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Comparing deliantra/server/common/object.C (file contents):
Revision 1.84 by root, Mon Dec 25 14:54:44 2006 UTC vs.
Revision 1.238 by root, Wed May 7 11:02:50 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <sproto.h>
33#include <loader.h> 30#include <loader.h>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
40 37
41object *active_objects; /* List of active objects that need to be processed */ 38objectvec objects;
39activevec actives;
42 40
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, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
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 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 46};
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, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
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 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48}; 52};
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, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
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 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 58};
52int freedir[SIZEOFFREE] = { 59int 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, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
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 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 64};
56 65
57static void 66static void
58write_uuid (void) 67write_uuid (uval64 skip, bool sync)
59{ 68{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
61 70 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 73 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} 74}
77 75
78static void 76static void
79read_uuid (void) 77read_uuid (void)
80{ 78{
81 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
82 80
83 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84 84
85 FILE *fp; 85 FILE *fp;
86 86
87 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
88 { 88 {
89 if (errno == ENOENT) 89 if (errno == ENOENT)
90 { 90 {
91 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 92 UUID::cur.seq = 0;
93 write_uuid (); 93 write_uuid (UUID_GAP, true);
94 return; 94 return;
95 } 95 }
96 96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 98 _exit (1);
99 } 99 }
100 100
101 int version; 101 UUID::BUF buf;
102 unsigned long long uid; 102 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
104 { 106 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 112
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118UUID::gen ()
117{ 119{
118 UUID uid; 120 UUID uid;
119 121
120 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
121 123
122 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
124 130
125 return uid; 131 return uid;
126} 132}
127 133
128void 134void
129init_uuid () 135UUID::init ()
130{ 136{
131 read_uuid (); 137 read_uuid ();
132} 138}
133 139
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 141static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
137{ 143{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
143 */ 147 */
144 148
145 /* For each field in wants, */ 149 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 151 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 152 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 153
169 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 155 return true;
171} 156}
172 157
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 159static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 161{
177 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
179 */ 164 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
181} 167}
182 168
183/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 170 * they can be merged together.
185 * 171 *
190 * Check nrof variable *before* calling can_merge() 176 * Check nrof variable *before* calling can_merge()
191 * 177 *
192 * Improvements made with merge: Better checking on potion, and also 178 * Improvements made with merge: Better checking on potion, and also
193 * check weight 179 * check weight
194 */ 180 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 181bool object::can_merge_slow (object *ob1, object *ob2)
197{ 182{
198 /* A couple quicksanity checks */ 183 /* A couple quicksanity checks */
199 if (ob1 == ob2 184 if (ob1 == ob2
200 || ob1->type != ob2->type 185 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 187 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
204 return 0; 189 return 0;
205 190
206 //TODO: this ain't working well, use nicer and correct overflow check 191 /* 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 192 * for unsigned overflow (2c), second part checks whether the result
208 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * would fit into a 32 bit signed int, which is often used to hold
209 * used to store nrof). 194 * nrof values.
210 */ 195 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31) 196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 197 return 0;
213 198
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 199 /* 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 200 * 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 201 * 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 202 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 203 * flags lose any meaning.
219 */ 204 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 207
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 210
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 211 if (ob1->arch->name != ob2->arch->name
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 212 || ob1->name != ob2->name
229 || ob1->title != ob2->title 213 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 214 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 215 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 216 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 217 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 218 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 219 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 220 || ob1->value != ob2->value
245 || ob1->move_block != ob2->move_block 227 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 228 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 229 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 230 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 231 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 232 || ob1->move_slow_penalty != ob2->move_slow_penalty
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 235 return 0;
252 236
237 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED)
241 .any ())
242 return 0;
243
253 /* This is really a spellbook check - really, we should 244 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 245 * not merge objects with real inventories, as splitting them
246 * is hard.
255 */ 247 */
256 if (ob1->inv || ob2->inv) 248 if (ob1->inv || ob2->inv)
257 { 249 {
258 /* if one object has inventory but the other doesn't, not equiv */ 250 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 251 return 0; /* inventories differ in length */
260 return 0;
261 252
262 /* Now check to see if the two inventory objects could merge */ 253 if (ob1->inv->below || ob2->inv->below)
254 return 0; /* more than one object in inv */
255
263 if (!object::can_merge (ob1->inv, ob2->inv)) 256 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 257 return 0; /* inventory objects differ */
265 258
266 /* inventory ok - still need to check rest of this object to see 259 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 260 * if it is valid.
268 */ 261 */
269 } 262 }
277 270
278 /* Note sure why the following is the case - either the object has to 271 /* 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 272 * be animated or have a very low speed. Is this an attempted monster
280 * check? 273 * check?
281 */ 274 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 275 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 276 return 0;
284 277
285 switch (ob1->type) 278 switch (ob1->type)
286 { 279 {
287 case SCROLL: 280 case SCROLL:
288 if (ob1->level != ob2->level) 281 if (ob1->level != ob2->level)
289 return 0; 282 return 0;
290 break; 283 break;
291 } 284 }
292 285
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 286 if (ob1->key_values || ob2->key_values)
294 { 287 {
295 /* At least one of these has key_values. */ 288 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 289 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 290 return 0; /* One has fields, but the other one doesn't. */
291
292 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 293 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 294 }
302 295
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 296 if (ob1->self || ob2->self)
305 { 297 {
306 ob1->optimise (); 298 ob1->optimise ();
307 ob2->optimise (); 299 ob2->optimise ();
308 300
309 if (ob1->self || ob2->self) 301 if (ob1->self || ob2->self)
302 {
303 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
304 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
305
306 if (k1 != k2)
310 return 0; 307 return 0;
308
309 if (k1 == 0)
310 return 1;
311
312 if (!cfperl_can_merge (ob1, ob2))
313 return 0;
314 }
311 } 315 }
312 316
313 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
314 return 1; 318 return 1;
315} 319}
316 320
321// find player who can see this object
322object *
323object::visible_to () const
324{
325 if (client_visible () && !flag [FLAG_REMOVED])
326 {
327 // see if we are in a container of sorts
328 if (env)
329 {
330 // the player inventory itself is always visible
331 if (env->type == PLAYER)
332 return env;
333
334 // else a player could have our env open
335 object *envest = env->outer_env ();
336
337 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player.
339 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ())
341 if (pl->container == env)
342 return pl;
343 }
344 else
345 {
346 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container)
350 return pl;
351 }
352 }
353
354 return 0;
355}
356
357// adjust weight per container type ("of holding")
358static sint32
359weight_adjust_for (object *op, sint32 weight)
360{
361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight;
364}
365
317/* 366/*
367 * adjust_weight(object, weight) adds the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying.
369 */
370static void
371adjust_weight (object *op, sint32 weight)
372{
373 while (op)
374 {
375 // adjust by actual difference to account for rounding errors
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
379
380 if (!weight)
381 return;
382
383 op->carrying += weight;
384
385 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily
387 esrv_update_item (UPD_WEIGHT, pl, op);
388
389 op = op->env;
390 }
391}
392
393/*
318 * sum_weight() is a recursive function which calculates the weight 394 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 395 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 396 * containers are carrying, and sums it up.
321 */ 397 */
322long 398void
323sum_weight (object *op) 399object::update_weight ()
324{ 400{
325 long sum; 401 sint32 sum = 0;
326 object *inv;
327 402
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 403 for (object *op = inv; op; op = op->below)
329 { 404 {
330 if (inv->inv) 405 if (op->inv)
331 sum_weight (inv); 406 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 407
408 sum += op->total_weight ();
409 }
410
411 sum = weight_adjust_for (this, sum);
412
413 if (sum != carrying)
333 } 414 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum)
339 op->carrying = sum; 415 carrying = sum;
340 416
341 return sum; 417 if (object *pl = visible_to ())
418 if (pl != this) // player is handled lazily
419 esrv_update_item (UPD_WEIGHT, pl, this);
420 }
342} 421}
343 422
344/** 423/*
345 * Return the outermost environment object for a given object. 424 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 425 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 426char *
363dump_object (object *op) 427dump_object (object *op)
364{ 428{
365 if (!op) 429 if (!op)
366 return strdup ("[NULLOBJ]"); 430 return strdup ("[NULLOBJ]");
367 431
368 object_freezer freezer; 432 object_freezer freezer;
369 save_object (freezer, op, 3); 433 op->write (freezer);
370 return freezer.as_string (); 434 return freezer.as_string ();
371} 435}
372 436
373/* 437/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 438 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 439 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 440 * If it's not a multi-object, it is returned.
377 */ 441 */
378
379object * 442object *
380get_nearest_part (object *op, const object *pl) 443get_nearest_part (object *op, const object *pl)
381{ 444{
382 object *tmp, *closest; 445 object *tmp, *closest;
383 int last_dist, i; 446 int last_dist, i;
384 447
385 if (op->more == NULL) 448 if (!op->more)
386 return op; 449 return op;
450
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 451 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
452 tmp;
453 tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist) 454 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i; 455 closest = tmp, last_dist = i;
456
390 return closest; 457 return closest;
391} 458}
392 459
393/* 460/*
394 * Returns the object which has the count-variable equal to the argument. 461 * Returns the object which has the count-variable equal to the argument.
462 * VERRRY slow.
395 */ 463 */
396
397object * 464object *
398find_object (tag_t i) 465find_object (tag_t i)
399{ 466{
400 for (object *op = object::first; op; op = op->next) 467 for_all_objects (op)
401 if (op->count == i) 468 if (op->count == i)
402 return op; 469 return op;
403 470
404 return 0; 471 return 0;
405} 472}
406 473
407/* 474/*
408 * Returns the first object which has a name equal to the argument. 475 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 476 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 477 * Enables features like "patch <name-of-other-player> food 999"
411 */ 478 */
412
413object * 479object *
414find_object_name (const char *str) 480find_object_name (const char *str)
415{ 481{
416 shstr_cmp str_ (str); 482 shstr_cmp str_ (str);
417 object *op; 483 object *op;
418 484
419 for (op = object::first; op != NULL; op = op->next) 485 for_all_objects (op)
420 if (op->name == str_) 486 if (op->name == str_)
421 break; 487 break;
422 488
423 return op; 489 return op;
424} 490}
425 491
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 492/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 493 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 494 * skill and experience objects.
495 * ACTUALLY NO! investigate! TODO
435 */ 496 */
436void 497void
437object::set_owner (object *owner) 498object::set_owner (object *owner)
438{ 499{
500 // allow objects which own objects
439 if (!owner) 501 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) 502 while (owner->owner)
450 owner = owner->owner; 503 owner = owner->owner;
504
505 if (flag [FLAG_FREED])
506 {
507 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
508 return;
509 }
451 510
452 this->owner = owner; 511 this->owner = owner;
512}
513
514int
515object::slottype () const
516{
517 if (type == SKILL)
518 {
519 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
520 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
521 }
522 else
523 {
524 if (slot [body_combat].info) return slot_combat;
525 if (slot [body_range ].info) return slot_ranged;
526 }
527
528 return slot_none;
529}
530
531bool
532object::change_weapon (object *ob)
533{
534 if (current_weapon == ob)
535 return true;
536
537 if (chosen_skill)
538 chosen_skill->flag [FLAG_APPLIED] = false;
539
540 current_weapon = ob;
541 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
542
543 if (chosen_skill)
544 chosen_skill->flag [FLAG_APPLIED] = true;
545
546 update_stats ();
547
548 if (ob)
549 {
550 // now check wether any body locations became invalid, in which case
551 // we cannot apply the weapon at the moment.
552 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
553 if (slot[i].used < 0)
554 {
555 current_weapon = chosen_skill = 0;
556 update_stats ();
557
558 new_draw_info_format (NDI_UNIQUE, 0, this,
559 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. "
561 "[You need to unapply some items first.]", &ob->name);
562 return false;
563 }
564
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 }
567 else
568 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
569
570 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
571 {
572 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
573 &name, ob->debug_desc ());
574 return false;
575 }
576
577 return true;
453} 578}
454 579
455/* Zero the key_values on op, decrementing the shared-string 580/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 581 * refcounts and freeing the links.
457 */ 582 */
458static void 583static void
459free_key_values (object *op) 584free_key_values (object *op)
460{ 585{
461 for (key_value *i = op->key_values; i != 0;) 586 for (key_value *i = op->key_values; i; )
462 { 587 {
463 key_value *next = i->next; 588 key_value *next = i->next;
464 delete i; 589 delete i;
465 590
466 i = next; 591 i = next;
478 * will point at garbage. 603 * will point at garbage.
479 */ 604 */
480void 605void
481object::copy_to (object *dst) 606object::copy_to (object *dst)
482{ 607{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 608 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 609 *(object_copy *)dst = *this;
487 610 dst->flag [FLAG_REMOVED] = true;
488 if (is_freed)
489 SET_FLAG (dst, FLAG_FREED);
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 611
497 /* Copy over key_values, if any. */ 612 /* Copy over key_values, if any. */
498 if (key_values) 613 if (key_values)
499 { 614 {
500 key_value *tail = 0; 615 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 616 dst->key_values = 0;
504 617
505 for (i = key_values; i; i = i->next) 618 for (key_value *i = key_values; i; i = i->next)
506 { 619 {
507 key_value *new_link = new key_value; 620 key_value *new_link = new key_value;
508 621
509 new_link->next = 0; 622 new_link->next = 0;
510 new_link->key = i->key; 623 new_link->key = i->key;
511 new_link->value = i->value; 624 new_link->value = i->value;
512 625
513 /* Try and be clever here, too. */ 626 /* Try and be clever here, too. */
514 if (!dst->key_values) 627 if (!dst->key_values)
515 { 628 {
522 tail = new_link; 635 tail = new_link;
523 } 636 }
524 } 637 }
525 } 638 }
526 639
527 update_ob_speed (dst); 640 if (speed < 0)
641 dst->speed_left -= rndm ();
642
643 dst->set_speed (dst->speed);
644}
645
646void
647object::instantiate ()
648{
649 if (!uuid.seq) // HACK
650 uuid = UUID::gen ();
651
652 speed_left = -0.1f;
653 /* copy the body_info to the body_used - this is only really
654 * need for monsters, but doesn't hurt to do it for everything.
655 * by doing so, when a monster is created, it has good starting
656 * values for the body_used info, so when items are created
657 * for it, they can be properly equipped.
658 */
659 for (int i = NUM_BODY_LOCATIONS; i--; )
660 slot[i].used = slot[i].info;
661
662 attachable::instantiate ();
528} 663}
529 664
530object * 665object *
531object::clone () 666object::clone ()
532{ 667{
533 object *neu = create (); 668 object *neu = create ();
534 copy_to (neu); 669 copy_to (neu);
670 neu->map = map; // not copied by copy_to
535 return neu; 671 return neu;
536} 672}
537 673
538/* 674/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 675 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 676 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 677 * be called to update the face variable, _and_ how it looks on the map.
542 */ 678 */
543
544void 679void
545update_turn_face (object *op) 680update_turn_face (object *op)
546{ 681{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 682 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 683 return;
684
549 SET_ANIMATION (op, op->direction); 685 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 686 update_object (op, UP_OBJ_FACE);
551} 687}
552 688
553/* 689/*
554 * Updates the speed of an object. If the speed changes from 0 to another 690 * Updates the speed of an object. If the speed changes from 0 to another
555 * value, or vice versa, then add/remove the object from the active list. 691 * value, or vice versa, then add/remove the object from the active list.
556 * This function needs to be called whenever the speed of an object changes. 692 * This function needs to be called whenever the speed of an object changes.
557 */ 693 */
558void 694void
559update_ob_speed (object *op) 695object::set_speed (float speed)
560{ 696{
561 extern int arch_init; 697 if (flag [FLAG_FREED] && speed)
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566
567 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
568 { 698 {
569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 699 LOG (llevError, "Object %s is freed but has speed.\n", &name);
570#ifdef MANY_CORES
571 abort ();
572#else
573 op->speed = 0; 700 speed = 0;
574#endif
575 }
576
577 if (arch_init)
578 return;
579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 { 701 }
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
584 return;
585 702
586 /* process_events() expects us to insert the object at the beginning 703 this->speed = speed;
587 * of the list. */
588 op->active_next = active_objects;
589 704
590 if (op->active_next != NULL) 705 if (has_active_speed ())
591 op->active_next->active_prev = op; 706 activate ();
592
593 active_objects = op;
594 }
595 else 707 else
596 { 708 deactivate ();
597 /* If not on the active list, nothing needs to be done */
598 if (!op->active_next && !op->active_prev && op != active_objects)
599 return;
600
601 if (op->active_prev == NULL)
602 {
603 active_objects = op->active_next;
604
605 if (op->active_next != NULL)
606 op->active_next->active_prev = NULL;
607 }
608 else
609 {
610 op->active_prev->active_next = op->active_next;
611
612 if (op->active_next)
613 op->active_next->active_prev = op->active_prev;
614 }
615
616 op->active_next = NULL;
617 op->active_prev = NULL;
618 }
619}
620
621/* This function removes object 'op' from the list of active
622 * objects.
623 * This should only be used for style maps or other such
624 * reference maps where you don't want an object that isn't
625 * in play chewing up cpu time getting processed.
626 * The reverse of this is to call update_ob_speed, which
627 * will do the right thing based on the speed of the object.
628 */
629void
630remove_from_active_list (object *op)
631{
632 /* If not on the active list, nothing needs to be done */
633 if (!op->active_next && !op->active_prev && op != active_objects)
634 return;
635
636 if (op->active_prev == NULL)
637 {
638 active_objects = op->active_next;
639 if (op->active_next != NULL)
640 op->active_next->active_prev = NULL;
641 }
642 else
643 {
644 op->active_prev->active_next = op->active_next;
645 if (op->active_next)
646 op->active_next->active_prev = op->active_prev;
647 }
648 op->active_next = NULL;
649 op->active_prev = NULL;
650} 709}
651 710
652/* 711/*
653 * update_object() updates the the map. 712 * update_object() updates the the map.
654 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
667 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
668 */ 727 */
669void 728void
670update_object (object *op, int action) 729update_object (object *op, int action)
671{ 730{
672 MoveType move_on, move_off, move_block, move_slow; 731 if (!op)
673
674 if (op == NULL)
675 { 732 {
676 /* this should never happen */ 733 /* this should never happen */
677 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
678 return; 735 return;
679 } 736 }
680 737
681 if (op->env) 738 if (!op->is_on_map ())
682 { 739 {
683 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
684 * to do in this case. 741 * to do in this case.
685 */ 742 */
686 return; 743 return;
687 } 744 }
688
689 /* If the map is saving, don't do anything as everything is
690 * going to get freed anyways.
691 */
692 if (!op->map || op->map->in_memory == MAP_SAVING)
693 return;
694 745
695 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
696 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
697 { 748 {
698 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
702 return; 753 return;
703 } 754 }
704 755
705 mapspace &m = op->ms (); 756 mapspace &m = op->ms ();
706 757
707 if (m.flags_ & P_NEED_UPDATE) 758 if (!(m.flags_ & P_UPTODATE))
708 /* nop */; 759 /* nop */;
709 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
710 { 761 {
711 // this is likely overkill, TODO: revisit (schmorp) 762 // this is likely overkill, TODO: revisit (schmorp)
712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
721 /* This isn't perfect, but I don't expect a lot of objects to 772 /* This isn't perfect, but I don't expect a lot of objects to
722 * to have move_allow right now. 773 * to have move_allow right now.
723 */ 774 */
724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
726 m.flags_ = P_NEED_UPDATE; 777 m.flags_ = 0;
727 } 778 }
728 /* if the object is being removed, we can't make intelligent 779 /* if the object is being removed, we can't make intelligent
729 * decisions, because remove_ob can't really pass the object 780 * decisions, because remove_ob can't really pass the object
730 * that is being removed. 781 * that is being removed.
731 */ 782 */
732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
733 m.flags_ = P_NEED_UPDATE; 784 m.flags_ = 0;
734 else if (action == UP_OBJ_FACE) 785 else if (action == UP_OBJ_FACE)
735 /* Nothing to do for that case */ ; 786 /* Nothing to do for that case */ ;
736 else 787 else
737 LOG (llevError, "update_object called with invalid action: %d\n", action); 788 LOG (llevError, "update_object called with invalid action: %d\n", action);
738 789
739 if (op->more) 790 if (op->more)
740 update_object (op->more, action); 791 update_object (op->more, action);
741} 792}
742 793
743object::vector object::objects; // not yet used
744object *object::first;
745
746object::object () 794object::object ()
747{ 795{
748 SET_FLAG (this, FLAG_REMOVED); 796 SET_FLAG (this, FLAG_REMOVED);
749 797
750 expmul = 1.0; 798 expmul = 1.0;
751 face = blank_face; 799 face = blank_face;
752} 800}
753 801
754object::~object () 802object::~object ()
755{ 803{
804 unlink ();
805
756 free_key_values (this); 806 free_key_values (this);
757} 807}
758 808
809static int object_count;
810
759void object::link () 811void object::link ()
760{ 812{
813 assert (!index);//D
814 uuid = UUID::gen ();
761 count = ++ob_count; 815 count = ++object_count;
762 uuid = gen_uuid ();
763 816
764 prev = 0; 817 refcnt_inc ();
765 next = object::first; 818 objects.insert (this);
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771} 819}
772 820
773void object::unlink () 821void object::unlink ()
774{ 822{
775 if (this == object::first) 823 if (!index)
776 object::first = next;
777
778 /* Remove this object from the list of used objects */
779 if (prev) prev->next = next;
780 if (next) next->prev = prev;
781
782 prev = 0;
783 next = 0;
784}
785
786object *object::create ()
787{
788 object *op = new object;
789 op->link ();
790 return op;
791}
792
793/*
794 * free_object() frees everything allocated by an object, removes
795 * it from the list of used objects, and puts it on the list of
796 * free objects. The IS_FREED() flag is set in the object.
797 * The object must have been removed by remove_ob() first for
798 * this function to succeed.
799 *
800 * If destroy_inventory is set, free inventory as well. Else drop items in
801 * inventory to the ground.
802 */
803void
804object::do_destroy ()
805{
806 attachable::do_destroy ();
807
808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
818 return; 824 return;
819 825
820 flag [FLAG_FREED] = 1; 826 objects.erase (this);
827 refcnt_dec ();
828}
821 829
822 // hack to ensure that freed objects still have a valid map 830void
823 { 831object::activate ()
824 static maptile *freed_map; // freed objects are moved here to avoid crashes 832{
833 /* If already on active list, don't do anything */
834 if (active)
835 return;
825 836
826 if (!freed_map) 837 if (has_active_speed ())
838 actives.insert (this);
839}
840
841void
842object::activate_recursive ()
843{
844 activate ();
845
846 for (object *op = inv; op; op = op->below)
847 op->activate_recursive ();
848}
849
850/* This function removes object 'op' from the list of active
851 * objects.
852 * This should only be used for style maps or other such
853 * reference maps where you don't want an object that isn't
854 * in play chewing up cpu time getting processed.
855 * The reverse of this is to call update_ob_speed, which
856 * will do the right thing based on the speed of the object.
857 */
858void
859object::deactivate ()
860{
861 /* If not on the active list, nothing needs to be done */
862 if (!active)
863 return;
864
865 actives.erase (this);
866}
867
868void
869object::deactivate_recursive ()
870{
871 for (object *op = inv; op; op = op->below)
872 op->deactivate_recursive ();
873
874 deactivate ();
875}
876
877void
878object::set_flag_inv (int flag, int value)
879{
880 for (object *op = inv; op; op = op->below)
827 { 881 {
828 freed_map = new maptile; 882 op->flag [flag] = value;
829 883 op->set_flag_inv (flag, value);
830 freed_map->name = "/internal/freed_objects_map";
831 freed_map->width = 3;
832 freed_map->height = 3;
833
834 freed_map->allocate ();
835 } 884 }
836
837 map = freed_map;
838 x = 1;
839 y = 1;
840 }
841
842 more = 0;
843 head = 0;
844 inv = 0;
845
846 // clear those pointers that likely might have circular references to us
847 owner = 0;
848 enemy = 0;
849 attacked_by = 0;
850
851 // only relevant for players(?), but make sure of it anyways
852 contr = 0;
853
854 /* Remove object from the active list */
855 speed = 0;
856 update_ob_speed (this);
857
858 unlink ();
859} 885}
860 886
861/* 887/*
862 * Remove and free all objects in the inventory of the given object. 888 * Remove and free all objects in the inventory of the given object.
863 * object.c ? 889 * object.c ?
864 */ 890 */
865void 891void
866object::destroy_inv (bool drop_to_ground) 892object::destroy_inv (bool drop_to_ground)
867{ 893{
894 // need to check first, because the checks below might segfault
895 // as we might be on an invalid mapspace and crossfire code
896 // is too buggy to ensure that the inventory is empty.
897 // corollary: if you create arrows etc. with stuff in its inventory,
898 // cf will crash below with off-map x and y
868 if (!inv) 899 if (!inv)
869 return; 900 return;
870 901
871 /* Only if the space blocks everything do we not process - 902 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects 903 * if some form of movement is allowed, let objects
873 * drop on that space. 904 * drop on that space.
874 */ 905 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 906 if (!drop_to_ground
907 || !map
908 || map->in_memory != MAP_ACTIVE
909 || map->no_drop
910 || ms ().move_block == MOVE_ALL)
876 { 911 {
877 while (inv) 912 while (inv)
878 { 913 {
879 inv->destroy_inv (drop_to_ground); 914 inv->destroy_inv (false);
880 inv->destroy (); 915 inv->destroy ();
881 } 916 }
882 } 917 }
883 else 918 else
884 { /* Put objects in inventory onto this space */ 919 { /* Put objects in inventory onto this space */
888 923
889 if (op->flag [FLAG_STARTEQUIP] 924 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP] 925 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE 926 || op->type == RUNE
892 || op->type == TRAP 927 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE]) 928 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH])
894 op->destroy (); 930 op->destroy (true);
895 else 931 else
896 { 932 map->insert (op, x, y);
897 op->remove ();
898 op->x = x;
899 op->y = y;
900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
901 }
902 } 933 }
903 } 934 }
935}
936
937object *object::create ()
938{
939 object *op = new object;
940 op->link ();
941 return op;
942}
943
944static struct freed_map : maptile
945{
946 freed_map ()
947 {
948 path = "<freed objects map>";
949 name = "/internal/freed_objects_map";
950 width = 3;
951 height = 3;
952 no_drop = 1;
953 no_reset = 1;
954
955 alloc ();
956 in_memory = MAP_ACTIVE;
957 }
958
959 ~freed_map ()
960 {
961 destroy ();
962 }
963} freed_map; // freed objects are moved here to avoid crashes
964
965void
966object::do_destroy ()
967{
968 if (flag [FLAG_IS_LINKED])
969 remove_button_link (this);
970
971 if (flag [FLAG_FRIENDLY])
972 remove_friendly_object (this);
973
974 remove ();
975
976 attachable::do_destroy ();
977
978 deactivate ();
979 unlink ();
980
981 flag [FLAG_FREED] = 1;
982
983 // hack to ensure that freed objects still have a valid map
984 map = &freed_map;
985 x = 1;
986 y = 1;
987
988 if (more)
989 {
990 more->destroy ();
991 more = 0;
992 }
993
994 head = 0;
995
996 // clear those pointers that likely might cause circular references
997 owner = 0;
998 enemy = 0;
999 attacked_by = 0;
1000 current_weapon = 0;
904} 1001}
905 1002
906void 1003void
907object::destroy (bool destroy_inventory) 1004object::destroy (bool destroy_inventory)
908{ 1005{
909 if (destroyed ()) 1006 if (destroyed ())
910 return; 1007 return;
911 1008
912 if (more) 1009 if (!is_head () && !head->destroyed ())
913 { 1010 {
914 //TODO: non-head objects must not have inventory 1011 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
915 more->destroy (destroy_inventory); 1012 head->destroy (destroy_inventory);
916 more = 0; 1013 return;
917 } 1014 }
918 1015
919 if (destroy_inventory) 1016 destroy_inv (!destroy_inventory);
920 destroy_inv (true); 1017
1018 if (is_head ())
1019 if (sound_destroy)
1020 play_sound (sound_destroy);
1021 else if (flag [FLAG_MONSTER])
1022 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
921 1023
922 attachable::destroy (); 1024 attachable::destroy ();
923}
924
925/*
926 * sub_weight() recursively (outwards) subtracts a number from the
927 * weight of an object (and what is carried by it's environment(s)).
928 */
929void
930sub_weight (object *op, signed long weight)
931{
932 while (op != NULL)
933 {
934 if (op->type == CONTAINER)
935 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
936
937 op->carrying -= weight;
938 op = op->env;
939 }
940} 1025}
941 1026
942/* op->remove (): 1027/* op->remove ():
943 * This function removes the object op from the linked list of objects 1028 * This function removes the object op from the linked list of objects
944 * which it is currently tied to. When this function is done, the 1029 * which it is currently tied to. When this function is done, the
945 * object will have no environment. If the object previously had an 1030 * object will have no environment. If the object previously had an
946 * environment, the x and y coordinates will be updated to 1031 * environment, the x and y coordinates will be updated to
947 * the previous environment. 1032 * the previous environment.
948 * Beware: This function is called from the editor as well!
949 */ 1033 */
950void 1034void
951object::remove () 1035object::do_remove ()
952{ 1036{
953 object *tmp, *last = 0; 1037 object *tmp, *last = 0;
954 object *otmp; 1038 object *otmp;
955 1039
956 if (QUERY_FLAG (this, FLAG_REMOVED)) 1040 if (flag [FLAG_REMOVED])
957 return; 1041 return;
958 1042
959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this); 1043 INVOKE_OBJECT (REMOVE, this);
1044
1045 flag [FLAG_REMOVED] = true;
961 1046
962 if (more) 1047 if (more)
963 more->remove (); 1048 more->remove ();
964 1049
965 /* 1050 /*
966 * In this case, the object to be removed is in someones 1051 * In this case, the object to be removed is in someones
967 * inventory. 1052 * inventory.
968 */ 1053 */
969 if (env) 1054 if (env)
970 { 1055 {
971 if (nrof) 1056 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
972 sub_weight (env, weight * nrof); 1057 if (object *pl = visible_to ())
973 else 1058 esrv_del_item (pl->contr, count);
974 sub_weight (env, weight + carrying); 1059 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1060
1061 adjust_weight (env, -total_weight ());
1062
1063 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do.
1066 */
1067 map = env->map;
1068 x = env->x;
1069 y = env->y;
1070
1071 // make sure cmov optimisation is applicable
1072 *(above ? &above->below : &env->inv) = below;
1073 *(below ? &below->above : &above ) = above; // &above is just a dummy
1074
1075 above = 0;
1076 below = 0;
1077 env = 0;
975 1078
976 /* NO_FIX_PLAYER is set when a great many changes are being 1079 /* NO_FIX_PLAYER is set when a great many changes are being
977 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
978 * to save cpu time. 1081 * to save cpu time.
979 */ 1082 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1083 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
981 otmp->update_stats (); 1084 otmp->update_stats ();
982
983 if (above != NULL)
984 above->below = below;
985 else
986 env->inv = below;
987
988 if (below != NULL)
989 below->above = above;
990
991 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do.
994 */
995 x = env->x, y = env->y;
996 map = env->map;
997 above = 0, below = 0;
998 env = 0;
999 } 1085 }
1000 else if (map) 1086 else if (map)
1001 { 1087 {
1002 /* Re did the following section of code - it looks like it had 1088 map->dirty = true;
1003 * lots of logic for things we no longer care about 1089 mapspace &ms = this->ms ();
1090
1091 if (object *pl = ms.player ())
1004 */ 1092 {
1093 if (type == PLAYER) // this == pl(!)
1094 {
1095 // leaving a spot always closes any open container on the ground
1096 if (container && !container->env)
1097 // this causes spurious floorbox updates, but it ensures
1098 // that the CLOSE event is being sent.
1099 close_container ();
1100
1101 --map->players;
1102 map->touch ();
1103 }
1104 else if (pl->container == this)
1105 {
1106 // removing a container should close it
1107 close_container ();
1108 }
1109
1110 esrv_del_item (pl->contr, count);
1111 }
1005 1112
1006 /* link the object above us */ 1113 /* link the object above us */
1007 if (above) 1114 // re-link, make sure compiler can easily use cmove
1008 above->below = below; 1115 *(above ? &above->below : &ms.top) = below;
1009 else 1116 *(below ? &below->above : &ms.bot) = above;
1010 map->at (x, y).top = below; /* we were top, set new top */
1011
1012 /* Relink the object below us, if there is one */
1013 if (below)
1014 below->above = above;
1015 else
1016 {
1017 /* Nothing below, which means we need to relink map object for this space
1018 * use translated coordinates in case some oddness with map tiling is
1019 * evident
1020 */
1021 if (GET_MAP_OB (map, x, y) != this)
1022 {
1023 char *dump = dump_object (this);
1024 LOG (llevError,
1025 "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);
1026 free (dump);
1027 dump = dump_object (GET_MAP_OB (map, x, y));
1028 LOG (llevError, "%s\n", dump);
1029 free (dump);
1030 }
1031
1032 map->at (x, y).bot = above; /* goes on above it. */
1033 }
1034 1117
1035 above = 0; 1118 above = 0;
1036 below = 0; 1119 below = 0;
1037 1120
1038 if (map->in_memory == MAP_SAVING) 1121 if (map->in_memory == MAP_SAVING)
1039 return; 1122 return;
1040 1123
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 1124 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 1125
1126 if (object *pl = ms.player ())
1127 {
1128 if (pl->container == this)
1129 /* If a container that the player is currently using somehow gets
1130 * removed (most likely destroyed), update the player view
1131 * appropriately.
1132 */
1133 pl->close_container ();
1134
1135 //TODO: the floorbox prev/next might need updating
1136 //esrv_del_item (pl->contr, count);
1137 //TODO: update floorbox to preserve ordering
1138 if (pl->contr->ns)
1139 pl->contr->ns->floorbox_update ();
1140 }
1141
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1142 for (tmp = ms.bot; tmp; tmp = tmp->above)
1044 { 1143 {
1045 /* No point updating the players look faces if he is the object 1144 /* No point updating the players look faces if he is the object
1046 * being removed. 1145 * being removed.
1047 */ 1146 */
1048 1147
1049 if (tmp->type == PLAYER && tmp != this)
1050 {
1051 /* If a container that the player is currently using somehow gets
1052 * removed (most likely destroyed), update the player view
1053 * appropriately.
1054 */
1055 if (tmp->container == this)
1056 {
1057 flag [FLAG_APPLIED] = 0;
1058 tmp->container = 0;
1059 }
1060
1061 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update ();
1063 }
1064
1065 /* See if player moving off should effect something */ 1148 /* See if object moving off should effect something */
1066 if (check_walk_off 1149 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1150 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 { 1152 {
1070 move_apply (tmp, this, 0); 1153 move_apply (tmp, this, 0);
1071 1154
1072 if (destroyed ()) 1155 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 } 1157 }
1075 1158
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077
1078 if (tmp->above == tmp)
1079 tmp->above = 0;
1080
1081 last = tmp; 1159 last = tmp;
1082 } 1160 }
1083 1161
1084 /* last == NULL of there are no objects on this space */ 1162 /* last == NULL if there are no objects on this space */
1163 //TODO: this makes little sense, why only update the topmost object?
1085 if (!last) 1164 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE; 1165 map->at (x, y).flags_ = 0;
1087 else 1166 else
1088 update_object (last, UP_OBJ_REMOVE); 1167 update_object (last, UP_OBJ_REMOVE);
1089 1168
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1169 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y); 1170 update_all_los (map, x, y);
1104merge_ob (object *op, object *top) 1183merge_ob (object *op, object *top)
1105{ 1184{
1106 if (!op->nrof) 1185 if (!op->nrof)
1107 return 0; 1186 return 0;
1108 1187
1109 if (top) 1188 if (!top)
1110 for (top = op; top && top->above; top = top->above) 1189 for (top = op; top && top->above; top = top->above)
1111 ; 1190 ;
1112 1191
1113 for (; top; top = top->below) 1192 for (; top; top = top->below)
1114 {
1115 if (top == op)
1116 continue;
1117
1118 if (object::can_merge (op, top)) 1193 if (object::can_merge (op, top))
1119 { 1194 {
1120 top->nrof += op->nrof; 1195 top->nrof += op->nrof;
1121 1196
1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1197 if (object *pl = top->visible_to ())
1123 op->weight = 0; /* Don't want any adjustements now */ 1198 esrv_update_item (UPD_NROF, pl, top);
1199
1200 op->weight = 0; // cancel the addition above
1201 op->carrying = 0; // must be 0 already
1202
1124 op->destroy (); 1203 op->destroy (1);
1204
1125 return top; 1205 return top;
1126 } 1206 }
1127 }
1128 1207
1129 return 0; 1208 return 0;
1130} 1209}
1131 1210
1211void
1212object::expand_tail ()
1213{
1214 if (more)
1215 return;
1216
1217 object *prev = this;
1218
1219 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1220 {
1221 object *op = arch_to_object (at);
1222
1223 op->name = name;
1224 op->name_pl = name_pl;
1225 op->title = title;
1226
1227 op->head = this;
1228 prev->more = op;
1229
1230 prev = op;
1231 }
1232}
1233
1132/* 1234/*
1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1235 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1134 * job preparing multi-part monsters 1236 * job preparing multi-part monsters.
1135 */ 1237 */
1136object * 1238object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1239insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1240{
1139 object *tmp;
1140
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1241 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1242 {
1146 tmp->x = x + tmp->arch->clone.x; 1243 tmp->x = x + tmp->arch->x;
1147 tmp->y = y + tmp->arch->clone.y; 1244 tmp->y = y + tmp->arch->y;
1148 } 1245 }
1149 1246
1150 return insert_ob_in_map (op, m, originator, flag); 1247 return insert_ob_in_map (op, m, originator, flag);
1151} 1248}
1152 1249
1171 * just 'op' otherwise 1268 * just 'op' otherwise
1172 */ 1269 */
1173object * 1270object *
1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1271insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1175{ 1272{
1176 object *tmp, *top, *floor = NULL; 1273 op->remove ();
1177 sint16 x, y;
1178
1179 if (QUERY_FLAG (op, FLAG_FREED))
1180 {
1181 LOG (llevError, "Trying to insert freed object!\n");
1182 return NULL;
1183 }
1184
1185 if (m == NULL)
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189 free (dump);
1190 return op;
1191 }
1192
1193 if (out_of_map (m, op->x, op->y))
1194 {
1195 char *dump = dump_object (op);
1196 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1197#ifdef MANY_CORES
1198 /* Better to catch this here, as otherwise the next use of this object
1199 * is likely to cause a crash. Better to find out where it is getting
1200 * improperly inserted.
1201 */
1202 abort ();
1203#endif
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (!QUERY_FLAG (op, FLAG_REMOVED))
1209 {
1210 char *dump = dump_object (op);
1211 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1212 free (dump);
1213 return op;
1214 }
1215
1216 if (op->more)
1217 {
1218 /* The part may be on a different map. */
1219
1220 object *more = op->more;
1221
1222 /* We really need the caller to normalize coordinates - if
1223 * we set the map, that doesn't work if the location is within
1224 * a map and this is straddling an edge. So only if coordinate
1225 * is clear wrong do we normalize it.
1226 */
1227 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1228 more->map = get_map_from_coord (m, &more->x, &more->y);
1229 else if (!more->map)
1230 {
1231 /* For backwards compatibility - when not dealing with tiled maps,
1232 * more->map should always point to the parent.
1233 */
1234 more->map = m;
1235 }
1236
1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1238 {
1239 if (!op->head)
1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1241
1242 return 0;
1243 }
1244 }
1245
1246 CLEAR_FLAG (op, FLAG_REMOVED);
1247 1274
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1275 /* Ideally, the caller figures this out. However, it complicates a lot
1249 * of areas of callers (eg, anything that uses find_free_spot would now 1276 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work 1277 * need extra work
1251 */ 1278 */
1252 op->map = get_map_from_coord (m, &op->x, &op->y); 1279 if (!xy_normalise (m, op->x, op->y))
1253 x = op->x; 1280 {
1254 y = op->y; 1281 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1282 return 0;
1283 }
1284
1285 if (object *more = op->more)
1286 if (!insert_ob_in_map (more, m, originator, flag))
1287 return 0;
1288
1289 CLEAR_FLAG (op, FLAG_REMOVED);
1290
1291 op->map = m;
1292 mapspace &ms = op->ms ();
1255 1293
1256 /* this has to be done after we translate the coordinates. 1294 /* this has to be done after we translate the coordinates.
1257 */ 1295 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1296 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1298 if (object::can_merge (op, tmp))
1261 { 1299 {
1300 // TODO: we actually want to update tmp, not op,
1301 // but some caller surely breaks when we return tmp
1302 // from here :/
1262 op->nrof += tmp->nrof; 1303 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1304 tmp->destroy (1);
1264 } 1305 }
1265 1306
1266 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1307 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1267 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1308 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1268 1309
1269 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1310 if (!QUERY_FLAG (op, FLAG_ALIVE))
1270 CLEAR_FLAG (op, FLAG_NO_STEAL); 1311 CLEAR_FLAG (op, FLAG_NO_STEAL);
1271 1312
1272 if (flag & INS_BELOW_ORIGINATOR) 1313 if (flag & INS_BELOW_ORIGINATOR)
1273 { 1314 {
1274 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1315 if (originator->map != op->map || originator->x != op->x || originator->y != op->y || !originator->is_on_map ())
1275 { 1316 {
1276 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1317 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1277 abort (); 1318 abort ();
1278 } 1319 }
1279 1320
1280 op->above = originator; 1321 op->above = originator;
1281 op->below = originator->below; 1322 op->below = originator->below;
1282
1283 if (op->below)
1284 op->below->above = op;
1285 else
1286 op->ms ().bot = op;
1287
1288 /* since *below* originator, no need to update top */
1289 originator->below = op; 1323 originator->below = op;
1324
1325 *(op->below ? &op->below->above : &ms.bot) = op;
1290 } 1326 }
1291 else 1327 else
1292 { 1328 {
1329 object *floor = 0;
1330 object *top = ms.top;
1331
1293 /* If there are other objects, then */ 1332 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1333 if (top)
1295 { 1334 {
1296 object *last = NULL;
1297
1298 /* 1335 /*
1299 * If there are multiple objects on this space, we do some trickier handling. 1336 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate. 1337 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if 1338 * Generally, we want to put the new object on top. But if
1302 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1339 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1305 * once we get to them. This reduces the need to traverse over all of 1342 * once we get to them. This reduces the need to traverse over all of
1306 * them when adding another one - this saves quite a bit of cpu time 1343 * them when adding another one - this saves quite a bit of cpu time
1307 * when lots of spells are cast in one area. Currently, it is presumed 1344 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects. 1345 * that flying non pickable objects are spell objects.
1309 */ 1346 */
1310 1347 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1311 while (top != NULL)
1312 { 1348 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1349 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1314 floor = top; 1350 floor = tmp;
1315 1351
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1352 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1317 { 1353 {
1318 /* We insert above top, so we want this object below this */ 1354 /* We insert above top, so we want this object below this */
1319 top = top->below; 1355 top = tmp->below;
1320 break; 1356 break;
1321 } 1357 }
1322 1358
1323 last = top;
1324 top = top->above; 1359 top = tmp;
1325 } 1360 }
1326
1327 /* Don't want top to be NULL, so set it to the last valid object */
1328 top = last;
1329 1361
1330 /* We let update_position deal with figuring out what the space 1362 /* We let update_position deal with figuring out what the space
1331 * looks like instead of lots of conditions here. 1363 * looks like instead of lots of conditions here.
1332 * makes things faster, and effectively the same result. 1364 * makes things faster, and effectively the same result.
1333 */ 1365 */
1334 1366
1335 /* Have object 'fall below' other objects that block view. 1367 /* Have object 'fall below' other objects that block view.
1336 * Unless those objects are exits, type 66 1368 * Unless those objects are exits.
1337 * If INS_ON_TOP is used, don't do this processing 1369 * If INS_ON_TOP is used, don't do this processing
1338 * Need to find the object that in fact blocks view, otherwise 1370 * Need to find the object that in fact blocks view, otherwise
1339 * stacking is a bit odd. 1371 * stacking is a bit odd.
1340 */ 1372 */
1341 if (!(flag & INS_ON_TOP) && 1373 if (!(flag & INS_ON_TOP)
1342 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1374 && ms.flags () & P_BLOCKSVIEW
1375 && (op->face && !faces [op->face].visibility))
1343 { 1376 {
1377 object *last;
1378
1344 for (last = top; last != floor; last = last->below) 1379 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break; 1381 break;
1382
1347 /* Check to see if we found the object that blocks view, 1383 /* Check to see if we found the object that blocks view,
1348 * and make sure we have a below pointer for it so that 1384 * and make sure we have a below pointer for it so that
1349 * we can get inserted below this one, which requires we 1385 * we can get inserted below this one, which requires we
1350 * set top to the object below us. 1386 * set top to the object below us.
1351 */ 1387 */
1352 if (last && last->below && last != floor) 1388 if (last && last->below && last != floor)
1353 top = last->below; 1389 top = last->below;
1354 } 1390 }
1355 } /* If objects on this space */ 1391 } /* If objects on this space */
1356 1392
1357 if (flag & INS_MAP_LOAD)
1358 top = GET_MAP_TOP (op->map, op->x, op->y);
1359
1360 if (flag & INS_ABOVE_FLOOR_ONLY) 1393 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor; 1394 top = floor;
1362 1395
1363 /* Top is the object that our object (op) is going to get inserted above. 1396 /* Top is the object that our object (op) is going to get inserted above.
1364 */ 1397 */
1365 1398
1366 /* First object on this space */ 1399 /* no top found, insert on top */
1367 if (!top) 1400 if (!top)
1368 { 1401 {
1369 op->above = GET_MAP_OB (op->map, op->x, op->y);
1370
1371 if (op->above)
1372 op->above->below = op; 1402 op->above = 0;
1373
1374 op->below = NULL; 1403 op->below = ms.top;
1375 op->ms ().bot = op; 1404 ms.top = op;
1405
1406 *(op->below ? &op->below->above : &ms.bot) = op;
1376 } 1407 }
1377 else 1408 else
1378 { /* get inserted into the stack above top */ 1409 { /* get inserted into the stack above top */
1379 op->above = top->above; 1410 op->above = top->above;
1380
1381 if (op->above)
1382 op->above->below = op; 1411 top->above = op;
1383 1412
1384 op->below = top; 1413 op->below = top;
1385 top->above = op; 1414 *(op->above ? &op->above->below : &ms.top) = op;
1386 } 1415 }
1387
1388 if (op->above == NULL)
1389 op->ms ().top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */ 1416 } /* else not INS_BELOW_ORIGINATOR */
1391 1417
1392 if (op->type == PLAYER) 1418 if (op->type == PLAYER)
1419 {
1393 op->contr->do_los = 1; 1420 op->contr->do_los = 1;
1421 ++op->map->players;
1422 op->map->touch ();
1423 }
1394 1424
1395 /* If we have a floor, we know the player, if any, will be above 1425 op->map->dirty = true;
1396 * it, so save a few ticks and start from there. 1426
1397 */
1398 if (!(flag & INS_MAP_LOAD))
1399 if (object *pl = op->ms ().player ()) 1427 if (object *pl = ms.player ())
1428 //TODO: the floorbox prev/next might need updating
1429 //esrv_send_item (pl, op);
1430 //TODO: update floorbox to preserve ordering
1400 if (pl->contr->ns) 1431 if (pl->contr->ns)
1401 pl->contr->ns->floorbox_update (); 1432 pl->contr->ns->floorbox_update ();
1402 1433
1403 /* If this object glows, it may affect lighting conditions that are 1434 /* If this object glows, it may affect lighting conditions that are
1404 * visible to others on this map. But update_all_los is really 1435 * visible to others on this map. But update_all_los is really
1405 * an inefficient way to do this, as it means los for all players 1436 * an inefficient way to do this, as it means los for all players
1406 * on the map will get recalculated. The players could very well 1437 * on the map will get recalculated. The players could very well
1407 * be far away from this change and not affected in any way - 1438 * be far away from this change and not affected in any way -
1408 * this should get redone to only look for players within range, 1439 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1440 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1441 * of effect may be sufficient.
1411 */ 1442 */
1412 if (op->map->darkness && (op->glow_radius != 0)) 1443 if (op->map->darkness && (op->glow_radius != 0))
1413 update_all_los (op->map, op->x, op->y); 1444 update_all_los (op->map, op->x, op->y);
1414 1445
1425 * blocked() and wall() work properly), and these flags are updated by 1456 * blocked() and wall() work properly), and these flags are updated by
1426 * update_object(). 1457 * update_object().
1427 */ 1458 */
1428 1459
1429 /* if this is not the head or flag has been passed, don't check walk on status */ 1460 /* if this is not the head or flag has been passed, don't check walk on status */
1430 if (!(flag & INS_NO_WALK_ON) && !op->head) 1461 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1431 { 1462 {
1432 if (check_move_on (op, originator)) 1463 if (check_move_on (op, originator))
1433 return 0; 1464 return 0;
1434 1465
1435 /* If we are a multi part object, lets work our way through the check 1466 /* If we are a multi part object, lets work our way through the check
1436 * walk on's. 1467 * walk on's.
1437 */ 1468 */
1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1469 for (object *tmp = op->more; tmp; tmp = tmp->more)
1439 if (check_move_on (tmp, originator)) 1470 if (check_move_on (tmp, originator))
1440 return 0; 1471 return 0;
1441 } 1472 }
1442 1473
1443 return op; 1474 return op;
1448 * op is the object to insert it under: supplies x and the map. 1479 * op is the object to insert it under: supplies x and the map.
1449 */ 1480 */
1450void 1481void
1451replace_insert_ob_in_map (const char *arch_string, object *op) 1482replace_insert_ob_in_map (const char *arch_string, object *op)
1452{ 1483{
1453 object *tmp, *tmp1;
1454
1455 /* first search for itself and remove any old instances */ 1484 /* first search for itself and remove any old instances */
1456 1485
1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1486 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1487 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1459 tmp->destroy (); 1488 tmp->destroy (1);
1460 1489
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1490 object *tmp = arch_to_object (archetype::find (arch_string));
1462 1491
1463 tmp1->x = op->x; 1492 tmp->x = op->x;
1464 tmp1->y = op->y; 1493 tmp->y = op->y;
1494
1465 insert_ob_in_map (tmp1, op->map, op, 0); 1495 insert_ob_in_map (tmp, op->map, op, 0);
1466} 1496}
1467
1468/*
1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1470 * is returned contains nr objects, and the remaining parts contains
1471 * the rest (or is removed and freed if that number is 0).
1472 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array.
1474 */
1475 1497
1476object * 1498object *
1477get_split_ob (object *orig_ob, uint32 nr) 1499object::insert_at (object *where, object *originator, int flags)
1478{ 1500{
1479 object *newob; 1501 if (where->env)
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1502 return where->env->insert (this);
1481 1503 else
1482 if (orig_ob->nrof < nr) 1504 return where->map->insert (this, where->x, where->y, originator, flags);
1483 {
1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1485 return NULL;
1486 }
1487
1488 newob = object_create_clone (orig_ob);
1489
1490 if ((orig_ob->nrof -= nr) < 1)
1491 orig_ob->destroy (1);
1492 else if (!is_removed)
1493 {
1494 if (orig_ob->env != NULL)
1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1497 {
1498 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1499 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1500 return NULL;
1501 }
1502 }
1503
1504 newob->nrof = nr;
1505
1506 return newob;
1507} 1505}
1508 1506
1509/* 1507/*
1510 * decrease_ob_nr(object, number) decreases a specified number from 1508 * decrease(object, number) decreases a specified number from
1511 * the amount of an object. If the amount reaches 0, the object 1509 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1510 * is subsequently removed and freed.
1513 * 1511 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1512 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1513 */
1514bool
1515object::decrease (sint32 nr)
1516{
1517 if (!nr)
1518 return true;
1516 1519
1520 nr = min (nr, nrof);
1521
1522 nrof -= nr;
1523
1524 if (nrof)
1525 {
1526 adjust_weight (env, -weight * nr); // carrying == 0
1527
1528 if (object *pl = visible_to ())
1529 esrv_update_item (UPD_NROF, pl, this);
1530
1531 return true;
1532 }
1533 else
1534 {
1535 destroy (1);
1536 return false;
1537 }
1538}
1539
1540/*
1541 * split(ob,nr) splits up ob into two parts. The part which
1542 * is returned contains nr objects, and the remaining parts contains
1543 * the rest (or is removed and returned if that number is 0).
1544 * On failure, NULL is returned.
1545 */
1517object * 1546object *
1518decrease_ob_nr (object *op, uint32 i) 1547object::split (sint32 nr)
1519{ 1548{
1520 object *tmp; 1549 int have = number_of ();
1521 1550
1522 if (i == 0) /* objects with op->nrof require this check */ 1551 if (have < nr)
1523 return op; 1552 return 0;
1524 1553 else if (have == nr)
1525 if (i > op->nrof)
1526 i = op->nrof;
1527
1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1529 op->nrof -= i;
1530 else if (op->env)
1531 { 1554 {
1532 /* is this object in the players inventory, or sub container
1533 * therein?
1534 */
1535 tmp = op->in_player ();
1536 /* nope. Is this a container the player has opened?
1537 * If so, set tmp to that player.
1538 * IMO, searching through all the players will mostly
1539 * likely be quicker than following op->env to the map,
1540 * and then searching the map for a player.
1541 */
1542 if (!tmp)
1543 for_all_players (pl)
1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1547 break;
1548 }
1549
1550 if (i < op->nrof)
1551 {
1552 sub_weight (op->env, op->weight * i);
1553 op->nrof -= i;
1554 if (tmp)
1555 esrv_send_item (tmp, op);
1556 }
1557 else
1558 {
1559 op->remove (); 1555 remove ();
1560 op->nrof = 0; 1556 return this;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 } 1557 }
1565 else 1558 else
1566 { 1559 {
1567 object *above = op->above; 1560 decrease (nr);
1568 1561
1569 if (i < op->nrof) 1562 object *op = deep_clone ();
1570 op->nrof -= i; 1563 op->nrof = nr;
1571 else
1572 {
1573 op->remove ();
1574 op->nrof = 0;
1575 }
1576
1577 /* Since we just removed op, op->above is null */
1578 for (tmp = above; tmp; tmp = tmp->above)
1579 if (tmp->type == PLAYER)
1580 {
1581 if (op->nrof)
1582 esrv_send_item (tmp, op);
1583 else
1584 esrv_del_item (tmp->contr, op->count);
1585 }
1586 }
1587
1588 if (op->nrof)
1589 return op; 1564 return op;
1590 else
1591 {
1592 op->destroy ();
1593 return 0;
1594 }
1595}
1596
1597/*
1598 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying.
1600 */
1601
1602void
1603add_weight (object *op, signed long weight)
1604{
1605 while (op != NULL)
1606 {
1607 if (op->type == CONTAINER)
1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1609
1610 op->carrying += weight;
1611 op = op->env;
1612 } 1565 }
1613} 1566}
1614 1567
1615object * 1568object *
1616insert_ob_in_ob (object *op, object *where) 1569insert_ob_in_ob (object *op, object *where)
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1574 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump); 1575 free (dump);
1623 return op; 1576 return op;
1624 } 1577 }
1625 1578
1626 if (where->head) 1579 if (where->head_ () != where)
1627 { 1580 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1581 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head; 1582 where = where->head;
1630 } 1583 }
1631 1584
1632 return where->insert (op); 1585 return where->insert (op);
1633} 1586}
1638 * inside the object environment. 1591 * inside the object environment.
1639 * 1592 *
1640 * The function returns now pointer to inserted item, and return value can 1593 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1594 * be != op, if items are merged. -Tero
1642 */ 1595 */
1643
1644object * 1596object *
1645object::insert (object *op) 1597object::insert (object *op)
1646{ 1598{
1647 object *tmp, *otmp;
1648
1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1650 op->remove ();
1651
1652 if (op->more) 1599 if (op->more)
1653 { 1600 {
1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1601 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 return op; 1602 return op;
1656 } 1603 }
1657 1604
1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1605 op->remove ();
1659 CLEAR_FLAG (op, FLAG_REMOVED); 1606
1607 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1608
1660 if (op->nrof) 1609 if (op->nrof)
1661 {
1662 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1610 for (object *tmp = inv; tmp; tmp = tmp->below)
1663 if (object::can_merge (tmp, op)) 1611 if (object::can_merge (tmp, op))
1664 { 1612 {
1665 /* return the original object and remove inserted object 1613 /* return the original object and remove inserted object
1666 (client needs the original object) */ 1614 (client needs the original object) */
1667 tmp->nrof += op->nrof; 1615 tmp->nrof += op->nrof;
1668 /* Weight handling gets pretty funky. Since we are adding to 1616
1669 * tmp->nrof, we need to increase the weight. 1617 if (object *pl = tmp->visible_to ())
1670 */ 1618 esrv_update_item (UPD_NROF, pl, tmp);
1619
1671 add_weight (this, op->weight * op->nrof); 1620 adjust_weight (this, op->total_weight ());
1672 SET_FLAG (op, FLAG_REMOVED); 1621
1673 op->destroy (); /* free the inserted object */ 1622 op->destroy (1);
1674 op = tmp; 1623 op = tmp;
1675 op->remove (); /* and fix old object's links */ 1624 goto inserted;
1676 CLEAR_FLAG (op, FLAG_REMOVED);
1677 break;
1678 } 1625 }
1679 1626
1680 /* I assume combined objects have no inventory 1627 op->owner = 0; // it's his/hers now. period.
1681 * We add the weight - this object could have just been removed
1682 * (if it was possible to merge). calling remove_ob will subtract
1683 * the weight, so we need to add it in again, since we actually do
1684 * the linking below
1685 */
1686 add_weight (this, op->weight * op->nrof);
1687 }
1688 else
1689 add_weight (this, (op->weight + op->carrying));
1690
1691 otmp = this->in_player ();
1692 if (otmp && otmp->contr)
1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1694 otmp->update_stats ();
1695
1696 op->map = 0; 1628 op->map = 0;
1697 op->env = this; 1629 op->x = 0;
1630 op->y = 0;
1631
1698 op->above = 0; 1632 op->above = 0;
1699 op->below = 0; 1633 op->below = inv;
1700 op->x = 0, op->y = 0; 1634 op->env = this;
1701 1635
1636 if (inv)
1637 inv->above = op;
1638
1639 inv = op;
1640
1641 op->flag [FLAG_REMOVED] = 0;
1642
1643 if (object *pl = op->visible_to ())
1644 esrv_send_item (pl, op);
1645
1646 adjust_weight (this, op->total_weight ());
1647
1648inserted:
1702 /* reset the light list and los of the players on the map */ 1649 /* reset the light list and los of the players on the map */
1703 if ((op->glow_radius != 0) && map) 1650 if (op->glow_radius && map && map->darkness)
1704 {
1705#ifdef DEBUG_LIGHTS
1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1707#endif /* DEBUG_LIGHTS */
1708 if (map->darkness)
1709 update_all_los (map, x, y); 1651 update_all_los (map, x, y);
1710 }
1711 1652
1712 /* Client has no idea of ordering so lets not bother ordering it here. 1653 // if this is a player's inventory, update stats
1713 * It sure simplifies this function... 1654 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1714 */ 1655 update_stats ();
1715 if (!inv)
1716 inv = op;
1717 else
1718 {
1719 op->below = inv;
1720 op->below->above = op;
1721 inv = op;
1722 }
1723 1656
1724 INVOKE_OBJECT (INSERT, this); 1657 INVOKE_OBJECT (INSERT, this);
1725 1658
1726 return op; 1659 return op;
1727} 1660}
1744 * 1677 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below 1678 * MSW 2001-07-08: Check all objects on space, not just those below
1746 * object being inserted. insert_ob_in_map may not put new objects 1679 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top. 1680 * on top.
1748 */ 1681 */
1749
1750int 1682int
1751check_move_on (object *op, object *originator) 1683check_move_on (object *op, object *originator)
1752{ 1684{
1753 object *tmp; 1685 object *tmp;
1754 maptile *m = op->map; 1686 maptile *m = op->map;
1781 1713
1782 /* The objects have to be checked from top to bottom. 1714 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1715 * Hence, we first go to the top:
1784 */ 1716 */
1785 1717
1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1718 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1787 { 1719 {
1788 /* Trim the search when we find the first other spell effect 1720 /* Trim the search when we find the first other spell effect
1789 * this helps performance so that if a space has 50 spell objects, 1721 * this helps performance so that if a space has 50 spell objects,
1790 * we don't need to check all of them. 1722 * we don't need to check all of them.
1791 */ 1723 */
1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1741 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1810 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1742 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1811 { 1743 {
1812 1744
1813 float 1745 float
1814 diff = tmp->move_slow_penalty * FABS (op->speed); 1746 diff = tmp->move_slow_penalty * fabs (op->speed);
1815 1747
1816 if (op->type == PLAYER) 1748 if (op->type == PLAYER)
1817 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1749 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1818 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1750 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1819 diff /= 4.0; 1751 diff /= 4.0;
1849 * The first matching object is returned, or NULL if none. 1781 * The first matching object is returned, or NULL if none.
1850 */ 1782 */
1851object * 1783object *
1852present_arch (const archetype *at, maptile *m, int x, int y) 1784present_arch (const archetype *at, maptile *m, int x, int y)
1853{ 1785{
1854 if (m == NULL || out_of_map (m, x, y)) 1786 if (!m || out_of_map (m, x, y))
1855 { 1787 {
1856 LOG (llevError, "Present_arch called outside map.\n"); 1788 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1789 return NULL;
1858 } 1790 }
1859 1791
1860 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1792 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1861 if (tmp->arch == at) 1793 if (tmp->arch->archname == at->archname)
1862 return tmp; 1794 return tmp;
1863 1795
1864 return NULL; 1796 return NULL;
1865} 1797}
1866 1798
1876 { 1808 {
1877 LOG (llevError, "Present called outside map.\n"); 1809 LOG (llevError, "Present called outside map.\n");
1878 return NULL; 1810 return NULL;
1879 } 1811 }
1880 1812
1881 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1813 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1882 if (tmp->type == type) 1814 if (tmp->type == type)
1883 return tmp; 1815 return tmp;
1884 1816
1885 return NULL; 1817 return NULL;
1886} 1818}
1930 * The first matching object is returned, or NULL if none. 1862 * The first matching object is returned, or NULL if none.
1931 */ 1863 */
1932object * 1864object *
1933present_arch_in_ob (const archetype *at, const object *op) 1865present_arch_in_ob (const archetype *at, const object *op)
1934{ 1866{
1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1867 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1936 if (tmp->arch == at) 1868 if (tmp->arch->archname == at->archname)
1937 return tmp; 1869 return tmp;
1938 1870
1939 return NULL; 1871 return NULL;
1940} 1872}
1941 1873
1943 * activate recursively a flag on an object inventory 1875 * activate recursively a flag on an object inventory
1944 */ 1876 */
1945void 1877void
1946flag_inv (object *op, int flag) 1878flag_inv (object *op, int flag)
1947{ 1879{
1948 if (op->inv)
1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1950 { 1881 {
1951 SET_FLAG (tmp, flag); 1882 SET_FLAG (tmp, flag);
1952 flag_inv (tmp, flag); 1883 flag_inv (tmp, flag);
1953 } 1884 }
1954} 1885}
1955 1886
1956/* 1887/*
1957 * deactivate recursively a flag on an object inventory 1888 * deactivate recursively a flag on an object inventory
1958 */ 1889 */
1959void 1890void
1960unflag_inv (object *op, int flag) 1891unflag_inv (object *op, int flag)
1961{ 1892{
1962 if (op->inv)
1963 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1893 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1964 { 1894 {
1965 CLEAR_FLAG (tmp, flag); 1895 CLEAR_FLAG (tmp, flag);
1966 unflag_inv (tmp, flag); 1896 unflag_inv (tmp, flag);
1967 } 1897 }
1968}
1969
1970/*
1971 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1972 * all it's inventory (recursively).
1973 * If checksums are used, a player will get set_cheat called for
1974 * him/her-self and all object carried by a call to this function.
1975 */
1976void
1977set_cheat (object *op)
1978{
1979 SET_FLAG (op, FLAG_WAS_WIZ);
1980 flag_inv (op, FLAG_WAS_WIZ);
1981} 1898}
1982 1899
1983/* 1900/*
1984 * find_free_spot(object, map, x, y, start, stop) will search for 1901 * find_free_spot(object, map, x, y, start, stop) will search for
1985 * a spot at the given map and coordinates which will be able to contain 1902 * a spot at the given map and coordinates which will be able to contain
1987 * to search (see the freearr_x/y[] definition). 1904 * to search (see the freearr_x/y[] definition).
1988 * It returns a random choice among the alternatives found. 1905 * It returns a random choice among the alternatives found.
1989 * start and stop are where to start relative to the free_arr array (1,9 1906 * start and stop are where to start relative to the free_arr array (1,9
1990 * does all 4 immediate directions). This returns the index into the 1907 * does all 4 immediate directions). This returns the index into the
1991 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1908 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1992 * Note - this only checks to see if there is space for the head of the
1993 * object - if it is a multispace object, this should be called for all
1994 * pieces.
1995 * Note2: This function does correctly handle tiled maps, but does not 1909 * Note: This function does correctly handle tiled maps, but does not
1996 * inform the caller. However, insert_ob_in_map will update as 1910 * inform the caller. However, insert_ob_in_map will update as
1997 * necessary, so the caller shouldn't need to do any special work. 1911 * necessary, so the caller shouldn't need to do any special work.
1998 * Note - updated to take an object instead of archetype - this is necessary 1912 * Note - updated to take an object instead of archetype - this is necessary
1999 * because arch_blocked (now ob_blocked) needs to know the movement type 1913 * because arch_blocked (now ob_blocked) needs to know the movement type
2000 * to know if the space in question will block the object. We can't use 1914 * to know if the space in question will block the object. We can't use
2002 * customized, changed states, etc. 1916 * customized, changed states, etc.
2003 */ 1917 */
2004int 1918int
2005find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1919find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2006{ 1920{
1921 int altern[SIZEOFFREE];
2007 int index = 0, flag; 1922 int index = 0, flag;
2008 int altern[SIZEOFFREE];
2009 1923
2010 for (int i = start; i < stop; i++) 1924 for (int i = start; i < stop; i++)
2011 { 1925 {
2012 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1926 mapxy pos (m, x, y); pos.move (i);
2013 if (!flag) 1927
1928 if (!pos.normalise ())
1929 continue;
1930
1931 mapspace &ms = *pos;
1932
1933 if (ms.flags () & P_IS_ALIVE)
1934 continue;
1935
1936 /* However, often
1937 * ob doesn't have any move type (when used to place exits)
1938 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1939 */
1940 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1941 {
2014 altern [index++] = i; 1942 altern [index++] = i;
1943 continue;
1944 }
2015 1945
2016 /* Basically, if we find a wall on a space, we cut down the search size. 1946 /* Basically, if we find a wall on a space, we cut down the search size.
2017 * In this way, we won't return spaces that are on another side of a wall. 1947 * In this way, we won't return spaces that are on another side of a wall.
2018 * This mostly work, but it cuts down the search size in all directions - 1948 * This mostly work, but it cuts down the search size in all directions -
2019 * if the space being examined only has a wall to the north and empty 1949 * if the space being examined only has a wall to the north and empty
2020 * spaces in all the other directions, this will reduce the search space 1950 * spaces in all the other directions, this will reduce the search space
2021 * to only the spaces immediately surrounding the target area, and 1951 * to only the spaces immediately surrounding the target area, and
2022 * won't look 2 spaces south of the target space. 1952 * won't look 2 spaces south of the target space.
2023 */ 1953 */
2024 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1954 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1955 {
2025 stop = maxfree[i]; 1956 stop = maxfree[i];
1957 continue;
1958 }
1959
1960 /* Note it is intentional that we check ob - the movement type of the
1961 * head of the object should correspond for the entire object.
1962 */
1963 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1964 continue;
1965
1966 if (ob->blocked (m, pos.x, pos.y))
1967 continue;
1968
1969 altern [index++] = i;
2026 } 1970 }
2027 1971
2028 if (!index) 1972 if (!index)
2029 return -1; 1973 return -1;
2030 1974
2031 return altern[RANDOM () % index]; 1975 return altern [rndm (index)];
2032} 1976}
2033 1977
2034/* 1978/*
2035 * find_first_free_spot(archetype, maptile, x, y) works like 1979 * find_first_free_spot(archetype, maptile, x, y) works like
2036 * find_free_spot(), but it will search max number of squares. 1980 * find_free_spot(), but it will search max number of squares.
2039 */ 1983 */
2040int 1984int
2041find_first_free_spot (const object *ob, maptile *m, int x, int y) 1985find_first_free_spot (const object *ob, maptile *m, int x, int y)
2042{ 1986{
2043 for (int i = 0; i < SIZEOFFREE; i++) 1987 for (int i = 0; i < SIZEOFFREE; i++)
2044 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1988 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2045 return i; 1989 return i;
2046 1990
2047 return -1; 1991 return -1;
2048} 1992}
2049 1993
2057{ 2001{
2058 arr += begin; 2002 arr += begin;
2059 end -= begin; 2003 end -= begin;
2060 2004
2061 while (--end) 2005 while (--end)
2062 swap (arr [end], arr [RANDOM () % (end + 1)]); 2006 swap (arr [end], arr [rndm (end + 1)]);
2063} 2007}
2064 2008
2065/* new function to make monster searching more efficient, and effective! 2009/* new function to make monster searching more efficient, and effective!
2066 * This basically returns a randomized array (in the passed pointer) of 2010 * This basically returns a randomized array (in the passed pointer) of
2067 * the spaces to find monsters. In this way, it won't always look for 2011 * the spaces to find monsters. In this way, it won't always look for
2103 object *tmp; 2047 object *tmp;
2104 maptile *mp; 2048 maptile *mp;
2105 2049
2106 MoveType blocked, move_type; 2050 MoveType blocked, move_type;
2107 2051
2108 if (exclude && exclude->head) 2052 if (exclude && exclude->head_ () != exclude)
2109 { 2053 {
2110 exclude = exclude->head; 2054 exclude = exclude->head;
2111 move_type = exclude->move_type; 2055 move_type = exclude->move_type;
2112 } 2056 }
2113 else 2057 else
2136 max = maxfree[i]; 2080 max = maxfree[i];
2137 else if (mflags & P_IS_ALIVE) 2081 else if (mflags & P_IS_ALIVE)
2138 { 2082 {
2139 for (tmp = ms.bot; tmp; tmp = tmp->above) 2083 for (tmp = ms.bot; tmp; tmp = tmp->above)
2140 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2084 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2141 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2085 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2142 break; 2086 break;
2143 2087
2144 if (tmp) 2088 if (tmp)
2145 return freedir[i]; 2089 return freedir[i];
2146 } 2090 }
2201 2145
2202 return 3; 2146 return 3;
2203} 2147}
2204 2148
2205/* 2149/*
2206 * absdir(int): Returns a number between 1 and 8, which represent
2207 * the "absolute" direction of a number (it actually takes care of
2208 * "overflow" in previous calculations of a direction).
2209 */
2210
2211int
2212absdir (int d)
2213{
2214 while (d < 1)
2215 d += 8;
2216
2217 while (d > 8)
2218 d -= 8;
2219
2220 return d;
2221}
2222
2223/*
2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2150 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2225 * between two directions (which are expected to be absolute (see absdir()) 2151 * between two directions (which are expected to be absolute (see absdir())
2226 */ 2152 */
2227
2228int 2153int
2229dirdiff (int dir1, int dir2) 2154dirdiff (int dir1, int dir2)
2230{ 2155{
2231 int d; 2156 int d;
2232 2157
2345 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2270 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2346 * core dumps if they do. 2271 * core dumps if they do.
2347 * 2272 *
2348 * Add a check so we can't pick up invisible objects (0.93.8) 2273 * Add a check so we can't pick up invisible objects (0.93.8)
2349 */ 2274 */
2350
2351int 2275int
2352can_pick (const object *who, const object *item) 2276can_pick (const object *who, const object *item)
2353{ 2277{
2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2278 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2279 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2358 2282
2359/* 2283/*
2360 * create clone from object to another 2284 * create clone from object to another
2361 */ 2285 */
2362object * 2286object *
2363object_create_clone (object *asrc) 2287object::deep_clone ()
2364{ 2288{
2365 object *dst = 0, *tmp, *src, *part, *prev, *item; 2289 assert (("deep_clone called on non-head object", is_head ()));
2366 2290
2367 if (!asrc) 2291 object *dst = clone ();
2368 return 0;
2369 2292
2370 src = asrc; 2293 object *prev = dst;
2371 if (src->head)
2372 src = src->head;
2373
2374 prev = 0;
2375 for (part = src; part; part = part->more) 2294 for (object *part = this->more; part; part = part->more)
2376 { 2295 {
2377 tmp = part->clone (); 2296 object *tmp = part->clone ();
2378 tmp->x -= src->x;
2379 tmp->y -= src->y;
2380
2381 if (!part->head)
2382 {
2383 dst = tmp;
2384 tmp->head = 0;
2385 }
2386 else
2387 tmp->head = dst; 2297 tmp->head = dst;
2388
2389 tmp->more = 0;
2390
2391 if (prev)
2392 prev->more = tmp; 2298 prev->more = tmp;
2393
2394 prev = tmp; 2299 prev = tmp;
2395 } 2300 }
2396 2301
2397 for (item = src->inv; item; item = item->below) 2302 for (object *item = inv; item; item = item->below)
2398 insert_ob_in_ob (object_create_clone (item), dst); 2303 insert_ob_in_ob (item->deep_clone (), dst);
2399 2304
2400 return dst; 2305 return dst;
2401}
2402
2403/* GROS - Creates an object using a string representing its content. */
2404/* Basically, we save the content of the string to a temp file, then call */
2405/* load_object on it. I admit it is a highly inefficient way to make things, */
2406/* but it was simple to make and allows reusing the load_object function. */
2407/* Remember not to use load_object_str in a time-critical situation. */
2408/* Also remember that multiparts objects are not supported for now. */
2409object *
2410load_object_str (const char *obstr)
2411{
2412 object *op;
2413 char filename[MAX_BUF];
2414
2415 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2416
2417 FILE *tempfile = fopen (filename, "w");
2418
2419 if (tempfile == NULL)
2420 {
2421 LOG (llevError, "Error - Unable to access load object temp file\n");
2422 return NULL;
2423 }
2424
2425 fprintf (tempfile, obstr);
2426 fclose (tempfile);
2427
2428 op = object::create ();
2429
2430 object_thawer thawer (filename);
2431
2432 if (thawer)
2433 load_object (thawer, op, 0);
2434
2435 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2436 CLEAR_FLAG (op, FLAG_REMOVED);
2437
2438 return op;
2439} 2306}
2440 2307
2441/* This returns the first object in who's inventory that 2308/* This returns the first object in who's inventory that
2442 * has the same type and subtype match. 2309 * has the same type and subtype match.
2443 * returns NULL if no match. 2310 * returns NULL if no match.
2450 return tmp; 2317 return tmp;
2451 2318
2452 return 0; 2319 return 0;
2453} 2320}
2454 2321
2455/* If ob has a field named key, return the link from the list, 2322const shstr &
2456 * otherwise return NULL. 2323object::kv_get (const shstr &key) const
2457 *
2458 * key must be a passed in shared string - otherwise, this won't
2459 * do the desired thing.
2460 */
2461key_value *
2462get_ob_key_link (const object *ob, const char *key)
2463{ 2324{
2464 for (key_value *link = ob->key_values; link; link = link->next) 2325 for (key_value *kv = key_values; kv; kv = kv->next)
2465 if (link->key == key) 2326 if (kv->key == key)
2466 return link;
2467
2468 return 0;
2469}
2470
2471/*
2472 * Returns the value of op has an extra_field for key, or NULL.
2473 *
2474 * The argument doesn't need to be a shared string.
2475 *
2476 * The returned string is shared.
2477 */
2478const char *
2479get_ob_key_value (const object *op, const char *const key)
2480{
2481 key_value *link;
2482 shstr_cmp canonical_key (key);
2483
2484 if (!canonical_key)
2485 {
2486 /* 1. There being a field named key on any object
2487 * implies there'd be a shared string to find.
2488 * 2. Since there isn't, no object has this field.
2489 * 3. Therefore, *this* object doesn't have this field.
2490 */
2491 return 0;
2492 }
2493
2494 /* This is copied from get_ob_key_link() above -
2495 * only 4 lines, and saves the function call overhead.
2496 */
2497 for (link = op->key_values; link; link = link->next)
2498 if (link->key == canonical_key)
2499 return link->value; 2327 return kv->value;
2500 2328
2501 return 0; 2329 return shstr_null;
2502} 2330}
2503 2331
2504 2332void
2505/* 2333object::kv_set (const shstr &key, const shstr &value)
2506 * Updates the canonical_key in op to value.
2507 *
2508 * canonical_key is a shared string (value doesn't have to be).
2509 *
2510 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2511 * keys.
2512 *
2513 * Returns TRUE on success.
2514 */
2515int
2516set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2517{ 2334{
2518 key_value *field = NULL, *last = NULL; 2335 for (key_value *kv = key_values; kv; kv = kv->next)
2519 2336 if (kv->key == key)
2520 for (field = op->key_values; field != NULL; field = field->next)
2521 {
2522 if (field->key != canonical_key)
2523 { 2337 {
2524 last = field; 2338 kv->value = value;
2525 continue; 2339 return;
2526 } 2340 }
2527 2341
2528 if (value) 2342 key_value *kv = new key_value;
2529 field->value = value; 2343
2530 else 2344 kv->next = key_values;
2345 kv->key = key;
2346 kv->value = value;
2347
2348 key_values = kv;
2349}
2350
2351void
2352object::kv_del (const shstr &key)
2353{
2354 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2355 if ((*kvp)->key == key)
2531 { 2356 {
2532 /* Basically, if the archetype has this key set, 2357 key_value *kv = *kvp;
2533 * we need to store the null value so when we save 2358 *kvp = (*kvp)->next;
2534 * it, we save the empty value so that when we load, 2359 delete kv;
2535 * we get this value back again. 2360 return;
2536 */
2537 if (get_ob_key_link (&op->arch->clone, canonical_key))
2538 field->value = 0;
2539 else
2540 {
2541 if (last)
2542 last->next = field->next;
2543 else
2544 op->key_values = field->next;
2545
2546 delete field;
2547 }
2548 } 2361 }
2549 return TRUE;
2550 }
2551 /* IF we get here, key doesn't exist */
2552
2553 /* No field, we'll have to add it. */
2554
2555 if (!add_key)
2556 return FALSE;
2557
2558 /* There isn't any good reason to store a null
2559 * value in the key/value list. If the archetype has
2560 * this key, then we should also have it, so shouldn't
2561 * be here. If user wants to store empty strings,
2562 * should pass in ""
2563 */
2564 if (value == NULL)
2565 return TRUE;
2566
2567 field = new key_value;
2568
2569 field->key = canonical_key;
2570 field->value = value;
2571 /* Usual prepend-addition. */
2572 field->next = op->key_values;
2573 op->key_values = field;
2574
2575 return TRUE;
2576}
2577
2578/*
2579 * Updates the key in op to value.
2580 *
2581 * If add_key is FALSE, this will only update existing keys,
2582 * and not add new ones.
2583 * In general, should be little reason FALSE is ever passed in for add_key
2584 *
2585 * Returns TRUE on success.
2586 */
2587int
2588set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2589{
2590 shstr key_ (key);
2591
2592 return set_ob_key_value_s (op, key_, value, add_key);
2593} 2362}
2594 2363
2595object::depth_iterator::depth_iterator (object *container) 2364object::depth_iterator::depth_iterator (object *container)
2596: iterator_base (container) 2365: iterator_base (container)
2597{ 2366{
2611 } 2380 }
2612 else 2381 else
2613 item = item->env; 2382 item = item->env;
2614} 2383}
2615 2384
2385const char *
2386object::flag_desc (char *desc, int len) const
2387{
2388 char *p = desc;
2389 bool first = true;
2390
2391 *p = 0;
2392
2393 for (int i = 0; i < NUM_FLAGS; i++)
2394 {
2395 if (len <= 10) // magic constant!
2396 {
2397 snprintf (p, len, ",...");
2398 break;
2399 }
2400
2401 if (flag [i])
2402 {
2403 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2404 len -= cnt;
2405 p += cnt;
2406 first = false;
2407 }
2408 }
2409
2410 return desc;
2411}
2412
2616// return a suitable string describing an objetc in enough detail to find it 2413// return a suitable string describing an object in enough detail to find it
2617const char * 2414const char *
2618object::debug_desc (char *info) const 2415object::debug_desc (char *info) const
2619{ 2416{
2417 char flagdesc[512];
2620 char info2[256 * 3]; 2418 char info2[256 * 4];
2621 char *p = info; 2419 char *p = info;
2622 2420
2623 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2421 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2624 count, 2422 count,
2423 uuid.c_str (),
2625 &name, 2424 &name,
2626 title ? " " : "", 2425 title ? "\",title:\"" : "",
2627 title ? (const char *)title : ""); 2426 title ? (const char *)title : "",
2427 flag_desc (flagdesc, 512), type);
2628 2428
2629 if (env) 2429 if (!flag[FLAG_REMOVED] && env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2430 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631 2431
2632 if (map) 2432 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2433 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634 2434
2635 return info; 2435 return info;
2636} 2436}
2637 2437
2638const char * 2438const char *
2639object::debug_desc () const 2439object::debug_desc () const
2640{ 2440{
2641 static char info[256 * 3]; 2441 static char info[3][256 * 4];
2442 static int info_idx;
2443
2642 return debug_desc (info); 2444 return debug_desc (info [++info_idx % 3]);
2643} 2445}
2644 2446
2447struct region *
2448object::region () const
2449{
2450 return map ? map->region (x, y)
2451 : region::default_region ();
2452}
2453
2454const materialtype_t *
2455object::dominant_material () const
2456{
2457 if (materialtype_t *mt = name_to_material (materialname))
2458 return mt;
2459
2460 return name_to_material (shstr_unknown);
2461}
2462
2463void
2464object::open_container (object *new_container)
2465{
2466 if (container == new_container)
2467 return;
2468
2469 object *old_container = container;
2470
2471 if (old_container)
2472 {
2473 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2474 return;
2475
2476#if 0
2477 // remove the "Close old_container" object.
2478 if (object *closer = old_container->inv)
2479 if (closer->type == CLOSE_CON)
2480 closer->destroy ();
2481#endif
2482
2483 // make sure the container is available
2484 esrv_send_item (this, old_container);
2485
2486 old_container->flag [FLAG_APPLIED] = false;
2487 container = 0;
2488
2489 // client needs item update to make it work, client bug requires this to be separate
2490 esrv_update_item (UPD_FLAGS, this, old_container);
2491
2492 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2493 play_sound (sound_find ("chest_close"));
2494 }
2495
2496 if (new_container)
2497 {
2498 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2499 return;
2500
2501 // TODO: this does not seem to serve any purpose anymore?
2502#if 0
2503 // insert the "Close Container" object.
2504 if (archetype *closer = new_container->other_arch)
2505 {
2506 object *closer = arch_to_object (new_container->other_arch);
2507 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2508 new_container->insert (closer);
2509 }
2510#endif
2511
2512 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2513
2514 // make sure the container is available, client bug requires this to be separate
2515 esrv_send_item (this, new_container);
2516
2517 new_container->flag [FLAG_APPLIED] = true;
2518 container = new_container;
2519
2520 // client needs flag change
2521 esrv_update_item (UPD_FLAGS, this, new_container);
2522 esrv_send_inventory (this, new_container);
2523 play_sound (sound_find ("chest_open"));
2524 }
2525// else if (!old_container->env && contr && contr->ns)
2526// contr->ns->floorbox_reset ();
2527}
2528
2529object *
2530object::force_find (const shstr name)
2531{
2532 /* cycle through his inventory to look for the MARK we want to
2533 * place
2534 */
2535 for (object *tmp = inv; tmp; tmp = tmp->below)
2536 if (tmp->type == FORCE && tmp->slaying == name)
2537 return splay (tmp);
2538
2539 return 0;
2540}
2541
2542void
2543object::force_add (const shstr name, int duration)
2544{
2545 if (object *force = force_find (name))
2546 force->destroy ();
2547
2548 object *force = get_archetype (FORCE_NAME);
2549
2550 force->slaying = name;
2551 force->stats.food = 1;
2552 force->speed_left = -1.f;
2553
2554 force->set_speed (duration ? 1.f / duration : 0.f);
2555 force->flag [FLAG_IS_USED_UP] = true;
2556 force->flag [FLAG_APPLIED] = true;
2557
2558 insert (force);
2559}
2560
2561void
2562object::play_sound (faceidx sound)
2563{
2564 if (!sound)
2565 return;
2566
2567 if (flag [FLAG_REMOVED])
2568 return;
2569
2570 if (env)
2571 {
2572 if (object *pl = in_player ())
2573 pl->contr->play_sound (sound);
2574 }
2575 else
2576 map->play_sound (sound, x, y);
2577}
2578

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