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Comparing deliantra/server/common/object.C (file contents):
Revision 1.61 by root, Mon Dec 11 21:32:16 2006 UTC vs.
Revision 1.254 by root, Sun Aug 31 01:17:11 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: %" PRId64 "\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 /* Do not merge objects if nrof would overflow, assume nrof
192 * is always 0 .. 2**31-1 */
193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
201 return 0; 194 return 0;
202 195
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
206 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag. 196 /* 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 197 * 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 198 * 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 199 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 200 * flags lose any meaning.
215 */ 201 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 202 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 204
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 207
222 208 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) || 209 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 210 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 211 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 212 || 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) || 213 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 214 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 215 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 216 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 217 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 218 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
244 (ob1->client_type != ob2->client_type) || 220 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 221 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 222 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 223 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 224 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 225 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 226 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 227 || 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)) 228 || ob1->move_off != ob2->move_off
229 || ob1->move_slow != ob2->move_slow
230 || ob1->move_slow_penalty != ob2->move_slow_penalty
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 233 return 0;
254 234
235 if ((ob1->flag ^ ob2->flag)
236 .reset (FLAG_INV_LOCKED)
237 .reset (FLAG_CLIENT_SENT)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
255 /* This is really a spellbook check - really, we should 242 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 243 * not merge objects with real inventories, as splitting them
244 * is hard.
257 */ 245 */
258 if (ob1->inv || ob2->inv) 246 if (ob1->inv || ob2->inv)
259 { 247 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 248 if (!(ob1->inv && ob2->inv))
266 return 0; 249 return 0; /* inventories differ in length */
250
251 if (ob1->inv->below || ob2->inv->below)
252 return 0; /* more than one object in inv */
253
254 if (!object::can_merge (ob1->inv, ob2->inv))
255 return 0; /* inventory objects differ */
267 256
268 /* inventory ok - still need to check rest of this object to see 257 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 258 * if it is valid.
270 */ 259 */
271 } 260 }
279 268
280 /* Note sure why the following is the case - either the object has to 269 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 270 * be animated or have a very low speed. Is this an attempted monster
282 * check? 271 * check?
283 */ 272 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 273 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 274 return 0;
286 275
287 switch (ob1->type) 276 switch (ob1->type)
288 { 277 {
289 case SCROLL: 278 case SCROLL:
290 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
291 return 0; 280 return 0;
292 break; 281 break;
293 } 282 }
294 283
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
296 { 285 {
297 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 288 return 0; /* One has fields, but the other one doesn't. */
289
290 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 291 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 292 }
304 293
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
307 { 295 {
308 ob1->optimise (); 296 ob1->optimise ();
309 ob2->optimise (); 297 ob2->optimise ();
310 298
311 if (ob1->self || ob2->self) 299 if (ob1->self || ob2->self)
300 {
301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
303
304 if (k1 != k2)
312 return 0; 305 return 0;
306
307 if (k1 == 0)
308 return 1;
309
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0;
312 }
313 } 313 }
314 314
315 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
316 return 1; 316 return 1;
317} 317}
318 318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->type == PLAYER)
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
356// adjust weight per container type ("of holding")
357static sint32
358weight_adjust_for (object *op, sint32 weight)
359{
360 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
362 : weight;
363}
364
319/* 365/*
366 * adjust_weight(object, weight) adds the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying.
368 */
369static void
370adjust_weight (object *op, sint32 weight)
371{
372 while (op)
373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
381
382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
388 op = op->env;
389 }
390}
391
392/*
320 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 394 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
323 */ 396 */
324long 397void
325sum_weight (object *op) 398object::update_weight ()
326{ 399{
327 long sum; 400 sint32 sum = 0;
328 object *inv;
329 401
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
331 { 403 {
332 if (inv->inv) 404 if (op->inv)
333 sum_weight (inv); 405 op->update_weight ();
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 406
407 sum += op->total_weight ();
408 }
409
410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
335 } 413 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum)
341 op->carrying = sum; 414 carrying = sum;
342 415
343 return sum; 416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this);
419 }
344} 420}
345 421
346/** 422/*
347 * Return the outermost environment object for a given object. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */ 424 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array.
377 */
378
379char * 425char *
380dump_object (object *op) 426dump_object (object *op)
381{ 427{
382 if (!op) 428 if (!op)
383 return strdup ("[NULLOBJ]"); 429 return strdup ("[NULLOBJ]");
384 430
385 object_freezer freezer; 431 object_freezer freezer;
386 save_object (freezer, op, 3); 432 op->write (freezer);
387 return freezer.as_string (); 433 return freezer.as_string ();
388} 434}
389 435
390/* 436/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 437 * get_nearest_part(multi-object, object 2) returns the part of the
392 * multi-object 1 which is closest to the second object. 438 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned. 439 * If it's not a multi-object, it is returned.
394 */ 440 */
395
396object * 441object *
397get_nearest_part (object *op, const object *pl) 442get_nearest_part (object *op, const object *pl)
398{ 443{
399 object *tmp, *closest; 444 object *tmp, *closest;
400 int last_dist, i; 445 int last_dist, i;
401 446
402 if (op->more == NULL) 447 if (!op->more)
403 return op; 448 return op;
449
404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
405 if ((i = distance (tmp, pl)) < last_dist) 453 if ((i = distance (tmp, pl)) < last_dist)
406 closest = tmp, last_dist = i; 454 closest = tmp, last_dist = i;
455
407 return closest; 456 return closest;
408} 457}
409 458
410/* 459/*
411 * Returns the object which has the count-variable equal to the argument. 460 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow.
412 */ 462 */
413
414object * 463object *
415find_object (tag_t i) 464find_object (tag_t i)
416{ 465{
417 for (object *op = object::first; op; op = op->next) 466 for_all_objects (op)
418 if (op->count == i) 467 if (op->count == i)
419 return op; 468 return op;
420 469
421 return 0; 470 return 0;
422} 471}
423 472
424/* 473/*
425 * Returns the first object which has a name equal to the argument. 474 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 475 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 476 * Enables features like "patch <name-of-other-player> food 999"
428 */ 477 */
429
430object * 478object *
431find_object_name (const char *str) 479find_object_name (const char *str)
432{ 480{
433 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
434 object *op;
435 482
436 for (op = object::first; op != NULL; op = op->next) 483 if (str_)
484 for_all_objects (op)
437 if (op->name == str_) 485 if (op->name == str_)
438 break; 486 return op;
439 487
440 return op; 488 return 0;
441}
442
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447} 489}
448 490
449/* 491/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 493 * skill and experience objects.
494 * ACTUALLY NO! investigate! TODO
452 */ 495 */
453void 496void
454object::set_owner (object *owner) 497object::set_owner (object *owner)
455{ 498{
499 // allow objects which own objects
456 if (!owner) 500 if (owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner) 501 while (owner->owner)
467 owner = owner->owner; 502 owner = owner->owner;
503
504 if (flag [FLAG_FREED])
505 {
506 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
507 return;
508 }
468 509
469 this->owner = owner; 510 this->owner = owner;
511}
512
513int
514object::slottype () const
515{
516 if (type == SKILL)
517 {
518 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
519 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
520 }
521 else
522 {
523 if (slot [body_combat].info) return slot_combat;
524 if (slot [body_range ].info) return slot_ranged;
525 }
526
527 return slot_none;
528}
529
530bool
531object::change_weapon (object *ob)
532{
533 if (current_weapon == ob)
534 return true;
535
536 if (chosen_skill)
537 chosen_skill->flag [FLAG_APPLIED] = false;
538
539 current_weapon = ob;
540 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = true;
544
545 update_stats ();
546
547 if (ob)
548 {
549 // now check wether any body locations became invalid, in which case
550 // we cannot apply the weapon at the moment.
551 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
552 if (slot[i].used < 0)
553 {
554 current_weapon = chosen_skill = 0;
555 update_stats ();
556
557 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name);
561 return false;
562 }
563
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 }
566 else
567 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
568
569 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
570 {
571 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
572 &name, ob->debug_desc ());
573 return false;
574 }
575
576 return true;
470} 577}
471 578
472/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 580 * refcounts and freeing the links.
474 */ 581 */
475static void 582static void
476free_key_values (object *op) 583free_key_values (object *op)
477{ 584{
478 for (key_value *i = op->key_values; i != 0;) 585 for (key_value *i = op->key_values; i; )
479 { 586 {
480 key_value *next = i->next; 587 key_value *next = i->next;
481 delete i; 588 delete i;
482 589
483 i = next; 590 i = next;
484 } 591 }
485 592
486 op->key_values = 0; 593 op->key_values = 0;
487} 594}
488 595
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/* 596/*
541 * copy object first frees everything allocated by the second object, 597 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 598 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 599 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object 601 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 602 * will point at garbage.
547 */ 603 */
548void 604void
549copy_object (object *op2, object *op) 605object::copy_to (object *dst)
550{ 606{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 607 dst->remove ();
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 608 *(object_copy *)dst = *this;
553 609 dst->flag [FLAG_REMOVED] = true;
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558
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;
564 610
565 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
566 if (op2->key_values) 612 if (key_values)
567 { 613 {
568 key_value *tail = 0; 614 key_value *tail = 0;
569 key_value *i;
570
571 op->key_values = 0; 615 dst->key_values = 0;
572 616
573 for (i = op2->key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
574 { 618 {
575 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
576 620
577 new_link->next = 0; 621 new_link->next = 0;
578 new_link->key = i->key; 622 new_link->key = i->key;
579 new_link->value = i->value; 623 new_link->value = i->value;
580 624
581 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
582 if (!op->key_values) 626 if (!dst->key_values)
583 { 627 {
584 op->key_values = new_link; 628 dst->key_values = new_link;
585 tail = new_link; 629 tail = new_link;
586 } 630 }
587 else 631 else
588 { 632 {
589 tail->next = new_link; 633 tail->next = new_link;
590 tail = new_link; 634 tail = new_link;
591 } 635 }
592 } 636 }
593 } 637 }
594 638
595 update_ob_speed (op); 639 if (speed < 0)
640 dst->speed_left -= rndm ();
641
642 dst->set_speed (dst->speed);
643}
644
645void
646object::instantiate ()
647{
648 if (!uuid.seq) // HACK
649 uuid = UUID::gen ();
650
651 speed_left = -0.1f;
652 /* copy the body_info to the body_used - this is only really
653 * need for monsters, but doesn't hurt to do it for everything.
654 * by doing so, when a monster is created, it has good starting
655 * values for the body_used info, so when items are created
656 * for it, they can be properly equipped.
657 */
658 for (int i = NUM_BODY_LOCATIONS; i--; )
659 slot[i].used = slot[i].info;
660
661 attachable::instantiate ();
662}
663
664object *
665object::clone ()
666{
667 object *neu = create ();
668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
670 return neu;
596} 671}
597 672
598/* 673/*
599 * If an object with the IS_TURNABLE() flag needs to be turned due 674 * If an object with the IS_TURNABLE() flag needs to be turned due
600 * to the closest player being on the other side, this function can 675 * to the closest player being on the other side, this function can
601 * be called to update the face variable, _and_ how it looks on the map. 676 * be called to update the face variable, _and_ how it looks on the map.
602 */ 677 */
603
604void 678void
605update_turn_face (object *op) 679update_turn_face (object *op)
606{ 680{
607 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 681 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
608 return; 682 return;
683
609 SET_ANIMATION (op, op->direction); 684 SET_ANIMATION (op, op->direction);
610 update_object (op, UP_OBJ_FACE); 685 update_object (op, UP_OBJ_FACE);
611} 686}
612 687
613/* 688/*
614 * Updates the speed of an object. If the speed changes from 0 to another 689 * Updates the speed of an object. If the speed changes from 0 to another
615 * value, or vice versa, then add/remove the object from the active list. 690 * value, or vice versa, then add/remove the object from the active list.
616 * This function needs to be called whenever the speed of an object changes. 691 * This function needs to be called whenever the speed of an object changes.
617 */ 692 */
618void 693void
619update_ob_speed (object *op) 694object::set_speed (float speed)
620{ 695{
621 extern int arch_init; 696 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 { 697 {
629 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 698 LOG (llevError, "Object %s is freed but has speed.\n", &name);
630#ifdef MANY_CORES
631 abort ();
632#else
633 op->speed = 0; 699 speed = 0;
634#endif
635 }
636
637 if (arch_init)
638 return;
639
640 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
641 { 700 }
642 /* If already on active list, don't do anything */
643 if (op->active_next || op->active_prev || op == active_objects)
644 return;
645 701
646 /* process_events() expects us to insert the object at the beginning 702 this->speed = speed;
647 * of the list. */
648 op->active_next = active_objects;
649 703
650 if (op->active_next != NULL) 704 if (has_active_speed ())
651 op->active_next->active_prev = op; 705 activate ();
652
653 active_objects = op;
654 }
655 else 706 else
656 { 707 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} 708}
680 709
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/* 710/*
713 * update_object() updates the array which represents the map. 711 * update_object() updates the the map.
714 * It takes into account invisible objects (and represent squares covered 712 * It takes into account invisible objects (and represent squares covered
715 * by invisible objects by whatever is below them (unless it's another 713 * by invisible objects by whatever is below them (unless it's another
716 * invisible object, etc...) 714 * invisible object, etc...)
717 * If the object being updated is beneath a player, the look-window 715 * If the object being updated is beneath a player, the look-window
718 * of that player is updated (this might be a suboptimal way of 716 * of that player is updated (this might be a suboptimal way of
719 * updating that window, though, since update_object() is called _often_) 717 * updating that window, though, since update_object() is called _often_)
720 * 718 *
721 * action is a hint of what the caller believes need to be done. 719 * action is a hint of what the caller believes need to be done.
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: 720 * current action are:
727 * UP_OBJ_INSERT: op was inserted 721 * UP_OBJ_INSERT: op was inserted
728 * UP_OBJ_REMOVE: op was removed 722 * UP_OBJ_REMOVE: op was removed
729 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 723 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
730 * as that is easier than trying to look at what may have changed. 724 * as that is easier than trying to look at what may have changed.
731 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
732 */ 726 */
733
734void 727void
735update_object (object *op, int action) 728update_object (object *op, int action)
736{ 729{
737 int update_now = 0, flags; 730 if (!op)
738 MoveType move_on, move_off, move_block, move_slow;
739
740 if (op == NULL)
741 { 731 {
742 /* this should never happen */ 732 /* this should never happen */
743 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
744 return; 734 return;
745 } 735 }
746 736
747 if (op->env != NULL) 737 if (!op->is_on_map ())
748 { 738 {
749 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
750 * to do in this case. 740 * to do in this case.
751 */ 741 */
752 return; 742 return;
753 } 743 }
754 744
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 */ 745 /* 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)) 746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
763 { 747 {
764 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
765#ifdef MANY_CORES 749#ifdef MANY_CORES
766 abort (); 750 abort ();
767#endif 751#endif
768 return; 752 return;
769 } 753 }
770 754
771 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 755 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);
777 756
757 if (!(m.flags_ & P_UPTODATE))
758 /* nop */;
778 if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
779 { 760 {
761 // this is likely overkill, TODO: revisit (schmorp)
780 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 762 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)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
784 update_now = 1; 764 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
785 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
786 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 767 || (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) 768 || (m.move_on | op->move_on ) != m.move_on
796 update_now = 1;
797
798 if ((move_off | op->move_off) != move_off) 769 || (m.move_off | op->move_off ) != m.move_off
799 update_now = 1; 770 || (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 771 /* This isn't perfect, but I don't expect a lot of objects to
802 * to have move_allow right now. 772 * have move_allow right now.
803 */ 773 */
804 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
805 update_now = 1; 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
806 776 m.flags_ = 0;
807 if ((move_slow | op->move_slow) != move_slow)
808 update_now = 1;
809 } 777 }
810
811 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
812 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
813 * that is being removed. 780 * that is being removed.
814 */ 781 */
815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 update_now = 1; 783 m.flags_ = 0;
817 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
818 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
819 else 786 else
820 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
821 788
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) 789 if (op->more)
829 update_object (op->more, action); 790 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} 791}
847 792
848object::object () 793object::object ()
849{ 794{
850 SET_FLAG (this, FLAG_REMOVED); 795 SET_FLAG (this, FLAG_REMOVED);
853 face = blank_face; 798 face = blank_face;
854} 799}
855 800
856object::~object () 801object::~object ()
857{ 802{
803 unlink ();
804
858 free_key_values (this); 805 free_key_values (this);
859} 806}
860 807
808static int object_count;
809
861void object::link () 810void object::link ()
862{ 811{
812 assert (!index);//D
813 uuid = UUID::gen ();
863 count = ++ob_count; 814 count = ++object_count;
864 uuid = gen_uuid ();
865 815
866 prev = 0; 816 refcnt_inc ();
867 next = object::first; 817 objects.insert (this);
868
869 if (object::first)
870 object::first->prev = this;
871
872 object::first = this;
873} 818}
874 819
875void object::unlink () 820void object::unlink ()
876{ 821{
877 if (this == object::first) 822 if (!index)
878 object::first = next; 823 return;
879 824
880 /* Remove this object from the list of used objects */ 825 objects.erase (this);
881 if (prev) prev->next = next; 826 refcnt_dec ();
882 if (next) next->prev = prev; 827}
883 828
884 prev = 0; 829void
885 next = 0; 830object::activate ()
831{
832 /* If already on active list, don't do anything */
833 if (active)
834 return;
835
836 if (has_active_speed ())
837 actives.insert (this);
838}
839
840void
841object::activate_recursive ()
842{
843 activate ();
844
845 for (object *op = inv; op; op = op->below)
846 op->activate_recursive ();
847}
848
849/* This function removes object 'op' from the list of active
850 * objects.
851 * This should only be used for style maps or other such
852 * reference maps where you don't want an object that isn't
853 * in play chewing up cpu time getting processed.
854 * The reverse of this is to call update_ob_speed, which
855 * will do the right thing based on the speed of the object.
856 */
857void
858object::deactivate ()
859{
860 /* If not on the active list, nothing needs to be done */
861 if (!active)
862 return;
863
864 actives.erase (this);
865}
866
867void
868object::deactivate_recursive ()
869{
870 for (object *op = inv; op; op = op->below)
871 op->deactivate_recursive ();
872
873 deactivate ();
874}
875
876void
877object::set_flag_inv (int flag, int value)
878{
879 for (object *op = inv; op; op = op->below)
880 {
881 op->flag [flag] = value;
882 op->set_flag_inv (flag, value);
883 }
884}
885
886/*
887 * Remove and free all objects in the inventory of the given object.
888 * object.c ?
889 */
890void
891object::destroy_inv (bool drop_to_ground)
892{
893 // need to check first, because the checks below might segfault
894 // as we might be on an invalid mapspace and crossfire code
895 // is too buggy to ensure that the inventory is empty.
896 // corollary: if you create arrows etc. with stuff in its inventory,
897 // cf will crash below with off-map x and y
898 if (!inv)
899 return;
900
901 /* Only if the space blocks everything do we not process -
902 * if some form of movement is allowed, let objects
903 * drop on that space.
904 */
905 if (!drop_to_ground
906 || !map
907 || map->in_memory != MAP_ACTIVE
908 || map->no_drop
909 || ms ().move_block == MOVE_ALL)
910 {
911 while (inv)
912 inv->destroy (true);
913 }
914 else
915 { /* Put objects in inventory onto this space */
916 while (inv)
917 {
918 object *op = inv;
919
920 if (op->flag [FLAG_STARTEQUIP]
921 || op->flag [FLAG_NO_DROP]
922 || op->type == RUNE
923 || op->type == TRAP
924 || op->flag [FLAG_IS_A_TEMPLATE]
925 || op->flag [FLAG_DESTROY_ON_DEATH])
926 op->destroy (true);
927 else
928 map->insert (op, x, y);
929 }
930 }
886} 931}
887 932
888object *object::create () 933object *object::create ()
889{ 934{
890 object *op = new object; 935 object *op = new object;
891 op->link (); 936 op->link ();
892 return op; 937 return op;
893} 938}
894 939
895/* 940static struct freed_map : maptile
896 * free_object() frees everything allocated by an object, removes 941{
897 * it from the list of used objects, and puts it on the list of 942 freed_map ()
898 * free objects. The IS_FREED() flag is set in the object. 943 {
899 * The object must have been removed by remove_ob() first for 944 path = "<freed objects map>";
900 * this function to succeed. 945 name = "/internal/freed_objects_map";
901 * 946 width = 3;
902 * If destroy_inventory is set, free inventory as well. Else drop items in 947 height = 3;
903 * inventory to the ground. 948 no_drop = 1;
904 */ 949 no_reset = 1;
950
951 alloc ();
952 in_memory = MAP_ACTIVE;
953 }
954
955 ~freed_map ()
956 {
957 destroy ();
958 }
959} freed_map; // freed objects are moved here to avoid crashes
960
961void
962object::do_destroy ()
963{
964 if (flag [FLAG_IS_LINKED])
965 remove_button_link (this);
966
967 if (flag [FLAG_FRIENDLY])
968 remove_friendly_object (this);
969
970 remove ();
971
972 attachable::do_destroy ();
973
974 deactivate ();
975 unlink ();
976
977 flag [FLAG_FREED] = 1;
978
979 // hack to ensure that freed objects still have a valid map
980 map = &freed_map;
981 x = 1;
982 y = 1;
983
984 if (more)
985 {
986 more->destroy ();
987 more = 0;
988 }
989
990 head = 0;
991
992 // clear those pointers that likely might cause circular references
993 owner = 0;
994 enemy = 0;
995 attacked_by = 0;
996 current_weapon = 0;
997}
998
999void
905void object::destroy (bool destroy_inventory) 1000object::destroy (bool destroy_inventory)
906{ 1001{
907 if (QUERY_FLAG (this, FLAG_FREED)) 1002 if (destroyed ())
908 return; 1003 return;
909 1004
910 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1005 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 { 1006 {
1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
920 more->destroy (destroy_inventory); 1008 head->destroy (destroy_inventory);
921 more = 0; 1009 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 } 1010 }
980 1011
981 map = freed_map; 1012 destroy_inv (!destroy_inventory);
982 x = 1;
983 y = 1;
984 }
985 1013
986 // clear those pointers that likely might have circular references to us 1014 if (is_head ())
987 owner = 0; 1015 if (sound_destroy)
988 enemy = 0; 1016 play_sound (sound_destroy);
989 attacked_by = 0; 1017 else if (flag [FLAG_MONSTER])
1018 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
990 1019
991 // only relevant for players(?), but make sure of it anyways 1020 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} 1021}
1002 1022
1003/* 1023/* 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 1024 * 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 1025 * which it is currently tied to. When this function is done, the
1023 * object will have no environment. If the object previously had an 1026 * object will have no environment. If the object previously had an
1024 * environment, the x and y coordinates will be updated to 1027 * environment, the x and y coordinates will be updated to
1025 * the previous environment. 1028 * the previous environment.
1026 * Beware: This function is called from the editor as well!
1027 */ 1029 */
1028void 1030void
1029object::remove () 1031object::do_remove ()
1030{ 1032{
1031 object *tmp, *last = 0; 1033 object *tmp, *last = 0;
1032 object *otmp; 1034 object *otmp;
1033 1035
1034 int check_walk_off; 1036 if (flag [FLAG_REMOVED])
1035
1036 if (QUERY_FLAG (this, FLAG_REMOVED))
1037 return; 1037 return;
1038 1038
1039 SET_FLAG (this, FLAG_REMOVED); 1039 INVOKE_OBJECT (REMOVE, this);
1040
1041 flag [FLAG_REMOVED] = true;
1040 1042
1041 if (more) 1043 if (more)
1042 more->remove (); 1044 more->remove ();
1043 1045
1044 /* 1046 /*
1045 * In this case, the object to be removed is in someones 1047 * In this case, the object to be removed is in someones
1046 * inventory. 1048 * inventory.
1047 */ 1049 */
1048 if (env) 1050 if (env)
1049 { 1051 {
1050 if (nrof) 1052 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1051 sub_weight (env, weight * nrof); 1053 if (object *pl = visible_to ())
1052 else 1054 esrv_del_item (pl->contr, count);
1053 sub_weight (env, weight + carrying); 1055 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1056
1057 adjust_weight (env, -total_weight ());
1058
1059 /* we set up values so that it could be inserted into
1060 * the map, but we don't actually do that - it is up
1061 * to the caller to decide what we want to do.
1062 */
1063 map = env->map;
1064 x = env->x;
1065 y = env->y;
1066
1067 // make sure cmov optimisation is applicable
1068 *(above ? &above->below : &env->inv) = below;
1069 *(below ? &below->above : &above ) = above; // &above is just a dummy
1070
1071 above = 0;
1072 below = 0;
1073 env = 0;
1054 1074
1055 /* NO_FIX_PLAYER is set when a great many changes are being 1075 /* NO_FIX_PLAYER is set when a great many changes are being
1056 * made to players inventory. If set, avoiding the call 1076 * made to players inventory. If set, avoiding the call
1057 * to save cpu time. 1077 * to save cpu time.
1058 */ 1078 */
1059 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1079 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1060 fix_player (otmp); 1080 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 } 1081 }
1079 else if (map) 1082 else if (map)
1080 { 1083 {
1081 /* Re did the following section of code - it looks like it had 1084 map->dirty = true;
1082 * lots of logic for things we no longer care about 1085 mapspace &ms = this->ms ();
1086
1087 if (object *pl = ms.player ())
1083 */ 1088 {
1089 if (type == PLAYER) // this == pl(!)
1090 {
1091 // leaving a spot always closes any open container on the ground
1092 if (container && !container->env)
1093 // this causes spurious floorbox updates, but it ensures
1094 // that the CLOSE event is being sent.
1095 close_container ();
1096
1097 --map->players;
1098 map->touch ();
1099 }
1100 else if (pl->container == this)
1101 {
1102 // removing a container should close it
1103 close_container ();
1104 }
1105
1106 esrv_del_item (pl->contr, count);
1107 }
1084 1108
1085 /* link the object above us */ 1109 /* link the object above us */
1086 if (above) 1110 // re-link, make sure compiler can easily use cmove
1087 above->below = below; 1111 *(above ? &above->below : &ms.top) = below;
1088 else 1112 *(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 1113
1114 above = 0; 1114 above = 0;
1115 below = 0; 1115 below = 0;
1116 1116
1117 ms.flags_ = 0;
1118
1117 if (map->in_memory == MAP_SAVING) 1119 if (map->in_memory == MAP_SAVING)
1118 return; 1120 return;
1119 1121
1120 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1122 int check_walk_off = !flag [FLAG_NO_APPLY];
1121 1123
1124 if (object *pl = ms.player ())
1125 {
1126 if (pl->container == this)
1127 /* If a container that the player is currently using somehow gets
1128 * removed (most likely destroyed), update the player view
1129 * appropriately.
1130 */
1131 pl->close_container ();
1132
1133 //TODO: the floorbox prev/next might need updating
1134 //esrv_del_item (pl->contr, count);
1135 //TODO: update floorbox to preserve ordering
1136 if (pl->contr->ns)
1137 pl->contr->ns->floorbox_update ();
1138 }
1139
1122 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1140 for (tmp = ms.bot; tmp; tmp = tmp->above)
1123 { 1141 {
1124 /* No point updating the players look faces if he is the object 1142 /* No point updating the players look faces if he is the object
1125 * being removed. 1143 * being removed.
1126 */ 1144 */
1127 1145
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 */ 1146 /* See if object moving off should effect something */
1144 if (check_walk_off 1147 if (check_walk_off
1145 && ((move_type & tmp->move_off) 1148 && ((move_type & tmp->move_off)
1146 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1149 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1147 { 1150 {
1148 move_apply (tmp, this, 0); 1151 move_apply (tmp, this, 0);
1149 1152
1150 if (destroyed ()) 1153 if (destroyed ())
1151 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1154 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1152 } 1155 }
1153 1156
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; 1157 last = tmp;
1160 } 1158 }
1161 1159
1162 /* last == NULL of there are no objects on this space */
1163 if (!last)
1164 {
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
1174 update_object (last, UP_OBJ_REMOVE);
1175
1176 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1160 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1177 update_all_los (map, x, y); 1161 update_all_los (map, x, y);
1178 } 1162 }
1179} 1163}
1180 1164
1181/* 1165/*
1190merge_ob (object *op, object *top) 1174merge_ob (object *op, object *top)
1191{ 1175{
1192 if (!op->nrof) 1176 if (!op->nrof)
1193 return 0; 1177 return 0;
1194 1178
1195 if (top == NULL) 1179 if (!top)
1196 for (top = op; top != NULL && top->above != NULL; top = top->above); 1180 for (top = op; top && top->above; top = top->above)
1181 ;
1197 1182
1198 for (; top != NULL; top = top->below) 1183 for (; top; top = top->below)
1199 { 1184 if (object::can_merge (op, top))
1200 if (top == op)
1201 continue;
1202 if (CAN_MERGE (op, top))
1203 { 1185 {
1204 top->nrof += op->nrof; 1186 top->nrof += op->nrof;
1205 1187
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1188 if (object *pl = top->visible_to ())
1207 op->weight = 0; /* Don't want any adjustements now */ 1189 esrv_update_item (UPD_NROF, pl, top);
1208 remove_ob (op); 1190
1209 free_object (op); 1191 op->weight = 0; // cancel the addition above
1192 op->carrying = 0; // must be 0 already
1193
1194 op->destroy (1);
1195
1210 return top; 1196 return top;
1211 } 1197 }
1212 }
1213 1198
1214 return 0; 1199 return 0;
1215} 1200}
1216 1201
1202void
1203object::expand_tail ()
1204{
1205 if (more)
1206 return;
1207
1208 object *prev = this;
1209
1210 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1211 {
1212 object *op = arch_to_object (at);
1213
1214 op->name = name;
1215 op->name_pl = name_pl;
1216 op->title = title;
1217
1218 op->head = this;
1219 prev->more = op;
1220
1221 prev = op;
1222 }
1223}
1224
1217/* 1225/*
1218 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1226 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1219 * job preparing multi-part monsters 1227 * job preparing multi-part monsters.
1220 */ 1228 */
1221object * 1229object *
1222insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1230insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1223{ 1231{
1224 object *tmp; 1232 op->remove ();
1225 1233
1226 if (op->head)
1227 op = op->head;
1228
1229 for (tmp = op; tmp; tmp = tmp->more) 1234 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1230 { 1235 {
1231 tmp->x = x + tmp->arch->clone.x; 1236 tmp->x = x + tmp->arch->x;
1232 tmp->y = y + tmp->arch->clone.y; 1237 tmp->y = y + tmp->arch->y;
1233 } 1238 }
1234 1239
1235 return insert_ob_in_map (op, m, originator, flag); 1240 return insert_ob_in_map (op, m, originator, flag);
1236} 1241}
1237 1242
1253 * Return value: 1258 * Return value:
1254 * new object if 'op' was merged with other object 1259 * new object if 'op' was merged with other object
1255 * NULL if 'op' was destroyed 1260 * NULL if 'op' was destroyed
1256 * just 'op' otherwise 1261 * just 'op' otherwise
1257 */ 1262 */
1258
1259object * 1263object *
1260insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1264insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1261{ 1265{
1262 object *tmp, *top, *floor = NULL; 1266 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 } 1267 {
1270 1268 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 (); 1269 abort ();
1289#endif
1290 free (dump);
1291 return op;
1292 }
1293
1294 if (!QUERY_FLAG (op, FLAG_REMOVED))
1295 { 1270 }
1296 char *dump = dump_object (op); 1271
1297 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1272 if (op->env)
1298 free (dump);
1299 return op;
1300 } 1273 {
1301 1274 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1302 if (op->more != NULL) 1275 op->remove ();
1303 { 1276 }
1304 /* The part may be on a different map. */
1305 1277
1306 object *more = op->more; 1278 if (op->face && !face_info (op->face))//D TODO: remove soon
1307 1279 {//D
1308 /* We really need the caller to normalize coordinates - if 1280 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 1281 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 } 1282 }//D
1331
1332 CLEAR_FLAG (op, FLAG_REMOVED);
1333 1283
1334 /* Ideally, the caller figures this out. However, it complicates a lot 1284 /* 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 1285 * of areas of callers (eg, anything that uses find_free_spot would now
1336 * need extra work 1286 * need extra work
1337 */ 1287 */
1338 op->map = get_map_from_coord (m, &op->x, &op->y); 1288 if (!xy_normalise (m, op->x, op->y))
1339 x = op->x; 1289 {
1340 y = op->y; 1290 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1291 return 0;
1292 }
1293
1294 if (object *more = op->more)
1295 if (!insert_ob_in_map (more, m, originator, flag))
1296 return 0;
1297
1298 CLEAR_FLAG (op, FLAG_REMOVED);
1299
1300 op->map = m;
1301 mapspace &ms = op->ms ();
1341 1302
1342 /* this has to be done after we translate the coordinates. 1303 /* this has to be done after we translate the coordinates.
1343 */ 1304 */
1344 if (op->nrof && !(flag & INS_NO_MERGE)) 1305 if (op->nrof && !(flag & INS_NO_MERGE))
1345 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1306 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1346 if (CAN_MERGE (op, tmp)) 1307 if (object::can_merge (op, tmp))
1347 { 1308 {
1309 // TODO: we actually want to update tmp, not op,
1310 // but some caller surely breaks when we return tmp
1311 // from here :/
1348 op->nrof += tmp->nrof; 1312 op->nrof += tmp->nrof;
1349 remove_ob (tmp); 1313 tmp->destroy (1);
1350 free_object (tmp);
1351 } 1314 }
1352 1315
1353 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1316 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1317 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355 1318
1362 { 1325 {
1363 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1326 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1364 abort (); 1327 abort ();
1365 } 1328 }
1366 1329
1330 if (!originator->is_on_map ())
1331 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1332 op->debug_desc (), originator->debug_desc ());
1333
1367 op->above = originator; 1334 op->above = originator;
1368 op->below = originator->below; 1335 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; 1336 originator->below = op;
1337
1338 *(op->below ? &op->below->above : &ms.bot) = op;
1377 } 1339 }
1378 else 1340 else
1379 { 1341 {
1342 object *floor = 0;
1343 object *top = ms.top;
1344
1380 /* If there are other objects, then */ 1345 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1346 if (top)
1382 { 1347 {
1383 object *last = NULL;
1384
1385 /* 1348 /*
1386 * If there are multiple objects on this space, we do some trickier handling. 1349 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate. 1350 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if 1351 * Generally, we want to put the new object on top. But if
1389 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1352 * 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 1355 * 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 1356 * 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 1357 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects. 1358 * that flying non pickable objects are spell objects.
1396 */ 1359 */
1397 1360 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1398 while (top != NULL)
1399 { 1361 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1362 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1401 floor = top; 1363 floor = tmp;
1402 1364
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1365 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1404 { 1366 {
1405 /* We insert above top, so we want this object below this */ 1367 /* We insert above top, so we want this object below this */
1406 top = top->below; 1368 top = tmp->below;
1407 break; 1369 break;
1408 } 1370 }
1409 1371
1410 last = top;
1411 top = top->above; 1372 top = tmp;
1412 } 1373 }
1413
1414 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last;
1416 1374
1417 /* We let update_position deal with figuring out what the space 1375 /* We let update_position deal with figuring out what the space
1418 * looks like instead of lots of conditions here. 1376 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result. 1377 * makes things faster, and effectively the same result.
1420 */ 1378 */
1421 1379
1422 /* Have object 'fall below' other objects that block view. 1380 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66 1381 * Unless those objects are exits.
1424 * If INS_ON_TOP is used, don't do this processing 1382 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1383 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1384 * stacking is a bit odd.
1427 */ 1385 */
1428 if (!(flag & INS_ON_TOP) && 1386 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)) 1387 && ms.flags () & P_BLOCKSVIEW
1388 && (op->face && !faces [op->face].visibility))
1430 { 1389 {
1390 object *last;
1391
1431 for (last = top; last != floor; last = last->below) 1392 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1393 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1394 break;
1395
1434 /* Check to see if we found the object that blocks view, 1396 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that 1397 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we 1398 * we can get inserted below this one, which requires we
1437 * set top to the object below us. 1399 * set top to the object below us.
1438 */ 1400 */
1439 if (last && last->below && last != floor) 1401 if (last && last->below && last != floor)
1440 top = last->below; 1402 top = last->below;
1441 } 1403 }
1442 } /* If objects on this space */ 1404 } /* If objects on this space */
1443 1405
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) 1406 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor; 1407 top = floor;
1449 1408
1450 /* Top is the object that our object (op) is going to get inserted above. 1409 // insert object above top, or bottom-most if top = 0
1451 */
1452
1453 /* First object on this space */
1454 if (!top) 1410 if (!top)
1455 { 1411 {
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; 1412 op->below = 0;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1413 op->above = ms.bot;
1414 ms.bot = op;
1415
1416 *(op->above ? &op->above->below : &ms.top) = op;
1463 } 1417 }
1464 else 1418 else
1465 { /* get inserted into the stack above top */ 1419 {
1466 op->above = top->above; 1420 op->above = top->above;
1467
1468 if (op->above)
1469 op->above->below = op; 1421 top->above = op;
1470 1422
1471 op->below = top; 1423 op->below = top;
1472 top->above = op; 1424 *(op->above ? &op->above->below : &ms.top) = op;
1473 } 1425 }
1474 1426 }
1475 if (op->above == NULL)
1476 SET_MAP_TOP (op->map, op->x, op->y, op);
1477 } /* else not INS_BELOW_ORIGINATOR */
1478 1427
1479 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1429 {
1480 op->contr->do_los = 1; 1430 op->contr->do_los = 1;
1431 ++op->map->players;
1432 op->map->touch ();
1433 }
1481 1434
1482 /* If we have a floor, we know the player, if any, will be above 1435 op->map->dirty = true;
1483 * it, so save a few ticks and start from there. 1436
1484 */ 1437 if (object *pl = ms.player ())
1485 if (!(flag & INS_MAP_LOAD)) 1438 //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) 1439 //esrv_send_item (pl, op);
1487 if (tmp->type == PLAYER) 1440 //TODO: update floorbox to preserve ordering
1488 tmp->contr->socket.update_look = 1; 1441 if (pl->contr->ns)
1442 pl->contr->ns->floorbox_update ();
1489 1443
1490 /* If this object glows, it may affect lighting conditions that are 1444 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1445 * 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 1446 * 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 1447 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way - 1448 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range, 1449 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1450 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1451 * of effect may be sufficient.
1498 */ 1452 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1453 if (op->map->darkness && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y); 1454 update_all_los (op->map, op->x, op->y);
1501 1455
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1456 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1457 update_object (op, UP_OBJ_INSERT);
1504 1458
1459 INVOKE_OBJECT (INSERT, op);
1460
1505 /* Don't know if moving this to the end will break anything. However, 1461 /* 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. 1462 * we want to have floorbox_update called before calling this.
1507 * 1463 *
1508 * check_move_on() must be after this because code called from 1464 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like 1465 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by 1466 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1467 * update_object().
1512 */ 1468 */
1513 1469
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1470 /* 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) 1471 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1516 { 1472 {
1517 if (check_move_on (op, originator)) 1473 if (check_move_on (op, originator))
1518 return NULL; 1474 return 0;
1519 1475
1520 /* If we are a multi part object, lets work our way through the check 1476 /* If we are a multi part object, lets work our way through the check
1521 * walk on's. 1477 * walk on's.
1522 */ 1478 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1479 for (object *tmp = op->more; tmp; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1480 if (check_move_on (tmp, originator))
1525 return NULL; 1481 return 0;
1526 } 1482 }
1527 1483
1528 return op; 1484 return op;
1529} 1485}
1530 1486
1531/* this function inserts an object in the map, but if it 1487/* 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. 1488 * 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. 1489 * op is the object to insert it under: supplies x and the map.
1534 */ 1490 */
1535void 1491void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1492replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1493{
1538 object *
1539 tmp;
1540 object *
1541 tmp1;
1542
1543 /* first search for itself and remove any old instances */ 1494 /* first search for itself and remove any old instances */
1544 1495
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1496 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1546 {
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1497 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1548 { 1498 tmp->destroy (1);
1549 remove_ob (tmp);
1550 free_object (tmp);
1551 }
1552 }
1553 1499
1554 tmp1 = arch_to_object (archetype::find (arch_string)); 1500 object *tmp = arch_to_object (archetype::find (arch_string));
1555 1501
1556 tmp1->x = op->x; 1502 tmp->x = op->x;
1557 tmp1->y = op->y; 1503 tmp->y = op->y;
1504
1558 insert_ob_in_map (tmp1, op->map, op, 0); 1505 insert_ob_in_map (tmp, op->map, op, 0);
1559} 1506}
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 1507
1569object * 1508object *
1570get_split_ob (object *orig_ob, uint32 nr) 1509object::insert_at (object *where, object *originator, int flags)
1571{ 1510{
1572 object * 1511 if (where->env)
1573 newob; 1512 return where->env->insert (this);
1574 int 1513 else
1575 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1514 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} 1515}
1607 1516
1608/* 1517/*
1609 * decrease_ob_nr(object, number) decreases a specified number from 1518 * decrease(object, number) decreases a specified number from
1610 * the amount of an object. If the amount reaches 0, the object 1519 * the amount of an object. If the amount reaches 0, the object
1611 * is subsequently removed and freed. 1520 * is subsequently removed and freed.
1612 * 1521 *
1613 * Return value: 'op' if something is left, NULL if the amount reached 0 1522 * Return value: 'op' if something is left, NULL if the amount reached 0
1614 */ 1523 */
1524bool
1525object::decrease (sint32 nr)
1526{
1527 if (!nr)
1528 return true;
1615 1529
1530 nr = min (nr, nrof);
1531
1532 if (nrof > nr)
1533 {
1534 nrof -= nr;
1535 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1536
1537 if (object *pl = visible_to ())
1538 esrv_update_item (UPD_NROF, pl, this);
1539
1540 return true;
1541 }
1542 else
1543 {
1544 destroy ();
1545 return false;
1546 }
1547}
1548
1549/*
1550 * split(ob,nr) splits up ob into two parts. The part which
1551 * is returned contains nr objects, and the remaining parts contains
1552 * the rest (or is removed and returned if that number is 0).
1553 * On failure, NULL is returned.
1554 */
1616object * 1555object *
1617decrease_ob_nr (object *op, uint32 i) 1556object::split (sint32 nr)
1618{ 1557{
1619 object *tmp; 1558 int have = number_of ();
1620 player *pl;
1621 1559
1622 if (i == 0) /* objects with op->nrof require this check */ 1560 if (have < nr)
1623 return op; 1561 return 0;
1624 1562 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 { 1563 {
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); 1564 remove ();
1665 op->nrof = 0; 1565 return this;
1666 if (tmp)
1667 {
1668 esrv_del_item (tmp->contr, op->count);
1669 }
1670 }
1671 } 1566 }
1672 else 1567 else
1673 { 1568 {
1674 object *above = op->above; 1569 decrease (nr);
1675 1570
1676 if (i < op->nrof) 1571 object *op = deep_clone ();
1677 op->nrof -= i; 1572 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; 1573 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 } 1574 }
1720} 1575}
1721 1576
1722object * 1577object *
1723insert_ob_in_ob (object *op, object *where) 1578insert_ob_in_ob (object *op, object *where)
1728 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1583 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1729 free (dump); 1584 free (dump);
1730 return op; 1585 return op;
1731 } 1586 }
1732 1587
1733 if (where->head) 1588 if (where->head_ () != where)
1734 { 1589 {
1735 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1590 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1736 where = where->head; 1591 where = where->head;
1737 } 1592 }
1738 1593
1739 return where->insert (op); 1594 return where->insert (op);
1740} 1595}
1745 * inside the object environment. 1600 * inside the object environment.
1746 * 1601 *
1747 * The function returns now pointer to inserted item, and return value can 1602 * The function returns now pointer to inserted item, and return value can
1748 * be != op, if items are merged. -Tero 1603 * be != op, if items are merged. -Tero
1749 */ 1604 */
1750
1751object * 1605object *
1752object::insert (object *op) 1606object::insert (object *op)
1753{ 1607{
1754 object *tmp, *otmp;
1755
1756 if (!QUERY_FLAG (op, FLAG_REMOVED))
1757 op->remove ();
1758
1759 if (op->more) 1608 if (op->more)
1760 { 1609 {
1761 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1610 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1762 return op; 1611 return op;
1763 } 1612 }
1764 1613
1765 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1614 op->remove ();
1766 CLEAR_FLAG (op, FLAG_REMOVED); 1615
1616 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1617
1767 if (op->nrof) 1618 if (op->nrof)
1768 {
1769 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1619 for (object *tmp = inv; tmp; tmp = tmp->below)
1770 if (CAN_MERGE (tmp, op)) 1620 if (object::can_merge (tmp, op))
1771 { 1621 {
1772 /* return the original object and remove inserted object 1622 /* return the original object and remove inserted object
1773 (client needs the original object) */ 1623 (client needs the original object) */
1774 tmp->nrof += op->nrof; 1624 tmp->nrof += op->nrof;
1775 /* Weight handling gets pretty funky. Since we are adding to 1625
1776 * tmp->nrof, we need to increase the weight. 1626 if (object *pl = tmp->visible_to ())
1777 */ 1627 esrv_update_item (UPD_NROF, pl, tmp);
1628
1778 add_weight (this, op->weight * op->nrof); 1629 adjust_weight (this, op->total_weight ());
1779 SET_FLAG (op, FLAG_REMOVED); 1630
1780 op->destroy (); /* free the inserted object */ 1631 op->destroy (1);
1781 op = tmp; 1632 op = tmp;
1782 op->remove (); /* and fix old object's links */ 1633 goto inserted;
1783 CLEAR_FLAG (op, FLAG_REMOVED);
1784 break;
1785 } 1634 }
1786 1635
1787 /* I assume combined objects have no inventory 1636 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; 1637 op->map = 0;
1638 op->x = 0;
1639 op->y = 0;
1640
1641 op->above = 0;
1642 op->below = inv;
1804 op->env = this; 1643 op->env = this;
1805 op->above = NULL;
1806 op->below = NULL;
1807 op->x = 0, op->y = 0;
1808 1644
1645 if (inv)
1646 inv->above = op;
1647
1648 inv = op;
1649
1650 op->flag [FLAG_REMOVED] = 0;
1651
1652 if (object *pl = op->visible_to ())
1653 esrv_send_item (pl, op);
1654
1655 adjust_weight (this, op->total_weight ());
1656
1657inserted:
1809 /* reset the light list and los of the players on the map */ 1658 /* reset the light list and los of the players on the map */
1810 if ((op->glow_radius != 0) && map) 1659 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); 1660 update_all_los (map, x, y);
1817 }
1818 1661
1819 /* Client has no idea of ordering so lets not bother ordering it here. 1662 // if this is a player's inventory, update stats
1820 * It sure simplifies this function... 1663 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1821 */ 1664 update_stats ();
1822 if (!inv) 1665
1823 inv = op; 1666 INVOKE_OBJECT (INSERT, this);
1824 else
1825 {
1826 op->below = inv;
1827 op->below->above = op;
1828 inv = op;
1829 }
1830 1667
1831 return op; 1668 return op;
1832} 1669}
1833 1670
1834/* 1671/*
1849 * 1686 *
1850 * MSW 2001-07-08: Check all objects on space, not just those below 1687 * 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 1688 * object being inserted. insert_ob_in_map may not put new objects
1852 * on top. 1689 * on top.
1853 */ 1690 */
1854
1855int 1691int
1856check_move_on (object *op, object *originator) 1692check_move_on (object *op, object *originator)
1857{ 1693{
1858 object *tmp; 1694 object *tmp;
1859 maptile *m = op->map; 1695 maptile *m = op->map;
1886 1722
1887 /* The objects have to be checked from top to bottom. 1723 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1724 * Hence, we first go to the top:
1889 */ 1725 */
1890 1726
1891 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1727 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1892 { 1728 {
1893 /* Trim the search when we find the first other spell effect 1729 /* Trim the search when we find the first other spell effect
1894 * this helps performance so that if a space has 50 spell objects, 1730 * this helps performance so that if a space has 50 spell objects,
1895 * we don't need to check all of them. 1731 * we don't need to check all of them.
1896 */ 1732 */
1914 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1750 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)) 1751 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1916 { 1752 {
1917 1753
1918 float 1754 float
1919 diff = tmp->move_slow_penalty * FABS (op->speed); 1755 diff = tmp->move_slow_penalty * fabs (op->speed);
1920 1756
1921 if (op->type == PLAYER) 1757 if (op->type == PLAYER)
1922 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1758 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))) 1759 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1924 diff /= 4.0; 1760 diff /= 4.0;
1951/* 1787/*
1952 * present_arch(arch, map, x, y) searches for any objects with 1788 * present_arch(arch, map, x, y) searches for any objects with
1953 * a matching archetype at the given map and coordinates. 1789 * a matching archetype at the given map and coordinates.
1954 * The first matching object is returned, or NULL if none. 1790 * The first matching object is returned, or NULL if none.
1955 */ 1791 */
1956
1957object * 1792object *
1958present_arch (const archetype *at, maptile *m, int x, int y) 1793present_arch (const archetype *at, maptile *m, int x, int y)
1959{ 1794{
1960 object *
1961 tmp;
1962
1963 if (m == NULL || out_of_map (m, x, y)) 1795 if (!m || out_of_map (m, x, y))
1964 { 1796 {
1965 LOG (llevError, "Present_arch called outside map.\n"); 1797 LOG (llevError, "Present_arch called outside map.\n");
1966 return NULL; 1798 return NULL;
1967 } 1799 }
1968 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1800
1969 if (tmp->arch == at) 1801 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1802 if (tmp->arch->archname == at->archname)
1970 return tmp; 1803 return tmp;
1804
1971 return NULL; 1805 return NULL;
1972} 1806}
1973 1807
1974/* 1808/*
1975 * present(type, map, x, y) searches for any objects with 1809 * present(type, map, x, y) searches for any objects with
1976 * a matching type variable at the given map and coordinates. 1810 * a matching type variable at the given map and coordinates.
1977 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
1978 */ 1812 */
1979
1980object * 1813object *
1981present (unsigned char type, maptile *m, int x, int y) 1814present (unsigned char type, maptile *m, int x, int y)
1982{ 1815{
1983 object *
1984 tmp;
1985
1986 if (out_of_map (m, x, y)) 1816 if (out_of_map (m, x, y))
1987 { 1817 {
1988 LOG (llevError, "Present called outside map.\n"); 1818 LOG (llevError, "Present called outside map.\n");
1989 return NULL; 1819 return NULL;
1990 } 1820 }
1991 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1821
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1992 if (tmp->type == type) 1823 if (tmp->type == type)
1993 return tmp; 1824 return tmp;
1825
1994 return NULL; 1826 return NULL;
1995} 1827}
1996 1828
1997/* 1829/*
1998 * present_in_ob(type, object) searches for any objects with 1830 * present_in_ob(type, object) searches for any objects with
1999 * a matching type variable in the inventory of the given object. 1831 * a matching type variable in the inventory of the given object.
2000 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
2001 */ 1833 */
2002
2003object * 1834object *
2004present_in_ob (unsigned char type, const object *op) 1835present_in_ob (unsigned char type, const object *op)
2005{ 1836{
2006 object *
2007 tmp;
2008
2009 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1837 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2010 if (tmp->type == type) 1838 if (tmp->type == type)
2011 return tmp; 1839 return tmp;
1840
2012 return NULL; 1841 return NULL;
2013} 1842}
2014 1843
2015/* 1844/*
2016 * present_in_ob (type, str, object) searches for any objects with 1845 * present_in_ob (type, str, object) searches for any objects with
2024 * str is the string to match against. Note that we match against 1853 * 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 1854 * 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 1855 * spell code can use one object type (force), but change it's name
2027 * to be unique. 1856 * to be unique.
2028 */ 1857 */
2029
2030object * 1858object *
2031present_in_ob_by_name (int type, const char *str, const object *op) 1859present_in_ob_by_name (int type, const char *str, const object *op)
2032{ 1860{
2033 object *
2034 tmp;
2035
2036 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1861 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2037 {
2038 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1862 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2039 return tmp; 1863 return tmp;
2040 } 1864
2041 return NULL; 1865 return 0;
2042} 1866}
2043 1867
2044/* 1868/*
2045 * present_arch_in_ob(archetype, object) searches for any objects with 1869 * present_arch_in_ob(archetype, object) searches for any objects with
2046 * a matching archetype in the inventory of the given object. 1870 * a matching archetype in the inventory of the given object.
2047 * The first matching object is returned, or NULL if none. 1871 * The first matching object is returned, or NULL if none.
2048 */ 1872 */
2049
2050object * 1873object *
2051present_arch_in_ob (const archetype *at, const object *op) 1874present_arch_in_ob (const archetype *at, const object *op)
2052{ 1875{
2053 object *
2054 tmp;
2055
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1876 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2057 if (tmp->arch == at) 1877 if (tmp->arch->archname == at->archname)
2058 return tmp; 1878 return tmp;
1879
2059 return NULL; 1880 return NULL;
2060} 1881}
2061 1882
2062/* 1883/*
2063 * activate recursively a flag on an object inventory 1884 * activate recursively a flag on an object inventory
2064 */ 1885 */
2065void 1886void
2066flag_inv (object *op, int flag) 1887flag_inv (object *op, int flag)
2067{ 1888{
2068 object *
2069 tmp;
2070
2071 if (op->inv)
2072 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2073 { 1890 {
2074 SET_FLAG (tmp, flag); 1891 SET_FLAG (tmp, flag);
2075 flag_inv (tmp, flag); 1892 flag_inv (tmp, flag);
2076 } 1893 }
2077} /* 1894}
1895
1896/*
2078 * desactivate recursively a flag on an object inventory 1897 * deactivate recursively a flag on an object inventory
2079 */ 1898 */
2080void 1899void
2081unflag_inv (object *op, int flag) 1900unflag_inv (object *op, int flag)
2082{ 1901{
2083 object *
2084 tmp;
2085
2086 if (op->inv)
2087 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1902 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2088 { 1903 {
2089 CLEAR_FLAG (tmp, flag); 1904 CLEAR_FLAG (tmp, flag);
2090 unflag_inv (tmp, flag); 1905 unflag_inv (tmp, flag);
2091 } 1906 }
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} 1907}
2107 1908
2108/* 1909/*
2109 * find_free_spot(object, map, x, y, start, stop) will search for 1910 * 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 1911 * a spot at the given map and coordinates which will be able to contain
2112 * to search (see the freearr_x/y[] definition). 1913 * to search (see the freearr_x/y[] definition).
2113 * It returns a random choice among the alternatives found. 1914 * 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 1915 * 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 1916 * 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) 1917 * 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 1918 * Note: This function does correctly handle tiled maps, but does not
2121 * inform the caller. However, insert_ob_in_map will update as 1919 * inform the caller. However, insert_ob_in_map will update as
2122 * necessary, so the caller shouldn't need to do any special work. 1920 * 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 1921 * 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 1922 * 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 1923 * 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 1924 * the archetype because that isn't correct if the monster has been
2127 * customized, changed states, etc. 1925 * customized, changed states, etc.
2128 */ 1926 */
2129
2130int 1927int
2131find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1928find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2132{ 1929{
2133 int
2134 i,
2135 index = 0, flag;
2136 static int
2137 altern[SIZEOFFREE]; 1930 int altern[SIZEOFFREE];
1931 int index = 0, flag;
2138 1932
2139 for (i = start; i < stop; i++) 1933 for (int i = start; i < stop; i++)
2140 { 1934 {
2141 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1935 mapxy pos (m, x, y); pos.move (i);
2142 if (!flag) 1936
1937 if (!pos.normalise ())
1938 continue;
1939
1940 mapspace &ms = *pos;
1941
1942 if (ms.flags () & P_IS_ALIVE)
1943 continue;
1944
1945 /* However, often
1946 * ob doesn't have any move type (when used to place exits)
1947 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1948 */
1949 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1950 {
2143 altern[index++] = i; 1951 altern [index++] = i;
1952 continue;
1953 }
2144 1954
2145 /* Basically, if we find a wall on a space, we cut down the search size. 1955 /* 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. 1956 * 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 - 1957 * 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 1958 * 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 1959 * spaces in all the other directions, this will reduce the search space
2150 * to only the spaces immediately surrounding the target area, and 1960 * to only the spaces immediately surrounding the target area, and
2151 * won't look 2 spaces south of the target space. 1961 * won't look 2 spaces south of the target space.
2152 */ 1962 */
2153 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1963 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1964 {
2154 stop = maxfree[i]; 1965 stop = maxfree[i];
1966 continue;
1967 }
1968
1969 /* Note it is intentional that we check ob - the movement type of the
1970 * head of the object should correspond for the entire object.
1971 */
1972 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1973 continue;
1974
1975 if (ob->blocked (m, pos.x, pos.y))
1976 continue;
1977
1978 altern [index++] = i;
2155 } 1979 }
1980
2156 if (!index) 1981 if (!index)
2157 return -1; 1982 return -1;
1983
2158 return altern[RANDOM () % index]; 1984 return altern [rndm (index)];
2159} 1985}
2160 1986
2161/* 1987/*
2162 * find_first_free_spot(archetype, maptile, x, y) works like 1988 * find_first_free_spot(archetype, maptile, x, y) works like
2163 * find_free_spot(), but it will search max number of squares. 1989 * find_free_spot(), but it will search max number of squares.
2164 * But it will return the first available spot, not a random choice. 1990 * 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. 1991 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2166 */ 1992 */
2167
2168int 1993int
2169find_first_free_spot (const object *ob, maptile *m, int x, int y) 1994find_first_free_spot (const object *ob, maptile *m, int x, int y)
2170{ 1995{
2171 int
2172 i;
2173
2174 for (i = 0; i < SIZEOFFREE; i++) 1996 for (int i = 0; i < SIZEOFFREE; i++)
2175 {
2176 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1997 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2177 return i; 1998 return i;
2178 } 1999
2179 return -1; 2000 return -1;
2180} 2001}
2181 2002
2182/* 2003/*
2183 * The function permute(arr, begin, end) randomly reorders the array 2004 * The function permute(arr, begin, end) randomly reorders the array
2184 * arr[begin..end-1]. 2005 * arr[begin..end-1].
2006 * now uses a fisher-yates shuffle, old permute was broken
2185 */ 2007 */
2186static void 2008static void
2187permute (int *arr, int begin, int end) 2009permute (int *arr, int begin, int end)
2188{ 2010{
2189 int 2011 arr += begin;
2190 i,
2191 j,
2192 tmp,
2193 len;
2194
2195 len = end - begin; 2012 end -= begin;
2196 for (i = begin; i < end; i++)
2197 {
2198 j = begin + RANDOM () % len;
2199 2013
2200 tmp = arr[i]; 2014 while (--end)
2201 arr[i] = arr[j]; 2015 swap (arr [end], arr [rndm (end + 1)]);
2202 arr[j] = tmp;
2203 }
2204} 2016}
2205 2017
2206/* new function to make monster searching more efficient, and effective! 2018/* new function to make monster searching more efficient, and effective!
2207 * This basically returns a randomized array (in the passed pointer) of 2019 * 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 2020 * 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. 2023 * the 3x3 area will be searched, just not in a predictable order.
2212 */ 2024 */
2213void 2025void
2214get_search_arr (int *search_arr) 2026get_search_arr (int *search_arr)
2215{ 2027{
2216 int 2028 int i;
2217 i;
2218 2029
2219 for (i = 0; i < SIZEOFFREE; i++) 2030 for (i = 0; i < SIZEOFFREE; i++)
2220 {
2221 search_arr[i] = i; 2031 search_arr[i] = i;
2222 }
2223 2032
2224 permute (search_arr, 1, SIZEOFFREE1 + 1); 2033 permute (search_arr, 1, SIZEOFFREE1 + 1);
2225 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2034 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2226 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2035 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2227} 2036}
2236 * Perhaps incorrectly, but I'm making the assumption that exclude 2045 * 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 2046 * 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 2047 * because we have to know what movement the thing looking to move
2239 * there is capable of. 2048 * there is capable of.
2240 */ 2049 */
2241
2242int 2050int
2243find_dir (maptile *m, int x, int y, object *exclude) 2051find_dir (maptile *m, int x, int y, object *exclude)
2244{ 2052{
2245 int
2246 i,
2247 max = SIZEOFFREE, mflags; 2053 int i, max = SIZEOFFREE, mflags;
2248 2054
2249 sint16 nx, ny; 2055 sint16 nx, ny;
2250 object * 2056 object *tmp;
2251 tmp;
2252 maptile * 2057 maptile *mp;
2253 mp;
2254 2058
2255 MoveType blocked, move_type; 2059 MoveType blocked, move_type;
2256 2060
2257 if (exclude && exclude->head) 2061 if (exclude && exclude->head_ () != exclude)
2258 { 2062 {
2259 exclude = exclude->head; 2063 exclude = exclude->head;
2260 move_type = exclude->move_type; 2064 move_type = exclude->move_type;
2261 } 2065 }
2262 else 2066 else
2270 mp = m; 2074 mp = m;
2271 nx = x + freearr_x[i]; 2075 nx = x + freearr_x[i];
2272 ny = y + freearr_y[i]; 2076 ny = y + freearr_y[i];
2273 2077
2274 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2078 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2079
2275 if (mflags & P_OUT_OF_MAP) 2080 if (mflags & P_OUT_OF_MAP)
2276 {
2277 max = maxfree[i]; 2081 max = maxfree[i];
2278 }
2279 else 2082 else
2280 { 2083 {
2281 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2084 mapspace &ms = mp->at (nx, ny);
2085
2086 blocked = ms.move_block;
2282 2087
2283 if ((move_type & blocked) == move_type) 2088 if ((move_type & blocked) == move_type)
2284 {
2285 max = maxfree[i]; 2089 max = maxfree[i];
2286 }
2287 else if (mflags & P_IS_ALIVE) 2090 else if (mflags & P_IS_ALIVE)
2288 { 2091 {
2289 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2092 for (tmp = ms.bot; tmp; tmp = tmp->above)
2290 { 2093 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))) 2094 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2292 {
2293 break; 2095 break;
2294 } 2096
2295 }
2296 if (tmp) 2097 if (tmp)
2297 {
2298 return freedir[i]; 2098 return freedir[i];
2299 }
2300 } 2099 }
2301 } 2100 }
2302 } 2101 }
2102
2303 return 0; 2103 return 0;
2304} 2104}
2305 2105
2306/* 2106/*
2307 * distance(object 1, object 2) will return the square of the 2107 * distance(object 1, object 2) will return the square of the
2308 * distance between the two given objects. 2108 * distance between the two given objects.
2309 */ 2109 */
2310
2311int 2110int
2312distance (const object *ob1, const object *ob2) 2111distance (const object *ob1, const object *ob2)
2313{ 2112{
2314 int
2315 i;
2316
2317 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2113 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2318 return i;
2319} 2114}
2320 2115
2321/* 2116/*
2322 * find_dir_2(delta-x,delta-y) will return a direction in which 2117 * find_dir_2(delta-x,delta-y) will return a direction in which
2323 * an object which has subtracted the x and y coordinates of another 2118 * an object which has subtracted the x and y coordinates of another
2324 * object, needs to travel toward it. 2119 * object, needs to travel toward it.
2325 */ 2120 */
2326
2327int 2121int
2328find_dir_2 (int x, int y) 2122find_dir_2 (int x, int y)
2329{ 2123{
2330 int 2124 int q;
2331 q;
2332 2125
2333 if (y) 2126 if (y)
2334 q = x * 100 / y; 2127 q = x * 100 / y;
2335 else if (x) 2128 else if (x)
2336 q = -300 * x; 2129 q = -300 * x;
2361 2154
2362 return 3; 2155 return 3;
2363} 2156}
2364 2157
2365/* 2158/*
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 2159 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2383 * between two directions (which are expected to be absolute (see absdir()) 2160 * between two directions (which are expected to be absolute (see absdir())
2384 */ 2161 */
2385
2386int 2162int
2387dirdiff (int dir1, int dir2) 2163dirdiff (int dir1, int dir2)
2388{ 2164{
2389 int 2165 int d;
2390 d;
2391 2166
2392 d = abs (dir1 - dir2); 2167 d = abs (dir1 - dir2);
2393 if (d > 4) 2168 if (d > 4)
2394 d = 8 - d; 2169 d = 8 - d;
2170
2395 return d; 2171 return d;
2396} 2172}
2397 2173
2398/* peterm: 2174/* peterm:
2399 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2175 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2402 * This basically means that if direction is 15, then it could either go 2178 * This basically means that if direction is 15, then it could either go
2403 * direction 4, 14, or 16 to get back to where we are. 2179 * direction 4, 14, or 16 to get back to where we are.
2404 * Moved from spell_util.c to object.c with the other related direction 2180 * Moved from spell_util.c to object.c with the other related direction
2405 * functions. 2181 * functions.
2406 */ 2182 */
2407
2408int
2409 reduction_dir[SIZEOFFREE][3] = { 2183int reduction_dir[SIZEOFFREE][3] = {
2410 {0, 0, 0}, /* 0 */ 2184 {0, 0, 0}, /* 0 */
2411 {0, 0, 0}, /* 1 */ 2185 {0, 0, 0}, /* 1 */
2412 {0, 0, 0}, /* 2 */ 2186 {0, 0, 0}, /* 2 */
2413 {0, 0, 0}, /* 3 */ 2187 {0, 0, 0}, /* 3 */
2414 {0, 0, 0}, /* 4 */ 2188 {0, 0, 0}, /* 4 */
2462 * find a path to that monster that we found. If not, 2236 * find a path to that monster that we found. If not,
2463 * we don't bother going toward it. Returns 1 if we 2237 * we don't bother going toward it. Returns 1 if we
2464 * can see a direct way to get it 2238 * can see a direct way to get it
2465 * Modified to be map tile aware -.MSW 2239 * Modified to be map tile aware -.MSW
2466 */ 2240 */
2467
2468
2469int 2241int
2470can_see_monsterP (maptile *m, int x, int y, int dir) 2242can_see_monsterP (maptile *m, int x, int y, int dir)
2471{ 2243{
2472 sint16 dx, dy; 2244 sint16 dx, dy;
2473 int
2474 mflags; 2245 int mflags;
2475 2246
2476 if (dir < 0) 2247 if (dir < 0)
2477 return 0; /* exit condition: invalid direction */ 2248 return 0; /* exit condition: invalid direction */
2478 2249
2479 dx = x + freearr_x[dir]; 2250 dx = x + freearr_x[dir];
2492 return 0; 2263 return 0;
2493 2264
2494 /* yes, can see. */ 2265 /* yes, can see. */
2495 if (dir < 9) 2266 if (dir < 9)
2496 return 1; 2267 return 1;
2268
2497 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2269 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]); 2270 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2271 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2499} 2272}
2500
2501
2502 2273
2503/* 2274/*
2504 * can_pick(picker, item): finds out if an object is possible to be 2275 * can_pick(picker, item): finds out if an object is possible to be
2505 * picked up by the picker. Returnes 1 if it can be 2276 * picked up by the picker. Returnes 1 if it can be
2506 * picked up, otherwise 0. 2277 * picked up, otherwise 0.
2508 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2279 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2509 * core dumps if they do. 2280 * core dumps if they do.
2510 * 2281 *
2511 * Add a check so we can't pick up invisible objects (0.93.8) 2282 * Add a check so we can't pick up invisible objects (0.93.8)
2512 */ 2283 */
2513
2514int 2284int
2515can_pick (const object *who, const object *item) 2285can_pick (const object *who, const object *item)
2516{ 2286{
2517 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2518 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2288 (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)); 2289 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2520} 2290}
2521 2291
2522
2523/* 2292/*
2524 * create clone from object to another 2293 * create clone from object to another
2525 */ 2294 */
2526object * 2295object *
2527object_create_clone (object *asrc) 2296object::deep_clone ()
2528{ 2297{
2529 object * 2298 assert (("deep_clone called on non-head object", is_head ()));
2530 dst = NULL, *tmp, *src, *part, *prev, *item;
2531 2299
2532 if (!asrc) 2300 object *dst = clone ();
2533 return NULL;
2534 src = asrc;
2535 if (src->head)
2536 src = src->head;
2537 2301
2538 prev = NULL; 2302 object *prev = dst;
2539 for (part = src; part; part = part->more) 2303 for (object *part = this->more; part; part = part->more)
2540 { 2304 {
2541 tmp = get_object (); 2305 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; 2306 tmp->head = dst;
2553 }
2554 tmp->more = NULL;
2555 if (prev)
2556 prev->more = tmp; 2307 prev->more = tmp;
2557 prev = tmp; 2308 prev = tmp;
2558 } 2309 }
2559 2310
2560 for (item = src->inv; item; item = item->below) 2311 for (object *item = inv; item; item = item->below)
2561 insert_ob_in_ob (object_create_clone (item), dst); 2312 insert_ob_in_ob (item->deep_clone (), dst);
2562 2313
2563 return dst; 2314 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} 2315}
2604 2316
2605/* This returns the first object in who's inventory that 2317/* This returns the first object in who's inventory that
2606 * has the same type and subtype match. 2318 * has the same type and subtype match.
2607 * returns NULL if no match. 2319 * returns NULL if no match.
2608 */ 2320 */
2609object * 2321object *
2610find_obj_by_type_subtype (const object *who, int type, int subtype) 2322find_obj_by_type_subtype (const object *who, int type, int subtype)
2611{ 2323{
2612 object *tmp;
2613
2614 for (tmp = who->inv; tmp; tmp = tmp->below) 2324 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2615 if (tmp->type == type && tmp->subtype == subtype) 2325 if (tmp->type == type && tmp->subtype == subtype)
2616 return tmp; 2326 return tmp;
2617 2327
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; 2328 return 0;
2670} 2329}
2671 2330
2672 2331const shstr &
2673/* 2332object::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{ 2333{
2686 key_value * 2334 for (key_value *kv = key_values; kv; kv = kv->next)
2687 field = NULL, *last = NULL; 2335 if (kv->key == key)
2336 return kv->value;
2688 2337
2689 for (field = op->key_values; field != NULL; field = field->next) 2338 return shstr_null;
2690 { 2339}
2691 if (field->key != canonical_key) 2340
2341void
2342object::kv_set (const shstr &key, const shstr &value)
2343{
2344 for (key_value *kv = key_values; kv; kv = kv->next)
2345 if (kv->key == key)
2692 { 2346 {
2693 last = field; 2347 kv->value = value;
2694 continue; 2348 return;
2695 } 2349 }
2696 2350
2697 if (value) 2351 key_value *kv = new key_value;
2698 field->value = value; 2352
2699 else 2353 kv->next = key_values;
2354 kv->key = key;
2355 kv->value = value;
2356
2357 key_values = kv;
2358}
2359
2360void
2361object::kv_del (const shstr &key)
2362{
2363 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2364 if ((*kvp)->key == key)
2700 { 2365 {
2701 /* Basically, if the archetype has this key set, 2366 key_value *kv = *kvp;
2702 * we need to store the null value so when we save 2367 *kvp = (*kvp)->next;
2703 * it, we save the empty value so that when we load, 2368 delete kv;
2704 * we get this value back again. 2369 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 } 2370 }
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} 2371}
2764 2372
2765object::depth_iterator::depth_iterator (object *container) 2373object::depth_iterator::depth_iterator (object *container)
2766: iterator_base (container) 2374: iterator_base (container)
2767{ 2375{
2781 } 2389 }
2782 else 2390 else
2783 item = item->env; 2391 item = item->env;
2784} 2392}
2785 2393
2394const char *
2395object::flag_desc (char *desc, int len) const
2396{
2397 char *p = desc;
2398 bool first = true;
2399
2400 *p = 0;
2401
2402 for (int i = 0; i < NUM_FLAGS; i++)
2403 {
2404 if (len <= 10) // magic constant!
2405 {
2406 snprintf (p, len, ",...");
2407 break;
2408 }
2409
2410 if (flag [i])
2411 {
2412 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2413 len -= cnt;
2414 p += cnt;
2415 first = false;
2416 }
2417 }
2418
2419 return desc;
2420}
2421
2786// return a suitable string describing an objetc in enough detail to find it 2422// return a suitable string describing an object in enough detail to find it
2787const char * 2423const char *
2788object::debug_desc (char *info) const 2424object::debug_desc (char *info) const
2789{ 2425{
2426 char flagdesc[512];
2790 char info2[256 * 3]; 2427 char info2[256 * 4];
2791 char *p = info; 2428 char *p = info;
2792 2429
2793 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2430 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2794 count, 2431 count,
2432 uuid.c_str (),
2795 &name, 2433 &name,
2796 title ? " " : "", 2434 title ? ",title:\"" : "",
2797 title ? (const char *)title : ""); 2435 title ? (const char *)title : "",
2436 title ? "\"" : "",
2437 flag_desc (flagdesc, 512), type);
2798 2438
2799 if (env) 2439 if (!flag[FLAG_REMOVED] && env)
2800 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2440 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2801 2441
2802 if (map) 2442 if (map)
2803 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2443 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2804 2444
2805 return info; 2445 return info;
2806} 2446}
2807 2447
2808const char * 2448const char *
2809object::debug_desc () const 2449object::debug_desc () const
2810{ 2450{
2811 static char info[256 * 3]; 2451 static char info[3][256 * 4];
2452 static int info_idx;
2453
2812 return debug_desc (info); 2454 return debug_desc (info [++info_idx % 3]);
2813} 2455}
2814 2456
2457struct region *
2458object::region () const
2459{
2460 return map ? map->region (x, y)
2461 : region::default_region ();
2462}
2463
2464const materialtype_t *
2465object::dominant_material () const
2466{
2467 if (materialtype_t *mt = name_to_material (materialname))
2468 return mt;
2469
2470 return name_to_material (shstr_unknown);
2471}
2472
2473void
2474object::open_container (object *new_container)
2475{
2476 if (container == new_container)
2477 return;
2478
2479 object *old_container = container;
2480
2481 if (old_container)
2482 {
2483 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2484 return;
2485
2486#if 0
2487 // remove the "Close old_container" object.
2488 if (object *closer = old_container->inv)
2489 if (closer->type == CLOSE_CON)
2490 closer->destroy ();
2491#endif
2492
2493 // make sure the container is available
2494 esrv_send_item (this, old_container);
2495
2496 old_container->flag [FLAG_APPLIED] = false;
2497 container = 0;
2498
2499 // client needs item update to make it work, client bug requires this to be separate
2500 esrv_update_item (UPD_FLAGS, this, old_container);
2501
2502 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2503 play_sound (sound_find ("chest_close"));
2504 }
2505
2506 if (new_container)
2507 {
2508 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2509 return;
2510
2511 // TODO: this does not seem to serve any purpose anymore?
2512#if 0
2513 // insert the "Close Container" object.
2514 if (archetype *closer = new_container->other_arch)
2515 {
2516 object *closer = arch_to_object (new_container->other_arch);
2517 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2518 new_container->insert (closer);
2519 }
2520#endif
2521
2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2523
2524 // make sure the container is available, client bug requires this to be separate
2525 esrv_send_item (this, new_container);
2526
2527 new_container->flag [FLAG_APPLIED] = true;
2528 container = new_container;
2529
2530 // client needs flag change
2531 esrv_update_item (UPD_FLAGS, this, new_container);
2532 esrv_send_inventory (this, new_container);
2533 play_sound (sound_find ("chest_open"));
2534 }
2535// else if (!old_container->env && contr && contr->ns)
2536// contr->ns->floorbox_reset ();
2537}
2538
2539object *
2540object::force_find (const shstr name)
2541{
2542 /* cycle through his inventory to look for the MARK we want to
2543 * place
2544 */
2545 for (object *tmp = inv; tmp; tmp = tmp->below)
2546 if (tmp->type == FORCE && tmp->slaying == name)
2547 return splay (tmp);
2548
2549 return 0;
2550}
2551
2552void
2553object::force_add (const shstr name, int duration)
2554{
2555 if (object *force = force_find (name))
2556 force->destroy ();
2557
2558 object *force = get_archetype (FORCE_NAME);
2559
2560 force->slaying = name;
2561 force->stats.food = 1;
2562 force->speed_left = -1.f;
2563
2564 force->set_speed (duration ? 1.f / duration : 0.f);
2565 force->flag [FLAG_IS_USED_UP] = true;
2566 force->flag [FLAG_APPLIED] = true;
2567
2568 insert (force);
2569}
2570
2571void
2572object::play_sound (faceidx sound)
2573{
2574 if (!sound)
2575 return;
2576
2577 if (flag [FLAG_REMOVED])
2578 return;
2579
2580 if (env)
2581 {
2582 if (object *pl = in_player ())
2583 pl->contr->play_sound (sound);
2584 }
2585 else
2586 map->play_sound (sound, x, y);
2587}
2588

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