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Comparing deliantra/server/common/object.C (file contents):
Revision 1.93 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.254 by root, Sun Aug 31 01:17:11 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_CLIENT_SENT)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
253 /* This is really a spellbook check - really, we should 242 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 243 * not merge objects with real inventories, as splitting them
244 * is hard.
255 */ 245 */
256 if (ob1->inv || ob2->inv) 246 if (ob1->inv || ob2->inv)
257 { 247 {
258 /* if one object has inventory but the other doesn't, not equiv */ 248 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 249 return 0; /* inventories differ in length */
260 return 0;
261 250
262 /* Now check to see if the two inventory objects could merge */ 251 if (ob1->inv->below || ob2->inv->below)
252 return 0; /* more than one object in inv */
253
263 if (!object::can_merge (ob1->inv, ob2->inv)) 254 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 255 return 0; /* inventory objects differ */
265 256
266 /* inventory ok - still need to check rest of this object to see 257 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 258 * if it is valid.
268 */ 259 */
269 } 260 }
277 268
278 /* Note sure why the following is the case - either the object has to 269 /* 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 270 * be animated or have a very low speed. Is this an attempted monster
280 * check? 271 * check?
281 */ 272 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 273 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 274 return 0;
284 275
285 switch (ob1->type) 276 switch (ob1->type)
286 { 277 {
287 case SCROLL: 278 case SCROLL:
288 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
289 return 0; 280 return 0;
290 break; 281 break;
291 } 282 }
292 283
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
294 { 285 {
295 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 288 return 0; /* One has fields, but the other one doesn't. */
289
290 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 291 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 292 }
302 293
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
305 { 295 {
306 ob1->optimise (); 296 ob1->optimise ();
307 ob2->optimise (); 297 ob2->optimise ();
308 298
309 if (ob1->self || ob2->self) 299 if (ob1->self || ob2->self)
300 {
301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
303
304 if (k1 != k2)
310 return 0; 305 return 0;
306
307 if (k1 == 0)
308 return 1;
309
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0;
312 }
311 } 313 }
312 314
313 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
314 return 1; 316 return 1;
315} 317}
316 318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->type == PLAYER)
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
356// adjust weight per container type ("of holding")
357static sint32
358weight_adjust_for (object *op, sint32 weight)
359{
360 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
362 : weight;
363}
364
317/* 365/*
366 * adjust_weight(object, weight) adds the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying.
368 */
369static void
370adjust_weight (object *op, sint32 weight)
371{
372 while (op)
373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
381
382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
388 op = op->env;
389 }
390}
391
392/*
318 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 394 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
321 */ 396 */
322long 397void
323sum_weight (object *op) 398object::update_weight ()
324{ 399{
325 long sum; 400 sint32 sum = 0;
326 object *inv;
327 401
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
329 { 403 {
330 if (inv->inv) 404 if (op->inv)
331 sum_weight (inv); 405 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 406
407 sum += op->total_weight ();
408 }
409
410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
333 } 413 {
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; 414 carrying = sum;
340 415
341 return sum; 416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this);
419 }
342} 420}
343 421
344/** 422/*
345 * Return the outermost environment object for a given object. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 424 */
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 * 425char *
363dump_object (object *op) 426dump_object (object *op)
364{ 427{
365 if (!op) 428 if (!op)
366 return strdup ("[NULLOBJ]"); 429 return strdup ("[NULLOBJ]");
367 430
368 object_freezer freezer; 431 object_freezer freezer;
369 save_object (freezer, op, 1); 432 op->write (freezer);
370 return freezer.as_string (); 433 return freezer.as_string ();
371} 434}
372 435
373/* 436/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 437 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 438 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 439 * If it's not a multi-object, it is returned.
377 */ 440 */
378
379object * 441object *
380get_nearest_part (object *op, const object *pl) 442get_nearest_part (object *op, const object *pl)
381{ 443{
382 object *tmp, *closest; 444 object *tmp, *closest;
383 int last_dist, i; 445 int last_dist, i;
384 446
385 if (op->more == NULL) 447 if (!op->more)
386 return op; 448 return op;
449
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist) 453 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i; 454 closest = tmp, last_dist = i;
455
390 return closest; 456 return closest;
391} 457}
392 458
393/* 459/*
394 * Returns the object which has the count-variable equal to the argument. 460 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow.
395 */ 462 */
396
397object * 463object *
398find_object (tag_t i) 464find_object (tag_t i)
399{ 465{
400 for (object *op = object::first; op; op = op->next) 466 for_all_objects (op)
401 if (op->count == i) 467 if (op->count == i)
402 return op; 468 return op;
403 469
404 return 0; 470 return 0;
405} 471}
406 472
407/* 473/*
408 * Returns the first object which has a name equal to the argument. 474 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 475 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 476 * Enables features like "patch <name-of-other-player> food 999"
411 */ 477 */
412
413object * 478object *
414find_object_name (const char *str) 479find_object_name (const char *str)
415{ 480{
416 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
417 object *op;
418 482
419 for (op = object::first; op != NULL; op = op->next) 483 if (str_)
484 for_all_objects (op)
420 if (op->name == str_) 485 if (op->name == str_)
421 break; 486 return op;
422 487
423 return op; 488 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 489}
431 490
432/* 491/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 493 * skill and experience objects.
494 * ACTUALLY NO! investigate! TODO
435 */ 495 */
436void 496void
437object::set_owner (object *owner) 497object::set_owner (object *owner)
438{ 498{
499 // allow objects which own objects
439 if (!owner) 500 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) 501 while (owner->owner)
450 owner = owner->owner; 502 owner = owner->owner;
503
504 if (flag [FLAG_FREED])
505 {
506 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
507 return;
508 }
451 509
452 this->owner = owner; 510 this->owner = owner;
511}
512
513int
514object::slottype () const
515{
516 if (type == SKILL)
517 {
518 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
519 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
520 }
521 else
522 {
523 if (slot [body_combat].info) return slot_combat;
524 if (slot [body_range ].info) return slot_ranged;
525 }
526
527 return slot_none;
528}
529
530bool
531object::change_weapon (object *ob)
532{
533 if (current_weapon == ob)
534 return true;
535
536 if (chosen_skill)
537 chosen_skill->flag [FLAG_APPLIED] = false;
538
539 current_weapon = ob;
540 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = true;
544
545 update_stats ();
546
547 if (ob)
548 {
549 // now check wether any body locations became invalid, in which case
550 // we cannot apply the weapon at the moment.
551 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
552 if (slot[i].used < 0)
553 {
554 current_weapon = chosen_skill = 0;
555 update_stats ();
556
557 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name);
561 return false;
562 }
563
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 }
566 else
567 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
568
569 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
570 {
571 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
572 &name, ob->debug_desc ());
573 return false;
574 }
575
576 return true;
453} 577}
454 578
455/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 580 * refcounts and freeing the links.
457 */ 581 */
458static void 582static void
459free_key_values (object *op) 583free_key_values (object *op)
460{ 584{
461 for (key_value *i = op->key_values; i != 0;) 585 for (key_value *i = op->key_values; i; )
462 { 586 {
463 key_value *next = i->next; 587 key_value *next = i->next;
464 delete i; 588 delete i;
465 589
466 i = next; 590 i = next;
478 * will point at garbage. 602 * will point at garbage.
479 */ 603 */
480void 604void
481object::copy_to (object *dst) 605object::copy_to (object *dst)
482{ 606{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 607 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 608 *(object_copy *)dst = *this;
487 609 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;
496 610
497 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
498 if (key_values) 612 if (key_values)
499 { 613 {
500 key_value *tail = 0; 614 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 615 dst->key_values = 0;
504 616
505 for (i = key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
506 { 618 {
507 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
508 620
509 new_link->next = 0; 621 new_link->next = 0;
510 new_link->key = i->key; 622 new_link->key = i->key;
511 new_link->value = i->value; 623 new_link->value = i->value;
512 624
513 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
514 if (!dst->key_values) 626 if (!dst->key_values)
515 { 627 {
522 tail = new_link; 634 tail = new_link;
523 } 635 }
524 } 636 }
525 } 637 }
526 638
639 if (speed < 0)
640 dst->speed_left -= rndm ();
641
527 dst->set_speed (dst->speed); 642 dst->set_speed (dst->speed);
643}
644
645void
646object::instantiate ()
647{
648 if (!uuid.seq) // HACK
649 uuid = UUID::gen ();
650
651 speed_left = -0.1f;
652 /* copy the body_info to the body_used - this is only really
653 * need for monsters, but doesn't hurt to do it for everything.
654 * by doing so, when a monster is created, it has good starting
655 * values for the body_used info, so when items are created
656 * for it, they can be properly equipped.
657 */
658 for (int i = NUM_BODY_LOCATIONS; i--; )
659 slot[i].used = slot[i].info;
660
661 attachable::instantiate ();
528} 662}
529 663
530object * 664object *
531object::clone () 665object::clone ()
532{ 666{
533 object *neu = create (); 667 object *neu = create ();
534 copy_to (neu); 668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
535 return neu; 670 return neu;
536} 671}
537 672
538/* 673/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 674 * 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 675 * 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. 676 * be called to update the face variable, _and_ how it looks on the map.
542 */ 677 */
543
544void 678void
545update_turn_face (object *op) 679update_turn_face (object *op)
546{ 680{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 681 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 682 return;
683
549 SET_ANIMATION (op, op->direction); 684 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 685 update_object (op, UP_OBJ_FACE);
551} 686}
552 687
553/* 688/*
556 * This function needs to be called whenever the speed of an object changes. 691 * This function needs to be called whenever the speed of an object changes.
557 */ 692 */
558void 693void
559object::set_speed (float speed) 694object::set_speed (float speed)
560{ 695{
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) 696 if (flag [FLAG_FREED] && speed)
567 { 697 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 698 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 699 speed = 0;
570 } 700 }
571 701
572 this->speed = speed; 702 this->speed = speed;
573 703
574 if (arch_init) 704 if (has_active_speed ())
575 return; 705 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 706 else
593 { 707 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} 708}
648 709
649/* 710/*
650 * update_object() updates the the map. 711 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 712 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
665 */ 726 */
666void 727void
667update_object (object *op, int action) 728update_object (object *op, int action)
668{ 729{
669 MoveType move_on, move_off, move_block, move_slow; 730 if (!op)
670
671 if (op == NULL)
672 { 731 {
673 /* this should never happen */ 732 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
675 return; 734 return;
676 } 735 }
677 736
678 if (op->env) 737 if (!op->is_on_map ())
679 { 738 {
680 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
681 * to do in this case. 740 * to do in this case.
682 */ 741 */
683 return; 742 return;
684 } 743 }
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;
691 744
692 /* make sure the object is within map boundaries */ 745 /* 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) 746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
694 { 747 {
695 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
699 return; 752 return;
700 } 753 }
701 754
702 mapspace &m = op->ms (); 755 mapspace &m = op->ms ();
703 756
704 if (m.flags_ & P_NEED_UPDATE) 757 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 758 /* nop */;
706 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
707 { 760 {
708 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
715 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
716 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
717 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
718 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 772 * have move_allow right now.
720 */ 773 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 774 || ((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) 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
723 m.flags_ = P_NEED_UPDATE; 776 m.flags_ = 0;
724 } 777 }
725 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 780 * that is being removed.
728 */ 781 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 783 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
733 else 786 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 788
736 if (op->more) 789 if (op->more)
737 update_object (op->more, action); 790 update_object (op->more, action);
738} 791}
739 792
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 793object::object ()
744{ 794{
745 SET_FLAG (this, FLAG_REMOVED); 795 SET_FLAG (this, FLAG_REMOVED);
746 796
747 expmul = 1.0; 797 expmul = 1.0;
748 face = blank_face; 798 face = blank_face;
749} 799}
750 800
751object::~object () 801object::~object ()
752{ 802{
803 unlink ();
804
753 free_key_values (this); 805 free_key_values (this);
754} 806}
755 807
808static int object_count;
809
756void object::link () 810void object::link ()
757{ 811{
812 assert (!index);//D
813 uuid = UUID::gen ();
758 count = ++ob_count; 814 count = ++object_count;
759 uuid = gen_uuid ();
760 815
761 prev = 0; 816 refcnt_inc ();
762 next = object::first; 817 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 818}
769 819
770void object::unlink () 820void object::unlink ()
771{ 821{
772 if (this == object::first) 822 if (!index)
773 object::first = next; 823 return;
774 824
775 /* Remove this object from the list of used objects */ 825 objects.erase (this);
776 if (prev) prev->next = next; 826 refcnt_dec ();
777 if (next) next->prev = prev; 827}
778 828
779 prev = 0; 829void
780 next = 0; 830object::activate ()
831{
832 /* If already on active list, don't do anything */
833 if (active)
834 return;
835
836 if (has_active_speed ())
837 actives.insert (this);
838}
839
840void
841object::activate_recursive ()
842{
843 activate ();
844
845 for (object *op = inv; op; op = op->below)
846 op->activate_recursive ();
847}
848
849/* This function removes object 'op' from the list of active
850 * objects.
851 * This should only be used for style maps or other such
852 * reference maps where you don't want an object that isn't
853 * in play chewing up cpu time getting processed.
854 * The reverse of this is to call update_ob_speed, which
855 * will do the right thing based on the speed of the object.
856 */
857void
858object::deactivate ()
859{
860 /* If not on the active list, nothing needs to be done */
861 if (!active)
862 return;
863
864 actives.erase (this);
865}
866
867void
868object::deactivate_recursive ()
869{
870 for (object *op = inv; op; op = op->below)
871 op->deactivate_recursive ();
872
873 deactivate ();
874}
875
876void
877object::set_flag_inv (int flag, int value)
878{
879 for (object *op = inv; op; op = op->below)
880 {
881 op->flag [flag] = value;
882 op->set_flag_inv (flag, value);
883 }
781} 884}
782 885
783/* 886/*
784 * Remove and free all objects in the inventory of the given object. 887 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 888 * object.c ?
786 */ 889 */
787void 890void
788object::destroy_inv (bool drop_to_ground) 891object::destroy_inv (bool drop_to_ground)
789{ 892{
893 // need to check first, because the checks below might segfault
894 // as we might be on an invalid mapspace and crossfire code
895 // is too buggy to ensure that the inventory is empty.
896 // corollary: if you create arrows etc. with stuff in its inventory,
897 // cf will crash below with off-map x and y
898 if (!inv)
899 return;
900
790 /* Only if the space blocks everything do we not process - 901 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 902 * if some form of movement is allowed, let objects
792 * drop on that space. 903 * drop on that space.
793 */ 904 */
794 if (!drop_to_ground 905 if (!drop_to_ground
795 || !map 906 || !map
796 || map->in_memory != MAP_IN_MEMORY 907 || map->in_memory != MAP_ACTIVE
908 || map->no_drop
797 || map->at (x, y).move_block == MOVE_ALL) 909 || ms ().move_block == MOVE_ALL)
798 { 910 {
799 while (inv) 911 while (inv)
800 {
801 inv->destroy_inv (drop_to_ground);
802 inv->destroy (); 912 inv->destroy (true);
803 }
804 } 913 }
805 else 914 else
806 { /* Put objects in inventory onto this space */ 915 { /* Put objects in inventory onto this space */
807 while (inv) 916 while (inv)
808 { 917 {
810 919
811 if (op->flag [FLAG_STARTEQUIP] 920 if (op->flag [FLAG_STARTEQUIP]
812 || op->flag [FLAG_NO_DROP] 921 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE 922 || op->type == RUNE
814 || op->type == TRAP 923 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE]) 924 || op->flag [FLAG_IS_A_TEMPLATE]
925 || op->flag [FLAG_DESTROY_ON_DEATH])
816 op->destroy (); 926 op->destroy (true);
817 else 927 else
818 map->insert (op, x, y); 928 map->insert (op, x, y);
819 } 929 }
820 } 930 }
821} 931}
825 object *op = new object; 935 object *op = new object;
826 op->link (); 936 op->link ();
827 return op; 937 return op;
828} 938}
829 939
940static struct freed_map : maptile
941{
942 freed_map ()
943 {
944 path = "<freed objects map>";
945 name = "/internal/freed_objects_map";
946 width = 3;
947 height = 3;
948 no_drop = 1;
949 no_reset = 1;
950
951 alloc ();
952 in_memory = MAP_ACTIVE;
953 }
954
955 ~freed_map ()
956 {
957 destroy ();
958 }
959} freed_map; // freed objects are moved here to avoid crashes
960
830void 961void
831object::do_destroy () 962object::do_destroy ()
832{ 963{
833 if (flag [FLAG_IS_LINKED]) 964 if (flag [FLAG_IS_LINKED])
834 remove_button_link (this); 965 remove_button_link (this);
835 966
836 if (flag [FLAG_FRIENDLY]) 967 if (flag [FLAG_FRIENDLY])
837 remove_friendly_object (this); 968 remove_friendly_object (this);
838 969
839 if (!flag [FLAG_REMOVED])
840 remove (); 970 remove ();
841 971
842 if (flag [FLAG_FREED]) 972 attachable::do_destroy ();
843 return;
844 973
845 set_speed (0); 974 deactivate ();
975 unlink ();
846 976
847 flag [FLAG_FREED] = 1; 977 flag [FLAG_FREED] = 1;
848 978
849 attachable::do_destroy ();
850
851 destroy_inv (true);
852 unlink ();
853
854 // hack to ensure that freed objects still have a valid map 979 // hack to ensure that freed objects still have a valid map
855 {
856 static maptile *freed_map; // freed objects are moved here to avoid crashes
857
858 if (!freed_map)
859 {
860 freed_map = new maptile;
861
862 freed_map->name = "/internal/freed_objects_map";
863 freed_map->width = 3;
864 freed_map->height = 3;
865
866 freed_map->allocate ();
867 }
868
869 map = freed_map; 980 map = &freed_map;
870 x = 1; 981 x = 1;
871 y = 1; 982 y = 1;
872 }
873
874 head = 0;
875 983
876 if (more) 984 if (more)
877 { 985 {
878 more->destroy (); 986 more->destroy ();
879 more = 0; 987 more = 0;
880 } 988 }
881 989
990 head = 0;
991
882 // clear those pointers that likely might have circular references to us 992 // clear those pointers that likely might cause circular references
883 owner = 0; 993 owner = 0;
884 enemy = 0; 994 enemy = 0;
885 attacked_by = 0; 995 attacked_by = 0;
886 996 current_weapon = 0;
887 // only relevant for players(?), but make sure of it anyways
888 contr = 0;
889} 997}
890 998
891void 999void
892object::destroy (bool destroy_inventory) 1000object::destroy (bool destroy_inventory)
893{ 1001{
894 if (destroyed ()) 1002 if (destroyed ())
895 return; 1003 return;
896 1004
1005 if (!is_head () && !head->destroyed ())
1006 {
1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1008 head->destroy (destroy_inventory);
1009 return;
1010 }
1011
897 if (destroy_inventory) 1012 destroy_inv (!destroy_inventory);
898 destroy_inv (false); 1013
1014 if (is_head ())
1015 if (sound_destroy)
1016 play_sound (sound_destroy);
1017 else if (flag [FLAG_MONSTER])
1018 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
899 1019
900 attachable::destroy (); 1020 attachable::destroy ();
901}
902
903/*
904 * sub_weight() recursively (outwards) subtracts a number from the
905 * weight of an object (and what is carried by it's environment(s)).
906 */
907void
908sub_weight (object *op, signed long weight)
909{
910 while (op != NULL)
911 {
912 if (op->type == CONTAINER)
913 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
914
915 op->carrying -= weight;
916 op = op->env;
917 }
918} 1021}
919 1022
920/* op->remove (): 1023/* op->remove ():
921 * This function removes the object op from the linked list of objects 1024 * This function removes the object op from the linked list of objects
922 * which it is currently tied to. When this function is done, the 1025 * which it is currently tied to. When this function is done, the
923 * object will have no environment. If the object previously had an 1026 * object will have no environment. If the object previously had an
924 * environment, the x and y coordinates will be updated to 1027 * environment, the x and y coordinates will be updated to
925 * the previous environment. 1028 * the previous environment.
926 * Beware: This function is called from the editor as well!
927 */ 1029 */
928void 1030void
929object::remove () 1031object::do_remove ()
930{ 1032{
931 object *tmp, *last = 0; 1033 object *tmp, *last = 0;
932 object *otmp; 1034 object *otmp;
933 1035
934 if (QUERY_FLAG (this, FLAG_REMOVED)) 1036 if (flag [FLAG_REMOVED])
935 return; 1037 return;
936 1038
937 SET_FLAG (this, FLAG_REMOVED);
938 INVOKE_OBJECT (REMOVE, this); 1039 INVOKE_OBJECT (REMOVE, this);
1040
1041 flag [FLAG_REMOVED] = true;
939 1042
940 if (more) 1043 if (more)
941 more->remove (); 1044 more->remove ();
942 1045
943 /* 1046 /*
944 * In this case, the object to be removed is in someones 1047 * In this case, the object to be removed is in someones
945 * inventory. 1048 * inventory.
946 */ 1049 */
947 if (env) 1050 if (env)
948 { 1051 {
949 if (nrof) 1052 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
950 sub_weight (env, weight * nrof); 1053 if (object *pl = visible_to ())
951 else 1054 esrv_del_item (pl->contr, count);
952 sub_weight (env, weight + carrying); 1055 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1056
1057 adjust_weight (env, -total_weight ());
1058
1059 /* we set up values so that it could be inserted into
1060 * the map, but we don't actually do that - it is up
1061 * to the caller to decide what we want to do.
1062 */
1063 map = env->map;
1064 x = env->x;
1065 y = env->y;
1066
1067 // make sure cmov optimisation is applicable
1068 *(above ? &above->below : &env->inv) = below;
1069 *(below ? &below->above : &above ) = above; // &above is just a dummy
1070
1071 above = 0;
1072 below = 0;
1073 env = 0;
953 1074
954 /* NO_FIX_PLAYER is set when a great many changes are being 1075 /* NO_FIX_PLAYER is set when a great many changes are being
955 * made to players inventory. If set, avoiding the call 1076 * made to players inventory. If set, avoiding the call
956 * to save cpu time. 1077 * to save cpu time.
957 */ 1078 */
958 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1079 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
959 otmp->update_stats (); 1080 otmp->update_stats ();
960
961 if (above != NULL)
962 above->below = below;
963 else
964 env->inv = below;
965
966 if (below != NULL)
967 below->above = above;
968
969 /* we set up values so that it could be inserted into
970 * the map, but we don't actually do that - it is up
971 * to the caller to decide what we want to do.
972 */
973 x = env->x, y = env->y;
974 map = env->map;
975 above = 0, below = 0;
976 env = 0;
977 } 1081 }
978 else if (map) 1082 else if (map)
979 { 1083 {
980 /* Re did the following section of code - it looks like it had 1084 map->dirty = true;
981 * lots of logic for things we no longer care about 1085 mapspace &ms = this->ms ();
1086
1087 if (object *pl = ms.player ())
982 */ 1088 {
1089 if (type == PLAYER) // this == pl(!)
1090 {
1091 // leaving a spot always closes any open container on the ground
1092 if (container && !container->env)
1093 // this causes spurious floorbox updates, but it ensures
1094 // that the CLOSE event is being sent.
1095 close_container ();
1096
1097 --map->players;
1098 map->touch ();
1099 }
1100 else if (pl->container == this)
1101 {
1102 // removing a container should close it
1103 close_container ();
1104 }
1105
1106 esrv_del_item (pl->contr, count);
1107 }
983 1108
984 /* link the object above us */ 1109 /* link the object above us */
985 if (above) 1110 // re-link, make sure compiler can easily use cmove
986 above->below = below; 1111 *(above ? &above->below : &ms.top) = below;
987 else 1112 *(below ? &below->above : &ms.bot) = above;
988 map->at (x, y).top = below; /* we were top, set new top */
989
990 /* Relink the object below us, if there is one */
991 if (below)
992 below->above = above;
993 else
994 {
995 /* Nothing below, which means we need to relink map object for this space
996 * use translated coordinates in case some oddness with map tiling is
997 * evident
998 */
999 if (GET_MAP_OB (map, x, y) != this)
1000 {
1001 char *dump = dump_object (this);
1002 LOG (llevError,
1003 "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);
1004 free (dump);
1005 dump = dump_object (GET_MAP_OB (map, x, y));
1006 LOG (llevError, "%s\n", dump);
1007 free (dump);
1008 }
1009
1010 map->at (x, y).bot = above; /* goes on above it. */
1011 }
1012 1113
1013 above = 0; 1114 above = 0;
1014 below = 0; 1115 below = 0;
1015 1116
1117 ms.flags_ = 0;
1118
1016 if (map->in_memory == MAP_SAVING) 1119 if (map->in_memory == MAP_SAVING)
1017 return; 1120 return;
1018 1121
1019 int check_walk_off = !flag [FLAG_NO_APPLY]; 1122 int check_walk_off = !flag [FLAG_NO_APPLY];
1020 1123
1124 if (object *pl = ms.player ())
1125 {
1126 if (pl->container == this)
1127 /* If a container that the player is currently using somehow gets
1128 * removed (most likely destroyed), update the player view
1129 * appropriately.
1130 */
1131 pl->close_container ();
1132
1133 //TODO: the floorbox prev/next might need updating
1134 //esrv_del_item (pl->contr, count);
1135 //TODO: update floorbox to preserve ordering
1136 if (pl->contr->ns)
1137 pl->contr->ns->floorbox_update ();
1138 }
1139
1021 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1140 for (tmp = ms.bot; tmp; tmp = tmp->above)
1022 { 1141 {
1023 /* No point updating the players look faces if he is the object 1142 /* No point updating the players look faces if he is the object
1024 * being removed. 1143 * being removed.
1025 */ 1144 */
1026 1145
1027 if (tmp->type == PLAYER && tmp != this)
1028 {
1029 /* If a container that the player is currently using somehow gets
1030 * removed (most likely destroyed), update the player view
1031 * appropriately.
1032 */
1033 if (tmp->container == this)
1034 {
1035 flag [FLAG_APPLIED] = 0;
1036 tmp->container = 0;
1037 }
1038
1039 if (tmp->contr->ns)
1040 tmp->contr->ns->floorbox_update ();
1041 }
1042
1043 /* See if player moving off should effect something */ 1146 /* See if object moving off should effect something */
1044 if (check_walk_off 1147 if (check_walk_off
1045 && ((move_type & tmp->move_off) 1148 && ((move_type & tmp->move_off)
1046 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1149 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1047 { 1150 {
1048 move_apply (tmp, this, 0); 1151 move_apply (tmp, this, 0);
1049 1152
1050 if (destroyed ()) 1153 if (destroyed ())
1051 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1154 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1052 } 1155 }
1053 1156
1054 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1055
1056 if (tmp->above == tmp)
1057 tmp->above = 0;
1058
1059 last = tmp; 1157 last = tmp;
1060 } 1158 }
1061
1062 /* last == NULL of there are no objects on this space */
1063 if (!last)
1064 map->at (x, y).flags_ = P_NEED_UPDATE;
1065 else
1066 update_object (last, UP_OBJ_REMOVE);
1067 1159
1068 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1160 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1069 update_all_los (map, x, y); 1161 update_all_los (map, x, y);
1070 } 1162 }
1071} 1163}
1082merge_ob (object *op, object *top) 1174merge_ob (object *op, object *top)
1083{ 1175{
1084 if (!op->nrof) 1176 if (!op->nrof)
1085 return 0; 1177 return 0;
1086 1178
1087 if (top) 1179 if (!top)
1088 for (top = op; top && top->above; top = top->above) 1180 for (top = op; top && top->above; top = top->above)
1089 ; 1181 ;
1090 1182
1091 for (; top; top = top->below) 1183 for (; top; top = top->below)
1092 {
1093 if (top == op)
1094 continue;
1095
1096 if (object::can_merge (op, top)) 1184 if (object::can_merge (op, top))
1097 { 1185 {
1098 top->nrof += op->nrof; 1186 top->nrof += op->nrof;
1099 1187
1100/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1188 if (object *pl = top->visible_to ())
1101 op->weight = 0; /* Don't want any adjustements now */ 1189 esrv_update_item (UPD_NROF, pl, top);
1190
1191 op->weight = 0; // cancel the addition above
1192 op->carrying = 0; // must be 0 already
1193
1102 op->destroy (); 1194 op->destroy (1);
1195
1103 return top; 1196 return top;
1104 } 1197 }
1105 }
1106 1198
1107 return 0; 1199 return 0;
1108} 1200}
1109 1201
1202void
1203object::expand_tail ()
1204{
1205 if (more)
1206 return;
1207
1208 object *prev = this;
1209
1210 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1211 {
1212 object *op = arch_to_object (at);
1213
1214 op->name = name;
1215 op->name_pl = name_pl;
1216 op->title = title;
1217
1218 op->head = this;
1219 prev->more = op;
1220
1221 prev = op;
1222 }
1223}
1224
1110/* 1225/*
1111 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1226 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1112 * job preparing multi-part monsters 1227 * job preparing multi-part monsters.
1113 */ 1228 */
1114object * 1229object *
1115insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1230insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1116{ 1231{
1232 op->remove ();
1233
1117 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1234 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1118 { 1235 {
1119 tmp->x = x + tmp->arch->clone.x; 1236 tmp->x = x + tmp->arch->x;
1120 tmp->y = y + tmp->arch->clone.y; 1237 tmp->y = y + tmp->arch->y;
1121 } 1238 }
1122 1239
1123 return insert_ob_in_map (op, m, originator, flag); 1240 return insert_ob_in_map (op, m, originator, flag);
1124} 1241}
1125 1242
1144 * just 'op' otherwise 1261 * just 'op' otherwise
1145 */ 1262 */
1146object * 1263object *
1147insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1264insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1148{ 1265{
1149 object *tmp, *top, *floor = NULL; 1266 if (op->is_on_map ())
1150 sint16 x, y;
1151
1152 if (QUERY_FLAG (op, FLAG_FREED))
1153 {
1154 LOG (llevError, "Trying to insert freed object!\n");
1155 return NULL;
1156 } 1267 {
1157 1268 LOG (llevError, "insert_ob_in_map called for object already on map");
1158 if (m == NULL)
1159 {
1160 char *dump = dump_object (op);
1161 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1162 free (dump);
1163 return op;
1164 }
1165
1166 if (out_of_map (m, op->x, op->y))
1167 {
1168 char *dump = dump_object (op);
1169 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1170#ifdef MANY_CORES
1171 /* Better to catch this here, as otherwise the next use of this object
1172 * is likely to cause a crash. Better to find out where it is getting
1173 * improperly inserted.
1174 */
1175 abort (); 1269 abort ();
1176#endif
1177 free (dump);
1178 return op;
1179 }
1180
1181 if (!QUERY_FLAG (op, FLAG_REMOVED))
1182 { 1270 }
1183 char *dump = dump_object (op);
1184 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1185 free (dump);
1186 return op;
1187 }
1188 1271
1189 if (op->more) 1272 if (op->env)
1190 {
1191 /* The part may be on a different map. */
1192
1193 object *more = op->more;
1194
1195 /* We really need the caller to normalize coordinates - if
1196 * we set the map, that doesn't work if the location is within
1197 * a map and this is straddling an edge. So only if coordinate
1198 * is clear wrong do we normalize it.
1199 */
1200 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1201 more->map = get_map_from_coord (m, &more->x, &more->y);
1202 else if (!more->map)
1203 {
1204 /* For backwards compatibility - when not dealing with tiled maps,
1205 * more->map should always point to the parent.
1206 */
1207 more->map = m;
1208 }
1209
1210 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1211 {
1212 if (!op->head)
1213 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1214
1215 return 0;
1216 }
1217 } 1273 {
1274 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1275 op->remove ();
1276 }
1218 1277
1219 CLEAR_FLAG (op, FLAG_REMOVED); 1278 if (op->face && !face_info (op->face))//D TODO: remove soon
1279 {//D
1280 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1281 op->face = 1;//D
1282 }//D
1220 1283
1221 /* Ideally, the caller figures this out. However, it complicates a lot 1284 /* Ideally, the caller figures this out. However, it complicates a lot
1222 * of areas of callers (eg, anything that uses find_free_spot would now 1285 * of areas of callers (eg, anything that uses find_free_spot would now
1223 * need extra work 1286 * need extra work
1224 */ 1287 */
1225 op->map = get_map_from_coord (m, &op->x, &op->y); 1288 if (!xy_normalise (m, op->x, op->y))
1226 x = op->x; 1289 {
1227 y = op->y; 1290 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1291 return 0;
1292 }
1293
1294 if (object *more = op->more)
1295 if (!insert_ob_in_map (more, m, originator, flag))
1296 return 0;
1297
1298 CLEAR_FLAG (op, FLAG_REMOVED);
1299
1300 op->map = m;
1301 mapspace &ms = op->ms ();
1228 1302
1229 /* this has to be done after we translate the coordinates. 1303 /* this has to be done after we translate the coordinates.
1230 */ 1304 */
1231 if (op->nrof && !(flag & INS_NO_MERGE)) 1305 if (op->nrof && !(flag & INS_NO_MERGE))
1232 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1306 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1233 if (object::can_merge (op, tmp)) 1307 if (object::can_merge (op, tmp))
1234 { 1308 {
1309 // TODO: we actually want to update tmp, not op,
1310 // but some caller surely breaks when we return tmp
1311 // from here :/
1235 op->nrof += tmp->nrof; 1312 op->nrof += tmp->nrof;
1236 tmp->destroy (); 1313 tmp->destroy (1);
1237 } 1314 }
1238 1315
1239 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1316 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1240 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1317 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1241 1318
1248 { 1325 {
1249 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1326 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1250 abort (); 1327 abort ();
1251 } 1328 }
1252 1329
1330 if (!originator->is_on_map ())
1331 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1332 op->debug_desc (), originator->debug_desc ());
1333
1253 op->above = originator; 1334 op->above = originator;
1254 op->below = originator->below; 1335 op->below = originator->below;
1255
1256 if (op->below)
1257 op->below->above = op;
1258 else
1259 op->ms ().bot = op;
1260
1261 /* since *below* originator, no need to update top */
1262 originator->below = op; 1336 originator->below = op;
1337
1338 *(op->below ? &op->below->above : &ms.bot) = op;
1263 } 1339 }
1264 else 1340 else
1265 { 1341 {
1342 object *floor = 0;
1343 object *top = ms.top;
1344
1266 /* If there are other objects, then */ 1345 /* If there are other objects, then */
1267 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1346 if (top)
1268 { 1347 {
1269 object *last = NULL;
1270
1271 /* 1348 /*
1272 * If there are multiple objects on this space, we do some trickier handling. 1349 * If there are multiple objects on this space, we do some trickier handling.
1273 * We've already dealt with merging if appropriate. 1350 * We've already dealt with merging if appropriate.
1274 * Generally, we want to put the new object on top. But if 1351 * Generally, we want to put the new object on top. But if
1275 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1352 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1278 * once we get to them. This reduces the need to traverse over all of 1355 * once we get to them. This reduces the need to traverse over all of
1279 * them when adding another one - this saves quite a bit of cpu time 1356 * them when adding another one - this saves quite a bit of cpu time
1280 * when lots of spells are cast in one area. Currently, it is presumed 1357 * when lots of spells are cast in one area. Currently, it is presumed
1281 * that flying non pickable objects are spell objects. 1358 * that flying non pickable objects are spell objects.
1282 */ 1359 */
1283 1360 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1284 while (top != NULL)
1285 { 1361 {
1286 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1362 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1287 floor = top; 1363 floor = tmp;
1288 1364
1289 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1365 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1290 { 1366 {
1291 /* We insert above top, so we want this object below this */ 1367 /* We insert above top, so we want this object below this */
1292 top = top->below; 1368 top = tmp->below;
1293 break; 1369 break;
1294 } 1370 }
1295 1371
1296 last = top;
1297 top = top->above; 1372 top = tmp;
1298 } 1373 }
1299
1300 /* Don't want top to be NULL, so set it to the last valid object */
1301 top = last;
1302 1374
1303 /* We let update_position deal with figuring out what the space 1375 /* We let update_position deal with figuring out what the space
1304 * looks like instead of lots of conditions here. 1376 * looks like instead of lots of conditions here.
1305 * makes things faster, and effectively the same result. 1377 * makes things faster, and effectively the same result.
1306 */ 1378 */
1307 1379
1308 /* Have object 'fall below' other objects that block view. 1380 /* Have object 'fall below' other objects that block view.
1309 * Unless those objects are exits, type 66 1381 * Unless those objects are exits.
1310 * If INS_ON_TOP is used, don't do this processing 1382 * If INS_ON_TOP is used, don't do this processing
1311 * Need to find the object that in fact blocks view, otherwise 1383 * Need to find the object that in fact blocks view, otherwise
1312 * stacking is a bit odd. 1384 * stacking is a bit odd.
1313 */ 1385 */
1314 if (!(flag & INS_ON_TOP) && 1386 if (!(flag & INS_ON_TOP)
1315 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1387 && ms.flags () & P_BLOCKSVIEW
1388 && (op->face && !faces [op->face].visibility))
1316 { 1389 {
1390 object *last;
1391
1317 for (last = top; last != floor; last = last->below) 1392 for (last = top; last != floor; last = last->below)
1318 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1393 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1319 break; 1394 break;
1395
1320 /* Check to see if we found the object that blocks view, 1396 /* Check to see if we found the object that blocks view,
1321 * and make sure we have a below pointer for it so that 1397 * and make sure we have a below pointer for it so that
1322 * we can get inserted below this one, which requires we 1398 * we can get inserted below this one, which requires we
1323 * set top to the object below us. 1399 * set top to the object below us.
1324 */ 1400 */
1325 if (last && last->below && last != floor) 1401 if (last && last->below && last != floor)
1326 top = last->below; 1402 top = last->below;
1327 } 1403 }
1328 } /* If objects on this space */ 1404 } /* If objects on this space */
1329 1405
1330 if (flag & INS_MAP_LOAD)
1331 top = GET_MAP_TOP (op->map, op->x, op->y);
1332
1333 if (flag & INS_ABOVE_FLOOR_ONLY) 1406 if (flag & INS_ABOVE_FLOOR_ONLY)
1334 top = floor; 1407 top = floor;
1335 1408
1336 /* Top is the object that our object (op) is going to get inserted above. 1409 // insert object above top, or bottom-most if top = 0
1337 */
1338
1339 /* First object on this space */
1340 if (!top) 1410 if (!top)
1341 { 1411 {
1342 op->above = GET_MAP_OB (op->map, op->x, op->y);
1343
1344 if (op->above)
1345 op->above->below = op;
1346
1347 op->below = NULL; 1412 op->below = 0;
1413 op->above = ms.bot;
1348 op->ms ().bot = op; 1414 ms.bot = op;
1415
1416 *(op->above ? &op->above->below : &ms.top) = op;
1349 } 1417 }
1350 else 1418 else
1351 { /* get inserted into the stack above top */ 1419 {
1352 op->above = top->above; 1420 op->above = top->above;
1353
1354 if (op->above)
1355 op->above->below = op; 1421 top->above = op;
1356 1422
1357 op->below = top; 1423 op->below = top;
1358 top->above = op; 1424 *(op->above ? &op->above->below : &ms.top) = op;
1359 } 1425 }
1360 1426 }
1361 if (op->above == NULL)
1362 op->ms ().top = op;
1363 } /* else not INS_BELOW_ORIGINATOR */
1364 1427
1365 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1429 {
1366 op->contr->do_los = 1; 1430 op->contr->do_los = 1;
1431 ++op->map->players;
1432 op->map->touch ();
1433 }
1367 1434
1368 /* If we have a floor, we know the player, if any, will be above 1435 op->map->dirty = true;
1369 * it, so save a few ticks and start from there. 1436
1370 */
1371 if (!(flag & INS_MAP_LOAD))
1372 if (object *pl = op->ms ().player ()) 1437 if (object *pl = ms.player ())
1438 //TODO: the floorbox prev/next might need updating
1439 //esrv_send_item (pl, op);
1440 //TODO: update floorbox to preserve ordering
1373 if (pl->contr->ns) 1441 if (pl->contr->ns)
1374 pl->contr->ns->floorbox_update (); 1442 pl->contr->ns->floorbox_update ();
1375 1443
1376 /* If this object glows, it may affect lighting conditions that are 1444 /* If this object glows, it may affect lighting conditions that are
1377 * visible to others on this map. But update_all_los is really 1445 * visible to others on this map. But update_all_los is really
1378 * an inefficient way to do this, as it means los for all players 1446 * an inefficient way to do this, as it means los for all players
1379 * on the map will get recalculated. The players could very well 1447 * on the map will get recalculated. The players could very well
1380 * be far away from this change and not affected in any way - 1448 * be far away from this change and not affected in any way -
1381 * this should get redone to only look for players within range, 1449 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area 1450 * or just updating the P_UPTODATE for spaces within this area
1383 * of effect may be sufficient. 1451 * of effect may be sufficient.
1384 */ 1452 */
1385 if (op->map->darkness && (op->glow_radius != 0)) 1453 if (op->map->darkness && (op->glow_radius != 0))
1386 update_all_los (op->map, op->x, op->y); 1454 update_all_los (op->map, op->x, op->y);
1387 1455
1398 * blocked() and wall() work properly), and these flags are updated by 1466 * blocked() and wall() work properly), and these flags are updated by
1399 * update_object(). 1467 * update_object().
1400 */ 1468 */
1401 1469
1402 /* if this is not the head or flag has been passed, don't check walk on status */ 1470 /* if this is not the head or flag has been passed, don't check walk on status */
1403 if (!(flag & INS_NO_WALK_ON) && !op->head) 1471 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1404 { 1472 {
1405 if (check_move_on (op, originator)) 1473 if (check_move_on (op, originator))
1406 return 0; 1474 return 0;
1407 1475
1408 /* If we are a multi part object, lets work our way through the check 1476 /* If we are a multi part object, lets work our way through the check
1409 * walk on's. 1477 * walk on's.
1410 */ 1478 */
1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1479 for (object *tmp = op->more; tmp; tmp = tmp->more)
1412 if (check_move_on (tmp, originator)) 1480 if (check_move_on (tmp, originator))
1413 return 0; 1481 return 0;
1414 } 1482 }
1415 1483
1416 return op; 1484 return op;
1421 * op is the object to insert it under: supplies x and the map. 1489 * op is the object to insert it under: supplies x and the map.
1422 */ 1490 */
1423void 1491void
1424replace_insert_ob_in_map (const char *arch_string, object *op) 1492replace_insert_ob_in_map (const char *arch_string, object *op)
1425{ 1493{
1426 object *tmp, *tmp1;
1427
1428 /* first search for itself and remove any old instances */ 1494 /* first search for itself and remove any old instances */
1429 1495
1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1496 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1497 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1432 tmp->destroy (); 1498 tmp->destroy (1);
1433 1499
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1500 object *tmp = arch_to_object (archetype::find (arch_string));
1435 1501
1436 tmp1->x = op->x; 1502 tmp->x = op->x;
1437 tmp1->y = op->y; 1503 tmp->y = op->y;
1504
1438 insert_ob_in_map (tmp1, op->map, op, 0); 1505 insert_ob_in_map (tmp, op->map, op, 0);
1439} 1506}
1440 1507
1441object * 1508object *
1442object::insert_at (object *where, object *originator, int flags) 1509object::insert_at (object *where, object *originator, int flags)
1443{ 1510{
1511 if (where->env)
1512 return where->env->insert (this);
1513 else
1444 where->map->insert (this, where->x, where->y, originator, flags); 1514 return where->map->insert (this, where->x, where->y, originator, flags);
1445} 1515}
1446 1516
1447/* 1517/*
1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1449 * is returned contains nr objects, and the remaining parts contains
1450 * the rest (or is removed and freed if that number is 0).
1451 * On failure, NULL is returned, and the reason put into the
1452 * global static errmsg array.
1453 */
1454object *
1455get_split_ob (object *orig_ob, uint32 nr)
1456{
1457 object *newob;
1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1459
1460 if (orig_ob->nrof < nr)
1461 {
1462 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1463 return NULL;
1464 }
1465
1466 newob = object_create_clone (orig_ob);
1467
1468 if ((orig_ob->nrof -= nr) < 1)
1469 orig_ob->destroy (1);
1470 else if (!is_removed)
1471 {
1472 if (orig_ob->env != NULL)
1473 sub_weight (orig_ob->env, orig_ob->weight * nr);
1474 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1475 {
1476 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1477 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1478 return NULL;
1479 }
1480 }
1481
1482 newob->nrof = nr;
1483
1484 return newob;
1485}
1486
1487/*
1488 * decrease_ob_nr(object, number) decreases a specified number from 1518 * decrease(object, number) decreases a specified number from
1489 * the amount of an object. If the amount reaches 0, the object 1519 * the amount of an object. If the amount reaches 0, the object
1490 * is subsequently removed and freed. 1520 * is subsequently removed and freed.
1491 * 1521 *
1492 * Return value: 'op' if something is left, NULL if the amount reached 0 1522 * Return value: 'op' if something is left, NULL if the amount reached 0
1493 */ 1523 */
1524bool
1525object::decrease (sint32 nr)
1526{
1527 if (!nr)
1528 return true;
1494 1529
1530 nr = min (nr, nrof);
1531
1532 if (nrof > nr)
1533 {
1534 nrof -= nr;
1535 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1536
1537 if (object *pl = visible_to ())
1538 esrv_update_item (UPD_NROF, pl, this);
1539
1540 return true;
1541 }
1542 else
1543 {
1544 destroy ();
1545 return false;
1546 }
1547}
1548
1549/*
1550 * split(ob,nr) splits up ob into two parts. The part which
1551 * is returned contains nr objects, and the remaining parts contains
1552 * the rest (or is removed and returned if that number is 0).
1553 * On failure, NULL is returned.
1554 */
1495object * 1555object *
1496decrease_ob_nr (object *op, uint32 i) 1556object::split (sint32 nr)
1497{ 1557{
1498 object *tmp; 1558 int have = number_of ();
1499 1559
1500 if (i == 0) /* objects with op->nrof require this check */ 1560 if (have < nr)
1501 return op; 1561 return 0;
1502 1562 else if (have == nr)
1503 if (i > op->nrof)
1504 i = op->nrof;
1505
1506 if (QUERY_FLAG (op, FLAG_REMOVED))
1507 op->nrof -= i;
1508 else if (op->env)
1509 { 1563 {
1510 /* is this object in the players inventory, or sub container
1511 * therein?
1512 */
1513 tmp = op->in_player ();
1514 /* nope. Is this a container the player has opened?
1515 * If so, set tmp to that player.
1516 * IMO, searching through all the players will mostly
1517 * likely be quicker than following op->env to the map,
1518 * and then searching the map for a player.
1519 */
1520 if (!tmp)
1521 for_all_players (pl)
1522 if (pl->ob->container == op->env)
1523 {
1524 tmp = pl->ob;
1525 break;
1526 }
1527
1528 if (i < op->nrof)
1529 {
1530 sub_weight (op->env, op->weight * i);
1531 op->nrof -= i;
1532 if (tmp)
1533 esrv_send_item (tmp, op);
1534 }
1535 else
1536 {
1537 op->remove (); 1564 remove ();
1538 op->nrof = 0; 1565 return this;
1539 if (tmp)
1540 esrv_del_item (tmp->contr, op->count);
1541 }
1542 } 1566 }
1543 else 1567 else
1544 { 1568 {
1545 object *above = op->above; 1569 decrease (nr);
1546 1570
1547 if (i < op->nrof) 1571 object *op = deep_clone ();
1548 op->nrof -= i; 1572 op->nrof = nr;
1549 else
1550 {
1551 op->remove ();
1552 op->nrof = 0;
1553 }
1554
1555 /* Since we just removed op, op->above is null */
1556 for (tmp = above; tmp; tmp = tmp->above)
1557 if (tmp->type == PLAYER)
1558 {
1559 if (op->nrof)
1560 esrv_send_item (tmp, op);
1561 else
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 }
1565
1566 if (op->nrof)
1567 return op; 1573 return op;
1568 else
1569 {
1570 op->destroy ();
1571 return 0;
1572 }
1573}
1574
1575/*
1576 * add_weight(object, weight) adds the specified weight to an object,
1577 * and also updates how much the environment(s) is/are carrying.
1578 */
1579
1580void
1581add_weight (object *op, signed long weight)
1582{
1583 while (op != NULL)
1584 {
1585 if (op->type == CONTAINER)
1586 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1587
1588 op->carrying += weight;
1589 op = op->env;
1590 } 1574 }
1591} 1575}
1592 1576
1593object * 1577object *
1594insert_ob_in_ob (object *op, object *where) 1578insert_ob_in_ob (object *op, object *where)
1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1583 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600 free (dump); 1584 free (dump);
1601 return op; 1585 return op;
1602 } 1586 }
1603 1587
1604 if (where->head) 1588 if (where->head_ () != where)
1605 { 1589 {
1606 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1590 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 where = where->head; 1591 where = where->head;
1608 } 1592 }
1609 1593
1610 return where->insert (op); 1594 return where->insert (op);
1611} 1595}
1616 * inside the object environment. 1600 * inside the object environment.
1617 * 1601 *
1618 * The function returns now pointer to inserted item, and return value can 1602 * The function returns now pointer to inserted item, and return value can
1619 * be != op, if items are merged. -Tero 1603 * be != op, if items are merged. -Tero
1620 */ 1604 */
1621
1622object * 1605object *
1623object::insert (object *op) 1606object::insert (object *op)
1624{ 1607{
1625 object *tmp, *otmp;
1626
1627 if (!QUERY_FLAG (op, FLAG_REMOVED))
1628 op->remove ();
1629
1630 if (op->more) 1608 if (op->more)
1631 { 1609 {
1632 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1610 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1633 return op; 1611 return op;
1634 } 1612 }
1635 1613
1636 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1614 op->remove ();
1637 CLEAR_FLAG (op, FLAG_REMOVED); 1615
1616 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1617
1638 if (op->nrof) 1618 if (op->nrof)
1639 {
1640 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1619 for (object *tmp = inv; tmp; tmp = tmp->below)
1641 if (object::can_merge (tmp, op)) 1620 if (object::can_merge (tmp, op))
1642 { 1621 {
1643 /* return the original object and remove inserted object 1622 /* return the original object and remove inserted object
1644 (client needs the original object) */ 1623 (client needs the original object) */
1645 tmp->nrof += op->nrof; 1624 tmp->nrof += op->nrof;
1646 /* Weight handling gets pretty funky. Since we are adding to 1625
1647 * tmp->nrof, we need to increase the weight. 1626 if (object *pl = tmp->visible_to ())
1648 */ 1627 esrv_update_item (UPD_NROF, pl, tmp);
1628
1649 add_weight (this, op->weight * op->nrof); 1629 adjust_weight (this, op->total_weight ());
1650 SET_FLAG (op, FLAG_REMOVED); 1630
1651 op->destroy (); /* free the inserted object */ 1631 op->destroy (1);
1652 op = tmp; 1632 op = tmp;
1653 op->remove (); /* and fix old object's links */ 1633 goto inserted;
1654 CLEAR_FLAG (op, FLAG_REMOVED);
1655 break;
1656 } 1634 }
1657 1635
1658 /* I assume combined objects have no inventory 1636 op->owner = 0; // it's his/hers now. period.
1659 * We add the weight - this object could have just been removed
1660 * (if it was possible to merge). calling remove_ob will subtract
1661 * the weight, so we need to add it in again, since we actually do
1662 * the linking below
1663 */
1664 add_weight (this, op->weight * op->nrof);
1665 }
1666 else
1667 add_weight (this, (op->weight + op->carrying));
1668
1669 otmp = this->in_player ();
1670 if (otmp && otmp->contr)
1671 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1672 otmp->update_stats ();
1673
1674 op->map = 0; 1637 op->map = 0;
1675 op->env = this; 1638 op->x = 0;
1639 op->y = 0;
1640
1676 op->above = 0; 1641 op->above = 0;
1677 op->below = 0; 1642 op->below = inv;
1678 op->x = 0, op->y = 0; 1643 op->env = this;
1679 1644
1645 if (inv)
1646 inv->above = op;
1647
1648 inv = op;
1649
1650 op->flag [FLAG_REMOVED] = 0;
1651
1652 if (object *pl = op->visible_to ())
1653 esrv_send_item (pl, op);
1654
1655 adjust_weight (this, op->total_weight ());
1656
1657inserted:
1680 /* reset the light list and los of the players on the map */ 1658 /* reset the light list and los of the players on the map */
1681 if ((op->glow_radius != 0) && map) 1659 if (op->glow_radius && map && map->darkness)
1682 {
1683#ifdef DEBUG_LIGHTS
1684 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1685#endif /* DEBUG_LIGHTS */
1686 if (map->darkness)
1687 update_all_los (map, x, y); 1660 update_all_los (map, x, y);
1688 }
1689 1661
1690 /* Client has no idea of ordering so lets not bother ordering it here. 1662 // if this is a player's inventory, update stats
1691 * It sure simplifies this function... 1663 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1692 */ 1664 update_stats ();
1693 if (!inv)
1694 inv = op;
1695 else
1696 {
1697 op->below = inv;
1698 op->below->above = op;
1699 inv = op;
1700 }
1701 1665
1702 INVOKE_OBJECT (INSERT, this); 1666 INVOKE_OBJECT (INSERT, this);
1703 1667
1704 return op; 1668 return op;
1705} 1669}
1758 1722
1759 /* The objects have to be checked from top to bottom. 1723 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1724 * Hence, we first go to the top:
1761 */ 1725 */
1762 1726
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1727 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1764 { 1728 {
1765 /* Trim the search when we find the first other spell effect 1729 /* Trim the search when we find the first other spell effect
1766 * this helps performance so that if a space has 50 spell objects, 1730 * this helps performance so that if a space has 50 spell objects,
1767 * we don't need to check all of them. 1731 * we don't need to check all of them.
1768 */ 1732 */
1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1750 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1787 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1751 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788 { 1752 {
1789 1753
1790 float 1754 float
1791 diff = tmp->move_slow_penalty * FABS (op->speed); 1755 diff = tmp->move_slow_penalty * fabs (op->speed);
1792 1756
1793 if (op->type == PLAYER) 1757 if (op->type == PLAYER)
1794 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1758 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1795 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1759 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1796 diff /= 4.0; 1760 diff /= 4.0;
1826 * The first matching object is returned, or NULL if none. 1790 * The first matching object is returned, or NULL if none.
1827 */ 1791 */
1828object * 1792object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1793present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1794{
1831 if (m == NULL || out_of_map (m, x, y)) 1795 if (!m || out_of_map (m, x, y))
1832 { 1796 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1797 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1798 return NULL;
1835 } 1799 }
1836 1800
1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1801 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 if (tmp->arch == at) 1802 if (tmp->arch->archname == at->archname)
1839 return tmp; 1803 return tmp;
1840 1804
1841 return NULL; 1805 return NULL;
1842} 1806}
1843 1807
1853 { 1817 {
1854 LOG (llevError, "Present called outside map.\n"); 1818 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1819 return NULL;
1856 } 1820 }
1857 1821
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->type == type) 1823 if (tmp->type == type)
1860 return tmp; 1824 return tmp;
1861 1825
1862 return NULL; 1826 return NULL;
1863} 1827}
1907 * The first matching object is returned, or NULL if none. 1871 * The first matching object is returned, or NULL if none.
1908 */ 1872 */
1909object * 1873object *
1910present_arch_in_ob (const archetype *at, const object *op) 1874present_arch_in_ob (const archetype *at, const object *op)
1911{ 1875{
1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1876 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1913 if (tmp->arch == at) 1877 if (tmp->arch->archname == at->archname)
1914 return tmp; 1878 return tmp;
1915 1879
1916 return NULL; 1880 return NULL;
1917} 1881}
1918 1882
1920 * activate recursively a flag on an object inventory 1884 * activate recursively a flag on an object inventory
1921 */ 1885 */
1922void 1886void
1923flag_inv (object *op, int flag) 1887flag_inv (object *op, int flag)
1924{ 1888{
1925 if (op->inv)
1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1927 { 1890 {
1928 SET_FLAG (tmp, flag); 1891 SET_FLAG (tmp, flag);
1929 flag_inv (tmp, flag); 1892 flag_inv (tmp, flag);
1930 } 1893 }
1931} 1894}
1932 1895
1933/* 1896/*
1934 * deactivate recursively a flag on an object inventory 1897 * deactivate recursively a flag on an object inventory
1935 */ 1898 */
1936void 1899void
1937unflag_inv (object *op, int flag) 1900unflag_inv (object *op, int flag)
1938{ 1901{
1939 if (op->inv)
1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1902 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1941 { 1903 {
1942 CLEAR_FLAG (tmp, flag); 1904 CLEAR_FLAG (tmp, flag);
1943 unflag_inv (tmp, flag); 1905 unflag_inv (tmp, flag);
1944 } 1906 }
1945}
1946
1947/*
1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1949 * all it's inventory (recursively).
1950 * If checksums are used, a player will get set_cheat called for
1951 * him/her-self and all object carried by a call to this function.
1952 */
1953void
1954set_cheat (object *op)
1955{
1956 SET_FLAG (op, FLAG_WAS_WIZ);
1957 flag_inv (op, FLAG_WAS_WIZ);
1958} 1907}
1959 1908
1960/* 1909/*
1961 * find_free_spot(object, map, x, y, start, stop) will search for 1910 * find_free_spot(object, map, x, y, start, stop) will search for
1962 * a spot at the given map and coordinates which will be able to contain 1911 * a spot at the given map and coordinates which will be able to contain
1964 * to search (see the freearr_x/y[] definition). 1913 * to search (see the freearr_x/y[] definition).
1965 * It returns a random choice among the alternatives found. 1914 * It returns a random choice among the alternatives found.
1966 * start and stop are where to start relative to the free_arr array (1,9 1915 * start and stop are where to start relative to the free_arr array (1,9
1967 * does all 4 immediate directions). This returns the index into the 1916 * does all 4 immediate directions). This returns the index into the
1968 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1917 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1969 * Note - this only checks to see if there is space for the head of the
1970 * object - if it is a multispace object, this should be called for all
1971 * pieces.
1972 * Note2: This function does correctly handle tiled maps, but does not 1918 * Note: This function does correctly handle tiled maps, but does not
1973 * inform the caller. However, insert_ob_in_map will update as 1919 * inform the caller. However, insert_ob_in_map will update as
1974 * necessary, so the caller shouldn't need to do any special work. 1920 * necessary, so the caller shouldn't need to do any special work.
1975 * Note - updated to take an object instead of archetype - this is necessary 1921 * Note - updated to take an object instead of archetype - this is necessary
1976 * because arch_blocked (now ob_blocked) needs to know the movement type 1922 * because arch_blocked (now ob_blocked) needs to know the movement type
1977 * to know if the space in question will block the object. We can't use 1923 * to know if the space in question will block the object. We can't use
1979 * customized, changed states, etc. 1925 * customized, changed states, etc.
1980 */ 1926 */
1981int 1927int
1982find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1928find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1983{ 1929{
1930 int altern[SIZEOFFREE];
1984 int index = 0, flag; 1931 int index = 0, flag;
1985 int altern[SIZEOFFREE];
1986 1932
1987 for (int i = start; i < stop; i++) 1933 for (int i = start; i < stop; i++)
1988 { 1934 {
1989 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1935 mapxy pos (m, x, y); pos.move (i);
1990 if (!flag) 1936
1937 if (!pos.normalise ())
1938 continue;
1939
1940 mapspace &ms = *pos;
1941
1942 if (ms.flags () & P_IS_ALIVE)
1943 continue;
1944
1945 /* However, often
1946 * ob doesn't have any move type (when used to place exits)
1947 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1948 */
1949 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1950 {
1991 altern [index++] = i; 1951 altern [index++] = i;
1952 continue;
1953 }
1992 1954
1993 /* Basically, if we find a wall on a space, we cut down the search size. 1955 /* Basically, if we find a wall on a space, we cut down the search size.
1994 * In this way, we won't return spaces that are on another side of a wall. 1956 * In this way, we won't return spaces that are on another side of a wall.
1995 * This mostly work, but it cuts down the search size in all directions - 1957 * This mostly work, but it cuts down the search size in all directions -
1996 * if the space being examined only has a wall to the north and empty 1958 * if the space being examined only has a wall to the north and empty
1997 * spaces in all the other directions, this will reduce the search space 1959 * spaces in all the other directions, this will reduce the search space
1998 * to only the spaces immediately surrounding the target area, and 1960 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 1961 * won't look 2 spaces south of the target space.
2000 */ 1962 */
2001 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1963 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1964 {
2002 stop = maxfree[i]; 1965 stop = maxfree[i];
1966 continue;
1967 }
1968
1969 /* Note it is intentional that we check ob - the movement type of the
1970 * head of the object should correspond for the entire object.
1971 */
1972 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1973 continue;
1974
1975 if (ob->blocked (m, pos.x, pos.y))
1976 continue;
1977
1978 altern [index++] = i;
2003 } 1979 }
2004 1980
2005 if (!index) 1981 if (!index)
2006 return -1; 1982 return -1;
2007 1983
2008 return altern[RANDOM () % index]; 1984 return altern [rndm (index)];
2009} 1985}
2010 1986
2011/* 1987/*
2012 * find_first_free_spot(archetype, maptile, x, y) works like 1988 * find_first_free_spot(archetype, maptile, x, y) works like
2013 * find_free_spot(), but it will search max number of squares. 1989 * find_free_spot(), but it will search max number of squares.
2016 */ 1992 */
2017int 1993int
2018find_first_free_spot (const object *ob, maptile *m, int x, int y) 1994find_first_free_spot (const object *ob, maptile *m, int x, int y)
2019{ 1995{
2020 for (int i = 0; i < SIZEOFFREE; i++) 1996 for (int i = 0; i < SIZEOFFREE; i++)
2021 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1997 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2022 return i; 1998 return i;
2023 1999
2024 return -1; 2000 return -1;
2025} 2001}
2026 2002
2034{ 2010{
2035 arr += begin; 2011 arr += begin;
2036 end -= begin; 2012 end -= begin;
2037 2013
2038 while (--end) 2014 while (--end)
2039 swap (arr [end], arr [RANDOM () % (end + 1)]); 2015 swap (arr [end], arr [rndm (end + 1)]);
2040} 2016}
2041 2017
2042/* new function to make monster searching more efficient, and effective! 2018/* new function to make monster searching more efficient, and effective!
2043 * This basically returns a randomized array (in the passed pointer) of 2019 * This basically returns a randomized array (in the passed pointer) of
2044 * the spaces to find monsters. In this way, it won't always look for 2020 * the spaces to find monsters. In this way, it won't always look for
2080 object *tmp; 2056 object *tmp;
2081 maptile *mp; 2057 maptile *mp;
2082 2058
2083 MoveType blocked, move_type; 2059 MoveType blocked, move_type;
2084 2060
2085 if (exclude && exclude->head) 2061 if (exclude && exclude->head_ () != exclude)
2086 { 2062 {
2087 exclude = exclude->head; 2063 exclude = exclude->head;
2088 move_type = exclude->move_type; 2064 move_type = exclude->move_type;
2089 } 2065 }
2090 else 2066 else
2113 max = maxfree[i]; 2089 max = maxfree[i];
2114 else if (mflags & P_IS_ALIVE) 2090 else if (mflags & P_IS_ALIVE)
2115 { 2091 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above) 2092 for (tmp = ms.bot; tmp; tmp = tmp->above)
2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2093 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2118 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2094 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2119 break; 2095 break;
2120 2096
2121 if (tmp) 2097 if (tmp)
2122 return freedir[i]; 2098 return freedir[i];
2123 } 2099 }
2178 2154
2179 return 3; 2155 return 3;
2180} 2156}
2181 2157
2182/* 2158/*
2183 * absdir(int): Returns a number between 1 and 8, which represent
2184 * the "absolute" direction of a number (it actually takes care of
2185 * "overflow" in previous calculations of a direction).
2186 */
2187
2188int
2189absdir (int d)
2190{
2191 while (d < 1)
2192 d += 8;
2193
2194 while (d > 8)
2195 d -= 8;
2196
2197 return d;
2198}
2199
2200/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2159 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2160 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2161 */
2204
2205int 2162int
2206dirdiff (int dir1, int dir2) 2163dirdiff (int dir1, int dir2)
2207{ 2164{
2208 int d; 2165 int d;
2209 2166
2322 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2279 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2323 * core dumps if they do. 2280 * core dumps if they do.
2324 * 2281 *
2325 * Add a check so we can't pick up invisible objects (0.93.8) 2282 * Add a check so we can't pick up invisible objects (0.93.8)
2326 */ 2283 */
2327
2328int 2284int
2329can_pick (const object *who, const object *item) 2285can_pick (const object *who, const object *item)
2330{ 2286{
2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2335 2291
2336/* 2292/*
2337 * create clone from object to another 2293 * create clone from object to another
2338 */ 2294 */
2339object * 2295object *
2340object_create_clone (object *asrc) 2296object::deep_clone ()
2341{ 2297{
2342 object *dst = 0, *tmp, *src, *part, *prev, *item; 2298 assert (("deep_clone called on non-head object", is_head ()));
2343 2299
2344 if (!asrc) 2300 object *dst = clone ();
2345 return 0;
2346 2301
2347 src = asrc; 2302 object *prev = dst;
2348 if (src->head)
2349 src = src->head;
2350
2351 prev = 0;
2352 for (part = src; part; part = part->more) 2303 for (object *part = this->more; part; part = part->more)
2353 { 2304 {
2354 tmp = part->clone (); 2305 object *tmp = part->clone ();
2355 tmp->x -= src->x;
2356 tmp->y -= src->y;
2357
2358 if (!part->head)
2359 {
2360 dst = tmp;
2361 tmp->head = 0;
2362 }
2363 else
2364 tmp->head = dst; 2306 tmp->head = dst;
2365
2366 tmp->more = 0;
2367
2368 if (prev)
2369 prev->more = tmp; 2307 prev->more = tmp;
2370
2371 prev = tmp; 2308 prev = tmp;
2372 } 2309 }
2373 2310
2374 for (item = src->inv; item; item = item->below) 2311 for (object *item = inv; item; item = item->below)
2375 insert_ob_in_ob (object_create_clone (item), dst); 2312 insert_ob_in_ob (item->deep_clone (), dst);
2376 2313
2377 return dst; 2314 return dst;
2378}
2379
2380/* GROS - Creates an object using a string representing its content. */
2381/* Basically, we save the content of the string to a temp file, then call */
2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2383/* but it was simple to make and allows reusing the load_object function. */
2384/* Remember not to use load_object_str in a time-critical situation. */
2385/* Also remember that multiparts objects are not supported for now. */
2386object *
2387load_object_str (const char *obstr)
2388{
2389 object *op;
2390 char filename[MAX_BUF];
2391
2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2393
2394 FILE *tempfile = fopen (filename, "w");
2395
2396 if (tempfile == NULL)
2397 {
2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2399 return NULL;
2400 }
2401
2402 fprintf (tempfile, obstr);
2403 fclose (tempfile);
2404
2405 op = object::create ();
2406
2407 object_thawer thawer (filename);
2408
2409 if (thawer)
2410 load_object (thawer, op, 0);
2411
2412 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2413 CLEAR_FLAG (op, FLAG_REMOVED);
2414
2415 return op;
2416} 2315}
2417 2316
2418/* This returns the first object in who's inventory that 2317/* This returns the first object in who's inventory that
2419 * has the same type and subtype match. 2318 * has the same type and subtype match.
2420 * returns NULL if no match. 2319 * returns NULL if no match.
2427 return tmp; 2326 return tmp;
2428 2327
2429 return 0; 2328 return 0;
2430} 2329}
2431 2330
2432/* If ob has a field named key, return the link from the list, 2331const shstr &
2433 * otherwise return NULL. 2332object::kv_get (const shstr &key) const
2434 *
2435 * key must be a passed in shared string - otherwise, this won't
2436 * do the desired thing.
2437 */
2438key_value *
2439get_ob_key_link (const object *ob, const char *key)
2440{ 2333{
2441 for (key_value *link = ob->key_values; link; link = link->next) 2334 for (key_value *kv = key_values; kv; kv = kv->next)
2442 if (link->key == key) 2335 if (kv->key == key)
2443 return link;
2444
2445 return 0;
2446}
2447
2448/*
2449 * Returns the value of op has an extra_field for key, or NULL.
2450 *
2451 * The argument doesn't need to be a shared string.
2452 *
2453 * The returned string is shared.
2454 */
2455const char *
2456get_ob_key_value (const object *op, const char *const key)
2457{
2458 key_value *link;
2459 shstr_cmp canonical_key (key);
2460
2461 if (!canonical_key)
2462 {
2463 /* 1. There being a field named key on any object
2464 * implies there'd be a shared string to find.
2465 * 2. Since there isn't, no object has this field.
2466 * 3. Therefore, *this* object doesn't have this field.
2467 */
2468 return 0;
2469 }
2470
2471 /* This is copied from get_ob_key_link() above -
2472 * only 4 lines, and saves the function call overhead.
2473 */
2474 for (link = op->key_values; link; link = link->next)
2475 if (link->key == canonical_key)
2476 return link->value; 2336 return kv->value;
2477 2337
2478 return 0; 2338 return shstr_null;
2479} 2339}
2480 2340
2481 2341void
2482/* 2342object::kv_set (const shstr &key, const shstr &value)
2483 * Updates the canonical_key in op to value.
2484 *
2485 * canonical_key is a shared string (value doesn't have to be).
2486 *
2487 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2488 * keys.
2489 *
2490 * Returns TRUE on success.
2491 */
2492int
2493set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2494{ 2343{
2495 key_value *field = NULL, *last = NULL; 2344 for (key_value *kv = key_values; kv; kv = kv->next)
2496 2345 if (kv->key == key)
2497 for (field = op->key_values; field != NULL; field = field->next)
2498 {
2499 if (field->key != canonical_key)
2500 { 2346 {
2501 last = field; 2347 kv->value = value;
2502 continue; 2348 return;
2503 } 2349 }
2504 2350
2505 if (value) 2351 key_value *kv = new key_value;
2506 field->value = value; 2352
2507 else 2353 kv->next = key_values;
2354 kv->key = key;
2355 kv->value = value;
2356
2357 key_values = kv;
2358}
2359
2360void
2361object::kv_del (const shstr &key)
2362{
2363 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2364 if ((*kvp)->key == key)
2508 { 2365 {
2509 /* Basically, if the archetype has this key set, 2366 key_value *kv = *kvp;
2510 * we need to store the null value so when we save 2367 *kvp = (*kvp)->next;
2511 * it, we save the empty value so that when we load, 2368 delete kv;
2512 * we get this value back again. 2369 return;
2513 */
2514 if (get_ob_key_link (&op->arch->clone, canonical_key))
2515 field->value = 0;
2516 else
2517 {
2518 if (last)
2519 last->next = field->next;
2520 else
2521 op->key_values = field->next;
2522
2523 delete field;
2524 }
2525 } 2370 }
2526 return TRUE;
2527 }
2528 /* IF we get here, key doesn't exist */
2529
2530 /* No field, we'll have to add it. */
2531
2532 if (!add_key)
2533 return FALSE;
2534
2535 /* There isn't any good reason to store a null
2536 * value in the key/value list. If the archetype has
2537 * this key, then we should also have it, so shouldn't
2538 * be here. If user wants to store empty strings,
2539 * should pass in ""
2540 */
2541 if (value == NULL)
2542 return TRUE;
2543
2544 field = new key_value;
2545
2546 field->key = canonical_key;
2547 field->value = value;
2548 /* Usual prepend-addition. */
2549 field->next = op->key_values;
2550 op->key_values = field;
2551
2552 return TRUE;
2553}
2554
2555/*
2556 * Updates the key in op to value.
2557 *
2558 * If add_key is FALSE, this will only update existing keys,
2559 * and not add new ones.
2560 * In general, should be little reason FALSE is ever passed in for add_key
2561 *
2562 * Returns TRUE on success.
2563 */
2564int
2565set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2566{
2567 shstr key_ (key);
2568
2569 return set_ob_key_value_s (op, key_, value, add_key);
2570} 2371}
2571 2372
2572object::depth_iterator::depth_iterator (object *container) 2373object::depth_iterator::depth_iterator (object *container)
2573: iterator_base (container) 2374: iterator_base (container)
2574{ 2375{
2588 } 2389 }
2589 else 2390 else
2590 item = item->env; 2391 item = item->env;
2591} 2392}
2592 2393
2394const char *
2395object::flag_desc (char *desc, int len) const
2396{
2397 char *p = desc;
2398 bool first = true;
2399
2400 *p = 0;
2401
2402 for (int i = 0; i < NUM_FLAGS; i++)
2403 {
2404 if (len <= 10) // magic constant!
2405 {
2406 snprintf (p, len, ",...");
2407 break;
2408 }
2409
2410 if (flag [i])
2411 {
2412 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2413 len -= cnt;
2414 p += cnt;
2415 first = false;
2416 }
2417 }
2418
2419 return desc;
2420}
2421
2593// return a suitable string describing an objetc in enough detail to find it 2422// return a suitable string describing an object in enough detail to find it
2594const char * 2423const char *
2595object::debug_desc (char *info) const 2424object::debug_desc (char *info) const
2596{ 2425{
2426 char flagdesc[512];
2597 char info2[256 * 3]; 2427 char info2[256 * 4];
2598 char *p = info; 2428 char *p = info;
2599 2429
2600 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2430 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2601 count, 2431 count,
2432 uuid.c_str (),
2602 &name, 2433 &name,
2603 title ? " " : "", 2434 title ? ",title:\"" : "",
2604 title ? (const char *)title : ""); 2435 title ? (const char *)title : "",
2436 title ? "\"" : "",
2437 flag_desc (flagdesc, 512), type);
2605 2438
2606 if (env) 2439 if (!flag[FLAG_REMOVED] && env)
2607 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2440 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2608 2441
2609 if (map) 2442 if (map)
2610 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2443 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2611 2444
2612 return info; 2445 return info;
2613} 2446}
2614 2447
2615const char * 2448const char *
2616object::debug_desc () const 2449object::debug_desc () const
2617{ 2450{
2618 static char info[256 * 3]; 2451 static char info[3][256 * 4];
2452 static int info_idx;
2453
2619 return debug_desc (info); 2454 return debug_desc (info [++info_idx % 3]);
2620} 2455}
2621 2456
2457struct region *
2458object::region () const
2459{
2460 return map ? map->region (x, y)
2461 : region::default_region ();
2462}
2463
2464const materialtype_t *
2465object::dominant_material () const
2466{
2467 if (materialtype_t *mt = name_to_material (materialname))
2468 return mt;
2469
2470 return name_to_material (shstr_unknown);
2471}
2472
2473void
2474object::open_container (object *new_container)
2475{
2476 if (container == new_container)
2477 return;
2478
2479 object *old_container = container;
2480
2481 if (old_container)
2482 {
2483 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2484 return;
2485
2486#if 0
2487 // remove the "Close old_container" object.
2488 if (object *closer = old_container->inv)
2489 if (closer->type == CLOSE_CON)
2490 closer->destroy ();
2491#endif
2492
2493 // make sure the container is available
2494 esrv_send_item (this, old_container);
2495
2496 old_container->flag [FLAG_APPLIED] = false;
2497 container = 0;
2498
2499 // client needs item update to make it work, client bug requires this to be separate
2500 esrv_update_item (UPD_FLAGS, this, old_container);
2501
2502 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2503 play_sound (sound_find ("chest_close"));
2504 }
2505
2506 if (new_container)
2507 {
2508 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2509 return;
2510
2511 // TODO: this does not seem to serve any purpose anymore?
2512#if 0
2513 // insert the "Close Container" object.
2514 if (archetype *closer = new_container->other_arch)
2515 {
2516 object *closer = arch_to_object (new_container->other_arch);
2517 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2518 new_container->insert (closer);
2519 }
2520#endif
2521
2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2523
2524 // make sure the container is available, client bug requires this to be separate
2525 esrv_send_item (this, new_container);
2526
2527 new_container->flag [FLAG_APPLIED] = true;
2528 container = new_container;
2529
2530 // client needs flag change
2531 esrv_update_item (UPD_FLAGS, this, new_container);
2532 esrv_send_inventory (this, new_container);
2533 play_sound (sound_find ("chest_open"));
2534 }
2535// else if (!old_container->env && contr && contr->ns)
2536// contr->ns->floorbox_reset ();
2537}
2538
2539object *
2540object::force_find (const shstr name)
2541{
2542 /* cycle through his inventory to look for the MARK we want to
2543 * place
2544 */
2545 for (object *tmp = inv; tmp; tmp = tmp->below)
2546 if (tmp->type == FORCE && tmp->slaying == name)
2547 return splay (tmp);
2548
2549 return 0;
2550}
2551
2552void
2553object::force_add (const shstr name, int duration)
2554{
2555 if (object *force = force_find (name))
2556 force->destroy ();
2557
2558 object *force = get_archetype (FORCE_NAME);
2559
2560 force->slaying = name;
2561 force->stats.food = 1;
2562 force->speed_left = -1.f;
2563
2564 force->set_speed (duration ? 1.f / duration : 0.f);
2565 force->flag [FLAG_IS_USED_UP] = true;
2566 force->flag [FLAG_APPLIED] = true;
2567
2568 insert (force);
2569}
2570
2571void
2572object::play_sound (faceidx sound)
2573{
2574 if (!sound)
2575 return;
2576
2577 if (flag [FLAG_REMOVED])
2578 return;
2579
2580 if (env)
2581 {
2582 if (object *pl = in_player ())
2583 pl->contr->play_sound (sound);
2584 }
2585 else
2586 map->play_sound (sound, x, y);
2587}
2588

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