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Comparing deliantra/server/common/object.C (file contents):
Revision 1.207 by root, Sun Apr 20 23:25:09 2008 UTC vs.
Revision 1.292 by root, Mon Oct 19 21:48:49 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 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/* 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 24
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h>
34#include <sproto.h> 30#include <sproto.h>
35#include <loader.h> 31#include <loader.h>
36 32
37#include <bitset> 33#include <bitset>
38 34
39UUID UUID::cur; 35UUID UUID::cur;
40static uint64_t seq_next_save; 36static uint64_t seq_next_save;
41static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
42 39
43objectvec objects; 40objectvec objects;
44activevec actives; 41activevec actives;
45 42
46short freearr_x[SIZEOFFREE] = { 43short freearr_x[SIZEOFFREE] = {
144 141
145/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 142/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
146static bool 143static bool
147compare_ob_value_lists_one (const object *wants, const object *has) 144compare_ob_value_lists_one (const object *wants, const object *has)
148{ 145{
149 key_value *wants_field;
150
151 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see kv_get), but I'm hoping both
152 * objects with lists are rare, and lists stay short. If not, use a 147 * objects with lists are rare, and lists stay short. If not, use a
153 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
154 */ 149 */
155 150
156 /* For each field in wants, */ 151 /* For each field in wants, */
157 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 152 for (key_value *kv = wants->key_values; kv; kv = kv->next)
158 { 153 if (has->kv_get (kv->key) != kv->value)
159 key_value *has_field; 154 return false;
160
161 /* Look for a field in has with the same key. */
162 has_field = get_ob_key_link (has, wants_field->key);
163
164 if (!has_field)
165 return 0; /* No field with that name. */
166
167 /* Found the matching field. */
168 if (has_field->value != wants_field->value)
169 return 0; /* Values don't match, so this half of the comparison is false. */
170
171 /* If we get here, we found a match. Now for the next field in wants. */
172 }
173 155
174 /* If we get here, every field in wants has a matching field in has. */ 156 /* If we get here, every field in wants has a matching field in has. */
175 return 1; 157 return true;
176} 158}
177 159
178/* Returns TRUE if ob1 has the same key_values as ob2. */ 160/* Returns TRUE if ob1 has the same key_values as ob2. */
179static bool 161static bool
180compare_ob_value_lists (const object *ob1, const object *ob2) 162compare_ob_value_lists (const object *ob1, const object *ob2)
181{ 163{
182 /* However, there may be fields in has which aren't partnered in wants, 164 /* However, there may be fields in has which aren't partnered in wants,
183 * so we need to run the comparison *twice*. :( 165 * so we need to run the comparison *twice*. :(
184 */ 166 */
185 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 167 return compare_ob_value_lists_one (ob1, ob2)
168 && compare_ob_value_lists_one (ob2, ob1);
186} 169}
187 170
188/* Function examines the 2 objects given to it, and returns true if 171/* Function examines the 2 objects given to it, and returns true if
189 * they can be merged together. 172 * they can be merged together.
190 * 173 *
205 || ob1->speed != ob2->speed 188 || ob1->speed != ob2->speed
206 || ob1->value != ob2->value 189 || ob1->value != ob2->value
207 || ob1->name != ob2->name) 190 || ob1->name != ob2->name)
208 return 0; 191 return 0;
209 192
210 /* Do not merge objects if nrof would overflow. First part checks 193 /* Do not merge objects if nrof would overflow, assume nrof
211 * for unsigned overflow (2c), second part checks wether the result 194 * is always 0 .. 2**31-1 */
212 * would fit into a 32 bit signed int, which is often used to hold 195 if (ob1->nrof > 0x7fffffff - ob2->nrof)
213 * nrof values.
214 */
215 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
216 return 0; 196 return 0;
217 197
218 /* If the objects have been identified, set the BEEN_APPLIED flag. 198 /* If the objects have been identified, set the BEEN_APPLIED flag.
219 * This is to the comparison of the flags below will be OK. We 199 * This is to the comparison of the flags below will be OK. We
220 * just can't ignore the been applied or identified flags, as they 200 * just can't ignore the been applied or identified flags, as they
225 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 205 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
226 206
227 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 207 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
228 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 208 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
229 209
230 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 210 if (ob1->arch->archname != ob2->arch->archname
231 || ob1->arch != ob2->arch
232 || ob1->name != ob2->name 211 || ob1->name != ob2->name
233 || ob1->title != ob2->title 212 || ob1->title != ob2->title
234 || ob1->msg != ob2->msg 213 || ob1->msg != ob2->msg
235 || ob1->weight != ob2->weight 214 || ob1->weight != ob2->weight
236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 || ob1->attacktype != ob2->attacktype 215 || ob1->attacktype != ob2->attacktype
239 || ob1->magic != ob2->magic 216 || ob1->magic != ob2->magic
240 || ob1->slaying != ob2->slaying 217 || ob1->slaying != ob2->slaying
241 || ob1->skill != ob2->skill 218 || ob1->skill != ob2->skill
242 || ob1->value != ob2->value 219 || ob1->value != ob2->value
243 || ob1->animation_id != ob2->animation_id 220 || ob1->animation_id != ob2->animation_id
221 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
244 || ob1->client_type != ob2->client_type 222 || ob1->client_type != ob2->client_type
245 || ob1->materialname != ob2->materialname 223 || ob1->materialname != ob2->materialname
246 || ob1->lore != ob2->lore 224 || ob1->lore != ob2->lore
247 || ob1->subtype != ob2->subtype 225 || ob1->subtype != ob2->subtype
248 || ob1->move_type != ob2->move_type 226 || ob1->move_type != ob2->move_type
249 || ob1->move_block != ob2->move_block 227 || ob1->move_block != ob2->move_block
250 || ob1->move_allow != ob2->move_allow 228 || ob1->move_allow != ob2->move_allow
251 || ob1->move_on != ob2->move_on 229 || ob1->move_on != ob2->move_on
252 || ob1->move_off != ob2->move_off 230 || ob1->move_off != ob2->move_off
253 || ob1->move_slow != ob2->move_slow 231 || ob1->move_slow != ob2->move_slow
254 || ob1->move_slow_penalty != ob2->move_slow_penalty) 232 || ob1->move_slow_penalty != ob2->move_slow_penalty
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0;
236
237 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_REMOVED)
240 .any ())
255 return 0; 241 return 0;
256 242
257 /* This is really a spellbook check - we should in general 243 /* This is really a spellbook check - we should in general
258 * not merge objects with real inventories, as splitting them 244 * not merge objects with real inventories, as splitting them
259 * is hard. 245 * is hard.
298 284
299 if (ob1->key_values || ob2->key_values) 285 if (ob1->key_values || ob2->key_values)
300 { 286 {
301 /* At least one of these has key_values. */ 287 /* At least one of these has key_values. */
302 if ((!ob1->key_values) != (!ob2->key_values)) 288 if ((!ob1->key_values) != (!ob2->key_values))
303 /* One has fields, but the other one doesn't. */ 289 return 0; /* One has fields, but the other one doesn't. */
304 return 0; 290
305 else if (!compare_ob_value_lists (ob1, ob2)) 291 if (!compare_ob_value_lists (ob1, ob2))
306 return 0; 292 return 0;
307 } 293 }
308 294
309 if (ob1->self || ob2->self) 295 if (ob1->self || ob2->self)
310 { 296 {
316 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 302 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
317 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 303 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
318 304
319 if (k1 != k2) 305 if (k1 != k2)
320 return 0; 306 return 0;
307
321 else if (k1 == 0) 308 if (k1 == 0)
322 return 1; 309 return 1;
310
323 else if (!cfperl_can_merge (ob1, ob2)) 311 if (!cfperl_can_merge (ob1, ob2))
324 return 0; 312 return 0;
325 } 313 }
326 } 314 }
327 315
328 /* Everything passes, must be OK. */ 316 /* Everything passes, must be OK. */
329 return 1; 317 return 1;
330} 318}
331 319
320// find player who can see this object
321object *
322object::visible_to () const
323{
324 if (client_visible () && !flag [FLAG_REMOVED])
325 {
326 // see if we are in a container of sorts
327 if (env)
328 {
329 // the player inventory itself is always visible
330 if (env->is_player ())
331 return env;
332
333 // else a player could have our env open
334 object *envest = env->outer_env_or_self ();
335
336 // the player itself is always on a map, so we will find him here
337 // even if our inv is in a player.
338 if (envest->is_on_map ())
339 if (object *pl = envest->ms ().player ())
340 if (pl->container_ () == env)
341 return pl;
342 }
343 else
344 {
345 // maybe there is a player standing on the same mapspace
346 // this will catch the case where "this" is a player
347 if (object *pl = ms ().player ())
348 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
349 || pl->container_ () == this)
350 return pl;
351 }
352 }
353
354 return 0;
355}
356
357// adjust weight per container type ("of holding")
332static sint32 358static sint32
333weight_adjust (object *op, sint32 weight) 359weight_adjust_for (object *op, sint32 weight)
334{ 360{
335 return op->type == CONTAINER 361 return op->type == CONTAINER
336 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
337 : weight; 363 : weight;
338} 364}
339 365
340/* 366/*
341 * add_weight(object, weight) adds the specified weight to an object, 367 * adjust_weight(object, weight) adds the specified weight to an object,
342 * and also updates how much the environment(s) is/are carrying. 368 * and also updates how much the environment(s) is/are carrying.
343 */ 369 */
344static void 370static void
345add_weight (object *op, sint32 weight) 371adjust_weight (object *op, sint32 weight)
346{ 372{
347 while (op) 373 while (op)
348 { 374 {
375 // adjust by actual difference to account for rounding errors
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
349 weight = weight_adjust (op, weight); 377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
379
380 if (!weight)
381 return;
350 382
351 op->carrying += weight; 383 op->carrying += weight;
384
385 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily
387 esrv_update_item (UPD_WEIGHT, pl, op);
388
352 op = op->env; 389 op = op->env;
353 } 390 }
354}
355
356/*
357 * sub_weight() recursively (outwards) subtracts a number from the
358 * weight of an object (and what is carried by it's environment(s)).
359 */
360static void
361sub_weight (object *op, long weight)
362{
363 add_weight (op, -weight);
364} 391}
365 392
366/* 393/*
367 * this is a recursive function which calculates the weight 394 * this is a recursive function which calculates the weight
368 * an object is carrying. It goes through op and figures out how much 395 * an object is carrying. It goes through op and figures out how much
379 op->update_weight (); 406 op->update_weight ();
380 407
381 sum += op->total_weight (); 408 sum += op->total_weight ();
382 } 409 }
383 410
384 carrying = weight_adjust (this, sum); 411 sum = weight_adjust_for (this, sum);
385}
386 412
413 if (sum != carrying)
414 {
415 carrying = sum;
416
417 if (object *pl = visible_to ())
418 if (pl != this) // player is handled lazily
419 esrv_update_item (UPD_WEIGHT, pl, this);
420 }
421}
422
387/* 423/*
388 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 424 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
389 * Some error messages.
390 * The result of the dump is stored in the static global errmsg array.
391 */ 425 */
392char * 426char *
393dump_object (object *op) 427dump_object (object *op)
394{ 428{
395 if (!op) 429 if (!op)
398 object_freezer freezer; 432 object_freezer freezer;
399 op->write (freezer); 433 op->write (freezer);
400 return freezer.as_string (); 434 return freezer.as_string ();
401} 435}
402 436
437char *
438object::as_string ()
439{
440 return dump_object (this);
441}
442
403/* 443/*
404 * get_nearest_part(multi-object, object 2) returns the part of the 444 * get_nearest_part(multi-object, object 2) returns the part of the
405 * multi-object 1 which is closest to the second object. 445 * multi-object 1 which is closest to the second object.
406 * If it's not a multi-object, it is returned. 446 * If it's not a multi-object, it is returned.
407 */ 447 */
409get_nearest_part (object *op, const object *pl) 449get_nearest_part (object *op, const object *pl)
410{ 450{
411 object *tmp, *closest; 451 object *tmp, *closest;
412 int last_dist, i; 452 int last_dist, i;
413 453
414 if (op->more == NULL) 454 if (!op->more)
415 return op; 455 return op;
456
416 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 457 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
458 tmp;
459 tmp = tmp->more)
417 if ((i = distance (tmp, pl)) < last_dist) 460 if ((i = distance (tmp, pl)) < last_dist)
418 closest = tmp, last_dist = i; 461 closest = tmp, last_dist = i;
462
419 return closest; 463 return closest;
420} 464}
421 465
422/* 466/*
423 * Returns the object which has the count-variable equal to the argument. 467 * Returns the object which has the count-variable equal to the argument.
468 * VERRRY slow.
424 */ 469 */
425object * 470object *
426find_object (tag_t i) 471find_object (tag_t i)
427{ 472{
428 for_all_objects (op) 473 for_all_objects (op)
439 */ 484 */
440object * 485object *
441find_object_name (const char *str) 486find_object_name (const char *str)
442{ 487{
443 shstr_cmp str_ (str); 488 shstr_cmp str_ (str);
444 object *op;
445 489
490 if (str_)
446 for_all_objects (op) 491 for_all_objects (op)
447 if (op->name == str_) 492 if (op->name == str_)
448 break; 493 return op;
449 494
450 return op; 495 return 0;
451} 496}
452 497
453/* 498/*
454 * Sets the owner and sets the skill and exp pointers to owner's current 499 * Sets the owner and sets the skill and exp pointers to owner's current
455 * skill and experience objects. 500 * skill and experience objects.
517 update_stats (); 562 update_stats ();
518 563
519 new_draw_info_format (NDI_UNIQUE, 0, this, 564 new_draw_info_format (NDI_UNIQUE, 0, this,
520 "You try to balance all your items at once, " 565 "You try to balance all your items at once, "
521 "but the %s is just too much for your body. " 566 "but the %s is just too much for your body. "
522 "[You need to unapply some items first.]", &ob->name); 567 "[You need to unapply some items first - use the 'body' command to see "
568 "how many items you cna wera on a specific body part.]", &ob->name);
523 return false; 569 return false;
524 } 570 }
525 571
526 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 572 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
527 } 573 }
553 } 599 }
554 600
555 op->key_values = 0; 601 op->key_values = 0;
556} 602}
557 603
558object & 604/*
559object::operator =(const object &src) 605 * copy_to first frees everything allocated by the dst object,
606 * and then copies the contents of itself into the second
607 * object, allocating what needs to be allocated. Basically, any
608 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
609 * if the first object is freed, the pointers in the new object
610 * will point at garbage.
611 */
612void
613object::copy_to (object *dst)
560{ 614{
561 bool is_freed = flag [FLAG_FREED]; 615 dst->remove ();
562 bool is_removed = flag [FLAG_REMOVED];
563
564 *(object_copy *)this = src; 616 *(object_copy *)dst = *this;
565
566 flag [FLAG_FREED] = is_freed;
567 flag [FLAG_REMOVED] = is_removed; 617 dst->flag [FLAG_REMOVED] = true;
568 618
569 /* Copy over key_values, if any. */ 619 /* Copy over key_values, if any. */
570 if (src.key_values) 620 if (key_values)
571 { 621 {
572 key_value *tail = 0; 622 key_value *tail = 0;
573 key_values = 0; 623 dst->key_values = 0;
574 624
575 for (key_value *i = src.key_values; i; i = i->next) 625 for (key_value *i = key_values; i; i = i->next)
576 { 626 {
577 key_value *new_link = new key_value; 627 key_value *new_link = new key_value;
578 628
579 new_link->next = 0; 629 new_link->next = 0;
580 new_link->key = i->key; 630 new_link->key = i->key;
581 new_link->value = i->value; 631 new_link->value = i->value;
582 632
583 /* Try and be clever here, too. */ 633 /* Try and be clever here, too. */
584 if (!key_values) 634 if (!dst->key_values)
585 { 635 {
586 key_values = new_link; 636 dst->key_values = new_link;
587 tail = new_link; 637 tail = new_link;
588 } 638 }
589 else 639 else
590 { 640 {
591 tail->next = new_link; 641 tail->next = new_link;
592 tail = new_link; 642 tail = new_link;
593 } 643 }
594 } 644 }
595 } 645 }
596}
597
598/*
599 * copy_to first frees everything allocated by the dst object,
600 * and then copies the contents of itself into the second
601 * object, allocating what needs to be allocated. Basically, any
602 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
603 * if the first object is freed, the pointers in the new object
604 * will point at garbage.
605 */
606void
607object::copy_to (object *dst)
608{
609 *dst = *this;
610 646
611 if (speed < 0) 647 if (speed < 0)
612 dst->speed_left -= rndm (); 648 dst->speed_left -= rndm ();
613 649
614 dst->set_speed (dst->speed); 650 dst->activate ();
615} 651}
616 652
617void 653void
618object::instantiate () 654object::instantiate ()
619{ 655{
636object * 672object *
637object::clone () 673object::clone ()
638{ 674{
639 object *neu = create (); 675 object *neu = create ();
640 copy_to (neu); 676 copy_to (neu);
677 neu->map = map; // not copied by copy_to
641 return neu; 678 return neu;
642} 679}
643 680
644/* 681/*
645 * If an object with the IS_TURNABLE() flag needs to be turned due 682 * If an object with the IS_TURNABLE() flag needs to be turned due
696 * UP_OBJ_FACE: only the objects face has changed. 733 * UP_OBJ_FACE: only the objects face has changed.
697 */ 734 */
698void 735void
699update_object (object *op, int action) 736update_object (object *op, int action)
700{ 737{
701 if (op == NULL) 738 if (!op)
702 { 739 {
703 /* this should never happen */ 740 /* this should never happen */
704 LOG (llevDebug, "update_object() called for NULL object.\n"); 741 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
705 return; 742 return;
706 } 743 }
707 744
708 if (op->env) 745 if (!op->is_on_map ())
709 { 746 {
710 /* Animation is currently handled by client, so nothing 747 /* Animation is currently handled by client, so nothing
711 * to do in this case. 748 * to do in this case.
712 */ 749 */
713 return; 750 return;
714 } 751 }
715
716 /* If the map is saving, don't do anything as everything is
717 * going to get freed anyways.
718 */
719 if (!op->map || op->map->in_memory == MAP_SAVING)
720 return;
721 752
722 /* make sure the object is within map boundaries */ 753 /* make sure the object is within map boundaries */
723 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 754 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
724 { 755 {
725 LOG (llevError, "update_object() called for object out of map!\n"); 756 LOG (llevError, "update_object() called for object out of map!\n");
736 else if (action == UP_OBJ_INSERT) 767 else if (action == UP_OBJ_INSERT)
737 { 768 {
738 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
739 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
740 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
741 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
742 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
743 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
744 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
745 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
746 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
747 || (m.move_slow | op->move_slow) != m.move_slow 778 || (m.move_slow | op->move_slow) != m.move_slow
748 /* This isn't perfect, but I don't expect a lot of objects to 779 /* This isn't perfect, but I don't expect a lot of objects to
749 * to have move_allow right now. 780 * have move_allow right now.
750 */ 781 */
751 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 782 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
752 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 783 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
753 m.flags_ = 0; 784 m.invalidate ();
754 } 785 }
755 /* if the object is being removed, we can't make intelligent 786 /* if the object is being removed, we can't make intelligent
756 * decisions, because remove_ob can't really pass the object 787 * decisions, because remove_ob can't really pass the object
757 * that is being removed. 788 * that is being removed.
758 */ 789 */
759 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 790 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
760 m.flags_ = 0; 791 m.invalidate ();
761 else if (action == UP_OBJ_FACE) 792 else if (action == UP_OBJ_FACE)
762 /* Nothing to do for that case */ ; 793 /* Nothing to do for that case */ ;
763 else 794 else
764 LOG (llevError, "update_object called with invalid action: %d\n", action); 795 LOG (llevError, "update_object called with invalid action: %d\n", action);
765 796
769 800
770object::object () 801object::object ()
771{ 802{
772 SET_FLAG (this, FLAG_REMOVED); 803 SET_FLAG (this, FLAG_REMOVED);
773 804
774 expmul = 1.0; 805 //expmul = 1.0; declared const for the time being
775 face = blank_face; 806 face = blank_face;
776} 807}
777 808
778object::~object () 809object::~object ()
779{ 810{
809 /* If already on active list, don't do anything */ 840 /* If already on active list, don't do anything */
810 if (active) 841 if (active)
811 return; 842 return;
812 843
813 if (has_active_speed ()) 844 if (has_active_speed ())
845 {
846 if (flag [FLAG_FREED])
847 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
848
814 actives.insert (this); 849 actives.insert (this);
850 }
815} 851}
816 852
817void 853void
818object::activate_recursive () 854object::activate_recursive ()
819{ 855{
868object::destroy_inv (bool drop_to_ground) 904object::destroy_inv (bool drop_to_ground)
869{ 905{
870 // need to check first, because the checks below might segfault 906 // need to check first, because the checks below might segfault
871 // as we might be on an invalid mapspace and crossfire code 907 // as we might be on an invalid mapspace and crossfire code
872 // is too buggy to ensure that the inventory is empty. 908 // is too buggy to ensure that the inventory is empty.
873 // corollary: if you create arrows etc. with stuff in tis inventory, 909 // corollary: if you create arrows etc. with stuff in its inventory,
874 // cf will crash below with off-map x and y 910 // cf will crash below with off-map x and y
875 if (!inv) 911 if (!inv)
876 return; 912 return;
877 913
878 /* Only if the space blocks everything do we not process - 914 /* Only if the space blocks everything do we not process -
880 * drop on that space. 916 * drop on that space.
881 */ 917 */
882 if (!drop_to_ground 918 if (!drop_to_ground
883 || !map 919 || !map
884 || map->in_memory != MAP_ACTIVE 920 || map->in_memory != MAP_ACTIVE
885 || map->nodrop 921 || map->no_drop
886 || ms ().move_block == MOVE_ALL) 922 || ms ().move_block == MOVE_ALL)
887 { 923 {
888 while (inv) 924 while (inv)
889 {
890 inv->destroy_inv (drop_to_ground);
891 inv->destroy (); 925 inv->destroy ();
892 }
893 } 926 }
894 else 927 else
895 { /* Put objects in inventory onto this space */ 928 { /* Put objects in inventory onto this space */
896 while (inv) 929 while (inv)
897 { 930 {
915 object *op = new object; 948 object *op = new object;
916 op->link (); 949 op->link ();
917 return op; 950 return op;
918} 951}
919 952
953static struct freed_map : maptile
954{
955 freed_map ()
956 {
957 path = "<freed objects map>";
958 name = "/internal/freed_objects_map";
959 width = 3;
960 height = 3;
961 no_drop = 1;
962 no_reset = 1;
963
964 alloc ();
965 in_memory = MAP_ACTIVE;
966 }
967
968 ~freed_map ()
969 {
970 destroy ();
971 }
972} freed_map; // freed objects are moved here to avoid crashes
973
920void 974void
921object::do_destroy () 975object::do_destroy ()
922{ 976{
923 attachable::do_destroy ();
924
925 if (flag [FLAG_IS_LINKED]) 977 if (flag [FLAG_IS_LINKED])
926 remove_button_link (this); 978 remove_link ();
927 979
928 if (flag [FLAG_FRIENDLY]) 980 if (flag [FLAG_FRIENDLY])
929 remove_friendly_object (this); 981 remove_friendly_object (this);
930 982
931 if (!flag [FLAG_REMOVED])
932 remove (); 983 remove ();
933 984
934 destroy_inv (true); 985 attachable::do_destroy ();
935 986
936 deactivate (); 987 deactivate ();
937 unlink (); 988 unlink ();
938 989
939 flag [FLAG_FREED] = 1; 990 flag [FLAG_FREED] = 1;
940 991
941 // hack to ensure that freed objects still have a valid map 992 // hack to ensure that freed objects still have a valid map
942 {
943 static maptile *freed_map; // freed objects are moved here to avoid crashes
944
945 if (!freed_map)
946 {
947 freed_map = new maptile;
948
949 freed_map->path = "<freed objects map>";
950 freed_map->name = "/internal/freed_objects_map";
951 freed_map->width = 3;
952 freed_map->height = 3;
953 freed_map->nodrop = 1;
954
955 freed_map->alloc ();
956 freed_map->in_memory = MAP_ACTIVE;
957 }
958
959 map = freed_map; 993 map = &freed_map;
960 x = 1; 994 x = 1;
961 y = 1; 995 y = 1;
962 }
963 996
964 if (more) 997 if (more)
965 { 998 {
966 more->destroy (); 999 more->destroy ();
967 more = 0; 1000 more = 0;
975 attacked_by = 0; 1008 attacked_by = 0;
976 current_weapon = 0; 1009 current_weapon = 0;
977} 1010}
978 1011
979void 1012void
980object::destroy (bool destroy_inventory) 1013object::destroy ()
981{ 1014{
982 if (destroyed ()) 1015 if (destroyed ())
983 return; 1016 return;
984 1017
985 if (destroy_inventory) 1018 if (!is_head () && !head->destroyed ())
1019 {
1020 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1021 head->destroy ();
1022 return;
1023 }
1024
986 destroy_inv (false); 1025 destroy_inv (false);
987 1026
988 if (is_head ()) 1027 if (is_head ())
989 if (sound_destroy) 1028 if (sound_destroy)
990 play_sound (sound_destroy); 1029 play_sound (sound_destroy);
991 else if (flag [FLAG_MONSTER]) 1030 else if (flag [FLAG_MONSTER])
1005object::do_remove () 1044object::do_remove ()
1006{ 1045{
1007 object *tmp, *last = 0; 1046 object *tmp, *last = 0;
1008 object *otmp; 1047 object *otmp;
1009 1048
1010 if (QUERY_FLAG (this, FLAG_REMOVED)) 1049 if (flag [FLAG_REMOVED])
1011 return; 1050 return;
1012 1051
1013 SET_FLAG (this, FLAG_REMOVED);
1014 INVOKE_OBJECT (REMOVE, this); 1052 INVOKE_OBJECT (REMOVE, this);
1053
1054 flag [FLAG_REMOVED] = true;
1015 1055
1016 if (more) 1056 if (more)
1017 more->remove (); 1057 more->remove ();
1018 1058
1019 /* 1059 /*
1020 * In this case, the object to be removed is in someones 1060 * In this case, the object to be removed is in someones
1021 * inventory. 1061 * inventory.
1022 */ 1062 */
1023 if (env) 1063 if (env)
1024 { 1064 {
1025 if (nrof) 1065 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1026 sub_weight (env, weight * nrof); 1066 if (object *pl = visible_to ())
1027 else 1067 esrv_del_item (pl->contr, count);
1028 sub_weight (env, weight + carrying); 1068 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1069
1070 adjust_weight (env, -total_weight ());
1071
1072 object *pl = in_player ();
1073
1074 /* we set up values so that it could be inserted into
1075 * the map, but we don't actually do that - it is up
1076 * to the caller to decide what we want to do.
1077 */
1078 map = env->map;
1079 x = env->x;
1080 y = env->y;
1081
1082 // make sure cmov optimisation is applicable
1083 *(above ? &above->below : &env->inv) = below;
1084 *(below ? &below->above : &above ) = above; // &above is just a dummy
1085
1086 above = 0;
1087 below = 0;
1088 env = 0;
1029 1089
1030 /* NO_FIX_PLAYER is set when a great many changes are being 1090 /* NO_FIX_PLAYER is set when a great many changes are being
1031 * made to players inventory. If set, avoiding the call 1091 * made to players inventory. If set, avoiding the call
1032 * to save cpu time. 1092 * to save cpu time.
1033 */ 1093 */
1034 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1094 if (pl)
1095 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1096 {
1035 otmp->update_stats (); 1097 pl->update_stats ();
1036 1098
1037 if (above) 1099 if (glow_radius && pl->is_on_map ())
1038 above->below = below; 1100 update_all_los (pl->map, pl->x, pl->y);
1039 else 1101 }
1040 env->inv = below;
1041
1042 if (below)
1043 below->above = above;
1044
1045 /* we set up values so that it could be inserted into
1046 * the map, but we don't actually do that - it is up
1047 * to the caller to decide what we want to do.
1048 */
1049 x = env->x, y = env->y;
1050 map = env->map;
1051 above = 0, below = 0;
1052 env = 0;
1053 } 1102 }
1054 else if (map) 1103 else if (map)
1055 { 1104 {
1056 if (type == PLAYER)
1057 {
1058 // leaving a spot always closes any open container on the ground
1059 if (container && !container->env)
1060 // this causes spurious floorbox updates, but it ensures
1061 // that the CLOSE event is being sent.
1062 close_container ();
1063
1064 --map->players;
1065 map->touch ();
1066 }
1067
1068 map->dirty = true; 1105 map->dirty = true;
1069 mapspace &ms = this->ms (); 1106 mapspace &ms = this->ms ();
1070 1107
1108 if (object *pl = ms.player ())
1109 {
1110 if (is_player ())
1111 {
1112 if (!flag [FLAG_WIZPASS])
1113 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1114
1115 // leaving a spot always closes any open container on the ground
1116 if (container && !container->env)
1117 // this causes spurious floorbox updates, but it ensures
1118 // that the CLOSE event is being sent.
1119 close_container ();
1120
1121 --map->players;
1122 map->touch ();
1123 }
1124 else if (pl->container_ () == this)
1125 {
1126 // removing a container should close it
1127 close_container ();
1128 }
1129
1130 esrv_del_item (pl->contr, count);
1131 }
1132
1071 /* link the object above us */ 1133 /* link the object above us */
1072 if (above) 1134 // re-link, make sure compiler can easily use cmove
1073 above->below = below; 1135 *(above ? &above->below : &ms.top) = below;
1074 else 1136 *(below ? &below->above : &ms.bot) = above;
1075 ms.top = below; /* we were top, set new top */
1076
1077 /* Relink the object below us, if there is one */
1078 if (below)
1079 below->above = above;
1080 else
1081 {
1082 /* Nothing below, which means we need to relink map object for this space
1083 * use translated coordinates in case some oddness with map tiling is
1084 * evident
1085 */
1086 if (GET_MAP_OB (map, x, y) != this)
1087 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 ());
1088
1089 ms.bot = above; /* goes on above it. */
1090 }
1091 1137
1092 above = 0; 1138 above = 0;
1093 below = 0; 1139 below = 0;
1094 1140
1141 ms.invalidate ();
1142
1095 if (map->in_memory == MAP_SAVING) 1143 if (map->in_memory == MAP_SAVING)
1096 return; 1144 return;
1097 1145
1098 int check_walk_off = !flag [FLAG_NO_APPLY]; 1146 int check_walk_off = !flag [FLAG_NO_APPLY];
1099 1147
1100 if (object *pl = ms.player ()) 1148 if (object *pl = ms.player ())
1101 { 1149 {
1102 if (pl->container == this) 1150 if (pl->container_ () == this)
1103 /* If a container that the player is currently using somehow gets 1151 /* If a container that the player is currently using somehow gets
1104 * removed (most likely destroyed), update the player view 1152 * removed (most likely destroyed), update the player view
1105 * appropriately. 1153 * appropriately.
1106 */ 1154 */
1107 pl->close_container (); 1155 pl->close_container ();
1108 1156
1157 //TODO: the floorbox prev/next might need updating
1158 //esrv_del_item (pl->contr, count);
1159 //TODO: update floorbox to preserve ordering
1160 if (pl->contr->ns)
1109 pl->contr->ns->floorbox_update (); 1161 pl->contr->ns->floorbox_update ();
1110 } 1162 }
1111 1163
1112 for (tmp = ms.bot; tmp; tmp = tmp->above) 1164 for (tmp = ms.bot; tmp; tmp = tmp->above)
1113 { 1165 {
1114 /* No point updating the players look faces if he is the object 1166 /* No point updating the players look faces if he is the object
1127 } 1179 }
1128 1180
1129 last = tmp; 1181 last = tmp;
1130 } 1182 }
1131 1183
1132 /* last == NULL if there are no objects on this space */ 1184 if (affects_los ())
1133 //TODO: this makes little sense, why only update the topmost object?
1134 if (!last)
1135 map->at (x, y).flags_ = 0;
1136 else
1137 update_object (last, UP_OBJ_REMOVE);
1138
1139 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1140 update_all_los (map, x, y); 1185 update_all_los (map, x, y);
1141 } 1186 }
1142} 1187}
1143 1188
1144/* 1189/*
1158 if (!top) 1203 if (!top)
1159 for (top = op; top && top->above; top = top->above) 1204 for (top = op; top && top->above; top = top->above)
1160 ; 1205 ;
1161 1206
1162 for (; top; top = top->below) 1207 for (; top; top = top->below)
1163 {
1164 if (top == op)
1165 continue;
1166
1167 if (object::can_merge (op, top)) 1208 if (object::can_merge (op, top))
1168 { 1209 {
1169 top->nrof += op->nrof; 1210 top->nrof += op->nrof;
1170 1211
1171/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1212 if (object *pl = top->visible_to ())
1172 op->weight = 0; /* Don't want any adjustements now */ 1213 esrv_update_item (UPD_NROF, pl, top);
1214
1215 op->weight = 0; // cancel the addition above
1216 op->carrying = 0; // must be 0 already
1217
1173 op->destroy (); 1218 op->destroy ();
1219
1174 return top; 1220 return top;
1175 } 1221 }
1176 }
1177 1222
1178 return 0; 1223 return 0;
1179} 1224}
1180 1225
1181void 1226void
1206 * job preparing multi-part monsters. 1251 * job preparing multi-part monsters.
1207 */ 1252 */
1208object * 1253object *
1209insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1254insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1210{ 1255{
1256 op->remove ();
1257
1211 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1258 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1212 { 1259 {
1213 tmp->x = x + tmp->arch->x; 1260 tmp->x = x + tmp->arch->x;
1214 tmp->y = y + tmp->arch->y; 1261 tmp->y = y + tmp->arch->y;
1215 } 1262 }
1238 * just 'op' otherwise 1285 * just 'op' otherwise
1239 */ 1286 */
1240object * 1287object *
1241insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1288insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1242{ 1289{
1243 assert (!op->flag [FLAG_FREED]);
1244
1245 object *top, *floor = NULL;
1246
1247 op->remove (); 1290 op->remove ();
1291
1292 if (m == &freed_map)//D TODO: remove soon
1293 {//D
1294 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1295 }//D
1248 1296
1249 /* Ideally, the caller figures this out. However, it complicates a lot 1297 /* Ideally, the caller figures this out. However, it complicates a lot
1250 * of areas of callers (eg, anything that uses find_free_spot would now 1298 * of areas of callers (eg, anything that uses find_free_spot would now
1251 * need extra work 1299 * need extra work
1252 */ 1300 */
1301 maptile *newmap = m;
1253 if (!xy_normalise (m, op->x, op->y)) 1302 if (!xy_normalise (newmap, op->x, op->y))
1254 { 1303 {
1255 op->destroy (); 1304 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1256 return 0; 1305 return 0;
1257 } 1306 }
1258 1307
1259 if (object *more = op->more) 1308 if (object *more = op->more)
1260 if (!insert_ob_in_map (more, m, originator, flag)) 1309 if (!insert_ob_in_map (more, m, originator, flag))
1261 return 0; 1310 return 0;
1262 1311
1263 CLEAR_FLAG (op, FLAG_REMOVED); 1312 op->flag [FLAG_REMOVED] = false;
1264 1313 op->env = 0;
1265 op->map = m; 1314 op->map = newmap;
1315
1266 mapspace &ms = op->ms (); 1316 mapspace &ms = op->ms ();
1267 1317
1268 /* this has to be done after we translate the coordinates. 1318 /* this has to be done after we translate the coordinates.
1269 */ 1319 */
1270 if (op->nrof && !(flag & INS_NO_MERGE)) 1320 if (op->nrof && !(flag & INS_NO_MERGE))
1271 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1321 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1272 if (object::can_merge (op, tmp)) 1322 if (object::can_merge (op, tmp))
1273 { 1323 {
1324 // TODO: we actually want to update tmp, not op,
1325 // but some caller surely breaks when we return tmp
1326 // from here :/
1274 op->nrof += tmp->nrof; 1327 op->nrof += tmp->nrof;
1275 tmp->destroy (); 1328 tmp->destroy ();
1276 } 1329 }
1277 1330
1278 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1331 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1287 { 1340 {
1288 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1341 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1289 abort (); 1342 abort ();
1290 } 1343 }
1291 1344
1345 if (!originator->is_on_map ())
1346 {
1347 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1348 op->debug_desc (), originator->debug_desc ());
1349 abort ();
1350 }
1351
1292 op->above = originator; 1352 op->above = originator;
1293 op->below = originator->below; 1353 op->below = originator->below;
1294
1295 if (op->below)
1296 op->below->above = op;
1297 else
1298 ms.bot = op;
1299
1300 /* since *below* originator, no need to update top */
1301 originator->below = op; 1354 originator->below = op;
1355
1356 *(op->below ? &op->below->above : &ms.bot) = op;
1302 } 1357 }
1303 else 1358 else
1304 { 1359 {
1305 top = ms.bot; 1360 object *floor = 0;
1361 object *top = ms.top;
1306 1362
1307 /* If there are other objects, then */ 1363 /* If there are other objects, then */
1308 if (top) 1364 if (top)
1309 { 1365 {
1310 object *last = 0;
1311
1312 /* 1366 /*
1313 * If there are multiple objects on this space, we do some trickier handling. 1367 * If there are multiple objects on this space, we do some trickier handling.
1314 * We've already dealt with merging if appropriate. 1368 * We've already dealt with merging if appropriate.
1315 * Generally, we want to put the new object on top. But if 1369 * Generally, we want to put the new object on top. But if
1316 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1370 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1319 * once we get to them. This reduces the need to traverse over all of 1373 * once we get to them. This reduces the need to traverse over all of
1320 * them when adding another one - this saves quite a bit of cpu time 1374 * them when adding another one - this saves quite a bit of cpu time
1321 * when lots of spells are cast in one area. Currently, it is presumed 1375 * when lots of spells are cast in one area. Currently, it is presumed
1322 * that flying non pickable objects are spell objects. 1376 * that flying non pickable objects are spell objects.
1323 */ 1377 */
1324 for (top = ms.bot; top; top = top->above) 1378 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1325 { 1379 {
1326 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1380 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1327 floor = top; 1381 floor = tmp;
1328 1382
1329 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1383 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1330 { 1384 {
1331 /* We insert above top, so we want this object below this */ 1385 /* We insert above top, so we want this object below this */
1332 top = top->below; 1386 top = tmp->below;
1333 break; 1387 break;
1334 } 1388 }
1335 1389
1336 last = top; 1390 top = tmp;
1337 } 1391 }
1338
1339 /* Don't want top to be NULL, so set it to the last valid object */
1340 top = last;
1341 1392
1342 /* We let update_position deal with figuring out what the space 1393 /* We let update_position deal with figuring out what the space
1343 * looks like instead of lots of conditions here. 1394 * looks like instead of lots of conditions here.
1344 * makes things faster, and effectively the same result. 1395 * makes things faster, and effectively the same result.
1345 */ 1396 */
1352 */ 1403 */
1353 if (!(flag & INS_ON_TOP) 1404 if (!(flag & INS_ON_TOP)
1354 && ms.flags () & P_BLOCKSVIEW 1405 && ms.flags () & P_BLOCKSVIEW
1355 && (op->face && !faces [op->face].visibility)) 1406 && (op->face && !faces [op->face].visibility))
1356 { 1407 {
1408 object *last;
1409
1357 for (last = top; last != floor; last = last->below) 1410 for (last = top; last != floor; last = last->below)
1358 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1411 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1359 break; 1412 break;
1360 1413
1361 /* Check to see if we found the object that blocks view, 1414 /* Check to see if we found the object that blocks view,
1369 } /* If objects on this space */ 1422 } /* If objects on this space */
1370 1423
1371 if (flag & INS_ABOVE_FLOOR_ONLY) 1424 if (flag & INS_ABOVE_FLOOR_ONLY)
1372 top = floor; 1425 top = floor;
1373 1426
1374 /* Top is the object that our object (op) is going to get inserted above. 1427 // insert object above top, or bottom-most if top = 0
1375 */
1376
1377 /* First object on this space */
1378 if (!top) 1428 if (!top)
1379 { 1429 {
1430 op->below = 0;
1380 op->above = ms.bot; 1431 op->above = ms.bot;
1381
1382 if (op->above)
1383 op->above->below = op;
1384
1385 op->below = 0;
1386 ms.bot = op; 1432 ms.bot = op;
1433
1434 *(op->above ? &op->above->below : &ms.top) = op;
1387 } 1435 }
1388 else 1436 else
1389 { /* get inserted into the stack above top */ 1437 {
1390 op->above = top->above; 1438 op->above = top->above;
1391
1392 if (op->above)
1393 op->above->below = op; 1439 top->above = op;
1394 1440
1395 op->below = top; 1441 op->below = top;
1396 top->above = op; 1442 *(op->above ? &op->above->below : &ms.top) = op;
1397 } 1443 }
1444 }
1398 1445
1399 if (!op->above) 1446 if (op->is_player ())
1400 ms.top = op;
1401 } /* else not INS_BELOW_ORIGINATOR */
1402
1403 if (op->type == PLAYER)
1404 { 1447 {
1405 op->contr->do_los = 1; 1448 op->contr->do_los = 1;
1406 ++op->map->players; 1449 ++op->map->players;
1407 op->map->touch (); 1450 op->map->touch ();
1408 } 1451 }
1409 1452
1410 op->map->dirty = true; 1453 op->map->dirty = true;
1411 1454
1412 if (object *pl = ms.player ()) 1455 if (object *pl = ms.player ())
1456 //TODO: the floorbox prev/next might need updating
1457 //esrv_send_item (pl, op);
1458 //TODO: update floorbox to preserve ordering
1459 if (pl->contr->ns)
1413 pl->contr->ns->floorbox_update (); 1460 pl->contr->ns->floorbox_update ();
1414 1461
1415 /* If this object glows, it may affect lighting conditions that are 1462 /* If this object glows, it may affect lighting conditions that are
1416 * visible to others on this map. But update_all_los is really 1463 * visible to others on this map. But update_all_los is really
1417 * an inefficient way to do this, as it means los for all players 1464 * an inefficient way to do this, as it means los for all players
1418 * on the map will get recalculated. The players could very well 1465 * on the map will get recalculated. The players could very well
1419 * be far away from this change and not affected in any way - 1466 * be far away from this change and not affected in any way -
1420 * this should get redone to only look for players within range, 1467 * this should get redone to only look for players within range,
1421 * or just updating the P_UPTODATE for spaces within this area 1468 * or just updating the P_UPTODATE for spaces within this area
1422 * of effect may be sufficient. 1469 * of effect may be sufficient.
1423 */ 1470 */
1424 if (op->map->darkness && (op->glow_radius != 0)) 1471 if (op->affects_los ())
1472 {
1473 op->ms ().invalidate ();
1425 update_all_los (op->map, op->x, op->y); 1474 update_all_los (op->map, op->x, op->y);
1475 }
1426 1476
1427 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1477 /* updates flags (blocked, alive, no magic, etc) for this map space */
1428 update_object (op, UP_OBJ_INSERT); 1478 update_object (op, UP_OBJ_INSERT);
1429 1479
1430 INVOKE_OBJECT (INSERT, op); 1480 INVOKE_OBJECT (INSERT, op);
1437 * blocked() and wall() work properly), and these flags are updated by 1487 * blocked() and wall() work properly), and these flags are updated by
1438 * update_object(). 1488 * update_object().
1439 */ 1489 */
1440 1490
1441 /* if this is not the head or flag has been passed, don't check walk on status */ 1491 /* if this is not the head or flag has been passed, don't check walk on status */
1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1492 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1443 { 1493 {
1444 if (check_move_on (op, originator)) 1494 if (check_move_on (op, originator))
1445 return 0; 1495 return 0;
1446 1496
1447 /* If we are a multi part object, lets work our way through the check 1497 /* If we are a multi part object, lets work our way through the check
1458/* this function inserts an object in the map, but if it 1508/* this function inserts an object in the map, but if it
1459 * finds an object of its own type, it'll remove that one first. 1509 * finds an object of its own type, it'll remove that one first.
1460 * op is the object to insert it under: supplies x and the map. 1510 * op is the object to insert it under: supplies x and the map.
1461 */ 1511 */
1462void 1512void
1463replace_insert_ob_in_map (const char *arch_string, object *op) 1513replace_insert_ob_in_map (shstr_tmp archname, object *op)
1464{ 1514{
1465 object *tmp, *tmp1;
1466
1467 /* first search for itself and remove any old instances */ 1515 /* first search for itself and remove any old instances */
1468 1516
1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1517 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1518 if (tmp->arch->archname == archname) /* same archetype */
1471 tmp->destroy (); 1519 tmp->destroy ();
1472 1520
1473 tmp1 = arch_to_object (archetype::find (arch_string)); 1521 object *tmp = arch_to_object (archetype::find (archname));
1474 1522
1475 tmp1->x = op->x; 1523 tmp->x = op->x;
1476 tmp1->y = op->y; 1524 tmp->y = op->y;
1525
1477 insert_ob_in_map (tmp1, op->map, op, 0); 1526 insert_ob_in_map (tmp, op->map, op, 0);
1478} 1527}
1479 1528
1480object * 1529object *
1481object::insert_at (object *where, object *originator, int flags) 1530object::insert_at (object *where, object *originator, int flags)
1482{ 1531{
1485 else 1534 else
1486 return where->map->insert (this, where->x, where->y, originator, flags); 1535 return where->map->insert (this, where->x, where->y, originator, flags);
1487} 1536}
1488 1537
1489/* 1538/*
1490 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1491 * is returned contains nr objects, and the remaining parts contains
1492 * the rest (or is removed and freed if that number is 0).
1493 * On failure, NULL is returned, and the reason put into the
1494 * global static errmsg array.
1495 */
1496object *
1497get_split_ob (object *orig_ob, uint32 nr)
1498{
1499 object *newob;
1500 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1501
1502 if (orig_ob->nrof < nr)
1503 {
1504 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1505 return NULL;
1506 }
1507
1508 newob = object_create_clone (orig_ob);
1509
1510 if ((orig_ob->nrof -= nr) < 1)
1511 orig_ob->destroy (1);
1512 else if (!is_removed)
1513 {
1514 if (orig_ob->env != NULL)
1515 sub_weight (orig_ob->env, orig_ob->weight * nr);
1516 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_ACTIVE)
1517 {
1518 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1519 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1520 return NULL;
1521 }
1522 }
1523
1524 newob->nrof = nr;
1525
1526 return newob;
1527}
1528
1529/*
1530 * decrease_ob_nr(object, number) decreases a specified number from 1539 * decrease(object, number) decreases a specified number from
1531 * the amount of an object. If the amount reaches 0, the object 1540 * the amount of an object. If the amount reaches 0, the object
1532 * is subsequently removed and freed. 1541 * is subsequently removed and freed.
1533 * 1542 *
1534 * Return value: 'op' if something is left, NULL if the amount reached 0 1543 * Return value: 'op' if something is left, NULL if the amount reached 0
1535 */ 1544 */
1545bool
1546object::decrease (sint32 nr)
1547{
1548 if (!nr)
1549 return true;
1550
1551 nr = min (nr, nrof);
1552
1553 if (nrof > nr)
1554 {
1555 nrof -= nr;
1556 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1557
1558 if (object *pl = visible_to ())
1559 esrv_update_item (UPD_NROF, pl, this);
1560
1561 return true;
1562 }
1563 else
1564 {
1565 destroy ();
1566 return false;
1567 }
1568}
1569
1570/*
1571 * split(ob,nr) splits up ob into two parts. The part which
1572 * is returned contains nr objects, and the remaining parts contains
1573 * the rest (or is removed and returned if that number is 0).
1574 * On failure, NULL is returned.
1575 */
1536object * 1576object *
1537decrease_ob_nr (object *op, uint32 i) 1577object::split (sint32 nr)
1538{ 1578{
1539 object *tmp; 1579 int have = number_of ();
1540 1580
1541 if (i == 0) /* objects with op->nrof require this check */ 1581 if (have < nr)
1542 return op; 1582 return 0;
1543 1583 else if (have == nr)
1544 if (i > op->nrof)
1545 i = op->nrof;
1546
1547 if (QUERY_FLAG (op, FLAG_REMOVED))
1548 op->nrof -= i;
1549 else if (op->env)
1550 { 1584 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = op->in_player ();
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp)
1562 for_all_players (pl)
1563 if (pl->ob->container == op->env)
1564 {
1565 tmp = pl->ob;
1566 break;
1567 }
1568
1569 if (i < op->nrof)
1570 {
1571 sub_weight (op->env, op->weight * i);
1572 op->nrof -= i;
1573 if (tmp)
1574 esrv_send_item (tmp, op);
1575 }
1576 else
1577 {
1578 op->remove (); 1585 remove ();
1579 op->nrof = 0; 1586 return this;
1580 if (tmp)
1581 esrv_del_item (tmp->contr, op->count);
1582 }
1583 } 1587 }
1584 else 1588 else
1585 { 1589 {
1586 object *above = op->above; 1590 decrease (nr);
1587 1591
1588 if (i < op->nrof) 1592 object *op = deep_clone ();
1589 op->nrof -= i; 1593 op->nrof = nr;
1590 else
1591 {
1592 op->remove ();
1593 op->nrof = 0;
1594 }
1595
1596 /* Since we just removed op, op->above is null */
1597 for (tmp = above; tmp; tmp = tmp->above)
1598 if (tmp->type == PLAYER)
1599 {
1600 if (op->nrof)
1601 esrv_send_item (tmp, op);
1602 else
1603 esrv_del_item (tmp->contr, op->count);
1604 }
1605 }
1606
1607 if (op->nrof)
1608 return op; 1594 return op;
1609 else
1610 {
1611 op->destroy ();
1612 return 0;
1613 } 1595 }
1614} 1596}
1615 1597
1616object * 1598object *
1617insert_ob_in_ob (object *op, object *where) 1599insert_ob_in_ob (object *op, object *where)
1642 * be != op, if items are merged. -Tero 1624 * be != op, if items are merged. -Tero
1643 */ 1625 */
1644object * 1626object *
1645object::insert (object *op) 1627object::insert (object *op)
1646{ 1628{
1647 if (!QUERY_FLAG (op, FLAG_REMOVED))
1648 op->remove ();
1649
1650 if (op->more) 1629 if (op->more)
1651 { 1630 {
1652 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1631 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1653 return op; 1632 return op;
1654 } 1633 }
1655 1634
1656 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1635 op->remove ();
1657 CLEAR_FLAG (op, FLAG_REMOVED); 1636
1637 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1658 1638
1659 if (op->nrof) 1639 if (op->nrof)
1660 {
1661 for (object *tmp = inv; tmp; tmp = tmp->below) 1640 for (object *tmp = inv; tmp; tmp = tmp->below)
1662 if (object::can_merge (tmp, op)) 1641 if (object::can_merge (tmp, op))
1663 { 1642 {
1664 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1665 (client needs the original object) */ 1644 (client needs the original object) */
1666 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1667 /* Weight handling gets pretty funky. Since we are adding to 1646
1668 * tmp->nrof, we need to increase the weight. 1647 if (object *pl = tmp->visible_to ())
1669 */ 1648 esrv_update_item (UPD_NROF, pl, tmp);
1649
1670 add_weight (this, op->weight * op->nrof); 1650 adjust_weight (this, op->total_weight ());
1671 SET_FLAG (op, FLAG_REMOVED); 1651
1672 op->destroy (); /* free the inserted object */ 1652 op->destroy ();
1673 op = tmp; 1653 op = tmp;
1674 op->remove (); /* and fix old object's links */ 1654 goto inserted;
1675 CLEAR_FLAG (op, FLAG_REMOVED);
1676 break;
1677 } 1655 }
1678 1656
1679 /* I assume combined objects have no inventory
1680 * We add the weight - this object could have just been removed
1681 * (if it was possible to merge). calling remove_ob will subtract
1682 * the weight, so we need to add it in again, since we actually do
1683 * the linking below
1684 */
1685 add_weight (this, op->weight * op->nrof);
1686 }
1687 else
1688 add_weight (this, (op->weight + op->carrying));
1689
1690 if (object *otmp = this->in_player ())
1691 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1692 otmp->update_stats ();
1693
1694 op->owner = 0; // its his/hers now. period. 1657 op->owner = 0; // it's his/hers now. period.
1695 op->map = 0; 1658 op->map = 0;
1659 op->x = 0;
1660 op->y = 0;
1661
1662 op->above = 0;
1663 op->below = inv;
1696 op->env = this; 1664 op->env = this;
1697 op->above = 0;
1698 op->below = 0;
1699 op->x = op->y = 0;
1700 1665
1666 if (inv)
1667 inv->above = op;
1668
1669 inv = op;
1670
1671 op->flag [FLAG_REMOVED] = 0;
1672
1673 if (object *pl = op->visible_to ())
1674 esrv_send_item (pl, op);
1675
1676 adjust_weight (this, op->total_weight ());
1677
1678inserted:
1701 /* reset the light list and los of the players on the map */ 1679 /* reset the light list and los of the players on the map */
1702 if (op->glow_radius && map) 1680 if (op->glow_radius && is_on_map ())
1703 { 1681 {
1704#ifdef DEBUG_LIGHTS 1682 update_stats ();
1705 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1706#endif /* DEBUG_LIGHTS */
1707 if (map->darkness)
1708 update_all_los (map, x, y); 1683 update_all_los (map, x, y);
1709 }
1710
1711 /* Client has no idea of ordering so lets not bother ordering it here.
1712 * It sure simplifies this function...
1713 */
1714 if (!inv)
1715 inv = op;
1716 else
1717 { 1684 }
1718 op->below = inv; 1685 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1719 op->below->above = op; 1686 // if this is a player's inventory, update stats
1720 inv = op; 1687 update_stats ();
1721 }
1722 1688
1723 INVOKE_OBJECT (INSERT, this); 1689 INVOKE_OBJECT (INSERT, this);
1724 1690
1725 return op; 1691 return op;
1726} 1692}
1746 * on top. 1712 * on top.
1747 */ 1713 */
1748int 1714int
1749check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1750{ 1716{
1717 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1718 return 0;
1719
1751 object *tmp; 1720 object *tmp;
1752 maptile *m = op->map; 1721 maptile *m = op->map;
1753 int x = op->x, y = op->y; 1722 int x = op->x, y = op->y;
1754 1723
1755 MoveType move_on, move_slow, move_block; 1724 mapspace &ms = m->at (x, y);
1756 1725
1757 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1726 ms.update ();
1758 return 0;
1759 1727
1760 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1728 MoveType move_on = ms.move_on;
1761 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1729 MoveType move_slow = ms.move_slow;
1762 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1730 MoveType move_block = ms.move_block;
1763 1731
1764 /* if nothing on this space will slow op down or be applied, 1732 /* if nothing on this space will slow op down or be applied,
1765 * no need to do checking below. have to make sure move_type 1733 * no need to do checking below. have to make sure move_type
1766 * is set, as lots of objects don't have it set - we treat that 1734 * is set, as lots of objects don't have it set - we treat that
1767 * as walking. 1735 * as walking.
1778 return 0; 1746 return 0;
1779 1747
1780 /* The objects have to be checked from top to bottom. 1748 /* The objects have to be checked from top to bottom.
1781 * Hence, we first go to the top: 1749 * Hence, we first go to the top:
1782 */ 1750 */
1783 1751 for (object *next, *tmp = ms.top; tmp; tmp = next)
1784 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1785 {
1786 /* Trim the search when we find the first other spell effect
1787 * this helps performance so that if a space has 50 spell objects,
1788 * we don't need to check all of them.
1789 */
1790 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1791 break;
1792 } 1752 {
1753 next = tmp->below;
1793 1754
1794 for (; tmp; tmp = tmp->below)
1795 {
1796 if (tmp == op) 1755 if (tmp == op)
1797 continue; /* Can't apply yourself */ 1756 continue; /* Can't apply yourself */
1798 1757
1799 /* Check to see if one of the movement types should be slowed down. 1758 /* Check to see if one of the movement types should be slowed down.
1800 * Second check makes sure that the movement types not being slowed 1759 * Second check makes sure that the movement types not being slowed
1805 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1764 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1806 { 1765 {
1807 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1808 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1809 { 1768 {
1810
1811 float
1812 diff = tmp->move_slow_penalty * fabs (op->speed); 1769 float diff = tmp->move_slow_penalty * fabs (op->speed);
1813 1770
1814 if (op->type == PLAYER) 1771 if (op->is_player ())
1815 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1772 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1816 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1773 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1817 diff /= 4.0; 1774 diff /= 4.0;
1818 1775
1819 op->speed_left -= diff; 1776 op->speed_left -= diff;
1820 } 1777 }
1821 } 1778 }
1854 LOG (llevError, "Present_arch called outside map.\n"); 1811 LOG (llevError, "Present_arch called outside map.\n");
1855 return NULL; 1812 return NULL;
1856 } 1813 }
1857 1814
1858 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1815 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->arch == at) 1816 if (tmp->arch->archname == at->archname)
1860 return tmp; 1817 return tmp;
1861 1818
1862 return NULL; 1819 return NULL;
1863} 1820}
1864 1821
1928 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
1929 */ 1886 */
1930object * 1887object *
1931present_arch_in_ob (const archetype *at, const object *op) 1888present_arch_in_ob (const archetype *at, const object *op)
1932{ 1889{
1933 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1890 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1934 if (tmp->arch == at) 1891 if (tmp->arch->archname == at->archname)
1935 return tmp; 1892 return tmp;
1936 1893
1937 return NULL; 1894 return NULL;
1938} 1895}
1939 1896
2027 * head of the object should correspond for the entire object. 1984 * head of the object should correspond for the entire object.
2028 */ 1985 */
2029 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1986 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2030 continue; 1987 continue;
2031 1988
2032 if (ob->blocked (m, pos.x, pos.y)) 1989 if (ob->blocked (pos.m, pos.x, pos.y))
2033 continue; 1990 continue;
2034 1991
2035 altern [index++] = i; 1992 altern [index++] = i;
2036 } 1993 }
2037 1994
2105 * there is capable of. 2062 * there is capable of.
2106 */ 2063 */
2107int 2064int
2108find_dir (maptile *m, int x, int y, object *exclude) 2065find_dir (maptile *m, int x, int y, object *exclude)
2109{ 2066{
2110 int i, max = SIZEOFFREE, mflags; 2067 int max = SIZEOFFREE, mflags;
2111
2112 sint16 nx, ny;
2113 object *tmp;
2114 maptile *mp;
2115
2116 MoveType blocked, move_type; 2068 MoveType move_type;
2117 2069
2118 if (exclude && exclude->head_ () != exclude) 2070 if (exclude && exclude->head_ () != exclude)
2119 { 2071 {
2120 exclude = exclude->head; 2072 exclude = exclude->head;
2121 move_type = exclude->move_type; 2073 move_type = exclude->move_type;
2124 { 2076 {
2125 /* If we don't have anything, presume it can use all movement types. */ 2077 /* If we don't have anything, presume it can use all movement types. */
2126 move_type = MOVE_ALL; 2078 move_type = MOVE_ALL;
2127 } 2079 }
2128 2080
2129 for (i = 1; i < max; i++) 2081 for (int i = 1; i < max; i++)
2130 { 2082 {
2131 mp = m; 2083 mapxy pos (m, x, y);
2132 nx = x + freearr_x[i]; 2084 pos.move (i);
2133 ny = y + freearr_y[i];
2134 2085
2135 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2086 if (!pos.normalise ())
2136
2137 if (mflags & P_OUT_OF_MAP)
2138 max = maxfree[i]; 2087 max = maxfree[i];
2139 else 2088 else
2140 { 2089 {
2141 mapspace &ms = mp->at (nx, ny); 2090 mapspace &ms = *pos;
2142 2091
2143 blocked = ms.move_block;
2144
2145 if ((move_type & blocked) == move_type) 2092 if ((move_type & ms.move_block) == move_type)
2146 max = maxfree[i]; 2093 max = maxfree [i];
2147 else if (mflags & P_IS_ALIVE) 2094 else if (ms.flags () & P_IS_ALIVE)
2148 { 2095 {
2149 for (tmp = ms.bot; tmp; tmp = tmp->above) 2096 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2150 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2151 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2152 break;
2153
2154 if (tmp)
2155 return freedir[i]; 2099 return freedir [i];
2156 } 2100 }
2157 } 2101 }
2158 } 2102 }
2159 2103
2160 return 0; 2104 return 0;
2235 * This basically means that if direction is 15, then it could either go 2179 * This basically means that if direction is 15, then it could either go
2236 * direction 4, 14, or 16 to get back to where we are. 2180 * direction 4, 14, or 16 to get back to where we are.
2237 * Moved from spell_util.c to object.c with the other related direction 2181 * Moved from spell_util.c to object.c with the other related direction
2238 * functions. 2182 * functions.
2239 */ 2183 */
2240int reduction_dir[SIZEOFFREE][3] = { 2184const int reduction_dir[SIZEOFFREE][3] = {
2241 {0, 0, 0}, /* 0 */ 2185 {0, 0, 0}, /* 0 */
2242 {0, 0, 0}, /* 1 */ 2186 {0, 0, 0}, /* 1 */
2243 {0, 0, 0}, /* 2 */ 2187 {0, 0, 0}, /* 2 */
2244 {0, 0, 0}, /* 3 */ 2188 {0, 0, 0}, /* 3 */
2245 {0, 0, 0}, /* 4 */ 2189 {0, 0, 0}, /* 4 */
2341int 2285int
2342can_pick (const object *who, const object *item) 2286can_pick (const object *who, const object *item)
2343{ 2287{
2344 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2288 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2345 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2289 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2346 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2290 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2347} 2291}
2348 2292
2349/* 2293/*
2350 * create clone from object to another 2294 * create clone from object to another
2351 */ 2295 */
2352object * 2296object *
2353object_create_clone (object *asrc) 2297object::deep_clone ()
2354{ 2298{
2355 object *dst = 0, *tmp, *src, *prev, *item; 2299 assert (("deep_clone called on non-head object", is_head ()));
2356 2300
2357 if (!asrc) 2301 object *dst = clone ();
2358 return 0;
2359 2302
2360 src = asrc->head_ (); 2303 object *prev = dst;
2361
2362 prev = 0;
2363 for (object *part = src; part; part = part->more) 2304 for (object *part = this->more; part; part = part->more)
2364 { 2305 {
2365 tmp = part->clone (); 2306 object *tmp = part->clone ();
2366 tmp->x -= src->x;
2367 tmp->y -= src->y;
2368
2369 if (!part->head)
2370 {
2371 dst = tmp;
2372 tmp->head = 0;
2373 }
2374 else
2375 tmp->head = dst; 2307 tmp->head = dst;
2376
2377 tmp->more = 0;
2378
2379 if (prev)
2380 prev->more = tmp; 2308 prev->more = tmp;
2381
2382 prev = tmp; 2309 prev = tmp;
2383 } 2310 }
2384 2311
2385 for (item = src->inv; item; item = item->below) 2312 for (object *item = inv; item; item = item->below)
2386 insert_ob_in_ob (object_create_clone (item), dst); 2313 insert_ob_in_ob (item->deep_clone (), dst);
2387 2314
2388 return dst; 2315 return dst;
2389} 2316}
2390 2317
2391/* This returns the first object in who's inventory that 2318/* This returns the first object in who's inventory that
2400 return tmp; 2327 return tmp;
2401 2328
2402 return 0; 2329 return 0;
2403} 2330}
2404 2331
2405/* If ob has a field named key, return the link from the list, 2332shstr_tmp
2406 * otherwise return NULL. 2333object::kv_get (shstr_tmp key) const
2407 *
2408 * key must be a passed in shared string - otherwise, this won't
2409 * do the desired thing.
2410 */
2411key_value *
2412get_ob_key_link (const object *ob, const char *key)
2413{ 2334{
2414 for (key_value *link = ob->key_values; link; link = link->next) 2335 for (key_value *kv = key_values; kv; kv = kv->next)
2415 if (link->key == key) 2336 if (kv->key == key)
2416 return link;
2417
2418 return 0;
2419}
2420
2421/*
2422 * Returns the value of op has an extra_field for key, or NULL.
2423 *
2424 * The argument doesn't need to be a shared string.
2425 *
2426 * The returned string is shared.
2427 */
2428const char *
2429get_ob_key_value (const object *op, const char *const key)
2430{
2431 key_value *link;
2432 shstr_cmp canonical_key (key);
2433
2434 if (!canonical_key)
2435 {
2436 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field.
2440 */
2441 return 0;
2442 }
2443
2444 /* This is copied from get_ob_key_link() above -
2445 * only 4 lines, and saves the function call overhead.
2446 */
2447 for (link = op->key_values; link; link = link->next)
2448 if (link->key == canonical_key)
2449 return link->value; 2337 return kv->value;
2450 2338
2451 return 0; 2339 return shstr ();
2452} 2340}
2453 2341
2454/* 2342void
2455 * Updates the canonical_key in op to value. 2343object::kv_set (shstr_tmp key, shstr_tmp value)
2456 *
2457 * canonical_key is a shared string (value doesn't have to be).
2458 *
2459 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2460 * keys.
2461 *
2462 * Returns TRUE on success.
2463 */
2464int
2465set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2466{ 2344{
2467 key_value *field = NULL, *last = NULL; 2345 for (key_value *kv = key_values; kv; kv = kv->next)
2468 2346 if (kv->key == key)
2469 for (field = op->key_values; field != NULL; field = field->next)
2470 {
2471 if (field->key != canonical_key)
2472 { 2347 {
2473 last = field; 2348 kv->value = value;
2474 continue; 2349 return;
2475 } 2350 }
2476 2351
2477 if (value) 2352 key_value *kv = new key_value;
2478 field->value = value; 2353
2479 else 2354 kv->next = key_values;
2355 kv->key = key;
2356 kv->value = value;
2357
2358 key_values = kv;
2359}
2360
2361void
2362object::kv_del (shstr_tmp key)
2363{
2364 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2365 if ((*kvp)->key == key)
2480 { 2366 {
2481 /* Basically, if the archetype has this key set, 2367 key_value *kv = *kvp;
2482 * we need to store the null value so when we save 2368 *kvp = (*kvp)->next;
2483 * it, we save the empty value so that when we load, 2369 delete kv;
2484 * we get this value back again. 2370 return;
2485 */
2486 if (get_ob_key_link (op->arch, canonical_key))
2487 field->value = 0;
2488 else
2489 {
2490 if (last)
2491 last->next = field->next;
2492 else
2493 op->key_values = field->next;
2494
2495 delete field;
2496 }
2497 } 2371 }
2498 return TRUE;
2499 }
2500 /* IF we get here, key doesn't exist */
2501
2502 /* No field, we'll have to add it. */
2503
2504 if (!add_key)
2505 return FALSE;
2506
2507 /* There isn't any good reason to store a null
2508 * value in the key/value list. If the archetype has
2509 * this key, then we should also have it, so shouldn't
2510 * be here. If user wants to store empty strings,
2511 * should pass in ""
2512 */
2513 if (value == NULL)
2514 return TRUE;
2515
2516 field = new key_value;
2517
2518 field->key = canonical_key;
2519 field->value = value;
2520 /* Usual prepend-addition. */
2521 field->next = op->key_values;
2522 op->key_values = field;
2523
2524 return TRUE;
2525}
2526
2527/*
2528 * Updates the key in op to value.
2529 *
2530 * If add_key is FALSE, this will only update existing keys,
2531 * and not add new ones.
2532 * In general, should be little reason FALSE is ever passed in for add_key
2533 *
2534 * Returns TRUE on success.
2535 */
2536int
2537set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2538{
2539 shstr key_ (key);
2540
2541 return set_ob_key_value_s (op, key_, value, add_key);
2542} 2372}
2543 2373
2544object::depth_iterator::depth_iterator (object *container) 2374object::depth_iterator::depth_iterator (object *container)
2545: iterator_base (container) 2375: iterator_base (container)
2546{ 2376{
2596{ 2426{
2597 char flagdesc[512]; 2427 char flagdesc[512];
2598 char info2[256 * 4]; 2428 char info2[256 * 4];
2599 char *p = info; 2429 char *p = info;
2600 2430
2601 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2431 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2602 count, 2432 count,
2603 uuid.c_str (), 2433 uuid.c_str (),
2604 &name, 2434 &name,
2605 title ? "\",title:\"" : "", 2435 title ? ",title:\"" : "",
2606 title ? (const char *)title : "", 2436 title ? (const char *)title : "",
2437 title ? "\"" : "",
2607 flag_desc (flagdesc, 512), type); 2438 flag_desc (flagdesc, 512), type);
2608 2439
2609 if (!this->flag[FLAG_REMOVED] && env) 2440 if (!flag[FLAG_REMOVED] && env)
2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2441 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2611 2442
2612 if (map) 2443 if (map)
2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2444 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2614 2445
2644object::open_container (object *new_container) 2475object::open_container (object *new_container)
2645{ 2476{
2646 if (container == new_container) 2477 if (container == new_container)
2647 return; 2478 return;
2648 2479
2649 if (object *old_container = container) 2480 object *old_container = container;
2481
2482 if (old_container)
2650 { 2483 {
2651 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2484 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2652 return; 2485 return;
2653 2486
2654#if 0 2487#if 0
2656 if (object *closer = old_container->inv) 2489 if (object *closer = old_container->inv)
2657 if (closer->type == CLOSE_CON) 2490 if (closer->type == CLOSE_CON)
2658 closer->destroy (); 2491 closer->destroy ();
2659#endif 2492#endif
2660 2493
2494 // make sure the container is available
2495 esrv_send_item (this, old_container);
2496
2661 old_container->flag [FLAG_APPLIED] = 0; 2497 old_container->flag [FLAG_APPLIED] = false;
2662 container = 0; 2498 container = 0;
2663 2499
2500 // client needs item update to make it work, client bug requires this to be separate
2664 esrv_update_item (UPD_FLAGS, this, old_container); 2501 esrv_update_item (UPD_FLAGS, this, old_container);
2502
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2503 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2666 play_sound (sound_find ("chest_close")); 2504 play_sound (sound_find ("chest_close"));
2667 } 2505 }
2668 2506
2669 if (new_container) 2507 if (new_container)
2670 { 2508 {
2680 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2518 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2681 new_container->insert (closer); 2519 new_container->insert (closer);
2682 } 2520 }
2683#endif 2521#endif
2684 2522
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2523 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2686 2524
2525 // make sure the container is available, client bug requires this to be separate
2526 esrv_send_item (this, new_container);
2527
2687 new_container->flag [FLAG_APPLIED] = 1; 2528 new_container->flag [FLAG_APPLIED] = true;
2688 container = new_container; 2529 container = new_container;
2689 2530
2531 // client needs flag change
2690 esrv_update_item (UPD_FLAGS, this, new_container); 2532 esrv_update_item (UPD_FLAGS, this, new_container);
2691 esrv_send_inventory (this, new_container); 2533 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open")); 2534 play_sound (sound_find ("chest_open"));
2693 } 2535 }
2536// else if (!old_container->env && contr && contr->ns)
2537// contr->ns->floorbox_reset ();
2694} 2538}
2695 2539
2696object * 2540object *
2697object::force_find (const shstr name) 2541object::force_find (shstr_tmp name)
2698{ 2542{
2699 /* cycle through his inventory to look for the MARK we want to 2543 /* cycle through his inventory to look for the MARK we want to
2700 * place 2544 * place
2701 */ 2545 */
2702 for (object *tmp = inv; tmp; tmp = tmp->below) 2546 for (object *tmp = inv; tmp; tmp = tmp->below)
2705 2549
2706 return 0; 2550 return 0;
2707} 2551}
2708 2552
2709void 2553void
2554object::force_set_timer (int duration)
2555{
2556 this->duration = 1;
2557 this->speed_left = -1.f;
2558
2559 this->set_speed (duration ? 1.f / duration : 0.f);
2560}
2561
2562object *
2710object::force_add (const shstr name, int duration) 2563object::force_add (shstr_tmp name, int duration)
2711{ 2564{
2712 if (object *force = force_find (name)) 2565 if (object *force = force_find (name))
2713 force->destroy (); 2566 force->destroy ();
2714 2567
2715 object *force = get_archetype (FORCE_NAME); 2568 object *force = get_archetype (FORCE_NAME);
2716 2569
2717 force->slaying = name; 2570 force->slaying = name;
2718 force->stats.food = 1;
2719 force->speed_left = -1.f;
2720 2571
2721 force->set_speed (duration ? 1.f / duration : 0.f); 2572 force->force_set_timer (duration);
2722 force->flag [FLAG_IS_USED_UP] = true; 2573
2723 force->flag [FLAG_APPLIED] = true; 2574 force->flag [FLAG_APPLIED] = true;
2724 2575
2725 insert (force); 2576 return insert (force);
2726} 2577}
2727 2578
2728void 2579void
2729object::play_sound (faceidx sound) const 2580object::play_sound (faceidx sound) const
2730{ 2581{
2731 if (!sound) 2582 if (!sound)
2732 return; 2583 return;
2733 2584
2734 if (flag [FLAG_REMOVED]) 2585 if (is_on_map ())
2586 map->play_sound (sound, x, y);
2587 else if (object *pl = in_player ())
2588 pl->contr->play_sound (sound);
2589}
2590
2591void
2592object::say_msg (const char *msg) const
2593{
2594 if (is_on_map ())
2595 map->say_msg (msg, x, y);
2596 else if (object *pl = in_player ())
2597 pl->contr->play_sound (sound);
2598}
2599
2600void
2601object::make_noise ()
2602{
2603 // we do not model noise in the map, so instead put
2604 // a temporary light into the noise source
2605 // could use the map instead, but that's less reliable for our
2606 // goal, which is to make invisibility a bit harder to exploit
2607
2608 // currently only works sensibly for players
2609 if (!is_player ())
2735 return; 2610 return;
2736 2611
2737 if (env) 2612 // find old force, or create new one
2738 { 2613 object *force = force_find (shstr_noise_force);
2739 if (object *pl = in_player ()) 2614
2740 pl->contr->play_sound (sound); 2615 if (force)
2741 } 2616 force->speed_left = -1.f; // patch old speed up
2742 else 2617 else
2743 map->play_sound (sound, x, y); 2618 {
2744} 2619 force = archetype::get (shstr_noise_force);
2745 2620
2621 force->slaying = shstr_noise_force;
2622 force->stats.food = 1;
2623 force->speed_left = -1.f;
2624
2625 force->set_speed (1.f / 4.f);
2626 force->flag [FLAG_IS_USED_UP] = true;
2627 force->flag [FLAG_APPLIED] = true;
2628
2629 insert (force);
2630 }
2631}
2632

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