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Comparing deliantra/server/common/object.C (file contents):
Revision 1.89 by root, Tue Dec 26 09:52:40 2006 UTC vs.
Revision 1.257 by root, Tue Sep 16 16:03:02 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; 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
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 191 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 192 * is always 0 .. 2**31-1 */
209 * used to store nrof). 193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 194 return 0;
213 195
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 196 /* 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 197 * 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 198 * 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 199 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 200 * flags lose any meaning.
219 */ 201 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 202 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 204
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 207
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 208 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 209 || ob1->name != ob2->name
229 || ob1->title != ob2->title 210 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 211 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 212 || 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 213 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 214 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 215 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 216 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 217 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id 218 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
240 || ob1->client_type != ob2->client_type 220 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 221 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore 222 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 223 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 224 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 225 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 226 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 227 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 228 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 229 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 230 || ob1->move_slow_penalty != ob2->move_slow_penalty
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 233 return 0;
252 234
235 if ((ob1->flag ^ ob2->flag)
236 .reset (FLAG_INV_LOCKED)
237 .reset (FLAG_REMOVED)
238 .any ())
239 return 0;
240
253 /* This is really a spellbook check - really, we should 241 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 242 * not merge objects with real inventories, as splitting them
243 * is hard.
255 */ 244 */
256 if (ob1->inv || ob2->inv) 245 if (ob1->inv || ob2->inv)
257 { 246 {
258 /* if one object has inventory but the other doesn't, not equiv */ 247 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 248 return 0; /* inventories differ in length */
260 return 0;
261 249
262 /* Now check to see if the two inventory objects could merge */ 250 if (ob1->inv->below || ob2->inv->below)
251 return 0; /* more than one object in inv */
252
263 if (!object::can_merge (ob1->inv, ob2->inv)) 253 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 254 return 0; /* inventory objects differ */
265 255
266 /* inventory ok - still need to check rest of this object to see 256 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 257 * if it is valid.
268 */ 258 */
269 } 259 }
277 267
278 /* Note sure why the following is the case - either the object has to 268 /* 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 269 * be animated or have a very low speed. Is this an attempted monster
280 * check? 270 * check?
281 */ 271 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 272 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 273 return 0;
284 274
285 switch (ob1->type) 275 switch (ob1->type)
286 { 276 {
287 case SCROLL: 277 case SCROLL:
288 if (ob1->level != ob2->level) 278 if (ob1->level != ob2->level)
289 return 0; 279 return 0;
290 break; 280 break;
291 } 281 }
292 282
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 283 if (ob1->key_values || ob2->key_values)
294 { 284 {
295 /* At least one of these has key_values. */ 285 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 286 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 287 return 0; /* One has fields, but the other one doesn't. */
288
289 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 290 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 291 }
302 292
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 293 if (ob1->self || ob2->self)
305 { 294 {
306 ob1->optimise (); 295 ob1->optimise ();
307 ob2->optimise (); 296 ob2->optimise ();
308 297
309 if (ob1->self || ob2->self) 298 if (ob1->self || ob2->self)
299 {
300 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
301 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
302
303 if (k1 != k2)
310 return 0; 304 return 0;
305
306 if (k1 == 0)
307 return 1;
308
309 if (!cfperl_can_merge (ob1, ob2))
310 return 0;
311 }
311 } 312 }
312 313
313 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
314 return 1; 315 return 1;
315} 316}
316 317
318// find player who can see this object
319object *
320object::visible_to () const
321{
322 if (client_visible () && !flag [FLAG_REMOVED])
323 {
324 // see if we are in a container of sorts
325 if (env)
326 {
327 // the player inventory itself is always visible
328 if (env->type == PLAYER)
329 return env;
330
331 // else a player could have our env open
332 object *envest = env->outer_env ();
333
334 // the player itself is always on a map, so we will find him here
335 // even if our inv is in a player.
336 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ())
338 if (pl->container == env)
339 return pl;
340 }
341 else
342 {
343 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
347 || this == pl->container)
348 return pl;
349 }
350 }
351
352 return 0;
353}
354
355// adjust weight per container type ("of holding")
356static sint32
357weight_adjust_for (object *op, sint32 weight)
358{
359 return op->type == CONTAINER
360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
361 : weight;
362}
363
317/* 364/*
365 * adjust_weight(object, weight) adds the specified weight to an object,
366 * and also updates how much the environment(s) is/are carrying.
367 */
368static void
369adjust_weight (object *op, sint32 weight)
370{
371 while (op)
372 {
373 // adjust by actual difference to account for rounding errors
374 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust_for (op, op->carrying)
376 - weight_adjust_for (op, op->carrying - weight);
377
378 if (!weight)
379 return;
380
381 op->carrying += weight;
382
383 if (object *pl = op->visible_to ())
384 if (pl != op) // player is handled lazily
385 esrv_update_item (UPD_WEIGHT, pl, op);
386
387 op = op->env;
388 }
389}
390
391/*
318 * sum_weight() is a recursive function which calculates the weight 392 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 393 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 394 * containers are carrying, and sums it up.
321 */ 395 */
322long 396void
323sum_weight (object *op) 397object::update_weight ()
324{ 398{
325 long sum; 399 sint32 sum = 0;
326 object *inv;
327 400
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 401 for (object *op = inv; op; op = op->below)
329 { 402 {
330 if (inv->inv) 403 if (op->inv)
331 sum_weight (inv); 404 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 405
406 sum += op->total_weight ();
407 }
408
409 sum = weight_adjust_for (this, sum);
410
411 if (sum != carrying)
333 } 412 {
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; 413 carrying = sum;
340 414
341 return sum; 415 if (object *pl = visible_to ())
416 if (pl != this) // player is handled lazily
417 esrv_update_item (UPD_WEIGHT, pl, this);
418 }
342} 419}
343 420
344/** 421/*
345 * Return the outermost environment object for a given object. 422 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 423 */
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 * 424char *
363dump_object (object *op) 425dump_object (object *op)
364{ 426{
365 if (!op) 427 if (!op)
366 return strdup ("[NULLOBJ]"); 428 return strdup ("[NULLOBJ]");
367 429
368 object_freezer freezer; 430 object_freezer freezer;
369 save_object (freezer, op, 1); 431 op->write (freezer);
370 return freezer.as_string (); 432 return freezer.as_string ();
371} 433}
372 434
373/* 435/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 436 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 437 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 438 * If it's not a multi-object, it is returned.
377 */ 439 */
378
379object * 440object *
380get_nearest_part (object *op, const object *pl) 441get_nearest_part (object *op, const object *pl)
381{ 442{
382 object *tmp, *closest; 443 object *tmp, *closest;
383 int last_dist, i; 444 int last_dist, i;
384 445
385 if (op->more == NULL) 446 if (!op->more)
386 return op; 447 return op;
448
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 449 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
450 tmp;
451 tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist) 452 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i; 453 closest = tmp, last_dist = i;
454
390 return closest; 455 return closest;
391} 456}
392 457
393/* 458/*
394 * Returns the object which has the count-variable equal to the argument. 459 * Returns the object which has the count-variable equal to the argument.
460 * VERRRY slow.
395 */ 461 */
396
397object * 462object *
398find_object (tag_t i) 463find_object (tag_t i)
399{ 464{
400 for (object *op = object::first; op; op = op->next) 465 for_all_objects (op)
401 if (op->count == i) 466 if (op->count == i)
402 return op; 467 return op;
403 468
404 return 0; 469 return 0;
405} 470}
406 471
407/* 472/*
408 * Returns the first object which has a name equal to the argument. 473 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 474 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 475 * Enables features like "patch <name-of-other-player> food 999"
411 */ 476 */
412
413object * 477object *
414find_object_name (const char *str) 478find_object_name (const char *str)
415{ 479{
416 shstr_cmp str_ (str); 480 shstr_cmp str_ (str);
417 object *op;
418 481
419 for (op = object::first; op != NULL; op = op->next) 482 if (str_)
483 for_all_objects (op)
420 if (op->name == str_) 484 if (op->name == str_)
421 break; 485 return op;
422 486
423 return op; 487 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 488}
431 489
432/* 490/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 491 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 492 * skill and experience objects.
493 * ACTUALLY NO! investigate! TODO
435 */ 494 */
436void 495void
437object::set_owner (object *owner) 496object::set_owner (object *owner)
438{ 497{
498 // allow objects which own objects
439 if (!owner) 499 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) 500 while (owner->owner)
450 owner = owner->owner; 501 owner = owner->owner;
502
503 if (flag [FLAG_FREED])
504 {
505 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
506 return;
507 }
451 508
452 this->owner = owner; 509 this->owner = owner;
510}
511
512int
513object::slottype () const
514{
515 if (type == SKILL)
516 {
517 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
518 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
519 }
520 else
521 {
522 if (slot [body_combat].info) return slot_combat;
523 if (slot [body_range ].info) return slot_ranged;
524 }
525
526 return slot_none;
527}
528
529bool
530object::change_weapon (object *ob)
531{
532 if (current_weapon == ob)
533 return true;
534
535 if (chosen_skill)
536 chosen_skill->flag [FLAG_APPLIED] = false;
537
538 current_weapon = ob;
539 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
540
541 if (chosen_skill)
542 chosen_skill->flag [FLAG_APPLIED] = true;
543
544 update_stats ();
545
546 if (ob)
547 {
548 // now check wether any body locations became invalid, in which case
549 // we cannot apply the weapon at the moment.
550 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
551 if (slot[i].used < 0)
552 {
553 current_weapon = chosen_skill = 0;
554 update_stats ();
555
556 new_draw_info_format (NDI_UNIQUE, 0, this,
557 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. "
559 "[You need to unapply some items first.]", &ob->name);
560 return false;
561 }
562
563 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
564 }
565 else
566 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
567
568 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
569 {
570 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
571 &name, ob->debug_desc ());
572 return false;
573 }
574
575 return true;
453} 576}
454 577
455/* Zero the key_values on op, decrementing the shared-string 578/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 579 * refcounts and freeing the links.
457 */ 580 */
458static void 581static void
459free_key_values (object *op) 582free_key_values (object *op)
460{ 583{
461 for (key_value *i = op->key_values; i != 0;) 584 for (key_value *i = op->key_values; i; )
462 { 585 {
463 key_value *next = i->next; 586 key_value *next = i->next;
464 delete i; 587 delete i;
465 588
466 i = next; 589 i = next;
478 * will point at garbage. 601 * will point at garbage.
479 */ 602 */
480void 603void
481object::copy_to (object *dst) 604object::copy_to (object *dst)
482{ 605{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 606 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 607 *(object_copy *)dst = *this;
487 608 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;
496 609
497 /* Copy over key_values, if any. */ 610 /* Copy over key_values, if any. */
498 if (key_values) 611 if (key_values)
499 { 612 {
500 key_value *tail = 0; 613 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 614 dst->key_values = 0;
504 615
505 for (i = key_values; i; i = i->next) 616 for (key_value *i = key_values; i; i = i->next)
506 { 617 {
507 key_value *new_link = new key_value; 618 key_value *new_link = new key_value;
508 619
509 new_link->next = 0; 620 new_link->next = 0;
510 new_link->key = i->key; 621 new_link->key = i->key;
511 new_link->value = i->value; 622 new_link->value = i->value;
512 623
513 /* Try and be clever here, too. */ 624 /* Try and be clever here, too. */
514 if (!dst->key_values) 625 if (!dst->key_values)
515 { 626 {
522 tail = new_link; 633 tail = new_link;
523 } 634 }
524 } 635 }
525 } 636 }
526 637
527 dst->set_speed (dst->speed); 638 if (speed < 0)
639 dst->speed_left -= rndm ();
640
641 dst->activate ();
642}
643
644void
645object::instantiate ()
646{
647 if (!uuid.seq) // HACK
648 uuid = UUID::gen ();
649
650 speed_left = -0.1f;
651 /* copy the body_info to the body_used - this is only really
652 * need for monsters, but doesn't hurt to do it for everything.
653 * by doing so, when a monster is created, it has good starting
654 * values for the body_used info, so when items are created
655 * for it, they can be properly equipped.
656 */
657 for (int i = NUM_BODY_LOCATIONS; i--; )
658 slot[i].used = slot[i].info;
659
660 attachable::instantiate ();
528} 661}
529 662
530object * 663object *
531object::clone () 664object::clone ()
532{ 665{
533 object *neu = create (); 666 object *neu = create ();
534 copy_to (neu); 667 copy_to (neu);
668 neu->map = map; // not copied by copy_to
535 return neu; 669 return neu;
536} 670}
537 671
538/* 672/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 673 * 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 674 * 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. 675 * be called to update the face variable, _and_ how it looks on the map.
542 */ 676 */
543
544void 677void
545update_turn_face (object *op) 678update_turn_face (object *op)
546{ 679{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 680 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 681 return;
682
549 SET_ANIMATION (op, op->direction); 683 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 684 update_object (op, UP_OBJ_FACE);
551} 685}
552 686
553/* 687/*
556 * This function needs to be called whenever the speed of an object changes. 690 * This function needs to be called whenever the speed of an object changes.
557 */ 691 */
558void 692void
559object::set_speed (float speed) 693object::set_speed (float speed)
560{ 694{
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (flag [FLAG_FREED] && speed) 695 if (flag [FLAG_FREED] && speed)
567 { 696 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 697 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 698 speed = 0;
570 } 699 }
571 700
572 this->speed = speed; 701 this->speed = speed;
573 702
574 if (arch_init) 703 if (has_active_speed ())
575 return; 704 activate ();
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
583 /* process_events() expects us to insert the object at the beginning
584 * of the list. */
585 active_next = active_objects;
586
587 if (active_next)
588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else 705 else
593 { 706 deactivate ();
594 /* If not on the active list, nothing needs to be done */
595 if (!active_next && !active_prev && this != active_objects)
596 return;
597
598 if (!active_prev)
599 {
600 active_objects = active_next;
601
602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
610 active_next->active_prev = active_prev;
611 }
612
613 active_next = 0;
614 active_prev = 0;
615 }
616}
617
618/* This function removes object 'op' from the list of active
619 * objects.
620 * This should only be used for style maps or other such
621 * reference maps where you don't want an object that isn't
622 * in play chewing up cpu time getting processed.
623 * The reverse of this is to call update_ob_speed, which
624 * will do the right thing based on the speed of the object.
625 */
626void
627remove_from_active_list (object *op)
628{
629 /* If not on the active list, nothing needs to be done */
630 if (!op->active_next && !op->active_prev && op != active_objects)
631 return;
632
633 if (op->active_prev == NULL)
634 {
635 active_objects = op->active_next;
636 if (op->active_next != NULL)
637 op->active_next->active_prev = NULL;
638 }
639 else
640 {
641 op->active_prev->active_next = op->active_next;
642 if (op->active_next)
643 op->active_next->active_prev = op->active_prev;
644 }
645 op->active_next = NULL;
646 op->active_prev = NULL;
647} 707}
648 708
649/* 709/*
650 * update_object() updates the the map. 710 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 711 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 724 * UP_OBJ_FACE: only the objects face has changed.
665 */ 725 */
666void 726void
667update_object (object *op, int action) 727update_object (object *op, int action)
668{ 728{
669 MoveType move_on, move_off, move_block, move_slow; 729 if (!op)
670
671 if (op == NULL)
672 { 730 {
673 /* this should never happen */ 731 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 732 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
675 return; 733 return;
676 } 734 }
677 735
678 if (op->env) 736 if (!op->is_on_map ())
679 { 737 {
680 /* Animation is currently handled by client, so nothing 738 /* Animation is currently handled by client, so nothing
681 * to do in this case. 739 * to do in this case.
682 */ 740 */
683 return; 741 return;
684 } 742 }
685
686 /* If the map is saving, don't do anything as everything is
687 * going to get freed anyways.
688 */
689 if (!op->map || op->map->in_memory == MAP_SAVING)
690 return;
691 743
692 /* make sure the object is within map boundaries */ 744 /* make sure the object is within map boundaries */
693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 745 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
694 { 746 {
695 LOG (llevError, "update_object() called for object out of map!\n"); 747 LOG (llevError, "update_object() called for object out of map!\n");
699 return; 751 return;
700 } 752 }
701 753
702 mapspace &m = op->ms (); 754 mapspace &m = op->ms ();
703 755
704 if (m.flags_ & P_NEED_UPDATE) 756 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 757 /* nop */;
706 else if (action == UP_OBJ_INSERT) 758 else if (action == UP_OBJ_INSERT)
707 { 759 {
708 // this is likely overkill, TODO: revisit (schmorp) 760 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
715 || (m.move_on | op->move_on ) != m.move_on 767 || (m.move_on | op->move_on ) != m.move_on
716 || (m.move_off | op->move_off ) != m.move_off 768 || (m.move_off | op->move_off ) != m.move_off
717 || (m.move_slow | op->move_slow) != m.move_slow 769 || (m.move_slow | op->move_slow) != m.move_slow
718 /* This isn't perfect, but I don't expect a lot of objects to 770 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 771 * have move_allow right now.
720 */ 772 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
723 m.flags_ = P_NEED_UPDATE; 775 m.flags_ = 0;
724 } 776 }
725 /* if the object is being removed, we can't make intelligent 777 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 778 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 779 * that is being removed.
728 */ 780 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 782 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 783 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 784 /* Nothing to do for that case */ ;
733 else 785 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 786 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 787
736 if (op->more) 788 if (op->more)
737 update_object (op->more, action); 789 update_object (op->more, action);
738} 790}
739 791
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 792object::object ()
744{ 793{
745 SET_FLAG (this, FLAG_REMOVED); 794 SET_FLAG (this, FLAG_REMOVED);
746 795
747 expmul = 1.0; 796 expmul = 1.0;
748 face = blank_face; 797 face = blank_face;
749} 798}
750 799
751object::~object () 800object::~object ()
752{ 801{
802 unlink ();
803
753 free_key_values (this); 804 free_key_values (this);
754} 805}
755 806
807static int object_count;
808
756void object::link () 809void object::link ()
757{ 810{
811 assert (!index);//D
812 uuid = UUID::gen ();
758 count = ++ob_count; 813 count = ++object_count;
759 uuid = gen_uuid ();
760 814
761 prev = 0; 815 refcnt_inc ();
762 next = object::first; 816 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 817}
769 818
770void object::unlink () 819void object::unlink ()
771{ 820{
772 if (this == object::first) 821 if (!index)
773 object::first = next; 822 return;
774 823
775 /* Remove this object from the list of used objects */ 824 objects.erase (this);
776 if (prev) prev->next = next; 825 refcnt_dec ();
777 if (next) next->prev = prev; 826}
778 827
779 prev = 0; 828void
780 next = 0; 829object::activate ()
830{
831 /* If already on active list, don't do anything */
832 if (active)
833 return;
834
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
837
838 if (has_active_speed ())
839 actives.insert (this);
840}
841
842void
843object::activate_recursive ()
844{
845 activate ();
846
847 for (object *op = inv; op; op = op->below)
848 op->activate_recursive ();
849}
850
851/* This function removes object 'op' from the list of active
852 * objects.
853 * This should only be used for style maps or other such
854 * reference maps where you don't want an object that isn't
855 * in play chewing up cpu time getting processed.
856 * The reverse of this is to call update_ob_speed, which
857 * will do the right thing based on the speed of the object.
858 */
859void
860object::deactivate ()
861{
862 /* If not on the active list, nothing needs to be done */
863 if (!active)
864 return;
865
866 actives.erase (this);
867}
868
869void
870object::deactivate_recursive ()
871{
872 for (object *op = inv; op; op = op->below)
873 op->deactivate_recursive ();
874
875 deactivate ();
876}
877
878void
879object::set_flag_inv (int flag, int value)
880{
881 for (object *op = inv; op; op = op->below)
882 {
883 op->flag [flag] = value;
884 op->set_flag_inv (flag, value);
885 }
781} 886}
782 887
783/* 888/*
784 * Remove and free all objects in the inventory of the given object. 889 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 890 * object.c ?
786 */ 891 */
787void 892void
788object::destroy_inv (bool drop_to_ground) 893object::destroy_inv (bool drop_to_ground)
789{ 894{
895 // need to check first, because the checks below might segfault
896 // as we might be on an invalid mapspace and crossfire code
897 // is too buggy to ensure that the inventory is empty.
898 // corollary: if you create arrows etc. with stuff in its inventory,
899 // cf will crash below with off-map x and y
900 if (!inv)
901 return;
902
790 /* Only if the space blocks everything do we not process - 903 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 904 * if some form of movement is allowed, let objects
792 * drop on that space. 905 * drop on that space.
793 */ 906 */
794 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 907 if (!drop_to_ground
908 || !map
909 || map->in_memory != MAP_ACTIVE
910 || map->no_drop
911 || ms ().move_block == MOVE_ALL)
795 { 912 {
796 while (inv) 913 while (inv)
797 inv->destroy (); 914 inv->destroy (true);
798 } 915 }
799 else 916 else
800 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
801 while (inv) 918 while (inv)
802 { 919 {
804 921
805 if (op->flag [FLAG_STARTEQUIP] 922 if (op->flag [FLAG_STARTEQUIP]
806 || op->flag [FLAG_NO_DROP] 923 || op->flag [FLAG_NO_DROP]
807 || op->type == RUNE 924 || op->type == RUNE
808 || op->type == TRAP 925 || op->type == TRAP
809 || op->flag [FLAG_IS_A_TEMPLATE]) 926 || op->flag [FLAG_IS_A_TEMPLATE]
927 || op->flag [FLAG_DESTROY_ON_DEATH])
810 op->destroy (); 928 op->destroy (true);
811 else 929 else
812 { 930 map->insert (op, x, y);
813 op->remove ();
814 op->x = x;
815 op->y = y;
816 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
817 }
818 } 931 }
819 } 932 }
820} 933}
821 934
822object *object::create () 935object *object::create ()
824 object *op = new object; 937 object *op = new object;
825 op->link (); 938 op->link ();
826 return op; 939 return op;
827} 940}
828 941
942static struct freed_map : maptile
943{
944 freed_map ()
945 {
946 path = "<freed objects map>";
947 name = "/internal/freed_objects_map";
948 width = 3;
949 height = 3;
950 no_drop = 1;
951 no_reset = 1;
952
953 alloc ();
954 in_memory = MAP_ACTIVE;
955 }
956
957 ~freed_map ()
958 {
959 destroy ();
960 }
961} freed_map; // freed objects are moved here to avoid crashes
962
829void 963void
830object::do_destroy () 964object::do_destroy ()
831{ 965{
832 attachable::do_destroy ();
833
834 if (flag [FLAG_IS_LINKED]) 966 if (flag [FLAG_IS_LINKED])
835 remove_button_link (this); 967 remove_button_link (this);
836 968
837 if (flag [FLAG_FRIENDLY]) 969 if (flag [FLAG_FRIENDLY])
838 remove_friendly_object (this); 970 remove_friendly_object (this);
839 971
840 if (!flag [FLAG_REMOVED])
841 remove (); 972 remove ();
842 973
843 if (flag [FLAG_FREED]) 974 attachable::do_destroy ();
844 return; 975
976 deactivate ();
977 unlink ();
845 978
846 flag [FLAG_FREED] = 1; 979 flag [FLAG_FREED] = 1;
847 980
848 destroy_inv (true);
849 set_speed (0);
850 unlink ();
851
852 // hack to ensure that freed objects still have a valid map 981 // hack to ensure that freed objects still have a valid map
853 {
854 static maptile *freed_map; // freed objects are moved here to avoid crashes
855
856 if (!freed_map)
857 {
858 freed_map = new maptile;
859
860 freed_map->name = "/internal/freed_objects_map";
861 freed_map->width = 3;
862 freed_map->height = 3;
863
864 freed_map->allocate ();
865 }
866
867 map = freed_map; 982 map = &freed_map;
868 x = 1; 983 x = 1;
869 y = 1; 984 y = 1;
870 }
871
872 head = 0;
873 985
874 if (more) 986 if (more)
875 { 987 {
876 more->destroy (); 988 more->destroy ();
877 more = 0; 989 more = 0;
878 } 990 }
879 991
992 head = 0;
993
880 // clear those pointers that likely might have circular references to us 994 // clear those pointers that likely might cause circular references
881 owner = 0; 995 owner = 0;
882 enemy = 0; 996 enemy = 0;
883 attacked_by = 0; 997 attacked_by = 0;
884 998 current_weapon = 0;
885 // only relevant for players(?), but make sure of it anyways
886 contr = 0;
887} 999}
888 1000
889void 1001void
890object::destroy (bool destroy_inventory) 1002object::destroy (bool destroy_inventory)
891{ 1003{
892 if (destroyed ()) 1004 if (destroyed ())
893 return; 1005 return;
894 1006
1007 if (!is_head () && !head->destroyed ())
1008 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy (destroy_inventory);
1011 return;
1012 }
1013
895 if (destroy_inventory) 1014 destroy_inv (!destroy_inventory);
896 destroy_inv (false); 1015
1016 if (is_head ())
1017 if (sound_destroy)
1018 play_sound (sound_destroy);
1019 else if (flag [FLAG_MONSTER])
1020 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
897 1021
898 attachable::destroy (); 1022 attachable::destroy ();
899}
900
901/*
902 * sub_weight() recursively (outwards) subtracts a number from the
903 * weight of an object (and what is carried by it's environment(s)).
904 */
905void
906sub_weight (object *op, signed long weight)
907{
908 while (op != NULL)
909 {
910 if (op->type == CONTAINER)
911 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
912
913 op->carrying -= weight;
914 op = op->env;
915 }
916} 1023}
917 1024
918/* op->remove (): 1025/* op->remove ():
919 * This function removes the object op from the linked list of objects 1026 * This function removes the object op from the linked list of objects
920 * which it is currently tied to. When this function is done, the 1027 * which it is currently tied to. When this function is done, the
921 * object will have no environment. If the object previously had an 1028 * object will have no environment. If the object previously had an
922 * environment, the x and y coordinates will be updated to 1029 * environment, the x and y coordinates will be updated to
923 * the previous environment. 1030 * the previous environment.
924 * Beware: This function is called from the editor as well!
925 */ 1031 */
926void 1032void
927object::remove () 1033object::do_remove ()
928{ 1034{
929 object *tmp, *last = 0; 1035 object *tmp, *last = 0;
930 object *otmp; 1036 object *otmp;
931 1037
932 if (QUERY_FLAG (this, FLAG_REMOVED)) 1038 if (flag [FLAG_REMOVED])
933 return; 1039 return;
934 1040
935 SET_FLAG (this, FLAG_REMOVED);
936 INVOKE_OBJECT (REMOVE, this); 1041 INVOKE_OBJECT (REMOVE, this);
1042
1043 flag [FLAG_REMOVED] = true;
937 1044
938 if (more) 1045 if (more)
939 more->remove (); 1046 more->remove ();
940 1047
941 /* 1048 /*
942 * In this case, the object to be removed is in someones 1049 * In this case, the object to be removed is in someones
943 * inventory. 1050 * inventory.
944 */ 1051 */
945 if (env) 1052 if (env)
946 { 1053 {
947 if (nrof) 1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
948 sub_weight (env, weight * nrof); 1055 if (object *pl = visible_to ())
949 else 1056 esrv_del_item (pl->contr, count);
950 sub_weight (env, weight + carrying); 1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058
1059 adjust_weight (env, -total_weight ());
1060
1061 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do.
1064 */
1065 map = env->map;
1066 x = env->x;
1067 y = env->y;
1068
1069 // make sure cmov optimisation is applicable
1070 *(above ? &above->below : &env->inv) = below;
1071 *(below ? &below->above : &above ) = above; // &above is just a dummy
1072
1073 above = 0;
1074 below = 0;
1075 env = 0;
951 1076
952 /* NO_FIX_PLAYER is set when a great many changes are being 1077 /* NO_FIX_PLAYER is set when a great many changes are being
953 * made to players inventory. If set, avoiding the call 1078 * made to players inventory. If set, avoiding the call
954 * to save cpu time. 1079 * to save cpu time.
955 */ 1080 */
956 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1081 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
957 otmp->update_stats (); 1082 otmp->update_stats ();
958
959 if (above != NULL)
960 above->below = below;
961 else
962 env->inv = below;
963
964 if (below != NULL)
965 below->above = above;
966
967 /* we set up values so that it could be inserted into
968 * the map, but we don't actually do that - it is up
969 * to the caller to decide what we want to do.
970 */
971 x = env->x, y = env->y;
972 map = env->map;
973 above = 0, below = 0;
974 env = 0;
975 } 1083 }
976 else if (map) 1084 else if (map)
977 { 1085 {
978 /* Re did the following section of code - it looks like it had 1086 map->dirty = true;
979 * lots of logic for things we no longer care about 1087 mapspace &ms = this->ms ();
1088
1089 if (object *pl = ms.player ())
980 */ 1090 {
1091 if (type == PLAYER) // this == pl(!)
1092 {
1093 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent.
1097 close_container ();
1098
1099 --map->players;
1100 map->touch ();
1101 }
1102 else if (pl->container == this)
1103 {
1104 // removing a container should close it
1105 close_container ();
1106 }
1107
1108 esrv_del_item (pl->contr, count);
1109 }
981 1110
982 /* link the object above us */ 1111 /* link the object above us */
983 if (above) 1112 // re-link, make sure compiler can easily use cmove
984 above->below = below; 1113 *(above ? &above->below : &ms.top) = below;
985 else 1114 *(below ? &below->above : &ms.bot) = above;
986 map->at (x, y).top = below; /* we were top, set new top */
987
988 /* Relink the object below us, if there is one */
989 if (below)
990 below->above = above;
991 else
992 {
993 /* Nothing below, which means we need to relink map object for this space
994 * use translated coordinates in case some oddness with map tiling is
995 * evident
996 */
997 if (GET_MAP_OB (map, x, y) != this)
998 {
999 char *dump = dump_object (this);
1000 LOG (llevError,
1001 "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);
1002 free (dump);
1003 dump = dump_object (GET_MAP_OB (map, x, y));
1004 LOG (llevError, "%s\n", dump);
1005 free (dump);
1006 }
1007
1008 map->at (x, y).bot = above; /* goes on above it. */
1009 }
1010 1115
1011 above = 0; 1116 above = 0;
1012 below = 0; 1117 below = 0;
1013 1118
1119 ms.flags_ = 0;
1120
1014 if (map->in_memory == MAP_SAVING) 1121 if (map->in_memory == MAP_SAVING)
1015 return; 1122 return;
1016 1123
1017 int check_walk_off = !flag [FLAG_NO_APPLY]; 1124 int check_walk_off = !flag [FLAG_NO_APPLY];
1018 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
1019 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1142 for (tmp = ms.bot; tmp; tmp = tmp->above)
1020 { 1143 {
1021 /* 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
1022 * being removed. 1145 * being removed.
1023 */ 1146 */
1024 1147
1025 if (tmp->type == PLAYER && tmp != this)
1026 {
1027 /* If a container that the player is currently using somehow gets
1028 * removed (most likely destroyed), update the player view
1029 * appropriately.
1030 */
1031 if (tmp->container == this)
1032 {
1033 flag [FLAG_APPLIED] = 0;
1034 tmp->container = 0;
1035 }
1036
1037 if (tmp->contr->ns)
1038 tmp->contr->ns->floorbox_update ();
1039 }
1040
1041 /* See if player moving off should effect something */ 1148 /* See if object moving off should effect something */
1042 if (check_walk_off 1149 if (check_walk_off
1043 && ((move_type & tmp->move_off) 1150 && ((move_type & tmp->move_off)
1044 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1045 { 1152 {
1046 move_apply (tmp, this, 0); 1153 move_apply (tmp, this, 0);
1047 1154
1048 if (destroyed ()) 1155 if (destroyed ())
1049 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 ());
1050 } 1157 }
1051 1158
1052 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1053
1054 if (tmp->above == tmp)
1055 tmp->above = 0;
1056
1057 last = tmp; 1159 last = tmp;
1058 } 1160 }
1059
1060 /* last == NULL of there are no objects on this space */
1061 if (!last)
1062 map->at (x, y).flags_ = P_NEED_UPDATE;
1063 else
1064 update_object (last, UP_OBJ_REMOVE);
1065 1161
1066 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1162 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1067 update_all_los (map, x, y); 1163 update_all_los (map, x, y);
1068 } 1164 }
1069} 1165}
1080merge_ob (object *op, object *top) 1176merge_ob (object *op, object *top)
1081{ 1177{
1082 if (!op->nrof) 1178 if (!op->nrof)
1083 return 0; 1179 return 0;
1084 1180
1085 if (top) 1181 if (!top)
1086 for (top = op; top && top->above; top = top->above) 1182 for (top = op; top && top->above; top = top->above)
1087 ; 1183 ;
1088 1184
1089 for (; top; top = top->below) 1185 for (; top; top = top->below)
1090 {
1091 if (top == op)
1092 continue;
1093
1094 if (object::can_merge (op, top)) 1186 if (object::can_merge (op, top))
1095 { 1187 {
1096 top->nrof += op->nrof; 1188 top->nrof += op->nrof;
1097 1189
1098/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1190 if (object *pl = top->visible_to ())
1099 op->weight = 0; /* Don't want any adjustements now */ 1191 esrv_update_item (UPD_NROF, pl, top);
1192
1193 op->weight = 0; // cancel the addition above
1194 op->carrying = 0; // must be 0 already
1195
1100 op->destroy (); 1196 op->destroy (1);
1197
1101 return top; 1198 return top;
1102 } 1199 }
1103 }
1104 1200
1105 return 0; 1201 return 0;
1106} 1202}
1107 1203
1204void
1205object::expand_tail ()
1206{
1207 if (more)
1208 return;
1209
1210 object *prev = this;
1211
1212 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1213 {
1214 object *op = arch_to_object (at);
1215
1216 op->name = name;
1217 op->name_pl = name_pl;
1218 op->title = title;
1219
1220 op->head = this;
1221 prev->more = op;
1222
1223 prev = op;
1224 }
1225}
1226
1108/* 1227/*
1109 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1228 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1110 * job preparing multi-part monsters 1229 * job preparing multi-part monsters.
1111 */ 1230 */
1112object * 1231object *
1113insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1232insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1114{ 1233{
1115 object *tmp; 1234 op->remove ();
1116 1235
1117 if (op->head)
1118 op = op->head;
1119
1120 for (tmp = op; tmp; tmp = tmp->more) 1236 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1121 { 1237 {
1122 tmp->x = x + tmp->arch->clone.x; 1238 tmp->x = x + tmp->arch->x;
1123 tmp->y = y + tmp->arch->clone.y; 1239 tmp->y = y + tmp->arch->y;
1124 } 1240 }
1125 1241
1126 return insert_ob_in_map (op, m, originator, flag); 1242 return insert_ob_in_map (op, m, originator, flag);
1127} 1243}
1128 1244
1147 * just 'op' otherwise 1263 * just 'op' otherwise
1148 */ 1264 */
1149object * 1265object *
1150insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1266insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1151{ 1267{
1152 object *tmp, *top, *floor = NULL; 1268 if (op->is_on_map ())
1153 sint16 x, y;
1154
1155 if (QUERY_FLAG (op, FLAG_FREED))
1156 {
1157 LOG (llevError, "Trying to insert freed object!\n");
1158 return NULL;
1159 } 1269 {
1160 1270 LOG (llevError, "insert_ob_in_map called for object already on map");
1161 if (m == NULL)
1162 {
1163 char *dump = dump_object (op);
1164 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1165 free (dump);
1166 return op;
1167 }
1168
1169 if (out_of_map (m, op->x, op->y))
1170 {
1171 char *dump = dump_object (op);
1172 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1173#ifdef MANY_CORES
1174 /* Better to catch this here, as otherwise the next use of this object
1175 * is likely to cause a crash. Better to find out where it is getting
1176 * improperly inserted.
1177 */
1178 abort (); 1271 abort ();
1179#endif
1180 free (dump);
1181 return op;
1182 }
1183
1184 if (!QUERY_FLAG (op, FLAG_REMOVED))
1185 { 1272 }
1186 char *dump = dump_object (op);
1187 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1188 free (dump);
1189 return op;
1190 }
1191 1273
1192 if (op->more) 1274 if (op->env)
1193 {
1194 /* The part may be on a different map. */
1195
1196 object *more = op->more;
1197
1198 /* We really need the caller to normalize coordinates - if
1199 * we set the map, that doesn't work if the location is within
1200 * a map and this is straddling an edge. So only if coordinate
1201 * is clear wrong do we normalize it.
1202 */
1203 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1204 more->map = get_map_from_coord (m, &more->x, &more->y);
1205 else if (!more->map)
1206 {
1207 /* For backwards compatibility - when not dealing with tiled maps,
1208 * more->map should always point to the parent.
1209 */
1210 more->map = m;
1211 }
1212
1213 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1214 {
1215 if (!op->head)
1216 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1217
1218 return 0;
1219 }
1220 } 1275 {
1276 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1277 op->remove ();
1278 }
1221 1279
1222 CLEAR_FLAG (op, FLAG_REMOVED); 1280 if (op->face && !face_info (op->face))//D TODO: remove soon
1281 {//D
1282 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1283 op->face = 1;//D
1284 }//D
1223 1285
1224 /* Ideally, the caller figures this out. However, it complicates a lot 1286 /* Ideally, the caller figures this out. However, it complicates a lot
1225 * of areas of callers (eg, anything that uses find_free_spot would now 1287 * of areas of callers (eg, anything that uses find_free_spot would now
1226 * need extra work 1288 * need extra work
1227 */ 1289 */
1228 op->map = get_map_from_coord (m, &op->x, &op->y); 1290 if (!xy_normalise (m, op->x, op->y))
1229 x = op->x; 1291 {
1230 y = op->y; 1292 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1293 return 0;
1294 }
1295
1296 if (object *more = op->more)
1297 if (!insert_ob_in_map (more, m, originator, flag))
1298 return 0;
1299
1300 CLEAR_FLAG (op, FLAG_REMOVED);
1301
1302 op->map = m;
1303 mapspace &ms = op->ms ();
1231 1304
1232 /* this has to be done after we translate the coordinates. 1305 /* this has to be done after we translate the coordinates.
1233 */ 1306 */
1234 if (op->nrof && !(flag & INS_NO_MERGE)) 1307 if (op->nrof && !(flag & INS_NO_MERGE))
1235 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1308 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1236 if (object::can_merge (op, tmp)) 1309 if (object::can_merge (op, tmp))
1237 { 1310 {
1311 // TODO: we actually want to update tmp, not op,
1312 // but some caller surely breaks when we return tmp
1313 // from here :/
1238 op->nrof += tmp->nrof; 1314 op->nrof += tmp->nrof;
1239 tmp->destroy (); 1315 tmp->destroy (1);
1240 } 1316 }
1241 1317
1242 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1318 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1243 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1319 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1244 1320
1251 { 1327 {
1252 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1328 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1253 abort (); 1329 abort ();
1254 } 1330 }
1255 1331
1332 if (!originator->is_on_map ())
1333 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1334 op->debug_desc (), originator->debug_desc ());
1335
1256 op->above = originator; 1336 op->above = originator;
1257 op->below = originator->below; 1337 op->below = originator->below;
1258
1259 if (op->below)
1260 op->below->above = op;
1261 else
1262 op->ms ().bot = op;
1263
1264 /* since *below* originator, no need to update top */
1265 originator->below = op; 1338 originator->below = op;
1339
1340 *(op->below ? &op->below->above : &ms.bot) = op;
1266 } 1341 }
1267 else 1342 else
1268 { 1343 {
1344 object *floor = 0;
1345 object *top = ms.top;
1346
1269 /* If there are other objects, then */ 1347 /* If there are other objects, then */
1270 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1348 if (top)
1271 { 1349 {
1272 object *last = NULL;
1273
1274 /* 1350 /*
1275 * If there are multiple objects on this space, we do some trickier handling. 1351 * If there are multiple objects on this space, we do some trickier handling.
1276 * We've already dealt with merging if appropriate. 1352 * We've already dealt with merging if appropriate.
1277 * Generally, we want to put the new object on top. But if 1353 * Generally, we want to put the new object on top. But if
1278 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1281 * once we get to them. This reduces the need to traverse over all of 1357 * once we get to them. This reduces the need to traverse over all of
1282 * them when adding another one - this saves quite a bit of cpu time 1358 * them when adding another one - this saves quite a bit of cpu time
1283 * when lots of spells are cast in one area. Currently, it is presumed 1359 * when lots of spells are cast in one area. Currently, it is presumed
1284 * that flying non pickable objects are spell objects. 1360 * that flying non pickable objects are spell objects.
1285 */ 1361 */
1286 1362 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1287 while (top != NULL)
1288 { 1363 {
1289 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1364 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1290 floor = top; 1365 floor = tmp;
1291 1366
1292 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1367 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1293 { 1368 {
1294 /* We insert above top, so we want this object below this */ 1369 /* We insert above top, so we want this object below this */
1295 top = top->below; 1370 top = tmp->below;
1296 break; 1371 break;
1297 } 1372 }
1298 1373
1299 last = top;
1300 top = top->above; 1374 top = tmp;
1301 } 1375 }
1302
1303 /* Don't want top to be NULL, so set it to the last valid object */
1304 top = last;
1305 1376
1306 /* We let update_position deal with figuring out what the space 1377 /* We let update_position deal with figuring out what the space
1307 * looks like instead of lots of conditions here. 1378 * looks like instead of lots of conditions here.
1308 * makes things faster, and effectively the same result. 1379 * makes things faster, and effectively the same result.
1309 */ 1380 */
1310 1381
1311 /* Have object 'fall below' other objects that block view. 1382 /* Have object 'fall below' other objects that block view.
1312 * Unless those objects are exits, type 66 1383 * Unless those objects are exits.
1313 * If INS_ON_TOP is used, don't do this processing 1384 * If INS_ON_TOP is used, don't do this processing
1314 * Need to find the object that in fact blocks view, otherwise 1385 * Need to find the object that in fact blocks view, otherwise
1315 * stacking is a bit odd. 1386 * stacking is a bit odd.
1316 */ 1387 */
1317 if (!(flag & INS_ON_TOP) && 1388 if (!(flag & INS_ON_TOP)
1318 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1389 && ms.flags () & P_BLOCKSVIEW
1390 && (op->face && !faces [op->face].visibility))
1319 { 1391 {
1392 object *last;
1393
1320 for (last = top; last != floor; last = last->below) 1394 for (last = top; last != floor; last = last->below)
1321 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1395 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1322 break; 1396 break;
1397
1323 /* Check to see if we found the object that blocks view, 1398 /* Check to see if we found the object that blocks view,
1324 * and make sure we have a below pointer for it so that 1399 * and make sure we have a below pointer for it so that
1325 * we can get inserted below this one, which requires we 1400 * we can get inserted below this one, which requires we
1326 * set top to the object below us. 1401 * set top to the object below us.
1327 */ 1402 */
1328 if (last && last->below && last != floor) 1403 if (last && last->below && last != floor)
1329 top = last->below; 1404 top = last->below;
1330 } 1405 }
1331 } /* If objects on this space */ 1406 } /* If objects on this space */
1332 1407
1333 if (flag & INS_MAP_LOAD)
1334 top = GET_MAP_TOP (op->map, op->x, op->y);
1335
1336 if (flag & INS_ABOVE_FLOOR_ONLY) 1408 if (flag & INS_ABOVE_FLOOR_ONLY)
1337 top = floor; 1409 top = floor;
1338 1410
1339 /* Top is the object that our object (op) is going to get inserted above. 1411 // insert object above top, or bottom-most if top = 0
1340 */
1341
1342 /* First object on this space */
1343 if (!top) 1412 if (!top)
1344 { 1413 {
1345 op->above = GET_MAP_OB (op->map, op->x, op->y);
1346
1347 if (op->above)
1348 op->above->below = op;
1349
1350 op->below = NULL; 1414 op->below = 0;
1415 op->above = ms.bot;
1351 op->ms ().bot = op; 1416 ms.bot = op;
1417
1418 *(op->above ? &op->above->below : &ms.top) = op;
1352 } 1419 }
1353 else 1420 else
1354 { /* get inserted into the stack above top */ 1421 {
1355 op->above = top->above; 1422 op->above = top->above;
1356
1357 if (op->above)
1358 op->above->below = op; 1423 top->above = op;
1359 1424
1360 op->below = top; 1425 op->below = top;
1361 top->above = op; 1426 *(op->above ? &op->above->below : &ms.top) = op;
1362 } 1427 }
1363 1428 }
1364 if (op->above == NULL)
1365 op->ms ().top = op;
1366 } /* else not INS_BELOW_ORIGINATOR */
1367 1429
1368 if (op->type == PLAYER) 1430 if (op->type == PLAYER)
1431 {
1369 op->contr->do_los = 1; 1432 op->contr->do_los = 1;
1433 ++op->map->players;
1434 op->map->touch ();
1435 }
1370 1436
1371 /* If we have a floor, we know the player, if any, will be above 1437 op->map->dirty = true;
1372 * it, so save a few ticks and start from there. 1438
1373 */
1374 if (!(flag & INS_MAP_LOAD))
1375 if (object *pl = op->ms ().player ()) 1439 if (object *pl = ms.player ())
1440 //TODO: the floorbox prev/next might need updating
1441 //esrv_send_item (pl, op);
1442 //TODO: update floorbox to preserve ordering
1376 if (pl->contr->ns) 1443 if (pl->contr->ns)
1377 pl->contr->ns->floorbox_update (); 1444 pl->contr->ns->floorbox_update ();
1378 1445
1379 /* If this object glows, it may affect lighting conditions that are 1446 /* If this object glows, it may affect lighting conditions that are
1380 * visible to others on this map. But update_all_los is really 1447 * visible to others on this map. But update_all_los is really
1381 * an inefficient way to do this, as it means los for all players 1448 * an inefficient way to do this, as it means los for all players
1382 * on the map will get recalculated. The players could very well 1449 * on the map will get recalculated. The players could very well
1383 * be far away from this change and not affected in any way - 1450 * be far away from this change and not affected in any way -
1384 * this should get redone to only look for players within range, 1451 * this should get redone to only look for players within range,
1385 * or just updating the P_NEED_UPDATE for spaces within this area 1452 * or just updating the P_UPTODATE for spaces within this area
1386 * of effect may be sufficient. 1453 * of effect may be sufficient.
1387 */ 1454 */
1388 if (op->map->darkness && (op->glow_radius != 0)) 1455 if (op->map->darkness && (op->glow_radius != 0))
1389 update_all_los (op->map, op->x, op->y); 1456 update_all_los (op->map, op->x, op->y);
1390 1457
1401 * blocked() and wall() work properly), and these flags are updated by 1468 * blocked() and wall() work properly), and these flags are updated by
1402 * update_object(). 1469 * update_object().
1403 */ 1470 */
1404 1471
1405 /* if this is not the head or flag has been passed, don't check walk on status */ 1472 /* if this is not the head or flag has been passed, don't check walk on status */
1406 if (!(flag & INS_NO_WALK_ON) && !op->head) 1473 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1407 { 1474 {
1408 if (check_move_on (op, originator)) 1475 if (check_move_on (op, originator))
1409 return 0; 1476 return 0;
1410 1477
1411 /* If we are a multi part object, lets work our way through the check 1478 /* If we are a multi part object, lets work our way through the check
1412 * walk on's. 1479 * walk on's.
1413 */ 1480 */
1414 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1481 for (object *tmp = op->more; tmp; tmp = tmp->more)
1415 if (check_move_on (tmp, originator)) 1482 if (check_move_on (tmp, originator))
1416 return 0; 1483 return 0;
1417 } 1484 }
1418 1485
1419 return op; 1486 return op;
1424 * op is the object to insert it under: supplies x and the map. 1491 * op is the object to insert it under: supplies x and the map.
1425 */ 1492 */
1426void 1493void
1427replace_insert_ob_in_map (const char *arch_string, object *op) 1494replace_insert_ob_in_map (const char *arch_string, object *op)
1428{ 1495{
1429 object *tmp, *tmp1;
1430
1431 /* first search for itself and remove any old instances */ 1496 /* first search for itself and remove any old instances */
1432 1497
1433 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1434 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1435 tmp->destroy (); 1500 tmp->destroy (1);
1436 1501
1437 tmp1 = arch_to_object (archetype::find (arch_string)); 1502 object *tmp = arch_to_object (archetype::find (arch_string));
1438 1503
1439 tmp1->x = op->x; 1504 tmp->x = op->x;
1440 tmp1->y = op->y; 1505 tmp->y = op->y;
1506
1441 insert_ob_in_map (tmp1, op->map, op, 0); 1507 insert_ob_in_map (tmp, op->map, op, 0);
1442} 1508}
1443
1444/*
1445 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1446 * is returned contains nr objects, and the remaining parts contains
1447 * the rest (or is removed and freed if that number is 0).
1448 * On failure, NULL is returned, and the reason put into the
1449 * global static errmsg array.
1450 */
1451 1509
1452object * 1510object *
1453get_split_ob (object *orig_ob, uint32 nr) 1511object::insert_at (object *where, object *originator, int flags)
1454{ 1512{
1455 object *newob; 1513 if (where->env)
1456 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1514 return where->env->insert (this);
1457 1515 else
1458 if (orig_ob->nrof < nr) 1516 return where->map->insert (this, where->x, where->y, originator, flags);
1459 {
1460 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1461 return NULL;
1462 }
1463
1464 newob = object_create_clone (orig_ob);
1465
1466 if ((orig_ob->nrof -= nr) < 1)
1467 orig_ob->destroy (1);
1468 else if (!is_removed)
1469 {
1470 if (orig_ob->env != NULL)
1471 sub_weight (orig_ob->env, orig_ob->weight * nr);
1472 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1473 {
1474 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1475 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1476 return NULL;
1477 }
1478 }
1479
1480 newob->nrof = nr;
1481
1482 return newob;
1483} 1517}
1484 1518
1485/* 1519/*
1486 * decrease_ob_nr(object, number) decreases a specified number from 1520 * decrease(object, number) decreases a specified number from
1487 * the amount of an object. If the amount reaches 0, the object 1521 * the amount of an object. If the amount reaches 0, the object
1488 * is subsequently removed and freed. 1522 * is subsequently removed and freed.
1489 * 1523 *
1490 * Return value: 'op' if something is left, NULL if the amount reached 0 1524 * Return value: 'op' if something is left, NULL if the amount reached 0
1491 */ 1525 */
1526bool
1527object::decrease (sint32 nr)
1528{
1529 if (!nr)
1530 return true;
1492 1531
1532 nr = min (nr, nrof);
1533
1534 if (nrof > nr)
1535 {
1536 nrof -= nr;
1537 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1538
1539 if (object *pl = visible_to ())
1540 esrv_update_item (UPD_NROF, pl, this);
1541
1542 return true;
1543 }
1544 else
1545 {
1546 destroy ();
1547 return false;
1548 }
1549}
1550
1551/*
1552 * split(ob,nr) splits up ob into two parts. The part which
1553 * is returned contains nr objects, and the remaining parts contains
1554 * the rest (or is removed and returned if that number is 0).
1555 * On failure, NULL is returned.
1556 */
1493object * 1557object *
1494decrease_ob_nr (object *op, uint32 i) 1558object::split (sint32 nr)
1495{ 1559{
1496 object *tmp; 1560 int have = number_of ();
1497 1561
1498 if (i == 0) /* objects with op->nrof require this check */ 1562 if (have < nr)
1499 return op; 1563 return 0;
1500 1564 else if (have == nr)
1501 if (i > op->nrof)
1502 i = op->nrof;
1503
1504 if (QUERY_FLAG (op, FLAG_REMOVED))
1505 op->nrof -= i;
1506 else if (op->env)
1507 { 1565 {
1508 /* is this object in the players inventory, or sub container
1509 * therein?
1510 */
1511 tmp = op->in_player ();
1512 /* nope. Is this a container the player has opened?
1513 * If so, set tmp to that player.
1514 * IMO, searching through all the players will mostly
1515 * likely be quicker than following op->env to the map,
1516 * and then searching the map for a player.
1517 */
1518 if (!tmp)
1519 for_all_players (pl)
1520 if (pl->ob->container == op->env)
1521 {
1522 tmp = pl->ob;
1523 break;
1524 }
1525
1526 if (i < op->nrof)
1527 {
1528 sub_weight (op->env, op->weight * i);
1529 op->nrof -= i;
1530 if (tmp)
1531 esrv_send_item (tmp, op);
1532 }
1533 else
1534 {
1535 op->remove (); 1566 remove ();
1536 op->nrof = 0; 1567 return this;
1537 if (tmp)
1538 esrv_del_item (tmp->contr, op->count);
1539 }
1540 } 1568 }
1541 else 1569 else
1542 { 1570 {
1543 object *above = op->above; 1571 decrease (nr);
1544 1572
1545 if (i < op->nrof) 1573 object *op = deep_clone ();
1546 op->nrof -= i; 1574 op->nrof = nr;
1547 else
1548 {
1549 op->remove ();
1550 op->nrof = 0;
1551 }
1552
1553 /* Since we just removed op, op->above is null */
1554 for (tmp = above; tmp; tmp = tmp->above)
1555 if (tmp->type == PLAYER)
1556 {
1557 if (op->nrof)
1558 esrv_send_item (tmp, op);
1559 else
1560 esrv_del_item (tmp->contr, op->count);
1561 }
1562 }
1563
1564 if (op->nrof)
1565 return op; 1575 return op;
1566 else
1567 {
1568 op->destroy ();
1569 return 0;
1570 }
1571}
1572
1573/*
1574 * add_weight(object, weight) adds the specified weight to an object,
1575 * and also updates how much the environment(s) is/are carrying.
1576 */
1577
1578void
1579add_weight (object *op, signed long weight)
1580{
1581 while (op != NULL)
1582 {
1583 if (op->type == CONTAINER)
1584 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1585
1586 op->carrying += weight;
1587 op = op->env;
1588 } 1576 }
1589} 1577}
1590 1578
1591object * 1579object *
1592insert_ob_in_ob (object *op, object *where) 1580insert_ob_in_ob (object *op, object *where)
1597 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1585 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1598 free (dump); 1586 free (dump);
1599 return op; 1587 return op;
1600 } 1588 }
1601 1589
1602 if (where->head) 1590 if (where->head_ () != where)
1603 { 1591 {
1604 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1592 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1605 where = where->head; 1593 where = where->head;
1606 } 1594 }
1607 1595
1608 return where->insert (op); 1596 return where->insert (op);
1609} 1597}
1614 * inside the object environment. 1602 * inside the object environment.
1615 * 1603 *
1616 * The function returns now pointer to inserted item, and return value can 1604 * The function returns now pointer to inserted item, and return value can
1617 * be != op, if items are merged. -Tero 1605 * be != op, if items are merged. -Tero
1618 */ 1606 */
1619
1620object * 1607object *
1621object::insert (object *op) 1608object::insert (object *op)
1622{ 1609{
1623 object *tmp, *otmp;
1624
1625 if (!QUERY_FLAG (op, FLAG_REMOVED))
1626 op->remove ();
1627
1628 if (op->more) 1610 if (op->more)
1629 { 1611 {
1630 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1612 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1631 return op; 1613 return op;
1632 } 1614 }
1633 1615
1634 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1616 op->remove ();
1635 CLEAR_FLAG (op, FLAG_REMOVED); 1617
1618 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1619
1636 if (op->nrof) 1620 if (op->nrof)
1637 {
1638 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1621 for (object *tmp = inv; tmp; tmp = tmp->below)
1639 if (object::can_merge (tmp, op)) 1622 if (object::can_merge (tmp, op))
1640 { 1623 {
1641 /* return the original object and remove inserted object 1624 /* return the original object and remove inserted object
1642 (client needs the original object) */ 1625 (client needs the original object) */
1643 tmp->nrof += op->nrof; 1626 tmp->nrof += op->nrof;
1644 /* Weight handling gets pretty funky. Since we are adding to 1627
1645 * tmp->nrof, we need to increase the weight. 1628 if (object *pl = tmp->visible_to ())
1646 */ 1629 esrv_update_item (UPD_NROF, pl, tmp);
1630
1647 add_weight (this, op->weight * op->nrof); 1631 adjust_weight (this, op->total_weight ());
1648 SET_FLAG (op, FLAG_REMOVED); 1632
1649 op->destroy (); /* free the inserted object */ 1633 op->destroy (1);
1650 op = tmp; 1634 op = tmp;
1651 op->remove (); /* and fix old object's links */ 1635 goto inserted;
1652 CLEAR_FLAG (op, FLAG_REMOVED);
1653 break;
1654 } 1636 }
1655 1637
1656 /* I assume combined objects have no inventory 1638 op->owner = 0; // it's his/hers now. period.
1657 * We add the weight - this object could have just been removed
1658 * (if it was possible to merge). calling remove_ob will subtract
1659 * the weight, so we need to add it in again, since we actually do
1660 * the linking below
1661 */
1662 add_weight (this, op->weight * op->nrof);
1663 }
1664 else
1665 add_weight (this, (op->weight + op->carrying));
1666
1667 otmp = this->in_player ();
1668 if (otmp && otmp->contr)
1669 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1670 otmp->update_stats ();
1671
1672 op->map = 0; 1639 op->map = 0;
1673 op->env = this; 1640 op->x = 0;
1641 op->y = 0;
1642
1674 op->above = 0; 1643 op->above = 0;
1675 op->below = 0; 1644 op->below = inv;
1676 op->x = 0, op->y = 0; 1645 op->env = this;
1677 1646
1647 if (inv)
1648 inv->above = op;
1649
1650 inv = op;
1651
1652 op->flag [FLAG_REMOVED] = 0;
1653
1654 if (object *pl = op->visible_to ())
1655 esrv_send_item (pl, op);
1656
1657 adjust_weight (this, op->total_weight ());
1658
1659inserted:
1678 /* reset the light list and los of the players on the map */ 1660 /* reset the light list and los of the players on the map */
1679 if ((op->glow_radius != 0) && map) 1661 if (op->glow_radius && map && map->darkness)
1680 {
1681#ifdef DEBUG_LIGHTS
1682 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1683#endif /* DEBUG_LIGHTS */
1684 if (map->darkness)
1685 update_all_los (map, x, y); 1662 update_all_los (map, x, y);
1686 }
1687 1663
1688 /* Client has no idea of ordering so lets not bother ordering it here. 1664 // if this is a player's inventory, update stats
1689 * It sure simplifies this function... 1665 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1690 */ 1666 update_stats ();
1691 if (!inv)
1692 inv = op;
1693 else
1694 {
1695 op->below = inv;
1696 op->below->above = op;
1697 inv = op;
1698 }
1699 1667
1700 INVOKE_OBJECT (INSERT, this); 1668 INVOKE_OBJECT (INSERT, this);
1701 1669
1702 return op; 1670 return op;
1703} 1671}
1720 * 1688 *
1721 * MSW 2001-07-08: Check all objects on space, not just those below 1689 * MSW 2001-07-08: Check all objects on space, not just those below
1722 * object being inserted. insert_ob_in_map may not put new objects 1690 * object being inserted. insert_ob_in_map may not put new objects
1723 * on top. 1691 * on top.
1724 */ 1692 */
1725
1726int 1693int
1727check_move_on (object *op, object *originator) 1694check_move_on (object *op, object *originator)
1728{ 1695{
1729 object *tmp; 1696 object *tmp;
1730 maptile *m = op->map; 1697 maptile *m = op->map;
1757 1724
1758 /* The objects have to be checked from top to bottom. 1725 /* The objects have to be checked from top to bottom.
1759 * Hence, we first go to the top: 1726 * Hence, we first go to the top:
1760 */ 1727 */
1761 1728
1762 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1729 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1763 { 1730 {
1764 /* Trim the search when we find the first other spell effect 1731 /* Trim the search when we find the first other spell effect
1765 * this helps performance so that if a space has 50 spell objects, 1732 * this helps performance so that if a space has 50 spell objects,
1766 * we don't need to check all of them. 1733 * we don't need to check all of them.
1767 */ 1734 */
1785 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1752 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1786 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1753 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1787 { 1754 {
1788 1755
1789 float 1756 float
1790 diff = tmp->move_slow_penalty * FABS (op->speed); 1757 diff = tmp->move_slow_penalty * fabs (op->speed);
1791 1758
1792 if (op->type == PLAYER) 1759 if (op->type == PLAYER)
1793 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1760 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1794 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1761 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1795 diff /= 4.0; 1762 diff /= 4.0;
1825 * The first matching object is returned, or NULL if none. 1792 * The first matching object is returned, or NULL if none.
1826 */ 1793 */
1827object * 1794object *
1828present_arch (const archetype *at, maptile *m, int x, int y) 1795present_arch (const archetype *at, maptile *m, int x, int y)
1829{ 1796{
1830 if (m == NULL || out_of_map (m, x, y)) 1797 if (!m || out_of_map (m, x, y))
1831 { 1798 {
1832 LOG (llevError, "Present_arch called outside map.\n"); 1799 LOG (llevError, "Present_arch called outside map.\n");
1833 return NULL; 1800 return NULL;
1834 } 1801 }
1835 1802
1836 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1803 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1837 if (tmp->arch == at) 1804 if (tmp->arch->archname == at->archname)
1838 return tmp; 1805 return tmp;
1839 1806
1840 return NULL; 1807 return NULL;
1841} 1808}
1842 1809
1852 { 1819 {
1853 LOG (llevError, "Present called outside map.\n"); 1820 LOG (llevError, "Present called outside map.\n");
1854 return NULL; 1821 return NULL;
1855 } 1822 }
1856 1823
1857 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1824 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1858 if (tmp->type == type) 1825 if (tmp->type == type)
1859 return tmp; 1826 return tmp;
1860 1827
1861 return NULL; 1828 return NULL;
1862} 1829}
1906 * The first matching object is returned, or NULL if none. 1873 * The first matching object is returned, or NULL if none.
1907 */ 1874 */
1908object * 1875object *
1909present_arch_in_ob (const archetype *at, const object *op) 1876present_arch_in_ob (const archetype *at, const object *op)
1910{ 1877{
1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1878 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1912 if (tmp->arch == at) 1879 if (tmp->arch->archname == at->archname)
1913 return tmp; 1880 return tmp;
1914 1881
1915 return NULL; 1882 return NULL;
1916} 1883}
1917 1884
1919 * activate recursively a flag on an object inventory 1886 * activate recursively a flag on an object inventory
1920 */ 1887 */
1921void 1888void
1922flag_inv (object *op, int flag) 1889flag_inv (object *op, int flag)
1923{ 1890{
1924 if (op->inv)
1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1926 { 1892 {
1927 SET_FLAG (tmp, flag); 1893 SET_FLAG (tmp, flag);
1928 flag_inv (tmp, flag); 1894 flag_inv (tmp, flag);
1929 } 1895 }
1930} 1896}
1931 1897
1932/* 1898/*
1933 * deactivate recursively a flag on an object inventory 1899 * deactivate recursively a flag on an object inventory
1934 */ 1900 */
1935void 1901void
1936unflag_inv (object *op, int flag) 1902unflag_inv (object *op, int flag)
1937{ 1903{
1938 if (op->inv)
1939 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1904 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1940 { 1905 {
1941 CLEAR_FLAG (tmp, flag); 1906 CLEAR_FLAG (tmp, flag);
1942 unflag_inv (tmp, flag); 1907 unflag_inv (tmp, flag);
1943 } 1908 }
1944}
1945
1946/*
1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1948 * all it's inventory (recursively).
1949 * If checksums are used, a player will get set_cheat called for
1950 * him/her-self and all object carried by a call to this function.
1951 */
1952void
1953set_cheat (object *op)
1954{
1955 SET_FLAG (op, FLAG_WAS_WIZ);
1956 flag_inv (op, FLAG_WAS_WIZ);
1957} 1909}
1958 1910
1959/* 1911/*
1960 * find_free_spot(object, map, x, y, start, stop) will search for 1912 * find_free_spot(object, map, x, y, start, stop) will search for
1961 * a spot at the given map and coordinates which will be able to contain 1913 * a spot at the given map and coordinates which will be able to contain
1963 * to search (see the freearr_x/y[] definition). 1915 * to search (see the freearr_x/y[] definition).
1964 * It returns a random choice among the alternatives found. 1916 * It returns a random choice among the alternatives found.
1965 * start and stop are where to start relative to the free_arr array (1,9 1917 * start and stop are where to start relative to the free_arr array (1,9
1966 * does all 4 immediate directions). This returns the index into the 1918 * does all 4 immediate directions). This returns the index into the
1967 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1919 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1968 * Note - this only checks to see if there is space for the head of the
1969 * object - if it is a multispace object, this should be called for all
1970 * pieces.
1971 * Note2: This function does correctly handle tiled maps, but does not 1920 * Note: This function does correctly handle tiled maps, but does not
1972 * inform the caller. However, insert_ob_in_map will update as 1921 * inform the caller. However, insert_ob_in_map will update as
1973 * necessary, so the caller shouldn't need to do any special work. 1922 * necessary, so the caller shouldn't need to do any special work.
1974 * Note - updated to take an object instead of archetype - this is necessary 1923 * Note - updated to take an object instead of archetype - this is necessary
1975 * because arch_blocked (now ob_blocked) needs to know the movement type 1924 * because arch_blocked (now ob_blocked) needs to know the movement type
1976 * to know if the space in question will block the object. We can't use 1925 * to know if the space in question will block the object. We can't use
1978 * customized, changed states, etc. 1927 * customized, changed states, etc.
1979 */ 1928 */
1980int 1929int
1981find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1930find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1982{ 1931{
1932 int altern[SIZEOFFREE];
1983 int index = 0, flag; 1933 int index = 0, flag;
1984 int altern[SIZEOFFREE];
1985 1934
1986 for (int i = start; i < stop; i++) 1935 for (int i = start; i < stop; i++)
1987 { 1936 {
1988 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1937 mapxy pos (m, x, y); pos.move (i);
1989 if (!flag) 1938
1939 if (!pos.normalise ())
1940 continue;
1941
1942 mapspace &ms = *pos;
1943
1944 if (ms.flags () & P_IS_ALIVE)
1945 continue;
1946
1947 /* However, often
1948 * ob doesn't have any move type (when used to place exits)
1949 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1950 */
1951 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1952 {
1990 altern [index++] = i; 1953 altern [index++] = i;
1954 continue;
1955 }
1991 1956
1992 /* Basically, if we find a wall on a space, we cut down the search size. 1957 /* Basically, if we find a wall on a space, we cut down the search size.
1993 * In this way, we won't return spaces that are on another side of a wall. 1958 * In this way, we won't return spaces that are on another side of a wall.
1994 * This mostly work, but it cuts down the search size in all directions - 1959 * This mostly work, but it cuts down the search size in all directions -
1995 * if the space being examined only has a wall to the north and empty 1960 * if the space being examined only has a wall to the north and empty
1996 * spaces in all the other directions, this will reduce the search space 1961 * spaces in all the other directions, this will reduce the search space
1997 * to only the spaces immediately surrounding the target area, and 1962 * to only the spaces immediately surrounding the target area, and
1998 * won't look 2 spaces south of the target space. 1963 * won't look 2 spaces south of the target space.
1999 */ 1964 */
2000 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1965 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1966 {
2001 stop = maxfree[i]; 1967 stop = maxfree[i];
1968 continue;
1969 }
1970
1971 /* Note it is intentional that we check ob - the movement type of the
1972 * head of the object should correspond for the entire object.
1973 */
1974 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1975 continue;
1976
1977 if (ob->blocked (m, pos.x, pos.y))
1978 continue;
1979
1980 altern [index++] = i;
2002 } 1981 }
2003 1982
2004 if (!index) 1983 if (!index)
2005 return -1; 1984 return -1;
2006 1985
2007 return altern[RANDOM () % index]; 1986 return altern [rndm (index)];
2008} 1987}
2009 1988
2010/* 1989/*
2011 * find_first_free_spot(archetype, maptile, x, y) works like 1990 * find_first_free_spot(archetype, maptile, x, y) works like
2012 * find_free_spot(), but it will search max number of squares. 1991 * find_free_spot(), but it will search max number of squares.
2015 */ 1994 */
2016int 1995int
2017find_first_free_spot (const object *ob, maptile *m, int x, int y) 1996find_first_free_spot (const object *ob, maptile *m, int x, int y)
2018{ 1997{
2019 for (int i = 0; i < SIZEOFFREE; i++) 1998 for (int i = 0; i < SIZEOFFREE; i++)
2020 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1999 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2021 return i; 2000 return i;
2022 2001
2023 return -1; 2002 return -1;
2024} 2003}
2025 2004
2033{ 2012{
2034 arr += begin; 2013 arr += begin;
2035 end -= begin; 2014 end -= begin;
2036 2015
2037 while (--end) 2016 while (--end)
2038 swap (arr [end], arr [RANDOM () % (end + 1)]); 2017 swap (arr [end], arr [rndm (end + 1)]);
2039} 2018}
2040 2019
2041/* new function to make monster searching more efficient, and effective! 2020/* new function to make monster searching more efficient, and effective!
2042 * This basically returns a randomized array (in the passed pointer) of 2021 * This basically returns a randomized array (in the passed pointer) of
2043 * the spaces to find monsters. In this way, it won't always look for 2022 * the spaces to find monsters. In this way, it won't always look for
2079 object *tmp; 2058 object *tmp;
2080 maptile *mp; 2059 maptile *mp;
2081 2060
2082 MoveType blocked, move_type; 2061 MoveType blocked, move_type;
2083 2062
2084 if (exclude && exclude->head) 2063 if (exclude && exclude->head_ () != exclude)
2085 { 2064 {
2086 exclude = exclude->head; 2065 exclude = exclude->head;
2087 move_type = exclude->move_type; 2066 move_type = exclude->move_type;
2088 } 2067 }
2089 else 2068 else
2112 max = maxfree[i]; 2091 max = maxfree[i];
2113 else if (mflags & P_IS_ALIVE) 2092 else if (mflags & P_IS_ALIVE)
2114 { 2093 {
2115 for (tmp = ms.bot; tmp; tmp = tmp->above) 2094 for (tmp = ms.bot; tmp; tmp = tmp->above)
2116 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2095 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2117 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2096 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2118 break; 2097 break;
2119 2098
2120 if (tmp) 2099 if (tmp)
2121 return freedir[i]; 2100 return freedir[i];
2122 } 2101 }
2177 2156
2178 return 3; 2157 return 3;
2179} 2158}
2180 2159
2181/* 2160/*
2182 * absdir(int): Returns a number between 1 and 8, which represent
2183 * the "absolute" direction of a number (it actually takes care of
2184 * "overflow" in previous calculations of a direction).
2185 */
2186
2187int
2188absdir (int d)
2189{
2190 while (d < 1)
2191 d += 8;
2192
2193 while (d > 8)
2194 d -= 8;
2195
2196 return d;
2197}
2198
2199/*
2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2161 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2201 * between two directions (which are expected to be absolute (see absdir()) 2162 * between two directions (which are expected to be absolute (see absdir())
2202 */ 2163 */
2203
2204int 2164int
2205dirdiff (int dir1, int dir2) 2165dirdiff (int dir1, int dir2)
2206{ 2166{
2207 int d; 2167 int d;
2208 2168
2321 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2281 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2322 * core dumps if they do. 2282 * core dumps if they do.
2323 * 2283 *
2324 * Add a check so we can't pick up invisible objects (0.93.8) 2284 * Add a check so we can't pick up invisible objects (0.93.8)
2325 */ 2285 */
2326
2327int 2286int
2328can_pick (const object *who, const object *item) 2287can_pick (const object *who, const object *item)
2329{ 2288{
2330 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2289 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2331 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2290 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2334 2293
2335/* 2294/*
2336 * create clone from object to another 2295 * create clone from object to another
2337 */ 2296 */
2338object * 2297object *
2339object_create_clone (object *asrc) 2298object::deep_clone ()
2340{ 2299{
2341 object *dst = 0, *tmp, *src, *part, *prev, *item; 2300 assert (("deep_clone called on non-head object", is_head ()));
2342 2301
2343 if (!asrc) 2302 object *dst = clone ();
2344 return 0;
2345 2303
2346 src = asrc; 2304 object *prev = dst;
2347 if (src->head)
2348 src = src->head;
2349
2350 prev = 0;
2351 for (part = src; part; part = part->more) 2305 for (object *part = this->more; part; part = part->more)
2352 { 2306 {
2353 tmp = part->clone (); 2307 object *tmp = part->clone ();
2354 tmp->x -= src->x;
2355 tmp->y -= src->y;
2356
2357 if (!part->head)
2358 {
2359 dst = tmp;
2360 tmp->head = 0;
2361 }
2362 else
2363 tmp->head = dst; 2308 tmp->head = dst;
2364
2365 tmp->more = 0;
2366
2367 if (prev)
2368 prev->more = tmp; 2309 prev->more = tmp;
2369
2370 prev = tmp; 2310 prev = tmp;
2371 } 2311 }
2372 2312
2373 for (item = src->inv; item; item = item->below) 2313 for (object *item = inv; item; item = item->below)
2374 insert_ob_in_ob (object_create_clone (item), dst); 2314 insert_ob_in_ob (item->deep_clone (), dst);
2375 2315
2376 return dst; 2316 return dst;
2377}
2378
2379/* GROS - Creates an object using a string representing its content. */
2380/* Basically, we save the content of the string to a temp file, then call */
2381/* load_object on it. I admit it is a highly inefficient way to make things, */
2382/* but it was simple to make and allows reusing the load_object function. */
2383/* Remember not to use load_object_str in a time-critical situation. */
2384/* Also remember that multiparts objects are not supported for now. */
2385object *
2386load_object_str (const char *obstr)
2387{
2388 object *op;
2389 char filename[MAX_BUF];
2390
2391 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2392
2393 FILE *tempfile = fopen (filename, "w");
2394
2395 if (tempfile == NULL)
2396 {
2397 LOG (llevError, "Error - Unable to access load object temp file\n");
2398 return NULL;
2399 }
2400
2401 fprintf (tempfile, obstr);
2402 fclose (tempfile);
2403
2404 op = object::create ();
2405
2406 object_thawer thawer (filename);
2407
2408 if (thawer)
2409 load_object (thawer, op, 0);
2410
2411 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2412 CLEAR_FLAG (op, FLAG_REMOVED);
2413
2414 return op;
2415} 2317}
2416 2318
2417/* This returns the first object in who's inventory that 2319/* This returns the first object in who's inventory that
2418 * has the same type and subtype match. 2320 * has the same type and subtype match.
2419 * returns NULL if no match. 2321 * returns NULL if no match.
2426 return tmp; 2328 return tmp;
2427 2329
2428 return 0; 2330 return 0;
2429} 2331}
2430 2332
2431/* If ob has a field named key, return the link from the list, 2333const shstr &
2432 * otherwise return NULL. 2334object::kv_get (const shstr &key) const
2433 *
2434 * key must be a passed in shared string - otherwise, this won't
2435 * do the desired thing.
2436 */
2437key_value *
2438get_ob_key_link (const object *ob, const char *key)
2439{ 2335{
2440 for (key_value *link = ob->key_values; link; link = link->next) 2336 for (key_value *kv = key_values; kv; kv = kv->next)
2441 if (link->key == key) 2337 if (kv->key == key)
2442 return link;
2443
2444 return 0;
2445}
2446
2447/*
2448 * Returns the value of op has an extra_field for key, or NULL.
2449 *
2450 * The argument doesn't need to be a shared string.
2451 *
2452 * The returned string is shared.
2453 */
2454const char *
2455get_ob_key_value (const object *op, const char *const key)
2456{
2457 key_value *link;
2458 shstr_cmp canonical_key (key);
2459
2460 if (!canonical_key)
2461 {
2462 /* 1. There being a field named key on any object
2463 * implies there'd be a shared string to find.
2464 * 2. Since there isn't, no object has this field.
2465 * 3. Therefore, *this* object doesn't have this field.
2466 */
2467 return 0;
2468 }
2469
2470 /* This is copied from get_ob_key_link() above -
2471 * only 4 lines, and saves the function call overhead.
2472 */
2473 for (link = op->key_values; link; link = link->next)
2474 if (link->key == canonical_key)
2475 return link->value; 2338 return kv->value;
2476 2339
2477 return 0; 2340 return shstr_null;
2478} 2341}
2479 2342
2480 2343void
2481/* 2344object::kv_set (const shstr &key, const shstr &value)
2482 * Updates the canonical_key in op to value.
2483 *
2484 * canonical_key is a shared string (value doesn't have to be).
2485 *
2486 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2487 * keys.
2488 *
2489 * Returns TRUE on success.
2490 */
2491int
2492set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2493{ 2345{
2494 key_value *field = NULL, *last = NULL; 2346 for (key_value *kv = key_values; kv; kv = kv->next)
2495 2347 if (kv->key == key)
2496 for (field = op->key_values; field != NULL; field = field->next)
2497 {
2498 if (field->key != canonical_key)
2499 { 2348 {
2500 last = field; 2349 kv->value = value;
2501 continue; 2350 return;
2502 } 2351 }
2503 2352
2504 if (value) 2353 key_value *kv = new key_value;
2505 field->value = value; 2354
2506 else 2355 kv->next = key_values;
2356 kv->key = key;
2357 kv->value = value;
2358
2359 key_values = kv;
2360}
2361
2362void
2363object::kv_del (const shstr &key)
2364{
2365 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2366 if ((*kvp)->key == key)
2507 { 2367 {
2508 /* Basically, if the archetype has this key set, 2368 key_value *kv = *kvp;
2509 * we need to store the null value so when we save 2369 *kvp = (*kvp)->next;
2510 * it, we save the empty value so that when we load, 2370 delete kv;
2511 * we get this value back again. 2371 return;
2512 */
2513 if (get_ob_key_link (&op->arch->clone, canonical_key))
2514 field->value = 0;
2515 else
2516 {
2517 if (last)
2518 last->next = field->next;
2519 else
2520 op->key_values = field->next;
2521
2522 delete field;
2523 }
2524 } 2372 }
2525 return TRUE;
2526 }
2527 /* IF we get here, key doesn't exist */
2528
2529 /* No field, we'll have to add it. */
2530
2531 if (!add_key)
2532 return FALSE;
2533
2534 /* There isn't any good reason to store a null
2535 * value in the key/value list. If the archetype has
2536 * this key, then we should also have it, so shouldn't
2537 * be here. If user wants to store empty strings,
2538 * should pass in ""
2539 */
2540 if (value == NULL)
2541 return TRUE;
2542
2543 field = new key_value;
2544
2545 field->key = canonical_key;
2546 field->value = value;
2547 /* Usual prepend-addition. */
2548 field->next = op->key_values;
2549 op->key_values = field;
2550
2551 return TRUE;
2552}
2553
2554/*
2555 * Updates the key in op to value.
2556 *
2557 * If add_key is FALSE, this will only update existing keys,
2558 * and not add new ones.
2559 * In general, should be little reason FALSE is ever passed in for add_key
2560 *
2561 * Returns TRUE on success.
2562 */
2563int
2564set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2565{
2566 shstr key_ (key);
2567
2568 return set_ob_key_value_s (op, key_, value, add_key);
2569} 2373}
2570 2374
2571object::depth_iterator::depth_iterator (object *container) 2375object::depth_iterator::depth_iterator (object *container)
2572: iterator_base (container) 2376: iterator_base (container)
2573{ 2377{
2587 } 2391 }
2588 else 2392 else
2589 item = item->env; 2393 item = item->env;
2590} 2394}
2591 2395
2396const char *
2397object::flag_desc (char *desc, int len) const
2398{
2399 char *p = desc;
2400 bool first = true;
2401
2402 *p = 0;
2403
2404 for (int i = 0; i < NUM_FLAGS; i++)
2405 {
2406 if (len <= 10) // magic constant!
2407 {
2408 snprintf (p, len, ",...");
2409 break;
2410 }
2411
2412 if (flag [i])
2413 {
2414 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2415 len -= cnt;
2416 p += cnt;
2417 first = false;
2418 }
2419 }
2420
2421 return desc;
2422}
2423
2592// return a suitable string describing an objetc in enough detail to find it 2424// return a suitable string describing an object in enough detail to find it
2593const char * 2425const char *
2594object::debug_desc (char *info) const 2426object::debug_desc (char *info) const
2595{ 2427{
2428 char flagdesc[512];
2596 char info2[256 * 3]; 2429 char info2[256 * 4];
2597 char *p = info; 2430 char *p = info;
2598 2431
2599 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2432 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2600 count, 2433 count,
2434 uuid.c_str (),
2601 &name, 2435 &name,
2602 title ? " " : "", 2436 title ? ",title:\"" : "",
2603 title ? (const char *)title : ""); 2437 title ? (const char *)title : "",
2438 title ? "\"" : "",
2439 flag_desc (flagdesc, 512), type);
2604 2440
2605 if (env) 2441 if (!flag[FLAG_REMOVED] && env)
2606 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2442 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2607 2443
2608 if (map) 2444 if (map)
2609 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2445 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2610 2446
2611 return info; 2447 return info;
2612} 2448}
2613 2449
2614const char * 2450const char *
2615object::debug_desc () const 2451object::debug_desc () const
2616{ 2452{
2617 static char info[256 * 3]; 2453 static char info[3][256 * 4];
2454 static int info_idx;
2455
2618 return debug_desc (info); 2456 return debug_desc (info [++info_idx % 3]);
2619} 2457}
2620 2458
2459struct region *
2460object::region () const
2461{
2462 return map ? map->region (x, y)
2463 : region::default_region ();
2464}
2465
2466const materialtype_t *
2467object::dominant_material () const
2468{
2469 if (materialtype_t *mt = name_to_material (materialname))
2470 return mt;
2471
2472 return name_to_material (shstr_unknown);
2473}
2474
2475void
2476object::open_container (object *new_container)
2477{
2478 if (container == new_container)
2479 return;
2480
2481 object *old_container = container;
2482
2483 if (old_container)
2484 {
2485 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2486 return;
2487
2488#if 0
2489 // remove the "Close old_container" object.
2490 if (object *closer = old_container->inv)
2491 if (closer->type == CLOSE_CON)
2492 closer->destroy ();
2493#endif
2494
2495 // make sure the container is available
2496 esrv_send_item (this, old_container);
2497
2498 old_container->flag [FLAG_APPLIED] = false;
2499 container = 0;
2500
2501 // client needs item update to make it work, client bug requires this to be separate
2502 esrv_update_item (UPD_FLAGS, this, old_container);
2503
2504 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2505 play_sound (sound_find ("chest_close"));
2506 }
2507
2508 if (new_container)
2509 {
2510 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2511 return;
2512
2513 // TODO: this does not seem to serve any purpose anymore?
2514#if 0
2515 // insert the "Close Container" object.
2516 if (archetype *closer = new_container->other_arch)
2517 {
2518 object *closer = arch_to_object (new_container->other_arch);
2519 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2520 new_container->insert (closer);
2521 }
2522#endif
2523
2524 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2525
2526 // make sure the container is available, client bug requires this to be separate
2527 esrv_send_item (this, new_container);
2528
2529 new_container->flag [FLAG_APPLIED] = true;
2530 container = new_container;
2531
2532 // client needs flag change
2533 esrv_update_item (UPD_FLAGS, this, new_container);
2534 esrv_send_inventory (this, new_container);
2535 play_sound (sound_find ("chest_open"));
2536 }
2537// else if (!old_container->env && contr && contr->ns)
2538// contr->ns->floorbox_reset ();
2539}
2540
2541object *
2542object::force_find (const shstr name)
2543{
2544 /* cycle through his inventory to look for the MARK we want to
2545 * place
2546 */
2547 for (object *tmp = inv; tmp; tmp = tmp->below)
2548 if (tmp->type == FORCE && tmp->slaying == name)
2549 return splay (tmp);
2550
2551 return 0;
2552}
2553
2554void
2555object::force_add (const shstr name, int duration)
2556{
2557 if (object *force = force_find (name))
2558 force->destroy ();
2559
2560 object *force = get_archetype (FORCE_NAME);
2561
2562 force->slaying = name;
2563 force->stats.food = 1;
2564 force->speed_left = -1.f;
2565
2566 force->set_speed (duration ? 1.f / duration : 0.f);
2567 force->flag [FLAG_IS_USED_UP] = true;
2568 force->flag [FLAG_APPLIED] = true;
2569
2570 insert (force);
2571}
2572
2573void
2574object::play_sound (faceidx sound)
2575{
2576 if (!sound)
2577 return;
2578
2579 if (flag [FLAG_REMOVED])
2580 return;
2581
2582 if (env)
2583 {
2584 if (object *pl = in_player ())
2585 pl->contr->play_sound (sound);
2586 }
2587 else
2588 map->play_sound (sound, x, y);
2589}
2590

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