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Comparing deliantra/server/common/object.C (file contents):
Revision 1.157 by root, Mon May 28 21:21:40 2007 UTC vs.
Revision 1.325 by root, Wed Apr 14 21:36:31 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, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 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 54 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}; 55};
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, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -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 60 -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}; 61};
55int freedir[SIZEOFFREE] = { 62int 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, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 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 66 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}; 67};
59 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
60static void 76static void
61write_uuid (void) 77write_uuid (uval64 skip, bool sync)
62{ 78{
63 char filename1[MAX_BUF], filename2[MAX_BUF]; 79 CALL_BEGIN (2);
64 80 CALL_ARG_SV (newSVval64 (skip));
65 sprintf (filename1, "%s/uuid", settings.localdir); 81 CALL_ARG_SV (boolSV (sync));
66 sprintf (filename2, "%s/uuid~", settings.localdir); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
67 83 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} 84}
80 85
81static void 86static void
82read_uuid (void) 87read_uuid ()
83{ 88{
84 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
85 90
86 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
87 94
88 FILE *fp; 95 FILE *fp;
89 96
90 if (!(fp = fopen (filename, "r"))) 97 if (!(fp = fopen (filename, "r")))
91 { 98 {
92 if (errno == ENOENT) 99 if (errno == ENOENT)
93 { 100 {
94 LOG (llevInfo, "RESET uid to 1\n"); 101 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0; 102 UUID::cur.seq = 0;
96 write_uuid (); 103 write_uuid (UUID_GAP, true);
97 return; 104 return;
98 } 105 }
99 106
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1); 108 _exit (1);
102 } 109 }
103 110
104 int version; 111 char buf [UUID::MAX_LEN];
105 unsigned long long uid; 112 buf[0] = 0;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
107 { 116 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1); 118 _exit (1);
110 } 119 }
111 120
112 uuid.seq = uid; 121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 write_uuid (); 122
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 123 write_uuid (UUID_GAP, true);
115 fclose (fp); 124 fclose (fp);
116} 125}
117 126
118UUID 127UUID
119gen_uuid () 128UUID::gen ()
120{ 129{
121 UUID uid; 130 UUID uid;
122 131
123 uid.seq = ++uuid.seq; 132 uid.seq = ++cur.seq;
124 133
125 if (!(uuid.seq & (UUID_SKIP - 1))) 134 if (expect_false (cur.seq >= seq_next_save))
126 write_uuid (); 135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
127 140
128 return uid; 141 return uid;
129} 142}
130 143
131void 144void
132init_uuid () 145UUID::init ()
133{ 146{
134 read_uuid (); 147 read_uuid ();
135} 148}
136 149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
213}
214
137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
138static int 216static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
140{ 218{
141 key_value *wants_field;
142
143 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* 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 220 * objects with lists are rare, and lists stay short. If not, use a
145 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
146 */ 222 */
147 223
148 /* For each field in wants, */ 224 /* For each field in wants, */
149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
150 { 226 if (has->kv_get (kv->key) != kv->value)
151 key_value *has_field; 227 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 }
171 228
172 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
173 return TRUE; 230 return true;
174} 231}
175 232
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 234static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 236{
180 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
181 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
182 */ 239 */
183 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
184} 242}
185 243
186/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
187 * they can be merged together. 245 * they can be merged together.
188 * 246 *
195 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
196 * check weight 254 * check weight
197 */ 255 */
198bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
199{ 257{
200 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
201 if (ob1 == ob2 259 if (ob1 == ob2
202 || ob1->type != ob2->type 260 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 261 || ob1->value != ob2->value
205 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
206 return 0; 264 return 0;
207 265
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 266 /* Do not merge objects if nrof would overflow, assume nrof
210 * value could not be stored in a sint32 (which unfortunately sometimes is 267 * is always 0 .. 2**31-1 */
211 * used to store nrof). 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
214 return 0; 269 return 0;
215 270
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* 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 272 * 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 273 * 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 274 * are not equal - just if it has been identified, the been_applied
220 * flags lose any meaning. 275 * flags lose any meaning.
221 */ 276 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
224 279
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
227 282
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 283 if (ob1->arch->archname != ob2->arch->archname
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 284 || ob1->name != ob2->name
231 || ob1->title != ob2->title 285 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 287 || 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 288 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 292 || ob1->value != ob2->value
241 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
242 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
244 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty) 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 308 return 0;
254 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
255 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
257 */ 319 */
258 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
259 { 321 {
260 /* if one object has inventory but the other doesn't, not equiv */ 322 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 323 return 0; /* inventories differ in length */
262 return 0;
263 324
264 /* Now check to see if the two inventory objects could merge */ 325 if (ob1->inv->below || ob2->inv->below)
326 return 0; /* more than one object in inv */
327
265 if (!object::can_merge (ob1->inv, ob2->inv)) 328 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 329 return 0; /* inventory objects differ */
267 330
268 /* inventory ok - still need to check rest of this object to see 331 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 332 * if it is valid.
270 */ 333 */
271 } 334 }
272 335
273 /* Don't merge objects that are applied. With the new 'body' code, 336 /* 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 337 * 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. 338 * some items equipped, and we don't want those to merge.
276 */ 339 */
277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
278 return 0; 341 return 0;
279 342
280 /* Note sure why the following is the case - either the object has to 343 /* 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 344 * be animated or have a very low speed. Is this an attempted monster
282 * check? 345 * check?
283 */ 346 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
285 return 0; 348 return 0;
286 349
287 switch (ob1->type) 350 switch (ob1->type)
288 { 351 {
289 case SCROLL: 352 case SCROLL:
290 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
291 return 0; 354 return 0;
292 break; 355 break;
293 } 356 }
294 357
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
296 { 359 {
297 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
363
364 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 365 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 366 }
304 367
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
307 { 369 {
308 ob1->optimise (); 370 ob1->optimise ();
309 ob2->optimise (); 371 ob2->optimise ();
310 372
311 if (ob1->self || ob2->self) 373 if (ob1->self || ob2->self)
374 {
375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
377
378 if (k1 != k2)
312 return 0; 379 return 0;
380
381 if (k1 == 0)
382 return 1;
383
384 if (!cfperl_can_merge (ob1, ob2))
385 return 0;
386 }
313 } 387 }
314 388
315 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
316 return 1; 390 return 1;
317} 391}
318 392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
430// adjust weight per container type ("of holding")
431static sint32
432weight_adjust_for (object *op, sint32 weight)
433{
434 return op->type == CONTAINER
435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
436 : weight;
437}
438
319/* 439/*
440 * adjust_weight(object, weight) adds the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying.
442 */
443static void
444adjust_weight (object *op, sint32 weight)
445{
446 while (op)
447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
450 weight = weight_adjust_for (op, op->carrying)
451 - weight_adjust_for (op, op->carrying - weight);
452
453 if (!weight)
454 return;
455
456 op->carrying += weight;
457
458 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op);
461
462 op = op->env;
463 }
464}
465
466/*
320 * sum_weight() is a recursive function which calculates the weight 467 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 468 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 469 * containers are carrying, and sums it up.
323 */ 470 */
324long 471void
325sum_weight (object *op) 472object::update_weight ()
326{ 473{
327 long sum; 474 sint32 sum = 0;
328 object *inv;
329 475
330 for (sum = 0, inv = op->inv; inv; inv = inv->below) 476 for (object *op = inv; op; op = op->below)
331 { 477 {
332 if (inv->inv) 478 if (op->inv)
333 sum_weight (inv); 479 op->update_weight ();
334 480
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 481 sum += op->total_weight ();
482 }
483
484 sum = weight_adjust_for (this, sum);
485
486 if (sum != carrying)
336 } 487 {
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; 488 carrying = sum;
343 489
344 return sum; 490 if (object *pl = visible_to ())
491 if (pl != this) // player is handled lazily
492 esrv_update_item (UPD_WEIGHT, pl, this);
493 }
345} 494}
346 495
347/** 496/*
348 * Return the outermost environment object for a given object. 497 * 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 */ 498 */
364char * 499char *
365dump_object (object *op) 500dump_object (object *op)
366{ 501{
367 if (!op) 502 if (!op)
370 object_freezer freezer; 505 object_freezer freezer;
371 op->write (freezer); 506 op->write (freezer);
372 return freezer.as_string (); 507 return freezer.as_string ();
373} 508}
374 509
375/* 510char *
376 * get_nearest_part(multi-object, object 2) returns the part of the 511object::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{ 512{
384 object *tmp, *closest; 513 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} 514}
394 515
395/* 516/*
396 * Returns the object which has the count-variable equal to the argument. 517 * Returns the object which has the count-variable equal to the argument.
518 * VERRRY slow.
397 */ 519 */
398object * 520object *
399find_object (tag_t i) 521find_object (tag_t i)
400{ 522{
401 for_all_objects (op) 523 for_all_objects (op)
404 526
405 return 0; 527 return 0;
406} 528}
407 529
408/* 530/*
531 * Returns the object which has the uuid equal to the argument.
532 * MOAR VERRRY slow.
533 */
534
535object *
536find_object_uuid (UUID i)
537{
538 for_all_objects (op)
539 if (op->uuid == i)
540 return op;
541
542 return 0;
543}
544
545/*
409 * Returns the first object which has a name equal to the argument. 546 * Returns the first object which has a name equal to the argument.
410 * Used only by the patch command, but not all that useful. 547 * Used only by the patch command, but not all that useful.
411 * Enables features like "patch <name-of-other-player> food 999" 548 * Enables features like "patch <name-of-other-player> food 999"
412 */ 549 */
413object * 550object *
414find_object_name (const char *str) 551find_object_name (const char *str)
415{ 552{
416 shstr_cmp str_ (str); 553 shstr_cmp str_ (str);
417 object *op;
418 554
555 if (str_)
419 for_all_objects (op) 556 for_all_objects (op)
420 if (op->name == str_) 557 if (op->name == str_)
421 break; 558 return op;
422 559
423 return op; 560 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 561}
431 562
432/* 563/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 564 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 565 * skill and experience objects.
566 * ACTUALLY NO! investigate! TODO
435 */ 567 */
436void 568void
437object::set_owner (object *owner) 569object::set_owner (object *owner)
438{ 570{
571 // allow objects which own objects
439 if (!owner) 572 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) 573 while (owner->owner)
450 owner = owner->owner; 574 owner = owner->owner;
575
576 if (flag [FLAG_FREED])
577 {
578 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
579 return;
580 }
451 581
452 this->owner = owner; 582 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} 583}
520 584
521/* Zero the key_values on op, decrementing the shared-string 585/* Zero the key_values on op, decrementing the shared-string
522 * refcounts and freeing the links. 586 * refcounts and freeing the links.
523 */ 587 */
533 } 597 }
534 598
535 op->key_values = 0; 599 op->key_values = 0;
536} 600}
537 601
538object & 602/*
539object::operator =(const object &src) 603 * copy_to first frees everything allocated by the dst object,
604 * and then copies the contents of itself into the second
605 * object, allocating what needs to be allocated. Basically, any
606 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
607 * if the first object is freed, the pointers in the new object
608 * will point at garbage.
609 */
610void
611object::copy_to (object *dst)
540{ 612{
541 bool is_freed = flag [FLAG_FREED]; 613 dst->remove ();
542 bool is_removed = flag [FLAG_REMOVED];
543
544 *(object_copy *)this = src; 614 *(object_copy *)dst = *this;
545
546 flag [FLAG_FREED] = is_freed;
547 flag [FLAG_REMOVED] = is_removed; 615 dst->flag [FLAG_REMOVED] = true;
548 616
549 /* Copy over key_values, if any. */ 617 /* Copy over key_values, if any. */
550 if (src.key_values) 618 if (key_values)
551 { 619 {
552 key_value *tail = 0; 620 key_value *tail = 0;
553 key_values = 0; 621 dst->key_values = 0;
554 622
555 for (key_value *i = src.key_values; i; i = i->next) 623 for (key_value *i = key_values; i; i = i->next)
556 { 624 {
557 key_value *new_link = new key_value; 625 key_value *new_link = new key_value;
558 626
559 new_link->next = 0; 627 new_link->next = 0;
560 new_link->key = i->key; 628 new_link->key = i->key;
561 new_link->value = i->value; 629 new_link->value = i->value;
562 630
563 /* Try and be clever here, too. */ 631 /* Try and be clever here, too. */
564 if (!key_values) 632 if (!dst->key_values)
565 { 633 {
566 key_values = new_link; 634 dst->key_values = new_link;
567 tail = new_link; 635 tail = new_link;
568 } 636 }
569 else 637 else
570 { 638 {
571 tail->next = new_link; 639 tail->next = new_link;
572 tail = new_link; 640 tail = new_link;
573 } 641 }
574 } 642 }
575 } 643 }
576}
577 644
578/* 645 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} 646}
596 647
597void 648void
598object::instantiate () 649object::instantiate ()
599{ 650{
600 if (!uuid.seq) // HACK 651 if (!uuid.seq) // HACK
601 uuid = gen_uuid (); 652 uuid = UUID::gen ();
602 653
654 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
655 if (flag [FLAG_RANDOM_SPEED] && speed)
656 speed_left = - speed - rndm (); // TODO animation
657 else
603 speed_left = -0.1f; 658 speed_left = -1.;
659
604 /* copy the body_info to the body_used - this is only really 660 /* 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. 661 * 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 662 * by doing so, when a monster is created, it has good starting
607 * values for the body_used info, so when items are created 663 * values for the body_used info, so when items are created
608 * for it, they can be properly equipped. 664 * for it, they can be properly equipped.
616object * 672object *
617object::clone () 673object::clone ()
618{ 674{
619 object *neu = create (); 675 object *neu = create ();
620 copy_to (neu); 676 copy_to (neu);
677
678 // TODO: unclean state changes, should not be done in clone AND instantiate
679 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
680 neu->speed_left = - neu->speed - rndm (); // TODO animation
681
682 neu->map = map; // not copied by copy_to
621 return neu; 683 return neu;
622} 684}
623 685
624/* 686/*
625 * If an object with the IS_TURNABLE() flag needs to be turned due 687 * 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. 689 * be called to update the face variable, _and_ how it looks on the map.
628 */ 690 */
629void 691void
630update_turn_face (object *op) 692update_turn_face (object *op)
631{ 693{
632 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 694 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
633 return; 695 return;
634 696
635 SET_ANIMATION (op, op->direction); 697 SET_ANIMATION (op, op->direction);
636 update_object (op, UP_OBJ_FACE); 698 update_object (op, UP_OBJ_FACE);
637} 699}
642 * This function needs to be called whenever the speed of an object changes. 704 * This function needs to be called whenever the speed of an object changes.
643 */ 705 */
644void 706void
645object::set_speed (float speed) 707object::set_speed (float speed)
646{ 708{
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; 709 this->speed = speed;
654 710
655 if (has_active_speed ()) 711 if (has_active_speed ())
656 activate (); 712 activate ();
657 else 713 else
676 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
677 */ 733 */
678void 734void
679update_object (object *op, int action) 735update_object (object *op, int action)
680{ 736{
681 if (op == NULL) 737 if (!op)
682 { 738 {
683 /* this should never happen */ 739 /* this should never happen */
684 LOG (llevDebug, "update_object() called for NULL object.\n"); 740 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
685 return; 741 return;
686 } 742 }
687 743
688 if (op->env) 744 if (!op->is_on_map ())
689 { 745 {
690 /* Animation is currently handled by client, so nothing 746 /* Animation is currently handled by client, so nothing
691 * to do in this case. 747 * to do in this case.
692 */ 748 */
693 return; 749 return;
694 } 750 }
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;
701 751
702 /* make sure the object is within map boundaries */ 752 /* 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) 753 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
704 { 754 {
705 LOG (llevError, "update_object() called for object out of map!\n"); 755 LOG (llevError, "update_object() called for object out of map!\n");
713 763
714 if (!(m.flags_ & P_UPTODATE)) 764 if (!(m.flags_ & P_UPTODATE))
715 /* nop */; 765 /* nop */;
716 else if (action == UP_OBJ_INSERT) 766 else if (action == UP_OBJ_INSERT)
717 { 767 {
768#if 0
718 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
719 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
720 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
721 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
722 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
723 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
724 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
725 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
726 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
727 || (m.move_slow | op->move_slow) != m.move_slow 778 || (m.move_slow | op->move_slow) != m.move_slow
728 /* This isn't perfect, but I don't expect a lot of objects to 779 /* This isn't perfect, but I don't expect a lot of objects to
729 * to have move_allow right now. 780 * have move_allow right now.
730 */ 781 */
731 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 782 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
783 m.invalidate ();
784#else
732 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 785 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
733 m.flags_ = 0; 786 m.invalidate ();
787#endif
734 } 788 }
735 /* if the object is being removed, we can't make intelligent 789 /* if the object is being removed, we can't make intelligent
736 * decisions, because remove_ob can't really pass the object 790 * decisions, because remove_ob can't really pass the object
737 * that is being removed. 791 * that is being removed.
738 */ 792 */
739 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 793 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
740 m.flags_ = 0; 794 m.invalidate ();
741 else if (action == UP_OBJ_FACE) 795 else if (action == UP_OBJ_FACE)
742 /* Nothing to do for that case */ ; 796 /* Nothing to do for that case */ ;
743 else 797 else
744 LOG (llevError, "update_object called with invalid action: %d\n", action); 798 LOG (llevError, "update_object called with invalid action: %d\n", action);
745 799
747 update_object (op->more, action); 801 update_object (op->more, action);
748} 802}
749 803
750object::object () 804object::object ()
751{ 805{
752 SET_FLAG (this, FLAG_REMOVED); 806 this->set_flag (FLAG_REMOVED);
753 807
754 expmul = 1.0; 808 //expmul = 1.0; declared const for the time being
755 face = blank_face; 809 face = blank_face;
810 material = MATERIAL_NULL;
756} 811}
757 812
758object::~object () 813object::~object ()
759{ 814{
760 unlink (); 815 unlink ();
761 816
762 free_key_values (this); 817 free_key_values (this);
763} 818}
764 819
765static int object_count;
766
767void object::link () 820void object::link ()
768{ 821{
769 assert (!index);//D 822 assert (!index);//D
770 uuid = gen_uuid (); 823 uuid = UUID::gen ();
771 count = ++object_count;
772 824
773 refcnt_inc (); 825 refcnt_inc ();
774 objects.insert (this); 826 objects.insert (this);
827
828 ++create_count;
829
775} 830}
776 831
777void object::unlink () 832void object::unlink ()
778{ 833{
779 if (!index) 834 if (!index)
780 return; 835 return;
836
837 ++destroy_count;
781 838
782 objects.erase (this); 839 objects.erase (this);
783 refcnt_dec (); 840 refcnt_dec ();
784} 841}
785 842
789 /* If already on active list, don't do anything */ 846 /* If already on active list, don't do anything */
790 if (active) 847 if (active)
791 return; 848 return;
792 849
793 if (has_active_speed ()) 850 if (has_active_speed ())
851 {
852 if (flag [FLAG_FREED])
853 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
854
794 actives.insert (this); 855 actives.insert (this);
856 }
795} 857}
796 858
797void 859void
798object::activate_recursive () 860object::activate_recursive ()
799{ 861{
848object::destroy_inv (bool drop_to_ground) 910object::destroy_inv (bool drop_to_ground)
849{ 911{
850 // need to check first, because the checks below might segfault 912 // need to check first, because the checks below might segfault
851 // as we might be on an invalid mapspace and crossfire code 913 // as we might be on an invalid mapspace and crossfire code
852 // is too buggy to ensure that the inventory is empty. 914 // is too buggy to ensure that the inventory is empty.
853 // corollary: if you create arrows etc. with stuff in tis inventory, 915 // corollary: if you create arrows etc. with stuff in its inventory,
854 // cf will crash below with off-map x and y 916 // cf will crash below with off-map x and y
855 if (!inv) 917 if (!inv)
856 return; 918 return;
857 919
858 /* Only if the space blocks everything do we not process - 920 /* Only if the space blocks everything do we not process -
859 * if some form of movement is allowed, let objects 921 * if some form of movement is allowed, let objects
860 * drop on that space. 922 * drop on that space.
861 */ 923 */
862 if (!drop_to_ground 924 if (!drop_to_ground
863 || !map 925 || !map
864 || map->in_memory != MAP_IN_MEMORY 926 || map->in_memory != MAP_ACTIVE
865 || map->nodrop 927 || map->no_drop
866 || ms ().move_block == MOVE_ALL) 928 || ms ().move_block == MOVE_ALL)
867 { 929 {
868 while (inv) 930 while (inv)
869 {
870 inv->destroy_inv (drop_to_ground);
871 inv->destroy (); 931 inv->destroy ();
872 }
873 } 932 }
874 else 933 else
875 { /* Put objects in inventory onto this space */ 934 { /* Put objects in inventory onto this space */
876 while (inv) 935 while (inv)
877 { 936 {
888 map->insert (op, x, y); 947 map->insert (op, x, y);
889 } 948 }
890 } 949 }
891} 950}
892 951
952/*
953 * Remove and free all objects in the inventory of the given object.
954 * Unlike destroy_inv, this assumes the *this is destroyed as well
955 * well, so we can (and have to!) take shortcuts.
956 */
957void
958object::destroy_inv_fast ()
959{
960 while (object *op = inv)
961 {
962 // remove from object the fast way
963 op->flag [FLAG_REMOVED] = true;
964 op->env = 0;
965 if ((inv = inv->below))
966 inv->above = 0;
967
968 // then destroy
969 op->destroy ();
970 }
971}
972
973void
974object::freelist_free (int count)
975{
976 while (count-- && freelist)
977 {
978 freelist_item *next = freelist->next;
979 // count is being "destroyed"
980
981 sfree ((char *)freelist, sizeof (object));
982
983 freelist = next;
984 --free_count;
985 }
986}
987
988object *
893object *object::create () 989object::create ()
894{ 990{
895 object *op = new object; 991 object *op;
992
993 if (freelist)
994 {
995 freelist_item li = *freelist;
996 memset (freelist, 0, sizeof (object));
997
998 op = new (freelist) object;
999 op->count = li.count;
1000
1001 freelist = li.next;
1002 --free_count;
1003 }
1004 else
1005 {
1006 void *ni = salloc0<char> (sizeof (object));
1007
1008 op = new(ni) object;
1009
1010 op->count = ++object_count;
1011 }
1012
896 op->link (); 1013 op->link ();
1014
897 return op; 1015 return op;
898} 1016}
899 1017
900void 1018void
1019object::do_delete ()
1020{
1021 uint32_t count = this->count;
1022
1023 this->~object ();
1024
1025 freelist_item *li = (freelist_item *)this;
1026 li->next = freelist;
1027 li->count = count;
1028
1029 freelist = li;
1030 ++free_count;
1031}
1032
1033static struct freed_map : maptile
1034{
1035 freed_map ()
1036 {
1037 path = "<freed objects map>";
1038 name = "/internal/freed_objects_map";
1039 width = 3;
1040 height = 3;
1041 no_drop = 1;
1042 no_reset = 1;
1043
1044 alloc ();
1045 in_memory = MAP_ACTIVE;
1046 }
1047
1048 ~freed_map ()
1049 {
1050 destroy ();
1051 }
1052} freed_map; // freed objects are moved here to avoid crashes
1053
1054void
901object::do_destroy () 1055object::do_destroy ()
902{ 1056{
903 attachable::do_destroy ();
904
905 if (flag [FLAG_IS_LINKED]) 1057 if (flag [FLAG_IS_LINKED])
906 remove_button_link (this); 1058 remove_link ();
907 1059
908 if (flag [FLAG_FRIENDLY]) 1060 if (flag [FLAG_FRIENDLY])
909 remove_friendly_object (this); 1061 remove_friendly_object (this);
910 1062
911 if (!flag [FLAG_REMOVED])
912 remove (); 1063 remove ();
913 1064
914 destroy_inv (true); 1065 attachable::do_destroy ();
915 1066
916 deactivate (); 1067 deactivate ();
917 unlink (); 1068 unlink ();
918 1069
919 flag [FLAG_FREED] = 1; 1070 flag [FLAG_FREED] = 1;
920 1071
921 // hack to ensure that freed objects still have a valid map 1072 // 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; 1073 map = &freed_map;
938 x = 1; 1074 x = 1;
939 y = 1; 1075 y = 1;
940 }
941
942 head = 0;
943 1076
944 if (more) 1077 if (more)
945 { 1078 {
946 more->destroy (); 1079 more->destroy ();
947 more = 0; 1080 more = 0;
948 } 1081 }
949 1082
1083 head = 0;
1084
950 // clear those pointers that likely might have circular references to us 1085 // clear those pointers that likely might cause circular references
951 owner = 0; 1086 owner = 0;
952 enemy = 0; 1087 enemy = 0;
953 attacked_by = 0; 1088 attacked_by = 0;
1089 current_weapon = 0;
954} 1090}
955 1091
956void 1092void
957object::destroy (bool destroy_inventory) 1093object::destroy ()
958{ 1094{
959 if (destroyed ()) 1095 if (destroyed ())
960 return; 1096 return;
961 1097
962 if (destroy_inventory) 1098 if (!is_head () && !head->destroyed ())
1099 {
1100 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1101 head->destroy ();
1102 return;
1103 }
1104
963 destroy_inv (false); 1105 destroy_inv_fast ();
1106
1107 if (is_head ())
1108 if (sound_destroy)
1109 play_sound (sound_destroy);
1110 else if (flag [FLAG_MONSTER])
1111 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
964 1112
965 attachable::destroy (); 1113 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} 1114}
984 1115
985/* op->remove (): 1116/* op->remove ():
986 * This function removes the object op from the linked list of objects 1117 * 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 1118 * which it is currently tied to. When this function is done, the
990 * the previous environment. 1121 * the previous environment.
991 */ 1122 */
992void 1123void
993object::do_remove () 1124object::do_remove ()
994{ 1125{
995 object *tmp, *last = 0; 1126 if (flag [FLAG_REMOVED])
996 object *otmp;
997
998 if (QUERY_FLAG (this, FLAG_REMOVED))
999 return; 1127 return;
1000 1128
1001 SET_FLAG (this, FLAG_REMOVED);
1002 INVOKE_OBJECT (REMOVE, this); 1129 INVOKE_OBJECT (REMOVE, this);
1130
1131 flag [FLAG_REMOVED] = true;
1003 1132
1004 if (more) 1133 if (more)
1005 more->remove (); 1134 more->remove ();
1006 1135
1007 /* 1136 /*
1008 * In this case, the object to be removed is in someones 1137 * In this case, the object to be removed is in someones
1009 * inventory. 1138 * inventory.
1010 */ 1139 */
1011 if (env) 1140 if (env)
1012 { 1141 {
1013 if (nrof) 1142 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1014 sub_weight (env, weight * nrof); 1143 if (object *pl = visible_to ())
1015 else 1144 esrv_del_item (pl->contr, count);
1016 sub_weight (env, weight + carrying); 1145 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1017 1146
1018 /* NO_FIX_PLAYER is set when a great many changes are being 1147 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 1148
1025 if (above) 1149 object *pl = in_player ();
1026 above->below = below;
1027 else
1028 env->inv = below;
1029
1030 if (below)
1031 below->above = above;
1032 1150
1033 /* we set up values so that it could be inserted into 1151 /* we set up values so that it could be inserted into
1034 * the map, but we don't actually do that - it is up 1152 * the map, but we don't actually do that - it is up
1035 * to the caller to decide what we want to do. 1153 * to the caller to decide what we want to do.
1036 */ 1154 */
1037 x = env->x, y = env->y;
1038 map = env->map; 1155 map = env->map;
1039 above = 0, below = 0; 1156 x = env->x;
1157 y = env->y;
1158
1159 // make sure cmov optimisation is applicable
1160 *(above ? &above->below : &env->inv) = below;
1161 *(below ? &below->above : &above ) = above; // &above is just a dummy
1162
1163 above = 0;
1164 below = 0;
1040 env = 0; 1165 env = 0;
1166
1167 if (pl && pl->is_player ())
1168 {
1169 if (expect_false (pl->contr->combat_ob == this))
1170 {
1171 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1172 pl->contr->combat_ob = 0;
1173 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1174 }
1175
1176 if (expect_false (pl->contr->ranged_ob == this))
1177 {
1178 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1179 pl->contr->ranged_ob = 0;
1180 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1181 }
1182
1183 pl->contr->queue_stats_update ();
1184
1185 if (expect_false (glow_radius) && pl->is_on_map ())
1186 update_all_los (pl->map, pl->x, pl->y);
1187 }
1041 } 1188 }
1042 else if (map) 1189 else if (map)
1043 { 1190 {
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; 1191 map->dirty = true;
1057 mapspace &ms = this->ms (); 1192 mapspace &ms = this->ms ();
1058 1193
1194 if (object *pl = ms.player ())
1195 {
1196 if (is_player ())
1197 {
1198 if (!flag [FLAG_WIZPASS])
1199 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1200
1201 // leaving a spot always closes any open container on the ground
1202 if (container && !container->env)
1203 // this causes spurious floorbox updates, but it ensures
1204 // that the CLOSE event is being sent.
1205 close_container ();
1206
1207 --map->players;
1208 map->touch ();
1209 }
1210 else if (pl->container_ () == this)
1211 {
1212 // removing a container should close it
1213 close_container ();
1214 }
1215 else
1216 esrv_del_item (pl->contr, count);
1217 }
1218
1059 /* link the object above us */ 1219 /* link the object above us */
1060 if (above) 1220 // re-link, make sure compiler can easily use cmove
1061 above->below = below; 1221 *(above ? &above->below : &ms.top) = below;
1062 else 1222 *(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 1223
1080 above = 0; 1224 above = 0;
1081 below = 0; 1225 below = 0;
1082 1226
1227 ms.invalidate ();
1228
1083 if (map->in_memory == MAP_SAVING) 1229 if (map->in_memory == MAP_SAVING)
1084 return; 1230 return;
1085 1231
1086 int check_walk_off = !flag [FLAG_NO_APPLY]; 1232 int check_walk_off = !flag [FLAG_NO_APPLY];
1087 1233
1088 for (tmp = ms.bot; tmp; tmp = tmp->above) 1234 if (object *pl = ms.player ())
1089 { 1235 {
1090 /* No point updating the players look faces if he is the object 1236 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 1237 /* If a container that the player is currently using somehow gets
1097 * removed (most likely destroyed), update the player view 1238 * removed (most likely destroyed), update the player view
1098 * appropriately. 1239 * appropriately.
1099 */ 1240 */
1100 if (tmp->container == this) 1241 pl->close_container ();
1101 {
1102 flag [FLAG_APPLIED] = 0;
1103 tmp->container = 0;
1104 }
1105 1242
1243 //TODO: the floorbox prev/next might need updating
1244 //esrv_del_item (pl->contr, count);
1245 //TODO: update floorbox to preserve ordering
1106 if (tmp->contr->ns) 1246 if (pl->contr->ns)
1107 tmp->contr->ns->floorbox_update (); 1247 pl->contr->ns->floorbox_update ();
1248 }
1249
1250 if (check_walk_off)
1251 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1252 {
1253 above = tmp->above;
1254
1255 /* No point updating the players look faces if he is the object
1256 * being removed.
1108 } 1257 */
1109 1258
1110 /* See if object moving off should effect something */ 1259 /* See if object moving off should effect something */
1111 if (check_walk_off
1112 && ((move_type & tmp->move_off) 1260 if ((move_type & tmp->move_off)
1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1261 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1114 {
1115 move_apply (tmp, this, 0); 1262 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 } 1263 }
1120 1264
1121 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1265 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); 1266 update_all_los (map, x, y);
1138 } 1267 }
1139} 1268}
1140 1269
1141/* 1270/*
1150merge_ob (object *op, object *top) 1279merge_ob (object *op, object *top)
1151{ 1280{
1152 if (!op->nrof) 1281 if (!op->nrof)
1153 return 0; 1282 return 0;
1154 1283
1155 if (top) 1284 if (!top)
1156 for (top = op; top && top->above; top = top->above) 1285 for (top = op; top && top->above; top = top->above)
1157 ; 1286 ;
1158 1287
1159 for (; top; top = top->below) 1288 for (; top; top = top->below)
1160 {
1161 if (top == op)
1162 continue;
1163
1164 if (object::can_merge (op, top)) 1289 if (object::can_merge (op, top))
1165 { 1290 {
1166 top->nrof += op->nrof; 1291 top->nrof += op->nrof;
1167 1292
1168/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1293 if (object *pl = top->visible_to ())
1169 op->weight = 0; /* Don't want any adjustements now */ 1294 esrv_update_item (UPD_NROF, pl, top);
1295
1296 op->weight = 0; // cancel the addition above
1297 op->carrying = 0; // must be 0 already
1298
1170 op->destroy (); 1299 op->destroy ();
1300
1171 return top; 1301 return top;
1172 } 1302 }
1173 }
1174 1303
1175 return 0; 1304 return 0;
1176} 1305}
1177 1306
1178void 1307void
1181 if (more) 1310 if (more)
1182 return; 1311 return;
1183 1312
1184 object *prev = this; 1313 object *prev = this;
1185 1314
1186 for (archetype *at = arch->more; at; at = at->more) 1315 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 { 1316 {
1188 object *op = arch_to_object (at); 1317 object *op = at->instance ();
1189 1318
1190 op->name = name; 1319 op->name = name;
1191 op->name_pl = name_pl; 1320 op->name_pl = name_pl;
1192 op->title = title; 1321 op->title = title;
1193 1322
1203 * job preparing multi-part monsters. 1332 * job preparing multi-part monsters.
1204 */ 1333 */
1205object * 1334object *
1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1335insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1207{ 1336{
1337 op->remove ();
1338
1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1339 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1209 { 1340 {
1210 tmp->x = x + tmp->arch->clone.x; 1341 tmp->x = x + tmp->arch->x;
1211 tmp->y = y + tmp->arch->clone.y; 1342 tmp->y = y + tmp->arch->y;
1212 } 1343 }
1213 1344
1214 return insert_ob_in_map (op, m, originator, flag); 1345 return insert_ob_in_map (op, m, originator, flag);
1215} 1346}
1216 1347
1229 * Passing 0 for flag gives proper default values, so flag really only needs 1360 * Passing 0 for flag gives proper default values, so flag really only needs
1230 * to be set if special handling is needed. 1361 * to be set if special handling is needed.
1231 * 1362 *
1232 * Return value: 1363 * Return value:
1233 * new object if 'op' was merged with other object 1364 * new object if 'op' was merged with other object
1234 * NULL if 'op' was destroyed 1365 * NULL if there was an error (destroyed, blocked etc.)
1235 * just 'op' otherwise 1366 * just 'op' otherwise
1236 */ 1367 */
1237object * 1368object *
1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1369insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1239{ 1370{
1240 assert (!op->flag [FLAG_FREED]);
1241
1242 object *top, *floor = NULL;
1243
1244 op->remove (); 1371 op->remove ();
1245 1372
1246#if 0 1373 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 { 1374 {//D
1256 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1375 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 } 1376 }//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 1377
1273 /* Ideally, the caller figures this out. However, it complicates a lot 1378 /* 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 1379 * of areas of callers (eg, anything that uses find_free_spot would now
1275 * need extra work 1380 * need extra work
1276 */ 1381 */
1382 maptile *newmap = m;
1277 if (!xy_normalise (m, op->x, op->y)) 1383 if (!xy_normalise (newmap, op->x, op->y))
1384 {
1385 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1278 return 0; 1386 return 0;
1387 }
1279 1388
1389 if (object *more = op->more)
1390 if (!insert_ob_in_map (more, m, originator, flag))
1391 return 0;
1392
1393 op->flag [FLAG_REMOVED] = false;
1394 op->env = 0;
1280 op->map = m; 1395 op->map = newmap;
1396
1281 mapspace &ms = op->ms (); 1397 mapspace &ms = op->ms ();
1282 1398
1283 /* this has to be done after we translate the coordinates. 1399 /* this has to be done after we translate the coordinates.
1284 */ 1400 */
1285 if (op->nrof && !(flag & INS_NO_MERGE)) 1401 if (op->nrof && !(flag & INS_NO_MERGE))
1286 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1402 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1287 if (object::can_merge (op, tmp)) 1403 if (object::can_merge (op, tmp))
1288 { 1404 {
1405 // TODO: we actually want to update tmp, not op,
1406 // but some caller surely breaks when we return tmp
1407 // from here :/
1289 op->nrof += tmp->nrof; 1408 op->nrof += tmp->nrof;
1290 tmp->destroy (); 1409 tmp->destroy ();
1291 } 1410 }
1292 1411
1293 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1412 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1294 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1413 op->clr_flag (FLAG_INV_LOCKED);
1295 1414
1296 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1415 if (!op->flag [FLAG_ALIVE])
1297 CLEAR_FLAG (op, FLAG_NO_STEAL); 1416 op->clr_flag (FLAG_NO_STEAL);
1298 1417
1299 if (flag & INS_BELOW_ORIGINATOR) 1418 if (flag & INS_BELOW_ORIGINATOR)
1300 { 1419 {
1301 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1420 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1302 { 1421 {
1303 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1422 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1304 abort (); 1423 abort ();
1305 } 1424 }
1306 1425
1426 if (!originator->is_on_map ())
1427 {
1428 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1429 op->debug_desc (), originator->debug_desc ());
1430 abort ();
1431 }
1432
1307 op->above = originator; 1433 op->above = originator;
1308 op->below = originator->below; 1434 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; 1435 originator->below = op;
1436
1437 *(op->below ? &op->below->above : &ms.bot) = op;
1317 } 1438 }
1318 else 1439 else
1319 { 1440 {
1320 top = ms.bot; 1441 object *floor = 0;
1442 object *top = ms.top;
1321 1443
1322 /* If there are other objects, then */ 1444 /* If there are other objects, then */
1323 if ((!(flag & INS_MAP_LOAD)) && top) 1445 if (top)
1324 { 1446 {
1325 object *last = 0;
1326
1327 /* 1447 /*
1328 * If there are multiple objects on this space, we do some trickier handling. 1448 * If there are multiple objects on this space, we do some trickier handling.
1329 * We've already dealt with merging if appropriate. 1449 * We've already dealt with merging if appropriate.
1330 * Generally, we want to put the new object on top. But if 1450 * Generally, we want to put the new object on top. But if
1331 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1451 * 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 1454 * 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 1455 * 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 1456 * when lots of spells are cast in one area. Currently, it is presumed
1337 * that flying non pickable objects are spell objects. 1457 * that flying non pickable objects are spell objects.
1338 */ 1458 */
1339 for (top = ms.bot; top; top = top->above) 1459 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1340 { 1460 {
1341 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1461 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1342 floor = top; 1462 floor = tmp;
1343 1463
1344 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1464 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1345 { 1465 {
1346 /* We insert above top, so we want this object below this */ 1466 /* We insert above top, so we want this object below this */
1347 top = top->below; 1467 top = tmp->below;
1348 break; 1468 break;
1349 } 1469 }
1350 1470
1351 last = top; 1471 top = tmp;
1352 } 1472 }
1353
1354 /* Don't want top to be NULL, so set it to the last valid object */
1355 top = last;
1356 1473
1357 /* We let update_position deal with figuring out what the space 1474 /* We let update_position deal with figuring out what the space
1358 * looks like instead of lots of conditions here. 1475 * looks like instead of lots of conditions here.
1359 * makes things faster, and effectively the same result. 1476 * makes things faster, and effectively the same result.
1360 */ 1477 */
1367 */ 1484 */
1368 if (!(flag & INS_ON_TOP) 1485 if (!(flag & INS_ON_TOP)
1369 && ms.flags () & P_BLOCKSVIEW 1486 && ms.flags () & P_BLOCKSVIEW
1370 && (op->face && !faces [op->face].visibility)) 1487 && (op->face && !faces [op->face].visibility))
1371 { 1488 {
1489 object *last;
1490
1372 for (last = top; last != floor; last = last->below) 1491 for (last = top; last != floor; last = last->below)
1373 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1492 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1374 break; 1493 break;
1375 1494
1376 /* Check to see if we found the object that blocks view, 1495 /* Check to see if we found the object that blocks view,
1377 * and make sure we have a below pointer for it so that 1496 * and make sure we have a below pointer for it so that
1378 * we can get inserted below this one, which requires we 1497 * we can get inserted below this one, which requires we
1381 if (last && last->below && last != floor) 1500 if (last && last->below && last != floor)
1382 top = last->below; 1501 top = last->below;
1383 } 1502 }
1384 } /* If objects on this space */ 1503 } /* If objects on this space */
1385 1504
1386 if (flag & INS_MAP_LOAD)
1387 top = ms.top;
1388
1389 if (flag & INS_ABOVE_FLOOR_ONLY) 1505 if (flag & INS_ABOVE_FLOOR_ONLY)
1390 top = floor; 1506 top = floor;
1391 1507
1392 /* Top is the object that our object (op) is going to get inserted above. 1508 // insert object above top, or bottom-most if top = 0
1393 */
1394
1395 /* First object on this space */
1396 if (!top) 1509 if (!top)
1397 { 1510 {
1511 op->below = 0;
1398 op->above = ms.bot; 1512 op->above = ms.bot;
1399
1400 if (op->above)
1401 op->above->below = op;
1402
1403 op->below = 0;
1404 ms.bot = op; 1513 ms.bot = op;
1514
1515 *(op->above ? &op->above->below : &ms.top) = op;
1405 } 1516 }
1406 else 1517 else
1407 { /* get inserted into the stack above top */ 1518 {
1408 op->above = top->above; 1519 op->above = top->above;
1409
1410 if (op->above)
1411 op->above->below = op; 1520 top->above = op;
1412 1521
1413 op->below = top; 1522 op->below = top;
1414 top->above = op; 1523 *(op->above ? &op->above->below : &ms.top) = op;
1415 } 1524 }
1525 }
1416 1526
1417 if (!op->above) 1527 if (op->is_player ())
1418 ms.top = op;
1419 } /* else not INS_BELOW_ORIGINATOR */
1420
1421 if (op->type == PLAYER)
1422 { 1528 {
1423 op->contr->do_los = 1; 1529 op->contr->do_los = 1;
1424 ++op->map->players; 1530 ++op->map->players;
1425 op->map->touch (); 1531 op->map->touch ();
1426 } 1532 }
1427 1533
1428 op->map->dirty = true; 1534 op->map->dirty = true;
1429 1535
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 ()) 1536 if (object *pl = ms.player ())
1537 //TODO: the floorbox prev/next might need updating
1538 //esrv_send_item (pl, op);
1539 //TODO: update floorbox to preserve ordering
1435 if (pl->contr->ns) 1540 if (pl->contr->ns)
1436 pl->contr->ns->floorbox_update (); 1541 pl->contr->ns->floorbox_update ();
1437 1542
1438 /* If this object glows, it may affect lighting conditions that are 1543 /* If this object glows, it may affect lighting conditions that are
1439 * visible to others on this map. But update_all_los is really 1544 * 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 1545 * 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 1546 * on the map will get recalculated. The players could very well
1442 * be far away from this change and not affected in any way - 1547 * be far away from this change and not affected in any way -
1443 * this should get redone to only look for players within range, 1548 * this should get redone to only look for players within range,
1444 * or just updating the P_UPTODATE for spaces within this area 1549 * or just updating the P_UPTODATE for spaces within this area
1445 * of effect may be sufficient. 1550 * of effect may be sufficient.
1446 */ 1551 */
1447 if (op->map->darkness && (op->glow_radius != 0)) 1552 if (op->affects_los ())
1553 {
1554 op->ms ().invalidate ();
1448 update_all_los (op->map, op->x, op->y); 1555 update_all_los (op->map, op->x, op->y);
1556 }
1449 1557
1450 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1558 /* updates flags (blocked, alive, no magic, etc) for this map space */
1451 update_object (op, UP_OBJ_INSERT); 1559 update_object (op, UP_OBJ_INSERT);
1452 1560
1453 INVOKE_OBJECT (INSERT, op); 1561 INVOKE_OBJECT (INSERT, op);
1460 * blocked() and wall() work properly), and these flags are updated by 1568 * blocked() and wall() work properly), and these flags are updated by
1461 * update_object(). 1569 * update_object().
1462 */ 1570 */
1463 1571
1464 /* if this is not the head or flag has been passed, don't check walk on status */ 1572 /* 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) 1573 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1466 { 1574 {
1467 if (check_move_on (op, originator)) 1575 if (check_move_on (op, originator))
1468 return 0; 1576 return 0;
1469 1577
1470 /* If we are a multi part object, lets work our way through the check 1578 /* 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 1589/* 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. 1590 * 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. 1591 * op is the object to insert it under: supplies x and the map.
1484 */ 1592 */
1485void 1593void
1486replace_insert_ob_in_map (const char *arch_string, object *op) 1594replace_insert_ob_in_map (shstr_tmp archname, object *op)
1487{ 1595{
1488 object *tmp, *tmp1;
1489
1490 /* first search for itself and remove any old instances */ 1596 /* first search for itself and remove any old instances */
1491 1597
1492 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1598 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1493 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1599 if (tmp->arch->archname == archname) /* same archetype */
1494 tmp->destroy (); 1600 tmp->destroy ();
1495 1601
1496 tmp1 = arch_to_object (archetype::find (arch_string)); 1602 object *tmp = archetype::find (archname)->instance ();
1497 1603
1498 tmp1->x = op->x; 1604 tmp->x = op->x;
1499 tmp1->y = op->y; 1605 tmp->y = op->y;
1606
1500 insert_ob_in_map (tmp1, op->map, op, 0); 1607 insert_ob_in_map (tmp, op->map, op, 0);
1501} 1608}
1502 1609
1503object * 1610object *
1504object::insert_at (object *where, object *originator, int flags) 1611object::insert_at (object *where, object *originator, int flags)
1505{ 1612{
1613 if (where->env)
1614 return where->env->insert (this);
1615 else
1506 return where->map->insert (this, where->x, where->y, originator, flags); 1616 return where->map->insert (this, where->x, where->y, originator, flags);
1507} 1617}
1508 1618
1509/* 1619// 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 1620bool
1511 * is returned contains nr objects, and the remaining parts contains 1621object::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{ 1622{
1519 object *newob; 1623 mapspace &ms = m->at (x, y);
1520 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1521 1624
1522 if (orig_ob->nrof < nr) 1625 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 1626
1528 newob = object_create_clone (orig_ob); 1627 if (!items // testing !items ensures we can drop at least one item
1628 || (items < m->max_items
1629 && ms.volume () < m->max_volume))
1630 return true;
1529 1631
1530 if ((orig_ob->nrof -= nr) < 1) 1632 if (originator && originator->is_player ())
1531 orig_ob->destroy (1); 1633 originator->contr->failmsgf (
1532 else if (!is_removed) 1634 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1533 { 1635 query_name ()
1534 if (orig_ob->env != NULL) 1636 );
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 1637
1544 newob->nrof = nr; 1638 return false;
1545
1546 return newob;
1547} 1639}
1548 1640
1549/* 1641/*
1550 * decrease_ob_nr(object, number) decreases a specified number from 1642 * decrease(object, number) decreases a specified number from
1551 * the amount of an object. If the amount reaches 0, the object 1643 * the amount of an object. If the amount reaches 0, the object
1552 * is subsequently removed and freed. 1644 * is subsequently removed and freed.
1553 * 1645 *
1554 * Return value: 'op' if something is left, NULL if the amount reached 0 1646 * Return value: 'op' if something is left, NULL if the amount reached 0
1555 */ 1647 */
1648bool
1649object::decrease (sint32 nr)
1650{
1651 if (!nr)
1652 return true;
1653
1654 nr = min (nr, nrof);
1655
1656 if (nrof > nr)
1657 {
1658 nrof -= nr;
1659 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1660
1661 if (object *pl = visible_to ())
1662 esrv_update_item (UPD_NROF, pl, this);
1663
1664 return true;
1665 }
1666 else
1667 {
1668 destroy ();
1669 return false;
1670 }
1671}
1672
1673/*
1674 * split(ob,nr) splits up ob into two parts. The part which
1675 * is returned contains nr objects, and the remaining parts contains
1676 * the rest (or is removed and returned if that number is 0).
1677 * On failure, NULL is returned.
1678 */
1556object * 1679object *
1557decrease_ob_nr (object *op, uint32 i) 1680object::split (sint32 nr)
1558{ 1681{
1559 object *tmp; 1682 int have = number_of ();
1560 1683
1561 if (i == 0) /* objects with op->nrof require this check */ 1684 if (have < nr)
1562 return op; 1685 return 0;
1563 1686 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 { 1687 {
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 (); 1688 remove ();
1599 op->nrof = 0; 1689 return this;
1600 if (tmp)
1601 esrv_del_item (tmp->contr, op->count);
1602 }
1603 } 1690 }
1604 else 1691 else
1605 { 1692 {
1606 object *above = op->above; 1693 decrease (nr);
1607 1694
1608 if (i < op->nrof) 1695 object *op = deep_clone ();
1609 op->nrof -= i; 1696 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; 1697 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 } 1698 }
1651} 1699}
1652 1700
1653object * 1701object *
1654insert_ob_in_ob (object *op, object *where) 1702insert_ob_in_ob (object *op, object *where)
1679 * be != op, if items are merged. -Tero 1727 * be != op, if items are merged. -Tero
1680 */ 1728 */
1681object * 1729object *
1682object::insert (object *op) 1730object::insert (object *op)
1683{ 1731{
1684 object *tmp, *otmp;
1685
1686 if (!QUERY_FLAG (op, FLAG_REMOVED))
1687 op->remove ();
1688
1689 if (op->more) 1732 if (op->more)
1690 { 1733 {
1691 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1734 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1692 return op; 1735 return op;
1693 } 1736 }
1694 1737
1695 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1738 op->remove ();
1696 CLEAR_FLAG (op, FLAG_REMOVED); 1739
1740 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1741
1697 if (op->nrof) 1742 if (op->nrof)
1698 {
1699 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1743 for (object *tmp = inv; tmp; tmp = tmp->below)
1700 if (object::can_merge (tmp, op)) 1744 if (object::can_merge (tmp, op))
1701 { 1745 {
1702 /* return the original object and remove inserted object 1746 /* return the original object and remove inserted object
1703 (client needs the original object) */ 1747 (client needs the original object) */
1704 tmp->nrof += op->nrof; 1748 tmp->nrof += op->nrof;
1705 /* Weight handling gets pretty funky. Since we are adding to 1749
1706 * tmp->nrof, we need to increase the weight. 1750 if (object *pl = tmp->visible_to ())
1707 */ 1751 esrv_update_item (UPD_NROF, pl, tmp);
1752
1708 add_weight (this, op->weight * op->nrof); 1753 adjust_weight (this, op->total_weight ());
1709 SET_FLAG (op, FLAG_REMOVED); 1754
1710 op->destroy (); /* free the inserted object */ 1755 op->destroy ();
1711 op = tmp; 1756 op = tmp;
1712 op->remove (); /* and fix old object's links */ 1757 goto inserted;
1713 CLEAR_FLAG (op, FLAG_REMOVED);
1714 break;
1715 } 1758 }
1716 1759
1717 /* I assume combined objects have no inventory 1760 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; 1761 op->map = 0;
1734 op->env = this; 1762 op->x = 0;
1763 op->y = 0;
1764
1735 op->above = 0; 1765 op->above = 0;
1736 op->below = 0; 1766 op->below = inv;
1737 op->x = 0, op->y = 0; 1767 op->env = this;
1738 1768
1769 if (inv)
1770 inv->above = op;
1771
1772 inv = op;
1773
1774 op->flag [FLAG_REMOVED] = 0;
1775
1776 if (object *pl = op->visible_to ())
1777 esrv_send_item (pl, op);
1778
1779 adjust_weight (this, op->total_weight ());
1780
1781inserted:
1739 /* reset the light list and los of the players on the map */ 1782 /* reset the light list and los of the players on the map */
1740 if ((op->glow_radius != 0) && map) 1783 if (op->glow_radius && is_on_map ())
1741 { 1784 {
1742#ifdef DEBUG_LIGHTS 1785 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); 1786 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 { 1787 }
1756 op->below = inv; 1788 else if (is_player ())
1757 op->below->above = op; 1789 // if this is a player's inventory, update stats
1758 inv = op; 1790 contr->queue_stats_update ();
1759 }
1760 1791
1761 INVOKE_OBJECT (INSERT, this); 1792 INVOKE_OBJECT (INSERT, this);
1762 1793
1763 return op; 1794 return op;
1764} 1795}
1784 * on top. 1815 * on top.
1785 */ 1816 */
1786int 1817int
1787check_move_on (object *op, object *originator) 1818check_move_on (object *op, object *originator)
1788{ 1819{
1820 if (op->flag [FLAG_NO_APPLY])
1821 return 0;
1822
1789 object *tmp; 1823 object *tmp;
1790 maptile *m = op->map; 1824 maptile *m = op->map;
1791 int x = op->x, y = op->y; 1825 int x = op->x, y = op->y;
1792 1826
1793 MoveType move_on, move_slow, move_block; 1827 mapspace &ms = m->at (x, y);
1794 1828
1795 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1829 ms.update ();
1796 return 0;
1797 1830
1798 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1831 MoveType move_on = ms.move_on;
1799 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1832 MoveType move_slow = ms.move_slow;
1800 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1833 MoveType move_block = ms.move_block;
1801 1834
1802 /* if nothing on this space will slow op down or be applied, 1835 /* 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 1836 * 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 1837 * is set, as lots of objects don't have it set - we treat that
1805 * as walking. 1838 * as walking.
1816 return 0; 1849 return 0;
1817 1850
1818 /* The objects have to be checked from top to bottom. 1851 /* The objects have to be checked from top to bottom.
1819 * Hence, we first go to the top: 1852 * Hence, we first go to the top:
1820 */ 1853 */
1821 1854 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 } 1855 {
1856 next = tmp->below;
1831 1857
1832 for (; tmp; tmp = tmp->below)
1833 {
1834 if (tmp == op) 1858 if (tmp == op)
1835 continue; /* Can't apply yourself */ 1859 continue; /* Can't apply yourself */
1836 1860
1837 /* Check to see if one of the movement types should be slowed down. 1861 /* 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 1862 * Second check makes sure that the movement types not being slowed
1839 * (~slow_move) is not blocked on this space - just because the 1863 * (~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 1864 * 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. 1865 * swim on that space, can't use it to avoid the penalty.
1842 */ 1866 */
1843 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1867 if (!op->flag [FLAG_WIZPASS])
1844 { 1868 {
1845 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1869 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)) 1870 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1847 { 1871 {
1848
1849 float
1850 diff = tmp->move_slow_penalty * fabs (op->speed); 1872 float diff = tmp->move_slow_penalty * fabs (op->speed);
1851 1873
1852 if (op->type == PLAYER) 1874 if (op->is_player ())
1853 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1875 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))) 1876 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1855 diff /= 4.0; 1877 diff /= 4.0;
1856 1878
1857 op->speed_left -= diff; 1879 op->speed_left -= diff;
1858 } 1880 }
1859 } 1881 }
1892 LOG (llevError, "Present_arch called outside map.\n"); 1914 LOG (llevError, "Present_arch called outside map.\n");
1893 return NULL; 1915 return NULL;
1894 } 1916 }
1895 1917
1896 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1918 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1897 if (tmp->arch == at) 1919 if (tmp->arch->archname == at->archname)
1898 return tmp; 1920 return tmp;
1899 1921
1900 return NULL; 1922 return NULL;
1901} 1923}
1902 1924
1966 * The first matching object is returned, or NULL if none. 1988 * The first matching object is returned, or NULL if none.
1967 */ 1989 */
1968object * 1990object *
1969present_arch_in_ob (const archetype *at, const object *op) 1991present_arch_in_ob (const archetype *at, const object *op)
1970{ 1992{
1971 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1972 if (tmp->arch == at) 1994 if (tmp->arch->archname == at->archname)
1973 return tmp; 1995 return tmp;
1974 1996
1975 return NULL; 1997 return NULL;
1976} 1998}
1977 1999
1979 * activate recursively a flag on an object inventory 2001 * activate recursively a flag on an object inventory
1980 */ 2002 */
1981void 2003void
1982flag_inv (object *op, int flag) 2004flag_inv (object *op, int flag)
1983{ 2005{
1984 if (op->inv)
1985 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1986 { 2007 {
1987 SET_FLAG (tmp, flag); 2008 tmp->set_flag (flag);
1988 flag_inv (tmp, flag); 2009 flag_inv (tmp, flag);
1989 } 2010 }
1990} 2011}
1991 2012
1992/* 2013/*
1993 * deactivate recursively a flag on an object inventory 2014 * deactivate recursively a flag on an object inventory
1994 */ 2015 */
1995void 2016void
1996unflag_inv (object *op, int flag) 2017unflag_inv (object *op, int flag)
1997{ 2018{
1998 if (op->inv)
1999 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2019 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2000 { 2020 {
2001 CLEAR_FLAG (tmp, flag); 2021 tmp->clr_flag (flag);
2002 unflag_inv (tmp, flag); 2022 unflag_inv (tmp, flag);
2003 } 2023 }
2004} 2024}
2005 2025
2006/* 2026/*
2007 * find_free_spot(object, map, x, y, start, stop) will search for 2027 * 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 2028 * a spot at the given map and coordinates which will be able to contain
2010 * to search (see the freearr_x/y[] definition). 2030 * to search (see the freearr_x/y[] definition).
2011 * It returns a random choice among the alternatives found. 2031 * 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 2032 * 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 2033 * 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) 2034 * 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 2035 * Note: This function does correctly handle tiled maps, but does not
2019 * inform the caller. However, insert_ob_in_map will update as 2036 * inform the caller. However, insert_ob_in_map will update as
2020 * necessary, so the caller shouldn't need to do any special work. 2037 * 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 2038 * 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 2039 * 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 2040 * to know if the space in question will block the object. We can't use
2025 * customized, changed states, etc. 2042 * customized, changed states, etc.
2026 */ 2043 */
2027int 2044int
2028find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2045find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2029{ 2046{
2047 int altern[SIZEOFFREE];
2030 int index = 0, flag; 2048 int index = 0, flag;
2031 int altern[SIZEOFFREE];
2032 2049
2033 for (int i = start; i < stop; i++) 2050 for (int i = start; i < stop; i++)
2034 { 2051 {
2035 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2052 mapxy pos (m, x, y); pos.move (i);
2036 if (!flag) 2053
2054 if (!pos.normalise ())
2055 continue;
2056
2057 mapspace &ms = *pos;
2058
2059 if (ms.flags () & P_IS_ALIVE)
2060 continue;
2061
2062 /* However, often
2063 * ob doesn't have any move type (when used to place exits)
2064 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2065 */
2066 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2067 {
2037 altern [index++] = i; 2068 altern [index++] = i;
2069 continue;
2070 }
2038 2071
2039 /* Basically, if we find a wall on a space, we cut down the search size. 2072 /* 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. 2073 * 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 - 2074 * 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 2075 * 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 2076 * spaces in all the other directions, this will reduce the search space
2044 * to only the spaces immediately surrounding the target area, and 2077 * to only the spaces immediately surrounding the target area, and
2045 * won't look 2 spaces south of the target space. 2078 * won't look 2 spaces south of the target space.
2046 */ 2079 */
2047 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2080 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2081 {
2048 stop = maxfree[i]; 2082 stop = maxfree[i];
2083 continue;
2084 }
2085
2086 /* Note it is intentional that we check ob - the movement type of the
2087 * head of the object should correspond for the entire object.
2088 */
2089 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2090 continue;
2091
2092 if (ob->blocked (pos.m, pos.x, pos.y))
2093 continue;
2094
2095 altern [index++] = i;
2049 } 2096 }
2050 2097
2051 if (!index) 2098 if (!index)
2052 return -1; 2099 return -1;
2053 2100
2062 */ 2109 */
2063int 2110int
2064find_first_free_spot (const object *ob, maptile *m, int x, int y) 2111find_first_free_spot (const object *ob, maptile *m, int x, int y)
2065{ 2112{
2066 for (int i = 0; i < SIZEOFFREE; i++) 2113 for (int i = 0; i < SIZEOFFREE; i++)
2067 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2114 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2068 return i; 2115 return i;
2069 2116
2070 return -1; 2117 return -1;
2071} 2118}
2072 2119
2118 * there is capable of. 2165 * there is capable of.
2119 */ 2166 */
2120int 2167int
2121find_dir (maptile *m, int x, int y, object *exclude) 2168find_dir (maptile *m, int x, int y, object *exclude)
2122{ 2169{
2123 int i, max = SIZEOFFREE, mflags; 2170 int max = SIZEOFFREE, mflags;
2124
2125 sint16 nx, ny;
2126 object *tmp;
2127 maptile *mp;
2128
2129 MoveType blocked, move_type; 2171 MoveType move_type;
2130 2172
2131 if (exclude && exclude->head_ () != exclude) 2173 if (exclude && exclude->head_ () != exclude)
2132 { 2174 {
2133 exclude = exclude->head; 2175 exclude = exclude->head;
2134 move_type = exclude->move_type; 2176 move_type = exclude->move_type;
2137 { 2179 {
2138 /* If we don't have anything, presume it can use all movement types. */ 2180 /* If we don't have anything, presume it can use all movement types. */
2139 move_type = MOVE_ALL; 2181 move_type = MOVE_ALL;
2140 } 2182 }
2141 2183
2142 for (i = 1; i < max; i++) 2184 for (int i = 1; i < max; i++)
2143 { 2185 {
2144 mp = m; 2186 mapxy pos (m, x, y);
2145 nx = x + freearr_x[i]; 2187 pos.move (i);
2146 ny = y + freearr_y[i];
2147 2188
2148 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2189 if (!pos.normalise ())
2149
2150 if (mflags & P_OUT_OF_MAP)
2151 max = maxfree[i]; 2190 max = maxfree[i];
2152 else 2191 else
2153 { 2192 {
2154 mapspace &ms = mp->at (nx, ny); 2193 mapspace &ms = *pos;
2155 2194
2156 blocked = ms.move_block;
2157
2158 if ((move_type & blocked) == move_type) 2195 if ((move_type & ms.move_block) == move_type)
2159 max = maxfree[i]; 2196 max = maxfree [i];
2160 else if (mflags & P_IS_ALIVE) 2197 else if (ms.flags () & P_IS_ALIVE)
2161 { 2198 {
2162 for (tmp = ms.bot; tmp; tmp = tmp->above) 2199 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2200 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2201 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2165 break;
2166
2167 if (tmp)
2168 return freedir[i]; 2202 return freedir [i];
2169 } 2203 }
2170 } 2204 }
2171 } 2205 }
2172 2206
2173 return 0; 2207 return 0;
2248 * This basically means that if direction is 15, then it could either go 2282 * 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. 2283 * 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 2284 * Moved from spell_util.c to object.c with the other related direction
2251 * functions. 2285 * functions.
2252 */ 2286 */
2253int reduction_dir[SIZEOFFREE][3] = { 2287static const int reduction_dir[SIZEOFFREE][3] = {
2254 {0, 0, 0}, /* 0 */ 2288 {0, 0, 0}, /* 0 */
2255 {0, 0, 0}, /* 1 */ 2289 {0, 0, 0}, /* 1 */
2256 {0, 0, 0}, /* 2 */ 2290 {0, 0, 0}, /* 2 */
2257 {0, 0, 0}, /* 3 */ 2291 {0, 0, 0}, /* 3 */
2258 {0, 0, 0}, /* 4 */ 2292 {0, 0, 0}, /* 4 */
2349 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2383 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2350 * core dumps if they do. 2384 * core dumps if they do.
2351 * 2385 *
2352 * Add a check so we can't pick up invisible objects (0.93.8) 2386 * Add a check so we can't pick up invisible objects (0.93.8)
2353 */ 2387 */
2354
2355int 2388int
2356can_pick (const object *who, const object *item) 2389can_pick (const object *who, const object *item)
2357{ 2390{
2358 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2391 return /*who->flag [FLAG_WIZ]|| */
2359 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2392 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2360 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2393 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2361} 2394}
2362 2395
2363/* 2396/*
2364 * create clone from object to another 2397 * create clone from object to another
2365 */ 2398 */
2366object * 2399object *
2367object_create_clone (object *asrc) 2400object::deep_clone ()
2368{ 2401{
2369 object *dst = 0, *tmp, *src, *prev, *item; 2402 assert (("deep_clone called on non-head object", is_head ()));
2370 2403
2371 if (!asrc) 2404 object *dst = clone ();
2372 return 0;
2373 2405
2374 src = asrc->head_ (); 2406 object *prev = dst;
2375
2376 prev = 0;
2377 for (object *part = src; part; part = part->more) 2407 for (object *part = this->more; part; part = part->more)
2378 { 2408 {
2379 tmp = part->clone (); 2409 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; 2410 tmp->head = dst;
2390
2391 tmp->more = 0;
2392
2393 if (prev)
2394 prev->more = tmp; 2411 prev->more = tmp;
2395
2396 prev = tmp; 2412 prev = tmp;
2397 } 2413 }
2398 2414
2399 for (item = src->inv; item; item = item->below) 2415 for (object *item = inv; item; item = item->below)
2400 insert_ob_in_ob (object_create_clone (item), dst); 2416 insert_ob_in_ob (item->deep_clone (), dst);
2401 2417
2402 return dst; 2418 return dst;
2403} 2419}
2404 2420
2405/* This returns the first object in who's inventory that 2421/* This returns the first object in who's inventory that
2414 return tmp; 2430 return tmp;
2415 2431
2416 return 0; 2432 return 0;
2417} 2433}
2418 2434
2419/* If ob has a field named key, return the link from the list, 2435shstr_tmp
2420 * otherwise return NULL. 2436object::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{ 2437{
2428 for (key_value *link = ob->key_values; link; link = link->next) 2438 for (key_value *kv = key_values; kv; kv = kv->next)
2429 if (link->key == key) 2439 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; 2440 return kv->value;
2464 2441
2465 return 0; 2442 return shstr ();
2466} 2443}
2467 2444
2468/* 2445void
2469 * Updates the canonical_key in op to value. 2446object::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{ 2447{
2481 key_value *field = NULL, *last = NULL; 2448 for (key_value *kv = key_values; kv; kv = kv->next)
2482 2449 if (kv->key == key)
2483 for (field = op->key_values; field != NULL; field = field->next)
2484 {
2485 if (field->key != canonical_key)
2486 { 2450 {
2487 last = field; 2451 kv->value = value;
2488 continue; 2452 return;
2489 } 2453 }
2490 2454
2491 if (value) 2455 key_value *kv = new key_value;
2492 field->value = value; 2456
2493 else 2457 kv->next = key_values;
2458 kv->key = key;
2459 kv->value = value;
2460
2461 key_values = kv;
2462}
2463
2464void
2465object::kv_del (shstr_tmp key)
2466{
2467 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2468 if ((*kvp)->key == key)
2494 { 2469 {
2495 /* Basically, if the archetype has this key set, 2470 key_value *kv = *kvp;
2496 * we need to store the null value so when we save 2471 *kvp = (*kvp)->next;
2497 * it, we save the empty value so that when we load, 2472 delete kv;
2498 * we get this value back again. 2473 return;
2499 */
2500 if (get_ob_key_link (&op->arch->clone, 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 } 2474 }
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} 2475}
2557 2476
2558object::depth_iterator::depth_iterator (object *container) 2477object::depth_iterator::depth_iterator (object *container)
2559: iterator_base (container) 2478: iterator_base (container)
2560{ 2479{
2573 item = item->inv; 2492 item = item->inv;
2574 } 2493 }
2575 else 2494 else
2576 item = item->env; 2495 item = item->env;
2577} 2496}
2578
2579 2497
2580const char * 2498const char *
2581object::flag_desc (char *desc, int len) const 2499object::flag_desc (char *desc, int len) const
2582{ 2500{
2583 char *p = desc; 2501 char *p = desc;
2611{ 2529{
2612 char flagdesc[512]; 2530 char flagdesc[512];
2613 char info2[256 * 4]; 2531 char info2[256 * 4];
2614 char *p = info; 2532 char *p = info;
2615 2533
2616 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2534 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2617 count, uuid.seq, 2535 count,
2536 uuid.c_str (),
2618 &name, 2537 &name,
2619 title ? "\",title:\"" : "", 2538 title ? ",title:\"" : "",
2620 title ? (const char *)title : "", 2539 title ? (const char *)title : "",
2540 title ? "\"" : "",
2621 flag_desc (flagdesc, 512), type); 2541 flag_desc (flagdesc, 512), type);
2622 2542
2623 if (env) 2543 if (!flag[FLAG_REMOVED] && env)
2624 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2544 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2625 2545
2626 if (map) 2546 if (map)
2627 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2547 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2628 2548
2643{ 2563{
2644 return map ? map->region (x, y) 2564 return map ? map->region (x, y)
2645 : region::default_region (); 2565 : region::default_region ();
2646} 2566}
2647 2567
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 2568void
2661object::open_container (object *new_container) 2569object::open_container (object *new_container)
2662{ 2570{
2663 if (container == new_container) 2571 if (container == new_container)
2664 return; 2572 return;
2665 2573
2666 if (object *old_container = container) 2574 object *old_container = container;
2575
2576 if (old_container)
2667 { 2577 {
2668 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2578 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2669 return; 2579 return;
2670 2580
2671#if 0 2581#if 0
2673 if (object *closer = old_container->inv) 2583 if (object *closer = old_container->inv)
2674 if (closer->type == CLOSE_CON) 2584 if (closer->type == CLOSE_CON)
2675 closer->destroy (); 2585 closer->destroy ();
2676#endif 2586#endif
2677 2587
2588 // make sure the container is available
2589 esrv_send_item (this, old_container);
2590
2678 old_container->flag [FLAG_APPLIED] = 0; 2591 old_container->flag [FLAG_APPLIED] = false;
2679 container = 0; 2592 container = 0;
2680 2593
2594 // client needs item update to make it work, client bug requires this to be separate
2681 esrv_update_item (UPD_FLAGS, this, old_container); 2595 esrv_update_item (UPD_FLAGS, this, old_container);
2596
2682 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2597 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2598 play_sound (sound_find ("chest_close"));
2683 } 2599 }
2684 2600
2685 if (new_container) 2601 if (new_container)
2686 { 2602 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2603 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2690 // TODO: this does not seem to serve any purpose anymore? 2606 // TODO: this does not seem to serve any purpose anymore?
2691#if 0 2607#if 0
2692 // insert the "Close Container" object. 2608 // insert the "Close Container" object.
2693 if (archetype *closer = new_container->other_arch) 2609 if (archetype *closer = new_container->other_arch)
2694 { 2610 {
2695 object *closer = arch_to_object (new_container->other_arch); 2611 object *closer = new_container->other_arch->instance ();
2696 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2612 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2697 new_container->insert (closer); 2613 new_container->insert (closer);
2698 } 2614 }
2699#endif 2615#endif
2700 2616
2701 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2617 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2702 2618
2619 // make sure the container is available, client bug requires this to be separate
2620 esrv_send_item (this, new_container);
2621
2703 new_container->flag [FLAG_APPLIED] = 1; 2622 new_container->flag [FLAG_APPLIED] = true;
2704 container = new_container; 2623 container = new_container;
2705 2624
2625 // client needs flag change
2706 esrv_update_item (UPD_FLAGS, this, new_container); 2626 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container); 2627 esrv_send_inventory (this, new_container);
2628 play_sound (sound_find ("chest_open"));
2629 }
2630// else if (!old_container->env && contr && contr->ns)
2631// contr->ns->floorbox_reset ();
2632}
2633
2634object *
2635object::force_find (shstr_tmp name)
2636{
2637 /* cycle through his inventory to look for the MARK we want to
2638 * place
2639 */
2640 for (object *tmp = inv; tmp; tmp = tmp->below)
2641 if (tmp->type == FORCE && tmp->slaying == name)
2642 return splay (tmp);
2643
2644 return 0;
2645}
2646
2647//-GPL
2648
2649void
2650object::force_set_timer (int duration)
2651{
2652 this->duration = 1;
2653 this->speed_left = -1.f;
2654
2655 this->set_speed (duration ? 1.f / duration : 0.f);
2656}
2657
2658object *
2659object::force_add (shstr_tmp name, int duration)
2660{
2661 if (object *force = force_find (name))
2662 force->destroy ();
2663
2664 object *force = get_archetype (FORCE_NAME);
2665
2666 force->slaying = name;
2667 force->force_set_timer (duration);
2668 force->flag [FLAG_APPLIED] = true;
2669
2670 return insert (force);
2671}
2672
2673void
2674object::play_sound (faceidx sound) const
2675{
2676 if (!sound)
2677 return;
2678
2679 if (is_on_map ())
2680 map->play_sound (sound, x, y);
2681 else if (object *pl = in_player ())
2682 pl->contr->play_sound (sound);
2683}
2684
2685void
2686object::say_msg (const char *msg) const
2687{
2688 if (is_on_map ())
2689 map->say_msg (msg, x, y);
2690 else if (object *pl = in_player ())
2691 pl->contr->play_sound (sound);
2692}
2693
2694void
2695object::make_noise ()
2696{
2697 // we do not model noise in the map, so instead put
2698 // a temporary light into the noise source
2699 // could use the map instead, but that's less reliable for our
2700 // goal, which is to make invisibility a bit harder to exploit
2701
2702 // currently only works sensibly for players
2703 if (!is_player ())
2704 return;
2705
2706 // find old force, or create new one
2707 object *force = force_find (shstr_noise_force);
2708
2709 if (force)
2710 force->speed_left = -1.f; // patch old speed up
2711 else
2708 } 2712 {
2709} 2713 force = archetype::get (shstr_noise_force);
2710 2714
2715 force->slaying = shstr_noise_force;
2716 force->stats.food = 1;
2717 force->speed_left = -1.f;
2711 2718
2719 force->set_speed (1.f / 4.f);
2720 force->flag [FLAG_IS_USED_UP] = true;
2721 force->flag [FLAG_APPLIED] = true;
2722
2723 insert (force);
2724 }
2725}
2726
2727void object::change_move_type (MoveType mt)
2728{
2729 if (move_type == mt)
2730 return;
2731
2732 if (is_on_map ())
2733 {
2734 // we are on the map, so handle move_on/off effects
2735 remove ();
2736 move_type = mt;
2737 map->insert (this, x, y, this);
2738 }
2739 else
2740 move_type = mt;
2741}
2742
2743/* object should be a player.
2744 * we return the object the player has marked with the 'mark' command
2745 * below. If no match is found (or object has changed), we return
2746 * NULL. We leave it up to the calling function to print messages if
2747 * nothing is found.
2748 */
2749object *
2750object::mark () const
2751{
2752 if (contr && contr->mark && contr->mark->env == this)
2753 return contr->mark;
2754 else
2755 return 0;
2756}
2757

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