flag & INS_ABOVE_FLOOR_ONLY)
1291 top = floor; 1477 top = floor;
1292 1478
1293 /* Top is the object that our object (op) is going to get inserted above. 1479 // insert object above top, or bottom-most if top = 0
1294 */
1295
1296 /* First object on this space */
1297 if (!top) 1480 if (!top)
1298 { 1481 {
1482 op->below = 0;
1299 op->above = ms.bot; 1483 op->above = ms.bot;
1300
1301 if (op->above)
1302 op->above->below = op;
1303
1304 op->below = 0;
1305 ms.bot = op; 1484 ms.bot = op;
1485
1486 *(op->above ? &op->above->below : &ms.top) = op;
1306 } 1487 }
1307 else 1488 else
1308 { /* get inserted into the stack above top */ 1489 {
1309 op->above = top->above; 1490 op->above = top->above;
1310
1311 if (op->above)
1312 op->above->below = op; 1491 top->above = op;
1313 1492
1314 op->below = top; 1493 op->below = top;
1315 top->above = op; 1494 *(op->above ? &op->above->below : &ms.top) = op;
1316 } 1495 }
1496 }
1317 1497
1318 if (!op->above) 1498 if (op->is_player ())
1319 ms.top = op;
1320 } /* else not INS_BELOW_ORIGINATOR */
1321
1322 if (op->type == PLAYER)
1323 { 1499 {
1324 op->contr->do_los = 1; 1500 op->contr->do_los = 1;
1325 ++op->map->players; 1501 ++op->map->players;
1326 op->map->touch (); 1502 op->map->touch ();
1327 } 1503 }
1328 1504
1329 op->map->dirty = true; 1505 op->map->dirty = true;
1330 1506
1331 /* If we have a floor, we know the player, if any, will be above
1332 * it, so save a few ticks and start from there.
1333 */
1334 if (!(flag & INS_MAP_LOAD))
1335 if (object *pl = ms.player ()) 1507 if (object *pl = ms.player ())
1508 //TODO: the floorbox prev/next might need updating
1509 //esrv_send_item (pl, op);
1510 //TODO: update floorbox to preserve ordering
1336 if (pl->contr->ns) 1511 if (pl->contr->ns)
1337 pl->contr->ns->floorbox_update (); 1512 pl->contr->ns->floorbox_update ();
1338 1513
1339 /* If this object glows, it may affect lighting conditions that are 1514 /* If this object glows, it may affect lighting conditions that are
1340 * visible to others on this map. But update_all_los is really 1515 * visible to others on this map. But update_all_los is really
1341 * an inefficient way to do this, as it means los for all players 1516 * an inefficient way to do this, as it means los for all players
1342 * on the map will get recalculated. The players could very well 1517 * on the map will get recalculated. The players could very well
1343 * be far away from this change and not affected in any way - 1518 * be far away from this change and not affected in any way -
1344 * this should get redone to only look for players within range, 1519 * this should get redone to only look for players within range,
1345 * or just updating the P_UPTODATE for spaces within this area 1520 * or just updating the P_UPTODATE for spaces within this area
1346 * of effect may be sufficient. 1521 * of effect may be sufficient.
1347 */ 1522 */
1348 if (op->map->darkness && (op->glow_radius != 0)) 1523 if (op->affects_los ())
1524 {
1525 op->ms ().invalidate ();
1349 update_all_los (op->map, op->x, op->y); 1526 update_all_los (op->map, op->x, op->y);
1527 }
1350 1528
1351 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1529 /* updates flags (blocked, alive, no magic, etc) for this map space */
1352 update_object (op, UP_OBJ_INSERT); 1530 update_object (op, UP_OBJ_INSERT);
1353 1531
1354 INVOKE_OBJECT (INSERT, op); 1532 INVOKE_OBJECT (INSERT, op);
1361 * blocked() and wall() work properly), and these flags are updated by 1539 * blocked() and wall() work properly), and these flags are updated by
1362 * update_object(). 1540 * update_object().
1363 */ 1541 */
1364 1542
1365 /* if this is not the head or flag has been passed, don't check walk on status */ 1543 /* if this is not the head or flag has been passed, don't check walk on status */
1366 if (!(flag & INS_NO_WALK_ON) && !op->head) 1544 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1367 { 1545 {
1368 if (check_move_on (op, originator)) 1546 if (check_move_on (op, originator))
1369 return 0; 1547 return 0;
1370 1548
1371 /* If we are a multi part object, lets work our way through the check 1549 /* If we are a multi part object, lets work our way through the check
1372 * walk on's. 1550 * walk on's.
1373 */ 1551 */
1374 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1552 for (object *tmp = op->more; tmp; tmp = tmp->more)
1375 if (check_move_on (tmp, originator)) 1553 if (check_move_on (tmp, originator))
1376 return 0; 1554 return 0;
1377 } 1555 }
1378 1556
1379 return op; 1557 return op;
1382/* this function inserts an object in the map, but if it 1560/* this function inserts an object in the map, but if it
1383 * finds an object of its own type, it'll remove that one first. 1561 * finds an object of its own type, it'll remove that one first.
1384 * op is the object to insert it under: supplies x and the map. 1562 * op is the object to insert it under: supplies x and the map.
1385 */ 1563 */
1386void 1564void
1387replace_insert_ob_in_map (const char *arch_string, object *op) 1565replace_insert_ob_in_map (shstr_tmp archname, object *op)
1388{ 1566{
1389 object *tmp, *tmp1;
1390
1391 /* first search for itself and remove any old instances */ 1567 /* first search for itself and remove any old instances */
1392 1568
1393 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1569 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1394 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1570 if (tmp->arch->archname == archname) /* same archetype */
1395 tmp->destroy (); 1571 tmp->destroy ();
1396 1572
1397 tmp1 = arch_to_object (archetype::find (arch_string)); 1573 object *tmp = archetype::find (archname)->instance ();
1398 1574
1399 tmp1->x = op->x; 1575 tmp->x = op->x;
1400 tmp1->y = op->y; 1576 tmp->y = op->y;
1577
1401 insert_ob_in_map (tmp1, op->map, op, 0); 1578 insert_ob_in_map (tmp, op->map, op, 0);
1402} 1579}
1403 1580
1404object * 1581object *
1405object::insert_at (object *where, object *originator, int flags) 1582object::insert_at (object *where, object *originator, int flags)
1406{ 1583{
1584 if (where->env)
1585 return where->env->insert (this);
1586 else
1407 where->map->insert (this, where->x, where->y, originator, flags); 1587 return where->map->insert (this, where->x, where->y, originator, flags);
1408} 1588}
1409 1589
1410/* 1590// check whether we can put this into the map, respect max_volume, max_items
1411 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1591bool
1412 * is returned contains nr objects, and the remaining parts contains 1592object::can_drop_at (maptile *m, int x, int y, object *originator)
1413 * the rest (or is removed and freed if that number is 0).
1414 * On failure, NULL is returned, and the reason put into the
1415 * global static errmsg array.
1416 */
1417object *
1418get_split_ob (object *orig_ob, uint32 nr)
1419{ 1593{
1420 object *newob; 1594 mapspace &ms = m->at (x, y);
1421 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1422 1595
1423 if (orig_ob->nrof < nr) 1596 int items = ms.items ();
1424 {
1425 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1426 return NULL;
1427 }
1428 1597
1429 newob = object_create_clone (orig_ob); 1598 if (!items // testing !items ensures we can drop at least one item
1599 || (items < m->max_items
1600 && ms.volume () < m->max_volume))
1601 return true;
1430 1602
1431 if ((orig_ob->nrof -= nr) < 1) 1603 if (originator && originator->is_player ())
1432 orig_ob->destroy (1); 1604 originator->contr->failmsg (format (
1433 else if (!is_removed) 1605 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1434 { 1606 query_name ()
1435 if (orig_ob->env != NULL) 1607 ));
1436 sub_weight (orig_ob->env, orig_ob->weight * nr);
1437 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1438 {
1439 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1440 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1441 return NULL;
1442 }
1443 }
1444 1608
1445 newob->nrof = nr; 1609 return false;
1446
1447 return newob;
1448} 1610}
1449 1611
1450/* 1612/*
1451 * decrease_ob_nr(object, number) decreases a specified number from 1613 * decrease(object, number) decreases a specified number from
1452 * the amount of an object. If the amount reaches 0, the object 1614 * the amount of an object. If the amount reaches 0, the object
1453 * is subsequently removed and freed. 1615 * is subsequently removed and freed.
1454 * 1616 *
1455 * Return value: 'op' if something is left, NULL if the amount reached 0 1617 * Return value: 'op' if something is left, NULL if the amount reached 0
1456 */ 1618 */
1619bool
1620object::decrease (sint32 nr)
1621{
1622 if (!nr)
1623 return true;
1457 1624
1625 nr = min (nr, nrof);
1626
1627 if (nrof > nr)
1628 {
1629 nrof -= nr;
1630 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1631
1632 if (object *pl = visible_to ())
1633 esrv_update_item (UPD_NROF, pl, this);
1634
1635 return true;
1636 }
1637 else
1638 {
1639 destroy ();
1640 return false;
1641 }
1642}
1643
1644/*
1645 * split(ob,nr) splits up ob into two parts. The part which
1646 * is returned contains nr objects, and the remaining parts contains
1647 * the rest (or is removed and returned if that number is 0).
1648 * On failure, NULL is returned.
1649 */
1458object * 1650object *
1459decrease_ob_nr (object *op, uint32 i) 1651object::split (sint32 nr)
1460{ 1652{
1461 object *tmp; 1653 int have = number_of ();
1462 1654
1463 if (i == 0) /* objects with op->nrof require this check */ 1655 if (have < nr)
1464 return op; 1656 return 0;
1465 1657 else if (have == nr)
1466 if (i > op->nrof)
1467 i = op->nrof;
1468
1469 if (QUERY_FLAG (op, FLAG_REMOVED))
1470 op->nrof -= i;
1471 else if (op->env)
1472 { 1658 {
1473 /* is this object in the players inventory, or sub container
1474 * therein?
1475 */
1476 tmp = op->in_player ();
1477 /* nope. Is this a container the player has opened?
1478 * If so, set tmp to that player.
1479 * IMO, searching through all the players will mostly
1480 * likely be quicker than following op->env to the map,
1481 * and then searching the map for a player.
1482 */
1483 if (!tmp)
1484 for_all_players (pl)
1485 if (pl->ob->container == op->env)
1486 {
1487 tmp = pl->ob;
1488 break;
1489 }
1490
1491 if (i < op->nrof)
1492 {
1493 sub_weight (op->env, op->weight * i);
1494 op->nrof -= i;
1495 if (tmp)
1496 esrv_send_item (tmp, op);
1497 }
1498 else
1499 {
1500 op->remove (); 1659 remove ();
1501 op->nrof = 0; 1660 return this;
1502 if (tmp)
1503 esrv_del_item (tmp->contr, op->count);
1504 }
1505 } 1661 }
1506 else 1662 else
1507 { 1663 {
1508 object *above = op->above; 1664 decrease (nr);
1509 1665
1510 if (i < op->nrof) 1666 object *op = deep_clone ();
1511 op->nrof -= i; 1667 op->nrof = nr;
1512 else
1513 {
1514 op->remove ();
1515 op->nrof = 0;
1516 }
1517
1518 /* Since we just removed op, op->above is null */
1519 for (tmp = above; tmp; tmp = tmp->above)
1520 if (tmp->type == PLAYER)
1521 {
1522 if (op->nrof)
1523 esrv_send_item (tmp, op);
1524 else
1525 esrv_del_item (tmp->contr, op->count);
1526 }
1527 }
1528
1529 if (op->nrof)
1530 return op; 1668 return op;
1531 else
1532 {
1533 op->destroy ();
1534 return 0;
1535 }
1536}
1537
1538/*
1539 * add_weight(object, weight) adds the specified weight to an object,
1540 * and also updates how much the environment(s) is/are carrying.
1541 */
1542
1543void
1544add_weight (object *op, signed long weight)
1545{
1546 while (op != NULL)
1547 {
1548 if (op->type == CONTAINER)
1549 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1550
1551 op->carrying += weight;
1552 op = op->env;
1553 } 1669 }
1554} 1670}
1555 1671
1556object * 1672object *
1557insert_ob_in_ob (object *op, object *where) 1673insert_ob_in_ob (object *op, object *where)
1562 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1678 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1563 free (dump); 1679 free (dump);
1564 return op; 1680 return op;
1565 } 1681 }
1566 1682
1567 if (where->head) 1683 if (where->head_ () != where)
1568 { 1684 {
1569 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1685 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1570 where = where->head; 1686 where = where->head;
1571 } 1687 }
1572 1688
1573 return where->insert (op); 1689 return where->insert (op);
1574} 1690}
1579 * inside the object environment. 1695 * inside the object environment.
1580 * 1696 *
1581 * The function returns now pointer to inserted item, and return value can 1697 * The function returns now pointer to inserted item, and return value can
1582 * be != op, if items are merged. -Tero 1698 * be != op, if items are merged. -Tero
1583 */ 1699 */
1584
1585object * 1700object *
1586object::insert (object *op) 1701object::insert (object *op)
1587{ 1702{
1588 object *tmp, *otmp;
1589
1590 if (!QUERY_FLAG (op, FLAG_REMOVED))
1591 op->remove ();
1592
1593 if (op->more) 1703 if (op->more)
1594 { 1704 {
1595 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1705 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1596 return op; 1706 return op;
1597 } 1707 }
1598 1708
1599 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1709 op->remove ();
1600 CLEAR_FLAG (op, FLAG_REMOVED); 1710
1711 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1712
1601 if (op->nrof) 1713 if (op->nrof)
1602 {
1603 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1714 for (object *tmp = inv; tmp; tmp = tmp->below)
1604 if (object::can_merge (tmp, op)) 1715 if (object::can_merge (tmp, op))
1605 { 1716 {
1606 /* return the original object and remove inserted object 1717 /* return the original object and remove inserted object
1607 (client needs the original object) */ 1718 (client needs the original object) */
1608 tmp->nrof += op->nrof; 1719 tmp->nrof += op->nrof;
1609 /* Weight handling gets pretty funky. Since we are adding to 1720
1610 * tmp->nrof, we need to increase the weight. 1721 if (object *pl = tmp->visible_to ())
1611 */ 1722 esrv_update_item (UPD_NROF, pl, tmp);
1723
1612 add_weight (this, op->weight * op->nrof); 1724 adjust_weight (this, op->total_weight ());
1613 SET_FLAG (op, FLAG_REMOVED); 1725
1614 op->destroy (); /* free the inserted object */ 1726 op->destroy ();
1615 op = tmp; 1727 op = tmp;
1616 op->remove (); /* and fix old object's links */ 1728 goto inserted;
1617 CLEAR_FLAG (op, FLAG_REMOVED);
1618 break;
1619 } 1729 }
1620 1730
1621 /* I assume combined objects have no inventory 1731 op->owner = 0; // it's his/hers now. period.
1622 * We add the weight - this object could have just been removed
1623 * (if it was possible to merge). calling remove_ob will subtract
1624 * the weight, so we need to add it in again, since we actually do
1625 * the linking below
1626 */
1627 add_weight (this, op->weight * op->nrof);
1628 }
1629 else
1630 add_weight (this, (op->weight + op->carrying));
1631
1632 otmp = this->in_player ();
1633 if (otmp && otmp->contr)
1634 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1635 otmp->update_stats ();
1636
1637 op->map = 0; 1732 op->map = 0;
1638 op->env = this; 1733 op->x = 0;
1734 op->y = 0;
1735
1639 op->above = 0; 1736 op->above = 0;
1640 op->below = 0; 1737 op->below = inv;
1641 op->x = 0, op->y = 0; 1738 op->env = this;
1642 1739
1740 if (inv)
1741 inv->above = op;
1742
1743 inv = op;
1744
1745 op->flag [FLAG_REMOVED] = 0;
1746
1747 if (object *pl = op->visible_to ())
1748 esrv_send_item (pl, op);
1749
1750 adjust_weight (this, op->total_weight ());
1751
1752inserted:
1643 /* reset the light list and los of the players on the map */ 1753 /* reset the light list and los of the players on the map */
1644 if ((op->glow_radius != 0) && map) 1754 if (op->glow_radius && is_on_map ())
1645 { 1755 {
1646#ifdef DEBUG_LIGHTS 1756 update_stats ();
1647 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1648#endif /* DEBUG_LIGHTS */
1649 if (map->darkness)
1650 update_all_los (map, x, y); 1757 update_all_los (map, x, y);
1651 }
1652
1653 /* Client has no idea of ordering so lets not bother ordering it here.
1654 * It sure simplifies this function...
1655 */
1656 if (!inv)
1657 inv = op;
1658 else
1659 { 1758 }
1660 op->below = inv; 1759 else if (is_player ())
1661 op->below->above = op; 1760 // if this is a player's inventory, update stats
1662 inv = op; 1761 contr->queue_stats_update ();
1663 }
1664 1762
1665 INVOKE_OBJECT (INSERT, this); 1763 INVOKE_OBJECT (INSERT, this);
1666 1764
1667 return op; 1765 return op;
1668} 1766}
1688 * on top. 1786 * on top.
1689 */ 1787 */
1690int 1788int
1691check_move_on (object *op, object *originator) 1789check_move_on (object *op, object *originator)
1692{ 1790{
1791 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1792 return 0;
1793
1693 object *tmp; 1794 object *tmp;
1694 maptile *m = op->map; 1795 maptile *m = op->map;
1695 int x = op->x, y = op->y; 1796 int x = op->x, y = op->y;
1696 1797
1697 MoveType move_on, move_slow, move_block; 1798 mapspace &ms = m->at (x, y);
1698 1799
1699 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1800 ms.update ();
1700 return 0;
1701 1801
1702 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1802 MoveType move_on = ms.move_on;
1703 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1803 MoveType move_slow = ms.move_slow;
1704 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1804 MoveType move_block = ms.move_block;
1705 1805
1706 /* if nothing on this space will slow op down or be applied, 1806 /* if nothing on this space will slow op down or be applied,
1707 * no need to do checking below. have to make sure move_type 1807 * no need to do checking below. have to make sure move_type
1708 * is set, as lots of objects don't have it set - we treat that 1808 * is set, as lots of objects don't have it set - we treat that
1709 * as walking. 1809 * as walking.
1720 return 0; 1820 return 0;
1721 1821
1722 /* The objects have to be checked from top to bottom. 1822 /* The objects have to be checked from top to bottom.
1723 * Hence, we first go to the top: 1823 * Hence, we first go to the top:
1724 */ 1824 */
1725 1825 for (object *next, *tmp = ms.top; tmp; tmp = next)
1726 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1727 {
1728 /* Trim the search when we find the first other spell effect
1729 * this helps performance so that if a space has 50 spell objects,
1730 * we don't need to check all of them.
1731 */
1732 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1733 break;
1734 } 1826 {
1827 next = tmp->below;
1735 1828
1736 for (; tmp; tmp = tmp->below)
1737 {
1738 if (tmp == op) 1829 if (tmp == op)
1739 continue; /* Can't apply yourself */ 1830 continue; /* Can't apply yourself */
1740 1831
1741 /* Check to see if one of the movement types should be slowed down. 1832 /* Check to see if one of the movement types should be slowed down.
1742 * Second check makes sure that the movement types not being slowed 1833 * Second check makes sure that the movement types not being slowed
1747 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1838 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1748 { 1839 {
1749 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1750 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1751 { 1842 {
1752
1753 float
1754 diff = tmp->move_slow_penalty * FABS (op->speed); 1843 float diff = tmp->move_slow_penalty * fabs (op->speed);
1755 1844
1756 if (op->type == PLAYER) 1845 if (op->is_player ())
1757 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1846 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1758 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1847 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1759 diff /= 4.0; 1848 diff /= 4.0;
1760 1849
1761 op->speed_left -= diff; 1850 op->speed_left -= diff;
1762 } 1851 }
1763 } 1852 }
1796 LOG (llevError, "Present_arch called outside map.\n"); 1885 LOG (llevError, "Present_arch called outside map.\n");
1797 return NULL; 1886 return NULL;
1798 } 1887 }
1799 1888
1800 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1889 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1801 if (tmp->arch == at) 1890 if (tmp->arch->archname == at->archname)
1802 return tmp; 1891 return tmp;
1803 1892
1804 return NULL; 1893 return NULL;
1805} 1894}
1806 1895
1870 * The first matching object is returned, or NULL if none. 1959 * The first matching object is returned, or NULL if none.
1871 */ 1960 */
1872object * 1961object *
1873present_arch_in_ob (const archetype *at, const object *op) 1962present_arch_in_ob (const archetype *at, const object *op)
1874{ 1963{
1875 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1876 if (tmp->arch == at) 1965 if (tmp->arch->archname == at->archname)
1877 return tmp; 1966 return tmp;
1878 1967
1879 return NULL; 1968 return NULL;
1880} 1969}
1881 1970
1883 * activate recursively a flag on an object inventory 1972 * activate recursively a flag on an object inventory
1884 */ 1973 */
1885void 1974void
1886flag_inv (object *op, int flag) 1975flag_inv (object *op, int flag)
1887{ 1976{
1888 if (op->inv)
1889 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1890 { 1978 {
1891 SET_FLAG (tmp, flag); 1979 SET_FLAG (tmp, flag);
1892 flag_inv (tmp, flag); 1980 flag_inv (tmp, flag);
1893 } 1981 }
1894} 1982}
1895 1983
1896/* 1984/*
1897 * deactivate recursively a flag on an object inventory 1985 * deactivate recursively a flag on an object inventory
1898 */ 1986 */
1899void 1987void
1900unflag_inv (object *op, int flag) 1988unflag_inv (object *op, int flag)
1901{ 1989{
1902 if (op->inv)
1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1990 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1904 { 1991 {
1905 CLEAR_FLAG (tmp, flag); 1992 CLEAR_FLAG (tmp, flag);
1906 unflag_inv (tmp, flag); 1993 unflag_inv (tmp, flag);
1907 } 1994 }
1908}
1909
1910/*
1911 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1912 * all it's inventory (recursively).
1913 * If checksums are used, a player will get set_cheat called for
1914 * him/her-self and all object carried by a call to this function.
1915 */
1916void
1917set_cheat (object *op)
1918{
1919 SET_FLAG (op, FLAG_WAS_WIZ);
1920 flag_inv (op, FLAG_WAS_WIZ);
1921} 1995}
1922 1996
1923/* 1997/*
1924 * find_free_spot(object, map, x, y, start, stop) will search for 1998 * find_free_spot(object, map, x, y, start, stop) will search for
1925 * a spot at the given map and coordinates which will be able to contain 1999 * a spot at the given map and coordinates which will be able to contain
1927 * to search (see the freearr_x/y[] definition). 2001 * to search (see the freearr_x/y[] definition).
1928 * It returns a random choice among the alternatives found. 2002 * It returns a random choice among the alternatives found.
1929 * start and stop are where to start relative to the free_arr array (1,9 2003 * start and stop are where to start relative to the free_arr array (1,9
1930 * does all 4 immediate directions). This returns the index into the 2004 * does all 4 immediate directions). This returns the index into the
1931 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2005 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1932 * Note - this only checks to see if there is space for the head of the
1933 * object - if it is a multispace object, this should be called for all
1934 * pieces.
1935 * Note2: This function does correctly handle tiled maps, but does not 2006 * Note: This function does correctly handle tiled maps, but does not
1936 * inform the caller. However, insert_ob_in_map will update as 2007 * inform the caller. However, insert_ob_in_map will update as
1937 * necessary, so the caller shouldn't need to do any special work. 2008 * necessary, so the caller shouldn't need to do any special work.
1938 * Note - updated to take an object instead of archetype - this is necessary 2009 * Note - updated to take an object instead of archetype - this is necessary
1939 * because arch_blocked (now ob_blocked) needs to know the movement type 2010 * because arch_blocked (now ob_blocked) needs to know the movement type
1940 * to know if the space in question will block the object. We can't use 2011 * to know if the space in question will block the object. We can't use
1942 * customized, changed states, etc. 2013 * customized, changed states, etc.
1943 */ 2014 */
1944int 2015int
1945find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1946{ 2017{
2018 int altern[SIZEOFFREE];
1947 int index = 0, flag; 2019 int index = 0, flag;
1948 int altern[SIZEOFFREE];
1949 2020
1950 for (int i = start; i < stop; i++) 2021 for (int i = start; i < stop; i++)
1951 { 2022 {
1952 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2023 mapxy pos (m, x, y); pos.move (i);
1953 if (!flag) 2024
2025 if (!pos.normalise ())
2026 continue;
2027
2028 mapspace &ms = *pos;
2029
2030 if (ms.flags () & P_IS_ALIVE)
2031 continue;
2032
2033 /* However, often
2034 * ob doesn't have any move type (when used to place exits)
2035 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2036 */
2037 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2038 {
1954 altern [index++] = i; 2039 altern [index++] = i;
2040 continue;
2041 }
1955 2042
1956 /* Basically, if we find a wall on a space, we cut down the search size. 2043 /* Basically, if we find a wall on a space, we cut down the search size.
1957 * In this way, we won't return spaces that are on another side of a wall. 2044 * In this way, we won't return spaces that are on another side of a wall.
1958 * This mostly work, but it cuts down the search size in all directions - 2045 * This mostly work, but it cuts down the search size in all directions -
1959 * if the space being examined only has a wall to the north and empty 2046 * if the space being examined only has a wall to the north and empty
1960 * spaces in all the other directions, this will reduce the search space 2047 * spaces in all the other directions, this will reduce the search space
1961 * to only the spaces immediately surrounding the target area, and 2048 * to only the spaces immediately surrounding the target area, and
1962 * won't look 2 spaces south of the target space. 2049 * won't look 2 spaces south of the target space.
1963 */ 2050 */
1964 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2051 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2052 {
1965 stop = maxfree[i]; 2053 stop = maxfree[i];
2054 continue;
2055 }
2056
2057 /* Note it is intentional that we check ob - the movement type of the
2058 * head of the object should correspond for the entire object.
2059 */
2060 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2061 continue;
2062
2063 if (ob->blocked (pos.m, pos.x, pos.y))
2064 continue;
2065
2066 altern [index++] = i;
1966 } 2067 }
1967 2068
1968 if (!index) 2069 if (!index)
1969 return -1; 2070 return -1;
1970 2071
1971 return altern[RANDOM () % index]; 2072 return altern [rndm (index)];
1972} 2073}
1973 2074
1974/* 2075/*
1975 * find_first_free_spot(archetype, maptile, x, y) works like 2076 * find_first_free_spot(archetype, maptile, x, y) works like
1976 * find_free_spot(), but it will search max number of squares. 2077 * find_free_spot(), but it will search max number of squares.
1979 */ 2080 */
1980int 2081int
1981find_first_free_spot (const object *ob, maptile *m, int x, int y) 2082find_first_free_spot (const object *ob, maptile *m, int x, int y)
1982{ 2083{
1983 for (int i = 0; i < SIZEOFFREE; i++) 2084 for (int i = 0; i < SIZEOFFREE; i++)
1984 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2085 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
1985 return i; 2086 return i;
1986 2087
1987 return -1; 2088 return -1;
1988} 2089}
1989 2090
1997{ 2098{
1998 arr += begin; 2099 arr += begin;
1999 end -= begin; 2100 end -= begin;
2000 2101
2001 while (--end) 2102 while (--end)
2002 swap (arr [end], arr [RANDOM () % (end + 1)]); 2103 swap (arr [end], arr [rndm (end + 1)]);
2003} 2104}
2004 2105
2005/* new function to make monster searching more efficient, and effective! 2106/* new function to make monster searching more efficient, and effective!
2006 * This basically returns a randomized array (in the passed pointer) of 2107 * This basically returns a randomized array (in the passed pointer) of
2007 * the spaces to find monsters. In this way, it won't always look for 2108 * the spaces to find monsters. In this way, it won't always look for
2035 * there is capable of. 2136 * there is capable of.
2036 */ 2137 */
2037int 2138int
2038find_dir (maptile *m, int x, int y, object *exclude) 2139find_dir (maptile *m, int x, int y, object *exclude)
2039{ 2140{
2040 int i, max = SIZEOFFREE, mflags; 2141 int max = SIZEOFFREE, mflags;
2041
2042 sint16 nx, ny;
2043 object *tmp;
2044 maptile *mp;
2045
2046 MoveType blocked, move_type; 2142 MoveType move_type;
2047 2143
2048 if (exclude && exclude->head) 2144 if (exclude && exclude->head_ () != exclude)
2049 { 2145 {
2050 exclude = exclude->head; 2146 exclude = exclude->head;
2051 move_type = exclude->move_type; 2147 move_type = exclude->move_type;
2052 } 2148 }
2053 else 2149 else
2054 { 2150 {
2055 /* If we don't have anything, presume it can use all movement types. */ 2151 /* If we don't have anything, presume it can use all movement types. */
2056 move_type = MOVE_ALL; 2152 move_type = MOVE_ALL;
2057 } 2153 }
2058 2154
2059 for (i = 1; i < max; i++) 2155 for (int i = 1; i < max; i++)
2060 { 2156 {
2061 mp = m; 2157 mapxy pos (m, x, y);
2062 nx = x + freearr_x[i]; 2158 pos.move (i);
2063 ny = y + freearr_y[i];
2064 2159
2065 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2160 if (!pos.normalise ())
2066
2067 if (mflags & P_OUT_OF_MAP)
2068 max = maxfree[i]; 2161 max = maxfree[i];
2069 else 2162 else
2070 { 2163 {
2071 mapspace &ms = mp->at (nx, ny); 2164 mapspace &ms = *pos;
2072 2165
2073 blocked = ms.move_block;
2074
2075 if ((move_type & blocked) == move_type) 2166 if ((move_type & ms.move_block) == move_type)
2076 max = maxfree[i]; 2167 max = maxfree [i];
2077 else if (mflags & P_IS_ALIVE) 2168 else if (ms.flags () & P_IS_ALIVE)
2078 { 2169 {
2079 for (tmp = ms.bot; tmp; tmp = tmp->above) 2170 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2080 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2171 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2081 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2172 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2082 break;
2083
2084 if (tmp)
2085 return freedir[i]; 2173 return freedir [i];
2086 } 2174 }
2087 } 2175 }
2088 } 2176 }
2089 2177
2090 return 0; 2178 return 0;
2165 * This basically means that if direction is 15, then it could either go 2253 * This basically means that if direction is 15, then it could either go
2166 * direction 4, 14, or 16 to get back to where we are. 2254 * direction 4, 14, or 16 to get back to where we are.
2167 * Moved from spell_util.c to object.c with the other related direction 2255 * Moved from spell_util.c to object.c with the other related direction
2168 * functions. 2256 * functions.
2169 */ 2257 */
2170int reduction_dir[SIZEOFFREE][3] = { 2258static const int reduction_dir[SIZEOFFREE][3] = {
2171 {0, 0, 0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2172 {0, 0, 0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2173 {0, 0, 0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2174 {0, 0, 0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2175 {0, 0, 0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2266 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2354 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2267 * core dumps if they do. 2355 * core dumps if they do.
2268 * 2356 *
2269 * Add a check so we can't pick up invisible objects (0.93.8) 2357 * Add a check so we can't pick up invisible objects (0.93.8)
2270 */ 2358 */
2271
2272int 2359int
2273can_pick (const object *who, const object *item) 2360can_pick (const object *who, const object *item)
2274{ 2361{
2275 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2276 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2277 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2278} 2365}
2279 2366
2280/* 2367/*
2281 * create clone from object to another 2368 * create clone from object to another
2282 */ 2369 */
2283object * 2370object *
2284object_create_clone (object *asrc) 2371object::deep_clone ()
2285{ 2372{
2286 object *dst = 0, *tmp, *src, *part, *prev, *item; 2373 assert (("deep_clone called on non-head object", is_head ()));
2287 2374
2288 if (!asrc) 2375 object *dst = clone ();
2289 return 0;
2290 2376
2291 src = asrc; 2377 object *prev = dst;
2292 if (src->head)
2293 src = src->head;
2294
2295 prev = 0;
2296 for (part = src; part; part = part->more) 2378 for (object *part = this->more; part; part = part->more)
2297 { 2379 {
2298 tmp = part->clone (); 2380 object *tmp = part->clone ();
2299 tmp->x -= src->x;
2300 tmp->y -= src->y;
2301
2302 if (!part->head)
2303 {
2304 dst = tmp;
2305 tmp->head = 0;
2306 }
2307 else
2308 tmp->head = dst; 2381 tmp->head = dst;
2309
2310 tmp->more = 0;
2311
2312 if (prev)
2313 prev->more = tmp; 2382 prev->more = tmp;
2314
2315 prev = tmp; 2383 prev = tmp;
2316 } 2384 }
2317 2385
2318 for (item = src->inv; item; item = item->below) 2386 for (object *item = inv; item; item = item->below)
2319 insert_ob_in_ob (object_create_clone (item), dst); 2387 insert_ob_in_ob (item->deep_clone (), dst);
2320 2388
2321 return dst; 2389 return dst;
2322}
2323
2324/* GROS - Creates an object using a string representing its content. */
2325/* Basically, we save the content of the string to a temp file, then call */
2326/* load_object on it. I admit it is a highly inefficient way to make things, */
2327/* but it was simple to make and allows reusing the load_object function. */
2328/* Remember not to use load_object_str in a time-critical situation. */
2329/* Also remember that multiparts objects are not supported for now. */
2330object *
2331load_object_str (const char *obstr)
2332{
2333 object *op;
2334 char filename[MAX_BUF];
2335
2336 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2337
2338 FILE *tempfile = fopen (filename, "w");
2339
2340 if (tempfile == NULL)
2341 {
2342 LOG (llevError, "Error - Unable to access load object temp file\n");
2343 return NULL;
2344 }
2345
2346 fprintf (tempfile, obstr);
2347 fclose (tempfile);
2348
2349 op = object::create ();
2350
2351 object_thawer thawer (filename);
2352
2353 if (thawer)
2354 load_object (thawer, op, 0);
2355
2356 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2357 CLEAR_FLAG (op, FLAG_REMOVED);
2358
2359 return op;
2360} 2390}
2361 2391
2362/* This returns the first object in who's inventory that 2392/* This returns the first object in who's inventory that
2363 * has the same type and subtype match. 2393 * has the same type and subtype match.
2364 * returns NULL if no match. 2394 * returns NULL if no match.
2371 return tmp; 2401 return tmp;
2372 2402
2373 return 0; 2403 return 0;
2374} 2404}
2375 2405
2376/* If ob has a field named key, return the link from the list, 2406shstr_tmp
2377 * otherwise return NULL. 2407object::kv_get (shstr_tmp key) const
2378 *
2379 * key must be a passed in shared string - otherwise, this won't
2380 * do the desired thing.
2381 */
2382key_value *
2383get_ob_key_link (const object *ob, const char *key)
2384{ 2408{
2385 for (key_value *link = ob->key_values; link; link = link->next) 2409 for (key_value *kv = key_values; kv; kv = kv->next)
2386 if (link->key == key) 2410 if (kv->key == key)
2387 return link;
2388
2389 return 0;
2390}
2391
2392/*
2393 * Returns the value of op has an extra_field for key, or NULL.
2394 *
2395 * The argument doesn't need to be a shared string.
2396 *
2397 * The returned string is shared.
2398 */
2399const char *
2400get_ob_key_value (const object *op, const char *const key)
2401{
2402 key_value *link;
2403 shstr_cmp canonical_key (key);
2404
2405 if (!canonical_key)
2406 {
2407 /* 1. There being a field named key on any object
2408 * implies there'd be a shared string to find.
2409 * 2. Since there isn't, no object has this field.
2410 * 3. Therefore, *this* object doesn't have this field.
2411 */
2412 return 0;
2413 }
2414
2415 /* This is copied from get_ob_key_link() above -
2416 * only 4 lines, and saves the function call overhead.
2417 */
2418 for (link = op->key_values; link; link = link->next)
2419 if (link->key == canonical_key)
2420 return link->value; 2411 return kv->value;
2421 2412
2422 return 0; 2413 return shstr ();
2423} 2414}
2424 2415
2425 2416void
2426/* 2417object::kv_set (shstr_tmp key, shstr_tmp value)
2427 * Updates the canonical_key in op to value.
2428 *
2429 * canonical_key is a shared string (value doesn't have to be).
2430 *
2431 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2432 * keys.
2433 *
2434 * Returns TRUE on success.
2435 */
2436int
2437set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2438{ 2418{
2439 key_value *field = NULL, *last = NULL; 2419 for (key_value *kv = key_values; kv; kv = kv->next)
2440 2420 if (kv->key == key)
2441 for (field = op->key_values; field != NULL; field = field->next)
2442 {
2443 if (field->key != canonical_key)
2444 { 2421 {
2445 last = field; 2422 kv->value = value;
2446 continue; 2423 return;
2447 } 2424 }
2448 2425
2449 if (value) 2426 key_value *kv = new key_value;
2450 field->value = value; 2427
2451 else 2428 kv->next = key_values;
2429 kv->key = key;
2430 kv->value = value;
2431
2432 key_values = kv;
2433}
2434
2435void
2436object::kv_del (shstr_tmp key)
2437{
2438 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2439 if ((*kvp)->key == key)
2452 { 2440 {
2453 /* Basically, if the archetype has this key set, 2441 key_value *kv = *kvp;
2454 * we need to store the null value so when we save 2442 *kvp = (*kvp)->next;
2455 * it, we save the empty value so that when we load, 2443 delete kv;
2456 * we get this value back again. 2444 return;
2457 */
2458 if (get_ob_key_link (&op->arch->clone, canonical_key))
2459 field->value = 0;
2460 else
2461 {
2462 if (last)
2463 last->next = field->next;
2464 else
2465 op->key_values = field->next;
2466
2467 delete field;
2468 }
2469 } 2445 }
2470 return TRUE;
2471 }
2472 /* IF we get here, key doesn't exist */
2473
2474 /* No field, we'll have to add it. */
2475
2476 if (!add_key)
2477 return FALSE;
2478
2479 /* There isn't any good reason to store a null
2480 * value in the key/value list. If the archetype has
2481 * this key, then we should also have it, so shouldn't
2482 * be here. If user wants to store empty strings,
2483 * should pass in ""
2484 */
2485 if (value == NULL)
2486 return TRUE;
2487
2488 field = new key_value;
2489
2490 field->key = canonical_key;
2491 field->value = value;
2492 /* Usual prepend-addition. */
2493 field->next = op->key_values;
2494 op->key_values = field;
2495
2496 return TRUE;
2497}
2498
2499/*
2500 * Updates the key in op to value.
2501 *
2502 * If add_key is FALSE, this will only update existing keys,
2503 * and not add new ones.
2504 * In general, should be little reason FALSE is ever passed in for add_key
2505 *
2506 * Returns TRUE on success.
2507 */
2508int
2509set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2510{
2511 shstr key_ (key);
2512
2513 return set_ob_key_value_s (op, key_, value, add_key);
2514} 2446}
2515 2447
2516object::depth_iterator::depth_iterator (object *container) 2448object::depth_iterator::depth_iterator (object *container)
2517: iterator_base (container) 2449: iterator_base (container)
2518{ 2450{
2531 item = item->inv; 2463 item = item->inv;
2532 } 2464 }
2533 else 2465 else
2534 item = item->env; 2466 item = item->env;
2535} 2467}
2536
2537 2468
2538const char * 2469const char *
2539object::flag_desc (char *desc, int len) const 2470object::flag_desc (char *desc, int len) const
2540{ 2471{
2541 char *p = desc; 2472 char *p = desc;
2569{ 2500{
2570 char flagdesc[512]; 2501 char flagdesc[512];
2571 char info2[256 * 4]; 2502 char info2[256 * 4];
2572 char *p = info; 2503 char *p = info;
2573 2504
2574 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2505 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2575 count, uuid.seq, 2506 count,
2507 uuid.c_str (),
2576 &name, 2508 &name,
2577 title ? "\",title:\"" : "", 2509 title ? ",title:\"" : "",
2578 title ? (const char *)title : "", 2510 title ? (const char *)title : "",
2511 title ? "\"" : "",
2579 flag_desc (flagdesc, 512), type); 2512 flag_desc (flagdesc, 512), type);
2580 2513
2581 if (env) 2514 if (!flag[FLAG_REMOVED] && env)
2582 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2515 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2583 2516
2584 if (map) 2517 if (map)
2585 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2518 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2586 2519
2588} 2521}
2589 2522
2590const char * 2523const char *
2591object::debug_desc () const 2524object::debug_desc () const
2592{ 2525{
2593 static char info[256 * 4]; 2526 static char info[3][256 * 4];
2527 static int info_idx;
2528
2594 return debug_desc (info); 2529 return debug_desc (info [++info_idx % 3]);
2595} 2530}
2596 2531
2597const char * 2532struct region *
2598object::debug_desc2 () const 2533object::region () const
2599{ 2534{
2600 static char info[256 * 4]; 2535 return map ? map->region (x, y)
2601 return debug_desc (info); 2536 : region::default_region ();
2602} 2537}
2603 2538
2539void
2540object::open_container (object *new_container)
2541{
2542 if (container == new_container)
2543 return;
2544
2545 object *old_container = container;
2546
2547 if (old_container)
2548 {
2549 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2550 return;
2551
2552#if 0
2553 // remove the "Close old_container" object.
2554 if (object *closer = old_container->inv)
2555 if (closer->type == CLOSE_CON)
2556 closer->destroy ();
2557#endif
2558
2559 // make sure the container is available
2560 esrv_send_item (this, old_container);
2561
2562 old_container->flag [FLAG_APPLIED] = false;
2563 container = 0;
2564
2565 // client needs item update to make it work, client bug requires this to be separate
2566 esrv_update_item (UPD_FLAGS, this, old_container);
2567
2568 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2569 play_sound (sound_find ("chest_close"));
2570 }
2571
2572 if (new_container)
2573 {
2574 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2575 return;
2576
2577 // TODO: this does not seem to serve any purpose anymore?
2578#if 0
2579 // insert the "Close Container" object.
2580 if (archetype *closer = new_container->other_arch)
2581 {
2582 object *closer = new_container->other_arch->instance ();
2583 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2584 new_container->insert (closer);
2585 }
2586#endif
2587
2588 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2589
2590 // make sure the container is available, client bug requires this to be separate
2591 esrv_send_item (this, new_container);
2592
2593 new_container->flag [FLAG_APPLIED] = true;
2594 container = new_container;
2595
2596 // client needs flag change
2597 esrv_update_item (UPD_FLAGS, this, new_container);
2598 esrv_send_inventory (this, new_container);
2599 play_sound (sound_find ("chest_open"));
2600 }
2601// else if (!old_container->env && contr && contr->ns)
2602// contr->ns->floorbox_reset ();
2603}
2604
2605object *
2606object::force_find (shstr_tmp name)
2607{
2608 /* cycle through his inventory to look for the MARK we want to
2609 * place
2610 */
2611 for (object *tmp = inv; tmp; tmp = tmp->below)
2612 if (tmp->type == FORCE && tmp->slaying == name)
2613 return splay (tmp);
2614
2615 return 0;
2616}
2617
2618//-GPL
2619
2620void
2621object::force_set_timer (int duration)
2622{
2623 this->duration = 1;
2624 this->speed_left = -1.f;
2625
2626 this->set_speed (duration ? 1.f / duration : 0.f);
2627}
2628
2629object *
2630object::force_add (shstr_tmp name, int duration)
2631{
2632 if (object *force = force_find (name))
2633 force->destroy ();
2634
2635 object *force = get_archetype (FORCE_NAME);
2636
2637 force->slaying = name;
2638 force->force_set_timer (duration);
2639 force->flag [FLAG_APPLIED] = true;
2640
2641 return insert (force);
2642}
2643
2644void
2645object::play_sound (faceidx sound) const
2646{
2647 if (!sound)
2648 return;
2649
2650 if (is_on_map ())
2651 map->play_sound (sound, x, y);
2652 else if (object *pl = in_player ())
2653 pl->contr->play_sound (sound);
2654}
2655
2656void
2657object::say_msg (const char *msg) const
2658{
2659 if (is_on_map ())
2660 map->say_msg (msg, x, y);
2661 else if (object *pl = in_player ())
2662 pl->contr->play_sound (sound);
2663}
2664
2665void
2666object::make_noise ()
2667{
2668 // we do not model noise in the map, so instead put
2669 // a temporary light into the noise source
2670 // could use the map instead, but that's less reliable for our
2671 // goal, which is to make invisibility a bit harder to exploit
2672
2673 // currently only works sensibly for players
2674 if (!is_player ())
2675 return;
2676
2677 // find old force, or create new one
2678 object *force = force_find (shstr_noise_force);
2679
2680 if (force)
2681 force->speed_left = -1.f; // patch old speed up
2682 else
2683 {
2684 force = archetype::get (shstr_noise_force);
2685
2686 force->slaying = shstr_noise_force;
2687 force->stats.food = 1;
2688 force->speed_left = -1.f;
2689
2690 force->set_speed (1.f / 4.f);
2691 force->flag [FLAG_IS_USED_UP] = true;
2692 force->flag [FLAG_APPLIED] = true;
2693
2694 insert (force);
2695 }
2696}
2697
2698void object::change_move_type (MoveType mt)
2699{
2700 if (move_type == mt)
2701 return;
2702
2703 if (is_on_map ())
2704 {
2705 // we are on the map, so handle move_on/off effects
2706 remove ();
2707 move_type = mt;
2708 map->insert (this, x, y, this);
2709 }
2710 else
2711 move_type = mt;
2712}
2713

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