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Comparing deliantra/server/common/object.C (file contents):
Revision 1.94 by root, Wed Dec 27 05:22:35 2006 UTC vs.
Revision 1.269 by root, Fri Dec 26 13:42:18 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <sproto.h>
33#include <loader.h> 30#include <loader.h>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
40 37
41object *active_objects; /* List of active objects that need to be processed */ 38objectvec objects;
39activevec actives;
42 40
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 46};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48}; 52};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 58};
52int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 64};
56 65
57static void 66static void
58write_uuid (void) 67write_uuid (uval64 skip, bool sync)
59{ 68{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
61 70 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 73 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 74}
77 75
78static void 76static void
79read_uuid (void) 77read_uuid (void)
80{ 78{
81 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
82 80
83 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84 84
85 FILE *fp; 85 FILE *fp;
86 86
87 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
88 { 88 {
89 if (errno == ENOENT) 89 if (errno == ENOENT)
90 { 90 {
91 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 92 UUID::cur.seq = 0;
93 write_uuid (); 93 write_uuid (UUID_GAP, true);
94 return; 94 return;
95 } 95 }
96 96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 98 _exit (1);
99 } 99 }
100 100
101 int version; 101 UUID::BUF buf;
102 unsigned long long uid; 102 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
104 { 106 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 112
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118UUID::gen ()
117{ 119{
118 UUID uid; 120 UUID uid;
119 121
120 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
121 123
122 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
124 130
125 return uid; 131 return uid;
126} 132}
127 133
128void 134void
129init_uuid () 135UUID::init ()
130{ 136{
131 read_uuid (); 137 read_uuid ();
132} 138}
133 139
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 141static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
137{ 143{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
143 */ 147 */
144 148
145 /* For each field in wants, */ 149 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 151 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 152 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 153
169 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 155 return true;
171} 156}
172 157
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 159static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 161{
177 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
179 */ 164 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
181} 167}
182 168
183/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 170 * they can be merged together.
185 * 171 *
190 * Check nrof variable *before* calling can_merge() 176 * Check nrof variable *before* calling can_merge()
191 * 177 *
192 * Improvements made with merge: Better checking on potion, and also 178 * Improvements made with merge: Better checking on potion, and also
193 * check weight 179 * check weight
194 */ 180 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 181bool object::can_merge_slow (object *ob1, object *ob2)
197{ 182{
198 /* A couple quicksanity checks */ 183 /* A couple quicksanity checks */
199 if (ob1 == ob2 184 if (ob1 == ob2
200 || ob1->type != ob2->type 185 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 187 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
204 return 0; 189 return 0;
205 190
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 191 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 192 * is always 0 .. 2**31-1 */
209 * used to store nrof). 193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 194 return 0;
213 195
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 196 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 197 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 198 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 199 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 200 * flags lose any meaning.
219 */ 201 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 202 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 204
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 207
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 208 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 209 || ob1->name != ob2->name
229 || ob1->title != ob2->title 210 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 211 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 212 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 213 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 214 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 215 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 216 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 217 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id 218 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
240 || ob1->client_type != ob2->client_type 220 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 221 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore 222 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 223 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 224 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 225 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 226 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 227 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 228 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 229 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 230 || ob1->move_slow_penalty != ob2->move_slow_penalty
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 233 return 0;
252 234
235 if ((ob1->flag ^ ob2->flag)
236 .reset (FLAG_INV_LOCKED)
237 .reset (FLAG_REMOVED)
238 .any ())
239 return 0;
240
253 /* This is really a spellbook check - really, we should 241 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 242 * not merge objects with real inventories, as splitting them
243 * is hard.
255 */ 244 */
256 if (ob1->inv || ob2->inv) 245 if (ob1->inv || ob2->inv)
257 { 246 {
258 /* if one object has inventory but the other doesn't, not equiv */ 247 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 248 return 0; /* inventories differ in length */
260 return 0;
261 249
262 /* Now check to see if the two inventory objects could merge */ 250 if (ob1->inv->below || ob2->inv->below)
251 return 0; /* more than one object in inv */
252
263 if (!object::can_merge (ob1->inv, ob2->inv)) 253 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 254 return 0; /* inventory objects differ */
265 255
266 /* inventory ok - still need to check rest of this object to see 256 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 257 * if it is valid.
268 */ 258 */
269 } 259 }
277 267
278 /* Note sure why the following is the case - either the object has to 268 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 269 * be animated or have a very low speed. Is this an attempted monster
280 * check? 270 * check?
281 */ 271 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 272 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 273 return 0;
284 274
285 switch (ob1->type) 275 switch (ob1->type)
286 { 276 {
287 case SCROLL: 277 case SCROLL:
288 if (ob1->level != ob2->level) 278 if (ob1->level != ob2->level)
289 return 0; 279 return 0;
290 break; 280 break;
291 } 281 }
292 282
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 283 if (ob1->key_values || ob2->key_values)
294 { 284 {
295 /* At least one of these has key_values. */ 285 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 286 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 287 return 0; /* One has fields, but the other one doesn't. */
288
289 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 290 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 291 }
302 292
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 293 if (ob1->self || ob2->self)
305 { 294 {
306 ob1->optimise (); 295 ob1->optimise ();
307 ob2->optimise (); 296 ob2->optimise ();
308 297
309 if (ob1->self || ob2->self) 298 if (ob1->self || ob2->self)
299 {
300 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
301 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
302
303 if (k1 != k2)
310 return 0; 304 return 0;
305
306 if (k1 == 0)
307 return 1;
308
309 if (!cfperl_can_merge (ob1, ob2))
310 return 0;
311 }
311 } 312 }
312 313
313 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
314 return 1; 315 return 1;
315} 316}
316 317
318// find player who can see this object
319object *
320object::visible_to () const
321{
322 if (client_visible () && !flag [FLAG_REMOVED])
323 {
324 // see if we are in a container of sorts
325 if (env)
326 {
327 // the player inventory itself is always visible
328 if (env->type == PLAYER)
329 return env;
330
331 // else a player could have our env open
332 object *envest = env->outer_env ();
333
334 // the player itself is always on a map, so we will find him here
335 // even if our inv is in a player.
336 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ())
338 if (pl->container == env)
339 return pl;
340 }
341 else
342 {
343 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
347 || this == pl->container)
348 return pl;
349 }
350 }
351
352 return 0;
353}
354
355// adjust weight per container type ("of holding")
356static sint32
357weight_adjust_for (object *op, sint32 weight)
358{
359 return op->type == CONTAINER
360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
361 : weight;
362}
363
317/* 364/*
365 * adjust_weight(object, weight) adds the specified weight to an object,
366 * and also updates how much the environment(s) is/are carrying.
367 */
368static void
369adjust_weight (object *op, sint32 weight)
370{
371 while (op)
372 {
373 // adjust by actual difference to account for rounding errors
374 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust_for (op, op->carrying)
376 - weight_adjust_for (op, op->carrying - weight);
377
378 if (!weight)
379 return;
380
381 op->carrying += weight;
382
383 if (object *pl = op->visible_to ())
384 if (pl != op) // player is handled lazily
385 esrv_update_item (UPD_WEIGHT, pl, op);
386
387 op = op->env;
388 }
389}
390
391/*
318 * sum_weight() is a recursive function which calculates the weight 392 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 393 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 394 * containers are carrying, and sums it up.
321 */ 395 */
322long 396void
323sum_weight (object *op) 397object::update_weight ()
324{ 398{
325 long sum; 399 sint32 sum = 0;
326 object *inv;
327 400
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 401 for (object *op = inv; op; op = op->below)
329 { 402 {
330 if (inv->inv) 403 if (op->inv)
331 sum_weight (inv); 404 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 405
406 sum += op->total_weight ();
407 }
408
409 sum = weight_adjust_for (this, sum);
410
411 if (sum != carrying)
333 } 412 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum)
339 op->carrying = sum; 413 carrying = sum;
340 414
341 return sum; 415 if (object *pl = visible_to ())
416 if (pl != this) // player is handled lazily
417 esrv_update_item (UPD_WEIGHT, pl, this);
418 }
342} 419}
343 420
344/** 421/*
345 * Return the outermost environment object for a given object. 422 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 423 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 424char *
363dump_object (object *op) 425dump_object (object *op)
364{ 426{
365 if (!op) 427 if (!op)
366 return strdup ("[NULLOBJ]"); 428 return strdup ("[NULLOBJ]");
367 429
368 object_freezer freezer; 430 object_freezer freezer;
369 save_object (freezer, op, 1); 431 op->write (freezer);
370 return freezer.as_string (); 432 return freezer.as_string ();
371} 433}
372 434
373/* 435/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 436 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 437 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 438 * If it's not a multi-object, it is returned.
377 */ 439 */
378
379object * 440object *
380get_nearest_part (object *op, const object *pl) 441get_nearest_part (object *op, const object *pl)
381{ 442{
382 object *tmp, *closest; 443 object *tmp, *closest;
383 int last_dist, i; 444 int last_dist, i;
384 445
385 if (op->more == NULL) 446 if (!op->more)
386 return op; 447 return op;
448
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 449 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
450 tmp;
451 tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist) 452 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i; 453 closest = tmp, last_dist = i;
454
390 return closest; 455 return closest;
391} 456}
392 457
393/* 458/*
394 * Returns the object which has the count-variable equal to the argument. 459 * Returns the object which has the count-variable equal to the argument.
460 * VERRRY slow.
395 */ 461 */
396
397object * 462object *
398find_object (tag_t i) 463find_object (tag_t i)
399{ 464{
400 for (object *op = object::first; op; op = op->next) 465 for_all_objects (op)
401 if (op->count == i) 466 if (op->count == i)
402 return op; 467 return op;
403 468
404 return 0; 469 return 0;
405} 470}
406 471
407/* 472/*
408 * Returns the first object which has a name equal to the argument. 473 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 474 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 475 * Enables features like "patch <name-of-other-player> food 999"
411 */ 476 */
412
413object * 477object *
414find_object_name (const char *str) 478find_object_name (const char *str)
415{ 479{
416 shstr_cmp str_ (str); 480 shstr_cmp str_ (str);
417 object *op;
418 481
419 for (op = object::first; op != NULL; op = op->next) 482 if (str_)
483 for_all_objects (op)
420 if (op->name == str_) 484 if (op->name == str_)
421 break; 485 return op;
422 486
423 return op; 487 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 488}
431 489
432/* 490/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 491 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 492 * skill and experience objects.
493 * ACTUALLY NO! investigate! TODO
435 */ 494 */
436void 495void
437object::set_owner (object *owner) 496object::set_owner (object *owner)
438{ 497{
498 // allow objects which own objects
439 if (!owner) 499 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 500 while (owner->owner)
450 owner = owner->owner; 501 owner = owner->owner;
502
503 if (flag [FLAG_FREED])
504 {
505 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
506 return;
507 }
451 508
452 this->owner = owner; 509 this->owner = owner;
510}
511
512int
513object::slottype () const
514{
515 if (type == SKILL)
516 {
517 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
518 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
519 }
520 else
521 {
522 if (slot [body_combat].info) return slot_combat;
523 if (slot [body_range ].info) return slot_ranged;
524 }
525
526 return slot_none;
527}
528
529bool
530object::change_weapon (object *ob)
531{
532 if (current_weapon == ob)
533 return true;
534
535 if (chosen_skill)
536 chosen_skill->flag [FLAG_APPLIED] = false;
537
538 current_weapon = ob;
539 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
540
541 if (chosen_skill)
542 chosen_skill->flag [FLAG_APPLIED] = true;
543
544 update_stats ();
545
546 if (ob)
547 {
548 // now check wether any body locations became invalid, in which case
549 // we cannot apply the weapon at the moment.
550 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
551 if (slot[i].used < 0)
552 {
553 current_weapon = chosen_skill = 0;
554 update_stats ();
555
556 new_draw_info_format (NDI_UNIQUE, 0, this,
557 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. "
559 "[You need to unapply some items first.]", &ob->name);
560 return false;
561 }
562
563 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
564 }
565 else
566 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
567
568 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
569 {
570 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
571 &name, ob->debug_desc ());
572 return false;
573 }
574
575 return true;
453} 576}
454 577
455/* Zero the key_values on op, decrementing the shared-string 578/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 579 * refcounts and freeing the links.
457 */ 580 */
458static void 581static void
459free_key_values (object *op) 582free_key_values (object *op)
460{ 583{
461 for (key_value *i = op->key_values; i != 0;) 584 for (key_value *i = op->key_values; i; )
462 { 585 {
463 key_value *next = i->next; 586 key_value *next = i->next;
464 delete i; 587 delete i;
465 588
466 i = next; 589 i = next;
478 * will point at garbage. 601 * will point at garbage.
479 */ 602 */
480void 603void
481object::copy_to (object *dst) 604object::copy_to (object *dst)
482{ 605{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 606 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 607 *(object_copy *)dst = *this;
487 608 dst->flag [FLAG_REMOVED] = true;
488 if (is_freed)
489 SET_FLAG (dst, FLAG_FREED);
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 609
497 /* Copy over key_values, if any. */ 610 /* Copy over key_values, if any. */
498 if (key_values) 611 if (key_values)
499 { 612 {
500 key_value *tail = 0; 613 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 614 dst->key_values = 0;
504 615
505 for (i = key_values; i; i = i->next) 616 for (key_value *i = key_values; i; i = i->next)
506 { 617 {
507 key_value *new_link = new key_value; 618 key_value *new_link = new key_value;
508 619
509 new_link->next = 0; 620 new_link->next = 0;
510 new_link->key = i->key; 621 new_link->key = i->key;
511 new_link->value = i->value; 622 new_link->value = i->value;
512 623
513 /* Try and be clever here, too. */ 624 /* Try and be clever here, too. */
514 if (!dst->key_values) 625 if (!dst->key_values)
515 { 626 {
522 tail = new_link; 633 tail = new_link;
523 } 634 }
524 } 635 }
525 } 636 }
526 637
527 dst->set_speed (dst->speed); 638 if (speed < 0)
639 dst->speed_left -= rndm ();
640
641 dst->activate ();
642}
643
644void
645object::instantiate ()
646{
647 if (!uuid.seq) // HACK
648 uuid = UUID::gen ();
649
650 speed_left = -0.1f;
651 /* copy the body_info to the body_used - this is only really
652 * need for monsters, but doesn't hurt to do it for everything.
653 * by doing so, when a monster is created, it has good starting
654 * values for the body_used info, so when items are created
655 * for it, they can be properly equipped.
656 */
657 for (int i = NUM_BODY_LOCATIONS; i--; )
658 slot[i].used = slot[i].info;
659
660 attachable::instantiate ();
528} 661}
529 662
530object * 663object *
531object::clone () 664object::clone ()
532{ 665{
533 object *neu = create (); 666 object *neu = create ();
534 copy_to (neu); 667 copy_to (neu);
668 neu->map = map; // not copied by copy_to
535 return neu; 669 return neu;
536} 670}
537 671
538/* 672/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 673 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 674 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 675 * be called to update the face variable, _and_ how it looks on the map.
542 */ 676 */
543
544void 677void
545update_turn_face (object *op) 678update_turn_face (object *op)
546{ 679{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 680 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 681 return;
682
549 SET_ANIMATION (op, op->direction); 683 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 684 update_object (op, UP_OBJ_FACE);
551} 685}
552 686
553/* 687/*
556 * This function needs to be called whenever the speed of an object changes. 690 * This function needs to be called whenever the speed of an object changes.
557 */ 691 */
558void 692void
559object::set_speed (float speed) 693object::set_speed (float speed)
560{ 694{
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (flag [FLAG_FREED] && speed) 695 if (flag [FLAG_FREED] && speed)
567 { 696 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 697 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 698 speed = 0;
570 } 699 }
571 700
572 this->speed = speed; 701 this->speed = speed;
573 702
574 if (arch_init) 703 if (has_active_speed ())
575 return; 704 activate ();
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
583 /* process_events() expects us to insert the object at the beginning
584 * of the list. */
585 active_next = active_objects;
586
587 if (active_next)
588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else 705 else
593 { 706 deactivate ();
594 /* If not on the active list, nothing needs to be done */
595 if (!active_next && !active_prev && this != active_objects)
596 return;
597
598 if (!active_prev)
599 {
600 active_objects = active_next;
601
602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
610 active_next->active_prev = active_prev;
611 }
612
613 active_next = 0;
614 active_prev = 0;
615 }
616}
617
618/* This function removes object 'op' from the list of active
619 * objects.
620 * This should only be used for style maps or other such
621 * reference maps where you don't want an object that isn't
622 * in play chewing up cpu time getting processed.
623 * The reverse of this is to call update_ob_speed, which
624 * will do the right thing based on the speed of the object.
625 */
626void
627remove_from_active_list (object *op)
628{
629 /* If not on the active list, nothing needs to be done */
630 if (!op->active_next && !op->active_prev && op != active_objects)
631 return;
632
633 if (op->active_prev == NULL)
634 {
635 active_objects = op->active_next;
636 if (op->active_next != NULL)
637 op->active_next->active_prev = NULL;
638 }
639 else
640 {
641 op->active_prev->active_next = op->active_next;
642 if (op->active_next)
643 op->active_next->active_prev = op->active_prev;
644 }
645 op->active_next = NULL;
646 op->active_prev = NULL;
647} 707}
648 708
649/* 709/*
650 * update_object() updates the the map. 710 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 711 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 724 * UP_OBJ_FACE: only the objects face has changed.
665 */ 725 */
666void 726void
667update_object (object *op, int action) 727update_object (object *op, int action)
668{ 728{
669 MoveType move_on, move_off, move_block, move_slow; 729 if (!op)
670
671 if (op == NULL)
672 { 730 {
673 /* this should never happen */ 731 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 732 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
675 return; 733 return;
676 } 734 }
677 735
678 if (op->env) 736 if (!op->is_on_map ())
679 { 737 {
680 /* Animation is currently handled by client, so nothing 738 /* Animation is currently handled by client, so nothing
681 * to do in this case. 739 * to do in this case.
682 */ 740 */
683 return; 741 return;
684 } 742 }
685
686 /* If the map is saving, don't do anything as everything is
687 * going to get freed anyways.
688 */
689 if (!op->map || op->map->in_memory == MAP_SAVING)
690 return;
691 743
692 /* make sure the object is within map boundaries */ 744 /* make sure the object is within map boundaries */
693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 745 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
694 { 746 {
695 LOG (llevError, "update_object() called for object out of map!\n"); 747 LOG (llevError, "update_object() called for object out of map!\n");
699 return; 751 return;
700 } 752 }
701 753
702 mapspace &m = op->ms (); 754 mapspace &m = op->ms ();
703 755
704 if (m.flags_ & P_NEED_UPDATE) 756 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 757 /* nop */;
706 else if (action == UP_OBJ_INSERT) 758 else if (action == UP_OBJ_INSERT)
707 { 759 {
708 // this is likely overkill, TODO: revisit (schmorp) 760 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
715 || (m.move_on | op->move_on ) != m.move_on 767 || (m.move_on | op->move_on ) != m.move_on
716 || (m.move_off | op->move_off ) != m.move_off 768 || (m.move_off | op->move_off ) != m.move_off
717 || (m.move_slow | op->move_slow) != m.move_slow 769 || (m.move_slow | op->move_slow) != m.move_slow
718 /* This isn't perfect, but I don't expect a lot of objects to 770 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 771 * have move_allow right now.
720 */ 772 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
723 m.flags_ = P_NEED_UPDATE; 775 m.invalidate ();
724 } 776 }
725 /* if the object is being removed, we can't make intelligent 777 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 778 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 779 * that is being removed.
728 */ 780 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 782 m.invalidate ();
731 else if (action == UP_OBJ_FACE) 783 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 784 /* Nothing to do for that case */ ;
733 else 785 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 786 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 787
736 if (op->more) 788 if (op->more)
737 update_object (op->more, action); 789 update_object (op->more, action);
738} 790}
739 791
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 792object::object ()
744{ 793{
745 SET_FLAG (this, FLAG_REMOVED); 794 SET_FLAG (this, FLAG_REMOVED);
746 795
747 expmul = 1.0; 796 expmul = 1.0;
748 face = blank_face; 797 face = blank_face;
749} 798}
750 799
751object::~object () 800object::~object ()
752{ 801{
802 unlink ();
803
753 free_key_values (this); 804 free_key_values (this);
754} 805}
755 806
807static int object_count;
808
756void object::link () 809void object::link ()
757{ 810{
811 assert (!index);//D
812 uuid = UUID::gen ();
758 count = ++ob_count; 813 count = ++object_count;
759 uuid = gen_uuid ();
760 814
761 prev = 0; 815 refcnt_inc ();
762 next = object::first; 816 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 817}
769 818
770void object::unlink () 819void object::unlink ()
771{ 820{
772 if (this == object::first) 821 if (!index)
773 object::first = next; 822 return;
774 823
775 /* Remove this object from the list of used objects */ 824 objects.erase (this);
776 if (prev) prev->next = next; 825 refcnt_dec ();
777 if (next) next->prev = prev; 826}
778 827
779 prev = 0; 828void
780 next = 0; 829object::activate ()
830{
831 /* If already on active list, don't do anything */
832 if (active)
833 return;
834
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
837
838 if (has_active_speed ())
839 actives.insert (this);
840}
841
842void
843object::activate_recursive ()
844{
845 activate ();
846
847 for (object *op = inv; op; op = op->below)
848 op->activate_recursive ();
849}
850
851/* This function removes object 'op' from the list of active
852 * objects.
853 * This should only be used for style maps or other such
854 * reference maps where you don't want an object that isn't
855 * in play chewing up cpu time getting processed.
856 * The reverse of this is to call update_ob_speed, which
857 * will do the right thing based on the speed of the object.
858 */
859void
860object::deactivate ()
861{
862 /* If not on the active list, nothing needs to be done */
863 if (!active)
864 return;
865
866 actives.erase (this);
867}
868
869void
870object::deactivate_recursive ()
871{
872 for (object *op = inv; op; op = op->below)
873 op->deactivate_recursive ();
874
875 deactivate ();
876}
877
878void
879object::set_flag_inv (int flag, int value)
880{
881 for (object *op = inv; op; op = op->below)
882 {
883 op->flag [flag] = value;
884 op->set_flag_inv (flag, value);
885 }
781} 886}
782 887
783/* 888/*
784 * Remove and free all objects in the inventory of the given object. 889 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 890 * object.c ?
788object::destroy_inv (bool drop_to_ground) 893object::destroy_inv (bool drop_to_ground)
789{ 894{
790 // need to check first, because the checks below might segfault 895 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code 896 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty. 897 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory, 898 // corollary: if you create arrows etc. with stuff in its inventory,
794 // cf will crash below with off-map x and y 899 // cf will crash below with off-map x and y
795 if (!inv) 900 if (!inv)
796 return; 901 return;
797 902
798 /* Only if the space blocks everything do we not process - 903 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects 904 * if some form of movement is allowed, let objects
800 * drop on that space. 905 * drop on that space.
801 */ 906 */
802 if (!drop_to_ground 907 if (!drop_to_ground
803 || !map 908 || !map
804 || map->in_memory != MAP_IN_MEMORY 909 || map->in_memory != MAP_ACTIVE
910 || map->no_drop
805 || map->at (x, y).move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
806 { 912 {
807 while (inv) 913 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy (); 914 inv->destroy ();
811 }
812 } 915 }
813 else 916 else
814 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
815 while (inv) 918 while (inv)
816 { 919 {
818 921
819 if (op->flag [FLAG_STARTEQUIP] 922 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 923 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 924 || op->type == RUNE
822 || op->type == TRAP 925 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 926 || op->flag [FLAG_IS_A_TEMPLATE]
927 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 928 op->destroy ();
825 else 929 else
826 map->insert (op, x, y); 930 map->insert (op, x, y);
827 } 931 }
828 } 932 }
833 object *op = new object; 937 object *op = new object;
834 op->link (); 938 op->link ();
835 return op; 939 return op;
836} 940}
837 941
942static struct freed_map : maptile
943{
944 freed_map ()
945 {
946 path = "<freed objects map>";
947 name = "/internal/freed_objects_map";
948 width = 3;
949 height = 3;
950 no_drop = 1;
951 no_reset = 1;
952
953 alloc ();
954 in_memory = MAP_ACTIVE;
955 }
956
957 ~freed_map ()
958 {
959 destroy ();
960 }
961} freed_map; // freed objects are moved here to avoid crashes
962
838void 963void
839object::do_destroy () 964object::do_destroy ()
840{ 965{
841 if (flag [FLAG_IS_LINKED]) 966 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 967 remove_button_link (this);
843 968
844 if (flag [FLAG_FRIENDLY]) 969 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 970 remove_friendly_object (this);
846 971
847 if (!flag [FLAG_REMOVED])
848 remove (); 972 remove ();
849 973
850 if (flag [FLAG_FREED]) 974 attachable::do_destroy ();
851 return;
852 975
853 set_speed (0); 976 deactivate ();
977 unlink ();
854 978
855 flag [FLAG_FREED] = 1; 979 flag [FLAG_FREED] = 1;
856 980
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map 981 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->allocate ();
875 }
876
877 map = freed_map; 982 map = &freed_map;
878 x = 1; 983 x = 1;
879 y = 1; 984 y = 1;
880 }
881
882 head = 0;
883 985
884 if (more) 986 if (more)
885 { 987 {
886 more->destroy (); 988 more->destroy ();
887 more = 0; 989 more = 0;
888 } 990 }
889 991
992 head = 0;
993
890 // clear those pointers that likely might have circular references to us 994 // clear those pointers that likely might cause circular references
891 owner = 0; 995 owner = 0;
892 enemy = 0; 996 enemy = 0;
893 attacked_by = 0; 997 attacked_by = 0;
894 998 current_weapon = 0;
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897} 999}
898 1000
899void 1001void
900object::destroy (bool destroy_inventory) 1002object::destroy ()
901{ 1003{
902 if (destroyed ()) 1004 if (destroyed ())
903 return; 1005 return;
904 1006
905 if (destroy_inventory) 1007 if (!is_head () && !head->destroyed ())
1008 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy ();
1011 return;
1012 }
1013
906 destroy_inv (false); 1014 destroy_inv (false);
1015
1016 if (is_head ())
1017 if (sound_destroy)
1018 play_sound (sound_destroy);
1019 else if (flag [FLAG_MONSTER])
1020 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
907 1021
908 attachable::destroy (); 1022 attachable::destroy ();
909}
910
911/*
912 * sub_weight() recursively (outwards) subtracts a number from the
913 * weight of an object (and what is carried by it's environment(s)).
914 */
915void
916sub_weight (object *op, signed long weight)
917{
918 while (op != NULL)
919 {
920 if (op->type == CONTAINER)
921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
922
923 op->carrying -= weight;
924 op = op->env;
925 }
926} 1023}
927 1024
928/* op->remove (): 1025/* op->remove ():
929 * This function removes the object op from the linked list of objects 1026 * This function removes the object op from the linked list of objects
930 * which it is currently tied to. When this function is done, the 1027 * which it is currently tied to. When this function is done, the
931 * object will have no environment. If the object previously had an 1028 * object will have no environment. If the object previously had an
932 * environment, the x and y coordinates will be updated to 1029 * environment, the x and y coordinates will be updated to
933 * the previous environment. 1030 * the previous environment.
934 * Beware: This function is called from the editor as well!
935 */ 1031 */
936void 1032void
937object::remove () 1033object::do_remove ()
938{ 1034{
939 object *tmp, *last = 0; 1035 object *tmp, *last = 0;
940 object *otmp; 1036 object *otmp;
941 1037
942 if (QUERY_FLAG (this, FLAG_REMOVED)) 1038 if (flag [FLAG_REMOVED])
943 return; 1039 return;
944 1040
945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this); 1041 INVOKE_OBJECT (REMOVE, this);
1042
1043 flag [FLAG_REMOVED] = true;
947 1044
948 if (more) 1045 if (more)
949 more->remove (); 1046 more->remove ();
950 1047
951 /* 1048 /*
952 * In this case, the object to be removed is in someones 1049 * In this case, the object to be removed is in someones
953 * inventory. 1050 * inventory.
954 */ 1051 */
955 if (env) 1052 if (env)
956 { 1053 {
957 if (nrof) 1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
958 sub_weight (env, weight * nrof); 1055 if (object *pl = visible_to ())
959 else 1056 esrv_del_item (pl->contr, count);
960 sub_weight (env, weight + carrying); 1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058
1059 adjust_weight (env, -total_weight ());
1060
1061 object *pl = in_player ();
1062
1063 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do.
1066 */
1067 map = env->map;
1068 x = env->x;
1069 y = env->y;
1070
1071 // make sure cmov optimisation is applicable
1072 *(above ? &above->below : &env->inv) = below;
1073 *(below ? &below->above : &above ) = above; // &above is just a dummy
1074
1075 above = 0;
1076 below = 0;
1077 env = 0;
961 1078
962 /* NO_FIX_PLAYER is set when a great many changes are being 1079 /* NO_FIX_PLAYER is set when a great many changes are being
963 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
964 * to save cpu time. 1081 * to save cpu time.
965 */ 1082 */
966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1083 if (pl)
1084 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1085 {
967 otmp->update_stats (); 1086 pl->update_stats ();
968 1087
969 if (above != NULL) 1088 if (glow_radius && pl->is_on_map () && pl->map->darklevel () > 0)
970 above->below = below; 1089 update_all_los (pl->map, pl->x, pl->y);
971 else 1090 }
972 env->inv = below;
973
974 if (below != NULL)
975 below->above = above;
976
977 /* we set up values so that it could be inserted into
978 * the map, but we don't actually do that - it is up
979 * to the caller to decide what we want to do.
980 */
981 x = env->x, y = env->y;
982 map = env->map;
983 above = 0, below = 0;
984 env = 0;
985 } 1091 }
986 else if (map) 1092 else if (map)
987 { 1093 {
988 /* Re did the following section of code - it looks like it had 1094 map->dirty = true;
989 * lots of logic for things we no longer care about 1095 mapspace &ms = this->ms ();
1096
1097 if (object *pl = ms.player ())
990 */ 1098 {
1099 if (type == PLAYER) // this == pl(!)
1100 {
1101 // leaving a spot always closes any open container on the ground
1102 if (container && !container->env)
1103 // this causes spurious floorbox updates, but it ensures
1104 // that the CLOSE event is being sent.
1105 close_container ();
1106
1107 --map->players;
1108 map->touch ();
1109 }
1110 else if (pl->container == this)
1111 {
1112 // removing a container should close it
1113 close_container ();
1114 }
1115
1116 esrv_del_item (pl->contr, count);
1117 }
991 1118
992 /* link the object above us */ 1119 /* link the object above us */
993 if (above) 1120 // re-link, make sure compiler can easily use cmove
994 above->below = below; 1121 *(above ? &above->below : &ms.top) = below;
995 else 1122 *(below ? &below->above : &ms.bot) = above;
996 map->at (x, y).top = below; /* we were top, set new top */
997
998 /* Relink the object below us, if there is one */
999 if (below)
1000 below->above = above;
1001 else
1002 {
1003 /* Nothing below, which means we need to relink map object for this space
1004 * use translated coordinates in case some oddness with map tiling is
1005 * evident
1006 */
1007 if (GET_MAP_OB (map, x, y) != this)
1008 {
1009 char *dump = dump_object (this);
1010 LOG (llevError,
1011 "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);
1012 free (dump);
1013 dump = dump_object (GET_MAP_OB (map, x, y));
1014 LOG (llevError, "%s\n", dump);
1015 free (dump);
1016 }
1017
1018 map->at (x, y).bot = above; /* goes on above it. */
1019 }
1020 1123
1021 above = 0; 1124 above = 0;
1022 below = 0; 1125 below = 0;
1023 1126
1127 ms.invalidate ();
1128
1024 if (map->in_memory == MAP_SAVING) 1129 if (map->in_memory == MAP_SAVING)
1025 return; 1130 return;
1026 1131
1027 int check_walk_off = !flag [FLAG_NO_APPLY]; 1132 int check_walk_off = !flag [FLAG_NO_APPLY];
1028 1133
1134 if (object *pl = ms.player ())
1135 {
1136 if (pl->container == this)
1137 /* If a container that the player is currently using somehow gets
1138 * removed (most likely destroyed), update the player view
1139 * appropriately.
1140 */
1141 pl->close_container ();
1142
1143 //TODO: the floorbox prev/next might need updating
1144 //esrv_del_item (pl->contr, count);
1145 //TODO: update floorbox to preserve ordering
1146 if (pl->contr->ns)
1147 pl->contr->ns->floorbox_update ();
1148 }
1149
1029 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1150 for (tmp = ms.bot; tmp; tmp = tmp->above)
1030 { 1151 {
1031 /* No point updating the players look faces if he is the object 1152 /* No point updating the players look faces if he is the object
1032 * being removed. 1153 * being removed.
1033 */ 1154 */
1034 1155
1035 if (tmp->type == PLAYER && tmp != this)
1036 {
1037 /* If a container that the player is currently using somehow gets
1038 * removed (most likely destroyed), update the player view
1039 * appropriately.
1040 */
1041 if (tmp->container == this)
1042 {
1043 flag [FLAG_APPLIED] = 0;
1044 tmp->container = 0;
1045 }
1046
1047 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update ();
1049 }
1050
1051 /* See if player moving off should effect something */ 1156 /* See if object moving off should effect something */
1052 if (check_walk_off 1157 if (check_walk_off
1053 && ((move_type & tmp->move_off) 1158 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1159 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 { 1160 {
1056 move_apply (tmp, this, 0); 1161 move_apply (tmp, this, 0);
1057 1162
1058 if (destroyed ()) 1163 if (destroyed ())
1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1164 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1060 } 1165 }
1061 1166
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1063
1064 if (tmp->above == tmp)
1065 tmp->above = 0;
1066
1067 last = tmp; 1167 last = tmp;
1068 } 1168 }
1069 1169
1070 /* last == NULL of there are no objects on this space */ 1170 if (affects_los () && map->darklevel () > 0)
1071 if (!last)
1072 map->at (x, y).flags_ = P_NEED_UPDATE;
1073 else
1074 update_object (last, UP_OBJ_REMOVE);
1075
1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1077 update_all_los (map, x, y); 1171 update_all_los (map, x, y);
1078 } 1172 }
1079} 1173}
1080 1174
1081/* 1175/*
1090merge_ob (object *op, object *top) 1184merge_ob (object *op, object *top)
1091{ 1185{
1092 if (!op->nrof) 1186 if (!op->nrof)
1093 return 0; 1187 return 0;
1094 1188
1095 if (top) 1189 if (!top)
1096 for (top = op; top && top->above; top = top->above) 1190 for (top = op; top && top->above; top = top->above)
1097 ; 1191 ;
1098 1192
1099 for (; top; top = top->below) 1193 for (; top; top = top->below)
1100 {
1101 if (top == op)
1102 continue;
1103
1104 if (object::can_merge (op, top)) 1194 if (object::can_merge (op, top))
1105 { 1195 {
1106 top->nrof += op->nrof; 1196 top->nrof += op->nrof;
1107 1197
1108/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1198 if (object *pl = top->visible_to ())
1109 op->weight = 0; /* Don't want any adjustements now */ 1199 esrv_update_item (UPD_NROF, pl, top);
1200
1201 op->weight = 0; // cancel the addition above
1202 op->carrying = 0; // must be 0 already
1203
1110 op->destroy (); 1204 op->destroy ();
1205
1111 return top; 1206 return top;
1112 } 1207 }
1113 }
1114 1208
1115 return 0; 1209 return 0;
1116} 1210}
1117 1211
1212void
1213object::expand_tail ()
1214{
1215 if (more)
1216 return;
1217
1218 object *prev = this;
1219
1220 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1221 {
1222 object *op = arch_to_object (at);
1223
1224 op->name = name;
1225 op->name_pl = name_pl;
1226 op->title = title;
1227
1228 op->head = this;
1229 prev->more = op;
1230
1231 prev = op;
1232 }
1233}
1234
1118/* 1235/*
1119 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1236 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1120 * job preparing multi-part monsters 1237 * job preparing multi-part monsters.
1121 */ 1238 */
1122object * 1239object *
1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1240insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1124{ 1241{
1242 op->remove ();
1243
1125 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1244 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1126 { 1245 {
1127 tmp->x = x + tmp->arch->clone.x; 1246 tmp->x = x + tmp->arch->x;
1128 tmp->y = y + tmp->arch->clone.y; 1247 tmp->y = y + tmp->arch->y;
1129 } 1248 }
1130 1249
1131 return insert_ob_in_map (op, m, originator, flag); 1250 return insert_ob_in_map (op, m, originator, flag);
1132} 1251}
1133 1252
1152 * just 'op' otherwise 1271 * just 'op' otherwise
1153 */ 1272 */
1154object * 1273object *
1155insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1156{ 1275{
1157 object *tmp, *top, *floor = NULL; 1276 op->remove ();
1158 sint16 x, y;
1159 1277
1160 if (QUERY_FLAG (op, FLAG_FREED)) 1278 if (m == &freed_map)//D TODO: remove soon
1161 { 1279 {//D
1162 LOG (llevError, "Trying to insert freed object!\n"); 1280 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1163 return NULL;
1164 } 1281 }//D
1165
1166 if (m == NULL)
1167 {
1168 char *dump = dump_object (op);
1169 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1170 free (dump);
1171 return op;
1172 }
1173
1174 if (out_of_map (m, op->x, op->y))
1175 {
1176 char *dump = dump_object (op);
1177 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1178#ifdef MANY_CORES
1179 /* Better to catch this here, as otherwise the next use of this object
1180 * is likely to cause a crash. Better to find out where it is getting
1181 * improperly inserted.
1182 */
1183 abort ();
1184#endif
1185 free (dump);
1186 return op;
1187 }
1188
1189 if (!QUERY_FLAG (op, FLAG_REMOVED))
1190 {
1191 char *dump = dump_object (op);
1192 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1193 free (dump);
1194 return op;
1195 }
1196
1197 if (op->more)
1198 {
1199 /* The part may be on a different map. */
1200
1201 object *more = op->more;
1202
1203 /* We really need the caller to normalize coordinates - if
1204 * we set the map, that doesn't work if the location is within
1205 * a map and this is straddling an edge. So only if coordinate
1206 * is clear wrong do we normalize it.
1207 */
1208 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1209 more->map = get_map_from_coord (m, &more->x, &more->y);
1210 else if (!more->map)
1211 {
1212 /* For backwards compatibility - when not dealing with tiled maps,
1213 * more->map should always point to the parent.
1214 */
1215 more->map = m;
1216 }
1217
1218 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1219 {
1220 if (!op->head)
1221 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1222
1223 return 0;
1224 }
1225 }
1226
1227 CLEAR_FLAG (op, FLAG_REMOVED);
1228 1282
1229 /* Ideally, the caller figures this out. However, it complicates a lot 1283 /* Ideally, the caller figures this out. However, it complicates a lot
1230 * of areas of callers (eg, anything that uses find_free_spot would now 1284 * of areas of callers (eg, anything that uses find_free_spot would now
1231 * need extra work 1285 * need extra work
1232 */ 1286 */
1233 op->map = get_map_from_coord (m, &op->x, &op->y); 1287 if (!xy_normalise (m, op->x, op->y))
1234 x = op->x; 1288 {
1235 y = op->y; 1289 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1290 return 0;
1291 }
1292
1293 if (object *more = op->more)
1294 if (!insert_ob_in_map (more, m, originator, flag))
1295 return 0;
1296
1297 CLEAR_FLAG (op, FLAG_REMOVED);
1298
1299 op->map = m;
1300 mapspace &ms = op->ms ();
1236 1301
1237 /* this has to be done after we translate the coordinates. 1302 /* this has to be done after we translate the coordinates.
1238 */ 1303 */
1239 if (op->nrof && !(flag & INS_NO_MERGE)) 1304 if (op->nrof && !(flag & INS_NO_MERGE))
1240 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1241 if (object::can_merge (op, tmp)) 1306 if (object::can_merge (op, tmp))
1242 { 1307 {
1308 // TODO: we actually want to update tmp, not op,
1309 // but some caller surely breaks when we return tmp
1310 // from here :/
1243 op->nrof += tmp->nrof; 1311 op->nrof += tmp->nrof;
1244 tmp->destroy (); 1312 tmp->destroy ();
1245 } 1313 }
1246 1314
1247 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1256 { 1324 {
1257 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1258 abort (); 1326 abort ();
1259 } 1327 }
1260 1328
1329 if (!originator->is_on_map ())
1330 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1331 op->debug_desc (), originator->debug_desc ());
1332
1261 op->above = originator; 1333 op->above = originator;
1262 op->below = originator->below; 1334 op->below = originator->below;
1263
1264 if (op->below)
1265 op->below->above = op;
1266 else
1267 op->ms ().bot = op;
1268
1269 /* since *below* originator, no need to update top */
1270 originator->below = op; 1335 originator->below = op;
1336
1337 *(op->below ? &op->below->above : &ms.bot) = op;
1271 } 1338 }
1272 else 1339 else
1273 { 1340 {
1341 object *floor = 0;
1342 object *top = ms.top;
1343
1274 /* If there are other objects, then */ 1344 /* If there are other objects, then */
1275 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1345 if (top)
1276 { 1346 {
1277 object *last = NULL;
1278
1279 /* 1347 /*
1280 * If there are multiple objects on this space, we do some trickier handling. 1348 * If there are multiple objects on this space, we do some trickier handling.
1281 * We've already dealt with merging if appropriate. 1349 * We've already dealt with merging if appropriate.
1282 * Generally, we want to put the new object on top. But if 1350 * Generally, we want to put the new object on top. But if
1283 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1286 * once we get to them. This reduces the need to traverse over all of 1354 * once we get to them. This reduces the need to traverse over all of
1287 * them when adding another one - this saves quite a bit of cpu time 1355 * them when adding another one - this saves quite a bit of cpu time
1288 * when lots of spells are cast in one area. Currently, it is presumed 1356 * when lots of spells are cast in one area. Currently, it is presumed
1289 * that flying non pickable objects are spell objects. 1357 * that flying non pickable objects are spell objects.
1290 */ 1358 */
1291 1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1292 while (top != NULL)
1293 { 1360 {
1294 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1361 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1295 floor = top; 1362 floor = tmp;
1296 1363
1297 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1364 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1298 { 1365 {
1299 /* We insert above top, so we want this object below this */ 1366 /* We insert above top, so we want this object below this */
1300 top = top->below; 1367 top = tmp->below;
1301 break; 1368 break;
1302 } 1369 }
1303 1370
1304 last = top;
1305 top = top->above; 1371 top = tmp;
1306 } 1372 }
1307
1308 /* Don't want top to be NULL, so set it to the last valid object */
1309 top = last;
1310 1373
1311 /* We let update_position deal with figuring out what the space 1374 /* We let update_position deal with figuring out what the space
1312 * looks like instead of lots of conditions here. 1375 * looks like instead of lots of conditions here.
1313 * makes things faster, and effectively the same result. 1376 * makes things faster, and effectively the same result.
1314 */ 1377 */
1315 1378
1316 /* Have object 'fall below' other objects that block view. 1379 /* Have object 'fall below' other objects that block view.
1317 * Unless those objects are exits, type 66 1380 * Unless those objects are exits.
1318 * If INS_ON_TOP is used, don't do this processing 1381 * If INS_ON_TOP is used, don't do this processing
1319 * Need to find the object that in fact blocks view, otherwise 1382 * Need to find the object that in fact blocks view, otherwise
1320 * stacking is a bit odd. 1383 * stacking is a bit odd.
1321 */ 1384 */
1322 if (!(flag & INS_ON_TOP) && 1385 if (!(flag & INS_ON_TOP)
1323 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1386 && ms.flags () & P_BLOCKSVIEW
1387 && (op->face && !faces [op->face].visibility))
1324 { 1388 {
1389 object *last;
1390
1325 for (last = top; last != floor; last = last->below) 1391 for (last = top; last != floor; last = last->below)
1326 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1392 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1327 break; 1393 break;
1394
1328 /* Check to see if we found the object that blocks view, 1395 /* Check to see if we found the object that blocks view,
1329 * and make sure we have a below pointer for it so that 1396 * and make sure we have a below pointer for it so that
1330 * we can get inserted below this one, which requires we 1397 * we can get inserted below this one, which requires we
1331 * set top to the object below us. 1398 * set top to the object below us.
1332 */ 1399 */
1333 if (last && last->below && last != floor) 1400 if (last && last->below && last != floor)
1334 top = last->below; 1401 top = last->below;
1335 } 1402 }
1336 } /* If objects on this space */ 1403 } /* If objects on this space */
1337 1404
1338 if (flag & INS_MAP_LOAD)
1339 top = GET_MAP_TOP (op->map, op->x, op->y);
1340
1341 if (flag & INS_ABOVE_FLOOR_ONLY) 1405 if (flag & INS_ABOVE_FLOOR_ONLY)
1342 top = floor; 1406 top = floor;
1343 1407
1344 /* Top is the object that our object (op) is going to get inserted above. 1408 // insert object above top, or bottom-most if top = 0
1345 */
1346
1347 /* First object on this space */
1348 if (!top) 1409 if (!top)
1349 { 1410 {
1350 op->above = GET_MAP_OB (op->map, op->x, op->y);
1351
1352 if (op->above)
1353 op->above->below = op;
1354
1355 op->below = NULL; 1411 op->below = 0;
1412 op->above = ms.bot;
1356 op->ms ().bot = op; 1413 ms.bot = op;
1414
1415 *(op->above ? &op->above->below : &ms.top) = op;
1357 } 1416 }
1358 else 1417 else
1359 { /* get inserted into the stack above top */ 1418 {
1360 op->above = top->above; 1419 op->above = top->above;
1361
1362 if (op->above)
1363 op->above->below = op; 1420 top->above = op;
1364 1421
1365 op->below = top; 1422 op->below = top;
1366 top->above = op; 1423 *(op->above ? &op->above->below : &ms.top) = op;
1367 } 1424 }
1368 1425 }
1369 if (op->above == NULL)
1370 op->ms ().top = op;
1371 } /* else not INS_BELOW_ORIGINATOR */
1372 1426
1373 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1428 {
1374 op->contr->do_los = 1; 1429 op->contr->do_los = 1;
1430 ++op->map->players;
1431 op->map->touch ();
1432 }
1375 1433
1376 /* If we have a floor, we know the player, if any, will be above 1434 op->map->dirty = true;
1377 * it, so save a few ticks and start from there. 1435
1378 */
1379 if (!(flag & INS_MAP_LOAD))
1380 if (object *pl = op->ms ().player ()) 1436 if (object *pl = ms.player ())
1437 //TODO: the floorbox prev/next might need updating
1438 //esrv_send_item (pl, op);
1439 //TODO: update floorbox to preserve ordering
1381 if (pl->contr->ns) 1440 if (pl->contr->ns)
1382 pl->contr->ns->floorbox_update (); 1441 pl->contr->ns->floorbox_update ();
1383 1442
1384 /* If this object glows, it may affect lighting conditions that are 1443 /* If this object glows, it may affect lighting conditions that are
1385 * visible to others on this map. But update_all_los is really 1444 * visible to others on this map. But update_all_los is really
1386 * an inefficient way to do this, as it means los for all players 1445 * an inefficient way to do this, as it means los for all players
1387 * on the map will get recalculated. The players could very well 1446 * on the map will get recalculated. The players could very well
1388 * be far away from this change and not affected in any way - 1447 * be far away from this change and not affected in any way -
1389 * this should get redone to only look for players within range, 1448 * this should get redone to only look for players within range,
1390 * or just updating the P_NEED_UPDATE for spaces within this area 1449 * or just updating the P_UPTODATE for spaces within this area
1391 * of effect may be sufficient. 1450 * of effect may be sufficient.
1392 */ 1451 */
1393 if (op->map->darkness && (op->glow_radius != 0)) 1452 if (op->affects_los () && op->map->darklevel () > 0)
1453 {
1454 op->ms ().invalidate ();
1394 update_all_los (op->map, op->x, op->y); 1455 update_all_los (op->map, op->x, op->y);
1456 }
1395 1457
1396 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1458 /* updates flags (blocked, alive, no magic, etc) for this map space */
1397 update_object (op, UP_OBJ_INSERT); 1459 update_object (op, UP_OBJ_INSERT);
1398 1460
1399 INVOKE_OBJECT (INSERT, op); 1461 INVOKE_OBJECT (INSERT, op);
1406 * blocked() and wall() work properly), and these flags are updated by 1468 * blocked() and wall() work properly), and these flags are updated by
1407 * update_object(). 1469 * update_object().
1408 */ 1470 */
1409 1471
1410 /* if this is not the head or flag has been passed, don't check walk on status */ 1472 /* if this is not the head or flag has been passed, don't check walk on status */
1411 if (!(flag & INS_NO_WALK_ON) && !op->head) 1473 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1412 { 1474 {
1413 if (check_move_on (op, originator)) 1475 if (check_move_on (op, originator))
1414 return 0; 1476 return 0;
1415 1477
1416 /* If we are a multi part object, lets work our way through the check 1478 /* If we are a multi part object, lets work our way through the check
1417 * walk on's. 1479 * walk on's.
1418 */ 1480 */
1419 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1481 for (object *tmp = op->more; tmp; tmp = tmp->more)
1420 if (check_move_on (tmp, originator)) 1482 if (check_move_on (tmp, originator))
1421 return 0; 1483 return 0;
1422 } 1484 }
1423 1485
1424 return op; 1486 return op;
1429 * op is the object to insert it under: supplies x and the map. 1491 * op is the object to insert it under: supplies x and the map.
1430 */ 1492 */
1431void 1493void
1432replace_insert_ob_in_map (const char *arch_string, object *op) 1494replace_insert_ob_in_map (const char *arch_string, object *op)
1433{ 1495{
1434 object *tmp, *tmp1;
1435
1436 /* first search for itself and remove any old instances */ 1496 /* first search for itself and remove any old instances */
1437 1497
1438 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1439 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1440 tmp->destroy (); 1500 tmp->destroy ();
1441 1501
1442 tmp1 = arch_to_object (archetype::find (arch_string)); 1502 object *tmp = arch_to_object (archetype::find (arch_string));
1443 1503
1444 tmp1->x = op->x; 1504 tmp->x = op->x;
1445 tmp1->y = op->y; 1505 tmp->y = op->y;
1506
1446 insert_ob_in_map (tmp1, op->map, op, 0); 1507 insert_ob_in_map (tmp, op->map, op, 0);
1447} 1508}
1448 1509
1449object * 1510object *
1450object::insert_at (object *where, object *originator, int flags) 1511object::insert_at (object *where, object *originator, int flags)
1451{ 1512{
1513 if (where->env)
1514 return where->env->insert (this);
1515 else
1452 where->map->insert (this, where->x, where->y, originator, flags); 1516 return where->map->insert (this, where->x, where->y, originator, flags);
1453} 1517}
1454 1518
1455/* 1519/*
1456 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1457 * is returned contains nr objects, and the remaining parts contains
1458 * the rest (or is removed and freed if that number is 0).
1459 * On failure, NULL is returned, and the reason put into the
1460 * global static errmsg array.
1461 */
1462object *
1463get_split_ob (object *orig_ob, uint32 nr)
1464{
1465 object *newob;
1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1467
1468 if (orig_ob->nrof < nr)
1469 {
1470 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1471 return NULL;
1472 }
1473
1474 newob = object_create_clone (orig_ob);
1475
1476 if ((orig_ob->nrof -= nr) < 1)
1477 orig_ob->destroy (1);
1478 else if (!is_removed)
1479 {
1480 if (orig_ob->env != NULL)
1481 sub_weight (orig_ob->env, orig_ob->weight * nr);
1482 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1483 {
1484 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1485 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1486 return NULL;
1487 }
1488 }
1489
1490 newob->nrof = nr;
1491
1492 return newob;
1493}
1494
1495/*
1496 * decrease_ob_nr(object, number) decreases a specified number from 1520 * decrease(object, number) decreases a specified number from
1497 * the amount of an object. If the amount reaches 0, the object 1521 * the amount of an object. If the amount reaches 0, the object
1498 * is subsequently removed and freed. 1522 * is subsequently removed and freed.
1499 * 1523 *
1500 * Return value: 'op' if something is left, NULL if the amount reached 0 1524 * Return value: 'op' if something is left, NULL if the amount reached 0
1501 */ 1525 */
1526bool
1527object::decrease (sint32 nr)
1528{
1529 if (!nr)
1530 return true;
1502 1531
1532 nr = min (nr, nrof);
1533
1534 if (nrof > nr)
1535 {
1536 nrof -= nr;
1537 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1538
1539 if (object *pl = visible_to ())
1540 esrv_update_item (UPD_NROF, pl, this);
1541
1542 return true;
1543 }
1544 else
1545 {
1546 destroy ();
1547 return false;
1548 }
1549}
1550
1551/*
1552 * split(ob,nr) splits up ob into two parts. The part which
1553 * is returned contains nr objects, and the remaining parts contains
1554 * the rest (or is removed and returned if that number is 0).
1555 * On failure, NULL is returned.
1556 */
1503object * 1557object *
1504decrease_ob_nr (object *op, uint32 i) 1558object::split (sint32 nr)
1505{ 1559{
1506 object *tmp; 1560 int have = number_of ();
1507 1561
1508 if (i == 0) /* objects with op->nrof require this check */ 1562 if (have < nr)
1509 return op; 1563 return 0;
1510 1564 else if (have == nr)
1511 if (i > op->nrof)
1512 i = op->nrof;
1513
1514 if (QUERY_FLAG (op, FLAG_REMOVED))
1515 op->nrof -= i;
1516 else if (op->env)
1517 { 1565 {
1518 /* is this object in the players inventory, or sub container
1519 * therein?
1520 */
1521 tmp = op->in_player ();
1522 /* nope. Is this a container the player has opened?
1523 * If so, set tmp to that player.
1524 * IMO, searching through all the players will mostly
1525 * likely be quicker than following op->env to the map,
1526 * and then searching the map for a player.
1527 */
1528 if (!tmp)
1529 for_all_players (pl)
1530 if (pl->ob->container == op->env)
1531 {
1532 tmp = pl->ob;
1533 break;
1534 }
1535
1536 if (i < op->nrof)
1537 {
1538 sub_weight (op->env, op->weight * i);
1539 op->nrof -= i;
1540 if (tmp)
1541 esrv_send_item (tmp, op);
1542 }
1543 else
1544 {
1545 op->remove (); 1566 remove ();
1546 op->nrof = 0; 1567 return this;
1547 if (tmp)
1548 esrv_del_item (tmp->contr, op->count);
1549 }
1550 } 1568 }
1551 else 1569 else
1552 { 1570 {
1553 object *above = op->above; 1571 decrease (nr);
1554 1572
1555 if (i < op->nrof) 1573 object *op = deep_clone ();
1556 op->nrof -= i; 1574 op->nrof = nr;
1557 else
1558 {
1559 op->remove ();
1560 op->nrof = 0;
1561 }
1562
1563 /* Since we just removed op, op->above is null */
1564 for (tmp = above; tmp; tmp = tmp->above)
1565 if (tmp->type == PLAYER)
1566 {
1567 if (op->nrof)
1568 esrv_send_item (tmp, op);
1569 else
1570 esrv_del_item (tmp->contr, op->count);
1571 }
1572 }
1573
1574 if (op->nrof)
1575 return op; 1575 return op;
1576 else
1577 {
1578 op->destroy ();
1579 return 0;
1580 }
1581}
1582
1583/*
1584 * add_weight(object, weight) adds the specified weight to an object,
1585 * and also updates how much the environment(s) is/are carrying.
1586 */
1587
1588void
1589add_weight (object *op, signed long weight)
1590{
1591 while (op != NULL)
1592 {
1593 if (op->type == CONTAINER)
1594 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1595
1596 op->carrying += weight;
1597 op = op->env;
1598 } 1576 }
1599} 1577}
1600 1578
1601object * 1579object *
1602insert_ob_in_ob (object *op, object *where) 1580insert_ob_in_ob (object *op, object *where)
1607 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1585 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1608 free (dump); 1586 free (dump);
1609 return op; 1587 return op;
1610 } 1588 }
1611 1589
1612 if (where->head) 1590 if (where->head_ () != where)
1613 { 1591 {
1614 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1592 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1615 where = where->head; 1593 where = where->head;
1616 } 1594 }
1617 1595
1618 return where->insert (op); 1596 return where->insert (op);
1619} 1597}
1624 * inside the object environment. 1602 * inside the object environment.
1625 * 1603 *
1626 * The function returns now pointer to inserted item, and return value can 1604 * The function returns now pointer to inserted item, and return value can
1627 * be != op, if items are merged. -Tero 1605 * be != op, if items are merged. -Tero
1628 */ 1606 */
1629
1630object * 1607object *
1631object::insert (object *op) 1608object::insert (object *op)
1632{ 1609{
1633 object *tmp, *otmp;
1634
1635 if (!QUERY_FLAG (op, FLAG_REMOVED))
1636 op->remove ();
1637
1638 if (op->more) 1610 if (op->more)
1639 { 1611 {
1640 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1612 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1641 return op; 1613 return op;
1642 } 1614 }
1643 1615
1644 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1616 op->remove ();
1645 CLEAR_FLAG (op, FLAG_REMOVED); 1617
1618 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1619
1646 if (op->nrof) 1620 if (op->nrof)
1647 {
1648 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1621 for (object *tmp = inv; tmp; tmp = tmp->below)
1649 if (object::can_merge (tmp, op)) 1622 if (object::can_merge (tmp, op))
1650 { 1623 {
1651 /* return the original object and remove inserted object 1624 /* return the original object and remove inserted object
1652 (client needs the original object) */ 1625 (client needs the original object) */
1653 tmp->nrof += op->nrof; 1626 tmp->nrof += op->nrof;
1654 /* Weight handling gets pretty funky. Since we are adding to 1627
1655 * tmp->nrof, we need to increase the weight. 1628 if (object *pl = tmp->visible_to ())
1656 */ 1629 esrv_update_item (UPD_NROF, pl, tmp);
1630
1657 add_weight (this, op->weight * op->nrof); 1631 adjust_weight (this, op->total_weight ());
1658 SET_FLAG (op, FLAG_REMOVED); 1632
1659 op->destroy (); /* free the inserted object */ 1633 op->destroy ();
1660 op = tmp; 1634 op = tmp;
1661 op->remove (); /* and fix old object's links */ 1635 goto inserted;
1662 CLEAR_FLAG (op, FLAG_REMOVED);
1663 break;
1664 } 1636 }
1665 1637
1666 /* I assume combined objects have no inventory 1638 op->owner = 0; // it's his/hers now. period.
1667 * We add the weight - this object could have just been removed
1668 * (if it was possible to merge). calling remove_ob will subtract
1669 * the weight, so we need to add it in again, since we actually do
1670 * the linking below
1671 */
1672 add_weight (this, op->weight * op->nrof);
1673 }
1674 else
1675 add_weight (this, (op->weight + op->carrying));
1676
1677 otmp = this->in_player ();
1678 if (otmp && otmp->contr)
1679 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1680 otmp->update_stats ();
1681
1682 op->map = 0; 1639 op->map = 0;
1683 op->env = this; 1640 op->x = 0;
1641 op->y = 0;
1642
1684 op->above = 0; 1643 op->above = 0;
1685 op->below = 0; 1644 op->below = inv;
1686 op->x = 0, op->y = 0; 1645 op->env = this;
1687 1646
1647 if (inv)
1648 inv->above = op;
1649
1650 inv = op;
1651
1652 op->flag [FLAG_REMOVED] = 0;
1653
1654 if (object *pl = op->visible_to ())
1655 esrv_send_item (pl, op);
1656
1657 adjust_weight (this, op->total_weight ());
1658
1659inserted:
1688 /* reset the light list and los of the players on the map */ 1660 /* reset the light list and los of the players on the map */
1689 if ((op->glow_radius != 0) && map) 1661 if (op->glow_radius && is_on_map () && map->darklevel () > 0)
1690 { 1662 {
1691#ifdef DEBUG_LIGHTS 1663 update_stats ();
1692 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1693#endif /* DEBUG_LIGHTS */
1694 if (map->darkness)
1695 update_all_los (map, x, y); 1664 update_all_los (map, x, y);
1696 }
1697
1698 /* Client has no idea of ordering so lets not bother ordering it here.
1699 * It sure simplifies this function...
1700 */
1701 if (!inv)
1702 inv = op;
1703 else
1704 { 1665 }
1705 op->below = inv; 1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1706 op->below->above = op; 1667 // if this is a player's inventory, update stats
1707 inv = op; 1668 update_stats ();
1708 }
1709 1669
1710 INVOKE_OBJECT (INSERT, this); 1670 INVOKE_OBJECT (INSERT, this);
1711 1671
1712 return op; 1672 return op;
1713} 1673}
1766 1726
1767 /* The objects have to be checked from top to bottom. 1727 /* The objects have to be checked from top to bottom.
1768 * Hence, we first go to the top: 1728 * Hence, we first go to the top:
1769 */ 1729 */
1770 1730
1771 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1731 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1772 { 1732 {
1773 /* Trim the search when we find the first other spell effect 1733 /* Trim the search when we find the first other spell effect
1774 * this helps performance so that if a space has 50 spell objects, 1734 * this helps performance so that if a space has 50 spell objects,
1775 * we don't need to check all of them. 1735 * we don't need to check all of them.
1776 */ 1736 */
1794 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1754 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1795 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1755 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1796 { 1756 {
1797 1757
1798 float 1758 float
1799 diff = tmp->move_slow_penalty * FABS (op->speed); 1759 diff = tmp->move_slow_penalty * fabs (op->speed);
1800 1760
1801 if (op->type == PLAYER) 1761 if (op->type == PLAYER)
1802 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1762 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1803 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1763 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1804 diff /= 4.0; 1764 diff /= 4.0;
1834 * The first matching object is returned, or NULL if none. 1794 * The first matching object is returned, or NULL if none.
1835 */ 1795 */
1836object * 1796object *
1837present_arch (const archetype *at, maptile *m, int x, int y) 1797present_arch (const archetype *at, maptile *m, int x, int y)
1838{ 1798{
1839 if (m == NULL || out_of_map (m, x, y)) 1799 if (!m || out_of_map (m, x, y))
1840 { 1800 {
1841 LOG (llevError, "Present_arch called outside map.\n"); 1801 LOG (llevError, "Present_arch called outside map.\n");
1842 return NULL; 1802 return NULL;
1843 } 1803 }
1844 1804
1845 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1805 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1846 if (tmp->arch == at) 1806 if (tmp->arch->archname == at->archname)
1847 return tmp; 1807 return tmp;
1848 1808
1849 return NULL; 1809 return NULL;
1850} 1810}
1851 1811
1861 { 1821 {
1862 LOG (llevError, "Present called outside map.\n"); 1822 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 1823 return NULL;
1864 } 1824 }
1865 1825
1866 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1826 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1867 if (tmp->type == type) 1827 if (tmp->type == type)
1868 return tmp; 1828 return tmp;
1869 1829
1870 return NULL; 1830 return NULL;
1871} 1831}
1915 * The first matching object is returned, or NULL if none. 1875 * The first matching object is returned, or NULL if none.
1916 */ 1876 */
1917object * 1877object *
1918present_arch_in_ob (const archetype *at, const object *op) 1878present_arch_in_ob (const archetype *at, const object *op)
1919{ 1879{
1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1921 if (tmp->arch == at) 1881 if (tmp->arch->archname == at->archname)
1922 return tmp; 1882 return tmp;
1923 1883
1924 return NULL; 1884 return NULL;
1925} 1885}
1926 1886
1928 * activate recursively a flag on an object inventory 1888 * activate recursively a flag on an object inventory
1929 */ 1889 */
1930void 1890void
1931flag_inv (object *op, int flag) 1891flag_inv (object *op, int flag)
1932{ 1892{
1933 if (op->inv)
1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1893 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1935 { 1894 {
1936 SET_FLAG (tmp, flag); 1895 SET_FLAG (tmp, flag);
1937 flag_inv (tmp, flag); 1896 flag_inv (tmp, flag);
1938 } 1897 }
1939} 1898}
1940 1899
1941/* 1900/*
1942 * deactivate recursively a flag on an object inventory 1901 * deactivate recursively a flag on an object inventory
1943 */ 1902 */
1944void 1903void
1945unflag_inv (object *op, int flag) 1904unflag_inv (object *op, int flag)
1946{ 1905{
1947 if (op->inv)
1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1949 { 1907 {
1950 CLEAR_FLAG (tmp, flag); 1908 CLEAR_FLAG (tmp, flag);
1951 unflag_inv (tmp, flag); 1909 unflag_inv (tmp, flag);
1952 } 1910 }
1953}
1954
1955/*
1956 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1957 * all it's inventory (recursively).
1958 * If checksums are used, a player will get set_cheat called for
1959 * him/her-self and all object carried by a call to this function.
1960 */
1961void
1962set_cheat (object *op)
1963{
1964 SET_FLAG (op, FLAG_WAS_WIZ);
1965 flag_inv (op, FLAG_WAS_WIZ);
1966} 1911}
1967 1912
1968/* 1913/*
1969 * find_free_spot(object, map, x, y, start, stop) will search for 1914 * find_free_spot(object, map, x, y, start, stop) will search for
1970 * a spot at the given map and coordinates which will be able to contain 1915 * a spot at the given map and coordinates which will be able to contain
1972 * to search (see the freearr_x/y[] definition). 1917 * to search (see the freearr_x/y[] definition).
1973 * It returns a random choice among the alternatives found. 1918 * It returns a random choice among the alternatives found.
1974 * start and stop are where to start relative to the free_arr array (1,9 1919 * start and stop are where to start relative to the free_arr array (1,9
1975 * does all 4 immediate directions). This returns the index into the 1920 * does all 4 immediate directions). This returns the index into the
1976 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1921 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1977 * Note - this only checks to see if there is space for the head of the
1978 * object - if it is a multispace object, this should be called for all
1979 * pieces.
1980 * Note2: This function does correctly handle tiled maps, but does not 1922 * Note: This function does correctly handle tiled maps, but does not
1981 * inform the caller. However, insert_ob_in_map will update as 1923 * inform the caller. However, insert_ob_in_map will update as
1982 * necessary, so the caller shouldn't need to do any special work. 1924 * necessary, so the caller shouldn't need to do any special work.
1983 * Note - updated to take an object instead of archetype - this is necessary 1925 * Note - updated to take an object instead of archetype - this is necessary
1984 * because arch_blocked (now ob_blocked) needs to know the movement type 1926 * because arch_blocked (now ob_blocked) needs to know the movement type
1985 * to know if the space in question will block the object. We can't use 1927 * to know if the space in question will block the object. We can't use
1987 * customized, changed states, etc. 1929 * customized, changed states, etc.
1988 */ 1930 */
1989int 1931int
1990find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1932find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1991{ 1933{
1934 int altern[SIZEOFFREE];
1992 int index = 0, flag; 1935 int index = 0, flag;
1993 int altern[SIZEOFFREE];
1994 1936
1995 for (int i = start; i < stop; i++) 1937 for (int i = start; i < stop; i++)
1996 { 1938 {
1997 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1939 mapxy pos (m, x, y); pos.move (i);
1998 if (!flag) 1940
1941 if (!pos.normalise ())
1942 continue;
1943
1944 mapspace &ms = *pos;
1945
1946 if (ms.flags () & P_IS_ALIVE)
1947 continue;
1948
1949 /* However, often
1950 * ob doesn't have any move type (when used to place exits)
1951 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1952 */
1953 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1954 {
1999 altern [index++] = i; 1955 altern [index++] = i;
1956 continue;
1957 }
2000 1958
2001 /* Basically, if we find a wall on a space, we cut down the search size. 1959 /* Basically, if we find a wall on a space, we cut down the search size.
2002 * In this way, we won't return spaces that are on another side of a wall. 1960 * In this way, we won't return spaces that are on another side of a wall.
2003 * This mostly work, but it cuts down the search size in all directions - 1961 * This mostly work, but it cuts down the search size in all directions -
2004 * if the space being examined only has a wall to the north and empty 1962 * if the space being examined only has a wall to the north and empty
2005 * spaces in all the other directions, this will reduce the search space 1963 * spaces in all the other directions, this will reduce the search space
2006 * to only the spaces immediately surrounding the target area, and 1964 * to only the spaces immediately surrounding the target area, and
2007 * won't look 2 spaces south of the target space. 1965 * won't look 2 spaces south of the target space.
2008 */ 1966 */
2009 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1967 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1968 {
2010 stop = maxfree[i]; 1969 stop = maxfree[i];
1970 continue;
1971 }
1972
1973 /* Note it is intentional that we check ob - the movement type of the
1974 * head of the object should correspond for the entire object.
1975 */
1976 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1977 continue;
1978
1979 if (ob->blocked (pos.m, pos.x, pos.y))
1980 continue;
1981
1982 altern [index++] = i;
2011 } 1983 }
2012 1984
2013 if (!index) 1985 if (!index)
2014 return -1; 1986 return -1;
2015 1987
2016 return altern[RANDOM () % index]; 1988 return altern [rndm (index)];
2017} 1989}
2018 1990
2019/* 1991/*
2020 * find_first_free_spot(archetype, maptile, x, y) works like 1992 * find_first_free_spot(archetype, maptile, x, y) works like
2021 * find_free_spot(), but it will search max number of squares. 1993 * find_free_spot(), but it will search max number of squares.
2024 */ 1996 */
2025int 1997int
2026find_first_free_spot (const object *ob, maptile *m, int x, int y) 1998find_first_free_spot (const object *ob, maptile *m, int x, int y)
2027{ 1999{
2028 for (int i = 0; i < SIZEOFFREE; i++) 2000 for (int i = 0; i < SIZEOFFREE; i++)
2029 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2001 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2030 return i; 2002 return i;
2031 2003
2032 return -1; 2004 return -1;
2033} 2005}
2034 2006
2042{ 2014{
2043 arr += begin; 2015 arr += begin;
2044 end -= begin; 2016 end -= begin;
2045 2017
2046 while (--end) 2018 while (--end)
2047 swap (arr [end], arr [RANDOM () % (end + 1)]); 2019 swap (arr [end], arr [rndm (end + 1)]);
2048} 2020}
2049 2021
2050/* new function to make monster searching more efficient, and effective! 2022/* new function to make monster searching more efficient, and effective!
2051 * This basically returns a randomized array (in the passed pointer) of 2023 * This basically returns a randomized array (in the passed pointer) of
2052 * the spaces to find monsters. In this way, it won't always look for 2024 * the spaces to find monsters. In this way, it won't always look for
2088 object *tmp; 2060 object *tmp;
2089 maptile *mp; 2061 maptile *mp;
2090 2062
2091 MoveType blocked, move_type; 2063 MoveType blocked, move_type;
2092 2064
2093 if (exclude && exclude->head) 2065 if (exclude && exclude->head_ () != exclude)
2094 { 2066 {
2095 exclude = exclude->head; 2067 exclude = exclude->head;
2096 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2097 } 2069 }
2098 else 2070 else
2121 max = maxfree[i]; 2093 max = maxfree[i];
2122 else if (mflags & P_IS_ALIVE) 2094 else if (mflags & P_IS_ALIVE)
2123 { 2095 {
2124 for (tmp = ms.bot; tmp; tmp = tmp->above) 2096 for (tmp = ms.bot; tmp; tmp = tmp->above)
2125 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2126 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2127 break; 2099 break;
2128 2100
2129 if (tmp) 2101 if (tmp)
2130 return freedir[i]; 2102 return freedir[i];
2131 } 2103 }
2186 2158
2187 return 3; 2159 return 3;
2188} 2160}
2189 2161
2190/* 2162/*
2191 * absdir(int): Returns a number between 1 and 8, which represent
2192 * the "absolute" direction of a number (it actually takes care of
2193 * "overflow" in previous calculations of a direction).
2194 */
2195
2196int
2197absdir (int d)
2198{
2199 while (d < 1)
2200 d += 8;
2201
2202 while (d > 8)
2203 d -= 8;
2204
2205 return d;
2206}
2207
2208/*
2209 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2163 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2210 * between two directions (which are expected to be absolute (see absdir()) 2164 * between two directions (which are expected to be absolute (see absdir())
2211 */ 2165 */
2212
2213int 2166int
2214dirdiff (int dir1, int dir2) 2167dirdiff (int dir1, int dir2)
2215{ 2168{
2216 int d; 2169 int d;
2217 2170
2330 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2283 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2331 * core dumps if they do. 2284 * core dumps if they do.
2332 * 2285 *
2333 * Add a check so we can't pick up invisible objects (0.93.8) 2286 * Add a check so we can't pick up invisible objects (0.93.8)
2334 */ 2287 */
2335
2336int 2288int
2337can_pick (const object *who, const object *item) 2289can_pick (const object *who, const object *item)
2338{ 2290{
2339 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2291 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2340 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2292 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2343 2295
2344/* 2296/*
2345 * create clone from object to another 2297 * create clone from object to another
2346 */ 2298 */
2347object * 2299object *
2348object_create_clone (object *asrc) 2300object::deep_clone ()
2349{ 2301{
2350 object *dst = 0, *tmp, *src, *part, *prev, *item; 2302 assert (("deep_clone called on non-head object", is_head ()));
2351 2303
2352 if (!asrc) 2304 object *dst = clone ();
2353 return 0;
2354 2305
2355 src = asrc; 2306 object *prev = dst;
2356 if (src->head)
2357 src = src->head;
2358
2359 prev = 0;
2360 for (part = src; part; part = part->more) 2307 for (object *part = this->more; part; part = part->more)
2361 { 2308 {
2362 tmp = part->clone (); 2309 object *tmp = part->clone ();
2363 tmp->x -= src->x;
2364 tmp->y -= src->y;
2365
2366 if (!part->head)
2367 {
2368 dst = tmp;
2369 tmp->head = 0;
2370 }
2371 else
2372 tmp->head = dst; 2310 tmp->head = dst;
2373
2374 tmp->more = 0;
2375
2376 if (prev)
2377 prev->more = tmp; 2311 prev->more = tmp;
2378
2379 prev = tmp; 2312 prev = tmp;
2380 } 2313 }
2381 2314
2382 for (item = src->inv; item; item = item->below) 2315 for (object *item = inv; item; item = item->below)
2383 insert_ob_in_ob (object_create_clone (item), dst); 2316 insert_ob_in_ob (item->deep_clone (), dst);
2384 2317
2385 return dst; 2318 return dst;
2386}
2387
2388/* GROS - Creates an object using a string representing its content. */
2389/* Basically, we save the content of the string to a temp file, then call */
2390/* load_object on it. I admit it is a highly inefficient way to make things, */
2391/* but it was simple to make and allows reusing the load_object function. */
2392/* Remember not to use load_object_str in a time-critical situation. */
2393/* Also remember that multiparts objects are not supported for now. */
2394object *
2395load_object_str (const char *obstr)
2396{
2397 object *op;
2398 char filename[MAX_BUF];
2399
2400 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2401
2402 FILE *tempfile = fopen (filename, "w");
2403
2404 if (tempfile == NULL)
2405 {
2406 LOG (llevError, "Error - Unable to access load object temp file\n");
2407 return NULL;
2408 }
2409
2410 fprintf (tempfile, obstr);
2411 fclose (tempfile);
2412
2413 op = object::create ();
2414
2415 object_thawer thawer (filename);
2416
2417 if (thawer)
2418 load_object (thawer, op, 0);
2419
2420 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2421 CLEAR_FLAG (op, FLAG_REMOVED);
2422
2423 return op;
2424} 2319}
2425 2320
2426/* This returns the first object in who's inventory that 2321/* This returns the first object in who's inventory that
2427 * has the same type and subtype match. 2322 * has the same type and subtype match.
2428 * returns NULL if no match. 2323 * returns NULL if no match.
2435 return tmp; 2330 return tmp;
2436 2331
2437 return 0; 2332 return 0;
2438} 2333}
2439 2334
2440/* If ob has a field named key, return the link from the list, 2335const shstr &
2441 * otherwise return NULL. 2336object::kv_get (const shstr &key) const
2442 *
2443 * key must be a passed in shared string - otherwise, this won't
2444 * do the desired thing.
2445 */
2446key_value *
2447get_ob_key_link (const object *ob, const char *key)
2448{ 2337{
2449 for (key_value *link = ob->key_values; link; link = link->next) 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2450 if (link->key == key) 2339 if (kv->key == key)
2451 return link;
2452
2453 return 0;
2454}
2455
2456/*
2457 * Returns the value of op has an extra_field for key, or NULL.
2458 *
2459 * The argument doesn't need to be a shared string.
2460 *
2461 * The returned string is shared.
2462 */
2463const char *
2464get_ob_key_value (const object *op, const char *const key)
2465{
2466 key_value *link;
2467 shstr_cmp canonical_key (key);
2468
2469 if (!canonical_key)
2470 {
2471 /* 1. There being a field named key on any object
2472 * implies there'd be a shared string to find.
2473 * 2. Since there isn't, no object has this field.
2474 * 3. Therefore, *this* object doesn't have this field.
2475 */
2476 return 0;
2477 }
2478
2479 /* This is copied from get_ob_key_link() above -
2480 * only 4 lines, and saves the function call overhead.
2481 */
2482 for (link = op->key_values; link; link = link->next)
2483 if (link->key == canonical_key)
2484 return link->value; 2340 return kv->value;
2485 2341
2486 return 0; 2342 return shstr_null;
2487} 2343}
2488 2344
2489 2345void
2490/* 2346object::kv_set (const shstr &key, const shstr &value)
2491 * Updates the canonical_key in op to value.
2492 *
2493 * canonical_key is a shared string (value doesn't have to be).
2494 *
2495 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2496 * keys.
2497 *
2498 * Returns TRUE on success.
2499 */
2500int
2501set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2502{ 2347{
2503 key_value *field = NULL, *last = NULL; 2348 for (key_value *kv = key_values; kv; kv = kv->next)
2504 2349 if (kv->key == key)
2505 for (field = op->key_values; field != NULL; field = field->next)
2506 {
2507 if (field->key != canonical_key)
2508 { 2350 {
2509 last = field; 2351 kv->value = value;
2510 continue; 2352 return;
2511 } 2353 }
2512 2354
2513 if (value) 2355 key_value *kv = new key_value;
2514 field->value = value; 2356
2515 else 2357 kv->next = key_values;
2358 kv->key = key;
2359 kv->value = value;
2360
2361 key_values = kv;
2362}
2363
2364void
2365object::kv_del (const shstr &key)
2366{
2367 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2368 if ((*kvp)->key == key)
2516 { 2369 {
2517 /* Basically, if the archetype has this key set, 2370 key_value *kv = *kvp;
2518 * we need to store the null value so when we save 2371 *kvp = (*kvp)->next;
2519 * it, we save the empty value so that when we load, 2372 delete kv;
2520 * we get this value back again. 2373 return;
2521 */
2522 if (get_ob_key_link (&op->arch->clone, canonical_key))
2523 field->value = 0;
2524 else
2525 {
2526 if (last)
2527 last->next = field->next;
2528 else
2529 op->key_values = field->next;
2530
2531 delete field;
2532 }
2533 } 2374 }
2534 return TRUE;
2535 }
2536 /* IF we get here, key doesn't exist */
2537
2538 /* No field, we'll have to add it. */
2539
2540 if (!add_key)
2541 return FALSE;
2542
2543 /* There isn't any good reason to store a null
2544 * value in the key/value list. If the archetype has
2545 * this key, then we should also have it, so shouldn't
2546 * be here. If user wants to store empty strings,
2547 * should pass in ""
2548 */
2549 if (value == NULL)
2550 return TRUE;
2551
2552 field = new key_value;
2553
2554 field->key = canonical_key;
2555 field->value = value;
2556 /* Usual prepend-addition. */
2557 field->next = op->key_values;
2558 op->key_values = field;
2559
2560 return TRUE;
2561}
2562
2563/*
2564 * Updates the key in op to value.
2565 *
2566 * If add_key is FALSE, this will only update existing keys,
2567 * and not add new ones.
2568 * In general, should be little reason FALSE is ever passed in for add_key
2569 *
2570 * Returns TRUE on success.
2571 */
2572int
2573set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2574{
2575 shstr key_ (key);
2576
2577 return set_ob_key_value_s (op, key_, value, add_key);
2578} 2375}
2579 2376
2580object::depth_iterator::depth_iterator (object *container) 2377object::depth_iterator::depth_iterator (object *container)
2581: iterator_base (container) 2378: iterator_base (container)
2582{ 2379{
2596 } 2393 }
2597 else 2394 else
2598 item = item->env; 2395 item = item->env;
2599} 2396}
2600 2397
2398const char *
2399object::flag_desc (char *desc, int len) const
2400{
2401 char *p = desc;
2402 bool first = true;
2403
2404 *p = 0;
2405
2406 for (int i = 0; i < NUM_FLAGS; i++)
2407 {
2408 if (len <= 10) // magic constant!
2409 {
2410 snprintf (p, len, ",...");
2411 break;
2412 }
2413
2414 if (flag [i])
2415 {
2416 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2417 len -= cnt;
2418 p += cnt;
2419 first = false;
2420 }
2421 }
2422
2423 return desc;
2424}
2425
2601// return a suitable string describing an objetc in enough detail to find it 2426// return a suitable string describing an object in enough detail to find it
2602const char * 2427const char *
2603object::debug_desc (char *info) const 2428object::debug_desc (char *info) const
2604{ 2429{
2430 char flagdesc[512];
2605 char info2[256 * 3]; 2431 char info2[256 * 4];
2606 char *p = info; 2432 char *p = info;
2607 2433
2608 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2434 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2609 count, 2435 count,
2436 uuid.c_str (),
2610 &name, 2437 &name,
2611 title ? " " : "", 2438 title ? ",title:\"" : "",
2612 title ? (const char *)title : ""); 2439 title ? (const char *)title : "",
2440 title ? "\"" : "",
2441 flag_desc (flagdesc, 512), type);
2613 2442
2614 if (env) 2443 if (!flag[FLAG_REMOVED] && env)
2615 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2444 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2616 2445
2617 if (map) 2446 if (map)
2618 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2447 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2619 2448
2620 return info; 2449 return info;
2621} 2450}
2622 2451
2623const char * 2452const char *
2624object::debug_desc () const 2453object::debug_desc () const
2625{ 2454{
2626 static char info[256 * 3]; 2455 static char info[3][256 * 4];
2456 static int info_idx;
2457
2627 return debug_desc (info); 2458 return debug_desc (info [++info_idx % 3]);
2628} 2459}
2629 2460
2461struct region *
2462object::region () const
2463{
2464 return map ? map->region (x, y)
2465 : region::default_region ();
2466}
2467
2468const materialtype_t *
2469object::dominant_material () const
2470{
2471 if (materialtype_t *mt = name_to_material (materialname))
2472 return mt;
2473
2474 return name_to_material (shstr_unknown);
2475}
2476
2477void
2478object::open_container (object *new_container)
2479{
2480 if (container == new_container)
2481 return;
2482
2483 object *old_container = container;
2484
2485 if (old_container)
2486 {
2487 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2488 return;
2489
2490#if 0
2491 // remove the "Close old_container" object.
2492 if (object *closer = old_container->inv)
2493 if (closer->type == CLOSE_CON)
2494 closer->destroy ();
2495#endif
2496
2497 // make sure the container is available
2498 esrv_send_item (this, old_container);
2499
2500 old_container->flag [FLAG_APPLIED] = false;
2501 container = 0;
2502
2503 // client needs item update to make it work, client bug requires this to be separate
2504 esrv_update_item (UPD_FLAGS, this, old_container);
2505
2506 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2507 play_sound (sound_find ("chest_close"));
2508 }
2509
2510 if (new_container)
2511 {
2512 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2513 return;
2514
2515 // TODO: this does not seem to serve any purpose anymore?
2516#if 0
2517 // insert the "Close Container" object.
2518 if (archetype *closer = new_container->other_arch)
2519 {
2520 object *closer = arch_to_object (new_container->other_arch);
2521 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2522 new_container->insert (closer);
2523 }
2524#endif
2525
2526 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2527
2528 // make sure the container is available, client bug requires this to be separate
2529 esrv_send_item (this, new_container);
2530
2531 new_container->flag [FLAG_APPLIED] = true;
2532 container = new_container;
2533
2534 // client needs flag change
2535 esrv_update_item (UPD_FLAGS, this, new_container);
2536 esrv_send_inventory (this, new_container);
2537 play_sound (sound_find ("chest_open"));
2538 }
2539// else if (!old_container->env && contr && contr->ns)
2540// contr->ns->floorbox_reset ();
2541}
2542
2543object *
2544object::force_find (const shstr name)
2545{
2546 /* cycle through his inventory to look for the MARK we want to
2547 * place
2548 */
2549 for (object *tmp = inv; tmp; tmp = tmp->below)
2550 if (tmp->type == FORCE && tmp->slaying == name)
2551 return splay (tmp);
2552
2553 return 0;
2554}
2555
2556object *
2557object::force_add (const shstr name, int duration)
2558{
2559 if (object *force = force_find (name))
2560 force->destroy ();
2561
2562 object *force = get_archetype (FORCE_NAME);
2563
2564 force->slaying = name;
2565 force->stats.food = 1;
2566 force->speed_left = -1.f;
2567
2568 force->set_speed (duration ? 1.f / duration : 0.f);
2569 force->flag [FLAG_IS_USED_UP] = true;
2570 force->flag [FLAG_APPLIED] = true;
2571
2572 return insert (force);
2573}
2574
2575void
2576object::play_sound (faceidx sound)
2577{
2578 if (!sound)
2579 return;
2580
2581 if (flag [FLAG_REMOVED])
2582 return;
2583
2584 if (env)
2585 {
2586 if (object *pl = in_player ())
2587 pl->contr->play_sound (sound);
2588 }
2589 else
2590 map->play_sound (sound, x, y);
2591}
2592
2593void
2594object::make_noise ()
2595{
2596 // we do not model noise in the map, so instead put
2597 // a temporary light into the noise source
2598 // could use the map instead, but that's less reliable for our
2599 // goal, which is to make invisibility a bit harder to exploit
2600
2601 // currently only works sensibly for players
2602 if (!is_player ())
2603 return;
2604
2605 // find old force, or create new one
2606 object *force = force_find (shstr_noise_force);
2607
2608 if (force)
2609 force->speed_left = -1.f; // patch old speed up
2610 else
2611 {
2612 force = archetype::get (shstr_noise_force);
2613
2614 force->slaying = shstr_noise_force;
2615 force->stats.food = 1;
2616 force->speed_left = -1.f;
2617
2618 force->set_speed (1.f / 4.f);
2619 force->flag [FLAG_IS_USED_UP] = true;
2620 force->flag [FLAG_APPLIED] = true;
2621
2622 insert (force);
2623 }
2624}
2625

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