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

Comparing deliantra/server/common/object.C (file contents):
Revision 1.54 by root, Fri Nov 17 19:40:53 2006 UTC vs.
Revision 1.283 by root, Sat Feb 21 06:25:46 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <sproto.h>
33#include <loader.h> 30#include <loader.h>
34 31
35int nrofallocobjects = 0; 32#include <bitset>
36static UUID uuid; 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
37const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38 38
39object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
40 41
41short 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, 42short freearr_x[SIZEOFFREE] = {
43 0,
44 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 47};
44short 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, 48short freearr_y[SIZEOFFREE] = {
49 0,
50 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46}; 53};
47int 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, 54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
48 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 58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49}; 59};
50int freedir[SIZEOFFREE] = { 60int freedir[SIZEOFFREE] = {
51 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, 61 0,
62 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 65};
54 66
55static void 67static void
56write_uuid (void) 68write_uuid (uval64 skip, bool sync)
57{ 69{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 70 CALL_BEGIN (2);
59 71 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 72 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 73 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 74 CALL_END;
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74} 75}
75 76
76static void 77static void
77read_uuid (void) 78read_uuid (void)
78{ 79{
79 char filename[MAX_BUF]; 80 char filename[MAX_BUF];
80 81
81 sprintf (filename, "%s/uuid", settings.localdir); 82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
82 85
83 FILE *fp; 86 FILE *fp;
84 87
85 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
86 { 89 {
87 if (errno == ENOENT) 90 if (errno == ENOENT)
88 { 91 {
89 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 93 UUID::cur.seq = 0;
91 write_uuid (); 94 write_uuid (UUID_GAP, true);
92 return; 95 return;
93 } 96 }
94 97
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 99 _exit (1);
97 } 100 }
98 101
99 int version; 102 UUID::BUF buf;
100 unsigned long long uid; 103 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
102 { 107 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 109 _exit (1);
105 } 110 }
106 111
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113
114 write_uuid (UUID_GAP, true);
110 fclose (fp); 115 fclose (fp);
111} 116}
112 117
113UUID 118UUID
114gen_uuid () 119UUID::gen ()
115{ 120{
116 UUID uid; 121 UUID uid;
117 122
118 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
119 124
120 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
122 131
123 return uid; 132 return uid;
124} 133}
125 134
126void 135void
127init_uuid () 136UUID::init ()
128{ 137{
129 read_uuid (); 138 read_uuid ();
130} 139}
131 140
132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int 142static bool
134compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
135{ 144{
136 key_value *wants_field;
137
138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* n-squared behaviour (see kv_get), but I'm hoping both
139 * objects with lists are rare, and lists stay short. If not, use a 146 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
141 */ 148 */
142 149
143 /* For each field in wants, */ 150 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
145 { 152 if (has->kv_get (kv->key) != kv->value)
146 key_value *has_field; 153 return false;
147
148 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
152 {
153 /* No field with that name. */
154 return FALSE;
155 }
156
157 /* Found the matching field. */
158 if (has_field->value != wants_field->value)
159 {
160 /* Values don't match, so this half of the comparison is false. */
161 return FALSE;
162 }
163
164 /* If we get here, we found a match. Now for the next field in wants. */
165 }
166 154
167 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
168 return TRUE; 156 return true;
169} 157}
170 158
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 160static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 162{
175 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
176 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
177 */ 165 */
178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
179} 168}
180 169
181/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
182 * they can be merged together. 171 * they can be merged together.
183 * 172 *
184 * Note that this function appears a lot longer than the macro it 173 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 174 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 175 * reduce this to the same efficiency.
187 * 176 *
188 * Check nrof variable *before* calling CAN_MERGE() 177 * Check nrof variable *before* calling can_merge()
189 * 178 *
190 * Improvements made with merge: Better checking on potion, and also 179 * Improvements made with merge: Better checking on potion, and also
191 * check weight 180 * check weight
192 */ 181 */
193
194bool object::can_merge (object *ob1, object *ob2) 182bool object::can_merge_slow (object *ob1, object *ob2)
195{ 183{
196 /* A couple quicksanity checks */ 184 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 185 if (ob1 == ob2
186 || ob1->type != ob2->type
187 || ob1->speed != ob2->speed
188 || ob1->value != ob2->value
189 || ob1->name != ob2->name)
198 return 0; 190 return 0;
199 191
200 if (ob1->speed != ob2->speed) 192 /* Do not merge objects if nrof would overflow, assume nrof
193 * is always 0 .. 2**31-1 */
194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
201 return 0; 195 return 0;
202 196
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
206 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied 200 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 201 * flags lose any meaning.
215 */ 202 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 205
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 208
222 209 if (ob1->arch->archname != ob2->arch->archname
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 210 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 211 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 212 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 213 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) || 214 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 215 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 216 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 217 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 218 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
244 (ob1->client_type != ob2->client_type) || 221 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 222 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 223 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 224 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 225 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 226 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 227 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 228 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 229 || ob1->move_off != ob2->move_off
230 || ob1->move_slow != ob2->move_slow
231 || ob1->move_slow_penalty != ob2->move_slow_penalty
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 234 return 0;
254 235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
255 /* This is really a spellbook check - really, we should 242 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 243 * not merge objects with real inventories, as splitting them
244 * is hard.
257 */ 245 */
258 if (ob1->inv || ob2->inv) 246 if (ob1->inv || ob2->inv)
259 { 247 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 248 if (!(ob1->inv && ob2->inv))
266 return 0; 249 return 0; /* inventories differ in length */
250
251 if (ob1->inv->below || ob2->inv->below)
252 return 0; /* more than one object in inv */
253
254 if (!object::can_merge (ob1->inv, ob2->inv))
255 return 0; /* inventory objects differ */
267 256
268 /* inventory ok - still need to check rest of this object to see 257 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 258 * if it is valid.
270 */ 259 */
271 } 260 }
279 268
280 /* Note sure why the following is the case - either the object has to 269 /* 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 270 * be animated or have a very low speed. Is this an attempted monster
282 * check? 271 * check?
283 */ 272 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 273 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 274 return 0;
286 275
287 switch (ob1->type) 276 switch (ob1->type)
288 { 277 {
289 case SCROLL: 278 case SCROLL:
290 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
291 return 0; 280 return 0;
292 break; 281 break;
293 } 282 }
294 283
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
296 { 285 {
297 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 288 return 0; /* One has fields, but the other one doesn't. */
289
290 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 291 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 292 }
304 293
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
307 { 295 {
308 ob1->optimise (); 296 ob1->optimise ();
309 ob2->optimise (); 297 ob2->optimise ();
310 298
311 if (ob1->self || ob2->self) 299 if (ob1->self || ob2->self)
300 {
301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
303
304 if (k1 != k2)
312 return 0; 305 return 0;
306
307 if (k1 == 0)
308 return 1;
309
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0;
312 }
313 } 313 }
314 314
315 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
316 return 1; 316 return 1;
317} 317}
318 318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->is_player ())
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
356// adjust weight per container type ("of holding")
357static sint32
358weight_adjust_for (object *op, sint32 weight)
359{
360 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
362 : weight;
363}
364
319/* 365/*
366 * adjust_weight(object, weight) adds the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying.
368 */
369static void
370adjust_weight (object *op, sint32 weight)
371{
372 while (op)
373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
381
382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
388 op = op->env;
389 }
390}
391
392/*
320 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 394 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
323 */ 396 */
324long 397void
325sum_weight (object *op) 398object::update_weight ()
326{ 399{
327 long sum; 400 sint32 sum = 0;
328 object *inv;
329 401
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
331 { 403 {
332 if (inv->inv) 404 if (op->inv)
333 sum_weight (inv); 405 op->update_weight ();
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 406
407 sum += op->total_weight ();
408 }
409
410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
335 } 413 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum)
341 op->carrying = sum; 414 carrying = sum;
342 415
343 return sum; 416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this);
419 }
344} 420}
345 421
346/** 422/*
347 * Return the outermost environment object for a given object. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */ 424 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array.
377 */
378
379char * 425char *
380dump_object (object *op) 426dump_object (object *op)
381{ 427{
382 if (!op) 428 if (!op)
383 return strdup ("[NULLOBJ]"); 429 return strdup ("[NULLOBJ]");
384 430
385 object_freezer freezer; 431 object_freezer freezer;
386 save_object (freezer, op, 3); 432 op->write (freezer);
387 return freezer.as_string (); 433 return freezer.as_string ();
388} 434}
389 435
390/* 436/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 437 * get_nearest_part(multi-object, object 2) returns the part of the
392 * multi-object 1 which is closest to the second object. 438 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned. 439 * If it's not a multi-object, it is returned.
394 */ 440 */
395
396object * 441object *
397get_nearest_part (object *op, const object *pl) 442get_nearest_part (object *op, const object *pl)
398{ 443{
399 object *tmp, *closest; 444 object *tmp, *closest;
400 int last_dist, i; 445 int last_dist, i;
401 446
402 if (op->more == NULL) 447 if (!op->more)
403 return op; 448 return op;
449
404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
405 if ((i = distance (tmp, pl)) < last_dist) 453 if ((i = distance (tmp, pl)) < last_dist)
406 closest = tmp, last_dist = i; 454 closest = tmp, last_dist = i;
455
407 return closest; 456 return closest;
408} 457}
409 458
410/* 459/*
411 * Returns the object which has the count-variable equal to the argument. 460 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow.
412 */ 462 */
413
414object * 463object *
415find_object (tag_t i) 464find_object (tag_t i)
416{ 465{
417 for (object *op = object::first; op; op = op->next) 466 for_all_objects (op)
418 if (op->count == i) 467 if (op->count == i)
419 return op; 468 return op;
420 469
421 return 0; 470 return 0;
422} 471}
423 472
424/* 473/*
425 * Returns the first object which has a name equal to the argument. 474 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 475 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 476 * Enables features like "patch <name-of-other-player> food 999"
428 */ 477 */
429
430object * 478object *
431find_object_name (const char *str) 479find_object_name (const char *str)
432{ 480{
433 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
434 object *op;
435 482
436 for (op = object::first; op != NULL; op = op->next) 483 if (str_)
484 for_all_objects (op)
437 if (op->name == str_) 485 if (op->name == str_)
438 break; 486 return op;
439 487
440 return op; 488 return 0;
441}
442
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447} 489}
448 490
449/* 491/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 493 * skill and experience objects.
494 * ACTUALLY NO! investigate! TODO
452 */ 495 */
453void 496void
454object::set_owner (object *owner) 497object::set_owner (object *owner)
455{ 498{
499 // allow objects which own objects
456 if (!owner) 500 if (owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner) 501 while (owner->owner)
467 owner = owner->owner; 502 owner = owner->owner;
503
504 if (flag [FLAG_FREED])
505 {
506 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
507 return;
508 }
468 509
469 this->owner = owner; 510 this->owner = owner;
511}
512
513int
514object::slottype () const
515{
516 if (type == SKILL)
517 {
518 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
519 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
520 }
521 else
522 {
523 if (slot [body_combat].info) return slot_combat;
524 if (slot [body_range ].info) return slot_ranged;
525 }
526
527 return slot_none;
528}
529
530bool
531object::change_weapon (object *ob)
532{
533 if (current_weapon == ob)
534 return true;
535
536 if (chosen_skill)
537 chosen_skill->flag [FLAG_APPLIED] = false;
538
539 current_weapon = ob;
540 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = true;
544
545 update_stats ();
546
547 if (ob)
548 {
549 // now check wether any body locations became invalid, in which case
550 // we cannot apply the weapon at the moment.
551 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
552 if (slot[i].used < 0)
553 {
554 current_weapon = chosen_skill = 0;
555 update_stats ();
556
557 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name);
561 return false;
562 }
563
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 }
566 else
567 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
568
569 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
570 {
571 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
572 &name, ob->debug_desc ());
573 return false;
574 }
575
576 return true;
470} 577}
471 578
472/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 580 * refcounts and freeing the links.
474 */ 581 */
475static void 582static void
476free_key_values (object *op) 583free_key_values (object *op)
477{ 584{
478 for (key_value *i = op->key_values; i != 0;) 585 for (key_value *i = op->key_values; i; )
479 { 586 {
480 key_value *next = i->next; 587 key_value *next = i->next;
481 delete i; 588 delete i;
482 589
483 i = next; 590 i = next;
484 } 591 }
485 592
486 op->key_values = 0; 593 op->key_values = 0;
487} 594}
488 595
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/* 596/*
541 * copy object first frees everything allocated by the second object, 597 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 598 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 599 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object 601 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 602 * will point at garbage.
547 */ 603 */
548void 604void
549copy_object (object *op2, object *op) 605object::copy_to (object *dst)
550{ 606{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 607 dst->remove ();
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 608 *(object_copy *)dst = *this;
553 609 dst->flag [FLAG_REMOVED] = true;
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED);
560
561 if (op2->speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
563 610
564 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
565 if (op2->key_values) 612 if (key_values)
566 { 613 {
567 key_value *tail = 0; 614 key_value *tail = 0;
568 key_value *i;
569
570 op->key_values = 0; 615 dst->key_values = 0;
571 616
572 for (i = op2->key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
573 { 618 {
574 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
575 620
576 new_link->next = 0; 621 new_link->next = 0;
577 new_link->key = i->key; 622 new_link->key = i->key;
578 new_link->value = i->value; 623 new_link->value = i->value;
579 624
580 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
581 if (!op->key_values) 626 if (!dst->key_values)
582 { 627 {
583 op->key_values = new_link; 628 dst->key_values = new_link;
584 tail = new_link; 629 tail = new_link;
585 } 630 }
586 else 631 else
587 { 632 {
588 tail->next = new_link; 633 tail->next = new_link;
589 tail = new_link; 634 tail = new_link;
590 } 635 }
591 } 636 }
592 } 637 }
593 638
594 update_ob_speed (op); 639 if (speed < 0)
640 dst->speed_left -= rndm ();
641
642 dst->activate ();
643}
644
645void
646object::instantiate ()
647{
648 if (!uuid.seq) // HACK
649 uuid = UUID::gen ();
650
651 speed_left = -0.1f;
652 /* copy the body_info to the body_used - this is only really
653 * need for monsters, but doesn't hurt to do it for everything.
654 * by doing so, when a monster is created, it has good starting
655 * values for the body_used info, so when items are created
656 * for it, they can be properly equipped.
657 */
658 for (int i = NUM_BODY_LOCATIONS; i--; )
659 slot[i].used = slot[i].info;
660
661 attachable::instantiate ();
662}
663
664object *
665object::clone ()
666{
667 object *neu = create ();
668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
670 return neu;
595} 671}
596 672
597/* 673/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 674 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can 675 * to the closest player being on the other side, this function can
600 * be called to update the face variable, _and_ how it looks on the map. 676 * be called to update the face variable, _and_ how it looks on the map.
601 */ 677 */
602
603void 678void
604update_turn_face (object *op) 679update_turn_face (object *op)
605{ 680{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 681 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
607 return; 682 return;
683
608 SET_ANIMATION (op, op->direction); 684 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 685 update_object (op, UP_OBJ_FACE);
610} 686}
611 687
612/* 688/*
613 * Updates the speed of an object. If the speed changes from 0 to another 689 * Updates the speed of an object. If the speed changes from 0 to another
614 * value, or vice versa, then add/remove the object from the active list. 690 * value, or vice versa, then add/remove the object from the active list.
615 * This function needs to be called whenever the speed of an object changes. 691 * This function needs to be called whenever the speed of an object changes.
616 */ 692 */
617void 693void
618update_ob_speed (object *op) 694object::set_speed (float speed)
619{ 695{
620 extern int arch_init; 696 if (flag [FLAG_FREED] && speed)
621
622 /* No reason putting the archetypes objects on the speed list,
623 * since they never really need to be updated.
624 */
625
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 { 697 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 698 LOG (llevError, "Object %s is freed but has speed.\n", &name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0; 699 speed = 0;
633#endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 { 700 }
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644 701
645 /* process_events() expects us to insert the object at the beginning 702 this->speed = speed;
646 * of the list. */
647 op->active_next = active_objects;
648 703
649 if (op->active_next != NULL) 704 if (has_active_speed ())
650 op->active_next->active_prev = op; 705 activate ();
651
652 active_objects = op;
653 }
654 else 706 else
655 { 707 deactivate ();
656 /* If not on the active list, nothing needs to be done */
657 if (!op->active_next && !op->active_prev && op != active_objects)
658 return;
659
660 if (op->active_prev == NULL)
661 {
662 active_objects = op->active_next;
663
664 if (op->active_next != NULL)
665 op->active_next->active_prev = NULL;
666 }
667 else
668 {
669 op->active_prev->active_next = op->active_next;
670
671 if (op->active_next)
672 op->active_next->active_prev = op->active_prev;
673 }
674
675 op->active_next = NULL;
676 op->active_prev = NULL;
677 }
678} 708}
679 709
680/* This function removes object 'op' from the list of active
681 * objects.
682 * This should only be used for style maps or other such
683 * reference maps where you don't want an object that isn't
684 * in play chewing up cpu time getting processed.
685 * The reverse of this is to call update_ob_speed, which
686 * will do the right thing based on the speed of the object.
687 */
688void
689remove_from_active_list (object *op)
690{
691 /* If not on the active list, nothing needs to be done */
692 if (!op->active_next && !op->active_prev && op != active_objects)
693 return;
694
695 if (op->active_prev == NULL)
696 {
697 active_objects = op->active_next;
698 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else
702 {
703 op->active_prev->active_next = op->active_next;
704 if (op->active_next)
705 op->active_next->active_prev = op->active_prev;
706 }
707 op->active_next = NULL;
708 op->active_prev = NULL;
709}
710
711/* 710/*
712 * update_object() updates the array which represents the map. 711 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 712 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 713 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 714 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 715 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 716 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 717 * updating that window, though, since update_object() is called _often_)
719 * 718 *
720 * action is a hint of what the caller believes need to be done. 719 * action is a hint of what the caller believes need to be done.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 720 * current action are:
726 * UP_OBJ_INSERT: op was inserted 721 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 722 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 723 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed. 724 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
731 */ 726 */
732
733void 727void
734update_object (object *op, int action) 728update_object (object *op, int action)
735{ 729{
736 int update_now = 0, flags; 730 if (!op)
737 MoveType move_on, move_off, move_block, move_slow;
738
739 if (op == NULL)
740 { 731 {
741 /* this should never happen */ 732 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
743 return; 734 return;
744 } 735 }
745 736
746 if (op->env != NULL) 737 if (!op->is_on_map ())
747 { 738 {
748 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
749 * to do in this case. 740 * to do in this case.
750 */ 741 */
751 return; 742 return;
752 } 743 }
753 744
754 /* If the map is saving, don't do anything as everything is
755 * going to get freed anyways.
756 */
757 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return;
759
760 /* make sure the object is within map boundaries */ 745 /* make sure the object is within map boundaries */
761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 747 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 749#ifdef MANY_CORES
765 abort (); 750 abort ();
766#endif 751#endif
767 return; 752 return;
768 } 753 }
769 754
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 755 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 756
757 if (!(m.flags_ & P_UPTODATE))
758 /* nop */;
777 if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
778 { 760 {
761 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1;
781
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
784 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
794 if ((move_on | op->move_on) != move_on) 768 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 769 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 770 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 772 * have move_allow right now.
802 */ 773 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 776 m.invalidate ();
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 777 }
809 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 780 * that is being removed.
812 */ 781 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 783 m.invalidate ();
815 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
817 else 786 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 788
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 789 if (op->more)
827 update_object (op->more, action); 790 update_object (op->more, action);
828}
829
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852} 791}
853 792
854object::object () 793object::object ()
855{ 794{
856 SET_FLAG (this, FLAG_REMOVED); 795 SET_FLAG (this, FLAG_REMOVED);
859 face = blank_face; 798 face = blank_face;
860} 799}
861 800
862object::~object () 801object::~object ()
863{ 802{
803 unlink ();
804
864 free_key_values (this); 805 free_key_values (this);
865} 806}
866 807
808static int object_count;
809
867void object::link () 810void object::link ()
868{ 811{
812 assert (!index);//D
813 uuid = UUID::gen ();
869 count = ++ob_count; 814 count = ++object_count;
870 uuid = gen_uuid ();
871 815
872 prev = 0; 816 refcnt_inc ();
873 next = object::first; 817 objects.insert (this);
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879} 818}
880 819
881void object::unlink () 820void object::unlink ()
882{ 821{
883 if (this == object::first) 822 if (!index)
884 object::first = next; 823 return;
885 824
886 /* Remove this object from the list of used objects */ 825 objects.erase (this);
887 if (prev) prev->next = next; 826 refcnt_dec ();
888 if (next) next->prev = prev; 827}
889 828
890 prev = 0; 829void
891 next = 0; 830object::activate ()
831{
832 /* If already on active list, don't do anything */
833 if (active)
834 return;
835
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
838
839 if (has_active_speed ())
840 actives.insert (this);
841}
842
843void
844object::activate_recursive ()
845{
846 activate ();
847
848 for (object *op = inv; op; op = op->below)
849 op->activate_recursive ();
850}
851
852/* This function removes object 'op' from the list of active
853 * objects.
854 * This should only be used for style maps or other such
855 * reference maps where you don't want an object that isn't
856 * in play chewing up cpu time getting processed.
857 * The reverse of this is to call update_ob_speed, which
858 * will do the right thing based on the speed of the object.
859 */
860void
861object::deactivate ()
862{
863 /* If not on the active list, nothing needs to be done */
864 if (!active)
865 return;
866
867 actives.erase (this);
868}
869
870void
871object::deactivate_recursive ()
872{
873 for (object *op = inv; op; op = op->below)
874 op->deactivate_recursive ();
875
876 deactivate ();
877}
878
879void
880object::set_flag_inv (int flag, int value)
881{
882 for (object *op = inv; op; op = op->below)
883 {
884 op->flag [flag] = value;
885 op->set_flag_inv (flag, value);
886 }
887}
888
889/*
890 * Remove and free all objects in the inventory of the given object.
891 * object.c ?
892 */
893void
894object::destroy_inv (bool drop_to_ground)
895{
896 // need to check first, because the checks below might segfault
897 // as we might be on an invalid mapspace and crossfire code
898 // is too buggy to ensure that the inventory is empty.
899 // corollary: if you create arrows etc. with stuff in its inventory,
900 // cf will crash below with off-map x and y
901 if (!inv)
902 return;
903
904 /* Only if the space blocks everything do we not process -
905 * if some form of movement is allowed, let objects
906 * drop on that space.
907 */
908 if (!drop_to_ground
909 || !map
910 || map->in_memory != MAP_ACTIVE
911 || map->no_drop
912 || ms ().move_block == MOVE_ALL)
913 {
914 while (inv)
915 inv->destroy ();
916 }
917 else
918 { /* Put objects in inventory onto this space */
919 while (inv)
920 {
921 object *op = inv;
922
923 if (op->flag [FLAG_STARTEQUIP]
924 || op->flag [FLAG_NO_DROP]
925 || op->type == RUNE
926 || op->type == TRAP
927 || op->flag [FLAG_IS_A_TEMPLATE]
928 || op->flag [FLAG_DESTROY_ON_DEATH])
929 op->destroy ();
930 else
931 map->insert (op, x, y);
932 }
933 }
892} 934}
893 935
894object *object::create () 936object *object::create ()
895{ 937{
896 object *op = new object; 938 object *op = new object;
897 op->link (); 939 op->link ();
898 return op; 940 return op;
899} 941}
900 942
901/* 943static struct freed_map : maptile
902 * free_object() frees everything allocated by an object, removes
903 * it from the list of used objects, and puts it on the list of
904 * free objects. The IS_FREED() flag is set in the object.
905 * The object must have been removed by remove_ob() first for
906 * this function to succeed.
907 *
908 * If destroy_inventory is set, free inventory as well. Else drop items in
909 * inventory to the ground.
910 */
911void object::destroy (bool destroy_inventory)
912{ 944{
913 if (QUERY_FLAG (this, FLAG_FREED)) 945 freed_map ()
946 {
947 path = "<freed objects map>";
948 name = "/internal/freed_objects_map";
949 width = 3;
950 height = 3;
951 no_drop = 1;
952 no_reset = 1;
953
954 alloc ();
955 in_memory = MAP_ACTIVE;
956 }
957
958 ~freed_map ()
959 {
960 destroy ();
961 }
962} freed_map; // freed objects are moved here to avoid crashes
963
964void
965object::do_destroy ()
966{
967 if (flag [FLAG_IS_LINKED])
968 remove_link ();
969
970 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this);
972
973 remove ();
974
975 attachable::do_destroy ();
976
977 deactivate ();
978 unlink ();
979
980 flag [FLAG_FREED] = 1;
981
982 // hack to ensure that freed objects still have a valid map
983 map = &freed_map;
984 x = 1;
985 y = 1;
986
987 if (more)
988 {
989 more->destroy ();
990 more = 0;
991 }
992
993 head = 0;
994
995 // clear those pointers that likely might cause circular references
996 owner = 0;
997 enemy = 0;
998 attacked_by = 0;
999 current_weapon = 0;
1000}
1001
1002void
1003object::destroy ()
1004{
1005 if (destroyed ())
914 return; 1006 return;
915 1007
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1008 if (!is_head () && !head->destroyed ())
917 remove_friendly_object (this);
918
919 if (!QUERY_FLAG (this, FLAG_REMOVED))
920 remove_ob (this);
921
922 SET_FLAG (this, FLAG_FREED);
923
924 if (more)
925 {
926 more->destroy (destroy_inventory);
927 more = 0;
928 } 1009 {
929 1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
930 if (inv) 1011 head->destroy ();
1012 return;
931 { 1013 }
932 /* Only if the space blocks everything do we not process -
933 * if some form of movement is allowed, let objects
934 * drop on that space.
935 */
936 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
937 {
938 object *op = inv;
939 1014
940 while (op) 1015 destroy_inv (false);
941 {
942 object *tmp = op->below;
943 op->destroy (destroy_inventory);
944 op = tmp;
945 }
946 }
947 else
948 { /* Put objects in inventory onto this space */
949 object *op = inv;
950 1016
951 while (op) 1017 if (is_head ())
952 { 1018 if (sound_destroy)
953 object *tmp = op->below; 1019 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER])
1021 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
954 1022
955 remove_ob (op); 1023 attachable::destroy ();
956
957 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
958 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
959 free_object (op);
960 else
961 {
962 op->x = x;
963 op->y = y;
964 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
965 }
966
967 op = tmp;
968 }
969 }
970 }
971
972 // clear those pointers that likely might have circular references to us
973 owner = 0;
974 enemy = 0;
975 attacked_by = 0;
976
977 // only relevant for players(?), but make sure of it anyways
978 contr = 0;
979
980 /* Remove object from the active list */
981 speed = 0;
982 update_ob_speed (this);
983
984 unlink ();
985
986 mortals.push_back (this);
987} 1024}
988 1025
989/* 1026/* op->remove ():
990 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)).
992 */
993
994void
995sub_weight (object *op, signed long weight)
996{
997 while (op != NULL)
998 {
999 if (op->type == CONTAINER)
1000 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1001
1002 op->carrying -= weight;
1003 op = op->env;
1004 }
1005}
1006
1007/* remove_ob(op):
1008 * This function removes the object op from the linked list of objects 1027 * This function removes the object op from the linked list of objects
1009 * which it is currently tied to. When this function is done, the 1028 * which it is currently tied to. When this function is done, the
1010 * object will have no environment. If the object previously had an 1029 * object will have no environment. If the object previously had an
1011 * environment, the x and y coordinates will be updated to 1030 * environment, the x and y coordinates will be updated to
1012 * the previous environment. 1031 * the previous environment.
1013 * Beware: This function is called from the editor as well!
1014 */ 1032 */
1015
1016void 1033void
1017remove_ob (object *op) 1034object::do_remove ()
1018{ 1035{
1019 object *tmp, *last = 0; 1036 object *tmp, *last = 0;
1020 object *otmp; 1037 object *otmp;
1021 1038
1022 int check_walk_off; 1039 if (flag [FLAG_REMOVED])
1023 maptile *m;
1024
1025 sint16 x, y;
1026
1027 if (QUERY_FLAG (op, FLAG_REMOVED))
1028 return; 1040 return;
1029 1041
1030 SET_FLAG (op, FLAG_REMOVED); 1042 INVOKE_OBJECT (REMOVE, this);
1031 1043
1032 if (op->more != NULL) 1044 flag [FLAG_REMOVED] = true;
1033 remove_ob (op->more); 1045
1046 if (more)
1047 more->remove ();
1034 1048
1035 /* 1049 /*
1036 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1037 * inventory. 1051 * inventory.
1038 */ 1052 */
1039 if (op->env != NULL) 1053 if (env)
1040 { 1054 {
1041 if (op->nrof) 1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1042 sub_weight (op->env, op->weight * op->nrof); 1056 if (object *pl = visible_to ())
1043 else 1057 esrv_del_item (pl->contr, count);
1044 sub_weight (op->env, op->weight + op->carrying); 1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059
1060 adjust_weight (env, -total_weight ());
1061
1062 object *pl = in_player ();
1063
1064 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do.
1067 */
1068 map = env->map;
1069 x = env->x;
1070 y = env->y;
1071
1072 // make sure cmov optimisation is applicable
1073 *(above ? &above->below : &env->inv) = below;
1074 *(below ? &below->above : &above ) = above; // &above is just a dummy
1075
1076 above = 0;
1077 below = 0;
1078 env = 0;
1045 1079
1046 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
1047 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1048 * to save cpu time. 1082 * to save cpu time.
1049 */ 1083 */
1050 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl)
1051 fix_player (otmp); 1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 {
1087 pl->update_stats ();
1052 1088
1053 if (op->above != NULL) 1089 if (glow_radius && pl->is_on_map ())
1054 op->above->below = op->below; 1090 update_all_los (pl->map, pl->x, pl->y);
1055 else 1091 }
1056 op->env->inv = op->below;
1057
1058 if (op->below != NULL)
1059 op->below->above = op->above;
1060
1061 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do.
1064 */
1065 op->x = op->env->x, op->y = op->env->y;
1066 op->map = op->env->map;
1067 op->above = NULL, op->below = NULL;
1068 op->env = NULL;
1069 } 1092 }
1070 else if (op->map) 1093 else if (map)
1071 { 1094 {
1072 x = op->x; 1095 map->dirty = true;
1073 y = op->y; 1096 mapspace &ms = this->ms ();
1074 m = get_map_from_coord (op->map, &x, &y);
1075 1097
1076 if (!m) 1098 if (object *pl = ms.player ())
1077 { 1099 {
1078 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1100 if (is_player ())
1079 op->map->path, op->x, op->y);
1080 /* in old days, we used to set x and y to 0 and continue.
1081 * it seems if we get into this case, something is probablye
1082 * screwed up and should be fixed.
1083 */ 1101 {
1084 abort (); 1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1105 // leaving a spot always closes any open container on the ground
1106 if (container && !container->env)
1107 // this causes spurious floorbox updates, but it ensures
1108 // that the CLOSE event is being sent.
1109 close_container ();
1110
1111 --map->players;
1112 map->touch ();
1113 }
1114 else if (pl->container == this)
1115 {
1116 // removing a container should close it
1117 close_container ();
1118 }
1119
1120 esrv_del_item (pl->contr, count);
1085 } 1121 }
1086 1122
1087 if (op->map != m)
1088 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089 op->map->path, m->path, op->x, op->y, x, y);
1090
1091 /* Re did the following section of code - it looks like it had
1092 * lots of logic for things we no longer care about
1093 */
1094
1095 /* link the object above us */ 1123 /* link the object above us */
1096 if (op->above) 1124 // re-link, make sure compiler can easily use cmove
1097 op->above->below = op->below; 1125 *(above ? &above->below : &ms.top) = below;
1098 else 1126 *(below ? &below->above : &ms.bot) = above;
1099 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1100 1127
1101 /* Relink the object below us, if there is one */ 1128 above = 0;
1102 if (op->below) 1129 below = 0;
1103 op->below->above = op->above; 1130
1104 else 1131 ms.invalidate ();
1132
1133 if (map->in_memory == MAP_SAVING)
1134 return;
1135
1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1137
1138 if (object *pl = ms.player ())
1105 { 1139 {
1106 /* Nothing below, which means we need to relink map object for this space 1140 if (pl->container == this)
1107 * use translated coordinates in case some oddness with map tiling is 1141 /* If a container that the player is currently using somehow gets
1108 * evident 1142 * removed (most likely destroyed), update the player view
1143 * appropriately.
1109 */ 1144 */
1110 if (GET_MAP_OB (m, x, y) != op) 1145 pl->close_container ();
1111 {
1112 char *dump = dump_object (op);
1113 LOG (llevError,
1114 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1115 free (dump);
1116 dump = dump_object (GET_MAP_OB (m, x, y));
1117 LOG (llevError, "%s\n", dump);
1118 free (dump);
1119 }
1120 1146
1121 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1147 //TODO: the floorbox prev/next might need updating
1148 //esrv_del_item (pl->contr, count);
1149 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update ();
1122 } 1152 }
1123 1153
1124 op->above = 0; 1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1125 op->below = 0;
1126
1127 if (op->map->in_memory == MAP_SAVING)
1128 return;
1129
1130 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1131
1132 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1133 { 1155 {
1134 /* No point updating the players look faces if he is the object 1156 /* No point updating the players look faces if he is the object
1135 * being removed. 1157 * being removed.
1136 */ 1158 */
1137 1159
1138 if (tmp->type == PLAYER && tmp != op) 1160 /* See if object moving off should effect something */
1161 if (check_walk_off
1162 && ((move_type & tmp->move_off)
1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1139 { 1164 {
1140 /* If a container that the player is currently using somehow gets
1141 * removed (most likely destroyed), update the player view
1142 * appropriately.
1143 */
1144 if (tmp->container == op)
1145 {
1146 CLEAR_FLAG (op, FLAG_APPLIED);
1147 tmp->container = NULL;
1148 }
1149
1150 tmp->contr->socket.update_look = 1;
1151 }
1152
1153 /* See if player moving off should effect something */
1154 if (check_walk_off
1155 && ((op->move_type & tmp->move_off)
1156 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1157 {
1158 move_apply (tmp, op, NULL); 1165 move_apply (tmp, this, 0);
1159 1166
1160 if (op->destroyed ()) 1167 if (destroyed ())
1161 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1162 } 1169 }
1163 1170
1164 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1165
1166 if (tmp->above == tmp)
1167 tmp->above = NULL;
1168
1169 last = tmp; 1171 last = tmp;
1170 } 1172 }
1171 1173
1172 /* last == NULL of there are no objects on this space */ 1174 if (affects_los ())
1173 if (last == NULL)
1174 {
1175 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1176 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1177 * those out anyways, and if there are any flags set right now, they won't
1178 * be correct anyways.
1179 */
1180 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1181 update_position (op->map, op->x, op->y);
1182 }
1183 else
1184 update_object (last, UP_OBJ_REMOVE);
1185
1186 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1187 update_all_los (op->map, op->x, op->y); 1175 update_all_los (map, x, y);
1188 } 1176 }
1189} 1177}
1190 1178
1191/* 1179/*
1192 * merge_ob(op,top): 1180 * merge_ob(op,top):
1200merge_ob (object *op, object *top) 1188merge_ob (object *op, object *top)
1201{ 1189{
1202 if (!op->nrof) 1190 if (!op->nrof)
1203 return 0; 1191 return 0;
1204 1192
1205 if (top == NULL) 1193 if (!top)
1206 for (top = op; top != NULL && top->above != NULL; top = top->above); 1194 for (top = op; top && top->above; top = top->above)
1195 ;
1207 1196
1208 for (; top != NULL; top = top->below) 1197 for (; top; top = top->below)
1209 { 1198 if (object::can_merge (op, top))
1210 if (top == op)
1211 continue;
1212 if (CAN_MERGE (op, top))
1213 { 1199 {
1214 top->nrof += op->nrof; 1200 top->nrof += op->nrof;
1215 1201
1216/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1202 if (object *pl = top->visible_to ())
1217 op->weight = 0; /* Don't want any adjustements now */ 1203 esrv_update_item (UPD_NROF, pl, top);
1218 remove_ob (op); 1204
1219 free_object (op); 1205 op->weight = 0; // cancel the addition above
1206 op->carrying = 0; // must be 0 already
1207
1208 op->destroy ();
1209
1220 return top; 1210 return top;
1221 } 1211 }
1222 }
1223 1212
1224 return 0; 1213 return 0;
1225} 1214}
1226 1215
1216void
1217object::expand_tail ()
1218{
1219 if (more)
1220 return;
1221
1222 object *prev = this;
1223
1224 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1225 {
1226 object *op = arch_to_object (at);
1227
1228 op->name = name;
1229 op->name_pl = name_pl;
1230 op->title = title;
1231
1232 op->head = this;
1233 prev->more = op;
1234
1235 prev = op;
1236 }
1237}
1238
1227/* 1239/*
1228 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1240 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1229 * job preparing multi-part monsters 1241 * job preparing multi-part monsters.
1230 */ 1242 */
1231object * 1243object *
1232insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1233{ 1245{
1234 object *tmp; 1246 op->remove ();
1235 1247
1236 if (op->head)
1237 op = op->head;
1238
1239 for (tmp = op; tmp; tmp = tmp->more) 1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1240 { 1249 {
1241 tmp->x = x + tmp->arch->clone.x; 1250 tmp->x = x + tmp->arch->x;
1242 tmp->y = y + tmp->arch->clone.y; 1251 tmp->y = y + tmp->arch->y;
1243 } 1252 }
1244 1253
1245 return insert_ob_in_map (op, m, originator, flag); 1254 return insert_ob_in_map (op, m, originator, flag);
1246} 1255}
1247 1256
1263 * Return value: 1272 * Return value:
1264 * new object if 'op' was merged with other object 1273 * new object if 'op' was merged with other object
1265 * NULL if 'op' was destroyed 1274 * NULL if 'op' was destroyed
1266 * just 'op' otherwise 1275 * just 'op' otherwise
1267 */ 1276 */
1268
1269object * 1277object *
1270insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1271{ 1279{
1272 object *tmp, *top, *floor = NULL; 1280 op->remove ();
1273 sint16 x, y;
1274 1281
1275 if (QUERY_FLAG (op, FLAG_FREED)) 1282 if (m == &freed_map)//D TODO: remove soon
1276 { 1283 {//D
1277 LOG (llevError, "Trying to insert freed object!\n"); 1284 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1278 return NULL;
1279 } 1285 }//D
1280
1281 if (m == NULL)
1282 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1285 free (dump);
1286 return op;
1287 }
1288
1289 if (out_of_map (m, op->x, op->y))
1290 {
1291 char *dump = dump_object (op);
1292 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1293#ifdef MANY_CORES
1294 /* Better to catch this here, as otherwise the next use of this object
1295 * is likely to cause a crash. Better to find out where it is getting
1296 * improperly inserted.
1297 */
1298 abort ();
1299#endif
1300 free (dump);
1301 return op;
1302 }
1303
1304 if (!QUERY_FLAG (op, FLAG_REMOVED))
1305 {
1306 char *dump = dump_object (op);
1307 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1308 free (dump);
1309 return op;
1310 }
1311
1312 if (op->more != NULL)
1313 {
1314 /* The part may be on a different map. */
1315
1316 object *more = op->more;
1317
1318 /* We really need the caller to normalize coordinates - if
1319 * we set the map, that doesn't work if the location is within
1320 * a map and this is straddling an edge. So only if coordinate
1321 * is clear wrong do we normalize it.
1322 */
1323 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1324 more->map = get_map_from_coord (m, &more->x, &more->y);
1325 else if (!more->map)
1326 {
1327 /* For backwards compatibility - when not dealing with tiled maps,
1328 * more->map should always point to the parent.
1329 */
1330 more->map = m;
1331 }
1332
1333 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1334 {
1335 if (!op->head)
1336 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1337
1338 return NULL;
1339 }
1340 }
1341
1342 CLEAR_FLAG (op, FLAG_REMOVED);
1343 1286
1344 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1345 * of areas of callers (eg, anything that uses find_free_spot would now 1288 * of areas of callers (eg, anything that uses find_free_spot would now
1346 * need extra work 1289 * need extra work
1347 */ 1290 */
1348 op->map = get_map_from_coord (m, &op->x, &op->y); 1291 maptile *newmap = m;
1349 x = op->x; 1292 if (!xy_normalise (newmap, op->x, op->y))
1350 y = op->y; 1293 {
1294 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1295 return 0;
1296 }
1297
1298 if (object *more = op->more)
1299 if (!insert_ob_in_map (more, m, originator, flag))
1300 return 0;
1301
1302 op->flag [FLAG_REMOVED] = false;
1303 op->env = 0;
1304 op->map = newmap;
1305
1306 mapspace &ms = op->ms ();
1351 1307
1352 /* this has to be done after we translate the coordinates. 1308 /* this has to be done after we translate the coordinates.
1353 */ 1309 */
1354 if (op->nrof && !(flag & INS_NO_MERGE)) 1310 if (op->nrof && !(flag & INS_NO_MERGE))
1355 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1356 if (CAN_MERGE (op, tmp)) 1312 if (object::can_merge (op, tmp))
1357 { 1313 {
1314 // TODO: we actually want to update tmp, not op,
1315 // but some caller surely breaks when we return tmp
1316 // from here :/
1358 op->nrof += tmp->nrof; 1317 op->nrof += tmp->nrof;
1359 remove_ob (tmp); 1318 tmp->destroy ();
1360 free_object (tmp);
1361 } 1319 }
1362 1320
1363 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1364 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1322 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1365 1323
1372 { 1330 {
1373 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1331 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1374 abort (); 1332 abort ();
1375 } 1333 }
1376 1334
1335 if (!originator->is_on_map ())
1336 {
1337 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1338 op->debug_desc (), originator->debug_desc ());
1339 abort ();
1340 }
1341
1377 op->above = originator; 1342 op->above = originator;
1378 op->below = originator->below; 1343 op->below = originator->below;
1379
1380 if (op->below)
1381 op->below->above = op;
1382 else
1383 SET_MAP_OB (op->map, op->x, op->y, op);
1384
1385 /* since *below* originator, no need to update top */
1386 originator->below = op; 1344 originator->below = op;
1345
1346 *(op->below ? &op->below->above : &ms.bot) = op;
1387 } 1347 }
1388 else 1348 else
1389 { 1349 {
1350 object *floor = 0;
1351 object *top = ms.top;
1352
1390 /* If there are other objects, then */ 1353 /* If there are other objects, then */
1391 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1354 if (top)
1392 { 1355 {
1393 object *last = NULL;
1394
1395 /* 1356 /*
1396 * If there are multiple objects on this space, we do some trickier handling. 1357 * If there are multiple objects on this space, we do some trickier handling.
1397 * We've already dealt with merging if appropriate. 1358 * We've already dealt with merging if appropriate.
1398 * Generally, we want to put the new object on top. But if 1359 * Generally, we want to put the new object on top. But if
1399 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1360 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1402 * once we get to them. This reduces the need to traverse over all of 1363 * once we get to them. This reduces the need to traverse over all of
1403 * them when adding another one - this saves quite a bit of cpu time 1364 * them when adding another one - this saves quite a bit of cpu time
1404 * when lots of spells are cast in one area. Currently, it is presumed 1365 * when lots of spells are cast in one area. Currently, it is presumed
1405 * that flying non pickable objects are spell objects. 1366 * that flying non pickable objects are spell objects.
1406 */ 1367 */
1407 1368 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1408 while (top != NULL)
1409 { 1369 {
1410 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1370 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1411 floor = top; 1371 floor = tmp;
1412 1372
1413 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1373 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1414 { 1374 {
1415 /* We insert above top, so we want this object below this */ 1375 /* We insert above top, so we want this object below this */
1416 top = top->below; 1376 top = tmp->below;
1417 break; 1377 break;
1418 } 1378 }
1419 1379
1420 last = top;
1421 top = top->above; 1380 top = tmp;
1422 } 1381 }
1423
1424 /* Don't want top to be NULL, so set it to the last valid object */
1425 top = last;
1426 1382
1427 /* We let update_position deal with figuring out what the space 1383 /* We let update_position deal with figuring out what the space
1428 * looks like instead of lots of conditions here. 1384 * looks like instead of lots of conditions here.
1429 * makes things faster, and effectively the same result. 1385 * makes things faster, and effectively the same result.
1430 */ 1386 */
1431 1387
1432 /* Have object 'fall below' other objects that block view. 1388 /* Have object 'fall below' other objects that block view.
1433 * Unless those objects are exits, type 66 1389 * Unless those objects are exits.
1434 * If INS_ON_TOP is used, don't do this processing 1390 * If INS_ON_TOP is used, don't do this processing
1435 * Need to find the object that in fact blocks view, otherwise 1391 * Need to find the object that in fact blocks view, otherwise
1436 * stacking is a bit odd. 1392 * stacking is a bit odd.
1437 */ 1393 */
1438 if (!(flag & INS_ON_TOP) && 1394 if (!(flag & INS_ON_TOP)
1439 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1395 && ms.flags () & P_BLOCKSVIEW
1396 && (op->face && !faces [op->face].visibility))
1440 { 1397 {
1398 object *last;
1399
1441 for (last = top; last != floor; last = last->below) 1400 for (last = top; last != floor; last = last->below)
1442 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1401 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1443 break; 1402 break;
1403
1444 /* Check to see if we found the object that blocks view, 1404 /* Check to see if we found the object that blocks view,
1445 * and make sure we have a below pointer for it so that 1405 * and make sure we have a below pointer for it so that
1446 * we can get inserted below this one, which requires we 1406 * we can get inserted below this one, which requires we
1447 * set top to the object below us. 1407 * set top to the object below us.
1448 */ 1408 */
1449 if (last && last->below && last != floor) 1409 if (last && last->below && last != floor)
1450 top = last->below; 1410 top = last->below;
1451 } 1411 }
1452 } /* If objects on this space */ 1412 } /* If objects on this space */
1453 1413
1454 if (flag & INS_MAP_LOAD)
1455 top = GET_MAP_TOP (op->map, op->x, op->y);
1456
1457 if (flag & INS_ABOVE_FLOOR_ONLY) 1414 if (flag & INS_ABOVE_FLOOR_ONLY)
1458 top = floor; 1415 top = floor;
1459 1416
1460 /* Top is the object that our object (op) is going to get inserted above. 1417 // insert object above top, or bottom-most if top = 0
1461 */
1462
1463 /* First object on this space */
1464 if (!top) 1418 if (!top)
1465 { 1419 {
1466 op->above = GET_MAP_OB (op->map, op->x, op->y);
1467
1468 if (op->above)
1469 op->above->below = op;
1470
1471 op->below = NULL; 1420 op->below = 0;
1472 SET_MAP_OB (op->map, op->x, op->y, op); 1421 op->above = ms.bot;
1422 ms.bot = op;
1423
1424 *(op->above ? &op->above->below : &ms.top) = op;
1473 } 1425 }
1474 else 1426 else
1475 { /* get inserted into the stack above top */ 1427 {
1476 op->above = top->above; 1428 op->above = top->above;
1477
1478 if (op->above)
1479 op->above->below = op; 1429 top->above = op;
1480 1430
1481 op->below = top; 1431 op->below = top;
1482 top->above = op; 1432 *(op->above ? &op->above->below : &ms.top) = op;
1483 } 1433 }
1434 }
1484 1435
1485 if (op->above == NULL) 1436 if (op->is_player ())
1486 SET_MAP_TOP (op->map, op->x, op->y, op); 1437 {
1487 } /* else not INS_BELOW_ORIGINATOR */
1488
1489 if (op->type == PLAYER)
1490 op->contr->do_los = 1; 1438 op->contr->do_los = 1;
1439 ++op->map->players;
1440 op->map->touch ();
1441 }
1491 1442
1492 /* If we have a floor, we know the player, if any, will be above 1443 op->map->dirty = true;
1493 * it, so save a few ticks and start from there. 1444
1494 */ 1445 if (object *pl = ms.player ())
1495 if (!(flag & INS_MAP_LOAD)) 1446 //TODO: the floorbox prev/next might need updating
1496 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1447 //esrv_send_item (pl, op);
1497 if (tmp->type == PLAYER) 1448 //TODO: update floorbox to preserve ordering
1498 tmp->contr->socket.update_look = 1; 1449 if (pl->contr->ns)
1450 pl->contr->ns->floorbox_update ();
1499 1451
1500 /* If this object glows, it may affect lighting conditions that are 1452 /* If this object glows, it may affect lighting conditions that are
1501 * visible to others on this map. But update_all_los is really 1453 * visible to others on this map. But update_all_los is really
1502 * an inefficient way to do this, as it means los for all players 1454 * an inefficient way to do this, as it means los for all players
1503 * on the map will get recalculated. The players could very well 1455 * on the map will get recalculated. The players could very well
1504 * be far away from this change and not affected in any way - 1456 * be far away from this change and not affected in any way -
1505 * this should get redone to only look for players within range, 1457 * this should get redone to only look for players within range,
1506 * or just updating the P_NEED_UPDATE for spaces within this area 1458 * or just updating the P_UPTODATE for spaces within this area
1507 * of effect may be sufficient. 1459 * of effect may be sufficient.
1508 */ 1460 */
1509 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1461 if (op->affects_los ())
1462 {
1463 op->ms ().invalidate ();
1510 update_all_los (op->map, op->x, op->y); 1464 update_all_los (op->map, op->x, op->y);
1465 }
1511 1466
1512 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1467 /* updates flags (blocked, alive, no magic, etc) for this map space */
1513 update_object (op, UP_OBJ_INSERT); 1468 update_object (op, UP_OBJ_INSERT);
1514 1469
1470 INVOKE_OBJECT (INSERT, op);
1471
1515 /* Don't know if moving this to the end will break anything. However, 1472 /* Don't know if moving this to the end will break anything. However,
1516 * we want to have update_look set above before calling this. 1473 * we want to have floorbox_update called before calling this.
1517 * 1474 *
1518 * check_move_on() must be after this because code called from 1475 * check_move_on() must be after this because code called from
1519 * check_move_on() depends on correct map flags (so functions like 1476 * check_move_on() depends on correct map flags (so functions like
1520 * blocked() and wall() work properly), and these flags are updated by 1477 * blocked() and wall() work properly), and these flags are updated by
1521 * update_object(). 1478 * update_object().
1522 */ 1479 */
1523 1480
1524 /* if this is not the head or flag has been passed, don't check walk on status */ 1481 /* if this is not the head or flag has been passed, don't check walk on status */
1525 if (!(flag & INS_NO_WALK_ON) && !op->head) 1482 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1526 { 1483 {
1527 if (check_move_on (op, originator)) 1484 if (check_move_on (op, originator))
1528 return NULL; 1485 return 0;
1529 1486
1530 /* If we are a multi part object, lets work our way through the check 1487 /* If we are a multi part object, lets work our way through the check
1531 * walk on's. 1488 * walk on's.
1532 */ 1489 */
1533 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1490 for (object *tmp = op->more; tmp; tmp = tmp->more)
1534 if (check_move_on (tmp, originator)) 1491 if (check_move_on (tmp, originator))
1535 return NULL; 1492 return 0;
1536 } 1493 }
1537 1494
1538 return op; 1495 return op;
1539} 1496}
1540 1497
1541/* this function inserts an object in the map, but if it 1498/* this function inserts an object in the map, but if it
1542 * finds an object of its own type, it'll remove that one first. 1499 * finds an object of its own type, it'll remove that one first.
1543 * op is the object to insert it under: supplies x and the map. 1500 * op is the object to insert it under: supplies x and the map.
1544 */ 1501 */
1545void 1502void
1546replace_insert_ob_in_map (const char *arch_string, object *op) 1503replace_insert_ob_in_map (shstr_tmp archname, object *op)
1547{ 1504{
1548 object *
1549 tmp;
1550 object *
1551 tmp1;
1552
1553 /* first search for itself and remove any old instances */ 1505 /* first search for itself and remove any old instances */
1554 1506
1555 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1507 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1556 {
1557 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1508 if (tmp->arch->archname == archname) /* same archetype */
1558 { 1509 tmp->destroy ();
1559 remove_ob (tmp);
1560 free_object (tmp);
1561 }
1562 }
1563 1510
1564 tmp1 = arch_to_object (archetype::find (arch_string)); 1511 object *tmp = arch_to_object (archetype::find (archname));
1565 1512
1566 tmp1->x = op->x; 1513 tmp->x = op->x;
1567 tmp1->y = op->y; 1514 tmp->y = op->y;
1515
1568 insert_ob_in_map (tmp1, op->map, op, 0); 1516 insert_ob_in_map (tmp, op->map, op, 0);
1569} 1517}
1570
1571/*
1572 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1573 * is returned contains nr objects, and the remaining parts contains
1574 * the rest (or is removed and freed if that number is 0).
1575 * On failure, NULL is returned, and the reason put into the
1576 * global static errmsg array.
1577 */
1578 1518
1579object * 1519object *
1580get_split_ob (object *orig_ob, uint32 nr) 1520object::insert_at (object *where, object *originator, int flags)
1581{ 1521{
1582 object * 1522 if (where->env)
1583 newob; 1523 return where->env->insert (this);
1584 int 1524 else
1585 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1525 return where->map->insert (this, where->x, where->y, originator, flags);
1586
1587 if (orig_ob->nrof < nr)
1588 {
1589 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1590 return NULL;
1591 }
1592
1593 newob = object_create_clone (orig_ob);
1594
1595 if ((orig_ob->nrof -= nr) < 1)
1596 {
1597 if (!is_removed)
1598 remove_ob (orig_ob);
1599 free_object2 (orig_ob, 1);
1600 }
1601 else if (!is_removed)
1602 {
1603 if (orig_ob->env != NULL)
1604 sub_weight (orig_ob->env, orig_ob->weight * nr);
1605 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1606 {
1607 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1608 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1609 return NULL;
1610 }
1611 }
1612
1613 newob->nrof = nr;
1614
1615 return newob;
1616} 1526}
1617 1527
1618/* 1528/*
1619 * decrease_ob_nr(object, number) decreases a specified number from 1529 * decrease(object, number) decreases a specified number from
1620 * the amount of an object. If the amount reaches 0, the object 1530 * the amount of an object. If the amount reaches 0, the object
1621 * is subsequently removed and freed. 1531 * is subsequently removed and freed.
1622 * 1532 *
1623 * Return value: 'op' if something is left, NULL if the amount reached 0 1533 * Return value: 'op' if something is left, NULL if the amount reached 0
1624 */ 1534 */
1535bool
1536object::decrease (sint32 nr)
1537{
1538 if (!nr)
1539 return true;
1625 1540
1541 nr = min (nr, nrof);
1542
1543 if (nrof > nr)
1544 {
1545 nrof -= nr;
1546 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1547
1548 if (object *pl = visible_to ())
1549 esrv_update_item (UPD_NROF, pl, this);
1550
1551 return true;
1552 }
1553 else
1554 {
1555 destroy ();
1556 return false;
1557 }
1558}
1559
1560/*
1561 * split(ob,nr) splits up ob into two parts. The part which
1562 * is returned contains nr objects, and the remaining parts contains
1563 * the rest (or is removed and returned if that number is 0).
1564 * On failure, NULL is returned.
1565 */
1626object * 1566object *
1627decrease_ob_nr (object *op, uint32 i) 1567object::split (sint32 nr)
1628{ 1568{
1629 object *tmp; 1569 int have = number_of ();
1630 player *pl;
1631 1570
1632 if (i == 0) /* objects with op->nrof require this check */ 1571 if (have < nr)
1633 return op; 1572 return 0;
1634 1573 else if (have == nr)
1635 if (i > op->nrof)
1636 i = op->nrof;
1637
1638 if (QUERY_FLAG (op, FLAG_REMOVED))
1639 op->nrof -= i;
1640 else if (op->env != NULL)
1641 { 1574 {
1642 /* is this object in the players inventory, or sub container
1643 * therein?
1644 */
1645 tmp = is_player_inv (op->env);
1646 /* nope. Is this a container the player has opened?
1647 * If so, set tmp to that player.
1648 * IMO, searching through all the players will mostly
1649 * likely be quicker than following op->env to the map,
1650 * and then searching the map for a player.
1651 */
1652 if (!tmp)
1653 {
1654 for (pl = first_player; pl; pl = pl->next)
1655 if (pl->ob->container == op->env)
1656 break;
1657 if (pl)
1658 tmp = pl->ob;
1659 else
1660 tmp = NULL;
1661 }
1662
1663 if (i < op->nrof)
1664 {
1665 sub_weight (op->env, op->weight * i);
1666 op->nrof -= i;
1667 if (tmp)
1668 {
1669 esrv_send_item (tmp, op);
1670 }
1671 }
1672 else
1673 {
1674 remove_ob (op); 1575 remove ();
1675 op->nrof = 0; 1576 return this;
1676 if (tmp)
1677 {
1678 esrv_del_item (tmp->contr, op->count);
1679 }
1680 }
1681 } 1577 }
1682 else 1578 else
1683 { 1579 {
1684 object *above = op->above; 1580 decrease (nr);
1685 1581
1686 if (i < op->nrof) 1582 object *op = deep_clone ();
1687 op->nrof -= i; 1583 op->nrof = nr;
1688 else
1689 {
1690 remove_ob (op);
1691 op->nrof = 0;
1692 }
1693
1694 /* Since we just removed op, op->above is null */
1695 for (tmp = above; tmp != NULL; tmp = tmp->above)
1696 if (tmp->type == PLAYER)
1697 {
1698 if (op->nrof)
1699 esrv_send_item (tmp, op);
1700 else
1701 esrv_del_item (tmp->contr, op->count);
1702 }
1703 }
1704
1705 if (op->nrof)
1706 return op; 1584 return op;
1707 else
1708 { 1585 }
1709 free_object (op);
1710 return NULL;
1711 }
1712} 1586}
1713
1714/*
1715 * add_weight(object, weight) adds the specified weight to an object,
1716 * and also updates how much the environment(s) is/are carrying.
1717 */
1718
1719void
1720add_weight (object *op, signed long weight)
1721{
1722 while (op != NULL)
1723 {
1724 if (op->type == CONTAINER)
1725 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1726
1727 op->carrying += weight;
1728 op = op->env;
1729 }
1730}
1731
1732/*
1733 * insert_ob_in_ob(op,environment):
1734 * This function inserts the object op in the linked list
1735 * inside the object environment.
1736 *
1737 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1738 * the inventory at the last position or next to other objects of the same
1739 * type.
1740 * Frank: Now sorted by type, archetype and magic!
1741 *
1742 * The function returns now pointer to inserted item, and return value can
1743 * be != op, if items are merged. -Tero
1744 */
1745 1587
1746object * 1588object *
1747insert_ob_in_ob (object *op, object *where) 1589insert_ob_in_ob (object *op, object *where)
1748{ 1590{
1749 object * 1591 if (!where)
1750 tmp, *
1751 otmp;
1752
1753 if (!QUERY_FLAG (op, FLAG_REMOVED))
1754 {
1755 char *dump = dump_object (op);
1756 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1757 free (dump);
1758 return op;
1759 }
1760
1761 if (where == NULL)
1762 { 1592 {
1763 char *dump = dump_object (op); 1593 char *dump = dump_object (op);
1764 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1594 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1765 free (dump); 1595 free (dump);
1766 return op; 1596 return op;
1767 } 1597 }
1768 1598
1769 if (where->head) 1599 if (where->head_ () != where)
1770 { 1600 {
1771 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1601 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1772 where = where->head; 1602 where = where->head;
1773 } 1603 }
1774 1604
1605 return where->insert (op);
1606}
1607
1608/*
1609 * env->insert (op)
1610 * This function inserts the object op in the linked list
1611 * inside the object environment.
1612 *
1613 * The function returns now pointer to inserted item, and return value can
1614 * be != op, if items are merged. -Tero
1615 */
1616object *
1617object::insert (object *op)
1618{
1775 if (op->more) 1619 if (op->more)
1776 { 1620 {
1777 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1621 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1778 return op; 1622 return op;
1779 } 1623 }
1780 1624
1781 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1625 op->remove ();
1782 CLEAR_FLAG (op, FLAG_REMOVED); 1626
1627 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1628
1783 if (op->nrof) 1629 if (op->nrof)
1784 {
1785 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1630 for (object *tmp = inv; tmp; tmp = tmp->below)
1786 if (CAN_MERGE (tmp, op)) 1631 if (object::can_merge (tmp, op))
1787 { 1632 {
1788 /* return the original object and remove inserted object 1633 /* return the original object and remove inserted object
1789 (client needs the original object) */ 1634 (client needs the original object) */
1790 tmp->nrof += op->nrof; 1635 tmp->nrof += op->nrof;
1791 /* Weight handling gets pretty funky. Since we are adding to 1636
1792 * tmp->nrof, we need to increase the weight. 1637 if (object *pl = tmp->visible_to ())
1793 */ 1638 esrv_update_item (UPD_NROF, pl, tmp);
1794 add_weight (where, op->weight * op->nrof); 1639
1795 SET_FLAG (op, FLAG_REMOVED); 1640 adjust_weight (this, op->total_weight ());
1796 free_object (op); /* free the inserted object */ 1641
1642 op->destroy ();
1797 op = tmp; 1643 op = tmp;
1798 remove_ob (op); /* and fix old object's links */ 1644 goto inserted;
1799 CLEAR_FLAG (op, FLAG_REMOVED);
1800 break;
1801 } 1645 }
1802 1646
1803 /* I assume combined objects have no inventory 1647 op->owner = 0; // it's his/hers now. period.
1804 * We add the weight - this object could have just been removed
1805 * (if it was possible to merge). calling remove_ob will subtract
1806 * the weight, so we need to add it in again, since we actually do
1807 * the linking below
1808 */
1809 add_weight (where, op->weight * op->nrof);
1810 }
1811 else
1812 add_weight (where, (op->weight + op->carrying));
1813
1814 otmp = is_player_inv (where);
1815 if (otmp && otmp->contr != NULL)
1816 {
1817 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1818 fix_player (otmp);
1819 }
1820
1821 op->map = NULL; 1648 op->map = 0;
1822 op->env = where; 1649 op->x = 0;
1650 op->y = 0;
1651
1823 op->above = NULL; 1652 op->above = 0;
1824 op->below = NULL; 1653 op->below = inv;
1825 op->x = 0, op->y = 0; 1654 op->env = this;
1826 1655
1656 if (inv)
1657 inv->above = op;
1658
1659 inv = op;
1660
1661 op->flag [FLAG_REMOVED] = 0;
1662
1663 if (object *pl = op->visible_to ())
1664 esrv_send_item (pl, op);
1665
1666 adjust_weight (this, op->total_weight ());
1667
1668inserted:
1827 /* reset the light list and los of the players on the map */ 1669 /* reset the light list and los of the players on the map */
1828 if ((op->glow_radius != 0) && where->map) 1670 if (op->glow_radius && is_on_map ())
1829 {
1830#ifdef DEBUG_LIGHTS
1831 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1832#endif /* DEBUG_LIGHTS */
1833 if (MAP_DARKNESS (where->map))
1834 update_all_los (where->map, where->x, where->y);
1835 } 1671 {
1836 1672 update_stats ();
1837 /* Client has no idea of ordering so lets not bother ordering it here. 1673 update_all_los (map, x, y);
1838 * It sure simplifies this function...
1839 */
1840 if (where->inv == NULL)
1841 where->inv = op;
1842 else
1843 { 1674 }
1844 op->below = where->inv; 1675 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1845 op->below->above = op; 1676 // if this is a player's inventory, update stats
1846 where->inv = op; 1677 update_stats ();
1847 } 1678
1679 INVOKE_OBJECT (INSERT, this);
1680
1848 return op; 1681 return op;
1849} 1682}
1850 1683
1851/* 1684/*
1852 * Checks if any objects has a move_type that matches objects 1685 * Checks if any objects has a move_type that matches objects
1866 * 1699 *
1867 * MSW 2001-07-08: Check all objects on space, not just those below 1700 * MSW 2001-07-08: Check all objects on space, not just those below
1868 * object being inserted. insert_ob_in_map may not put new objects 1701 * object being inserted. insert_ob_in_map may not put new objects
1869 * on top. 1702 * on top.
1870 */ 1703 */
1871
1872int 1704int
1873check_move_on (object *op, object *originator) 1705check_move_on (object *op, object *originator)
1874{ 1706{
1875 object *tmp; 1707 object *tmp;
1876 maptile *m = op->map; 1708 maptile *m = op->map;
1903 1735
1904 /* The objects have to be checked from top to bottom. 1736 /* The objects have to be checked from top to bottom.
1905 * Hence, we first go to the top: 1737 * Hence, we first go to the top:
1906 */ 1738 */
1907 1739
1908 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1740 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1909 { 1741 {
1910 /* Trim the search when we find the first other spell effect 1742 /* Trim the search when we find the first other spell effect
1911 * this helps performance so that if a space has 50 spell objects, 1743 * this helps performance so that if a space has 50 spell objects,
1912 * we don't need to check all of them. 1744 * we don't need to check all of them.
1913 */ 1745 */
1931 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1763 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1932 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1764 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1933 { 1765 {
1934 1766
1935 float 1767 float
1936 diff = tmp->move_slow_penalty * FABS (op->speed); 1768 diff = tmp->move_slow_penalty * fabs (op->speed);
1937 1769
1938 if (op->type == PLAYER) 1770 if (op->is_player ())
1939 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1771 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1940 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1772 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1941 diff /= 4.0; 1773 diff /= 4.0;
1942 1774
1943 op->speed_left -= diff; 1775 op->speed_left -= diff;
1968/* 1800/*
1969 * present_arch(arch, map, x, y) searches for any objects with 1801 * present_arch(arch, map, x, y) searches for any objects with
1970 * a matching archetype at the given map and coordinates. 1802 * a matching archetype at the given map and coordinates.
1971 * The first matching object is returned, or NULL if none. 1803 * The first matching object is returned, or NULL if none.
1972 */ 1804 */
1973
1974object * 1805object *
1975present_arch (const archetype *at, maptile *m, int x, int y) 1806present_arch (const archetype *at, maptile *m, int x, int y)
1976{ 1807{
1977 object *
1978 tmp;
1979
1980 if (m == NULL || out_of_map (m, x, y)) 1808 if (!m || out_of_map (m, x, y))
1981 { 1809 {
1982 LOG (llevError, "Present_arch called outside map.\n"); 1810 LOG (llevError, "Present_arch called outside map.\n");
1983 return NULL; 1811 return NULL;
1984 } 1812 }
1985 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1813
1986 if (tmp->arch == at) 1814 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1815 if (tmp->arch->archname == at->archname)
1987 return tmp; 1816 return tmp;
1817
1988 return NULL; 1818 return NULL;
1989} 1819}
1990 1820
1991/* 1821/*
1992 * present(type, map, x, y) searches for any objects with 1822 * present(type, map, x, y) searches for any objects with
1993 * a matching type variable at the given map and coordinates. 1823 * a matching type variable at the given map and coordinates.
1994 * The first matching object is returned, or NULL if none. 1824 * The first matching object is returned, or NULL if none.
1995 */ 1825 */
1996
1997object * 1826object *
1998present (unsigned char type, maptile *m, int x, int y) 1827present (unsigned char type, maptile *m, int x, int y)
1999{ 1828{
2000 object *
2001 tmp;
2002
2003 if (out_of_map (m, x, y)) 1829 if (out_of_map (m, x, y))
2004 { 1830 {
2005 LOG (llevError, "Present called outside map.\n"); 1831 LOG (llevError, "Present called outside map.\n");
2006 return NULL; 1832 return NULL;
2007 } 1833 }
2008 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1834
1835 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2009 if (tmp->type == type) 1836 if (tmp->type == type)
2010 return tmp; 1837 return tmp;
1838
2011 return NULL; 1839 return NULL;
2012} 1840}
2013 1841
2014/* 1842/*
2015 * present_in_ob(type, object) searches for any objects with 1843 * present_in_ob(type, object) searches for any objects with
2016 * a matching type variable in the inventory of the given object. 1844 * a matching type variable in the inventory of the given object.
2017 * The first matching object is returned, or NULL if none. 1845 * The first matching object is returned, or NULL if none.
2018 */ 1846 */
2019
2020object * 1847object *
2021present_in_ob (unsigned char type, const object *op) 1848present_in_ob (unsigned char type, const object *op)
2022{ 1849{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1850 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2027 if (tmp->type == type) 1851 if (tmp->type == type)
2028 return tmp; 1852 return tmp;
1853
2029 return NULL; 1854 return NULL;
2030} 1855}
2031 1856
2032/* 1857/*
2033 * present_in_ob (type, str, object) searches for any objects with 1858 * present_in_ob (type, str, object) searches for any objects with
2041 * str is the string to match against. Note that we match against 1866 * str is the string to match against. Note that we match against
2042 * the object name, not the archetype name. this is so that the 1867 * the object name, not the archetype name. this is so that the
2043 * spell code can use one object type (force), but change it's name 1868 * spell code can use one object type (force), but change it's name
2044 * to be unique. 1869 * to be unique.
2045 */ 1870 */
2046
2047object * 1871object *
2048present_in_ob_by_name (int type, const char *str, const object *op) 1872present_in_ob_by_name (int type, const char *str, const object *op)
2049{ 1873{
2050 object *
2051 tmp;
2052
2053 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1874 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2054 {
2055 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1875 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2056 return tmp; 1876 return tmp;
2057 } 1877
2058 return NULL; 1878 return 0;
2059} 1879}
2060 1880
2061/* 1881/*
2062 * present_arch_in_ob(archetype, object) searches for any objects with 1882 * present_arch_in_ob(archetype, object) searches for any objects with
2063 * a matching archetype in the inventory of the given object. 1883 * a matching archetype in the inventory of the given object.
2064 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
2065 */ 1885 */
2066
2067object * 1886object *
2068present_arch_in_ob (const archetype *at, const object *op) 1887present_arch_in_ob (const archetype *at, const object *op)
2069{ 1888{
2070 object *
2071 tmp;
2072
2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2074 if (tmp->arch == at) 1890 if (tmp->arch->archname == at->archname)
2075 return tmp; 1891 return tmp;
1892
2076 return NULL; 1893 return NULL;
2077} 1894}
2078 1895
2079/* 1896/*
2080 * activate recursively a flag on an object inventory 1897 * activate recursively a flag on an object inventory
2081 */ 1898 */
2082void 1899void
2083flag_inv (object *op, int flag) 1900flag_inv (object *op, int flag)
2084{ 1901{
2085 object *
2086 tmp;
2087
2088 if (op->inv)
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1902 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2090 { 1903 {
2091 SET_FLAG (tmp, flag); 1904 SET_FLAG (tmp, flag);
2092 flag_inv (tmp, flag); 1905 flag_inv (tmp, flag);
2093 } 1906 }
2094} /* 1907}
1908
1909/*
2095 * desactivate recursively a flag on an object inventory 1910 * deactivate recursively a flag on an object inventory
2096 */ 1911 */
2097void 1912void
2098unflag_inv (object *op, int flag) 1913unflag_inv (object *op, int flag)
2099{ 1914{
2100 object *
2101 tmp;
2102
2103 if (op->inv)
2104 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2105 { 1916 {
2106 CLEAR_FLAG (tmp, flag); 1917 CLEAR_FLAG (tmp, flag);
2107 unflag_inv (tmp, flag); 1918 unflag_inv (tmp, flag);
2108 } 1919 }
2109}
2110
2111/*
2112 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2113 * all it's inventory (recursively).
2114 * If checksums are used, a player will get set_cheat called for
2115 * him/her-self and all object carried by a call to this function.
2116 */
2117
2118void
2119set_cheat (object *op)
2120{
2121 SET_FLAG (op, FLAG_WAS_WIZ);
2122 flag_inv (op, FLAG_WAS_WIZ);
2123} 1920}
2124 1921
2125/* 1922/*
2126 * find_free_spot(object, map, x, y, start, stop) will search for 1923 * find_free_spot(object, map, x, y, start, stop) will search for
2127 * a spot at the given map and coordinates which will be able to contain 1924 * a spot at the given map and coordinates which will be able to contain
2129 * to search (see the freearr_x/y[] definition). 1926 * to search (see the freearr_x/y[] definition).
2130 * It returns a random choice among the alternatives found. 1927 * It returns a random choice among the alternatives found.
2131 * start and stop are where to start relative to the free_arr array (1,9 1928 * start and stop are where to start relative to the free_arr array (1,9
2132 * does all 4 immediate directions). This returns the index into the 1929 * does all 4 immediate directions). This returns the index into the
2133 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1930 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2134 * Note - this only checks to see if there is space for the head of the
2135 * object - if it is a multispace object, this should be called for all
2136 * pieces.
2137 * Note2: This function does correctly handle tiled maps, but does not 1931 * Note: This function does correctly handle tiled maps, but does not
2138 * inform the caller. However, insert_ob_in_map will update as 1932 * inform the caller. However, insert_ob_in_map will update as
2139 * necessary, so the caller shouldn't need to do any special work. 1933 * necessary, so the caller shouldn't need to do any special work.
2140 * Note - updated to take an object instead of archetype - this is necessary 1934 * Note - updated to take an object instead of archetype - this is necessary
2141 * because arch_blocked (now ob_blocked) needs to know the movement type 1935 * because arch_blocked (now ob_blocked) needs to know the movement type
2142 * to know if the space in question will block the object. We can't use 1936 * to know if the space in question will block the object. We can't use
2143 * the archetype because that isn't correct if the monster has been 1937 * the archetype because that isn't correct if the monster has been
2144 * customized, changed states, etc. 1938 * customized, changed states, etc.
2145 */ 1939 */
2146
2147int 1940int
2148find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1941find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2149{ 1942{
2150 int
2151 i,
2152 index = 0, flag;
2153 static int
2154 altern[SIZEOFFREE]; 1943 int altern[SIZEOFFREE];
1944 int index = 0, flag;
2155 1945
2156 for (i = start; i < stop; i++) 1946 for (int i = start; i < stop; i++)
2157 { 1947 {
2158 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1948 mapxy pos (m, x, y); pos.move (i);
2159 if (!flag) 1949
1950 if (!pos.normalise ())
1951 continue;
1952
1953 mapspace &ms = *pos;
1954
1955 if (ms.flags () & P_IS_ALIVE)
1956 continue;
1957
1958 /* However, often
1959 * ob doesn't have any move type (when used to place exits)
1960 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1961 */
1962 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1963 {
2160 altern[index++] = i; 1964 altern [index++] = i;
1965 continue;
1966 }
2161 1967
2162 /* Basically, if we find a wall on a space, we cut down the search size. 1968 /* Basically, if we find a wall on a space, we cut down the search size.
2163 * In this way, we won't return spaces that are on another side of a wall. 1969 * In this way, we won't return spaces that are on another side of a wall.
2164 * This mostly work, but it cuts down the search size in all directions - 1970 * This mostly work, but it cuts down the search size in all directions -
2165 * if the space being examined only has a wall to the north and empty 1971 * if the space being examined only has a wall to the north and empty
2166 * spaces in all the other directions, this will reduce the search space 1972 * spaces in all the other directions, this will reduce the search space
2167 * to only the spaces immediately surrounding the target area, and 1973 * to only the spaces immediately surrounding the target area, and
2168 * won't look 2 spaces south of the target space. 1974 * won't look 2 spaces south of the target space.
2169 */ 1975 */
2170 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1976 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1977 {
2171 stop = maxfree[i]; 1978 stop = maxfree[i];
1979 continue;
1980 }
1981
1982 /* Note it is intentional that we check ob - the movement type of the
1983 * head of the object should correspond for the entire object.
1984 */
1985 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1986 continue;
1987
1988 if (ob->blocked (pos.m, pos.x, pos.y))
1989 continue;
1990
1991 altern [index++] = i;
2172 } 1992 }
1993
2173 if (!index) 1994 if (!index)
2174 return -1; 1995 return -1;
1996
2175 return altern[RANDOM () % index]; 1997 return altern [rndm (index)];
2176} 1998}
2177 1999
2178/* 2000/*
2179 * find_first_free_spot(archetype, maptile, x, y) works like 2001 * find_first_free_spot(archetype, maptile, x, y) works like
2180 * find_free_spot(), but it will search max number of squares. 2002 * find_free_spot(), but it will search max number of squares.
2181 * But it will return the first available spot, not a random choice. 2003 * But it will return the first available spot, not a random choice.
2182 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2004 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2183 */ 2005 */
2184
2185int 2006int
2186find_first_free_spot (const object *ob, maptile *m, int x, int y) 2007find_first_free_spot (const object *ob, maptile *m, int x, int y)
2187{ 2008{
2188 int
2189 i;
2190
2191 for (i = 0; i < SIZEOFFREE; i++) 2009 for (int i = 0; i < SIZEOFFREE; i++)
2192 {
2193 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2010 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2194 return i; 2011 return i;
2195 } 2012
2196 return -1; 2013 return -1;
2197} 2014}
2198 2015
2199/* 2016/*
2200 * The function permute(arr, begin, end) randomly reorders the array 2017 * The function permute(arr, begin, end) randomly reorders the array
2201 * arr[begin..end-1]. 2018 * arr[begin..end-1].
2019 * now uses a fisher-yates shuffle, old permute was broken
2202 */ 2020 */
2203static void 2021static void
2204permute (int *arr, int begin, int end) 2022permute (int *arr, int begin, int end)
2205{ 2023{
2206 int 2024 arr += begin;
2207 i,
2208 j,
2209 tmp,
2210 len;
2211
2212 len = end - begin; 2025 end -= begin;
2213 for (i = begin; i < end; i++)
2214 {
2215 j = begin + RANDOM () % len;
2216 2026
2217 tmp = arr[i]; 2027 while (--end)
2218 arr[i] = arr[j]; 2028 swap (arr [end], arr [rndm (end + 1)]);
2219 arr[j] = tmp;
2220 }
2221} 2029}
2222 2030
2223/* new function to make monster searching more efficient, and effective! 2031/* new function to make monster searching more efficient, and effective!
2224 * This basically returns a randomized array (in the passed pointer) of 2032 * This basically returns a randomized array (in the passed pointer) of
2225 * the spaces to find monsters. In this way, it won't always look for 2033 * the spaces to find monsters. In this way, it won't always look for
2228 * the 3x3 area will be searched, just not in a predictable order. 2036 * the 3x3 area will be searched, just not in a predictable order.
2229 */ 2037 */
2230void 2038void
2231get_search_arr (int *search_arr) 2039get_search_arr (int *search_arr)
2232{ 2040{
2233 int 2041 int i;
2234 i;
2235 2042
2236 for (i = 0; i < SIZEOFFREE; i++) 2043 for (i = 0; i < SIZEOFFREE; i++)
2237 {
2238 search_arr[i] = i; 2044 search_arr[i] = i;
2239 }
2240 2045
2241 permute (search_arr, 1, SIZEOFFREE1 + 1); 2046 permute (search_arr, 1, SIZEOFFREE1 + 1);
2242 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2047 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2243 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2048 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2244} 2049}
2253 * Perhaps incorrectly, but I'm making the assumption that exclude 2058 * Perhaps incorrectly, but I'm making the assumption that exclude
2254 * is actually want is going to try and move there. We need this info 2059 * is actually want is going to try and move there. We need this info
2255 * because we have to know what movement the thing looking to move 2060 * because we have to know what movement the thing looking to move
2256 * there is capable of. 2061 * there is capable of.
2257 */ 2062 */
2258
2259int 2063int
2260find_dir (maptile *m, int x, int y, object *exclude) 2064find_dir (maptile *m, int x, int y, object *exclude)
2261{ 2065{
2262 int
2263 i,
2264 max = SIZEOFFREE, mflags; 2066 int max = SIZEOFFREE, mflags;
2265
2266 sint16 nx, ny;
2267 object *
2268 tmp;
2269 maptile *
2270 mp;
2271
2272 MoveType blocked, move_type; 2067 MoveType move_type;
2273 2068
2274 if (exclude && exclude->head) 2069 if (exclude && exclude->head_ () != exclude)
2275 { 2070 {
2276 exclude = exclude->head; 2071 exclude = exclude->head;
2277 move_type = exclude->move_type; 2072 move_type = exclude->move_type;
2278 } 2073 }
2279 else 2074 else
2280 { 2075 {
2281 /* If we don't have anything, presume it can use all movement types. */ 2076 /* If we don't have anything, presume it can use all movement types. */
2282 move_type = MOVE_ALL; 2077 move_type = MOVE_ALL;
2283 } 2078 }
2284 2079
2285 for (i = 1; i < max; i++) 2080 for (int i = 1; i < max; i++)
2286 { 2081 {
2287 mp = m; 2082 mapxy pos (m, x, y);
2288 nx = x + freearr_x[i]; 2083 pos.move (i);
2289 ny = y + freearr_y[i];
2290 2084
2291 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 if (!pos.normalise ())
2292 if (mflags & P_OUT_OF_MAP)
2293 {
2294 max = maxfree[i]; 2086 max = maxfree[i];
2295 }
2296 else 2087 else
2297 { 2088 {
2298 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2089 mapspace &ms = *pos;
2299 2090
2300 if ((move_type & blocked) == move_type) 2091 if ((move_type & ms.move_block) == move_type)
2092 max = maxfree [i];
2093 else if (ms.flags () & P_IS_ALIVE)
2301 { 2094 {
2302 max = maxfree[i]; 2095 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2303 } 2096 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2304 else if (mflags & P_IS_ALIVE) 2097 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2305 {
2306 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2307 {
2308 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2309 {
2310 break;
2311 }
2312 }
2313 if (tmp)
2314 {
2315 return freedir[i]; 2098 return freedir [i];
2316 }
2317 } 2099 }
2318 } 2100 }
2319 } 2101 }
2102
2320 return 0; 2103 return 0;
2321} 2104}
2322 2105
2323/* 2106/*
2324 * distance(object 1, object 2) will return the square of the 2107 * distance(object 1, object 2) will return the square of the
2325 * distance between the two given objects. 2108 * distance between the two given objects.
2326 */ 2109 */
2327
2328int 2110int
2329distance (const object *ob1, const object *ob2) 2111distance (const object *ob1, const object *ob2)
2330{ 2112{
2331 int
2332 i;
2333
2334 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2113 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2335 return i;
2336} 2114}
2337 2115
2338/* 2116/*
2339 * find_dir_2(delta-x,delta-y) will return a direction in which 2117 * find_dir_2(delta-x,delta-y) will return a direction in which
2340 * an object which has subtracted the x and y coordinates of another 2118 * an object which has subtracted the x and y coordinates of another
2341 * object, needs to travel toward it. 2119 * object, needs to travel toward it.
2342 */ 2120 */
2343
2344int 2121int
2345find_dir_2 (int x, int y) 2122find_dir_2 (int x, int y)
2346{ 2123{
2347 int 2124 int q;
2348 q;
2349 2125
2350 if (y) 2126 if (y)
2351 q = x * 100 / y; 2127 q = x * 100 / y;
2352 else if (x) 2128 else if (x)
2353 q = -300 * x; 2129 q = -300 * x;
2378 2154
2379 return 3; 2155 return 3;
2380} 2156}
2381 2157
2382/* 2158/*
2383 * absdir(int): Returns a number between 1 and 8, which represent
2384 * the "absolute" direction of a number (it actually takes care of
2385 * "overflow" in previous calculations of a direction).
2386 */
2387
2388int
2389absdir (int d)
2390{
2391 while (d < 1)
2392 d += 8;
2393 while (d > 8)
2394 d -= 8;
2395 return d;
2396}
2397
2398/*
2399 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2159 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2400 * between two directions (which are expected to be absolute (see absdir()) 2160 * between two directions (which are expected to be absolute (see absdir())
2401 */ 2161 */
2402
2403int 2162int
2404dirdiff (int dir1, int dir2) 2163dirdiff (int dir1, int dir2)
2405{ 2164{
2406 int 2165 int d;
2407 d;
2408 2166
2409 d = abs (dir1 - dir2); 2167 d = abs (dir1 - dir2);
2410 if (d > 4) 2168 if (d > 4)
2411 d = 8 - d; 2169 d = 8 - d;
2170
2412 return d; 2171 return d;
2413} 2172}
2414 2173
2415/* peterm: 2174/* peterm:
2416 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2175 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2419 * This basically means that if direction is 15, then it could either go 2178 * This basically means that if direction is 15, then it could either go
2420 * direction 4, 14, or 16 to get back to where we are. 2179 * direction 4, 14, or 16 to get back to where we are.
2421 * Moved from spell_util.c to object.c with the other related direction 2180 * Moved from spell_util.c to object.c with the other related direction
2422 * functions. 2181 * functions.
2423 */ 2182 */
2424
2425int
2426 reduction_dir[SIZEOFFREE][3] = { 2183const int reduction_dir[SIZEOFFREE][3] = {
2427 {0, 0, 0}, /* 0 */ 2184 {0, 0, 0}, /* 0 */
2428 {0, 0, 0}, /* 1 */ 2185 {0, 0, 0}, /* 1 */
2429 {0, 0, 0}, /* 2 */ 2186 {0, 0, 0}, /* 2 */
2430 {0, 0, 0}, /* 3 */ 2187 {0, 0, 0}, /* 3 */
2431 {0, 0, 0}, /* 4 */ 2188 {0, 0, 0}, /* 4 */
2479 * find a path to that monster that we found. If not, 2236 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we 2237 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it 2238 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW 2239 * Modified to be map tile aware -.MSW
2483 */ 2240 */
2484
2485
2486int 2241int
2487can_see_monsterP (maptile *m, int x, int y, int dir) 2242can_see_monsterP (maptile *m, int x, int y, int dir)
2488{ 2243{
2489 sint16 dx, dy; 2244 sint16 dx, dy;
2490 int
2491 mflags; 2245 int mflags;
2492 2246
2493 if (dir < 0) 2247 if (dir < 0)
2494 return 0; /* exit condition: invalid direction */ 2248 return 0; /* exit condition: invalid direction */
2495 2249
2496 dx = x + freearr_x[dir]; 2250 dx = x + freearr_x[dir];
2509 return 0; 2263 return 0;
2510 2264
2511 /* yes, can see. */ 2265 /* yes, can see. */
2512 if (dir < 9) 2266 if (dir < 9)
2513 return 1; 2267 return 1;
2268
2514 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2269 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2515 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2270 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2271 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2516} 2272}
2517
2518
2519 2273
2520/* 2274/*
2521 * can_pick(picker, item): finds out if an object is possible to be 2275 * can_pick(picker, item): finds out if an object is possible to be
2522 * picked up by the picker. Returnes 1 if it can be 2276 * picked up by the picker. Returnes 1 if it can be
2523 * picked up, otherwise 0. 2277 * picked up, otherwise 0.
2525 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2279 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2526 * core dumps if they do. 2280 * core dumps if they do.
2527 * 2281 *
2528 * Add a check so we can't pick up invisible objects (0.93.8) 2282 * Add a check so we can't pick up invisible objects (0.93.8)
2529 */ 2283 */
2530
2531int 2284int
2532can_pick (const object *who, const object *item) 2285can_pick (const object *who, const object *item)
2533{ 2286{
2534 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2535 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2536 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2289 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2537} 2290}
2538
2539 2291
2540/* 2292/*
2541 * create clone from object to another 2293 * create clone from object to another
2542 */ 2294 */
2543object * 2295object *
2544object_create_clone (object *asrc) 2296object::deep_clone ()
2545{ 2297{
2546 object * 2298 assert (("deep_clone called on non-head object", is_head ()));
2547 dst = NULL, *tmp, *src, *part, *prev, *item;
2548 2299
2549 if (!asrc) 2300 object *dst = clone ();
2550 return NULL;
2551 src = asrc;
2552 if (src->head)
2553 src = src->head;
2554 2301
2555 prev = NULL; 2302 object *prev = dst;
2556 for (part = src; part; part = part->more) 2303 for (object *part = this->more; part; part = part->more)
2557 { 2304 {
2558 tmp = get_object (); 2305 object *tmp = part->clone ();
2559 copy_object (part, tmp);
2560 tmp->x -= src->x;
2561 tmp->y -= src->y;
2562 if (!part->head)
2563 {
2564 dst = tmp;
2565 tmp->head = NULL;
2566 }
2567 else
2568 {
2569 tmp->head = dst; 2306 tmp->head = dst;
2570 }
2571 tmp->more = NULL;
2572 if (prev)
2573 prev->more = tmp; 2307 prev->more = tmp;
2574 prev = tmp; 2308 prev = tmp;
2575 } 2309 }
2576 2310
2577 for (item = src->inv; item; item = item->below) 2311 for (object *item = inv; item; item = item->below)
2578 insert_ob_in_ob (object_create_clone (item), dst); 2312 insert_ob_in_ob (item->deep_clone (), dst);
2579 2313
2580 return dst; 2314 return dst;
2581}
2582
2583/* GROS - Creates an object using a string representing its content. */
2584/* Basically, we save the content of the string to a temp file, then call */
2585/* load_object on it. I admit it is a highly inefficient way to make things, */
2586/* but it was simple to make and allows reusing the load_object function. */
2587/* Remember not to use load_object_str in a time-critical situation. */
2588/* Also remember that multiparts objects are not supported for now. */
2589
2590object *
2591load_object_str (const char *obstr)
2592{
2593 object *op;
2594 char filename[MAX_BUF];
2595
2596 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2597
2598 FILE *tempfile = fopen (filename, "w");
2599
2600 if (tempfile == NULL)
2601 {
2602 LOG (llevError, "Error - Unable to access load object temp file\n");
2603 return NULL;
2604 }
2605
2606 fprintf (tempfile, obstr);
2607 fclose (tempfile);
2608
2609 op = get_object ();
2610
2611 object_thawer thawer (filename);
2612
2613 if (thawer)
2614 load_object (thawer, op, 0);
2615
2616 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2617 CLEAR_FLAG (op, FLAG_REMOVED);
2618
2619 return op;
2620} 2315}
2621 2316
2622/* This returns the first object in who's inventory that 2317/* This returns the first object in who's inventory that
2623 * has the same type and subtype match. 2318 * has the same type and subtype match.
2624 * returns NULL if no match. 2319 * returns NULL if no match.
2625 */ 2320 */
2626object * 2321object *
2627find_obj_by_type_subtype (const object *who, int type, int subtype) 2322find_obj_by_type_subtype (const object *who, int type, int subtype)
2628{ 2323{
2629 object *tmp;
2630
2631 for (tmp = who->inv; tmp; tmp = tmp->below) 2324 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2632 if (tmp->type == type && tmp->subtype == subtype) 2325 if (tmp->type == type && tmp->subtype == subtype)
2633 return tmp; 2326 return tmp;
2634 2327
2635 return NULL;
2636}
2637
2638/* If ob has a field named key, return the link from the list,
2639 * otherwise return NULL.
2640 *
2641 * key must be a passed in shared string - otherwise, this won't
2642 * do the desired thing.
2643 */
2644key_value *
2645get_ob_key_link (const object *ob, const char *key)
2646{
2647 key_value *link;
2648
2649 for (link = ob->key_values; link != NULL; link = link->next)
2650 if (link->key == key)
2651 return link;
2652
2653 return NULL;
2654}
2655
2656/*
2657 * Returns the value of op has an extra_field for key, or NULL.
2658 *
2659 * The argument doesn't need to be a shared string.
2660 *
2661 * The returned string is shared.
2662 */
2663const char *
2664get_ob_key_value (const object *op, const char *const key)
2665{
2666 key_value *link;
2667 shstr_cmp canonical_key (key);
2668
2669 if (!canonical_key)
2670 {
2671 /* 1. There being a field named key on any object
2672 * implies there'd be a shared string to find.
2673 * 2. Since there isn't, no object has this field.
2674 * 3. Therefore, *this* object doesn't have this field.
2675 */
2676 return 0;
2677 }
2678
2679 /* This is copied from get_ob_key_link() above -
2680 * only 4 lines, and saves the function call overhead.
2681 */
2682 for (link = op->key_values; link; link = link->next)
2683 if (link->key == canonical_key)
2684 return link->value;
2685
2686 return 0; 2328 return 0;
2687} 2329}
2688 2330
2689 2331shstr_tmp
2690/* 2332object::kv_get (shstr_tmp key) const
2691 * Updates the canonical_key in op to value.
2692 *
2693 * canonical_key is a shared string (value doesn't have to be).
2694 *
2695 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2696 * keys.
2697 *
2698 * Returns TRUE on success.
2699 */
2700int
2701set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2702{ 2333{
2703 key_value * 2334 for (key_value *kv = key_values; kv; kv = kv->next)
2704 field = NULL, *last = NULL; 2335 if (kv->key == key)
2336 return kv->value;
2705 2337
2706 for (field = op->key_values; field != NULL; field = field->next) 2338 return shstr ();
2707 { 2339}
2708 if (field->key != canonical_key) 2340
2341void
2342object::kv_set (shstr_tmp key, shstr_tmp value)
2343{
2344 for (key_value *kv = key_values; kv; kv = kv->next)
2345 if (kv->key == key)
2709 { 2346 {
2710 last = field; 2347 kv->value = value;
2711 continue; 2348 return;
2712 } 2349 }
2713 2350
2714 if (value) 2351 key_value *kv = new key_value;
2715 field->value = value; 2352
2716 else 2353 kv->next = key_values;
2354 kv->key = key;
2355 kv->value = value;
2356
2357 key_values = kv;
2358}
2359
2360void
2361object::kv_del (shstr_tmp key)
2362{
2363 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2364 if ((*kvp)->key == key)
2717 { 2365 {
2718 /* Basically, if the archetype has this key set, 2366 key_value *kv = *kvp;
2719 * we need to store the null value so when we save 2367 *kvp = (*kvp)->next;
2720 * it, we save the empty value so that when we load, 2368 delete kv;
2721 * we get this value back again. 2369 return;
2722 */
2723 if (get_ob_key_link (&op->arch->clone, canonical_key))
2724 field->value = 0;
2725 else
2726 {
2727 if (last)
2728 last->next = field->next;
2729 else
2730 op->key_values = field->next;
2731
2732 delete field;
2733 }
2734 } 2370 }
2735 return TRUE;
2736 }
2737 /* IF we get here, key doesn't exist */
2738
2739 /* No field, we'll have to add it. */
2740
2741 if (!add_key)
2742 {
2743 return FALSE;
2744 }
2745 /* There isn't any good reason to store a null
2746 * value in the key/value list. If the archetype has
2747 * this key, then we should also have it, so shouldn't
2748 * be here. If user wants to store empty strings,
2749 * should pass in ""
2750 */
2751 if (value == NULL)
2752 return TRUE;
2753
2754 field = new key_value;
2755
2756 field->key = canonical_key;
2757 field->value = value;
2758 /* Usual prepend-addition. */
2759 field->next = op->key_values;
2760 op->key_values = field;
2761
2762 return TRUE;
2763}
2764
2765/*
2766 * Updates the key in op to value.
2767 *
2768 * If add_key is FALSE, this will only update existing keys,
2769 * and not add new ones.
2770 * In general, should be little reason FALSE is ever passed in for add_key
2771 *
2772 * Returns TRUE on success.
2773 */
2774int
2775set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2776{
2777 shstr key_ (key);
2778
2779 return set_ob_key_value_s (op, key_, value, add_key);
2780} 2371}
2781 2372
2782object::depth_iterator::depth_iterator (object *container) 2373object::depth_iterator::depth_iterator (object *container)
2783: iterator_base (container) 2374: iterator_base (container)
2784{ 2375{
2798 } 2389 }
2799 else 2390 else
2800 item = item->env; 2391 item = item->env;
2801} 2392}
2802 2393
2394const char *
2395object::flag_desc (char *desc, int len) const
2396{
2397 char *p = desc;
2398 bool first = true;
2399
2400 *p = 0;
2401
2402 for (int i = 0; i < NUM_FLAGS; i++)
2403 {
2404 if (len <= 10) // magic constant!
2405 {
2406 snprintf (p, len, ",...");
2407 break;
2408 }
2409
2410 if (flag [i])
2411 {
2412 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2413 len -= cnt;
2414 p += cnt;
2415 first = false;
2416 }
2417 }
2418
2419 return desc;
2420}
2421
2803// return a suitable string describing an objetc in enough detail to find it 2422// return a suitable string describing an object in enough detail to find it
2804const char * 2423const char *
2805object::debug_desc (char *info) const 2424object::debug_desc (char *info) const
2806{ 2425{
2426 char flagdesc[512];
2807 char info2[256 * 3]; 2427 char info2[256 * 4];
2808 char *p = info; 2428 char *p = info;
2809 2429
2810 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2430 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2811 count, 2431 count,
2432 uuid.c_str (),
2812 &name, 2433 &name,
2813 title ? " " : "", 2434 title ? ",title:\"" : "",
2814 title ? (const char *)title : ""); 2435 title ? (const char *)title : "",
2436 title ? "\"" : "",
2437 flag_desc (flagdesc, 512), type);
2815 2438
2816 if (env) 2439 if (!flag[FLAG_REMOVED] && env)
2817 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2440 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2818 2441
2819 if (map) 2442 if (map)
2820 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2443 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2821 2444
2822 return info; 2445 return info;
2823} 2446}
2824 2447
2825const char * 2448const char *
2826object::debug_desc () const 2449object::debug_desc () const
2827{ 2450{
2828 static char info[256 * 3]; 2451 static char info[3][256 * 4];
2452 static int info_idx;
2453
2829 return debug_desc (info); 2454 return debug_desc (info [++info_idx % 3]);
2830} 2455}
2831 2456
2457struct region *
2458object::region () const
2459{
2460 return map ? map->region (x, y)
2461 : region::default_region ();
2462}
2463
2464const materialtype_t *
2465object::dominant_material () const
2466{
2467 if (materialtype_t *mt = name_to_material (materialname))
2468 return mt;
2469
2470 return name_to_material (shstr_unknown);
2471}
2472
2473void
2474object::open_container (object *new_container)
2475{
2476 if (container == new_container)
2477 return;
2478
2479 object *old_container = container;
2480
2481 if (old_container)
2482 {
2483 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2484 return;
2485
2486#if 0
2487 // remove the "Close old_container" object.
2488 if (object *closer = old_container->inv)
2489 if (closer->type == CLOSE_CON)
2490 closer->destroy ();
2491#endif
2492
2493 // make sure the container is available
2494 esrv_send_item (this, old_container);
2495
2496 old_container->flag [FLAG_APPLIED] = false;
2497 container = 0;
2498
2499 // client needs item update to make it work, client bug requires this to be separate
2500 esrv_update_item (UPD_FLAGS, this, old_container);
2501
2502 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2503 play_sound (sound_find ("chest_close"));
2504 }
2505
2506 if (new_container)
2507 {
2508 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2509 return;
2510
2511 // TODO: this does not seem to serve any purpose anymore?
2512#if 0
2513 // insert the "Close Container" object.
2514 if (archetype *closer = new_container->other_arch)
2515 {
2516 object *closer = arch_to_object (new_container->other_arch);
2517 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2518 new_container->insert (closer);
2519 }
2520#endif
2521
2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2523
2524 // make sure the container is available, client bug requires this to be separate
2525 esrv_send_item (this, new_container);
2526
2527 new_container->flag [FLAG_APPLIED] = true;
2528 container = new_container;
2529
2530 // client needs flag change
2531 esrv_update_item (UPD_FLAGS, this, new_container);
2532 esrv_send_inventory (this, new_container);
2533 play_sound (sound_find ("chest_open"));
2534 }
2535// else if (!old_container->env && contr && contr->ns)
2536// contr->ns->floorbox_reset ();
2537}
2538
2539object *
2540object::force_find (shstr_tmp name)
2541{
2542 /* cycle through his inventory to look for the MARK we want to
2543 * place
2544 */
2545 for (object *tmp = inv; tmp; tmp = tmp->below)
2546 if (tmp->type == FORCE && tmp->slaying == name)
2547 return splay (tmp);
2548
2549 return 0;
2550}
2551
2552object *
2553object::force_add (shstr_tmp name, int duration)
2554{
2555 if (object *force = force_find (name))
2556 force->destroy ();
2557
2558 object *force = get_archetype (FORCE_NAME);
2559
2560 force->slaying = name;
2561 force->stats.food = 1;
2562 force->speed_left = -1.f;
2563
2564 force->set_speed (duration ? 1.f / duration : 0.f);
2565 force->flag [FLAG_IS_USED_UP] = true;
2566 force->flag [FLAG_APPLIED] = true;
2567
2568 return insert (force);
2569}
2570
2571void
2572object::play_sound (faceidx sound) const
2573{
2574 if (!sound)
2575 return;
2576
2577 if (is_on_map ())
2578 map->play_sound (sound, x, y);
2579 else if (object *pl = in_player ())
2580 pl->contr->play_sound (sound);
2581}
2582
2583void
2584object::say_msg (const char *msg) const
2585{
2586 if (is_on_map ())
2587 map->say_msg (msg, x, y);
2588 else if (object *pl = in_player ())
2589 pl->contr->play_sound (sound);
2590}
2591
2592void
2593object::make_noise ()
2594{
2595 // we do not model noise in the map, so instead put
2596 // a temporary light into the noise source
2597 // could use the map instead, but that's less reliable for our
2598 // goal, which is to make invisibility a bit harder to exploit
2599
2600 // currently only works sensibly for players
2601 if (!is_player ())
2602 return;
2603
2604 // find old force, or create new one
2605 object *force = force_find (shstr_noise_force);
2606
2607 if (force)
2608 force->speed_left = -1.f; // patch old speed up
2609 else
2610 {
2611 force = archetype::get (shstr_noise_force);
2612
2613 force->slaying = shstr_noise_force;
2614 force->stats.food = 1;
2615 force->speed_left = -1.f;
2616
2617 force->set_speed (1.f / 4.f);
2618 force->flag [FLAG_IS_USED_UP] = true;
2619 force->flag [FLAG_APPLIED] = true;
2620
2621 insert (force);
2622 }
2623}
2624

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines