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Comparing deliantra/server/common/object.C (file contents):
Revision 1.92 by root, Tue Dec 26 17:39:29 2006 UTC vs.
Revision 1.269 by root, Fri Dec 26 13:42:18 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.invalidate ();
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.invalidate ();
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 907 if (!drop_to_ground
795 || !map 908 || !map
796 || map->in_memory != MAP_IN_MEMORY 909 || map->in_memory != MAP_ACTIVE
910 || map->no_drop
797 || map->at (x, y).move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
798 { 912 {
799 while (inv) 913 while (inv)
800 {
801 inv->destroy_inv (drop_to_ground);
802 inv->destroy (); 914 inv->destroy ();
803 }
804 } 915 }
805 else 916 else
806 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
807 while (inv) 918 while (inv)
808 { 919 {
810 921
811 if (op->flag [FLAG_STARTEQUIP] 922 if (op->flag [FLAG_STARTEQUIP]
812 || op->flag [FLAG_NO_DROP] 923 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE 924 || op->type == RUNE
814 || op->type == TRAP 925 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE]) 926 || op->flag [FLAG_IS_A_TEMPLATE]
927 || op->flag [FLAG_DESTROY_ON_DEATH])
816 op->destroy (); 928 op->destroy ();
817 else 929 else
818 { 930 map->insert (op, x, y);
819 op->remove ();
820 op->x = x;
821 op->y = y;
822 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
823 }
824 } 931 }
825 } 932 }
826} 933}
827 934
828object *object::create () 935object *object::create ()
830 object *op = new object; 937 object *op = new object;
831 op->link (); 938 op->link ();
832 return op; 939 return op;
833} 940}
834 941
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
835void 963void
836object::do_destroy () 964object::do_destroy ()
837{ 965{
838 if (flag [FLAG_IS_LINKED]) 966 if (flag [FLAG_IS_LINKED])
839 remove_button_link (this); 967 remove_button_link (this);
840 968
841 if (flag [FLAG_FRIENDLY]) 969 if (flag [FLAG_FRIENDLY])
842 remove_friendly_object (this); 970 remove_friendly_object (this);
843 971
844 if (!flag [FLAG_REMOVED])
845 remove (); 972 remove ();
846 973
847 if (flag [FLAG_FREED]) 974 attachable::do_destroy ();
848 return;
849 975
850 set_speed (0); 976 deactivate ();
977 unlink ();
851 978
852 flag [FLAG_FREED] = 1; 979 flag [FLAG_FREED] = 1;
853 980
854 attachable::do_destroy ();
855
856 destroy_inv (true);
857 unlink ();
858
859 // hack to ensure that freed objects still have a valid map 981 // hack to ensure that freed objects still have a valid map
860 {
861 static maptile *freed_map; // freed objects are moved here to avoid crashes
862
863 if (!freed_map)
864 {
865 freed_map = new maptile;
866
867 freed_map->name = "/internal/freed_objects_map";
868 freed_map->width = 3;
869 freed_map->height = 3;
870
871 freed_map->allocate ();
872 }
873
874 map = freed_map; 982 map = &freed_map;
875 x = 1; 983 x = 1;
876 y = 1; 984 y = 1;
877 }
878
879 head = 0;
880 985
881 if (more) 986 if (more)
882 { 987 {
883 more->destroy (); 988 more->destroy ();
884 more = 0; 989 more = 0;
885 } 990 }
886 991
992 head = 0;
993
887 // clear those pointers that likely might have circular references to us 994 // clear those pointers that likely might cause circular references
888 owner = 0; 995 owner = 0;
889 enemy = 0; 996 enemy = 0;
890 attacked_by = 0; 997 attacked_by = 0;
891 998 current_weapon = 0;
892 // only relevant for players(?), but make sure of it anyways
893 contr = 0;
894} 999}
895 1000
896void 1001void
897object::destroy (bool destroy_inventory) 1002object::destroy ()
898{ 1003{
899 if (destroyed ()) 1004 if (destroyed ())
900 return; 1005 return;
901 1006
902 if (destroy_inventory) 1007 if (!is_head () && !head->destroyed ())
1008 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy ();
1011 return;
1012 }
1013
903 destroy_inv (false); 1014 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
904 1021
905 attachable::destroy (); 1022 attachable::destroy ();
906}
907
908/*
909 * sub_weight() recursively (outwards) subtracts a number from the
910 * weight of an object (and what is carried by it's environment(s)).
911 */
912void
913sub_weight (object *op, signed long weight)
914{
915 while (op != NULL)
916 {
917 if (op->type == CONTAINER)
918 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
919
920 op->carrying -= weight;
921 op = op->env;
922 }
923} 1023}
924 1024
925/* op->remove (): 1025/* op->remove ():
926 * 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
927 * 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
928 * object will have no environment. If the object previously had an 1028 * object will have no environment. If the object previously had an
929 * environment, the x and y coordinates will be updated to 1029 * environment, the x and y coordinates will be updated to
930 * the previous environment. 1030 * the previous environment.
931 * Beware: This function is called from the editor as well!
932 */ 1031 */
933void 1032void
934object::remove () 1033object::do_remove ()
935{ 1034{
936 object *tmp, *last = 0; 1035 object *tmp, *last = 0;
937 object *otmp; 1036 object *otmp;
938 1037
939 if (QUERY_FLAG (this, FLAG_REMOVED)) 1038 if (flag [FLAG_REMOVED])
940 return; 1039 return;
941 1040
942 SET_FLAG (this, FLAG_REMOVED);
943 INVOKE_OBJECT (REMOVE, this); 1041 INVOKE_OBJECT (REMOVE, this);
1042
1043 flag [FLAG_REMOVED] = true;
944 1044
945 if (more) 1045 if (more)
946 more->remove (); 1046 more->remove ();
947 1047
948 /* 1048 /*
949 * In this case, the object to be removed is in someones 1049 * In this case, the object to be removed is in someones
950 * inventory. 1050 * inventory.
951 */ 1051 */
952 if (env) 1052 if (env)
953 { 1053 {
954 if (nrof) 1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
955 sub_weight (env, weight * nrof); 1055 if (object *pl = visible_to ())
956 else 1056 esrv_del_item (pl->contr, count);
957 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 object *pl = in_player ();
1062
1063 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do.
1066 */
1067 map = env->map;
1068 x = env->x;
1069 y = env->y;
1070
1071 // make sure cmov optimisation is applicable
1072 *(above ? &above->below : &env->inv) = below;
1073 *(below ? &below->above : &above ) = above; // &above is just a dummy
1074
1075 above = 0;
1076 below = 0;
1077 env = 0;
958 1078
959 /* NO_FIX_PLAYER is set when a great many changes are being 1079 /* NO_FIX_PLAYER is set when a great many changes are being
960 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
961 * to save cpu time. 1081 * to save cpu time.
962 */ 1082 */
963 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1083 if (pl)
1084 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1085 {
964 otmp->update_stats (); 1086 pl->update_stats ();
965 1087
966 if (above != NULL) 1088 if (glow_radius && pl->is_on_map () && pl->map->darklevel () > 0)
967 above->below = below; 1089 update_all_los (pl->map, pl->x, pl->y);
968 else 1090 }
969 env->inv = below;
970
971 if (below != NULL)
972 below->above = above;
973
974 /* we set up values so that it could be inserted into
975 * the map, but we don't actually do that - it is up
976 * to the caller to decide what we want to do.
977 */
978 x = env->x, y = env->y;
979 map = env->map;
980 above = 0, below = 0;
981 env = 0;
982 } 1091 }
983 else if (map) 1092 else if (map)
984 { 1093 {
985 /* Re did the following section of code - it looks like it had 1094 map->dirty = true;
986 * lots of logic for things we no longer care about 1095 mapspace &ms = this->ms ();
1096
1097 if (object *pl = ms.player ())
987 */ 1098 {
1099 if (type == PLAYER) // this == pl(!)
1100 {
1101 // leaving a spot always closes any open container on the ground
1102 if (container && !container->env)
1103 // this causes spurious floorbox updates, but it ensures
1104 // that the CLOSE event is being sent.
1105 close_container ();
1106
1107 --map->players;
1108 map->touch ();
1109 }
1110 else if (pl->container == this)
1111 {
1112 // removing a container should close it
1113 close_container ();
1114 }
1115
1116 esrv_del_item (pl->contr, count);
1117 }
988 1118
989 /* link the object above us */ 1119 /* link the object above us */
990 if (above) 1120 // re-link, make sure compiler can easily use cmove
991 above->below = below; 1121 *(above ? &above->below : &ms.top) = below;
992 else 1122 *(below ? &below->above : &ms.bot) = above;
993 map->at (x, y).top = below; /* we were top, set new top */
994
995 /* Relink the object below us, if there is one */
996 if (below)
997 below->above = above;
998 else
999 {
1000 /* Nothing below, which means we need to relink map object for this space
1001 * use translated coordinates in case some oddness with map tiling is
1002 * evident
1003 */
1004 if (GET_MAP_OB (map, x, y) != this)
1005 {
1006 char *dump = dump_object (this);
1007 LOG (llevError,
1008 "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);
1009 free (dump);
1010 dump = dump_object (GET_MAP_OB (map, x, y));
1011 LOG (llevError, "%s\n", dump);
1012 free (dump);
1013 }
1014
1015 map->at (x, y).bot = above; /* goes on above it. */
1016 }
1017 1123
1018 above = 0; 1124 above = 0;
1019 below = 0; 1125 below = 0;
1020 1126
1127 ms.invalidate ();
1128
1021 if (map->in_memory == MAP_SAVING) 1129 if (map->in_memory == MAP_SAVING)
1022 return; 1130 return;
1023 1131
1024 int check_walk_off = !flag [FLAG_NO_APPLY]; 1132 int check_walk_off = !flag [FLAG_NO_APPLY];
1025 1133
1134 if (object *pl = ms.player ())
1135 {
1136 if (pl->container == this)
1137 /* If a container that the player is currently using somehow gets
1138 * removed (most likely destroyed), update the player view
1139 * appropriately.
1140 */
1141 pl->close_container ();
1142
1143 //TODO: the floorbox prev/next might need updating
1144 //esrv_del_item (pl->contr, count);
1145 //TODO: update floorbox to preserve ordering
1146 if (pl->contr->ns)
1147 pl->contr->ns->floorbox_update ();
1148 }
1149
1026 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1150 for (tmp = ms.bot; tmp; tmp = tmp->above)
1027 { 1151 {
1028 /* No point updating the players look faces if he is the object 1152 /* No point updating the players look faces if he is the object
1029 * being removed. 1153 * being removed.
1030 */ 1154 */
1031 1155
1032 if (tmp->type == PLAYER && tmp != this)
1033 {
1034 /* If a container that the player is currently using somehow gets
1035 * removed (most likely destroyed), update the player view
1036 * appropriately.
1037 */
1038 if (tmp->container == this)
1039 {
1040 flag [FLAG_APPLIED] = 0;
1041 tmp->container = 0;
1042 }
1043
1044 if (tmp->contr->ns)
1045 tmp->contr->ns->floorbox_update ();
1046 }
1047
1048 /* See if player moving off should effect something */ 1156 /* See if object moving off should effect something */
1049 if (check_walk_off 1157 if (check_walk_off
1050 && ((move_type & tmp->move_off) 1158 && ((move_type & tmp->move_off)
1051 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1159 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1052 { 1160 {
1053 move_apply (tmp, this, 0); 1161 move_apply (tmp, this, 0);
1054 1162
1055 if (destroyed ()) 1163 if (destroyed ())
1056 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1164 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1057 } 1165 }
1058 1166
1059 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1060
1061 if (tmp->above == tmp)
1062 tmp->above = 0;
1063
1064 last = tmp; 1167 last = tmp;
1065 } 1168 }
1066 1169
1067 /* last == NULL of there are no objects on this space */ 1170 if (affects_los () && map->darklevel () > 0)
1068 if (!last)
1069 map->at (x, y).flags_ = P_NEED_UPDATE;
1070 else
1071 update_object (last, UP_OBJ_REMOVE);
1072
1073 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1074 update_all_los (map, x, y); 1171 update_all_los (map, x, y);
1075 } 1172 }
1076} 1173}
1077 1174
1078/* 1175/*
1087merge_ob (object *op, object *top) 1184merge_ob (object *op, object *top)
1088{ 1185{
1089 if (!op->nrof) 1186 if (!op->nrof)
1090 return 0; 1187 return 0;
1091 1188
1092 if (top) 1189 if (!top)
1093 for (top = op; top && top->above; top = top->above) 1190 for (top = op; top && top->above; top = top->above)
1094 ; 1191 ;
1095 1192
1096 for (; top; top = top->below) 1193 for (; top; top = top->below)
1097 {
1098 if (top == op)
1099 continue;
1100
1101 if (object::can_merge (op, top)) 1194 if (object::can_merge (op, top))
1102 { 1195 {
1103 top->nrof += op->nrof; 1196 top->nrof += op->nrof;
1104 1197
1105/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1198 if (object *pl = top->visible_to ())
1106 op->weight = 0; /* Don't want any adjustements now */ 1199 esrv_update_item (UPD_NROF, pl, top);
1200
1201 op->weight = 0; // cancel the addition above
1202 op->carrying = 0; // must be 0 already
1203
1107 op->destroy (); 1204 op->destroy ();
1205
1108 return top; 1206 return top;
1109 } 1207 }
1110 }
1111 1208
1112 return 0; 1209 return 0;
1113} 1210}
1114 1211
1212void
1213object::expand_tail ()
1214{
1215 if (more)
1216 return;
1217
1218 object *prev = this;
1219
1220 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1221 {
1222 object *op = arch_to_object (at);
1223
1224 op->name = name;
1225 op->name_pl = name_pl;
1226 op->title = title;
1227
1228 op->head = this;
1229 prev->more = op;
1230
1231 prev = op;
1232 }
1233}
1234
1115/* 1235/*
1116 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1236 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1117 * job preparing multi-part monsters 1237 * job preparing multi-part monsters.
1118 */ 1238 */
1119object * 1239object *
1120insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1240insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1121{ 1241{
1122 object *tmp; 1242 op->remove ();
1123 1243
1124 if (op->head)
1125 op = op->head;
1126
1127 for (tmp = op; tmp; tmp = tmp->more) 1244 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1128 { 1245 {
1129 tmp->x = x + tmp->arch->clone.x; 1246 tmp->x = x + tmp->arch->x;
1130 tmp->y = y + tmp->arch->clone.y; 1247 tmp->y = y + tmp->arch->y;
1131 } 1248 }
1132 1249
1133 return insert_ob_in_map (op, m, originator, flag); 1250 return insert_ob_in_map (op, m, originator, flag);
1134} 1251}
1135 1252
1154 * just 'op' otherwise 1271 * just 'op' otherwise
1155 */ 1272 */
1156object * 1273object *
1157insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1158{ 1275{
1159 object *tmp, *top, *floor = NULL; 1276 op->remove ();
1160 sint16 x, y;
1161 1277
1162 if (QUERY_FLAG (op, FLAG_FREED)) 1278 if (m == &freed_map)//D TODO: remove soon
1163 { 1279 {//D
1164 LOG (llevError, "Trying to insert freed object!\n"); 1280 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1165 return NULL;
1166 } 1281 }//D
1167
1168 if (m == NULL)
1169 {
1170 char *dump = dump_object (op);
1171 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1172 free (dump);
1173 return op;
1174 }
1175
1176 if (out_of_map (m, op->x, op->y))
1177 {
1178 char *dump = dump_object (op);
1179 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1180#ifdef MANY_CORES
1181 /* Better to catch this here, as otherwise the next use of this object
1182 * is likely to cause a crash. Better to find out where it is getting
1183 * improperly inserted.
1184 */
1185 abort ();
1186#endif
1187 free (dump);
1188 return op;
1189 }
1190
1191 if (!QUERY_FLAG (op, FLAG_REMOVED))
1192 {
1193 char *dump = dump_object (op);
1194 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1195 free (dump);
1196 return op;
1197 }
1198
1199 if (op->more)
1200 {
1201 /* The part may be on a different map. */
1202
1203 object *more = op->more;
1204
1205 /* We really need the caller to normalize coordinates - if
1206 * we set the map, that doesn't work if the location is within
1207 * a map and this is straddling an edge. So only if coordinate
1208 * is clear wrong do we normalize it.
1209 */
1210 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1211 more->map = get_map_from_coord (m, &more->x, &more->y);
1212 else if (!more->map)
1213 {
1214 /* For backwards compatibility - when not dealing with tiled maps,
1215 * more->map should always point to the parent.
1216 */
1217 more->map = m;
1218 }
1219
1220 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1221 {
1222 if (!op->head)
1223 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1224
1225 return 0;
1226 }
1227 }
1228
1229 CLEAR_FLAG (op, FLAG_REMOVED);
1230 1282
1231 /* Ideally, the caller figures this out. However, it complicates a lot 1283 /* Ideally, the caller figures this out. However, it complicates a lot
1232 * of areas of callers (eg, anything that uses find_free_spot would now 1284 * of areas of callers (eg, anything that uses find_free_spot would now
1233 * need extra work 1285 * need extra work
1234 */ 1286 */
1235 op->map = get_map_from_coord (m, &op->x, &op->y); 1287 if (!xy_normalise (m, op->x, op->y))
1236 x = op->x; 1288 {
1237 y = op->y; 1289 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1290 return 0;
1291 }
1292
1293 if (object *more = op->more)
1294 if (!insert_ob_in_map (more, m, originator, flag))
1295 return 0;
1296
1297 CLEAR_FLAG (op, FLAG_REMOVED);
1298
1299 op->map = m;
1300 mapspace &ms = op->ms ();
1238 1301
1239 /* this has to be done after we translate the coordinates. 1302 /* this has to be done after we translate the coordinates.
1240 */ 1303 */
1241 if (op->nrof && !(flag & INS_NO_MERGE)) 1304 if (op->nrof && !(flag & INS_NO_MERGE))
1242 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1243 if (object::can_merge (op, tmp)) 1306 if (object::can_merge (op, tmp))
1244 { 1307 {
1308 // TODO: we actually want to update tmp, not op,
1309 // but some caller surely breaks when we return tmp
1310 // from here :/
1245 op->nrof += tmp->nrof; 1311 op->nrof += tmp->nrof;
1246 tmp->destroy (); 1312 tmp->destroy ();
1247 } 1313 }
1248 1314
1249 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1258 { 1324 {
1259 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1260 abort (); 1326 abort ();
1261 } 1327 }
1262 1328
1329 if (!originator->is_on_map ())
1330 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1331 op->debug_desc (), originator->debug_desc ());
1332
1263 op->above = originator; 1333 op->above = originator;
1264 op->below = originator->below; 1334 op->below = originator->below;
1265
1266 if (op->below)
1267 op->below->above = op;
1268 else
1269 op->ms ().bot = op;
1270
1271 /* since *below* originator, no need to update top */
1272 originator->below = op; 1335 originator->below = op;
1336
1337 *(op->below ? &op->below->above : &ms.bot) = op;
1273 } 1338 }
1274 else 1339 else
1275 { 1340 {
1341 object *floor = 0;
1342 object *top = ms.top;
1343
1276 /* If there are other objects, then */ 1344 /* If there are other objects, then */
1277 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1345 if (top)
1278 { 1346 {
1279 object *last = NULL;
1280
1281 /* 1347 /*
1282 * If there are multiple objects on this space, we do some trickier handling. 1348 * If there are multiple objects on this space, we do some trickier handling.
1283 * We've already dealt with merging if appropriate. 1349 * We've already dealt with merging if appropriate.
1284 * Generally, we want to put the new object on top. But if 1350 * Generally, we want to put the new object on top. But if
1285 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1288 * once we get to them. This reduces the need to traverse over all of 1354 * once we get to them. This reduces the need to traverse over all of
1289 * them when adding another one - this saves quite a bit of cpu time 1355 * them when adding another one - this saves quite a bit of cpu time
1290 * when lots of spells are cast in one area. Currently, it is presumed 1356 * when lots of spells are cast in one area. Currently, it is presumed
1291 * that flying non pickable objects are spell objects. 1357 * that flying non pickable objects are spell objects.
1292 */ 1358 */
1293 1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1294 while (top != NULL)
1295 { 1360 {
1296 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1361 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1297 floor = top; 1362 floor = tmp;
1298 1363
1299 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1364 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1300 { 1365 {
1301 /* We insert above top, so we want this object below this */ 1366 /* We insert above top, so we want this object below this */
1302 top = top->below; 1367 top = tmp->below;
1303 break; 1368 break;
1304 } 1369 }
1305 1370
1306 last = top;
1307 top = top->above; 1371 top = tmp;
1308 } 1372 }
1309
1310 /* Don't want top to be NULL, so set it to the last valid object */
1311 top = last;
1312 1373
1313 /* We let update_position deal with figuring out what the space 1374 /* We let update_position deal with figuring out what the space
1314 * looks like instead of lots of conditions here. 1375 * looks like instead of lots of conditions here.
1315 * makes things faster, and effectively the same result. 1376 * makes things faster, and effectively the same result.
1316 */ 1377 */
1317 1378
1318 /* Have object 'fall below' other objects that block view. 1379 /* Have object 'fall below' other objects that block view.
1319 * Unless those objects are exits, type 66 1380 * Unless those objects are exits.
1320 * If INS_ON_TOP is used, don't do this processing 1381 * If INS_ON_TOP is used, don't do this processing
1321 * Need to find the object that in fact blocks view, otherwise 1382 * Need to find the object that in fact blocks view, otherwise
1322 * stacking is a bit odd. 1383 * stacking is a bit odd.
1323 */ 1384 */
1324 if (!(flag & INS_ON_TOP) && 1385 if (!(flag & INS_ON_TOP)
1325 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1386 && ms.flags () & P_BLOCKSVIEW
1387 && (op->face && !faces [op->face].visibility))
1326 { 1388 {
1389 object *last;
1390
1327 for (last = top; last != floor; last = last->below) 1391 for (last = top; last != floor; last = last->below)
1328 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1392 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1329 break; 1393 break;
1394
1330 /* Check to see if we found the object that blocks view, 1395 /* Check to see if we found the object that blocks view,
1331 * and make sure we have a below pointer for it so that 1396 * and make sure we have a below pointer for it so that
1332 * we can get inserted below this one, which requires we 1397 * we can get inserted below this one, which requires we
1333 * set top to the object below us. 1398 * set top to the object below us.
1334 */ 1399 */
1335 if (last && last->below && last != floor) 1400 if (last && last->below && last != floor)
1336 top = last->below; 1401 top = last->below;
1337 } 1402 }
1338 } /* If objects on this space */ 1403 } /* If objects on this space */
1339 1404
1340 if (flag & INS_MAP_LOAD)
1341 top = GET_MAP_TOP (op->map, op->x, op->y);
1342
1343 if (flag & INS_ABOVE_FLOOR_ONLY) 1405 if (flag & INS_ABOVE_FLOOR_ONLY)
1344 top = floor; 1406 top = floor;
1345 1407
1346 /* Top is the object that our object (op) is going to get inserted above. 1408 // insert object above top, or bottom-most if top = 0
1347 */
1348
1349 /* First object on this space */
1350 if (!top) 1409 if (!top)
1351 { 1410 {
1352 op->above = GET_MAP_OB (op->map, op->x, op->y);
1353
1354 if (op->above)
1355 op->above->below = op;
1356
1357 op->below = NULL; 1411 op->below = 0;
1412 op->above = ms.bot;
1358 op->ms ().bot = op; 1413 ms.bot = op;
1414
1415 *(op->above ? &op->above->below : &ms.top) = op;
1359 } 1416 }
1360 else 1417 else
1361 { /* get inserted into the stack above top */ 1418 {
1362 op->above = top->above; 1419 op->above = top->above;
1363
1364 if (op->above)
1365 op->above->below = op; 1420 top->above = op;
1366 1421
1367 op->below = top; 1422 op->below = top;
1368 top->above = op; 1423 *(op->above ? &op->above->below : &ms.top) = op;
1369 } 1424 }
1370 1425 }
1371 if (op->above == NULL)
1372 op->ms ().top = op;
1373 } /* else not INS_BELOW_ORIGINATOR */
1374 1426
1375 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1428 {
1376 op->contr->do_los = 1; 1429 op->contr->do_los = 1;
1430 ++op->map->players;
1431 op->map->touch ();
1432 }
1377 1433
1378 /* If we have a floor, we know the player, if any, will be above 1434 op->map->dirty = true;
1379 * it, so save a few ticks and start from there. 1435
1380 */
1381 if (!(flag & INS_MAP_LOAD))
1382 if (object *pl = op->ms ().player ()) 1436 if (object *pl = ms.player ())
1437 //TODO: the floorbox prev/next might need updating
1438 //esrv_send_item (pl, op);
1439 //TODO: update floorbox to preserve ordering
1383 if (pl->contr->ns) 1440 if (pl->contr->ns)
1384 pl->contr->ns->floorbox_update (); 1441 pl->contr->ns->floorbox_update ();
1385 1442
1386 /* If this object glows, it may affect lighting conditions that are 1443 /* If this object glows, it may affect lighting conditions that are
1387 * visible to others on this map. But update_all_los is really 1444 * visible to others on this map. But update_all_los is really
1388 * an inefficient way to do this, as it means los for all players 1445 * an inefficient way to do this, as it means los for all players
1389 * on the map will get recalculated. The players could very well 1446 * on the map will get recalculated. The players could very well
1390 * be far away from this change and not affected in any way - 1447 * be far away from this change and not affected in any way -
1391 * this should get redone to only look for players within range, 1448 * this should get redone to only look for players within range,
1392 * or just updating the P_NEED_UPDATE for spaces within this area 1449 * or just updating the P_UPTODATE for spaces within this area
1393 * of effect may be sufficient. 1450 * of effect may be sufficient.
1394 */ 1451 */
1395 if (op->map->darkness && (op->glow_radius != 0)) 1452 if (op->affects_los () && op->map->darklevel () > 0)
1453 {
1454 op->ms ().invalidate ();
1396 update_all_los (op->map, op->x, op->y); 1455 update_all_los (op->map, op->x, op->y);
1456 }
1397 1457
1398 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1458 /* updates flags (blocked, alive, no magic, etc) for this map space */
1399 update_object (op, UP_OBJ_INSERT); 1459 update_object (op, UP_OBJ_INSERT);
1400 1460
1401 INVOKE_OBJECT (INSERT, op); 1461 INVOKE_OBJECT (INSERT, op);
1408 * blocked() and wall() work properly), and these flags are updated by 1468 * blocked() and wall() work properly), and these flags are updated by
1409 * update_object(). 1469 * update_object().
1410 */ 1470 */
1411 1471
1412 /* 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 */
1413 if (!(flag & INS_NO_WALK_ON) && !op->head) 1473 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1414 { 1474 {
1415 if (check_move_on (op, originator)) 1475 if (check_move_on (op, originator))
1416 return 0; 1476 return 0;
1417 1477
1418 /* 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
1419 * walk on's. 1479 * walk on's.
1420 */ 1480 */
1421 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1481 for (object *tmp = op->more; tmp; tmp = tmp->more)
1422 if (check_move_on (tmp, originator)) 1482 if (check_move_on (tmp, originator))
1423 return 0; 1483 return 0;
1424 } 1484 }
1425 1485
1426 return op; 1486 return op;
1431 * 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.
1432 */ 1492 */
1433void 1493void
1434replace_insert_ob_in_map (const char *arch_string, object *op) 1494replace_insert_ob_in_map (const char *arch_string, object *op)
1435{ 1495{
1436 object *tmp, *tmp1;
1437
1438 /* first search for itself and remove any old instances */ 1496 /* first search for itself and remove any old instances */
1439 1497
1440 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)
1441 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1442 tmp->destroy (); 1500 tmp->destroy ();
1443 1501
1444 tmp1 = arch_to_object (archetype::find (arch_string)); 1502 object *tmp = arch_to_object (archetype::find (arch_string));
1445 1503
1446 tmp1->x = op->x; 1504 tmp->x = op->x;
1447 tmp1->y = op->y; 1505 tmp->y = op->y;
1506
1448 insert_ob_in_map (tmp1, op->map, op, 0); 1507 insert_ob_in_map (tmp, op->map, op, 0);
1449} 1508}
1450
1451/*
1452 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1453 * is returned contains nr objects, and the remaining parts contains
1454 * the rest (or is removed and freed if that number is 0).
1455 * On failure, NULL is returned, and the reason put into the
1456 * global static errmsg array.
1457 */
1458 1509
1459object * 1510object *
1460get_split_ob (object *orig_ob, uint32 nr) 1511object::insert_at (object *where, object *originator, int flags)
1461{ 1512{
1462 object *newob; 1513 if (where->env)
1463 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1514 return where->env->insert (this);
1464 1515 else
1465 if (orig_ob->nrof < nr) 1516 return where->map->insert (this, where->x, where->y, originator, flags);
1466 {
1467 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1468 return NULL;
1469 }
1470
1471 newob = object_create_clone (orig_ob);
1472
1473 if ((orig_ob->nrof -= nr) < 1)
1474 orig_ob->destroy (1);
1475 else if (!is_removed)
1476 {
1477 if (orig_ob->env != NULL)
1478 sub_weight (orig_ob->env, orig_ob->weight * nr);
1479 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1480 {
1481 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1482 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1483 return NULL;
1484 }
1485 }
1486
1487 newob->nrof = nr;
1488
1489 return newob;
1490} 1517}
1491 1518
1492/* 1519/*
1493 * decrease_ob_nr(object, number) decreases a specified number from 1520 * decrease(object, number) decreases a specified number from
1494 * 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
1495 * is subsequently removed and freed. 1522 * is subsequently removed and freed.
1496 * 1523 *
1497 * 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
1498 */ 1525 */
1526bool
1527object::decrease (sint32 nr)
1528{
1529 if (!nr)
1530 return true;
1499 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 */
1500object * 1557object *
1501decrease_ob_nr (object *op, uint32 i) 1558object::split (sint32 nr)
1502{ 1559{
1503 object *tmp; 1560 int have = number_of ();
1504 1561
1505 if (i == 0) /* objects with op->nrof require this check */ 1562 if (have < nr)
1506 return op; 1563 return 0;
1507 1564 else if (have == nr)
1508 if (i > op->nrof)
1509 i = op->nrof;
1510
1511 if (QUERY_FLAG (op, FLAG_REMOVED))
1512 op->nrof -= i;
1513 else if (op->env)
1514 { 1565 {
1515 /* is this object in the players inventory, or sub container
1516 * therein?
1517 */
1518 tmp = op->in_player ();
1519 /* nope. Is this a container the player has opened?
1520 * If so, set tmp to that player.
1521 * IMO, searching through all the players will mostly
1522 * likely be quicker than following op->env to the map,
1523 * and then searching the map for a player.
1524 */
1525 if (!tmp)
1526 for_all_players (pl)
1527 if (pl->ob->container == op->env)
1528 {
1529 tmp = pl->ob;
1530 break;
1531 }
1532
1533 if (i < op->nrof)
1534 {
1535 sub_weight (op->env, op->weight * i);
1536 op->nrof -= i;
1537 if (tmp)
1538 esrv_send_item (tmp, op);
1539 }
1540 else
1541 {
1542 op->remove (); 1566 remove ();
1543 op->nrof = 0; 1567 return this;
1544 if (tmp)
1545 esrv_del_item (tmp->contr, op->count);
1546 }
1547 } 1568 }
1548 else 1569 else
1549 { 1570 {
1550 object *above = op->above; 1571 decrease (nr);
1551 1572
1552 if (i < op->nrof) 1573 object *op = deep_clone ();
1553 op->nrof -= i; 1574 op->nrof = nr;
1554 else
1555 {
1556 op->remove ();
1557 op->nrof = 0;
1558 }
1559
1560 /* Since we just removed op, op->above is null */
1561 for (tmp = above; tmp; tmp = tmp->above)
1562 if (tmp->type == PLAYER)
1563 {
1564 if (op->nrof)
1565 esrv_send_item (tmp, op);
1566 else
1567 esrv_del_item (tmp->contr, op->count);
1568 }
1569 }
1570
1571 if (op->nrof)
1572 return op; 1575 return op;
1573 else
1574 {
1575 op->destroy ();
1576 return 0;
1577 }
1578}
1579
1580/*
1581 * add_weight(object, weight) adds the specified weight to an object,
1582 * and also updates how much the environment(s) is/are carrying.
1583 */
1584
1585void
1586add_weight (object *op, signed long weight)
1587{
1588 while (op != NULL)
1589 {
1590 if (op->type == CONTAINER)
1591 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1592
1593 op->carrying += weight;
1594 op = op->env;
1595 } 1576 }
1596} 1577}
1597 1578
1598object * 1579object *
1599insert_ob_in_ob (object *op, object *where) 1580insert_ob_in_ob (object *op, object *where)
1604 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);
1605 free (dump); 1586 free (dump);
1606 return op; 1587 return op;
1607 } 1588 }
1608 1589
1609 if (where->head) 1590 if (where->head_ () != where)
1610 { 1591 {
1611 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");
1612 where = where->head; 1593 where = where->head;
1613 } 1594 }
1614 1595
1615 return where->insert (op); 1596 return where->insert (op);
1616} 1597}
1621 * inside the object environment. 1602 * inside the object environment.
1622 * 1603 *
1623 * 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
1624 * be != op, if items are merged. -Tero 1605 * be != op, if items are merged. -Tero
1625 */ 1606 */
1626
1627object * 1607object *
1628object::insert (object *op) 1608object::insert (object *op)
1629{ 1609{
1630 object *tmp, *otmp;
1631
1632 if (!QUERY_FLAG (op, FLAG_REMOVED))
1633 op->remove ();
1634
1635 if (op->more) 1610 if (op->more)
1636 { 1611 {
1637 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);
1638 return op; 1613 return op;
1639 } 1614 }
1640 1615
1641 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1616 op->remove ();
1642 CLEAR_FLAG (op, FLAG_REMOVED); 1617
1618 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1619
1643 if (op->nrof) 1620 if (op->nrof)
1644 {
1645 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1621 for (object *tmp = inv; tmp; tmp = tmp->below)
1646 if (object::can_merge (tmp, op)) 1622 if (object::can_merge (tmp, op))
1647 { 1623 {
1648 /* return the original object and remove inserted object 1624 /* return the original object and remove inserted object
1649 (client needs the original object) */ 1625 (client needs the original object) */
1650 tmp->nrof += op->nrof; 1626 tmp->nrof += op->nrof;
1651 /* Weight handling gets pretty funky. Since we are adding to 1627
1652 * tmp->nrof, we need to increase the weight. 1628 if (object *pl = tmp->visible_to ())
1653 */ 1629 esrv_update_item (UPD_NROF, pl, tmp);
1630
1654 add_weight (this, op->weight * op->nrof); 1631 adjust_weight (this, op->total_weight ());
1655 SET_FLAG (op, FLAG_REMOVED); 1632
1656 op->destroy (); /* free the inserted object */ 1633 op->destroy ();
1657 op = tmp; 1634 op = tmp;
1658 op->remove (); /* and fix old object's links */ 1635 goto inserted;
1659 CLEAR_FLAG (op, FLAG_REMOVED);
1660 break;
1661 } 1636 }
1662 1637
1663 /* I assume combined objects have no inventory 1638 op->owner = 0; // it's his/hers now. period.
1664 * We add the weight - this object could have just been removed
1665 * (if it was possible to merge). calling remove_ob will subtract
1666 * the weight, so we need to add it in again, since we actually do
1667 * the linking below
1668 */
1669 add_weight (this, op->weight * op->nrof);
1670 }
1671 else
1672 add_weight (this, (op->weight + op->carrying));
1673
1674 otmp = this->in_player ();
1675 if (otmp && otmp->contr)
1676 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1677 otmp->update_stats ();
1678
1679 op->map = 0; 1639 op->map = 0;
1680 op->env = this; 1640 op->x = 0;
1641 op->y = 0;
1642
1681 op->above = 0; 1643 op->above = 0;
1682 op->below = 0; 1644 op->below = inv;
1683 op->x = 0, op->y = 0; 1645 op->env = this;
1684 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:
1685 /* 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 */
1686 if ((op->glow_radius != 0) && map) 1661 if (op->glow_radius && is_on_map () && map->darklevel () > 0)
1687 { 1662 {
1688#ifdef DEBUG_LIGHTS 1663 update_stats ();
1689 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1690#endif /* DEBUG_LIGHTS */
1691 if (map->darkness)
1692 update_all_los (map, x, y); 1664 update_all_los (map, x, y);
1693 }
1694
1695 /* Client has no idea of ordering so lets not bother ordering it here.
1696 * It sure simplifies this function...
1697 */
1698 if (!inv)
1699 inv = op;
1700 else
1701 { 1665 }
1702 op->below = inv; 1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1703 op->below->above = op; 1667 // if this is a player's inventory, update stats
1704 inv = op; 1668 update_stats ();
1705 }
1706 1669
1707 INVOKE_OBJECT (INSERT, this); 1670 INVOKE_OBJECT (INSERT, this);
1708 1671
1709 return op; 1672 return op;
1710} 1673}
1727 * 1690 *
1728 * MSW 2001-07-08: Check all objects on space, not just those below 1691 * MSW 2001-07-08: Check all objects on space, not just those below
1729 * object being inserted. insert_ob_in_map may not put new objects 1692 * object being inserted. insert_ob_in_map may not put new objects
1730 * on top. 1693 * on top.
1731 */ 1694 */
1732
1733int 1695int
1734check_move_on (object *op, object *originator) 1696check_move_on (object *op, object *originator)
1735{ 1697{
1736 object *tmp; 1698 object *tmp;
1737 maptile *m = op->map; 1699 maptile *m = op->map;
1764 1726
1765 /* The objects have to be checked from top to bottom. 1727 /* The objects have to be checked from top to bottom.
1766 * Hence, we first go to the top: 1728 * Hence, we first go to the top:
1767 */ 1729 */
1768 1730
1769 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1731 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1770 { 1732 {
1771 /* Trim the search when we find the first other spell effect 1733 /* Trim the search when we find the first other spell effect
1772 * this helps performance so that if a space has 50 spell objects, 1734 * this helps performance so that if a space has 50 spell objects,
1773 * we don't need to check all of them. 1735 * we don't need to check all of them.
1774 */ 1736 */
1792 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1754 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1793 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1755 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1794 { 1756 {
1795 1757
1796 float 1758 float
1797 diff = tmp->move_slow_penalty * FABS (op->speed); 1759 diff = tmp->move_slow_penalty * fabs (op->speed);
1798 1760
1799 if (op->type == PLAYER) 1761 if (op->type == PLAYER)
1800 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1762 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1801 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1763 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1802 diff /= 4.0; 1764 diff /= 4.0;
1832 * The first matching object is returned, or NULL if none. 1794 * The first matching object is returned, or NULL if none.
1833 */ 1795 */
1834object * 1796object *
1835present_arch (const archetype *at, maptile *m, int x, int y) 1797present_arch (const archetype *at, maptile *m, int x, int y)
1836{ 1798{
1837 if (m == NULL || out_of_map (m, x, y)) 1799 if (!m || out_of_map (m, x, y))
1838 { 1800 {
1839 LOG (llevError, "Present_arch called outside map.\n"); 1801 LOG (llevError, "Present_arch called outside map.\n");
1840 return NULL; 1802 return NULL;
1841 } 1803 }
1842 1804
1843 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1805 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1844 if (tmp->arch == at) 1806 if (tmp->arch->archname == at->archname)
1845 return tmp; 1807 return tmp;
1846 1808
1847 return NULL; 1809 return NULL;
1848} 1810}
1849 1811
1859 { 1821 {
1860 LOG (llevError, "Present called outside map.\n"); 1822 LOG (llevError, "Present called outside map.\n");
1861 return NULL; 1823 return NULL;
1862 } 1824 }
1863 1825
1864 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1826 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1865 if (tmp->type == type) 1827 if (tmp->type == type)
1866 return tmp; 1828 return tmp;
1867 1829
1868 return NULL; 1830 return NULL;
1869} 1831}
1913 * The first matching object is returned, or NULL if none. 1875 * The first matching object is returned, or NULL if none.
1914 */ 1876 */
1915object * 1877object *
1916present_arch_in_ob (const archetype *at, const object *op) 1878present_arch_in_ob (const archetype *at, const object *op)
1917{ 1879{
1918 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1919 if (tmp->arch == at) 1881 if (tmp->arch->archname == at->archname)
1920 return tmp; 1882 return tmp;
1921 1883
1922 return NULL; 1884 return NULL;
1923} 1885}
1924 1886
1926 * activate recursively a flag on an object inventory 1888 * activate recursively a flag on an object inventory
1927 */ 1889 */
1928void 1890void
1929flag_inv (object *op, int flag) 1891flag_inv (object *op, int flag)
1930{ 1892{
1931 if (op->inv)
1932 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1893 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1933 { 1894 {
1934 SET_FLAG (tmp, flag); 1895 SET_FLAG (tmp, flag);
1935 flag_inv (tmp, flag); 1896 flag_inv (tmp, flag);
1936 } 1897 }
1937} 1898}
1938 1899
1939/* 1900/*
1940 * deactivate recursively a flag on an object inventory 1901 * deactivate recursively a flag on an object inventory
1941 */ 1902 */
1942void 1903void
1943unflag_inv (object *op, int flag) 1904unflag_inv (object *op, int flag)
1944{ 1905{
1945 if (op->inv)
1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1947 { 1907 {
1948 CLEAR_FLAG (tmp, flag); 1908 CLEAR_FLAG (tmp, flag);
1949 unflag_inv (tmp, flag); 1909 unflag_inv (tmp, flag);
1950 } 1910 }
1951}
1952
1953/*
1954 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1955 * all it's inventory (recursively).
1956 * If checksums are used, a player will get set_cheat called for
1957 * him/her-self and all object carried by a call to this function.
1958 */
1959void
1960set_cheat (object *op)
1961{
1962 SET_FLAG (op, FLAG_WAS_WIZ);
1963 flag_inv (op, FLAG_WAS_WIZ);
1964} 1911}
1965 1912
1966/* 1913/*
1967 * find_free_spot(object, map, x, y, start, stop) will search for 1914 * find_free_spot(object, map, x, y, start, stop) will search for
1968 * a spot at the given map and coordinates which will be able to contain 1915 * a spot at the given map and coordinates which will be able to contain
1970 * to search (see the freearr_x/y[] definition). 1917 * to search (see the freearr_x/y[] definition).
1971 * It returns a random choice among the alternatives found. 1918 * It returns a random choice among the alternatives found.
1972 * start and stop are where to start relative to the free_arr array (1,9 1919 * start and stop are where to start relative to the free_arr array (1,9
1973 * does all 4 immediate directions). This returns the index into the 1920 * does all 4 immediate directions). This returns the index into the
1974 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1921 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1975 * Note - this only checks to see if there is space for the head of the
1976 * object - if it is a multispace object, this should be called for all
1977 * pieces.
1978 * Note2: This function does correctly handle tiled maps, but does not 1922 * Note: This function does correctly handle tiled maps, but does not
1979 * inform the caller. However, insert_ob_in_map will update as 1923 * inform the caller. However, insert_ob_in_map will update as
1980 * necessary, so the caller shouldn't need to do any special work. 1924 * necessary, so the caller shouldn't need to do any special work.
1981 * Note - updated to take an object instead of archetype - this is necessary 1925 * Note - updated to take an object instead of archetype - this is necessary
1982 * because arch_blocked (now ob_blocked) needs to know the movement type 1926 * because arch_blocked (now ob_blocked) needs to know the movement type
1983 * to know if the space in question will block the object. We can't use 1927 * to know if the space in question will block the object. We can't use
1985 * customized, changed states, etc. 1929 * customized, changed states, etc.
1986 */ 1930 */
1987int 1931int
1988find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1932find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1989{ 1933{
1934 int altern[SIZEOFFREE];
1990 int index = 0, flag; 1935 int index = 0, flag;
1991 int altern[SIZEOFFREE];
1992 1936
1993 for (int i = start; i < stop; i++) 1937 for (int i = start; i < stop; i++)
1994 { 1938 {
1995 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1939 mapxy pos (m, x, y); pos.move (i);
1996 if (!flag) 1940
1941 if (!pos.normalise ())
1942 continue;
1943
1944 mapspace &ms = *pos;
1945
1946 if (ms.flags () & P_IS_ALIVE)
1947 continue;
1948
1949 /* However, often
1950 * ob doesn't have any move type (when used to place exits)
1951 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1952 */
1953 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1954 {
1997 altern [index++] = i; 1955 altern [index++] = i;
1956 continue;
1957 }
1998 1958
1999 /* Basically, if we find a wall on a space, we cut down the search size. 1959 /* Basically, if we find a wall on a space, we cut down the search size.
2000 * In this way, we won't return spaces that are on another side of a wall. 1960 * In this way, we won't return spaces that are on another side of a wall.
2001 * This mostly work, but it cuts down the search size in all directions - 1961 * This mostly work, but it cuts down the search size in all directions -
2002 * if the space being examined only has a wall to the north and empty 1962 * if the space being examined only has a wall to the north and empty
2003 * spaces in all the other directions, this will reduce the search space 1963 * spaces in all the other directions, this will reduce the search space
2004 * to only the spaces immediately surrounding the target area, and 1964 * to only the spaces immediately surrounding the target area, and
2005 * won't look 2 spaces south of the target space. 1965 * won't look 2 spaces south of the target space.
2006 */ 1966 */
2007 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1967 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1968 {
2008 stop = maxfree[i]; 1969 stop = maxfree[i];
1970 continue;
1971 }
1972
1973 /* Note it is intentional that we check ob - the movement type of the
1974 * head of the object should correspond for the entire object.
1975 */
1976 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1977 continue;
1978
1979 if (ob->blocked (pos.m, pos.x, pos.y))
1980 continue;
1981
1982 altern [index++] = i;
2009 } 1983 }
2010 1984
2011 if (!index) 1985 if (!index)
2012 return -1; 1986 return -1;
2013 1987
2014 return altern[RANDOM () % index]; 1988 return altern [rndm (index)];
2015} 1989}
2016 1990
2017/* 1991/*
2018 * find_first_free_spot(archetype, maptile, x, y) works like 1992 * find_first_free_spot(archetype, maptile, x, y) works like
2019 * find_free_spot(), but it will search max number of squares. 1993 * find_free_spot(), but it will search max number of squares.
2022 */ 1996 */
2023int 1997int
2024find_first_free_spot (const object *ob, maptile *m, int x, int y) 1998find_first_free_spot (const object *ob, maptile *m, int x, int y)
2025{ 1999{
2026 for (int i = 0; i < SIZEOFFREE; i++) 2000 for (int i = 0; i < SIZEOFFREE; i++)
2027 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2001 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2028 return i; 2002 return i;
2029 2003
2030 return -1; 2004 return -1;
2031} 2005}
2032 2006
2040{ 2014{
2041 arr += begin; 2015 arr += begin;
2042 end -= begin; 2016 end -= begin;
2043 2017
2044 while (--end) 2018 while (--end)
2045 swap (arr [end], arr [RANDOM () % (end + 1)]); 2019 swap (arr [end], arr [rndm (end + 1)]);
2046} 2020}
2047 2021
2048/* new function to make monster searching more efficient, and effective! 2022/* new function to make monster searching more efficient, and effective!
2049 * This basically returns a randomized array (in the passed pointer) of 2023 * This basically returns a randomized array (in the passed pointer) of
2050 * the spaces to find monsters. In this way, it won't always look for 2024 * the spaces to find monsters. In this way, it won't always look for
2086 object *tmp; 2060 object *tmp;
2087 maptile *mp; 2061 maptile *mp;
2088 2062
2089 MoveType blocked, move_type; 2063 MoveType blocked, move_type;
2090 2064
2091 if (exclude && exclude->head) 2065 if (exclude && exclude->head_ () != exclude)
2092 { 2066 {
2093 exclude = exclude->head; 2067 exclude = exclude->head;
2094 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2095 } 2069 }
2096 else 2070 else
2119 max = maxfree[i]; 2093 max = maxfree[i];
2120 else if (mflags & P_IS_ALIVE) 2094 else if (mflags & P_IS_ALIVE)
2121 { 2095 {
2122 for (tmp = ms.bot; tmp; tmp = tmp->above) 2096 for (tmp = ms.bot; tmp; tmp = tmp->above)
2123 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2124 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2125 break; 2099 break;
2126 2100
2127 if (tmp) 2101 if (tmp)
2128 return freedir[i]; 2102 return freedir[i];
2129 } 2103 }
2184 2158
2185 return 3; 2159 return 3;
2186} 2160}
2187 2161
2188/* 2162/*
2189 * absdir(int): Returns a number between 1 and 8, which represent
2190 * the "absolute" direction of a number (it actually takes care of
2191 * "overflow" in previous calculations of a direction).
2192 */
2193
2194int
2195absdir (int d)
2196{
2197 while (d < 1)
2198 d += 8;
2199
2200 while (d > 8)
2201 d -= 8;
2202
2203 return d;
2204}
2205
2206/*
2207 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2163 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2208 * between two directions (which are expected to be absolute (see absdir()) 2164 * between two directions (which are expected to be absolute (see absdir())
2209 */ 2165 */
2210
2211int 2166int
2212dirdiff (int dir1, int dir2) 2167dirdiff (int dir1, int dir2)
2213{ 2168{
2214 int d; 2169 int d;
2215 2170
2328 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2283 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2329 * core dumps if they do. 2284 * core dumps if they do.
2330 * 2285 *
2331 * Add a check so we can't pick up invisible objects (0.93.8) 2286 * Add a check so we can't pick up invisible objects (0.93.8)
2332 */ 2287 */
2333
2334int 2288int
2335can_pick (const object *who, const object *item) 2289can_pick (const object *who, const object *item)
2336{ 2290{
2337 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2291 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2338 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2292 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2341 2295
2342/* 2296/*
2343 * create clone from object to another 2297 * create clone from object to another
2344 */ 2298 */
2345object * 2299object *
2346object_create_clone (object *asrc) 2300object::deep_clone ()
2347{ 2301{
2348 object *dst = 0, *tmp, *src, *part, *prev, *item; 2302 assert (("deep_clone called on non-head object", is_head ()));
2349 2303
2350 if (!asrc) 2304 object *dst = clone ();
2351 return 0;
2352 2305
2353 src = asrc; 2306 object *prev = dst;
2354 if (src->head)
2355 src = src->head;
2356
2357 prev = 0;
2358 for (part = src; part; part = part->more) 2307 for (object *part = this->more; part; part = part->more)
2359 { 2308 {
2360 tmp = part->clone (); 2309 object *tmp = part->clone ();
2361 tmp->x -= src->x;
2362 tmp->y -= src->y;
2363
2364 if (!part->head)
2365 {
2366 dst = tmp;
2367 tmp->head = 0;
2368 }
2369 else
2370 tmp->head = dst; 2310 tmp->head = dst;
2371
2372 tmp->more = 0;
2373
2374 if (prev)
2375 prev->more = tmp; 2311 prev->more = tmp;
2376
2377 prev = tmp; 2312 prev = tmp;
2378 } 2313 }
2379 2314
2380 for (item = src->inv; item; item = item->below) 2315 for (object *item = inv; item; item = item->below)
2381 insert_ob_in_ob (object_create_clone (item), dst); 2316 insert_ob_in_ob (item->deep_clone (), dst);
2382 2317
2383 return dst; 2318 return dst;
2384}
2385
2386/* GROS - Creates an object using a string representing its content. */
2387/* Basically, we save the content of the string to a temp file, then call */
2388/* load_object on it. I admit it is a highly inefficient way to make things, */
2389/* but it was simple to make and allows reusing the load_object function. */
2390/* Remember not to use load_object_str in a time-critical situation. */
2391/* Also remember that multiparts objects are not supported for now. */
2392object *
2393load_object_str (const char *obstr)
2394{
2395 object *op;
2396 char filename[MAX_BUF];
2397
2398 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2399
2400 FILE *tempfile = fopen (filename, "w");
2401
2402 if (tempfile == NULL)
2403 {
2404 LOG (llevError, "Error - Unable to access load object temp file\n");
2405 return NULL;
2406 }
2407
2408 fprintf (tempfile, obstr);
2409 fclose (tempfile);
2410
2411 op = object::create ();
2412
2413 object_thawer thawer (filename);
2414
2415 if (thawer)
2416 load_object (thawer, op, 0);
2417
2418 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2419 CLEAR_FLAG (op, FLAG_REMOVED);
2420
2421 return op;
2422} 2319}
2423 2320
2424/* This returns the first object in who's inventory that 2321/* This returns the first object in who's inventory that
2425 * has the same type and subtype match. 2322 * has the same type and subtype match.
2426 * returns NULL if no match. 2323 * returns NULL if no match.
2433 return tmp; 2330 return tmp;
2434 2331
2435 return 0; 2332 return 0;
2436} 2333}
2437 2334
2438/* If ob has a field named key, return the link from the list, 2335const shstr &
2439 * otherwise return NULL. 2336object::kv_get (const shstr &key) const
2440 *
2441 * key must be a passed in shared string - otherwise, this won't
2442 * do the desired thing.
2443 */
2444key_value *
2445get_ob_key_link (const object *ob, const char *key)
2446{ 2337{
2447 for (key_value *link = ob->key_values; link; link = link->next) 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2448 if (link->key == key) 2339 if (kv->key == key)
2449 return link;
2450
2451 return 0;
2452}
2453
2454/*
2455 * Returns the value of op has an extra_field for key, or NULL.
2456 *
2457 * The argument doesn't need to be a shared string.
2458 *
2459 * The returned string is shared.
2460 */
2461const char *
2462get_ob_key_value (const object *op, const char *const key)
2463{
2464 key_value *link;
2465 shstr_cmp canonical_key (key);
2466
2467 if (!canonical_key)
2468 {
2469 /* 1. There being a field named key on any object
2470 * implies there'd be a shared string to find.
2471 * 2. Since there isn't, no object has this field.
2472 * 3. Therefore, *this* object doesn't have this field.
2473 */
2474 return 0;
2475 }
2476
2477 /* This is copied from get_ob_key_link() above -
2478 * only 4 lines, and saves the function call overhead.
2479 */
2480 for (link = op->key_values; link; link = link->next)
2481 if (link->key == canonical_key)
2482 return link->value; 2340 return kv->value;
2483 2341
2484 return 0; 2342 return shstr_null;
2485} 2343}
2486 2344
2487 2345void
2488/* 2346object::kv_set (const shstr &key, const shstr &value)
2489 * Updates the canonical_key in op to value.
2490 *
2491 * canonical_key is a shared string (value doesn't have to be).
2492 *
2493 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2494 * keys.
2495 *
2496 * Returns TRUE on success.
2497 */
2498int
2499set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2500{ 2347{
2501 key_value *field = NULL, *last = NULL; 2348 for (key_value *kv = key_values; kv; kv = kv->next)
2502 2349 if (kv->key == key)
2503 for (field = op->key_values; field != NULL; field = field->next)
2504 {
2505 if (field->key != canonical_key)
2506 { 2350 {
2507 last = field; 2351 kv->value = value;
2508 continue; 2352 return;
2509 } 2353 }
2510 2354
2511 if (value) 2355 key_value *kv = new key_value;
2512 field->value = value; 2356
2513 else 2357 kv->next = key_values;
2358 kv->key = key;
2359 kv->value = value;
2360
2361 key_values = kv;
2362}
2363
2364void
2365object::kv_del (const shstr &key)
2366{
2367 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2368 if ((*kvp)->key == key)
2514 { 2369 {
2515 /* Basically, if the archetype has this key set, 2370 key_value *kv = *kvp;
2516 * we need to store the null value so when we save 2371 *kvp = (*kvp)->next;
2517 * it, we save the empty value so that when we load, 2372 delete kv;
2518 * we get this value back again. 2373 return;
2519 */
2520 if (get_ob_key_link (&op->arch->clone, canonical_key))
2521 field->value = 0;
2522 else
2523 {
2524 if (last)
2525 last->next = field->next;
2526 else
2527 op->key_values = field->next;
2528
2529 delete field;
2530 }
2531 } 2374 }
2532 return TRUE;
2533 }
2534 /* IF we get here, key doesn't exist */
2535
2536 /* No field, we'll have to add it. */
2537
2538 if (!add_key)
2539 return FALSE;
2540
2541 /* There isn't any good reason to store a null
2542 * value in the key/value list. If the archetype has
2543 * this key, then we should also have it, so shouldn't
2544 * be here. If user wants to store empty strings,
2545 * should pass in ""
2546 */
2547 if (value == NULL)
2548 return TRUE;
2549
2550 field = new key_value;
2551
2552 field->key = canonical_key;
2553 field->value = value;
2554 /* Usual prepend-addition. */
2555 field->next = op->key_values;
2556 op->key_values = field;
2557
2558 return TRUE;
2559}
2560
2561/*
2562 * Updates the key in op to value.
2563 *
2564 * If add_key is FALSE, this will only update existing keys,
2565 * and not add new ones.
2566 * In general, should be little reason FALSE is ever passed in for add_key
2567 *
2568 * Returns TRUE on success.
2569 */
2570int
2571set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2572{
2573 shstr key_ (key);
2574
2575 return set_ob_key_value_s (op, key_, value, add_key);
2576} 2375}
2577 2376
2578object::depth_iterator::depth_iterator (object *container) 2377object::depth_iterator::depth_iterator (object *container)
2579: iterator_base (container) 2378: iterator_base (container)
2580{ 2379{
2594 } 2393 }
2595 else 2394 else
2596 item = item->env; 2395 item = item->env;
2597} 2396}
2598 2397
2398const char *
2399object::flag_desc (char *desc, int len) const
2400{
2401 char *p = desc;
2402 bool first = true;
2403
2404 *p = 0;
2405
2406 for (int i = 0; i < NUM_FLAGS; i++)
2407 {
2408 if (len <= 10) // magic constant!
2409 {
2410 snprintf (p, len, ",...");
2411 break;
2412 }
2413
2414 if (flag [i])
2415 {
2416 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2417 len -= cnt;
2418 p += cnt;
2419 first = false;
2420 }
2421 }
2422
2423 return desc;
2424}
2425
2599// return a suitable string describing an objetc in enough detail to find it 2426// return a suitable string describing an object in enough detail to find it
2600const char * 2427const char *
2601object::debug_desc (char *info) const 2428object::debug_desc (char *info) const
2602{ 2429{
2430 char flagdesc[512];
2603 char info2[256 * 3]; 2431 char info2[256 * 4];
2604 char *p = info; 2432 char *p = info;
2605 2433
2606 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2434 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2607 count, 2435 count,
2436 uuid.c_str (),
2608 &name, 2437 &name,
2609 title ? " " : "", 2438 title ? ",title:\"" : "",
2610 title ? (const char *)title : ""); 2439 title ? (const char *)title : "",
2440 title ? "\"" : "",
2441 flag_desc (flagdesc, 512), type);
2611 2442
2612 if (env) 2443 if (!flag[FLAG_REMOVED] && env)
2613 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2444 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2614 2445
2615 if (map) 2446 if (map)
2616 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2447 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2617 2448
2618 return info; 2449 return info;
2619} 2450}
2620 2451
2621const char * 2452const char *
2622object::debug_desc () const 2453object::debug_desc () const
2623{ 2454{
2624 static char info[256 * 3]; 2455 static char info[3][256 * 4];
2456 static int info_idx;
2457
2625 return debug_desc (info); 2458 return debug_desc (info [++info_idx % 3]);
2626} 2459}
2627 2460
2461struct region *
2462object::region () const
2463{
2464 return map ? map->region (x, y)
2465 : region::default_region ();
2466}
2467
2468const materialtype_t *
2469object::dominant_material () const
2470{
2471 if (materialtype_t *mt = name_to_material (materialname))
2472 return mt;
2473
2474 return name_to_material (shstr_unknown);
2475}
2476
2477void
2478object::open_container (object *new_container)
2479{
2480 if (container == new_container)
2481 return;
2482
2483 object *old_container = container;
2484
2485 if (old_container)
2486 {
2487 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2488 return;
2489
2490#if 0
2491 // remove the "Close old_container" object.
2492 if (object *closer = old_container->inv)
2493 if (closer->type == CLOSE_CON)
2494 closer->destroy ();
2495#endif
2496
2497 // make sure the container is available
2498 esrv_send_item (this, old_container);
2499
2500 old_container->flag [FLAG_APPLIED] = false;
2501 container = 0;
2502
2503 // client needs item update to make it work, client bug requires this to be separate
2504 esrv_update_item (UPD_FLAGS, this, old_container);
2505
2506 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2507 play_sound (sound_find ("chest_close"));
2508 }
2509
2510 if (new_container)
2511 {
2512 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2513 return;
2514
2515 // TODO: this does not seem to serve any purpose anymore?
2516#if 0
2517 // insert the "Close Container" object.
2518 if (archetype *closer = new_container->other_arch)
2519 {
2520 object *closer = arch_to_object (new_container->other_arch);
2521 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2522 new_container->insert (closer);
2523 }
2524#endif
2525
2526 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2527
2528 // make sure the container is available, client bug requires this to be separate
2529 esrv_send_item (this, new_container);
2530
2531 new_container->flag [FLAG_APPLIED] = true;
2532 container = new_container;
2533
2534 // client needs flag change
2535 esrv_update_item (UPD_FLAGS, this, new_container);
2536 esrv_send_inventory (this, new_container);
2537 play_sound (sound_find ("chest_open"));
2538 }
2539// else if (!old_container->env && contr && contr->ns)
2540// contr->ns->floorbox_reset ();
2541}
2542
2543object *
2544object::force_find (const shstr name)
2545{
2546 /* cycle through his inventory to look for the MARK we want to
2547 * place
2548 */
2549 for (object *tmp = inv; tmp; tmp = tmp->below)
2550 if (tmp->type == FORCE && tmp->slaying == name)
2551 return splay (tmp);
2552
2553 return 0;
2554}
2555
2556object *
2557object::force_add (const shstr name, int duration)
2558{
2559 if (object *force = force_find (name))
2560 force->destroy ();
2561
2562 object *force = get_archetype (FORCE_NAME);
2563
2564 force->slaying = name;
2565 force->stats.food = 1;
2566 force->speed_left = -1.f;
2567
2568 force->set_speed (duration ? 1.f / duration : 0.f);
2569 force->flag [FLAG_IS_USED_UP] = true;
2570 force->flag [FLAG_APPLIED] = true;
2571
2572 return insert (force);
2573}
2574
2575void
2576object::play_sound (faceidx sound)
2577{
2578 if (!sound)
2579 return;
2580
2581 if (flag [FLAG_REMOVED])
2582 return;
2583
2584 if (env)
2585 {
2586 if (object *pl = in_player ())
2587 pl->contr->play_sound (sound);
2588 }
2589 else
2590 map->play_sound (sound, x, y);
2591}
2592
2593void
2594object::make_noise ()
2595{
2596 // we do not model noise in the map, so instead put
2597 // a temporary light into the noise source
2598 // could use the map instead, but that's less reliable for our
2599 // goal, which is to make invisibility a bit harder to exploit
2600
2601 // currently only works sensibly for players
2602 if (!is_player ())
2603 return;
2604
2605 // find old force, or create new one
2606 object *force = force_find (shstr_noise_force);
2607
2608 if (force)
2609 force->speed_left = -1.f; // patch old speed up
2610 else
2611 {
2612 force = archetype::get (shstr_noise_force);
2613
2614 force->slaying = shstr_noise_force;
2615 force->stats.food = 1;
2616 force->speed_left = -1.f;
2617
2618 force->set_speed (1.f / 4.f);
2619 force->flag [FLAG_IS_USED_UP] = true;
2620 force->flag [FLAG_APPLIED] = true;
2621
2622 insert (force);
2623 }
2624}
2625

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