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Comparing deliantra/server/common/object.C (file contents):
Revision 1.130 by root, Sat Feb 10 01:52:25 2007 UTC vs.
Revision 1.323 by root, Sun Apr 11 23:56:09 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 (ob1->flag [FLAG_IDENTIFIED])
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 ob1->set_flag (FLAG_BEEN_APPLIED);
223 273
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (ob2->flag [FLAG_IDENTIFIED])
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 ob2->set_flag (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 }
271 329
272 /* Don't merge objects that are applied. With the new 'body' code, 330 /* Don't merge objects that are applied. With the new 'body' code,
273 * it is possible for most any character to have more than one of 331 * it is possible for most any character to have more than one of
274 * some items equipped, and we don't want those to merge. 332 * some items equipped, and we don't want those to merge.
275 */ 333 */
276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 334 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
277 return 0; 335 return 0;
278 336
279 /* Note sure why the following is the case - either the object has to 337 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster 338 * be animated or have a very low speed. Is this an attempted monster
281 * check? 339 * check?
282 */ 340 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 341 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
284 return 0; 342 return 0;
285 343
286 switch (ob1->type) 344 switch (ob1->type)
287 { 345 {
288 case SCROLL: 346 case SCROLL:
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;
452} 577}
453 578
454/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 580 * refcounts and freeing the links.
456 */ 581 */
457static void 582static void
458free_key_values (object *op) 583free_key_values (object *op)
459{ 584{
460 for (key_value *i = op->key_values; i != 0;) 585 for (key_value *i = op->key_values; i; )
461 { 586 {
462 key_value *next = i->next; 587 key_value *next = i->next;
463 delete i; 588 delete i;
464 589
465 i = next; 590 i = next;
477 * will point at garbage. 602 * will point at garbage.
478 */ 603 */
479void 604void
480object::copy_to (object *dst) 605object::copy_to (object *dst)
481{ 606{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 607 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 608 *(object_copy *)dst = *this;
486 609 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 ();
495 610
496 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
497 if (key_values) 612 if (key_values)
498 { 613 {
499 key_value *tail = 0; 614 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 615 dst->key_values = 0;
503 616
504 for (i = key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
505 { 618 {
506 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
507 620
508 new_link->next = 0; 621 new_link->next = 0;
509 new_link->key = i->key; 622 new_link->key = i->key;
510 new_link->value = i->value; 623 new_link->value = i->value;
511 624
512 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
513 if (!dst->key_values) 626 if (!dst->key_values)
514 { 627 {
521 tail = new_link; 634 tail = new_link;
522 } 635 }
523 } 636 }
524 } 637 }
525 638
526 dst->set_speed (dst->speed); 639 dst->activate ();
640}
641
642void
643object::instantiate ()
644{
645 if (!uuid.seq) // HACK
646 uuid = UUID::gen ();
647
648 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
649 if (flag [FLAG_RANDOM_SPEED] && speed)
650 speed_left = - speed - rndm (); // TODO animation
651 else
652 speed_left = -1.;
653
654 /* copy the body_info to the body_used - this is only really
655 * need for monsters, but doesn't hurt to do it for everything.
656 * by doing so, when a monster is created, it has good starting
657 * values for the body_used info, so when items are created
658 * for it, they can be properly equipped.
659 */
660 for (int i = NUM_BODY_LOCATIONS; i--; )
661 slot[i].used = slot[i].info;
662
663 attachable::instantiate ();
527} 664}
528 665
529object * 666object *
530object::clone () 667object::clone ()
531{ 668{
532 object *neu = create (); 669 object *neu = create ();
533 copy_to (neu); 670 copy_to (neu);
671
672 // TODO: unclean state changes, should not be done in clone AND instantiate
673 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
674 neu->speed_left = - neu->speed - rndm (); // TODO animation
675
676 neu->map = map; // not copied by copy_to
534 return neu; 677 return neu;
535} 678}
536 679
537/* 680/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 681 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * be called to update the face variable, _and_ how it looks on the map. 683 * be called to update the face variable, _and_ how it looks on the map.
541 */ 684 */
542void 685void
543update_turn_face (object *op) 686update_turn_face (object *op)
544{ 687{
545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 688 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
546 return; 689 return;
547 690
548 SET_ANIMATION (op, op->direction); 691 SET_ANIMATION (op, op->direction);
549 update_object (op, UP_OBJ_FACE); 692 update_object (op, UP_OBJ_FACE);
550} 693}
555 * This function needs to be called whenever the speed of an object changes. 698 * This function needs to be called whenever the speed of an object changes.
556 */ 699 */
557void 700void
558object::set_speed (float speed) 701object::set_speed (float speed)
559{ 702{
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; 703 this->speed = speed;
567 704
568 if (has_active_speed ()) 705 if (has_active_speed ())
569 activate (); 706 activate ();
570 else 707 else
589 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
590 */ 727 */
591void 728void
592update_object (object *op, int action) 729update_object (object *op, int action)
593{ 730{
594 MoveType move_on, move_off, move_block, move_slow; 731 if (!op)
595
596 if (op == NULL)
597 { 732 {
598 /* this should never happen */ 733 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 735 return;
601 } 736 }
602 737
603 if (op->env) 738 if (!op->is_on_map ())
604 { 739 {
605 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
606 * to do in this case. 741 * to do in this case.
607 */ 742 */
608 return; 743 return;
609 } 744 }
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;
616 745
617 /* make sure the object is within map boundaries */ 746 /* 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) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 748 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
628 757
629 if (!(m.flags_ & P_UPTODATE)) 758 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 759 /* nop */;
631 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
632 { 761 {
762#if 0
633 // this is likely overkill, TODO: revisit (schmorp) 763 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 764 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 765 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 766 || (op->is_player () && !(m.flags_ & P_PLAYER))
637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 768 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 769 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on 770 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off 771 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow 772 || (m.move_slow | op->move_slow) != m.move_slow
643 /* This isn't perfect, but I don't expect a lot of objects to 773 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 774 * have move_allow right now.
645 */ 775 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
777 m.invalidate ();
778#else
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 779 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
648 m.flags_ = 0; 780 m.invalidate ();
781#endif
649 } 782 }
650 /* if the object is being removed, we can't make intelligent 783 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 784 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 785 * that is being removed.
653 */ 786 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 787 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = 0; 788 m.invalidate ();
656 else if (action == UP_OBJ_FACE) 789 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 790 /* Nothing to do for that case */ ;
658 else 791 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 792 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 793
662 update_object (op->more, action); 795 update_object (op->more, action);
663} 796}
664 797
665object::object () 798object::object ()
666{ 799{
667 SET_FLAG (this, FLAG_REMOVED); 800 this->set_flag (FLAG_REMOVED);
668 801
669 expmul = 1.0; 802 //expmul = 1.0; declared const for the time being
670 face = blank_face; 803 face = blank_face;
804 material = MATERIAL_NULL;
671} 805}
672 806
673object::~object () 807object::~object ()
674{ 808{
675 unlink (); 809 unlink ();
680static int object_count; 814static int object_count;
681 815
682void object::link () 816void object::link ()
683{ 817{
684 assert (!index);//D 818 assert (!index);//D
685 uuid = gen_uuid (); 819 uuid = UUID::gen ();
686 count = ++object_count; 820 count = ++object_count;
687 821
688 refcnt_inc (); 822 refcnt_inc ();
689 objects.insert (this); 823 objects.insert (this);
690} 824}
704 /* If already on active list, don't do anything */ 838 /* If already on active list, don't do anything */
705 if (active) 839 if (active)
706 return; 840 return;
707 841
708 if (has_active_speed ()) 842 if (has_active_speed ())
843 {
844 if (flag [FLAG_FREED])
845 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
846
709 actives.insert (this); 847 actives.insert (this);
848 }
710} 849}
711 850
712void 851void
713object::activate_recursive () 852object::activate_recursive ()
714{ 853{
763object::destroy_inv (bool drop_to_ground) 902object::destroy_inv (bool drop_to_ground)
764{ 903{
765 // need to check first, because the checks below might segfault 904 // need to check first, because the checks below might segfault
766 // as we might be on an invalid mapspace and crossfire code 905 // as we might be on an invalid mapspace and crossfire code
767 // is too buggy to ensure that the inventory is empty. 906 // is too buggy to ensure that the inventory is empty.
768 // corollary: if you create arrows etc. with stuff in tis inventory, 907 // corollary: if you create arrows etc. with stuff in its inventory,
769 // cf will crash below with off-map x and y 908 // cf will crash below with off-map x and y
770 if (!inv) 909 if (!inv)
771 return; 910 return;
772 911
773 /* Only if the space blocks everything do we not process - 912 /* Only if the space blocks everything do we not process -
774 * if some form of movement is allowed, let objects 913 * if some form of movement is allowed, let objects
775 * drop on that space. 914 * drop on that space.
776 */ 915 */
777 if (!drop_to_ground 916 if (!drop_to_ground
778 || !map 917 || !map
779 || map->in_memory != MAP_IN_MEMORY 918 || map->in_memory != MAP_ACTIVE
780 || map->nodrop 919 || map->no_drop
781 || ms ().move_block == MOVE_ALL) 920 || ms ().move_block == MOVE_ALL)
782 { 921 {
783 while (inv) 922 while (inv)
784 {
785 inv->destroy_inv (drop_to_ground);
786 inv->destroy (); 923 inv->destroy ();
787 }
788 } 924 }
789 else 925 else
790 { /* Put objects in inventory onto this space */ 926 { /* Put objects in inventory onto this space */
791 while (inv) 927 while (inv)
792 { 928 {
803 map->insert (op, x, y); 939 map->insert (op, x, y);
804 } 940 }
805 } 941 }
806} 942}
807 943
944/*
945 * Remove and free all objects in the inventory of the given object.
946 * Unlike destroy_inv, this assumes the *this is destroyed as well
947 * well, so we can (and have to!) take shortcuts.
948 */
949void
950object::destroy_inv_fast ()
951{
952 while (object *op = inv)
953 {
954 // remove from object the fast way
955 op->flag [FLAG_REMOVED] = true;
956 op->env = 0;
957 if ((inv = inv->below))
958 inv->above = 0;
959
960 // then destroy
961 op->destroy ();
962 }
963}
964
808object *object::create () 965object *object::create ()
809{ 966{
810 object *op = new object; 967 object *op = new object;
811 op->link (); 968 op->link ();
812 return op; 969 return op;
813} 970}
814 971
972static struct freed_map : maptile
973{
974 freed_map ()
975 {
976 path = "<freed objects map>";
977 name = "/internal/freed_objects_map";
978 width = 3;
979 height = 3;
980 no_drop = 1;
981 no_reset = 1;
982
983 alloc ();
984 in_memory = MAP_ACTIVE;
985 }
986
987 ~freed_map ()
988 {
989 destroy ();
990 }
991} freed_map; // freed objects are moved here to avoid crashes
992
815void 993void
816object::do_destroy () 994object::do_destroy ()
817{ 995{
996 if (flag [FLAG_IS_LINKED])
997 remove_link ();
998
999 if (flag [FLAG_FRIENDLY])
1000 remove_friendly_object (this);
1001
1002 remove ();
1003
818 attachable::do_destroy (); 1004 attachable::do_destroy ();
819
820 if (flag [FLAG_IS_LINKED])
821 remove_button_link (this);
822
823 if (flag [FLAG_FRIENDLY])
824 {
825 remove_friendly_object (this);
826
827 if (type == GOLEM
828 && owner
829 && owner->type == PLAYER
830 && owner->contr->ranges[range_golem] == this)
831 owner->contr->ranges[range_golem] = 0;
832 }
833
834 if (!flag [FLAG_REMOVED])
835 remove ();
836
837 destroy_inv (true);
838 1005
839 deactivate (); 1006 deactivate ();
840 unlink (); 1007 unlink ();
841 1008
842 flag [FLAG_FREED] = 1; 1009 flag [FLAG_FREED] = 1;
843 1010
844 // hack to ensure that freed objects still have a valid map 1011 // hack to ensure that freed objects still have a valid map
845 {
846 static maptile *freed_map; // freed objects are moved here to avoid crashes
847
848 if (!freed_map)
849 {
850 freed_map = new maptile;
851
852 freed_map->name = "/internal/freed_objects_map";
853 freed_map->width = 3;
854 freed_map->height = 3;
855
856 freed_map->alloc ();
857 freed_map->in_memory = MAP_IN_MEMORY;
858 }
859
860 map = freed_map; 1012 map = &freed_map;
861 x = 1; 1013 x = 1;
862 y = 1; 1014 y = 1;
863 }
864
865 head = 0;
866 1015
867 if (more) 1016 if (more)
868 { 1017 {
869 more->destroy (); 1018 more->destroy ();
870 more = 0; 1019 more = 0;
871 } 1020 }
872 1021
1022 head = 0;
1023
873 // clear those pointers that likely might have circular references to us 1024 // clear those pointers that likely might cause circular references
874 owner = 0; 1025 owner = 0;
875 enemy = 0; 1026 enemy = 0;
876 attacked_by = 0; 1027 attacked_by = 0;
1028 current_weapon = 0;
877} 1029}
878 1030
879void 1031void
880object::destroy (bool destroy_inventory) 1032object::destroy ()
881{ 1033{
882 if (destroyed ()) 1034 if (destroyed ())
883 return; 1035 return;
884 1036
885 if (destroy_inventory) 1037 if (!is_head () && !head->destroyed ())
1038 {
1039 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1040 head->destroy ();
1041 return;
1042 }
1043
886 destroy_inv (false); 1044 destroy_inv_fast ();
1045
1046 if (is_head ())
1047 if (sound_destroy)
1048 play_sound (sound_destroy);
1049 else if (flag [FLAG_MONSTER])
1050 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
887 1051
888 attachable::destroy (); 1052 attachable::destroy ();
889}
890
891/*
892 * sub_weight() recursively (outwards) subtracts a number from the
893 * weight of an object (and what is carried by it's environment(s)).
894 */
895void
896sub_weight (object *op, signed long weight)
897{
898 while (op != NULL)
899 {
900 if (op->type == CONTAINER)
901 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
902
903 op->carrying -= weight;
904 op = op->env;
905 }
906} 1053}
907 1054
908/* op->remove (): 1055/* op->remove ():
909 * This function removes the object op from the linked list of objects 1056 * This function removes the object op from the linked list of objects
910 * which it is currently tied to. When this function is done, the 1057 * which it is currently tied to. When this function is done, the
913 * the previous environment. 1060 * the previous environment.
914 */ 1061 */
915void 1062void
916object::do_remove () 1063object::do_remove ()
917{ 1064{
918 object *tmp, *last = 0; 1065 if (flag [FLAG_REMOVED])
919 object *otmp;
920
921 if (QUERY_FLAG (this, FLAG_REMOVED))
922 return; 1066 return;
923 1067
924 SET_FLAG (this, FLAG_REMOVED);
925 INVOKE_OBJECT (REMOVE, this); 1068 INVOKE_OBJECT (REMOVE, this);
1069
1070 flag [FLAG_REMOVED] = true;
926 1071
927 if (more) 1072 if (more)
928 more->remove (); 1073 more->remove ();
929 1074
930 /* 1075 /*
931 * In this case, the object to be removed is in someones 1076 * In this case, the object to be removed is in someones
932 * inventory. 1077 * inventory.
933 */ 1078 */
934 if (env) 1079 if (env)
935 { 1080 {
936 if (nrof) 1081 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
937 sub_weight (env, weight * nrof); 1082 if (object *pl = visible_to ())
938 else 1083 esrv_del_item (pl->contr, count);
939 sub_weight (env, weight + carrying); 1084 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
940 1085
941 /* NO_FIX_PLAYER is set when a great many changes are being 1086 adjust_weight (env, -total_weight ());
942 * made to players inventory. If set, avoiding the call
943 * to save cpu time.
944 */
945 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
946 otmp->update_stats ();
947 1087
948 if (above) 1088 object *pl = in_player ();
949 above->below = below;
950 else
951 env->inv = below;
952
953 if (below)
954 below->above = above;
955 1089
956 /* we set up values so that it could be inserted into 1090 /* we set up values so that it could be inserted into
957 * the map, but we don't actually do that - it is up 1091 * the map, but we don't actually do that - it is up
958 * to the caller to decide what we want to do. 1092 * to the caller to decide what we want to do.
959 */ 1093 */
960 x = env->x, y = env->y;
961 map = env->map; 1094 map = env->map;
962 above = 0, below = 0; 1095 x = env->x;
1096 y = env->y;
1097
1098 // make sure cmov optimisation is applicable
1099 *(above ? &above->below : &env->inv) = below;
1100 *(below ? &below->above : &above ) = above; // &above is just a dummy
1101
1102 above = 0;
1103 below = 0;
963 env = 0; 1104 env = 0;
1105
1106 if (pl && pl->is_player ())
1107 {
1108 if (expect_false (pl->contr->combat_ob == this))
1109 {
1110 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1111 pl->contr->combat_ob = 0;
1112 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1113 }
1114
1115 if (expect_false (pl->contr->ranged_ob == this))
1116 {
1117 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1118 pl->contr->ranged_ob = 0;
1119 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1120 }
1121
1122 pl->contr->queue_stats_update ();
1123
1124 if (expect_false (glow_radius) && pl->is_on_map ())
1125 update_all_los (pl->map, pl->x, pl->y);
1126 }
964 } 1127 }
965 else if (map) 1128 else if (map)
966 { 1129 {
967 if (type == PLAYER)
968 {
969 // leaving a spot always closes any open container on the ground
970 if (container && !container->env)
971 // this causes spurious floorbox updates, but it ensures
972 // that the CLOSE event is being sent.
973 close_container ();
974
975 --map->players;
976 map->touch ();
977 }
978
979 map->dirty = true; 1130 map->dirty = true;
980 mapspace &ms = this->ms (); 1131 mapspace &ms = this->ms ();
981 1132
1133 if (object *pl = ms.player ())
1134 {
1135 if (is_player ())
1136 {
1137 if (!flag [FLAG_WIZPASS])
1138 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1139
1140 // leaving a spot always closes any open container on the ground
1141 if (container && !container->env)
1142 // this causes spurious floorbox updates, but it ensures
1143 // that the CLOSE event is being sent.
1144 close_container ();
1145
1146 --map->players;
1147 map->touch ();
1148 }
1149 else if (pl->container_ () == this)
1150 {
1151 // removing a container should close it
1152 close_container ();
1153 }
1154 else
1155 esrv_del_item (pl->contr, count);
1156 }
1157
982 /* link the object above us */ 1158 /* link the object above us */
983 if (above) 1159 // re-link, make sure compiler can easily use cmove
984 above->below = below; 1160 *(above ? &above->below : &ms.top) = below;
985 else 1161 *(below ? &below->above : &ms.bot) = above;
986 ms.top = below; /* we were top, set new top */
987
988 /* Relink the object below us, if there is one */
989 if (below)
990 below->above = above;
991 else
992 {
993 /* Nothing below, which means we need to relink map object for this space
994 * use translated coordinates in case some oddness with map tiling is
995 * evident
996 */
997 if (GET_MAP_OB (map, x, y) != this)
998 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 ());
999
1000 ms.bot = above; /* goes on above it. */
1001 }
1002 1162
1003 above = 0; 1163 above = 0;
1004 below = 0; 1164 below = 0;
1005 1165
1166 ms.invalidate ();
1167
1006 if (map->in_memory == MAP_SAVING) 1168 if (map->in_memory == MAP_SAVING)
1007 return; 1169 return;
1008 1170
1009 int check_walk_off = !flag [FLAG_NO_APPLY]; 1171 int check_walk_off = !flag [FLAG_NO_APPLY];
1010 1172
1011 for (tmp = ms.bot; tmp; tmp = tmp->above) 1173 if (object *pl = ms.player ())
1012 { 1174 {
1013 /* No point updating the players look faces if he is the object 1175 if (pl->container_ () == this)
1014 * being removed.
1015 */
1016
1017 if (tmp->type == PLAYER && tmp != this)
1018 {
1019 /* If a container that the player is currently using somehow gets 1176 /* If a container that the player is currently using somehow gets
1020 * removed (most likely destroyed), update the player view 1177 * removed (most likely destroyed), update the player view
1021 * appropriately. 1178 * appropriately.
1022 */ 1179 */
1023 if (tmp->container == this) 1180 pl->close_container ();
1024 {
1025 flag [FLAG_APPLIED] = 0;
1026 tmp->container = 0;
1027 }
1028 1181
1182 //TODO: the floorbox prev/next might need updating
1183 //esrv_del_item (pl->contr, count);
1184 //TODO: update floorbox to preserve ordering
1029 if (tmp->contr->ns) 1185 if (pl->contr->ns)
1030 tmp->contr->ns->floorbox_update (); 1186 pl->contr->ns->floorbox_update ();
1187 }
1188
1189 if (check_walk_off)
1190 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1191 {
1192 above = tmp->above;
1193
1194 /* No point updating the players look faces if he is the object
1195 * being removed.
1031 } 1196 */
1032 1197
1033 /* See if object moving off should effect something */ 1198 /* See if object moving off should effect something */
1034 if (check_walk_off
1035 && ((move_type & tmp->move_off) 1199 if ((move_type & tmp->move_off)
1036 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1200 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1037 {
1038 move_apply (tmp, this, 0); 1201 move_apply (tmp, this, 0);
1039
1040 if (destroyed ())
1041 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1042 } 1202 }
1043 1203
1044 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1204 if (affects_los ())
1045 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1046 if (tmp->above == tmp)
1047 tmp->above = 0;
1048
1049 last = tmp;
1050 }
1051
1052 /* last == NULL if there are no objects on this space */
1053 //TODO: this makes little sense, why only update the topmost object?
1054 if (!last)
1055 map->at (x, y).flags_ = 0;
1056 else
1057 update_object (last, UP_OBJ_REMOVE);
1058
1059 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1060 update_all_los (map, x, y); 1205 update_all_los (map, x, y);
1061 } 1206 }
1062} 1207}
1063 1208
1064/* 1209/*
1073merge_ob (object *op, object *top) 1218merge_ob (object *op, object *top)
1074{ 1219{
1075 if (!op->nrof) 1220 if (!op->nrof)
1076 return 0; 1221 return 0;
1077 1222
1078 if (top) 1223 if (!top)
1079 for (top = op; top && top->above; top = top->above) 1224 for (top = op; top && top->above; top = top->above)
1080 ; 1225 ;
1081 1226
1082 for (; top; top = top->below) 1227 for (; top; top = top->below)
1083 {
1084 if (top == op)
1085 continue;
1086
1087 if (object::can_merge (op, top)) 1228 if (object::can_merge (op, top))
1088 { 1229 {
1089 top->nrof += op->nrof; 1230 top->nrof += op->nrof;
1090 1231
1091/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1232 if (object *pl = top->visible_to ())
1092 op->weight = 0; /* Don't want any adjustements now */ 1233 esrv_update_item (UPD_NROF, pl, top);
1234
1235 op->weight = 0; // cancel the addition above
1236 op->carrying = 0; // must be 0 already
1237
1093 op->destroy (); 1238 op->destroy ();
1239
1094 return top; 1240 return top;
1095 } 1241 }
1096 }
1097 1242
1098 return 0; 1243 return 0;
1244}
1245
1246void
1247object::expand_tail ()
1248{
1249 if (more)
1250 return;
1251
1252 object *prev = this;
1253
1254 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1255 {
1256 object *op = at->instance ();
1257
1258 op->name = name;
1259 op->name_pl = name_pl;
1260 op->title = title;
1261
1262 op->head = this;
1263 prev->more = op;
1264
1265 prev = op;
1266 }
1099} 1267}
1100 1268
1101/* 1269/*
1102 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1270 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1103 * job preparing multi-part monsters. 1271 * job preparing multi-part monsters.
1104 */ 1272 */
1105object * 1273object *
1106insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1274insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1107{ 1275{
1276 op->remove ();
1277
1108 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1278 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1109 { 1279 {
1110 tmp->x = x + tmp->arch->clone.x; 1280 tmp->x = x + tmp->arch->x;
1111 tmp->y = y + tmp->arch->clone.y; 1281 tmp->y = y + tmp->arch->y;
1112 } 1282 }
1113 1283
1114 return insert_ob_in_map (op, m, originator, flag); 1284 return insert_ob_in_map (op, m, originator, flag);
1115} 1285}
1116 1286
1129 * Passing 0 for flag gives proper default values, so flag really only needs 1299 * Passing 0 for flag gives proper default values, so flag really only needs
1130 * to be set if special handling is needed. 1300 * to be set if special handling is needed.
1131 * 1301 *
1132 * Return value: 1302 * Return value:
1133 * new object if 'op' was merged with other object 1303 * new object if 'op' was merged with other object
1134 * NULL if 'op' was destroyed 1304 * NULL if there was an error (destroyed, blocked etc.)
1135 * just 'op' otherwise 1305 * just 'op' otherwise
1136 */ 1306 */
1137object * 1307object *
1138insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1308insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1139{ 1309{
1140 object *tmp, *top, *floor = NULL;
1141
1142 if (QUERY_FLAG (op, FLAG_FREED))
1143 {
1144 LOG (llevError, "Trying to insert freed object!\n");
1145 return NULL;
1146 }
1147
1148 if (!QUERY_FLAG (op, FLAG_REMOVED))
1149 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1150
1151 op->remove (); 1310 op->remove ();
1152 1311
1153 if (!m) 1312 if (m == &freed_map)//D TODO: remove soon
1154 { 1313 {//D
1155 char *dump = dump_object (op); 1314 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1156 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1157 free (dump);
1158 return op;
1159 } 1315 }//D
1160
1161 if (out_of_map (m, op->x, op->y))
1162 {
1163 char *dump = dump_object (op);
1164 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1165#ifdef MANY_CORES
1166 /* Better to catch this here, as otherwise the next use of this object
1167 * is likely to cause a crash. Better to find out where it is getting
1168 * improperly inserted.
1169 */
1170 abort ();
1171#endif
1172 free (dump);
1173 return op;
1174 }
1175
1176 if (object *more = op->more)
1177 {
1178 if (!insert_ob_in_map (more, m, originator, flag))
1179 {
1180 if (!op->head)
1181 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1182
1183 return 0;
1184 }
1185 }
1186
1187 CLEAR_FLAG (op, FLAG_REMOVED);
1188 1316
1189 /* Ideally, the caller figures this out. However, it complicates a lot 1317 /* Ideally, the caller figures this out. However, it complicates a lot
1190 * of areas of callers (eg, anything that uses find_free_spot would now 1318 * of areas of callers (eg, anything that uses find_free_spot would now
1191 * need extra work 1319 * need extra work
1192 */ 1320 */
1321 maptile *newmap = m;
1193 if (!xy_normalise (m, op->x, op->y)) 1322 if (!xy_normalise (newmap, op->x, op->y))
1323 {
1324 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1194 return 0; 1325 return 0;
1326 }
1195 1327
1328 if (object *more = op->more)
1329 if (!insert_ob_in_map (more, m, originator, flag))
1330 return 0;
1331
1332 op->flag [FLAG_REMOVED] = false;
1333 op->env = 0;
1196 op->map = m; 1334 op->map = newmap;
1335
1197 mapspace &ms = op->ms (); 1336 mapspace &ms = op->ms ();
1198 1337
1199 /* this has to be done after we translate the coordinates. 1338 /* this has to be done after we translate the coordinates.
1200 */ 1339 */
1201 if (op->nrof && !(flag & INS_NO_MERGE)) 1340 if (op->nrof && !(flag & INS_NO_MERGE))
1202 for (tmp = ms.bot; tmp; tmp = tmp->above) 1341 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1203 if (object::can_merge (op, tmp)) 1342 if (object::can_merge (op, tmp))
1204 { 1343 {
1344 // TODO: we actually want to update tmp, not op,
1345 // but some caller surely breaks when we return tmp
1346 // from here :/
1205 op->nrof += tmp->nrof; 1347 op->nrof += tmp->nrof;
1206 tmp->destroy (); 1348 tmp->destroy ();
1207 } 1349 }
1208 1350
1209 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1351 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1210 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1352 op->clr_flag (FLAG_INV_LOCKED);
1211 1353
1212 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1354 if (!op->flag [FLAG_ALIVE])
1213 CLEAR_FLAG (op, FLAG_NO_STEAL); 1355 op->clr_flag (FLAG_NO_STEAL);
1214 1356
1215 if (flag & INS_BELOW_ORIGINATOR) 1357 if (flag & INS_BELOW_ORIGINATOR)
1216 { 1358 {
1217 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1359 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1218 { 1360 {
1219 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1361 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1220 abort (); 1362 abort ();
1221 } 1363 }
1222 1364
1365 if (!originator->is_on_map ())
1366 {
1367 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1368 op->debug_desc (), originator->debug_desc ());
1369 abort ();
1370 }
1371
1223 op->above = originator; 1372 op->above = originator;
1224 op->below = originator->below; 1373 op->below = originator->below;
1225
1226 if (op->below)
1227 op->below->above = op;
1228 else
1229 ms.bot = op;
1230
1231 /* since *below* originator, no need to update top */
1232 originator->below = op; 1374 originator->below = op;
1375
1376 *(op->below ? &op->below->above : &ms.bot) = op;
1233 } 1377 }
1234 else 1378 else
1235 { 1379 {
1236 top = ms.bot; 1380 object *floor = 0;
1381 object *top = ms.top;
1237 1382
1238 /* If there are other objects, then */ 1383 /* If there are other objects, then */
1239 if ((!(flag & INS_MAP_LOAD)) && top) 1384 if (top)
1240 { 1385 {
1241 object *last = 0;
1242
1243 /* 1386 /*
1244 * If there are multiple objects on this space, we do some trickier handling. 1387 * If there are multiple objects on this space, we do some trickier handling.
1245 * We've already dealt with merging if appropriate. 1388 * We've already dealt with merging if appropriate.
1246 * Generally, we want to put the new object on top. But if 1389 * Generally, we want to put the new object on top. But if
1247 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1390 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1250 * once we get to them. This reduces the need to traverse over all of 1393 * once we get to them. This reduces the need to traverse over all of
1251 * them when adding another one - this saves quite a bit of cpu time 1394 * them when adding another one - this saves quite a bit of cpu time
1252 * when lots of spells are cast in one area. Currently, it is presumed 1395 * when lots of spells are cast in one area. Currently, it is presumed
1253 * that flying non pickable objects are spell objects. 1396 * that flying non pickable objects are spell objects.
1254 */ 1397 */
1255 for (top = ms.bot; top; top = top->above) 1398 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1256 { 1399 {
1257 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1400 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1258 floor = top; 1401 floor = tmp;
1259 1402
1260 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1403 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1261 { 1404 {
1262 /* We insert above top, so we want this object below this */ 1405 /* We insert above top, so we want this object below this */
1263 top = top->below; 1406 top = tmp->below;
1264 break; 1407 break;
1265 } 1408 }
1266 1409
1267 last = top; 1410 top = tmp;
1268 } 1411 }
1269
1270 /* Don't want top to be NULL, so set it to the last valid object */
1271 top = last;
1272 1412
1273 /* We let update_position deal with figuring out what the space 1413 /* We let update_position deal with figuring out what the space
1274 * looks like instead of lots of conditions here. 1414 * looks like instead of lots of conditions here.
1275 * makes things faster, and effectively the same result. 1415 * makes things faster, and effectively the same result.
1276 */ 1416 */
1277 1417
1278 /* Have object 'fall below' other objects that block view. 1418 /* Have object 'fall below' other objects that block view.
1279 * Unless those objects are exits, type 66 1419 * Unless those objects are exits.
1280 * If INS_ON_TOP is used, don't do this processing 1420 * If INS_ON_TOP is used, don't do this processing
1281 * Need to find the object that in fact blocks view, otherwise 1421 * Need to find the object that in fact blocks view, otherwise
1282 * stacking is a bit odd. 1422 * stacking is a bit odd.
1283 */ 1423 */
1284 if (!(flag & INS_ON_TOP) 1424 if (!(flag & INS_ON_TOP)
1285 && ms.flags () & P_BLOCKSVIEW 1425 && ms.flags () & P_BLOCKSVIEW
1286 && (op->face && !op->face->visibility)) 1426 && (op->face && !faces [op->face].visibility))
1287 { 1427 {
1428 object *last;
1429
1288 for (last = top; last != floor; last = last->below) 1430 for (last = top; last != floor; last = last->below)
1289 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1431 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1290 break; 1432 break;
1291 1433
1292 /* Check to see if we found the object that blocks view, 1434 /* Check to see if we found the object that blocks view,
1293 * and make sure we have a below pointer for it so that 1435 * and make sure we have a below pointer for it so that
1294 * we can get inserted below this one, which requires we 1436 * we can get inserted below this one, which requires we
1297 if (last && last->below && last != floor) 1439 if (last && last->below && last != floor)
1298 top = last->below; 1440 top = last->below;
1299 } 1441 }
1300 } /* If objects on this space */ 1442 } /* If objects on this space */
1301 1443
1302 if (flag & INS_MAP_LOAD)
1303 top = ms.top;
1304
1305 if (flag & INS_ABOVE_FLOOR_ONLY) 1444 if (flag & INS_ABOVE_FLOOR_ONLY)
1306 top = floor; 1445 top = floor;
1307 1446
1308 /* Top is the object that our object (op) is going to get inserted above. 1447 // insert object above top, or bottom-most if top = 0
1309 */
1310
1311 /* First object on this space */
1312 if (!top) 1448 if (!top)
1313 { 1449 {
1450 op->below = 0;
1314 op->above = ms.bot; 1451 op->above = ms.bot;
1315
1316 if (op->above)
1317 op->above->below = op;
1318
1319 op->below = 0;
1320 ms.bot = op; 1452 ms.bot = op;
1453
1454 *(op->above ? &op->above->below : &ms.top) = op;
1321 } 1455 }
1322 else 1456 else
1323 { /* get inserted into the stack above top */ 1457 {
1324 op->above = top->above; 1458 op->above = top->above;
1325
1326 if (op->above)
1327 op->above->below = op; 1459 top->above = op;
1328 1460
1329 op->below = top; 1461 op->below = top;
1330 top->above = op; 1462 *(op->above ? &op->above->below : &ms.top) = op;
1331 } 1463 }
1464 }
1332 1465
1333 if (!op->above) 1466 if (op->is_player ())
1334 ms.top = op;
1335 } /* else not INS_BELOW_ORIGINATOR */
1336
1337 if (op->type == PLAYER)
1338 { 1467 {
1339 op->contr->do_los = 1; 1468 op->contr->do_los = 1;
1340 ++op->map->players; 1469 ++op->map->players;
1341 op->map->touch (); 1470 op->map->touch ();
1342 } 1471 }
1343 1472
1344 op->map->dirty = true; 1473 op->map->dirty = true;
1345 1474
1346 /* If we have a floor, we know the player, if any, will be above
1347 * it, so save a few ticks and start from there.
1348 */
1349 if (!(flag & INS_MAP_LOAD))
1350 if (object *pl = ms.player ()) 1475 if (object *pl = ms.player ())
1476 //TODO: the floorbox prev/next might need updating
1477 //esrv_send_item (pl, op);
1478 //TODO: update floorbox to preserve ordering
1351 if (pl->contr->ns) 1479 if (pl->contr->ns)
1352 pl->contr->ns->floorbox_update (); 1480 pl->contr->ns->floorbox_update ();
1353 1481
1354 /* If this object glows, it may affect lighting conditions that are 1482 /* If this object glows, it may affect lighting conditions that are
1355 * visible to others on this map. But update_all_los is really 1483 * visible to others on this map. But update_all_los is really
1356 * an inefficient way to do this, as it means los for all players 1484 * an inefficient way to do this, as it means los for all players
1357 * on the map will get recalculated. The players could very well 1485 * on the map will get recalculated. The players could very well
1358 * be far away from this change and not affected in any way - 1486 * be far away from this change and not affected in any way -
1359 * this should get redone to only look for players within range, 1487 * this should get redone to only look for players within range,
1360 * or just updating the P_UPTODATE for spaces within this area 1488 * or just updating the P_UPTODATE for spaces within this area
1361 * of effect may be sufficient. 1489 * of effect may be sufficient.
1362 */ 1490 */
1363 if (op->map->darkness && (op->glow_radius != 0)) 1491 if (op->affects_los ())
1492 {
1493 op->ms ().invalidate ();
1364 update_all_los (op->map, op->x, op->y); 1494 update_all_los (op->map, op->x, op->y);
1495 }
1365 1496
1366 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1497 /* updates flags (blocked, alive, no magic, etc) for this map space */
1367 update_object (op, UP_OBJ_INSERT); 1498 update_object (op, UP_OBJ_INSERT);
1368 1499
1369 INVOKE_OBJECT (INSERT, op); 1500 INVOKE_OBJECT (INSERT, op);
1376 * blocked() and wall() work properly), and these flags are updated by 1507 * blocked() and wall() work properly), and these flags are updated by
1377 * update_object(). 1508 * update_object().
1378 */ 1509 */
1379 1510
1380 /* if this is not the head or flag has been passed, don't check walk on status */ 1511 /* if this is not the head or flag has been passed, don't check walk on status */
1381 if (!(flag & INS_NO_WALK_ON) && !op->head) 1512 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1382 { 1513 {
1383 if (check_move_on (op, originator)) 1514 if (check_move_on (op, originator))
1384 return 0; 1515 return 0;
1385 1516
1386 /* If we are a multi part object, lets work our way through the check 1517 /* If we are a multi part object, lets work our way through the check
1387 * walk on's. 1518 * walk on's.
1388 */ 1519 */
1389 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1520 for (object *tmp = op->more; tmp; tmp = tmp->more)
1390 if (check_move_on (tmp, originator)) 1521 if (check_move_on (tmp, originator))
1391 return 0; 1522 return 0;
1392 } 1523 }
1393 1524
1394 return op; 1525 return op;
1397/* this function inserts an object in the map, but if it 1528/* this function inserts an object in the map, but if it
1398 * finds an object of its own type, it'll remove that one first. 1529 * finds an object of its own type, it'll remove that one first.
1399 * op is the object to insert it under: supplies x and the map. 1530 * op is the object to insert it under: supplies x and the map.
1400 */ 1531 */
1401void 1532void
1402replace_insert_ob_in_map (const char *arch_string, object *op) 1533replace_insert_ob_in_map (shstr_tmp archname, object *op)
1403{ 1534{
1404 object *tmp, *tmp1;
1405
1406 /* first search for itself and remove any old instances */ 1535 /* first search for itself and remove any old instances */
1407 1536
1408 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1537 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1409 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1538 if (tmp->arch->archname == archname) /* same archetype */
1410 tmp->destroy (); 1539 tmp->destroy ();
1411 1540
1412 tmp1 = arch_to_object (archetype::find (arch_string)); 1541 object *tmp = archetype::find (archname)->instance ();
1413 1542
1414 tmp1->x = op->x; 1543 tmp->x = op->x;
1415 tmp1->y = op->y; 1544 tmp->y = op->y;
1545
1416 insert_ob_in_map (tmp1, op->map, op, 0); 1546 insert_ob_in_map (tmp, op->map, op, 0);
1417} 1547}
1418 1548
1419object * 1549object *
1420object::insert_at (object *where, object *originator, int flags) 1550object::insert_at (object *where, object *originator, int flags)
1421{ 1551{
1552 if (where->env)
1553 return where->env->insert (this);
1554 else
1422 where->map->insert (this, where->x, where->y, originator, flags); 1555 return where->map->insert (this, where->x, where->y, originator, flags);
1423} 1556}
1424 1557
1425/* 1558// check whether we can put this into the map, respect max_volume, max_items
1426 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1559bool
1427 * is returned contains nr objects, and the remaining parts contains 1560object::can_drop_at (maptile *m, int x, int y, object *originator)
1428 * the rest (or is removed and freed if that number is 0).
1429 * On failure, NULL is returned, and the reason put into the
1430 * global static errmsg array.
1431 */
1432object *
1433get_split_ob (object *orig_ob, uint32 nr)
1434{ 1561{
1435 object *newob; 1562 mapspace &ms = m->at (x, y);
1436 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1437 1563
1438 if (orig_ob->nrof < nr) 1564 int items = ms.items ();
1439 {
1440 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1441 return NULL;
1442 }
1443 1565
1444 newob = object_create_clone (orig_ob); 1566 if (!items // testing !items ensures we can drop at least one item
1567 || (items < m->max_items
1568 && ms.volume () < m->max_volume))
1569 return true;
1445 1570
1446 if ((orig_ob->nrof -= nr) < 1) 1571 if (originator && originator->is_player ())
1447 orig_ob->destroy (1); 1572 originator->contr->failmsgf (
1448 else if (!is_removed) 1573 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1449 { 1574 query_name ()
1450 if (orig_ob->env != NULL) 1575 );
1451 sub_weight (orig_ob->env, orig_ob->weight * nr);
1452 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1453 {
1454 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1455 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1456 return NULL;
1457 }
1458 }
1459 1576
1460 newob->nrof = nr; 1577 return false;
1461
1462 return newob;
1463} 1578}
1464 1579
1465/* 1580/*
1466 * decrease_ob_nr(object, number) decreases a specified number from 1581 * decrease(object, number) decreases a specified number from
1467 * the amount of an object. If the amount reaches 0, the object 1582 * the amount of an object. If the amount reaches 0, the object
1468 * is subsequently removed and freed. 1583 * is subsequently removed and freed.
1469 * 1584 *
1470 * Return value: 'op' if something is left, NULL if the amount reached 0 1585 * Return value: 'op' if something is left, NULL if the amount reached 0
1471 */ 1586 */
1587bool
1588object::decrease (sint32 nr)
1589{
1590 if (!nr)
1591 return true;
1472 1592
1593 nr = min (nr, nrof);
1594
1595 if (nrof > nr)
1596 {
1597 nrof -= nr;
1598 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1599
1600 if (object *pl = visible_to ())
1601 esrv_update_item (UPD_NROF, pl, this);
1602
1603 return true;
1604 }
1605 else
1606 {
1607 destroy ();
1608 return false;
1609 }
1610}
1611
1612/*
1613 * split(ob,nr) splits up ob into two parts. The part which
1614 * is returned contains nr objects, and the remaining parts contains
1615 * the rest (or is removed and returned if that number is 0).
1616 * On failure, NULL is returned.
1617 */
1473object * 1618object *
1474decrease_ob_nr (object *op, uint32 i) 1619object::split (sint32 nr)
1475{ 1620{
1476 object *tmp; 1621 int have = number_of ();
1477 1622
1478 if (i == 0) /* objects with op->nrof require this check */ 1623 if (have < nr)
1479 return op; 1624 return 0;
1480 1625 else if (have == nr)
1481 if (i > op->nrof)
1482 i = op->nrof;
1483
1484 if (QUERY_FLAG (op, FLAG_REMOVED))
1485 op->nrof -= i;
1486 else if (op->env)
1487 { 1626 {
1488 /* is this object in the players inventory, or sub container
1489 * therein?
1490 */
1491 tmp = op->in_player ();
1492 /* nope. Is this a container the player has opened?
1493 * If so, set tmp to that player.
1494 * IMO, searching through all the players will mostly
1495 * likely be quicker than following op->env to the map,
1496 * and then searching the map for a player.
1497 */
1498 if (!tmp)
1499 for_all_players (pl)
1500 if (pl->ob->container == op->env)
1501 {
1502 tmp = pl->ob;
1503 break;
1504 }
1505
1506 if (i < op->nrof)
1507 {
1508 sub_weight (op->env, op->weight * i);
1509 op->nrof -= i;
1510 if (tmp)
1511 esrv_send_item (tmp, op);
1512 }
1513 else
1514 {
1515 op->remove (); 1627 remove ();
1516 op->nrof = 0; 1628 return this;
1517 if (tmp)
1518 esrv_del_item (tmp->contr, op->count);
1519 }
1520 } 1629 }
1521 else 1630 else
1522 { 1631 {
1523 object *above = op->above; 1632 decrease (nr);
1524 1633
1525 if (i < op->nrof) 1634 object *op = deep_clone ();
1526 op->nrof -= i; 1635 op->nrof = nr;
1527 else
1528 {
1529 op->remove ();
1530 op->nrof = 0;
1531 }
1532
1533 /* Since we just removed op, op->above is null */
1534 for (tmp = above; tmp; tmp = tmp->above)
1535 if (tmp->type == PLAYER)
1536 {
1537 if (op->nrof)
1538 esrv_send_item (tmp, op);
1539 else
1540 esrv_del_item (tmp->contr, op->count);
1541 }
1542 }
1543
1544 if (op->nrof)
1545 return op; 1636 return op;
1546 else
1547 {
1548 op->destroy ();
1549 return 0;
1550 }
1551}
1552
1553/*
1554 * add_weight(object, weight) adds the specified weight to an object,
1555 * and also updates how much the environment(s) is/are carrying.
1556 */
1557
1558void
1559add_weight (object *op, signed long weight)
1560{
1561 while (op != NULL)
1562 {
1563 if (op->type == CONTAINER)
1564 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1565
1566 op->carrying += weight;
1567 op = op->env;
1568 } 1637 }
1569} 1638}
1570 1639
1571object * 1640object *
1572insert_ob_in_ob (object *op, object *where) 1641insert_ob_in_ob (object *op, object *where)
1577 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1646 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1578 free (dump); 1647 free (dump);
1579 return op; 1648 return op;
1580 } 1649 }
1581 1650
1582 if (where->head) 1651 if (where->head_ () != where)
1583 { 1652 {
1584 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1653 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1585 where = where->head; 1654 where = where->head;
1586 } 1655 }
1587 1656
1588 return where->insert (op); 1657 return where->insert (op);
1589} 1658}
1594 * inside the object environment. 1663 * inside the object environment.
1595 * 1664 *
1596 * The function returns now pointer to inserted item, and return value can 1665 * The function returns now pointer to inserted item, and return value can
1597 * be != op, if items are merged. -Tero 1666 * be != op, if items are merged. -Tero
1598 */ 1667 */
1599
1600object * 1668object *
1601object::insert (object *op) 1669object::insert (object *op)
1602{ 1670{
1603 object *tmp, *otmp;
1604
1605 if (!QUERY_FLAG (op, FLAG_REMOVED))
1606 op->remove ();
1607
1608 if (op->more) 1671 if (op->more)
1609 { 1672 {
1610 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1673 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1611 return op; 1674 return op;
1612 } 1675 }
1613 1676
1614 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1677 op->remove ();
1615 CLEAR_FLAG (op, FLAG_REMOVED); 1678
1679 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1680
1616 if (op->nrof) 1681 if (op->nrof)
1617 {
1618 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1682 for (object *tmp = inv; tmp; tmp = tmp->below)
1619 if (object::can_merge (tmp, op)) 1683 if (object::can_merge (tmp, op))
1620 { 1684 {
1621 /* return the original object and remove inserted object 1685 /* return the original object and remove inserted object
1622 (client needs the original object) */ 1686 (client needs the original object) */
1623 tmp->nrof += op->nrof; 1687 tmp->nrof += op->nrof;
1624 /* Weight handling gets pretty funky. Since we are adding to 1688
1625 * tmp->nrof, we need to increase the weight. 1689 if (object *pl = tmp->visible_to ())
1626 */ 1690 esrv_update_item (UPD_NROF, pl, tmp);
1691
1627 add_weight (this, op->weight * op->nrof); 1692 adjust_weight (this, op->total_weight ());
1628 SET_FLAG (op, FLAG_REMOVED); 1693
1629 op->destroy (); /* free the inserted object */ 1694 op->destroy ();
1630 op = tmp; 1695 op = tmp;
1631 op->remove (); /* and fix old object's links */ 1696 goto inserted;
1632 CLEAR_FLAG (op, FLAG_REMOVED);
1633 break;
1634 } 1697 }
1635 1698
1636 /* I assume combined objects have no inventory 1699 op->owner = 0; // it's his/hers now. period.
1637 * We add the weight - this object could have just been removed
1638 * (if it was possible to merge). calling remove_ob will subtract
1639 * the weight, so we need to add it in again, since we actually do
1640 * the linking below
1641 */
1642 add_weight (this, op->weight * op->nrof);
1643 }
1644 else
1645 add_weight (this, (op->weight + op->carrying));
1646
1647 otmp = this->in_player ();
1648 if (otmp && otmp->contr)
1649 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1650 otmp->update_stats ();
1651
1652 op->map = 0; 1700 op->map = 0;
1653 op->env = this; 1701 op->x = 0;
1702 op->y = 0;
1703
1654 op->above = 0; 1704 op->above = 0;
1655 op->below = 0; 1705 op->below = inv;
1656 op->x = 0, op->y = 0; 1706 op->env = this;
1657 1707
1708 if (inv)
1709 inv->above = op;
1710
1711 inv = op;
1712
1713 op->flag [FLAG_REMOVED] = 0;
1714
1715 if (object *pl = op->visible_to ())
1716 esrv_send_item (pl, op);
1717
1718 adjust_weight (this, op->total_weight ());
1719
1720inserted:
1658 /* reset the light list and los of the players on the map */ 1721 /* reset the light list and los of the players on the map */
1659 if ((op->glow_radius != 0) && map) 1722 if (op->glow_radius && is_on_map ())
1660 { 1723 {
1661#ifdef DEBUG_LIGHTS 1724 update_stats ();
1662 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1663#endif /* DEBUG_LIGHTS */
1664 if (map->darkness)
1665 update_all_los (map, x, y); 1725 update_all_los (map, x, y);
1666 }
1667
1668 /* Client has no idea of ordering so lets not bother ordering it here.
1669 * It sure simplifies this function...
1670 */
1671 if (!inv)
1672 inv = op;
1673 else
1674 { 1726 }
1675 op->below = inv; 1727 else if (is_player ())
1676 op->below->above = op; 1728 // if this is a player's inventory, update stats
1677 inv = op; 1729 contr->queue_stats_update ();
1678 }
1679 1730
1680 INVOKE_OBJECT (INSERT, this); 1731 INVOKE_OBJECT (INSERT, this);
1681 1732
1682 return op; 1733 return op;
1683} 1734}
1703 * on top. 1754 * on top.
1704 */ 1755 */
1705int 1756int
1706check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1707{ 1758{
1759 if (op->flag [FLAG_NO_APPLY])
1760 return 0;
1761
1708 object *tmp; 1762 object *tmp;
1709 maptile *m = op->map; 1763 maptile *m = op->map;
1710 int x = op->x, y = op->y; 1764 int x = op->x, y = op->y;
1711 1765
1712 MoveType move_on, move_slow, move_block; 1766 mapspace &ms = m->at (x, y);
1713 1767
1714 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1768 ms.update ();
1715 return 0;
1716 1769
1717 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1770 MoveType move_on = ms.move_on;
1718 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1771 MoveType move_slow = ms.move_slow;
1719 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1772 MoveType move_block = ms.move_block;
1720 1773
1721 /* if nothing on this space will slow op down or be applied, 1774 /* if nothing on this space will slow op down or be applied,
1722 * no need to do checking below. have to make sure move_type 1775 * no need to do checking below. have to make sure move_type
1723 * is set, as lots of objects don't have it set - we treat that 1776 * is set, as lots of objects don't have it set - we treat that
1724 * as walking. 1777 * as walking.
1735 return 0; 1788 return 0;
1736 1789
1737 /* The objects have to be checked from top to bottom. 1790 /* The objects have to be checked from top to bottom.
1738 * Hence, we first go to the top: 1791 * Hence, we first go to the top:
1739 */ 1792 */
1740 1793 for (object *next, *tmp = ms.top; tmp; tmp = next)
1741 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1742 {
1743 /* Trim the search when we find the first other spell effect
1744 * this helps performance so that if a space has 50 spell objects,
1745 * we don't need to check all of them.
1746 */
1747 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1748 break;
1749 } 1794 {
1795 next = tmp->below;
1750 1796
1751 for (; tmp; tmp = tmp->below)
1752 {
1753 if (tmp == op) 1797 if (tmp == op)
1754 continue; /* Can't apply yourself */ 1798 continue; /* Can't apply yourself */
1755 1799
1756 /* Check to see if one of the movement types should be slowed down. 1800 /* Check to see if one of the movement types should be slowed down.
1757 * Second check makes sure that the movement types not being slowed 1801 * Second check makes sure that the movement types not being slowed
1758 * (~slow_move) is not blocked on this space - just because the 1802 * (~slow_move) is not blocked on this space - just because the
1759 * space doesn't slow down swimming (for example), if you can't actually 1803 * space doesn't slow down swimming (for example), if you can't actually
1760 * swim on that space, can't use it to avoid the penalty. 1804 * swim on that space, can't use it to avoid the penalty.
1761 */ 1805 */
1762 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1806 if (!op->flag [FLAG_WIZPASS])
1763 { 1807 {
1764 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1765 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1766 { 1810 {
1767
1768 float
1769 diff = tmp->move_slow_penalty * fabs (op->speed); 1811 float diff = tmp->move_slow_penalty * fabs (op->speed);
1770 1812
1771 if (op->type == PLAYER) 1813 if (op->is_player ())
1772 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1814 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1773 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1815 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1774 diff /= 4.0; 1816 diff /= 4.0;
1775 1817
1776 op->speed_left -= diff; 1818 op->speed_left -= diff;
1777 } 1819 }
1778 } 1820 }
1811 LOG (llevError, "Present_arch called outside map.\n"); 1853 LOG (llevError, "Present_arch called outside map.\n");
1812 return NULL; 1854 return NULL;
1813 } 1855 }
1814 1856
1815 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1857 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1816 if (tmp->arch == at) 1858 if (tmp->arch->archname == at->archname)
1817 return tmp; 1859 return tmp;
1818 1860
1819 return NULL; 1861 return NULL;
1820} 1862}
1821 1863
1885 * The first matching object is returned, or NULL if none. 1927 * The first matching object is returned, or NULL if none.
1886 */ 1928 */
1887object * 1929object *
1888present_arch_in_ob (const archetype *at, const object *op) 1930present_arch_in_ob (const archetype *at, const object *op)
1889{ 1931{
1890 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1891 if (tmp->arch == at) 1933 if (tmp->arch->archname == at->archname)
1892 return tmp; 1934 return tmp;
1893 1935
1894 return NULL; 1936 return NULL;
1895} 1937}
1896 1938
1898 * activate recursively a flag on an object inventory 1940 * activate recursively a flag on an object inventory
1899 */ 1941 */
1900void 1942void
1901flag_inv (object *op, int flag) 1943flag_inv (object *op, int flag)
1902{ 1944{
1903 if (op->inv)
1904 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1945 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1905 { 1946 {
1906 SET_FLAG (tmp, flag); 1947 tmp->set_flag (flag);
1907 flag_inv (tmp, flag); 1948 flag_inv (tmp, flag);
1908 } 1949 }
1909} 1950}
1910 1951
1911/* 1952/*
1912 * deactivate recursively a flag on an object inventory 1953 * deactivate recursively a flag on an object inventory
1913 */ 1954 */
1914void 1955void
1915unflag_inv (object *op, int flag) 1956unflag_inv (object *op, int flag)
1916{ 1957{
1917 if (op->inv)
1918 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1919 { 1959 {
1920 CLEAR_FLAG (tmp, flag); 1960 tmp->clr_flag (flag);
1921 unflag_inv (tmp, flag); 1961 unflag_inv (tmp, flag);
1922 } 1962 }
1923}
1924
1925/*
1926 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1927 * all it's inventory (recursively).
1928 * If checksums are used, a player will get set_cheat called for
1929 * him/her-self and all object carried by a call to this function.
1930 */
1931void
1932set_cheat (object *op)
1933{
1934 SET_FLAG (op, FLAG_WAS_WIZ);
1935 flag_inv (op, FLAG_WAS_WIZ);
1936} 1963}
1937 1964
1938/* 1965/*
1939 * find_free_spot(object, map, x, y, start, stop) will search for 1966 * find_free_spot(object, map, x, y, start, stop) will search for
1940 * a spot at the given map and coordinates which will be able to contain 1967 * a spot at the given map and coordinates which will be able to contain
1942 * to search (see the freearr_x/y[] definition). 1969 * to search (see the freearr_x/y[] definition).
1943 * It returns a random choice among the alternatives found. 1970 * It returns a random choice among the alternatives found.
1944 * start and stop are where to start relative to the free_arr array (1,9 1971 * start and stop are where to start relative to the free_arr array (1,9
1945 * does all 4 immediate directions). This returns the index into the 1972 * does all 4 immediate directions). This returns the index into the
1946 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1973 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1947 * Note - this only checks to see if there is space for the head of the
1948 * object - if it is a multispace object, this should be called for all
1949 * pieces.
1950 * Note2: This function does correctly handle tiled maps, but does not 1974 * Note: This function does correctly handle tiled maps, but does not
1951 * inform the caller. However, insert_ob_in_map will update as 1975 * inform the caller. However, insert_ob_in_map will update as
1952 * necessary, so the caller shouldn't need to do any special work. 1976 * necessary, so the caller shouldn't need to do any special work.
1953 * Note - updated to take an object instead of archetype - this is necessary 1977 * Note - updated to take an object instead of archetype - this is necessary
1954 * because arch_blocked (now ob_blocked) needs to know the movement type 1978 * because arch_blocked (now ob_blocked) needs to know the movement type
1955 * to know if the space in question will block the object. We can't use 1979 * to know if the space in question will block the object. We can't use
1957 * customized, changed states, etc. 1981 * customized, changed states, etc.
1958 */ 1982 */
1959int 1983int
1960find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1984find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1961{ 1985{
1986 int altern[SIZEOFFREE];
1962 int index = 0, flag; 1987 int index = 0, flag;
1963 int altern[SIZEOFFREE];
1964 1988
1965 for (int i = start; i < stop; i++) 1989 for (int i = start; i < stop; i++)
1966 { 1990 {
1967 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1991 mapxy pos (m, x, y); pos.move (i);
1968 if (!flag) 1992
1993 if (!pos.normalise ())
1994 continue;
1995
1996 mapspace &ms = *pos;
1997
1998 if (ms.flags () & P_IS_ALIVE)
1999 continue;
2000
2001 /* However, often
2002 * ob doesn't have any move type (when used to place exits)
2003 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2004 */
2005 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2006 {
1969 altern [index++] = i; 2007 altern [index++] = i;
2008 continue;
2009 }
1970 2010
1971 /* Basically, if we find a wall on a space, we cut down the search size. 2011 /* Basically, if we find a wall on a space, we cut down the search size.
1972 * In this way, we won't return spaces that are on another side of a wall. 2012 * In this way, we won't return spaces that are on another side of a wall.
1973 * This mostly work, but it cuts down the search size in all directions - 2013 * This mostly work, but it cuts down the search size in all directions -
1974 * if the space being examined only has a wall to the north and empty 2014 * if the space being examined only has a wall to the north and empty
1975 * spaces in all the other directions, this will reduce the search space 2015 * spaces in all the other directions, this will reduce the search space
1976 * to only the spaces immediately surrounding the target area, and 2016 * to only the spaces immediately surrounding the target area, and
1977 * won't look 2 spaces south of the target space. 2017 * won't look 2 spaces south of the target space.
1978 */ 2018 */
1979 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2019 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2020 {
1980 stop = maxfree[i]; 2021 stop = maxfree[i];
2022 continue;
2023 }
2024
2025 /* Note it is intentional that we check ob - the movement type of the
2026 * head of the object should correspond for the entire object.
2027 */
2028 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2029 continue;
2030
2031 if (ob->blocked (pos.m, pos.x, pos.y))
2032 continue;
2033
2034 altern [index++] = i;
1981 } 2035 }
1982 2036
1983 if (!index) 2037 if (!index)
1984 return -1; 2038 return -1;
1985 2039
1994 */ 2048 */
1995int 2049int
1996find_first_free_spot (const object *ob, maptile *m, int x, int y) 2050find_first_free_spot (const object *ob, maptile *m, int x, int y)
1997{ 2051{
1998 for (int i = 0; i < SIZEOFFREE; i++) 2052 for (int i = 0; i < SIZEOFFREE; i++)
1999 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2053 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2000 return i; 2054 return i;
2001 2055
2002 return -1; 2056 return -1;
2003} 2057}
2004 2058
2050 * there is capable of. 2104 * there is capable of.
2051 */ 2105 */
2052int 2106int
2053find_dir (maptile *m, int x, int y, object *exclude) 2107find_dir (maptile *m, int x, int y, object *exclude)
2054{ 2108{
2055 int i, max = SIZEOFFREE, mflags; 2109 int max = SIZEOFFREE, mflags;
2056
2057 sint16 nx, ny;
2058 object *tmp;
2059 maptile *mp;
2060
2061 MoveType blocked, move_type; 2110 MoveType move_type;
2062 2111
2063 if (exclude && exclude->head) 2112 if (exclude && exclude->head_ () != exclude)
2064 { 2113 {
2065 exclude = exclude->head; 2114 exclude = exclude->head;
2066 move_type = exclude->move_type; 2115 move_type = exclude->move_type;
2067 } 2116 }
2068 else 2117 else
2069 { 2118 {
2070 /* If we don't have anything, presume it can use all movement types. */ 2119 /* If we don't have anything, presume it can use all movement types. */
2071 move_type = MOVE_ALL; 2120 move_type = MOVE_ALL;
2072 } 2121 }
2073 2122
2074 for (i = 1; i < max; i++) 2123 for (int i = 1; i < max; i++)
2075 { 2124 {
2076 mp = m; 2125 mapxy pos (m, x, y);
2077 nx = x + freearr_x[i]; 2126 pos.move (i);
2078 ny = y + freearr_y[i];
2079 2127
2080 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2128 if (!pos.normalise ())
2081
2082 if (mflags & P_OUT_OF_MAP)
2083 max = maxfree[i]; 2129 max = maxfree[i];
2084 else 2130 else
2085 { 2131 {
2086 mapspace &ms = mp->at (nx, ny); 2132 mapspace &ms = *pos;
2087 2133
2088 blocked = ms.move_block;
2089
2090 if ((move_type & blocked) == move_type) 2134 if ((move_type & ms.move_block) == move_type)
2091 max = maxfree[i]; 2135 max = maxfree [i];
2092 else if (mflags & P_IS_ALIVE) 2136 else if (ms.flags () & P_IS_ALIVE)
2093 { 2137 {
2094 for (tmp = ms.bot; tmp; tmp = tmp->above) 2138 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2095 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2096 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2097 break;
2098
2099 if (tmp)
2100 return freedir[i]; 2141 return freedir [i];
2101 } 2142 }
2102 } 2143 }
2103 } 2144 }
2104 2145
2105 return 0; 2146 return 0;
2180 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2181 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2182 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2183 * functions. 2224 * functions.
2184 */ 2225 */
2185int reduction_dir[SIZEOFFREE][3] = { 2226static const int reduction_dir[SIZEOFFREE][3] = {
2186 {0, 0, 0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2187 {0, 0, 0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2188 {0, 0, 0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2189 {0, 0, 0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2190 {0, 0, 0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2281 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2322 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2282 * core dumps if they do. 2323 * core dumps if they do.
2283 * 2324 *
2284 * Add a check so we can't pick up invisible objects (0.93.8) 2325 * Add a check so we can't pick up invisible objects (0.93.8)
2285 */ 2326 */
2286
2287int 2327int
2288can_pick (const object *who, const object *item) 2328can_pick (const object *who, const object *item)
2289{ 2329{
2290 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2330 return /*who->flag [FLAG_WIZ]|| */
2291 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2331 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2292 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2332 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2293} 2333}
2294 2334
2295/* 2335/*
2296 * create clone from object to another 2336 * create clone from object to another
2297 */ 2337 */
2298object * 2338object *
2299object_create_clone (object *asrc) 2339object::deep_clone ()
2300{ 2340{
2301 object *dst = 0, *tmp, *src, *part, *prev, *item; 2341 assert (("deep_clone called on non-head object", is_head ()));
2302 2342
2303 if (!asrc) 2343 object *dst = clone ();
2304 return 0;
2305 2344
2306 src = asrc; 2345 object *prev = dst;
2307 if (src->head)
2308 src = src->head;
2309
2310 prev = 0;
2311 for (part = src; part; part = part->more) 2346 for (object *part = this->more; part; part = part->more)
2312 { 2347 {
2313 tmp = part->clone (); 2348 object *tmp = part->clone ();
2314 tmp->x -= src->x;
2315 tmp->y -= src->y;
2316
2317 if (!part->head)
2318 {
2319 dst = tmp;
2320 tmp->head = 0;
2321 }
2322 else
2323 tmp->head = dst; 2349 tmp->head = dst;
2324
2325 tmp->more = 0;
2326
2327 if (prev)
2328 prev->more = tmp; 2350 prev->more = tmp;
2329
2330 prev = tmp; 2351 prev = tmp;
2331 } 2352 }
2332 2353
2333 for (item = src->inv; item; item = item->below) 2354 for (object *item = inv; item; item = item->below)
2334 insert_ob_in_ob (object_create_clone (item), dst); 2355 insert_ob_in_ob (item->deep_clone (), dst);
2335 2356
2336 return dst; 2357 return dst;
2337}
2338
2339/* GROS - Creates an object using a string representing its content. */
2340/* Basically, we save the content of the string to a temp file, then call */
2341/* load_object on it. I admit it is a highly inefficient way to make things, */
2342/* but it was simple to make and allows reusing the load_object function. */
2343/* Remember not to use load_object_str in a time-critical situation. */
2344/* Also remember that multiparts objects are not supported for now. */
2345object *
2346load_object_str (const char *obstr)
2347{
2348 object *op;
2349 char filename[MAX_BUF];
2350
2351 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2352
2353 FILE *tempfile = fopen (filename, "w");
2354
2355 if (tempfile == NULL)
2356 {
2357 LOG (llevError, "Error - Unable to access load object temp file\n");
2358 return NULL;
2359 }
2360
2361 fprintf (tempfile, obstr);
2362 fclose (tempfile);
2363
2364 op = object::create ();
2365
2366 object_thawer thawer (filename);
2367
2368 if (thawer)
2369 load_object (thawer, op, 0);
2370
2371 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2372 CLEAR_FLAG (op, FLAG_REMOVED);
2373
2374 return op;
2375} 2358}
2376 2359
2377/* This returns the first object in who's inventory that 2360/* This returns the first object in who's inventory that
2378 * has the same type and subtype match. 2361 * has the same type and subtype match.
2379 * returns NULL if no match. 2362 * returns NULL if no match.
2386 return tmp; 2369 return tmp;
2387 2370
2388 return 0; 2371 return 0;
2389} 2372}
2390 2373
2391/* If ob has a field named key, return the link from the list, 2374shstr_tmp
2392 * otherwise return NULL. 2375object::kv_get (shstr_tmp key) const
2393 *
2394 * key must be a passed in shared string - otherwise, this won't
2395 * do the desired thing.
2396 */
2397key_value *
2398get_ob_key_link (const object *ob, const char *key)
2399{ 2376{
2400 for (key_value *link = ob->key_values; link; link = link->next) 2377 for (key_value *kv = key_values; kv; kv = kv->next)
2401 if (link->key == key) 2378 if (kv->key == key)
2402 return link;
2403
2404 return 0;
2405}
2406
2407/*
2408 * Returns the value of op has an extra_field for key, or NULL.
2409 *
2410 * The argument doesn't need to be a shared string.
2411 *
2412 * The returned string is shared.
2413 */
2414const char *
2415get_ob_key_value (const object *op, const char *const key)
2416{
2417 key_value *link;
2418 shstr_cmp canonical_key (key);
2419
2420 if (!canonical_key)
2421 {
2422 /* 1. There being a field named key on any object
2423 * implies there'd be a shared string to find.
2424 * 2. Since there isn't, no object has this field.
2425 * 3. Therefore, *this* object doesn't have this field.
2426 */
2427 return 0;
2428 }
2429
2430 /* This is copied from get_ob_key_link() above -
2431 * only 4 lines, and saves the function call overhead.
2432 */
2433 for (link = op->key_values; link; link = link->next)
2434 if (link->key == canonical_key)
2435 return link->value; 2379 return kv->value;
2436 2380
2437 return 0; 2381 return shstr ();
2438} 2382}
2439 2383
2440 2384void
2441/* 2385object::kv_set (shstr_tmp key, shstr_tmp value)
2442 * Updates the canonical_key in op to value.
2443 *
2444 * canonical_key is a shared string (value doesn't have to be).
2445 *
2446 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2447 * keys.
2448 *
2449 * Returns TRUE on success.
2450 */
2451int
2452set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2453{ 2386{
2454 key_value *field = NULL, *last = NULL; 2387 for (key_value *kv = key_values; kv; kv = kv->next)
2455 2388 if (kv->key == key)
2456 for (field = op->key_values; field != NULL; field = field->next)
2457 {
2458 if (field->key != canonical_key)
2459 { 2389 {
2460 last = field; 2390 kv->value = value;
2461 continue; 2391 return;
2462 } 2392 }
2463 2393
2464 if (value) 2394 key_value *kv = new key_value;
2465 field->value = value; 2395
2466 else 2396 kv->next = key_values;
2397 kv->key = key;
2398 kv->value = value;
2399
2400 key_values = kv;
2401}
2402
2403void
2404object::kv_del (shstr_tmp key)
2405{
2406 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2407 if ((*kvp)->key == key)
2467 { 2408 {
2468 /* Basically, if the archetype has this key set, 2409 key_value *kv = *kvp;
2469 * we need to store the null value so when we save 2410 *kvp = (*kvp)->next;
2470 * it, we save the empty value so that when we load, 2411 delete kv;
2471 * we get this value back again. 2412 return;
2472 */
2473 if (get_ob_key_link (&op->arch->clone, canonical_key))
2474 field->value = 0;
2475 else
2476 {
2477 if (last)
2478 last->next = field->next;
2479 else
2480 op->key_values = field->next;
2481
2482 delete field;
2483 }
2484 } 2413 }
2485 return TRUE;
2486 }
2487 /* IF we get here, key doesn't exist */
2488
2489 /* No field, we'll have to add it. */
2490
2491 if (!add_key)
2492 return FALSE;
2493
2494 /* There isn't any good reason to store a null
2495 * value in the key/value list. If the archetype has
2496 * this key, then we should also have it, so shouldn't
2497 * be here. If user wants to store empty strings,
2498 * should pass in ""
2499 */
2500 if (value == NULL)
2501 return TRUE;
2502
2503 field = new key_value;
2504
2505 field->key = canonical_key;
2506 field->value = value;
2507 /* Usual prepend-addition. */
2508 field->next = op->key_values;
2509 op->key_values = field;
2510
2511 return TRUE;
2512}
2513
2514/*
2515 * Updates the key in op to value.
2516 *
2517 * If add_key is FALSE, this will only update existing keys,
2518 * and not add new ones.
2519 * In general, should be little reason FALSE is ever passed in for add_key
2520 *
2521 * Returns TRUE on success.
2522 */
2523int
2524set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2525{
2526 shstr key_ (key);
2527
2528 return set_ob_key_value_s (op, key_, value, add_key);
2529} 2414}
2530 2415
2531object::depth_iterator::depth_iterator (object *container) 2416object::depth_iterator::depth_iterator (object *container)
2532: iterator_base (container) 2417: iterator_base (container)
2533{ 2418{
2546 item = item->inv; 2431 item = item->inv;
2547 } 2432 }
2548 else 2433 else
2549 item = item->env; 2434 item = item->env;
2550} 2435}
2551
2552 2436
2553const char * 2437const char *
2554object::flag_desc (char *desc, int len) const 2438object::flag_desc (char *desc, int len) const
2555{ 2439{
2556 char *p = desc; 2440 char *p = desc;
2584{ 2468{
2585 char flagdesc[512]; 2469 char flagdesc[512];
2586 char info2[256 * 4]; 2470 char info2[256 * 4];
2587 char *p = info; 2471 char *p = info;
2588 2472
2589 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2473 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2590 count, uuid.seq, 2474 count,
2475 uuid.c_str (),
2591 &name, 2476 &name,
2592 title ? "\",title:\"" : "", 2477 title ? ",title:\"" : "",
2593 title ? (const char *)title : "", 2478 title ? (const char *)title : "",
2479 title ? "\"" : "",
2594 flag_desc (flagdesc, 512), type); 2480 flag_desc (flagdesc, 512), type);
2595 2481
2596 if (env) 2482 if (!flag[FLAG_REMOVED] && env)
2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2483 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2598 2484
2599 if (map) 2485 if (map)
2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2486 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2601 2487
2603} 2489}
2604 2490
2605const char * 2491const char *
2606object::debug_desc () const 2492object::debug_desc () const
2607{ 2493{
2608 static char info[256 * 4]; 2494 static char info[3][256 * 4];
2495 static int info_idx;
2496
2609 return debug_desc (info); 2497 return debug_desc (info [++info_idx % 3]);
2610}
2611
2612const char *
2613object::debug_desc2 () const
2614{
2615 static char info[256 * 4];
2616 return debug_desc (info);
2617} 2498}
2618 2499
2619struct region * 2500struct region *
2620object::region () const 2501object::region () const
2621{ 2502{
2622 return map ? map->region (x, y) 2503 return map ? map->region (x, y)
2623 : region::default_region (); 2504 : region::default_region ();
2624} 2505}
2625 2506
2626const materialtype_t *
2627object::dominant_material () const
2628{
2629 if (materialtype_t *mat = name_to_material (materialname))
2630 return mat;
2631
2632 // omfg this is slow, this has to be temporary :)
2633 shstr unknown ("unknown");
2634
2635 return name_to_material (unknown);
2636}
2637
2638void 2507void
2639object::open_container (object *new_container) 2508object::open_container (object *new_container)
2640{ 2509{
2641 if (container == new_container) 2510 if (container == new_container)
2642 return; 2511 return;
2643 2512
2644 if (object *old_container = container) 2513 object *old_container = container;
2514
2515 if (old_container)
2645 { 2516 {
2646 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2517 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2647 return; 2518 return;
2648 2519
2649#if 0 2520#if 0
2651 if (object *closer = old_container->inv) 2522 if (object *closer = old_container->inv)
2652 if (closer->type == CLOSE_CON) 2523 if (closer->type == CLOSE_CON)
2653 closer->destroy (); 2524 closer->destroy ();
2654#endif 2525#endif
2655 2526
2527 // make sure the container is available
2528 esrv_send_item (this, old_container);
2529
2656 old_container->flag [FLAG_APPLIED] = 0; 2530 old_container->flag [FLAG_APPLIED] = false;
2657 container = 0; 2531 container = 0;
2658 2532
2533 // client needs item update to make it work, client bug requires this to be separate
2659 esrv_update_item (UPD_FLAGS, this, old_container); 2534 esrv_update_item (UPD_FLAGS, this, old_container);
2535
2660 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2536 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2537 play_sound (sound_find ("chest_close"));
2661 } 2538 }
2662 2539
2663 if (new_container) 2540 if (new_container)
2664 { 2541 {
2665 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2542 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2668 // TODO: this does not seem to serve any purpose anymore? 2545 // TODO: this does not seem to serve any purpose anymore?
2669#if 0 2546#if 0
2670 // insert the "Close Container" object. 2547 // insert the "Close Container" object.
2671 if (archetype *closer = new_container->other_arch) 2548 if (archetype *closer = new_container->other_arch)
2672 { 2549 {
2673 object *closer = arch_to_object (new_container->other_arch); 2550 object *closer = new_container->other_arch->instance ();
2674 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2551 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2675 new_container->insert (closer); 2552 new_container->insert (closer);
2676 } 2553 }
2677#endif 2554#endif
2678 2555
2556 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2557
2558 // make sure the container is available, client bug requires this to be separate
2559 esrv_send_item (this, new_container);
2560
2679 new_container->flag [FLAG_APPLIED] = 1; 2561 new_container->flag [FLAG_APPLIED] = true;
2680 container = new_container; 2562 container = new_container;
2681 2563
2564 // client needs flag change
2682 esrv_update_item (UPD_FLAGS, this, new_container); 2565 esrv_update_item (UPD_FLAGS, this, new_container);
2683 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2566 esrv_send_inventory (this, new_container);
2567 play_sound (sound_find ("chest_open"));
2684 } 2568 }
2685 2569// else if (!old_container->env && contr && contr->ns)
2686 if (contr && contr->ns)
2687 contr->ns->floorbox_update (); 2570// contr->ns->floorbox_reset ();
2688} 2571}
2689 2572
2573object *
2574object::force_find (shstr_tmp name)
2575{
2576 /* cycle through his inventory to look for the MARK we want to
2577 * place
2578 */
2579 for (object *tmp = inv; tmp; tmp = tmp->below)
2580 if (tmp->type == FORCE && tmp->slaying == name)
2581 return splay (tmp);
2690 2582
2583 return 0;
2584}
2585
2586//-GPL
2587
2588void
2589object::force_set_timer (int duration)
2590{
2591 this->duration = 1;
2592 this->speed_left = -1.f;
2593
2594 this->set_speed (duration ? 1.f / duration : 0.f);
2595}
2596
2597object *
2598object::force_add (shstr_tmp name, int duration)
2599{
2600 if (object *force = force_find (name))
2601 force->destroy ();
2602
2603 object *force = get_archetype (FORCE_NAME);
2604
2605 force->slaying = name;
2606 force->force_set_timer (duration);
2607 force->flag [FLAG_APPLIED] = true;
2608
2609 return insert (force);
2610}
2611
2612void
2613object::play_sound (faceidx sound) const
2614{
2615 if (!sound)
2616 return;
2617
2618 if (is_on_map ())
2619 map->play_sound (sound, x, y);
2620 else if (object *pl = in_player ())
2621 pl->contr->play_sound (sound);
2622}
2623
2624void
2625object::say_msg (const char *msg) const
2626{
2627 if (is_on_map ())
2628 map->say_msg (msg, x, y);
2629 else if (object *pl = in_player ())
2630 pl->contr->play_sound (sound);
2631}
2632
2633void
2634object::make_noise ()
2635{
2636 // we do not model noise in the map, so instead put
2637 // a temporary light into the noise source
2638 // could use the map instead, but that's less reliable for our
2639 // goal, which is to make invisibility a bit harder to exploit
2640
2641 // currently only works sensibly for players
2642 if (!is_player ())
2643 return;
2644
2645 // find old force, or create new one
2646 object *force = force_find (shstr_noise_force);
2647
2648 if (force)
2649 force->speed_left = -1.f; // patch old speed up
2650 else
2651 {
2652 force = archetype::get (shstr_noise_force);
2653
2654 force->slaying = shstr_noise_force;
2655 force->stats.food = 1;
2656 force->speed_left = -1.f;
2657
2658 force->set_speed (1.f / 4.f);
2659 force->flag [FLAG_IS_USED_UP] = true;
2660 force->flag [FLAG_APPLIED] = true;
2661
2662 insert (force);
2663 }
2664}
2665
2666void object::change_move_type (MoveType mt)
2667{
2668 if (move_type == mt)
2669 return;
2670
2671 if (is_on_map ())
2672 {
2673 // we are on the map, so handle move_on/off effects
2674 remove ();
2675 move_type = mt;
2676 map->insert (this, x, y, this);
2677 }
2678 else
2679 move_type = mt;
2680}
2681

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