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Comparing deliantra/server/common/object.C (file contents):
Revision 1.208 by root, Mon Apr 21 06:16:01 2008 UTC vs.
Revision 1.298 by root, Sun Nov 8 00:01:33 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <funcpoint.h>
30#include <sproto.h> 30#include <sproto.h>
31#include <loader.h> 31#include <loader.h>
32 32
33#include <bitset> 33#include <bitset>
34 34
35UUID UUID::cur; 35UUID UUID::cur;
36static uint64_t seq_next_save; 36static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
38 39
39objectvec objects; 40objectvec objects;
40activevec actives; 41activevec actives;
42
43//+GPL
41 44
42short freearr_x[SIZEOFFREE] = { 45short freearr_x[SIZEOFFREE] = {
43 0, 46 0,
44 0, 1, 1, 1, 0, -1, -1, -1, 47 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, 48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 52 0,
50 -1, -1, 0, 1, 1, 1, 0, -1, 53 -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, 54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
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 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53}; 56};
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,
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
59};
60int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
61 0, 58 0,
62 1, 2, 3, 4, 5, 6, 7, 8, 59 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, 60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 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 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
62};
63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
65}; 69};
66 70
67static void 71static void
68write_uuid (uval64 skip, bool sync) 72write_uuid (uval64 skip, bool sync)
69{ 73{
140 144
141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 145/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
142static bool 146static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 147compare_ob_value_lists_one (const object *wants, const object *has)
144{ 148{
145 key_value *wants_field;
146
147 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 149 /* n-squared behaviour (see kv_get), but I'm hoping both
148 * objects with lists are rare, and lists stay short. If not, use a 150 * objects with lists are rare, and lists stay short. If not, use a
149 * different structure or at least keep the lists sorted... 151 * different structure or at least keep the lists sorted...
150 */ 152 */
151 153
152 /* For each field in wants, */ 154 /* For each field in wants, */
153 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 155 for (key_value *kv = wants->key_values; kv; kv = kv->next)
154 { 156 if (has->kv_get (kv->key) != kv->value)
155 key_value *has_field; 157 return false;
156
157 /* Look for a field in has with the same key. */
158 has_field = get_ob_key_link (has, wants_field->key);
159
160 if (!has_field)
161 return 0; /* No field with that name. */
162
163 /* Found the matching field. */
164 if (has_field->value != wants_field->value)
165 return 0; /* Values don't match, so this half of the comparison is false. */
166
167 /* If we get here, we found a match. Now for the next field in wants. */
168 }
169 158
170 /* If we get here, every field in wants has a matching field in has. */ 159 /* If we get here, every field in wants has a matching field in has. */
171 return 1; 160 return true;
172} 161}
173 162
174/* Returns TRUE if ob1 has the same key_values as ob2. */ 163/* Returns TRUE if ob1 has the same key_values as ob2. */
175static bool 164static bool
176compare_ob_value_lists (const object *ob1, const object *ob2) 165compare_ob_value_lists (const object *ob1, const object *ob2)
177{ 166{
178 /* However, there may be fields in has which aren't partnered in wants, 167 /* However, there may be fields in has which aren't partnered in wants,
179 * so we need to run the comparison *twice*. :( 168 * so we need to run the comparison *twice*. :(
180 */ 169 */
181 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 170 return compare_ob_value_lists_one (ob1, ob2)
171 && compare_ob_value_lists_one (ob2, ob1);
182} 172}
183 173
184/* Function examines the 2 objects given to it, and returns true if 174/* Function examines the 2 objects given to it, and returns true if
185 * they can be merged together. 175 * they can be merged together.
186 * 176 *
196bool object::can_merge_slow (object *ob1, object *ob2) 186bool object::can_merge_slow (object *ob1, object *ob2)
197{ 187{
198 /* A couple quicksanity checks */ 188 /* A couple quicksanity checks */
199 if (ob1 == ob2 189 if (ob1 == ob2
200 || ob1->type != ob2->type 190 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed 191 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
202 || ob1->value != ob2->value 192 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 193 || ob1->name != ob2->name)
204 return 0; 194 return 0;
205 195
206 /* Do not merge objects if nrof would overflow. First part checks 196 /* Do not merge objects if nrof would overflow, assume nrof
207 * for unsigned overflow (2c), second part checks whether the result 197 * is always 0 .. 2**31-1 */
208 * would fit into a 32 bit signed int, which is often used to hold 198 if (ob1->nrof > 0x7fffffff - ob2->nrof)
209 * nrof values.
210 */
211 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 199 return 0;
213 200
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 201 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 202 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 203 * just can't ignore the been applied or identified flags, as they
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 208 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 209
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 210 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 211 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 212
226 if (ob1->arch->name != ob2->arch->name 213 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->name != ob2->name 214 || ob1->name != ob2->name
228 || ob1->title != ob2->title 215 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 216 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 217 || ob1->weight != ob2->weight
231 || ob1->attacktype != ob2->attacktype 218 || ob1->attacktype != ob2->attacktype
232 || ob1->magic != ob2->magic 219 || ob1->magic != ob2->magic
233 || ob1->slaying != ob2->slaying 220 || ob1->slaying != ob2->slaying
234 || ob1->skill != ob2->skill 221 || ob1->skill != ob2->skill
235 || ob1->value != ob2->value 222 || ob1->value != ob2->value
236 || ob1->animation_id != ob2->animation_id 223 || ob1->animation_id != ob2->animation_id
224 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
237 || ob1->client_type != ob2->client_type 225 || ob1->client_type != ob2->client_type
238 || ob1->materialname != ob2->materialname 226 || ob1->materialname != ob2->materialname
239 || ob1->lore != ob2->lore 227 || ob1->lore != ob2->lore
240 || ob1->subtype != ob2->subtype 228 || ob1->subtype != ob2->subtype
241 || ob1->move_type != ob2->move_type 229 || ob1->move_type != ob2->move_type
242 || ob1->move_block != ob2->move_block 230 || ob1->move_block != ob2->move_block
243 || ob1->move_allow != ob2->move_allow 231 || ob1->move_allow != ob2->move_allow
244 || ob1->move_on != ob2->move_on 232 || ob1->move_on != ob2->move_on
245 || ob1->move_off != ob2->move_off 233 || ob1->move_off != ob2->move_off
246 || ob1->move_slow != ob2->move_slow 234 || ob1->move_slow != ob2->move_slow
247 || ob1->move_slow_penalty != ob2->move_slow_penalty 235 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
248 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
249 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 238 return 0;
251 239
252 if ((ob1->flag ^ ob2->flag) 240 if ((ob1->flag ^ ob2->flag)
253 .reset (FLAG_INV_LOCKED) 241 .reset (FLAG_INV_LOCKED)
254 .reset (FLAG_CLIENT_SENT)
255 .reset (FLAG_REMOVED) 242 .reset (FLAG_REMOVED)
256 .any ()) 243 .any ())
257 return 0; 244 return 0;
258 245
259 /* This is really a spellbook check - we should in general 246 /* This is really a spellbook check - we should in general
331 318
332 /* Everything passes, must be OK. */ 319 /* Everything passes, must be OK. */
333 return 1; 320 return 1;
334} 321}
335 322
323// find player who can see this object
324object *
325object::visible_to () const
326{
327 if (client_visible () && !flag [FLAG_REMOVED])
328 {
329 // see if we are in a container of sorts
330 if (env)
331 {
332 // the player inventory itself is always visible
333 if (env->is_player ())
334 return env;
335
336 // else a player could have our env open
337 object *envest = env->outer_env_or_self ();
338
339 // the player itself is always on a map, so we will find him here
340 // even if our inv is in a player.
341 if (envest->is_on_map ())
342 if (object *pl = envest->ms ().player ())
343 if (pl->container_ () == env)
344 return pl;
345 }
346 else
347 {
348 // maybe there is a player standing on the same mapspace
349 // this will catch the case where "this" is a player
350 if (object *pl = ms ().player ())
351 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
352 || pl->container_ () == this)
353 return pl;
354 }
355 }
356
357 return 0;
358}
359
336// adjust weight per container type ("of holding") 360// adjust weight per container type ("of holding")
337static sint32 361static sint32
338weight_adjust (object *op, sint32 weight) 362weight_adjust_for (object *op, sint32 weight)
339{ 363{
340 return op->type == CONTAINER 364 return op->type == CONTAINER
341 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 365 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
342 : weight; 366 : weight;
343} 367}
349static void 373static void
350adjust_weight (object *op, sint32 weight) 374adjust_weight (object *op, sint32 weight)
351{ 375{
352 while (op) 376 while (op)
353 { 377 {
378 // adjust by actual difference to account for rounding errors
379 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
354 weight = weight_adjust (op, weight); 380 weight = weight_adjust_for (op, op->carrying)
381 - weight_adjust_for (op, op->carrying - weight);
382
383 if (!weight)
384 return;
355 385
356 op->carrying += weight; 386 op->carrying += weight;
387
388 if (object *pl = op->visible_to ())
389 if (pl != op) // player is handled lazily
390 esrv_update_item (UPD_WEIGHT, pl, op);
391
357 op = op->env; 392 op = op->env;
358 } 393 }
359} 394}
360 395
361/* 396/*
374 op->update_weight (); 409 op->update_weight ();
375 410
376 sum += op->total_weight (); 411 sum += op->total_weight ();
377 } 412 }
378 413
379 carrying = weight_adjust (this, sum); 414 sum = weight_adjust_for (this, sum);
415
416 if (sum != carrying)
417 {
418 carrying = sum;
419
420 if (object *pl = visible_to ())
421 if (pl != this) // player is handled lazily
422 esrv_update_item (UPD_WEIGHT, pl, this);
423 }
380} 424}
381 425
382/* 426/*
383 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 427 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
384 */ 428 */
391 object_freezer freezer; 435 object_freezer freezer;
392 op->write (freezer); 436 op->write (freezer);
393 return freezer.as_string (); 437 return freezer.as_string ();
394} 438}
395 439
396/* 440char *
397 * get_nearest_part(multi-object, object 2) returns the part of the 441object::as_string ()
398 * multi-object 1 which is closest to the second object.
399 * If it's not a multi-object, it is returned.
400 */
401object *
402get_nearest_part (object *op, const object *pl)
403{ 442{
404 object *tmp, *closest; 443 return dump_object (this);
405 int last_dist, i;
406
407 if (!op->more)
408 return op;
409
410 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
411 tmp;
412 tmp = tmp->more)
413 if ((i = distance (tmp, pl)) < last_dist)
414 closest = tmp, last_dist = i;
415
416 return closest;
417} 444}
418 445
419/* 446/*
420 * Returns the object which has the count-variable equal to the argument. 447 * Returns the object which has the count-variable equal to the argument.
421 * VERRRY slow. 448 * VERRRY slow.
437 */ 464 */
438object * 465object *
439find_object_name (const char *str) 466find_object_name (const char *str)
440{ 467{
441 shstr_cmp str_ (str); 468 shstr_cmp str_ (str);
442 object *op;
443 469
470 if (str_)
444 for_all_objects (op) 471 for_all_objects (op)
445 if (op->name == str_) 472 if (op->name == str_)
446 break; 473 return op;
447 474
448 return op; 475 return 0;
449} 476}
450 477
451/* 478/*
452 * Sets the owner and sets the skill and exp pointers to owner's current 479 * Sets the owner and sets the skill and exp pointers to owner's current
453 * skill and experience objects. 480 * skill and experience objects.
515 update_stats (); 542 update_stats ();
516 543
517 new_draw_info_format (NDI_UNIQUE, 0, this, 544 new_draw_info_format (NDI_UNIQUE, 0, this,
518 "You try to balance all your items at once, " 545 "You try to balance all your items at once, "
519 "but the %s is just too much for your body. " 546 "but the %s is just too much for your body. "
520 "[You need to unapply some items first.]", &ob->name); 547 "[You need to unapply some items first - use the 'body' command to see "
548 "how many items you cna wera on a specific body part.]", &ob->name);
521 return false; 549 return false;
522 } 550 }
523 551
524 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 552 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
525 } 553 }
551 } 579 }
552 580
553 op->key_values = 0; 581 op->key_values = 0;
554} 582}
555 583
556object & 584/*
557object::operator =(const object &src) 585 * copy_to first frees everything allocated by the dst object,
586 * and then copies the contents of itself into the second
587 * object, allocating what needs to be allocated. Basically, any
588 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
589 * if the first object is freed, the pointers in the new object
590 * will point at garbage.
591 */
592void
593object::copy_to (object *dst)
558{ 594{
559 bool is_freed = flag [FLAG_FREED]; 595 dst->remove ();
560 bool is_removed = flag [FLAG_REMOVED];
561
562 *(object_copy *)this = src; 596 *(object_copy *)dst = *this;
563
564 flag [FLAG_FREED] = is_freed;
565 flag [FLAG_REMOVED] = is_removed; 597 dst->flag [FLAG_REMOVED] = true;
566 598
567 /* Copy over key_values, if any. */ 599 /* Copy over key_values, if any. */
568 if (src.key_values) 600 if (key_values)
569 { 601 {
570 key_value *tail = 0; 602 key_value *tail = 0;
571 key_values = 0; 603 dst->key_values = 0;
572 604
573 for (key_value *i = src.key_values; i; i = i->next) 605 for (key_value *i = key_values; i; i = i->next)
574 { 606 {
575 key_value *new_link = new key_value; 607 key_value *new_link = new key_value;
576 608
577 new_link->next = 0; 609 new_link->next = 0;
578 new_link->key = i->key; 610 new_link->key = i->key;
579 new_link->value = i->value; 611 new_link->value = i->value;
580 612
581 /* Try and be clever here, too. */ 613 /* Try and be clever here, too. */
582 if (!key_values) 614 if (!dst->key_values)
583 { 615 {
584 key_values = new_link; 616 dst->key_values = new_link;
585 tail = new_link; 617 tail = new_link;
586 } 618 }
587 else 619 else
588 { 620 {
589 tail->next = new_link; 621 tail->next = new_link;
590 tail = new_link; 622 tail = new_link;
591 } 623 }
592 } 624 }
593 } 625 }
594}
595
596/*
597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
606{
607 *dst = *this;
608 626
609 if (speed < 0) 627 if (speed < 0)
610 dst->speed_left -= rndm (); 628 dst->speed_left -= rndm ();
611 629
612 dst->set_speed (dst->speed); 630 dst->activate ();
613} 631}
614 632
615void 633void
616object::instantiate () 634object::instantiate ()
617{ 635{
634object * 652object *
635object::clone () 653object::clone ()
636{ 654{
637 object *neu = create (); 655 object *neu = create ();
638 copy_to (neu); 656 copy_to (neu);
657 neu->map = map; // not copied by copy_to
639 return neu; 658 return neu;
640} 659}
641 660
642/* 661/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 662 * If an object with the IS_TURNABLE() flag needs to be turned due
660 * This function needs to be called whenever the speed of an object changes. 679 * This function needs to be called whenever the speed of an object changes.
661 */ 680 */
662void 681void
663object::set_speed (float speed) 682object::set_speed (float speed)
664{ 683{
665 if (flag [FLAG_FREED] && speed)
666 {
667 LOG (llevError, "Object %s is freed but has speed.\n", &name);
668 speed = 0;
669 }
670
671 this->speed = speed; 684 this->speed = speed;
672 685
673 if (has_active_speed ()) 686 if (has_active_speed ())
674 activate (); 687 activate ();
675 else 688 else
694 * UP_OBJ_FACE: only the objects face has changed. 707 * UP_OBJ_FACE: only the objects face has changed.
695 */ 708 */
696void 709void
697update_object (object *op, int action) 710update_object (object *op, int action)
698{ 711{
699 if (op == NULL) 712 if (!op)
700 { 713 {
701 /* this should never happen */ 714 /* this should never happen */
702 LOG (llevDebug, "update_object() called for NULL object.\n"); 715 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
703 return; 716 return;
704 } 717 }
705 718
706 if (op->env) 719 if (!op->is_on_map ())
707 { 720 {
708 /* Animation is currently handled by client, so nothing 721 /* Animation is currently handled by client, so nothing
709 * to do in this case. 722 * to do in this case.
710 */ 723 */
711 return; 724 return;
712 } 725 }
713
714 /* If the map is saving, don't do anything as everything is
715 * going to get freed anyways.
716 */
717 if (!op->map || op->map->in_memory == MAP_SAVING)
718 return;
719 726
720 /* make sure the object is within map boundaries */ 727 /* make sure the object is within map boundaries */
721 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 728 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
722 { 729 {
723 LOG (llevError, "update_object() called for object out of map!\n"); 730 LOG (llevError, "update_object() called for object out of map!\n");
731 738
732 if (!(m.flags_ & P_UPTODATE)) 739 if (!(m.flags_ & P_UPTODATE))
733 /* nop */; 740 /* nop */;
734 else if (action == UP_OBJ_INSERT) 741 else if (action == UP_OBJ_INSERT)
735 { 742 {
743#if 0
736 // this is likely overkill, TODO: revisit (schmorp) 744 // this is likely overkill, TODO: revisit (schmorp)
737 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 745 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
738 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 746 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
739 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 747 || (op->is_player () && !(m.flags_ & P_PLAYER))
740 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 748 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
741 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 749 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
742 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 750 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
743 || (m.move_on | op->move_on ) != m.move_on 751 || (m.move_on | op->move_on ) != m.move_on
744 || (m.move_off | op->move_off ) != m.move_off 752 || (m.move_off | op->move_off ) != m.move_off
745 || (m.move_slow | op->move_slow) != m.move_slow 753 || (m.move_slow | op->move_slow) != m.move_slow
746 /* This isn't perfect, but I don't expect a lot of objects to 754 /* This isn't perfect, but I don't expect a lot of objects to
747 * to have move_allow right now. 755 * have move_allow right now.
748 */ 756 */
749 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 757 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
758 m.invalidate ();
759#else
750 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 760 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
751 m.flags_ = 0; 761 m.invalidate ();
762#endif
752 } 763 }
753 /* if the object is being removed, we can't make intelligent 764 /* if the object is being removed, we can't make intelligent
754 * decisions, because remove_ob can't really pass the object 765 * decisions, because remove_ob can't really pass the object
755 * that is being removed. 766 * that is being removed.
756 */ 767 */
757 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 768 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
758 m.flags_ = 0; 769 m.invalidate ();
759 else if (action == UP_OBJ_FACE) 770 else if (action == UP_OBJ_FACE)
760 /* Nothing to do for that case */ ; 771 /* Nothing to do for that case */ ;
761 else 772 else
762 LOG (llevError, "update_object called with invalid action: %d\n", action); 773 LOG (llevError, "update_object called with invalid action: %d\n", action);
763 774
767 778
768object::object () 779object::object ()
769{ 780{
770 SET_FLAG (this, FLAG_REMOVED); 781 SET_FLAG (this, FLAG_REMOVED);
771 782
772 expmul = 1.0; 783 //expmul = 1.0; declared const for the time being
773 face = blank_face; 784 face = blank_face;
774} 785}
775 786
776object::~object () 787object::~object ()
777{ 788{
807 /* If already on active list, don't do anything */ 818 /* If already on active list, don't do anything */
808 if (active) 819 if (active)
809 return; 820 return;
810 821
811 if (has_active_speed ()) 822 if (has_active_speed ())
823 {
824 if (flag [FLAG_FREED])
825 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
826
812 actives.insert (this); 827 actives.insert (this);
828 }
813} 829}
814 830
815void 831void
816object::activate_recursive () 832object::activate_recursive ()
817{ 833{
866object::destroy_inv (bool drop_to_ground) 882object::destroy_inv (bool drop_to_ground)
867{ 883{
868 // need to check first, because the checks below might segfault 884 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code 885 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty. 886 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory, 887 // corollary: if you create arrows etc. with stuff in its inventory,
872 // cf will crash below with off-map x and y 888 // cf will crash below with off-map x and y
873 if (!inv) 889 if (!inv)
874 return; 890 return;
875 891
876 /* Only if the space blocks everything do we not process - 892 /* Only if the space blocks everything do we not process -
878 * drop on that space. 894 * drop on that space.
879 */ 895 */
880 if (!drop_to_ground 896 if (!drop_to_ground
881 || !map 897 || !map
882 || map->in_memory != MAP_ACTIVE 898 || map->in_memory != MAP_ACTIVE
883 || map->nodrop 899 || map->no_drop
884 || ms ().move_block == MOVE_ALL) 900 || ms ().move_block == MOVE_ALL)
885 { 901 {
886 while (inv) 902 while (inv)
887 {
888 inv->destroy_inv (drop_to_ground);
889 inv->destroy (); 903 inv->destroy ();
890 }
891 } 904 }
892 else 905 else
893 { /* Put objects in inventory onto this space */ 906 { /* Put objects in inventory onto this space */
894 while (inv) 907 while (inv)
895 { 908 {
913 object *op = new object; 926 object *op = new object;
914 op->link (); 927 op->link ();
915 return op; 928 return op;
916} 929}
917 930
931static struct freed_map : maptile
932{
933 freed_map ()
934 {
935 path = "<freed objects map>";
936 name = "/internal/freed_objects_map";
937 width = 3;
938 height = 3;
939 no_drop = 1;
940 no_reset = 1;
941
942 alloc ();
943 in_memory = MAP_ACTIVE;
944 }
945
946 ~freed_map ()
947 {
948 destroy ();
949 }
950} freed_map; // freed objects are moved here to avoid crashes
951
918void 952void
919object::do_destroy () 953object::do_destroy ()
920{ 954{
921 attachable::do_destroy ();
922
923 if (flag [FLAG_IS_LINKED]) 955 if (flag [FLAG_IS_LINKED])
924 remove_button_link (this); 956 remove_link ();
925 957
926 if (flag [FLAG_FRIENDLY]) 958 if (flag [FLAG_FRIENDLY])
927 remove_friendly_object (this); 959 remove_friendly_object (this);
928 960
929 if (!flag [FLAG_REMOVED])
930 remove (); 961 remove ();
931 962
932 destroy_inv (true); 963 attachable::do_destroy ();
933 964
934 deactivate (); 965 deactivate ();
935 unlink (); 966 unlink ();
936 967
937 flag [FLAG_FREED] = 1; 968 flag [FLAG_FREED] = 1;
938 969
939 // hack to ensure that freed objects still have a valid map 970 // hack to ensure that freed objects still have a valid map
940 {
941 static maptile *freed_map; // freed objects are moved here to avoid crashes
942
943 if (!freed_map)
944 {
945 freed_map = new maptile;
946
947 freed_map->path = "<freed objects map>";
948 freed_map->name = "/internal/freed_objects_map";
949 freed_map->width = 3;
950 freed_map->height = 3;
951 freed_map->nodrop = 1;
952
953 freed_map->alloc ();
954 freed_map->in_memory = MAP_ACTIVE;
955 }
956
957 map = freed_map; 971 map = &freed_map;
958 x = 1; 972 x = 1;
959 y = 1; 973 y = 1;
960 }
961 974
962 if (more) 975 if (more)
963 { 976 {
964 more->destroy (); 977 more->destroy ();
965 more = 0; 978 more = 0;
973 attacked_by = 0; 986 attacked_by = 0;
974 current_weapon = 0; 987 current_weapon = 0;
975} 988}
976 989
977void 990void
978object::destroy (bool destroy_inventory) 991object::destroy ()
979{ 992{
980 if (destroyed ()) 993 if (destroyed ())
981 return; 994 return;
982 995
983 if (destroy_inventory) 996 if (!is_head () && !head->destroyed ())
997 {
998 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
999 head->destroy ();
1000 return;
1001 }
1002
984 destroy_inv (false); 1003 destroy_inv (false);
985 1004
986 if (is_head ()) 1005 if (is_head ())
987 if (sound_destroy) 1006 if (sound_destroy)
988 play_sound (sound_destroy); 1007 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER]) 1008 else if (flag [FLAG_MONSTER])
1000 * the previous environment. 1019 * the previous environment.
1001 */ 1020 */
1002void 1021void
1003object::do_remove () 1022object::do_remove ()
1004{ 1023{
1005 object *tmp, *last = 0; 1024 if (flag [FLAG_REMOVED])
1006 object *otmp;
1007
1008 if (QUERY_FLAG (this, FLAG_REMOVED))
1009 return; 1025 return;
1010 1026
1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this); 1027 INVOKE_OBJECT (REMOVE, this);
1028
1029 flag [FLAG_REMOVED] = true;
1013 1030
1014 if (more) 1031 if (more)
1015 more->remove (); 1032 more->remove ();
1016 1033
1017 /* 1034 /*
1018 * In this case, the object to be removed is in someones 1035 * In this case, the object to be removed is in someones
1019 * inventory. 1036 * inventory.
1020 */ 1037 */
1021 if (env) 1038 if (env)
1022 { 1039 {
1040 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1041 if (object *pl = visible_to ())
1042 esrv_del_item (pl->contr, count);
1043 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1044
1023 adjust_weight (env, -total_weight ()); 1045 adjust_weight (env, -total_weight ());
1024 1046
1025 *(above ? &above->below : &env->inv) = below; 1047 object *pl = in_player ();
1026
1027 if (below)
1028 below->above = above;
1029 1048
1030 /* we set up values so that it could be inserted into 1049 /* we set up values so that it could be inserted into
1031 * the map, but we don't actually do that - it is up 1050 * the map, but we don't actually do that - it is up
1032 * to the caller to decide what we want to do. 1051 * to the caller to decide what we want to do.
1033 */ 1052 */
1034 map = env->map; 1053 map = env->map;
1035 x = env->x; 1054 x = env->x;
1036 y = env->y; 1055 y = env->y;
1056
1057 // make sure cmov optimisation is applicable
1058 *(above ? &above->below : &env->inv) = below;
1059 *(below ? &below->above : &above ) = above; // &above is just a dummy
1060
1037 above = 0; 1061 above = 0;
1038 below = 0; 1062 below = 0;
1039 env = 0; 1063 env = 0;
1040 1064
1041 /* NO_FIX_PLAYER is set when a great many changes are being 1065 /* NO_FIX_PLAYER is set when a great many changes are being
1042 * made to players inventory. If set, avoiding the call 1066 * made to players inventory. If set, avoiding the call
1043 * to save cpu time. 1067 * to save cpu time.
1044 */ 1068 */
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1069 if (pl)
1070 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1071 {
1046 otmp->update_stats (); 1072 pl->update_stats ();
1073
1074 if (glow_radius && pl->is_on_map ())
1075 update_all_los (pl->map, pl->x, pl->y);
1076 }
1047 } 1077 }
1048 else if (map) 1078 else if (map)
1049 { 1079 {
1050 if (type == PLAYER)
1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true; 1080 map->dirty = true;
1063 mapspace &ms = this->ms (); 1081 mapspace &ms = this->ms ();
1064 1082
1083 if (object *pl = ms.player ())
1084 {
1085 if (is_player ())
1086 {
1087 if (!flag [FLAG_WIZPASS])
1088 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1089
1090 // leaving a spot always closes any open container on the ground
1091 if (container && !container->env)
1092 // this causes spurious floorbox updates, but it ensures
1093 // that the CLOSE event is being sent.
1094 close_container ();
1095
1096 --map->players;
1097 map->touch ();
1098 }
1099 else if (pl->container_ () == this)
1100 {
1101 // removing a container should close it
1102 close_container ();
1103 }
1104
1105 esrv_del_item (pl->contr, count);
1106 }
1107
1065 /* link the object above us */ 1108 /* link the object above us */
1066 if (above) 1109 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1110 *(above ? &above->below : &ms.top) = below;
1068 else 1111 *(below ? &below->above : &ms.bot) = above;
1069 ms.top = below; /* we were top, set new top */
1070
1071 /* Relink the object below us, if there is one */
1072 if (below)
1073 below->above = above;
1074 else
1075 {
1076 /* Nothing below, which means we need to relink map object for this space
1077 * use translated coordinates in case some oddness with map tiling is
1078 * evident
1079 */
1080 if (GET_MAP_OB (map, x, y) != this)
1081 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1082
1083 ms.bot = above; /* goes on above it. */
1084 }
1085 1112
1086 above = 0; 1113 above = 0;
1087 below = 0; 1114 below = 0;
1088 1115
1116 ms.invalidate ();
1117
1089 if (map->in_memory == MAP_SAVING) 1118 if (map->in_memory == MAP_SAVING)
1090 return; 1119 return;
1091 1120
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1121 int check_walk_off = !flag [FLAG_NO_APPLY];
1093 1122
1094 if (object *pl = ms.player ()) 1123 if (object *pl = ms.player ())
1095 { 1124 {
1096 if (pl->container == this) 1125 if (pl->container_ () == this)
1097 /* If a container that the player is currently using somehow gets 1126 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view 1127 * removed (most likely destroyed), update the player view
1099 * appropriately. 1128 * appropriately.
1100 */ 1129 */
1101 pl->close_container (); 1130 pl->close_container ();
1102 1131
1132 //TODO: the floorbox prev/next might need updating
1133 //esrv_del_item (pl->contr, count);
1134 //TODO: update floorbox to preserve ordering
1135 if (pl->contr->ns)
1103 pl->contr->ns->floorbox_update (); 1136 pl->contr->ns->floorbox_update ();
1104 } 1137 }
1105 1138
1139 if (check_walk_off)
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1140 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1107 { 1141 {
1142 above = tmp->above;
1143
1108 /* No point updating the players look faces if he is the object 1144 /* No point updating the players look faces if he is the object
1109 * being removed. 1145 * being removed.
1110 */ 1146 */
1111 1147
1112 /* See if object moving off should effect something */ 1148 /* See if object moving off should effect something */
1113 if (check_walk_off
1114 && ((move_type & tmp->move_off) 1149 if ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1150 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1116 {
1117 move_apply (tmp, this, 0); 1151 move_apply (tmp, this, 0);
1118
1119 if (destroyed ())
1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1121 } 1152 }
1122 1153
1123 last = tmp; 1154 if (affects_los ())
1124 }
1125
1126 /* last == NULL if there are no objects on this space */
1127 //TODO: this makes little sense, why only update the topmost object?
1128 if (!last)
1129 map->at (x, y).flags_ = 0;
1130 else
1131 update_object (last, UP_OBJ_REMOVE);
1132
1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1134 update_all_los (map, x, y); 1155 update_all_los (map, x, y);
1135 } 1156 }
1136} 1157}
1137 1158
1138/* 1159/*
1152 if (!top) 1173 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1174 for (top = op; top && top->above; top = top->above)
1154 ; 1175 ;
1155 1176
1156 for (; top; top = top->below) 1177 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1178 if (object::can_merge (op, top))
1162 { 1179 {
1163 top->nrof += op->nrof; 1180 top->nrof += op->nrof;
1164 1181
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1182 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1183 esrv_update_item (UPD_NROF, pl, top);
1184
1185 op->weight = 0; // cancel the addition above
1186 op->carrying = 0; // must be 0 already
1187
1167 op->destroy (); 1188 op->destroy ();
1189
1168 return top; 1190 return top;
1169 } 1191 }
1170 }
1171 1192
1172 return 0; 1193 return 0;
1173} 1194}
1174 1195
1175void 1196void
1200 * job preparing multi-part monsters. 1221 * job preparing multi-part monsters.
1201 */ 1222 */
1202object * 1223object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1225{
1226 op->remove ();
1227
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1228 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1229 {
1207 tmp->x = x + tmp->arch->x; 1230 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1231 tmp->y = y + tmp->arch->y;
1209 } 1232 }
1232 * just 'op' otherwise 1255 * just 'op' otherwise
1233 */ 1256 */
1234object * 1257object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1258insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1259{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 op->remove (); 1260 op->remove ();
1261
1262 if (m == &freed_map)//D TODO: remove soon
1263 {//D
1264 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1265 }//D
1242 1266
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1267 /* Ideally, the caller figures this out. However, it complicates a lot
1244 * of areas of callers (eg, anything that uses find_free_spot would now 1268 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1269 * need extra work
1246 */ 1270 */
1271 maptile *newmap = m;
1247 if (!xy_normalise (m, op->x, op->y)) 1272 if (!xy_normalise (newmap, op->x, op->y))
1248 { 1273 {
1249 op->destroy (); 1274 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1250 return 0; 1275 return 0;
1251 } 1276 }
1252 1277
1253 if (object *more = op->more) 1278 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag)) 1279 if (!insert_ob_in_map (more, m, originator, flag))
1255 return 0; 1280 return 0;
1256 1281
1257 CLEAR_FLAG (op, FLAG_REMOVED); 1282 op->flag [FLAG_REMOVED] = false;
1258 1283 op->env = 0;
1259 op->map = m; 1284 op->map = newmap;
1285
1260 mapspace &ms = op->ms (); 1286 mapspace &ms = op->ms ();
1261 1287
1262 /* this has to be done after we translate the coordinates. 1288 /* this has to be done after we translate the coordinates.
1263 */ 1289 */
1264 if (op->nrof && !(flag & INS_NO_MERGE)) 1290 if (op->nrof && !(flag & INS_NO_MERGE))
1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1291 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1266 if (object::can_merge (op, tmp)) 1292 if (object::can_merge (op, tmp))
1267 { 1293 {
1294 // TODO: we actually want to update tmp, not op,
1295 // but some caller surely breaks when we return tmp
1296 // from here :/
1268 op->nrof += tmp->nrof; 1297 op->nrof += tmp->nrof;
1269 tmp->destroy (1); 1298 tmp->destroy ();
1270 } 1299 }
1271 1300
1272 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1301 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1273 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1302 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1274 1303
1281 { 1310 {
1282 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1311 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1283 abort (); 1312 abort ();
1284 } 1313 }
1285 1314
1315 if (!originator->is_on_map ())
1316 {
1317 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1318 op->debug_desc (), originator->debug_desc ());
1319 abort ();
1320 }
1321
1286 op->above = originator; 1322 op->above = originator;
1287 op->below = originator->below; 1323 op->below = originator->below;
1288
1289 if (op->below)
1290 op->below->above = op;
1291 else
1292 ms.bot = op;
1293
1294 /* since *below* originator, no need to update top */
1295 originator->below = op; 1324 originator->below = op;
1325
1326 *(op->below ? &op->below->above : &ms.bot) = op;
1296 } 1327 }
1297 else 1328 else
1298 { 1329 {
1299 top = ms.bot; 1330 object *floor = 0;
1331 object *top = ms.top;
1300 1332
1301 /* If there are other objects, then */ 1333 /* If there are other objects, then */
1302 if (top) 1334 if (top)
1303 { 1335 {
1304 object *last = 0;
1305
1306 /* 1336 /*
1307 * If there are multiple objects on this space, we do some trickier handling. 1337 * If there are multiple objects on this space, we do some trickier handling.
1308 * We've already dealt with merging if appropriate. 1338 * We've already dealt with merging if appropriate.
1309 * Generally, we want to put the new object on top. But if 1339 * Generally, we want to put the new object on top. But if
1310 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1340 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1313 * once we get to them. This reduces the need to traverse over all of 1343 * once we get to them. This reduces the need to traverse over all of
1314 * them when adding another one - this saves quite a bit of cpu time 1344 * them when adding another one - this saves quite a bit of cpu time
1315 * when lots of spells are cast in one area. Currently, it is presumed 1345 * when lots of spells are cast in one area. Currently, it is presumed
1316 * that flying non pickable objects are spell objects. 1346 * that flying non pickable objects are spell objects.
1317 */ 1347 */
1318 for (top = ms.bot; top; top = top->above) 1348 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1319 { 1349 {
1320 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1350 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1321 floor = top; 1351 floor = tmp;
1322 1352
1323 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1353 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1324 { 1354 {
1325 /* We insert above top, so we want this object below this */ 1355 /* We insert above top, so we want this object below this */
1326 top = top->below; 1356 top = tmp->below;
1327 break; 1357 break;
1328 } 1358 }
1329 1359
1330 last = top; 1360 top = tmp;
1331 } 1361 }
1332
1333 /* Don't want top to be NULL, so set it to the last valid object */
1334 top = last;
1335 1362
1336 /* We let update_position deal with figuring out what the space 1363 /* We let update_position deal with figuring out what the space
1337 * looks like instead of lots of conditions here. 1364 * looks like instead of lots of conditions here.
1338 * makes things faster, and effectively the same result. 1365 * makes things faster, and effectively the same result.
1339 */ 1366 */
1346 */ 1373 */
1347 if (!(flag & INS_ON_TOP) 1374 if (!(flag & INS_ON_TOP)
1348 && ms.flags () & P_BLOCKSVIEW 1375 && ms.flags () & P_BLOCKSVIEW
1349 && (op->face && !faces [op->face].visibility)) 1376 && (op->face && !faces [op->face].visibility))
1350 { 1377 {
1378 object *last;
1379
1351 for (last = top; last != floor; last = last->below) 1380 for (last = top; last != floor; last = last->below)
1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1381 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1353 break; 1382 break;
1354 1383
1355 /* Check to see if we found the object that blocks view, 1384 /* Check to see if we found the object that blocks view,
1363 } /* If objects on this space */ 1392 } /* If objects on this space */
1364 1393
1365 if (flag & INS_ABOVE_FLOOR_ONLY) 1394 if (flag & INS_ABOVE_FLOOR_ONLY)
1366 top = floor; 1395 top = floor;
1367 1396
1368 /* Top is the object that our object (op) is going to get inserted above. 1397 // insert object above top, or bottom-most if top = 0
1369 */
1370
1371 /* First object on this space */
1372 if (!top) 1398 if (!top)
1373 { 1399 {
1400 op->below = 0;
1374 op->above = ms.bot; 1401 op->above = ms.bot;
1375
1376 if (op->above)
1377 op->above->below = op;
1378
1379 op->below = 0;
1380 ms.bot = op; 1402 ms.bot = op;
1403
1404 *(op->above ? &op->above->below : &ms.top) = op;
1381 } 1405 }
1382 else 1406 else
1383 { /* get inserted into the stack above top */ 1407 {
1384 op->above = top->above; 1408 op->above = top->above;
1385
1386 if (op->above)
1387 op->above->below = op; 1409 top->above = op;
1388 1410
1389 op->below = top; 1411 op->below = top;
1390 top->above = op; 1412 *(op->above ? &op->above->below : &ms.top) = op;
1391 } 1413 }
1414 }
1392 1415
1393 if (!op->above) 1416 if (op->is_player ())
1394 ms.top = op;
1395 } /* else not INS_BELOW_ORIGINATOR */
1396
1397 if (op->type == PLAYER)
1398 { 1417 {
1399 op->contr->do_los = 1; 1418 op->contr->do_los = 1;
1400 ++op->map->players; 1419 ++op->map->players;
1401 op->map->touch (); 1420 op->map->touch ();
1402 } 1421 }
1403 1422
1404 op->map->dirty = true; 1423 op->map->dirty = true;
1405 1424
1406 if (object *pl = ms.player ()) 1425 if (object *pl = ms.player ())
1426 //TODO: the floorbox prev/next might need updating
1427 //esrv_send_item (pl, op);
1428 //TODO: update floorbox to preserve ordering
1429 if (pl->contr->ns)
1407 pl->contr->ns->floorbox_update (); 1430 pl->contr->ns->floorbox_update ();
1408 1431
1409 /* If this object glows, it may affect lighting conditions that are 1432 /* If this object glows, it may affect lighting conditions that are
1410 * visible to others on this map. But update_all_los is really 1433 * visible to others on this map. But update_all_los is really
1411 * an inefficient way to do this, as it means los for all players 1434 * an inefficient way to do this, as it means los for all players
1412 * on the map will get recalculated. The players could very well 1435 * on the map will get recalculated. The players could very well
1413 * be far away from this change and not affected in any way - 1436 * be far away from this change and not affected in any way -
1414 * this should get redone to only look for players within range, 1437 * this should get redone to only look for players within range,
1415 * or just updating the P_UPTODATE for spaces within this area 1438 * or just updating the P_UPTODATE for spaces within this area
1416 * of effect may be sufficient. 1439 * of effect may be sufficient.
1417 */ 1440 */
1418 if (op->map->darkness && (op->glow_radius != 0)) 1441 if (op->affects_los ())
1442 {
1443 op->ms ().invalidate ();
1419 update_all_los (op->map, op->x, op->y); 1444 update_all_los (op->map, op->x, op->y);
1445 }
1420 1446
1421 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1447 /* updates flags (blocked, alive, no magic, etc) for this map space */
1422 update_object (op, UP_OBJ_INSERT); 1448 update_object (op, UP_OBJ_INSERT);
1423 1449
1424 INVOKE_OBJECT (INSERT, op); 1450 INVOKE_OBJECT (INSERT, op);
1431 * blocked() and wall() work properly), and these flags are updated by 1457 * blocked() and wall() work properly), and these flags are updated by
1432 * update_object(). 1458 * update_object().
1433 */ 1459 */
1434 1460
1435 /* if this is not the head or flag has been passed, don't check walk on status */ 1461 /* if this is not the head or flag has been passed, don't check walk on status */
1436 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1462 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1437 { 1463 {
1438 if (check_move_on (op, originator)) 1464 if (check_move_on (op, originator))
1439 return 0; 1465 return 0;
1440 1466
1441 /* If we are a multi part object, lets work our way through the check 1467 /* If we are a multi part object, lets work our way through the check
1452/* this function inserts an object in the map, but if it 1478/* this function inserts an object in the map, but if it
1453 * finds an object of its own type, it'll remove that one first. 1479 * finds an object of its own type, it'll remove that one first.
1454 * op is the object to insert it under: supplies x and the map. 1480 * op is the object to insert it under: supplies x and the map.
1455 */ 1481 */
1456void 1482void
1457replace_insert_ob_in_map (const char *arch_string, object *op) 1483replace_insert_ob_in_map (shstr_tmp archname, object *op)
1458{ 1484{
1459 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1460 1486
1461 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1462 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1488 if (tmp->arch->archname == archname) /* same archetype */
1463 tmp->destroy (1); 1489 tmp->destroy ();
1464 1490
1465 object *tmp = arch_to_object (archetype::find (arch_string)); 1491 object *tmp = arch_to_object (archetype::find (archname));
1466 1492
1467 tmp->x = op->x; 1493 tmp->x = op->x;
1468 tmp->y = op->y; 1494 tmp->y = op->y;
1469 1495
1470 insert_ob_in_map (tmp, op->map, op, 0); 1496 insert_ob_in_map (tmp, op->map, op, 0);
1478 else 1504 else
1479 return where->map->insert (this, where->x, where->y, originator, flags); 1505 return where->map->insert (this, where->x, where->y, originator, flags);
1480} 1506}
1481 1507
1482/* 1508/*
1483 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1484 * is returned contains nr objects, and the remaining parts contains
1485 * the rest (or is removed and freed if that number is 0).
1486 * On failure, NULL is returned, and the reason put into the
1487 * global static errmsg array.
1488 */
1489object *
1490object::split_nr (sint32 nr)
1491{
1492 if (nrof < nr)
1493 return 0;
1494 else if (nrof == nr)
1495 {
1496 remove ();
1497 return this;
1498 }
1499 else
1500 {
1501 decrease_nr (nr);
1502
1503 object *op = object_create_clone (this);
1504 op->nrof = nr;
1505 return op;
1506 }
1507}
1508
1509//TODO: remove, but semantics differs from split_nr
1510object *
1511get_split_ob (object *orig_ob, uint32 nr)
1512{
1513 if (orig_ob->nrof < nr)
1514 {
1515 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1516 return 0;
1517 }
1518
1519 return orig_ob->split_nr (nr);
1520}
1521
1522// find player who can see this object
1523static object *
1524visible_to (object *op)
1525{
1526 if (!op->flag [FLAG_REMOVED])
1527 {
1528 // see if we are in a container of sorts
1529 if (object *env = op->env)
1530 {
1531 // the player inventory itself is always visible
1532 if (env->type == PLAYER)
1533 return env;
1534
1535 // else a player could have our env open
1536 env = env->outer_env ();
1537
1538 // the player itself is always on a map, so we will find him here
1539 // even if our inv is in a player.
1540 if (env->is_on_map ())
1541 if (object *pl = env->ms ().player ())
1542 if (pl->container == op->env)
1543 return pl;
1544 }
1545 else
1546 {
1547 // maybe there is a player standing on the same mapspace
1548 if (object *pl = env->ms ().player ())
1549 return pl;
1550 }
1551 }
1552
1553 return 0;
1554}
1555
1556/*
1557 * decrease_ob_nr(object, number) decreases a specified number from 1509 * decrease(object, number) decreases a specified number from
1558 * the amount of an object. If the amount reaches 0, the object 1510 * the amount of an object. If the amount reaches 0, the object
1559 * is subsequently removed and freed. 1511 * is subsequently removed and freed.
1560 * 1512 *
1561 * Return value: 'op' if something is left, NULL if the amount reached 0 1513 * Return value: 'op' if something is left, NULL if the amount reached 0
1562 */ 1514 */
1563bool 1515bool
1564object::decrease_nr (sint32 nr) 1516object::decrease (sint32 nr)
1565{ 1517{
1518 if (!nr)
1519 return true;
1520
1566 nr = min (nr, nrof); 1521 nr = min (nr, nrof);
1567 1522
1568 if (!nr) 1523 if (nrof > nr)
1569 return 1; 1524 {
1570
1571 nrof -= nr; 1525 nrof -= nr;
1572
1573 object *visible = visible_to (this);
1574
1575 if (nrof)
1576 {
1577 adjust_weight (env, -weight * nr); // carrying == 0 1526 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1578 1527
1579 if (visible) 1528 if (object *pl = visible_to ())
1580 esrv_send_item (visible, this); 1529 esrv_update_item (UPD_NROF, pl, this);
1581 1530
1582 return 1; 1531 return true;
1583 } 1532 }
1584 else 1533 else
1585 { 1534 {
1586 if (visible)
1587 esrv_del_item (visible->contr, count);
1588
1589 this->destroy (1); 1535 destroy ();
1590 return 0; 1536 return false;
1591 } 1537 }
1592} 1538}
1593 1539
1594//TODO: remove 1540/*
1541 * split(ob,nr) splits up ob into two parts. The part which
1542 * is returned contains nr objects, and the remaining parts contains
1543 * the rest (or is removed and returned if that number is 0).
1544 * On failure, NULL is returned.
1545 */
1595object * 1546object *
1596decrease_ob_nr (object *op, uint32 i) 1547object::split (sint32 nr)
1597{ 1548{
1598 return op->decrease_nr (i) ? op : 0; 1549 int have = number_of ();
1550
1551 if (have < nr)
1552 return 0;
1553 else if (have == nr)
1554 {
1555 remove ();
1556 return this;
1557 }
1558 else
1559 {
1560 decrease (nr);
1561
1562 object *op = deep_clone ();
1563 op->nrof = nr;
1564 return op;
1565 }
1599} 1566}
1600 1567
1601object * 1568object *
1602insert_ob_in_ob (object *op, object *where) 1569insert_ob_in_ob (object *op, object *where)
1603{ 1570{
1644 if (object::can_merge (tmp, op)) 1611 if (object::can_merge (tmp, op))
1645 { 1612 {
1646 /* return the original object and remove inserted object 1613 /* return the original object and remove inserted object
1647 (client needs the original object) */ 1614 (client needs the original object) */
1648 tmp->nrof += op->nrof; 1615 tmp->nrof += op->nrof;
1616
1617 if (object *pl = tmp->visible_to ())
1618 esrv_update_item (UPD_NROF, pl, tmp);
1619
1620 adjust_weight (this, op->total_weight ());
1621
1649 op->destroy (1); 1622 op->destroy ();
1650 op = tmp; 1623 op = tmp;
1651 goto inserted; 1624 goto inserted;
1652 } 1625 }
1653 1626
1654 op->owner = 0; // it's his/hers now. period. 1627 op->owner = 0; // it's his/hers now. period.
1665 1638
1666 inv = op; 1639 inv = op;
1667 1640
1668 op->flag [FLAG_REMOVED] = 0; 1641 op->flag [FLAG_REMOVED] = 0;
1669 1642
1643 if (object *pl = op->visible_to ())
1644 esrv_send_item (pl, op);
1645
1670 adjust_weight (this, op->total_weight ()); 1646 adjust_weight (this, op->total_weight ());
1671 1647
1672inserted: 1648inserted:
1673 /* reset the light list and los of the players on the map */ 1649 /* reset the light list and los of the players on the map */
1674 if (op->glow_radius && map && map->darkness) 1650 if (op->glow_radius && is_on_map ())
1651 {
1652 update_stats ();
1675 update_all_los (map, x, y); 1653 update_all_los (map, x, y);
1676 1654 }
1677 if (object *otmp = in_player ()) 1655 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1678 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1656 // if this is a player's inventory, update stats
1679 otmp->update_stats (); 1657 update_stats ();
1680 1658
1681 INVOKE_OBJECT (INSERT, this); 1659 INVOKE_OBJECT (INSERT, this);
1682 1660
1683 return op; 1661 return op;
1684} 1662}
1704 * on top. 1682 * on top.
1705 */ 1683 */
1706int 1684int
1707check_move_on (object *op, object *originator) 1685check_move_on (object *op, object *originator)
1708{ 1686{
1687 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1688 return 0;
1689
1709 object *tmp; 1690 object *tmp;
1710 maptile *m = op->map; 1691 maptile *m = op->map;
1711 int x = op->x, y = op->y; 1692 int x = op->x, y = op->y;
1712 1693
1713 MoveType move_on, move_slow, move_block; 1694 mapspace &ms = m->at (x, y);
1714 1695
1715 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1696 ms.update ();
1716 return 0;
1717 1697
1718 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1698 MoveType move_on = ms.move_on;
1719 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1699 MoveType move_slow = ms.move_slow;
1720 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1700 MoveType move_block = ms.move_block;
1721 1701
1722 /* if nothing on this space will slow op down or be applied, 1702 /* if nothing on this space will slow op down or be applied,
1723 * no need to do checking below. have to make sure move_type 1703 * no need to do checking below. have to make sure move_type
1724 * is set, as lots of objects don't have it set - we treat that 1704 * is set, as lots of objects don't have it set - we treat that
1725 * as walking. 1705 * as walking.
1736 return 0; 1716 return 0;
1737 1717
1738 /* The objects have to be checked from top to bottom. 1718 /* The objects have to be checked from top to bottom.
1739 * Hence, we first go to the top: 1719 * Hence, we first go to the top:
1740 */ 1720 */
1741 1721 for (object *next, *tmp = ms.top; tmp; tmp = next)
1742 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1743 {
1744 /* Trim the search when we find the first other spell effect
1745 * this helps performance so that if a space has 50 spell objects,
1746 * we don't need to check all of them.
1747 */
1748 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1749 break;
1750 } 1722 {
1723 next = tmp->below;
1751 1724
1752 for (; tmp; tmp = tmp->below)
1753 {
1754 if (tmp == op) 1725 if (tmp == op)
1755 continue; /* Can't apply yourself */ 1726 continue; /* Can't apply yourself */
1756 1727
1757 /* Check to see if one of the movement types should be slowed down. 1728 /* Check to see if one of the movement types should be slowed down.
1758 * Second check makes sure that the movement types not being slowed 1729 * Second check makes sure that the movement types not being slowed
1763 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1734 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1764 { 1735 {
1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1736 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1766 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1737 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1767 { 1738 {
1768
1769 float
1770 diff = tmp->move_slow_penalty * fabs (op->speed); 1739 float diff = tmp->move_slow_penalty * fabs (op->speed);
1771 1740
1772 if (op->type == PLAYER) 1741 if (op->is_player ())
1773 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1742 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1774 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1743 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1775 diff /= 4.0; 1744 diff /= 4.0;
1776 1745
1777 op->speed_left -= diff; 1746 op->speed_left -= diff;
1778 } 1747 }
1779 } 1748 }
1812 LOG (llevError, "Present_arch called outside map.\n"); 1781 LOG (llevError, "Present_arch called outside map.\n");
1813 return NULL; 1782 return NULL;
1814 } 1783 }
1815 1784
1816 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1785 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1817 if (tmp->arch == at) 1786 if (tmp->arch->archname == at->archname)
1818 return tmp; 1787 return tmp;
1819 1788
1820 return NULL; 1789 return NULL;
1821} 1790}
1822 1791
1886 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
1887 */ 1856 */
1888object * 1857object *
1889present_arch_in_ob (const archetype *at, const object *op) 1858present_arch_in_ob (const archetype *at, const object *op)
1890{ 1859{
1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1860 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1892 if (tmp->arch == at) 1861 if (tmp->arch->archname == at->archname)
1893 return tmp; 1862 return tmp;
1894 1863
1895 return NULL; 1864 return NULL;
1896} 1865}
1897 1866
1985 * head of the object should correspond for the entire object. 1954 * head of the object should correspond for the entire object.
1986 */ 1955 */
1987 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1956 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1988 continue; 1957 continue;
1989 1958
1990 if (ob->blocked (m, pos.x, pos.y)) 1959 if (ob->blocked (pos.m, pos.x, pos.y))
1991 continue; 1960 continue;
1992 1961
1993 altern [index++] = i; 1962 altern [index++] = i;
1994 } 1963 }
1995 1964
2063 * there is capable of. 2032 * there is capable of.
2064 */ 2033 */
2065int 2034int
2066find_dir (maptile *m, int x, int y, object *exclude) 2035find_dir (maptile *m, int x, int y, object *exclude)
2067{ 2036{
2068 int i, max = SIZEOFFREE, mflags; 2037 int max = SIZEOFFREE, mflags;
2069
2070 sint16 nx, ny;
2071 object *tmp;
2072 maptile *mp;
2073
2074 MoveType blocked, move_type; 2038 MoveType move_type;
2075 2039
2076 if (exclude && exclude->head_ () != exclude) 2040 if (exclude && exclude->head_ () != exclude)
2077 { 2041 {
2078 exclude = exclude->head; 2042 exclude = exclude->head;
2079 move_type = exclude->move_type; 2043 move_type = exclude->move_type;
2082 { 2046 {
2083 /* If we don't have anything, presume it can use all movement types. */ 2047 /* If we don't have anything, presume it can use all movement types. */
2084 move_type = MOVE_ALL; 2048 move_type = MOVE_ALL;
2085 } 2049 }
2086 2050
2087 for (i = 1; i < max; i++) 2051 for (int i = 1; i < max; i++)
2088 { 2052 {
2089 mp = m; 2053 mapxy pos (m, x, y);
2090 nx = x + freearr_x[i]; 2054 pos.move (i);
2091 ny = y + freearr_y[i];
2092 2055
2093 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2056 if (!pos.normalise ())
2094
2095 if (mflags & P_OUT_OF_MAP)
2096 max = maxfree[i]; 2057 max = maxfree[i];
2097 else 2058 else
2098 { 2059 {
2099 mapspace &ms = mp->at (nx, ny); 2060 mapspace &ms = *pos;
2100 2061
2101 blocked = ms.move_block;
2102
2103 if ((move_type & blocked) == move_type) 2062 if ((move_type & ms.move_block) == move_type)
2104 max = maxfree[i]; 2063 max = maxfree [i];
2105 else if (mflags & P_IS_ALIVE) 2064 else if (ms.flags () & P_IS_ALIVE)
2106 { 2065 {
2107 for (tmp = ms.bot; tmp; tmp = tmp->above) 2066 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2108 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2067 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2109 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2068 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2110 break;
2111
2112 if (tmp)
2113 return freedir[i]; 2069 return freedir [i];
2114 } 2070 }
2115 } 2071 }
2116 } 2072 }
2117 2073
2118 return 0; 2074 return 0;
2193 * This basically means that if direction is 15, then it could either go 2149 * This basically means that if direction is 15, then it could either go
2194 * direction 4, 14, or 16 to get back to where we are. 2150 * direction 4, 14, or 16 to get back to where we are.
2195 * Moved from spell_util.c to object.c with the other related direction 2151 * Moved from spell_util.c to object.c with the other related direction
2196 * functions. 2152 * functions.
2197 */ 2153 */
2198int reduction_dir[SIZEOFFREE][3] = { 2154static const int reduction_dir[SIZEOFFREE][3] = {
2199 {0, 0, 0}, /* 0 */ 2155 {0, 0, 0}, /* 0 */
2200 {0, 0, 0}, /* 1 */ 2156 {0, 0, 0}, /* 1 */
2201 {0, 0, 0}, /* 2 */ 2157 {0, 0, 0}, /* 2 */
2202 {0, 0, 0}, /* 3 */ 2158 {0, 0, 0}, /* 3 */
2203 {0, 0, 0}, /* 4 */ 2159 {0, 0, 0}, /* 4 */
2299int 2255int
2300can_pick (const object *who, const object *item) 2256can_pick (const object *who, const object *item)
2301{ 2257{
2302 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2258 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2303 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2259 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2304 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2260 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2305} 2261}
2306 2262
2307/* 2263/*
2308 * create clone from object to another 2264 * create clone from object to another
2309 */ 2265 */
2310object * 2266object *
2311object_create_clone (object *asrc) 2267object::deep_clone ()
2312{ 2268{
2313 object *dst = 0, *tmp, *src, *prev, *item; 2269 assert (("deep_clone called on non-head object", is_head ()));
2314 2270
2315 if (!asrc) 2271 object *dst = clone ();
2316 return 0;
2317 2272
2318 src = asrc->head_ (); 2273 object *prev = dst;
2319
2320 prev = 0;
2321 for (object *part = src; part; part = part->more) 2274 for (object *part = this->more; part; part = part->more)
2322 { 2275 {
2323 tmp = part->clone (); 2276 object *tmp = part->clone ();
2324 tmp->x -= src->x;
2325 tmp->y -= src->y;
2326
2327 if (!part->head)
2328 {
2329 dst = tmp;
2330 tmp->head = 0;
2331 }
2332 else
2333 tmp->head = dst; 2277 tmp->head = dst;
2334
2335 tmp->more = 0;
2336
2337 if (prev)
2338 prev->more = tmp; 2278 prev->more = tmp;
2339
2340 prev = tmp; 2279 prev = tmp;
2341 } 2280 }
2342 2281
2343 for (item = src->inv; item; item = item->below) 2282 for (object *item = inv; item; item = item->below)
2344 insert_ob_in_ob (object_create_clone (item), dst); 2283 insert_ob_in_ob (item->deep_clone (), dst);
2345 2284
2346 return dst; 2285 return dst;
2347} 2286}
2348 2287
2349/* This returns the first object in who's inventory that 2288/* This returns the first object in who's inventory that
2358 return tmp; 2297 return tmp;
2359 2298
2360 return 0; 2299 return 0;
2361} 2300}
2362 2301
2363/* If ob has a field named key, return the link from the list, 2302shstr_tmp
2364 * otherwise return NULL. 2303object::kv_get (shstr_tmp key) const
2365 *
2366 * key must be a passed in shared string - otherwise, this won't
2367 * do the desired thing.
2368 */
2369key_value *
2370get_ob_key_link (const object *ob, const char *key)
2371{ 2304{
2372 for (key_value *link = ob->key_values; link; link = link->next) 2305 for (key_value *kv = key_values; kv; kv = kv->next)
2373 if (link->key == key) 2306 if (kv->key == key)
2374 return link;
2375
2376 return 0;
2377}
2378
2379/*
2380 * Returns the value of op has an extra_field for key, or NULL.
2381 *
2382 * The argument doesn't need to be a shared string.
2383 *
2384 * The returned string is shared.
2385 */
2386const char *
2387get_ob_key_value (const object *op, const char *const key)
2388{
2389 key_value *link;
2390 shstr_cmp canonical_key (key);
2391
2392 if (!canonical_key)
2393 {
2394 /* 1. There being a field named key on any object
2395 * implies there'd be a shared string to find.
2396 * 2. Since there isn't, no object has this field.
2397 * 3. Therefore, *this* object doesn't have this field.
2398 */
2399 return 0;
2400 }
2401
2402 /* This is copied from get_ob_key_link() above -
2403 * only 4 lines, and saves the function call overhead.
2404 */
2405 for (link = op->key_values; link; link = link->next)
2406 if (link->key == canonical_key)
2407 return link->value; 2307 return kv->value;
2408 2308
2409 return 0; 2309 return shstr ();
2410} 2310}
2411 2311
2412/* 2312void
2413 * Updates the canonical_key in op to value. 2313object::kv_set (shstr_tmp key, shstr_tmp value)
2414 *
2415 * canonical_key is a shared string (value doesn't have to be).
2416 *
2417 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2418 * keys.
2419 *
2420 * Returns TRUE on success.
2421 */
2422int
2423set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2424{ 2314{
2425 key_value *field = NULL, *last = NULL; 2315 for (key_value *kv = key_values; kv; kv = kv->next)
2426 2316 if (kv->key == key)
2427 for (field = op->key_values; field != NULL; field = field->next)
2428 {
2429 if (field->key != canonical_key)
2430 { 2317 {
2431 last = field; 2318 kv->value = value;
2432 continue; 2319 return;
2433 } 2320 }
2434 2321
2435 if (value) 2322 key_value *kv = new key_value;
2436 field->value = value; 2323
2437 else 2324 kv->next = key_values;
2325 kv->key = key;
2326 kv->value = value;
2327
2328 key_values = kv;
2329}
2330
2331void
2332object::kv_del (shstr_tmp key)
2333{
2334 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2335 if ((*kvp)->key == key)
2438 { 2336 {
2439 /* Basically, if the archetype has this key set, 2337 key_value *kv = *kvp;
2440 * we need to store the null value so when we save 2338 *kvp = (*kvp)->next;
2441 * it, we save the empty value so that when we load, 2339 delete kv;
2442 * we get this value back again. 2340 return;
2443 */
2444 if (get_ob_key_link (op->arch, canonical_key))
2445 field->value = 0;
2446 else
2447 {
2448 if (last)
2449 last->next = field->next;
2450 else
2451 op->key_values = field->next;
2452
2453 delete field;
2454 }
2455 } 2341 }
2456 return TRUE;
2457 }
2458 /* IF we get here, key doesn't exist */
2459
2460 /* No field, we'll have to add it. */
2461
2462 if (!add_key)
2463 return FALSE;
2464
2465 /* There isn't any good reason to store a null
2466 * value in the key/value list. If the archetype has
2467 * this key, then we should also have it, so shouldn't
2468 * be here. If user wants to store empty strings,
2469 * should pass in ""
2470 */
2471 if (value == NULL)
2472 return TRUE;
2473
2474 field = new key_value;
2475
2476 field->key = canonical_key;
2477 field->value = value;
2478 /* Usual prepend-addition. */
2479 field->next = op->key_values;
2480 op->key_values = field;
2481
2482 return TRUE;
2483}
2484
2485/*
2486 * Updates the key in op to value.
2487 *
2488 * If add_key is FALSE, this will only update existing keys,
2489 * and not add new ones.
2490 * In general, should be little reason FALSE is ever passed in for add_key
2491 *
2492 * Returns TRUE on success.
2493 */
2494int
2495set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2496{
2497 shstr key_ (key);
2498
2499 return set_ob_key_value_s (op, key_, value, add_key);
2500} 2342}
2501 2343
2502object::depth_iterator::depth_iterator (object *container) 2344object::depth_iterator::depth_iterator (object *container)
2503: iterator_base (container) 2345: iterator_base (container)
2504{ 2346{
2554{ 2396{
2555 char flagdesc[512]; 2397 char flagdesc[512];
2556 char info2[256 * 4]; 2398 char info2[256 * 4];
2557 char *p = info; 2399 char *p = info;
2558 2400
2559 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2401 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2560 count, 2402 count,
2561 uuid.c_str (), 2403 uuid.c_str (),
2562 &name, 2404 &name,
2563 title ? "\",title:\"" : "", 2405 title ? ",title:\"" : "",
2564 title ? (const char *)title : "", 2406 title ? (const char *)title : "",
2407 title ? "\"" : "",
2565 flag_desc (flagdesc, 512), type); 2408 flag_desc (flagdesc, 512), type);
2566 2409
2567 if (!this->flag[FLAG_REMOVED] && env) 2410 if (!flag[FLAG_REMOVED] && env)
2568 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2411 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2569 2412
2570 if (map) 2413 if (map)
2571 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2414 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2572 2415
2602object::open_container (object *new_container) 2445object::open_container (object *new_container)
2603{ 2446{
2604 if (container == new_container) 2447 if (container == new_container)
2605 return; 2448 return;
2606 2449
2607 if (object *old_container = container) 2450 object *old_container = container;
2451
2452 if (old_container)
2608 { 2453 {
2609 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2454 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2610 return; 2455 return;
2611 2456
2612#if 0 2457#if 0
2614 if (object *closer = old_container->inv) 2459 if (object *closer = old_container->inv)
2615 if (closer->type == CLOSE_CON) 2460 if (closer->type == CLOSE_CON)
2616 closer->destroy (); 2461 closer->destroy ();
2617#endif 2462#endif
2618 2463
2464 // make sure the container is available
2465 esrv_send_item (this, old_container);
2466
2619 old_container->flag [FLAG_APPLIED] = 0; 2467 old_container->flag [FLAG_APPLIED] = false;
2620 container = 0; 2468 container = 0;
2621 2469
2470 // client needs item update to make it work, client bug requires this to be separate
2622 esrv_update_item (UPD_FLAGS, this, old_container); 2471 esrv_update_item (UPD_FLAGS, this, old_container);
2472
2623 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2473 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2624 play_sound (sound_find ("chest_close")); 2474 play_sound (sound_find ("chest_close"));
2625 } 2475 }
2626 2476
2627 if (new_container) 2477 if (new_container)
2628 { 2478 {
2638 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2488 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2639 new_container->insert (closer); 2489 new_container->insert (closer);
2640 } 2490 }
2641#endif 2491#endif
2642 2492
2643 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2493 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2644 2494
2495 // make sure the container is available, client bug requires this to be separate
2496 esrv_send_item (this, new_container);
2497
2645 new_container->flag [FLAG_APPLIED] = 1; 2498 new_container->flag [FLAG_APPLIED] = true;
2646 container = new_container; 2499 container = new_container;
2647 2500
2501 // client needs flag change
2648 esrv_update_item (UPD_FLAGS, this, new_container); 2502 esrv_update_item (UPD_FLAGS, this, new_container);
2649 esrv_send_inventory (this, new_container); 2503 esrv_send_inventory (this, new_container);
2650 play_sound (sound_find ("chest_open")); 2504 play_sound (sound_find ("chest_open"));
2651 } 2505 }
2506// else if (!old_container->env && contr && contr->ns)
2507// contr->ns->floorbox_reset ();
2652} 2508}
2653 2509
2654object * 2510object *
2655object::force_find (const shstr name) 2511object::force_find (shstr_tmp name)
2656{ 2512{
2657 /* cycle through his inventory to look for the MARK we want to 2513 /* cycle through his inventory to look for the MARK we want to
2658 * place 2514 * place
2659 */ 2515 */
2660 for (object *tmp = inv; tmp; tmp = tmp->below) 2516 for (object *tmp = inv; tmp; tmp = tmp->below)
2662 return splay (tmp); 2518 return splay (tmp);
2663 2519
2664 return 0; 2520 return 0;
2665} 2521}
2666 2522
2523//-GPL
2524
2667void 2525void
2526object::force_set_timer (int duration)
2527{
2528 this->duration = 1;
2529 this->speed_left = -1.f;
2530
2531 this->set_speed (duration ? 1.f / duration : 0.f);
2532}
2533
2534object *
2668object::force_add (const shstr name, int duration) 2535object::force_add (shstr_tmp name, int duration)
2669{ 2536{
2670 if (object *force = force_find (name)) 2537 if (object *force = force_find (name))
2671 force->destroy (); 2538 force->destroy ();
2672 2539
2673 object *force = get_archetype (FORCE_NAME); 2540 object *force = get_archetype (FORCE_NAME);
2674 2541
2675 force->slaying = name; 2542 force->slaying = name;
2676 force->stats.food = 1; 2543 force->force_set_timer (duration);
2677 force->speed_left = -1.f;
2678
2679 force->set_speed (duration ? 1.f / duration : 0.f);
2680 force->flag [FLAG_IS_USED_UP] = true;
2681 force->flag [FLAG_APPLIED] = true; 2544 force->flag [FLAG_APPLIED] = true;
2682 2545
2683 insert (force); 2546 return insert (force);
2684} 2547}
2685 2548
2686void 2549void
2687object::play_sound (faceidx sound) 2550object::play_sound (faceidx sound) const
2688{ 2551{
2689 if (!sound) 2552 if (!sound)
2690 return; 2553 return;
2691 2554
2692 if (flag [FLAG_REMOVED]) 2555 if (is_on_map ())
2556 map->play_sound (sound, x, y);
2557 else if (object *pl = in_player ())
2558 pl->contr->play_sound (sound);
2559}
2560
2561void
2562object::say_msg (const char *msg) const
2563{
2564 if (is_on_map ())
2565 map->say_msg (msg, x, y);
2566 else if (object *pl = in_player ())
2567 pl->contr->play_sound (sound);
2568}
2569
2570void
2571object::make_noise ()
2572{
2573 // we do not model noise in the map, so instead put
2574 // a temporary light into the noise source
2575 // could use the map instead, but that's less reliable for our
2576 // goal, which is to make invisibility a bit harder to exploit
2577
2578 // currently only works sensibly for players
2579 if (!is_player ())
2693 return; 2580 return;
2694 2581
2695 if (env) 2582 // find old force, or create new one
2696 { 2583 object *force = force_find (shstr_noise_force);
2697 if (object *pl = in_player ()) 2584
2698 pl->contr->play_sound (sound); 2585 if (force)
2699 } 2586 force->speed_left = -1.f; // patch old speed up
2700 else 2587 else
2701 map->play_sound (sound, x, y); 2588 {
2702} 2589 force = archetype::get (shstr_noise_force);
2703 2590
2591 force->slaying = shstr_noise_force;
2592 force->stats.food = 1;
2593 force->speed_left = -1.f;
2594
2595 force->set_speed (1.f / 4.f);
2596 force->flag [FLAG_IS_USED_UP] = true;
2597 force->flag [FLAG_APPLIED] = true;
2598
2599 insert (force);
2600 }
2601}
2602

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