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

Comparing deliantra/server/common/object.C (file contents):
Revision 1.159 by root, Mon Jun 4 13:04:00 2007 UTC vs.
Revision 1.323 by root, Sun Apr 11 23:56:09 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <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>
34#include <sproto.h> 30#include <sproto.h>
35#include <loader.h>
36 31
37#include <bitset> 32#include <bitset>
38 33
39int nrofallocobjects = 0; 34UUID UUID::cur;
40static UUID uuid; 35static uint64_t seq_next_save;
41const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
42 38
43objectvec objects; 39objectvec objects;
44activevec actives; 40activevec actives;
45 41
46short 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,
47 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
48}; 49};
49short 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,
50 -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
51};
52int 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,
53 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
54}; 55};
55int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
56 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,
57 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
58}; 61};
59 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
60static void 70static void
61write_uuid (void) 71write_uuid (uval64 skip, bool sync)
62{ 72{
63 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
64 74 CALL_ARG_SV (newSVval64 (skip));
65 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
66 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
67 77 CALL_END;
68 FILE *fp;
69
70 if (!(fp = fopen (filename2, "w")))
71 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return;
74 }
75
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77 fclose (fp);
78 rename (filename2, filename1);
79} 78}
80 79
81static void 80static void
82read_uuid (void) 81read_uuid ()
83{ 82{
84 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
85 84
86 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
87 88
88 FILE *fp; 89 FILE *fp;
89 90
90 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
91 { 92 {
92 if (errno == ENOENT) 93 if (errno == ENOENT)
93 { 94 {
94 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0; 96 UUID::cur.seq = 0;
96 write_uuid (); 97 write_uuid (UUID_GAP, true);
97 return; 98 return;
98 } 99 }
99 100
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1); 102 _exit (1);
102 } 103 }
103 104
104 int version; 105 char buf [UUID::MAX_LEN];
105 unsigned long long uid; 106 buf[0] = 0;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
107 { 110 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1); 112 _exit (1);
110 } 113 }
111 114
112 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 write_uuid (); 116
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
115 fclose (fp); 118 fclose (fp);
116} 119}
117 120
118UUID 121UUID
119gen_uuid () 122UUID::gen ()
120{ 123{
121 UUID uid; 124 UUID uid;
122 125
123 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
124 127
125 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
126 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
127 134
128 return uid; 135 return uid;
129} 136}
130 137
131void 138void
132init_uuid () 139UUID::init ()
133{ 140{
134 read_uuid (); 141 read_uuid ();
135} 142}
136 143
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
137/* 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. */
138static int 210static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
140{ 212{
141 key_value *wants_field;
142
143 /* 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
144 * 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
145 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
146 */ 216 */
147 217
148 /* For each field in wants, */ 218 /* For each field in wants, */
149 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)
150 { 220 if (has->kv_get (kv->key) != kv->value)
151 key_value *has_field; 221 return false;
152
153 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
157 {
158 /* No field with that name. */
159 return FALSE;
160 }
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168
169 /* If we get here, we found a match. Now for the next field in wants. */
170 }
171 222
172 /* 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. */
173 return TRUE; 224 return true;
174} 225}
175 226
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 228static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 230{
180 /* 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,
181 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
182 */ 233 */
183 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);
184} 236}
185 237
186/* 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
187 * they can be merged together. 239 * they can be merged together.
188 * 240 *
195 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
196 * check weight 248 * check weight
197 */ 249 */
198bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
199{ 251{
200 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
201 if (ob1 == ob2 253 if (ob1 == ob2
202 || ob1->type != ob2->type 254 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 255 || ob1->value != ob2->value
205 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
206 return 0; 258 return 0;
207 259
208 //TODO: this ain't working well, use nicer and correct overflow check
209 /* 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
210 * value could not be stored in a sint32 (which unfortunately sometimes is 261 * is always 0 .. 2**31-1 */
211 * used to store nrof). 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
214 return 0; 263 return 0;
215 264
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * 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
218 * 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
219 * 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
220 * flags lose any meaning. 269 * flags lose any meaning.
221 */ 270 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (ob1->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 ob1->set_flag (FLAG_BEEN_APPLIED);
224 273
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (ob2->flag [FLAG_IDENTIFIED])
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 ob2->set_flag (FLAG_BEEN_APPLIED);
227 276
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 277 if (ob1->arch->archname != ob2->arch->archname
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 278 || ob1->name != ob2->name
231 || ob1->title != ob2->title 279 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 286 || ob1->value != ob2->value
241 || 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
242 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
244 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
252 || 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)))
253 return 0; 302 return 0;
254 303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
255 /* This is really a spellbook check - really, we should 310 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 311 * not merge objects with real inventories, as splitting them
312 * is hard.
257 */ 313 */
258 if (ob1->inv || ob2->inv) 314 if (ob1->inv || ob2->inv)
259 { 315 {
260 /* if one object has inventory but the other doesn't, not equiv */ 316 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 317 return 0; /* inventories differ in length */
262 return 0;
263 318
264 /* 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
265 if (!object::can_merge (ob1->inv, ob2->inv)) 322 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 323 return 0; /* inventory objects differ */
267 324
268 /* 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
269 * if it is valid. 326 * if it is valid.
270 */ 327 */
271 } 328 }
272 329
273 /* 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,
274 * 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
275 * some items equipped, and we don't want those to merge. 332 * some items equipped, and we don't want those to merge.
276 */ 333 */
277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 334 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
278 return 0; 335 return 0;
279 336
280 /* 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
281 * 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
282 * check? 339 * check?
283 */ 340 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 341 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
285 return 0; 342 return 0;
286 343
287 switch (ob1->type) 344 switch (ob1->type)
288 { 345 {
289 case SCROLL: 346 case SCROLL:
290 if (ob1->level != ob2->level) 347 if (ob1->level != ob2->level)
291 return 0; 348 return 0;
292 break; 349 break;
293 } 350 }
294 351
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 352 if (ob1->key_values || ob2->key_values)
296 { 353 {
297 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 355 if ((!ob1->key_values) != (!ob2->key_values))
299 /* 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))
300 return 0; 359 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 360 }
304 361
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
307 { 363 {
308 ob1->optimise (); 364 ob1->optimise ();
309 ob2->optimise (); 365 ob2->optimise ();
310 366
311 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)
312 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 }
313 } 381 }
314 382
315 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
316 return 1; 384 return 1;
317} 385}
318 386
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
319/* 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/*
320 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
321 * 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
322 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
323 */ 464 */
324long 465void
325sum_weight (object *op) 466object::update_weight ()
326{ 467{
327 long sum; 468 sint32 sum = 0;
328 object *inv;
329 469
330 for (sum = 0, inv = op->inv; inv; inv = inv->below) 470 for (object *op = inv; op; op = op->below)
331 { 471 {
332 if (inv->inv) 472 if (op->inv)
333 sum_weight (inv); 473 op->update_weight ();
334 474
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 475 sum += op->total_weight ();
476 }
477
478 sum = weight_adjust_for (this, sum);
479
480 if (sum != carrying)
336 } 481 {
337
338 if (op->type == CONTAINER && op->stats.Str)
339 sum = (sum * (100 - op->stats.Str)) / 100;
340
341 if (op->carrying != sum)
342 op->carrying = sum; 482 carrying = sum;
343 483
344 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 }
345} 488}
346 489
347/** 490/*
348 * Return the outermost environment object for a given object. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
349 */
350
351object *
352object_get_env_recursive (object *op)
353{
354 while (op->env != NULL)
355 op = op->env;
356 return op;
357}
358
359/*
360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
361 * Some error messages.
362 * The result of the dump is stored in the static global errmsg array.
363 */ 492 */
364char * 493char *
365dump_object (object *op) 494dump_object (object *op)
366{ 495{
367 if (!op) 496 if (!op)
370 object_freezer freezer; 499 object_freezer freezer;
371 op->write (freezer); 500 op->write (freezer);
372 return freezer.as_string (); 501 return freezer.as_string ();
373} 502}
374 503
375/* 504char *
376 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
377 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned.
379 */
380
381object *
382get_nearest_part (object *op, const object *pl)
383{ 506{
384 object *tmp, *closest; 507 return dump_object (this);
385 int last_dist, i;
386
387 if (op->more == NULL)
388 return op;
389 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
390 if ((i = distance (tmp, pl)) < last_dist)
391 closest = tmp, last_dist = i;
392 return closest;
393} 508}
394 509
395/* 510/*
396 * 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.
397 */ 513 */
398object * 514object *
399find_object (tag_t i) 515find_object (tag_t i)
400{ 516{
401 for_all_objects (op) 517 for_all_objects (op)
404 520
405 return 0; 521 return 0;
406} 522}
407 523
408/* 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/*
409 * 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.
410 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
411 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
412 */ 543 */
413object * 544object *
414find_object_name (const char *str) 545find_object_name (const char *str)
415{ 546{
416 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
417 object *op;
418 548
549 if (str_)
419 for_all_objects (op) 550 for_all_objects (op)
420 if (op->name == str_) 551 if (op->name == str_)
421 break; 552 return op;
422 553
423 return op; 554 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 555}
431 556
432/* 557/*
433 * 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
434 * skill and experience objects. 559 * skill and experience objects.
560 * ACTUALLY NO! investigate! TODO
435 */ 561 */
436void 562void
437object::set_owner (object *owner) 563object::set_owner (object *owner)
438{ 564{
565 // allow objects which own objects
439 if (!owner) 566 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 567 while (owner->owner)
450 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 }
451 575
452 this->owner = owner; 576 this->owner = owner;
453}
454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance all your items at once, "
501 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name);
503 return false;
504 }
505
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 }
508 else
509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512 {
513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
517
518 return true;
519} 577}
520 578
521/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
522 * refcounts and freeing the links. 580 * refcounts and freeing the links.
523 */ 581 */
533 } 591 }
534 592
535 op->key_values = 0; 593 op->key_values = 0;
536} 594}
537 595
538object & 596/*
539object::operator =(const object &src) 597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
540{ 606{
541 bool is_freed = flag [FLAG_FREED]; 607 dst->remove ();
542 bool is_removed = flag [FLAG_REMOVED];
543
544 *(object_copy *)this = src; 608 *(object_copy *)dst = *this;
545
546 flag [FLAG_FREED] = is_freed;
547 flag [FLAG_REMOVED] = is_removed; 609 dst->flag [FLAG_REMOVED] = true;
548 610
549 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
550 if (src.key_values) 612 if (key_values)
551 { 613 {
552 key_value *tail = 0; 614 key_value *tail = 0;
553 key_values = 0; 615 dst->key_values = 0;
554 616
555 for (key_value *i = src.key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
556 { 618 {
557 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
558 620
559 new_link->next = 0; 621 new_link->next = 0;
560 new_link->key = i->key; 622 new_link->key = i->key;
561 new_link->value = i->value; 623 new_link->value = i->value;
562 624
563 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
564 if (!key_values) 626 if (!dst->key_values)
565 { 627 {
566 key_values = new_link; 628 dst->key_values = new_link;
567 tail = new_link; 629 tail = new_link;
568 } 630 }
569 else 631 else
570 { 632 {
571 tail->next = new_link; 633 tail->next = new_link;
572 tail = new_link; 634 tail = new_link;
573 } 635 }
574 } 636 }
575 } 637 }
576}
577 638
578/* 639 dst->activate ();
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586void
587object::copy_to (object *dst)
588{
589 *dst = *this;
590
591 if (speed < 0)
592 dst->speed_left = speed_left - rndm ();
593
594 dst->set_speed (dst->speed);
595} 640}
596 641
597void 642void
598object::instantiate () 643object::instantiate ()
599{ 644{
600 if (!uuid.seq) // HACK 645 if (!uuid.seq) // HACK
601 uuid = gen_uuid (); 646 uuid = UUID::gen ();
602 647
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
603 speed_left = -0.1f; 652 speed_left = -1.;
653
604 /* copy the body_info to the body_used - this is only really 654 /* copy the body_info to the body_used - this is only really
605 * need for monsters, but doesn't hurt to do it for everything. 655 * need for monsters, but doesn't hurt to do it for everything.
606 * by doing so, when a monster is created, it has good starting 656 * by doing so, when a monster is created, it has good starting
607 * values for the body_used info, so when items are created 657 * values for the body_used info, so when items are created
608 * for it, they can be properly equipped. 658 * for it, they can be properly equipped.
616object * 666object *
617object::clone () 667object::clone ()
618{ 668{
619 object *neu = create (); 669 object *neu = create ();
620 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
621 return neu; 677 return neu;
622} 678}
623 679
624/* 680/*
625 * 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
627 * 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.
628 */ 684 */
629void 685void
630update_turn_face (object *op) 686update_turn_face (object *op)
631{ 687{
632 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 688 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
633 return; 689 return;
634 690
635 SET_ANIMATION (op, op->direction); 691 SET_ANIMATION (op, op->direction);
636 update_object (op, UP_OBJ_FACE); 692 update_object (op, UP_OBJ_FACE);
637} 693}
642 * 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.
643 */ 699 */
644void 700void
645object::set_speed (float speed) 701object::set_speed (float speed)
646{ 702{
647 if (flag [FLAG_FREED] && speed)
648 {
649 LOG (llevError, "Object %s is freed but has speed.\n", &name);
650 speed = 0;
651 }
652
653 this->speed = speed; 703 this->speed = speed;
654 704
655 if (has_active_speed ()) 705 if (has_active_speed ())
656 activate (); 706 activate ();
657 else 707 else
676 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
677 */ 727 */
678void 728void
679update_object (object *op, int action) 729update_object (object *op, int action)
680{ 730{
681 if (op == NULL) 731 if (!op)
682 { 732 {
683 /* this should never happen */ 733 /* this should never happen */
684 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
685 return; 735 return;
686 } 736 }
687 737
688 if (op->env) 738 if (!op->is_on_map ())
689 { 739 {
690 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
691 * to do in this case. 741 * to do in this case.
692 */ 742 */
693 return; 743 return;
694 } 744 }
695
696 /* If the map is saving, don't do anything as everything is
697 * going to get freed anyways.
698 */
699 if (!op->map || op->map->in_memory == MAP_SAVING)
700 return;
701 745
702 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
703 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)
704 { 748 {
705 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
713 757
714 if (!(m.flags_ & P_UPTODATE)) 758 if (!(m.flags_ & P_UPTODATE))
715 /* nop */; 759 /* nop */;
716 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
717 { 761 {
762#if 0
718 // this is likely overkill, TODO: revisit (schmorp) 763 // this is likely overkill, TODO: revisit (schmorp)
719 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 764 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
720 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 765 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
721 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 766 || (op->is_player () && !(m.flags_ & P_PLAYER))
722 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
723 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 768 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
724 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 769 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
725 || (m.move_on | op->move_on ) != m.move_on 770 || (m.move_on | op->move_on ) != m.move_on
726 || (m.move_off | op->move_off ) != m.move_off 771 || (m.move_off | op->move_off ) != m.move_off
727 || (m.move_slow | op->move_slow) != m.move_slow 772 || (m.move_slow | op->move_slow) != m.move_slow
728 /* 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
729 * to have move_allow right now. 774 * have move_allow right now.
730 */ 775 */
731 || ((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
732 || 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)
733 m.flags_ = 0; 780 m.invalidate ();
781#endif
734 } 782 }
735 /* if the object is being removed, we can't make intelligent 783 /* if the object is being removed, we can't make intelligent
736 * decisions, because remove_ob can't really pass the object 784 * decisions, because remove_ob can't really pass the object
737 * that is being removed. 785 * that is being removed.
738 */ 786 */
739 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 787 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
740 m.flags_ = 0; 788 m.invalidate ();
741 else if (action == UP_OBJ_FACE) 789 else if (action == UP_OBJ_FACE)
742 /* Nothing to do for that case */ ; 790 /* Nothing to do for that case */ ;
743 else 791 else
744 LOG (llevError, "update_object called with invalid action: %d\n", action); 792 LOG (llevError, "update_object called with invalid action: %d\n", action);
745 793
747 update_object (op->more, action); 795 update_object (op->more, action);
748} 796}
749 797
750object::object () 798object::object ()
751{ 799{
752 SET_FLAG (this, FLAG_REMOVED); 800 this->set_flag (FLAG_REMOVED);
753 801
754 expmul = 1.0; 802 //expmul = 1.0; declared const for the time being
755 face = blank_face; 803 face = blank_face;
804 material = MATERIAL_NULL;
756} 805}
757 806
758object::~object () 807object::~object ()
759{ 808{
760 unlink (); 809 unlink ();
765static int object_count; 814static int object_count;
766 815
767void object::link () 816void object::link ()
768{ 817{
769 assert (!index);//D 818 assert (!index);//D
770 uuid = gen_uuid (); 819 uuid = UUID::gen ();
771 count = ++object_count; 820 count = ++object_count;
772 821
773 refcnt_inc (); 822 refcnt_inc ();
774 objects.insert (this); 823 objects.insert (this);
775} 824}
789 /* If already on active list, don't do anything */ 838 /* If already on active list, don't do anything */
790 if (active) 839 if (active)
791 return; 840 return;
792 841
793 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
794 actives.insert (this); 847 actives.insert (this);
848 }
795} 849}
796 850
797void 851void
798object::activate_recursive () 852object::activate_recursive ()
799{ 853{
848object::destroy_inv (bool drop_to_ground) 902object::destroy_inv (bool drop_to_ground)
849{ 903{
850 // need to check first, because the checks below might segfault 904 // need to check first, because the checks below might segfault
851 // as we might be on an invalid mapspace and crossfire code 905 // as we might be on an invalid mapspace and crossfire code
852 // is too buggy to ensure that the inventory is empty. 906 // is too buggy to ensure that the inventory is empty.
853 // corollary: if you create arrows etc. with stuff in tis inventory, 907 // corollary: if you create arrows etc. with stuff in its inventory,
854 // cf will crash below with off-map x and y 908 // cf will crash below with off-map x and y
855 if (!inv) 909 if (!inv)
856 return; 910 return;
857 911
858 /* Only if the space blocks everything do we not process - 912 /* Only if the space blocks everything do we not process -
859 * if some form of movement is allowed, let objects 913 * if some form of movement is allowed, let objects
860 * drop on that space. 914 * drop on that space.
861 */ 915 */
862 if (!drop_to_ground 916 if (!drop_to_ground
863 || !map 917 || !map
864 || map->in_memory != MAP_IN_MEMORY 918 || map->in_memory != MAP_ACTIVE
865 || map->nodrop 919 || map->no_drop
866 || ms ().move_block == MOVE_ALL) 920 || ms ().move_block == MOVE_ALL)
867 { 921 {
868 while (inv) 922 while (inv)
869 {
870 inv->destroy_inv (drop_to_ground);
871 inv->destroy (); 923 inv->destroy ();
872 }
873 } 924 }
874 else 925 else
875 { /* Put objects in inventory onto this space */ 926 { /* Put objects in inventory onto this space */
876 while (inv) 927 while (inv)
877 { 928 {
888 map->insert (op, x, y); 939 map->insert (op, x, y);
889 } 940 }
890 } 941 }
891} 942}
892 943
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
893object *object::create () 965object *object::create ()
894{ 966{
895 object *op = new object; 967 object *op = new object;
896 op->link (); 968 op->link ();
897 return op; 969 return op;
898} 970}
899 971
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
900void 993void
901object::do_destroy () 994object::do_destroy ()
902{ 995{
903 attachable::do_destroy ();
904
905 if (flag [FLAG_IS_LINKED]) 996 if (flag [FLAG_IS_LINKED])
906 remove_button_link (this); 997 remove_link ();
907 998
908 if (flag [FLAG_FRIENDLY]) 999 if (flag [FLAG_FRIENDLY])
909 remove_friendly_object (this); 1000 remove_friendly_object (this);
910 1001
911 if (!flag [FLAG_REMOVED])
912 remove (); 1002 remove ();
913 1003
914 destroy_inv (true); 1004 attachable::do_destroy ();
915 1005
916 deactivate (); 1006 deactivate ();
917 unlink (); 1007 unlink ();
918 1008
919 flag [FLAG_FREED] = 1; 1009 flag [FLAG_FREED] = 1;
920 1010
921 // hack to ensure that freed objects still have a valid map 1011 // hack to ensure that freed objects still have a valid map
922 {
923 static maptile *freed_map; // freed objects are moved here to avoid crashes
924
925 if (!freed_map)
926 {
927 freed_map = new maptile;
928
929 freed_map->name = "/internal/freed_objects_map";
930 freed_map->width = 3;
931 freed_map->height = 3;
932
933 freed_map->alloc ();
934 freed_map->in_memory = MAP_IN_MEMORY;
935 }
936
937 map = freed_map; 1012 map = &freed_map;
938 x = 1; 1013 x = 1;
939 y = 1; 1014 y = 1;
940 }
941
942 head = 0;
943 1015
944 if (more) 1016 if (more)
945 { 1017 {
946 more->destroy (); 1018 more->destroy ();
947 more = 0; 1019 more = 0;
948 } 1020 }
949 1021
1022 head = 0;
1023
950 // clear those pointers that likely might have circular references to us 1024 // clear those pointers that likely might cause circular references
951 owner = 0; 1025 owner = 0;
952 enemy = 0; 1026 enemy = 0;
953 attacked_by = 0; 1027 attacked_by = 0;
1028 current_weapon = 0;
954} 1029}
955 1030
956void 1031void
957object::destroy (bool destroy_inventory) 1032object::destroy ()
958{ 1033{
959 if (destroyed ()) 1034 if (destroyed ())
960 return; 1035 return;
961 1036
962 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
963 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
964 1051
965 attachable::destroy (); 1052 attachable::destroy ();
966}
967
968/*
969 * sub_weight() recursively (outwards) subtracts a number from the
970 * weight of an object (and what is carried by it's environment(s)).
971 */
972void
973sub_weight (object *op, signed long weight)
974{
975 while (op != NULL)
976 {
977 if (op->type == CONTAINER)
978 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
979
980 op->carrying -= weight;
981 op = op->env;
982 }
983} 1053}
984 1054
985/* op->remove (): 1055/* op->remove ():
986 * 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
987 * 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
990 * the previous environment. 1060 * the previous environment.
991 */ 1061 */
992void 1062void
993object::do_remove () 1063object::do_remove ()
994{ 1064{
995 object *tmp, *last = 0; 1065 if (flag [FLAG_REMOVED])
996 object *otmp;
997
998 if (QUERY_FLAG (this, FLAG_REMOVED))
999 return; 1066 return;
1000 1067
1001 SET_FLAG (this, FLAG_REMOVED);
1002 INVOKE_OBJECT (REMOVE, this); 1068 INVOKE_OBJECT (REMOVE, this);
1069
1070 flag [FLAG_REMOVED] = true;
1003 1071
1004 if (more) 1072 if (more)
1005 more->remove (); 1073 more->remove ();
1006 1074
1007 /* 1075 /*
1008 * In this case, the object to be removed is in someones 1076 * In this case, the object to be removed is in someones
1009 * inventory. 1077 * inventory.
1010 */ 1078 */
1011 if (env) 1079 if (env)
1012 { 1080 {
1013 if (nrof) 1081 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1014 sub_weight (env, weight * nrof); 1082 if (object *pl = visible_to ())
1015 else 1083 esrv_del_item (pl->contr, count);
1016 sub_weight (env, weight + carrying); 1084 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1017 1085
1018 /* NO_FIX_PLAYER is set when a great many changes are being 1086 adjust_weight (env, -total_weight ());
1019 * made to players inventory. If set, avoiding the call
1020 * to save cpu time.
1021 */
1022 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1023 otmp->update_stats ();
1024 1087
1025 if (above) 1088 object *pl = in_player ();
1026 above->below = below;
1027 else
1028 env->inv = below;
1029
1030 if (below)
1031 below->above = above;
1032 1089
1033 /* we set up values so that it could be inserted into 1090 /* we set up values so that it could be inserted into
1034 * 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
1035 * to the caller to decide what we want to do. 1092 * to the caller to decide what we want to do.
1036 */ 1093 */
1037 x = env->x, y = env->y;
1038 map = env->map; 1094 map = env->map;
1039 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;
1040 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 }
1041 } 1127 }
1042 else if (map) 1128 else if (map)
1043 { 1129 {
1044 if (type == PLAYER)
1045 {
1046 // leaving a spot always closes any open container on the ground
1047 if (container && !container->env)
1048 // this causes spurious floorbox updates, but it ensures
1049 // that the CLOSE event is being sent.
1050 close_container ();
1051
1052 --map->players;
1053 map->touch ();
1054 }
1055
1056 map->dirty = true; 1130 map->dirty = true;
1057 mapspace &ms = this->ms (); 1131 mapspace &ms = this->ms ();
1058 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
1059 /* link the object above us */ 1158 /* link the object above us */
1060 if (above) 1159 // re-link, make sure compiler can easily use cmove
1061 above->below = below; 1160 *(above ? &above->below : &ms.top) = below;
1062 else 1161 *(below ? &below->above : &ms.bot) = above;
1063 ms.top = below; /* we were top, set new top */
1064
1065 /* Relink the object below us, if there is one */
1066 if (below)
1067 below->above = above;
1068 else
1069 {
1070 /* Nothing below, which means we need to relink map object for this space
1071 * use translated coordinates in case some oddness with map tiling is
1072 * evident
1073 */
1074 if (GET_MAP_OB (map, x, y) != this)
1075 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 ());
1076
1077 ms.bot = above; /* goes on above it. */
1078 }
1079 1162
1080 above = 0; 1163 above = 0;
1081 below = 0; 1164 below = 0;
1082 1165
1166 ms.invalidate ();
1167
1083 if (map->in_memory == MAP_SAVING) 1168 if (map->in_memory == MAP_SAVING)
1084 return; 1169 return;
1085 1170
1086 int check_walk_off = !flag [FLAG_NO_APPLY]; 1171 int check_walk_off = !flag [FLAG_NO_APPLY];
1087 1172
1088 for (tmp = ms.bot; tmp; tmp = tmp->above) 1173 if (object *pl = ms.player ())
1089 { 1174 {
1090 /* No point updating the players look faces if he is the object 1175 if (pl->container_ () == this)
1091 * being removed.
1092 */
1093
1094 if (tmp->type == PLAYER && tmp != this)
1095 {
1096 /* If a container that the player is currently using somehow gets 1176 /* If a container that the player is currently using somehow gets
1097 * removed (most likely destroyed), update the player view 1177 * removed (most likely destroyed), update the player view
1098 * appropriately. 1178 * appropriately.
1099 */ 1179 */
1100 if (tmp->container == this) 1180 pl->close_container ();
1101 {
1102 flag [FLAG_APPLIED] = 0;
1103 tmp->container = 0;
1104 }
1105 1181
1182 //TODO: the floorbox prev/next might need updating
1183 //esrv_del_item (pl->contr, count);
1184 //TODO: update floorbox to preserve ordering
1106 if (tmp->contr->ns) 1185 if (pl->contr->ns)
1107 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.
1108 } 1196 */
1109 1197
1110 /* See if object moving off should effect something */ 1198 /* See if object moving off should effect something */
1111 if (check_walk_off
1112 && ((move_type & tmp->move_off) 1199 if ((move_type & tmp->move_off)
1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1200 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1114 {
1115 move_apply (tmp, this, 0); 1201 move_apply (tmp, this, 0);
1116
1117 if (destroyed ())
1118 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1119 } 1202 }
1120 1203
1121 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1204 if (affects_los ())
1122 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1123 if (tmp->above == tmp)
1124 tmp->above = 0;
1125
1126 last = tmp;
1127 }
1128
1129 /* last == NULL if there are no objects on this space */
1130 //TODO: this makes little sense, why only update the topmost object?
1131 if (!last)
1132 map->at (x, y).flags_ = 0;
1133 else
1134 update_object (last, UP_OBJ_REMOVE);
1135
1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1137 update_all_los (map, x, y); 1205 update_all_los (map, x, y);
1138 } 1206 }
1139} 1207}
1140 1208
1141/* 1209/*
1150merge_ob (object *op, object *top) 1218merge_ob (object *op, object *top)
1151{ 1219{
1152 if (!op->nrof) 1220 if (!op->nrof)
1153 return 0; 1221 return 0;
1154 1222
1155 if (top) 1223 if (!top)
1156 for (top = op; top && top->above; top = top->above) 1224 for (top = op; top && top->above; top = top->above)
1157 ; 1225 ;
1158 1226
1159 for (; top; top = top->below) 1227 for (; top; top = top->below)
1160 {
1161 if (top == op)
1162 continue;
1163
1164 if (object::can_merge (op, top)) 1228 if (object::can_merge (op, top))
1165 { 1229 {
1166 top->nrof += op->nrof; 1230 top->nrof += op->nrof;
1167 1231
1168/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1232 if (object *pl = top->visible_to ())
1169 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
1170 op->destroy (); 1238 op->destroy ();
1239
1171 return top; 1240 return top;
1172 } 1241 }
1173 }
1174 1242
1175 return 0; 1243 return 0;
1176} 1244}
1177 1245
1178void 1246void
1181 if (more) 1249 if (more)
1182 return; 1250 return;
1183 1251
1184 object *prev = this; 1252 object *prev = this;
1185 1253
1186 for (archetype *at = arch->more; at; at = at->more) 1254 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 { 1255 {
1188 object *op = arch_to_object (at); 1256 object *op = at->instance ();
1189 1257
1190 op->name = name; 1258 op->name = name;
1191 op->name_pl = name_pl; 1259 op->name_pl = name_pl;
1192 op->title = title; 1260 op->title = title;
1193 1261
1203 * job preparing multi-part monsters. 1271 * job preparing multi-part monsters.
1204 */ 1272 */
1205object * 1273object *
1206insert_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)
1207{ 1275{
1276 op->remove ();
1277
1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1278 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1209 { 1279 {
1210 tmp->x = x + tmp->arch->x; 1280 tmp->x = x + tmp->arch->x;
1211 tmp->y = y + tmp->arch->y; 1281 tmp->y = y + tmp->arch->y;
1212 } 1282 }
1229 * 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
1230 * to be set if special handling is needed. 1300 * to be set if special handling is needed.
1231 * 1301 *
1232 * Return value: 1302 * Return value:
1233 * new object if 'op' was merged with other object 1303 * new object if 'op' was merged with other object
1234 * NULL if 'op' was destroyed 1304 * NULL if there was an error (destroyed, blocked etc.)
1235 * just 'op' otherwise 1305 * just 'op' otherwise
1236 */ 1306 */
1237object * 1307object *
1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1308insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1239{ 1309{
1240 assert (!op->flag [FLAG_FREED]);
1241
1242 object *top, *floor = NULL;
1243
1244 op->remove (); 1310 op->remove ();
1245 1311
1246#if 0 1312 if (m == &freed_map)//D TODO: remove soon
1247 if (!m->active != !op->active)
1248 if (m->active)
1249 op->activate_recursive ();
1250 else
1251 op->deactivate_recursive ();
1252#endif
1253
1254 if (out_of_map (m, op->x, op->y))
1255 { 1313 {//D
1256 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1314 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1257#ifdef MANY_CORES
1258 /* Better to catch this here, as otherwise the next use of this object
1259 * is likely to cause a crash. Better to find out where it is getting
1260 * improperly inserted.
1261 */
1262 abort ();
1263#endif
1264 return op;
1265 } 1315 }//D
1266
1267 if (object *more = op->more)
1268 if (!insert_ob_in_map (more, m, originator, flag))
1269 return 0;
1270
1271 CLEAR_FLAG (op, FLAG_REMOVED);
1272 1316
1273 /* Ideally, the caller figures this out. However, it complicates a lot 1317 /* Ideally, the caller figures this out. However, it complicates a lot
1274 * 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
1275 * need extra work 1319 * need extra work
1276 */ 1320 */
1321 maptile *newmap = m;
1277 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
1278 return 0; 1325 return 0;
1326 }
1279 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;
1280 op->map = m; 1334 op->map = newmap;
1335
1281 mapspace &ms = op->ms (); 1336 mapspace &ms = op->ms ();
1282 1337
1283 /* this has to be done after we translate the coordinates. 1338 /* this has to be done after we translate the coordinates.
1284 */ 1339 */
1285 if (op->nrof && !(flag & INS_NO_MERGE)) 1340 if (op->nrof && !(flag & INS_NO_MERGE))
1286 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1341 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1287 if (object::can_merge (op, tmp)) 1342 if (object::can_merge (op, tmp))
1288 { 1343 {
1344 // TODO: we actually want to update tmp, not op,
1345 // but some caller surely breaks when we return tmp
1346 // from here :/
1289 op->nrof += tmp->nrof; 1347 op->nrof += tmp->nrof;
1290 tmp->destroy (); 1348 tmp->destroy ();
1291 } 1349 }
1292 1350
1293 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 */
1294 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1352 op->clr_flag (FLAG_INV_LOCKED);
1295 1353
1296 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1354 if (!op->flag [FLAG_ALIVE])
1297 CLEAR_FLAG (op, FLAG_NO_STEAL); 1355 op->clr_flag (FLAG_NO_STEAL);
1298 1356
1299 if (flag & INS_BELOW_ORIGINATOR) 1357 if (flag & INS_BELOW_ORIGINATOR)
1300 { 1358 {
1301 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)
1302 { 1360 {
1303 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");
1304 abort (); 1362 abort ();
1305 } 1363 }
1306 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
1307 op->above = originator; 1372 op->above = originator;
1308 op->below = originator->below; 1373 op->below = originator->below;
1309
1310 if (op->below)
1311 op->below->above = op;
1312 else
1313 ms.bot = op;
1314
1315 /* since *below* originator, no need to update top */
1316 originator->below = op; 1374 originator->below = op;
1375
1376 *(op->below ? &op->below->above : &ms.bot) = op;
1317 } 1377 }
1318 else 1378 else
1319 { 1379 {
1320 top = ms.bot; 1380 object *floor = 0;
1381 object *top = ms.top;
1321 1382
1322 /* If there are other objects, then */ 1383 /* If there are other objects, then */
1323 if ((!(flag & INS_MAP_LOAD)) && top) 1384 if (top)
1324 { 1385 {
1325 object *last = 0;
1326
1327 /* 1386 /*
1328 * 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.
1329 * We've already dealt with merging if appropriate. 1388 * We've already dealt with merging if appropriate.
1330 * 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
1331 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1390 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1334 * 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
1335 * 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
1336 * 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
1337 * that flying non pickable objects are spell objects. 1396 * that flying non pickable objects are spell objects.
1338 */ 1397 */
1339 for (top = ms.bot; top; top = top->above) 1398 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1340 { 1399 {
1341 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])
1342 floor = top; 1401 floor = tmp;
1343 1402
1344 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])
1345 { 1404 {
1346 /* We insert above top, so we want this object below this */ 1405 /* We insert above top, so we want this object below this */
1347 top = top->below; 1406 top = tmp->below;
1348 break; 1407 break;
1349 } 1408 }
1350 1409
1351 last = top; 1410 top = tmp;
1352 } 1411 }
1353
1354 /* Don't want top to be NULL, so set it to the last valid object */
1355 top = last;
1356 1412
1357 /* We let update_position deal with figuring out what the space 1413 /* We let update_position deal with figuring out what the space
1358 * looks like instead of lots of conditions here. 1414 * looks like instead of lots of conditions here.
1359 * makes things faster, and effectively the same result. 1415 * makes things faster, and effectively the same result.
1360 */ 1416 */
1367 */ 1423 */
1368 if (!(flag & INS_ON_TOP) 1424 if (!(flag & INS_ON_TOP)
1369 && ms.flags () & P_BLOCKSVIEW 1425 && ms.flags () & P_BLOCKSVIEW
1370 && (op->face && !faces [op->face].visibility)) 1426 && (op->face && !faces [op->face].visibility))
1371 { 1427 {
1428 object *last;
1429
1372 for (last = top; last != floor; last = last->below) 1430 for (last = top; last != floor; last = last->below)
1373 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1431 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1374 break; 1432 break;
1375 1433
1376 /* Check to see if we found the object that blocks view, 1434 /* Check to see if we found the object that blocks view,
1377 * 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
1378 * we can get inserted below this one, which requires we 1436 * we can get inserted below this one, which requires we
1381 if (last && last->below && last != floor) 1439 if (last && last->below && last != floor)
1382 top = last->below; 1440 top = last->below;
1383 } 1441 }
1384 } /* If objects on this space */ 1442 } /* If objects on this space */
1385 1443
1386 if (flag & INS_MAP_LOAD)
1387 top = ms.top;
1388
1389 if (flag & INS_ABOVE_FLOOR_ONLY) 1444 if (flag & INS_ABOVE_FLOOR_ONLY)
1390 top = floor; 1445 top = floor;
1391 1446
1392 /* 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
1393 */
1394
1395 /* First object on this space */
1396 if (!top) 1448 if (!top)
1397 { 1449 {
1450 op->below = 0;
1398 op->above = ms.bot; 1451 op->above = ms.bot;
1399
1400 if (op->above)
1401 op->above->below = op;
1402
1403 op->below = 0;
1404 ms.bot = op; 1452 ms.bot = op;
1453
1454 *(op->above ? &op->above->below : &ms.top) = op;
1405 } 1455 }
1406 else 1456 else
1407 { /* get inserted into the stack above top */ 1457 {
1408 op->above = top->above; 1458 op->above = top->above;
1409
1410 if (op->above)
1411 op->above->below = op; 1459 top->above = op;
1412 1460
1413 op->below = top; 1461 op->below = top;
1414 top->above = op; 1462 *(op->above ? &op->above->below : &ms.top) = op;
1415 } 1463 }
1464 }
1416 1465
1417 if (!op->above) 1466 if (op->is_player ())
1418 ms.top = op;
1419 } /* else not INS_BELOW_ORIGINATOR */
1420
1421 if (op->type == PLAYER)
1422 { 1467 {
1423 op->contr->do_los = 1; 1468 op->contr->do_los = 1;
1424 ++op->map->players; 1469 ++op->map->players;
1425 op->map->touch (); 1470 op->map->touch ();
1426 } 1471 }
1427 1472
1428 op->map->dirty = true; 1473 op->map->dirty = true;
1429 1474
1430 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 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
1435 if (pl->contr->ns) 1479 if (pl->contr->ns)
1436 pl->contr->ns->floorbox_update (); 1480 pl->contr->ns->floorbox_update ();
1437 1481
1438 /* If this object glows, it may affect lighting conditions that are 1482 /* If this object glows, it may affect lighting conditions that are
1439 * 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
1440 * 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
1441 * on the map will get recalculated. The players could very well 1485 * on the map will get recalculated. The players could very well
1442 * 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 -
1443 * this should get redone to only look for players within range, 1487 * this should get redone to only look for players within range,
1444 * or just updating the P_UPTODATE for spaces within this area 1488 * or just updating the P_UPTODATE for spaces within this area
1445 * of effect may be sufficient. 1489 * of effect may be sufficient.
1446 */ 1490 */
1447 if (op->map->darkness && (op->glow_radius != 0)) 1491 if (op->affects_los ())
1492 {
1493 op->ms ().invalidate ();
1448 update_all_los (op->map, op->x, op->y); 1494 update_all_los (op->map, op->x, op->y);
1495 }
1449 1496
1450 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1497 /* updates flags (blocked, alive, no magic, etc) for this map space */
1451 update_object (op, UP_OBJ_INSERT); 1498 update_object (op, UP_OBJ_INSERT);
1452 1499
1453 INVOKE_OBJECT (INSERT, op); 1500 INVOKE_OBJECT (INSERT, op);
1460 * blocked() and wall() work properly), and these flags are updated by 1507 * blocked() and wall() work properly), and these flags are updated by
1461 * update_object(). 1508 * update_object().
1462 */ 1509 */
1463 1510
1464 /* 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 */
1465 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1512 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1466 { 1513 {
1467 if (check_move_on (op, originator)) 1514 if (check_move_on (op, originator))
1468 return 0; 1515 return 0;
1469 1516
1470 /* 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
1481/* this function inserts an object in the map, but if it 1528/* this function inserts an object in the map, but if it
1482 * 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.
1483 * 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.
1484 */ 1531 */
1485void 1532void
1486replace_insert_ob_in_map (const char *arch_string, object *op) 1533replace_insert_ob_in_map (shstr_tmp archname, object *op)
1487{ 1534{
1488 object *tmp, *tmp1;
1489
1490 /* first search for itself and remove any old instances */ 1535 /* first search for itself and remove any old instances */
1491 1536
1492 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1537 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1493 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1538 if (tmp->arch->archname == archname) /* same archetype */
1494 tmp->destroy (); 1539 tmp->destroy ();
1495 1540
1496 tmp1 = arch_to_object (archetype::find (arch_string)); 1541 object *tmp = archetype::find (archname)->instance ();
1497 1542
1498 tmp1->x = op->x; 1543 tmp->x = op->x;
1499 tmp1->y = op->y; 1544 tmp->y = op->y;
1545
1500 insert_ob_in_map (tmp1, op->map, op, 0); 1546 insert_ob_in_map (tmp, op->map, op, 0);
1501} 1547}
1502 1548
1503object * 1549object *
1504object::insert_at (object *where, object *originator, int flags) 1550object::insert_at (object *where, object *originator, int flags)
1505{ 1551{
1552 if (where->env)
1553 return where->env->insert (this);
1554 else
1506 return where->map->insert (this, where->x, where->y, originator, flags); 1555 return where->map->insert (this, where->x, where->y, originator, flags);
1507} 1556}
1508 1557
1509/* 1558// check whether we can put this into the map, respect max_volume, max_items
1510 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1559bool
1511 * is returned contains nr objects, and the remaining parts contains 1560object::can_drop_at (maptile *m, int x, int y, object *originator)
1512 * the rest (or is removed and freed if that number is 0).
1513 * On failure, NULL is returned, and the reason put into the
1514 * global static errmsg array.
1515 */
1516object *
1517get_split_ob (object *orig_ob, uint32 nr)
1518{ 1561{
1519 object *newob; 1562 mapspace &ms = m->at (x, y);
1520 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1521 1563
1522 if (orig_ob->nrof < nr) 1564 int items = ms.items ();
1523 {
1524 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1525 return NULL;
1526 }
1527 1565
1528 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;
1529 1570
1530 if ((orig_ob->nrof -= nr) < 1) 1571 if (originator && originator->is_player ())
1531 orig_ob->destroy (1); 1572 originator->contr->failmsgf (
1532 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.>",
1533 { 1574 query_name ()
1534 if (orig_ob->env != NULL) 1575 );
1535 sub_weight (orig_ob->env, orig_ob->weight * nr);
1536 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1537 {
1538 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1539 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1540 return NULL;
1541 }
1542 }
1543 1576
1544 newob->nrof = nr; 1577 return false;
1545
1546 return newob;
1547} 1578}
1548 1579
1549/* 1580/*
1550 * decrease_ob_nr(object, number) decreases a specified number from 1581 * decrease(object, number) decreases a specified number from
1551 * 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
1552 * is subsequently removed and freed. 1583 * is subsequently removed and freed.
1553 * 1584 *
1554 * 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
1555 */ 1586 */
1587bool
1588object::decrease (sint32 nr)
1589{
1590 if (!nr)
1591 return true;
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 */
1556object * 1618object *
1557decrease_ob_nr (object *op, uint32 i) 1619object::split (sint32 nr)
1558{ 1620{
1559 object *tmp; 1621 int have = number_of ();
1560 1622
1561 if (i == 0) /* objects with op->nrof require this check */ 1623 if (have < nr)
1562 return op; 1624 return 0;
1563 1625 else if (have == nr)
1564 if (i > op->nrof)
1565 i = op->nrof;
1566
1567 if (QUERY_FLAG (op, FLAG_REMOVED))
1568 op->nrof -= i;
1569 else if (op->env)
1570 { 1626 {
1571 /* is this object in the players inventory, or sub container
1572 * therein?
1573 */
1574 tmp = op->in_player ();
1575 /* nope. Is this a container the player has opened?
1576 * If so, set tmp to that player.
1577 * IMO, searching through all the players will mostly
1578 * likely be quicker than following op->env to the map,
1579 * and then searching the map for a player.
1580 */
1581 if (!tmp)
1582 for_all_players (pl)
1583 if (pl->ob->container == op->env)
1584 {
1585 tmp = pl->ob;
1586 break;
1587 }
1588
1589 if (i < op->nrof)
1590 {
1591 sub_weight (op->env, op->weight * i);
1592 op->nrof -= i;
1593 if (tmp)
1594 esrv_send_item (tmp, op);
1595 }
1596 else
1597 {
1598 op->remove (); 1627 remove ();
1599 op->nrof = 0; 1628 return this;
1600 if (tmp)
1601 esrv_del_item (tmp->contr, op->count);
1602 }
1603 } 1629 }
1604 else 1630 else
1605 { 1631 {
1606 object *above = op->above; 1632 decrease (nr);
1607 1633
1608 if (i < op->nrof) 1634 object *op = deep_clone ();
1609 op->nrof -= i; 1635 op->nrof = nr;
1610 else
1611 {
1612 op->remove ();
1613 op->nrof = 0;
1614 }
1615
1616 /* Since we just removed op, op->above is null */
1617 for (tmp = above; tmp; tmp = tmp->above)
1618 if (tmp->type == PLAYER)
1619 {
1620 if (op->nrof)
1621 esrv_send_item (tmp, op);
1622 else
1623 esrv_del_item (tmp->contr, op->count);
1624 }
1625 }
1626
1627 if (op->nrof)
1628 return op; 1636 return op;
1629 else
1630 {
1631 op->destroy ();
1632 return 0;
1633 }
1634}
1635
1636/*
1637 * add_weight(object, weight) adds the specified weight to an object,
1638 * and also updates how much the environment(s) is/are carrying.
1639 */
1640void
1641add_weight (object *op, signed long weight)
1642{
1643 while (op != NULL)
1644 {
1645 if (op->type == CONTAINER)
1646 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1647
1648 op->carrying += weight;
1649 op = op->env;
1650 } 1637 }
1651} 1638}
1652 1639
1653object * 1640object *
1654insert_ob_in_ob (object *op, object *where) 1641insert_ob_in_ob (object *op, object *where)
1679 * be != op, if items are merged. -Tero 1666 * be != op, if items are merged. -Tero
1680 */ 1667 */
1681object * 1668object *
1682object::insert (object *op) 1669object::insert (object *op)
1683{ 1670{
1684 object *tmp, *otmp;
1685
1686 if (!QUERY_FLAG (op, FLAG_REMOVED))
1687 op->remove ();
1688
1689 if (op->more) 1671 if (op->more)
1690 { 1672 {
1691 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);
1692 return op; 1674 return op;
1693 } 1675 }
1694 1676
1695 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1677 op->remove ();
1696 CLEAR_FLAG (op, FLAG_REMOVED); 1678
1679 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1680
1697 if (op->nrof) 1681 if (op->nrof)
1698 {
1699 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1682 for (object *tmp = inv; tmp; tmp = tmp->below)
1700 if (object::can_merge (tmp, op)) 1683 if (object::can_merge (tmp, op))
1701 { 1684 {
1702 /* return the original object and remove inserted object 1685 /* return the original object and remove inserted object
1703 (client needs the original object) */ 1686 (client needs the original object) */
1704 tmp->nrof += op->nrof; 1687 tmp->nrof += op->nrof;
1705 /* Weight handling gets pretty funky. Since we are adding to 1688
1706 * tmp->nrof, we need to increase the weight. 1689 if (object *pl = tmp->visible_to ())
1707 */ 1690 esrv_update_item (UPD_NROF, pl, tmp);
1691
1708 add_weight (this, op->weight * op->nrof); 1692 adjust_weight (this, op->total_weight ());
1709 SET_FLAG (op, FLAG_REMOVED); 1693
1710 op->destroy (); /* free the inserted object */ 1694 op->destroy ();
1711 op = tmp; 1695 op = tmp;
1712 op->remove (); /* and fix old object's links */ 1696 goto inserted;
1713 CLEAR_FLAG (op, FLAG_REMOVED);
1714 break;
1715 } 1697 }
1716 1698
1717 /* I assume combined objects have no inventory 1699 op->owner = 0; // it's his/hers now. period.
1718 * We add the weight - this object could have just been removed
1719 * (if it was possible to merge). calling remove_ob will subtract
1720 * the weight, so we need to add it in again, since we actually do
1721 * the linking below
1722 */
1723 add_weight (this, op->weight * op->nrof);
1724 }
1725 else
1726 add_weight (this, (op->weight + op->carrying));
1727
1728 otmp = this->in_player ();
1729 if (otmp && otmp->contr)
1730 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1731 otmp->update_stats ();
1732
1733 op->map = 0; 1700 op->map = 0;
1734 op->env = this; 1701 op->x = 0;
1702 op->y = 0;
1703
1735 op->above = 0; 1704 op->above = 0;
1736 op->below = 0; 1705 op->below = inv;
1737 op->x = 0, op->y = 0; 1706 op->env = this;
1738 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:
1739 /* 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 */
1740 if ((op->glow_radius != 0) && map) 1722 if (op->glow_radius && is_on_map ())
1741 { 1723 {
1742#ifdef DEBUG_LIGHTS 1724 update_stats ();
1743 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1744#endif /* DEBUG_LIGHTS */
1745 if (map->darkness)
1746 update_all_los (map, x, y); 1725 update_all_los (map, x, y);
1747 }
1748
1749 /* Client has no idea of ordering so lets not bother ordering it here.
1750 * It sure simplifies this function...
1751 */
1752 if (!inv)
1753 inv = op;
1754 else
1755 { 1726 }
1756 op->below = inv; 1727 else if (is_player ())
1757 op->below->above = op; 1728 // if this is a player's inventory, update stats
1758 inv = op; 1729 contr->queue_stats_update ();
1759 }
1760 1730
1761 INVOKE_OBJECT (INSERT, this); 1731 INVOKE_OBJECT (INSERT, this);
1762 1732
1763 return op; 1733 return op;
1764} 1734}
1784 * on top. 1754 * on top.
1785 */ 1755 */
1786int 1756int
1787check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1788{ 1758{
1759 if (op->flag [FLAG_NO_APPLY])
1760 return 0;
1761
1789 object *tmp; 1762 object *tmp;
1790 maptile *m = op->map; 1763 maptile *m = op->map;
1791 int x = op->x, y = op->y; 1764 int x = op->x, y = op->y;
1792 1765
1793 MoveType move_on, move_slow, move_block; 1766 mapspace &ms = m->at (x, y);
1794 1767
1795 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1768 ms.update ();
1796 return 0;
1797 1769
1798 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1770 MoveType move_on = ms.move_on;
1799 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1771 MoveType move_slow = ms.move_slow;
1800 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1772 MoveType move_block = ms.move_block;
1801 1773
1802 /* 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,
1803 * 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
1804 * 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
1805 * as walking. 1777 * as walking.
1816 return 0; 1788 return 0;
1817 1789
1818 /* The objects have to be checked from top to bottom. 1790 /* The objects have to be checked from top to bottom.
1819 * Hence, we first go to the top: 1791 * Hence, we first go to the top:
1820 */ 1792 */
1821 1793 for (object *next, *tmp = ms.top; tmp; tmp = next)
1822 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1823 {
1824 /* Trim the search when we find the first other spell effect
1825 * this helps performance so that if a space has 50 spell objects,
1826 * we don't need to check all of them.
1827 */
1828 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1829 break;
1830 } 1794 {
1795 next = tmp->below;
1831 1796
1832 for (; tmp; tmp = tmp->below)
1833 {
1834 if (tmp == op) 1797 if (tmp == op)
1835 continue; /* Can't apply yourself */ 1798 continue; /* Can't apply yourself */
1836 1799
1837 /* 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.
1838 * Second check makes sure that the movement types not being slowed 1801 * Second check makes sure that the movement types not being slowed
1839 * (~slow_move) is not blocked on this space - just because the 1802 * (~slow_move) is not blocked on this space - just because the
1840 * 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
1841 * 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.
1842 */ 1805 */
1843 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1806 if (!op->flag [FLAG_WIZPASS])
1844 { 1807 {
1845 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1846 ((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))
1847 { 1810 {
1848
1849 float
1850 diff = tmp->move_slow_penalty * fabs (op->speed); 1811 float diff = tmp->move_slow_penalty * fabs (op->speed);
1851 1812
1852 if (op->type == PLAYER) 1813 if (op->is_player ())
1853 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)) ||
1854 (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)))
1855 diff /= 4.0; 1816 diff /= 4.0;
1856 1817
1857 op->speed_left -= diff; 1818 op->speed_left -= diff;
1858 } 1819 }
1859 } 1820 }
1892 LOG (llevError, "Present_arch called outside map.\n"); 1853 LOG (llevError, "Present_arch called outside map.\n");
1893 return NULL; 1854 return NULL;
1894 } 1855 }
1895 1856
1896 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)
1897 if (tmp->arch == at) 1858 if (tmp->arch->archname == at->archname)
1898 return tmp; 1859 return tmp;
1899 1860
1900 return NULL; 1861 return NULL;
1901} 1862}
1902 1863
1966 * The first matching object is returned, or NULL if none. 1927 * The first matching object is returned, or NULL if none.
1967 */ 1928 */
1968object * 1929object *
1969present_arch_in_ob (const archetype *at, const object *op) 1930present_arch_in_ob (const archetype *at, const object *op)
1970{ 1931{
1971 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1972 if (tmp->arch == at) 1933 if (tmp->arch->archname == at->archname)
1973 return tmp; 1934 return tmp;
1974 1935
1975 return NULL; 1936 return NULL;
1976} 1937}
1977 1938
1979 * activate recursively a flag on an object inventory 1940 * activate recursively a flag on an object inventory
1980 */ 1941 */
1981void 1942void
1982flag_inv (object *op, int flag) 1943flag_inv (object *op, int flag)
1983{ 1944{
1984 if (op->inv)
1985 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1945 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1986 { 1946 {
1987 SET_FLAG (tmp, flag); 1947 tmp->set_flag (flag);
1988 flag_inv (tmp, flag); 1948 flag_inv (tmp, flag);
1989 } 1949 }
1990} 1950}
1991 1951
1992/* 1952/*
1993 * deactivate recursively a flag on an object inventory 1953 * deactivate recursively a flag on an object inventory
1994 */ 1954 */
1995void 1955void
1996unflag_inv (object *op, int flag) 1956unflag_inv (object *op, int flag)
1997{ 1957{
1998 if (op->inv)
1999 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2000 { 1959 {
2001 CLEAR_FLAG (tmp, flag); 1960 tmp->clr_flag (flag);
2002 unflag_inv (tmp, flag); 1961 unflag_inv (tmp, flag);
2003 } 1962 }
2004} 1963}
2005 1964
2006/* 1965/*
2007 * 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
2008 * 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
2010 * to search (see the freearr_x/y[] definition). 1969 * to search (see the freearr_x/y[] definition).
2011 * It returns a random choice among the alternatives found. 1970 * It returns a random choice among the alternatives found.
2012 * 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
2013 * does all 4 immediate directions). This returns the index into the 1972 * does all 4 immediate directions). This returns the index into the
2014 * 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)
2015 * Note - this only checks to see if there is space for the head of the
2016 * object - if it is a multispace object, this should be called for all
2017 * pieces.
2018 * Note2: This function does correctly handle tiled maps, but does not 1974 * Note: This function does correctly handle tiled maps, but does not
2019 * inform the caller. However, insert_ob_in_map will update as 1975 * inform the caller. However, insert_ob_in_map will update as
2020 * 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.
2021 * 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
2022 * 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
2023 * 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
2025 * customized, changed states, etc. 1981 * customized, changed states, etc.
2026 */ 1982 */
2027int 1983int
2028find_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)
2029{ 1985{
1986 int altern[SIZEOFFREE];
2030 int index = 0, flag; 1987 int index = 0, flag;
2031 int altern[SIZEOFFREE];
2032 1988
2033 for (int i = start; i < stop; i++) 1989 for (int i = start; i < stop; i++)
2034 { 1990 {
2035 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1991 mapxy pos (m, x, y); pos.move (i);
2036 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 {
2037 altern [index++] = i; 2007 altern [index++] = i;
2008 continue;
2009 }
2038 2010
2039 /* 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.
2040 * 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.
2041 * 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 -
2042 * 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
2043 * 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
2044 * to only the spaces immediately surrounding the target area, and 2016 * to only the spaces immediately surrounding the target area, and
2045 * won't look 2 spaces south of the target space. 2017 * won't look 2 spaces south of the target space.
2046 */ 2018 */
2047 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2019 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2020 {
2048 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;
2049 } 2035 }
2050 2036
2051 if (!index) 2037 if (!index)
2052 return -1; 2038 return -1;
2053 2039
2062 */ 2048 */
2063int 2049int
2064find_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)
2065{ 2051{
2066 for (int i = 0; i < SIZEOFFREE; i++) 2052 for (int i = 0; i < SIZEOFFREE; i++)
2067 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]))
2068 return i; 2054 return i;
2069 2055
2070 return -1; 2056 return -1;
2071} 2057}
2072 2058
2118 * there is capable of. 2104 * there is capable of.
2119 */ 2105 */
2120int 2106int
2121find_dir (maptile *m, int x, int y, object *exclude) 2107find_dir (maptile *m, int x, int y, object *exclude)
2122{ 2108{
2123 int i, max = SIZEOFFREE, mflags; 2109 int max = SIZEOFFREE, mflags;
2124
2125 sint16 nx, ny;
2126 object *tmp;
2127 maptile *mp;
2128
2129 MoveType blocked, move_type; 2110 MoveType move_type;
2130 2111
2131 if (exclude && exclude->head_ () != exclude) 2112 if (exclude && exclude->head_ () != exclude)
2132 { 2113 {
2133 exclude = exclude->head; 2114 exclude = exclude->head;
2134 move_type = exclude->move_type; 2115 move_type = exclude->move_type;
2137 { 2118 {
2138 /* 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. */
2139 move_type = MOVE_ALL; 2120 move_type = MOVE_ALL;
2140 } 2121 }
2141 2122
2142 for (i = 1; i < max; i++) 2123 for (int i = 1; i < max; i++)
2143 { 2124 {
2144 mp = m; 2125 mapxy pos (m, x, y);
2145 nx = x + freearr_x[i]; 2126 pos.move (i);
2146 ny = y + freearr_y[i];
2147 2127
2148 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2128 if (!pos.normalise ())
2149
2150 if (mflags & P_OUT_OF_MAP)
2151 max = maxfree[i]; 2129 max = maxfree[i];
2152 else 2130 else
2153 { 2131 {
2154 mapspace &ms = mp->at (nx, ny); 2132 mapspace &ms = *pos;
2155 2133
2156 blocked = ms.move_block;
2157
2158 if ((move_type & blocked) == move_type) 2134 if ((move_type & ms.move_block) == move_type)
2159 max = maxfree[i]; 2135 max = maxfree [i];
2160 else if (mflags & P_IS_ALIVE) 2136 else if (ms.flags () & P_IS_ALIVE)
2161 { 2137 {
2162 for (tmp = ms.bot; tmp; tmp = tmp->above) 2138 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2165 break;
2166
2167 if (tmp)
2168 return freedir[i]; 2141 return freedir [i];
2169 } 2142 }
2170 } 2143 }
2171 } 2144 }
2172 2145
2173 return 0; 2146 return 0;
2248 * 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
2249 * 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.
2250 * 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
2251 * functions. 2224 * functions.
2252 */ 2225 */
2253int reduction_dir[SIZEOFFREE][3] = { 2226static const int reduction_dir[SIZEOFFREE][3] = {
2254 {0, 0, 0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2255 {0, 0, 0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2256 {0, 0, 0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2257 {0, 0, 0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2258 {0, 0, 0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2349 * 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
2350 * core dumps if they do. 2323 * core dumps if they do.
2351 * 2324 *
2352 * 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)
2353 */ 2326 */
2354
2355int 2327int
2356can_pick (const object *who, const object *item) 2328can_pick (const object *who, const object *item)
2357{ 2329{
2358 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2330 return /*who->flag [FLAG_WIZ]|| */
2359 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2331 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2360 !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));
2361} 2333}
2362 2334
2363/* 2335/*
2364 * create clone from object to another 2336 * create clone from object to another
2365 */ 2337 */
2366object * 2338object *
2367object_create_clone (object *asrc) 2339object::deep_clone ()
2368{ 2340{
2369 object *dst = 0, *tmp, *src, *prev, *item; 2341 assert (("deep_clone called on non-head object", is_head ()));
2370 2342
2371 if (!asrc) 2343 object *dst = clone ();
2372 return 0;
2373 2344
2374 src = asrc->head_ (); 2345 object *prev = dst;
2375
2376 prev = 0;
2377 for (object *part = src; part; part = part->more) 2346 for (object *part = this->more; part; part = part->more)
2378 { 2347 {
2379 tmp = part->clone (); 2348 object *tmp = part->clone ();
2380 tmp->x -= src->x;
2381 tmp->y -= src->y;
2382
2383 if (!part->head)
2384 {
2385 dst = tmp;
2386 tmp->head = 0;
2387 }
2388 else
2389 tmp->head = dst; 2349 tmp->head = dst;
2390
2391 tmp->more = 0;
2392
2393 if (prev)
2394 prev->more = tmp; 2350 prev->more = tmp;
2395
2396 prev = tmp; 2351 prev = tmp;
2397 } 2352 }
2398 2353
2399 for (item = src->inv; item; item = item->below) 2354 for (object *item = inv; item; item = item->below)
2400 insert_ob_in_ob (object_create_clone (item), dst); 2355 insert_ob_in_ob (item->deep_clone (), dst);
2401 2356
2402 return dst; 2357 return dst;
2403} 2358}
2404 2359
2405/* This returns the first object in who's inventory that 2360/* This returns the first object in who's inventory that
2414 return tmp; 2369 return tmp;
2415 2370
2416 return 0; 2371 return 0;
2417} 2372}
2418 2373
2419/* If ob has a field named key, return the link from the list, 2374shstr_tmp
2420 * otherwise return NULL. 2375object::kv_get (shstr_tmp key) const
2421 *
2422 * key must be a passed in shared string - otherwise, this won't
2423 * do the desired thing.
2424 */
2425key_value *
2426get_ob_key_link (const object *ob, const char *key)
2427{ 2376{
2428 for (key_value *link = ob->key_values; link; link = link->next) 2377 for (key_value *kv = key_values; kv; kv = kv->next)
2429 if (link->key == key) 2378 if (kv->key == key)
2430 return link;
2431
2432 return 0;
2433}
2434
2435/*
2436 * Returns the value of op has an extra_field for key, or NULL.
2437 *
2438 * The argument doesn't need to be a shared string.
2439 *
2440 * The returned string is shared.
2441 */
2442const char *
2443get_ob_key_value (const object *op, const char *const key)
2444{
2445 key_value *link;
2446 shstr_cmp canonical_key (key);
2447
2448 if (!canonical_key)
2449 {
2450 /* 1. There being a field named key on any object
2451 * implies there'd be a shared string to find.
2452 * 2. Since there isn't, no object has this field.
2453 * 3. Therefore, *this* object doesn't have this field.
2454 */
2455 return 0;
2456 }
2457
2458 /* This is copied from get_ob_key_link() above -
2459 * only 4 lines, and saves the function call overhead.
2460 */
2461 for (link = op->key_values; link; link = link->next)
2462 if (link->key == canonical_key)
2463 return link->value; 2379 return kv->value;
2464 2380
2465 return 0; 2381 return shstr ();
2466} 2382}
2467 2383
2468/* 2384void
2469 * Updates the canonical_key in op to value. 2385object::kv_set (shstr_tmp key, shstr_tmp value)
2470 *
2471 * canonical_key is a shared string (value doesn't have to be).
2472 *
2473 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2474 * keys.
2475 *
2476 * Returns TRUE on success.
2477 */
2478int
2479set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2480{ 2386{
2481 key_value *field = NULL, *last = NULL; 2387 for (key_value *kv = key_values; kv; kv = kv->next)
2482 2388 if (kv->key == key)
2483 for (field = op->key_values; field != NULL; field = field->next)
2484 {
2485 if (field->key != canonical_key)
2486 { 2389 {
2487 last = field; 2390 kv->value = value;
2488 continue; 2391 return;
2489 } 2392 }
2490 2393
2491 if (value) 2394 key_value *kv = new key_value;
2492 field->value = value; 2395
2493 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)
2494 { 2408 {
2495 /* Basically, if the archetype has this key set, 2409 key_value *kv = *kvp;
2496 * we need to store the null value so when we save 2410 *kvp = (*kvp)->next;
2497 * it, we save the empty value so that when we load, 2411 delete kv;
2498 * we get this value back again. 2412 return;
2499 */
2500 if (get_ob_key_link (op->arch, canonical_key))
2501 field->value = 0;
2502 else
2503 {
2504 if (last)
2505 last->next = field->next;
2506 else
2507 op->key_values = field->next;
2508
2509 delete field;
2510 }
2511 } 2413 }
2512 return TRUE;
2513 }
2514 /* IF we get here, key doesn't exist */
2515
2516 /* No field, we'll have to add it. */
2517
2518 if (!add_key)
2519 return FALSE;
2520
2521 /* There isn't any good reason to store a null
2522 * value in the key/value list. If the archetype has
2523 * this key, then we should also have it, so shouldn't
2524 * be here. If user wants to store empty strings,
2525 * should pass in ""
2526 */
2527 if (value == NULL)
2528 return TRUE;
2529
2530 field = new key_value;
2531
2532 field->key = canonical_key;
2533 field->value = value;
2534 /* Usual prepend-addition. */
2535 field->next = op->key_values;
2536 op->key_values = field;
2537
2538 return TRUE;
2539}
2540
2541/*
2542 * Updates the key in op to value.
2543 *
2544 * If add_key is FALSE, this will only update existing keys,
2545 * and not add new ones.
2546 * In general, should be little reason FALSE is ever passed in for add_key
2547 *
2548 * Returns TRUE on success.
2549 */
2550int
2551set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2552{
2553 shstr key_ (key);
2554
2555 return set_ob_key_value_s (op, key_, value, add_key);
2556} 2414}
2557 2415
2558object::depth_iterator::depth_iterator (object *container) 2416object::depth_iterator::depth_iterator (object *container)
2559: iterator_base (container) 2417: iterator_base (container)
2560{ 2418{
2573 item = item->inv; 2431 item = item->inv;
2574 } 2432 }
2575 else 2433 else
2576 item = item->env; 2434 item = item->env;
2577} 2435}
2578
2579 2436
2580const char * 2437const char *
2581object::flag_desc (char *desc, int len) const 2438object::flag_desc (char *desc, int len) const
2582{ 2439{
2583 char *p = desc; 2440 char *p = desc;
2611{ 2468{
2612 char flagdesc[512]; 2469 char flagdesc[512];
2613 char info2[256 * 4]; 2470 char info2[256 * 4];
2614 char *p = info; 2471 char *p = info;
2615 2472
2616 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}",
2617 count, uuid.seq, 2474 count,
2475 uuid.c_str (),
2618 &name, 2476 &name,
2619 title ? "\",title:\"" : "", 2477 title ? ",title:\"" : "",
2620 title ? (const char *)title : "", 2478 title ? (const char *)title : "",
2479 title ? "\"" : "",
2621 flag_desc (flagdesc, 512), type); 2480 flag_desc (flagdesc, 512), type);
2622 2481
2623 if (env) 2482 if (!flag[FLAG_REMOVED] && env)
2624 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2483 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2625 2484
2626 if (map) 2485 if (map)
2627 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);
2628 2487
2643{ 2502{
2644 return map ? map->region (x, y) 2503 return map ? map->region (x, y)
2645 : region::default_region (); 2504 : region::default_region ();
2646} 2505}
2647 2506
2648const materialtype_t *
2649object::dominant_material () const
2650{
2651 if (materialtype_t *mat = name_to_material (materialname))
2652 return mat;
2653
2654 // omfg this is slow, this has to be temporary :)
2655 shstr unknown ("unknown");
2656
2657 return name_to_material (unknown);
2658}
2659
2660void 2507void
2661object::open_container (object *new_container) 2508object::open_container (object *new_container)
2662{ 2509{
2663 if (container == new_container) 2510 if (container == new_container)
2664 return; 2511 return;
2665 2512
2666 if (object *old_container = container) 2513 object *old_container = container;
2514
2515 if (old_container)
2667 { 2516 {
2668 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2517 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2669 return; 2518 return;
2670 2519
2671#if 0 2520#if 0
2673 if (object *closer = old_container->inv) 2522 if (object *closer = old_container->inv)
2674 if (closer->type == CLOSE_CON) 2523 if (closer->type == CLOSE_CON)
2675 closer->destroy (); 2524 closer->destroy ();
2676#endif 2525#endif
2677 2526
2527 // make sure the container is available
2528 esrv_send_item (this, old_container);
2529
2678 old_container->flag [FLAG_APPLIED] = 0; 2530 old_container->flag [FLAG_APPLIED] = false;
2679 container = 0; 2531 container = 0;
2680 2532
2533 // client needs item update to make it work, client bug requires this to be separate
2681 esrv_update_item (UPD_FLAGS, this, old_container); 2534 esrv_update_item (UPD_FLAGS, this, old_container);
2535
2682 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"));
2683 } 2538 }
2684 2539
2685 if (new_container) 2540 if (new_container)
2686 { 2541 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2542 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2690 // TODO: this does not seem to serve any purpose anymore? 2545 // TODO: this does not seem to serve any purpose anymore?
2691#if 0 2546#if 0
2692 // insert the "Close Container" object. 2547 // insert the "Close Container" object.
2693 if (archetype *closer = new_container->other_arch) 2548 if (archetype *closer = new_container->other_arch)
2694 { 2549 {
2695 object *closer = arch_to_object (new_container->other_arch); 2550 object *closer = new_container->other_arch->instance ();
2696 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2551 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2697 new_container->insert (closer); 2552 new_container->insert (closer);
2698 } 2553 }
2699#endif 2554#endif
2700 2555
2701 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2556 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2702 2557
2558 // make sure the container is available, client bug requires this to be separate
2559 esrv_send_item (this, new_container);
2560
2703 new_container->flag [FLAG_APPLIED] = 1; 2561 new_container->flag [FLAG_APPLIED] = true;
2704 container = new_container; 2562 container = new_container;
2705 2563
2564 // client needs flag change
2706 esrv_update_item (UPD_FLAGS, this, new_container); 2565 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container); 2566 esrv_send_inventory (this, new_container);
2567 play_sound (sound_find ("chest_open"));
2568 }
2569// else if (!old_container->env && contr && contr->ns)
2570// contr->ns->floorbox_reset ();
2571}
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);
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
2708 } 2651 {
2709} 2652 force = archetype::get (shstr_noise_force);
2710 2653
2654 force->slaying = shstr_noise_force;
2655 force->stats.food = 1;
2656 force->speed_left = -1.f;
2711 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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines