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Comparing deliantra/server/common/object.C (file contents):
Revision 1.60 by pippijn, Mon Dec 11 21:06:58 2006 UTC vs.
Revision 1.245 by root, Sun May 18 19:53:07 2008 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 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;
38 37
39object *active_objects; /* List of active objects that need to be processed */ 38objectvec objects;
39activevec actives;
40 40
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, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 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 45 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}; 46};
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, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -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 51 -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}; 52};
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, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 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 57 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}; 58};
50int freedir[SIZEOFFREE] = { 59int 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, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 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 63 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}; 64};
54 65
55static void 66static void
56write_uuid (void) 67write_uuid (uval64 skip, bool sync)
57{ 68{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
59 70 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 73 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} 74}
75 75
76static void 76static void
77read_uuid (void) 77read_uuid (void)
78{ 78{
79 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
80 80
81 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
82 84
83 FILE *fp; 85 FILE *fp;
84 86
85 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
86 { 88 {
87 if (errno == ENOENT) 89 if (errno == ENOENT)
88 { 90 {
89 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 92 UUID::cur.seq = 0;
91 write_uuid (); 93 write_uuid (UUID_GAP, true);
92 return; 94 return;
93 } 95 }
94 96
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 98 _exit (1);
97 } 99 }
98 100
99 int version; 101 UUID::BUF buf;
100 unsigned long long uid; 102 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
102 { 106 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 108 _exit (1);
105 } 109 }
106 110
107 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
108 write_uuid (); 112
109 LOG (llevDebug, "read UID: %" I64_PFd "\n", uid); 113 write_uuid (UUID_GAP, true);
110 fclose (fp); 114 fclose (fp);
111} 115}
112 116
113UUID 117UUID
114gen_uuid () 118UUID::gen ()
115{ 119{
116 UUID uid; 120 UUID uid;
117 121
118 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
119 123
120 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
122 130
123 return uid; 131 return uid;
124} 132}
125 133
126void 134void
127init_uuid () 135UUID::init ()
128{ 136{
129 read_uuid (); 137 read_uuid ();
130} 138}
131 139
132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int 141static bool
134compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
135{ 143{
136 key_value *wants_field;
137
138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* 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 145 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
141 */ 147 */
142 148
143 /* For each field in wants, */ 149 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
145 { 151 if (has->kv_get (kv->key) != kv->value)
146 key_value *has_field; 152 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 }
166 153
167 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
168 return TRUE; 155 return true;
169} 156}
170 157
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 159static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 161{
175 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
176 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
177 */ 164 */
178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
179} 167}
180 168
181/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
182 * they can be merged together. 170 * they can be merged together.
183 * 171 *
184 * Note that this function appears a lot longer than the macro it 172 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 173 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 174 * reduce this to the same efficiency.
187 * 175 *
188 * Check nrof variable *before* calling CAN_MERGE() 176 * Check nrof variable *before* calling can_merge()
189 * 177 *
190 * Improvements made with merge: Better checking on potion, and also 178 * Improvements made with merge: Better checking on potion, and also
191 * check weight 179 * check weight
192 */ 180 */
193
194bool object::can_merge (object *ob1, object *ob2) 181bool object::can_merge_slow (object *ob1, object *ob2)
195{ 182{
196 /* A couple quicksanity checks */ 183 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 184 if (ob1 == ob2
185 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value
188 || ob1->name != ob2->name)
198 return 0; 189 return 0;
199 190
200 if (ob1->speed != ob2->speed) 191 // some objects are unmergable
192 if (!ob1->nrof || !ob2->nrof)
201 return 0; 193 return 0;
202 194
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 195 /* Do not merge objects if nrof would overflow. First part checks
204 * value could not be stored in a sint32 (which unfortunately sometimes is 196 * for unsigned overflow (2c), second part checks whether the result
205 * used to store nrof). 197 * would fit into a 32 bit signed int, which is often used to hold
198 * nrof values.
206 */ 199 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 200 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
208 return 0; 201 return 0;
209 202
210 /* If the objects have been identified, set the BEEN_APPLIED flag. 203 /* 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 204 * 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 205 * 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 206 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 207 * flags lose any meaning.
215 */ 208 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 209 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 210 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 211
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 212 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 213 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 214
222 215 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) || 216 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 217 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 218 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 219 || 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) || 220 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 221 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 222 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 223 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 224 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 225 || ob1->animation_id != ob2->animation_id
226 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
244 (ob1->client_type != ob2->client_type) || 227 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 228 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 229 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 230 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 231 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 232 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 233 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 234 || 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)) 235 || ob1->move_off != ob2->move_off
236 || ob1->move_slow != ob2->move_slow
237 || ob1->move_slow_penalty != ob2->move_slow_penalty
238 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 240 return 0;
254 241
242 if ((ob1->flag ^ ob2->flag)
243 .reset (FLAG_INV_LOCKED)
244 .reset (FLAG_CLIENT_SENT)
245 .reset (FLAG_REMOVED)
246 .any ())
247 return 0;
248
255 /* This is really a spellbook check - really, we should 249 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 250 * not merge objects with real inventories, as splitting them
251 * is hard.
257 */ 252 */
258 if (ob1->inv || ob2->inv) 253 if (ob1->inv || ob2->inv)
259 { 254 {
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)) 255 if (!(ob1->inv && ob2->inv))
266 return 0; 256 return 0; /* inventories differ in length */
257
258 if (ob1->inv->below || ob2->inv->below)
259 return 0; /* more than one object in inv */
260
261 if (!object::can_merge (ob1->inv, ob2->inv))
262 return 0; /* inventory objects differ */
267 263
268 /* inventory ok - still need to check rest of this object to see 264 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 265 * if it is valid.
270 */ 266 */
271 } 267 }
279 275
280 /* Note sure why the following is the case - either the object has to 276 /* 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 277 * be animated or have a very low speed. Is this an attempted monster
282 * check? 278 * check?
283 */ 279 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 280 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 281 return 0;
286 282
287 switch (ob1->type) 283 switch (ob1->type)
288 { 284 {
289 case SCROLL: 285 case SCROLL:
290 if (ob1->level != ob2->level) 286 if (ob1->level != ob2->level)
291 return 0; 287 return 0;
292 break; 288 break;
293 } 289 }
294 290
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 291 if (ob1->key_values || ob2->key_values)
296 { 292 {
297 /* At least one of these has key_values. */ 293 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 294 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 295 return 0; /* One has fields, but the other one doesn't. */
296
297 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 298 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 299 }
304 300
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 301 if (ob1->self || ob2->self)
307 { 302 {
308 ob1->optimise (); 303 ob1->optimise ();
309 ob2->optimise (); 304 ob2->optimise ();
310 305
311 if (ob1->self || ob2->self) 306 if (ob1->self || ob2->self)
307 {
308 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
309 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
310
311 if (k1 != k2)
312 return 0; 312 return 0;
313
314 if (k1 == 0)
315 return 1;
316
317 if (!cfperl_can_merge (ob1, ob2))
318 return 0;
319 }
313 } 320 }
314 321
315 /* Everything passes, must be OK. */ 322 /* Everything passes, must be OK. */
316 return 1; 323 return 1;
317} 324}
318 325
326// find player who can see this object
327object *
328object::visible_to () const
329{
330 if (client_visible () && !flag [FLAG_REMOVED])
331 {
332 // see if we are in a container of sorts
333 if (env)
334 {
335 // the player inventory itself is always visible
336 if (env->type == PLAYER)
337 return env;
338
339 // else a player could have our env open
340 object *envest = env->outer_env ();
341
342 // the player itself is always on a map, so we will find him here
343 // even if our inv is in a player.
344 if (envest->is_on_map ())
345 if (object *pl = envest->ms ().player ())
346 if (pl->container == env)
347 return pl;
348 }
349 else
350 {
351 // maybe there is a player standing on the same mapspace
352 // this will catch the case where "this" is a player
353 if (object *pl = ms ().player ())
354 if (!pl->container || this == pl->container)
355 return pl;
356 }
357 }
358
359 return 0;
360}
361
362// adjust weight per container type ("of holding")
363static sint32
364weight_adjust_for (object *op, sint32 weight)
365{
366 return op->type == CONTAINER
367 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
368 : weight;
369}
370
319/* 371/*
372 * adjust_weight(object, weight) adds the specified weight to an object,
373 * and also updates how much the environment(s) is/are carrying.
374 */
375static void
376adjust_weight (object *op, sint32 weight)
377{
378 while (op)
379 {
380 // adjust by actual difference to account for rounding errors
381 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
382 weight = weight_adjust_for (op, op->carrying)
383 - weight_adjust_for (op, op->carrying - weight);
384
385 if (!weight)
386 return;
387
388 op->carrying += weight;
389
390 if (object *pl = op->visible_to ())
391 if (pl != op) // player is handled lazily
392 esrv_update_item (UPD_WEIGHT, pl, op);
393
394 op = op->env;
395 }
396}
397
398/*
320 * sum_weight() is a recursive function which calculates the weight 399 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 400 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 401 * containers are carrying, and sums it up.
323 */ 402 */
324long 403void
325sum_weight (object *op) 404object::update_weight ()
326{ 405{
327 long sum; 406 sint32 sum = 0;
328 object *inv;
329 407
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 408 for (object *op = inv; op; op = op->below)
331 { 409 {
332 if (inv->inv) 410 if (op->inv)
333 sum_weight (inv); 411 op->update_weight ();
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 412
413 sum += op->total_weight ();
414 }
415
416 sum = weight_adjust_for (this, sum);
417
418 if (sum != carrying)
335 } 419 {
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; 420 carrying = sum;
342 421
343 return sum; 422 if (object *pl = visible_to ())
423 if (pl != this) // player is handled lazily
424 esrv_update_item (UPD_WEIGHT, pl, this);
425 }
344} 426}
345 427
346/** 428/*
347 * Return the outermost environment object for a given object. 429 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */ 430 */
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 * 431char *
380dump_object (object *op) 432dump_object (object *op)
381{ 433{
382 if (!op) 434 if (!op)
383 return strdup ("[NULLOBJ]"); 435 return strdup ("[NULLOBJ]");
384 436
385 object_freezer freezer; 437 object_freezer freezer;
386 save_object (freezer, op, 3); 438 op->write (freezer);
387 return freezer.as_string (); 439 return freezer.as_string ();
388} 440}
389 441
390/* 442/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 443 * get_nearest_part(multi-object, object 2) returns the part of the
392 * multi-object 1 which is closest to the second object. 444 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned. 445 * If it's not a multi-object, it is returned.
394 */ 446 */
395
396object * 447object *
397get_nearest_part (object *op, const object *pl) 448get_nearest_part (object *op, const object *pl)
398{ 449{
399 object *tmp, *closest; 450 object *tmp, *closest;
400 int last_dist, i; 451 int last_dist, i;
401 452
402 if (op->more == NULL) 453 if (!op->more)
403 return op; 454 return op;
455
404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 456 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
457 tmp;
458 tmp = tmp->more)
405 if ((i = distance (tmp, pl)) < last_dist) 459 if ((i = distance (tmp, pl)) < last_dist)
406 closest = tmp, last_dist = i; 460 closest = tmp, last_dist = i;
461
407 return closest; 462 return closest;
408} 463}
409 464
410/* 465/*
411 * Returns the object which has the count-variable equal to the argument. 466 * Returns the object which has the count-variable equal to the argument.
467 * VERRRY slow.
412 */ 468 */
413
414object * 469object *
415find_object (tag_t i) 470find_object (tag_t i)
416{ 471{
417 for (object *op = object::first; op; op = op->next) 472 for_all_objects (op)
418 if (op->count == i) 473 if (op->count == i)
419 return op; 474 return op;
420 475
421 return 0; 476 return 0;
422} 477}
423 478
424/* 479/*
425 * Returns the first object which has a name equal to the argument. 480 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 481 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 482 * Enables features like "patch <name-of-other-player> food 999"
428 */ 483 */
429
430object * 484object *
431find_object_name (const char *str) 485find_object_name (const char *str)
432{ 486{
433 shstr_cmp str_ (str); 487 shstr_cmp str_ (str);
434 object *op;
435 488
436 for (op = object::first; op != NULL; op = op->next) 489 if (str_)
490 for_all_objects (op)
437 if (op->name == str_) 491 if (op->name == str_)
438 break; 492 return op;
439 493
440 return op; 494 return 0;
441}
442
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447} 495}
448 496
449/* 497/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 498 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 499 * skill and experience objects.
500 * ACTUALLY NO! investigate! TODO
452 */ 501 */
453void 502void
454object::set_owner (object *owner) 503object::set_owner (object *owner)
455{ 504{
505 // allow objects which own objects
456 if (!owner) 506 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) 507 while (owner->owner)
467 owner = owner->owner; 508 owner = owner->owner;
509
510 if (flag [FLAG_FREED])
511 {
512 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
513 return;
514 }
468 515
469 this->owner = owner; 516 this->owner = owner;
517}
518
519int
520object::slottype () const
521{
522 if (type == SKILL)
523 {
524 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
525 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
526 }
527 else
528 {
529 if (slot [body_combat].info) return slot_combat;
530 if (slot [body_range ].info) return slot_ranged;
531 }
532
533 return slot_none;
534}
535
536bool
537object::change_weapon (object *ob)
538{
539 if (current_weapon == ob)
540 return true;
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = false;
544
545 current_weapon = ob;
546 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = true;
550
551 update_stats ();
552
553 if (ob)
554 {
555 // now check wether any body locations became invalid, in which case
556 // we cannot apply the weapon at the moment.
557 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
558 if (slot[i].used < 0)
559 {
560 current_weapon = chosen_skill = 0;
561 update_stats ();
562
563 new_draw_info_format (NDI_UNIQUE, 0, this,
564 "You try to balance all your items at once, "
565 "but the %s is just too much for your body. "
566 "[You need to unapply some items first.]", &ob->name);
567 return false;
568 }
569
570 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
571 }
572 else
573 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
574
575 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
576 {
577 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
578 &name, ob->debug_desc ());
579 return false;
580 }
581
582 return true;
470} 583}
471 584
472/* Zero the key_values on op, decrementing the shared-string 585/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 586 * refcounts and freeing the links.
474 */ 587 */
475static void 588static void
476free_key_values (object *op) 589free_key_values (object *op)
477{ 590{
478 for (key_value *i = op->key_values; i != 0;) 591 for (key_value *i = op->key_values; i; )
479 { 592 {
480 key_value *next = i->next; 593 key_value *next = i->next;
481 delete i; 594 delete i;
482 595
483 i = next; 596 i = next;
484 } 597 }
485 598
486 op->key_values = 0; 599 op->key_values = 0;
487} 600}
488 601
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/* 602/*
541 * copy object first frees everything allocated by the second object, 603 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 604 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 605 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 606 * 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 607 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 608 * will point at garbage.
547 */ 609 */
548void 610void
549copy_object (object *op2, object *op) 611object::copy_to (object *dst)
550{ 612{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 613 dst->remove ();
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 614 *(object_copy *)dst = *this;
553 615 dst->flag [FLAG_REMOVED] = true;
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558
559 if (is_removed)
560 SET_FLAG (op, FLAG_REMOVED);
561
562 if (op2->speed < 0)
563 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
564 616
565 /* Copy over key_values, if any. */ 617 /* Copy over key_values, if any. */
566 if (op2->key_values) 618 if (key_values)
567 { 619 {
568 key_value *tail = 0; 620 key_value *tail = 0;
569 key_value *i;
570
571 op->key_values = 0; 621 dst->key_values = 0;
572 622
573 for (i = op2->key_values; i; i = i->next) 623 for (key_value *i = key_values; i; i = i->next)
574 { 624 {
575 key_value *new_link = new key_value; 625 key_value *new_link = new key_value;
576 626
577 new_link->next = 0; 627 new_link->next = 0;
578 new_link->key = i->key; 628 new_link->key = i->key;
579 new_link->value = i->value; 629 new_link->value = i->value;
580 630
581 /* Try and be clever here, too. */ 631 /* Try and be clever here, too. */
582 if (!op->key_values) 632 if (!dst->key_values)
583 { 633 {
584 op->key_values = new_link; 634 dst->key_values = new_link;
585 tail = new_link; 635 tail = new_link;
586 } 636 }
587 else 637 else
588 { 638 {
589 tail->next = new_link; 639 tail->next = new_link;
590 tail = new_link; 640 tail = new_link;
591 } 641 }
592 } 642 }
593 } 643 }
594 644
595 update_ob_speed (op); 645 if (speed < 0)
646 dst->speed_left -= rndm ();
647
648 dst->set_speed (dst->speed);
649}
650
651void
652object::instantiate ()
653{
654 if (!uuid.seq) // HACK
655 uuid = UUID::gen ();
656
657 speed_left = -0.1f;
658 /* copy the body_info to the body_used - this is only really
659 * need for monsters, but doesn't hurt to do it for everything.
660 * by doing so, when a monster is created, it has good starting
661 * values for the body_used info, so when items are created
662 * for it, they can be properly equipped.
663 */
664 for (int i = NUM_BODY_LOCATIONS; i--; )
665 slot[i].used = slot[i].info;
666
667 attachable::instantiate ();
668}
669
670object *
671object::clone ()
672{
673 object *neu = create ();
674 copy_to (neu);
675 neu->map = map; // not copied by copy_to
676 return neu;
596} 677}
597 678
598/* 679/*
599 * If an object with the IS_TURNABLE() flag needs to be turned due 680 * If an object with the IS_TURNABLE() flag needs to be turned due
600 * to the closest player being on the other side, this function can 681 * to the closest player being on the other side, this function can
601 * be called to update the face variable, _and_ how it looks on the map. 682 * be called to update the face variable, _and_ how it looks on the map.
602 */ 683 */
603
604void 684void
605update_turn_face (object *op) 685update_turn_face (object *op)
606{ 686{
607 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 687 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
608 return; 688 return;
689
609 SET_ANIMATION (op, op->direction); 690 SET_ANIMATION (op, op->direction);
610 update_object (op, UP_OBJ_FACE); 691 update_object (op, UP_OBJ_FACE);
611} 692}
612 693
613/* 694/*
614 * Updates the speed of an object. If the speed changes from 0 to another 695 * Updates the speed of an object. If the speed changes from 0 to another
615 * value, or vice versa, then add/remove the object from the active list. 696 * value, or vice versa, then add/remove the object from the active list.
616 * This function needs to be called whenever the speed of an object changes. 697 * This function needs to be called whenever the speed of an object changes.
617 */ 698 */
618void 699void
619update_ob_speed (object *op) 700object::set_speed (float speed)
620{ 701{
621 extern int arch_init; 702 if (flag [FLAG_FREED] && speed)
622
623 /* No reason putting the archetypes objects on the speed list,
624 * since they never really need to be updated.
625 */
626
627 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
628 { 703 {
629 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 704 LOG (llevError, "Object %s is freed but has speed.\n", &name);
630#ifdef MANY_CORES
631 abort ();
632#else
633 op->speed = 0; 705 speed = 0;
634#endif
635 }
636
637 if (arch_init)
638 return;
639
640 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
641 { 706 }
642 /* If already on active list, don't do anything */
643 if (op->active_next || op->active_prev || op == active_objects)
644 return;
645 707
646 /* process_events() expects us to insert the object at the beginning 708 this->speed = speed;
647 * of the list. */
648 op->active_next = active_objects;
649 709
650 if (op->active_next != NULL) 710 if (has_active_speed ())
651 op->active_next->active_prev = op; 711 activate ();
652
653 active_objects = op;
654 }
655 else 712 else
656 { 713 deactivate ();
657 /* If not on the active list, nothing needs to be done */
658 if (!op->active_next && !op->active_prev && op != active_objects)
659 return;
660
661 if (op->active_prev == NULL)
662 {
663 active_objects = op->active_next;
664
665 if (op->active_next != NULL)
666 op->active_next->active_prev = NULL;
667 }
668 else
669 {
670 op->active_prev->active_next = op->active_next;
671
672 if (op->active_next)
673 op->active_next->active_prev = op->active_prev;
674 }
675
676 op->active_next = NULL;
677 op->active_prev = NULL;
678 }
679} 714}
680 715
681/* This function removes object 'op' from the list of active
682 * objects.
683 * This should only be used for style maps or other such
684 * reference maps where you don't want an object that isn't
685 * in play chewing up cpu time getting processed.
686 * The reverse of this is to call update_ob_speed, which
687 * will do the right thing based on the speed of the object.
688 */
689void
690remove_from_active_list (object *op)
691{
692 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op != active_objects)
694 return;
695
696 if (op->active_prev == NULL)
697 {
698 active_objects = op->active_next;
699 if (op->active_next != NULL)
700 op->active_next->active_prev = NULL;
701 }
702 else
703 {
704 op->active_prev->active_next = op->active_next;
705 if (op->active_next)
706 op->active_next->active_prev = op->active_prev;
707 }
708 op->active_next = NULL;
709 op->active_prev = NULL;
710}
711
712/* 716/*
713 * update_object() updates the array which represents the map. 717 * update_object() updates the the map.
714 * It takes into account invisible objects (and represent squares covered 718 * It takes into account invisible objects (and represent squares covered
715 * by invisible objects by whatever is below them (unless it's another 719 * by invisible objects by whatever is below them (unless it's another
716 * invisible object, etc...) 720 * invisible object, etc...)
717 * If the object being updated is beneath a player, the look-window 721 * If the object being updated is beneath a player, the look-window
718 * of that player is updated (this might be a suboptimal way of 722 * of that player is updated (this might be a suboptimal way of
719 * updating that window, though, since update_object() is called _often_) 723 * updating that window, though, since update_object() is called _often_)
720 * 724 *
721 * action is a hint of what the caller believes need to be done. 725 * action is a hint of what the caller believes need to be done.
722 * For example, if the only thing that has changed is the face (due to
723 * an animation), we don't need to call update_position until that actually
724 * comes into view of a player. OTOH, many other things, like addition/removal
725 * of walls or living creatures may need us to update the flags now.
726 * current action are: 726 * current action are:
727 * UP_OBJ_INSERT: op was inserted 727 * UP_OBJ_INSERT: op was inserted
728 * UP_OBJ_REMOVE: op was removed 728 * UP_OBJ_REMOVE: op was removed
729 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 729 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
730 * as that is easier than trying to look at what may have changed. 730 * as that is easier than trying to look at what may have changed.
731 * UP_OBJ_FACE: only the objects face has changed. 731 * UP_OBJ_FACE: only the objects face has changed.
732 */ 732 */
733
734void 733void
735update_object (object *op, int action) 734update_object (object *op, int action)
736{ 735{
737 int update_now = 0, flags; 736 if (!op)
738 MoveType move_on, move_off, move_block, move_slow;
739
740 if (op == NULL)
741 { 737 {
742 /* this should never happen */ 738 /* this should never happen */
743 LOG (llevDebug, "update_object() called for NULL object.\n"); 739 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
744 return; 740 return;
745 } 741 }
746 742
747 if (op->env != NULL) 743 if (!op->is_on_map ())
748 { 744 {
749 /* Animation is currently handled by client, so nothing 745 /* Animation is currently handled by client, so nothing
750 * to do in this case. 746 * to do in this case.
751 */ 747 */
752 return; 748 return;
753 } 749 }
754 750
755 /* If the map is saving, don't do anything as everything is
756 * going to get freed anyways.
757 */
758 if (!op->map || op->map->in_memory == MAP_SAVING)
759 return;
760
761 /* make sure the object is within map boundaries */ 751 /* make sure the object is within map boundaries */
762 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 752 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
763 { 753 {
764 LOG (llevError, "update_object() called for object out of map!\n"); 754 LOG (llevError, "update_object() called for object out of map!\n");
765#ifdef MANY_CORES 755#ifdef MANY_CORES
766 abort (); 756 abort ();
767#endif 757#endif
768 return; 758 return;
769 } 759 }
770 760
771 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 761 mapspace &m = op->ms ();
772 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
773 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
774 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
776 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
777 762
763 if (!(m.flags_ & P_UPTODATE))
764 /* nop */;
778 if (action == UP_OBJ_INSERT) 765 else if (action == UP_OBJ_INSERT)
779 { 766 {
767 // this is likely overkill, TODO: revisit (schmorp)
780 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 768 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
781 update_now = 1;
782
783 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 769 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
784 update_now = 1; 770 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
785 771 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
772 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
786 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 773 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
787 update_now = 1;
788
789 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
790 update_now = 1;
791
792 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
793 update_now = 1;
794
795 if ((move_on | op->move_on) != move_on) 774 || (m.move_on | op->move_on ) != m.move_on
796 update_now = 1;
797
798 if ((move_off | op->move_off) != move_off) 775 || (m.move_off | op->move_off ) != m.move_off
799 update_now = 1; 776 || (m.move_slow | op->move_slow) != m.move_slow
800
801 /* This isn't perfect, but I don't expect a lot of objects to 777 /* This isn't perfect, but I don't expect a lot of objects to
802 * to have move_allow right now. 778 * to have move_allow right now.
803 */ 779 */
804 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 780 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
805 update_now = 1; 781 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
806 782 m.flags_ = 0;
807 if ((move_slow | op->move_slow) != move_slow)
808 update_now = 1;
809 } 783 }
810
811 /* if the object is being removed, we can't make intelligent 784 /* if the object is being removed, we can't make intelligent
812 * decisions, because remove_ob can't really pass the object 785 * decisions, because remove_ob can't really pass the object
813 * that is being removed. 786 * that is being removed.
814 */ 787 */
815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 788 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 update_now = 1; 789 m.flags_ = 0;
817 else if (action == UP_OBJ_FACE) 790 else if (action == UP_OBJ_FACE)
818 /* Nothing to do for that case */ ; 791 /* Nothing to do for that case */ ;
819 else 792 else
820 LOG (llevError, "update_object called with invalid action: %d\n", action); 793 LOG (llevError, "update_object called with invalid action: %d\n", action);
821 794
822 if (update_now)
823 {
824 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
825 update_position (op->map, op->x, op->y);
826 }
827
828 if (op->more != NULL) 795 if (op->more)
829 update_object (op->more, action); 796 update_object (op->more, action);
830}
831
832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846} 797}
847 798
848object::object () 799object::object ()
849{ 800{
850 SET_FLAG (this, FLAG_REMOVED); 801 SET_FLAG (this, FLAG_REMOVED);
853 face = blank_face; 804 face = blank_face;
854} 805}
855 806
856object::~object () 807object::~object ()
857{ 808{
809 unlink ();
810
858 free_key_values (this); 811 free_key_values (this);
859} 812}
860 813
814static int object_count;
815
861void object::link () 816void object::link ()
862{ 817{
818 assert (!index);//D
819 uuid = UUID::gen ();
863 count = ++ob_count; 820 count = ++object_count;
864 uuid = gen_uuid ();
865 821
866 prev = 0; 822 refcnt_inc ();
867 next = object::first; 823 objects.insert (this);
868
869 if (object::first)
870 object::first->prev = this;
871
872 object::first = this;
873} 824}
874 825
875void object::unlink () 826void object::unlink ()
876{ 827{
877 if (this == object::first) 828 if (!index)
878 object::first = next; 829 return;
879 830
880 /* Remove this object from the list of used objects */ 831 objects.erase (this);
881 if (prev) prev->next = next; 832 refcnt_dec ();
882 if (next) next->prev = prev; 833}
883 834
884 prev = 0; 835void
885 next = 0; 836object::activate ()
837{
838 /* If already on active list, don't do anything */
839 if (active)
840 return;
841
842 if (has_active_speed ())
843 actives.insert (this);
844}
845
846void
847object::activate_recursive ()
848{
849 activate ();
850
851 for (object *op = inv; op; op = op->below)
852 op->activate_recursive ();
853}
854
855/* This function removes object 'op' from the list of active
856 * objects.
857 * This should only be used for style maps or other such
858 * reference maps where you don't want an object that isn't
859 * in play chewing up cpu time getting processed.
860 * The reverse of this is to call update_ob_speed, which
861 * will do the right thing based on the speed of the object.
862 */
863void
864object::deactivate ()
865{
866 /* If not on the active list, nothing needs to be done */
867 if (!active)
868 return;
869
870 actives.erase (this);
871}
872
873void
874object::deactivate_recursive ()
875{
876 for (object *op = inv; op; op = op->below)
877 op->deactivate_recursive ();
878
879 deactivate ();
880}
881
882void
883object::set_flag_inv (int flag, int value)
884{
885 for (object *op = inv; op; op = op->below)
886 {
887 op->flag [flag] = value;
888 op->set_flag_inv (flag, value);
889 }
890}
891
892/*
893 * Remove and free all objects in the inventory of the given object.
894 * object.c ?
895 */
896void
897object::destroy_inv (bool drop_to_ground)
898{
899 // need to check first, because the checks below might segfault
900 // as we might be on an invalid mapspace and crossfire code
901 // is too buggy to ensure that the inventory is empty.
902 // corollary: if you create arrows etc. with stuff in its inventory,
903 // cf will crash below with off-map x and y
904 if (!inv)
905 return;
906
907 /* Only if the space blocks everything do we not process -
908 * if some form of movement is allowed, let objects
909 * drop on that space.
910 */
911 if (!drop_to_ground
912 || !map
913 || map->in_memory != MAP_ACTIVE
914 || map->no_drop
915 || ms ().move_block == MOVE_ALL)
916 {
917 while (inv)
918 {
919 inv->destroy_inv (false);
920 inv->destroy ();
921 }
922 }
923 else
924 { /* Put objects in inventory onto this space */
925 while (inv)
926 {
927 object *op = inv;
928
929 if (op->flag [FLAG_STARTEQUIP]
930 || op->flag [FLAG_NO_DROP]
931 || op->type == RUNE
932 || op->type == TRAP
933 || op->flag [FLAG_IS_A_TEMPLATE]
934 || op->flag [FLAG_DESTROY_ON_DEATH])
935 op->destroy (true);
936 else
937 map->insert (op, x, y);
938 }
939 }
886} 940}
887 941
888object *object::create () 942object *object::create ()
889{ 943{
890 object *op = new object; 944 object *op = new object;
891 op->link (); 945 op->link ();
892 return op; 946 return op;
893} 947}
894 948
895/* 949static struct freed_map : maptile
896 * free_object() frees everything allocated by an object, removes 950{
897 * it from the list of used objects, and puts it on the list of 951 freed_map ()
898 * free objects. The IS_FREED() flag is set in the object. 952 {
899 * The object must have been removed by remove_ob() first for 953 path = "<freed objects map>";
900 * this function to succeed. 954 name = "/internal/freed_objects_map";
901 * 955 width = 3;
902 * If destroy_inventory is set, free inventory as well. Else drop items in 956 height = 3;
903 * inventory to the ground. 957 no_drop = 1;
904 */ 958 no_reset = 1;
959
960 alloc ();
961 in_memory = MAP_ACTIVE;
962 }
963
964 ~freed_map ()
965 {
966 destroy ();
967 }
968} freed_map; // freed objects are moved here to avoid crashes
969
970void
971object::do_destroy ()
972{
973 if (flag [FLAG_IS_LINKED])
974 remove_button_link (this);
975
976 if (flag [FLAG_FRIENDLY])
977 remove_friendly_object (this);
978
979 remove ();
980
981 attachable::do_destroy ();
982
983 deactivate ();
984 unlink ();
985
986 flag [FLAG_FREED] = 1;
987
988 // hack to ensure that freed objects still have a valid map
989 map = &freed_map;
990 x = 1;
991 y = 1;
992
993 if (more)
994 {
995 more->destroy ();
996 more = 0;
997 }
998
999 head = 0;
1000
1001 // clear those pointers that likely might cause circular references
1002 owner = 0;
1003 enemy = 0;
1004 attacked_by = 0;
1005 current_weapon = 0;
1006}
1007
1008void
905void object::destroy (bool destroy_inventory) 1009object::destroy (bool destroy_inventory)
906{ 1010{
907 if (QUERY_FLAG (this, FLAG_FREED)) 1011 if (destroyed ())
908 return; 1012 return;
909 1013
910 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1014 if (!is_head () && !head->destroyed ())
911 remove_friendly_object (this);
912
913 if (!QUERY_FLAG (this, FLAG_REMOVED))
914 remove_ob (this);
915
916 SET_FLAG (this, FLAG_FREED);
917
918 if (more)
919 { 1015 {
1016 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
920 more->destroy (destroy_inventory); 1017 head->destroy (destroy_inventory);
921 more = 0; 1018 return;
922 }
923
924 if (inv)
925 {
926 /* Only if the space blocks everything do we not process -
927 * if some form of movement is allowed, let objects
928 * drop on that space.
929 */
930 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
931 {
932 object *op = inv;
933
934 while (op)
935 {
936 object *tmp = op->below;
937 op->destroy (destroy_inventory);
938 op = tmp;
939 }
940 }
941 else
942 { /* Put objects in inventory onto this space */
943 object *op = inv;
944
945 while (op)
946 {
947 object *tmp = op->below;
948
949 remove_ob (op);
950
951 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
952 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
953 free_object (op);
954 else
955 {
956 op->x = x;
957 op->y = y;
958 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
959 }
960
961 op = tmp;
962 }
963 }
964 }
965
966 // hack to ensure that freed objects still have a valid map
967 {
968 static maptile *freed_map; // freed objects are moved here to avoid crashes
969
970 if (!freed_map)
971 {
972 freed_map = new maptile;
973
974 freed_map->name = "/internal/freed_objects_map";
975 freed_map->width = 3;
976 freed_map->height = 3;
977
978 freed_map->allocate ();
979 } 1019 }
980 1020
981 map = freed_map; 1021 destroy_inv (!destroy_inventory);
982 x = 1;
983 y = 1;
984 }
985 1022
986 // clear those pointers that likely might have circular references to us 1023 if (is_head ())
987 owner = 0; 1024 if (sound_destroy)
988 enemy = 0; 1025 play_sound (sound_destroy);
989 attacked_by = 0; 1026 else if (flag [FLAG_MONSTER])
1027 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
990 1028
991 // only relevant for players(?), but make sure of it anyways 1029 attachable::destroy ();
992 contr = 0;
993
994 /* Remove object from the active list */
995 speed = 0;
996 update_ob_speed (this);
997
998 unlink ();
999
1000 mortals.push_back (this);
1001} 1030}
1002 1031
1003/* 1032/* op->remove ():
1004 * sub_weight() recursively (outwards) subtracts a number from the
1005 * weight of an object (and what is carried by it's environment(s)).
1006 */
1007void
1008sub_weight (object *op, signed long weight)
1009{
1010 while (op != NULL)
1011 {
1012 if (op->type == CONTAINER)
1013 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1014
1015 op->carrying -= weight;
1016 op = op->env;
1017 }
1018}
1019
1020/* remove_ob(op):
1021 * This function removes the object op from the linked list of objects 1033 * This function removes the object op from the linked list of objects
1022 * which it is currently tied to. When this function is done, the 1034 * which it is currently tied to. When this function is done, the
1023 * object will have no environment. If the object previously had an 1035 * object will have no environment. If the object previously had an
1024 * environment, the x and y coordinates will be updated to 1036 * environment, the x and y coordinates will be updated to
1025 * the previous environment. 1037 * the previous environment.
1026 * Beware: This function is called from the editor as well!
1027 */ 1038 */
1028void 1039void
1029object::remove () 1040object::do_remove ()
1030{ 1041{
1031 object *tmp, *last = 0; 1042 object *tmp, *last = 0;
1032 object *otmp; 1043 object *otmp;
1033 1044
1034 int check_walk_off; 1045 if (flag [FLAG_REMOVED])
1035
1036 if (QUERY_FLAG (this, FLAG_REMOVED))
1037 return; 1046 return;
1038 1047
1039 SET_FLAG (this, FLAG_REMOVED); 1048 INVOKE_OBJECT (REMOVE, this);
1049
1050 flag [FLAG_REMOVED] = true;
1040 1051
1041 if (more) 1052 if (more)
1042 more->remove (); 1053 more->remove ();
1043 1054
1044 /* 1055 /*
1045 * In this case, the object to be removed is in someones 1056 * In this case, the object to be removed is in someones
1046 * inventory. 1057 * inventory.
1047 */ 1058 */
1048 if (env) 1059 if (env)
1049 { 1060 {
1050 if (nrof) 1061 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1051 sub_weight (env, weight * nrof); 1062 if (object *pl = visible_to ())
1052 else 1063 esrv_del_item (pl->contr, count);
1053 sub_weight (env, weight + carrying); 1064 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1065
1066 adjust_weight (env, -total_weight ());
1067
1068 /* we set up values so that it could be inserted into
1069 * the map, but we don't actually do that - it is up
1070 * to the caller to decide what we want to do.
1071 */
1072 map = env->map;
1073 x = env->x;
1074 y = env->y;
1075
1076 // make sure cmov optimisation is applicable
1077 *(above ? &above->below : &env->inv) = below;
1078 *(below ? &below->above : &above ) = above; // &above is just a dummy
1079
1080 above = 0;
1081 below = 0;
1082 env = 0;
1054 1083
1055 /* NO_FIX_PLAYER is set when a great many changes are being 1084 /* NO_FIX_PLAYER is set when a great many changes are being
1056 * made to players inventory. If set, avoiding the call 1085 * made to players inventory. If set, avoiding the call
1057 * to save cpu time. 1086 * to save cpu time.
1058 */ 1087 */
1059 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1088 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1060 fix_player (otmp); 1089 otmp->update_stats ();
1061
1062 if (above != NULL)
1063 above->below = below;
1064 else
1065 env->inv = below;
1066
1067 if (below != NULL)
1068 below->above = above;
1069
1070 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do.
1073 */
1074 x = env->x, y = env->y;
1075 map = env->map;
1076 above = 0, below = 0;
1077 env = 0;
1078 } 1090 }
1079 else if (map) 1091 else if (map)
1080 { 1092 {
1081 /* Re did the following section of code - it looks like it had 1093 map->dirty = true;
1082 * lots of logic for things we no longer care about 1094 mapspace &ms = this->ms ();
1095
1096 if (object *pl = ms.player ())
1083 */ 1097 {
1098 if (type == PLAYER) // this == pl(!)
1099 {
1100 // leaving a spot always closes any open container on the ground
1101 if (container && !container->env)
1102 // this causes spurious floorbox updates, but it ensures
1103 // that the CLOSE event is being sent.
1104 close_container ();
1105
1106 --map->players;
1107 map->touch ();
1108 }
1109 else if (pl->container == this)
1110 {
1111 // removing a container should close it
1112 close_container ();
1113 }
1114
1115 esrv_del_item (pl->contr, count);
1116 }
1084 1117
1085 /* link the object above us */ 1118 /* link the object above us */
1086 if (above) 1119 // re-link, make sure compiler can easily use cmove
1087 above->below = below; 1120 *(above ? &above->below : &ms.top) = below;
1088 else 1121 *(below ? &below->above : &ms.bot) = above;
1089 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1090
1091 /* Relink the object below us, if there is one */
1092 if (below)
1093 below->above = above;
1094 else
1095 {
1096 /* Nothing below, which means we need to relink map object for this space
1097 * use translated coordinates in case some oddness with map tiling is
1098 * evident
1099 */
1100 if (GET_MAP_OB (map, x, y) != this)
1101 {
1102 char *dump = dump_object (this);
1103 LOG (llevError,
1104 "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);
1105 free (dump);
1106 dump = dump_object (GET_MAP_OB (map, x, y));
1107 LOG (llevError, "%s\n", dump);
1108 free (dump);
1109 }
1110
1111 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1112 }
1113 1122
1114 above = 0; 1123 above = 0;
1115 below = 0; 1124 below = 0;
1116 1125
1117 if (map->in_memory == MAP_SAVING) 1126 if (map->in_memory == MAP_SAVING)
1118 return; 1127 return;
1119 1128
1120 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1129 int check_walk_off = !flag [FLAG_NO_APPLY];
1121 1130
1131 if (object *pl = ms.player ())
1132 {
1133 if (pl->container == this)
1134 /* If a container that the player is currently using somehow gets
1135 * removed (most likely destroyed), update the player view
1136 * appropriately.
1137 */
1138 pl->close_container ();
1139
1140 //TODO: the floorbox prev/next might need updating
1141 //esrv_del_item (pl->contr, count);
1142 //TODO: update floorbox to preserve ordering
1143 if (pl->contr->ns)
1144 pl->contr->ns->floorbox_update ();
1145 }
1146
1122 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1147 for (tmp = ms.bot; tmp; tmp = tmp->above)
1123 { 1148 {
1124 /* No point updating the players look faces if he is the object 1149 /* No point updating the players look faces if he is the object
1125 * being removed. 1150 * being removed.
1126 */ 1151 */
1127 1152
1128 if (tmp->type == PLAYER && tmp != this)
1129 {
1130 /* If a container that the player is currently using somehow gets
1131 * removed (most likely destroyed), update the player view
1132 * appropriately.
1133 */
1134 if (tmp->container == this)
1135 {
1136 CLEAR_FLAG (this, FLAG_APPLIED);
1137 tmp->container = 0;
1138 }
1139
1140 tmp->contr->socket.update_look = 1;
1141 }
1142
1143 /* See if player moving off should effect something */ 1153 /* See if object moving off should effect something */
1144 if (check_walk_off 1154 if (check_walk_off
1145 && ((move_type & tmp->move_off) 1155 && ((move_type & tmp->move_off)
1146 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1156 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1147 { 1157 {
1148 move_apply (tmp, this, 0); 1158 move_apply (tmp, this, 0);
1149 1159
1150 if (destroyed ()) 1160 if (destroyed ())
1151 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1161 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1152 } 1162 }
1153 1163
1154 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1155
1156 if (tmp->above == tmp)
1157 tmp->above = 0;
1158
1159 last = tmp; 1164 last = tmp;
1160 } 1165 }
1161 1166
1162 /* last == NULL of there are no objects on this space */ 1167 /* last == NULL if there are no objects on this space */
1168 //TODO: this makes little sense, why only update the topmost object?
1163 if (!last) 1169 if (!last)
1164 { 1170 map->at (x, y).flags_ = 0;
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1167 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways.
1169 */
1170 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1171 update_position (map, x, y);
1172 }
1173 else 1171 else
1174 update_object (last, UP_OBJ_REMOVE); 1172 update_object (last, UP_OBJ_REMOVE);
1175 1173
1176 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1174 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1177 update_all_los (map, x, y); 1175 update_all_los (map, x, y);
1178 } 1176 }
1179} 1177}
1180 1178
1181/* 1179/*
1190merge_ob (object *op, object *top) 1188merge_ob (object *op, object *top)
1191{ 1189{
1192 if (!op->nrof) 1190 if (!op->nrof)
1193 return 0; 1191 return 0;
1194 1192
1195 if (top == NULL) 1193 if (!top)
1196 for (top = op; top != NULL && top->above != NULL; top = top->above); 1194 for (top = op; top && top->above; top = top->above)
1195 ;
1197 1196
1198 for (; top != NULL; top = top->below) 1197 for (; top; top = top->below)
1199 { 1198 if (object::can_merge (op, top))
1200 if (top == op)
1201 continue;
1202 if (CAN_MERGE (op, top))
1203 { 1199 {
1204 top->nrof += op->nrof; 1200 top->nrof += op->nrof;
1205 1201
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1202 if (object *pl = top->visible_to ())
1207 op->weight = 0; /* Don't want any adjustements now */ 1203 esrv_update_item (UPD_NROF, pl, top);
1208 remove_ob (op); 1204
1209 free_object (op); 1205 op->weight = 0; // cancel the addition above
1206 op->carrying = 0; // must be 0 already
1207
1208 op->destroy (1);
1209
1210 return top; 1210 return top;
1211 } 1211 }
1212 }
1213 1212
1214 return 0; 1213 return 0;
1215} 1214}
1216 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
1217/* 1239/*
1218 * 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
1219 * job preparing multi-part monsters 1241 * job preparing multi-part monsters.
1220 */ 1242 */
1221object * 1243object *
1222insert_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)
1223{ 1245{
1224 object *tmp; 1246 op->remove ();
1225 1247
1226 if (op->head)
1227 op = op->head;
1228
1229 for (tmp = op; tmp; tmp = tmp->more) 1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1230 { 1249 {
1231 tmp->x = x + tmp->arch->clone.x; 1250 tmp->x = x + tmp->arch->x;
1232 tmp->y = y + tmp->arch->clone.y; 1251 tmp->y = y + tmp->arch->y;
1233 } 1252 }
1234 1253
1235 return insert_ob_in_map (op, m, originator, flag); 1254 return insert_ob_in_map (op, m, originator, flag);
1236} 1255}
1237 1256
1253 * Return value: 1272 * Return value:
1254 * new object if 'op' was merged with other object 1273 * new object if 'op' was merged with other object
1255 * NULL if 'op' was destroyed 1274 * NULL if 'op' was destroyed
1256 * just 'op' otherwise 1275 * just 'op' otherwise
1257 */ 1276 */
1258
1259object * 1277object *
1260insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1261{ 1279{
1262 object *tmp, *top, *floor = NULL; 1280 if (op->is_on_map ())
1263 sint16 x, y;
1264
1265 if (QUERY_FLAG (op, FLAG_FREED))
1266 {
1267 LOG (llevError, "Trying to insert freed object!\n");
1268 return NULL;
1269 } 1281 {
1270 1282 LOG (llevError, "insert_ob_in_map called for object already on map");
1271 if (m == NULL)
1272 {
1273 char *dump = dump_object (op);
1274 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1275 free (dump);
1276 return op;
1277 }
1278
1279 if (out_of_map (m, op->x, op->y))
1280 {
1281 char *dump = dump_object (op);
1282 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1283#ifdef MANY_CORES
1284 /* Better to catch this here, as otherwise the next use of this object
1285 * is likely to cause a crash. Better to find out where it is getting
1286 * improperly inserted.
1287 */
1288 abort (); 1283 abort ();
1289#endif
1290 free (dump);
1291 return op;
1292 }
1293
1294 if (!QUERY_FLAG (op, FLAG_REMOVED))
1295 { 1284 }
1296 char *dump = dump_object (op); 1285
1297 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1286 if (op->env)
1298 free (dump);
1299 return op;
1300 } 1287 {
1301 1288 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1302 if (op->more != NULL) 1289 op->remove ();
1303 { 1290 }
1304 /* The part may be on a different map. */
1305 1291
1306 object *more = op->more; 1292 if (op->face && !face_info (op->face))//D TODO: remove soon
1307 1293 {//D
1308 /* We really need the caller to normalize coordinates - if 1294 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1309 * we set the map, that doesn't work if the location is within 1295 op->face = 1;//D
1310 * a map and this is straddling an edge. So only if coordinate
1311 * is clear wrong do we normalize it.
1312 */
1313 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1314 more->map = get_map_from_coord (m, &more->x, &more->y);
1315 else if (!more->map)
1316 {
1317 /* For backwards compatibility - when not dealing with tiled maps,
1318 * more->map should always point to the parent.
1319 */
1320 more->map = m;
1321 }
1322
1323 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1324 {
1325 if (!op->head)
1326 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1327
1328 return NULL;
1329 }
1330 } 1296 }//D
1331
1332 CLEAR_FLAG (op, FLAG_REMOVED);
1333 1297
1334 /* Ideally, the caller figures this out. However, it complicates a lot 1298 /* Ideally, the caller figures this out. However, it complicates a lot
1335 * of areas of callers (eg, anything that uses find_free_spot would now 1299 * of areas of callers (eg, anything that uses find_free_spot would now
1336 * need extra work 1300 * need extra work
1337 */ 1301 */
1338 op->map = get_map_from_coord (m, &op->x, &op->y); 1302 if (!xy_normalise (m, op->x, op->y))
1339 x = op->x; 1303 {
1340 y = op->y; 1304 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1305 return 0;
1306 }
1307
1308 if (object *more = op->more)
1309 if (!insert_ob_in_map (more, m, originator, flag))
1310 return 0;
1311
1312 CLEAR_FLAG (op, FLAG_REMOVED);
1313
1314 op->map = m;
1315 mapspace &ms = op->ms ();
1341 1316
1342 /* this has to be done after we translate the coordinates. 1317 /* this has to be done after we translate the coordinates.
1343 */ 1318 */
1344 if (op->nrof && !(flag & INS_NO_MERGE)) 1319 if (op->nrof && !(flag & INS_NO_MERGE))
1345 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1320 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1346 if (CAN_MERGE (op, tmp)) 1321 if (object::can_merge (op, tmp))
1347 { 1322 {
1323 // TODO: we actually want to update tmp, not op,
1324 // but some caller surely breaks when we return tmp
1325 // from here :/
1348 op->nrof += tmp->nrof; 1326 op->nrof += tmp->nrof;
1349 remove_ob (tmp); 1327 tmp->destroy (1);
1350 free_object (tmp);
1351 } 1328 }
1352 1329
1353 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1330 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1331 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355 1332
1362 { 1339 {
1363 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1340 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1364 abort (); 1341 abort ();
1365 } 1342 }
1366 1343
1344 if (!originator->is_on_map ())
1345 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1346 op->debug_desc (), originator->debug_desc ());
1347
1367 op->above = originator; 1348 op->above = originator;
1368 op->below = originator->below; 1349 op->below = originator->below;
1369
1370 if (op->below)
1371 op->below->above = op;
1372 else
1373 SET_MAP_OB (op->map, op->x, op->y, op);
1374
1375 /* since *below* originator, no need to update top */
1376 originator->below = op; 1350 originator->below = op;
1351
1352 *(op->below ? &op->below->above : &ms.bot) = op;
1377 } 1353 }
1378 else 1354 else
1379 { 1355 {
1356 object *floor = 0;
1357 object *top = ms.top;
1358
1380 /* If there are other objects, then */ 1359 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1360 if (top)
1382 { 1361 {
1383 object *last = NULL;
1384
1385 /* 1362 /*
1386 * If there are multiple objects on this space, we do some trickier handling. 1363 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate. 1364 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if 1365 * Generally, we want to put the new object on top. But if
1389 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1366 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1392 * once we get to them. This reduces the need to traverse over all of 1369 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time 1370 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed 1371 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects. 1372 * that flying non pickable objects are spell objects.
1396 */ 1373 */
1397 1374 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1398 while (top != NULL)
1399 { 1375 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1376 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1401 floor = top; 1377 floor = tmp;
1402 1378
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1379 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1404 { 1380 {
1405 /* We insert above top, so we want this object below this */ 1381 /* We insert above top, so we want this object below this */
1406 top = top->below; 1382 top = tmp->below;
1407 break; 1383 break;
1408 } 1384 }
1409 1385
1410 last = top;
1411 top = top->above; 1386 top = tmp;
1412 } 1387 }
1413
1414 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last;
1416 1388
1417 /* We let update_position deal with figuring out what the space 1389 /* We let update_position deal with figuring out what the space
1418 * looks like instead of lots of conditions here. 1390 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result. 1391 * makes things faster, and effectively the same result.
1420 */ 1392 */
1421 1393
1422 /* Have object 'fall below' other objects that block view. 1394 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66 1395 * Unless those objects are exits.
1424 * If INS_ON_TOP is used, don't do this processing 1396 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1397 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1398 * stacking is a bit odd.
1427 */ 1399 */
1428 if (!(flag & INS_ON_TOP) && 1400 if (!(flag & INS_ON_TOP)
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1401 && ms.flags () & P_BLOCKSVIEW
1402 && (op->face && !faces [op->face].visibility))
1430 { 1403 {
1404 object *last;
1405
1431 for (last = top; last != floor; last = last->below) 1406 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1407 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1408 break;
1409
1434 /* Check to see if we found the object that blocks view, 1410 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that 1411 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we 1412 * we can get inserted below this one, which requires we
1437 * set top to the object below us. 1413 * set top to the object below us.
1438 */ 1414 */
1439 if (last && last->below && last != floor) 1415 if (last && last->below && last != floor)
1440 top = last->below; 1416 top = last->below;
1441 } 1417 }
1442 } /* If objects on this space */ 1418 } /* If objects on this space */
1443 1419
1444 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y);
1446
1447 if (flag & INS_ABOVE_FLOOR_ONLY) 1420 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor; 1421 top = floor;
1449 1422
1450 /* Top is the object that our object (op) is going to get inserted above. 1423 // insert object above top, or bottom-most if top = 0
1451 */
1452
1453 /* First object on this space */
1454 if (!top) 1424 if (!top)
1455 { 1425 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y);
1457
1458 if (op->above)
1459 op->above->below = op;
1460
1461 op->below = NULL; 1426 op->below = 0;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1427 op->above = ms.bot;
1428 ms.bot = op;
1429
1430 *(op->above ? &op->above->below : &ms.top) = op;
1463 } 1431 }
1464 else 1432 else
1465 { /* get inserted into the stack above top */ 1433 {
1466 op->above = top->above; 1434 op->above = top->above;
1467
1468 if (op->above)
1469 op->above->below = op; 1435 top->above = op;
1470 1436
1471 op->below = top; 1437 op->below = top;
1472 top->above = op; 1438 *(op->above ? &op->above->below : &ms.top) = op;
1473 } 1439 }
1474 1440 }
1475 if (op->above == NULL)
1476 SET_MAP_TOP (op->map, op->x, op->y, op);
1477 } /* else not INS_BELOW_ORIGINATOR */
1478 1441
1479 if (op->type == PLAYER) 1442 if (op->type == PLAYER)
1443 {
1480 op->contr->do_los = 1; 1444 op->contr->do_los = 1;
1445 ++op->map->players;
1446 op->map->touch ();
1447 }
1481 1448
1482 /* If we have a floor, we know the player, if any, will be above 1449 op->map->dirty = true;
1483 * it, so save a few ticks and start from there. 1450
1484 */ 1451 if (object *pl = ms.player ())
1485 if (!(flag & INS_MAP_LOAD)) 1452 //TODO: the floorbox prev/next might need updating
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1453 //esrv_send_item (pl, op);
1487 if (tmp->type == PLAYER) 1454 //TODO: update floorbox to preserve ordering
1488 tmp->contr->socket.update_look = 1; 1455 if (pl->contr->ns)
1456 pl->contr->ns->floorbox_update ();
1489 1457
1490 /* If this object glows, it may affect lighting conditions that are 1458 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1459 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players 1460 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well 1461 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way - 1462 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range, 1463 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1464 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1465 * of effect may be sufficient.
1498 */ 1466 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1467 if (op->map->darkness && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y); 1468 update_all_los (op->map, op->x, op->y);
1501 1469
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1470 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1471 update_object (op, UP_OBJ_INSERT);
1504 1472
1473 INVOKE_OBJECT (INSERT, op);
1474
1505 /* Don't know if moving this to the end will break anything. However, 1475 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have update_look set above before calling this. 1476 * we want to have floorbox_update called before calling this.
1507 * 1477 *
1508 * check_move_on() must be after this because code called from 1478 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like 1479 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by 1480 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1481 * update_object().
1512 */ 1482 */
1513 1483
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1484 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1485 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1516 { 1486 {
1517 if (check_move_on (op, originator)) 1487 if (check_move_on (op, originator))
1518 return NULL; 1488 return 0;
1519 1489
1520 /* If we are a multi part object, lets work our way through the check 1490 /* If we are a multi part object, lets work our way through the check
1521 * walk on's. 1491 * walk on's.
1522 */ 1492 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1493 for (object *tmp = op->more; tmp; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1494 if (check_move_on (tmp, originator))
1525 return NULL; 1495 return 0;
1526 } 1496 }
1527 1497
1528 return op; 1498 return op;
1529} 1499}
1530 1500
1531/* this function inserts an object in the map, but if it 1501/* this function inserts an object in the map, but if it
1532 * finds an object of its own type, it'll remove that one first. 1502 * finds an object of its own type, it'll remove that one first.
1533 * op is the object to insert it under: supplies x and the map. 1503 * op is the object to insert it under: supplies x and the map.
1534 */ 1504 */
1535void 1505void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1506replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1507{
1538 object *
1539 tmp;
1540 object *
1541 tmp1;
1542
1543 /* first search for itself and remove any old instances */ 1508 /* first search for itself and remove any old instances */
1544 1509
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1510 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1546 {
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1511 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1548 { 1512 tmp->destroy (1);
1549 remove_ob (tmp);
1550 free_object (tmp);
1551 }
1552 }
1553 1513
1554 tmp1 = arch_to_object (archetype::find (arch_string)); 1514 object *tmp = arch_to_object (archetype::find (arch_string));
1555 1515
1556 tmp1->x = op->x; 1516 tmp->x = op->x;
1557 tmp1->y = op->y; 1517 tmp->y = op->y;
1518
1558 insert_ob_in_map (tmp1, op->map, op, 0); 1519 insert_ob_in_map (tmp, op->map, op, 0);
1559} 1520}
1560
1561/*
1562 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1563 * is returned contains nr objects, and the remaining parts contains
1564 * the rest (or is removed and freed if that number is 0).
1565 * On failure, NULL is returned, and the reason put into the
1566 * global static errmsg array.
1567 */
1568 1521
1569object * 1522object *
1570get_split_ob (object *orig_ob, uint32 nr) 1523object::insert_at (object *where, object *originator, int flags)
1571{ 1524{
1572 object * 1525 if (where->env)
1573 newob; 1526 return where->env->insert (this);
1574 int 1527 else
1575 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1528 return where->map->insert (this, where->x, where->y, originator, flags);
1576
1577 if (orig_ob->nrof < nr)
1578 {
1579 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1580 return NULL;
1581 }
1582
1583 newob = object_create_clone (orig_ob);
1584
1585 if ((orig_ob->nrof -= nr) < 1)
1586 {
1587 if (!is_removed)
1588 remove_ob (orig_ob);
1589 free_object2 (orig_ob, 1);
1590 }
1591 else if (!is_removed)
1592 {
1593 if (orig_ob->env != NULL)
1594 sub_weight (orig_ob->env, orig_ob->weight * nr);
1595 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1596 {
1597 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1598 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1599 return NULL;
1600 }
1601 }
1602
1603 newob->nrof = nr;
1604
1605 return newob;
1606} 1529}
1607 1530
1608/* 1531/*
1609 * decrease_ob_nr(object, number) decreases a specified number from 1532 * decrease(object, number) decreases a specified number from
1610 * the amount of an object. If the amount reaches 0, the object 1533 * the amount of an object. If the amount reaches 0, the object
1611 * is subsequently removed and freed. 1534 * is subsequently removed and freed.
1612 * 1535 *
1613 * Return value: 'op' if something is left, NULL if the amount reached 0 1536 * Return value: 'op' if something is left, NULL if the amount reached 0
1614 */ 1537 */
1538bool
1539object::decrease (sint32 nr)
1540{
1541 if (!nr)
1542 return true;
1615 1543
1544 nr = min (nr, nrof);
1545
1546 nrof -= nr;
1547
1548 if (nrof)
1549 {
1550 adjust_weight (env, -weight * nr); // carrying == 0
1551
1552 if (object *pl = visible_to ())
1553 esrv_update_item (UPD_NROF, pl, this);
1554
1555 return true;
1556 }
1557 else
1558 {
1559 destroy (1);
1560 return false;
1561 }
1562}
1563
1564/*
1565 * split(ob,nr) splits up ob into two parts. The part which
1566 * is returned contains nr objects, and the remaining parts contains
1567 * the rest (or is removed and returned if that number is 0).
1568 * On failure, NULL is returned.
1569 */
1616object * 1570object *
1617decrease_ob_nr (object *op, uint32 i) 1571object::split (sint32 nr)
1618{ 1572{
1619 object *tmp; 1573 int have = number_of ();
1620 player *pl;
1621 1574
1622 if (i == 0) /* objects with op->nrof require this check */ 1575 if (have < nr)
1623 return op; 1576 return 0;
1624 1577 else if (have == nr)
1625 if (i > op->nrof)
1626 i = op->nrof;
1627
1628 if (QUERY_FLAG (op, FLAG_REMOVED))
1629 op->nrof -= i;
1630 else if (op->env != NULL)
1631 { 1578 {
1632 /* is this object in the players inventory, or sub container
1633 * therein?
1634 */
1635 tmp = is_player_inv (op->env);
1636 /* nope. Is this a container the player has opened?
1637 * If so, set tmp to that player.
1638 * IMO, searching through all the players will mostly
1639 * likely be quicker than following op->env to the map,
1640 * and then searching the map for a player.
1641 */
1642 if (!tmp)
1643 {
1644 for (pl = first_player; pl; pl = pl->next)
1645 if (pl->ob->container == op->env)
1646 break;
1647 if (pl)
1648 tmp = pl->ob;
1649 else
1650 tmp = NULL;
1651 }
1652
1653 if (i < op->nrof)
1654 {
1655 sub_weight (op->env, op->weight * i);
1656 op->nrof -= i;
1657 if (tmp)
1658 {
1659 esrv_send_item (tmp, op);
1660 }
1661 }
1662 else
1663 {
1664 remove_ob (op); 1579 remove ();
1665 op->nrof = 0; 1580 return this;
1666 if (tmp)
1667 {
1668 esrv_del_item (tmp->contr, op->count);
1669 }
1670 }
1671 } 1581 }
1672 else 1582 else
1673 { 1583 {
1674 object *above = op->above; 1584 decrease (nr);
1675 1585
1676 if (i < op->nrof) 1586 object *op = deep_clone ();
1677 op->nrof -= i; 1587 op->nrof = nr;
1678 else
1679 {
1680 remove_ob (op);
1681 op->nrof = 0;
1682 }
1683
1684 /* Since we just removed op, op->above is null */
1685 for (tmp = above; tmp != NULL; tmp = tmp->above)
1686 if (tmp->type == PLAYER)
1687 {
1688 if (op->nrof)
1689 esrv_send_item (tmp, op);
1690 else
1691 esrv_del_item (tmp->contr, op->count);
1692 }
1693 }
1694
1695 if (op->nrof)
1696 return op; 1588 return op;
1697 else
1698 {
1699 free_object (op);
1700 return NULL;
1701 }
1702}
1703
1704/*
1705 * add_weight(object, weight) adds the specified weight to an object,
1706 * and also updates how much the environment(s) is/are carrying.
1707 */
1708
1709void
1710add_weight (object *op, signed long weight)
1711{
1712 while (op != NULL)
1713 {
1714 if (op->type == CONTAINER)
1715 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1716
1717 op->carrying += weight;
1718 op = op->env;
1719 } 1589 }
1720} 1590}
1721 1591
1722object * 1592object *
1723insert_ob_in_ob (object *op, object *where) 1593insert_ob_in_ob (object *op, object *where)
1728 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1598 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1729 free (dump); 1599 free (dump);
1730 return op; 1600 return op;
1731 } 1601 }
1732 1602
1733 if (where->head) 1603 if (where->head_ () != where)
1734 { 1604 {
1735 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1605 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1736 where = where->head; 1606 where = where->head;
1737 } 1607 }
1738 1608
1739 return where->insert (op); 1609 return where->insert (op);
1740} 1610}
1745 * inside the object environment. 1615 * inside the object environment.
1746 * 1616 *
1747 * The function returns now pointer to inserted item, and return value can 1617 * The function returns now pointer to inserted item, and return value can
1748 * be != op, if items are merged. -Tero 1618 * be != op, if items are merged. -Tero
1749 */ 1619 */
1750
1751object * 1620object *
1752object::insert (object *op) 1621object::insert (object *op)
1753{ 1622{
1754 object *tmp, *otmp;
1755
1756 if (!QUERY_FLAG (op, FLAG_REMOVED))
1757 op->remove ();
1758
1759 if (op->more) 1623 if (op->more)
1760 { 1624 {
1761 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1625 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1762 return op; 1626 return op;
1763 } 1627 }
1764 1628
1765 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1629 op->remove ();
1766 CLEAR_FLAG (op, FLAG_REMOVED); 1630
1631 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1632
1767 if (op->nrof) 1633 if (op->nrof)
1768 {
1769 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1634 for (object *tmp = inv; tmp; tmp = tmp->below)
1770 if (CAN_MERGE (tmp, op)) 1635 if (object::can_merge (tmp, op))
1771 { 1636 {
1772 /* return the original object and remove inserted object 1637 /* return the original object and remove inserted object
1773 (client needs the original object) */ 1638 (client needs the original object) */
1774 tmp->nrof += op->nrof; 1639 tmp->nrof += op->nrof;
1775 /* Weight handling gets pretty funky. Since we are adding to 1640
1776 * tmp->nrof, we need to increase the weight. 1641 if (object *pl = tmp->visible_to ())
1777 */ 1642 esrv_update_item (UPD_NROF, pl, tmp);
1643
1778 add_weight (this, op->weight * op->nrof); 1644 adjust_weight (this, op->total_weight ());
1779 SET_FLAG (op, FLAG_REMOVED); 1645
1780 op->destroy (); /* free the inserted object */ 1646 op->destroy (1);
1781 op = tmp; 1647 op = tmp;
1782 op->remove (); /* and fix old object's links */ 1648 goto inserted;
1783 CLEAR_FLAG (op, FLAG_REMOVED);
1784 break;
1785 } 1649 }
1786 1650
1787 /* I assume combined objects have no inventory 1651 op->owner = 0; // it's his/hers now. period.
1788 * We add the weight - this object could have just been removed
1789 * (if it was possible to merge). calling remove_ob will subtract
1790 * the weight, so we need to add it in again, since we actually do
1791 * the linking below
1792 */
1793 add_weight (this, op->weight * op->nrof);
1794 }
1795 else
1796 add_weight (this, (op->weight + op->carrying));
1797
1798 otmp = is_player_inv (this);
1799 if (otmp && otmp->contr)
1800 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801 fix_player (otmp);
1802
1803 op->map = NULL; 1652 op->map = 0;
1653 op->x = 0;
1654 op->y = 0;
1655
1656 op->above = 0;
1657 op->below = inv;
1804 op->env = this; 1658 op->env = this;
1805 op->above = NULL;
1806 op->below = NULL;
1807 op->x = 0, op->y = 0;
1808 1659
1660 if (inv)
1661 inv->above = op;
1662
1663 inv = op;
1664
1665 op->flag [FLAG_REMOVED] = 0;
1666
1667 if (object *pl = op->visible_to ())
1668 esrv_send_item (pl, op);
1669
1670 adjust_weight (this, op->total_weight ());
1671
1672inserted:
1809 /* reset the light list and los of the players on the map */ 1673 /* reset the light list and los of the players on the map */
1810 if ((op->glow_radius != 0) && map) 1674 if (op->glow_radius && map && map->darkness)
1811 {
1812#ifdef DEBUG_LIGHTS
1813 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1814#endif /* DEBUG_LIGHTS */
1815 if (MAP_DARKNESS (map))
1816 update_all_los (map, x, y); 1675 update_all_los (map, x, y);
1817 }
1818 1676
1819 /* Client has no idea of ordering so lets not bother ordering it here. 1677 // if this is a player's inventory, update stats
1820 * It sure simplifies this function... 1678 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1821 */ 1679 update_stats ();
1822 if (!inv) 1680
1823 inv = op; 1681 INVOKE_OBJECT (INSERT, this);
1824 else
1825 {
1826 op->below = inv;
1827 op->below->above = op;
1828 inv = op;
1829 }
1830 1682
1831 return op; 1683 return op;
1832} 1684}
1833 1685
1834/* 1686/*
1849 * 1701 *
1850 * MSW 2001-07-08: Check all objects on space, not just those below 1702 * MSW 2001-07-08: Check all objects on space, not just those below
1851 * object being inserted. insert_ob_in_map may not put new objects 1703 * object being inserted. insert_ob_in_map may not put new objects
1852 * on top. 1704 * on top.
1853 */ 1705 */
1854
1855int 1706int
1856check_move_on (object *op, object *originator) 1707check_move_on (object *op, object *originator)
1857{ 1708{
1858 object *tmp; 1709 object *tmp;
1859 maptile *m = op->map; 1710 maptile *m = op->map;
1886 1737
1887 /* The objects have to be checked from top to bottom. 1738 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1739 * Hence, we first go to the top:
1889 */ 1740 */
1890 1741
1891 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1742 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1892 { 1743 {
1893 /* Trim the search when we find the first other spell effect 1744 /* Trim the search when we find the first other spell effect
1894 * this helps performance so that if a space has 50 spell objects, 1745 * this helps performance so that if a space has 50 spell objects,
1895 * we don't need to check all of them. 1746 * we don't need to check all of them.
1896 */ 1747 */
1914 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1915 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1766 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1916 { 1767 {
1917 1768
1918 float 1769 float
1919 diff = tmp->move_slow_penalty * FABS (op->speed); 1770 diff = tmp->move_slow_penalty * fabs (op->speed);
1920 1771
1921 if (op->type == PLAYER) 1772 if (op->type == PLAYER)
1922 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1773 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1923 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1774 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1924 diff /= 4.0; 1775 diff /= 4.0;
1951/* 1802/*
1952 * present_arch(arch, map, x, y) searches for any objects with 1803 * present_arch(arch, map, x, y) searches for any objects with
1953 * a matching archetype at the given map and coordinates. 1804 * a matching archetype at the given map and coordinates.
1954 * The first matching object is returned, or NULL if none. 1805 * The first matching object is returned, or NULL if none.
1955 */ 1806 */
1956
1957object * 1807object *
1958present_arch (const archetype *at, maptile *m, int x, int y) 1808present_arch (const archetype *at, maptile *m, int x, int y)
1959{ 1809{
1960 object *
1961 tmp;
1962
1963 if (m == NULL || out_of_map (m, x, y)) 1810 if (!m || out_of_map (m, x, y))
1964 { 1811 {
1965 LOG (llevError, "Present_arch called outside map.\n"); 1812 LOG (llevError, "Present_arch called outside map.\n");
1966 return NULL; 1813 return NULL;
1967 } 1814 }
1968 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1815
1969 if (tmp->arch == at) 1816 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1817 if (tmp->arch->archname == at->archname)
1970 return tmp; 1818 return tmp;
1819
1971 return NULL; 1820 return NULL;
1972} 1821}
1973 1822
1974/* 1823/*
1975 * present(type, map, x, y) searches for any objects with 1824 * present(type, map, x, y) searches for any objects with
1976 * a matching type variable at the given map and coordinates. 1825 * a matching type variable at the given map and coordinates.
1977 * The first matching object is returned, or NULL if none. 1826 * The first matching object is returned, or NULL if none.
1978 */ 1827 */
1979
1980object * 1828object *
1981present (unsigned char type, maptile *m, int x, int y) 1829present (unsigned char type, maptile *m, int x, int y)
1982{ 1830{
1983 object *
1984 tmp;
1985
1986 if (out_of_map (m, x, y)) 1831 if (out_of_map (m, x, y))
1987 { 1832 {
1988 LOG (llevError, "Present called outside map.\n"); 1833 LOG (llevError, "Present called outside map.\n");
1989 return NULL; 1834 return NULL;
1990 } 1835 }
1991 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1836
1837 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1992 if (tmp->type == type) 1838 if (tmp->type == type)
1993 return tmp; 1839 return tmp;
1840
1994 return NULL; 1841 return NULL;
1995} 1842}
1996 1843
1997/* 1844/*
1998 * present_in_ob(type, object) searches for any objects with 1845 * present_in_ob(type, object) searches for any objects with
1999 * a matching type variable in the inventory of the given object. 1846 * a matching type variable in the inventory of the given object.
2000 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
2001 */ 1848 */
2002
2003object * 1849object *
2004present_in_ob (unsigned char type, const object *op) 1850present_in_ob (unsigned char type, const object *op)
2005{ 1851{
2006 object *
2007 tmp;
2008
2009 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1852 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2010 if (tmp->type == type) 1853 if (tmp->type == type)
2011 return tmp; 1854 return tmp;
1855
2012 return NULL; 1856 return NULL;
2013} 1857}
2014 1858
2015/* 1859/*
2016 * present_in_ob (type, str, object) searches for any objects with 1860 * present_in_ob (type, str, object) searches for any objects with
2024 * str is the string to match against. Note that we match against 1868 * str is the string to match against. Note that we match against
2025 * the object name, not the archetype name. this is so that the 1869 * the object name, not the archetype name. this is so that the
2026 * spell code can use one object type (force), but change it's name 1870 * spell code can use one object type (force), but change it's name
2027 * to be unique. 1871 * to be unique.
2028 */ 1872 */
2029
2030object * 1873object *
2031present_in_ob_by_name (int type, const char *str, const object *op) 1874present_in_ob_by_name (int type, const char *str, const object *op)
2032{ 1875{
2033 object *
2034 tmp;
2035
2036 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1876 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2037 {
2038 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1877 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2039 return tmp; 1878 return tmp;
2040 } 1879
2041 return NULL; 1880 return 0;
2042} 1881}
2043 1882
2044/* 1883/*
2045 * present_arch_in_ob(archetype, object) searches for any objects with 1884 * present_arch_in_ob(archetype, object) searches for any objects with
2046 * a matching archetype in the inventory of the given object. 1885 * a matching archetype in the inventory of the given object.
2047 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
2048 */ 1887 */
2049
2050object * 1888object *
2051present_arch_in_ob (const archetype *at, const object *op) 1889present_arch_in_ob (const archetype *at, const object *op)
2052{ 1890{
2053 object *
2054 tmp;
2055
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2057 if (tmp->arch == at) 1892 if (tmp->arch->archname == at->archname)
2058 return tmp; 1893 return tmp;
1894
2059 return NULL; 1895 return NULL;
2060} 1896}
2061 1897
2062/* 1898/*
2063 * activate recursively a flag on an object inventory 1899 * activate recursively a flag on an object inventory
2064 */ 1900 */
2065void 1901void
2066flag_inv (object *op, int flag) 1902flag_inv (object *op, int flag)
2067{ 1903{
2068 object *
2069 tmp;
2070
2071 if (op->inv)
2072 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1904 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2073 { 1905 {
2074 SET_FLAG (tmp, flag); 1906 SET_FLAG (tmp, flag);
2075 flag_inv (tmp, flag); 1907 flag_inv (tmp, flag);
2076 } 1908 }
2077} /* 1909}
1910
1911/*
2078 * desactivate recursively a flag on an object inventory 1912 * deactivate recursively a flag on an object inventory
2079 */ 1913 */
2080void 1914void
2081unflag_inv (object *op, int flag) 1915unflag_inv (object *op, int flag)
2082{ 1916{
2083 object *
2084 tmp;
2085
2086 if (op->inv)
2087 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2088 { 1918 {
2089 CLEAR_FLAG (tmp, flag); 1919 CLEAR_FLAG (tmp, flag);
2090 unflag_inv (tmp, flag); 1920 unflag_inv (tmp, flag);
2091 } 1921 }
2092}
2093
2094/*
2095 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2096 * all it's inventory (recursively).
2097 * If checksums are used, a player will get set_cheat called for
2098 * him/her-self and all object carried by a call to this function.
2099 */
2100
2101void
2102set_cheat (object *op)
2103{
2104 SET_FLAG (op, FLAG_WAS_WIZ);
2105 flag_inv (op, FLAG_WAS_WIZ);
2106} 1922}
2107 1923
2108/* 1924/*
2109 * find_free_spot(object, map, x, y, start, stop) will search for 1925 * find_free_spot(object, map, x, y, start, stop) will search for
2110 * a spot at the given map and coordinates which will be able to contain 1926 * a spot at the given map and coordinates which will be able to contain
2112 * to search (see the freearr_x/y[] definition). 1928 * to search (see the freearr_x/y[] definition).
2113 * It returns a random choice among the alternatives found. 1929 * It returns a random choice among the alternatives found.
2114 * start and stop are where to start relative to the free_arr array (1,9 1930 * start and stop are where to start relative to the free_arr array (1,9
2115 * does all 4 immediate directions). This returns the index into the 1931 * does all 4 immediate directions). This returns the index into the
2116 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1932 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2117 * Note - this only checks to see if there is space for the head of the
2118 * object - if it is a multispace object, this should be called for all
2119 * pieces.
2120 * Note2: This function does correctly handle tiled maps, but does not 1933 * Note: This function does correctly handle tiled maps, but does not
2121 * inform the caller. However, insert_ob_in_map will update as 1934 * inform the caller. However, insert_ob_in_map will update as
2122 * necessary, so the caller shouldn't need to do any special work. 1935 * necessary, so the caller shouldn't need to do any special work.
2123 * Note - updated to take an object instead of archetype - this is necessary 1936 * Note - updated to take an object instead of archetype - this is necessary
2124 * because arch_blocked (now ob_blocked) needs to know the movement type 1937 * because arch_blocked (now ob_blocked) needs to know the movement type
2125 * to know if the space in question will block the object. We can't use 1938 * to know if the space in question will block the object. We can't use
2126 * the archetype because that isn't correct if the monster has been 1939 * the archetype because that isn't correct if the monster has been
2127 * customized, changed states, etc. 1940 * customized, changed states, etc.
2128 */ 1941 */
2129
2130int 1942int
2131find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1943find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2132{ 1944{
2133 int
2134 i,
2135 index = 0, flag;
2136 static int
2137 altern[SIZEOFFREE]; 1945 int altern[SIZEOFFREE];
1946 int index = 0, flag;
2138 1947
2139 for (i = start; i < stop; i++) 1948 for (int i = start; i < stop; i++)
2140 { 1949 {
2141 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1950 mapxy pos (m, x, y); pos.move (i);
2142 if (!flag) 1951
1952 if (!pos.normalise ())
1953 continue;
1954
1955 mapspace &ms = *pos;
1956
1957 if (ms.flags () & P_IS_ALIVE)
1958 continue;
1959
1960 /* However, often
1961 * ob doesn't have any move type (when used to place exits)
1962 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1963 */
1964 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1965 {
2143 altern[index++] = i; 1966 altern [index++] = i;
1967 continue;
1968 }
2144 1969
2145 /* Basically, if we find a wall on a space, we cut down the search size. 1970 /* Basically, if we find a wall on a space, we cut down the search size.
2146 * In this way, we won't return spaces that are on another side of a wall. 1971 * In this way, we won't return spaces that are on another side of a wall.
2147 * This mostly work, but it cuts down the search size in all directions - 1972 * This mostly work, but it cuts down the search size in all directions -
2148 * if the space being examined only has a wall to the north and empty 1973 * if the space being examined only has a wall to the north and empty
2149 * spaces in all the other directions, this will reduce the search space 1974 * spaces in all the other directions, this will reduce the search space
2150 * to only the spaces immediately surrounding the target area, and 1975 * to only the spaces immediately surrounding the target area, and
2151 * won't look 2 spaces south of the target space. 1976 * won't look 2 spaces south of the target space.
2152 */ 1977 */
2153 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1978 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1979 {
2154 stop = maxfree[i]; 1980 stop = maxfree[i];
1981 continue;
1982 }
1983
1984 /* Note it is intentional that we check ob - the movement type of the
1985 * head of the object should correspond for the entire object.
1986 */
1987 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1988 continue;
1989
1990 if (ob->blocked (m, pos.x, pos.y))
1991 continue;
1992
1993 altern [index++] = i;
2155 } 1994 }
1995
2156 if (!index) 1996 if (!index)
2157 return -1; 1997 return -1;
1998
2158 return altern[RANDOM () % index]; 1999 return altern [rndm (index)];
2159} 2000}
2160 2001
2161/* 2002/*
2162 * find_first_free_spot(archetype, maptile, x, y) works like 2003 * find_first_free_spot(archetype, maptile, x, y) works like
2163 * find_free_spot(), but it will search max number of squares. 2004 * find_free_spot(), but it will search max number of squares.
2164 * But it will return the first available spot, not a random choice. 2005 * But it will return the first available spot, not a random choice.
2165 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2006 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2166 */ 2007 */
2167
2168int 2008int
2169find_first_free_spot (const object *ob, maptile *m, int x, int y) 2009find_first_free_spot (const object *ob, maptile *m, int x, int y)
2170{ 2010{
2171 int
2172 i;
2173
2174 for (i = 0; i < SIZEOFFREE; i++) 2011 for (int i = 0; i < SIZEOFFREE; i++)
2175 {
2176 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2012 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2177 return i; 2013 return i;
2178 } 2014
2179 return -1; 2015 return -1;
2180} 2016}
2181 2017
2182/* 2018/*
2183 * The function permute(arr, begin, end) randomly reorders the array 2019 * The function permute(arr, begin, end) randomly reorders the array
2184 * arr[begin..end-1]. 2020 * arr[begin..end-1].
2021 * now uses a fisher-yates shuffle, old permute was broken
2185 */ 2022 */
2186static void 2023static void
2187permute (int *arr, int begin, int end) 2024permute (int *arr, int begin, int end)
2188{ 2025{
2189 int 2026 arr += begin;
2190 i,
2191 j,
2192 tmp,
2193 len;
2194
2195 len = end - begin; 2027 end -= begin;
2196 for (i = begin; i < end; i++)
2197 {
2198 j = begin + RANDOM () % len;
2199 2028
2200 tmp = arr[i]; 2029 while (--end)
2201 arr[i] = arr[j]; 2030 swap (arr [end], arr [rndm (end + 1)]);
2202 arr[j] = tmp;
2203 }
2204} 2031}
2205 2032
2206/* new function to make monster searching more efficient, and effective! 2033/* new function to make monster searching more efficient, and effective!
2207 * This basically returns a randomized array (in the passed pointer) of 2034 * This basically returns a randomized array (in the passed pointer) of
2208 * the spaces to find monsters. In this way, it won't always look for 2035 * the spaces to find monsters. In this way, it won't always look for
2211 * the 3x3 area will be searched, just not in a predictable order. 2038 * the 3x3 area will be searched, just not in a predictable order.
2212 */ 2039 */
2213void 2040void
2214get_search_arr (int *search_arr) 2041get_search_arr (int *search_arr)
2215{ 2042{
2216 int 2043 int i;
2217 i;
2218 2044
2219 for (i = 0; i < SIZEOFFREE; i++) 2045 for (i = 0; i < SIZEOFFREE; i++)
2220 {
2221 search_arr[i] = i; 2046 search_arr[i] = i;
2222 }
2223 2047
2224 permute (search_arr, 1, SIZEOFFREE1 + 1); 2048 permute (search_arr, 1, SIZEOFFREE1 + 1);
2225 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2049 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2226 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2050 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2227} 2051}
2236 * Perhaps incorrectly, but I'm making the assumption that exclude 2060 * Perhaps incorrectly, but I'm making the assumption that exclude
2237 * is actually want is going to try and move there. We need this info 2061 * is actually want is going to try and move there. We need this info
2238 * because we have to know what movement the thing looking to move 2062 * because we have to know what movement the thing looking to move
2239 * there is capable of. 2063 * there is capable of.
2240 */ 2064 */
2241
2242int 2065int
2243find_dir (maptile *m, int x, int y, object *exclude) 2066find_dir (maptile *m, int x, int y, object *exclude)
2244{ 2067{
2245 int
2246 i,
2247 max = SIZEOFFREE, mflags; 2068 int i, max = SIZEOFFREE, mflags;
2248 2069
2249 sint16 nx, ny; 2070 sint16 nx, ny;
2250 object * 2071 object *tmp;
2251 tmp;
2252 maptile * 2072 maptile *mp;
2253 mp;
2254 2073
2255 MoveType blocked, move_type; 2074 MoveType blocked, move_type;
2256 2075
2257 if (exclude && exclude->head) 2076 if (exclude && exclude->head_ () != exclude)
2258 { 2077 {
2259 exclude = exclude->head; 2078 exclude = exclude->head;
2260 move_type = exclude->move_type; 2079 move_type = exclude->move_type;
2261 } 2080 }
2262 else 2081 else
2270 mp = m; 2089 mp = m;
2271 nx = x + freearr_x[i]; 2090 nx = x + freearr_x[i];
2272 ny = y + freearr_y[i]; 2091 ny = y + freearr_y[i];
2273 2092
2274 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2093 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2094
2275 if (mflags & P_OUT_OF_MAP) 2095 if (mflags & P_OUT_OF_MAP)
2276 {
2277 max = maxfree[i]; 2096 max = maxfree[i];
2278 }
2279 else 2097 else
2280 { 2098 {
2281 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2099 mapspace &ms = mp->at (nx, ny);
2100
2101 blocked = ms.move_block;
2282 2102
2283 if ((move_type & blocked) == move_type) 2103 if ((move_type & blocked) == move_type)
2284 {
2285 max = maxfree[i]; 2104 max = maxfree[i];
2286 }
2287 else if (mflags & P_IS_ALIVE) 2105 else if (mflags & P_IS_ALIVE)
2288 { 2106 {
2289 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2107 for (tmp = ms.bot; tmp; tmp = tmp->above)
2290 { 2108 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2291 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2109 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2292 {
2293 break; 2110 break;
2294 } 2111
2295 }
2296 if (tmp) 2112 if (tmp)
2297 {
2298 return freedir[i]; 2113 return freedir[i];
2299 }
2300 } 2114 }
2301 } 2115 }
2302 } 2116 }
2117
2303 return 0; 2118 return 0;
2304} 2119}
2305 2120
2306/* 2121/*
2307 * distance(object 1, object 2) will return the square of the 2122 * distance(object 1, object 2) will return the square of the
2308 * distance between the two given objects. 2123 * distance between the two given objects.
2309 */ 2124 */
2310
2311int 2125int
2312distance (const object *ob1, const object *ob2) 2126distance (const object *ob1, const object *ob2)
2313{ 2127{
2314 int
2315 i;
2316
2317 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2128 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2318 return i;
2319} 2129}
2320 2130
2321/* 2131/*
2322 * find_dir_2(delta-x,delta-y) will return a direction in which 2132 * find_dir_2(delta-x,delta-y) will return a direction in which
2323 * an object which has subtracted the x and y coordinates of another 2133 * an object which has subtracted the x and y coordinates of another
2324 * object, needs to travel toward it. 2134 * object, needs to travel toward it.
2325 */ 2135 */
2326
2327int 2136int
2328find_dir_2 (int x, int y) 2137find_dir_2 (int x, int y)
2329{ 2138{
2330 int 2139 int q;
2331 q;
2332 2140
2333 if (y) 2141 if (y)
2334 q = x * 100 / y; 2142 q = x * 100 / y;
2335 else if (x) 2143 else if (x)
2336 q = -300 * x; 2144 q = -300 * x;
2361 2169
2362 return 3; 2170 return 3;
2363} 2171}
2364 2172
2365/* 2173/*
2366 * absdir(int): Returns a number between 1 and 8, which represent
2367 * the "absolute" direction of a number (it actually takes care of
2368 * "overflow" in previous calculations of a direction).
2369 */
2370
2371int
2372absdir (int d)
2373{
2374 while (d < 1)
2375 d += 8;
2376 while (d > 8)
2377 d -= 8;
2378 return d;
2379}
2380
2381/*
2382 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2174 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2383 * between two directions (which are expected to be absolute (see absdir()) 2175 * between two directions (which are expected to be absolute (see absdir())
2384 */ 2176 */
2385
2386int 2177int
2387dirdiff (int dir1, int dir2) 2178dirdiff (int dir1, int dir2)
2388{ 2179{
2389 int 2180 int d;
2390 d;
2391 2181
2392 d = abs (dir1 - dir2); 2182 d = abs (dir1 - dir2);
2393 if (d > 4) 2183 if (d > 4)
2394 d = 8 - d; 2184 d = 8 - d;
2185
2395 return d; 2186 return d;
2396} 2187}
2397 2188
2398/* peterm: 2189/* peterm:
2399 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2190 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2402 * This basically means that if direction is 15, then it could either go 2193 * This basically means that if direction is 15, then it could either go
2403 * direction 4, 14, or 16 to get back to where we are. 2194 * direction 4, 14, or 16 to get back to where we are.
2404 * Moved from spell_util.c to object.c with the other related direction 2195 * Moved from spell_util.c to object.c with the other related direction
2405 * functions. 2196 * functions.
2406 */ 2197 */
2407
2408int
2409 reduction_dir[SIZEOFFREE][3] = { 2198int reduction_dir[SIZEOFFREE][3] = {
2410 {0, 0, 0}, /* 0 */ 2199 {0, 0, 0}, /* 0 */
2411 {0, 0, 0}, /* 1 */ 2200 {0, 0, 0}, /* 1 */
2412 {0, 0, 0}, /* 2 */ 2201 {0, 0, 0}, /* 2 */
2413 {0, 0, 0}, /* 3 */ 2202 {0, 0, 0}, /* 3 */
2414 {0, 0, 0}, /* 4 */ 2203 {0, 0, 0}, /* 4 */
2462 * find a path to that monster that we found. If not, 2251 * find a path to that monster that we found. If not,
2463 * we don't bother going toward it. Returns 1 if we 2252 * we don't bother going toward it. Returns 1 if we
2464 * can see a direct way to get it 2253 * can see a direct way to get it
2465 * Modified to be map tile aware -.MSW 2254 * Modified to be map tile aware -.MSW
2466 */ 2255 */
2467
2468
2469int 2256int
2470can_see_monsterP (maptile *m, int x, int y, int dir) 2257can_see_monsterP (maptile *m, int x, int y, int dir)
2471{ 2258{
2472 sint16 dx, dy; 2259 sint16 dx, dy;
2473 int
2474 mflags; 2260 int mflags;
2475 2261
2476 if (dir < 0) 2262 if (dir < 0)
2477 return 0; /* exit condition: invalid direction */ 2263 return 0; /* exit condition: invalid direction */
2478 2264
2479 dx = x + freearr_x[dir]; 2265 dx = x + freearr_x[dir];
2492 return 0; 2278 return 0;
2493 2279
2494 /* yes, can see. */ 2280 /* yes, can see. */
2495 if (dir < 9) 2281 if (dir < 9)
2496 return 1; 2282 return 1;
2283
2497 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2284 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2498 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2285 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2286 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2499} 2287}
2500
2501
2502 2288
2503/* 2289/*
2504 * can_pick(picker, item): finds out if an object is possible to be 2290 * can_pick(picker, item): finds out if an object is possible to be
2505 * picked up by the picker. Returnes 1 if it can be 2291 * picked up by the picker. Returnes 1 if it can be
2506 * picked up, otherwise 0. 2292 * picked up, otherwise 0.
2508 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2294 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2509 * core dumps if they do. 2295 * core dumps if they do.
2510 * 2296 *
2511 * Add a check so we can't pick up invisible objects (0.93.8) 2297 * Add a check so we can't pick up invisible objects (0.93.8)
2512 */ 2298 */
2513
2514int 2299int
2515can_pick (const object *who, const object *item) 2300can_pick (const object *who, const object *item)
2516{ 2301{
2517 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2302 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2518 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2303 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2519 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2304 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2520} 2305}
2521 2306
2522
2523/* 2307/*
2524 * create clone from object to another 2308 * create clone from object to another
2525 */ 2309 */
2526object * 2310object *
2527object_create_clone (object *asrc) 2311object::deep_clone ()
2528{ 2312{
2529 object * 2313 assert (("deep_clone called on non-head object", is_head ()));
2530 dst = NULL, *tmp, *src, *part, *prev, *item;
2531 2314
2532 if (!asrc) 2315 object *dst = clone ();
2533 return NULL;
2534 src = asrc;
2535 if (src->head)
2536 src = src->head;
2537 2316
2538 prev = NULL; 2317 object *prev = dst;
2539 for (part = src; part; part = part->more) 2318 for (object *part = this->more; part; part = part->more)
2540 { 2319 {
2541 tmp = get_object (); 2320 object *tmp = part->clone ();
2542 copy_object (part, tmp);
2543 tmp->x -= src->x;
2544 tmp->y -= src->y;
2545 if (!part->head)
2546 {
2547 dst = tmp;
2548 tmp->head = NULL;
2549 }
2550 else
2551 {
2552 tmp->head = dst; 2321 tmp->head = dst;
2553 }
2554 tmp->more = NULL;
2555 if (prev)
2556 prev->more = tmp; 2322 prev->more = tmp;
2557 prev = tmp; 2323 prev = tmp;
2558 } 2324 }
2559 2325
2560 for (item = src->inv; item; item = item->below) 2326 for (object *item = inv; item; item = item->below)
2561 insert_ob_in_ob (object_create_clone (item), dst); 2327 insert_ob_in_ob (item->deep_clone (), dst);
2562 2328
2563 return dst; 2329 return dst;
2564}
2565
2566/* GROS - Creates an object using a string representing its content. */
2567/* Basically, we save the content of the string to a temp file, then call */
2568/* load_object on it. I admit it is a highly inefficient way to make things, */
2569/* but it was simple to make and allows reusing the load_object function. */
2570/* Remember not to use load_object_str in a time-critical situation. */
2571/* Also remember that multiparts objects are not supported for now. */
2572
2573object *
2574load_object_str (const char *obstr)
2575{
2576 object *op;
2577 char filename[MAX_BUF];
2578
2579 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2580
2581 FILE *tempfile = fopen (filename, "w");
2582
2583 if (tempfile == NULL)
2584 {
2585 LOG (llevError, "Error - Unable to access load object temp file\n");
2586 return NULL;
2587 }
2588
2589 fprintf (tempfile, obstr);
2590 fclose (tempfile);
2591
2592 op = get_object ();
2593
2594 object_thawer thawer (filename);
2595
2596 if (thawer)
2597 load_object (thawer, op, 0);
2598
2599 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2600 CLEAR_FLAG (op, FLAG_REMOVED);
2601
2602 return op;
2603} 2330}
2604 2331
2605/* This returns the first object in who's inventory that 2332/* This returns the first object in who's inventory that
2606 * has the same type and subtype match. 2333 * has the same type and subtype match.
2607 * returns NULL if no match. 2334 * returns NULL if no match.
2608 */ 2335 */
2609object * 2336object *
2610find_obj_by_type_subtype (const object *who, int type, int subtype) 2337find_obj_by_type_subtype (const object *who, int type, int subtype)
2611{ 2338{
2612 object *tmp;
2613
2614 for (tmp = who->inv; tmp; tmp = tmp->below) 2339 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2615 if (tmp->type == type && tmp->subtype == subtype) 2340 if (tmp->type == type && tmp->subtype == subtype)
2616 return tmp; 2341 return tmp;
2617 2342
2618 return NULL;
2619}
2620
2621/* If ob has a field named key, return the link from the list,
2622 * otherwise return NULL.
2623 *
2624 * key must be a passed in shared string - otherwise, this won't
2625 * do the desired thing.
2626 */
2627key_value *
2628get_ob_key_link (const object *ob, const char *key)
2629{
2630 key_value *link;
2631
2632 for (link = ob->key_values; link != NULL; link = link->next)
2633 if (link->key == key)
2634 return link;
2635
2636 return NULL;
2637}
2638
2639/*
2640 * Returns the value of op has an extra_field for key, or NULL.
2641 *
2642 * The argument doesn't need to be a shared string.
2643 *
2644 * The returned string is shared.
2645 */
2646const char *
2647get_ob_key_value (const object *op, const char *const key)
2648{
2649 key_value *link;
2650 shstr_cmp canonical_key (key);
2651
2652 if (!canonical_key)
2653 {
2654 /* 1. There being a field named key on any object
2655 * implies there'd be a shared string to find.
2656 * 2. Since there isn't, no object has this field.
2657 * 3. Therefore, *this* object doesn't have this field.
2658 */
2659 return 0;
2660 }
2661
2662 /* This is copied from get_ob_key_link() above -
2663 * only 4 lines, and saves the function call overhead.
2664 */
2665 for (link = op->key_values; link; link = link->next)
2666 if (link->key == canonical_key)
2667 return link->value;
2668
2669 return 0; 2343 return 0;
2670} 2344}
2671 2345
2672 2346const shstr &
2673/* 2347object::kv_get (const shstr &key) const
2674 * Updates the canonical_key in op to value.
2675 *
2676 * canonical_key is a shared string (value doesn't have to be).
2677 *
2678 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2679 * keys.
2680 *
2681 * Returns TRUE on success.
2682 */
2683int
2684set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2685{ 2348{
2686 key_value * 2349 for (key_value *kv = key_values; kv; kv = kv->next)
2687 field = NULL, *last = NULL; 2350 if (kv->key == key)
2351 return kv->value;
2688 2352
2689 for (field = op->key_values; field != NULL; field = field->next) 2353 return shstr_null;
2690 { 2354}
2691 if (field->key != canonical_key) 2355
2356void
2357object::kv_set (const shstr &key, const shstr &value)
2358{
2359 for (key_value *kv = key_values; kv; kv = kv->next)
2360 if (kv->key == key)
2692 { 2361 {
2693 last = field; 2362 kv->value = value;
2694 continue; 2363 return;
2695 } 2364 }
2696 2365
2697 if (value) 2366 key_value *kv = new key_value;
2698 field->value = value; 2367
2699 else 2368 kv->next = key_values;
2369 kv->key = key;
2370 kv->value = value;
2371
2372 key_values = kv;
2373}
2374
2375void
2376object::kv_del (const shstr &key)
2377{
2378 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2379 if ((*kvp)->key == key)
2700 { 2380 {
2701 /* Basically, if the archetype has this key set, 2381 key_value *kv = *kvp;
2702 * we need to store the null value so when we save 2382 *kvp = (*kvp)->next;
2703 * it, we save the empty value so that when we load, 2383 delete kv;
2704 * we get this value back again. 2384 return;
2705 */
2706 if (get_ob_key_link (&op->arch->clone, canonical_key))
2707 field->value = 0;
2708 else
2709 {
2710 if (last)
2711 last->next = field->next;
2712 else
2713 op->key_values = field->next;
2714
2715 delete field;
2716 }
2717 } 2385 }
2718 return TRUE;
2719 }
2720 /* IF we get here, key doesn't exist */
2721
2722 /* No field, we'll have to add it. */
2723
2724 if (!add_key)
2725 {
2726 return FALSE;
2727 }
2728 /* There isn't any good reason to store a null
2729 * value in the key/value list. If the archetype has
2730 * this key, then we should also have it, so shouldn't
2731 * be here. If user wants to store empty strings,
2732 * should pass in ""
2733 */
2734 if (value == NULL)
2735 return TRUE;
2736
2737 field = new key_value;
2738
2739 field->key = canonical_key;
2740 field->value = value;
2741 /* Usual prepend-addition. */
2742 field->next = op->key_values;
2743 op->key_values = field;
2744
2745 return TRUE;
2746}
2747
2748/*
2749 * Updates the key in op to value.
2750 *
2751 * If add_key is FALSE, this will only update existing keys,
2752 * and not add new ones.
2753 * In general, should be little reason FALSE is ever passed in for add_key
2754 *
2755 * Returns TRUE on success.
2756 */
2757int
2758set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2759{
2760 shstr key_ (key);
2761
2762 return set_ob_key_value_s (op, key_, value, add_key);
2763} 2386}
2764 2387
2765object::depth_iterator::depth_iterator (object *container) 2388object::depth_iterator::depth_iterator (object *container)
2766: iterator_base (container) 2389: iterator_base (container)
2767{ 2390{
2781 } 2404 }
2782 else 2405 else
2783 item = item->env; 2406 item = item->env;
2784} 2407}
2785 2408
2409const char *
2410object::flag_desc (char *desc, int len) const
2411{
2412 char *p = desc;
2413 bool first = true;
2414
2415 *p = 0;
2416
2417 for (int i = 0; i < NUM_FLAGS; i++)
2418 {
2419 if (len <= 10) // magic constant!
2420 {
2421 snprintf (p, len, ",...");
2422 break;
2423 }
2424
2425 if (flag [i])
2426 {
2427 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2428 len -= cnt;
2429 p += cnt;
2430 first = false;
2431 }
2432 }
2433
2434 return desc;
2435}
2436
2786// return a suitable string describing an objetc in enough detail to find it 2437// return a suitable string describing an object in enough detail to find it
2787const char * 2438const char *
2788object::debug_desc (char *info) const 2439object::debug_desc (char *info) const
2789{ 2440{
2441 char flagdesc[512];
2790 char info2[256 * 3]; 2442 char info2[256 * 4];
2791 char *p = info; 2443 char *p = info;
2792 2444
2793 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2445 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2794 count, 2446 count,
2447 uuid.c_str (),
2795 &name, 2448 &name,
2796 title ? " " : "", 2449 title ? ",title:\"" : "",
2797 title ? (const char *)title : ""); 2450 title ? (const char *)title : "",
2451 title ? "\"" : "",
2452 flag_desc (flagdesc, 512), type);
2798 2453
2799 if (env) 2454 if (!flag[FLAG_REMOVED] && env)
2800 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2455 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2801 2456
2802 if (map) 2457 if (map)
2803 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2458 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2804 2459
2805 return info; 2460 return info;
2806} 2461}
2807 2462
2808const char * 2463const char *
2809object::debug_desc () const 2464object::debug_desc () const
2810{ 2465{
2811 static char info[256 * 3]; 2466 static char info[3][256 * 4];
2467 static int info_idx;
2468
2812 return debug_desc (info); 2469 return debug_desc (info [++info_idx % 3]);
2813} 2470}
2814 2471
2472struct region *
2473object::region () const
2474{
2475 return map ? map->region (x, y)
2476 : region::default_region ();
2477}
2478
2479const materialtype_t *
2480object::dominant_material () const
2481{
2482 if (materialtype_t *mt = name_to_material (materialname))
2483 return mt;
2484
2485 return name_to_material (shstr_unknown);
2486}
2487
2488void
2489object::open_container (object *new_container)
2490{
2491 if (container == new_container)
2492 return;
2493
2494 object *old_container = container;
2495
2496 if (old_container)
2497 {
2498 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2499 return;
2500
2501#if 0
2502 // remove the "Close old_container" object.
2503 if (object *closer = old_container->inv)
2504 if (closer->type == CLOSE_CON)
2505 closer->destroy ();
2506#endif
2507
2508 // make sure the container is available
2509 esrv_send_item (this, old_container);
2510
2511 old_container->flag [FLAG_APPLIED] = false;
2512 container = 0;
2513
2514 // client needs item update to make it work, client bug requires this to be separate
2515 esrv_update_item (UPD_FLAGS, this, old_container);
2516
2517 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2518 play_sound (sound_find ("chest_close"));
2519 }
2520
2521 if (new_container)
2522 {
2523 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2524 return;
2525
2526 // TODO: this does not seem to serve any purpose anymore?
2527#if 0
2528 // insert the "Close Container" object.
2529 if (archetype *closer = new_container->other_arch)
2530 {
2531 object *closer = arch_to_object (new_container->other_arch);
2532 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2533 new_container->insert (closer);
2534 }
2535#endif
2536
2537 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2538
2539 // make sure the container is available, client bug requires this to be separate
2540 esrv_send_item (this, new_container);
2541
2542 new_container->flag [FLAG_APPLIED] = true;
2543 container = new_container;
2544
2545 // client needs flag change
2546 esrv_update_item (UPD_FLAGS, this, new_container);
2547 esrv_send_inventory (this, new_container);
2548 play_sound (sound_find ("chest_open"));
2549 }
2550// else if (!old_container->env && contr && contr->ns)
2551// contr->ns->floorbox_reset ();
2552}
2553
2554object *
2555object::force_find (const shstr name)
2556{
2557 /* cycle through his inventory to look for the MARK we want to
2558 * place
2559 */
2560 for (object *tmp = inv; tmp; tmp = tmp->below)
2561 if (tmp->type == FORCE && tmp->slaying == name)
2562 return splay (tmp);
2563
2564 return 0;
2565}
2566
2567void
2568object::force_add (const shstr name, int duration)
2569{
2570 if (object *force = force_find (name))
2571 force->destroy ();
2572
2573 object *force = get_archetype (FORCE_NAME);
2574
2575 force->slaying = name;
2576 force->stats.food = 1;
2577 force->speed_left = -1.f;
2578
2579 force->set_speed (duration ? 1.f / duration : 0.f);
2580 force->flag [FLAG_IS_USED_UP] = true;
2581 force->flag [FLAG_APPLIED] = true;
2582
2583 insert (force);
2584}
2585
2586void
2587object::play_sound (faceidx sound)
2588{
2589 if (!sound)
2590 return;
2591
2592 if (flag [FLAG_REMOVED])
2593 return;
2594
2595 if (env)
2596 {
2597 if (object *pl = in_player ())
2598 pl->contr->play_sound (sound);
2599 }
2600 else
2601 map->play_sound (sound, x, y);
2602}
2603

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