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Comparing deliantra/server/common/object.C (file contents):
Revision 1.70 by root, Tue Dec 19 05:12:52 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
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
40 38
41object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
42 41
43short 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,
44 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
45}; 49};
46short 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,
47 -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
48};
49int 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,
50 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
51}; 55};
52int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
53 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,
54 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
55}; 61};
56 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
57static void 70static void
58write_uuid (void) 71write_uuid (uval64 skip, bool sync)
59{ 72{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
61 74 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 77 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 78}
77 79
78static void 80static void
79read_uuid (void) 81read_uuid ()
80{ 82{
81 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
82 84
83 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
84 88
85 FILE *fp; 89 FILE *fp;
86 90
87 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
88 { 92 {
89 if (errno == ENOENT) 93 if (errno == ENOENT)
90 { 94 {
91 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 96 UUID::cur.seq = 0;
93 write_uuid (); 97 write_uuid (UUID_GAP, true);
94 return; 98 return;
95 } 99 }
96 100
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 102 _exit (1);
99 } 103 }
100 104
101 int version; 105 char buf [UUID::MAX_LEN];
102 unsigned long long uid; 106 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
104 { 110 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 112 _exit (1);
107 } 113 }
108 114
109 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 116
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
112 fclose (fp); 118 fclose (fp);
113} 119}
114 120
115UUID 121UUID
116gen_uuid () 122UUID::gen ()
117{ 123{
118 UUID uid; 124 UUID uid;
119 125
120 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
121 127
122 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
124 134
125 return uid; 135 return uid;
126} 136}
127 137
128void 138void
129init_uuid () 139UUID::init ()
130{ 140{
131 read_uuid (); 141 read_uuid ();
132} 142}
133 143
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
134/* 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. */
135static int 210static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
137{ 212{
138 key_value *wants_field;
139
140 /* 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
141 * 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
142 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
143 */ 216 */
144 217
145 /* For each field in wants, */ 218 /* For each field in wants, */
146 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)
147 { 220 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 221 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 222
169 /* 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. */
170 return TRUE; 224 return true;
171} 225}
172 226
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 228static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 230{
177 /* 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,
178 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
179 */ 233 */
180 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);
181} 236}
182 237
183/* 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
184 * they can be merged together. 239 * they can be merged together.
185 * 240 *
190 * Check nrof variable *before* calling can_merge() 245 * Check nrof variable *before* calling can_merge()
191 * 246 *
192 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
193 * check weight 248 * check weight
194 */ 249 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
197{ 251{
198 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
199 if (ob1 == ob2 253 if (ob1 == ob2
200 || ob1->type != ob2->type 254 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 255 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
204 return 0; 258 return 0;
205 259
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 260 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 261 * is always 0 .. 2**31-1 */
209 * used to store nrof). 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 263 return 0;
213 264
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * 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
216 * 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
217 * 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
218 * flags lose any meaning. 269 * flags lose any meaning.
219 */ 270 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 273
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 276
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 277 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 278 || ob1->name != ob2->name
229 || ob1->title != ob2->title 279 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 286 || ob1->value != ob2->value
239 || 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
240 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
242 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 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)))
251 return 0; 302 return 0;
252 303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
253 /* This is really a spellbook check - really, we should 310 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 311 * not merge objects with real inventories, as splitting them
312 * is hard.
255 */ 313 */
256 if (ob1->inv || ob2->inv) 314 if (ob1->inv || ob2->inv)
257 { 315 {
258 /* if one object has inventory but the other doesn't, not equiv */ 316 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 317 return 0; /* inventories differ in length */
260 return 0;
261 318
262 /* Now check to see if the two inventory objects could merge */ 319 if (ob1->inv->below || ob2->inv->below)
320 return 0; /* more than one object in inv */
321
263 if (!object::can_merge (ob1->inv, ob2->inv)) 322 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 323 return 0; /* inventory objects differ */
265 324
266 /* 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
267 * if it is valid. 326 * if it is valid.
268 */ 327 */
269 } 328 }
277 336
278 /* 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
279 * 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
280 * check? 339 * check?
281 */ 340 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 341 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 342 return 0;
284 343
285 switch (ob1->type) 344 switch (ob1->type)
286 { 345 {
287 case SCROLL: 346 case SCROLL:
288 if (ob1->level != ob2->level) 347 if (ob1->level != ob2->level)
289 return 0; 348 return 0;
290 break; 349 break;
291 } 350 }
292 351
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 352 if (ob1->key_values || ob2->key_values)
294 { 353 {
295 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 355 if ((!ob1->key_values) != (!ob2->key_values))
297 /* 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))
298 return 0; 359 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 360 }
302 361
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
305 { 363 {
306 ob1->optimise (); 364 ob1->optimise ();
307 ob2->optimise (); 365 ob2->optimise ();
308 366
309 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)
310 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 }
311 } 381 }
312 382
313 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
314 return 1; 384 return 1;
315} 385}
316 386
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
317/* 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/*
318 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
319 * 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
320 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
321 */ 464 */
322long 465void
323sum_weight (object *op) 466object::update_weight ()
324{ 467{
325 long sum; 468 sint32 sum = 0;
326 object *inv;
327 469
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 470 for (object *op = inv; op; op = op->below)
329 { 471 {
330 if (inv->inv) 472 if (op->inv)
331 sum_weight (inv); 473 op->update_weight ();
332 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)
333 } 481 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum)
339 op->carrying = sum; 482 carrying = sum;
340 483
341 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 }
342} 488}
343 489
344/** 490/*
345 * Return the outermost environment object for a given object. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 492 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
358 * a better check. We basically keeping traversing up until we can't
359 * or find a player.
360 */
361
362object *
363is_player_inv (object *op)
364{
365 for (; op != NULL && op->type != PLAYER; op = op->env)
366 if (op->env == op)
367 op->env = NULL;
368 return op;
369}
370
371/*
372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
373 * Some error messages.
374 * The result of the dump is stored in the static global errmsg array.
375 */
376
377char * 493char *
378dump_object (object *op) 494dump_object (object *op)
379{ 495{
380 if (!op) 496 if (!op)
381 return strdup ("[NULLOBJ]"); 497 return strdup ("[NULLOBJ]");
382 498
383 object_freezer freezer; 499 object_freezer freezer;
384 save_object (freezer, op, 3); 500 op->write (freezer);
385 return freezer.as_string (); 501 return freezer.as_string ();
386} 502}
387 503
388/* 504char *
389 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
390 * multi-object 1 which is closest to the second object.
391 * If it's not a multi-object, it is returned.
392 */
393
394object *
395get_nearest_part (object *op, const object *pl)
396{ 506{
397 object *tmp, *closest; 507 return dump_object (this);
398 int last_dist, i;
399
400 if (op->more == NULL)
401 return op;
402 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
403 if ((i = distance (tmp, pl)) < last_dist)
404 closest = tmp, last_dist = i;
405 return closest;
406} 508}
407 509
408/* 510/*
409 * 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.
410 */ 513 */
411
412object * 514object *
413find_object (tag_t i) 515find_object (tag_t i)
414{ 516{
415 for (object *op = object::first; op; op = op->next) 517 for_all_objects (op)
416 if (op->count == i) 518 if (op->count == i)
417 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;
418 535
419 return 0; 536 return 0;
420} 537}
421 538
422/* 539/*
423 * 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.
424 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
425 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
426 */ 543 */
427
428object * 544object *
429find_object_name (const char *str) 545find_object_name (const char *str)
430{ 546{
431 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
432 object *op;
433 548
434 for (op = object::first; op != NULL; op = op->next) 549 if (str_)
550 for_all_objects (op)
435 if (op->name == str_) 551 if (op->name == str_)
436 break; 552 return op;
437 553
438 return op; 554 return 0;
439}
440
441void
442free_all_object_data ()
443{
444 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
445} 555}
446 556
447/* 557/*
448 * 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
449 * skill and experience objects. 559 * skill and experience objects.
560 * ACTUALLY NO! investigate! TODO
450 */ 561 */
451void 562void
452object::set_owner (object *owner) 563object::set_owner (object *owner)
453{ 564{
565 // allow objects which own objects
454 if (!owner) 566 if (owner)
455 return;
456
457 /* next line added to allow objects which own objects */
458 /* Add a check for ownercounts in here, as I got into an endless loop
459 * with the fireball owning a poison cloud which then owned the
460 * fireball. I believe that was caused by one of the objects getting
461 * freed and then another object replacing it. Since the ownercounts
462 * didn't match, this check is valid and I believe that cause is valid.
463 */
464 while (owner->owner) 567 while (owner->owner)
465 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 }
466 575
467 this->owner = owner; 576 this->owner = owner;
468} 577}
469 578
470/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
471 * refcounts and freeing the links. 580 * refcounts and freeing the links.
472 */ 581 */
473static void 582static void
474free_key_values (object *op) 583free_key_values (object *op)
475{ 584{
476 for (key_value *i = op->key_values; i != 0;) 585 for (key_value *i = op->key_values; i; )
477 { 586 {
478 key_value *next = i->next; 587 key_value *next = i->next;
479 delete i; 588 delete i;
480 589
481 i = next; 590 i = next;
482 } 591 }
483 592
484 op->key_values = 0; 593 op->key_values = 0;
485}
486
487void object::clear ()
488{
489 attachable_base::clear ();
490
491 free_key_values (this);
492
493 owner = 0;
494 name = 0;
495 name_pl = 0;
496 title = 0;
497 race = 0;
498 slaying = 0;
499 skill = 0;
500 msg = 0;
501 lore = 0;
502 custom_name = 0;
503 materialname = 0;
504 contr = 0;
505 below = 0;
506 above = 0;
507 inv = 0;
508 container = 0;
509 env = 0;
510 more = 0;
511 head = 0;
512 map = 0;
513 active_next = 0;
514 active_prev = 0;
515
516 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
517
518 SET_FLAG (this, FLAG_REMOVED);
519
520 /* What is not cleared is next, prev, and count */
521
522 expmul = 1.0;
523 face = blank_face;
524
525 if (settings.casting_time)
526 casting_time = -1;
527} 594}
528 595
529/* 596/*
530 * copy_to first frees everything allocated by the dst object, 597 * copy_to first frees everything allocated by the dst object,
531 * and then copies the contents of itself into the second 598 * and then copies the contents of itself into the second
535 * will point at garbage. 602 * will point at garbage.
536 */ 603 */
537void 604void
538object::copy_to (object *dst) 605object::copy_to (object *dst)
539{ 606{
540 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 607 dst->remove ();
541 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
542
543 *(object_copy *)dst = *this; 608 *(object_copy *)dst = *this;
544 *(object_pod *)dst = *this; 609 dst->flag [FLAG_REMOVED] = true;
545
546 if (self || cb)
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
548
549 if (is_freed)
550 SET_FLAG (dst, FLAG_FREED);
551
552 if (is_removed)
553 SET_FLAG (dst, FLAG_REMOVED);
554
555 if (speed < 0)
556 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
557 610
558 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
559 if (key_values) 612 if (key_values)
560 { 613 {
561 key_value *tail = 0; 614 key_value *tail = 0;
562 key_value *i;
563
564 dst->key_values = 0; 615 dst->key_values = 0;
565 616
566 for (i = key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
567 { 618 {
568 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
569 620
570 new_link->next = 0; 621 new_link->next = 0;
571 new_link->key = i->key; 622 new_link->key = i->key;
572 new_link->value = i->value; 623 new_link->value = i->value;
573 624
574 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
575 if (!dst->key_values) 626 if (!dst->key_values)
576 { 627 {
583 tail = new_link; 634 tail = new_link;
584 } 635 }
585 } 636 }
586 } 637 }
587 638
588 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 ();
589} 664}
590 665
591object * 666object *
592object::clone () 667object::clone ()
593{ 668{
594 object *neu = create (); 669 object *neu = create ();
595 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
596 return neu; 677 return neu;
597} 678}
598 679
599/* 680/*
600 * 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
601 * 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
602 * 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.
603 */ 684 */
604
605void 685void
606update_turn_face (object *op) 686update_turn_face (object *op)
607{ 687{
608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 688 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
609 return; 689 return;
690
610 SET_ANIMATION (op, op->direction); 691 SET_ANIMATION (op, op->direction);
611 update_object (op, UP_OBJ_FACE); 692 update_object (op, UP_OBJ_FACE);
612} 693}
613 694
614/* 695/*
615 * 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
616 * 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.
617 * 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.
618 */ 699 */
619void 700void
620update_ob_speed (object *op) 701object::set_speed (float speed)
621{ 702{
622 extern int arch_init; 703 this->speed = speed;
623 704
624 /* No reason putting the archetypes objects on the speed list, 705 if (has_active_speed ())
625 * since they never really need to be updated. 706 activate ();
626 */
627
628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 {
630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
631#ifdef MANY_CORES
632 abort ();
633#else
634 op->speed = 0;
635#endif
636 }
637
638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 {
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
645 return;
646
647 /* process_events() expects us to insert the object at the beginning
648 * of the list. */
649 op->active_next = active_objects;
650
651 if (op->active_next != NULL)
652 op->active_next->active_prev = op;
653
654 active_objects = op;
655 }
656 else 707 else
657 { 708 deactivate ();
658 /* If not on the active list, nothing needs to be done */
659 if (!op->active_next && !op->active_prev && op != active_objects)
660 return;
661
662 if (op->active_prev == NULL)
663 {
664 active_objects = op->active_next;
665
666 if (op->active_next != NULL)
667 op->active_next->active_prev = NULL;
668 }
669 else
670 {
671 op->active_prev->active_next = op->active_next;
672
673 if (op->active_next)
674 op->active_next->active_prev = op->active_prev;
675 }
676
677 op->active_next = NULL;
678 op->active_prev = NULL;
679 }
680} 709}
681 710
682/* This function removes object 'op' from the list of active
683 * objects.
684 * This should only be used for style maps or other such
685 * reference maps where you don't want an object that isn't
686 * in play chewing up cpu time getting processed.
687 * The reverse of this is to call update_ob_speed, which
688 * will do the right thing based on the speed of the object.
689 */
690void
691remove_from_active_list (object *op)
692{
693 /* If not on the active list, nothing needs to be done */
694 if (!op->active_next && !op->active_prev && op != active_objects)
695 return;
696
697 if (op->active_prev == NULL)
698 {
699 active_objects = op->active_next;
700 if (op->active_next != NULL)
701 op->active_next->active_prev = NULL;
702 }
703 else
704 {
705 op->active_prev->active_next = op->active_next;
706 if (op->active_next)
707 op->active_next->active_prev = op->active_prev;
708 }
709 op->active_next = NULL;
710 op->active_prev = NULL;
711}
712
713/* 711/*
714 * update_object() updates the array which represents the map. 712 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
716 * 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
717 * invisible object, etc...) 715 * invisible object, etc...)
718 * 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
719 * 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
720 * updating that window, though, since update_object() is called _often_) 718 * updating that window, though, since update_object() is called _often_)
721 * 719 *
722 * 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.
723 * For example, if the only thing that has changed is the face (due to
724 * an animation), we don't need to call update_position until that actually
725 * comes into view of a player. OTOH, many other things, like addition/removal
726 * of walls or living creatures may need us to update the flags now.
727 * current action are: 721 * current action are:
728 * UP_OBJ_INSERT: op was inserted 722 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 723 * UP_OBJ_REMOVE: op was removed
730 * 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
731 * 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.
732 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
733 */ 727 */
734
735void 728void
736update_object (object *op, int action) 729update_object (object *op, int action)
737{ 730{
738 int update_now = 0, flags; 731 if (!op)
739 MoveType move_on, move_off, move_block, move_slow;
740
741 if (op == NULL)
742 { 732 {
743 /* this should never happen */ 733 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
745 return; 735 return;
746 } 736 }
747 737
748 if (op->env != NULL) 738 if (!op->is_on_map ())
749 { 739 {
750 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
751 * to do in this case. 741 * to do in this case.
752 */ 742 */
753 return; 743 return;
754 } 744 }
755 745
756 /* If the map is saving, don't do anything as everything is
757 * going to get freed anyways.
758 */
759 if (!op->map || op->map->in_memory == MAP_SAVING)
760 return;
761
762 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
763 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)
764 { 748 {
765 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
766#ifdef MANY_CORES 750#ifdef MANY_CORES
767 abort (); 751 abort ();
768#endif 752#endif
769 return; 753 return;
770 } 754 }
771 755
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 756 mapspace &m = op->ms ();
773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
778 757
758 if (!(m.flags_ & P_UPTODATE))
759 /* nop */;
779 if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
780 { 761 {
762#if 0
763 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 764 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 765 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 766 || (op->is_player () && !(m.flags_ & P_PLAYER))
786 767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
788 update_now = 1;
789
790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
791 update_now = 1;
792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
796 if ((move_on | op->move_on) != move_on) 770 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 771 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 772 || (m.move_slow | op->move_slow) != m.move_slow
801
802 /* 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
803 * to have move_allow right now. 774 * have move_allow right now.
804 */ 775 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 777 m.invalidate ();
807 778#else
808 if ((move_slow | op->move_slow) != move_slow) 779 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
809 update_now = 1; 780 m.invalidate ();
781#endif
810 } 782 }
811
812 /* if the object is being removed, we can't make intelligent 783 /* if the object is being removed, we can't make intelligent
813 * decisions, because remove_ob can't really pass the object 784 * decisions, because remove_ob can't really pass the object
814 * that is being removed. 785 * that is being removed.
815 */ 786 */
816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 787 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
817 update_now = 1; 788 m.invalidate ();
818 else if (action == UP_OBJ_FACE) 789 else if (action == UP_OBJ_FACE)
819 /* Nothing to do for that case */ ; 790 /* Nothing to do for that case */ ;
820 else 791 else
821 LOG (llevError, "update_object called with invalid action: %d\n", action); 792 LOG (llevError, "update_object called with invalid action: %d\n", action);
822 793
823 if (update_now)
824 {
825 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
826 update_position (op->map, op->x, op->y);
827 }
828
829 if (op->more != NULL) 794 if (op->more)
830 update_object (op->more, action); 795 update_object (op->more, action);
831} 796}
832 797
833object::vector object::mortals;
834object::vector object::objects; // not yet used
835object *object::first;
836
837void object::free_mortals ()
838{
839 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
840 if ((*i)->refcnt)
841 ++i; // further delay freeing
842 else
843 {
844 delete *i;
845 mortals.erase (i);
846 }
847}
848
849object::object () 798object::object ()
850{ 799{
851 SET_FLAG (this, FLAG_REMOVED); 800 SET_FLAG (this, FLAG_REMOVED);
852 801
853 expmul = 1.0; 802 //expmul = 1.0; declared const for the time being
854 face = blank_face; 803 face = blank_face;
804 material = MATERIAL_NULL;
855} 805}
856 806
857object::~object () 807object::~object ()
858{ 808{
809 unlink ();
810
859 free_key_values (this); 811 free_key_values (this);
860} 812}
861 813
814static int object_count;
815
862void object::link () 816void object::link ()
863{ 817{
818 assert (!index);//D
819 uuid = UUID::gen ();
864 count = ++ob_count; 820 count = ++object_count;
865 uuid = gen_uuid ();
866 821
867 prev = 0; 822 refcnt_inc ();
868 next = object::first; 823 objects.insert (this);
869
870 if (object::first)
871 object::first->prev = this;
872
873 object::first = this;
874} 824}
875 825
876void object::unlink () 826void object::unlink ()
877{ 827{
878 if (this == object::first) 828 if (!index)
879 object::first = next; 829 return;
880 830
881 /* Remove this object from the list of used objects */ 831 objects.erase (this);
882 if (prev) prev->next = next; 832 refcnt_dec ();
883 if (next) next->prev = prev; 833}
884 834
885 prev = 0; 835void
886 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 }
887} 942}
888 943
889object *object::create () 944object *object::create ()
890{ 945{
891 object *op = new object; 946 object *op = new object;
892 op->link (); 947 op->link ();
893 return op; 948 return op;
894} 949}
895 950
896/* 951static struct freed_map : maptile
897 * free_object() frees everything allocated by an object, removes
898 * it from the list of used objects, and puts it on the list of
899 * free objects. The IS_FREED() flag is set in the object.
900 * The object must have been removed by remove_ob() first for
901 * this function to succeed.
902 *
903 * If destroy_inventory is set, free inventory as well. Else drop items in
904 * inventory to the ground.
905 */
906void object::destroy (bool destroy_inventory)
907{ 952{
908 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 ())
909 return; 1014 return;
910 1015
911 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1016 if (!is_head () && !head->destroyed ())
912 remove_friendly_object (this);
913
914 if (!QUERY_FLAG (this, FLAG_REMOVED))
915 remove ();
916
917 SET_FLAG (this, FLAG_FREED);
918
919 if (more)
920 {
921 more->destroy (destroy_inventory);
922 more = 0;
923 }
924
925 if (inv)
926 {
927 /* Only if the space blocks everything do we not process -
928 * if some form of movement is allowed, let objects
929 * drop on that space.
930 */
931 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
932 {
933 object *op = inv;
934
935 while (op)
936 {
937 object *tmp = op->below;
938 op->destroy (destroy_inventory);
939 op = tmp;
940 }
941 }
942 else
943 { /* Put objects in inventory onto this space */
944 object *op = inv;
945
946 while (op)
947 {
948 object *tmp = op->below;
949
950 op->remove ();
951
952 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
953 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
954 op->destroy ();
955 else
956 {
957 op->x = x;
958 op->y = y;
959 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
960 }
961
962 op = tmp;
963 }
964 }
965 }
966
967 // hack to ensure that freed objects still have a valid map
968 {
969 static maptile *freed_map; // freed objects are moved here to avoid crashes
970
971 if (!freed_map)
972 { 1017 {
973 freed_map = new maptile; 1018 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
974 1019 head->destroy ();
975 freed_map->name = "/internal/freed_objects_map"; 1020 return;
976 freed_map->width = 3;
977 freed_map->height = 3;
978
979 freed_map->allocate ();
980 } 1021 }
981 1022
982 map = freed_map; 1023 destroy_inv (false);
983 x = 1;
984 y = 1;
985 }
986 1024
987 // clear those pointers that likely might have circular references to us 1025 if (is_head ())
988 owner = 0; 1026 if (sound_destroy)
989 enemy = 0; 1027 play_sound (sound_destroy);
990 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
991 1030
992 // only relevant for players(?), but make sure of it anyways 1031 attachable::destroy ();
993 contr = 0;
994
995 /* Remove object from the active list */
996 speed = 0;
997 update_ob_speed (this);
998
999 unlink ();
1000
1001 mortals.push_back (this);
1002}
1003
1004/*
1005 * sub_weight() recursively (outwards) subtracts a number from the
1006 * weight of an object (and what is carried by it's environment(s)).
1007 */
1008void
1009sub_weight (object *op, signed long weight)
1010{
1011 while (op != NULL)
1012 {
1013 if (op->type == CONTAINER)
1014 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1015
1016 op->carrying -= weight;
1017 op = op->env;
1018 }
1019} 1032}
1020 1033
1021/* op->remove (): 1034/* op->remove ():
1022 * 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
1023 * 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
1024 * object will have no environment. If the object previously had an 1037 * object will have no environment. If the object previously had an
1025 * environment, the x and y coordinates will be updated to 1038 * environment, the x and y coordinates will be updated to
1026 * the previous environment. 1039 * the previous environment.
1027 * Beware: This function is called from the editor as well!
1028 */ 1040 */
1029void 1041void
1030object::remove () 1042object::do_remove ()
1031{ 1043{
1032 object *tmp, *last = 0; 1044 if (flag [FLAG_REMOVED])
1033 object *otmp;
1034
1035 int check_walk_off;
1036
1037 if (QUERY_FLAG (this, FLAG_REMOVED))
1038 return; 1045 return;
1039 1046
1040 SET_FLAG (this, FLAG_REMOVED); 1047 INVOKE_OBJECT (REMOVE, this);
1048
1049 flag [FLAG_REMOVED] = true;
1041 1050
1042 if (more) 1051 if (more)
1043 more->remove (); 1052 more->remove ();
1044 1053
1045 /* 1054 /*
1046 * In this case, the object to be removed is in someones 1055 * In this case, the object to be removed is in someones
1047 * inventory. 1056 * inventory.
1048 */ 1057 */
1049 if (env) 1058 if (env)
1050 { 1059 {
1051 if (nrof) 1060 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1052 sub_weight (env, weight * nrof); 1061 if (object *pl = visible_to ())
1053 else 1062 esrv_del_item (pl->contr, count);
1054 sub_weight (env, weight + carrying); 1063 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1055 1064
1056 /* NO_FIX_PLAYER is set when a great many changes are being 1065 adjust_weight (env, -total_weight ());
1057 * made to players inventory. If set, avoiding the call
1058 * to save cpu time.
1059 */
1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1061 fix_player (otmp);
1062 1066
1063 if (above != NULL) 1067 object *pl = in_player ();
1064 above->below = below;
1065 else
1066 env->inv = below;
1067
1068 if (below != NULL)
1069 below->above = above;
1070 1068
1071 /* we set up values so that it could be inserted into 1069 /* we set up values so that it could be inserted into
1072 * 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
1073 * to the caller to decide what we want to do. 1071 * to the caller to decide what we want to do.
1074 */ 1072 */
1075 x = env->x, y = env->y;
1076 map = env->map; 1073 map = env->map;
1077 above = 0, below = 0; 1074 x = env->x;
1078 env = 0; 1075 y = env->y;
1079 }
1080 else if (map)
1081 {
1082 /* Re did the following section of code - it looks like it had
1083 * lots of logic for things we no longer care about
1084 */
1085 1076
1086 /* link the object above us */ 1077 // make sure cmov optimisation is applicable
1087 if (above) 1078 *(above ? &above->below : &env->inv) = below;
1088 above->below = below; 1079 *(below ? &below->above : &above ) = above; // &above is just a dummy
1089 else
1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1091
1092 /* Relink the object below us, if there is one */
1093 if (below)
1094 below->above = above;
1095 else
1096 {
1097 /* Nothing below, which means we need to relink map object for this space
1098 * use translated coordinates in case some oddness with map tiling is
1099 * evident
1100 */
1101 if (GET_MAP_OB (map, x, y) != this)
1102 {
1103 char *dump = dump_object (this);
1104 LOG (llevError,
1105 "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);
1106 free (dump);
1107 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump);
1109 free (dump);
1110 }
1111
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1113 }
1114 1080
1115 above = 0; 1081 above = 0;
1116 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 ();
1117 1146
1118 if (map->in_memory == MAP_SAVING) 1147 if (map->in_memory == MAP_SAVING)
1119 return; 1148 return;
1120 1149
1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1150 int check_walk_off = !flag [FLAG_NO_APPLY];
1122 1151
1123 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1152 if (object *pl = ms.player ())
1124 { 1153 {
1125 /* No point updating the players look faces if he is the object 1154 if (pl->container_ () == this)
1126 * being removed.
1127 */
1128
1129 if (tmp->type == PLAYER && tmp != this)
1130 {
1131 /* If a container that the player is currently using somehow gets 1155 /* If a container that the player is currently using somehow gets
1132 * removed (most likely destroyed), update the player view 1156 * removed (most likely destroyed), update the player view
1133 * appropriately. 1157 * appropriately.
1134 */ 1158 */
1135 if (tmp->container == this) 1159 pl->close_container ();
1136 {
1137 CLEAR_FLAG (this, FLAG_APPLIED);
1138 tmp->container = 0;
1139 }
1140 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)
1141 tmp->contr->socket->floorbox_update (); 1165 pl->contr->ns->floorbox_update ();
1166 }
1167
1168 if (check_walk_off)
1169 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1170 {
1171 above = tmp->above;
1172
1173 /* No point updating the players look faces if he is the object
1174 * being removed.
1142 } 1175 */
1143 1176
1144 /* See if player moving off should effect something */ 1177 /* See if object moving off should effect something */
1145 if (check_walk_off
1146 && ((move_type & tmp->move_off) 1178 if ((move_type & tmp->move_off)
1147 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1179 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1148 {
1149 move_apply (tmp, this, 0); 1180 move_apply (tmp, this, 0);
1150
1151 if (destroyed ())
1152 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1153 } 1181 }
1154 1182
1155 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1183 if (affects_los ())
1156
1157 if (tmp->above == tmp)
1158 tmp->above = 0;
1159
1160 last = tmp;
1161 }
1162
1163 /* last == NULL of there are no objects on this space */
1164 if (!last)
1165 {
1166 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1167 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1168 * those out anyways, and if there are any flags set right now, they won't
1169 * be correct anyways.
1170 */
1171 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1172 update_position (map, x, y);
1173 }
1174 else
1175 update_object (last, UP_OBJ_REMOVE);
1176
1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1178 update_all_los (map, x, y); 1184 update_all_los (map, x, y);
1179 } 1185 }
1180} 1186}
1181 1187
1182/* 1188/*
1191merge_ob (object *op, object *top) 1197merge_ob (object *op, object *top)
1192{ 1198{
1193 if (!op->nrof) 1199 if (!op->nrof)
1194 return 0; 1200 return 0;
1195 1201
1196 if (top == NULL) 1202 if (!top)
1197 for (top = op; top != NULL && top->above != NULL; top = top->above); 1203 for (top = op; top && top->above; top = top->above)
1204 ;
1198 1205
1199 for (; top != NULL; top = top->below) 1206 for (; top; top = top->below)
1200 {
1201 if (top == op)
1202 continue;
1203
1204 if (object::can_merge (op, top)) 1207 if (object::can_merge (op, top))
1205 { 1208 {
1206 top->nrof += op->nrof; 1209 top->nrof += op->nrof;
1207 1210
1208/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1211 if (object *pl = top->visible_to ())
1209 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
1210 op->destroy (); 1217 op->destroy ();
1218
1211 return top; 1219 return top;
1212 } 1220 }
1213 }
1214 1221
1215 return 0; 1222 return 0;
1216} 1223}
1217 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
1218/* 1248/*
1219 * 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
1220 * job preparing multi-part monsters 1250 * job preparing multi-part monsters.
1221 */ 1251 */
1222object * 1252object *
1223insert_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)
1224{ 1254{
1225 object *tmp; 1255 op->remove ();
1226 1256
1227 if (op->head)
1228 op = op->head;
1229
1230 for (tmp = op; tmp; tmp = tmp->more) 1257 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1231 { 1258 {
1232 tmp->x = x + tmp->arch->clone.x; 1259 tmp->x = x + tmp->arch->x;
1233 tmp->y = y + tmp->arch->clone.y; 1260 tmp->y = y + tmp->arch->y;
1234 } 1261 }
1235 1262
1236 return insert_ob_in_map (op, m, originator, flag); 1263 return insert_ob_in_map (op, m, originator, flag);
1237} 1264}
1238 1265
1251 * 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
1252 * to be set if special handling is needed. 1279 * to be set if special handling is needed.
1253 * 1280 *
1254 * Return value: 1281 * Return value:
1255 * new object if 'op' was merged with other object 1282 * new object if 'op' was merged with other object
1256 * NULL if 'op' was destroyed 1283 * NULL if there was an error (destroyed, blocked etc.)
1257 * just 'op' otherwise 1284 * just 'op' otherwise
1258 */ 1285 */
1259
1260object * 1286object *
1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1262{ 1288{
1263 object *tmp, *top, *floor = NULL; 1289 op->remove ();
1264 sint16 x, y;
1265 1290
1266 if (QUERY_FLAG (op, FLAG_FREED)) 1291 if (m == &freed_map)//D TODO: remove soon
1267 { 1292 {//D
1268 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
1269 return NULL;
1270 } 1294 }//D
1271
1272 if (m == NULL)
1273 {
1274 char *dump = dump_object (op);
1275 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1276 free (dump);
1277 return op;
1278 }
1279
1280 if (out_of_map (m, op->x, op->y))
1281 {
1282 char *dump = dump_object (op);
1283 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1284#ifdef MANY_CORES
1285 /* Better to catch this here, as otherwise the next use of this object
1286 * is likely to cause a crash. Better to find out where it is getting
1287 * improperly inserted.
1288 */
1289 abort ();
1290#endif
1291 free (dump);
1292 return op;
1293 }
1294
1295 if (!QUERY_FLAG (op, FLAG_REMOVED))
1296 {
1297 char *dump = dump_object (op);
1298 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1299 free (dump);
1300 return op;
1301 }
1302
1303 if (op->more != NULL)
1304 {
1305 /* The part may be on a different map. */
1306
1307 object *more = op->more;
1308
1309 /* We really need the caller to normalize coordinates - if
1310 * we set the map, that doesn't work if the location is within
1311 * a map and this is straddling an edge. So only if coordinate
1312 * is clear wrong do we normalize it.
1313 */
1314 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1315 more->map = get_map_from_coord (m, &more->x, &more->y);
1316 else if (!more->map)
1317 {
1318 /* For backwards compatibility - when not dealing with tiled maps,
1319 * more->map should always point to the parent.
1320 */
1321 more->map = m;
1322 }
1323
1324 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1325 {
1326 if (!op->head)
1327 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1328
1329 return NULL;
1330 }
1331 }
1332
1333 CLEAR_FLAG (op, FLAG_REMOVED);
1334 1295
1335 /* Ideally, the caller figures this out. However, it complicates a lot 1296 /* Ideally, the caller figures this out. However, it complicates a lot
1336 * 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
1337 * need extra work 1298 * need extra work
1338 */ 1299 */
1339 op->map = get_map_from_coord (m, &op->x, &op->y); 1300 maptile *newmap = m;
1340 x = op->x; 1301 if (!xy_normalise (newmap, op->x, op->y))
1341 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 ();
1342 1316
1343 /* this has to be done after we translate the coordinates. 1317 /* this has to be done after we translate the coordinates.
1344 */ 1318 */
1345 if (op->nrof && !(flag & INS_NO_MERGE)) 1319 if (op->nrof && !(flag & INS_NO_MERGE))
1346 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1320 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1347 if (object::can_merge (op, tmp)) 1321 if (object::can_merge (op, tmp))
1348 { 1322 {
1323 // TODO: we actually want to update tmp, not op,
1324 // but some caller surely breaks when we return tmp
1325 // from here :/
1349 op->nrof += tmp->nrof; 1326 op->nrof += tmp->nrof;
1350 tmp->destroy (); 1327 tmp->destroy ();
1351 } 1328 }
1352 1329
1353 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1330 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1362 { 1339 {
1363 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1340 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1364 abort (); 1341 abort ();
1365 } 1342 }
1366 1343
1344 if (!originator->is_on_map ())
1345 {
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
1367 op->above = originator; 1351 op->above = originator;
1368 op->below = originator->below; 1352 op->below = originator->below;
1369
1370 if (op->below)
1371 op->below->above = op;
1372 else
1373 SET_MAP_OB (op->map, op->x, op->y, op);
1374
1375 /* since *below* originator, no need to update top */
1376 originator->below = op; 1353 originator->below = op;
1354
1355 *(op->below ? &op->below->above : &ms.bot) = op;
1377 } 1356 }
1378 else 1357 else
1379 { 1358 {
1359 object *floor = 0;
1360 object *top = ms.top;
1361
1380 /* If there are other objects, then */ 1362 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1363 if (top)
1382 { 1364 {
1383 object *last = NULL;
1384
1385 /* 1365 /*
1386 * 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.
1387 * We've already dealt with merging if appropriate. 1367 * We've already dealt with merging if appropriate.
1388 * 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
1389 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1369 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1392 * once we get to them. This reduces the need to traverse over all of 1372 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time 1373 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed 1374 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects. 1375 * that flying non pickable objects are spell objects.
1396 */ 1376 */
1397 1377 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1398 while (top != NULL)
1399 { 1378 {
1400 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))
1401 floor = top; 1380 floor = tmp;
1402 1381
1403 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))
1404 { 1383 {
1405 /* We insert above top, so we want this object below this */ 1384 /* We insert above top, so we want this object below this */
1406 top = top->below; 1385 top = tmp->below;
1407 break; 1386 break;
1408 } 1387 }
1409 1388
1410 last = top;
1411 top = top->above; 1389 top = tmp;
1412 } 1390 }
1413
1414 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last;
1416 1391
1417 /* We let update_position deal with figuring out what the space 1392 /* We let update_position deal with figuring out what the space
1418 * looks like instead of lots of conditions here. 1393 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result. 1394 * makes things faster, and effectively the same result.
1420 */ 1395 */
1421 1396
1422 /* Have object 'fall below' other objects that block view. 1397 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66 1398 * Unless those objects are exits.
1424 * If INS_ON_TOP is used, don't do this processing 1399 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1400 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1401 * stacking is a bit odd.
1427 */ 1402 */
1428 if (!(flag & INS_ON_TOP) && 1403 if (!(flag & INS_ON_TOP)
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1404 && ms.flags () & P_BLOCKSVIEW
1405 && (op->face && !faces [op->face].visibility))
1430 { 1406 {
1407 object *last;
1408
1431 for (last = top; last != floor; last = last->below) 1409 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1410 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1411 break;
1412
1434 /* Check to see if we found the object that blocks view, 1413 /* Check to see if we found the object that blocks view,
1435 * 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
1436 * we can get inserted below this one, which requires we 1415 * we can get inserted below this one, which requires we
1437 * set top to the object below us. 1416 * set top to the object below us.
1438 */ 1417 */
1439 if (last && last->below && last != floor) 1418 if (last && last->below && last != floor)
1440 top = last->below; 1419 top = last->below;
1441 } 1420 }
1442 } /* If objects on this space */ 1421 } /* If objects on this space */
1443 1422
1444 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y);
1446
1447 if (flag & INS_ABOVE_FLOOR_ONLY) 1423 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor; 1424 top = floor;
1449 1425
1450 /* 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
1451 */
1452
1453 /* First object on this space */
1454 if (!top) 1427 if (!top)
1455 { 1428 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y);
1457
1458 if (op->above)
1459 op->above->below = op;
1460
1461 op->below = NULL; 1429 op->below = 0;
1462 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;
1463 } 1434 }
1464 else 1435 else
1465 { /* get inserted into the stack above top */ 1436 {
1466 op->above = top->above; 1437 op->above = top->above;
1467
1468 if (op->above)
1469 op->above->below = op; 1438 top->above = op;
1470 1439
1471 op->below = top; 1440 op->below = top;
1472 top->above = op; 1441 *(op->above ? &op->above->below : &ms.top) = op;
1473 } 1442 }
1443 }
1474 1444
1475 if (op->above == NULL) 1445 if (op->is_player ())
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1446 {
1477 } /* else not INS_BELOW_ORIGINATOR */
1478
1479 if (op->type == PLAYER)
1480 op->contr->do_los = 1; 1447 op->contr->do_los = 1;
1448 ++op->map->players;
1449 op->map->touch ();
1450 }
1481 1451
1482 /* If we have a floor, we know the player, if any, will be above 1452 op->map->dirty = true;
1483 * it, so save a few ticks and start from there. 1453
1484 */ 1454 if (object *pl = ms.player ())
1485 if (!(flag & INS_MAP_LOAD)) 1455 //TODO: the floorbox prev/next might need updating
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1456 //esrv_send_item (pl, op);
1487 if (tmp->type == PLAYER) 1457 //TODO: update floorbox to preserve ordering
1458 if (pl->contr->ns)
1488 tmp->contr->socket->floorbox_update (); 1459 pl->contr->ns->floorbox_update ();
1489 1460
1490 /* If this object glows, it may affect lighting conditions that are 1461 /* If this object glows, it may affect lighting conditions that are
1491 * 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
1492 * 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
1493 * on the map will get recalculated. The players could very well 1464 * on the map will get recalculated. The players could very well
1494 * 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 -
1495 * this should get redone to only look for players within range, 1466 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1467 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1468 * of effect may be sufficient.
1498 */ 1469 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1470 if (op->affects_los ())
1471 {
1472 op->ms ().invalidate ();
1500 update_all_los (op->map, op->x, op->y); 1473 update_all_los (op->map, op->x, op->y);
1474 }
1501 1475
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1476 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1477 update_object (op, UP_OBJ_INSERT);
1478
1479 INVOKE_OBJECT (INSERT, op);
1504 1480
1505 /* 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,
1506 * we want to have floorbox_update called before calling this. 1482 * we want to have floorbox_update called before calling this.
1507 * 1483 *
1508 * check_move_on() must be after this because code called from 1484 * check_move_on() must be after this because code called from
1510 * blocked() and wall() work properly), and these flags are updated by 1486 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1487 * update_object().
1512 */ 1488 */
1513 1489
1514 /* 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 */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1491 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1516 { 1492 {
1517 if (check_move_on (op, originator)) 1493 if (check_move_on (op, originator))
1518 return NULL; 1494 return 0;
1519 1495
1520 /* 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
1521 * walk on's. 1497 * walk on's.
1522 */ 1498 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1499 for (object *tmp = op->more; tmp; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1500 if (check_move_on (tmp, originator))
1525 return NULL; 1501 return 0;
1526 } 1502 }
1527 1503
1528 return op; 1504 return op;
1529} 1505}
1530 1506
1531/* this function inserts an object in the map, but if it 1507/* this function inserts an object in the map, but if it
1532 * finds an object of its own type, it'll remove that one first. 1508 * finds an object of its own type, it'll remove that one first.
1533 * op is the object to insert it under: supplies x and the map. 1509 * op is the object to insert it under: supplies x and the map.
1534 */ 1510 */
1535void 1511void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1512replace_insert_ob_in_map (shstr_tmp archname, object *op)
1537{ 1513{
1538 object *
1539 tmp;
1540 object *
1541 tmp1;
1542
1543 /* first search for itself and remove any old instances */ 1514 /* first search for itself and remove any old instances */
1544 1515
1545 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)
1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1517 if (tmp->arch->archname == archname) /* same archetype */
1547 tmp->destroy (); 1518 tmp->destroy ();
1548 1519
1549 tmp1 = arch_to_object (archetype::find (arch_string)); 1520 object *tmp = archetype::find (archname)->instance ();
1550 1521
1551 tmp1->x = op->x; 1522 tmp->x = op->x;
1552 tmp1->y = op->y; 1523 tmp->y = op->y;
1524
1553 insert_ob_in_map (tmp1, op->map, op, 0); 1525 insert_ob_in_map (tmp, op->map, op, 0);
1554} 1526}
1555
1556/*
1557 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1558 * is returned contains nr objects, and the remaining parts contains
1559 * the rest (or is removed and freed if that number is 0).
1560 * On failure, NULL is returned, and the reason put into the
1561 * global static errmsg array.
1562 */
1563 1527
1564object * 1528object *
1565get_split_ob (object *orig_ob, uint32 nr) 1529object::insert_at (object *where, object *originator, int flags)
1566{ 1530{
1567 object *newob; 1531 if (where->env)
1568 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1532 return where->env->insert (this);
1569 1533 else
1570 if (orig_ob->nrof < nr) 1534 return where->map->insert (this, where->x, where->y, originator, flags);
1571 {
1572 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1573 return NULL;
1574 }
1575
1576 newob = object_create_clone (orig_ob);
1577
1578 if ((orig_ob->nrof -= nr) < 1)
1579 orig_ob->destroy (1);
1580 else if (!is_removed)
1581 {
1582 if (orig_ob->env != NULL)
1583 sub_weight (orig_ob->env, orig_ob->weight * nr);
1584 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1585 {
1586 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1587 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1588 return NULL;
1589 }
1590 }
1591
1592 newob->nrof = nr;
1593
1594 return newob;
1595} 1535}
1596 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
1597/* 1559/*
1598 * decrease_ob_nr(object, number) decreases a specified number from 1560 * decrease(object, number) decreases a specified number from
1599 * 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
1600 * is subsequently removed and freed. 1562 * is subsequently removed and freed.
1601 * 1563 *
1602 * 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
1603 */ 1565 */
1566bool
1567object::decrease (sint32 nr)
1568{
1569 if (!nr)
1570 return true;
1604 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 */
1605object * 1597object *
1606decrease_ob_nr (object *op, uint32 i) 1598object::split (sint32 nr)
1607{ 1599{
1608 object *tmp; 1600 int have = number_of ();
1609 player *pl;
1610 1601
1611 if (i == 0) /* objects with op->nrof require this check */ 1602 if (have < nr)
1612 return op; 1603 return 0;
1613 1604 else if (have == nr)
1614 if (i > op->nrof)
1615 i = op->nrof;
1616
1617 if (QUERY_FLAG (op, FLAG_REMOVED))
1618 op->nrof -= i;
1619 else if (op->env != NULL)
1620 { 1605 {
1621 /* is this object in the players inventory, or sub container
1622 * therein?
1623 */
1624 tmp = is_player_inv (op->env);
1625 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player.
1630 */
1631 if (!tmp)
1632 {
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env)
1635 break;
1636 if (pl)
1637 tmp = pl->ob;
1638 else
1639 tmp = NULL;
1640 }
1641
1642 if (i < op->nrof)
1643 {
1644 sub_weight (op->env, op->weight * i);
1645 op->nrof -= i;
1646 if (tmp)
1647 {
1648 esrv_send_item (tmp, op);
1649 }
1650 }
1651 else
1652 {
1653 op->remove (); 1606 remove ();
1654 op->nrof = 0; 1607 return this;
1655 if (tmp)
1656 {
1657 esrv_del_item (tmp->contr, op->count);
1658 }
1659 }
1660 } 1608 }
1661 else 1609 else
1662 { 1610 {
1663 object *above = op->above; 1611 decrease (nr);
1664 1612
1665 if (i < op->nrof) 1613 object *op = deep_clone ();
1666 op->nrof -= i; 1614 op->nrof = nr;
1667 else
1668 {
1669 op->remove ();
1670 op->nrof = 0;
1671 }
1672
1673 /* Since we just removed op, op->above is null */
1674 for (tmp = above; tmp != NULL; tmp = tmp->above)
1675 if (tmp->type == PLAYER)
1676 {
1677 if (op->nrof)
1678 esrv_send_item (tmp, op);
1679 else
1680 esrv_del_item (tmp->contr, op->count);
1681 }
1682 }
1683
1684 if (op->nrof)
1685 return op; 1615 return op;
1686 else
1687 {
1688 op->destroy ();
1689 return NULL;
1690 }
1691}
1692
1693/*
1694 * add_weight(object, weight) adds the specified weight to an object,
1695 * and also updates how much the environment(s) is/are carrying.
1696 */
1697
1698void
1699add_weight (object *op, signed long weight)
1700{
1701 while (op != NULL)
1702 {
1703 if (op->type == CONTAINER)
1704 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1705
1706 op->carrying += weight;
1707 op = op->env;
1708 } 1616 }
1709} 1617}
1710 1618
1711object * 1619object *
1712insert_ob_in_ob (object *op, object *where) 1620insert_ob_in_ob (object *op, object *where)
1717 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);
1718 free (dump); 1626 free (dump);
1719 return op; 1627 return op;
1720 } 1628 }
1721 1629
1722 if (where->head) 1630 if (where->head_ () != where)
1723 { 1631 {
1724 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");
1725 where = where->head; 1633 where = where->head;
1726 } 1634 }
1727 1635
1728 return where->insert (op); 1636 return where->insert (op);
1729} 1637}
1734 * inside the object environment. 1642 * inside the object environment.
1735 * 1643 *
1736 * 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
1737 * be != op, if items are merged. -Tero 1645 * be != op, if items are merged. -Tero
1738 */ 1646 */
1739
1740object * 1647object *
1741object::insert (object *op) 1648object::insert (object *op)
1742{ 1649{
1743 object *tmp, *otmp;
1744
1745 if (!QUERY_FLAG (op, FLAG_REMOVED))
1746 op->remove ();
1747
1748 if (op->more) 1650 if (op->more)
1749 { 1651 {
1750 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);
1751 return op; 1653 return op;
1752 } 1654 }
1753 1655
1754 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1656 op->remove ();
1755 CLEAR_FLAG (op, FLAG_REMOVED); 1657
1658 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1659
1756 if (op->nrof) 1660 if (op->nrof)
1757 {
1758 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1661 for (object *tmp = inv; tmp; tmp = tmp->below)
1759 if (object::can_merge (tmp, op)) 1662 if (object::can_merge (tmp, op))
1760 { 1663 {
1761 /* return the original object and remove inserted object 1664 /* return the original object and remove inserted object
1762 (client needs the original object) */ 1665 (client needs the original object) */
1763 tmp->nrof += op->nrof; 1666 tmp->nrof += op->nrof;
1764 /* Weight handling gets pretty funky. Since we are adding to 1667
1765 * tmp->nrof, we need to increase the weight. 1668 if (object *pl = tmp->visible_to ())
1766 */ 1669 esrv_update_item (UPD_NROF, pl, tmp);
1670
1767 add_weight (this, op->weight * op->nrof); 1671 adjust_weight (this, op->total_weight ());
1768 SET_FLAG (op, FLAG_REMOVED); 1672
1769 op->destroy (); /* free the inserted object */ 1673 op->destroy ();
1770 op = tmp; 1674 op = tmp;
1771 op->remove (); /* and fix old object's links */ 1675 goto inserted;
1772 CLEAR_FLAG (op, FLAG_REMOVED);
1773 break;
1774 } 1676 }
1775 1677
1776 /* I assume combined objects have no inventory 1678 op->owner = 0; // it's his/hers now. period.
1777 * We add the weight - this object could have just been removed
1778 * (if it was possible to merge). calling remove_ob will subtract
1779 * the weight, so we need to add it in again, since we actually do
1780 * the linking below
1781 */
1782 add_weight (this, op->weight * op->nrof);
1783 }
1784 else
1785 add_weight (this, (op->weight + op->carrying));
1786
1787 otmp = is_player_inv (this);
1788 if (otmp && otmp->contr)
1789 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1790 fix_player (otmp);
1791
1792 op->map = NULL; 1679 op->map = 0;
1680 op->x = 0;
1681 op->y = 0;
1682
1683 op->above = 0;
1684 op->below = inv;
1793 op->env = this; 1685 op->env = this;
1794 op->above = NULL;
1795 op->below = NULL;
1796 op->x = 0, op->y = 0;
1797 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:
1798 /* 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 */
1799 if ((op->glow_radius != 0) && map) 1701 if (op->glow_radius && is_on_map ())
1800 { 1702 {
1801#ifdef DEBUG_LIGHTS 1703 update_stats ();
1802 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1803#endif /* DEBUG_LIGHTS */
1804 if (MAP_DARKNESS (map))
1805 update_all_los (map, x, y); 1704 update_all_los (map, x, y);
1806 }
1807
1808 /* Client has no idea of ordering so lets not bother ordering it here.
1809 * It sure simplifies this function...
1810 */
1811 if (!inv)
1812 inv = op;
1813 else
1814 { 1705 }
1815 op->below = inv; 1706 else if (is_player ())
1816 op->below->above = op; 1707 // if this is a player's inventory, update stats
1817 inv = op; 1708 contr->queue_stats_update ();
1818 } 1709
1710 INVOKE_OBJECT (INSERT, this);
1819 1711
1820 return op; 1712 return op;
1821} 1713}
1822 1714
1823/* 1715/*
1838 * 1730 *
1839 * 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
1840 * 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
1841 * on top. 1733 * on top.
1842 */ 1734 */
1843
1844int 1735int
1845check_move_on (object *op, object *originator) 1736check_move_on (object *op, object *originator)
1846{ 1737{
1738 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1739 return 0;
1740
1847 object *tmp; 1741 object *tmp;
1848 maptile *m = op->map; 1742 maptile *m = op->map;
1849 int x = op->x, y = op->y; 1743 int x = op->x, y = op->y;
1850 1744
1851 MoveType move_on, move_slow, move_block; 1745 mapspace &ms = m->at (x, y);
1852 1746
1853 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1747 ms.update ();
1854 return 0;
1855 1748
1856 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1749 MoveType move_on = ms.move_on;
1857 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1750 MoveType move_slow = ms.move_slow;
1858 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1751 MoveType move_block = ms.move_block;
1859 1752
1860 /* 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,
1861 * 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
1862 * 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
1863 * as walking. 1756 * as walking.
1874 return 0; 1767 return 0;
1875 1768
1876 /* The objects have to be checked from top to bottom. 1769 /* The objects have to be checked from top to bottom.
1877 * Hence, we first go to the top: 1770 * Hence, we first go to the top:
1878 */ 1771 */
1879 1772 for (object *next, *tmp = ms.top; tmp; tmp = next)
1880 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1881 {
1882 /* Trim the search when we find the first other spell effect
1883 * this helps performance so that if a space has 50 spell objects,
1884 * we don't need to check all of them.
1885 */
1886 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1887 break;
1888 } 1773 {
1774 next = tmp->below;
1889 1775
1890 for (; tmp; tmp = tmp->below)
1891 {
1892 if (tmp == op) 1776 if (tmp == op)
1893 continue; /* Can't apply yourself */ 1777 continue; /* Can't apply yourself */
1894 1778
1895 /* 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.
1896 * Second check makes sure that the movement types not being slowed 1780 * Second check makes sure that the movement types not being slowed
1901 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1785 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1902 { 1786 {
1903 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1787 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1904 ((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))
1905 { 1789 {
1906
1907 float
1908 diff = tmp->move_slow_penalty * FABS (op->speed); 1790 float diff = tmp->move_slow_penalty * fabs (op->speed);
1909 1791
1910 if (op->type == PLAYER) 1792 if (op->is_player ())
1911 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)) ||
1912 (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)))
1913 diff /= 4.0; 1795 diff /= 4.0;
1914 1796
1915 op->speed_left -= diff; 1797 op->speed_left -= diff;
1916 } 1798 }
1917 } 1799 }
1940/* 1822/*
1941 * present_arch(arch, map, x, y) searches for any objects with 1823 * present_arch(arch, map, x, y) searches for any objects with
1942 * a matching archetype at the given map and coordinates. 1824 * a matching archetype at the given map and coordinates.
1943 * The first matching object is returned, or NULL if none. 1825 * The first matching object is returned, or NULL if none.
1944 */ 1826 */
1945
1946object * 1827object *
1947present_arch (const archetype *at, maptile *m, int x, int y) 1828present_arch (const archetype *at, maptile *m, int x, int y)
1948{ 1829{
1949 object *
1950 tmp;
1951
1952 if (m == NULL || out_of_map (m, x, y)) 1830 if (!m || out_of_map (m, x, y))
1953 { 1831 {
1954 LOG (llevError, "Present_arch called outside map.\n"); 1832 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1833 return NULL;
1956 } 1834 }
1957 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1835
1958 if (tmp->arch == at) 1836 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1837 if (tmp->arch->archname == at->archname)
1959 return tmp; 1838 return tmp;
1839
1960 return NULL; 1840 return NULL;
1961} 1841}
1962 1842
1963/* 1843/*
1964 * present(type, map, x, y) searches for any objects with 1844 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1845 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1846 * The first matching object is returned, or NULL if none.
1967 */ 1847 */
1968
1969object * 1848object *
1970present (unsigned char type, maptile *m, int x, int y) 1849present (unsigned char type, maptile *m, int x, int y)
1971{ 1850{
1972 object *
1973 tmp;
1974
1975 if (out_of_map (m, x, y)) 1851 if (out_of_map (m, x, y))
1976 { 1852 {
1977 LOG (llevError, "Present called outside map.\n"); 1853 LOG (llevError, "Present called outside map.\n");
1978 return NULL; 1854 return NULL;
1979 } 1855 }
1980 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)
1981 if (tmp->type == type) 1858 if (tmp->type == type)
1982 return tmp; 1859 return tmp;
1860
1983 return NULL; 1861 return NULL;
1984} 1862}
1985 1863
1986/* 1864/*
1987 * present_in_ob(type, object) searches for any objects with 1865 * present_in_ob(type, object) searches for any objects with
1988 * a matching type variable in the inventory of the given object. 1866 * a matching type variable in the inventory of the given object.
1989 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
1990 */ 1868 */
1991
1992object * 1869object *
1993present_in_ob (unsigned char type, const object *op) 1870present_in_ob (unsigned char type, const object *op)
1994{ 1871{
1995 object *
1996 tmp;
1997
1998 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1872 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999 if (tmp->type == type) 1873 if (tmp->type == type)
2000 return tmp; 1874 return tmp;
1875
2001 return NULL; 1876 return NULL;
2002} 1877}
2003 1878
2004/* 1879/*
2005 * present_in_ob (type, str, object) searches for any objects with 1880 * present_in_ob (type, str, object) searches for any objects with
2013 * 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
2014 * 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
2015 * 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
2016 * to be unique. 1891 * to be unique.
2017 */ 1892 */
2018
2019object * 1893object *
2020present_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)
2021{ 1895{
2022 object *
2023 tmp;
2024
2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1896 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2026 {
2027 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1897 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2028 return tmp; 1898 return tmp;
2029 } 1899
2030 return NULL; 1900 return 0;
2031} 1901}
2032 1902
2033/* 1903/*
2034 * present_arch_in_ob(archetype, object) searches for any objects with 1904 * present_arch_in_ob(archetype, object) searches for any objects with
2035 * a matching archetype in the inventory of the given object. 1905 * a matching archetype in the inventory of the given object.
2036 * The first matching object is returned, or NULL if none. 1906 * The first matching object is returned, or NULL if none.
2037 */ 1907 */
2038
2039object * 1908object *
2040present_arch_in_ob (const archetype *at, const object *op) 1909present_arch_in_ob (const archetype *at, const object *op)
2041{ 1910{
2042 object *
2043 tmp;
2044
2045 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2046 if (tmp->arch == at) 1912 if (tmp->arch->archname == at->archname)
2047 return tmp; 1913 return tmp;
1914
2048 return NULL; 1915 return NULL;
2049} 1916}
2050 1917
2051/* 1918/*
2052 * activate recursively a flag on an object inventory 1919 * activate recursively a flag on an object inventory
2053 */ 1920 */
2054void 1921void
2055flag_inv (object *op, int flag) 1922flag_inv (object *op, int flag)
2056{ 1923{
2057 object *
2058 tmp;
2059
2060 if (op->inv)
2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1924 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2062 { 1925 {
2063 SET_FLAG (tmp, flag); 1926 SET_FLAG (tmp, flag);
2064 flag_inv (tmp, flag); 1927 flag_inv (tmp, flag);
2065 } 1928 }
2066} /* 1929}
1930
1931/*
2067 * desactivate recursively a flag on an object inventory 1932 * deactivate recursively a flag on an object inventory
2068 */ 1933 */
2069void 1934void
2070unflag_inv (object *op, int flag) 1935unflag_inv (object *op, int flag)
2071{ 1936{
2072 object *
2073 tmp;
2074
2075 if (op->inv)
2076 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1937 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2077 { 1938 {
2078 CLEAR_FLAG (tmp, flag); 1939 CLEAR_FLAG (tmp, flag);
2079 unflag_inv (tmp, flag); 1940 unflag_inv (tmp, flag);
2080 } 1941 }
2081}
2082
2083/*
2084 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2085 * all it's inventory (recursively).
2086 * If checksums are used, a player will get set_cheat called for
2087 * him/her-self and all object carried by a call to this function.
2088 */
2089
2090void
2091set_cheat (object *op)
2092{
2093 SET_FLAG (op, FLAG_WAS_WIZ);
2094 flag_inv (op, FLAG_WAS_WIZ);
2095} 1942}
2096 1943
2097/* 1944/*
2098 * 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
2099 * 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
2101 * to search (see the freearr_x/y[] definition). 1948 * to search (see the freearr_x/y[] definition).
2102 * It returns a random choice among the alternatives found. 1949 * It returns a random choice among the alternatives found.
2103 * 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
2104 * does all 4 immediate directions). This returns the index into the 1951 * does all 4 immediate directions). This returns the index into the
2105 * 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)
2106 * Note - this only checks to see if there is space for the head of the
2107 * object - if it is a multispace object, this should be called for all
2108 * pieces.
2109 * Note2: This function does correctly handle tiled maps, but does not 1953 * Note: This function does correctly handle tiled maps, but does not
2110 * inform the caller. However, insert_ob_in_map will update as 1954 * inform the caller. However, insert_ob_in_map will update as
2111 * 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.
2112 * 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
2113 * 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
2114 * 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
2115 * 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
2116 * customized, changed states, etc. 1960 * customized, changed states, etc.
2117 */ 1961 */
2118
2119int 1962int
2120find_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)
2121{ 1964{
2122 int
2123 i,
2124 index = 0, flag;
2125 static int
2126 altern[SIZEOFFREE]; 1965 int altern[SIZEOFFREE];
1966 int index = 0, flag;
2127 1967
2128 for (i = start; i < stop; i++) 1968 for (int i = start; i < stop; i++)
2129 { 1969 {
2130 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1970 mapxy pos (m, x, y); pos.move (i);
2131 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 {
2132 altern[index++] = i; 1986 altern [index++] = i;
1987 continue;
1988 }
2133 1989
2134 /* 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.
2135 * 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.
2136 * 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 -
2137 * 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
2138 * 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
2139 * to only the spaces immediately surrounding the target area, and 1995 * to only the spaces immediately surrounding the target area, and
2140 * won't look 2 spaces south of the target space. 1996 * won't look 2 spaces south of the target space.
2141 */ 1997 */
2142 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1998 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1999 {
2143 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;
2144 } 2014 }
2015
2145 if (!index) 2016 if (!index)
2146 return -1; 2017 return -1;
2018
2147 return altern[RANDOM () % index]; 2019 return altern [rndm (index)];
2148} 2020}
2149 2021
2150/* 2022/*
2151 * find_first_free_spot(archetype, maptile, x, y) works like 2023 * find_first_free_spot(archetype, maptile, x, y) works like
2152 * find_free_spot(), but it will search max number of squares. 2024 * find_free_spot(), but it will search max number of squares.
2153 * 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.
2154 * 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.
2155 */ 2027 */
2156
2157int 2028int
2158find_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)
2159{ 2030{
2160 int
2161 i;
2162
2163 for (i = 0; i < SIZEOFFREE; i++) 2031 for (int i = 0; i < SIZEOFFREE; i++)
2164 {
2165 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]))
2166 return i; 2033 return i;
2167 } 2034
2168 return -1; 2035 return -1;
2169} 2036}
2170 2037
2171/* 2038/*
2172 * The function permute(arr, begin, end) randomly reorders the array 2039 * The function permute(arr, begin, end) randomly reorders the array
2173 * arr[begin..end-1]. 2040 * arr[begin..end-1].
2041 * now uses a fisher-yates shuffle, old permute was broken
2174 */ 2042 */
2175static void 2043static void
2176permute (int *arr, int begin, int end) 2044permute (int *arr, int begin, int end)
2177{ 2045{
2178 int 2046 arr += begin;
2179 i,
2180 j,
2181 tmp,
2182 len;
2183
2184 len = end - begin; 2047 end -= begin;
2185 for (i = begin; i < end; i++)
2186 {
2187 j = begin + RANDOM () % len;
2188 2048
2189 tmp = arr[i]; 2049 while (--end)
2190 arr[i] = arr[j]; 2050 swap (arr [end], arr [rndm (end + 1)]);
2191 arr[j] = tmp;
2192 }
2193} 2051}
2194 2052
2195/* new function to make monster searching more efficient, and effective! 2053/* new function to make monster searching more efficient, and effective!
2196 * This basically returns a randomized array (in the passed pointer) of 2054 * This basically returns a randomized array (in the passed pointer) of
2197 * 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
2200 * 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.
2201 */ 2059 */
2202void 2060void
2203get_search_arr (int *search_arr) 2061get_search_arr (int *search_arr)
2204{ 2062{
2205 int 2063 int i;
2206 i;
2207 2064
2208 for (i = 0; i < SIZEOFFREE; i++) 2065 for (i = 0; i < SIZEOFFREE; i++)
2209 {
2210 search_arr[i] = i; 2066 search_arr[i] = i;
2211 }
2212 2067
2213 permute (search_arr, 1, SIZEOFFREE1 + 1); 2068 permute (search_arr, 1, SIZEOFFREE1 + 1);
2214 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2069 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2215 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2070 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2216} 2071}
2225 * Perhaps incorrectly, but I'm making the assumption that exclude 2080 * Perhaps incorrectly, but I'm making the assumption that exclude
2226 * 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
2227 * 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
2228 * there is capable of. 2083 * there is capable of.
2229 */ 2084 */
2230
2231int 2085int
2232find_dir (maptile *m, int x, int y, object *exclude) 2086find_dir (maptile *m, int x, int y, object *exclude)
2233{ 2087{
2234 int
2235 i,
2236 max = SIZEOFFREE, mflags; 2088 int max = SIZEOFFREE, mflags;
2237
2238 sint16 nx, ny;
2239 object *
2240 tmp;
2241 maptile *
2242 mp;
2243
2244 MoveType blocked, move_type; 2089 MoveType move_type;
2245 2090
2246 if (exclude && exclude->head) 2091 if (exclude && exclude->head_ () != exclude)
2247 { 2092 {
2248 exclude = exclude->head; 2093 exclude = exclude->head;
2249 move_type = exclude->move_type; 2094 move_type = exclude->move_type;
2250 } 2095 }
2251 else 2096 else
2252 { 2097 {
2253 /* 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. */
2254 move_type = MOVE_ALL; 2099 move_type = MOVE_ALL;
2255 } 2100 }
2256 2101
2257 for (i = 1; i < max; i++) 2102 for (int i = 1; i < max; i++)
2258 { 2103 {
2259 mp = m; 2104 mapxy pos (m, x, y);
2260 nx = x + freearr_x[i]; 2105 pos.move (i);
2261 ny = y + freearr_y[i];
2262 2106
2263 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2107 if (!pos.normalise ())
2264 if (mflags & P_OUT_OF_MAP)
2265 {
2266 max = maxfree[i]; 2108 max = maxfree[i];
2267 }
2268 else 2109 else
2269 { 2110 {
2270 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2111 mapspace &ms = *pos;
2271 2112
2272 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)
2273 { 2116 {
2274 max = maxfree[i]; 2117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2275 } 2118 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2276 else if (mflags & P_IS_ALIVE) 2119 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2277 {
2278 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2279 {
2280 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2281 {
2282 break;
2283 }
2284 }
2285 if (tmp)
2286 {
2287 return freedir[i]; 2120 return freedir [i];
2288 }
2289 } 2121 }
2290 } 2122 }
2291 } 2123 }
2124
2292 return 0; 2125 return 0;
2293} 2126}
2294 2127
2295/* 2128/*
2296 * distance(object 1, object 2) will return the square of the 2129 * distance(object 1, object 2) will return the square of the
2297 * distance between the two given objects. 2130 * distance between the two given objects.
2298 */ 2131 */
2299
2300int 2132int
2301distance (const object *ob1, const object *ob2) 2133distance (const object *ob1, const object *ob2)
2302{ 2134{
2303 int
2304 i;
2305
2306 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);
2307 return i;
2308} 2136}
2309 2137
2310/* 2138/*
2311 * 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
2312 * 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
2313 * object, needs to travel toward it. 2141 * object, needs to travel toward it.
2314 */ 2142 */
2315
2316int 2143int
2317find_dir_2 (int x, int y) 2144find_dir_2 (int x, int y)
2318{ 2145{
2319 int 2146 int q;
2320 q;
2321 2147
2322 if (y) 2148 if (y)
2323 q = x * 100 / y; 2149 q = x * 100 / y;
2324 else if (x) 2150 else if (x)
2325 q = -300 * x; 2151 q = -300 * x;
2350 2176
2351 return 3; 2177 return 3;
2352} 2178}
2353 2179
2354/* 2180/*
2355 * absdir(int): Returns a number between 1 and 8, which represent
2356 * the "absolute" direction of a number (it actually takes care of
2357 * "overflow" in previous calculations of a direction).
2358 */
2359
2360int
2361absdir (int d)
2362{
2363 while (d < 1)
2364 d += 8;
2365 while (d > 8)
2366 d -= 8;
2367 return d;
2368}
2369
2370/*
2371 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2181 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2372 * between two directions (which are expected to be absolute (see absdir()) 2182 * between two directions (which are expected to be absolute (see absdir())
2373 */ 2183 */
2374
2375int 2184int
2376dirdiff (int dir1, int dir2) 2185dirdiff (int dir1, int dir2)
2377{ 2186{
2378 int 2187 int d;
2379 d;
2380 2188
2381 d = abs (dir1 - dir2); 2189 d = abs (dir1 - dir2);
2382 if (d > 4) 2190 if (d > 4)
2383 d = 8 - d; 2191 d = 8 - d;
2192
2384 return d; 2193 return d;
2385} 2194}
2386 2195
2387/* peterm: 2196/* peterm:
2388 * 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.
2391 * 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
2392 * 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.
2393 * 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
2394 * functions. 2203 * functions.
2395 */ 2204 */
2396
2397int
2398 reduction_dir[SIZEOFFREE][3] = { 2205static const int reduction_dir[SIZEOFFREE][3] = {
2399 {0, 0, 0}, /* 0 */ 2206 {0, 0, 0}, /* 0 */
2400 {0, 0, 0}, /* 1 */ 2207 {0, 0, 0}, /* 1 */
2401 {0, 0, 0}, /* 2 */ 2208 {0, 0, 0}, /* 2 */
2402 {0, 0, 0}, /* 3 */ 2209 {0, 0, 0}, /* 3 */
2403 {0, 0, 0}, /* 4 */ 2210 {0, 0, 0}, /* 4 */
2451 * find a path to that monster that we found. If not, 2258 * find a path to that monster that we found. If not,
2452 * we don't bother going toward it. Returns 1 if we 2259 * we don't bother going toward it. Returns 1 if we
2453 * can see a direct way to get it 2260 * can see a direct way to get it
2454 * Modified to be map tile aware -.MSW 2261 * Modified to be map tile aware -.MSW
2455 */ 2262 */
2456
2457
2458int 2263int
2459can_see_monsterP (maptile *m, int x, int y, int dir) 2264can_see_monsterP (maptile *m, int x, int y, int dir)
2460{ 2265{
2461 sint16 dx, dy; 2266 sint16 dx, dy;
2462 int
2463 mflags; 2267 int mflags;
2464 2268
2465 if (dir < 0) 2269 if (dir < 0)
2466 return 0; /* exit condition: invalid direction */ 2270 return 0; /* exit condition: invalid direction */
2467 2271
2468 dx = x + freearr_x[dir]; 2272 dx = x + freearr_x[dir];
2481 return 0; 2285 return 0;
2482 2286
2483 /* yes, can see. */ 2287 /* yes, can see. */
2484 if (dir < 9) 2288 if (dir < 9)
2485 return 1; 2289 return 1;
2290
2486 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2291 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2487 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]);
2488} 2294}
2489
2490
2491 2295
2492/* 2296/*
2493 * 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
2494 * picked up by the picker. Returnes 1 if it can be 2298 * picked up by the picker. Returnes 1 if it can be
2495 * picked up, otherwise 0. 2299 * picked up, otherwise 0.
2497 * 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
2498 * core dumps if they do. 2302 * core dumps if they do.
2499 * 2303 *
2500 * 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)
2501 */ 2305 */
2502
2503int 2306int
2504can_pick (const object *who, const object *item) 2307can_pick (const object *who, const object *item)
2505{ 2308{
2506 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2309 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2507 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2310 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2508 !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));
2509} 2312}
2510
2511 2313
2512/* 2314/*
2513 * create clone from object to another 2315 * create clone from object to another
2514 */ 2316 */
2515object * 2317object *
2516object_create_clone (object *asrc) 2318object::deep_clone ()
2517{ 2319{
2518 object *dst = 0, *tmp, *src, *part, *prev, *item; 2320 assert (("deep_clone called on non-head object", is_head ()));
2519 2321
2520 if (!asrc) 2322 object *dst = clone ();
2521 return 0;
2522 2323
2523 src = asrc; 2324 object *prev = dst;
2524 if (src->head)
2525 src = src->head;
2526
2527 prev = 0;
2528 for (part = src; part; part = part->more) 2325 for (object *part = this->more; part; part = part->more)
2529 { 2326 {
2530 tmp = part->clone (); 2327 object *tmp = part->clone ();
2531 tmp->x -= src->x;
2532 tmp->y -= src->y;
2533
2534 if (!part->head)
2535 {
2536 dst = tmp;
2537 tmp->head = 0;
2538 }
2539 else
2540 {
2541 tmp->head = dst; 2328 tmp->head = dst;
2542 }
2543
2544 tmp->more = 0;
2545
2546 if (prev)
2547 prev->more = tmp; 2329 prev->more = tmp;
2548
2549 prev = tmp; 2330 prev = tmp;
2550 } 2331 }
2551 2332
2552 for (item = src->inv; item; item = item->below) 2333 for (object *item = inv; item; item = item->below)
2553 insert_ob_in_ob (object_create_clone (item), dst); 2334 insert_ob_in_ob (item->deep_clone (), dst);
2554 2335
2555 return dst; 2336 return dst;
2556}
2557
2558/* GROS - Creates an object using a string representing its content. */
2559/* Basically, we save the content of the string to a temp file, then call */
2560/* load_object on it. I admit it is a highly inefficient way to make things, */
2561/* but it was simple to make and allows reusing the load_object function. */
2562/* Remember not to use load_object_str in a time-critical situation. */
2563/* Also remember that multiparts objects are not supported for now. */
2564
2565object *
2566load_object_str (const char *obstr)
2567{
2568 object *op;
2569 char filename[MAX_BUF];
2570
2571 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2572
2573 FILE *tempfile = fopen (filename, "w");
2574
2575 if (tempfile == NULL)
2576 {
2577 LOG (llevError, "Error - Unable to access load object temp file\n");
2578 return NULL;
2579 }
2580
2581 fprintf (tempfile, obstr);
2582 fclose (tempfile);
2583
2584 op = object::create ();
2585
2586 object_thawer thawer (filename);
2587
2588 if (thawer)
2589 load_object (thawer, op, 0);
2590
2591 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2592 CLEAR_FLAG (op, FLAG_REMOVED);
2593
2594 return op;
2595} 2337}
2596 2338
2597/* This returns the first object in who's inventory that 2339/* This returns the first object in who's inventory that
2598 * has the same type and subtype match. 2340 * has the same type and subtype match.
2599 * returns NULL if no match. 2341 * returns NULL if no match.
2600 */ 2342 */
2601object * 2343object *
2602find_obj_by_type_subtype (const object *who, int type, int subtype) 2344find_obj_by_type_subtype (const object *who, int type, int subtype)
2603{ 2345{
2604 object *tmp;
2605
2606 for (tmp = who->inv; tmp; tmp = tmp->below) 2346 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2607 if (tmp->type == type && tmp->subtype == subtype) 2347 if (tmp->type == type && tmp->subtype == subtype)
2608 return tmp; 2348 return tmp;
2609 2349
2610 return NULL;
2611}
2612
2613/* If ob has a field named key, return the link from the list,
2614 * otherwise return NULL.
2615 *
2616 * key must be a passed in shared string - otherwise, this won't
2617 * do the desired thing.
2618 */
2619key_value *
2620get_ob_key_link (const object *ob, const char *key)
2621{
2622 key_value *link;
2623
2624 for (link = ob->key_values; link != NULL; link = link->next)
2625 if (link->key == key)
2626 return link;
2627
2628 return NULL;
2629}
2630
2631/*
2632 * Returns the value of op has an extra_field for key, or NULL.
2633 *
2634 * The argument doesn't need to be a shared string.
2635 *
2636 * The returned string is shared.
2637 */
2638const char *
2639get_ob_key_value (const object *op, const char *const key)
2640{
2641 key_value *link;
2642 shstr_cmp canonical_key (key);
2643
2644 if (!canonical_key)
2645 {
2646 /* 1. There being a field named key on any object
2647 * implies there'd be a shared string to find.
2648 * 2. Since there isn't, no object has this field.
2649 * 3. Therefore, *this* object doesn't have this field.
2650 */
2651 return 0;
2652 }
2653
2654 /* This is copied from get_ob_key_link() above -
2655 * only 4 lines, and saves the function call overhead.
2656 */
2657 for (link = op->key_values; link; link = link->next)
2658 if (link->key == canonical_key)
2659 return link->value;
2660
2661 return 0; 2350 return 0;
2662} 2351}
2663 2352
2664 2353shstr_tmp
2665/* 2354object::kv_get (shstr_tmp key) const
2666 * Updates the canonical_key in op to value.
2667 *
2668 * canonical_key is a shared string (value doesn't have to be).
2669 *
2670 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2671 * keys.
2672 *
2673 * Returns TRUE on success.
2674 */
2675int
2676set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2677{ 2355{
2678 key_value * 2356 for (key_value *kv = key_values; kv; kv = kv->next)
2679 field = NULL, *last = NULL; 2357 if (kv->key == key)
2358 return kv->value;
2680 2359
2681 for (field = op->key_values; field != NULL; field = field->next) 2360 return shstr ();
2682 { 2361}
2683 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)
2684 { 2368 {
2685 last = field; 2369 kv->value = value;
2686 continue; 2370 return;
2687 } 2371 }
2688 2372
2689 if (value) 2373 key_value *kv = new key_value;
2690 field->value = value; 2374
2691 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)
2692 { 2387 {
2693 /* Basically, if the archetype has this key set, 2388 key_value *kv = *kvp;
2694 * we need to store the null value so when we save 2389 *kvp = (*kvp)->next;
2695 * it, we save the empty value so that when we load, 2390 delete kv;
2696 * we get this value back again. 2391 return;
2697 */
2698 if (get_ob_key_link (&op->arch->clone, canonical_key))
2699 field->value = 0;
2700 else
2701 {
2702 if (last)
2703 last->next = field->next;
2704 else
2705 op->key_values = field->next;
2706
2707 delete field;
2708 }
2709 } 2392 }
2710 return TRUE;
2711 }
2712 /* IF we get here, key doesn't exist */
2713
2714 /* No field, we'll have to add it. */
2715
2716 if (!add_key)
2717 {
2718 return FALSE;
2719 }
2720 /* There isn't any good reason to store a null
2721 * value in the key/value list. If the archetype has
2722 * this key, then we should also have it, so shouldn't
2723 * be here. If user wants to store empty strings,
2724 * should pass in ""
2725 */
2726 if (value == NULL)
2727 return TRUE;
2728
2729 field = new key_value;
2730
2731 field->key = canonical_key;
2732 field->value = value;
2733 /* Usual prepend-addition. */
2734 field->next = op->key_values;
2735 op->key_values = field;
2736
2737 return TRUE;
2738}
2739
2740/*
2741 * Updates the key in op to value.
2742 *
2743 * If add_key is FALSE, this will only update existing keys,
2744 * and not add new ones.
2745 * In general, should be little reason FALSE is ever passed in for add_key
2746 *
2747 * Returns TRUE on success.
2748 */
2749int
2750set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2751{
2752 shstr key_ (key);
2753
2754 return set_ob_key_value_s (op, key_, value, add_key);
2755} 2393}
2756 2394
2757object::depth_iterator::depth_iterator (object *container) 2395object::depth_iterator::depth_iterator (object *container)
2758: iterator_base (container) 2396: iterator_base (container)
2759{ 2397{
2773 } 2411 }
2774 else 2412 else
2775 item = item->env; 2413 item = item->env;
2776} 2414}
2777 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
2778// 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
2779const char * 2445const char *
2780object::debug_desc (char *info) const 2446object::debug_desc (char *info) const
2781{ 2447{
2448 char flagdesc[512];
2782 char info2[256 * 3]; 2449 char info2[256 * 4];
2783 char *p = info; 2450 char *p = info;
2784 2451
2785 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}",
2786 count, 2453 count,
2454 uuid.c_str (),
2787 &name, 2455 &name,
2788 title ? " " : "", 2456 title ? ",title:\"" : "",
2789 title ? (const char *)title : ""); 2457 title ? (const char *)title : "",
2458 title ? "\"" : "",
2459 flag_desc (flagdesc, 512), type);
2790 2460
2791 if (env) 2461 if (!flag[FLAG_REMOVED] && env)
2792 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2462 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2793 2463
2794 if (map) 2464 if (map)
2795 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);
2796 2466
2797 return info; 2467 return info;
2798} 2468}
2799 2469
2800const char * 2470const char *
2801object::debug_desc () const 2471object::debug_desc () const
2802{ 2472{
2803 static char info[256 * 3]; 2473 static char info[3][256 * 4];
2474 static int info_idx;
2475
2804 return debug_desc (info); 2476 return debug_desc (info [++info_idx % 3]);
2805} 2477}
2806 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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