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Comparing deliantra/server/common/object.C (file contents):
Revision 1.65 by root, Wed Dec 13 00:42:03 2006 UTC vs.
Revision 1.319 by root, Sat Apr 3 02:29:40 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
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> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h>
34 31
35int nrofallocobjects = 0; 32#include <bitset>
36static UUID uuid; 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
37const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38 38
39object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
40 41
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42//+GPL
43
44short freearr_x[SIZEOFFREE] = {
45 0,
46 0, 1, 1, 1, 0, -1, -1, -1,
47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
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 48 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 49};
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, 50short freearr_y[SIZEOFFREE] = {
51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
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 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46};
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,
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
49}; 55};
50int freedir[SIZEOFFREE] = { 56int 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, 57 0,
58 1, 2, 3, 4, 5, 6, 7, 8,
59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
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 60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 61};
54 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
55static void 70static void
56write_uuid (void) 71write_uuid (uval64 skip, bool sync)
57{ 72{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
59 74 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 77 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} 78}
75 79
76static void 80static void
77read_uuid (void) 81read_uuid ()
78{ 82{
79 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
80 84
81 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
82 88
83 FILE *fp; 89 FILE *fp;
84 90
85 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
86 { 92 {
87 if (errno == ENOENT) 93 if (errno == ENOENT)
88 { 94 {
89 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 96 UUID::cur.seq = 0;
91 write_uuid (); 97 write_uuid (UUID_GAP, true);
92 return; 98 return;
93 } 99 }
94 100
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 102 _exit (1);
97 } 103 }
98 104
99 int version; 105 char buf [UUID::MAX_LEN];
100 unsigned long long uid; 106 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
102 { 110 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 112 _exit (1);
105 } 113 }
106 114
107 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
108 write_uuid (); 116
109 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
110 fclose (fp); 118 fclose (fp);
111} 119}
112 120
113UUID 121UUID
114gen_uuid () 122UUID::gen ()
115{ 123{
116 UUID uid; 124 UUID uid;
117 125
118 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
119 127
120 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
122 134
123 return uid; 135 return uid;
124} 136}
125 137
126void 138void
127init_uuid () 139UUID::init ()
128{ 140{
129 read_uuid (); 141 read_uuid ();
130} 142}
131 143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
207}
208
132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int 210static bool
134compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
135{ 212{
136 key_value *wants_field;
137
138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 213 /* n-squared behaviour (see kv_get), but I'm hoping both
139 * objects with lists are rare, and lists stay short. If not, use a 214 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
141 */ 216 */
142 217
143 /* For each field in wants, */ 218 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 219 for (key_value *kv = wants->key_values; kv; kv = kv->next)
145 { 220 if (has->kv_get (kv->key) != kv->value)
146 key_value *has_field; 221 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 }
166 222
167 /* If we get here, every field in wants has a matching field in has. */ 223 /* If we get here, every field in wants has a matching field in has. */
168 return TRUE; 224 return true;
169} 225}
170 226
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 228static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 230{
175 /* However, there may be fields in has which aren't partnered in wants, 231 /* However, there may be fields in has which aren't partnered in wants,
176 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
177 */ 233 */
178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 234 return compare_ob_value_lists_one (ob1, ob2)
235 && compare_ob_value_lists_one (ob2, ob1);
179} 236}
180 237
181/* Function examines the 2 objects given to it, and returns true if 238/* Function examines the 2 objects given to it, and returns true if
182 * they can be merged together. 239 * they can be merged together.
183 * 240 *
184 * Note that this function appears a lot longer than the macro it 241 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 242 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 243 * reduce this to the same efficiency.
187 * 244 *
188 * Check nrof variable *before* calling CAN_MERGE() 245 * Check nrof variable *before* calling can_merge()
189 * 246 *
190 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
191 * check weight 248 * check weight
192 */ 249 */
193
194bool object::can_merge (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
195{ 251{
196 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 253 if (ob1 == ob2
254 || ob1->type != ob2->type
255 || ob1->value != ob2->value
256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
198 return 0; 258 return 0;
199 259
200 if (ob1->speed != ob2->speed) 260 /* Do not merge objects if nrof would overflow, assume nrof
261 * is always 0 .. 2**31-1 */
262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
201 return 0; 263 return 0;
202 264
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. 265 /* 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 266 * 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 267 * 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 268 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 269 * flags lose any meaning.
215 */ 270 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 273
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 276
222 277 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) || 278 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 279 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 280 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 281 || 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) || 282 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 283 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 284 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 285 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 286 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
244 (ob1->client_type != ob2->client_type) || 289 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 290 || ob1->material != ob2->material
246 (ob1->lore != ob2->lore) || 291 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 292 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 293 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 294 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 295 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 296 || 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)) 297 || ob1->move_off != ob2->move_off
298 || ob1->move_slow != ob2->move_slow
299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 302 return 0;
254 303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
255 /* This is really a spellbook check - really, we should 310 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 311 * not merge objects with real inventories, as splitting them
312 * is hard.
257 */ 313 */
258 if (ob1->inv || ob2->inv) 314 if (ob1->inv || ob2->inv)
259 { 315 {
260 /* if one object has inventory but the other doesn't, not equiv */
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)) 316 if (!(ob1->inv && ob2->inv))
266 return 0; 317 return 0; /* inventories differ in length */
318
319 if (ob1->inv->below || ob2->inv->below)
320 return 0; /* more than one object in inv */
321
322 if (!object::can_merge (ob1->inv, ob2->inv))
323 return 0; /* inventory objects differ */
267 324
268 /* inventory ok - still need to check rest of this object to see 325 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 326 * if it is valid.
270 */ 327 */
271 } 328 }
279 336
280 /* Note sure why the following is the case - either the object has to 337 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 338 * be animated or have a very low speed. Is this an attempted monster
282 * check? 339 * check?
283 */ 340 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 341 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 342 return 0;
286 343
287 switch (ob1->type) 344 switch (ob1->type)
288 { 345 {
289 case SCROLL: 346 case SCROLL:
290 if (ob1->level != ob2->level) 347 if (ob1->level != ob2->level)
291 return 0; 348 return 0;
292 break; 349 break;
293 } 350 }
294 351
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 352 if (ob1->key_values || ob2->key_values)
296 { 353 {
297 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 355 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 356 return 0; /* One has fields, but the other one doesn't. */
357
358 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 359 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 360 }
304 361
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
307 { 363 {
308 ob1->optimise (); 364 ob1->optimise ();
309 ob2->optimise (); 365 ob2->optimise ();
310 366
311 if (ob1->self || ob2->self) 367 if (ob1->self || ob2->self)
368 {
369 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
370 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
371
372 if (k1 != k2)
312 return 0; 373 return 0;
374
375 if (k1 == 0)
376 return 1;
377
378 if (!cfperl_can_merge (ob1, ob2))
379 return 0;
380 }
313 } 381 }
314 382
315 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
316 return 1; 384 return 1;
317} 385}
318 386
387// find player who can see this object
388object *
389object::visible_to () const
390{
391 if (client_visible () && !flag [FLAG_REMOVED])
392 {
393 // see if we are in a container of sorts
394 if (env)
395 {
396 // the player inventory itself is always visible
397 if (env->is_player ())
398 return env;
399
400 // else a player could have our env open
401 object *envest = env->outer_env_or_self ();
402
403 // the player itself is always on a map, so we will find him here
404 // even if our inv is in a player.
405 if (envest->is_on_map ())
406 if (object *pl = envest->ms ().player ())
407 if (pl->container_ () == env)
408 return pl;
409 }
410 else
411 {
412 // maybe there is a player standing on the same mapspace
413 // this will catch the case where "this" is a player
414 if (object *pl = ms ().player ())
415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
417 return pl;
418 }
419 }
420
421 return 0;
422}
423
424// adjust weight per container type ("of holding")
425static sint32
426weight_adjust_for (object *op, sint32 weight)
427{
428 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
430 : weight;
431}
432
319/* 433/*
434 * adjust_weight(object, weight) adds the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying.
436 */
437static void
438adjust_weight (object *op, sint32 weight)
439{
440 while (op)
441 {
442 // adjust by actual difference to account for rounding errors
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446
447 if (!weight)
448 return;
449
450 op->carrying += weight;
451
452 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op);
455
456 op = op->env;
457 }
458}
459
460/*
320 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 462 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
323 */ 464 */
324long 465void
325sum_weight (object *op) 466object::update_weight ()
326{ 467{
327 long sum; 468 sint32 sum = 0;
328 object *inv;
329 469
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 470 for (object *op = inv; op; op = op->below)
331 { 471 {
332 if (inv->inv) 472 if (op->inv)
333 sum_weight (inv); 473 op->update_weight ();
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 474
475 sum += op->total_weight ();
476 }
477
478 sum = weight_adjust_for (this, sum);
479
480 if (sum != carrying)
335 } 481 {
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; 482 carrying = sum;
342 483
343 return sum; 484 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this);
487 }
344} 488}
345 489
346/** 490/*
347 * Return the outermost environment object for a given object. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */ 492 */
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 * 493char *
380dump_object (object *op) 494dump_object (object *op)
381{ 495{
382 if (!op) 496 if (!op)
383 return strdup ("[NULLOBJ]"); 497 return strdup ("[NULLOBJ]");
384 498
385 object_freezer freezer; 499 object_freezer freezer;
386 save_object (freezer, op, 3); 500 op->write (freezer);
387 return freezer.as_string (); 501 return freezer.as_string ();
388} 502}
389 503
390/* 504char *
391 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
392 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned.
394 */
395
396object *
397get_nearest_part (object *op, const object *pl)
398{ 506{
399 object *tmp, *closest; 507 return dump_object (this);
400 int last_dist, i;
401
402 if (op->more == NULL)
403 return op;
404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
405 if ((i = distance (tmp, pl)) < last_dist)
406 closest = tmp, last_dist = i;
407 return closest;
408} 508}
409 509
410/* 510/*
411 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
512 * VERRRY slow.
412 */ 513 */
413
414object * 514object *
415find_object (tag_t i) 515find_object (tag_t i)
416{ 516{
417 for (object *op = object::first; op; op = op->next) 517 for_all_objects (op)
418 if (op->count == i) 518 if (op->count == i)
419 return op; 519 return op;
520
521 return 0;
522}
523
524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
420 535
421 return 0; 536 return 0;
422} 537}
423 538
424/* 539/*
425 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
428 */ 543 */
429
430object * 544object *
431find_object_name (const char *str) 545find_object_name (const char *str)
432{ 546{
433 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
434 object *op;
435 548
436 for (op = object::first; op != NULL; op = op->next) 549 if (str_)
550 for_all_objects (op)
437 if (op->name == str_) 551 if (op->name == str_)
438 break; 552 return op;
439 553
440 return op; 554 return 0;
441}
442
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447} 555}
448 556
449/* 557/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 558 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 559 * skill and experience objects.
560 * ACTUALLY NO! investigate! TODO
452 */ 561 */
453void 562void
454object::set_owner (object *owner) 563object::set_owner (object *owner)
455{ 564{
565 // allow objects which own objects
456 if (!owner) 566 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) 567 while (owner->owner)
467 owner = owner->owner; 568 owner = owner->owner;
569
570 if (flag [FLAG_FREED])
571 {
572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
573 return;
574 }
468 575
469 this->owner = owner; 576 this->owner = owner;
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}
488
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} 594}
530 595
531/* 596/*
532 * copy_to first frees everything allocated by the dst object, 597 * copy_to first frees everything allocated by the dst object,
533 * and then copies the contents of itself into the second 598 * and then copies the contents of itself into the second
537 * will point at garbage. 602 * will point at garbage.
538 */ 603 */
539void 604void
540object::copy_to (object *dst) 605object::copy_to (object *dst)
541{ 606{
542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 607 dst->remove ();
543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
544
545 *(object_copy *)dst = *this; 608 *(object_copy *)dst = *this;
546 *(object_pod *)dst = *this; 609 dst->flag [FLAG_REMOVED] = true;
547
548 if (self || cb)
549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
550
551 if (is_freed)
552 SET_FLAG (dst, FLAG_FREED);
553
554 if (is_removed)
555 SET_FLAG (dst, FLAG_REMOVED);
556
557 if (speed < 0)
558 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
559 610
560 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
561 if (key_values) 612 if (key_values)
562 { 613 {
563 key_value *tail = 0; 614 key_value *tail = 0;
564 key_value *i;
565
566 dst->key_values = 0; 615 dst->key_values = 0;
567 616
568 for (i = key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
569 { 618 {
570 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
571 620
572 new_link->next = 0; 621 new_link->next = 0;
573 new_link->key = i->key; 622 new_link->key = i->key;
574 new_link->value = i->value; 623 new_link->value = i->value;
575 624
576 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
577 if (!dst->key_values) 626 if (!dst->key_values)
578 { 627 {
585 tail = new_link; 634 tail = new_link;
586 } 635 }
587 } 636 }
588 } 637 }
589 638
590 update_ob_speed (dst); 639 dst->activate ();
640}
641
642void
643object::instantiate ()
644{
645 if (!uuid.seq) // HACK
646 uuid = UUID::gen ();
647
648 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
649 if (flag [FLAG_RANDOM_SPEED] && speed)
650 speed_left = - speed - rndm (); // TODO animation
651 else
652 speed_left = -1.;
653
654 /* copy the body_info to the body_used - this is only really
655 * need for monsters, but doesn't hurt to do it for everything.
656 * by doing so, when a monster is created, it has good starting
657 * values for the body_used info, so when items are created
658 * for it, they can be properly equipped.
659 */
660 for (int i = NUM_BODY_LOCATIONS; i--; )
661 slot[i].used = slot[i].info;
662
663 attachable::instantiate ();
591} 664}
592 665
593object * 666object *
594object::clone () 667object::clone ()
595{ 668{
596 object *neu = create (); 669 object *neu = create ();
597 copy_to (neu); 670 copy_to (neu);
671
672 // TODO: unclean state changes, should not be done in clone AND instantiate
673 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
674 neu->speed_left = - neu->speed - rndm (); // TODO animation
675
676 neu->map = map; // not copied by copy_to
598 return neu; 677 return neu;
599} 678}
600 679
601/* 680/*
602 * If an object with the IS_TURNABLE() flag needs to be turned due 681 * If an object with the IS_TURNABLE() flag needs to be turned due
603 * to the closest player being on the other side, this function can 682 * to the closest player being on the other side, this function can
604 * be called to update the face variable, _and_ how it looks on the map. 683 * be called to update the face variable, _and_ how it looks on the map.
605 */ 684 */
606
607void 685void
608update_turn_face (object *op) 686update_turn_face (object *op)
609{ 687{
610 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 688 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
611 return; 689 return;
690
612 SET_ANIMATION (op, op->direction); 691 SET_ANIMATION (op, op->direction);
613 update_object (op, UP_OBJ_FACE); 692 update_object (op, UP_OBJ_FACE);
614} 693}
615 694
616/* 695/*
617 * Updates the speed of an object. If the speed changes from 0 to another 696 * Updates the speed of an object. If the speed changes from 0 to another
618 * value, or vice versa, then add/remove the object from the active list. 697 * value, or vice versa, then add/remove the object from the active list.
619 * This function needs to be called whenever the speed of an object changes. 698 * This function needs to be called whenever the speed of an object changes.
620 */ 699 */
621void 700void
622update_ob_speed (object *op) 701object::set_speed (float speed)
623{ 702{
624 extern int arch_init; 703 this->speed = speed;
625 704
626 /* No reason putting the archetypes objects on the speed list, 705 if (has_active_speed ())
627 * since they never really need to be updated. 706 activate ();
628 */
629
630 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
631 {
632 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
633#ifdef MANY_CORES
634 abort ();
635#else
636 op->speed = 0;
637#endif
638 }
639
640 if (arch_init)
641 return;
642
643 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
644 {
645 /* If already on active list, don't do anything */
646 if (op->active_next || op->active_prev || op == active_objects)
647 return;
648
649 /* process_events() expects us to insert the object at the beginning
650 * of the list. */
651 op->active_next = active_objects;
652
653 if (op->active_next != NULL)
654 op->active_next->active_prev = op;
655
656 active_objects = op;
657 }
658 else 707 else
659 { 708 deactivate ();
660 /* If not on the active list, nothing needs to be done */
661 if (!op->active_next && !op->active_prev && op != active_objects)
662 return;
663
664 if (op->active_prev == NULL)
665 {
666 active_objects = op->active_next;
667
668 if (op->active_next != NULL)
669 op->active_next->active_prev = NULL;
670 }
671 else
672 {
673 op->active_prev->active_next = op->active_next;
674
675 if (op->active_next)
676 op->active_next->active_prev = op->active_prev;
677 }
678
679 op->active_next = NULL;
680 op->active_prev = NULL;
681 }
682} 709}
683 710
684/* This function removes object 'op' from the list of active
685 * objects.
686 * This should only be used for style maps or other such
687 * reference maps where you don't want an object that isn't
688 * in play chewing up cpu time getting processed.
689 * The reverse of this is to call update_ob_speed, which
690 * will do the right thing based on the speed of the object.
691 */
692void
693remove_from_active_list (object *op)
694{
695 /* If not on the active list, nothing needs to be done */
696 if (!op->active_next && !op->active_prev && op != active_objects)
697 return;
698
699 if (op->active_prev == NULL)
700 {
701 active_objects = op->active_next;
702 if (op->active_next != NULL)
703 op->active_next->active_prev = NULL;
704 }
705 else
706 {
707 op->active_prev->active_next = op->active_next;
708 if (op->active_next)
709 op->active_next->active_prev = op->active_prev;
710 }
711 op->active_next = NULL;
712 op->active_prev = NULL;
713}
714
715/* 711/*
716 * update_object() updates the array which represents the map. 712 * update_object() updates the the map.
717 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
718 * by invisible objects by whatever is below them (unless it's another 714 * by invisible objects by whatever is below them (unless it's another
719 * invisible object, etc...) 715 * invisible object, etc...)
720 * If the object being updated is beneath a player, the look-window 716 * If the object being updated is beneath a player, the look-window
721 * of that player is updated (this might be a suboptimal way of 717 * of that player is updated (this might be a suboptimal way of
722 * updating that window, though, since update_object() is called _often_) 718 * updating that window, though, since update_object() is called _often_)
723 * 719 *
724 * action is a hint of what the caller believes need to be done. 720 * action is a hint of what the caller believes need to be done.
725 * For example, if the only thing that has changed is the face (due to
726 * an animation), we don't need to call update_position until that actually
727 * comes into view of a player. OTOH, many other things, like addition/removal
728 * of walls or living creatures may need us to update the flags now.
729 * current action are: 721 * current action are:
730 * UP_OBJ_INSERT: op was inserted 722 * UP_OBJ_INSERT: op was inserted
731 * UP_OBJ_REMOVE: op was removed 723 * UP_OBJ_REMOVE: op was removed
732 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 724 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
733 * as that is easier than trying to look at what may have changed. 725 * as that is easier than trying to look at what may have changed.
734 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
735 */ 727 */
736
737void 728void
738update_object (object *op, int action) 729update_object (object *op, int action)
739{ 730{
740 int update_now = 0, flags; 731 if (!op)
741 MoveType move_on, move_off, move_block, move_slow;
742
743 if (op == NULL)
744 { 732 {
745 /* this should never happen */ 733 /* this should never happen */
746 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
747 return; 735 return;
748 } 736 }
749 737
750 if (op->env != NULL) 738 if (!op->is_on_map ())
751 { 739 {
752 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
753 * to do in this case. 741 * to do in this case.
754 */ 742 */
755 return; 743 return;
756 } 744 }
757 745
758 /* If the map is saving, don't do anything as everything is
759 * going to get freed anyways.
760 */
761 if (!op->map || op->map->in_memory == MAP_SAVING)
762 return;
763
764 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
765 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
766 { 748 {
767 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
768#ifdef MANY_CORES 750#ifdef MANY_CORES
769 abort (); 751 abort ();
770#endif 752#endif
771 return; 753 return;
772 } 754 }
773 755
774 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 756 mapspace &m = op->ms ();
775 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
776 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
777 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
778 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
779 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
780 757
758 if (!(m.flags_ & P_UPTODATE))
759 /* nop */;
781 if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
782 { 761 {
762#if 0
763 // this is likely overkill, TODO: revisit (schmorp)
783 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 764 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
784 update_now = 1;
785
786 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 765 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
787 update_now = 1; 766 || (op->is_player () && !(m.flags_ & P_PLAYER))
788 767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
789 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
790 update_now = 1;
791
792 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
793 update_now = 1;
794
795 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
796 update_now = 1;
797
798 if ((move_on | op->move_on) != move_on) 770 || (m.move_on | op->move_on ) != m.move_on
799 update_now = 1;
800
801 if ((move_off | op->move_off) != move_off) 771 || (m.move_off | op->move_off ) != m.move_off
802 update_now = 1; 772 || (m.move_slow | op->move_slow) != m.move_slow
803
804 /* This isn't perfect, but I don't expect a lot of objects to 773 /* This isn't perfect, but I don't expect a lot of objects to
805 * to have move_allow right now. 774 * have move_allow right now.
806 */ 775 */
807 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
808 update_now = 1; 777 m.invalidate ();
809 778#else
810 if ((move_slow | op->move_slow) != move_slow) 779 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
811 update_now = 1; 780 m.invalidate ();
781#endif
812 } 782 }
813
814 /* if the object is being removed, we can't make intelligent 783 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 784 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 785 * that is being removed.
817 */ 786 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 787 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now = 1; 788 m.invalidate ();
820 else if (action == UP_OBJ_FACE) 789 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ ; 790 /* Nothing to do for that case */ ;
822 else 791 else
823 LOG (llevError, "update_object called with invalid action: %d\n", action); 792 LOG (llevError, "update_object called with invalid action: %d\n", action);
824 793
825 if (update_now)
826 {
827 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
828 update_position (op->map, op->x, op->y);
829 }
830
831 if (op->more != NULL) 794 if (op->more)
832 update_object (op->more, action); 795 update_object (op->more, action);
833} 796}
834 797
835object::vector object::mortals;
836object::vector object::objects; // not yet used
837object *object::first;
838
839void object::free_mortals ()
840{
841 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
842 if ((*i)->refcnt)
843 ++i; // further delay freeing
844 else
845 {
846 delete *i;
847 mortals.erase (i);
848 }
849}
850
851object::object () 798object::object ()
852{ 799{
853 SET_FLAG (this, FLAG_REMOVED); 800 SET_FLAG (this, FLAG_REMOVED);
854 801
855 expmul = 1.0; 802 //expmul = 1.0; declared const for the time being
856 face = blank_face; 803 face = blank_face;
804 material = MATERIAL_NULL;
857} 805}
858 806
859object::~object () 807object::~object ()
860{ 808{
809 unlink ();
810
861 free_key_values (this); 811 free_key_values (this);
862} 812}
863 813
814static int object_count;
815
864void object::link () 816void object::link ()
865{ 817{
818 assert (!index);//D
819 uuid = UUID::gen ();
866 count = ++ob_count; 820 count = ++object_count;
867 uuid = gen_uuid ();
868 821
869 prev = 0; 822 refcnt_inc ();
870 next = object::first; 823 objects.insert (this);
871
872 if (object::first)
873 object::first->prev = this;
874
875 object::first = this;
876} 824}
877 825
878void object::unlink () 826void object::unlink ()
879{ 827{
880 if (this == object::first) 828 if (!index)
881 object::first = next; 829 return;
882 830
883 /* Remove this object from the list of used objects */ 831 objects.erase (this);
884 if (prev) prev->next = next; 832 refcnt_dec ();
885 if (next) next->prev = prev; 833}
886 834
887 prev = 0; 835void
888 next = 0; 836object::activate ()
837{
838 /* If already on active list, don't do anything */
839 if (active)
840 return;
841
842 if (has_active_speed ())
843 {
844 if (flag [FLAG_FREED])
845 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
846
847 actives.insert (this);
848 }
849}
850
851void
852object::activate_recursive ()
853{
854 activate ();
855
856 for (object *op = inv; op; op = op->below)
857 op->activate_recursive ();
858}
859
860/* This function removes object 'op' from the list of active
861 * objects.
862 * This should only be used for style maps or other such
863 * reference maps where you don't want an object that isn't
864 * in play chewing up cpu time getting processed.
865 * The reverse of this is to call update_ob_speed, which
866 * will do the right thing based on the speed of the object.
867 */
868void
869object::deactivate ()
870{
871 /* If not on the active list, nothing needs to be done */
872 if (!active)
873 return;
874
875 actives.erase (this);
876}
877
878void
879object::deactivate_recursive ()
880{
881 for (object *op = inv; op; op = op->below)
882 op->deactivate_recursive ();
883
884 deactivate ();
885}
886
887void
888object::set_flag_inv (int flag, int value)
889{
890 for (object *op = inv; op; op = op->below)
891 {
892 op->flag [flag] = value;
893 op->set_flag_inv (flag, value);
894 }
895}
896
897/*
898 * Remove and free all objects in the inventory of the given object.
899 * object.c ?
900 */
901void
902object::destroy_inv (bool drop_to_ground)
903{
904 // need to check first, because the checks below might segfault
905 // as we might be on an invalid mapspace and crossfire code
906 // is too buggy to ensure that the inventory is empty.
907 // corollary: if you create arrows etc. with stuff in its inventory,
908 // cf will crash below with off-map x and y
909 if (!inv)
910 return;
911
912 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects
914 * drop on that space.
915 */
916 if (!drop_to_ground
917 || !map
918 || map->in_memory != MAP_ACTIVE
919 || map->no_drop
920 || ms ().move_block == MOVE_ALL)
921 {
922 while (inv)
923 inv->destroy ();
924 }
925 else
926 { /* Put objects in inventory onto this space */
927 while (inv)
928 {
929 object *op = inv;
930
931 if (op->flag [FLAG_STARTEQUIP]
932 || op->flag [FLAG_NO_DROP]
933 || op->type == RUNE
934 || op->type == TRAP
935 || op->flag [FLAG_IS_A_TEMPLATE]
936 || op->flag [FLAG_DESTROY_ON_DEATH])
937 op->destroy ();
938 else
939 map->insert (op, x, y);
940 }
941 }
889} 942}
890 943
891object *object::create () 944object *object::create ()
892{ 945{
893 object *op = new object; 946 object *op = new object;
894 op->link (); 947 op->link ();
895 return op; 948 return op;
896} 949}
897 950
898/* 951static struct freed_map : maptile
899 * free_object() frees everything allocated by an object, removes
900 * it from the list of used objects, and puts it on the list of
901 * free objects. The IS_FREED() flag is set in the object.
902 * The object must have been removed by remove_ob() first for
903 * this function to succeed.
904 *
905 * If destroy_inventory is set, free inventory as well. Else drop items in
906 * inventory to the ground.
907 */
908void object::destroy (bool destroy_inventory)
909{ 952{
910 if (QUERY_FLAG (this, FLAG_FREED)) 953 freed_map ()
954 {
955 path = "<freed objects map>";
956 name = "/internal/freed_objects_map";
957 width = 3;
958 height = 3;
959 no_drop = 1;
960 no_reset = 1;
961
962 alloc ();
963 in_memory = MAP_ACTIVE;
964 }
965
966 ~freed_map ()
967 {
968 destroy ();
969 }
970} freed_map; // freed objects are moved here to avoid crashes
971
972void
973object::do_destroy ()
974{
975 if (flag [FLAG_IS_LINKED])
976 remove_link ();
977
978 if (flag [FLAG_FRIENDLY])
979 remove_friendly_object (this);
980
981 remove ();
982
983 attachable::do_destroy ();
984
985 deactivate ();
986 unlink ();
987
988 flag [FLAG_FREED] = 1;
989
990 // hack to ensure that freed objects still have a valid map
991 map = &freed_map;
992 x = 1;
993 y = 1;
994
995 if (more)
996 {
997 more->destroy ();
998 more = 0;
999 }
1000
1001 head = 0;
1002
1003 // clear those pointers that likely might cause circular references
1004 owner = 0;
1005 enemy = 0;
1006 attacked_by = 0;
1007 current_weapon = 0;
1008}
1009
1010void
1011object::destroy ()
1012{
1013 if (destroyed ())
911 return; 1014 return;
912 1015
913 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1016 if (!is_head () && !head->destroyed ())
914 remove_friendly_object (this);
915
916 if (!QUERY_FLAG (this, FLAG_REMOVED))
917 remove ();
918
919 SET_FLAG (this, FLAG_FREED);
920
921 if (more)
922 {
923 more->destroy (destroy_inventory);
924 more = 0;
925 }
926
927 if (inv)
928 {
929 /* Only if the space blocks everything do we not process -
930 * if some form of movement is allowed, let objects
931 * drop on that space.
932 */
933 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
934 {
935 object *op = inv;
936
937 while (op)
938 {
939 object *tmp = op->below;
940 op->destroy (destroy_inventory);
941 op = tmp;
942 }
943 }
944 else
945 { /* Put objects in inventory onto this space */
946 object *op = inv;
947
948 while (op)
949 {
950 object *tmp = op->below;
951
952 op->remove ();
953
954 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
955 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
956 op->destroy ();
957 else
958 {
959 op->x = x;
960 op->y = y;
961 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
962 }
963
964 op = tmp;
965 }
966 }
967 }
968
969 // hack to ensure that freed objects still have a valid map
970 {
971 static maptile *freed_map; // freed objects are moved here to avoid crashes
972
973 if (!freed_map)
974 { 1017 {
975 freed_map = new maptile; 1018 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
976 1019 head->destroy ();
977 freed_map->name = "/internal/freed_objects_map"; 1020 return;
978 freed_map->width = 3;
979 freed_map->height = 3;
980
981 freed_map->allocate ();
982 } 1021 }
983 1022
984 map = freed_map; 1023 destroy_inv (false);
985 x = 1;
986 y = 1;
987 }
988 1024
989 // clear those pointers that likely might have circular references to us 1025 if (is_head ())
990 owner = 0; 1026 if (sound_destroy)
991 enemy = 0; 1027 play_sound (sound_destroy);
992 attacked_by = 0; 1028 else if (flag [FLAG_MONSTER])
1029 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
993 1030
994 // only relevant for players(?), but make sure of it anyways 1031 attachable::destroy ();
995 contr = 0;
996
997 /* Remove object from the active list */
998 speed = 0;
999 update_ob_speed (this);
1000
1001 unlink ();
1002
1003 mortals.push_back (this);
1004}
1005
1006/*
1007 * sub_weight() recursively (outwards) subtracts a number from the
1008 * weight of an object (and what is carried by it's environment(s)).
1009 */
1010void
1011sub_weight (object *op, signed long weight)
1012{
1013 while (op != NULL)
1014 {
1015 if (op->type == CONTAINER)
1016 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1017
1018 op->carrying -= weight;
1019 op = op->env;
1020 }
1021} 1032}
1022 1033
1023/* op->remove (): 1034/* op->remove ():
1024 * This function removes the object op from the linked list of objects 1035 * This function removes the object op from the linked list of objects
1025 * which it is currently tied to. When this function is done, the 1036 * which it is currently tied to. When this function is done, the
1026 * object will have no environment. If the object previously had an 1037 * object will have no environment. If the object previously had an
1027 * environment, the x and y coordinates will be updated to 1038 * environment, the x and y coordinates will be updated to
1028 * the previous environment. 1039 * the previous environment.
1029 * Beware: This function is called from the editor as well!
1030 */ 1040 */
1031void 1041void
1032object::remove () 1042object::do_remove ()
1033{ 1043{
1034 object *tmp, *last = 0; 1044 if (flag [FLAG_REMOVED])
1035 object *otmp;
1036
1037 int check_walk_off;
1038
1039 if (QUERY_FLAG (this, FLAG_REMOVED))
1040 return; 1045 return;
1041 1046
1042 SET_FLAG (this, FLAG_REMOVED); 1047 INVOKE_OBJECT (REMOVE, this);
1048
1049 flag [FLAG_REMOVED] = true;
1043 1050
1044 if (more) 1051 if (more)
1045 more->remove (); 1052 more->remove ();
1046 1053
1047 /* 1054 /*
1048 * In this case, the object to be removed is in someones 1055 * In this case, the object to be removed is in someones
1049 * inventory. 1056 * inventory.
1050 */ 1057 */
1051 if (env) 1058 if (env)
1052 { 1059 {
1053 if (nrof) 1060 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1054 sub_weight (env, weight * nrof); 1061 if (object *pl = visible_to ())
1055 else 1062 esrv_del_item (pl->contr, count);
1056 sub_weight (env, weight + carrying); 1063 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1057 1064
1058 /* NO_FIX_PLAYER is set when a great many changes are being 1065 adjust_weight (env, -total_weight ());
1059 * made to players inventory. If set, avoiding the call
1060 * to save cpu time.
1061 */
1062 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1063 fix_player (otmp);
1064 1066
1065 if (above != NULL) 1067 object *pl = in_player ();
1066 above->below = below;
1067 else
1068 env->inv = below;
1069
1070 if (below != NULL)
1071 below->above = above;
1072 1068
1073 /* we set up values so that it could be inserted into 1069 /* we set up values so that it could be inserted into
1074 * the map, but we don't actually do that - it is up 1070 * the map, but we don't actually do that - it is up
1075 * to the caller to decide what we want to do. 1071 * to the caller to decide what we want to do.
1076 */ 1072 */
1077 x = env->x, y = env->y;
1078 map = env->map; 1073 map = env->map;
1079 above = 0, below = 0; 1074 x = env->x;
1080 env = 0; 1075 y = env->y;
1081 }
1082 else if (map)
1083 {
1084 /* Re did the following section of code - it looks like it had
1085 * lots of logic for things we no longer care about
1086 */
1087 1076
1088 /* link the object above us */ 1077 // make sure cmov optimisation is applicable
1089 if (above) 1078 *(above ? &above->below : &env->inv) = below;
1090 above->below = below; 1079 *(below ? &below->above : &above ) = above; // &above is just a dummy
1091 else
1092 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1093
1094 /* Relink the object below us, if there is one */
1095 if (below)
1096 below->above = above;
1097 else
1098 {
1099 /* Nothing below, which means we need to relink map object for this space
1100 * use translated coordinates in case some oddness with map tiling is
1101 * evident
1102 */
1103 if (GET_MAP_OB (map, x, y) != this)
1104 {
1105 char *dump = dump_object (this);
1106 LOG (llevError,
1107 "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);
1108 free (dump);
1109 dump = dump_object (GET_MAP_OB (map, x, y));
1110 LOG (llevError, "%s\n", dump);
1111 free (dump);
1112 }
1113
1114 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1115 }
1116 1080
1117 above = 0; 1081 above = 0;
1118 below = 0; 1082 below = 0;
1083 env = 0;
1084
1085 if (pl && pl->is_player ())
1086 {
1087 if (expect_false (pl->contr->combat_ob == this))
1088 {
1089 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1090 pl->contr->combat_ob = 0;
1091 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1092 }
1093
1094 if (expect_false (pl->contr->ranged_ob == this))
1095 {
1096 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1097 pl->contr->ranged_ob = 0;
1098 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1099 }
1100
1101 pl->contr->queue_stats_update ();
1102
1103 if (expect_false (glow_radius) && pl->is_on_map ())
1104 update_all_los (pl->map, pl->x, pl->y);
1105 }
1106 }
1107 else if (map)
1108 {
1109 map->dirty = true;
1110 mapspace &ms = this->ms ();
1111
1112 if (object *pl = ms.player ())
1113 {
1114 if (is_player ())
1115 {
1116 if (!flag [FLAG_WIZPASS])
1117 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1118
1119 // leaving a spot always closes any open container on the ground
1120 if (container && !container->env)
1121 // this causes spurious floorbox updates, but it ensures
1122 // that the CLOSE event is being sent.
1123 close_container ();
1124
1125 --map->players;
1126 map->touch ();
1127 }
1128 else if (pl->container_ () == this)
1129 {
1130 // removing a container should close it
1131 close_container ();
1132 }
1133
1134 esrv_del_item (pl->contr, count);
1135 }
1136
1137 /* link the object above us */
1138 // re-link, make sure compiler can easily use cmove
1139 *(above ? &above->below : &ms.top) = below;
1140 *(below ? &below->above : &ms.bot) = above;
1141
1142 above = 0;
1143 below = 0;
1144
1145 ms.invalidate ();
1119 1146
1120 if (map->in_memory == MAP_SAVING) 1147 if (map->in_memory == MAP_SAVING)
1121 return; 1148 return;
1122 1149
1123 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1150 int check_walk_off = !flag [FLAG_NO_APPLY];
1124 1151
1125 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1152 if (object *pl = ms.player ())
1126 { 1153 {
1127 /* No point updating the players look faces if he is the object 1154 if (pl->container_ () == this)
1128 * being removed.
1129 */
1130
1131 if (tmp->type == PLAYER && tmp != this)
1132 {
1133 /* If a container that the player is currently using somehow gets 1155 /* If a container that the player is currently using somehow gets
1134 * removed (most likely destroyed), update the player view 1156 * removed (most likely destroyed), update the player view
1135 * appropriately. 1157 * appropriately.
1136 */ 1158 */
1137 if (tmp->container == this) 1159 pl->close_container ();
1160
1161 //TODO: the floorbox prev/next might need updating
1162 //esrv_del_item (pl->contr, count);
1163 //TODO: update floorbox to preserve ordering
1164 if (pl->contr->ns)
1165 pl->contr->ns->floorbox_update ();
1166 }
1167
1168 if (check_walk_off)
1169 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1138 { 1170 {
1139 CLEAR_FLAG (this, FLAG_APPLIED); 1171 above = tmp->above;
1140 tmp->container = 0;
1141 }
1142 1172
1143 tmp->contr->socket.update_look = 1; 1173 /* No point updating the players look faces if he is the object
1174 * being removed.
1144 } 1175 */
1145 1176
1146 /* See if player moving off should effect something */ 1177 /* See if object moving off should effect something */
1147 if (check_walk_off
1148 && ((move_type & tmp->move_off) 1178 if ((move_type & tmp->move_off)
1149 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1179 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1150 {
1151 move_apply (tmp, this, 0); 1180 move_apply (tmp, this, 0);
1152
1153 if (destroyed ())
1154 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1155 } 1181 }
1156 1182
1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1183 if (affects_los ())
1158
1159 if (tmp->above == tmp)
1160 tmp->above = 0;
1161
1162 last = tmp;
1163 }
1164
1165 /* last == NULL of there are no objects on this space */
1166 if (!last)
1167 {
1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1170 * those out anyways, and if there are any flags set right now, they won't
1171 * be correct anyways.
1172 */
1173 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1174 update_position (map, x, y);
1175 }
1176 else
1177 update_object (last, UP_OBJ_REMOVE);
1178
1179 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1180 update_all_los (map, x, y); 1184 update_all_los (map, x, y);
1181 } 1185 }
1182} 1186}
1183 1187
1184/* 1188/*
1193merge_ob (object *op, object *top) 1197merge_ob (object *op, object *top)
1194{ 1198{
1195 if (!op->nrof) 1199 if (!op->nrof)
1196 return 0; 1200 return 0;
1197 1201
1198 if (top == NULL) 1202 if (!top)
1199 for (top = op; top != NULL && top->above != NULL; top = top->above); 1203 for (top = op; top && top->above; top = top->above)
1204 ;
1200 1205
1201 for (; top != NULL; top = top->below) 1206 for (; top; top = top->below)
1202 { 1207 if (object::can_merge (op, top))
1203 if (top == op)
1204 continue;
1205 if (CAN_MERGE (op, top))
1206 { 1208 {
1207 top->nrof += op->nrof; 1209 top->nrof += op->nrof;
1208 1210
1209/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1211 if (object *pl = top->visible_to ())
1210 op->weight = 0; /* Don't want any adjustements now */ 1212 esrv_update_item (UPD_NROF, pl, top);
1213
1214 op->weight = 0; // cancel the addition above
1215 op->carrying = 0; // must be 0 already
1216
1211 op->destroy (); 1217 op->destroy ();
1218
1212 return top; 1219 return top;
1213 } 1220 }
1214 }
1215 1221
1216 return 0; 1222 return 0;
1217} 1223}
1218 1224
1225void
1226object::expand_tail ()
1227{
1228 if (more)
1229 return;
1230
1231 object *prev = this;
1232
1233 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1234 {
1235 object *op = at->instance ();
1236
1237 op->name = name;
1238 op->name_pl = name_pl;
1239 op->title = title;
1240
1241 op->head = this;
1242 prev->more = op;
1243
1244 prev = op;
1245 }
1246}
1247
1219/* 1248/*
1220 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1249 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1221 * job preparing multi-part monsters 1250 * job preparing multi-part monsters.
1222 */ 1251 */
1223object * 1252object *
1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1253insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1225{ 1254{
1226 object *tmp; 1255 op->remove ();
1227 1256
1228 if (op->head)
1229 op = op->head;
1230
1231 for (tmp = op; tmp; tmp = tmp->more) 1257 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1232 { 1258 {
1233 tmp->x = x + tmp->arch->clone.x; 1259 tmp->x = x + tmp->arch->x;
1234 tmp->y = y + tmp->arch->clone.y; 1260 tmp->y = y + tmp->arch->y;
1235 } 1261 }
1236 1262
1237 return insert_ob_in_map (op, m, originator, flag); 1263 return insert_ob_in_map (op, m, originator, flag);
1238} 1264}
1239 1265
1252 * Passing 0 for flag gives proper default values, so flag really only needs 1278 * Passing 0 for flag gives proper default values, so flag really only needs
1253 * to be set if special handling is needed. 1279 * to be set if special handling is needed.
1254 * 1280 *
1255 * Return value: 1281 * Return value:
1256 * new object if 'op' was merged with other object 1282 * new object if 'op' was merged with other object
1257 * NULL if 'op' was destroyed 1283 * NULL if there was an error (destroyed, blocked etc.)
1258 * just 'op' otherwise 1284 * just 'op' otherwise
1259 */ 1285 */
1260
1261object * 1286object *
1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1263{ 1288{
1264 object *tmp, *top, *floor = NULL; 1289 op->remove ();
1265 sint16 x, y;
1266 1290
1267 if (QUERY_FLAG (op, FLAG_FREED)) 1291 if (m == &freed_map)//D TODO: remove soon
1268 { 1292 {//D
1269 LOG (llevError, "Trying to insert freed object!\n"); 1293 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1270 return NULL;
1271 } 1294 }//D
1272
1273 if (m == NULL)
1274 {
1275 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1277 free (dump);
1278 return op;
1279 }
1280
1281 if (out_of_map (m, op->x, op->y))
1282 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1285#ifdef MANY_CORES
1286 /* Better to catch this here, as otherwise the next use of this object
1287 * is likely to cause a crash. Better to find out where it is getting
1288 * improperly inserted.
1289 */
1290 abort ();
1291#endif
1292 free (dump);
1293 return op;
1294 }
1295
1296 if (!QUERY_FLAG (op, FLAG_REMOVED))
1297 {
1298 char *dump = dump_object (op);
1299 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1300 free (dump);
1301 return op;
1302 }
1303
1304 if (op->more != NULL)
1305 {
1306 /* The part may be on a different map. */
1307
1308 object *more = op->more;
1309
1310 /* We really need the caller to normalize coordinates - if
1311 * we set the map, that doesn't work if the location is within
1312 * a map and this is straddling an edge. So only if coordinate
1313 * is clear wrong do we normalize it.
1314 */
1315 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1316 more->map = get_map_from_coord (m, &more->x, &more->y);
1317 else if (!more->map)
1318 {
1319 /* For backwards compatibility - when not dealing with tiled maps,
1320 * more->map should always point to the parent.
1321 */
1322 more->map = m;
1323 }
1324
1325 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1326 {
1327 if (!op->head)
1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329
1330 return NULL;
1331 }
1332 }
1333
1334 CLEAR_FLAG (op, FLAG_REMOVED);
1335 1295
1336 /* Ideally, the caller figures this out. However, it complicates a lot 1296 /* Ideally, the caller figures this out. However, it complicates a lot
1337 * of areas of callers (eg, anything that uses find_free_spot would now 1297 * of areas of callers (eg, anything that uses find_free_spot would now
1338 * need extra work 1298 * need extra work
1339 */ 1299 */
1340 op->map = get_map_from_coord (m, &op->x, &op->y); 1300 maptile *newmap = m;
1341 x = op->x; 1301 if (!xy_normalise (newmap, op->x, op->y))
1342 y = op->y; 1302 {
1303 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1304 return 0;
1305 }
1306
1307 if (object *more = op->more)
1308 if (!insert_ob_in_map (more, m, originator, flag))
1309 return 0;
1310
1311 op->flag [FLAG_REMOVED] = false;
1312 op->env = 0;
1313 op->map = newmap;
1314
1315 mapspace &ms = op->ms ();
1343 1316
1344 /* this has to be done after we translate the coordinates. 1317 /* this has to be done after we translate the coordinates.
1345 */ 1318 */
1346 if (op->nrof && !(flag & INS_NO_MERGE)) 1319 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1320 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1348 if (CAN_MERGE (op, tmp)) 1321 if (object::can_merge (op, tmp))
1349 { 1322 {
1323 // TODO: we actually want to update tmp, not op,
1324 // but some caller surely breaks when we return tmp
1325 // from here :/
1350 op->nrof += tmp->nrof; 1326 op->nrof += tmp->nrof;
1351 tmp->destroy (); 1327 tmp->destroy ();
1352 } 1328 }
1353 1329
1354 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1330 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1363 { 1339 {
1364 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1340 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1365 abort (); 1341 abort ();
1366 } 1342 }
1367 1343
1344 if (!originator->is_on_map ())
1345 {
1346 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1347 op->debug_desc (), originator->debug_desc ());
1348 abort ();
1349 }
1350
1368 op->above = originator; 1351 op->above = originator;
1369 op->below = originator->below; 1352 op->below = originator->below;
1370
1371 if (op->below)
1372 op->below->above = op;
1373 else
1374 SET_MAP_OB (op->map, op->x, op->y, op);
1375
1376 /* since *below* originator, no need to update top */
1377 originator->below = op; 1353 originator->below = op;
1354
1355 *(op->below ? &op->below->above : &ms.bot) = op;
1378 } 1356 }
1379 else 1357 else
1380 { 1358 {
1359 object *floor = 0;
1360 object *top = ms.top;
1361
1381 /* If there are other objects, then */ 1362 /* If there are other objects, then */
1382 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1363 if (top)
1383 { 1364 {
1384 object *last = NULL;
1385
1386 /* 1365 /*
1387 * If there are multiple objects on this space, we do some trickier handling. 1366 * If there are multiple objects on this space, we do some trickier handling.
1388 * We've already dealt with merging if appropriate. 1367 * We've already dealt with merging if appropriate.
1389 * Generally, we want to put the new object on top. But if 1368 * Generally, we want to put the new object on top. But if
1390 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1369 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1393 * once we get to them. This reduces the need to traverse over all of 1372 * once we get to them. This reduces the need to traverse over all of
1394 * them when adding another one - this saves quite a bit of cpu time 1373 * them when adding another one - this saves quite a bit of cpu time
1395 * when lots of spells are cast in one area. Currently, it is presumed 1374 * when lots of spells are cast in one area. Currently, it is presumed
1396 * that flying non pickable objects are spell objects. 1375 * that flying non pickable objects are spell objects.
1397 */ 1376 */
1398 1377 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1399 while (top != NULL)
1400 { 1378 {
1401 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1379 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1402 floor = top; 1380 floor = tmp;
1403 1381
1404 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1382 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1405 { 1383 {
1406 /* We insert above top, so we want this object below this */ 1384 /* We insert above top, so we want this object below this */
1407 top = top->below; 1385 top = tmp->below;
1408 break; 1386 break;
1409 } 1387 }
1410 1388
1411 last = top;
1412 top = top->above; 1389 top = tmp;
1413 } 1390 }
1414
1415 /* Don't want top to be NULL, so set it to the last valid object */
1416 top = last;
1417 1391
1418 /* We let update_position deal with figuring out what the space 1392 /* We let update_position deal with figuring out what the space
1419 * looks like instead of lots of conditions here. 1393 * looks like instead of lots of conditions here.
1420 * makes things faster, and effectively the same result. 1394 * makes things faster, and effectively the same result.
1421 */ 1395 */
1422 1396
1423 /* Have object 'fall below' other objects that block view. 1397 /* Have object 'fall below' other objects that block view.
1424 * Unless those objects are exits, type 66 1398 * Unless those objects are exits.
1425 * If INS_ON_TOP is used, don't do this processing 1399 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise 1400 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd. 1401 * stacking is a bit odd.
1428 */ 1402 */
1429 if (!(flag & INS_ON_TOP) && 1403 if (!(flag & INS_ON_TOP)
1430 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1404 && ms.flags () & P_BLOCKSVIEW
1405 && (op->face && !faces [op->face].visibility))
1431 { 1406 {
1407 object *last;
1408
1432 for (last = top; last != floor; last = last->below) 1409 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1410 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break; 1411 break;
1412
1435 /* Check to see if we found the object that blocks view, 1413 /* Check to see if we found the object that blocks view,
1436 * and make sure we have a below pointer for it so that 1414 * and make sure we have a below pointer for it so that
1437 * we can get inserted below this one, which requires we 1415 * we can get inserted below this one, which requires we
1438 * set top to the object below us. 1416 * set top to the object below us.
1439 */ 1417 */
1440 if (last && last->below && last != floor) 1418 if (last && last->below && last != floor)
1441 top = last->below; 1419 top = last->below;
1442 } 1420 }
1443 } /* If objects on this space */ 1421 } /* If objects on this space */
1444 1422
1445 if (flag & INS_MAP_LOAD)
1446 top = GET_MAP_TOP (op->map, op->x, op->y);
1447
1448 if (flag & INS_ABOVE_FLOOR_ONLY) 1423 if (flag & INS_ABOVE_FLOOR_ONLY)
1449 top = floor; 1424 top = floor;
1450 1425
1451 /* Top is the object that our object (op) is going to get inserted above. 1426 // insert object above top, or bottom-most if top = 0
1452 */
1453
1454 /* First object on this space */
1455 if (!top) 1427 if (!top)
1456 { 1428 {
1457 op->above = GET_MAP_OB (op->map, op->x, op->y);
1458
1459 if (op->above)
1460 op->above->below = op;
1461
1462 op->below = NULL; 1429 op->below = 0;
1463 SET_MAP_OB (op->map, op->x, op->y, op); 1430 op->above = ms.bot;
1431 ms.bot = op;
1432
1433 *(op->above ? &op->above->below : &ms.top) = op;
1464 } 1434 }
1465 else 1435 else
1466 { /* get inserted into the stack above top */ 1436 {
1467 op->above = top->above; 1437 op->above = top->above;
1468
1469 if (op->above)
1470 op->above->below = op; 1438 top->above = op;
1471 1439
1472 op->below = top; 1440 op->below = top;
1473 top->above = op; 1441 *(op->above ? &op->above->below : &ms.top) = op;
1474 } 1442 }
1443 }
1475 1444
1476 if (op->above == NULL) 1445 if (op->is_player ())
1477 SET_MAP_TOP (op->map, op->x, op->y, op); 1446 {
1478 } /* else not INS_BELOW_ORIGINATOR */
1479
1480 if (op->type == PLAYER)
1481 op->contr->do_los = 1; 1447 op->contr->do_los = 1;
1448 ++op->map->players;
1449 op->map->touch ();
1450 }
1482 1451
1483 /* If we have a floor, we know the player, if any, will be above 1452 op->map->dirty = true;
1484 * it, so save a few ticks and start from there. 1453
1485 */ 1454 if (object *pl = ms.player ())
1486 if (!(flag & INS_MAP_LOAD)) 1455 //TODO: the floorbox prev/next might need updating
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1456 //esrv_send_item (pl, op);
1488 if (tmp->type == PLAYER) 1457 //TODO: update floorbox to preserve ordering
1489 tmp->contr->socket.update_look = 1; 1458 if (pl->contr->ns)
1459 pl->contr->ns->floorbox_update ();
1490 1460
1491 /* If this object glows, it may affect lighting conditions that are 1461 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really 1462 * visible to others on this map. But update_all_los is really
1493 * an inefficient way to do this, as it means los for all players 1463 * an inefficient way to do this, as it means los for all players
1494 * on the map will get recalculated. The players could very well 1464 * on the map will get recalculated. The players could very well
1495 * be far away from this change and not affected in any way - 1465 * be far away from this change and not affected in any way -
1496 * this should get redone to only look for players within range, 1466 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area 1467 * or just updating the P_UPTODATE for spaces within this area
1498 * of effect may be sufficient. 1468 * of effect may be sufficient.
1499 */ 1469 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1470 if (op->affects_los ())
1471 {
1472 op->ms ().invalidate ();
1501 update_all_los (op->map, op->x, op->y); 1473 update_all_los (op->map, op->x, op->y);
1474 }
1502 1475
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1476 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT); 1477 update_object (op, UP_OBJ_INSERT);
1505 1478
1479 INVOKE_OBJECT (INSERT, op);
1480
1506 /* Don't know if moving this to the end will break anything. However, 1481 /* Don't know if moving this to the end will break anything. However,
1507 * we want to have update_look set above before calling this. 1482 * we want to have floorbox_update called before calling this.
1508 * 1483 *
1509 * check_move_on() must be after this because code called from 1484 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like 1485 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by 1486 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object(). 1487 * update_object().
1513 */ 1488 */
1514 1489
1515 /* if this is not the head or flag has been passed, don't check walk on status */ 1490 /* if this is not the head or flag has been passed, don't check walk on status */
1516 if (!(flag & INS_NO_WALK_ON) && !op->head) 1491 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1517 { 1492 {
1518 if (check_move_on (op, originator)) 1493 if (check_move_on (op, originator))
1519 return NULL; 1494 return 0;
1520 1495
1521 /* If we are a multi part object, lets work our way through the check 1496 /* If we are a multi part object, lets work our way through the check
1522 * walk on's. 1497 * walk on's.
1523 */ 1498 */
1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1499 for (object *tmp = op->more; tmp; tmp = tmp->more)
1525 if (check_move_on (tmp, originator)) 1500 if (check_move_on (tmp, originator))
1526 return NULL; 1501 return 0;
1527 } 1502 }
1528 1503
1529 return op; 1504 return op;
1530} 1505}
1531 1506
1532/* this function inserts an object in the map, but if it 1507/* this function inserts an object in the map, but if it
1533 * finds an object of its own type, it'll remove that one first. 1508 * finds an object of its own type, it'll remove that one first.
1534 * op is the object to insert it under: supplies x and the map. 1509 * op is the object to insert it under: supplies x and the map.
1535 */ 1510 */
1536void 1511void
1537replace_insert_ob_in_map (const char *arch_string, object *op) 1512replace_insert_ob_in_map (shstr_tmp archname, object *op)
1538{ 1513{
1539 object *
1540 tmp;
1541 object *
1542 tmp1;
1543
1544 /* first search for itself and remove any old instances */ 1514 /* first search for itself and remove any old instances */
1545 1515
1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1517 if (tmp->arch->archname == archname) /* same archetype */
1548 tmp->destroy (); 1518 tmp->destroy ();
1549 1519
1550 tmp1 = arch_to_object (archetype::find (arch_string)); 1520 object *tmp = archetype::find (archname)->instance ();
1551 1521
1552 tmp1->x = op->x; 1522 tmp->x = op->x;
1553 tmp1->y = op->y; 1523 tmp->y = op->y;
1524
1554 insert_ob_in_map (tmp1, op->map, op, 0); 1525 insert_ob_in_map (tmp, op->map, op, 0);
1555} 1526}
1556
1557/*
1558 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1559 * is returned contains nr objects, and the remaining parts contains
1560 * the rest (or is removed and freed if that number is 0).
1561 * On failure, NULL is returned, and the reason put into the
1562 * global static errmsg array.
1563 */
1564 1527
1565object * 1528object *
1566get_split_ob (object *orig_ob, uint32 nr) 1529object::insert_at (object *where, object *originator, int flags)
1567{ 1530{
1568 object *newob; 1531 if (where->env)
1569 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1532 return where->env->insert (this);
1570 1533 else
1571 if (orig_ob->nrof < nr) 1534 return where->map->insert (this, where->x, where->y, originator, flags);
1572 {
1573 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1574 return NULL;
1575 }
1576
1577 newob = object_create_clone (orig_ob);
1578
1579 if ((orig_ob->nrof -= nr) < 1)
1580 orig_ob->destroy (1);
1581 else if (!is_removed)
1582 {
1583 if (orig_ob->env != NULL)
1584 sub_weight (orig_ob->env, orig_ob->weight * nr);
1585 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1586 {
1587 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1588 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1589 return NULL;
1590 }
1591 }
1592
1593 newob->nrof = nr;
1594
1595 return newob;
1596} 1535}
1597 1536
1537// check whether we can put this into the map, respect max_volume, max_items
1538bool
1539object::can_drop_at (maptile *m, int x, int y, object *originator)
1540{
1541 mapspace &ms = m->at (x, y);
1542
1543 int items = ms.items ();
1544
1545 if (!items // testing !items ensures we can drop at least one item
1546 || (items < m->max_items
1547 && ms.volume () < m->max_volume))
1548 return true;
1549
1550 if (originator && originator->is_player ())
1551 originator->contr->failmsg (format (
1552 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1553 query_name ()
1554 ));
1555
1556 return false;
1557}
1558
1598/* 1559/*
1599 * decrease_ob_nr(object, number) decreases a specified number from 1560 * decrease(object, number) decreases a specified number from
1600 * the amount of an object. If the amount reaches 0, the object 1561 * the amount of an object. If the amount reaches 0, the object
1601 * is subsequently removed and freed. 1562 * is subsequently removed and freed.
1602 * 1563 *
1603 * Return value: 'op' if something is left, NULL if the amount reached 0 1564 * Return value: 'op' if something is left, NULL if the amount reached 0
1604 */ 1565 */
1566bool
1567object::decrease (sint32 nr)
1568{
1569 if (!nr)
1570 return true;
1605 1571
1572 nr = min (nr, nrof);
1573
1574 if (nrof > nr)
1575 {
1576 nrof -= nr;
1577 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1578
1579 if (object *pl = visible_to ())
1580 esrv_update_item (UPD_NROF, pl, this);
1581
1582 return true;
1583 }
1584 else
1585 {
1586 destroy ();
1587 return false;
1588 }
1589}
1590
1591/*
1592 * split(ob,nr) splits up ob into two parts. The part which
1593 * is returned contains nr objects, and the remaining parts contains
1594 * the rest (or is removed and returned if that number is 0).
1595 * On failure, NULL is returned.
1596 */
1606object * 1597object *
1607decrease_ob_nr (object *op, uint32 i) 1598object::split (sint32 nr)
1608{ 1599{
1609 object *tmp; 1600 int have = number_of ();
1610 player *pl;
1611 1601
1612 if (i == 0) /* objects with op->nrof require this check */ 1602 if (have < nr)
1613 return op; 1603 return 0;
1614 1604 else if (have == nr)
1615 if (i > op->nrof)
1616 i = op->nrof;
1617
1618 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i;
1620 else if (op->env != NULL)
1621 { 1605 {
1622 /* is this object in the players inventory, or sub container
1623 * therein?
1624 */
1625 tmp = is_player_inv (op->env);
1626 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player.
1631 */
1632 if (!tmp)
1633 {
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env)
1636 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 }
1642
1643 if (i < op->nrof)
1644 {
1645 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i;
1647 if (tmp)
1648 {
1649 esrv_send_item (tmp, op);
1650 }
1651 }
1652 else
1653 {
1654 op->remove (); 1606 remove ();
1655 op->nrof = 0; 1607 return this;
1656 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count);
1659 }
1660 }
1661 } 1608 }
1662 else 1609 else
1663 { 1610 {
1664 object *above = op->above; 1611 decrease (nr);
1665 1612
1666 if (i < op->nrof) 1613 object *op = deep_clone ();
1667 op->nrof -= i; 1614 op->nrof = nr;
1668 else
1669 {
1670 op->remove ();
1671 op->nrof = 0;
1672 }
1673
1674 /* Since we just removed op, op->above is null */
1675 for (tmp = above; tmp != NULL; tmp = tmp->above)
1676 if (tmp->type == PLAYER)
1677 {
1678 if (op->nrof)
1679 esrv_send_item (tmp, op);
1680 else
1681 esrv_del_item (tmp->contr, op->count);
1682 }
1683 }
1684
1685 if (op->nrof)
1686 return op; 1615 return op;
1687 else
1688 {
1689 op->destroy ();
1690 return NULL;
1691 }
1692}
1693
1694/*
1695 * add_weight(object, weight) adds the specified weight to an object,
1696 * and also updates how much the environment(s) is/are carrying.
1697 */
1698
1699void
1700add_weight (object *op, signed long weight)
1701{
1702 while (op != NULL)
1703 {
1704 if (op->type == CONTAINER)
1705 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1706
1707 op->carrying += weight;
1708 op = op->env;
1709 } 1616 }
1710} 1617}
1711 1618
1712object * 1619object *
1713insert_ob_in_ob (object *op, object *where) 1620insert_ob_in_ob (object *op, object *where)
1718 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1625 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1719 free (dump); 1626 free (dump);
1720 return op; 1627 return op;
1721 } 1628 }
1722 1629
1723 if (where->head) 1630 if (where->head_ () != where)
1724 { 1631 {
1725 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1632 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1726 where = where->head; 1633 where = where->head;
1727 } 1634 }
1728 1635
1729 return where->insert (op); 1636 return where->insert (op);
1730} 1637}
1735 * inside the object environment. 1642 * inside the object environment.
1736 * 1643 *
1737 * The function returns now pointer to inserted item, and return value can 1644 * The function returns now pointer to inserted item, and return value can
1738 * be != op, if items are merged. -Tero 1645 * be != op, if items are merged. -Tero
1739 */ 1646 */
1740
1741object * 1647object *
1742object::insert (object *op) 1648object::insert (object *op)
1743{ 1649{
1744 object *tmp, *otmp;
1745
1746 if (!QUERY_FLAG (op, FLAG_REMOVED))
1747 op->remove ();
1748
1749 if (op->more) 1650 if (op->more)
1750 { 1651 {
1751 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1652 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1752 return op; 1653 return op;
1753 } 1654 }
1754 1655
1755 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1656 op->remove ();
1756 CLEAR_FLAG (op, FLAG_REMOVED); 1657
1658 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1659
1757 if (op->nrof) 1660 if (op->nrof)
1758 {
1759 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1661 for (object *tmp = inv; tmp; tmp = tmp->below)
1760 if (CAN_MERGE (tmp, op)) 1662 if (object::can_merge (tmp, op))
1761 { 1663 {
1762 /* return the original object and remove inserted object 1664 /* return the original object and remove inserted object
1763 (client needs the original object) */ 1665 (client needs the original object) */
1764 tmp->nrof += op->nrof; 1666 tmp->nrof += op->nrof;
1765 /* Weight handling gets pretty funky. Since we are adding to 1667
1766 * tmp->nrof, we need to increase the weight. 1668 if (object *pl = tmp->visible_to ())
1767 */ 1669 esrv_update_item (UPD_NROF, pl, tmp);
1670
1768 add_weight (this, op->weight * op->nrof); 1671 adjust_weight (this, op->total_weight ());
1769 SET_FLAG (op, FLAG_REMOVED); 1672
1770 op->destroy (); /* free the inserted object */ 1673 op->destroy ();
1771 op = tmp; 1674 op = tmp;
1772 op->remove (); /* and fix old object's links */ 1675 goto inserted;
1773 CLEAR_FLAG (op, FLAG_REMOVED);
1774 break;
1775 } 1676 }
1776 1677
1777 /* I assume combined objects have no inventory 1678 op->owner = 0; // it's his/hers now. period.
1778 * We add the weight - this object could have just been removed
1779 * (if it was possible to merge). calling remove_ob will subtract
1780 * the weight, so we need to add it in again, since we actually do
1781 * the linking below
1782 */
1783 add_weight (this, op->weight * op->nrof);
1784 }
1785 else
1786 add_weight (this, (op->weight + op->carrying));
1787
1788 otmp = is_player_inv (this);
1789 if (otmp && otmp->contr)
1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1791 fix_player (otmp);
1792
1793 op->map = NULL; 1679 op->map = 0;
1680 op->x = 0;
1681 op->y = 0;
1682
1683 op->above = 0;
1684 op->below = inv;
1794 op->env = this; 1685 op->env = this;
1795 op->above = NULL;
1796 op->below = NULL;
1797 op->x = 0, op->y = 0;
1798 1686
1687 if (inv)
1688 inv->above = op;
1689
1690 inv = op;
1691
1692 op->flag [FLAG_REMOVED] = 0;
1693
1694 if (object *pl = op->visible_to ())
1695 esrv_send_item (pl, op);
1696
1697 adjust_weight (this, op->total_weight ());
1698
1699inserted:
1799 /* reset the light list and los of the players on the map */ 1700 /* reset the light list and los of the players on the map */
1800 if ((op->glow_radius != 0) && map) 1701 if (op->glow_radius && is_on_map ())
1801 { 1702 {
1802#ifdef DEBUG_LIGHTS 1703 update_stats ();
1803 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1804#endif /* DEBUG_LIGHTS */
1805 if (MAP_DARKNESS (map))
1806 update_all_los (map, x, y); 1704 update_all_los (map, x, y);
1807 }
1808
1809 /* Client has no idea of ordering so lets not bother ordering it here.
1810 * It sure simplifies this function...
1811 */
1812 if (!inv)
1813 inv = op;
1814 else
1815 { 1705 }
1816 op->below = inv; 1706 else if (is_player ())
1817 op->below->above = op; 1707 // if this is a player's inventory, update stats
1818 inv = op; 1708 contr->queue_stats_update ();
1819 } 1709
1710 INVOKE_OBJECT (INSERT, this);
1820 1711
1821 return op; 1712 return op;
1822} 1713}
1823 1714
1824/* 1715/*
1839 * 1730 *
1840 * MSW 2001-07-08: Check all objects on space, not just those below 1731 * MSW 2001-07-08: Check all objects on space, not just those below
1841 * object being inserted. insert_ob_in_map may not put new objects 1732 * object being inserted. insert_ob_in_map may not put new objects
1842 * on top. 1733 * on top.
1843 */ 1734 */
1844
1845int 1735int
1846check_move_on (object *op, object *originator) 1736check_move_on (object *op, object *originator)
1847{ 1737{
1738 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1739 return 0;
1740
1848 object *tmp; 1741 object *tmp;
1849 maptile *m = op->map; 1742 maptile *m = op->map;
1850 int x = op->x, y = op->y; 1743 int x = op->x, y = op->y;
1851 1744
1852 MoveType move_on, move_slow, move_block; 1745 mapspace &ms = m->at (x, y);
1853 1746
1854 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1747 ms.update ();
1855 return 0;
1856 1748
1857 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1749 MoveType move_on = ms.move_on;
1858 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1750 MoveType move_slow = ms.move_slow;
1859 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1751 MoveType move_block = ms.move_block;
1860 1752
1861 /* if nothing on this space will slow op down or be applied, 1753 /* if nothing on this space will slow op down or be applied,
1862 * no need to do checking below. have to make sure move_type 1754 * no need to do checking below. have to make sure move_type
1863 * is set, as lots of objects don't have it set - we treat that 1755 * is set, as lots of objects don't have it set - we treat that
1864 * as walking. 1756 * as walking.
1875 return 0; 1767 return 0;
1876 1768
1877 /* The objects have to be checked from top to bottom. 1769 /* The objects have to be checked from top to bottom.
1878 * Hence, we first go to the top: 1770 * Hence, we first go to the top:
1879 */ 1771 */
1880 1772 for (object *next, *tmp = ms.top; tmp; tmp = next)
1881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1882 {
1883 /* Trim the search when we find the first other spell effect
1884 * this helps performance so that if a space has 50 spell objects,
1885 * we don't need to check all of them.
1886 */
1887 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1888 break;
1889 } 1773 {
1774 next = tmp->below;
1890 1775
1891 for (; tmp; tmp = tmp->below)
1892 {
1893 if (tmp == op) 1776 if (tmp == op)
1894 continue; /* Can't apply yourself */ 1777 continue; /* Can't apply yourself */
1895 1778
1896 /* Check to see if one of the movement types should be slowed down. 1779 /* Check to see if one of the movement types should be slowed down.
1897 * Second check makes sure that the movement types not being slowed 1780 * Second check makes sure that the movement types not being slowed
1902 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1785 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1903 { 1786 {
1904 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1787 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1905 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1788 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1906 { 1789 {
1907
1908 float
1909 diff = tmp->move_slow_penalty * FABS (op->speed); 1790 float diff = tmp->move_slow_penalty * fabs (op->speed);
1910 1791
1911 if (op->type == PLAYER) 1792 if (op->is_player ())
1912 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1793 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1913 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1794 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1914 diff /= 4.0; 1795 diff /= 4.0;
1915 1796
1916 op->speed_left -= diff; 1797 op->speed_left -= diff;
1917 } 1798 }
1918 } 1799 }
1941/* 1822/*
1942 * present_arch(arch, map, x, y) searches for any objects with 1823 * present_arch(arch, map, x, y) searches for any objects with
1943 * a matching archetype at the given map and coordinates. 1824 * a matching archetype at the given map and coordinates.
1944 * The first matching object is returned, or NULL if none. 1825 * The first matching object is returned, or NULL if none.
1945 */ 1826 */
1946
1947object * 1827object *
1948present_arch (const archetype *at, maptile *m, int x, int y) 1828present_arch (const archetype *at, maptile *m, int x, int y)
1949{ 1829{
1950 object *
1951 tmp;
1952
1953 if (m == NULL || out_of_map (m, x, y)) 1830 if (!m || out_of_map (m, x, y))
1954 { 1831 {
1955 LOG (llevError, "Present_arch called outside map.\n"); 1832 LOG (llevError, "Present_arch called outside map.\n");
1956 return NULL; 1833 return NULL;
1957 } 1834 }
1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1835
1959 if (tmp->arch == at) 1836 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1837 if (tmp->arch->archname == at->archname)
1960 return tmp; 1838 return tmp;
1839
1961 return NULL; 1840 return NULL;
1962} 1841}
1963 1842
1964/* 1843/*
1965 * present(type, map, x, y) searches for any objects with 1844 * present(type, map, x, y) searches for any objects with
1966 * a matching type variable at the given map and coordinates. 1845 * a matching type variable at the given map and coordinates.
1967 * The first matching object is returned, or NULL if none. 1846 * The first matching object is returned, or NULL if none.
1968 */ 1847 */
1969
1970object * 1848object *
1971present (unsigned char type, maptile *m, int x, int y) 1849present (unsigned char type, maptile *m, int x, int y)
1972{ 1850{
1973 object *
1974 tmp;
1975
1976 if (out_of_map (m, x, y)) 1851 if (out_of_map (m, x, y))
1977 { 1852 {
1978 LOG (llevError, "Present called outside map.\n"); 1853 LOG (llevError, "Present called outside map.\n");
1979 return NULL; 1854 return NULL;
1980 } 1855 }
1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1856
1857 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1982 if (tmp->type == type) 1858 if (tmp->type == type)
1983 return tmp; 1859 return tmp;
1860
1984 return NULL; 1861 return NULL;
1985} 1862}
1986 1863
1987/* 1864/*
1988 * present_in_ob(type, object) searches for any objects with 1865 * present_in_ob(type, object) searches for any objects with
1989 * a matching type variable in the inventory of the given object. 1866 * a matching type variable in the inventory of the given object.
1990 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
1991 */ 1868 */
1992
1993object * 1869object *
1994present_in_ob (unsigned char type, const object *op) 1870present_in_ob (unsigned char type, const object *op)
1995{ 1871{
1996 object *
1997 tmp;
1998
1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1872 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2000 if (tmp->type == type) 1873 if (tmp->type == type)
2001 return tmp; 1874 return tmp;
1875
2002 return NULL; 1876 return NULL;
2003} 1877}
2004 1878
2005/* 1879/*
2006 * present_in_ob (type, str, object) searches for any objects with 1880 * present_in_ob (type, str, object) searches for any objects with
2014 * str is the string to match against. Note that we match against 1888 * str is the string to match against. Note that we match against
2015 * the object name, not the archetype name. this is so that the 1889 * the object name, not the archetype name. this is so that the
2016 * spell code can use one object type (force), but change it's name 1890 * spell code can use one object type (force), but change it's name
2017 * to be unique. 1891 * to be unique.
2018 */ 1892 */
2019
2020object * 1893object *
2021present_in_ob_by_name (int type, const char *str, const object *op) 1894present_in_ob_by_name (int type, const char *str, const object *op)
2022{ 1895{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1896 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2027 {
2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1897 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2029 return tmp; 1898 return tmp;
2030 } 1899
2031 return NULL; 1900 return 0;
2032} 1901}
2033 1902
2034/* 1903/*
2035 * present_arch_in_ob(archetype, object) searches for any objects with 1904 * present_arch_in_ob(archetype, object) searches for any objects with
2036 * a matching archetype in the inventory of the given object. 1905 * a matching archetype in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1906 * The first matching object is returned, or NULL if none.
2038 */ 1907 */
2039
2040object * 1908object *
2041present_arch_in_ob (const archetype *at, const object *op) 1909present_arch_in_ob (const archetype *at, const object *op)
2042{ 1910{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2047 if (tmp->arch == at) 1912 if (tmp->arch->archname == at->archname)
2048 return tmp; 1913 return tmp;
1914
2049 return NULL; 1915 return NULL;
2050} 1916}
2051 1917
2052/* 1918/*
2053 * activate recursively a flag on an object inventory 1919 * activate recursively a flag on an object inventory
2054 */ 1920 */
2055void 1921void
2056flag_inv (object *op, int flag) 1922flag_inv (object *op, int flag)
2057{ 1923{
2058 object *
2059 tmp;
2060
2061 if (op->inv)
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1924 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2063 { 1925 {
2064 SET_FLAG (tmp, flag); 1926 SET_FLAG (tmp, flag);
2065 flag_inv (tmp, flag); 1927 flag_inv (tmp, flag);
2066 } 1928 }
2067} /* 1929}
1930
1931/*
2068 * desactivate recursively a flag on an object inventory 1932 * deactivate recursively a flag on an object inventory
2069 */ 1933 */
2070void 1934void
2071unflag_inv (object *op, int flag) 1935unflag_inv (object *op, int flag)
2072{ 1936{
2073 object *
2074 tmp;
2075
2076 if (op->inv)
2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1937 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2078 { 1938 {
2079 CLEAR_FLAG (tmp, flag); 1939 CLEAR_FLAG (tmp, flag);
2080 unflag_inv (tmp, flag); 1940 unflag_inv (tmp, flag);
2081 } 1941 }
2082}
2083
2084/*
2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2086 * all it's inventory (recursively).
2087 * If checksums are used, a player will get set_cheat called for
2088 * him/her-self and all object carried by a call to this function.
2089 */
2090
2091void
2092set_cheat (object *op)
2093{
2094 SET_FLAG (op, FLAG_WAS_WIZ);
2095 flag_inv (op, FLAG_WAS_WIZ);
2096} 1942}
2097 1943
2098/* 1944/*
2099 * find_free_spot(object, map, x, y, start, stop) will search for 1945 * find_free_spot(object, map, x, y, start, stop) will search for
2100 * a spot at the given map and coordinates which will be able to contain 1946 * a spot at the given map and coordinates which will be able to contain
2102 * to search (see the freearr_x/y[] definition). 1948 * to search (see the freearr_x/y[] definition).
2103 * It returns a random choice among the alternatives found. 1949 * It returns a random choice among the alternatives found.
2104 * start and stop are where to start relative to the free_arr array (1,9 1950 * start and stop are where to start relative to the free_arr array (1,9
2105 * does all 4 immediate directions). This returns the index into the 1951 * does all 4 immediate directions). This returns the index into the
2106 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1952 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2107 * Note - this only checks to see if there is space for the head of the
2108 * object - if it is a multispace object, this should be called for all
2109 * pieces.
2110 * Note2: This function does correctly handle tiled maps, but does not 1953 * Note: This function does correctly handle tiled maps, but does not
2111 * inform the caller. However, insert_ob_in_map will update as 1954 * inform the caller. However, insert_ob_in_map will update as
2112 * necessary, so the caller shouldn't need to do any special work. 1955 * necessary, so the caller shouldn't need to do any special work.
2113 * Note - updated to take an object instead of archetype - this is necessary 1956 * Note - updated to take an object instead of archetype - this is necessary
2114 * because arch_blocked (now ob_blocked) needs to know the movement type 1957 * because arch_blocked (now ob_blocked) needs to know the movement type
2115 * to know if the space in question will block the object. We can't use 1958 * to know if the space in question will block the object. We can't use
2116 * the archetype because that isn't correct if the monster has been 1959 * the archetype because that isn't correct if the monster has been
2117 * customized, changed states, etc. 1960 * customized, changed states, etc.
2118 */ 1961 */
2119
2120int 1962int
2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1963find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{ 1964{
2123 int
2124 i,
2125 index = 0, flag;
2126 static int
2127 altern[SIZEOFFREE]; 1965 int altern[SIZEOFFREE];
1966 int index = 0, flag;
2128 1967
2129 for (i = start; i < stop; i++) 1968 for (int i = start; i < stop; i++)
2130 { 1969 {
2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1970 mapxy pos (m, x, y); pos.move (i);
2132 if (!flag) 1971
1972 if (!pos.normalise ())
1973 continue;
1974
1975 mapspace &ms = *pos;
1976
1977 if (ms.flags () & P_IS_ALIVE)
1978 continue;
1979
1980 /* However, often
1981 * ob doesn't have any move type (when used to place exits)
1982 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1983 */
1984 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1985 {
2133 altern[index++] = i; 1986 altern [index++] = i;
1987 continue;
1988 }
2134 1989
2135 /* Basically, if we find a wall on a space, we cut down the search size. 1990 /* Basically, if we find a wall on a space, we cut down the search size.
2136 * In this way, we won't return spaces that are on another side of a wall. 1991 * In this way, we won't return spaces that are on another side of a wall.
2137 * This mostly work, but it cuts down the search size in all directions - 1992 * This mostly work, but it cuts down the search size in all directions -
2138 * if the space being examined only has a wall to the north and empty 1993 * if the space being examined only has a wall to the north and empty
2139 * spaces in all the other directions, this will reduce the search space 1994 * spaces in all the other directions, this will reduce the search space
2140 * to only the spaces immediately surrounding the target area, and 1995 * to only the spaces immediately surrounding the target area, and
2141 * won't look 2 spaces south of the target space. 1996 * won't look 2 spaces south of the target space.
2142 */ 1997 */
2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1998 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1999 {
2144 stop = maxfree[i]; 2000 stop = maxfree[i];
2001 continue;
2002 }
2003
2004 /* Note it is intentional that we check ob - the movement type of the
2005 * head of the object should correspond for the entire object.
2006 */
2007 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2008 continue;
2009
2010 if (ob->blocked (pos.m, pos.x, pos.y))
2011 continue;
2012
2013 altern [index++] = i;
2145 } 2014 }
2015
2146 if (!index) 2016 if (!index)
2147 return -1; 2017 return -1;
2018
2148 return altern[RANDOM () % index]; 2019 return altern [rndm (index)];
2149} 2020}
2150 2021
2151/* 2022/*
2152 * find_first_free_spot(archetype, maptile, x, y) works like 2023 * find_first_free_spot(archetype, maptile, x, y) works like
2153 * find_free_spot(), but it will search max number of squares. 2024 * find_free_spot(), but it will search max number of squares.
2154 * But it will return the first available spot, not a random choice. 2025 * But it will return the first available spot, not a random choice.
2155 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2026 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2156 */ 2027 */
2157
2158int 2028int
2159find_first_free_spot (const object *ob, maptile *m, int x, int y) 2029find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{ 2030{
2161 int
2162 i;
2163
2164 for (i = 0; i < SIZEOFFREE; i++) 2031 for (int i = 0; i < SIZEOFFREE; i++)
2165 {
2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2032 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2167 return i; 2033 return i;
2168 } 2034
2169 return -1; 2035 return -1;
2170} 2036}
2171 2037
2172/* 2038/*
2173 * The function permute(arr, begin, end) randomly reorders the array 2039 * The function permute(arr, begin, end) randomly reorders the array
2174 * arr[begin..end-1]. 2040 * arr[begin..end-1].
2041 * now uses a fisher-yates shuffle, old permute was broken
2175 */ 2042 */
2176static void 2043static void
2177permute (int *arr, int begin, int end) 2044permute (int *arr, int begin, int end)
2178{ 2045{
2179 int 2046 arr += begin;
2180 i,
2181 j,
2182 tmp,
2183 len;
2184
2185 len = end - begin; 2047 end -= begin;
2186 for (i = begin; i < end; i++)
2187 {
2188 j = begin + RANDOM () % len;
2189 2048
2190 tmp = arr[i]; 2049 while (--end)
2191 arr[i] = arr[j]; 2050 swap (arr [end], arr [rndm (end + 1)]);
2192 arr[j] = tmp;
2193 }
2194} 2051}
2195 2052
2196/* new function to make monster searching more efficient, and effective! 2053/* new function to make monster searching more efficient, and effective!
2197 * This basically returns a randomized array (in the passed pointer) of 2054 * This basically returns a randomized array (in the passed pointer) of
2198 * the spaces to find monsters. In this way, it won't always look for 2055 * the spaces to find monsters. In this way, it won't always look for
2201 * the 3x3 area will be searched, just not in a predictable order. 2058 * the 3x3 area will be searched, just not in a predictable order.
2202 */ 2059 */
2203void 2060void
2204get_search_arr (int *search_arr) 2061get_search_arr (int *search_arr)
2205{ 2062{
2206 int 2063 int i;
2207 i;
2208 2064
2209 for (i = 0; i < SIZEOFFREE; i++) 2065 for (i = 0; i < SIZEOFFREE; i++)
2210 {
2211 search_arr[i] = i; 2066 search_arr[i] = i;
2212 }
2213 2067
2214 permute (search_arr, 1, SIZEOFFREE1 + 1); 2068 permute (search_arr, 1, SIZEOFFREE1 + 1);
2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2069 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2070 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2217} 2071}
2226 * Perhaps incorrectly, but I'm making the assumption that exclude 2080 * Perhaps incorrectly, but I'm making the assumption that exclude
2227 * is actually want is going to try and move there. We need this info 2081 * is actually want is going to try and move there. We need this info
2228 * because we have to know what movement the thing looking to move 2082 * because we have to know what movement the thing looking to move
2229 * there is capable of. 2083 * there is capable of.
2230 */ 2084 */
2231
2232int 2085int
2233find_dir (maptile *m, int x, int y, object *exclude) 2086find_dir (maptile *m, int x, int y, object *exclude)
2234{ 2087{
2235 int
2236 i,
2237 max = SIZEOFFREE, mflags; 2088 int max = SIZEOFFREE, mflags;
2238
2239 sint16 nx, ny;
2240 object *
2241 tmp;
2242 maptile *
2243 mp;
2244
2245 MoveType blocked, move_type; 2089 MoveType move_type;
2246 2090
2247 if (exclude && exclude->head) 2091 if (exclude && exclude->head_ () != exclude)
2248 { 2092 {
2249 exclude = exclude->head; 2093 exclude = exclude->head;
2250 move_type = exclude->move_type; 2094 move_type = exclude->move_type;
2251 } 2095 }
2252 else 2096 else
2253 { 2097 {
2254 /* If we don't have anything, presume it can use all movement types. */ 2098 /* If we don't have anything, presume it can use all movement types. */
2255 move_type = MOVE_ALL; 2099 move_type = MOVE_ALL;
2256 } 2100 }
2257 2101
2258 for (i = 1; i < max; i++) 2102 for (int i = 1; i < max; i++)
2259 { 2103 {
2260 mp = m; 2104 mapxy pos (m, x, y);
2261 nx = x + freearr_x[i]; 2105 pos.move (i);
2262 ny = y + freearr_y[i];
2263 2106
2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2107 if (!pos.normalise ())
2265 if (mflags & P_OUT_OF_MAP)
2266 {
2267 max = maxfree[i]; 2108 max = maxfree[i];
2268 }
2269 else 2109 else
2270 { 2110 {
2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2111 mapspace &ms = *pos;
2272 2112
2273 if ((move_type & blocked) == move_type) 2113 if ((move_type & ms.move_block) == move_type)
2114 max = maxfree [i];
2115 else if (ms.flags () & P_IS_ALIVE)
2274 { 2116 {
2275 max = maxfree[i]; 2117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2276 } 2118 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2277 else if (mflags & P_IS_ALIVE) 2119 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2278 {
2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2280 {
2281 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2282 {
2283 break;
2284 }
2285 }
2286 if (tmp)
2287 {
2288 return freedir[i]; 2120 return freedir [i];
2289 }
2290 } 2121 }
2291 } 2122 }
2292 } 2123 }
2124
2293 return 0; 2125 return 0;
2294} 2126}
2295 2127
2296/* 2128/*
2297 * distance(object 1, object 2) will return the square of the 2129 * distance(object 1, object 2) will return the square of the
2298 * distance between the two given objects. 2130 * distance between the two given objects.
2299 */ 2131 */
2300
2301int 2132int
2302distance (const object *ob1, const object *ob2) 2133distance (const object *ob1, const object *ob2)
2303{ 2134{
2304 int
2305 i;
2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2135 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2308 return i;
2309} 2136}
2310 2137
2311/* 2138/*
2312 * find_dir_2(delta-x,delta-y) will return a direction in which 2139 * find_dir_2(delta-x,delta-y) will return a direction in which
2313 * an object which has subtracted the x and y coordinates of another 2140 * an object which has subtracted the x and y coordinates of another
2314 * object, needs to travel toward it. 2141 * object, needs to travel toward it.
2315 */ 2142 */
2316
2317int 2143int
2318find_dir_2 (int x, int y) 2144find_dir_2 (int x, int y)
2319{ 2145{
2320 int 2146 int q;
2321 q;
2322 2147
2323 if (y) 2148 if (y)
2324 q = x * 100 / y; 2149 q = x * 100 / y;
2325 else if (x) 2150 else if (x)
2326 q = -300 * x; 2151 q = -300 * x;
2351 2176
2352 return 3; 2177 return 3;
2353} 2178}
2354 2179
2355/* 2180/*
2356 * absdir(int): Returns a number between 1 and 8, which represent
2357 * the "absolute" direction of a number (it actually takes care of
2358 * "overflow" in previous calculations of a direction).
2359 */
2360
2361int
2362absdir (int d)
2363{
2364 while (d < 1)
2365 d += 8;
2366 while (d > 8)
2367 d -= 8;
2368 return d;
2369}
2370
2371/*
2372 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2181 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2373 * between two directions (which are expected to be absolute (see absdir()) 2182 * between two directions (which are expected to be absolute (see absdir())
2374 */ 2183 */
2375
2376int 2184int
2377dirdiff (int dir1, int dir2) 2185dirdiff (int dir1, int dir2)
2378{ 2186{
2379 int 2187 int d;
2380 d;
2381 2188
2382 d = abs (dir1 - dir2); 2189 d = abs (dir1 - dir2);
2383 if (d > 4) 2190 if (d > 4)
2384 d = 8 - d; 2191 d = 8 - d;
2192
2385 return d; 2193 return d;
2386} 2194}
2387 2195
2388/* peterm: 2196/* peterm:
2389 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2197 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2392 * This basically means that if direction is 15, then it could either go 2200 * This basically means that if direction is 15, then it could either go
2393 * direction 4, 14, or 16 to get back to where we are. 2201 * direction 4, 14, or 16 to get back to where we are.
2394 * Moved from spell_util.c to object.c with the other related direction 2202 * Moved from spell_util.c to object.c with the other related direction
2395 * functions. 2203 * functions.
2396 */ 2204 */
2397
2398int
2399 reduction_dir[SIZEOFFREE][3] = { 2205static const int reduction_dir[SIZEOFFREE][3] = {
2400 {0, 0, 0}, /* 0 */ 2206 {0, 0, 0}, /* 0 */
2401 {0, 0, 0}, /* 1 */ 2207 {0, 0, 0}, /* 1 */
2402 {0, 0, 0}, /* 2 */ 2208 {0, 0, 0}, /* 2 */
2403 {0, 0, 0}, /* 3 */ 2209 {0, 0, 0}, /* 3 */
2404 {0, 0, 0}, /* 4 */ 2210 {0, 0, 0}, /* 4 */
2452 * find a path to that monster that we found. If not, 2258 * find a path to that monster that we found. If not,
2453 * we don't bother going toward it. Returns 1 if we 2259 * we don't bother going toward it. Returns 1 if we
2454 * can see a direct way to get it 2260 * can see a direct way to get it
2455 * Modified to be map tile aware -.MSW 2261 * Modified to be map tile aware -.MSW
2456 */ 2262 */
2457
2458
2459int 2263int
2460can_see_monsterP (maptile *m, int x, int y, int dir) 2264can_see_monsterP (maptile *m, int x, int y, int dir)
2461{ 2265{
2462 sint16 dx, dy; 2266 sint16 dx, dy;
2463 int
2464 mflags; 2267 int mflags;
2465 2268
2466 if (dir < 0) 2269 if (dir < 0)
2467 return 0; /* exit condition: invalid direction */ 2270 return 0; /* exit condition: invalid direction */
2468 2271
2469 dx = x + freearr_x[dir]; 2272 dx = x + freearr_x[dir];
2482 return 0; 2285 return 0;
2483 2286
2484 /* yes, can see. */ 2287 /* yes, can see. */
2485 if (dir < 9) 2288 if (dir < 9)
2486 return 1; 2289 return 1;
2290
2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2291 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2488 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2292 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2293 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2489} 2294}
2490
2491
2492 2295
2493/* 2296/*
2494 * can_pick(picker, item): finds out if an object is possible to be 2297 * can_pick(picker, item): finds out if an object is possible to be
2495 * picked up by the picker. Returnes 1 if it can be 2298 * picked up by the picker. Returnes 1 if it can be
2496 * picked up, otherwise 0. 2299 * picked up, otherwise 0.
2498 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2301 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2499 * core dumps if they do. 2302 * core dumps if they do.
2500 * 2303 *
2501 * Add a check so we can't pick up invisible objects (0.93.8) 2304 * Add a check so we can't pick up invisible objects (0.93.8)
2502 */ 2305 */
2503
2504int 2306int
2505can_pick (const object *who, const object *item) 2307can_pick (const object *who, const object *item)
2506{ 2308{
2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2309 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2310 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2509 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2311 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2510} 2312}
2511
2512 2313
2513/* 2314/*
2514 * create clone from object to another 2315 * create clone from object to another
2515 */ 2316 */
2516object * 2317object *
2517object_create_clone (object *asrc) 2318object::deep_clone ()
2518{ 2319{
2519 object *dst = 0, *tmp, *src, *part, *prev, *item; 2320 assert (("deep_clone called on non-head object", is_head ()));
2520 2321
2521 if (!asrc) 2322 object *dst = clone ();
2522 return 0;
2523 2323
2524 src = asrc; 2324 object *prev = dst;
2525 if (src->head)
2526 src = src->head;
2527
2528 prev = 0;
2529 for (part = src; part; part = part->more) 2325 for (object *part = this->more; part; part = part->more)
2530 { 2326 {
2531 tmp = part->clone (); 2327 object *tmp = part->clone ();
2532 tmp->x -= src->x;
2533 tmp->y -= src->y;
2534
2535 if (!part->head)
2536 {
2537 dst = tmp;
2538 tmp->head = 0;
2539 }
2540 else
2541 {
2542 tmp->head = dst; 2328 tmp->head = dst;
2543 }
2544
2545 tmp->more = 0;
2546
2547 if (prev)
2548 prev->more = tmp; 2329 prev->more = tmp;
2549
2550 prev = tmp; 2330 prev = tmp;
2551 } 2331 }
2552 2332
2553 for (item = src->inv; item; item = item->below) 2333 for (object *item = inv; item; item = item->below)
2554 insert_ob_in_ob (object_create_clone (item), dst); 2334 insert_ob_in_ob (item->deep_clone (), dst);
2555 2335
2556 return dst; 2336 return dst;
2557}
2558
2559/* GROS - Creates an object using a string representing its content. */
2560/* Basically, we save the content of the string to a temp file, then call */
2561/* load_object on it. I admit it is a highly inefficient way to make things, */
2562/* but it was simple to make and allows reusing the load_object function. */
2563/* Remember not to use load_object_str in a time-critical situation. */
2564/* Also remember that multiparts objects are not supported for now. */
2565
2566object *
2567load_object_str (const char *obstr)
2568{
2569 object *op;
2570 char filename[MAX_BUF];
2571
2572 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2573
2574 FILE *tempfile = fopen (filename, "w");
2575
2576 if (tempfile == NULL)
2577 {
2578 LOG (llevError, "Error - Unable to access load object temp file\n");
2579 return NULL;
2580 }
2581
2582 fprintf (tempfile, obstr);
2583 fclose (tempfile);
2584
2585 op = object::create ();
2586
2587 object_thawer thawer (filename);
2588
2589 if (thawer)
2590 load_object (thawer, op, 0);
2591
2592 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2593 CLEAR_FLAG (op, FLAG_REMOVED);
2594
2595 return op;
2596} 2337}
2597 2338
2598/* This returns the first object in who's inventory that 2339/* This returns the first object in who's inventory that
2599 * has the same type and subtype match. 2340 * has the same type and subtype match.
2600 * returns NULL if no match. 2341 * returns NULL if no match.
2601 */ 2342 */
2602object * 2343object *
2603find_obj_by_type_subtype (const object *who, int type, int subtype) 2344find_obj_by_type_subtype (const object *who, int type, int subtype)
2604{ 2345{
2605 object *tmp;
2606
2607 for (tmp = who->inv; tmp; tmp = tmp->below) 2346 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2608 if (tmp->type == type && tmp->subtype == subtype) 2347 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp; 2348 return tmp;
2610 2349
2611 return NULL;
2612}
2613
2614/* If ob has a field named key, return the link from the list,
2615 * otherwise return NULL.
2616 *
2617 * key must be a passed in shared string - otherwise, this won't
2618 * do the desired thing.
2619 */
2620key_value *
2621get_ob_key_link (const object *ob, const char *key)
2622{
2623 key_value *link;
2624
2625 for (link = ob->key_values; link != NULL; link = link->next)
2626 if (link->key == key)
2627 return link;
2628
2629 return NULL;
2630}
2631
2632/*
2633 * Returns the value of op has an extra_field for key, or NULL.
2634 *
2635 * The argument doesn't need to be a shared string.
2636 *
2637 * The returned string is shared.
2638 */
2639const char *
2640get_ob_key_value (const object *op, const char *const key)
2641{
2642 key_value *link;
2643 shstr_cmp canonical_key (key);
2644
2645 if (!canonical_key)
2646 {
2647 /* 1. There being a field named key on any object
2648 * implies there'd be a shared string to find.
2649 * 2. Since there isn't, no object has this field.
2650 * 3. Therefore, *this* object doesn't have this field.
2651 */
2652 return 0;
2653 }
2654
2655 /* This is copied from get_ob_key_link() above -
2656 * only 4 lines, and saves the function call overhead.
2657 */
2658 for (link = op->key_values; link; link = link->next)
2659 if (link->key == canonical_key)
2660 return link->value;
2661
2662 return 0; 2350 return 0;
2663} 2351}
2664 2352
2665 2353shstr_tmp
2666/* 2354object::kv_get (shstr_tmp key) const
2667 * Updates the canonical_key in op to value.
2668 *
2669 * canonical_key is a shared string (value doesn't have to be).
2670 *
2671 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2672 * keys.
2673 *
2674 * Returns TRUE on success.
2675 */
2676int
2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{ 2355{
2679 key_value * 2356 for (key_value *kv = key_values; kv; kv = kv->next)
2680 field = NULL, *last = NULL; 2357 if (kv->key == key)
2358 return kv->value;
2681 2359
2682 for (field = op->key_values; field != NULL; field = field->next) 2360 return shstr ();
2683 { 2361}
2684 if (field->key != canonical_key) 2362
2363void
2364object::kv_set (shstr_tmp key, shstr_tmp value)
2365{
2366 for (key_value *kv = key_values; kv; kv = kv->next)
2367 if (kv->key == key)
2685 { 2368 {
2686 last = field; 2369 kv->value = value;
2687 continue; 2370 return;
2688 } 2371 }
2689 2372
2690 if (value) 2373 key_value *kv = new key_value;
2691 field->value = value; 2374
2692 else 2375 kv->next = key_values;
2376 kv->key = key;
2377 kv->value = value;
2378
2379 key_values = kv;
2380}
2381
2382void
2383object::kv_del (shstr_tmp key)
2384{
2385 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2386 if ((*kvp)->key == key)
2693 { 2387 {
2694 /* Basically, if the archetype has this key set, 2388 key_value *kv = *kvp;
2695 * we need to store the null value so when we save 2389 *kvp = (*kvp)->next;
2696 * it, we save the empty value so that when we load, 2390 delete kv;
2697 * we get this value back again. 2391 return;
2698 */
2699 if (get_ob_key_link (&op->arch->clone, canonical_key))
2700 field->value = 0;
2701 else
2702 {
2703 if (last)
2704 last->next = field->next;
2705 else
2706 op->key_values = field->next;
2707
2708 delete field;
2709 }
2710 } 2392 }
2711 return TRUE;
2712 }
2713 /* IF we get here, key doesn't exist */
2714
2715 /* No field, we'll have to add it. */
2716
2717 if (!add_key)
2718 {
2719 return FALSE;
2720 }
2721 /* There isn't any good reason to store a null
2722 * value in the key/value list. If the archetype has
2723 * this key, then we should also have it, so shouldn't
2724 * be here. If user wants to store empty strings,
2725 * should pass in ""
2726 */
2727 if (value == NULL)
2728 return TRUE;
2729
2730 field = new key_value;
2731
2732 field->key = canonical_key;
2733 field->value = value;
2734 /* Usual prepend-addition. */
2735 field->next = op->key_values;
2736 op->key_values = field;
2737
2738 return TRUE;
2739}
2740
2741/*
2742 * Updates the key in op to value.
2743 *
2744 * If add_key is FALSE, this will only update existing keys,
2745 * and not add new ones.
2746 * In general, should be little reason FALSE is ever passed in for add_key
2747 *
2748 * Returns TRUE on success.
2749 */
2750int
2751set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2752{
2753 shstr key_ (key);
2754
2755 return set_ob_key_value_s (op, key_, value, add_key);
2756} 2393}
2757 2394
2758object::depth_iterator::depth_iterator (object *container) 2395object::depth_iterator::depth_iterator (object *container)
2759: iterator_base (container) 2396: iterator_base (container)
2760{ 2397{
2774 } 2411 }
2775 else 2412 else
2776 item = item->env; 2413 item = item->env;
2777} 2414}
2778 2415
2416const char *
2417object::flag_desc (char *desc, int len) const
2418{
2419 char *p = desc;
2420 bool first = true;
2421
2422 *p = 0;
2423
2424 for (int i = 0; i < NUM_FLAGS; i++)
2425 {
2426 if (len <= 10) // magic constant!
2427 {
2428 snprintf (p, len, ",...");
2429 break;
2430 }
2431
2432 if (flag [i])
2433 {
2434 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2435 len -= cnt;
2436 p += cnt;
2437 first = false;
2438 }
2439 }
2440
2441 return desc;
2442}
2443
2779// return a suitable string describing an objetc in enough detail to find it 2444// return a suitable string describing an object in enough detail to find it
2780const char * 2445const char *
2781object::debug_desc (char *info) const 2446object::debug_desc (char *info) const
2782{ 2447{
2448 char flagdesc[512];
2783 char info2[256 * 3]; 2449 char info2[256 * 4];
2784 char *p = info; 2450 char *p = info;
2785 2451
2786 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2452 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2787 count, 2453 count,
2454 uuid.c_str (),
2788 &name, 2455 &name,
2789 title ? " " : "", 2456 title ? ",title:\"" : "",
2790 title ? (const char *)title : ""); 2457 title ? (const char *)title : "",
2458 title ? "\"" : "",
2459 flag_desc (flagdesc, 512), type);
2791 2460
2792 if (env) 2461 if (!flag[FLAG_REMOVED] && env)
2793 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2462 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794 2463
2795 if (map) 2464 if (map)
2796 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2465 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2797 2466
2798 return info; 2467 return info;
2799} 2468}
2800 2469
2801const char * 2470const char *
2802object::debug_desc () const 2471object::debug_desc () const
2803{ 2472{
2804 static char info[256 * 3]; 2473 static char info[3][256 * 4];
2474 static int info_idx;
2475
2805 return debug_desc (info); 2476 return debug_desc (info [++info_idx % 3]);
2806} 2477}
2807 2478
2479struct region *
2480object::region () const
2481{
2482 return map ? map->region (x, y)
2483 : region::default_region ();
2484}
2485
2486void
2487object::open_container (object *new_container)
2488{
2489 if (container == new_container)
2490 return;
2491
2492 object *old_container = container;
2493
2494 if (old_container)
2495 {
2496 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2497 return;
2498
2499#if 0
2500 // remove the "Close old_container" object.
2501 if (object *closer = old_container->inv)
2502 if (closer->type == CLOSE_CON)
2503 closer->destroy ();
2504#endif
2505
2506 // make sure the container is available
2507 esrv_send_item (this, old_container);
2508
2509 old_container->flag [FLAG_APPLIED] = false;
2510 container = 0;
2511
2512 // client needs item update to make it work, client bug requires this to be separate
2513 esrv_update_item (UPD_FLAGS, this, old_container);
2514
2515 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2516 play_sound (sound_find ("chest_close"));
2517 }
2518
2519 if (new_container)
2520 {
2521 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2522 return;
2523
2524 // TODO: this does not seem to serve any purpose anymore?
2525#if 0
2526 // insert the "Close Container" object.
2527 if (archetype *closer = new_container->other_arch)
2528 {
2529 object *closer = new_container->other_arch->instance ();
2530 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2531 new_container->insert (closer);
2532 }
2533#endif
2534
2535 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2536
2537 // make sure the container is available, client bug requires this to be separate
2538 esrv_send_item (this, new_container);
2539
2540 new_container->flag [FLAG_APPLIED] = true;
2541 container = new_container;
2542
2543 // client needs flag change
2544 esrv_update_item (UPD_FLAGS, this, new_container);
2545 esrv_send_inventory (this, new_container);
2546 play_sound (sound_find ("chest_open"));
2547 }
2548// else if (!old_container->env && contr && contr->ns)
2549// contr->ns->floorbox_reset ();
2550}
2551
2552object *
2553object::force_find (shstr_tmp name)
2554{
2555 /* cycle through his inventory to look for the MARK we want to
2556 * place
2557 */
2558 for (object *tmp = inv; tmp; tmp = tmp->below)
2559 if (tmp->type == FORCE && tmp->slaying == name)
2560 return splay (tmp);
2561
2562 return 0;
2563}
2564
2565//-GPL
2566
2567void
2568object::force_set_timer (int duration)
2569{
2570 this->duration = 1;
2571 this->speed_left = -1.f;
2572
2573 this->set_speed (duration ? 1.f / duration : 0.f);
2574}
2575
2576object *
2577object::force_add (shstr_tmp name, int duration)
2578{
2579 if (object *force = force_find (name))
2580 force->destroy ();
2581
2582 object *force = get_archetype (FORCE_NAME);
2583
2584 force->slaying = name;
2585 force->force_set_timer (duration);
2586 force->flag [FLAG_APPLIED] = true;
2587
2588 return insert (force);
2589}
2590
2591void
2592object::play_sound (faceidx sound) const
2593{
2594 if (!sound)
2595 return;
2596
2597 if (is_on_map ())
2598 map->play_sound (sound, x, y);
2599 else if (object *pl = in_player ())
2600 pl->contr->play_sound (sound);
2601}
2602
2603void
2604object::say_msg (const char *msg) const
2605{
2606 if (is_on_map ())
2607 map->say_msg (msg, x, y);
2608 else if (object *pl = in_player ())
2609 pl->contr->play_sound (sound);
2610}
2611
2612void
2613object::make_noise ()
2614{
2615 // we do not model noise in the map, so instead put
2616 // a temporary light into the noise source
2617 // could use the map instead, but that's less reliable for our
2618 // goal, which is to make invisibility a bit harder to exploit
2619
2620 // currently only works sensibly for players
2621 if (!is_player ())
2622 return;
2623
2624 // find old force, or create new one
2625 object *force = force_find (shstr_noise_force);
2626
2627 if (force)
2628 force->speed_left = -1.f; // patch old speed up
2629 else
2630 {
2631 force = archetype::get (shstr_noise_force);
2632
2633 force->slaying = shstr_noise_force;
2634 force->stats.food = 1;
2635 force->speed_left = -1.f;
2636
2637 force->set_speed (1.f / 4.f);
2638 force->flag [FLAG_IS_USED_UP] = true;
2639 force->flag [FLAG_APPLIED] = true;
2640
2641 insert (force);
2642 }
2643}
2644
2645void object::change_move_type (MoveType mt)
2646{
2647 if (move_type == mt)
2648 return;
2649
2650 if (is_on_map ())
2651 {
2652 // we are on the map, so handle move_on/off effects
2653 remove ();
2654 move_type = mt;
2655 map->insert (this, x, y, this);
2656 }
2657 else
2658 move_type = mt;
2659}
2660

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