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Comparing deliantra/server/common/object.C (file contents):
Revision 1.78 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.206 by root, Tue Apr 15 14:21:04 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
34 35
35#include <bitset> 36#include <bitset>
36 37
37int nrofallocobjects = 0; 38UUID UUID::cur;
38static UUID uuid; 39static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 40static const uint64 UUID_GAP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
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, 45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 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 49 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}; 50};
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, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -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 55 -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}; 56};
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, 57int maxfree[SIZEOFFREE] = {
58 0,
59 9, 10, 13, 14, 17, 18, 21, 22,
60 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
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 61 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}; 62};
52int freedir[SIZEOFFREE] = { 63int 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, 64 0,
65 1, 2, 3, 4, 5, 6, 7, 8,
66 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 67 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}; 68};
56 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 (void)
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);
84 86
87 seq_next_save = 0;
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 UUID::BUF buf;
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
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 144/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 145static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 146compare_ob_value_lists_one (const object *wants, const object *has)
137{ 147{
138 key_value *wants_field; 148 key_value *wants_field;
139 149
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 150 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 151 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 152 * different structure or at least keep the lists sorted...
143 */ 153 */
144 154
145 /* For each field in wants, */ 155 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 156 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 157 {
148 key_value *has_field; 158 key_value *has_field;
149 159
150 /* Look for a field in has with the same key. */ 160 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 161 has_field = get_ob_key_link (has, wants_field->key);
152 162
153 if (has_field == NULL) 163 if (!has_field)
154 {
155 /* No field with that name. */ 164 return 0; /* No field with that name. */
156 return FALSE;
157 }
158 165
159 /* Found the matching field. */ 166 /* Found the matching field. */
160 if (has_field->value != wants_field->value) 167 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */ 168 return 0; /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165 169
166 /* If we get here, we found a match. Now for the next field in wants. */ 170 /* If we get here, we found a match. Now for the next field in wants. */
167 } 171 }
168 172
169 /* If we get here, every field in wants has a matching field in has. */ 173 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 174 return 1;
171} 175}
172 176
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 177/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 178static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 179compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 180{
177 /* However, there may be fields in has which aren't partnered in wants, 181 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 182 * so we need to run the comparison *twice*. :(
179 */ 183 */
190 * Check nrof variable *before* calling can_merge() 194 * Check nrof variable *before* calling can_merge()
191 * 195 *
192 * Improvements made with merge: Better checking on potion, and also 196 * Improvements made with merge: Better checking on potion, and also
193 * check weight 197 * check weight
194 */ 198 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 199bool object::can_merge_slow (object *ob1, object *ob2)
197{ 200{
198 /* A couple quicksanity checks */ 201 /* A couple quicksanity checks */
199 if (ob1 == ob2 202 if (ob1 == ob2
200 || ob1->type != ob2->type 203 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed 204 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 205 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 206 || ob1->name != ob2->name)
204 return 0; 207 return 0;
205 208
206 //TODO: this ain't working well, use nicer and correct overflow check 209 /* Do not merge objects if nrof would overflow. First part checks
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 210 * for unsigned overflow (2c), second part checks wether the result
208 * value could not be stored in a sint32 (which unfortunately sometimes is 211 * would fit into a 32 bit signed int, which is often used to hold
209 * used to store nrof). 212 * nrof values.
210 */ 213 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31) 214 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 215 return 0;
213 216
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 217 /* 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 218 * 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 219 * 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 220 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 221 * flags lose any meaning.
219 */ 222 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 225
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 226 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 227 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 228
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 229 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 230 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 231 || ob1->name != ob2->name
229 || ob1->title != ob2->title 232 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 233 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 234 || ob1->weight != ob2->weight
248 || ob1->move_off != ob2->move_off 251 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 252 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 253 || ob1->move_slow_penalty != ob2->move_slow_penalty)
251 return 0; 254 return 0;
252 255
253 /* This is really a spellbook check - really, we should 256 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 257 * not merge objects with real inventories, as splitting them
258 * is hard.
255 */ 259 */
256 if (ob1->inv || ob2->inv) 260 if (ob1->inv || ob2->inv)
257 { 261 {
258 /* if one object has inventory but the other doesn't, not equiv */ 262 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 263 return 0; /* inventories differ in length */
260 return 0;
261 264
262 /* Now check to see if the two inventory objects could merge */ 265 if (ob1->inv->below || ob2->inv->below)
266 return 0; /* more than one object in inv */
267
263 if (!object::can_merge (ob1->inv, ob2->inv)) 268 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 269 return 0; /* inventory objects differ */
265 270
266 /* inventory ok - still need to check rest of this object to see 271 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 272 * if it is valid.
268 */ 273 */
269 } 274 }
277 282
278 /* Note sure why the following is the case - either the object has to 283 /* 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 284 * be animated or have a very low speed. Is this an attempted monster
280 * check? 285 * check?
281 */ 286 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 287 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 288 return 0;
284 289
285 switch (ob1->type) 290 switch (ob1->type)
286 { 291 {
287 case SCROLL: 292 case SCROLL:
288 if (ob1->level != ob2->level) 293 if (ob1->level != ob2->level)
289 return 0; 294 return 0;
290 break; 295 break;
291 } 296 }
292 297
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 298 if (ob1->key_values || ob2->key_values)
294 { 299 {
295 /* At least one of these has key_values. */ 300 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 301 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 302 /* One has fields, but the other one doesn't. */
298 return 0; 303 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2)) 304 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 305 return 0;
301 } 306 }
302 307
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 308 if (ob1->self || ob2->self)
305 { 309 {
306 ob1->optimise (); 310 ob1->optimise ();
307 ob2->optimise (); 311 ob2->optimise ();
308 312
309 if (ob1->self || ob2->self) 313 if (ob1->self || ob2->self)
314 {
315 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
316 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
317
318 if (k1 != k2)
310 return 0; 319 return 0;
320 else if (k1 == 0)
321 return 1;
322 else if (!cfperl_can_merge (ob1, ob2))
323 return 0;
324 }
311 } 325 }
312 326
313 /* Everything passes, must be OK. */ 327 /* Everything passes, must be OK. */
314 return 1; 328 return 1;
315} 329}
323sum_weight (object *op) 337sum_weight (object *op)
324{ 338{
325 long sum; 339 long sum;
326 object *inv; 340 object *inv;
327 341
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 342 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 343 {
330 if (inv->inv) 344 if (inv->inv)
331 sum_weight (inv); 345 sum_weight (inv);
346
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 347 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 348 }
334 349
335 if (op->type == CONTAINER && op->stats.Str) 350 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 351 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 371/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 373 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 374 * The result of the dump is stored in the static global errmsg array.
360 */ 375 */
361
362char * 376char *
363dump_object (object *op) 377dump_object (object *op)
364{ 378{
365 if (!op) 379 if (!op)
366 return strdup ("[NULLOBJ]"); 380 return strdup ("[NULLOBJ]");
367 381
368 object_freezer freezer; 382 object_freezer freezer;
369 save_object (freezer, op, 3); 383 op->write (freezer);
370 return freezer.as_string (); 384 return freezer.as_string ();
371} 385}
372 386
373/* 387/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 388 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 389 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 390 * If it's not a multi-object, it is returned.
377 */ 391 */
378
379object * 392object *
380get_nearest_part (object *op, const object *pl) 393get_nearest_part (object *op, const object *pl)
381{ 394{
382 object *tmp, *closest; 395 object *tmp, *closest;
383 int last_dist, i; 396 int last_dist, i;
391} 404}
392 405
393/* 406/*
394 * Returns the object which has the count-variable equal to the argument. 407 * Returns the object which has the count-variable equal to the argument.
395 */ 408 */
396
397object * 409object *
398find_object (tag_t i) 410find_object (tag_t i)
399{ 411{
400 for (object *op = object::first; op; op = op->next) 412 for_all_objects (op)
401 if (op->count == i) 413 if (op->count == i)
402 return op; 414 return op;
403 415
404 return 0; 416 return 0;
405} 417}
406 418
407/* 419/*
408 * Returns the first object which has a name equal to the argument. 420 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 421 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 422 * Enables features like "patch <name-of-other-player> food 999"
411 */ 423 */
412
413object * 424object *
414find_object_name (const char *str) 425find_object_name (const char *str)
415{ 426{
416 shstr_cmp str_ (str); 427 shstr_cmp str_ (str);
417 object *op; 428 object *op;
418 429
419 for (op = object::first; op != NULL; op = op->next) 430 for_all_objects (op)
420 if (op->name == str_) 431 if (op->name == str_)
421 break; 432 break;
422 433
423 return op; 434 return op;
424} 435}
425 436
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 437/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 438 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 439 * skill and experience objects.
440 * ACTUALLY NO! investigate! TODO
435 */ 441 */
436void 442void
437object::set_owner (object *owner) 443object::set_owner (object *owner)
438{ 444{
445 // allow objects which own objects
439 if (!owner) 446 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 447 while (owner->owner)
450 owner = owner->owner; 448 owner = owner->owner;
449
450 if (flag [FLAG_FREED])
451 {
452 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
453 return;
454 }
451 455
452 this->owner = owner; 456 this->owner = owner;
457}
458
459int
460object::slottype () const
461{
462 if (type == SKILL)
463 {
464 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
465 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
466 }
467 else
468 {
469 if (slot [body_combat].info) return slot_combat;
470 if (slot [body_range ].info) return slot_ranged;
471 }
472
473 return slot_none;
474}
475
476bool
477object::change_weapon (object *ob)
478{
479 if (current_weapon == ob)
480 return true;
481
482 if (chosen_skill)
483 chosen_skill->flag [FLAG_APPLIED] = false;
484
485 current_weapon = ob;
486 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
487
488 if (chosen_skill)
489 chosen_skill->flag [FLAG_APPLIED] = true;
490
491 update_stats ();
492
493 if (ob)
494 {
495 // now check wether any body locations became invalid, in which case
496 // we cannot apply the weapon at the moment.
497 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
498 if (slot[i].used < 0)
499 {
500 current_weapon = chosen_skill = 0;
501 update_stats ();
502
503 new_draw_info_format (NDI_UNIQUE, 0, this,
504 "You try to balance all your items at once, "
505 "but the %s is just too much for your body. "
506 "[You need to unapply some items first.]", &ob->name);
507 return false;
508 }
509
510 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
511 }
512 else
513 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
514
515 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
516 {
517 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
518 &name, ob->debug_desc ());
519 return false;
520 }
521
522 return true;
453} 523}
454 524
455/* Zero the key_values on op, decrementing the shared-string 525/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 526 * refcounts and freeing the links.
457 */ 527 */
458static void 528static void
459free_key_values (object *op) 529free_key_values (object *op)
460{ 530{
461 for (key_value *i = op->key_values; i != 0;) 531 for (key_value *i = op->key_values; i; )
462 { 532 {
463 key_value *next = i->next; 533 key_value *next = i->next;
464 delete i; 534 delete i;
465 535
466 i = next; 536 i = next;
467 } 537 }
468 538
469 op->key_values = 0; 539 op->key_values = 0;
470} 540}
471 541
472/* 542object &
473 * copy_to first frees everything allocated by the dst object, 543object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 544{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 545 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 546 bool is_removed = flag [FLAG_REMOVED];
485 547
486 *(object_copy *)dst = *this; 548 *(object_copy *)this = src;
487 *(object_pod *)dst = *this;
488 549
489 if (self || cb) 550 flag [FLAG_FREED] = is_freed;
490 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 551 flag [FLAG_REMOVED] = is_removed;
491
492 if (is_freed)
493 SET_FLAG (dst, FLAG_FREED);
494
495 if (is_removed)
496 SET_FLAG (dst, FLAG_REMOVED);
497
498 if (speed < 0)
499 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
500 552
501 /* Copy over key_values, if any. */ 553 /* Copy over key_values, if any. */
502 if (key_values) 554 if (src.key_values)
503 { 555 {
504 key_value *tail = 0; 556 key_value *tail = 0;
505 key_value *i;
506
507 dst->key_values = 0; 557 key_values = 0;
508 558
509 for (i = key_values; i; i = i->next) 559 for (key_value *i = src.key_values; i; i = i->next)
510 { 560 {
511 key_value *new_link = new key_value; 561 key_value *new_link = new key_value;
512 562
513 new_link->next = 0; 563 new_link->next = 0;
514 new_link->key = i->key; 564 new_link->key = i->key;
515 new_link->value = i->value; 565 new_link->value = i->value;
516 566
517 /* Try and be clever here, too. */ 567 /* Try and be clever here, too. */
518 if (!dst->key_values) 568 if (!key_values)
519 { 569 {
520 dst->key_values = new_link; 570 key_values = new_link;
521 tail = new_link; 571 tail = new_link;
522 } 572 }
523 else 573 else
524 { 574 {
525 tail->next = new_link; 575 tail->next = new_link;
526 tail = new_link; 576 tail = new_link;
527 } 577 }
528 } 578 }
529 } 579 }
580}
530 581
531 update_ob_speed (dst); 582/*
583 * copy_to first frees everything allocated by the dst object,
584 * and then copies the contents of itself into the second
585 * object, allocating what needs to be allocated. Basically, any
586 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
587 * if the first object is freed, the pointers in the new object
588 * will point at garbage.
589 */
590void
591object::copy_to (object *dst)
592{
593 *dst = *this;
594
595 if (speed < 0)
596 dst->speed_left -= rndm ();
597
598 dst->set_speed (dst->speed);
599}
600
601void
602object::instantiate ()
603{
604 if (!uuid.seq) // HACK
605 uuid = UUID::gen ();
606
607 speed_left = -0.1f;
608 /* copy the body_info to the body_used - this is only really
609 * need for monsters, but doesn't hurt to do it for everything.
610 * by doing so, when a monster is created, it has good starting
611 * values for the body_used info, so when items are created
612 * for it, they can be properly equipped.
613 */
614 for (int i = NUM_BODY_LOCATIONS; i--; )
615 slot[i].used = slot[i].info;
616
617 attachable::instantiate ();
532} 618}
533 619
534object * 620object *
535object::clone () 621object::clone ()
536{ 622{
542/* 628/*
543 * If an object with the IS_TURNABLE() flag needs to be turned due 629 * If an object with the IS_TURNABLE() flag needs to be turned due
544 * to the closest player being on the other side, this function can 630 * to the closest player being on the other side, this function can
545 * be called to update the face variable, _and_ how it looks on the map. 631 * be called to update the face variable, _and_ how it looks on the map.
546 */ 632 */
547
548void 633void
549update_turn_face (object *op) 634update_turn_face (object *op)
550{ 635{
551 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 636 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
552 return; 637 return;
638
553 SET_ANIMATION (op, op->direction); 639 SET_ANIMATION (op, op->direction);
554 update_object (op, UP_OBJ_FACE); 640 update_object (op, UP_OBJ_FACE);
555} 641}
556 642
557/* 643/*
558 * Updates the speed of an object. If the speed changes from 0 to another 644 * Updates the speed of an object. If the speed changes from 0 to another
559 * value, or vice versa, then add/remove the object from the active list. 645 * value, or vice versa, then add/remove the object from the active list.
560 * This function needs to be called whenever the speed of an object changes. 646 * This function needs to be called whenever the speed of an object changes.
561 */ 647 */
562void 648void
563update_ob_speed (object *op) 649object::set_speed (float speed)
564{ 650{
565 extern int arch_init; 651 if (flag [FLAG_FREED] && speed)
566
567 /* No reason putting the archetypes objects on the speed list,
568 * since they never really need to be updated.
569 */
570
571 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
572 { 652 {
573 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 653 LOG (llevError, "Object %s is freed but has speed.\n", &name);
574#ifdef MANY_CORES
575 abort ();
576#else
577 op->speed = 0; 654 speed = 0;
578#endif
579 }
580
581 if (arch_init)
582 return;
583
584 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
585 { 655 }
586 /* If already on active list, don't do anything */
587 if (op->active_next || op->active_prev || op == active_objects)
588 return;
589 656
590 /* process_events() expects us to insert the object at the beginning 657 this->speed = speed;
591 * of the list. */
592 op->active_next = active_objects;
593 658
594 if (op->active_next != NULL) 659 if (has_active_speed ())
595 op->active_next->active_prev = op; 660 activate ();
596
597 active_objects = op;
598 }
599 else 661 else
600 { 662 deactivate ();
601 /* If not on the active list, nothing needs to be done */
602 if (!op->active_next && !op->active_prev && op != active_objects)
603 return;
604
605 if (op->active_prev == NULL)
606 {
607 active_objects = op->active_next;
608
609 if (op->active_next != NULL)
610 op->active_next->active_prev = NULL;
611 }
612 else
613 {
614 op->active_prev->active_next = op->active_next;
615
616 if (op->active_next)
617 op->active_next->active_prev = op->active_prev;
618 }
619
620 op->active_next = NULL;
621 op->active_prev = NULL;
622 }
623}
624
625/* This function removes object 'op' from the list of active
626 * objects.
627 * This should only be used for style maps or other such
628 * reference maps where you don't want an object that isn't
629 * in play chewing up cpu time getting processed.
630 * The reverse of this is to call update_ob_speed, which
631 * will do the right thing based on the speed of the object.
632 */
633void
634remove_from_active_list (object *op)
635{
636 /* If not on the active list, nothing needs to be done */
637 if (!op->active_next && !op->active_prev && op != active_objects)
638 return;
639
640 if (op->active_prev == NULL)
641 {
642 active_objects = op->active_next;
643 if (op->active_next != NULL)
644 op->active_next->active_prev = NULL;
645 }
646 else
647 {
648 op->active_prev->active_next = op->active_next;
649 if (op->active_next)
650 op->active_next->active_prev = op->active_prev;
651 }
652 op->active_next = NULL;
653 op->active_prev = NULL;
654} 663}
655 664
656/* 665/*
657 * update_object() updates the the map. 666 * update_object() updates the the map.
658 * It takes into account invisible objects (and represent squares covered 667 * It takes into account invisible objects (and represent squares covered
671 * UP_OBJ_FACE: only the objects face has changed. 680 * UP_OBJ_FACE: only the objects face has changed.
672 */ 681 */
673void 682void
674update_object (object *op, int action) 683update_object (object *op, int action)
675{ 684{
676 MoveType move_on, move_off, move_block, move_slow;
677
678 if (op == NULL) 685 if (op == NULL)
679 { 686 {
680 /* this should never happen */ 687 /* this should never happen */
681 LOG (llevDebug, "update_object() called for NULL object.\n"); 688 LOG (llevDebug, "update_object() called for NULL object.\n");
682 return; 689 return;
695 */ 702 */
696 if (!op->map || op->map->in_memory == MAP_SAVING) 703 if (!op->map || op->map->in_memory == MAP_SAVING)
697 return; 704 return;
698 705
699 /* make sure the object is within map boundaries */ 706 /* make sure the object is within map boundaries */
700 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 707 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
701 { 708 {
702 LOG (llevError, "update_object() called for object out of map!\n"); 709 LOG (llevError, "update_object() called for object out of map!\n");
703#ifdef MANY_CORES 710#ifdef MANY_CORES
704 abort (); 711 abort ();
705#endif 712#endif
706 return; 713 return;
707 } 714 }
708 715
709 mapspace &m = op->ms (); 716 mapspace &m = op->ms ();
710 717
711 if (m.flags_ & P_NEED_UPDATE) 718 if (!(m.flags_ & P_UPTODATE))
712 /* nop */; 719 /* nop */;
713 else if (action == UP_OBJ_INSERT) 720 else if (action == UP_OBJ_INSERT)
714 { 721 {
715 // this is likely overkill, TODO: revisit (schmorp) 722 // this is likely overkill, TODO: revisit (schmorp)
716 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 723 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
725 /* This isn't perfect, but I don't expect a lot of objects to 732 /* This isn't perfect, but I don't expect a lot of objects to
726 * to have move_allow right now. 733 * to have move_allow right now.
727 */ 734 */
728 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 735 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
729 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 736 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
730 m.flags_ = P_NEED_UPDATE; 737 m.flags_ = 0;
731 } 738 }
732 /* if the object is being removed, we can't make intelligent 739 /* if the object is being removed, we can't make intelligent
733 * decisions, because remove_ob can't really pass the object 740 * decisions, because remove_ob can't really pass the object
734 * that is being removed. 741 * that is being removed.
735 */ 742 */
736 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 743 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
737 m.flags_ = P_NEED_UPDATE; 744 m.flags_ = 0;
738 else if (action == UP_OBJ_FACE) 745 else if (action == UP_OBJ_FACE)
739 /* Nothing to do for that case */ ; 746 /* Nothing to do for that case */ ;
740 else 747 else
741 LOG (llevError, "update_object called with invalid action: %d\n", action); 748 LOG (llevError, "update_object called with invalid action: %d\n", action);
742 749
743 if (op->more) 750 if (op->more)
744 update_object (op->more, action); 751 update_object (op->more, action);
745} 752}
746 753
747object::vector object::mortals;
748object::vector object::objects; // not yet used
749object *object::first;
750
751void object::free_mortals ()
752{
753 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
754 if ((*i)->refcnt)
755 ++i; // further delay freeing
756 else
757 {
758 delete *i;
759 mortals.erase (i);
760 }
761}
762
763object::object () 754object::object ()
764{ 755{
765 SET_FLAG (this, FLAG_REMOVED); 756 SET_FLAG (this, FLAG_REMOVED);
766 757
767 expmul = 1.0; 758 expmul = 1.0;
768 face = blank_face; 759 face = blank_face;
769} 760}
770 761
771object::~object () 762object::~object ()
772{ 763{
764 unlink ();
765
773 free_key_values (this); 766 free_key_values (this);
774} 767}
775 768
769static int object_count;
770
776void object::link () 771void object::link ()
777{ 772{
773 assert (!index);//D
774 uuid = UUID::gen ();
778 count = ++ob_count; 775 count = ++object_count;
779 uuid = gen_uuid ();
780 776
781 prev = 0; 777 refcnt_inc ();
782 next = object::first; 778 objects.insert (this);
783
784 if (object::first)
785 object::first->prev = this;
786
787 object::first = this;
788} 779}
789 780
790void object::unlink () 781void object::unlink ()
791{ 782{
792 if (this == object::first) 783 if (!index)
793 object::first = next; 784 return;
794 785
795 /* Remove this object from the list of used objects */ 786 objects.erase (this);
796 if (prev) prev->next = next; 787 refcnt_dec ();
797 if (next) next->prev = prev; 788}
798 789
799 prev = 0; 790void
800 next = 0; 791object::activate ()
792{
793 /* If already on active list, don't do anything */
794 if (active)
795 return;
796
797 if (has_active_speed ())
798 actives.insert (this);
799}
800
801void
802object::activate_recursive ()
803{
804 activate ();
805
806 for (object *op = inv; op; op = op->below)
807 op->activate_recursive ();
808}
809
810/* This function removes object 'op' from the list of active
811 * objects.
812 * This should only be used for style maps or other such
813 * reference maps where you don't want an object that isn't
814 * in play chewing up cpu time getting processed.
815 * The reverse of this is to call update_ob_speed, which
816 * will do the right thing based on the speed of the object.
817 */
818void
819object::deactivate ()
820{
821 /* If not on the active list, nothing needs to be done */
822 if (!active)
823 return;
824
825 actives.erase (this);
826}
827
828void
829object::deactivate_recursive ()
830{
831 for (object *op = inv; op; op = op->below)
832 op->deactivate_recursive ();
833
834 deactivate ();
835}
836
837void
838object::set_flag_inv (int flag, int value)
839{
840 for (object *op = inv; op; op = op->below)
841 {
842 op->flag [flag] = value;
843 op->set_flag_inv (flag, value);
844 }
845}
846
847/*
848 * Remove and free all objects in the inventory of the given object.
849 * object.c ?
850 */
851void
852object::destroy_inv (bool drop_to_ground)
853{
854 // need to check first, because the checks below might segfault
855 // as we might be on an invalid mapspace and crossfire code
856 // is too buggy to ensure that the inventory is empty.
857 // corollary: if you create arrows etc. with stuff in tis inventory,
858 // cf will crash below with off-map x and y
859 if (!inv)
860 return;
861
862 /* Only if the space blocks everything do we not process -
863 * if some form of movement is allowed, let objects
864 * drop on that space.
865 */
866 if (!drop_to_ground
867 || !map
868 || map->in_memory != MAP_ACTIVE
869 || map->nodrop
870 || ms ().move_block == MOVE_ALL)
871 {
872 while (inv)
873 {
874 inv->destroy_inv (drop_to_ground);
875 inv->destroy ();
876 }
877 }
878 else
879 { /* Put objects in inventory onto this space */
880 while (inv)
881 {
882 object *op = inv;
883
884 if (op->flag [FLAG_STARTEQUIP]
885 || op->flag [FLAG_NO_DROP]
886 || op->type == RUNE
887 || op->type == TRAP
888 || op->flag [FLAG_IS_A_TEMPLATE]
889 || op->flag [FLAG_DESTROY_ON_DEATH])
890 op->destroy ();
891 else
892 map->insert (op, x, y);
893 }
894 }
801} 895}
802 896
803object *object::create () 897object *object::create ()
804{ 898{
805 object *op = new object; 899 object *op = new object;
806 op->link (); 900 op->link ();
807 return op; 901 return op;
808} 902}
809 903
810/* 904void
811 * free_object() frees everything allocated by an object, removes 905object::do_destroy ()
812 * it from the list of used objects, and puts it on the list of
813 * free objects. The IS_FREED() flag is set in the object.
814 * The object must have been removed by remove_ob() first for
815 * this function to succeed.
816 *
817 * If destroy_inventory is set, free inventory as well. Else drop items in
818 * inventory to the ground.
819 */
820void object::destroy (bool destroy_inventory)
821{ 906{
822 if (QUERY_FLAG (this, FLAG_FREED)) 907 attachable::do_destroy ();
823 return;
824 908
825 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 909 if (flag [FLAG_IS_LINKED])
910 remove_button_link (this);
911
912 if (flag [FLAG_FRIENDLY])
826 remove_friendly_object (this); 913 remove_friendly_object (this);
827 914
828 if (!QUERY_FLAG (this, FLAG_REMOVED)) 915 if (!flag [FLAG_REMOVED])
829 remove (); 916 remove ();
830 917
831 SET_FLAG (this, FLAG_FREED); 918 destroy_inv (true);
832 919
833 if (more) 920 deactivate ();
834 { 921 unlink ();
835 more->destroy (destroy_inventory);
836 more = 0;
837 }
838 922
839 if (inv) 923 flag [FLAG_FREED] = 1;
840 {
841 /* Only if the space blocks everything do we not process -
842 * if some form of movement is allowed, let objects
843 * drop on that space.
844 */
845 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
846 {
847 object *op = inv;
848
849 while (op)
850 {
851 object *tmp = op->below;
852 op->destroy (destroy_inventory);
853 op = tmp;
854 }
855 }
856 else
857 { /* Put objects in inventory onto this space */
858 object *op = inv;
859
860 while (op)
861 {
862 object *tmp = op->below;
863
864 op->remove ();
865
866 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
867 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
868 op->destroy ();
869 else
870 {
871 op->x = x;
872 op->y = y;
873 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
874 }
875
876 op = tmp;
877 }
878 }
879 }
880 924
881 // hack to ensure that freed objects still have a valid map 925 // hack to ensure that freed objects still have a valid map
882 { 926 {
883 static maptile *freed_map; // freed objects are moved here to avoid crashes 927 static maptile *freed_map; // freed objects are moved here to avoid crashes
884 928
885 if (!freed_map) 929 if (!freed_map)
886 { 930 {
887 freed_map = new maptile; 931 freed_map = new maptile;
888 932
933 freed_map->path = "<freed objects map>";
889 freed_map->name = "/internal/freed_objects_map"; 934 freed_map->name = "/internal/freed_objects_map";
890 freed_map->width = 3; 935 freed_map->width = 3;
891 freed_map->height = 3; 936 freed_map->height = 3;
937 freed_map->nodrop = 1;
892 938
893 freed_map->allocate (); 939 freed_map->alloc ();
940 freed_map->in_memory = MAP_ACTIVE;
894 } 941 }
895 942
896 map = freed_map; 943 map = freed_map;
897 x = 1; 944 x = 1;
898 y = 1; 945 y = 1;
899 } 946 }
900 947
948 if (more)
949 {
950 more->destroy ();
951 more = 0;
952 }
953
954 head = 0;
955
901 // clear those pointers that likely might have circular references to us 956 // clear those pointers that likely might cause circular references
902 owner = 0; 957 owner = 0;
903 enemy = 0; 958 enemy = 0;
904 attacked_by = 0; 959 attacked_by = 0;
960 current_weapon = 0;
961}
905 962
906 // only relevant for players(?), but make sure of it anyways 963void
907 contr = 0; 964object::destroy (bool destroy_inventory)
965{
966 if (destroyed ())
967 return;
908 968
909 /* Remove object from the active list */ 969 if (destroy_inventory)
910 speed = 0; 970 destroy_inv (false);
911 update_ob_speed (this);
912 971
913 unlink (); 972 if (is_head ())
973 if (sound_destroy)
974 play_sound (sound_destroy);
975 else if (flag [FLAG_MONSTER])
976 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
914 977
915 mortals.push_back (this); 978 attachable::destroy ();
916} 979}
917 980
918/* 981/*
919 * sub_weight() recursively (outwards) subtracts a number from the 982 * sub_weight() recursively (outwards) subtracts a number from the
920 * weight of an object (and what is carried by it's environment(s)). 983 * weight of an object (and what is carried by it's environment(s)).
936 * This function removes the object op from the linked list of objects 999 * This function removes the object op from the linked list of objects
937 * which it is currently tied to. When this function is done, the 1000 * which it is currently tied to. When this function is done, the
938 * object will have no environment. If the object previously had an 1001 * object will have no environment. If the object previously had an
939 * environment, the x and y coordinates will be updated to 1002 * environment, the x and y coordinates will be updated to
940 * the previous environment. 1003 * the previous environment.
941 * Beware: This function is called from the editor as well!
942 */ 1004 */
943void 1005void
944object::remove () 1006object::do_remove ()
945{ 1007{
946 object *tmp, *last = 0; 1008 object *tmp, *last = 0;
947 object *otmp; 1009 object *otmp;
948 1010
949 int check_walk_off;
950
951 if (QUERY_FLAG (this, FLAG_REMOVED)) 1011 if (QUERY_FLAG (this, FLAG_REMOVED))
952 return; 1012 return;
953 1013
954 SET_FLAG (this, FLAG_REMOVED); 1014 SET_FLAG (this, FLAG_REMOVED);
1015 INVOKE_OBJECT (REMOVE, this);
955 1016
956 if (more) 1017 if (more)
957 more->remove (); 1018 more->remove ();
958 1019
959 /* 1020 /*
972 * to save cpu time. 1033 * to save cpu time.
973 */ 1034 */
974 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1035 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
975 otmp->update_stats (); 1036 otmp->update_stats ();
976 1037
977 if (above != NULL) 1038 if (above)
978 above->below = below; 1039 above->below = below;
979 else 1040 else
980 env->inv = below; 1041 env->inv = below;
981 1042
982 if (below != NULL) 1043 if (below)
983 below->above = above; 1044 below->above = above;
984 1045
985 /* we set up values so that it could be inserted into 1046 /* we set up values so that it could be inserted into
986 * the map, but we don't actually do that - it is up 1047 * the map, but we don't actually do that - it is up
987 * to the caller to decide what we want to do. 1048 * to the caller to decide what we want to do.
991 above = 0, below = 0; 1052 above = 0, below = 0;
992 env = 0; 1053 env = 0;
993 } 1054 }
994 else if (map) 1055 else if (map)
995 { 1056 {
996 /* Re did the following section of code - it looks like it had 1057 if (type == PLAYER)
997 * lots of logic for things we no longer care about
998 */ 1058 {
1059 // leaving a spot always closes any open container on the ground
1060 if (container && !container->env)
1061 // this causes spurious floorbox updates, but it ensures
1062 // that the CLOSE event is being sent.
1063 close_container ();
1064
1065 --map->players;
1066 map->touch ();
1067 }
1068
1069 map->dirty = true;
1070 mapspace &ms = this->ms ();
999 1071
1000 /* link the object above us */ 1072 /* link the object above us */
1001 if (above) 1073 if (above)
1002 above->below = below; 1074 above->below = below;
1003 else 1075 else
1004 map->at (x, y).top = below; /* we were top, set new top */ 1076 ms.top = below; /* we were top, set new top */
1005 1077
1006 /* Relink the object below us, if there is one */ 1078 /* Relink the object below us, if there is one */
1007 if (below) 1079 if (below)
1008 below->above = above; 1080 below->above = above;
1009 else 1081 else
1011 /* Nothing below, which means we need to relink map object for this space 1083 /* Nothing below, which means we need to relink map object for this space
1012 * use translated coordinates in case some oddness with map tiling is 1084 * use translated coordinates in case some oddness with map tiling is
1013 * evident 1085 * evident
1014 */ 1086 */
1015 if (GET_MAP_OB (map, x, y) != this) 1087 if (GET_MAP_OB (map, x, y) != this)
1016 {
1017 char *dump = dump_object (this);
1018 LOG (llevError,
1019 "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); 1088 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1020 free (dump);
1021 dump = dump_object (GET_MAP_OB (map, x, y));
1022 LOG (llevError, "%s\n", dump);
1023 free (dump);
1024 }
1025 1089
1026 map->at (x, y).bottom = above; /* goes on above it. */ 1090 ms.bot = above; /* goes on above it. */
1027 } 1091 }
1028 1092
1029 above = 0; 1093 above = 0;
1030 below = 0; 1094 below = 0;
1031 1095
1032 if (map->in_memory == MAP_SAVING) 1096 if (map->in_memory == MAP_SAVING)
1033 return; 1097 return;
1034 1098
1035 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1099 int check_walk_off = !flag [FLAG_NO_APPLY];
1036 1100
1101 if (object *pl = ms.player ())
1102 {
1103 if (pl->container == this)
1104 /* If a container that the player is currently using somehow gets
1105 * removed (most likely destroyed), update the player view
1106 * appropriately.
1107 */
1108 pl->close_container ();
1109
1110 pl->contr->ns->floorbox_update ();
1111 }
1112
1037 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1113 for (tmp = ms.bot; tmp; tmp = tmp->above)
1038 { 1114 {
1039 /* No point updating the players look faces if he is the object 1115 /* No point updating the players look faces if he is the object
1040 * being removed. 1116 * being removed.
1041 */ 1117 */
1042 1118
1043 if (tmp->type == PLAYER && tmp != this)
1044 {
1045 /* If a container that the player is currently using somehow gets
1046 * removed (most likely destroyed), update the player view
1047 * appropriately.
1048 */
1049 if (tmp->container == this)
1050 {
1051 CLEAR_FLAG (this, FLAG_APPLIED);
1052 tmp->container = 0;
1053 }
1054
1055 tmp->contr->ns->floorbox_update ();
1056 }
1057
1058 /* See if player moving off should effect something */ 1119 /* See if object moving off should effect something */
1059 if (check_walk_off 1120 if (check_walk_off
1060 && ((move_type & tmp->move_off) 1121 && ((move_type & tmp->move_off)
1061 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1122 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1062 { 1123 {
1063 move_apply (tmp, this, 0); 1124 move_apply (tmp, this, 0);
1064 1125
1065 if (destroyed ()) 1126 if (destroyed ())
1066 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1127 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1067 } 1128 }
1068 1129
1069 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1070
1071 if (tmp->above == tmp)
1072 tmp->above = 0;
1073
1074 last = tmp; 1130 last = tmp;
1075 } 1131 }
1076 1132
1077 /* last == NULL of there are no objects on this space */ 1133 /* last == NULL if there are no objects on this space */
1134 //TODO: this makes little sense, why only update the topmost object?
1078 if (!last) 1135 if (!last)
1079 map->at (x, y).flags_ = P_NEED_UPDATE; 1136 map->at (x, y).flags_ = 0;
1080 else 1137 else
1081 update_object (last, UP_OBJ_REMOVE); 1138 update_object (last, UP_OBJ_REMOVE);
1082 1139
1083 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1140 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1084 update_all_los (map, x, y); 1141 update_all_los (map, x, y);
1085 } 1142 }
1086} 1143}
1087 1144
1088/* 1145/*
1097merge_ob (object *op, object *top) 1154merge_ob (object *op, object *top)
1098{ 1155{
1099 if (!op->nrof) 1156 if (!op->nrof)
1100 return 0; 1157 return 0;
1101 1158
1102 if (top == NULL) 1159 if (!top)
1103 for (top = op; top != NULL && top->above != NULL; top = top->above); 1160 for (top = op; top && top->above; top = top->above)
1161 ;
1104 1162
1105 for (; top != NULL; top = top->below) 1163 for (; top; top = top->below)
1106 { 1164 {
1107 if (top == op) 1165 if (top == op)
1108 continue; 1166 continue;
1109 1167
1110 if (object::can_merge (op, top)) 1168 if (object::can_merge (op, top))
1119 } 1177 }
1120 1178
1121 return 0; 1179 return 0;
1122} 1180}
1123 1181
1182void
1183object::expand_tail ()
1184{
1185 if (more)
1186 return;
1187
1188 object *prev = this;
1189
1190 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1191 {
1192 object *op = arch_to_object (at);
1193
1194 op->name = name;
1195 op->name_pl = name_pl;
1196 op->title = title;
1197
1198 op->head = this;
1199 prev->more = op;
1200
1201 prev = op;
1202 }
1203}
1204
1124/* 1205/*
1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1206 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1126 * job preparing multi-part monsters 1207 * job preparing multi-part monsters.
1127 */ 1208 */
1128object * 1209object *
1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1210insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1130{ 1211{
1131 object *tmp;
1132
1133 if (op->head)
1134 op = op->head;
1135
1136 for (tmp = op; tmp; tmp = tmp->more) 1212 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1137 { 1213 {
1138 tmp->x = x + tmp->arch->clone.x; 1214 tmp->x = x + tmp->arch->x;
1139 tmp->y = y + tmp->arch->clone.y; 1215 tmp->y = y + tmp->arch->y;
1140 } 1216 }
1141 1217
1142 return insert_ob_in_map (op, m, originator, flag); 1218 return insert_ob_in_map (op, m, originator, flag);
1143} 1219}
1144 1220
1160 * Return value: 1236 * Return value:
1161 * new object if 'op' was merged with other object 1237 * new object if 'op' was merged with other object
1162 * NULL if 'op' was destroyed 1238 * NULL if 'op' was destroyed
1163 * just 'op' otherwise 1239 * just 'op' otherwise
1164 */ 1240 */
1165
1166object * 1241object *
1167insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1242insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1168{ 1243{
1244 assert (!op->flag [FLAG_FREED]);
1245
1169 object *tmp, *top, *floor = NULL; 1246 object *top, *floor = NULL;
1170 sint16 x, y;
1171 1247
1172 if (QUERY_FLAG (op, FLAG_FREED)) 1248 op->remove ();
1173 {
1174 LOG (llevError, "Trying to insert freed object!\n");
1175 return NULL;
1176 }
1177
1178 if (m == NULL)
1179 {
1180 char *dump = dump_object (op);
1181 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1182 free (dump);
1183 return op;
1184 }
1185
1186 if (out_of_map (m, op->x, op->y))
1187 {
1188 char *dump = dump_object (op);
1189 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1190#ifdef MANY_CORES
1191 /* Better to catch this here, as otherwise the next use of this object
1192 * is likely to cause a crash. Better to find out where it is getting
1193 * improperly inserted.
1194 */
1195 abort ();
1196#endif
1197 free (dump);
1198 return op;
1199 }
1200
1201 if (!QUERY_FLAG (op, FLAG_REMOVED))
1202 {
1203 char *dump = dump_object (op);
1204 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1205 free (dump);
1206 return op;
1207 }
1208
1209 if (op->more != NULL)
1210 {
1211 /* The part may be on a different map. */
1212
1213 object *more = op->more;
1214
1215 /* We really need the caller to normalize coordinates - if
1216 * we set the map, that doesn't work if the location is within
1217 * a map and this is straddling an edge. So only if coordinate
1218 * is clear wrong do we normalize it.
1219 */
1220 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1221 more->map = get_map_from_coord (m, &more->x, &more->y);
1222 else if (!more->map)
1223 {
1224 /* For backwards compatibility - when not dealing with tiled maps,
1225 * more->map should always point to the parent.
1226 */
1227 more->map = m;
1228 }
1229
1230 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1231 {
1232 if (!op->head)
1233 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1234
1235 return NULL;
1236 }
1237 }
1238
1239 CLEAR_FLAG (op, FLAG_REMOVED);
1240 1249
1241 /* Ideally, the caller figures this out. However, it complicates a lot 1250 /* Ideally, the caller figures this out. However, it complicates a lot
1242 * of areas of callers (eg, anything that uses find_free_spot would now 1251 * of areas of callers (eg, anything that uses find_free_spot would now
1243 * need extra work 1252 * need extra work
1244 */ 1253 */
1245 op->map = get_map_from_coord (m, &op->x, &op->y); 1254 if (!xy_normalise (m, op->x, op->y))
1246 x = op->x; 1255 {
1247 y = op->y; 1256 op->destroy ();
1257 return 0;
1258 }
1259
1260 if (object *more = op->more)
1261 if (!insert_ob_in_map (more, m, originator, flag))
1262 return 0;
1263
1264 CLEAR_FLAG (op, FLAG_REMOVED);
1265
1266 op->map = m;
1267 mapspace &ms = op->ms ();
1248 1268
1249 /* this has to be done after we translate the coordinates. 1269 /* this has to be done after we translate the coordinates.
1250 */ 1270 */
1251 if (op->nrof && !(flag & INS_NO_MERGE)) 1271 if (op->nrof && !(flag & INS_NO_MERGE))
1252 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1272 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1253 if (object::can_merge (op, tmp)) 1273 if (object::can_merge (op, tmp))
1254 { 1274 {
1255 op->nrof += tmp->nrof; 1275 op->nrof += tmp->nrof;
1256 tmp->destroy (); 1276 tmp->destroy ();
1257 } 1277 }
1274 op->below = originator->below; 1294 op->below = originator->below;
1275 1295
1276 if (op->below) 1296 if (op->below)
1277 op->below->above = op; 1297 op->below->above = op;
1278 else 1298 else
1279 op->ms ().bottom = op; 1299 ms.bot = op;
1280 1300
1281 /* since *below* originator, no need to update top */ 1301 /* since *below* originator, no need to update top */
1282 originator->below = op; 1302 originator->below = op;
1283 } 1303 }
1284 else 1304 else
1285 { 1305 {
1306 top = ms.bot;
1307
1286 /* If there are other objects, then */ 1308 /* If there are other objects, then */
1287 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1309 if (top)
1288 { 1310 {
1289 object *last = NULL; 1311 object *last = 0;
1290 1312
1291 /* 1313 /*
1292 * If there are multiple objects on this space, we do some trickier handling. 1314 * If there are multiple objects on this space, we do some trickier handling.
1293 * We've already dealt with merging if appropriate. 1315 * We've already dealt with merging if appropriate.
1294 * Generally, we want to put the new object on top. But if 1316 * Generally, we want to put the new object on top. But if
1298 * once we get to them. This reduces the need to traverse over all of 1320 * once we get to them. This reduces the need to traverse over all of
1299 * them when adding another one - this saves quite a bit of cpu time 1321 * them when adding another one - this saves quite a bit of cpu time
1300 * when lots of spells are cast in one area. Currently, it is presumed 1322 * when lots of spells are cast in one area. Currently, it is presumed
1301 * that flying non pickable objects are spell objects. 1323 * that flying non pickable objects are spell objects.
1302 */ 1324 */
1303 1325 for (top = ms.bot; top; top = top->above)
1304 while (top != NULL)
1305 { 1326 {
1306 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1327 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1307 floor = top; 1328 floor = top;
1308 1329
1309 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1330 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1312 top = top->below; 1333 top = top->below;
1313 break; 1334 break;
1314 } 1335 }
1315 1336
1316 last = top; 1337 last = top;
1317 top = top->above;
1318 } 1338 }
1319 1339
1320 /* Don't want top to be NULL, so set it to the last valid object */ 1340 /* Don't want top to be NULL, so set it to the last valid object */
1321 top = last; 1341 top = last;
1322 1342
1324 * looks like instead of lots of conditions here. 1344 * looks like instead of lots of conditions here.
1325 * makes things faster, and effectively the same result. 1345 * makes things faster, and effectively the same result.
1326 */ 1346 */
1327 1347
1328 /* Have object 'fall below' other objects that block view. 1348 /* Have object 'fall below' other objects that block view.
1329 * Unless those objects are exits, type 66 1349 * Unless those objects are exits.
1330 * If INS_ON_TOP is used, don't do this processing 1350 * If INS_ON_TOP is used, don't do this processing
1331 * Need to find the object that in fact blocks view, otherwise 1351 * Need to find the object that in fact blocks view, otherwise
1332 * stacking is a bit odd. 1352 * stacking is a bit odd.
1333 */ 1353 */
1334 if (!(flag & INS_ON_TOP) && 1354 if (!(flag & INS_ON_TOP)
1335 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1355 && ms.flags () & P_BLOCKSVIEW
1356 && (op->face && !faces [op->face].visibility))
1336 { 1357 {
1337 for (last = top; last != floor; last = last->below) 1358 for (last = top; last != floor; last = last->below)
1338 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1359 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1339 break; 1360 break;
1361
1340 /* Check to see if we found the object that blocks view, 1362 /* Check to see if we found the object that blocks view,
1341 * and make sure we have a below pointer for it so that 1363 * and make sure we have a below pointer for it so that
1342 * we can get inserted below this one, which requires we 1364 * we can get inserted below this one, which requires we
1343 * set top to the object below us. 1365 * set top to the object below us.
1344 */ 1366 */
1345 if (last && last->below && last != floor) 1367 if (last && last->below && last != floor)
1346 top = last->below; 1368 top = last->below;
1347 } 1369 }
1348 } /* If objects on this space */ 1370 } /* If objects on this space */
1349 1371
1350 if (flag & INS_MAP_LOAD)
1351 top = GET_MAP_TOP (op->map, op->x, op->y);
1352
1353 if (flag & INS_ABOVE_FLOOR_ONLY) 1372 if (flag & INS_ABOVE_FLOOR_ONLY)
1354 top = floor; 1373 top = floor;
1355 1374
1356 /* Top is the object that our object (op) is going to get inserted above. 1375 /* Top is the object that our object (op) is going to get inserted above.
1357 */ 1376 */
1358 1377
1359 /* First object on this space */ 1378 /* First object on this space */
1360 if (!top) 1379 if (!top)
1361 { 1380 {
1362 op->above = GET_MAP_OB (op->map, op->x, op->y); 1381 op->above = ms.bot;
1363 1382
1364 if (op->above) 1383 if (op->above)
1365 op->above->below = op; 1384 op->above->below = op;
1366 1385
1367 op->below = NULL; 1386 op->below = 0;
1368 op->ms ().bottom = op; 1387 ms.bot = op;
1369 } 1388 }
1370 else 1389 else
1371 { /* get inserted into the stack above top */ 1390 { /* get inserted into the stack above top */
1372 op->above = top->above; 1391 op->above = top->above;
1373 1392
1376 1395
1377 op->below = top; 1396 op->below = top;
1378 top->above = op; 1397 top->above = op;
1379 } 1398 }
1380 1399
1381 if (op->above == NULL) 1400 if (!op->above)
1382 op->ms ().top = op; 1401 ms.top = op;
1383 } /* else not INS_BELOW_ORIGINATOR */ 1402 } /* else not INS_BELOW_ORIGINATOR */
1384 1403
1385 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1405 {
1386 op->contr->do_los = 1; 1406 op->contr->do_los = 1;
1407 ++op->map->players;
1408 op->map->touch ();
1409 }
1387 1410
1388 /* If we have a floor, we know the player, if any, will be above 1411 op->map->dirty = true;
1389 * it, so save a few ticks and start from there. 1412
1390 */
1391 if (!(flag & INS_MAP_LOAD))
1392 if (object *pl = op->ms ().player ()) 1413 if (object *pl = ms.player ())
1393 pl->contr->ns->floorbox_update (); 1414 pl->contr->ns->floorbox_update ();
1394 1415
1395 /* If this object glows, it may affect lighting conditions that are 1416 /* If this object glows, it may affect lighting conditions that are
1396 * visible to others on this map. But update_all_los is really 1417 * visible to others on this map. But update_all_los is really
1397 * an inefficient way to do this, as it means los for all players 1418 * an inefficient way to do this, as it means los for all players
1398 * on the map will get recalculated. The players could very well 1419 * on the map will get recalculated. The players could very well
1399 * be far away from this change and not affected in any way - 1420 * be far away from this change and not affected in any way -
1400 * this should get redone to only look for players within range, 1421 * this should get redone to only look for players within range,
1401 * or just updating the P_NEED_UPDATE for spaces within this area 1422 * or just updating the P_UPTODATE for spaces within this area
1402 * of effect may be sufficient. 1423 * of effect may be sufficient.
1403 */ 1424 */
1404 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1425 if (op->map->darkness && (op->glow_radius != 0))
1405 update_all_los (op->map, op->x, op->y); 1426 update_all_los (op->map, op->x, op->y);
1406 1427
1407 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1428 /* updates flags (blocked, alive, no magic, etc) for this map space */
1408 update_object (op, UP_OBJ_INSERT); 1429 update_object (op, UP_OBJ_INSERT);
1430
1431 INVOKE_OBJECT (INSERT, op);
1409 1432
1410 /* Don't know if moving this to the end will break anything. However, 1433 /* Don't know if moving this to the end will break anything. However,
1411 * we want to have floorbox_update called before calling this. 1434 * we want to have floorbox_update called before calling this.
1412 * 1435 *
1413 * check_move_on() must be after this because code called from 1436 * check_move_on() must be after this because code called from
1415 * blocked() and wall() work properly), and these flags are updated by 1438 * blocked() and wall() work properly), and these flags are updated by
1416 * update_object(). 1439 * update_object().
1417 */ 1440 */
1418 1441
1419 /* if this is not the head or flag has been passed, don't check walk on status */ 1442 /* if this is not the head or flag has been passed, don't check walk on status */
1420 if (!(flag & INS_NO_WALK_ON) && !op->head) 1443 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1421 { 1444 {
1422 if (check_move_on (op, originator)) 1445 if (check_move_on (op, originator))
1423 return NULL; 1446 return 0;
1424 1447
1425 /* If we are a multi part object, lets work our way through the check 1448 /* If we are a multi part object, lets work our way through the check
1426 * walk on's. 1449 * walk on's.
1427 */ 1450 */
1428 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1451 for (object *tmp = op->more; tmp; tmp = tmp->more)
1429 if (check_move_on (tmp, originator)) 1452 if (check_move_on (tmp, originator))
1430 return NULL; 1453 return 0;
1431 } 1454 }
1432 1455
1433 return op; 1456 return op;
1434} 1457}
1435 1458
1442{ 1465{
1443 object *tmp, *tmp1; 1466 object *tmp, *tmp1;
1444 1467
1445 /* first search for itself and remove any old instances */ 1468 /* first search for itself and remove any old instances */
1446 1469
1447 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1470 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1448 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1471 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1449 tmp->destroy (); 1472 tmp->destroy ();
1450 1473
1451 tmp1 = arch_to_object (archetype::find (arch_string)); 1474 tmp1 = arch_to_object (archetype::find (arch_string));
1452 1475
1453 tmp1->x = op->x; 1476 tmp1->x = op->x;
1454 tmp1->y = op->y; 1477 tmp1->y = op->y;
1455 insert_ob_in_map (tmp1, op->map, op, 0); 1478 insert_ob_in_map (tmp1, op->map, op, 0);
1479}
1480
1481object *
1482object::insert_at (object *where, object *originator, int flags)
1483{
1484 if (where->env)
1485 return where->env->insert (this);
1486 else
1487 return where->map->insert (this, where->x, where->y, originator, flags);
1456} 1488}
1457 1489
1458/* 1490/*
1459 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1491 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1460 * is returned contains nr objects, and the remaining parts contains 1492 * is returned contains nr objects, and the remaining parts contains
1461 * the rest (or is removed and freed if that number is 0). 1493 * the rest (or is removed and freed if that number is 0).
1462 * On failure, NULL is returned, and the reason put into the 1494 * On failure, NULL is returned, and the reason put into the
1463 * global static errmsg array. 1495 * global static errmsg array.
1464 */ 1496 */
1465
1466object * 1497object *
1467get_split_ob (object *orig_ob, uint32 nr) 1498get_split_ob (object *orig_ob, uint32 nr)
1468{ 1499{
1469 object *newob; 1500 object *newob;
1470 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1501 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1481 orig_ob->destroy (1); 1512 orig_ob->destroy (1);
1482 else if (!is_removed) 1513 else if (!is_removed)
1483 { 1514 {
1484 if (orig_ob->env != NULL) 1515 if (orig_ob->env != NULL)
1485 sub_weight (orig_ob->env, orig_ob->weight * nr); 1516 sub_weight (orig_ob->env, orig_ob->weight * nr);
1486 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1517 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_ACTIVE)
1487 { 1518 {
1488 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1519 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1489 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1520 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1490 return NULL; 1521 return NULL;
1491 } 1522 }
1501 * the amount of an object. If the amount reaches 0, the object 1532 * the amount of an object. If the amount reaches 0, the object
1502 * is subsequently removed and freed. 1533 * is subsequently removed and freed.
1503 * 1534 *
1504 * Return value: 'op' if something is left, NULL if the amount reached 0 1535 * Return value: 'op' if something is left, NULL if the amount reached 0
1505 */ 1536 */
1506
1507object * 1537object *
1508decrease_ob_nr (object *op, uint32 i) 1538decrease_ob_nr (object *op, uint32 i)
1509{ 1539{
1510 object *tmp; 1540 object *tmp;
1511 player *pl;
1512 1541
1513 if (i == 0) /* objects with op->nrof require this check */ 1542 if (i == 0) /* objects with op->nrof require this check */
1514 return op; 1543 return op;
1515 1544
1516 if (i > op->nrof) 1545 if (i > op->nrof)
1529 * IMO, searching through all the players will mostly 1558 * IMO, searching through all the players will mostly
1530 * likely be quicker than following op->env to the map, 1559 * likely be quicker than following op->env to the map,
1531 * and then searching the map for a player. 1560 * and then searching the map for a player.
1532 */ 1561 */
1533 if (!tmp) 1562 if (!tmp)
1534 { 1563 for_all_players (pl)
1535 for (pl = first_player; pl; pl = pl->next)
1536 if (pl->ob->container == op->env) 1564 if (pl->ob->container == op->env)
1537 { 1565 {
1538 tmp = pl->ob; 1566 tmp = pl->ob;
1539 break; 1567 break;
1540 } 1568 }
1541 }
1542 1569
1543 if (i < op->nrof) 1570 if (i < op->nrof)
1544 { 1571 {
1545 sub_weight (op->env, op->weight * i); 1572 sub_weight (op->env, op->weight * i);
1546 op->nrof -= i; 1573 op->nrof -= i;
1589 1616
1590/* 1617/*
1591 * add_weight(object, weight) adds the specified weight to an object, 1618 * add_weight(object, weight) adds the specified weight to an object,
1592 * and also updates how much the environment(s) is/are carrying. 1619 * and also updates how much the environment(s) is/are carrying.
1593 */ 1620 */
1594
1595void 1621void
1596add_weight (object *op, signed long weight) 1622add_weight (object *op, signed long weight)
1597{ 1623{
1598 while (op != NULL) 1624 while (op != NULL)
1599 { 1625 {
1614 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1640 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1615 free (dump); 1641 free (dump);
1616 return op; 1642 return op;
1617 } 1643 }
1618 1644
1619 if (where->head) 1645 if (where->head_ () != where)
1620 { 1646 {
1621 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1647 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1622 where = where->head; 1648 where = where->head;
1623 } 1649 }
1624 1650
1625 return where->insert (op); 1651 return where->insert (op);
1626} 1652}
1631 * inside the object environment. 1657 * inside the object environment.
1632 * 1658 *
1633 * The function returns now pointer to inserted item, and return value can 1659 * The function returns now pointer to inserted item, and return value can
1634 * be != op, if items are merged. -Tero 1660 * be != op, if items are merged. -Tero
1635 */ 1661 */
1636
1637object * 1662object *
1638object::insert (object *op) 1663object::insert (object *op)
1639{ 1664{
1640 object *tmp, *otmp;
1641
1642 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1665 if (!QUERY_FLAG (op, FLAG_REMOVED))
1643 op->remove (); 1666 op->remove ();
1644 1667
1645 if (op->more) 1668 if (op->more)
1646 { 1669 {
1648 return op; 1671 return op;
1649 } 1672 }
1650 1673
1651 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1674 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1652 CLEAR_FLAG (op, FLAG_REMOVED); 1675 CLEAR_FLAG (op, FLAG_REMOVED);
1676
1653 if (op->nrof) 1677 if (op->nrof)
1654 { 1678 {
1655 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1679 for (object *tmp = inv; tmp; tmp = tmp->below)
1656 if (object::can_merge (tmp, op)) 1680 if (object::can_merge (tmp, op))
1657 { 1681 {
1658 /* return the original object and remove inserted object 1682 /* return the original object and remove inserted object
1659 (client needs the original object) */ 1683 (client needs the original object) */
1660 tmp->nrof += op->nrof; 1684 tmp->nrof += op->nrof;
1679 add_weight (this, op->weight * op->nrof); 1703 add_weight (this, op->weight * op->nrof);
1680 } 1704 }
1681 else 1705 else
1682 add_weight (this, (op->weight + op->carrying)); 1706 add_weight (this, (op->weight + op->carrying));
1683 1707
1684 otmp = this->in_player (); 1708 if (object *otmp = this->in_player ())
1685 if (otmp && otmp->contr)
1686 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1709 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1687 otmp->update_stats (); 1710 otmp->update_stats ();
1688 1711
1712 op->owner = 0; // its his/hers now. period.
1689 op->map = 0; 1713 op->map = 0;
1690 op->env = this; 1714 op->env = this;
1691 op->above = 0; 1715 op->above = 0;
1692 op->below = 0; 1716 op->below = 0;
1693 op->x = 0, op->y = 0; 1717 op->x = op->y = 0;
1694 1718
1695 /* reset the light list and los of the players on the map */ 1719 /* reset the light list and los of the players on the map */
1696 if ((op->glow_radius != 0) && map) 1720 if (op->glow_radius && map)
1697 { 1721 {
1698#ifdef DEBUG_LIGHTS 1722#ifdef DEBUG_LIGHTS
1699 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1723 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1700#endif /* DEBUG_LIGHTS */ 1724#endif /* DEBUG_LIGHTS */
1701 if (MAP_DARKNESS (map)) 1725 if (map->darkness)
1702 update_all_los (map, x, y); 1726 update_all_los (map, x, y);
1703 } 1727 }
1704 1728
1705 /* Client has no idea of ordering so lets not bother ordering it here. 1729 /* Client has no idea of ordering so lets not bother ordering it here.
1706 * It sure simplifies this function... 1730 * It sure simplifies this function...
1711 { 1735 {
1712 op->below = inv; 1736 op->below = inv;
1713 op->below->above = op; 1737 op->below->above = op;
1714 inv = op; 1738 inv = op;
1715 } 1739 }
1740
1741 INVOKE_OBJECT (INSERT, this);
1716 1742
1717 return op; 1743 return op;
1718} 1744}
1719 1745
1720/* 1746/*
1735 * 1761 *
1736 * MSW 2001-07-08: Check all objects on space, not just those below 1762 * MSW 2001-07-08: Check all objects on space, not just those below
1737 * object being inserted. insert_ob_in_map may not put new objects 1763 * object being inserted. insert_ob_in_map may not put new objects
1738 * on top. 1764 * on top.
1739 */ 1765 */
1740
1741int 1766int
1742check_move_on (object *op, object *originator) 1767check_move_on (object *op, object *originator)
1743{ 1768{
1744 object *tmp; 1769 object *tmp;
1745 maptile *m = op->map; 1770 maptile *m = op->map;
1772 1797
1773 /* The objects have to be checked from top to bottom. 1798 /* The objects have to be checked from top to bottom.
1774 * Hence, we first go to the top: 1799 * Hence, we first go to the top:
1775 */ 1800 */
1776 1801
1777 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1802 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1778 { 1803 {
1779 /* Trim the search when we find the first other spell effect 1804 /* Trim the search when we find the first other spell effect
1780 * this helps performance so that if a space has 50 spell objects, 1805 * this helps performance so that if a space has 50 spell objects,
1781 * we don't need to check all of them. 1806 * we don't need to check all of them.
1782 */ 1807 */
1800 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1825 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1801 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1826 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1802 { 1827 {
1803 1828
1804 float 1829 float
1805 diff = tmp->move_slow_penalty * FABS (op->speed); 1830 diff = tmp->move_slow_penalty * fabs (op->speed);
1806 1831
1807 if (op->type == PLAYER) 1832 if (op->type == PLAYER)
1808 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1833 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1809 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1834 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1810 diff /= 4.0; 1835 diff /= 4.0;
1837/* 1862/*
1838 * present_arch(arch, map, x, y) searches for any objects with 1863 * present_arch(arch, map, x, y) searches for any objects with
1839 * a matching archetype at the given map and coordinates. 1864 * a matching archetype at the given map and coordinates.
1840 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
1841 */ 1866 */
1842
1843object * 1867object *
1844present_arch (const archetype *at, maptile *m, int x, int y) 1868present_arch (const archetype *at, maptile *m, int x, int y)
1845{ 1869{
1846 object *
1847 tmp;
1848
1849 if (m == NULL || out_of_map (m, x, y)) 1870 if (!m || out_of_map (m, x, y))
1850 { 1871 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1872 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1873 return NULL;
1853 } 1874 }
1854 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1875
1876 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1855 if (tmp->arch == at) 1877 if (tmp->arch == at)
1856 return tmp; 1878 return tmp;
1879
1857 return NULL; 1880 return NULL;
1858} 1881}
1859 1882
1860/* 1883/*
1861 * present(type, map, x, y) searches for any objects with 1884 * present(type, map, x, y) searches for any objects with
1862 * a matching type variable at the given map and coordinates. 1885 * a matching type variable at the given map and coordinates.
1863 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
1864 */ 1887 */
1865
1866object * 1888object *
1867present (unsigned char type, maptile *m, int x, int y) 1889present (unsigned char type, maptile *m, int x, int y)
1868{ 1890{
1869 object *
1870 tmp;
1871
1872 if (out_of_map (m, x, y)) 1891 if (out_of_map (m, x, y))
1873 { 1892 {
1874 LOG (llevError, "Present called outside map.\n"); 1893 LOG (llevError, "Present called outside map.\n");
1875 return NULL; 1894 return NULL;
1876 } 1895 }
1877 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1896
1897 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1878 if (tmp->type == type) 1898 if (tmp->type == type)
1879 return tmp; 1899 return tmp;
1900
1880 return NULL; 1901 return NULL;
1881} 1902}
1882 1903
1883/* 1904/*
1884 * present_in_ob(type, object) searches for any objects with 1905 * present_in_ob(type, object) searches for any objects with
1885 * a matching type variable in the inventory of the given object. 1906 * a matching type variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none. 1907 * The first matching object is returned, or NULL if none.
1887 */ 1908 */
1888
1889object * 1909object *
1890present_in_ob (unsigned char type, const object *op) 1910present_in_ob (unsigned char type, const object *op)
1891{ 1911{
1892 object *
1893 tmp;
1894
1895 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if (tmp->type == type) 1913 if (tmp->type == type)
1897 return tmp; 1914 return tmp;
1915
1898 return NULL; 1916 return NULL;
1899} 1917}
1900 1918
1901/* 1919/*
1902 * present_in_ob (type, str, object) searches for any objects with 1920 * present_in_ob (type, str, object) searches for any objects with
1910 * str is the string to match against. Note that we match against 1928 * str is the string to match against. Note that we match against
1911 * the object name, not the archetype name. this is so that the 1929 * the object name, not the archetype name. this is so that the
1912 * spell code can use one object type (force), but change it's name 1930 * spell code can use one object type (force), but change it's name
1913 * to be unique. 1931 * to be unique.
1914 */ 1932 */
1915
1916object * 1933object *
1917present_in_ob_by_name (int type, const char *str, const object *op) 1934present_in_ob_by_name (int type, const char *str, const object *op)
1918{ 1935{
1919 object *
1920 tmp;
1921
1922 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1936 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 {
1924 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1937 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1925 return tmp; 1938 return tmp;
1926 } 1939
1927 return NULL; 1940 return 0;
1928} 1941}
1929 1942
1930/* 1943/*
1931 * present_arch_in_ob(archetype, object) searches for any objects with 1944 * present_arch_in_ob(archetype, object) searches for any objects with
1932 * a matching archetype in the inventory of the given object. 1945 * a matching archetype in the inventory of the given object.
1933 * The first matching object is returned, or NULL if none. 1946 * The first matching object is returned, or NULL if none.
1934 */ 1947 */
1935
1936object * 1948object *
1937present_arch_in_ob (const archetype *at, const object *op) 1949present_arch_in_ob (const archetype *at, const object *op)
1938{ 1950{
1939 object *
1940 tmp;
1941
1942 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1943 if (tmp->arch == at) 1952 if (tmp->arch == at)
1944 return tmp; 1953 return tmp;
1954
1945 return NULL; 1955 return NULL;
1946} 1956}
1947 1957
1948/* 1958/*
1949 * activate recursively a flag on an object inventory 1959 * activate recursively a flag on an object inventory
1950 */ 1960 */
1951void 1961void
1952flag_inv (object *op, int flag) 1962flag_inv (object *op, int flag)
1953{ 1963{
1954 object *
1955 tmp;
1956
1957 if (op->inv)
1958 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 { 1965 {
1960 SET_FLAG (tmp, flag); 1966 SET_FLAG (tmp, flag);
1961 flag_inv (tmp, flag); 1967 flag_inv (tmp, flag);
1962 } 1968 }
1963} /* 1969}
1970
1971/*
1964 * desactivate recursively a flag on an object inventory 1972 * deactivate recursively a flag on an object inventory
1965 */ 1973 */
1966void 1974void
1967unflag_inv (object *op, int flag) 1975unflag_inv (object *op, int flag)
1968{ 1976{
1969 object *
1970 tmp;
1971
1972 if (op->inv)
1973 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1974 { 1978 {
1975 CLEAR_FLAG (tmp, flag); 1979 CLEAR_FLAG (tmp, flag);
1976 unflag_inv (tmp, flag); 1980 unflag_inv (tmp, flag);
1977 } 1981 }
1978}
1979
1980/*
1981 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1982 * all it's inventory (recursively).
1983 * If checksums are used, a player will get set_cheat called for
1984 * him/her-self and all object carried by a call to this function.
1985 */
1986
1987void
1988set_cheat (object *op)
1989{
1990 SET_FLAG (op, FLAG_WAS_WIZ);
1991 flag_inv (op, FLAG_WAS_WIZ);
1992} 1982}
1993 1983
1994/* 1984/*
1995 * find_free_spot(object, map, x, y, start, stop) will search for 1985 * find_free_spot(object, map, x, y, start, stop) will search for
1996 * a spot at the given map and coordinates which will be able to contain 1986 * a spot at the given map and coordinates which will be able to contain
1998 * to search (see the freearr_x/y[] definition). 1988 * to search (see the freearr_x/y[] definition).
1999 * It returns a random choice among the alternatives found. 1989 * It returns a random choice among the alternatives found.
2000 * start and stop are where to start relative to the free_arr array (1,9 1990 * start and stop are where to start relative to the free_arr array (1,9
2001 * does all 4 immediate directions). This returns the index into the 1991 * does all 4 immediate directions). This returns the index into the
2002 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1992 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2003 * Note - this only checks to see if there is space for the head of the
2004 * object - if it is a multispace object, this should be called for all
2005 * pieces.
2006 * Note2: This function does correctly handle tiled maps, but does not 1993 * Note: This function does correctly handle tiled maps, but does not
2007 * inform the caller. However, insert_ob_in_map will update as 1994 * inform the caller. However, insert_ob_in_map will update as
2008 * necessary, so the caller shouldn't need to do any special work. 1995 * necessary, so the caller shouldn't need to do any special work.
2009 * Note - updated to take an object instead of archetype - this is necessary 1996 * Note - updated to take an object instead of archetype - this is necessary
2010 * because arch_blocked (now ob_blocked) needs to know the movement type 1997 * because arch_blocked (now ob_blocked) needs to know the movement type
2011 * to know if the space in question will block the object. We can't use 1998 * to know if the space in question will block the object. We can't use
2012 * the archetype because that isn't correct if the monster has been 1999 * the archetype because that isn't correct if the monster has been
2013 * customized, changed states, etc. 2000 * customized, changed states, etc.
2014 */ 2001 */
2015
2016int 2002int
2017find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2003find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2018{ 2004{
2019 int
2020 i,
2021 index = 0, flag;
2022 static int
2023 altern[SIZEOFFREE]; 2005 int altern[SIZEOFFREE];
2006 int index = 0, flag;
2024 2007
2025 for (i = start; i < stop; i++) 2008 for (int i = start; i < stop; i++)
2026 { 2009 {
2027 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2010 mapxy pos (m, x, y); pos.move (i);
2028 if (!flag) 2011
2012 if (!pos.normalise ())
2013 continue;
2014
2015 mapspace &ms = *pos;
2016
2017 if (ms.flags () & P_IS_ALIVE)
2018 continue;
2019
2020 /* However, often
2021 * ob doesn't have any move type (when used to place exits)
2022 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2023 */
2024 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2025 {
2029 altern[index++] = i; 2026 altern [index++] = i;
2027 continue;
2028 }
2030 2029
2031 /* Basically, if we find a wall on a space, we cut down the search size. 2030 /* Basically, if we find a wall on a space, we cut down the search size.
2032 * In this way, we won't return spaces that are on another side of a wall. 2031 * In this way, we won't return spaces that are on another side of a wall.
2033 * This mostly work, but it cuts down the search size in all directions - 2032 * This mostly work, but it cuts down the search size in all directions -
2034 * if the space being examined only has a wall to the north and empty 2033 * if the space being examined only has a wall to the north and empty
2035 * spaces in all the other directions, this will reduce the search space 2034 * spaces in all the other directions, this will reduce the search space
2036 * to only the spaces immediately surrounding the target area, and 2035 * to only the spaces immediately surrounding the target area, and
2037 * won't look 2 spaces south of the target space. 2036 * won't look 2 spaces south of the target space.
2038 */ 2037 */
2039 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2038 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2039 {
2040 stop = maxfree[i]; 2040 stop = maxfree[i];
2041 continue;
2042 }
2043
2044 /* Note it is intentional that we check ob - the movement type of the
2045 * head of the object should correspond for the entire object.
2046 */
2047 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2048 continue;
2049
2050 if (ob->blocked (m, pos.x, pos.y))
2051 continue;
2052
2053 altern [index++] = i;
2041 } 2054 }
2042 2055
2043 if (!index) 2056 if (!index)
2044 return -1; 2057 return -1;
2045 2058
2046 return altern[RANDOM () % index]; 2059 return altern [rndm (index)];
2047} 2060}
2048 2061
2049/* 2062/*
2050 * find_first_free_spot(archetype, maptile, x, y) works like 2063 * find_first_free_spot(archetype, maptile, x, y) works like
2051 * find_free_spot(), but it will search max number of squares. 2064 * find_free_spot(), but it will search max number of squares.
2052 * But it will return the first available spot, not a random choice. 2065 * But it will return the first available spot, not a random choice.
2053 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2066 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2054 */ 2067 */
2055
2056int 2068int
2057find_first_free_spot (const object *ob, maptile *m, int x, int y) 2069find_first_free_spot (const object *ob, maptile *m, int x, int y)
2058{ 2070{
2059 int
2060 i;
2061
2062 for (i = 0; i < SIZEOFFREE; i++) 2071 for (int i = 0; i < SIZEOFFREE; i++)
2063 {
2064 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2072 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2065 return i; 2073 return i;
2066 } 2074
2067 return -1; 2075 return -1;
2068} 2076}
2069 2077
2070/* 2078/*
2071 * The function permute(arr, begin, end) randomly reorders the array 2079 * The function permute(arr, begin, end) randomly reorders the array
2072 * arr[begin..end-1]. 2080 * arr[begin..end-1].
2081 * now uses a fisher-yates shuffle, old permute was broken
2073 */ 2082 */
2074static void 2083static void
2075permute (int *arr, int begin, int end) 2084permute (int *arr, int begin, int end)
2076{ 2085{
2077 int 2086 arr += begin;
2078 i,
2079 j,
2080 tmp,
2081 len;
2082
2083 len = end - begin; 2087 end -= begin;
2084 for (i = begin; i < end; i++)
2085 {
2086 j = begin + RANDOM () % len;
2087 2088
2088 tmp = arr[i]; 2089 while (--end)
2089 arr[i] = arr[j]; 2090 swap (arr [end], arr [rndm (end + 1)]);
2090 arr[j] = tmp;
2091 }
2092} 2091}
2093 2092
2094/* new function to make monster searching more efficient, and effective! 2093/* new function to make monster searching more efficient, and effective!
2095 * This basically returns a randomized array (in the passed pointer) of 2094 * This basically returns a randomized array (in the passed pointer) of
2096 * the spaces to find monsters. In this way, it won't always look for 2095 * the spaces to find monsters. In this way, it won't always look for
2099 * the 3x3 area will be searched, just not in a predictable order. 2098 * the 3x3 area will be searched, just not in a predictable order.
2100 */ 2099 */
2101void 2100void
2102get_search_arr (int *search_arr) 2101get_search_arr (int *search_arr)
2103{ 2102{
2104 int 2103 int i;
2105 i;
2106 2104
2107 for (i = 0; i < SIZEOFFREE; i++) 2105 for (i = 0; i < SIZEOFFREE; i++)
2108 {
2109 search_arr[i] = i; 2106 search_arr[i] = i;
2110 }
2111 2107
2112 permute (search_arr, 1, SIZEOFFREE1 + 1); 2108 permute (search_arr, 1, SIZEOFFREE1 + 1);
2113 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2109 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2114 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2110 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2115} 2111}
2124 * Perhaps incorrectly, but I'm making the assumption that exclude 2120 * Perhaps incorrectly, but I'm making the assumption that exclude
2125 * is actually want is going to try and move there. We need this info 2121 * is actually want is going to try and move there. We need this info
2126 * because we have to know what movement the thing looking to move 2122 * because we have to know what movement the thing looking to move
2127 * there is capable of. 2123 * there is capable of.
2128 */ 2124 */
2129
2130int 2125int
2131find_dir (maptile *m, int x, int y, object *exclude) 2126find_dir (maptile *m, int x, int y, object *exclude)
2132{ 2127{
2133 int
2134 i,
2135 max = SIZEOFFREE, mflags; 2128 int i, max = SIZEOFFREE, mflags;
2136 2129
2137 sint16 nx, ny; 2130 sint16 nx, ny;
2138 object * 2131 object *tmp;
2139 tmp;
2140 maptile * 2132 maptile *mp;
2141 mp;
2142 2133
2143 MoveType blocked, move_type; 2134 MoveType blocked, move_type;
2144 2135
2145 if (exclude && exclude->head) 2136 if (exclude && exclude->head_ () != exclude)
2146 { 2137 {
2147 exclude = exclude->head; 2138 exclude = exclude->head;
2148 move_type = exclude->move_type; 2139 move_type = exclude->move_type;
2149 } 2140 }
2150 else 2141 else
2163 2154
2164 if (mflags & P_OUT_OF_MAP) 2155 if (mflags & P_OUT_OF_MAP)
2165 max = maxfree[i]; 2156 max = maxfree[i];
2166 else 2157 else
2167 { 2158 {
2168 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2159 mapspace &ms = mp->at (nx, ny);
2160
2161 blocked = ms.move_block;
2169 2162
2170 if ((move_type & blocked) == move_type) 2163 if ((move_type & blocked) == move_type)
2171 max = maxfree[i]; 2164 max = maxfree[i];
2172 else if (mflags & P_IS_ALIVE) 2165 else if (mflags & P_IS_ALIVE)
2173 { 2166 {
2174 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2167 for (tmp = ms.bot; tmp; tmp = tmp->above)
2175 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2168 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2169 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2176 break; 2170 break;
2177 2171
2178 if (tmp) 2172 if (tmp)
2179 return freedir[i]; 2173 return freedir[i];
2180 } 2174 }
2186 2180
2187/* 2181/*
2188 * distance(object 1, object 2) will return the square of the 2182 * distance(object 1, object 2) will return the square of the
2189 * distance between the two given objects. 2183 * distance between the two given objects.
2190 */ 2184 */
2191
2192int 2185int
2193distance (const object *ob1, const object *ob2) 2186distance (const object *ob1, const object *ob2)
2194{ 2187{
2195 int i;
2196
2197 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2188 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2198 return i;
2199} 2189}
2200 2190
2201/* 2191/*
2202 * find_dir_2(delta-x,delta-y) will return a direction in which 2192 * find_dir_2(delta-x,delta-y) will return a direction in which
2203 * an object which has subtracted the x and y coordinates of another 2193 * an object which has subtracted the x and y coordinates of another
2204 * object, needs to travel toward it. 2194 * object, needs to travel toward it.
2205 */ 2195 */
2206
2207int 2196int
2208find_dir_2 (int x, int y) 2197find_dir_2 (int x, int y)
2209{ 2198{
2210 int q; 2199 int q;
2211 2200
2240 2229
2241 return 3; 2230 return 3;
2242} 2231}
2243 2232
2244/* 2233/*
2245 * absdir(int): Returns a number between 1 and 8, which represent
2246 * the "absolute" direction of a number (it actually takes care of
2247 * "overflow" in previous calculations of a direction).
2248 */
2249
2250int
2251absdir (int d)
2252{
2253 while (d < 1)
2254 d += 8;
2255 while (d > 8)
2256 d -= 8;
2257 return d;
2258}
2259
2260/*
2261 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2234 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2262 * between two directions (which are expected to be absolute (see absdir()) 2235 * between two directions (which are expected to be absolute (see absdir())
2263 */ 2236 */
2264
2265int 2237int
2266dirdiff (int dir1, int dir2) 2238dirdiff (int dir1, int dir2)
2267{ 2239{
2268 int 2240 int d;
2269 d;
2270 2241
2271 d = abs (dir1 - dir2); 2242 d = abs (dir1 - dir2);
2272 if (d > 4) 2243 if (d > 4)
2273 d = 8 - d; 2244 d = 8 - d;
2245
2274 return d; 2246 return d;
2275} 2247}
2276 2248
2277/* peterm: 2249/* peterm:
2278 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2250 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2281 * This basically means that if direction is 15, then it could either go 2253 * This basically means that if direction is 15, then it could either go
2282 * direction 4, 14, or 16 to get back to where we are. 2254 * direction 4, 14, or 16 to get back to where we are.
2283 * Moved from spell_util.c to object.c with the other related direction 2255 * Moved from spell_util.c to object.c with the other related direction
2284 * functions. 2256 * functions.
2285 */ 2257 */
2286
2287int
2288 reduction_dir[SIZEOFFREE][3] = { 2258int reduction_dir[SIZEOFFREE][3] = {
2289 {0, 0, 0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2290 {0, 0, 0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2291 {0, 0, 0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2292 {0, 0, 0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2293 {0, 0, 0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2384 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2354 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2385 * core dumps if they do. 2355 * core dumps if they do.
2386 * 2356 *
2387 * Add a check so we can't pick up invisible objects (0.93.8) 2357 * Add a check so we can't pick up invisible objects (0.93.8)
2388 */ 2358 */
2389
2390int 2359int
2391can_pick (const object *who, const object *item) 2360can_pick (const object *who, const object *item)
2392{ 2361{
2393 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2394 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2399 * create clone from object to another 2368 * create clone from object to another
2400 */ 2369 */
2401object * 2370object *
2402object_create_clone (object *asrc) 2371object_create_clone (object *asrc)
2403{ 2372{
2404 object *dst = 0, *tmp, *src, *part, *prev, *item; 2373 object *dst = 0, *tmp, *src, *prev, *item;
2405 2374
2406 if (!asrc) 2375 if (!asrc)
2407 return 0; 2376 return 0;
2408 2377
2409 src = asrc;
2410 if (src->head)
2411 src = src->head; 2378 src = asrc->head_ ();
2412 2379
2413 prev = 0; 2380 prev = 0;
2414 for (part = src; part; part = part->more) 2381 for (object *part = src; part; part = part->more)
2415 { 2382 {
2416 tmp = part->clone (); 2383 tmp = part->clone ();
2417 tmp->x -= src->x; 2384 tmp->x -= src->x;
2418 tmp->y -= src->y; 2385 tmp->y -= src->y;
2419 2386
2437 insert_ob_in_ob (object_create_clone (item), dst); 2404 insert_ob_in_ob (object_create_clone (item), dst);
2438 2405
2439 return dst; 2406 return dst;
2440} 2407}
2441 2408
2442/* GROS - Creates an object using a string representing its content. */
2443/* Basically, we save the content of the string to a temp file, then call */
2444/* load_object on it. I admit it is a highly inefficient way to make things, */
2445/* but it was simple to make and allows reusing the load_object function. */
2446/* Remember not to use load_object_str in a time-critical situation. */
2447/* Also remember that multiparts objects are not supported for now. */
2448
2449object *
2450load_object_str (const char *obstr)
2451{
2452 object *op;
2453 char filename[MAX_BUF];
2454
2455 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2456
2457 FILE *tempfile = fopen (filename, "w");
2458
2459 if (tempfile == NULL)
2460 {
2461 LOG (llevError, "Error - Unable to access load object temp file\n");
2462 return NULL;
2463 }
2464
2465 fprintf (tempfile, obstr);
2466 fclose (tempfile);
2467
2468 op = object::create ();
2469
2470 object_thawer thawer (filename);
2471
2472 if (thawer)
2473 load_object (thawer, op, 0);
2474
2475 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2476 CLEAR_FLAG (op, FLAG_REMOVED);
2477
2478 return op;
2479}
2480
2481/* This returns the first object in who's inventory that 2409/* This returns the first object in who's inventory that
2482 * has the same type and subtype match. 2410 * has the same type and subtype match.
2483 * returns NULL if no match. 2411 * returns NULL if no match.
2484 */ 2412 */
2485object * 2413object *
2486find_obj_by_type_subtype (const object *who, int type, int subtype) 2414find_obj_by_type_subtype (const object *who, int type, int subtype)
2487{ 2415{
2488 object *tmp;
2489
2490 for (tmp = who->inv; tmp; tmp = tmp->below) 2416 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2491 if (tmp->type == type && tmp->subtype == subtype) 2417 if (tmp->type == type && tmp->subtype == subtype)
2492 return tmp; 2418 return tmp;
2493 2419
2494 return NULL; 2420 return 0;
2495} 2421}
2496 2422
2497/* If ob has a field named key, return the link from the list, 2423/* If ob has a field named key, return the link from the list,
2498 * otherwise return NULL. 2424 * otherwise return NULL.
2499 * 2425 *
2501 * do the desired thing. 2427 * do the desired thing.
2502 */ 2428 */
2503key_value * 2429key_value *
2504get_ob_key_link (const object *ob, const char *key) 2430get_ob_key_link (const object *ob, const char *key)
2505{ 2431{
2506 key_value *link;
2507
2508 for (link = ob->key_values; link != NULL; link = link->next) 2432 for (key_value *link = ob->key_values; link; link = link->next)
2509 if (link->key == key) 2433 if (link->key == key)
2510 return link; 2434 return link;
2511 2435
2512 return NULL; 2436 return 0;
2513} 2437}
2514 2438
2515/* 2439/*
2516 * Returns the value of op has an extra_field for key, or NULL. 2440 * Returns the value of op has an extra_field for key, or NULL.
2517 * 2441 *
2542 if (link->key == canonical_key) 2466 if (link->key == canonical_key)
2543 return link->value; 2467 return link->value;
2544 2468
2545 return 0; 2469 return 0;
2546} 2470}
2547
2548 2471
2549/* 2472/*
2550 * Updates the canonical_key in op to value. 2473 * Updates the canonical_key in op to value.
2551 * 2474 *
2552 * canonical_key is a shared string (value doesn't have to be). 2475 * canonical_key is a shared string (value doesn't have to be).
2557 * Returns TRUE on success. 2480 * Returns TRUE on success.
2558 */ 2481 */
2559int 2482int
2560set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2483set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2561{ 2484{
2562 key_value *
2563 field = NULL, *last = NULL; 2485 key_value *field = NULL, *last = NULL;
2564 2486
2565 for (field = op->key_values; field != NULL; field = field->next) 2487 for (field = op->key_values; field != NULL; field = field->next)
2566 { 2488 {
2567 if (field->key != canonical_key) 2489 if (field->key != canonical_key)
2568 { 2490 {
2577 /* Basically, if the archetype has this key set, 2499 /* Basically, if the archetype has this key set,
2578 * we need to store the null value so when we save 2500 * we need to store the null value so when we save
2579 * it, we save the empty value so that when we load, 2501 * it, we save the empty value so that when we load,
2580 * we get this value back again. 2502 * we get this value back again.
2581 */ 2503 */
2582 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2504 if (get_ob_key_link (op->arch, canonical_key))
2583 field->value = 0; 2505 field->value = 0;
2584 else 2506 else
2585 { 2507 {
2586 if (last) 2508 if (last)
2587 last->next = field->next; 2509 last->next = field->next;
2596 /* IF we get here, key doesn't exist */ 2518 /* IF we get here, key doesn't exist */
2597 2519
2598 /* No field, we'll have to add it. */ 2520 /* No field, we'll have to add it. */
2599 2521
2600 if (!add_key) 2522 if (!add_key)
2601 {
2602 return FALSE; 2523 return FALSE;
2603 } 2524
2604 /* There isn't any good reason to store a null 2525 /* There isn't any good reason to store a null
2605 * value in the key/value list. If the archetype has 2526 * value in the key/value list. If the archetype has
2606 * this key, then we should also have it, so shouldn't 2527 * this key, then we should also have it, so shouldn't
2607 * be here. If user wants to store empty strings, 2528 * be here. If user wants to store empty strings,
2608 * should pass in "" 2529 * should pass in ""
2657 } 2578 }
2658 else 2579 else
2659 item = item->env; 2580 item = item->env;
2660} 2581}
2661 2582
2583const char *
2584object::flag_desc (char *desc, int len) const
2585{
2586 char *p = desc;
2587 bool first = true;
2588
2589 *p = 0;
2590
2591 for (int i = 0; i < NUM_FLAGS; i++)
2592 {
2593 if (len <= 10) // magic constant!
2594 {
2595 snprintf (p, len, ",...");
2596 break;
2597 }
2598
2599 if (flag [i])
2600 {
2601 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2602 len -= cnt;
2603 p += cnt;
2604 first = false;
2605 }
2606 }
2607
2608 return desc;
2609}
2610
2662// return a suitable string describing an objetc in enough detail to find it 2611// return a suitable string describing an object in enough detail to find it
2663const char * 2612const char *
2664object::debug_desc (char *info) const 2613object::debug_desc (char *info) const
2665{ 2614{
2615 char flagdesc[512];
2666 char info2[256 * 3]; 2616 char info2[256 * 4];
2667 char *p = info; 2617 char *p = info;
2668 2618
2669 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2619 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2670 count, 2620 count,
2621 uuid.c_str (),
2671 &name, 2622 &name,
2672 title ? " " : "", 2623 title ? "\",title:\"" : "",
2673 title ? (const char *)title : ""); 2624 title ? (const char *)title : "",
2625 flag_desc (flagdesc, 512), type);
2674 2626
2675 if (env) 2627 if (!this->flag[FLAG_REMOVED] && env)
2676 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2628 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2677 2629
2678 if (map) 2630 if (map)
2679 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2631 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2680 2632
2681 return info; 2633 return info;
2682} 2634}
2683 2635
2684const char * 2636const char *
2685object::debug_desc () const 2637object::debug_desc () const
2686{ 2638{
2687 static char info[256 * 3]; 2639 static char info[3][256 * 4];
2640 static int info_idx;
2641
2688 return debug_desc (info); 2642 return debug_desc (info [++info_idx % 3]);
2689} 2643}
2690 2644
2645struct region *
2646object::region () const
2647{
2648 return map ? map->region (x, y)
2649 : region::default_region ();
2650}
2651
2652const materialtype_t *
2653object::dominant_material () const
2654{
2655 if (materialtype_t *mt = name_to_material (materialname))
2656 return mt;
2657
2658 return name_to_material (shstr_unknown);
2659}
2660
2661void
2662object::open_container (object *new_container)
2663{
2664 if (container == new_container)
2665 return;
2666
2667 if (object *old_container = container)
2668 {
2669 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2670 return;
2671
2672#if 0
2673 // remove the "Close old_container" object.
2674 if (object *closer = old_container->inv)
2675 if (closer->type == CLOSE_CON)
2676 closer->destroy ();
2677#endif
2678
2679 old_container->flag [FLAG_APPLIED] = 0;
2680 container = 0;
2681
2682 esrv_update_item (UPD_FLAGS, this, old_container);
2683 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2684 play_sound (sound_find ("chest_close"));
2685 }
2686
2687 if (new_container)
2688 {
2689 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2690 return;
2691
2692 // TODO: this does not seem to serve any purpose anymore?
2693#if 0
2694 // insert the "Close Container" object.
2695 if (archetype *closer = new_container->other_arch)
2696 {
2697 object *closer = arch_to_object (new_container->other_arch);
2698 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2699 new_container->insert (closer);
2700 }
2701#endif
2702
2703 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2704
2705 new_container->flag [FLAG_APPLIED] = 1;
2706 container = new_container;
2707
2708 esrv_update_item (UPD_FLAGS, this, new_container);
2709 esrv_send_inventory (this, new_container);
2710 play_sound (sound_find ("chest_open"));
2711 }
2712}
2713
2714object *
2715object::force_find (const shstr name)
2716{
2717 /* cycle through his inventory to look for the MARK we want to
2718 * place
2719 */
2720 for (object *tmp = inv; tmp; tmp = tmp->below)
2721 if (tmp->type == FORCE && tmp->slaying == name)
2722 return splay (tmp);
2723
2724 return 0;
2725}
2726
2727void
2728object::force_add (const shstr name, int duration)
2729{
2730 if (object *force = force_find (name))
2731 force->destroy ();
2732
2733 object *force = get_archetype (FORCE_NAME);
2734
2735 force->slaying = name;
2736 force->stats.food = 1;
2737 force->speed_left = -1.f;
2738
2739 force->set_speed (duration ? 1.f / duration : 0.f);
2740 force->flag [FLAG_IS_USED_UP] = true;
2741 force->flag [FLAG_APPLIED] = true;
2742
2743 insert (force);
2744}
2745
2746void
2747object::play_sound (faceidx sound) const
2748{
2749 if (!sound)
2750 return;
2751
2752 if (flag [FLAG_REMOVED])
2753 return;
2754
2755 if (env)
2756 {
2757 if (object *pl = in_player ())
2758 pl->contr->play_sound (sound);
2759 }
2760 else
2761 map->play_sound (sound, x, y);
2762}
2763

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