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Comparing deliantra/server/common/object.C (file contents):
Revision 1.97 by elmex, Sat Dec 30 21:07:46 2006 UTC vs.
Revision 1.276 by root, Wed Dec 31 18:07:41 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;
37uint32_t mapspace::smellcount = 10000;
40 38
41object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
42 41
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, 42short freearr_x[SIZEOFFREE] = {
43 0,
44 0, 1, 1, 1, 0, -1, -1, -1,
45 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 46 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}; 47};
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, 48short freearr_y[SIZEOFFREE] = {
49 0,
50 -1, -1, 0, 1, 1, 1, 0, -1,
51 -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 52 -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}; 53};
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, 54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 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 58 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}; 59};
52int freedir[SIZEOFFREE] = { 60int 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, 61 0,
62 1, 2, 3, 4, 5, 6, 7, 8,
63 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 64 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}; 65};
56 66
57static void 67static void
58write_uuid (void) 68write_uuid (uval64 skip, bool sync)
59{ 69{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 70 CALL_BEGIN (2);
61 71 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 72 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 73 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 74 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} 75}
77 76
78static void 77static void
79read_uuid (void) 78read_uuid (void)
80{ 79{
81 char filename[MAX_BUF]; 80 char filename[MAX_BUF];
82 81
83 sprintf (filename, "%s/uuid", settings.localdir); 82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
84 85
85 FILE *fp; 86 FILE *fp;
86 87
87 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
88 { 89 {
89 if (errno == ENOENT) 90 if (errno == ENOENT)
90 { 91 {
91 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 93 UUID::cur.seq = 0;
93 write_uuid (); 94 write_uuid (UUID_GAP, true);
94 return; 95 return;
95 } 96 }
96 97
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 99 _exit (1);
99 } 100 }
100 101
101 int version; 102 UUID::BUF buf;
102 unsigned long long uid; 103 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
104 { 107 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 109 _exit (1);
107 } 110 }
108 111
109 uuid.seq = uid; 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 113
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 114 write_uuid (UUID_GAP, true);
112 fclose (fp); 115 fclose (fp);
113} 116}
114 117
115UUID 118UUID
116gen_uuid () 119UUID::gen ()
117{ 120{
118 UUID uid; 121 UUID uid;
119 122
120 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
121 124
122 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
124 131
125 return uid; 132 return uid;
126} 133}
127 134
128void 135void
129init_uuid () 136UUID::init ()
130{ 137{
131 read_uuid (); 138 read_uuid ();
132} 139}
133 140
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 142static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
137{ 144{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* 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 146 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
143 */ 148 */
144 149
145 /* For each field in wants, */ 150 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 152 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 153 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 }
168 154
169 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 156 return true;
171} 157}
172 158
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 160static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 162{
177 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
179 */ 165 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
181} 168}
182 169
183/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 171 * they can be merged together.
185 * 172 *
200 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 188 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
203 return 0; 190 return 0;
204 191
205 //TODO: this ain't working well, use nicer and correct overflow check
206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 192 /* Do not merge objects if nrof would overflow, assume nrof
207 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * is always 0 .. 2**31-1 */
208 * used to store nrof). 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
209 */
210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
211 return 0; 195 return 0;
212 196
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied 200 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 201 * flags lose any meaning.
218 */ 202 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 205
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 208
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 209 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name 210 || ob1->name != ob2->name
228 || ob1->title != ob2->title 211 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value 218 || ob1->value != ob2->value
238 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
239 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
240 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
241 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
242 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
243 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
244 || ob1->move_block != ob2->move_block 226 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow 227 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on 228 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off 229 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow 230 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty) 231 || ob1->move_slow_penalty != ob2->move_slow_penalty
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 234 return 0;
251 235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
252 /* This is really a spellbook check - really, we should 242 /* This is really a spellbook check - we should in general
253 * check all objects in the inventory. 243 * not merge objects with real inventories, as splitting them
244 * is hard.
254 */ 245 */
255 if (ob1->inv || ob2->inv) 246 if (ob1->inv || ob2->inv)
256 { 247 {
257 /* if one object has inventory but the other doesn't, not equiv */ 248 if (!(ob1->inv && ob2->inv))
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 249 return 0; /* inventories differ in length */
259 return 0;
260 250
261 /* Now check to see if the two inventory objects could merge */ 251 if (ob1->inv->below || ob2->inv->below)
252 return 0; /* more than one object in inv */
253
262 if (!object::can_merge (ob1->inv, ob2->inv)) 254 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0; 255 return 0; /* inventory objects differ */
264 256
265 /* inventory ok - still need to check rest of this object to see 257 /* inventory ok - still need to check rest of this object to see
266 * if it is valid. 258 * if it is valid.
267 */ 259 */
268 } 260 }
287 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
288 return 0; 280 return 0;
289 break; 281 break;
290 } 282 }
291 283
292 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
293 { 285 {
294 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
296 /* One has fields, but the other one doesn't. */ 288 return 0; /* One has fields, but the other one doesn't. */
289
290 if (!compare_ob_value_lists (ob1, ob2))
297 return 0; 291 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0;
300 } 292 }
301 293
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
304 { 295 {
305 ob1->optimise (); 296 ob1->optimise ();
306 ob2->optimise (); 297 ob2->optimise ();
307 298
308 if (ob1->self || ob2->self) 299 if (ob1->self || ob2->self)
300 {
301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
303
304 if (k1 != k2)
309 return 0; 305 return 0;
306
307 if (k1 == 0)
308 return 1;
309
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0;
312 }
310 } 313 }
311 314
312 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
313 return 1; 316 return 1;
314} 317}
315 318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->is_player ())
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
356// adjust weight per container type ("of holding")
357static sint32
358weight_adjust_for (object *op, sint32 weight)
359{
360 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
362 : weight;
363}
364
316/* 365/*
366 * adjust_weight(object, weight) adds the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying.
368 */
369static void
370adjust_weight (object *op, sint32 weight)
371{
372 while (op)
373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
381
382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
388 op = op->env;
389 }
390}
391
392/*
317 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
318 * an object is carrying. It goes through in figures out how much 394 * an object is carrying. It goes through op and figures out how much
319 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
320 */ 396 */
321long 397void
322sum_weight (object *op) 398object::update_weight ()
323{ 399{
324 long sum; 400 sint32 sum = 0;
325 object *inv;
326 401
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
328 { 403 {
329 if (inv->inv) 404 if (op->inv)
330 sum_weight (inv); 405 op->update_weight ();
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 406
407 sum += op->total_weight ();
408 }
409
410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
332 } 413 {
333
334 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100;
336
337 if (op->carrying != sum)
338 op->carrying = sum; 414 carrying = sum;
339 415
340 return sum; 416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this);
419 }
341} 420}
342 421
343/** 422/*
344 * Return the outermost environment object for a given object. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
345 */ 424 */
346
347object *
348object_get_env_recursive (object *op)
349{
350 while (op->env != NULL)
351 op = op->env;
352 return op;
353}
354
355/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array.
359 */
360
361char * 425char *
362dump_object (object *op) 426dump_object (object *op)
363{ 427{
364 if (!op) 428 if (!op)
365 return strdup ("[NULLOBJ]"); 429 return strdup ("[NULLOBJ]");
366 430
367 object_freezer freezer; 431 object_freezer freezer;
368 save_object (freezer, op, 1); 432 op->write (freezer);
369 return freezer.as_string (); 433 return freezer.as_string ();
370} 434}
371 435
372/* 436/*
373 * get_nearest_part(multi-object, object 2) returns the part of the 437 * get_nearest_part(multi-object, object 2) returns the part of the
374 * multi-object 1 which is closest to the second object. 438 * multi-object 1 which is closest to the second object.
375 * If it's not a multi-object, it is returned. 439 * If it's not a multi-object, it is returned.
376 */ 440 */
377
378object * 441object *
379get_nearest_part (object *op, const object *pl) 442get_nearest_part (object *op, const object *pl)
380{ 443{
381 object *tmp, *closest; 444 object *tmp, *closest;
382 int last_dist, i; 445 int last_dist, i;
383 446
384 if (op->more == NULL) 447 if (!op->more)
385 return op; 448 return op;
449
386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
387 if ((i = distance (tmp, pl)) < last_dist) 453 if ((i = distance (tmp, pl)) < last_dist)
388 closest = tmp, last_dist = i; 454 closest = tmp, last_dist = i;
455
389 return closest; 456 return closest;
390} 457}
391 458
392/* 459/*
393 * Returns the object which has the count-variable equal to the argument. 460 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow.
394 */ 462 */
395
396object * 463object *
397find_object (tag_t i) 464find_object (tag_t i)
398{ 465{
399 for (object *op = object::first; op; op = op->next) 466 for_all_objects (op)
400 if (op->count == i) 467 if (op->count == i)
401 return op; 468 return op;
402 469
403 return 0; 470 return 0;
404} 471}
405 472
406/* 473/*
407 * Returns the first object which has a name equal to the argument. 474 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 475 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 476 * Enables features like "patch <name-of-other-player> food 999"
410 */ 477 */
411
412object * 478object *
413find_object_name (const char *str) 479find_object_name (const char *str)
414{ 480{
415 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
416 object *op;
417 482
418 for (op = object::first; op != NULL; op = op->next) 483 if (str_)
484 for_all_objects (op)
419 if (op->name == str_) 485 if (op->name == str_)
420 break; 486 return op;
421 487
422 return op; 488 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 489}
430 490
431/* 491/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 493 * skill and experience objects.
494 * ACTUALLY NO! investigate! TODO
434 */ 495 */
435void 496void
436object::set_owner (object *owner) 497object::set_owner (object *owner)
437{ 498{
499 // allow objects which own objects
438 if (!owner) 500 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 501 while (owner->owner)
449 owner = owner->owner; 502 owner = owner->owner;
503
504 if (flag [FLAG_FREED])
505 {
506 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
507 return;
508 }
450 509
451 this->owner = owner; 510 this->owner = owner;
511}
512
513int
514object::slottype () const
515{
516 if (type == SKILL)
517 {
518 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
519 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
520 }
521 else
522 {
523 if (slot [body_combat].info) return slot_combat;
524 if (slot [body_range ].info) return slot_ranged;
525 }
526
527 return slot_none;
528}
529
530bool
531object::change_weapon (object *ob)
532{
533 if (current_weapon == ob)
534 return true;
535
536 if (chosen_skill)
537 chosen_skill->flag [FLAG_APPLIED] = false;
538
539 current_weapon = ob;
540 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = true;
544
545 update_stats ();
546
547 if (ob)
548 {
549 // now check wether any body locations became invalid, in which case
550 // we cannot apply the weapon at the moment.
551 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
552 if (slot[i].used < 0)
553 {
554 current_weapon = chosen_skill = 0;
555 update_stats ();
556
557 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name);
561 return false;
562 }
563
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 }
566 else
567 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
568
569 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
570 {
571 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
572 &name, ob->debug_desc ());
573 return false;
574 }
575
576 return true;
452} 577}
453 578
454/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 580 * refcounts and freeing the links.
456 */ 581 */
457static void 582static void
458free_key_values (object *op) 583free_key_values (object *op)
459{ 584{
460 for (key_value *i = op->key_values; i != 0;) 585 for (key_value *i = op->key_values; i; )
461 { 586 {
462 key_value *next = i->next; 587 key_value *next = i->next;
463 delete i; 588 delete i;
464 589
465 i = next; 590 i = next;
477 * will point at garbage. 602 * will point at garbage.
478 */ 603 */
479void 604void
480object::copy_to (object *dst) 605object::copy_to (object *dst)
481{ 606{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 607 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 608 *(object_copy *)dst = *this;
486 609 dst->flag [FLAG_REMOVED] = true;
487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 610
496 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
497 if (key_values) 612 if (key_values)
498 { 613 {
499 key_value *tail = 0; 614 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 615 dst->key_values = 0;
503 616
504 for (i = key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
505 { 618 {
506 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
507 620
508 new_link->next = 0; 621 new_link->next = 0;
509 new_link->key = i->key; 622 new_link->key = i->key;
510 new_link->value = i->value; 623 new_link->value = i->value;
511 624
512 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
513 if (!dst->key_values) 626 if (!dst->key_values)
514 { 627 {
521 tail = new_link; 634 tail = new_link;
522 } 635 }
523 } 636 }
524 } 637 }
525 638
526 dst->set_speed (dst->speed); 639 if (speed < 0)
640 dst->speed_left -= rndm ();
641
642 dst->activate ();
643}
644
645void
646object::instantiate ()
647{
648 if (!uuid.seq) // HACK
649 uuid = UUID::gen ();
650
651 speed_left = -0.1f;
652 /* copy the body_info to the body_used - this is only really
653 * need for monsters, but doesn't hurt to do it for everything.
654 * by doing so, when a monster is created, it has good starting
655 * values for the body_used info, so when items are created
656 * for it, they can be properly equipped.
657 */
658 for (int i = NUM_BODY_LOCATIONS; i--; )
659 slot[i].used = slot[i].info;
660
661 attachable::instantiate ();
527} 662}
528 663
529object * 664object *
530object::clone () 665object::clone ()
531{ 666{
532 object *neu = create (); 667 object *neu = create ();
533 copy_to (neu); 668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
534 return neu; 670 return neu;
535} 671}
536 672
537/* 673/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 674 * If an object with the IS_TURNABLE() flag needs to be turned due
564 } 700 }
565 701
566 this->speed = speed; 702 this->speed = speed;
567 703
568 if (has_active_speed ()) 704 if (has_active_speed ())
569 activate (false); 705 activate ();
570 else 706 else
571 deactivate (false); 707 deactivate ();
572} 708}
573 709
574/* 710/*
575 * update_object() updates the the map. 711 * update_object() updates the the map.
576 * It takes into account invisible objects (and represent squares covered 712 * It takes into account invisible objects (and represent squares covered
589 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
590 */ 726 */
591void 727void
592update_object (object *op, int action) 728update_object (object *op, int action)
593{ 729{
594 MoveType move_on, move_off, move_block, move_slow; 730 if (!op)
595
596 if (op == NULL)
597 { 731 {
598 /* this should never happen */ 732 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 734 return;
601 } 735 }
602 736
603 if (op->env) 737 if (!op->is_on_map ())
604 { 738 {
605 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
606 * to do in this case. 740 * to do in this case.
607 */ 741 */
608 return; 742 return;
609 } 743 }
610
611 /* If the map is saving, don't do anything as everything is
612 * going to get freed anyways.
613 */
614 if (!op->map || op->map->in_memory == MAP_SAVING)
615 return;
616 744
617 /* make sure the object is within map boundaries */ 745 /* make sure the object is within map boundaries */
618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 747 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
624 return; 752 return;
625 } 753 }
626 754
627 mapspace &m = op->ms (); 755 mapspace &m = op->ms ();
628 756
629 if (m.flags_ & P_NEED_UPDATE) 757 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 758 /* nop */;
631 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
632 { 760 {
633 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
643 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 772 * have move_allow right now.
645 */ 773 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 m.flags_ = P_NEED_UPDATE; 776 m.invalidate ();
649 } 777 }
650 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 780 * that is being removed.
653 */ 781 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = P_NEED_UPDATE; 783 m.invalidate ();
656 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
658 else 786 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 788
661 if (op->more) 789 if (op->more)
662 update_object (op->more, action); 790 update_object (op->more, action);
663} 791}
664 792
665object::vector object::objects; // not yet used
666object *object::first;
667
668object::object () 793object::object ()
669{ 794{
670 SET_FLAG (this, FLAG_REMOVED); 795 SET_FLAG (this, FLAG_REMOVED);
671 796
672 expmul = 1.0; 797 expmul = 1.0;
673 face = blank_face; 798 face = blank_face;
674} 799}
675 800
676object::~object () 801object::~object ()
677{ 802{
803 unlink ();
804
678 free_key_values (this); 805 free_key_values (this);
679} 806}
680 807
808static int object_count;
809
681void object::link () 810void object::link ()
682{ 811{
812 assert (!index);//D
813 uuid = UUID::gen ();
683 count = ++ob_count; 814 count = ++object_count;
684 uuid = gen_uuid ();
685 815
686 prev = 0; 816 refcnt_inc ();
687 next = object::first; 817 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 818}
694 819
695void object::unlink () 820void object::unlink ()
696{ 821{
697 if (this == object::first) 822 if (!index)
698 object::first = next; 823 return;
699 824
700 /* Remove this object from the list of used objects */ 825 objects.erase (this);
701 if (prev) prev->next = next; 826 refcnt_dec ();
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706} 827}
707 828
708void 829void
709object::activate (bool recursive) 830object::activate ()
710{ 831{
832 /* If already on active list, don't do anything */
833 if (active)
834 return;
835
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
838
711 if (has_active_speed ()) 839 if (has_active_speed ())
712 { 840 actives.insert (this);
713 /* If already on active list, don't do anything */ 841}
714 if (active_next || active_prev || this == active_objects)
715 return;
716 842
717 /* process_events() expects us to insert the object at the beginning 843void
718 * of the list. */ 844object::activate_recursive ()
719 active_next = active_objects; 845{
846 activate ();
720 847
721 if (active_next)
722 active_next->active_prev = this;
723
724 active_objects = this;
725 }
726
727 if (recursive)
728 for (object *op = inv; op; op = op->above) 848 for (object *op = inv; op; op = op->below)
729 op->activate (1); 849 op->activate_recursive ();
730} 850}
731 851
732/* This function removes object 'op' from the list of active 852/* This function removes object 'op' from the list of active
733 * objects. 853 * objects.
734 * This should only be used for style maps or other such 854 * This should only be used for style maps or other such
736 * in play chewing up cpu time getting processed. 856 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which 857 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object. 858 * will do the right thing based on the speed of the object.
739 */ 859 */
740void 860void
741object::deactivate (bool recursive) 861object::deactivate ()
742{ 862{
743 /* If not on the active list, nothing needs to be done */ 863 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects) 864 if (!active)
745 return; 865 return;
746 866
747 if (active_prev == 0) 867 actives.erase (this);
748 { 868}
749 active_objects = active_next;
750 if (active_next)
751 active_next->active_prev = 0;
752 }
753 else
754 {
755 active_prev->active_next = active_next;
756 if (active_next)
757 active_next->active_prev = active_prev;
758 }
759 869
760 active_next = 0; 870void
761 active_prev = 0; 871object::deactivate_recursive ()
762 872{
763 if (recursive)
764 for (object *op = inv; op; op = op->above) 873 for (object *op = inv; op; op = op->below)
874 op->deactivate_recursive ();
875
765 op->deactivate (1); 876 deactivate ();
877}
878
879void
880object::set_flag_inv (int flag, int value)
881{
882 for (object *op = inv; op; op = op->below)
883 {
884 op->flag [flag] = value;
885 op->set_flag_inv (flag, value);
886 }
766} 887}
767 888
768/* 889/*
769 * Remove and free all objects in the inventory of the given object. 890 * Remove and free all objects in the inventory of the given object.
770 * object.c ? 891 * object.c ?
773object::destroy_inv (bool drop_to_ground) 894object::destroy_inv (bool drop_to_ground)
774{ 895{
775 // need to check first, because the checks below might segfault 896 // need to check first, because the checks below might segfault
776 // as we might be on an invalid mapspace and crossfire code 897 // as we might be on an invalid mapspace and crossfire code
777 // is too buggy to ensure that the inventory is empty. 898 // is too buggy to ensure that the inventory is empty.
778 // corollary: if you create arrows etc. with stuff in tis inventory, 899 // corollary: if you create arrows etc. with stuff in its inventory,
779 // cf will crash below with off-map x and y 900 // cf will crash below with off-map x and y
780 if (!inv) 901 if (!inv)
781 return; 902 return;
782 903
783 /* Only if the space blocks everything do we not process - 904 /* Only if the space blocks everything do we not process -
784 * if some form of movement is allowed, let objects 905 * if some form of movement is allowed, let objects
785 * drop on that space. 906 * drop on that space.
786 */ 907 */
787 if (!drop_to_ground 908 if (!drop_to_ground
788 || !map 909 || !map
789 || map->in_memory != MAP_IN_MEMORY 910 || map->in_memory != MAP_ACTIVE
911 || map->no_drop
790 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
791 { 913 {
792 while (inv) 914 while (inv)
793 {
794 inv->destroy_inv (drop_to_ground);
795 inv->destroy (); 915 inv->destroy ();
796 }
797 } 916 }
798 else 917 else
799 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
800 while (inv) 919 while (inv)
801 { 920 {
803 922
804 if (op->flag [FLAG_STARTEQUIP] 923 if (op->flag [FLAG_STARTEQUIP]
805 || op->flag [FLAG_NO_DROP] 924 || op->flag [FLAG_NO_DROP]
806 || op->type == RUNE 925 || op->type == RUNE
807 || op->type == TRAP 926 || op->type == TRAP
808 || op->flag [FLAG_IS_A_TEMPLATE]) 927 || op->flag [FLAG_IS_A_TEMPLATE]
928 || op->flag [FLAG_DESTROY_ON_DEATH])
809 op->destroy (); 929 op->destroy ();
810 else 930 else
811 map->insert (op, x, y); 931 map->insert (op, x, y);
812 } 932 }
813 } 933 }
818 object *op = new object; 938 object *op = new object;
819 op->link (); 939 op->link ();
820 return op; 940 return op;
821} 941}
822 942
943static struct freed_map : maptile
944{
945 freed_map ()
946 {
947 path = "<freed objects map>";
948 name = "/internal/freed_objects_map";
949 width = 3;
950 height = 3;
951 no_drop = 1;
952 no_reset = 1;
953
954 alloc ();
955 in_memory = MAP_ACTIVE;
956 }
957
958 ~freed_map ()
959 {
960 destroy ();
961 }
962} freed_map; // freed objects are moved here to avoid crashes
963
823void 964void
824object::do_destroy () 965object::do_destroy ()
825{ 966{
826 if (flag [FLAG_IS_LINKED]) 967 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this); 968 remove_button_link (this);
828 969
829 if (flag [FLAG_FRIENDLY]) 970 if (flag [FLAG_FRIENDLY])
830 remove_friendly_object (this); 971 remove_friendly_object (this);
831 972
832 if (!flag [FLAG_REMOVED])
833 remove (); 973 remove ();
834 974
835 if (flag [FLAG_FREED]) 975 attachable::do_destroy ();
836 return;
837 976
838 set_speed (0); 977 deactivate ();
978 unlink ();
839 979
840 flag [FLAG_FREED] = 1; 980 flag [FLAG_FREED] = 1;
841 981
842 attachable::do_destroy ();
843
844 destroy_inv (true);
845 unlink ();
846
847 // hack to ensure that freed objects still have a valid map 982 // hack to ensure that freed objects still have a valid map
848 {
849 static maptile *freed_map; // freed objects are moved here to avoid crashes
850
851 if (!freed_map)
852 {
853 freed_map = new maptile;
854
855 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3;
857 freed_map->height = 3;
858
859 freed_map->alloc ();
860 }
861
862 map = freed_map; 983 map = &freed_map;
863 x = 1; 984 x = 1;
864 y = 1; 985 y = 1;
865 }
866
867 head = 0;
868 986
869 if (more) 987 if (more)
870 { 988 {
871 more->destroy (); 989 more->destroy ();
872 more = 0; 990 more = 0;
873 } 991 }
874 992
993 head = 0;
994
875 // clear those pointers that likely might have circular references to us 995 // clear those pointers that likely might cause circular references
876 owner = 0; 996 owner = 0;
877 enemy = 0; 997 enemy = 0;
878 attacked_by = 0; 998 attacked_by = 0;
879 999 current_weapon = 0;
880 // only relevant for players(?), but make sure of it anyways
881 contr = 0;
882} 1000}
883 1001
884void 1002void
885object::destroy (bool destroy_inventory) 1003object::destroy ()
886{ 1004{
887 if (destroyed ()) 1005 if (destroyed ())
888 return; 1006 return;
889 1007
890 if (destroy_inventory) 1008 if (!is_head () && !head->destroyed ())
1009 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy ();
1012 return;
1013 }
1014
891 destroy_inv (false); 1015 destroy_inv (false);
1016
1017 if (is_head ())
1018 if (sound_destroy)
1019 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER])
1021 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
892 1022
893 attachable::destroy (); 1023 attachable::destroy ();
894}
895
896/*
897 * sub_weight() recursively (outwards) subtracts a number from the
898 * weight of an object (and what is carried by it's environment(s)).
899 */
900void
901sub_weight (object *op, signed long weight)
902{
903 while (op != NULL)
904 {
905 if (op->type == CONTAINER)
906 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
907
908 op->carrying -= weight;
909 op = op->env;
910 }
911} 1024}
912 1025
913/* op->remove (): 1026/* op->remove ():
914 * This function removes the object op from the linked list of objects 1027 * This function removes the object op from the linked list of objects
915 * which it is currently tied to. When this function is done, the 1028 * which it is currently tied to. When this function is done, the
916 * object will have no environment. If the object previously had an 1029 * object will have no environment. If the object previously had an
917 * environment, the x and y coordinates will be updated to 1030 * environment, the x and y coordinates will be updated to
918 * the previous environment. 1031 * the previous environment.
919 * Beware: This function is called from the editor as well!
920 */ 1032 */
921void 1033void
922object::remove () 1034object::do_remove ()
923{ 1035{
924 object *tmp, *last = 0; 1036 object *tmp, *last = 0;
925 object *otmp; 1037 object *otmp;
926 1038
927 if (QUERY_FLAG (this, FLAG_REMOVED)) 1039 if (flag [FLAG_REMOVED])
928 return; 1040 return;
929 1041
930 SET_FLAG (this, FLAG_REMOVED);
931 INVOKE_OBJECT (REMOVE, this); 1042 INVOKE_OBJECT (REMOVE, this);
1043
1044 flag [FLAG_REMOVED] = true;
932 1045
933 if (more) 1046 if (more)
934 more->remove (); 1047 more->remove ();
935 1048
936 /* 1049 /*
937 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
938 * inventory. 1051 * inventory.
939 */ 1052 */
940 if (env) 1053 if (env)
941 { 1054 {
942 if (nrof) 1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
943 sub_weight (env, weight * nrof); 1056 if (object *pl = visible_to ())
944 else 1057 esrv_del_item (pl->contr, count);
945 sub_weight (env, weight + carrying); 1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059
1060 adjust_weight (env, -total_weight ());
1061
1062 object *pl = in_player ();
1063
1064 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do.
1067 */
1068 map = env->map;
1069 x = env->x;
1070 y = env->y;
1071
1072 // make sure cmov optimisation is applicable
1073 *(above ? &above->below : &env->inv) = below;
1074 *(below ? &below->above : &above ) = above; // &above is just a dummy
1075
1076 above = 0;
1077 below = 0;
1078 env = 0;
946 1079
947 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
948 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
949 * to save cpu time. 1082 * to save cpu time.
950 */ 1083 */
951 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl)
1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 {
952 otmp->update_stats (); 1087 pl->update_stats ();
953 1088
954 if (above) 1089 if (glow_radius && pl->is_on_map ())
955 above->below = below; 1090 update_all_los (pl->map, pl->x, pl->y);
956 else 1091 }
957 env->inv = below;
958
959 if (below)
960 below->above = above;
961
962 /* we set up values so that it could be inserted into
963 * the map, but we don't actually do that - it is up
964 * to the caller to decide what we want to do.
965 */
966 x = env->x, y = env->y;
967 map = env->map;
968 above = 0, below = 0;
969 env = 0;
970 } 1092 }
971 else if (map) 1093 else if (map)
972 { 1094 {
973 if (type == PLAYER) 1095 map->dirty = true;
1096 mapspace &ms = this->ms ();
1097
1098 if (object *pl = ms.player ())
974 { 1099 {
1100 if (is_player ())
1101 {
1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1105 // leaving a spot always closes any open container on the ground
1106 if (container && !container->env)
1107 // this causes spurious floorbox updates, but it ensures
1108 // that the CLOSE event is being sent.
1109 close_container ();
1110
975 --map->players; 1111 --map->players;
976 map->last_access = runtime; 1112 map->touch ();
1113 }
1114 else if (pl->container == this)
1115 {
1116 // removing a container should close it
1117 close_container ();
1118 }
1119
1120 esrv_del_item (pl->contr, count);
977 } 1121 }
978 1122
979
980 /* link the object above us */ 1123 /* link the object above us */
981 if (above) 1124 // re-link, make sure compiler can easily use cmove
982 above->below = below; 1125 *(above ? &above->below : &ms.top) = below;
983 else 1126 *(below ? &below->above : &ms.bot) = above;
984 map->at (x, y).top = below; /* we were top, set new top */
985
986 /* Relink the object below us, if there is one */
987 if (below)
988 below->above = above;
989 else
990 {
991 /* Nothing below, which means we need to relink map object for this space
992 * use translated coordinates in case some oddness with map tiling is
993 * evident
994 */
995 if (GET_MAP_OB (map, x, y) != this)
996 {
997 char *dump = dump_object (this);
998 LOG (llevError,
999 "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);
1000 free (dump);
1001 dump = dump_object (GET_MAP_OB (map, x, y));
1002 LOG (llevError, "%s\n", dump);
1003 free (dump);
1004 }
1005
1006 map->at (x, y).bot = above; /* goes on above it. */
1007 }
1008 1127
1009 above = 0; 1128 above = 0;
1010 below = 0; 1129 below = 0;
1011 1130
1131 ms.invalidate ();
1132
1012 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1013 return; 1134 return;
1014 1135
1015 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1016 1137
1138 if (object *pl = ms.player ())
1139 {
1140 if (pl->container == this)
1141 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view
1143 * appropriately.
1144 */
1145 pl->close_container ();
1146
1147 //TODO: the floorbox prev/next might need updating
1148 //esrv_del_item (pl->contr, count);
1149 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update ();
1152 }
1153
1017 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1018 { 1155 {
1019 /* No point updating the players look faces if he is the object 1156 /* No point updating the players look faces if he is the object
1020 * being removed. 1157 * being removed.
1021 */ 1158 */
1022
1023 if (tmp->type == PLAYER && tmp != this)
1024 {
1025 /* If a container that the player is currently using somehow gets
1026 * removed (most likely destroyed), update the player view
1027 * appropriately.
1028 */
1029 if (tmp->container == this)
1030 {
1031 flag [FLAG_APPLIED] = 0;
1032 tmp->container = 0;
1033 }
1034
1035 if (tmp->contr->ns)
1036 tmp->contr->ns->floorbox_update ();
1037 }
1038 1159
1039 /* See if object moving off should effect something */ 1160 /* See if object moving off should effect something */
1040 if (check_walk_off 1161 if (check_walk_off
1041 && ((move_type & tmp->move_off) 1162 && ((move_type & tmp->move_off)
1042 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1045 1166
1046 if (destroyed ()) 1167 if (destroyed ())
1047 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1048 } 1169 }
1049 1170
1050 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1051 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1052 if (tmp->above == tmp)
1053 tmp->above = 0;
1054
1055 last = tmp; 1171 last = tmp;
1056 } 1172 }
1057 1173
1058 /* last == NULL if there are no objects on this space */ 1174 if (affects_los ())
1059 //TODO: this makes little sense, why only update the topmost object?
1060 if (!last)
1061 map->at (x, y).flags_ = P_NEED_UPDATE;
1062 else
1063 update_object (last, UP_OBJ_REMOVE);
1064
1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1066 update_all_los (map, x, y); 1175 update_all_los (map, x, y);
1067 } 1176 }
1068} 1177}
1069 1178
1070/* 1179/*
1079merge_ob (object *op, object *top) 1188merge_ob (object *op, object *top)
1080{ 1189{
1081 if (!op->nrof) 1190 if (!op->nrof)
1082 return 0; 1191 return 0;
1083 1192
1084 if (top) 1193 if (!top)
1085 for (top = op; top && top->above; top = top->above) 1194 for (top = op; top && top->above; top = top->above)
1086 ; 1195 ;
1087 1196
1088 for (; top; top = top->below) 1197 for (; top; top = top->below)
1089 {
1090 if (top == op)
1091 continue;
1092
1093 if (object::can_merge (op, top)) 1198 if (object::can_merge (op, top))
1094 { 1199 {
1095 top->nrof += op->nrof; 1200 top->nrof += op->nrof;
1096 1201
1097/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1202 if (object *pl = top->visible_to ())
1098 op->weight = 0; /* Don't want any adjustements now */ 1203 esrv_update_item (UPD_NROF, pl, top);
1204
1205 op->weight = 0; // cancel the addition above
1206 op->carrying = 0; // must be 0 already
1207
1099 op->destroy (); 1208 op->destroy ();
1209
1100 return top; 1210 return top;
1101 } 1211 }
1102 }
1103 1212
1104 return 0; 1213 return 0;
1105} 1214}
1106 1215
1216void
1217object::expand_tail ()
1218{
1219 if (more)
1220 return;
1221
1222 object *prev = this;
1223
1224 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1225 {
1226 object *op = arch_to_object (at);
1227
1228 op->name = name;
1229 op->name_pl = name_pl;
1230 op->title = title;
1231
1232 op->head = this;
1233 prev->more = op;
1234
1235 prev = op;
1236 }
1237}
1238
1107/* 1239/*
1108 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1240 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1109 * job preparing multi-part monsters 1241 * job preparing multi-part monsters.
1110 */ 1242 */
1111object * 1243object *
1112insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1113{ 1245{
1246 op->remove ();
1247
1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1115 { 1249 {
1116 tmp->x = x + tmp->arch->clone.x; 1250 tmp->x = x + tmp->arch->x;
1117 tmp->y = y + tmp->arch->clone.y; 1251 tmp->y = y + tmp->arch->y;
1118 } 1252 }
1119 1253
1120 return insert_ob_in_map (op, m, originator, flag); 1254 return insert_ob_in_map (op, m, originator, flag);
1121} 1255}
1122 1256
1141 * just 'op' otherwise 1275 * just 'op' otherwise
1142 */ 1276 */
1143object * 1277object *
1144insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1145{ 1279{
1146 object *tmp, *top, *floor = NULL; 1280 op->remove ();
1147 sint16 x, y;
1148 1281
1149 if (QUERY_FLAG (op, FLAG_FREED)) 1282 if (m == &freed_map)//D TODO: remove soon
1150 { 1283 {//D
1151 LOG (llevError, "Trying to insert freed object!\n"); 1284 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1152 return NULL;
1153 } 1285 }//D
1154
1155 if (!m)
1156 {
1157 char *dump = dump_object (op);
1158 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1159 free (dump);
1160 return op;
1161 }
1162
1163 if (out_of_map (m, op->x, op->y))
1164 {
1165 char *dump = dump_object (op);
1166 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1167#ifdef MANY_CORES
1168 /* Better to catch this here, as otherwise the next use of this object
1169 * is likely to cause a crash. Better to find out where it is getting
1170 * improperly inserted.
1171 */
1172 abort ();
1173#endif
1174 free (dump);
1175 return op;
1176 }
1177
1178 if (!QUERY_FLAG (op, FLAG_REMOVED))
1179 {
1180 char *dump = dump_object (op);
1181 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1182 free (dump);
1183 return op;
1184 }
1185
1186 if (op->more)
1187 {
1188 /* The part may be on a different map. */
1189
1190 object *more = op->more;
1191
1192 /* We really need the caller to normalize coordinates - if
1193 * we set the map, that doesn't work if the location is within
1194 * a map and this is straddling an edge. So only if coordinate
1195 * is clear wrong do we normalize it.
1196 */
1197 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1198 more->map = get_map_from_coord (m, &more->x, &more->y);
1199 else if (!more->map)
1200 {
1201 /* For backwards compatibility - when not dealing with tiled maps,
1202 * more->map should always point to the parent.
1203 */
1204 more->map = m;
1205 }
1206
1207 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1208 {
1209 if (!op->head)
1210 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1211
1212 return 0;
1213 }
1214 }
1215
1216 CLEAR_FLAG (op, FLAG_REMOVED);
1217 1286
1218 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1219 * of areas of callers (eg, anything that uses find_free_spot would now 1288 * of areas of callers (eg, anything that uses find_free_spot would now
1220 * need extra work 1289 * need extra work
1221 */ 1290 */
1222 op->map = get_map_from_coord (m, &op->x, &op->y); 1291 maptile *newmap = m;
1223 x = op->x; 1292 if (!xy_normalise (newmap, op->x, op->y))
1224 y = op->y; 1293 {
1294 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1295 return 0;
1296 }
1297
1298 if (object *more = op->more)
1299 if (!insert_ob_in_map (more, m, originator, flag))
1300 return 0;
1301
1302 CLEAR_FLAG (op, FLAG_REMOVED);
1303
1304 op->map = newmap;
1305 mapspace &ms = op->ms ();
1225 1306
1226 /* this has to be done after we translate the coordinates. 1307 /* this has to be done after we translate the coordinates.
1227 */ 1308 */
1228 if (op->nrof && !(flag & INS_NO_MERGE)) 1309 if (op->nrof && !(flag & INS_NO_MERGE))
1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1310 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1230 if (object::can_merge (op, tmp)) 1311 if (object::can_merge (op, tmp))
1231 { 1312 {
1313 // TODO: we actually want to update tmp, not op,
1314 // but some caller surely breaks when we return tmp
1315 // from here :/
1232 op->nrof += tmp->nrof; 1316 op->nrof += tmp->nrof;
1233 tmp->destroy (); 1317 tmp->destroy ();
1234 } 1318 }
1235 1319
1236 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1320 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1245 { 1329 {
1246 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1330 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1247 abort (); 1331 abort ();
1248 } 1332 }
1249 1333
1334 if (!originator->is_on_map ())
1335 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1336 op->debug_desc (), originator->debug_desc ());
1337
1250 op->above = originator; 1338 op->above = originator;
1251 op->below = originator->below; 1339 op->below = originator->below;
1252
1253 if (op->below)
1254 op->below->above = op;
1255 else
1256 op->ms ().bot = op;
1257
1258 /* since *below* originator, no need to update top */
1259 originator->below = op; 1340 originator->below = op;
1341
1342 *(op->below ? &op->below->above : &ms.bot) = op;
1260 } 1343 }
1261 else 1344 else
1262 { 1345 {
1346 object *floor = 0;
1347 object *top = ms.top;
1348
1263 /* If there are other objects, then */ 1349 /* If there are other objects, then */
1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1350 if (top)
1265 { 1351 {
1266 object *last = 0;
1267
1268 /* 1352 /*
1269 * If there are multiple objects on this space, we do some trickier handling. 1353 * If there are multiple objects on this space, we do some trickier handling.
1270 * We've already dealt with merging if appropriate. 1354 * We've already dealt with merging if appropriate.
1271 * Generally, we want to put the new object on top. But if 1355 * Generally, we want to put the new object on top. But if
1272 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1356 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1275 * once we get to them. This reduces the need to traverse over all of 1359 * once we get to them. This reduces the need to traverse over all of
1276 * them when adding another one - this saves quite a bit of cpu time 1360 * them when adding another one - this saves quite a bit of cpu time
1277 * when lots of spells are cast in one area. Currently, it is presumed 1361 * when lots of spells are cast in one area. Currently, it is presumed
1278 * that flying non pickable objects are spell objects. 1362 * that flying non pickable objects are spell objects.
1279 */ 1363 */
1280 while (top) 1364 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1281 { 1365 {
1282 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1366 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1283 floor = top; 1367 floor = tmp;
1284 1368
1285 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1369 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1286 { 1370 {
1287 /* We insert above top, so we want this object below this */ 1371 /* We insert above top, so we want this object below this */
1288 top = top->below; 1372 top = tmp->below;
1289 break; 1373 break;
1290 } 1374 }
1291 1375
1292 last = top;
1293 top = top->above; 1376 top = tmp;
1294 } 1377 }
1295
1296 /* Don't want top to be NULL, so set it to the last valid object */
1297 top = last;
1298 1378
1299 /* We let update_position deal with figuring out what the space 1379 /* We let update_position deal with figuring out what the space
1300 * looks like instead of lots of conditions here. 1380 * looks like instead of lots of conditions here.
1301 * makes things faster, and effectively the same result. 1381 * makes things faster, and effectively the same result.
1302 */ 1382 */
1303 1383
1304 /* Have object 'fall below' other objects that block view. 1384 /* Have object 'fall below' other objects that block view.
1305 * Unless those objects are exits, type 66 1385 * Unless those objects are exits.
1306 * If INS_ON_TOP is used, don't do this processing 1386 * If INS_ON_TOP is used, don't do this processing
1307 * Need to find the object that in fact blocks view, otherwise 1387 * Need to find the object that in fact blocks view, otherwise
1308 * stacking is a bit odd. 1388 * stacking is a bit odd.
1309 */ 1389 */
1310 if (!(flag & INS_ON_TOP) && 1390 if (!(flag & INS_ON_TOP)
1311 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1391 && ms.flags () & P_BLOCKSVIEW
1392 && (op->face && !faces [op->face].visibility))
1312 { 1393 {
1394 object *last;
1395
1313 for (last = top; last != floor; last = last->below) 1396 for (last = top; last != floor; last = last->below)
1314 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1397 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1315 break; 1398 break;
1399
1316 /* Check to see if we found the object that blocks view, 1400 /* Check to see if we found the object that blocks view,
1317 * and make sure we have a below pointer for it so that 1401 * and make sure we have a below pointer for it so that
1318 * we can get inserted below this one, which requires we 1402 * we can get inserted below this one, which requires we
1319 * set top to the object below us. 1403 * set top to the object below us.
1320 */ 1404 */
1321 if (last && last->below && last != floor) 1405 if (last && last->below && last != floor)
1322 top = last->below; 1406 top = last->below;
1323 } 1407 }
1324 } /* If objects on this space */ 1408 } /* If objects on this space */
1325 1409
1326 if (flag & INS_MAP_LOAD)
1327 top = GET_MAP_TOP (op->map, op->x, op->y);
1328
1329 if (flag & INS_ABOVE_FLOOR_ONLY) 1410 if (flag & INS_ABOVE_FLOOR_ONLY)
1330 top = floor; 1411 top = floor;
1331 1412
1332 /* Top is the object that our object (op) is going to get inserted above. 1413 // insert object above top, or bottom-most if top = 0
1333 */
1334
1335 /* First object on this space */
1336 if (!top) 1414 if (!top)
1337 { 1415 {
1338 op->above = GET_MAP_OB (op->map, op->x, op->y);
1339
1340 if (op->above)
1341 op->above->below = op;
1342
1343 op->below = 0; 1416 op->below = 0;
1417 op->above = ms.bot;
1344 op->ms ().bot = op; 1418 ms.bot = op;
1419
1420 *(op->above ? &op->above->below : &ms.top) = op;
1345 } 1421 }
1346 else 1422 else
1347 { /* get inserted into the stack above top */ 1423 {
1348 op->above = top->above; 1424 op->above = top->above;
1349
1350 if (op->above)
1351 op->above->below = op; 1425 top->above = op;
1352 1426
1353 op->below = top; 1427 op->below = top;
1354 top->above = op; 1428 *(op->above ? &op->above->below : &ms.top) = op;
1355 } 1429 }
1430 }
1356 1431
1357 if (!op->above) 1432 if (op->is_player ())
1358 op->ms ().top = op;
1359 } /* else not INS_BELOW_ORIGINATOR */
1360
1361 if (op->type == PLAYER)
1362 { 1433 {
1363 op->contr->do_los = 1; 1434 op->contr->do_los = 1;
1364 ++op->map->players; 1435 ++op->map->players;
1365 op->map->last_access = runtime; 1436 op->map->touch ();
1366 } 1437 }
1367 1438
1368 /* If we have a floor, we know the player, if any, will be above 1439 op->map->dirty = true;
1369 * it, so save a few ticks and start from there. 1440
1370 */
1371 if (!(flag & INS_MAP_LOAD))
1372 if (object *pl = op->ms ().player ()) 1441 if (object *pl = ms.player ())
1442 //TODO: the floorbox prev/next might need updating
1443 //esrv_send_item (pl, op);
1444 //TODO: update floorbox to preserve ordering
1373 if (pl->contr->ns) 1445 if (pl->contr->ns)
1374 pl->contr->ns->floorbox_update (); 1446 pl->contr->ns->floorbox_update ();
1375 1447
1376 /* If this object glows, it may affect lighting conditions that are 1448 /* If this object glows, it may affect lighting conditions that are
1377 * visible to others on this map. But update_all_los is really 1449 * visible to others on this map. But update_all_los is really
1378 * an inefficient way to do this, as it means los for all players 1450 * an inefficient way to do this, as it means los for all players
1379 * on the map will get recalculated. The players could very well 1451 * on the map will get recalculated. The players could very well
1380 * be far away from this change and not affected in any way - 1452 * be far away from this change and not affected in any way -
1381 * this should get redone to only look for players within range, 1453 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area 1454 * or just updating the P_UPTODATE for spaces within this area
1383 * of effect may be sufficient. 1455 * of effect may be sufficient.
1384 */ 1456 */
1385 if (op->map->darkness && (op->glow_radius != 0)) 1457 if (op->affects_los ())
1458 {
1459 op->ms ().invalidate ();
1386 update_all_los (op->map, op->x, op->y); 1460 update_all_los (op->map, op->x, op->y);
1461 }
1387 1462
1388 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1463 /* updates flags (blocked, alive, no magic, etc) for this map space */
1389 update_object (op, UP_OBJ_INSERT); 1464 update_object (op, UP_OBJ_INSERT);
1390 1465
1391 INVOKE_OBJECT (INSERT, op); 1466 INVOKE_OBJECT (INSERT, op);
1398 * blocked() and wall() work properly), and these flags are updated by 1473 * blocked() and wall() work properly), and these flags are updated by
1399 * update_object(). 1474 * update_object().
1400 */ 1475 */
1401 1476
1402 /* if this is not the head or flag has been passed, don't check walk on status */ 1477 /* if this is not the head or flag has been passed, don't check walk on status */
1403 if (!(flag & INS_NO_WALK_ON) && !op->head) 1478 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1404 { 1479 {
1405 if (check_move_on (op, originator)) 1480 if (check_move_on (op, originator))
1406 return 0; 1481 return 0;
1407 1482
1408 /* If we are a multi part object, lets work our way through the check 1483 /* If we are a multi part object, lets work our way through the check
1409 * walk on's. 1484 * walk on's.
1410 */ 1485 */
1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1486 for (object *tmp = op->more; tmp; tmp = tmp->more)
1412 if (check_move_on (tmp, originator)) 1487 if (check_move_on (tmp, originator))
1413 return 0; 1488 return 0;
1414 } 1489 }
1415 1490
1416 return op; 1491 return op;
1421 * op is the object to insert it under: supplies x and the map. 1496 * op is the object to insert it under: supplies x and the map.
1422 */ 1497 */
1423void 1498void
1424replace_insert_ob_in_map (const char *arch_string, object *op) 1499replace_insert_ob_in_map (const char *arch_string, object *op)
1425{ 1500{
1426 object *tmp, *tmp1;
1427
1428 /* first search for itself and remove any old instances */ 1501 /* first search for itself and remove any old instances */
1429 1502
1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1432 tmp->destroy (); 1505 tmp->destroy ();
1433 1506
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1507 object *tmp = arch_to_object (archetype::find (arch_string));
1435 1508
1436 tmp1->x = op->x; 1509 tmp->x = op->x;
1437 tmp1->y = op->y; 1510 tmp->y = op->y;
1511
1438 insert_ob_in_map (tmp1, op->map, op, 0); 1512 insert_ob_in_map (tmp, op->map, op, 0);
1439} 1513}
1440 1514
1441object * 1515object *
1442object::insert_at (object *where, object *originator, int flags) 1516object::insert_at (object *where, object *originator, int flags)
1443{ 1517{
1518 if (where->env)
1519 return where->env->insert (this);
1520 else
1444 where->map->insert (this, where->x, where->y, originator, flags); 1521 return where->map->insert (this, where->x, where->y, originator, flags);
1445} 1522}
1446 1523
1447/* 1524/*
1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1449 * is returned contains nr objects, and the remaining parts contains
1450 * the rest (or is removed and freed if that number is 0).
1451 * On failure, NULL is returned, and the reason put into the
1452 * global static errmsg array.
1453 */
1454object *
1455get_split_ob (object *orig_ob, uint32 nr)
1456{
1457 object *newob;
1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1459
1460 if (orig_ob->nrof < nr)
1461 {
1462 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1463 return NULL;
1464 }
1465
1466 newob = object_create_clone (orig_ob);
1467
1468 if ((orig_ob->nrof -= nr) < 1)
1469 orig_ob->destroy (1);
1470 else if (!is_removed)
1471 {
1472 if (orig_ob->env != NULL)
1473 sub_weight (orig_ob->env, orig_ob->weight * nr);
1474 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1475 {
1476 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1477 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1478 return NULL;
1479 }
1480 }
1481
1482 newob->nrof = nr;
1483
1484 return newob;
1485}
1486
1487/*
1488 * decrease_ob_nr(object, number) decreases a specified number from 1525 * decrease(object, number) decreases a specified number from
1489 * the amount of an object. If the amount reaches 0, the object 1526 * the amount of an object. If the amount reaches 0, the object
1490 * is subsequently removed and freed. 1527 * is subsequently removed and freed.
1491 * 1528 *
1492 * Return value: 'op' if something is left, NULL if the amount reached 0 1529 * Return value: 'op' if something is left, NULL if the amount reached 0
1493 */ 1530 */
1531bool
1532object::decrease (sint32 nr)
1533{
1534 if (!nr)
1535 return true;
1494 1536
1537 nr = min (nr, nrof);
1538
1539 if (nrof > nr)
1540 {
1541 nrof -= nr;
1542 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1543
1544 if (object *pl = visible_to ())
1545 esrv_update_item (UPD_NROF, pl, this);
1546
1547 return true;
1548 }
1549 else
1550 {
1551 destroy ();
1552 return false;
1553 }
1554}
1555
1556/*
1557 * split(ob,nr) splits up ob into two parts. The part which
1558 * is returned contains nr objects, and the remaining parts contains
1559 * the rest (or is removed and returned if that number is 0).
1560 * On failure, NULL is returned.
1561 */
1495object * 1562object *
1496decrease_ob_nr (object *op, uint32 i) 1563object::split (sint32 nr)
1497{ 1564{
1498 object *tmp; 1565 int have = number_of ();
1499 1566
1500 if (i == 0) /* objects with op->nrof require this check */ 1567 if (have < nr)
1501 return op; 1568 return 0;
1502 1569 else if (have == nr)
1503 if (i > op->nrof)
1504 i = op->nrof;
1505
1506 if (QUERY_FLAG (op, FLAG_REMOVED))
1507 op->nrof -= i;
1508 else if (op->env)
1509 { 1570 {
1510 /* is this object in the players inventory, or sub container
1511 * therein?
1512 */
1513 tmp = op->in_player ();
1514 /* nope. Is this a container the player has opened?
1515 * If so, set tmp to that player.
1516 * IMO, searching through all the players will mostly
1517 * likely be quicker than following op->env to the map,
1518 * and then searching the map for a player.
1519 */
1520 if (!tmp)
1521 for_all_players (pl)
1522 if (pl->ob->container == op->env)
1523 {
1524 tmp = pl->ob;
1525 break;
1526 }
1527
1528 if (i < op->nrof)
1529 {
1530 sub_weight (op->env, op->weight * i);
1531 op->nrof -= i;
1532 if (tmp)
1533 esrv_send_item (tmp, op);
1534 }
1535 else
1536 {
1537 op->remove (); 1571 remove ();
1538 op->nrof = 0; 1572 return this;
1539 if (tmp)
1540 esrv_del_item (tmp->contr, op->count);
1541 }
1542 } 1573 }
1543 else 1574 else
1544 { 1575 {
1545 object *above = op->above; 1576 decrease (nr);
1546 1577
1547 if (i < op->nrof) 1578 object *op = deep_clone ();
1548 op->nrof -= i; 1579 op->nrof = nr;
1549 else
1550 {
1551 op->remove ();
1552 op->nrof = 0;
1553 }
1554
1555 /* Since we just removed op, op->above is null */
1556 for (tmp = above; tmp; tmp = tmp->above)
1557 if (tmp->type == PLAYER)
1558 {
1559 if (op->nrof)
1560 esrv_send_item (tmp, op);
1561 else
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 }
1565
1566 if (op->nrof)
1567 return op; 1580 return op;
1568 else
1569 {
1570 op->destroy ();
1571 return 0;
1572 }
1573}
1574
1575/*
1576 * add_weight(object, weight) adds the specified weight to an object,
1577 * and also updates how much the environment(s) is/are carrying.
1578 */
1579
1580void
1581add_weight (object *op, signed long weight)
1582{
1583 while (op != NULL)
1584 {
1585 if (op->type == CONTAINER)
1586 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1587
1588 op->carrying += weight;
1589 op = op->env;
1590 } 1581 }
1591} 1582}
1592 1583
1593object * 1584object *
1594insert_ob_in_ob (object *op, object *where) 1585insert_ob_in_ob (object *op, object *where)
1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1590 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600 free (dump); 1591 free (dump);
1601 return op; 1592 return op;
1602 } 1593 }
1603 1594
1604 if (where->head) 1595 if (where->head_ () != where)
1605 { 1596 {
1606 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1597 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 where = where->head; 1598 where = where->head;
1608 } 1599 }
1609 1600
1610 return where->insert (op); 1601 return where->insert (op);
1611} 1602}
1616 * inside the object environment. 1607 * inside the object environment.
1617 * 1608 *
1618 * The function returns now pointer to inserted item, and return value can 1609 * The function returns now pointer to inserted item, and return value can
1619 * be != op, if items are merged. -Tero 1610 * be != op, if items are merged. -Tero
1620 */ 1611 */
1621
1622object * 1612object *
1623object::insert (object *op) 1613object::insert (object *op)
1624{ 1614{
1625 object *tmp, *otmp;
1626
1627 if (!QUERY_FLAG (op, FLAG_REMOVED))
1628 op->remove ();
1629
1630 if (op->more) 1615 if (op->more)
1631 { 1616 {
1632 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1617 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1633 return op; 1618 return op;
1634 } 1619 }
1635 1620
1636 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1621 op->remove ();
1637 CLEAR_FLAG (op, FLAG_REMOVED); 1622
1623 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1624
1638 if (op->nrof) 1625 if (op->nrof)
1639 {
1640 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1626 for (object *tmp = inv; tmp; tmp = tmp->below)
1641 if (object::can_merge (tmp, op)) 1627 if (object::can_merge (tmp, op))
1642 { 1628 {
1643 /* return the original object and remove inserted object 1629 /* return the original object and remove inserted object
1644 (client needs the original object) */ 1630 (client needs the original object) */
1645 tmp->nrof += op->nrof; 1631 tmp->nrof += op->nrof;
1646 /* Weight handling gets pretty funky. Since we are adding to 1632
1647 * tmp->nrof, we need to increase the weight. 1633 if (object *pl = tmp->visible_to ())
1648 */ 1634 esrv_update_item (UPD_NROF, pl, tmp);
1635
1649 add_weight (this, op->weight * op->nrof); 1636 adjust_weight (this, op->total_weight ());
1650 SET_FLAG (op, FLAG_REMOVED); 1637
1651 op->destroy (); /* free the inserted object */ 1638 op->destroy ();
1652 op = tmp; 1639 op = tmp;
1653 op->remove (); /* and fix old object's links */ 1640 goto inserted;
1654 CLEAR_FLAG (op, FLAG_REMOVED);
1655 break;
1656 } 1641 }
1657 1642
1658 /* I assume combined objects have no inventory 1643 op->owner = 0; // it's his/hers now. period.
1659 * We add the weight - this object could have just been removed
1660 * (if it was possible to merge). calling remove_ob will subtract
1661 * the weight, so we need to add it in again, since we actually do
1662 * the linking below
1663 */
1664 add_weight (this, op->weight * op->nrof);
1665 }
1666 else
1667 add_weight (this, (op->weight + op->carrying));
1668
1669 otmp = this->in_player ();
1670 if (otmp && otmp->contr)
1671 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1672 otmp->update_stats ();
1673
1674 op->map = 0; 1644 op->map = 0;
1675 op->env = this; 1645 op->x = 0;
1646 op->y = 0;
1647
1676 op->above = 0; 1648 op->above = 0;
1677 op->below = 0; 1649 op->below = inv;
1678 op->x = 0, op->y = 0; 1650 op->env = this;
1679 1651
1652 if (inv)
1653 inv->above = op;
1654
1655 inv = op;
1656
1657 op->flag [FLAG_REMOVED] = 0;
1658
1659 if (object *pl = op->visible_to ())
1660 esrv_send_item (pl, op);
1661
1662 adjust_weight (this, op->total_weight ());
1663
1664inserted:
1680 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1681 if ((op->glow_radius != 0) && map) 1666 if (op->glow_radius && is_on_map ())
1682 { 1667 {
1683#ifdef DEBUG_LIGHTS 1668 update_stats ();
1684 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1685#endif /* DEBUG_LIGHTS */
1686 if (map->darkness)
1687 update_all_los (map, x, y); 1669 update_all_los (map, x, y);
1688 }
1689
1690 /* Client has no idea of ordering so lets not bother ordering it here.
1691 * It sure simplifies this function...
1692 */
1693 if (!inv)
1694 inv = op;
1695 else
1696 { 1670 }
1697 op->below = inv; 1671 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1698 op->below->above = op; 1672 // if this is a player's inventory, update stats
1699 inv = op; 1673 update_stats ();
1700 }
1701 1674
1702 INVOKE_OBJECT (INSERT, this); 1675 INVOKE_OBJECT (INSERT, this);
1703 1676
1704 return op; 1677 return op;
1705} 1678}
1758 1731
1759 /* The objects have to be checked from top to bottom. 1732 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1733 * Hence, we first go to the top:
1761 */ 1734 */
1762 1735
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1736 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1764 { 1737 {
1765 /* Trim the search when we find the first other spell effect 1738 /* Trim the search when we find the first other spell effect
1766 * this helps performance so that if a space has 50 spell objects, 1739 * this helps performance so that if a space has 50 spell objects,
1767 * we don't need to check all of them. 1740 * we don't need to check all of them.
1768 */ 1741 */
1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1759 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1787 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1760 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788 { 1761 {
1789 1762
1790 float 1763 float
1791 diff = tmp->move_slow_penalty * FABS (op->speed); 1764 diff = tmp->move_slow_penalty * fabs (op->speed);
1792 1765
1793 if (op->type == PLAYER) 1766 if (op->is_player ())
1794 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1767 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1795 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1768 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1796 diff /= 4.0; 1769 diff /= 4.0;
1797 1770
1798 op->speed_left -= diff; 1771 op->speed_left -= diff;
1826 * The first matching object is returned, or NULL if none. 1799 * The first matching object is returned, or NULL if none.
1827 */ 1800 */
1828object * 1801object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1802present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1803{
1831 if (m == NULL || out_of_map (m, x, y)) 1804 if (!m || out_of_map (m, x, y))
1832 { 1805 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1806 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1807 return NULL;
1835 } 1808 }
1836 1809
1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1810 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 if (tmp->arch == at) 1811 if (tmp->arch->archname == at->archname)
1839 return tmp; 1812 return tmp;
1840 1813
1841 return NULL; 1814 return NULL;
1842} 1815}
1843 1816
1853 { 1826 {
1854 LOG (llevError, "Present called outside map.\n"); 1827 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1828 return NULL;
1856 } 1829 }
1857 1830
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1831 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->type == type) 1832 if (tmp->type == type)
1860 return tmp; 1833 return tmp;
1861 1834
1862 return NULL; 1835 return NULL;
1863} 1836}
1907 * The first matching object is returned, or NULL if none. 1880 * The first matching object is returned, or NULL if none.
1908 */ 1881 */
1909object * 1882object *
1910present_arch_in_ob (const archetype *at, const object *op) 1883present_arch_in_ob (const archetype *at, const object *op)
1911{ 1884{
1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1913 if (tmp->arch == at) 1886 if (tmp->arch->archname == at->archname)
1914 return tmp; 1887 return tmp;
1915 1888
1916 return NULL; 1889 return NULL;
1917} 1890}
1918 1891
1920 * activate recursively a flag on an object inventory 1893 * activate recursively a flag on an object inventory
1921 */ 1894 */
1922void 1895void
1923flag_inv (object *op, int flag) 1896flag_inv (object *op, int flag)
1924{ 1897{
1925 if (op->inv)
1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1898 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1927 { 1899 {
1928 SET_FLAG (tmp, flag); 1900 SET_FLAG (tmp, flag);
1929 flag_inv (tmp, flag); 1901 flag_inv (tmp, flag);
1930 } 1902 }
1931} 1903}
1932 1904
1933/* 1905/*
1934 * deactivate recursively a flag on an object inventory 1906 * deactivate recursively a flag on an object inventory
1935 */ 1907 */
1936void 1908void
1937unflag_inv (object *op, int flag) 1909unflag_inv (object *op, int flag)
1938{ 1910{
1939 if (op->inv)
1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1941 { 1912 {
1942 CLEAR_FLAG (tmp, flag); 1913 CLEAR_FLAG (tmp, flag);
1943 unflag_inv (tmp, flag); 1914 unflag_inv (tmp, flag);
1944 } 1915 }
1945}
1946
1947/*
1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1949 * all it's inventory (recursively).
1950 * If checksums are used, a player will get set_cheat called for
1951 * him/her-self and all object carried by a call to this function.
1952 */
1953void
1954set_cheat (object *op)
1955{
1956 SET_FLAG (op, FLAG_WAS_WIZ);
1957 flag_inv (op, FLAG_WAS_WIZ);
1958} 1916}
1959 1917
1960/* 1918/*
1961 * find_free_spot(object, map, x, y, start, stop) will search for 1919 * find_free_spot(object, map, x, y, start, stop) will search for
1962 * a spot at the given map and coordinates which will be able to contain 1920 * a spot at the given map and coordinates which will be able to contain
1964 * to search (see the freearr_x/y[] definition). 1922 * to search (see the freearr_x/y[] definition).
1965 * It returns a random choice among the alternatives found. 1923 * It returns a random choice among the alternatives found.
1966 * start and stop are where to start relative to the free_arr array (1,9 1924 * start and stop are where to start relative to the free_arr array (1,9
1967 * does all 4 immediate directions). This returns the index into the 1925 * does all 4 immediate directions). This returns the index into the
1968 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1926 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1969 * Note - this only checks to see if there is space for the head of the
1970 * object - if it is a multispace object, this should be called for all
1971 * pieces.
1972 * Note2: This function does correctly handle tiled maps, but does not 1927 * Note: This function does correctly handle tiled maps, but does not
1973 * inform the caller. However, insert_ob_in_map will update as 1928 * inform the caller. However, insert_ob_in_map will update as
1974 * necessary, so the caller shouldn't need to do any special work. 1929 * necessary, so the caller shouldn't need to do any special work.
1975 * Note - updated to take an object instead of archetype - this is necessary 1930 * Note - updated to take an object instead of archetype - this is necessary
1976 * because arch_blocked (now ob_blocked) needs to know the movement type 1931 * because arch_blocked (now ob_blocked) needs to know the movement type
1977 * to know if the space in question will block the object. We can't use 1932 * to know if the space in question will block the object. We can't use
1979 * customized, changed states, etc. 1934 * customized, changed states, etc.
1980 */ 1935 */
1981int 1936int
1982find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1937find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1983{ 1938{
1939 int altern[SIZEOFFREE];
1984 int index = 0, flag; 1940 int index = 0, flag;
1985 int altern[SIZEOFFREE];
1986 1941
1987 for (int i = start; i < stop; i++) 1942 for (int i = start; i < stop; i++)
1988 { 1943 {
1989 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1944 mapxy pos (m, x, y); pos.move (i);
1990 if (!flag) 1945
1946 if (!pos.normalise ())
1947 continue;
1948
1949 mapspace &ms = *pos;
1950
1951 if (ms.flags () & P_IS_ALIVE)
1952 continue;
1953
1954 /* However, often
1955 * ob doesn't have any move type (when used to place exits)
1956 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1957 */
1958 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1959 {
1991 altern [index++] = i; 1960 altern [index++] = i;
1961 continue;
1962 }
1992 1963
1993 /* Basically, if we find a wall on a space, we cut down the search size. 1964 /* Basically, if we find a wall on a space, we cut down the search size.
1994 * In this way, we won't return spaces that are on another side of a wall. 1965 * In this way, we won't return spaces that are on another side of a wall.
1995 * This mostly work, but it cuts down the search size in all directions - 1966 * This mostly work, but it cuts down the search size in all directions -
1996 * if the space being examined only has a wall to the north and empty 1967 * if the space being examined only has a wall to the north and empty
1997 * spaces in all the other directions, this will reduce the search space 1968 * spaces in all the other directions, this will reduce the search space
1998 * to only the spaces immediately surrounding the target area, and 1969 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 1970 * won't look 2 spaces south of the target space.
2000 */ 1971 */
2001 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1972 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1973 {
2002 stop = maxfree[i]; 1974 stop = maxfree[i];
1975 continue;
1976 }
1977
1978 /* Note it is intentional that we check ob - the movement type of the
1979 * head of the object should correspond for the entire object.
1980 */
1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1982 continue;
1983
1984 if (ob->blocked (pos.m, pos.x, pos.y))
1985 continue;
1986
1987 altern [index++] = i;
2003 } 1988 }
2004 1989
2005 if (!index) 1990 if (!index)
2006 return -1; 1991 return -1;
2007 1992
2008 return altern[RANDOM () % index]; 1993 return altern [rndm (index)];
2009} 1994}
2010 1995
2011/* 1996/*
2012 * find_first_free_spot(archetype, maptile, x, y) works like 1997 * find_first_free_spot(archetype, maptile, x, y) works like
2013 * find_free_spot(), but it will search max number of squares. 1998 * find_free_spot(), but it will search max number of squares.
2016 */ 2001 */
2017int 2002int
2018find_first_free_spot (const object *ob, maptile *m, int x, int y) 2003find_first_free_spot (const object *ob, maptile *m, int x, int y)
2019{ 2004{
2020 for (int i = 0; i < SIZEOFFREE; i++) 2005 for (int i = 0; i < SIZEOFFREE; i++)
2021 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2006 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2022 return i; 2007 return i;
2023 2008
2024 return -1; 2009 return -1;
2025} 2010}
2026 2011
2034{ 2019{
2035 arr += begin; 2020 arr += begin;
2036 end -= begin; 2021 end -= begin;
2037 2022
2038 while (--end) 2023 while (--end)
2039 swap (arr [end], arr [RANDOM () % (end + 1)]); 2024 swap (arr [end], arr [rndm (end + 1)]);
2040} 2025}
2041 2026
2042/* new function to make monster searching more efficient, and effective! 2027/* new function to make monster searching more efficient, and effective!
2043 * This basically returns a randomized array (in the passed pointer) of 2028 * This basically returns a randomized array (in the passed pointer) of
2044 * the spaces to find monsters. In this way, it won't always look for 2029 * the spaces to find monsters. In this way, it won't always look for
2072 * there is capable of. 2057 * there is capable of.
2073 */ 2058 */
2074int 2059int
2075find_dir (maptile *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2076{ 2061{
2077 int i, max = SIZEOFFREE, mflags; 2062 int max = SIZEOFFREE, mflags;
2078
2079 sint16 nx, ny;
2080 object *tmp;
2081 maptile *mp;
2082
2083 MoveType blocked, move_type; 2063 MoveType move_type;
2084 2064
2085 if (exclude && exclude->head) 2065 if (exclude && exclude->head_ () != exclude)
2086 { 2066 {
2087 exclude = exclude->head; 2067 exclude = exclude->head;
2088 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2089 } 2069 }
2090 else 2070 else
2091 { 2071 {
2092 /* If we don't have anything, presume it can use all movement types. */ 2072 /* If we don't have anything, presume it can use all movement types. */
2093 move_type = MOVE_ALL; 2073 move_type = MOVE_ALL;
2094 } 2074 }
2095 2075
2096 for (i = 1; i < max; i++) 2076 for (int i = 1; i < max; i++)
2097 { 2077 {
2098 mp = m; 2078 mapxy pos (m, x, y);
2099 nx = x + freearr_x[i]; 2079 pos.move (i);
2100 ny = y + freearr_y[i];
2101 2080
2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2081 if (!pos.normalise ())
2103
2104 if (mflags & P_OUT_OF_MAP)
2105 max = maxfree[i]; 2082 max = maxfree[i];
2106 else 2083 else
2107 { 2084 {
2108 mapspace &ms = mp->at (nx, ny); 2085 mapspace &ms = *pos;
2109 2086
2110 blocked = ms.move_block;
2111
2112 if ((move_type & blocked) == move_type) 2087 if ((move_type & ms.move_block) == move_type)
2113 max = maxfree[i]; 2088 max = maxfree [i];
2114 else if (mflags & P_IS_ALIVE) 2089 else if (ms.flags () & P_IS_ALIVE)
2115 { 2090 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above) 2091 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2092 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2118 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2093 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2119 break;
2120
2121 if (tmp)
2122 return freedir[i]; 2094 return freedir [i];
2123 } 2095 }
2124 } 2096 }
2125 } 2097 }
2126 2098
2127 return 0; 2099 return 0;
2178 2150
2179 return 3; 2151 return 3;
2180} 2152}
2181 2153
2182/* 2154/*
2183 * absdir(int): Returns a number between 1 and 8, which represent
2184 * the "absolute" direction of a number (it actually takes care of
2185 * "overflow" in previous calculations of a direction).
2186 */
2187
2188int
2189absdir (int d)
2190{
2191 while (d < 1)
2192 d += 8;
2193
2194 while (d > 8)
2195 d -= 8;
2196
2197 return d;
2198}
2199
2200/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2155 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2156 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2157 */
2204
2205int 2158int
2206dirdiff (int dir1, int dir2) 2159dirdiff (int dir1, int dir2)
2207{ 2160{
2208 int d; 2161 int d;
2209 2162
2322 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2275 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2323 * core dumps if they do. 2276 * core dumps if they do.
2324 * 2277 *
2325 * Add a check so we can't pick up invisible objects (0.93.8) 2278 * Add a check so we can't pick up invisible objects (0.93.8)
2326 */ 2279 */
2327
2328int 2280int
2329can_pick (const object *who, const object *item) 2281can_pick (const object *who, const object *item)
2330{ 2282{
2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2333 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2285 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2334} 2286}
2335 2287
2336/* 2288/*
2337 * create clone from object to another 2289 * create clone from object to another
2338 */ 2290 */
2339object * 2291object *
2340object_create_clone (object *asrc) 2292object::deep_clone ()
2341{ 2293{
2342 object *dst = 0, *tmp, *src, *part, *prev, *item; 2294 assert (("deep_clone called on non-head object", is_head ()));
2343 2295
2344 if (!asrc) 2296 object *dst = clone ();
2345 return 0;
2346 2297
2347 src = asrc; 2298 object *prev = dst;
2348 if (src->head)
2349 src = src->head;
2350
2351 prev = 0;
2352 for (part = src; part; part = part->more) 2299 for (object *part = this->more; part; part = part->more)
2353 { 2300 {
2354 tmp = part->clone (); 2301 object *tmp = part->clone ();
2355 tmp->x -= src->x;
2356 tmp->y -= src->y;
2357
2358 if (!part->head)
2359 {
2360 dst = tmp;
2361 tmp->head = 0;
2362 }
2363 else
2364 tmp->head = dst; 2302 tmp->head = dst;
2365
2366 tmp->more = 0;
2367
2368 if (prev)
2369 prev->more = tmp; 2303 prev->more = tmp;
2370
2371 prev = tmp; 2304 prev = tmp;
2372 } 2305 }
2373 2306
2374 for (item = src->inv; item; item = item->below) 2307 for (object *item = inv; item; item = item->below)
2375 insert_ob_in_ob (object_create_clone (item), dst); 2308 insert_ob_in_ob (item->deep_clone (), dst);
2376 2309
2377 return dst; 2310 return dst;
2378}
2379
2380/* GROS - Creates an object using a string representing its content. */
2381/* Basically, we save the content of the string to a temp file, then call */
2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2383/* but it was simple to make and allows reusing the load_object function. */
2384/* Remember not to use load_object_str in a time-critical situation. */
2385/* Also remember that multiparts objects are not supported for now. */
2386object *
2387load_object_str (const char *obstr)
2388{
2389 object *op;
2390 char filename[MAX_BUF];
2391
2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2393
2394 FILE *tempfile = fopen (filename, "w");
2395
2396 if (tempfile == NULL)
2397 {
2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2399 return NULL;
2400 }
2401
2402 fprintf (tempfile, obstr);
2403 fclose (tempfile);
2404
2405 op = object::create ();
2406
2407 object_thawer thawer (filename);
2408
2409 if (thawer)
2410 load_object (thawer, op, 0);
2411
2412 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2413 CLEAR_FLAG (op, FLAG_REMOVED);
2414
2415 return op;
2416} 2311}
2417 2312
2418/* This returns the first object in who's inventory that 2313/* This returns the first object in who's inventory that
2419 * has the same type and subtype match. 2314 * has the same type and subtype match.
2420 * returns NULL if no match. 2315 * returns NULL if no match.
2427 return tmp; 2322 return tmp;
2428 2323
2429 return 0; 2324 return 0;
2430} 2325}
2431 2326
2432/* If ob has a field named key, return the link from the list, 2327shstr_tmp
2433 * otherwise return NULL. 2328object::kv_get (shstr_tmp key) const
2434 *
2435 * key must be a passed in shared string - otherwise, this won't
2436 * do the desired thing.
2437 */
2438key_value *
2439get_ob_key_link (const object *ob, const char *key)
2440{ 2329{
2441 for (key_value *link = ob->key_values; link; link = link->next) 2330 for (key_value *kv = key_values; kv; kv = kv->next)
2442 if (link->key == key) 2331 if (kv->key == key)
2443 return link;
2444
2445 return 0;
2446}
2447
2448/*
2449 * Returns the value of op has an extra_field for key, or NULL.
2450 *
2451 * The argument doesn't need to be a shared string.
2452 *
2453 * The returned string is shared.
2454 */
2455const char *
2456get_ob_key_value (const object *op, const char *const key)
2457{
2458 key_value *link;
2459 shstr_cmp canonical_key (key);
2460
2461 if (!canonical_key)
2462 {
2463 /* 1. There being a field named key on any object
2464 * implies there'd be a shared string to find.
2465 * 2. Since there isn't, no object has this field.
2466 * 3. Therefore, *this* object doesn't have this field.
2467 */
2468 return 0;
2469 }
2470
2471 /* This is copied from get_ob_key_link() above -
2472 * only 4 lines, and saves the function call overhead.
2473 */
2474 for (link = op->key_values; link; link = link->next)
2475 if (link->key == canonical_key)
2476 return link->value; 2332 return kv->value;
2477 2333
2478 return 0; 2334 return shstr ();
2479} 2335}
2480 2336
2481 2337void
2482/* 2338object::kv_set (shstr_tmp key, shstr_tmp value)
2483 * Updates the canonical_key in op to value.
2484 *
2485 * canonical_key is a shared string (value doesn't have to be).
2486 *
2487 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2488 * keys.
2489 *
2490 * Returns TRUE on success.
2491 */
2492int
2493set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2494{ 2339{
2495 key_value *field = NULL, *last = NULL; 2340 for (key_value *kv = key_values; kv; kv = kv->next)
2496 2341 if (kv->key == key)
2497 for (field = op->key_values; field != NULL; field = field->next)
2498 {
2499 if (field->key != canonical_key)
2500 { 2342 {
2501 last = field; 2343 kv->value = value;
2502 continue; 2344 return;
2503 } 2345 }
2504 2346
2505 if (value) 2347 key_value *kv = new key_value;
2506 field->value = value; 2348
2507 else 2349 kv->next = key_values;
2350 kv->key = key;
2351 kv->value = value;
2352
2353 key_values = kv;
2354}
2355
2356void
2357object::kv_del (shstr_tmp key)
2358{
2359 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2360 if ((*kvp)->key == key)
2508 { 2361 {
2509 /* Basically, if the archetype has this key set, 2362 key_value *kv = *kvp;
2510 * we need to store the null value so when we save 2363 *kvp = (*kvp)->next;
2511 * it, we save the empty value so that when we load, 2364 delete kv;
2512 * we get this value back again. 2365 return;
2513 */
2514 if (get_ob_key_link (&op->arch->clone, canonical_key))
2515 field->value = 0;
2516 else
2517 {
2518 if (last)
2519 last->next = field->next;
2520 else
2521 op->key_values = field->next;
2522
2523 delete field;
2524 }
2525 } 2366 }
2526 return TRUE;
2527 }
2528 /* IF we get here, key doesn't exist */
2529
2530 /* No field, we'll have to add it. */
2531
2532 if (!add_key)
2533 return FALSE;
2534
2535 /* There isn't any good reason to store a null
2536 * value in the key/value list. If the archetype has
2537 * this key, then we should also have it, so shouldn't
2538 * be here. If user wants to store empty strings,
2539 * should pass in ""
2540 */
2541 if (value == NULL)
2542 return TRUE;
2543
2544 field = new key_value;
2545
2546 field->key = canonical_key;
2547 field->value = value;
2548 /* Usual prepend-addition. */
2549 field->next = op->key_values;
2550 op->key_values = field;
2551
2552 return TRUE;
2553}
2554
2555/*
2556 * Updates the key in op to value.
2557 *
2558 * If add_key is FALSE, this will only update existing keys,
2559 * and not add new ones.
2560 * In general, should be little reason FALSE is ever passed in for add_key
2561 *
2562 * Returns TRUE on success.
2563 */
2564int
2565set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2566{
2567 shstr key_ (key);
2568
2569 return set_ob_key_value_s (op, key_, value, add_key);
2570} 2367}
2571 2368
2572object::depth_iterator::depth_iterator (object *container) 2369object::depth_iterator::depth_iterator (object *container)
2573: iterator_base (container) 2370: iterator_base (container)
2574{ 2371{
2588 } 2385 }
2589 else 2386 else
2590 item = item->env; 2387 item = item->env;
2591} 2388}
2592 2389
2593
2594const char * 2390const char *
2595object::flag_desc (char *desc, int len) const 2391object::flag_desc (char *desc, int len) const
2596{ 2392{
2597 char *p = desc; 2393 char *p = desc;
2598 bool first = true; 2394 bool first = true;
2395
2396 *p = 0;
2599 2397
2600 for (int i = 0; i < NUM_FLAGS; i++) 2398 for (int i = 0; i < NUM_FLAGS; i++)
2601 { 2399 {
2602 if (len <= 10) // magic constant! 2400 if (len <= 10) // magic constant!
2603 { 2401 {
2604 snprintf (p, len, ",..."); 2402 snprintf (p, len, ",...");
2605 break; 2403 break;
2606 } 2404 }
2607 2405
2608 if (flag[i]) 2406 if (flag [i])
2609 { 2407 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); 2408 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt; 2409 len -= cnt;
2612 p += cnt; 2410 p += cnt;
2613 first = false; 2411 first = false;
2615 } 2413 }
2616 2414
2617 return desc; 2415 return desc;
2618} 2416}
2619 2417
2620// return a suitable string describing an objetc in enough detail to find it 2418// return a suitable string describing an object in enough detail to find it
2621const char * 2419const char *
2622object::debug_desc (char *info) const 2420object::debug_desc (char *info) const
2623{ 2421{
2624 char flagdesc[512]; 2422 char flagdesc[512];
2625 char info2[256 * 4]; 2423 char info2[256 * 4];
2626 char *p = info; 2424 char *p = info;
2627 2425
2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2426 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2629 count, uuid.seq, 2427 count,
2428 uuid.c_str (),
2630 &name, 2429 &name,
2631 title ? "\",title:" : "", 2430 title ? ",title:\"" : "",
2632 title ? (const char *)title : "", 2431 title ? (const char *)title : "",
2432 title ? "\"" : "",
2633 flag_desc (flagdesc, 512), type); 2433 flag_desc (flagdesc, 512), type);
2634 2434
2635 if (env) 2435 if (!flag[FLAG_REMOVED] && env)
2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2436 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2637 2437
2638 if (map) 2438 if (map)
2639 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2439 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2640 2440
2642} 2442}
2643 2443
2644const char * 2444const char *
2645object::debug_desc () const 2445object::debug_desc () const
2646{ 2446{
2647 static char info[256 * 3]; 2447 static char info[3][256 * 4];
2448 static int info_idx;
2449
2648 return debug_desc (info); 2450 return debug_desc (info [++info_idx % 3]);
2649} 2451}
2650 2452
2453struct region *
2454object::region () const
2455{
2456 return map ? map->region (x, y)
2457 : region::default_region ();
2458}
2459
2460const materialtype_t *
2461object::dominant_material () const
2462{
2463 if (materialtype_t *mt = name_to_material (materialname))
2464 return mt;
2465
2466 return name_to_material (shstr_unknown);
2467}
2468
2469void
2470object::open_container (object *new_container)
2471{
2472 if (container == new_container)
2473 return;
2474
2475 object *old_container = container;
2476
2477 if (old_container)
2478 {
2479 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2480 return;
2481
2482#if 0
2483 // remove the "Close old_container" object.
2484 if (object *closer = old_container->inv)
2485 if (closer->type == CLOSE_CON)
2486 closer->destroy ();
2487#endif
2488
2489 // make sure the container is available
2490 esrv_send_item (this, old_container);
2491
2492 old_container->flag [FLAG_APPLIED] = false;
2493 container = 0;
2494
2495 // client needs item update to make it work, client bug requires this to be separate
2496 esrv_update_item (UPD_FLAGS, this, old_container);
2497
2498 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2499 play_sound (sound_find ("chest_close"));
2500 }
2501
2502 if (new_container)
2503 {
2504 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2505 return;
2506
2507 // TODO: this does not seem to serve any purpose anymore?
2508#if 0
2509 // insert the "Close Container" object.
2510 if (archetype *closer = new_container->other_arch)
2511 {
2512 object *closer = arch_to_object (new_container->other_arch);
2513 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2514 new_container->insert (closer);
2515 }
2516#endif
2517
2518 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2519
2520 // make sure the container is available, client bug requires this to be separate
2521 esrv_send_item (this, new_container);
2522
2523 new_container->flag [FLAG_APPLIED] = true;
2524 container = new_container;
2525
2526 // client needs flag change
2527 esrv_update_item (UPD_FLAGS, this, new_container);
2528 esrv_send_inventory (this, new_container);
2529 play_sound (sound_find ("chest_open"));
2530 }
2531// else if (!old_container->env && contr && contr->ns)
2532// contr->ns->floorbox_reset ();
2533}
2534
2535object *
2536object::force_find (shstr_tmp name)
2537{
2538 /* cycle through his inventory to look for the MARK we want to
2539 * place
2540 */
2541 for (object *tmp = inv; tmp; tmp = tmp->below)
2542 if (tmp->type == FORCE && tmp->slaying == name)
2543 return splay (tmp);
2544
2545 return 0;
2546}
2547
2548object *
2549object::force_add (shstr_tmp name, int duration)
2550{
2551 if (object *force = force_find (name))
2552 force->destroy ();
2553
2554 object *force = get_archetype (FORCE_NAME);
2555
2556 force->slaying = name;
2557 force->stats.food = 1;
2558 force->speed_left = -1.f;
2559
2560 force->set_speed (duration ? 1.f / duration : 0.f);
2561 force->flag [FLAG_IS_USED_UP] = true;
2562 force->flag [FLAG_APPLIED] = true;
2563
2564 return insert (force);
2565}
2566
2567void
2568object::play_sound (faceidx sound)
2569{
2570 if (!sound)
2571 return;
2572
2573 if (flag [FLAG_REMOVED])
2574 return;
2575
2576 if (env)
2577 {
2578 if (object *pl = in_player ())
2579 pl->contr->play_sound (sound);
2580 }
2581 else
2582 map->play_sound (sound, x, y);
2583}
2584
2585void
2586object::make_noise ()
2587{
2588 // we do not model noise in the map, so instead put
2589 // a temporary light into the noise source
2590 // could use the map instead, but that's less reliable for our
2591 // goal, which is to make invisibility a bit harder to exploit
2592
2593 // currently only works sensibly for players
2594 if (!is_player ())
2595 return;
2596
2597 // find old force, or create new one
2598 object *force = force_find (shstr_noise_force);
2599
2600 if (force)
2601 force->speed_left = -1.f; // patch old speed up
2602 else
2603 {
2604 force = archetype::get (shstr_noise_force);
2605
2606 force->slaying = shstr_noise_force;
2607 force->stats.food = 1;
2608 force->speed_left = -1.f;
2609
2610 force->set_speed (1.f / 4.f);
2611 force->flag [FLAG_IS_USED_UP] = true;
2612 force->flag [FLAG_APPLIED] = true;
2613
2614 insert (force);
2615 }
2616}
2617

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